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345 lines
11 KiB
C++
345 lines
11 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: This is the base version of the vortigaunt
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//
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//=============================================================================//
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#ifndef NPC_VORTIGAUNT_H
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#define NPC_VORTIGAUNT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ai_basenpc.h"
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#include "ai_behavior.h"
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#include "ai_behavior_lead.h"
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#include "ai_behavior_standoff.h"
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#include "ai_behavior_assault.h"
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#include "npc_playercompanion.h"
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#define VORTIGAUNT_MAX_BEAMS 8
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#define VORTIGAUNT_BEAM_ALL -1
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#define VORTIGAUNT_BEAM_ZAP 0
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#define VORTIGAUNT_BEAM_HEAL 1
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#define VORTIGAUNT_BEAM_DISPEL 2
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class CBeam;
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class CSprite;
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class CVortigauntChargeToken;
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class CVortigauntEffectDispel;
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extern ConVar sk_vortigaunt_zap_range;
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enum VortigauntHealState_t
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{
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HEAL_STATE_NONE, // Not trying to heal
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HEAL_STATE_WARMUP, // In the "warm-up" phase of healing
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HEAL_STATE_HEALING, // In the process of healing
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HEAL_STATE_COOLDOWN, // in the "cooldown" phase of healing
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};
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//=========================================================
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// >> CNPC_Vortigaunt
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//=========================================================
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class CNPC_Vortigaunt : public CNPC_PlayerCompanion
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{
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DECLARE_CLASS( CNPC_Vortigaunt, CNPC_PlayerCompanion );
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public:
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CNPC_Vortigaunt( void );
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virtual void Spawn( void );
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virtual void Precache( void );
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virtual float MaxYawSpeed( void );
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virtual Vector FacingPosition( void );
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virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy = true );
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virtual void PrescheduleThink( void );
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virtual void BuildScheduleTestBits( void );
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virtual void OnScheduleChange( void );
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virtual int RangeAttack1Conditions( float flDot, float flDist ); // Primary zap
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virtual int RangeAttack2Conditions( float flDot, float flDist ); // Concussive zap (larger)
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virtual bool InnateWeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions );
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virtual int MeleeAttack1Conditions( float flDot, float flDist ); // Dispel
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virtual float InnateRange1MinRange( void ) { return 0.0f; }
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virtual float InnateRange1MaxRange( void ) { return sk_vortigaunt_zap_range.GetFloat()*12; }
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virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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virtual bool FInViewCone( CBaseEntity *pEntity );
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virtual bool ShouldMoveAndShoot( void );
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// vorts have a very long head/neck swing, so debounce heavily
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virtual float GetHeadDebounce( void ) { return 0.7; } // how much of previous head turn to use
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virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual void AlertSound( void );
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virtual Class_T Classify ( void ) { return IsGameEndAlly() ? CLASS_PLAYER_ALLY_VITAL : CLASS_VORTIGAUNT; }
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virtual void HandleAnimEvent( animevent_t *pEvent );
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virtual Activity NPC_TranslateActivity( Activity eNewActivity );
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virtual void UpdateOnRemove( void );
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virtual void Event_Killed( const CTakeDamageInfo &info );
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virtual void GatherConditions( void );
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virtual void RunTask( const Task_t *pTask );
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virtual void StartTask( const Task_t *pTask );
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virtual void ClearSchedule( const char *szReason );
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virtual void DeclineFollowing( void );
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virtual bool CanBeUsedAsAFriend( void );
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virtual bool IsPlayerAlly( void ) { return true; }
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// Override these to set behavior
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virtual int TranslateSchedule( int scheduleType );
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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 bool IsValidEnemy( CBaseEntity *pEnemy );
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bool IsLeading( void ) { return ( GetRunningBehavior() == &m_LeadBehavior && m_LeadBehavior.HasGoal() ); }
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void DeathSound( const CTakeDamageInfo &info );
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void PainSound( const CTakeDamageInfo &info );
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virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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virtual void SpeakSentence( int sentType );
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virtual int IRelationPriority( CBaseEntity *pTarget );
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virtual Disposition_t IRelationType( CBaseEntity *pTarget );
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virtual bool IsReadinessCapable( void ) { return true; }
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virtual float GetReadinessDecay() { return 30.0f; }
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virtual bool ShouldRegenerateHealth( void ) { return m_bRegenerateHealth; }
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virtual bool CanRunAScriptedNPCInteraction( bool bForced = false );
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virtual void AimGun( void );
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virtual void OnUpdateShotRegulator( void );
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void InputEnableArmorRecharge( inputdata_t &data );
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void InputDisableArmorRecharge( inputdata_t &data );
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void InputExtractBugbait( inputdata_t &data );
