mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 14:46:53 +00:00
257 lines
7.4 KiB
C++
257 lines
7.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================
|
|
|
|
#ifndef NPC_BASESCANNER_H
|
|
#define NPC_BASESCANNER_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "cbase.h"
|
|
#include "player_pickup.h"
|
|
#include "weapon_physcannon.h"
|
|
#include "hl2_player.h"
|
|
#include "smoke_trail.h"
|
|
#include "ai_basenpc_physicsflyer.h"
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// States for the scanner's sound.
|
|
//-----------------------------------------------------------------------------
|
|
enum ScannerFlyMode_t
|
|
{
|
|
SCANNER_FLY_PHOTO = 0, // Fly close to photograph entity
|
|
SCANNER_FLY_PATROL, // Fly slowly around the enviroment
|
|
SCANNER_FLY_FAST, // Fly quickly around the enviroment
|
|
SCANNER_FLY_CHASE, // Fly quickly around the enviroment
|
|
SCANNER_FLY_SPOT, // Fly above enity in spotlight position
|
|
SCANNER_FLY_ATTACK, // Get in my enemies face for spray or flash
|
|
SCANNER_FLY_DIVE, // Divebomb - only done when dead
|
|
SCANNER_FLY_FOLLOW, // Following a target
|
|
};
|
|
|
|
enum ScannerInspectAct_t
|
|
{
|
|
SCANNER_INSACT_HANDS_UP,
|
|
SCANNER_INSACT_SHOWARMBAND,
|
|
};
|
|
|
|
// Sentences
|
|
#define SCANNER_SENTENCE_ATTENTION 0
|
|
#define SCANNER_SENTENCE_HANDSUP 1
|
|
#define SCANNER_SENTENCE_PROCEED 2
|
|
#define SCANNER_SENTENCE_CURIOUS 3
|
|
|
|
// Scanner attack distances
|
|
#define SCANNER_ATTACK_NEAR_DIST 150 // Fly attack min distance
|
|
#define SCANNER_ATTACK_FAR_DIST 300 // Fly attack max distance
|
|
#define SCANNER_ATTACK_RANGE 350 // Attack max distance
|
|
#define SCANNER_ATTACK_MIN_DELAY 8 // Min time between attacks
|
|
#define SCANNER_ATTACK_MAX_DELAY 12 // Max time between attacks
|
|
#define SCANNER_EVADE_TIME 1 // How long to evade after take damage
|
|
|
|
// Scanner movement vars
|
|
#define SCANNER_BANK_RATE 30
|
|
#define SCANNER_MAX_SPEED 250
|
|
#define SCANNER_MAX_DIVE_BOMB_SPEED 2500
|
|
#define SCANNER_SQUAD_FLY_DIST 500 // How far to scanners stay apart
|
|
#define SCANNER_SQUAD_HELP_DIST 4000 // How far will I fly to help
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
class CNPC_BaseScanner : public CAI_BasePhysicsFlyingBot, public CDefaultPlayerPickupVPhysics
|
|
{
|
|
DECLARE_CLASS( CNPC_BaseScanner, CAI_BasePhysicsFlyingBot );
|
|
|
|
public:
|
|
CNPC_BaseScanner();
|
|
|
|
void Spawn(void);
|
|
|
|
virtual void UpdateEfficiency( bool bInPVS );
|
|
|
|
Class_T Classify( void ) { return(CLASS_SCANNER); }
|
|
virtual float GetAutoAimRadius();
|
|
|
|
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 Gib(void);
|
|
|
|
void OnStateChange( NPC_STATE eOldState, NPC_STATE eNewState );
|
|
void ClampMotorForces( Vector &linear, AngularImpulse &angular );
|
|
|
|
int DrawDebugTextOverlays(void);
|
|
|
|
virtual float GetHeadTurnRate( void );
|
|
|
|
virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
|
|
|
|
// CDefaultPlayerPickupVPhysics
|
|
void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
|
|
void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason );
|
|
|
|
bool ShouldPlayIdleSound( void );
|
|
void IdleSound( void );
|
|
void DeathSound( const CTakeDamageInfo &info );
|
|
void AlertSound( void );
|
|
void PainSound( const CTakeDamageInfo &info );
|
|
virtual char *GetScannerSoundPrefix( void ) { return ""; }
|
|
void ScannerEmitSound( const char *pszSoundName );
|
|
|
|
int MeleeAttack1Conditions ( float flDot, float flDist );
|
|
|
|
int SelectSchedule(void);
|
|
void StartTask( const Task_t *pTask );
|
|
void OnScheduleChange( void );
|
|
void UpdateOnRemove( void );
|
|
virtual float GetMaxSpeed( void );
|
|
|
|
void PostRunStopMoving() {} // scanner can use "movement" activities but not be moving
|
|
|
|
virtual bool CanBecomeServerRagdoll( void ) { return false; }
