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1412 lines
35 KiB
1412 lines
35 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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#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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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, (float)0.5 },// Wait until sure it's me they are talking to |
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{ TASK_TLK_EYECONTACT, (float)0 },// Wait until speaker is done |
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{ TASK_TLK_RESPOND, (float)0 },// Wait and then say my response |
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{ TASK_TLK_IDEALYAW, (float)0 },// look at who I'm talking to |
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{ TASK_FACE_IDEAL, (float)0 }, |
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{ TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 }, |
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{ TASK_TLK_EYECONTACT, (float)0 },// 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, (float)0 },// question or remark |
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{ TASK_TLK_IDEALYAW, (float)0 },// look at who I'm talking to |
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{ TASK_FACE_IDEAL, (float)0 }, |
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{ TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 }, |
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{ TASK_TLK_EYECONTACT, (float)0 }, |
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{ TASK_WAIT_RANDOM, (float)0.5 }, |
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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, (float)0 },// question or remark |
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{ TASK_TLK_EYECONTACT, (float)0 },// |
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{ TASK_WAIT, (float)2 },// 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, (float)0 },// Try to say hello to player |
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{ TASK_TLK_EYECONTACT, (float)0 }, |
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{ TASK_WAIT, (float)0.5 },// wait a bit |
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{ TASK_TLK_HELLO, (float)0 },// Try to say hello to player |
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{ TASK_TLK_EYECONTACT, (float)0 }, |
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{ TASK_WAIT, (float)0.5 },// wait a bit |
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{ TASK_TLK_HELLO, (float)0 },// Try to say hello to player |
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{ TASK_TLK_EYECONTACT, (float)0 }, |
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{ TASK_WAIT, (float)0.5 },// wait a bit |
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{ TASK_TLK_HELLO, (float)0 },// Try to say hello to player |
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{ TASK_TLK_EYECONTACT, (float)0 }, |
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{ TASK_WAIT, (float)0.5 },// 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, (float)0 },// tell player to stop shooting friend |
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// { TASK_TLK_EYECONTACT, (float)0 },// 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, (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_FACE_PLAYER, (float)0.5 }, |
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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, (float)0 }, |
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{ TASK_FACE_PLAYER, (float)0.5 }, |
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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, (float)6 }, |
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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, (float)6 }, |
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{ TASK_TLK_STARE, (float)0 }, |
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{ TASK_TLK_IDEALYAW, (float)0 },// look at who I'm talking to |
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{ TASK_FACE_IDEAL, (float)0 }, |
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{ TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 }, |
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{ TASK_TLK_EYECONTACT, (float)0 }, |
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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, (float)0 },// look at who I'm talking to |
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{ TASK_FACE_IDEAL, (float)0 }, |
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{ TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 }, |
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{ TASK_TLK_EYECONTACT, (float)0 },// 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 ) |
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{ |
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switch ( pTask->iTask ) |
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{ |
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case TASK_TLK_SPEAK: |
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// ask question or make statement |
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FIdleSpeak(); |
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TaskComplete(); |
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break; |
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case TASK_TLK_RESPOND: |
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// respond to question |
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IdleRespond(); |
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TaskComplete(); |
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break; |
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case TASK_TLK_HELLO: |
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// greet player |
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FIdleHello(); |
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TaskComplete(); |
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break; |
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case TASK_TLK_STARE: |
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// let the player know I know he's staring at me. |
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FIdleStare(); |
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TaskComplete(); |
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break; |
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case TASK_FACE_PLAYER: |
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case TASK_TLK_LOOK_AT_CLIENT: |
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case TASK_TLK_CLIENT_STARE: |
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// track head to the client for a while. |
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m_flWaitFinished = gpGlobals->time + pTask->flData; |
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break; |
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case TASK_TLK_EYECONTACT: |
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break; |
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case TASK_TLK_IDEALYAW: |
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if (m_hTalkTarget != NULL) |
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{ |
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pev->yaw_speed = 60; |
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float yaw = VecToYaw(m_hTalkTarget->pev->origin - pev->origin) - pev->angles.y; |
