Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Implementation of entities that cause NPCs to participate in
// scripted events. These entities find and temporarily possess NPCs
// within a given search radius.
//
// Multiple scripts with the same targetname will start frame-synchronized.
//
// Scripts will find available NPCs by name or class name and grab them
// to play the script. If the NPC is already playing a script, the
// new script may enqueue itself unless there is already a non critical
// script in the queue.
//
//=============================================================================//
#include "cbase.h"
#include "ai_schedule.h"
#include "ai_default.h"
#include "ai_motor.h"
#include "ai_hint.h"
#include "ai_networkmanager.h"
#include "ai_network.h"
#include "engine/IEngineSound.h"
#include "animation.h"
#include "scripted.h"
#include "entitylist.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar ai_task_pre_script( "ai_task_pre_script", "0", FCVAR_NONE );
//
// targetname "me" - there can be more than one with the same name, and they act in concert
// target "the_entity_I_want_to_start_playing" or "class entity_classname" will pick the closest inactive scientist
// play "name_of_sequence"
// idle "name of idle sequence to play before starting"
// moveto - if set the NPC first moves to this nodes position
// range # - only search this far to find the target
// spawnflags - (stop if blocked, stop if player seen)
//
BEGIN_DATADESC( CAI_ScriptedSequence )
DEFINE_KEYFIELD( m_iszEntry, FIELD_STRING, "m_iszEntry" ),
DEFINE_KEYFIELD( m_iszPreIdle, FIELD_STRING, "m_iszIdle" ),
DEFINE_KEYFIELD( m_iszPlay, FIELD_STRING, "m_iszPlay" ),
DEFINE_KEYFIELD( m_iszPostIdle, FIELD_STRING, "m_iszPostIdle" ),
DEFINE_KEYFIELD( m_iszCustomMove, FIELD_STRING, "m_iszCustomMove" ),
DEFINE_KEYFIELD( m_iszNextScript, FIELD_STRING, "m_iszNextScript" ),
DEFINE_KEYFIELD( m_iszEntity, FIELD_STRING, "m_iszEntity" ),
DEFINE_KEYFIELD( m_fMoveTo, FIELD_INTEGER, "m_fMoveTo" ),
DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "m_flRadius" ),
DEFINE_KEYFIELD( m_flRepeat, FIELD_FLOAT, "m_flRepeat" ),
DEFINE_FIELD( m_bIsPlayingEntry, FIELD_BOOLEAN ),
DEFINE_KEYFIELD( m_bLoopActionSequence, FIELD_BOOLEAN, "m_bLoopActionSequence" ),
DEFINE_KEYFIELD( m_bSynchPostIdles, FIELD_BOOLEAN, "m_bSynchPostIdles" ),
DEFINE_KEYFIELD( m_bIgnoreGravity, FIELD_BOOLEAN, "m_bIgnoreGravity" ),
DEFINE_KEYFIELD( m_bDisableNPCCollisions, FIELD_BOOLEAN, "m_bDisableNPCCollisions" ),
DEFINE_FIELD( m_iDelay, FIELD_INTEGER ),
DEFINE_FIELD( m_bDelayed, FIELD_BOOLEAN ),
DEFINE_FIELD( m_startTime, FIELD_TIME ),
DEFINE_FIELD( m_bWaitForBeginSequence, FIELD_BOOLEAN ),
DEFINE_FIELD( m_saved_effects, FIELD_INTEGER ),
DEFINE_FIELD( m_savedFlags, FIELD_INTEGER ),
DEFINE_FIELD( m_savedCollisionGroup, FIELD_INTEGER ),
DEFINE_FIELD( m_interruptable, FIELD_BOOLEAN ),
DEFINE_FIELD( m_sequenceStarted, FIELD_BOOLEAN ),
DEFINE_FIELD( m_hTargetEnt, FIELD_EHANDLE ),
DEFINE_FIELD( m_hNextCine, FIELD_EHANDLE ),
DEFINE_FIELD( m_hLastFoundEntity, FIELD_EHANDLE ),
DEFINE_FIELD( m_hForcedTarget, FIELD_EHANDLE ),
DEFINE_FIELD( m_bDontCancelOtherSequences, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bForceSynch, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bThinking, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bInitiatedSelfDelete, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bIsTeleportingDueToMoveTo, FIELD_BOOLEAN ),
DEFINE_FIELD( m_matInteractionPosition, FIELD_VMATRIX ),
DEFINE_FIELD( m_hInteractionRelativeEntity, FIELD_EHANDLE ),
DEFINE_FIELD( m_bTargetWasAsleep, FIELD_BOOLEAN ),
// Function Pointers
DEFINE_THINKFUNC( ScriptThink ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "MoveToPosition", InputMoveToPosition ),
DEFINE_INPUTFUNC( FIELD_VOID, "BeginSequence", InputBeginSequence ),
DEFINE_INPUTFUNC( FIELD_VOID, "CancelSequence", InputCancelSequence ),
DEFINE_KEYFIELD( m_iPlayerDeathBehavior, FIELD_INTEGER, "onplayerdeath" ),
DEFINE_INPUTFUNC( FIELD_VOID, "ScriptPlayerDeath", InputScriptPlayerDeath ),
// Outputs
DEFINE_OUTPUT(m_OnBeginSequence, "OnBeginSequence"),
DEFINE_OUTPUT(m_OnEndSequence, "OnEndSequence"),
DEFINE_OUTPUT(m_OnPostIdleEndSequence, "OnPostIdleEndSequence"),
DEFINE_OUTPUT(m_OnCancelSequence, "OnCancelSequence"),
DEFINE_OUTPUT(m_OnCancelFailedSequence, "OnCancelFailedSequence"),
DEFINE_OUTPUT(m_OnScriptEvent[0], "OnScriptEvent01"),
DEFINE_OUTPUT(m_OnScriptEvent[1], "OnScriptEvent02"),
DEFINE_OUTPUT(m_OnScriptEvent[2], "OnScriptEvent03"),
DEFINE_OUTPUT(m_OnScriptEvent[3], "OnScriptEvent04"),
DEFINE_OUTPUT(m_OnScriptEvent[4], "OnScriptEvent05"),
DEFINE_OUTPUT(m_OnScriptEvent[5], "OnScriptEvent06"),
DEFINE_OUTPUT(m_OnScriptEvent[6], "OnScriptEvent07"),
DEFINE_OUTPUT(m_OnScriptEvent[7], "OnScriptEvent08"),
END_DATADESC()
LINK_ENTITY_TO_CLASS( scripted_sequence, CAI_ScriptedSequence );
#define CLASSNAME "scripted_sequence"
//-----------------------------------------------------------------------------
// Purpose: Cancels the given scripted sequence.
