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1338 lines
32 KiB
1338 lines
32 KiB
/*** |
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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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//========================================================= |
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// human scientist (passive lab worker) |
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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 "talkmonster.h" |
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#include "schedule.h" |
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#include "defaultai.h" |
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#include "scripted.h" |
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#include "animation.h" |
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#include "soundent.h" |
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#include "scientist.h" |
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enum |
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{ |
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SCHED_HIDE = LAST_TALKMONSTER_SCHEDULE + 1, |
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SCHED_FEAR, |
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SCHED_PANIC, |
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SCHED_STARTLE, |
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SCHED_TARGET_CHASE_SCARED, |
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SCHED_TARGET_FACE_SCARED |
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}; |
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enum |
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{ |
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TASK_SAY_HEAL = LAST_TALKMONSTER_TASK + 1, |
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TASK_HEAL, |
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TASK_SAY_FEAR, |
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TASK_RUN_PATH_SCARED, |
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TASK_SCREAM, |
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TASK_RANDOM_SCREAM, |
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TASK_MOVE_TO_TARGET_RANGE_SCARED |
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}; |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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#define SCIENTIST_AE_HEAL ( 1 ) |
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#define SCIENTIST_AE_NEEDLEON ( 2 ) |
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#define SCIENTIST_AE_NEEDLEOFF ( 3 ) |
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//======================================================= |
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// Scientist |
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//======================================================= |
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LINK_ENTITY_TO_CLASS( monster_scientist, CScientist ) |
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TYPEDESCRIPTION CScientist::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CScientist, m_painTime, FIELD_TIME ), |
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DEFINE_FIELD( CScientist, m_healTime, FIELD_TIME ), |
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DEFINE_FIELD( CScientist, m_fearTime, FIELD_TIME ), |
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}; |
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IMPLEMENT_SAVERESTORE( CScientist, CTalkMonster ) |
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|
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//========================================================= |
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// AI Schedules Specific to this monster |
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//========================================================= |
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Task_t tlFollow[] = |
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{ |
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_CANT_FOLLOW }, // If you fail, bail out of follow |
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{ TASK_MOVE_TO_TARGET_RANGE, 128.0f }, // Move within 128 of target ent (client) |
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//{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE }, |
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}; |
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Schedule_t slFollow[] = |
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{ |
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{ |
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tlFollow, |
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ARRAYSIZE( tlFollow ), |
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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_SOUND_COMBAT | |
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bits_SOUND_DANGER, |
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"Follow" |
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}, |
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}; |
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Task_t tlFollowScared[] = |
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{ |
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_TARGET_CHASE },// If you fail, follow normally |
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{ TASK_MOVE_TO_TARGET_RANGE_SCARED, 128.0f }, // Move within 128 of target ent (client) |
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//{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE_SCARED }, |
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}; |
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Schedule_t slFollowScared[] = |
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{ |
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{ |
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tlFollowScared, |
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ARRAYSIZE( tlFollowScared ), |
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bits_COND_NEW_ENEMY | |
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bits_COND_HEAR_SOUND | |
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bits_COND_LIGHT_DAMAGE | |
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bits_COND_HEAVY_DAMAGE, |
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bits_SOUND_DANGER, |
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"FollowScared" |
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}, |
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}; |
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Task_t tlFaceTargetScared[] = |
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{ |
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{ TASK_FACE_TARGET, 0.0f }, |
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{ TASK_SET_ACTIVITY, (float)ACT_CROUCHIDLE }, |
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{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE_SCARED }, |
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}; |
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Schedule_t slFaceTargetScared[] = |
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{ |
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{ |
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tlFaceTargetScared, |
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ARRAYSIZE( tlFaceTargetScared ), |
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bits_COND_HEAR_SOUND | |
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bits_COND_NEW_ENEMY, |
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bits_SOUND_DANGER, |
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"FaceTargetScared" |
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}, |
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}; |
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Task_t tlStopFollowing[] = |
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{ |
