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mirror of https://github.com/alliedmodders/hl2sdk.git synced 2024-12-23 01:59:43 +08:00
hl2sdk/dlls/ai_playerally.cpp
2008-09-15 01:33:59 -05:00

1757 lines
59 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "sceneentity.h"
#include "ai_playerally.h"
#include "saverestore_utlmap.h"
#include "eventqueue.h"
#include "ai_behavior_lead.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
ConVar sk_ally_regen_time( "sk_ally_regen_time", "0.3003", FCVAR_NONE, "Time taken for an ally to regenerate a point of health." );
ConVar sv_npc_talker_maxdist( "sv_npc_talker_maxdist", "1024", 0, "NPCs over this distance from the player won't attempt to speak." );
ConVar ai_no_talk_delay( "ai_no_talk_delay", "0" );
ConVar rr_debug_qa( "rr_debug_qa", "0", FCVAR_NONE, "Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs.");
//-----------------------------------------------------------------------------
ConceptCategoryInfo_t g_ConceptCategoryInfos[] =
{
{ 10, 20, 0, 0 },
{ 0, 0, 0, 0 },
{ 0, 0, 0, 0 },
};
ConceptInfo_t g_ConceptInfos[] =
{
{ TLK_ANSWER, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT | AICF_ANSWER, },
{ TLK_ANSWER_HELLO, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT | AICF_ANSWER, },
{ TLK_QUESTION, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT | AICF_QUESTION, },
{ TLK_IDLE, SPEECH_IDLE, -1, -1, -1, -1, -1, -1, AICF_DEFAULT | AICF_TARGET_PLAYER, },
{ TLK_STARE, SPEECH_IDLE, -1, -1, -1, -1, 180, 0, AICF_DEFAULT | AICF_TARGET_PLAYER, },
{ TLK_LOOK, SPEECH_PRIORITY, -1, -1, -1, -1, -1, -1, AICF_DEFAULT | AICF_TARGET_PLAYER, },
{ TLK_HELLO, SPEECH_IDLE, 5, 10, -1, -1, -1, -1, AICF_DEFAULT | AICF_SPEAK_ONCE | AICF_PROPAGATE_SPOKEN | AICF_TARGET_PLAYER, },
{ TLK_PHELLO, SPEECH_IDLE, -1, -1, -1, -1, -1, -1, AICF_DEFAULT | AICF_SPEAK_ONCE | AICF_PROPAGATE_SPOKEN | AICF_TARGET_PLAYER, },
{ TLK_HELLO_NPC, SPEECH_IDLE, 5, 10, -1, -1, -1, -1, AICF_DEFAULT | AICF_QUESTION | AICF_SPEAK_ONCE, },
{ TLK_PIDLE, SPEECH_IDLE, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_PQUESTION, SPEECH_IDLE, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_SMELL, SPEECH_IDLE, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_USE, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_STARTFOLLOW, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_STOPFOLLOW, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_JOINPLAYER, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_STOP, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_NOSHOOT, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_PLHURT1, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_PLHURT2, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_PLHURT3, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_PLHURT, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_PLPUSH, SPEECH_IMPORTANT, -1, -1, -1, -1, 15, 30, AICF_DEFAULT, },
{ TLK_PLRELOAD, SPEECH_IMPORTANT, -1, -1, -1, -1, 60, 0, AICF_DEFAULT, },
{ TLK_SHOT, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_WOUND, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_MORTAL, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT | AICF_SPEAK_ONCE, },
{ TLK_SEE_COMBINE, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_ENEMY_DEAD, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_ALYX_ENEMY_DEAD,SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_SELECTED, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_COMMANDED, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_COMMAND_FAILED, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_DENY_COMMAND, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_BETRAYED, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_ALLY_KILLED, SPEECH_IMPORTANT, -1, -1, -1, -1, 15, 30, AICF_DEFAULT, },
{ TLK_ATTACKING, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_HEAL, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_GIVEAMMO, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_HELP_ME, SPEECH_IMPORTANT, -1, -1, -1, -1, 7, 10, AICF_DEFAULT, },
{ TLK_PLYR_PHYSATK, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_NEWWEAPON, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_STARTCOMBAT, SPEECH_IMPORTANT, -1, -1, -1, -1, 30, 0, AICF_DEFAULT, },
{ TLK_WATCHOUT, SPEECH_IMPORTANT, -1, -1, -1, -1, 30, 45, AICF_DEFAULT, },
{ TLK_MOBBED, SPEECH_IMPORTANT, -1, -1, -1, -1, 10, 12, AICF_DEFAULT, },
{ TLK_MANY_ENEMIES, SPEECH_IMPORTANT, -1, -1, -1, -1, 45, 60, AICF_DEFAULT, },
{ TLK_DANGER, SPEECH_PRIORITY, -1, -1, -1, -1, 5, 7, AICF_DEFAULT, },
{ TLK_PLDEAD, SPEECH_PRIORITY, -1, -1, -1, -1, 100, 0, AICF_DEFAULT, },
{ TLK_HIDEANDRELOAD, SPEECH_PRIORITY, -1, -1, -1, -1, 45, 60, AICF_DEFAULT, },
{ TLK_FLASHLIGHT_ILLUM, SPEECH_PRIORITY,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_FLASHLIGHT_ON, SPEECH_PRIORITY, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_FLASHLIGHT_OFF, SPEECH_PRIORITY, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_FOUNDPLAYER, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_TARGET_PLAYER, },
{ TLK_PLAYER_KILLED_NPC, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_ENEMY_BURNING, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_SPOTTED_ZOMBIE_WAKEUP, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_SPOTTED_HEADCRAB_LEAVING_ZOMBIE,SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_DANGER_ZOMBINE_GRENADE, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_BALLSOCKETED, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
// Darkness mode
{ TLK_DARKNESS_LOSTPLAYER, SPEECH_IMPORTANT,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_DARKNESS_FOUNDPLAYER, SPEECH_IMPORTANT,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_DARKNESS_UNKNOWN_WOUND, SPEECH_IMPORTANT,-1,-1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_DARKNESS_HEARDSOUND, SPEECH_IMPORTANT,-1, -1, -1, -1, 20, 30, AICF_DEFAULT, },
{ TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT, SPEECH_IMPORTANT,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT_EXPIRED, SPEECH_IMPORTANT,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_DARKNESS_FOUNDENEMY_BY_FLASHLIGHT, SPEECH_IMPORTANT,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_DARKNESS_FLASHLIGHT_EXPIRED, SPEECH_IMPORTANT, -1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_SPOTTED_INCOMING_HEADCRAB, SPEECH_IMPORTANT,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
// Lead behaviour
{ TLK_LEAD_START, SPEECH_IMPORTANT,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_LEAD_ARRIVAL, SPEECH_IMPORTANT,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_LEAD_SUCCESS, SPEECH_IMPORTANT,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_LEAD_FAILURE, SPEECH_IMPORTANT,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_LEAD_COMINGBACK,SPEECH_IMPORTANT,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_LEAD_CATCHUP, SPEECH_IMPORTANT,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_LEAD_RETRIEVE, SPEECH_IMPORTANT,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_LEAD_ATTRACTPLAYER, SPEECH_IMPORTANT,-1,-1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_LEAD_WAITOVER, SPEECH_IMPORTANT,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_LEAD_MISSINGWEAPON, SPEECH_IMPORTANT,-1,-1, -1, -1, -1, -1, AICF_DEFAULT, },
{ TLK_LEAD_IDLE, SPEECH_IMPORTANT,-1, -1, -1, -1, -1, -1, AICF_DEFAULT, },
};
//-----------------------------------------------------------------------------
bool ConceptStringLessFunc( const string_t &lhs, const string_t &rhs )
{
return CaselessStringLessThan( STRING(lhs), STRING(rhs) );
}
//-----------------------------------------------------------------------------
static CUtlMap<AIConcept_t, ConceptInfo_t *> g_ConceptInfoMap;
static void InitConcepts( void )
{
g_ConceptInfoMap.SetLessFunc( CaselessStringLessThan );
for ( size_t i = 0; i < ARRAYSIZE(g_ConceptInfos); i++ )
{
g_ConceptInfoMap.Insert( g_ConceptInfos[i].concept, &g_ConceptInfos[i] );
}
}
CAI_AllySpeechManager::CAI_AllySpeechManager()
{
m_ConceptTimers.SetLessFunc( ConceptStringLessFunc );
Assert( !gm_pSpeechManager );
gm_pSpeechManager = this;
}
CAI_AllySpeechManager::~CAI_AllySpeechManager()
{
gm_pSpeechManager = NULL;
}
void CAI_AllySpeechManager::Spawn()
{
if ( g_ConceptInfoMap.Count() == 0 )
{
InitConcepts();
}
for ( size_t i = 0; i < ARRAYSIZE(g_ConceptInfos); i++ )
m_ConceptTimers.Insert( AllocPooledString( g_ConceptInfos[i].concept ), CSimpleSimTimer() );
}
void CAI_AllySpeechManager::AddCustomConcept( const ConceptInfo_t &conceptInfo )
{
if ( g_ConceptInfoMap.Count() == 0 )
{
InitConcepts();
}
Assert( g_ConceptInfoMap.Count() != 0 );
Assert( m_ConceptTimers.Count() != 0 );
if ( g_ConceptInfoMap.Find( conceptInfo.concept ) == g_ConceptInfoMap.InvalidIndex() )
{
g_ConceptInfoMap.Insert( conceptInfo.concept, new ConceptInfo_t( conceptInfo ) );
}
if ( m_ConceptTimers.Find( AllocPooledString(conceptInfo.concept) ) == m_ConceptTimers.InvalidIndex() )
{
m_ConceptTimers.Insert( AllocPooledString( conceptInfo.concept ), CSimpleSimTimer() );
}
}
ConceptCategoryInfo_t *CAI_AllySpeechManager::GetConceptCategoryInfo( ConceptCategory_t category )
{
return &g_ConceptCategoryInfos[category];
}
ConceptInfo_t *CAI_AllySpeechManager::GetConceptInfo( AIConcept_t concept )
{
int iResult = g_ConceptInfoMap.Find( concept );
return ( iResult != g_ConceptInfoMap.InvalidIndex() ) ? g_ConceptInfoMap[iResult] : NULL;
}
void CAI_AllySpeechManager::OnSpokeConcept( CAI_PlayerAlly *pPlayerAlly, AIConcept_t concept, AI_Response *response )
{
ConceptInfo_t * pConceptInfo = GetConceptInfo( concept );
ConceptCategory_t category = ( pConceptInfo ) ? pConceptInfo->category : SPEECH_IDLE;
ConceptCategoryInfo_t * pCategoryInfo = GetConceptCategoryInfo( category );
if ( pConceptInfo )
{
if ( pConceptInfo->flags & AICF_PROPAGATE_SPOKEN )
{
CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
CAI_PlayerAlly *pTalker;
for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ )
{
pTalker = dynamic_cast<CAI_PlayerAlly *>(ppAIs[i]);
if ( pTalker && pTalker != pPlayerAlly &&
(pTalker->GetAbsOrigin() - pPlayerAlly->GetAbsOrigin()).LengthSqr() < Square(TALKRANGE_MIN * 2) &&
pPlayerAlly->FVisible( pTalker ) )
{
// Tell this guy he's already said the concept to the player, too.
pTalker->GetExpresser()->SetSpokeConcept( concept, NULL, false );
}
}
}
}
if ( !ai_no_talk_delay.GetBool() )
{
if ( pConceptInfo && pConceptInfo->minGlobalCategoryDelay != -1 )
{
Assert( pConceptInfo->maxGlobalCategoryDelay != -1 );
SetCategoryDelay( pConceptInfo->category, pConceptInfo->minGlobalCategoryDelay, pConceptInfo->maxGlobalCategoryDelay );
}
else if ( pCategoryInfo->maxGlobalDelay > 0 )
{
SetCategoryDelay( category, pCategoryInfo->minGlobalDelay, pCategoryInfo->maxGlobalDelay );
}
if ( pConceptInfo && pConceptInfo->minPersonalCategoryDelay != -1 )
{
Assert( pConceptInfo->maxPersonalCategoryDelay != -1 );
pPlayerAlly->SetCategoryDelay( pConceptInfo->category, pConceptInfo->minPersonalCategoryDelay, pConceptInfo->maxPersonalCategoryDelay );
}
else if ( pCategoryInfo->maxPersonalDelay > 0 )
{
pPlayerAlly->SetCategoryDelay( category, pCategoryInfo->minPersonalDelay, pCategoryInfo->maxPersonalDelay );
}
if ( pConceptInfo && pConceptInfo->minConceptDelay != -1 )
{
Assert( pConceptInfo->maxConceptDelay != -1 );
char iConceptTimer = m_ConceptTimers.Find( MAKE_STRING(concept) );
if ( iConceptTimer != m_ConceptTimers.InvalidIndex() )
m_ConceptTimers[iConceptTimer].Set( pConceptInfo->minConceptDelay, pConceptInfo->minConceptDelay );
}
}
}
void CAI_AllySpeechManager::SetCategoryDelay( ConceptCategory_t category, float minDelay, float maxDelay )
{
if ( category != SPEECH_PRIORITY )
m_ConceptCategoryTimers[category].Set( minDelay, maxDelay );
}
bool CAI_AllySpeechManager::CategoryDelayExpired( ConceptCategory_t category )
{
if ( category == SPEECH_PRIORITY )
return true;
return m_ConceptCategoryTimers[category].Expired();
}
bool CAI_AllySpeechManager::ConceptDelayExpired( AIConcept_t concept )
{
char iConceptTimer = m_ConceptTimers.Find( MAKE_STRING(concept) );
if ( iConceptTimer != m_ConceptTimers.InvalidIndex() )
return m_ConceptTimers[iConceptTimer].Expired();
return true;
}
//-----------------------------------------------------------------------------
