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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A slow-moving, once-human headcrab victim with only melee attacks.
//
//=============================================================================//
#include "cbase.h"
#include "doors.h"
#include "simtimer.h"
#include "npc_BaseZombie.h"
#include "ai_hull.h"
#include "ai_navigator.h"
#include "ai_memory.h"
#include "gib.h"
#include "soundenvelope.h"
#include "engine/IEngineSound.h"
#include "ammodef.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// ACT_FLINCH_PHYSICS
ConVar sk_zombie_health( "sk_zombie_health","0");
envelopePoint_t envZombieMoanVolumeFast[] = { { 7.0f, 7.0f, 0.1f, 0.1f, }, { 0.0f, 0.0f, 0.2f, 0.3f, }, };
envelopePoint_t envZombieMoanVolume[] = { { 1.0f, 1.0f, 0.1f, 0.1f, }, { 1.0f, 1.0f, 0.2f, 0.2f, }, { 0.0f, 0.0f, 0.3f, 0.4f, }, };
envelopePoint_t envZombieMoanVolumeLong[] = { { 1.0f, 1.0f, 0.3f, 0.5f, }, { 1.0f, 1.0f, 0.6f, 1.0f, }, { 0.0f, 0.0f, 0.3f, 0.4f, }, };
envelopePoint_t envZombieMoanIgnited[] = { { 1.0f, 1.0f, 0.5f, 1.0f, }, { 1.0f, 1.0f, 30.0f, 30.0f, }, { 0.0f, 0.0f, 0.5f, 1.0f, }, };
//=============================================================================
//=============================================================================
class CZombie : public CAI_BlendingHost<CNPC_BaseZombie> { DECLARE_DATADESC(); DECLARE_CLASS( CZombie, CAI_BlendingHost<CNPC_BaseZombie> );
public: CZombie() : m_DurationDoorBash( 2, 6), m_NextTimeToStartDoorBash( 3.0 ) { }
void Spawn( void ); void Precache( void );
void SetZombieModel( void ); void MoanSound( envelopePoint_t *pEnvelope, int iEnvelopeSize ); bool ShouldBecomeTorso( const CTakeDamageInfo &info, float flDamageThreshold ); bool CanBecomeLiveTorso() { return !m_fIsHeadless; }
void GatherConditions( void );
int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode ); int TranslateSchedule( int scheduleType );
#ifndef HL2_EPISODIC
void CheckFlinches() {} // Zombie has custom flinch code
#endif // HL2_EPISODIC
Activity NPC_TranslateActivity( Activity newActivity );
void OnStateChange( NPC_STATE OldState, NPC_STATE NewState );
void StartTask( const Task_t *pTask ); void RunTask( const Task_t *pTask );
virtual const char *GetLegsModel( void ); virtual const char *GetTorsoModel( void ); virtual const char *GetHeadcrabClassname( void ); virtual const char *GetHeadcrabModel( void );
virtual bool OnObstructingDoor( AILocalMoveGoal_t *pMoveGoal, CBaseDoor *pDoor, float distClear, AIMoveResult_t *pResult );
Activity SelectDoorBash();
void Ignite( float flFlameLifetime, bool bNPCOnly = true, float flSize = 0.0f, bool bCalledByLevelDesigner = false ); void Extinguish(); int OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo ); bool IsHeavyDamage( const CTakeDamageInfo &info ); bool IsSquashed( const CTakeDamageInfo &info ); void BuildScheduleTestBits( void );
void PrescheduleThink( void ); int SelectSchedule ( void );
void PainSound( const CTakeDamageInfo &info ); void DeathSound( const CTakeDamageInfo &info ); void AlertSound( void ); void IdleSound( void ); void AttackSound( void ); void AttackHitSound( void ); void AttackMissSound( void ); void FootstepSound( bool fRightFoot ); void FootscuffSound( bool fRightFoot );
const char *GetMoanSound( int nSound ); public: DEFINE_CUSTOM_AI;
protected: static const char *pMoanSounds[];
