Nuclide
Software Development Kit for id Technology (BETA)
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Monster.h
1/*
2 * Copyright (c) 2016-2024 Vera Visions LLC.
3 *
4 * Permission to use, copy, modify, and distribute this software for any
5 * purpose with or without fee is hereby granted, provided that the above
6 * copyright notice and this permission notice appear in all copies.
7 *
8 * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
9 * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
10 * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
11 * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
12 * WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
13 * IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
14 * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
15*/
16
17var bool autocvar_ai_enable = true;
18var bool autocvar_ai_debugLogic = false;
19void
20_ncMonster_Log(string className, string functionName, float edictNum, string warnMessage)
21{
22 if (autocvar_g_logTimestamps)
23 printf("^9%f ^5%s (%d) ^7: %s\n", time, functionName, edictNum, warnMessage);
24 else
25 printf("^5%s (%d) ^7: %s\n", functionName, edictNum, warnMessage);
26}
27#define ncMonsterLog(...) if (autocvar_ai_debugLogic == true) _ncMonster_Log(classname, __FUNC__, num_for_edict(this), sprintf(__VA_ARGS__))
28
34typedef enumflags
35{
36 MONFL_CHANGED_ORIGIN_X,
37 MONFL_CHANGED_ORIGIN_Y,
38 MONFL_CHANGED_ORIGIN_Z,
39 MONFL_CHANGED_ANGLES_X,
40 MONFL_CHANGED_ANGLES_Y,
41 MONFL_CHANGED_ANGLES_Z,
42 MONFL_CHANGED_MODELINDEX,
43 MONFL_CHANGED_SIZE,
44 MONFL_CHANGED_FLAGS,
45 MONFL_CHANGED_SOLID,
46 MONFL_CHANGED_FRAME,
47 MONFL_CHANGED_SKINHEALTH,
48 MONFL_CHANGED_MOVETYPE,
49 MONFL_CHANGED_EFFECTS,
50 MONFL_CHANGED_BODY,
51 MONFL_CHANGED_SCALE,
52 MONFL_CHANGED_VELOCITY,
53 MONFL_CHANGED_RENDERCOLOR,
54 MONFL_CHANGED_RENDERAMT,
55 MONFL_CHANGED_RENDERMODE,
56 MONFL_CHANGED_HEADYAW
57} nsmonster_changed_t;
58
59
61typedef enumflags
62{
63 MSF_WAITTILLSEEN,
64 MSF_GAG,
65 MSF_MONSTERCLIP,
66 MSF_RESERVED1,
67 MSF_PRISONER,
68 MSF_RESERVED2,
69 MSF_IGNOREPLAYER,
70 MSF_WAITFORSCRIPT,
71 MSF_RESERVED3,
72 MSF_FADECORPSE,
73 MSF_MULTIPLAYER,
74 MSF_FALLING,
75 MSF_HORDE
76} monsterFlag_t;
77
79typedef enumflags
80{
81 SMSF_WAITTILLSEEN,
82 SMSF_GAG,
83 SMSF_FALLTOGROUND,
84 SMSF_DROPHEALTHKIT,
85 SMSF_EFFICIENT,
86 SMSF_RESERVED1,
87 SMSF_RESERVED2,
88 SMSF_WAITFORSCRIPT,
89 SMSF_LONGVISIBILITY,
90 SMSF_FADECORPSE,
91 SMSF_THINKOUTPVS,
92 SMSF_TEMPLATE,
93 SMSF_ALTCOLLISION,
94 SMSF_NODROPWEAPONS,
95 SMSF_IGNOREPLAYERPUSH
96} sourceMonsterFlag_t;
97
99typedef enum
100{
101 MONSTER_IDLE,
102 MONSTER_ALERT,
103 MONSTER_FOLLOWING,
104 MONSTER_CHASING,
105 MONSTER_AIMING,
106 MONSTER_DEAD,
107 MONSTER_GIBBED
108} monsterState_t;
109
111typedef enum
112{
113 SEQUENCESTATE_NONE,
114 SEQUENCESTATE_IDLE,
115 SEQUENCESTATE_ACTIVE,
116 SEQUENCESTATE_ENDING
117} sequenceState_t;
118
120typedef enum
121{
122 MAL_FRIEND,
123 MAL_ENEMY,
124 MAL_ALIEN,
125 MAL_ROGUE,
126 MAL_NEUTRAL
127} allianceState_t;
128
130typedef enum
131{
132 MOVESTATE_IDLE,
133 MOVESTATE_WALK,
134 MOVESTATE_RUN
135} movementState_t;
136
141typedef enum
142{
143 MTRIG_NONE,
144 MTRIG_SEEPLAYER_ANGRY,
145 MTRIG_PAIN,
146 MTRIG_HALFHEALTH,
147 MTRIG_DEATH,
148 MTRIG_SQUADMEMBERDEAD,
149 MTRIG_SQUADLEADERDEAD,
150 MTRIG_HEARNOISE,
151 MTRIG_HEARENEMYPLAYER,
152 MTRIG_HEARWEAPONS,
153 MTRIG_SEEPLAYER,
154 MTRIG_SEEPLAYER_RELAXED,
155} triggerCondition_t;
156
157/* FIXME: I'd like to move this into ncMonster, but our current IsFriend()
158 * check is currently only checking on a .takedamage basis. */
159.int m_iAlliance;
160
274{
275public:
276 void ncMonster(void);
277
278#ifdef SERVER
279 /* overrides */
280 virtual void DebugDraw(void);
281 virtual void Save(float);
282 virtual void Restore(string,string);
283 virtual void EvaluateEntity(void);
