ns/releases/3.04/source/dlls/cbase.h
tankefugl 19b458f8bc Branched for 3.0.4 balance
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@141 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-05-29 10:59:29 +00:00

821 lines
No EOL
29 KiB
C++

/***
*
* 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.
*
* 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.
*
****/
/*
Class Hierachy
CBaseEntity
CBaseDelay
CBaseToggle
CBaseItem
CBaseMonster
CBaseCycler
CBasePlayer
CBaseGroup
*/
#ifndef CBASE_H
#define CBASE_H
#include "common/damagetypes.h"
#include "util/Checksum.h"
#include "types.h"
#define MAX_PATH_SIZE 10 // max number of nodes available for a path.
// These are caps bits to indicate what an object's capabilities (currently used for save/restore and level transitions)
#define FCAP_CUSTOMSAVE 0x00000001
#define FCAP_ACROSS_TRANSITION 0x00000002 // should transfer between transitions
#define FCAP_MUST_SPAWN 0x00000004 // Spawn after restore
#define FCAP_DONT_SAVE 0x80000000 // Don't save this
#define FCAP_IMPULSE_USE 0x00000008 // can be used by the player
#define FCAP_CONTINUOUS_USE 0x00000010 // can be used by the player
#define FCAP_ONOFF_USE 0x00000020 // can be used by the player
#define FCAP_DIRECTIONAL_USE 0x00000040 // Player sends +/- 1 when using (currently only tracktrains)
#define FCAP_MASTER 0x00000080 // Can be used to "master" other entities (like multisource)
// UNDONE: This will ignore transition volumes (trigger_transition), but not the PVS!!!
#define FCAP_FORCE_TRANSITION 0x00000080 // ALWAYS goes across transitions
#include "saverestore.h"
#include "schedule.h"
#ifndef MONSTEREVENT_H
#include "monsterevent.h"
#endif
// C functions for external declarations that call the appropriate C++ methods
#ifdef _WIN32
#define EXPORT _declspec( dllexport )
#else
#define EXPORT /* */
#endif
extern "C" EXPORT int GetEntityAPI( DLL_FUNCTIONS *pFunctionTable, int interfaceVersion );
extern "C" EXPORT int GetEntityAPI2( DLL_FUNCTIONS *pFunctionTable, int *interfaceVersion );
extern int DispatchSpawn( edict_t *pent );
extern void DispatchKeyValue( edict_t *pentKeyvalue, KeyValueData *pkvd );
extern void DispatchTouch( edict_t *pentTouched, edict_t *pentOther );
extern void DispatchUse( edict_t *pentUsed, edict_t *pentOther );
extern void DispatchThink( edict_t *pent );
extern void DispatchBlocked( edict_t *pentBlocked, edict_t *pentOther );
extern void DispatchSave( edict_t *pent, SAVERESTOREDATA *pSaveData );
extern int DispatchRestore( edict_t *pent, SAVERESTOREDATA *pSaveData, int globalEntity );
extern void DispatchObjectCollsionBox( edict_t *pent );
extern void SaveWriteFields( SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount );
extern void SaveReadFields( SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount );
extern void SaveGlobalState( SAVERESTOREDATA *pSaveData );
extern void RestoreGlobalState( SAVERESTOREDATA *pSaveData );
extern void ResetGlobalState( void );
typedef enum { USE_OFF = 0, USE_ON = 1, USE_SET = 2, USE_TOGGLE = 3 } USE_TYPE;
extern void FireTargets( const char *targetName, CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
typedef void (CBaseEntity::*BASEPTR)(void);
typedef void (CBaseEntity::*ENTITYFUNCPTR)(CBaseEntity *pOther );
typedef void (CBaseEntity::*USEPTR)( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
// For CLASSIFY
#define CLASS_NONE 0
#define CLASS_MACHINE 1
#define CLASS_PLAYER 2
#define CLASS_HUMAN_PASSIVE 3
#define CLASS_HUMAN_MILITARY 4
#define CLASS_ALIEN_MILITARY 5
#define CLASS_ALIEN_PASSIVE 6
#define CLASS_ALIEN_MONSTER 7
#define CLASS_ALIEN_PREY 8
#define CLASS_ALIEN_PREDATOR 9
#define CLASS_INSECT 10
#define CLASS_PLAYER_ALLY 11
#define CLASS_PLAYER_BIOWEAPON 12 // hornets and snarks.launched by players
#define CLASS_ALIEN_BIOWEAPON 13 // hornets and snarks.launched by the alien menace
#define CLASS_BARNACLE 99 // special because no one pays attention to it, and it eats a wide cross-section of creatures.
