//========================================================= // FIdleSpeak // ask question of nearby friend, or make statement //========================================================= int CSittingScientist :: FIdleSpeak ( void ) { // try to start a conversation, or make statement int pitch; if (!FOkToSpeak()) return FALSE; // set global min delay for next conversation CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(4.8, 5.2); pitch = GetVoicePitch(); // if there is a friend nearby to speak to, play sentence, set friend's response time, return // try to talk to any standing or sitting scientists nearby CBaseEntity *pentFriend = FindNearestFriend(FALSE); if (pentFriend && RANDOM_LONG(0,1)) { CTalkMonster *pTalkMonster = GetClassPtr((CTalkMonster *)pentFriend->pev); pTalkMonster->SetAnswerQuestion( this ); IdleHeadTurn(pentFriend->pev->origin); SENTENCEG_PlayRndSz( ENT(pev), m_szGrp[TLK_PQUESTION], 1.0, ATTN_IDLE, 0, pitch ); // set global min delay for next conversation CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(4.8, 5.2); return TRUE; } // otherwise, play an idle statement if (RANDOM_LONG(0,1)) { SENTENCEG_PlayRndSz( ENT(pev), m_szGrp[TLK_PIDLE], 1.0, ATTN_IDLE, 0, pitch ); // set global min delay for next conversation CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT(4.8, 5.2); return TRUE; } // never spoke CTalkMonster::g_talkWaitTime = 0; return FALSE; }
void CTalkMonster :: RunTask( const Task_t& task ) { switch( task.iTask ) { case TASK_TLK_CLIENT_STARE: case TASK_TLK_LOOK_AT_CLIENT: { edict_t *pPlayer; // track head to the client for a while. if( m_MonsterState == MONSTERSTATE_IDLE && !IsMoving() && !IsTalking() ) { // Get edict for one player pPlayer = g_engfuncs.pfnPEntityOfEntIndex( 1 ); if( pPlayer ) { IdleHeadTurn( pPlayer->v.origin ); } } else { // started moving or talking TaskFail(); return; } if( pPlayer ) { if( task.iTask == TASK_TLK_CLIENT_STARE ) { // fail out if the player looks away or moves away. if( ( pPlayer->v.origin - GetAbsOrigin() ).Length2D() > TLK_STARE_DIST ) { // player moved away. TaskFail(); } UTIL_MakeVectors( pPlayer->v.angles ); if( UTIL_DotPoints( pPlayer->v.origin, GetAbsOrigin(), gpGlobals->v_forward ) < m_flFieldOfView ) { // player looked away TaskFail(); } } } else { TaskFail(); } if( gpGlobals->time > m_flWaitFinished ) { TaskComplete(); } break; } case TASK_FACE_PLAYER: { // Get edict for one player edict_t *pPlayer = g_engfuncs.pfnPEntityOfEntIndex( 1 ); if( pPlayer ) { MakeIdealYaw( pPlayer->v.origin ); ChangeYaw( GetYawSpeed() ); IdleHeadTurn( pPlayer->v.origin ); if( gpGlobals->time > m_flWaitFinished && FlYawDiff() < 10 ) { TaskComplete(); } } else { TaskFail(); } break; } case TASK_TLK_EYECONTACT: { if( !IsMoving() && IsTalking() && m_hTalkTarget != NULL ) { // ALERT( at_console, "waiting %f\n", m_flStopTalkTime - gpGlobals->time ); IdleHeadTurn( m_hTalkTarget->GetAbsOrigin() ); } else { TaskComplete(); } break; } case TASK_WALK_PATH_FOR_UNITS: { float distance; distance = (m_vecLastPosition - GetAbsOrigin()).Length2D(); // Walk path until far enough away if ( distance > task.flData || MovementIsComplete() ) { TaskComplete(); RouteClear(); // Stop moving } break; } case TASK_WAIT_FOR_MOVEMENT: { if( IsTalking() && m_hTalkTarget != NULL ) { // ALERT(at_console, "walking, talking\n"); IdleHeadTurn( m_hTalkTarget->GetAbsOrigin() ); } else { IdleHeadTurn( GetAbsOrigin() ); // override so that during walk, a scientist may talk and greet player FIdleHello(); if( RANDOM_LONG( 0, m_nSpeak * 20 ) == 0 ) { FIdleSpeak(); } } CBaseMonster::RunTask( task ); if( TaskIsComplete() ) IdleHeadTurn( GetAbsOrigin() ); break; } default: { if( IsTalking() && m_hTalkTarget != NULL ) { IdleHeadTurn( m_hTalkTarget->GetAbsOrigin() ); } else { SetBoneController( 0, 0 ); } CBaseMonster::RunTask( task ); break; } } }
void CHL1NPCTalker::RunTask( const Task_t *pTask ) { switch ( pTask->iTask ) { case TASK_HL1TALKER_FOLLOW_WALK_PATH_FOR_UNITS: { float distance; distance = (m_vecLastPosition - GetLocalOrigin()).Length2D(); // Walk path until far enough away if ( distance > pTask->flTaskData || GetNavigator()->GetGoalType() == GOALTYPE_NONE ) { TaskComplete(); GetNavigator()->ClearGoal(); // Stop moving } break; } case TASK_TALKER_CLIENT_STARE: case TASK_TALKER_LOOK_AT_CLIENT: { CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); // track head to the client for a while. if ( m_NPCState == NPC_STATE_IDLE && !IsMoving() && !GetExpresser()->IsSpeaking() ) { if ( pPlayer ) { IdleHeadTurn( pPlayer ); } } else { // started moving or talking TaskFail( "moved away" ); return; } if ( pTask->iTask == TASK_TALKER_CLIENT_STARE ) { // fail out if the player looks away or moves away. if ( ( pPlayer->GetAbsOrigin() - GetAbsOrigin() ).Length2D() > TALKER_STARE_DIST ) { // player moved away. TaskFail( NO_TASK_FAILURE ); } Vector vForward; AngleVectors( GetAbsAngles(), &vForward ); if ( UTIL_DotPoints( pPlayer->GetAbsOrigin(), GetAbsOrigin(), vForward ) < m_flFieldOfView ) { // player looked away TaskFail( "looked away" ); } } if ( gpGlobals->curtime > m_flWaitFinished ) { TaskComplete( NO_TASK_FAILURE ); } break; } case TASK_WAIT_FOR_MOVEMENT: { if ( GetExpresser()->IsSpeaking() && GetSpeechTarget() != NULL) { // ALERT(at_console, "walking, talking\n"); IdleHeadTurn( GetSpeechTarget(), GetExpresser()->GetTimeSpeechComplete() - gpGlobals->curtime ); } else if ( GetEnemy() ) { IdleHeadTurn( GetEnemy() ); } BaseClass::RunTask( pTask ); break; } case TASK_FACE_PLAYER: { CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); if ( pPlayer ) { //GetMotor()->SetIdealYaw( pPlayer->GetAbsOrigin() ); IdleHeadTurn( pPlayer ); if ( gpGlobals->curtime > m_flWaitFinished && GetMotor()->DeltaIdealYaw() < 10 ) { TaskComplete(); } } else { TaskFail( FAIL_NO_PLAYER ); } break; } case TASK_TALKER_EYECONTACT: { if (!IsMoving() && GetExpresser()->IsSpeaking() && GetSpeechTarget() != NULL) { // ALERT( at_console, "waiting %f\n", m_flStopTalkTime - gpGlobals->time ); IdleHeadTurn( GetSpeechTarget(), GetExpresser()->GetTimeSpeechComplete() - gpGlobals->curtime ); } BaseClass::RunTask( pTask ); break; } default: { if ( GetExpresser()->IsSpeaking() && GetSpeechTarget() != NULL) { IdleHeadTurn( GetSpeechTarget(), GetExpresser()->GetTimeSpeechComplete() - gpGlobals->curtime ); } else if ( GetEnemy() && m_NPCState == NPC_STATE_COMBAT ) { IdleHeadTurn( GetEnemy() ); } else if ( GetFollowTarget() ) { IdleHeadTurn( GetFollowTarget() ); } BaseClass::RunTask( pTask ); break; } } }