Team Fortress 2 Source Code as on 22/4/2020
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//========= 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;
}