forked from a1batross/Paranoia2_original
191 lines
7.5 KiB
C++
191 lines
7.5 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, 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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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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#ifndef MONSTERS_H
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#include "skill.h"
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#define MONSTERS_H
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/*
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===== monsters.h ========================================================
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Header file for monster-related utility code
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*/
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// CHECKLOCALMOVE result types
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#define LOCALMOVE_INVALID 0 // move is not possible
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#define LOCALMOVE_INVALID_DONT_TRIANGULATE 1 // move is not possible, don't try to triangulate
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#define LOCALMOVE_VALID 2 // move is possible
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// Hit Group standards
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#define HITGROUP_GENERIC 0
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#define HITGROUP_HEAD 1
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#define HITGROUP_CHEST 2
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#define HITGROUP_STOMACH 3
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#define HITGROUP_LEFTARM 4
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#define HITGROUP_RIGHTARM 5
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#define HITGROUP_LEFTLEG 6
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#define HITGROUP_RIGHTLEG 7
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// Monster Spawnflags
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#define SF_MONSTER_WAIT_TILL_SEEN 1// spawnflag that makes monsters wait until player can see them before attacking.
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#define SF_MONSTER_GAG 2 // no idle noises from this monster
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#define SF_MONSTER_HITMONSTERCLIP 4
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// 8
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#define SF_MONSTER_PRISONER 16 // monster won't attack anyone, no one will attacke him.
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// 32
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#define SF_MONSTER_INVINCIBLE 64 // buz - dont take damage from player
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#define SF_MONSTER_NO_YELLOW_BLOBS 128 //LRC- if the monster is stuck, don't give errors or show yellow blobs.
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//LRC- wasn't implemented. #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
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#define SF_MONSTER_PREDISASTER 256 //this is a predisaster scientist or barney. Influences how they speak.
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#define SF_MONSTER_FADECORPSE 512 // Fade out corpse after death
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#define SF_MONSTER_NO_WPN_DROP 1024 //LRC- never drop your weapon (player can't pick it up.)
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//LRC - this clashes with 'not in deathmatch'. Replaced with m_iPlayerReact.
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//#define SF_MONSTER_INVERT_PLAYERREACT 2048 //LRC- if this monster would usually attack the player, don't attack unless provoked. If you would usually NOT attack the player, attack him.
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#define SF_MONSTER_FALL_TO_GROUND 0x80000000
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// specialty spawnflags
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#define SF_MONSTER_TURRET_AUTOACTIVATE 32
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#define SF_MONSTER_TURRET_STARTINACTIVE 64
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#define SF_MONSTER_WAIT_UNTIL_PROVOKED 64 // don't attack the player unless provoked
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// MoveToOrigin stuff
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#define MOVE_START_TURN_DIST 64 // when this far away from moveGoal, start turning to face next goal
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#define MOVE_STUCK_DIST 32 // if a monster can't step this far, it is stuck.
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// MoveToOrigin stuff
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#define MOVE_NORMAL 0// normal move in the direction monster is facing
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#define MOVE_STRAFE 1// moves in direction specified, no matter which way monster is facing
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// spawn flags 256 and above are already taken by the engine
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extern void UTIL_MoveToOrigin( edict_t* pent, const Vector &vecGoal, float flDist, int iMoveType );
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Vector VecCheckToss ( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flGravityAdj = 1.0 );
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Vector VecCheckThrow ( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flSpeed, float flGravityAdj = 1.0 );
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extern DLL_GLOBAL Vector g_vecAttackDir;
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extern DLL_GLOBAL CONSTANT float g_flMeleeRange;
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extern DLL_GLOBAL CONSTANT float g_flMediumRange;
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extern DLL_GLOBAL CONSTANT float g_flLongRange;
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extern void EjectBrass (const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype );
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BOOL FBoxVisible ( entvars_t *pevLooker, entvars_t *pevTarget );
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BOOL FBoxVisible ( entvars_t *pevLooker, entvars_t *pevTarget, Vector &vecTargetOrigin, float flSize = 0.0 );
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// monster to monster relationship types
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#define R_AL -2 // (ALLY) pals. Good alternative to R_NO when applicable.
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#define R_FR -1// (FEAR)will run
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#define R_NO 0// (NO RELATIONSHIP) disregard
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#define R_DL 1// (DISLIKE) will attack
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#define R_HT 2// (HATE)will attack this character instead of any visible DISLIKEd characters
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#define R_NM 3// (NEMESIS) A monster Will ALWAYS attack its nemsis, no matter what
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// these bits represent the monster's memory
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#define MEMORY_CLEAR 0
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#define bits_MEMORY_PROVOKED ( 1 << 0 )// right now only used for houndeyes.
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#define bits_MEMORY_INCOVER ( 1 << 1 )// monster knows it is in a covered position.
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#define bits_MEMORY_SUSPICIOUS ( 1 << 2 )// Ally is suspicious of the player, and will move to provoked more easily
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#define bits_MEMORY_PATH_FINISHED ( 1 << 3 )// Finished monster path (just used by big momma for now)
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#define bits_MEMORY_ON_PATH ( 1 << 4 )// Moving on a path
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#define bits_MEMORY_MOVE_FAILED ( 1 << 5 )// Movement has already failed
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#define bits_MEMORY_FLINCHED ( 1 << 6 )// Has already flinched
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#define bits_MEMORY_KILLED ( 1 << 7 )// HACKHACK -- remember that I've already called my Killed()
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#define bits_MEMORY_TURNING ( 1 << 13 ) // Turning, don't interrupt me.
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#define bits_MEMORY_CUSTOM4 ( 1 << 28 ) // Monster-specific memory
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#define bits_MEMORY_CUSTOM3 ( 1 << 29 ) // Monster-specific memory
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#define bits_MEMORY_CUSTOM2 ( 1 << 30 ) // Monster-specific memory
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#define bits_MEMORY_CUSTOM1 ( 1 << 31 ) // Monster-specific memory
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// trigger conditions for scripted AI
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// these MUST match the CHOICES interface in halflife.fgd for the base monster
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enum
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{
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AITRIGGER_NONE = 0,
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AITRIGGER_SEEPLAYER_ANGRY_AT_PLAYER,
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AITRIGGER_TAKEDAMAGE,
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AITRIGGER_HALFHEALTH,
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AITRIGGER_DEATH,
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AITRIGGER_SQUADMEMBERDIE,
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AITRIGGER_SQUADLEADERDIE,
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AITRIGGER_HEARWORLD,
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AITRIGGER_HEARPLAYER,
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AITRIGGER_HEARCOMBAT,
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AITRIGGER_SEEPLAYER_UNCONDITIONAL,
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AITRIGGER_SEEPLAYER_NOT_IN_COMBAT,
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};
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/*
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0 : "No Trigger"
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1 : "See Player"
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2 : "Take Damage"
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3 : "50% Health Remaining"
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4 : "Death"
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5 : "Squad Member Dead"
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6 : "Squad Leader Dead"
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7 : "Hear World"
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8 : "Hear Player"
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9 : "Hear Combat"
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*/
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//
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// A gib is a chunk of a body, or a piece of wood/metal/rocks/etc.
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//
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class CGib : public CBaseEntity
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{
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public:
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void Spawn( const char *szGibModel );
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void EXPORT BounceGibTouch ( CBaseEntity *pOther );
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void EXPORT StickyGibTouch ( CBaseEntity *pOther );
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void EXPORT WaitTillLand( void );
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void LimitVelocity( void );
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virtual int ObjectCaps( void ) { return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_DONT_SAVE; }
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static void SpawnHeadGib( entvars_t *pevVictim );
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static void SpawnHeadGib( entvars_t *pevVictim, const char *szGibModel );
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static void SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int human );
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static void SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int notfirst, const char *szGibModel ); //LRC
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static void SpawnStickyGibs( entvars_t *pevVictim, Vector vecOrigin, int cGibs );
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int m_bloodColor;
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int m_cBloodDecals;
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int m_material;
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float m_lifeTime;
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};
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#define CUSTOM_SCHEDULES\
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virtual Schedule_t *ScheduleFromName( const char *pName );\
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static Schedule_t *m_scheduleList[];
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#define DEFINE_CUSTOM_SCHEDULES(derivedClass)\
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Schedule_t *derivedClass::m_scheduleList[] =
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#define IMPLEMENT_CUSTOM_SCHEDULES(derivedClass, baseClass)\
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Schedule_t *derivedClass::ScheduleFromName( const char *pName )\
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{\
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Schedule_t *pSchedule = ScheduleInList( pName, m_scheduleList, ARRAYSIZE(m_scheduleList) );\
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if ( !pSchedule )\
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return baseClass::ScheduleFromName(pName);\
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return pSchedule;\
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}
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#endif //MONSTERS_H
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