284 virtual float SendEntity(entity,float);
285 virtual void Touch(entity);
286 //virtual void Hide(void);
287 virtual void Spawned(void);
288 virtual void Respawn(void);
289 virtual void Input(entity,string,string);
290 virtual void Pain(entity, entity, int, vector, vector, int);
291 virtual void Death(entity, entity, int, vector, vector, int);
292 virtual void Physics(void);
293 virtual void Gib(int, vector);
294 virtual void Sound(string);
295 virtual void SpawnKey(string,string);
296
299 virtual void RunAI(void);
301 virtual void IdleNoise(void);
303 virtual void FallNoise(void);
305 virtual void AlertNoise(void);
306
308 virtual bool IsAlive(void);
310 virtual bool IsFriend(int);
312 virtual void HasBeenKilled(void);
314 virtual void HasBeenHit(void);
315 /* Overridable: Called when the monster was gibbed. */
316 virtual void HasBeenGibbed(void);
317 /* Overridable: Called when the monster has been alerted to threat. */
318 virtual void HasBeenAlerted(void);
319
320 /* see/hear subsystem */
322 virtual void SeeThink(void);
324 virtual float SeeFOV(void);
325
327 virtual void AlertNearby(void);
328
329 /* movement */
331 virtual float GetWalkSpeed(void);
333 virtual float GetChaseSpeed(void);
335 virtual float GetRunSpeed(void);
337 virtual float GetYawSpeed(void);
338
339 /* attack system */
341 virtual void AttackDraw(void);
343 virtual void AttackHolster(void);
345 virtual void AttackThink(void);
347 virtual int AttackMelee(void);
349 virtual int AttackRanged(void);
350 nonvirtual void PerformAttack(string);
351
353 virtual float MeleeMaxDistance(void);
354
357 virtual bool MeleeCondition(void);
358
360 nonvirtual bool IsValidEnemy(entity);
362 virtual bool IsOnRoute(void);
364 virtual void RouteClear(void);
365
366 /* sequences */
368 virtual void ScriptedSequenceEnded(void);
370 virtual void ScriptedSequenceEnded_Moved(void);
372 virtual void ScriptedSequenceEnded_Dead(void);
374 virtual void RouteEnded(void);
376 virtual void WalkRoute(void);
377
378 /* callbacks */
380 virtual void SeenPlayer(ncActor);
382 virtual void SeenEnemy(ncActor);
384 virtual void SeenFriend(ncActor);
385
387 nonvirtual int GetSequenceState(void);
389 nonvirtual bool InScriptedSequence(void);
390
391 /* animation cycles */
393 virtual int AnimIdle(void);
395 virtual int AnimWalk(void);
397 virtual int AnimRun(void);
399 virtual void AnimPlay(float);
401 virtual void AnimationUpdate(void);
403 nonvirtual bool InForcedAnimation(void);
405 nonvirtual void AnimationRewind(void);
406
407 /* states */
409 virtual void StateChanged(monsterState_t,monsterState_t);
411 nonvirtual void SetState(monsterState_t);
413 nonvirtual monsterState_t GetState(void);
414
415 /* TriggerTarget/Condition */
417 nonvirtual int GetTriggerCondition(void);
419 virtual void TriggerTargets(void);
420
421 virtual void Trigger(entity, triggermode_t);
422 nonvirtual void AlertNearbyToSchedule(string scheduleType);
423 nonvirtual void AlertNearbyClassWithMindset(string scheduleType);
424 nonvirtual bool ShouldTurn(void);
425#endif
426
427 nonvirtual vector GetHeadAngles(void);
428
429 virtual void DebugDraw(void);
430
431#ifdef CLIENT
432
434 virtual void customphysics(void);
435 virtual float predraw(void);
436 virtual void ReceiveEntity(float,float);
437#endif
438
439private:
440
441 vector v_angle_net;
442
443#ifdef CLIENT
444 nonvirtual void _RenderDebugViewCone();
445#endif
446
447 NETWORKED_FLOAT(m_flHeadYaw)
448 NETWORKED_FLOAT_N(subblendfrac)
449 NETWORKED_FLOAT_N(bonecontrol1)
450
451#ifdef SERVER
452 entity m_eLookAt;
453 entity m_ssLast;
454 vector oldnet_velocity;
455 float m_sentencePitch;
456 int m_iFlags;
457 vector base_mins;
458 vector base_maxs;
459 float base_health;
460
461 /* I/O */
462 string m_outputOnDamaged;
463 string m_outputOnDeath;
464 string m_outputOnHalfHealth;
465 string m_outputOnHearPlayer;
