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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "schedule.h"
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#include "talkmonster.h"
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#include "defaultai.h"
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#include "scripted.h"
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#include "soundent.h"
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#include "animation.h"
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//=========================================================
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// Talking monster base class
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// Used for scientists and barneys
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//=========================================================
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float CTalkMonster::g_talkWaitTime = 0; // time delay until it's ok to speak: used so that two NPCs don't talk at once
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// NOTE: m_voicePitch & m_szGrp should be fixed up by precache each save/restore
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TYPEDESCRIPTION CTalkMonster::m_SaveData[] =
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{
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DEFINE_FIELD( CTalkMonster, m_bitsSaid, FIELD_INTEGER ),
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DEFINE_FIELD( CTalkMonster, m_nSpeak, FIELD_INTEGER ),
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// Recalc'ed in Precache()
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//DEFINE_FIELD( CTalkMonster, m_voicePitch, FIELD_INTEGER ),
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//DEFINE_FIELD( CTalkMonster, m_szGrp, FIELD_??? ),
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DEFINE_FIELD( CTalkMonster, m_useTime, FIELD_TIME ),
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DEFINE_FIELD( CTalkMonster, m_iszUse, FIELD_STRING ),
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DEFINE_FIELD( CTalkMonster, m_iszUnUse, FIELD_STRING ),
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DEFINE_FIELD( CTalkMonster, m_flLastSaidSmelled, FIELD_TIME ),
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DEFINE_FIELD( CTalkMonster, m_flStopTalkTime, FIELD_TIME ),
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DEFINE_FIELD( CTalkMonster, m_hTalkTarget, FIELD_EHANDLE ),
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};
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IMPLEMENT_SAVERESTORE( CTalkMonster, CBaseMonster )
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// array of friend names
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const char *CTalkMonster::m_szFriends[TLK_CFRIENDS] =
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{
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"monster_barney",
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"monster_scientist",
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"monster_sitting_scientist",
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};
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//=========================================================
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// AI Schedules Specific to talking monsters
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//=========================================================
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Task_t tlIdleResponse[] =
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{
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, // Stop and listen
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{ TASK_WAIT, 0.5f }, // Wait until sure it's me they are talking to
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{ TASK_TLK_EYECONTACT, 0.0f }, // Wait until speaker is done
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{ TASK_TLK_RESPOND, 0.0f }, // Wait and then say my response
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{ TASK_TLK_IDEALYAW, 0.0f }, // look at who I'm talking to
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{ TASK_FACE_IDEAL, 0.0f },
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{ TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 },
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{ TASK_TLK_EYECONTACT, 0.0f }, // Wait until speaker is done
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};
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Schedule_t slIdleResponse[] =
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{
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{
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tlIdleResponse,
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ARRAYSIZE( tlIdleResponse ),
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bits_COND_NEW_ENEMY |
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bits_COND_LIGHT_DAMAGE |
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bits_COND_HEAVY_DAMAGE,
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0,
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"Idle Response"
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},
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};
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Task_t tlIdleSpeak[] =
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{
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{ TASK_TLK_SPEAK, 0.0f },// question or remark
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{ TASK_TLK_IDEALYAW, 0.0f },// look at who I'm talking to
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{ TASK_FACE_IDEAL, 0.0f },
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{ TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 },
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{ TASK_TLK_EYECONTACT, 0.0f },
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{ TASK_WAIT_RANDOM, 0.5f },
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};
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Schedule_t slIdleSpeak[] =
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{
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{
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tlIdleSpeak,
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ARRAYSIZE( tlIdleSpeak ),
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bits_COND_NEW_ENEMY |
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bits_COND_CLIENT_PUSH |
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bits_COND_LIGHT_DAMAGE |
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bits_COND_HEAVY_DAMAGE,
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0,
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"Idle Speak"
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},
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};
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Task_t tlIdleSpeakWait[] =
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{
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{ TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 },// Stop and talk
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{ TASK_TLK_SPEAK, 0.0f },// question or remark
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{ TASK_TLK_EYECONTACT, 0.0f },//
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{ TASK_WAIT, 2.0f },// wait - used when sci is in 'use' mode to keep head turned
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};
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Schedule_t slIdleSpeakWait[] =
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{
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{
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tlIdleSpeakWait,
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ARRAYSIZE( tlIdleSpeakWait ),
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bits_COND_NEW_ENEMY |
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bits_COND_CLIENT_PUSH |
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bits_COND_LIGHT_DAMAGE |
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bits_COND_HEAVY_DAMAGE,
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0,
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"Idle Speak Wait"
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},
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};
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Task_t tlIdleHello[] =
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{
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{ TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 },// Stop and talk
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{ TASK_TLK_HELLO, 0.0f },// Try to say hello to player
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{ TASK_TLK_EYECONTACT, 0.0f },
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{ TASK_WAIT, 0.5f },// wait a bit
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{ TASK_TLK_HELLO, 0.0f },// Try to say hello to player
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{ TASK_TLK_EYECONTACT, 0.0f },
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{ TASK_WAIT, 0.5f },// wait a bit
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{ TASK_TLK_HELLO, 0.0f },// Try to say hello to player
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{ TASK_TLK_EYECONTACT, 0.0f },
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{ TASK_WAIT, 0.5f },// wait a bit
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{ TASK_TLK_HELLO, 0.0f },// Try to say hello to player
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{ TASK_TLK_EYECONTACT, 0.0f },
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{ TASK_WAIT, 0.5f },// wait a bit
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};
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Schedule_t slIdleHello[] =
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{
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{
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tlIdleHello,
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ARRAYSIZE( tlIdleHello ),
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bits_COND_NEW_ENEMY |
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bits_COND_CLIENT_PUSH |
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bits_COND_LIGHT_DAMAGE |
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bits_COND_HEAVY_DAMAGE |
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bits_COND_HEAR_SOUND |
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bits_COND_PROVOKED,
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bits_SOUND_COMBAT,
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"Idle Hello"
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},
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};
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Task_t tlIdleStopShooting[] =
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{
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{ TASK_TLK_STOPSHOOTING, 0.0f },// tell player to stop shooting friend
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// { TASK_TLK_EYECONTACT, 0.0f },// look at the player
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};
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Schedule_t slIdleStopShooting[] =
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{
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{
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tlIdleStopShooting,
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ARRAYSIZE( tlIdleStopShooting ),
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bits_COND_NEW_ENEMY |
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bits_COND_LIGHT_DAMAGE |
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bits_COND_HEAVY_DAMAGE |
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bits_COND_HEAR_SOUND,
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0,
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"Idle Stop Shooting"
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},
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};
