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295 lines
8.9 KiB
295 lines
8.9 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Base class for helicopters & helicopter-type vehicles
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef CBASEHELICOPTER_H
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#define CBASEHELICOPTER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ai_basenpc.h"
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#include "ai_trackpather.h"
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//---------------------------------------------------------
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// Helicopter flags
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//---------------------------------------------------------
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enum HelicopterFlags_t
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{
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BITS_HELICOPTER_GUN_ON = 0x00000001, // Gun is on and aiming
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BITS_HELICOPTER_MISSILE_ON = 0x00000002, // Missile turrets are on and aiming
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};
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//---------------------------------------------------------
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//---------------------------------------------------------
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#define SF_NOWRECKAGE 0x08
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#define SF_NOROTORWASH 0x20
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#define SF_AWAITINPUT 0x40
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//---------------------------------------------------------
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//---------------------------------------------------------
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// Pathing data
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#define BASECHOPPER_LEAD_DISTANCE 800.0f
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#define BASECHOPPER_MIN_CHASE_DIST_DIFF 128.0f // Distance threshold used to determine when a target has moved enough to update our navigation to it
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#define BASECHOPPER_AVOID_DIST 256.0f
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#define BASECHOPPER_MAX_SPEED 400.0f
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#define BASECHOPPER_MAX_FIRING_SPEED 250.0f
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#define BASECHOPPER_MIN_ROCKET_DIST 1000.0f
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#define BASECHOPPER_MAX_GUN_DIST 2000.0f
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//---------------------------------------------------------
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// Physics rotor pushing
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#define BASECHOPPER_WASH_RADIUS 256
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#define BASECHOPPER_WASH_PUSH_MIN 30 // Initial force * their mass applied to objects in the wash
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#define BASECHOPPER_WASH_PUSH_MAX 40 // Maximum force * their mass applied to objects in the wash
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#define BASECHOPPER_WASH_RAMP_TIME 1.0 // Time it takes to ramp from the initial to the max force on an object in the wash (at the center of the wash)
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#define BASECHOPPER_WASH_MAX_MASS 300 // Don't attempt to push anything over this mass
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#define BASECHOPPER_WASH_MAX_OBJECTS 6 // Maximum number of objects the wash will push at once
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// Wash physics pushing
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struct washentity_t
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{
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DECLARE_DATADESC();
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EHANDLE hEntity;
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float flWashStartTime;
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};
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#define BASECHOPPER_WASH_ALTITUDE 1024.0f
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//=========================================================
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//=========================================================
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class CBaseHelicopter : public CAI_TrackPather
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{
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public:
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DECLARE_CLASS( CBaseHelicopter, CAI_TrackPather );
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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CBaseHelicopter( void );
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void Spawn( void );
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void Precache( void );
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virtual void UpdateOnRemove();
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void Event_Killed( const CTakeDamageInfo &info );
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void StopLoopingSounds();
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int BloodColor( void ) { return DONT_BLEED; }
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void GibMonster( void );
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Class_T Classify ( void ) { return CLASS_COMBINE; }
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void CallDyingThink( void ) { DyingThink(); }
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bool HasEnemy( void ) { return GetEnemy() != NULL; }
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virtual void GatherEnemyConditions( CBaseEntity *pEnemy );
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virtual bool ChooseEnemy( void );
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virtual void HelicopterPostThink( void ) { };
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virtual void FlyTouch( CBaseEntity *pOther );
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virtual void CrashTouch( CBaseEntity *pOther );
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virtual void HelicopterThink( void );
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virtual void DyingThink( void );
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virtual void NullThink( void );
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virtual void Startup ( void );
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virtual void Flight( void );
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virtual void ShowDamage( void ) {};
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void UpdatePlayerDopplerShift( void );
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virtual void Hunt( void );
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virtual bool IsCrashing( void ) { return m_lifeState != LIFE_ALIVE; }
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virtual float GetAcceleration( void ) { return 5; }
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virtual void ApplySidewaysDrag( const Vector &vecRight );
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virtual void ApplyGeneralDrag( void );
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void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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virtual bool FireGun( void );
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virtual float GetRotorVolume( void );
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virtual void InitializeRotorSound( void );
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virtual void UpdateRotorSoundPitch( int iPitch );
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virtual void AimRocketGun(void) {};
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virtual void FireRocket( Vector vLaunchPos, Vector vLaunchDir ) {};
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virtual bool GetTrackPatherTarget( Vector *pPos );
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virtual CBaseEntity *GetTrackPatherTargetEnt();
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void DrawDebugGeometryOverlays(void);
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// Rotor washes
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virtual void DrawRotorWash( float flAltitude, const Vector &vecRotorOrigin );
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void DoRotorPhysicsPush( const Vector &vecRotorOrigin, float flAltitude );
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bool DoWashPush( washentity_t *pWash, const Vector &vecWashOrigin );
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void StopRotorWash( void );
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// Purpose: Marks the entity for deletion
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void InputKill( inputdata_t &inputdata );
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void DelayedKillThink( );
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virtual void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways );
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// Helicopters never burn
