/*** * * Copyright (c) 1996-2002, 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. * ****/ //========================================================= // CSquadMonster - all the extra data for monsters that // form squads. //========================================================= #pragma once #if !defined(SQUADMONSTER_H) #define SQUADMONSTER_H #define SF_SQUADMONSTER_LEADER 32 #define SF_SQUADMONSTER_NOZAP 256 #define bits_NO_SLOT 0 // HUMAN GRUNT SLOTS #define bits_SLOT_HGRUNT_ENGAGE1 ( 1 << 0 ) #define bits_SLOT_HGRUNT_ENGAGE2 ( 1 << 1 ) #define bits_SLOTS_HGRUNT_ENGAGE ( bits_SLOT_HGRUNT_ENGAGE1 | bits_SLOT_HGRUNT_ENGAGE2 ) #define bits_SLOT_HGRUNT_GRENADE1 ( 1 << 2 ) #define bits_SLOT_HGRUNT_GRENADE2 ( 1 << 3 ) #define bits_SLOTS_HGRUNT_GRENADE ( bits_SLOT_HGRUNT_GRENADE1 | bits_SLOT_HGRUNT_GRENADE2 ) // ALIEN GRUNT SLOTS #define bits_SLOT_AGRUNT_HORNET1 ( 1 << 4 ) #define bits_SLOT_AGRUNT_HORNET2 ( 1 << 5 ) #define bits_SLOT_AGRUNT_CHASE ( 1 << 6 ) #define bits_SLOTS_AGRUNT_HORNET ( bits_SLOT_AGRUNT_HORNET1 | bits_SLOT_AGRUNT_HORNET2 ) // HOUNDEYE SLOTS #define bits_SLOT_HOUND_ATTACK1 ( 1 << 7 ) #define bits_SLOT_HOUND_ATTACK2 ( 1 << 8 ) #define bits_SLOT_HOUND_ATTACK3 ( 1 << 9 ) #define bits_SLOTS_HOUND_ATTACK ( bits_SLOT_HOUND_ATTACK1 | bits_SLOT_HOUND_ATTACK2 | bits_SLOT_HOUND_ATTACK3 ) // global slots #define bits_SLOT_SQUAD_SPLIT ( 1 << 10 )// squad members don't all have the same enemy #define NUM_SLOTS 11// update this every time you add/remove a slot. #define MAX_SQUAD_MEMBERS 5 //========================================================= // CSquadMonster - for any monster that forms squads. //========================================================= class CSquadMonster : public CBaseMonster { public: // squad leader info EHANDLE m_hSquadLeader; // who is my leader EHANDLE m_hSquadMember[MAX_SQUAD_MEMBERS - 1]; // valid only for leader int m_afSquadSlots; float m_flLastEnemySightTime; // last time anyone in the squad saw the enemy BOOL m_fEnemyEluded; // squad member info int m_iMySlot;// this is the behaviour slot that the monster currently holds in the squad. int CheckEnemy( CBaseEntity *pEnemy ); void StartMonster( void ); void VacateSlot( void ); void ScheduleChange( void ); void Killed( entvars_t *pevAttacker, int iGib ); BOOL OccupySlot( int iDesiredSlot ); BOOL NoFriendlyFire( void ); // squad functions still left in base class CSquadMonster *MySquadLeader() { CSquadMonster *pSquadLeader = (CSquadMonster *)( (CBaseEntity *)m_hSquadLeader ); if( pSquadLeader != NULL ) return pSquadLeader; return this; } CSquadMonster *MySquadMember( int i ) { if( i >= MAX_SQUAD_MEMBERS - 1 ) return this; else return (CSquadMonster *)( (CBaseEntity *)m_hSquadMember[i] ); } int InSquad( void ) { return m_hSquadLeader != 0; } int IsLeader( void ) { return m_hSquadLeader == this; } int SquadJoin( int searchRadius ); int SquadRecruit( int searchRadius, int maxMembers ); int SquadCount( void ); void SquadRemove( CSquadMonster *pRemove ); void SquadUnlink( void ); BOOL SquadAdd( CSquadMonster *pAdd ); void SquadDisband( void ); void SquadAddConditions( int iConditions ); void SquadMakeEnemy( CBaseEntity *pEnemy ); void SquadPasteEnemyInfo( void ); void SquadCopyEnemyInfo( void ); BOOL SquadEnemySplit( void ); BOOL SquadMemberInRange( const Vector &vecLocation, float flDist ); virtual CSquadMonster *MySquadMonsterPointer( void ) { return this; } static TYPEDESCRIPTION m_SaveData[]; int Save( CSave &save ); int Restore( CRestore &restore ); BOOL FValidateCover( const Vector &vecCoverLocation ); MONSTERSTATE GetIdealState( void ); Schedule_t *GetScheduleOfType( int iType ); }; #endif // SQUADMONSTER_H