Cleaned up Sentient class

Moved combat stuff to sentient_combat.cpp
Formatted source files
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smallmodel 2023-08-09 19:45:39 +02:00
parent f313b6a058
commit 987af7eb81
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3 changed files with 3873 additions and 4513 deletions

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@ -23,35 +23,34 @@ 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__
#pragma once
#include "g_local.h"
#include "container.h"
#include "animate.h"
#include "vehicle.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
#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;
@ -90,317 +89,266 @@ class Vehicle;
class VehicleTank;
class TurretGun;
#define MAX_ACTIVE_WEAPONS NUM_ACTIVE_WEAPONS
#define MAX_ACTIVE_WEAPONS NUM_ACTIVE_WEAPONS
#define MAX_DAMAGE_MULTIPLIERS 19
#define TEAM_GERMAN 0
#define TEAM_AMERICAN 1
#define TEAM_GERMAN 0
#define TEAM_AMERICAN 1
#define THREATBIAS_IGNOREME 0xFFFFE4C7
#define THREATBIAS_IGNOREME 0xFFFFE4C7
typedef SafePtr< Weapon > WeaponPtr;
typedef SafePtr<Weapon> WeaponPtr;
class ActiveWeapon : public Class
{
public:
WeaponPtr weapon;
weaponhand_t hand;
ActiveWeapon();
void Archive( Archiver &arc );
};
inline ActiveWeapon::ActiveWeapon
(
)
{
hand = WEAPON_ERROR;
}
inline void ActiveWeapon::Archive
(
Archiver &arc
)
{
arc.ArchiveObjectPointer( ( Class ** )&weapon );
ArchiveEnum( hand, weaponhand_t );
}
{
public:
WeaponPtr weapon;
weaponhand_t hand;
ActiveWeapon();
void Archive(Archiver& arc);
};
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;
{
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 );
virtual void EventTake(Event *ev);
virtual void EventGiveAmmo(Event *ev);
virtual void EventGiveItem(Event *ev);
void EventGiveDynItem(Event *ev);
void SetBloodModel(Event *ev);
void EventUseItem(Event *ev);
void EventUseWeaponClass(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 );
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);
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 EventDropItems(Event *ev);
void EventDontDropWeapons(Event *ev);
void DetachAllActiveWeapons(void);
void AttachAllActiveWeapons(void);
qboolean WeaponsOut(void);
qboolean IsActiveWeapon(Weapon *weapon);
void ActivateWeapon(Weapon *weapon, weaponhand_t hand);
void ActivateLastActiveWeapon(void);
void EventActivateLastActiveWeapon(Event *ev);
void EventToggleItemUse(Event *ev);
void DeactivateWeapon(Weapon *weapon);
void DeactivateWeapon(weaponhand_t hand);
void CheckAnimations(Event *ev);
void ChargeWeapon(weaponhand_t hand, firemode_t mode);
void FireWeapon(int number, firemode_t mode);
void ReleaseFireWeapon(int number, firemode_t mode);
void Link();
void Unlink();
void UpdateOffsetColor( 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;
bool m_bOvercookDied;
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;
void DetachAllActiveWeapons( void );
void AttachAllActiveWeapons( void );
CLASS_PROTOTYPE(Sentient);
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 EventDropItems( 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 );
Sentient();
virtual ~Sentient();
virtual Vector EyePosition(void);
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;
bool m_bOvercookDied;
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;
virtual void SetViewAngles(Vector angles);
virtual void SetTargetViewAngles(Vector angles);
virtual Vector GetViewAngles(void);
void AddViewVariation(const Vector &vVariation);
void SetMinViewVariation(const Vector &vVariation);
bool CanSee(Entity *ent, float fov, float vision_distance) override;
virtual Vector GunPosition(void);
virtual Vector GunTarget(bool bNoCollision = false);
void ReloadWeapon(Event *ev);
void FireWeapon(Event *ev);
void StopFireWeapon(Event *ev);
void ChargeWeapon(Event *ev);
void ReleaseFireWeapon(Event *ev);
void ChangeWeapon(Weapon *weapon, weaponhand_t hand);
Weapon *GetActiveWeapon(weaponhand_t hand) const;
Weapon *WorstWeapon(Weapon *ignore = NULL, qboolean bGetItem = false, int iIgnoreClass = 0);
Weapon *BestWeapon(Weapon *ignore = NULL, qboolean bGetItem = false, int iIgnoreClass = 0);
Weapon *NextWeapon(Weapon *weapon);
Weapon *PreviousWeapon(Weapon *weapon);
void useWeapon(const char *weaponname, weaponhand_t hand = WEAPON_MAIN);
void useWeapon(Weapon *weapon, weaponhand_t hand = WEAPON_MAIN);
void EventUseWeapon(Event *ev);
void EventDeactivateWeapon(Event *ev);
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);
void EventFreeInventory(Event *ev);
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);
CLASS_PROTOTYPE( Sentient );
qboolean PowerupActive(void);
Sentient();
virtual ~Sentient();
Vector EyePosition( void );
void setModel(const char *model) override;
void Archive(Archiver &arc) override;
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);
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);
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 );
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);
bool CanSee( Entity *ent, float fov, float vision_distance ) override;
virtual void SetViewAngles( Vector angles );
virtual Vector GetViewAngles( void );
qboolean PowerupActive( void );
void setModel( const char *model ) override;
void Archive( Archiver &arc ) override;
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 );
VehicleTank *GetVehicleTank( void );
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.Clear();
newActiveWeapon.hand = WEAPON_ERROR;
}
bool IsNewActiveWeapon(void);
Weapon *GetNewActiveWeapon(void);
weaponhand_t GetNewActiveWeaponHand(void);
void ClearNewActiveWeapon(void);
void Holster(qboolean putaway);
void SafeHolster(qboolean putaway);
void ActivateNewWeapon(void);
void ActivateNewWeapon(Event *ev);
void UpdateWeapons(void);
VehicleTank *GetVehicleTank(void);
void UpdateFootsteps(void);
qboolean AIDontFace() const override;
void PutawayWeapon(Event *ev);
void WeaponCommand(Event *ev);
//
// Squad stuff
//
void AssertValidSquad();
bool IsTeamMate(Sentient *pOther);
void JoinNearbySquads(float fJoinRadius = 1024.0f);
void MergeWithSquad(Sentient *pFriendly);
void DisbandSquadMate(Sentient *pExFriendly);
bool IsSquadMate(Sentient *pFriendly);
//
// Custom openmohaa stuff
//
void GetActiveWeap(Event *ev);
void GetNewActiveWeapon(Event *ev);
};
typedef SafePtr<Sentient> SentientPtr;
extern Container<Sentient *> SentientList;
#endif /* sentient.h */

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