private: CHandle< CBaseDoor > m_hBlockingDoor; float m_flDoorBashYaw; CRandSimTimer m_DurationDoorBash; CSimTimer m_NextTimeToStartDoorBash;
Vector m_vPositionCharged; };
LINK_ENTITY_TO_CLASS( npc_zombie, CZombie ); LINK_ENTITY_TO_CLASS( npc_zombie_torso, CZombie );
//---------------------------------------------------------
//---------------------------------------------------------
const char *CZombie::pMoanSounds[] = { "NPC_BaseZombie.Moan1", "NPC_BaseZombie.Moan2", "NPC_BaseZombie.Moan3", "NPC_BaseZombie.Moan4", };
//=========================================================
// Conditions
//=========================================================
enum { COND_BLOCKED_BY_DOOR = LAST_BASE_ZOMBIE_CONDITION, COND_DOOR_OPENED, COND_ZOMBIE_CHARGE_TARGET_MOVED, };
//=========================================================
// Schedules
//=========================================================
enum { SCHED_ZOMBIE_BASH_DOOR = LAST_BASE_ZOMBIE_SCHEDULE, SCHED_ZOMBIE_WANDER_ANGRILY, SCHED_ZOMBIE_CHARGE_ENEMY, SCHED_ZOMBIE_FAIL, };
//=========================================================
// Tasks
//=========================================================
enum { TASK_ZOMBIE_EXPRESS_ANGER = LAST_BASE_ZOMBIE_TASK, TASK_ZOMBIE_YAW_TO_DOOR, TASK_ZOMBIE_ATTACK_DOOR, TASK_ZOMBIE_CHARGE_ENEMY, };
//-----------------------------------------------------------------------------
int ACT_ZOMBIE_TANTRUM; int ACT_ZOMBIE_WALLPOUND;
BEGIN_DATADESC( CZombie )
DEFINE_FIELD( m_hBlockingDoor, FIELD_EHANDLE ), DEFINE_FIELD( m_flDoorBashYaw, FIELD_FLOAT ), DEFINE_EMBEDDED( m_DurationDoorBash ), DEFINE_EMBEDDED( m_NextTimeToStartDoorBash ), DEFINE_FIELD( m_vPositionCharged, FIELD_POSITION_VECTOR ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CZombie::Precache( void ) { BaseClass::Precache();
PrecacheModel( "models/zombie/classic.mdl" ); PrecacheModel( "models/zombie/classic_torso.mdl" ); PrecacheModel( "models/zombie/classic_legs.mdl" );
PrecacheScriptSound( "Zombie.FootstepRight" ); PrecacheScriptSound( "Zombie.FootstepLeft" ); PrecacheScriptSound( "Zombie.FootstepLeft" ); PrecacheScriptSound( "Zombie.ScuffRight" ); PrecacheScriptSound( "Zombie.ScuffLeft" ); PrecacheScriptSound( "Zombie.AttackHit" ); PrecacheScriptSound( "Zombie.AttackMiss" ); PrecacheScriptSound( "Zombie.Pain" ); PrecacheScriptSound( "Zombie.Die" ); PrecacheScriptSound( "Zombie.Alert" ); PrecacheScriptSound( "Zombie.Idle" ); PrecacheScriptSound( "Zombie.Attack" );
PrecacheScriptSound( "NPC_BaseZombie.Moan1" ); PrecacheScriptSound( "NPC_BaseZombie.Moan2" ); PrecacheScriptSound( "NPC_BaseZombie.Moan3" ); PrecacheScriptSound( "NPC_BaseZombie.Moan4" ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CZombie::Spawn( void ) { Precache();
if( FClassnameIs( this, "npc_zombie" ) ) { m_fIsTorso = false; } else { // This was placed as an npc_zombie_torso
m_fIsTorso = true; }
m_fIsHeadless = false;
#ifdef HL2_EPISODIC
SetBloodColor( BLOOD_COLOR_ZOMBIE ); #else
SetBloodColor( BLOOD_COLOR_GREEN ); #endif // HL2_EPISODIC
m_iHealth = sk_zombie_health.GetFloat(); m_flFieldOfView = 0.2;
CapabilitiesClear();
//GetNavigator()->SetRememberStaleNodes( false );
BaseClass::Spawn();
m_flNextMoanSound = gpGlobals->curtime + random->RandomFloat( 1.0, 4.0 ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CZombie::PrescheduleThink( void ) { if( gpGlobals->curtime > m_flNextMoanSound ) { if( CanPlayMoanSound() ) { // Classic guy idles instead of moans.
