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2238 lines
69 KiB
2238 lines
69 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implementation of entities that cause NPCs to participate in
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// scripted events. These entities find and temporarily possess NPCs
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// within a given search radius.
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//
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// Multiple scripts with the same targetname will start frame-synchronized.
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//
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// Scripts will find available NPCs by name or class name and grab them
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// to play the script. If the NPC is already playing a script, the
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// new script may enqueue itself unless there is already a non critical
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// script in the queue.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "ai_schedule.h"
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#include "ai_default.h"
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#include "ai_motor.h"
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#include "ai_hint.h"
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#include "ai_networkmanager.h"
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#include "ai_network.h"
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#include "engine/IEngineSound.h"
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#include "animation.h"
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#include "scripted.h"
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#include "entitylist.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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ConVar ai_task_pre_script( "ai_task_pre_script", "0", FCVAR_NONE );
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//
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// targetname "me" - there can be more than one with the same name, and they act in concert
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// target "the_entity_I_want_to_start_playing" or "class entity_classname" will pick the closest inactive scientist
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// play "name_of_sequence"
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// idle "name of idle sequence to play before starting"
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// moveto - if set the NPC first moves to this nodes position
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// range # - only search this far to find the target
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// spawnflags - (stop if blocked, stop if player seen)
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//
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BEGIN_DATADESC( CAI_ScriptedSequence )
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DEFINE_KEYFIELD( m_iszEntry, FIELD_STRING, "m_iszEntry" ),
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DEFINE_KEYFIELD( m_iszPreIdle, FIELD_STRING, "m_iszIdle" ),
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DEFINE_KEYFIELD( m_iszPlay, FIELD_STRING, "m_iszPlay" ),
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DEFINE_KEYFIELD( m_iszPostIdle, FIELD_STRING, "m_iszPostIdle" ),
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DEFINE_KEYFIELD( m_iszCustomMove, FIELD_STRING, "m_iszCustomMove" ),
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DEFINE_KEYFIELD( m_iszNextScript, FIELD_STRING, "m_iszNextScript" ),
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DEFINE_KEYFIELD( m_iszEntity, FIELD_STRING, "m_iszEntity" ),
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DEFINE_KEYFIELD( m_fMoveTo, FIELD_INTEGER, "m_fMoveTo" ),
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DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "m_flRadius" ),
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DEFINE_KEYFIELD( m_flRepeat, FIELD_FLOAT, "m_flRepeat" ),
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DEFINE_FIELD( m_bIsPlayingEntry, FIELD_BOOLEAN ),
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DEFINE_KEYFIELD( m_bLoopActionSequence, FIELD_BOOLEAN, "m_bLoopActionSequence" ),
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DEFINE_KEYFIELD( m_bSynchPostIdles, FIELD_BOOLEAN, "m_bSynchPostIdles" ),
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DEFINE_KEYFIELD( m_bIgnoreGravity, FIELD_BOOLEAN, "m_bIgnoreGravity" ),
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DEFINE_KEYFIELD( m_bDisableNPCCollisions, FIELD_BOOLEAN, "m_bDisableNPCCollisions" ),
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DEFINE_FIELD( m_iDelay, FIELD_INTEGER ),
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DEFINE_FIELD( m_bDelayed, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_startTime, FIELD_TIME ),
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DEFINE_FIELD( m_bWaitForBeginSequence, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_saved_effects, FIELD_INTEGER ),
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DEFINE_FIELD( m_savedFlags, FIELD_INTEGER ),
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DEFINE_FIELD( m_savedCollisionGroup, FIELD_INTEGER ),
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DEFINE_FIELD( m_interruptable, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_sequenceStarted, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_hTargetEnt, FIELD_EHANDLE ),
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DEFINE_FIELD( m_hNextCine, FIELD_EHANDLE ),
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DEFINE_FIELD( m_hLastFoundEntity, FIELD_EHANDLE ),
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DEFINE_FIELD( m_hForcedTarget, FIELD_EHANDLE ),
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DEFINE_FIELD( m_bDontCancelOtherSequences, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bForceSynch, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bThinking, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bInitiatedSelfDelete, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bIsTeleportingDueToMoveTo, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_matInteractionPosition, FIELD_VMATRIX ),
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DEFINE_FIELD( m_hInteractionRelativeEntity, FIELD_EHANDLE ),
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DEFINE_FIELD( m_bTargetWasAsleep, FIELD_BOOLEAN ),
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// Function Pointers
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DEFINE_THINKFUNC( ScriptThink ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "MoveToPosition", InputMoveToPosition ),
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DEFINE_INPUTFUNC( FIELD_VOID, "BeginSequence", InputBeginSequence ),
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DEFINE_INPUTFUNC( FIELD_VOID, "CancelSequence", InputCancelSequence ),
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DEFINE_KEYFIELD( m_iPlayerDeathBehavior, FIELD_INTEGER, "onplayerdeath" ),
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DEFINE_INPUTFUNC( FIELD_VOID, "ScriptPlayerDeath", InputScriptPlayerDeath ),
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// Outputs
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DEFINE_OUTPUT(m_OnBeginSequence, "OnBeginSequence"),
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DEFINE_OUTPUT(m_OnEndSequence, "OnEndSequence"),
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DEFINE_OUTPUT(m_OnPostIdleEndSequence, "OnPostIdleEndSequence"),
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DEFINE_OUTPUT(m_OnCancelSequence, "OnCancelSequence"),
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DEFINE_OUTPUT(m_OnCancelFailedSequence, "OnCancelFailedSequence"),
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DEFINE_OUTPUT(m_OnScriptEvent[0], "OnScriptEvent01"),
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DEFINE_OUTPUT(m_OnScriptEvent[1], "OnScriptEvent02"),
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DEFINE_OUTPUT(m_OnScriptEvent[2], "OnScriptEvent03"),
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DEFINE_OUTPUT(m_OnScriptEvent[3], "OnScriptEvent04"),
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DEFINE_OUTPUT(m_OnScriptEvent[4], "OnScriptEvent05"),
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DEFINE_OUTPUT(m_OnScriptEvent[5], "OnScriptEvent06"),
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DEFINE_OUTPUT(m_OnScriptEvent[6], "OnScriptEvent07"),
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DEFINE_OUTPUT(m_OnScriptEvent[7], "OnScriptEvent08"),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( scripted_sequence, CAI_ScriptedSequence );
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#define CLASSNAME "scripted_sequence"
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//-----------------------------------------------------------------------------
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// Purpose: Cancels the given scripted sequence.
