186 lines
7.2 KiB
C++
186 lines
7.2 KiB
C++
/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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#pragma once
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#include "skill.h"
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/*
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===== monsters.h ========================================================
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Header file for monster-related utility code
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*/
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// CHECKLOCALMOVE result types
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#define LOCALMOVE_INVALID 0 // move is not possible
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#define LOCALMOVE_INVALID_DONT_TRIANGULATE 1 // move is not possible, don't try to triangulate
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#define LOCALMOVE_VALID 2 // move is possible
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// Hit Group standards
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#define HITGROUP_GENERIC 0
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#define HITGROUP_HEAD 1
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#define HITGROUP_CHEST 2
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#define HITGROUP_STOMACH 3
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#define HITGROUP_LEFTARM 4
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#define HITGROUP_RIGHTARM 5
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#define HITGROUP_LEFTLEG 6
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#define HITGROUP_RIGHTLEG 7
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// Monster Spawnflags
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#define SF_MONSTER_WAIT_TILL_SEEN 1 // spawnflag that makes monsters wait until player can see them before attacking.
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#define SF_MONSTER_GAG 2 // no idle noises from this monster
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#define SF_MONSTER_HITMONSTERCLIP 4
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// 8
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#define SF_MONSTER_PRISONER 16 // monster won't attack anyone, no one will attacke him.
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// 32
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// 64
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#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
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#define SF_MONSTER_PREDISASTER 256 //this is a predisaster scientist or barney. Influences how they speak.
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#define SF_MONSTER_FADECORPSE 512 // Fade out corpse after death
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#define SF_MONSTER_FALL_TO_GROUND 0x80000000
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// specialty spawnflags
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#define SF_MONSTER_TURRET_AUTOACTIVATE 32
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#define SF_MONSTER_TURRET_STARTINACTIVE 64
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#define SF_MONSTER_WAIT_UNTIL_PROVOKED 64 // don't attack the player unless provoked
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// MoveToOrigin stuff
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#define MOVE_START_TURN_DIST 64 // when this far away from moveGoal, start turning to face next goal
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#define MOVE_STUCK_DIST 32 // if a monster can't step this far, it is stuck.
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// MoveToOrigin stuff
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#define MOVE_NORMAL 0 // normal move in the direction monster is facing
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#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;
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/**
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* @brief Set in combat.cpp. Used to pass the damage inflictor for death messages.
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* Better solution: Add as parameter to all Killed() functions.
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*/
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inline entvars_t* g_pevLastInflictor = nullptr;
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inline DLL_GLOBAL bool g_fDrawLines = false;
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// spawn flags 256 and above are already taken by the engine
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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);
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Vector VecCheckThrow(entvars_t* pev, const Vector& vecSpot1, Vector vecSpot2, float flSpeed, float flGravityAdj = 1.0);
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extern void EjectBrass(const Vector& vecOrigin, const Vector& vecVelocity, float rotation, int model, int soundtype);
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extern void ExplodeModel(const Vector& vecOrigin, float speed, int model, int count);
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extern bool IsFacing(entvars_t* pevTest, const Vector& reference);
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bool FBoxVisible(entvars_t* pevLooker, entvars_t* pevTarget);
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bool FBoxVisible(entvars_t* pevLooker, entvars_t* pevTarget, Vector& vecTargetOrigin, float flSize = 0.0);
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// monster to monster relationship types
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#define R_AL -2 // (ALLY) pals. Good alternative to R_NO when applicable.
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#define R_FR -1 // (FEAR)will run
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#define R_NO 0 // (NO RELATIONSHIP) disregard
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#define R_DL 1 // (DISLIKE) will attack
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#define R_HT 2 // (HATE)will attack this character instead of any visible DISLIKEd characters
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#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
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#define MEMORY_CLEAR 0
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#define bits_MEMORY_PROVOKED (1 << 0) // right now only used for houndeyes.
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#define bits_MEMORY_INCOVER (1 << 1) // monster knows it is in a covered position.
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#define bits_MEMORY_SUSPICIOUS (1 << 2) // Ally is suspicious of the player, and will move to provoked more easily
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#define bits_MEMORY_PATH_FINISHED (1 << 3) // Finished monster path (just used by big momma for now)
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#define bits_MEMORY_ON_PATH (1 << 4) // Moving on a path
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#define bits_MEMORY_MOVE_FAILED (1 << 5) // Movement has already failed
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#define bits_MEMORY_FLINCHED (1 << 6) // Has already flinched
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#define bits_MEMORY_KILLED (1 << 7) // HACKHACK -- remember that I've already called my Killed()
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#define bits_MEMORY_CUSTOM4 (1 << 28) // Monster-specific memory
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#define bits_MEMORY_CUSTOM3 (1 << 29) // Monster-specific memory
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#define bits_MEMORY_CUSTOM2 (1 << 30) // Monster-specific memory
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#define bits_MEMORY_CUSTOM1 (1 << 31) // Monster-specific memory
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// trigger conditions for scripted AI
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// these MUST match the CHOICES interface in halflife.fgd for the base monster
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enum
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{
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AITRIGGER_NONE = 0,
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AITRIGGER_SEEPLAYER_ANGRY_AT_PLAYER,
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AITRIGGER_TAKEDAMAGE,
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AITRIGGER_HALFHEALTH,
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AITRIGGER_DEATH,
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AITRIGGER_SQUADMEMBERDIE,
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AITRIGGER_SQUADLEADERDIE,
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AITRIGGER_HEARWORLD,
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AITRIGGER_HEARPLAYER,
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AITRIGGER_HEARCOMBAT,
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AITRIGGER_SEEPLAYER_UNCONDITIONAL,
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AITRIGGER_SEEPLAYER_NOT_IN_COMBAT,
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};
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/*
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0 : "No Trigger"
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1 : "See Player"
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2 : "Take Damage"
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3 : "50% Health Remaining"
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4 : "Death"
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5 : "Squad Member Dead"
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6 : "Squad Leader Dead"
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7 : "Hear World"
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8 : "Hear Player"
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9 : "Hear Combat"
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*/
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//
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// A gib is a chunk of a body, or a piece of wood/metal/rocks/etc.
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//
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class CGib : public CBaseEntity
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{
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public:
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void Spawn(const char* szGibModel);
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void EXPORT BounceGibTouch(CBaseEntity* pOther);
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void EXPORT StickyGibTouch(CBaseEntity* pOther);
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void EXPORT WaitTillLand();
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void LimitVelocity();
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int ObjectCaps() override { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_DONT_SAVE; }
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static void SpawnHeadGib(entvars_t* pevVictim);
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static void SpawnRandomGibs(entvars_t* pevVictim, int cGibs, bool human);
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static void SpawnStickyGibs(entvars_t* pevVictim, Vector vecOrigin, int cGibs);
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int m_bloodColor;
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int m_cBloodDecals;
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int m_material;
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float m_lifeTime;
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};
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#define CUSTOM_SCHEDULES \
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virtual Schedule_t* ScheduleFromName(const char* pName); \
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static Schedule_t* m_scheduleList[];
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#define DEFINE_CUSTOM_SCHEDULES(derivedClass) \
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Schedule_t* derivedClass::m_scheduleList[] =
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#define IMPLEMENT_CUSTOM_SCHEDULES(derivedClass, baseClass) \
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Schedule_t* derivedClass::ScheduleFromName(const char* pName) \
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{ \
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Schedule_t* pSchedule = ScheduleInList(pName, m_scheduleList, ARRAYSIZE(m_scheduleList)); \
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if (!pSchedule) \
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return baseClass::ScheduleFromName(pName); \
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return pSchedule; \
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}
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