Ejemplo n.º 1
0
//-----------------------------------------------------------------------------
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();
}
Ejemplo n.º 2
0
void CTalkMonster :: StartTask( const Task_t& task )
{
	switch ( task.iTask )
	{
	case TASK_TLK_SPEAK:
		// ask question or make statement
		FIdleSpeak();
		TaskComplete();
		break;

	case TASK_TLK_RESPOND:
		// respond to question
		IdleRespond();
		TaskComplete();
		break;

	case TASK_TLK_HELLO:
		// greet player
		FIdleHello();
		TaskComplete();
		break;
	

	case TASK_TLK_STARE:
		// let the player know I know he's staring at me.
		FIdleStare();
		TaskComplete();
		break;

	case TASK_FACE_PLAYER:
	case TASK_TLK_LOOK_AT_CLIENT:
	case TASK_TLK_CLIENT_STARE:
		// track head to the client for a while.
		m_flWaitFinished = gpGlobals->time + task.flData;
		break;

	case TASK_TLK_EYECONTACT:
		break;

	case TASK_TLK_IDEALYAW:
		if (m_hTalkTarget != NULL)
		{
			SetYawSpeed( 60 );
			float yaw = VecToYaw(m_hTalkTarget->GetAbsOrigin() - GetAbsOrigin()) - GetAbsAngles().y;

			if (yaw > 180) yaw -= 360;
			if (yaw < -180) yaw += 360;

			if (yaw < 0)
			{
				SetIdealYaw( min( yaw + 45, 0.0f ) + GetAbsAngles().y );
			}
			else
			{
				SetIdealYaw( max( yaw - 45, 0.0f ) + GetAbsAngles().y );
			}
		}
		TaskComplete();
		break;

	case TASK_TLK_HEADRESET:
		// reset head position after looking at something
		m_hTalkTarget = NULL;
		TaskComplete();
		break;

	case TASK_TLK_STOPSHOOTING:
		// tell player to stop shooting
		PlaySentence( m_szGrp[TLK_NOSHOOT], RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_NORM );
		TaskComplete();
		break;

	case TASK_CANT_FOLLOW:
		StopFollowing( false );
		PlaySentence( m_szGrp[TLK_STOP], RANDOM_FLOAT(2, 2.5), VOL_NORM, ATTN_NORM );
		TaskComplete();
		break;

	case TASK_WALK_PATH_FOR_UNITS:
		m_movementActivity = ACT_WALK;
		break;

	case TASK_MOVE_AWAY_PATH:
		{
			Vector dir = GetAbsAngles();
			dir.y = GetIdealYaw() + 180;
			Vector move;

			UTIL_MakeVectorsPrivate( dir, &move, nullptr, nullptr );
			dir = GetAbsOrigin() + move * task.flData;
			if ( MoveToLocation( ACT_WALK, 2, dir ) )
			{
				TaskComplete();
			}
			else if ( FindCover( GetAbsOrigin(), GetViewOffset(), 0, CoverRadius() ) )
			{
				// then try for plain ole cover
				m_flMoveWaitFinished = gpGlobals->time + 2;
				TaskComplete();
			}
			else
			{
				// nowhere to go?
				TaskFail();
			}
		}
		break;

	case TASK_PLAY_SCRIPT:
		m_hTalkTarget = NULL;
		CBaseMonster::StartTask( task );
		break;

	default:
		CBaseMonster::StartTask( task );
	}
}
Ejemplo n.º 3
0
void CMTalkMonster :: StartTask( Task_t *pTask )
{
	switch ( pTask->iTask )
	{
	case TASK_TLK_SPEAK:
		// ask question or make statement
		FIdleSpeak();
		TaskComplete();
		break;

	case TASK_TLK_RESPOND:
		// respond to question
		IdleRespond();
		TaskComplete();
		break;

	case TASK_TLK_HELLO:
		// greet player
		FIdleHello();
		TaskComplete();
		break;
	

