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151 lines
4.6 KiB
151 lines
4.6 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Dr. Mossman, stalwart heroine, doing what is right in the face of |
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// near certain doom, all while fighting off the clumsy advances of her |
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// misogynistic colleges. |
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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 "ai_baseactor.h" |
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#include "ai_playerally.h" |
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#include "ai_behavior_follow.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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//----------------------------------------------------------------------------- |
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// NPC's Anim Events Go Here |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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class CNPC_Mossman : public CAI_PlayerAlly |
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{ |
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public: |
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DECLARE_CLASS( CNPC_Mossman, CAI_PlayerAlly ); |
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DECLARE_DATADESC(); |
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void Spawn( void ); |
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void Precache( 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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bool CreateBehaviors( void ); |
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int SelectSchedule( void ); |
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private: |
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CAI_FollowBehavior m_FollowBehavior; |
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}; |
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LINK_ENTITY_TO_CLASS( npc_mossman, CNPC_Mossman ); |
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BEGIN_DATADESC( CNPC_Mossman ) |
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// DEFINE_FIELD( m_FollowBehavior, FIELD_EMBEDDED ), (auto saved by AI) |
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END_DATADESC() |
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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 CNPC_Mossman::Classify ( void ) |
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{ |
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return CLASS_PLAYER_ALLY_VITAL; |
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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 CNPC_Mossman::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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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 CNPC_Mossman::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 CNPC_Mossman::Spawn() |
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{ |
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Precache(); |
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BaseClass::Spawn(); |
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SetModel( "models/mossman.mdl" ); |
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SetHullType(HULL_HUMAN); |
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SetHullSizeNormal(); |
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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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SetBloodColor( 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 | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD ); |
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CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE ); |
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AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION ); |
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NPCInit(); |
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} |
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//----------------------------------------------------------------------------- |
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// Precache - precaches all resources this NPC needs |
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//----------------------------------------------------------------------------- |
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void CNPC_Mossman::Precache() |
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{ |
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PrecacheModel( "models/mossman.mdl" ); |
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BaseClass::Precache(); |
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} |
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//========================================================= |
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// Purpose: |
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//========================================================= |
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bool CNPC_Mossman::CreateBehaviors() |
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{ |
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AddBehavior( &m_FollowBehavior ); |
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return BaseClass::CreateBehaviors(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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int CNPC_Mossman::SelectSchedule( void ) |
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{ |
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if ( !BehaviorSelectSchedule() ) |
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{ |
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} |
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return BaseClass::SelectSchedule(); |
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} |
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//----------------------------------------------------------------------------- |
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// AI Schedules Specific to this NPC |
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//-----------------------------------------------------------------------------
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