939 lines
22 KiB
C++
939 lines
22 KiB
C++
//========= 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_barney.h"
|
|
#include "soundent.h"
|
|
#include "game.h"
|
|
#include "npcevent.h"
|
|
#include "entitylist.h"
|
|
#include "activitylist.h"
|
|
#include "animation.h"
|
|
#include "basecombatweapon.h"
|
|
#include "IEffects.h"
|
|
#include "vstdlib/random.h"
|
|
#include "engine/IEngineSound.h"
|
|
#include "ammodef.h"
|
|
#include "ai_behavior_follow.h"
|
|
#include "AI_Criteria.h"
|
|
#include "SoundEmitterSystem/isoundemittersystembase.h"
|
|
|
|
#define BA_ATTACK "BA_ATTACK"
|
|
#define BA_MAD "BA_MAD"
|
|
#define BA_SHOT "BA_SHOT"
|
|
#define BA_KILL "BA_KILL"
|
|
#define BA_POK "BA_POK"
|
|
|
|
ConVar sk_barney_health( "sk_barney_health","35");
|
|
|
|
//=========================================================
|
|
// Monster's Anim Events Go Here
|
|
//=========================================================
|
|
// first flag is barney dying for scripted sequences?
|
|
#define BARNEY_AE_DRAW ( 2 )
|
|
#define BARNEY_AE_SHOOT ( 3 )
|
|
#define BARNEY_AE_HOLSTER ( 4 )
|
|
|
|
#define BARNEY_BODY_GUNHOLSTERED 0
|
|
#define BARNEY_BODY_GUNDRAWN 1
|
|
#define BARNEY_BODY_GUNGONE 2
|
|
|
|
|
|
//---------------------------------------------------------
|
|
// Save/Restore
|
|
//---------------------------------------------------------
|
|
BEGIN_DATADESC( CNPC_Barney )
|
|
DEFINE_FIELD( m_fGunDrawn, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_flPainTime, FIELD_TIME ),
|
|
DEFINE_FIELD( m_flCheckAttackTime, FIELD_TIME ),
|
|
DEFINE_FIELD( m_fLastAttackCheck, FIELD_BOOLEAN ),
|
|
|
|
DEFINE_THINKFUNC( SUB_LVFadeOut ),
|
|
|
|
//DEFINE_FIELD( m_iAmmoType, FIELD_INTEGER ),
|
|
END_DATADESC()
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( monster_barney, CNPC_Barney );
|
|
|
|
|
|
static BOOL IsFacing( CBaseEntity *pevTest, const Vector &reference )
|
|
{
|
|
Vector vecDir = (reference - pevTest->GetAbsOrigin());
|
|
vecDir.z = 0;
|
|
VectorNormalize( vecDir );
|
|
Vector forward;
|
|
QAngle angle;
|
|
angle = pevTest->GetAbsAngles();
|
|
angle.x = 0;
|
|
AngleVectors( angle, &forward );
|
|
// He's facing me, he meant it
|
|
if ( DotProduct( forward, vecDir ) > 0.96 ) // +/- 15 degrees or so
|
|
{
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
//=========================================================
|
|
// Spawn
|
|
//=========================================================
|
|
void CNPC_Barney::Spawn()
|
|
{
|
|
Precache( );
|
|
|
|
SetModel( "models/barney.mdl");
|
|
|
|
SetRenderColor( 255, 255, 255, 255 );
|
|
|
|
SetHullType(HULL_HUMAN);
|
|
SetHullSizeNormal();
|
|
|
|
SetSolid( SOLID_BBOX );
|
|
AddSolidFlags( FSOLID_NOT_STANDABLE );
|
|
SetMoveType( MOVETYPE_STEP );
|
|
m_bloodColor = BLOOD_COLOR_RED;
|
|
m_iHealth = sk_barney_health.GetFloat();
|
|
SetViewOffset( Vector ( 0, 0, 100 ) );// position of the eyes relative to monster's origin.