class CBaseEntity;
class CBaseMonster;
class CBasePlayerItem;
class CSquadMonster;
#define SF_NORESPAWN ( 1 << 30 )// !!!set this bit on guns and stuff that should never respawn.
//
// EHANDLE. Safe way to point to CBaseEntities who may die between frames
//
class EHANDLE
{
private:
edict_t *m_pent;
int m_serialnumber;
public:
edict_t *Get( void );
edict_t *Set( edict_t *pent );
operator int ();
operator CBaseEntity *();
CBaseEntity * operator = (CBaseEntity *pEntity);
CBaseEntity * operator ->();
};
//
// Base Entity. All entity types derive from this
//
class CBaseEntity
{
public:
// Constructor. Set engine to use C/C++ callback functions
// pointers to engine data
entvars_t *pev; // Don't need to save/restore this pointer, the engine resets it
// path corners
CBaseEntity *m_pGoalEnt;// path corner we are heading towards
CBaseEntity *m_pLink;// used for temporary link-list operations.
// initialization functions
virtual void Spawn( void ) { return; }
virtual void Precache( void ) { return; }
virtual void KeyValue( KeyValueData* pkvd) { pkvd->fHandled = FALSE; }
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
virtual int ObjectCaps( void ) { return FCAP_ACROSS_TRANSITION; }
virtual void Activate( void ) {}
// Setup the object->object collision box (pev->mins / pev->maxs is the object->world collision box)
virtual void SetObjectCollisionBox( void );
// Classify - returns the type of group (i.e, "houndeye", or "human military" so that monsters with different classnames
// still realize that they are teammates. (overridden for monsters that form groups)
virtual int Classify ( void ) { return CLASS_NONE; };
virtual void DeathNotice ( entvars_t *pevChild ) {}// monster maker children use this to tell the monster maker that they have died.
static TYPEDESCRIPTION m_SaveData[];
virtual void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
virtual int TakeHealth( float flHealth, int bitsDamageType );
virtual int GetPointValue(void) const { return 0; }
virtual void Killed( entvars_t *pevAttacker, int iGib );
virtual void AwardKill( entvars_t* pevTarget) {}
virtual int BloodColor( void ) { return DONT_BLEED; }
virtual void TraceBleed( float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType );
virtual BOOL IsTriggered( CBaseEntity *pActivator ) {return TRUE;}
virtual CBaseMonster *MyMonsterPointer( void ) { return NULL;}
virtual CSquadMonster *MySquadMonsterPointer( void ) { return NULL;}
virtual int GetToggleState( void ) { return TS_AT_TOP; }
virtual void AddPoints( int score, BOOL bAllowNegativeScore ) {}
virtual void AddPointsToTeam( int score, BOOL bAllowNegativeScore ) {}
virtual BOOL AddPlayerItem( CBasePlayerItem *pItem ) { return 0; }
virtual BOOL RemovePlayerItem( CBasePlayerItem *pItem ) { return 0; }
virtual int GiveAmmo( int iAmount, char *szName, int iMax ) { return -1; };
virtual float GetDelay( void ) { return 0; }
virtual int IsMoving( void ) { return pev->velocity != g_vecZero; }
virtual void OverrideReset( void ) {}
