diff options
| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /sp/src/game/server/hl2/npc_manhack.h | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'sp/src/game/server/hl2/npc_manhack.h')
| -rw-r--r-- | sp/src/game/server/hl2/npc_manhack.h | 280 |
1 files changed, 280 insertions, 0 deletions
diff --git a/sp/src/game/server/hl2/npc_manhack.h b/sp/src/game/server/hl2/npc_manhack.h new file mode 100644 index 00000000..c80ca22e --- /dev/null +++ b/sp/src/game/server/hl2/npc_manhack.h @@ -0,0 +1,280 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef NPC_MANHACK_H
+#define NPC_MANHACK_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "ai_basenpc_physicsflyer.h"
+#include "Sprite.h"
+#include "SpriteTrail.h"
+#include "player_pickup.h"
+
+// Start with the engine off and folded up.
+#define SF_MANHACK_PACKED_UP (1 << 16)
+#define SF_MANHACK_NO_DAMAGE_EFFECTS (1 << 17)
+#define SF_MANHACK_USE_AIR_NODES (1 << 18)
+#define SF_MANHACK_CARRIED (1 << 19) // Being carried by a metrocop
+#define SF_MANHACK_NO_DANGER_SOUNDS (1 << 20)
+
+enum
+{
+ MANHACK_EYE_STATE_IDLE,
+ MANHACK_EYE_STATE_CHASE,
+ MANHACK_EYE_STATE_CHARGE,
+ MANHACK_EYE_STATE_STUNNED,
+};
+
+//-----------------------------------------------------------------------------
+// Attachment points.
+//-----------------------------------------------------------------------------
+#define MANHACK_GIB_HEALTH 30
+#define MANHACK_INACTIVE_HEALTH 25
+#define MANHACK_MAX_SPEED 500
+#define MANHACK_BURST_SPEED 650
+#define MANHACK_NPC_BURST_SPEED 800
+
+//-----------------------------------------------------------------------------
+// Movement parameters.
+//-----------------------------------------------------------------------------
+#define MANHACK_WAYPOINT_DISTANCE 25 // Distance from waypoint that counts as arrival.
+
+class CSprite;
+class SmokeTrail;
+class CSoundPatch;
+
+//-----------------------------------------------------------------------------
+// Manhack
+//-----------------------------------------------------------------------------
+class CNPC_Manhack : public CNPCBaseInteractive<CAI_BasePhysicsFlyingBot>, public CDefaultPlayerPickupVPhysics
+{
+DECLARE_CLASS( CNPC_Manhack, CNPCBaseInteractive<CAI_BasePhysicsFlyingBot> );
+DECLARE_SERVERCLASS();
+
+public:
+ CNPC_Manhack();
+ ~CNPC_Manhack();
+
+ Class_T Classify(void);
+
+ bool CorpseGib( const CTakeDamageInfo &info );
+ void Event_Dying(void);
+ 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 TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition );
+ float GetDefaultNavGoalTolerance();
+
+ void UpdateOnRemove( void );
+ void KillSprites( float flDelay );
+
+ void OnStateChange( NPC_STATE OldState, NPC_STATE NewState );
+
+ virtual bool CreateVPhysics( void );
+
+ virtual void DeathSound( const CTakeDamageInfo &info );
+ virtual bool ShouldGib( const CTakeDamageInfo &info );
+
+ Activity NPC_TranslateActivity( Activity baseAct );
+ virtual int TranslateSchedule( int scheduleType );
+ int MeleeAttack1Conditions ( float flDot, float flDist );
+ void HandleAnimEvent( animevent_t *pEvent );
+
+ bool OverrideMove(float flInterval);
+ void MoveToTarget(float flInterval, const Vector &MoveTarget);
+ void MoveExecute_Alive(float flInterval);
+ void MoveExecute_Dead(float flInterval);
+ int MoveCollisionMask(void);
+
+ void TurnHeadRandomly( float flInterval );
+
+ void CrashTouch( CBaseEntity *pOther );
+
+ void StartEngine( bool fStartSound );
+
+ virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy = true ) { return WorldSpaceCenter(); }
+
+ virtual float GetHeadTurnRate( void ) { return 45.0f; } // Degrees per second
+
+ void CheckCollisions(float flInterval);
+ virtual void GatherEnemyConditions( CBaseEntity *pEnemy );
+ void PlayFlySound(void);
+ virtual void StopLoopingSounds(void);
+
+ void Precache(void);
+ void RunTask( const Task_t *pTask );
+ void Spawn(void);
+ void Activate();
+ void StartTask( const Task_t *pTask );
+
+ void BladesInit();
+ void SoundInit( void );
+ void StartEye( void );
+
+ bool HandleInteraction(int interactionType, void* data, CBaseCombatCharacter* sourceEnt);
+
+ void PostNPCInit( void );
+
+ void GatherConditions();
+ void PrescheduleThink( void );
+
+ void SpinBlades(float flInterval);
+
+ void Slice( CBaseEntity *pHitEntity, float flInterval, trace_t &tr );
+ void Bump( CBaseEntity *pHitEntity, float flInterval, trace_t &tr );
+ void Splash( const Vector &vecSplashPos );
+
+ float ManhackMaxSpeed( void );
+ virtual void VPhysicsShadowCollision( int index, gamevcollisionevent_t *pEvent );
+ void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
+ void HitPhysicsObject( CBaseEntity *pOther );
+ virtual void ClampMotorForces( Vector &linear, AngularImpulse &angular );
+ unsigned int PhysicsSolidMaskForEntity( void ) const;
+
+ // Create smoke trail!
