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.
306 lines
8.2 KiB
306 lines
8.2 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. |
|
* |
|
****/ |
|
//========================================================= |
|
// Generic Monster - purely for scripted sequence work. |
|
//========================================================= |
|
#include "extdll.h" |
|
#include "util.h" |
|
#include "cbase.h" |
|
#include "monsters.h" |
|
#include "schedule.h" |
|
#include "animation.h" |
|
#include "talkmonster.h" |
|
|
|
// For holograms, make them not solid so the player can walk through them |
|
//LRC- this seems to interfere with SF_MONSTER_CLIP |
|
#define SF_GENERICMONSTER_NOTSOLID 4 |
|
#define SF_HEAD_CONTROLLER 8 |
|
#define SF_GENERICMONSTER_INVULNERABLE 32 |
|
//Not implemented: |
|
#define SF_GENERICMONSTER_PLAYERMODEL 64 |
|
|
|
//========================================================= |
|
// Monster's Anim Events Go Here |
|
//========================================================= |
|
|
|
class CGenericMonster : public CTalkMonster |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
void SetYawSpeed( void ); |
|
int Classify( void ); |
|
void HandleAnimEvent( MonsterEvent_t *pEvent ); |
|
int ISoundMask( void ); |
|
void KeyValue( KeyValueData *pkvd ); |
|
|
|
virtual int Save( CSave &save ); |
|
virtual int Restore( CRestore &restore ); |
|
static TYPEDESCRIPTION m_SaveData[]; |
|
|
|
virtual int HasCustomGibs( void ) { return m_iszGibModel; } |
|
|
|
int m_iszGibModel; |
|
}; |
|
LINK_ENTITY_TO_CLASS( monster_generic, CGenericMonster ); |
|
|
|
TYPEDESCRIPTION CGenericMonster::m_SaveData[] = |
|
{ |
|
DEFINE_FIELD( CGenericMonster, m_iszGibModel, FIELD_STRING ), |
|
}; |
|
|
|
IMPLEMENT_SAVERESTORE( CGenericMonster, CBaseMonster ); |
|
|
|
void CGenericMonster::KeyValue( KeyValueData *pkvd ) |
|
{ |
|
if (FStrEq(pkvd->szKeyName, "m_bloodColor")) |
|
{ |
|
m_bloodColor = atoi(pkvd->szValue); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if (FStrEq(pkvd->szKeyName, "m_iszGibModel")) |
|
{ |
|
m_iszGibModel = ALLOC_STRING(pkvd->szValue); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else |
|
CBaseMonster::KeyValue( pkvd ); |
|
} |
|
|
|
//========================================================= |
|
// Classify - indicates this monster's place in the |
|
// relationship table. |
|
//========================================================= |
|
int CGenericMonster::Classify( void ) |
|
{ |
|
return m_iClass?m_iClass:CLASS_PLAYER_ALLY; |
|
} |
|
|
|
//========================================================= |
|
// SetYawSpeed - allows each sequence to have a different |
|
// turn rate associated with it. |
|
//========================================================= |
|
void CGenericMonster::SetYawSpeed( void ) |
|
{ |
|
int ys; |
|
|
|
switch( m_Activity ) |
|
{ |
|
case ACT_IDLE: |
|
default: |
|
ys = 90; |
|
} |
|
|
|
pev->yaw_speed = ys; |
|
} |
|
|
|
//========================================================= |
|
// HandleAnimEvent - catches the monster-specific messages |
|
// that occur when tagged animation frames are played. |
|
//========================================================= |
|
void CGenericMonster::HandleAnimEvent( MonsterEvent_t *pEvent ) |
|
{ |
|
switch( pEvent->event ) |
|
{ |
|
case 0: |
|
default: |
|
CBaseMonster::HandleAnimEvent( pEvent ); |
|
break; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// ISoundMask - generic monster can't hear. |
|
//========================================================= |
|
int CGenericMonster::ISoundMask( void ) |
|
{ |
|
return 0; |
|
} |
|
|
|
//========================================================= |
|
// Spawn |
|
//========================================================= |
|
void CGenericMonster::Spawn() |
|
{ |
|
// store the size, so we can use it to set up the hulls after Set_Model overwrites it. |
|
Vector vecSize = pev->size; |
|
|
|
//LRC - if the level designer forgets to set a model, don't crash! |
|
if (FStringNull(pev->model)) |
|
{ |
|
if (pev->targetname) |
|
ALERT(at_error, "No model specified for monster_generic \"%s\"\n", STRING(pev->targetname)); |
|
else |
|
ALERT(at_error, "No model specified for monster_generic at %.2f %.2f %.2f\n", pev->origin.x, pev->origin.y, pev->origin.z); |
|
pev->model = MAKE_STRING("models/player.mdl"); |
|
} |
|
|
|
Precache(); |
|
|
|
