//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef NPC_CROW_H #define NPC_CROW_H #ifdef _WIN32 #pragma once #endif #define BIRDTYPE_CROW 1 #define BIRDTYPE_PIGEON 2 #define BIRDTYPE_SEAGULL 3 // // Spawnflags. // #define SF_CROW_FLYING 16 #define CROW_TAKEOFF_SPEED 170 #define CROW_AIRSPEED 220 // FIXME: should be about 440, but I need to add acceleration // // Custom schedules. // enum { SCHED_CROW_IDLE_WALK = LAST_SHARED_SCHEDULE, SCHED_CROW_IDLE_FLY, // // Various levels of wanting to get away from something, selected // by current value of m_nMorale. // SCHED_CROW_WALK_AWAY, SCHED_CROW_RUN_AWAY, SCHED_CROW_HOP_AWAY, SCHED_CROW_FLY_AWAY, SCHED_CROW_FLY, SCHED_CROW_FLY_FAIL, SCHED_CROW_BARNACLED, }; // // Custom tasks. // enum { TASK_CROW_FIND_FLYTO_NODE = LAST_SHARED_TASK, //TASK_CROW_PREPARE_TO_FLY, TASK_CROW_TAKEOFF, //TASK_CROW_LAND, TASK_CROW_FLY, TASK_CROW_FLY_TO_HINT, TASK_CROW_PICK_RANDOM_GOAL, TASK_CROW_PICK_EVADE_GOAL, TASK_CROW_HOP, TASK_CROW_FALL_TO_GROUND, TASK_CROW_PREPARE_TO_FLY_RANDOM, TASK_CROW_WAIT_FOR_BARNACLE_KILL, }; // // Custom conditions. // enum { COND_CROW_ENEMY_TOO_CLOSE = LAST_SHARED_CONDITION, COND_CROW_ENEMY_WAY_TOO_CLOSE, COND_CROW_FORCED_FLY, COND_CROW_BARNACLED, }; enum FlyState_t { FlyState_Walking = 0, FlyState_Flying, FlyState_Falling, FlyState_Landing, }; //----------------------------------------------------------------------------- // The crow class. //----------------------------------------------------------------------------- class CNPC_Crow : public CAI_BaseNPC { DECLARE_CLASS( CNPC_Crow, CAI_BaseNPC ); public: // // CBaseEntity: // virtual void Spawn( void ); virtual void Precache( void ); virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy = true ); virtual int DrawDebugTextOverlays( void ); // // CBaseCombatCharacter: // virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info ); virtual bool CorpseGib( const CTakeDamageInfo &info ); bool BecomeRagdollOnClient( const Vector &force ); // // CAI_BaseNPC: // virtual float MaxYawSpeed( void ) { return 120.0f; } virtual Class_T Classify( void ); virtual void GatherEnemyConditions( CBaseEntity *pEnemy ); virtual void HandleAnimEvent( animevent_t *pEvent ); virtual int GetSoundInterests( void ); virtual int SelectSchedule( void ); virtual void StartTask( const Task_t *pTask ); virtual void RunTask( const Task_t *pTask ); virtual bool HandleInteraction( int interactionType, void *data, CBaseCombatCharacter *sourceEnt ); virtual void OnChangeActivity( Activity eNewActivity ); virtual bool OverrideMove( float flInterval ); virtual bool FValidateHintType( CAI_Hint *pHint ); virtual Activity GetHintActivity( short sHintType, Activity HintsActivity ); virtual void PainSound( const CTakeDamageInfo &info ); virtual void DeathSound( const CTakeDamageInfo &info ); virtual void IdleSound( void ); virtual void AlertSound( void ); virtual void StopLoopingSounds( void ); virtual void UpdateEfficiency( bool bInPVS ); virtual bool QueryHearSound( CSound *pSound ); void InputFlyAway( inputdata_t &inputdata ); void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ); void StartTargetHandling( CBaseEntity *pTargetEnt ); DEFINE_CUSTOM_AI; DECLARE_DATADESC(); int m_iBirdType; bool m_bOnJeep; protected: void SetFlyingState( FlyState_t eState ); inline bool IsFlying( void ) const { return GetNavType() == NAV_FLY; } void Takeoff( const Vector &vGoal ); void FlapSound( void ); void MoveCrowFly( float flInterval ); bool Probe( const Vector &vecMoveDir, float flSpeed, Vector &vecDeflect ); bool IsDeaf() { return m_bIsDeaf; } protected: float m_flGroundIdleMoveTime; float m_flEnemyDist; // Distance to GetEnemy(), cached in GatherEnemyConditions. int m_nMorale; // Used to determine which avoidance schedule to pick. Degrades as I pick avoidance schedules. bool m_bReachedMoveGoal; float m_flHopStartZ; // Our Z coordinate when we started a hop. Used to check for accidentally hopping off things. bool m_bPlayedLoopingSound; private: Activity NPC_TranslateActivity( Activity eNewActivity ); float m_flSoarTime; bool m_bSoar; Vector m_vLastStoredOrigin; float m_flLastStuckCheck; float m_flDangerSoundTime; Vector m_vDesiredTarget; Vector m_vCurrentTarget; bool m_bIsDeaf; }; //----------------------------------------------------------------------------- // Purpose: Seagull. Crow with a different model. //----------------------------------------------------------------------------- class CNPC_Seagull : public CNPC_Crow { DECLARE_CLASS( CNPC_Seagull, CNPC_Crow ); public: void Spawn( void ) { SetModelName( AllocPooledString("models/seagull.mdl") ); BaseClass::Spawn(); m_iBirdType = BIRDTYPE_SEAGULL; } void PainSound( const CTakeDamageInfo &info ) { EmitSound( "NPC_Seagull.Pain" ); } void DeathSound( const CTakeDamageInfo &info ) { EmitSound( "NPC_Seagull.Pain" ); } void IdleSound( void ) { EmitSound( "NPC_Seagull.Idle" ); } }; //----------------------------------------------------------------------------- // Purpose: Pigeon. Crow with a different model. //----------------------------------------------------------------------------- class CNPC_Pigeon : public CNPC_Crow { DECLARE_CLASS( CNPC_Pigeon, CNPC_Crow ); public: void Spawn( void ) { SetModelName( AllocPooledString("models/pigeon.mdl") ); BaseClass::Spawn(); m_iBirdType = BIRDTYPE_PIGEON; } void IdleSound( void ) { EmitSound( "NPC_Pigeon.Idle" ); } }; #endif // NPC_CROW_H