281 lines
9.0 KiB
C++
281 lines
9.0 KiB
C++
#ifndef _INLCUDED_ASW_BUZZER_H
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#define _INLCUDED_ASW_BUZZER_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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#include "iasw_spawnable_npc.h"
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#include "asw_lag_compensation.h"
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#include "asw_shareddefs.h"
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// Start with the engine off and folded up.
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#define SF_ASW_BUZZER_NO_DAMAGE_EFFECTS (1 << 17)
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#define SF_ASW_BUZZER_USE_AIR_NODES (1 << 18)
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#define SF_ASW_BUZZER_NO_DANGER_SOUNDS (1 << 20)
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//-----------------------------------------------------------------------------
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// Attachment points.
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//-----------------------------------------------------------------------------
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#define ASW_BUZZER_GIB_HEALTH 30
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#define ASW_BUZZER_INACTIVE_HEALTH 25
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#define ASW_BUZZER_MAX_SPEED 300
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//-----------------------------------------------------------------------------
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// Movement parameters.
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//-----------------------------------------------------------------------------
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#define ASW_BUZZER_WAYPOINT_DISTANCE 25 // Distance from waypoint that counts as arrival.
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class CSprite;
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class CSoundPatch;
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class CASW_AI_Senses;
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struct envelopePoint_t;
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class CASW_Buzzer : public CAI_BasePhysicsFlyingBot, public IASW_Spawnable_NPC
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{
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DECLARE_CLASS( CASW_Buzzer, CAI_BasePhysicsFlyingBot );
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DECLARE_SERVERCLASS();
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public:
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CASW_Buzzer();
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virtual ~CASW_Buzzer();
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Class_T Classify( void ) { return (Class_T) CLASS_ASW_BUZZER; }
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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);
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void ASWTraceBleed( float flDamage, const Vector &vecDir, trace_t *ptr, int bitsDamageType );
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void TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition );
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float GetDefaultNavGoalTolerance();
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virtual void Freeze( float flFreezeAmount, CBaseEntity *pFreezer, Ray_t *pFreezeRay );
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virtual bool ShouldBecomeStatue( void );
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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 void PainSound( 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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bool OverrideMove(float flInterval);
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void MoveToTarget(float flInterval, const Vector &MoveTarget);
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virtual void TurnHeadToTarget( 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 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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virtual void OnRestore();
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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 FlapWings(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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void InputDisableSwarm( inputdata_t &inputdata );
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virtual bool AllowedToIgnite( void ) { return true; }
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float GetMaxEnginePower();
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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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enum BuzzerConditions
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{
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COND_ASW_BUZZER_START_ATTACK = BaseClass::NEXT_CONDITION, // We are able to do a bombing run on the current enemy.
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NEXT_CONDITION,
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};
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DEFINE_CUSTOM_AI;
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DECLARE_DATADESC();
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// IASW_Spawnable_NPC implementation
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CHandle<CASW_Base_Spawner> m_hSpawner;
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virtual void SetAlienOrders(AlienOrder_t Orders, Vector vecOrderSpot, CBaseEntity* pOrderObject);
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AlienOrder_t GetAlienOrders();
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virtual void ClearAlienOrders();
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virtual int SelectAlienOrdersSchedule();
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virtual void OnMovementComplete();
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virtual int SelectSchedule();
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virtual void IgnoreMarines(bool bIgnoreMarines);
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AlienOrder_t m_AlienOrders;
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Vector m_vecAlienOrderSpot;
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EHANDLE m_AlienOrderObject;
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bool m_bIgnoreMarines;
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bool m_bFailedMoveTo;
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virtual void SetHealthByDifficultyLevel();
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void SetSpawner(CASW_Base_Spawner* spawner);
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CAI_BaseNPC* GetNPC() { return this; }
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virtual bool CanStartBurrowed() { return false; }
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virtual void StartBurrowed() { }
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virtual void SetUnburrowActivity( string_t iszActivityName ) { }
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virtual void SetUnburrowIdleActivity( string_t iszActivityName ) { }
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virtual void MoveAside() { }
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virtual void ASW_Ignite( float flFlameLifetime, float flSize, CBaseEntity *pAttacker, CBaseEntity *pDamagingWeapon = NULL );
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virtual void ElectroStun( float flStunTime );
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virtual void Extinguish();
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CNetworkVar(bool, m_bOnFire);
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virtual void OnSwarmSensed(int iDistance);
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virtual void OnSwarmSenseEntity(CBaseEntity* pEnt) { }
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virtual void SetHoldoutAlien() { m_bHoldoutAlien = true; }
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virtual bool IsHoldoutAlien() { return m_bHoldoutAlien; }
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void NPCInit();
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CAI_Senses* CreateSenses();
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CASW_AI_Senses* GetASWSenses();
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void SetDistSwarmSense( float flDistSense );
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virtual void Ignite( float flFlameLifetime, bool bNPCOnly = true, float flSize = 0.0f, bool bCalledByLevelDesigner = false );
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void MoanSound( envelopePoint_t *pEnvelope, int iEnvelopeSize );
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virtual void NPCThink();
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CASW_Lag_Compensation m_LagCompensation;
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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 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 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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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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float m_flLastDamageTime;
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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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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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float m_flWingFlapSpeed;
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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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Vector m_vecLoiterPosition;
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float m_fTimeNextLoiterPulse;
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float m_fSuicideTime;
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float m_fNextPainSound;
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CSoundPatch *m_pMoanSound;
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float m_flMoanPitch;
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float m_flNextMoanSound;
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bool m_bHoldoutAlien;
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CNetworkVar( int, m_nEnginePitch1 );
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CNetworkVar( float, m_flEnginePitch1Time );
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// moving slow from stun grenades
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float m_fHurtSlowMoveTime;
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float m_flElectroStunSlowMoveTime;
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CNetworkVar(bool, m_bElectroStunned);
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};
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#endif //_INLCUDED_ASW_BUZZER_H
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