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350 lines
14 KiB
350 lines
14 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 BASEMONSTER_H |
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#define BASEMONSTER_H |
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// |
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// generic Monster |
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// |
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class CBaseMonster : public CBaseToggle |
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{ |
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private: |
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int m_afConditions; |
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public: |
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typedef enum |
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{ |
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SCRIPT_PLAYING = 0, // Playing the sequence |
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SCRIPT_WAIT, // Waiting on everyone in the script to be ready |
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SCRIPT_CLEANUP, // Cancelling the script / cleaning up |
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SCRIPT_WALK_TO_MARK, |
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SCRIPT_RUN_TO_MARK |
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} SCRIPTSTATE; |
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// these fields have been added in the process of reworking the state machine. (sjb) |
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EHANDLE m_hEnemy; // the entity that the monster is fighting. |
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EHANDLE m_hTargetEnt; // the entity that the monster is trying to reach |
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EHANDLE m_hOldEnemy[MAX_OLD_ENEMIES]; |
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Vector m_vecOldEnemy[MAX_OLD_ENEMIES]; |
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float m_flFieldOfView;// width of monster's field of view ( dot product ) |
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float m_flWaitFinished;// if we're told to wait, this is the time that the wait will be over. |
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float m_flMoveWaitFinished; |
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Activity m_Activity;// what the monster is doing (animation) |
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Activity m_IdealActivity;// monster should switch to this activity |
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int m_LastHitGroup; // the last body region that took damage |
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MONSTERSTATE m_MonsterState;// monster's current state |
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MONSTERSTATE m_IdealMonsterState;// monster should change to this state |
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int m_iTaskStatus; |
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Schedule_t *m_pSchedule; |
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int m_iScheduleIndex; |
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WayPoint_t m_Route[ROUTE_SIZE]; // Positions of movement |
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int m_movementGoal; // Goal that defines route |
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int m_iRouteIndex; // index into m_Route[] |
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float m_moveWaitTime; // How long I should wait for something to move |
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Vector m_vecMoveGoal; // kept around for node graph moves, so we know our ultimate goal |
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Activity m_movementActivity; // When moving, set this activity |
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int m_iAudibleList; // first index of a linked list of sounds that the monster can hear. |
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int m_afSoundTypes; |
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Vector m_vecLastPosition;// monster sometimes wants to return to where it started after an operation. |
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int m_iHintNode; // this is the hint node that the monster is moving towards or performing active idle on. |
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int m_afMemory; |
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int m_iMaxHealth;// keeps track of monster's maximum health value (for re-healing, etc) |
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Vector m_vecEnemyLKP;// last known position of enemy. (enemy's origin) |
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int m_cAmmoLoaded; // how much ammo is in the weapon (used to trigger reload anim sequences) |
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int m_afCapability;// tells us what a monster can/can't do. |
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float m_flNextAttack; // cannot attack again until this time |
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int m_bitsDamageType; // what types of damage has monster (player) taken |
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BYTE m_rgbTimeBasedDamage[CDMG_TIMEBASED]; |
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int m_lastDamageAmount;// how much damage did monster (player) last take |
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// time based damage counters, decr. 1 per 2 seconds |
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int m_bloodColor; // color of blood particless |
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int m_failSchedule; // Schedule type to choose if current schedule fails |
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float m_flHungryTime;// set this is a future time to stop the monster from eating for a while. |
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float m_flDistTooFar; // if enemy farther away than this, bits_COND_ENEMY_TOOFAR set in CheckEnemy |
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float m_flDistLook; // distance monster sees (Default 2048) |
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int m_iTriggerCondition;// for scripted AI, this is the condition that will cause the activation of the monster's TriggerTarget |
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string_t m_iszTriggerTarget;// name of target that should be fired. |
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Vector m_HackedGunPos; // HACK until we can query end of gun |
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// Scripted sequence Info |
