Paranoia2/dlls/monsters.h

191 lines
7.7 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.
*
****/
#ifndef MONSTERS_H
#include "skill.h"
#define MONSTERS_H
/*
===== monsters.h ========================================================
Header file for monster-related utility code
*/
// CHECKLOCALMOVE result types
#define LOCALMOVE_INVALID 0 // move is not possible
#define LOCALMOVE_INVALID_DONT_TRIANGULATE 1 // move is not possible, don't try to triangulate
#define LOCALMOVE_VALID 2 // move is possible
// Hit Group standards
#define HITGROUP_GENERIC 0
#define HITGROUP_HEAD 1
#define HITGROUP_CHEST 2
#define HITGROUP_STOMACH 3
#define HITGROUP_LEFTARM 4
#define HITGROUP_RIGHTARM 5
#define HITGROUP_LEFTLEG 6
#define HITGROUP_RIGHTLEG 7
// Monster Spawnflags
#define SF_MONSTER_WAIT_TILL_SEEN 1// spawnflag that makes monsters wait until player can see them before attacking.
#define SF_MONSTER_GAG 2 // no idle noises from this monster
#define SF_MONSTER_HITMONSTERCLIP 4
// 8
#define SF_MONSTER_PRISONER 16 // monster won't attack anyone, no one will attacke him.
// 32
#define SF_MONSTER_INVINCIBLE 64 // buz - dont take damage from player
#define SF_MONSTER_NO_YELLOW_BLOBS 128 //LRC- if the monster is stuck, don't give errors or show yellow blobs.
//LRC- wasn't implemented. #define SF_MONSTER_WAIT_FOR_SCRIPT 128 //spawnflag that makes monsters wait to check for attacking until the script is done or they've been attacked
#define SF_MONSTER_PREDISASTER 256 //this is a predisaster scientist or barney. Influences how they speak.
#define SF_MONSTER_FADECORPSE 512 // Fade out corpse after death
#define SF_MONSTER_NO_WPN_DROP 1024 //LRC- never drop your weapon (player can't pick it up.)
//LRC - this clashes with 'not in deathmatch'. Replaced with m_iPlayerReact.
//#define SF_MONSTER_INVERT_PLAYERREACT 2048 //LRC- if this monster would usually attack the player, don't attack unless provoked. If you would usually NOT attack the player, attack him.
#define SF_MONSTER_FALL_TO_GROUND 0x80000000
// specialty spawnflags
#define SF_MONSTER_TURRET_AUTOACTIVATE 32
#define SF_MONSTER_TURRET_STARTINACTIVE 64
#define SF_MONSTER_WAIT_UNTIL_PROVOKED 64 // don't attack the player unless provoked
// MoveToOrigin stuff
#define MOVE_START_TURN_DIST 64 // when this far away from moveGoal, start turning to face next goal
#define MOVE_STUCK_DIST 32 // if a monster can't step this far, it is stuck.
// MoveToOrigin stuff
#define MOVE_NORMAL 0// normal move in the direction monster is facing
#define MOVE_STRAFE 1// moves in direction specified, no matter which way monster is facing
// spawn flags 256 and above are already taken by the engine
extern void UTIL_MoveToOrigin( edict_t* pent, const Vector &vecGoal, float flDist, int iMoveType );
Vector VecCheckToss ( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flGravityAdj = 1.0 );
Vector VecCheckThrow ( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flSpeed, float flGravityAdj = 1.0 );
extern DLL_GLOBAL Vector g_vecAttackDir;
extern DLL_GLOBAL CONSTANT float g_flMeleeRange;
extern DLL_GLOBAL CONSTANT float g_flMediumRange;
extern DLL_GLOBAL CONSTANT float g_flLongRange;
extern void EjectBrass (const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype );
BOOL FBoxVisible ( entvars_t *pevLooker, entvars_t *pevTarget );
BOOL FBoxVisible ( entvars_t *pevLooker, entvars_t *pevTarget, Vector &vecTargetOrigin, float flSize = 0.0 );
// monster to monster relationship types
#define R_AL -2 // (ALLY) pals. Good alternative to R_NO when applicable.