466 string m_outputOnFoundEnemy;
467 string m_outputOnLostEnemy;
468 string m_outputOnLostEnemyLOS;
469 string m_outputOnFoundPlayer;
470 string m_outputOnLostPlayer;
471 string m_outputOnLostPlayerLOS;
472 string m_outputOnDamagedByPlayer;
473 string m_outputOnGreetPlayer;
474 bool m_bMetPlayer;
475
476 /* sequences */
477 string m_strRouteEnded;
478 int m_iSequenceRemove;
479 int m_iSequenceState;
480 float m_flSequenceEnd;
481 float m_flSequenceSpeed;
482 vector m_vecSequenceAngle;
483 int m_iSequenceFlags;
484 movementState_t m_iMoveState;
485 string m_strSequenceKillTarget;
486
487 int m_iTriggerCondition;
488 string m_strTriggerTarget;
489
490 /* model events */
491 float m_modelEventTime;
492
493 /* attack/alliance system */
494 entity m_eEnemy;
495 float m_flAttackThink;
496 monsterState_t m_iMState;
497 monsterState_t m_iOldMState;
498 vector m_vecLKPos; /* last-known pos */
499
500 /* see/hear subsystem */
501 float m_flSeeTime;
502 /* animation cycles */
503 float m_flAnimTime;
504
505 /* timer for keeping track of the target */
506 float m_flTrackingTime;
507
508 NETWORKED_VECTOR_N(view_ofs)
509
510 /* caching variables, don't save these */
511 float m_actIdle;
512 bool m_bTurning;
513 float m_flIdleNext;
514 float _m_flMeleeAttempts;
515 float _m_flMeleeDelay;
516 float _m_flBurstCount;
517 bool _m_bShouldThrow;
518 bool _m_bStartDead;
519 float _m_flFrame;
520
521 /* save these please */
522 float _m_flReloadTracker;
523 bool m_bWeaponDrawn;
524
525 /* entityDef related */
526 float m_flEyeHeight;
527 string m_sndSight;
528 string m_sndIdle;
529 float m_flIdleMin;
530 float m_flIdleMax;
531 string m_sndFootstep;
532 string m_sndChatter;
533 string m_sndChatterCombat;
534 string m_sndPain;
535
536 string m_sndMeleeAttack;
537 string m_sndMeleeAttackHit;
538 string m_sndMeleeAttackMiss;
539
540 string m_sndDeath;
541 string m_sndThud;
542
543 /* attack definitions, if defined will fire projectiles */
544 string m_defSpecial1;
545 float m_flSpecial1Range;
546 string m_defSpecial2;
547 float m_flSpecial2Range;
548 string m_defRanged1;
549 float m_flRanged1Range;
550 string m_defRanged2;
551 float m_flRanged2Range;
552
553 /* ranged1 only */
554 int m_iNumProjectiles;
555 float m_flProjectileDelay;
556 float m_flProjectileSpread;
557
558 /* general */
559 float m_flAttackCone;
560 float m_flAttackAccuracy;
561
562 /* melee attack */
563 string m_defMelee;
564 float m_flMeleeRange;
565
566 string m_sndRangedAttack;
567 float m_flReloadCount;
568 float m_flReloadDelay;
569 string m_sndReload;
570 float m_flReserveAmmo;
571
572 string m_sndRangedAttack2;
573
574 bool m_bWeaponStartsDrawn;
575 string m_strBodyOnDraw;
576
577 float m_flWalkSpeed;
578 float m_flRunSpeed;
579
580 float m_flLeapDamage;
581 bool m_bLeapAttacked;
582 float m_flForceSequence;
583 float m_flSkin;
584 bool m_bGagged;
585 float m_flStopTime;
586 float m_flyOffset;
587 bool m_usesNav;
588 bool m_fireFromHead;
589 bool m_bCanAttack;
590
591 nonvirtual void _LerpTurnToPos(vector);
592 nonvirtual void _LerpTurnToYaw(float);
593 virtual void _Alerted(void);
594 nonvirtual void _ChaseAfterSpawn(void);
595#endif
596};
597
598#ifdef CLIENT
599string Sentences_GetSamples(string);
600string Sentences_ProcessSample(string);
601#endif
602
603#ifdef SERVER
604void ncMonster_AlertEnemyAlliance(vector pos, float radius, int alliance);
605entity ncMonster_FindClosestPlayer(entity);
606#endif
607
608.float baseframe2;
609.float baseframe1time;
610.float baseframe2time;
611.float baselerpfrac;
612.float bonecontrol1;
613.float bonecontrol2;
614.float bonecontrol3;
615.float bonecontrol4;
616.float bonecontrol5;
617.float subblendfrac;
618.float subblend2frac;
619.float basesubblendfrac;
620.float basesubblend2frac;
void ncActor(void)
Definition Actor.qc:18
virtual void AttackHolster(void)
Overridable: Called when they're holstering a weapon.
