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472 lines
13 KiB
472 lines
13 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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// |
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//=============================================================================// |
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//========================================================= |
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// Generic NPC - purely for scripted sequence work. |
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//========================================================= |
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#include "cbase.h" |
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#include "npcevent.h" |
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#include "ai_basenpc.h" |
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#include "ai_hull.h" |
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#include "KeyValues.h" |
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#include "engine/IEngineSound.h" |
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#include "physics_bone_follower.h" |
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#include "ai_baseactor.h" |
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#include "ai_senses.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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// For holograms, make them not solid so the player can walk through them |
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#define SF_GENERICNPC_NOTSOLID (1 << 16) |
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//========================================================= |
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// NPC's Anim Events Go Here |
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//========================================================= |
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class CGenericNPC : public CAI_BaseNPC |
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{ |
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public: |
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DECLARE_CLASS( CGenericNPC, CAI_BaseNPC ); |
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void Spawn( void ); |
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void Precache( void ); |
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float MaxYawSpeed( void ); |
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Class_T Classify ( void ); |
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void HandleAnimEvent( animevent_t *pEvent ); |
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int GetSoundInterests ( void ); |
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void TempGunEffect( void ); |
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}; |
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LINK_ENTITY_TO_CLASS( monster_generic, CGenericNPC ); |
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//========================================================= |
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// Classify - indicates this NPC's place in the |
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// relationship table. |
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//========================================================= |
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Class_T CGenericNPC::Classify ( void ) |
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{ |
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return CLASS_NONE; |
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} |
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//========================================================= |
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// MaxYawSpeed - allows each sequence to have a different |
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// turn rate associated with it. |
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//========================================================= |
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float CGenericNPC::MaxYawSpeed ( void ) |
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{ |
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return 90; |
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} |
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//--------------------------------------------------------- |
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// !!!TEMP |
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// !!!TEMP |
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// !!!TEMP |
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// !!!TEMP |
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// |
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// (sjb) |
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//--------------------------------------------------------- |
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void CGenericNPC::TempGunEffect( void ) |
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{ |
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QAngle vecAngle; |
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Vector vecDir, vecShot; |
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Vector vecMuzzle, vecButt; |
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GetAttachment( 2, vecMuzzle, vecAngle ); |
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GetAttachment( 3, vecButt, vecAngle ); |
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vecDir = vecMuzzle - vecButt; |
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VectorNormalize( vecDir ); |
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// CPVSFilter filter( GetAbsOrigin() ); |
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//te->ShowLine( filter, 0.0, vecSpot, vecSpot + vecForward ); |
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//UTIL_Sparks( vecMuzzle ); |
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bool fSound = false; |
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if( random->RandomInt( 0, 3 ) == 0 ) |
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{ |
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fSound = true; |
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} |
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Vector start = vecMuzzle + vecDir * 64; |
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Vector end = vecMuzzle + vecDir * 4096; |
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UTIL_Tracer( start, end, 0, TRACER_DONT_USE_ATTACHMENT, 5500, fSound ); |
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CPASAttenuationFilter filter2( this, "GenericNPC.GunSound" ); |
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EmitSound( filter2, entindex(), "GenericNPC.GunSound" ); |
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} |
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//========================================================= |
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// HandleAnimEvent - catches the NPC-specific messages |
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// that occur when tagged animation frames are played. |
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//========================================================= |
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void CGenericNPC::HandleAnimEvent( animevent_t *pEvent ) |
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{ |
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switch( pEvent->event ) |
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{ |
