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(); };