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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "npc_talker.h"
#include "npcevent.h"
#include "scriptevent.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_SIMPLE_DATADESC( CNPCSimpleTalkerExpresser ) // m_pSink (reconnected on load)
DEFINE_AUTO_ARRAY( m_szMonologSentence, FIELD_CHARACTER ), DEFINE_FIELD( m_iMonologIndex, FIELD_INTEGER ), DEFINE_FIELD( m_fMonologSuspended, FIELD_BOOLEAN ), DEFINE_FIELD( m_hMonologTalkTarget, FIELD_EHANDLE ), END_DATADESC()
BEGIN_DATADESC( CNPCSimpleTalker ) DEFINE_FIELD( m_useTime, FIELD_TIME ), DEFINE_FIELD( m_flNextIdleSpeechTime, FIELD_TIME ), DEFINE_FIELD( m_nSpeak, FIELD_INTEGER ), DEFINE_FIELD( m_iszUse, FIELD_STRING ), DEFINE_FIELD( m_iszUnUse, FIELD_STRING ), // m_FollowBehavior (auto saved by AI)
// Function Pointers
DEFINE_USEFUNC( FollowerUse ),
END_DATADESC()
// array of friend names
char *CNPCSimpleTalker::m_szFriends[TLK_CFRIENDS] = { "NPC_barney", "NPC_scientist", "NPC_sitting_scientist", NULL, };
bool CNPCSimpleTalker::KeyValue( const char *szKeyName, const char *szValue ) { if (FStrEq(szKeyName, "UseSentence")) { m_iszUse = AllocPooledString(szValue); } else if (FStrEq(szKeyName, "UnUseSentence")) { m_iszUnUse = AllocPooledString(szValue); } else return BaseClass::KeyValue( szKeyName, szValue );
return true; }
void CNPCSimpleTalker::Precache( void ) { /*
// FIXME: Need to figure out how to hook these...
if ( m_iszUse != NULL_STRING ) GetExpresser()->ModifyConcept( TLK_STARTFOLLOW, STRING( m_iszUse ) ); if ( m_iszUnUse != NULL_STRING ) GetExpresser()->ModifyConcept( TLK_STOPFOLLOW, STRING( m_iszUnUse ) );
*/ BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose: Allows for modification of the interrupt mask for the current schedule.
// In the most cases the base implementation should be called first.
//-----------------------------------------------------------------------------
void CNPCSimpleTalker::BuildScheduleTestBits( void ) { BaseClass::BuildScheduleTestBits();
// Assume that if I move from the player, I can respond to a question
if ( ConditionInterruptsCurSchedule( COND_PLAYER_PUSHING ) || ConditionInterruptsCurSchedule( COND_PROVOKED ) ) { SetCustomInterruptCondition( COND_TALKER_RESPOND_TO_QUESTION ); } }
void CNPCSimpleTalker::PrescheduleThink( void ) { BaseClass::PrescheduleThink(); (assert_cast<CNPCSimpleTalkerExpresser *>(GetExpresser()))->SpeakMonolog(); }
bool CNPCSimpleTalker::ShouldSuspendMonolog( void ) { float flDist;
flDist = ((assert_cast<CNPCSimpleTalkerExpresser *>(GetExpresser()))->GetMonologueTarget()->GetAbsOrigin() - GetAbsOrigin()).Length(); if( flDist >= 384 ) { return true; }
return false; }
bool CNPCSimpleTalker::ShouldResumeMonolog( void ) { float flDist;
if( HasCondition( COND_SEE_PLAYER ) ) { flDist = ((assert_cast<CNPCSimpleTalkerExpresser *>(GetExpresser()))->GetMonologueTarget()->GetAbsOrigin() - GetAbsOrigin()).Length(); if( flDist <= 256 ) { return true; } }
return false; }
int CNPCSimpleTalker::SelectSchedule( void ) { if ( !HasCondition(COND_RECEIVED_ORDERS) ) { if ( GetState() == NPC_STATE_IDLE ) { // if never seen player, try to greet him
// Filter might be preventing us from ever greeting the player
if ( HasCondition( COND_SEE_PLAYER ) && CanSayHello()) { return SCHED_TALKER_IDLE_HELLO; } } }
return BaseClass::SelectSchedule(); }
void CNPCSimpleTalker::StartTask( const Task_t *pTask ) { switch ( pTask->iTask ) { case TASK_TALKER_WAIT_FOR_SEMAPHORE: if ( GetExpresser()->SemaphoreIsAvailable( this ) ) TaskComplete(); break;
case TASK_TALKER_SPEAK: // ask question or make statement
FIdleSpeak(); TaskComplete(); break;
case TASK_TALKER_RESPOND: // respond to question
IdleRespond(); TaskComplete(); break;
case TASK_TALKER_HELLO: // greet player
FIdleHello(); TaskComplete(); break; case TASK_TALKER_STARE: // let the player know I know he's staring at me.
FIdleStare(); TaskComplete(); break;
case TASK_TALKER_LOOK_AT_CLIENT: case TASK_TALKER_CLIENT_STARE: // track head to the client for a while.