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Task_t tlMoveAway[] =
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{
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_MOVE_AWAY_FAIL },
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{ TASK_STORE_LASTPOSITION, 0.0f },
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{ TASK_MOVE_AWAY_PATH, 100.0f },
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{ TASK_WALK_PATH_FOR_UNITS, 100.0f },
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{ TASK_STOP_MOVING, 0.0f },
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{ TASK_FACE_PLAYER, 0.5f },
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};
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Schedule_t slMoveAway[] =
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{
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{
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tlMoveAway,
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ARRAYSIZE( tlMoveAway ),
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0,
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0,
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"MoveAway"
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},
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};
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Task_t tlMoveAwayFail[] =
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{
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{ TASK_STOP_MOVING, 0.0f },
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{ TASK_FACE_PLAYER, 0.5f },
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};
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Schedule_t slMoveAwayFail[] =
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{
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{
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tlMoveAwayFail,
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ARRAYSIZE( tlMoveAwayFail ),
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0,
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0,
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"MoveAwayFail"
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},
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};
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Task_t tlMoveAwayFollow[] =
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{
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_TARGET_FACE },
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{ TASK_STORE_LASTPOSITION, (float)0 },
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{ TASK_MOVE_AWAY_PATH, (float)100 },
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{ TASK_WALK_PATH_FOR_UNITS, (float)100 },
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{ TASK_STOP_MOVING, (float)0 },
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{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE },
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};
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Schedule_t slMoveAwayFollow[] =
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{
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{
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tlMoveAwayFollow,
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ARRAYSIZE( tlMoveAwayFollow ),
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0,
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0,
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"MoveAwayFollow"
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},
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};
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Task_t tlTlkIdleWatchClient[] =
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{
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{ TASK_STOP_MOVING, 0 },
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
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{ TASK_TLK_LOOK_AT_CLIENT, 6.0f },
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};
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Task_t tlTlkIdleWatchClientStare[] =
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{
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{ TASK_STOP_MOVING, 0 },
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
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{ TASK_TLK_CLIENT_STARE, 6.0f },
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{ TASK_TLK_STARE, 0.0f },
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{ TASK_TLK_IDEALYAW, 0.0f },// look at who I'm talking to
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{ TASK_FACE_IDEAL, 0.0f },
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{ TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 },
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{ TASK_TLK_EYECONTACT, 0.0f },
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};
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Schedule_t slTlkIdleWatchClient[] =
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{
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{
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tlTlkIdleWatchClient,
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ARRAYSIZE( tlTlkIdleWatchClient ),
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bits_COND_NEW_ENEMY |
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bits_COND_LIGHT_DAMAGE |
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bits_COND_HEAVY_DAMAGE |
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bits_COND_HEAR_SOUND |
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bits_COND_SMELL |
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bits_COND_CLIENT_PUSH |
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bits_COND_CLIENT_UNSEEN |
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bits_COND_PROVOKED,
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bits_SOUND_COMBAT |// sound flags - change these, and you'll break the talking code.
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//bits_SOUND_PLAYER |
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//bits_SOUND_WORLD |
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bits_SOUND_DANGER |
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bits_SOUND_MEAT |// scents
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bits_SOUND_CARCASS |
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bits_SOUND_GARBAGE,
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"TlkIdleWatchClient"
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},
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{
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tlTlkIdleWatchClientStare,
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ARRAYSIZE( tlTlkIdleWatchClientStare ),
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bits_COND_NEW_ENEMY |
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bits_COND_LIGHT_DAMAGE |
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bits_COND_HEAVY_DAMAGE |
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bits_COND_HEAR_SOUND |
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bits_COND_SMELL |
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bits_COND_CLIENT_PUSH |
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bits_COND_CLIENT_UNSEEN |
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bits_COND_PROVOKED,
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bits_SOUND_COMBAT |// sound flags - change these, and you'll break the talking code.
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//bits_SOUND_PLAYER |
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//bits_SOUND_WORLD |
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bits_SOUND_DANGER |
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bits_SOUND_MEAT |// scents
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bits_SOUND_CARCASS |
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bits_SOUND_GARBAGE,
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"TlkIdleWatchClientStare"
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},
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};
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Task_t tlTlkIdleEyecontact[] =
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{
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{ TASK_TLK_IDEALYAW, 0.0f },// look at who I'm talking to
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{ TASK_FACE_IDEAL, 0.0f },
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{ TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 },
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{ TASK_TLK_EYECONTACT, 0.0f },// Wait until speaker is done
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};
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Schedule_t slTlkIdleEyecontact[] =
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{
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{
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tlTlkIdleEyecontact,
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ARRAYSIZE( tlTlkIdleEyecontact ),
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bits_COND_NEW_ENEMY |
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bits_COND_CLIENT_PUSH |
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bits_COND_LIGHT_DAMAGE |
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bits_COND_HEAVY_DAMAGE,
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0,
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"TlkIdleEyecontact"
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},
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};
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DEFINE_CUSTOM_SCHEDULES( CTalkMonster )
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{
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slIdleResponse,
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slIdleSpeak,
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slIdleHello,
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slIdleSpeakWait,
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slIdleStopShooting,
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slMoveAway,
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slMoveAwayFollow,
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slMoveAwayFail,
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slTlkIdleWatchClient,
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&slTlkIdleWatchClient[1],
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slTlkIdleEyecontact,
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};
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IMPLEMENT_CUSTOM_SCHEDULES( CTalkMonster, CBaseMonster )
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void CTalkMonster::SetActivity( Activity newActivity )
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{
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if( newActivity == ACT_IDLE && IsTalking() )
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newActivity = ACT_SIGNAL3;
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if( newActivity == ACT_SIGNAL3 && ( LookupActivity( ACT_SIGNAL3 ) == ACTIVITY_NOT_AVAILABLE ) )
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newActivity = ACT_IDLE;
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CBaseMonster::SetActivity( newActivity );
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}
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|
|
|
void CTalkMonster::StartTask( Task_t *pTask )
|
|
|
|
{
|
|
|
|
switch( pTask->iTask )
|
|
|
|
{
|
|
|
|
case TASK_TLK_SPEAK:
|
|
|
|
// ask question or make statement
|
|
|
|
FIdleSpeak();
|
|
|
|
TaskComplete();
|
|
|
|
break;
|
|
|
|
case TASK_TLK_RESPOND:
|
|
|
|
// respond to question
|
|
|
|
IdleRespond();
|
|
|
|
TaskComplete();
|
|
|
|
break;
|
|
|
|
case TASK_TLK_HELLO:
|
|
|
|
// greet player
|
|
|
|
FIdleHello();
|
|
|
|
TaskComplete();
|
|
|
|
break;
|
|
|
|
case TASK_TLK_STARE:
|
|
|
|
// let the player know I know he's staring at me.
|
|
|
|
FIdleStare();
|
|
|
|
TaskComplete();
|
|
|
|
break;
|
|
|
|
case TASK_FACE_PLAYER:
|
|
|
|
case TASK_TLK_LOOK_AT_CLIENT:
|
|
|
|
case TASK_TLK_CLIENT_STARE:
|
|
|
|
// track head to the client for a while.
