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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ai_basenpc.h"
#include "ai_default.h"
#include "ai_schedule.h"
#include "ai_hull.h"
#include "ai_motor.h"
#include "ai_memory.h"
#include "ai_route.h"
#include "soundent.h"
#include "game.h"
#include "npcevent.h"
#include "entitylist.h"
#include "ai_task.h"
#include "activitylist.h"
#include "engine/IEngineSound.h"
#include "npc_BaseZombie.h"
#include "movevars_shared.h"
#include "IEffects.h"
#include "props.h"
#include "physics_npc_solver.h"
#include "physics_prop_ragdoll.h"
#ifdef HL2_EPISODIC
#include "episodic/ai_behavior_passenger_zombie.h"
#endif // HL2_EPISODIC
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define FASTZOMBIE_IDLE_PITCH 35
#define FASTZOMBIE_MIN_PITCH 70
#define FASTZOMBIE_MAX_PITCH 130
#define FASTZOMBIE_SOUND_UPDATE_FREQ 0.5
#define FASTZOMBIE_MAXLEAP_Z 128
#define FASTZOMBIE_EXCITE_DIST 480.0
#define FASTZOMBIE_BASE_FREQ 1.5
// If flying at an enemy, and this close or closer, start playing the maul animation!!
#define FASTZOMBIE_MAUL_RANGE 300
#ifdef HL2_EPISODIC
int AE_PASSENGER_PHYSICS_PUSH; int AE_FASTZOMBIE_VEHICLE_LEAP; int AE_FASTZOMBIE_VEHICLE_SS_DIE; // Killed while doing scripted sequence on vehicle
#endif // HL2_EPISODIC
enum { COND_FASTZOMBIE_CLIMB_TOUCH = LAST_BASE_ZOMBIE_CONDITION, };
envelopePoint_t envFastZombieVolumeJump[] = { { 1.0f, 1.0f, 0.1f, 0.1f, }, { 0.0f, 0.0f, 1.0f, 1.2f, }, };
envelopePoint_t envFastZombieVolumePain[] = { { 1.0f, 1.0f, 0.1f, 0.1f, }, { 0.0f, 0.0f, 1.0f, 1.0f, }, };
envelopePoint_t envFastZombieInverseVolumePain[] = { { 0.0f, 0.0f, 0.1f, 0.1f, }, { 1.0f, 1.0f, 1.0f, 1.0f, }, };
envelopePoint_t envFastZombieVolumeJumpPostApex[] = { { 1.0f, 1.0f, 0.1f, 0.1f, }, { 0.0f, 0.0f, 1.0f, 1.2f, }, };
envelopePoint_t envFastZombieVolumeClimb[] = { { 1.0f, 1.0f, 0.1f, 0.1f, }, { 0.0f, 0.0f, 0.2f, 0.2f, }, };
envelopePoint_t envFastZombieMoanVolumeFast[] = { { 1.0f, 1.0f, 0.1f, 0.1f, }, { 0.0f, 0.0f, 0.2f, 0.3f, }, };
envelopePoint_t envFastZombieMoanVolume[] = { { 1.0f, 1.0f, 0.1f, 0.1f, }, { 1.0f, 1.0f, 0.2f, 0.2f, }, { 0.0f, 0.0f, 1.0f, 0.4f, }, };
envelopePoint_t envFastZombieFootstepVolume[] = { { 1.0f, 1.0f, 0.1f, 0.1f, }, { 0.7f, 0.7f, 0.2f, 0.2f, }, };
envelopePoint_t envFastZombieVolumeFrenzy[] = { { 1.0f, 1.0f, 0.1f, 0.1f, }, { 0.0f, 0.0f, 2.0f, 2.0f, }, };
//=========================================================
// animation events
//=========================================================
int AE_FASTZOMBIE_LEAP; int AE_FASTZOMBIE_GALLOP_LEFT; int AE_FASTZOMBIE_GALLOP_RIGHT; int AE_FASTZOMBIE_CLIMB_LEFT; int AE_FASTZOMBIE_CLIMB_RIGHT;
//=========================================================
// tasks
//=========================================================
enum { TASK_FASTZOMBIE_DO_ATTACK = LAST_SHARED_TASK + 100, // again, my !!!HACKHACK
TASK_FASTZOMBIE_LAND_RECOVER, TASK_FASTZOMBIE_UNSTICK_JUMP, TASK_FASTZOMBIE_JUMP_BACK, TASK_FASTZOMBIE_VERIFY_ATTACK, };
//=========================================================
// activities
//=========================================================
int ACT_FASTZOMBIE_LEAP_SOAR; int ACT_FASTZOMBIE_LEAP_STRIKE; int ACT_FASTZOMBIE_LAND_RIGHT; int ACT_FASTZOMBIE_LAND_LEFT; int ACT_FASTZOMBIE_FRENZY; int ACT_FASTZOMBIE_BIG_SLASH;
//=========================================================
// schedules
//=========================================================
enum { SCHED_FASTZOMBIE_RANGE_ATTACK1 = LAST_SHARED_SCHEDULE + 100, // hack to get past the base zombie's schedules
SCHED_FASTZOMBIE_UNSTICK_JUMP, SCHED_FASTZOMBIE_CLIMBING_UNSTICK_JUMP, SCHED_FASTZOMBIE_MELEE_ATTACK1, SCHED_FASTZOMBIE_TORSO_MELEE_ATTACK1, };
//=========================================================
//=========================================================
class CFastZombie : public CNPC_BaseZombie { DECLARE_CLASS( CFastZombie, CNPC_BaseZombie );
public: void Spawn( void ); void Precache( void );
void SetZombieModel( void ); bool CanSwatPhysicsObjects( void ) { return false; }
int TranslateSchedule( int scheduleType );
Activity NPC_TranslateActivity( Activity baseAct );
void LeapAttackTouch( CBaseEntity *pOther ); void ClimbTouch( CBaseEntity *pOther );
void StartTask( const Task_t *pTask ); void RunTask( const Task_t *pTask ); int SelectSchedule( void ); void OnScheduleChange( void );
void PrescheduleThink( void );
float InnateRange1MaxRange( void ); int RangeAttack1Conditions( float flDot, float flDist ); int MeleeAttack1Conditions( float flDot, float flDist );
virtual float GetClawAttackRange() const { return 50; }
bool ShouldPlayFootstepMoan( void ) { return false; }
void HandleAnimEvent( animevent_t *pEvent );
void PostNPCInit( void );
void LeapAttack( void ); void LeapAttackSound( void );
void BecomeTorso( const Vector &vecTorsoForce, const Vector &vecLegsForce );
bool IsJumpLegal(const Vector &startPos, const Vector &apex, const Vector &endPos) const; bool MovementCost( int moveType, const Vector &vecStart, const Vector &vecEnd, float *pCost ); bool ShouldFailNav( bool bMovementFailed );
int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
const char *GetMoanSound( int nSound );
void OnChangeActivity( Activity NewActivity ); void OnStateChange( NPC_STATE OldState, NPC_STATE NewState ); void Event_Killed( const CTakeDamageInfo &info ); bool ShouldBecomeTorso( const CTakeDamageInfo &info, float flDamageThreshold );
virtual Vector GetAutoAimCenter() { return WorldSpaceCenter() - Vector( 0, 0, 12.0f ); }
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 ) {}; // fast guy doesn't scuff
void StopLoopingSounds( void );
void SoundInit( void ); void SetIdleSoundState( void ); void SetAngrySoundState( void );
void BuildScheduleTestBits( void );
void BeginNavJump( void ); void EndNavJump( void );
bool IsNavJumping( void ) { return m_fIsNavJumping; } void OnNavJumpHitApex( void );
void BeginAttackJump( void ); void EndAttackJump( void );
float MaxYawSpeed( void );
virtual const char *GetHeadcrabClassname( void ); virtual const char *GetHeadcrabModel( void ); virtual const char *GetLegsModel( void ); virtual const char *GetTorsoModel( void );