virtual int DamageDecal( int bitsDamageType );
// This is ONLY used by the node graph to test movement through a door
virtual void SetToggleState( int state ) {}
virtual void StartSneaking( void ) {}
virtual void StopSneaking( void ) {}
virtual BOOL OnControls( entvars_t *pev ) { return FALSE; }
virtual BOOL IsSneaking( void ) { return FALSE; }
virtual BOOL IsAlive( void ) const { return (pev->deadflag == DEAD_NO) && pev->health > 0; }
virtual BOOL IsBSPModel( void ) { return pev->solid == SOLID_BSP || pev->movetype == MOVETYPE_PUSHSTEP; }
virtual BOOL ReflectGauss( void ) { return ( IsBSPModel() && !pev->takedamage ); }
virtual BOOL HasTarget( string_t targetname ) { return FStrEq(STRING(targetname), STRING(pev->targetname) ); }
virtual BOOL IsInWorld( void );
virtual BOOL IsPlayer( void ) { return FALSE; }
virtual BOOL IsNetClient( void ) { return FALSE; }
virtual char* TeamID( void ) { return ""; }
// Added to allow resetting of entities when a game starts
virtual void AddChecksum(Checksum& inChecksum);
virtual void ResetEntity(void) {}
// virtual void SetActivator( CBaseEntity *pActivator ) {}
virtual CBaseEntity *GetNextTarget( void );
// fundamental callbacks
void (CBaseEntity ::*m_pfnThink)(void);
void (CBaseEntity ::*m_pfnTouch)( CBaseEntity *pOther );
void (CBaseEntity ::*m_pfnUse)( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void (CBaseEntity ::*m_pfnBlocked)( CBaseEntity *pOther );
virtual void Think( void ) { if (m_pfnThink) (this->*m_pfnThink)(); };
virtual void Touch( CBaseEntity *pOther ) { if (m_pfnTouch) (this->*m_pfnTouch)( pOther ); };
virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if (m_pfnUse)
(this->*m_pfnUse)( pActivator, pCaller, useType, value );
}
virtual void Blocked( CBaseEntity *pOther ) { if (m_pfnBlocked) (this->*m_pfnBlocked)( pOther ); };
// allow engine to allocate instance data
void *operator new( size_t stAllocateBlock, entvars_t *pev )
{
return (void *)ALLOC_PRIVATE(ENT(pev), stAllocateBlock);
};
// don't use this.
#if _MSC_VER >= 1200 // only build this code if MSVC++ 6.0 or higher
void operator delete(void *pMem, entvars_t *pev)
{
pev->flags |= FL_KILLME;
};
#endif
virtual void UpdateOnRemove( void );
// common member functions
void EXPORT SUB_Remove( void );
void EXPORT SUB_DoNothing( void );
void EXPORT SUB_StartFadeOut ( void );
void EXPORT SUB_FadeOut ( void );
void EXPORT SUB_CallUseToggle( void ) { this->Use( this, this, USE_TOGGLE, 0 ); }
int ShouldToggle( USE_TYPE useType, BOOL currentState );
void FireBullets( ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq = 4, int iDamage = 0, entvars_t *pevAttacker = NULL, int inDamageType = DMG_BULLET | DMG_NEVERGIB);
Vector FireBulletsPlayer( ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq = 4, int iDamage = 0, entvars_t *pevAttacker = NULL, int shared_rand = 0 );
virtual CBaseEntity *Respawn( void ) { return NULL; }
void SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, float value );
// Do the bounding boxes of these two intersect?
