Paranoia2_original/dlls/genericmonster.cpp

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/***
*
* 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.
*
****/
//=========================================================
// Generic Monster - purely for scripted sequence work.
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "animation.h"
// For holograms, make them not solid so the player can walk through them
//LRC- this seems to interfere with SF_MONSTER_CLIP
#define SF_GENERICMONSTER_NOTSOLID 4
#define SF_GENERICMONSTER_PLAYERMODEL 8
#define SF_GENERICMONSTER_INVULNERABLE 32
//Not implemented:
#define SF_GENERICMONSTER_CORPSE 64
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
class CGenericMonster : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
float MaxYawSpeed( void );
int Classify ( void );
void HandleAnimEvent( MonsterEvent_t *pEvent );
int ISoundMask ( void );
void KeyValue( KeyValueData *pkvd );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
virtual int HasCustomGibs( void ) { return m_iszGibModel; }
int m_iszGibModel;
};
LINK_ENTITY_TO_CLASS( monster_generic, CGenericMonster );
TYPEDESCRIPTION CGenericMonster::m_SaveData[] =
{
DEFINE_FIELD( CGenericMonster, m_iszGibModel, FIELD_STRING ),
};
IMPLEMENT_SAVERESTORE( CGenericMonster, CBaseMonster );
void CGenericMonster::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "m_bloodColor"))
{
m_bloodColor = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iszGibModel"))
{
m_iszGibModel = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseMonster::KeyValue( pkvd );
}
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
int CGenericMonster :: Classify ( void )
{
return m_iClass?m_iClass:CLASS_PLAYER_ALLY;
}
//=========================================================
// MaxYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
float CGenericMonster :: MaxYawSpeed( void )
{
float ys;
switch ( m_Activity )
{
case ACT_IDLE:
default:
ys = 90;
}
return ys;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CGenericMonster :: HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case 0:
default:
CBaseMonster::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// ISoundMask - generic monster can't hear.
//=========================================================
int CGenericMonster :: ISoundMask ( void )
{
return NULL;
}
//=========================================================
// Spawn
//=========================================================
void CGenericMonster :: Spawn()
{
// store the size, so we can use it to set up the hulls after Set_Model overwrites it.
Vector vecSize = pev->size;
//LRC - if the level designer forgets to set a model, don't crash!
if (FStringNull(pev->model))
{
if (pev->targetname)
ALERT(at_error, "No model specified for monster_generic \"%s\"\n", STRING(pev->targetname));
else
ALERT(at_error, "No model specified for monster_generic at %.2f %.2f %.2f\n", pev->origin.x, pev->origin.y, pev->origin.z);
pev->model = MAKE_STRING("models/player.mdl");
}
Precache();
SET_MODEL( ENT(pev), STRING(pev->model) );
if (vecSize != g_vecZero)
{
Vector vecMax = vecSize/2;
Vector vecMin = -vecMax;
if (!FBitSet(pev->spawnflags,SF_GENERICMONSTER_PLAYERMODEL))
{
vecMin.z = 0;
vecMax.z = vecSize.z;
}
UTIL_SetSize(pev, vecMin, vecMax);
}
else if (
pev->spawnflags & SF_GENERICMONSTER_PLAYERMODEL ||
FStrEq( STRING(pev->model), "models/player.mdl" ) ||
FStrEq( STRING(pev->model), "models/holo.mdl" )
)
UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX);
else
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
if (!m_bloodColor) m_bloodColor = BLOOD_COLOR_RED;
if (!pev->health) pev->health = 8;
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_MonsterState = MONSTERSTATE_NONE;
MonsterInit();
if ( pev->spawnflags & SF_GENERICMONSTER_NOTSOLID )
{
pev->solid = SOLID_NOT;
pev->takedamage = DAMAGE_NO;
}
else if ( pev->spawnflags & SF_GENERICMONSTER_INVULNERABLE )
{
pev->takedamage = DAMAGE_NO;
}
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CGenericMonster :: Precache()
{
PRECACHE_MODEL( (char *)STRING(pev->model) );
if (m_iszGibModel)
PRECACHE_MODEL( (char*)STRING(m_iszGibModel) ); //LRC
}
//=========================================================
// AI Schedules Specific to this monster
//=========================================================
//=========================================================
// GENERIC DEAD MONSTER, PROP
//=========================================================
class CDeadGenericMonster : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
int Classify ( void ) { return CLASS_PLAYER_ALLY; }
void KeyValue( KeyValueData *pkvd );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
virtual int HasCustomGibs( void ) { return m_iszGibModel; }
float MaxYawSpeed( void ) { return 8.0f; }
int m_iszGibModel;
};
LINK_ENTITY_TO_CLASS( monster_generic_dead, CDeadGenericMonster );
TYPEDESCRIPTION CDeadGenericMonster::m_SaveData[] =
{
DEFINE_FIELD( CDeadGenericMonster, m_iszGibModel, FIELD_STRING ),
};
IMPLEMENT_SAVERESTORE( CDeadGenericMonster, CBaseMonster );
void CDeadGenericMonster::KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "m_bloodColor"))
{
m_bloodColor = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "m_iszGibModel"))
{
m_iszGibModel = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseMonster::KeyValue( pkvd );
}
//=========================================================
// ********** DeadGenericMonster SPAWN **********
//=========================================================
void CDeadGenericMonster :: Spawn( void )
{
Precache();
SET_MODEL(ENT(pev), STRING(pev->model));
pev->sequence = 0;
if (pev->netname)
{
pev->sequence = LookupSequence( STRING(pev->netname) );
if (pev->sequence == -1)
{
ALERT ( at_debug, "Invalid sequence name \"%s\" in monster_generic_dead\n", STRING(pev->netname) );
}
}
else
{
pev->sequence = LookupActivity( pev->frags );
// if (pev->sequence == -1)
// {
// ALERT ( at_error, "monster_generic_dead - specify a sequence name or choose a different death type: model \"%s\" has no available death sequences.\n", STRING(pev->model) );
// }
//...and if that doesn't work, forget it.
}
// Corpses have less health
pev->health = 8;
MonsterInitDead();
ResetSequenceInfo( );
pev->frame = 255; // pose at the _end_ of its death sequence.
}
void CDeadGenericMonster :: Precache()
{
PRECACHE_MODEL( (char*)STRING(pev->model) );
if (m_iszGibModel)
PRECACHE_MODEL( (char*)STRING(m_iszGibModel) ); //LRC
}