Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
//=========================================================
// Generic NPC - purely for scripted sequence work.
//=========================================================
#include "cbase.h"
#include "npcevent.h"
#include "ai_basenpc.h"
#include "ai_hull.h"
#include "KeyValues.h"
#include "engine/IEngineSound.h"
#include "physics_bone_follower.h"
#include "ai_baseactor.h"
#include "ai_senses.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// For holograms, make them not solid so the player can walk through them
#define SF_GENERICNPC_NOTSOLID (1 << 16)
//=========================================================
// NPC's Anim Events Go Here
//=========================================================
class CGenericNPC : public CAI_BaseNPC
{
public:
DECLARE_CLASS( CGenericNPC, CAI_BaseNPC );
void Spawn( void );
void Precache( void );
float MaxYawSpeed( void );
Class_T Classify ( void );
void HandleAnimEvent( animevent_t *pEvent );
int GetSoundInterests ( void );
void TempGunEffect( void );
};
LINK_ENTITY_TO_CLASS( monster_generic, CGenericNPC );
//=========================================================
// Classify - indicates this NPC's place in the
// relationship table.
//=========================================================
Class_T CGenericNPC::Classify ( void )
{
return CLASS_NONE;
}
//=========================================================
// MaxYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
float CGenericNPC::MaxYawSpeed ( void )
{
return 90;
}
//---------------------------------------------------------
// !!!TEMP
// !!!TEMP
// !!!TEMP
// !!!TEMP
//
// (sjb)
//---------------------------------------------------------
void CGenericNPC::TempGunEffect( void )
{
QAngle vecAngle;
Vector vecDir, vecShot;
Vector vecMuzzle, vecButt;
GetAttachment( 2, vecMuzzle, vecAngle );
GetAttachment( 3, vecButt, vecAngle );
vecDir = vecMuzzle - vecButt;
VectorNormalize( vecDir );
// CPVSFilter filter( GetAbsOrigin() );
//te->ShowLine( filter, 0.0, vecSpot, vecSpot + vecForward );
//UTIL_Sparks( vecMuzzle );
bool fSound = false;
if( random->RandomInt( 0, 3 ) == 0 )
{
fSound = true;
}
Vector start = vecMuzzle + vecDir * 64;
Vector end = vecMuzzle + vecDir * 4096;
UTIL_Tracer( start, end, 0, TRACER_DONT_USE_ATTACHMENT, 5500, fSound );
CPASAttenuationFilter filter2( this, "GenericNPC.GunSound" );
EmitSound( filter2, entindex(), "GenericNPC.GunSound" );
}
//=========================================================
// HandleAnimEvent - catches the NPC-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CGenericNPC::HandleAnimEvent( animevent_t *pEvent )
{
switch( pEvent->Event() )
{
case 1:
// TEMPORARLY. Makes the May 2001 sniper demo work (sjb)
TempGunEffect();
break;
default:
BaseClass::HandleAnimEvent( pEvent );
break;
}
}
//=========================================================
// GetSoundInterests - generic NPC can't hear.
//=========================================================
int CGenericNPC::GetSoundInterests ( void )
{
return NULL;
}
//=========================================================
// Spawn
//=========================================================
void CGenericNPC::Spawn()
{
Precache();
SetModel( STRING( GetModelName() ) );
/*
if ( FStrEq( STRING( GetModelName() ), "models/player.mdl" ) )
UTIL_SetSize(this, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
else
UTIL_SetSize(this, VEC_HULL_MIN, VEC_HULL_MAX);
*/
if ( FStrEq( STRING( GetModelName() ), "models/player.mdl" ) || FStrEq( STRING( GetModelName() ), "models/holo.mdl" ) )
UTIL_SetSize(this, VEC_HULL_MIN, VEC_HULL_MAX);
else
UTIL_SetSize(this, NAI_Hull::Mins(HULL_HUMAN), NAI_Hull::Maxs(HULL_HUMAN));
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_STEP );
m_bloodColor = BLOOD_COLOR_RED;
m_iHealth = 8;
m_flFieldOfView = 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
m_NPCState = NPC_STATE_NONE;
CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS );
NPCInit();
if ( !HasSpawnFlags(SF_GENERICNPC_NOTSOLID) )
{
trace_t tr;
UTIL_TraceEntity( this, GetAbsOrigin(), GetAbsOrigin(), MASK_SOLID, &tr );
if ( tr.startsolid )
{
Msg("Placed npc_generic in solid!!! (%s)\n", STRING(GetModelName()) );
m_spawnflags |= SF_GENERICNPC_NOTSOLID;
}
}
if ( HasSpawnFlags(SF_GENERICNPC_NOTSOLID) )
{
AddSolidFlags( FSOLID_NOT_SOLID );
m_takedamage = DAMAGE_NO;
VPhysicsDestroyObject();
}
}
//-----------------------------------------------------------------------------
// Purpose: precaches all resources this NPC needs
//-----------------------------------------------------------------------------
void CGenericNPC::Precache()
{
BaseClass::Precache();
PrecacheModel( STRING( GetModelName() ) );
PrecacheScriptSound( "GenericNPC.GunSound" );
}
// a really large health is set to make sure these never die.