// Input : pentCine -
//-----------------------------------------------------------------------------
void CAI_ScriptedSequence::ScriptEntityCancel( CBaseEntity *pentCine, bool bPretendSuccess )
{
// make sure they are a scripted_sequence
if ( FClassnameIs( pentCine, CLASSNAME ) )
{
CAI_ScriptedSequence *pCineTarget = (CAI_ScriptedSequence *)pentCine;
// make sure they have a NPC in mind for the script
CBaseEntity *pEntity = pCineTarget->GetTarget();
CAI_BaseNPC *pTarget = NULL;
if ( pEntity )
pTarget = pEntity->MyNPCPointer();
if (pTarget)
{
// make sure their NPC is actually playing a script
if ( pTarget->m_NPCState == NPC_STATE_SCRIPT )
{
// tell them do die
pTarget->m_scriptState = CAI_BaseNPC::SCRIPT_CLEANUP;
// We have to save off the flags here, because the NPC's m_hCine is cleared in CineCleanup()
int iSavedFlags = (pTarget->m_hCine ? pTarget->m_hCine->m_savedFlags : 0);
#ifdef HL1_DLL
//if we didn't have FL_FLY before the script, remove it
// for some reason hl2 doesn't have to do this *before*
// restoring the position ( which checks FL_FLY ) in CineCleanup
// Let's not risk breaking anything at this stage and just remove it.
pCineTarget->FixFlyFlag( pTarget, iSavedFlags );
#endif
// do it now
pTarget->CineCleanup( );
pCineTarget->FixScriptNPCSchedule( pTarget, iSavedFlags );
}
else
{
// Robin HACK: If a script is started and then cancelled before an NPC gets to
// think, we have to manually clear it out of scripted state, or it'll never recover.
pCineTarget->SetTarget( NULL );
pTarget->SetEffects( pCineTarget->m_saved_effects );
pTarget->m_hCine = NULL;
pTarget->SetTarget( NULL );
pTarget->SetGoalEnt( NULL );
pTarget->SetIdealState( NPC_STATE_IDLE );
}
}
// FIXME: this needs to be done in a cine cleanup function
pCineTarget->m_iDelay = 0;
if ( bPretendSuccess )
{
// We need to pretend that this sequence actually finished fully
pCineTarget->m_OnEndSequence.FireOutput(NULL, pCineTarget);
pCineTarget->m_OnPostIdleEndSequence.FireOutput(NULL, pCineTarget);
}
else
{
// Fire the cancel
pCineTarget->m_OnCancelSequence.FireOutput(NULL, pCineTarget);
if ( pCineTarget->m_startTime == 0 )
{
// If start time is 0, this sequence never actually ran. Fire the failed output.
pCineTarget->m_OnCancelFailedSequence.FireOutput(NULL, pCineTarget);
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Called before spawning, after keyvalues have been parsed.
//-----------------------------------------------------------------------------
void CAI_ScriptedSequence::Spawn( void )
{
SetSolid( SOLID_NONE );
//
// If we have no name or we are set to start immediately, find the NPC and
// have them move to their script position now.
//
if ( !GetEntityName() || ( m_spawnflags & SF_SCRIPT_START_ON_SPAWN ) )
{
StartThink();
SetNextThink( gpGlobals->curtime + 1.0f );
//
// If we have a name, wait for a BeginSequence input to play the
// action animation. Otherwise, we'll play the action animation
// as soon as the NPC reaches the script position.
//
if ( GetEntityName() != NULL_STRING )
{
m_bWaitForBeginSequence = true;
}
}
if ( m_spawnflags & SF_SCRIPT_NOINTERRUPT )
{
m_interruptable = false;
}
else
{
m_interruptable = true;
}
m_sequenceStarted = false;
m_startTime = 0;
m_hNextCine = NULL;
m_hLastFoundEntity = NULL;
}
//-----------------------------------------------------------------------------
void CAI_ScriptedSequence::UpdateOnRemove(void)
{
ScriptEntityCancel( this );
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
void CAI_ScriptedSequence::StartThink()
{
m_sequenceStarted = false;
m_bThinking = true;
SetThink( &CAI_ScriptedSequence::ScriptThink );
}
//-----------------------------------------------------------------------------
void CAI_ScriptedSequence::StopThink()
{
if ( m_bThinking )
{
Assert( !m_bInitiatedSelfDelete );
SetThink( NULL);
m_bThinking = false;
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if this scripted sequence can possess entities
// regardless of state.