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|
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if (yaw > 180) yaw -= 360; |
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if (yaw < -180) yaw += 360; |
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if (yaw < 0) |
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{ |
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pev->ideal_yaw = min( yaw + 45, 0 ) + pev->angles.y; |
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} |
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else |
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{ |
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pev->ideal_yaw = max( yaw - 45, 0 ) + pev->angles.y; |
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} |
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} |
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TaskComplete(); |
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break; |
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case TASK_TLK_HEADRESET: |
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// reset head position after looking at something |
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m_hTalkTarget = NULL; |
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TaskComplete(); |
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break; |
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case TASK_TLK_STOPSHOOTING: |
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// tell player to stop shooting |
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PlaySentence( m_szGrp[TLK_NOSHOOT], RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_NORM ); |
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TaskComplete(); |
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break; |
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case TASK_CANT_FOLLOW: |
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StopFollowing( FALSE ); |
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PlaySentence( m_szGrp[TLK_STOP], RANDOM_FLOAT(2, 2.5), VOL_NORM, ATTN_NORM ); |
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TaskComplete(); |
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break; |
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case TASK_WALK_PATH_FOR_UNITS: |
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m_movementActivity = ACT_WALK; |
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break; |
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case TASK_MOVE_AWAY_PATH: |
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{ |
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Vector dir = pev->angles; |
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dir.y = pev->ideal_yaw + 180; |
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Vector move; |
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|
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UTIL_MakeVectorsPrivate( dir, move, NULL, NULL ); |
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dir = pev->origin + move * pTask->flData; |
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if ( MoveToLocation( ACT_WALK, 2, dir ) ) |
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{ |
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TaskComplete(); |
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} |
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else if ( FindCover( pev->origin, pev->view_ofs, 0, CoverRadius() ) ) |
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{ |
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// then try for plain ole cover |
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m_flMoveWaitFinished = gpGlobals->time + 2; |
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TaskComplete(); |
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} |
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else |
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{ |
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// nowhere to go? |
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TaskFail(); |
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} |
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} |
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break; |
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case TASK_PLAY_SCRIPT: |
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m_hTalkTarget = NULL; |
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CBaseMonster::StartTask( pTask ); |
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break; |
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default: |
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CBaseMonster::StartTask( pTask ); |
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} |
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} |
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void CTalkMonster :: 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_TLK_CLIENT_STARE: |
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case TASK_TLK_LOOK_AT_CLIENT: |
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edict_t *pPlayer; |
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|
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// track head to the client for a while. |
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if ( m_MonsterState == MONSTERSTATE_IDLE && |
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!IsMoving() && |
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!IsTalking() ) |
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{ |
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// Get edict for one player |
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pPlayer = g_engfuncs.pfnPEntityOfEntIndex( 1 ); |
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|
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if ( pPlayer ) |
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{ |
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IdleHeadTurn( pPlayer->v.origin ); |
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} |
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} |
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else |
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{ |
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// started moving or talking |
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TaskFail(); |
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return; |
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} |
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|
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if ( pTask->iTask == TASK_TLK_CLIENT_STARE ) |
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{ |
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// fail out if the player looks away or moves away. |
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if ( ( pPlayer->v.origin - pev->origin ).Length2D() > TLK_STARE_DIST ) |
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{ |
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// player moved away. |
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TaskFail(); |
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} |
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|
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UTIL_MakeVectors( pPlayer->v.angles ); |
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if ( UTIL_DotPoints( pPlayer->v.origin, pev->origin, gpGlobals->v_forward ) < m_flFieldOfView ) |
