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2245 lines
70 KiB
2245 lines
70 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Implementation of entities that cause NPCs to participate in |
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// scripted events. These entities find and temporarily possess NPCs |
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// within a given search radius. |
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// |
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// Multiple scripts with the same targetname will start frame-synchronized. |
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// |
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// Scripts will find available NPCs by name or class name and grab them |
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// to play the script. If the NPC is already playing a script, the |
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// new script may enqueue itself unless there is already a non critical |
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// script in the queue. |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "ai_schedule.h" |
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#include "ai_default.h" |
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#include "ai_motor.h" |
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#include "ai_hint.h" |
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#include "ai_networkmanager.h" |
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#include "ai_network.h" |
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#include "engine/IEngineSound.h" |
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#include "animation.h" |
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#include "scripted.h" |
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#include "entitylist.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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ConVar ai_task_pre_script( "ai_task_pre_script", "0", FCVAR_NONE ); |
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// |
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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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// moveto - if set the NPC 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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BEGIN_DATADESC( CAI_ScriptedSequence ) |
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DEFINE_KEYFIELD( m_iszEntry, FIELD_STRING, "m_iszEntry" ), |
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DEFINE_KEYFIELD( m_iszPreIdle, FIELD_STRING, "m_iszIdle" ), |
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DEFINE_KEYFIELD( m_iszPlay, FIELD_STRING, "m_iszPlay" ), |
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DEFINE_KEYFIELD( m_iszPostIdle, FIELD_STRING, "m_iszPostIdle" ), |
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DEFINE_KEYFIELD( m_iszCustomMove, FIELD_STRING, "m_iszCustomMove" ), |
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DEFINE_KEYFIELD( m_iszNextScript, FIELD_STRING, "m_iszNextScript" ), |
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DEFINE_KEYFIELD( m_iszEntity, FIELD_STRING, "m_iszEntity" ), |
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DEFINE_KEYFIELD( m_fMoveTo, FIELD_INTEGER, "m_fMoveTo" ), |
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DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "m_flRadius" ), |
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DEFINE_KEYFIELD( m_flRepeat, FIELD_FLOAT, "m_flRepeat" ), |
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DEFINE_FIELD( m_bIsPlayingEntry, FIELD_BOOLEAN ), |
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DEFINE_KEYFIELD( m_bLoopActionSequence, FIELD_BOOLEAN, "m_bLoopActionSequence" ), |
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DEFINE_KEYFIELD( m_bSynchPostIdles, FIELD_BOOLEAN, "m_bSynchPostIdles" ), |
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DEFINE_KEYFIELD( m_bIgnoreGravity, FIELD_BOOLEAN, "m_bIgnoreGravity" ), |
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DEFINE_KEYFIELD( m_bDisableNPCCollisions, FIELD_BOOLEAN, "m_bDisableNPCCollisions" ), |
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DEFINE_FIELD( m_iDelay, FIELD_INTEGER ), |
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DEFINE_FIELD( m_bDelayed, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_startTime, FIELD_TIME ), |
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DEFINE_FIELD( m_bWaitForBeginSequence, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_saved_effects, FIELD_INTEGER ), |
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DEFINE_FIELD( m_savedFlags, FIELD_INTEGER ), |
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DEFINE_FIELD( m_savedCollisionGroup, FIELD_INTEGER ), |
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DEFINE_FIELD( m_interruptable, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_sequenceStarted, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_hTargetEnt, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_hNextCine, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_hLastFoundEntity, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_hForcedTarget, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_bDontCancelOtherSequences, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_bForceSynch, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_bThinking, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_bInitiatedSelfDelete, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_bIsTeleportingDueToMoveTo, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_matInteractionPosition, FIELD_VMATRIX ), |
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DEFINE_FIELD( m_hInteractionRelativeEntity, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_bTargetWasAsleep, FIELD_BOOLEAN ), |
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// Function Pointers |
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DEFINE_THINKFUNC( ScriptThink ), |
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// Inputs |
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DEFINE_INPUTFUNC( FIELD_VOID, "MoveToPosition", InputMoveToPosition ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "BeginSequence", InputBeginSequence ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "CancelSequence", InputCancelSequence ), |
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DEFINE_KEYFIELD( m_iPlayerDeathBehavior, FIELD_INTEGER, "onplayerdeath" ), |
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DEFINE_INPUTFUNC( FIELD_VOID, "ScriptPlayerDeath", InputScriptPlayerDeath ), |
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// Outputs |
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DEFINE_OUTPUT(m_OnBeginSequence, "OnBeginSequence"), |
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DEFINE_OUTPUT(m_OnEndSequence, "OnEndSequence"), |
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DEFINE_OUTPUT(m_OnPostIdleEndSequence, "OnPostIdleEndSequence"), |
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DEFINE_OUTPUT(m_OnCancelSequence, "OnCancelSequence"), |
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DEFINE_OUTPUT(m_OnCancelFailedSequence, "OnCancelFailedSequence"), |
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DEFINE_OUTPUT(m_OnScriptEvent[0], "OnScriptEvent01"), |
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DEFINE_OUTPUT(m_OnScriptEvent[1], "OnScriptEvent02"), |
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DEFINE_OUTPUT(m_OnScriptEvent[2], "OnScriptEvent03"), |
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DEFINE_OUTPUT(m_OnScriptEvent[3], "OnScriptEvent04"), |
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DEFINE_OUTPUT(m_OnScriptEvent[4], "OnScriptEvent05"), |
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DEFINE_OUTPUT(m_OnScriptEvent[5], "OnScriptEvent06"), |
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DEFINE_OUTPUT(m_OnScriptEvent[6], "OnScriptEvent07"), |
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DEFINE_OUTPUT(m_OnScriptEvent[7], "OnScriptEvent08"), |
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END_DATADESC() |
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LINK_ENTITY_TO_CLASS( scripted_sequence, CAI_ScriptedSequence ); |
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#define CLASSNAME "scripted_sequence" |
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//----------------------------------------------------------------------------- |
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// Purpose: Cancels the given scripted sequence. |
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// Input : pentCine - |
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//----------------------------------------------------------------------------- |
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void CAI_ScriptedSequence::ScriptEntityCancel( CBaseEntity *pentCine, bool bPretendSuccess ) |
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{ |
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// make sure they are a scripted_sequence |
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if ( FClassnameIs( pentCine, CLASSNAME ) ) |
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{ |
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CAI_ScriptedSequence *pCineTarget = (CAI_ScriptedSequence *)pentCine; |
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// make sure they have a NPC in mind for the script |
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CBaseEntity *pEntity = pCineTarget->GetTarget(); |
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CAI_BaseNPC *pTarget = NULL; |
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if ( pEntity ) |
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pTarget = pEntity->MyNPCPointer(); |
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if (pTarget) |
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{ |
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// make sure their NPC is actually playing a script |
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if ( pTarget->m_NPCState == NPC_STATE_SCRIPT ) |
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{ |
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// tell them do die |
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pTarget->m_scriptState = CAI_BaseNPC::SCRIPT_CLEANUP; |
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// We have to save off the flags here, because the NPC's m_hCine is cleared in CineCleanup() |
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int iSavedFlags = (pTarget->m_hCine ? pTarget->m_hCine->m_savedFlags : 0); |
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#ifdef HL1_DLL |
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//if we didn't have FL_FLY before the script, remove it |
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// for some reason hl2 doesn't have to do this *before* |
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// restoring the position ( which checks FL_FLY ) in CineCleanup |
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// Let's not risk breaking anything at this stage and just remove it. |
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pCineTarget->FixFlyFlag( pTarget, iSavedFlags ); |