|
|
|
|
m_flWaitFinished = gpGlobals->time + pTask->flData;
|
|
|
|
break;
|
|
|
|
case TASK_TLK_EYECONTACT:
|
|
|
|
break;
|
|
|
|
case TASK_TLK_IDEALYAW:
|
|
|
|
if( m_hTalkTarget != 0 )
|
|
|
|
{
|
|
|
|
pev->yaw_speed = 60;
|
|
|
|
float yaw = VecToYaw( m_hTalkTarget->pev->origin - pev->origin ) - pev->angles.y;
|
|
|
|
|
|
|
|
if( yaw > 180 )
|
|
|
|
yaw -= 360;
|
|
|
|
if( yaw < -180 )
|
|
|
|
yaw += 360;
|
|
|
|
|
|
|
|
if( yaw < 0 )
|
|
|
|
{
|
|
|
|
pev->ideal_yaw = Q_min( yaw + 45, 0 ) + pev->angles.y;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pev->ideal_yaw = Q_max( yaw - 45, 0 ) + pev->angles.y;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
TaskComplete();
|
|
|
|
break;
|
|
|
|
case TASK_TLK_HEADRESET:
|
|
|
|
// reset head position after looking at something
|
|
|
|
m_hTalkTarget = NULL;
|
|
|
|
TaskComplete();
|
|
|
|
break;
|
|
|
|
case TASK_TLK_STOPSHOOTING:
|
|
|
|
// tell player to stop shooting
|
|
|
|
PlaySentence( m_szGrp[TLK_NOSHOOT], RANDOM_FLOAT( 2.8, 3.2 ), VOL_NORM, ATTN_NORM );
|
|
|
|
TaskComplete();
|
|
|
|
break;
|
|
|
|
case TASK_CANT_FOLLOW:
|
|
|
|
StopFollowing( FALSE );
|
|
|
|
PlaySentence( m_szGrp[TLK_STOP], RANDOM_FLOAT( 2, 2.5 ), VOL_NORM, ATTN_NORM );
|
|
|
|
TaskComplete();
|
|
|
|
break;
|
|
|
|
case TASK_WALK_PATH_FOR_UNITS:
|
|
|
|
m_movementActivity = ACT_WALK;
|
|
|
|
break;
|
|
|
|
case TASK_MOVE_AWAY_PATH:
|
|
|
|
{
|
|
|
|
Vector dir = pev->angles;
|
|
|
|
dir.y = pev->ideal_yaw + 180;
|
|
|
|
Vector move;
|
|
|
|
|
|
|
|
UTIL_MakeVectorsPrivate( dir, move, NULL, NULL );
|
|
|
|
dir = pev->origin + move * pTask->flData;
|
|
|
|
if( MoveToLocation( ACT_WALK, 2, dir ) )
|
|
|
|
{
|
|
|
|
TaskComplete();
|
|
|
|
}
|
|
|
|
else if( FindCover( pev->origin, pev->view_ofs, 0, CoverRadius() ) )
|
|
|
|
{
|
|
|
|
// then try for plain ole cover
|
|
|
|
m_flMoveWaitFinished = gpGlobals->time + 2.0f;
|
|
|
|
TaskComplete();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// nowhere to go?
|
|
|
|
TaskFail();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case TASK_PLAY_SCRIPT:
|
|
|
|
m_hTalkTarget = NULL;
|
|
|
|
CBaseMonster::StartTask( pTask );
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
CBaseMonster::StartTask( pTask );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CTalkMonster::RunTask( Task_t *pTask )
|
|
|
|
{
|
|
|
|
edict_t *pPlayer;
|
|
|
|
|
|
|
|
switch( pTask->iTask )
|
|
|
|
{
|
|
|
|
case TASK_TLK_CLIENT_STARE:
|
|
|
|
case TASK_TLK_LOOK_AT_CLIENT:
|
|
|
|
// track head to the client for a while.
|
|
|
|
if( m_MonsterState == MONSTERSTATE_IDLE &&
|
|
|
|
!IsMoving() &&
|
|
|
|
!IsTalking() )
|
|
|
|
{
|
|
|
|
// Get edict for one player
|
|
|
|
pPlayer = g_engfuncs.pfnPEntityOfEntIndex( 1 );
|
|
|
|
|
|
|
|
if( pPlayer )
|
|
|
|
{
|
|
|
|
IdleHeadTurn( pPlayer->v.origin );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// started moving or talking
|
|
|
|
TaskFail();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( pTask->iTask == TASK_TLK_CLIENT_STARE )
|
|
|
|
{
|
|
|
|
if( pPlayer )
|
|
|
|
{
|
|
|
|
// fail out if the player looks away or moves away.
|
|
|
|
if( ( pPlayer->v.origin - pev->origin ).Length2D() > TLK_STARE_DIST )
|
|
|
|
{
|
|
|
|
// player moved away.
|
|
|
|
TaskFail();
|
|
|
|
}
|
|
|
|
|
|
|
|
UTIL_MakeVectors( pPlayer->v.angles );
|
|
|
|
if( UTIL_DotPoints( pPlayer->v.origin, pev->origin, gpGlobals->v_forward ) < m_flFieldOfView )
|
|
|
|
{
|
|
|
|
// player looked away
|
|
|
|
TaskFail();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if( gpGlobals->time > m_flWaitFinished )
|
|
|
|
{
|
|
|
|
TaskComplete();
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case TASK_FACE_PLAYER:
|
|
|
|
{
|
|
|
|
// Get edict for one player
|
|
|
|
pPlayer = g_engfuncs.pfnPEntityOfEntIndex( 1 );
|
|
|
|
|
|
|
|
if( pPlayer )
|
|
|
|
{
|
|
|
|
MakeIdealYaw( pPlayer->v.origin );
|
|
|
|
ChangeYaw( pev->yaw_speed );
|
|
|
|
IdleHeadTurn( pPlayer->v.origin );
|
|
|
|
if( gpGlobals->time > m_flWaitFinished && FlYawDiff() < 10 )
|
|
|
|
{
|
|
|
|
TaskComplete();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
TaskFail();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case TASK_TLK_EYECONTACT:
|
|
|
|
if( !IsMoving() && IsTalking() && m_hTalkTarget != 0 )
|
|
|
|
{
|
|
|
|
// ALERT( at_console, "waiting %f\n", m_flStopTalkTime - gpGlobals->time );
|
|
|
|
IdleHeadTurn( m_hTalkTarget->pev->origin );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
TaskComplete();
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case TASK_WALK_PATH_FOR_UNITS:
|
|
|
|
{
|
|
|
|
float distance;
|
|
|
|
|
|
|
|
distance = ( m_vecLastPosition - pev->origin ).Length2D();
|
|
|
|
|
|
|
|
// Walk path until far enough away
|
|
|
|
if( distance > pTask->flData || MovementIsComplete() )
|
|
|
|
{
|
|
|
|
TaskComplete();
|
|
|
|
RouteClear(); // Stop moving
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case TASK_WAIT_FOR_MOVEMENT:
|
|
|
|
if( IsTalking() && m_hTalkTarget != 0 )
|
|
|
|
{
|
|
|
|
// ALERT( at_console, "walking, talking\n" );
|
|
|
|
