halflife-photomode/dlls/basemonster.h

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/***
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*
* Copyright (c) 1996-2001, 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.
*
****/
#pragma once
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//
// generic Monster
//
class CBaseMonster : public CBaseToggle
{
private:
int m_afConditions;
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public:
typedef enum
{
SCRIPT_PLAYING = 0, // Playing the sequence
SCRIPT_WAIT, // Waiting on everyone in the script to be ready
SCRIPT_CLEANUP, // Cancelling the script / cleaning up
SCRIPT_WALK_TO_MARK,
SCRIPT_RUN_TO_MARK,
} SCRIPTSTATE;
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// these fields have been added in the process of reworking the state machine. (sjb)
EHANDLE m_hEnemy; // the entity that the monster is fighting.
EHANDLE m_hTargetEnt; // the entity that the monster is trying to reach
EHANDLE m_hOldEnemy[MAX_OLD_ENEMIES];
Vector m_vecOldEnemy[MAX_OLD_ENEMIES];
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float m_flFieldOfView; // width of monster's field of view ( dot product )
float m_flWaitFinished; // if we're told to wait, this is the time that the wait will be over.
float m_flMoveWaitFinished;
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Activity m_Activity; // what the monster is doing (animation)
Activity m_IdealActivity; // monster should switch to this activity
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int m_LastHitGroup; // the last body region that took damage
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MONSTERSTATE m_MonsterState; // monster's current state
MONSTERSTATE m_IdealMonsterState; // monster should change to this state
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int m_iTaskStatus;
Schedule_t* m_pSchedule;
int m_iScheduleIndex;
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WayPoint_t m_Route[ROUTE_SIZE]; // Positions of movement
int m_movementGoal; // Goal that defines route
int m_iRouteIndex; // index into m_Route[]
float m_moveWaitTime; // How long I should wait for something to move
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Vector m_vecMoveGoal; // kept around for node graph moves, so we know our ultimate goal
Activity m_movementActivity; // When moving, set this activity
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int m_iAudibleList; // first index of a linked list of sounds that the monster can hear.
int m_afSoundTypes;
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Vector m_vecLastPosition; // monster sometimes wants to return to where it started after an operation.
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int m_iHintNode; // this is the hint node that the monster is moving towards or performing active idle on.
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int m_afMemory;
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int m_iMaxHealth; // keeps track of monster's maximum health value (for re-healing, etc)
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Vector m_vecEnemyLKP; // last known position of enemy. (enemy's origin)
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int m_cAmmoLoaded; // how much ammo is in the weapon (used to trigger reload anim sequences)
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int m_afCapability; // tells us what a monster can/can't do.
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float m_flNextAttack; // cannot attack again until this time
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int m_bitsDamageType; // what types of damage has monster (player) taken
byte m_rgbTimeBasedDamage[CDMG_TIMEBASED];
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int m_lastDamageAmount; // how much damage did monster (player) last take
// time based damage counters, decr. 1 per 2 seconds
int m_bloodColor; // color of blood particless
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int m_failSchedule; // Schedule type to choose if current schedule fails
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float m_flHungryTime; // set this is a future time to stop the monster from eating for a while.
float m_flDistTooFar; // if enemy farther away than this, bits_COND_ENEMY_TOOFAR set in CheckEnemy
float m_flDistLook; // distance monster sees (Default 2048)
int m_iTriggerCondition; // for scripted AI, this is the condition that will cause the activation of the monster's TriggerTarget
string_t m_iszTriggerTarget; // name of target that should be fired.
Vector m_HackedGunPos; // HACK until we can query end of gun
// Scripted sequence Info
SCRIPTSTATE m_scriptState; // internal cinematic state
CCineMonster* m_pCine;
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float m_flLastYawTime;
bool m_AllowItemDropping = true;
bool Save(CSave& save) override;
bool Restore(CRestore& restore) override;
static TYPEDESCRIPTION m_SaveData[];
bool KeyValue(KeyValueData* pkvd) override;
// monster use function
void EXPORT MonsterUse(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value);
void EXPORT CorpseUse(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value);
// overrideable Monster member functions
int BloodColor() override { return m_bloodColor; }
CBaseMonster* MyMonsterPointer() override { return this; }
virtual void Look(int iDistance); // basic sight function for monsters
virtual void RunAI(); // core ai function!
