410 lines
12 KiB
C++
410 lines
12 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/sentient.h $
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// $Revision:: 71 $
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// $Author:: Aldie $
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// $Date:: 3/02/99 9:16p $
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//
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// Copyright (C) 1997 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// $Log:: /Quake 2 Engine/Sin/code/game/sentient.h $
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//
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// 71 3/02/99 9:16p Aldie
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// Added CTF game code
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//
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// 2 2/16/99 4:09p Aldie
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//
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// 1 2/11/99 1:39p Aldie
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//
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// 70 11/16/98 8:59p Markd
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// Added TakeItem event to header
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//
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// 69 11/13/98 10:21p Aldie
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// Added event take item
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//
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// 68 11/09/98 6:22p Markd
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// Added dropweaponnow event
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//
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// 67 10/26/98 8:48p Jimdose
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// exported EV_Sentient_WeaponUse and EV_Sentient_SetDropWeapon
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//
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// 66 10/25/98 11:53p Jimdose
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// added EXPORT_TEMPLATE
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//
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// 65 10/22/98 2:38a Aldie
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// Added setdropweapon command for sentients
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//
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// 64 10/20/98 11:23p Jimdose
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// added ignore to BestWeapon
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//
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// 63 10/20/98 8:06p Aldie
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// Added a DoGib function to ease readability
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//
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// 62 10/18/98 6:42p Markd
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// Added WeaponKnockedFromHands method
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//
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// 61 10/16/98 3:10a Aldie
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// Added armordouble
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//
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// 60 10/14/98 1:33a Jimdose
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// Got cross-level persitant data working
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//
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// 59 10/11/98 8:58p Aldie
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// Moved fields to sentient
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//
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// 58 10/10/98 5:58p Aldie
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// More quantumdestab fixes
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//
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// 57 10/04/98 10:28p Aldie
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// Added multiple weapon changes. Damage, flashes, quantum stuff
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//
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// 56 10/03/98 7:27p Markd
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// working on swimming character and redid some weapon aiming stuff
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//
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// 55 9/22/98 12:15p Aldie
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// Added sentientFrozen
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//
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// 54 9/21/98 6:05p Markd
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// added archive and unarchive functions
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//
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// 53 9/21/98 1:55a Aldie
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// Moved some vars to sentient
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//
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// 52 9/18/98 9:55p Markd
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// Added noshadow event
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//
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// 51 9/11/98 2:50p Aldie
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// Added releasefiring functionality
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//
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// 50 9/02/98 11:08a Markd
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// Put in setModel into Sentient so that weapon could be properly detached and
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// re-attached again.
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//
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// 49 8/31/98 5:46p Aldie
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// Powerup timer stuff
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//
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// 48 8/31/98 1:55p Markd
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// weapons no longer double trigger animations
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//
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// 47 8/29/98 7:24p Aldie
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// Added a givetargetname function
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//
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// 46 8/29/98 5:55p Jimdose
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// Moved prototype of ResetBloodSplats into sentient.h
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//
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// 45 8/29/98 2:53p Aldie
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// Updated printing of location based damage
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//
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// 44 8/27/98 6:00p Aldie
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// Drop inventory items if the actors are gibbed.
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//
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// 43 8/14/98 5:48p Aldie
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// Moved bloodsplats to sentient
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//
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// 42 8/12/98 4:20p Aldie
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// Fixed icons not showing up correctly
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//
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// 41 7/31/98 4:20p Jimdose
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// Externed a few events
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//
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// 40 7/25/98 2:11a Jimdose
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// Added SentientList
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//
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// 39 7/24/98 6:16p Aldie
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// Added check for inventory items
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//
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// 38 7/24/98 4:13p Aldie
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// Externed an event
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//
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// 37 7/24/98 3:50p Aldie
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// added uselesscheck
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//
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// 36 7/19/98 5:42p Markd
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// Added TakeItem support
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//
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// 35 7/19/98 5:21p Markd
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// Added ForceChangeWeapon
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//
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// 34 7/17/98 4:04p Markd
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// Added CanChangeWeapons
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//
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// 33 7/14/98 6:59p Aldie
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// Updated health
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//
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// 32 6/25/98 8:48p Markd
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// Rewrote Item class, added keyed items to triggers, cleaned up item system
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//
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// 31 6/25/98 12:43p Aldie
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// Added a method to get the number of inventory items
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//
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// 30 6/24/98 1:39p Aldie
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// Implementation of inventory system and picking stuff up
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//
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// 29 6/20/98 7:50p Markd
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// Added gun_bone_group_name variable
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//
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// 28 6/19/98 9:28p Jimdose
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// Added GetGunOrientation
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//
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// 27 6/19/98 6:39p Aldie
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// Updated item stuff
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//
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// 26 6/18/98 9:29p Aldie
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// Started inventory system
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//
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// 25 6/17/98 1:18a Jimdose
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// Changed attack to FireWeapon
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// Removed include of item.h
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//
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// 24 6/15/98 9:12p Aldie
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// Made a give generic and an function that updates silenced weapons
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//
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// 23 6/10/98 2:10p Aldie
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// Updated damage function.
