//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// //========================================================= // GMan - misunderstood servant of the people //========================================================= #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_memory.h" #include "ai_route.h" #include "ai_motor.h" #include "soundent.h" #include "game.h" #include "npcevent.h" #include "entitylist.h" #include "activitylist.h" #include "animation.h" #include "IEffects.h" #include "vstdlib/random.h" #include "ai_baseactor.h" //========================================================= // Monster's Anim Events Go Here //========================================================= class CNPC_GMan : public CAI_BaseActor { DECLARE_CLASS( CNPC_GMan, CAI_BaseActor ); public: void Spawn( void ); void Precache( void ); float MaxYawSpeed( void ){ return 90.0f; } Class_T Classify ( void ); void HandleAnimEvent( animevent_t *pEvent ); int GetSoundInterests ( void ); bool IsInC5A1(); void StartTask( const Task_t *pTask ); void RunTask( const Task_t *pTask ); int OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo ); void TraceAttack( CBaseEntity *pAttacker, float flDamage, const Vector &vecDir, trace_t *ptr, int bitsDamageType); virtual int PlayScriptedSentence( const char *pszSentence, float duration, float volume, soundlevel_t soundlevel, bool bConcurrent, CBaseEntity *pListener ); EHANDLE m_hPlayer; EHANDLE m_hTalkTarget; float m_flTalkTime; }; LINK_ENTITY_TO_CLASS( monster_gman, CNPC_GMan ); //========================================================= // Hack that tells us whether the GMan is in the final map //========================================================= bool CNPC_GMan::IsInC5A1() { const char *pMapName = STRING(gpGlobals->mapname); if( pMapName ) { return !Q_strnicmp( pMapName, "c5a1", 4 ); } return false; } //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= Class_T CNPC_GMan::Classify ( void ) { return CLASS_NONE; } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CNPC_GMan::HandleAnimEvent( animevent_t *pEvent ) { switch( pEvent->event ) { case 1: default: BaseClass::HandleAnimEvent( pEvent ); break; } } //========================================================= // GetSoundInterests - generic monster can't hear. //========================================================= int CNPC_GMan::GetSoundInterests ( void ) { return NULL; } //========================================================= // Spawn //========================================================= void CNPC_GMan::Spawn() { Precache(); BaseClass::Spawn(); SetModel( "models/gman.mdl" ); SetHullType(HULL_HUMAN); SetHullSizeNormal(); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_STEP ); SetBloodColor( BLOOD_COLOR_MECH ); 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; CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_USE_WEAPONS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD); NPCInit(); } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CNPC_GMan::Precache() { PrecacheModel( "models/gman.mdl" ); } //========================================================= // AI Schedules Specific to this monster //========================================================= void CNPC_GMan::StartTask( const Task_t *pTask ) { switch( pTask->iTask ) { case TASK_WAIT: if (m_hPlayer == NULL) { m_hPlayer = gEntList.FindEntityByClassname( NULL, "player" ); } break; } BaseClass::StartTask( pTask ); } void CNPC_GMan::RunTask( const Task_t *pTask ) { switch( pTask->iTask ) { case TASK_WAIT: // look at who I'm talking to if (m_flTalkTime > gpGlobals->curtime && m_hTalkTarget != NULL) { AddLookTarget( m_hTalkTarget->GetAbsOrigin(), 1.0, 2.0 ); } // look at player, but only if playing a "safe" idle animation else if (m_hPlayer != NULL && (GetSequence() == 0 || IsInC5A1()) ) { AddLookTarget( m_hPlayer->EyePosition(), 1.0, 3.0 ); } else { // Just center the head forward. Vector forward; GetVectors( &forward, NULL, NULL ); AddLookTarget( GetAbsOrigin() + forward * 12.0f, 1.0, 1.0 ); SetBoneController( 0, 0 ); } BaseClass::RunTask( pTask ); break; } SetBoneController( 0, 0 ); BaseClass::RunTask( pTask ); } //========================================================= // Override all damage //========================================================= int CNPC_GMan::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo ) { m_iHealth = m_iMaxHealth / 2; // always trigger the 50% damage aitrigger if ( inputInfo.GetDamage() > 0 ) SetCondition( COND_LIGHT_DAMAGE ); if ( inputInfo.GetDamage() >= 20 ) SetCondition( COND_HEAVY_DAMAGE ); return TRUE; } void CNPC_GMan::TraceAttack( CBaseEntity *pAttacker, float flDamage, const Vector &vecDir, trace_t *ptr, int bitsDamageType) { g_pEffects->Ricochet( ptr->endpos, ptr->plane.normal ); // AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType ); } int CNPC_GMan::PlayScriptedSentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, bool bConcurrent, CBaseEntity *pListener ) { BaseClass::PlayScriptedSentence( pszSentence, delay, volume, soundlevel, bConcurrent, pListener ); m_flTalkTime = gpGlobals->curtime + delay; m_hTalkTarget = pListener; return 1; }