You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
292 lines
9.0 KiB
292 lines
9.0 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
|
||
|
#ifndef NPC_BASEZOMBIE_H
|
||
|
#define NPC_BASEZOMBIE_H
|
||
|
#ifdef _WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
#include "ai_basenpc.h"
|
||
|
#include "ai_blended_movement.h"
|
||
|
#include "soundenvelope.h"
|
||
|
#include "ai_behavior_actbusy.h"
|
||
|
|
||
|
#define ZOM_ATTN_FOOTSTEP ATTN_IDLE
|
||
|
|
||
|
#define ENVELOPE_CONTROLLER (CSoundEnvelopeController::GetController())
|
||
|
|
||
|
#define ZOMBIE_MELEE_REACH 55
|
||
|
|
||
|
extern int AE_ZOMBIE_ATTACK_RIGHT;
|
||
|
extern int AE_ZOMBIE_ATTACK_LEFT;
|
||
|
extern int AE_ZOMBIE_ATTACK_BOTH;
|
||
|
extern int AE_ZOMBIE_SWATITEM;
|
||
|
extern int AE_ZOMBIE_STARTSWAT;
|
||
|
extern int AE_ZOMBIE_STEP_LEFT;
|
||
|
extern int AE_ZOMBIE_STEP_RIGHT;
|
||
|
extern int AE_ZOMBIE_SCUFF_LEFT;
|
||
|
extern int AE_ZOMBIE_SCUFF_RIGHT;
|
||
|
extern int AE_ZOMBIE_ATTACK_SCREAM;
|
||
|
extern int AE_ZOMBIE_GET_UP;
|
||
|
extern int AE_ZOMBIE_POUND;
|
||
|
|
||
|
#define ZOMBIE_BODYGROUP_HEADCRAB 1 // The crab on our head
|
||
|
|
||
|
// Pass these to claw attack so we know where to draw the blood.
|
||
|
#define ZOMBIE_BLOOD_LEFT_HAND 0
|
||
|
#define ZOMBIE_BLOOD_RIGHT_HAND 1
|
||
|
#define ZOMBIE_BLOOD_BOTH_HANDS 2
|
||
|
#define ZOMBIE_BLOOD_BITE 3
|
||
|
|
||
|
|
||
|
enum HeadcrabRelease_t
|
||
|
{
|
||
|
RELEASE_NO,
|
||
|
RELEASE_IMMEDIATE, // release the headcrab right now!
|
||
|
RELEASE_SCHEDULED, // release the headcrab through the AI schedule.
|
||
|
RELEASE_VAPORIZE, // just destroy the crab.
|
||
|
RELEASE_RAGDOLL, // release a dead crab
|
||
|
RELEASE_RAGDOLL_SLICED_OFF // toss the crab up a bit
|
||
|
};
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// schedules
|
||
|
//=========================================================
|
||
|
enum
|
||
|
{
|
||
|
SCHED_ZOMBIE_CHASE_ENEMY = LAST_SHARED_SCHEDULE,
|
||
|
SCHED_ZOMBIE_MOVE_SWATITEM,
|
||
|
SCHED_ZOMBIE_SWATITEM,
|
||
|
SCHED_ZOMBIE_ATTACKITEM,
|
||
|
SCHED_ZOMBIE_RELEASECRAB,
|
||
|
SCHED_ZOMBIE_MOVE_TO_AMBUSH,
|
||
|
SCHED_ZOMBIE_WAIT_AMBUSH,
|
||
|
SCHED_ZOMBIE_WANDER_MEDIUM, // medium range wandering behavior.
