//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef ENV_HEADCRABCANISTER_SHARED_H #define ENV_HEADCRABCANISTER_SHARED_H #ifdef _WIN32 #pragma once #endif #include "vstdlib/random.h" #include "vector.h" #include "utlvector.h" #include "networkvar.h" //============================================================================= // // Shared HeadcrabCanister Class // class CEnvHeadcrabCanisterShared { DECLARE_CLASS_NOBASE( CEnvHeadcrabCanisterShared ); DECLARE_EMBEDDED_NETWORKVAR(); DECLARE_SIMPLE_DATADESC(); public: CEnvHeadcrabCanisterShared(); // Initialization. void InitInWorld( float flLaunchTime, const Vector &vecStartPosition, const QAngle &vecStartAngles, const Vector &vecDirection, const Vector &vecImpactPosition, bool bLaunchedFromWithinWorld = false ); void InitInSkybox( float flLaunchTime, const Vector &vecStartPosition, const QAngle &vecStartAngles, const Vector &vecDirection, const Vector &vecImpactPosition, const Vector &vecSkyboxOrigin, float flSkyboxScale ); // Returns the position of the object at a given time. void GetPositionAtTime( float flTime, Vector &vecPosition, QAngle &vecAngles ); // Returns whether or not the object is the the skybox bool IsInSkybox( ); // Returns the time at which it enters the world float GetEnterWorldTime() const; // Convert from skybox to world void ConvertFromSkyboxToWorld(); // Did we impact? bool DidImpact( float flTime ) const; public: // The objects initial parametric conditions. CNetworkVector( m_vecStartPosition ); CNetworkVector( m_vecEnterWorldPosition ); CNetworkVector( m_vecDirection ); CNetworkQAngle( m_vecStartAngles ); CNetworkVar( float, m_flFlightTime ); CNetworkVar( float, m_flFlightSpeed ); CNetworkVar( float, m_flLaunchTime ); CNetworkVar( float, m_flInitialZSpeed ); CNetworkVar( float, m_flZAcceleration ); CNetworkVar( float, m_flHorizSpeed ); CNetworkVar( bool, m_bLaunchedFromWithinWorld ); CNetworkVector( m_vecParabolaDirection ); // The time at which the canister enters the skybox CNetworkVar( float, m_flWorldEnterTime ); // Skybox data CNetworkVector( m_vecSkyboxOrigin ); CNetworkVar( float, m_flSkyboxScale ); CNetworkVar( bool, m_bInSkybox ); private: float m_flLaunchHeight; // Calculate the enter time. (called from Init) void CalcEnterTime( const Vector &vecTriggerMins, const Vector &vecTriggerMaxs ); friend class CEnvHeadcrabCanister; friend class C_EnvHeadcrabCanister; }; /* //============================================================================= // // HeadcrabCanister Factory Interface // abstract_class IHeadcrabCanisterFactory { public: virtual void CreateHeadcrabCanister( int nID, int iType, const Vector &vecPosition, const Vector &vecDirection, float flSpeed, float flStartTime, float flDamageRadius, const Vector &vecTriggerMins, const Vector &vecTriggerMaxs ) = 0; }; //============================================================================= // // Shared HeadcrabCanister Spawner Class // class CEnvHeadcrabCanisterSpawnerShared { public: DECLARE_CLASS_NOBASE( CEnvHeadcrabCanisterSpawnerShared ); DECLARE_EMBEDDED_NETWORKVAR(); //------------------------------------------------------------------------- // Initialization. //------------------------------------------------------------------------- CEnvHeadcrabCanisterSpawnerShared(); void Init( IHeadcrabCanisterFactory *pFactory, int nRandomSeed, float flTime, const Vector &vecMinBounds, const Vector &vecMaxBounds, const Vector &vecTriggerMins, const Vector &vecTriggerMaxs ); //------------------------------------------------------------------------- // Method to generate HeadcrabCanisters. // Time passed in here is global time, not delta time. // The function returns the time at which it must be called again. //------------------------------------------------------------------------- float HeadcrabCanisterThink( float flTime ); //------------------------------------------------------------------------- // Add HeadcrabCanister target data, used to determine HeadcrabCanister travel direction. //------------------------------------------------------------------------- void AddToTargetList( const Vector &vecPosition, float flRadius ); // Debugging! int GetRandomInt( int nMin, int nMax ); float GetRandomFloat( float flMin, float flMax ); public: // Factory. IHeadcrabCanisterFactory *m_pFactory; // HeadcrabCanister creation factory. int m_nHeadcrabCanisterCount; // Number of HeadcrabCanisters created - used as IDs // Initial spawner data. CNetworkVar( float, m_flStartTime ); // Start time. CNetworkVar( int, m_nRandomSeed ); // The random number stream seed. CNetworkVar( int, m_iHeadcrabCanisterType ); // Type of HeadcrabCanister. float m_flHeadcrabCanisterDamageRadius; // HeadcrabCanister damage radius. CNetworkVar( bool, m_bSkybox ); // Is the spawner in the skybox? CNetworkVar( float, m_flMinSpawnTime ); // Spawn time - Min CNetworkVar( float, m_flMaxSpawnTime ); // Max CNetworkVar( int, m_nMinSpawnCount ); // Number of HeadcrabCanisters to spawn - Min CNetworkVar( int, m_nMaxSpawnCount ); // Max CNetworkVector( m_vecMinBounds ); // Spawner volume (space) - Min CNetworkVector( m_vecMaxBounds ); // Max CNetworkVar( float, m_flMinSpeed ); // HeadcrabCanister speed - Min CNetworkVar( float, m_flMaxSpeed ); // Max CNetworkVector( m_vecTriggerMins ); // World Bounds (Trigger) in 3D Skybox - Min CNetworkVector( m_vecTriggerMaxs ); // Max Vector m_vecTriggerCenter; // Generated data. int m_nRandomCallCount; // Debug! Keep track of number steam calls. float m_flNextSpawnTime; // Next HeadcrabCanister spawn time (random). CUniformRandomStream m_NumberStream; // Used to generate random numbers. // Use "Targets" to determine HeadcrabCanister direction(s). struct HeadcrabCanistertarget_t { Vector m_vecPosition; float m_flRadius; }; CUtlVector<HeadcrabCanistertarget_t> m_aTargets; }; */ #endif // ENV_HEADCRAB_CANISTER_SHARED_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. |