//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: The G-Man, misunderstood servant of the people // // $NoKeywords: $ // //=============================================================================// //----------------------------------------------------------------------------- // Generic NPC - purely for scripted sequence work. //----------------------------------------------------------------------------- #include "cbase.h" #include "npcevent.h" #include "ai_basenpc.h" #include "ai_hull.h" #include "ai_behavior_follow.h" #include "ai_playerally.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_GMan : public CAI_PlayerAlly { public: DECLARE_CLASS( CNPC_GMan, CAI_PlayerAlly ); DECLARE_DATADESC(); void Spawn( void ); void Precache( void ); Class_T Classify ( void ); void HandleAnimEvent( animevent_t *pEvent ); virtual Disposition_t IRelationType(CBaseEntity *pTarget); int GetSoundInterests ( void ); bool CreateBehaviors( void ); int SelectSchedule( void ); private: CAI_FollowBehavior m_FollowBehavior; }; LINK_ENTITY_TO_CLASS( npc_gman, CNPC_GMan ); BEGIN_DATADESC( CNPC_GMan ) // (auto saved by AI) // DEFINE_FIELD( m_FollowBehavior, FIELD_EMBEDDED ), (auto saved by AI) END_DATADESC() //----------------------------------------------------------------------------- // Classify - indicates this NPC's place in the // relationship table. //----------------------------------------------------------------------------- Class_T CNPC_GMan::Classify ( void ) { return CLASS_PLAYER_ALLY_VITAL; } //----------------------------------------------------------------------------- // HandleAnimEvent - catches the NPC-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 NPC 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_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; SetImpactEnergyScale( 0.0f ); // no physics damage on the gman CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD ); CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE ); AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL ); NPCInit(); } //----------------------------------------------------------------------------- // Precache - precaches all resources this NPC needs //----------------------------------------------------------------------------- void CNPC_GMan::Precache() { PrecacheModel( "models/gman.mdl" ); BaseClass::Precache(); } //----------------------------------------------------------------------------- // The G-Man isn't scared of anything. //----------------------------------------------------------------------------- Disposition_t CNPC_GMan::IRelationType(CBaseEntity *pTarget) { return D_NU; } //========================================================= // Purpose: //========================================================= bool CNPC_GMan::CreateBehaviors() { AddBehavior( &m_FollowBehavior ); return BaseClass::CreateBehaviors(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CNPC_GMan::SelectSchedule( void ) { if ( !BehaviorSelectSchedule() ) { } return BaseClass::SelectSchedule(); } //----------------------------------------------------------------------------- // AI Schedules Specific to this NPC //-----------------------------------------------------------------------------