mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 14:46:53 +00:00
233 lines
6.1 KiB
C++
233 lines
6.1 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//
|
|
//=============================================================================//
|
|
//=========================================================
|
|
// GMan - misunderstood servant of the people
|
|
//=========================================================
|
|
|
|
#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 "soundent.h"
|
|
#include "game.h"
|
|
#include "npcevent.h"
|
|
#include "entitylist.h"
|
|
#include "activitylist.h"
|
|
#include "animation.h"
|
|
#include "IEffects.h"
|
|
#include "vstdlib/random.h"
|
|
#include "ai_baseactor.h"
|
|
|
|
//=========================================================
|
|
// Monster's Anim Events Go Here
|
|
//=========================================================
|
|
|
|
class CNPC_GMan : public CAI_BaseActor
|
|
{
|
|
DECLARE_CLASS( CNPC_GMan, CAI_BaseActor );
|
|
public:
|
|
|
|
void Spawn( void );
|
|
void Precache( void );
|
|
float MaxYawSpeed( void ){ return 90.0f; }
|
|
Class_T Classify ( void );
|
|
void HandleAnimEvent( animevent_t *pEvent );
|
|
int GetSoundInterests ( void );
|
|
|
|
bool IsInC5A1();
|
|
|
|
void StartTask( const Task_t *pTask );
|
|
void RunTask( const Task_t *pTask );
|
|
int OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo );
|
|
void TraceAttack( CBaseEntity *pAttacker, float flDamage, const Vector &vecDir, trace_t *ptr, int bitsDamageType);
|
|
|
|
virtual int PlayScriptedSentence( const char *pszSentence, float duration, float volume, soundlevel_t soundlevel, bool bConcurrent, CBaseEntity *pListener );
|
|
|
|
EHANDLE m_hPlayer;
|
|
EHANDLE m_hTalkTarget;
|
|
float m_flTalkTime;
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( monster_gman, CNPC_GMan );
|
|
|
|
//=========================================================
|
|
// Hack that tells us whether the GMan is in the final map
|
|
//=========================================================
|
|
bool CNPC_GMan::IsInC5A1()
|
|
{
|
|
const char *pMapName = STRING(gpGlobals->mapname);
|
|
|
|
if( pMapName )
|
|
{
|
|
return !Q_strnicmp( pMapName, "c5a1", 4 );
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//=========================================================
|
|
// Classify - indicates this monster's place in the
|
|
// relationship table.
|
|
//=========================================================
|
|
Class_T CNPC_GMan::Classify ( void )
|
|
{
|
|
return CLASS_NONE;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// HandleAnimEvent - catches the monster-specific messages
|
|
// that occur when tagged animation frames are played.
|
|
//=========================================================
|
|
void CNPC_GMan::HandleAnimEvent( animevent_t *pEvent )
|
|
{
|
|
switch( pEvent->event )
|
|
{
|
|
case 1:
|
|
default:
|
|
BaseClass::HandleAnimEvent( pEvent );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// GetSoundInterests - generic monster can't hear.
|
|
//=========================================================
|
|
int CNPC_GMan::GetSoundInterests ( void )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
//=========================================================
|
|
// Spawn
|
|
//=========================================================
|
|
void CNPC_GMan::Spawn()
|
|
{
|
|
Precache();
|
|
|
|
BaseClass::Spawn();
|
|
|
|
SetModel( "models/gman.mdl" );
|
|
|
|
SetHullType(HULL_HUMAN);
|
|
SetHullSizeNormal();
|
|
|
|
SetSolid( SOLID_BBOX );
|
|
AddSolidFlags( FSOLID_NOT_STANDABLE );
|
|
SetMoveType( MOVETYPE_STEP );
|
|
SetBloodColor( BLOOD_COLOR_MECH );
|
|
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 | bits_CAP_USE_WEAPONS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD);
|
|
|
|
NPCInit();
|
|
}
|
|
|
|
//=========================================================
|
|
// Precache - precaches all resources this monster needs
|
|
//=========================================================
|
|
void CNPC_GMan::Precache()
|
|
{
|
|
PrecacheModel( "models/gman.mdl" );
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// AI Schedules Specific to this monster
|
|
//=========================================================
|
|
|
|
|
|
void CNPC_GMan::StartTask( const Task_t *pTask )
|
|
{
|
|
switch( pTask->iTask )
|
|
{
|
|
case TASK_WAIT:
|
|
if (m_hPlayer == NULL)
|
|
{
|
|
m_hPlayer = gEntList.FindEntityByClassname( NULL, "player" );
|
|
}
|
|
break;
|
|
}
|
|
|
|
BaseClass::StartTask( pTask );
|
|
}
|
|
|
|
void CNPC_GMan::RunTask( const Task_t *pTask )
|
|
{
|
|
switch( pTask->iTask )
|
|
{
|
|
case TASK_WAIT:
|
|
// look at who I'm talking to
|
|
if (m_flTalkTime > gpGlobals->curtime && m_hTalkTarget != NULL)
|
|
{
|
|
AddLookTarget( m_hTalkTarget->GetAbsOrigin(), 1.0, 2.0 );
|
|
}
|
|
// look at player, but only if playing a "safe" idle animation
|
|
else if (m_hPlayer != NULL && (GetSequence() == 0 || IsInC5A1()) )
|
|
{
|
|
AddLookTarget( m_hPlayer->EyePosition(), 1.0, 3.0 );
|
|
}
|
|
else
|
|
{
|
|
// Just center the head forward.
|
|
Vector forward;
|
|
GetVectors( &forward, NULL, NULL );
|
|
|
|
AddLookTarget( GetAbsOrigin() + forward * 12.0f, 1.0, 1.0 );
|
|
SetBoneController( 0, 0 );
|
|
}
|
|
BaseClass::RunTask( pTask );
|
|
break;
|
|
}
|
|
|
|
SetBoneController( 0, 0 );
|
|
BaseClass::RunTask( pTask );
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// Override all damage
|
|
//=========================================================
|
|
int CNPC_GMan::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo )
|
|
{
|
|
m_iHealth = m_iMaxHealth / 2; // always trigger the 50% damage aitrigger
|
|
|
|
if ( inputInfo.GetDamage() > 0 )
|
|
SetCondition( COND_LIGHT_DAMAGE );
|
|
|
|
if ( inputInfo.GetDamage() >= 20 )
|
|
SetCondition( COND_HEAVY_DAMAGE );
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
|
|
void CNPC_GMan::TraceAttack( CBaseEntity *pAttacker, float flDamage, const Vector &vecDir, trace_t *ptr, int bitsDamageType)
|
|
{
|
|
g_pEffects->Ricochet( ptr->endpos, ptr->plane.normal );
|
|
// AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType );
|
|
}
|
|
|
|
int CNPC_GMan::PlayScriptedSentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, bool bConcurrent, CBaseEntity *pListener )
|
|
{
|
|
BaseClass::PlayScriptedSentence( pszSentence, delay, volume, soundlevel, bConcurrent, pListener );
|
|
|
|
m_flTalkTime = gpGlobals->curtime + delay;
|
|
m_hTalkTarget = pListener;
|
|
|
|
return 1;
|
|
}
|