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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /sp/src/game/server/hl2/npc_barney.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/game/server/hl2/npc_barney.cpp')
| -rw-r--r-- | sp/src/game/server/hl2/npc_barney.cpp | 500 |
1 files changed, 250 insertions, 250 deletions
diff --git a/sp/src/game/server/hl2/npc_barney.cpp b/sp/src/game/server/hl2/npc_barney.cpp index c852399b..337d0eb6 100644 --- a/sp/src/game/server/hl2/npc_barney.cpp +++ b/sp/src/game/server/hl2/npc_barney.cpp @@ -1,250 +1,250 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#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_squad.h"
-#include "ai_senses.h"
-#include "ai_navigator.h"
-#include "ai_motor.h"
-#include "ai_behavior.h"
-#include "ai_baseactor.h"
-#include "ai_behavior_lead.h"
-#include "ai_behavior_follow.h"
-#include "ai_behavior_standoff.h"
-#include "ai_behavior_assault.h"
-#include "npc_playercompanion.h"
-#include "soundent.h"
-#include "game.h"
-#include "npcevent.h"
-#include "activitylist.h"
-#include "vstdlib/random.h"
-#include "engine/IEngineSound.h"
-#include "sceneentity.h"
-#include "ai_behavior_functank.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-#define BARNEY_MODEL "models/barney.mdl"
-
-ConVar sk_barney_health( "sk_barney_health","0");
-
-//=========================================================
-// Barney activities
-//=========================================================
-
-class CNPC_Barney : public CNPC_PlayerCompanion
-{
-public:
- DECLARE_CLASS( CNPC_Barney, CNPC_PlayerCompanion );
- DECLARE_SERVERCLASS();
- DECLARE_DATADESC();
-
- virtual void Precache()
- {
- // Prevents a warning
- SelectModel( );
- BaseClass::Precache();
-
- PrecacheScriptSound( "NPC_Barney.FootstepLeft" );
- PrecacheScriptSound( "NPC_Barney.FootstepRight" );
- PrecacheScriptSound( "NPC_Barney.Die" );
-
- PrecacheInstancedScene( "scenes/Expressions/BarneyIdle.vcd" );
- PrecacheInstancedScene( "scenes/Expressions/BarneyAlert.vcd" );
- PrecacheInstancedScene( "scenes/Expressions/BarneyCombat.vcd" );
- }
-
- void Spawn( void );
- void SelectModel();
- Class_T Classify( void );
- void Weapon_Equip( CBaseCombatWeapon *pWeapon );
-
- bool CreateBehaviors( void );
-
- void HandleAnimEvent( animevent_t *pEvent );
-
- bool ShouldLookForBetterWeapon() { return false; }
-
- void OnChangeRunningBehavior( CAI_BehaviorBase *pOldBehavior, CAI_BehaviorBase *pNewBehavior );
-
- void DeathSound( const CTakeDamageInfo &info );
- void GatherConditions();
- void UseFunc( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
-
- CAI_FuncTankBehavior m_FuncTankBehavior;
- COutputEvent m_OnPlayerUse;
-
- DEFINE_CUSTOM_AI;
-};
-
-
-LINK_ENTITY_TO_CLASS( npc_barney, CNPC_Barney );
-
-//---------------------------------------------------------
-//
-//---------------------------------------------------------
-IMPLEMENT_SERVERCLASS_ST(CNPC_Barney, DT_NPC_Barney)
-END_SEND_TABLE()
-
-
-//---------------------------------------------------------
-// Save/Restore
-//---------------------------------------------------------
-BEGIN_DATADESC( CNPC_Barney )
-// m_FuncTankBehavior
- DEFINE_OUTPUT( m_OnPlayerUse, "OnPlayerUse" ),
- DEFINE_USEFUNC( UseFunc ),
-END_DATADESC()
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CNPC_Barney::SelectModel()
-{
- SetModelName( AllocPooledString( BARNEY_MODEL ) );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CNPC_Barney::Spawn( void )
-{
- Precache();
-
- m_iHealth = 80;
-
- m_iszIdleExpression = MAKE_STRING("scenes/Expressions/BarneyIdle.vcd");
- m_iszAlertExpression = MAKE_STRING("scenes/Expressions/BarneyAlert.vcd");
- m_iszCombatExpression = MAKE_STRING("scenes/Expressions/BarneyCombat.vcd");
-
- BaseClass::Spawn();
-
- AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );
-
- NPCInit();
-
- SetUse( &CNPC_Barney::UseFunc );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output :
-//-----------------------------------------------------------------------------
-Class_T CNPC_Barney::Classify( void )
-{
- return CLASS_PLAYER_ALLY_VITAL;
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Barney::Weapon_Equip( CBaseCombatWeapon *pWeapon )
-{
- BaseClass::Weapon_Equip( pWeapon );
-
- if( hl2_episodic.GetBool() && FClassnameIs( pWeapon, "weapon_ar2" ) )
- {
- // Allow Barney to defend himself at point-blank range in c17_05.
