Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Bullseyes act as targets for other NPC's to attack and to trigger
// events
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#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 "hl1_npc_scientist.h"
#include "soundent.h"
#include "game.h"
#include "npcevent.h"
#include "entitylist.h"
#include "activitylist.h"
#include "animation.h"
#include "engine/IEngineSound.h"
#include "ai_navigator.h"
#include "ai_behavior_follow.h"
#include "AI_Criteria.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#define SC_PLFEAR "SC_PLFEAR"
#define SC_FEAR "SC_FEAR"
#define SC_HEAL "SC_HEAL"
#define SC_SCREAM "SC_SCREAM"
#define SC_POK "SC_POK"
ConVar sk_scientist_health( "sk_scientist_health","20");
ConVar sk_scientist_heal( "sk_scientist_heal","25");
#define NUM_SCIENTIST_HEADS 4 // four heads available for scientist model
enum { HEAD_GLASSES = 0, HEAD_EINSTEIN = 1, HEAD_LUTHER = 2, HEAD_SLICK = 3 };
int ACT_EXCITED;
//=========================================================
// Makes it fast to check barnacle classnames in
// IsValidEnemy()
//=========================================================
string_t s_iszBarnacleClassname;
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define SCIENTIST_AE_HEAL ( 1 )
#define SCIENTIST_AE_NEEDLEON ( 2 )
#define SCIENTIST_AE_NEEDLEOFF ( 3 )
//=======================================================
// Scientist
//=======================================================
LINK_ENTITY_TO_CLASS( monster_scientist, CNPC_Scientist );
//IMPLEMENT_SERVERCLASS_ST( CNPC_Scientist, DT_NPC_Scientist )
//END_SEND_TABLE()
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CNPC_Scientist )
DEFINE_FIELD( m_flFearTime, FIELD_TIME ),
DEFINE_FIELD( m_flHealTime, FIELD_TIME ),
DEFINE_FIELD( m_flPainTime, FIELD_TIME ),
DEFINE_THINKFUNC( SUB_LVFadeOut ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CNPC_Scientist::Precache( void )
{
PrecacheModel( "models/scientist.mdl" );
PrecacheScriptSound( "Scientist.Pain" );
TalkInit();
BaseClass::Precache();
}
void CNPC_Scientist::ModifyOrAppendCriteria( AI_CriteriaSet& criteriaSet )
{
BaseClass::ModifyOrAppendCriteria( criteriaSet );
bool predisaster = FBitSet( m_spawnflags, SF_NPC_PREDISASTER ) ? true : false;
criteriaSet.AppendCriteria( "disaster", predisaster ? "[disaster::pre]" : "[disaster::post]" );
}
// Init talk data
void CNPC_Scientist::TalkInit()
{
BaseClass::TalkInit();
// scientist will try to talk to friends in this order:
m_szFriends[0] = "monster_scientist";
m_szFriends[1] = "monster_sitting_scientist";
m_szFriends[2] = "monster_barney";
// get voice for head
switch (m_nBody % 3)
{
default:
case HEAD_GLASSES: GetExpresser()->SetVoicePitch( 105 ); break; //glasses
case HEAD_EINSTEIN: GetExpresser()->SetVoicePitch( 100 ); break; //einstein
case HEAD_LUTHER: GetExpresser()->SetVoicePitch( 95 ); break; //luther
case HEAD_SLICK: GetExpresser()->SetVoicePitch( 100 ); break;//slick
}
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CNPC_Scientist::Spawn( void )
{
//Select the body first if it's going to be random cause we set his voice pitch in Precache.