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case 1: |
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// TEMPORARLY. Makes the May 2001 sniper demo work (sjb) |
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TempGunEffect(); |
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break; |
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default: |
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BaseClass::HandleAnimEvent( pEvent ); |
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break; |
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} |
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} |
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//========================================================= |
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// GetSoundInterests - generic NPC can't hear. |
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//========================================================= |
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int CGenericNPC::GetSoundInterests ( void ) |
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{ |
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return NULL; |
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} |
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//========================================================= |
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// Spawn |
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//========================================================= |
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void CGenericNPC::Spawn() |
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{ |
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Precache(); |
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SetModel( STRING( GetModelName() ) ); |
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/* |
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if ( FStrEq( STRING( GetModelName() ), "models/player.mdl" ) ) |
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UTIL_SetSize(this, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); |
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else |
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UTIL_SetSize(this, VEC_HULL_MIN, VEC_HULL_MAX); |
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*/ |
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if ( FStrEq( STRING( GetModelName() ), "models/player.mdl" ) || FStrEq( STRING( GetModelName() ), "models/holo.mdl" ) ) |
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UTIL_SetSize(this, VEC_HULL_MIN, VEC_HULL_MAX); |
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else |
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UTIL_SetSize(this, NAI_Hull::Mins(HULL_HUMAN), NAI_Hull::Maxs(HULL_HUMAN)); |
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SetSolid( SOLID_BBOX ); |
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AddSolidFlags( FSOLID_NOT_STANDABLE ); |
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SetMoveType( MOVETYPE_STEP ); |
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m_bloodColor = BLOOD_COLOR_RED; |
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m_iHealth = 8; |
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m_flFieldOfView = 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result ) |
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m_NPCState = NPC_STATE_NONE; |
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CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS ); |
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NPCInit(); |
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if ( !HasSpawnFlags(SF_GENERICNPC_NOTSOLID) ) |
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{ |
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trace_t tr; |
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UTIL_TraceEntity( this, GetAbsOrigin(), GetAbsOrigin(), MASK_SOLID, &tr ); |
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if ( tr.startsolid ) |
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{ |
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Msg("Placed npc_generic in solid!!! (%s)\n", STRING(GetModelName()) ); |
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m_spawnflags |= SF_GENERICNPC_NOTSOLID; |
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} |
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} |
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if ( HasSpawnFlags(SF_GENERICNPC_NOTSOLID) ) |
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{ |
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AddSolidFlags( FSOLID_NOT_SOLID ); |
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m_takedamage = DAMAGE_NO; |
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VPhysicsDestroyObject(); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: precaches all resources this NPC needs |
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//----------------------------------------------------------------------------- |
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void CGenericNPC::Precache() |
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{ |
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BaseClass::Precache(); |
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PrecacheModel( STRING( GetModelName() ) ); |
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PrecacheScriptSound( "GenericNPC.GunSound" ); |
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} |
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// a really large health is set to make sure these never die. |
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const int TOO_MUCH_HEALTH_TO_DIE = 1000; |
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//======================================================================================= |
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// Furniture: A dumb "NPC" that is uses in scripted sequences |
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// where an NPC needs to be frame locked with a prop. |
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//======================================================================================= |
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class CNPC_Furniture : public CAI_BaseActor |
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{ |
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DECLARE_CLASS( CNPC_Furniture, CAI_BaseActor ); |
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DECLARE_DATADESC(); |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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void Die( void ); |
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void UpdateEfficiency( bool bInPVS ) { SetEfficiency( ( GetSleepState() != AISS_AWAKE ) ? AIE_DORMANT : AIE_NORMAL ); SetMoveEfficiency( AIME_NORMAL ); } |
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Class_T Classify ( void ); |
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float MaxYawSpeed( void ){ return 0; } |
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virtual int ObjectCaps( void ); |
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bool CreateVPhysics( void ); |
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void NPCThink( void ); |
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void UpdateOnRemove( void ); |
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int SelectSchedule( void ); |
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void OnRestore( void ); |
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int OnTakeDamage( const CTakeDamageInfo &info ) |
