//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Dr. Eli Vance, earths last great hope, single-handedly fighting // off both an evil alien invasion, as well as trying to stop // that idiot lab assistant from putting the moves on his daughter. //=============================================================================// //----------------------------------------------------------------------------- // Generic NPC - purely for scripted sequence work. //----------------------------------------------------------------------------- #include "cbase.h" #include "npcevent.h" #include "ai_basenpc.h" #include "ai_hull.h" #include "ai_baseactor.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // NPC's Anim Events Go Here //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CNPC_Eli : public CAI_BaseActor { public: DECLARE_CLASS( CNPC_Eli, CAI_BaseActor ); void Spawn( void ); void Precache( void ); Class_T Classify ( void ); void HandleAnimEvent( animevent_t *pEvent ); int GetSoundInterests( void ); void SetupWithoutParent( void ); void PrescheduleThink( void ); }; LINK_ENTITY_TO_CLASS( npc_eli, CNPC_Eli ); //----------------------------------------------------------------------------- // Classify - indicates this NPC's place in the // relationship table. //----------------------------------------------------------------------------- Class_T CNPC_Eli::Classify ( void ) { return CLASS_PLAYER_ALLY_VITAL; } //----------------------------------------------------------------------------- // HandleAnimEvent - catches the NPC-specific messages // that occur when tagged animation frames are played. //----------------------------------------------------------------------------- void CNPC_Eli::HandleAnimEvent( animevent_t *pEvent ) { switch( pEvent->event ) { case 1: default: BaseClass::HandleAnimEvent( pEvent ); break; } } //----------------------------------------------------------------------------- // GetSoundInterests - generic NPC can't hear. //----------------------------------------------------------------------------- int CNPC_Eli::GetSoundInterests ( void ) { return NULL; } //----------------------------------------------------------------------------- // Spawn //----------------------------------------------------------------------------- void CNPC_Eli::Spawn() { // Eli is allowed to use multiple models, because he appears in the pod. // He defaults to his normal model. char *szModel = (char *)STRING( GetModelName() ); if (!szModel || !*szModel) { szModel = "models/eli.mdl"; SetModelName( AllocPooledString(szModel) ); } Precache(); SetModel( szModel ); BaseClass::Spawn(); SetHullType(HULL_HUMAN); SetHullSizeNormal(); // If Eli has a parent, he's currently inside a pod. Prevent him from moving. if ( GetMoveParent() ) { SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_NONE ); CapabilitiesAdd( bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD ); CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE ); } else { SetupWithoutParent(); } AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION ); SetBloodColor( BLOOD_COLOR_RED ); m_iHealth = 8; m_flFieldOfView = 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result ) m_NPCState = NPC_STATE_NONE; NPCInit(); } //----------------------------------------------------------------------------- // Precache - precaches all resources this NPC needs //----------------------------------------------------------------------------- void CNPC_Eli::Precache() { PrecacheModel( STRING( GetModelName() ) ); BaseClass::Precache(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Eli::SetupWithoutParent( void ) { SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_STEP ); CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD ); CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CNPC_Eli::PrescheduleThink( void ) { BaseClass::PrescheduleThink(); // Figure out if Eli has just been removed from his parent if ( GetMoveType() == MOVETYPE_NONE && !GetMoveParent() ) { SetupWithoutParent(); SetupVPhysicsHull(); } } //----------------------------------------------------------------------------- // AI Schedules Specific to this NPC //-----------------------------------------------------------------------------