IdleSound();
m_flNextMoanSound = gpGlobals->curtime + random->RandomFloat( 2.0, 5.0 ); } else { m_flNextMoanSound = gpGlobals->curtime + random->RandomFloat( 1.0, 2.0 ); } }
BaseClass::PrescheduleThink(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CZombie::SelectSchedule ( void ) { if( HasCondition( COND_PHYSICS_DAMAGE ) && !m_ActBusyBehavior.IsActive() ) { return SCHED_FLINCH_PHYSICS; }
return BaseClass::SelectSchedule(); }
//-----------------------------------------------------------------------------
// Purpose: Sound of a footstep
//-----------------------------------------------------------------------------
void CZombie::FootstepSound( bool fRightFoot ) { if( fRightFoot ) { EmitSound( "Zombie.FootstepRight" ); } else { EmitSound( "Zombie.FootstepLeft" ); } }
//-----------------------------------------------------------------------------
// Purpose: Sound of a foot sliding/scraping
//-----------------------------------------------------------------------------
void CZombie::FootscuffSound( bool fRightFoot ) { if( fRightFoot ) { EmitSound( "Zombie.ScuffRight" ); } else { EmitSound( "Zombie.ScuffLeft" ); } }
//-----------------------------------------------------------------------------
// Purpose: Play a random attack hit sound
//-----------------------------------------------------------------------------
void CZombie::AttackHitSound( void ) { EmitSound( "Zombie.AttackHit" ); }
//-----------------------------------------------------------------------------
// Purpose: Play a random attack miss sound
//-----------------------------------------------------------------------------
void CZombie::AttackMissSound( void ) { // Play a random attack miss sound
EmitSound( "Zombie.AttackMiss" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CZombie::PainSound( const CTakeDamageInfo &info ) { // We're constantly taking damage when we are on fire. Don't make all those noises!
if ( IsOnFire() ) { return; }
EmitSound( "Zombie.Pain" ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CZombie::DeathSound( const CTakeDamageInfo &info ) { EmitSound( "Zombie.Die" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CZombie::AlertSound( void ) { EmitSound( "Zombie.Alert" );
// Don't let a moan sound cut off the alert sound.
m_flNextMoanSound += random->RandomFloat( 2.0, 4.0 ); }
//-----------------------------------------------------------------------------
// Purpose: Returns a moan sound for this class of zombie.
//-----------------------------------------------------------------------------
const char *CZombie::GetMoanSound( int nSound ) { return pMoanSounds[ nSound % ARRAYSIZE( pMoanSounds ) ]; }
//-----------------------------------------------------------------------------
// Purpose: Play a random idle sound.
//-----------------------------------------------------------------------------
void CZombie::IdleSound( void ) { if( GetState() == NPC_STATE_IDLE && random->RandomFloat( 0, 1 ) == 0 ) { // Moan infrequently in IDLE state.
return; }
if( IsSlumped() ) { // Sleeping zombies are quiet.
return; }
EmitSound( "Zombie.Idle" ); MakeAISpookySound( 360.0f ); }
//-----------------------------------------------------------------------------
// Purpose: Play a random attack sound.
//-----------------------------------------------------------------------------
void CZombie::AttackSound( void ) { EmitSound( "Zombie.Attack" ); }
//-----------------------------------------------------------------------------
// Purpose: Returns the classname (ie "npc_headcrab") to spawn when our headcrab bails.
