256 lines
7.8 KiB
C++
256 lines
7.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef NPC_BASESCANNER_H
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#define NPC_BASESCANNER_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 "cbase.h"
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#include "hl2_player.h"
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#include "player_pickup.h"
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#include "smoke_trail.h"
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#include "weapon_physcannon.h"
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//-----------------------------------------------------------------------------
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// States for the scanner's sound.
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//-----------------------------------------------------------------------------
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enum ScannerFlyMode_t {
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SCANNER_FLY_PHOTO = 0, // Fly close to photograph entity
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SCANNER_FLY_PATROL, // Fly slowly around the enviroment
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SCANNER_FLY_FAST, // Fly quickly around the enviroment
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SCANNER_FLY_CHASE, // Fly quickly around the enviroment
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SCANNER_FLY_SPOT, // Fly above enity in spotlight position
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SCANNER_FLY_ATTACK, // Get in my enemies face for spray or flash
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SCANNER_FLY_DIVE, // Divebomb - only done when dead
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SCANNER_FLY_FOLLOW, // Following a target
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};
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enum ScannerInspectAct_t {
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SCANNER_INSACT_HANDS_UP,
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SCANNER_INSACT_SHOWARMBAND,
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};
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// Sentences
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#define SCANNER_SENTENCE_ATTENTION 0
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#define SCANNER_SENTENCE_HANDSUP 1
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#define SCANNER_SENTENCE_PROCEED 2
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#define SCANNER_SENTENCE_CURIOUS 3
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// Scanner attack distances
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#define SCANNER_ATTACK_NEAR_DIST 150 // Fly attack min distance
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#define SCANNER_ATTACK_FAR_DIST 300 // Fly attack max distance
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#define SCANNER_ATTACK_RANGE 350 // Attack max distance
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#define SCANNER_ATTACK_MIN_DELAY 8 // Min time between attacks
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#define SCANNER_ATTACK_MAX_DELAY 12 // Max time between attacks
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#define SCANNER_EVADE_TIME 1 // How long to evade after take damage
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// Scanner movement vars
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#define SCANNER_BANK_RATE 30
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#define SCANNER_MAX_SPEED 250
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#define SCANNER_MAX_DIVE_BOMB_SPEED 2500
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#define SCANNER_SQUAD_FLY_DIST 500 // How far to scanners stay apart
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#define SCANNER_SQUAD_HELP_DIST 4000 // How far will I fly to help
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CNPC_BaseScanner : public CAI_BasePhysicsFlyingBot,
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public CDefaultPlayerPickupVPhysics {
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DECLARE_CLASS(CNPC_BaseScanner, CAI_BasePhysicsFlyingBot);
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public:
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CNPC_BaseScanner();
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void Spawn(void);
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virtual void UpdateEfficiency(bool bInPVS);
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Class_T Classify(void) { return (CLASS_SCANNER); }
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virtual float GetAutoAimRadius();
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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,
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trace_t *ptr, CDmgAccumulator *pAccumulator);
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void Gib(void);
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void OnStateChange(NPC_STATE eOldState, NPC_STATE eNewState);
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void ClampMotorForces(Vector &linear, AngularImpulse &angular);
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int DrawDebugTextOverlays(void);
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virtual float GetHeadTurnRate(void);
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virtual void VPhysicsCollision(int index, gamevcollisionevent_t *pEvent);
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// CDefaultPlayerPickupVPhysics
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void OnPhysGunPickup(CBasePlayer *pPhysGunUser, PhysGunPickup_t reason);
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void OnPhysGunDrop(CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason);
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bool ShouldPlayIdleSound(void);
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void IdleSound(void);
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void DeathSound(const CTakeDamageInfo &info);
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void AlertSound(void);
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void PainSound(const CTakeDamageInfo &info);
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virtual char *GetScannerSoundPrefix(void) { return ""; }
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void ScannerEmitSound(const char *pszSoundName);
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int MeleeAttack1Conditions(float flDot, float flDist);
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int SelectSchedule(void);
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void StartTask(const Task_t *pTask);
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void OnScheduleChange(void);
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void UpdateOnRemove(void);
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virtual float GetMaxSpeed(void);
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void PostRunStopMoving() {
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} // scanner can use "movement" activities but not be moving
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virtual bool CanBecomeServerRagdoll(void) { return false; }
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void SpeakSentence(int sentenceType);
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bool IsHeldByPhyscannon(void);
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// Inputs
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void InputSetFlightSpeed(inputdata_t &inputdata);
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void InputSetDistanceOverride(inputdata_t &inputdata);
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protected:
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virtual char *GetEngineSound(void) { return NULL; }
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void PlayFlySound(void);
