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1246 lines
34 KiB
1246 lines
34 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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===== scripted.cpp ======================================================== |
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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 "player.h" |
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#if !defined(ANIMATION_H) |
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#include "animation.h" |
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#endif |
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#if !defined(SAVERESTORE_H) |
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#include "saverestore.h" |
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#endif |
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#include "schedule.h" |
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#include "scripted.h" |
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#include "defaultai.h" |
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#include "movewith.h" |
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/* |
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classname "scripted_sequence" |
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targetname "me" - there can be more than one with the same name, and they act in concert |
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target "the_entity_I_want_to_start_playing" or "class entity_classname" will pick the closest inactive scientist |
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play "name_of_sequence" |
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idle "name of idle sequence to play before starting" |
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donetrigger "whatever" - can be any other triggerable entity such as another sequence, train, door, or a special case like "die" or "remove" |
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moveto - if set the monster first moves to this nodes position |
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range # - only search this far to find the target |
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spawnflags - (stop if blocked, stop if player seen) |
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*/ |
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// |
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// Cache user-entity-field values until spawn is called. |
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// |
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void CCineMonster::KeyValue( KeyValueData *pkvd ) |
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{ |
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if( FStrEq( pkvd->szKeyName, "m_iszIdle" ) ) |
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{ |
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m_iszIdle = ALLOC_STRING( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "m_iszPlay" ) ) |
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{ |
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m_iszPlay = ALLOC_STRING( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "m_iszEntity" ) ) |
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{ |
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m_iszEntity = ALLOC_STRING( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if (FStrEq(pkvd->szKeyName, "m_iszAttack")) |
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{ |
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m_iszAttack = ALLOC_STRING( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if (FStrEq(pkvd->szKeyName, "m_iszMoveTarget")) |
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{ |
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m_iszMoveTarget = ALLOC_STRING( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if (FStrEq(pkvd->szKeyName, "m_iszFireOnBegin")) |
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{ |
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m_iszFireOnBegin = ALLOC_STRING( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "m_fMoveTo" ) ) |
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{ |
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m_fMoveTo = atoi( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if (FStrEq(pkvd->szKeyName, "m_fTurnType")) |
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{ |
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m_fTurnType = atoi( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if (FStrEq(pkvd->szKeyName, "m_fAction")) |
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{ |
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m_fAction = atoi( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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// LRC else if (FStrEq(pkvd->szKeyName, "m_flRepeat")) |
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// { |
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// m_flRepeat = atof( pkvd->szValue ); |
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// pkvd->fHandled = TRUE; |
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// } |
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else if( FStrEq( pkvd->szKeyName, "m_flRadius" ) ) |
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{ |
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m_flRadius = atof( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if (FStrEq(pkvd->szKeyName, "m_iRepeats")) |
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{ |
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m_iRepeats = atoi( pkvd->szValue ); |
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m_iRepeatsLeft = m_iRepeats; |
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pkvd->fHandled = TRUE; |
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} |
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else if (FStrEq(pkvd->szKeyName, "m_fRepeatFrame")) |
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{ |
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m_fRepeatFrame = atof( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "m_iFinishSchedule" ) ) |
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{ |
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m_iFinishSchedule = atoi( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if (FStrEq(pkvd->szKeyName, "m_iPriority")) |
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{ |
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m_iPriority = atoi( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else |
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{ |
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CBaseMonster::KeyValue( pkvd ); |
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} |
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} |
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TYPEDESCRIPTION CCineMonster::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CCineMonster, m_iState, FIELD_INTEGER ), //LRC |
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DEFINE_FIELD( CCineMonster, m_iszIdle, FIELD_STRING ), |
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DEFINE_FIELD( CCineMonster, m_iszPlay, FIELD_STRING ), |
