Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright (c) 1996-2005, 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 );
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