mirror of
https://github.com/UberGames/EF2GameSource.git
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19685 lines
439 KiB
C++
19685 lines
439 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/actor.cpp $
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// $Revision:: 557 $
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// $Author:: Steven $
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// $Date:: 10/13/03 9:43a $
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//
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// Copyright (C) 1998 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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// DESCRIPTION:
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// Base class for character AI.
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//
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#include "_pch_cpp.h"
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//#include "g_local.h"
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#include "actor.h"
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#include "behavior.h"
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#include "behaviors_general.h"
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#include "behaviors_specific.h"
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#include "scriptmaster.h"
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#include "doors.h"
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#include "gibs.h"
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#include "misc.h"
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#include "specialfx.h"
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#include "object.h"
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#include "scriptslave.h"
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#include "explosion.h"
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#include "misc.h"
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#include "PlayerStart.h"
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#include "characterstate.h"
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#include "weaputils.h"
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#include "player.h"
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#include "armor.h"
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#include "groupcoordinator.hpp"
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#include <qcommon/gameplaymanager.h>
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#include "teammateroster.hpp"
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#include "talk.hpp"
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#include "equipment.h"
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Container<Actor *> SleepList; //All actors in the level that are asleep
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Container<Actor *> ActiveList; //All actors in the level that are active
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Container<Sentient *> TeamMateList; //Global list of all teammates
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Container<BehaviorPackageType_t *> PackageList; //Global list of all behavior packages ( in BehaviorPackages.txt )
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extern Container<int> SpecialPathNodes;
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Event EV_Actor_SetSelfDetonateModel
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(
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"selfdetonatemodel",
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EV_TIKIONLY,
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"s",
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"modelname",
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"Set the modelname of the explosion to be spawned when an actor self-detonates"
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);
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Event EV_Actor_BlindlyFollowPath
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(
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"blindlyfollowpath",
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EV_SCRIPTONLY,
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"sFS",
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"anim_name offset pathnode",
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"Actor walks to specified path node without avoidance or collision"
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);
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Event EV_Actor_SetSimplifiedThink
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(
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"setsimplifiedthink",
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EV_DEFAULT,
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"B",
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"boolean",
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"change actor to SimplifiedThink think strategy"
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);
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Event EV_Actor_SetActorToActorDamageModifier
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(
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"actortoactordamage",
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EV_DEFAULT,
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"f",
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"modifier",
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"Amount to modifiy damage by 1 is full damage, 0 would be no damage"
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);
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Event EV_Actor_OnUse
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(
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"onuse",
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EV_SCRIPTONLY,
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"s",
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"thread_name",
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"Sets the thread to call"
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);
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Event EV_Actor_NoUse
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(
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"nouse",
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EV_SCRIPTONLY,
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NULL,
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NULL,
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"Clears the on use thread"
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);
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Event EV_Actor_ClearCurrentEnemy
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(
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"clearCurrentEnemy",
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EV_DEFAULT,
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NULL,
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NULL,
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"Sets Current Enemy to Null"
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);
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Event EV_Actor_SetTargetType
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(
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"setTargetType",
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EV_DEFAULT,
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"i",
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"set_target_type",
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"Set Type of Target (0) Any, (1) Player Only, (2) Actors Only (3) Scripted Only (4) Level_Interaction Triggers Only "
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);
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Event EV_Actor_Sleep
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(
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"sleep",
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EV_DEFAULT,
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NULL,
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NULL,
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"Put the actor to sleep."
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);
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Event EV_Actor_Wakeup
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(
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"wakeup",
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EV_SCRIPTONLY,
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NULL,
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NULL,
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"Wake up the actor."
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);
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Event EV_Actor_Fov
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(
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"fov",
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EV_CONSOLE,
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"f",
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"fov",
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"Sets the actor's field of view (fov)."
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);
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Event EV_Actor_VisionDistance
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(
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"visiondistance",
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EV_DEFAULT,
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"f",
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"vision_distance",
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"Sets the distance the actor can see."
