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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /sp/src/game/server/hl2/npc_antlion.h
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef NPC_ANTLION_H
+#define NPC_ANTLION_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "ai_blended_movement.h"
+#include "soundent.h"
+#include "ai_behavior_follow.h"
+#include "ai_behavior_assault.h"
+
+class CAntlionTemplateMaker;
+
+#define ANTLION_FOLLOW_DISTANCE 350
+#define ANTLION_FOLLOW_DISTANCE_SQR (ANTLION_FOLLOW_DISTANCE*ANTLION_FOLLOW_DISTANCE)
+#define ANTLION_SKIN_COUNT 4
+
+class CNPC_Antlion;
+
+// Antlion follow behavior
+class CAI_AntlionFollowBehavior : public CAI_FollowBehavior
+{
+ typedef CAI_FollowBehavior BaseClass;
+
+public:
+
+ CAI_AntlionFollowBehavior()
+ : BaseClass( AIF_ANTLION )
+ {
+ }
+
+ bool FarFromFollowTarget( void )
+ {
+ return ( GetFollowTarget() && (GetAbsOrigin() - GetFollowTarget()->GetAbsOrigin()).LengthSqr() > ANTLION_FOLLOW_DISTANCE_SQR );
+ }
+
+ bool ShouldFollow( void )
+ {
+ if ( GetFollowTarget() == NULL )
+ return false;
+
+ if ( GetEnemy() != NULL )
+ return false;
+
+ return true;
+ }
+};
+
+//
+// Antlion class
+//
+
+enum AntlionMoveState_e
+{
+ ANTLION_MOVE_FREE,
+ ANTLION_MOVE_FOLLOW,
+ ANTLION_MOVE_FIGHT_TO_GOAL,
+};
+
+#define SF_ANTLION_BURROW_ON_ELUDED ( 1 << 16 )
+#define SF_ANTLION_USE_GROUNDCHECKS ( 1 << 17 )
+#define SF_ANTLION_WORKER ( 1 << 18 ) // Use the "worker" model
+
+typedef CAI_BlendingHost< CAI_BehaviorHost<CAI_BlendedNPC> > CAI_BaseAntlionBase;
+
+class CNPC_Antlion : public CAI_BaseAntlionBase
+{
+public:
+
+ DECLARE_CLASS( CNPC_Antlion, CAI_BaseAntlionBase );
+
+ CNPC_Antlion( void );
+
+ virtual float InnateRange1MinRange( void ) { return 50*12; }
+ virtual float InnateRange1MaxRange( void ) { return 250*12; }
+
+ bool IsWorker( void ) const { return HasSpawnFlags( SF_ANTLION_WORKER ); } // NOTE: IsAntlionWorker function must agree!
+
+ float GetIdealAccel( void ) const;
+ float MaxYawSpeed( void );
+ bool FInViewCone( CBaseEntity *pEntity );
+ bool FInViewCone( const Vector &vecSpot );
+
+ void Activate( void );
+ void HandleAnimEvent( animevent_t *pEvent );
+ void StartTask( const Task_t *pTask );
+ void RunTask( const Task_t *pTask );
+ void IdleSound( void );
+ void PainSound( const CTakeDamageInfo &info );
+ void Precache( void );
+ void Spawn( void );
+ int OnTakeDamage_Alive( const CTakeDamageInfo &info );
+ void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
+ void BuildScheduleTestBits( void );
+ void GatherConditions( void );
+ void PrescheduleThink( void );
+ void ZapThink( void );
+ void BurrowUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
+ bool CreateVPhysics();
+
+ bool IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos ) const;
+ bool HandleInteraction( int interactionType, void *data, CBaseCombatCharacter *sender = NULL );
+ bool QuerySeeEntity( CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC = false );
+ bool ShouldPlayIdleSound( void );
+ bool OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval );
+ bool IsValidEnemy(CBaseEntity *pEnemy);
+ bool QueryHearSound( CSound *pSound );
+ bool IsLightDamage( const CTakeDamageInfo &info );
