You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
251 lines
6.9 KiB
251 lines
6.9 KiB
5 years ago
|
//========= 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()
|