source-engine/game/server/hl2/npc_fastzombie.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

2157 lines
57 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ai_basenpc.h"
#include "ai_default.h"
#include "ai_schedule.h"
#include "ai_hull.h"
#include "ai_motor.h"
#include "ai_memory.h"
#include "ai_route.h"
#include "soundent.h"
#include "game.h"
#include "npcevent.h"
#include "entitylist.h"
#include "ai_task.h"
#include "activitylist.h"
#include "engine/IEngineSound.h"
#include "npc_BaseZombie.h"
#include "movevars_shared.h"
#include "IEffects.h"
#include "props.h"
#include "physics_npc_solver.h"
#include "physics_prop_ragdoll.h"
#ifdef HL2_EPISODIC
#include "episodic/ai_behavior_passenger_zombie.h"
#endif // HL2_EPISODIC
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define FASTZOMBIE_IDLE_PITCH 35
#define FASTZOMBIE_MIN_PITCH 70
#define FASTZOMBIE_MAX_PITCH 130
#define FASTZOMBIE_SOUND_UPDATE_FREQ 0.5
#define FASTZOMBIE_MAXLEAP_Z 128
#define FASTZOMBIE_EXCITE_DIST 480.0
#define FASTZOMBIE_BASE_FREQ 1.5
// If flying at an enemy, and this close or closer, start playing the maul animation!!
#define FASTZOMBIE_MAUL_RANGE 300
#ifdef HL2_EPISODIC
int AE_PASSENGER_PHYSICS_PUSH;
int AE_FASTZOMBIE_VEHICLE_LEAP;
int AE_FASTZOMBIE_VEHICLE_SS_DIE; // Killed while doing scripted sequence on vehicle
#endif // HL2_EPISODIC
enum
{
COND_FASTZOMBIE_CLIMB_TOUCH = LAST_BASE_ZOMBIE_CONDITION,
};
envelopePoint_t envFastZombieVolumeJump[] =
{
{ 1.0f, 1.0f,
0.1f, 0.1f,
},
{ 0.0f, 0.0f,
1.0f, 1.2f,
},
};
envelopePoint_t envFastZombieVolumePain[] =
{
{ 1.0f, 1.0f,
0.1f, 0.1f,
},
{ 0.0f, 0.0f,
1.0f, 1.0f,
},
};
envelopePoint_t envFastZombieInverseVolumePain[] =
{
{ 0.0f, 0.0f,
0.1f, 0.1f,
},
{ 1.0f, 1.0f,
1.0f, 1.0f,
},
};
envelopePoint_t envFastZombieVolumeJumpPostApex[] =
{
{ 1.0f, 1.0f,
0.1f, 0.1f,
},
{ 0.0f, 0.0f,
1.0f, 1.2f,
},
};
envelopePoint_t envFastZombieVolumeClimb[] =
{
{ 1.0f, 1.0f,
0.1f, 0.1f,
},
{ 0.0f, 0.0f,
0.2f, 0.2f,
},
};
envelopePoint_t envFastZombieMoanVolumeFast[] =
{
{ 1.0f, 1.0f,
0.1f, 0.1f,
},
{ 0.0f, 0.0f,
0.2f, 0.3f,
},
};
envelopePoint_t envFastZombieMoanVolume[] =
{
{ 1.0f, 1.0f,
0.1f, 0.1f,
},
{ 1.0f, 1.0f,
0.2f, 0.2f,
},
{ 0.0f, 0.0f,
1.0f, 0.4f,
},
};
envelopePoint_t envFastZombieFootstepVolume[] =
{
{ 1.0f, 1.0f,
0.1f, 0.1f,
},
{ 0.7f, 0.7f,
0.2f, 0.2f,
},
};
envelopePoint_t envFastZombieVolumeFrenzy[] =
{
{ 1.0f, 1.0f,
0.1f, 0.1f,
},
{ 0.0f, 0.0f,
2.0f, 2.0f,
},
};
//=========================================================
// animation events
//=========================================================
int AE_FASTZOMBIE_LEAP;
int AE_FASTZOMBIE_GALLOP_LEFT;
int AE_FASTZOMBIE_GALLOP_RIGHT;
int AE_FASTZOMBIE_CLIMB_LEFT;
int AE_FASTZOMBIE_CLIMB_RIGHT;
//=========================================================
// tasks
//=========================================================
enum
{
TASK_FASTZOMBIE_DO_ATTACK = LAST_SHARED_TASK + 100, // again, my !!!HACKHACK
TASK_FASTZOMBIE_LAND_RECOVER,
TASK_FASTZOMBIE_UNSTICK_JUMP,
TASK_FASTZOMBIE_JUMP_BACK,
TASK_FASTZOMBIE_VERIFY_ATTACK,
};
//=========================================================
// activities
//=========================================================
int ACT_FASTZOMBIE_LEAP_SOAR;
int ACT_FASTZOMBIE_LEAP_STRIKE;
int ACT_FASTZOMBIE_LAND_RIGHT;
int ACT_FASTZOMBIE_LAND_LEFT;
int ACT_FASTZOMBIE_FRENZY;
int ACT_FASTZOMBIE_BIG_SLASH;
//=========================================================
// schedules
//=========================================================
enum
{
SCHED_FASTZOMBIE_RANGE_ATTACK1 = LAST_SHARED_SCHEDULE + 100, // hack to get past the base zombie's schedules
SCHED_FASTZOMBIE_UNSTICK_JUMP,
SCHED_FASTZOMBIE_CLIMBING_UNSTICK_JUMP,
SCHED_FASTZOMBIE_MELEE_ATTACK1,
SCHED_FASTZOMBIE_TORSO_MELEE_ATTACK1,
};
//=========================================================
//=========================================================
class CFastZombie : public CNPC_BaseZombie
{
DECLARE_CLASS( CFastZombie, CNPC_BaseZombie );
public:
void Spawn( void );
void Precache( void );
void SetZombieModel( void );
bool CanSwatPhysicsObjects( void ) { return false; }
int TranslateSchedule( int scheduleType );
Activity NPC_TranslateActivity( Activity baseAct );
void LeapAttackTouch( CBaseEntity *pOther );
void ClimbTouch( CBaseEntity *pOther );
void StartTask( const Task_t *pTask );
void RunTask( const Task_t *pTask );
int SelectSchedule( void );
void OnScheduleChange( void );
void PrescheduleThink( void );
float InnateRange1MaxRange( void );
int RangeAttack1Conditions( float flDot, float flDist );
int MeleeAttack1Conditions( float flDot, float flDist );
virtual float GetClawAttackRange() const { return 50; }
bool ShouldPlayFootstepMoan( void ) { return false; }
void HandleAnimEvent( animevent_t *pEvent );
void PostNPCInit( void );
void LeapAttack( void );
void LeapAttackSound( void );
void BecomeTorso( const Vector &vecTorsoForce, const Vector &vecLegsForce );
bool IsJumpLegal(const Vector &startPos, const Vector &apex, const Vector &endPos) const;
bool MovementCost( int moveType, const Vector &vecStart, const Vector &vecEnd, float *pCost );
bool ShouldFailNav( bool bMovementFailed );
int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
const char *GetMoanSound( int nSound );
void OnChangeActivity( Activity NewActivity );
void OnStateChange( NPC_STATE OldState, NPC_STATE NewState );
void Event_Killed( const CTakeDamageInfo &info );
bool ShouldBecomeTorso( const CTakeDamageInfo &info, float flDamageThreshold );
virtual Vector GetAutoAimCenter() { return WorldSpaceCenter() - Vector( 0, 0, 12.0f ); }
void PainSound( const CTakeDamageInfo &info );
void DeathSound( const CTakeDamageInfo &info );
void AlertSound( void );
void IdleSound( void );
void AttackSound( void );
void AttackHitSound( void );
void AttackMissSound( void );
void FootstepSound( bool fRightFoot );
void FootscuffSound( bool fRightFoot ) {}; // fast guy doesn't scuff
void StopLoopingSounds( void );
void SoundInit( void );
void SetIdleSoundState( void );
void SetAngrySoundState( void );
void BuildScheduleTestBits( void );
void BeginNavJump( void );
void EndNavJump( void );
bool IsNavJumping( void ) { return m_fIsNavJumping; }
void OnNavJumpHitApex( void );
void BeginAttackJump( void );
void EndAttackJump( void );
