183 lines
7 KiB
C++
183 lines
7 KiB
C++
/***
|
|
*
|
|
* Copyright (c) 1996-2002, 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 MONSTERS_H
|
|
#include "skill.h"
|
|
#define MONSTERS_H
|
|
|
|
/*
|
|
|
|
===== monsters.h ========================================================
|
|
|
|
Header file for monster-related utility code
|
|
|
|
*/
|
|
|
|
// CHECKLOCALMOVE result types
|
|
#define LOCALMOVE_INVALID 0 // move is not possible
|
|
#define LOCALMOVE_INVALID_DONT_TRIANGULATE 1 // move is not possible, don't try to triangulate
|
|
#define LOCALMOVE_VALID 2 // move is possible
|
|
|
|
// Hit Group standards
|
|
#define HITGROUP_GENERIC 0
|
|
#define HITGROUP_HEAD 1
|
|
#define HITGROUP_CHEST 2
|
|
#define HITGROUP_STOMACH 3
|
|
#define HITGROUP_LEFTARM 4
|
|
#define HITGROUP_RIGHTARM 5
|
|
#define HITGROUP_LEFTLEG 6
|
|
#define HITGROUP_RIGHTLEG 7
|
|
|
|
|
|
// Monster Spawnflags
|
|
#define SF_MONSTER_WAIT_TILL_SEEN 1// spawnflag that makes monsters wait until player can see them before attacking.
|
|
#define SF_MONSTER_GAG 2 // no idle noises from this monster
|
|
#define SF_MONSTER_HITMONSTERCLIP 4
|
|
// 8
|
|
#define SF_MONSTER_PRISONER 16 // monster won't attack anyone, no one will attacke him.
|
|
// 32
|
|
// 64
|
|
#define SF_MONSTER_WAIT_FOR_SCRIPT 128 //spawnflag that makes monsters wait to check for attacking until the script is done or they've been attacked
|
|
#define SF_MONSTER_PREDISASTER 256 //this is a predisaster scientist or barney. Influences how they speak.
|
|
#define SF_MONSTER_FADECORPSE 512 // Fade out corpse after death
|
|
#define SF_MONSTER_FALL_TO_GROUND 0x80000000
|
|
|
|
// specialty spawnflags
|
|
#define SF_MONSTER_TURRET_AUTOACTIVATE 32
|
|
#define SF_MONSTER_TURRET_STARTINACTIVE 64
|
|
#define SF_MONSTER_WAIT_UNTIL_PROVOKED 64 // don't attack the player unless provoked
|
|
|
|
|
|
|
|
// MoveToOrigin stuff
|
|
#define MOVE_START_TURN_DIST 64 // when this far away from moveGoal, start turning to face next goal
|
|
#define MOVE_STUCK_DIST 32 // if a monster can't step this far, it is stuck.
|
|
|
|
|
|
// MoveToOrigin stuff
|
|
#define MOVE_NORMAL 0// normal move in the direction monster is facing
|
|
#define MOVE_STRAFE 1// moves in direction specified, no matter which way monster is facing
|
|
|
|
// spawn flags 256 and above are already taken by the engine
|
|
extern void UTIL_MoveToOrigin( edict_t* pent, const Vector &vecGoal, float flDist, int iMoveType );
|
|
|
|
Vector VecCheckToss ( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flGravityAdj = 1.0 );
|
|
Vector VecCheckThrow ( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flSpeed, float flGravityAdj = 1.0 );
|
|
extern DLL_GLOBAL Vector g_vecAttackDir;
|
|
extern DLL_GLOBAL CONSTANT float g_flMeleeRange;
|
|
extern DLL_GLOBAL CONSTANT float g_flMediumRange;
|
|
extern DLL_GLOBAL CONSTANT float g_flLongRange;
|
|
extern void EjectBrass (const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype );
|
|
extern void ExplodeModel( const Vector &vecOrigin, float speed, int model, int count );
|
|
|
|
BOOL FBoxVisible ( entvars_t *pevLooker, entvars_t *pevTarget );
|
|
BOOL FBoxVisible ( entvars_t *pevLooker, entvars_t *pevTarget, Vector &vecTargetOrigin, float flSize = 0.0 );
|
|
|
|
// monster to monster relationship types
|
|
#define R_AL -2 // (ALLY) pals. Good alternative to R_NO when applicable.
|
|
#define R_FR -1// (FEAR)will run
|
|
#define R_NO 0// (NO RELATIONSHIP) disregard
|
|
#define R_DL 1// (DISLIKE) will attack
|
|
#define R_HT 2// (HATE)will attack this character instead of any visible DISLIKEd characters
|
|
#define R_NM 3// (NEMESIS) A monster Will ALWAYS attack its nemsis, no matter what
|
|
|
|
|
|
// these bits represent the monster's memory
|
|
#define MEMORY_CLEAR 0
|
|
#define bits_MEMORY_PROVOKED ( 1 << 0 )// right now only used for houndeyes.