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);
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Event EV_Actor_Start
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(
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"start",
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EV_DEFAULT,
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NULL,
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NULL,
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"Initializes the actor a little, "
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"it is not meant to be called from script."
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);
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Event EV_Actor_Dead
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(
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"dead",
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EV_CODEONLY,
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NULL,
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NULL,
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"Does everything necessary when an actor dies, "
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"it is not meant to be called from script."
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);
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Event EV_Actor_SetEnemyType
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(
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"enemytype",
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EV_DEFAULT,
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"s",
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"enemytype",
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"Sets the name of this actor's enemy type."
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);
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Event EV_Actor_Swim
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(
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"swim",
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EV_DEFAULT,
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NULL,
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NULL,
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"Specifies actor as being able to swim."
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);
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Event EV_Actor_Fly
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(
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"fly",
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EV_DEFAULT,
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"B",
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"fly_bool",
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"Specifies actor as being able to fly (optional bool can turn fly on or off)."
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);
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Event EV_Actor_NotLand
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(
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"noland",
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EV_DEFAULT,
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NULL,
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NULL,
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"Specifies actor as not being able to walk on land."
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);
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Event EV_Actor_RunThread
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(
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"runthread",
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EV_CODEONLY,
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"s",
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"label",
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"Runs the specified thread."
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);
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Event EV_Actor_Statemap
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(
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"statemap",
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EV_DEFAULT,
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"sS",
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"statemap_name state_name",
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"Sets which statemap file to use and optionally what the first state to go to."
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);
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Event EV_Actor_MasterStateMap
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(
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"masterstatemap",
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EV_DEFAULT,
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"sS",
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"statemap_name state_name",
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"Sets which masterstatemap file to use and optionally what the first state to go to."
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);
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Event EV_Actor_FuzzyEngine
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(
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"fuzzyengine",
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EV_DEFAULT,
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"s",
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"fuzzyengine_name",
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"Sets which fuzzy engine file to use"
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);
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Event EV_Actor_SetBehaviorPackage
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(
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"setbehaviorpackage",
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EV_DEFAULT,
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"s",
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"package_name",
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"sets the actor to use the specified behavior package AND sets the masterstate"
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);
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Event EV_Actor_UseBehaviorPackage
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(
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"usebehaviorpackage",
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EV_DEFAULT,
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"s",
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"package_name",
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"sets the actor to use the specified behavior package but does NOT set the master state"
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);
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Event EV_Actor_ChildUseBehaviorPackage
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(
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"childusebehaviorpackage",
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EV_DEFAULT,
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"ss",
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"childname package_name",
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"sets the child to use the specified behavior package but does NOT set the master state"
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);
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Event EV_Actor_ChildSetAnim
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(
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"childsetanim",
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EV_DEFAULT,
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"ss",
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"childname anim_name",
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"sets the child to play the anim specified"
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);
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Event EV_Actor_ChildSuicide
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(
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"childsuicide",
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EV_DEFAULT,
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"s",
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"childname",
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"sets the child to kill itself"
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);
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Event EV_Actor_IfEnemyVisible
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(
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"ifenemyvisible",
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EV_SCRIPTONLY,
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"SSSSSS",
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"token1 token2 token3 token4 token5 token6",
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"Process the following command if enemy is visible"
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);
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Event EV_Actor_IfNear
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(
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"ifnear",
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EV_SCRIPTONLY,
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"sfSSSSSS",
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"name distance token1 token2 token3 token4 token5 token6",
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"Process the following command if enemy is within specified distance"
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);
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Event EV_Actor_ForwardSpeed
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(
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"forwardspeed",
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EV_DEFAULT,
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"f",
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"forwardspeed",
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"Sets the actor's forward speed."
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);
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Event EV_Actor_Idle
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(
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"idlestate",
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EV_SCRIPTONLY,
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"S",
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"state_name",
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"Tells the actor to go into idle mode."
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);
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Event EV_Actor_LookAt
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(
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"lookat",
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EV_SCRIPTONLY,
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"e",
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"ent",
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"Specifies an entity to look at."
