📄 hl1_npc_gman.cpp
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/***
*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// 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_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 );
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 );
//=========================================================
// 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_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;
CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_USE_WEAPONS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD);
NPCInit();
Relink();
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CNPC_GMan :: Precache()
{
engine->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)
{
float yaw = VecToYaw(m_hTalkTarget->GetAbsOrigin() - GetAbsOrigin()) - GetAbsAngles().y;
if (yaw > 180) yaw -= 360;
if (yaw < -180) yaw += 360;
// turn towards vector
SetBoneController( 0, yaw );
}
// look at player, but only if playing a "safe" idle animation
else if (m_hPlayer != NULL && GetSequence() == 0)
{
float yaw = VecToYaw(m_hPlayer->GetAbsOrigin() - GetAbsOrigin()) - GetAbsAngles().y;
if (yaw > 180) yaw -= 360;
if (yaw < -180) yaw += 360;
// turn towards vector
SetBoneController( 0, yaw );
}
else
{
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;
}
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