/*** * * Copyright (c) 1999, 2000 Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * This source code contains proprietary and confidential information of * Valve LLC and its suppliers. Access to this code is restricted to * persons who have executed a written SDK license with Valve. Any access, * use or distribution of this code by or to any unlicensed person is illegal. * ****/ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" #include "talkmonster.h" #include "defaultai.h" #include "scripted.h" #include "soundent.h" #include "animation.h" //========================================================= // Talking monster base class // Used for scientists and barneys //========================================================= float CTalkMonster::g_talkWaitTime = 0; // time delay until it's ok to speak: used so that two NPCs don't talk at once // NOTE: m_voicePitch & m_szGrp should be fixed up by precache each save/restore TYPEDESCRIPTION CTalkMonster::m_SaveData[] = { DEFINE_FIELD( CTalkMonster, m_bitsSaid, FIELD_INTEGER ), DEFINE_FIELD( CTalkMonster, m_nSpeak, FIELD_INTEGER ), // Recalc'ed in Precache() // DEFINE_FIELD( CTalkMonster, m_voicePitch, FIELD_INTEGER ), // DEFINE_FIELD( CTalkMonster, m_szGrp, FIELD_??? ), DEFINE_FIELD( CTalkMonster, m_useTime, FIELD_TIME ), DEFINE_FIELD( CTalkMonster, m_iszUse, FIELD_STRING ), DEFINE_FIELD( CTalkMonster, m_iszUnUse, FIELD_STRING ), DEFINE_FIELD( CTalkMonster, m_flLastSaidSmelled, FIELD_TIME ), DEFINE_FIELD( CTalkMonster, m_flStopTalkTime, FIELD_TIME ), DEFINE_FIELD( CTalkMonster, m_hTalkTarget, FIELD_EHANDLE ), }; IMPLEMENT_SAVERESTORE( CTalkMonster, CBaseMonster ); // array of friend names char *CTalkMonster::m_szFriends[TLK_CFRIENDS] = { "monster_barney", "monster_scientist", "monster_sitting_scientist", }; //========================================================= // AI Schedules Specific to talking monsters //========================================================= Task_t tlIdleResponse[] = { { TASK_SET_ACTIVITY, (float)ACT_IDLE },// Stop and listen { TASK_WAIT, (float)0.5 },// Wait until sure it's me they are talking to { TASK_TLK_EYECONTACT, (float)0 },// Wait until speaker is done { TASK_TLK_RESPOND, (float)0 },// Wait and then say my response { TASK_TLK_IDEALYAW, (float)0 },// look at who I'm talking to { TASK_FACE_IDEAL, (float)0 }, { TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 }, { TASK_TLK_EYECONTACT, (float)0 },// Wait until speaker is done }; Schedule_t slIdleResponse[] = { { tlIdleResponse, ARRAYSIZE ( tlIdleResponse ), bits_COND_NEW_ENEMY | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE, 0, "Idle Response" }, }; Task_t tlIdleSpeak[] = { { TASK_TLK_SPEAK, (float)0 },// question or remark { TASK_TLK_IDEALYAW, (float)0 },// look at who I'm talking to { TASK_FACE_IDEAL, (float)0 }, { TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 }, { TASK_TLK_EYECONTACT, (float)0 }, { TASK_WAIT_RANDOM, (float)0.5 }, }; Schedule_t slIdleSpeak[] = { { tlIdleSpeak, ARRAYSIZE ( tlIdleSpeak ), bits_COND_NEW_ENEMY | bits_COND_CLIENT_PUSH | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE, 0, "Idle Speak" }, }; Task_t tlIdleSpeakWait[] = { { TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 },// Stop and talk { TASK_TLK_SPEAK, (float)0 },// question or remark { TASK_TLK_EYECONTACT, (float)0 },// { TASK_WAIT, (float)2 },// wait - used when sci is in 'use' mode to keep head turned }; Schedule_t slIdleSpeakWait[] = { { tlIdleSpeakWait, ARRAYSIZE ( tlIdleSpeakWait ), bits_COND_NEW_ENEMY | bits_COND_CLIENT_PUSH | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE, 0, "Idle Speak Wait" }, }; Task_t tlIdleHello[] = { { TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 },// Stop and talk { TASK_TLK_HELLO, (float)0 },// Try to say hello to player { TASK_TLK_EYECONTACT, (float)0 }, { TASK_WAIT, (float)0.5 },// wait a bit { TASK_TLK_HELLO, (float)0 },// Try to say hello to player { TASK_TLK_EYECONTACT, (float)0 }, { TASK_WAIT, (float)0.5 },// wait a bit { TASK_TLK_HELLO, (float)0 },// Try to say hello to player { TASK_TLK_EYECONTACT, (float)0 }, { TASK_WAIT, (float)0.5 },// wait a bit { TASK_TLK_HELLO, (float)0 },// Try to say hello to player { TASK_TLK_EYECONTACT, (float)0 }, { TASK_WAIT, (float)0.5 },// wait a bit }; Schedule_t slIdleHello[] = { { tlIdleHello, ARRAYSIZE ( tlIdleHello ), bits_COND_NEW_ENEMY | bits_COND_CLIENT_PUSH | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE | bits_COND_HEAR_SOUND | bits_COND_PROVOKED, bits_SOUND_COMBAT, "Idle Hello" }, }; Task_t tlIdleStopShooting[] = { { TASK_TLK_STOPSHOOTING, (float)0 },// tell player to stop shooting friend // { TASK_TLK_EYECONTACT, (float)0 },// look at the player }; Schedule_t slIdleStopShooting[] = { { tlIdleStopShooting, ARRAYSIZE ( tlIdleStopShooting ), bits_COND_NEW_ENEMY | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE | bits_COND_HEAR_SOUND, 0, "Idle Stop Shooting" }, }; Task_t tlMoveAway[] = { { TASK_SET_FAIL_SCHEDULE, (float)SCHED_MOVE_AWAY_FAIL }, { TASK_STORE_LASTPOSITION, (float)0 }, { TASK_MOVE_AWAY_PATH, (float)100 }, { TASK_WALK_PATH_FOR_UNITS, (float)100 }, { TASK_STOP_MOVING, (float)0 }, { TASK_FACE_PLAYER, (float)0.5 }, }; Schedule_t slMoveAway[] = { { tlMoveAway, ARRAYSIZE ( tlMoveAway ), 0, 0, "MoveAway" }, }; Task_t tlMoveAwayFail[] = { { TASK_STOP_MOVING, (float)0 }, { TASK_FACE_PLAYER, (float)0.5 }, }; Schedule_t slMoveAwayFail[] = { { tlMoveAwayFail, ARRAYSIZE ( tlMoveAwayFail ), 0, 0, "MoveAwayFail" }, }; Task_t tlMoveAwayFollow[] = { { TASK_SET_FAIL_SCHEDULE, (float)SCHED_TARGET_FACE }, { TASK_STORE_LASTPOSITION, (float)0 }, { TASK_MOVE_AWAY_PATH, (float)100 }, { TASK_WALK_PATH_FOR_UNITS, (float)100 }, { TASK_STOP_MOVING, (float)0 }, { TASK_SET_SCHEDULE, (float)SCHED_TARGET_FACE }, }; Schedule_t slMoveAwayFollow[] = { { tlMoveAwayFollow, ARRAYSIZE ( tlMoveAwayFollow ), 0, 0, "MoveAwayFollow" }, }; Task_t tlTlkIdleWatchClient[] = { { TASK_STOP_MOVING, 0 }, { TASK_SET_ACTIVITY, (float)ACT_IDLE }, { TASK_TLK_LOOK_AT_CLIENT, (float)6 }, }; Task_t tlTlkIdleWatchClientStare[] = { { TASK_STOP_MOVING, 0 }, { TASK_SET_ACTIVITY, (float)ACT_IDLE }, { TASK_TLK_CLIENT_STARE, (float)6 }, { TASK_TLK_STARE, (float)0 }, { TASK_TLK_IDEALYAW, (float)0 },// look at who I'm talking to { TASK_FACE_IDEAL, (float)0 }, { TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 }, { TASK_TLK_EYECONTACT, (float)0 }, }; Schedule_t slTlkIdleWatchClient[] = { { tlTlkIdleWatchClient, ARRAYSIZE ( tlTlkIdleWatchClient ), bits_COND_NEW_ENEMY | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE | bits_COND_HEAR_SOUND | bits_COND_SMELL | bits_COND_CLIENT_PUSH | bits_COND_CLIENT_UNSEEN | bits_COND_PROVOKED, bits_SOUND_COMBAT |// sound flags - change these, and you'll break the talking code. //bits_SOUND_PLAYER | //bits_SOUND_WORLD | bits_SOUND_DANGER | bits_SOUND_MEAT |// scents bits_SOUND_CARCASS | bits_SOUND_GARBAGE, "TlkIdleWatchClient" }, { tlTlkIdleWatchClientStare, ARRAYSIZE ( tlTlkIdleWatchClientStare ), bits_COND_NEW_ENEMY | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE | bits_COND_HEAR_SOUND | bits_COND_SMELL | bits_COND_CLIENT_PUSH | bits_COND_CLIENT_UNSEEN | bits_COND_PROVOKED, bits_SOUND_COMBAT |// sound flags - change these, and you'll break the talking code. //bits_SOUND_PLAYER | //bits_SOUND_WORLD | bits_SOUND_DANGER | bits_SOUND_MEAT |// scents bits_SOUND_CARCASS | bits_SOUND_GARBAGE, "TlkIdleWatchClientStare" }, }; Task_t tlTlkIdleEyecontact[] = { { TASK_TLK_IDEALYAW, (float)0 },// look at who I'm talking to { TASK_FACE_IDEAL, (float)0 }, { TASK_SET_ACTIVITY, (float)ACT_SIGNAL3 }, { TASK_TLK_EYECONTACT, (float)0 },// Wait until speaker is done }; Schedule_t slTlkIdleEyecontact[] = { { tlTlkIdleEyecontact, ARRAYSIZE ( tlTlkIdleEyecontact ), bits_COND_NEW_ENEMY | bits_COND_CLIENT_PUSH | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE, 0, "TlkIdleEyecontact" }, }; DEFINE_CUSTOM_SCHEDULES( CTalkMonster ) { slIdleResponse, slIdleSpeak, slIdleHello, slIdleSpeakWait, slIdleStopShooting, slMoveAway, slMoveAwayFollow, slMoveAwayFail, slTlkIdleWatchClient, &slTlkIdleWatchClient[ 1 ], slTlkIdleEyecontact, }; IMPLEMENT_CUSTOM_SCHEDULES( CTalkMonster, CBaseMonster ); void CTalkMonster :: SetActivity ( Activity newActivity ) { if (newActivity == ACT_IDLE && IsTalking() ) newActivity = ACT_SIGNAL3; if ( newActivity == ACT_SIGNAL3 && (LookupActivity ( ACT_SIGNAL3 ) == ACTIVITY_NOT_AVAILABLE)) newActivity = ACT_IDLE; CBaseMonster::SetActivity( newActivity ); } void CTalkMonster :: StartTask( Task_t *pTask ) { switch ( pTask->iTask ) { case TASK_TLK_SPEAK: // ask question or make statement FIdleSpeak(); TaskComplete(); break; case TASK_TLK_RESPOND: // respond to question IdleRespond(); TaskComplete(); break; case TASK_TLK_HELLO: // greet player FIdleHello(); TaskComplete(); break; case TASK_TLK_STARE: // let the player know I know he's staring at me. FIdleStare(); TaskComplete(); break; case TASK_FACE_PLAYER: case TASK_TLK_LOOK_AT_CLIENT: case TASK_TLK_CLIENT_STARE: // track head to the client for a while. m_flWaitFinished = gpGlobals->time + pTask->flData; break; case TASK_TLK_EYECONTACT: break; case TASK_TLK_IDEALYAW: if (m_hTalkTarget != NULL) { pev->yaw_speed = 60; float yaw = VecToYaw(m_hTalkTarget->pev->origin - pev->origin) - pev->angles.y; if (yaw > 180) yaw -= 360; if (yaw < -180) yaw += 360; if (yaw < 0) { pev->ideal_yaw = min( yaw + 45, 0 ) + pev->angles.y; } else { pev->ideal_yaw = max( yaw - 45, 0 ) + pev->angles.y; } } TaskComplete(); break; case TASK_TLK_HEADRESET: // reset head position after looking at something m_hTalkTarget = NULL; TaskComplete(); break; case TASK_TLK_STOPSHOOTING: // tell player to stop shooting PlaySentence( m_szGrp[TLK_NOSHOOT], RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_NORM ); TaskComplete(); break; case TASK_CANT_FOLLOW: StopFollowing( FALSE ); PlaySentence( m_szGrp[TLK_STOP], RANDOM_FLOAT(2, 2.5), VOL_NORM, ATTN_NORM ); TaskComplete(); break; case TASK_WALK_PATH_FOR_UNITS: m_movementActivity = ACT_WALK; break; case TASK_MOVE_AWAY_PATH: { Vector dir = pev->angles; dir.y = pev->ideal_yaw + 180; Vector move; UTIL_MakeVectorsPrivate( dir, move, NULL, NULL ); dir = pev->origin + move * pTask->flData; if ( MoveToLocation( ACT_WALK, 2, dir ) ) { TaskComplete(); } else if ( FindCover( pev->origin, pev->view_ofs, 0, CoverRadius() ) ) { // then try for plain ole cover m_flMoveWaitFinished = gpGlobals->time + 2; TaskComplete(); } else { // nowhere to go? TaskFail(); } } break; case TASK_PLAY_SCRIPT: m_hTalkTarget = NULL; CBaseMonster::StartTask( pTask ); break; default: CBaseMonster::StartTask( pTask ); } } void CTalkMonster :: RunTask( Task_t *pTask ) { switch( pTask->iTask ) { case TASK_TLK_CLIENT_STARE: case TASK_TLK_LOOK_AT_CLIENT: edict_t *pPlayer; // track head to the client for a while. if ( m_MonsterState == MONSTERSTATE_IDLE && !IsMoving() && !IsTalking() ) { // Get edict for one player pPlayer = g_engfuncs.pfnPEntityOfEntIndex( 1 ); if ( pPlayer ) { IdleHeadTurn( pPlayer->v.origin ); } } else { // started moving or talking TaskFail(); return; } if ( pTask->iTask == TASK_TLK_CLIENT_STARE ) { // fail out if the player looks away or moves away. if ( ( pPlayer->v.origin - pev->origin ).Length2D() > TLK_STARE_DIST ) { // player moved away. TaskFail(); } UTIL_MakeVectors( pPlayer->v.angles ); if ( UTIL_DotPoints( pPlayer->v.origin, pev->origin, gpGlobals->v_forward ) < m_flFieldOfView ) { // player looked away TaskFail(); } } if ( gpGlobals->time > m_flWaitFinished ) { TaskComplete(); } break; case TASK_FACE_PLAYER: { // Get edict for one player edict_t *pPlayer = g_engfuncs.pfnPEntityOfEntIndex( 1 ); if ( pPlayer ) { MakeIdealYaw ( pPlayer->v.origin ); ChangeYaw ( pev->yaw_speed ); IdleHeadTurn( pPlayer->v.origin ); if ( gpGlobals->time > m_flWaitFinished && FlYawDiff() < 10 ) { TaskComplete(); } } else { TaskFail(); } } break; case TASK_TLK_EYECONTACT: if (!IsMoving() && IsTalking() && m_hTalkTarget != NULL) { // ALERT( at_console, "waiting %f\n", m_flStopTalkTime - gpGlobals->time ); IdleHeadTurn( m_hTalkTarget->pev->origin ); } else { TaskComplete(); } break; case TASK_WALK_PATH_FOR_UNITS: { float distance; distance = (m_vecLastPosition - pev->origin).Length2D(); // Walk path until far enough away if ( distance > pTask->flData || MovementIsComplete() ) { TaskComplete(); RouteClear(); // Stop moving } } break; case TASK_WAIT_FOR_MOVEMENT: if (IsTalking() && m_hTalkTarget != NULL) { // ALERT(at_console, "walking, talking\n"); IdleHeadTurn( m_hTalkTarget->pev->origin ); } else { IdleHeadTurn( pev->origin ); // override so that during walk, a scientist may talk