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SCRIPTSTATE m_scriptState; // internal cinematic state |
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CCineMonster *m_pCine; |
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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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void KeyValue( KeyValueData *pkvd ); |
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// monster use function |
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void EXPORT MonsterUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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void EXPORT CorpseUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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// overrideable Monster member functions |
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virtual int BloodColor( void ) { return m_bloodColor; } |
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virtual CBaseMonster *MyMonsterPointer( void ) { return this; } |
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virtual void Look( int iDistance );// basic sight function for monsters |
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virtual void RunAI( void );// core ai function! |
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void Listen( void ); |
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virtual BOOL IsAlive( void ) { return ( pev->deadflag != DEAD_DEAD ); } |
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virtual BOOL ShouldFadeOnDeath( void ); |
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// Basic Monster AI functions |
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virtual float ChangeYaw( int speed ); |
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float VecToYaw( Vector vecDir ); |
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float FlYawDiff( void ); |
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float DamageForce( float damage ); |
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// stuff written for new state machine |
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virtual void MonsterThink( void ); |
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void EXPORT CallMonsterThink( void ) { this->MonsterThink(); } |
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virtual int IRelationship( CBaseEntity *pTarget ); |
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virtual void MonsterInit( void ); |
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virtual void MonsterInitDead( void ); // Call after animation/pose is set up |
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virtual void BecomeDead( void ); |
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void EXPORT CorpseFallThink( void ); |
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void EXPORT MonsterInitThink( void ); |
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virtual void StartMonster( void ); |
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virtual CBaseEntity *BestVisibleEnemy( void );// finds best visible enemy for attack |
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virtual BOOL FInViewCone( CBaseEntity *pEntity );// see if pEntity is in monster's view cone |
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virtual BOOL FInViewCone( Vector *pOrigin );// see if given location is in monster's view cone |
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virtual void HandleAnimEvent( MonsterEvent_t *pEvent ); |
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virtual int CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist );// check validity of a straight move through space |
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virtual void Move( float flInterval = 0.1 ); |
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virtual void MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval ); |
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virtual BOOL ShouldAdvanceRoute( float flWaypointDist ); |
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virtual Activity GetStoppedActivity( void ) { return ACT_IDLE; } |
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virtual void Stop( void ) { m_IdealActivity = GetStoppedActivity(); } |
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// This will stop animation until you call ResetSequenceInfo() at some point in the future |
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inline void StopAnimation( void ) { pev->framerate = 0; } |
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// these functions will survey conditions and set appropriate conditions bits for attack types. |
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virtual BOOL CheckRangeAttack1( float flDot, float flDist ); |
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virtual BOOL CheckRangeAttack2( float flDot, float flDist ); |
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virtual BOOL CheckMeleeAttack1( float flDot, float flDist ); |
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virtual BOOL CheckMeleeAttack2( float flDot, float flDist ); |
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BOOL FHaveSchedule( void ); |
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BOOL FScheduleValid( void ); |
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void ClearSchedule( void ); |
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BOOL FScheduleDone( void ); |
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void ChangeSchedule( Schedule_t *pNewSchedule ); |
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void NextScheduledTask( void ); |
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Schedule_t *ScheduleInList( const char *pName, Schedule_t **pList, int listCount ); |
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virtual Schedule_t *ScheduleFromName( const char *pName ); |
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static Schedule_t *m_scheduleList[]; |
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void MaintainSchedule( void ); |
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virtual void StartTask( Task_t *pTask ); |
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virtual void RunTask( Task_t *pTask ); |
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virtual Schedule_t *GetScheduleOfType( int Type ); |
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virtual Schedule_t *GetSchedule( void ); |
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virtual void ScheduleChange( void ) {} |
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// virtual int CanPlaySequence( void ) { return ((m_pCine == NULL) && (m_MonsterState == MONSTERSTATE_NONE || m_MonsterState == MONSTERSTATE_IDLE || m_IdealMonsterState == MONSTERSTATE_IDLE)); } |
