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/***
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*
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* Copyright (c) 1996-2002, 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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#if !defined(BASEMONSTER_H)
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#define BASEMONSTER_H
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//
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// generic Monster
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//
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class CBaseMonster : public CBaseToggle
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{
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private:
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int m_afConditions;
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public:
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typedef enum
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{
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SCRIPT_PLAYING = 0, // Playing the sequence
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SCRIPT_WAIT, // Waiting on everyone in the script to be ready
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SCRIPT_CLEANUP, // Cancelling the script / cleaning up
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SCRIPT_WALK_TO_MARK,
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SCRIPT_RUN_TO_MARK
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} SCRIPTSTATE;
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// these fields have been added in the process of reworking the state machine. (sjb)
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EHANDLE m_hEnemy; // the entity that the monster is fighting.
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EHANDLE m_hTargetEnt; // the entity that the monster is trying to reach
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EHANDLE m_hOldEnemy[MAX_OLD_ENEMIES];
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Vector m_vecOldEnemy[MAX_OLD_ENEMIES];
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float m_flFieldOfView;// width of monster's field of view ( dot product )
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float m_flWaitFinished;// if we're told to wait, this is the time that the wait will be over.
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float m_flMoveWaitFinished;
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Activity m_Activity;// what the monster is doing (animation)
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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
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MONSTERSTATE m_IdealMonsterState;// monster should change to this state
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int m_iTaskStatus;
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Schedule_t *m_pSchedule;
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int m_iScheduleIndex;
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WayPoint_t m_Route[ROUTE_SIZE]; // Positions of movement
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int m_movementGoal; // Goal that defines route
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int m_iRouteIndex; // index into m_Route[]
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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
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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.
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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
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BYTE m_rgbTimeBasedDamage[CDMG_TIMEBASED];
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int m_lastDamageAmount;// how much damage did monster (player) last take
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// time based damage counters, decr. 1 per 2 seconds
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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.
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float m_flDistTooFar; // if enemy farther away than this, bits_COND_ENEMY_TOOFAR set in CheckEnemy
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float m_flDistLook; // distance monster sees (Default 2048)
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int m_iTriggerCondition;// for scripted AI, this is the condition that will cause the activation of the monster's TriggerTarget
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string_t m_iszTriggerTarget;// name of target that should be fired.
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Vector m_HackedGunPos; // HACK until we can query end of gun
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// Scripted sequence Info
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SCRIPTSTATE m_scriptState; // internal cinematic state
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CCineMonster *m_pCine;
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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void KeyValue( KeyValueData *pkvd );
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// monster use function
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void EXPORT MonsterUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void EXPORT CorpseUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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// overrideable Monster member functions
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virtual int BloodColor( void ) { return m_bloodColor; }
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virtual CBaseMonster *MyMonsterPointer( void ) { return this; }
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virtual void Look( int iDistance );// basic sight function for monsters
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virtual void RunAI( void );// core ai function!
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void Listen( void );
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virtual BOOL IsAlive( void ) { return ( pev->deadflag != DEAD_DEAD ); }
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virtual BOOL ShouldFadeOnDeath( void );
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// Basic Monster AI functions
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virtual float ChangeYaw( int speed );
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float VecToYaw( Vector vecDir );
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float FlYawDiff( void );
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float DamageForce( float damage );
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// stuff written for new state machine
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virtual void MonsterThink( void );
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void EXPORT CallMonsterThink( void ) { this->MonsterThink(); }
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virtual int IRelationship( CBaseEntity *pTarget );
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virtual void MonsterInit( void );
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virtual void MonsterInitDead( void ); // Call after animation/pose is set up
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virtual void BecomeDead( void );
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void EXPORT CorpseFallThink( void );
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void EXPORT MonsterInitThink( void );
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virtual void StartMonster( void );
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virtual CBaseEntity *BestVisibleEnemy( void );// finds best visible enemy for attack
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virtual BOOL FInViewCone( CBaseEntity *pEntity );// see if pEntity is in monster's view cone
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virtual BOOL FInViewCone( Vector *pOrigin );// see if given location is in monster's view cone
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virtual void HandleAnimEvent( MonsterEvent_t *pEvent );
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virtual int CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist );// check validity of a straight move through space
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virtual void Move( float flInterval = 0.1 );
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virtual void MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval );
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virtual BOOL ShouldAdvanceRoute( float flWaypointDist );
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virtual Activity GetStoppedActivity( void ) { return ACT_IDLE; }
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virtual void Stop( void ) { m_IdealActivity = GetStoppedActivity(); }
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// This will stop animation until you call ResetSequenceInfo() at some point in the future
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inline void StopAnimation( void ) { pev->framerate = 0; }
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// these functions will survey conditions and set appropriate conditions bits for attack types.
