/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #ifndef BASEMONSTER_H #define BASEMONSTER_H class CBaseMonster : public CBaseToggle { public: Activity m_Activity;// what the monster is doing (animation) Activity m_IdealActivity;// monster should switch to this activity int m_LastHitGroup; // the last body region that took damage int m_bitsDamageType; // what types of damage has monster (player) taken BYTE m_rgbTimeBasedDamage[CDMG_TIMEBASED]; MONSTERSTATE m_MonsterState;// monster's current state MONSTERSTATE m_IdealMonsterState;// monster should change to this state int m_afConditions; int m_afMemory; float m_flNextAttack; // cannot attack again until this time EHANDLE m_hEnemy; // the entity that the monster is fighting. EHANDLE m_hTargetEnt; // the entity that the monster is trying to reach float m_flFieldOfView;// width of monster's field of view ( dot product ) int m_bloodColor; // color of blood particless Vector m_HackedGunPos; // HACK until we can query end of gun Vector m_vecEnemyLKP;// last known position of enemy. (enemy's origin) void KeyValue( KeyValueData *pkvd ); void MakeIdealYaw( Vector vecTarget ); virtual float ChangeYaw ( int speed ); virtual BOOL HasHumanGibs( void ); virtual BOOL HasAlienGibs( void ); virtual void FadeMonster( void ); // Called instead of GibMonster() when gibs are disabled virtual void GibMonster( void ); virtual Activity GetDeathActivity ( void ); Activity GetSmallFlinchActivity( void ); virtual void BecomeDead( void ); BOOL ShouldGibMonster( int iGib ); void CallGibMonster( void ); virtual BOOL ShouldFadeOnDeath( void ); BOOL FCheckAITrigger( void );// checks and, if necessary, fires the monster's trigger target. virtual int IRelationship ( CBaseEntity *pTarget ); virtual int TakeHealth( float flHealth, int bitsDamageType ); virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); int DeadTakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); float DamageForce( float damage ); virtual void Killed( entvars_t *pevAttacker, int iGib ); virtual void PainSound ( void ) { return; }; void RadiusDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ); void RadiusDamage(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ); inline void SetConditions( int iConditions ) { m_afConditions |= iConditions; } inline void ClearConditions( int iConditions ) { m_afConditions &= ~iConditions; } inline BOOL HasConditions( int iConditions ) { if ( m_afConditions & iConditions ) return TRUE; return FALSE; } inline BOOL HasAllConditions( int iConditions ) { if ( (m_afConditions & iConditions) == iConditions ) return TRUE; return FALSE; } inline void Remember( int iMemory ) { m_afMemory |= iMemory; } inline void Forget( int iMemory ) { m_afMemory &= ~iMemory; } inline BOOL HasMemory( int iMemory ) { if ( m_afMemory & iMemory ) return TRUE; return FALSE; } inline BOOL HasAllMemories( int iMemory ) { if ( (m_afMemory & iMemory) == iMemory ) return TRUE; return FALSE; } // This will stop animation until you call ResetSequenceInfo() at some point in the future inline void StopAnimation( void ) { pev->framerate = 0; } virtual void ReportAIState( void ); virtual void MonsterInitDead( void ); // Call after animation/pose is set up void EXPORT CorpseFallThink( void ); virtual void Look ( int iDistance );// basic sight function for monsters virtual CBaseEntity* BestVisibleEnemy ( void );// finds best visible enemy for attack CBaseEntity *CheckTraceHullAttack( float flDist, float& ioDamage, int iDmgType ); virtual int GetHull() const; virtual BOOL FInViewCone ( CBaseEntity *pEntity );// see if pEntity is in monster's view cone virtual BOOL FInViewCone ( Vector *pOrigin );// see if given location is in monster's view cone void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); void MakeDamageBloodDecal ( int cCount, float flNoise, TraceResult *ptr, const Vector &vecDir ); virtual BOOL IsAlive( void ) { return (pev->deadflag != DEAD_DEAD); } }; #endif