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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "sceneentity.h"
#include "ai_playerally.h"
#include "saverestore_utlmap.h"
#include "eventqueue.h"
#include "ai_behavior_lead.h"
#include "gameinterface.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern CServerGameDLL g_ServerGameDLL;
extern ConVar rr_debugresponses;
//-----------------------------------------------------------------------------
ConVar sk_ally_regen_time( "sk_ally_regen_time", "0.3003", FCVAR_NONE, "Time taken for an ally to regenerate a point of health." ); ConVar sv_npc_talker_maxdist( "sv_npc_talker_maxdist", "1024", 0, "NPCs over this distance from the player won't attempt to speak." ); ConVar ai_no_talk_delay( "ai_no_talk_delay", "0" );
ConVar rr_debug_qa( "rr_debug_qa", "0", FCVAR_NONE, "Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs.");
//-----------------------------------------------------------------------------
ConceptCategoryInfo_t g_ConceptCategoryInfos[] = { { 10, 20, 0, 0 }, { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, };
ConceptInfo_t g_ConceptInfos[] = { { TLK_ANSWER, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT | AICF_ANSWER, }, { TLK_ANSWER_HELLO, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT | AICF_ANSWER, }, { TLK_QUESTION, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT | AICF_QUESTION, }, { TLK_IDLE, SPEECH_IDLE, -1, -1, -1, -1, -1, -1, AICF_DEFAULT | AICF_TARGET_PLAYER, }, { TLK_STARE, SPEECH_IDLE, -1, -1, -1, -1, 180, 0, AICF_DEFAULT | AICF_TARGET_PLAYER, }, { TLK_LOOK, SPEECH_PRIORITY, -1, -1, -1, -1, -1, -1, AICF_DEFAULT | AICF_TARGET_PLAYER, }, { TLK_HELLO, SPEECH_IDLE, 5, 10, -1, -1, -1, -1, AICF_DEFAULT | AICF_SPEAK_ONCE | AICF_PROPAGATE_SPOKEN | AICF_TARGET_PLAYER, }, { TLK_PHELLO, SPEECH_IDLE, -1, -1, -1, -1, -1, -1, AICF_DEFAULT | AICF_SPEAK_ONCE | AICF_PROPAGATE_SPOKEN | AICF_TARGET_PLAYER, }, { TLK_HELLO_NPC, SPEECH_IDLE, 5, 10, -1, -1, -1, -1, AICF_DEFAULT | AICF_QUESTION | AICF_SPEAK_ONCE, }, { TLK_PIDLE, SPEECH_IDLE, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_PQUESTION, SPEECH_IDLE, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_SMELL, SPEECH_IDLE, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_USE, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_STARTFOLLOW, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_STOPFOLLOW, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_JOINPLAYER, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_STOP, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_NOSHOOT, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_PLHURT1, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_PLHURT2, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_PLHURT3, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_PLHURT, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_PLPUSH, SPEECH_IMPORTANT, -1, -1, -1, -1, 15, 30, AICF_DEFAULT, }, { TLK_PLRELOAD, SPEECH_IMPORTANT, -1, -1, -1, -1, 60, 0, AICF_DEFAULT, }, { TLK_SHOT, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_WOUND, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_MORTAL, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT | AICF_SPEAK_ONCE, }, { TLK_SEE_COMBINE, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_ENEMY_DEAD, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_ALYX_ENEMY_DEAD,SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_SELECTED, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_COMMANDED, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_COMMAND_FAILED, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_DENY_COMMAND, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_BETRAYED, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_ALLY_KILLED, SPEECH_IMPORTANT, -1, -1, -1, -1, 15, 30, AICF_DEFAULT, }, { TLK_ATTACKING, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_HEAL, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_GIVEAMMO, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_HELP_ME, SPEECH_IMPORTANT, -1, -1, -1, -1, 7, 10, AICF_DEFAULT, }, { TLK_PLYR_PHYSATK, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_NEWWEAPON, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_STARTCOMBAT, SPEECH_IMPORTANT, -1, -1, -1, -1, 30, 0, AICF_DEFAULT, }, { TLK_WATCHOUT, SPEECH_IMPORTANT, -1, -1, -1, -1, 30, 45, AICF_DEFAULT, }, { TLK_MOBBED, SPEECH_IMPORTANT, -1, -1, -1, -1, 10, 12, AICF_DEFAULT, }, { TLK_MANY_ENEMIES, SPEECH_IMPORTANT, -1, -1, -1, -1, 45, 60, AICF_DEFAULT, }, { TLK_DANGER, SPEECH_PRIORITY, -1, -1, -1, -1, 5, 7, AICF_DEFAULT, }, { TLK_PLDEAD, SPEECH_PRIORITY, -1, -1, -1, -1, 100, 0, AICF_DEFAULT, }, { TLK_HIDEANDRELOAD, SPEECH_PRIORITY, -1, -1, -1, -1, 45, 60, AICF_DEFAULT, }, { TLK_FLASHLIGHT_ILLUM, SPEECH_PRIORITY,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_FLASHLIGHT_ON, SPEECH_PRIORITY, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_FLASHLIGHT_OFF, SPEECH_PRIORITY, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_FOUNDPLAYER, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_TARGET_PLAYER, }, { TLK_PLAYER_KILLED_NPC, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_ENEMY_BURNING, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_SPOTTED_ZOMBIE_WAKEUP, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_SPOTTED_HEADCRAB_LEAVING_ZOMBIE,SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_DANGER_ZOMBINE_GRENADE, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_BALLSOCKETED, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, // Darkness mode
{ TLK_DARKNESS_LOSTPLAYER, SPEECH_IMPORTANT,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_DARKNESS_FOUNDPLAYER, SPEECH_IMPORTANT,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_DARKNESS_UNKNOWN_WOUND, SPEECH_IMPORTANT,-1,-1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_DARKNESS_HEARDSOUND, SPEECH_IMPORTANT,-1, -1, -1, -1, 20, 30, AICF_DEFAULT, }, { TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT, SPEECH_IMPORTANT,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT_EXPIRED, SPEECH_IMPORTANT,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_DARKNESS_FOUNDENEMY_BY_FLASHLIGHT, SPEECH_IMPORTANT,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_DARKNESS_FLASHLIGHT_EXPIRED, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_SPOTTED_INCOMING_HEADCRAB, SPEECH_IMPORTANT,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