IdleHeadTurn( m_hTalkTarget->pev->origin );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
IdleHeadTurn( pev->origin );
|
|
|
|
// override so that during walk, a scientist may talk and greet player
|
|
|
|
FIdleHello();
|
|
|
|
if( RANDOM_LONG( 0, m_nSpeak * 20 ) == 0)
|
|
|
|
{
|
|
|
|
FIdleSpeak();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
CBaseMonster::RunTask( pTask );
|
|
|
|
if( TaskIsComplete() )
|
|
|
|
IdleHeadTurn( pev->origin );
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
if( IsTalking() && m_hTalkTarget != 0 )
|
|
|
|
{
|
|
|
|
IdleHeadTurn( m_hTalkTarget->pev->origin );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SetBoneController( 0, 0 );
|
|
|
|
}
|
|
|
|
CBaseMonster::RunTask( pTask );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CTalkMonster::Killed( entvars_t *pevAttacker, int iGib )
|
|
|
|
{
|
|
|
|
// If a client killed me (unless I was already Barnacle'd), make everyone else mad/afraid of him
|
|
|
|
if( ( pevAttacker->flags & FL_CLIENT) && m_MonsterState != MONSTERSTATE_PRONE )
|
|
|
|
{
|
|
|
|
AlertFriends();
|
|
|
|
LimitFollowers( CBaseEntity::Instance( pevAttacker ), 0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
m_hTargetEnt = 0;
|
|
|
|
// Don't finish that sentence
|
|
|
|
StopTalking();
|
|
|
|
SetUse( NULL );
|
|
|
|
CBaseMonster::Killed( pevAttacker, iGib );
|
|
|
|
}
|
|
|
|
|
|
|
|
CBaseEntity *CTalkMonster::EnumFriends( CBaseEntity *pPrevious, int listNumber, BOOL bTrace )
|
|
|
|
{
|
|
|
|
CBaseEntity *pFriend = pPrevious;
|
|
|
|
const char *pszFriend;
|
|
|
|
TraceResult tr;
|
|
|
|
Vector vecCheck;
|
|
|
|
|
|
|
|
pszFriend = m_szFriends[FriendNumber( listNumber )];
|
|
|
|
while( ( pFriend = UTIL_FindEntityByClassname( pFriend, pszFriend ) ) )
|
|
|
|
{
|
|
|
|
if( pFriend == this || !pFriend->IsAlive() )
|
|
|
|
// don't talk to self or dead people
|
|
|
|
continue;
|
|
|
|
if( bTrace )
|
|
|
|
{
|
|
|
|
vecCheck = pFriend->pev->origin;
|
|
|
|
vecCheck.z = pFriend->pev->absmax.z;
|
|
|
|
|
|
|
|
UTIL_TraceLine( pev->origin, vecCheck, ignore_monsters, ENT( pev ), &tr );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
tr.flFraction = 1.0f;
|
|
|
|
|
|
|
|
if( tr.flFraction == 1.0f )
|
|
|
|
{
|
|
|
|
return pFriend;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CTalkMonster::AlertFriends( void )
|
|
|
|
{
|
|
|
|
CBaseEntity *pFriend = NULL;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
// for each friend in this bsp...
|
|
|
|
for( i = 0; i < TLK_CFRIENDS; i++ )
|
|
|
|
{
|
|
|
|
while( ( pFriend = EnumFriends( pFriend, i, TRUE ) ) )
|
|
|
|
{
|
|
|
|
CBaseMonster *pMonster = pFriend->MyMonsterPointer();
|
|
|
|
if( pMonster->IsAlive() )
|
|
|
|
{
|
|
|
|
// don't provoke a friend that's playing a death animation. They're a goner
|
|
|
|
pMonster->m_afMemory |= bits_MEMORY_PROVOKED;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CTalkMonster::ShutUpFriends( void )
|
|
|
|
{
|
|
|
|
CBaseEntity *pFriend = NULL;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
// for each friend in this bsp...
|
|
|
|
for( i = 0; i < TLK_CFRIENDS; i++ )
|
|
|
|
{
|
|
|
|
while( ( pFriend = EnumFriends( pFriend, i, TRUE ) ) )
|
|
|
|
{
|
|
|
|
CBaseMonster *pMonster = pFriend->MyMonsterPointer();
|
|
|
|
if( pMonster )
|
|
|
|
{
|
|
|
|
pMonster->SentenceStop();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// UNDONE: Keep a follow time in each follower, make a list of followers in this function and do LRU
|
|
|
|
// UNDONE: Check this in Restore to keep restored monsters from joining a full list of followers
|
|
|
|
void CTalkMonster::LimitFollowers( CBaseEntity *pPlayer, int maxFollowers )
|
|
|
|
{
|
|
|
|
CBaseEntity *pFriend = NULL;
|
|
|
|
int i, count;
|
|
|
|
|
|
|
|
count = 0;
|
|
|
|
|
|
|
|
// for each friend in this bsp...
|
|
|
|
for( i = 0; i < TLK_CFRIENDS; i++ )
|
|
|
|
{
|
|
|
|
while( ( pFriend = EnumFriends( pFriend, i, FALSE ) ) )
|
|
|
|
{
|
|
|
|
CBaseMonster *pMonster = pFriend->MyMonsterPointer();
|
|
|
|
if( pMonster )
|
|
|
|
{
|
|
|
|
if( pMonster->m_hTargetEnt == pPlayer )
|
|
|
|
{
|
|
|
|
count++;
|
|
|
|
if( count > maxFollowers )
|
|
|
|
pMonster->StopFollowing( TRUE );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
float CTalkMonster::TargetDistance( void )
|
|
|
|
{
|
|
|
|
// If we lose the player, or he dies, return a really large distance
|
|
|
|
if( m_hTargetEnt == 0 || !m_hTargetEnt->IsAlive() )
|
|
|
|
return 1e6;
|
|
|
|
|
|
|
|
return ( m_hTargetEnt->pev->origin - pev->origin ).Length();
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// HandleAnimEvent - catches the monster-specific messages
|
|
|
|
// that occur when tagged animation frames are played.
|
|
|
|
//=========================================================
|
|
|
|
void CTalkMonster::HandleAnimEvent( MonsterEvent_t *pEvent )
|
|
|
|
{
|
|
|
|
switch( pEvent->event )
|
|
|
|
{
|
|
|
|
case SCRIPT_EVENT_SENTENCE_RND1: // Play a named sentence group 25% of the time
|
|
|
|
if( RANDOM_LONG( 0, 99 ) < 75 )
|
|
|
|
break;
|
|
|
|
// fall through...