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//
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// 22 6/05/98 6:27p Aldie
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// Added armor stuff
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//
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// 21 5/26/98 4:46p Aldie
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// added take functions
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//
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// 20 5/20/98 6:38p Jimdose
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// Made anim functions use const char *
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//
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// 19 5/13/98 4:53p Jimdose
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// now uses SafePtrs
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//
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// 18 4/07/98 6:47p Jimdose
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// Rewrote weapon code
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//
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// 17 3/30/98 2:38p Jimdose
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// Added Ammo
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// Added weapon dropping
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//
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// 16 3/29/98 10:01p Jimdose
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// Added animation control functions
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//
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// 15 3/27/98 5:38p Jimdose
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// Added FreeInventory
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//
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// 14 3/23/98 1:33p Jimdose
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// Revamped event and command system
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//
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// 13 3/18/98 7:23p Jimdose
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// Added code for handling readying and putting away weapons
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//
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// 12 3/02/98 8:49p Jimdose
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// Changed CLASS_PROTOTYPE to only take the classname
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//
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// 11 3/02/98 5:38p Jimdose
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// Added destructor.
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// Changed Container to a template
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//
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// 10 2/19/98 2:36p Jimdose
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// Added weapons back in
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//
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// 9 2/17/98 6:58p Jimdose
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// no longer pass script into interpretCommand
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//
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// 8 2/03/98 10:51a Jimdose
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// Updated to work with Quake 2 engine
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// Moved initialization to constructor and removed Init function
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//
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// 6 12/09/97 7:41p Markd
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// Added NumWeapons and WeaponNumber functions
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//
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// 5 11/15/97 6:54p Markd
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// Added InterpretCommand
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//
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// 4 11/12/97 5:12p Jimdose
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// Added event definitions
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//
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// 3 10/27/97 2:59p Jimdose
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// Removed dependency on quakedef.h
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//
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// 2 9/26/97 6:47p Jimdose
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// Added standard Ritual headers
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//
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// DESCRIPTION:
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// Base class of entity that can carry other entities, and use weapons.
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//
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#ifndef __SENTIENT_H__
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#define __SENTIENT_H__
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#include "g_local.h"
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#include "entity.h"
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#include "container.h"
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extern Event EV_Sentient_Attack;
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extern Event EV_Sentient_ReleaseAttack;
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extern Event EV_Sentient_GiveWeapon;
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extern Event EV_Sentient_GiveAmmo;
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extern Event EV_Sentient_TakeAmmo;
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extern Event EV_Sentient_GiveArmor;
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extern Event EV_Sentient_TakeArmor;
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extern Event EV_Sentient_TakeItem;
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extern Event EV_Sentient_GiveItem;
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extern Event EV_Sentient_GiveInventoryItem;
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extern Event EV_Sentient_GiveHealth;
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extern Event EV_Sentient_WeaponPutAway;
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extern Event EV_Sentient_WeaponReady;
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extern Event EV_Sentient_WeaponDoneFiring;
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extern Event EV_Sentient_AnimLoop;
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extern Event EV_Sentient_UselessCheck;
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extern Event EV_Sentient_TurnOffShadow;
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extern Event EV_Sentient_Freeze;
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extern Event EV_Sentient_UnFreeze;
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extern Event EV_Sentient_ImpactDamage;
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extern Event EV_Sentient_WeaponUse;
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extern Event EV_Sentient_SetDropWeapon;
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// Shutup compiler
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class Weapon;
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class Item;
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class InventoryItem;
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class EXPORT_FROM_DLL Sentient : public Entity
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{
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private:
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Container<int> inventory;
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protected:
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Weapon *currentWeapon;
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InventoryItem *currentItem;
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Weapon *newWeapon;
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str currentAnim;
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qboolean animOverride;
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Event *tempAnimEvent;
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str gun_bone_group_name;
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qboolean stopanimating_tillchange;
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int poweruptype;
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int poweruptimer;
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qboolean sentientFrozen;
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qboolean dropweapon;
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virtual void EventGiveWeapon( Event *ev );
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virtual void EventTakeWeapon( Event *ev );
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virtual void EventGiveAmmo( Event *ev );
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virtual void EventTakeAmmo( Event *ev );
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virtual void EventGiveArmor( Event *ev );