#define R_FR -1// (FEAR)will run
#define R_NO 0// (NO RELATIONSHIP) disregard
#define R_DL 1// (DISLIKE) will attack
#define R_HT 2// (HATE)will attack this character instead of any visible DISLIKEd characters
#define R_NM 3// (NEMESIS) A monster Will ALWAYS attack its nemsis, no matter what
// these bits represent the monster's memory
#define MEMORY_CLEAR 0
#define bits_MEMORY_PROVOKED ( 1 << 0 )// right now only used for houndeyes.
#define bits_MEMORY_INCOVER ( 1 << 1 )// monster knows it is in a covered position.
#define bits_MEMORY_SUSPICIOUS ( 1 << 2 )// Ally is suspicious of the player, and will move to provoked more easily
#define bits_MEMORY_PATH_FINISHED ( 1 << 3 )// Finished monster path (just used by big momma for now)
#define bits_MEMORY_ON_PATH ( 1 << 4 )// Moving on a path
#define bits_MEMORY_MOVE_FAILED ( 1 << 5 )// Movement has already failed
#define bits_MEMORY_FLINCHED ( 1 << 6 )// Has already flinched
#define bits_MEMORY_KILLED ( 1 << 7 )// HACKHACK -- remember that I've already called my Killed()
#define bits_MEMORY_TURNING ( 1 << 13 ) // Turning, don't interrupt me.
#define bits_MEMORY_CUSTOM4 ( 1 << 28 ) // Monster-specific memory
#define bits_MEMORY_CUSTOM3 ( 1 << 29 ) // Monster-specific memory
#define bits_MEMORY_CUSTOM2 ( 1 << 30 ) // Monster-specific memory
#define bits_MEMORY_CUSTOM1 ( 1 << 31 ) // Monster-specific memory
// trigger conditions for scripted AI
// these MUST match the CHOICES interface in halflife.fgd for the base monster
enum
{
AITRIGGER_NONE = 0,
AITRIGGER_SEEPLAYER_ANGRY_AT_PLAYER,
AITRIGGER_TAKEDAMAGE,
AITRIGGER_HALFHEALTH,
AITRIGGER_DEATH,
AITRIGGER_SQUADMEMBERDIE,
AITRIGGER_SQUADLEADERDIE,
AITRIGGER_HEARWORLD,
AITRIGGER_HEARPLAYER,
AITRIGGER_HEARCOMBAT,
AITRIGGER_SEEPLAYER_UNCONDITIONAL,
AITRIGGER_SEEPLAYER_NOT_IN_COMBAT,
};
/*
0 : "No Trigger"
1 : "See Player"
2 : "Take Damage"
3 : "50% Health Remaining"
4 : "Death"
5 : "Squad Member Dead"
6 : "Squad Leader Dead"
7 : "Hear World"
8 : "Hear Player"
9 : "Hear Combat"
*/
//
// A gib is a chunk of a body, or a piece of wood/metal/rocks/etc.
//
class CGib : public CBaseEntity
{
public:
void Spawn( const char *szGibModel );
void EXPORT BounceGibTouch ( CBaseEntity *pOther );
void EXPORT StickyGibTouch ( CBaseEntity *pOther );
void EXPORT WaitTillLand( void );
void LimitVelocity( void );
virtual int ObjectCaps( void ) { return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_DONT_SAVE; }
static void SpawnHeadGib( entvars_t *pevVictim );
static void SpawnHeadGib( entvars_t *pevVictim, const char *szGibModel );
static void SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int human );
static void SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int notfirst, const char *szGibModel ); //LRC
static void SpawnStickyGibs( entvars_t *pevVictim, Vector vecOrigin, int cGibs );
int m_bloodColor;
int m_cBloodDecals;
int m_material;
float m_lifeTime;
};
#define CUSTOM_SCHEDULES\
virtual Schedule_t *ScheduleFromName( const char *pName );\
static Schedule_t *m_scheduleList[];
#define DEFINE_CUSTOM_SCHEDULES(derivedClass)\
Schedule_t *derivedClass::m_scheduleList[] =
#define IMPLEMENT_CUSTOM_SCHEDULES(derivedClass, baseClass)\
Schedule_t *derivedClass::ScheduleFromName( const char *pName )\
{\
Schedule_t *pSchedule = ScheduleInList( pName, m_scheduleList, ARRAYSIZE(m_scheduleList) );\
if ( !pSchedule )\
return baseClass::ScheduleFromName(pName);\
return pSchedule;\
}
#endif //MONSTERS_H