float MaxYawSpeed( void );
virtual const char *GetHeadcrabClassname( void );
virtual const char *GetHeadcrabModel( void );
virtual const char *GetLegsModel( void );
virtual const char *GetTorsoModel( void );
//=============================================================================
#ifdef HL2_EPISODIC
public:
virtual bool CreateBehaviors( void );
virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
virtual void UpdateEfficiency( bool bInPVS );
virtual bool IsInAVehicle( void );
void InputAttachToVehicle( inputdata_t &inputdata );
void VehicleLeapAttackTouch( CBaseEntity *pOther );
private:
void VehicleLeapAttack( void );
bool CanEnterVehicle( CPropJeepEpisodic *pVehicle );
CAI_PassengerBehaviorZombie m_PassengerBehavior;
#endif // HL2_EPISODIC
//=============================================================================
protected:
static const char *pMoanSounds[];
// Sound stuff
float m_flDistFactor;
unsigned char m_iClimbCount; // counts rungs climbed (for sound)
bool m_fIsNavJumping;
bool m_fIsAttackJumping;
bool m_fHitApex;
mutable float m_flJumpDist;
bool m_fHasScreamed;
private:
float m_flNextMeleeAttack;
bool m_fJustJumped;
float m_flJumpStartAltitude;
float m_flTimeUpdateSound;
CSoundPatch *m_pLayer2; // used for climbing ladders, and when jumping (pre apex)
public:
DEFINE_CUSTOM_AI;
DECLARE_DATADESC();
};
LINK_ENTITY_TO_CLASS( npc_fastzombie, CFastZombie );
LINK_ENTITY_TO_CLASS( npc_fastzombie_torso, CFastZombie );
BEGIN_DATADESC( CFastZombie )
DEFINE_FIELD( m_flDistFactor, FIELD_FLOAT ),
DEFINE_FIELD( m_iClimbCount, FIELD_CHARACTER ),
DEFINE_FIELD( m_fIsNavJumping, FIELD_BOOLEAN ),
DEFINE_FIELD( m_fIsAttackJumping, FIELD_BOOLEAN ),
DEFINE_FIELD( m_fHitApex, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flJumpDist, FIELD_FLOAT ),
DEFINE_FIELD( m_fHasScreamed, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flNextMeleeAttack, FIELD_TIME ),
DEFINE_FIELD( m_fJustJumped, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flJumpStartAltitude, FIELD_FLOAT ),
DEFINE_FIELD( m_flTimeUpdateSound, FIELD_TIME ),
// Function Pointers
DEFINE_ENTITYFUNC( LeapAttackTouch ),
DEFINE_ENTITYFUNC( ClimbTouch ),
DEFINE_SOUNDPATCH( m_pLayer2 ),
#ifdef HL2_EPISODIC
DEFINE_ENTITYFUNC( VehicleLeapAttackTouch ),
DEFINE_INPUTFUNC( FIELD_STRING, "AttachToVehicle", InputAttachToVehicle ),
#endif // HL2_EPISODIC
END_DATADESC()
const char *CFastZombie::pMoanSounds[] =
{
"NPC_FastZombie.Moan1",
};
//-----------------------------------------------------------------------------
// The model we use for our legs when we get blowed up.
//-----------------------------------------------------------------------------
static const char *s_pLegsModel = "models/gibs/fast_zombie_legs.mdl";
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CFastZombie::Precache( void )
{
PrecacheModel("models/zombie/fast.mdl");
#ifdef HL2_EPISODIC
PrecacheModel("models/zombie/Fast_torso.mdl");
PrecacheScriptSound( "NPC_FastZombie.CarEnter1" );
PrecacheScriptSound( "NPC_FastZombie.CarEnter2" );
PrecacheScriptSound( "NPC_FastZombie.CarEnter3" );
PrecacheScriptSound( "NPC_FastZombie.CarEnter4" );
PrecacheScriptSound( "NPC_FastZombie.CarScream" );
#endif
PrecacheModel( "models/gibs/fast_zombie_torso.mdl" );
PrecacheModel( "models/gibs/fast_zombie_legs.mdl" );
PrecacheScriptSound( "NPC_FastZombie.LeapAttack" );
PrecacheScriptSound( "NPC_FastZombie.FootstepRight" );
PrecacheScriptSound( "NPC_FastZombie.FootstepLeft" );
PrecacheScriptSound( "NPC_FastZombie.AttackHit" );
PrecacheScriptSound( "NPC_FastZombie.AttackMiss" );
PrecacheScriptSound( "NPC_FastZombie.LeapAttack" );
PrecacheScriptSound( "NPC_FastZombie.Attack" );
PrecacheScriptSound( "NPC_FastZombie.Idle" );
PrecacheScriptSound( "NPC_FastZombie.AlertFar" );
PrecacheScriptSound( "NPC_FastZombie.AlertNear" );
PrecacheScriptSound( "NPC_FastZombie.GallopLeft" );
PrecacheScriptSound( "NPC_FastZombie.GallopRight" );
PrecacheScriptSound( "NPC_FastZombie.Scream" );
PrecacheScriptSound( "NPC_FastZombie.RangeAttack" );
PrecacheScriptSound( "NPC_FastZombie.Frenzy" );
PrecacheScriptSound( "NPC_FastZombie.NoSound" );
PrecacheScriptSound( "NPC_FastZombie.Die" );
PrecacheScriptSound( "NPC_FastZombie.Gurgle" );
PrecacheScriptSound( "NPC_FastZombie.Moan1" );
BaseClass::Precache();
}
//---------------------------------------------------------
//---------------------------------------------------------
void CFastZombie::OnScheduleChange( void )
{
if ( m_flNextMeleeAttack > gpGlobals->curtime + 1 )
{
// Allow melee attacks again.
m_flNextMeleeAttack = gpGlobals->curtime + 0.5;
}
BaseClass::OnScheduleChange();
}
//---------------------------------------------------------
//---------------------------------------------------------
int CFastZombie::SelectSchedule ( void )
{
// ========================================================
#ifdef HL2_EPISODIC
// Defer all decisions to the behavior if it's running
if ( m_PassengerBehavior.CanSelectSchedule() )
{
DeferSchedulingToBehavior( &m_PassengerBehavior );
return BaseClass::SelectSchedule();
}
#endif //HL2_EPISODIC
// ========================================================
if ( HasCondition( COND_ZOMBIE_RELEASECRAB ) )
{
// Death waits for no man. Or zombie. Or something.
return SCHED_ZOMBIE_RELEASECRAB;
}
if ( HasCondition( COND_FASTZOMBIE_CLIMB_TOUCH ) )
{
return SCHED_FASTZOMBIE_UNSTICK_JUMP;
}
switch ( m_NPCState )
{
case NPC_STATE_COMBAT:
if ( HasCondition( COND_LOST_ENEMY ) || ( HasCondition( COND_ENEMY_UNREACHABLE ) && MustCloseToAttack() ) )
{
// Set state to alert and recurse!
SetState( NPC_STATE_ALERT );
return SelectSchedule();
}
break;
case NPC_STATE_ALERT:
if ( HasCondition( COND_LOST_ENEMY ) || ( HasCondition( COND_ENEMY_UNREACHABLE ) && MustCloseToAttack() ) )
{
ClearCondition( COND_LOST_ENEMY );
ClearCondition( COND_ENEMY_UNREACHABLE );
SetEnemy( NULL );
#ifdef DEBUG_ZOMBIES
DevMsg("Wandering\n");
#endif
// Just lost track of our enemy.
// Wander around a bit so we don't look like a dingus.
return SCHED_ZOMBIE_WANDER_MEDIUM;
}
break;
}
return BaseClass::SelectSchedule();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CFastZombie::PrescheduleThink( void )
{
BaseClass::PrescheduleThink();
if( GetGroundEntity() && GetGroundEntity()->Classify() == CLASS_HEADCRAB )
{
// Kill!
