You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
183 lines
6.9 KiB
183 lines
6.9 KiB
/*** |
|
* |
|
* 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. |
|
* |
|
****/ |
|
#pragma once |
|
#ifndef MONSTERS_H |
|
#include "skill.h" |
|
#define MONSTERS_H |
|
|
|
/* |
|
|
|
===== monsters.h ======================================================== |
|
|
|
Header file for monster-related utility code |
|
|
|
*/ |
|
|
|
// CHECKLOCALMOVE result types |
|
#define LOCALMOVE_INVALID 0 // move is not possible |
|
#define LOCALMOVE_INVALID_DONT_TRIANGULATE 1 // move is not possible, don't try to triangulate |
|
#define LOCALMOVE_VALID 2 // move is possible |
|
|
|
// Hit Group standards |
|
#define HITGROUP_GENERIC 0 |
|
#define HITGROUP_HEAD 1 |
|
#define HITGROUP_CHEST 2 |
|
#define HITGROUP_STOMACH 3 |
|
#define HITGROUP_LEFTARM 4 |
|
#define HITGROUP_RIGHTARM 5 |
|
#define HITGROUP_LEFTLEG 6 |
|
#define HITGROUP_RIGHTLEG 7 |
|
|
|
// Monster Spawnflags |
|
#define SF_MONSTER_WAIT_TILL_SEEN 1// spawnflag that makes monsters wait until player can see them before attacking. |
|
#define SF_MONSTER_GAG 2 // no idle noises from this monster |
|
#define SF_MONSTER_HITMONSTERCLIP 4 |
|
// 8 |
|
#define SF_MONSTER_PRISONER 16 // monster won't attack anyone, no one will attacke him. |
|
// 32 |
|
// 64 |
|
#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 |
|
#define SF_MONSTER_PREDISASTER 256 //this is a predisaster scientist or barney. Influences how they speak. |
|
#define SF_MONSTER_FADECORPSE 512 // Fade out corpse after death |
|
#define SF_MONSTER_FALL_TO_GROUND 0x80000000 |
|
|
|
// specialty spawnflags |
|
#define SF_MONSTER_TURRET_AUTOACTIVATE 32 |
|
#define SF_MONSTER_TURRET_STARTINACTIVE 64 |
|
#define SF_MONSTER_WAIT_UNTIL_PROVOKED 64 // don't attack the player unless provoked |
|
|
|
// MoveToOrigin stuff |
|
#define MOVE_START_TURN_DIST 64 // when this far away from moveGoal, start turning to face next goal |
|
#define MOVE_STUCK_DIST 32 // if a monster can't step this far, it is stuck. |
|
|
|
// MoveToOrigin stuff |
|
#define MOVE_NORMAL 0// normal move in the direction monster is facing |
|
#define MOVE_STRAFE 1// moves in direction specified, no matter which way monster is facing |
|
|
|
// spawn flags 256 and above are already taken by the engine |
|
extern void UTIL_MoveToOrigin( edict_t* pent, const Vector &vecGoal, float flDist, int iMoveType ); |
|
|
|
Vector VecCheckToss( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flGravityAdj = 1.0 ); |
|
Vector VecCheckThrow( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flSpeed, float flGravityAdj = 1.0 ); |
|
extern DLL_GLOBAL Vector g_vecAttackDir; |
|
extern DLL_GLOBAL CONSTANT float g_flMeleeRange; |
|
extern DLL_GLOBAL CONSTANT float g_flMediumRange; |
|
extern DLL_GLOBAL CONSTANT float g_flLongRange; |
|
extern void EjectBrass(const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype ); |
|
extern void ExplodeModel( const Vector &vecOrigin, float speed, int model, int count ); |
|
|
|
BOOL FBoxVisible( entvars_t *pevLooker, entvars_t *pevTarget ); |
|
BOOL FBoxVisible( entvars_t *pevLooker, entvars_t *pevTarget, Vector &vecTargetOrigin, float flSize = 0.0 ); |
|
|
|
// monster to monster relationship types |
|
#define R_AL -2 // (ALLY) pals. Good alternative to R_NO when applicable. |
|
#define R_FR -1// (FEAR)will run |
|
#define R_NO 0// (NO RELATIONSHIP) disregard |
|
#define R_DL 1// (DISLIKE) will attack |
|
#define R_HT 2// (HATE)will attack this character instead of any visible DISLIKEd characters |