|
|
|
|
case SCRIPT_EVENT_SENTENCE: // Play a named sentence group
|
|
|
|
ShutUpFriends();
|
|
|
|
PlaySentence( pEvent->options, RANDOM_FLOAT( 2.8f, 3.4f ), VOL_NORM, ATTN_IDLE );
|
|
|
|
//ALERT( at_console, "script event speak\n" );
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
CBaseMonster::HandleAnimEvent( pEvent );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// monsters derived from ctalkmonster should call this in precache()
|
|
|
|
void CTalkMonster::TalkInit( void )
|
|
|
|
{
|
|
|
|
// every new talking monster must reset this global, otherwise
|
|
|
|
// when a level is loaded, nobody will talk (time is reset to 0)
|
|
|
|
CTalkMonster::g_talkWaitTime = 0;
|
|
|
|
|
|
|
|
m_voicePitch = 100;
|
|
|
|
}
|
|
|
|
//=========================================================
|
|
|
|
// FindNearestFriend
|
|
|
|
// Scan for nearest, visible friend. If fPlayer is true, look for
|
|
|
|
// nearest player
|
|
|
|
//=========================================================
|
|
|
|
CBaseEntity *CTalkMonster::FindNearestFriend( BOOL fPlayer )
|
|
|
|
{
|
|
|
|
CBaseEntity *pFriend = NULL;
|
|
|
|
CBaseEntity *pNearest = NULL;
|
|
|
|
float range = 10000000.0;
|
|
|
|
TraceResult tr;
|
|
|
|
Vector vecStart = pev->origin;
|
|
|
|
Vector vecCheck;
|
|
|
|
int i;
|
|
|
|
const char *pszFriend;
|
|
|
|
int cfriends;
|
|
|
|
|
|
|
|
vecStart.z = pev->absmax.z;
|
|
|
|
|
|
|
|
if( fPlayer )
|
|
|
|
cfriends = 1;
|
|
|
|
else
|
|
|
|
cfriends = TLK_CFRIENDS;
|
|
|
|
|
|
|
|
// for each type of friend...
|
|
|
|
for( i = cfriends-1; i > -1; i-- )
|
|
|
|
{
|
|
|
|
if( fPlayer )
|
|
|
|
pszFriend = "player";
|
|
|
|
else
|
|
|
|
pszFriend = m_szFriends[FriendNumber( i )];
|
|
|
|
|
|
|
|
if( !pszFriend )
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// for each friend in this bsp...
|
|
|
|
while( ( pFriend = UTIL_FindEntityByClassname( pFriend, pszFriend ) ) )
|
|
|
|
{
|
|
|
|
if( pFriend == this || !pFriend->IsAlive() )
|
|
|
|
// don't talk to self or dead people
|
|
|
|
continue;
|
|
|
|
|
|
|
|
CBaseMonster *pMonster = pFriend->MyMonsterPointer();
|
|
|
|
|
|
|
|
// If not a monster for some reason, or in a script, or prone
|
|
|
|
if( !pMonster || pMonster->m_MonsterState == MONSTERSTATE_SCRIPT || pMonster->m_MonsterState == MONSTERSTATE_PRONE )
|
|
|
|
continue;
|
|
|
|
|
|
|
|
vecCheck = pFriend->pev->origin;
|
|
|
|
vecCheck.z = pFriend->pev->absmax.z;
|
|
|
|
|
|
|
|
// if closer than previous friend, and in range, see if he's visible
|
|
|
|
if( range > ( vecStart - vecCheck ).Length())
|
|
|
|
{
|
|
|
|
UTIL_TraceLine( vecStart, vecCheck, ignore_monsters, ENT( pev ), &tr );
|
|
|
|
|
|
|
|
if( tr.flFraction == 1.0f )
|
|
|
|
{
|
|
|
|
// visible and in range, this is the new nearest scientist
|
|
|
|
if( ( vecStart - vecCheck ).Length() < TALKRANGE_MIN )
|
|
|
|
{
|
|
|
|
pNearest = pFriend;
|
|
|
|
range = ( vecStart - vecCheck ).Length();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return pNearest;
|
|
|
|
}
|
|
|
|
|
|
|
|
int CTalkMonster::GetVoicePitch( void )
|
|
|
|
{
|
|
|
|
return m_voicePitch + RANDOM_LONG( 0, 3 );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CTalkMonster::Touch( CBaseEntity *pOther )
|
|
|
|
{
|
|
|
|
// Did the player touch me?
|
|
|
|
if( pOther->IsPlayer() )
|
|
|
|
{
|
|
|
|
// Ignore if pissed at player
|
|
|
|
if( m_afMemory & bits_MEMORY_PROVOKED )
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Stay put during speech
|
|
|
|
if( IsTalking() )
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Heuristic for determining if the player is pushing me away
|
|
|
|
float speed = fabs( pOther->pev->velocity.x ) + fabs( pOther->pev->velocity.y );
|
|
|
|
if( speed > 50.0f )
|
|
|
|
{
|
|
|
|
SetConditions( bits_COND_CLIENT_PUSH );
|
|
|
|
if ( m_MonsterState != MONSTERSTATE_SCRIPT )
|
|
|
|
MakeIdealYaw( pOther->pev->origin );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// IdleRespond
|
|
|
|
// Respond to a previous question
|
|
|
|
//=========================================================
|
|
|
|
void CTalkMonster::IdleRespond( void )
|
|
|
|
{
|
|
|
|
//int pitch = GetVoicePitch();
|
|
|
|
|
|
|
|
// play response
|
|
|
|
PlaySentence( m_szGrp[TLK_ANSWER], RANDOM_FLOAT( 2.8f, 3.2f ), VOL_NORM, ATTN_IDLE );
|
|
|
|
}
|
|
|
|
|
|
|
|
int CTalkMonster::FOkToSpeak( void )
|
|
|
|
{
|
|
|
|
// if in the grip of a barnacle, don't speak
|
|
|
|
if( m_MonsterState == MONSTERSTATE_PRONE || m_IdealMonsterState == MONSTERSTATE_PRONE )
|
|
|
|
{
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
// if not alive, certainly don't speak
|
|
|
|
if( pev->deadflag != DEAD_NO )
|
|
|
|
{
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
// if someone else is talking, don't speak
|
|
|
|
if( gpGlobals->time <= CTalkMonster::g_talkWaitTime )
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
if( pev->spawnflags & SF_MONSTER_GAG )
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
if( m_MonsterState == MONSTERSTATE_PRONE )
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
// if player is not in pvs, don't speak
|
|
|
|
if( !IsAlive() || FNullEnt(FIND_CLIENT_IN_PVS( edict() ) ) )
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
// don't talk if you're in combat
|
|
|
|
if( m_hEnemy != 0 && FVisible( m_hEnemy ) )
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
int CTalkMonster::CanPlaySentence( BOOL fDisregardState )
|
|
|
|
{
|
|
|
|
if( fDisregardState )
|
|
|
|
return CBaseMonster::CanPlaySentence( fDisregardState );
|
|
|
|
return FOkToSpeak();