//-----------------------------------------------------------------------------
bool CAI_ScriptedSequence::FCanOverrideState( void )
{
if ( m_spawnflags & SF_SCRIPT_OVERRIDESTATE )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Fires a script event by number.
// Input : nEvent - One based index of the script event from the , from 1 to 8.
//-----------------------------------------------------------------------------
void CAI_ScriptedSequence::FireScriptEvent( int nEvent )
{
if ( ( nEvent >= 1 ) && ( nEvent <= MAX_SCRIPT_EVENTS ) )
{
m_OnScriptEvent[nEvent - 1].FireOutput( this, this );
}
}
//-----------------------------------------------------------------------------
// Purpose: Input handler that causes the NPC to move to the script position.
//-----------------------------------------------------------------------------
void CAI_ScriptedSequence::InputMoveToPosition( inputdata_t &inputdata )
{
if ( m_bInitiatedSelfDelete )
return;
// Have I already grabbed an NPC?
CBaseEntity *pEntity = GetTarget();
CAI_BaseNPC *pTarget = NULL;
if ( pEntity )
{
pTarget = pEntity->MyNPCPointer();
}
if ( pTarget != NULL )
{
// Yes, are they already playing this script?
if ( pTarget->m_scriptState == CAI_BaseNPC::SCRIPT_PLAYING || pTarget->m_scriptState == CAI_BaseNPC::SCRIPT_POST_IDLE )
{
// Yes, see if we can enqueue ourselves.
if ( pTarget->CanPlaySequence( FCanOverrideState(), SS_INTERRUPT_BY_NAME ) )
{
StartScript();
m_bWaitForBeginSequence = true;
}
}
// No, presumably they are moving to position or waiting for the BeginSequence input.
}
else
{
// No, grab the NPC but make them wait until BeginSequence is fired. They'll play
// their pre-action idle animation until BeginSequence is fired.
StartThink();
SetNextThink( gpGlobals->curtime );
m_bWaitForBeginSequence = true;
}
}
//-----------------------------------------------------------------------------
// Purpose: Input handler that activates the scripted sequence.
//-----------------------------------------------------------------------------
void CAI_ScriptedSequence::InputBeginSequence( inputdata_t &inputdata )
{
if ( m_bInitiatedSelfDelete )
return;
// Start the script as soon as possible.
m_bWaitForBeginSequence = false;
// do I already know who I should use?
CBaseEntity *pEntity = GetTarget();
CAI_BaseNPC *pTarget = NULL;
if ( !pEntity && m_hForcedTarget )
{
if ( FindEntity() )
{
pEntity = GetTarget();
}
}
if ( pEntity )
{
pTarget = pEntity->MyNPCPointer();
}
if ( pTarget )
{
// Are they already playing a script?
if ( pTarget->m_scriptState == CAI_BaseNPC::SCRIPT_PLAYING || pTarget->m_scriptState == CAI_BaseNPC::SCRIPT_POST_IDLE )
{
// See if we can enqueue ourselves after the current script.
if ( pTarget->CanPlaySequence( FCanOverrideState(), SS_INTERRUPT_BY_NAME ) )
{
StartScript();
}
}
}
else
{
// if not, try finding them
StartThink();
// Because we are directly calling the new "think" function ScriptThink, assume we're done
// This fixes the following bug (along with the WokeThisTick() code herein:
// A zombie is created in the asleep state and then, the mapper fires both Wake and BeginSequence
// messages to have it jump up out of the slime, e.g. What happens before this change is that
// the Wake code removed EF_NODRAW, but so the zombie is transmitted to the client, but the script
// hasn't started and won't start until the next Think time (2 ticks on xbox) at which time the
// actual sequence starts causing the zombie to quickly lie down.
// The changes here are to track what tick we "awoke" on and get rid of the lag between Wake and
// ScriptThink by actually calling ScriptThink directly on the same frame and checking for the
// zombie having woken up and been instructed to play a sequence in the same frame.
SetNextThink( TICK_NEVER_THINK );
ScriptThink();
}
}
//-----------------------------------------------------------------------------
// Purpose: Input handler that activates the scripted sequence.
//-----------------------------------------------------------------------------
void CAI_ScriptedSequence::InputCancelSequence( inputdata_t &inputdata )
{
if ( m_bInitiatedSelfDelete )
return;
//
// We don't call CancelScript because entity I/O will handle dispatching
// this input to all other scripts with our same name.
//
DevMsg( 2, "InputCancelScript: Cancelling script '%s'\n", STRING( m_iszPlay ));
StopThink();
ScriptEntityCancel( this );
}
void CAI_ScriptedSequence::InputScriptPlayerDeath( inputdata_t &inputdata )
{
if ( m_iPlayerDeathBehavior == SCRIPT_CANCEL )
{
if ( m_bInitiatedSelfDelete )
return;
//
// We don't call CancelScript because entity I/O will handle dispatching
// this input to all other scripts with our same name.
//
DevMsg( 2, "InputCancelScript: Cancelling script '%s'\n", STRING( m_iszPlay ));
StopThink();
ScriptEntityCancel( this );
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if it is time for this script to start, false if the
// NPC should continue waiting.
//
// Scripts wait for two reasons:
//
// 1. To frame-syncronize with other scripts of the same name.
// 2. To wait indefinitely for the BeginSequence input after the NPC
// moves to the script position.
//-----------------------------------------------------------------------------
bool CAI_ScriptedSequence::IsTimeToStart( void )
{
Assert( !m_bWaitForBeginSequence );
return ( m_iDelay == 0 );
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if the script is still waiting to call StartScript()
//-----------------------------------------------------------------------------
bool CAI_ScriptedSequence::IsWaitingForBegin( void )
{
return m_bWaitForBeginSequence;
}
//-----------------------------------------------------------------------------
// Purpose: This doesn't really make sense since only MOVETYPE_PUSH get 'Blocked' events
// Input : pOther - The entity blocking us.