//=============================================================================
#ifdef HL2_EPISODIC
public: virtual bool CreateBehaviors( void ); virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ); virtual void UpdateEfficiency( bool bInPVS ); virtual bool IsInAVehicle( void ); void InputAttachToVehicle( inputdata_t &inputdata ); void VehicleLeapAttackTouch( CBaseEntity *pOther );
private: void VehicleLeapAttack( void ); bool CanEnterVehicle( CPropJeepEpisodic *pVehicle );
CAI_PassengerBehaviorZombie m_PassengerBehavior;
#endif // HL2_EPISODIC
//=============================================================================
protected:
static const char *pMoanSounds[];
// Sound stuff
float m_flDistFactor; unsigned char m_iClimbCount; // counts rungs climbed (for sound)
bool m_fIsNavJumping; bool m_fIsAttackJumping; bool m_fHitApex; mutable float m_flJumpDist;
bool m_fHasScreamed;
private: float m_flNextMeleeAttack; bool m_fJustJumped; float m_flJumpStartAltitude; float m_flTimeUpdateSound;
CSoundPatch *m_pLayer2; // used for climbing ladders, and when jumping (pre apex)
public: DEFINE_CUSTOM_AI; DECLARE_DATADESC(); };
LINK_ENTITY_TO_CLASS( npc_fastzombie, CFastZombie ); LINK_ENTITY_TO_CLASS( npc_fastzombie_torso, CFastZombie );
BEGIN_DATADESC( CFastZombie )
DEFINE_FIELD( m_flDistFactor, FIELD_FLOAT ), DEFINE_FIELD( m_iClimbCount, FIELD_CHARACTER ), DEFINE_FIELD( m_fIsNavJumping, FIELD_BOOLEAN ), DEFINE_FIELD( m_fIsAttackJumping, FIELD_BOOLEAN ), DEFINE_FIELD( m_fHitApex, FIELD_BOOLEAN ), DEFINE_FIELD( m_flJumpDist, FIELD_FLOAT ), DEFINE_FIELD( m_fHasScreamed, FIELD_BOOLEAN ), DEFINE_FIELD( m_flNextMeleeAttack, FIELD_TIME ), DEFINE_FIELD( m_fJustJumped, FIELD_BOOLEAN ), DEFINE_FIELD( m_flJumpStartAltitude, FIELD_FLOAT ), DEFINE_FIELD( m_flTimeUpdateSound, FIELD_TIME ),
// Function Pointers
DEFINE_ENTITYFUNC( LeapAttackTouch ), DEFINE_ENTITYFUNC( ClimbTouch ), DEFINE_SOUNDPATCH( m_pLayer2 ),
#ifdef HL2_EPISODIC
DEFINE_ENTITYFUNC( VehicleLeapAttackTouch ), DEFINE_INPUTFUNC( FIELD_STRING, "AttachToVehicle", InputAttachToVehicle ), #endif // HL2_EPISODIC
END_DATADESC()
const char *CFastZombie::pMoanSounds[] = { "NPC_FastZombie.Moan1", };
//-----------------------------------------------------------------------------
// The model we use for our legs when we get blowed up.
//-----------------------------------------------------------------------------
static const char *s_pLegsModel = "models/gibs/fast_zombie_legs.mdl";
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CFastZombie::Precache( void ) { PrecacheModel("models/zombie/fast.mdl"); #ifdef HL2_EPISODIC
PrecacheModel("models/zombie/Fast_torso.mdl"); PrecacheScriptSound( "NPC_FastZombie.CarEnter1" ); PrecacheScriptSound( "NPC_FastZombie.CarEnter2" ); PrecacheScriptSound( "NPC_FastZombie.CarEnter3" ); PrecacheScriptSound( "NPC_FastZombie.CarEnter4" ); PrecacheScriptSound( "NPC_FastZombie.CarScream" ); #endif
PrecacheModel( "models/gibs/fast_zombie_torso.mdl" ); PrecacheModel( "models/gibs/fast_zombie_legs.mdl" ); PrecacheScriptSound( "NPC_FastZombie.LeapAttack" ); PrecacheScriptSound( "NPC_FastZombie.FootstepRight" ); PrecacheScriptSound( "NPC_FastZombie.FootstepLeft" ); PrecacheScriptSound( "NPC_FastZombie.AttackHit" ); PrecacheScriptSound( "NPC_FastZombie.AttackMiss" ); PrecacheScriptSound( "NPC_FastZombie.LeapAttack" ); PrecacheScriptSound( "NPC_FastZombie.Attack" ); PrecacheScriptSound( "NPC_FastZombie.Idle" ); PrecacheScriptSound( "NPC_FastZombie.AlertFar" ); PrecacheScriptSound( "NPC_FastZombie.AlertNear" ); PrecacheScriptSound( "NPC_FastZombie.GallopLeft" ); PrecacheScriptSound( "NPC_FastZombie.GallopRight" ); PrecacheScriptSound( "NPC_FastZombie.Scream" ); PrecacheScriptSound( "NPC_FastZombie.RangeAttack" ); PrecacheScriptSound( "NPC_FastZombie.Frenzy" ); PrecacheScriptSound( "NPC_FastZombie.NoSound" ); PrecacheScriptSound( "NPC_FastZombie.Die" );
PrecacheScriptSound( "NPC_FastZombie.Gurgle" );
PrecacheScriptSound( "NPC_FastZombie.Moan1" );
BaseClass::Precache(); }
//---------------------------------------------------------
//---------------------------------------------------------
void CFastZombie::OnScheduleChange( void ) { if ( m_flNextMeleeAttack > gpGlobals->curtime + 1 ) { // Allow melee attacks again.
m_flNextMeleeAttack = gpGlobals->curtime + 0.5; }
BaseClass::OnScheduleChange(); }
//---------------------------------------------------------
//---------------------------------------------------------
int CFastZombie::SelectSchedule ( void ) {
// ========================================================
#ifdef HL2_EPISODIC
// Defer all decisions to the behavior if it's running
if ( m_PassengerBehavior.CanSelectSchedule() ) { DeferSchedulingToBehavior( &m_PassengerBehavior ); return BaseClass::SelectSchedule(); }
#endif //HL2_EPISODIC
// ========================================================
if ( HasCondition( COND_ZOMBIE_RELEASECRAB ) ) { // Death waits for no man. Or zombie. Or something.
return SCHED_ZOMBIE_RELEASECRAB; }
if ( HasCondition( COND_FASTZOMBIE_CLIMB_TOUCH ) ) { return SCHED_FASTZOMBIE_UNSTICK_JUMP; }
switch ( m_NPCState ) { case NPC_STATE_COMBAT: if ( HasCondition( COND_LOST_ENEMY ) || ( HasCondition( COND_ENEMY_UNREACHABLE ) && MustCloseToAttack() ) ) { // Set state to alert and recurse!
SetState( NPC_STATE_ALERT ); return SelectSchedule(); } break;
case NPC_STATE_ALERT: if ( HasCondition( COND_LOST_ENEMY ) || ( HasCondition( COND_ENEMY_UNREACHABLE ) && MustCloseToAttack() ) ) { ClearCondition( COND_LOST_ENEMY ); ClearCondition( COND_ENEMY_UNREACHABLE ); SetEnemy( NULL );
#ifdef DEBUG_ZOMBIES
DevMsg("Wandering\n"); #endif
// Just lost track of our enemy.
// Wander around a bit so we don't look like a dingus.
return SCHED_ZOMBIE_WANDER_MEDIUM; } break; }
return BaseClass::SelectSchedule(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CFastZombie::PrescheduleThink( void ) { BaseClass::PrescheduleThink();
if( GetGroundEntity() && GetGroundEntity()->Classify() == CLASS_HEADCRAB ) { // Kill!
