mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-10 06:31:42 +00:00
433 lines
9.6 KiB
C++
433 lines
9.6 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /EF2/Code/DLLs/game/talk.cpp $
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// $Revision:: 16 $
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// $Author:: Singlis $
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// $Date:: 9/26/03 2:36p $
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//
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// Copyright (C) 2002 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// Talk Implementation
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//
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// PARAMETERS:
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//
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// ANIMATIONS:
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//--------------------------------------------------------------------------------
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#include "actor.h"
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#include "talk.hpp"
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#include <qcommon/gameplaymanager.h>
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Event EV_TalkBehavior_GreetingDone
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(
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"greetingdone",
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EV_DEFAULT,
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NULL,
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NULL,
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"Notifies the talk behavior the greeting dialog is done"
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);
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/****************************************************************************
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Talk Class Definition
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****************************************************************************/
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CLASS_DECLARATION( Behavior, Talk, NULL )
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{
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{ &EV_TalkBehavior_GreetingDone, &Talk::GreetingDone },
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{ &EV_Behavior_AnimDone, &Talk::AnimDone },
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{ NULL, NULL }
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};
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void Talk::SetUser
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(
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Sentient *user
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)
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{
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ent_listening = user;
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}
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void Talk::AnimDone
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(
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Event *ev
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)
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{
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turnto.ProcessEvent( EV_Behavior_AnimDone );
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animDone = true;
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}
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void Talk::GreetingDone( Event *ev )
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{
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mode = TALK_MODE_TURN_TO;
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}
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void Talk::Begin
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(
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Actor &self
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)
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{
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Vector dir;
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Vector angles;
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const char *anim_name;
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oldAnimName = "";
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anim_name = self.animname;
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last_headwatch_target = self.headWatcher->GetWatchTarget();
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animDone = true;
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move_allowed = true;
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turnto.SetUseTurnAnim( false );
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/*
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if ( strncmp( anim_name, "sit_leanover", 12 ) == 0 )
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{
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move_allowed = false;
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}
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else if ( strncmp( anim_name, "sit", 3 ) == 0 )
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{
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move_allowed = false;
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self.SetAnim( "sit_talk" );
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}
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else if ( strncmp( anim_name, "talk_sit_stunned", 15 ) == 0 )
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{
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move_allowed = false;
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}
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else if ( strncmp( anim_name, "talk_headset", 12 ) == 0 )
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{
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move_allowed = true;
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}
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else if ( strncmp( anim_name, "stand_hypnotized", 16 ) == 0 )
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{
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move_allowed = false;
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}
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else if ( strncmp( anim_name, "talk_hipnotic", 13 ) == 0 )
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{
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move_allowed = false;
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}
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else if ( strncmp( anim_name, "rope", 4 ) == 0 )
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{
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move_allowed = false;
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}
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else
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{
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move_allowed = true;
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self.SetAnim( "talk" );
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}*/
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if ( self.talkMode == TALK_IGNORE )
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{
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move_allowed = false;
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}
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if ( self.talkMode == TALK_HEADWATCH )
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{
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move_allowed = false;
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oldAnimName = self.animname;
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}
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if ( self.talkMode != TALK_IGNORE )
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{
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if ( ent_listening )
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self.headWatcher->SetWatchTarget( ent_listening );
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}
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mode = TALK_MODE_PLAY_GREETING;
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Entity *currentEnemy = NULL;
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currentEnemy = self.enemyManager->GetCurrentEnemy();
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if ( currentEnemy )
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mode = TALK_MODE_COMBAT;
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original_yaw = self.angles[YAW];
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if ( ent_listening )
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{
