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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/hl2/npc_basescanner.h
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
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+//========= 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