|
||
|
SCHED_ZOMBIE_WANDER_FAIL,
|
||
|
SCHED_ZOMBIE_WANDER_STANDOFF,
|
||
|
SCHED_ZOMBIE_MELEE_ATTACK1,
|
||
|
SCHED_ZOMBIE_POST_MELEE_WAIT,
|
||
|
|
||
|
LAST_BASE_ZOMBIE_SCHEDULE,
|
||
|
};
|
||
|
|
||
|
//=========================================================
|
||
|
// tasks
|
||
|
//=========================================================
|
||
|
enum
|
||
|
{
|
||
|
TASK_ZOMBIE_DELAY_SWAT = LAST_SHARED_TASK,
|
||
|
TASK_ZOMBIE_GET_PATH_TO_PHYSOBJ,
|
||
|
TASK_ZOMBIE_SWAT_ITEM,
|
||
|
TASK_ZOMBIE_DIE,
|
||
|
TASK_ZOMBIE_RELEASE_HEADCRAB,
|
||
|
TASK_ZOMBIE_WAIT_POST_MELEE,
|
||
|
|
||
|
LAST_BASE_ZOMBIE_TASK,
|
||
|
};
|
||
|
|
||
|
|
||
|
//=========================================================
|
||
|
// Zombie conditions
|
||
|
//=========================================================
|
||
|
enum Zombie_Conds
|
||
|
{
|
||
|
COND_ZOMBIE_CAN_SWAT_ATTACK = LAST_SHARED_CONDITION,
|
||
|
COND_ZOMBIE_RELEASECRAB,
|
||
|
COND_ZOMBIE_LOCAL_MELEE_OBSTRUCTION,
|
||
|
|
||
|
LAST_BASE_ZOMBIE_CONDITION,
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
typedef CAI_BlendingHost< CAI_BehaviorHost<CAI_BaseNPC> > CAI_BaseZombieBase;
|
||
|
|
||
|
//=========================================================
|
||
|
//=========================================================
|
||
|
abstract_class CNPC_BaseZombie : public CAI_BaseZombieBase
|
||
|
{
|
||
|
DECLARE_CLASS( CNPC_BaseZombie, CAI_BaseZombieBase );
|
||
|
|
||
|
public:
|
||
|
CNPC_BaseZombie( void );
|
||
|
~CNPC_BaseZombie( void );
|
||
|
|
||
|
void Spawn( void );
|
||
|
void Precache( void );
|
||
|
void StartTouch( CBaseEntity *pOther );
|
||
|
bool CreateBehaviors();
|
||
|
float MaxYawSpeed( void );
|
||
|
bool OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval );
|
||
|
Class_T Classify( void );
|
||
|
Disposition_t IRelationType( CBaseEntity *pTarget );
|
||
|
void HandleAnimEvent( animevent_t *pEvent );
|
||
|
|
||
|
void OnStateChange( NPC_STATE OldState, NPC_STATE NewState );
|
||
|
|
||
|
void KillMe( void )
|
||
|
{
|
||
|
m_iHealth = 5;
|
||
|
OnTakeDamage( CTakeDamageInfo( this, this, m_iHealth * 2, DMG_GENERIC ) );
|
||
|
}
|
||
|
|
||
|
int MeleeAttack1Conditions ( float flDot, float flDist );
|
||
|
virtual float GetClawAttackRange() const { return ZOMBIE_MELEE_REACH; }
|
||
|
|
||
|
// No range attacks
|
||
|
int RangeAttack1Conditions ( float flDot, float flDist ) { return( 0 ); }
|
||
|
|
||
|
virtual float GetHitgroupDamageMultiplier( int iHitGroup, const CTakeDamageInfo &info );
|
||
|
void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
|
||
|
int OnTakeDamage_Alive( const CTakeDamageInfo &info );
|
||
|
virtual float GetReactionDelay( CBaseEntity *pEnemy ) { return 0.0; }
|
||
|
|
||
|
virtual int SelectSchedule ( void );
|
||
|
virtual int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
|
||
|
virtual void BuildScheduleTestBits( void );
|
||
|
|
||
|
virtual int TranslateSchedule( int scheduleType );
|
||
|
virtual Activity NPC_TranslateActivity( Activity baseAct );
|
||
|
|
||
|
void StartTask( const Task_t *pTask );
|
||
|
void RunTask( const Task_t *pTask );
|
||
|
|
||
|
void GatherConditions( void );
|
||
|
void PrescheduleThink( void );
|
||
|
|
||
|
virtual void Event_Killed( const CTakeDamageInfo &info );
|
||
|
virtual bool BecomeRagdoll( const CTakeDamageInfo &info, const Vector &forceVector );
|
||
|
void StopLoopingSounds();
|
||
|
virtual void OnScheduleChange( void );
|
||
|
|
||
|
virtual void PoundSound();
|
||
|
|
||
|
// Custom damage/death
|
||
|
bool ShouldIgnite( const CTakeDamageInfo &info );
|
||
|
bool ShouldIgniteZombieGib( void );
|
||
|
virtual bool IsChopped( const CTakeDamageInfo &info );
|
||
|
virtual bool IsSquashed( const CTakeDamageInfo &info ) { return false; }
|
||
|
virtual void DieChopped( const CTakeDamageInfo &info );
|
||
|
virtual void Ignite( float flFlameLifetime, bool bNPCOnly = true, float flSize = 0.0f, bool bCalledByLevelDesigner = false );
|
||
|
void CopyRenderColorTo( CBaseEntity *pOther );
|
||
|
|
||
|
virtual bool ShouldBecomeTorso( const CTakeDamageInfo &info, float flDamageThreshold );
|
||
|
virtual HeadcrabRelease_t ShouldReleaseHeadcrab( const CTakeDamageInfo &info, float flDamageThreshold );
|
||
|
|
||
|
// Headcrab releasing/breaking apart
|
||
|
void RemoveHead( void );
|
||
|
virtual void SetZombieModel( void ) { };
|
||
|
virtual void BecomeTorso( const Vector &vecTorsoForce, const Vector &vecLegsForce );
|
||
|
virtual bool CanBecomeLiveTorso() { return false; }
|
||
|
virtual bool HeadcrabFits( CBaseAnimating *pCrab );
|
||
|
void ReleaseHeadcrab( const Vector &vecOrigin, const Vector &vecVelocity, bool fRemoveHead, bool fRagdollBody, bool fRagdollCrab = false );
|
||
|
void SetHeadcrabSpawnLocation( int iCrabAttachment, CBaseAnimating *pCrab );
|
||
|
|
||
|
// Slumping/sleeping
|
||
|
bool IsSlumped( void );
|
||
|
bool IsGettingUp( void );
|
||
|
|
||
|
// Swatting physics objects
|
||
|
int GetSwatActivity( void );
|
||
|
bool FindNearestPhysicsObject( int iMaxMass );
|
||
|
float DistToPhysicsEnt( void );
|
||
|
virtual bool CanSwatPhysicsObjects( void ) { return true; }
|
||
|
|
||
|
// Returns whether we must be very near our enemy to attack them.
