//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Implementation of entities that cause NPCs to participate in // scripted events. These entities find and temporarily possess NPCs // within a given search radius. // // Multiple scripts with the same targetname will start frame-synchronized. // // Scripts will find available NPCs by name or class name and grab them // to play the script. If the NPC is already playing a script, the // new script may enqueue itself unless there is already a non critical // script in the queue. // //=============================================================================// #include "cbase.h" #include "ai_schedule.h" #include "ai_default.h" #include "ai_motor.h" #include "ai_hint.h" #include "ai_networkmanager.h" #include "ai_network.h" #include "engine/IEngineSound.h" #include "animation.h" #include "scripted.h" #include "entitylist.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" ConVar ai_task_pre_script( "ai_task_pre_script", "0", FCVAR_NONE ); // // targetname "me" - there can be more than one with the same name, and they act in concert // target "the_entity_I_want_to_start_playing" or "class entity_classname" will pick the closest inactive scientist // play "name_of_sequence" // idle "name of idle sequence to play before starting" // moveto - if set the NPC first moves to this nodes position // range # - only search this far to find the target // spawnflags - (stop if blocked, stop if player seen) // BEGIN_DATADESC( CAI_ScriptedSequence ) DEFINE_KEYFIELD( m_iszEntry, FIELD_STRING, "m_iszEntry" ), DEFINE_KEYFIELD( m_iszPreIdle, FIELD_STRING, "m_iszIdle" ), DEFINE_KEYFIELD( m_iszPlay, FIELD_STRING, "m_iszPlay" ), DEFINE_KEYFIELD( m_iszPostIdle, FIELD_STRING, "m_iszPostIdle" ), DEFINE_KEYFIELD( m_iszCustomMove, FIELD_STRING, "m_iszCustomMove" ), DEFINE_KEYFIELD( m_iszNextScript, FIELD_STRING, "m_iszNextScript" ), DEFINE_KEYFIELD( m_iszEntity, FIELD_STRING, "m_iszEntity" ), DEFINE_KEYFIELD( m_fMoveTo, FIELD_INTEGER, "m_fMoveTo" ), DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "m_flRadius" ), DEFINE_KEYFIELD( m_flRepeat, FIELD_FLOAT, "m_flRepeat" ), DEFINE_FIELD( m_bIsPlayingEntry, FIELD_BOOLEAN ), DEFINE_KEYFIELD( m_bLoopActionSequence, FIELD_BOOLEAN, "m_bLoopActionSequence" ), DEFINE_KEYFIELD( m_bSynchPostIdles, FIELD_BOOLEAN, "m_bSynchPostIdles" ), DEFINE_KEYFIELD( m_bIgnoreGravity, FIELD_BOOLEAN, "m_bIgnoreGravity" ), DEFINE_KEYFIELD( m_bDisableNPCCollisions, FIELD_BOOLEAN, "m_bDisableNPCCollisions" ), DEFINE_FIELD( m_iDelay, FIELD_INTEGER ), DEFINE_FIELD( m_bDelayed, FIELD_BOOLEAN ), DEFINE_FIELD( m_startTime, FIELD_TIME ), DEFINE_FIELD( m_bWaitForBeginSequence, FIELD_BOOLEAN ), DEFINE_FIELD( m_saved_effects, FIELD_INTEGER ), DEFINE_FIELD( m_savedFlags, FIELD_INTEGER ), DEFINE_FIELD( m_savedCollisionGroup, FIELD_INTEGER ), DEFINE_FIELD( m_interruptable, FIELD_BOOLEAN ), DEFINE_FIELD( m_sequenceStarted, FIELD_BOOLEAN ), DEFINE_FIELD( m_hTargetEnt, FIELD_EHANDLE ), DEFINE_FIELD( m_hNextCine, FIELD_EHANDLE ), DEFINE_FIELD( m_hLastFoundEntity, FIELD_EHANDLE ), DEFINE_FIELD( m_hForcedTarget, FIELD_EHANDLE ), DEFINE_FIELD( m_bDontCancelOtherSequences, FIELD_BOOLEAN ), DEFINE_FIELD( m_bForceSynch, FIELD_BOOLEAN ), DEFINE_FIELD( m_bThinking, FIELD_BOOLEAN ), DEFINE_FIELD( m_bInitiatedSelfDelete, FIELD_BOOLEAN ), DEFINE_FIELD( m_bIsTeleportingDueToMoveTo, FIELD_BOOLEAN ), DEFINE_FIELD( m_matInteractionPosition, FIELD_VMATRIX ), DEFINE_FIELD( m_hInteractionRelativeEntity, FIELD_EHANDLE ), DEFINE_FIELD( m_bTargetWasAsleep, FIELD_BOOLEAN ), // Function