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// FIdleStare
|
|
|
|
//=========================================================
|
|
|
|
int CTalkMonster::FIdleStare( void )
|
|
|
|
{
|
|
|
|
if( !FOkToSpeak() )
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
PlaySentence( m_szGrp[TLK_STARE], RANDOM_FLOAT(5, 7.5), VOL_NORM, ATTN_IDLE );
|
|
|
|
|
|
|
|
m_hTalkTarget = FindNearestFriend( TRUE );
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// IdleHello
|
|
|
|
// Try to greet player first time he's seen
|
|
|
|
//=========================================================
|
|
|
|
int CTalkMonster::FIdleHello( void )
|
|
|
|
{
|
|
|
|
if( !FOkToSpeak() )
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
// if this is first time scientist has seen player, greet him
|
|
|
|
if( !FBitSet( m_bitsSaid, bit_saidHelloPlayer ) )
|
|
|
|
{
|
|
|
|
// get a player
|
|
|
|
CBaseEntity *pPlayer = FindNearestFriend( TRUE );
|
|
|
|
|
|
|
|
if( pPlayer )
|
|
|
|
{
|
|
|
|
if( FInViewCone( pPlayer ) && FVisible( pPlayer ) )
|
|
|
|
{
|
|
|
|
m_hTalkTarget = pPlayer;
|
|
|
|
|
|
|
|
if( FBitSet(pev->spawnflags, SF_MONSTER_PREDISASTER ) )
|
|
|
|
PlaySentence( m_szGrp[TLK_PHELLO], RANDOM_FLOAT( 3.0f, 3.5f ), VOL_NORM, ATTN_IDLE );
|
|
|
|
else
|
|
|
|
PlaySentence( m_szGrp[TLK_HELLO], RANDOM_FLOAT( 3.0f, 3.5f ), VOL_NORM, ATTN_IDLE );
|
|
|
|
|
|
|
|
SetBits( m_bitsSaid, bit_saidHelloPlayer );
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
// turn head towards supplied origin
|
|
|
|
void CTalkMonster::IdleHeadTurn( Vector &vecFriend )
|
|
|
|
{
|
|
|
|
// turn head in desired direction only if ent has a turnable head
|
|
|
|
if( m_afCapability & bits_CAP_TURN_HEAD )
|
|
|
|
{
|
|
|
|
float yaw = VecToYaw( vecFriend - pev->origin ) - pev->angles.y;
|
|
|
|
|
|
|
|
if( yaw > 180 )
|
|
|
|
yaw -= 360;
|
|
|
|
if( yaw < -180 )
|
|
|
|
yaw += 360;
|
|
|
|
|
|
|
|
// turn towards vector
|
|
|
|
SetBoneController( 0, yaw );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// FIdleSpeak
|
|
|
|
// ask question of nearby friend, or make statement
|
|
|
|
//=========================================================
|
|
|
|
int CTalkMonster::FIdleSpeak( void )
|
|
|
|
{
|
|
|
|
// try to start a conversation, or make statement
|
|
|
|
//int pitch;
|
|
|
|
const char *szIdleGroup;
|
|
|
|
const char *szQuestionGroup;
|
|
|
|
float duration;
|
|
|
|
|
|
|
|
if( !FOkToSpeak() )
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
// set idle groups based on pre/post disaster
|
|
|
|
if( FBitSet( pev->spawnflags, SF_MONSTER_PREDISASTER ) )
|
|
|
|
{
|
|
|
|
szIdleGroup = m_szGrp[TLK_PIDLE];
|
|
|
|
szQuestionGroup = m_szGrp[TLK_PQUESTION];
|
|
|
|
// set global min delay for next conversation
|
|
|
|
duration = RANDOM_FLOAT( 4.8f, 5.2f );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
szIdleGroup = m_szGrp[TLK_IDLE];
|
|
|
|
szQuestionGroup = m_szGrp[TLK_QUESTION];
|
|
|
|
// set global min delay for next conversation
|
|
|
|
duration = RANDOM_FLOAT( 2.8f, 3.2f );
|
|
|
|
}
|
|
|
|
|
|
|
|
//pitch = GetVoicePitch();
|
|
|
|
|
|
|
|
// player using this entity is alive and wounded?
|
|
|
|
CBaseEntity *pTarget = m_hTargetEnt;
|
|
|
|
|
|
|
|
if( pTarget != NULL )
|
|
|
|
{
|
|
|
|
if( pTarget->IsPlayer() )
|
|
|
|
{
|
|
|
|
if( pTarget->IsAlive() )
|
|
|
|
{
|
|
|
|
m_hTalkTarget = m_hTargetEnt;
|
|
|
|
if( !FBitSet(m_bitsSaid, bit_saidDamageHeavy ) &&
|
|
|
|
( m_hTargetEnt->pev->health <= m_hTargetEnt->pev->max_health / 8 ) )
|
|
|
|
{
|
|
|
|
//EMIT_SOUND_DYN(ENT( pev ), CHAN_VOICE, m_szGrp[TLK_PLHURT3], 1.0, ATTN_IDLE, 0, pitch );
|
|
|
|
PlaySentence( m_szGrp[TLK_PLHURT3], duration, VOL_NORM, ATTN_IDLE );
|
|
|
|
SetBits( m_bitsSaid, bit_saidDamageHeavy );
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
else if( !FBitSet( m_bitsSaid, bit_saidDamageMedium ) &&
|
|
|
|
( m_hTargetEnt->pev->health <= m_hTargetEnt->pev->max_health / 4 ) )
|
|
|
|
{
|
|
|
|
//EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, m_szGrp[TLK_PLHURT2], 1.0, ATTN_IDLE, 0, pitch );
|
|
|
|
PlaySentence( m_szGrp[TLK_PLHURT2], duration, VOL_NORM, ATTN_IDLE );
|
|
|
|
SetBits( m_bitsSaid, bit_saidDamageMedium );
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
else if( !FBitSet( m_bitsSaid, bit_saidDamageLight) &&
|
|
|
|
( m_hTargetEnt->pev->health <= m_hTargetEnt->pev->max_health / 2 ) )
|
|
|
|
{
|
|
|
|
//EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, m_szGrp[TLK_PLHURT1], 1.0, ATTN_IDLE, 0, pitch );
|
|
|
|
PlaySentence( m_szGrp[TLK_PLHURT1], duration, VOL_NORM, ATTN_IDLE );
|
|
|
|
SetBits( m_bitsSaid, bit_saidDamageLight );
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//!!!KELLY - here's a cool spot to have the talkmonster talk about the dead player if we want.
|
|
|
|
// "Oh dear, Gordon Freeman is dead!" -Scientist
|
|
|
|
// "Damn, I can't do this without you." -Barney
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// if there is a friend nearby to speak to, play sentence, set friend's response time, return
|
|
|
|
CBaseEntity *pFriend = FindNearestFriend( FALSE );
|
|
|
|
|
|
|
|
if( pFriend && !( pFriend->IsMoving() ) && ( RANDOM_LONG( 0, 99 ) < 75 ) )
|
|
|
|
{
|
|
|
|
PlaySentence( szQuestionGroup, duration, VOL_NORM, ATTN_IDLE );
|
|
|
|
//SENTENCEG_PlayRndSz( ENT( pev ), szQuestionGroup, 1.0, ATTN_IDLE, 0, pitch );
|
|
|
|
|
|
|
|
// force friend to answer
|
|
|
|
CTalkMonster *pTalkMonster = (CTalkMonster *)pFriend;
|
|
|
|
m_hTalkTarget = pFriend;
|
|
|
|
pTalkMonster->SetAnswerQuestion( this ); // UNDONE: This is EVIL!!!