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#endif |
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// do it now |
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pTarget->CineCleanup( ); |
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pCineTarget->FixScriptNPCSchedule( pTarget, iSavedFlags ); |
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} |
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else |
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{ |
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// Robin HACK: If a script is started and then cancelled before an NPC gets to |
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// think, we have to manually clear it out of scripted state, or it'll never recover. |
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pCineTarget->SetTarget( NULL ); |
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pTarget->SetEffects( pCineTarget->m_saved_effects ); |
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pTarget->m_hCine = NULL; |
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pTarget->SetTarget( NULL ); |
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pTarget->SetGoalEnt( NULL ); |
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pTarget->SetIdealState( NPC_STATE_IDLE ); |
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} |
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} |
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// FIXME: this needs to be done in a cine cleanup function |
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pCineTarget->m_iDelay = 0; |
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if ( bPretendSuccess ) |
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{ |
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// We need to pretend that this sequence actually finished fully |
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pCineTarget->m_OnEndSequence.FireOutput(NULL, pCineTarget); |
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pCineTarget->m_OnPostIdleEndSequence.FireOutput(NULL, pCineTarget); |
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} |
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else |
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{ |
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// Fire the cancel |
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pCineTarget->m_OnCancelSequence.FireOutput(NULL, pCineTarget); |
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if ( pCineTarget->m_startTime == 0 ) |
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{ |
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// If start time is 0, this sequence never actually ran. Fire the failed output. |
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pCineTarget->m_OnCancelFailedSequence.FireOutput(NULL, pCineTarget); |
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} |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Called before spawning, after keyvalues have been parsed. |
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//----------------------------------------------------------------------------- |
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void CAI_ScriptedSequence::Spawn( void ) |
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{ |
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SetSolid( SOLID_NONE ); |
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// |
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// If we have no name or we are set to start immediately, find the NPC and |
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// have them move to their script position now. |
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// |
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if ( !GetEntityName() || ( m_spawnflags & SF_SCRIPT_START_ON_SPAWN ) ) |
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{ |
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StartThink(); |
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SetNextThink( gpGlobals->curtime + 1.0f ); |
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// |
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// If we have a name, wait for a BeginSequence input to play the |
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// action animation. Otherwise, we'll play the action animation |
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// as soon as the NPC reaches the script position. |
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// |
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if ( GetEntityName() != NULL_STRING ) |
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{ |
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m_bWaitForBeginSequence = true; |
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} |
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} |
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if ( m_spawnflags & SF_SCRIPT_NOINTERRUPT ) |
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{ |
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m_interruptable = false; |
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} |
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else |
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{ |
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m_interruptable = true; |
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} |
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m_sequenceStarted = false; |
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m_startTime = 0; |
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m_hNextCine = NULL; |
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m_hLastFoundEntity = NULL; |
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} |
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//----------------------------------------------------------------------------- |
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void CAI_ScriptedSequence::UpdateOnRemove(void) |
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{ |
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ScriptEntityCancel( this ); |
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BaseClass::UpdateOnRemove(); |
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} |
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//----------------------------------------------------------------------------- |
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void CAI_ScriptedSequence::StartThink() |
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{ |
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m_sequenceStarted = false; |
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m_bThinking = true; |
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SetThink( &CAI_ScriptedSequence::ScriptThink ); |
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} |
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//----------------------------------------------------------------------------- |
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void CAI_ScriptedSequence::StopThink() |
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{ |
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if ( m_bThinking ) |
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{ |
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Assert( !m_bInitiatedSelfDelete ); |
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SetThink( NULL); |
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m_bThinking = false; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Returns true if this scripted sequence can possess entities |
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// regardless of state. |
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//----------------------------------------------------------------------------- |
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bool CAI_ScriptedSequence::FCanOverrideState( void ) |
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{ |
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if ( m_spawnflags & SF_SCRIPT_OVERRIDESTATE ) |
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return true; |
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return false; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Fires a script event by number. |
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// Input : nEvent - One based index of the script event from the , from 1 to 8. |
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//----------------------------------------------------------------------------- |
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void CAI_ScriptedSequence::FireScriptEvent( int nEvent ) |
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{ |
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if ( ( nEvent >= 1 ) && ( nEvent <= MAX_SCRIPT_EVENTS ) ) |
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{ |
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m_OnScriptEvent[nEvent - 1].FireOutput( this, this ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Input handler that causes the NPC to move to the script position. |
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//----------------------------------------------------------------------------- |
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void CAI_ScriptedSequence::InputMoveToPosition( inputdata_t &inputdata ) |
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{ |
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if ( m_bInitiatedSelfDelete ) |
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return; |
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// Have I already grabbed an NPC? |
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CBaseEntity *pEntity = GetTarget(); |
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CAI_BaseNPC *pTarget = NULL; |
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if ( pEntity ) |
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{ |
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pTarget = pEntity->MyNPCPointer(); |
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} |
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if ( pTarget != NULL ) |
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{ |
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// Yes, are they already playing this script? |
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if ( pTarget->m_scriptState == CAI_BaseNPC::SCRIPT_PLAYING || pTarget->m_scriptState == CAI_BaseNPC::SCRIPT_POST_IDLE ) |
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{ |
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// Yes, see if we can enqueue ourselves. |
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if ( pTarget->CanPlaySequence( FCanOverrideState(), SS_INTERRUPT_BY_NAME ) ) |
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{ |
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StartScript(); |
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m_bWaitForBeginSequence = true; |
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} |
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} |
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// No, presumably they are moving to position or waiting for the BeginSequence input. |
