Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "ai_default.h"
#include "ai_task.h"
#include "ai_schedule.h"
#include "ai_node.h"
#include "ai_hull.h"
#include "ai_hint.h"
#include "ai_squad.h"
#include "ai_senses.h"
#include "ai_navigator.h"
#include "ai_motor.h"
#include "ai_behavior.h"
#include "ai_baseactor.h"
#include "ai_behavior_lead.h"
#include "ai_behavior_follow.h"
#include "ai_behavior_standoff.h"
#include "ai_behavior_assault.h"
#include "npc_playercompanion.h"
#include "soundent.h"
#include "game.h"
#include "npcevent.h"
#include "activitylist.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "sceneentity.h"
#include "ai_behavior_functank.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define BARNEY_MODEL "models/barney.mdl"
ConVar sk_barney_health( "sk_barney_health","0");
//=========================================================
// Barney activities
//=========================================================
class CNPC_Barney : public CNPC_PlayerCompanion
{
public:
DECLARE_CLASS( CNPC_Barney, CNPC_PlayerCompanion );
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
virtual void Precache()
{
// Prevents a warning
SelectModel( );
BaseClass::Precache();
PrecacheScriptSound( "NPC_Barney.FootstepLeft" );
PrecacheScriptSound( "NPC_Barney.FootstepRight" );
PrecacheScriptSound( "NPC_Barney.Die" );
PrecacheInstancedScene( "scenes/Expressions/BarneyIdle.vcd" );
PrecacheInstancedScene( "scenes/Expressions/BarneyAlert.vcd" );
PrecacheInstancedScene( "scenes/Expressions/BarneyCombat.vcd" );
}
void Spawn( void );
void SelectModel();
Class_T Classify( void );
void Weapon_Equip( CBaseCombatWeapon *pWeapon );
bool CreateBehaviors( void );
void HandleAnimEvent( animevent_t *pEvent );
bool ShouldLookForBetterWeapon() { return false; }
void OnChangeRunningBehavior( CAI_BehaviorBase *pOldBehavior, CAI_BehaviorBase *pNewBehavior );
void DeathSound( const CTakeDamageInfo &info );
void GatherConditions();
void UseFunc( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
CAI_FuncTankBehavior m_FuncTankBehavior;
COutputEvent m_OnPlayerUse;
DEFINE_CUSTOM_AI;
};
LINK_ENTITY_TO_CLASS( npc_barney, CNPC_Barney );
//---------------------------------------------------------
//
//---------------------------------------------------------
IMPLEMENT_SERVERCLASS_ST(CNPC_Barney, DT_NPC_Barney)
END_SEND_TABLE()
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CNPC_Barney )
// m_FuncTankBehavior
DEFINE_OUTPUT( m_OnPlayerUse, "OnPlayerUse" ),
DEFINE_USEFUNC( UseFunc ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Barney::SelectModel()
{
SetModelName( AllocPooledString( BARNEY_MODEL ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Barney::Spawn( void )
{
Precache();
m_iHealth = 80;
m_iszIdleExpression = MAKE_STRING("scenes/Expressions/BarneyIdle.vcd");
m_iszAlertExpression = MAKE_STRING("scenes/Expressions/BarneyAlert.vcd");
m_iszCombatExpression = MAKE_STRING("scenes/Expressions/BarneyCombat.vcd");
BaseClass::Spawn();
AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );
NPCInit();
SetUse( &CNPC_Barney::UseFunc );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output :
//-----------------------------------------------------------------------------
Class_T CNPC_Barney::Classify( void )
{
return CLASS_PLAYER_ALLY_VITAL;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Barney::Weapon_Equip( CBaseCombatWeapon *pWeapon )
{
BaseClass::Weapon_Equip( pWeapon );
if( hl2_episodic.GetBool() && FClassnameIs( pWeapon, "weapon_ar2" ) )
{
// Allow Barney to defend himself at point-blank range in c17_05.
pWeapon->m_fMinRange1 = 0.0f;
}
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_Barney::HandleAnimEvent( animevent_t *pEvent )
{
switch( pEvent->event )
{
case NPC_EVENT_LEFTFOOT:
{
EmitSound( "NPC_Barney.FootstepLeft", pEvent->eventtime );
}
break;
case NPC_EVENT_RIGHTFOOT:
{
EmitSound( "NPC_Barney.FootstepRight", pEvent->eventtime );
}
break;
default:
BaseClass::HandleAnimEvent( pEvent );
break;
}
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CNPC_Barney::DeathSound( const CTakeDamageInfo &info )
{
// Sentences don't play on dead NPCs
SentenceStop();
EmitSound( "npc_barney.die" );
}
bool CNPC_Barney::CreateBehaviors( void )
{
BaseClass::CreateBehaviors();
AddBehavior( &m_FuncTankBehavior );
return true;
}
void CNPC_Barney::OnChangeRunningBehavior( CAI_BehaviorBase *pOldBehavior, CAI_BehaviorBase *pNewBehavior )
{
if ( pNewBehavior == &m_FuncTankBehavior )
{
m_bReadinessCapable = false;
}
else if ( pOldBehavior == &m_FuncTankBehavior )
{
m_bReadinessCapable = IsReadinessCapable();
}
BaseClass::OnChangeRunningBehavior( pOldBehavior, pNewBehavior );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Barney::GatherConditions()
{
BaseClass::GatherConditions();
// Handle speech AI. Don't do AI speech if we're in scripts unless permitted by the EnableSpeakWhileScripting input.
if ( m_NPCState == NPC_STATE_IDLE || m_NPCState == NPC_STATE_ALERT || m_NPCState == NPC_STATE_COMBAT ||
( ( m_NPCState == NPC_STATE_SCRIPT ) && CanSpeakWhileScripting() ) )
{
DoCustomSpeechAI();
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Barney::UseFunc( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
m_bDontUseSemaphore = true;
SpeakIfAllowed( TLK_USE );
m_bDontUseSemaphore = false;
m_OnPlayerUse.FireOutput( pActivator, pCaller );
}
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_barney, CNPC_Barney )
AI_END_CUSTOM_NPC()