CTakeDamageInfo info; info.SetDamage( GetGroundEntity()->GetHealth() ); info.SetAttacker( this ); info.SetInflictor( this ); info.SetDamageType( DMG_GENERIC ); GetGroundEntity()->TakeDamage( info ); }
if( m_pMoanSound && gpGlobals->curtime > m_flTimeUpdateSound ) { // Manage the snorting sound, pitch up for closer.
float flDistNoBBox;
if( GetEnemy() && m_NPCState == NPC_STATE_COMBAT ) { flDistNoBBox = ( GetEnemy()->WorldSpaceCenter() - WorldSpaceCenter() ).Length(); flDistNoBBox -= WorldAlignSize().x; } else { // Calm down!
flDistNoBBox = FASTZOMBIE_EXCITE_DIST; m_flTimeUpdateSound += 1.0; }
if( flDistNoBBox >= FASTZOMBIE_EXCITE_DIST && m_flDistFactor != 1.0 ) { // Go back to normal pitch.
m_flDistFactor = 1.0;
ENVELOPE_CONTROLLER.SoundChangePitch( m_pMoanSound, FASTZOMBIE_IDLE_PITCH, FASTZOMBIE_SOUND_UPDATE_FREQ ); } else if( flDistNoBBox < FASTZOMBIE_EXCITE_DIST ) { // Zombie is close! Recalculate pitch.
int iPitch;
m_flDistFactor = MIN( 1.0, 1 - flDistNoBBox / FASTZOMBIE_EXCITE_DIST ); iPitch = FASTZOMBIE_MIN_PITCH + ( ( FASTZOMBIE_MAX_PITCH - FASTZOMBIE_MIN_PITCH ) * m_flDistFactor); ENVELOPE_CONTROLLER.SoundChangePitch( m_pMoanSound, iPitch, FASTZOMBIE_SOUND_UPDATE_FREQ ); }
m_flTimeUpdateSound = gpGlobals->curtime + FASTZOMBIE_SOUND_UPDATE_FREQ; }
// Crudely detect the apex of our jump
if( IsNavJumping() && !m_fHitApex && GetAbsVelocity().z <= 0.0 ) { OnNavJumpHitApex(); }
if( IsCurSchedule(SCHED_FASTZOMBIE_RANGE_ATTACK1, false) ) { // Think more frequently when flying quickly through the
// air, to update the server's location more often.
SetNextThink(gpGlobals->curtime); } }
//-----------------------------------------------------------------------------
// Purpose: Startup all of the sound patches that the fast zombie uses.
//
//
//-----------------------------------------------------------------------------
void CFastZombie::SoundInit( void ) { if( !m_pMoanSound ) { // !!!HACKHACK - kickstart the moan sound. (sjb)
MoanSound( envFastZombieMoanVolume, ARRAYSIZE( envFastZombieMoanVolume ) );
// Clear the commands that the base class gave the moaning sound channel.
ENVELOPE_CONTROLLER.CommandClear( m_pMoanSound ); }
CPASAttenuationFilter filter( this );
if( !m_pLayer2 ) { // Set up layer2
m_pLayer2 = ENVELOPE_CONTROLLER.SoundCreate( filter, entindex(), CHAN_VOICE, "NPC_FastZombie.Gurgle", ATTN_NORM );
// Start silent.
ENVELOPE_CONTROLLER.Play( m_pLayer2, 0.0, 100 ); }
SetIdleSoundState(); }
//-----------------------------------------------------------------------------
// Purpose: Make the zombie sound calm.
//-----------------------------------------------------------------------------
void CFastZombie::SetIdleSoundState( void ) { // Main looping sound
if ( m_pMoanSound ) { ENVELOPE_CONTROLLER.SoundChangePitch( m_pMoanSound, FASTZOMBIE_IDLE_PITCH, 1.0 ); ENVELOPE_CONTROLLER.SoundChangeVolume( m_pMoanSound, 0.75, 1.0 ); }
// Second Layer
if ( m_pLayer2 ) { ENVELOPE_CONTROLLER.SoundChangePitch( m_pLayer2, 100, 1.0 ); ENVELOPE_CONTROLLER.SoundChangeVolume( m_pLayer2, 0.0, 1.0 ); } }
//-----------------------------------------------------------------------------
// Purpose: Make the zombie sound pizzled
//-----------------------------------------------------------------------------
void CFastZombie::SetAngrySoundState( void ) { if (( !m_pMoanSound ) || ( !m_pLayer2 )) { return; }
EmitSound( "NPC_FastZombie.LeapAttack" );
// Main looping sound
ENVELOPE_CONTROLLER.SoundChangePitch( m_pMoanSound, FASTZOMBIE_MIN_PITCH, 0.5 ); ENVELOPE_CONTROLLER.SoundChangeVolume( m_pMoanSound, 1.0, 0.5 );
// Second Layer
ENVELOPE_CONTROLLER.SoundChangePitch( m_pLayer2, 100, 1.0 ); ENVELOPE_CONTROLLER.SoundChangeVolume( m_pLayer2, 0.0, 1.0 ); }
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CFastZombie::Spawn( void ) { Precache();
m_fJustJumped = false;
m_fIsTorso = m_fIsHeadless = false;
if( FClassnameIs( this, "npc_fastzombie" ) ) { m_fIsTorso = false; } else { // This was placed as an npc_fastzombie_torso
m_fIsTorso = true; }
#ifdef HL2_EPISODIC
SetBloodColor( BLOOD_COLOR_ZOMBIE ); #else
SetBloodColor( BLOOD_COLOR_YELLOW ); #endif // HL2_EPISODIC
m_iHealth = 50; m_flFieldOfView = 0.2;
CapabilitiesClear(); CapabilitiesAdd( bits_CAP_MOVE_CLIMB | bits_CAP_MOVE_JUMP | bits_CAP_MOVE_GROUND | bits_CAP_INNATE_RANGE_ATTACK1 /* | bits_CAP_INNATE_MELEE_ATTACK1 */);
if ( m_fIsTorso == true ) { CapabilitiesRemove( bits_CAP_MOVE_JUMP | bits_CAP_INNATE_RANGE_ATTACK1 ); }
m_flNextAttack = gpGlobals->curtime;
m_pLayer2 = NULL; m_iClimbCount = 0;
EndNavJump();
m_flDistFactor = 1.0;
BaseClass::Spawn(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CFastZombie::PostNPCInit( void ) { SoundInit();
m_flTimeUpdateSound = gpGlobals->curtime; }
//-----------------------------------------------------------------------------
// Purpose: Returns the classname (ie "npc_headcrab") to spawn when our headcrab bails.
//-----------------------------------------------------------------------------
const char *CFastZombie::GetHeadcrabClassname( void ) { return "npc_headcrab_fast"; }
const char *CFastZombie::GetHeadcrabModel( void ) { return "models/headcrab.mdl"; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CFastZombie::MaxYawSpeed( void ) { switch( GetActivity() ) { case ACT_TURN_LEFT: case ACT_TURN_RIGHT: return 120; break;
case ACT_RUN: return 160; break;
case ACT_WALK: case ACT_IDLE: return 25; break; default: return 20; break; } }
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CFastZombie::SetZombieModel( void ) { Hull_t lastHull = GetHullType();
if ( m_fIsTorso ) { SetModel( "models/zombie/fast_torso.mdl" ); SetHullType(HULL_TINY); } else { SetModel( "models/zombie/fast.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(); } } }
//-----------------------------------------------------------------------------
// Purpose: Returns the model to use for our legs ragdoll when we are blown in twain.
//-----------------------------------------------------------------------------
const char *CFastZombie::GetLegsModel( void ) { return s_pLegsModel; }
const char *CFastZombie::GetTorsoModel( void ) { return "models/gibs/fast_zombie_torso.mdl"; }
//-----------------------------------------------------------------------------
// Purpose: See if I can swat the player
//
//
//-----------------------------------------------------------------------------
int CFastZombie::MeleeAttack1Conditions( float flDot, float flDist ) { if ( !GetEnemy() ) { return COND_NONE; }
if( !(GetFlags() & FL_ONGROUND) ) { // Have to be on the ground!
return COND_NONE; }
if( gpGlobals->curtime < m_flNextMeleeAttack ) { return COND_NONE; } int baseResult = BaseClass::MeleeAttack1Conditions( flDot, flDist );
// @TODO (toml 07-21-04): follow up with Steve to find out why fz was explicitly not using these conditions
if ( baseResult == COND_TOO_FAR_TO_ATTACK || baseResult == COND_NOT_FACING_ATTACK ) { return COND_NONE; }
return baseResult; }
//-----------------------------------------------------------------------------
// Purpose: Returns a moan sound for this class of zombie.
