ns/main/source/dlls/scripted.h

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/***
*
* Copyright (c) 1999, 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.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
#ifndef SCRIPTED_H
#define SCRIPTED_H
#ifndef SCRIPTEVENT_H
#include "scriptevent.h"
#endif
#define SF_SCRIPT_WAITTILLSEEN 1
#define SF_SCRIPT_EXITAGITATED 2
#define SF_SCRIPT_REPEATABLE 4
#define SF_SCRIPT_LEAVECORPSE 8
//#define SF_SCRIPT_INTERPOLATE 16 // don't use, old bug
#define SF_SCRIPT_NOINTERRUPT 32
#define SF_SCRIPT_OVERRIDESTATE 64
#define SF_SCRIPT_NOSCRIPTMOVEMENT 128
#define SCRIPT_BREAK_CONDITIONS (bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE)
enum SS_INTERRUPT
{
SS_INTERRUPT_IDLE = 0,
SS_INTERRUPT_BY_NAME,
SS_INTERRUPT_AI,
};
// when a monster finishes an AI scripted sequence, we can choose
// a schedule to place them in. These defines are the aliases to
// resolve worldcraft input to real schedules (sjb)
#define SCRIPT_FINISHSCHED_DEFAULT 0
#define SCRIPT_FINISHSCHED_AMBUSH 1
class CCineMonster : public CBaseMonster
{
public:
void Spawn( void );
virtual void KeyValue( KeyValueData *pkvd );
virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual void Blocked( CBaseEntity *pOther );
virtual void Touch( CBaseEntity *pOther );
virtual int ObjectCaps( void ) { return (CBaseMonster :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
virtual void Activate( void );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
// void EXPORT CineSpawnThink( void );
void EXPORT CineThink( void );
void Pain( void );
void Die( void );
void DelayStart( int state );
BOOL FindEntity( void );
virtual void PossessEntity( void );
void ReleaseEntity( CBaseMonster *pEntity );
void CancelScript( void );
virtual BOOL StartSequence( CBaseMonster *pTarget, int iszSeq, BOOL completeOnEmpty );
virtual BOOL FCanOverrideState ( void );
void SequenceDone ( CBaseMonster *pMonster );
virtual void FixScriptMonsterSchedule( CBaseMonster *pMonster );
BOOL CanInterrupt( void );
void AllowInterrupt( BOOL fAllow );
int IgnoreConditions( void );
int m_iszIdle; // string index for idle animation
int m_iszPlay; // string index for scripted animation
int m_iszEntity; // entity that is wanted for this script
int m_fMoveTo;
int m_iFinishSchedule;
float m_flRadius; // range to search
float m_flRepeat; // repeat rate
int m_iDelay;
float m_startTime;
int m_saved_movetype;
int m_saved_solid;
int m_saved_effects;
// Vector m_vecOrigOrigin;
BOOL m_interruptable;
};
class CCineAI : public CCineMonster
{
BOOL StartSequence( CBaseMonster *pTarget, int iszSeq, BOOL completeOnEmpty );
void PossessEntity( void );
BOOL FCanOverrideState ( void );
virtual void FixScriptMonsterSchedule( CBaseMonster *pMonster );
};
#endif //SCRIPTED_H