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{ |
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if ( m_iHealth <= info.GetDamage() ) |
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m_iHealth = info.GetDamage() + TOO_MUCH_HEALTH_TO_DIE; |
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return BaseClass::OnTakeDamage(info); |
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} |
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void DrawDebugGeometryOverlays(void); |
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void SetPlayerAvoidState( void ); |
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void InputDisablePlayerCollision( inputdata_t &inputdata ); |
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void InputEnablePlayerCollision( inputdata_t &inputdata ); |
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void UpdateBoneFollowerState( void ); |
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private: |
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// Contained Bone Follower manager |
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CBoneFollowerManager m_BoneFollowerManager; |
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}; |
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LINK_ENTITY_TO_CLASS( monster_furniture, CNPC_Furniture ); |
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LINK_ENTITY_TO_CLASS( npc_furniture, CNPC_Furniture ); |
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//----------------------------------------------------------------------------- |
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// Save/load |
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//----------------------------------------------------------------------------- |
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BEGIN_DATADESC( CNPC_Furniture ) |
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DEFINE_EMBEDDED( m_BoneFollowerManager ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "DisablePlayerCollision", InputDisablePlayerCollision ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "EnablePlayerCollision", InputEnablePlayerCollision ), |
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END_DATADESC() |
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//----------------------------------------------------------------------------- |
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// Purpose: This used to have something to do with bees flying, but |
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// now it only initializes moving furniture in scripted sequences |
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//----------------------------------------------------------------------------- |
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void CNPC_Furniture::Spawn( ) |
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{ |
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Precache(); |
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SetModel( STRING(GetModelName()) ); |
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SetMoveType( MOVETYPE_STEP ); |
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SetSolid( SOLID_BBOX ); |
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// Our collision, if needed, will be done through bone followers |
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AddSolidFlags( FSOLID_NOT_SOLID ); |
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SetBloodColor( DONT_BLEED ); |
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m_iHealth = TOO_MUCH_HEALTH_TO_DIE; //wow |
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m_takedamage = DAMAGE_AIM; |
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SetSequence( 0 ); |
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SetCycle( 0 ); |
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SetNavType( NAV_FLY ); |
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AddFlag( FL_FLY ); |
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CapabilitiesAdd( bits_CAP_MOVE_FLY | bits_CAP_TURN_HEAD | bits_CAP_ANIMATEDFACE ); |
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AddEFlags( EFL_NO_MEGAPHYSCANNON_RAGDOLL ); |
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// pev->nextthink += 1.0; |
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// SetThink (WalkMonsterDelay); |
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ResetSequenceInfo( ); |
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SetCycle( 0 ); |
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NPCInit(); |
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// Furniture needs to block LOS |
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SetBlocksLOS( true ); |
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// Furniture just wastes CPU doing sensing code, since all they do is idle and play scripts |
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GetSenses()->AddSensingFlags( SENSING_FLAGS_DONT_LOOK | SENSING_FLAGS_DONT_LISTEN ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CNPC_Furniture::Precache( void ) |
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{ |
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PrecacheModel( STRING( GetModelName() ) ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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int CNPC_Furniture::ObjectCaps( void ) |
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{ |
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// HL2 furniture transitions |
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#ifdef HL2_DLL |
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return CAI_BaseNPC::ObjectCaps(); |
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#else |
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return (CAI_BaseNPC::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); |
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#endif |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Furniture is killed |
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//----------------------------------------------------------------------------- |
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void CNPC_Furniture::Die( void ) |
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{ |
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SetThink ( &CNPC_Furniture::SUB_Remove ); |
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SetNextThink( gpGlobals->curtime ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: ID's Furniture as neutral (noone will attack it) |
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//----------------------------------------------------------------------------- |
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Class_T CNPC_Furniture::Classify ( void ) |
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{ |
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return CLASS_NONE; |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose: |
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//------------------------------------------------------------------------------ |
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bool CNPC_Furniture::CreateVPhysics( void ) |
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{ |
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#ifndef HL2_DLL |
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return false; |
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#endif |
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if ( !m_BoneFollowerManager.GetNumBoneFollowers() ) |
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{ |
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KeyValues *modelKeyValues = new KeyValues(""); |