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} |
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else |
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{ |
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// No, grab the NPC but make them wait until BeginSequence is fired. They'll play |
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// their pre-action idle animation until BeginSequence is fired. |
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StartThink(); |
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SetNextThink( gpGlobals->curtime ); |
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m_bWaitForBeginSequence = true; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Input handler that activates the scripted sequence. |
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//----------------------------------------------------------------------------- |
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void CAI_ScriptedSequence::InputBeginSequence( inputdata_t &inputdata ) |
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{ |
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if ( m_bInitiatedSelfDelete ) |
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return; |
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// Start the script as soon as possible. |
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m_bWaitForBeginSequence = false; |
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// do I already know who I should use? |
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CBaseEntity *pEntity = GetTarget(); |
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CAI_BaseNPC *pTarget = NULL; |
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if ( !pEntity && m_hForcedTarget ) |
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{ |
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if ( FindEntity() ) |
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{ |
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pEntity = GetTarget(); |
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} |
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} |
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if ( pEntity ) |
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{ |
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pTarget = pEntity->MyNPCPointer(); |
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} |
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if ( pTarget ) |
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{ |
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// Are they already playing a script? |
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if ( pTarget->m_scriptState == CAI_BaseNPC::SCRIPT_PLAYING || pTarget->m_scriptState == CAI_BaseNPC::SCRIPT_POST_IDLE ) |
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{ |
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// See if we can enqueue ourselves after the current script. |
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if ( pTarget->CanPlaySequence( FCanOverrideState(), SS_INTERRUPT_BY_NAME ) ) |
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{ |
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StartScript(); |
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} |
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} |
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} |
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else |
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{ |
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// if not, try finding them |
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StartThink(); |
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// Because we are directly calling the new "think" function ScriptThink, assume we're done |
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// This fixes the following bug (along with the WokeThisTick() code herein: |
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// A zombie is created in the asleep state and then, the mapper fires both Wake and BeginSequence |
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// messages to have it jump up out of the slime, e.g. What happens before this change is that |
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// the Wake code removed EF_NODRAW, but so the zombie is transmitted to the client, but the script |
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// hasn't started and won't start until the next Think time (2 ticks on xbox) at which time the |
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// actual sequence starts causing the zombie to quickly lie down. |
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// The changes here are to track what tick we "awoke" on and get rid of the lag between Wake and |
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// ScriptThink by actually calling ScriptThink directly on the same frame and checking for the |
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// zombie having woken up and been instructed to play a sequence in the same frame. |
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SetNextThink( TICK_NEVER_THINK ); |
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ScriptThink(); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Input handler that activates the scripted sequence. |
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//----------------------------------------------------------------------------- |
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void CAI_ScriptedSequence::InputCancelSequence( inputdata_t &inputdata ) |
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{ |
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if ( m_bInitiatedSelfDelete ) |
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return; |
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// |
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// We don't call CancelScript because entity I/O will handle dispatching |
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// this input to all other scripts with our same name. |
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// |
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DevMsg( 2, "InputCancelScript: Cancelling script '%s'\n", STRING( m_iszPlay )); |
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StopThink(); |
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ScriptEntityCancel( this ); |
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} |
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void CAI_ScriptedSequence::InputScriptPlayerDeath( inputdata_t &inputdata ) |
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{ |
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if ( m_iPlayerDeathBehavior == SCRIPT_CANCEL ) |
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{ |
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if ( m_bInitiatedSelfDelete ) |
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return; |
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// |
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// We don't call CancelScript because entity I/O will handle dispatching |
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// this input to all other scripts with our same name. |
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// |
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DevMsg( 2, "InputCancelScript: Cancelling script '%s'\n", STRING( m_iszPlay )); |
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StopThink(); |
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ScriptEntityCancel( this ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Returns true if it is time for this script to start, false if the |
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// NPC should continue waiting. |
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// |
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// Scripts wait for two reasons: |
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// |
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// 1. To frame-syncronize with other scripts of the same name. |
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// 2. To wait indefinitely for the BeginSequence input after the NPC |
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// moves to the script position. |
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//----------------------------------------------------------------------------- |
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bool CAI_ScriptedSequence::IsTimeToStart( void ) |
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{ |
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Assert( !m_bWaitForBeginSequence ); |
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return ( m_iDelay == 0 ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Returns true if the script is still waiting to call StartScript() |
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//----------------------------------------------------------------------------- |
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bool CAI_ScriptedSequence::IsWaitingForBegin( void ) |
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{ |
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return m_bWaitForBeginSequence; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: This doesn't really make sense since only MOVETYPE_PUSH get 'Blocked' events |
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// Input : pOther - The entity blocking us. |
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//----------------------------------------------------------------------------- |
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void CAI_ScriptedSequence::Blocked( CBaseEntity *pOther ) |
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{ |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : pOther - The entity touching us. |
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//----------------------------------------------------------------------------- |
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void CAI_ScriptedSequence::Touch( CBaseEntity *pOther ) |
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{ |
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/* |
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DevMsg( 2, "Cine Touch\n" ); |
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if (m_pentTarget && OFFSET(pOther->pev) == OFFSET(m_pentTarget)) |
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{ |
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CAI_BaseNPC *pTarget = GetClassPtr((CAI_BaseNPC *)VARS(m_pentTarget)); |
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pTarget->m_NPCState == NPC_STATE_SCRIPT; |
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} |
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*/ |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CAI_ScriptedSequence::Die( void ) |
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{ |
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SetThink( &CAI_ScriptedSequence::SUB_Remove ); |
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m_bThinking = false; |
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m_bInitiatedSelfDelete = true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CAI_ScriptedSequence::Pain( void ) |
