Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Defines the headcrab, a tiny, jumpy alien parasite.
//
//=============================================================================//
#ifndef NPC_HEADCRAB_H
#define NPC_HEADCRAB_H
#ifdef _WIN32
#pragma once
#endif
#include "ai_squadslot.h"
#include "ai_basenpc.h"
#include "soundent.h"
abstract_class CBaseHeadcrab : public CAI_BaseNPC
{
DECLARE_CLASS( CBaseHeadcrab, CAI_BaseNPC );
public:
void Spawn( void );
void Precache( void );
void RunTask( const Task_t *pTask );
void StartTask( const Task_t *pTask );
void OnChangeActivity( Activity NewActivity );
bool IsFirmlyOnGround();
void MoveOrigin( const Vector &vecDelta );
void ThrowAt( const Vector &vecPos );
void ThrowThink( void );
virtual void JumpAttack( bool bRandomJump, const Vector &vecPos = vec3_origin, bool bThrown = false );
void JumpToBurrowHint( CAI_Hint *pHint );
bool HasHeadroom();
void LeapTouch ( CBaseEntity *pOther );
virtual void TouchDamage( CBaseEntity *pOther );
bool CorpseGib( const CTakeDamageInfo &info );
void Touch( CBaseEntity *pOther );
Vector BodyTarget( const Vector &posSrc, bool bNoisy = true );
float GetAutoAimRadius();
void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
void Ignite( float flFlameLifetime, bool bNPCOnly = true, float flSize = 0.0f, bool bCalledByLevelDesigner = false );
float MaxYawSpeed( void );
void GatherConditions( void );
void PrescheduleThink( void );
Class_T Classify( void );
void HandleAnimEvent( animevent_t *pEvent );
int RangeAttack1Conditions ( float flDot, float flDist );
int OnTakeDamage_Alive( const CTakeDamageInfo &info );
void ClampRagdollForce( const Vector &vecForceIn, Vector *vecForceOut );
void Event_Killed( const CTakeDamageInfo &info );
void BuildScheduleTestBits( void );
bool FValidateHintType( CAI_Hint *pHint );
bool IsJumping( void ) { return m_bMidJump; }
virtual void BiteSound( void ) = 0;
virtual void AttackSound( void ) {};
virtual void ImpactSound( void ) {};
virtual void TelegraphSound( void ) {};
virtual int SelectSchedule( void );
virtual int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
virtual int TranslateSchedule( int scheduleType );
virtual float GetReactionDelay( CBaseEntity *pEnemy ) { return 0.0; }
bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt);
void CrawlFromCanister();
virtual bool AllowedToIgnite( void ) { return true; }
virtual bool CanBeAnEnemyOf( CBaseEntity *pEnemy );
bool IsHangingFromCeiling( void )
{
#ifdef HL2_EPISODIC
return m_bHangingFromCeiling;
#else
return false;
#endif
}
virtual void PlayerHasIlluminatedNPC( CBasePlayer *pPlayer, float flDot );
void DropFromCeiling( void );
DEFINE_CUSTOM_AI;
DECLARE_DATADESC();
protected:
void HeadcrabInit();
void Leap( const Vector &vecVel );
void GrabHintNode( CAI_Hint *pHint );
bool FindBurrow( const Vector &origin, float distance, bool excludeNear );
bool ValidBurrowPoint( const Vector &point );
void ClearBurrowPoint( const Vector &origin );
void Burrow( void );
void Unburrow( void );
void SetBurrowed( bool bBurrowed );
void JumpFromCanister();
// Begins the climb from the canister
void BeginClimbFromCanister();
void InputBurrow( inputdata_t &inputdata );
void InputBurrowImmediate( inputdata_t &inputdata );
void InputUnburrow( inputdata_t &inputdata );
void InputStartHangingFromCeiling( inputdata_t &inputdata );
void InputDropFromCeiling( inputdata_t &inputdata );
int CalcDamageInfo( CTakeDamageInfo *pInfo );
void CreateDust( bool placeDecal = true );
// Eliminates roll + pitch potentially in the headcrab at canister jump time
void EliminateRollAndPitch();
float InnateRange1MinRange( void );
float InnateRange1MaxRange( void );
protected:
int m_nGibCount;
float m_flTimeDrown;
Vector m_vecCommittedJumpPos; // The position of our enemy when we locked in our jump attack.
float m_flNextNPCThink;
float m_flIgnoreWorldCollisionTime;
bool m_bCommittedToJump; // Whether we have 'locked in' to jump at our enemy.
