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