SetWait( pTask->flTaskData ); break;
case TASK_TALKER_EYECONTACT: break;
case TASK_TALKER_IDEALYAW: if (GetSpeechTarget() != NULL) { GetMotor()->SetIdealYawToTarget( GetSpeechTarget()->GetAbsOrigin() ); } TaskComplete(); break;
case TASK_TALKER_HEADRESET: // reset head position after looking at something
SetSpeechTarget( NULL ); TaskComplete(); break;
case TASK_TALKER_BETRAYED: Speak( TLK_BETRAYED ); TaskComplete(); break;
case TASK_TALKER_STOPSHOOTING: // tell player to stop shooting
Speak( TLK_NOSHOOT ); TaskComplete(); break; default: BaseClass::StartTask( pTask ); } }
void CNPCSimpleTalker::RunTask( const Task_t *pTask ) { switch( pTask->iTask ) { case TASK_TALKER_WAIT_FOR_SEMAPHORE: if ( GetExpresser()->SemaphoreIsAvailable( this ) ) TaskComplete(); break;
case TASK_TALKER_CLIENT_STARE: case TASK_TALKER_LOOK_AT_CLIENT:
if ( pTask->iTask == TASK_TALKER_CLIENT_STARE && AI_IsSinglePlayer() ) { // Get edict for one player
CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); Assert( pPlayer );
// fail out if the player looks away or moves away.
if ( ( pPlayer->GetAbsOrigin() - GetAbsOrigin() ).Length2D() > TALKER_STARE_DIST ) { // player moved away.
TaskFail("Player moved away"); }
Vector forward; AngleVectors( pPlayer->GetLocalAngles(), &forward ); if ( UTIL_DotPoints( pPlayer->GetAbsOrigin(), GetAbsOrigin(), forward ) < m_flFieldOfView ) { // player looked away
TaskFail("Player looked away"); } }
if ( IsWaitFinished() ) { TaskComplete(); } break;
case TASK_TALKER_EYECONTACT: if (IsMoving() || !GetExpresser()->IsSpeaking() || GetSpeechTarget() == NULL) { TaskComplete(); } break;
case TASK_WAIT_FOR_MOVEMENT: FIdleSpeakWhileMoving(); BaseClass::RunTask( pTask ); break;
default: BaseClass::RunTask( pTask ); } }
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
Activity CNPCSimpleTalker::NPC_TranslateActivity( Activity eNewActivity ) { if ((eNewActivity == ACT_IDLE) && (GetExpresser()->IsSpeaking()) && (SelectWeightedSequence ( ACT_SIGNAL3 ) != ACTIVITY_NOT_AVAILABLE) ) { return ACT_SIGNAL3; } else if ((eNewActivity == ACT_SIGNAL3) && (SelectWeightedSequence ( ACT_SIGNAL3 ) == ACTIVITY_NOT_AVAILABLE) ) { return ACT_IDLE; } return BaseClass::NPC_TranslateActivity( eNewActivity ); }
void CNPCSimpleTalker::Event_Killed( const CTakeDamageInfo &info ) { AlertFriends( info.GetAttacker() ); if ( info.GetAttacker()->GetFlags() & FL_CLIENT ) { LimitFollowers( info.GetAttacker(), 0 ); } BaseClass::Event_Killed( info ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseEntity *CNPCSimpleTalker::EnumFriends( CBaseEntity *pPrevious, int listNumber, bool bTrace ) { CBaseEntity *pFriend = pPrevious; char *pszFriend; trace_t tr; Vector vecCheck;
pszFriend = m_szFriends[ FriendNumber(listNumber) ]; while ( pszFriend != NULL && ((pFriend = gEntList.FindEntityByClassname( pFriend, pszFriend )) != NULL) ) { if (pFriend == this || !pFriend->IsAlive()) // don't talk to self or dead people
continue;
if ( bTrace ) { Vector vecCheck; pFriend->CollisionProp()->NormalizedToWorldSpace( Vector( 0.5f, 0.5f, 1.0f ), &vecCheck ); UTIL_TraceLine( GetAbsOrigin(), vecCheck, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr); } else { tr.fraction = 1.0; }
if (tr.fraction == 1.0) { return pFriend; } }
return NULL; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pKiller -
//-----------------------------------------------------------------------------
void CNPCSimpleTalker::AlertFriends( CBaseEntity *pKiller ) { CBaseEntity *pFriend = NULL; int i;
// for each friend in this bsp...
for ( i = 0; i < TLK_CFRIENDS; i++ ) { while ((pFriend = EnumFriends( pFriend, i, true )) != NULL ) { CAI_BaseNPC *pNPC = pFriend->MyNPCPointer(); if ( pNPC->IsAlive() ) { // If a client killed me, make everyone else mad/afraid of him
if ( pKiller->GetFlags() & FL_CLIENT ) { CNPCSimpleTalker*pTalkNPC = (CNPCSimpleTalker *)pFriend;
if (pTalkNPC && pTalkNPC->IsOkToCombatSpeak()) { // FIXME: need to check CanSpeakConcept?
pTalkNPC->Speak( TLK_BETRAYED ); } } else { if( IRelationType(pKiller) == D_HT) { // Killed by an enemy!!!