|
#define R_NM 3// (NEMESIS) A monster Will ALWAYS attack its nemsis, no matter what |
|
|
|
// these bits represent the monster's memory |
|
#define MEMORY_CLEAR 0 |
|
#define bits_MEMORY_PROVOKED ( 1 << 0 )// right now only used for houndeyes. |
|
#define bits_MEMORY_INCOVER ( 1 << 1 )// monster knows it is in a covered position. |
|
#define bits_MEMORY_SUSPICIOUS ( 1 << 2 )// Ally is suspicious of the player, and will move to provoked more easily |
|
#define bits_MEMORY_PATH_FINISHED ( 1 << 3 )// Finished monster path (just used by big momma for now) |
|
#define bits_MEMORY_ON_PATH ( 1 << 4 )// Moving on a path |
|
#define bits_MEMORY_MOVE_FAILED ( 1 << 5 )// Movement has already failed |
|
#define bits_MEMORY_FLINCHED ( 1 << 6 )// Has already flinched |
|
#define bits_MEMORY_KILLED ( 1 << 7 )// HACKHACK -- remember that I've already called my Killed() |
|
#define bits_MEMORY_CUSTOM4 ( 1 << 28 ) // Monster-specific memory |
|
#define bits_MEMORY_CUSTOM3 ( 1 << 29 ) // Monster-specific memory |
|
#define bits_MEMORY_CUSTOM2 ( 1 << 30 ) // Monster-specific memory |
|
#define bits_MEMORY_CUSTOM1 ( 1 << 31 ) // Monster-specific memory |
|
|
|
// trigger conditions for scripted AI |
|
// these MUST match the CHOICES interface in halflife.fgd for the base monster |
|
enum |
|
{ |
|
AITRIGGER_NONE = 0, |
|
AITRIGGER_SEEPLAYER_ANGRY_AT_PLAYER, |
|
AITRIGGER_TAKEDAMAGE, |
|
AITRIGGER_HALFHEALTH, |
|
AITRIGGER_DEATH, |
|
AITRIGGER_SQUADMEMBERDIE, |
|
AITRIGGER_SQUADLEADERDIE, |
|
AITRIGGER_HEARWORLD, |
|
AITRIGGER_HEARPLAYER, |
|
AITRIGGER_HEARCOMBAT, |
|
AITRIGGER_SEEPLAYER_UNCONDITIONAL, |
|
AITRIGGER_SEEPLAYER_NOT_IN_COMBAT |
|
}; |
|
/* |
|
0 : "No Trigger" |
|
1 : "See Player" |
|
2 : "Take Damage" |
|
3 : "50% Health Remaining" |
|
4 : "Death" |
|
5 : "Squad Member Dead" |
|
6 : "Squad Leader Dead" |
|
7 : "Hear World" |
|
8 : "Hear Player" |
|
9 : "Hear Combat" |
|
*/ |
|
|
|
// |
|
// A gib is a chunk of a body, or a piece of wood/metal/rocks/etc. |
|
// |
|
class CGib : public CBaseEntity |
|
{ |
|
public: |
|
void Spawn( const char *szGibModel ); |
|
void EXPORT BounceGibTouch( CBaseEntity *pOther ); |
|
void EXPORT StickyGibTouch( CBaseEntity *pOther ); |
|
void EXPORT WaitTillLand( void ); |
|
void LimitVelocity( void ); |
|
|
|
virtual int ObjectCaps( void ) { return ( CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION ) | FCAP_DONT_SAVE; } |
|
static void SpawnHeadGib( entvars_t *pevVictim ); |
|
static void SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int human ); |
|
static void SpawnStickyGibs( entvars_t *pevVictim, Vector vecOrigin, int cGibs ); |
|
|
|
int m_bloodColor; |
|
int m_cBloodDecals; |
|
int m_material; |
|
float m_lifeTime; |
|
}; |
|
|
|
class CWeaponClip : public CGib |
|
{ |
|
public: |
|
void Spawn( const char *szModel ); |
|
void EXPORT WaitTillLand( void ); |
|
void EXPORT ClipTouch( CBaseEntity *pOther ); |
|
}; |
|
|
|
#define CUSTOM_SCHEDULES\ |
|
virtual Schedule_t *ScheduleFromName( const char *pName );\ |
|
static Schedule_t *m_scheduleList[]; |
|
|
|
#define DEFINE_CUSTOM_SCHEDULES(derivedClass)\ |
|
Schedule_t *derivedClass::m_scheduleList[] = |
|
|
|
#define IMPLEMENT_CUSTOM_SCHEDULES(derivedClass, baseClass)\ |
|
Schedule_t *derivedClass::ScheduleFromName( const char *pName )\ |
|
{\ |
|
Schedule_t *pSchedule = ScheduleInList( pName, m_scheduleList, ARRAYSIZE( m_scheduleList ) );\ |
|
if( !pSchedule )\ |
|
return baseClass::ScheduleFromName( pName );\ |
|
return pSchedule;\ |
|
} |
|
#endif //MONSTERS_H
|
|
|