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DEFINE_FIELD( CCineMonster, m_iszEntity, FIELD_STRING ), |
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DEFINE_FIELD( CCineMonster, m_iszAttack, FIELD_STRING ), //LRC |
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DEFINE_FIELD( CCineMonster, m_iszMoveTarget, FIELD_STRING ), //LRC |
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DEFINE_FIELD( CCineMonster, m_iszFireOnBegin, FIELD_STRING ), |
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DEFINE_FIELD( CCineMonster, m_fMoveTo, FIELD_INTEGER ), |
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DEFINE_FIELD( CCineMonster, m_fTurnType, FIELD_INTEGER ), |
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DEFINE_FIELD( CCineMonster, m_fAction, FIELD_INTEGER ), |
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//LRC- this is unused DEFINE_FIELD( CCineMonster, m_flRepeat, FIELD_FLOAT ), |
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DEFINE_FIELD( CCineMonster, m_flRadius, FIELD_FLOAT ), |
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DEFINE_FIELD( CCineMonster, m_iDelay, FIELD_INTEGER ), |
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DEFINE_FIELD( CCineMonster, m_startTime, FIELD_TIME ), |
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DEFINE_FIELD( CCineMonster, m_saved_movetype, FIELD_INTEGER ), |
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DEFINE_FIELD( CCineMonster, m_saved_solid, FIELD_INTEGER ), |
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DEFINE_FIELD( CCineMonster, m_saved_effects, FIELD_INTEGER ), |
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DEFINE_FIELD( CCineMonster, m_iFinishSchedule, FIELD_INTEGER ), |
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DEFINE_FIELD( CCineMonster, m_interruptable, FIELD_BOOLEAN ), |
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//LRC |
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DEFINE_FIELD( CCineMonster, m_iRepeats, FIELD_INTEGER ), |
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DEFINE_FIELD( CCineMonster, m_iRepeatsLeft, FIELD_INTEGER ), |
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DEFINE_FIELD( CCineMonster, m_fRepeatFrame, FIELD_FLOAT ), |
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DEFINE_FIELD( CCineMonster, m_iPriority, FIELD_INTEGER ), |
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}; |
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IMPLEMENT_SAVERESTORE( CCineMonster, CBaseMonster ) |
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LINK_ENTITY_TO_CLASS( scripted_sequence, CCineMonster ) |
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LINK_ENTITY_TO_CLASS( scripted_action, CCineMonster ) //LRC |
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LINK_ENTITY_TO_CLASS( aiscripted_sequence, CCineMonster ) //LRC - aiscripted sequences don't need to be seperate |
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void CCineMonster::Spawn( void ) |
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{ |
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// pev->solid = SOLID_TRIGGER; |
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// UTIL_SetSize( pev, Vector( -8, -8, -8 ), Vector( 8, 8, 8 ) ); |
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pev->solid = SOLID_NOT; |
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m_iState = STATE_OFF; //LRC |
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if( FStringNull(m_iszIdle) && FStringNull(pev->targetname) ) // if no targetname, start now |
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{ |
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SetThink( &CCineMonster::CineThink ); |
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SetNextThink( 1.0f ); |
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} |
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else if( m_iszIdle ) |
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{ |
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SetThink( &CCineMonster::InitIdleThink ); |
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SetNextThink( 1.0f ); |
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} |
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if( pev->spawnflags & SF_SCRIPT_NOINTERRUPT ) |
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m_interruptable = FALSE; |
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else |
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m_interruptable = TRUE; |
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//LRC - the only difference between AI and normal sequences |
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if( FClassnameIs(pev, "aiscripted_sequence") || pev->spawnflags & SF_SCRIPT_OVERRIDESTATE ) |
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{ |
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m_iPriority |= SS_INTERRUPT_ANYSTATE; |
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} |
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} |
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// |
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// CineStart |
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// |
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void CCineMonster::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
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{ |
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// do I already know who I should use |
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CBaseEntity *pEntity = m_hTargetEnt; |
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CBaseMonster *pTarget = NULL; |
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if( pEntity ) |
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pTarget = pEntity->MyMonsterPointer(); |
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if( pTarget ) |
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{ |
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// am I already playing the script? |
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if( pTarget->m_scriptState == SCRIPT_PLAYING ) |
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return; |
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m_startTime = gpGlobals->time + 0.05f; //why the delay? -- LRC |
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} |
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else |
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{ |
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// ALERT(at_console, "Sequence \"%s\" triggered, can't find target; searching\n", STRING(pev->targetname)); |
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m_hActivator = pActivator; |
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// if not, try finding them |
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SetThink( &CCineMonster::CineThink ); |
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// SetNextThink( 0 ); |
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CineThink(); //LRC |
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} |
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} |