//-----------------------------------------------------------------------------
const char *CFastZombie::GetMoanSound( int nSound ) { return pMoanSounds[ nSound % ARRAYSIZE( pMoanSounds ) ]; }
//-----------------------------------------------------------------------------
// Purpose: Sound of a footstep
//-----------------------------------------------------------------------------
void CFastZombie::FootstepSound( bool fRightFoot ) { if( fRightFoot ) { EmitSound( "NPC_FastZombie.FootstepRight" ); } else { EmitSound( "NPC_FastZombie.FootstepLeft" ); } }
//-----------------------------------------------------------------------------
// Purpose: Play a random attack hit sound
//-----------------------------------------------------------------------------
void CFastZombie::AttackHitSound( void ) { EmitSound( "NPC_FastZombie.AttackHit" ); }
//-----------------------------------------------------------------------------
// Purpose: Play a random attack miss sound
//-----------------------------------------------------------------------------
void CFastZombie::AttackMissSound( void ) { // Play a random attack miss sound
EmitSound( "NPC_FastZombie.AttackMiss" ); }
//-----------------------------------------------------------------------------
// Purpose: Play a random attack sound.
//-----------------------------------------------------------------------------
void CFastZombie::LeapAttackSound( void ) { EmitSound( "NPC_FastZombie.LeapAttack" ); }
//-----------------------------------------------------------------------------
// Purpose: Play a random attack sound.
//-----------------------------------------------------------------------------
void CFastZombie::AttackSound( void ) { EmitSound( "NPC_FastZombie.Attack" ); }
//-----------------------------------------------------------------------------
// Purpose: Play a random idle sound.
//-----------------------------------------------------------------------------
void CFastZombie::IdleSound( void ) { EmitSound( "NPC_FastZombie.Idle" ); MakeAISpookySound( 360.0f ); }
//-----------------------------------------------------------------------------
// Purpose: Play a random pain sound.
//-----------------------------------------------------------------------------
void CFastZombie::PainSound( const CTakeDamageInfo &info ) { if ( m_pLayer2 ) ENVELOPE_CONTROLLER.SoundPlayEnvelope( m_pLayer2, SOUNDCTRL_CHANGE_VOLUME, envFastZombieVolumePain, ARRAYSIZE(envFastZombieVolumePain) ); if ( m_pMoanSound ) ENVELOPE_CONTROLLER.SoundPlayEnvelope( m_pMoanSound, SOUNDCTRL_CHANGE_VOLUME, envFastZombieInverseVolumePain, ARRAYSIZE(envFastZombieInverseVolumePain) ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CFastZombie::DeathSound( const CTakeDamageInfo &info ) { EmitSound( "NPC_FastZombie.Die" ); }
//-----------------------------------------------------------------------------
// Purpose: Play a random alert sound.
//-----------------------------------------------------------------------------
void CFastZombie::AlertSound( void ) { CBaseEntity *pPlayer = AI_GetSinglePlayer();
if( pPlayer ) { // Measure how far the player is, and play the appropriate type of alert sound.
// Doesn't matter if I'm getting mad at a different character, the player is the
// one that hears the sound.
float flDist;
flDist = ( GetAbsOrigin() - pPlayer->GetAbsOrigin() ).Length();
if( flDist > 512 ) { EmitSound( "NPC_FastZombie.AlertFar" ); } else { EmitSound( "NPC_FastZombie.AlertNear" ); } }
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
#define FASTZOMBIE_MINLEAP 200
#define FASTZOMBIE_MAXLEAP 300
float CFastZombie::InnateRange1MaxRange( void ) { return FASTZOMBIE_MAXLEAP; }
//-----------------------------------------------------------------------------
// Purpose: See if I can make my leaping attack!!
//
//
//-----------------------------------------------------------------------------
int CFastZombie::RangeAttack1Conditions( float flDot, float flDist ) {
if (GetEnemy() == NULL) { return( COND_NONE ); }
if( !(GetFlags() & FL_ONGROUND) ) { return COND_NONE; }
if( gpGlobals->curtime < m_flNextAttack ) { return( COND_NONE ); }
// make sure the enemy isn't on a roof and I'm in the streets (Ravenholm)
float flZDist; flZDist = fabs( GetEnemy()->GetLocalOrigin().z - GetLocalOrigin().z ); if( flZDist > FASTZOMBIE_MAXLEAP_Z ) { return COND_TOO_FAR_TO_ATTACK; }
if( flDist > InnateRange1MaxRange() ) { return COND_TOO_FAR_TO_ATTACK; }
if( flDist < FASTZOMBIE_MINLEAP ) { return COND_NONE; }
if (flDot < 0.8) { return COND_NONE; }
if ( !IsMoving() ) { // I Have to be running!!!
return COND_NONE; }
// Don't jump at the player unless he's facing me.
// This allows the player to get away if he turns and sprints
CBasePlayer *pPlayer = static_cast<CBasePlayer*>( GetEnemy() );
if( pPlayer ) { // If the enemy is a player, don't attack from behind!
if( !pPlayer->FInViewCone( this ) ) { return COND_NONE; } }
// Drumroll please!
// The final check! Is the path from my position to halfway between me
// and the player clear?
trace_t tr; Vector vecDirToEnemy;
vecDirToEnemy = GetEnemy()->WorldSpaceCenter() - WorldSpaceCenter(); Vector vecHullMin( -16, -16, -16 ); Vector vecHullMax( 16, 16, 16 );
// only check half the distance. (the first part of the jump)
vecDirToEnemy = vecDirToEnemy * 0.5;
AI_TraceHull( WorldSpaceCenter(), WorldSpaceCenter() + vecDirToEnemy, vecHullMin, vecHullMax, MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );
if( tr.fraction != 1.0 ) { // There's some sort of obstacle pretty much right in front of me.