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// Input : pentCine -
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//-----------------------------------------------------------------------------
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void CAI_ScriptedSequence::ScriptEntityCancel( CBaseEntity *pentCine, bool bPretendSuccess )
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{
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// make sure they are a scripted_sequence
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if ( FClassnameIs( pentCine, CLASSNAME ) )
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{
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CAI_ScriptedSequence *pCineTarget = (CAI_ScriptedSequence *)pentCine;
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// make sure they have a NPC in mind for the script
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CBaseEntity *pEntity = pCineTarget->GetTarget();
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CAI_BaseNPC *pTarget = NULL;
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if ( pEntity )
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pTarget = pEntity->MyNPCPointer();
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if (pTarget)
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{
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// make sure their NPC is actually playing a script
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if ( pTarget->m_NPCState == NPC_STATE_SCRIPT )
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{
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// tell them do die
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pTarget->m_scriptState = CAI_BaseNPC::SCRIPT_CLEANUP;
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// We have to save off the flags here, because the NPC's m_hCine is cleared in CineCleanup()
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int iSavedFlags = (pTarget->m_hCine ? pTarget->m_hCine->m_savedFlags : 0);
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// do it now
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pTarget->CineCleanup( );
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pCineTarget->FixScriptNPCSchedule( pTarget, iSavedFlags );
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}
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else
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{
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// Robin HACK: If a script is started and then cancelled before an NPC gets to
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// think, we have to manually clear it out of scripted state, or it'll never recover.
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pCineTarget->SetTarget( NULL );
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pTarget->SetEffects( pCineTarget->m_saved_effects );
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pTarget->m_hCine = NULL;
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pTarget->SetTarget( NULL );
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pTarget->SetGoalEnt( NULL );
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pTarget->SetIdealState( NPC_STATE_IDLE );
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}
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}
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// FIXME: this needs to be done in a cine cleanup function
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pCineTarget->m_iDelay = 0;
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if ( bPretendSuccess )
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{
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// We need to pretend that this sequence actually finished fully
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pCineTarget->m_OnEndSequence.FireOutput(NULL, pCineTarget);
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pCineTarget->m_OnPostIdleEndSequence.FireOutput(NULL, pCineTarget);
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}
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else
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{
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// Fire the cancel
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pCineTarget->m_OnCancelSequence.FireOutput(NULL, pCineTarget);
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if ( pCineTarget->m_startTime == 0 )
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{
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// If start time is 0, this sequence never actually ran. Fire the failed output.
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pCineTarget->m_OnCancelFailedSequence.FireOutput(NULL, pCineTarget);
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called before spawning, after keyvalues have been parsed.
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//-----------------------------------------------------------------------------
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void CAI_ScriptedSequence::Spawn( void )
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{
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SetSolid( SOLID_NONE );
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//
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// If we have no name or we are set to start immediately, find the NPC and
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// have them move to their script position now.
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//
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if ( !GetEntityName() || ( m_spawnflags & SF_SCRIPT_START_ON_SPAWN ) )
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{
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StartThink();
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SetNextThink( gpGlobals->curtime + 1.0f );
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//
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// If we have a name, wait for a BeginSequence input to play the
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// action animation. Otherwise, we'll play the action animation
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// as soon as the NPC reaches the script position.
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//
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if ( GetEntityName() != NULL_STRING )
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{
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m_bWaitForBeginSequence = true;
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}
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}
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if ( m_spawnflags & SF_SCRIPT_NOINTERRUPT )
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{
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m_interruptable = false;
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}
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else
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{
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m_interruptable = true;
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}
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m_sequenceStarted = false;
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m_startTime = 0;
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m_hNextCine = NULL;
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m_hLastFoundEntity = NULL;
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}
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//-----------------------------------------------------------------------------
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void CAI_ScriptedSequence::UpdateOnRemove(void)
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{
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ScriptEntityCancel( this );
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BaseClass::UpdateOnRemove();
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}
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//-----------------------------------------------------------------------------
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void CAI_ScriptedSequence::StartThink()
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{
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m_sequenceStarted = false;
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m_bThinking = true;
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SetThink( &CAI_ScriptedSequence::ScriptThink );
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}
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//-----------------------------------------------------------------------------
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void CAI_ScriptedSequence::StopThink()
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{
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if ( m_bThinking )
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{
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Assert( !m_bInitiatedSelfDelete );
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SetThink( NULL);
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m_bThinking = false;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns true if this scripted sequence can possess entities
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// regardless of state.
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//-----------------------------------------------------------------------------
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bool CAI_ScriptedSequence::FCanOverrideState( void )
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{
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if ( m_spawnflags & SF_SCRIPT_OVERRIDESTATE )
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return true;
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Fires a script event by number.
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// Input : nEvent - One based index of the script event from the , from 1 to 8.
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//-----------------------------------------------------------------------------
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void CAI_ScriptedSequence::FireScriptEvent( int nEvent )
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{
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if ( ( nEvent >= 1 ) && ( nEvent <= MAX_SCRIPT_EVENTS ) )
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{
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m_OnScriptEvent[nEvent - 1].FireOutput( this, this );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler that causes the NPC to move to the script position.
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//-----------------------------------------------------------------------------
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void CAI_ScriptedSequence::InputMoveToPosition( inputdata_t &inputdata )
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{
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if ( m_bInitiatedSelfDelete )
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return;
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// Have I already grabbed an NPC?