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// This doesn't really make sense since only MOVETYPE_PUSH get 'Blocked' events |
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void CCineMonster::Blocked( CBaseEntity *pOther ) |
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{ |
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} |
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void CCineMonster::Touch( CBaseEntity *pOther ) |
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{ |
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/* |
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ALERT( at_aiconsole, "Cine Touch\n" ); |
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if( m_pentTarget && OFFSET( pOther->pev ) == OFFSET( m_pentTarget ) ) |
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{ |
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CBaseMonster *pTarget = GetClassPtr( (CBaseMonster *)VARS( m_pentTarget ) ); |
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pTarget->m_monsterState == MONSTERSTATE_SCRIPT; |
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} |
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*/ |
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} |
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/* |
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entvars_t *pevOther = VARS( gpGlobals->other ); |
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if( !FBitSet( pevOther->flags, FL_MONSTER ) ) |
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{ |
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// touched by a non-monster. |
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return; |
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} |
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pevOther->origin.z += 1; |
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if( FBitSet( pevOther->flags, FL_ONGROUND ) ) |
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{ |
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// clear the onground so physics don't bitch |
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pevOther->flags -= FL_ONGROUND; |
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} |
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// toss the monster! |
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pevOther->velocity = pev->movedir * pev->speed; |
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pevOther->velocity.z += m_flHeight; |
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pev->solid = SOLID_NOT;// kill the trigger for now !!!UNDONE |
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} |
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*/ |
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// |
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// ********** Cinematic DIE ********** |
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// |
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void CCineMonster::Die( void ) |
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{ |
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SetThink(&CCineMonster :: SUB_Remove ); |
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} |
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// |
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// ********** Cinematic PAIN ********** |
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// |
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void CCineMonster::Pain( void ) |
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{ |
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} |
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// |
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// ********** Cinematic Think ********** |
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// |
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//LRC: now redefined... find a viable entity with the given name, and return it (or NULL if not found). |
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CBaseMonster* CCineMonster :: FindEntity( const char* sName, CBaseEntity *pActivator ) |
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{ |
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CBaseEntity *pEntity; |
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pEntity = UTIL_FindEntityByTargetname(NULL, sName, pActivator); |
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//m_hTargetEnt = NULL; |
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CBaseMonster *pMonster = NULL; |
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while (pEntity) |
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{ |
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if ( FBitSet( pEntity->pev->flags, FL_MONSTER )) |
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{ |
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pMonster = pEntity->MyMonsterPointer( ); |
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if ( pMonster && pMonster->CanPlaySequence( m_iPriority | SS_INTERRUPT_ALERT ) ) |
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{ |
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return pMonster; |
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} |
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ALERT( at_console, "Found %s, but can't play!\n", sName ); |
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} |
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pEntity = UTIL_FindEntityByTargetname(pEntity, sName, pActivator); |
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pMonster = NULL; |
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} |
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// couldn't find something with the given targetname; assume it's a classname instead. |
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if ( !pMonster ) |
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{ |
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pEntity = NULL; |
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while( ( pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, m_flRadius ) ) != NULL ) |
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{ |
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if (FClassnameIs( pEntity->pev, sName)) |
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{ |
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if( FBitSet( pEntity->pev->flags, FL_MONSTER ) ) |
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{ |
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pMonster = pEntity->MyMonsterPointer( ); |
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if ( pMonster && pMonster->CanPlaySequence( m_iPriority ) ) |
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{ |
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return pMonster; |
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} |
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} |
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} |
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} |
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} |
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return NULL; |