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{ TASK_CANT_FOLLOW, 0.0f }, |
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}; |
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Schedule_t slStopFollowing[] = |
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{ |
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{ |
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tlStopFollowing, |
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ARRAYSIZE( tlStopFollowing ), |
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0, |
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0, |
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"StopFollowing" |
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}, |
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}; |
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Task_t tlHeal[] = |
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{ |
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{ TASK_MOVE_TO_TARGET_RANGE, 50.0f }, // Move within 60 of target ent (client) |
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_TARGET_CHASE }, // If you fail, catch up with that guy! (change this to put syringe away and then chase) |
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{ TASK_FACE_IDEAL, 0.0f }, |
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{ TASK_SAY_HEAL, 0.0f }, |
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{ TASK_PLAY_SEQUENCE_FACE_TARGET, (float)ACT_ARM }, // Whip out the needle |
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{ TASK_HEAL, 0.0f }, // Put it in the player |
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{ TASK_PLAY_SEQUENCE_FACE_TARGET, (float)ACT_DISARM }, // Put away the needle |
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}; |
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Schedule_t slHeal[] = |
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{ |
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{ |
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tlHeal, |
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ARRAYSIZE( tlHeal ), |
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0, // Don't interrupt or he'll end up running around with a needle all the time |
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0, |
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"Heal" |
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}, |
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}; |
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Task_t tlFaceTarget[] = |
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{ |
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{ TASK_STOP_MOVING, 0.0f }, |
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{ TASK_FACE_TARGET, 0.0f }, |
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
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{ TASK_SET_SCHEDULE, (float)SCHED_TARGET_CHASE }, |
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}; |
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Schedule_t slFaceTarget[] = |
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{ |
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{ |
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tlFaceTarget, |
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ARRAYSIZE( tlFaceTarget ), |
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bits_COND_CLIENT_PUSH | |
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bits_COND_NEW_ENEMY | |
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bits_COND_HEAR_SOUND, |
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bits_SOUND_COMBAT | |
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bits_SOUND_DANGER, |
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"FaceTarget" |
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}, |
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}; |
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Task_t tlSciPanic[] = |
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{ |
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{ TASK_STOP_MOVING, 0.0f }, |
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{ TASK_FACE_ENEMY, 0.0f }, |
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{ TASK_SCREAM, 0.0f }, |
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{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_EXCITED }, // This is really fear-stricken excitement |
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{ TASK_SET_ACTIVITY, (float)ACT_IDLE }, |
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}; |
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Schedule_t slSciPanic[] = |
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{ |
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{ |
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tlSciPanic, |
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ARRAYSIZE( tlSciPanic ), |
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0, |
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0, |
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"SciPanic" |
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}, |
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}; |
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Task_t tlIdleSciStand[] = |
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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_WAIT, 2.0f }, // repick IDLESTAND every two seconds. |
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{ TASK_TLK_HEADRESET, (float)0 }, // reset head position |
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}; |
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Schedule_t slIdleSciStand[] = |
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{ |
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{ |
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tlIdleSciStand, |
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ARRAYSIZE( tlIdleSciStand ), |
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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_PROVOKED, |
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bits_SOUND_COMBAT |// sound flags |
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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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"IdleSciStand" |
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|
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}, |
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}; |
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Task_t tlScientistCover[] = |
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{ |
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_PANIC }, // If you fail, just panic! |
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{ TASK_STOP_MOVING, 0.0f }, |
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{ TASK_FIND_COVER_FROM_ENEMY, 0.0f }, |
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{ TASK_RUN_PATH_SCARED, 0.0f }, |
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{ TASK_TURN_LEFT, 179.0f }, |
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{ TASK_SET_SCHEDULE, (float)SCHED_HIDE }, |
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}; |
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Schedule_t slScientistCover[] = |
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{ |
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{ |
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tlScientistCover, |
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ARRAYSIZE( tlScientistCover ), |
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bits_COND_NEW_ENEMY, |
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0, |
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"ScientistCover" |
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}, |
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}; |
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Task_t tlScientistHide[] = |
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{ |
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_PANIC }, // If you fail, just panic! |