LINK_ENTITY_TO_CLASS( ai_ally_speech_manager, CAI_AllySpeechManager );
BEGIN_DATADESC( CAI_AllySpeechManager )
DEFINE_EMBEDDED_AUTO_ARRAY(m_ConceptCategoryTimers),
DEFINE_UTLMAP( m_ConceptTimers, FIELD_STRING, FIELD_EMBEDDED ),
END_DATADESC()
//-----------------------------------------------------------------------------
CAI_AllySpeechManager *CAI_AllySpeechManager::gm_pSpeechManager;
//-----------------------------------------------------------------------------
CAI_AllySpeechManager *GetAllySpeechManager()
{
if ( !CAI_AllySpeechManager::gm_pSpeechManager )
{
CreateEntityByName( "ai_ally_speech_manager" );
Assert( CAI_AllySpeechManager::gm_pSpeechManager );
if ( CAI_AllySpeechManager::gm_pSpeechManager )
DispatchSpawn( CAI_AllySpeechManager::gm_pSpeechManager );
}
return CAI_AllySpeechManager::gm_pSpeechManager;
}
//-----------------------------------------------------------------------------
//
// CLASS: CAI_PlayerAlly
//
//-----------------------------------------------------------------------------
BEGIN_DATADESC( CAI_PlayerAlly )
DEFINE_EMBEDDED( m_PendingResponse ),
DEFINE_STDSTRING( m_PendingConcept ),
DEFINE_FIELD( m_TimePendingSet, FIELD_TIME ),
DEFINE_FIELD( m_hTalkTarget, FIELD_EHANDLE ),
DEFINE_FIELD( m_flNextRegenTime, FIELD_TIME ),
DEFINE_FIELD( m_flTimePlayerStartStare, FIELD_TIME ),
DEFINE_FIELD( m_hPotentialSpeechTarget, FIELD_EHANDLE ),
DEFINE_FIELD( m_flNextIdleSpeechTime, FIELD_TIME ),
DEFINE_FIELD( m_iQARandomNumber, FIELD_INTEGER ),
DEFINE_FIELD( m_hSpeechFilter, FIELD_EHANDLE ),
DEFINE_EMBEDDED_AUTO_ARRAY(m_ConceptCategoryTimers),
DEFINE_KEYFIELD( m_bGameEndAlly, FIELD_BOOLEAN, "GameEndAlly" ),
DEFINE_FIELD( m_flHealthAccumulator, FIELD_FLOAT ),
DEFINE_FIELD( m_flTimeLastRegen, FIELD_TIME ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "IdleRespond", InputIdleRespond ),
DEFINE_INPUTFUNC( FIELD_STRING, "SpeakResponseConcept", InputSpeakResponseConcept ),
DEFINE_INPUTFUNC( FIELD_VOID, "MakeGameEndAlly", InputMakeGameEndAlly ),
DEFINE_INPUTFUNC( FIELD_VOID, "MakeRegularAlly", InputMakeRegularAlly ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "AnswerQuestion", InputAnswerQuestion ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "AnswerQuestionHello", InputAnswerQuestionHello ),
END_DATADESC()
CBaseEntity *CreatePlayerLoadSave( Vector vOrigin, float flDuration, float flHoldTime, float flLoadTime );
ConVar npc_ally_deathmessage( "npc_ally_deathmessage", "1", FCVAR_CHEAT );
void CAI_PlayerAlly::InputMakeGameEndAlly( inputdata_t &inputdata )
{
m_bGameEndAlly = true;
}
void CAI_PlayerAlly::InputMakeRegularAlly( inputdata_t &inputdata )
{
m_bGameEndAlly = false;
}
void CAI_PlayerAlly::DisplayDeathMessage( void )
{
if ( m_bGameEndAlly == false )
return;
if ( npc_ally_deathmessage.GetBool() == 0 )
return;
CBaseEntity *pPlayer = AI_GetSinglePlayer();
if ( pPlayer )
{
UTIL_ShowMessage( GetDeathMessageText(), ToBasePlayer( pPlayer ) );
ToBasePlayer(pPlayer)->NotifySinglePlayerGameEnding();
}
CBaseEntity *pReload = CreatePlayerLoadSave( GetAbsOrigin(), 1.5f, 8.0f, 4.5f );
if ( pReload )
{
pReload->SetRenderColor( 0, 0, 0, 255 );
g_EventQueue.AddEvent( pReload, "Reload", 1.5f, pReload, pReload );
}
}
//-----------------------------------------------------------------------------
// NPCs derived from CAI_PlayerAlly should call this in precache()
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::TalkInit( void )
{
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::GatherConditions( void )
{
BaseClass::GatherConditions();
if ( !HasCondition( COND_SEE_PLAYER ) )
{
SetCondition( COND_TALKER_CLIENTUNSEEN );
}
CBasePlayer *pLocalPlayer = AI_GetSinglePlayer();
if ( !pLocalPlayer )
{
if ( AI_IsSinglePlayer() )
SetCondition( COND_TALKER_PLAYER_DEAD );
return;
}
if ( !pLocalPlayer->IsAlive() )
{
SetCondition( COND_TALKER_PLAYER_DEAD );
}
if ( HasCondition( COND_SEE_PLAYER ) )
{
bool bPlayerIsLooking = false;
if ( ( pLocalPlayer->GetAbsOrigin() - GetAbsOrigin() ).Length2DSqr() < Square(TALKER_STARE_DIST) )
{
if ( pLocalPlayer->FInViewCone( EyePosition() ) )
{
if ( pLocalPlayer->GetSmoothedVelocity().LengthSqr() < Square( 100 ) )
bPlayerIsLooking = true;
}
}
if ( bPlayerIsLooking )
{
SetCondition( COND_TALKER_PLAYER_STARING );
if ( m_flTimePlayerStartStare == 0 )
m_flTimePlayerStartStare = gpGlobals->curtime;
}
else
{
m_flTimePlayerStartStare = 0;
ClearCondition( COND_TALKER_PLAYER_STARING );
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::GatherEnemyConditions( CBaseEntity *pEnemy )
{
BaseClass::GatherEnemyConditions( pEnemy );
if ( GetLastEnemyTime() == 0 || gpGlobals->curtime - GetLastEnemyTime() > 30 )
{
#ifdef HL2_DLL
if ( HasCondition( COND_SEE_ENEMY ) && ( pEnemy->Classify() != CLASS_BULLSEYE ) )
{
if( Classify() == CLASS_PLAYER_ALLY_VITAL && hl2_episodic.GetBool() )
{
CBasePlayer *pPlayer = AI_GetSinglePlayer();
if( pPlayer )
{
// If I can see the player, and the player would see this enemy if he turned around...
if( !pPlayer->FInViewCone(pEnemy) && FVisible( pPlayer ) && pPlayer->FVisible(pEnemy) )
{
Vector2D vecPlayerView = pPlayer->EyeDirection2D().AsVector2D();
Vector2D vecToEnemy = ( pEnemy->GetAbsOrigin() - pPlayer->GetAbsOrigin() ).AsVector2D();
Vector2DNormalize( vecToEnemy );
if( DotProduct2D(vecPlayerView, vecToEnemy) <= -0.75 )
{
SpeakIfAllowed( TLK_WATCHOUT, "dangerloc:behind" );
return;
}
}
}
}
SpeakIfAllowed( TLK_STARTCOMBAT );
}
#else
if ( HasCondition( COND_SEE_ENEMY ) )
{
SpeakIfAllowed( TLK_STARTCOMBAT );
}
#endif //HL2_DLL
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::OnStateChange( NPC_STATE OldState, NPC_STATE NewState )
{
BaseClass::OnStateChange( OldState, NewState );
if ( OldState == NPC_STATE_COMBAT )
{
DeferAllIdleSpeech();
}
if ( GetState() == NPC_STATE_IDLE || GetState() == NPC_STATE_ALERT )
{
m_flNextIdleSpeechTime = gpGlobals->curtime + RandomFloat(5,10);
}
else
{
m_flNextIdleSpeechTime = 0;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::PrescheduleThink( void )
{
BaseClass::PrescheduleThink();
#ifdef HL2_DLL
// Vital allies regenerate
if( GetHealth() >= GetMaxHealth() )
{
// Avoid huge deltas on first regeneration of health after long period of time at full health.
