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175 lines
6.8 KiB
175 lines
6.8 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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#ifndef MONSTERS_H |
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#include "skill.h" |
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#define MONSTERS_H |
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/* |
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===== monsters.h ======================================================== |
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Header file for monster-related utility code |
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*/ |
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// CHECKLOCALMOVE result types |
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#define LOCALMOVE_INVALID 0 // move is not possible |
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#define LOCALMOVE_INVALID_DONT_TRIANGULATE 1 // move is not possible, don't try to triangulate |
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#define LOCALMOVE_VALID 2 // move is possible |
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// Hit Group standards |
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#define HITGROUP_GENERIC 0 |
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#define HITGROUP_HEAD 1 |
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#define HITGROUP_CHEST 2 |
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#define HITGROUP_STOMACH 3 |
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#define HITGROUP_LEFTARM 4 |
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#define HITGROUP_RIGHTARM 5 |
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#define HITGROUP_LEFTLEG 6 |
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#define HITGROUP_RIGHTLEG 7 |
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// Monster Spawnflags |
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#define SF_MONSTER_WAIT_TILL_SEEN 1// spawnflag that makes monsters wait until player can see them before attacking. |
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#define SF_MONSTER_GAG 2 // no idle noises from this monster |
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#define SF_MONSTER_HITMONSTERCLIP 4 |
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// 8 |
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#define SF_MONSTER_PRISONER 16 // monster won't attack anyone, no one will attacke him. |
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#define SF_MONSTER_REDBLOOD 32 |
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#define SF_MONSTER_ZOMBIECOP 64 |
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#define SF_MONSTER_WAIT_FOR_SCRIPT 128 //spawnflag that makes monsters wait to check for attacking until the script is done or they've been attacked |
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#define SF_MONSTER_PREDISASTER 256 //this is a predisaster scientist or barney. Influences how they speak. |
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#define SF_MONSTER_FADECORPSE 512 // Fade out corpse after death |
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#define SF_MONSTER_FASTZOMBIEMODE 1024 |
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#define SF_MONSTER_FALL_TO_GROUND 0x80000000 |
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// specialty spawnflags |
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#define SF_MONSTER_TURRET_AUTOACTIVATE 32 |
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#define SF_MONSTER_TURRET_STARTINACTIVE 64 |
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#define SF_MONSTER_WAIT_UNTIL_PROVOKED 64 // don't attack the player unless provoked |
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// MoveToOrigin stuff |
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#define MOVE_START_TURN_DIST 64 // when this far away from moveGoal, start turning to face next goal |
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#define MOVE_STUCK_DIST 32 // if a monster can't step this far, it is stuck. |
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// MoveToOrigin stuff |
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#define MOVE_NORMAL 0// normal move in the direction monster is facing |
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#define MOVE_STRAFE 1// moves in direction specified, no matter which way monster is facing |
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// spawn flags 256 and above are already taken by the engine |
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extern void UTIL_MoveToOrigin( edict_t* pent, const Vector &vecGoal, float flDist, int iMoveType ); |
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Vector VecCheckToss( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flGravityAdj = 1.0 ); |
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Vector VecCheckThrow( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flSpeed, float flGravityAdj = 1.0 ); |
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extern DLL_GLOBAL Vector g_vecAttackDir; |
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extern DLL_GLOBAL CONSTANT float g_flMeleeRange; |
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extern DLL_GLOBAL CONSTANT float g_flMediumRange; |
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extern DLL_GLOBAL CONSTANT float g_flLongRange; |
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extern void EjectBrass(const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype ); |
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extern void ExplodeModel( const Vector &vecOrigin, float speed, int model, int count ); |
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BOOL FBoxVisible( entvars_t *pevLooker, entvars_t *pevTarget ); |
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BOOL FBoxVisible( entvars_t *pevLooker, entvars_t *pevTarget, Vector &vecTargetOrigin, float flSize = 0.0 ); |
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// monster to monster relationship types |
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#define R_AL -2 // (ALLY) pals. Good alternative to R_NO when applicable. |
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#define R_FR -1// (FEAR)will run |
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#define R_NO 0// (NO RELATIONSHIP) disregard |
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#define R_DL 1// (DISLIKE) will attack |
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#define R_HT 2// (HATE)will attack this character instead of any visible DISLIKEd characters |
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#define R_NM 3// (NEMESIS) A monster Will ALWAYS attack its nemsis, no matter what |
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// these bits represent the monster's memory |
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#define MEMORY_CLEAR 0 |