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void InputChargeTarget( inputdata_t &data );
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void InputDispel( inputdata_t &data );
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void InputBeginCarryNPC( inputdata_t &indputdata );
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void InputEndCarryNPC( inputdata_t &indputdata );
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// Health regeneration
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void InputEnableHealthRegeneration( inputdata_t &data );
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void InputDisableHealthRegeneration( inputdata_t &data );
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// color
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void InputTurnBlue( inputdata_t &data );
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void InputTurnBlack( inputdata_t &data );
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virtual void SetScriptedScheduleIgnoreConditions( Interruptability_t interrupt );
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virtual void OnRestore( void );
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virtual bool OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval );
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virtual void OnStartScene( void );
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virtual bool IsInterruptable( void );
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virtual bool CanFlinch( void );
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// used so a grub can notify me that I stepped on it. Says a line.
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void OnSquishedGrub( const CBaseEntity *pGrub );
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private:
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int NumAntlionsInRadius( float flRadius );
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void DispelAntlions( const Vector &vecOrigin, float flRadius, bool bDispel = true );
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bool HealGestureHasLOS( void );
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bool PlayerBelowHealthPercentage( CBasePlayer *pPlayer, float flPerc );
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void StartHealing( void );
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void StopHealing( bool bInterrupt = false );
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void MaintainHealSchedule( void );
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bool ShouldHealTarget( CBaseEntity *pTarget );
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int SelectHealSchedule( void );
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void CreateBeamBlast( const Vector &vecOrigin );
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private:
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//=========================================================
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// Vortigaunt schedules
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//=========================================================
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enum
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{
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SCHED_VORTIGAUNT_STAND = BaseClass::NEXT_SCHEDULE,
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SCHED_VORTIGAUNT_RANGE_ATTACK,
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SCHED_VORTIGAUNT_HEAL,
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SCHED_VORTIGAUNT_EXTRACT_BUGBAIT,
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SCHED_VORTIGAUNT_FACE_PLAYER,
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SCHED_VORTIGAUNT_RUN_TO_PLAYER,
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SCHED_VORTIGAUNT_DISPEL_ANTLIONS,
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SCHED_VORT_FLEE_FROM_BEST_SOUND,
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SCHED_VORT_ALERT_FACE_BESTSOUND,
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};
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//=========================================================
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// Vortigaunt Tasks
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//=========================================================
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enum
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{
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TASK_VORTIGAUNT_HEAL_WARMUP = BaseClass::NEXT_TASK,
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TASK_VORTIGAUNT_HEAL,
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TASK_VORTIGAUNT_EXTRACT_WARMUP,
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TASK_VORTIGAUNT_EXTRACT,
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TASK_VORTIGAUNT_EXTRACT_COOLDOWN,
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TASK_VORTIGAUNT_FIRE_EXTRACT_OUTPUT,
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TASK_VORTIGAUNT_WAIT_FOR_PLAYER,
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TASK_VORTIGAUNT_GET_HEAL_TARGET,
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TASK_VORTIGAUNT_DISPEL_ANTLIONS
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};
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//=========================================================
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// Vortigaunt Conditions
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//=========================================================
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enum
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{
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COND_VORTIGAUNT_CAN_HEAL = BaseClass::NEXT_CONDITION,
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COND_VORTIGAUNT_HEAL_TARGET_TOO_FAR, // Outside or heal range
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COND_VORTIGAUNT_HEAL_TARGET_BLOCKED, // Blocked by an obstruction
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COND_VORTIGAUNT_HEAL_TARGET_BEHIND_US, // Not within our "forward" range
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COND_VORTIGAUNT_HEAL_VALID, // All conditions satisfied
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COND_VORTIGAUNT_DISPEL_ANTLIONS, // Repulse all antlions around us
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};
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// ------------
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// Beams
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// ------------
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inline bool InAttackSequence( void );
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void ClearBeams( void );
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void ArmBeam( int beamType, int nHand );
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void ZapBeam( int nHand );
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int m_nLightningSprite;
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// ---------------
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// Glow
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// ----------------
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void ClearHandGlow( void );
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float m_fGlowAge;
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float m_fGlowChangeTime;
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bool m_bGlowTurningOn;
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int m_nCurGlowIndex;
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CHandle<CVortigauntEffectDispel> m_hHandEffect[2];
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void StartHandGlow( int beamType, int nHand );
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void EndHandGlow( int beamType = VORTIGAUNT_BEAM_ALL );
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void MaintainGlows( void );
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// ----------------
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// Healing
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// ----------------
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bool m_bRegenerateHealth;
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float m_flNextHealTime; // Next time allowed to heal player
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EHANDLE m_hHealTarget; // The person that I'm going to heal.