int Intersects( CBaseEntity *pOther );
void MakeDormant( void );
int IsDormant( void );
BOOL IsLockedByMaster( void ) { return FALSE; }
static CBaseEntity *Instance( edict_t *pent )
{
if ( !pent )
pent = ENT(0);
CBaseEntity *pEnt = (CBaseEntity *)GET_PRIVATE(pent);
return pEnt;
}
static CBaseEntity *Instance( entvars_t *pev ) { return Instance( ENT( pev ) ); }
static CBaseEntity *Instance( int eoffset) { return Instance( ENT( eoffset) ); }
CBaseMonster *GetMonsterPointer( entvars_t *pevMonster )
{
CBaseEntity *pEntity = Instance( pevMonster );
if ( pEntity )
return pEntity->MyMonsterPointer();
return NULL;
}
CBaseMonster *GetMonsterPointer( edict_t *pentMonster )
{
CBaseEntity *pEntity = Instance( pentMonster );
if ( pEntity )
return pEntity->MyMonsterPointer();
return NULL;
}
// Ugly code to lookup all functions to make sure they are exported when set.
#ifdef _DEBUG
void FunctionCheck( void *pFunction, char *name )
{
//#ifdef _WIN32
// if (pFunction && !NAME_FOR_FUNCTION((unsigned long)(pFunction)) )
// ALERT( at_error, "No EXPORT: %s:%s (%08lx)\n", STRING(pev->classname), name, (unsigned long)pFunction );
//#endif // _WIN32
}
BASEPTR ThinkSet( BASEPTR func, char *name )
{
m_pfnThink = func;
FunctionCheck( (void *)*((int *)((char *)this + ( offsetof(CBaseEntity,m_pfnThink)))), name );
return func;
}
ENTITYFUNCPTR TouchSet( ENTITYFUNCPTR func, char *name )
{
m_pfnTouch = func;
FunctionCheck( (void *)*((int *)((char *)this + ( offsetof(CBaseEntity,m_pfnTouch)))), name );
return func;
}
USEPTR UseSet( USEPTR func, char *name )
{
m_pfnUse = func;
FunctionCheck( (void *)*((int *)((char *)this + ( offsetof(CBaseEntity,m_pfnUse)))), name );
return func;
}
ENTITYFUNCPTR BlockedSet( ENTITYFUNCPTR func, char *name )
{
m_pfnBlocked = func;
FunctionCheck( (void *)*((int *)((char *)this + ( offsetof(CBaseEntity,m_pfnBlocked)))), name );
return func;
}
#endif
// virtual functions used by a few classes
// used by monsters that are created by the MonsterMaker
virtual void UpdateOwner( void ) { return; };
//
static CBaseEntity *Create( const char *szName, const Vector &vecOrigin, const Vector &vecAngles, edict_t *pentOwner = NULL );
virtual BOOL FBecomeProne( void ) {return FALSE;};
edict_t *edict() { return ENT( pev ); };
EOFFSET eoffset( ) { return OFFSET( pev ); };
int entindex( ) { return ENTINDEX( edict() ); };
virtual Vector Center( ) { return (pev->absmax + pev->absmin) * 0.5; }; // center point of entity
virtual Vector EyePosition( ) { return pev->origin + pev->view_ofs; }; // position of eyes
virtual Vector EarPosition( ) { return pev->origin + pev->view_ofs; }; // position of ears
virtual Vector BodyTarget( const Vector &posSrc ) { return Center( ); }; // position to shoot at
virtual int Illumination( ) { return GETENTITYILLUM( ENT( pev ) ); };
virtual BOOL FVisible ( CBaseEntity *pEntity );
virtual BOOL FVisible ( const Vector &vecOrigin );
//We use this variables to store each ammo count.
int ammo_9mm;
int ammo_357;
int ammo_bolts;
int ammo_buckshot;
int ammo_rockets;
int ammo_uranium;
int ammo_hornets;
int ammo_argrens;
//Special stuff for grenades and satchels.
float m_flStartThrow;
float m_flReleaseThrow;
int m_chargeReady;
int m_fInAttack;
enum EGON_FIRESTATE { FIRE_OFF, FIRE_CHARGE };
int m_fireState;
};
// Ugly technique to override base member functions
// Normally it's illegal to cast a pointer to a member function of a derived class to a pointer to a
// member function of a base class. static_cast is a sleezy way around that problem.
