Example #1
0
// find a viable entity
int CCineMonster::FindEntity(void)
{
	edict_t *pentTarget;

	pentTarget            = FIND_ENTITY_BY_TARGETNAME(NULL, STRING(m_iszEntity));
	m_hTargetEnt          = NULL;
	CBaseMonster *pTarget = NULL;

	while(!FNullEnt(pentTarget))
	{
		if(FBitSet(VARS(pentTarget)->flags, FL_MONSTER))
		{
			pTarget = GetMonsterPointer(pentTarget);
			if(pTarget && pTarget->CanPlaySequence(FCanOverrideState(), SS_INTERRUPT_BY_NAME))
			{
				m_hTargetEnt = pTarget;
				return TRUE;
			}
			ALERT(at_console, "Found %s, but can't play!\n", STRING(m_iszEntity));
		}
		pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(m_iszEntity));
		pTarget    = NULL;
	}

	if(!pTarget)
	{
		CBaseEntity *pEntity = NULL;
		while((pEntity = UTIL_FindEntityInSphere(pEntity, pev->origin, m_flRadius)) != NULL)
		{
			if(FClassnameIs(pEntity->pev, STRING(m_iszEntity)))
			{
				if(FBitSet(pEntity->pev->flags, FL_MONSTER))
				{
					pTarget = pEntity->MyMonsterPointer();
					if(pTarget && pTarget->CanPlaySequence(FCanOverrideState(), SS_INTERRUPT_IDLE))
					{
						m_hTargetEnt = pTarget;
						return TRUE;
					}
				}
			}
		}
	}
	pTarget      = NULL;
	m_hTargetEnt = NULL;
	return FALSE;
}
Example #2
0
// find a viable entity
bool CCineMonster::FindEntity()
{
	m_hTargetEnt = nullptr;

	CBaseEntity* pTargetEnt = nullptr;
	CBaseMonster* pTarget = nullptr;

	while( ( pTargetEnt = UTIL_FindEntityByTargetname( pTargetEnt, STRING( m_iszEntity ) ) ) != nullptr )
	{
		if( pTargetEnt->GetFlags().Any( FL_MONSTER ) )
		{
			pTarget = pTargetEnt->MyMonsterPointer();

			if( pTarget && pTarget->CanPlaySequence( FCanOverrideState(), SS_INTERRUPT_BY_NAME ) )
			{
				m_hTargetEnt = pTarget;
				return true;
			}

			ALERT( at_console, "Found %s, but can't play!\n", STRING( m_iszEntity ) );
		}

		pTarget = nullptr;
	}

	if( !pTarget )
	{
		pTargetEnt = nullptr;
		while( ( pTargetEnt = UTIL_FindEntityInSphere( pTargetEnt, GetAbsOrigin(), m_flRadius ) ) != nullptr )
		{
			if( pTargetEnt->ClassnameIs( STRING( m_iszEntity ) ) )
			{
				if( pTargetEnt->GetFlags().Any( FL_MONSTER ) )
				{
					pTarget = pTargetEnt->MyMonsterPointer();
					if( pTarget && pTarget->CanPlaySequence( FCanOverrideState(), SS_INTERRUPT_IDLE ) )
					{
						m_hTargetEnt = pTarget;
						return true;
					}
				}
			}
		}
	}
	m_hTargetEnt = nullptr;
	return false;
}
Example #3
0
// make the entity carry out the scripted sequence instructions, but without
// destroying the monster's state.
void CCineAI::PossessEntity(void)
{
	Schedule_t *pNewSchedule;

	CBaseEntity * pEntity = m_hTargetEnt;
	CBaseMonster *pTarget = NULL;
	if(pEntity)
		pTarget = pEntity->MyMonsterPointer();

	if(pTarget)
	{
		if(!pTarget->CanPlaySequence(FCanOverrideState(), SS_INTERRUPT_AI))
		{
			ALERT(at_aiconsole, "(AI)Can't possess entity %s\n", STRING(pTarget->pev->classname));
			return;
		}

		pTarget->m_pGoalEnt   = this;
		pTarget->m_pCine      = this;
		pTarget->m_hTargetEnt = this;

		m_saved_movetype = pTarget->pev->movetype;
		m_saved_solid    = pTarget->pev->solid;
		m_saved_effects  = pTarget->pev->effects;
		pTarget->pev->effects |= pev->effects;

		switch(m_fMoveTo)
		{
		case 0:
		case 5:
			pTarget->m_scriptState = SCRIPT_WAIT;
			break;

		case 1:
			pTarget->m_scriptState = SCRIPT_WALK_TO_MARK;
			break;

		case 2:
			pTarget->m_scriptState = SCRIPT_RUN_TO_MARK;
			break;

		case 4:
			// zap the monster instantly to the site of the script entity.
			UTIL_SetOrigin(pTarget->pev, pev->origin);
			pTarget->pev->ideal_yaw = pev->angles.y;
			pTarget->pev->avelocity = Vector(0, 0, 0);
			pTarget->pev->velocity  = Vector(0, 0, 0);
			pTarget->pev->effects |= EF_NOINTERP;
			pTarget->pev->angles.y = pev->angles.y;
			pTarget->m_scriptState = SCRIPT_WAIT;
			m_startTime            = gpGlobals->time + 1E6;
			// UNDONE: Add a flag to do this so people can fixup physics after teleporting monsters
			pTarget->pev->flags &= ~FL_ONGROUND;
			break;
		default:
			ALERT(at_aiconsole, "aiscript:  invalid Move To Position value!");
			break;
		}