+ void CreateSmokeTrail();
+ void DestroySmokeTrail();
+
+ void Ignite( float flFlameLifetime, bool bNPCOnly, float flSize, bool bCalledByLevelDesigner ) { return; }
+
+ void InputDisableSwarm( inputdata_t &inputdata );
+ void InputUnpack( inputdata_t &inputdata );
+
+ // CDefaultPlayerPickupVPhysics
+ virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
+ virtual void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason );
+
+ CBasePlayer *HasPhysicsAttacker( float dt );
+
+ float GetMaxEnginePower();
+
+ // INPCInteractive Functions
+ virtual bool CanInteractWith( CAI_BaseNPC *pUser ) { return false; } // Disabled for now (sjb)
+ virtual bool HasBeenInteractedWith() { return m_bHackedByAlyx; }
+ virtual void NotifyInteraction( CAI_BaseNPC *pUser )
+ {
+ // Turn the sprites off and on again so their colors will change.
+ KillSprites(0.0f);
+ m_bHackedByAlyx = true;
+ StartEye();
+ }
+
+ virtual void InputPowerdown( inputdata_t &inputdata )
+ {
+ m_iHealth = 0;
+ }
+
+
+ DEFINE_CUSTOM_AI;
+
+ DECLARE_DATADESC();
+
+private:
+
+ bool IsInEffectiveTargetZone( CBaseEntity *pTarget );
+ void MaintainGroundHeight( void );
+
+ void StartBurst( const Vector &vecDirection );
+ void StopBurst( bool bInterruptSchedule = false );
+
+ void UpdatePanels( void );
+ void SetEyeState( int state );
+
+ void ShowHostile( bool hostile = true );
+
+ bool IsFlyingActivity( Activity baseAct );
+
+ // Computes the slice bounce velocity
+ void ComputeSliceBounceVelocity( CBaseEntity *pHitEntity, trace_t &tr );
+
+ // Take damage from being thrown by a physcannon
+ void TakeDamageFromPhyscannon( CBasePlayer *pPlayer );
+
+ // Take damage from a vehicle:
+ void TakeDamageFromVehicle( int index, gamevcollisionevent_t *pEvent );
+
+ // Take damage from physics impacts
+ void TakeDamageFromPhysicsImpact( int index, gamevcollisionevent_t *pEvent );
+
+ // Are we being held by the physcannon?
+ bool IsHeldByPhyscannon( );
+
+ void StartLoitering( const Vector &vecLoiterPosition );
+ void StopLoitering() { m_vecLoiterPosition = vec3_invalid; m_fTimeNextLoiterPulse = gpGlobals->curtime; }
+ bool IsLoitering() { return m_vecLoiterPosition != vec3_invalid; }
+ void Loiter();
+
+ //
+ // Movement variables.
+ //
+
+ Vector m_vForceVelocity; // Someone forced me to move
+
+ Vector m_vTargetBanking;
+
+ Vector m_vForceMoveTarget; // Will fly here
+ float m_fForceMoveTime; // If time is less than this
+ Vector m_vSwarmMoveTarget; // Will fly here
+ float m_fSwarmMoveTime; // If time is less than this
+ float m_fEnginePowerScale; // scale all thrust by this amount (usually 1.0!)
+
+ float m_flNextEngineSoundTime;
+ float m_flEngineStallTime;
+
+ float m_flNextBurstTime;
+ float m_flBurstDuration;
+ Vector m_vecBurstDirection;
+
+ float m_flWaterSuspendTime;
+ int m_nLastSpinSound;
+
+ // physics influence
+ CHandle<CBasePlayer> m_hPhysicsAttacker;
+ float m_flLastPhysicsInfluenceTime;
+
+ // Death
+ float m_fSparkTime;
+ float m_fSmokeTime;
+
+ bool m_bDirtyPitch; // indicates whether we want the sound pitch updated.(sjb)
+ bool m_bShowingHostile;
+
+ bool m_bBladesActive;
+ bool m_bIgnoreClipbrushes;
+
+ float m_flBladeSpeed;
+
+ CSprite *m_pEyeGlow;
+ CSprite *m_pLightGlow;
+
+ CHandle<SmokeTrail> m_hSmokeTrail;
+
+ int m_iPanel1;
+ int m_iPanel2;
+ int m_iPanel3;
+ int m_iPanel4;
+
+ int m_nLastWaterLevel;
+ bool m_bDoSwarmBehavior;
+ bool m_bGib;
+
+ bool m_bHeld;
+ bool m_bHackedByAlyx;
+ Vector m_vecLoiterPosition;
+ float m_fTimeNextLoiterPulse;
+
+ float m_flBumpSuppressTime;
+
+ CNetworkVar( int, m_nEnginePitch1 );
+ CNetworkVar( int, m_nEnginePitch2 );
+ CNetworkVar( float, m_flEnginePitch1Time );
+ CNetworkVar( float, m_flEnginePitch2Time );
+};
+
+#endif //NPC_MANHACK_H
|