Definition Monster.qc:1348
virtual void SeenPlayer(ncActor)
Called when a player is seen by the monster.
Definition Monster.qc:796
virtual void Restore(string, string)
Similar to ncIO::SpawnKey() but for save-game fields.
Definition Monster.qc:240
virtual void AlertNoise(void)
Overridable: Called when this monster gets 'alerted' to something new.
Definition Monster.qc:567
virtual float GetRunSpeed(void)
Overridable: Returns the running speed in Quake units per second.
Definition Monster.qc:972
nonvirtual void SetState(monsterState_t)
Sets the current state of this ncMonster.
Definition Monster.qc:1672
virtual float GetWalkSpeed(void)
Overridable: Returns the walking speed in Quake units per second.
Definition Monster.qc:960
virtual void Gib(int, vector)
Definition Monster.qc:528
virtual void SeenFriend(ncActor)
Called when a friend is seen by the monster.
Definition Monster.qc:806
virtual void DebugDraw(void)
virtual void IdleNoise(void)
Overridable: Called after a while when they've got nothing to do.
Definition Monster.qc:553
virtual void Sound(string)
Definition Monster.qc:522
virtual void HasBeenGibbed(void)
Definition Monster.qc:2005
nonvirtual bool InForcedAnimation(void)
Returns if we're currently in a forced animation sequence.
Definition Monster.qc:516
virtual float predraw(void)
virtual float GetYawSpeed(void)
Overridable: Returns the turning speed in euler-angle units per second.
Definition Monster.qc:984
nonvirtual void AnimationRewind(void)
Starts the animation sequence from the beginning.
Definition Monster.qc:510
virtual void StateChanged(monsterState_t, monsterState_t)
Called whenever the state of this ncMonster changes.
Definition Monster.qc:1646
virtual void Pain(entity, entity, int, vector, vector, int)
Called whenever the entity receives damage.
Definition Monster.qc:1890
virtual void AttackThink(void)
Overridable: Called when aiming their weapon.
Definition Monster.qc:1044
virtual float SendEntity(entity, float)
Called by the engine whenever we need to send a client an update about this entity.
Definition Monster.qc:2735
virtual bool IsAlive(void)
Returns if they're considered alive.
Definition Monster.qc:1637
virtual void AttackDraw(void)
Overridable: Called when they're drawing a weapon.
Definition Monster.qc:1330
virtual bool MeleeCondition(void)
Returns whether or not we should attempt a melee attack.
Definition Monster.qc:602
virtual void ScriptedSequenceEnded(void)
Internal use only.
Definition Monster.qc:1356
nonvirtual int GetSequenceState(void)
Returns the type of sequence they're currently in.
Definition Monster.qc:1690
virtual void Respawn(void)
Server: Called when the entity first spawns or when game-logic requests the entity to return to its o...
Definition Monster.qc:2162
virtual void Physics(void)
Definition Monster.qc:1717
virtual int AnimIdle(void)
DEPRECATED, Overridable: Called when we need to play a fresh idle framegroup.
Definition Monster.qc:484
virtual void Trigger(entity, triggermode_t)
Called whenever we're legacy triggered by another object or function.
Definition Monster.qc:2469
virtual float GetChaseSpeed(void)
Overridable: Returns the chase speed in Quake units per second.