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{ |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : eMode - |
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// Output : Returns true on success, false on failure. |
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//----------------------------------------------------------------------------- |
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CAI_BaseNPC *CAI_ScriptedSequence::FindScriptEntity( ) |
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{ |
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CAI_BaseNPC *pEnqueueNPC = NULL; |
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CBaseEntity *pEntity; |
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int interrupt; |
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if ( m_hForcedTarget ) |
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{ |
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interrupt = SS_INTERRUPT_BY_NAME; |
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pEntity = m_hForcedTarget; |
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} |
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else |
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{ |
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interrupt = SS_INTERRUPT_BY_NAME; |
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pEntity = gEntList.FindEntityByNameWithin( m_hLastFoundEntity, STRING( m_iszEntity ), GetAbsOrigin(), m_flRadius ); |
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if (!pEntity) |
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{ |
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pEntity = gEntList.FindEntityByClassnameWithin( m_hLastFoundEntity, STRING( m_iszEntity ), GetAbsOrigin(), m_flRadius ); |
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interrupt = SS_INTERRUPT_BY_CLASS; |
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} |
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} |
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while ( pEntity != NULL ) |
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{ |
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CAI_BaseNPC *pNPC = pEntity->MyNPCPointer( ); |
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if ( pNPC ) |
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{ |
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// |
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// If they can play the sequence... |
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// |
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CanPlaySequence_t eCanPlay = pNPC->CanPlaySequence( FCanOverrideState(), interrupt ); |
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if ( eCanPlay == CAN_PLAY_NOW ) |
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{ |
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// If they can play it now, we're done! |
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return pNPC; |
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} |
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else if ( eCanPlay == CAN_PLAY_ENQUEUED ) |
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{ |
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// They can play it, but only enqueued. We'll use them as a last resort. |
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pEnqueueNPC = pNPC; |
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} |
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else if (!(m_spawnflags & SF_SCRIPT_NO_COMPLAINTS)) |
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{ |
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// They cannot play the script. |
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DevMsg( "Found %s, but can't play!\n", STRING( m_iszEntity )); |
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} |
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} |
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if ( m_hForcedTarget ) |
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{ |
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Warning( "Code forced %s(%s), to be the target of scripted sequence %s, but it can't play it.\n", |
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pEntity->GetClassname(), pEntity->GetDebugName(), GetDebugName() ); |
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pEntity = NULL; |
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UTIL_Remove( this ); |
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return NULL; |
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} |
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else |
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{ |
|
if ( interrupt == SS_INTERRUPT_BY_NAME ) |
|
pEntity = gEntList.FindEntityByNameWithin( pEntity, STRING( m_iszEntity ), GetAbsOrigin(), m_flRadius ); |
|
else |
|
pEntity = gEntList.FindEntityByClassnameWithin( pEntity, STRING( m_iszEntity ), GetAbsOrigin(), m_flRadius ); |
|
} |
|
} |
|
|
|
// |
|
// If we found an NPC that will enqueue the script, use them. |
|
// |
|
if ( pEnqueueNPC != NULL ) |
|
{ |
|
return pEnqueueNPC; |
|
} |
|
|
|
return NULL; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CAI_ScriptedSequence::FindEntity( void ) |
|
{ |
|
CAI_BaseNPC *pTarget = FindScriptEntity( ); |
|
|
|
if ( (m_spawnflags & SF_SCRIPT_SEARCH_CYCLICALLY)) |
|
{ |
|
// next time this is called, start searching from the one found last time |
|
m_hLastFoundEntity = pTarget; |
|
} |
|
|
|
SetTarget( pTarget ); |
|
|
|
return pTarget != NULL; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Make the entity enter a scripted sequence. |
|
//----------------------------------------------------------------------------- |
|
void CAI_ScriptedSequence::StartScript( void ) |
|
{ |
|
CBaseEntity *pEntity = GetTarget(); |
|
CAI_BaseNPC *pTarget = NULL; |
|
if ( pEntity ) |
|
pTarget = pEntity->MyNPCPointer(); |
|
|
|
if ( pTarget ) |
|
{ |
|
pTarget->RemoveSpawnFlags( SF_NPC_WAIT_FOR_SCRIPT ); |
|
|
|
// |
|
// If the NPC is in another script, just enqueue ourselves and bail out. |
|
// We'll possess the NPC when the current script finishes with the NPC. |
|
// Note that we only enqueue one deep currently, so if there is someone |
|
// else in line we'll stomp them. |
|
// |
|
if ( pTarget->m_hCine != NULL ) |
|
{ |
|
if ( pTarget->m_hCine->m_hNextCine != NULL ) |
|
{ |
|
// |
|
// Kicking another script out of the queue. |
|
// |
|
CAI_ScriptedSequence *pCine = ( CAI_ScriptedSequence * )pTarget->m_hCine->m_hNextCine.Get(); |
|
|
|
if (pTarget->m_hCine->m_hNextCine != pTarget->m_hCine) |
|
{ |
|
// Don't clear the currently playing script's target! |
|
pCine->SetTarget( NULL ); |
|
} |
|
DevMsg( 2, "script \"%s\" kicking script \"%s\" out of the queue\n", GetDebugName(), pCine->GetDebugName() ); |
|
} |
|
|
|
pTarget->m_hCine->m_hNextCine = this; |
|
return; |
|
} |
|
|
|
// |
|
// If no next script is specified, clear it out so other scripts can enqueue themselves |
|
// after us. |
|
// |
|
if ( !m_iszNextScript ) |
|
{ |
|
m_hNextCine = NULL; |
|
} |
|
|
|
// UNDONE: Do this to sync up multi-entity scripts? |
|
//pTarget->SetNextThink( gpGlobals->curtime ); |
|
|
|
pTarget->SetGoalEnt( this ); |
|
pTarget->ForceDecisionThink(); |
|
pTarget->m_hCine = this; |
|
pTarget->SetTarget( this ); |
|
|
|
// Notify the NPC tat we're stomping them into a scene! |
|
pTarget->OnStartScene(); |
|
|
|
{ |
|
m_bTargetWasAsleep = ( pTarget->GetSleepState() != AISS_AWAKE ) ? true : false; |
|
bool justAwoke = pTarget->WokeThisTick(); |
|
if ( m_bTargetWasAsleep || justAwoke ) |
|
{ |
|
// Note, Wake() will remove the EF_NODRAW flag, but if we are starting a seq on a hidden entity |
|
// we don't want it to draw on the client until the sequence actually starts to play |
|
// Make sure it stays hidden!!! |
|
if ( m_bTargetWasAsleep ) |
|
{ |
|
pTarget->Wake(); |
|
} |
|
m_bTargetWasAsleep = true; |
|
|
|
// Even if awakened this frame, temporarily keep the entity hidden for now |
|
pTarget->AddEffects( EF_NODRAW ); |
|
} |
|
} |
|
|
|
// If the entity was asleep at the start, make sure we don't make it invisible |
|
// AFTER the script finishes (can't think of a case where you'd want that to happen) |
|
m_saved_effects = pTarget->GetEffects() & ~EF_NODRAW; |
|
pTarget->AddEffects( GetEffects() ); |
|
m_savedFlags = pTarget->GetFlags(); |
|
m_savedCollisionGroup = pTarget->GetCollisionGroup(); |
|
|
|
if ( m_bDisableNPCCollisions ) |
|
{ |
|
pTarget->SetCollisionGroup( COLLISION_GROUP_NPC_SCRIPTED ); |
|
} |
|
|
|
switch (m_fMoveTo) |
|
{ |
|
case CINE_MOVETO_WAIT: |
|
case CINE_MOVETO_WAIT_FACING: |
|
pTarget->m_scriptState = CAI_BaseNPC::SCRIPT_WAIT; |
|
|
|
if ( m_bIgnoreGravity ) |
|
{ |
|
pTarget->AddFlag( FL_FLY ); |
|
pTarget->SetGroundEntity( NULL ); |
|
} |
|
|
|
break; |
|
|
|
case CINE_MOVETO_WALK: |
|
pTarget->m_scriptState = CAI_BaseNPC::SCRIPT_WALK_TO_MARK; |
|
break; |
|
|
|
case CINE_MOVETO_RUN: |
|
pTarget->m_scriptState = CAI_BaseNPC::SCRIPT_RUN_TO_MARK; |
|
break; |
|
|
|
case CINE_MOVETO_CUSTOM: |
|
pTarget->m_scriptState = CAI_BaseNPC::SCRIPT_CUSTOM_MOVE_TO_MARK; |
|
break; |
|
|
|
case CINE_MOVETO_TELEPORT: |
|
m_bIsTeleportingDueToMoveTo = true; |
|
pTarget->Teleport( &GetAbsOrigin(), NULL, &vec3_origin ); |
|
m_bIsTeleportingDueToMoveTo = false; |
|
pTarget->GetMotor()->SetIdealYaw( GetLocalAngles().y ); |
|
pTarget->SetLocalAngularVelocity( vec3_angle ); |
|
pTarget->IncrementInterpolationFrame(); |
|
QAngle angles = pTarget->GetLocalAngles(); |
|
angles.y = GetLocalAngles().y; |
|
pTarget->SetLocalAngles( angles ); |
|
pTarget->m_scriptState = CAI_BaseNPC::SCRIPT_WAIT; |
|
|
|
if ( m_bIgnoreGravity ) |
|
{ |
|
pTarget->AddFlag( FL_FLY ); |
|
pTarget->SetGroundEntity( NULL ); |
|
} |
|
|
|
// UNDONE: Add a flag to do this so people can fixup physics after teleporting NPCs |
|
//pTarget->SetGroundEntity( NULL ); |
|
break; |
|
} |
|
//DevMsg( 2, "\"%s\" found and used (INT: %s)\n", STRING( pTarget->m_iName ), FBitSet(m_spawnflags, SF_SCRIPT_NOINTERRUPT)?"No":"Yes" ); |
|
|
|
|
|
// Wait until all scripts of the same name are ready to play. |
|
m_bDelayed = false; |
|
DelayStart( true ); |
|
|
|
pTarget->SetIdealState(NPC_STATE_SCRIPT); |
|
|
|
// FIXME: not sure why this is happening, or what to do about truely dormant NPCs |
|
if ( pTarget->IsEFlagSet( EFL_NO_THINK_FUNCTION ) && pTarget->GetNextThink() != TICK_NEVER_THINK ) |
|
{ |
|
DevWarning( "scripted_sequence %d:%s - restarting dormant entity %d:%s : %.1f:%.1f\n", entindex(), GetDebugName(), pTarget->entindex(), pTarget->GetDebugName(), gpGlobals->curtime, pTarget->GetNextThink() ); |
|
pTarget->SetNextThink( gpGlobals->curtime ); |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: First think after activation. Grabs an NPC and makes it do things. |
|
//----------------------------------------------------------------------------- |
|
void CAI_ScriptedSequence::ScriptThink( void ) |
|
{ |
|
if ( g_pAINetworkManager && !g_pAINetworkManager->IsInitialized() ) |
|
{ |
|
SetNextThink( gpGlobals->curtime + 0.1f ); |
|
} |
|
else if (FindEntity()) |
|
{ |
|
StartScript( ); |
|
DevMsg( 2, "scripted_sequence %d:\"%s\" using NPC %d:\"%s\"(%s)\n", entindex(), GetDebugName(), GetTarget()->entindex(), GetTarget()->GetEntityName().ToCStr(), STRING( m_iszEntity ) ); |
|
} |
|
else |
|
{ |
|
CancelScript( ); |
|
DevMsg( 2, "scripted_sequence %d:\"%s\" can't find NPC \"%s\"\n", entindex(), GetDebugName(), STRING( m_iszEntity ) ); |
