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