if ( m_nBody == -1 )
m_nBody = random->RandomInt( 0, NUM_SCIENTIST_HEADS-1 );// pick a head, any head
SetRenderColor( 255, 255, 255, 255 );
Precache();
SetModel( "models/scientist.mdl" );
SetHullType(HULL_HUMAN);
SetHullSizeNormal();
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_STEP );
m_bloodColor = BLOOD_COLOR_RED;
ClearEffects();
m_iHealth = sk_scientist_health.GetFloat();
m_flFieldOfView = VIEW_FIELD_WIDE;
m_NPCState = NPC_STATE_NONE;
CapabilitiesClear();
CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE );
CapabilitiesAdd( bits_CAP_TURN_HEAD | bits_CAP_ANIMATEDFACE );
// White hands
m_nSkin = 0;
// Luther is black, make his hands black
if ( m_nBody == HEAD_LUTHER )
m_nSkin = 1;
NPCInit();
SetUse( &CNPC_Scientist::FollowerUse );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CNPC_Scientist::Activate()
{
s_iszBarnacleClassname = FindPooledString( "monster_barnacle" );
BaseClass::Activate();
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
// Output :
//-----------------------------------------------------------------------------
Class_T CNPC_Scientist::Classify( void )
{
return CLASS_HUMAN_PASSIVE;
}
int CNPC_Scientist::GetSoundInterests ( void )
{
return SOUND_WORLD |
SOUND_COMBAT |
SOUND_DANGER |
SOUND_PLAYER;
}
//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CNPC_Scientist::HandleAnimEvent( animevent_t *pEvent )
{
switch( pEvent->event )
{
case SCIENTIST_AE_HEAL: // Heal my target (if within range)
Heal();
break;
case SCIENTIST_AE_NEEDLEON:
{
int oldBody = m_nBody;
m_nBody = (oldBody % NUM_SCIENTIST_HEADS) + NUM_SCIENTIST_HEADS * 1;
}
break;
case SCIENTIST_AE_NEEDLEOFF:
{
int oldBody = m_nBody;
m_nBody = (oldBody % NUM_SCIENTIST_HEADS) + NUM_SCIENTIST_HEADS * 0;
}
break;
default:
BaseClass::HandleAnimEvent( pEvent );
break;
}
}
void CNPC_Scientist::DeclineFollowing( void )
{
if ( CanSpeakAfterMyself() )
{
Speak( SC_POK );
}
}
bool CNPC_Scientist::CanBecomeRagdoll( void )
{
if ( UTIL_IsLowViolence() )
{
return false;
}
return BaseClass::CanBecomeRagdoll();
}
bool CNPC_Scientist::ShouldGib( const CTakeDamageInfo &info )
{
if ( UTIL_IsLowViolence() )
{
return false;
}
return BaseClass::ShouldGib( info );
}
void CNPC_Scientist::SUB_StartLVFadeOut( float delay, bool notSolid )
{
SetThink( &CNPC_Scientist::SUB_LVFadeOut );
SetNextThink( gpGlobals->curtime + delay );
SetRenderColorA( 255 );
m_nRenderMode = kRenderNormal;
if ( notSolid )
{
AddSolidFlags( FSOLID_NOT_SOLID );
SetLocalAngularVelocity( vec3_angle );
}
}
void CNPC_Scientist::SUB_LVFadeOut( void )
{
if( VPhysicsGetObject() )
{
if( VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD || GetEFlags() & EFL_IS_BEING_LIFTED_BY_BARNACLE )
{
// Try again in a few seconds.
SetNextThink( gpGlobals->curtime + 5 );
SetRenderColorA( 255 );
return;
}
}
float dt = gpGlobals->frametime;
if ( dt > 0.1f )
{
dt = 0.1f;
}
m_nRenderMode = kRenderTransTexture;
int speed = MAX(3,256*dt); // fade out over 3 seconds
SetRenderColorA( UTIL_Approach( 0, m_clrRender->a, speed ) );
NetworkStateChanged();
if ( m_clrRender->a == 0 )
{
UTIL_Remove(this);
}
else
{
SetNextThink( gpGlobals->curtime );
}
}
void CNPC_Scientist::Scream( void )
{
if ( IsOkToSpeak() )
{
GetExpresser()->BlockSpeechUntil( gpGlobals->curtime + 10 );
SetSpeechTarget( GetEnemy() );
Speak( SC_SCREAM );
}
}
Activity CNPC_Scientist::GetStoppedActivity( void )
{
if ( GetEnemy() != NULL )
return (Activity)ACT_EXCITED;