// Lead behaviour
{ TLK_LEAD_START, SPEECH_IMPORTANT,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_LEAD_ARRIVAL, SPEECH_IMPORTANT,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_LEAD_SUCCESS, SPEECH_IMPORTANT,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_LEAD_FAILURE, SPEECH_IMPORTANT,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_LEAD_COMINGBACK,SPEECH_IMPORTANT,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_LEAD_CATCHUP, SPEECH_IMPORTANT,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_LEAD_RETRIEVE, SPEECH_IMPORTANT,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_LEAD_ATTRACTPLAYER, SPEECH_IMPORTANT,-1,-1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_LEAD_WAITOVER, SPEECH_IMPORTANT,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_LEAD_MISSINGWEAPON, SPEECH_IMPORTANT,-1,-1, -1, -1, -1, -1, AICF_DEFAULT, }, { TLK_LEAD_IDLE, SPEECH_IMPORTANT,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
// Passenger behaviour
{ TLK_PASSENGER_NEW_RADAR_CONTACT, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, }, };
//-----------------------------------------------------------------------------
bool ConceptStringLessFunc( const string_t &lhs, const string_t &rhs ) { return CaselessStringLessThan( STRING(lhs), STRING(rhs) ); }
//-----------------------------------------------------------------------------
#if AI_CONCEPTS_ARE_STRINGS
class CConceptInfoMap : public CUtlMap<AIConcept_t, ConceptInfo_t *> { public: CConceptInfoMap() : CUtlMap<AIConcept_t, ConceptInfo_t *>( CaselessStringLessThan ) { for ( int i = 0; i < ARRAYSIZE(g_ConceptInfos); i++ ) { Insert( g_ConceptInfos[i].concept, &g_ConceptInfos[i] ); } } };
#else
bool ConceptIDLessFunc( const AIConcept_t::tGenericId &lhs, const AIConcept_t::tGenericId &rhs ) { return CaselessStringLessThan( CAI_Concept::GetStringForGenericId(lhs), CAI_Concept::GetStringForGenericId(rhs) ); }
class CConceptInfoMap : public CUtlMap<AIConcept_t::tGenericId, ConceptInfo_t *> { public: CConceptInfoMap() : CUtlMap<AIConcept_t::tGenericId, ConceptInfo_t *>( ConceptIDLessFunc ) { for ( int i = 0; i < ARRAYSIZE(g_ConceptInfos); i++ ) { Insert( g_ConceptInfos[i].concept, &g_ConceptInfos[i] ); } } };
#endif
static CConceptInfoMap g_ConceptInfoMap;
CAI_AllySpeechManager::CAI_AllySpeechManager() { m_ConceptTimers.SetLessFunc( ConceptStringLessFunc ); Assert( !gm_pSpeechManager ); gm_pSpeechManager = this; }
CAI_AllySpeechManager::~CAI_AllySpeechManager() { gm_pSpeechManager = NULL; }
void CAI_AllySpeechManager::Spawn() { Assert( g_ConceptInfoMap.Count() != 0 ); for ( int i = 0; i < ARRAYSIZE(g_ConceptInfos); i++ ) m_ConceptTimers.Insert( AllocPooledString( g_ConceptInfos[i].concept ), CSimpleSimTimer() ); }
void CAI_AllySpeechManager::AddCustomConcept( const ConceptInfo_t &conceptInfo ) { Assert( g_ConceptInfoMap.Count() != 0 ); Assert( m_ConceptTimers.Count() != 0 );
if ( g_ConceptInfoMap.Find( conceptInfo.concept ) == g_ConceptInfoMap.InvalidIndex() ) { g_ConceptInfoMap.Insert( conceptInfo.concept, new ConceptInfo_t( conceptInfo ) ); }
if ( m_ConceptTimers.Find( AllocPooledString(conceptInfo.concept) ) == m_ConceptTimers.InvalidIndex() ) { m_ConceptTimers.Insert( AllocPooledString( conceptInfo.concept ), CSimpleSimTimer() ); } }
ConceptCategoryInfo_t *CAI_AllySpeechManager::GetConceptCategoryInfo( ConceptCategory_t category ) { return &g_ConceptCategoryInfos[category]; }
ConceptInfo_t *CAI_AllySpeechManager::GetConceptInfo( AIConcept_t concept ) { int iResult = g_ConceptInfoMap.Find( concept );
return ( iResult != g_ConceptInfoMap.InvalidIndex() ) ? g_ConceptInfoMap[iResult] : NULL; }
void CAI_AllySpeechManager::OnSpokeConcept( CAI_PlayerAlly *pPlayerAlly, AIConcept_t concept, AI_Response *response ) { ConceptInfo_t * pConceptInfo = GetConceptInfo( concept ); ConceptCategory_t category = ( pConceptInfo ) ? pConceptInfo->category : SPEECH_IDLE; ConceptCategoryInfo_t * pCategoryInfo = GetConceptCategoryInfo( category );
if ( pConceptInfo ) { if ( pConceptInfo->flags & AICF_PROPAGATE_SPOKEN ) { CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs(); CAI_PlayerAlly *pTalker; for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ ) { pTalker = dynamic_cast<CAI_PlayerAlly *>(ppAIs[i]);
if ( pTalker && pTalker != pPlayerAlly && (pTalker->GetAbsOrigin() - pPlayerAlly->GetAbsOrigin()).LengthSqr() < Square(TALKRANGE_MIN * 2) && pPlayerAlly->FVisible( pTalker ) ) { // Tell this guy he's already said the concept to the player, too.
pTalker->GetExpresser()->SetSpokeConcept( concept, NULL, false ); } } } }
if ( !ai_no_talk_delay.GetBool() ) { if ( pConceptInfo && pConceptInfo->minGlobalCategoryDelay != -1 ) { Assert( pConceptInfo->maxGlobalCategoryDelay != -1 ); SetCategoryDelay( pConceptInfo->category, pConceptInfo->minGlobalCategoryDelay, pConceptInfo->maxGlobalCategoryDelay ); } else if ( pCategoryInfo->maxGlobalDelay > 0 ) { SetCategoryDelay( category, pCategoryInfo->minGlobalDelay, pCategoryInfo->maxGlobalDelay ); }
if ( pConceptInfo && pConceptInfo->minPersonalCategoryDelay != -1 ) { Assert( pConceptInfo->maxPersonalCategoryDelay != -1 ); pPlayerAlly->SetCategoryDelay( pConceptInfo->category, pConceptInfo->minPersonalCategoryDelay, pConceptInfo->maxPersonalCategoryDelay ); } else if ( pCategoryInfo->maxPersonalDelay > 0 ) { pPlayerAlly->SetCategoryDelay( category, pCategoryInfo->minPersonalDelay, pCategoryInfo->maxPersonalDelay ); }
if ( pConceptInfo && pConceptInfo->minConceptDelay != -1 ) { Assert( pConceptInfo->maxConceptDelay != -1 ); char iConceptTimer = m_ConceptTimers.Find( MAKE_STRING(concept) ); if ( iConceptTimer != m_ConceptTimers.InvalidIndex() ) m_ConceptTimers[iConceptTimer].Set( pConceptInfo->minConceptDelay, pConceptInfo->minConceptDelay ); } } }