return COND_NONE; }
return COND_CAN_RANGE_ATTACK1; }
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CFastZombie::HandleAnimEvent( animevent_t *pEvent ) { if ( pEvent->event == AE_FASTZOMBIE_CLIMB_LEFT || pEvent->event == AE_FASTZOMBIE_CLIMB_RIGHT ) { if( ++m_iClimbCount % 3 == 0 ) { ENVELOPE_CONTROLLER.SoundChangePitch( m_pLayer2, random->RandomFloat( 100, 150 ), 0.0 ); ENVELOPE_CONTROLLER.SoundPlayEnvelope( m_pLayer2, SOUNDCTRL_CHANGE_VOLUME, envFastZombieVolumeClimb, ARRAYSIZE(envFastZombieVolumeClimb) ); }
return; }
if ( pEvent->event == AE_FASTZOMBIE_LEAP ) { LeapAttack(); return; } if ( pEvent->event == AE_FASTZOMBIE_GALLOP_LEFT ) { EmitSound( "NPC_FastZombie.GallopLeft" ); return; }
if ( pEvent->event == AE_FASTZOMBIE_GALLOP_RIGHT ) { EmitSound( "NPC_FastZombie.GallopRight" ); return; } if ( pEvent->event == AE_ZOMBIE_ATTACK_RIGHT ) { Vector right; AngleVectors( GetLocalAngles(), NULL, &right, NULL ); right = right * -50;
QAngle angle( -3, -5, -3 ); ClawAttack( GetClawAttackRange(), 3, angle, right, ZOMBIE_BLOOD_RIGHT_HAND ); return; }
if ( pEvent->event == AE_ZOMBIE_ATTACK_LEFT ) { Vector right; AngleVectors( GetLocalAngles(), NULL, &right, NULL ); right = right * 50; QAngle angle( -3, 5, -3 ); ClawAttack( GetClawAttackRange(), 3, angle, right, ZOMBIE_BLOOD_LEFT_HAND ); return; }
//=============================================================================
#ifdef HL2_EPISODIC
// Do the leap attack
if ( pEvent->event == AE_FASTZOMBIE_VEHICLE_LEAP ) { VehicleLeapAttack(); return; }
// Die while doing an SS in a vehicle
if ( pEvent->event == AE_FASTZOMBIE_VEHICLE_SS_DIE ) { if ( IsInAVehicle() ) { // Get the vehicle's present speed as a baseline
Vector vecVelocity = vec3_origin; CBaseEntity *pVehicle = m_PassengerBehavior.GetTargetVehicle(); if ( pVehicle ) { pVehicle->GetVelocity( &vecVelocity, NULL ); }
// TODO: We need to make this content driven -- jdw
Vector vecForward, vecRight, vecUp; GetVectors( &vecForward, &vecRight, &vecUp );
vecVelocity += ( vecForward * -2500.0f ) + ( vecRight * 200.0f ) + ( vecUp * 300 ); // Always kill
float flDamage = GetMaxHealth() + 10;
// Take the damage and die
CTakeDamageInfo info( this, this, vecVelocity * 25.0f, WorldSpaceCenter(), flDamage, (DMG_CRUSH|DMG_VEHICLE) ); TakeDamage( info ); } return; }
#endif // HL2_EPISODIC
//=============================================================================
BaseClass::HandleAnimEvent( pEvent ); }
//-----------------------------------------------------------------------------
// Purpose: Jump at the enemy!! (stole this from the headcrab)
//
//
//-----------------------------------------------------------------------------
void CFastZombie::LeapAttack( void ) { SetGroundEntity( NULL );
BeginAttackJump();
LeapAttackSound();
//
// Take him off ground so engine doesn't instantly reset FL_ONGROUND.
//
UTIL_SetOrigin( this, GetLocalOrigin() + Vector( 0 , 0 , 1 ));
Vector vecJumpDir; CBaseEntity *pEnemy = GetEnemy();
if ( pEnemy ) { Vector vecEnemyPos = pEnemy->WorldSpaceCenter();
float gravity = GetCurrentGravity(); if ( gravity <= 1 ) { gravity = 1; }
//
// How fast does the zombie need to travel to reach my enemy's eyes given gravity?
//
float height = ( vecEnemyPos.z - GetAbsOrigin().z );
if ( height < 16 ) { height = 16; } else if ( height > 120 ) { height = 120; } float speed = sqrt( 2 * gravity * height ); float time = speed / gravity;
//
// Scale the sideways velocity to get there at the right time
//
vecJumpDir = vecEnemyPos - GetAbsOrigin(); vecJumpDir = vecJumpDir / time;
//
// Speed to offset gravity at the desired height.
//
vecJumpDir.z = speed;
//
// Don't jump too far/fast.
//
#define CLAMP 1000.0
float distance = vecJumpDir.Length(); if ( distance > CLAMP ) { vecJumpDir = vecJumpDir * ( CLAMP / distance ); }
// try speeding up a bit.
SetAbsVelocity( vecJumpDir ); m_flNextAttack = gpGlobals->curtime + 2; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFastZombie::StartTask( const Task_t *pTask ) { switch( pTask->iTask ) { case TASK_FASTZOMBIE_VERIFY_ATTACK: // Simply ensure that the zombie still has a valid melee attack
if( HasCondition( COND_CAN_MELEE_ATTACK1 ) ) { TaskComplete(); } else { TaskFail(""); } break;
case TASK_FASTZOMBIE_JUMP_BACK: { SetActivity( ACT_IDLE );
SetGroundEntity( NULL );
BeginAttackJump();
Vector forward; AngleVectors( GetLocalAngles(), &forward );
//
// Take him off ground so engine doesn't instantly reset FL_ONGROUND.
//
UTIL_SetOrigin( this, GetLocalOrigin() + Vector( 0 , 0 , 1 ));
ApplyAbsVelocityImpulse( forward * -200 + Vector( 0, 0, 200 ) ); } break;
case TASK_FASTZOMBIE_UNSTICK_JUMP: { SetGroundEntity( NULL );
// Call begin attack jump. A little bit later if we fail to pathfind, we check
// this value to see if we just jumped. If so, we assume we've jumped
// to someplace that's not pathing friendly, and so must jump again to get out.
BeginAttackJump();
//
// Take him off ground so engine doesn't instantly reset FL_ONGROUND.
//
UTIL_SetOrigin( this, GetLocalOrigin() + Vector( 0 , 0 , 1 ));
CBaseEntity *pEnemy = GetEnemy(); Vector vecJumpDir;
if ( GetActivity() == ACT_CLIMB_UP || GetActivity() == ACT_CLIMB_DOWN ) { // Jump off the pipe backwards!
Vector forward;
GetVectors( &forward, NULL, NULL );
ApplyAbsVelocityImpulse( forward * -200 ); } else if( pEnemy ) { vecJumpDir = pEnemy->GetLocalOrigin() - GetLocalOrigin(); VectorNormalize( vecJumpDir ); vecJumpDir.z = 0;
ApplyAbsVelocityImpulse( vecJumpDir * 300 + Vector( 0, 0, 200 ) ); } else { DevMsg("UNHANDLED CASE! Stuck Fast Zombie with no enemy!\n"); } } break;
case TASK_WAIT_FOR_MOVEMENT: // If we're waiting for movement, that means that pathfinding succeeded, and
// we're about to be moving. So we aren't stuck. So clear this flag.
m_fJustJumped = false;
BaseClass::StartTask( pTask ); break;
case TASK_FACE_ENEMY: { // We don't use the base class implementation of this, because GetTurnActivity
// stomps our landing scrabble animations (sjb)
Vector flEnemyLKP = GetEnemyLKP(); GetMotor()->SetIdealYawToTarget( flEnemyLKP ); } break;
case TASK_FASTZOMBIE_LAND_RECOVER: { // Set the ideal yaw
Vector flEnemyLKP = GetEnemyLKP(); GetMotor()->SetIdealYawToTarget( flEnemyLKP );
// figure out which way to turn.
float flDeltaYaw = GetMotor()->DeltaIdealYaw();
if( flDeltaYaw < 0 ) { SetIdealActivity( (Activity)ACT_FASTZOMBIE_LAND_RIGHT ); } else { SetIdealActivity( (Activity)ACT_FASTZOMBIE_LAND_LEFT ); }
TaskComplete(); } break;
case TASK_RANGE_ATTACK1:
// Make melee attacks impossible until we land!
m_flNextMeleeAttack = gpGlobals->curtime + 60;
SetTouch( &CFastZombie::LeapAttackTouch ); break;
case TASK_FASTZOMBIE_DO_ATTACK: SetActivity( (Activity)ACT_FASTZOMBIE_LEAP_SOAR ); break;
default: BaseClass::StartTask( pTask ); break; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFastZombie::RunTask( const Task_t *pTask ) { switch( pTask->iTask ) { case TASK_FASTZOMBIE_JUMP_BACK: case TASK_FASTZOMBIE_UNSTICK_JUMP: if( GetFlags() & FL_ONGROUND ) { TaskComplete(); } break;
case TASK_RANGE_ATTACK1: if( ( GetFlags() & FL_ONGROUND ) || ( m_pfnTouch == NULL ) ) { // All done when you touch the ground, or if our touch function has somehow cleared.
TaskComplete();
// Allow melee attacks again.
m_flNextMeleeAttack = gpGlobals->curtime + 0.5; return; } break;
default: BaseClass::RunTask( pTask ); break; } }
//---------------------------------------------------------
//---------------------------------------------------------
int CFastZombie::TranslateSchedule( int scheduleType ) { switch( scheduleType ) { case SCHED_RANGE_ATTACK1: { // Scream right now, cause in half a second, we're gonna jump!!
if( !m_fHasScreamed ) { // Only play that over-the-top attack scream once per combat state.
