mirror of
https://github.com/alliedmodders/hl2sdk.git
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220 lines
6.7 KiB
C++
220 lines
6.7 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: This is the base version of the vortigaunt
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//
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//=============================================================================//
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#ifndef NPC_VORTIGAUNT_H
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#define NPC_VORTIGAUNT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ai_basenpc.h"
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#include "ai_behavior.h"
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#include "ai_behavior_lead.h"
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#include "ai_behavior_standoff.h"
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#include "ai_behavior_assault.h"
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#include "npc_playercompanion.h"
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#define VORTIGAUNT_MAX_BEAMS 8
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class CBeam;
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class CSprite;
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enum VortigauntHealState_t
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{
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HEAL_STATE_NONE,
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HEAL_STATE_WARMUP,
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HEAL_STATE_HEALING,
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HEAL_STATE_COOLDOWN,
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};
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//=========================================================
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// >> CNPC_Vortigaunt
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//=========================================================
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class CNPC_Vortigaunt : public CNPC_PlayerCompanion
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{
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DECLARE_CLASS( CNPC_Vortigaunt, CNPC_PlayerCompanion );
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public:
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virtual void Spawn( void );
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virtual void Precache( void );
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virtual float MaxYawSpeed( void );
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virtual void PrescheduleThink( void );
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virtual void BuildScheduleTestBits( void );
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virtual int RangeAttack1Conditions( float flDot, float flDist );
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virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual void AlertSound( void );
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virtual Class_T Classify ( void ) { return CLASS_VORTIGAUNT; }
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virtual void HandleAnimEvent( animevent_t *pEvent );
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virtual Activity NPC_TranslateActivity( Activity eNewActivity );
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virtual void UpdateOnRemove( void );
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virtual void Event_Killed( const CTakeDamageInfo &info );
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virtual void GatherConditions( void );
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virtual void RunTask( const Task_t *pTask );
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virtual void StartTask( const Task_t *pTask );
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// Navigation/Locomotion
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virtual bool OnObstructionPreSteer( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult );
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virtual void DeclineFollowing( void );
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virtual bool CanBeUsedAsAFriend( void );
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virtual bool IsPlayerAlly( void ) { return true; }
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// Override these to set behavior
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virtual int TranslateSchedule( int scheduleType );
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virtual int SelectSchedule( void );
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virtual bool IsValidEnemy( CBaseEntity *pEnemy );
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bool IsLeading( void ) { return ( GetRunningBehavior() == &m_LeadBehavior && m_LeadBehavior.HasGoal() ); }
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void DeathSound( const CTakeDamageInfo &info );
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void PainSound( const CTakeDamageInfo &info );
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virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr );
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virtual void SpeakSentence( int sentType );
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virtual int IRelationPriority( CBaseEntity *pTarget );
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virtual bool IsReadinessCapable( void ) { return true; }
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virtual float GetReadinessDecay() { return 30.0f; }
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virtual bool ShouldRegenerateHealth( void ) { return m_bRegenerateHealth; }
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void InputEnableArmorRecharge( inputdata_t &data );
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void InputDisableArmorRecharge( inputdata_t &data );
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void InputExtractBugbait( inputdata_t &data );
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void InputChargeTarget( inputdata_t &data );
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// Health regeneration
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void InputEnableHealthRegeneration( inputdata_t &data );
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void InputDisableHealthRegeneration( inputdata_t &data );
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private:
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bool HealGestureHasLOS( void );
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bool PlayerBelowHealthPercentage( float flPerc );
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void StartHealing( void );
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void StopHealing( bool bInterrupt = false );
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void MaintainHealSchedule( void );
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bool ShouldHealTarget( CBaseEntity *pTarget, bool bResetTimer );
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int SelectHealSchedule( void );
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Vector GetShootEnemyDir( const Vector &shootOrigin, bool bNoisy = true );
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void CreateBeamBlast( const Vector &vecOrigin );
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private:
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//=========================================================
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// Vortigaunt schedules