return BaseClass::GetStoppedActivity();
}
float CNPC_Scientist::MaxYawSpeed( void )
{
switch( GetActivity() )
{
case ACT_TURN_LEFT:
case ACT_TURN_RIGHT:
return 160;
break;
case ACT_RUN:
return 160;
break;
default:
return 60;
break;
}
}
void CNPC_Scientist::StartTask( const Task_t *pTask )
{
switch( pTask->iTask )
{
case TASK_SAY_HEAL:
GetExpresser()->BlockSpeechUntil( gpGlobals->curtime + 2 );
SetSpeechTarget( GetTarget() );
Speak( SC_HEAL );
TaskComplete();
break;
case TASK_SCREAM:
Scream();
TaskComplete();
break;
case TASK_RANDOM_SCREAM:
if ( random->RandomFloat( 0, 1 ) < pTask->flTaskData )
Scream();
TaskComplete();
break;
case TASK_SAY_FEAR:
if ( IsOkToSpeak() )
{
GetExpresser()->BlockSpeechUntil( gpGlobals->curtime + 2 );
SetSpeechTarget( GetEnemy() );
if ( GetEnemy() && GetEnemy()->IsPlayer() )
Speak( SC_PLFEAR );
else
Speak( SC_FEAR );
}
TaskComplete();
break;
case TASK_HEAL:
SetIdealActivity( ACT_MELEE_ATTACK1 );
break;
case TASK_RUN_PATH_SCARED:
GetNavigator()->SetMovementActivity( ACT_RUN_SCARED );
break;
case TASK_MOVE_TO_TARGET_RANGE_SCARED:
{
if ( GetTarget() == NULL)
{
TaskFail(FAIL_NO_TARGET);
}
else if ( (GetTarget()->GetAbsOrigin() - GetAbsOrigin()).Length() < 1 )
{
TaskComplete();
}
}
break;
default:
BaseClass::StartTask( pTask );
break;
}
}
void CNPC_Scientist::RunTask( const Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_RUN_PATH_SCARED:
if ( !IsMoving() )
TaskComplete();
if ( random->RandomInt(0,31) < 8 )
Scream();
break;
case TASK_MOVE_TO_TARGET_RANGE_SCARED:
{
float distance;
if ( GetTarget() == NULL )
{
TaskFail(FAIL_NO_TARGET);
}
else
{
distance = ( GetNavigator()->GetPath()->ActualGoalPosition() - GetAbsOrigin() ).Length2D();
// Re-evaluate when you think your finished, or the target has moved too far
if ( (distance < pTask->flTaskData) || (GetNavigator()->GetPath()->ActualGoalPosition() - GetTarget()->GetAbsOrigin()).Length() > pTask->flTaskData * 0.5 )
{
GetNavigator()->GetPath()->ResetGoalPosition(GetTarget()->GetAbsOrigin());
distance = ( GetNavigator()->GetPath()->ActualGoalPosition() - GetAbsOrigin() ).Length2D();
// GetNavigator()->GetPath()->Find();
GetNavigator()->SetGoal( GOALTYPE_TARGETENT );
}
// Set the appropriate activity based on an overlapping range
// overlap the range to prevent oscillation
// BUGBUG: this is checking linear distance (ie. through walls) and not path distance or even visibility
if ( distance < pTask->flTaskData )
{
TaskComplete();
GetNavigator()->GetPath()->Clear(); // Stop moving
}
else
{
if ( distance < 190 && GetNavigator()->GetMovementActivity() != ACT_WALK_SCARED )
GetNavigator()->SetMovementActivity( ACT_WALK_SCARED );
else if ( distance >= 270 && GetNavigator()->GetMovementActivity() != ACT_RUN_SCARED )
GetNavigator()->SetMovementActivity( ACT_RUN_SCARED );
}
}
}
break;
case TASK_HEAL:
if ( IsSequenceFinished() )
{
TaskComplete();
}
else
{
if ( TargetDistance() > 90 )
TaskComplete();
if ( GetTarget() )
GetMotor()->SetIdealYaw( UTIL_VecToYaw( GetTarget()->GetAbsOrigin() - GetAbsOrigin() ) );
//GetMotor()->SetYawSpeed( m_YawSpeed );
}
break;
default:
BaseClass::RunTask( pTask );
break;
}
}
int CNPC_Scientist::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo )
{
if ( inputInfo.GetInflictor() && inputInfo.GetInflictor()->GetFlags() & FL_CLIENT )
{
Remember( bits_MEMORY_PROVOKED );
StopFollowing();
}
// make sure friends talk about it if player hurts scientist...