CTakeDamageInfo info;
info.SetDamage( GetGroundEntity()->GetHealth() );
info.SetAttacker( this );
info.SetInflictor( this );
info.SetDamageType( DMG_GENERIC );
GetGroundEntity()->TakeDamage( info );
}
if( m_pMoanSound && gpGlobals->curtime > m_flTimeUpdateSound )
{
// Manage the snorting sound, pitch up for closer.
float flDistNoBBox;
if( GetEnemy() && m_NPCState == NPC_STATE_COMBAT )
{
flDistNoBBox = ( GetEnemy()->WorldSpaceCenter() - WorldSpaceCenter() ).Length();
flDistNoBBox -= WorldAlignSize().x;
}
else
{
// Calm down!
flDistNoBBox = FASTZOMBIE_EXCITE_DIST;
m_flTimeUpdateSound += 1.0;
}
if( flDistNoBBox >= FASTZOMBIE_EXCITE_DIST && m_flDistFactor != 1.0 )
{
// Go back to normal pitch.
m_flDistFactor = 1.0;
ENVELOPE_CONTROLLER.SoundChangePitch( m_pMoanSound, FASTZOMBIE_IDLE_PITCH, FASTZOMBIE_SOUND_UPDATE_FREQ );
}
else if( flDistNoBBox < FASTZOMBIE_EXCITE_DIST )
{
// Zombie is close! Recalculate pitch.
int iPitch;
m_flDistFactor = MIN( 1.0, 1 - flDistNoBBox / FASTZOMBIE_EXCITE_DIST );
iPitch = FASTZOMBIE_MIN_PITCH + ( ( FASTZOMBIE_MAX_PITCH - FASTZOMBIE_MIN_PITCH ) * m_flDistFactor);
ENVELOPE_CONTROLLER.SoundChangePitch( m_pMoanSound, iPitch, FASTZOMBIE_SOUND_UPDATE_FREQ );
}
m_flTimeUpdateSound = gpGlobals->curtime + FASTZOMBIE_SOUND_UPDATE_FREQ;
}
// Crudely detect the apex of our jump
if( IsNavJumping() && !m_fHitApex && GetAbsVelocity().z <= 0.0 )
{
OnNavJumpHitApex();
}
if( IsCurSchedule(SCHED_FASTZOMBIE_RANGE_ATTACK1, false) )
{
// Think more frequently when flying quickly through the
// air, to update the server's location more often.
SetNextThink(gpGlobals->curtime);
}
}
//-----------------------------------------------------------------------------
// Purpose: Startup all of the sound patches that the fast zombie uses.
//
//
//-----------------------------------------------------------------------------
void CFastZombie::SoundInit( void )
{
if( !m_pMoanSound )
{
// !!!HACKHACK - kickstart the moan sound. (sjb)
MoanSound( envFastZombieMoanVolume, ARRAYSIZE( envFastZombieMoanVolume ) );
// Clear the commands that the base class gave the moaning sound channel.
ENVELOPE_CONTROLLER.CommandClear( m_pMoanSound );
}
CPASAttenuationFilter filter( this );
if( !m_pLayer2 )
{
// Set up layer2
m_pLayer2 = ENVELOPE_CONTROLLER.SoundCreate( filter, entindex(), CHAN_VOICE, "NPC_FastZombie.Gurgle", ATTN_NORM );
// Start silent.
ENVELOPE_CONTROLLER.Play( m_pLayer2, 0.0, 100 );
}
SetIdleSoundState();
}
//-----------------------------------------------------------------------------
// Purpose: Make the zombie sound calm.
//-----------------------------------------------------------------------------
void CFastZombie::SetIdleSoundState( void )
{
// Main looping sound
if ( m_pMoanSound )
{
ENVELOPE_CONTROLLER.SoundChangePitch( m_pMoanSound, FASTZOMBIE_IDLE_PITCH, 1.0 );
ENVELOPE_CONTROLLER.SoundChangeVolume( m_pMoanSound, 0.75, 1.0 );
}
// Second Layer
if ( m_pLayer2 )
{
ENVELOPE_CONTROLLER.SoundChangePitch( m_pLayer2, 100, 1.0 );
ENVELOPE_CONTROLLER.SoundChangeVolume( m_pLayer2, 0.0, 1.0 );
}
}
//-----------------------------------------------------------------------------
// Purpose: Make the zombie sound pizzled
//-----------------------------------------------------------------------------
void CFastZombie::SetAngrySoundState( void )
{
if (( !m_pMoanSound ) || ( !m_pLayer2 ))
{
return;
}
EmitSound( "NPC_FastZombie.LeapAttack" );
// Main looping sound
ENVELOPE_CONTROLLER.SoundChangePitch( m_pMoanSound, FASTZOMBIE_MIN_PITCH, 0.5 );
ENVELOPE_CONTROLLER.SoundChangeVolume( m_pMoanSound, 1.0, 0.5 );
// Second Layer
ENVELOPE_CONTROLLER.SoundChangePitch( m_pLayer2, 100, 1.0 );
ENVELOPE_CONTROLLER.SoundChangeVolume( m_pLayer2, 0.0, 1.0 );
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CFastZombie::Spawn( void )
{
Precache();
m_fJustJumped = false;
m_fIsTorso = m_fIsHeadless = false;
if( FClassnameIs( this, "npc_fastzombie" ) )
{
m_fIsTorso = false;
}
else
{
// This was placed as an npc_fastzombie_torso
m_fIsTorso = true;
}
#ifdef HL2_EPISODIC
SetBloodColor( BLOOD_COLOR_ZOMBIE );
#else
SetBloodColor( BLOOD_COLOR_YELLOW );
#endif // HL2_EPISODIC
m_iHealth = 50;
m_flFieldOfView = 0.2;
CapabilitiesClear();
CapabilitiesAdd( bits_CAP_MOVE_CLIMB | bits_CAP_MOVE_JUMP | bits_CAP_MOVE_GROUND | bits_CAP_INNATE_RANGE_ATTACK1 /* | bits_CAP_INNATE_MELEE_ATTACK1 */);
if ( m_fIsTorso == true )
{
CapabilitiesRemove( bits_CAP_MOVE_JUMP | bits_CAP_INNATE_RANGE_ATTACK1 );
}
m_flNextAttack = gpGlobals->curtime;
m_pLayer2 = NULL;
m_iClimbCount = 0;
EndNavJump();
m_flDistFactor = 1.0;
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CFastZombie::PostNPCInit( void )
{
SoundInit();
m_flTimeUpdateSound = gpGlobals->curtime;
}
//-----------------------------------------------------------------------------
// Purpose: Returns the classname (ie "npc_headcrab") to spawn when our headcrab bails.
//-----------------------------------------------------------------------------
const char *CFastZombie::GetHeadcrabClassname( void )
{
return "npc_headcrab_fast";
}
const char *CFastZombie::GetHeadcrabModel( void )
{
return "models/headcrab.mdl";
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CFastZombie::MaxYawSpeed( void )
{
switch( GetActivity() )
{
case ACT_TURN_LEFT:
case ACT_TURN_RIGHT:
return 120;
break;
case ACT_RUN:
return 160;
break;
case ACT_WALK:
case ACT_IDLE:
return 25;
break;
default:
return 20;
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CFastZombie::SetZombieModel( void )
{
Hull_t lastHull = GetHullType();
if ( m_fIsTorso )
{
SetModel( "models/zombie/fast_torso.mdl" );
SetHullType(HULL_TINY);
}
else
{
SetModel( "models/zombie/fast.mdl" );
SetHullType(HULL_HUMAN);
}
SetBodygroup( ZOMBIE_BODYGROUP_HEADCRAB, !m_fIsHeadless );
SetHullSizeNormal( true );
SetDefaultEyeOffset();
SetActivity( ACT_IDLE );
// hull changed size, notify vphysics
// UNDONE: Solve this generally, systematically so other
// NPCs can change size
if ( lastHull != GetHullType() )
{
if ( VPhysicsGetObject() )
{
SetupVPhysicsHull();
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns the model to use for our legs ragdoll when we are blown in twain.