void CAI_AllySpeechManager::SetCategoryDelay( ConceptCategory_t category, float minDelay, float maxDelay ) { if ( category != SPEECH_PRIORITY ) m_ConceptCategoryTimers[category].Set( minDelay, maxDelay ); }
bool CAI_AllySpeechManager::CategoryDelayExpired( ConceptCategory_t category ) { if ( category == SPEECH_PRIORITY ) return true; return m_ConceptCategoryTimers[category].Expired(); }
bool CAI_AllySpeechManager::ConceptDelayExpired( AIConcept_t concept ) { char iConceptTimer = m_ConceptTimers.Find( MAKE_STRING(concept) ); if ( iConceptTimer != m_ConceptTimers.InvalidIndex() ) return m_ConceptTimers[iConceptTimer].Expired(); return true; }
//-----------------------------------------------------------------------------
LINK_ENTITY_TO_CLASS( ai_ally_speech_manager, CAI_AllySpeechManager );
BEGIN_DATADESC( CAI_AllySpeechManager )
DEFINE_EMBEDDED_AUTO_ARRAY(m_ConceptCategoryTimers), DEFINE_UTLMAP( m_ConceptTimers, FIELD_STRING, FIELD_EMBEDDED ),
END_DATADESC()
//-----------------------------------------------------------------------------
CAI_AllySpeechManager *CAI_AllySpeechManager::gm_pSpeechManager;
//-----------------------------------------------------------------------------
CAI_AllySpeechManager *GetAllySpeechManager() { if ( !CAI_AllySpeechManager::gm_pSpeechManager ) { CreateEntityByName( "ai_ally_speech_manager" ); Assert( CAI_AllySpeechManager::gm_pSpeechManager ); if ( CAI_AllySpeechManager::gm_pSpeechManager ) DispatchSpawn( CAI_AllySpeechManager::gm_pSpeechManager ); }
return CAI_AllySpeechManager::gm_pSpeechManager; }
//-----------------------------------------------------------------------------
//
// CLASS: CAI_PlayerAlly
//
//-----------------------------------------------------------------------------
BEGIN_DATADESC( CAI_PlayerAlly )
DEFINE_EMBEDDED( m_PendingResponse ), DEFINE_STDSTRING( m_PendingConcept ), DEFINE_FIELD( m_TimePendingSet, FIELD_TIME ), DEFINE_FIELD( m_hTalkTarget, FIELD_EHANDLE ), DEFINE_FIELD( m_flNextRegenTime, FIELD_TIME ), DEFINE_FIELD( m_flTimePlayerStartStare, FIELD_TIME ), DEFINE_FIELD( m_hPotentialSpeechTarget, FIELD_EHANDLE ), DEFINE_FIELD( m_flNextIdleSpeechTime, FIELD_TIME ), DEFINE_FIELD( m_iQARandomNumber, FIELD_INTEGER ), DEFINE_FIELD( m_hSpeechFilter, FIELD_EHANDLE ), DEFINE_EMBEDDED_AUTO_ARRAY(m_ConceptCategoryTimers),
DEFINE_KEYFIELD( m_bGameEndAlly, FIELD_BOOLEAN, "GameEndAlly" ), DEFINE_FIELD( m_bCanSpeakWhileScripting, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flHealthAccumulator, FIELD_FLOAT ), DEFINE_FIELD( m_flTimeLastRegen, FIELD_TIME ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "IdleRespond", InputIdleRespond ), DEFINE_INPUTFUNC( FIELD_STRING, "SpeakResponseConcept", InputSpeakResponseConcept ), DEFINE_INPUTFUNC( FIELD_VOID, "MakeGameEndAlly", InputMakeGameEndAlly ), DEFINE_INPUTFUNC( FIELD_VOID, "MakeRegularAlly", InputMakeRegularAlly ), DEFINE_INPUTFUNC( FIELD_INTEGER, "AnswerQuestion", InputAnswerQuestion ), DEFINE_INPUTFUNC( FIELD_INTEGER, "AnswerQuestionHello", InputAnswerQuestionHello ), DEFINE_INPUTFUNC( FIELD_VOID, "EnableSpeakWhileScripting", InputEnableSpeakWhileScripting ), DEFINE_INPUTFUNC( FIELD_VOID, "DisableSpeakWhileScripting", InputDisableSpeakWhileScripting ),
END_DATADESC()
CBaseEntity *CreatePlayerLoadSave( Vector vOrigin, float flDuration, float flHoldTime, float flLoadTime ); ConVar npc_ally_deathmessage( "npc_ally_deathmessage", "1", FCVAR_CHEAT );
void CAI_PlayerAlly::InputMakeGameEndAlly( inputdata_t &inputdata ) { m_bGameEndAlly = true; }
void CAI_PlayerAlly::InputMakeRegularAlly( inputdata_t &inputdata ) { m_bGameEndAlly = false; }
void CAI_PlayerAlly::DisplayDeathMessage( void ) { if ( m_bGameEndAlly == false ) return;
if ( npc_ally_deathmessage.GetBool() == 0 ) return;
CBaseEntity *pPlayer = AI_GetSinglePlayer();
if ( pPlayer ) { UTIL_ShowMessage( GetDeathMessageText(), ToBasePlayer( pPlayer ) ); ToBasePlayer(pPlayer)->NotifySinglePlayerGameEnding(); }
CBaseEntity *pReload = CreatePlayerLoadSave( GetAbsOrigin(), 1.5f, 8.0f, 4.5f );
if ( pReload ) { pReload->SetRenderColor( 0, 0, 0 ); pReload->SetRenderAlpha( 255 );
g_EventQueue.AddEvent( pReload, "Reload", 1.5f, pReload, pReload ); }
// clear any pending autosavedangerous
g_ServerGameDLL.m_fAutoSaveDangerousTime = 0.0f; g_ServerGameDLL.m_fAutoSaveDangerousMinHealthToCommit = 0.0f; }
//-----------------------------------------------------------------------------
// NPCs derived from CAI_PlayerAlly should call this in precache()
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::TalkInit( void ) { }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::GatherConditions( void ) { BaseClass::GatherConditions(); if ( !HasCondition( COND_SEE_PLAYER ) ) { SetCondition( COND_TALKER_CLIENTUNSEEN ); }
CBasePlayer *pLocalPlayer = AI_GetSinglePlayer();
if ( !pLocalPlayer ) { if ( AI_IsSinglePlayer() ) SetCondition( COND_TALKER_PLAYER_DEAD ); return; }
if ( !pLocalPlayer->IsAlive() ) { SetCondition( COND_TALKER_PLAYER_DEAD ); } if ( HasCondition( COND_SEE_PLAYER ) ) { bool bPlayerIsLooking = false; if ( ( pLocalPlayer->GetAbsOrigin() - GetAbsOrigin() ).Length2DSqr() < Square(TALKER_STARE_DIST) ) { if ( pLocalPlayer->FInViewCone( EyePosition() ) ) { if ( pLocalPlayer->GetSmoothedVelocity().LengthSqr() < Square( 100 ) ) bPlayerIsLooking = true; } } if ( bPlayerIsLooking ) { SetCondition( COND_TALKER_PLAYER_STARING ); if ( m_flTimePlayerStartStare == 0 ) m_flTimePlayerStartStare = gpGlobals->curtime; } else { m_flTimePlayerStartStare = 0; ClearCondition( COND_TALKER_PLAYER_STARING ); } } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::GatherEnemyConditions( CBaseEntity *pEnemy ) { BaseClass::GatherEnemyConditions( pEnemy ); if ( GetLastEnemyTime() == 0 || gpGlobals->curtime - GetLastEnemyTime() > 30 ) { #ifdef HL2_DLL
if ( HasCondition( COND_SEE_ENEMY ) && ( pEnemy->Classify() != CLASS_BULLSEYE ) ) { if( Classify() == CLASS_PLAYER_ALLY_VITAL && hl2_episodic.GetBool() ) { CBasePlayer *pPlayer = AI_GetSinglePlayer();
if( pPlayer ) { // If I can see the player, and the player would see this enemy if he turned around...