|
|
|
|
pTalkMonster->m_flStopTalkTime = m_flStopTalkTime;
|
|
|
|
|
|
|
|
m_nSpeak++;
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
// otherwise, play an idle statement, try to face client when making a statement.
|
|
|
|
if( RANDOM_LONG( 0, 1 ) )
|
|
|
|
{
|
|
|
|
//SENTENCEG_PlayRndSz( ENT( pev ), szIdleGroup, 1.0, ATTN_IDLE, 0, pitch );
|
|
|
|
pFriend = FindNearestFriend( TRUE );
|
|
|
|
|
|
|
|
if( pFriend )
|
|
|
|
{
|
|
|
|
m_hTalkTarget = pFriend;
|
|
|
|
PlaySentence( szIdleGroup, duration, VOL_NORM, ATTN_IDLE );
|
|
|
|
m_nSpeak++;
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// didn't speak
|
|
|
|
Talk( 0 );
|
|
|
|
CTalkMonster::g_talkWaitTime = 0;
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CTalkMonster::PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener )
|
|
|
|
{
|
|
|
|
if( !bConcurrent )
|
|
|
|
ShutUpFriends();
|
|
|
|
|
|
|
|
ClearConditions( bits_COND_CLIENT_PUSH ); // Forget about moving! I've got something to say!
|
|
|
|
m_useTime = gpGlobals->time + duration;
|
|
|
|
PlaySentence( pszSentence, duration, volume, attenuation );
|
|
|
|
|
|
|
|
m_hTalkTarget = pListener;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CTalkMonster::PlaySentence( const char *pszSentence, float duration, float volume, float attenuation )
|
|
|
|
{
|
|
|
|
if( !pszSentence )
|
|
|
|
return;
|
|
|
|
|
|
|
|
Talk( duration );
|
|
|
|
|
|
|
|
CTalkMonster::g_talkWaitTime = gpGlobals->time + duration + 2.0f;
|
|
|
|
if( pszSentence[0] == '!' )
|
|
|
|
EMIT_SOUND_DYN( edict(), CHAN_VOICE, pszSentence, volume, attenuation, 0, GetVoicePitch() );
|
|
|
|
else
|
|
|
|
SENTENCEG_PlayRndSz( edict(), pszSentence, volume, attenuation, 0, GetVoicePitch() );
|
|
|
|
|
|
|
|
// If you say anything, don't greet the player - you may have already spoken to them
|
|
|
|
SetBits( m_bitsSaid, bit_saidHelloPlayer );
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Talk - set a timer that tells us when the monster is done
|
|
|
|
// talking.
|
|
|
|
//=========================================================
|
|
|
|
void CTalkMonster::Talk( float flDuration )
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{
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if( flDuration <= 0 )
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{
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// no duration :(
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m_flStopTalkTime = gpGlobals->time + 3.0f;
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}
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else
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{
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m_flStopTalkTime = gpGlobals->time + flDuration;
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}
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}
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// Prepare this talking monster to answer question
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void CTalkMonster::SetAnswerQuestion( CTalkMonster *pSpeaker )
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{
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if( !m_pCine )
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ChangeSchedule( slIdleResponse );
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m_hTalkTarget = (CBaseMonster *)pSpeaker;
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}
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int CTalkMonster::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
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{
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if( IsAlive() )
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{
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// if player damaged this entity, have other friends talk about it
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if( pevAttacker && m_MonsterState != MONSTERSTATE_PRONE && FBitSet( pevAttacker->flags, FL_CLIENT ) )
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{
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CBaseEntity *pFriend = FindNearestFriend( FALSE );
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if( pFriend && pFriend->IsAlive() )
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{
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// only if not dead or dying!
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CTalkMonster *pTalkMonster = (CTalkMonster *)pFriend;
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pTalkMonster->ChangeSchedule( slIdleStopShooting );
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}
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}
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}
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return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
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}
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Schedule_t *CTalkMonster::GetScheduleOfType( int Type )
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{
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switch( Type )
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{
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case SCHED_MOVE_AWAY:
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return slMoveAway;
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case SCHED_MOVE_AWAY_FOLLOW:
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return slMoveAwayFollow;
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case SCHED_MOVE_AWAY_FAIL:
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return slMoveAwayFail;
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case SCHED_TARGET_FACE:
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// speak during 'use'
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if( RANDOM_LONG( 0, 99 ) < 2 )
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//ALERT( at_console, "target chase speak\n" );
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return slIdleSpeakWait;
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else
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return slIdleStand;
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case SCHED_IDLE_STAND:
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{
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// if never seen player, try to greet him
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if( !FBitSet( m_bitsSaid, bit_saidHelloPlayer ) )
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{
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return slIdleHello;
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}
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// sustained light wounds?
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if( !FBitSet( m_bitsSaid, bit_saidWoundLight ) && ( pev->health <= ( pev->max_health * 0.75f ) ) )
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{
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//SENTENCEG_PlayRndSz( ENT( pev ), m_szGrp[TLK_WOUND], 1.0, ATTN_IDLE, 0, GetVoicePitch() );
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//CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT( 2.8f, 3.2f );
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PlaySentence( m_szGrp[TLK_WOUND], RANDOM_FLOAT( 2.8f, 3.2f ), VOL_NORM, ATTN_IDLE );
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SetBits( m_bitsSaid, bit_saidWoundLight );
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return slIdleStand;
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}
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// sustained heavy wounds?
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else if( !FBitSet( m_bitsSaid, bit_saidWoundHeavy ) && ( pev->health <= ( pev->max_health * 0.5f ) ) )
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{
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//SENTENCEG_PlayRndSz( ENT( pev ), m_szGrp[TLK_MORTAL], 1.0, ATTN_IDLE, 0, GetVoicePitch() );
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//CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT( 2.8f, 3.2f );
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PlaySentence( m_szGrp[TLK_MORTAL], RANDOM_FLOAT( 2.8f, 3.2f ), VOL_NORM, ATTN_IDLE );
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SetBits( m_bitsSaid, bit_saidWoundHeavy );
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return slIdleStand;
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}
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// talk about world
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if( FOkToSpeak() && RANDOM_LONG( 0, m_nSpeak * 2 ) == 0 )
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{
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//ALERT ( at_console, "standing idle speak\n" );
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return slIdleSpeak;
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}
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if( !IsTalking() && HasConditions( bits_COND_SEE_CLIENT ) && RANDOM_LONG( 0, 6 ) == 0 )
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{
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edict_t *pPlayer = g_engfuncs.pfnPEntityOfEntIndex( 1 );
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if( pPlayer )
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{
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// watch the client.
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UTIL_MakeVectors( pPlayer->v.angles );
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if( ( pPlayer->v.origin - pev->origin ).Length2D() < TLK_STARE_DIST &&
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UTIL_DotPoints( pPlayer->v.origin, pev->origin, gpGlobals->v_forward ) >= m_flFieldOfView )
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{
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// go into the special STARE schedule if the player is close, and looking at me too.