return BaseClass::OnTakeDamage_Alive( inputInfo );
}
void CNPC_Scientist::Event_Killed( const CTakeDamageInfo &info )
{
SetUse( NULL );
BaseClass::Event_Killed( info );
if ( UTIL_IsLowViolence() )
{
SUB_StartLVFadeOut( 0.0f );
}
}
bool CNPC_Scientist::CanHeal( void )
{
CBaseEntity *pTarget = GetFollowTarget();
if ( pTarget == NULL )
return false;
if ( pTarget->IsPlayer() == false )
return false;
if ( (m_flHealTime > gpGlobals->curtime) || (pTarget->m_iHealth > (pTarget->m_iMaxHealth * 0.5)) )
return false;
return true;
}
//=========================================================
// PainSound
//=========================================================
void CNPC_Scientist::PainSound ( const CTakeDamageInfo &info )
{
if (gpGlobals->curtime < m_flPainTime )
return;
m_flPainTime = gpGlobals->curtime + random->RandomFloat( 0.5, 0.75 );
CPASAttenuationFilter filter( this );
CSoundParameters params;
if ( GetParametersForSound( "Scientist.Pain", params, NULL ) )
{
EmitSound_t ep( params );
params.pitch = GetExpresser()->GetVoicePitch();
EmitSound( filter, entindex(), ep );
}
}
//=========================================================
// DeathSound
//=========================================================
void CNPC_Scientist::DeathSound( const CTakeDamageInfo &info )
{
PainSound( info );
}
void CNPC_Scientist::Heal( void )
{
if ( !CanHeal() )
return;
Vector target = GetFollowTarget()->GetAbsOrigin() - GetAbsOrigin();
if ( target.Length() > 100 )
return;
GetTarget()->TakeHealth( sk_scientist_heal.GetFloat(), DMG_GENERIC );
// Don't heal again for 1 minute
m_flHealTime = gpGlobals->curtime + 60;
}
int CNPC_Scientist::TranslateSchedule( int scheduleType )
{
switch( scheduleType )
{
// Hook these to make a looping schedule
case SCHED_TARGET_FACE:
{
int baseType;
// call base class default so that scientist will talk
// when 'used'
baseType = BaseClass::TranslateSchedule( scheduleType );
if (baseType == SCHED_IDLE_STAND)
return SCHED_TARGET_FACE; // override this for different target face behavior
else
return baseType;
}
break;
case SCHED_TARGET_CHASE:
return SCHED_SCI_FOLLOWTARGET;
break;
case SCHED_IDLE_STAND:
{
int baseType;
baseType = BaseClass::TranslateSchedule( scheduleType );
if (baseType == SCHED_IDLE_STAND)
return SCHED_SCI_IDLESTAND; // override this for different target face behavior
else
return baseType;
}
break;
}
return BaseClass::TranslateSchedule( scheduleType );
}
Activity CNPC_Scientist::NPC_TranslateActivity( Activity newActivity )
{
if ( GetFollowTarget() && GetEnemy() )
{
CBaseEntity *pEnemy = GetEnemy();
int relationship = D_NU;
// Nothing scary, just me and the player
if ( pEnemy != NULL )
relationship = IRelationType( pEnemy );
if ( relationship == D_HT || relationship == D_FR )
{
if ( newActivity == ACT_WALK )
return ACT_WALK_SCARED;
else if ( newActivity == ACT_RUN )
return ACT_RUN_SCARED;
}
}
return BaseClass::NPC_TranslateActivity( newActivity );
}
int CNPC_Scientist::SelectSchedule( void )
{
if( m_NPCState == NPC_STATE_PRONE )
{
// Immediately call up to the talker code. Barnacle death is priority schedule.
return BaseClass::SelectSchedule();
}
// so we don't keep calling through the EHANDLE stuff
CBaseEntity *pEnemy = GetEnemy();
if ( GetFollowTarget() )
{
// so we don't keep calling through the EHANDLE stuff
CBaseEntity *pEnemy = GetEnemy();
int relationship = D_NU;
// Nothing scary, just me and the player
if ( pEnemy != NULL )
relationship = IRelationType( pEnemy );
if ( relationship != D_HT && relationship != D_FR )
{
// If I'm already close enough to my target
if ( TargetDistance() <= 128 )
{
if ( CanHeal() ) // Heal opportunistically
{
SetTarget( GetFollowTarget() );
return SCHED_SCI_HEAL;
}
}
}
}
else if ( HasCondition( COND_PLAYER_PUSHING ) && !(GetSpawnFlags() & SF_NPC_PREDISASTER ) )
{ // Player wants me to move
return SCHED_HL1TALKER_FOLLOW_MOVE_AWAY;
}
if ( BehaviorSelectSchedule() )
{
return BaseClass::SelectSchedule();
}
if ( HasCondition( COND_HEAR_DANGER ) && m_NPCState != NPC_STATE_PRONE )
{
CSound *pSound;
pSound = GetBestSound();
if ( pSound && pSound->IsSoundType(SOUND_DANGER) )
return SCHED_TAKE_COVER_FROM_BEST_SOUND;
}
switch( m_NPCState )
{
case NPC_STATE_ALERT:
case NPC_STATE_IDLE:
if ( pEnemy )
{
if ( HasCondition( COND_SEE_ENEMY ) )
m_flFearTime = gpGlobals->curtime;
else if ( DisregardEnemy( pEnemy ) ) // After 15 seconds of being hidden, return to alert
{
SetEnemy( NULL );
pEnemy = NULL;
}
}
if ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) )
{
// flinch if hurt
return SCHED_SMALL_FLINCH;
}
// Cower when you hear something scary
if ( HasCondition( COND_HEAR_DANGER ) || HasCondition( COND_HEAR_COMBAT ) )
{
CSound *pSound;
pSound = GetBestSound();
if ( pSound )
{
if ( pSound->IsSoundType(SOUND_DANGER | SOUND_COMBAT) )
{
if ( gpGlobals->curtime - m_flFearTime > 3 ) // Only cower every 3 seconds or so
{
m_flFearTime = gpGlobals->curtime; // Update last fear
return SCHED_SCI_STARTLE; // This will just duck for a second
}
}
}
}
if ( GetFollowTarget() )
{
if ( !GetFollowTarget()->IsAlive() )
{
// UNDONE: Comment about the recently dead player here?