and greet player FIdleHello(); if (RANDOM_LONG(0,m_nSpeak * 20) == 0) { FIdleSpeak(); } } CBaseMonster::RunTask( pTask ); if (TaskIsComplete()) IdleHeadTurn( pev->origin ); break; default: if (IsTalking() && m_hTalkTarget != NULL) { IdleHeadTurn( m_hTalkTarget->pev->origin ); } else { SetBoneController( 0, 0 ); } CBaseMonster::RunTask( pTask ); } } void CTalkMonster :: Killed( entvars_t *pevAttacker, int iGib ) { // If a client killed me (unless I was already Barnacle'd), make everyone else mad/afraid of him if ( (pevAttacker->flags & FL_CLIENT) && m_MonsterState != MONSTERSTATE_PRONE ) { AlertFriends(); LimitFollowers( CBaseEntity::Instance(pevAttacker), 0 ); } m_hTargetEnt = NULL; // Don't finish that sentence StopTalking(); SetUse( NULL ); CBaseMonster::Killed( pevAttacker, iGib ); } CBaseEntity *CTalkMonster::EnumFriends( CBaseEntity *pPrevious, int listNumber, BOOL bTrace ) { CBaseEntity *pFriend = pPrevious; char *pszFriend; TraceResult tr; Vector vecCheck; pszFriend = m_szFriends[ FriendNumber(listNumber) ]; while (pFriend = UTIL_FindEntityByClassname( pFriend, pszFriend )) { if (pFriend == this || !pFriend->IsAlive()) // don't talk to self or dead people continue; if ( bTrace ) { vecCheck = pFriend->pev->origin; vecCheck.z = pFriend->pev->absmax.z; UTIL_TraceLine( pev->origin, vecCheck, ignore_monsters, ENT(pev), &tr); } else tr.flFraction = 1.0; if (tr.flFraction == 1.0) { return pFriend; } } return NULL; } void CTalkMonster::AlertFriends( void ) { CBaseEntity *pFriend = NULL; int i; // for each friend in this bsp... for ( i = 0; i < TLK_CFRIENDS; i++ ) { while (pFriend = EnumFriends( pFriend, i, TRUE )) { CBaseMonster *pMonster = pFriend->MyMonsterPointer(); if ( pMonster->IsAlive() ) { // don't provoke a friend that's playing a death animation. They're a goner pMonster->m_afMemory |= bits_MEMORY_PROVOKED; } } } } void CTalkMonster::ShutUpFriends( void ) { CBaseEntity *pFriend = NULL; int i; // for each friend in this bsp... for ( i = 0; i < TLK_CFRIENDS; i++ ) { while (pFriend = EnumFriends( pFriend, i, TRUE )) { CBaseMonster *pMonster = pFriend->MyMonsterPointer(); if ( pMonster ) { pMonster->SentenceStop(); } } } } // UNDONE: Keep a follow time in each follower, make a list of followers in this function and do LRU // UNDONE: Check this in Restore to keep restored monsters from joining a full list of followers void CTalkMonster::LimitFollowers( CBaseEntity *pPlayer, int maxFollowers ) { CBaseEntity *pFriend = NULL; int i, count; count = 0; // for each friend in this bsp... for ( i = 0; i < TLK_CFRIENDS; i++ ) { while (pFriend = EnumFriends( pFriend, i, FALSE )) { CBaseMonster *pMonster = pFriend->MyMonsterPointer(); if ( pMonster ) { if ( pMonster->m_hTargetEnt == pPlayer ) { count++; if ( count > maxFollowers ) pMonster->StopFollowing( TRUE ); } } } } } float CTalkMonster::TargetDistance( void ) { // If we lose the player, or he dies, return a really large distance if ( m_hTargetEnt == NULL || !m_hTargetEnt->IsAlive() ) return 1e6; return (m_hTargetEnt->pev->origin - pev->origin).Length(); } //========================================================= // HandleAnimEvent - catches the monster-specific messages // that occur when tagged animation frames are played. //========================================================= void CTalkMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case SCRIPT_EVENT_SENTENCE_RND1: // Play a named sentence group 25% of the time if (RANDOM_LONG(0,99) < 75) break; // fall through... case SCRIPT_EVENT_SENTENCE: // Play a named sentence group ShutUpFriends(); PlaySentence( pEvent->options, RANDOM_FLOAT(2.8, 3.4), VOL_NORM, ATTN_IDLE ); //ALERT(at_console, "script event speak\n"); break; default: CBaseMonster::HandleAnimEvent( pEvent ); break; } } // monsters derived from ctalkmonster should call this in precache() void CTalkMonster :: TalkInit( void ) { // every new talking monster must reset this global, otherwise // when a level is loaded, nobody will talk (time is reset to 0) CTalkMonster::g_talkWaitTime = 0; m_voicePitch = 100; } //========================================================= // FindNearestFriend // Scan for nearest, visible friend. If fPlayer is true, look for // nearest player //========================================================= CBaseEntity *CTalkMonster :: FindNearestFriend(BOOL fPlayer) { CBaseEntity *pFriend = NULL; CBaseEntity *pNearest = NULL; float range = 10000000.0; TraceResult tr; Vector vecStart = pev->origin; Vector vecCheck; int i; char *pszFriend; int cfriends; vecStart.z = pev->absmax.z; if (fPlayer) cfriends = 1; else cfriends = TLK_CFRIENDS; // for each type of friend... for (i = cfriends-1; i > -1; i--) { if (fPlayer) pszFriend = "player"; else pszFriend = m_szFriends[FriendNumber(i)]; if (!pszFriend) continue; // for each friend in this bsp... while (pFriend = UTIL_FindEntityByClassname( pFriend, pszFriend )) { if (pFriend == this || !pFriend->IsAlive()) // don't talk to self or dead people continue; CBaseMonster *pMonster = pFriend->MyMonsterPointer(); // If not a monster for some reason, or in a script, or prone if ( !pMonster || pMonster->m_MonsterState == MONSTERSTATE_SCRIPT || pMonster->m_MonsterState == MONSTERSTATE_PRONE ) continue; vecCheck = pFriend->pev->origin; vecCheck.z = pFriend->pev->absmax.z; // if closer than previous friend, and in range, see if he's visible if (range > (vecStart - vecCheck).Length()) { UTIL_TraceLine(vecStart, vecCheck, ignore_monsters, ENT(pev), &tr); if (tr.flFraction == 1.0) { // visible and in range, this is the new nearest scientist if ((vecStart - vecCheck).Length() < TALKRANGE_MIN) { pNearest = pFriend; range = (vecStart - vecCheck).Length(); } } } } } return pNearest; } int CTalkMonster :: GetVoicePitch( void ) { return m_voicePitch + RANDOM_LONG(0,3); } void CTalkMonster :: Touch( CBaseEntity *pOther ) { // Did the player touch me? if ( pOther->IsPlayer() ) { // Ignore if pissed at player if ( m_afMemory & bits_MEMORY_PROVOKED ) return; // Stay put during speech if ( IsTalking() ) return; // Heuristic for determining if the player is pushing me away float speed = fabs(pOther->pev->velocity.x) + fabs(pOther->pev->velocity.y); if ( speed > 50 ) { SetConditions( bits_COND_CLIENT_PUSH ); MakeIdealYaw( pOther->pev->origin ); } } } //========================================================= // IdleRespond // Respond to a previous question //========================================================= void CTalkMonster :: IdleRespond( void ) { int pitch = GetVoicePitch(); // play response PlaySentence( m_szGrp[TLK_ANSWER], RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE ); } int CTalkMonster :: FOkToSpeak( void ) { // if in the grip of a barnacle, don't speak if ( m_MonsterState == MONSTERSTATE_PRONE || m_IdealMonsterState == MONSTERSTATE_PRONE ) { return FALSE; } // if not alive, certainly don't speak if ( pev->deadflag != DEAD_NO ) { return FALSE; } // if someone else is talking, don't speak if (gpGlobals->time <= CTalkMonster::g_talkWaitTime) return FALSE; if ( pev->spawnflags & SF_MONSTER_GAG ) return FALSE; if ( m_MonsterState == MONSTERSTATE_PRONE ) return FALSE; // if player is not in pvs, don't speak if (!IsAlive() || FNullEnt(FIND_CLIENT_IN_PVS(edict()))) return FALSE; // don't talk if you're in combat if (m_hEnemy != NULL && FVisible( m_hEnemy )) return FALSE; return TRUE; } int CTalkMonster::CanPlaySentence( BOOL fDisregardState ) { if ( fDisregardState ) return CBaseMonster::CanPlaySentence( fDisregardState ); return FOkToSpeak(); } //========================================================= // FIdleStare //========================================================= int CTalkMonster :: FIdleStare( void ) { if (!FOkToSpeak()) return FALSE; PlaySentence( m_szGrp[TLK_STARE], RANDOM_FLOAT(5, 7.5), VOL_NORM, ATTN_IDLE ); m_hTalkTarget = FindNearestFriend( TRUE ); return TRUE; } //========================================================= // IdleHello // Try to greet player first time he's seen //========================================================= int CTalkMonster :: FIdleHello( void ) { if (!FOkToSpeak()) return FALSE; // if this is first time scientist has seen player, greet him if (!FBitSet(m_bitsSaid, bit_saidHelloPlayer)) { // get a player CBaseEntity *pPlayer = FindNearestFriend(TRUE); if (pPlayer) { if (FInViewCone(pPlayer) && FVisible(pPlayer)) { m_hTalkTarget = pPlayer; if (FBitSet(pev->spawnflags, SF_MONSTER_PREDISASTER)) PlaySentence( m_szGrp[TLK_PHELLO], RANDOM_FLOAT(3, 3.5), VOL_NORM, ATTN_IDLE ); else PlaySentence( m_szGrp[TLK_HELLO], RANDOM_FLOAT(3, 3.5), VOL_NORM, ATTN_IDLE ); SetBits(m_bitsSaid, bit_saidHelloPlayer); return TRUE; } } } return FALSE; } // turn head towards supplied origin void CTalkMonster :: IdleHeadTurn( Vector &vecFriend ) { // turn head in desired direction only if ent has a turnable head if (m_afCapability & bits_CAP_TURN_HEAD) { float yaw = VecToYaw(vecFriend - pev->origin) - pev->angles.y; if (yaw > 180) yaw -= 360; if (yaw < -180) yaw += 360; // turn towards vector SetBoneController( 0, yaw ); } } //========================================================= // FIdleSpeak // ask question of nearby friend, or make statement //========================================================= int CTalkMonster :: FIdleSpeak ( void ) { // try to start a conversation, or make statement int pitch; const char *szIdleGroup; const char *szQuestionGroup; float duration; if (!FOkToSpeak()) return FALSE; // set idle groups based on pre/post disaster if (FBitSet(pev->spawnflags, SF_MONSTER_PREDISASTER)) { szIdleGroup = m_szGrp[TLK_PIDLE]; szQuestionGroup = m_szGrp[TLK_PQUESTION]; // set global min delay for next conversation duration = RANDOM_FLOAT(4.8, 5.2); } else { szIdleGroup = m_szGrp[TLK_IDLE]; szQuestionGroup = m_szGrp[TLK_QUESTION]; // set global min delay for next conversation duration = RANDOM_FLOAT(2.8, 3.2); } pitch = GetVoicePitch(); // player using this entity is alive and wounded? CBaseEntity *pTarget = m_hTargetEnt; if ( pTarget != NULL ) { if ( pTarget->IsPlayer() ) { if ( pTarget->IsAlive() ) { m_hTalkTarget = m_hTargetEnt; if (!FBitSet(m_bitsSaid, bit_saidDamageHeavy) && (m_hTargetEnt->pev->health <= m_hTargetEnt->pev->max_health / 8)) { //EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, m_szGrp[TLK_PLHURT3], 1.0, ATTN_IDLE, 0, pitch); PlaySentence( m_szGrp[TLK_PLHURT3], duration, VOL_NORM, ATTN_IDLE ); SetBits(m_bitsSaid, bit_saidDamageHeavy); return TRUE; } else if (!FBitSet(m_bitsSaid, bit_saidDamageMedium) && (m_hTargetEnt->pev->health <= m_hTargetEnt->pev->max_health / 4)) { //EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, m_szGrp[TLK_PLHURT2], 1.0, ATTN_IDLE, 0, pitch); PlaySentence( m_szGrp[TLK_PLHURT2], duration, VOL_NORM, ATTN_IDLE ); SetBits(m_bitsSaid, bit_saidDamageMedium); return TRUE; } else if (!FBitSet(m_bitsSaid, bit_saidDamageLight) && (m_hTargetEnt->pev->health <= m_hTargetEnt->pev->max_health / 2)) { //EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, m_szGrp[TLK_PLHURT1], 1.0, ATTN_IDLE, 0, pitch); PlaySentence( m_szGrp[TLK_PLHURT1], duration, VOL_NORM, ATTN_IDLE ); SetBits(m_bitsSaid, bit_saidDamageLight); return TRUE; } } else { //!!!KELLY - here's a cool spot to have the talkmonster talk about the dead player if we want. // "Oh dear, Gordon Freeman is dead!" -Scientist // "Damn, I can't do this without you." -Barney } } } // if there is a friend nearby to speak to, play sentence, set friend's response time, return CBaseEntity *pFriend = FindNearestFriend(FALSE); if (pFriend && !(pFriend->IsMoving()) && (RANDOM_LONG(0,99) < 75)) { PlaySentence( szQuestionGroup, duration, VOL_NORM, ATTN_IDLE ); //SENTENCEG_PlayRndSz( ENT(pev), szQuestionGroup, 1.0, ATTN_IDLE, 0, pitch ); // force friend to answer CTalkMonster *pTalkMonster = (CTalkMonster *)pFriend; m_hTalkTarget = pFriend; pTalkMonster->SetAnswerQuestion( this ); // UNDONE: This is EVIL!!! pTalkMonster->m_flStopTalkTime = m_flStopTalkTime; m_nSpeak++; return TRUE; } // otherwise, play an idle statement, try to face client when making a statement. if ( RANDOM_LONG(0,1) ) { //SENTENCEG_PlayRndSz( ENT(pev), szIdleGroup, 1.0, ATTN_IDLE, 0, pitch ); CBaseEntity *pFriend = FindNearestFriend(TRUE); if ( pFriend ) { m_hTalkTarget = pFriend; PlaySentence( szIdleGroup, duration, VOL_NORM, ATTN_IDLE ); m_nSpeak++; return TRUE; } } // didn't speak Talk( 0 ); CTalkMonster::g_talkWaitTime = 0; return FALSE; } void CTalkMonster::PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener ) { if ( !bConcurrent ) ShutUpFriends(); ClearConditions( bits_COND_CLIENT_PUSH ); // Forget about moving! I've got something