|
||
|
virtual bool MustCloseToAttack(void) { return true; }
|
||
|
|
||
|
virtual CBaseEntity *ClawAttack( float flDist, int iDamage, QAngle &qaViewPunch, Vector &vecVelocityPunch, int BloodOrigin );
|
||
|
|
||
|
// Sounds & sound envelope
|
||
|
virtual bool ShouldPlayFootstepMoan( void );
|
||
|
virtual void PainSound( const CTakeDamageInfo &info ) = 0;
|
||
|
virtual void AlertSound( void ) = 0;
|
||
|
virtual void IdleSound( void ) = 0;
|
||
|
virtual void AttackSound( void ) = 0;
|
||
|
virtual void AttackHitSound( void ) = 0;
|
||
|
virtual void AttackMissSound( void ) = 0;
|
||
|
virtual void FootstepSound( bool fRightFoot ) = 0;
|
||
|
virtual void FootscuffSound( bool fRightFoot ) = 0;
|
||
|
|
||
|
// make a sound Alyx can hear when in darkness mode
|
||
|
void MakeAISpookySound( float volume, float duration = 0.5 );
|
||
|
|
||
|
virtual bool CanPlayMoanSound();
|
||
|
virtual void MoanSound( envelopePoint_t *pEnvelope, int iEnvelopeSize );
|
||
|
bool ShouldPlayIdleSound( void ) { return false; }
|
||
|
|
||
|
virtual const char *GetMoanSound( int nSound ) = 0;
|
||
|
virtual const char *GetHeadcrabClassname( void ) = 0;
|
||
|
virtual const char *GetLegsModel( void ) = 0;
|
||
|
virtual const char *GetTorsoModel( void ) = 0;
|
||
|
virtual const char *GetHeadcrabModel( void ) = 0;
|
||
|
|
||
|
virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy );
|
||
|
virtual Vector HeadTarget( const Vector &posSrc );
|
||
|
virtual float GetAutoAimRadius();
|
||
|
virtual void TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition );
|
||
|
|
||
|
bool OnInsufficientStopDist( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult );
|
||
|
|
||
|
virtual bool AllowedToIgnite( void ) { return true; }
|
||
|
|
||
|
public:
|
||
|
CAI_ActBusyBehavior m_ActBusyBehavior;
|
||
|
|
||
|
|
||
|
|
||
|
protected:
|
||
|
|
||
|
CSoundPatch *m_pMoanSound;
|
||
|
|
||
|
bool m_fIsTorso; // is this is a half-zombie?
|
||
|
bool m_fIsHeadless; // is this zombie headless
|
||
|
|
||
|
float m_flNextFlinch;
|
||
|
|
||
|
bool m_bHeadShot; // Used to determine the survival of our crab beyond our death.
|
||
|
|
||
|
//
|
||
|
// Zombies catch on fire if they take too much burn damage in a given time period.
|
||
|
//
|
||
|
float m_flBurnDamage; // Keeps track of how much burn damage we've incurred in the last few seconds.
|
||
|
float m_flBurnDamageResetTime; // Time at which we reset the burn damage.
|
||
|
|
||
|
EHANDLE m_hPhysicsEnt;
|
||
|
|
||
|
float m_flNextMoanSound;
|
||
|
float m_flNextSwat;
|
||
|
float m_flNextSwatScan;
|
||
|
float m_crabHealth;
|
||
|
float m_flMoanPitch;
|
||
|
|
||
|
EHANDLE m_hObstructor;
|
||
|
|
||
|
static int g_numZombies; // counts total number of existing zombies.
|
||
|
|
||
|
int m_iMoanSound; // each zombie picks one of the 4 and keeps it.
|
||
|
|
||
|
static int ACT_ZOM_SWATLEFTMID;
|
||
|
static int ACT_ZOM_SWATRIGHTMID;
|
||
|
static int ACT_ZOM_SWATLEFTLOW;
|
||
|
static int ACT_ZOM_SWATRIGHTLOW;
|
||
|
static int ACT_ZOM_RELEASECRAB;
|
||
|
static int ACT_ZOM_FALL;
|
||
|
|
||
|
DECLARE_DATADESC();
|
||
|
|
||
|
DEFINE_CUSTOM_AI;
|
||
|
|
||
|
private:
|
||
|
bool m_bIsSlumped;
|
||
|
|
||
|
};
|
||
|
|
||
|
#endif // NPC_BASEZOMBIE_H
|