//-----------------------------------------------------------------------------
void CAI_ScriptedSequence::Blocked( CBaseEntity *pOther )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pOther - The entity touching us.
//-----------------------------------------------------------------------------
void CAI_ScriptedSequence::Touch( CBaseEntity *pOther )
{
/*
DevMsg( 2, "Cine Touch\n" );
if (m_pentTarget && OFFSET(pOther->pev) == OFFSET(m_pentTarget))
{
CAI_BaseNPC *pTarget = GetClassPtr((CAI_BaseNPC *)VARS(m_pentTarget));
pTarget->m_NPCState == NPC_STATE_SCRIPT;
}
*/
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_ScriptedSequence::Die( void )
{
SetThink( &CAI_ScriptedSequence::SUB_Remove );
m_bThinking = false;
m_bInitiatedSelfDelete = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_ScriptedSequence::Pain( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : eMode -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
CAI_BaseNPC *CAI_ScriptedSequence::FindScriptEntity( )
{
CAI_BaseNPC *pEnqueueNPC = NULL;
CBaseEntity *pEntity;
int interrupt;
if ( m_hForcedTarget )
{
interrupt = SS_INTERRUPT_BY_NAME;
pEntity = m_hForcedTarget;
}
else
{
interrupt = SS_INTERRUPT_BY_NAME;
pEntity = gEntList.FindEntityByNameWithin( m_hLastFoundEntity, STRING( m_iszEntity ), GetAbsOrigin(), m_flRadius );
if (!pEntity)
{
pEntity = gEntList.FindEntityByClassnameWithin( m_hLastFoundEntity, STRING( m_iszEntity ), GetAbsOrigin(), m_flRadius );
interrupt = SS_INTERRUPT_BY_CLASS;
}
}
while ( pEntity != NULL )
{
CAI_BaseNPC *pNPC = pEntity->MyNPCPointer( );
if ( pNPC )
{
//
// If they can play the sequence...
//
CanPlaySequence_t eCanPlay = pNPC->CanPlaySequence( FCanOverrideState(), interrupt );
if ( eCanPlay == CAN_PLAY_NOW )
{
// If they can play it now, we're done!
return pNPC;
}
else if ( eCanPlay == CAN_PLAY_ENQUEUED )
{
// They can play it, but only enqueued. We'll use them as a last resort.
pEnqueueNPC = pNPC;
}
else if (!(m_spawnflags & SF_SCRIPT_NO_COMPLAINTS))
{
// They cannot play the script.
DevMsg( "Found %s, but can't play!\n", STRING( m_iszEntity ));
}
}
if ( m_hForcedTarget )
{
Warning( "Code forced %s(%s), to be the target of scripted sequence %s, but it can't play it.\n",
pEntity->GetClassname(), pEntity->GetDebugName(), GetDebugName() );
pEntity = NULL;
UTIL_Remove( this );
return NULL;
}
else
{
if ( interrupt == SS_INTERRUPT_BY_NAME )
pEntity = gEntList.FindEntityByNameWithin( pEntity, STRING( m_iszEntity ), GetAbsOrigin(), m_flRadius );
else
pEntity = gEntList.FindEntityByClassnameWithin( pEntity, STRING( m_iszEntity ), GetAbsOrigin(), m_flRadius );
}
}
//
// If we found an NPC that will enqueue the script, use them.
//
if ( pEnqueueNPC != NULL )
{
return pEnqueueNPC;
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_ScriptedSequence::FindEntity( void )
{
CAI_BaseNPC *pTarget = FindScriptEntity( );
if ( (m_spawnflags & SF_SCRIPT_SEARCH_CYCLICALLY))
{
// next time this is called, start searching from the one found last time
m_hLastFoundEntity = pTarget;
}
SetTarget( pTarget );
return pTarget != NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Make the entity enter a scripted sequence.
//-----------------------------------------------------------------------------
void CAI_ScriptedSequence::StartScript( void )
{
CBaseEntity *pEntity = GetTarget();
CAI_BaseNPC *pTarget = NULL;
if ( pEntity )
pTarget = pEntity->MyNPCPointer();
if ( pTarget )
{
pTarget->RemoveSpawnFlags( SF_NPC_WAIT_FOR_SCRIPT );
//
// If the NPC is in another script, just enqueue ourselves and bail out.
// We'll possess the NPC when the current script finishes with the NPC.
// Note that we only enqueue one deep currently, so if there is someone
// else in line we'll stomp them.
//
if ( pTarget->m_hCine != NULL )
{
if ( pTarget->m_hCine->m_hNextCine != NULL )
{
//
// Kicking another script out of the queue.
//
CAI_ScriptedSequence *pCine = ( CAI_ScriptedSequence * )pTarget->m_hCine->m_hNextCine.Get();
if (pTarget->m_hCine->m_hNextCine != pTarget->m_hCine)
{
// Don't clear the currently playing script's target!
pCine->SetTarget( NULL );
}
DevMsg( 2, "script \"%s\" kicking script \"%s\" out of the queue\n", GetDebugName(), pCine->GetDebugName() );
}
pTarget->m_hCine->m_hNextCine = this;
return;
}
//
// If no next script is specified, clear it out so other scripts can enqueue themselves
// after us.
//
if ( !m_iszNextScript )
{
m_hNextCine = NULL;
}
// UNDONE: Do this to sync up multi-entity scripts?