|
// FIXME: just trying again is bad. This should fire an output instead. |
|
// FIXME: Think about puting output triggers in both StartScript() and CancelScript(). |
|
SetNextThink( gpGlobals->curtime + 1.0f ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Callback for firing the begin sequence output. Called by the NPC that |
|
// is running the script as it starts the action seqeunce. |
|
//----------------------------------------------------------------------------- |
|
void CAI_ScriptedSequence::OnBeginSequence( void ) |
|
{ |
|
m_OnBeginSequence.FireOutput( this, this ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Look up a sequence name and setup the target NPC to play it. |
|
// Input : pTarget - |
|
// iszSeq - |
|
// completeOnEmpty - |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CAI_ScriptedSequence::StartSequence( CAI_BaseNPC *pTarget, string_t iszSeq, bool completeOnEmpty ) |
|
{ |
|
Assert( pTarget ); |
|
m_sequenceStarted = true; |
|
m_bIsPlayingEntry = (iszSeq == m_iszEntry); |
|
|
|
if ( !iszSeq && completeOnEmpty ) |
|
{ |
|
SequenceDone( pTarget ); |
|
return false; |
|
} |
|
|
|
int nSequence = pTarget->LookupSequence( STRING( iszSeq ) ); |
|
if (nSequence == -1) |
|
{ |
|
Warning( "%s: unknown scripted sequence \"%s\"\n", pTarget->GetDebugName(), STRING( iszSeq )); |
|
nSequence = 0; |
|
} |
|
|
|
// look for the activity that this represents |
|
Activity act = pTarget->GetSequenceActivity( nSequence ); |
|
if (act == ACT_INVALID) |
|
act = ACT_IDLE; |
|
|
|
pTarget->SetActivityAndSequence( act, nSequence, act, act ); |
|
|
|
// If the target was hidden even though we woke it up, only make it drawable if we're not still on the preidle seq... |
|
if ( m_bTargetWasAsleep && |
|
iszSeq != m_iszPreIdle ) |
|
{ |
|
m_bTargetWasAsleep = false; |
|
// Show it |
|
pTarget->RemoveEffects( EF_NODRAW ); |
|
// Don't blend... |
|
pTarget->IncrementInterpolationFrame(); |
|
} |
|
//DevMsg( 2, "%s (%s): started \"%s\":INT:%s\n", STRING( pTarget->m_iName ), pTarget->GetClassname(), STRING( iszSeq), (m_spawnflags & SF_SCRIPT_NOINTERRUPT) ? "No" : "Yes" ); |
|
|
|
return true; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Called when a scripted sequence is ready to start playing the sequence |
|
// Input : pNPC - Pointer to the NPC that the sequence possesses. |
|
//----------------------------------------------------------------------------- |
|
|
|
void CAI_ScriptedSequence::SynchronizeSequence( CAI_BaseNPC *pNPC ) |
|
{ |
|
//Msg("%s (for %s) called SynchronizeSequence() at %0.2f\n", GetTarget()->GetDebugName(), GetDebugName(), gpGlobals->curtime); |
|
|
|
Assert( m_iDelay == 0 ); |
|
Assert( m_bWaitForBeginSequence == false ); |
|
m_bForceSynch = false; |
|
|
|
// Reset cycle position |
|
float flCycleRate = pNPC->GetSequenceCycleRate( pNPC->GetSequence() ); |
|
float flInterval = gpGlobals->curtime - m_startTime; |
|
|
|
// Msg("%.2f \"%s\" %s : %f (%f): interval %f\n", gpGlobals->curtime, GetEntityName().ToCStr(), pNPC->GetClassname(), pNPC->m_flAnimTime.Get(), m_startTime, flInterval ); |
|
//Assert( flInterval >= 0.0 && flInterval <= 0.15 ); |
|
flInterval = clamp( flInterval, 0.f, 0.15f ); |
|
|
|
if (flInterval == 0) |
|
return; |
|
|
|
// do the movement for the missed portion of the sequence |
|
pNPC->SetCycle( 0.0f ); |
|
pNPC->AutoMovement( flInterval ); |
|
|
|
// reset the cycle to a common basis |
|
pNPC->SetCycle( flInterval * flCycleRate ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Moves to the next action sequence if the scripted_sequence wants to, |
|
// or returns true if it wants to leave the action sequence |
|
//----------------------------------------------------------------------------- |
|
bool CAI_ScriptedSequence::FinishedActionSequence( CAI_BaseNPC *pNPC ) |
|
{ |
|
// Restart the action sequence when the entry finishes, or when the action |
|
// finishes and we're set to loop it. |
|
if ( IsPlayingEntry() ) |
|
{ |
|
if ( GetEntityName() != NULL_STRING ) |
|
{ |
|
// Force all matching ss's to synchronize their action sequences |
|
SynchNewSequence( CAI_BaseNPC::SCRIPT_PLAYING, m_iszPlay, true ); |
|
} |
|
else |
|
{ |
|
StartSequence( pNPC, m_iszPlay, true ); |
|
} |
|
return false; |
|
} |
|
|
|
// Let the core action sequence continue to loop |
|
if ( ShouldLoopActionSequence() ) |
|
{ |
|
// If the NPC has reached post idle state, we need to stop looping the action sequence |
|
if ( pNPC->m_scriptState == CAI_BaseNPC::SCRIPT_POST_IDLE ) |
|
return true; |
|
|
|
return false; |
|
} |
|
|
|
return true; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Called when a scripted sequence animation sequence is done playing |
|
// (or when an AI Scripted Sequence doesn't supply an animation sequence |
|
// to play). |
|
// Input : pNPC - Pointer to the NPC that the sequence possesses. |
|
//----------------------------------------------------------------------------- |
|
void CAI_ScriptedSequence::SequenceDone( CAI_BaseNPC *pNPC ) |
|
{ |
|
//DevMsg( 2, "Sequence %s finished\n", STRING( pNPC->m_hCine->m_iszPlay ) ); |
|
|
|
//Msg("%s SequenceDone() at %0.2f\n", pNPC->GetDebugName(), gpGlobals->curtime ); |
|
|
|
// If we're part of a synchronised post-idle sequence, we need to do things differently |
|
if ( m_bSynchPostIdles && GetEntityName() != NULL_STRING ) |
|
{ |
|
// If we're already in POST_IDLE state, then one of the other scripted |
|
// sequences we're synching with has already kicked us into running |
|
// the post idle sequence, so we do nothing. |
|
if ( pNPC->m_scriptState != CAI_BaseNPC::SCRIPT_POST_IDLE ) |
|
{ |
|
if ( ( m_iszPostIdle != NULL_STRING ) && ( m_hNextCine == NULL ) ) |
|
{ |
|
SynchNewSequence( CAI_BaseNPC::SCRIPT_POST_IDLE, m_iszPostIdle, true ); |
|
} |
|
else |
|
{ |
|
PostIdleDone( pNPC ); |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
// |
|
// If we have a post idle set, and no other script is in the queue for this |
|
// NPC, start playing the idle now. |
|
// |
|
if ( ( m_iszPostIdle != NULL_STRING ) && ( m_hNextCine == NULL ) ) |
|
{ |
|
// |
|
// First time we've gotten here for this script. Start playing the post idle |
|
// if one is specified. |
|
// |
|
pNPC->m_scriptState = CAI_BaseNPC::SCRIPT_POST_IDLE; |
|
StartSequence( pNPC, m_iszPostIdle, false ); // false to prevent recursion here! |
|
} |
|
else |
|
{ |
|
PostIdleDone( pNPC ); |
|
} |
|
} |
|
|
|
m_OnEndSequence.FireOutput(NULL, this); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CAI_ScriptedSequence::SynchNewSequence( CAI_BaseNPC::SCRIPTSTATE newState, string_t iszSequence, bool bSynchOtherScenes ) |
|
{ |
|
// Do we need to synchronize all our matching scripted scenes? |
|
if ( bSynchOtherScenes ) |
|
{ |
|
//Msg("%s (for %s) forcing synch of %s at %0.2f\n", GetTarget()->GetDebugName(), GetDebugName(), iszSequence, gpGlobals->curtime); |
|
|
|
CBaseEntity *pentCine = gEntList.FindEntityByName( NULL, GetEntityName(), NULL ); |
|
while ( pentCine ) |
|
{ |
|
CAI_ScriptedSequence *pScene = dynamic_cast<CAI_ScriptedSequence *>(pentCine); |
|
if ( pScene && pScene != this ) |
|
{ |
|
pScene->SynchNewSequence( newState, iszSequence, false ); |
|
} |
|
pentCine = gEntList.FindEntityByName( pentCine, GetEntityName(), NULL ); |
|
} |
|
} |
|
|
|
// Now force this one to start the post idle? |
|
if ( !GetTarget() ) |
|
return; |
|
CAI_BaseNPC *pNPC = GetTarget()->MyNPCPointer(); |
|
if ( !pNPC ) |
|
return; |
|
|
|
//Msg("%s (for %s) starting %s seq at %0.2f\n", pNPC->GetDebugName(), GetDebugName(), iszSequence, gpGlobals->curtime); |
|
|
|
m_startTime = gpGlobals->curtime; |
|
pNPC->m_scriptState = newState; |
|
StartSequence( pNPC, iszSequence, false ); |
|
|
|
// Force the NPC to synchronize animations on their next think |
|
m_bForceSynch = true; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Called when a scripted sequence animation sequence is done playing |
|
// (or when an AI Scripted Sequence doesn't supply an animation sequence |
|
// to play). |
|
// Input : pNPC - Pointer to the NPC that the sequence possesses. |
|
//----------------------------------------------------------------------------- |
|
void CAI_ScriptedSequence::PostIdleDone( CAI_BaseNPC *pNPC ) |
|
{ |
|
// |
|
// If we're set to keep the NPC in a scripted idle, hack them back into the script, |
|
// but allow another scripted sequence to take control of the NPC if it wants to, |
|
// unless another script has stolen them from us. |
|
// |
|
if ( ( m_iszPostIdle != NULL_STRING ) && ( m_spawnflags & SF_SCRIPT_LOOP_IN_POST_IDLE ) && ( m_hNextCine == NULL ) ) |
|
{ |
|
// |
|
// First time we've gotten here for this script. Start playing the post idle |
|
// if one is specified. |
|
// Only do so if we're selected, to prevent spam |
|
if ( pNPC->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT ) |
|
{ |
|
DevMsg( 2, "Post Idle %s finished for %s\n", STRING( pNPC->m_hCine->m_iszPostIdle ), pNPC->GetDebugName() ); |
|
} |
|
|
|
pNPC->m_scriptState = CAI_BaseNPC::SCRIPT_POST_IDLE; |
|
StartSequence( pNPC, m_iszPostIdle, false ); |
|
} |
|
else |
|
{ |
|
if ( !( m_spawnflags & SF_SCRIPT_REPEATABLE ) ) |
|
{ |
|
SetThink( &CAI_ScriptedSequence::SUB_Remove ); |
|
SetNextThink( gpGlobals->curtime + 0.1f ); |
|
m_bThinking = false; |
|
m_bInitiatedSelfDelete = true; |
|
} |
|
|
|
// |
|
// This is done so that another sequence can take over the NPC when triggered |
|
// by the first. |
|
// |
|
pNPC->CineCleanup(); |
|
|
|
// We have to pass in the flags here, because the NPC's m_hCine was cleared in CineCleanup() |
|
FixScriptNPCSchedule( pNPC, m_savedFlags ); |
|
|
|
// |
|
// If another script is waiting to grab this NPC, start the next script |
|
// immediately. |
|
// |
|
if ( m_hNextCine != NULL ) |
|
{ |
|
CAI_ScriptedSequence *pNextCine = ( CAI_ScriptedSequence * )m_hNextCine.Get(); |
|
|
|
// |
|
// Don't link ourselves in if we are going to be deleted. |
|
// TODO: use EHANDLEs instead of pointers to scripts! |
|
// |
|
if ( ( pNextCine != this ) || ( m_spawnflags & SF_SCRIPT_REPEATABLE ) ) |
|
{ |
|
pNextCine->SetTarget( pNPC ); |
|
pNextCine->StartScript(); |
|
} |
|
} |
|
} |
|
|
|
//Msg("%s finished post idle at %0.2f\n", pNPC->GetDebugName(), gpGlobals->curtime ); |
|
m_OnPostIdleEndSequence.FireOutput(NULL, this); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: When a NPC finishes a scripted sequence, we have to fix up its state |
|
// and schedule for it to return to a normal AI NPC. |
|
// Scripted sequences just dirty the Schedule and drop the NPC in Idle State. |
|
// Input : *pNPC - |
|
//----------------------------------------------------------------------------- |
|
void CAI_ScriptedSequence::FixScriptNPCSchedule( CAI_BaseNPC *pNPC, int iSavedCineFlags ) |
|
{ |
|
if ( pNPC->GetIdealState() != NPC_STATE_DEAD ) |
|
{ |
|
pNPC->SetIdealState( NPC_STATE_IDLE ); |
|
} |
|
|
|
if ( pNPC == NULL ) |
|
return; |
|
|
|
FixFlyFlag( pNPC, iSavedCineFlags ); |
|
|
|
pNPC->ClearSchedule( "Finished scripted sequence" ); |
|
} |
|
|
|
void CAI_ScriptedSequence::FixFlyFlag( CAI_BaseNPC *pNPC, int iSavedCineFlags ) |
|
{ |
|
//Adrian: We NEED to clear this or the NPC's FL_FLY flag will never be removed cause of ClearSchedule! |
|
if ( pNPC->GetTask() && ( pNPC->GetTask()->iTask == TASK_PLAY_SCRIPT || pNPC->GetTask()->iTask == TASK_PLAY_SCRIPT_POST_IDLE ) ) |
|
{ |
|
if ( !(iSavedCineFlags & FL_FLY) ) |
|
{ |
|
if ( pNPC->GetFlags() & FL_FLY ) |
|
{ |
|
pNPC->RemoveFlag( FL_FLY ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : fAllow - |
