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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/hl2/npc_vortigaunt_episodic.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
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+//========= Copyright 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
+
+#define VORTIGAUNT_BEAM_ALL -1
+#define VORTIGAUNT_BEAM_ZAP 0
+#define VORTIGAUNT_BEAM_HEAL 1
+#define VORTIGAUNT_BEAM_DISPEL 2
+
+class CBeam;
+class CSprite;
+class CVortigauntChargeToken;
+class CVortigauntEffectDispel;
+
+extern ConVar sk_vortigaunt_zap_range;
+
+enum VortigauntHealState_t
+{
+ HEAL_STATE_NONE, // Not trying to heal
+ HEAL_STATE_WARMUP, // In the "warm-up" phase of healing
+ HEAL_STATE_HEALING, // In the process of healing
+ HEAL_STATE_COOLDOWN, // in the "cooldown" phase of healing
+};
+
+//=========================================================
+// >> CNPC_Vortigaunt
+//=========================================================
+class CNPC_Vortigaunt : public CNPC_PlayerCompanion
+{
+ DECLARE_CLASS( CNPC_Vortigaunt, CNPC_PlayerCompanion );
+
+public:
+ CNPC_Vortigaunt( void );
+
+ virtual void Spawn( void );
+ virtual void Precache( void );
+ virtual float MaxYawSpeed( void );
+
+ virtual Vector FacingPosition( void );
+ virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy = true );
+
+ virtual void PrescheduleThink( void );
+ virtual void BuildScheduleTestBits( void );
+ virtual void OnScheduleChange( void );
+
+ virtual int RangeAttack1Conditions( float flDot, float flDist ); // Primary zap
+ virtual int RangeAttack2Conditions( float flDot, float flDist ); // Concussive zap (larger)
+ virtual bool InnateWeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions );
+ virtual int MeleeAttack1Conditions( float flDot, float flDist ); // Dispel
+ virtual float InnateRange1MinRange( void ) { return 0.0f; }
+ virtual float InnateRange1MaxRange( void ) { return sk_vortigaunt_zap_range.GetFloat()*12; }
+ virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
+ virtual bool FInViewCone( CBaseEntity *pEntity );
+ virtual bool ShouldMoveAndShoot( void );
+
+ // vorts have a very long head/neck swing, so debounce heavily
+ virtual float GetHeadDebounce( void ) { return 0.7; } // how much of previous head turn to use
+
+ virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
+ virtual void AlertSound( void );
+ virtual Class_T Classify ( void ) { return IsGameEndAlly() ? CLASS_PLAYER_ALLY_VITAL : 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 );
+ virtual void ClearSchedule( const char *szReason );
+
+ 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 int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
+ 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, CDmgAccumulator *pAccumulator );
+ virtual void SpeakSentence( int sentType );
+
+ virtual int IRelationPriority( CBaseEntity *pTarget );
+ virtual Disposition_t IRelationType( CBaseEntity *pTarget );
+ virtual bool IsReadinessCapable( void ) { return true; }
+ virtual float GetReadinessDecay() { return 30.0f; }
+ virtual bool ShouldRegenerateHealth( void ) { return m_bRegenerateHealth; }
+ virtual bool CanRunAScriptedNPCInteraction( bool bForced = false );
+ virtual void AimGun( void );
+ virtual void OnUpdateShotRegulator( void );
+
+ void InputEnableArmorRecharge( inputdata_t &data );
+ void InputDisableArmorRecharge( inputdata_t &data );
+ void InputExtractBugbait( inputdata_t &data );
+ void InputChargeTarget( inputdata_t &data );
+ void InputDispel( inputdata_t &data );
+ void InputBeginCarryNPC( inputdata_t &indputdata );
+ void InputEndCarryNPC( inputdata_t &indputdata );
+
+ // Health regeneration
+ void InputEnableHealthRegeneration( inputdata_t &data );
+ void InputDisableHealthRegeneration( inputdata_t &data );
+
+ // color
+ void InputTurnBlue( inputdata_t &data );
+ void InputTurnBlack( inputdata_t &data );
+
+ virtual void SetScriptedScheduleIgnoreConditions( Interruptability_t interrupt );
+ virtual void OnRestore( void );
+ virtual bool OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval );
+ virtual void OnStartScene( void );
+ virtual bool IsInterruptable( void );
+ virtual bool CanFlinch( void );
+
+ // used so a grub can notify me that I stepped on it. Says a line.
+ void OnSquishedGrub( const CBaseEntity *pGrub );
+
+private:
+
+ int NumAntlionsInRadius( float flRadius );
+ void DispelAntlions( const Vector &vecOrigin, float flRadius, bool bDispel = true );
+ bool HealGestureHasLOS( void );
+ bool PlayerBelowHealthPercentage( CBasePlayer *pPlayer, float flPerc );
+ void StartHealing( void );
+ void StopHealing( bool bInterrupt = false );
+ void MaintainHealSchedule( void );
+ bool ShouldHealTarget( CBaseEntity *pTarget );
+ int SelectHealSchedule( void );
+
+ 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,
+ SCHED_VORTIGAUNT_DISPEL_ANTLIONS,
+ SCHED_VORT_FLEE_FROM_BEST_SOUND,
+ SCHED_VORT_ALERT_FACE_BESTSOUND,
+ };
+
+ //=========================================================
+ // 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,
+ TASK_VORTIGAUNT_DISPEL_ANTLIONS
+ };
+
+ //=========================================================
+ // 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
+ COND_VORTIGAUNT_DISPEL_ANTLIONS, // Repulse all antlions around us
+ };
+
+ // ------------
+ // Beams
+ // ------------
+ inline bool InAttackSequence( void );
+ void ClearBeams( void );
+ void ArmBeam( int beamType, int nHand );
+ void ZapBeam( int nHand );
+ int m_nLightningSprite;
+
+ // ---------------
+ // Glow
+ // ----------------
+ void ClearHandGlow( void );
+ float m_fGlowAge;
+ float m_fGlowChangeTime;
+ bool m_bGlowTurningOn;
+ int m_nCurGlowIndex;
+
+ CHandle<CVortigauntEffectDispel> m_hHandEffect[2];
+
+ void StartHandGlow( int beamType, int nHand );
+ void EndHandGlow( int beamType = VORTIGAUNT_BEAM_ALL );
+ void MaintainGlows( void );
+
+ // ----------------
+ // Healing
+ // ----------------
+ bool m_bRegenerateHealth;
+ float m_flNextHealTime; // Next time allowed to heal player
+ EHANDLE m_hHealTarget; // The person that I'm going to heal.
+ bool m_bPlayerRequestedHeal; // This adds some priority to our heal (allows it to happen in combat, etc)
+ float m_flNextHealTokenTime;
+
+ VortigauntHealState_t m_eHealState;
+
+ CBaseEntity *FindHealTarget( void );
+ bool HealBehaviorAvailable( void );
+ void SetHealTarget( CBaseEntity *pTarget, bool bPlayerRequested );
+ void GatherHealConditions( void );
+
+ int m_nNumTokensToSpawn;
+ float m_flHealHinderedTime;
+ float m_flPainTime;
+ float m_nextLineFireTime;
+
+ bool m_bArmorRechargeEnabled;
+ bool m_bForceArmorRecharge;
+ float m_flDispelTestTime;
+
+ bool m_bExtractingBugbait;
+
+ bool IsCarryingNPC( void ) const { return m_bCarryingNPC; }
+ bool m_bCarryingNPC;
+
+ COutputEvent m_OnFinishedExtractingBugbait;
+ COutputEvent m_OnFinishedChargingTarget;
+ COutputEvent m_OnPlayerUse;
+
+ //Adrian: Let's do it the right way!
+ int m_iLeftHandAttachment;
+ int m_iRightHandAttachment;
+ bool m_bStopLoopingSounds;
+ float m_flAimDelay; // Amount of time to suppress aiming
+
+ // used for fading from green vort to blue vort
+ CNetworkVar( bool, m_bIsBlue );
+ CNetworkVar( float, m_flBlueEndFadeTime );
+
+ // used for fading to black
+ CNetworkVar( bool, m_bIsBlack );
+
+public:
+ DECLARE_SERVERCLASS();
+ DECLARE_DATADESC();
+ DEFINE_CUSTOM_AI;
+};
+
+//=============================================================================
+//
+// Charge Token
+//
+//=============================================================================
+
+class CVortigauntChargeToken : public CBaseEntity
+{
+ DECLARE_CLASS( CVortigauntChargeToken, CBaseEntity );
+
+public:
+
+ static CVortigauntChargeToken *CreateChargeToken( const Vector &vecOrigin, CBaseEntity *pOwner, CBaseEntity *pTarget );
+
+ CVortigauntChargeToken( void );
+
+ virtual void Spawn( void );
+ virtual void Precache( void );
+ virtual unsigned int PhysicsSolidMaskForEntity( void ) const;
+
+ void FadeAndDie( void );
+ void SeekThink( void );
+ void SeekTouch( CBaseEntity *pOther );
+ void SetTargetEntity( CBaseEntity *pTarget ) { m_hTarget = pTarget; }
+
+private:
+
+ Vector GetSteerVector( const Vector &vecForward );
+
+ float m_flLifetime;
+ EHANDLE m_hTarget;
+
+ CNetworkVar( bool, m_bFadeOut );
+
+ DECLARE_SERVERCLASS();
+ DECLARE_DATADESC();
+};
+
+//=============================================================================
+//
+// Dispel Effect
+//
+//=============================================================================
+
+class CVortigauntEffectDispel : public CBaseEntity
+{
+ DECLARE_CLASS( CVortigauntEffectDispel, CBaseEntity );
+
+public:
+
+ static CVortigauntEffectDispel *CreateEffectDispel( const Vector &vecOrigin, CBaseEntity *pOwner, CBaseEntity *pTarget );
+
+ CVortigauntEffectDispel( void );
+
+ virtual void Spawn( void );
+
+ void FadeAndDie( void );
+
+private:
+
+ CNetworkVar( bool, m_bFadeOut );
+
+ DECLARE_SERVERCLASS();
+ DECLARE_DATADESC();
+};
+
+#endif // NPC_VORTIGAUNT_H