sof-sdk/Source/Game/gamecpp/ai_bodydog.h

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2000-06-15 00:00:00 +00:00
typedef enum
{
GZ_DOG_HEAD,
GZ_DOG_LCHEST,
GZ_DOG_RCHEST,
GZ_DOG_FRONT,
GZ_DOG_LLEG_FRONT,
GZ_DOG_RLEG_FRONT,
GZ_DOG_LHIP,
GZ_DOG_RHIP,
GZ_DOG_LLEG_BACK,
GZ_DOG_RLEG_BACK,
NUM_DOGGOREZONES
} gz_dogcode;
//not including gorezones in this list, need to be handled separately
typedef enum
{
GBLOWN_HUSKY_LLEG_FRONT,
GBLOWN_HUSKY_RLEG_FRONT,
GBLOWN_HUSKY_LLEG_BACK,
GBLOWN_HUSKY_RHIP,
GBLOWN_HUSKY_RLEG_BACK,
GBLOWN_HUSKY_NUM,
} husky_blown_index;
// rottweiler (or rise of the triad)
typedef enum
{
GBLOWN_ROTT_LLEG_FRONT,
GBLOWN_ROTT_RLEG_FRONT,
GBLOWN_ROTT_LLEG_BACK,
GBLOWN_ROTT_RHIP,
GBLOWN_ROTT_RLEG_BACK,
GBLOWN_ROTT_NUM,
} rott_blown_index;
extern gz_blown_part husky_blown_parts[GBLOWN_HUSKY_NUM+1];
extern gz_blown_part rott_blown_parts[GBLOWN_ROTT_NUM+1];
class bodydog_c: public bodyorganic_c
{
protected:
qboolean bTurnedAfterAttack;
qboolean FinalAnim; // When set, the current anim or series of anims is intended to be the last ones played. also has sound implications
qboolean FinalSound;
float fJumpDist; // preferred dist from target at which we'll do a jump-attack
float fJumpSpeed; // magnitude of our jump-attack's velocity
float fLastAttackTime;
float fLastHeadTurnTime;
float m_fLastBarkSoundTime;
float m_fLastBiteSoundTime;
float m_fLastPainSoundTime;
virtual void RecognizeGoreZones(edict_t &monster);
virtual qboolean PlayAnimation(edict_t &monster, mmove_t *newanim, bool forceRestart);
virtual void PlayBarkSound(edict_t &monster);
virtual void PlayBiteSound(edict_t &monster);
virtual void PlayPainSound(edict_t &monster);
//fixme: these should be the RecognizegoreZones for different classes--AddBody stuff needs to get resolved
void RecognizeHuskyGoreZones(edict_t &monster);
void RecognizeRottweilerGoreZones(edict_t &monster);
virtual void SetGoreZoneDamageScale(edict_t &monster);
virtual void BiteMe(edict_t &monster, qboolean forceFireRate);
public:
virtual mmove_t *GetSequenceForDeath(edict_t &monster, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point, int dflags, bbox_preset goal_bbox=BBOX_PRESET_NUMBER, mmove_t *ideal_move=NULL, int reject_actionflags=0);
virtual mmove_t *GetSequenceForMovement(edict_t &monster, vec3_t dest, vec3_t face, vec3_t org, vec3_t ang, actionsub_code seqtype=ACTSUB_NORMAL, bbox_preset goal_bbox=BBOX_PRESET_NUMBER, mmove_t *ideal_move=NULL, int reject_actionflags=0);
virtual mmove_t *GetSequenceForStand(edict_t &monster, vec3_t dest=vec3_origin, vec3_t face=vec3_origin, actionsub_code seqtype=ACTSUB_NORMAL, bbox_preset goal_bbox=BBOX_PRESET_NUMBER, mmove_t *ideal_move=NULL, int reject_actionflags=0);
virtual mmove_t *GetSequenceForJump(edict_t &monster, vec3_t dest, vec3_t face, actionsub_code seqtype=ACTSUB_NORMAL, bbox_preset goal_bbox=BBOX_PRESET_NUMBER, mmove_t *ideal_move=NULL, int reject_actionflags=0);
virtual mmove_t *GetSequenceForAttack(edict_t &monster, vec3_t dest, vec3_t face, edict_t *target, actionsub_code seqtype=ACTSUB_NORMAL, bbox_preset goal_bbox=BBOX_PRESET_NUMBER, mmove_t *ideal_move=NULL, int reject_actionflags=0);
virtual void NextMovement(edict_t &monster, vec3_t curDist, float scale);
virtual void FinishMove(edict_t &monster);
virtual void SetRootBolt(edict_t &monster);
virtual int ShowDamage (edict_t &monster, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t origin, int damage, int knockback, int dflags, int mod, float penetrate, float absorb);
virtual attacks_e GetBestWeapon(edict_t &monster);
virtual void FirePrimaryWeapon(edict_t &monster, bool lethal = false, int NullTarget = 0, qboolean forceFireRate = false) { BiteMe(monster, forceFireRate); }
bodydog_c();
virtual int GetClassCode(void){return BODY_DOG;}//this should be different for everybody in this class family
float GetLastAttackTime() { return fLastAttackTime; }
void SetLastAttackTime(float fTime) { fLastAttackTime = fTime; }
bodydog_c(bodydog_c *orig);
virtual void Evaluate(bodydog_c *orig);
};
class bodyhusky_c : public bodydog_c
{
protected:
virtual void RecognizeGoreZones(edict_t &monster);
virtual gz_blown_part *GetBlownPartForIndex(blown_index theIndex);
virtual void AllocateGoreZones(edict_t &monster);
public:
bodyhusky_c();
virtual int GetClassCode(void){return BODY_HUSKY;}//this should be different for everybody in this class family
bodyhusky_c(bodyhusky_c *orig);
virtual void Evaluate(bodyhusky_c *orig);
virtual void Write();
virtual void Read();
};
class bodyrott_c : public bodydog_c
{
protected:
virtual void RecognizeGoreZones(edict_t &monster);
virtual gz_blown_part *GetBlownPartForIndex(blown_index theIndex);
virtual void AllocateGoreZones(edict_t &monster);
public:
bodyrott_c();
virtual int GetClassCode(void){return BODY_ROTT;}//this should be different for everybody in this class family
bodyrott_c(bodyrott_c *orig);
virtual void Evaluate(bodyrott_c *orig);
virtual void Write();
virtual void Read();
};