	case TASK_TLK_STARE:
		// let the player know I know he's staring at me.
		FIdleStare();
		TaskComplete();
		break;

	case TASK_FACE_PLAYER:
	case TASK_TLK_LOOK_AT_CLIENT:
	case TASK_TLK_CLIENT_STARE:
		// track head to the client for a while.
		m_flWaitFinished = gpGlobals->time + pTask->flData;
		break;

	case TASK_TLK_EYECONTACT:
		break;

	case TASK_TLK_IDEALYAW:
		if (m_hTalkTarget != NULL)
		{
			pev->yaw_speed = 60;
			float yaw = VecToYaw(m_hTalkTarget->v.origin - pev->origin) - pev->angles.y;

			if (yaw > 180) yaw -= 360;
			if (yaw < -180) yaw += 360;

			if (yaw < 0)
			{
				pev->ideal_yaw = min( yaw + 45.0f, 0.0f ) + pev->angles.y;
			}
			else
			{
				pev->ideal_yaw = max( yaw - 45.0f, 0.0f ) + pev->angles.y;
			}
		}
		TaskComplete();
		break;

	case TASK_TLK_HEADRESET:
		// reset head position after looking at something
		m_hTalkTarget = NULL;
		TaskComplete();
		break;

	case TASK_TLK_STOPSHOOTING:
		// tell player to stop shooting
		PlaySentence( m_szGrp[TLK_NOSHOOT], RANDOM_FLOAT(2.8, 3.2), VOL_NORM, ATTN_NORM );
		TaskComplete();
		break;

	case TASK_CANT_FOLLOW:
		StopFollowing( FALSE );
		PlaySentence( m_szGrp[TLK_STOP], RANDOM_FLOAT(2, 2.5), VOL_NORM, ATTN_NORM );
		TaskComplete();
		break;

	case TASK_WALK_PATH_FOR_UNITS:
		m_movementActivity = ACT_WALK;
		break;

	case TASK_MOVE_AWAY_PATH:
		{
			Vector dir = pev->angles;
			dir.y = pev->ideal_yaw + 180;
			Vector move;

			UTIL_MakeVectorsPrivate( dir, move, NULL, NULL );
			dir = pev->origin + move * pTask->flData;
			if ( MoveToLocation( ACT_WALK, 2, dir ) )
			{
				TaskComplete();
			}
			else if ( FindCover( pev->origin, pev->view_ofs, 0, CoverRadius() ) )
			{
				// then try for plain ole cover
				m_flMoveWaitFinished = gpGlobals->time + 2;
				TaskComplete();
			}
			else
			{
				// nowhere to go?
				TaskFail();
			}
		}
		break;

	case TASK_PLAY_SCRIPT:
		m_hTalkTarget = NULL;
		CMBaseMonster::StartTask( pTask );
		break;

	default:
		CMBaseMonster::StartTask( pTask );
	}
}
Ejemplo n.º 4
0
//=========================================================
// sit, do stuff
//=========================================================
void CSittingScientist :: SittingThink( void )
{
	CBaseEntity *pent;	

	StudioFrameAdvance( );

	// try to greet player
	if (FIdleHello())
	{
		pent = FindNearestFriend(TRUE);
		if (pent)
		{
			float yaw = VecToYaw(pent->pev->origin - pev->origin) - pev->angles.y;

			if (yaw > 180) yaw -= 360;
			if (yaw < -180) yaw += 360;
				
			if (yaw > 0)
				pev->sequence = m_baseSequence + SITTING_ANIM_sitlookleft;
			else
				pev->sequence = m_baseSequence + SITTING_ANIM_sitlookright;
		
		ResetSequenceInfo( );
		pev->frame = 0;
		SetBoneController( 0, 0 );
		}
	}
	else if (m_fSequenceFinished)
	{
		int i = RANDOM_LONG(0,99);
		m_headTurn = 0;
		
		if (m_flResponseDelay && gpGlobals->time > m_flResponseDelay)
		{
			// respond to question
			IdleRespond();
			pev->sequence = m_baseSequence + SITTING_ANIM_sitscared;
			m_flResponseDelay = 0;
		}
		else if (i < 30)
		{
			pev->sequence = m_baseSequence + SITTING_ANIM_sitting3;	

