//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef PROP_COMBINE_BALL_H #define PROP_COMBINE_BALL_H #ifdef _WIN32 #pragma once #endif //----------------------------------------------------------------------------- // Includes //----------------------------------------------------------------------------- #include "player_pickup.h" // for combine ball inheritance //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- class CFuncCombineBallSpawner; class CSpriteTrail; //----------------------------------------------------------------------------- // Looks for enemies, bounces a max # of times before it breaks //----------------------------------------------------------------------------- class CPropCombineBall : public CBaseAnimating, public CDefaultPlayerPickupVPhysics { DECLARE_CLASS( CPropCombineBall, CBaseAnimating ); DECLARE_DATADESC(); DECLARE_SERVERCLASS(); public: virtual void Precache(); virtual void Spawn(); virtual void UpdateOnRemove(); void StopLoopingSounds(); virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ); virtual void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason ); virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ); virtual bool OverridePropdata(); virtual bool CreateVPhysics(); CFuncCombineBallSpawner *GetSpawner(); virtual void ExplodeThink( void ); // Override of IPlayerPickupVPhysics; virtual bool ShouldPuntUseLaunchForces() { return true; } void SetRadius( float flRadius ); void SetSpeed( float flSpeed ) { m_flSpeed = flSpeed; } float GetSpeed( void ) const { return m_flSpeed; } void CaptureBySpawner( ); bool IsBeingCaptured() const { return m_bCaptureInProgress; } void ReplaceInSpawner( float flSpeed ); // Input void InputExplode( inputdata_t &inputdata ); void InputFadeAndRespawn( inputdata_t &inputdata ); void InputKill( inputdata_t &inputdata ); void InputSocketed( inputdata_t &inputdata ); enum { STATE_NOT_THROWN = 0, STATE_HOLDING, STATE_THROWN, STATE_LAUNCHED, //by a combine_ball launcher }; void SetState( int state ); bool IsInField() const; void StartWhizSoundThink( void ); void StartLifetime( float flDuration ); void ClearLifetime( ); void SetMass( float mass ); void SetWeaponLaunched( bool state = true ) { m_bWeaponLaunched = state; m_bLaunched = state; } bool WasWeaponLaunched( void ) const { return m_bWeaponLaunched; } bool WasFiredByNPC() const { return (GetOwnerEntity() && GetOwnerEntity()->IsNPC()); } virtual CBasePlayer *HasPhysicsAttacker( float dt ); void SetSpawner( CFuncCombineBallSpawner *pSpawner ) { m_hSpawner = pSpawner; } void NotifySpawnerOfRemoval( void ); float LastCaptureTime() const; unsigned char GetState() const { return m_nState; } int NumBounces( void ) const { return m_nBounceCount; } void SetMaxBounces( int iBounces ) { m_nMaxBounces = iBounces; } void SetEmitState( bool bEmit ) { m_bEmit = bEmit; } private: void SetPlayerLaunched( CBasePlayer *pOwner ); float GetBallHoldDissolveTime(); float GetBallHoldSoundRampTime(); // Pow! void DoExplosion( ); void StartAnimating( void ); void StopAnimating( void ); void SetBallAsLaunched( void ); void CollisionEventToTrace( int index, gamevcollisionevent_t *pEvent, trace_t &tr ); bool DissolveEntity( CBaseEntity *pEntity ); void OnHitEntity( CBaseEntity *pHitEntity, float flSpeed, int index, gamevcollisionevent_t *pEvent ); void DoImpactEffect( const Vector &preVelocity, int index, gamevcollisionevent_t *pEvent ); // Bounce inside the spawner: void BounceInSpawner( float flSpeed, int index, gamevcollisionevent_t *pEvent ); bool IsAttractiveTarget( CBaseEntity *pEntity ); // Deflects the ball toward enemies in case of a collision void DeflectTowardEnemy( float