summaryrefslogtreecommitdiff
path: root/game/server/tf/halloween/headless_hatman.h
diff options
context:
space:
mode:
Diffstat (limited to 'game/server/tf/halloween/headless_hatman.h')
-rw-r--r--game/server/tf/halloween/headless_hatman.h205
1 files changed, 205 insertions, 0 deletions
diff --git a/game/server/tf/halloween/headless_hatman.h b/game/server/tf/halloween/headless_hatman.h
new file mode 100644
index 0000000..e97e792
--- /dev/null
+++ b/game/server/tf/halloween/headless_hatman.h
@@ -0,0 +1,205 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+// headless_hatman.h
+// An NPC that spawns in the Halloween map and wreaks havok
+// Michael Booth, October 2010
+
+#ifndef HEADLESS_HATMAN_H
+#define HEADLESS_HATMAN_H
+
+#include "NextBot.h"
+#include "NextBotBehavior.h"
+#include "NextBotGroundLocomotion.h"
+#include "headless_hatman_body.h"
+#include "Path/NextBotPathFollow.h"
+#include "halloween_base_boss.h"
+
+extern ConVar tf_halloween_bot_health_base;
+extern ConVar tf_halloween_bot_health_per_player;
+extern ConVar tf_halloween_bot_min_player_count;
+
+extern ConVar tf_halloween_bot_speed;
+extern ConVar tf_halloween_bot_attack_range;
+extern ConVar tf_halloween_bot_speed_recovery_rate;
+extern ConVar tf_halloween_bot_speed_penalty;
+extern ConVar tf_halloween_bot_chase_duration;
+extern ConVar tf_halloween_bot_terrify_radius;
+extern ConVar tf_halloween_bot_chase_range;
+extern ConVar tf_halloween_bot_quit_range;
+
+class CTFPlayer;
+class CHeadlessHatman;
+
+
+//----------------------------------------------------------------------------
+class CHeadlessHatmanLocomotion : public NextBotGroundLocomotion
+{
+public:
+ CHeadlessHatmanLocomotion( INextBot *bot ) : NextBotGroundLocomotion( bot ) { }
+ virtual ~CHeadlessHatmanLocomotion() { }
+
+ virtual float GetRunSpeed( void ) const; // get maximum running speed
+ virtual float GetStepHeight( void ) const; // if delta Z is greater than this, we have to jump to get up
+ virtual float GetMaxJumpHeight( void ) const; // return maximum height of a jump
+
+ /**
+ * Should we collide with this entity?
+ */
+ virtual bool ShouldCollideWith( const CBaseEntity *object ) const;
+
+private:
+ virtual float GetMaxYawRate( void ) const; // return max rate of yaw rotation
+};
+
+
+//----------------------------------------------------------------------------
+class CHeadlessHatmanIntention : public IIntention
+{
+public:
+ CHeadlessHatmanIntention( CHeadlessHatman *me );
+ virtual ~CHeadlessHatmanIntention();
+
+ virtual void Reset( void );
+ virtual void Update( void );
+
+ virtual QueryResultType IsPositionAllowed( const INextBot *me, const Vector &pos ) const; // is the a place we can be?
+
+ virtual INextBotEventResponder *FirstContainedResponder( void ) const { return m_behavior; }
+ virtual INextBotEventResponder *NextContainedResponder( INextBotEventResponder *current ) const { return NULL; }
+
+private:
+ Behavior< CHeadlessHatman > *m_behavior;
+};
+
+
+//----------------------------------------------------------------------------
+class CHeadlessHatman : public CHalloweenBaseBoss
+{
+public:
+ DECLARE_CLASS( CHeadlessHatman, CHalloweenBaseBoss );
+ DECLARE_SERVERCLASS();
+
+ CHeadlessHatman();
+ virtual ~CHeadlessHatman();
+
+ static void PrecacheHeadlessHatman();
+ virtual void Precache();
+ virtual void Spawn( void );
+
+ virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
+
+ // INextBot
+ virtual CHeadlessHatmanIntention *GetIntentionInterface( void ) const { return m_intention; }
+ virtual CHeadlessHatmanLocomotion *GetLocomotionInterface( void ) const { return m_locomotor; }
+ virtual CHeadlessHatmanBody *GetBodyInterface( void ) const { return m_body; }
+
+ virtual void Update( void );
+
+ const Vector &GetHomePosition( void ) const;
+
+ CBaseAnimating *GetAxe( void ) const;
+
+ virtual HalloweenBossType GetBossType() const { return HALLOWEEN_BOSS_HHH; }
+
+private:
+ const char *GetWeaponModel() const;
+
+ CHeadlessHatmanIntention *m_intention;
+ CHeadlessHatmanLocomotion *m_locomotor;
+ CHeadlessHatmanBody *m_body;
+
+ CBaseAnimating *m_axe;
+
+ CUtlVector< AttackerInfo > m_attackerVector; // list of everyone who injured me, and when
+
+ CountdownTimer m_painTimer;
+
+ Vector m_homePos;
+ int m_damagePoseParameter;
+};
+
+
+inline CBaseAnimating *CHeadlessHatman::GetAxe( void ) const
+{
+ return m_axe;
+}
+
+
+inline const Vector &CHeadlessHatman::GetHomePosition( void ) const
+{
+ return m_homePos;
+}
+
+
+//--------------------------------------------------------------------------------------------------------------
+class CHeadlessHatmanPathCost : public IPathCost
+{
+public:
+ CHeadlessHatmanPathCost( CHeadlessHatman *me )
+ {
+ m_me = me;
+ }
+
+ // return the cost (weighted distance between) of moving from "fromArea" to "area", or -1 if the move is not allowed
+ virtual float operator()( CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder, const CFuncElevator *elevator, float length ) const
+ {
+ if ( fromArea == NULL )
+ {
+ // first area in path, no cost
+ return 0.0f;
+ }
+ else
+ {
+ if ( !m_me->GetLocomotionInterface()->IsAreaTraversable( area ) )
+ {
+ // our locomotor says we can't move here
+ return -1.0f;
+ }
+
+ // compute distance traveled along path so far
+ float dist;
+
+ if ( ladder )
+ {
+ dist = ladder->m_length;
+ }
+ else if ( length > 0.0 )
+ {
+ // optimization to avoid recomputing length
+ dist = length;
+ }
+ else
+ {
+ dist = ( area->GetCenter() - fromArea->GetCenter() ).Length();
+ }
+
+ float cost = dist + fromArea->GetCostSoFar();
+
+ // check height change
+ float deltaZ = fromArea->ComputeAdjacentConnectionHeightChange( area );
+ if ( deltaZ >= m_me->GetLocomotionInterface()->GetStepHeight() )
+ {
+ if ( deltaZ >= m_me->GetLocomotionInterface()->GetMaxJumpHeight() )
+ {
+ // too high to reach
+ return -1.0f;
+ }
+
+ // jumping is slower than flat ground
+ const float jumpPenalty = 5.0f;
+ cost += jumpPenalty * dist;
+ }
+ else if ( deltaZ < -m_me->GetLocomotionInterface()->GetDeathDropHeight() )
+ {
+ // too far to drop
+ return -1.0f;
+ }
+
+ return cost;
+ }
+ }
+
+ CHeadlessHatman *m_me;
+};
+
+
+#endif // HEADLESS_HATMAN_H