|
|
m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello
|
|
m_NPCState = NPC_STATE_NONE;
|
|
|
|
SetBodygroup( 1, 0 );
|
|
|
|
m_fGunDrawn = false;
|
|
|
|
CapabilitiesClear();
|
|
CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE | bits_CAP_DOORS_GROUP);
|
|
CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_TURN_HEAD | bits_CAP_ANIMATEDFACE );
|
|
|
|
NPCInit();
|
|
|
|
SetUse( &CNPC_Barney::FollowerUse );
|
|
}
|
|
|
|
//=========================================================
|
|
// Precache - precaches all resources this monster needs
|
|
//=========================================================
|
|
void CNPC_Barney::Precache()
|
|
{
|
|
m_iAmmoType = GetAmmoDef()->Index("9mmRound");
|
|
|
|
PrecacheModel("models/barney.mdl");
|
|
|
|
PrecacheScriptSound( "Barney.FirePistol" );
|
|
PrecacheScriptSound( "Barney.Pain" );
|
|
PrecacheScriptSound( "Barney.Die" );
|
|
|
|
// every new barney must call this, otherwise
|
|
// when a level is loaded, nobody will talk (time is reset to 0)
|
|
TalkInit();
|
|
BaseClass::Precache();
|
|
}
|
|
|
|
void CNPC_Barney::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_Barney::TalkInit()
|
|
{
|
|
BaseClass::TalkInit();
|
|
|
|
// get voice for head - just one barney voice for now
|
|
GetExpresser()->SetVoicePitch( 100 );
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// GetSoundInterests - returns a bit mask indicating which types
|
|
// of sounds this monster regards.
|
|
//=========================================================
|
|
int CNPC_Barney::GetSoundInterests ( void)
|
|
{
|
|
return SOUND_WORLD |
|
|
SOUND_COMBAT |
|
|
SOUND_CARCASS |
|
|
SOUND_MEAT |
|
|
SOUND_GARBAGE |
|
|
SOUND_DANGER |
|
|
SOUND_PLAYER;
|
|
}
|
|
|
|
//=========================================================
|
|
// Classify - indicates this monster's place in the
|
|
// relationship table.
|
|
//=========================================================
|
|
Class_T CNPC_Barney::Classify ( void )
|
|
{
|
|
return CLASS_PLAYER_ALLY;
|
|
}
|
|
|
|
//=========================================================
|
|
// ALertSound - barney says "Freeze!"
|
|
//=========================================================
|
|
void CNPC_Barney::AlertSound( void )
|
|
{
|
|
if ( GetEnemy() != NULL )
|
|
{
|
|
if ( IsOkToSpeak() )
|
|
{
|
|
Speak( BA_ATTACK );
|
|
}
|
|
}
|
|
|
|
}
|
|
//=========================================================
|
|
// SetYawSpeed - allows each sequence to have a different
|
|
// turn rate associated with it.
|
|
//=========================================================
|
|
void CNPC_Barney::SetYawSpeed ( void )
|
|
{
|
|
int ys;
|
|
|
|
ys = 0;
|
|
|
|
switch ( GetActivity() )
|
|
{
|
|
case ACT_IDLE:
|
|
ys = 70;
|
|
break;
|
|
case ACT_WALK:
|
|
ys = 70;
|
|
break;
|
|
case ACT_RUN:
|
|
ys = 90;
|
|
break;
|
|
default:
|
|
ys = 70;
|
|
break;
|
|
}
|
|
|
|
GetMotor()->SetYawSpeed( ys );
|
|
}
|
|
|
|
//=========================================================
|
|
// CheckRangeAttack1
|
|
//=========================================================
|
|
bool CNPC_Barney::CheckRangeAttack1 ( float flDot, float flDist )
|
|
{
|
|
if ( gpGlobals->curtime > m_flCheckAttackTime )
|
|
{
|
|
trace_t tr;
