openmohaa/code/game/sentient.h

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2016-03-27 11:49:47 +02:00
/*
===========================================================================
Copyright (C) 2015 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code 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.
OpenMoHAA source code 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 OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// sentient.h: Base class of entity that can carry other entities, and use weapons.
//
#ifndef __SENTIENT_H__
#define __SENTIENT_H__
#include "g_local.h"
#include "container.h"
#include "animate.h"
#define LOCATION_MISS -2
#define LOCATION_GENERAL -1
#define LOCATION_HEAD 0
#define LOCATION_HELMET 1
#define LOCATION_NECK 2
#define LOCATION_TORSO_UPPER 3
#define LOCATION_TORSO_MID 4
#define LOCATION_TORSO_LOWER 5
#define LOCATION_PELVIS 6
#define LOCATION_R_ARM_UPPER 7
#define LOCATION_L_ARM_UPPER 8
#define LOCATION_R_LEG_UPPER 9
#define LOCATION_L_LEG_UPPER 10
#define LOCATION_R_ARM_LOWER 11
#define LOCATION_L_ARM_LOWER 12
#define LOCATION_R_LEG_LOWER 13
#define LOCATION_L_LEG_LOWER 14
#define LOCATION_R_HAND 15
#define LOCATION_L_HAND 16
#define LOCATION_R_FOOT 17
#define LOCATION_L_FOOT 18
extern Event EV_Sentient_Attack;
extern Event EV_Sentient_Charge;
extern Event EV_Sentient_ReleaseAttack;
extern Event EV_Sentient_GiveWeapon;
extern Event EV_Sentient_GiveAmmo;
extern Event EV_Sentient_GiveArmor;
extern Event EV_Sentient_GiveItem;
extern Event EV_Sentient_GiveTargetname;
extern Event EV_Sentient_GiveInventoryItem;
extern Event EV_Sentient_GiveHealth;
extern Event EV_Sentient_SetBloodModel;
extern Event EV_Sentient_UselessCheck;
extern Event EV_Sentient_TurnOffShadow;
extern Event EV_Sentient_TurnOnShadow;
extern Event EV_Sentient_UpdateOffsetColor;
extern Event EV_Sentient_JumpXY;
extern Event EV_Sentient_MeleeAttackStart;
extern Event EV_Sentient_MeleeAttackEnd;
extern Event EV_Sentient_BlockStart;
extern Event EV_Sentient_BlockEnd;
extern Event EV_Sentient_SetMouthAngle;
extern Event EV_Sentient_SpawnBloodyGibs;
extern Event EV_Sentient_StopOnFire;
extern Event EV_Sentient_UseItem;
extern Event EV_Sentient_UseLastWeapon;
extern Event EV_Sentient_UseWeaponClass;
extern Event EV_Sentient_ToggleItemUse;
// Shutup compiler
class Weapon;
class Item;
class InventoryItem;
class Ammo;
class Vehicle;
class TurretGun;
#define MAX_ACTIVE_WEAPONS NUM_ACTIVE_WEAPONS
#define MAX_DAMAGE_MULTIPLIERS 19
#define TEAM_GERMAN 0
#define TEAM_AMERICAN 1
typedef SafePtr< Weapon > WeaponPtr;
class ActiveWeapon : public Class
{
public:
WeaponPtr weapon;
weaponhand_t hand;
ActiveWeapon();
void Archive( Archiver &arc );
};
inline ActiveWeapon::ActiveWeapon
(
)
{
weapon = NULL;
hand = WEAPON_ERROR;
}
inline void ActiveWeapon::Archive
(
Archiver &arc
)
{
arc.ArchiveObjectPointer( ( Class ** )&weapon );
ArchiveEnum( hand, weaponhand_t );
}
class Sentient : public Animate
{
protected:
Container<int> inventory;
Container<Ammo *> ammo_inventory;
float LMRF;
WeaponPtr newWeapon;
int poweruptype;
int poweruptimer;
Vector offset_color;
Vector offset_delta;
float offset_time;
float charge_start_time;
str blood_model;
SafePtr<Weapon> activeWeaponList[ MAX_ACTIVE_WEAPONS ];
ActiveWeapon newActiveWeapon;
WeaponPtr holsteredWeapon;
bool weapons_holstered_by_code;
ActiveWeapon lastActiveWeapon;
float m_fDamageMultipliers[ MAX_DAMAGE_MULTIPLIERS ];
class SafePtr<Vehicle> m_pVehicle;
SafePtr< TurretGun > m_pTurret;
SafePtr< Entity > m_pLadder;
str m_sHelmetSurface1;
str m_sHelmetSurface2;
str m_sHelmetTiki;
float m_fHelmetSpeed;
bool m_bDontDropWeapons;