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);
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Event EV_Actor_TurnTo
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(
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"turntoangle",
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EV_SCRIPTONLY,
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"f",
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"direction",
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"Specifies the direction to look in."
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);
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Event EV_Actor_HeadWatch
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(
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"headwatch",
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EV_SCRIPTONLY,
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"eF",
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"entity_to_watch max_speed",
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"Actor watches the specified entity by turning his head."
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);
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Event EV_Actor_HeadAndEyeWatch
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(
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"headandeyewatch",
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EV_SCRIPTONLY,
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"eF",
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"entity_to_watch max_speed",
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"Actor watches the specified entity by turning his eyes,then head."
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);
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Event EV_Actor_ResetHead
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(
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"resethead",
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EV_DEFAULT,
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"F",
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"max_speed",
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"Actor resets its head back to looking forwards."
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);
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Event EV_Actor_EyeWatch
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(
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"eyewatch",
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EV_SCRIPTONLY,
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"eF",
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"entity_to_watch max_speed",
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"Actor watches the specified entity by turning his eyes."
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);
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Event EV_Actor_ResetEye
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(
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"reseteyes",
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EV_DEFAULT,
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"F",
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"max_speed",
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"Actor resets its eyes back to looking forwards."
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);
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Event EV_Actor_ResetTorso
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(
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"resettorso",
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EV_DEFAULT,
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"f",
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"max_speed",
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"Actor resets its torso to looking forwards"
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);
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Event EV_Actor_BehaviorFinished
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(
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"behaviorfinished",
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EV_CODEONLY,
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"iS",
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"behaviorReturnCode behaviorFailureReason",
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"The last behavior finished with the specified "
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"return code and optionally a failure reason."
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"This is sent to controllers of the actor."
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);
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Event EV_Actor_ControlLost
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(
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"controlost",
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EV_CODEONLY,
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NULL,
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NULL,
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"Sent to a controller when it loses control."
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);
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Event EV_Actor_EndBehavior
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(
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"endbehavior",
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EV_CODEONLY,
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NULL,
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NULL,
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"Ends the current behavior, "
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"it is not meant to be called from script."
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);
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Event EV_Actor_EndHeadBehavior
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(
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"endheadbehavior",
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EV_CODEONLY,
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NULL,
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NULL,
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"Ends the current head behavior "
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"it is not meant to be called from script."
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);
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Event EV_Actor_EndEyeBehavior
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(
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"endeyebehavior",
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EV_CODEONLY,
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NULL,
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NULL,
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"Ends the current eye behavior "
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"it is not meant to be called from script."
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);
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Event EV_Actor_EndTorsoBehavior
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(
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"endtorsobehavior",
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EV_CODEONLY,
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NULL,
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NULL,
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"Ends the current torso behavior "
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"it is not meant to be called from script."
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);
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Event EV_Actor_NotifyBehavior
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(
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"notifybehavior",
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EV_CODEONLY,
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NULL,
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NULL,
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"Notifies the current behavior of an event,"
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"it is not meant to be called from script."
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);
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Event EV_Actor_NotifyHeadBehavior
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(
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"notifyheadbehavior",
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EV_CODEONLY,
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NULL,
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NULL,
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"Notifies the current head behavior of an event"
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"it is not meant to be called from script."
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);
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Event EV_Actor_NotifyEyeBehavior
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(
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"notifyeyebehavior",
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EV_CODEONLY,
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NULL,
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NULL,
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"Notifies the current eye behavior of an event"
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"it is not meant to be called from script."
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);
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Event EV_Actor_NotifyTorsoBehavior
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(
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"notifytorsobehavior",
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EV_CODEONLY,
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NULL,
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NULL,
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"Notifies the current torso behavior of an event"
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"it is not meant to be called from script."
