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Diffstat (limited to 'game/server/hl2/npc_eli.cpp')
| -rw-r--r-- | game/server/hl2/npc_eli.cpp | 163 |
1 files changed, 163 insertions, 0 deletions
diff --git a/game/server/hl2/npc_eli.cpp b/game/server/hl2/npc_eli.cpp new file mode 100644 index 0000000..4b42c6c --- /dev/null +++ b/game/server/hl2/npc_eli.cpp @@ -0,0 +1,163 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Dr. Eli Vance, earths last great hope, single-handedly fighting +// off both an evil alien invasion, as well as trying to stop +// that idiot lab assistant from putting the moves on his daughter. +//=============================================================================// + + +//----------------------------------------------------------------------------- +// Generic NPC - purely for scripted sequence work. +//----------------------------------------------------------------------------- +#include "cbase.h" +#include "npcevent.h" +#include "ai_basenpc.h" +#include "ai_hull.h" +#include "ai_baseactor.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +//----------------------------------------------------------------------------- +// NPC's Anim Events Go Here +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +class CNPC_Eli : public CAI_BaseActor +{ +public: + DECLARE_CLASS( CNPC_Eli, CAI_BaseActor ); + + void Spawn( void ); + void Precache( void ); + Class_T Classify ( void ); + void HandleAnimEvent( animevent_t *pEvent ); + int GetSoundInterests( void ); + void SetupWithoutParent( void ); + void PrescheduleThink( void ); +}; + +LINK_ENTITY_TO_CLASS( npc_eli, CNPC_Eli ); + +//----------------------------------------------------------------------------- +// Classify - indicates this NPC's place in the +// relationship table. +//----------------------------------------------------------------------------- +Class_T CNPC_Eli::Classify ( void ) +{ + return CLASS_PLAYER_ALLY_VITAL; +} + + + +//----------------------------------------------------------------------------- +// HandleAnimEvent - catches the NPC-specific messages +// that occur when tagged animation frames are played. +//----------------------------------------------------------------------------- +void CNPC_Eli::HandleAnimEvent( animevent_t *pEvent ) +{ + switch( pEvent->event ) + { + case 1: + default: + BaseClass::HandleAnimEvent( pEvent ); + break; + } +} + +//----------------------------------------------------------------------------- +// GetSoundInterests - generic NPC can't hear. +//----------------------------------------------------------------------------- +int CNPC_Eli::GetSoundInterests ( void ) +{ + return NULL; +} + +//----------------------------------------------------------------------------- +// Spawn +//----------------------------------------------------------------------------- +void CNPC_Eli::Spawn() +{ + // Eli is allowed to use multiple models, because he appears in the pod. + // He defaults to his normal model. + char *szModel = (char *)STRING( GetModelName() ); + if (!szModel || !*szModel) + { + szModel = "models/eli.mdl"; + SetModelName( AllocPooledString(szModel) ); + } + + Precache(); + SetModel( szModel ); + + BaseClass::Spawn(); + + SetHullType(HULL_HUMAN); + SetHullSizeNormal(); + + // If Eli has a parent, he's currently inside a pod. Prevent him from moving. + if ( GetMoveParent() ) + { + SetSolid( SOLID_BBOX ); + AddSolidFlags( FSOLID_NOT_STANDABLE ); + SetMoveType( MOVETYPE_NONE ); + + CapabilitiesAdd( bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD ); + CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE ); + } + else + { + SetupWithoutParent(); + } + + AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION ); + SetBloodColor( BLOOD_COLOR_RED ); + 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; + + NPCInit(); +} + +//----------------------------------------------------------------------------- +// Precache - precaches all resources this NPC needs +//----------------------------------------------------------------------------- +void CNPC_Eli::Precache() +{ + PrecacheModel( STRING( GetModelName() ) ); + BaseClass::Precache(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_Eli::SetupWithoutParent( void ) +{ + SetSolid( SOLID_BBOX ); + AddSolidFlags( FSOLID_NOT_STANDABLE ); + SetMoveType( MOVETYPE_STEP ); + + CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD ); + CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_Eli::PrescheduleThink( void ) +{ + BaseClass::PrescheduleThink(); + + // Figure out if Eli has just been removed from his parent + if ( GetMoveType() == MOVETYPE_NONE && !GetMoveParent() ) + { + SetupWithoutParent(); + SetupVPhysicsHull(); + } +} + +//----------------------------------------------------------------------------- +// AI Schedules Specific to this NPC +//----------------------------------------------------------------------------- |