			// turn towards player or nearest friend and speak

			if (!FBitSet(m_bitsSaid, bit_saidHelloPlayer))
				pent = FindNearestFriend(TRUE);
			else
				pent = FindNearestFriend(FALSE);

			if (!FIdleSpeak() || !pent)
			{	
				m_headTurn = RANDOM_LONG(0,8) * 10 - 40;
				pev->sequence = m_baseSequence + SITTING_ANIM_sitting3;
			}
			else
			{
				// only turn head if we spoke
				float yaw = VecToYaw(pent->pev->origin - pev->origin) - pev->angles.y;

				if (yaw > 180) yaw -= 360;
				if (yaw < -180) yaw += 360;
				
				if (yaw > 0)
					pev->sequence = m_baseSequence + SITTING_ANIM_sitlookleft;
				else
					pev->sequence = m_baseSequence + SITTING_ANIM_sitlookright;

				//ALERT(at_console, "sitting speak\n");
			}
		}
		else if (i < 60)
		{
			pev->sequence = m_baseSequence + SITTING_ANIM_sitting3;	
			m_headTurn = RANDOM_LONG(0,8) * 10 - 40;
			if (RANDOM_LONG(0,99) < 5)
			{
				//ALERT(at_console, "sitting speak2\n");
				FIdleSpeak();
			}
		}
		else if (i < 80)
		{
			pev->sequence = m_baseSequence + SITTING_ANIM_sitting2;
		}
		else if (i < 100)
		{
			pev->sequence = m_baseSequence + SITTING_ANIM_sitscared;
		}

		ResetSequenceInfo( );
		pev->frame = 0;
		SetBoneController( 0, m_headTurn );
	}
	SetNextThink( 0.1 );
}
Ejemplo n.º 5
0
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 );
	}
}
Ejemplo n.º 6
0
void CAI_PlayerAlly::StartTask( const Task_t *pTask )
{
	switch ( pTask->iTask )
	{
	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.
		m_flWaitFinished = gpGlobals->curtime + pTask->flTaskData;
		break;

	case TASK_TALKER_EYECONTACT:
		break;

	case TASK_TALKER_IDEALYAW:
		if (GetSpeechTarget() != NULL)
		{
			GetMotor()->SetYawSpeed( 60 );

			GetMotor()->SetIdealYawToTarget( GetSpeechTarget()->GetLocalOrigin() );
/*
			float yaw = VecToYaw(GetSpeechTarget()->GetLocalOrigin() - GetLocalOrigin()) - GetLocalAngles().y;

			if (yaw > 180) yaw -= 360;
			if (yaw < -180) yaw += 360;

			if (yaw < 0)
			{
				m_IdealYaw = min( yaw + 45, 0 ) + GetLocalAngles().y;
			}
			else
			{
				m_IdealYaw = max( yaw - 45, 0 ) + GetLocalAngles().y;
			}
*/
		}
		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;

	case TASK_PLAY_SCRIPT:
		SetSpeechTarget( NULL );
		BaseClass::StartTask( pTask );
		break;

	case TASK_FIND_LOCK_HINTNODE_HEALTH:
		{
			m_flLastHealthKitSearch = gpGlobals->curtime + 5.0;
			if (!m_pHintNode)
			{
				m_pHintNode = CAI_Hint::FindHint( this, HINT_HEALTH_KIT, pTask->flTaskData, 1024 );
			}
			if (m_pHintNode && m_pHintNode->Lock( this ) )
			{
				TaskComplete();
			}
			else
			{
				TaskFail(FAIL_NO_HINT_NODE);
			}
		}
		break;

	default:
		BaseClass::StartTask( pTask );
	}
}