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virtual void EventTakeArmor( Event *ev );
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virtual void EventGiveItem( Event *ev );
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virtual void EventGiveHealth( Event *ev );
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virtual void EventGiveInventoryItem( Event *ev );
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virtual void EventGiveTargetname( Event *ev );
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virtual void EventTakeItem( Event *ev );
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virtual void WeaponPutAway( Event *ev );
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virtual void WeaponReady( Event *ev );
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virtual void WeaponDoneFiring( Event *ev );
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virtual void AnimLoop( Event *ev );
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virtual void ArmorDamage( Event *ev );
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virtual void TurnOffShadow( Event *ev );
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virtual void Freeze( Event *ev );
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virtual void UnFreeze( Event *ev );
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virtual void WeaponKnockedFromHands( void );
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public:
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Vector gunoffset;
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Vector eyeposition;
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// Weapon charging stuff
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float firedowntime;
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qboolean firedown;
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qboolean usedown;
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str saveskin;
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str savemodel;
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CLASS_PROTOTYPE( Sentient );
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Sentient();
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virtual ~Sentient();
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virtual void RestorePersistantData( SpawnArgGroup &group );
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virtual void WritePersistantData( SpawnArgGroup &group );
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Vector EyePosition( void );
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virtual Vector GunPosition( void );
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virtual void GetGunOrientation( Vector pos, Vector *forward, Vector *right, Vector *up );
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virtual Item *giveItem( const char * itemname, int amount, int icon_index = -1 );
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virtual void FireWeapon( Event *ev );
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virtual void ReleaseFireWeapon( Event *ev );
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virtual void AddItem( Item *object );
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virtual void RemoveItem( Item *object );
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virtual Item *FindItem( const char *itemname );
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virtual void FreeInventory( void );
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virtual void FreeInventoryOfType( const char *weaptype );
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virtual qboolean HasItem( const char *itemname );
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virtual void ForceChangeWeapon( Weapon *weapon );
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virtual void ChangeWeapon( Weapon *weapon );
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virtual void SetCurrentWeapon( Weapon *weapon );
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virtual Weapon *CurrentWeapon( void );
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virtual Weapon *BestWeapon( Weapon *ignore = NULL );
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virtual Weapon *NextWeapon( Weapon *weapon );
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virtual Weapon *PreviousWeapon( Weapon *weapon );
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virtual qboolean WeaponReady( void );
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virtual void DropWeapon( Weapon *weapon );
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virtual void DropCurrentWeapon( void );
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virtual Weapon *giveWeapon( const char *weaponname );
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virtual void takeWeapon( const char *weaponname );
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virtual void takeItem( const char *weaponname, int amount );
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virtual Weapon *useWeapon( const char *weaponname );
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virtual int NumWeapons( void );
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virtual Weapon *WeaponNumber( int weaponnum );
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virtual void SetAnim( const char *anim );
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virtual void TempAnim( const char *anim, Event *event );
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virtual void TempAnim( const char *anim, Event &event );
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virtual void UpdateSilencedWeapons( void );
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virtual int NumInventoryItems( void );
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virtual Item *NextItem( Item *item );
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virtual Item *PrevItem( Item *item );
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virtual void SearchBody( Event *ev );
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virtual qboolean CanChangeWeapons( void );
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virtual void UselessCheck( Event *ev );
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virtual qboolean HasInventoryOfType( const char * );
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virtual void DropInventoryItems( void );
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void SprayBlood( Vector src, Vector dir, float damage );
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void PrintDamageLocationToAttacker( edict_s *attacker, const char *victim_name, const char *location );
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void PrintDamageLocationToVictim( edict_s *victim, const char *location );
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qboolean PowerupActive( void );
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virtual void setModel( const char *model );
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virtual void setModel( str &mdl );
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virtual void Archive( Archiver &arc );
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virtual void Unarchive( Archiver &arc );
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virtual void ImpactDamage( Event *ev );
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virtual void WeaponUse( Event *ev );
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void GetMuzzlePositionAndDirection( Vector *pos, Vector *dir);
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void DoubleArmor( void );
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virtual qboolean DoGib( int meansofdeath, Entity *inflictor );
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virtual void SetDropWeapon( Event *ev );
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virtual void DropWeaponNowEvent( Event *ev );
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// CTF
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virtual Item *HasItemOfSuperclass( const char *superclassname );
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};
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inline EXPORT_FROM_DLL void Sentient::setModel
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(
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str &mdl
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)
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{
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setModel( mdl.c_str() );
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}
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#ifdef EXPORT_TEMPLATE
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template class EXPORT_FROM_DLL SafePtr<Sentient>;
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template class EXPORT_FROM_DLL Container<Sentient *>;
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#endif
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typedef SafePtr<Sentient> SentientPtr;
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extern Container<Sentient *> SentientList;
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void EXPORT_FROM_DLL ResetBloodSplats( void );
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#endif /* sentient.h */
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