if( !pPlayer->FInViewCone(pEnemy) && FVisible( pPlayer ) && pPlayer->FVisible(pEnemy) ) { Vector2D vecPlayerView = pPlayer->EyeDirection2D().AsVector2D(); Vector2D vecToEnemy = ( pEnemy->GetAbsOrigin() - pPlayer->GetAbsOrigin() ).AsVector2D(); Vector2DNormalize( vecToEnemy ); if( DotProduct2D(vecPlayerView, vecToEnemy) <= -0.75 ) { SpeakIfAllowed( TLK_WATCHOUT, "dangerloc:behind" ); return; } } } } SpeakIfAllowed( TLK_STARTCOMBAT ); } #else
if ( HasCondition( COND_SEE_ENEMY ) ) { SpeakIfAllowed( TLK_STARTCOMBAT ); } #endif //HL2_DLL
} }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::OnStateChange( NPC_STATE OldState, NPC_STATE NewState ) { BaseClass::OnStateChange( OldState, NewState );
if ( OldState == NPC_STATE_COMBAT ) { DeferAllIdleSpeech(); } if ( GetState() == NPC_STATE_IDLE || GetState() == NPC_STATE_ALERT ) { m_flNextIdleSpeechTime = gpGlobals->curtime + RandomFloat(5,10); } else { m_flNextIdleSpeechTime = 0; } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::PrescheduleThink( void ) { BaseClass::PrescheduleThink();
#ifdef HL2_DLL
// Vital allies regenerate
if( GetHealth() >= GetMaxHealth() ) { // Avoid huge deltas on first regeneration of health after long period of time at full health.
m_flTimeLastRegen = gpGlobals->curtime; } else if ( ShouldRegenerateHealth() ) { float flDelta = gpGlobals->curtime - m_flTimeLastRegen; float flHealthPerSecond = 1.0f / sk_ally_regen_time.GetFloat();
float flHealthRegen = flHealthPerSecond * flDelta;
if ( g_pGameRules->IsSkillLevel(SKILL_HARD) ) flHealthRegen *= 0.5f; else if ( g_pGameRules->IsSkillLevel(SKILL_EASY) ) flHealthRegen *= 1.5f;
m_flTimeLastRegen = gpGlobals->curtime;
TakeHealth( flHealthRegen, DMG_GENERIC ); }
#ifdef HL2_EPISODIC
if ( (GetState() == NPC_STATE_IDLE || GetState() == NPC_STATE_ALERT) && !HasCondition(COND_RECEIVED_ORDERS) && !IsInAScript() ) { if ( m_flNextIdleSpeechTime && m_flNextIdleSpeechTime < gpGlobals->curtime ) { AISpeechSelection_t selection; if ( SelectNonCombatSpeech( &selection ) ) { SetSpeechTarget( selection.hSpeechTarget ); SpeakDispatchResponse( selection.concept.c_str(), &selection.response ); m_flNextIdleSpeechTime = gpGlobals->curtime + RandomFloat( 20,30 ); } else { m_flNextIdleSpeechTime = gpGlobals->curtime + RandomFloat( 10,20 ); } } } #endif // HL2_EPISODIC
#endif // HL2_DLL
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CAI_PlayerAlly::SelectSchedule( void ) { if ( !HasCondition(COND_RECEIVED_ORDERS) ) { // sustained light wounds?
if ( m_iHealth <= m_iMaxHealth * 0.75 && IsAllowedToSpeak( TLK_WOUND ) && !GetExpresser()->SpokeConcept(TLK_WOUND) ) { CTakeDamageInfo info; PainSound( info ); } // sustained heavy wounds?
else if ( m_iHealth <= m_iMaxHealth * 0.5 && IsAllowedToSpeak( TLK_MORTAL) ) { Speak( TLK_MORTAL ); } }
return BaseClass::SelectSchedule(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::SelectSpeechResponse( AIConcept_t concept, const char *pszModifiers, CBaseEntity *pTarget, AISpeechSelection_t *pSelection ) { if ( IsAllowedToSpeak( concept ) ) { AI_CriteriaSet criteria; GatherCriteria(&criteria, concept, pszModifiers);
if ( FindResponse(pSelection->response, concept, &criteria) ) { pSelection->Set(concept, pTarget); return true; }
/*
AI_Response response; if ( FindResponse( response, concept, &criteria ) ) { pSelection->Set( concept, &response, pTarget ); return true; } */ } return false; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::SetPendingSpeech( AIConcept_t concept, AI_Response *pResponse ) { m_PendingResponse = *pResponse; // pResponse->Release();
m_PendingConcept = concept; m_TimePendingSet = gpGlobals->curtime; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::ClearPendingSpeech() { m_PendingConcept.erase(); m_TimePendingSet = 0; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::SelectIdleSpeech( AISpeechSelection_t *pSelection ) { if ( !IsOkToSpeak( SPEECH_IDLE ) ) return false;
CBasePlayer *pTarget = assert_cast<CBasePlayer *>(FindSpeechTarget( AIST_PLAYERS | AIST_FACING_TARGET )); if ( pTarget ) { if ( SelectSpeechResponse( TLK_HELLO, NULL, pTarget, pSelection ) ) return true; if ( GetTimePlayerStaring() > 6 && !IsMoving() ) { if ( SelectSpeechResponse( TLK_STARE, NULL, pTarget, pSelection ) ) return true; }
int chance = ( IsMoving() ) ? 20 : 2; if ( ShouldSpeakRandom( TLK_IDLE, chance ) && SelectSpeechResponse( TLK_IDLE, NULL, pTarget, pSelection ) ) return true; } return false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::SelectAlertSpeech( AISpeechSelection_t *pSelection ) { #ifdef HL2_EPISODIC
CBasePlayer *pTarget = assert_cast<CBasePlayer *>(FindSpeechTarget( AIST_PLAYERS | AIST_FACING_TARGET )); if ( pTarget ) { if ( pTarget->IsAlive() ) { float flHealthPerc = ((float)pTarget->m_iHealth / (float)pTarget->m_iMaxHealth); if ( flHealthPerc < 1.0 ) { if ( SelectSpeechResponse( TLK_PLHURT, NULL, pTarget, pSelection ) ) return true; } } } #endif
return SelectIdleSpeech( pSelection ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::SelectInterjection() { if ( HasPendingSpeech() ) return false;
if ( HasCondition(COND_RECEIVED_ORDERS) ) return false;
if ( GetState() == NPC_STATE_IDLE || GetState() == NPC_STATE_ALERT ) { AISpeechSelection_t selection;
if ( SelectIdleSpeech( &selection ) ) { SetSpeechTarget( selection.hSpeechTarget ); SpeakDispatchResponse( selection.concept.c_str(), &selection.response, NULL ); return true; } }
return false; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::SelectPlayerUseSpeech() { if( IsOkToSpeakInResponseToPlayer() ) { if ( Speak( TLK_USE ) ) DeferAllIdleSpeech(); else return Speak( ( !GetExpresser()->SpokeConcept( TLK_HELLO ) ) ? TLK_HELLO : TLK_IDLE ); } return false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::SelectQuestionAndAnswerSpeech( AISpeechSelection_t *pSelection ) { if ( !IsOkToSpeak( SPEECH_IDLE ) ) return false;
if ( IsMoving() ) return false;
// if there is a friend nearby to speak to, play sentence, set friend's response time, return
CAI_PlayerAlly *pFriend = dynamic_cast<CAI_PlayerAlly *>(FindSpeechTarget( AIST_NPCS )); if ( pFriend && !pFriend->IsMoving() && !pFriend->HasSpawnFlags(SF_NPC_GAG) ) return SelectQuestionFriend( pFriend, pSelection );
return false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::PostSpeakDispatchResponse( AIConcept_t concept, AI_Response *response ) { #ifdef HL2_EPISODIC
CAI_AllySpeechManager *pSpeechManager = GetAllySpeechManager(); ConceptInfo_t *pConceptInfo = pSpeechManager->GetConceptInfo( concept ); if ( pConceptInfo && (pConceptInfo->flags & AICF_QUESTION) && GetSpeechTarget() ) { bool bSaidHelloToNPC = !Q_strcmp(concept, "TLK_HELLO_NPC");
float duration = GetExpresser()->GetSemaphoreAvailableTime(this) - gpGlobals->curtime;
if ( rr_debug_qa.GetBool() ) { if ( bSaidHelloToNPC ) { Warning("Q&A: '%s' said Hello to '%s' (concept %s)\n", GetDebugName(), GetSpeechTarget()->GetDebugName(), concept ); } else { Warning("Q&A: '%s' questioned '%s' (concept %s)\n", GetDebugName(), GetSpeechTarget()->GetDebugName(), concept ); } NDebugOverlay::HorzArrow( GetAbsOrigin(), GetSpeechTarget()->GetAbsOrigin(), 8, 0, 255, 0, 64, true, duration ); }
// If we spoke a Question, tell our friend to answer
const char *pszInput; if ( bSaidHelloToNPC ) { pszInput = "AnswerQuestionHello"; } else { pszInput = "AnswerQuestion"; }
// Set the input parameter to the random number we used to find the Question
variant_t value; value.SetInt( m_iQARandomNumber ); g_EventQueue.AddEvent( GetSpeechTarget(), pszInput, value, duration + .2, this, this );
if ( GetSpeechTarget()->MyNPCPointer() ) { AddLookTarget( GetSpeechTarget()->MyNPCPointer(), 1.0, duration + random->RandomFloat( 0.4, 1.2 ), 0.5 ); GetSpeechTarget()->MyNPCPointer()->AddLookTarget( this, 1.0, duration + random->RandomFloat( 0.4, 1 ), 0.7 ); }
// Don't let anyone else butt in.
