/* * * 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 BASEMONSTER_H #define BASEMONSTER_H #ifdef _WIN32 #pragma once #endif enum MONSTERSTATE { MONSTERSTATE_NONE = 0, MONSTERSTATE_IDLE, MONSTERSTATE_COMBAT, MONSTERSTATE_ALERT, MONSTERSTATE_HUNT, MONSTERSTATE_PRONE, MONSTERSTATE_SCRIPT, MONSTERSTATE_PLAYDEAD, MONSTERSTATE_DEAD }; void RadiusFlash(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore = 0, int bitsDamageType = 0); void RadiusDamage(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType); void RadiusDamage2(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType); class CBaseMonster: public CBaseToggle { public: virtual void KeyValue(KeyValueData *pkvd); virtual void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); virtual int TakeHealth(float flHealth, int bitsDamageType); virtual void Killed(entvars_t *pevAttacker, int iGib); virtual int BloodColor() { return m_bloodColor; } virtual BOOL IsAlive() { return (pev->deadflag != DEAD_DEAD); } virtual float ChangeYaw(int speed); virtual BOOL HasHumanGibs(); virtual BOOL HasAlienGibs(); virtual void FadeMonster(); virtual void GibMonster(); virtual Activity GetDeathActivity(); virtual void BecomeDead(); virtual BOOL ShouldFadeOnDeath(); virtual int IRelationship(CBaseEntity *pTarget); virtual void PainSound() {} virtual void ResetMaxSpeed() {} virtual void ReportAIState() {} virtual void MonsterInitDead(); virtual void Look(int iDistance); virtual CBaseEntity *BestVisibleEnemy(); virtual BOOL FInViewCone(CBaseEntity *pEntity); virtual BOOL FInViewCone(const Vector *pOrigin); #ifdef HOOK_GAMEDLL void KeyValue_(KeyValueData *pkvd); void TraceAttack_(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); int TakeDamage_(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); int TakeHealth_(float flHealth, int bitsDamageType); void Killed_(entvars_t *pevAttacker, int iGib); float ChangeYaw_(int speed); BOOL HasHumanGibs_(); BOOL HasAlienGibs_(); void FadeMonster_(); void GibMonster_(); Activity GetDeathActivity_(); void BecomeDead_(); BOOL ShouldFadeOnDeath_(); int IRelationship_(CBaseEntity *pTarget); void MonsterInitDead_(); void Look_(int iDistance); CBaseEntity *BestVisibleEnemy_(); BOOL FInViewCone_(CBaseEntity *pEntity); BOOL FInViewCone_(const Vector *pOrigin); #endif public: void MakeIdealYaw(Vector vecTarget); Activity GetSmallFlinchActivity(); BOOL ShouldGibMonster(int iGib); void CallGibMonster(); BOOL FCheckAITrigger(); int DeadTakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); float DamageForce(float damage); 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); void RadiusDamage2(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType); void SetConditions(int iConditions) { m_afConditions |= iConditions; } void ClearConditions(int iConditions) { m_afConditions &= ~iConditions; } BOOL HasConditions(int iConditions) { return (m_afConditions & iConditions) ? TRUE : FALSE; } BOOL HasAllConditions(int iConditions) { return ((m_afConditions & iConditions) == iConditions) ? TRUE : FALSE; } void Remember(int iMemory) { m_afMemory |= iMemory; } void Forget(int iMemory) { m_afMemory &= ~iMemory; } BOOL HasMemory(int iMemory) { return (m_afMemory & iMemory) ? TRUE : FALSE; } BOOL HasAllMemories(int iMemory) { return ((m_afMemory & iMemory) == iMemory) ? TRUE : FALSE; } void StopAnimation() { pev->framerate = 0.0f; } void EXPORT CorpseFallThink(); CBaseEntity *CheckTraceHullAttack(float flDist, int iDamage, int iDmgType); void MakeDamageBloodDecal(int cCount, float flNoise, TraceResult *ptr, Vector &vecDir); void MonsterUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { m_IdealMonsterState = MONSTERSTATE_ALERT; } void BloodSplat(const Vector &vecSrc, const Vector &vecDir, int HitLocation, int iVelocity); public: 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 int m_bitsDamageType; // what types of damage has monster (player) taken BYTE m_rgbTimeBasedDamage[8]; MONSTERSTATE m_MonsterState; // monster's current state MONSTERSTATE m_IdealMonsterState; // monster should change to this state int m_afConditions; int m_afMemory; float m_flNextAttack; // cannot attack again until this time EHANDLE m_hEnemy; // the entity that the monster is fighting. EHANDLE m_hTargetEnt; // the entity that the monster is trying to reach float m_flFieldOfView; // width of monster's field of view ( dot product ) int m_bloodColor; // color of blood particless Vector m_HackedGunPos; // HACK until we can query end of gun Vector m_vecEnemyLKP; // last known position of enemy. (enemy's origin) }; #endif // BASEMONSTER_H