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#define bits_MEMORY_PROVOKED ( 1 << 0 )// right now only used for houndeyes. |
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#define bits_MEMORY_INCOVER ( 1 << 1 )// monster knows it is in a covered position. |
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#define bits_MEMORY_SUSPICIOUS ( 1 << 2 )// Ally is suspicious of the player, and will move to provoked more easily |
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#define bits_MEMORY_PATH_FINISHED ( 1 << 3 )// Finished monster path (just used by big momma for now) |
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#define bits_MEMORY_ON_PATH ( 1 << 4 )// Moving on a path |
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#define bits_MEMORY_MOVE_FAILED ( 1 << 5 )// Movement has already failed |
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#define bits_MEMORY_FLINCHED ( 1 << 6 )// Has already flinched |
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#define bits_MEMORY_KILLED ( 1 << 7 )// HACKHACK -- remember that I've already called my Killed() |
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#define bits_MEMORY_CUSTOM4 ( 1 << 28 ) // Monster-specific memory |
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#define bits_MEMORY_CUSTOM3 ( 1 << 29 ) // Monster-specific memory |
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#define bits_MEMORY_CUSTOM2 ( 1 << 30 ) // Monster-specific memory |
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#define bits_MEMORY_CUSTOM1 ( 1 << 31 ) // Monster-specific memory |
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// trigger conditions for scripted AI |
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// these MUST match the CHOICES interface in halflife.fgd for the base monster |
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enum |
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{ |
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AITRIGGER_NONE = 0, |
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AITRIGGER_SEEPLAYER_ANGRY_AT_PLAYER, |
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AITRIGGER_TAKEDAMAGE, |
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AITRIGGER_HALFHEALTH, |
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AITRIGGER_DEATH, |
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AITRIGGER_SQUADMEMBERDIE, |
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AITRIGGER_SQUADLEADERDIE, |
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AITRIGGER_HEARWORLD, |
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AITRIGGER_HEARPLAYER, |
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AITRIGGER_HEARCOMBAT, |
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AITRIGGER_SEEPLAYER_UNCONDITIONAL, |
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AITRIGGER_SEEPLAYER_NOT_IN_COMBAT |
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}; |
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/* |
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0 : "No Trigger" |
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1 : "See Player" |
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2 : "Take Damage" |
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3 : "50% Health Remaining" |
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4 : "Death" |
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5 : "Squad Member Dead" |
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6 : "Squad Leader Dead" |
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7 : "Hear World" |
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8 : "Hear Player" |
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9 : "Hear Combat" |
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*/ |
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// |
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// A gib is a chunk of a body, or a piece of wood/metal/rocks/etc. |
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// |
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class CGib : public CBaseEntity |
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{ |
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public: |
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void Spawn( const char *szGibModel ); |
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void EXPORT BounceGibTouch( CBaseEntity *pOther ); |
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void EXPORT StickyGibTouch( CBaseEntity *pOther ); |
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void EXPORT WaitTillLand( void ); |
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void LimitVelocity( void ); |
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virtual int ObjectCaps( void ) { return ( CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION ) | FCAP_DONT_SAVE; } |
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static void SpawnHeadGib( entvars_t *pevVictim ); |
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static void SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int human ); |
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static void SpawnStickyGibs( entvars_t *pevVictim, Vector vecOrigin, int cGibs ); |
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int m_bloodColor; |
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int m_cBloodDecals; |
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int m_material; |
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float m_lifeTime; |
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}; |
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#define CUSTOM_SCHEDULES\ |
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virtual Schedule_t *ScheduleFromName( const char *pName );\ |
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static Schedule_t *m_scheduleList[]; |
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#define DEFINE_CUSTOM_SCHEDULES(derivedClass)\ |
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Schedule_t *derivedClass::m_scheduleList[] = |
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#define IMPLEMENT_CUSTOM_SCHEDULES(derivedClass, baseClass)\ |
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Schedule_t *derivedClass::ScheduleFromName( const char *pName )\ |
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{\ |
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Schedule_t *pSchedule = ScheduleInList( pName, m_scheduleList, ARRAYSIZE( m_scheduleList ) );\ |
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if( !pSchedule )\ |
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return baseClass::ScheduleFromName( pName );\ |
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return pSchedule;\ |
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} |
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#endif //MONSTERS_H
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