EmitSound( "NPC_FastZombie.Scream" ); m_fHasScreamed = true; } else { EmitSound( "NPC_FastZombie.RangeAttack" ); }
return SCHED_FASTZOMBIE_RANGE_ATTACK1; } break;
case SCHED_MELEE_ATTACK1: if ( m_fIsTorso == true ) { return SCHED_FASTZOMBIE_TORSO_MELEE_ATTACK1; } else { return SCHED_FASTZOMBIE_MELEE_ATTACK1; } break;
case SCHED_FASTZOMBIE_UNSTICK_JUMP: if ( GetActivity() == ACT_CLIMB_UP || GetActivity() == ACT_CLIMB_DOWN || GetActivity() == ACT_CLIMB_DISMOUNT ) { return SCHED_FASTZOMBIE_CLIMBING_UNSTICK_JUMP; } else { return SCHED_FASTZOMBIE_UNSTICK_JUMP; } break; case SCHED_MOVE_TO_WEAPON_RANGE: { float flZDist = fabs( GetEnemy()->GetLocalOrigin().z - GetLocalOrigin().z ); if ( flZDist > FASTZOMBIE_MAXLEAP_Z ) return SCHED_CHASE_ENEMY; else // fall through to default
return BaseClass::TranslateSchedule( scheduleType ); break; }
default: return BaseClass::TranslateSchedule( scheduleType ); } }
//---------------------------------------------------------
//---------------------------------------------------------
Activity CFastZombie::NPC_TranslateActivity( Activity baseAct ) { if ( baseAct == ACT_CLIMB_DOWN ) return ACT_CLIMB_UP; return BaseClass::NPC_TranslateActivity( baseAct ); }
//---------------------------------------------------------
//---------------------------------------------------------
void CFastZombie::LeapAttackTouch( CBaseEntity *pOther ) { if ( !pOther->IsSolid() ) { // Touching a trigger or something.
return; }
// Stop the zombie and knock the player back
Vector vecNewVelocity( 0, 0, GetAbsVelocity().z ); SetAbsVelocity( vecNewVelocity );
Vector forward; AngleVectors( GetLocalAngles(), &forward ); forward *= 500; QAngle qaPunch( 15, random->RandomInt(-5,5), random->RandomInt(-5,5) ); ClawAttack( GetClawAttackRange(), 5, qaPunch, forward, ZOMBIE_BLOOD_BOTH_HANDS );
SetTouch( NULL ); }
//-----------------------------------------------------------------------------
// Purpose: Lets us know if we touch the player while we're climbing.
//-----------------------------------------------------------------------------
void CFastZombie::ClimbTouch( CBaseEntity *pOther ) { if ( pOther->IsPlayer() ) { // If I hit the player, shove him aside.
Vector vecDir = pOther->WorldSpaceCenter() - WorldSpaceCenter(); vecDir.z = 0.0; // planar
VectorNormalize( vecDir );
if( IsXbox() ) { vecDir *= 400.0f; } else { vecDir *= 200.0f; }
pOther->VelocityPunch( vecDir );
if ( GetActivity() != ACT_CLIMB_DISMOUNT || ( pOther->GetGroundEntity() == NULL && GetNavigator()->IsGoalActive() && pOther->GetAbsOrigin().z - GetNavigator()->GetCurWaypointPos().z < -1.0 ) ) { SetCondition( COND_FASTZOMBIE_CLIMB_TOUCH ); }
SetTouch( NULL ); } else if ( dynamic_cast<CPhysicsProp *>(pOther) ) { NPCPhysics_CreateSolver( this, pOther, true, 5.0 ); } }
//-----------------------------------------------------------------------------
// Purpose: Shuts down our looping sounds.
//-----------------------------------------------------------------------------
void CFastZombie::StopLoopingSounds( void ) { if ( m_pMoanSound ) { ENVELOPE_CONTROLLER.SoundDestroy( m_pMoanSound ); m_pMoanSound = NULL; }
if ( m_pLayer2 ) { ENVELOPE_CONTROLLER.SoundDestroy( m_pLayer2 ); m_pLayer2 = NULL; }
BaseClass::StopLoopingSounds(); }
//-----------------------------------------------------------------------------
// Purpose: Fast zombie cannot range attack when he's a torso!
//-----------------------------------------------------------------------------
void CFastZombie::BecomeTorso( const Vector &vecTorsoForce, const Vector &vecLegsForce ) { CapabilitiesRemove( bits_CAP_INNATE_RANGE_ATTACK1 ); CapabilitiesRemove( bits_CAP_MOVE_JUMP ); CapabilitiesRemove( bits_CAP_MOVE_CLIMB );
ReleaseHeadcrab( EyePosition(), vecLegsForce * 0.5, true, true, true );
BaseClass::BecomeTorso( vecTorsoForce, vecLegsForce ); }
//-----------------------------------------------------------------------------
// Purpose: Returns true if a reasonable jumping distance
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CFastZombie::IsJumpLegal(const Vector &startPos, const Vector &apex, const Vector &endPos) const { const float MAX_JUMP_RISE = 220.0f; const float MAX_JUMP_DISTANCE = 512.0f; const float MAX_JUMP_DROP = 384.0f;
if ( BaseClass::IsJumpLegal( startPos, apex, endPos, MAX_JUMP_RISE, MAX_JUMP_DROP, MAX_JUMP_DISTANCE ) ) { // Hang onto the jump distance. The AI is going to want it.
m_flJumpDist = (startPos - endPos).Length();
return true; } return false; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CFastZombie::MovementCost( int moveType, const Vector &vecStart, const Vector &vecEnd, float *pCost ) { float delta = vecEnd.z - vecStart.z;
float multiplier = 1; if ( moveType == bits_CAP_MOVE_JUMP ) { multiplier = ( delta < 0 ) ? 0.5 : 1.5; } else if ( moveType == bits_CAP_MOVE_CLIMB ) { multiplier = ( delta > 0 ) ? 0.5 : 4.0; }
*pCost *= multiplier;
return ( multiplier != 1 ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CFastZombie::ShouldFailNav( bool bMovementFailed ) { if ( !BaseClass::ShouldFailNav( bMovementFailed ) ) { DevMsg( 2, "Fast zombie in scripted sequence probably hit bad node configuration at %s\n", VecToString( GetAbsOrigin() ) ); if ( GetNavigator()->GetPath()->CurWaypointNavType() == NAV_JUMP && GetNavigator()->RefindPathToGoal( false ) ) { return false; } DevMsg( 2, "Fast zombie failed to get to scripted sequence\n" ); }
return true; }
//---------------------------------------------------------
// Purpose: Notifier that lets us know when the fast
// zombie has hit the apex of a navigational jump.
//---------------------------------------------------------
void CFastZombie::OnNavJumpHitApex( void ) { m_fHitApex = true; // stop subsequent notifications
}
//---------------------------------------------------------
// Purpose: Overridden to detect when the zombie goes into
// and out of his climb state and his navigation
// jump state.
//---------------------------------------------------------
void CFastZombie::OnChangeActivity( Activity NewActivity ) { if ( NewActivity == ACT_FASTZOMBIE_FRENZY ) { // Scream!!!!
EmitSound( "NPC_FastZombie.Frenzy" ); SetPlaybackRate( random->RandomFloat( .9, 1.1 ) ); }
if( NewActivity == ACT_JUMP ) { BeginNavJump(); } else if( GetActivity() == ACT_JUMP ) { EndNavJump(); }
if ( NewActivity == ACT_LAND ) { m_flNextAttack = gpGlobals->curtime + 1.0; }
if ( NewActivity == ACT_GLIDE ) { // Started a jump.