Definition Monster.qc:966
nonvirtual bool IsValidEnemy(entity)
Returns TRUE if 'enemy' should be considered a valid target for killing.
Definition Monster.qc:707
virtual void ScriptedSequenceEnded_Dead(void)
Internal use only.
Definition Monster.qc:1431
virtual void AnimationUpdate(void)
Internal use only.
Definition Monster.qc:1558
virtual bool IsOnRoute(void)
Returns TRUE if the monster is currently on route to a position.
Definition Monster.qc:751
virtual void Save(float)
Handles saving a copy of this entity to a given filehandle.
Definition Monster.qc:155
virtual void SpawnKey(string, string)
This method handles entity key/value pairs on map load.
Definition Monster.qc:2484
virtual void ReceiveEntity(float, float)
Client: Handles network updates from the server for the associated entity.
virtual int AttackRanged(void)
Overridable: Called when attempting to attack from a distance.
Definition Monster.qc:1163
virtual float MeleeMaxDistance(void)
Overridable: Returns the distance in qu of what'll be a successfull melee attack.
Definition Monster.qc:595
nonvirtual void PerformAttack(string)
Definition Monster.qc:1153
virtual void RunAI(void)
Internal use only.
Definition Monster.qc:1702
virtual void AnimPlay(float)
Call to play a single animation onto it, which cannot be interrupted by movement.
Definition Monster.qc:503
nonvirtual void AlertNearbyClassWithMindset(string scheduleType)
Definition Monster.qc:679
virtual int AttackMelee(void)
Overridable: Called when attempting to melee attack.
Definition Monster.qc:1090
nonvirtual int GetTriggerCondition(void)
Returns the condition under which they'll trigger their targets.
Definition Monster.qc:137
nonvirtual bool ShouldTurn(void)
Definition Monster.qc:978
virtual void ScriptedSequenceEnded_Moved(void)
Internal use only.
Definition Monster.qc:1416
virtual void WalkRoute(void)
Internal use only.
Definition Monster.qc:1479
virtual void Touch(entity)
Called whenever we're touching another entity.
Definition Monster.qc:1825
virtual void HasBeenHit(void)
Overridable: Called every time the monster is hurt, while still alive.
Definition Monster.qc:1873
void ncMonster(void)
Definition Monster.qc:21
virtual int AnimWalk(void)
DEPRECATED, Overridable: Called when we need to play a fresh walking framegroup.
Definition Monster.qc:490
virtual void HasBeenAlerted(void)
Definition Monster.qc:2011
nonvirtual void AlertNearbyToSchedule(string scheduleType)
Definition Monster.qc:647
virtual void SeeThink(void)
Internal use only.
Definition Monster.qc:811
nonvirtual monsterState_t GetState(void)
Returns the current state of this ncMonster.
Definition Monster.qc:1684
virtual void Spawned(void)
Called when the entity is fulled initialized.
Definition Monster.qc:2128
virtual void FallNoise(void)
Overridable: Called when they start falling.
Definition Monster.qc:548
virtual void DebugDraw(void)
Definition Monster.qc:112
virtual float SeeFOV(void)
Overridable: Returns the field of view in degrees.
Definition Monster.qc:608
virtual int AnimRun(void)
DEPRECATED, Overridable: Called when we need to play a fresh running framegroup.
Definition Monster.qc:496
virtual void RouteClear(void)
Override.
Definition Monster.qc:1879
virtual void HasBeenKilled(void)
Overridable: Called once, when the monster has died.
Definition Monster.qc:1999
nonvirtual bool InScriptedSequence(void)
Returns if they're currently in a scripted sequence.
Definition Monster.qc:1696
virtual bool IsFriend(int)
Returns whether they are allied with the type in question.
Definition Monster.qc:577
virtual void Input(entity, string, string)
Called when we are being prompted by another object/function with an input message.
Definition Monster.qc:2243
virtual void TriggerTargets(void)
Call to trigger their targets manually.
Definition Monster.qc:143
virtual void EvaluateEntity(void)
Run each tic after physics are run to determine if we need to send updates over the network.
Definition Monster.qc:2690
nonvirtual vector GetHeadAngles(void)
Definition Monster.qc:130
virtual void Death(entity, entity, int, vector, vector, int)
Called when the health is equal or below 0.
Definition Monster.qc:2023
virtual void customphysics(void)
overrides
virtual void RouteEnded(void)
Internal use only.
Definition Monster.qc:1450
virtual void SeenEnemy(ncActor)
Called when an enemy is seen by the monster.
Definition Monster.qc:801
virtual void AlertNearby(void)
FIXME: Same as WarnAllies/StartleAllies?
Definition Monster.qc:614