//-----------------------------------------------------------------------------
const char *CZombie::GetHeadcrabClassname( void ) { return "npc_headcrab"; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
const char *CZombie::GetHeadcrabModel( void ) { return "models/headcrabclassic.mdl"; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CZombie::GetLegsModel( void ) { return "models/zombie/classic_legs.mdl"; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
const char *CZombie::GetTorsoModel( void ) { return "models/zombie/classic_torso.mdl"; }
//---------------------------------------------------------
//---------------------------------------------------------
void CZombie::SetZombieModel( void ) { Hull_t lastHull = GetHullType();
if ( m_fIsTorso ) { SetModel( "models/zombie/classic_torso.mdl" ); SetHullType( HULL_TINY ); } else { SetModel( "models/zombie/classic.mdl" ); SetHullType( HULL_HUMAN ); }
SetBodygroup( ZOMBIE_BODYGROUP_HEADCRAB, !m_fIsHeadless );
SetHullSizeNormal( true ); SetDefaultEyeOffset(); SetActivity( ACT_IDLE );
// hull changed size, notify vphysics
// UNDONE: Solve this generally, systematically so other
// NPCs can change size
if ( lastHull != GetHullType() ) { if ( VPhysicsGetObject() ) { SetupVPhysicsHull(); } } }
//---------------------------------------------------------
// Classic zombie only uses moan sound if on fire.
//---------------------------------------------------------
void CZombie::MoanSound( envelopePoint_t *pEnvelope, int iEnvelopeSize ) { if( IsOnFire() ) { BaseClass::MoanSound( pEnvelope, iEnvelopeSize ); } }
//---------------------------------------------------------
//---------------------------------------------------------
bool CZombie::ShouldBecomeTorso( const CTakeDamageInfo &info, float flDamageThreshold ) { if( IsSlumped() ) { // Never break apart a slouched zombie. This is because the most fun
// slouched zombies to kill are ones sleeping leaning against explosive
// barrels. If you break them in half in the blast, the force of being
// so close to the explosion makes the body pieces fly at ridiculous
// velocities because the pieces weigh less than the whole.
return false; }
return BaseClass::ShouldBecomeTorso( info, flDamageThreshold ); }
//---------------------------------------------------------
//---------------------------------------------------------
void CZombie::GatherConditions( void ) { BaseClass::GatherConditions();
static int conditionsToClear[] = { COND_BLOCKED_BY_DOOR, COND_DOOR_OPENED, COND_ZOMBIE_CHARGE_TARGET_MOVED, };
ClearConditions( conditionsToClear, ARRAYSIZE( conditionsToClear ) );
if ( m_hBlockingDoor == NULL || ( m_hBlockingDoor->m_toggle_state == TS_AT_TOP || m_hBlockingDoor->m_toggle_state == TS_GOING_UP ) ) { ClearCondition( COND_BLOCKED_BY_DOOR ); if ( m_hBlockingDoor != NULL ) { SetCondition( COND_DOOR_OPENED ); m_hBlockingDoor = NULL; } } else SetCondition( COND_BLOCKED_BY_DOOR );
if ( ConditionInterruptsCurSchedule( COND_ZOMBIE_CHARGE_TARGET_MOVED ) ) { if ( GetNavigator()->IsGoalActive() ) { const float CHARGE_RESET_TOLERANCE = 60.0; if ( !GetEnemy() || ( m_vPositionCharged - GetEnemyLKP() ).Length() > CHARGE_RESET_TOLERANCE ) { SetCondition( COND_ZOMBIE_CHARGE_TARGET_MOVED ); } } } }
//---------------------------------------------------------
//---------------------------------------------------------
int CZombie::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode ) { if ( HasCondition( COND_BLOCKED_BY_DOOR ) && m_hBlockingDoor != NULL ) { ClearCondition( COND_BLOCKED_BY_DOOR ); if ( m_NextTimeToStartDoorBash.Expired() && failedSchedule != SCHED_ZOMBIE_BASH_DOOR ) return SCHED_ZOMBIE_BASH_DOOR; m_hBlockingDoor = NULL; }
if ( failedSchedule != SCHED_ZOMBIE_CHARGE_ENEMY && IsPathTaskFailure( taskFailCode ) && random->RandomInt( 1, 100 ) < 50 ) { return SCHED_ZOMBIE_CHARGE_ENEMY; }
