You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
281 lines
8.2 KiB
281 lines
8.2 KiB
//========= 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<CAI_BasePhysicsFlyingBot>, public CDefaultPlayerPickupVPhysics |
|
{ |
|
DECLARE_CLASS( CNPC_Manhack, CNPCBaseInteractive<CAI_BasePhysicsFlyingBot> ); |
|
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<CBasePlayer> 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<SmokeTrail> m_hSmokeTrail; |
|
CHandle<CBaseEntity> 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
|
|
|