Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#ifndef _DEFINED_ASW_SIMPLE_ALIEN_H
#define _DEFINED_ASW_SIMPLE_ALIEN_H
#ifdef _WIN32
#pragma once
#endif
#include "iasw_spawnable_npc.h"
#include "ai_hull.h"
#include "asw_shareddefs.h"
struct animevent_t;
struct CASW_Simple_Move_Failure
{
trace_t trace;
Vector vecStartPos;
Vector vecTargetPos;
};
class CASW_Simple_Alien : public CBaseAnimating, public IASW_Spawnable_NPC
{
public:
DECLARE_CLASS( CASW_Simple_Alien, CBaseAnimating );
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
CASW_Simple_Alien();
virtual ~CASW_Simple_Alien();
virtual void Spawn();
virtual void Precache();
Class_T Classify( void ) { return (Class_T) CLASS_ASW_UNKNOWN; }
// normal thinking
virtual void AlienThink();
virtual void WhatToDoNext(float delta);
float m_fLastThinkTime;
// enemy
virtual bool CanSee(CBaseEntity *pEnt);
virtual void LostEnemy();
virtual Vector& GetChaseDestination(CBaseEntity *pEnt);
virtual void FindNewEnemy();
virtual CBaseEntity *GetEnemy( void ) { return m_hEnemy; }
virtual void SetEnemy(CBaseEntity *pEntity);
EHANDLE m_hEnemy;
// movement
virtual Vector PickRandomDestination(float dist, Vector bias);
virtual void SetMoveTarget(Vector &vecTarget);
virtual float GetIdealSpeed() const;
virtual float GetYawSpeed() const;
virtual float GetIdealYaw();
virtual void UpdateYaw(float delta);
virtual float GetZigZagChaseDistance() const;
virtual float GetFaceEnemyDistance() const;
virtual bool PerformMovement(float deltatime);
virtual bool TryMove(const Vector &vecSrc, Vector &vecTarget, float deltatime, bool bStepMove = false);
virtual bool ApplyGravity(Vector &vecTarget, float deltatime);
virtual bool FailedMove();
virtual void FinishedMovement();
Vector m_vecMoveTarget;
EHANDLE m_hMoveTarget;
bool m_bMoving;
float m_fArrivedTolerance;
CASW_Simple_Move_Failure m_MoveFailure;
bool m_bOnGround;
float m_fFallSpeed;
// state
virtual void SetState(int iNewState);
int m_iState;
// attacking
virtual void MeleeAttack( float distance, float damage, QAngle &viewPunch, Vector &shove );
virtual CBaseEntity *CheckTraceHullAttack( float flDist, const Vector &mins, const Vector &maxs, int iDamage, int iDmgType, float forceScale = 1.0f, bool bDamageAnyNPC = false );
virtual CBaseEntity *CheckTraceHullAttack( const Vector &vStart, const Vector &vEnd, const Vector &mins, const Vector &maxs, int iDamage, int iDmgType, float flForceScale = 1.0f, bool bDamageAnyNPC = false );
virtual void ReachedEndOfSequence();
virtual bool ShouldAttack();
bool m_bAttacking;
// sleeping
virtual void UpdateSleeping();
virtual void SetSleeping(bool bAsleep);
virtual void SleepThink();
bool m_bSleeping;
// hull
const Vector & GetHullMins() const { return NAI_Hull::Mins(GetHullType()); }
const Vector & GetHullMaxs() const { return NAI_Hull::Maxs(GetHullType()); }
Hull_t GetHullType() const { return m_eHull; }
void SetHullType( Hull_t hullType ) { m_eHull = hullType; }
Hull_t m_eHull;
// health
virtual int OnTakeDamage( const CTakeDamageInfo &info );
virtual void ASWTraceBleed( float flDamage, const Vector &vecDir, trace_t *ptr, int bitsDamageType );
virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr );
virtual int BloodColor() { return BLOOD_COLOR_GREEN; }
virtual void Event_Killed( const CTakeDamageInfo &info );
virtual bool ShouldGib( const CTakeDamageInfo &info );
virtual bool CorpseGib( const CTakeDamageInfo &info );
virtual bool Event_Gibbed( const CTakeDamageInfo &info );
void CorpseFade();
virtual Vector CalcDeathForceVector( const CTakeDamageInfo &info );
// animation
virtual void HandleAnimEvent( animevent_t *pEvent );
virtual void PlayRunningAnimation() { }
virtual void PlayAttackingAnimation() { }
virtual void PlayFallingAnimation() { }
// sounds
virtual void PainSound( const CTakeDamageInfo &info ) { }
virtual void AlertSound() { }
virtual void DeathSound( const CTakeDamageInfo &info ) { }
virtual void AttackSound() { }
float m_fNextPainSound;
// =================================
// IASW_Spawnable_NPC implementation
// =================================
void SetSpawner(CASW_Base_Spawner* spawner) { m_hSpawner = spawner; }
CHandle<CASW_Base_Spawner> m_hSpawner;
virtual void SetAlienOrders(AlienOrder_t Orders, Vector vecOrderSpot, CBaseEntity* pOrderObject);
AlienOrder_t GetAlienOrders();
virtual void ClearAlienOrders();
virtual void IgnoreMarines(bool bIgnoreMarines) { }
AlienOrder_t m_AlienOrders;
Vector m_vecAlienOrderSpot;
EHANDLE m_AlienOrderObject;
bool m_bIgnoreMarines;
bool m_bFailedMoveTo;
virtual void SetHealthByDifficultyLevel();
// unused parts of the interface
CAI_BaseNPC* GetNPC() { return NULL; }
virtual bool CanStartBurrowed() { return false; }
virtual void StartBurrowed() { }
virtual void SetUnburrowActivity( string_t iszActivityName ) { }
virtual void SetUnburrowIdleActivity( string_t iszActivityName ) { }
virtual void MoveAside() { }
virtual void ASW_Ignite( float flFlameLifetime, float flSize, CBaseEntity *pAttacker, CBaseEntity *pDamagingWeapon );
virtual void ElectroStun( float flStunTime ) { }
virtual void OnSwarmSensed(int iDistance) { }
virtual void OnSwarmSenseEntity(CBaseEntity* pEnt) { }
virtual bool AllowedToIgnite() { return true; }
virtual void SetHoldoutAlien() { m_bHoldoutAlien = true; }
virtual bool IsHoldoutAlien() { return m_bHoldoutAlien; }
// debug
virtual int DrawDebugTextOverlays();
virtual void DrawDebugGeometryOverlays();
bool m_bHoldoutAlien;
};
enum {
ASW_SIMPLE_ALIEN_IDLING,
ASW_SIMPLE_ALIEN_ATTACKING,
ASW_SIMPLE_ALIEN_DEAD,
};
#endif // _DEFINED_ASW_SIMPLE_ALIEN_H