if ( failedSchedule != SCHED_ZOMBIE_WANDER_ANGRILY && ( failedSchedule == SCHED_TAKE_COVER_FROM_ENEMY || failedSchedule == SCHED_CHASE_ENEMY_FAILED ) ) { return SCHED_ZOMBIE_WANDER_ANGRILY; }
return BaseClass::SelectFailSchedule( failedSchedule, failedTask, taskFailCode ); }
//---------------------------------------------------------
//---------------------------------------------------------
int CZombie::TranslateSchedule( int scheduleType ) { if ( scheduleType == SCHED_COMBAT_FACE && IsUnreachable( GetEnemy() ) ) return SCHED_TAKE_COVER_FROM_ENEMY;
if ( !m_fIsTorso && scheduleType == SCHED_FAIL ) return SCHED_ZOMBIE_FAIL;
return BaseClass::TranslateSchedule( scheduleType ); }
//---------------------------------------------------------
Activity CZombie::NPC_TranslateActivity( Activity newActivity ) { newActivity = BaseClass::NPC_TranslateActivity( newActivity );
if ( newActivity == ACT_RUN ) return ACT_WALK; if ( m_fIsTorso && ( newActivity == ACT_ZOMBIE_TANTRUM ) ) return ACT_IDLE;
return newActivity; }
//---------------------------------------------------------
//---------------------------------------------------------
void CZombie::OnStateChange( NPC_STATE OldState, NPC_STATE NewState ) { BaseClass::OnStateChange( OldState, NewState ); }
//---------------------------------------------------------
//---------------------------------------------------------
void CZombie::StartTask( const Task_t *pTask ) { switch( pTask->iTask ) { case TASK_ZOMBIE_EXPRESS_ANGER: { if ( random->RandomInt( 1, 4 ) == 2 ) { SetIdealActivity( (Activity)ACT_ZOMBIE_TANTRUM ); } else { TaskComplete(); }
break; }
case TASK_ZOMBIE_YAW_TO_DOOR: { AssertMsg( m_hBlockingDoor != NULL, "Expected condition handling to break schedule before landing here" ); if ( m_hBlockingDoor != NULL ) { GetMotor()->SetIdealYaw( m_flDoorBashYaw ); } TaskComplete(); break; }
case TASK_ZOMBIE_ATTACK_DOOR: { m_DurationDoorBash.Reset(); SetIdealActivity( SelectDoorBash() ); break; }
case TASK_ZOMBIE_CHARGE_ENEMY: { if ( !GetEnemy() ) TaskFail( FAIL_NO_ENEMY ); else if ( GetNavigator()->SetVectorGoalFromTarget( GetEnemy()->GetLocalOrigin() ) ) { m_vPositionCharged = GetEnemy()->GetLocalOrigin(); TaskComplete(); } else TaskFail( FAIL_NO_ROUTE ); break; }
default: BaseClass::StartTask( pTask ); break; } }
//---------------------------------------------------------
//---------------------------------------------------------
void CZombie::RunTask( const Task_t *pTask ) { switch( pTask->iTask ) { case TASK_ZOMBIE_ATTACK_DOOR: { if ( IsActivityFinished() ) { if ( m_DurationDoorBash.Expired() ) { TaskComplete(); m_NextTimeToStartDoorBash.Reset(); } else ResetIdealActivity( SelectDoorBash() ); } break; }
case TASK_ZOMBIE_CHARGE_ENEMY: { break; }
case TASK_ZOMBIE_EXPRESS_ANGER: { if ( IsActivityFinished() ) { TaskComplete(); } break; }
default: BaseClass::RunTask( pTask ); break; } }
//---------------------------------------------------------
//---------------------------------------------------------
bool CZombie::OnObstructingDoor( AILocalMoveGoal_t *pMoveGoal, CBaseDoor *pDoor, float distClear, AIMoveResult_t *pResult ) { if ( BaseClass::OnObstructingDoor( pMoveGoal, pDoor, distClear, pResult ) ) { if ( IsMoveBlocked( *pResult ) && pMoveGoal->directTrace.vHitNormal != vec3_origin ) { m_hBlockingDoor = pDoor; m_flDoorBashYaw = UTIL_VecToYaw( pMoveGoal->directTrace.vHitNormal * -1 ); } return true; }
return false; }
//---------------------------------------------------------
//---------------------------------------------------------
Activity CZombie::SelectDoorBash() { if ( random->RandomInt( 1, 3 ) == 1 ) return ACT_MELEE_ATTACK1; return (Activity)ACT_ZOMBIE_WALLPOUND; }
//---------------------------------------------------------
// Zombies should scream continuously while burning, so long
// as they are alive... but NOT IN GERMANY!