#ifdef _DEBUG
#define SetThink( a ) ThinkSet( static_cast <void (CBaseEntity::*)(void)> (a), #a )
#define SetTouch( a ) TouchSet( static_cast <void (CBaseEntity::*)(CBaseEntity *)> (a), #a )
#define SetUse( a ) UseSet( static_cast <void (CBaseEntity::*)( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )> (a), #a )
#define SetBlocked( a ) BlockedSet( static_cast <void (CBaseEntity::*)(CBaseEntity *)> (a), #a )
#else
#define SetThink( a ) m_pfnThink = static_cast <void (CBaseEntity::*)(void)> (a)
#define SetTouch( a ) m_pfnTouch = static_cast <void (CBaseEntity::*)(CBaseEntity *)> (a)
#define SetUse( a ) m_pfnUse = static_cast <void (CBaseEntity::*)( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )> (a)
#define SetBlocked( a ) m_pfnBlocked = static_cast <void (CBaseEntity::*)(CBaseEntity *)> (a)
#endif
class CPointEntity : public CBaseEntity
{
public:
void Spawn( void );
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
private:
};
typedef struct locksounds // sounds that doors and buttons make when locked/unlocked
{
string_t sLockedSound; // sound a door makes when it's locked
string_t sLockedSentence; // sentence group played when door is locked
string_t sUnlockedSound; // sound a door makes when it's unlocked
string_t sUnlockedSentence; // sentence group played when door is unlocked
int iLockedSentence; // which sentence in sentence group to play next
int iUnlockedSentence; // which sentence in sentence group to play next
float flwaitSound; // time delay between playing consecutive 'locked/unlocked' sounds
float flwaitSentence; // time delay between playing consecutive sentences
BYTE bEOFLocked; // true if hit end of list of locked sentences
BYTE bEOFUnlocked; // true if hit end of list of unlocked sentences
} locksound_t;
void PlayLockSounds(entvars_t *pev, locksound_t *pls, int flocked, int fbutton);
//
// MultiSouce
//
#define MAX_MULTI_TARGETS 16 // maximum number of targets a single multi_manager entity may be assigned.
#define MS_MAX_TARGETS 32
class CMultiSource : public CPointEntity
{
public:
void Spawn( );
void KeyValue( KeyValueData *pkvd );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
int ObjectCaps( void ) { return (CPointEntity::ObjectCaps() | FCAP_MASTER); }
BOOL IsTriggered( CBaseEntity *pActivator );
void EXPORT Register( void );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
EHANDLE m_rgEntities[MS_MAX_TARGETS];
int m_rgTriggered[MS_MAX_TARGETS];
int m_iTotal;
string_t m_globalstate;
};
//
// generic Delay entity.
//
class CBaseDelay : public CBaseEntity
{
public:
float m_flDelay;
int m_iszKillTarget;
virtual void KeyValue( KeyValueData* pkvd);
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
// common member functions
void SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, float value );
void EXPORT DelayThink( void );
};
class CBaseAnimating : public CBaseDelay
{
public:
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
// Basic Monster Animation functions
float StudioFrameAdvance( float flInterval = 0.0 ); // accumulate animation frame time from last time called until now
int GetSequenceFlags( void );
int LookupActivity ( int activity );
int LookupActivityHeaviest ( int activity );
int LookupSequence ( const char *label );
const char* LookupSequence(int inSequence);
void ResetSequenceInfo ( );
void DispatchAnimEvents ( float flFutureInterval = 0.1 ); // Handle events that have happend since last time called up until X seconds into the future
virtual void HandleAnimEvent( MonsterEvent_t *pEvent ) { return; };
virtual float SetBoneController ( int iController, float flValue );
void InitBoneControllers ( void );
float SetBlending ( int iBlender, float flValue );
void GetBonePosition ( int iBone, Vector &origin, Vector &angles );
void GetAutomovement( Vector &origin, Vector &angles, float flInterval = 0.1 );
int FindTransition( int iEndingSequence, int iGoalSequence, int *piDir );
void GetAttachment ( int iAttachment, Vector &origin, Vector &angles );
void SetBodygroup( int iGroup, int iValue );
int GetBodygroup( int iGroup );
int ExtractBbox( int sequence, float *mins, float *maxs );
void SetSequenceBox( void );
// animation needs
float m_flFrameRate; // computed FPS for current sequence
float m_flGroundSpeed; // computed linear movement rate for current sequence
float m_flLastEventCheck; // last time the event list was checked
BOOL m_fSequenceFinished;// flag set when StudioAdvanceFrame moves across a frame boundry
BOOL m_fSequenceLoops; // true if the sequence loops
};
//
// generic Toggle entity.