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CBaseEntity *pEntity = GetTarget();
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CAI_BaseNPC *pTarget = NULL;
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if ( pEntity )
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{
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pTarget = pEntity->MyNPCPointer();
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}
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if ( pTarget != NULL )
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{
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// Yes, are they already playing this script?
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if ( pTarget->m_scriptState == CAI_BaseNPC::SCRIPT_PLAYING || pTarget->m_scriptState == CAI_BaseNPC::SCRIPT_POST_IDLE )
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{
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// Yes, see if we can enqueue ourselves.
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if ( pTarget->CanPlaySequence( FCanOverrideState(), SS_INTERRUPT_BY_NAME ) )
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{
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StartScript();
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m_bWaitForBeginSequence = true;
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}
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}
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// No, presumably they are moving to position or waiting for the BeginSequence input.
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}
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else
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{
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// No, grab the NPC but make them wait until BeginSequence is fired. They'll play
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// their pre-action idle animation until BeginSequence is fired.
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StartThink();
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SetNextThink( gpGlobals->curtime );
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m_bWaitForBeginSequence = true;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler that activates the scripted sequence.
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//-----------------------------------------------------------------------------
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void CAI_ScriptedSequence::InputBeginSequence( inputdata_t &inputdata )
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{
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if ( m_bInitiatedSelfDelete )
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return;
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// Start the script as soon as possible.
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m_bWaitForBeginSequence = false;
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// do I already know who I should use?
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CBaseEntity *pEntity = GetTarget();
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CAI_BaseNPC *pTarget = NULL;
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if ( !pEntity && m_hForcedTarget )
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{
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if ( FindEntity() )
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{
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pEntity = GetTarget();
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}
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}
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if ( pEntity )
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{
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pTarget = pEntity->MyNPCPointer();
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}
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if ( pTarget )
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{
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// Are they already playing a script?
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if ( pTarget->m_scriptState == CAI_BaseNPC::SCRIPT_PLAYING || pTarget->m_scriptState == CAI_BaseNPC::SCRIPT_POST_IDLE )
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{
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// See if we can enqueue ourselves after the current script.
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if ( pTarget->CanPlaySequence( FCanOverrideState(), SS_INTERRUPT_BY_NAME ) )
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{
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StartScript();
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}
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}
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}
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else
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{
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// if not, try finding them
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StartThink();
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// Because we are directly calling the new "think" function ScriptThink, assume we're done
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// This fixes the following bug (along with the WokeThisTick() code herein:
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// A zombie is created in the asleep state and then, the mapper fires both Wake and BeginSequence
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// messages to have it jump up out of the slime, e.g. What happens before this change is that
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// the Wake code removed EF_NODRAW, but so the zombie is transmitted to the client, but the script
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// hasn't started and won't start until the next Think time (2 ticks on xbox) at which time the
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// actual sequence starts causing the zombie to quickly lie down.
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// The changes here are to track what tick we "awoke" on and get rid of the lag between Wake and
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// ScriptThink by actually calling ScriptThink directly on the same frame and checking for the
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// zombie having woken up and been instructed to play a sequence in the same frame.
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SetNextThink( TICK_NEVER_THINK );
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ScriptThink();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler that activates the scripted sequence.
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//-----------------------------------------------------------------------------
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void CAI_ScriptedSequence::InputCancelSequence( inputdata_t &inputdata )
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{
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if ( m_bInitiatedSelfDelete )
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return;
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//
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// We don't call CancelScript because entity I/O will handle dispatching
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// this input to all other scripts with our same name.
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//
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DevMsg( 2, "InputCancelScript: Cancelling script '%s'\n", STRING( m_iszPlay ));
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StopThink();
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ScriptEntityCancel( this );
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}
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void CAI_ScriptedSequence::InputScriptPlayerDeath( inputdata_t &inputdata )
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{
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if ( m_iPlayerDeathBehavior == SCRIPT_CANCEL )
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{
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if ( m_bInitiatedSelfDelete )
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return;
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//
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// We don't call CancelScript because entity I/O will handle dispatching
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// this input to all other scripts with our same name.
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//
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DevMsg( 2, "InputCancelScript: Cancelling script '%s'\n", STRING( m_iszPlay ));
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StopThink();
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ScriptEntityCancel( this );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns true if it is time for this script to start, false if the
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// NPC should continue waiting.
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//
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// Scripts wait for two reasons:
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//
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// 1. To frame-syncronize with other scripts of the same name.
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// 2. To wait indefinitely for the BeginSequence input after the NPC
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// moves to the script position.
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//-----------------------------------------------------------------------------
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bool CAI_ScriptedSequence::IsTimeToStart( void )
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{
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Assert( !m_bWaitForBeginSequence );
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return ( m_iDelay == 0 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns true if the script is still waiting to call StartScript()
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//-----------------------------------------------------------------------------
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bool CAI_ScriptedSequence::IsWaitingForBegin( void )
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{
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return m_bWaitForBeginSequence;
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}
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//-----------------------------------------------------------------------------
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// Purpose: This doesn't really make sense since only MOVETYPE_PUSH get 'Blocked' events
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// Input : pOther - The entity blocking us.
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//-----------------------------------------------------------------------------
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void CAI_ScriptedSequence::Blocked( CBaseEntity *pOther )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pOther - The entity touching us.