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if ( modelKeyValues->LoadFromBuffer( modelinfo->GetModelName( GetModel() ), modelinfo->GetModelKeyValueText( GetModel() ) ) ) |
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{ |
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// Do we have a bone follower section? |
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KeyValues *pkvBoneFollowers = modelKeyValues->FindKey("bone_followers"); |
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if ( pkvBoneFollowers ) |
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{ |
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// Loop through the list and create the bone followers |
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KeyValues *pBone = pkvBoneFollowers->GetFirstSubKey(); |
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while ( pBone ) |
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{ |
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// Add it to the list |
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const char *pBoneName = pBone->GetString(); |
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m_BoneFollowerManager.AddBoneFollower( this, pBoneName ); |
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pBone = pBone->GetNextKey(); |
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} |
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} |
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} |
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modelKeyValues->deleteThis(); |
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} |
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return true; |
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} |
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void CNPC_Furniture::InputDisablePlayerCollision( inputdata_t &inputdata ) |
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{ |
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SetCollisionGroup( COLLISION_GROUP_NPC_ACTOR ); |
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UpdateBoneFollowerState(); |
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} |
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void CNPC_Furniture::InputEnablePlayerCollision( inputdata_t &inputdata ) |
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{ |
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SetCollisionGroup( COLLISION_GROUP_NPC ); |
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UpdateBoneFollowerState(); |
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} |
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void CNPC_Furniture::UpdateBoneFollowerState( void ) |
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{ |
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if ( m_BoneFollowerManager.GetNumBoneFollowers() ) |
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{ |
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physfollower_t* pBone = m_BoneFollowerManager.GetBoneFollower( 0 ); |
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if ( pBone && pBone->hFollower && pBone->hFollower->GetCollisionGroup() != GetCollisionGroup() ) |
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{ |
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for ( int i = 0; i < m_BoneFollowerManager.GetNumBoneFollowers(); i++ ) |
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{ |
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pBone = m_BoneFollowerManager.GetBoneFollower( i ); |
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if ( pBone && pBone->hFollower ) |
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{ |
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pBone->hFollower->SetCollisionGroup( GetCollisionGroup() ); |
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} |
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} |
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} |
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} |
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} |
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void CNPC_Furniture::SetPlayerAvoidState( void ) |
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{ |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CNPC_Furniture::NPCThink( void ) |
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{ |
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BaseClass::NPCThink(); |
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// Update follower bones |
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m_BoneFollowerManager.UpdateBoneFollowers(this); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CNPC_Furniture::UpdateOnRemove( void ) |
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{ |
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m_BoneFollowerManager.DestroyBoneFollowers(); |
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BaseClass::UpdateOnRemove(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Output : int |
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//----------------------------------------------------------------------------- |
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int CNPC_Furniture::SelectSchedule( void ) |
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{ |
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switch( m_NPCState ) |
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{ |
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case NPC_STATE_NONE: |
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case NPC_STATE_PRONE: |
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case NPC_STATE_IDLE: |
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case NPC_STATE_ALERT: |
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case NPC_STATE_COMBAT: |
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case NPC_STATE_DEAD: |
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return SCHED_WAIT_FOR_SCRIPT; |
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case NPC_STATE_SCRIPT: |
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return BaseClass::SelectSchedule(); |
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default: |
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DevWarning( 2, "Invalid State for SelectSchedule!\n" ); |
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break; |
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} |
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return SCHED_FAIL; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CNPC_Furniture::OnRestore( void ) |
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{ |
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// Recreate any bone followers we have |
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CreateVPhysics(); |
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BaseClass::OnRestore(); |
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} |
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void CNPC_Furniture::DrawDebugGeometryOverlays( void ) |
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{ |
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//ugh |
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if ( m_debugOverlays & OVERLAY_NPC_ZAP_BIT ) |
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{ |
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m_debugOverlays &= ~OVERLAY_NPC_ZAP_BIT; |
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} |
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BaseClass::DrawDebugGeometryOverlays(); |
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}
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