|
//----------------------------------------------------------------------------- |
|
void CAI_ScriptedSequence::AllowInterrupt( bool fAllow ) |
|
{ |
|
if ( m_spawnflags & SF_SCRIPT_NOINTERRUPT ) |
|
return; |
|
m_interruptable = fAllow; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CAI_ScriptedSequence::CanInterrupt( void ) |
|
{ |
|
if ( !m_interruptable ) |
|
return false; |
|
|
|
CBaseEntity *pTarget = GetTarget(); |
|
|
|
if ( pTarget != NULL && pTarget->IsAlive() ) |
|
return true; |
|
|
|
return false; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CAI_ScriptedSequence::RemoveIgnoredConditions( void ) |
|
{ |
|
if ( CanInterrupt() ) |
|
{ |
|
return; |
|
} |
|
|
|
CBaseEntity *pEntity = GetTarget(); |
|
if ( pEntity == NULL ) |
|
{ |
|
return; |
|
} |
|
|
|
CAI_BaseNPC *pTarget = pEntity->MyNPCPointer(); |
|
if ( pTarget == NULL ) |
|
{ |
|
return; |
|
} |
|
|
|
|
|
if ( pTarget ) |
|
{ |
|
pTarget->ClearCondition(COND_LIGHT_DAMAGE); |
|
pTarget->ClearCondition(COND_HEAVY_DAMAGE); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Returns true if another script is allowed to enqueue itself after |
|
// this script. The enqueued script will begin immediately after the |
|
// current script without dropping the NPC into AI. |
|
//----------------------------------------------------------------------------- |
|
bool CAI_ScriptedSequence::CanEnqueueAfter( void ) |
|
{ |
|
if ( m_hNextCine == NULL ) |
|
{ |
|
return true; |
|
} |
|
|
|
if ( m_iszNextScript != NULL_STRING ) |
|
{ |
|
DevMsg( 2, "%s is specified as the 'Next Script' and cannot be kicked out of the queue\n", m_hNextCine->GetDebugName() ); |
|
return false; |
|
} |
|
|
|
if ( !m_hNextCine->HasSpawnFlags( SF_SCRIPT_HIGH_PRIORITY ) ) |
|
{ |
|
return true; |
|
} |
|
|
|
DevMsg( 2, "%s is a priority script and cannot be kicked out of the queue\n", m_hNextCine->GetDebugName() ); |
|
|
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CAI_ScriptedSequence::StopActionLoop( bool bStopSynchronizedScenes ) |
|
{ |
|
// Stop looping our action sequence. Next time the loop finishes, |
|
// we'll move to the post idle sequence instead. |
|
m_bLoopActionSequence = false; |
|
|
|
// If we have synchronized scenes, and we're supposed to stop them, do so |
|
if ( !bStopSynchronizedScenes || GetEntityName() == NULL_STRING ) |
|
return; |
|
|
|
CBaseEntity *pentCine = gEntList.FindEntityByName( NULL, GetEntityName(), NULL ); |
|
while ( pentCine ) |
|
{ |
|
CAI_ScriptedSequence *pScene = dynamic_cast<CAI_ScriptedSequence *>(pentCine); |
|
if ( pScene && pScene != this ) |
|
{ |
|
pScene->StopActionLoop( false ); |
|
} |
|
|
|
pentCine = gEntList.FindEntityByName( pentCine, GetEntityName(), NULL ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Code method of forcing a scripted sequence entity to use a particular NPC. |
|
// Useful when you don't know if the NPC has a unique targetname. |
|
//----------------------------------------------------------------------------- |
|
void CAI_ScriptedSequence::ForceSetTargetEntity( CAI_BaseNPC *pTarget, bool bDontCancelOtherSequences ) |
|
{ |
|
m_hForcedTarget = pTarget; |
|
m_iszEntity = m_hForcedTarget->GetEntityName(); // Not guaranteed to be unique |
|
m_bDontCancelOtherSequences = bDontCancelOtherSequences; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Setup this scripted sequence to maintain the desired position offset |
|
// to the other NPC in the scripted interaction. |
|
//----------------------------------------------------------------------------- |
|
void CAI_ScriptedSequence::SetupInteractionPosition( CBaseEntity *pRelativeEntity, VMatrix &matDesiredLocalToWorld ) |
|
{ |
|
m_matInteractionPosition = matDesiredLocalToWorld; |
|
m_hInteractionRelativeEntity = pRelativeEntity; |
|
} |
|
|
|
extern ConVar ai_debug_dyninteractions; |
|
//----------------------------------------------------------------------------- |
|
// Purpose: Modify the target AutoMovement() position before the NPC moves. |
|
//----------------------------------------------------------------------------- |
|
void CAI_ScriptedSequence::ModifyScriptedAutoMovement( Vector *vecNewPos ) |
|
{ |
|
if ( m_hInteractionRelativeEntity ) |
|
{ |
|
// If we have an entry animation, only do it on the entry |
|
if ( m_iszEntry != NULL_STRING && !m_bIsPlayingEntry ) |
|
return; |
|
|
|
Vector vecRelativeOrigin = m_hInteractionRelativeEntity->GetAbsOrigin(); |
|
QAngle angRelativeAngles = m_hInteractionRelativeEntity->GetAbsAngles(); |
|
|
|
CAI_BaseNPC *pNPC = m_hInteractionRelativeEntity->MyNPCPointer(); |
|
if ( pNPC ) |
|
{ |
|
angRelativeAngles[YAW] = pNPC->GetInteractionYaw(); |
|
} |
|
|
|
bool bDebug = ai_debug_dyninteractions.GetInt() == 2; |
|
if ( bDebug ) |
|
{ |
|
Msg("--\n%s current org: %f %f\n", m_hTargetEnt->GetDebugName(), m_hTargetEnt->GetAbsOrigin().x, m_hTargetEnt->GetAbsOrigin().y ); |
|
Msg("%s current org: %f %f", m_hInteractionRelativeEntity->GetDebugName(), vecRelativeOrigin.x, vecRelativeOrigin.y ); |
|
} |
|
|
|
CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating*>(m_hInteractionRelativeEntity.Get()); |
|
if ( pAnimating ) |
|
{ |
|
Vector vecDeltaPos; |
|
QAngle vecDeltaAngles; |
|
pAnimating->GetSequenceMovement( pAnimating->GetSequence(), 0.0f, pAnimating->GetCycle(), vecDeltaPos, vecDeltaAngles ); |
|
VectorYawRotate( vecDeltaPos, pAnimating->GetLocalAngles().y, vecDeltaPos ); |
|
|
|
if ( bDebug ) |
|
{ |
|
NDebugOverlay::Box( vecRelativeOrigin, -Vector(2,2,2), Vector(2,2,2), 0,255,0, 8, 0.1 ); |
|
} |
|
vecRelativeOrigin -= vecDeltaPos; |
|
if ( bDebug ) |
|
{ |
|
Msg(", relative to sequence start: %f %f\n", vecRelativeOrigin.x, vecRelativeOrigin.y ); |
|
NDebugOverlay::Box( vecRelativeOrigin, -Vector(3,3,3), Vector(3,3,3), 255,0,0, 8, 0.1 ); |
|
} |
|
} |
|
|
|
// We've been asked to maintain a specific position relative to the other NPC |
|
// we're interacting with. Lerp towards the relative position. |
|
VMatrix matMeToWorld, matLocalToWorld; |
|
matMeToWorld.SetupMatrixOrgAngles( vecRelativeOrigin, angRelativeAngles ); |
|
MatrixMultiply( matMeToWorld, m_matInteractionPosition, matLocalToWorld ); |
|
|
|
// Get the desired NPC position in worldspace |
|
Vector vecOrigin; |
|
QAngle angAngles; |
|
vecOrigin = matLocalToWorld.GetTranslation(); |
|
MatrixToAngles( matLocalToWorld, angAngles ); |
|
|
|
if ( bDebug ) |
|
{ |
|
Msg("Desired Origin for %s: %f %f\n", m_hTargetEnt->GetDebugName(), vecOrigin.x, vecOrigin.y ); |
|
NDebugOverlay::Axis( vecOrigin, angAngles, 5, true, 0.1 ); |
|
} |
|
|
|
// Lerp to it over time |
|
Vector vecToTarget = (vecOrigin - *vecNewPos); |
|
if ( bDebug ) |
|
{ |
|
Msg("Automovement's output origin: %f %f\n", (*vecNewPos).x, (*vecNewPos).y ); |
|
Msg("Vector from automovement to desired: %f %f\n", vecToTarget.x, vecToTarget.y ); |
|
} |
|
*vecNewPos += (vecToTarget * pAnimating->GetCycle()); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Find all the cinematic entities with my targetname and stop them |
|
// from playing. |
|
//----------------------------------------------------------------------------- |
|
void CAI_ScriptedSequence::CancelScript( void ) |
|
{ |
|
DevMsg( 2, "Cancelling script: %s\n", STRING( m_iszPlay )); |
|
|
|
// Don't cancel matching sequences if we're asked not to, unless we didn't actually |
|
// succeed in starting, in which case we should always cancel. This fixes |
|
// dynamic interactions where an NPC was killed the same frame another NPC |
|
// started a dynamic interaction with him. |
|
bool bDontCancelOther = ((m_bDontCancelOtherSequences || HasSpawnFlags( SF_SCRIPT_ALLOW_DEATH ) )&& (m_startTime != 0)); |
|
if ( bDontCancelOther || !GetEntityName() ) |
|
{ |
|
ScriptEntityCancel( this ); |
|
return; |
|
} |
|
|
|
CBaseEntity *pentCineTarget = gEntList.FindEntityByName( NULL, GetEntityName() ); |
|
|
|
while ( pentCineTarget ) |
|
{ |
|
ScriptEntityCancel( pentCineTarget ); |
|
pentCineTarget = gEntList.FindEntityByName( pentCineTarget, GetEntityName() ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Find all the cinematic entities with my targetname and tell them to |
|
// wait before starting. This ensures that all scripted sequences with |
|
// the same name are frame-synchronized. |
|
// |
|
// When triggered, scripts call this first with a state of 1 to indicate that |
|
// they are not ready to play (while NPCs move to their cue positions, etc). |
|
// Once they are ready to play, they call it with a state of 0. When all |
|
// the scripts are ready, they all are told to start. |
|
// |
|
// Input : bDelay - true means this script is not ready, false means it is ready. |
|
//----------------------------------------------------------------------------- |
|
void CAI_ScriptedSequence::DelayStart( bool bDelay ) |
|
{ |
|
//Msg("SSEQ: %.2f \"%s\" (%d) DelayStart( %d ). Current m_iDelay is: %d\n", gpGlobals->curtime, GetDebugName(), entindex(), bDelay, m_iDelay ); |
|
|
|
if ( ai_task_pre_script.GetBool() ) |
|
{ |
|
if ( bDelay == m_bDelayed ) |
|
return; |
|
|
|
m_bDelayed = bDelay; |
|
} |
|
|
|
// Without a name, we cannot synchronize with anything else |
|
if ( GetEntityName() == NULL_STRING ) |
|
{ |
|
m_iDelay = bDelay; |
|
m_startTime = gpGlobals->curtime; |
|
return; |
|
} |
|
|
|
CBaseEntity *pentCine = gEntList.FindEntityByName( NULL, GetEntityName() ); |
|
|
|
while ( pentCine ) |
|
{ |
|
if ( FClassnameIs( pentCine, "scripted_sequence" ) ) |
|
{ |
|
CAI_ScriptedSequence *pTarget = (CAI_ScriptedSequence *)pentCine; |
|
if (bDelay) |
|
{ |
|
// if delaying, add up the number of other scripts in the group |
|
m_iDelay++; |
|
|
|
//Msg("SSEQ: (%d) Found matching SS (%d). Incrementing MY m_iDelay to %d.\n", entindex(), pTarget->entindex(), m_iDelay ); |
|
} |
|
else |
|
{ |
|
// if ready, decrement each of other scripts in the group |
|
// members not yet delayed will decrement below zero. |
|
pTarget->m_iDelay--; |
|
|
|
//Msg("SSEQ: (%d) Found matching SS (%d). Decrementing THEIR m_iDelay to %d.\n", entindex(), pTarget->entindex(), pTarget->m_iDelay ); |
|
|
|
// once everything is balanced, everyone will start. |
|
if (pTarget->m_iDelay == 0) |
|
{ |
|
pTarget->m_startTime = gpGlobals->curtime; |
|
|
|
//Msg("SSEQ: STARTING SEQUENCE for \"%s\" (%d) (m_iDelay reached 0).\n", pTarget->GetDebugName(), pTarget->entindex() ); |
|
} |
|
} |
|
} |
|
pentCine = gEntList.FindEntityByName( pentCine, GetEntityName() ); |
|
} |
|
|
|
//Msg("SSEQ: Exited DelayStart() with m_iDelay of: %d.\n", m_iDelay ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Find an entity that I'm interested in and precache the sounds he'll |
|
// need in the sequence. |
|
//----------------------------------------------------------------------------- |
|
void CAI_ScriptedSequence::Activate( void ) |
|
{ |
|
BaseClass::Activate(); |
|
|
|
// |
|
// See if there is another script specified to run immediately after this one. |
|
// |
|
m_hNextCine = gEntList.FindEntityByName( NULL, m_iszNextScript ); |
|
if ( m_hNextCine == NULL ) |
|
{ |
|
m_iszNextScript = NULL_STRING; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CAI_ScriptedSequence::DrawDebugGeometryOverlays( void ) |
|
{ |
|
BaseClass::DrawDebugGeometryOverlays(); |
|
|
|
if ( m_debugOverlays & OVERLAY_TEXT_BIT ) |
|
{ |
|
if ( GetTarget() ) |
|
{ |
|
NDebugOverlay::HorzArrow( GetAbsOrigin(), GetTarget()->GetAbsOrigin(), 16, 0, 255, 0, 64, true, 0.0f ); |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Draw any debug text overlays |
