ReGameDLL_CS/regamedll/dlls/basemonster.h
2022-12-16 12:13:42 +03:00

139 lines
5.6 KiB
C++

/*
*
* 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
#include "gib.h"
#include "combat.h"
#include "activity.h"
enum
{
ITBD_PARALYZE = 0,
ITBD_NERVE_GAS,
ITBD_POISON,
ITBD_RADIATION,
ITBD_DROWN_RECOVER,
ITBD_ACID,
ITBD_SLOW_BURN,
ITBD_SLOW_FREEZE,
ITBD_END
};
enum MONSTERSTATE
{
MONSTERSTATE_NONE = 0,
MONSTERSTATE_IDLE,
MONSTERSTATE_COMBAT,
MONSTERSTATE_ALERT,
MONSTERSTATE_HUNT,
MONSTERSTATE_PRONE,
MONSTERSTATE_SCRIPT,
MONSTERSTATE_PLAYDEAD,
MONSTERSTATE_DEAD
};
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 BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
virtual BOOL 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);
public:
void MakeIdealYaw(Vector vecTarget);
Activity GetSmallFlinchActivity();
BOOL ShouldGibMonster(int iGib);
void CallGibMonster();
BOOL FCheckAITrigger();
BOOL 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[ITBD_END];
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)
};