//-----------------------------------------------------------------------------
const char *CFastZombie::GetLegsModel( void )
{
return s_pLegsModel;
}
const char *CFastZombie::GetTorsoModel( void )
{
return "models/gibs/fast_zombie_torso.mdl";
}
//-----------------------------------------------------------------------------
// Purpose: See if I can swat the player
//
//
//-----------------------------------------------------------------------------
int CFastZombie::MeleeAttack1Conditions( float flDot, float flDist )
{
if ( !GetEnemy() )
{
return COND_NONE;
}
if( !(GetFlags() & FL_ONGROUND) )
{
// Have to be on the ground!
return COND_NONE;
}
if( gpGlobals->curtime < m_flNextMeleeAttack )
{
return COND_NONE;
}
int baseResult = BaseClass::MeleeAttack1Conditions( flDot, flDist );
// @TODO (toml 07-21-04): follow up with Steve to find out why fz was explicitly not using these conditions
if ( baseResult == COND_TOO_FAR_TO_ATTACK || baseResult == COND_NOT_FACING_ATTACK )
{
return COND_NONE;
}
return baseResult;
}
//-----------------------------------------------------------------------------
// Purpose: Returns a moan sound for this class of zombie.
//-----------------------------------------------------------------------------
const char *CFastZombie::GetMoanSound( int nSound )
{
return pMoanSounds[ nSound % ARRAYSIZE( pMoanSounds ) ];
}
//-----------------------------------------------------------------------------
// Purpose: Sound of a footstep
//-----------------------------------------------------------------------------
void CFastZombie::FootstepSound( bool fRightFoot )
{
if( fRightFoot )
{
EmitSound( "NPC_FastZombie.FootstepRight" );
}
else
{
EmitSound( "NPC_FastZombie.FootstepLeft" );
}
}
//-----------------------------------------------------------------------------
// Purpose: Play a random attack hit sound
//-----------------------------------------------------------------------------
void CFastZombie::AttackHitSound( void )
{
EmitSound( "NPC_FastZombie.AttackHit" );
}
//-----------------------------------------------------------------------------
// Purpose: Play a random attack miss sound
//-----------------------------------------------------------------------------
void CFastZombie::AttackMissSound( void )
{
// Play a random attack miss sound
EmitSound( "NPC_FastZombie.AttackMiss" );
}
//-----------------------------------------------------------------------------
// Purpose: Play a random attack sound.
//-----------------------------------------------------------------------------
void CFastZombie::LeapAttackSound( void )
{
EmitSound( "NPC_FastZombie.LeapAttack" );
}
//-----------------------------------------------------------------------------
// Purpose: Play a random attack sound.
//-----------------------------------------------------------------------------
void CFastZombie::AttackSound( void )
{
EmitSound( "NPC_FastZombie.Attack" );
}
//-----------------------------------------------------------------------------
// Purpose: Play a random idle sound.
//-----------------------------------------------------------------------------
void CFastZombie::IdleSound( void )
{
EmitSound( "NPC_FastZombie.Idle" );
MakeAISpookySound( 360.0f );
}
//-----------------------------------------------------------------------------
// Purpose: Play a random pain sound.
//-----------------------------------------------------------------------------
void CFastZombie::PainSound( const CTakeDamageInfo &info )
{
if ( m_pLayer2 )
ENVELOPE_CONTROLLER.SoundPlayEnvelope( m_pLayer2, SOUNDCTRL_CHANGE_VOLUME, envFastZombieVolumePain, ARRAYSIZE(envFastZombieVolumePain) );
if ( m_pMoanSound )
ENVELOPE_CONTROLLER.SoundPlayEnvelope( m_pMoanSound, SOUNDCTRL_CHANGE_VOLUME, envFastZombieInverseVolumePain, ARRAYSIZE(envFastZombieInverseVolumePain) );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CFastZombie::DeathSound( const CTakeDamageInfo &info )
{
EmitSound( "NPC_FastZombie.Die" );
}
//-----------------------------------------------------------------------------
// Purpose: Play a random alert sound.
//-----------------------------------------------------------------------------
void CFastZombie::AlertSound( void )
{
CBaseEntity *pPlayer = AI_GetSinglePlayer();
if( pPlayer )
{
// Measure how far the player is, and play the appropriate type of alert sound.
// Doesn't matter if I'm getting mad at a different character, the player is the
// one that hears the sound.
float flDist;
flDist = ( GetAbsOrigin() - pPlayer->GetAbsOrigin() ).Length();
if( flDist > 512 )
{
EmitSound( "NPC_FastZombie.AlertFar" );
}
else
{
EmitSound( "NPC_FastZombie.AlertNear" );
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
#define FASTZOMBIE_MINLEAP 200
#define FASTZOMBIE_MAXLEAP 300
float CFastZombie::InnateRange1MaxRange( void )
{
return FASTZOMBIE_MAXLEAP;
}
//-----------------------------------------------------------------------------
// Purpose: See if I can make my leaping attack!!
//
//
//-----------------------------------------------------------------------------
int CFastZombie::RangeAttack1Conditions( float flDot, float flDist )
{
if (GetEnemy() == NULL)
{
return( COND_NONE );
}
if( !(GetFlags() & FL_ONGROUND) )
{
return COND_NONE;
}
if( gpGlobals->curtime < m_flNextAttack )
{
return( COND_NONE );
}
// make sure the enemy isn't on a roof and I'm in the streets (Ravenholm)
float flZDist;
flZDist = fabs( GetEnemy()->GetLocalOrigin().z - GetLocalOrigin().z );
if( flZDist > FASTZOMBIE_MAXLEAP_Z )
{
return COND_TOO_FAR_TO_ATTACK;
}
if( flDist > InnateRange1MaxRange() )
{
return COND_TOO_FAR_TO_ATTACK;
}
if( flDist < FASTZOMBIE_MINLEAP )
{
return COND_NONE;
}
if (flDot < 0.8)
{
return COND_NONE;
}
if ( !IsMoving() )
{
// I Have to be running!!!
return COND_NONE;
}
// Don't jump at the player unless he's facing me.
// This allows the player to get away if he turns and sprints
CBasePlayer *pPlayer = static_cast<CBasePlayer*>( GetEnemy() );
if( pPlayer )
{
// If the enemy is a player, don't attack from behind!
if( !pPlayer->FInViewCone( this ) )
{
return COND_NONE;
}
}
// Drumroll please!
// The final check! Is the path from my position to halfway between me
// and the player clear?
trace_t tr;
Vector vecDirToEnemy;
vecDirToEnemy = GetEnemy()->WorldSpaceCenter() - WorldSpaceCenter();
Vector vecHullMin( -16, -16, -16 );
Vector vecHullMax( 16, 16, 16 );
// only check half the distance. (the first part of the jump)
vecDirToEnemy = vecDirToEnemy * 0.5;
AI_TraceHull( WorldSpaceCenter(), WorldSpaceCenter() + vecDirToEnemy, vecHullMin, vecHullMax, MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );
if( tr.fraction != 1.0 )
{
// There's some sort of obstacle pretty much right in front of me.