|
|
|
|
Vector shootOrigin = GetAbsOrigin() + Vector( 0, 0, 55 );
|
|
CBaseEntity *pEnemy = GetEnemy();
|
|
Vector shootTarget = ( (pEnemy->BodyTarget( shootOrigin ) - pEnemy->GetAbsOrigin()) + GetEnemyLKP() );
|
|
|
|
UTIL_TraceLine ( shootOrigin, shootTarget, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
|
|
m_flCheckAttackTime = gpGlobals->curtime + 1;
|
|
if ( tr.fraction == 1.0 || ( tr.m_pEnt != NULL && tr.m_pEnt == pEnemy) )
|
|
m_fLastAttackCheck = TRUE;
|
|
else
|
|
m_fLastAttackCheck = FALSE;
|
|
|
|
m_flCheckAttackTime = gpGlobals->curtime + 1.5;
|
|
}
|
|
|
|
return m_fLastAttackCheck;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : For innate range attack
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
int CNPC_Barney::RangeAttack1Conditions( float flDot, float flDist )
|
|
{
|
|
if (GetEnemy() == NULL)
|
|
{
|
|
return( COND_NONE );
|
|
}
|
|
|
|
else if ( flDist > 1024 )
|
|
{
|
|
return( COND_TOO_FAR_TO_ATTACK );
|
|
}
|
|
else if ( flDot < 0.5 )
|
|
{
|
|
return( COND_NOT_FACING_ATTACK );
|
|
}
|
|
|
|
if ( CheckRangeAttack1 ( flDot, flDist ) )
|
|
return( COND_CAN_RANGE_ATTACK1 );
|
|
|
|
return COND_NONE;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// BarneyFirePistol - shoots one round from the pistol at
|
|
// the enemy barney is facing.
|
|
//=========================================================
|
|
void CNPC_Barney::BarneyFirePistol ( void )
|
|
{
|
|
Vector vecShootOrigin;
|
|
|
|
vecShootOrigin = GetAbsOrigin() + Vector( 0, 0, 55 );
|
|
Vector vecShootDir = GetShootEnemyDir( vecShootOrigin );
|
|
|
|
QAngle angDir;
|
|
|
|
VectorAngles( vecShootDir, angDir );
|
|
// SetBlending( 0, angDir.x );
|
|
DoMuzzleFlash();
|
|
|
|
FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_2DEGREES, 1024, m_iAmmoType );
|
|
|
|
int pitchShift = random->RandomInt( 0, 20 );
|
|
|
|
// Only shift about half the time
|
|
if ( pitchShift > 10 )
|
|
pitchShift = 0;
|
|
else
|
|
pitchShift -= 5;
|
|
|
|
CPASAttenuationFilter filter( this );
|
|
|
|
EmitSound_t params;
|
|
params.m_pSoundName = "Barney.FirePistol";
|
|
params.m_flVolume = 1;
|
|
params.m_nChannel= CHAN_WEAPON;
|
|
params.m_SoundLevel = SNDLVL_NORM;
|
|
params.m_nPitch = 100 + pitchShift;
|
|
EmitSound( filter, entindex(), params );
|
|
|
|
CSoundEnt::InsertSound ( SOUND_COMBAT, GetAbsOrigin(), 384, 0.3 );
|
|
|
|
// UNDONE: Reload?
|
|
m_cAmmoLoaded--;// take away a bullet!
|
|
}
|
|
|
|
int CNPC_Barney::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo )
|
|
{
|
|
// make sure friends talk about it if player hurts talkmonsters...
|
|
int ret = BaseClass::OnTakeDamage_Alive( inputInfo );
|
|
|
|
if ( !IsAlive() || m_lifeState == LIFE_DYING )
|
|
return ret;
|
|
|
|
if ( m_NPCState != NPC_STATE_PRONE && ( inputInfo.GetAttacker()->GetFlags() & FL_CLIENT ) )
|
|
{
|
|
// This is a heurstic to determine if the player intended to harm me
|
|
// If I have an enemy, we can't establish intent (may just be crossfire)
|
|
if ( GetEnemy() == NULL )
|
|
{
|
|
// If the player was facing directly at me, or I'm already suspicious, get mad
|
|
if ( HasMemory( bits_MEMORY_SUSPICIOUS ) || IsFacing( inputInfo.GetAttacker(), GetAbsOrigin() ) )
|
|
{
|
|
// Alright, now I'm pissed!
