Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
* 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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#if !defined(SCRIPTED_H)
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#define SCRIPTED_H
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#if !defined(SCRIPTEVENT_H)
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#include "scriptevent.h"
#endif
#define SF_SCRIPT_WAITTILLSEEN 1
#define SF_SCRIPT_EXITAGITATED 2
#define SF_SCRIPT_REPEATABLE 4
#define SF_SCRIPT_LEAVECORPSE 8
//#define SF_SCRIPT_INTERPOLATE 16 // don't use, old bug
#define SF_SCRIPT_NOINTERRUPT 32
#define SF_SCRIPT_OVERRIDESTATE 64
#define SF_SCRIPT_NOSCRIPTMOVEMENT 128
#define SF_SCRIPT_STAYDEAD 256 // LRC- signifies that the animation kills the monster
// (needed because the monster animations don't use AnimEvent 1000 properly)
#define SCRIPT_BREAK_CONDITIONS (bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE)
//LRC - rearranged into flags
#define SS_INTERRUPT_IDLE 0x0
#define SS_INTERRUPT_ALERT 0x1
#define SS_INTERRUPT_ANYSTATE 0x2
#define SS_INTERRUPT_SCRIPTS 0x4
// when a monster finishes an AI scripted sequence, we can choose
// a schedule to place them in. These defines are the aliases to
// resolve worldcraft input to real schedules (sjb)
#define SCRIPT_FINISHSCHED_DEFAULT 0
#define SCRIPT_FINISHSCHED_AMBUSH 1
class CCineMonster : public CBaseMonster
{
public:
void Spawn( void );
virtual void KeyValue( KeyValueData *pkvd );
virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual void Blocked( CBaseEntity *pOther );
virtual void Touch( CBaseEntity *pOther );
virtual int ObjectCaps( void ) { return (CBaseMonster :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
virtual void Activate( void );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
//LRC: states for script entities
virtual STATE GetState( void ) { return m_iState; };
STATE m_iState;
// void EXPORT CineSpawnThink( void );
void EXPORT CineThink( void );
void EXPORT InitIdleThink( void ); //LRC
void Pain( void );
void Die( void );
void DelayStart( int state );
CBaseMonster* FindEntity( const char* sName, CBaseEntity *pActivator );
virtual void PossessEntity( void );
inline BOOL IsAction( void ) { return FClassnameIs(pev,"scripted_action"); }; //LRC
//LRC: Should the monster do a precise attack for this scripted_action?
// (Do a precise attack if we'll be turning to face the target, but we haven't just walked to the target.)
BOOL PreciseAttack( void )
{
// if (m_fTurnType != 1) { ALERT(at_console,"preciseattack fails check 1\n"); return FALSE; }
// if (m_fMoveTo == 0) { ALERT(at_console,"preciseattack fails check 2\n"); return FALSE; }
// if (m_fMoveTo != 5 && m_iszAttack == 0) { ALERT(at_console,"preciseattack fails check 3\n"); return FALSE; }
// ALERT(at_console,"preciseattack passes!\n");
// return TRUE;
return m_fTurnType == 1 && ( m_fMoveTo == 5 || (m_fMoveTo != 0 && !FStrEq(STRING(m_iszAttack), STRING(m_iszMoveTarget)) ));
};
void ReleaseEntity( CBaseMonster *pEntity );
void CancelScript( void );
virtual BOOL StartSequence( CBaseMonster *pTarget, int iszSeq, BOOL completeOnEmpty );
void SequenceDone ( CBaseMonster *pMonster );
virtual void FixScriptMonsterSchedule( CBaseMonster *pMonster );
BOOL CanInterrupt( void );
void AllowInterrupt( BOOL fAllow );
int IgnoreConditions( void );
string_t m_iszIdle; // string index for idle animation
string_t m_iszPlay; // string index for scripted animation
string_t m_iszEntity; // entity that is wanted for this script
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int m_iszAttack; // entity to attack
int m_iszMoveTarget; // entity to move to
int m_iszFireOnBegin; // entity to fire when the sequence _starts_.
int m_fMoveTo;
int m_fTurnType;
int m_fAction;
int m_iFinishSchedule;
float m_flRadius; // range to search
//LRC- this does nothing!! float m_flRepeat; // repeat rate
int m_iRepeats; //LRC - number of times to repeat the animation
int m_iRepeatsLeft; //LRC
float m_fRepeatFrame; //LRC
int m_iPriority; //LRC
int m_iDelay;
float m_startTime;
int m_saved_movetype;
int m_saved_solid;
int m_saved_effects;
//Vector m_vecOrigOrigin;
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BOOL m_interruptable;
};
//LRC - removed CCineAI, obsolete
#endif //SCRIPTED_H