297 lines
8.4 KiB
C++
297 lines
8.4 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.
|
|
*
|
|
****/
|
|
//=========================================================
|
|
// 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
|
|
}
|