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return &slTlkIdleWatchClient[1];
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}
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return slTlkIdleWatchClient;
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}
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}
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else
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{
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if( IsTalking() )
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// look at who we're talking to
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return slTlkIdleEyecontact;
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else
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// regular standing idle
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return slIdleStand;
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}
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// NOTE - caller must first CTalkMonster::GetScheduleOfType,
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// then check result and decide what to return ie: if sci gets back
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// slIdleStand, return slIdleSciStand
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}
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break;
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}
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return CBaseMonster::GetScheduleOfType( Type );
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}
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//=========================================================
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// IsTalking - am I saying a sentence right now?
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//=========================================================
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BOOL CTalkMonster::IsTalking( void )
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|
{
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if( m_flStopTalkTime > gpGlobals->time )
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|
{
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|
return TRUE;
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|
}
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|
return FALSE;
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|
}
|
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|
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|
//=========================================================
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|
// If there's a player around, watch him.
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|
//=========================================================
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void CTalkMonster::PrescheduleThink( void )
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|
{
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|
if( !HasConditions( bits_COND_SEE_CLIENT ) )
|
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|
|
{
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|
SetConditions( bits_COND_CLIENT_UNSEEN );
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|
}
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|
}
|
|
|
|
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|
// try to smell something
|
|
|
|
void CTalkMonster::TrySmellTalk( void )
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|
|
|
{
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|
|
|
if( !FOkToSpeak() )
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|
return;
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|
|
|
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|
|
// clear smell bits periodically
|
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|
|
if( gpGlobals->time > m_flLastSaidSmelled )
|
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|
|
{
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|
|
//ALERT( at_aiconsole, "Clear smell bits\n" );
|
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|
|
ClearBits( m_bitsSaid, bit_saidSmelled );
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|
|
}
|
|
|
|
|
|
|
|
// smelled something?
|
|
|
|
if( !FBitSet( m_bitsSaid, bit_saidSmelled ) && HasConditions( bits_COND_SMELL ) )
|
|
|
|
{
|
|
|
|
PlaySentence( m_szGrp[TLK_SMELL], RANDOM_FLOAT( 2.8f, 3.2f ), VOL_NORM, ATTN_IDLE );
|
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|
|
m_flLastSaidSmelled = gpGlobals->time + 60.0f;// don't talk about the stinky for a while.
|
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|
|
SetBits( m_bitsSaid, bit_saidSmelled );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int CTalkMonster::IRelationship( CBaseEntity *pTarget )
|
|
|
|
{
|
|
|
|
if( pTarget->IsPlayer() )
|
|
|
|
if( m_afMemory & bits_MEMORY_PROVOKED )
|
|
|
|
return R_HT;
|
|
|
|
return CBaseMonster::IRelationship( pTarget );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CTalkMonster::StopFollowing( BOOL clearSchedule )
|
|
|
|
{
|
|
|
|
if( IsFollowing() )
|
|
|
|
{
|
|
|
|
if( !( m_afMemory & bits_MEMORY_PROVOKED ) )
|
|
|
|
{
|
|
|
|
PlaySentence( m_szGrp[TLK_UNUSE], RANDOM_FLOAT( 2.8f, 3.2f ), VOL_NORM, ATTN_IDLE );
|
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|
|
m_hTalkTarget = m_hTargetEnt;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( m_movementGoal == MOVEGOAL_TARGETENT )
|
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|
|
RouteClear(); // Stop him from walking toward the player
|
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|
|
m_hTargetEnt = 0;
|
|
|
|
if( clearSchedule )
|
|
|
|
ClearSchedule();
|
|
|
|
if( m_hEnemy != 0 )
|
|
|
|
m_IdealMonsterState = MONSTERSTATE_COMBAT;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CTalkMonster::StartFollowing( CBaseEntity *pLeader )
|
|
|
|
{
|
|
|
|
if( m_pCine )
|
|
|
|
m_pCine->CancelScript();
|
|
|
|
|
|
|
|
if( m_hEnemy != 0 )
|
|
|
|
m_IdealMonsterState = MONSTERSTATE_ALERT;
|
|
|
|
|
|
|
|
m_hTargetEnt = pLeader;
|
|
|
|
PlaySentence( m_szGrp[TLK_USE], RANDOM_FLOAT( 2.8f, 3.2f ), VOL_NORM, ATTN_IDLE );
|
|
|
|
m_hTalkTarget = m_hTargetEnt;
|
|
|
|
ClearConditions( bits_COND_CLIENT_PUSH );
|
|
|
|
ClearSchedule();
|
|
|
|
}
|
|
|
|
|
|
|
|
BOOL CTalkMonster::CanFollow( void )
|
|
|
|
{
|
|
|
|
if( m_MonsterState == MONSTERSTATE_SCRIPT || m_IdealMonsterState == MONSTERSTATE_SCRIPT )
|
|
|
|
{
|
|
|
|
if( !m_pCine )
|
|
|
|
return FALSE;
|
|
|
|
if( !m_pCine->CanInterrupt() )
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( !IsAlive() )
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
return !IsFollowing();
|
|
|
|
}
|
|
|
|
|
|
|
|
void CTalkMonster::FollowerUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
|
|
{
|
|
|
|
// Don't allow use during a scripted_sentence
|
|
|
|
if( m_useTime > gpGlobals->time )
|
|
|
|
return;
|
|
|
|
|
|
|
|
if( pCaller != NULL && pCaller->IsPlayer() )
|
|
|
|
{
|
|
|
|
// Pre-disaster followers can't be used
|
|
|
|
if( pev->spawnflags & SF_MONSTER_PREDISASTER )
|
|
|
|
{
|
|
|
|
DeclineFollowing();
|
|
|
|
}
|
|
|
|
else if( CanFollow() )
|
|
|
|
{
|
|
|
|
LimitFollowers( pCaller, 1 );
|
|
|
|
|
|
|
|
if( m_afMemory & bits_MEMORY_PROVOKED )
|
|
|
|
ALERT( at_console, "I'm not following you, you evil person!\n" );
|
|
|
|
else
|
|
|
|
{
|
|
|
|
StartFollowing( pCaller );
|
|
|
|
SetBits( m_bitsSaid, bit_saidHelloPlayer ); // Don't say hi after you've started following
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
StopFollowing( TRUE );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CTalkMonster::KeyValue( KeyValueData *pkvd )
|
|
|
|
{
|
|
|
|
if( FStrEq( pkvd->szKeyName, "UseSentence" ) )
|
|
|
|
{
|
|
|
|
m_iszUse = ALLOC_STRING( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if( FStrEq( pkvd->szKeyName, "UnUseSentence" ) )
|
|
|
|
{
|
|
|
|
m_iszUnUse = ALLOC_STRING( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
CBaseMonster::KeyValue( pkvd );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CTalkMonster::Precache( void )
|
|
|
|
{
|
|
|
|
if( m_iszUse )
|
|
|
|
m_szGrp[TLK_USE] = STRING( m_iszUse );
|
|
|
|
if( m_iszUnUse )
|
|
|
|
m_szGrp[TLK_UNUSE] = STRING( m_iszUnUse );
|
|
|
|
}
|