CNPCSimpleTalker *pAlly = (CNPCSimpleTalker *)pNPC; if( pAlly && pAlly->GetExpresser()->CanSpeakConcept( TLK_ALLY_KILLED ) ) { pAlly->Speak( TLK_ALLY_KILLED ); } } } } } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPCSimpleTalker::ShutUpFriends( void ) { CBaseEntity *pFriend = NULL; int i;
// for each friend in this bsp...
for ( i = 0; i < TLK_CFRIENDS; i++ ) { while ((pFriend = EnumFriends( pFriend, i, true )) != NULL) { CAI_BaseNPC *pNPC = pFriend->MyNPCPointer(); if ( pNPC ) { pNPC->SentenceStop(); } } } }
// UNDONE: Keep a follow time in each follower, make a list of followers in this function and do LRU
// UNDONE: Check this in Restore to keep restored NPCs from joining a full list of followers
void CNPCSimpleTalker::LimitFollowers( CBaseEntity *pPlayer, int maxFollowers ) { CBaseEntity *pFriend = NULL; int i, count;
count = 0; // for each friend in this bsp...
for ( i = 0; i < TLK_CFRIENDS; i++ ) { while ((pFriend = EnumFriends( pFriend, i, false )) != NULL) { CAI_BaseNPC *pNPC = pFriend->MyNPCPointer(); CNPCSimpleTalker *pTalker; if ( pNPC ) { if ( pNPC->GetTarget() == pPlayer ) { count++; if ( count > maxFollowers && (pTalker = dynamic_cast<CNPCSimpleTalker *>( pNPC ) ) != NULL ) pTalker->StopFollowing(); } } } } }
//=========================================================
// HandleAnimEvent - catches the NPC-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CNPCSimpleTalker::HandleAnimEvent( animevent_t *pEvent ) { switch( pEvent->event ) { case SCRIPT_EVENT_SENTENCE_RND1: // Play a named sentence group 25% of the time
if (random->RandomInt(0,99) < 75) break; // fall through...
case SCRIPT_EVENT_SENTENCE: // Play a named sentence group
ShutUpFriends(); PlaySentence( pEvent->options, random->RandomFloat(2.8, 3.4) ); //Msg( "script event speak\n");
break;
default: BaseClass::HandleAnimEvent( pEvent ); break; } }
//-----------------------------------------------------------------------------
// Purpose: Scan for nearest, visible friend. If fPlayer is true, look for nearest player
//-----------------------------------------------------------------------------
bool CNPCSimpleTalker::IsValidSpeechTarget( int flags, CBaseEntity *pEntity ) { return BaseClass::IsValidSpeechTarget( flags, pEntity ); }
CBaseEntity *CNPCSimpleTalker::FindNearestFriend(bool fPlayer) { return FindSpeechTarget( (fPlayer) ? AIST_PLAYERS : AIST_NPCS ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Respond to a previous question
//-----------------------------------------------------------------------------
void CNPCSimpleTalker::IdleRespond( void ) { if (!IsOkToSpeak()) return;
// play response
SpeakAnswerFriend( GetSpeechTarget() );
DeferAllIdleSpeech( random->RandomFloat( TALKER_DEFER_IDLE_SPEAK_MIN, TALKER_DEFER_IDLE_SPEAK_MAX ) ); }
bool CNPCSimpleTalker::IsOkToSpeak( void ) { if ( m_flNextIdleSpeechTime > gpGlobals->curtime ) return false;
return BaseClass::IsOkToSpeak(); }
//-----------------------------------------------------------------------------
// Purpose: Find a nearby friend to stare at
//-----------------------------------------------------------------------------
int CNPCSimpleTalker::FIdleStare( void ) { // Don't idly speak if our speech filter is preventing us
if ( GetSpeechFilter() && GetSpeechFilter()->GetIdleModifier() == 0 ) return true;
SpeakIfAllowed( TLK_STARE );
SetSpeechTarget( FindNearestFriend( true ) ); return true; }
//-----------------------------------------------------------------------------
// Purpose: Try to greet player first time he's seen
// Output : int
//-----------------------------------------------------------------------------
int CNPCSimpleTalker::FIdleHello( void ) { // Filter might be preventing us from ever greeting the player
if ( !CanSayHello() ) return false;
// get a player
CBaseEntity *pPlayer = FindNearestFriend(true);
if (pPlayer) { if (FInViewCone(pPlayer) && FVisible(pPlayer)) { SayHelloToPlayer( pPlayer ); return true; } }
return false; }
//-----------------------------------------------------------------------------
// Purpose: Say hello to the specified player
//-----------------------------------------------------------------------------
void CNPCSimpleTalker::SayHelloToPlayer( CBaseEntity *pPlayer ) { Assert( !GetExpresser()->SpokeConcept(TLK_HELLO) );
SetSpeechTarget( pPlayer );
Speak( TLK_HELLO ); DeferAllIdleSpeech( random->RandomFloat( 5, 10 ) );
CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs(); CAI_PlayerAlly *pTalker; for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ ) { pTalker = dynamic_cast<CAI_PlayerAlly *>(ppAIs[i]);
if( pTalker && FVisible( pTalker ) ) { // Tell this guy he's already said hello to the player, too.
pTalker->GetExpresser()->SetSpokeConcept( TLK_HELLO, NULL ); } } }
//---------------------------------------------------------
// Stop all allies from idle speech for a fixed amount
// of time. Mostly filthy hack to hold us over until
// acting comes online.