return COND_NONE;
}
return COND_CAN_RANGE_ATTACK1;
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CFastZombie::HandleAnimEvent( animevent_t *pEvent )
{
if ( pEvent->event == AE_FASTZOMBIE_CLIMB_LEFT || pEvent->event == AE_FASTZOMBIE_CLIMB_RIGHT )
{
if( ++m_iClimbCount % 3 == 0 )
{
ENVELOPE_CONTROLLER.SoundChangePitch( m_pLayer2, random->RandomFloat( 100, 150 ), 0.0 );
ENVELOPE_CONTROLLER.SoundPlayEnvelope( m_pLayer2, SOUNDCTRL_CHANGE_VOLUME, envFastZombieVolumeClimb, ARRAYSIZE(envFastZombieVolumeClimb) );
}
return;
}
if ( pEvent->event == AE_FASTZOMBIE_LEAP )
{
LeapAttack();
return;
}
if ( pEvent->event == AE_FASTZOMBIE_GALLOP_LEFT )
{
EmitSound( "NPC_FastZombie.GallopLeft" );
return;
}
if ( pEvent->event == AE_FASTZOMBIE_GALLOP_RIGHT )
{
EmitSound( "NPC_FastZombie.GallopRight" );
return;
}
if ( pEvent->event == AE_ZOMBIE_ATTACK_RIGHT )
{
Vector right;
AngleVectors( GetLocalAngles(), NULL, &right, NULL );
right = right * -50;
QAngle angle( -3, -5, -3 );
ClawAttack( GetClawAttackRange(), 3, angle, right, ZOMBIE_BLOOD_RIGHT_HAND );
return;
}
if ( pEvent->event == AE_ZOMBIE_ATTACK_LEFT )
{
Vector right;
AngleVectors( GetLocalAngles(), NULL, &right, NULL );
right = right * 50;
QAngle angle( -3, 5, -3 );
ClawAttack( GetClawAttackRange(), 3, angle, right, ZOMBIE_BLOOD_LEFT_HAND );
return;
}
//=============================================================================
#ifdef HL2_EPISODIC
// Do the leap attack
if ( pEvent->event == AE_FASTZOMBIE_VEHICLE_LEAP )
{
VehicleLeapAttack();
return;
}
// Die while doing an SS in a vehicle
if ( pEvent->event == AE_FASTZOMBIE_VEHICLE_SS_DIE )
{
if ( IsInAVehicle() )
{
// Get the vehicle's present speed as a baseline
Vector vecVelocity = vec3_origin;
CBaseEntity *pVehicle = m_PassengerBehavior.GetTargetVehicle();
if ( pVehicle )
{
pVehicle->GetVelocity( &vecVelocity, NULL );
}
// TODO: We need to make this content driven -- jdw
Vector vecForward, vecRight, vecUp;
GetVectors( &vecForward, &vecRight, &vecUp );
vecVelocity += ( vecForward * -2500.0f ) + ( vecRight * 200.0f ) + ( vecUp * 300 );
// Always kill
float flDamage = GetMaxHealth() + 10;
// Take the damage and die
CTakeDamageInfo info( this, this, vecVelocity * 25.0f, WorldSpaceCenter(), flDamage, (DMG_CRUSH|DMG_VEHICLE) );
TakeDamage( info );
}
return;
}
#endif // HL2_EPISODIC
//=============================================================================
BaseClass::HandleAnimEvent( pEvent );
}
//-----------------------------------------------------------------------------
// Purpose: Jump at the enemy!! (stole this from the headcrab)
//
//
//-----------------------------------------------------------------------------
void CFastZombie::LeapAttack( void )
{
SetGroundEntity( NULL );
BeginAttackJump();
LeapAttackSound();
//
// Take him off ground so engine doesn't instantly reset FL_ONGROUND.
//
UTIL_SetOrigin( this, GetLocalOrigin() + Vector( 0 , 0 , 1 ));
Vector vecJumpDir;
CBaseEntity *pEnemy = GetEnemy();
if ( pEnemy )
{
Vector vecEnemyPos = pEnemy->WorldSpaceCenter();
float gravity = GetCurrentGravity();
if ( gravity <= 1 )
{
gravity = 1;
}
//
// How fast does the zombie need to travel to reach my enemy's eyes given gravity?
//
float height = ( vecEnemyPos.z - GetAbsOrigin().z );
if ( height < 16 )
{
height = 16;
}
else if ( height > 120 )
{
height = 120;
}
float speed = sqrt( 2 * gravity * height );
float time = speed / gravity;
//
// Scale the sideways velocity to get there at the right time
//
vecJumpDir = vecEnemyPos - GetAbsOrigin();
vecJumpDir = vecJumpDir / time;
//
// Speed to offset gravity at the desired height.
//
vecJumpDir.z = speed;
//
// Don't jump too far/fast.
//
#define CLAMP 1000.0
float distance = vecJumpDir.Length();
if ( distance > CLAMP )
{
vecJumpDir = vecJumpDir * ( CLAMP / distance );
}
// try speeding up a bit.
SetAbsVelocity( vecJumpDir );
m_flNextAttack = gpGlobals->curtime + 2;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFastZombie::StartTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_FASTZOMBIE_VERIFY_ATTACK:
// Simply ensure that the zombie still has a valid melee attack
if( HasCondition( COND_CAN_MELEE_ATTACK1 ) )
{
TaskComplete();
}
else
{
TaskFail("");
}
break;
case TASK_FASTZOMBIE_JUMP_BACK:
{
SetActivity( ACT_IDLE );
SetGroundEntity( NULL );
BeginAttackJump();
Vector forward;
AngleVectors( GetLocalAngles(), &forward );
//
// Take him off ground so engine doesn't instantly reset FL_ONGROUND.
//
UTIL_SetOrigin( this, GetLocalOrigin() + Vector( 0 , 0 , 1 ));
ApplyAbsVelocityImpulse( forward * -200 + Vector( 0, 0, 200 ) );
}
break;
case TASK_FASTZOMBIE_UNSTICK_JUMP:
{
SetGroundEntity( NULL );
// Call begin attack jump. A little bit later if we fail to pathfind, we check
// this value to see if we just jumped. If so, we assume we've jumped
// to someplace that's not pathing friendly, and so must jump again to get out.
BeginAttackJump();
//
// Take him off ground so engine doesn't instantly reset FL_ONGROUND.
//
UTIL_SetOrigin( this, GetLocalOrigin() + Vector( 0 , 0 , 1 ));
CBaseEntity *pEnemy = GetEnemy();
Vector vecJumpDir;
if ( GetActivity() == ACT_CLIMB_UP || GetActivity() == ACT_CLIMB_DOWN )
{
// Jump off the pipe backwards!
Vector forward;
GetVectors( &forward, NULL, NULL );
ApplyAbsVelocityImpulse( forward * -200 );
}
else if( pEnemy )
{
vecJumpDir = pEnemy->GetLocalOrigin() - GetLocalOrigin();
VectorNormalize( vecJumpDir );
vecJumpDir.z = 0;
ApplyAbsVelocityImpulse( vecJumpDir * 300 + Vector( 0, 0, 200 ) );
}
else
{
DevMsg("UNHANDLED CASE! Stuck Fast Zombie with no enemy!\n");
}
}
break;
case TASK_WAIT_FOR_MOVEMENT:
// If we're waiting for movement, that means that pathfinding succeeded, and
// we're about to be moving. So we aren't stuck. So clear this flag.
m_fJustJumped = false;
BaseClass::StartTask( pTask );
break;
case TASK_FACE_ENEMY:
{
// We don't use the base class implementation of this, because GetTurnActivity
// stomps our landing scrabble animations (sjb)
Vector flEnemyLKP = GetEnemyLKP();
GetMotor()->SetIdealYawToTarget( flEnemyLKP );
}
break;
case TASK_FASTZOMBIE_LAND_RECOVER:
{
// Set the ideal yaw
Vector flEnemyLKP = GetEnemyLKP();
GetMotor()->SetIdealYawToTarget( flEnemyLKP );
// figure out which way to turn.
float flDeltaYaw = GetMotor()->DeltaIdealYaw();
if( flDeltaYaw < 0 )
{
SetIdealActivity( (Activity)ACT_FASTZOMBIE_LAND_RIGHT );
}
else
{
SetIdealActivity( (Activity)ACT_FASTZOMBIE_LAND_LEFT );
}
TaskComplete();
}
break;
case TASK_RANGE_ATTACK1:
// Make melee attacks impossible until we land!
m_flNextMeleeAttack = gpGlobals->curtime + 60;
SetTouch( &CFastZombie::LeapAttackTouch );
break;
case TASK_FASTZOMBIE_DO_ATTACK:
SetActivity( (Activity)ACT_FASTZOMBIE_LEAP_SOAR );
break;
default:
BaseClass::StartTask( pTask );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFastZombie::RunTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_FASTZOMBIE_JUMP_BACK:
case TASK_FASTZOMBIE_UNSTICK_JUMP:
if( GetFlags() & FL_ONGROUND )
{
TaskComplete();
}
break;
case TASK_RANGE_ATTACK1:
if( ( GetFlags() & FL_ONGROUND ) || ( m_pfnTouch == NULL ) )
{
// All done when you touch the ground, or if our touch function has somehow cleared.