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} |
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// make the entity enter a scripted sequence |
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void CCineMonster::PossessEntity( void ) |
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{ |
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CBaseEntity *pEntity = m_hTargetEnt; |
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CBaseMonster *pTarget = NULL; |
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if( pEntity ) |
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pTarget = pEntity->MyMonsterPointer(); |
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if( pTarget ) |
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{ |
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if (pTarget->m_pCine) |
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{ |
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pTarget->m_pCine->CancelScript(); |
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} |
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pTarget->m_pCine = this; |
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if (m_iszAttack) |
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{ |
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// anything with that name? |
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pTarget->m_hTargetEnt = UTIL_FindEntityByTargetname(NULL, STRING(m_iszAttack), m_hActivator); |
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if( pTarget->m_hTargetEnt == 0 ) |
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{ // nothing. Anything with that classname? |
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while ((pTarget->m_hTargetEnt = UTIL_FindEntityInSphere( pTarget->m_hTargetEnt, pev->origin, m_flRadius )) != NULL) |
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{ |
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if (FClassnameIs( pTarget->m_hTargetEnt->pev, STRING(m_iszAttack))) break; |
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} |
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} |
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if (pTarget->m_hTargetEnt == 0) |
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{ // nothing. Oh well. |
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ALERT(at_console,"%s %s has a missing \"turn target\": %s\n",STRING(pev->classname),STRING(pev->targetname),STRING(m_iszAttack)); |
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pTarget->m_hTargetEnt = this; |
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} |
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} |
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else |
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{ |
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pTarget->m_hTargetEnt = this; |
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} |
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if (m_iszMoveTarget) |
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{ |
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// anything with that name? |
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pTarget->m_pGoalEnt = UTIL_FindEntityByTargetname(NULL, STRING(m_iszMoveTarget), m_hActivator); |
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if( pTarget->m_pGoalEnt == 0 ) |
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{ // nothing. Oh well. |
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ALERT(at_console,"%s %s has a missing \"move target\": %s\n",STRING(pev->classname),STRING(pev->targetname),STRING(m_iszMoveTarget)); |
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pTarget->m_pGoalEnt = this; |
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} |
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} |
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else |
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{ |
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pTarget->m_pGoalEnt = this; |
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} |
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// if (IsAction()) |
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// pTarget->PushEnemy(this,pev->origin); |
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m_saved_movetype = pTarget->pev->movetype; |
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m_saved_solid = pTarget->pev->solid; |
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m_saved_effects = pTarget->pev->effects; |
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pTarget->pev->effects |= pev->effects; |
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// ALERT(at_console, "script. IsAction = %d",IsAction()); |
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m_iState = STATE_ON; // LRC: assume we'll set it to 'on', unless proven otherwise... |
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switch( m_fMoveTo ) |
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{ |
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case 5: |
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case 0: |
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pTarget->m_scriptState = SCRIPT_WAIT; |
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break; |
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case 1: |
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pTarget->m_scriptState = SCRIPT_WALK_TO_MARK; |
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break; |
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case 2: |
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pTarget->m_scriptState = SCRIPT_RUN_TO_MARK; |
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break; |
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case 4: |
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UTIL_SetOrigin( pTarget, pev->origin ); |
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pTarget->pev->ideal_yaw = pev->angles.y; |
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pTarget->pev->avelocity = g_vecZero; |
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pTarget->pev->velocity = g_vecZero; |
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pTarget->pev->effects |= EF_NOINTERP; |
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pTarget->pev->angles.y = pev->angles.y; |
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pTarget->m_scriptState = SCRIPT_WAIT; |
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m_startTime = gpGlobals->time + (float)1E6; |
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// UNDONE: Add a flag to do this so people can fixup physics after teleporting monsters |
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pTarget->pev->flags &= ~FL_ONGROUND; |
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break; |
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default: |
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ALERT(at_aiconsole, "aiscript: invalid Move To Position value!"); |
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break; |
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} |
