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:
//
//=============================================================================//
#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_squad.h"
#include "ai_senses.h"
#include "ai_navigator.h"
#include "ai_motor.h"
#include "ai_behavior.h"
#include "ai_baseactor.h"
#include "ai_behavior_lead.h"
#include "ai_behavior_follow.h"
#include "ai_behavior_standoff.h"
#include "ai_behavior_assault.h"
#include "npc_playercompanion.h"
#include "soundent.h"
#include "game.h"
#include "npcevent.h"
#include "entitylist.h"
#include "activitylist.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "sceneentity.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define FISHERMAN_MODEL "models/lostcoast/fisherman/fisherman.mdl"
//=========================================================
// Fisherman activities
//=========================================================
Activity ACT_FISHERMAN_HAT_UP;
Activity ACT_FISHERMAN_HAT_DOWN;
//=========================================================
// animation events
//=========================================================
int AE_FISHERMAN_HAT_UP;
int AE_FISHERMAN_HAT_DOWN;
int AE_FISHERMAN_HAT_ON;
int AE_FISHERMAN_HAT_OFF;
//---------------------------------------------------------
//
//---------------------------------------------------------
class CNPC_Fisherman : public CNPC_PlayerCompanion
{
public:
DECLARE_CLASS( CNPC_Fisherman, CNPC_PlayerCompanion );
//DECLARE_SERVERCLASS();
DECLARE_DATADESC();
virtual void Precache()
{
// Prevents a warning
SelectModel( );
BaseClass::Precache();
PrecacheScriptSound( "NPC_Fisherman.FootstepLeft" );
PrecacheScriptSound( "NPC_Fisherman.FootstepRight" );
PrecacheScriptSound( "NPC_Fisherman.Die" );
PrecacheInstancedScene( "scenes/Expressions/FishermanIdle.vcd" );
PrecacheInstancedScene( "scenes/Expressions/FishermanAlert.vcd" );
PrecacheInstancedScene( "scenes/Expressions/FishermanCombat.vcd" );
}
virtual void Activate()
{
BaseClass::Activate();
if (m_iHatState == -1)
{
m_iHatState = ACT_FISHERMAN_HAT_DOWN;
}
// allocate layer, start with the hat down
m_iHatLayer = AddGesture( (Activity)m_iHatState, false );
}
void Spawn( void );
void SelectModel();
Class_T Classify( void );
void HandleAnimEvent( animevent_t *pEvent );
bool ShouldLookForBetterWeapon() { return false; }
virtual bool IgnorePlayerPushing( void ) { return true; }
void DeathSound( const CTakeDamageInfo &info );
int m_iHatLayer; // overlay layer for hat, don't save/restore.
int m_iHatState; // hat state, persistant.
DEFINE_CUSTOM_AI;
};
LINK_ENTITY_TO_CLASS( npc_fisherman, CNPC_Fisherman );
//---------------------------------------------------------
//
//---------------------------------------------------------
/*
IMPLEMENT_SERVERCLASS_ST(CNPC_Fisherman, DT_NPC_Fisherman)
END_SEND_TABLE()
*/
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CNPC_Fisherman )
// DEFINE_FIELD( m_iHatLayer, FIELD_INT ),
DEFINE_FIELD( m_iHatState, FIELD_INTEGER ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Fisherman::SelectModel()
{
SetModelName( AllocPooledString( FISHERMAN_MODEL ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Fisherman::Spawn( void )
{
m_iHatLayer = -1;
m_iHatState = -1;
Precache();
m_iHealth = 80;
// m_iszIdleExpression = MAKE_STRING("scenes/Expressions/FishermanIdle.vcd");
// m_iszAlertExpression = MAKE_STRING("scenes/Expressions/FishermanAlert.vcd");
// m_iszCombatExpression = MAKE_STRING("scenes/Expressions/FishermanCombat.vcd");
BaseClass::Spawn();
AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );
NPCInit();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output :
//-----------------------------------------------------------------------------
Class_T CNPC_Fisherman::Classify( void )
{
return CLASS_PLAYER_ALLY_VITAL;
}
//---------------------------------------------------------
//---------------------------------------------------------
void CNPC_Fisherman::HandleAnimEvent( animevent_t *pEvent )
{
if ( pEvent->event == NPC_EVENT_LEFTFOOT )
{
EmitSound( "NPC_Fisherman.FootstepLeft", pEvent->eventtime );
}
else if ( pEvent->event == NPC_EVENT_RIGHTFOOT )
{
EmitSound( "NPC_Fisherman.FootstepRight", pEvent->eventtime );
}
else if ( pEvent->event == AE_FISHERMAN_HAT_UP )
{
if (m_iHatLayer != -1)
{
RemoveLayer( m_iHatLayer, 0.2, 0.2 );
m_iHatLayer = -1;
}
m_iHatState = ACT_FISHERMAN_HAT_UP;
m_iHatLayer = AddGesture( (Activity)m_iHatState, false );
}
else if ( pEvent->event == AE_FISHERMAN_HAT_DOWN )
{
if (m_iHatLayer != -1)
{
RemoveLayer( m_iHatLayer, 0.2, 0.2 );
m_iHatLayer = -1;
}
m_iHatState = ACT_FISHERMAN_HAT_DOWN;
m_iHatLayer = AddGesture( (Activity)m_iHatState, false );
}
else if ( pEvent->event == AE_FISHERMAN_HAT_ON )
{
m_iHatLayer = AddGesture( (Activity)m_iHatState, false );
}
else if ( pEvent->event == AE_FISHERMAN_HAT_OFF )
{
if (m_iHatLayer != -1)
{
RemoveLayer( m_iHatLayer, 0.2, 0.2 );
m_iHatLayer = -1;
}
}
else
{
BaseClass::HandleAnimEvent( pEvent );
}
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CNPC_Fisherman::DeathSound( const CTakeDamageInfo &info )
{
// Sentences don't play on dead NPCs
SentenceStop();
}
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_fisherman, CNPC_Fisherman )
DECLARE_ACTIVITY( ACT_FISHERMAN_HAT_UP )
DECLARE_ACTIVITY( ACT_FISHERMAN_HAT_DOWN )
DECLARE_ANIMEVENT( AE_FISHERMAN_HAT_UP )
DECLARE_ANIMEVENT( AE_FISHERMAN_HAT_DOWN )
DECLARE_ANIMEVENT( AE_FISHERMAN_HAT_ON )
DECLARE_ANIMEVENT( AE_FISHERMAN_HAT_OFF )
AI_END_CUSTOM_NPC()