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virtual int CanPlaySequence( BOOL fDisregardState, int interruptLevel ); |
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virtual int CanPlaySentence( BOOL fDisregardState ) { return IsAlive(); } |
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virtual void PlaySentence( const char *pszSentence, float duration, float volume, float attenuation ); |
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virtual void PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener ); |
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virtual void SentenceStop( void ); |
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Task_t *GetTask( void ); |
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virtual MONSTERSTATE GetIdealState( void ); |
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virtual void SetActivity( Activity NewActivity ); |
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void SetSequenceByName( char *szSequence ); |
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void SetState( MONSTERSTATE State ); |
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virtual void ReportAIState( void ); |
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void CheckAttacks( CBaseEntity *pTarget, float flDist ); |
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virtual int CheckEnemy( CBaseEntity *pEnemy ); |
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void PushEnemy( CBaseEntity *pEnemy, Vector &vecLastKnownPos ); |
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BOOL PopEnemy( void ); |
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BOOL FGetNodeRoute( Vector vecDest ); |
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inline void TaskComplete( void ) { if ( !HasConditions( bits_COND_TASK_FAILED ) ) m_iTaskStatus = TASKSTATUS_COMPLETE; } |
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void MovementComplete( void ); |
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inline void TaskFail( void ) { SetConditions( bits_COND_TASK_FAILED ); } |
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inline void TaskBegin( void ) { m_iTaskStatus = TASKSTATUS_RUNNING; } |
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int TaskIsRunning( void ); |
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inline int TaskIsComplete( void ) { return ( m_iTaskStatus == TASKSTATUS_COMPLETE ); } |
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inline int MovementIsComplete( void ) { return ( m_movementGoal == MOVEGOAL_NONE ); } |
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int IScheduleFlags( void ); |
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BOOL FRefreshRoute( void ); |
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BOOL FRouteClear( void ); |
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void RouteSimplify( CBaseEntity *pTargetEnt ); |
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void AdvanceRoute( float distance ); |
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virtual BOOL FTriangulate( const Vector &vecStart , const Vector &vecEnd, float flDist, CBaseEntity *pTargetEnt, Vector *pApex ); |
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void MakeIdealYaw( Vector vecTarget ); |
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virtual void SetYawSpeed( void ) { return; };// allows different yaw_speeds for each activity |
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BOOL BuildRoute( const Vector &vecGoal, int iMoveFlag, CBaseEntity *pTarget ); |
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virtual BOOL BuildNearestRoute( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist ); |
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int RouteClassify( int iMoveFlag ); |
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void InsertWaypoint( Vector vecLocation, int afMoveFlags ); |
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BOOL FindLateralCover( const Vector &vecThreat, const Vector &vecViewOffset ); |
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virtual BOOL FindCover( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist ); |
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virtual BOOL FValidateCover( const Vector &vecCoverLocation ) { return TRUE; }; |
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virtual float CoverRadius( void ) { return 784; } // Default cover radius |
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virtual BOOL FCanCheckAttacks( void ); |
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virtual void CheckAmmo( void ) { return; }; |
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virtual int IgnoreConditions( void ); |
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inline void SetConditions( int iConditions ) { m_afConditions |= iConditions; } |
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inline void ClearConditions( int iConditions ) { m_afConditions &= ~iConditions; } |
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inline BOOL HasConditions( int iConditions ) { if ( m_afConditions & iConditions ) return TRUE; return FALSE; } |
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inline BOOL HasAllConditions( int iConditions ) { if ( (m_afConditions & iConditions) == iConditions ) return TRUE; return FALSE; } |
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virtual BOOL FValidateHintType( short sHint ); |
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int FindHintNode( void ); |
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virtual BOOL FCanActiveIdle( void ); |
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void SetTurnActivity( void ); |
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float FLSoundVolume( CSound *pSound ); |
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BOOL MoveToNode( Activity movementAct, float waitTime, const Vector &goal ); |
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BOOL MoveToTarget( Activity movementAct, float waitTime ); |
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BOOL MoveToLocation( Activity movementAct, float waitTime, const Vector &goal ); |
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BOOL MoveToEnemy( Activity movementAct, float waitTime ); |
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// Returns the time when the door will be open |
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float OpenDoorAndWait( entvars_t *pevDoor ); |
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virtual int ISoundMask( void ); |
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virtual CSound* PBestSound( void ); |
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virtual CSound* PBestScent( void ); |
