Shadow Walker: WIP fix for melee weapon model bug. Code refactor.

This commit is contained in:
Derek Dik 2018-10-23 16:59:23 -04:00
parent 9f999c4c87
commit f39b752adc
4 changed files with 218 additions and 188 deletions

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@ -11,187 +11,20 @@
//
//=============================================================================//
#include "cbase.h"
#include "ai_default.h"
#include "ai_task.h"
#include "ai_schedule.h"
#include "npc_shadow_walker.h"
#include "ai_hull.h"
#include "soundent.h"
#include "game.h"
#include "npcevent.h"
#include "entitylist.h"
#include "activitylist.h"
#include "ai_basenpc.h"
#include "ai_blended_movement.h"
#include "ai_behavior_actbusy.h"
#include "engine/IEngineSound.h"
#include "basehlcombatweapon_shared.h"
#include "ai_squadslot.h"
#include "weapon_crowbar.h"
#include "weapon_custom_melee.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//=========================================================
// schedules
//=========================================================
enum
{
SCHED_MELEE_ATTACK_NOINTERRUPT = LAST_SHARED_SCHEDULE,
SCHED_HIDE,
LAST_SHADOW_WALKER_SCHED
};
//=========================================================
//=========================================================
typedef CAI_BlendingHost< CAI_BehaviorHost<CAI_BaseNPC> > CAI_CustomNPCBase;
class CNPC_ShadowWalker : public CAI_CustomNPCBase
{
DECLARE_CLASS( CNPC_ShadowWalker, CAI_CustomNPCBase);
public:
void Precache( void );
void Spawn( void );
Class_T Classify( void );
virtual int SelectFailSchedule(int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode);
virtual int SelectScheduleRetrieveItem();
virtual int SelectScheduleWander();
virtual int SelectSchedule();
virtual int SelectIdleSchedule();
virtual int SelectAlertSchedule();
virtual int SelectCombatSchedule();
virtual float GetSequenceGroundSpeed(CStudioHdr *pStudioHdr, int iSequence);
virtual Activity NPC_TranslateActivity(Activity eNewActivity);
virtual int TranslateSchedule(int scheduleType);
// Sounds
virtual void PlaySound(string_t soundname, bool optional);
virtual void DeathSound(const CTakeDamageInfo &info) { PlaySound(m_iszDeathSound, true); }
virtual void AlertSound(void) { PlaySound(m_iszAlertSound, false); };
virtual void IdleSound(void) { PlaySound(m_iszIdleSound, false); };
virtual void PainSound(const CTakeDamageInfo &info) { PlaySound(m_iszPainSound, true); };
virtual void FearSound(void) { PlaySound(m_iszFearSound, false); };
virtual void LostEnemySound(void) { PlaySound(m_iszLostEnemySound, false); };
virtual void FoundEnemySound(void);
void Activate();
void FixupWeapon();
// Inputs
virtual void InputSetSpeedModifier(inputdata_t &inputdata);
virtual void InputEnableOpenDoors(inputdata_t &inputdata);
virtual void InputDisableOpenDoors(inputdata_t &inputdata);
virtual void InputEnablePickupWeapons(inputdata_t &inputdata);
virtual void InputDisablePickupWeapons(inputdata_t &inputdata);
DECLARE_DATADESC();
string_t m_iszWeaponModelName; // Path/filename of model to override weapon model.
string_t m_iszFearSound; // Path/filename of WAV file to play.
string_t m_iszDeathSound; // Path/filename of WAV file to play.
string_t m_iszIdleSound; // Path/filename of WAV file to play.
string_t m_iszPainSound; // Path/filename of WAV file to play.
string_t m_iszAlertSound; // Path/filename of WAV file to play.
string_t m_iszLostEnemySound; // Path/filename of WAV file to play.
string_t m_iszFoundEnemySound; // Path/filename of WAV file to play.