DeferAllIdleSpeech( random->RandomFloat( TALKER_DEFER_IDLE_SPEAK_MIN, TALKER_DEFER_IDLE_SPEAK_MAX ), GetSpeechTarget()->MyNPCPointer() ); } else if ( pConceptInfo && (pConceptInfo->flags & AICF_ANSWER) && GetSpeechTarget() ) { float duration = GetExpresser()->GetSemaphoreAvailableTime(this) - gpGlobals->curtime; if ( rr_debug_qa.GetBool() ) { NDebugOverlay::HorzArrow( GetAbsOrigin(), GetSpeechTarget()->GetAbsOrigin(), 8, 0, 255, 0, 64, true, duration ); } if ( GetSpeechTarget()->MyNPCPointer() ) { AddLookTarget( GetSpeechTarget()->MyNPCPointer(), 1.0, duration + random->RandomFloat( 0, 0.3 ), 0.5 ); GetSpeechTarget()->MyNPCPointer()->AddLookTarget( this, 1.0, duration + random->RandomFloat( 0.2, 0.5 ), 0.7 ); } }
m_hPotentialSpeechTarget = NULL; #endif // HL2_EPISODIC
}
//-----------------------------------------------------------------------------
// Purpose: Find a concept to question a nearby friend
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::SelectQuestionFriend( CBaseEntity *pFriend, AISpeechSelection_t *pSelection ) { if ( !ShouldSpeakRandom( TLK_QUESTION, 3 ) ) return false;
// Tell the response rules who we're trying to question
m_hPotentialSpeechTarget = pFriend; m_iQARandomNumber = RandomInt(0,100);
// If we haven't said hello, say hello first.
// Only ever say hello to NPCs other than my type.
if ( !GetExpresser()->SpokeConcept( TLK_HELLO_NPC ) && !FClassnameIs( this, pFriend->GetClassname()) ) { if ( SelectSpeechResponse( TLK_HELLO_NPC, NULL, pFriend, pSelection ) ) return true;
GetExpresser()->SetSpokeConcept( TLK_HELLO_NPC, NULL ); }
return SelectSpeechResponse( TLK_QUESTION, NULL, pFriend, pSelection ); }
//-----------------------------------------------------------------------------
// Purpose: Find a concept to answer our friend's question
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::SelectAnswerFriend( CBaseEntity *pFriend, AISpeechSelection_t *pSelection, bool bRespondingToHello ) { // Tell the response rules who we're trying to answer
m_hPotentialSpeechTarget = pFriend;
if ( bRespondingToHello ) { if ( SelectSpeechResponse( TLK_ANSWER_HELLO, NULL, pFriend, pSelection ) ) return true; }
return SelectSpeechResponse( TLK_ANSWER, NULL, pFriend, pSelection ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::InputAnswerQuestion( inputdata_t &inputdata ) { AnswerQuestion( dynamic_cast<CAI_PlayerAlly *>(inputdata.pActivator), inputdata.value.Int(), false ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::InputAnswerQuestionHello( inputdata_t &inputdata ) { AnswerQuestion( dynamic_cast<CAI_PlayerAlly *>(inputdata.pActivator), inputdata.value.Int(), true ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::AnswerQuestion( CAI_PlayerAlly *pQuestioner, int iQARandomNum, bool bAnsweringHello ) { // Original questioner may have died
if ( !pQuestioner ) return;
AISpeechSelection_t selection;
// Use the random number that the questioner used to determine his Question (so we can match answers via response rules)
m_iQARandomNumber = iQARandomNum;
// The activator is the person we're responding to
if ( SelectAnswerFriend( pQuestioner, &selection, bAnsweringHello ) ) { if ( rr_debug_qa.GetBool() ) { if ( bAnsweringHello ) { Warning("Q&A: '%s' answered the Hello from '%s'\n", GetDebugName(), pQuestioner->GetDebugName() ); } else { Warning("Q&A: '%s' answered the Question from '%s'\n", GetDebugName(), pQuestioner->GetDebugName() ); } }
Assert( !selection.response.IsEmpty() ); SetSpeechTarget( selection.hSpeechTarget ); SpeakDispatchResponse( selection.concept.c_str(), &selection.response, NULL );
// Prevent idle speech for a while
DeferAllIdleSpeech( random->RandomFloat( TALKER_DEFER_IDLE_SPEAK_MIN, TALKER_DEFER_IDLE_SPEAK_MAX ), GetSpeechTarget()->MyNPCPointer() ); } else if ( rr_debug_qa.GetBool() ) { Warning("Q&A: '%s' couldn't answer '%s'\n", GetDebugName(), pQuestioner->GetDebugName() ); } }
//-----------------------------------------------------------------------------
// Output : int
//-----------------------------------------------------------------------------
int CAI_PlayerAlly::SelectNonCombatSpeech( AISpeechSelection_t *pSelection ) { bool bResult = false;
#ifdef HL2_EPISODIC
// See if we can Q&A first
if ( GetState() == NPC_STATE_IDLE || GetState() == NPC_STATE_ALERT ) { bResult = SelectQuestionAndAnswerSpeech( pSelection ); } #endif // HL2_EPISODIC
if ( !bResult ) { if ( GetState() == NPC_STATE_ALERT ) { bResult = SelectAlertSpeech( pSelection ); } else { bResult = SelectIdleSpeech( pSelection ); } }
return bResult; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CAI_PlayerAlly::SelectNonCombatSpeechSchedule() { if ( !HasPendingSpeech() ) { AISpeechSelection_t selection; if ( SelectNonCombatSpeech( &selection ) ) { Assert( !selection.response.IsEmpty() ); SetSpeechTarget( selection.hSpeechTarget ); SetPendingSpeech( selection.concept.c_str(), &selection.response ); } } if ( HasPendingSpeech() ) { if ( m_TimePendingSet == gpGlobals->curtime || IsAllowedToSpeak( m_PendingConcept.c_str() ) ) return SCHED_TALKER_SPEAK_PENDING_IDLE; } return SCHED_NONE; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CAI_PlayerAlly::TranslateSchedule( int schedule ) { if ( ( GetState() == NPC_STATE_IDLE || GetState() == NPC_STATE_ALERT ) && ConditionInterruptsSchedule( schedule, COND_IDLE_INTERRUPT ) && !HasCondition(COND_RECEIVED_ORDERS) ) { int speechSchedule = SelectNonCombatSpeechSchedule(); if ( speechSchedule != SCHED_NONE ) return speechSchedule; }
switch( schedule ) { case SCHED_CHASE_ENEMY_FAILED: { int baseType = BaseClass::TranslateSchedule(schedule); if ( baseType != SCHED_CHASE_ENEMY_FAILED ) return baseType;
return SCHED_TAKE_COVER_FROM_ENEMY; } break; } return BaseClass::TranslateSchedule( schedule ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::OnStartSchedule( int schedule ) { if ( schedule == SCHED_HIDE_AND_RELOAD ) SpeakIfAllowed( TLK_HIDEANDRELOAD ); BaseClass::OnStartSchedule( schedule ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::StartTask( const Task_t *pTask ) { switch ( pTask->iTask ) { case TASK_MOVE_AWAY_PATH: { if ( HasCondition( COND_PLAYER_PUSHING ) && AI_IsSinglePlayer() ) { // @TODO (toml 10-22-04): cope with multiplayer push