//pTarget->SetNextThink( gpGlobals->curtime );
pTarget->SetGoalEnt( this );
pTarget->ForceDecisionThink();
pTarget->m_hCine = this;
pTarget->SetTarget( this );
// Notify the NPC tat we're stomping them into a scene!
pTarget->OnStartScene();
{
m_bTargetWasAsleep = ( pTarget->GetSleepState() != AISS_AWAKE ) ? true : false;
bool justAwoke = pTarget->WokeThisTick();
if ( m_bTargetWasAsleep || justAwoke )
{
// Note, Wake() will remove the EF_NODRAW flag, but if we are starting a seq on a hidden entity
// we don't want it to draw on the client until the sequence actually starts to play
// Make sure it stays hidden!!!
if ( m_bTargetWasAsleep )
{
pTarget->Wake();
}
m_bTargetWasAsleep = true;
// Even if awakened this frame, temporarily keep the entity hidden for now
pTarget->AddEffects( EF_NODRAW );
}
}
// If the entity was asleep at the start, make sure we don't make it invisible
// AFTER the script finishes (can't think of a case where you'd want that to happen)
m_saved_effects = pTarget->GetEffects() & ~EF_NODRAW;
pTarget->AddEffects( GetEffects() );
m_savedFlags = pTarget->GetFlags();
m_savedCollisionGroup = pTarget->GetCollisionGroup();
if ( m_bDisableNPCCollisions )
{
pTarget->SetCollisionGroup( COLLISION_GROUP_NPC_SCRIPTED );
}
switch (m_fMoveTo)
{
case CINE_MOVETO_WAIT:
case CINE_MOVETO_WAIT_FACING:
pTarget->m_scriptState = CAI_BaseNPC::SCRIPT_WAIT;
if ( m_bIgnoreGravity )
{
pTarget->AddFlag( FL_FLY );
pTarget->SetGroundEntity( NULL );
}
break;
case CINE_MOVETO_WALK:
pTarget->m_scriptState = CAI_BaseNPC::SCRIPT_WALK_TO_MARK;
break;
case CINE_MOVETO_RUN:
pTarget->m_scriptState = CAI_BaseNPC::SCRIPT_RUN_TO_MARK;
break;
case CINE_MOVETO_CUSTOM:
pTarget->m_scriptState = CAI_BaseNPC::SCRIPT_CUSTOM_MOVE_TO_MARK;
break;
case CINE_MOVETO_TELEPORT:
m_bIsTeleportingDueToMoveTo = true;
pTarget->Teleport( &GetAbsOrigin(), NULL, &vec3_origin );
m_bIsTeleportingDueToMoveTo = false;
pTarget->GetMotor()->SetIdealYaw( GetLocalAngles().y );
pTarget->SetLocalAngularVelocity( vec3_angle );
pTarget->IncrementInterpolationFrame();
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->IncrementInterpolationFrame();
}
//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.f, 0.15f );
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( NULL )
{
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_ScriptedSchedule::ScriptThink( void )
{
bool success = false;
CAI_BaseNPC *pTarget;
if ( !m_bGrabAll )
{
pTarget = FindScriptEntity( (m_spawnflags & SF_SCRIPT_SEARCH_CYCLICALLY) != 0 );
if ( pTarget )
{
DevMsg( 2, "scripted_schedule \"%s\" using NPC \"%s\"(%s)\n", GetDebugName(), STRING( m_iszEntity ), pTarget->GetEntityName().ToCStr() );
StartSchedule( pTarget );
success = true;
}
}
else
{
m_hLastFoundEntity = NULL;
while ( ( pTarget = FindScriptEntity( true ) ) != NULL )
{
DevMsg( 2, "scripted_schedule \"%s\" using NPC \"%s\"(%s)\n", GetDebugName(), pTarget->GetEntityName().ToCStr(), STRING( m_iszEntity ) );
StartSchedule( pTarget );
success = true;
}
}
if ( !success )
{
DevMsg( 2, "scripted_schedule \"%s\" can't find NPC \"%s\"\n", GetDebugName(), STRING( m_iszEntity ) );
// FIXME: just trying again is bad. This should fire an output instead.
// FIXME: Think about puting output triggers on success true and sucess false
// FIXME: also needs to check the result of StartSchedule(), which can fail and not complain
SetNextThink( gpGlobals->curtime + 1.0f );
}
else
{
m_bDidFireOnce = true;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CAI_BaseNPC *CAI_ScriptedSchedule::FindScriptEntity( bool bCyclic )
{
CBaseEntity *pEntity = gEntList.FindEntityGenericWithin( m_hLastFoundEntity, STRING( m_iszEntity ), GetAbsOrigin(), m_flRadius, this, m_hActivator );
while ( pEntity != NULL )
{
CAI_BaseNPC *pNPC = pEntity->MyNPCPointer();
if ( pNPC && pNPC->IsAlive() && pNPC->IsInterruptable())
{
if ( bCyclic )
{
// next time this is called, start searching from the one found last time
m_hLastFoundEntity = pNPC;
}
return pNPC;
}
pEntity = gEntList.FindEntityGenericWithin( pEntity, STRING( m_iszEntity ), GetAbsOrigin(), m_flRadius, this, NULL );
}
m_hLastFoundEntity = NULL;
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Make the entity carry out the scripted instructions, but without
// destroying the NPC's state.