|
// Input : |
|
// Output : Current text offset from the top |
|
//----------------------------------------------------------------------------- |
|
int CAI_ScriptedSequence::DrawDebugTextOverlays( void ) |
|
{ |
|
int text_offset = BaseClass::DrawDebugTextOverlays(); |
|
|
|
if (m_debugOverlays & OVERLAY_TEXT_BIT) |
|
{ |
|
char tempstr[512]; |
|
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Target: %s", GetTarget() ? GetTarget()->GetDebugName() : "None" ) ; |
|
EntityText(text_offset,tempstr,0); |
|
text_offset++; |
|
|
|
switch (m_fMoveTo) |
|
{ |
|
case CINE_MOVETO_WAIT: |
|
Q_snprintf(tempstr,sizeof(tempstr),"Moveto: Wait" ); |
|
break; |
|
case CINE_MOVETO_WAIT_FACING: |
|
Q_snprintf(tempstr,sizeof(tempstr),"Moveto: Wait Facing" ); |
|
break; |
|
case CINE_MOVETO_WALK: |
|
Q_snprintf(tempstr,sizeof(tempstr),"Moveto: Walk to Mark" ); |
|
break; |
|
case CINE_MOVETO_RUN: |
|
Q_snprintf(tempstr,sizeof(tempstr),"Moveto: Run to Mark" ); |
|
break; |
|
case CINE_MOVETO_CUSTOM: |
|
Q_snprintf(tempstr,sizeof(tempstr),"Moveto: Custom move to Mark" ); |
|
break; |
|
case CINE_MOVETO_TELEPORT: |
|
Q_snprintf(tempstr,sizeof(tempstr),"Moveto: Teleport to Mark" ); |
|
break; |
|
} |
|
EntityText(text_offset,tempstr,0); |
|
text_offset++; |
|
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Thinking: %s", m_bThinking ? "Yes" : "No" ) ; |
|
EntityText(text_offset,tempstr,0); |
|
text_offset++; |
|
|
|
if ( GetEntityName() != NULL_STRING ) |
|
{ |
|
Q_snprintf(tempstr,sizeof(tempstr),"Delay: %d", m_iDelay ) ; |
|
EntityText(text_offset,tempstr,0); |
|
text_offset++; |
|
} |
|
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Start Time: %f", m_startTime ) ; |
|
EntityText(text_offset,tempstr,0); |
|
text_offset++; |
|
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Sequence has started: %s", m_sequenceStarted ? "Yes" : "No" ) ; |
|
EntityText(text_offset,tempstr,0); |
|
text_offset++; |
|
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Cancel Other Sequences: %s", m_bDontCancelOtherSequences ? "No" : "Yes" ) ; |
|
EntityText(text_offset,tempstr,0); |
|
text_offset++; |
|
|
|
if ( m_bWaitForBeginSequence ) |
|
{ |
|
Q_snprintf(tempstr,sizeof(tempstr),"Is waiting for BeingSequence" ); |
|
EntityText(text_offset,tempstr,0); |
|
text_offset++; |
|
} |
|
|
|
if ( m_bIsPlayingEntry ) |
|
{ |
|
Q_snprintf(tempstr,sizeof(tempstr),"Is playing entry" ); |
|
EntityText(text_offset,tempstr,0); |
|
text_offset++; |
|
} |
|
|
|
if ( m_bLoopActionSequence ) |
|
{ |
|
Q_snprintf(tempstr,sizeof(tempstr),"Will loop action sequence" ); |
|
EntityText(text_offset,tempstr,0); |
|
text_offset++; |
|
} |
|
|
|
if ( m_bSynchPostIdles ) |
|
{ |
|
Q_snprintf(tempstr,sizeof(tempstr),"Will synch post idles" ); |
|
EntityText(text_offset,tempstr,0); |
|
text_offset++; |
|
} |
|
} |
|
|
|
return text_offset; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Modifies an NPC's AI state without taking it out of its AI. |
|
//----------------------------------------------------------------------------- |
|
|
|
class CAI_ScriptedSchedule : public CBaseEntity |
|
{ |
|
DECLARE_CLASS( CAI_ScriptedSchedule, CBaseEntity ); |
|
public: |
|
CAI_ScriptedSchedule( void ); |
|
|
|
private: |
|
|
|
void StartSchedule( CAI_BaseNPC *pTarget ); |
|
void StopSchedule( CAI_BaseNPC *pTarget ); |
|
void ScriptThink( void ); |
|
|
|
// Input handlers |
|
void InputStartSchedule( inputdata_t &inputdata ); |
|
void InputStopSchedule( inputdata_t &inputdata ); |
|
|
|
CAI_BaseNPC *FindScriptEntity( bool bCyclic ); |
|
|
|
//--------------------------------- |
|
|
|
enum Schedule_t |
|
{ |
|
SCHED_SCRIPT_NONE = 0, |
|
SCHED_SCRIPT_WALK_TO_GOAL, |
|
SCHED_SCRIPT_RUN_TO_GOAL, |
|
SCHED_SCRIPT_ENEMY_IS_GOAL, |
|
SCHED_SCRIPT_WALK_PATH_GOAL, |
|
SCHED_SCRIPT_RUN_PATH_GOAL, |
|
SCHED_SCRIPT_ENEMY_IS_GOAL_AND_RUN_TO_GOAL, |
|
}; |
|
|
|
//--------------------------------- |
|
|
|
EHANDLE m_hLastFoundEntity; |
|
EHANDLE m_hActivator; // Held from the input to allow procedural calls |
|
|
|
string_t m_iszEntity; // Entity that is wanted for this script |
|
float m_flRadius; // Range to search for an NPC to possess. |
|
|
|
string_t m_sGoalEnt; |
|
Schedule_t m_nSchedule; |
|
int m_nForceState; |
|
|
|
bool m_bGrabAll; |
|
|
|
Interruptability_t m_Interruptability; |
|
|
|
bool m_bDidFireOnce; |
|
|
|
//--------------------------------- |
|
|
|
DECLARE_DATADESC(); |
|
|
|
}; |
|
|
|
BEGIN_DATADESC( CAI_ScriptedSchedule ) |
|
|
|
DEFINE_FIELD( m_hLastFoundEntity, FIELD_EHANDLE ), |
|
DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "m_flRadius" ), |
|
|
|
DEFINE_KEYFIELD( m_iszEntity, FIELD_STRING, "m_iszEntity" ), |
|
DEFINE_KEYFIELD( m_nSchedule, FIELD_INTEGER, "schedule" ), |
|
DEFINE_KEYFIELD( m_nForceState, FIELD_INTEGER, "forcestate" ), |
|
DEFINE_KEYFIELD( m_sGoalEnt, FIELD_STRING, "goalent" ), |
|
DEFINE_KEYFIELD( m_bGrabAll, FIELD_BOOLEAN, "graball" ), |
|
DEFINE_KEYFIELD( m_Interruptability, FIELD_INTEGER, "interruptability"), |
|
|
|
DEFINE_FIELD( m_bDidFireOnce, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( m_hActivator, FIELD_EHANDLE ), |
|
|
|
DEFINE_THINKFUNC( ScriptThink ), |
|
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "StartSchedule", InputStartSchedule ), |
|
DEFINE_INPUTFUNC( FIELD_VOID, "StopSchedule", InputStopSchedule ), |
|
|
|
END_DATADESC() |
|
|
|
|
|
LINK_ENTITY_TO_CLASS( aiscripted_schedule, CAI_ScriptedSchedule ); |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
CAI_ScriptedSchedule::CAI_ScriptedSchedule( void ) : m_hActivator( NULL ) |
|
{ |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
//----------------------------------------------------------------------------- |
|
void CAI_ScriptedSchedule::ScriptThink( void ) |
|
{ |
|
bool success = false; |
|
CAI_BaseNPC *pTarget; |
|
|
|
if ( !m_bGrabAll ) |
|
{ |
|
pTarget = FindScriptEntity( (m_spawnflags & SF_SCRIPT_SEARCH_CYCLICALLY) != 0 ); |
|
if ( pTarget ) |
|
{ |
|
DevMsg( 2, "scripted_schedule \"%s\" using NPC \"%s\"(%s)\n", GetDebugName(), STRING( m_iszEntity ), pTarget->GetEntityName().ToCStr() ); |
|
StartSchedule( pTarget ); |
|
success = true; |
|
} |
|
} |
|
else |
|
{ |
|
m_hLastFoundEntity = NULL; |
|
while ( ( pTarget = FindScriptEntity( true ) ) != NULL ) |
|
{ |
|
DevMsg( 2, "scripted_schedule \"%s\" using NPC \"%s\"(%s)\n", GetDebugName(), pTarget->GetEntityName().ToCStr(), STRING( m_iszEntity ) ); |
|
StartSchedule( pTarget ); |
|
success = true; |
|
} |
|
} |
|
|
|
if ( !success ) |
|
{ |
|
DevMsg( 2, "scripted_schedule \"%s\" can't find NPC \"%s\"\n", GetDebugName(), STRING( m_iszEntity ) ); |
|
// FIXME: just trying again is bad. This should fire an output instead. |
|
// FIXME: Think about puting output triggers on success true and sucess false |
|
// FIXME: also needs to check the result of StartSchedule(), which can fail and not complain |
|
SetNextThink( gpGlobals->curtime + 1.0f ); |
|
} |
|
else |
|
{ |
|
m_bDidFireOnce = true; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
//----------------------------------------------------------------------------- |
|
CAI_BaseNPC *CAI_ScriptedSchedule::FindScriptEntity( bool bCyclic ) |
|
{ |
|
CBaseEntity *pEntity = gEntList.FindEntityGenericWithin( m_hLastFoundEntity, STRING( m_iszEntity ), GetAbsOrigin(), m_flRadius, this, m_hActivator ); |
|
|
|
while ( pEntity != NULL ) |
|
{ |
|
CAI_BaseNPC *pNPC = pEntity->MyNPCPointer(); |
|
if ( pNPC && pNPC->IsAlive() && pNPC->IsInterruptable()) |
|
{ |
|
if ( bCyclic ) |
|
{ |
|
// next time this is called, start searching from the one found last time |
|
m_hLastFoundEntity = pNPC; |
|
} |
|
|
|
return pNPC; |
|
} |
|
|
|
pEntity = gEntList.FindEntityGenericWithin( pEntity, STRING( m_iszEntity ), GetAbsOrigin(), m_flRadius, this, NULL ); |
|
} |
|
|
|
m_hLastFoundEntity = NULL; |
|
return NULL; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Make the entity carry out the scripted instructions, but without |
|
// destroying the NPC's state. |
|
//----------------------------------------------------------------------------- |
|
void CAI_ScriptedSchedule::StartSchedule( CAI_BaseNPC *pTarget ) |
|
{ |
|
if ( pTarget == NULL ) |
|
return; |
|
|
|
CBaseEntity *pGoalEnt = gEntList.FindEntityGeneric( NULL, STRING( m_sGoalEnt ), this, NULL ); |
|
|
|
// NOTE: !!! all possible choices require a goal ent currently |
|
if ( !pGoalEnt ) |
|
{ |
|
CHintCriteria hintCriteria; |
|
hintCriteria.SetGroup( m_sGoalEnt ); |
|
hintCriteria.SetHintType( HINT_ANY ); |
|
hintCriteria.AddIncludePosition( pTarget->GetAbsOrigin(), FLT_MAX ); |
|
CAI_Hint *pHint = CAI_HintManager::FindHint( pTarget->GetAbsOrigin(), hintCriteria ); |
|
if ( !pHint ) |
|
{ |
|
DevMsg( 1, "Can't find goal entity %s\nCan't execute script %s\n", STRING(m_sGoalEnt), GetDebugName() ); |
|
return; |
|
} |
|
pGoalEnt = pHint; |
|
} |
|
|
|
static NPC_STATE forcedStatesMap[] = |
|
{ |
|
NPC_STATE_NONE, |
|
NPC_STATE_IDLE, |
|
NPC_STATE_ALERT, |
|
NPC_STATE_COMBAT |
|
}; |
|
|
|
if ( pTarget->GetSleepState() > AISS_AWAKE ) |
|
pTarget->Wake(); |
|
|
|
pTarget->ForceDecisionThink(); |
|
|
|
Assert( m_nForceState >= 0 && m_nForceState < ARRAYSIZE(forcedStatesMap) ); |
|
|
|
NPC_STATE forcedState = forcedStatesMap[m_nForceState]; |
|
|
|
// trap if this isn't a legal thing to do |
|
Assert( pTarget->IsInterruptable() ); |
|
|
|
if ( forcedState != NPC_STATE_NONE ) |
|
pTarget->SetState( forcedState ); |
|
|
|
// |
|
// Set enemy and make the NPC aware of the enemy's current position. |
|
// |
|
if ( m_nSchedule == SCHED_SCRIPT_ENEMY_IS_GOAL || m_nSchedule == SCHED_SCRIPT_ENEMY_IS_GOAL_AND_RUN_TO_GOAL ) |
|
{ |
|
if ( pGoalEnt && pGoalEnt->MyCombatCharacterPointer() ) |
|
{ |
|
pTarget->SetEnemy( pGoalEnt ); |
|
pTarget->UpdateEnemyMemory( pGoalEnt, pGoalEnt->GetAbsOrigin() ); |
|
pTarget->SetCondition( COND_SCHEDULE_DONE ); |
|
} |
|
else |
|
DevMsg( "Scripted schedule %s specified an invalid enemy %s\n", STRING( GetEntityName() ), STRING( m_sGoalEnt ) ); |
|
} |
|
|
|
bool bDidSetSchedule = false; |
|
|
|
switch ( m_nSchedule ) |
|
{ |
|
// |
|
// Walk or run to position. |
|
// |
|
case SCHED_SCRIPT_WALK_TO_GOAL: |
|
case SCHED_SCRIPT_RUN_TO_GOAL: |
|
case SCHED_SCRIPT_ENEMY_IS_GOAL_AND_RUN_TO_GOAL: |
|
{ |
|
Activity movementActivity = ( m_nSchedule == SCHED_SCRIPT_WALK_TO_GOAL ) ? ACT_WALK : ACT_RUN; |
|
bool bIsFlying = (pTarget->GetMoveType() == MOVETYPE_FLY) || (pTarget->GetMoveType() == MOVETYPE_FLYGRAVITY); |
|
if ( bIsFlying ) |
|
{ |
|
movementActivity = ACT_FLY; |
|
} |
|
|
|
if (!pTarget->ScheduledMoveToGoalEntity( SCHED_IDLE_WALK, pGoalEnt, movementActivity )) |
|
{ |
|
if (!(m_spawnflags & SF_SCRIPT_NO_COMPLAINTS)) |
|
{ |
|
DevMsg( 1, "ScheduledMoveToGoalEntity to goal entity %s failed\nCan't execute script %s\n", STRING(m_sGoalEnt), GetDebugName() ); |
|
} |
|
return; |
|
} |
|
bDidSetSchedule = true; |
|
|
|
break; |
|
} |
|
|
|
case SCHED_SCRIPT_WALK_PATH_GOAL: |
|
case SCHED_SCRIPT_RUN_PATH_GOAL: |
|
{ |
|
Activity movementActivity = ( m_nSchedule == SCHED_SCRIPT_WALK_PATH_GOAL ) ? ACT_WALK : ACT_RUN; |
|
bool bIsFlying = (pTarget->GetMoveType() == MOVETYPE_FLY) || (pTarget->GetMoveType() == MOVETYPE_FLYGRAVITY); |
|
if ( bIsFlying ) |
|
{ |
|
movementActivity = ACT_FLY; |
|
} |
|
if (!pTarget->ScheduledFollowPath( SCHED_IDLE_WALK, pGoalEnt, movementActivity )) |
|
{ |
|
if (!(m_spawnflags & SF_SCRIPT_NO_COMPLAINTS)) |
|
{ |
|
DevMsg( 1, "ScheduledFollowPath to goal entity %s failed\nCan't execute script %s\n", STRING(m_sGoalEnt), GetDebugName() ); |