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{ TASK_STOP_MOVING, 0.0f }, |
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{ TASK_PLAY_SEQUENCE, (float)ACT_CROUCH }, |
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{ TASK_SET_ACTIVITY, (float)ACT_CROUCHIDLE }, // FIXME: This looks lame |
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{ TASK_WAIT_RANDOM, 10.0f }, |
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}; |
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Schedule_t slScientistHide[] = |
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{ |
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{ |
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tlScientistHide, |
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ARRAYSIZE( tlScientistHide ), |
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bits_COND_NEW_ENEMY | |
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bits_COND_HEAR_SOUND | |
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bits_COND_SEE_ENEMY | |
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bits_COND_SEE_HATE | |
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bits_COND_SEE_FEAR | |
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bits_COND_SEE_DISLIKE, |
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bits_SOUND_DANGER, |
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"ScientistHide" |
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}, |
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}; |
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Task_t tlScientistStartle[] = |
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{ |
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_PANIC }, // If you fail, just panic! |
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{ TASK_RANDOM_SCREAM, 0.3f }, // Scream 30% of the time |
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{ TASK_STOP_MOVING, 0.0f }, |
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{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCH }, |
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{ TASK_RANDOM_SCREAM, 0.1f }, // Scream again 10% of the time |
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{ TASK_PLAY_SEQUENCE_FACE_ENEMY, (float)ACT_CROUCHIDLE }, |
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{ TASK_WAIT_RANDOM, 1.0f }, |
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}; |
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Schedule_t slScientistStartle[] = |
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{ |
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{ |
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tlScientistStartle, |
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ARRAYSIZE( tlScientistStartle ), |
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bits_COND_NEW_ENEMY | |
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bits_COND_SEE_ENEMY | |
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bits_COND_SEE_HATE | |
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bits_COND_SEE_FEAR | |
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bits_COND_SEE_DISLIKE, |
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0, |
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"ScientistStartle" |
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}, |
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}; |
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Task_t tlFear[] = |
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{ |
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{ TASK_STOP_MOVING, 0.0f }, |
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{ TASK_FACE_ENEMY, 0.0f }, |
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{ TASK_SAY_FEAR, 0.0f }, |
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//{ TASK_PLAY_SEQUENCE, (float)ACT_FEAR_DISPLAY }, |
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}; |
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Schedule_t slFear[] = |
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{ |
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{ |
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tlFear, |
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ARRAYSIZE( tlFear ), |
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bits_COND_NEW_ENEMY, |
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0, |
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"Fear" |
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}, |
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}; |
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DEFINE_CUSTOM_SCHEDULES( CScientist ) |
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{ |
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slFollow, |
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slFaceTarget, |
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slIdleSciStand, |
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slFear, |
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slScientistCover, |
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slScientistHide, |
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slScientistStartle, |
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slHeal, |
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slStopFollowing, |
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slSciPanic, |
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slFollowScared, |
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slFaceTargetScared, |
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}; |
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IMPLEMENT_CUSTOM_SCHEDULES( CScientist, CTalkMonster ) |
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void CScientist::DeclineFollowing( void ) |
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{ |
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Talk( 10 ); |
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m_hTalkTarget = m_hEnemy; |
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PlaySentence( "SC_POK", 2, VOL_NORM, ATTN_NORM ); |
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} |
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void CScientist::Scream( void ) |
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{ |
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if( FOkToSpeak() ) |
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{ |
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Talk( 10 ); |
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m_hTalkTarget = m_hEnemy; |
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PlaySentence( "SC_SCREAM", RANDOM_FLOAT( 3.0f, 6.0f ), VOL_NORM, ATTN_NORM ); |
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} |
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} |
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Activity CScientist::GetStoppedActivity( void ) |
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{ |
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if( m_hEnemy != 0 ) |
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return ACT_EXCITED; |
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return CTalkMonster::GetStoppedActivity(); |
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} |
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void CScientist::StartTask( Task_t *pTask ) |
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{ |
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switch( pTask->iTask ) |
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{ |
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case TASK_SAY_HEAL: |
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//if( FOkToSpeak() ) |
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Talk( 2 ); |
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m_hTalkTarget = m_hTargetEnt; |
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PlaySentence( "SC_HEAL", 2, VOL_NORM, ATTN_IDLE ); |
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TaskComplete(); |
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break; |