|
|
Speak( BA_MAD );
|
|
|
|
Remember( bits_MEMORY_PROVOKED );
|
|
StopFollowing();
|
|
}
|
|
else
|
|
{
|
|
// Hey, be careful with that
|
|
Speak( BA_SHOT );
|
|
Remember( bits_MEMORY_SUSPICIOUS );
|
|
}
|
|
}
|
|
else if ( !(GetEnemy()->IsPlayer()) && m_lifeState == LIFE_ALIVE )
|
|
{
|
|
Speak( BA_SHOT );
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
//=========================================================
|
|
// PainSound
|
|
//=========================================================
|
|
void CNPC_Barney::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( "Barney.Pain", params, NULL ) )
|
|
{
|
|
params.pitch = GetExpresser()->GetVoicePitch();
|
|
|
|
EmitSound_t ep( params );
|
|
|
|
EmitSound( filter, entindex(), ep );
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// DeathSound
|
|
//=========================================================
|
|
void CNPC_Barney::DeathSound( const CTakeDamageInfo &info )
|
|
{
|
|
CPASAttenuationFilter filter( this );
|
|
|
|
CSoundParameters params;
|
|
if ( GetParametersForSound( "Barney.Die", params, NULL ) )
|
|
{
|
|
params.pitch = GetExpresser()->GetVoicePitch();
|
|
|
|
EmitSound_t ep( params );
|
|
|
|
EmitSound( filter, entindex(), ep );
|
|
}
|
|
}
|
|
|
|
void CNPC_Barney::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
|
|
{
|
|
CTakeDamageInfo info = inputInfo;
|
|
|
|
switch( ptr->hitgroup )
|
|
{
|
|
case HITGROUP_CHEST:
|
|
case HITGROUP_STOMACH:
|
|
if ( info.GetDamageType() & (DMG_BULLET | DMG_SLASH | DMG_BLAST) )
|
|
{
|
|
info.ScaleDamage( 0.5f );
|
|
}
|
|
break;
|
|
case 10:
|
|
if ( info.GetDamageType() & (DMG_BULLET | DMG_SLASH | DMG_CLUB) )
|
|
{
|
|
info.SetDamage( info.GetDamage() - 20 );
|
|
if ( info.GetDamage() <= 0 )
|
|
{
|
|
g_pEffects->Ricochet( ptr->endpos, ptr->plane.normal );
|
|
info.SetDamage( 0.01 );
|
|
}
|
|
}
|
|
// always a head shot
|
|
ptr->hitgroup = HITGROUP_HEAD;
|
|
break;
|
|
}
|
|
|
|
BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
|
|
}
|
|
|
|
void CNPC_Barney::Event_Killed( const CTakeDamageInfo &info )
|
|
{
|
|
if ( m_nBody < BARNEY_BODY_GUNGONE )
|
|
{
|
|
// drop the gun!
|
|
Vector vecGunPos;
|
|
QAngle angGunAngles;
|
|
CBaseEntity *pGun = NULL;
|
|
|
|
SetBodygroup( 1, BARNEY_BODY_GUNGONE);
|
|
|
|
GetAttachment( "0", vecGunPos, angGunAngles );
|
|
|
|
angGunAngles.y += 180;
|
|
pGun = DropItem( "weapon_glock", vecGunPos, angGunAngles );
|
|
}
|
|
|
|
SetUse( NULL );
|
|
BaseClass::Event_Killed( info );
|
|
|
|
if ( UTIL_IsLowViolence() )
|
|
{
|
|
SUB_StartLVFadeOut( 0.0f );
|
|
}
|
|
}
|
|
|
|
void CNPC_Barney::SUB_StartLVFadeOut( float delay, bool notSolid )
|
|
{
|
|
SetThink( &CNPC_Barney::SUB_LVFadeOut );
|
|
SetNextThink( gpGlobals->curtime + delay );
|
|
SetRenderColorA( 255 );
|
|
m_nRenderMode = kRenderNormal;
|
|
|
|
if ( notSolid )
|
|
{
|
|
AddSolidFlags( FSOLID_NOT_SOLID );
|
|
SetLocalAngularVelocity( vec3_angle );
|
|
}
|
|
}
|
|
|
|
void CNPC_Barney::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_Barney::StartTask( const Task_t *pTask )
|
|
{
|
|
BaseClass::StartTask( pTask );
|
|
}
|
|
|
|
void CNPC_Barney::RunTask( const Task_t *pTask )
|
|
{
|
|
switch ( pTask->iTask )
|
|
{
|
|
case TASK_RANGE_ATTACK1:
|
|
if (GetEnemy() != NULL && (GetEnemy()->IsPlayer()))
|
|
{
|
|
m_flPlaybackRate = 1.5;
|
|
}
|
|
BaseClass::RunTask( pTask );
|
|
break;
|
|
default:
|
|
BaseClass::RunTask( pTask );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// HandleAnimEvent - catches the monster-specific messages
|
|
// that occur when tagged animation frames are played.