const int TOO_MUCH_HEALTH_TO_DIE = 1000;
//=======================================================================================
// Furniture: A dumb "NPC" that is uses in scripted sequences
// where an NPC needs to be frame locked with a prop.
//=======================================================================================
class CNPC_Furniture : public CAI_BaseActor
{
DECLARE_CLASS( CNPC_Furniture, CAI_BaseActor );
DECLARE_DATADESC();
public:
void Spawn( void );
void Precache( void );
void Die( void );
void UpdateEfficiency( bool bInPVS ) { SetEfficiency( ( GetSleepState() != AISS_AWAKE ) ? AIE_DORMANT : AIE_NORMAL ); SetMoveEfficiency( AIME_NORMAL ); }
Class_T Classify ( void );
float MaxYawSpeed( void ){ return 0; }
virtual int ObjectCaps( void );
bool CreateVPhysics( void );
void NPCThink( void );
void UpdateOnRemove( void );
int SelectSchedule( void );
void OnRestore( void );
int OnTakeDamage( const CTakeDamageInfo &info )
{
if ( m_iHealth <= info.GetDamage() )
m_iHealth = info.GetDamage() + TOO_MUCH_HEALTH_TO_DIE;
return BaseClass::OnTakeDamage(info);
}
void DrawDebugGeometryOverlays(void);
void SetPlayerAvoidState( void );
void InputDisablePlayerCollision( inputdata_t &inputdata );
void InputEnablePlayerCollision( inputdata_t &inputdata );
void UpdateBoneFollowerState( void );
private:
// Contained Bone Follower manager
CBoneFollowerManager m_BoneFollowerManager;
};
LINK_ENTITY_TO_CLASS( monster_furniture, CNPC_Furniture );
LINK_ENTITY_TO_CLASS( npc_furniture, CNPC_Furniture );
//-----------------------------------------------------------------------------
// Save/load
//-----------------------------------------------------------------------------
BEGIN_DATADESC( CNPC_Furniture )
DEFINE_EMBEDDED( m_BoneFollowerManager ),
DEFINE_INPUTFUNC( FIELD_VOID, "DisablePlayerCollision", InputDisablePlayerCollision ),
DEFINE_INPUTFUNC( FIELD_VOID, "EnablePlayerCollision", InputEnablePlayerCollision ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: This used to have something to do with bees flying, but
// now it only initializes moving furniture in scripted sequences
//-----------------------------------------------------------------------------
void CNPC_Furniture::Spawn( )
{
Precache();
SetModel( STRING(GetModelName()) );
SetMoveType( MOVETYPE_STEP );
SetSolid( SOLID_BBOX );
// Our collision, if needed, will be done through bone followers
AddSolidFlags( FSOLID_NOT_SOLID );
SetBloodColor( DONT_BLEED );
m_iHealth = TOO_MUCH_HEALTH_TO_DIE; //wow
m_takedamage = DAMAGE_AIM;
SetSequence( 0 );
SetCycle( 0 );
SetNavType( NAV_FLY );
AddFlag( FL_FLY );
CapabilitiesAdd( bits_CAP_MOVE_FLY | bits_CAP_TURN_HEAD | bits_CAP_ANIMATEDFACE );
AddEFlags( EFL_NO_MEGAPHYSCANNON_RAGDOLL );
// pev->nextthink += 1.0;
// SetThink (WalkMonsterDelay);
ResetSequenceInfo( );
SetCycle( 0 );
NPCInit();
// Furniture needs to block LOS
SetBlocksLOS( true );
// Furniture just wastes CPU doing sensing code, since all they do is idle and play scripts
GetSenses()->AddSensingFlags( SENSING_FLAGS_DONT_LOOK | SENSING_FLAGS_DONT_LISTEN );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Furniture::Precache( void )
{
PrecacheModel( STRING( GetModelName() ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_Furniture::ObjectCaps( void )
{
// HL2 furniture transitions
#ifdef HL2_DLL
return CAI_BaseNPC::ObjectCaps();
#else
return (CAI_BaseNPC::ObjectCaps() & ~FCAP_ACROSS_TRANSITION);
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Furniture is killed
//-----------------------------------------------------------------------------
void CNPC_Furniture::Die( void )
{
SetThink ( &CNPC_Furniture::SUB_Remove );
SetNextThink( gpGlobals->curtime );
}
//-----------------------------------------------------------------------------
// Purpose: ID's Furniture as neutral (noone will attack it)
//-----------------------------------------------------------------------------
Class_T CNPC_Furniture::Classify ( void )
{
return CLASS_NONE;
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
bool CNPC_Furniture::CreateVPhysics( void )
{
#ifndef HL2_DLL
return false;
#endif
if ( !m_BoneFollowerManager.GetNumBoneFollowers() )
{
KeyValues *modelKeyValues = new KeyValues("");
if ( modelKeyValues->LoadFromBuffer( modelinfo->GetModelName( GetModel() ), modelinfo->GetModelKeyValueText( GetModel() ) ) )
{
// Do we have a bone follower section?
KeyValues *pkvBoneFollowers = modelKeyValues->FindKey("bone_followers");
if ( pkvBoneFollowers )
{
// Loop through the list and create the bone followers
KeyValues *pBone = pkvBoneFollowers->GetFirstSubKey();
while ( pBone )
{
// Add it to the list
const char *pBoneName = pBone->GetString();
m_BoneFollowerManager.AddBoneFollower( this, pBoneName );
pBone = pBone->GetNextKey();
}
}
}
modelKeyValues->deleteThis();
}
return true;
}
void CNPC_Furniture::InputDisablePlayerCollision( inputdata_t &inputdata )
{
SetCollisionGroup( COLLISION_GROUP_NPC_ACTOR );
UpdateBoneFollowerState();
}
void CNPC_Furniture::InputEnablePlayerCollision( inputdata_t &inputdata )
{
SetCollisionGroup( COLLISION_GROUP_NPC );
UpdateBoneFollowerState();
}
void CNPC_Furniture::UpdateBoneFollowerState( void )
{
if ( m_BoneFollowerManager.GetNumBoneFollowers() )
{
physfollower_t* pBone = m_BoneFollowerManager.GetBoneFollower( 0 );
if ( pBone && pBone->hFollower && pBone->hFollower->GetCollisionGroup() != GetCollisionGroup() )
{
for ( int i = 0; i < m_BoneFollowerManager.GetNumBoneFollowers(); i++ )
{
pBone = m_BoneFollowerManager.GetBoneFollower( i );
if ( pBone && pBone->hFollower )
{
pBone->hFollower->SetCollisionGroup( GetCollisionGroup() );
}
}
}
}
}
void CNPC_Furniture::SetPlayerAvoidState( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Furniture::NPCThink( void )
{
BaseClass::NPCThink();
// Update follower bones
m_BoneFollowerManager.UpdateBoneFollowers(this);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Furniture::UpdateOnRemove( void )
{
m_BoneFollowerManager.DestroyBoneFollowers();
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CNPC_Furniture::SelectSchedule( void )
{
switch( m_NPCState )
{
case NPC_STATE_NONE:
case NPC_STATE_PRONE:
case NPC_STATE_IDLE:
case NPC_STATE_ALERT:
case NPC_STATE_COMBAT:
case NPC_STATE_DEAD:
return SCHED_WAIT_FOR_SCRIPT;
case NPC_STATE_SCRIPT:
return BaseClass::SelectSchedule();
default:
DevWarning( 2, "Invalid State for SelectSchedule!\n" );
break;
}
return SCHED_FAIL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Furniture::OnRestore( void )
{
// Recreate any bone followers we have
CreateVPhysics();
BaseClass::OnRestore();
}
void CNPC_Furniture::DrawDebugGeometryOverlays( void )
{
//ugh
if ( m_debugOverlays & OVERLAY_NPC_ZAP_BIT )
{
m_debugOverlays &= ~OVERLAY_NPC_ZAP_BIT;
}
BaseClass::DrawDebugGeometryOverlays();
}