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case TASK_SCREAM: |
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Scream(); |
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TaskComplete(); |
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break; |
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case TASK_RANDOM_SCREAM: |
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if( RANDOM_FLOAT( 0.0f, 1.0f ) < pTask->flData ) |
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Scream(); |
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TaskComplete(); |
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break; |
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case TASK_SAY_FEAR: |
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if( FOkToSpeak() ) |
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{ |
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Talk( 2 ); |
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m_hTalkTarget = m_hEnemy; |
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|
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//The enemy can be null here. - Solokiller |
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//Discovered while testing the barnacle grapple on headcrabs with scientists in view. |
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if( m_hEnemy != 0 && m_hEnemy->IsPlayer() ) |
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PlaySentence( "SC_PLFEAR", 5, VOL_NORM, ATTN_NORM ); |
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else |
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PlaySentence( "SC_FEAR", 5, VOL_NORM, ATTN_NORM ); |
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} |
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TaskComplete(); |
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break; |
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case TASK_HEAL: |
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m_IdealActivity = ACT_MELEE_ATTACK1; |
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break; |
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case TASK_RUN_PATH_SCARED: |
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m_movementActivity = ACT_RUN_SCARED; |
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break; |
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case TASK_MOVE_TO_TARGET_RANGE_SCARED: |
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{ |
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if( ( m_hTargetEnt->pev->origin - pev->origin ).Length() < 1.0f ) |
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{ |
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TaskComplete(); |
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} |
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else |
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{ |
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m_vecMoveGoal = m_hTargetEnt->pev->origin; |
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if( !MoveToTarget( ACT_WALK_SCARED, 0.5 ) ) |
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TaskFail(); |
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} |
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} |
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break; |
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default: |
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CTalkMonster::StartTask( pTask ); |
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break; |
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} |
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} |
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|
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void CScientist::RunTask( Task_t *pTask ) |
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{ |
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switch( pTask->iTask ) |
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{ |
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case TASK_RUN_PATH_SCARED: |
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if( MovementIsComplete() ) |
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TaskComplete(); |
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if( RANDOM_LONG( 0, 31 ) < 8 ) |
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Scream(); |
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break; |
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case TASK_MOVE_TO_TARGET_RANGE_SCARED: |
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{ |
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if( RANDOM_LONG( 0, 63 ) < 8 ) |
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Scream(); |
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|
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if( m_hEnemy == 0 ) |
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{ |
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TaskFail(); |
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} |
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else |
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{ |
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float distance; |
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|
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distance = ( m_vecMoveGoal - pev->origin ).Length2D(); |
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// Re-evaluate when you think your finished, or the target has moved too far |
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if( ( distance < pTask->flData ) || ( m_vecMoveGoal - m_hTargetEnt->pev->origin ).Length() > pTask->flData * 0.5f ) |
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{ |
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m_vecMoveGoal = m_hTargetEnt->pev->origin; |
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distance = ( m_vecMoveGoal - pev->origin ).Length2D(); |
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FRefreshRoute(); |
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} |
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|
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// Set the appropriate activity based on an overlapping range |
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// overlap the range to prevent oscillation |
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if( distance < pTask->flData ) |
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{ |
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TaskComplete(); |
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RouteClear(); // Stop moving |
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} |
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else if( distance < 190 && m_movementActivity != ACT_WALK_SCARED ) |
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m_movementActivity = ACT_WALK_SCARED; |
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else if( distance >= 270 && m_movementActivity != ACT_RUN_SCARED ) |
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m_movementActivity = ACT_RUN_SCARED; |
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} |
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} |
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break; |
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case TASK_HEAL: |
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if( m_fSequenceFinished ) |
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{ |
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TaskComplete(); |
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} |
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else |
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{ |
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if( TargetDistance() > 90 ) |
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TaskComplete(); |
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pev->ideal_yaw = UTIL_VecToYaw( m_hTargetEnt->pev->origin - pev->origin ); |
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ChangeYaw( pev->yaw_speed ); |
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} |
