mirror of
https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-11 20:59:28 +01:00
121 lines
4.0 KiB
C++
121 lines
4.0 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.
|
|
*
|
|
****/
|
|
//=========================================================
|
|
// CSquadMonster - all the extra data for monsters that
|
|
// form squads.
|
|
//=========================================================
|
|
|
|
#define SF_SQUADMONSTER_LEADER 32
|
|
|
|
|
|
#define bits_NO_SLOT 0
|
|
|
|
// HUMAN GRUNT SLOTS
|
|
#define bits_SLOT_HGRUNT_ENGAGE1 ( 1 << 0 )
|
|
#define bits_SLOT_HGRUNT_ENGAGE2 ( 1 << 1 )
|
|
#define bits_SLOTS_HGRUNT_ENGAGE ( bits_SLOT_HGRUNT_ENGAGE1 | bits_SLOT_HGRUNT_ENGAGE2 )
|
|
|
|
#define bits_SLOT_HGRUNT_GRENADE1 ( 1 << 2 )
|
|
#define bits_SLOT_HGRUNT_GRENADE2 ( 1 << 3 )
|
|
#define bits_SLOTS_HGRUNT_GRENADE ( bits_SLOT_HGRUNT_GRENADE1 | bits_SLOT_HGRUNT_GRENADE2 )
|
|
|
|
// ALIEN GRUNT SLOTS
|
|
#define bits_SLOT_AGRUNT_HORNET1 ( 1 << 4 )
|
|
#define bits_SLOT_AGRUNT_HORNET2 ( 1 << 5 )
|
|
#define bits_SLOT_AGRUNT_CHASE ( 1 << 6 )
|
|
#define bits_SLOTS_AGRUNT_HORNET ( bits_SLOT_AGRUNT_HORNET1 | bits_SLOT_AGRUNT_HORNET2 )
|
|
|
|
// HOUNDEYE SLOTS
|
|
#define bits_SLOT_HOUND_ATTACK1 ( 1 << 7 )
|
|
#define bits_SLOT_HOUND_ATTACK2 ( 1 << 8 )
|
|
#define bits_SLOT_HOUND_ATTACK3 ( 1 << 9 )
|
|
#define bits_SLOTS_HOUND_ATTACK ( bits_SLOT_HOUND_ATTACK1 | bits_SLOT_HOUND_ATTACK2 | bits_SLOT_HOUND_ATTACK3 )
|
|
|
|
// global slots
|
|
#define bits_SLOT_SQUAD_SPLIT ( 1 << 10 )// squad members don't all have the same enemy
|
|
|
|
#define NUM_SLOTS 11// update this every time you add/remove a slot.
|
|
|
|
#define MAX_SQUAD_MEMBERS 5
|
|
|
|
//=========================================================
|
|
// CSquadMonster - for any monster that forms squads.
|
|
//=========================================================
|
|
class CSquadMonster : public CBaseMonster
|
|
{
|
|
public:
|
|
// squad leader info
|
|
EHANDLE m_hSquadLeader; // who is my leader
|
|
EHANDLE m_hSquadMember[MAX_SQUAD_MEMBERS-1]; // valid only for leader
|
|
int m_afSquadSlots;
|
|
float m_flLastEnemySightTime; // last time anyone in the squad saw the enemy
|
|
BOOL m_fEnemyEluded;
|
|
|
|
// squad member info
|
|
int m_iMySlot;// this is the behaviour slot that the monster currently holds in the squad.
|
|
|
|
int CheckEnemy ( CBaseEntity *pEnemy );
|
|
void StartMonster ( void );
|
|
void VacateSlot( void );
|
|
void ScheduleChange( void );
|
|
void Killed( entvars_t *pevAttacker, int iGib );
|
|
BOOL OccupySlot( int iDesiredSlot );
|
|
BOOL NoFriendlyFire( void );
|
|
|
|
// squad functions still left in base class
|
|
CSquadMonster *MySquadLeader( )
|
|
{
|
|
CSquadMonster *pSquadLeader = (CSquadMonster *)((CBaseEntity *)m_hSquadLeader);
|
|
if (pSquadLeader != NULL)
|
|
return pSquadLeader;
|
|
return this;
|
|
}
|
|
CSquadMonster *MySquadMember( int i )
|
|
{
|
|
if (i >= MAX_SQUAD_MEMBERS-1)
|
|
return this;
|
|
else
|
|
return (CSquadMonster *)((CBaseEntity *)m_hSquadMember[i]);
|
|
}
|
|
int InSquad ( void ) { return m_hSquadLeader != NULL; }
|
|
int IsLeader ( void ) { return m_hSquadLeader == this; }
|
|
int SquadJoin ( int searchRadius );
|
|
int SquadRecruit ( int searchRadius, int maxMembers );
|
|
int SquadCount( void );
|
|
void SquadRemove( CSquadMonster *pRemove );
|
|
void SquadUnlink( void );
|
|
BOOL SquadAdd( CSquadMonster *pAdd );
|
|
void SquadDisband( void );
|
|
void SquadAddConditions ( int iConditions );
|
|
void SquadMakeEnemy ( CBaseEntity *pEnemy );
|
|
void SquadPasteEnemyInfo ( void );
|
|
void SquadCopyEnemyInfo ( void );
|
|
BOOL SquadEnemySplit ( void );
|
|
BOOL SquadMemberInRange( const Vector &vecLocation, float flDist );
|
|
|
|
virtual CSquadMonster *MySquadMonsterPointer( void ) { return this; }
|
|
|
|
static TYPEDESCRIPTION m_SaveData[];
|
|
|
|
int Save( CSave &save );
|
|
int Restore( CRestore &restore );
|
|
|
|
BOOL FValidateCover ( const Vector &vecCoverLocation );
|
|
|
|
MONSTERSTATE GetIdealState ( void );
|
|
Schedule_t *GetScheduleOfType ( int iType );
|
|
};
|
|
|