StopFollowing();
break;
}
int relationship = D_NU;
// Nothing scary, just me and the player
if ( pEnemy != NULL )
relationship = IRelationType( pEnemy );
if ( relationship != D_HT )
{
return SCHED_TARGET_FACE; // Just face and follow.
}
else // UNDONE: When afraid, scientist won't move out of your way. Keep This? If not, write move away scared
{
if ( HasCondition( COND_NEW_ENEMY ) ) // I just saw something new and scary, react
return SCHED_SCI_FEAR; // React to something scary
return SCHED_SCI_FACETARGETSCARED; // face and follow, but I'm scared!
}
}
// try to say something about smells
TrySmellTalk();
break;
case NPC_STATE_COMBAT:
if ( HasCondition( COND_NEW_ENEMY ) )
return SCHED_SCI_FEAR; // Point and scream!
if ( HasCondition( COND_SEE_ENEMY ) )
return SCHED_SCI_COVER; // Take Cover
if ( HasCondition( COND_HEAR_COMBAT ) || HasCondition( COND_HEAR_DANGER ) )
return SCHED_TAKE_COVER_FROM_BEST_SOUND; // Cower and panic from the scary sound!
return SCHED_SCI_COVER; // Run & Cower
break;
}
return BaseClass::SelectSchedule();
}
NPC_STATE CNPC_Scientist::SelectIdealState ( void )
{
switch ( m_NPCState )
{
case NPC_STATE_ALERT:
case NPC_STATE_IDLE:
if ( HasCondition( COND_NEW_ENEMY ) )
{
if ( GetFollowTarget() && GetEnemy() )
{
int relationship = IRelationType( GetEnemy() );
if ( relationship != D_FR || relationship != D_HT && ( !HasCondition( COND_LIGHT_DAMAGE ) || !HasCondition( COND_HEAVY_DAMAGE ) ) )
{
// Don't go to combat if you're following the player
return NPC_STATE_ALERT;
}
StopFollowing();
}
}
else if ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) )
{
// Stop following if you take damage
if ( GetFollowTarget() )
StopFollowing();
}
break;
case NPC_STATE_COMBAT:
{
CBaseEntity *pEnemy = GetEnemy();
if ( pEnemy != NULL )
{
if ( DisregardEnemy( pEnemy ) ) // After 15 seconds of being hidden, return to alert
{
// Strip enemy when going to alert
SetEnemy( NULL );
return NPC_STATE_ALERT;
}
// Follow if only scared a little
if ( GetFollowTarget() )
{
return NPC_STATE_ALERT;
}
if ( HasCondition( COND_SEE_ENEMY ) )
{
m_flFearTime = gpGlobals->curtime;
return NPC_STATE_COMBAT;
}
}
}
break;
}
return BaseClass::SelectIdealState();
}
int CNPC_Scientist::FriendNumber( int arrayNumber )
{
static int array[3] = { 1, 2, 0 };
if ( arrayNumber < 3 )
return array[ arrayNumber ];
return arrayNumber;
}
float CNPC_Scientist::TargetDistance( void )
{
CBaseEntity *pFollowTarget = GetFollowTarget();
// If we lose the player, or he dies, return a really large distance
if ( pFollowTarget == NULL || !pFollowTarget->IsAlive() )
return 1e6;
return (pFollowTarget->WorldSpaceCenter() - WorldSpaceCenter()).Length();
}
bool CNPC_Scientist::IsValidEnemy( CBaseEntity *pEnemy )
{
if( pEnemy->m_iClassname == s_iszBarnacleClassname )
{
// Scientists ignore barnacles rather than freak out.(sjb)
return false;
}
return BaseClass::IsValidEnemy(pEnemy);
}
//=========================================================
// Dead Scientist PROP