//---------------------------------------------------------
void CNPCSimpleTalker::DeferAllIdleSpeech( float flDelay, CAI_BaseNPC *pIgnore ) { // Brute force. Just plow through NPC list looking for talkers.
CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs(); CNPCSimpleTalker *pTalker;
float flTime = gpGlobals->curtime + flDelay;
for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ ) { if( ppAIs[i] != pIgnore ) { pTalker = dynamic_cast<CNPCSimpleTalker *>(ppAIs[i]);
if( pTalker ) { pTalker->m_flNextIdleSpeechTime = flTime; } } }
BaseClass::DeferAllIdleSpeech( flDelay, pIgnore ); }
//=========================================================
// FIdleSpeak
// ask question of nearby friend, or make statement
//=========================================================
int CNPCSimpleTalker::FIdleSpeak( void ) { // try to start a conversation, or make statement
int pitch;
if (!IsOkToSpeak()) return false;
Assert( GetExpresser()->SemaphoreIsAvailable( this ) ); pitch = GetExpresser()->GetVoicePitch(); // player using this entity is alive and wounded?
CBaseEntity *pTarget = GetTarget();
if ( pTarget != NULL ) { if ( pTarget->IsPlayer() ) { if ( pTarget->IsAlive() ) { SetSpeechTarget( GetTarget() ); if (GetExpresser()->CanSpeakConcept( TLK_PLHURT3) && (GetTarget()->m_iHealth <= GetTarget()->m_iMaxHealth / 8)) { Speak( TLK_PLHURT3 ); return true; } else if (GetExpresser()->CanSpeakConcept( TLK_PLHURT2) && (GetTarget()->m_iHealth <= GetTarget()->m_iMaxHealth / 4)) { Speak( TLK_PLHURT2 ); return true; } else if (GetExpresser()->CanSpeakConcept( TLK_PLHURT1) && (GetTarget()->m_iHealth <= GetTarget()->m_iMaxHealth / 2)) { Speak( TLK_PLHURT1 ); return true; } } else { //!!!KELLY - here's a cool spot to have the talkNPC talk about the dead player if we want.
// "Oh dear, Gordon Freeman is dead!" -Scientist
// "Damn, I can't do this without you." -Barney
} } }
// ROBIN: Disabled idle question & answer for now
/*
// if there is a friend nearby to speak to, play sentence, set friend's response time, return
CBaseEntity *pFriend = FindNearestFriend(false);
// 75% chance of talking to another citizen if one is available.
if (pFriend && !(pFriend->IsMoving()) && random->RandomInt( 0, 3 ) != 0 ) { if ( SpeakQuestionFriend( pFriend ) ) { // force friend to answer
CAI_PlayerAlly *pTalkNPC = dynamic_cast<CAI_PlayerAlly *>(pFriend); if (pTalkNPC && !pTalkNPC->HasSpawnFlags(SF_NPC_GAG) && !pTalkNPC->IsInAScript() ) { SetSpeechTarget( pFriend ); pTalkNPC->SetAnswerQuestion( this ); pTalkNPC->GetExpresser()->BlockSpeechUntil( GetExpresser()->GetTimeSpeechComplete() );
m_nSpeak++; }
// Don't let anyone else butt in.
DeferAllIdleSpeech( random->RandomFloat( TALKER_DEFER_IDLE_SPEAK_MIN, TALKER_DEFER_IDLE_SPEAK_MAX ), pTalkNPC ); return true; } } */
// Otherwise, play an idle statement, try to face client when making a statement.
CBaseEntity *pFriend = FindNearestFriend(true); if ( pFriend ) { SetSpeechTarget( pFriend );
// If we're about to talk to the player, and we've never said hello, say hello first
if ( !GetSpeechFilter() || !GetSpeechFilter()->NeverSayHello() ) { if ( GetExpresser()->CanSpeakConcept( TLK_HELLO ) && !GetExpresser()->SpokeConcept( TLK_HELLO ) ) { SayHelloToPlayer( pFriend ); return true; } }
if ( Speak( TLK_IDLE ) ) { DeferAllIdleSpeech( random->RandomFloat( TALKER_DEFER_IDLE_SPEAK_MIN, TALKER_DEFER_IDLE_SPEAK_MAX ) ); m_nSpeak++; } else { // We failed to speak. Don't try again for a bit.
