Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#ifndef _INLCUDED_ASW_BUZZER_H
#define _INLCUDED_ASW_BUZZER_H
#ifdef _WIN32
#pragma once
#endif
#include "ai_basenpc_physicsflyer.h"
#include "Sprite.h"
#include "SpriteTrail.h"
#include "player_pickup.h"
#include "iasw_spawnable_npc.h"
#include "asw_lag_compensation.h"
#include "asw_shareddefs.h"
// Start with the engine off and folded up.
#define SF_ASW_BUZZER_NO_DAMAGE_EFFECTS (1 << 17)
#define SF_ASW_BUZZER_USE_AIR_NODES (1 << 18)
#define SF_ASW_BUZZER_NO_DANGER_SOUNDS (1 << 20)
//-----------------------------------------------------------------------------
// Attachment points.
//-----------------------------------------------------------------------------
#define ASW_BUZZER_GIB_HEALTH 30
#define ASW_BUZZER_INACTIVE_HEALTH 25
#define ASW_BUZZER_MAX_SPEED 300
//-----------------------------------------------------------------------------
// Movement parameters.
//-----------------------------------------------------------------------------
#define ASW_BUZZER_WAYPOINT_DISTANCE 25 // Distance from waypoint that counts as arrival.
class CSprite;
class CSoundPatch;
class CASW_AI_Senses;
struct envelopePoint_t;
class CASW_Buzzer : public CAI_BasePhysicsFlyingBot, public IASW_Spawnable_NPC
{
DECLARE_CLASS( CASW_Buzzer, CAI_BasePhysicsFlyingBot );
DECLARE_SERVERCLASS();
public:
CASW_Buzzer();
virtual ~CASW_Buzzer();
Class_T Classify( void ) { return (Class_T) CLASS_ASW_BUZZER; }
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);
void ASWTraceBleed( float flDamage, const Vector &vecDir, trace_t *ptr, int bitsDamageType );
void TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition );
float GetDefaultNavGoalTolerance();
virtual void Freeze( float flFreezeAmount, CBaseEntity *pFreezer, Ray_t *pFreezeRay );
virtual bool ShouldBecomeStatue( void );
void OnStateChange( NPC_STATE OldState, NPC_STATE NewState );
virtual bool CreateVPhysics( void );
virtual void DeathSound( const CTakeDamageInfo &info );
virtual void PainSound( 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 );
bool OverrideMove(float flInterval);
void MoveToTarget(float flInterval, const Vector &MoveTarget);
virtual void TurnHeadToTarget( float flInterval, const Vector &moveTarget );
void MoveExecute_Alive(float flInterval);
void MoveExecute_Dead(float flInterval);
int MoveCollisionMask(void);
void TurnHeadRandomly( float flInterval );
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);
virtual void OnRestore();
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 FlapWings(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 );
void InputDisableSwarm( inputdata_t &inputdata );
virtual bool AllowedToIgnite( void ) { return true; }
float GetMaxEnginePower();
virtual void InputPowerdown( inputdata_t &inputdata )
{
m_iHealth = 0;
}
enum BuzzerConditions
{
COND_ASW_BUZZER_START_ATTACK = BaseClass::NEXT_CONDITION, // We are able to do a bombing run on the current enemy.
NEXT_CONDITION,
};
DEFINE_CUSTOM_AI;
DECLARE_DATADESC();
// IASW_Spawnable_NPC implementation
CHandle<CASW_Base_Spawner> m_hSpawner;
virtual void SetAlienOrders(AlienOrder_t Orders, Vector vecOrderSpot, CBaseEntity* pOrderObject);
AlienOrder_t GetAlienOrders();
virtual void ClearAlienOrders();
virtual int SelectAlienOrdersSchedule();
virtual void OnMovementComplete();
virtual int SelectSchedule();
virtual void IgnoreMarines(bool bIgnoreMarines);
AlienOrder_t m_AlienOrders;
Vector m_vecAlienOrderSpot;
EHANDLE m_AlienOrderObject;
bool m_bIgnoreMarines;
bool m_bFailedMoveTo;
virtual void SetHealthByDifficultyLevel();
void SetSpawner(CASW_Base_Spawner* spawner);
CAI_BaseNPC* GetNPC() { return this; }
virtual bool CanStartBurrowed() { return false; }
virtual void StartBurrowed() { }
virtual void SetUnburrowActivity( string_t iszActivityName ) { }
virtual void SetUnburrowIdleActivity( string_t iszActivityName ) { }
virtual void MoveAside() { }
virtual void ASW_Ignite( float flFlameLifetime, float flSize, CBaseEntity *pAttacker, CBaseEntity *pDamagingWeapon = NULL );
virtual void ElectroStun( float flStunTime );
virtual void Extinguish();
CNetworkVar(bool, m_bOnFire);
virtual void OnSwarmSensed(int iDistance);
virtual void OnSwarmSenseEntity(CBaseEntity* pEnt) { }
virtual void SetHoldoutAlien() { m_bHoldoutAlien = true; }
virtual bool IsHoldoutAlien() { return m_bHoldoutAlien; }
void NPCInit();
CAI_Senses* CreateSenses();
CASW_AI_Senses* GetASWSenses();
void SetDistSwarmSense( float flDistSense );
virtual void Ignite( float flFlameLifetime, bool bNPCOnly = true, float flSize = 0.0f, bool bCalledByLevelDesigner = false );
void MoanSound( envelopePoint_t *pEnvelope, int iEnvelopeSize );
virtual void NPCThink();
CASW_Lag_Compensation m_LagCompensation;
private:
bool IsInEffectiveTargetZone( CBaseEntity *pTarget );
void MaintainGroundHeight( void );
void StartBurst( const Vector &vecDirection );
void StopBurst( bool bInterruptSchedule = false );
void ShowHostile( bool hostile = true );
bool IsFlyingActivity( Activity baseAct );
// Computes the slice bounce velocity
void ComputeSliceBounceVelocity( CBaseEntity *pHitEntity, trace_t &tr );
// Take damage from a vehicle:
void TakeDamageFromVehicle( int index, gamevcollisionevent_t *pEvent );
// Take damage from physics impacts
void TakeDamageFromPhysicsImpact( int index, gamevcollisionevent_t *pEvent );
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;
float m_flLastDamageTime;
// physics influence
CHandle<CBasePlayer> m_hPhysicsAttacker;
float m_flLastPhysicsInfluenceTime;
bool m_bDirtyPitch; // indicates whether we want the sound pitch updated.(sjb)
bool m_bShowingHostile;
bool m_bBladesActive;
float m_flWingFlapSpeed;
int m_iPanel1;
int m_iPanel2;
int m_iPanel3;
int m_iPanel4;
int m_nLastWaterLevel;
bool m_bDoSwarmBehavior;
bool m_bGib;
bool m_bHeld;
Vector m_vecLoiterPosition;
float m_fTimeNextLoiterPulse;
float m_fSuicideTime;
float m_fNextPainSound;
CSoundPatch *m_pMoanSound;
float m_flMoanPitch;
float m_flNextMoanSound;
bool m_bHoldoutAlien;
CNetworkVar( int, m_nEnginePitch1 );
CNetworkVar( float, m_flEnginePitch1Time );
// moving slow from stun grenades
float m_fHurtSlowMoveTime;
float m_flElectroStunSlowMoveTime;
CNetworkVar(bool, m_bElectroStunned);
};
#endif //_INLCUDED_ASW_BUZZER_H