void Listen();
bool IsAlive() override { return (pev->deadflag != DEAD_DEAD); }
virtual bool ShouldFadeOnDeath();
// Basic Monster AI functions
virtual float ChangeYaw(int speed);
float VecToYaw(Vector vecDir);
float FlYawDiff();
float DamageForce(float damage);
// stuff written for new state machine
virtual void MonsterThink();
void EXPORT CallMonsterThink() { this->MonsterThink(); }
virtual int IRelationship(CBaseEntity* pTarget);
virtual void MonsterInit();
virtual void MonsterInitDead(); // Call after animation/pose is set up
virtual void BecomeDead();
void EXPORT CorpseFallThink();
void EXPORT MonsterInitThink();
virtual void StartMonster();
virtual CBaseEntity* BestVisibleEnemy(); // finds best visible enemy for attack
virtual bool FInViewCone(CBaseEntity* pEntity); // see if pEntity is in monster's view cone
virtual bool FInViewCone(Vector* pOrigin); // see if given location is in monster's view cone
void HandleAnimEvent(MonsterEvent_t* pEvent) override;
virtual int CheckLocalMove(const Vector& vecStart, const Vector& vecEnd, CBaseEntity* pTarget, float* pflDist); // check validity of a straight move through space
virtual void Move(float flInterval = 0.1);
virtual void MoveExecute(CBaseEntity* pTargetEnt, const Vector& vecDir, float flInterval);
virtual bool ShouldAdvanceRoute(float flWaypointDist);
virtual Activity GetStoppedActivity() { return ACT_IDLE; }
virtual void Stop() { m_IdealActivity = GetStoppedActivity(); }
// This will stop animation until you call ResetSequenceInfo() at some point in the future
inline void StopAnimation() { pev->framerate = 0; }
// these functions will survey conditions and set appropriate conditions bits for attack types.
virtual bool CheckRangeAttack1(float flDot, float flDist);
virtual bool CheckRangeAttack2(float flDot, float flDist);
virtual bool CheckMeleeAttack1(float flDot, float flDist);
virtual bool CheckMeleeAttack2(float flDot, float flDist);
bool FHaveSchedule();
bool FScheduleValid();
void ClearSchedule();
bool FScheduleDone();
void ChangeSchedule(Schedule_t* pNewSchedule);
void NextScheduledTask();
Schedule_t* ScheduleInList(const char* pName, Schedule_t** pList, int listCount);
virtual Schedule_t* ScheduleFromName(const char* pName);
static Schedule_t* m_scheduleList[];
void MaintainSchedule();
virtual void StartTask(Task_t* pTask);
virtual void RunTask(Task_t* pTask);
virtual Schedule_t* GetScheduleOfType(int Type);
virtual Schedule_t* GetSchedule();
virtual void ScheduleChange() {}
// virtual bool CanPlaySequence() { return ((m_pCine == NULL) && (m_MonsterState == MONSTERSTATE_NONE || m_MonsterState == MONSTERSTATE_IDLE || m_IdealMonsterState == MONSTERSTATE_IDLE)); }
virtual bool CanPlaySequence(bool fDisregardState, int interruptLevel);
virtual bool CanPlaySentence(bool fDisregardState) { return IsAllowedToSpeak(); }
virtual bool IsAllowedToSpeak() { return IsAlive() && (m_MonsterState == MONSTERSTATE_SCRIPT || pev->deadflag == DEAD_NO); }
Task_t* GetTask();
virtual MONSTERSTATE GetIdealState();
virtual void SetActivity(Activity NewActivity);
void SetSequenceByName(const char* szSequence);
void SetState(MONSTERSTATE State);
virtual void ReportAIState();
void CheckAttacks(CBaseEntity* pTarget, float flDist);
virtual bool CheckEnemy(CBaseEntity* pEnemy);
void PushEnemy(CBaseEntity* pEnemy, Vector& vecLastKnownPos);
bool PopEnemy();
bool FGetNodeRoute(Vector vecDest);
inline void TaskComplete()
{
if (!HasConditions(bits_COND_TASK_FAILED))
m_iTaskStatus = TASKSTATUS_COMPLETE;
}
void MovementComplete();
inline void TaskFail() { SetConditions(bits_COND_TASK_FAILED); }
inline void TaskBegin() { m_iTaskStatus = TASKSTATUS_RUNNING; }
bool TaskIsRunning();
inline bool TaskIsComplete() { return (m_iTaskStatus == TASKSTATUS_COMPLETE); }
inline bool MovementIsComplete() { return (m_movementGoal == MOVEGOAL_NONE); }
int IScheduleFlags();
bool FRefreshRoute();
bool FRouteClear();
void RouteSimplify(CBaseEntity* pTargetEnt);
void AdvanceRoute(float distance);
virtual bool FTriangulate(const Vector& vecStart, const Vector& vecEnd, float flDist, CBaseEntity* pTargetEnt, Vector* pApex);
void MakeIdealYaw(Vector vecTarget);
virtual void SetYawSpeed() {} // allows different yaw_speeds for each activity
bool BuildRoute(const Vector& vecGoal, int iMoveFlag, CBaseEntity* pTarget);
virtual bool BuildNearestRoute(Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist);
int RouteClassify(int iMoveFlag);
void InsertWaypoint(Vector vecLocation, int afMoveFlags);