BeginNavJump(); } else if ( GetActivity() == ACT_GLIDE ) { // Landed a jump
EndNavJump();
if ( m_pMoanSound ) ENVELOPE_CONTROLLER.SoundChangePitch( m_pMoanSound, FASTZOMBIE_MIN_PITCH, 0.3 ); }
if ( NewActivity == ACT_CLIMB_UP ) { // Started a climb!
if ( m_pMoanSound ) ENVELOPE_CONTROLLER.SoundChangeVolume( m_pMoanSound, 0.0, 0.2 );
SetTouch( &CFastZombie::ClimbTouch ); } else if ( GetActivity() == ACT_CLIMB_DISMOUNT || ( GetActivity() == ACT_CLIMB_UP && NewActivity != ACT_CLIMB_DISMOUNT ) ) { // Ended a climb
if ( m_pMoanSound ) ENVELOPE_CONTROLLER.SoundChangeVolume( m_pMoanSound, 1.0, 0.2 );
SetTouch( NULL ); }
BaseClass::OnChangeActivity( NewActivity ); }
//=========================================================
//
//=========================================================
int CFastZombie::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode ) { if ( m_fJustJumped ) { // Assume we failed cause we jumped to a bad place.
m_fJustJumped = false; return SCHED_FASTZOMBIE_UNSTICK_JUMP; }
return BaseClass::SelectFailSchedule( failedSchedule, failedTask, taskFailCode ); }
//=========================================================
// Purpose: Do some record keeping for jumps made for
// navigational purposes (i.e., not attack jumps)
//=========================================================
void CFastZombie::BeginNavJump( void ) { m_fIsNavJumping = true; m_fHitApex = false;
ENVELOPE_CONTROLLER.SoundPlayEnvelope( m_pLayer2, SOUNDCTRL_CHANGE_VOLUME, envFastZombieVolumeJump, ARRAYSIZE(envFastZombieVolumeJump) ); }
//=========================================================
//
//=========================================================
void CFastZombie::EndNavJump( void ) { m_fIsNavJumping = false; m_fHitApex = false; }
//=========================================================
//
//=========================================================
void CFastZombie::BeginAttackJump( void ) { // Set this to true. A little bit later if we fail to pathfind, we check
// this value to see if we just jumped. If so, we assume we've jumped
// to someplace that's not pathing friendly, and so must jump again to get out.
m_fJustJumped = true;
m_flJumpStartAltitude = GetLocalOrigin().z; }
//=========================================================
//
//=========================================================
void CFastZombie::EndAttackJump( void ) { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFastZombie::BuildScheduleTestBits( void ) { // FIXME: This is probably the desired call to make, but it opts into an untested base class path, we'll need to
// revisit this and figure out if we want that. -- jdw
// BaseClass::BuildScheduleTestBits();
//
// For now, make sure our active behavior gets a chance to add its own bits
if ( GetRunningBehavior() ) GetRunningBehavior()->BridgeBuildScheduleTestBits();
#ifdef HL2_EPISODIC
SetCustomInterruptCondition( COND_PROVOKED ); #endif // HL2_EPISODIC
// Any schedule that makes us climb should break if we touch player
if ( GetActivity() == ACT_CLIMB_UP || GetActivity() == ACT_CLIMB_DOWN || GetActivity() == ACT_CLIMB_DISMOUNT) { SetCustomInterruptCondition( COND_FASTZOMBIE_CLIMB_TOUCH ); } else { ClearCustomInterruptCondition( COND_FASTZOMBIE_CLIMB_TOUCH ); } }
//=========================================================
//
//=========================================================
void CFastZombie::OnStateChange( NPC_STATE OldState, NPC_STATE NewState ) { if( NewState == NPC_STATE_COMBAT ) { SetAngrySoundState(); } else if( (m_pMoanSound) && ( NewState == NPC_STATE_IDLE || NewState == NPC_STATE_ALERT ) ) ///!!!HACKHACK - sjb
{ // Don't make this sound while we're slumped
if ( IsSlumped() == false ) { // Set it up so that if the zombie goes into combat state sometime down the road
// that he'll be able to scream.
m_fHasScreamed = false;
SetIdleSoundState(); } } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CFastZombie::Event_Killed( const CTakeDamageInfo &info ) { // Shut up my screaming sounds.
CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "NPC_FastZombie.NoSound" );
CTakeDamageInfo dInfo = info;
#if 0
// Become a server-side ragdoll and create a constraint at the hand
if ( m_PassengerBehavior.GetPassengerState() == PASSENGER_STATE_INSIDE ) { IPhysicsObject *pVehiclePhys = m_PassengerBehavior.GetTargetVehicle()->GetServerVehicle()->GetVehicleEnt()->VPhysicsGetObject(); CBaseAnimating *pVehicleAnimating = m_PassengerBehavior.GetTargetVehicle()->GetServerVehicle()->GetVehicleEnt()->GetBaseAnimating(); int nRightHandBone = 31;//GetBaseAnimating()->LookupBone( "ValveBiped.Bip01_R_Finger2" );
Vector vecRightHandPos; QAngle vecRightHandAngle; GetAttachment( LookupAttachment( "Blood_Right" ), vecRightHandPos, vecRightHandAngle ); //CTakeDamageInfo dInfo( GetEnemy(), GetEnemy(), RandomVector( -200, 200 ), WorldSpaceCenter(), 50.0f, DMG_CRUSH );
dInfo.SetDamageType( info.GetDamageType() | DMG_REMOVENORAGDOLL ); dInfo.ScaleDamageForce( 10.0f ); CBaseEntity *pRagdoll = CreateServerRagdoll( GetBaseAnimating(), 0, info, COLLISION_GROUP_DEBRIS );
/*
GetBaseAnimating()->GetBonePosition( nRightHandBone, vecRightHandPos, vecRightHandAngle );
CBaseEntity *pRagdoll = CreateServerRagdollAttached( GetBaseAnimating(), vec3_origin, -1, COLLISION_GROUP_DEBRIS, pVehiclePhys, pVehicleAnimating, 0, vecRightHandPos, nRightHandBone, vec3_origin );*/
} #endif
BaseClass::Event_Killed( dInfo ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CFastZombie::ShouldBecomeTorso( const CTakeDamageInfo &info, float flDamageThreshold ) { if( m_fIsTorso ) { // Already split.
return false; }
// Break in half IF:
//
// Take half or more of max health in DMG_BLAST
if( (info.GetDamageType() & DMG_BLAST) && m_iHealth <= 0 ) { return true; }
return false; }
//=============================================================================
#ifdef HL2_EPISODIC
//-----------------------------------------------------------------------------
// Purpose: Add the passenger behavior to our repertoire
//-----------------------------------------------------------------------------
bool CFastZombie::CreateBehaviors( void ) { AddBehavior( &m_PassengerBehavior );
return BaseClass::CreateBehaviors(); }
//-----------------------------------------------------------------------------
// Purpose: Get on the vehicle!
//-----------------------------------------------------------------------------
void CFastZombie::InputAttachToVehicle( inputdata_t &inputdata ) { // Interrupt us
SetCondition( COND_PROVOKED );
// Find the target vehicle
CBaseEntity *pEntity = FindNamedEntity( inputdata.value.String() ); CPropJeepEpisodic *pVehicle = dynamic_cast<CPropJeepEpisodic *>(pEntity);
// Get in the car if it's valid
if ( pVehicle && CanEnterVehicle( pVehicle ) ) { // Set her into a "passenger" behavior
m_PassengerBehavior.Enable( pVehicle ); m_PassengerBehavior.AttachToVehicle(); }
RemoveSpawnFlags( SF_NPC_GAG ); }
//-----------------------------------------------------------------------------
// Purpose: Passed along from the vehicle's callback list
//-----------------------------------------------------------------------------
void CFastZombie::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ) { // Only do the override while riding on a vehicle
if ( m_PassengerBehavior.CanSelectSchedule() && m_PassengerBehavior.GetPassengerState() != PASSENGER_STATE_OUTSIDE ) { int damageType = 0; float flDamage = CalculatePhysicsImpactDamage( index, pEvent, gZombiePassengerImpactDamageTable, 1.0, true, damageType );
if ( flDamage > 0 ) { Vector damagePos; pEvent->pInternalData->GetContactPoint( damagePos ); Vector damageForce = pEvent->postVelocity[index] * pEvent->pObjects[index]->GetMass(); CTakeDamageInfo info( this, this, damageForce, damagePos, flDamage, (damageType|DMG_VEHICLE) ); TakeDamage( info ); } return; }
BaseClass::VPhysicsCollision( index, pEvent ); }
//-----------------------------------------------------------------------------
// Purpose: FIXME: Fold this into LeapAttack using different jump targets!
