/* * * 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. * */ #ifndef MONSTERS_H #define MONSTERS_H #ifdef _WIN32 #pragma once #endif #include "skill.h" #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 #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 #define SF_MONSTER_PRISONER 16 // monster won't attack anyone, no one will attacke him. #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 #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 #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 #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 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 //TODO: unused? 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, }; enum HitBoxGroup { HITGROUP_GENERIC = 0, HITGROUP_HEAD, HITGROUP_CHEST, HITGROUP_STOMACH, HITGROUP_LEFTARM, HITGROUP_RIGHTARM, HITGROUP_LEFTLEG, HITGROUP_RIGHTLEG, HITGROUP_SHIELD, NUM_HITGROUPS, }; /* <725cf> ../cstrike/dlls/monsters.h:61 */ class CGib: public CBaseEntity { public: virtual int ObjectCaps(void) { return ObjectCaps_(); } #ifdef HOOK_GAMEDLL int ObjectCaps_(void) { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_DONT_SAVE; } #endif // HOOK_GAMEDLL public: void Spawn(const char *szGibModel); void EXPORT BounceGibTouch(CBaseEntity *pOther); NOBODY void EXPORT StickyGibTouch(CBaseEntity *pOther); void EXPORT WaitTillLand(void); void LimitVelocity(void); public: NOBODY static void SpawnHeadGib(entvars_t *pevVictim); static void SpawnRandomGibs(entvars_t *pevVictim, int cGibs, int human); NOBODY static void SpawnStickyGibs(entvars_t *pevVictim, Vector vecOrigin, int cGibs); public: int m_bloodColor; int m_cBloodDecals; int m_material; float m_lifeTime; };/* size: 168, cachelines: 3, members: 5 */ #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;\ } // refs extern void (*pCGib__SpawnRandomGibs)(entvars_t *pevVictim, int cGibs, int human); #endif // MONSTERS_H