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break; |
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default: |
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CTalkMonster::RunTask( pTask ); |
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break; |
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} |
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} |
|
|
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//========================================================= |
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// Classify - indicates this monster's place in the |
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// relationship table. |
|
//========================================================= |
|
int CScientist::Classify( void ) |
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{ |
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return CLASS_HUMAN_PASSIVE; |
|
} |
|
|
|
//========================================================= |
|
// SetYawSpeed - allows each sequence to have a different |
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// turn rate associated with it. |
|
//========================================================= |
|
void CScientist::SetYawSpeed( void ) |
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{ |
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int ys; |
|
|
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ys = 90; |
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|
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switch( m_Activity ) |
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{ |
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case ACT_IDLE: |
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ys = 120; |
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break; |
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case ACT_WALK: |
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ys = 180; |
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break; |
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case ACT_RUN: |
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ys = 150; |
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break; |
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case ACT_TURN_LEFT: |
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case ACT_TURN_RIGHT: |
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ys = 120; |
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break; |
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default: |
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break; |
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} |
|
|
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pev->yaw_speed = ys; |
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} |
|
|
|
//========================================================= |
|
// HandleAnimEvent - catches the monster-specific messages |
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// that occur when tagged animation frames are played. |
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//========================================================= |
|
void CScientist::HandleAnimEvent( MonsterEvent_t *pEvent ) |
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{ |
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switch( pEvent->event ) |
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{ |
|
case SCIENTIST_AE_HEAL: // Heal my target (if within range) |
|
Heal(); |
|
break; |
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case SCIENTIST_AE_NEEDLEON: |
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{ |
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int oldBody = pev->body; |
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pev->body = ( oldBody % NUM_SCIENTIST_HEADS ) + NUM_SCIENTIST_HEADS * 1; |
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} |
|
break; |
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case SCIENTIST_AE_NEEDLEOFF: |
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{ |
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int oldBody = pev->body; |
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pev->body = ( oldBody % NUM_SCIENTIST_HEADS ) + NUM_SCIENTIST_HEADS * 0; |
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} |
|
break; |
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default: |
|
CTalkMonster::HandleAnimEvent( pEvent ); |
|
} |
|
} |
|
|
|
//========================================================= |
|
// Spawn |
|
//========================================================= |
|
void CScientist::Spawn( void ) |
|
{ |
|
// We need to set it before precache so the right voice will be chosen |
|
if( pev->body == -1 ) |
|
{ |
|
// -1 chooses a random head |
|
pev->body = RANDOM_LONG( 0, NUM_SCIENTIST_HEADS - 1 );// pick a head, any head |
|
} |
|
|
|
Precache(); |
|
|
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SET_MODEL( ENT( pev ), "models/scientist.mdl" ); |
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UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); |
|
|
|
pev->solid = SOLID_SLIDEBOX; |
|
pev->movetype = MOVETYPE_STEP; |
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m_bloodColor = BLOOD_COLOR_RED; |
|
pev->health = gSkillData.scientistHealth; |
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pev->view_ofs = Vector( 0, 0, 50 );// position of the eyes relative to monster's origin. |
|
m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so scientists will notice player and say hello |
|
m_MonsterState = MONSTERSTATE_NONE; |
|
|
|
//m_flDistTooFar = 256.0; |
|
|
|
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE; |
|
|
|
// White hands |
|
pev->skin = 0; |
|
|
|
// Luther is black, make his hands black |
|
if( pev->body == HEAD_LUTHER ) |
|
pev->skin = 1; |
|
|
|
MonsterInit(); |
|
SetUse( &CTalkMonster::FollowerUse ); |
|
} |
|
|
|
//========================================================= |
|
// Precache - precaches all resources this monster needs |
|
//========================================================= |
|
void CScientist::Precache( void ) |
|
{ |
|
PRECACHE_MODEL( "models/scientist.mdl" ); |
|
PRECACHE_SOUND( "scientist/sci_pain1.wav" ); |
|
PRECACHE_SOUND( "scientist/sci_pain2.wav" ); |
|
PRECACHE_SOUND( "scientist/sci_pain3.wav" ); |
|
PRECACHE_SOUND( "scientist/sci_pain4.wav" ); |
|
PRECACHE_SOUND( "scientist/sci_pain5.wav" ); |
|
|
|
// every new scientist must call this, otherwise |
|
// when a level is loaded, nobody will talk (time is reset to 0) |
|
TalkInit(); |
|
|
|
CTalkMonster::Precache(); |
|
} |
|
|
|
// Init talk data |
|
void CScientist::TalkInit() |
|
{ |
|
CTalkMonster::TalkInit(); |
|
|
|
// scientists speach group names (group names are in sentences.txt) |
|
|
|
m_szGrp[TLK_ANSWER] = "SC_ANSWER"; |
|
m_szGrp[TLK_QUESTION] = "SC_QUESTION"; |
|
m_szGrp[TLK_IDLE] = "SC_IDLE"; |
|
m_szGrp[TLK_STARE] = "SC_STARE"; |
|
m_szGrp[TLK_USE] = "SC_OK"; |
|
m_szGrp[TLK_UNUSE] = "SC_WAIT"; |
|
m_szGrp[TLK_STOP] = "SC_STOP"; |
|
m_szGrp[TLK_NOSHOOT] = "SC_SCARED"; |
|
m_szGrp[TLK_HELLO] = "SC_HELLO"; |
|
|
|
m_szGrp[TLK_PLHURT1] = "!SC_CUREA"; |
|
m_szGrp[TLK_PLHURT2] = "!SC_CUREB"; |
|
m_szGrp[TLK_PLHURT3] = "!SC_CUREC"; |
|
|
|
m_szGrp[TLK_PHELLO] = "SC_PHELLO"; |
|
m_szGrp[TLK_PIDLE] = "SC_PIDLE"; |
|
m_szGrp[TLK_PQUESTION] = "SC_PQUEST"; |
|
m_szGrp[TLK_SMELL] = "SC_SMELL"; |
|
|
|
m_szGrp[TLK_WOUND] = "SC_WOUND"; |
|
m_szGrp[TLK_MORTAL] = "SC_MORTAL"; |
|
|
|
// get voice for head |
|
switch( pev->body % NUM_SCIENTIST_HEADS ) |
|
{ |
|
default: |
|
case HEAD_GLASSES: |
|
m_voicePitch = 105; |
|
break; //glasses |
|
case HEAD_EINSTEIN: |
|
m_voicePitch = 100; |
|
break; //einstein |
|
case HEAD_LUTHER: |
|
m_voicePitch = 95; |
|
break; //luther |
|
case HEAD_SLICK: |
|
m_voicePitch = 100; |
|
break; //slick |
|
} |
|
} |
|
|
|
int CScientist::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) |
|
{ |
|
if( pevInflictor && pevInflictor->flags & FL_CLIENT ) |
|
{ |
|
Remember( bits_MEMORY_PROVOKED ); |
|
StopFollowing( TRUE ); |
|
} |
|
|
|
// make sure friends talk about it if player hurts scientist... |
|
return CTalkMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType ); |