GetMotor()->SetIdealYawToTarget( UTIL_GetLocalPlayer()->WorldSpaceCenter() ); } BaseClass::StartTask( pTask ); break; }
case TASK_PLAY_SCRIPT: SetSpeechTarget( NULL ); BaseClass::StartTask( pTask ); break;
case TASK_TALKER_SPEAK_PENDING: if ( !m_PendingConcept.empty() ) { AI_Response response(m_PendingResponse); SpeakDispatchResponse( m_PendingConcept.c_str(), &response, NULL ); m_PendingConcept.erase(); TaskComplete(); } else TaskFail( FAIL_NO_SOUND ); break;
default: BaseClass::StartTask( pTask ); } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::RunTask( const Task_t *pTask ) { BaseClass::RunTask( pTask ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::TaskFail( AI_TaskFailureCode_t code ) { if ( IsCurSchedule( SCHED_TALKER_SPEAK_PENDING_IDLE, false ) ) ClearPendingSpeech(); BaseClass::TaskFail( code ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::ClearTransientConditions() { CAI_BaseNPC::ClearTransientConditions(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::Touch( CBaseEntity *pOther ) { BaseClass::Touch( 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 ( GetExpresser()->IsSpeaking() ) return; TestPlayerPushing( pOther ); } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::OnKilledNPC( CBaseCombatCharacter *pKilled ) { if ( pKilled ) { if ( !pKilled->IsNPC() || ( pKilled->MyNPCPointer()->GetLastPlayerDamageTime() == 0 || gpGlobals->curtime - pKilled->MyNPCPointer()->GetLastPlayerDamageTime() > 5 ) ) { SpeakIfAllowed( TLK_ENEMY_DEAD ); } } }
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr ) { const char *pszHitLocCriterion = NULL;
if ( ptr->hitgroup == HITGROUP_LEFTLEG || ptr->hitgroup == HITGROUP_RIGHTLEG ) { pszHitLocCriterion = "shotloc:leg"; } else if ( ptr->hitgroup == HITGROUP_LEFTARM || ptr->hitgroup == HITGROUP_RIGHTARM ) { pszHitLocCriterion = "shotloc:arm"; } else if ( ptr->hitgroup == HITGROUP_STOMACH ) { pszHitLocCriterion = "shotloc:gut"; }
// set up the speech modifiers
CFmtStrN<128> modifiers( "%s,damageammo:%s", pszHitLocCriterion, info.GetAmmoName() );
SpeakIfAllowed( TLK_SHOT, modifiers );
BaseClass::TraceAttack( info, vecDir, ptr ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CAI_PlayerAlly::OnTakeDamage_Alive( const CTakeDamageInfo &info ) { CTakeDamageInfo subInfo = info; // Vital allies never take more than 25% of their health in a single hit (except for physics damage)
#ifdef HL2_DLL
// Don't do damage reduction for DMG_GENERIC. This allows SetHealth inputs to still do full damage.
if ( subInfo.GetDamageType() != DMG_GENERIC ) { if ( Classify() == CLASS_PLAYER_ALLY_VITAL && !(subInfo.GetDamageType() & DMG_CRUSH) ) { float flDamage = subInfo.GetDamage(); if ( flDamage > ( GetMaxHealth() * 0.25 ) ) { flDamage = ( GetMaxHealth() * 0.25 ); subInfo.SetDamage( flDamage ); } } } #endif
return BaseClass::OnTakeDamage_Alive( subInfo ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CAI_PlayerAlly::TakeHealth( float flHealth, int bitsDamageType ) { int intPortion; float floatPortion;
intPortion = ((int)flHealth); floatPortion = flHealth - intPortion;
m_flHealthAccumulator += floatPortion;
while ( m_flHealthAccumulator > 1.0f ) { m_flHealthAccumulator -= 1.0f; intPortion += 1; }
return BaseClass::TakeHealth( ((float)intPortion), bitsDamageType ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::Event_Killed( const CTakeDamageInfo &info ) { // notify the player
if ( IsInPlayerSquad() ) { CBasePlayer *player = AI_GetSinglePlayer(); if ( player ) { variant_t emptyVariant; player->AcceptInput( "OnSquadMemberKilled", this, this, emptyVariant, 0 ); } }
if ( GetSpeechSemaphore( this )->GetOwner() == this ) GetSpeechSemaphore( this )->Release();
CAI_PlayerAlly *pMourner = dynamic_cast<CAI_PlayerAlly *>(FindSpeechTarget( AIST_NPCS )); if ( pMourner ) { pMourner->SpeakIfAllowed( TLK_ALLY_KILLED ); }
SetTarget( NULL ); // Don't finish that sentence
SentenceStop(); SetUse( NULL ); BaseClass::Event_Killed( info );
DisplayDeathMessage(); }
// Player allies should use simple shadows to save CPU. This means they can't
// be killed by crush damage.
bool CAI_PlayerAlly::CreateVPhysics() { bool bRet = BaseClass::CreateVPhysics(); return bRet; }
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::PainSound( const CTakeDamageInfo &info ) { SpeakIfAllowed( TLK_WOUND ); }
//-----------------------------------------------------------------------------
// Purpose: Implemented to look at talk target
//-----------------------------------------------------------------------------
CBaseEntity *CAI_PlayerAlly::EyeLookTarget( void ) { // FIXME: this should be in the VCD
// FIXME: this is dead code
if (GetExpresser()->IsSpeaking() && GetSpeechTarget() != NULL) { return GetSpeechTarget(); } return NULL; }
//-----------------------------------------------------------------------------
// Purpose: returns who we're talking to for vcd's
//-----------------------------------------------------------------------------
CBaseEntity *CAI_PlayerAlly::FindNamedEntity( const char *pszName, IEntityFindFilter *pFilter ) { if ( !stricmp( pszName, "!speechtarget" )) { return GetSpeechTarget(); }
if ( !stricmp( pszName, "!friend" )) { return FindSpeechTarget( AIST_NPCS ); }
return BaseClass::FindNamedEntity( pszName, pFilter ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::IsValidSpeechTarget( int flags, CBaseEntity *pEntity ) { if ( pEntity == this ) return false;
if ( !(flags & AIST_IGNORE_RELATIONSHIP) ) { if ( pEntity->IsPlayer() ) { if ( !IsPlayerAlly( (CBasePlayer *)pEntity ) ) return false; } else { if ( IRelationType( pEntity ) != D_LI ) return false; } }
if ( !pEntity->IsAlive() ) // don't dead people
return false;
// Ignore no-target entities
if ( pEntity->GetFlags() & FL_NOTARGET ) return false;
CAI_BaseNPC *pNPC = pEntity->MyNPCPointer(); if ( pNPC ) { // If not a NPC for some reason, or in a script.
