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