TaskComplete();
// Allow melee attacks again.
m_flNextMeleeAttack = gpGlobals->curtime + 0.5;
return;
}
break;
default:
BaseClass::RunTask( pTask );
break;
}
}
//---------------------------------------------------------
//---------------------------------------------------------
int CFastZombie::TranslateSchedule( int scheduleType )
{
switch( scheduleType )
{
case SCHED_RANGE_ATTACK1:
{
// Scream right now, cause in half a second, we're gonna jump!!
if( !m_fHasScreamed )
{
// Only play that over-the-top attack scream once per combat state.
EmitSound( "NPC_FastZombie.Scream" );
m_fHasScreamed = true;
}
else
{
EmitSound( "NPC_FastZombie.RangeAttack" );
}
return SCHED_FASTZOMBIE_RANGE_ATTACK1;
}
break;
case SCHED_MELEE_ATTACK1:
if ( m_fIsTorso == true )
{
return SCHED_FASTZOMBIE_TORSO_MELEE_ATTACK1;
}
else
{
return SCHED_FASTZOMBIE_MELEE_ATTACK1;
}
break;
case SCHED_FASTZOMBIE_UNSTICK_JUMP:
if ( GetActivity() == ACT_CLIMB_UP || GetActivity() == ACT_CLIMB_DOWN || GetActivity() == ACT_CLIMB_DISMOUNT )
{
return SCHED_FASTZOMBIE_CLIMBING_UNSTICK_JUMP;
}
else
{
return SCHED_FASTZOMBIE_UNSTICK_JUMP;
}
break;
case SCHED_MOVE_TO_WEAPON_RANGE:
{
float flZDist = fabs( GetEnemy()->GetLocalOrigin().z - GetLocalOrigin().z );
if ( flZDist > FASTZOMBIE_MAXLEAP_Z )
return SCHED_CHASE_ENEMY;
else // fall through to default
return BaseClass::TranslateSchedule( scheduleType );
break;
}
default:
return BaseClass::TranslateSchedule( scheduleType );
}
}
//---------------------------------------------------------
//---------------------------------------------------------
Activity CFastZombie::NPC_TranslateActivity( Activity baseAct )
{
if ( baseAct == ACT_CLIMB_DOWN )
return ACT_CLIMB_UP;
return BaseClass::NPC_TranslateActivity( baseAct );
}
//---------------------------------------------------------
//---------------------------------------------------------
void CFastZombie::LeapAttackTouch( CBaseEntity *pOther )
{
if ( !pOther->IsSolid() )
{
// Touching a trigger or something.
return;
}
// Stop the zombie and knock the player back
Vector vecNewVelocity( 0, 0, GetAbsVelocity().z );
SetAbsVelocity( vecNewVelocity );
Vector forward;
AngleVectors( GetLocalAngles(), &forward );
forward *= 500;
QAngle qaPunch( 15, random->RandomInt(-5,5), random->RandomInt(-5,5) );
ClawAttack( GetClawAttackRange(), 5, qaPunch, forward, ZOMBIE_BLOOD_BOTH_HANDS );
SetTouch( NULL );
}
//-----------------------------------------------------------------------------
// Purpose: Lets us know if we touch the player while we're climbing.
//-----------------------------------------------------------------------------
void CFastZombie::ClimbTouch( CBaseEntity *pOther )
{
if ( pOther->IsPlayer() )
{
// If I hit the player, shove him aside.
Vector vecDir = pOther->WorldSpaceCenter() - WorldSpaceCenter();
vecDir.z = 0.0; // planar
VectorNormalize( vecDir );
if( IsXbox() )
{
vecDir *= 400.0f;
}
else
{
vecDir *= 200.0f;
}
pOther->VelocityPunch( vecDir );
if ( GetActivity() != ACT_CLIMB_DISMOUNT ||
( pOther->GetGroundEntity() == NULL &&
GetNavigator()->IsGoalActive() &&
pOther->GetAbsOrigin().z - GetNavigator()->GetCurWaypointPos().z < -1.0 ) )
{
SetCondition( COND_FASTZOMBIE_CLIMB_TOUCH );
}
SetTouch( NULL );
}
else if ( dynamic_cast<CPhysicsProp *>(pOther) )
{
NPCPhysics_CreateSolver( this, pOther, true, 5.0 );
}
}
//-----------------------------------------------------------------------------
// Purpose: Shuts down our looping sounds.
//-----------------------------------------------------------------------------
void CFastZombie::StopLoopingSounds( void )
{
if ( m_pMoanSound )
{
ENVELOPE_CONTROLLER.SoundDestroy( m_pMoanSound );
m_pMoanSound = NULL;
}
if ( m_pLayer2 )
{
ENVELOPE_CONTROLLER.SoundDestroy( m_pLayer2 );
m_pLayer2 = NULL;
}
BaseClass::StopLoopingSounds();
}
//-----------------------------------------------------------------------------
// Purpose: Fast zombie cannot range attack when he's a torso!
//-----------------------------------------------------------------------------
void CFastZombie::BecomeTorso( const Vector &vecTorsoForce, const Vector &vecLegsForce )
{
CapabilitiesRemove( bits_CAP_INNATE_RANGE_ATTACK1 );
CapabilitiesRemove( bits_CAP_MOVE_JUMP );
CapabilitiesRemove( bits_CAP_MOVE_CLIMB );
ReleaseHeadcrab( EyePosition(), vecLegsForce * 0.5, true, true, true );
BaseClass::BecomeTorso( vecTorsoForce, vecLegsForce );
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if a reasonable jumping distance
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CFastZombie::IsJumpLegal(const Vector &startPos, const Vector &apex, const Vector &endPos) const
{
const float MAX_JUMP_RISE = 220.0f;
const float MAX_JUMP_DISTANCE = 512.0f;
const float MAX_JUMP_DROP = 384.0f;
if ( BaseClass::IsJumpLegal( startPos, apex, endPos, MAX_JUMP_RISE, MAX_JUMP_DROP, MAX_JUMP_DISTANCE ) )
{
// Hang onto the jump distance. The AI is going to want it.
m_flJumpDist = (startPos - endPos).Length();
return true;
}
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CFastZombie::MovementCost( int moveType, const Vector &vecStart, const Vector &vecEnd, float *pCost )
{
float delta = vecEnd.z - vecStart.z;
float multiplier = 1;
if ( moveType == bits_CAP_MOVE_JUMP )
{
multiplier = ( delta < 0 ) ? 0.5 : 1.5;
}
else if ( moveType == bits_CAP_MOVE_CLIMB )
{
multiplier = ( delta > 0 ) ? 0.5 : 4.0;
}
*pCost *= multiplier;
return ( multiplier != 1 );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CFastZombie::ShouldFailNav( bool bMovementFailed )
{
if ( !BaseClass::ShouldFailNav( bMovementFailed ) )
{
DevMsg( 2, "Fast zombie in scripted sequence probably hit bad node configuration at %s\n", VecToString( GetAbsOrigin() ) );
if ( GetNavigator()->GetPath()->CurWaypointNavType() == NAV_JUMP && GetNavigator()->RefindPathToGoal( false ) )
{
return false;
}
DevMsg( 2, "Fast zombie failed to get to scripted sequence\n" );
}
return true;
}
//---------------------------------------------------------
// Purpose: Notifier that lets us know when the fast
// zombie has hit the apex of a navigational jump.
//---------------------------------------------------------
void CFastZombie::OnNavJumpHitApex( void )
{
m_fHitApex = true; // stop subsequent notifications
}
//---------------------------------------------------------
// Purpose: Overridden to detect when the zombie goes into
// and out of his climb state and his navigation
// jump state.
//---------------------------------------------------------
void CFastZombie::OnChangeActivity( Activity NewActivity )
{
if ( NewActivity == ACT_FASTZOMBIE_FRENZY )
{
// Scream!!!!
