sin-2015/goliath.h

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1999-04-22 00:00:00 +00:00
#ifndef __GOLIATH_H__
#define __GOLIATH_H__
#include "g_local.h"
#include "actor.h"
extern Event EV_Goliath_InitThrowTime;
extern Event EV_Goliath_MeleeForce;
extern Event EV_Goliath_SetLeftHand;
extern Event EV_Goliath_SetRightHand;
extern Event EV_Goliath_SetBothHands;
extern Event EV_Goliath_SetAttackStage;
extern Event EV_Goliath_IfThrowHigh;
extern Event EV_Goliath_IfThrowLow;
class EXPORT_FROM_DLL Goliath:public Actor
{
public:
float randomthrowtime;
float rubbletime;
qboolean throwhigh;
float melee_force;
float rightdamage;
float rightforce;
float leftdamage;
float leftforce;
qboolean hitsentient; // set when a melee attack hits a sentient
Vector lastrightpos;
Vector lastleftpos;
int attackstage;
CLASS_PROTOTYPE(Goliath);
Goliath::Goliath();
virtual void Prethink(void);
virtual void Postthink(void);
void Pain(Event *ev);
void InitThrowTime(Event *ev);
void SetMeleeForce(Event *ev);
void SetLeftHand(Event *ev);
void SetRightHand(Event *ev);
void SetBothHands(Event *ev);
void SetAttackStage(Event *ev);
void DoHandHits(Vector pos, Vector dir, float handdamage, float handforce, edict_t *touch[MAX_EDICTS], int num);
Entity *CheckObjectsAbove(Entity *ent);
void IfThrowHighEvent(Event *ev);
void IfThrowLowEvent(Event *ev);
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void Goliath::Archive (Archiver &arc)
{
Actor::Archive(arc);
arc.WriteFloat(randomthrowtime);
arc.WriteFloat(rubbletime);
arc.WriteBoolean(throwhigh);
arc.WriteFloat(melee_force);
arc.WriteFloat(rightdamage);
arc.WriteFloat(rightforce);
arc.WriteFloat(leftdamage);
arc.WriteFloat(leftforce);
arc.WriteBoolean(hitsentient);
arc.WriteVector(lastrightpos);
arc.WriteVector(lastleftpos);
arc.WriteInteger(attackstage);
}
inline EXPORT_FROM_DLL void Goliath::Unarchive (Archiver &arc)
{
Actor::Unarchive(arc);
arc.ReadFloat(&randomthrowtime);
arc.ReadFloat(&rubbletime);
arc.ReadBoolean(&throwhigh);
arc.ReadFloat(&melee_force);
arc.ReadFloat(&rightdamage);
arc.ReadFloat(&rightforce);
arc.ReadFloat(&leftdamage);
arc.ReadFloat(&leftforce);
arc.ReadBoolean(&hitsentient);
arc.ReadVector(&lastrightpos);
arc.ReadVector(&lastleftpos);
arc.ReadInteger(&attackstage);
}
//=====================================================================
// Goliath behaiviors
class EXPORT_FROM_DLL RumbleAttack : public Behavior
{
private:
str anim;
qboolean animdone;
str rubbletarget;
int rubblenums;
public:
CLASS_PROTOTYPE( RumbleAttack );
void SetArgs( Event *ev );
void AnimDone( Event *ev );
void DoRumble( Event *ev );
void ShowInfo( Actor &self );
void Begin( Actor &self );
qboolean Evaluate( Actor &self );
void End( Actor &self );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void RumbleAttack::Archive (Archiver &arc)
{
Behavior::Archive( arc );
arc.WriteString( anim );
arc.WriteBoolean( animdone );
arc.WriteString( rubbletarget );
arc.WriteInteger( rubblenums );
}
inline EXPORT_FROM_DLL void RumbleAttack::Unarchive (Archiver &arc)
{
Behavior::Unarchive( arc );
arc.ReadString( &anim );
arc.ReadBoolean( &animdone );
arc.ReadString( &rubbletarget );
arc.ReadInteger( &rubblenums );
}
class EXPORT_FROM_DLL GoliathMelee : public Behavior
{
private:
TurnTo turnto;
int mode;
qboolean animdone;
public:
CLASS_PROTOTYPE(GoliathMelee);
GoliathMelee();
void SetArgs( Event *ev );
void AnimDone( Event *ev );
void ShowInfo( Actor &self );
void Begin( Actor &self );
qboolean Evaluate( Actor &self );
void End( Actor &self );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void GoliathMelee::Archive (Archiver &arc)
{
Behavior::Archive(arc);
arc.WriteObject(&turnto);
arc.WriteInteger(mode);
arc.WriteBoolean(animdone);
}
inline EXPORT_FROM_DLL void GoliathMelee::Unarchive (Archiver &arc)
{
Behavior::Unarchive(arc);
arc.ReadObject(&turnto);
arc.ReadInteger(&mode);
arc.ReadBoolean(&animdone);
}
class EXPORT_FROM_DLL GoliathPickupAndThrow : public Behavior
{
private:
Aim aim;
int mode;
qboolean animdone;
EntityPtr pickup_target;
str anim; // added different pickup animations support
TurnTo turnto; // added to make the AI look at what they're picking up
public:
CLASS_PROTOTYPE( GoliathPickupAndThrow );
GoliathPickupAndThrow();
void SetArgs( Event *ev );
void AnimDone( Event *ev );
void Pickup( Event *ev );
void Throw( Event *ev );
void ShowInfo( Actor &self );
void Begin( Actor &self );
qboolean Evaluate( Actor &self );
void End( Actor &self );
virtual void Archive( Archiver &arc );
virtual void Unarchive( Archiver &arc );
};
inline EXPORT_FROM_DLL void GoliathPickupAndThrow::Archive (Archiver &arc)
{
Behavior::Archive( arc );
arc.WriteObject( &aim );
arc.WriteInteger( mode );
arc.WriteBoolean( animdone );
arc.WriteSafePointer( pickup_target );
arc.WriteString( anim );
arc.WriteObject( &turnto );
}
inline EXPORT_FROM_DLL void GoliathPickupAndThrow::Unarchive (Archiver &arc)
{
Behavior::Unarchive( arc );
arc.ReadObject( &aim );
arc.ReadInteger( &mode );
arc.ReadBoolean( &animdone );
arc.ReadSafePointer( &pickup_target );
arc.ReadString( &anim );
arc.ReadObject( &turnto );
}
#endif