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