|
} |
|
return; |
|
} |
|
bDidSetSchedule = true; |
|
break; |
|
} |
|
} |
|
|
|
if ( bDidSetSchedule ) |
|
{ |
|
// Chain this to the target so that it can add the base and any custom interrupts to this |
|
pTarget->SetScriptedScheduleIgnoreConditions( m_Interruptability ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Input handler to activate the scripted schedule. Finds the NPC to |
|
// act on and sets a think for the near future to do the real work. |
|
//----------------------------------------------------------------------------- |
|
void CAI_ScriptedSchedule::InputStartSchedule( inputdata_t &inputdata ) |
|
{ |
|
if (( m_nForceState == 0 ) && ( m_nSchedule == 0 )) |
|
{ |
|
DevMsg( 2, "aiscripted_schedule - no schedule or state has been set!\n" ); |
|
} |
|
|
|
if ( !m_bDidFireOnce || ( m_spawnflags & SF_SCRIPT_REPEATABLE ) ) |
|
{ |
|
// DVS TODO: Is the NPC already playing the script? |
|
m_hActivator = inputdata.pActivator; |
|
SetThink( &CAI_ScriptedSchedule::ScriptThink ); |
|
SetNextThink( gpGlobals->curtime ); |
|
} |
|
else |
|
{ |
|
DevMsg( 2, "aiscripted_schedule - not playing schedule again: not flagged to repeat\n" ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Input handler to stop a previously activated scripted schedule. |
|
//----------------------------------------------------------------------------- |
|
void CAI_ScriptedSchedule::InputStopSchedule( inputdata_t &inputdata ) |
|
{ |
|
if ( !m_bDidFireOnce ) |
|
{ |
|
DevMsg( 2, "aiscripted_schedule - StopSchedule called, but schedule's never started.\n" ); |
|
return; |
|
} |
|
|
|
CAI_BaseNPC *pTarget; |
|
if ( !m_bGrabAll ) |
|
{ |
|
pTarget = FindScriptEntity( (m_spawnflags & SF_SCRIPT_SEARCH_CYCLICALLY) != 0 ); |
|
if ( pTarget ) |
|
{ |
|
StopSchedule( pTarget ); |
|
} |
|
} |
|
else |
|
{ |
|
m_hLastFoundEntity = NULL; |
|
while ( ( pTarget = FindScriptEntity( true ) ) != NULL ) |
|
{ |
|
StopSchedule( pTarget ); |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: If the target entity appears to be running this scripted schedule break it |
|
//----------------------------------------------------------------------------- |
|
void CAI_ScriptedSchedule::StopSchedule( CAI_BaseNPC *pTarget ) |
|
{ |
|
if ( pTarget->IsCurSchedule( SCHED_IDLE_WALK ) ) |
|
{ |
|
DevMsg( 2, "%s (%s): StopSchedule called on NPC %s.\n", GetClassname(), GetDebugName(), pTarget->GetDebugName() ); |
|
pTarget->ClearSchedule( "Stopping scripted schedule" ); |
|
} |
|
} |
|
|
|
class CAI_ScriptedSentence : public CPointEntity |
|
{ |
|
public: |
|
DECLARE_CLASS( CAI_ScriptedSentence, CPointEntity ); |
|
|
|
void Spawn( void ); |
|
bool KeyValue( const char *szKeyName, const char *szValue ); |
|
void FindThink( void ); |
|
void DelayThink( void ); |
|
int ObjectCaps( void ) { return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); } |
|
|
|
// Input handlers |
|
void InputBeginSentence( inputdata_t &inputdata ); |
|
|
|
DECLARE_DATADESC(); |
|
|
|
CAI_BaseNPC *FindEntity( void ); |
|
bool AcceptableSpeaker( CAI_BaseNPC *pNPC ); |
|
int StartSentence( CAI_BaseNPC *pTarget ); |
|
|
|
private: |
|
string_t m_iszSentence; // string index for sentence name |
|
string_t m_iszEntity; // entity that is wanted for this sentence |
|
float m_flRadius; // range to search |
|
float m_flDelay; // How long the sentence lasts |
|
float m_flRepeat; // repeat rate |
|
soundlevel_t m_iSoundLevel; |
|
int m_TempAttenuation; |
|
float m_flVolume; |
|
bool m_active; |
|
string_t m_iszListener; // name of entity to look at while talking |
|
CBaseEntity *m_pActivator; |
|
|
|
COutputEvent m_OnBeginSentence; |
|
COutputEvent m_OnEndSentence; |
|
}; |
|
|
|
|
|
#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 |
|
#define SF_SENTENCE_SPEAKTOACTIVATOR 0x0010 |
|
|
|
BEGIN_DATADESC( CAI_ScriptedSentence ) |
|
|
|
DEFINE_KEYFIELD( m_iszSentence, FIELD_STRING, "sentence" ), |
|
DEFINE_KEYFIELD( m_iszEntity, FIELD_STRING, "entity" ), |
|
DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "radius" ), |
|
DEFINE_KEYFIELD( m_flDelay, FIELD_FLOAT, "delay" ), |
|
DEFINE_KEYFIELD( m_flRepeat, FIELD_FLOAT, "refire" ), |
|
DEFINE_KEYFIELD( m_iszListener, FIELD_STRING, "listener" ), |
|
|
|
DEFINE_KEYFIELD( m_TempAttenuation, FIELD_INTEGER, "attenuation" ), |
|
|
|
DEFINE_FIELD( m_iSoundLevel, FIELD_INTEGER ), |
|
DEFINE_FIELD( m_flVolume, FIELD_FLOAT ), |
|
DEFINE_FIELD( m_active, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( m_pActivator, FIELD_EHANDLE ), |
|
|
|
// Function Pointers |
|
DEFINE_FUNCTION( FindThink ), |
|
DEFINE_FUNCTION( DelayThink ), |
|
|
|
// Inputs |
|
DEFINE_INPUTFUNC(FIELD_VOID, "BeginSentence", InputBeginSentence), |
|
|
|
// Outputs |
|
DEFINE_OUTPUT(m_OnBeginSentence, "OnBeginSentence"), |
|
DEFINE_OUTPUT(m_OnEndSentence, "OnEndSentence"), |
|
|
|
END_DATADESC() |
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( scripted_sentence, CAI_ScriptedSentence ); |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : szKeyName - |
|
// szValue - |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CAI_ScriptedSentence::KeyValue( const char *szKeyName, const char *szValue ) |
|
{ |
|
if(FStrEq(szKeyName, "volume")) |
|
{ |
|
m_flVolume = atof( szValue ) * 0.1; |
|
} |
|
else |
|
{ |
|
return BaseClass::KeyValue( szKeyName, szValue ); |
|
} |
|
|
|
return true; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Input handler for starting the scripted sentence. |
|
//----------------------------------------------------------------------------- |
|
void CAI_ScriptedSentence::InputBeginSentence( inputdata_t &inputdata ) |
|
{ |
|
if ( !m_active ) |
|
return; |
|
|
|
m_pActivator = inputdata.pActivator; |
|
|
|
//Msg( "Firing sentence: %s\n", STRING( m_iszSentence )); |
|
SetThink( &CAI_ScriptedSentence::FindThink ); |
|
SetNextThink( gpGlobals->curtime ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CAI_ScriptedSentence::Spawn( void ) |
|
{ |
|
SetSolid( SOLID_NONE ); |
|
|
|
m_active = true; |
|
// if no targetname, start now |
|
if ( !GetEntityName() ) |
|
{ |
|
SetThink( &CAI_ScriptedSentence::FindThink ); |
|
SetNextThink( gpGlobals->curtime + 1.0f ); |
|
} |
|
|
|
switch( m_TempAttenuation ) |
|
{ |
|
case 1: // Medium radius |
|
m_iSoundLevel = SNDLVL_80dB; |
|
break; |
|
|
|
case 2: // Large radius |
|
m_iSoundLevel = SNDLVL_85dB; |
|
break; |
|
|
|
case 3: //EVERYWHERE |
|
m_iSoundLevel = SNDLVL_NONE; |
|
break; |
|
|
|
default: |
|
case 0: // Small radius |
|
m_iSoundLevel = SNDLVL_70dB; |
|
break; |
|
} |
|
m_TempAttenuation = 0; |
|
|
|
// No volume, use normal |
|
if ( m_flVolume <= 0 ) |
|
m_flVolume = 1.0; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CAI_ScriptedSentence::FindThink( void ) |
|
{ |
|
CAI_BaseNPC *pNPC = FindEntity(); |
|
if ( pNPC ) |
|
{ |
|
int index = StartSentence( pNPC ); |
|
float length = engine->SentenceLength(index); |
|
|
|
m_OnEndSentence.FireOutput(NULL, this, length + m_flRepeat); |
|
|
|
if ( m_spawnflags & SF_SENTENCE_ONCE ) |
|
UTIL_Remove( this ); |
|
|
|
float delay = m_flDelay + length + 0.1; |
|
if ( delay < 0 ) |
|
delay = 0; |
|
|
|
SetThink( &CAI_ScriptedSentence::DelayThink ); |
|
// calculate delay dynamically because this could play a sentence group |
|
// rather than a single sentence. |
|
// add 0.1 because the sound engine mixes ahead -- the sentence will actually start ~0.1 secs from now |
|
SetNextThink( gpGlobals->curtime + delay + m_flRepeat ); |
|
m_active = false; |
|
//Msg( "%s: found NPC %s\n", STRING(m_iszSentence), STRING(m_iszEntity) ); |
|
} |
|
else |
|
{ |
|
//Msg( "%s: can't find NPC %s\n", STRING(m_iszSentence), STRING(m_iszEntity) ); |
|
SetNextThink( gpGlobals->curtime + m_flRepeat + 0.5 ); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CAI_ScriptedSentence::DelayThink( void ) |
|
{ |
|
m_active = true; |
|
if ( !GetEntityName() ) |
|
SetNextThink( gpGlobals->curtime + 0.1f ); |
|
SetThink( &CAI_ScriptedSentence::FindThink ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *pNPC - |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CAI_ScriptedSentence::AcceptableSpeaker( CAI_BaseNPC *pNPC ) |
|
{ |
|
if ( pNPC ) |
|
{ |
|
if ( m_spawnflags & SF_SENTENCE_FOLLOWERS ) |
|
{ |
|
if ( pNPC->GetTarget() == NULL || !pNPC->GetTarget()->IsPlayer() ) |
|
return false; |
|
} |
|
bool override; |
|
if ( m_spawnflags & SF_SENTENCE_INTERRUPT ) |
|
override = true; |
|
else |
|
override = false; |
|
if ( pNPC->CanPlaySentence( override ) ) |
|
return true; |
|
} |
|
return false; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Output : |
|
//----------------------------------------------------------------------------- |
|
CAI_BaseNPC *CAI_ScriptedSentence::FindEntity( void ) |
|
{ |
|
CBaseEntity *pentTarget; |
|
CAI_BaseNPC *pNPC; |
|
|
|
pentTarget = gEntList.FindEntityByName( NULL, m_iszEntity ); |
|
pNPC = NULL; |
|
|
|
while (pentTarget) |
|
{ |
|
pNPC = pentTarget->MyNPCPointer(); |
|
if ( pNPC != NULL ) |
|
{ |
|
if ( AcceptableSpeaker( pNPC ) ) |
|
return pNPC; |
|
//Msg( "%s (%s), not acceptable\n", pNPC->GetClassname(), pNPC->GetDebugName() ); |
|
} |
|
pentTarget = gEntList.FindEntityByName( pentTarget, m_iszEntity ); |
|
} |
|
|
|
CBaseEntity *pEntity = NULL; |
|
for ( CEntitySphereQuery sphere( GetAbsOrigin(), m_flRadius, FL_NPC ); ( pEntity = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() ) |
|
{ |
|
if (FClassnameIs( pEntity, STRING(m_iszEntity))) |
|
{ |
|
pNPC = pEntity->MyNPCPointer( ); |
|
if ( AcceptableSpeaker( pNPC ) ) |
|
return pNPC; |
|
} |
|
} |
|
|
|
return NULL; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : pTarget - |
|
// Output : |
|
//----------------------------------------------------------------------------- |
|
int CAI_ScriptedSentence::StartSentence( CAI_BaseNPC *pTarget ) |
|
{ |
|
if ( !pTarget ) |
|
{ |
|
DevMsg( 2, "Not Playing sentence %s\n", STRING(m_iszSentence) ); |
|
return -1; |
|
} |
|
|
|
bool bConcurrent = false; |
|
if ( !(m_spawnflags & SF_SENTENCE_CONCURRENT) ) |
|
bConcurrent = true; |
|
|
|
CBaseEntity *pListener = NULL; |
|
|
|
if ( m_spawnflags & SF_SENTENCE_SPEAKTOACTIVATOR ) |
|
{ |
|
pListener = m_pActivator; |
|
} |
|
else if (m_iszListener != NULL_STRING) |
|
{ |
|
float radius = m_flRadius; |
|
|
|
if ( FStrEq( STRING(m_iszListener ), "!player" ) ) |
|
radius = MAX_TRACE_LENGTH; // Always find the player |
|
|
|
pListener = gEntList.FindEntityGenericNearest( STRING( m_iszListener ), pTarget->GetAbsOrigin(), radius, this, NULL ); |
|
} |
|
|
|
int sentenceIndex = pTarget->PlayScriptedSentence( STRING(m_iszSentence), m_flDelay, m_flVolume, m_iSoundLevel, bConcurrent, pListener ); |
|
DevMsg( 2, "Playing sentence %s\n", STRING(m_iszSentence) ); |
|
|
|
m_OnBeginSentence.FireOutput(NULL, this); |
|
|
|
return sentenceIndex; |
|
} |
|
|
|
|
|
|
|
// HACKHACK: This is a little expensive with the dynamic_cast<> and all, but it lets us solve |
|
// the problem of matching scripts back to entities without new state. |
|
const char *CAI_ScriptedSequence::GetSpawnPreIdleSequenceForScript( CBaseEntity *pEntity ) |
|
{ |
|
CAI_ScriptedSequence *pScript = gEntList.NextEntByClass( (CAI_ScriptedSequence *)NULL ); |
|
while ( pScript ) |
|
{ |
|
if ( pScript->HasSpawnFlags( SF_SCRIPT_START_ON_SPAWN ) && pScript->m_iszEntity == pEntity->GetEntityName() ) |
|
{ |
|
if ( pScript->m_iszPreIdle != NULL_STRING ) |
|
{ |
|
return STRING(pScript->m_iszPreIdle); |
|
} |
|
return NULL; |
|
} |
|
pScript = gEntList.NextEntByClass( pScript ); |
|
} |
|
return NULL; |
|
} |
|
|
|
|