- pWeapon->m_fMinRange1 = 0.0f;
- }
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CNPC_Barney::HandleAnimEvent( animevent_t *pEvent )
-{
- switch( pEvent->event )
- {
- case NPC_EVENT_LEFTFOOT:
- {
- EmitSound( "NPC_Barney.FootstepLeft", pEvent->eventtime );
- }
- break;
- case NPC_EVENT_RIGHTFOOT:
- {
- EmitSound( "NPC_Barney.FootstepRight", pEvent->eventtime );
- }
- break;
-
- default:
- BaseClass::HandleAnimEvent( pEvent );
- break;
- }
-}
-
-//------------------------------------------------------------------------------
-//------------------------------------------------------------------------------
-void CNPC_Barney::DeathSound( const CTakeDamageInfo &info )
-{
- // Sentences don't play on dead NPCs
- SentenceStop();
-
- EmitSound( "npc_barney.die" );
-
-}
-
-bool CNPC_Barney::CreateBehaviors( void )
-{
- BaseClass::CreateBehaviors();
- AddBehavior( &m_FuncTankBehavior );
-
- return true;
-}
-
-void CNPC_Barney::OnChangeRunningBehavior( CAI_BehaviorBase *pOldBehavior, CAI_BehaviorBase *pNewBehavior )
-{
- if ( pNewBehavior == &m_FuncTankBehavior )
- {
- m_bReadinessCapable = false;
- }
- else if ( pOldBehavior == &m_FuncTankBehavior )
- {
- m_bReadinessCapable = IsReadinessCapable();
- }
-
- BaseClass::OnChangeRunningBehavior( pOldBehavior, pNewBehavior );
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Barney::GatherConditions()
-{
- BaseClass::GatherConditions();
-
- // Handle speech AI. Don't do AI speech if we're in scripts unless permitted by the EnableSpeakWhileScripting input.
- if ( m_NPCState == NPC_STATE_IDLE || m_NPCState == NPC_STATE_ALERT || m_NPCState == NPC_STATE_COMBAT ||
- ( ( m_NPCState == NPC_STATE_SCRIPT ) && CanSpeakWhileScripting() ) )
- {
- DoCustomSpeechAI();
- }
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-void CNPC_Barney::UseFunc( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
-{
- m_bDontUseSemaphore = true;
- SpeakIfAllowed( TLK_USE );
- m_bDontUseSemaphore = false;
-
- m_OnPlayerUse.FireOutput( pActivator, pCaller );
-}
-
-//-----------------------------------------------------------------------------
-//
-// Schedules
-//
-//-----------------------------------------------------------------------------
-
-AI_BEGIN_CUSTOM_NPC( npc_barney, CNPC_Barney )
-
-AI_END_CUSTOM_NPC()
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#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_squad.h" +#include "ai_senses.h" +#include "ai_navigator.h" +#include "ai_motor.h" +#include "ai_behavior.h" +#include "ai_baseactor.h" +#include "ai_behavior_lead.h" +#include "ai_behavior_follow.h" +#include "ai_behavior_standoff.h" +#include "ai_behavior_assault.h" +#include "npc_playercompanion.h" +#include "soundent.h" +#include "game.h" +#include "npcevent.h" +#include "activitylist.h" +#include "vstdlib/random.h" +#include "engine/IEngineSound.h" +#include "sceneentity.h" +#include "ai_behavior_functank.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#define BARNEY_MODEL "models/barney.mdl" + +ConVar sk_barney_health( "sk_barney_health","0"); + +//========================================================= +// Barney activities +//========================================================= + +class CNPC_Barney : public CNPC_PlayerCompanion +{ +public: + DECLARE_CLASS( CNPC_Barney, CNPC_PlayerCompanion ); + DECLARE_SERVERCLASS(); + DECLARE_DATADESC(); + + virtual void Precache() + { + // Prevents a warning + SelectModel( ); + BaseClass::Precache(); + + PrecacheScriptSound( "NPC_Barney.FootstepLeft" ); + PrecacheScriptSound( "NPC_Barney.FootstepRight" ); + PrecacheScriptSound( "NPC_Barney.Die" ); + + PrecacheInstancedScene( "scenes/Expressions/BarneyIdle.vcd" ); + PrecacheInstancedScene( "scenes/Expressions/BarneyAlert.vcd" ); + PrecacheInstancedScene( "scenes/Expressions/BarneyCombat.vcd" ); + } + + void Spawn( void ); + void SelectModel(); + Class_T Classify( void ); + void Weapon_Equip( CBaseCombatWeapon *pWeapon ); + + bool CreateBehaviors( void ); + + void HandleAnimEvent( animevent_t *pEvent ); + + bool ShouldLookForBetterWeapon() { return false; } + + void OnChangeRunningBehavior( CAI_BehaviorBase *pOldBehavior, CAI_BehaviorBase *pNewBehavior ); + + void DeathSound( const CTakeDamageInfo &info ); + void GatherConditions(); + void UseFunc( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + + CAI_FuncTankBehavior m_FuncTankBehavior; + COutputEvent m_OnPlayerUse; + + DEFINE_CUSTOM_AI; +}; + + +LINK_ENTITY_TO_CLASS( npc_barney, CNPC_Barney ); + +//--------------------------------------------------------- +// +//--------------------------------------------------------- +IMPLEMENT_SERVERCLASS_ST(CNPC_Barney, DT_NPC_Barney) +END_SEND_TABLE() + + +//--------------------------------------------------------- +// Save/Restore +//--------------------------------------------------------- +BEGIN_DATADESC( CNPC_Barney ) +// m_FuncTankBehavior + DEFINE_OUTPUT( m_OnPlayerUse, "OnPlayerUse" ), + DEFINE_USEFUNC( UseFunc ), +END_DATADESC() + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_Barney::SelectModel() +{ + SetModelName( AllocPooledString( BARNEY_MODEL ) ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPC_Barney::Spawn( void ) +{ + Precache(); + + m_iHealth = 80; + + m_iszIdleExpression = MAKE_STRING("scenes/Expressions/BarneyIdle.vcd"); + m_iszAlertExpression = MAKE_STRING("scenes/Expressions/BarneyAlert.vcd"); + m_iszCombatExpression = MAKE_STRING("scenes/Expressions/BarneyCombat.vcd"); + + BaseClass::Spawn(); + + AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION ); + + NPCInit(); + + SetUse( &CNPC_Barney::UseFunc ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : +//----------------------------------------------------------------------------- +Class_T CNPC_Barney::Classify( void ) +{ + return CLASS_PLAYER_ALLY_VITAL; +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Barney::Weapon_Equip( CBaseCombatWeapon *pWeapon ) +{ + BaseClass::Weapon_Equip( pWeapon ); + + if( hl2_episodic.GetBool() && FClassnameIs( pWeapon, "weapon_ar2" ) ) + { + // Allow Barney to defend himself at point-blank range in c17_05. + pWeapon->m_fMinRange1 = 0.0f; + } +} + +//--------------------------------------------------------- +//--------------------------------------------------------- +void CNPC_Barney::HandleAnimEvent( animevent_t *pEvent ) +{ + switch( pEvent->event ) + { + case NPC_EVENT_LEFTFOOT: + { + EmitSound( "NPC_Barney.FootstepLeft", pEvent->eventtime ); + } + break; + case NPC_EVENT_RIGHTFOOT: + { + EmitSound( "NPC_Barney.FootstepRight", pEvent->eventtime ); + } + break; + + default: + BaseClass::HandleAnimEvent( pEvent ); + break; + } +} + +//------------------------------------------------------------------------------ +//------------------------------------------------------------------------------ +void CNPC_Barney::DeathSound( const CTakeDamageInfo &info ) +{ + // Sentences don't play on dead NPCs + SentenceStop(); + + EmitSound( "npc_barney.die" ); + +} + +bool CNPC_Barney::CreateBehaviors( void ) +{ + BaseClass::CreateBehaviors(); + AddBehavior( &m_FuncTankBehavior ); + + return true; +} + +void CNPC_Barney::OnChangeRunningBehavior( CAI_BehaviorBase *pOldBehavior, CAI_BehaviorBase *pNewBehavior ) +{ + if ( pNewBehavior == &m_FuncTankBehavior ) + { + m_bReadinessCapable = false; + } + else if ( pOldBehavior == &m_FuncTankBehavior ) + { + m_bReadinessCapable = IsReadinessCapable(); + } + + BaseClass::OnChangeRunningBehavior( pOldBehavior, pNewBehavior ); +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Barney::GatherConditions() +{ + BaseClass::GatherConditions(); + + // Handle speech AI. Don't do AI speech if we're in scripts unless permitted by the EnableSpeakWhileScripting input. + if ( m_NPCState == NPC_STATE_IDLE || m_NPCState == NPC_STATE_ALERT || m_NPCState == NPC_STATE_COMBAT || + ( ( m_NPCState == NPC_STATE_SCRIPT ) && CanSpeakWhileScripting() ) ) + { + DoCustomSpeechAI(); + } +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CNPC_Barney::UseFunc( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) +{ + m_bDontUseSemaphore = true; + SpeakIfAllowed( TLK_USE ); + m_bDontUseSemaphore = false; + + m_OnPlayerUse.FireOutput( pActivator, pCaller ); +} + +//----------------------------------------------------------------------------- +// +// Schedules +// +//----------------------------------------------------------------------------- + +AI_BEGIN_CUSTOM_NPC( npc_barney, CNPC_Barney ) + +AI_END_CUSTOM_NPC() |