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);
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Event EV_Actor_FallToDeath
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(
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"falltodeath",
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EV_SCRIPTONLY,
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"fffsssF",
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"forwardmove sidemove speed startanim fallanim deathanim anim_delay",
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"makes an actor fall to his death"
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);
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Event EV_Actor_WalkTo
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(
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"walkto",
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EV_DEFAULT,
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"sSFF",
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"pathnode anim_name force maxfailures",
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"Actor walks to specified path node"
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);
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Event EV_Actor_WalkWatch
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(
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"walkwatch",
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EV_SCRIPTONLY,
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"seS",
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"pathnode entity anim_name",
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"Actor walks to specified path node and watches the specified entity"
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);
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Event EV_Actor_WarpTo
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(
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"warpto",
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EV_SCRIPTONLY,
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"s",
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"node_name",
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"Warps the actor to the specified node"
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);
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Event EV_Actor_JumpTo
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(
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"jumpto",
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EV_SCRIPTONLY,
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"sFF",
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"pathnode_or_entity launchAngle dummy_arg",
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"Actor jumps to specified path node"
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);
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Event EV_Actor_PickupEnt
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(
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"pickupent",
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EV_DEFAULT,
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"es",
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"entity_to_pickup pickup_anim_name",
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"Makes actor pick up the specified entity"
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);
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Event EV_Actor_ThrowEnt
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|
(
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"throwent",
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EV_DEFAULT,
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"s",
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"throw_anim_name",
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"Makes actor throw the entity in hands"
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);
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Event EV_Actor_Anim
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|
(
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"anim",
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EV_DEFAULT,
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"s",
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"anim_name",
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"Starts the PlayAnim behavior."
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);
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Event EV_Actor_SetAnim
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|
(
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"setanim",
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EV_DEFAULT,
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"sF",
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"anim_name animationRate",
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"Sets the animation directly."
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);
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|
Event EV_Actor_Attack
|
|
(
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"attack",
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EV_SCRIPTONLY,
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"eB",
|
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"ent force",
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"Makes the actor attack the specified entity."
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);
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Event EV_Actor_AttackPlayer
|
|
(
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"attackplayer",
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|
EV_SCRIPTONLY,
|
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NULL,
|
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NULL,
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|
"Makes enemies of all the players."
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);
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|
Event EV_Actor_ReserveNode
|
|
(
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|
"reservenode",
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|
EV_CODEONLY,
|
|
"vf",
|
|
"pos time",
|
|
"Reserves a path node for the specified amount of time."
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);
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Event EV_Actor_ReleaseNode
|
|
(
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"releasenode",
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|
EV_CODEONLY,
|
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"v",
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"pos",
|
|
"Releases a path node from being reserved."
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);
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Event EV_Actor_IfCanHideAt
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|
(
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"ifcanhideat",
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|
EV_SCRIPTONLY,
|
|
"vSSSSSS",
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"pos token1 token2 token3 token4 token5 token6",
|
|
"Processes command if actor can hide at specified position."
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);
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|
Event EV_Actor_IfEnemyWithin
|
|
(
|
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"ifenemywithin",
|
|
EV_SCRIPTONLY,
|
|
"fSSSSSS",
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|
"distance token1 token2 token3 token4 token5 token6",
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|
"Processes command if actor is within distance of its current enemy."
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);
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|
Event EV_Actor_Remove
|
|
(
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"remove_useless",
|
|
EV_CODEONLY,
|
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NULL,
|
|
NULL,
|
|
"Removes a useless dead body from the game."
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);
|
|
Event EV_Actor_Melee
|
|
(
|
|
"melee",
|
|
EV_DEFAULT,
|
|
"FSSVFIF",
|
|
"damage tag_name means_of_death attack_vector knockback use_pitch_to_enemy attack_min_height",
|
|
"Makes the actor do a melee attack. "
|
|
"attack_vector = width length height"
|
|
);
|
|
Event EV_Actor_PainThreshold
|
|
(
|
|
"painthreshold",
|
|
EV_TIKIONLY,
|
|
"f",
|
|
"pain_threshold",
|
|
"Sets the actor's pain threshold."
|
|
);
|
|
Event EV_Actor_SetKillThread
|
|
(
|
|
"killthread",
|
|
EV_SCRIPTONLY,
|
|
"s",
|
|
"kill_thread",
|
|
"Sets the actor's kill thread."
