This repository has been archived on 2024-06-13. You can view files and clone it, but cannot push or open issues or pull requests.
2020-08-04 13:13:01 -04:00

294 lines
9.8 KiB
C++

//========= 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_behavior_actbusy.h"
#include "ai_blended_movement.h"
#include "soundenvelope.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