mirror of
https://github.com/shawns-valve/halflife.git
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94 lines
4.7 KiB
C++
94 lines
4.7 KiB
C++
/***
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*
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* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#ifndef BASEMONSTER_H
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#define BASEMONSTER_H
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class CBaseMonster : public CBaseToggle
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{
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public:
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Activity m_Activity;// what the monster is doing (animation)
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Activity m_IdealActivity;// monster should switch to this activity
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int m_LastHitGroup; // the last body region that took damage
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int m_bitsDamageType; // what types of damage has monster (player) taken
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BYTE m_rgbTimeBasedDamage[CDMG_TIMEBASED];
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MONSTERSTATE m_MonsterState;// monster's current state
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MONSTERSTATE m_IdealMonsterState;// monster should change to this state
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int m_afConditions;
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int m_afMemory;
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float m_flNextAttack; // cannot attack again until this time
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EHANDLE m_hEnemy; // the entity that the monster is fighting.
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EHANDLE m_hTargetEnt; // the entity that the monster is trying to reach
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float m_flFieldOfView;// width of monster's field of view ( dot product )
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int m_bloodColor; // color of blood particless
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Vector m_HackedGunPos; // HACK until we can query end of gun
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Vector m_vecEnemyLKP;// last known position of enemy. (enemy's origin)
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void KeyValue( KeyValueData *pkvd );
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void MakeIdealYaw( Vector vecTarget );
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virtual float ChangeYaw ( int speed );
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virtual BOOL HasHumanGibs( void );
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virtual BOOL HasAlienGibs( void );
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virtual void FadeMonster( void ); // Called instead of GibMonster() when gibs are disabled
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virtual void GibMonster( void );
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virtual Activity GetDeathActivity ( void );
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Activity GetSmallFlinchActivity( void );
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virtual void BecomeDead( void );
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BOOL ShouldGibMonster( int iGib );
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void CallGibMonster( void );
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virtual BOOL ShouldFadeOnDeath( void );
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BOOL FCheckAITrigger( void );// checks and, if necessary, fires the monster's trigger target.
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virtual int IRelationship ( CBaseEntity *pTarget );
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virtual int TakeHealth( float flHealth, int bitsDamageType );
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virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
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int DeadTakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
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float DamageForce( float damage );
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virtual void Killed( entvars_t *pevAttacker, int iGib );
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virtual void PainSound ( void ) { return; };
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void RadiusDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType );
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void RadiusDamage(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType );
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inline void SetConditions( int iConditions ) { m_afConditions |= iConditions; }
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inline void ClearConditions( int iConditions ) { m_afConditions &= ~iConditions; }
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inline BOOL HasConditions( int iConditions ) { if ( m_afConditions & iConditions ) return TRUE; return FALSE; }
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inline BOOL HasAllConditions( int iConditions ) { if ( (m_afConditions & iConditions) == iConditions ) return TRUE; return FALSE; }
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inline void Remember( int iMemory ) { m_afMemory |= iMemory; }
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inline void Forget( int iMemory ) { m_afMemory &= ~iMemory; }
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inline BOOL HasMemory( int iMemory ) { if ( m_afMemory & iMemory ) return TRUE; return FALSE; }
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inline BOOL HasAllMemories( int iMemory ) { if ( (m_afMemory & iMemory) == iMemory ) return TRUE; return FALSE; }
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// This will stop animation until you call ResetSequenceInfo() at some point in the future
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inline void StopAnimation( void ) { pev->framerate = 0; }
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virtual void ReportAIState( void );
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virtual void MonsterInitDead( void ); // Call after animation/pose is set up
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void EXPORT CorpseFallThink( void );
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virtual void Look ( int iDistance );// basic sight function for monsters
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virtual CBaseEntity* BestVisibleEnemy ( void );// finds best visible enemy for attack
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CBaseEntity *CheckTraceHullAttack( float flDist, int iDamage, int iDmgType );
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virtual BOOL FInViewCone ( CBaseEntity *pEntity );// see if pEntity is in monster's view cone
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virtual BOOL FInViewCone ( Vector *pOrigin );// see if given location is in monster's view cone
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void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
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void MakeDamageBloodDecal ( int cCount, float flNoise, TraceResult *ptr, const Vector &vecDir );
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virtual BOOL IsAlive( void ) { return (pev->deadflag != DEAD_DEAD); }
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};
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#endif
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