DEFINE_CUSTOM_AI;
private:
bool HasRangedWeapon();
void PrecacheNPCSoundScript(string_t* SoundName, string_t defaultSoundName);
bool m_bUseBothSquadSlots; // If true use two squad slots, if false use one squad slot
bool m_bCannotOpenDoors; // If true, this NPC cannot open doors. The condition is reversed because originally it could.
bool m_bCanPickupWeapons; // If true, this NPC is able to pick up weapons off of the ground just like npc_citizen.
bool m_bWanderToggle; // Boolean to toggle wandering / standing every think cycle
float m_flNextSoundTime; // Next time at which this NPC is allowed to play an NPC sound
float m_flNextFoundEnemySoundTime; // Next time at which this NPC is allowed to play an NPC sound
float m_flSpeedModifier; // Modifier to apply to move distance
};
LINK_ENTITY_TO_CLASS( npc_shadow_walker, CNPC_ShadowWalker );
//IMPLEMENT_CUSTOM_AI( npc_citizen,CNPC_ShadowWalker );
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC(CNPC_ShadowWalker)
DEFINE_KEYFIELD(m_iszWeaponModelName, FIELD_STRING, "WeaponModel"),
DEFINE_KEYFIELD(m_iHealth, FIELD_INTEGER, "Health"),
DEFINE_KEYFIELD(m_iszFearSound, FIELD_SOUNDNAME, "FearSound"),
DEFINE_KEYFIELD(m_iszDeathSound, FIELD_SOUNDNAME, "DeathSound"),
DEFINE_KEYFIELD(m_iszIdleSound, FIELD_SOUNDNAME, "IdleSound"),
DEFINE_KEYFIELD(m_iszPainSound, FIELD_SOUNDNAME, "PainSound"),
DEFINE_KEYFIELD(m_iszAlertSound, FIELD_SOUNDNAME, "AlertSound"),
DEFINE_KEYFIELD(m_iszLostEnemySound, FIELD_SOUNDNAME, "LostEnemySound"),
DEFINE_KEYFIELD(m_iszFoundEnemySound, FIELD_SOUNDNAME, "FoundEnemySound"),
DEFINE_KEYFIELD(m_bUseBothSquadSlots, FIELD_BOOLEAN, "UseBothSquadSlots"),
DEFINE_KEYFIELD(m_bCannotOpenDoors, FIELD_BOOLEAN, "CannotOpenDoors"),
DEFINE_KEYFIELD(m_bCanPickupWeapons, FIELD_BOOLEAN, "CanPickupWeapons"),
DEFINE_FIELD(m_bWanderToggle, FIELD_BOOLEAN),
DEFINE_FIELD(m_flNextSoundTime, FIELD_TIME),
DEFINE_FIELD(m_flNextFoundEnemySoundTime, FIELD_TIME),
DEFINE_FIELD(m_flSpeedModifier, FIELD_TIME),
DEFINE_INPUTFUNC(FIELD_FLOAT, "SetSpeedModifier", InputSetSpeedModifier),
DEFINE_INPUTFUNC(FIELD_VOID, "EnableOpenDoors", InputEnableOpenDoors),
DEFINE_INPUTFUNC(FIELD_VOID, "DisableOpenDoors", InputDisableOpenDoors),
DEFINE_INPUTFUNC(FIELD_VOID, "EnablePickupWeapons", InputEnablePickupWeapons),
DEFINE_INPUTFUNC(FIELD_VOID, "DisablePickupWeapons", InputDisablePickupWeapons)
END_DATADESC()
AI_BEGIN_CUSTOM_NPC(npc_shadow_walker, CNPC_ShadowWalker)
//=========================================================
// > Melee_Attack_NoInterrupt
//=========================================================
DEFINE_SCHEDULE
(
SCHED_MELEE_ATTACK_NOINTERRUPT,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
" TASK_MELEE_ATTACK1 0"
""
" Interrupts"
" COND_ENEMY_DEAD"
" COND_ENEMY_OCCLUDED"
);
//=========================================================
// SCHED_HIDE
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HIDE,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COMBAT_FACE"
" TASK_STOP_MOVING 0"