Pointers DEFINE_THINKFUNC( ScriptThink ), // Inputs DEFINE_INPUTFUNC( FIELD_VOID, "MoveToPosition", InputMoveToPosition ), DEFINE_INPUTFUNC( FIELD_VOID, "BeginSequence", InputBeginSequence ), DEFINE_INPUTFUNC( FIELD_VOID, "CancelSequence", InputCancelSequence ), DEFINE_KEYFIELD( m_iPlayerDeathBehavior, FIELD_INTEGER, "onplayerdeath" ), DEFINE_INPUTFUNC( FIELD_VOID, "ScriptPlayerDeath", InputScriptPlayerDeath ), // Outputs DEFINE_OUTPUT(m_OnBeginSequence, "OnBeginSequence"), DEFINE_OUTPUT(m_OnEndSequence, "OnEndSequence"), DEFINE_OUTPUT(m_OnPostIdleEndSequence, "OnPostIdleEndSequence"), DEFINE_OUTPUT(m_OnCancelSequence, "OnCancelSequence"), DEFINE_OUTPUT(m_OnCancelFailedSequence, "OnCancelFailedSequence"), DEFINE_OUTPUT(m_OnScriptEvent[0], "OnScriptEvent01"), DEFINE_OUTPUT(m_OnScriptEvent[1], "OnScriptEvent02"), DEFINE_OUTPUT(m_OnScriptEvent[2], "OnScriptEvent03"), DEFINE_OUTPUT(m_OnScriptEvent[3], "OnScriptEvent04"), DEFINE_OUTPUT(m_OnScriptEvent[4], "OnScriptEvent05"), DEFINE_OUTPUT(m_OnScriptEvent[5], "OnScriptEvent06"), DEFINE_OUTPUT(m_OnScriptEvent[6], "OnScriptEvent07"), DEFINE_OUTPUT(m_OnScriptEvent[7], "OnScriptEvent08"), END_DATADESC() LINK_ENTITY_TO_CLASS( scripted_sequence, CAI_ScriptedSequence ); #define CLASSNAME "scripted_sequence" //----------------------------------------------------------------------------- // Purpose: Cancels the given scripted sequence. // Input : pentCine - //----------------------------------------------------------------------------- void CAI_ScriptedSequence::ScriptEntityCancel( CBaseEntity *pentCine, bool bPretendSuccess ) { // make sure they are a scripted_sequence if ( FClassnameIs( pentCine, CLASSNAME ) ) { CAI_ScriptedSequence *pCineTarget = (CAI_ScriptedSequence *)pentCine; // make sure they have a NPC in mind for the script CBaseEntity *pEntity = pCineTarget->GetTarget(); CAI_BaseNPC *pTarget = NULL; if ( pEntity ) pTarget = pEntity->MyNPCPointer(); if (pTarget) { // make sure their NPC is actually playing a script if ( pTarget->m_NPCState == NPC_STATE_SCRIPT ) { // tell them do die pTarget->m_scriptState = CAI_BaseNPC::SCRIPT_CLEANUP; // We have to save off the flags here, because the NPC's m_hCine is cleared in CineCleanup() int iSavedFlags = (pTarget->m_hCine ? pTarget->m_hCine->m_savedFlags : 0); // do it now pTarget->CineCleanup( ); pCineTarget->FixScriptNPCSchedule( pTarget, iSavedFlags ); } else { // Robin HACK: If a script is started and then cancelled before an NPC gets to // think, we have to manually clear it out of scripted state, or it'll never recover. pCineTarget->SetTarget( NULL ); pTarget->SetEffects( pCineTarget->m_saved_effects ); pTarget->m_hCine = NULL; pTarget->SetTarget( NULL ); pTarget->SetGoalEnt( NULL ); pTarget->SetIdealState( NPC_STATE_IDLE ); } } // FIXME: this needs to be done in a cine cleanup function pCineTarget->m_iDelay = 0; if ( bPretendSuccess ) { // We need to pretend that this sequence actually finished fully pCineTarget->m_OnEndSequence.FireOutput(NULL, pCineTarget); pCineTarget->m_OnPostIdleEndSequence.FireOutput(NULL, pCineTarget); } else { // Fire the cancel pCineTarget->m_OnCancelSequence.FireOutput(NULL, pCineTarget); if ( pCineTarget->m_startTime == 0 ) { // If start time is 0, this sequence never actually ran. Fire the failed output. pCineTarget->m_OnCancelFailedSequence.FireOutput(NULL, pCineTarget); } } } } //----------------------------------------------------------------------------- // Purpose: Called before spawning, after keyvalues have been parsed. //----------------------------------------------------------------------------- void