m_flNextIdleSpeechTime = gpGlobals->curtime + 3; }
return true; }
// didn't speak
m_flNextIdleSpeechTime = gpGlobals->curtime + 3; return false; }
//-----------------------------------------------------------------------------
// Purpose: Speak the right question based upon who we're asking
//-----------------------------------------------------------------------------
bool CNPCSimpleTalker::SpeakQuestionFriend( CBaseEntity *pFriend ) { return Speak( TLK_QUESTION ); }
//-----------------------------------------------------------------------------
// Purpose: Speak the right answer based upon who we're answering
//-----------------------------------------------------------------------------
bool CNPCSimpleTalker::SpeakAnswerFriend( CBaseEntity *pFriend ) { return Speak( TLK_ANSWER ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPCSimpleTalker::FIdleSpeakWhileMoving( void ) { if ( GetExpresser()->CanSpeak() ) { if (!GetExpresser()->IsSpeaking() || GetSpeechTarget() == NULL) { // override so that during walk, a scientist may talk and greet player
FIdleHello();
if ( ShouldSpeakRandom( m_nSpeak * 20, GetSpeechFilter() ? GetSpeechFilter()->GetIdleModifier() : 1.0 ) ) { FIdleSpeak(); } } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPCSimpleTalker::PlayScriptedSentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, bool bConcurrent, CBaseEntity *pListener ) { if ( !bConcurrent ) ShutUpFriends();
int sentenceIndex = BaseClass::PlayScriptedSentence( pszSentence, delay, volume, soundlevel, bConcurrent, pListener ); delay += engine->SentenceLength( sentenceIndex ); if ( delay < 0 ) delay = 0; m_useTime = gpGlobals->curtime + delay;
// Stop all idle speech until after the sentence has completed
DeferAllIdleSpeech( delay + random->RandomInt( 3.0f, 5.0f ) );
return sentenceIndex; }
//-----------------------------------------------------------------------------
// Purpose: Tell this NPC to answer a question from another NPC
//-----------------------------------------------------------------------------
void CNPCSimpleTalker::SetAnswerQuestion( CNPCSimpleTalker *pSpeaker ) { if ( !m_hCine ) { SetCondition( COND_TALKER_RESPOND_TO_QUESTION ); }
SetSpeechTarget( (CAI_BaseNPC *)pSpeaker ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPCSimpleTalker::OnTakeDamage_Alive( const CTakeDamageInfo &info ) { CTakeDamageInfo subInfo = info;
// if player damaged this entity, have other friends talk about it.
if (subInfo.GetAttacker() && (subInfo.GetAttacker()->GetFlags() & FL_CLIENT) && subInfo.GetDamage() < GetHealth() ) { CBaseEntity *pFriend = FindNearestFriend(false);
if (pFriend && pFriend->IsAlive()) { // only if not dead or dying!
CNPCSimpleTalker *pTalkNPC = (CNPCSimpleTalker *)pFriend;
if (pTalkNPC && pTalkNPC->IsOkToCombatSpeak()) { pTalkNPC->Speak( TLK_NOSHOOT ); } } } return BaseClass::OnTakeDamage_Alive( subInfo ); }
int CNPCSimpleTalker::SelectNonCombatSpeechSchedule() { if ( !IsOkToSpeak() ) return SCHED_NONE; // talk about world
if ( ShouldSpeakRandom( m_nSpeak * 2, GetSpeechFilter() ? GetSpeechFilter()->GetIdleModifier() : 1.0 ) ) { //Msg("standing idle speak\n" );
return SCHED_TALKER_IDLE_SPEAK; } // failed to speak, so look at the player if he's around
if ( AI_IsSinglePlayer() && GetExpresser()->CanSpeak() && HasCondition ( COND_SEE_PLAYER ) && random->RandomInt( 0, 6 ) == 0 ) { CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); Assert( pPlayer );
if ( pPlayer ) { // watch the client.
Vector forward; AngleVectors( pPlayer->GetLocalAngles(), &forward ); if ( ( pPlayer->GetAbsOrigin() - GetAbsOrigin() ).Length2D() < TALKER_STARE_DIST && UTIL_DotPoints( pPlayer->GetAbsOrigin(), GetAbsOrigin(), forward ) >= m_flFieldOfView ) { // go into the special STARE schedule if the player is close, and looking at me too.
