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