m_flTimeLastRegen = gpGlobals->curtime;
}
else if ( ShouldRegenerateHealth() )
{
float flDelta = gpGlobals->curtime - m_flTimeLastRegen;
float flHealthPerSecond = 1.0f / sk_ally_regen_time.GetFloat();
float flHealthRegen = flHealthPerSecond * flDelta;
if ( g_pGameRules->IsSkillLevel(SKILL_HARD) )
flHealthRegen *= 0.5f;
else if ( g_pGameRules->IsSkillLevel(SKILL_EASY) )
flHealthRegen *= 1.5f;
m_flTimeLastRegen = gpGlobals->curtime;
TakeHealth( flHealthRegen, DMG_GENERIC );
}
#ifdef HL2_EPISODIC
if ( (GetState() == NPC_STATE_IDLE || GetState() == NPC_STATE_ALERT)
&& !HasCondition(COND_RECEIVED_ORDERS) && !IsInAScript() )
{
if ( m_flNextIdleSpeechTime && m_flNextIdleSpeechTime < gpGlobals->curtime )
{
AISpeechSelection_t selection;
if ( SelectNonCombatSpeech( &selection ) )
{
SetSpeechTarget( selection.hSpeechTarget );
SpeakDispatchResponse( selection.concept.c_str(), selection.pResponse );
m_flNextIdleSpeechTime = gpGlobals->curtime + RandomFloat( 20,30 );
}
else
{
m_flNextIdleSpeechTime = gpGlobals->curtime + RandomFloat( 10,20 );
}
}
}
#endif // HL2_EPISODIC
#endif // HL2_DLL
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CAI_PlayerAlly::SelectSchedule( void )
{
if ( !HasCondition(COND_RECEIVED_ORDERS) )
{
// sustained light wounds?
if ( m_iHealth <= m_iMaxHealth * 0.75 && IsAllowedToSpeak( TLK_WOUND ) && !GetExpresser()->SpokeConcept(TLK_WOUND) )
{
CTakeDamageInfo info;
PainSound( info );
}
// sustained heavy wounds?
else if ( m_iHealth <= m_iMaxHealth * 0.5 && IsAllowedToSpeak( TLK_MORTAL) )
{
Speak( TLK_MORTAL );
}
}
return BaseClass::SelectSchedule();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::SelectSpeechResponse( AIConcept_t concept, const char *pszModifiers, CBaseEntity *pTarget, AISpeechSelection_t *pSelection )
{
if ( IsAllowedToSpeak( concept ) )
{
AI_Response *pResponse = SpeakFindResponse( concept, pszModifiers );
if ( pResponse )
{
pSelection->Set( concept, pResponse, pTarget );
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::SetPendingSpeech( AIConcept_t concept, AI_Response *pResponse )
{
m_PendingResponse = *pResponse;
pResponse->Release();
m_PendingConcept = concept;
m_TimePendingSet = gpGlobals->curtime;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::ClearPendingSpeech()
{
m_PendingConcept.erase();
m_TimePendingSet = 0;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::SelectIdleSpeech( AISpeechSelection_t *pSelection )
{
if ( !IsOkToSpeak( SPEECH_IDLE ) )
return false;
CBasePlayer *pTarget = assert_cast<CBasePlayer *>(FindSpeechTarget( AIST_PLAYERS | AIST_FACING_TARGET ));
if ( pTarget )
{
if ( SelectSpeechResponse( TLK_HELLO, NULL, pTarget, pSelection ) )
return true;
if ( GetTimePlayerStaring() > 6 && !IsMoving() )
{
if ( SelectSpeechResponse( TLK_STARE, NULL, pTarget, pSelection ) )
return true;
}
int chance = ( IsMoving() ) ? 20 : 2;
if ( ShouldSpeakRandom( TLK_IDLE, chance ) && SelectSpeechResponse( TLK_IDLE, NULL, pTarget, pSelection ) )
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::SelectAlertSpeech( AISpeechSelection_t *pSelection )
{
#ifdef HL2_EPISODIC
CBasePlayer *pTarget = assert_cast<CBasePlayer *>(FindSpeechTarget( AIST_PLAYERS | AIST_FACING_TARGET ));
if ( pTarget )
{
if ( pTarget->IsAlive() )
{
float flHealthPerc = ((float)pTarget->m_iHealth / (float)pTarget->m_iMaxHealth);
if ( flHealthPerc < 1.0 )
{
if ( SelectSpeechResponse( TLK_PLHURT, NULL, pTarget, pSelection ) )
return true;
}
}
}
#endif
return SelectIdleSpeech( pSelection );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::SelectInterjection()
{
if ( HasPendingSpeech() )
return false;
if ( HasCondition(COND_RECEIVED_ORDERS) )
return false;
if ( GetState() == NPC_STATE_IDLE || GetState() == NPC_STATE_ALERT )
{
AISpeechSelection_t selection;
if ( SelectIdleSpeech( &selection ) )
{
SetSpeechTarget( selection.hSpeechTarget );
SpeakDispatchResponse( selection.concept.c_str(), selection.pResponse );
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::SelectPlayerUseSpeech()
{
if( IsOkToSpeakInResponseToPlayer() )
{
if ( Speak( TLK_USE ) )
DeferAllIdleSpeech();
else
return Speak( ( !GetExpresser()->SpokeConcept( TLK_HELLO ) ) ? TLK_HELLO : TLK_IDLE );
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::SelectQuestionAndAnswerSpeech( AISpeechSelection_t *pSelection )
{
if ( !IsOkToSpeak( SPEECH_IDLE ) )
return false;
if ( IsMoving() )
return false;
// if there is a friend nearby to speak to, play sentence, set friend's response time, return
CAI_PlayerAlly *pFriend = dynamic_cast<CAI_PlayerAlly *>(FindSpeechTarget( AIST_NPCS ));
if ( pFriend && !pFriend->IsMoving() && !pFriend->HasSpawnFlags(SF_NPC_GAG) )
return SelectQuestionFriend( pFriend, pSelection );
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::PostSpeakDispatchResponse( AIConcept_t concept, AI_Response *response )
{
#ifdef HL2_EPISODIC
CAI_AllySpeechManager *pSpeechManager = GetAllySpeechManager();
ConceptInfo_t *pConceptInfo = pSpeechManager->GetConceptInfo( concept );
if ( pConceptInfo && (pConceptInfo->flags & AICF_QUESTION) && GetSpeechTarget() )
{
bool bSaidHelloToNPC = !Q_strcmp(concept, "TLK_HELLO_NPC");
float duration = GetExpresser()->GetSemaphoreAvailableTime(this) - gpGlobals->curtime;
if ( rr_debug_qa.GetBool() )
{
if ( bSaidHelloToNPC )
{
Warning("Q&A: '%s' said Hello to '%s' (concept %s)\n", GetDebugName(), GetSpeechTarget()->GetDebugName(), concept );
}
else
{
Warning("Q&A: '%s' questioned '%s' (concept %s)\n", GetDebugName(), GetSpeechTarget()->GetDebugName(), concept );
}
NDebugOverlay::HorzArrow( GetAbsOrigin(), GetSpeechTarget()->GetAbsOrigin(), 8, 0, 255, 0, 64, true, duration );
}
// If we spoke a Question, tell our friend to answer
const char *pszInput;
if ( bSaidHelloToNPC )
{
pszInput = "AnswerQuestionHello";
}
else
{
pszInput = "AnswerQuestion";
}
// Set the input parameter to the random number we used to find the Question
variant_t value;
value.SetInt( m_iQARandomNumber );
g_EventQueue.AddEvent( GetSpeechTarget(), pszInput, value, duration + .2, this, this );
if ( GetSpeechTarget()->MyNPCPointer() )
{
AddLookTarget( GetSpeechTarget()->MyNPCPointer(), 1.0, duration + random->RandomFloat( 0.4, 1.2 ), 0.5 );
GetSpeechTarget()->MyNPCPointer()->AddLookTarget( this, 1.0, duration + random->RandomFloat( 0.4, 1 ), 0.7 );
}
// Don't let anyone else butt in.
