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125 lines
3.3 KiB
125 lines
3.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Base combat character with no AI |
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// |
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// $Workfile: $ |
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// $Date: $ |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef HL1TALKNPC_H |
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#define HL1TALKNPC_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "soundflags.h" |
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#include "ai_task.h" |
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#include "ai_schedule.h" |
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#include "ai_default.h" |
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#include "ai_speech.h" |
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#include "ai_basenpc.h" |
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#include "ai_behavior.h" |
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#include "ai_behavior_follow.h" |
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#include "npc_talker.h" |
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#define SF_NPC_PREDISASTER ( 1 << 16 ) // This is a predisaster scientist or barney. Influences how they speak. |
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//========================================================= |
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// Talking NPC base class |
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// Used for scientists and barneys |
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//========================================================= |
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//============================================================================= |
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// >> CHL1NPCTalker |
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//============================================================================= |
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class CHL1NPCTalker : public CNPCSimpleTalker |
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{ |
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DECLARE_CLASS( CHL1NPCTalker, CNPCSimpleTalker ); |
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public: |
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CHL1NPCTalker( void ) |
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{ |
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} |
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virtual void Precache(); |
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void StartTask( const Task_t *pTask ); |
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void RunTask( const Task_t *pTask ); |
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int SelectSchedule ( void ); |
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bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt); |
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bool ShouldGib( const CTakeDamageInfo &info ); |
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int TranslateSchedule( int scheduleType ); |
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void IdleHeadTurn( CBaseEntity *pTarget, float flDuration = 0.0, float flImportance = 1.0f ); |
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void SetHeadDirection( const Vector &vTargetPos, float flInterval); |
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bool CorpseGib( const CTakeDamageInfo &info ); |
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Disposition_t IRelationType( CBaseEntity *pTarget ); |
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void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ); |
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void StartFollowing( CBaseEntity *pLeader ); |
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void StopFollowing( void ); |
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int PlayScriptedSentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, bool bConcurrent, CBaseEntity *pListener ); |
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void Touch( CBaseEntity *pOther ); |
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float PickLookTarget( bool bExcludePlayers = false, float minTime = 1.5, float maxTime = 2.5 ); |
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bool OnObstructingDoor( AILocalMoveGoal_t *pMoveGoal, CBaseDoor *pDoor, float distClear, AIMoveResult_t *pResult ); |
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// Hacks! HL2 has a system for avoiding the player, we don't |
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// This ensures that we fall back to the real player avoidance |
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// Essentially does the opposite of what it says |
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virtual bool ShouldPlayerAvoid( void ) { return false; } |
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bool IsValidSpeechTarget( int flags, CBaseEntity *pEntity ); |
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protected: |
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virtual void FollowerUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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int FIdleSpeak ( void ); |
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private: |
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virtual void DeclineFollowing( void ) {} |
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virtual int SelectDeadSchedule( void ); |
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public: |
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bool m_bInBarnacleMouth; |
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enum |
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{ |
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SCHED_HL1TALKER_FOLLOW_MOVE_AWAY = BaseClass::NEXT_SCHEDULE, |
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SCHED_HL1TALKER_IDLE_SPEAK_WAIT, |
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SCHED_HL1TALKER_BARNACLE_HIT, |
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SCHED_HL1TALKER_BARNACLE_PULL, |
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SCHED_HL1TALKER_BARNACLE_CHOMP, |
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SCHED_HL1TALKER_BARNACLE_CHEW, |
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NEXT_SCHEDULE, |
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}; |
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enum |
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{ |
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TASK_HL1TALKER_FOLLOW_WALK_PATH_FOR_UNITS = BaseClass::NEXT_TASK, |
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NEXT_TASK, |
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}; |
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DECLARE_DATADESC(); |
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DEFINE_CUSTOM_AI; |
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}; |
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#endif //HL1TALKNPC_H
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