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129 lines
4.5 KiB
129 lines
4.5 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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#pragma once |
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#ifndef SCRIPTED_H |
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#define SCRIPTED_H |
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#ifndef SCRIPTEVENT_H |
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#include "scriptevent.h" |
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#endif |
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#define SF_SCRIPT_WAITTILLSEEN 1 |
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#define SF_SCRIPT_EXITAGITATED 2 |
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#define SF_SCRIPT_REPEATABLE 4 |
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#define SF_SCRIPT_LEAVECORPSE 8 |
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//#define SF_SCRIPT_INTERPOLATE 16 // don't use, old bug |
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#define SF_SCRIPT_NOINTERRUPT 32 |
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#define SF_SCRIPT_OVERRIDESTATE 64 |
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#define SF_SCRIPT_NOSCRIPTMOVEMENT 128 |
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#define SF_SCRIPT_STAYDEAD 256 // LRC- signifies that the animation kills the monster |
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// (needed because the monster animations don't use AnimEvent 1000 properly) |
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#define SCRIPT_BREAK_CONDITIONS (bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE) |
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//LRC - rearranged into flags |
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#define SS_INTERRUPT_IDLE 0x0 |
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#define SS_INTERRUPT_ALERT 0x1 |
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#define SS_INTERRUPT_ANYSTATE 0x2 |
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#define SS_INTERRUPT_SCRIPTS 0x4 |
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// when a monster finishes an AI scripted sequence, we can choose |
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// a schedule to place them in. These defines are the aliases to |
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// resolve worldcraft input to real schedules (sjb) |
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#define SCRIPT_FINISHSCHED_DEFAULT 0 |
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#define SCRIPT_FINISHSCHED_AMBUSH 1 |
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class CCineMonster : public CBaseMonster |
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{ |
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public: |
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void Spawn( void ); |
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virtual void KeyValue( KeyValueData *pkvd ); |
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virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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virtual void Blocked( CBaseEntity *pOther ); |
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virtual void Touch( CBaseEntity *pOther ); |
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virtual int ObjectCaps( void ) { return (CBaseMonster :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION); } |
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virtual void Activate( void ); |
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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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//LRC: states for script entities |
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virtual STATE GetState( void ) { return m_iState; }; |
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STATE m_iState; |
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// void EXPORT CineSpawnThink( void ); |
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void EXPORT CineThink( void ); |
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void EXPORT InitIdleThink( void ); //LRC |
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void Pain( void ); |
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void Die( void ); |
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void DelayStart( int state ); |
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CBaseMonster* FindEntity( const char* sName, CBaseEntity *pActivator ); |
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virtual void PossessEntity( void ); |
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inline BOOL IsAction( void ) { return FClassnameIs(pev,"scripted_action"); }; //LRC |
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//LRC: Should the monster do a precise attack for this scripted_action? |
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// (Do a precise attack if we'll be turning to face the target, but we haven't just walked to the target.) |
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BOOL PreciseAttack( void ) |
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{ |
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// if (m_fTurnType != 1) { ALERT(at_console,"preciseattack fails check 1\n"); return FALSE; } |
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// if (m_fMoveTo == 0) { ALERT(at_console,"preciseattack fails check 2\n"); return FALSE; } |
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// if (m_fMoveTo != 5 && m_iszAttack == 0) { ALERT(at_console,"preciseattack fails check 3\n"); return FALSE; } |
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// ALERT(at_console,"preciseattack passes!\n"); |
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// return TRUE; |
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return m_fTurnType == 1 && ( m_fMoveTo == 5 || (m_fMoveTo != 0 && !FStrEq(STRING(m_iszAttack), STRING(m_iszMoveTarget)) )); |
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}; |
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void ReleaseEntity( CBaseMonster *pEntity ); |
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void CancelScript( void ); |
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virtual BOOL StartSequence( CBaseMonster *pTarget, int iszSeq, BOOL completeOnEmpty ); |
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void SequenceDone ( CBaseMonster *pMonster ); |
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virtual void FixScriptMonsterSchedule( CBaseMonster *pMonster ); |
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BOOL CanInterrupt( void ); |
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void AllowInterrupt( BOOL fAllow ); |
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int IgnoreConditions( void ); |
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string_t m_iszIdle; // string index for idle animation |
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string_t m_iszPlay; // string index for scripted animation |
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string_t m_iszEntity; // entity that is wanted for this script |
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int m_iszAttack; // entity to attack |
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int m_iszMoveTarget; // entity to move to |
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int m_iszFireOnBegin; // entity to fire when the sequence _starts_. |
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int m_fMoveTo; |
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int m_fTurnType; |
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int m_fAction; |
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int m_iFinishSchedule; |
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float m_flRadius; // range to search |
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//LRC- this does nothing!! float m_flRepeat; // repeat rate |
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int m_iRepeats; //LRC - number of times to repeat the animation |
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int m_iRepeatsLeft; //LRC |
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float m_fRepeatFrame; //LRC |
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int m_iPriority; //LRC |
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int m_iDelay; |
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float m_startTime; |
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int m_saved_movetype; |
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int m_saved_solid; |
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int m_saved_effects; |
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//Vector m_vecOrigOrigin; |
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BOOL m_interruptable; |
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}; |
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//LRC - removed CCineAI, obsolete |
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#endif //SCRIPTED_H
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