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//-----------------------------------------------------------------------------
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void CAI_ScriptedSequence::Touch( CBaseEntity *pOther )
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{
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/*
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DevMsg( 2, "Cine Touch\n" );
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if (m_pentTarget && OFFSET(pOther->pev) == OFFSET(m_pentTarget))
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{
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CAI_BaseNPC *pTarget = GetClassPtr((CAI_BaseNPC *)VARS(m_pentTarget));
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pTarget->m_NPCState == NPC_STATE_SCRIPT;
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}
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*/
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_ScriptedSequence::Die( void )
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{
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SetThink( &CAI_ScriptedSequence::SUB_Remove );
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m_bThinking = false;
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m_bInitiatedSelfDelete = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_ScriptedSequence::Pain( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : eMode -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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CAI_BaseNPC *CAI_ScriptedSequence::FindScriptEntity( )
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{
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CAI_BaseNPC *pEnqueueNPC = NULL;
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CBaseEntity *pEntity;
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int interrupt;
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|
if ( m_hForcedTarget )
|
|
{
|
|
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<CAI_ScriptedSequence *>(pentCine);
|
|
if ( pScene && pScene != this )
|
|
{
|
|
pScene->SynchNewSequence( newState, iszSequence, false );
|
|
}
|
|
pentCine = gEntList.FindEntityByName( pentCine, GetEntityName(), NULL );
|
|
}
|
|
}
|
|
|
|
// Now force this one to start the post idle?
|
|
if ( !GetTarget() )
|
|
return;
|
|
CAI_BaseNPC *pNPC = GetTarget()->MyNPCPointer();
|
|
if ( !pNPC )
|
|
return;
|
|
|
|
//Msg("%s (for %s) starting %s seq at %0.2f\n", pNPC->GetDebugName(), GetDebugName(), iszSequence, gpGlobals->curtime);
|
|
|
|
m_startTime = gpGlobals->curtime;
|
|
pNPC->m_scriptState = newState;
|
|
StartSequence( pNPC, iszSequence, false );
|
|
|
|
// Force the NPC to synchronize animations on their next think
|
|
m_bForceSynch = true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when a scripted sequence animation sequence is done playing
|
|
// (or when an AI Scripted Sequence doesn't supply an animation sequence
|
|
// to play).
|
|
// Input : pNPC - Pointer to the NPC that the sequence possesses.
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ScriptedSequence::PostIdleDone( CAI_BaseNPC *pNPC )
|
|
{
|
|
//
|
|
// If we're set to keep the NPC in a scripted idle, hack them back into the script,
|
|
// but allow another scripted sequence to take control of the NPC if it wants to,
|
|
// unless another script has stolen them from us.
|
|
//
|
|
if ( ( m_iszPostIdle != NULL_STRING ) && ( m_spawnflags & SF_SCRIPT_LOOP_IN_POST_IDLE ) && ( m_hNextCine == NULL ) )
|
|
{
|
|
//
|
|
// First time we've gotten here for this script. Start playing the post idle
|
|
// if one is specified.
|
|
// Only do so if we're selected, to prevent spam
|
|
if ( pNPC->m_debugOverlays & OVERLAY_NPC_SELECTED_BIT )
|
|
{
|
|
DevMsg( 2, "Post Idle %s finished for %s\n", STRING( pNPC->m_hCine->m_iszPostIdle ), pNPC->GetDebugName() );
|
|
}
|
|
|
|
pNPC->m_scriptState = CAI_BaseNPC::SCRIPT_POST_IDLE;
|
|
StartSequence( pNPC, m_iszPostIdle, false );
|
|
}
|
|
else
|
|
{
|
|
if ( !( m_spawnflags & SF_SCRIPT_REPEATABLE ) )
|
|
{
|
|
SetThink( &CAI_ScriptedSequence::SUB_Remove );
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
m_bThinking = false;
|
|
m_bInitiatedSelfDelete = true;
|
|
}
|
|
|
|
//
|
|
// This is done so that another sequence can take over the NPC when triggered
|
|
// by the first.
|
|
//
|
|
pNPC->CineCleanup();
|
|
|
|
// We have to pass in the flags here, because the NPC's m_hCine was cleared in CineCleanup()
|
|
FixScriptNPCSchedule( pNPC, m_savedFlags );
|
|
|
|
//
|
|
// If another script is waiting to grab this NPC, start the next script
|
|
// immediately.
|
|
//
|
|
if ( m_hNextCine != NULL )
|
|
{
|
|
CAI_ScriptedSequence *pNextCine = ( CAI_ScriptedSequence * )m_hNextCine.Get();
|
|
|
|
//
|
|
// Don't link ourselves in if we are going to be deleted.
|
|
// TODO: use EHANDLEs instead of pointers to scripts!
|
|
//
|
|
if ( ( pNextCine != this ) || ( m_spawnflags & SF_SCRIPT_REPEATABLE ) )
|
|
{
|
|
pNextCine->SetTarget( pNPC );
|
|
pNextCine->StartScript();
|
|
}
|
|
}
|
|
}
|
|
|
|
//Msg("%s finished post idle at %0.2f\n", pNPC->GetDebugName(), gpGlobals->curtime );
|
|
m_OnPostIdleEndSequence.FireOutput(NULL, this);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: When a NPC finishes a scripted sequence, we have to fix up its state
|
|
// and schedule for it to return to a normal AI NPC.
|
|
// Scripted sequences just dirty the Schedule and drop the NPC in Idle State.
|
|
// Input : *pNPC -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ScriptedSequence::FixScriptNPCSchedule( CAI_BaseNPC *pNPC, int iSavedCineFlags )
|
|
{
|
|
if ( pNPC->GetIdealState() != NPC_STATE_DEAD )
|
|
{
|
|
pNPC->SetIdealState( NPC_STATE_IDLE );
|
|
}
|
|
|
|
if ( pNPC == NULL )
|
|
return;
|
|
|
|
FixFlyFlag( pNPC, iSavedCineFlags );
|
|
|
|
pNPC->ClearSchedule( "Finished scripted sequence" );
|
|
}
|
|
|
|
void CAI_ScriptedSequence::FixFlyFlag( CAI_BaseNPC *pNPC, int iSavedCineFlags )
|
|
{
|
|
//Adrian: We NEED to clear this or the NPC's FL_FLY flag will never be removed cause of ClearSchedule!
