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https://github.com/nillerusr/source-engine.git
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297 lines
8.3 KiB
C++
297 lines
8.3 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Defines the headcrab, a tiny, jumpy alien parasite.
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//
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//=============================================================================//
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#ifndef NPC_HEADCRAB_H
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#define NPC_HEADCRAB_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ai_squadslot.h"
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#include "ai_basenpc.h"
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#include "soundent.h"
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abstract_class CBaseHeadcrab : public CAI_BaseNPC
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{
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DECLARE_CLASS( CBaseHeadcrab, CAI_BaseNPC );
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public:
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void Spawn( void );
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void Precache( void );
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void RunTask( const Task_t *pTask );
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void StartTask( const Task_t *pTask );
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void OnChangeActivity( Activity NewActivity );
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bool IsFirmlyOnGround();
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void MoveOrigin( const Vector &vecDelta );
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void ThrowAt( const Vector &vecPos );
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void ThrowThink( void );
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virtual void JumpAttack( bool bRandomJump, const Vector &vecPos = vec3_origin, bool bThrown = false );
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void JumpToBurrowHint( CAI_Hint *pHint );
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bool HasHeadroom();
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void LeapTouch ( CBaseEntity *pOther );
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virtual void TouchDamage( CBaseEntity *pOther );
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bool CorpseGib( const CTakeDamageInfo &info );
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void Touch( CBaseEntity *pOther );
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Vector BodyTarget( const Vector &posSrc, bool bNoisy = true );
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float GetAutoAimRadius();
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void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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void Ignite( float flFlameLifetime, bool bNPCOnly = true, float flSize = 0.0f, bool bCalledByLevelDesigner = false );
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float MaxYawSpeed( void );
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void GatherConditions( void );
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void PrescheduleThink( void );
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Class_T Classify( void );
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void HandleAnimEvent( animevent_t *pEvent );
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int RangeAttack1Conditions ( float flDot, float flDist );
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int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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void ClampRagdollForce( const Vector &vecForceIn, Vector *vecForceOut );
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void Event_Killed( const CTakeDamageInfo &info );
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void BuildScheduleTestBits( void );
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bool FValidateHintType( CAI_Hint *pHint );
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bool IsJumping( void ) { return m_bMidJump; }
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virtual void BiteSound( void ) = 0;
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virtual void AttackSound( void ) {};
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virtual void ImpactSound( void ) {};
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virtual void TelegraphSound( void ) {};
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virtual int SelectSchedule( void );
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virtual int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
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virtual int TranslateSchedule( int scheduleType );
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virtual float GetReactionDelay( CBaseEntity *pEnemy ) { return 0.0; }
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bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt);
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void CrawlFromCanister();
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virtual bool AllowedToIgnite( void ) { return true; }
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virtual bool CanBeAnEnemyOf( CBaseEntity *pEnemy );
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bool IsHangingFromCeiling( void )
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{
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#ifdef HL2_EPISODIC
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return m_bHangingFromCeiling;
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#else
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return false;
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#endif
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}
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virtual void PlayerHasIlluminatedNPC( CBasePlayer *pPlayer, float flDot );
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void DropFromCeiling( void );
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DEFINE_CUSTOM_AI;
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DECLARE_DATADESC();
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protected:
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void HeadcrabInit();
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void Leap( const Vector &vecVel );
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void GrabHintNode( CAI_Hint *pHint );
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bool FindBurrow( const Vector &origin, float distance, bool excludeNear );
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bool ValidBurrowPoint( const Vector &point );
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void ClearBurrowPoint( const Vector &origin );
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void Burrow( void );
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void Unburrow( void );
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void SetBurrowed( bool bBurrowed );
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void JumpFromCanister();
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// Begins the climb from the canister
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void BeginClimbFromCanister();
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void InputBurrow( inputdata_t &inputdata );
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void InputBurrowImmediate( inputdata_t &inputdata );
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void InputUnburrow( inputdata_t &inputdata );
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void InputStartHangingFromCeiling( inputdata_t &inputdata );
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void InputDropFromCeiling( inputdata_t &inputdata );
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int CalcDamageInfo( CTakeDamageInfo *pInfo );
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void CreateDust( bool placeDecal = true );
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// Eliminates roll + pitch potentially in the headcrab at canister jump time
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void EliminateRollAndPitch();
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float InnateRange1MinRange( void );
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float InnateRange1MaxRange( void );
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protected:
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int m_nGibCount;
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float m_flTimeDrown;
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Vector m_vecCommittedJumpPos; // The position of our enemy when we locked in our jump attack.
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float m_flNextNPCThink;
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float m_flIgnoreWorldCollisionTime;
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bool m_bCommittedToJump; // Whether we have 'locked in' to jump at our enemy.
