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122 lines
3.6 KiB
C++
122 lines
3.6 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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#ifndef TF_BASE_BOSS_H
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#define TF_BASE_BOSS_H
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#include "NextBot/NextBot.h"
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#include "NextBot/NextBotGroundLocomotion.h"
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#include "pathtrack.h"
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class CTFPlayer;
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#define TF_BASE_BOSS_CURRENCY 125
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//----------------------------------------------------------------------------
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class CTFBaseBossLocomotion : public NextBotGroundLocomotion
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{
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public:
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CTFBaseBossLocomotion( INextBot *bot ) : NextBotGroundLocomotion( bot ) { }
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virtual ~CTFBaseBossLocomotion() { }
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virtual float GetRunSpeed( void ) const; // get maximum running speed
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virtual float GetStepHeight( void ) const { return 100.0f; } // if delta Z is greater than this, we have to jump to get up
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virtual float GetMaxJumpHeight( void ) const { return 100.0f; } // return maximum height of a jump
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virtual void FaceTowards( const Vector &target ); // rotate body to face towards "target"
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};
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//----------------------------------------------------------------------------
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class CTFBaseBoss : public NextBotCombatCharacter
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{
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public:
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DECLARE_CLASS( CTFBaseBoss, NextBotCombatCharacter );
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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CTFBaseBoss();
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virtual ~CTFBaseBoss();
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virtual void Precache( void );
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virtual void Spawn( void );
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int UpdateTransmitState( void );
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virtual void UpdateCollisionBounds( void ) {}
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virtual int OnTakeDamage( const CTakeDamageInfo &info );
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virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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virtual void Event_Killed( const CTakeDamageInfo &info );
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virtual void UpdateOnRemove();
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virtual bool IsRemovedOnReset( void ) const { return false; } // remove this bot when the NextBot manager calls Reset
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virtual CTFBaseBossLocomotion *GetLocomotionInterface( void ) const { return m_locomotor; }
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virtual void Touch( CBaseEntity *pOther );
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virtual int GetCurrencyValue( void ){ return TF_BASE_BOSS_CURRENCY; }
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void BossThink( void );
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void SetResolvePlayerCollisions( bool bResolve ) { m_bResolvePlayerCollisions = bResolve; }
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void SetMaxSpeed( float value ) { m_speed = value; }
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float GetMaxSpeed( void ) const { return m_speed; }
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void InputEnable( inputdata_t &inputdata );
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void InputDisable( inputdata_t &inputdata );
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void InputSetSpeed( inputdata_t &inputdata );
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void InputSetHealth( inputdata_t &inputdata );
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void InputSetMaxHealth( inputdata_t &inputdata );
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void InputAddHealth( inputdata_t &inputdata );
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void InputRemoveHealth( inputdata_t &inputdata );
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void SetInitialHealth( int value );
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void SetCurrencyValue( int value ); // how much cash do we drop when we die?
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COutputEvent m_outputOnHealthBelow90Percent;
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COutputEvent m_outputOnHealthBelow80Percent;
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COutputEvent m_outputOnHealthBelow70Percent;
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COutputEvent m_outputOnHealthBelow60Percent;
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COutputEvent m_outputOnHealthBelow50Percent;
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COutputEvent m_outputOnHealthBelow40Percent;
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COutputEvent m_outputOnHealthBelow30Percent;
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COutputEvent m_outputOnHealthBelow20Percent;
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COutputEvent m_outputOnHealthBelow10Percent;
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COutputEvent m_outputOnKilled;
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protected:
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virtual void ModifyDamage( CTakeDamageInfo *info ) const { }
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int GetInitialHealth( ) const { return m_initialHealth; }
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private:
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int m_initialHealth;
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CNetworkVar( float, m_lastHealthPercentage );
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string_t m_modelString;
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float m_speed;
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int m_startDisabled;
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bool m_isEnabled;
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int m_damagePoseParameter;
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int m_currencyValue;
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bool m_bResolvePlayerCollisions;
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CTFBaseBossLocomotion *m_locomotor;
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void ResolvePlayerCollision( CTFPlayer *player );
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};
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inline void CTFBaseBoss::SetInitialHealth( int value )
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{
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m_initialHealth = value;
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}
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inline void CTFBaseBoss::SetCurrencyValue( int value )
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{
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m_currencyValue = value;
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}
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#endif // TF_BASE_BOSS_H
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