/*** * * 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. * ****/ //========================================================= // Generic Monster - purely for scripted sequence work. //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" #include "animation.h" // For holograms, make them not solid so the player can walk through them //LRC- this seems to interfere with SF_MONSTER_CLIP #define SF_GENERICMONSTER_NOTSOLID 4 #define SF_GENERICMONSTER_PLAYERMODEL 8 #define SF_GENERICMONSTER_INVULNERABLE 32 //Not implemented: #define SF_GENERICMONSTER_CORPSE 64 //========================================================= // Monster's Anim Events Go Here //========================================================= class CGenericMonster : public CBaseMonster { public: void Spawn( void ); void Precache( void ); void SetYawSpeed( void ); int Classify ( void ); void HandleAnimEvent( MonsterEvent_t *pEvent ); int ISoundMask ( void ); void KeyValue( KeyValueData *pkvd ); virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; virtual int HasCustomGibs( void ) { return m_iszGibModel; } int m_iszGibModel; }; LINK_ENTITY_TO_CLASS( monster_generic, CGenericMonster ); TYPEDESCRIPTION CGenericMonster::m_SaveData[] = { DEFINE_FIELD( CGenericMonster, m_iszGibModel, FIELD_STRING ), }; IMPLEMENT_SAVERESTORE( CGenericMonster, CBaseMonster ); void CGenericMonster::KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "m_bloodColor")) { m_bloodColor = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "m_iszGibModel")) { m_iszGibModel = ALLOC_STRING(pkvd->szValue); pkvd->fHandled = TRUE; } else CBaseMonster::KeyValue( pkvd ); } //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CGenericMonster :: Classify ( void ) { return m_iClass?m_iClass:CLASS_PLAYER_ALLY; } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CGenericMonster :: SetYawSpeed ( void ) { int ys; switch ( m_Activity ) { case ACT_IDLE: default: ys = 90; } pev->yaw_speed = ys; } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CGenericMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case 0: default: CBaseMonster::HandleAnimEvent( pEvent ); break; } } //========================================================= // ISoundMask - generic monster can't hear. //========================================================= int CGenericMonster :: ISoundMask ( void ) { return NULL; } //========================================================= // Spawn //========================================================= void CGenericMonster :: Spawn() { // store the size, so we can use it to set up the hulls after Set_Model overwrites it. Vector vecSize = pev->size; //LRC - if the level designer forgets to set a model, don't crash! if (FStringNull(pev->model)) { if (pev->targetname) ALERT(at_error, "No model specified for monster_generic \"%s\"\n", STRING(pev->targetname)); else ALERT(at_error, "No model specified for monster_generic at %.2f %.2f %.2f\n", pev->origin.x, pev->origin.y, pev->origin.z); pev->model = MAKE_STRING("models/player.mdl"); } Precache(); SET_MODEL( ENT(pev), STRING(pev->model) ); if (vecSize != g_vecZero) { Vector vecMax = vecSize/2; Vector vecMin = -vecMax; if (!FBitSet(pev->spawnflags,SF_GENERICMONSTER_PLAYERMODEL)) { vecMin.z = 0; vecMax.z = vecSize.z; } UTIL_SetSize(pev, vecMin, vecMax); } else if ( pev->spawnflags & SF_GENERICMONSTER_PLAYERMODEL || FStrEq( STRING(pev->model), "models/player.mdl" ) || FStrEq( STRING(pev->model), "models/holo.mdl" ) ) UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX); else UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; if (!m_bloodColor) m_bloodColor = BLOOD_COLOR_RED; if (!pev->health) pev->health = 8; m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; MonsterInit(); if ( pev->spawnflags & SF_GENERICMONSTER_NOTSOLID ) { pev->solid = SOLID_NOT; pev->takedamage = DAMAGE_NO; } else if ( pev->spawnflags & SF_GENERICMONSTER_INVULNERABLE ) { pev->takedamage = DAMAGE_NO; } } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CGenericMonster :: Precache() { PRECACHE_MODEL( (char *)STRING(pev->model) ); if (m_iszGibModel) PRECACHE_MODEL( (char*)STRING(m_iszGibModel) ); //LRC } //========================================================= // AI Schedules Specific to this monster //========================================================= //========================================================= // GENERIC DEAD MONSTER, PROP //========================================================= class CDeadGenericMonster : public CBaseMonster { public: void Spawn( void ); void Precache( void ); int Classify ( void ) { return CLASS_PLAYER_ALLY; } void KeyValue( KeyValueData *pkvd ); virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; virtual int HasCustomGibs( void ) { return m_iszGibModel; } int m_iszGibModel; }; LINK_ENTITY_TO_CLASS( monster_generic_dead, CDeadGenericMonster ); TYPEDESCRIPTION CDeadGenericMonster::m_SaveData[] = { DEFINE_FIELD( CDeadGenericMonster, m_iszGibModel, FIELD_STRING ), }; IMPLEMENT_SAVERESTORE( CDeadGenericMonster, CBaseMonster ); void CDeadGenericMonster::KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "m_bloodColor")) { m_bloodColor = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "m_iszGibModel")) { m_iszGibModel = ALLOC_STRING(pkvd->szValue); pkvd->fHandled = TRUE; } else CBaseMonster::KeyValue( pkvd ); } //========================================================= // ********** DeadGenericMonster SPAWN ********** //========================================================= void CDeadGenericMonster :: Spawn( void ) { Precache(); SET_MODEL(ENT(pev), STRING(pev->model)); pev->effects = 0; pev->yaw_speed = 8; //LRC -- what? pev->sequence = 0; if (pev->netname) { pev->sequence = LookupSequence( STRING(pev->netname) ); if (pev->sequence == -1) { ALERT ( at_debug, "Invalid sequence name \"%s\" in monster_generic_dead\n", STRING(pev->netname) ); } } else { pev->sequence = LookupActivity( pev->frags ); // if (pev->sequence == -1) // { // ALERT ( at_error, "monster_generic_dead - specify a sequence name or choose a different death type: model \"%s\" has no available death sequences.\n", STRING(pev->model) ); // } //...and if that doesn't work, forget it. } // Corpses have less health pev->health = 8; MonsterInitDead(); ResetSequenceInfo( ); pev->frame = 255; // pose at the _end_ of its death sequence. } void CDeadGenericMonster :: Precache() { PRECACHE_MODEL( (char*)STRING(pev->model) ); if (m_iszGibModel) PRECACHE_MODEL( (char*)STRING(m_iszGibModel) ); //LRC }