virtual void EventTake( Event *ev );
virtual void EventFreeInventory( Event *ev );
virtual void EventGiveAmmo( Event *ev );
virtual void EventGiveItem( Event *ev );
void SetBloodModel( Event *ev );
virtual void EventGiveTargetname( Event *ev );
void EventGerman( Event *ev );
void EventAmerican( Event *ev );
void EventGetTeam( Event *ev );
virtual void ClearEnemies();
void EventGetThreatBias( Event *ev );
void EventSetThreatBias( Event *ev );
void SetDamageMult( Event *ev );
void SetupHelmet( str sHelmetTiki, float fSpeed, float fDamageMult, str sHelmetSurface1, str sHelmetSurface2 );
void EventSetupHelmet( Event *ev );
void EventPopHelmet( Event *ev );
bool WearingHelmet( void );
int CheckHitLocation( int iLocation );
// Squad stuff
bool IsTeamMate( Sentient *pOther );
void JoinNearbySquads( float fJoinRadius = 1024.0f );
void MergeWithSquad( Sentient *pFriendly );
void DisbandSquadMate( Sentient *pExFriendly );
bool IsSquadMate( Sentient *pFriendly );
virtual void ArmorDamage( Event *ev );
virtual qboolean CanBlock( int meansofdeath, qboolean full_block );
void AddBloodSpurt( Vector direction );
qboolean ShouldBleed( int meansofdeath, qboolean dead );
qboolean ShouldGib( int meansofdeath, float damage );
str GetBloodSpurtName( void );
str GetBloodSplatName( void );
float GetBloodSplatSize( void );
str GetGibName( void );
virtual void TurnOffShadow( Event *ev );
virtual void TurnOnShadow( Event *ev );
virtual void WeaponKnockedFromHands( void );
void UpdateOffsetColor( Event *ev );
void DetachAllActiveWeapons( void );
void AttachAllActiveWeapons( void );
void UpdateWeapons( void );
qboolean IsActiveWeapon( Weapon *weapon );
void ActivateWeapon( Weapon *weapon, weaponhand_t hand );
void ActivateNewWeapon( Event *ev );
void ActivateNewWeapon( void );
void DeactivateWeapon( Weapon *weapon );
void DeactivateWeapon( weaponhand_t hand );
void DeactivateWeapon( Event *ev );
void ActivateLastActiveWeapon( void );
void CheckAnimations( Event *ev );
void EventActivateLastActiveWeapon( Event *ev );
void EventDontDropWeapons( Event *ev );
void EventUseItem( Event *ev );
void EventUseWeaponClass( Event *ev );
void EventToggleItem( Event *ev );
void ReloadWeapon( Event *ev );
void GetActiveWeap( Event *ev );
void GetNewActiveWeapon( Event *ev );
public:
Vector mTargetPos;
float mAccuracy;
SafePtr<Sentient> m_pNextSquadMate;
SafePtr<Sentient> m_pPrevSquadMate;
Sentient *m_NextSentient;
Sentient *m_PrevSentient;
int m_Team;
int m_iAttackerCount;
SafePtr<Entity> m_pLastAttacker;
SafePtr<Sentient> m_Enemy;
float m_fPlayerSightLevel;
bool m_bIsDisguised;
bool m_bHasDisguise;
int m_ShowPapersTime;
int m_iLastHitTime;
int m_iThreatBias;
Vector gunoffset;
Vector eyeposition;
int viewheight;
Vector m_vViewVariation;
int means_of_death;
bool in_melee_attack;
bool in_block;
bool in_stun;
bool on_fire;
float on_fire_stop_time;
float next_catch_on_fire_time;
int on_fire_tagnums[ 3 ];
SafePtr<Entity> fire_owner;
bool attack_blocked;
float attack_blocked_time;
float max_mouth_angle;
int max_gibs;
float next_bleed_time;
bool m_bFootOnGround_Right;
bool m_bFootOnGround_Left;
CLASS_PROTOTYPE( Sentient );
Sentient();
virtual ~Sentient();
Vector EyePosition( void );
virtual Vector GunPosition( void );
virtual Vector GunTarget( bool bNoCollision = false );
void FireWeapon( Event *ev );
void FireWeapon( int number, firemode_t mode );
void StopFireWeapon( Event *ev );
void ChargeWeapon( Event *ev );
void ChargeWeapon( weaponhand_t hand, firemode_t mode );
void ReleaseFireWeapon( Event *ev );
void ReleaseFireWeapon( int number, firemode_t mode );
void ChangeWeapon( Weapon *weapon, weaponhand_t hand );
