/*** * * 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. * * 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. * ****/ #ifndef BASEMONSTER_H #define BASEMONSTER_H class CBaseMonster : public CBaseToggle { public: virtual void KeyValue(KeyValueData *pkvd) { } virtual float ChangeYaw(int speed) { return 0; } virtual BOOL HasHumanGibs(void) { return FALSE; } virtual BOOL HasAlienGibs(void) { return FALSE; } virtual void FadeMonster(void) { } virtual void GibMonster(void) { } virtual Activity GetDeathActivity(void) { return ACT_DIE_HEADSHOT; } virtual void BecomeDead(void) { } virtual BOOL ShouldFadeOnDeath(void) { return FALSE; } virtual int IRelationship(CBaseEntity *pTarget) { return 0; } virtual int TakeHealth(float flHealth, int bitsDamageType) { return 0; } virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) { return 0; } virtual void Killed(entvars_t *pevAttacker, int iGib) { } virtual void PainSound(void) { return; } virtual void ResetMaxSpeed(void) {} virtual void ReportAIState(void) { } virtual void MonsterInitDead(void) { } virtual void Look(int iDistance) { } virtual CBaseEntity *BestVisibleEnemy(void) { return NULL; } virtual BOOL FInViewCone(CBaseEntity *pEntity) { return FALSE; } virtual BOOL FInViewCone(Vector *pOrigin) { return FALSE; } virtual int BloodColor(void) { return m_bloodColor; } virtual BOOL IsAlive(void) { return (pev->deadflag != DEAD_DEAD); } public: void MakeIdealYaw(Vector vecTarget); Activity GetSmallFlinchActivity(void); BOOL ShouldGibMonster(int iGib); void CallGibMonster(void); BOOL FCheckAITrigger(void); int DeadTakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); float DamageForce(float damage); void RadiusDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType); void RadiusDamage(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType); void EXPORT CorpseFallThink(void); CBaseEntity *CheckTraceHullAttack(float flDist, int iDamage, int iDmgType); void TraceAttack(entvars_t *pevAttacker, float flDamage, const Vector &vecDir, TraceResult *ptr, int bitsDamageType) {} void MakeDamageBloodDecal(int cCount, float flNoise, TraceResult *ptr, const Vector &vecDir); void BloodSplat(const Vector &vecPos, const Vector &vecDir, int hitgroup, int iDamage); public: inline void SetConditions(int iConditions) { m_afConditions |= iConditions; } inline void ClearConditions(int iConditions) { m_afConditions &= ~iConditions; } inline BOOL HasConditions(int iConditions) { if (m_afConditions & iConditions) return TRUE; return FALSE; } inline BOOL HasAllConditions(int iConditions) { if ((m_afConditions & iConditions) == iConditions) return TRUE; return FALSE; } inline void Remember(int iMemory) { m_afMemory |= iMemory; } inline void Forget(int iMemory) { m_afMemory &= ~iMemory; } inline BOOL HasMemory(int iMemory) { if (m_afMemory & iMemory) return TRUE; return FALSE; } inline BOOL HasAllMemories(int iMemory) { if ((m_afMemory & iMemory) == iMemory) return TRUE; return FALSE; } inline void StopAnimation(void) { pev->framerate = 0; } public: Activity m_Activity; Activity m_IdealActivity; int m_LastHitGroup; int m_bitsDamageType; BYTE m_rgbTimeBasedDamage[CDMG_TIMEBASED]; MONSTERSTATE m_MonsterState; MONSTERSTATE m_IdealMonsterState; int m_afConditions; int m_afMemory; float m_flNextAttack; EHANDLE m_hEnemy; EHANDLE m_hTargetEnt; float m_flFieldOfView; int m_bloodColor; Vector m_HackedGunPos; Vector m_vecEnemyLKP; }; #endif