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{ |
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// player looked away |
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TaskFail(); |
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} |
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} |
|
|
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if ( gpGlobals->time > m_flWaitFinished ) |
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{ |
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TaskComplete(); |
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} |
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break; |
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case TASK_FACE_PLAYER: |
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{ |
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// Get edict for one player |
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edict_t *pPlayer = g_engfuncs.pfnPEntityOfEntIndex( 1 ); |
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|
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if ( pPlayer ) |
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{ |
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MakeIdealYaw ( pPlayer->v.origin ); |
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ChangeYaw ( pev->yaw_speed ); |
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IdleHeadTurn( pPlayer->v.origin ); |
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if ( gpGlobals->time > m_flWaitFinished && FlYawDiff() < 10 ) |
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{ |
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TaskComplete(); |
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} |
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} |
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else |
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{ |
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TaskFail(); |
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} |
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} |
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break; |
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case TASK_TLK_EYECONTACT: |
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if (!IsMoving() && IsTalking() && m_hTalkTarget != NULL) |
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{ |
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// ALERT( at_console, "waiting %f\n", m_flStopTalkTime - gpGlobals->time ); |
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IdleHeadTurn( m_hTalkTarget->pev->origin ); |
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} |
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else |
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{ |
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TaskComplete(); |
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} |
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break; |
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case TASK_WALK_PATH_FOR_UNITS: |
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{ |
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float distance; |
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|
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distance = (m_vecLastPosition - pev->origin).Length2D(); |
|
|
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// Walk path until far enough away |
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if ( distance > pTask->flData || MovementIsComplete() ) |
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{ |
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TaskComplete(); |
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RouteClear(); // Stop moving |
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} |
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} |
|
break; |
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case TASK_WAIT_FOR_MOVEMENT: |
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if (IsTalking() && m_hTalkTarget != NULL) |
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{ |
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// ALERT(at_console, "walking, talking\n"); |
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IdleHeadTurn( m_hTalkTarget->pev->origin ); |
|
} |
|
else |
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{ |
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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 != NULL) |
|
{ |
|
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 = NULL; |
|
// Don't finish that sentence |
|
StopTalking(); |
|
SetUse( NULL ); |
|
CBaseMonster::Killed( pevAttacker, iGib ); |
|
} |
|
|
|
CBaseEntity *CTalkMonster::EnumFriends( CBaseEntity *pPrevious, int listNumber, BOOL bTrace ) |
|
{ |
|
CBaseEntity *pFriend = pPrevious; |
|
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 = 1.0; |
|
|
|
if (tr.flFraction == 1.0) |
|
{ |
|
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 == NULL || !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(2.8, 3.4), 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; |
|
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 == 1.0) |
|
{ |
|
// 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 ) |
|
{ |
|
SetConditions( bits_COND_CLIENT_PUSH ); |
|
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(2.8, 3.2), 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 != NULL && 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, 3.5), VOL_NORM, ATTN_IDLE ); |
|
else |
|
PlaySentence( m_szGrp[TLK_HELLO], RANDOM_FLOAT(3, 3.5), 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(4.8, 5.2); |
|
} |
|
else |
|
{ |
|
szIdleGroup = m_szGrp[TLK_IDLE]; |
|
szQuestionGroup = m_szGrp[TLK_QUESTION]; |
|
// set global min delay for next conversation |
|
duration = RANDOM_FLOAT(2.8, 3.2); |
|
} |
|
|
|
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 + 2.0; |
|
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 ) |
|
{ |
|
if ( flDuration <= 0 ) |
|
{ |
|
// no duration :( |
|
m_flStopTalkTime = gpGlobals->time + 3; |
|
} |
|
else |
|
{ |
|
m_flStopTalkTime = gpGlobals->time + flDuration; |
|
} |
|
} |
|
|
|
// Prepare this talking monster to answer question |
|
void CTalkMonster :: SetAnswerQuestion( CTalkMonster *pSpeaker ) |
|
{ |
|
if ( !m_pCine ) |
|
ChangeSchedule( slIdleResponse ); |
|
m_hTalkTarget = (CBaseMonster *)pSpeaker; |
|
} |
|
|
|
int CTalkMonster :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) |
|
{ |
|
if ( IsAlive() ) |
|
{ |
|
// if player damaged this entity, have other friends talk about it |
|
if (pevAttacker && m_MonsterState != MONSTERSTATE_PRONE && FBitSet(pevAttacker->flags, FL_CLIENT)) |
|
{ |
|
CBaseEntity *pFriend = FindNearestFriend(FALSE); |
|
|
|
if (pFriend && pFriend->IsAlive()) |
|
{ |
|
// only if not dead or dying! |
|
CTalkMonster *pTalkMonster = (CTalkMonster *)pFriend; |
|
pTalkMonster->ChangeSchedule( slIdleStopShooting ); |
|
} |
|
} |
|
} |
|
return CBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); |
|
} |
|
|
|
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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|
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// sustained light wounds? |
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if (!FBitSet(m_bitsSaid, bit_saidWoundLight) && (pev->health <= (pev->max_health * 0.75))) |
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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(2.8, 3.2); |