|
|
//
|
|
// Returns number of events handled, 0 if none.
|
|
//=========================================================
|
|
void CNPC_Barney::HandleAnimEvent( animevent_t *pEvent )
|
|
{
|
|
switch( pEvent->event )
|
|
{
|
|
case BARNEY_AE_SHOOT:
|
|
BarneyFirePistol();
|
|
break;
|
|
|
|
case BARNEY_AE_DRAW:
|
|
// barney's bodygroup switches here so he can pull gun from holster
|
|
SetBodygroup( 1, BARNEY_BODY_GUNDRAWN);
|
|
m_fGunDrawn = true;
|
|
break;
|
|
|
|
case BARNEY_AE_HOLSTER:
|
|
// change bodygroup to replace gun in holster
|
|
SetBodygroup( 1, BARNEY_BODY_GUNHOLSTERED);
|
|
m_fGunDrawn = false;
|
|
break;
|
|
|
|
default:
|
|
BaseClass::HandleAnimEvent( pEvent );
|
|
}
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// AI Schedules Specific to this monster
|
|
//=========================================================
|
|
|
|
int CNPC_Barney::TranslateSchedule( int scheduleType )
|
|
{
|
|
switch( scheduleType )
|
|
{
|
|
case SCHED_ARM_WEAPON:
|
|
if ( GetEnemy() != NULL )
|
|
{
|
|
// face enemy, then draw.
|
|
return SCHED_BARNEY_ENEMY_DRAW;
|
|
}
|
|
break;
|
|
|
|
// 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_BARNEY_FACE_TARGET;
|
|
else
|
|
return baseType;
|
|
}
|
|
break;
|
|
|
|
case SCHED_TARGET_CHASE:
|
|
{
|
|
return SCHED_BARNEY_FOLLOW;
|
|
break;
|
|
}
|
|
|
|
case SCHED_IDLE_STAND:
|
|
{
|
|
int baseType;
|
|
|
|
// call base class default so that scientist will talk
|
|
// when 'used'
|
|
baseType = BaseClass::TranslateSchedule( scheduleType );
|
|
|
|
if ( baseType == SCHED_IDLE_STAND )
|
|
return SCHED_BARNEY_IDLE_STAND;
|
|
else
|
|
return baseType;
|
|
}
|
|
break;
|
|
|
|
case SCHED_TAKE_COVER_FROM_ENEMY:
|
|
case SCHED_CHASE_ENEMY:
|
|
{
|
|
if ( HasCondition( COND_HEAVY_DAMAGE ) )
|
|
return SCHED_TAKE_COVER_FROM_ENEMY;
|
|
|
|
// No need to take cover since I can see him
|
|
// SHOOT!
|
|
if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) && m_fGunDrawn )
|
|
return SCHED_RANGE_ATTACK1;
|
|
}
|
|
break;
|
|
}
|
|
|
|
return BaseClass::TranslateSchedule( scheduleType );
|
|
}
|
|
|
|
//=========================================================
|
|
// SelectSchedule - Decides which type of schedule best suits
|
|
// the monster's current state and conditions. Then calls
|
|
// monster's member function to get a pointer to a schedule
|
|
// of the proper type.
