nuclide/src/gs-entbase/server/basemonster.h

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/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
typedef struct
{
vector m_vecDest;
int m_iFlags;
} nodeslist_t;
/* movement states */
enum
{
MONSTER_IDLE,
MONSTER_FOLLOWING,
MONSTER_CHASING,
MONSTER_AIMING,
MONSTER_DEAD,
MONSTER_GIBBED
};
/* scripted sequence states */
enum
{
SEQUENCESTATE_NONE,
SEQUENCESTATE_IDLE,
SEQUENCESTATE_ACTIVE,
SEQUENCESTATE_ENDING
};
/* monster flags */
enumflags
{
MSF_WAITTILLSEEN,
MSF_GAG,
MSF_MONSTERCLIP,
MSF_RESERVED1,
MSF_PRISONER,
MSF_RESERVED2,
MSF_RESERVED3,
MSF_WAITFORSCRIPT,
MSF_PREDISASTER,
MSF_FADECORPSE,
MSF_MULTIPLAYER
};
/* alliance state */
enum
{
MAL_FRIEND, /* friendly towards the player */
MAL_ENEMY, /* unfriendly towards the player */
MAL_ALIEN, /* unfriendly towards anyone but themselves */
MAL_ROGUE /* no allies, not even amongst themselves */
};
.int m_iAlliance;
class CBaseMonster:CBaseEntity
{
vector oldnet_velocity;
float m_flPitch;
int m_iFlags;
vector base_mins;
vector base_maxs;
int base_health;
float m_flChaseSpeed;
/* sequences */
string m_strRouteEnded;
int m_iSequenceRemove;
int m_iSequenceState;
float m_flSequenceEnd;
float m_flSequenceSpeed;
vector m_vecSequenceAngle;
vector m_vecTurnAngle;
/* model events */
float m_flBaseTime;
/* attack/alliance system */
entity m_eEnemy;
float m_flFOV;
float m_flAttackThink;
int m_iMState;
vector m_vecLKPos; /* last-known pos */
/* pathfinding */
int m_iNodes;
int m_iCurNode;
nodeslist_t *m_pRoute;
vector m_vecLastNode;
void(void) CBaseMonster;
virtual void(void) touch;
virtual void(void) Hide;
virtual void(void) Respawn;
virtual void(void) PlayerUse;
virtual void(void) Pain;
virtual void(void) Death;
virtual void(void) Physics;
virtual void(void) IdleNoise;
virtual void(void) Gib;
virtual void(string) Sound;
virtual void(float, int, string) ModelEvent;
/* see/hear subsystem */
float m_flSeeTime;
virtual void(void) SeeThink;
virtual float(void) SeeFOV;
/* attack system */
virtual void(void) AttackDraw;
virtual void(void) AttackHolster;
virtual void(void) AttackThink;
virtual int(void) AttackMelee;
virtual int(void) AttackRanged;
/* sequences */
virtual void(void) FreeState;
virtual void(void) FreeStateMoved;
virtual void(void) ClearRoute;
virtual void(void) CheckRoute;
virtual void(void) WalkRoute;
virtual void(vector) NewRoute;
/* animation cycles */
float m_flAnimTime;
virtual int(void) AnimIdle;
virtual int(void) AnimWalk;
virtual int(void) AnimRun;
virtual void(float) AnimPlay;
};