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// ALERT( at_aiconsole, "\"%s\" found and used (INT: %s)\n", STRING( pTarget->pev->targetname ), FBitSet(pev->spawnflags, SF_SCRIPT_NOINTERRUPT)?"No":"Yes" ); |
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pTarget->m_IdealMonsterState = MONSTERSTATE_SCRIPT; |
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// if (m_iszIdle) |
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// { |
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// ALERT(at_console, "Possess: Play idle sequence\n"); |
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// StartSequence( pTarget, m_iszIdle, FALSE ); |
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// if (FStrEq( STRING(m_iszIdle), STRING(m_iszPlay))) |
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// { |
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// pTarget->pev->framerate = 0; |
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// } |
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// } |
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// ALERT(at_console, "Finished PossessEntity, ms %d, ims %d\n", pTarget->m_MonsterState, pTarget->m_IdealMonsterState); |
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} |
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} |
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// at the beginning of the level, set up the idle animation. --LRC |
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void CCineMonster :: InitIdleThink( void ) |
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{ |
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if ((m_hTargetEnt = FindEntity(STRING(m_iszEntity), NULL)) != NULL) |
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{ |
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PossessEntity( ); |
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m_startTime = gpGlobals->time + (float)1E6; |
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ALERT( at_aiconsole, "script \"%s\" using monster \"%s\"\n", STRING( pev->targetname ), STRING( m_iszEntity ) ); |
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} |
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else |
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{ |
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CancelScript( ); |
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ALERT( at_aiconsole, "script \"%s\" can't find monster \"%s\"\n", STRING( pev->targetname ), STRING( m_iszEntity ) ); |
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SetNextThink( 1.0f ); |
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} |
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} |
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void CCineMonster::CineThink( void ) |
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{ |
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// ALERT(at_console, "Sequence think, activator %s\n", STRING(m_hActivator->pev->targetname)); |
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if ((m_hTargetEnt = FindEntity(STRING(m_iszEntity),m_hActivator)) != NULL) |
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{ |
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// ALERT(at_console, "Sequence found %s \"%s\"\n", STRING(m_hTargetEnt->pev->classname), STRING(m_hTargetEnt->pev->targetname)); |
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PossessEntity(); |
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ALERT( at_aiconsole, "script \"%s\" using monster \"%s\"\n", STRING( pev->targetname ), STRING( m_iszEntity ) ); |
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} |
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else |
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{ |
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CancelScript(); |
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ALERT( at_aiconsole, "script \"%s\" can't find monster \"%s\"\n", STRING( pev->targetname ), STRING( m_iszEntity ) ); |
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SetNextThink( 1.0f ); |
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} |
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} |
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// lookup a sequence name and setup the target monster to play it |
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BOOL CCineMonster::StartSequence( CBaseMonster *pTarget, int iszSeq, BOOL completeOnEmpty ) |
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{ |
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if( !iszSeq && completeOnEmpty ) |
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{ |
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SequenceDone( pTarget ); |
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return FALSE; |
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} |
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pTarget->pev->sequence = pTarget->LookupSequence( STRING( iszSeq ) ); |
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if( pTarget->pev->sequence == -1 ) |
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{ |
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ALERT( at_error, "%s: unknown scripted sequence \"%s\"\n", STRING( pTarget->pev->targetname ), STRING( iszSeq ) ); |
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pTarget->pev->sequence = 0; |
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// return FALSE; |
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} |
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#if 0 |
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char *s; |
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if( pev->spawnflags & SF_SCRIPT_NOINTERRUPT ) |
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s = "No"; |
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else |
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s = "Yes"; |
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ALERT( at_console, "%s (%s): started \"%s\":INT:%s\n", STRING( pTarget->pev->targetname ), STRING( pTarget->pev->classname ), STRING( iszSeq ), s ); |
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#endif |
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pTarget->pev->frame = 0; |
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pTarget->ResetSequenceInfo(); |
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return TRUE; |
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} |
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//========================================================= |
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// SequenceDone - called when a scripted sequence animation |
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// sequence is done playing ( or when an AI Scripted Sequence |
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// doesn't supply an animation sequence to play ). Expects |
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// the CBaseMonster pointer to the monster that the sequence |
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// possesses. |
|
//========================================================= |
|
void CCineMonster::SequenceDone( CBaseMonster *pMonster ) |
|
{ |
|
m_iRepeatsLeft = m_iRepeats; //LRC - reset the repeater count |