+ bool CreateBehaviors( void );
+ bool ShouldHearBugbait( void ) { return ( m_bIgnoreBugbait == false ); }
+ int SelectSchedule( void );
+
+ void Touch( CBaseEntity *pOther );
+
+ virtual int RangeAttack1Conditions( float flDot, float flDist );
+ virtual int MeleeAttack1Conditions( float flDot, float flDist );
+ virtual int MeleeAttack2Conditions( float flDot, float flDist );
+ virtual int GetSoundInterests( void ) { return (BaseClass::GetSoundInterests())|(SOUND_DANGER|SOUND_PHYSICS_DANGER|SOUND_THUMPER|SOUND_BUGBAIT); }
+ virtual bool IsHeavyDamage( const CTakeDamageInfo &info );
+
+ Class_T Classify( void ) { return CLASS_ANTLION; }
+
+ void Event_Killed( const CTakeDamageInfo &info );
+ bool FValidateHintType ( CAI_Hint *pHint );
+ void GatherEnemyConditions( CBaseEntity *pEnemy );
+
+ bool IsAllied( void );
+ bool ShouldGib( const CTakeDamageInfo &info );
+ bool CorpseGib( const CTakeDamageInfo &info );
+
+ float GetMaxJumpSpeed() const { return 1024.0f; }
+
+ void SetFightTarget( CBaseEntity *pTarget );
+ void InputFightToPosition( inputdata_t &inputdata );
+ void InputStopFightToPosition( inputdata_t &inputdata );
+ void InputJumpAtTarget( inputdata_t &inputdata );
+
+ void SetFollowTarget( CBaseEntity *pTarget );
+ int TranslateSchedule( int scheduleType );
+
+ virtual Activity NPC_TranslateActivity( Activity baseAct );
+
+ bool ShouldResumeFollow( void );
+ bool ShouldAbandonFollow( void );
+
+ void SetMoveState( AntlionMoveState_e state );
+ int ChooseMoveSchedule( void );
+
+ DECLARE_DATADESC();
+
+ bool m_bStartBurrowed;
+ float m_flNextJumpPushTime;
+
+ void SetParentSpawnerName( const char *szName ) { m_strParentSpawner = MAKE_STRING( szName ); }
+ const char *GetParentSpawnerName( void ) { return STRING( m_strParentSpawner ); }
+
+ virtual void StopLoopingSounds( void );
+ bool AllowedToBePushed( void );
+
+ virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy = true );
+ virtual float GetAutoAimRadius() { return 36.0f; }
+
+ void ClearBurrowPoint( const Vector &origin );
+
+ void Flip( bool bZapped = false );
+
+ bool CanBecomeRagdoll();
+
+ virtual void NotifyDeadFriend( CBaseEntity *pFriend );
+
+private:
+
+ inline CBaseEntity *EntityToWatch( void );
+ void UpdateHead( void );
+
+ bool FindChasePosition( const Vector &targetPos, Vector &result );
+ bool GetGroundPosition( const Vector &testPos, Vector &result );
+ bool GetPathToSoundFleePoint( int soundType );
+ inline bool IsFlipped( void );
+
+ void Burrow( void );
+ void Unburrow( void );
+
+ void InputUnburrow( inputdata_t &inputdata );
+ void InputBurrow( inputdata_t &inputdata );
+ void InputBurrowAway( inputdata_t &inputdata );
+ void InputDisableJump( inputdata_t &inputdata );
+ void InputEnableJump( inputdata_t &inputdata );
+ void InputIgnoreBugbait( inputdata_t &inputdata );
+ void InputHearBugbait( inputdata_t &inputdata );
+
+ bool FindBurrow( const Vector &origin, float distance, int type, bool excludeNear = true );
+ void CreateDust( bool placeDecal = true );
+
+ bool ValidBurrowPoint( const Vector &point );
+ bool CheckLanding( void );
+ bool Alone( void );
+ bool CheckAlertRadius( void );
+ bool ShouldJump( void );
+