CAI_ScriptedSequence::Spawn( void ) { SetSolid( SOLID_NONE ); // // If we have no name or we are set to start immediately, find the NPC and // have them move to their script position now. // if ( !GetEntityName() || ( m_spawnflags & SF_SCRIPT_START_ON_SPAWN ) ) { StartThink(); SetNextThink( gpGlobals->curtime + 1.0f ); // // If we have a name, wait for a BeginSequence input to play the // action animation. Otherwise, we'll play the action animation // as soon as the NPC reaches the script position. // if ( GetEntityName() != NULL_STRING ) { m_bWaitForBeginSequence = true; } } if ( m_spawnflags & SF_SCRIPT_NOINTERRUPT ) { m_interruptable = false; } else { m_interruptable = true; } m_sequenceStarted = false; m_startTime = 0; m_hNextCine = NULL; m_hLastFoundEntity = NULL; } //----------------------------------------------------------------------------- void CAI_ScriptedSequence::UpdateOnRemove(void) { ScriptEntityCancel( this ); BaseClass::UpdateOnRemove(); } //----------------------------------------------------------------------------- void CAI_ScriptedSequence::StartThink() { m_sequenceStarted = false; m_bThinking = true; SetThink( &CAI_ScriptedSequence::ScriptThink ); } //----------------------------------------------------------------------------- void CAI_ScriptedSequence::StopThink() { if ( m_bThinking ) { Assert( !m_bInitiatedSelfDelete ); SetThink( NULL); m_bThinking = false; } } //----------------------------------------------------------------------------- // Purpose: Returns true if this scripted sequence can possess entities // regardless of state. //----------------------------------------------------------------------------- bool CAI_ScriptedSequence::FCanOverrideState( void ) { if ( m_spawnflags & SF_SCRIPT_OVERRIDESTATE ) return true; return false; } //----------------------------------------------------------------------------- // Purpose: Fires a script event by number. // Input : nEvent - One based index of the script event from the , from 1 to 8. //----------------------------------------------------------------------------- void CAI_ScriptedSequence::FireScriptEvent( int nEvent ) { if ( ( nEvent >= 1 ) && ( nEvent <= MAX_SCRIPT_EVENTS ) ) { m_OnScriptEvent[nEvent - 1].FireOutput( this, this ); } } //----------------------------------------------------------------------------- // Purpose: Input handler that causes the NPC to move to the script position. //----------------------------------------------------------------------------- void CAI_ScriptedSequence::InputMoveToPosition( inputdata_t &inputdata ) { if ( m_bInitiatedSelfDelete ) return; // Have I already grabbed an NPC? CBaseEntity *pEntity = GetTarget(); CAI_BaseNPC *pTarget = NULL; if ( pEntity ) { pTarget = pEntity->MyNPCPointer(); } if ( pTarget != NULL ) { // Yes, are they already playing this script? if ( pTarget->m_scriptState == CAI_BaseNPC::SCRIPT_PLAYING || pTarget->m_scriptState == CAI_BaseNPC::SCRIPT_POST_IDLE ) { // Yes, see if we can enqueue ourselves. if ( pTarget->CanPlaySequence( FCanOverrideState(), SS_INTERRUPT_BY_NAME ) ) { StartScript(); m_bWaitForBeginSequence = true; } } // No, presumably they are moving to position or waiting for the BeginSequence input. } else { // No, grab the NPC but make them wait until BeginSequence is fired. They'll play // their pre-action idle animation until BeginSequence is fired. StartThink(); SetNextThink( gpGlobals->curtime ); m_bWaitForBeginSequence = true; } } //----------------------------------------------------------------------------- // Purpose: Input handler that activates the scripted sequence. //----------------------------------------------------------------------------- void CAI_ScriptedSequence::InputBeginSequence( inputdata_t &inputdata ) { if ( m_bInitiatedSelfDelete ) return; // Start the script as soon as possible. m_bWaitForBeginSequence = false; // do I already know who I should use? CBaseEntity *pEntity = GetTarget(); CAI_BaseNPC *pTarget = NULL; if ( !pEntity && m_hForcedTarget ) { if ( FindEntity() ) { pEntity = GetTarget(); } } if ( pEntity ) { pTarget = pEntity->MyNPCPointer(); } if ( pTarget ) { // Are they already playing a script? if ( pTarget->m_scriptState == CAI_BaseNPC::SCRIPT_PLAYING || pTarget->m_scriptState == CAI_BaseNPC::SCRIPT_POST_IDLE ) { // See if we can enqueue ourselves after the current script. if ( pTarget->CanPlaySequence( FCanOverrideState(), SS_INTERRUPT_BY_NAME ) ) { StartScript(); } } } else { // if not, try finding them StartThink(); // Because we are directly calling the new "think" function ScriptThink, assume we're done // This fixes the following bug (along with the WokeThisTick() code herein: // A zombie is created in the asleep state and then, the mapper fires both Wake and BeginSequence // messages to have it jump up out of the slime, e.g. What happens before this change is that // the Wake code removed EF_NODRAW, but so the zombie is transmitted to the client, but the script // hasn't started and won't start until the next Think time (2 ticks on xbox) at which time the // actual sequence starts causing the zombie to quickly lie down. // The changes here are to track what tick we "awoke" on and get rid of the lag between Wake and // ScriptThink by actually calling ScriptThink directly on the same frame and checking for the // zombie having woken up and been instructed to play a sequence in the same frame. SetNextThink( TICK_NEVER_THINK ); ScriptThink(); } } //----------------------------------------------------------------------------- // Purpose: Input handler that activates the scripted sequence. //----------------------------------------------------------------------------- void CAI_ScriptedSequence::InputCancelSequence( inputdata_t &inputdata ) { if ( m_bInitiatedSelfDelete ) return; // // We don't call CancelScript because entity I/O will handle dispatching // this input to all other scripts with our same name. // DevMsg( 2, "InputCancelScript: Cancelling script '%s'\n", STRING( m_iszPlay )); StopThink(); ScriptEntityCancel( this ); } void CAI_ScriptedSequence::InputScriptPlayerDeath( inputdata_t &inputdata ) { if ( m_iPlayerDeathBehavior == SCRIPT_CANCEL ) { if ( m_bInitiatedSelfDelete ) return; // // We don't call CancelScript because entity I/O will handle dispatching // this input to all other scripts with our same name. // DevMsg( 2, "InputCancelScript: Cancelling script '%s'\n", STRING( m_iszPlay )); StopThink(); ScriptEntityCancel( this ); } } //----------------------------------------------------------------------------- // Purpose: Returns true if it is time for this script to start, false if the // NPC should continue waiting. // // Scripts wait for two reasons: // // 1. To frame-syncronize with other scripts of the same name. // 2. To wait indefinitely for the BeginSequence input after the NPC // moves to the script position. //----------------------------------------------------------------------------- bool CAI_ScriptedSequence::IsTimeToStart( void ) { Assert( !m_bWaitForBeginSequence ); return ( m_iDelay == 0 ); } //----------------------------------------------------------------------------- // Purpose: Returns true if the script is still waiting to call StartScript() //----------------------------------------------------------------------------- bool CAI_ScriptedSequence::IsWaitingForBegin( void ) { return m_bWaitForBeginSequence; } //----------------------------------------------------------------------------- // Purpose: This doesn't really make sense since only MOVETYPE_PUSH get 'Blocked' events // Input : pOther - The entity blocking us. //----------------------------------------------------------------------------- void CAI_ScriptedSequence::Blocked( CBaseEntity *pOther ) { } //----------------------------------------------------------------------------- // Purpose: // Input : pOther - The entity touching us. //----------------------------------------------------------------------------- void CAI_ScriptedSequence::Touch( CBaseEntity *pOther ) { /* DevMsg( 2, "Cine Touch\n" ); if (m_pentTarget && OFFSET(pOther->pev) == OFFSET(m_pentTarget)) { CAI_BaseNPC *pTarget = GetClassPtr((CAI_BaseNPC *)VARS(m_pentTarget)); pTarget->m_NPCState == NPC_STATE_SCRIPT; } */ } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CAI_ScriptedSequence::Die( void ) { SetThink( &CAI_ScriptedSequence::SUB_Remove ); m_bThinking = false; m_bInitiatedSelfDelete = true; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CAI_ScriptedSequence::Pain( void ) { } //----------------------------------------------------------------------------- // Purpose: // Input : eMode - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- CAI_BaseNPC *CAI_ScriptedSequence::FindScriptEntity( ) { CAI_BaseNPC *pEnqueueNPC = NULL; CBaseEntity *pEntity; int interrupt; if ( m_hForcedTarget ) { interrupt = SS_INTERRUPT_BY_NAME; pEntity = m_hForcedTarget; } else { interrupt = SS_INTERRUPT_BY_NAME; pEntity = gEntList.FindEntityByNameWithin( m_hLastFoundEntity, STRING( m_iszEntity ), GetAbsOrigin(), m_flRadius ); if (!pEntity) { pEntity = gEntList.FindEntityByClassnameWithin( m_hLastFoundEntity, STRING( m_iszEntity ), GetAbsOrigin(), m_flRadius ); interrupt = SS_INTERRUPT_BY_CLASS; } } while ( pEntity != NULL ) { CAI_BaseNPC *pNPC = pEntity->MyNPCPointer( ); if ( pNPC ) { // // If they can play the sequence... // CanPlaySequence_t eCanPlay = pNPC->CanPlaySequence( FCanOverrideState(), interrupt ); if ( eCanPlay == CAN_PLAY_NOW ) { // If they can play it now, we're done! return pNPC; } else if ( eCanPlay == CAN_PLAY_ENQUEUED ) { // They can play it, but only enqueued. We'll use them as a last resort. pEnqueueNPC = pNPC; } else if (!(m_spawnflags & SF_SCRIPT_NO_COMPLAINTS)) { // They cannot play the script. DevMsg( "Found %s, but can't play!\n", STRING( m_iszEntity )); } } if ( m_hForcedTarget ) { Warning( "Code forced %s(%s), to be the target of scripted sequence %s, but it can't play it.\n", pEntity->GetClassname(), pEntity->GetDebugName(), GetDebugName() ); pEntity = NULL; UTIL_Remove( this ); return NULL; } else { 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->AddEffects( EF_NOINTERP ); 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->AddEffects( EF_NOINTERP ); } //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, 0.15 ); 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(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(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(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( INVALID_EHANDLE ) { } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- 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; }