		ALERT(at_aiconsole, "\"%s\" found and used\n", STRING(pTarget->pev->targetname));

		pTarget->m_IdealMonsterState = MONSTERSTATE_SCRIPT;

		/*
		if (m_iszIdle)
		{
			StartSequence( pTarget, m_iszIdle, FALSE );
			if (FStrEq( STRING(m_iszIdle), STRING(m_iszPlay)))
			{
				pTarget->pev->framerate = 0;
			}
		}
*/
		// Already in a scripted state?
		if(pTarget->m_MonsterState == MONSTERSTATE_SCRIPT)
		{
			pNewSchedule = pTarget->GetScheduleOfType(SCHED_AISCRIPT);
			pTarget->ChangeSchedule(pNewSchedule);
		}
	}
}
Example #4
0
// make the entity enter a scripted sequence
void CCineMonster::PossessEntity(void)
{
	CBaseEntity * pEntity = m_hTargetEnt;
	CBaseMonster *pTarget = NULL;
	if(pEntity)
		pTarget = pEntity->MyMonsterPointer();

	if(pTarget)
	{
// FindEntity() just checked this!
#if 0
		if ( !pTarget->CanPlaySequence(  FCanOverrideState() ) )
		{
			ALERT( at_aiconsole, "Can't possess entity %s\n", STRING(pTarget->pev->classname) );
			return;
		}
#endif

		pTarget->m_pGoalEnt   = this;
		pTarget->m_pCine      = this;
		pTarget->m_hTargetEnt = this;

		m_saved_movetype = pTarget->pev->movetype;
		m_saved_solid    = pTarget->pev->solid;
		m_saved_effects  = pTarget->pev->effects;
		pTarget->pev->effects |= pev->effects;

		switch(m_fMoveTo)
		{
		case 0:
			pTarget->m_scriptState = SCRIPT_WAIT;
			break;

		case 1:
			pTarget->m_scriptState = SCRIPT_WALK_TO_MARK;
			DelayStart(1);
			break;

		case 2:
			pTarget->m_scriptState = SCRIPT_RUN_TO_MARK;
			DelayStart(1);
			break;

		case 4:
			UTIL_SetOrigin(pTarget->pev, pev->origin);
			pTarget->pev->ideal_yaw = pev->angles.y;
			pTarget->pev->avelocity = Vector(0, 0, 0);
			pTarget->pev->velocity  = Vector(0, 0, 0);
			pTarget->pev->effects |= EF_NOINTERP;
			pTarget->pev->angles.y = pev->angles.y;
			pTarget->m_scriptState = SCRIPT_WAIT;
			m_startTime            = gpGlobals->time + 1E6;
			// UNDONE: Add a flag to do this so people can fixup physics after teleporting monsters
			//			pTarget->pev->flags &= ~FL_ONGROUND;
			break;
		}
		//		ALERT( at_aiconsole, "\"%s\" found and used (INT: %s)\n", STRING( pTarget->pev->targetname ), FBitSet(pev->spawnflags, SF_SCRIPT_NOINTERRUPT)?"No":"Yes" );

		pTarget->m_IdealMonsterState = MONSTERSTATE_SCRIPT;
		if(m_iszIdle)
		{
			StartSequence(pTarget, m_iszIdle, FALSE);
			if(FStrEq(STRING(m_iszIdle), STRING(m_iszPlay)))
			{
				pTarget->pev->framerate = 0;
			}
		}
	}
}
Example #5
0
// make the entity carry out the scripted sequence instructions, but without 
// destroying the monster's state.
void CCineAI::PossessEntity( void )
{
	Schedule_t *pNewSchedule;

	CBaseEntity		*pEntity = m_hTargetEnt;
	CBaseMonster	*pTarget = NULL;
	if( pEntity )
		pTarget = pEntity->MyMonsterPointer();

	if( pTarget )
	{
		if( !pTarget->CanPlaySequence( FCanOverrideState(), SS_INTERRUPT_AI ) )
		{
			ALERT( at_aiconsole, "(AI)Can't possess entity %s\n", pTarget->GetClassname() );
			return;
		}

		pTarget->m_hGoalEnt = this;
		pTarget->m_pCine = this;
		pTarget->m_hTargetEnt = this;

		m_saved_movetype = pTarget->GetMoveType();
		m_saved_solid = pTarget->GetSolidType();
		m_saved_effects = pTarget->GetEffects();
		pTarget->GetEffects() |= GetEffects();