Weapon *GetActiveWeapon( weaponhand_t hand );
Weapon *BestWeapon( Weapon *ignore = NULL, qboolean bGetItem = false, int iIgnoreClass = 0 );
Weapon *WorstWeapon( Weapon *ignore = NULL, qboolean bGetItem = false, int iIgnoreClass = 0 );
Weapon *NextWeapon( Weapon *weapon );
Weapon *PreviousWeapon( Weapon *weapon );
virtual void useWeapon( const char *weaponname, weaponhand_t hand );
virtual void useWeapon( Weapon *weapon, weaponhand_t hand );
qboolean WeaponsOut( void );
void Holster( qboolean putaway );
void SafeHolster( qboolean putaway );
bool IsNewActiveWeapon( void );
Weapon *GetNewActiveWeapon( void );
weaponhand_t GetNewActiveWeaponHand( void );
void ClearNewActiveWeapon( void );
int NumWeapons( void );
int AmmoCount( str ammo_type );
int MaxAmmoCount( str ammo_type );
int AmmoIndex( str ammo_type );
int UseAmmo( str ammo_type, int amount );
void GiveAmmo( str type, int amount, int max_amount = -1 );
Ammo *FindAmmoByName( str name );
Item *giveItem( str itemname, int amount = 1 );
void takeItem( const char *itemname );
void takeAmmoType( const char *ammoname );
void AddItem( Item *object );
void RemoveItem( Item *object );
void RemoveWeapons( void );
Weapon *GetWeapon( int index );
Item *FindItemByClassName( const char *classname );
Item *FindItemByModelname( const char *modelname );
Item *FindItemByExternalName( const char *externalname );
Item *FindItem( const char *itemname );
void FreeInventory( void );
qboolean HasItem( const char *itemname );
qboolean HasWeaponClass( int iWeaponClass );
qboolean HasPrimaryWeapon( void );
qboolean HasSecondaryWeapon( void );
int NumInventoryItems( void );
Item *NextItem( Item *item );
Item *PrevItem( Item *item );
virtual void DropInventoryItems( void );
void ListInventory( void );
bool CanSee( Entity *ent, float fov, float vision_distance );
virtual void SetViewAngles( Vector angles );
virtual Vector GetViewAngles( void );
qboolean PowerupActive( void );
virtual void setModel( const char *model );
virtual void Archive( Archiver &arc );
void ArchivePersistantData( Archiver &arc );
void DoubleArmor( void );
virtual qboolean DoGib( int meansofdeath, Entity *inflictor );
void JumpXY( Event *ev );
void MeleeAttackStart( Event *ev );
void MeleeAttackEnd( Event *ev );
void BlockStart( Event *ev );
void BlockEnd( Event *ev );
void StunStart( Event *ev );
void StunEnd( Event *ev );
void SetAttackBlocked( bool blocked );
void SetOffsetColor( float r, float g, float b, float time );
virtual void ReceivedItem( Item * item );
virtual void RemovedItem( Item * item );
virtual void AmmoAmountChanged( Ammo * ammo, int inclip = 0 );
void AmmoAmountInClipChanged( str ammo_type, int amount );
void PutawayWeapon( Event *ev );
void WeaponCommand( Event *ev );
void UpdateFootsteps( void );
void SetMaxMouthAngle( Event *ev );
void TryLightOnFire( int meansofdeath, Entity *attacker );
void OnFire( Event *ev );
void StopOnFire( Event *ev );
void SpawnBloodyGibs( Event *ev );
void SetMaxGibs( Event *ev );
virtual void GetStateAnims( Container<const char *> *c );
void SpawnEffect( str modelname, Vector pos );
};
inline bool Sentient::IsNewActiveWeapon
(
void
)
{
return ( newActiveWeapon.weapon != NULL );
}
inline weaponhand_t Sentient::GetNewActiveWeaponHand
(
void
)
{
return newActiveWeapon.hand;
}
inline Weapon *Sentient::GetNewActiveWeapon
(
void
)
{
return newActiveWeapon.weapon;
}
inline void Sentient::ClearNewActiveWeapon
(
void
)
{
newActiveWeapon.weapon = NULL;
newActiveWeapon.hand = WEAPON_ERROR;
}
typedef SafePtr<Sentient> SentientPtr;
extern Container<Sentient *> SentientList;
#endif /* sentient.h */