SET_MODEL( ENT( pev ), STRING( pev->model ) ); |
|
|
|
if (vecSize != g_vecZero) |
|
{ |
|
Vector vecMax = vecSize/2; |
|
Vector vecMin = -vecMax; |
|
if (!FBitSet(pev->spawnflags,SF_GENERICMONSTER_PLAYERMODEL)) |
|
{ |
|
vecMin.z = 0; |
|
vecMax.z = vecSize.z; |
|
} |
|
UTIL_SetSize(pev, vecMin, vecMax); |
|
} |
|
else if ( |
|
pev->spawnflags & SF_GENERICMONSTER_PLAYERMODEL || |
|
FStrEq( STRING(pev->model), "models/player.mdl" ) || |
|
FStrEq( STRING(pev->model), "models/holo.mdl" ) |
|
) |
|
UTIL_SetSize( pev, VEC_HULL_MIN, VEC_HULL_MAX ); |
|
else |
|
UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); |
|
|
|
pev->solid = SOLID_SLIDEBOX; |
|
pev->movetype = MOVETYPE_STEP; |
|
if (!m_bloodColor) m_bloodColor = BLOOD_COLOR_RED; |
|
if (!pev->health) pev->health = 8; |
|
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) |
|
m_MonsterState = MONSTERSTATE_NONE; |
|
|
|
MonsterInit(); |
|
|
|
if( pev->spawnflags & SF_HEAD_CONTROLLER ) |
|
{ |
|
m_afCapability = bits_CAP_TURN_HEAD; |
|
} |
|
|
|
if( pev->spawnflags & SF_GENERICMONSTER_NOTSOLID ) |
|
{ |
|
pev->solid = SOLID_NOT; |
|
pev->takedamage = DAMAGE_NO; |
|
} |
|
else if ( pev->spawnflags & SF_GENERICMONSTER_INVULNERABLE ) |
|
{ |
|
pev->takedamage = DAMAGE_NO; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// Precache - precaches all resources this monster needs |
|
//========================================================= |
|
void CGenericMonster::Precache() |
|
{ |
|
CTalkMonster::Precache(); |
|
TalkInit(); |
|
PRECACHE_MODEL( (char *)STRING(pev->model) ); |
|
if (m_iszGibModel) |
|
PRECACHE_MODEL( STRING(m_iszGibModel) ); //LRC |
|
} |
|
|
|
//========================================================= |
|
// AI Schedules Specific to this monster |
|
//========================================================= |
|
|
|
|
|
//========================================================= |
|
// GENERIC DEAD MONSTER, PROP |
|
//========================================================= |
|
class CDeadGenericMonster : public CBaseMonster |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
int Classify ( void ) { return CLASS_PLAYER_ALLY; } |
|
void KeyValue( KeyValueData *pkvd ); |
|
|
|
virtual int Save( CSave &save ); |
|
virtual int Restore( CRestore &restore ); |
|
static TYPEDESCRIPTION m_SaveData[]; |
|
|
|
virtual int HasCustomGibs( void ) { return m_iszGibModel; } |
|
|
|
int m_iszGibModel; |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( monster_generic_dead, CDeadGenericMonster ); |
|
|
|
TYPEDESCRIPTION CDeadGenericMonster::m_SaveData[] = |
|
{ |
|
DEFINE_FIELD( CDeadGenericMonster, m_iszGibModel, FIELD_STRING ), |
|
}; |
|
|
|
IMPLEMENT_SAVERESTORE( CDeadGenericMonster, CBaseMonster ); |
|
|
|
void CDeadGenericMonster::KeyValue( KeyValueData *pkvd ) |
|
{ |
|
if (FStrEq(pkvd->szKeyName, "m_bloodColor")) |
|
{ |
|
m_bloodColor = atoi(pkvd->szValue); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if (FStrEq(pkvd->szKeyName, "m_iszGibModel")) |
|
{ |
|
m_iszGibModel = ALLOC_STRING(pkvd->szValue); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else |
|
CBaseMonster::KeyValue( pkvd ); |
|
} |
|
|
|
//========================================================= |
|
// ********** DeadGenericMonster SPAWN ********** |
|
//========================================================= |
|
void CDeadGenericMonster :: Spawn( void ) |
|
{ |
|
Precache(); |
|
SET_MODEL(ENT(pev), STRING(pev->model)); |
|
|
|
pev->effects = 0; |
|
pev->yaw_speed = 8; //LRC -- what? |
|
pev->sequence = 0; |
|
|
|
if (pev->netname) |
|
{ |
|
pev->sequence = LookupSequence( STRING(pev->netname) ); |
|
|
|
if (pev->sequence == -1) |
|
{ |
|
ALERT ( at_console, "Invalid sequence name \"%s\" in monster_generic_dead\n", STRING(pev->netname) ); |
|
} |
|
} |
|
else |
|
{ |
|
pev->sequence = LookupActivity( pev->frags ); |
|
// if (pev->sequence == -1) |
|
// { |
|
// 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) ); |
|
// } |
|
//...and if that doesn't work, forget it. |
|
} |
|
|
|
// Corpses have less health |
|
pev->health = 8; |
|
|
|
MonsterInitDead(); |
|
|
|
ResetSequenceInfo( ); |
|
pev->frame = 255; // pose at the _end_ of its death sequence. |
|
} |
|
|
|
void CDeadGenericMonster :: Precache() |
|
{ |
|
PRECACHE_MODEL( STRING(pev->model) ); |
|
if (m_iszGibModel) |
|
PRECACHE_MODEL( STRING(m_iszGibModel) ); //LRC |
|
}
|
|
|