		switch( m_fMoveTo )
		{
		case 0:
		case 5:
			pTarget->m_scriptState = SCRIPT_WAIT;
			break;

		case 1:
			pTarget->m_scriptState = SCRIPT_WALK_TO_MARK;
			break;

		case 2:
			pTarget->m_scriptState = SCRIPT_RUN_TO_MARK;
			break;

		case 4:
			{
				// zap the monster instantly to the site of the script entity.
				pTarget->SetAbsOrigin( GetAbsOrigin() );
				pTarget->SetIdealYaw( GetAbsAngles().y );
				pTarget->SetAngularVelocity( g_vecZero );
				pTarget->SetAbsVelocity( Vector( 0, 0, 0 ) );
				pTarget->GetEffects() |= EF_NOINTERP;
				Vector vecAngles = pTarget->GetAbsAngles();
				vecAngles.y = GetAbsAngles().y;
				pTarget->SetAbsAngles( vecAngles );
				pTarget->m_scriptState = SCRIPT_WAIT;
				m_startTime = gpGlobals->time + 1E6;
				// UNDONE: Add a flag to do this so people can fixup physics after teleporting monsters
				pTarget->GetFlags().ClearFlags( FL_ONGROUND );
				break;
			}
		default:
			ALERT( at_aiconsole, "aiscript:  invalid Move To Position value!" );
			break;
		}

		ALERT( at_aiconsole, "\"%s\" found and used\n", pTarget->GetTargetname() );

		pTarget->m_IdealMonsterState = MONSTERSTATE_SCRIPT;

		/*
		if (m_iszIdle)
		{
		StartSequence( pTarget, m_iszIdle, false );
		if (FStrEq( STRING(m_iszIdle), STRING(m_iszPlay)))
		{
		pTarget->SetFrameRate( 0 );
		}
		}
		*/
		// Already in a scripted state?
		if( pTarget->m_MonsterState == MONSTERSTATE_SCRIPT )
		{
			pNewSchedule = pTarget->GetScheduleOfType( SCHED_AISCRIPT );
			pTarget->ChangeSchedule( pNewSchedule );
		}
	}
}
Example #6
0
// make the entity enter a scripted sequence
void CCineMonster::PossessEntity( void )
{
	CBaseEntity		*pEntity = m_hTargetEnt;
	CBaseMonster	*pTarget = NULL;
	if( pEntity )
		pTarget = pEntity->MyMonsterPointer();

	if( pTarget )
	{

		// FindEntity() just checked this!
#if 0
		if( !pTarget->CanPlaySequence( FCanOverrideState() ) )
		{
			ALERT( at_aiconsole, "Can't possess entity %s\n", pTarget->GetClassname() );
			return;
		}
#endif

		pTarget->m_hGoalEnt = this;
		pTarget->m_pCine = this;
		pTarget->m_hTargetEnt = this;

		m_saved_movetype = pTarget->GetMoveType();
		m_saved_solid = pTarget->GetSolidType();
		m_saved_effects = pTarget->GetEffects();
		pTarget->GetEffects() |= GetEffects();

		switch( m_fMoveTo )
		{
		case 0:
			pTarget->m_scriptState = SCRIPT_WAIT;
			break;

		case 1:
			pTarget->m_scriptState = SCRIPT_WALK_TO_MARK;
			DelayStart( true );
			break;

		case 2:
			pTarget->m_scriptState = SCRIPT_RUN_TO_MARK;
			DelayStart( true );
			break;

		case 4:
			pTarget->SetAbsOrigin( GetAbsOrigin() );
			pTarget->SetIdealYaw( GetAbsAngles().y );
			pTarget->SetAngularVelocity( g_vecZero );
			pTarget->SetAbsVelocity( Vector( 0, 0, 0 ) );
			pTarget->GetEffects() |= EF_NOINTERP;
			Vector vecAngles = pTarget->GetAbsAngles();
			vecAngles.y = GetAbsAngles().y;
			pTarget->SetAbsAngles( vecAngles );
			pTarget->m_scriptState = SCRIPT_WAIT;
			m_startTime = gpGlobals->time + 1E6;
			// UNDONE: Add a flag to do this so people can fixup physics after teleporting monsters
			//			pTarget->GetFlags().ClearFlags( FL_ONGROUND );
			break;
		}
		//		ALERT( at_aiconsole, "\"%s\" found and used (INT: %s)\n", pTarget->GetTargetname(), GetSpawnFlags().Any( SF_SCRIPT_NOINTERRUPT ) ?"No":"Yes" );

		pTarget->m_IdealMonsterState = MONSTERSTATE_SCRIPT;
		if( m_iszIdle )
		{
			StartSequence( pTarget, m_iszIdle, false );
			if( FStrEq( STRING( m_iszIdle ), STRING( m_iszPlay ) ) )
			{
				pTarget->SetFrameRate( 0 );
			}
		}
	}
}