" TASK_FIND_COVER_FROM_ENEMY 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_REMEMBER MEMORY:INCOVER"
" TASK_FACE_ENEMY 0"
""
" Interrupts"
" COND_HEAR_DANGER"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
);
AI_END_CUSTOM_NPC()
//---------------------------------------------------------
// Constants
//---------------------------------------------------------
@ -200,18 +33,6 @@ const float MAX_TIME_NEXT_SOUND = 1.0f;
const float MIN_TIME_NEXT_FOUNDENEMY_SOUND = 2.0f;
const float MAX_TIME_NEXT_FOUNDENEMY_SOUND = 5.0f;
//-----------------------------------------------------------------------------
// Purpose: Inner class for default weapon
// TODO: Merge this with the Matt weapon in npc_citizen
//-----------------------------------------------------------------------------
class CWeaponCustomMelee : public CWeaponCrowbar
{
DECLARE_CLASS(CWeaponCustomMelee, CWeaponCrowbar);
const char *GetWorldModel() const { return GetModelName().ToCStr(); }
void SetPickupTouch(void) { /* do nothing */ }
};
//-----------------------------------------------------------------------------
// Purpose:
//
@ -281,11 +102,10 @@ void CNPC_ShadowWalker::Spawn( void )
if (!HasSpawnFlags(SF_NPC_START_EFFICIENT))
{
CapabilitiesAdd(bits_CAP_TURN_HEAD);
CapabilitiesAdd(bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD); // The default model has no face animations, but a custom model might
CapabilitiesAdd(bits_CAP_SQUAD);
CapabilitiesAdd(bits_CAP_USE_WEAPONS | bits_CAP_AIM_GUN | bits_CAP_MOVE_SHOOT);
CapabilitiesAdd(bits_CAP_WEAPON_MELEE_ATTACK1 || bits_CAP_WEAPON_MELEE_ATTACK2);
CapabilitiesAdd(bits_CAP_INNATE_MELEE_ATTACK1 || bits_CAP_INNATE_MELEE_ATTACK2);
CapabilitiesAdd(bits_CAP_DUCK);
CapabilitiesAdd(bits_CAP_USE_SHOT_REGULATOR);
@ -307,21 +127,22 @@ void CNPC_ShadowWalker::FixupWeapon()
// If no weapons supplied, give a crowbar
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
if (pWeapon == NULL) {
pWeapon = (CBaseCombatWeapon *)CREATE_UNSAVED_ENTITY(CWeaponCustomMelee, "weapon_crowbar");
CWeaponCustomMelee * pMeleeWeapon = (CWeaponCustomMelee *)CREATE_UNSAVED_ENTITY(CWeaponCustomMelee, "weapon_crowbar");
// Apply weapon model override
if (&m_iszWeaponModelName && m_iszWeaponModelName != MAKE_STRING("")) {
pWeapon->SetModel(STRING(m_iszWeaponModelName));
pMeleeWeapon->m_iszWeaponModelName = this->m_iszWeaponModelName;
}
else {
pWeapon->SetModel("models/props_canal/mattpipe.mdl");
pMeleeWeapon->m_iszWeaponModelName = MAKE_STRING("models/props_canal/mattpipe.mdl");
}
pWeapon = (CBaseCombatWeapon *)pMeleeWeapon;
DispatchSpawn(pWeapon);
Weapon_Equip(pWeapon);
}
}
void CNPC_ShadowWalker::Activate()

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@ -0,0 +1,179 @@
//=//=============================================================================//
//
// Purpose: A malevolent being from a parallel universe which at one point
// may have been human.
//
// npc_shadow_walker is designed to be reusable as a generic horror
// game style npc. Its model and sound files may be configured through
// the hammer editor using keyfields.