|
|
//=========================================================
|
|
int CNPC_Barney::SelectSchedule( void )
|
|
{
|
|
if ( m_NPCState == NPC_STATE_COMBAT || GetEnemy() != NULL )
|
|
{
|
|
// Priority action!
|
|
if (!m_fGunDrawn )
|
|
return SCHED_ARM_WEAPON;
|
|
}
|
|
|
|
if ( GetFollowTarget() == NULL )
|
|
{
|
|
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 ) )
|
|
{
|
|
CSound *pSound;
|
|
pSound = GetBestSound();
|
|
|
|
ASSERT( pSound != NULL );
|
|
|
|
if ( pSound && pSound->IsSoundType( SOUND_DANGER ) )
|
|
return SCHED_TAKE_COVER_FROM_BEST_SOUND;
|
|
}
|
|
if ( HasCondition( COND_ENEMY_DEAD ) && IsOkToSpeak() )
|
|
{
|
|
Speak( BA_KILL );
|
|
}
|
|
|
|
switch( m_NPCState )
|
|
{
|
|
case NPC_STATE_COMBAT:
|
|
{
|
|
// dead enemy
|
|
if ( HasCondition( COND_ENEMY_DEAD ) )
|
|
return BaseClass::SelectSchedule(); // call base class, all code to handle dead enemies is centralized there.
|
|
|
|
// always act surprized with a new enemy
|
|
if ( HasCondition( COND_NEW_ENEMY ) && HasCondition( COND_LIGHT_DAMAGE) )
|
|
return SCHED_SMALL_FLINCH;
|
|
|
|
if ( HasCondition( COND_HEAVY_DAMAGE ) )
|
|
return SCHED_TAKE_COVER_FROM_ENEMY;
|
|
|
|
if ( !HasCondition(COND_SEE_ENEMY) )
|
|
{
|
|
// we can't see the enemy
|
|
if ( !HasCondition(COND_ENEMY_OCCLUDED) )
|
|
{
|
|
// enemy is unseen, but not occluded!
|
|
// turn to face enemy
|
|
return SCHED_COMBAT_FACE;
|
|
}
|
|
else
|
|
{
|
|
return SCHED_CHASE_ENEMY;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case NPC_STATE_ALERT:
|
|
case NPC_STATE_IDLE:
|
|
if ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) )
|
|
{
|
|
// flinch if hurt
|
|
return SCHED_SMALL_FLINCH;
|
|
}
|
|
|
|
if ( GetEnemy() == NULL && GetFollowTarget() )
|
|
{
|
|
if ( !GetFollowTarget()->IsAlive() )
|
|
{
|
|
// UNDONE: Comment about the recently dead player here?
|
|
StopFollowing();
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
|
|
return SCHED_TARGET_FACE;
|
|
}
|
|
}
|
|
|
|
// try to say something about smells
|
|
TrySmellTalk();
|
|
break;
|
|
}
|
|
|
|
return BaseClass::SelectSchedule();
|
|
}
|
|
|
|
NPC_STATE CNPC_Barney::SelectIdealState ( void )
|
|
{
|
|
return BaseClass::SelectIdealState();
|
|
}
|
|
|
|
void CNPC_Barney::DeclineFollowing( void )
|
|
{
|
|
if ( CanSpeakAfterMyself() )
|
|
{
|
|
Speak( BA_POK );
|
|
}
|
|
}
|
|
|
|
bool CNPC_Barney::CanBecomeRagdoll( void )
|
|
{
|
|
if ( UTIL_IsLowViolence() )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return BaseClass::CanBecomeRagdoll();
|
|
}
|
|
|
|
bool CNPC_Barney::ShouldGib( const CTakeDamageInfo &info )
|
|
{
|
|
if ( UTIL_IsLowViolence() )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return BaseClass::ShouldGib( info );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
//
|
|
// Schedules
|
|
//
|
|
//------------------------------------------------------------------------------
|
|
|
|
AI_BEGIN_CUSTOM_NPC( monster_barney, CNPC_Barney )
|
|
|
|
//=========================================================
|
|
// > SCHED_BARNEY_FOLLOW
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_BARNEY_FOLLOW,
|
|
|
|
" Tasks"
|
|
// " TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_BARNEY_STOP_FOLLOWING"