+ void MeleeAttack( float distance, float damage, QAngle& viewPunch, Vector& shove );
+ void SetWings( bool state );
+ void StartJump( void );
+ void LockJumpNode( void );
+
+ bool IsUnusableNode(int iNodeID, CAI_Hint *pHint);
+
+ bool OnObstructionPreSteer( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult );
+
+ void ManageFleeCapabilities( bool bEnable );
+
+ int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
+ bool IsFirmlyOnGround( void );
+ void CascadePush( const Vector &vecForce );
+
+ virtual bool CanRunAScriptedNPCInteraction( bool bForced = false );
+
+ virtual void Ignite ( float flFlameLifetime, bool bNPCOnly, float flSize, bool bCalledByLevelDesigner );
+ virtual bool GetSpitVector( const Vector &vecStartPos, const Vector &vecTarget, Vector *vecOut );
+ virtual bool InnateWeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions );
+ virtual bool FCanCheckAttacks( void );
+
+ bool SeenEnemyWithinTime( float flTime );
+ void DelaySquadAttack( float flDuration );
+
+#if HL2_EPISODIC
+ void DoPoisonBurst();
+#endif
+
+ float m_flIdleDelay;
+ float m_flBurrowTime;
+ float m_flJumpTime;
+ float m_flAlertRadius;
+
+ float m_flPounceTime;
+ int m_iUnBurrowAttempts;
+ int m_iContext; //for FValidateHintType context
+
+ Vector m_vecSaveSpitVelocity; // Saved when we start to attack and used if we failed to get a clear shot once we release
+
+ CAI_AntlionFollowBehavior m_FollowBehavior;
+ CAI_AssaultBehavior m_AssaultBehavior;
+
+ AntlionMoveState_e m_MoveState;
+
+ COutputEvent m_OnReachFightGoal; //Reached our scripted destination to fight to
+ COutputEvent m_OnUnBurrowed; //Unburrowed
+
+ Vector m_vecSavedJump;
+ Vector m_vecLastJumpAttempt;
+
+ float m_flIgnoreSoundTime; // Sound time to ignore if earlier than
+ float m_flNextAcknowledgeTime; // Next time an antlion can make an acknowledgement noise
+ float m_flSuppressFollowTime; // Amount of time to suppress our follow time
+ float m_flObeyFollowTime; // A range of time the antlions must be obedient
+
+ Vector m_vecHeardSound;
+ bool m_bHasHeardSound;
+ bool m_bAgitatedSound; //Playing agitated sound?
+ bool m_bWingsOpen; //Are the wings open?
+ bool m_bIgnoreBugbait; //If the antlion should ignore bugbait sounds
+ string_t m_strParentSpawner; //Name of our spawner
+
+ EHANDLE m_hFollowTarget;
+ EHANDLE m_hFightGoalTarget;
+ float m_flEludeDistance; //Distance until the antlion will consider himself "eluded" if so flagged
+ bool m_bLeapAttack;
+ bool m_bDisableJump;
+ float m_flTimeDrown;
+ float m_flTimeDrownSplash;
+ bool m_bDontExplode; // Suppresses worker poison burst when drowning, failing to unburrow, etc.
+ bool m_bLoopingStarted;
+ bool m_bSuppressUnburrowEffects; // Don't kick up dust when spawning
+#if HL2_EPISODIC
+ bool m_bHasDoneAirAttack; ///< only allowed to apply this damage once per glide
+#endif
+
+ bool m_bForcedStuckJump;
+ int m_nBodyBone;
+
+ // Used to trigger a heavy damage interrupt if sustained damage is taken
+ int m_nSustainedDamage;
+ float m_flLastDamageTime;
+ float m_flZapDuration;
+
+protected:
+ int m_poseHead_Yaw, m_poseHead_Pitch;
+ virtual void PopulatePoseParameters( void );
+
+private:
+
+ HSOUNDSCRIPTHANDLE m_hFootstep;