//
#define SF_ITEM_USE_ONLY 256 // ITEM_USE_ONLY = BUTTON_USE_ONLY = DOOR_USE_ONLY!!!
class CBaseToggle : public CBaseAnimating
{
public:
void KeyValue( KeyValueData *pkvd );
TOGGLE_STATE m_toggle_state;
float m_flActivateFinished;//like attack_finished, but for doors
float m_flMoveDistance;// how far a door should slide or rotate
float m_flWait;
float m_flLip;
float m_flTWidth;// for plats
float m_flTLength;// for plats
Vector m_vecPosition1;
Vector m_vecPosition2;
Vector m_vecAngle1;
Vector m_vecAngle2;
int m_cTriggersLeft; // trigger_counter only, # of activations remaining
float m_flHeight;
EHANDLE m_hActivator;
void (CBaseToggle::*m_pfnCallWhenMoveDone)(void);
Vector m_vecFinalDest;
Vector m_vecFinalAngle;
int m_bitsDamageInflict; // DMG_ damage type that the door or tigger does
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
virtual int GetToggleState( void ) { return m_toggle_state; }
virtual float GetDelay( void ) { return m_flWait; }
// common member functions
void LinearMove( Vector vecDest, float flSpeed );
void EXPORT LinearMoveDone( void );
void AngularMove( Vector vecDestAngle, float flSpeed );
void EXPORT AngularMoveDone( void );
BOOL IsLockedByMaster( void );
virtual void SaveDataForReset();
virtual void ResetEntity();
static float AxisValue( int flags, const Vector &angles );
static void AxisDir( entvars_t *pev );
static float AxisDelta( int flags, const Vector &angle1, const Vector &angle2 );
string_t m_sMaster; // If this button has a master switch, this is the targetname.
// A master switch must be of the multisource type. If all
// of the switches in the multisource have been triggered, then
// the button will be allowed to operate. Otherwise, it will be
// deactivated.
private:
vec3_t mSavedOrigin;
float mSavedWait;
float mSavedLip;
};
#define SetMoveDone( a ) m_pfnCallWhenMoveDone = static_cast <void (CBaseToggle::*)(void)> (a)
// people gib if their health is <= this at the time of death
#define GIB_HEALTH_VALUE -30
#define ROUTE_SIZE 8 // how many waypoints a monster can store at one time
#define MAX_OLD_ENEMIES 4 // how many old enemies to remember
#define bits_CAP_DUCK ( 1 << 0 )// crouch
#define bits_CAP_JUMP ( 1 << 1 )// jump/leap
#define bits_CAP_STRAFE ( 1 << 2 )// strafe ( walk/run sideways)
#define bits_CAP_SQUAD ( 1 << 3 )// can form squads
#define bits_CAP_SWIM ( 1 << 4 )// proficiently navigate in water
#define bits_CAP_CLIMB ( 1 << 5 )// climb ladders/ropes
#define bits_CAP_USE ( 1 << 6 )// open doors/push buttons/pull levers
#define bits_CAP_HEAR ( 1 << 7 )// can hear forced sounds
#define bits_CAP_AUTO_DOORS ( 1 << 8 )// can trigger auto doors
#define bits_CAP_OPEN_DOORS ( 1 << 9 )// can open manual doors
#define bits_CAP_TURN_HEAD ( 1 << 10)// can turn head, always bone controller 0
#define bits_CAP_RANGE_ATTACK1 ( 1 << 11)// can do a range attack 1
#define bits_CAP_RANGE_ATTACK2 ( 1 << 12)// can do a range attack 2
#define bits_CAP_MELEE_ATTACK1 ( 1 << 13)// can do a melee attack 1
#define bits_CAP_MELEE_ATTACK2 ( 1 << 14)// can do a melee attack 2
#define bits_CAP_FLY ( 1 << 15)// can fly, move all around
#define bits_CAP_DOORS_GROUP (bits_CAP_USE | bits_CAP_AUTO_DOORS | bits_CAP_OPEN_DOORS)
// used by suit voice to indicate damage sustained and repaired type to player