|
} |
|
|
|
//========================================================= |
|
// ISoundMask - returns a bit mask indicating which types |
|
// of sounds this monster regards. In the base class implementation, |
|
// monsters care about all sounds, but no scents. |
|
//========================================================= |
|
int CScientist::ISoundMask( void ) |
|
{ |
|
return bits_SOUND_WORLD | |
|
bits_SOUND_COMBAT | |
|
bits_SOUND_CARCASS | |
|
bits_SOUND_MEAT | |
|
bits_SOUND_GARBAGE | |
|
bits_SOUND_DANGER | |
|
bits_SOUND_PLAYER; |
|
} |
|
|
|
//========================================================= |
|
// PainSound |
|
//========================================================= |
|
void CScientist::PainSound( void ) |
|
{ |
|
if( gpGlobals->time < m_painTime ) |
|
return; |
|
|
|
m_painTime = gpGlobals->time + RANDOM_FLOAT( 0.5f, 0.75f ); |
|
|
|
switch( RANDOM_LONG( 0, 4 ) ) |
|
{ |
|
case 0: |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "scientist/sci_pain1.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); |
|
break; |
|
case 1: |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "scientist/sci_pain2.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); |
|
break; |
|
case 2: |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "scientist/sci_pain3.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); |
|
break; |
|
case 3: |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "scientist/sci_pain4.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); |
|
break; |
|
case 4: |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "scientist/sci_pain5.wav", 1, ATTN_NORM, 0, GetVoicePitch() ); |
|
break; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// DeathSound |
|
//========================================================= |
|
void CScientist::DeathSound( void ) |
|
{ |
|
PainSound(); |
|
} |
|
|
|
void CScientist::Killed( entvars_t *pevAttacker, int iGib ) |
|
{ |
|
SetUse( NULL ); |
|
CTalkMonster::Killed( pevAttacker, iGib ); |
|
} |
|
|
|
void CScientist::SetActivity( Activity newActivity ) |
|
{ |
|
int iSequence; |
|
|
|
iSequence = LookupActivity( newActivity ); |
|
|
|
// Set to the desired anim, or default anim if the desired is not present |
|
if( iSequence == ACTIVITY_NOT_AVAILABLE ) |
|
newActivity = ACT_IDLE; |
|
CTalkMonster::SetActivity( newActivity ); |
|
} |
|
|
|
Schedule_t *CScientist::GetScheduleOfType( int Type ) |
|
{ |
|
Schedule_t *psched; |
|
|
|
switch( Type ) |
|
{ |
|
// Hook these to make a looping schedule |
|
case SCHED_TARGET_FACE: |
|
// call base class default so that scientist will talk |
|
// when 'used' |
|
psched = CTalkMonster::GetScheduleOfType( Type ); |
|
|
|
if( psched == slIdleStand ) |
|
return slFaceTarget; // override this for different target face behavior |
|
else |
|
return psched; |
|
case SCHED_TARGET_CHASE: |
|
return slFollow; |
|
case SCHED_CANT_FOLLOW: |
|
return slStopFollowing; |
|
case SCHED_PANIC: |
|
return slSciPanic; |
|
case SCHED_TARGET_CHASE_SCARED: |
|
return slFollowScared; |
|
case SCHED_TARGET_FACE_SCARED: |
|
return slFaceTargetScared; |
|
case SCHED_IDLE_STAND: |
|
// call base class default so that scientist will talk |
|
// when standing during idle |
|
psched = CTalkMonster::GetScheduleOfType( Type ); |
|
|
|
if( psched == slIdleStand ) |
|
return slIdleSciStand; |
|
else |
|
return psched; |
|
case SCHED_HIDE: |
|
return slScientistHide; |
|
case SCHED_STARTLE: |
|
return slScientistStartle; |
|
case SCHED_FEAR: |
|
return slFear; |
|
} |
|
|
|
return CTalkMonster::GetScheduleOfType( Type ); |
|
} |
|
|
|
Schedule_t *CScientist::GetSchedule( void ) |
|
{ |
|
// so we don't keep calling through the EHANDLE stuff |
|
CBaseEntity *pEnemy = m_hEnemy; |
|
|
|
if( HasConditions( bits_COND_HEAR_SOUND ) ) |
|
{ |
|
CSound *pSound; |
|
pSound = PBestSound(); |
|
|
|
ASSERT( pSound != NULL ); |
|
if( pSound && ( pSound->m_iType & bits_SOUND_DANGER ) ) |
|
return GetScheduleOfType( SCHED_TAKE_COVER_FROM_BEST_SOUND ); |
|
} |
|
|
|
switch( m_MonsterState ) |
|
{ |
|
case MONSTERSTATE_ALERT: |
|
case MONSTERSTATE_IDLE: |
|
if( pEnemy ) |
|
{ |
|
if( HasConditions( bits_COND_SEE_ENEMY ) ) |
|
m_fearTime = gpGlobals->time; |
|
else if( DisregardEnemy( pEnemy ) ) // After 15 seconds of being hidden, return to alert |
|
{ |
|
m_hEnemy = 0; |
|
pEnemy = 0; |
|
} |
|
} |
|
|
|
if( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) ) |
|
{ |
|
// flinch if hurt |
|
return GetScheduleOfType( SCHED_SMALL_FLINCH ); |
|
} |
|
|
|
// Cower when you hear something scary |
|
if( HasConditions( bits_COND_HEAR_SOUND ) ) |
|
{ |
|
CSound *pSound; |
|
pSound = PBestSound(); |
|
|
|
ASSERT( pSound != NULL ); |
|
if( pSound ) |
|
{ |
|
if( pSound->m_iType & ( bits_SOUND_DANGER | bits_SOUND_COMBAT ) ) |
|
{ |
|
if( gpGlobals->time - m_fearTime > 3 ) // Only cower every 3 seconds or so |
|
{ |
|
m_fearTime = gpGlobals->time; // Update last fear |
|
return GetScheduleOfType( SCHED_STARTLE ); // This will just duck for a second |
|
} |
|
} |
|
} |
|
} |
|
|
|
// Behavior for following the player |
|
if( IsFollowing() ) |
|
{ |
|
if( !m_hTargetEnt->IsAlive() ) |
|
{ |
|
// UNDONE: Comment about the recently dead player here? |
|
StopFollowing( FALSE ); |
|
break; |
|
} |
|
|
|
int relationship = R_NO; |
|
|
|
// Nothing scary, just me and the player |
|
if( pEnemy != NULL ) |
|
relationship = IRelationship( pEnemy ); |
|
|
|
// UNDONE: Model fear properly, fix R_FR and add multiple levels of fear |
|
if( relationship != R_DL && relationship != R_HT ) |
|
{ |
|
// If I'm already close enough to my target |
|
if( TargetDistance() <= 128 ) |
|
{ |
|
if( CanHeal() ) // Heal opportunistically |
|
return slHeal; |
|
if( HasConditions( bits_COND_CLIENT_PUSH ) ) // Player wants me to move |
|
return GetScheduleOfType( SCHED_MOVE_AWAY_FOLLOW ); |
|
} |
|
return GetScheduleOfType( SCHED_TARGET_FACE ); // Just face and follow. |
|
} |
|
else // UNDONE: When afraid, scientist won't move out of your way. Keep This? If not, write move away scared |
|
{ |
|
if( HasConditions( bits_COND_NEW_ENEMY ) ) // I just saw something new and scary, react |
|
return GetScheduleOfType( SCHED_FEAR ); // React to something scary |
|
return GetScheduleOfType( SCHED_TARGET_FACE_SCARED ); // face and follow, but I'm scared! |
|
} |
|
} |
|
|
|
if( HasConditions( bits_COND_CLIENT_PUSH ) ) // Player wants me to move |
|
return GetScheduleOfType( SCHED_MOVE_AWAY ); |
|
|
|
// try to say something about smells |
|
TrySmellTalk(); |
|
break; |
|
case MONSTERSTATE_COMBAT: |
|
if( HasConditions( bits_COND_NEW_ENEMY ) ) |
|
return slFear; // Point and scream! |
|
if( HasConditions( bits_COND_SEE_ENEMY ) ) |
|
return slScientistCover; // Take Cover |
|
|
|
if( HasConditions( bits_COND_HEAR_SOUND ) ) |
|
return slTakeCoverFromBestSound; // Cower and panic from the scary sound! |
|
|
|
return slScientistCover; // Run & Cower |
|
break; |
|
default: |
|
break; |
|
} |
|
|
|
return CTalkMonster::GetSchedule(); |
|
} |
|
|
|
MONSTERSTATE CScientist::GetIdealState( void ) |
|
{ |
|
switch( m_MonsterState ) |
|
{ |
|
case MONSTERSTATE_ALERT: |
|
case MONSTERSTATE_IDLE: |
|
if( HasConditions( bits_COND_NEW_ENEMY ) ) |
|
{ |
|
if( IsFollowing() ) |
|
{ |
|
int relationship = IRelationship( m_hEnemy ); |
|
if( relationship != R_FR || ( relationship != R_HT && !HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) ) ) |
|
{ |
|
// Don't go to combat if you're following the player |
|
m_IdealMonsterState = MONSTERSTATE_ALERT; |
|
return m_IdealMonsterState; |
|
} |
|
StopFollowing( TRUE ); |
|
} |
|
} |
|
else if( HasConditions( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) ) |
|
{ |
|
// Stop following if you take damage |
|
if( IsFollowing() ) |
|
StopFollowing( TRUE ); |
|
} |
|
break; |
|
case MONSTERSTATE_COMBAT: |
|
{ |
|
CBaseEntity *pEnemy = m_hEnemy; |
|
if( pEnemy != NULL ) |
|
{ |
|
if( DisregardEnemy( pEnemy ) ) // After 15 seconds of being hidden, return to alert |
|
{ |
|
// Strip enemy when going to alert |
|
m_IdealMonsterState = MONSTERSTATE_ALERT; |
|
m_hEnemy = 0; |
|
return m_IdealMonsterState; |
|
} |
|
|
|
// Follow if only scared a little |
|
if( m_hTargetEnt != 0 ) |
|
{ |
|