+
+ DEFINE_CUSTOM_AI;
+
+ //==================================================
+ // AntlionConditions
+ //==================================================
+
+ enum
+ {
+ COND_ANTLION_FLIPPED = LAST_SHARED_CONDITION,
+ COND_ANTLION_ON_NPC,
+ COND_ANTLION_CAN_JUMP,
+ COND_ANTLION_FOLLOW_TARGET_TOO_FAR,
+ COND_ANTLION_RECEIVED_ORDERS,
+ COND_ANTLION_IN_WATER,
+ COND_ANTLION_CAN_JUMP_AT_TARGET,
+ COND_ANTLION_SQUADMATE_KILLED
+ };
+
+ //==================================================
+ // AntlionSchedules
+ //==================================================
+
+ enum
+ {
+ SCHED_ANTLION_CHASE_ENEMY_BURROW = LAST_SHARED_SCHEDULE,
+ SCHED_ANTLION_JUMP,
+ SCHED_ANTLION_RUN_TO_BURROW_IN,
+ SCHED_ANTLION_BURROW_IN,
+ SCHED_ANTLION_BURROW_WAIT,
+ SCHED_ANTLION_BURROW_OUT,
+ SCHED_ANTLION_WAIT_FOR_UNBORROW_TRIGGER,
+ SCHED_ANTLION_WAIT_FOR_CLEAR_UNBORROW,
+ SCHED_ANTLION_WAIT_UNBORROW,
+ SCHED_ANTLION_FLEE_THUMPER,
+ SCHED_ANTLION_CHASE_BUGBAIT,
+ SCHED_ANTLION_FLIP,
+ SCHED_ANTLION_DISMOUNT_NPC,
+ SCHED_ANTLION_RUN_TO_FIGHT_GOAL,
+ SCHED_ANTLION_RUN_TO_FOLLOW_GOAL,
+ SCHED_ANTLION_BUGBAIT_IDLE_STAND,
+ SCHED_ANTLION_BURROW_AWAY,
+ SCHED_ANTLION_FLEE_PHYSICS_DANGER,
+ SCHED_ANTLION_POUNCE,
+ SCHED_ANTLION_POUNCE_MOVING,
+ SCHED_ANTLION_DROWN,
+ SCHED_ANTLION_WORKER_RANGE_ATTACK1,
+ SCHED_ANTLION_WORKER_RUN_RANDOM,
+ SCHED_ANTLION_TAKE_COVER_FROM_ENEMY,
+ SCHED_ANTLION_ZAP_FLIP,
+ SCHED_ANTLION_WORKER_FLANK_RANDOM,
+ SCHED_ANTLION_TAKE_COVER_FROM_SAVEPOSITION
+ };
+
+ //==================================================
+ // AntlionTasks
+ //==================================================
+
+ enum
+ {
+ TASK_ANTLION_SET_CHARGE_GOAL = LAST_SHARED_TASK,
+ TASK_ANTLION_FIND_BURROW_IN_POINT,
+ TASK_ANTLION_FIND_BURROW_OUT_POINT,
+ TASK_ANTLION_BURROW,
+ TASK_ANTLION_UNBURROW,
+ TASK_ANTLION_VANISH,
+ TASK_ANTLION_BURROW_WAIT,
+ TASK_ANTLION_CHECK_FOR_UNBORROW,
+ TASK_ANTLION_JUMP,
+ TASK_ANTLION_WAIT_FOR_TRIGGER,
+ TASK_ANTLION_GET_THUMPER_ESCAPE_PATH,
+ TASK_ANTLION_GET_PATH_TO_BUGBAIT,
+ TASK_ANTLION_FACE_BUGBAIT,
+ TASK_ANTLION_DISMOUNT_NPC,
+ TASK_ANTLION_REACH_FIGHT_GOAL,
+ TASK_ANTLION_GET_PHYSICS_DANGER_ESCAPE_PATH,
+ TASK_ANTLION_FACE_JUMP,
+ TASK_ANTLION_DROWN,
+ TASK_ANTLION_GET_PATH_TO_RANDOM_NODE,
+ TASK_ANTLION_FIND_COVER_FROM_SAVEPOSITION,
+ };
+};
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Shield
+//-----------------------------------------------------------------------------
+class CAntlionRepellant : public CPointEntity
+{
+ DECLARE_DATADESC();
+public:
+ DECLARE_CLASS( CAntlionRepellant, CPointEntity );
+ ~CAntlionRepellant();
+
+public:
+ void Spawn( void );
+ void InputEnable( inputdata_t &inputdata );
+ void InputDisable( inputdata_t &inputdata );
+ float GetRadius( void );
+ void SetRadius( float flRadius ) { m_flRepelRadius = flRadius; }
+
+ static bool IsPositionRepellantFree( Vector vDesiredPos );
+
+ void OnRestore( void );
+
+private:
+
+ float m_flRepelRadius;
+ bool m_bEnabled;
+};
+
+extern bool IsAntlion( CBaseEntity *pEntity );
+extern bool IsAntlionWorker( CBaseEntity *pEntity );
+
+#ifdef HL2_EPISODIC
+extern float AntlionWorkerBurstRadius( void );
+#endif // HL2_EPISODIC
+
+#endif // NPC_ANTLION_H