DeferAllIdleSpeech( random->RandomFloat( TALKER_DEFER_IDLE_SPEAK_MIN, TALKER_DEFER_IDLE_SPEAK_MAX ), GetSpeechTarget()->MyNPCPointer() );
}
else if ( pConceptInfo && (pConceptInfo->flags & AICF_ANSWER) && GetSpeechTarget() )
{
float duration = GetExpresser()->GetSemaphoreAvailableTime(this) - gpGlobals->curtime;
if ( rr_debug_qa.GetBool() )
{
NDebugOverlay::HorzArrow( GetAbsOrigin(), GetSpeechTarget()->GetAbsOrigin(), 8, 0, 255, 0, 64, true, duration );
}
if ( GetSpeechTarget()->MyNPCPointer() )
{
AddLookTarget( GetSpeechTarget()->MyNPCPointer(), 1.0, duration + random->RandomFloat( 0, 0.3 ), 0.5 );
GetSpeechTarget()->MyNPCPointer()->AddLookTarget( this, 1.0, duration + random->RandomFloat( 0.2, 0.5 ), 0.7 );
}
}
m_hPotentialSpeechTarget = NULL;
#endif // HL2_EPISODIC
}
//-----------------------------------------------------------------------------
// Purpose: Find a concept to question a nearby friend
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::SelectQuestionFriend( CBaseEntity *pFriend, AISpeechSelection_t *pSelection )
{
if ( !ShouldSpeakRandom( TLK_QUESTION, 3 ) )
return false;
// Tell the response rules who we're trying to question
m_hPotentialSpeechTarget = pFriend;
m_iQARandomNumber = RandomInt(0,100);
// If we haven't said hello, say hello first.
// Only ever say hello to NPCs other than my type.
if ( !GetExpresser()->SpokeConcept( TLK_HELLO_NPC ) && !FClassnameIs( this, pFriend->GetClassname()) )
{
if ( SelectSpeechResponse( TLK_HELLO_NPC, NULL, pFriend, pSelection ) )
return true;
GetExpresser()->SetSpokeConcept( TLK_HELLO_NPC, NULL );
}
return SelectSpeechResponse( TLK_QUESTION, NULL, pFriend, pSelection );
}
//-----------------------------------------------------------------------------
// Purpose: Find a concept to answer our friend's question
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::SelectAnswerFriend( CBaseEntity *pFriend, AISpeechSelection_t *pSelection, bool bRespondingToHello )
{
// Tell the response rules who we're trying to answer
m_hPotentialSpeechTarget = pFriend;
if ( bRespondingToHello )
{
if ( SelectSpeechResponse( TLK_ANSWER_HELLO, NULL, pFriend, pSelection ) )
return true;
}
return SelectSpeechResponse( TLK_ANSWER, NULL, pFriend, pSelection );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::InputAnswerQuestion( inputdata_t &inputdata )
{
AnswerQuestion( dynamic_cast<CAI_PlayerAlly *>(inputdata.pActivator), inputdata.value.Int(), false );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::InputAnswerQuestionHello( inputdata_t &inputdata )
{
AnswerQuestion( dynamic_cast<CAI_PlayerAlly *>(inputdata.pActivator), inputdata.value.Int(), true );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::AnswerQuestion( CAI_PlayerAlly *pQuestioner, int iQARandomNum, bool bAnsweringHello )
{
// Original questioner may have died
if ( !pQuestioner )
return;
AISpeechSelection_t selection;
// Use the random number that the questioner used to determine his Question (so we can match answers via response rules)
m_iQARandomNumber = iQARandomNum;
// The activator is the person we're responding to
if ( SelectAnswerFriend( pQuestioner, &selection, bAnsweringHello ) )
{
if ( rr_debug_qa.GetBool() )
{
if ( bAnsweringHello )
{
Warning("Q&A: '%s' answered the Hello from '%s'\n", GetDebugName(), pQuestioner->GetDebugName() );
}
else
{
Warning("Q&A: '%s' answered the Question from '%s'\n", GetDebugName(), pQuestioner->GetDebugName() );
}
}
Assert( selection.pResponse );
SetSpeechTarget( selection.hSpeechTarget );
SpeakDispatchResponse( selection.concept.c_str(), selection.pResponse );
// Prevent idle speech for a while
DeferAllIdleSpeech( random->RandomFloat( TALKER_DEFER_IDLE_SPEAK_MIN, TALKER_DEFER_IDLE_SPEAK_MAX ), GetSpeechTarget()->MyNPCPointer() );
}
else if ( rr_debug_qa.GetBool() )
{
Warning("Q&A: '%s' couldn't answer '%s'\n", GetDebugName(), pQuestioner->GetDebugName() );
}
}
//-----------------------------------------------------------------------------
// Output : int
//-----------------------------------------------------------------------------
int CAI_PlayerAlly::SelectNonCombatSpeech( AISpeechSelection_t *pSelection )
{
bool bResult = false;
#ifdef HL2_EPISODIC
// See if we can Q&A first
if ( GetState() == NPC_STATE_IDLE || GetState() == NPC_STATE_ALERT )
{
bResult = SelectQuestionAndAnswerSpeech( pSelection );
}
#endif // HL2_EPISODIC
if ( !bResult )
{
if ( GetState() == NPC_STATE_ALERT )
{
bResult = SelectAlertSpeech( pSelection );
}
else
{
bResult = SelectIdleSpeech( pSelection );
}
}
return bResult;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CAI_PlayerAlly::SelectNonCombatSpeechSchedule()
{
if ( !HasPendingSpeech() )
{
AISpeechSelection_t selection;
if ( SelectNonCombatSpeech( &selection ) )
{
Assert( selection.pResponse );
SetSpeechTarget( selection.hSpeechTarget );
SetPendingSpeech( selection.concept.c_str(), selection.pResponse );
}
}
if ( HasPendingSpeech() )
{
if ( m_TimePendingSet == gpGlobals->curtime || IsAllowedToSpeak( m_PendingConcept.c_str() ) )
return SCHED_TALKER_SPEAK_PENDING_IDLE;
}
return SCHED_NONE;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CAI_PlayerAlly::TranslateSchedule( int schedule )
{
if ( ( GetState() == NPC_STATE_IDLE || GetState() == NPC_STATE_ALERT ) &&