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//=========================================================
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enum
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{
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SCHED_VORTIGAUNT_STAND = BaseClass::NEXT_SCHEDULE,
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SCHED_VORTIGAUNT_RANGE_ATTACK,
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SCHED_VORTIGAUNT_HEAL,
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SCHED_VORTIGAUNT_EXTRACT_BUGBAIT,
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SCHED_VORTIGAUNT_FACE_PLAYER,
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SCHED_VORTIGAUNT_RUN_TO_PLAYER,
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};
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//=========================================================
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// Vortigaunt Tasks
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//=========================================================
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enum
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{
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TASK_VORTIGAUNT_HEAL_WARMUP = BaseClass::NEXT_TASK,
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TASK_VORTIGAUNT_HEAL,
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TASK_VORTIGAUNT_EXTRACT_WARMUP,
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TASK_VORTIGAUNT_EXTRACT,
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TASK_VORTIGAUNT_EXTRACT_COOLDOWN,
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TASK_VORTIGAUNT_FIRE_EXTRACT_OUTPUT,
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TASK_VORTIGAUNT_WAIT_FOR_PLAYER,
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TASK_VORTIGAUNT_GET_HEAL_TARGET,
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};
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//=========================================================
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// Vortigaunt Conditions
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//=========================================================
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enum
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{
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COND_VORTIGAUNT_CAN_HEAL = BaseClass::NEXT_CONDITION,
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COND_VORTIGAUNT_HEAL_TARGET_TOO_FAR, // Outside or heal range
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COND_VORTIGAUNT_HEAL_TARGET_BLOCKED, // Blocked by an obstruction
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COND_VORTIGAUNT_HEAL_TARGET_BEHIND_US, // Not within our "forward" range
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COND_VORTIGAUNT_HEAL_VALID, // All conditions satisfied
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};
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// ------------
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// Beams
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// ------------
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void ClearBeams( void );
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void ArmBeam( int side , int beamType);
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void ZapBeam( int side );
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void BeamGlow( void );
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CHandle<CBeam> m_pBeam[VORTIGAUNT_MAX_BEAMS];
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int m_iBeams;
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int m_nLightningSprite;
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bool m_bHealBeamActive;
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// ---------------
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// Glow
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// ----------------
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void ClearHandGlow( void );
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float m_fGlowAge;
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float m_fGlowScale;
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float m_fGlowChangeTime;
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bool m_bGlowTurningOn;
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int m_nCurGlowIndex;
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CHandle<CSprite> m_pLeftHandGlow;
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CHandle<CSprite> m_pRightHandGlow;
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void StartHandGlow( int beamType );
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void EndHandGlow( void );
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// ----------------
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// Healing
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// ----------------
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bool m_bRegenerateHealth;
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float m_flNextHealTime; // Next time allowed to heal player
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int m_nCurrentHealAmt; // How much healed this session
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int m_nLastArmorAmt; // Player armor at end of last heal
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int m_iSuitSound; // 0 = off, 1 = startup, 2 = going
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float m_flSuitSoundTime;
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EHANDLE m_hHealTarget; // The person that I'm going to heal.
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VortigauntHealState_t m_eHealState;
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void GatherHealConditions( void );
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void HealBeam( int side );
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float m_flHealHinderedTime;
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float m_flPainTime;
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float m_nextLineFireTime;
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bool m_bArmorRechargeEnabled;
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bool m_bForceArmorRecharge;
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int m_iCurrentRechargeGoal;
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bool m_bExtractingBugbait;
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COutputEvent m_OnFinishedExtractingBugbait;
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COutputEvent m_OnFinishedChargingTarget;
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COutputEvent m_OnPlayerUse;
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CAI_AssaultBehavior m_AssaultBehavior;
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CAI_LeadBehavior m_LeadBehavior;
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//Adrian: Let's do it the right way!
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int m_iLeftHandAttachment;
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int m_iRightHandAttachment;
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bool m_bStopLoopingSounds;
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public:
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DECLARE_DATADESC();
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DEFINE_CUSTOM_AI;
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};
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#endif // NPC_VORTIGAUNT_H
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