flSpeed, int index, gamevcollisionevent_t *pEvent ); // Is this something we can potentially dissolve? bool IsHittableEntity( CBaseEntity *pHitEntity ); // Sucky. void WhizSoundThink(); void DieThink(); void DissolveThink(); void DissolveRampSoundThink(); void AnimThink( void ); void FadeOut( float flDuration ); bool OutOfBounces( void ) const { return ( m_nState == STATE_LAUNCHED && m_nMaxBounces != 0 && m_nBounceCount >= m_nMaxBounces ); } private: int m_nBounceCount; int m_nMaxBounces; bool m_bBounceDie; float m_flLastBounceTime; bool m_bFiredGrabbedOutput; bool m_bStruckEntity; // Has hit an entity already (control accuracy) bool m_bWeaponLaunched; // Means this was fired from the AR2 bool m_bForward; // Movement direction in ball spawner unsigned char m_nState; bool m_bCaptureInProgress; float m_flSpeed; CSpriteTrail *m_pGlowTrail; CSoundPatch *m_pHoldingSound; float m_flNextDamageTime; float m_flLastCaptureTime; CHandle < CFuncCombineBallSpawner > m_hSpawner; CNetworkVar( bool, m_bEmit ); CNetworkVar( bool, m_bHeld ); CNetworkVar( bool, m_bLaunched ); CNetworkVar( float, m_flRadius ); }; class CFuncCombineBallSpawner : public CBaseEntity { DECLARE_CLASS( CFuncCombineBallSpawner, CBaseEntity ); DECLARE_DATADESC(); public: CFuncCombineBallSpawner(); virtual void Spawn(); virtual void Precache(); // Balls call this to figure out where to bounce to void GetTargetEndpoint( bool bForward, Vector *pVecEndpoint ); // Balls call this when they've been removed from the spawner void RespawnBall( float flRespawnTime ); void RespawnBallPostExplosion( void ); // Fire ball grabbed output void BallGrabbed( CBaseEntity *pEntity ); // Get speed of ball to place into the field float GetBallSpeed( ) const; // Register that a reflection occurred void RegisterReflection( CPropCombineBall *pBall, bool bForward ); // Spawn a ball virtual void SpawnBall(); private: // Choose a random point inside the cylinder void ChoosePointInCylinder( Vector *pVecPoint ); // Choose a random point inside the box void ChoosePointInBox( Vector *pVecPoint ); // Used to determine when to respawn balls void BallThink(); // Input void InputEnable( inputdata_t &inputdata ); void InputDisable( inputdata_t &inputdata ); // Fire ball grabbed output void GrabBallTouch( CBaseEntity *pOther ); public: bool m_bShooter; float m_flBallRadius; float m_flBallRespawnTime; float m_flMinSpeed; float m_flMaxSpeed; private: CUtlVector< float > m_BallRespawnTime; int m_nBallCount; int m_nBallsRemainingInField; float m_flRadius; float m_flDisableTime; bool m_bEnabled; COutputEvent m_OnBallGrabbed; COutputEvent m_OnBallReinserted; COutputEvent m_OnBallHitTopSide; COutputEvent m_OnBallHitBottomSide; COutputEvent m_OnLastBallGrabbed; COutputEvent m_OnFirstBallReinserted; }; class CPointCombineBallLauncher : public CFuncCombineBallSpawner { DECLARE_CLASS( CPointCombineBallLauncher, CFuncCombineBallSpawner ); DECLARE_DATADESC(); public: virtual void Spawn( void ); virtual void SpawnBall( void ); void InputLaunchBall ( inputdata_t &inputdata ); CPointCombineBallLauncher(); private: int m_iBounces; float m_flConeDegrees; string_t m_iszBullseyeName; }; // Creates a combine ball CBaseEntity *CreateCombineBall( const Vector &origin, const Vector &velocity, float radius, float mass, float lifetime, CBaseEntity *pOwner ); // Query function to find out if a physics object is a combine ball (used for collision checks) bool UTIL_IsCombineBall( CBaseEntity *pEntity ); bool UTIL_IsCombineBallDefinite( CBaseEntity *pEntity ); bool UTIL_IsAR2CombineBall( CBaseEntity *pEntity ); #endif // PROP_COMBINE_BALL_H
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |