/*** * * 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_NO_YELLOW_BLOBS 128 //LRC- if the monster is stuck, don't give errors or show yellow blobs. //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 #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_NO_WPN_DROP 1024 //LRC- never drop your weapon (player can't pick it up.) //LRC - this clashes with 'not in deathmatch'. Replaced with m_iPlayerReact. //#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. #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 SpawnHeadGib( entvars_t *pevVictim, const char *szGibModel ); static void SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int human ); static void SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int notfirst, const char *szGibModel ); //LRC 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