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virtual BOOL CheckRangeAttack1( float flDot, float flDist );
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virtual BOOL CheckRangeAttack2( float flDot, float flDist );
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virtual BOOL CheckMeleeAttack1( float flDot, float flDist );
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virtual BOOL CheckMeleeAttack2( float flDot, float flDist );
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BOOL FHaveSchedule( void );
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BOOL FScheduleValid( void );
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void ClearSchedule( void );
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BOOL FScheduleDone( void );
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void ChangeSchedule( Schedule_t *pNewSchedule );
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void NextScheduledTask( void );
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Schedule_t *ScheduleInList( const char *pName, Schedule_t **pList, int listCount );
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virtual Schedule_t *ScheduleFromName( const char *pName );
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static Schedule_t *m_scheduleList[];
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void MaintainSchedule( void );
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virtual void StartTask( Task_t *pTask );
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virtual void RunTask( Task_t *pTask );
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virtual Schedule_t *GetScheduleOfType( int Type );
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virtual Schedule_t *GetSchedule( void );
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virtual void ScheduleChange( void ) {}
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// virtual int CanPlaySequence( void ) { return ((m_pCine == NULL) && (m_MonsterState == MONSTERSTATE_NONE || m_MonsterState == MONSTERSTATE_IDLE || m_IdealMonsterState == MONSTERSTATE_IDLE)); }
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virtual int CanPlaySequence( BOOL fDisregardState, int interruptLevel );
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virtual int CanPlaySentence( BOOL fDisregardState ) { return IsAlive(); }
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virtual void PlaySentence( const char *pszSentence, float duration, float volume, float attenuation );
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virtual void PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener );
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virtual void SentenceStop( void );
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Task_t *GetTask( void );
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virtual MONSTERSTATE GetIdealState( void );
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virtual void SetActivity( Activity NewActivity );
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void SetSequenceByName( const char *szSequence );
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void SetState( MONSTERSTATE State );
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virtual void ReportAIState( void );
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void CheckAttacks( CBaseEntity *pTarget, float flDist );
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virtual int CheckEnemy( CBaseEntity *pEnemy );
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void PushEnemy( CBaseEntity *pEnemy, Vector &vecLastKnownPos );
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BOOL PopEnemy( void );
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BOOL FGetNodeRoute( Vector vecDest );
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inline void TaskComplete( void ) { if ( !HasConditions( bits_COND_TASK_FAILED ) ) m_iTaskStatus = TASKSTATUS_COMPLETE; }
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void MovementComplete( void );
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inline void TaskFail( void ) { SetConditions( bits_COND_TASK_FAILED ); }
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inline void TaskBegin( void ) { m_iTaskStatus = TASKSTATUS_RUNNING; }
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int TaskIsRunning( void );
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inline int TaskIsComplete( void ) { return ( m_iTaskStatus == TASKSTATUS_COMPLETE ); }
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inline int MovementIsComplete( void ) { return ( m_movementGoal == MOVEGOAL_NONE ); }
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int IScheduleFlags( void );
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BOOL FRefreshRoute( void );
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BOOL FRouteClear( void );
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void RouteSimplify( CBaseEntity *pTargetEnt );
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void AdvanceRoute( float distance );
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virtual BOOL FTriangulate( const Vector &vecStart , const Vector &vecEnd, float flDist, CBaseEntity *pTargetEnt, Vector *pApex );
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void MakeIdealYaw( Vector vecTarget );
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virtual void SetYawSpeed( void ) { return; };// allows different yaw_speeds for each activity
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BOOL BuildRoute( const Vector &vecGoal, int iMoveFlag, CBaseEntity *pTarget );
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virtual BOOL BuildNearestRoute( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist );
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int RouteClassify( int iMoveFlag );
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void InsertWaypoint( Vector vecLocation, int afMoveFlags );
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BOOL FindLateralCover( const Vector &vecThreat, const Vector &vecViewOffset );
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virtual BOOL FindCover( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist );
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virtual BOOL FValidateCover( const Vector &vecCoverLocation ) { return TRUE; };
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virtual float CoverRadius( void ) { return 784; } // Default cover radius
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virtual BOOL FCanCheckAttacks( void );
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virtual void CheckAmmo( void ) { return; };
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virtual int IgnoreConditions( void );
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inline void SetConditions( int iConditions ) { m_afConditions |= iConditions; }
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inline void ClearConditions( int iConditions ) { m_afConditions &= ~iConditions; }
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inline BOOL HasConditions( int iConditions ) { if ( m_afConditions & iConditions ) return TRUE; return FALSE; }