|
|
if ( pNPC->GetTask() && ( pNPC->GetTask()->iTask == TASK_PLAY_SCRIPT || pNPC->GetTask()->iTask == TASK_PLAY_SCRIPT_POST_IDLE ) )
|
|
{
|
|
if ( !(iSavedCineFlags & FL_FLY) )
|
|
{
|
|
if ( pNPC->GetFlags() & FL_FLY )
|
|
{
|
|
pNPC->RemoveFlag( FL_FLY );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : fAllow -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ScriptedSequence::AllowInterrupt( bool fAllow )
|
|
{
|
|
if ( m_spawnflags & SF_SCRIPT_NOINTERRUPT )
|
|
return;
|
|
m_interruptable = fAllow;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_ScriptedSequence::CanInterrupt( void )
|
|
{
|
|
if ( !m_interruptable )
|
|
return false;
|
|
|
|
CBaseEntity *pTarget = GetTarget();
|
|
|
|
if ( pTarget != NULL && pTarget->IsAlive() )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ScriptedSequence::RemoveIgnoredConditions( void )
|
|
{
|
|
if ( CanInterrupt() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
CBaseEntity *pEntity = GetTarget();
|
|
if ( pEntity == NULL )
|
|
{
|
|
return;
|
|
}
|
|
|
|
CAI_BaseNPC *pTarget = pEntity->MyNPCPointer();
|
|
if ( pTarget == NULL )
|
|
{
|
|
return;
|
|
}
|
|
|
|
|
|
if ( pTarget )
|
|
{
|
|
pTarget->ClearCondition(COND_LIGHT_DAMAGE);
|
|
pTarget->ClearCondition(COND_HEAVY_DAMAGE);
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns true if another script is allowed to enqueue itself after
|
|
// this script. The enqueued script will begin immediately after the
|
|
// current script without dropping the NPC into AI.
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_ScriptedSequence::CanEnqueueAfter( void )
|
|
{
|
|
if ( m_hNextCine == NULL )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if ( m_iszNextScript != NULL_STRING )
|
|
{
|
|
DevMsg( 2, "%s is specified as the 'Next Script' and cannot be kicked out of the queue\n", m_hNextCine->GetDebugName() );
|
|
return false;
|
|
}
|
|
|
|
if ( !m_hNextCine->HasSpawnFlags( SF_SCRIPT_HIGH_PRIORITY ) )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
DevMsg( 2, "%s is a priority script and cannot be kicked out of the queue\n", m_hNextCine->GetDebugName() );
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ScriptedSequence::StopActionLoop( bool bStopSynchronizedScenes )
|
|
{
|
|
// Stop looping our action sequence. Next time the loop finishes,
|
|
// we'll move to the post idle sequence instead.
|
|
m_bLoopActionSequence = false;
|
|
|
|
// If we have synchronized scenes, and we're supposed to stop them, do so
|
|
if ( !bStopSynchronizedScenes || GetEntityName() == NULL_STRING )
|
|
return;
|
|
|
|
CBaseEntity *pentCine = gEntList.FindEntityByName( NULL, GetEntityName(), NULL );
|
|
while ( pentCine )
|
|
{
|
|
CAI_ScriptedSequence *pScene = dynamic_cast<CAI_ScriptedSequence *>(pentCine);
|
|
if ( pScene && pScene != this )
|
|
{
|
|
pScene->StopActionLoop( false );
|
|
}
|
|
|
|
pentCine = gEntList.FindEntityByName( pentCine, GetEntityName(), NULL );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Code method of forcing a scripted sequence entity to use a particular NPC.
|
|
// Useful when you don't know if the NPC has a unique targetname.
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ScriptedSequence::ForceSetTargetEntity( CAI_BaseNPC *pTarget, bool bDontCancelOtherSequences )
|
|
{
|
|
m_hForcedTarget = pTarget;
|
|
m_iszEntity = m_hForcedTarget->GetEntityName(); // Not guaranteed to be unique
|
|
m_bDontCancelOtherSequences = bDontCancelOtherSequences;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Setup this scripted sequence to maintain the desired position offset
|
|
// to the other NPC in the scripted interaction.
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ScriptedSequence::SetupInteractionPosition( CBaseEntity *pRelativeEntity, VMatrix &matDesiredLocalToWorld )
|
|
{
|
|
m_matInteractionPosition = matDesiredLocalToWorld;
|
|
m_hInteractionRelativeEntity = pRelativeEntity;
|
|
}
|
|
|
|
extern ConVar ai_debug_dyninteractions;
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Modify the target AutoMovement() position before the NPC moves.
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ScriptedSequence::ModifyScriptedAutoMovement( Vector *vecNewPos )
|
|
{
|
|
if ( m_hInteractionRelativeEntity )
|
|
{
|
|
// If we have an entry animation, only do it on the entry
|
|
if ( m_iszEntry != NULL_STRING && !m_bIsPlayingEntry )
|
|
return;
|
|
|
|
Vector vecRelativeOrigin = m_hInteractionRelativeEntity->GetAbsOrigin();
|
|
QAngle angRelativeAngles = m_hInteractionRelativeEntity->GetAbsAngles();
|
|
|
|
CAI_BaseNPC *pNPC = m_hInteractionRelativeEntity->MyNPCPointer();
|
|
if ( pNPC )
|
|
{
|
|
angRelativeAngles[YAW] = pNPC->GetInteractionYaw();
|
|
}
|
|
|
|
bool bDebug = ai_debug_dyninteractions.GetInt() == 2;
|
|
if ( bDebug )
|
|
{
|
|
Msg("--\n%s current org: %f %f\n", m_hTargetEnt->GetDebugName(), m_hTargetEnt->GetAbsOrigin().x, m_hTargetEnt->GetAbsOrigin().y );
|
|
Msg("%s current org: %f %f", m_hInteractionRelativeEntity->GetDebugName(), vecRelativeOrigin.x, vecRelativeOrigin.y );
|
|
}
|
|
|
|
CBaseAnimating *pAnimating = dynamic_cast<CBaseAnimating*>(m_hInteractionRelativeEntity.Get());
|
|
if ( pAnimating )
|
|
{
|
|
Vector vecDeltaPos;
|
|
QAngle vecDeltaAngles;
|
|
pAnimating->GetSequenceMovement( pAnimating->GetSequence(), 0.0f, pAnimating->GetCycle(), vecDeltaPos, vecDeltaAngles );
|
|
VectorYawRotate( vecDeltaPos, pAnimating->GetLocalAngles().y, vecDeltaPos );
|
|
|
|
if ( bDebug )
|
|
{
|
|
NDebugOverlay::Box( vecRelativeOrigin, -Vector(2,2,2), Vector(2,2,2), 0,255,0, 8, 0.1 );
|
|
}
|
|
vecRelativeOrigin -= vecDeltaPos;
|
|
if ( bDebug )
|
|
{
|
|
Msg(", relative to sequence start: %f %f\n", vecRelativeOrigin.x, vecRelativeOrigin.y );
|
|
NDebugOverlay::Box( vecRelativeOrigin, -Vector(3,3,3), Vector(3,3,3), 255,0,0, 8, 0.1 );
|
|
}
|
|
}
|
|
|
|
// We've been asked to maintain a specific position relative to the other NPC
|
|
// we're interacting with. Lerp towards the relative position.