//---------------------------------------------------------
void CZombie::Ignite( float flFlameLifetime, bool bNPCOnly, float flSize, bool bCalledByLevelDesigner ) { if( !IsOnFire() && IsAlive() ) { BaseClass::Ignite( flFlameLifetime, bNPCOnly, flSize, bCalledByLevelDesigner );
if ( !UTIL_IsLowViolence() ) { RemoveSpawnFlags( SF_NPC_GAG );
MoanSound( envZombieMoanIgnited, ARRAYSIZE( envZombieMoanIgnited ) );
if ( m_pMoanSound ) { ENVELOPE_CONTROLLER.SoundChangePitch( m_pMoanSound, 120, 1.0 ); ENVELOPE_CONTROLLER.SoundChangeVolume( m_pMoanSound, 1, 1.0 ); } } } }
//---------------------------------------------------------
// If a zombie stops burning and hasn't died, quiet him down
//---------------------------------------------------------
void CZombie::Extinguish() { if( m_pMoanSound ) { ENVELOPE_CONTROLLER.SoundChangeVolume( m_pMoanSound, 0, 2.0 ); ENVELOPE_CONTROLLER.SoundChangePitch( m_pMoanSound, 100, 2.0 ); m_flNextMoanSound = gpGlobals->curtime + random->RandomFloat( 2.0, 4.0 ); }
BaseClass::Extinguish(); }
//---------------------------------------------------------
//---------------------------------------------------------
int CZombie::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo ) { #ifndef HL2_EPISODIC
if ( inputInfo.GetDamageType() & DMG_BUCKSHOT ) { if( !m_fIsTorso && inputInfo.GetDamage() > (m_iMaxHealth/3) ) { // Always flinch if damaged a lot by buckshot, even if not shot in the head.
// The reason for making sure we did at least 1/3rd of the zombie's max health
// is so the zombie doesn't flinch every time the odd shotgun pellet hits them,
// and so the maximum number of times you'll see a zombie flinch like this is 2.(sjb)
AddGesture( ACT_GESTURE_FLINCH_HEAD ); } } #endif // HL2_EPISODIC
return BaseClass::OnTakeDamage_Alive( inputInfo ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CZombie::IsHeavyDamage( const CTakeDamageInfo &info ) { #ifdef HL2_EPISODIC
if ( info.GetDamageType() & DMG_BUCKSHOT ) { if ( !m_fIsTorso && info.GetDamage() > (m_iMaxHealth/3) ) return true; }
// Randomly treat all damage as heavy
if ( info.GetDamageType() & (DMG_BULLET | DMG_BUCKSHOT) ) { // Don't randomly flinch if I'm melee attacking
if ( !HasCondition(COND_CAN_MELEE_ATTACK1) && (RandomFloat() > 0.5) ) { // Randomly forget I've flinched, so that I'll be forced to play a big flinch
// If this doesn't happen, it means I may not fully flinch if I recently flinched
if ( RandomFloat() > 0.75 ) { Forget(bits_MEMORY_FLINCHED); }
return true; } } #endif // HL2_EPISODIC
return BaseClass::IsHeavyDamage(info); }
//---------------------------------------------------------
//---------------------------------------------------------
#define ZOMBIE_SQUASH_MASS 300.0f // Anything this heavy or heavier squashes a zombie good. (show special fx)
bool CZombie::IsSquashed( const CTakeDamageInfo &info ) { if( GetHealth() > 0 ) { return false; }
if( info.GetDamageType() & DMG_CRUSH ) { IPhysicsObject *pCrusher = info.GetInflictor()->VPhysicsGetObject(); if( pCrusher && pCrusher->GetMass() >= ZOMBIE_SQUASH_MASS && info.GetInflictor()->WorldSpaceCenter().z > EyePosition().z ) { // This heuristic detects when a zombie has been squashed from above by a heavy
// item. Done specifically so we can add gore effects to Ravenholm cartraps.