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inline BOOL HasAllConditions( int iConditions ) { if ( (m_afConditions & iConditions) == iConditions ) return TRUE; return FALSE; }
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virtual BOOL FValidateHintType( short sHint );
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int FindHintNode( void );
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virtual BOOL FCanActiveIdle( void );
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void SetTurnActivity( void );
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float FLSoundVolume( CSound *pSound );
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BOOL MoveToNode( Activity movementAct, float waitTime, const Vector &goal );
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BOOL MoveToTarget( Activity movementAct, float waitTime );
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BOOL MoveToLocation( Activity movementAct, float waitTime, const Vector &goal );
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BOOL MoveToEnemy( Activity movementAct, float waitTime );
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// Returns the time when the door will be open
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float OpenDoorAndWait( entvars_t *pevDoor );
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virtual int ISoundMask( void );
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virtual CSound* PBestSound( void );
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virtual CSound* PBestScent( void );
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virtual float HearingSensitivity( void ) { return 1.0; };
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BOOL FBecomeProne( void );
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virtual void BarnacleVictimBitten( entvars_t *pevBarnacle );
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virtual void BarnacleVictimReleased( void );
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void SetEyePosition( void );
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BOOL FShouldEat( void );// see if a monster is 'hungry'
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void Eat( float flFullDuration );// make the monster 'full' for a while.
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CBaseEntity *CheckTraceHullAttack( float flDist, int iDamage, int iDmgType );
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BOOL FacingIdeal( void );
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BOOL FCheckAITrigger( void );// checks and, if necessary, fires the monster's trigger target.
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BOOL NoFriendlyFire( void );
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BOOL BBoxFlat( void );
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// PrescheduleThink
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virtual void PrescheduleThink( void ) { return; };
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BOOL GetEnemy( void );
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void MakeDamageBloodDecal( int cCount, float flNoise, TraceResult *ptr, const Vector &vecDir );
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void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
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// combat functions
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float UpdateTarget( entvars_t *pevTarget );
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virtual Activity GetDeathActivity( void );
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Activity GetSmallFlinchActivity( void );
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virtual void Killed( entvars_t *pevAttacker, int iGib );
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virtual void GibMonster( void );
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BOOL ShouldGibMonster( int iGib );
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void CallGibMonster( void );
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virtual BOOL HasHumanGibs( void );
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virtual BOOL HasAlienGibs( void );
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virtual void FadeMonster( void ); // Called instead of GibMonster() when gibs are disabled
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Vector ShootAtEnemy( const Vector &shootOrigin );
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virtual Vector BodyTarget( const Vector &posSrc ) { return Center() * 0.75 + EyePosition() * 0.25; }; // position to shoot at
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virtual Vector GetGunPosition( void );
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virtual int TakeHealth( float flHealth, int bitsDamageType );
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virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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int 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 );
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void RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType );
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virtual int IsMoving( void ) { return m_movementGoal != MOVEGOAL_NONE; }
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void RouteClear( void );
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void RouteNew( void );
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virtual void DeathSound( void ) { return; };
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virtual void AlertSound( void ) { return; };
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virtual void IdleSound( void ) { return; };
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virtual void PainSound( void ) { return; };
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virtual void StopFollowing( BOOL clearSchedule ) {}
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inline void Remember( int iMemory ) { m_afMemory |= iMemory; }
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inline void Forget( int iMemory ) { m_afMemory &= ~iMemory; }
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inline BOOL HasMemory( int iMemory ) { if ( m_afMemory & iMemory ) return TRUE; return FALSE; }
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inline BOOL HasAllMemories( int iMemory ) { if ( (m_afMemory & iMemory) == iMemory ) return TRUE; return FALSE; }
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BOOL ExitScriptedSequence();
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BOOL CineCleanup();
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CBaseEntity* DropItem( const char *pszItemName, const Vector &vecPos, const Vector &vecAng );// drop an item.
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// modif de Julien
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void Gunflash ( void );
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int m_iHasGibbed; // pour le d
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float m_flLastYawTime;
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};
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#endif // BASEMONSTER_H
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