//-----------------------------------------------------------------------------
void CAI_ScriptedSchedule::StartSchedule( CAI_BaseNPC *pTarget )
{
if ( pTarget == NULL )
return;
CBaseEntity *pGoalEnt = gEntList.FindEntityGeneric( NULL, STRING( m_sGoalEnt ), this, NULL );
// NOTE: !!! all possible choices require a goal ent currently
if ( !pGoalEnt )
{
CHintCriteria hintCriteria;
hintCriteria.SetGroup( m_sGoalEnt );
hintCriteria.SetHintType( HINT_ANY );
hintCriteria.AddIncludePosition( pTarget->GetAbsOrigin(), FLT_MAX );
CAI_Hint *pHint = CAI_HintManager::FindHint( pTarget->GetAbsOrigin(), hintCriteria );
if ( !pHint )
{
DevMsg( 1, "Can't find goal entity %s\nCan't execute script %s\n", STRING(m_sGoalEnt), GetDebugName() );
return;
}
pGoalEnt = pHint;
}
static NPC_STATE forcedStatesMap[] =
{
NPC_STATE_NONE,
NPC_STATE_IDLE,
NPC_STATE_ALERT,
NPC_STATE_COMBAT
};
if ( pTarget->GetSleepState() > AISS_AWAKE )
pTarget->Wake();
pTarget->ForceDecisionThink();
Assert( m_nForceState >= 0 && m_nForceState < ARRAYSIZE(forcedStatesMap) );
NPC_STATE forcedState = forcedStatesMap[m_nForceState];
// trap if this isn't a legal thing to do
Assert( pTarget->IsInterruptable() );
if ( forcedState != NPC_STATE_NONE )
pTarget->SetState( forcedState );
//
// Set enemy and make the NPC aware of the enemy's current position.
//
if ( m_nSchedule == SCHED_SCRIPT_ENEMY_IS_GOAL || m_nSchedule == SCHED_SCRIPT_ENEMY_IS_GOAL_AND_RUN_TO_GOAL )
{
if ( pGoalEnt && pGoalEnt->MyCombatCharacterPointer() )
{
pTarget->SetEnemy( pGoalEnt );
pTarget->UpdateEnemyMemory( pGoalEnt, pGoalEnt->GetAbsOrigin() );
pTarget->SetCondition( COND_SCHEDULE_DONE );
}
else
DevMsg( "Scripted schedule %s specified an invalid enemy %s\n", STRING( GetEntityName() ), STRING( m_sGoalEnt ) );
}
bool bDidSetSchedule = false;
switch ( m_nSchedule )
{
//
// Walk or run to position.
//
case SCHED_SCRIPT_WALK_TO_GOAL:
case SCHED_SCRIPT_RUN_TO_GOAL:
case SCHED_SCRIPT_ENEMY_IS_GOAL_AND_RUN_TO_GOAL:
{
Activity movementActivity = ( m_nSchedule == SCHED_SCRIPT_WALK_TO_GOAL ) ? ACT_WALK : ACT_RUN;
bool bIsFlying = (pTarget->GetMoveType() == MOVETYPE_FLY) || (pTarget->GetMoveType() == MOVETYPE_FLYGRAVITY);
if ( bIsFlying )
{
movementActivity = ACT_FLY;
}
if (!pTarget->ScheduledMoveToGoalEntity( SCHED_IDLE_WALK, pGoalEnt, movementActivity ))
{
if (!(m_spawnflags & SF_SCRIPT_NO_COMPLAINTS))
{
DevMsg( 1, "ScheduledMoveToGoalEntity to goal entity %s failed\nCan't execute script %s\n", STRING(m_sGoalEnt), GetDebugName() );
}
return;
}
bDidSetSchedule = true;
break;
}
case SCHED_SCRIPT_WALK_PATH_GOAL:
case SCHED_SCRIPT_RUN_PATH_GOAL:
{
Activity movementActivity = ( m_nSchedule == SCHED_SCRIPT_WALK_PATH_GOAL ) ? ACT_WALK : ACT_RUN;
bool bIsFlying = (pTarget->GetMoveType() == MOVETYPE_FLY) || (pTarget->GetMoveType() == MOVETYPE_FLYGRAVITY);
if ( bIsFlying )
{
movementActivity = ACT_FLY;
}
if (!pTarget->ScheduledFollowPath( SCHED_IDLE_WALK, pGoalEnt, movementActivity ))
{
if (!(m_spawnflags & SF_SCRIPT_NO_COMPLAINTS))
{
DevMsg( 1, "ScheduledFollowPath to goal entity %s failed\nCan't execute script %s\n", STRING(m_sGoalEnt), GetDebugName() );
}
return;
}
bDidSetSchedule = true;
break;
}
}
if ( bDidSetSchedule )
{
// Chain this to the target so that it can add the base and any custom interrupts to this
pTarget->SetScriptedScheduleIgnoreConditions( m_Interruptability );
}
}
//-----------------------------------------------------------------------------
// Purpose: Input handler to activate the scripted schedule. Finds the NPC to
// act on and sets a think for the near future to do the real work.
//-----------------------------------------------------------------------------
void CAI_ScriptedSchedule::InputStartSchedule( inputdata_t &inputdata )
{
if (( m_nForceState == 0 ) && ( m_nSchedule == 0 ))
{
DevMsg( 2, "aiscripted_schedule - no schedule or state has been set!\n" );
}
if ( !m_bDidFireOnce || ( m_spawnflags & SF_SCRIPT_REPEATABLE ) )
{
// DVS TODO: Is the NPC already playing the script?
m_hActivator = inputdata.pActivator;
SetThink( &CAI_ScriptedSchedule::ScriptThink );
SetNextThink( gpGlobals->curtime );
}
else
{
DevMsg( 2, "aiscripted_schedule - not playing schedule again: not flagged to repeat\n" );
}
}
//-----------------------------------------------------------------------------
// Purpose: Input handler to stop a previously activated scripted schedule.