//=========================================================
class CNPC_DeadScientist : public CAI_BaseNPC
{
DECLARE_CLASS( CNPC_DeadScientist, CAI_BaseNPC );
public:
void Spawn( void );
Class_T Classify ( void ) { return CLASS_NONE; }
bool KeyValue( const char *szKeyName, const char *szValue );
float MaxYawSpeed ( void ) { return 8.0f; }
int m_iPose;// which sequence to display -- temporary, don't need to save
int m_iDesiredSequence;
static char *m_szPoses[7];
};
char *CNPC_DeadScientist::m_szPoses[] = { "lying_on_back", "lying_on_stomach", "dead_sitting", "dead_hang", "dead_table1", "dead_table2", "dead_table3" };
bool CNPC_DeadScientist::KeyValue( const char *szKeyName, const char *szValue )
{
if ( FStrEq( szKeyName, "pose" ) )
m_iPose = atoi( szValue );
else
BaseClass::KeyValue( szKeyName, szValue );
return true;
}
LINK_ENTITY_TO_CLASS( monster_scientist_dead, CNPC_DeadScientist );
//
// ********** DeadScientist SPAWN **********
//
void CNPC_DeadScientist::Spawn( void )
{
PrecacheModel("models/scientist.mdl");
SetModel( "models/scientist.mdl" );
ClearEffects();
SetSequence( 0 );
m_bloodColor = BLOOD_COLOR_RED;
SetRenderColor( 255, 255, 255, 255 );
if ( m_nBody == -1 )
{// -1 chooses a random head
m_nBody = random->RandomInt( 0, NUM_SCIENTIST_HEADS-1);// pick a head, any head
}
// Luther is black, make his hands black
if ( m_nBody == HEAD_LUTHER )
m_nSkin = 1;
else
m_nSkin = 0;
SetSequence( LookupSequence( m_szPoses[m_iPose] ) );
if ( GetSequence() == -1)
{
Msg ( "Dead scientist with bad pose\n" );
}
m_iHealth = 0.0;//gSkillData.barneyHealth;
NPCInitDead();
}
//=========================================================
// Sitting Scientist PROP
//=========================================================
LINK_ENTITY_TO_CLASS( monster_sitting_scientist, CNPC_SittingScientist );
//IMPLEMENT_CUSTOM_AI( monster_sitting_scientist, CNPC_SittingScientist );
//IMPLEMENT_SERVERCLASS_ST( CNPC_SittingScientist, DT_NPC_SittingScientist )
//END_SEND_TABLE()
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CNPC_SittingScientist )
DEFINE_FIELD( m_iHeadTurn, FIELD_INTEGER ),
DEFINE_FIELD( m_flResponseDelay, FIELD_FLOAT ),
//DEFINE_FIELD( m_baseSequence, FIELD_INTEGER ),
DEFINE_THINKFUNC( SittingThink ),
END_DATADESC()
// animation sequence aliases
typedef enum
{
SITTING_ANIM_sitlookleft,
SITTING_ANIM_sitlookright,
SITTING_ANIM_sitscared,
SITTING_ANIM_sitting2,
SITTING_ANIM_sitting3
} SITTING_ANIM;
//
// ********** Scientist SPAWN **********
//
void CNPC_SittingScientist::Spawn( )
{
PrecacheModel("models/scientist.mdl");
SetModel("models/scientist.mdl");
Precache();
InitBoneControllers();
SetHullType(HULL_HUMAN);
SetHullSizeNormal();
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_STEP );
m_iHealth = 50;
m_bloodColor = BLOOD_COLOR_RED;
m_flFieldOfView = VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result )
m_NPCState = NPC_STATE_NONE;
CapabilitiesClear();
CapabilitiesAdd( bits_CAP_TURN_HEAD );
m_spawnflags |= SF_NPC_PREDISASTER; // predisaster only!