|
|
VMatrix matMeToWorld, matLocalToWorld;
|
|
matMeToWorld.SetupMatrixOrgAngles( vecRelativeOrigin, angRelativeAngles );
|
|
MatrixMultiply( matMeToWorld, m_matInteractionPosition, matLocalToWorld );
|
|
|
|
// Get the desired NPC position in worldspace
|
|
Vector vecOrigin;
|
|
QAngle angAngles;
|
|
vecOrigin = matLocalToWorld.GetTranslation();
|
|
MatrixToAngles( matLocalToWorld, angAngles );
|
|
|
|
if ( bDebug )
|
|
{
|
|
Msg("Desired Origin for %s: %f %f\n", m_hTargetEnt->GetDebugName(), vecOrigin.x, vecOrigin.y );
|
|
NDebugOverlay::Axis( vecOrigin, angAngles, 5, true, 0.1 );
|
|
}
|
|
|
|
// Lerp to it over time
|
|
Vector vecToTarget = (vecOrigin - *vecNewPos);
|
|
if ( bDebug )
|
|
{
|
|
Msg("Automovement's output origin: %f %f\n", (*vecNewPos).x, (*vecNewPos).y );
|
|
Msg("Vector from automovement to desired: %f %f\n", vecToTarget.x, vecToTarget.y );
|
|
}
|
|
*vecNewPos += (vecToTarget * pAnimating->GetCycle());
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Find all the cinematic entities with my targetname and stop them
|
|
// from playing.
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ScriptedSequence::CancelScript( void )
|
|
{
|
|
DevMsg( 2, "Cancelling script: %s\n", STRING( m_iszPlay ));
|
|
|
|
// Don't cancel matching sequences if we're asked not to, unless we didn't actually
|
|
// succeed in starting, in which case we should always cancel. This fixes
|
|
// dynamic interactions where an NPC was killed the same frame another NPC
|
|
// started a dynamic interaction with him.
|
|
bool bDontCancelOther = ((m_bDontCancelOtherSequences || HasSpawnFlags( SF_SCRIPT_ALLOW_DEATH ) )&& (m_startTime != 0));
|
|
if ( bDontCancelOther || !GetEntityName() )
|
|
{
|
|
ScriptEntityCancel( this );
|
|
return;
|
|
}
|
|
|
|
CBaseEntity *pentCineTarget = gEntList.FindEntityByName( NULL, GetEntityName() );
|
|
|
|
while ( pentCineTarget )
|
|
{
|
|
ScriptEntityCancel( pentCineTarget );
|
|
pentCineTarget = gEntList.FindEntityByName( pentCineTarget, GetEntityName() );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Find all the cinematic entities with my targetname and tell them to
|
|
// wait before starting. This ensures that all scripted sequences with
|
|
// the same name are frame-synchronized.
|
|
//
|
|
// When triggered, scripts call this first with a state of 1 to indicate that
|
|
// they are not ready to play (while NPCs move to their cue positions, etc).
|
|
// Once they are ready to play, they call it with a state of 0. When all
|
|
// the scripts are ready, they all are told to start.
|
|
//
|
|
// Input : bDelay - true means this script is not ready, false means it is ready.
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ScriptedSequence::DelayStart( bool bDelay )
|
|
{
|
|
//Msg("SSEQ: %.2f \"%s\" (%d) DelayStart( %d ). Current m_iDelay is: %d\n", gpGlobals->curtime, GetDebugName(), entindex(), bDelay, m_iDelay );
|
|
|
|
if ( ai_task_pre_script.GetBool() )
|
|
{
|
|
if ( bDelay == m_bDelayed )
|
|
return;
|
|
|
|
m_bDelayed = bDelay;
|
|
}
|
|
|
|
// Without a name, we cannot synchronize with anything else
|
|
if ( GetEntityName() == NULL_STRING )
|
|
{
|
|
m_iDelay = bDelay;
|
|
m_startTime = gpGlobals->curtime;
|
|
return;
|
|
}
|
|
|
|
CBaseEntity *pentCine = gEntList.FindEntityByName( NULL, GetEntityName() );
|
|
|
|
while ( pentCine )
|
|
{
|
|
if ( FClassnameIs( pentCine, "scripted_sequence" ) )
|
|
{
|
|
CAI_ScriptedSequence *pTarget = (CAI_ScriptedSequence *)pentCine;
|
|
if (bDelay)
|
|
{
|
|
// if delaying, add up the number of other scripts in the group
|
|
m_iDelay++;
|
|
|
|
//Msg("SSEQ: (%d) Found matching SS (%d). Incrementing MY m_iDelay to %d.\n", entindex(), pTarget->entindex(), m_iDelay );
|
|
}
|
|
else
|
|
{
|
|
// if ready, decrement each of other scripts in the group
|
|
// members not yet delayed will decrement below zero.
