2020-08-31 18:50:41 +02:00
/***
*
* 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
}