diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /sp/src/game/server/hl2/npc_basescanner.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/game/server/hl2/npc_basescanner.h')
| -rw-r--r-- | sp/src/game/server/hl2/npc_basescanner.h | 512 |
1 files changed, 256 insertions, 256 deletions
diff --git a/sp/src/game/server/hl2/npc_basescanner.h b/sp/src/game/server/hl2/npc_basescanner.h index cbd4b81c..ab69c81c 100644 --- a/sp/src/game/server/hl2/npc_basescanner.h +++ b/sp/src/game/server/hl2/npc_basescanner.h @@ -1,256 +1,256 @@ -//========= 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
+//========= 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 |