bool FindLateralCover(const Vector& vecThreat, const Vector& vecViewOffset);
virtual bool FindCover(Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist);
virtual bool FValidateCover(const Vector& vecCoverLocation) { return true; }
virtual float CoverRadius() { return 784; } // Default cover radius
virtual bool FCanCheckAttacks();
virtual void CheckAmmo() {}
virtual int IgnoreConditions();
inline void SetConditions(int iConditions) { m_afConditions |= iConditions; }
inline void ClearConditions(int iConditions) { m_afConditions &= ~iConditions; }
inline bool HasConditions(int iConditions)
{
if (m_afConditions & iConditions)
return true;
return false;
}
inline bool HasAllConditions(int iConditions)
{
if ((m_afConditions & iConditions) == iConditions)
return true;
return false;
}
virtual bool FValidateHintType(short sHint);
int FindHintNode();
virtual bool FCanActiveIdle();
void SetTurnActivity();
float FLSoundVolume(CSound* pSound);
bool MoveToNode(Activity movementAct, float waitTime, const Vector& goal);
bool MoveToTarget(Activity movementAct, float waitTime);
bool MoveToLocation(Activity movementAct, float waitTime, const Vector& goal);
bool MoveToEnemy(Activity movementAct, float waitTime);
// Returns the time when the door will be open
float OpenDoorAndWait(entvars_t* pevDoor);
virtual int ISoundMask();
virtual CSound* PBestSound();
virtual CSound* PBestScent();
virtual float HearingSensitivity() { return 1.0; }
bool FBecomeProne() override;
virtual void BarnacleVictimBitten(entvars_t* pevBarnacle);
virtual void BarnacleVictimReleased();
void SetEyePosition();
bool FShouldEat(); // see if a monster is 'hungry'
void Eat(float flFullDuration); // make the monster 'full' for a while.
CBaseEntity* CheckTraceHullAttack(float flDist, int iDamage, int iDmgType);
bool FacingIdeal();
bool FCheckAITrigger(); // checks and, if necessary, fires the monster's trigger target.
bool NoFriendlyFire();
bool BBoxFlat();
// PrescheduleThink
virtual void PrescheduleThink() {}
bool GetEnemy();
void MakeDamageBloodDecal(int cCount, float flNoise, TraceResult* ptr, const Vector& vecDir);
void TraceAttack(entvars_t* pevAttacker, float flDamage, Vector vecDir, TraceResult* ptr, int bitsDamageType) override;
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// combat functions
float UpdateTarget(entvars_t* pevTarget);
virtual Activity GetDeathActivity();
Activity GetSmallFlinchActivity();
void Killed(entvars_t* pevAttacker, int iGib) override;
virtual void GibMonster();
bool ShouldGibMonster(int iGib);
void CallGibMonster();
virtual bool HasHumanGibs();
virtual bool HasAlienGibs();
virtual void FadeMonster(); // Called instead of GibMonster() when gibs are disabled
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Vector ShootAtEnemy(const Vector& shootOrigin);
Vector BodyTarget(const Vector& posSrc) override { return Center() * 0.75 + EyePosition() * 0.25; } // position to shoot at
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virtual Vector GetGunPosition();
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bool TakeHealth(float flHealth, int bitsDamageType) override;
bool TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) override;
bool DeadTakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
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void RadiusDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType);
void RadiusDamage(Vector vecSrc, entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType);
bool IsMoving() override { return m_movementGoal != MOVEGOAL_NONE; }
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void RouteClear();
void RouteNew();
virtual void DeathSound() {}
virtual void AlertSound() {}
virtual void IdleSound() {}
virtual void PainSound() {}
virtual void StopFollowing(bool clearSchedule) {}
inline void Remember(int iMemory) { m_afMemory |= iMemory; }
inline void Forget(int iMemory) { m_afMemory &= ~iMemory; }
inline bool HasMemory(int iMemory)
{
if (m_afMemory & iMemory)
return true;
return false;
}
inline bool HasAllMemories(int iMemory)
{
if ((m_afMemory & iMemory) == iMemory)
return true;
return false;
}
bool ExitScriptedSequence();
bool CineCleanup();
/**
* @brief Drop an item.
* Will return @c nullptr if item dropping is disabled for this NPC.
*/
CBaseEntity* DropItem(const char* pszItemName, const Vector& vecPos, const Vector& vecAng);
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};