return SCHED_TALKER_IDLE_WATCH_CLIENT_STARE; }
return SCHED_TALKER_IDLE_WATCH_CLIENT; } } else { // look at who we're talking to
if ( GetSpeechTarget() && GetExpresser()->IsSpeaking() ) return SCHED_TALKER_IDLE_EYE_CONTACT; } return SCHED_NONE; }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CNPCSimpleTalker::CanSayHello( void ) { #ifndef HL1_DLL
if ( Classify() == CLASS_PLAYER_ALLY_VITAL ) return false; #endif
if ( GetSpeechFilter() && GetSpeechFilter()->NeverSayHello() ) return false;
if ( !GetExpresser()->CanSpeakConcept(TLK_HELLO) || GetExpresser()->SpokeConcept(TLK_HELLO) ) return false;
if ( !IsOkToSpeak() ) return false;
return true; }
void CNPCSimpleTalker::OnStartingFollow( CBaseEntity *pTarget ) { GetExpresser()->SetSpokeConcept( TLK_HELLO, NULL ); // Don't say hi after you've started following
if ( IsOkToSpeak() ) // don't speak if idle talk is blocked. player commanded/use follow will always speak
Speak( TLK_STARTFOLLOW ); SetSpeechTarget( GetTarget() ); ClearCondition( COND_PLAYER_PUSHING ); }
void CNPCSimpleTalker::OnStoppingFollow( CBaseEntity *pTarget ) { if ( !(m_afMemory & bits_MEMORY_PROVOKED) ) { if ( IsOkToCombatSpeak() ) { if ( pTarget == NULL ) Speak( TLK_STOPFOLLOW ); else Speak( TLK_STOP ); } SetSpeechTarget( FindNearestFriend(true) ); } }
void CNPCSimpleTalker::FollowerUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { // Don't allow use during a scripted_sentence
if ( m_useTime > gpGlobals->curtime ) return;
if ( pCaller != NULL && pCaller->IsPlayer() ) { if ( !m_FollowBehavior.GetFollowTarget() && IsInterruptable() ) { #if TOML_TODO
LimitFollowers( pCaller , 1 ); #endif
if ( m_afMemory & bits_MEMORY_PROVOKED ) Msg( "I'm not following you, you evil person!\n" ); else { StartFollowing( pCaller ); } } else { StopFollowing(); } } }
//-----------------------------------------------------------------------------
void CNPCSimpleTalker::InputIdleRespond( inputdata_t &inputdata ) { // We've been told to respond. Check combat speak, not isoktospeak, because
// we don't want to check the idle speech time.
if (!IsOkToCombatSpeak()) return;
IdleRespond(); }
int CNPCSimpleTalkerExpresser::SpeakRawSentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, CBaseEntity *pListener ) { char szSpecificSentence[1024]; int sentenceIndex = -1;
if ( !pszSentence ) return sentenceIndex;
if ( pszSentence[0] == AI_SP_START_MONOLOG ) { // this sentence command will start this NPC speaking
// lengthy monolog from smaller sentences.
BeginMonolog( (char *)pszSentence, pListener ); return -1; } else if ( pszSentence[0] == AI_SP_MONOLOG_LINE ) { Q_strncpy(szSpecificSentence, pszSentence, sizeof(szSpecificSentence) ); szSpecificSentence[0] = AI_SP_SPECIFIC_SENTENCE; pszSentence = szSpecificSentence; } else { // this bit of speech is interrupting my monolog!
SuspendMonolog( 0 ); }
return CAI_Expresser::SpeakRawSentence( pszSentence, delay, volume, soundlevel, pListener ); }
//-------------------------------------
void CNPCSimpleTalkerExpresser::BeginMonolog( char *pszSentenceName, CBaseEntity *pListener ) { if( pListener ) { m_hMonologTalkTarget = pListener; } else { Warning( "NULL Listener in BeginMonolog()!\n" ); Assert(0); EndMonolog(); return; }
Q_strncpy( m_szMonologSentence, pszSentenceName ,sizeof(m_szMonologSentence));
// change the "AI_SP_START_MONOLOG" to an "AI_SP_MONOLOG_LINE". m_sMonologSentence is now the
// string we'll tack numbers onto to play sentences from this group in
// sequential order.
m_szMonologSentence[0] = AI_SP_MONOLOG_LINE;
m_fMonologSuspended = false;
m_iMonologIndex = 0; }
//-------------------------------------
void CNPCSimpleTalkerExpresser::EndMonolog( void ) { m_szMonologSentence[0] = 0; m_iMonologIndex = -1; m_fMonologSuspended = false; m_hMonologTalkTarget = NULL; }
//-------------------------------------
void CNPCSimpleTalkerExpresser::SpeakMonolog( void ) { int i; char szSentence[ MONOLOGNAME_LEN ];
if( !HasMonolog() ) { return; }
if( CanSpeak() ) { if( m_fMonologSuspended ) { if ( GetOuter()->ShouldResumeMonolog() ) { ResumeMonolog(); }
return; }
Q_snprintf( szSentence,sizeof(szSentence), "%s%d", m_szMonologSentence, m_iMonologIndex ); m_iMonologIndex++;
i = SpeakRawSentence( szSentence, 0, VOL_NORM );
if ( i == -1 ) { EndMonolog(); } } else { if( GetOuter()->ShouldSuspendMonolog() ) { SuspendMonolog( 0 ); } } }
//-------------------------------------
void CNPCSimpleTalkerExpresser::SuspendMonolog( float flInterval ) { if( HasMonolog() ) { m_fMonologSuspended = true; } // free up other characters to speak.