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bool m_bPlayerRequestedHeal; // This adds some priority to our heal (allows it to happen in combat, etc)
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float m_flNextHealTokenTime;
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VortigauntHealState_t m_eHealState;
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CBaseEntity *FindHealTarget( void );
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bool HealBehaviorAvailable( void );
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void SetHealTarget( CBaseEntity *pTarget, bool bPlayerRequested );
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void GatherHealConditions( void );
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int m_nNumTokensToSpawn;
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float m_flHealHinderedTime;
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float m_flPainTime;
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float m_nextLineFireTime;
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bool m_bArmorRechargeEnabled;
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bool m_bForceArmorRecharge;
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float m_flDispelTestTime;
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bool m_bExtractingBugbait;
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bool IsCarryingNPC( void ) const { return m_bCarryingNPC; }
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bool m_bCarryingNPC;
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COutputEvent m_OnFinishedExtractingBugbait;
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COutputEvent m_OnFinishedChargingTarget;
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COutputEvent m_OnPlayerUse;
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//Adrian: Let's do it the right way!
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int m_iLeftHandAttachment;
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int m_iRightHandAttachment;
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bool m_bStopLoopingSounds;
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float m_flAimDelay; // Amount of time to suppress aiming
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// used for fading from green vort to blue vort
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CNetworkVar( bool, m_bIsBlue );
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CNetworkVar( float, m_flBlueEndFadeTime );
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// used for fading to black
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CNetworkVar( bool, m_bIsBlack );
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public:
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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DEFINE_CUSTOM_AI;
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};
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//=============================================================================
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//
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// Charge Token
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//
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//=============================================================================
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class CVortigauntChargeToken : public CBaseEntity
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{
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DECLARE_CLASS( CVortigauntChargeToken, CBaseEntity );
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public:
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static CVortigauntChargeToken *CreateChargeToken( const Vector &vecOrigin, CBaseEntity *pOwner, CBaseEntity *pTarget );
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CVortigauntChargeToken( void );
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virtual void Spawn( void );
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virtual void Precache( void );
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virtual unsigned int PhysicsSolidMaskForEntity( void ) const;
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void FadeAndDie( void );
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void SeekThink( void );
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void SeekTouch( CBaseEntity *pOther );
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void SetTargetEntity( CBaseEntity *pTarget ) { m_hTarget = pTarget; }
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private:
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Vector GetSteerVector( const Vector &vecForward );
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float m_flLifetime;
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EHANDLE m_hTarget;
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CNetworkVar( bool, m_bFadeOut );
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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};
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//=============================================================================
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//
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// Dispel Effect
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//
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//=============================================================================
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class CVortigauntEffectDispel : public CBaseEntity
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{
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DECLARE_CLASS( CVortigauntEffectDispel, CBaseEntity );
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public:
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static CVortigauntEffectDispel *CreateEffectDispel( const Vector &vecOrigin, CBaseEntity *pOwner, CBaseEntity *pTarget );
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CVortigauntEffectDispel( void );
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virtual void Spawn( void );
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void FadeAndDie( void );
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private:
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CNetworkVar( bool, m_bFadeOut );
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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};
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#endif // NPC_VORTIGAUNT_H
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