if ( m_nBody == -1 )
{// -1 chooses a random head
m_nBody = random->RandomInt( 0, NUM_SCIENTIST_HEADS-1 );// pick a head, any head
}
// Luther is black, make his hands black
if ( m_nBody == HEAD_LUTHER )
m_nBody = 1;
UTIL_DropToFloor( this,MASK_SOLID );
NPCInit();
SetThink (&CNPC_SittingScientist::SittingThink);
SetNextThink( gpGlobals->curtime + 0.1f );
m_baseSequence = LookupSequence( "sitlookleft" );
SetSequence( m_baseSequence + random->RandomInt(0,4) );
ResetSequenceInfo( );
}
void CNPC_SittingScientist::Precache( void )
{
m_baseSequence = LookupSequence( "sitlookleft" );
TalkInit();
}
int CNPC_SittingScientist::FriendNumber( int arrayNumber )
{
static int array[3] = { 2, 1, 0 };
if ( arrayNumber < 3 )
return array[ arrayNumber ];
return arrayNumber;
}
//=========================================================
// sit, do stuff
//=========================================================
void CNPC_SittingScientist::SittingThink( void )
{
CBaseEntity *pent;
StudioFrameAdvance( );
// try to greet player
//FIXMEFIXME
//MB - don't greet, done by base talker
if ( 0 && GetExpresser()->CanSpeakConcept( TLK_HELLO ) )
{
pent = FindNearestFriend(true);
if (pent)
{
float yaw = VecToYaw(pent->GetAbsOrigin() - GetAbsOrigin()) - GetAbsAngles().y;
if (yaw > 180) yaw -= 360;
if (yaw < -180) yaw += 360;
if (yaw > 0)
SetSequence( m_baseSequence + SITTING_ANIM_sitlookleft );
else
SetSequence ( m_baseSequence + SITTING_ANIM_sitlookright );
ResetSequenceInfo( );
SetCycle( 0 );
SetBoneController( 0, 0 );
GetExpresser()->Speak( TLK_HELLO );
}
}
else if ( IsSequenceFinished() )
{
int i = random->RandomInt(0,99);
m_iHeadTurn = 0;
if (m_flResponseDelay && gpGlobals->curtime > m_flResponseDelay)
{
// respond to question
GetExpresser()->Speak( TLK_QUESTION );
SetSequence( m_baseSequence + SITTING_ANIM_sitscared );
m_flResponseDelay = 0;
}
else if (i < 30)
{
SetSequence( m_baseSequence + SITTING_ANIM_sitting3 );
// turn towards player or nearest friend and speak
//FIXME
/*/ if (!FBitSet(m_nSpeak, bit_saidHelloPlayer))
pent = FindNearestFriend(TRUE);
else*/
pent = FindNamedEntity( "!nearestfriend" );
if (!FIdleSpeak() || !pent)
{
m_iHeadTurn = random->RandomInt(0,8) * 10 - 40;
SetSequence( m_baseSequence + SITTING_ANIM_sitting3 );
}
else
{
// only turn head if we spoke
float yaw = VecToYaw(pent->GetAbsOrigin() - GetAbsOrigin()) - GetAbsAngles().y;
if (yaw > 180) yaw -= 360;
if (yaw < -180) yaw += 360;
if (yaw > 0)
SetSequence( m_baseSequence + SITTING_ANIM_sitlookleft );
else
SetSequence( m_baseSequence + SITTING_ANIM_sitlookright );
//ALERT(at_console, "sitting speak\n");
}
}
else if (i < 60)
{
SetSequence( m_baseSequence + SITTING_ANIM_sitting3 );
m_iHeadTurn = random->RandomInt(0,8) * 10 - 40;
if ( random->RandomInt(0,99) < 5)
{
//ALERT(at_console, "sitting speak2\n");
FIdleSpeak();
}
}
else if (i < 80)
{
SetSequence( m_baseSequence + SITTING_ANIM_sitting2 );
}
else if (i < 100)
{
SetSequence( m_baseSequence + SITTING_ANIM_sitscared );
}
ResetSequenceInfo( );
SetCycle( 0 );
SetBoneController( 0, m_iHeadTurn );
}
SetNextThink( gpGlobals->curtime + 0.1f );
}
// prepare sitting scientist to answer a question
void CNPC_SittingScientist::SetAnswerQuestion( CNPCSimpleTalker *pSpeaker )
{
m_flResponseDelay = gpGlobals->curtime + random->RandomFloat(3, 4);
SetSpeechTarget( (CNPCSimpleTalker *)pSpeaker );
}
//------------------------------------------------------------------------------
//
// Schedules
//
//------------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( monster_scientist, CNPC_Scientist )
DECLARE_TASK( TASK_SAY_HEAL )
DECLARE_TASK( TASK_HEAL )
DECLARE_TASK( TASK_SAY_FEAR )
DECLARE_TASK( TASK_RUN_PATH_SCARED )
DECLARE_TASK( TASK_SCREAM )
DECLARE_TASK( TASK_RANDOM_SCREAM )
DECLARE_TASK( TASK_MOVE_TO_TARGET_RANGE_SCARED )
DECLARE_ACTIVITY( ACT_EXCITED )
//=========================================================
// > SCHED_SCI_HEAL
//=========================================================
DEFINE_SCHEDULE
(
SCHED_SCI_HEAL,
" Tasks"
" TASK_GET_PATH_TO_TARGET 0"
" TASK_MOVE_TO_TARGET_RANGE 50"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_SCI_FOLLOWTARGET"
" TASK_FACE_IDEAL 0"
" TASK_SAY_HEAL 0"
" TASK_PLAY_SEQUENCE_FACE_TARGET ACTIVITY:ACT_ARM"
" TASK_HEAL 0"
" TASK_PLAY_SEQUENCE_FACE_TARGET ACTIVITY:ACT_DISARM"
" "
" Interrupts"
)
//=========================================================
// > SCHED_SCI_FOLLOWTARGET
//=========================================================
DEFINE_SCHEDULE