EmitSound( "NPC_FastZombie.Frenzy" );
SetPlaybackRate( random->RandomFloat( .9, 1.1 ) );
}
if( NewActivity == ACT_JUMP )
{
BeginNavJump();
}
else if( GetActivity() == ACT_JUMP )
{
EndNavJump();
}
if ( NewActivity == ACT_LAND )
{
m_flNextAttack = gpGlobals->curtime + 1.0;
}
if ( NewActivity == ACT_GLIDE )
{
// Started a jump.
BeginNavJump();
}
else if ( GetActivity() == ACT_GLIDE )
{
// Landed a jump
EndNavJump();
if ( m_pMoanSound )
ENVELOPE_CONTROLLER.SoundChangePitch( m_pMoanSound, FASTZOMBIE_MIN_PITCH, 0.3 );
}
if ( NewActivity == ACT_CLIMB_UP )
{
// Started a climb!
if ( m_pMoanSound )
ENVELOPE_CONTROLLER.SoundChangeVolume( m_pMoanSound, 0.0, 0.2 );
SetTouch( &CFastZombie::ClimbTouch );
}
else if ( GetActivity() == ACT_CLIMB_DISMOUNT || ( GetActivity() == ACT_CLIMB_UP && NewActivity != ACT_CLIMB_DISMOUNT ) )
{
// Ended a climb
if ( m_pMoanSound )
ENVELOPE_CONTROLLER.SoundChangeVolume( m_pMoanSound, 1.0, 0.2 );
SetTouch( NULL );
}
BaseClass::OnChangeActivity( NewActivity );
}
//=========================================================
//
//=========================================================
int CFastZombie::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode )
{
if ( m_fJustJumped )
{
// Assume we failed cause we jumped to a bad place.
m_fJustJumped = false;
return SCHED_FASTZOMBIE_UNSTICK_JUMP;
}
return BaseClass::SelectFailSchedule( failedSchedule, failedTask, taskFailCode );
}
//=========================================================
// Purpose: Do some record keeping for jumps made for
// navigational purposes (i.e., not attack jumps)
//=========================================================
void CFastZombie::BeginNavJump( void )
{
m_fIsNavJumping = true;
m_fHitApex = false;
ENVELOPE_CONTROLLER.SoundPlayEnvelope( m_pLayer2, SOUNDCTRL_CHANGE_VOLUME, envFastZombieVolumeJump, ARRAYSIZE(envFastZombieVolumeJump) );
}
//=========================================================
//
//=========================================================
void CFastZombie::EndNavJump( void )
{
m_fIsNavJumping = false;
m_fHitApex = false;
}
//=========================================================
//
//=========================================================
void CFastZombie::BeginAttackJump( void )
{
// Set this to true. A little bit later if we fail to pathfind, we check
// this value to see if we just jumped. If so, we assume we've jumped
// to someplace that's not pathing friendly, and so must jump again to get out.
m_fJustJumped = true;
m_flJumpStartAltitude = GetLocalOrigin().z;
}
//=========================================================
//
//=========================================================
void CFastZombie::EndAttackJump( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFastZombie::BuildScheduleTestBits( void )
{
// FIXME: This is probably the desired call to make, but it opts into an untested base class path, we'll need to
// revisit this and figure out if we want that. -- jdw
// BaseClass::BuildScheduleTestBits();
//
// For now, make sure our active behavior gets a chance to add its own bits
if ( GetRunningBehavior() )
GetRunningBehavior()->BridgeBuildScheduleTestBits();
#ifdef HL2_EPISODIC
SetCustomInterruptCondition( COND_PROVOKED );
#endif // HL2_EPISODIC
// Any schedule that makes us climb should break if we touch player
if ( GetActivity() == ACT_CLIMB_UP || GetActivity() == ACT_CLIMB_DOWN || GetActivity() == ACT_CLIMB_DISMOUNT)
{
SetCustomInterruptCondition( COND_FASTZOMBIE_CLIMB_TOUCH );
}
else
{
ClearCustomInterruptCondition( COND_FASTZOMBIE_CLIMB_TOUCH );
}
}
//=========================================================
//
//=========================================================
void CFastZombie::OnStateChange( NPC_STATE OldState, NPC_STATE NewState )
{
if( NewState == NPC_STATE_COMBAT )
{
SetAngrySoundState();
}
else if( (m_pMoanSound) && ( NewState == NPC_STATE_IDLE || NewState == NPC_STATE_ALERT ) ) ///!!!HACKHACK - sjb
{
// Don't make this sound while we're slumped
if ( IsSlumped() == false )
{
// Set it up so that if the zombie goes into combat state sometime down the road
// that he'll be able to scream.
m_fHasScreamed = false;
SetIdleSoundState();
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CFastZombie::Event_Killed( const CTakeDamageInfo &info )
{
// Shut up my screaming sounds.
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "NPC_FastZombie.NoSound" );
CTakeDamageInfo dInfo = info;
#if 0
// Become a server-side ragdoll and create a constraint at the hand
if ( m_PassengerBehavior.GetPassengerState() == PASSENGER_STATE_INSIDE )
{
IPhysicsObject *pVehiclePhys = m_PassengerBehavior.GetTargetVehicle()->GetServerVehicle()->GetVehicleEnt()->VPhysicsGetObject();
CBaseAnimating *pVehicleAnimating = m_PassengerBehavior.GetTargetVehicle()->GetServerVehicle()->GetVehicleEnt()->GetBaseAnimating();
int nRightHandBone = 31;//GetBaseAnimating()->LookupBone( "ValveBiped.Bip01_R_Finger2" );
Vector vecRightHandPos;
QAngle vecRightHandAngle;
GetAttachment( LookupAttachment( "Blood_Right" ), vecRightHandPos, vecRightHandAngle );
//CTakeDamageInfo dInfo( GetEnemy(), GetEnemy(), RandomVector( -200, 200 ), WorldSpaceCenter(), 50.0f, DMG_CRUSH );
dInfo.SetDamageType( info.GetDamageType() | DMG_REMOVENORAGDOLL );
dInfo.ScaleDamageForce( 10.0f );
CBaseEntity *pRagdoll = CreateServerRagdoll( GetBaseAnimating(), 0, info, COLLISION_GROUP_DEBRIS );
/*
GetBaseAnimating()->GetBonePosition( nRightHandBone, vecRightHandPos, vecRightHandAngle );
CBaseEntity *pRagdoll = CreateServerRagdollAttached( GetBaseAnimating(),
vec3_origin,
-1,
COLLISION_GROUP_DEBRIS,
pVehiclePhys,
pVehicleAnimating,
0,
vecRightHandPos,
nRightHandBone,
vec3_origin );*/
}
#endif
BaseClass::Event_Killed( dInfo );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CFastZombie::ShouldBecomeTorso( const CTakeDamageInfo &info, float flDamageThreshold )
{
if( m_fIsTorso )
{
// Already split.
return false;
}
// Break in half IF:
//
// Take half or more of max health in DMG_BLAST
if( (info.GetDamageType() & DMG_BLAST) && m_iHealth <= 0 )
{
return true;
}
return false;
}
//=============================================================================
#ifdef HL2_EPISODIC
//-----------------------------------------------------------------------------
// Purpose: Add the passenger behavior to our repertoire
//-----------------------------------------------------------------------------
bool CFastZombie::CreateBehaviors( void )
{
AddBehavior( &m_PassengerBehavior );
return BaseClass::CreateBehaviors();
}
//-----------------------------------------------------------------------------
// Purpose: Get on the vehicle!