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dir = ent_listening->centroid - self.centroid;
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angles = dir.toAngles();
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yaw = angles[YAW];
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}
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/*if ( !self.GetActorFlag(ACTOR_FLAG_PLAYING_DIALOG_ANIM) )
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{
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self.SetAnim( "conv" , EV_Actor_NotifyBehavior );
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self.SetActorFlag( ACTOR_FLAG_PLAYING_DIALOG_ANIM , true );
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}
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*/
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}
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BehaviorReturnCode_t Talk::Evaluate
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(
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Actor &self
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)
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{
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Vector dir;
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Vector angles;
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str greetingDialog;
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str combatDialog;
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float greetingDialogLength;
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Event *greetingEvent;
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char localizedDialogName[MAX_QPATH];
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//Event *event;
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if ( !ent_listening )
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mode = TALK_MODE_TURN_BACK;
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if ( !self.GetActorFlag(ACTOR_FLAG_PLAYING_DIALOG_ANIM) && animDone && self.GetActorFlag(ACTOR_FLAG_DIALOG_PLAYING) )
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{
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if ( self.useConvAnims )
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{
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//self.SetActorFlag(ACTOR_FLAG_CAN_CHANGE_ANIM , true);
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self.SetAnim( "talk" , EV_Actor_NotifyBehavior );
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self.SetActorFlag( ACTOR_FLAG_PLAYING_DIALOG_ANIM , true );
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self.SetActorFlag(ACTOR_FLAG_CAN_CHANGE_ANIM , false );
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animDone = false;
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}
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}
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if ( self.useConvAnims && animDone && mode != TALK_MODE_WAIT && mode != TALK_MODE_TURN_TO )
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{
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self.SetActorFlag(ACTOR_FLAG_CAN_CHANGE_ANIM , true);
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self.SetAnim( "conv-idle" , EV_Actor_NotifyBehavior );
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//self.SetActorFlag(ACTOR_FLAG_CAN_CHANGE_ANIM , false );
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//self.SetAnim( "idle" );
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animDone = false;
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}
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if ( self.useConvAnims && /*animDone &&*/ mode == TALK_MODE_WAIT )
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{
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self.SetActorFlag(ACTOR_FLAG_CAN_CHANGE_ANIM , true);
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if ( oldAnimName.length() )
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self.SetAnim( oldAnimName );
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else
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self.SetAnim( "idle" );
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animDone = false;
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}
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if ( !self.GetActorFlag(ACTOR_FLAG_PLAYING_DIALOG_ANIM) && !self.GetActorFlag(ACTOR_FLAG_DIALOG_PLAYING) && !self.talkMode == TALK_HEADWATCH )
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{
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self.SetAnim( "idle" );
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animDone = true;
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}
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if ( self.GetActorFlag(ACTOR_FLAG_PLAYING_DIALOG_ANIM) && animDone )
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{
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if ( oldAnimName.length() )
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{
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self.SetActorFlag(ACTOR_FLAG_CAN_CHANGE_ANIM , true );
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self.SetAnim( oldAnimName );
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self.SetActorFlag(ACTOR_FLAG_CAN_CHANGE_ANIM , false );
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if ( mode != TALK_MODE_TURN_BACK )
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mode = TALK_MODE_WAIT;
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}
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}
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switch( mode )
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{
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case TALK_MODE_COMBAT:
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combatDialog = self.FindDialog( ent_listening, DIALOG_TYPE_COMBAT );
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if ( !combatDialog.length() )
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return BEHAVIOR_SUCCESS;
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self.PlayDialog( ent_listening , -1.0f, -1.0f, combatDialog.c_str() );
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return BEHAVIOR_SUCCESS;
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break;
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case TALK_MODE_PLAY_GREETING:
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greetingDialog = self.FindDialog( ent_listening, DIALOG_TYPE_GREETING );
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if ( !greetingDialog.length() )
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{
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mode = TALK_MODE_TURN_TO;
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return BEHAVIOR_EVALUATING;
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}
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gi.LocalizeFilePath( greetingDialog.c_str(), localizedDialogName );
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greetingDialogLength = gi.SoundLength( localizedDialogName );
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if ( greetingDialogLength > 0 )
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{
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greetingEvent = new Event(EV_TalkBehavior_GreetingDone);
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PostEvent(greetingEvent , greetingDialogLength );
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Event *dialogEvent = new Event( EV_SimplePlayDialog );
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dialogEvent->AddString( greetingDialog.c_str() );
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ent_listening->ProcessEvent( dialogEvent );
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//ent_listening->Sound( greetingDialog );
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mode = TALK_MODE_WAIT_FOR_GREETING;
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}
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else
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{
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mode = TALK_MODE_TURN_TO;
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}
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break;
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case TALK_MODE_WAIT_FOR_GREETING:
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//Waiting on the Greeting Done Event Here
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break;
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case TALK_MODE_TURN_TO :
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if ( move_allowed )
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{
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turnto.SetDirection( yaw );
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if ( !turnto.Evaluate( self ) )
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{