//-----------------------------------------------------------------------------
void CAI_ScriptedSchedule::InputStopSchedule( inputdata_t &inputdata )
{
if ( !m_bDidFireOnce )
{
DevMsg( 2, "aiscripted_schedule - StopSchedule called, but schedule's never started.\n" );
return;
}
CAI_BaseNPC *pTarget;
if ( !m_bGrabAll )
{
pTarget = FindScriptEntity( (m_spawnflags & SF_SCRIPT_SEARCH_CYCLICALLY) != 0 );
if ( pTarget )
{
StopSchedule( pTarget );
}
}
else
{
m_hLastFoundEntity = NULL;
while ( ( pTarget = FindScriptEntity( true ) ) != NULL )
{
StopSchedule( pTarget );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: If the target entity appears to be running this scripted schedule break it
//-----------------------------------------------------------------------------
void CAI_ScriptedSchedule::StopSchedule( CAI_BaseNPC *pTarget )
{
if ( pTarget->IsCurSchedule( SCHED_IDLE_WALK ) )
{
DevMsg( 2, "%s (%s): StopSchedule called on NPC %s.\n", GetClassname(), GetDebugName(), pTarget->GetDebugName() );
pTarget->ClearSchedule( "Stopping scripted schedule" );
}
}
class CAI_ScriptedSentence : public CPointEntity
{
public:
DECLARE_CLASS( CAI_ScriptedSentence, CPointEntity );
void Spawn( void );
bool KeyValue( const char *szKeyName, const char *szValue );
void FindThink( void );
void DelayThink( void );
int ObjectCaps( void ) { return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
// Input handlers
void InputBeginSentence( inputdata_t &inputdata );
DECLARE_DATADESC();
CAI_BaseNPC *FindEntity( void );
bool AcceptableSpeaker( CAI_BaseNPC *pNPC );
int StartSentence( CAI_BaseNPC *pTarget );
private:
string_t m_iszSentence; // string index for sentence name
string_t m_iszEntity; // entity that is wanted for this sentence
float m_flRadius; // range to search
float m_flDelay; // How long the sentence lasts
float m_flRepeat; // repeat rate
soundlevel_t m_iSoundLevel;
int m_TempAttenuation;
float m_flVolume;
bool m_active;
string_t m_iszListener; // name of entity to look at while talking
CBaseEntity *m_pActivator;
COutputEvent m_OnBeginSentence;
COutputEvent m_OnEndSentence;
};
#define SF_SENTENCE_ONCE 0x0001
#define SF_SENTENCE_FOLLOWERS 0x0002 // only say if following player
#define SF_SENTENCE_INTERRUPT 0x0004 // force talking except when dead
#define SF_SENTENCE_CONCURRENT 0x0008 // allow other people to keep talking
#define SF_SENTENCE_SPEAKTOACTIVATOR 0x0010
BEGIN_DATADESC( CAI_ScriptedSentence )
DEFINE_KEYFIELD( m_iszSentence, FIELD_STRING, "sentence" ),
DEFINE_KEYFIELD( m_iszEntity, FIELD_STRING, "entity" ),
DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "radius" ),
DEFINE_KEYFIELD( m_flDelay, FIELD_FLOAT, "delay" ),
DEFINE_KEYFIELD( m_flRepeat, FIELD_FLOAT, "refire" ),
DEFINE_KEYFIELD( m_iszListener, FIELD_STRING, "listener" ),
DEFINE_KEYFIELD( m_TempAttenuation, FIELD_INTEGER, "attenuation" ),
DEFINE_FIELD( m_iSoundLevel, FIELD_INTEGER ),
DEFINE_FIELD( m_flVolume, FIELD_FLOAT ),
DEFINE_FIELD( m_active, FIELD_BOOLEAN ),
DEFINE_FIELD( m_pActivator, FIELD_EHANDLE ),
// Function Pointers
DEFINE_FUNCTION( FindThink ),
DEFINE_FUNCTION( DelayThink ),
// Inputs
DEFINE_INPUTFUNC(FIELD_VOID, "BeginSentence", InputBeginSentence),
// Outputs
DEFINE_OUTPUT(m_OnBeginSentence, "OnBeginSentence"),
DEFINE_OUTPUT(m_OnEndSentence, "OnEndSentence"),
END_DATADESC()
LINK_ENTITY_TO_CLASS( scripted_sentence, CAI_ScriptedSentence );
//-----------------------------------------------------------------------------
// Purpose:
// Input : szKeyName -
// szValue -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_ScriptedSentence::KeyValue( const char *szKeyName, const char *szValue )
{
if(FStrEq(szKeyName, "volume"))
{
m_flVolume = atof( szValue ) * 0.1;
}
else
{
return BaseClass::KeyValue( szKeyName, szValue );
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for starting the scripted sentence.
