/*** * * 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 #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 // 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 // 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 // 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 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; // 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 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); 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_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 LimitVelocity(); 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); 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; \ }