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virtual void Ignite( float flFlameLifetime, bool bNPCOnly, float flSize, bool bCalledByLevelDesigner ) { return; }
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protected:
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void HelicopterMove( );
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// Updates the enemy
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void UpdateEnemy();
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// Override the desired position if your derived helicopter is doing something special
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virtual void UpdateDesiredPosition( void );
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// Updates the facing direction
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virtual void UpdateFacingDirection();
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// Fire weapons
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void FireWeapons();
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// Computes the actual position to fly to
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void ComputeActualTargetPosition( float flSpeed, float flTime, float flPerpDist, Vector *pDest, bool bApplyNoise = true );
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// Gets the max speed of the helicopter
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virtual float GetMaxSpeed();
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virtual float GetMaxSpeedFiring();
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// Updates the enemy
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virtual float EnemySearchDistance( );
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// Rotor wash think
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void RotorWashThink( void );
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// Purpose: Push an airboat in our wash
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void DoWashPushOnAirboat( CBaseEntity *pAirboat, const Vector &vecWashToAirboat, float flWashAmount );
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// Updates the rotor wash volume
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virtual void UpdateRotorWashVolume();
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// Rotor sound
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void InputEnableRotorSound( inputdata_t &inputdata );
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void InputDisableRotorSound( inputdata_t &inputdata );
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protected:
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CSoundPatch *m_pRotorSound; // Rotor loop played when the player can see the helicopter
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CSoundPatch *m_pRotorBlast; // Sound played when the helicopter's pushing around physics objects
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float m_flForce;
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int m_fHelicopterFlags;
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Vector m_vecDesiredFaceDir;
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float m_flLastSeen;
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float m_flPrevSeen;
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int m_iSoundState; // don't save this
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Vector m_vecTargetPosition;
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float m_flMaxSpeed; // Maximum speed of the helicopter.
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float m_flMaxSpeedFiring; // Maximum speed of the helicopter whilst firing guns.
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float m_flGoalSpeed; // Goal speed
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float m_flInitialSpeed;
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float m_flRandomOffsetTime;
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Vector m_vecRandomOffset;
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float m_flRotorWashEntitySearchTime;
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bool m_bSuppressSound;
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EHANDLE m_hRotorWash; // Attached rotorwash entity
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// Inputs
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void InputActivate( inputdata_t &inputdata );
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// Inputs
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void InputGunOn( inputdata_t &inputdata );
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void InputGunOff( inputdata_t &inputdata );
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void InputMissileOn( inputdata_t &inputdata );
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void InputMissileOff( inputdata_t &inputdata );
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void InputEnableRotorWash( inputdata_t &inputdata );
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void InputDisableRotorWash( inputdata_t &inputdata );
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void InputMoveTopSpeed( inputdata_t &inputdata ); // Causes the helicopter to immediately accelerate to its desired velocity
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void InputMoveSpecifiedSpeed( inputdata_t &inputdata );
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void InputSetAngles( inputdata_t &inputdata ); // Sets the angles of the helicopter
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protected:
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// Custom conservative collision volumes
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Vector m_cullBoxMins;
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Vector m_cullBoxMaxs;
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// Wash physics pushing
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CUtlVector< washentity_t > m_hEntitiesPushedByWash;
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void SetStartupTime( float time ) { m_flStartupTime = time; }
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private:
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CNetworkVar( float, m_flStartupTime );
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};
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//-----------------------------------------------------------------------------
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// This entity is used to create little force spheres that the helicopter
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// should avoid.
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//-----------------------------------------------------------------------------
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class CAvoidSphere : public CBaseEntity
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{
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DECLARE_DATADESC();
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public:
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DECLARE_CLASS( CAvoidSphere, CBaseEntity );
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void Init( float flRadius );
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virtual void Activate();
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virtual void UpdateOnRemove();
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static void ComputeAvoidanceForces( CBaseEntity *pEntity, float flEntityRadius, float flAvoidTime, Vector *pVecAvoidForce );
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private:
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typedef CHandle<CAvoidSphere> AvoidSphereHandle_t;
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float m_flRadius;
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static CUtlVector< AvoidSphereHandle_t > s_AvoidSpheres;
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};
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//-----------------------------------------------------------------------------
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// This entity is used to create little force boxes that the helicopter
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// should avoid.
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//-----------------------------------------------------------------------------
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class CAvoidBox : public CBaseEntity
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{
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DECLARE_DATADESC();
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public:
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DECLARE_CLASS( CAvoidBox, CBaseEntity );
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virtual void Spawn( );
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virtual void Activate();
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virtual void UpdateOnRemove();
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static void ComputeAvoidanceForces( CBaseEntity *pEntity, float flEntityRadius, float flAvoidTime, Vector *pVecAvoidForce );
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private:
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typedef CHandle<CAvoidBox> AvoidBoxHandle_t;
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static CUtlVector< AvoidBoxHandle_t > s_AvoidBoxes;
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};
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#endif // CBASEHELICOPTER_H
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