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