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mode = TALK_MODE_TALK;
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self.PlayDialog( ent_listening );
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/* event = new Event( EV_Player_WatchActor );
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event->AddEntity( &self );
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ent_listening->PostEvent( event, 0.05 ); */
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}
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}
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else
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{
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mode = TALK_MODE_TALK;
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self.PlayDialog( ent_listening );
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/* event = new Event( EV_Player_WatchActor );
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event->AddEntity( &self );
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ent_listening->PostEvent( event, 0.05 ); */
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}
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break;
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case TALK_MODE_TALK :
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if ( move_allowed )
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{
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dir = ent_listening->centroid - self.centroid;
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angles = dir.toAngles();
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turnto.SetDirection( angles[YAW] );
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turnto.Evaluate( self );
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}
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if ( !self.GetActorFlag( ACTOR_FLAG_DIALOG_PLAYING ) )
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{
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mode = TALK_MODE_WAIT;
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self.state_flags &= ~STATE_FLAG_USED;
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// Tell player to stop watching us
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/* event = new Event( EV_Player_StopWatchingActor );
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event->AddEntity( &self );
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ent_listening->PostEvent( event, 0 ); */
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//ent_listening->CancelEventsOfType( EV_Player_WatchActor );
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}
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else if ( !self.GetActorFlag( ACTOR_FLAG_RADIUS_DIALOG_PLAYING ) )
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{
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if ( !self.WithinDistance( ent_listening, self.radiusDialogRange ) )
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{
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self.PlayRadiusDialog( ent_listening );
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/*
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int postive_response = true;
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str check_alias;
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if (postive_response)
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{
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check_alias = self.GetRandomAlias("radiusdialog_positive");
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if(check_alias.length())
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{
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self.PlayRadiusDialog(ent_listening, "radiusdialog_positive");
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}
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}
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else
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{
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check_alias = self.GetRandomAlias("radiusdialog_negative");
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if(check_alias.length())
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{
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self.PlayRadiusDialog(ent_listening, "radiusdialog_negative");
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}
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}
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*/
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}
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}
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break;
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case TALK_MODE_WAIT :
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if ( move_allowed )
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{
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dir = ent_listening->centroid - self.centroid;
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angles = dir.toAngles();
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turnto.SetDirection( angles[YAW] );
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turnto.Evaluate( self );
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}
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if ( !self.WithinDistance( ent_listening, 100.0f ) )
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mode = TALK_MODE_TURN_BACK;
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if ( self.state_flags & STATE_FLAG_USED )
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{
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mode = TALK_MODE_TURN_TO;
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self.SetActorFlag(ACTOR_FLAG_PLAYING_DIALOG_ANIM, false );
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dir = ent_listening->centroid - self.centroid;
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angles = dir.toAngles();
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yaw = angles[YAW];
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self.state_flags &= ~STATE_FLAG_USED;
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/* event = new Event( EV_Player_WatchActor );
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event->AddEntity( &self );
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ent_listening->PostEvent( event, 0.05 ); */
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}
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break;
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case TALK_MODE_TURN_BACK :
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if ( move_allowed )
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{
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turnto.SetDirection( original_yaw );
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if ( !turnto.Evaluate( self ) )
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return BEHAVIOR_SUCCESS;
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}
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else
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{
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return BEHAVIOR_SUCCESS;
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}
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break;
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}
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return BEHAVIOR_EVALUATING;
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}
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void Talk::End( Actor &self )
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{
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self.SetActorFlag( ACTOR_FLAG_PLAYING_DIALOG_ANIM , false );
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self.SetActorFlag(ACTOR_FLAG_CAN_CHANGE_ANIM , true );
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self.ClearLegAnim();
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self.ClearTorsoAnim();
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if ( oldAnimName.length() )
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{
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self.SetAnim( oldAnimName );
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}
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else
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{
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self.SetAnim( "idle" );
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}
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if ( last_headwatch_target )
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self.headWatcher->SetWatchTarget( last_headwatch_target );
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else
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self.headWatcher->SetWatchTarget( NULL );
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}
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