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bool m_bCrawlFromCanister;
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bool m_bStartBurrowed;
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bool m_bBurrowed;
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bool m_bHidden;
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bool m_bMidJump;
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bool m_bAttackFailed; // whether we ran into a wall during a jump.
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float m_flBurrowTime;
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int m_nContext; // for FValidateHintType context
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int m_nJumpFromCanisterDir;
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bool m_bHangingFromCeiling;
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float m_flIlluminatedTime;
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};
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//=========================================================
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//=========================================================
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// The ever popular chubby classic headcrab
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//=========================================================
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//=========================================================
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class CHeadcrab : public CBaseHeadcrab
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{
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DECLARE_CLASS( CHeadcrab, CBaseHeadcrab );
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public:
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void Precache( void );
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void Spawn( void );
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float MaxYawSpeed( void );
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Activity NPC_TranslateActivity( Activity eNewActivity );
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void BiteSound( void );
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void PainSound( const CTakeDamageInfo &info );
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void DeathSound( const CTakeDamageInfo &info );
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void IdleSound( void );
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void AlertSound( void );
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void AttackSound( void );
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void TelegraphSound( void );
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};
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//=========================================================
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//=========================================================
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// The spindly, fast headcrab
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//=========================================================
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//=========================================================
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class CFastHeadcrab : public CBaseHeadcrab
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{
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DECLARE_DATADESC();
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public:
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DECLARE_CLASS( CFastHeadcrab, CBaseHeadcrab );
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void Precache( void );
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void Spawn( void );
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bool QuerySeeEntity(CBaseEntity *pSightEnt, bool bOnlyHateOrFearIfNPC = false);
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float MaxYawSpeed( void );
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void PrescheduleThink( void );
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void RunTask( const Task_t *pTask );
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void StartTask( const Task_t *pTask );
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int SelectSchedule( void );
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int TranslateSchedule( int scheduleType );
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int m_iRunMode;
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float m_flRealGroundSpeed;
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float m_flSlowRunTime;
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float m_flPauseTime;
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Vector m_vecJumpVel;
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void BiteSound( void );
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void PainSound( const CTakeDamageInfo &info );
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void DeathSound( const CTakeDamageInfo &info );
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void IdleSound( void );
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void AlertSound( void );
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void AttackSound( void );
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enum SquadSlot_t
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{
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SQUAD_SLOT_ENGAGE1 = LAST_SHARED_SQUADSLOT,
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SQUAD_SLOT_ENGAGE2,
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SQUAD_SLOT_ENGAGE3,
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SQUAD_SLOT_ENGAGE4,
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};
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DEFINE_CUSTOM_AI;
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};
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//=========================================================
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//=========================================================
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// Treacherous black headcrab
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//=========================================================
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//=========================================================
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class CBlackHeadcrab : public CBaseHeadcrab
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{
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DECLARE_CLASS( CBlackHeadcrab, CBaseHeadcrab );
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public:
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void Eject( const QAngle &vecAngles, float flVelocityScale, CBaseEntity *pEnemy );
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void EjectTouch( CBaseEntity *pOther );
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//
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// CBaseHeadcrab implementation.
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//
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void TouchDamage( CBaseEntity *pOther );
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void BiteSound( void );
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void AttackSound( void );
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//
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// CAI_BaseNPC implementation.
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//
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virtual void PrescheduleThink( void );
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virtual void BuildScheduleTestBits( void );
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virtual int SelectSchedule( void );
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virtual int TranslateSchedule( int scheduleType );
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virtual Activity NPC_TranslateActivity( Activity eNewActivity );
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virtual void HandleAnimEvent( animevent_t *pEvent );
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virtual float MaxYawSpeed( void );
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virtual int GetSoundInterests( void ) { return (BaseClass::GetSoundInterests() | SOUND_DANGER | SOUND_BULLET_IMPACT); }
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bool IsHeavyDamage( const CTakeDamageInfo &info );
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virtual void PainSound( const CTakeDamageInfo &info );
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virtual void DeathSound( const CTakeDamageInfo &info );
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virtual void IdleSound( void );
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virtual void AlertSound( void );
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virtual void ImpactSound( void );
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virtual void TelegraphSound( void );
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#if HL2_EPISODIC
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virtual bool FInViewCone( CBaseEntity *pEntity );
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#endif
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//
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// CBaseEntity implementation.
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//
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virtual void Precache( void );
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virtual void Spawn( void );
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DEFINE_CUSTOM_AI;
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DECLARE_DATADESC();
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private:
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void JumpFlinch( const Vector *pvecAwayFromPos );
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void Panic( float flDuration );
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bool m_bPanicState;
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float m_flPanicStopTime;
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float m_flNextHopTime; // Keeps us from hopping too often due to damage.
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};
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#endif // NPC_HEADCRAB_H
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