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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/hl1/hl1_npc_gman.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/server/hl1/hl1_npc_gman.cpp')
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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;
+}