to say! m_useTime = gpGlobals->time + duration; PlaySentence( pszSentence, duration, volume, attenuation ); m_hTalkTarget = pListener; } void CTalkMonster::PlaySentence( const char *pszSentence, float duration, float volume, float attenuation ) { if ( !pszSentence ) return; Talk ( duration ); CTalkMonster::g_talkWaitTime = gpGlobals->time + duration + 2.0; if ( pszSentence[0] == '!' ) EMIT_SOUND_DYN( edict(), CHAN_VOICE, pszSentence, volume, attenuation, 0, GetVoicePitch()); else SENTENCEG_PlayRndSz( edict(), pszSentence, volume, attenuation, 0, GetVoicePitch() ); // If you say anything, don't greet the player - you may have already spoken to them SetBits(m_bitsSaid, bit_saidHelloPlayer); } //========================================================= // Talk - set a timer that tells us when the monster is done // talking. //========================================================= void CTalkMonster :: Talk( float flDuration ) { if ( flDuration <= 0 ) { // no duration :( m_flStopTalkTime = gpGlobals->time + 3; } else { m_flStopTalkTime = gpGlobals->time + flDuration; } } // Prepare this talking monster to answer question void CTalkMonster :: SetAnswerQuestion( CTalkMonster *pSpeaker ) { if ( !m_pCine ) ChangeSchedule( slIdleResponse ); m_hTalkTarget = (CBaseMonster *)pSpeaker; } int CTalkMonster :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) { if ( IsAlive() ) { // if player damaged this entity, have other friends talk about it if (pevAttacker && m_MonsterState != MONSTERSTATE_PRONE && FBitSet(pevAttacker->flags, FL_CLIENT)) { CBaseEntity *pFriend = FindNearestFriend(FALSE); if (pFriend && pFriend->IsAlive()) { // only if not dead or dying! CTalkMonster *pTalkMonster = (CTalkMonster *)pFriend; pTalkMonster->ChangeSchedule( slIdleStopShooting ); } } } return CBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); } Schedule_t* CTalkMonster :: GetScheduleOfType ( int Type ) { switch( Type ) { case SCHED_MOVE_AWAY: return slMoveAway; case SCHED_MOVE_AWAY_FOLLOW: return slMoveAwayFollow; case SCHED_MOVE_AWAY_FAIL: return slMoveAwayFail; case SCHED_TARGET_FACE: // speak during 'use' if (RANDOM_LONG(0,99) < 2) //ALERT ( at_console, "target chase speak\n" ); return slIdleSpeakWait; else return slIdleStand; case SCHED_IDLE_STAND: { // if never seen player, try to greet him if (!FBitSet(m_bitsSaid, bit_saidHelloPlayer)) { return slIdleHello; } // sustained light wounds? if (!FBitSet(m_bitsSaid, bit_saidWoundLight) && (pev->health <= (pev->max_health * 0.75))) { //SENTENCEG_PlayRndSz( ENT(pev), m_szGrp[TLK_WOUND], 1.0, ATTN_IDLE, 0, GetVoicePitch() ); //CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(2.8, 3.2); PlaySentence( m_szGrp[TLK_WOUND], RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE ); SetBits(m_bitsSaid, bit_saidWoundLight); return slIdleStand; } // sustained heavy wounds? else if (!FBitSet(m_bitsSaid, bit_saidWoundHeavy) && (pev->health <= (pev->max_health * 0.5))) { //SENTENCEG_PlayRndSz( ENT(pev), m_szGrp[TLK_MORTAL], 1.0, ATTN_IDLE, 0, GetVoicePitch() ); //CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(2.8, 3.2); PlaySentence( m_szGrp[TLK_MORTAL], RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE ); SetBits(m_bitsSaid, bit_saidWoundHeavy); return slIdleStand; } // talk about world if (FOkToSpeak() && RANDOM_LONG(0,m_nSpeak * 2) == 0) { //ALERT ( at_console, "standing idle speak\n" ); return slIdleSpeak; } if ( !IsTalking() && HasConditions ( bits_COND_SEE_CLIENT ) && RANDOM_LONG( 0, 6 ) == 0 ) { edict_t *pPlayer = g_engfuncs.pfnPEntityOfEntIndex( 1 ); if ( pPlayer ) { // watch the client. UTIL_MakeVectors ( pPlayer->v.angles ); if ( ( pPlayer->v.origin - pev->origin ).Length2D() < TLK_STARE_DIST && UTIL_DotPoints( pPlayer->v.origin, pev->origin, gpGlobals->v_forward ) >= m_flFieldOfView ) { // go into the special STARE schedule if the player is close, and looking at me too. return &slTlkIdleWatchClient[ 1 ]; } return slTlkIdleWatchClient; } } else { if (IsTalking()) // look at who we're talking to return slTlkIdleEyecontact; else // regular standing idle return slIdleStand; } // NOTE - caller must first CTalkMonster::GetScheduleOfType, // then check result and decide what to return