//
// Author: 1upD
//
//=============================================================================//
#include "cbase.h"
#include "ai_default.h"
#include "ai_task.h"
#include "ai_schedule.h"
#include "entitylist.h"
#include "activitylist.h"
#include "ai_basenpc.h"
#include "ai_blended_movement.h"
#include "ai_behavior_actbusy.h"
//=========================================================
// schedules
//=========================================================
enum
{
SCHED_MELEE_ATTACK_NOINTERRUPT = LAST_SHARED_SCHEDULE,
SCHED_HIDE,
LAST_SHADOW_WALKER_SCHED
};
//=========================================================
//=========================================================
typedef CAI_BlendingHost< CAI_BehaviorHost<CAI_BaseNPC> > CAI_CustomNPCBase;
class CNPC_ShadowWalker : public CAI_CustomNPCBase
{
DECLARE_CLASS(CNPC_ShadowWalker, CAI_CustomNPCBase);
public:
void Precache(void);
void Spawn(void);
Class_T Classify(void);
virtual int SelectFailSchedule(int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode);
virtual int SelectScheduleRetrieveItem();
virtual int SelectScheduleWander();
virtual int SelectSchedule();
virtual int SelectIdleSchedule();
virtual int SelectAlertSchedule();
virtual int SelectCombatSchedule();
virtual float GetSequenceGroundSpeed(CStudioHdr *pStudioHdr, int iSequence);
virtual Activity NPC_TranslateActivity(Activity eNewActivity);
virtual int TranslateSchedule(int scheduleType);
// Sounds
virtual void PlaySound(string_t soundname, bool optional);
virtual void DeathSound(const CTakeDamageInfo &info) { PlaySound(m_iszDeathSound, true); }
virtual void AlertSound(void) { PlaySound(m_iszAlertSound, false); };
virtual void IdleSound(void) { PlaySound(m_iszIdleSound, false); };
virtual void PainSound(const CTakeDamageInfo &info) { PlaySound(m_iszPainSound, true); };
virtual void FearSound(void) { PlaySound(m_iszFearSound, false); };
virtual void LostEnemySound(void) { PlaySound(m_iszLostEnemySound, false); };
virtual void FoundEnemySound(void);
void Activate();
void FixupWeapon();
// Inputs
virtual void InputSetSpeedModifier(inputdata_t &inputdata);
virtual void InputEnableOpenDoors(inputdata_t &inputdata);
virtual void InputDisableOpenDoors(inputdata_t &inputdata);
virtual void InputEnablePickupWeapons(inputdata_t &inputdata);
virtual void InputDisablePickupWeapons(inputdata_t &inputdata);
DECLARE_DATADESC();
string_t m_iszWeaponModelName; // Path/filename of model to override weapon model.
string_t m_iszFearSound; // Path/filename of WAV file to play.
string_t m_iszDeathSound; // Path/filename of WAV file to play.
string_t m_iszIdleSound; // Path/filename of WAV file to play.
string_t m_iszPainSound; // Path/filename of WAV file to play.
string_t m_iszAlertSound; // Path/filename of WAV file to play.
string_t m_iszLostEnemySound; // Path/filename of WAV file to play.
string_t m_iszFoundEnemySound; // Path/filename of WAV file to play.
DEFINE_CUSTOM_AI;
private:
bool HasRangedWeapon();
void PrecacheNPCSoundScript(string_t* SoundName, string_t defaultSoundName);
bool m_bUseBothSquadSlots; // If true use two squad slots, if false use one squad slot
bool m_bCannotOpenDoors; // If true, this NPC cannot open doors. The condition is reversed because originally it could.
bool m_bCanPickupWeapons; // If true, this NPC is able to pick up weapons off of the ground just like npc_citizen.
