source-engine/game/server/hl2/npc_scanner.h

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef NPC_SCANNER_H
#define NPC_SCANNER_H
#ifdef _WIN32
#pragma once
#endif
#include "npc_basescanner.h"
//------------------------------------
// Spawnflags
//------------------------------------
#define SF_CSCANNER_NO_DYNAMIC_LIGHT (1 << 16)
#define SF_CSCANNER_STRIDER_SCOUT (1 << 17)
class CBeam;
class CSprite;
class SmokeTrail;
class CSpotlightEnd;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CNPC_CScanner : public CNPC_BaseScanner
{
DECLARE_CLASS( CNPC_CScanner, CNPC_BaseScanner );
public:
CNPC_CScanner();
int GetSoundInterests( void ) { return (SOUND_WORLD|SOUND_COMBAT|SOUND_PLAYER|SOUND_DANGER); }
int OnTakeDamage_Alive( const CTakeDamageInfo &info );
bool FValidateHintType(CAI_Hint *pHint);
virtual int TranslateSchedule( int scheduleType );
Disposition_t IRelationType(CBaseEntity *pTarget);
void NPCThink( void );
void GatherConditions( void );
void PrescheduleThink( void );
void Precache(void);
void RunTask( const Task_t *pTask );
int SelectSchedule(void);
virtual char *GetScannerSoundPrefix( void );
void Spawn(void);
void Activate();
void StartTask( const Task_t *pTask );
void UpdateOnRemove( void );
void DeployMine();
float GetMaxSpeed();
virtual void Gib( void );
void HandleAnimEvent( animevent_t *pEvent );
Activity NPC_TranslateActivity( Activity eNewActivity );
void InputDisableSpotlight( inputdata_t &inputdata );
void InputSetFollowTarget( inputdata_t &inputdata );
void InputClearFollowTarget( inputdata_t &inputdata );
void InputInspectTargetPhoto( inputdata_t &inputdata );
void InputInspectTargetSpotlight( inputdata_t &inputdata );
void InputDeployMine( inputdata_t &inputdata );
void InputEquipMine( inputdata_t &inputdata );
void InputShouldInspect( inputdata_t &inputdata );
void InspectTarget( inputdata_t &inputdata, ScannerFlyMode_t eFlyMode );
void Event_Killed( const CTakeDamageInfo &info );
char *GetEngineSound( void );
virtual float MinGroundDist(void);
virtual void AdjustScannerVelocity( void );
virtual float GetHeadTurnRate( void );
public:
bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt);
// ------------------------------
// Inspecting
// ------------------------------
Vector m_vInspectPos;
float m_fInspectEndTime;
float m_fCheckCitizenTime; // Time to look for citizens to harass
float m_fCheckHintTime; // Time to look for hints to inspect
bool m_bShouldInspect;
bool m_bOnlyInspectPlayers;
bool m_bNeverInspectPlayers;
void SetInspectTargetToEnt(CBaseEntity *pEntity, float fInspectDuration);
void SetInspectTargetToPos(const Vector &vInspectPos, float fInspectDuration);
void SetInspectTargetToHint(CAI_Hint *pHint, float fInspectDuration);
void ClearInspectTarget(void);
bool HaveInspectTarget(void);
Vector InspectTargetPosition(void);
bool IsValidInspectTarget(CBaseEntity *pEntity);
CBaseEntity* BestInspectTarget(void);
void RequestInspectSupport(void);
bool IsStriderScout() { return HasSpawnFlags( SF_CSCANNER_STRIDER_SCOUT ); }
// ------------------------
// Photographing
// ------------------------
float m_fNextPhotographTime;
CSprite* m_pEyeFlash;
void TakePhoto( void );
void BlindFlashTarget( CBaseEntity *pTarget );
// ------------------------------
// Spotlight
// ------------------------------
Vector m_vSpotlightTargetPos;
Vector m_vSpotlightCurrentPos;
CHandle<CBeam> m_hSpotlight;
CHandle<CSpotlightEnd> m_hSpotlightTarget;
Vector m_vSpotlightDir;
Vector m_vSpotlightAngVelocity;
float m_flSpotlightCurLength;
float m_flSpotlightMaxLength;
float m_flSpotlightGoalWidth;
float m_fNextSpotlightTime;
int m_nHaloSprite;
void SpotlightUpdate(void);
Vector SpotlightTargetPos(void);
Vector SpotlightCurrentPos(void);
void SpotlightCreate(void);
void SpotlightDestroy(void);
protected:
void BecomeClawScanner( void ) { m_bIsClawScanner = true; }
private:
bool MovingToInspectTarget( void );
virtual float GetGoalDistance( void );
bool m_bIsClawScanner; // Formerly the shield scanner.
bool m_bIsOpen; // Only for claw scanner
COutputEvent m_OnPhotographPlayer;
COutputEvent m_OnPhotographNPC;
bool OverrideMove(float flInterval);
void MoveToTarget(float flInterval, const Vector &MoveTarget);
void MoveToSpotlight(float flInterval);
void MoveToPhotograph(float flInterval);
// Attacks
bool m_bNoLight;
bool m_bPhotoTaken;
void AttackPreFlash(void);
void AttackFlash(void);
void AttackFlashBlind(void);
virtual void AttackDivebomb(void);
DEFINE_CUSTOM_AI;
// Custom interrupt conditions
enum
{
COND_CSCANNER_HAVE_INSPECT_TARGET = BaseClass::NEXT_CONDITION,
COND_CSCANNER_INSPECT_DONE,
COND_CSCANNER_CAN_PHOTOGRAPH,
COND_CSCANNER_SPOT_ON_TARGET,
NEXT_CONDITION,
};
// Custom schedules
enum
{
SCHED_CSCANNER_SPOTLIGHT_HOVER = BaseClass::NEXT_SCHEDULE,
SCHED_CSCANNER_SPOTLIGHT_INSPECT_POS,
SCHED_CSCANNER_SPOTLIGHT_INSPECT_CIT,
SCHED_CSCANNER_PHOTOGRAPH_HOVER,
SCHED_CSCANNER_PHOTOGRAPH,
SCHED_CSCANNER_ATTACK_FLASH,
SCHED_CSCANNER_MOVE_TO_INSPECT,
SCHED_CSCANNER_PATROL,
NEXT_SCHEDULE,
};
// Custom tasks
enum
{
TASK_CSCANNER_SET_FLY_PHOTO = BaseClass::NEXT_TASK,
TASK_CSCANNER_SET_FLY_SPOT,
TASK_CSCANNER_PHOTOGRAPH,
TASK_CSCANNER_ATTACK_PRE_FLASH,
TASK_CSCANNER_ATTACK_FLASH,
TASK_CSCANNER_SPOT_INSPECT_ON,
TASK_CSCANNER_SPOT_INSPECT_WAIT,
TASK_CSCANNER_SPOT_INSPECT_OFF,
TASK_CSCANNER_CLEAR_INSPECT_TARGET,
TASK_CSCANNER_GET_PATH_TO_INSPECT_TARGET,
NEXT_TASK,
};
DECLARE_DATADESC();
};
#endif // NPC_SCANNER_H