|
m_iState = STATE_OFF; // we've finished. |
|
// ALERT( at_console, "Sequence %s finished\n", STRING(pev->targetname));//STRING( m_pCine->m_iszPlay ) ); |
|
|
|
if( !( pev->spawnflags & SF_SCRIPT_REPEATABLE ) ) |
|
{ |
|
SetThink(&CCineMonster :: SUB_Remove ); |
|
SetNextThink( 0.1f ); |
|
} |
|
|
|
// This is done so that another sequence can take over the monster when triggered by the first |
|
|
|
pMonster->CineCleanup(); |
|
|
|
FixScriptMonsterSchedule( pMonster ); |
|
|
|
// This may cause a sequence to attempt to grab this guy NOW, so we have to clear him out |
|
// of the existing sequence |
|
SUB_UseTargets( NULL, USE_TOGGLE, 0 ); |
|
} |
|
|
|
//========================================================= |
|
// When a monster finishes a scripted sequence, we have to |
|
// fix up its state and schedule for it to return to a |
|
// normal AI monster. |
|
// |
|
// Scripted sequences just dirty the Schedule and drop the |
|
// monster in Idle State. |
|
// |
|
// or select a specific AMBUSH schedule, regardless of state. //LRC |
|
//========================================================= |
|
void CCineMonster::FixScriptMonsterSchedule( CBaseMonster *pMonster ) |
|
{ |
|
if( pMonster->m_IdealMonsterState != MONSTERSTATE_DEAD ) |
|
pMonster->m_IdealMonsterState = MONSTERSTATE_IDLE; |
|
// pMonster->ClearSchedule(); |
|
|
|
switch ( m_iFinishSchedule ) |
|
{ |
|
case SCRIPT_FINISHSCHED_DEFAULT: |
|
pMonster->ClearSchedule(); |
|
break; |
|
case SCRIPT_FINISHSCHED_AMBUSH: |
|
pMonster->ChangeSchedule( pMonster->GetScheduleOfType( SCHED_AMBUSH ) ); |
|
break; |
|
default: |
|
ALERT( at_aiconsole, "FixScriptMonsterSchedule - no case!\n" ); |
|
pMonster->ClearSchedule(); |
|
break; |
|
} |
|
} |
|
|
|
BOOL CBaseMonster::ExitScriptedSequence() |
|
{ |
|
if( pev->deadflag == DEAD_DYING ) |
|
{ |
|
// is this legal? |
|
// BUGBUG -- This doesn't call Killed() |
|
m_IdealMonsterState = MONSTERSTATE_DEAD; |
|
return FALSE; |
|
} |
|
|
|
if( m_pCine ) |
|
{ |
|
m_pCine->CancelScript(); |
|
} |
|
|
|
return TRUE; |
|
} |
|
|
|
void CCineMonster::AllowInterrupt( BOOL fAllow ) |
|
{ |
|
if( pev->spawnflags & SF_SCRIPT_NOINTERRUPT ) |
|
return; |
|
m_interruptable = fAllow; |
|
} |
|
|
|
BOOL CCineMonster::CanInterrupt( void ) |
|
{ |
|
if( !m_interruptable ) |
|
return FALSE; |
|
|
|
CBaseEntity *pTarget = m_hTargetEnt; |
|
|
|
if( pTarget != NULL && pTarget->pev->deadflag == DEAD_NO ) |
|
return TRUE; |
|
|
|
return FALSE; |
|
} |
|
|
|
int CCineMonster::IgnoreConditions( void ) |
|
{ |
|
if( CanInterrupt() ) |
|
return 0; |
|
|
|
// Big fat BUG: This is an IgnoreConditions function - we need to return the conditions |
|
// that _shouldn't_ be able to break the script, instead of the conditions that _should_!! |
|
return SCRIPT_BREAK_CONDITIONS; |
|
} |
|
|
|
void ScriptEntityCancel( edict_t *pentCine ) |
|
{ |
|
// make sure they are a scripted_sequence |
|
if (FClassnameIs( pentCine, "scripted_sequence" ) || FClassnameIs( pentCine, "scripted_action" )) |
|
{ |
|
((CCineMonster *)VARS(pentCine))->m_iState = STATE_OFF; |
|
CCineMonster *pCineTarget = GetClassPtr( (CCineMonster *)VARS( pentCine ) ); |
|
|
|
// make sure they have a monster in mind for the script |
|
CBaseEntity *pEntity = pCineTarget->m_hTargetEnt; |
|
CBaseMonster *pTarget = NULL; |
|
if( pEntity ) |
|
pTarget = pEntity->MyMonsterPointer(); |
|
|
|
if( pTarget ) |
|
{ |
|
// make sure their monster is actually playing a script |
|
if( pTarget->m_MonsterState == MONSTERSTATE_SCRIPT || pTarget->m_IdealMonsterState == MONSTERSTATE_SCRIPT ) |
|
{ |
|
// tell them do die |
|
pTarget->m_scriptState = CCineMonster::SCRIPT_CLEANUP; |
|
// do it now |
|
pTarget->CineCleanup(); |
|
//LRC - clean up so that if another script is starting immediately, the monster will notice it. |
|
pTarget->ClearSchedule( ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
// find all the cinematic entities with my targetname and stop them from playing |
|
void CCineMonster::CancelScript( void ) |
|
{ |
|
ALERT( at_aiconsole, "Cancelling script: %s\n", STRING( m_iszPlay ) ); |
|
|
|
if( !pev->targetname ) |
|
{ |
|
ScriptEntityCancel( edict() ); |
|
return; |
|
} |
|
|
|
CBaseEntity *pCineTarget = UTIL_FindEntityByTargetname(NULL, STRING(pev->targetname)); |
|
|
|
while (pCineTarget) |
|
{ |
|
ScriptEntityCancel( ENT(pCineTarget->pev) ); |
|
pCineTarget = UTIL_FindEntityByTargetname(pCineTarget, STRING(pev->targetname)); |
|
} |
|
} |
|
|
|
|
|
// find all the cinematic entities with my targetname and tell them whether to wait before starting |
|
void CCineMonster::DelayStart( int state ) |
|
{ |
|
CBaseEntity *pCine = UTIL_FindEntityByTargetname(NULL, STRING(pev->targetname)); |
|
|
|
while ( pCine ) |
|
{ |
|
if (FClassnameIs( pCine->pev, "scripted_sequence" ) || FClassnameIs( pCine->pev, "scripted_action" )) |
|
{ |
|
CCineMonster *pTarget = GetClassPtr((CCineMonster *)(pCine->pev)); |
|
if( state ) |
|
{ |
|
// ALERT(at_console, "Delaying start\n"); |
|
pTarget->m_iDelay++; |
|
} |
|
else |
|
{ |
|
pTarget->m_iDelay--; |
|
if( pTarget->m_iDelay <= 0 ) |
|
{ |
|
pTarget->m_iState = STATE_ON; //LRC |
|
FireTargets(STRING(m_iszFireOnBegin), this, this, USE_TOGGLE, 0); //LRC |
|
pTarget->m_startTime = gpGlobals->time + 0.05f; // why the delay? -- LRC |
|
} |
|
} |
|
} |
|
pCine = UTIL_FindEntityByTargetname(pCine, STRING(pev->targetname)); |
|
} |
|
} |
|
|
|
// Find an entity that I'm interested in and precache the sounds he'll need in the sequence. |
|
void CCineMonster::Activate( void ) |
|
{ |
|
CBaseEntity *pEntity; |
|
CBaseMonster *pTarget; |
|
|
|
// The entity name could be a target name or a classname |
|
// Check the targetname |
|
pEntity = UTIL_FindEntityByTargetname(NULL, STRING(m_iszEntity)); |
|
pTarget = NULL; |
|
|
|
while (!pTarget && pEntity) |
|
{ |
|
if ( FBitSet( pEntity->pev->flags, FL_MONSTER )) |
|
{ |
|
pTarget = pEntity->MyMonsterPointer( ); |
|
} |
|
pEntity = UTIL_FindEntityByTargetname(pEntity, STRING(m_iszEntity)); |
|
} |
|
|
|
// If no entity with that targetname, check the classname |
|
if ( !pTarget ) |
|
{ |
|
pEntity = UTIL_FindEntityByClassname(NULL, STRING(m_iszEntity)); |
|
while (!pTarget && pEntity) |
|
{ |
|
pTarget = pEntity->MyMonsterPointer( ); |
|
pEntity = UTIL_FindEntityByClassname(pEntity, STRING(m_iszEntity)); |
|
} |
|
} |
|
|
|
// Found a compatible entity |
|
if ( pTarget ) |
|
{ |
|
void *pmodel; |
|
pmodel = GET_MODEL_PTR( pTarget->edict() ); |
|
if( pmodel ) |
|
{ |
|
// Look through the event list for stuff to precache |
|
SequencePrecache( pmodel, STRING( m_iszIdle ) ); |
|
SequencePrecache( pmodel, STRING( m_iszPlay ) ); |
|
} |
|
} |
|
|
|
CBaseMonster::Activate(); |
|
} |
|
|
|
BOOL CBaseMonster::CineCleanup() |
|
{ |
|
CCineMonster *pOldCine = m_pCine; |
|
|
|
// am I linked to a cinematic? |
|
if( m_pCine ) |
|
{ |
|
// okay, reset me to what it thought I was before |
|
m_pCine->m_hTargetEnt = NULL; |
|
pev->movetype = m_pCine->m_saved_movetype; |
|
|
|
// LRC - why mess around with this? Solidity isn't changed by sequences! |
|
// pev->solid = m_pCine->m_saved_solid; |
|
|
|
if (m_pCine->pev->spawnflags & SF_SCRIPT_STAYDEAD) |
|
pev->deadflag = DEAD_DYING; |
|
} |
|
else |
|
{ |
|
// arg, punt |
|
pev->movetype = MOVETYPE_STEP;// this is evil |
