mirror of
https://github.com/rehlds/resemiclip.git
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106 lines
4.4 KiB
C
106 lines
4.4 KiB
C
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/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#pragma once
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#include "activity.h"
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class EHANDLE;
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enum MONSTERSTATE
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{
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MONSTERSTATE_NONE = 0,
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MONSTERSTATE_IDLE,
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MONSTERSTATE_COMBAT,
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MONSTERSTATE_ALERT,
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MONSTERSTATE_HUNT,
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MONSTERSTATE_PRONE,
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MONSTERSTATE_SCRIPT,
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MONSTERSTATE_PLAYDEAD,
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MONSTERSTATE_DEAD
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};
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class CBaseToggle;
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class CBaseMonster: public CBaseToggle {
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public:
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virtual void KeyValue(KeyValueData *pkvd) = 0;
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virtual void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) = 0;
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virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
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virtual BOOL TakeHealth(float flHealth, int bitsDamageType) = 0;
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virtual void Killed(entvars_t *pevAttacker, int iGib) = 0;
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virtual int BloodColor() = 0;
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virtual BOOL IsAlive() = 0;
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virtual float ChangeYaw(int speed) = 0;
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virtual BOOL HasHumanGibs() = 0;
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virtual BOOL HasAlienGibs() = 0;
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virtual void FadeMonster() = 0;
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virtual void GibMonster() = 0;
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virtual Activity GetDeathActivity() = 0;
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virtual void BecomeDead() = 0;
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virtual BOOL ShouldFadeOnDeath() = 0;
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virtual int IRelationship(CBaseEntity *pTarget) = 0;
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virtual void PainSound() = 0;
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virtual void ResetMaxSpeed() = 0;
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virtual void ReportAIState() = 0;
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virtual void MonsterInitDead() = 0;
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virtual void Look(int iDistance) = 0;
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virtual CBaseEntity *BestVisibleEnemy() = 0;
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virtual BOOL FInViewCone(CBaseEntity *pEntity) = 0;
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virtual BOOL FInViewCone(const Vector *pOrigin) = 0;
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public:
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void SetConditions(int iConditions) { m_afConditions |= iConditions; }
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void ClearConditions(int iConditions) { m_afConditions &= ~iConditions; }
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BOOL HasConditions(int iConditions) { return (m_afConditions & iConditions) ? TRUE : FALSE; }
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BOOL HasAllConditions(int iConditions) { return ((m_afConditions & iConditions) == iConditions) ? TRUE : FALSE; }
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void Remember(int iMemory) { m_afMemory |= iMemory; }
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void Forget(int iMemory) { m_afMemory &= ~iMemory; }
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BOOL HasMemory(int iMemory) { return (m_afMemory & iMemory) ? TRUE : FALSE; }
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BOOL HasAllMemories(int iMemory) { return ((m_afMemory & iMemory) == iMemory) ? TRUE : FALSE; }
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void StopAnimation() { pev->framerate = 0.0f; }
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public:
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Activity m_Activity; // what the monster is doing (animation)
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Activity m_IdealActivity; // monster should switch to this activity
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int m_LastHitGroup; // the last body region that took damage
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int m_bitsDamageType; // what types of damage has monster (player) taken
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byte m_rgbTimeBasedDamage[8];
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MONSTERSTATE m_MonsterState; // monster's current state
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MONSTERSTATE m_IdealMonsterState; // monster should change to this state
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int m_afConditions;
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int m_afMemory;
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float m_flNextAttack; // cannot attack again until this time
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EHANDLE m_hEnemy; // the entity that the monster is fighting.
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EHANDLE m_hTargetEnt; // the entity that the monster is trying to reach
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float m_flFieldOfView; // width of monster's field of view ( dot product )
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int m_bloodColor; // color of blood particless
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Vector m_HackedGunPos; // HACK until we can query end of gun
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Vector m_vecEnemyLKP; // last known position of enemy. (enemy's origin)
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};
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