m_IdealMonsterState = MONSTERSTATE_ALERT; |
|
return m_IdealMonsterState; |
|
} |
|
|
|
if( HasConditions( bits_COND_SEE_ENEMY ) ) |
|
{ |
|
m_fearTime = gpGlobals->time; |
|
m_IdealMonsterState = MONSTERSTATE_COMBAT; |
|
return m_IdealMonsterState; |
|
} |
|
} |
|
} |
|
break; |
|
default: |
|
break; |
|
} |
|
|
|
return CTalkMonster::GetIdealState(); |
|
} |
|
|
|
BOOL CScientist::CanHeal( void ) |
|
{ |
|
if( ( m_healTime > gpGlobals->time ) || ( m_hTargetEnt == 0 ) || ( m_hTargetEnt->pev->health > ( m_hTargetEnt->pev->max_health * 0.5f ) ) ) |
|
return FALSE; |
|
|
|
return TRUE; |
|
} |
|
|
|
void CScientist::Heal( void ) |
|
{ |
|
if( !CanHeal() ) |
|
return; |
|
|
|
Vector target = m_hTargetEnt->pev->origin - pev->origin; |
|
if( target.Length() > 100.0f ) |
|
return; |
|
|
|
m_hTargetEnt->TakeHealth( gSkillData.scientistHeal, DMG_GENERIC ); |
|
// Don't heal again for 1 minute |
|
m_healTime = gpGlobals->time + 60; |
|
} |
|
|
|
int CScientist::FriendNumber( int arrayNumber ) |
|
{ |
|
static int array[3] = { 1, 2, 0 }; |
|
if( arrayNumber < 3 ) |
|
return array[arrayNumber]; |
|
return arrayNumber; |
|
} |
|
|
|
|
|
//========================================================= |
|
// Dead Scientist PROP |
|
//========================================================= |
|
const char *CDeadScientist::m_szPoses[] = |
|
{ |
|
"lying_on_back", |
|
"lying_on_stomach", |
|
"dead_sitting", |
|
"dead_hang", |
|
"dead_table1", |
|
"dead_table2", |
|
"dead_table3" |
|
}; |
|
|
|
void CDeadScientist::KeyValue( KeyValueData *pkvd ) |
|
{ |
|
if( FStrEq( pkvd->szKeyName, "pose" ) ) |
|
{ |
|
m_iPose = atoi( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else |
|
CBaseMonster::KeyValue( pkvd ); |
|
} |
|
LINK_ENTITY_TO_CLASS( monster_scientist_dead, CDeadScientist ) |
|
|
|
// |
|
// ********** DeadScientist SPAWN ********** |
|
// |
|
void CDeadScientist::Spawn() |
|
{ |
|
PRECACHE_MODEL( "models/scientist.mdl" ); |
|
SET_MODEL( ENT( pev ), "models/scientist.mdl" ); |
|
|
|
pev->effects = 0; |
|
pev->sequence = 0; |
|
|
|
// Corpses have less health |
|
pev->health = 8;//gSkillData.scientistHealth; |
|
|
|
m_bloodColor = BLOOD_COLOR_RED; |
|
|
|
if( pev->body == -1 ) |
|
{ |
|
// -1 chooses a random head |
|
pev->body = RANDOM_LONG( 0, NUM_SCIENTIST_HEADS - 1 );// pick a head, any head |
|
} |
|
|
|
// Luther is black, make his hands black |
|
if( pev->body == HEAD_LUTHER ) |
|
pev->skin = 1; |
|
else |
|
pev->skin = 0; |
|
|
|
pev->sequence = LookupSequence( m_szPoses[m_iPose] ); |
|
if( pev->sequence == -1 ) |
|
{ |
|
ALERT ( at_console, "Dead scientist with bad pose\n" ); |
|
} |
|
|
|
// pev->skin += 2; // use bloody skin -- UNDONE: Turn this back on when we have a bloody skin again! |
|
MonsterInitDead(); |
|
} |
|
|
|
//========================================================= |
|
// Sitting Scientist PROP |
|
//========================================================= |
|
LINK_ENTITY_TO_CLASS( monster_sitting_scientist, CSittingScientist ) |
|
|
|
TYPEDESCRIPTION CSittingScientist::m_SaveData[] = |
|
{ |
|
// Don't need to save/restore m_baseSequence (recalced) |
|
DEFINE_FIELD( CSittingScientist, m_headTurn, FIELD_INTEGER ), |
|
DEFINE_FIELD( CSittingScientist, m_flResponseDelay, FIELD_FLOAT ), |
|
}; |
|
|
|
IMPLEMENT_SAVERESTORE( CSittingScientist, CScientist ) |
|
|
|
// animation sequence aliases |
|
typedef enum |
|
{ |
|
SITTING_ANIM_sitlookleft, |
|
SITTING_ANIM_sitlookright, |
|
SITTING_ANIM_sitscared, |
|
SITTING_ANIM_sitting2, |
|
SITTING_ANIM_sitting3 |
|
} SITTING_ANIM; |
|
|
|
// |
|
// ********** Scientist SPAWN ********** |
|
// |
|
void CSittingScientist::Spawn() |
|
{ |
|
PRECACHE_MODEL( "models/scientist.mdl" ); |
|
SET_MODEL( ENT( pev ), "models/scientist.mdl" ); |
|
Precache(); |
|
InitBoneControllers(); |
|
|
|
UTIL_SetSize( pev, Vector( -14, -14, 0 ), Vector( 14, 14, 36 ) ); |
|
|
|
pev->solid = SOLID_SLIDEBOX; |
|
pev->movetype = MOVETYPE_STEP; |
|
pev->effects = 0; |
|
pev->health = 50; |
|
|
|
m_bloodColor = BLOOD_COLOR_RED; |
|
m_flFieldOfView = VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result ) |
|
|
|
m_afCapability= bits_CAP_HEAR | bits_CAP_TURN_HEAD; |
|
|
|
SetBits( pev->spawnflags, SF_MONSTER_PREDISASTER ); // predisaster only! |
|
|
|
if( pev->body == -1 ) |
|
{ |
|
// -1 chooses a random head |
|
pev->body = RANDOM_LONG( 0, NUM_SCIENTIST_HEADS - 1 );// pick a head, any head |
|
} |
|
|
|
// Luther is black, make his hands black |
|
if( pev->body == HEAD_LUTHER ) |
|
pev->skin = 1; |
|
|
|
m_baseSequence = LookupSequence( "sitlookleft" ); |
|
pev->sequence = m_baseSequence + RANDOM_LONG( 0, 4 ); |
|
ResetSequenceInfo(); |
|
|
|
SetThink( &CSittingScientist::SittingThink ); |
|
pev->nextthink = gpGlobals->time + 0.1f; |
|
|
|
DROP_TO_FLOOR( ENT( pev ) ); |
|
} |
|
|
|
void CSittingScientist::Precache( void ) |
|
{ |
|
m_baseSequence = LookupSequence( "sitlookleft" ); |
|
TalkInit(); |
|
} |
|
|
|
//========================================================= |
|
// ID as a passive human |
|
//========================================================= |
|
int CSittingScientist::Classify( void ) |
|
{ |
|
return CLASS_HUMAN_PASSIVE; |
|
} |
|
|
|
int CSittingScientist::FriendNumber( int arrayNumber ) |
|
{ |
|
static int array[3] = { 2, 1, 0 }; |
|
if( arrayNumber < 3 ) |
|
return array[arrayNumber]; |
|
return arrayNumber; |
|
} |
|
|
|
//========================================================= |
|
// sit, do stuff |
|
//========================================================= |
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void CSittingScientist::SittingThink( void ) |
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{ |
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CBaseEntity *pent; |
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StudioFrameAdvance(); |
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// try to greet player |
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if( FIdleHello() ) |
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{ |
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pent = FindNearestFriend( TRUE ); |
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if( pent ) |
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{ |
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float yaw = VecToYaw( pent->pev->origin - pev->origin ) - pev->angles.y; |
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if( yaw > 180 ) |
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yaw -= 360; |
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if( yaw < -180 ) |
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yaw += 360; |
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if( yaw > 0 ) |
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pev->sequence = m_baseSequence + SITTING_ANIM_sitlookleft; |
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else |
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pev->sequence = m_baseSequence + SITTING_ANIM_sitlookright; |
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ResetSequenceInfo(); |
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pev->frame = 0; |
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SetBoneController( 0, 0 ); |
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} |
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} |
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else if( m_fSequenceFinished ) |
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{ |
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int i = RANDOM_LONG( 0, 99 ); |
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m_headTurn = 0; |
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if( m_flResponseDelay && gpGlobals->time > m_flResponseDelay ) |
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{ |
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// respond to question |
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IdleRespond(); |
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pev->sequence = m_baseSequence + SITTING_ANIM_sitscared; |
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m_flResponseDelay = 0; |
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} |