|
|
);
|
|
Event EV_Actor_EyePositionOffset
|
|
(
|
|
"eyeoffset",
|
|
EV_TIKIONLY,
|
|
"v",
|
|
"eyeoffset",
|
|
"Sets the actor's eye position."
|
|
);
|
|
Event EV_Actor_DeathFade
|
|
(
|
|
"deathfade",
|
|
EV_DEFAULT,
|
|
NULL,
|
|
NULL,
|
|
"Makes the actor fade when dead."
|
|
);
|
|
Event EV_Actor_DeathEffect
|
|
(
|
|
"deathEffect",
|
|
EV_DEFAULT,
|
|
"s",
|
|
"deathEffectName",
|
|
"Displays a display effect instead of fading, shrinking, etc."
|
|
);
|
|
Event EV_Actor_DeathShrink
|
|
(
|
|
"deathshrink",
|
|
EV_DEFAULT,
|
|
NULL,
|
|
NULL,
|
|
"Makes the actor shrink when dead."
|
|
);
|
|
Event EV_Actor_DeathSink
|
|
(
|
|
"deathsink",
|
|
EV_DEFAULT,
|
|
NULL,
|
|
NULL,
|
|
"Makes the actor sink into the ground when dead."
|
|
);
|
|
Event EV_Actor_StaySolid
|
|
(
|
|
"staysolid",
|
|
EV_DEFAULT,
|
|
NULL,
|
|
NULL,
|
|
"Makes the actor stay solid after death."
|
|
);
|
|
Event EV_Actor_NoChatter
|
|
(
|
|
"nochatter",
|
|
EV_DEFAULT,
|
|
NULL,
|
|
NULL,
|
|
"Makes the actor not chatter."
|
|
);
|
|
Event EV_Actor_TurnSpeed
|
|
(
|
|
"turnspeed",
|
|
EV_DEFAULT,
|
|
"f",
|
|
"turnspeed",
|
|
"Sets the actor's turnspeed."
|
|
);
|
|
Event EV_Actor_SetActorFlag
|
|
(
|
|
"setactorflag",
|
|
EV_DEFAULT,
|
|
"sB",
|
|
"flag_name flag_bool",
|
|
"Sets an Actor's flag"
|
|
);
|
|
|
|
Event EV_Actor_SetNotifyFlag
|
|
(
|
|
"setnotifyflag",
|
|
EV_DEFAULT,
|
|
"sB",
|
|
"flag_name flag_bool",
|
|
"Sets an Actor's Notify Flag"
|
|
);
|
|
|
|
Event EV_Actor_SetVar
|
|
(
|
|
"setvar",
|
|
EV_DEFAULT,
|
|
"ss",
|
|
"var_name var_value",
|
|
"Sets a variable"
|
|
);
|
|
|
|
Event EV_Actor_PersistData
|
|
(
|
|
"persistData",
|
|
EV_CODEONLY,
|
|
"ss",
|
|
"var_name var_value",
|
|
"Sets a persistant variable"
|
|
);
|
|
|
|
Event EV_Actor_SetVarTime
|
|
(
|
|
"setvartime",
|
|
EV_CODEONLY,
|
|
"s",
|
|
"var_name",
|
|
"Sets the variable name to the current level time"
|
|
);
|
|
|
|
Event EV_Anim_Done
|
|
(
|
|
"anim_done",
|
|
EV_CODEONLY,
|
|
NULL,
|
|
NULL,
|
|
"Called when the actor's animation is done, "
|
|
"it is not meant to be called from script."
|
|
);
|
|
Event EV_Torso_Anim_Done
|
|
(
|
|
"torso_anim_done",
|
|
EV_CODEONLY,
|
|
NULL,
|
|
NULL,
|
|
"Called when actor's torso anim is done, "
|
|
"If you call this from script, I will hunt you down, and end you"
|
|
);
|
|
Event EV_Posture_Anim_Done
|
|
(
|
|
"posture_anim_done",
|
|
EV_CODEONLY,
|
|
NULL,
|
|
NULL,
|
|
"Called when a posture animation is done"
|
|
);
|
|
|
|
Event EV_Actor_ProjAttack
|
|
(
|
|
"proj",
|
|
EV_DEFAULT,
|
|
"ssIBFFBF",
|
|
"tag_name projectile_name number_of_tags arc_bool speed offset lead spread",
|
|
"Fires a projectile from the actor towards the current enemy."