if ( GetSink()->UseSemaphore() ) { GetSpeechSemaphore( GetOuter() )->Release(); } }
//-------------------------------------
void CNPCSimpleTalkerExpresser::ResumeMonolog( void ) { if( m_iMonologIndex > 0 ) { // back up and repeat what I was saying
// when interrupted.
m_iMonologIndex--; }
GetOuter()->OnResumeMonolog(); m_fMonologSuspended = false; }
// try to smell something
void CNPCSimpleTalker::TrySmellTalk( void ) { if ( !IsOkToSpeak() ) return;
if ( HasCondition( COND_SMELL ) && GetExpresser()->CanSpeakConcept( TLK_SMELL ) ) Speak( TLK_SMELL ); }
void CNPCSimpleTalker::OnChangeRunningBehavior( CAI_BehaviorBase *pOldBehavior, CAI_BehaviorBase *pNewBehavior ) { BaseClass::OnChangeRunningBehavior( pOldBehavior, pNewBehavior );
CAI_FollowBehavior *pFollowBehavior; if ( ( pFollowBehavior = dynamic_cast<CAI_FollowBehavior *>(pNewBehavior) ) != NULL ) { OnStartingFollow( pFollowBehavior->GetFollowTarget() ); } else if ( ( pFollowBehavior = dynamic_cast<CAI_FollowBehavior *>(pOldBehavior) ) != NULL ) { OnStoppingFollow( pFollowBehavior->GetFollowTarget() ); } }
bool CNPCSimpleTalker::OnBehaviorChangeStatus( CAI_BehaviorBase *pBehavior, bool fCanFinishSchedule ) { bool interrupt = BaseClass::OnBehaviorChangeStatus( pBehavior, fCanFinishSchedule ); if ( !interrupt ) { interrupt = ( dynamic_cast<CAI_FollowBehavior *>(pBehavior) != NULL && ( m_NPCState == NPC_STATE_IDLE || m_NPCState == NPC_STATE_ALERT ) ); } return interrupt;
} //-----------------------------------------------------------------------------
// Purpose: Return true if I should speak based on the chance & the speech filter's modifier
//-----------------------------------------------------------------------------
bool CNPCSimpleTalker::ShouldSpeakRandom( int iChance, float flModifier ) { if ( flModifier != 1.0 ) { // Avoid divide by zero
if ( !flModifier ) return false;
iChance = floor( (float)iChance / flModifier ); }
return (random->RandomInt(0,iChance) == 0); }
AI_BEGIN_CUSTOM_NPC(talk_monster,CNPCSimpleTalker) DECLARE_USES_SCHEDULE_PROVIDER( CAI_FollowBehavior )
DECLARE_TASK(TASK_TALKER_RESPOND) DECLARE_TASK(TASK_TALKER_SPEAK) DECLARE_TASK(TASK_TALKER_HELLO) DECLARE_TASK(TASK_TALKER_BETRAYED) DECLARE_TASK(TASK_TALKER_HEADRESET) DECLARE_TASK(TASK_TALKER_STOPSHOOTING) DECLARE_TASK(TASK_TALKER_STARE) DECLARE_TASK(TASK_TALKER_LOOK_AT_CLIENT) DECLARE_TASK(TASK_TALKER_CLIENT_STARE) DECLARE_TASK(TASK_TALKER_EYECONTACT) DECLARE_TASK(TASK_TALKER_IDEALYAW) DECLARE_TASK(TASK_TALKER_WAIT_FOR_SEMAPHORE)
//=========================================================
// > SCHED_TALKER_IDLE_RESPONSE
//=========================================================
DEFINE_SCHEDULE ( SCHED_TALKER_IDLE_RESPONSE,
" Tasks" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" // Stop and listen
" TASK_WAIT 0.5" // Wait until sure it's me they are talking to
" TASK_TALKER_IDEALYAW 0" // look at who I'm talking to
" TASK_FACE_IDEAL 0" " TASK_TALKER_EYECONTACT 0" // Wait until speaker is done
" TASK_TALKER_WAIT_FOR_SEMAPHORE 0" " TASK_TALKER_EYECONTACT 0" // Wait until speaker is done
" TASK_TALKER_RESPOND 0" // Wait and then say my response
" TASK_TALKER_IDEALYAW 0" // look at who I'm talking to
" TASK_FACE_IDEAL 0" " TASK_SET_ACTIVITY ACTIVITY:ACT_SIGNAL3" " TASK_TALKER_EYECONTACT 0" // Wait until speaker is done
"" " Interrupts" " COND_NEW_ENEMY" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" " COND_HEAR_DANGER" " COND_HEAR_COMBAT" " COND_PLAYER_PUSHING" " COND_GIVE_WAY" )
//=========================================================
// > SCHED_TALKER_IDLE_SPEAK
//=========================================================
DEFINE_SCHEDULE ( SCHED_TALKER_IDLE_SPEAK,
" Tasks" " TASK_TALKER_SPEAK 0" // question or remark
" TASK_TALKER_IDEALYAW 0" // look at who I'm talking to
