halflife-photomode/dlls/monsters.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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#include "skill.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
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// 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
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// 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
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// 8
#define SF_MONSTER_PRISONER 16 // monster won't attack anyone, no one will attacke him.
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// 32
// 64
#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_FALL_TO_GROUND 0x80000000
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// 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
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// 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.
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// 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
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inline DLL_GLOBAL Vector g_vecAttackDir;
/**
* @brief Set in combat.cpp. Used to pass the damage inflictor for death messages.
* Better solution: Add as parameter to all Killed() functions.
*/
inline entvars_t* g_pevLastInflictor = nullptr;
inline DLL_GLOBAL bool g_fDrawLines = false;
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// 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);
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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 void EjectBrass(const Vector& vecOrigin, const Vector& vecVelocity, float rotation, int model, int soundtype);
extern void ExplodeModel(const Vector& vecOrigin, float speed, int model, int count);
extern bool IsFacing(entvars_t* pevTest, const Vector& reference);
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bool FBoxVisible(entvars_t* pevLooker, entvars_t* pevTarget);
bool FBoxVisible(entvars_t* pevLooker, entvars_t* pevTarget, Vector& vecTargetOrigin, float flSize = 0.0);
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// 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
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// 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_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
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// trigger conditions for scripted AI
// these MUST match the CHOICES interface in halflife.fgd for the base monster
enum
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{
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 LimitVelocity();
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int ObjectCaps() override { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_DONT_SAVE; }
static void SpawnHeadGib(entvars_t* pevVictim);
static void SpawnRandomGibs(entvars_t* pevVictim, int cGibs, bool human);
static void SpawnStickyGibs(entvars_t* pevVictim, Vector vecOrigin, int cGibs);
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int m_bloodColor;
int m_cBloodDecals;
int m_material;
float m_lifeTime;
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};
#define CUSTOM_SCHEDULES \
virtual Schedule_t* ScheduleFromName(const char* pName); \
static Schedule_t* m_scheduleList[];
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#define DEFINE_CUSTOM_SCHEDULES(derivedClass) \
Schedule_t* derivedClass::m_scheduleList[] =
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#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; \
}