|
pev->solid = SOLID_SLIDEBOX; |
|
} |
|
m_pCine = NULL; |
|
m_hTargetEnt = NULL; |
|
m_pGoalEnt = NULL; |
|
if( pev->deadflag == DEAD_DYING ) |
|
{ |
|
// last frame of death animation? |
|
pev->health = 0; |
|
pev->framerate = 0.0; |
|
pev->solid = SOLID_NOT; |
|
SetState( MONSTERSTATE_DEAD ); |
|
pev->deadflag = DEAD_DEAD; |
|
UTIL_SetSize( pev, pev->mins, Vector( pev->maxs.x, pev->maxs.y, pev->mins.z + 2 ) ); |
|
|
|
if( pOldCine && FBitSet( pOldCine->pev->spawnflags, SF_SCRIPT_LEAVECORPSE ) ) |
|
{ |
|
SetUse( NULL ); // BUGBUG -- This doesn't call Killed() |
|
SetThink( NULL ); // This will probably break some stuff |
|
SetTouch( NULL ); |
|
} |
|
else |
|
SUB_StartFadeOut(); // SetThink( SUB_DoNothing ); |
|
// This turns off animation & physics in case their origin ends up stuck in the world or something |
|
StopAnimation(); |
|
pev->movetype = MOVETYPE_NONE; |
|
pev->effects |= EF_NOINTERP; // Don't interpolate either, assume the corpse is positioned in its final resting place |
|
return FALSE; |
|
} |
|
|
|
// If we actually played a sequence |
|
if( pOldCine && pOldCine->m_iszPlay ) |
|
{ |
|
if( !( pOldCine->pev->spawnflags & SF_SCRIPT_NOSCRIPTMOVEMENT ) ) |
|
{ |
|
// reset position |
|
Vector new_origin, new_angle; |
|
GetBonePosition( 0, new_origin, new_angle ); |
|
|
|
// Figure out how far they have moved |
|
// We can't really solve this problem because we can't query the movement of the origin relative |
|
// to the sequence. We can get the root bone's position as we do here, but there are |
|
// cases where the root bone is in a different relative position to the entity's origin |
|
// before/after the sequence plays. So we are stuck doing this: |
|
|
|
// !!!HACKHACK: Float the origin up and drop to floor because some sequences have |
|
// irregular motion that can't be properly accounted for. |
|
|
|
// UNDONE: THIS SHOULD ONLY HAPPEN IF WE ACTUALLY PLAYED THE SEQUENCE. |
|
Vector oldOrigin = pev->origin; |
|
|
|
// UNDONE: ugly hack. Don't move monster if they don't "seem" to move |
|
// this really needs to be done with the AX,AY,etc. flags, but that aren't consistantly |
|
// being set, so animations that really do move won't be caught. |
|
if( ( oldOrigin - new_origin).Length2D() < 8.0f ) |
|
new_origin = oldOrigin; |
|
|
|
pev->origin.x = new_origin.x; |
|
pev->origin.y = new_origin.y; |
|
pev->origin.z += 1; |
|
|
|
pev->flags |= FL_ONGROUND; |
|
int drop = DROP_TO_FLOOR( ENT( pev ) ); |
|
|
|
// Origin in solid? Set to org at the end of the sequence |
|
if( drop < 0 ) |
|
pev->origin = oldOrigin; |
|
else if( drop == 0 ) // Hanging in air? |
|
{ |
|
pev->origin.z = new_origin.z; |
|
pev->flags &= ~FL_ONGROUND; |
|
} |
|
// else entity hit floor, leave there |
|
|
|
// pEntity->pev->origin.z = new_origin.z + 5.0; // damn, got to fix this |
|
|
|
UTIL_SetOrigin( this, pev->origin ); |
|
pev->effects |= EF_NOINTERP; |
|
} |
|
|
|
// We should have some animation to put these guys in, but for now it's idle. |
|
// Due to NOINTERP above, there won't be any blending between this anim & the sequence |
|
m_Activity = ACT_RESET; |
|
} |
|
// set them back into a normal state |
|
pev->enemy = NULL; |
|
if( pev->health > 0 ) |
|
m_IdealMonsterState = MONSTERSTATE_IDLE; // m_previousState; |
|
else |
|
{ |
|
// Dropping out because he got killed |
|
// Can't call killed() no attacker and weirdness (late gibbing) may result |
|
m_IdealMonsterState = MONSTERSTATE_DEAD; |
|
SetConditions( bits_COND_LIGHT_DAMAGE ); |
|
pev->deadflag = DEAD_DYING; |
|
FCheckAITrigger(); |
|
pev->deadflag = DEAD_NO; |
|
} |
|
|
|
// SetAnimation( m_MonsterState ); |
|
//LRC- removed, was never implemented. ClearBits(pev->spawnflags, SF_MONSTER_WAIT_FOR_SCRIPT ); |
|
|
|
return TRUE; |
|
} |
|
|
|
class CScriptedSentence : public CBaseToggle |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void KeyValue( KeyValueData *pkvd ); |
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
|
void EXPORT FindThink( void ); |
|
void EXPORT DelayThink( void ); |
|
void EXPORT DurationThink( void ); |
|
int ObjectCaps( void ) { return ( CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION ); } |
|
|
|
STATE GetState() { return m_playing?STATE_ON:STATE_OFF; } |
|
|
|
virtual int Save( CSave &save ); |
|
virtual int Restore( CRestore &restore ); |
|
|
|
static TYPEDESCRIPTION m_SaveData[]; |
|
|
|
CBaseMonster *FindEntity( CBaseEntity *pActivator ); |
|
BOOL AcceptableSpeaker( CBaseMonster *pMonster ); |
|
BOOL StartSentence( CBaseMonster *pTarget ); |
|
|
|
private: |
|
int m_iszSentence; // string index for idle animation |
|
int m_iszEntity; // entity that is wanted for this sentence |
|
float m_flRadius; // range to search |
|
float m_flDuration; // How long the sentence lasts |
|
float m_flRepeat; // maximum repeat rate |
|
float m_flAttenuation; |
|
float m_flVolume; |
|
BOOL m_active; // is the sentence enabled? (for m_flRepeat) |
|
BOOL m_playing; //LRC- is the sentence playing? (for GetState) |
|
int m_iszListener; // name of entity to look at while talking |
|
}; |
|
|
|
#define SF_SENTENCE_ONCE 0x0001 |
|
#define SF_SENTENCE_FOLLOWERS 0x0002 // only say if following player |
|
#define SF_SENTENCE_INTERRUPT 0x0004 // force talking except when dead |
|
#define SF_SENTENCE_CONCURRENT 0x0008 // allow other people to keep talking |
|
|
|
TYPEDESCRIPTION CScriptedSentence::m_SaveData[] = |
|
{ |
|
DEFINE_FIELD( CScriptedSentence, m_iszSentence, FIELD_STRING ), |
|
DEFINE_FIELD( CScriptedSentence, m_iszEntity, FIELD_STRING ), |
|
DEFINE_FIELD( CScriptedSentence, m_flRadius, FIELD_FLOAT ), |
|
DEFINE_FIELD( CScriptedSentence, m_flDuration, FIELD_FLOAT ), |
|
DEFINE_FIELD( CScriptedSentence, m_flRepeat, FIELD_FLOAT ), |
|
DEFINE_FIELD( CScriptedSentence, m_flAttenuation, FIELD_FLOAT ), |
|
DEFINE_FIELD( CScriptedSentence, m_flVolume, FIELD_FLOAT ), |
|
DEFINE_FIELD( CScriptedSentence, m_active, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( CScriptedSentence, m_playing, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( CScriptedSentence, m_iszListener, FIELD_STRING ), |
|
}; |
|
|
|
IMPLEMENT_SAVERESTORE( CScriptedSentence, CBaseToggle ) |
|
|
|
LINK_ENTITY_TO_CLASS( scripted_sentence, CScriptedSentence ) |
|
|
|
void CScriptedSentence::KeyValue( KeyValueData *pkvd ) |
|
{ |
|
if( FStrEq( pkvd->szKeyName, "sentence" ) ) |
|
{ |
|
m_iszSentence = ALLOC_STRING( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if( FStrEq( pkvd->szKeyName, "entity" ) ) |
|
{ |
|
m_iszEntity = ALLOC_STRING( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if( FStrEq( pkvd->szKeyName, "duration" ) ) |
|
{ |
|
m_flDuration = atof( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if( FStrEq( pkvd->szKeyName, "radius" ) ) |
|
{ |
|
m_flRadius = atof( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if( FStrEq( pkvd->szKeyName, "refire") ) |
|
{ |
|
m_flRepeat = atof( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if( FStrEq( pkvd->szKeyName, "attenuation" ) ) |
|
{ |
|
pev->impulse = atoi( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if( FStrEq( pkvd->szKeyName, "volume" ) ) |
|
{ |
|
m_flVolume = atof( pkvd->szValue ) * 0.1f; |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if( FStrEq( pkvd->szKeyName, "listener" ) ) |
|
{ |
|