|
|
" TASK_GET_PATH_TO_TARGET 0"
|
|
" TASK_MOVE_TO_TARGET_RANGE 180"
|
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_TARGET_FACE"
|
|
" "
|
|
" Interrupts"
|
|
" COND_NEW_ENEMY"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_HEAR_DANGER"
|
|
" COND_PROVOKED"
|
|
)
|
|
|
|
//=========================================================
|
|
// > SCHED_BARNEY_ENEMY_DRAW
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_BARNEY_ENEMY_DRAW,
|
|
|
|
" Tasks"
|
|
" TASK_STOP_MOVING 0"
|
|
" TASK_FACE_ENEMY 0"
|
|
" TASK_PLAY_SEQUENCE_FACE_ENEMY ACTIVITY:ACT_ARM"
|
|
" "
|
|
" Interrupts"
|
|
)
|
|
|
|
//=========================================================
|
|
// > SCHED_BARNEY_FACE_TARGET
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_BARNEY_FACE_TARGET,
|
|
|
|
" Tasks"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
|
" TASK_FACE_TARGET 0"
|
|
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
|
|
" TASK_SET_SCHEDULE SCHEDULE:SCHED_BARNEY_FOLLOW"
|
|
" "
|
|
" Interrupts"
|
|
" COND_GIVE_WAY"
|
|
" COND_NEW_ENEMY"
|
|
" COND_LIGHT_DAMAGE"
|
|
" COND_HEAVY_DAMAGE"
|
|
" COND_PROVOKED"
|
|
" COND_HEAR_DANGER"
|
|
)
|
|
|
|
//=========================================================
|
|
// > SCHED_BARNEY_IDLE_STAND
|
|
//=========================================================
|
|
DEFINE_SCHEDULE
|
|
(
|
|
SCHED_BARNEY_IDLE_STAND,
|
|
|
|
" 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_PROVOKED"
|
|
" COND_HEAR_COMBAT"
|
|
" COND_SMELL"
|
|
)
|
|
|
|
AI_END_CUSTOM_NPC()
|
|
|
|
|
|
//=========================================================
|
|
// DEAD BARNEY PROP
|
|
//
|
|
// Designer selects a pose in worldcraft, 0 through num_poses-1
|
|
// this value is added to what is selected as the 'first dead pose'
|
|
// among the monster's normal animations. All dead poses must
|
|
// appear sequentially in the model file. Be sure and set
|
|
// the m_iFirstPose properly!
|
|
//
|
|
//=========================================================
|
|
class CNPC_DeadBarney : public CAI_BaseNPC
|
|
{
|
|
DECLARE_CLASS( CNPC_DeadBarney, 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[3];
|
|
|
|
DECLARE_DATADESC();
|
|
};
|
|
|
|
char *CNPC_DeadBarney::m_szPoses[] = { "lying_on_back", "lying_on_side", "lying_on_stomach" };
|
|
|
|
bool CNPC_DeadBarney::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_barney_dead, CNPC_DeadBarney );
|
|
|
|
BEGIN_DATADESC( CNPC_DeadBarney )
|
|
END_DATADESC()
|
|
|
|
//=========================================================
|
|
// ********** DeadBarney SPAWN **********
|
|
//=========================================================
|
|
void CNPC_DeadBarney::Spawn( void )
|
|
{
|
|
PrecacheModel("models/barney.mdl");
|
|
SetModel( "models/barney.mdl");
|
|
|
|
ClearEffects();
|
|
SetSequence( 0 );
|
|
m_bloodColor = BLOOD_COLOR_RED;
|
|
|
|
SetRenderColor( 255, 255, 255, 255 );
|
|
|
|
SetSequence( m_iDesiredSequence = LookupSequence( m_szPoses[m_iPose] ) );
|
|
if ( GetSequence() == -1 )
|
|
{
|
|
Msg ( "Dead barney with bad pose\n" );
|
|
}
|
|
// Corpses have less health
|
|
m_iHealth = 0.0;//gSkillData.barneyHealth;
|
|
|
|
NPCInitDead();
|
|
}
|