|
|
pTarget->m_iDelay--;
|
|
|
|
//Msg("SSEQ: (%d) Found matching SS (%d). Decrementing THEIR m_iDelay to %d.\n", entindex(), pTarget->entindex(), pTarget->m_iDelay );
|
|
|
|
// once everything is balanced, everyone will start.
|
|
if (pTarget->m_iDelay == 0)
|
|
{
|
|
pTarget->m_startTime = gpGlobals->curtime;
|
|
|
|
//Msg("SSEQ: STARTING SEQUENCE for \"%s\" (%d) (m_iDelay reached 0).\n", pTarget->GetDebugName(), pTarget->entindex() );
|
|
}
|
|
}
|
|
}
|
|
pentCine = gEntList.FindEntityByName( pentCine, GetEntityName() );
|
|
}
|
|
|
|
//Msg("SSEQ: Exited DelayStart() with m_iDelay of: %d.\n", m_iDelay );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Find an entity that I'm interested in and precache the sounds he'll
|
|
// need in the sequence.
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ScriptedSequence::Activate( void )
|
|
{
|
|
BaseClass::Activate();
|
|
|
|
//
|
|
// See if there is another script specified to run immediately after this one.
|
|
//
|
|
m_hNextCine = gEntList.FindEntityByName( NULL, m_iszNextScript );
|
|
if ( m_hNextCine == NULL )
|
|
{
|
|
m_iszNextScript = NULL_STRING;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_ScriptedSequence::DrawDebugGeometryOverlays( void )
|
|
{
|
|
BaseClass::DrawDebugGeometryOverlays();
|
|
|
|
if ( m_debugOverlays & OVERLAY_TEXT_BIT )
|
|
{
|
|
if ( GetTarget() )
|
|
{
|
|
NDebugOverlay::HorzArrow( GetAbsOrigin(), GetTarget()->GetAbsOrigin(), 16, 0, 255, 0, 64, true, 0.0f );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Draw any debug text overlays
|
|
// Input :
|
|
// Output : Current text offset from the top
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_ScriptedSequence::DrawDebugTextOverlays( void )
|
|
{
|
|
int text_offset = BaseClass::DrawDebugTextOverlays();
|
|
|
|
if (m_debugOverlays & OVERLAY_TEXT_BIT)
|
|
{
|
|
char tempstr[512];
|
|
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Target: %s", GetTarget() ? GetTarget()->GetDebugName() : "None" ) ;
|
|
EntityText(text_offset,tempstr,0);
|
|
text_offset++;
|
|
|
|
switch (m_fMoveTo)
|
|
{
|
|
case CINE_MOVETO_WAIT:
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Moveto: Wait" );
|
|
break;
|
|
case CINE_MOVETO_WAIT_FACING:
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Moveto: Wait Facing" );
|
|
break;
|
|
case CINE_MOVETO_WALK:
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Moveto: Walk to Mark" );
|
|
break;
|
|
case CINE_MOVETO_RUN:
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Moveto: Run to Mark" );
|
|
break;
|
|
case CINE_MOVETO_CUSTOM:
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Moveto: Custom move to Mark" );
|
|
break;
|
|
case CINE_MOVETO_TELEPORT:
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Moveto: Teleport to Mark" );
|
|
break;
|
|
}
|
|
EntityText(text_offset,tempstr,0);
|
|
text_offset++;
|
|
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Thinking: %s", m_bThinking ? "Yes" : "No" ) ;
|
|
EntityText(text_offset,tempstr,0);
|
|
text_offset++;
|
|
|
|
if ( GetEntityName() != NULL_STRING )
|
|
{
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Delay: %d", m_iDelay ) ;
|
|
EntityText(text_offset,tempstr,0);
|
|
text_offset++;
|
|
}
|
|
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Start Time: %f", m_startTime ) ;
|
|
EntityText(text_offset,tempstr,0);
|
|
text_offset++;
|
|
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Sequence has started: %s", m_sequenceStarted ? "Yes" : "No" ) ;
|
|
EntityText(text_offset,tempstr,0);
|
|
text_offset++;
|
|
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Cancel Other Sequences: %s", m_bDontCancelOtherSequences ? "No" : "Yes" ) ;
|
|
EntityText(text_offset,tempstr,0);
|
|
text_offset++;
|
|
|
|
if ( m_bWaitForBeginSequence )
|
|
{
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Is waiting for BeingSequence" );
|
|
EntityText(text_offset,tempstr,0);
|
|
text_offset++;
|
|
}
|
|
|
|
if ( m_bIsPlayingEntry )
|
|
{
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Is playing entry" );
|
|
EntityText(text_offset,tempstr,0);
|
|
text_offset++;
|
|
}
|
|
|
|
if ( m_bLoopActionSequence )
|
|
{
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Will loop action sequence" );
|
|
EntityText(text_offset,tempstr,0);
|
|
text_offset++;
|
|
}
|
|
|
|
if ( m_bSynchPostIdles )
|
|
{
|
|
Q_snprintf(tempstr,sizeof(tempstr),"Will synch post idles" );
|
|
EntityText(text_offset,tempstr,0);
|
|
text_offset++;
|
|
}
|
|
}
|
|
|
|
return text_offset;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Modifies an NPC's AI state without taking it out of its AI.