|
|
|
|
void SpeakSentence( int sentenceType );
|
|
|
|
bool IsHeldByPhyscannon( void );
|
|
|
|
// Inputs
|
|
void InputSetFlightSpeed( inputdata_t &inputdata );
|
|
void InputSetDistanceOverride( inputdata_t &inputdata );
|
|
|
|
protected:
|
|
virtual char *GetEngineSound( void ) { return NULL; }
|
|
void PlayFlySound(void);
|
|
|
|
void SetBanking( float flInterval );
|
|
void UpdateHead( float flInterval );
|
|
inline CBaseEntity *EntityToWatch( void );
|
|
|
|
bool IsEnemyPlayerInSuit( void );
|
|
|
|
// Movement
|
|
virtual bool OverridePathMove( CBaseEntity *pMoveTarget, float flInterval );
|
|
virtual bool OverrideMove( float flInterval );
|
|
Vector IdealGoalForMovement( const Vector &goalPos, const Vector &startPos, float idealRange, float idealHeight );
|
|
virtual void AdjustScannerVelocity( void ) { return; }
|
|
virtual void MoveToAttack(float flInterval);
|
|
virtual void MoveToTarget( float flInterval, const Vector &vecMoveTarget );
|
|
virtual void MoveExecute_Alive(float flInterval);
|
|
virtual float MinGroundDist(void) { return 64; }
|
|
Vector VelocityToEvade(CBaseCombatCharacter *pEnemy);
|
|
virtual float GetGoalDistance( void );
|
|
|
|
// Divebombing
|
|
virtual void AttackDivebomb( void );
|
|
void DiveBombSoundThink();
|
|
void AttackDivebombCollide(float flInterval);
|
|
void MoveToDivebomb(float flInterval);
|
|
void BlendPhyscannonLaunchSpeed();
|
|
|
|
private:
|
|
bool GetGoalDirection( Vector *vOut );
|
|
|
|
void StartSmokeTrail( void );
|
|
|
|
// Take damage from being thrown by a physcannon
|
|
void TakeDamageFromPhyscannon( CBasePlayer *pPlayer );
|
|
|
|
// Take damage from physics impacts
|
|
void TakeDamageFromPhysicsImpact( int index, gamevcollisionevent_t *pEvent );
|
|
|
|
// Do we have a physics attacker?
|
|
CBasePlayer *HasPhysicsAttacker( float dt );
|
|
|
|
virtual void StopLoopingSounds(void);
|
|
|
|
public:
|
|
// ------------------------
|
|
// Death Cleanup
|
|
// ------------------------
|
|
CTakeDamageInfo m_KilledInfo;
|
|
|
|
protected:
|
|
ScannerFlyMode_t m_nFlyMode;
|
|
|
|
// Pose parameters
|
|
int m_nPoseTail;
|
|
int m_nPoseDynamo;
|
|
int m_nPoseFlare;
|
|
int m_nPoseFaceVert;
|
|
int m_nPoseFaceHoriz;
|
|
|
|
bool m_bHasSpoken;
|
|
|
|
// Movement
|
|
float m_flFlyNoiseBase;
|
|
float m_flEngineStallTime;
|
|
float m_fNextFlySoundTime;
|
|
Vector m_vecDiveBombDirection; // The direction we dive bomb. Calculated at the moment of death.
|
|
float m_flDiveBombRollForce; // Used for roll while dive bombing.
|
|
|
|
float m_flGoalOverrideDistance;
|
|
|
|
// Deriver scanner variables
|
|
float m_flAttackNearDist;
|
|
float m_flAttackFarDist;
|
|
float m_flAttackRange;
|
|
|
|
private:
|
|
CSoundPatch *m_pEngineSound;
|
|
|
|
// physics influence
|
|
CHandle<CBasePlayer> m_hPhysicsAttacker;
|
|
float m_flLastPhysicsInfluenceTime;
|
|
|
|
// Attacks
|
|
SmokeTrail *m_pSmokeTrail;
|
|
|
|
protected:
|
|
DEFINE_CUSTOM_AI;
|
|
|
|
// Custom interrupt conditions
|
|
enum
|
|
{
|
|
COND_SCANNER_FLY_CLEAR = BaseClass::NEXT_CONDITION,
|
|
COND_SCANNER_FLY_BLOCKED,
|
|
COND_SCANNER_GRABBED_BY_PHYSCANNON,
|
|
COND_SCANNER_RELEASED_FROM_PHYSCANNON,
|
|
|
|
NEXT_CONDITION,
|
|
};
|
|
|
|
// Custom schedules
|
|
enum
|
|
{
|
|
SCHED_SCANNER_PATROL = BaseClass::NEXT_SCHEDULE,
|
|
SCHED_SCANNER_ATTACK,
|
|
SCHED_SCANNER_ATTACK_HOVER,
|
|
SCHED_SCANNER_ATTACK_DIVEBOMB,
|
|
SCHED_SCANNER_CHASE_ENEMY,
|
|
SCHED_SCANNER_CHASE_TARGET,
|
|
SCHED_SCANNER_FOLLOW_HOVER,
|
|
SCHED_SCANNER_HELD_BY_PHYSCANNON,
|
|
|
|
NEXT_SCHEDULE,
|
|
};
|
|
|
|
// Custom tasks
|
|
enum
|
|
{
|
|
TASK_SCANNER_SET_FLY_PATROL = BaseClass::NEXT_TASK,
|
|
TASK_SCANNER_SET_FLY_CHASE,
|
|
TASK_SCANNER_SET_FLY_ATTACK,
|
|
TASK_SCANNER_SET_FLY_DIVE,
|
|
|
|
NEXT_TASK,
|
|
};
|
|
|
|
DECLARE_DATADESC();
|
|
};
|
|
|
|
#endif // NPC_BASESCANNER_H
|