(
SCHED_SCI_FOLLOWTARGET,
" Tasks"
// " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_SCI_STOPFOLLOWING"
" TASK_GET_PATH_TO_TARGET 0"
" TASK_MOVE_TO_TARGET_RANGE 128"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_TARGET_FACE"
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_HEAR_DANGER"
" COND_HEAR_COMBAT"
)
//=========================================================
// > SCHED_SCI_STOPFOLLOWING
//=========================================================
// DEFINE_SCHEDULE
// (
// SCHED_SCI_STOPFOLLOWING,
//
// " Tasks"
// " TASK_TALKER_CANT_FOLLOW 0"
// " "
// " Interrupts"
// )
//=========================================================
// > SCHED_SCI_FACETARGET
//=========================================================
DEFINE_SCHEDULE
(
SCHED_SCI_FACETARGET,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_TARGET 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_SCI_FOLLOWTARGET"
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_HEAR_DANGER"
" COND_HEAR_COMBAT"
" COND_GIVE_WAY"
)
//=========================================================
// > SCHED_SCI_COVER
//=========================================================
DEFINE_SCHEDULE
(
SCHED_SCI_COVER,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_SCI_PANIC"
" TASK_STOP_MOVING 0"
" TASK_FIND_COVER_FROM_ENEMY 0"
" TASK_RUN_PATH_SCARED 0"
" TASK_TURN_LEFT 179"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_SCI_HIDE"
" "
" Interrupts"
" COND_NEW_ENEMY"
)
//=========================================================
// > SCHED_SCI_HIDE
//=========================================================
DEFINE_SCHEDULE
(
SCHED_SCI_HIDE,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_SCI_PANIC"
" TASK_STOP_MOVING 0"
" TASK_PLAY_SEQUENCE ACTIVITY:ACT_CROUCHIDLE"
" TASK_SET_ACTIVITY ACTIVITY:ACT_CROUCHIDLE"
" TASK_WAIT_RANDOM 10"
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_SEE_ENEMY"
" COND_SEE_HATE"
" COND_SEE_FEAR"
" COND_SEE_DISLIKE"
" COND_HEAR_DANGER"
)
//=========================================================
// > SCHED_SCI_IDLESTAND
//=========================================================
DEFINE_SCHEDULE
(
SCHED_SCI_IDLESTAND,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_WAIT 2"
" TASK_TALKER_HEADRESET 0"
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_SMELL"
" COND_PROVOKED"
" COND_HEAR_COMBAT"
" COND_GIVE_WAY"
)
//=========================================================
// > SCHED_SCI_PANIC
//=========================================================
DEFINE_SCHEDULE
(
SCHED_SCI_PANIC,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_SCREAM 0"
" TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_EXCITED"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" "
" Interrupts"
)
//=========================================================
// > SCHED_SCI_FOLLOWSCARED
//=========================================================
DEFINE_SCHEDULE
(
SCHED_SCI_FOLLOWSCARED,
" Tasks"
" TASK_GET_PATH_TO_TARGET 0"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_SCI_FOLLOWTARGET"
" TASK_MOVE_TO_TARGET_RANGE_SCARED 128"
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_HEAR_DANGER"
)
//=========================================================
// > SCHED_SCI_FACETARGETSCARED
//=========================================================
DEFINE_SCHEDULE
(
SCHED_SCI_FACETARGETSCARED,
" Tasks"
" TASK_FACE_TARGET 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_CROUCHIDLE"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_SCI_FOLLOWSCARED"
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_HEAR_DANGER"
)
//=========================================================
// > SCHED_FEAR
//=========================================================
DEFINE_SCHEDULE
(
SCHED_SCI_FEAR,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_SAY_FEAR 0"
" "
" Interrupts"
" COND_NEW_ENEMY"
)
//=========================================================
// > SCHED_SCI_STARTLE
//=========================================================
DEFINE_SCHEDULE
(
SCHED_SCI_STARTLE,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_SCI_PANIC"
" TASK_RANDOM_SCREAM 0.3"
" TASK_STOP_MOVING 0"
" TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_CROUCH"
" TASK_RANDOM_SCREAM 0.1"
" TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_CROUCHIDLE"
" TASK_WAIT_RANDOM 1"
" "
" Interrupts"
" COND_NEW_ENEMY"
" COND_SEE_ENEMY"
" COND_SEE_HATE"
" COND_SEE_FEAR"
" COND_SEE_DISLIKE"
)
AI_END_CUSTOM_NPC()