// instant damage
// time-based damage
//#define DMG_TIMEBASED (~(0x3fff)) // mask for time-based damage
#include "common/damagetypes.h"
#define DMG_PARALYZE (1 << 15) // slows affected creature down
#define DMG_NERVEGAS (1 << 16) // nerve toxins, very bad
#define DMG_POISON (1 << 17) // blood poisioning
#define DMG_RADIATION (1 << 18) // radiation exposure
#define DMG_DROWNRECOVER (1 << 19) // drowning recovery
#define DMG_ACID (1 << 20) // toxic chemicals or acid burns
#define DMG_SLOWBURN (1 << 21) // in an oven
#define DMG_SLOWFREEZE (1 << 22) // in a subzero freezer
#define DMG_MORTAR (1 << 23) // Hit by air raid (done to distinguish grenade from mortar)
// these are the damage types that are allowed to gib corpses
#define DMG_GIB_CORPSE ( DMG_CRUSH | DMG_FALL | DMG_BLAST | DMG_SONIC | DMG_CLUB )
// these are the damage types that have client hud art
#define DMG_SHOWNHUD (DMG_POISON | /*DMG_ACID |*/ DMG_FREEZE | DMG_SLOWFREEZE /*| DMG_DROWN*/ | DMG_BURN | DMG_SLOWBURN | DMG_NERVEGAS | DMG_RADIATION /*| DMG_SHOCK*/)
// NOTE: tweak these values based on gameplay feedback:
#define PARALYZE_DURATION 2 // number of 2 second intervals to take damage
#define PARALYZE_DAMAGE 1.0 // damage to take each 2 second interval
#define NERVEGAS_DURATION 2
#define NERVEGAS_DAMAGE 5.0
#define POISON_DURATION 5
#define POISON_DAMAGE 2.0
#define RADIATION_DURATION 2
#define RADIATION_DAMAGE 1.0
#define ACID_DURATION 2
#define ACID_DAMAGE 5.0
#define SLOWBURN_DURATION 2
#define SLOWBURN_DAMAGE 1.0
#define SLOWFREEZE_DURATION 2
#define SLOWFREEZE_DAMAGE 1.0
#define itbd_Paralyze 0
#define itbd_NerveGas 1
#define itbd_Poison 2
#define itbd_Radiation 3
#define itbd_DrownRecover 4
#define itbd_Acid 5
#define itbd_SlowBurn 6
#define itbd_SlowFreeze 7
#define CDMG_TIMEBASED 8
// when calling KILLED(), a value that governs gib behavior is expected to be
// one of these three values
#define GIB_NORMAL 0// gib if entity was overkilled
#define GIB_NEVER 1// never gib, no matter how much death damage is done ( freezing, etc )
#define GIB_ALWAYS 2// always gib ( Houndeye Shock, Barnacle Bite )
class CBaseMonster;
class CCineMonster;
class CSound;
#include "basemonster.h"
char *ButtonSound( int sound ); // get string of button sound number
//
// Generic Button
//
class CBaseButton : public CBaseToggle
{
public:
void Spawn( void );
virtual void Precache( void );
void RotSpawn( void );
virtual void KeyValue( KeyValueData* pkvd);
void ButtonActivate( );
void SparkSoundCache( void );
void EXPORT ButtonShot( void );
void EXPORT ButtonTouch( CBaseEntity *pOther );
void EXPORT ButtonSpark ( void );
void EXPORT TriggerAndWait( void );
void EXPORT ButtonReturn( void );
void EXPORT ButtonBackHome( void );
void EXPORT ButtonUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
virtual void SaveDataForReset();
virtual void ResetEntity();
enum BUTTON_CODE { BUTTON_NOTHING, BUTTON_ACTIVATE, BUTTON_RETURN };
BUTTON_CODE ButtonResponseToTouch( void );
static TYPEDESCRIPTION m_SaveData[];
// Buttons that don't take damage can be IMPULSE used
virtual int ObjectCaps( void ) { return (CBaseToggle:: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | (pev->takedamage?0:FCAP_IMPULSE_USE); }
BOOL m_fStayPushed; // button stays pushed in until touched again?