m_iszListener = ALLOC_STRING( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else |
|
CBaseToggle::KeyValue( pkvd ); |
|
} |
|
|
|
void CScriptedSentence::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
|
{ |
|
if( !m_active ) |
|
return; |
|
//ALERT( at_console, "Firing sentence: %s\n", STRING( m_iszSentence ) ); |
|
m_hActivator = pActivator; |
|
SetThink( &CScriptedSentence::FindThink ); |
|
SetNextThink( 0 ); |
|
} |
|
|
|
void CScriptedSentence::Spawn( void ) |
|
{ |
|
pev->solid = SOLID_NOT; |
|
|
|
m_active = TRUE; |
|
m_playing = FALSE; //LRC |
|
// if no targetname, start now |
|
if( !pev->targetname ) |
|
{ |
|
SetThink( &CScriptedSentence::FindThink ); |
|
SetNextThink( 1.0f ); |
|
} |
|
|
|
switch( pev->impulse ) |
|
{ |
|
case 1: |
|
// Medium radius |
|
m_flAttenuation = ATTN_STATIC; |
|
break; |
|
case 2: |
|
// Large radius |
|
m_flAttenuation = ATTN_NORM; |
|
break; |
|
case 3: |
|
//EVERYWHERE |
|
m_flAttenuation = ATTN_NONE; |
|
break; |
|
default: |
|
case 0: |
|
// Small radius |
|
m_flAttenuation = ATTN_IDLE; |
|
break; |
|
} |
|
pev->impulse = 0; |
|
|
|
// No volume, use normal |
|
if( m_flVolume <= 0.0f ) |
|
m_flVolume = 1.0f; |
|
} |
|
|
|
void CScriptedSentence::FindThink( void ) |
|
{ |
|
if (!m_iszEntity) //LRC- no target monster given: speak through HEV |
|
{ |
|
CBasePlayer* pPlayer = (CBasePlayer*)UTIL_FindEntityByClassname( NULL, "player" ); |
|
if (pPlayer) |
|
{ |
|
m_playing = TRUE; |
|
if ((STRING(m_iszSentence))[0] == '!') |
|
pPlayer->SetSuitUpdate(STRING(m_iszSentence),FALSE,0); |
|
else |
|
pPlayer->SetSuitUpdate(STRING(m_iszSentence),TRUE,0); |
|
if ( pev->spawnflags & SF_SENTENCE_ONCE ) |
|
UTIL_Remove( this ); |
|
SetThink(&CScriptedSentence :: DurationThink ); |
|
SetNextThink( m_flDuration ); |
|
m_active = FALSE; |
|
} |
|
else |
|
ALERT( at_console, "ScriptedSentence: can't find \"player\" to play HEV sentence!?\n"); |
|
return; |
|
} |
|
|
|
CBaseMonster *pMonster = FindEntity( m_hActivator ); |
|
if( pMonster ) |
|
{ |
|
m_playing = TRUE; |
|
StartSentence( pMonster ); |
|
if( pev->spawnflags & SF_SENTENCE_ONCE ) |
|
UTIL_Remove( this ); |
|
SetThink(&CScriptedSentence :: DurationThink ); |
|
SetNextThink( m_flDuration ); |
|
m_active = FALSE; |
|
//ALERT( at_console, "%s: found monster %s\n", STRING( m_iszSentence ), STRING( m_iszEntity ) ); |
|
} |
|
else |
|
{ |
|
//ALERT( at_console, "%s: can't find monster %s\n", STRING( m_iszSentence ), STRING( m_iszEntity ) ); |
|
SetNextThink( m_flRepeat + 0.5f ); |
|
} |
|
} |
|
|
|
//LRC |
|
void CScriptedSentence :: DurationThink( void ) |
|
{ |
|
m_playing = FALSE; |
|
SetNextThink( m_flRepeat ); |
|
SetThink(&CScriptedSentence :: DelayThink ); |
|
} |
|
|
|
void CScriptedSentence::DelayThink( void ) |
|
{ |
|
m_active = TRUE; |
|
if( !pev->targetname ) |
|
SetNextThink( 0.1f ); |
|
SetThink( &CScriptedSentence::FindThink ); |
|
} |
|
|
|
BOOL CScriptedSentence::AcceptableSpeaker( CBaseMonster *pMonster ) |
|
{ |
|
if( pMonster ) |
|
{ |
|
if( pev->spawnflags & SF_SENTENCE_FOLLOWERS ) |
|
{ |
|
if( pMonster->m_hTargetEnt == 0 || !pMonster->m_hTargetEnt->IsPlayer() ) |
|
return FALSE; |
|
} |
|
|
|
BOOL override; |
|
|
|
if( pev->spawnflags & SF_SENTENCE_INTERRUPT ) |
|
override = TRUE; |
|
else |
|
override = FALSE; |
|
|
|
if( pMonster->CanPlaySentence( override ) ) |
|
return TRUE; |
|
} |
|
return FALSE; |
|
} |
|
|
|
|
|
CBaseMonster *CScriptedSentence :: FindEntity( CBaseEntity *pActivator ) |
|
{ |
|
CBaseEntity *pTarget; |
|
CBaseMonster *pMonster; |
|
|
|
pTarget = UTIL_FindEntityByTargetname(NULL, STRING(m_iszEntity), pActivator); |
|
pMonster = NULL; |
|
|
|
while ( pTarget ) |
|
{ |
|
pMonster = pTarget->MyMonsterPointer( ); |
|
if( pMonster != NULL ) |
|
{ |
|
if( AcceptableSpeaker( pMonster ) ) |
|
return pMonster; |
|
//ALERT( at_console, "%s (%s), not acceptable\n", STRING( pMonster->pev->classname ), STRING( pMonster->pev->targetname ) ); |
|
} |
|
pTarget = UTIL_FindEntityByTargetname(pTarget, STRING(m_iszEntity), pActivator); |
|
} |
|
|
|
pTarget = NULL; |
|
while ((pTarget = UTIL_FindEntityInSphere( pTarget, pev->origin, m_flRadius )) != NULL) |
|
{ |
|
if (FClassnameIs( pTarget->pev, STRING(m_iszEntity))) |
|
{ |
|
if ( FBitSet( pTarget->pev->flags, FL_MONSTER )) |
|
{ |
|
pMonster = pTarget->MyMonsterPointer( ); |
|
if( AcceptableSpeaker( pMonster ) ) |
|
return pMonster; |
|
} |
|
} |
|
} |
|
|
|
return NULL; |
|
} |
|
|
|
BOOL CScriptedSentence::StartSentence( CBaseMonster *pTarget ) |
|
{ |
|
if( !pTarget ) |
|
{ |
|
ALERT( at_aiconsole, "Not Playing sentence %s\n", STRING( m_iszSentence ) ); |
|
return FALSE; |
|
} |
|
|
|
BOOL bConcurrent = FALSE; |
|
//LRC: Er... if the "concurrent" flag is NOT set, we make bConcurrent true!? |
|
if( !( pev->spawnflags & SF_SENTENCE_CONCURRENT ) ) |
|
bConcurrent = TRUE; |
|
|
|
CBaseEntity *pListener = NULL; |
|
if( !FStringNull( m_iszListener ) ) |
|
{ |
|
float radius = m_flRadius; |
|
|
|
if( FStrEq( STRING( m_iszListener ), "player" ) ) |
|
radius = 4096; // Always find the player |
|
|
|
pListener = UTIL_FindEntityGeneric( STRING( m_iszListener ), pTarget->pev->origin, radius ); |
|
} |
|
|
|
pTarget->PlayScriptedSentence( STRING( m_iszSentence ), m_flDuration, m_flVolume, m_flAttenuation, bConcurrent, pListener ); |
|
ALERT( at_aiconsole, "Playing sentence %s (%.1f)\n", STRING( m_iszSentence ), (double)m_flDuration ); |
|
SUB_UseTargets( NULL, USE_TOGGLE, 0 ); |
|
return TRUE; |
|
} |
|
|
|
//========================================================= |
|
// Furniture - this is the cool comment I cut-and-pasted |
|
//========================================================= |
|
class CFurniture : public CBaseMonster |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Die( void ); |
|
int Classify( void ); |
|
virtual int ObjectCaps( void ) { return (CBaseMonster::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); } |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( monster_furniture, CFurniture ) |
|
|
|
//========================================================= |
|
// Furniture is killed |
|
//========================================================= |
|
void CFurniture::Die( void ) |
|
{ |
|
SetThink( &CBaseEntity::SUB_Remove ); |
|
pev->nextthink = gpGlobals->time; |
|
} |
|
|
|
//========================================================= |
|
// This used to have something to do with bees flying, but |
|
// now it only initializes moving furniture in scripted sequences |
|
//========================================================= |
|
void CFurniture::Spawn() |
|
{ |
|
PRECACHE_MODEL( STRING( pev->model ) ); |
|
SET_MODEL( ENT( pev ), STRING( pev->model ) ); |
|
|
|
pev->movetype = MOVETYPE_NONE; |
|
pev->solid = SOLID_BBOX; |
|
pev->health = 80000; |
|
pev->takedamage = DAMAGE_AIM; |
|
pev->effects = 0; |
|
pev->yaw_speed = 0; |
|
pev->sequence = 0; |
|
pev->frame = 0; |
|
|
|
//pev->nextthink += 1.0f; |
|
//SetThink( &WalkMonsterDelay ); |
|
|
|
ResetSequenceInfo(); |
|
pev->frame = 0; |
|
MonsterInit(); |
|
} |
|
|
|
//========================================================= |
|
// ID's Furniture as neutral (noone will attack it) |
|
//========================================================= |
|
int CFurniture::Classify( void ) |
|
{ |
|
return m_iClass?m_iClass:CLASS_NONE; |
|
}
|
|
|