|
|
#define bits_MEMORY_INCOVER ( 1 << 1 )// monster knows it is in a covered position.
|
|
#define bits_MEMORY_SUSPICIOUS ( 1 << 2 )// Ally is suspicious of the player, and will move to provoked more easily
|
|
#define bits_MEMORY_PATH_FINISHED ( 1 << 3 )// Finished monster path (just used by big momma for now)
|
|
#define bits_MEMORY_ON_PATH ( 1 << 4 )// Moving on a path
|
|
#define bits_MEMORY_MOVE_FAILED ( 1 << 5 )// Movement has already failed
|
|
#define bits_MEMORY_FLINCHED ( 1 << 6 )// Has already flinched
|
|
#define bits_MEMORY_KILLED ( 1 << 7 )// HACKHACK -- remember that I've already called my Killed()
|
|
#define bits_MEMORY_CUSTOM4 ( 1 << 28 ) // Monster-specific memory
|
|
#define bits_MEMORY_CUSTOM3 ( 1 << 29 ) // Monster-specific memory
|
|
#define bits_MEMORY_CUSTOM2 ( 1 << 30 ) // Monster-specific memory
|
|
#define bits_MEMORY_CUSTOM1 ( 1 << 31 ) // Monster-specific memory
|
|
|
|
// trigger conditions for scripted AI
|
|
// these MUST match the CHOICES interface in halflife.fgd for the base monster
|
|
enum
|
|
{
|
|
AITRIGGER_NONE = 0,
|
|
AITRIGGER_SEEPLAYER_ANGRY_AT_PLAYER,
|
|
AITRIGGER_TAKEDAMAGE,
|
|
AITRIGGER_HALFHEALTH,
|
|
AITRIGGER_DEATH,
|
|
AITRIGGER_SQUADMEMBERDIE,
|
|
AITRIGGER_SQUADLEADERDIE,
|
|
AITRIGGER_HEARWORLD,
|
|
AITRIGGER_HEARPLAYER,
|
|
AITRIGGER_HEARCOMBAT,
|
|
AITRIGGER_SEEPLAYER_UNCONDITIONAL,
|
|
AITRIGGER_SEEPLAYER_NOT_IN_COMBAT,
|
|
};
|
|
/*
|
|
0 : "No Trigger"
|
|
1 : "See Player"
|
|
2 : "Take Damage"
|
|
3 : "50% Health Remaining"
|
|
4 : "Death"
|
|
5 : "Squad Member Dead"
|
|
6 : "Squad Leader Dead"
|
|
7 : "Hear World"
|
|
8 : "Hear Player"
|
|
9 : "Hear Combat"
|
|
*/
|
|
|
|
//
|
|
// A gib is a chunk of a body, or a piece of wood/metal/rocks/etc.
|
|
//
|
|
class CGib : public CBaseEntity
|
|
{
|
|
public:
|
|
void Spawn( const char *szGibModel );
|
|
void EXPORT BounceGibTouch ( CBaseEntity *pOther );
|
|
void EXPORT StickyGibTouch ( CBaseEntity *pOther );
|
|
void EXPORT WaitTillLand( void );
|
|
void LimitVelocity( void );
|
|
|
|
virtual int ObjectCaps( void ) { return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_DONT_SAVE; }
|
|
static void SpawnHeadGib( entvars_t *pevVictim );
|
|
static void SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int human );
|
|
static void SpawnStickyGibs( entvars_t *pevVictim, Vector vecOrigin, int cGibs );
|
|
|
|
int m_bloodColor;
|
|
int m_cBloodDecals;
|
|
int m_material;
|
|
float m_lifeTime;
|
|
};
|
|
|
|
|
|
#define CUSTOM_SCHEDULES\
|
|
virtual Schedule_t *ScheduleFromName( const char *pName );\
|
|
static Schedule_t *m_scheduleList[];
|
|
|
|
#define DEFINE_CUSTOM_SCHEDULES(derivedClass)\
|
|
Schedule_t *derivedClass::m_scheduleList[] =
|
|
|
|
#define IMPLEMENT_CUSTOM_SCHEDULES(derivedClass, baseClass)\
|
|
Schedule_t *derivedClass::ScheduleFromName( const char *pName )\
|
|
{\
|
|
Schedule_t *pSchedule = ScheduleInList( pName, m_scheduleList, ARRAYSIZE(m_scheduleList) );\
|
|
if ( !pSchedule )\
|
|
return baseClass::ScheduleFromName(pName);\
|
|
return pSchedule;\
|
|
}
|
|
|
|
|
|
|
|
#endif //MONSTERS_H
|