// The zombie must take physics damage from a 300+kg object that is centered above its eyes (comes from above)
return true; } }
return false; }
//---------------------------------------------------------
//---------------------------------------------------------
void CZombie::BuildScheduleTestBits( void ) { BaseClass::BuildScheduleTestBits();
if( !m_fIsTorso && !IsCurSchedule( SCHED_FLINCH_PHYSICS ) && !m_ActBusyBehavior.IsActive() ) { SetCustomInterruptCondition( COND_PHYSICS_DAMAGE ); } }
//=============================================================================
AI_BEGIN_CUSTOM_NPC( npc_zombie, CZombie )
DECLARE_CONDITION( COND_BLOCKED_BY_DOOR ) DECLARE_CONDITION( COND_DOOR_OPENED ) DECLARE_CONDITION( COND_ZOMBIE_CHARGE_TARGET_MOVED )
DECLARE_TASK( TASK_ZOMBIE_EXPRESS_ANGER ) DECLARE_TASK( TASK_ZOMBIE_YAW_TO_DOOR ) DECLARE_TASK( TASK_ZOMBIE_ATTACK_DOOR ) DECLARE_TASK( TASK_ZOMBIE_CHARGE_ENEMY ) DECLARE_ACTIVITY( ACT_ZOMBIE_TANTRUM ); DECLARE_ACTIVITY( ACT_ZOMBIE_WALLPOUND );
DEFINE_SCHEDULE ( SCHED_ZOMBIE_BASH_DOOR,
" Tasks" " TASK_SET_ACTIVITY ACTIVITY:ACT_ZOMBIE_TANTRUM" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_TAKE_COVER_FROM_ENEMY" " TASK_ZOMBIE_YAW_TO_DOOR 0" " TASK_FACE_IDEAL 0" " TASK_ZOMBIE_ATTACK_DOOR 0" "" " Interrupts" " COND_ZOMBIE_RELEASECRAB" " COND_ENEMY_DEAD" " COND_NEW_ENEMY" " COND_DOOR_OPENED" )
DEFINE_SCHEDULE ( SCHED_ZOMBIE_WANDER_ANGRILY,
" Tasks" " TASK_WANDER 480240" // 48 units to 240 units.
" TASK_WALK_PATH 0" " TASK_WAIT_FOR_MOVEMENT 4" "" " Interrupts" " COND_ZOMBIE_RELEASECRAB" " COND_ENEMY_DEAD" " COND_NEW_ENEMY" " COND_DOOR_OPENED" )
DEFINE_SCHEDULE ( SCHED_ZOMBIE_CHARGE_ENEMY,
" Tasks" " TASK_ZOMBIE_CHARGE_ENEMY 0" " TASK_WALK_PATH 0" " TASK_WAIT_FOR_MOVEMENT 0" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_ZOMBIE_TANTRUM" /* placeholder until frustration/rage/fence shake animation available */ "" " Interrupts" " COND_ZOMBIE_RELEASECRAB" " COND_ENEMY_DEAD" " COND_NEW_ENEMY" " COND_DOOR_OPENED" " COND_ZOMBIE_CHARGE_TARGET_MOVED" )
DEFINE_SCHEDULE ( SCHED_ZOMBIE_FAIL,
" Tasks" " TASK_STOP_MOVING 0" " TASK_SET_ACTIVITY ACTIVITY:ACT_ZOMBIE_TANTRUM" " TASK_WAIT 1" " TASK_WAIT_PVS 0" "" " Interrupts" " COND_CAN_RANGE_ATTACK1 " " COND_CAN_RANGE_ATTACK2 " " COND_CAN_MELEE_ATTACK1 " " COND_CAN_MELEE_ATTACK2" " COND_GIVE_WAY" " COND_DOOR_OPENED" )
AI_END_CUSTOM_NPC()
//=============================================================================
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