|
|
);
|
|
Event EV_Actor_BulletAttack
|
|
(
|
|
"bullet",
|
|
EV_DEFAULT,
|
|
"sbffsvF",
|
|
"tag_name use_current_pitch damage knockback means_of_death spread range",
|
|
"Fires a bullet from the actor from the specified tag towards the current enemy."
|
|
);
|
|
Event EV_Actor_RadiusAttack
|
|
(
|
|
"radiusattack",
|
|
EV_DEFAULT,
|
|
"ssfffb",
|
|
"tag_name means_of_death damage radius knockback constant_damage",
|
|
"Does a radius attack from the tag name"
|
|
);
|
|
|
|
Event EV_Actor_Active
|
|
(
|
|
"active",
|
|
EV_SCRIPTONLY,
|
|
"i",
|
|
"active_flag",
|
|
"Specifies whether the actor's is active or not."
|
|
);
|
|
Event EV_Actor_SpawnGib
|
|
(
|
|
"spawngib",
|
|
EV_DEFAULT,
|
|
"vffssSSSSSSSS",
|
|
"offset final_pitch width cap_name surface_name1 surface_name2 surface_name3 surface_name4 surface_name5 surface_name6 surface_name7 surface_name8 surface_name9" ,
|
|
"Spawns a body part."
|
|
);
|
|
Event EV_Actor_SpawnGibAtTag
|
|
(
|
|
"spawngibattag",
|
|
EV_DEFAULT,
|
|
"sffssSSSSSSSS",
|
|
"tag_name final_pitch width cap_name surface_name1 surface_name2 surface_name3 surface_name4 surface_name5 surface_name6 surface_name7 surface_name8 surface_name9" ,
|
|
"Spawns a body part."
|
|
);
|
|
Event EV_Actor_SpawnNamedGib
|
|
(
|
|
"spawnnamedgib",
|
|
EV_DEFAULT,
|
|
"ssff",
|
|
"gib_name tag_name final_pitch width",
|
|
"Spawns a body named gib."
|
|
);
|
|
Event EV_Actor_SpawnBlood
|
|
(
|
|
"spawnblood",
|
|
EV_DEFAULT,
|
|
"ssB",
|
|
"blood_name tag_name use_last_spawn_result" ,
|
|
"Spawns blood at the specified tag."
|
|
);
|
|
Event EV_Actor_AIOn
|
|
(
|
|
"ai_on",
|
|
EV_SCRIPTONLY,
|
|
NULL,
|
|
NULL,
|
|
"Turns the AI on for this actor."
|
|
);
|
|
Event EV_Actor_AIOff
|
|
(
|
|
"ai_off",
|
|
EV_SCRIPTONLY,
|
|
NULL,
|
|
NULL,
|
|
"Turns the AI off for this actor."
|
|
);
|
|
Event EV_Actor_RespondTo
|
|
(
|
|
"respondto",
|
|
EV_DEFAULT,
|
|
"sb",
|
|
"stimuli respond",
|
|
"sets AI response to stimuli"
|
|
);
|
|
|
|
Event EV_Actor_PermanentlyRespondTo
|
|
(
|
|
"permanentrespondto",
|
|
EV_TIKIONLY,
|
|
"sb",
|
|
"stimuli respond",
|
|
"sets AI response to stimuli"
|
|
);
|
|
|
|
Event EV_Actor_SetIdleThread
|
|
(
|
|
"setidlethread",
|
|
EV_SCRIPTONLY,
|
|
"s",
|
|
"thread",
|
|
"Sets the thread that will be run if this actor gets back to the idle state again."
