ReGameDLL_CS/regamedll/dlls/monsters.h

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/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
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#include "skill.h"
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#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
#define SF_MONSTER_WAIT_TILL_SEEN BIT(0) // spawnflag that makes monsters wait until player can see them before attacking.
#define SF_MONSTER_GAG BIT(1) // no idle noises from this monster
#define SF_MONSTER_HITMONSTERCLIP BIT(2)
#define SF_MONSTER_PRISONER BIT(4) // monster won't attack anyone, no one will attacks him.
#define SF_MONSTER_WAIT_FOR_SCRIPT BIT(7) //spawnflag that makes monsters wait to check for attacking until the script is done or they've been attacked
#define SF_MONSTER_PREDISASTER BIT(8) //this is a predisaster scientist or barney. Influences how they speak.
#define SF_MONSTER_FADECORPSE BIT(9) // Fade out corpse after death
#define SF_MONSTER_FALL_TO_GROUND BIT(31)
// These bits represent the monster's memory
#define MEMORY_CLEAR 0
#define bits_MEMORY_PROVOKED BIT(0) // right now only used for houndeyes.
#define bits_MEMORY_INCOVER BIT(1) // monster knows it is in a covered position.
#define bits_MEMORY_SUSPICIOUS BIT(2) // Ally is suspicious of the player, and will move to provoked more easily
#define bits_MEMORY_PATH_FINISHED BIT(3) // Finished monster path (just used by big momma for now)
#define bits_MEMORY_ON_PATH BIT(4) // Moving on a path
#define bits_MEMORY_MOVE_FAILED BIT(5) // Movement has already failed
#define bits_MEMORY_FLINCHED BIT(6) // Has already flinched
#define bits_MEMORY_KILLED BIT(7) // HACKHACK -- remember that I've already called my Killed()
#define bits_MEMORY_CUSTOM4 BIT(28) // Monster-specific memory
#define bits_MEMORY_CUSTOM3 BIT(29) // Monster-specific memory
#define bits_MEMORY_CUSTOM2 BIT(30) // Monster-specific memory
#define bits_MEMORY_CUSTOM1 BIT(31) // Monster-specific memory
// 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.
#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
enum HitBoxGroup
{
HITGROUP_GENERIC = 0,
HITGROUP_HEAD,
HITGROUP_CHEST,
HITGROUP_STOMACH,
HITGROUP_LEFTARM,
HITGROUP_RIGHTARM,
HITGROUP_LEFTLEG,
HITGROUP_RIGHTLEG,
HITGROUP_SHIELD,
NUM_HITGROUPS,
};