" TASK_FACE_IDEAL 0" " TASK_SET_ACTIVITY ACTIVITY:ACT_SIGNAL3" " TASK_TALKER_EYECONTACT 0" " TASK_WAIT_RANDOM 0.5" "" " Interrupts" " COND_NEW_ENEMY" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" " COND_HEAR_DANGER" " COND_HEAR_COMBAT" " COND_PLAYER_PUSHING" " COND_GIVE_WAY" )
//=========================================================
// > SCHED_TALKER_IDLE_HELLO
//=========================================================
DEFINE_SCHEDULE ( SCHED_TALKER_IDLE_HELLO,
" Tasks" " TASK_SET_ACTIVITY ACTIVITY:ACT_SIGNAL3" // Stop and talk
" TASK_TALKER_HELLO 0" // Try to say hello to player
" TASK_TALKER_EYECONTACT 0" " TASK_WAIT 0.5" // wait a bit
" TASK_TALKER_HELLO 0" // Try to say hello to player
" TASK_TALKER_EYECONTACT 0" " TASK_WAIT 0.5" // wait a bit
" TASK_TALKER_HELLO 0" // Try to say hello to player
" TASK_TALKER_EYECONTACT 0" " TASK_WAIT 0.5" // wait a bit
" TASK_TALKER_HELLO 0" // Try to say hello to player
" TASK_TALKER_EYECONTACT 0" " TASK_WAIT 0.5 " // wait a bit
"" " Interrupts" " COND_NEW_ENEMY" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" " COND_PROVOKED" " COND_HEAR_COMBAT" " COND_HEAR_DANGER" " COND_PLAYER_PUSHING" " COND_GIVE_WAY" )
//=========================================================
// > SCHED_TALKER_IDLE_STOP_SHOOTING
//=========================================================
DEFINE_SCHEDULE ( SCHED_TALKER_IDLE_STOP_SHOOTING,
" Tasks" " TASK_TALKER_STOPSHOOTING 0" // tell player to stop shooting friend
"" " Interrupts" " COND_NEW_ENEMY" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" )
//=========================================================
// Scold the player before attacking.
//=========================================================
DEFINE_SCHEDULE ( SCHED_TALKER_BETRAYED,
" Tasks" " TASK_TALKER_BETRAYED 0" " TASK_WAIT 0.5" "" " Interrupts" " COND_HEAR_DANGER" )
//=========================================================
// > SCHED_TALKER_IDLE_WATCH_CLIENT
//=========================================================
DEFINE_SCHEDULE ( SCHED_TALKER_IDLE_WATCH_CLIENT,
" Tasks" " TASK_STOP_MOVING 0" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" " TASK_TALKER_LOOK_AT_CLIENT 6" "" " Interrupts" " COND_NEW_ENEMY" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" " COND_PROVOKED" " COND_HEAR_COMBAT" // sound flags - change these and you'll break the talking code.
" COND_HEAR_DANGER" " COND_SMELL" " COND_PLAYER_PUSHING" " COND_TALKER_CLIENTUNSEEN" " COND_GIVE_WAY" " COND_IDLE_INTERRUPT" ) //=========================================================
// > SCHED_TALKER_IDLE_WATCH_CLIENT_STARE
//=========================================================
DEFINE_SCHEDULE ( SCHED_TALKER_IDLE_WATCH_CLIENT_STARE,
" Tasks" " TASK_STOP_MOVING 0" " TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE" " TASK_TALKER_CLIENT_STARE 6" " TASK_TALKER_STARE 0" " TASK_TALKER_IDEALYAW 0" // look at who I'm talking to
" TASK_FACE_IDEAL 0 " " TASK_SET_ACTIVITY ACTIVITY:ACT_SIGNAL3" " TASK_TALKER_EYECONTACT 0" "" " Interrupts" " COND_NEW_ENEMY" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" " COND_PROVOKED" " COND_HEAR_COMBAT" // sound flags - change these and you'll break the talking code.
" COND_HEAR_DANGER" " COND_SMELL" " COND_PLAYER_PUSHING" " COND_TALKER_CLIENTUNSEEN" " COND_GIVE_WAY" " COND_IDLE_INTERRUPT" )
//=========================================================
// > SCHED_TALKER_IDLE_EYE_CONTACT
//=========================================================
DEFINE_SCHEDULE ( SCHED_TALKER_IDLE_EYE_CONTACT,
" Tasks" " TASK_TALKER_IDEALYAW 0" // look at who I'm talking to
" TASK_FACE_IDEAL 0" " TASK_SET_ACTIVITY ACTIVITY:ACT_SIGNAL3" " TASK_TALKER_EYECONTACT 0" // Wait until speaker is done
"" " Interrupts" " COND_NEW_ENEMY" " COND_LIGHT_DAMAGE" " COND_HEAVY_DAMAGE" " COND_HEAR_DANGER" " COND_HEAR_COMBAT" " COND_PLAYER_PUSHING" " COND_GIVE_WAY" " COND_IDLE_INTERRUPT" )
AI_END_CUSTOM_NPC()
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