BOOL m_fRotating; // a rotating button? default is a sliding button.
string_t m_strChangeTarget; // if this field is not null, this is an index into the engine string array.
// when this button is touched, it's target entity's TARGET field will be set
// to the button's ChangeTarget. This allows you to make a func_train switch paths, etc.
locksound_t m_ls; // door lock sounds
BYTE m_bLockedSound; // ordinals from entity selection
BYTE m_bLockedSentence;
BYTE m_bUnlockedSound;
BYTE m_bUnlockedSentence;
int m_sounds;
private:
float mSavedSpeed;
float mSavedHealth;
vec3_t mSavedMoveDir;
int mSavedSpawnFlags;
BOOL mSavedStayPushed;
float mSavedRotation;
int mSavedFrame;
int mSavedSkin;
};
//
// Weapons
//
#define BAD_WEAPON 0x00007FFF
//
// Converts a entvars_t * to a class pointer
// It will allocate the class and entity if necessary
//
template <class T> T * GetClassPtr( T *a )
{
entvars_t *pev = (entvars_t *)a;
// allocate entity if necessary
if (pev == NULL)
pev = VARS(CREATE_ENTITY());
// get the private data
a = (T *)GET_PRIVATE(ENT(pev));
if (a == NULL)
{
// allocate private data
a = new(pev) T;
a->pev = pev;
}
return a;
}
/*
bit_PUSHBRUSH_DATA | bit_TOGGLE_DATA
bit_MONSTER_DATA
bit_DELAY_DATA
bit_TOGGLE_DATA | bit_DELAY_DATA | bit_MONSTER_DATA
bit_PLAYER_DATA | bit_MONSTER_DATA
bit_MONSTER_DATA | CYCLER_DATA
bit_LIGHT_DATA
path_corner_data
bit_MONSTER_DATA | wildcard_data
bit_MONSTER_DATA | bit_GROUP_DATA
boid_flock_data
boid_data
CYCLER_DATA
bit_ITEM_DATA
bit_ITEM_DATA | func_hud_data
bit_TOGGLE_DATA | bit_ITEM_DATA
EOFFSET
env_sound_data
env_sound_data
push_trigger_data
*/
#define TRACER_FREQ 4 // Tracers fire every 4 bullets
typedef struct _SelAmmo
{
BYTE Ammo1Type;
BYTE Ammo1;
BYTE Ammo2Type;
BYTE Ammo2;
} SelAmmo;
// this moved here from world.cpp, to allow classes to be derived from it
//=======================
// CWorld
//
// This spawns first when each level begins.
//=======================
class CWorld : public CBaseEntity
{
public:
void Spawn( void );
void Precache( void );
void KeyValue( KeyValueData *pkvd );
};
typedef vector<CBaseEntity*> BaseEntityListType;
#endif