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void SetBanking(float flInterval);
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void UpdateHead(float flInterval);
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inline CBaseEntity *EntityToWatch(void);
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bool IsEnemyPlayerInSuit(void);
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// Movement
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virtual bool OverridePathMove(CBaseEntity *pMoveTarget, float flInterval);
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virtual bool OverrideMove(float flInterval);
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Vector IdealGoalForMovement(const Vector &goalPos, const Vector &startPos,
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float idealRange, float idealHeight);
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virtual void AdjustScannerVelocity(void) { return; }
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virtual void MoveToAttack(float flInterval);
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virtual void MoveToTarget(float flInterval, const Vector &vecMoveTarget);
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virtual void MoveExecute_Alive(float flInterval);
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virtual float MinGroundDist(void) { return 64; }
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Vector VelocityToEvade(CBaseCombatCharacter *pEnemy);
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virtual float GetGoalDistance(void);
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// Divebombing
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virtual void AttackDivebomb(void);
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void DiveBombSoundThink();
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void AttackDivebombCollide(float flInterval);
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void MoveToDivebomb(float flInterval);
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void BlendPhyscannonLaunchSpeed();
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private:
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bool GetGoalDirection(Vector *vOut);
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void StartSmokeTrail(void);
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// Take damage from being thrown by a physcannon
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void TakeDamageFromPhyscannon(CBasePlayer *pPlayer);
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// Take damage from physics impacts
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void TakeDamageFromPhysicsImpact(int index, gamevcollisionevent_t *pEvent);
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// Do we have a physics attacker?
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CBasePlayer *HasPhysicsAttacker(float dt);
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virtual void StopLoopingSounds(void);
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public:
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// ------------------------
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// Death Cleanup
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// ------------------------
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CTakeDamageInfo m_KilledInfo;
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protected:
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ScannerFlyMode_t m_nFlyMode;
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// Pose parameters
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int m_nPoseTail;
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int m_nPoseDynamo;
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int m_nPoseFlare;
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int m_nPoseFaceVert;
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int m_nPoseFaceHoriz;
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bool m_bHasSpoken;
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// Movement
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float m_flFlyNoiseBase;
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float m_flEngineStallTime;
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float m_fNextFlySoundTime;
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Vector m_vecDiveBombDirection; // The direction we dive bomb. Calculated at
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// the moment of death.
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float m_flDiveBombRollForce; // Used for roll while dive bombing.
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float m_flGoalOverrideDistance;
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// Deriver scanner variables
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float m_flAttackNearDist;
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float m_flAttackFarDist;
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float m_flAttackRange;
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private:
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CSoundPatch *m_pEngineSound;
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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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// Attacks
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SmokeTrail *m_pSmokeTrail;
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protected:
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DEFINE_CUSTOM_AI;
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// Custom interrupt conditions
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enum {
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COND_SCANNER_FLY_CLEAR = BaseClass::NEXT_CONDITION,
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COND_SCANNER_FLY_BLOCKED,
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COND_SCANNER_GRABBED_BY_PHYSCANNON,
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COND_SCANNER_RELEASED_FROM_PHYSCANNON,
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NEXT_CONDITION,
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};
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// Custom schedules
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enum {
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SCHED_SCANNER_PATROL = BaseClass::NEXT_SCHEDULE,
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SCHED_SCANNER_ATTACK,
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SCHED_SCANNER_ATTACK_HOVER,
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SCHED_SCANNER_ATTACK_DIVEBOMB,
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SCHED_SCANNER_CHASE_ENEMY,
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SCHED_SCANNER_CHASE_TARGET,
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SCHED_SCANNER_FOLLOW_HOVER,
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SCHED_SCANNER_HELD_BY_PHYSCANNON,
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NEXT_SCHEDULE,
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};
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// Custom tasks
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enum {
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TASK_SCANNER_SET_FLY_PATROL = BaseClass::NEXT_TASK,
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TASK_SCANNER_SET_FLY_CHASE,
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TASK_SCANNER_SET_FLY_ATTACK,
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TASK_SCANNER_SET_FLY_DIVE,
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NEXT_TASK,
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};
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DECLARE_DATADESC();
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};
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#endif // NPC_BASESCANNER_H
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