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else if( i < 30 ) |
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{ |
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pev->sequence = m_baseSequence + SITTING_ANIM_sitting3; |
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// turn towards player or nearest friend and speak |
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if( !FBitSet( m_bitsSaid, bit_saidHelloPlayer ) ) |
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pent = FindNearestFriend( TRUE ); |
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else |
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pent = FindNearestFriend( FALSE ); |
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if( !FIdleSpeak() || !pent ) |
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{ |
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m_headTurn = RANDOM_LONG( 0, 8 ) * 10 - 40; |
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pev->sequence = m_baseSequence + SITTING_ANIM_sitting3; |
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} |
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else |
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{ |
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// only turn head if we spoke |
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float yaw = VecToYaw( pent->pev->origin - pev->origin ) - pev->angles.y; |
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if( yaw > 180 ) |
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yaw -= 360; |
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if( yaw < -180 ) |
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yaw += 360; |
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if( yaw > 0 ) |
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pev->sequence = m_baseSequence + SITTING_ANIM_sitlookleft; |
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else |
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pev->sequence = m_baseSequence + SITTING_ANIM_sitlookright; |
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//ALERT( at_console, "sitting speak\n" ); |
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} |
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} |
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else if( i < 60 ) |
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{ |
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pev->sequence = m_baseSequence + SITTING_ANIM_sitting3; |
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m_headTurn = RANDOM_LONG( 0, 8 ) * 10 - 40; |
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if( RANDOM_LONG( 0, 99 ) < 5 ) |
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{ |
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//ALERT( at_console, "sitting speak2\n" ); |
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FIdleSpeak(); |
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} |
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} |
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else if( i < 80 ) |
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{ |
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pev->sequence = m_baseSequence + SITTING_ANIM_sitting2; |
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} |
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else if( i < 100 ) |
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{ |
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pev->sequence = m_baseSequence + SITTING_ANIM_sitscared; |
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} |
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ResetSequenceInfo( ); |
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pev->frame = 0; |
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SetBoneController( 0, m_headTurn ); |
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} |
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pev->nextthink = gpGlobals->time + 0.1f; |
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} |
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// prepare sitting scientist to answer a question |
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void CSittingScientist::SetAnswerQuestion( CTalkMonster *pSpeaker ) |
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{ |
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m_flResponseDelay = gpGlobals->time + RANDOM_FLOAT( 3.0f, 4.0f ); |
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m_hTalkTarget = (CBaseMonster *)pSpeaker; |
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} |
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//========================================================= |
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// FIdleSpeak |
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// ask question of nearby friend, or make statement |
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//========================================================= |
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int CSittingScientist::FIdleSpeak( void ) |
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{ |
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// try to start a conversation, or make statement |
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int pitch; |
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if( !FOkToSpeak() ) |
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return FALSE; |
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// set global min delay for next conversation |
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CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT( 4.8, 5.2 ); |
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pitch = GetVoicePitch(); |
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// if there is a friend nearby to speak to, play sentence, set friend's response time, return |
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// try to talk to any standing or sitting scientists nearby |
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CBaseEntity *pentFriend = FindNearestFriend( FALSE ); |
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if( pentFriend && RANDOM_LONG( 0, 1 ) ) |
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{ |
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CTalkMonster *pTalkMonster = GetClassPtr( (CTalkMonster *)pentFriend->pev ); |
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pTalkMonster->SetAnswerQuestion( this ); |
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IdleHeadTurn( pentFriend->pev->origin ); |
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SENTENCEG_PlayRndSz( ENT( pev ), m_szGrp[TLK_PQUESTION], 1.0, ATTN_IDLE, 0, pitch ); |
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// set global min delay for next conversation |
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CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT( 4.8, 5.2 ); |
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return TRUE; |
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} |
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// otherwise, play an idle statement |
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if( RANDOM_LONG( 0, 1 ) ) |
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{ |
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SENTENCEG_PlayRndSz( ENT( pev ), m_szGrp[TLK_PIDLE], 1.0, ATTN_IDLE, 0, pitch ); |
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// set global min delay for next conversation |
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CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT( 4.8, 5.2 ); |
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return TRUE; |
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} |
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// never spoke |
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CTalkMonster::g_talkWaitTime = 0; |
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return FALSE; |
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}
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