ConditionInterruptsSchedule( schedule, COND_IDLE_INTERRUPT ) &&
!HasCondition(COND_RECEIVED_ORDERS) )
{
int speechSchedule = SelectNonCombatSpeechSchedule();
if ( speechSchedule != SCHED_NONE )
return speechSchedule;
}
switch( schedule )
{
case SCHED_CHASE_ENEMY_FAILED:
{
int baseType = BaseClass::TranslateSchedule(schedule);
if ( baseType != SCHED_CHASE_ENEMY_FAILED )
return baseType;
return SCHED_TAKE_COVER_FROM_ENEMY;
}
break;
}
return BaseClass::TranslateSchedule( schedule );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::OnStartSchedule( int schedule )
{
if ( schedule == SCHED_HIDE_AND_RELOAD )
SpeakIfAllowed( TLK_HIDEANDRELOAD );
BaseClass::OnStartSchedule( schedule );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::StartTask( const Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_MOVE_AWAY_PATH:
{
if ( HasCondition( COND_PLAYER_PUSHING ) && AI_IsSinglePlayer() )
{
// @TODO (toml 10-22-04): cope with multiplayer push
GetMotor()->SetIdealYawToTarget( UTIL_GetLocalPlayer()->WorldSpaceCenter() );
}
BaseClass::StartTask( pTask );
break;
}
case TASK_PLAY_SCRIPT:
SetSpeechTarget( NULL );
BaseClass::StartTask( pTask );
break;
case TASK_TALKER_SPEAK_PENDING:
if ( !m_PendingConcept.empty() )
{
AI_Response *pResponse = new AI_Response;
*pResponse = m_PendingResponse;
SpeakDispatchResponse( m_PendingConcept.c_str(), pResponse );
m_PendingConcept.erase();
TaskComplete();
}
else
TaskFail( FAIL_NO_SOUND );
break;
default:
BaseClass::StartTask( pTask );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::RunTask( const Task_t *pTask )
{
BaseClass::RunTask( pTask );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::TaskFail( AI_TaskFailureCode_t code )
{
if ( IsCurSchedule( SCHED_TALKER_SPEAK_PENDING_IDLE, false ) )
ClearPendingSpeech();
BaseClass::TaskFail( code );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::ClearTransientConditions()
{
CAI_BaseNPC::ClearTransientConditions();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::Touch( CBaseEntity *pOther )
{
BaseClass::Touch( pOther );
// Did the player touch me?
if ( pOther->IsPlayer() )
{
// Ignore if pissed at player
if ( m_afMemory & bits_MEMORY_PROVOKED )
return;
// Stay put during speech
if ( GetExpresser()->IsSpeaking() )
return;
TestPlayerPushing( pOther );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::OnKilledNPC( CBaseCombatCharacter *pKilled )
{
if ( pKilled )
{
if ( !pKilled->IsNPC() ||
( pKilled->MyNPCPointer()->GetLastPlayerDamageTime() == 0 ||
gpGlobals->curtime - pKilled->MyNPCPointer()->GetLastPlayerDamageTime() > 5 ) )
{
SpeakIfAllowed( TLK_ENEMY_DEAD );
}
}
}
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
{
const char *pszHitLocCriterion = NULL;
if ( ptr->hitgroup == HITGROUP_LEFTLEG || ptr->hitgroup == HITGROUP_RIGHTLEG )
{
pszHitLocCriterion = "shotloc:leg";
}
else if ( ptr->hitgroup == HITGROUP_LEFTARM || ptr->hitgroup == HITGROUP_RIGHTARM )
{
pszHitLocCriterion = "shotloc:arm";
}
else if ( ptr->hitgroup == HITGROUP_STOMACH )
{
pszHitLocCriterion = "shotloc:gut";
}
// set up the speech modifiers
CFmtStrN<128> modifiers( "%s,damageammo:%s", pszHitLocCriterion, info.GetAmmoName() );
SpeakIfAllowed( TLK_SHOT, modifiers );
BaseClass::TraceAttack( info, vecDir, ptr );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CAI_PlayerAlly::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
CTakeDamageInfo subInfo = info;
// Vital allies never take more than 25% of their health in a single hit (except for physics damage)
#ifdef HL2_DLL
// Don't do damage reduction for DMG_GENERIC. This allows SetHealth inputs to still do full damage.
if ( subInfo.GetDamageType() != DMG_GENERIC )
{
if ( Classify() == CLASS_PLAYER_ALLY_VITAL && !(subInfo.GetDamageType() & DMG_CRUSH) )
{
float flDamage = subInfo.GetDamage();
if ( flDamage > ( GetMaxHealth() * 0.25 ) )
{
flDamage = ( GetMaxHealth() * 0.25 );
subInfo.SetDamage( flDamage );
}
}
}
#endif
return BaseClass::OnTakeDamage_Alive( subInfo );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CAI_PlayerAlly::TakeHealth( float flHealth, int bitsDamageType )
{
int intPortion;
float floatPortion;
intPortion = ((int)flHealth);
floatPortion = flHealth - intPortion;
m_flHealthAccumulator += floatPortion;
while ( m_flHealthAccumulator > 1.0f )
{
m_flHealthAccumulator -= 1.0f;
intPortion += 1;
}
return BaseClass::TakeHealth( ((float)intPortion), bitsDamageType );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::Event_Killed( const CTakeDamageInfo &info )
{
// notify the player
if ( IsInPlayerSquad() )
{
CBasePlayer *player = AI_GetSinglePlayer();
if ( player )
{
variant_t emptyVariant;
player->AcceptInput( "OnSquadMemberKilled", this, this, emptyVariant, 0 );
}
}
if ( GetSpeechSemaphore( this )->GetOwner() == this )
GetSpeechSemaphore( this )->Release();
CAI_PlayerAlly *pMourner = dynamic_cast<CAI_PlayerAlly *>(FindSpeechTarget( AIST_NPCS ));
if ( pMourner )
{
pMourner->SpeakIfAllowed( TLK_ALLY_KILLED );
}
SetTarget( NULL );
// Don't finish that sentence
SentenceStop();
SetUse( NULL );
BaseClass::Event_Killed( info );
DisplayDeathMessage();
}
// Player allies should use simple shadows to save CPU. This means they can't
// be killed by crush damage.