//-----------------------------------------------------------------------------
void CAI_ScriptedSentence::InputBeginSentence( inputdata_t &inputdata )
{
if ( !m_active )
return;
m_pActivator = inputdata.pActivator;
//Msg( "Firing sentence: %s\n", STRING( m_iszSentence ));
SetThink( &CAI_ScriptedSentence::FindThink );
SetNextThink( gpGlobals->curtime );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_ScriptedSentence::Spawn( void )
{
SetSolid( SOLID_NONE );
m_active = true;
// if no targetname, start now
if ( !GetEntityName() )
{
SetThink( &CAI_ScriptedSentence::FindThink );
SetNextThink( gpGlobals->curtime + 1.0f );
}
switch( m_TempAttenuation )
{
case 1: // Medium radius
m_iSoundLevel = SNDLVL_80dB;
break;
case 2: // Large radius
m_iSoundLevel = SNDLVL_85dB;
break;
case 3: //EVERYWHERE
m_iSoundLevel = SNDLVL_NONE;
break;
default:
case 0: // Small radius
m_iSoundLevel = SNDLVL_70dB;
break;
}
m_TempAttenuation = 0;
// No volume, use normal
if ( m_flVolume <= 0 )
m_flVolume = 1.0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_ScriptedSentence::FindThink( void )
{
CAI_BaseNPC *pNPC = FindEntity();
if ( pNPC )
{
int index = StartSentence( pNPC );
float length = engine->SentenceLength(index);
m_OnEndSentence.FireOutput(NULL, this, length + m_flRepeat);
if ( m_spawnflags & SF_SENTENCE_ONCE )
UTIL_Remove( this );
float delay = m_flDelay + length + 0.1;
if ( delay < 0 )
delay = 0;
SetThink( &CAI_ScriptedSentence::DelayThink );
// calculate delay dynamically because this could play a sentence group
// rather than a single sentence.
// add 0.1 because the sound engine mixes ahead -- the sentence will actually start ~0.1 secs from now
SetNextThink( gpGlobals->curtime + delay + m_flRepeat );
m_active = false;
//Msg( "%s: found NPC %s\n", STRING(m_iszSentence), STRING(m_iszEntity) );
}
else
{
//Msg( "%s: can't find NPC %s\n", STRING(m_iszSentence), STRING(m_iszEntity) );
SetNextThink( gpGlobals->curtime + m_flRepeat + 0.5 );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_ScriptedSentence::DelayThink( void )
{
m_active = true;
if ( !GetEntityName() )
SetNextThink( gpGlobals->curtime + 0.1f );
SetThink( &CAI_ScriptedSentence::FindThink );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pNPC -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CAI_ScriptedSentence::AcceptableSpeaker( CAI_BaseNPC *pNPC )
{
if ( pNPC )
{
if ( m_spawnflags & SF_SENTENCE_FOLLOWERS )
{
if ( pNPC->GetTarget() == NULL || !pNPC->GetTarget()->IsPlayer() )
return false;
}
bool override;
if ( m_spawnflags & SF_SENTENCE_INTERRUPT )
override = true;
else
override = false;
if ( pNPC->CanPlaySentence( override ) )
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output :
//-----------------------------------------------------------------------------
CAI_BaseNPC *CAI_ScriptedSentence::FindEntity( void )
{
CBaseEntity *pentTarget;
CAI_BaseNPC *pNPC;
pentTarget = gEntList.FindEntityByName( NULL, m_iszEntity );
pNPC = NULL;
while (pentTarget)
{
pNPC = pentTarget->MyNPCPointer();
if ( pNPC != NULL )
{
if ( AcceptableSpeaker( pNPC ) )
return pNPC;
//Msg( "%s (%s), not acceptable\n", pNPC->GetClassname(), pNPC->GetDebugName() );
}
pentTarget = gEntList.FindEntityByName( pentTarget, m_iszEntity );
}
CBaseEntity *pEntity = NULL;
for ( CEntitySphereQuery sphere( GetAbsOrigin(), m_flRadius, FL_NPC ); ( pEntity = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
{
if (FClassnameIs( pEntity, STRING(m_iszEntity)))
{
pNPC = pEntity->MyNPCPointer( );
if ( AcceptableSpeaker( pNPC ) )
return pNPC;
}
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pTarget -
// Output :
//-----------------------------------------------------------------------------
int CAI_ScriptedSentence::StartSentence( CAI_BaseNPC *pTarget )
{
if ( !pTarget )
{
DevMsg( 2, "Not Playing sentence %s\n", STRING(m_iszSentence) );
return -1;
}
bool bConcurrent = false;
if ( !(m_spawnflags & SF_SENTENCE_CONCURRENT) )
bConcurrent = true;
CBaseEntity *pListener = NULL;
if ( m_spawnflags & SF_SENTENCE_SPEAKTOACTIVATOR )
{
pListener = m_pActivator;
}
else if (m_iszListener != NULL_STRING)
{
float radius = m_flRadius;
if ( FStrEq( STRING(m_iszListener ), "!player" ) )
radius = MAX_TRACE_LENGTH; // Always find the player
pListener = gEntList.FindEntityGenericNearest( STRING( m_iszListener ), pTarget->GetAbsOrigin(), radius, this, NULL );
}
int sentenceIndex = pTarget->PlayScriptedSentence( STRING(m_iszSentence), m_flDelay, m_flVolume, m_iSoundLevel, bConcurrent, pListener );
DevMsg( 2, "Playing sentence %s\n", STRING(m_iszSentence) );
m_OnBeginSentence.FireOutput(NULL, this);
return sentenceIndex;
}
// HACKHACK: This is a little expensive with the dynamic_cast<> and all, but it lets us solve
// the problem of matching scripts back to entities without new state.
const char *CAI_ScriptedSequence::GetSpawnPreIdleSequenceForScript( CBaseEntity *pEntity )
{
CAI_ScriptedSequence *pScript = gEntList.NextEntByClass( (CAI_ScriptedSequence *)NULL );
while ( pScript )
{
if ( pScript->HasSpawnFlags( SF_SCRIPT_START_ON_SPAWN ) && pScript->m_iszEntity == pEntity->GetEntityName() )
{
if ( pScript->m_iszPreIdle != NULL_STRING )
{
return STRING(pScript->m_iszPreIdle);
}
return NULL;
}
pScript = gEntList.NextEntByClass( pScript );
}
return NULL;
}