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PlaySentence( m_szGrp[TLK_WOUND], RANDOM_FLOAT(2.8, 3.2), 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 * 0.5))) |
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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(2.8, 3.2); |
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PlaySentence( m_szGrp[TLK_MORTAL], RANDOM_FLOAT(2.8, 3.2), 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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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// try to smell something |
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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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} |
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|
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// smelled something? |
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if (!FBitSet(m_bitsSaid, bit_saidSmelled) && HasConditions ( bits_COND_SMELL )) |
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{ |
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PlaySentence( m_szGrp[TLK_SMELL], RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE ); |
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m_flLastSaidSmelled = gpGlobals->time + 60;// don't talk about the stinky for a while. |
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SetBits(m_bitsSaid, bit_saidSmelled); |
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} |
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} |
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|
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int CTalkMonster::IRelationship( CBaseEntity *pTarget ) |
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{ |
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if ( pTarget->IsPlayer() ) |
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if ( m_afMemory & bits_MEMORY_PROVOKED ) |
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return R_HT; |
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return CBaseMonster::IRelationship( pTarget ); |
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} |
|
|
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void CTalkMonster::StopFollowing( BOOL clearSchedule ) |
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{ |
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if ( IsFollowing() ) |
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{ |
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if ( !(m_afMemory & bits_MEMORY_PROVOKED) ) |
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{ |
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PlaySentence( m_szGrp[TLK_UNUSE], RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE ); |
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m_hTalkTarget = m_hTargetEnt; |
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} |
|
|
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if ( m_movementGoal == MOVEGOAL_TARGETENT ) |
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RouteClear(); // Stop him from walking toward the player |
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m_hTargetEnt = NULL; |
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if ( clearSchedule ) |
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ClearSchedule(); |
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if ( m_hEnemy != NULL ) |
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m_IdealMonsterState = MONSTERSTATE_COMBAT; |
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} |
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} |
|
|
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void CTalkMonster::StartFollowing( CBaseEntity *pLeader ) |
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{ |
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if ( m_pCine ) |
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m_pCine->CancelScript(); |
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|
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if ( m_hEnemy != NULL ) |
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m_IdealMonsterState = MONSTERSTATE_ALERT; |
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|
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m_hTargetEnt = pLeader; |
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PlaySentence( m_szGrp[TLK_USE], RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE ); |
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m_hTalkTarget = m_hTargetEnt; |
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ClearConditions( bits_COND_CLIENT_PUSH ); |
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ClearSchedule(); |
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} |
|
|
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BOOL CTalkMonster::CanFollow( void ) |
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{ |
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if ( m_MonsterState == MONSTERSTATE_SCRIPT ) |
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{ |
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if ( !m_pCine->CanInterrupt() ) |
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return FALSE; |
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} |
|
|
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if ( !IsAlive() ) |
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return FALSE; |
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|
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return !IsFollowing(); |
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} |
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|
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void CTalkMonster :: FollowerUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
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{ |
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// Don't allow use during a scripted_sentence |
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if ( m_useTime > gpGlobals->time ) |
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return; |
|
|
|
if ( pCaller != NULL && pCaller->IsPlayer() ) |
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{ |
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// Pre-disaster followers can't be used |
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if ( pev->spawnflags & SF_MONSTER_PREDISASTER ) |
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{ |
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DeclineFollowing(); |
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} |
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else if ( CanFollow() ) |
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{ |
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LimitFollowers( pCaller , 1 ); |
|
|
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if ( m_afMemory & bits_MEMORY_PROVOKED ) |
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ALERT( at_console, "I'm not following you, you evil person!\n" ); |
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else |
|
{ |
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StartFollowing( pCaller ); |
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SetBits(m_bitsSaid, bit_saidHelloPlayer); // Don't say hi after you've started following |
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} |
|
} |
|
else |
|
{ |
|
StopFollowing( TRUE ); |
|
} |
|
} |
|
} |
|
|
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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 ); |
|
}
|
|
|