//-----------------------------------------------------------------------------
void CFastZombie::InputAttachToVehicle( inputdata_t &inputdata )
{
// Interrupt us
SetCondition( COND_PROVOKED );
// Find the target vehicle
CBaseEntity *pEntity = FindNamedEntity( inputdata.value.String() );
CPropJeepEpisodic *pVehicle = dynamic_cast<CPropJeepEpisodic *>(pEntity);
// Get in the car if it's valid
if ( pVehicle && CanEnterVehicle( pVehicle ) )
{
// Set her into a "passenger" behavior
m_PassengerBehavior.Enable( pVehicle );
m_PassengerBehavior.AttachToVehicle();
}
RemoveSpawnFlags( SF_NPC_GAG );
}
//-----------------------------------------------------------------------------
// Purpose: Passed along from the vehicle's callback list
//-----------------------------------------------------------------------------
void CFastZombie::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
{
// Only do the override while riding on a vehicle
if ( m_PassengerBehavior.CanSelectSchedule() && m_PassengerBehavior.GetPassengerState() != PASSENGER_STATE_OUTSIDE )
{
int damageType = 0;
float flDamage = CalculatePhysicsImpactDamage( index, pEvent, gZombiePassengerImpactDamageTable, 1.0, true, damageType );
if ( flDamage > 0 )
{
Vector damagePos;
pEvent->pInternalData->GetContactPoint( damagePos );
Vector damageForce = pEvent->postVelocity[index] * pEvent->pObjects[index]->GetMass();
CTakeDamageInfo info( this, this, damageForce, damagePos, flDamage, (damageType|DMG_VEHICLE) );
TakeDamage( info );
}
return;
}
BaseClass::VPhysicsCollision( index, pEvent );
}
//-----------------------------------------------------------------------------
// Purpose: FIXME: Fold this into LeapAttack using different jump targets!
//-----------------------------------------------------------------------------
void CFastZombie::VehicleLeapAttack( void )
{
CBaseEntity *pEnemy = GetEnemy();
if ( pEnemy == NULL )
return;
Vector vecEnemyPos;
UTIL_PredictedPosition( pEnemy, 1.0f, &vecEnemyPos );
// Move
SetGroundEntity( NULL );
BeginAttackJump();
LeapAttackSound();
// Take him off ground so engine doesn't instantly reset FL_ONGROUND.
UTIL_SetOrigin( this, GetLocalOrigin() + Vector( 0 , 0 , 1 ));
// FIXME: This should be the exact position we'll enter at, but this approximates it generally
//vecEnemyPos[2] += 16;
Vector vecMins = GetHullMins();
Vector vecMaxs = GetHullMaxs();
Vector vecJumpDir = VecCheckToss( this, GetAbsOrigin(), vecEnemyPos, 0.1f, 1.0f, false, &vecMins, &vecMaxs );
SetAbsVelocity( vecJumpDir );
m_flNextAttack = gpGlobals->curtime + 2.0f;
SetTouch( &CFastZombie::VehicleLeapAttackTouch );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CFastZombie::CanEnterVehicle( CPropJeepEpisodic *pVehicle )
{
if ( pVehicle == NULL )
return false;
return pVehicle->NPC_CanEnterVehicle( this, false );
}
//-----------------------------------------------------------------------------
// Purpose: FIXME: Move into behavior?
// Input : *pOther -
//-----------------------------------------------------------------------------
void CFastZombie::VehicleLeapAttackTouch( CBaseEntity *pOther )
{
if ( pOther->GetServerVehicle() )
{
m_PassengerBehavior.AttachToVehicle();
// HACK: Stop us cold
SetLocalVelocity( vec3_origin );
}
}
//-----------------------------------------------------------------------------
// Purpose: Determine whether we're in a vehicle or not
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CFastZombie::IsInAVehicle( void )
{
// Must be active and getting in/out of vehicle
if ( m_PassengerBehavior.IsEnabled() && m_PassengerBehavior.GetPassengerState() != PASSENGER_STATE_OUTSIDE )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Override our efficiency so that we don't jitter when we're in the middle
// of our enter/exit animations.
// Input : bInPVS - Whether we're in the PVS or not
//-----------------------------------------------------------------------------
void CFastZombie::UpdateEfficiency( bool bInPVS )
{
// If we're transitioning and in the PVS, we override our efficiency
if ( IsInAVehicle() && bInPVS )
{
PassengerState_e nState = m_PassengerBehavior.GetPassengerState();
if ( nState == PASSENGER_STATE_ENTERING || nState == PASSENGER_STATE_EXITING )
{
SetEfficiency( AIE_NORMAL );
return;
}
}
// Do the default behavior
BaseClass::UpdateEfficiency( bInPVS );
}
#endif // HL2_EPISODIC
//=============================================================================
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_fastzombie, CFastZombie )
DECLARE_ACTIVITY( ACT_FASTZOMBIE_LEAP_SOAR )
DECLARE_ACTIVITY( ACT_FASTZOMBIE_LEAP_STRIKE )
DECLARE_ACTIVITY( ACT_FASTZOMBIE_LAND_RIGHT )
DECLARE_ACTIVITY( ACT_FASTZOMBIE_LAND_LEFT )
DECLARE_ACTIVITY( ACT_FASTZOMBIE_FRENZY )
DECLARE_ACTIVITY( ACT_FASTZOMBIE_BIG_SLASH )
DECLARE_TASK( TASK_FASTZOMBIE_DO_ATTACK )
DECLARE_TASK( TASK_FASTZOMBIE_LAND_RECOVER )
DECLARE_TASK( TASK_FASTZOMBIE_UNSTICK_JUMP )
DECLARE_TASK( TASK_FASTZOMBIE_JUMP_BACK )
DECLARE_TASK( TASK_FASTZOMBIE_VERIFY_ATTACK )
DECLARE_CONDITION( COND_FASTZOMBIE_CLIMB_TOUCH )
//Adrian: events go here
DECLARE_ANIMEVENT( AE_FASTZOMBIE_LEAP )
DECLARE_ANIMEVENT( AE_FASTZOMBIE_GALLOP_LEFT )
DECLARE_ANIMEVENT( AE_FASTZOMBIE_GALLOP_RIGHT )
DECLARE_ANIMEVENT( AE_FASTZOMBIE_CLIMB_LEFT )
DECLARE_ANIMEVENT( AE_FASTZOMBIE_CLIMB_RIGHT )
#ifdef HL2_EPISODIC
// FIXME: Move!
DECLARE_ANIMEVENT( AE_PASSENGER_PHYSICS_PUSH )
DECLARE_ANIMEVENT( AE_FASTZOMBIE_VEHICLE_LEAP )
DECLARE_ANIMEVENT( AE_FASTZOMBIE_VEHICLE_SS_DIE )
#endif // HL2_EPISODIC
//=========================================================
//
//=========================================================
DEFINE_SCHEDULE
(
SCHED_FASTZOMBIE_RANGE_ATTACK1,
" Tasks"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_RANGE_ATTACK1"
" TASK_SET_ACTIVITY ACTIVITY:ACT_FASTZOMBIE_LEAP_STRIKE"
" TASK_RANGE_ATTACK1 0"
" TASK_WAIT 0.1"
" TASK_FASTZOMBIE_LAND_RECOVER 0" // essentially just figure out which way to turn.
" TASK_FACE_ENEMY 0"
" "
" Interrupts"
)
//=========================================================
// I have landed somewhere that's pathfinding-unfriendly
// just try to jump out.
//=========================================================
DEFINE_SCHEDULE
(
SCHED_FASTZOMBIE_UNSTICK_JUMP,
" Tasks"
" TASK_FASTZOMBIE_UNSTICK_JUMP 0"
" "
" Interrupts"
)
//=========================================================
//=========================================================
DEFINE_SCHEDULE
(
SCHED_FASTZOMBIE_CLIMBING_UNSTICK_JUMP,
" Tasks"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_FASTZOMBIE_UNSTICK_JUMP 0"
" "
" Interrupts"
)
//=========================================================
// > Melee_Attack1
//=========================================================
DEFINE_SCHEDULE
(
SCHED_FASTZOMBIE_MELEE_ATTACK1,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_MELEE_ATTACK1 0"
" TASK_MELEE_ATTACK1 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_FASTZOMBIE_FRENZY"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY"
" TASK_FASTZOMBIE_VERIFY_ATTACK 0"
" TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_FASTZOMBIE_BIG_SLASH"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
" COND_ENEMY_OCCLUDED"
);
//=========================================================
// > Melee_Attack1
//=========================================================
DEFINE_SCHEDULE
(
SCHED_FASTZOMBIE_TORSO_MELEE_ATTACK1,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_MELEE_ATTACK1 0"
" TASK_MELEE_ATTACK1 0"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY"
" TASK_FASTZOMBIE_VERIFY_ATTACK 0"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
" COND_ENEMY_OCCLUDED"
);
AI_END_CUSTOM_NPC()