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virtual float HearingSensitivity( void ) { return 1.0; }; |
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BOOL FBecomeProne( void ); |
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virtual void BarnacleVictimBitten( entvars_t *pevBarnacle ); |
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virtual void BarnacleVictimReleased( void ); |
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void SetEyePosition( void ); |
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BOOL FShouldEat( void );// see if a monster is 'hungry' |
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void Eat( float flFullDuration );// make the monster 'full' for a while. |
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CBaseEntity *CheckTraceHullAttack( float flDist, int iDamage, int iDmgType ); |
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BOOL FacingIdeal( void ); |
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BOOL FCheckAITrigger( void );// checks and, if necessary, fires the monster's trigger target. |
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BOOL NoFriendlyFire( void ); |
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BOOL BBoxFlat( void ); |
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// PrescheduleThink |
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virtual void PrescheduleThink( void ) { return; }; |
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BOOL GetEnemy( void ); |
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void MakeDamageBloodDecal( int cCount, float flNoise, TraceResult *ptr, const Vector &vecDir ); |
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void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); |
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// combat functions |
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float UpdateTarget( entvars_t *pevTarget ); |
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virtual Activity GetDeathActivity( void ); |
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Activity GetSmallFlinchActivity( void ); |
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virtual void Killed( entvars_t *pevAttacker, int iGib ); |
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virtual void GibMonster( void ); |
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BOOL ShouldGibMonster( int iGib ); |
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void CallGibMonster( void ); |
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virtual BOOL HasHumanGibs( void ); |
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virtual BOOL HasAlienGibs( void ); |
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virtual void FadeMonster( void ); // Called instead of GibMonster() when gibs are disabled |
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Vector ShootAtEnemy( const Vector &shootOrigin ); |
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virtual Vector BodyTarget( const Vector &posSrc ) { return Center() * 0.75 + EyePosition() * 0.25; }; // position to shoot at |
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virtual Vector GetGunPosition( void ); |
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virtual int TakeHealth( float flHealth, int bitsDamageType ); |
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virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); |
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int DeadTakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); |
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void RadiusDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ); |
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void RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ); |
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virtual int IsMoving( void ) { return m_movementGoal != MOVEGOAL_NONE; } |
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void RouteClear( void ); |
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void RouteNew( void ); |
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virtual void DeathSound( void ) { return; }; |
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virtual void AlertSound( void ) { return; }; |
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virtual void IdleSound( void ) { return; }; |
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virtual void PainSound( void ) { return; }; |
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virtual void StopFollowing( BOOL clearSchedule ) {} |
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inline void Remember( int iMemory ) { m_afMemory |= iMemory; } |
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inline void Forget( int iMemory ) { m_afMemory &= ~iMemory; } |
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inline BOOL HasMemory( int iMemory ) { if ( m_afMemory & iMemory ) return TRUE; return FALSE; } |
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inline BOOL HasAllMemories( int iMemory ) { if ( (m_afMemory & iMemory) == iMemory ) return TRUE; return FALSE; } |
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BOOL ExitScriptedSequence(); |
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BOOL CineCleanup(); |
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CBaseEntity* DropItem ( char *pszItemName, const Vector &vecPos, const Vector &vecAng );// drop an item. |
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// |
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// Glowshell effects |
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// |
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void GlowShellOn( Vector color, float flDuration ); |
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void GlowShellOff( void ); |
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void GlowShellUpdate( void ); |
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float m_glowShellTime; |
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float m_glowShellDuration; |
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Vector m_glowShellColor; |
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BOOL m_glowShellUpdate; |
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Vector m_prevRenderColor; |
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int m_prevRenderFx; |
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int m_prevRenderMode; |
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int m_prevRenderAmt; |
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}; |
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#endif // BASEMONSTER_H
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