bool CAI_PlayerAlly::CreateVPhysics()
{
bool bRet = BaseClass::CreateVPhysics();
return bRet;
}
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::PainSound( const CTakeDamageInfo &info )
{
SpeakIfAllowed( TLK_WOUND );
}
//-----------------------------------------------------------------------------
// Purpose: Implemented to look at talk target
//-----------------------------------------------------------------------------
CBaseEntity *CAI_PlayerAlly::EyeLookTarget( void )
{
// FIXME: this should be in the VCD
// FIXME: this is dead code
if (GetExpresser()->IsSpeaking() && GetSpeechTarget() != NULL)
{
return GetSpeechTarget();
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: returns who we're talking to for vcd's
//-----------------------------------------------------------------------------
CBaseEntity *CAI_PlayerAlly::FindNamedEntity( const char *pszName, IEntityFindFilter *pFilter )
{
if ( !stricmp( pszName, "!speechtarget" ))
{
return GetSpeechTarget();
}
if ( !stricmp( pszName, "!friend" ))
{
return FindSpeechTarget( AIST_NPCS );
}
return BaseClass::FindNamedEntity( pszName, pFilter );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::IsValidSpeechTarget( int flags, CBaseEntity *pEntity )
{
if ( pEntity == this )
return false;
if ( !(flags & AIST_IGNORE_RELATIONSHIP) )
{
if ( pEntity->IsPlayer() )
{
if ( !IsPlayerAlly( (CBasePlayer *)pEntity ) )
return false;
}
else
{
if ( IRelationType( pEntity ) != D_LI )
return false;
}
}
if ( !pEntity->IsAlive() )
// don't dead people
return false;
// Ignore no-target entities
if ( pEntity->GetFlags() & FL_NOTARGET )
return false;
CAI_BaseNPC *pNPC = pEntity->MyNPCPointer();
if ( pNPC )
{
// If not a NPC for some reason, or in a script.
if ( (pNPC->m_NPCState == NPC_STATE_SCRIPT || pNPC->m_NPCState == NPC_STATE_PRONE))
return false;
if ( pNPC->IsInAScript() )
return false;
// Don't bother people who don't want to be bothered
if ( !pNPC->CanBeUsedAsAFriend() )
return false;
}
if ( flags & AIST_FACING_TARGET )
{
if ( pEntity->IsPlayer() )
return HasCondition( COND_SEE_PLAYER );
else if ( !FInViewCone( pEntity ) )
return false;
}
return FVisible( pEntity );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CBaseEntity *CAI_PlayerAlly::FindSpeechTarget( int flags )
{
const Vector & vAbsOrigin = GetAbsOrigin();
float closestDistSq = FLT_MAX;
CBaseEntity * pNearest = NULL;
float distSq;
int i;
if ( flags & AIST_PLAYERS )
{
for ( i = 1; i <= gpGlobals->maxClients; i++ )
{
CBaseEntity *pPlayer = UTIL_PlayerByIndex( i );
if ( pPlayer )
{
distSq = ( vAbsOrigin - pPlayer->GetAbsOrigin() ).LengthSqr();
if ( distSq > Square(TALKRANGE_MIN) )
continue;
if ( !(flags & AIST_ANY_QUALIFIED) && distSq > closestDistSq )
continue;
if ( IsValidSpeechTarget( flags, pPlayer ) )
{
if ( flags & AIST_ANY_QUALIFIED )
return pPlayer;
closestDistSq = distSq;
pNearest = pPlayer;
}
}
}
}
if ( flags & AIST_NPCS )
{
for ( i = 0; i < g_AI_Manager.NumAIs(); i++ )
{
CAI_BaseNPC *pNPC = (g_AI_Manager.AccessAIs())[i];
distSq = ( vAbsOrigin - pNPC->GetAbsOrigin() ).LengthSqr();
if ( distSq > Square(TALKRANGE_MIN) )
continue;
if ( !(flags & AIST_ANY_QUALIFIED) && distSq > closestDistSq )
continue;
if ( IsValidSpeechTarget( flags, pNPC ) )
{
if ( flags & AIST_ANY_QUALIFIED )
return pNPC;
closestDistSq = distSq;
pNearest = pNPC;
}
}
}
return pNearest;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::CanPlaySentence( bool fDisregardState )
{
if ( fDisregardState )
return BaseClass::CanPlaySentence( fDisregardState );
return IsOkToSpeak();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CAI_PlayerAlly::PlayScriptedSentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, bool bConcurrent, CBaseEntity *pListener )
{
ClearCondition( COND_PLAYER_PUSHING ); // Forget about moving! I've got something to say!
int sentenceIndex = BaseClass::PlayScriptedSentence( pszSentence, delay, volume, soundlevel, bConcurrent, pListener );
SetSpeechTarget( pListener );
return sentenceIndex;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void CAI_PlayerAlly::DeferAllIdleSpeech( float flDelay, CAI_BaseNPC *pIgnore )
{
CAI_AllySpeechManager *pSpeechManager = GetAllySpeechManager();
if ( flDelay == -1 )
{
ConceptCategoryInfo_t *pCategoryInfo = pSpeechManager->GetConceptCategoryInfo( SPEECH_IDLE );
pSpeechManager->SetCategoryDelay( SPEECH_IDLE, pCategoryInfo->minGlobalDelay, pCategoryInfo->maxGlobalDelay );
}
else
pSpeechManager->SetCategoryDelay( SPEECH_IDLE, flDelay );
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
bool CAI_PlayerAlly::IsOkToSpeak( ConceptCategory_t category, bool fRespondingToPlayer )
{
CAI_AllySpeechManager *pSpeechManager = GetAllySpeechManager();
// if not alive, certainly don't speak
if ( !IsAlive() )
return false;
if ( m_spawnflags & SF_NPC_GAG )
return false;
// Don't speak if playing a script.