if ( (pNPC->m_NPCState == NPC_STATE_SCRIPT || pNPC->m_NPCState == NPC_STATE_PRONE)) return false;
if ( pNPC->IsInAScript() ) return false;
// Don't bother people who don't want to be bothered
if ( !pNPC->CanBeUsedAsAFriend() ) return false; } if ( flags & AIST_FACING_TARGET ) { if ( pEntity->IsPlayer() ) return HasCondition( COND_SEE_PLAYER ); else if ( !FInViewCone( pEntity ) ) return false; }
return FVisible( pEntity ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CBaseEntity *CAI_PlayerAlly::FindSpeechTarget( int flags ) { const Vector & vAbsOrigin = GetAbsOrigin(); float closestDistSq = FLT_MAX; CBaseEntity * pNearest = NULL; float distSq; int i; if ( flags & AIST_PLAYERS ) { for ( i = 1; i <= gpGlobals->maxClients; i++ ) { CBaseEntity *pPlayer = UTIL_PlayerByIndex( i ); if ( pPlayer ) { distSq = ( vAbsOrigin - pPlayer->GetAbsOrigin() ).LengthSqr(); if ( distSq > Square(TALKRANGE_MIN) ) continue; if ( !(flags & AIST_ANY_QUALIFIED) && distSq > closestDistSq ) continue;
if ( IsValidSpeechTarget( flags, pPlayer ) ) { if ( flags & AIST_ANY_QUALIFIED ) return pPlayer;
closestDistSq = distSq; pNearest = pPlayer; } } } } if ( flags & AIST_NPCS ) { for ( i = 0; i < g_AI_Manager.NumAIs(); i++ ) { CAI_BaseNPC *pNPC = (g_AI_Manager.AccessAIs())[i];
distSq = ( vAbsOrigin - pNPC->GetAbsOrigin() ).LengthSqr(); if ( distSq > Square(TALKRANGE_MIN) ) continue; if ( !(flags & AIST_ANY_QUALIFIED) && distSq > closestDistSq ) continue;
if ( IsValidSpeechTarget( flags, pNPC ) ) { if ( flags & AIST_ANY_QUALIFIED ) return pNPC;
closestDistSq = distSq; pNearest = pNPC; } } }
return pNearest; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::CanPlaySentence( bool fDisregardState ) { if ( fDisregardState ) return BaseClass::CanPlaySentence( fDisregardState ); return IsOkToSpeak(); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CAI_PlayerAlly::PlayScriptedSentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, bool bConcurrent, CBaseEntity *pListener ) { ClearCondition( COND_PLAYER_PUSHING ); // Forget about moving! I've got something to say!
int sentenceIndex = BaseClass::PlayScriptedSentence( pszSentence, delay, volume, soundlevel, bConcurrent, pListener ); SetSpeechTarget( pListener ); return sentenceIndex; }
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CAI_PlayerAlly::DeferAllIdleSpeech( float flDelay, CAI_BaseNPC *pIgnore ) { CAI_AllySpeechManager *pSpeechManager = GetAllySpeechManager(); if ( flDelay == -1 ) { ConceptCategoryInfo_t *pCategoryInfo = pSpeechManager->GetConceptCategoryInfo( SPEECH_IDLE ); pSpeechManager->SetCategoryDelay( SPEECH_IDLE, pCategoryInfo->minGlobalDelay, pCategoryInfo->maxGlobalDelay ); } else pSpeechManager->SetCategoryDelay( SPEECH_IDLE, flDelay ); }
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
bool CAI_PlayerAlly::IsOkToSpeak( ConceptCategory_t category, bool fRespondingToPlayer ) { CAI_AllySpeechManager *pSpeechManager = GetAllySpeechManager(); // if not alive, certainly don't speak
if ( !IsAlive() ) return false;
if ( m_spawnflags & SF_NPC_GAG ) return false;
// Don't speak if playing a script.
if ( ( m_NPCState == NPC_STATE_SCRIPT ) && !m_bCanSpeakWhileScripting ) return false;
// Don't speak if being eaten by a barnacle
if ( IsEFlagSet( EFL_IS_BEING_LIFTED_BY_BARNACLE ) ) return false;
if ( IsInAScript() && !m_bCanSpeakWhileScripting ) return false;
if ( !fRespondingToPlayer ) { if ( !pSpeechManager->CategoryDelayExpired( category ) || !CategoryDelayExpired( category ) ) return false; }
if ( category == SPEECH_IDLE ) { if ( GetState() != NPC_STATE_IDLE && GetState() != NPC_STATE_ALERT ) return false; if ( GetSpeechFilter() && GetSpeechFilter()->GetIdleModifier() < 0.001 ) return false; }
// if player is not in pvs, don't speak
if ( !UTIL_FindClientInPVS(edict()) ) return false;
if ( category != SPEECH_PRIORITY ) { // if someone else is talking, don't speak
if ( !GetExpresser()->SemaphoreIsAvailable( this ) ) return false;
if ( fRespondingToPlayer ) { if ( !GetExpresser()->CanSpeakAfterMyself() ) return false; } else { if ( !GetExpresser()->CanSpeak() ) return false; }
// Don't talk if we're too far from the player
CBaseEntity *pPlayer = AI_GetSinglePlayer(); if ( pPlayer ) { float flDist = sv_npc_talker_maxdist.GetFloat(); flDist *= flDist; if ( (pPlayer->WorldSpaceCenter() - WorldSpaceCenter()).LengthSqr() > flDist ) return false; } }
if ( fRespondingToPlayer ) { // If we're responding to the player, don't respond if the scene has speech in it
if ( IsRunningScriptedSceneWithSpeechAndNotPaused( this ) ) { if( rr_debugresponses.GetInt() > 0 ) { DevMsg("%s not allowed to speak because they are in a scripted scene\n", GetDebugName() ); }
return false; } } else { // If we're not responding to the player, don't talk if running a logic_choreo
if ( IsRunningScriptedSceneAndNotPaused( this ) ) { if( rr_debugresponses.GetInt() > 0 ) { DevMsg("%s not allowed to speak because they are in a scripted scene\n", GetDebugName() ); }
return false; } }
return true; }
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
bool CAI_PlayerAlly::IsOkToSpeak( void ) { return IsOkToSpeak( SPEECH_IDLE ); }
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
bool CAI_PlayerAlly::IsOkToCombatSpeak( void ) { return IsOkToSpeak( SPEECH_IMPORTANT ); }
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
bool CAI_PlayerAlly::IsOkToSpeakInResponseToPlayer( void ) { return IsOkToSpeak( SPEECH_IMPORTANT, true ); }
//-----------------------------------------------------------------------------
// Purpose: Return true if I should speak based on the chance & the speech filter's modifier
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::ShouldSpeakRandom( AIConcept_t concept, int iChance ) { CAI_AllySpeechManager * pSpeechManager = GetAllySpeechManager(); ConceptInfo_t * pInfo = pSpeechManager->GetConceptInfo( concept ); ConceptCategory_t category = ( pInfo ) ? pInfo->category : SPEECH_IDLE;
if ( GetSpeechFilter() ) { if ( category == SPEECH_IDLE ) { float flModifier = GetSpeechFilter()->GetIdleModifier(); if ( flModifier < 0.001 ) return false; iChance = floor( (float)iChance / flModifier ); } } if ( iChance < 1 ) return false;
