//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef NPC_MANHACK_H #define NPC_MANHACK_H #ifdef _WIN32 #pragma once #endif #include "ai_basenpc_physicsflyer.h" #include "Sprite.h" #include "SpriteTrail.h" #include "player_pickup.h" // Start with the engine off and folded up. #define SF_MANHACK_PACKED_UP (1 << 16) #define SF_MANHACK_NO_DAMAGE_EFFECTS (1 << 17) #define SF_MANHACK_USE_AIR_NODES (1 << 18) #define SF_MANHACK_CARRIED (1 << 19) // Being carried by a metrocop #define SF_MANHACK_NO_DANGER_SOUNDS (1 << 20) enum { MANHACK_EYE_STATE_IDLE, MANHACK_EYE_STATE_CHASE, MANHACK_EYE_STATE_CHARGE, MANHACK_EYE_STATE_STUNNED, }; //----------------------------------------------------------------------------- // Attachment points. //----------------------------------------------------------------------------- #define MANHACK_GIB_HEALTH 30 #define MANHACK_INACTIVE_HEALTH 25 #define MANHACK_MAX_SPEED 500 #define MANHACK_BURST_SPEED 650 #define MANHACK_NPC_BURST_SPEED 800 //----------------------------------------------------------------------------- // Movement parameters. //----------------------------------------------------------------------------- #define MANHACK_WAYPOINT_DISTANCE 25 // Distance from waypoint that counts as arrival. class CSprite; class SmokeTrail; class CSoundPatch; //----------------------------------------------------------------------------- // Manhack //----------------------------------------------------------------------------- class CNPC_Manhack : public CNPCBaseInteractive, public CDefaultPlayerPickupVPhysics { DECLARE_CLASS( CNPC_Manhack, CNPCBaseInteractive ); DECLARE_SERVERCLASS(); public: CNPC_Manhack(); ~CNPC_Manhack(); Class_T Classify(void); bool CorpseGib( const CTakeDamageInfo &info ); void Event_Dying(void); void Event_Killed( const CTakeDamageInfo &info ); int OnTakeDamage_Alive( const CTakeDamageInfo &info ); int OnTakeDamage_Dying( const CTakeDamageInfo &info ); void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ); void TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition ); float GetDefaultNavGoalTolerance(); void UpdateOnRemove( void ); void KillSprites( float flDelay ); void OnStateChange( NPC_STATE OldState, NPC_STATE NewState ); virtual bool CreateVPhysics( void ); virtual void DeathSound( const CTakeDamageInfo &info ); virtual bool ShouldGib( const CTakeDamageInfo &info ); Activity NPC_TranslateActivity( Activity baseAct ); virtual int TranslateSchedule( int scheduleType ); int MeleeAttack1Conditions ( float flDot, float flDist ); void HandleAnimEvent( animevent_t *pEvent ); bool OverrideMove(float flInterval); void MoveToTarget(float flInterval, const Vector &MoveTarget); void MoveExecute_Alive(float flInterval); void MoveExecute_Dead(float flInterval); int MoveCollisionMask(void); void TurnHeadRandomly( float flInterval ); void CrashTouch( CBaseEntity *pOther ); void StartEngine( bool fStartSound ); virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy = true ) { return WorldSpaceCenter(); } virtual float GetHeadTurnRate( void ) { return 45.0f; } // Degrees per second void CheckCollisions(float flInterval); virtual void GatherEnemyConditions( CBaseEntity *pEnemy ); void PlayFlySound(void); virtual void StopLoopingSounds(void); void Precache(void); void RunTask( const Task_t *pTask ); void Spawn(void); void Activate(); void StartTask( const Task_t *pTask ); void BladesInit(); void SoundInit( void ); void StartEye( void ); bool HandleInteraction(int interactionType, void* data, CBaseCombatCharacter* sourceEnt); void PostNPCInit( void ); void GatherConditions(); void PrescheduleThink( void ); void SpinBlades(float flInterval); void Slice( CBaseEntity *pHitEntity, float flInterval, trace_t &tr ); void Bump( CBaseEntity *pHitEntity, float flInterval, trace_t &tr ); void Splash( const Vector &vecSplashPos ); float ManhackMaxSpeed( void ); virtual void VPhysicsShadowCollision( int index, gamevcollisionevent_t *pEvent ); void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ); void HitPhysicsObject( CBaseEntity *pOther ); virtual void ClampMotorForces( Vector &linear, AngularImpulse &angular ); unsigned int PhysicsSolidMaskForEntity( void ) const; // Create smoke trail! void CreateSmokeTrail(); void DestroySmokeTrail(); void Ignite( float flFlameLifetime, bool bNPCOnly, float flSize, bool bCalledByLevelDesigner ) { return; } void InputDisableSwarm( inputdata_t &inputdata ); void InputUnpack( inputdata_t &inputdata ); // CDefaultPlayerPickupVPhysics virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ); virtual void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason ); CBasePlayer *HasPhysicsAttacker( float dt ); float GetMaxEnginePower(); // INPCInteractive Functions virtual bool CanInteractWith( CAI_BaseNPC *pUser ) { return false; } // Disabled for now (sjb) virtual bool HasBeenInteractedWith() { return m_bHackedByAlyx; } virtual void NotifyInteraction( CAI_BaseNPC *pUser ) { // Turn the sprites off and on again so their colors will change. KillSprites(0.0f); m_bHackedByAlyx = true; StartEye(); } virtual void InputPowerdown( inputdata_t &inputdata ) { m_iHealth = 0; } DEFINE_CUSTOM_AI; DECLARE_DATADESC(); private: bool IsInEffectiveTargetZone( CBaseEntity *pTarget ); void MaintainGroundHeight( void ); void StartBurst( const Vector &vecDirection ); void StopBurst( bool bInterruptSchedule = false ); void UpdatePanels( void ); void SetEyeState( int state ); void ShowHostile( bool hostile = true ); bool IsFlyingActivity( Activity baseAct ); // Computes the slice bounce velocity void ComputeSliceBounceVelocity( CBaseEntity *pHitEntity, trace_t &tr ); // Take damage from being thrown by a physcannon void TakeDamageFromPhyscannon( CBasePlayer *pPlayer ); // Take damage from a vehicle: void TakeDamageFromVehicle( int index, gamevcollisionevent_t *pEvent ); // Take damage from physics impacts void TakeDamageFromPhysicsImpact( int index, gamevcollisionevent_t *pEvent ); // Are we being held by the physcannon? bool IsHeldByPhyscannon( ); void StartLoitering( const Vector &vecLoiterPosition ); void StopLoitering() { m_vecLoiterPosition = vec3_invalid; m_fTimeNextLoiterPulse = gpGlobals->curtime; } bool IsLoitering() { return m_vecLoiterPosition != vec3_invalid; } void Loiter(); // // Movement variables. // Vector m_vForceVelocity; // Someone forced me to move Vector m_vTargetBanking; Vector m_vForceMoveTarget; // Will fly here float m_fForceMoveTime; // If time is less than this Vector m_vSwarmMoveTarget; // Will fly here float m_fSwarmMoveTime; // If time is less than this float m_fEnginePowerScale; // scale all thrust by this amount (usually 1.0!) float m_flNextEngineSoundTime; float m_flEngineStallTime; float m_flNextBurstTime; float m_flBurstDuration; Vector m_vecBurstDirection; float m_flWaterSuspendTime; int m_nLastSpinSound; // physics influence CHandle m_hPhysicsAttacker; float m_flLastPhysicsInfluenceTime; // Death float m_fSparkTime; float m_fSmokeTime; bool m_bDirtyPitch; // indicates whether we want the sound pitch updated.(sjb) bool m_bShowingHostile; bool m_bBladesActive; bool m_bIgnoreClipbrushes; float m_flBladeSpeed; CSprite *m_pEyeGlow; CSprite *m_pLightGlow; CHandle m_hSmokeTrail; CHandle m_pPrevOwner; int m_iPanel1; int m_iPanel2; int m_iPanel3; int m_iPanel4; int m_nLastWaterLevel; bool m_bDoSwarmBehavior; bool m_bGib; bool m_bHeld; bool m_bHackedByAlyx; Vector m_vecLoiterPosition; float m_fTimeNextLoiterPulse; float m_flBumpSuppressTime; CNetworkVar( int, m_nEnginePitch1 ); CNetworkVar( int, m_nEnginePitch2 ); CNetworkVar( float, m_flEnginePitch1Time ); CNetworkVar( float, m_flEnginePitch2Time ); }; #endif //NPC_MANHACK_H