if ( m_NPCState == NPC_STATE_SCRIPT )
return false;
// Don't speak if being eaten by a barnacle
if ( IsEFlagSet( EFL_IS_BEING_LIFTED_BY_BARNACLE ) )
return false;
if ( IsInAScript() )
return false;
if ( !fRespondingToPlayer )
{
if ( !pSpeechManager->CategoryDelayExpired( category ) || !CategoryDelayExpired( category ) )
return false;
}
if ( category == SPEECH_IDLE )
{
if ( GetState() != NPC_STATE_IDLE && GetState() != NPC_STATE_ALERT )
return false;
if ( GetSpeechFilter() && GetSpeechFilter()->GetIdleModifier() < 0.001 )
return false;
}
// if player is not in pvs, don't speak
if ( !UTIL_FindClientInPVS(edict()) )
return false;
if ( category != SPEECH_PRIORITY )
{
// if someone else is talking, don't speak
if ( !GetExpresser()->SemaphoreIsAvailable( this ) )
return false;
if ( fRespondingToPlayer )
{
if ( !GetExpresser()->CanSpeakAfterMyself() )
return false;
}
else
{
if ( !GetExpresser()->CanSpeak() )
return false;
}
// Don't talk if we're too far from the player
CBaseEntity *pPlayer = AI_GetSinglePlayer();
if ( pPlayer )
{
float flDist = sv_npc_talker_maxdist.GetFloat();
flDist *= flDist;
if ( (pPlayer->WorldSpaceCenter() - WorldSpaceCenter()).LengthSqr() > flDist )
return false;
}
}
if ( fRespondingToPlayer )
{
// If we're responding to the player, don't respond if the scene has speech in it
if ( IsRunningScriptedSceneWithSpeech( this ) )
return false;
}
else
{
// If we're not responding to the player, don't talk if running a logic_choreo
if ( IsRunningScriptedScene( this ) )
return false;
}
return true;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
bool CAI_PlayerAlly::IsOkToSpeak( void )
{
return IsOkToSpeak( SPEECH_IDLE );
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
bool CAI_PlayerAlly::IsOkToCombatSpeak( void )
{
return IsOkToSpeak( SPEECH_IMPORTANT );
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
bool CAI_PlayerAlly::IsOkToSpeakInResponseToPlayer( void )
{
return IsOkToSpeak( SPEECH_IMPORTANT, true );
}
//-----------------------------------------------------------------------------
// Purpose: Return true if I should speak based on the chance & the speech filter's modifier
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::ShouldSpeakRandom( AIConcept_t concept, int iChance )
{
CAI_AllySpeechManager * pSpeechManager = GetAllySpeechManager();
ConceptInfo_t * pInfo = pSpeechManager->GetConceptInfo( concept );
ConceptCategory_t category = ( pInfo ) ? pInfo->category : SPEECH_IDLE;
if ( GetSpeechFilter() )
{
if ( category == SPEECH_IDLE )
{
float flModifier = GetSpeechFilter()->GetIdleModifier();
if ( flModifier < 0.001 )
return false;
iChance = static_cast<int>(floor( (float)iChance / flModifier ));
}
}
if ( iChance < 1 )
return false;
if ( iChance == 1 )
return true;
return (random->RandomInt(1,iChance) == 1);
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::IsAllowedToSpeak( AIConcept_t concept, bool bRespondingToPlayer )
{
CAI_AllySpeechManager * pSpeechManager = GetAllySpeechManager();
ConceptInfo_t * pInfo = pSpeechManager->GetConceptInfo( concept );
ConceptCategory_t category = ( pInfo ) ? pInfo->category : SPEECH_IDLE;
if ( !IsOkToSpeak( category, bRespondingToPlayer ) )
return false;
if ( GetSpeechFilter() && GetSpeechFilter()->NeverSayHello() )
{
if ( CompareConcepts( concept, TLK_HELLO ) )
return false;
if ( CompareConcepts( concept, TLK_HELLO_NPC ) )
return false;
}
if ( !pSpeechManager->ConceptDelayExpired( concept ) )
return false;
if ( ( pInfo && pInfo->flags & AICF_SPEAK_ONCE ) && GetExpresser()->SpokeConcept( concept ) )
return false;
if ( !GetExpresser()->CanSpeakConcept( concept ) )
return false;
return true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::SpeakIfAllowed( AIConcept_t concept, const char *modifiers, bool bRespondingToPlayer, char *pszOutResponseChosen, size_t bufsize )
{
if ( IsAllowedToSpeak( concept, bRespondingToPlayer ) )
{
return Speak( concept, modifiers, pszOutResponseChosen, bufsize );
}
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::ModifyOrAppendCriteria( AI_CriteriaSet& set )
{
BaseClass::ModifyOrAppendCriteria( set );
if ( m_hPotentialSpeechTarget )
{
set.AppendCriteria( "speechtarget", m_hPotentialSpeechTarget->GetClassname() );
set.AppendCriteria( "speechtargetname", STRING(m_hPotentialSpeechTarget->GetEntityName()) );
set.AppendCriteria( "randomnum", UTIL_VarArgs("%d", m_iQARandomNumber) );
}
// Do we have a speech filter? If so, append it's criteria too
if ( GetSpeechFilter() )
{
GetSpeechFilter()->AppendContextToCriteria( set );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::OnSpokeConcept( AIConcept_t concept, AI_Response *response )
{
CAI_AllySpeechManager *pSpeechManager = GetAllySpeechManager();
pSpeechManager->OnSpokeConcept( this, concept, response );
if( response != NULL && (response->GetParams()->flags & AI_ResponseParams::RG_WEAPONDELAY) )
{
// Stop shooting, as instructed, so that my speech can be heard.
GetShotRegulator()->FireNoEarlierThan( gpGlobals->curtime + response->GetWeaponDelay() );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::OnStartSpeaking()
{
// If you say anything, don't greet the player - you may have already spoken to them
if ( !GetExpresser()->SpokeConcept( TLK_HELLO ) )
{
GetExpresser()->SetSpokeConcept( TLK_HELLO, NULL );
}
}
//-----------------------------------------------------------------------------
// Purpose: Mapmaker input to force this NPC to speak a response rules concept
//-----------------------------------------------------------------------------
void CAI_PlayerAlly::InputSpeakResponseConcept( inputdata_t &inputdata )
{
SpeakMapmakerInterruptConcept( inputdata.value.StringID() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::SpeakMapmakerInterruptConcept( string_t iszConcept )
{
// Let behaviors override
if ( BaseClass::SpeakMapmakerInterruptConcept(iszConcept) )
return false;
if (!IsOkToSpeakInResponseToPlayer())
return false;
Speak( STRING(iszConcept) );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::CanRespondToEvent( const char *ResponseConcept )
{
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CAI_PlayerAlly::RespondedTo( const char *ResponseConcept, bool bForce )
{
if ( bForce )
{
// We're being forced to respond to the event, probably because it's the
// player dying or something equally important.
AI_Response *result = SpeakFindResponse( ResponseConcept, NULL );
if ( result )
{
// We've got something to say. Stop any scenes we're in, and speak the response.
RemoveActorFromScriptedScenes( this, false );
bool spoke = SpeakDispatchResponse( ResponseConcept, result );
return spoke;
}
return false;
}
if ( SpeakIfAllowed( ResponseConcept, NULL, true ) )
return true;
return false;
}
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC(talk_monster_base,CAI_PlayerAlly)
DECLARE_TASK(TASK_TALKER_SPEAK_PENDING)
DECLARE_CONDITION(COND_TALKER_CLIENTUNSEEN)
DECLARE_CONDITION(COND_TALKER_PLAYER_DEAD)
DECLARE_CONDITION(COND_TALKER_PLAYER_STARING)
//=========================================================
// > SCHED_TALKER_SPEAK_PENDING_IDLE
//=========================================================
DEFINE_SCHEDULE
(
SCHED_TALKER_SPEAK_PENDING_IDLE,
" Tasks"
" TASK_TALKER_SPEAK_PENDING 0"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_WAIT_FOR_SPEAK_FINISH 0"
" TASK_WAIT_RANDOM 0.5"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_HEAR_DANGER"
" COND_HEAR_COMBAT"
" COND_PLAYER_PUSHING"
" COND_GIVE_WAY"
)
//=========================================================
// > SCHED_TALKER_SPEAK_PENDING_ALERT
//=========================================================
DEFINE_SCHEDULE
(
SCHED_TALKER_SPEAK_PENDING_ALERT,
" Tasks"
" TASK_TALKER_SPEAK_PENDING 0"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_WAIT_FOR_SPEAK_FINISH 0"
" TASK_WAIT_RANDOM 0.5"
""
" Interrupts"
" COND_NEW_ENEMY"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_HEAR_DANGER"
" COND_PLAYER_PUSHING"
" COND_GIVE_WAY"
)
//=========================================================
// > SCHED_TALKER_SPEAK_PENDING_COMBAT
//=========================================================
DEFINE_SCHEDULE
(
SCHED_TALKER_SPEAK_PENDING_COMBAT,
" Tasks"
" TASK_TALKER_SPEAK_PENDING 0"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_IDLE"
" TASK_WAIT_FOR_SPEAK_FINISH 0"
""
" Interrupts"
" COND_HEAVY_DAMAGE"
" COND_HEAR_DANGER"
)
AI_END_CUSTOM_NPC()
//-----------------------------------------------------------------------------