|
|
//-----------------------------------------------------------------------------
|
|
|
|
class CAI_ScriptedSchedule : public CBaseEntity
|
|
{
|
|
DECLARE_CLASS( CAI_ScriptedSchedule, CBaseEntity );
|
|
public:
|
|
CAI_ScriptedSchedule( void );
|
|
|
|
private:
|
|
|
|
void StartSchedule( CAI_BaseNPC *pTarget );
|
|
void StopSchedule( CAI_BaseNPC *pTarget );
|
|
void ScriptThink( void );
|
|
|
|
// Input handlers
|
|
void InputStartSchedule( inputdata_t &inputdata );
|
|
void InputStopSchedule( inputdata_t &inputdata );
|
|
|
|
CAI_BaseNPC *FindScriptEntity( bool bCyclic );
|
|
|
|
//---------------------------------
|
|
|
|
enum Schedule_t
|
|
{
|
|
SCHED_SCRIPT_NONE = 0,
|
|
SCHED_SCRIPT_WALK_TO_GOAL,
|
|
SCHED_SCRIPT_RUN_TO_GOAL,
|
|
SCHED_SCRIPT_ENEMY_IS_GOAL,
|
|
SCHED_SCRIPT_WALK_PATH_GOAL,
|
|
SCHED_SCRIPT_RUN_PATH_GOAL,
|
|
SCHED_SCRIPT_ENEMY_IS_GOAL_AND_RUN_TO_GOAL,
|
|
};
|
|
|
|
//---------------------------------
|
|
|
|
EHANDLE m_hLastFoundEntity;
|
|
EHANDLE m_hActivator; // Held from the input to allow procedural calls
|
|
|
|
string_t m_iszEntity; // Entity that is wanted for this script
|
|
float m_flRadius; // Range to search for an NPC to possess.
|
|
|
|
string_t m_sGoalEnt;
|
|
Schedule_t m_nSchedule;
|
|
int m_nForceState;
|
|
|
|
bool m_bGrabAll;
|
|
|
|
Interruptability_t m_Interruptability;
|
|
|
|
bool m_bDidFireOnce;
|
|
|
|
//---------------------------------
|
|
|
|
DECLARE_DATADESC();
|
|
|
|
};
|
|
|
|
BEGIN_DATADESC( CAI_ScriptedSchedule )
|
|
|
|
DEFINE_FIELD( m_hLastFoundEntity, FIELD_EHANDLE ),
|
|
DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "m_flRadius" ),
|
|
|
|
DEFINE_KEYFIELD( m_iszEntity, FIELD_STRING, "m_iszEntity" ),
|
|
DEFINE_KEYFIELD( m_nSchedule, FIELD_INTEGER, "schedule" ),
|
|
DEFINE_KEYFIELD( m_nForceState, FIELD_INTEGER, "forcestate" ),
|
|
DEFINE_KEYFIELD( m_sGoalEnt, FIELD_STRING, "goalent" ),
|
|
DEFINE_KEYFIELD( m_bGrabAll, FIELD_BOOLEAN, "graball" ),
|
|
DEFINE_KEYFIELD( m_Interruptability, FIELD_INTEGER, "interruptability"),
|
|
|
|
DEFINE_FIELD( m_bDidFireOnce, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_hActivator, FIELD_EHANDLE ),
|
|
|
|
DEFINE_THINKFUNC( ScriptThink ),
|
|
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "StartSchedule", InputStartSchedule ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "StopSchedule", InputStopSchedule ),
|
|
|
|
END_DATADESC()
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( aiscripted_schedule, CAI_ScriptedSchedule );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CAI_ScriptedSchedule::CAI_ScriptedSchedule( void ) : m_hActivator( 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 );
|
|
}
|
|
|
|
|
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_ScriptedSentence::Spawn( void )
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{
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SetSolid( SOLID_NONE );
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m_active = true;
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// if no targetname, start now
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if ( !GetEntityName() )
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{
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SetThink( &CAI_ScriptedSentence::FindThink );
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SetNextThink( gpGlobals->curtime + 1.0f );
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}
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switch( m_TempAttenuation )
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{
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case 1: // Medium radius
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m_iSoundLevel = SNDLVL_80dB;
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break;
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case 2: // Large radius
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m_iSoundLevel = SNDLVL_85dB;
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break;
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case 3: //EVERYWHERE
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m_iSoundLevel = SNDLVL_NONE;
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break;
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default:
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case 0: // Small radius
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m_iSoundLevel = SNDLVL_70dB;
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break;
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}
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m_TempAttenuation = 0;
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// No volume, use normal
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if ( m_flVolume <= 0 )
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m_flVolume = 1.0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_ScriptedSentence::FindThink( void )
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{
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CAI_BaseNPC *pNPC = FindEntity();
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if ( pNPC )
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{
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int index = StartSentence( pNPC );
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float length = engine->SentenceLength(index);
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m_OnEndSentence.FireOutput(NULL, this, length + m_flRepeat);
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if ( m_spawnflags & SF_SENTENCE_ONCE )
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UTIL_Remove( this );
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float delay = m_flDelay + length + 0.1;
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if ( delay < 0 )
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delay = 0;
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SetThink( &CAI_ScriptedSentence::DelayThink );
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// calculate delay dynamically because this could play a sentence group
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// rather than a single sentence.
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// add 0.1 because the sound engine mixes ahead -- the sentence will actually start ~0.1 secs from now
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SetNextThink( gpGlobals->curtime + delay + m_flRepeat );
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m_active = false;
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//Msg( "%s: found NPC %s\n", STRING(m_iszSentence), STRING(m_iszEntity) );
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}
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else
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{
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//Msg( "%s: can't find NPC %s\n", STRING(m_iszSentence), STRING(m_iszEntity) );
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SetNextThink( gpGlobals->curtime + m_flRepeat + 0.5 );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_ScriptedSentence::DelayThink( void )
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{
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m_active = true;
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if ( !GetEntityName() )
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SetNextThink( gpGlobals->curtime + 0.1f );
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SetThink( &CAI_ScriptedSentence::FindThink );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pNPC -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CAI_ScriptedSentence::AcceptableSpeaker( CAI_BaseNPC *pNPC )
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{
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if ( pNPC )
|
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{
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if ( m_spawnflags & SF_SENTENCE_FOLLOWERS )
|
|
{
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if ( pNPC->GetTarget() == NULL || !pNPC->GetTarget()->IsPlayer() )
|
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return false;
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}
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bool override;
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if ( m_spawnflags & SF_SENTENCE_INTERRUPT )
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override = true;
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else
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override = false;
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if ( pNPC->CanPlaySentence( override ) )
|
|
return true;
|
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}
|
|
return false;
|
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}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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;
|
|
}
|
|
|