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https://github.com/nillerusr/source-engine.git
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170 lines
3.8 KiB
C++
170 lines
3.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#ifndef NPC_CONTROLLER_H
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#define NPC_CONTROLLER_H
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#pragma once
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#include "ai_basenpc_flyer.h"
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class CSprite;
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class CNPC_Controller;
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enum
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{
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TASK_CONTROLLER_CHASE_ENEMY = LAST_SHARED_TASK,
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TASK_CONTROLLER_STRAFE,
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TASK_CONTROLLER_TAKECOVER,
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TASK_CONTROLLER_FAIL,
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};
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enum
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{
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SCHED_CONTROLLER_CHASE_ENEMY = LAST_SHARED_SCHEDULE,
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SCHED_CONTROLLER_STRAFE,
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SCHED_CONTROLLER_TAKECOVER,
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SCHED_CONTROLLER_FAIL,
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};
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class CControllerNavigator : public CAI_ComponentWithOuter<CNPC_Controller, CAI_Navigator>
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{
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typedef CAI_ComponentWithOuter<CNPC_Controller, CAI_Navigator> BaseClass;
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public:
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CControllerNavigator( CNPC_Controller *pOuter )
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: BaseClass( pOuter )
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{
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}
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bool ActivityIsLocomotive( Activity activity ) { return true; }
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};
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class CNPC_Controller : public CAI_BaseFlyingBot
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{
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public:
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DECLARE_CLASS( CNPC_Controller, CAI_BaseFlyingBot );
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DEFINE_CUSTOM_AI;
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DECLARE_DATADESC();
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void Spawn( void );
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void Precache( void );
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float MaxYawSpeed( void ) { return 120.0f; }
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Class_T Classify ( void ) { return CLASS_ALIEN_MILITARY; }
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void HandleAnimEvent( animevent_t *pEvent );
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void RunAI( void );
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int RangeAttack1Conditions ( float flDot, float flDist ); // balls
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int RangeAttack2Conditions ( float flDot, float flDist ); // head
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int MeleeAttack1Conditions ( float flDot, float flDist ) { return COND_NONE; }
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int MeleeAttack2Conditions ( float flDot, float flDist ) { return COND_NONE; }
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int TranslateSchedule( int scheduleType );
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void StartTask ( const Task_t *pTask );
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void RunTask ( const Task_t *pTask );
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void Stop( void );
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bool OverridePathMove( float flInterval );
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bool OverrideMove( float flInterval );
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void MoveToTarget( float flInterval, const Vector &vecMoveTarget );
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void SetActivity ( Activity NewActivity );
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bool ShouldAdvanceRoute( float flWaypointDist );
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int LookupFloat( );
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friend class CControllerNavigator;
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CAI_Navigator *CreateNavigator()
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{
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return new CControllerNavigator( this );
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}
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bool ShouldGib( const CTakeDamageInfo &info );
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bool HasAlienGibs( void ) { return true; }
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bool HasHumanGibs( void ) { return false; }
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float m_flNextFlinch;
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float m_flShootTime;
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float m_flShootEnd;
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void PainSound( void );
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void AlertSound( void );
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void IdleSound( void );
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void AttackSound( void );
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void DeathSound( void );
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static const char *pAttackSounds[];
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static const char *pIdleSounds[];
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static const char *pAlertSounds[];
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static const char *pPainSounds[];
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static const char *pDeathSounds[];
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int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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void Event_Killed( const CTakeDamageInfo &info );
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CSprite *m_pBall[2]; // hand balls
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int m_iBall[2]; // how bright it should be
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float m_iBallTime[2]; // when it should be that color
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int m_iBallCurrent[2]; // current brightness
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Vector m_vecEstVelocity;
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Vector m_velocity;
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bool m_fInCombat;
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void SetSequence( int nSequence );
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};
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class CNPC_ControllerHeadBall : public CAI_BaseNPC
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{
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public:
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DECLARE_CLASS( CNPC_ControllerHeadBall, CAI_BaseNPC );
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DECLARE_DATADESC();
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void Spawn( void );
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void Precache( void );
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void EXPORT HuntThink( void );
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void EXPORT KillThink( void );
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void EXPORT BounceTouch( CBaseEntity *pOther );
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void MovetoTarget( Vector vecTarget );
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int m_iTrail;
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int m_flNextAttack;
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float m_flSpawnTime;
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Vector m_vecIdeal;
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EHANDLE m_hOwner;
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CSprite *m_pSprite;
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};
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class CNPC_ControllerZapBall : public CAI_BaseNPC
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{
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public:
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DECLARE_CLASS( CNPC_ControllerHeadBall, CAI_BaseNPC );
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DECLARE_DATADESC();
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void Spawn( void );
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void Precache( void );
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void EXPORT AnimateThink( void );
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void EXPORT ExplodeTouch( CBaseEntity *pOther );
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void Kill( void );
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EHANDLE m_hOwner;
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float m_flSpawnTime;
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CSprite *m_pSprite;
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};
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#endif //NPC_CONTROLLER_H
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