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hl2sdk/dlls/hl2_dll/npc_vortigaunt_episodic.h

220 lines
6.7 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: This is the base version of the vortigaunt
//
//=============================================================================//
#ifndef NPC_VORTIGAUNT_H
#define NPC_VORTIGAUNT_H
#ifdef _WIN32
#pragma once
#endif
#include "ai_basenpc.h"
#include "ai_behavior.h"
#include "ai_behavior_lead.h"
#include "ai_behavior_standoff.h"
#include "ai_behavior_assault.h"
#include "npc_playercompanion.h"
#define VORTIGAUNT_MAX_BEAMS 8
class CBeam;
class CSprite;
enum VortigauntHealState_t
{
HEAL_STATE_NONE,
HEAL_STATE_WARMUP,
HEAL_STATE_HEALING,
HEAL_STATE_COOLDOWN,
};
//=========================================================
// >> CNPC_Vortigaunt
//=========================================================
class CNPC_Vortigaunt : public CNPC_PlayerCompanion
{
DECLARE_CLASS( CNPC_Vortigaunt, CNPC_PlayerCompanion );
public:
virtual void Spawn( void );
virtual void Precache( void );
virtual float MaxYawSpeed( void );
virtual void PrescheduleThink( void );
virtual void BuildScheduleTestBits( void );
virtual int RangeAttack1Conditions( float flDot, float flDist );
virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual void AlertSound( void );
virtual Class_T Classify ( void ) { return CLASS_VORTIGAUNT; }
virtual void HandleAnimEvent( animevent_t *pEvent );
virtual Activity NPC_TranslateActivity( Activity eNewActivity );
virtual void UpdateOnRemove( void );
virtual void Event_Killed( const CTakeDamageInfo &info );
virtual void GatherConditions( void );
virtual void RunTask( const Task_t *pTask );
virtual void StartTask( const Task_t *pTask );
// Navigation/Locomotion
virtual bool OnObstructionPreSteer( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult );
virtual void DeclineFollowing( void );
virtual bool CanBeUsedAsAFriend( void );
virtual bool IsPlayerAlly( void ) { return true; }
// Override these to set behavior
virtual int TranslateSchedule( int scheduleType );
virtual int SelectSchedule( void );
virtual bool IsValidEnemy( CBaseEntity *pEnemy );
bool IsLeading( void ) { return ( GetRunningBehavior() == &m_LeadBehavior && m_LeadBehavior.HasGoal() ); }
void DeathSound( const CTakeDamageInfo &info );
void PainSound( const CTakeDamageInfo &info );
virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr );
virtual void SpeakSentence( int sentType );
virtual int IRelationPriority( CBaseEntity *pTarget );
virtual bool IsReadinessCapable( void ) { return true; }
virtual float GetReadinessDecay() { return 30.0f; }
virtual bool ShouldRegenerateHealth( void ) { return m_bRegenerateHealth; }
void InputEnableArmorRecharge( inputdata_t &data );
void InputDisableArmorRecharge( inputdata_t &data );
void InputExtractBugbait( inputdata_t &data );
void InputChargeTarget( inputdata_t &data );
// Health regeneration
void InputEnableHealthRegeneration( inputdata_t &data );
void InputDisableHealthRegeneration( inputdata_t &data );
private:
bool HealGestureHasLOS( void );
bool PlayerBelowHealthPercentage( float flPerc );
void StartHealing( void );
void StopHealing( bool bInterrupt = false );
void MaintainHealSchedule( void );
bool ShouldHealTarget( CBaseEntity *pTarget, bool bResetTimer );
int SelectHealSchedule( void );
Vector GetShootEnemyDir( const Vector &shootOrigin, bool bNoisy = true );
void CreateBeamBlast( const Vector &vecOrigin );
private:
//=========================================================
// Vortigaunt schedules
//=========================================================
enum
{
SCHED_VORTIGAUNT_STAND = BaseClass::NEXT_SCHEDULE,
SCHED_VORTIGAUNT_RANGE_ATTACK,
SCHED_VORTIGAUNT_HEAL,
SCHED_VORTIGAUNT_EXTRACT_BUGBAIT,
SCHED_VORTIGAUNT_FACE_PLAYER,
SCHED_VORTIGAUNT_RUN_TO_PLAYER,
};
//=========================================================
// Vortigaunt Tasks
//=========================================================
enum
{
TASK_VORTIGAUNT_HEAL_WARMUP = BaseClass::NEXT_TASK,
TASK_VORTIGAUNT_HEAL,
TASK_VORTIGAUNT_EXTRACT_WARMUP,
TASK_VORTIGAUNT_EXTRACT,
TASK_VORTIGAUNT_EXTRACT_COOLDOWN,
TASK_VORTIGAUNT_FIRE_EXTRACT_OUTPUT,
TASK_VORTIGAUNT_WAIT_FOR_PLAYER,
TASK_VORTIGAUNT_GET_HEAL_TARGET,
};
//=========================================================
// Vortigaunt Conditions
//=========================================================
enum
{
COND_VORTIGAUNT_CAN_HEAL = BaseClass::NEXT_CONDITION,
COND_VORTIGAUNT_HEAL_TARGET_TOO_FAR, // Outside or heal range
COND_VORTIGAUNT_HEAL_TARGET_BLOCKED, // Blocked by an obstruction
COND_VORTIGAUNT_HEAL_TARGET_BEHIND_US, // Not within our "forward" range
COND_VORTIGAUNT_HEAL_VALID, // All conditions satisfied
};
// ------------
// Beams
// ------------
void ClearBeams( void );
void ArmBeam( int side , int beamType);
void ZapBeam( int side );
void BeamGlow( void );
CHandle<CBeam> m_pBeam[VORTIGAUNT_MAX_BEAMS];
int m_iBeams;
int m_nLightningSprite;
bool m_bHealBeamActive;
// ---------------
// Glow
// ----------------
void ClearHandGlow( void );
float m_fGlowAge;
float m_fGlowScale;
float m_fGlowChangeTime;
bool m_bGlowTurningOn;
int m_nCurGlowIndex;
CHandle<CSprite> m_pLeftHandGlow;
CHandle<CSprite> m_pRightHandGlow;
void StartHandGlow( int beamType );
void EndHandGlow( void );
// ----------------
// Healing
// ----------------
bool m_bRegenerateHealth;
float m_flNextHealTime; // Next time allowed to heal player
int m_nCurrentHealAmt; // How much healed this session
int m_nLastArmorAmt; // Player armor at end of last heal
int m_iSuitSound; // 0 = off, 1 = startup, 2 = going
float m_flSuitSoundTime;
EHANDLE m_hHealTarget; // The person that I'm going to heal.
VortigauntHealState_t m_eHealState;
void GatherHealConditions( void );
void HealBeam( int side );
float m_flHealHinderedTime;
float m_flPainTime;
float m_nextLineFireTime;
bool m_bArmorRechargeEnabled;
bool m_bForceArmorRecharge;
int m_iCurrentRechargeGoal;
bool m_bExtractingBugbait;
COutputEvent m_OnFinishedExtractingBugbait;
COutputEvent m_OnFinishedChargingTarget;
COutputEvent m_OnPlayerUse;
CAI_AssaultBehavior m_AssaultBehavior;
CAI_LeadBehavior m_LeadBehavior;
//Adrian: Let's do it the right way!
int m_iLeftHandAttachment;
int m_iRightHandAttachment;
bool m_bStopLoopingSounds;
public:
DECLARE_DATADESC();
DEFINE_CUSTOM_AI;
};
#endif // NPC_VORTIGAUNT_H