bool m_bWanderToggle; // Boolean to toggle wandering / standing every think cycle
float m_flNextSoundTime; // Next time at which this NPC is allowed to play an NPC sound
float m_flNextFoundEnemySoundTime; // Next time at which this NPC is allowed to play an NPC sound
float m_flSpeedModifier; // Modifier to apply to move distance
};
LINK_ENTITY_TO_CLASS(npc_shadow_walker, CNPC_ShadowWalker);
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC(CNPC_ShadowWalker)
DEFINE_KEYFIELD(m_iszWeaponModelName, FIELD_STRING, "WeaponModel"),
DEFINE_KEYFIELD(m_iHealth, FIELD_INTEGER, "Health"),
DEFINE_KEYFIELD(m_iszFearSound, FIELD_SOUNDNAME, "FearSound"),
DEFINE_KEYFIELD(m_iszDeathSound, FIELD_SOUNDNAME, "DeathSound"),
DEFINE_KEYFIELD(m_iszIdleSound, FIELD_SOUNDNAME, "IdleSound"),
DEFINE_KEYFIELD(m_iszPainSound, FIELD_SOUNDNAME, "PainSound"),
DEFINE_KEYFIELD(m_iszAlertSound, FIELD_SOUNDNAME, "AlertSound"),
DEFINE_KEYFIELD(m_iszLostEnemySound, FIELD_SOUNDNAME, "LostEnemySound"),
DEFINE_KEYFIELD(m_iszFoundEnemySound, FIELD_SOUNDNAME, "FoundEnemySound"),
DEFINE_KEYFIELD(m_bUseBothSquadSlots, FIELD_BOOLEAN, "UseBothSquadSlots"),
DEFINE_KEYFIELD(m_bCannotOpenDoors, FIELD_BOOLEAN, "CannotOpenDoors"),
DEFINE_KEYFIELD(m_bCanPickupWeapons, FIELD_BOOLEAN, "CanPickupWeapons"),
DEFINE_FIELD(m_bWanderToggle, FIELD_BOOLEAN),
DEFINE_FIELD(m_flNextSoundTime, FIELD_TIME),
DEFINE_FIELD(m_flNextFoundEnemySoundTime, FIELD_TIME),
DEFINE_FIELD(m_flSpeedModifier, FIELD_TIME),
DEFINE_INPUTFUNC(FIELD_FLOAT, "SetSpeedModifier", InputSetSpeedModifier),
DEFINE_INPUTFUNC(FIELD_VOID, "EnableOpenDoors", InputEnableOpenDoors),
DEFINE_INPUTFUNC(FIELD_VOID, "DisableOpenDoors", InputDisableOpenDoors),
DEFINE_INPUTFUNC(FIELD_VOID, "EnablePickupWeapons", InputEnablePickupWeapons),
DEFINE_INPUTFUNC(FIELD_VOID, "DisablePickupWeapons", InputDisablePickupWeapons)
END_DATADESC()
AI_BEGIN_CUSTOM_NPC(npc_shadow_walker, CNPC_ShadowWalker)
//=========================================================
// > Melee_Attack_NoInterrupt
//=========================================================
DEFINE_SCHEDULE
(
SCHED_MELEE_ATTACK_NOINTERRUPT,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_FACE_ENEMY 0"
" TASK_ANNOUNCE_ATTACK 1" // 1 = primary attack
" TASK_MELEE_ATTACK1 0"
""
" Interrupts"
" COND_ENEMY_DEAD"
" COND_ENEMY_OCCLUDED"
);
//=========================================================
// SCHED_HIDE
//=========================================================
DEFINE_SCHEDULE
(
SCHED_HIDE,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_COMBAT_FACE"
" TASK_STOP_MOVING 0"
" TASK_FIND_COVER_FROM_ENEMY 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_REMEMBER MEMORY:INCOVER"
" TASK_FACE_ENEMY 0"
""
" Interrupts"
" COND_HEAR_DANGER"
" COND_NEW_ENEMY"
" COND_ENEMY_DEAD"
);
AI_END_CUSTOM_NPC()

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@ -0,0 +1,28 @@
//=//=============================================================================//
//
// Purpose: Melee weapon for custom NPCs. Its model can be overridden.
//
// Author: 1upD
//
//=============================================================================//
#include "cbase.h"
#include "basehlcombatweapon_shared.h"
#include "weapon_crowbar.h"
class CWeaponCustomMelee : public CWeaponCrowbar
{
DECLARE_CLASS(CWeaponCustomMelee, CWeaponCrowbar);
const char *GetWorldModel() const { return m_iszWeaponModelName.ToCStr(); }
void SetPickupTouch(void) { /* do nothing */ }
public:
string_t m_iszWeaponModelName;
DECLARE_DATADESC();
};
BEGIN_DATADESC(CWeaponCustomMelee)
DEFINE_FIELD(m_iszWeaponModelName, FIELD_STRING)
END_DATADESC()

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@ -53,7 +53,9 @@ $Project "Server (Episodic)"
$Folder "Mod"
{
$File "mod\npc_lost_soul.cpp"
$File "mod\npc_shadow_walker.h"
$File "mod\npc_shadow_walker.cpp"
$File "mod\weapon_custom_melee.h"
}
$File "$SRCDIR\game\shared\episodic\achievements_ep1.cpp"
$File "$SRCDIR\game\shared\episodic\achievements_ep2.cpp"