if ( iChance == 1 ) return true; return (random->RandomInt(1,iChance) == 1); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::IsAllowedToSpeak( AIConcept_t concept, bool bRespondingToPlayer ) { CAI_AllySpeechManager * pSpeechManager = GetAllySpeechManager(); ConceptInfo_t * pInfo = pSpeechManager->GetConceptInfo( concept ); ConceptCategory_t category = ( pInfo ) ? pInfo->category : SPEECH_IDLE;
if ( !IsOkToSpeak( category, bRespondingToPlayer ) ) return false;
if ( GetSpeechFilter() && GetSpeechFilter()->NeverSayHello() ) { if ( CompareConcepts( concept, TLK_HELLO ) ) return false; if ( CompareConcepts( concept, TLK_HELLO_NPC ) ) return false; } if ( !pSpeechManager->ConceptDelayExpired( concept ) ) return false;
if ( ( pInfo && pInfo->flags & AICF_SPEAK_ONCE ) && GetExpresser()->SpokeConcept( concept ) ) return false;
if ( !GetExpresser()->CanSpeakConcept( concept ) ) return false; return true; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::SpeakIfAllowed( AIConcept_t concept, const char *modifiers, bool bRespondingToPlayer, char *pszOutResponseChosen, size_t bufsize ) { if ( IsAllowedToSpeak( concept, bRespondingToPlayer ) ) { return Speak( concept, modifiers, pszOutResponseChosen, bufsize ); } return false; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::ModifyOrAppendCriteria( AI_CriteriaSet& set ) { BaseClass::ModifyOrAppendCriteria( set );
if ( m_hPotentialSpeechTarget ) { set.AppendCriteria( "speechtarget", m_hPotentialSpeechTarget->GetClassname() ); set.AppendCriteria( "speechtargetname", STRING(m_hPotentialSpeechTarget->GetEntityName()) ); set.AppendCriteria( "randomnum", UTIL_VarArgs("%d", m_iQARandomNumber) ); }
// Do we have a speech filter? If so, append it's criteria too
if ( GetSpeechFilter() ) { GetSpeechFilter()->AppendContextToCriteria( set ); } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::OnSpokeConcept( AIConcept_t concept, AI_Response *response ) { CAI_AllySpeechManager *pSpeechManager = GetAllySpeechManager(); pSpeechManager->OnSpokeConcept( this, concept, response );
if( response != NULL && (response->GetParams()->flags & AI_ResponseParams::RG_WEAPONDELAY) ) { // Stop shooting, as instructed, so that my speech can be heard.
GetShotRegulator()->FireNoEarlierThan( gpGlobals->curtime + response->GetWeaponDelay() ); } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::OnStartSpeaking() { // If you say anything, don't greet the player - you may have already spoken to them
if ( !GetExpresser()->SpokeConcept( TLK_HELLO ) ) { GetExpresser()->SetSpokeConcept( TLK_HELLO, NULL ); } }
//-----------------------------------------------------------------------------
// Purpose: Mapmaker input to force this NPC to speak a response rules concept
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::InputSpeakResponseConcept( inputdata_t &inputdata ) { SpeakMapmakerInterruptConcept( inputdata.value.StringID() ); }
//-----------------------------------------------------------------------------
// Allows mapmakers to override NPC_STATE_SCRIPT or IsScripting() for responses.
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::InputEnableSpeakWhileScripting( inputdata_t &inputdata ) { m_bCanSpeakWhileScripting = true; }
void CAI_PlayerAlly::InputDisableSpeakWhileScripting( inputdata_t &inputdata ) { m_bCanSpeakWhileScripting = false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::SpeakMapmakerInterruptConcept( string_t iszConcept ) { if (!IsOkToSpeakInResponseToPlayer()) return false;
Speak( STRING(iszConcept) ); return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::CanRespondToEvent( const char *ResponseConcept ) { return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::RespondedTo( const char *ResponseConcept, bool bForce, bool bCancelScene ) { if ( bForce ) { // We're being forced to respond to the event, probably because it's the
// player dying or something equally important.
AI_Response result; AIConcept_t tempConcept( ResponseConcept ); if ( FindResponse( result, tempConcept, NULL ) ) { // We've got something to say. Stop any scenes we're in, and speak the response.
if ( bCancelScene ) RemoveActorFromScriptedScenes( this, false );
bool spoke = SpeakDispatchResponse( tempConcept, &result, NULL ); return spoke; }
return false; }
if ( SpeakIfAllowed( ResponseConcept, NULL, true ) ) return true;
return false; }
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC(talk_monster_base,CAI_PlayerAlly)
DECLARE_TASK(TASK_TALKER_SPEAK_PENDING)
DECLARE_CONDITION(COND_TALKER_CLIENTUNSEEN) DECLARE_CONDITION(COND_TALKER_PLAYER_DEAD) DECLARE_CONDITION(COND_TALKER_PLAYER_STARING)
//=========================================================
// > SCHED_TALKER_SPEAK_PENDING_IDLE
//=========================================================
DEFINE_SCHEDULE ( SCHED_TALKER_SPEAK_PENDING_IDLE,
" Tasks" " TASK_TALKER_SPEAK_PENDING 0" " TASK_STOP_MOVING 0" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" " TASK_WAIT_FOR_SPEAK_FINISH 0" " TASK_WAIT_RANDOM 0.5" "" " Interrupts" " COND_NEW_ENEMY" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" " COND_HEAR_DANGER" " COND_HEAR_COMBAT" " COND_PLAYER_PUSHING" " COND_GIVE_WAY" )
//=========================================================
// > SCHED_TALKER_SPEAK_PENDING_ALERT
//=========================================================
DEFINE_SCHEDULE ( SCHED_TALKER_SPEAK_PENDING_ALERT,
" Tasks" " TASK_TALKER_SPEAK_PENDING 0" " TASK_STOP_MOVING 0" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" " TASK_WAIT_FOR_SPEAK_FINISH 0" " TASK_WAIT_RANDOM 0.5" "" " Interrupts" " COND_NEW_ENEMY" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" " COND_HEAR_DANGER" " COND_PLAYER_PUSHING" " COND_GIVE_WAY" )
//=========================================================
// > SCHED_TALKER_SPEAK_PENDING_COMBAT
//=========================================================
DEFINE_SCHEDULE ( SCHED_TALKER_SPEAK_PENDING_COMBAT,
" Tasks" " TASK_TALKER_SPEAK_PENDING 0" " TASK_STOP_MOVING 0" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" " TASK_WAIT_FOR_SPEAK_FINISH 0" "" " Interrupts" " COND_HEAVY_DAMAGE" " COND_HEAR_DANGER" )
AI_END_CUSTOM_NPC()
//-----------------------------------------------------------------------------
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