ie: if sci gets back // slIdleStand, return slIdleSciStand } break; } return CBaseMonster::GetScheduleOfType( Type ); } //========================================================= // IsTalking - am I saying a sentence right now? //========================================================= BOOL CTalkMonster :: IsTalking( void ) { if ( m_flStopTalkTime > gpGlobals->time ) { return TRUE; } return FALSE; } //========================================================= // If there's a player around, watch him. //========================================================= void CTalkMonster :: PrescheduleThink ( void ) { if ( !HasConditions ( bits_COND_SEE_CLIENT ) ) { SetConditions ( bits_COND_CLIENT_UNSEEN ); } } // try to smell something void CTalkMonster :: TrySmellTalk( void ) { if ( !FOkToSpeak() ) return; // clear smell bits periodically if ( gpGlobals->time > m_flLastSaidSmelled ) { // ALERT ( at_aiconsole, "Clear smell bits\n" ); ClearBits(m_bitsSaid, bit_saidSmelled); } // smelled something? if (!FBitSet(m_bitsSaid, bit_saidSmelled) && HasConditions ( bits_COND_SMELL )) { PlaySentence( m_szGrp[TLK_SMELL], RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE ); m_flLastSaidSmelled = gpGlobals->time + 60;// don't talk about the stinky for a while. SetBits(m_bitsSaid, bit_saidSmelled); } } int CTalkMonster::IRelationship( CBaseEntity *pTarget ) { if ( pTarget->IsPlayer() ) if ( m_afMemory & bits_MEMORY_PROVOKED ) return R_HT; return CBaseMonster::IRelationship( pTarget ); } void CTalkMonster::StopFollowing( BOOL clearSchedule ) { if ( IsFollowing() ) { if ( !(m_afMemory & bits_MEMORY_PROVOKED) ) { PlaySentence( m_szGrp[TLK_UNUSE], RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE ); m_hTalkTarget = m_hTargetEnt; } if ( m_movementGoal == MOVEGOAL_TARGETENT ) RouteClear(); // Stop him from walking toward the player m_hTargetEnt = NULL; if ( clearSchedule ) ClearSchedule(); if ( m_hEnemy != NULL ) m_IdealMonsterState = MONSTERSTATE_COMBAT; } } void CTalkMonster::StartFollowing( CBaseEntity *pLeader ) { if ( m_pCine ) m_pCine->CancelScript(); if ( m_hEnemy != NULL ) m_IdealMonsterState = MONSTERSTATE_ALERT; m_hTargetEnt = pLeader; PlaySentence( m_szGrp[TLK_USE], RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_IDLE ); m_hTalkTarget = m_hTargetEnt; ClearConditions( bits_COND_CLIENT_PUSH ); ClearSchedule(); } BOOL CTalkMonster::CanFollow( void ) { if ( m_MonsterState == MONSTERSTATE_SCRIPT ) { if ( !m_pCine->CanInterrupt() ) return FALSE; } if ( !IsAlive() ) return FALSE; return !IsFollowing(); } void CTalkMonster :: FollowerUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { // Don't allow use during a scripted_sentence if ( m_useTime > gpGlobals->time ) return; if ( pCaller != NULL && pCaller->IsPlayer() ) { // Pre-disaster followers can't be used if ( pev->spawnflags & SF_MONSTER_PREDISASTER ) { DeclineFollowing(); } else if ( CanFollow() ) { LimitFollowers( pCaller , 1 ); if ( m_afMemory & bits_MEMORY_PROVOKED ) ALERT( at_console, "I'm not following you, you evil person!\n" ); else { StartFollowing( pCaller ); SetBits(m_bitsSaid, bit_saidHelloPlayer); // Don't say hi after you've started following } } else { StopFollowing( TRUE ); } } } void CTalkMonster::KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "UseSentence")) { m_iszUse = ALLOC_STRING(pkvd->szValue); pkvd->fHandled = TRUE; } else if (FStrEq(pkvd->szKeyName, "UnUseSentence")) { m_iszUnUse = ALLOC_STRING(pkvd->szValue); pkvd->fHandled = TRUE; } else CBaseMonster::KeyValue( pkvd ); } void CTalkMonster::Precache( void ) { if ( m_iszUse ) m_szGrp[TLK_USE] = STRING( m_iszUse ); if ( m_iszUnUse ) m_szGrp[TLK_UNUSE] = STRING( m_iszUnUse ); }
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 7292 | Andrew McDonald | initial submittal | ||
//guest/sam_stafford/p4hl/src/dlls/talkmonster.cpp | |||||
#1 | 937 | Sam Stafford |
Renaming my guest directory to the more conventional sam_stafford. |
||
//guest/samwise/p4hl/src/dlls/talkmonster.cpp | |||||
#1 | 936 | Sam Stafford |
Adding P4HL to the public depot. See relnotes.txt for installation instructions; all relevant files are under p4hl/dist. Source code is under p4hl/src in the form of a VC++ project. |