bool m_bCrawlFromCanister;
bool m_bStartBurrowed;
bool m_bBurrowed;
bool m_bHidden;
bool m_bMidJump;
bool m_bAttackFailed; // whether we ran into a wall during a jump.
float m_flBurrowTime;
int m_nContext; // for FValidateHintType context
int m_nJumpFromCanisterDir;
bool m_bHangingFromCeiling;
float m_flIlluminatedTime;
};
//=========================================================
//=========================================================
// The ever popular chubby classic headcrab
//=========================================================
//=========================================================
class CHeadcrab : public CBaseHeadcrab
{
DECLARE_CLASS( CHeadcrab, CBaseHeadcrab );
public:
void Precache( void );
void Spawn( void );
float MaxYawSpeed( void );
Activity NPC_TranslateActivity( Activity eNewActivity );
void BiteSound( void );
void PainSound( const CTakeDamageInfo &info );
void DeathSound( const CTakeDamageInfo &info );
void IdleSound( void );
void AlertSound( void );
void AttackSound( void );
void TelegraphSound( void );
};
//=========================================================
//=========================================================
// The spindly, fast headcrab
//=========================================================
//=========================================================
class CFastHeadcrab : public CBaseHeadcrab
{
DECLARE_DATADESC();
public:
DECLARE_CLASS( CFastHeadcrab, CBaseHeadcrab );
void Precache( void );
void Spawn( void );
bool QuerySeeEntity(CBaseEntity *pSightEnt, bool bOnlyHateOrFearIfNPC = false);
float MaxYawSpeed( void );
void PrescheduleThink( void );
void RunTask( const Task_t *pTask );
void StartTask( const Task_t *pTask );
int SelectSchedule( void );
int TranslateSchedule( int scheduleType );
int m_iRunMode;
float m_flRealGroundSpeed;
float m_flSlowRunTime;
float m_flPauseTime;
Vector m_vecJumpVel;
void BiteSound( void );
void PainSound( const CTakeDamageInfo &info );
void DeathSound( const CTakeDamageInfo &info );
void IdleSound( void );
void AlertSound( void );
void AttackSound( void );
enum SquadSlot_t
{
SQUAD_SLOT_ENGAGE1 = LAST_SHARED_SQUADSLOT,
SQUAD_SLOT_ENGAGE2,
SQUAD_SLOT_ENGAGE3,
SQUAD_SLOT_ENGAGE4,
};
DEFINE_CUSTOM_AI;
};
//=========================================================
//=========================================================
// Treacherous black headcrab
//=========================================================
//=========================================================
class CBlackHeadcrab : public CBaseHeadcrab
{
DECLARE_CLASS( CBlackHeadcrab, CBaseHeadcrab );
public:
void Eject( const QAngle &vecAngles, float flVelocityScale, CBaseEntity *pEnemy );
void EjectTouch( CBaseEntity *pOther );
//
// CBaseHeadcrab implementation.
//
void TouchDamage( CBaseEntity *pOther );
void BiteSound( void );
void AttackSound( void );
//
// CAI_BaseNPC implementation.
//
virtual void PrescheduleThink( void );
virtual void BuildScheduleTestBits( void );
virtual int SelectSchedule( void );
virtual int TranslateSchedule( int scheduleType );
virtual Activity NPC_TranslateActivity( Activity eNewActivity );
virtual void HandleAnimEvent( animevent_t *pEvent );
virtual float MaxYawSpeed( void );
virtual int GetSoundInterests( void ) { return (BaseClass::GetSoundInterests() | SOUND_DANGER | SOUND_BULLET_IMPACT); }
bool IsHeavyDamage( const CTakeDamageInfo &info );
virtual void PainSound( const CTakeDamageInfo &info );
virtual void DeathSound( const CTakeDamageInfo &info );
virtual void IdleSound( void );
virtual void AlertSound( void );
virtual void ImpactSound( void );
virtual void TelegraphSound( void );
#if HL2_EPISODIC
virtual bool FInViewCone( CBaseEntity *pEntity );
#endif
//
// CBaseEntity implementation.
//
virtual void Precache( void );
virtual void Spawn( void );
DEFINE_CUSTOM_AI;
DECLARE_DATADESC();
private:
void JumpFlinch( const Vector *pvecAwayFromPos );
void Panic( float flDuration );
bool m_bPanicState;
float m_flPanicStopTime;
float m_flNextHopTime; // Keeps us from hopping too often due to damage.
};
#endif // NPC_HEADCRAB_H