//-----------------------------------------------------------------------------
void CFastZombie::VehicleLeapAttack( void ) { CBaseEntity *pEnemy = GetEnemy(); if ( pEnemy == NULL ) return;
Vector vecEnemyPos; UTIL_PredictedPosition( pEnemy, 1.0f, &vecEnemyPos );
// Move
SetGroundEntity( NULL ); BeginAttackJump(); LeapAttackSound();
// Take him off ground so engine doesn't instantly reset FL_ONGROUND.
UTIL_SetOrigin( this, GetLocalOrigin() + Vector( 0 , 0 , 1 ));
// FIXME: This should be the exact position we'll enter at, but this approximates it generally
//vecEnemyPos[2] += 16;
Vector vecMins = GetHullMins(); Vector vecMaxs = GetHullMaxs(); Vector vecJumpDir = VecCheckToss( this, GetAbsOrigin(), vecEnemyPos, 0.1f, 1.0f, false, &vecMins, &vecMaxs );
SetAbsVelocity( vecJumpDir ); m_flNextAttack = gpGlobals->curtime + 2.0f; SetTouch( &CFastZombie::VehicleLeapAttackTouch ); }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CFastZombie::CanEnterVehicle( CPropJeepEpisodic *pVehicle ) { if ( pVehicle == NULL ) return false;
return pVehicle->NPC_CanEnterVehicle( this, false ); }
//-----------------------------------------------------------------------------
// Purpose: FIXME: Move into behavior?
// Input : *pOther -
//-----------------------------------------------------------------------------
void CFastZombie::VehicleLeapAttackTouch( CBaseEntity *pOther ) { if ( pOther->GetServerVehicle() ) { m_PassengerBehavior.AttachToVehicle();
// HACK: Stop us cold
SetLocalVelocity( vec3_origin ); } }
//-----------------------------------------------------------------------------
// Purpose: Determine whether we're in a vehicle or not
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CFastZombie::IsInAVehicle( void ) { // Must be active and getting in/out of vehicle
if ( m_PassengerBehavior.IsEnabled() && m_PassengerBehavior.GetPassengerState() != PASSENGER_STATE_OUTSIDE ) return true;
return false; }
//-----------------------------------------------------------------------------
// Purpose: Override our efficiency so that we don't jitter when we're in the middle
// of our enter/exit animations.
// Input : bInPVS - Whether we're in the PVS or not
//-----------------------------------------------------------------------------
void CFastZombie::UpdateEfficiency( bool bInPVS ) { // If we're transitioning and in the PVS, we override our efficiency
if ( IsInAVehicle() && bInPVS ) { PassengerState_e nState = m_PassengerBehavior.GetPassengerState(); if ( nState == PASSENGER_STATE_ENTERING || nState == PASSENGER_STATE_EXITING ) { SetEfficiency( AIE_NORMAL ); return; } }
// Do the default behavior
BaseClass::UpdateEfficiency( bInPVS ); }
#endif // HL2_EPISODIC
//=============================================================================
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_fastzombie, CFastZombie )
DECLARE_ACTIVITY( ACT_FASTZOMBIE_LEAP_SOAR ) DECLARE_ACTIVITY( ACT_FASTZOMBIE_LEAP_STRIKE ) DECLARE_ACTIVITY( ACT_FASTZOMBIE_LAND_RIGHT ) DECLARE_ACTIVITY( ACT_FASTZOMBIE_LAND_LEFT ) DECLARE_ACTIVITY( ACT_FASTZOMBIE_FRENZY ) DECLARE_ACTIVITY( ACT_FASTZOMBIE_BIG_SLASH ) DECLARE_TASK( TASK_FASTZOMBIE_DO_ATTACK ) DECLARE_TASK( TASK_FASTZOMBIE_LAND_RECOVER ) DECLARE_TASK( TASK_FASTZOMBIE_UNSTICK_JUMP ) DECLARE_TASK( TASK_FASTZOMBIE_JUMP_BACK ) DECLARE_TASK( TASK_FASTZOMBIE_VERIFY_ATTACK )
DECLARE_CONDITION( COND_FASTZOMBIE_CLIMB_TOUCH )
//Adrian: events go here
DECLARE_ANIMEVENT( AE_FASTZOMBIE_LEAP ) DECLARE_ANIMEVENT( AE_FASTZOMBIE_GALLOP_LEFT ) DECLARE_ANIMEVENT( AE_FASTZOMBIE_GALLOP_RIGHT ) DECLARE_ANIMEVENT( AE_FASTZOMBIE_CLIMB_LEFT ) DECLARE_ANIMEVENT( AE_FASTZOMBIE_CLIMB_RIGHT )
#ifdef HL2_EPISODIC
// FIXME: Move!
DECLARE_ANIMEVENT( AE_PASSENGER_PHYSICS_PUSH ) DECLARE_ANIMEVENT( AE_FASTZOMBIE_VEHICLE_LEAP ) DECLARE_ANIMEVENT( AE_FASTZOMBIE_VEHICLE_SS_DIE ) #endif // HL2_EPISODIC
//=========================================================
//
//=========================================================
DEFINE_SCHEDULE ( SCHED_FASTZOMBIE_RANGE_ATTACK1,
" Tasks" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_RANGE_ATTACK1" " TASK_SET_ACTIVITY ACTIVITY:ACT_FASTZOMBIE_LEAP_STRIKE" " TASK_RANGE_ATTACK1 0" " TASK_WAIT 0.1" " TASK_FASTZOMBIE_LAND_RECOVER 0" // essentially just figure out which way to turn.
" TASK_FACE_ENEMY 0" " " " Interrupts" )
//=========================================================
// I have landed somewhere that's pathfinding-unfriendly
// just try to jump out.
//=========================================================
DEFINE_SCHEDULE ( SCHED_FASTZOMBIE_UNSTICK_JUMP,
" Tasks" " TASK_FASTZOMBIE_UNSTICK_JUMP 0" " " " Interrupts" )
//=========================================================
//=========================================================
DEFINE_SCHEDULE ( SCHED_FASTZOMBIE_CLIMBING_UNSTICK_JUMP,
" Tasks" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" " TASK_FASTZOMBIE_UNSTICK_JUMP 0" " " " Interrupts" )
//=========================================================
// > Melee_Attack1
//=========================================================
DEFINE_SCHEDULE ( SCHED_FASTZOMBIE_MELEE_ATTACK1,
" Tasks" " TASK_STOP_MOVING 0" " TASK_FACE_ENEMY 0" " TASK_MELEE_ATTACK1 0" " TASK_MELEE_ATTACK1 0" " TASK_PLAY_SEQUENCE ACTIVITY:ACT_FASTZOMBIE_FRENZY" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY" " TASK_FASTZOMBIE_VERIFY_ATTACK 0" " TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_FASTZOMBIE_BIG_SLASH"
"" " Interrupts" " COND_NEW_ENEMY" " COND_ENEMY_DEAD" " COND_ENEMY_OCCLUDED" );
//=========================================================
// > Melee_Attack1
//=========================================================
DEFINE_SCHEDULE ( SCHED_FASTZOMBIE_TORSO_MELEE_ATTACK1,
" Tasks" " TASK_STOP_MOVING 0" " TASK_FACE_ENEMY 0" " TASK_MELEE_ATTACK1 0" " TASK_MELEE_ATTACK1 0" " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CHASE_ENEMY" " TASK_FASTZOMBIE_VERIFY_ATTACK 0"
"" " Interrupts" " COND_NEW_ENEMY" " COND_ENEMY_DEAD" " COND_ENEMY_OCCLUDED" );
AI_END_CUSTOM_NPC()
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