|
|
);
|
|
Event EV_Actor_SetMaxInactiveTime
|
|
(
|
|
"max_inactive_time",
|
|
EV_DEFAULT,
|
|
"f",
|
|
"max_inactive_time",
|
|
"Sets the maximum amount of time an actor will stay idle before going to sleep.\n"
|
|
"Also sepecifies the maximum amount of time an actor will keep looking for an\n"
|
|
"enemy that the actor can no longer see."
|
|
);
|
|
Event EV_ActorRegisterParts
|
|
(
|
|
"register_parts",
|
|
EV_CODEONLY,
|
|
"ei",
|
|
"entity forward",
|
|
"Registers the passed in part as another part of this actor and specifies\n"
|
|
"whether or not to forward this message to the other parts."
|
|
);
|
|
Event EV_ActorRegisterSelf
|
|
(
|
|
"register_self",
|
|
EV_CODEONLY,
|
|
NULL,
|
|
NULL,
|
|
"Starts registration process for multi-entity actors"
|
|
);
|
|
Event EV_ActorName
|
|
(
|
|
"name",
|
|
EV_DEFAULT,
|
|
"s",
|
|
"name",
|
|
"Specifies the name of this actor type."
|
|
);
|
|
Event EV_ActorPartName
|
|
(
|
|
"part_name",
|
|
EV_TIKIONLY,
|
|
"s",
|
|
"part_name",
|
|
"Specifies the name of this part (implying that this is a multi-part creature."
|
|
);
|
|
Event EV_ActorSetupTriggerField
|
|
(
|
|
"trigger_field",
|
|
EV_TIKIONLY,
|
|
"vv",
|
|
"min max",
|
|
"Specifies to create a trigger field around the actor of the specified size."
|
|
);
|
|
Event EV_ActorTriggerTouched
|
|
(
|
|
"trigger_touched",
|
|
EV_CODEONLY,
|
|
"e",
|
|
"ent",
|
|
"Notifies the actor that its trigger field has been touched."
|
|
);
|
|
|
|
Event EV_ActorIncomingProjectile
|
|
(
|
|
"incoming_proj",
|
|
EV_CODEONLY,
|
|
"e",
|
|
"ent",
|
|
"Notifies the actor of an incoming projectile."
|
|
);
|
|
Event EV_ActorSpawnActor
|
|
(
|
|
"spawnactor",
|
|
EV_DEFAULT,
|
|
"ssibffFBF",
|
|
"model_name tag_name how_many attack width height spawn_offset force add_height",
|
|
"Spawns the specified number of actors."
|
|
);
|
|
Event EV_ActorSpawnActorAboveEnemy
|
|
(
|
|
"spawnactoraboveenemy",
|
|
EV_DEFAULT,
|
|
"sibfff",
|
|
"model_name how_many attack width height how_far",
|
|
"Spawns actors above current enemy"
|
|
);
|
|
|
|
Event EV_ActorSpawnActorAtLocation
|
|
(
|
|
"spawnactoratlocation",
|
|
EV_DEFAULT,
|
|
"ssibff",
|
|
"model_name pathnode_name how_many_path_nodes attack width height",
|
|
"Spawns the specified actor at the specified pathnode."
|
|
);
|
|
Event EV_Actor_AddDialog
|
|
(
|
|
"dialog",
|
|
EV_DEFAULT,
|
|
"sSSSSSS",
|
|
"alias token1 token2 token3 token4 token5 token6",
|
|
"Add a dialog to this sentient."
|
|
);
|
|
|
|
Event EV_Actor_DialogDone
|
|
(
|
|
"dialogdone",
|
|
EV_CODEONLY,
|
|
NULL,
|
|
NULL,
|
|
"Called when the sentient's dialog is done, "
|
|
"it is not meant to be called from script."
|
|
);
|
|
|
|
Event EV_Actor_PlayDialog
|
|
(
|
|
"playdialog",
|
|
EV_DEFAULT,
|
|
"SFFBBSE",
|
|
"sound_file volume min_dist headDisplay do_talk state_name user",
|
|
"Plays a dialog."
|
|
);
|
|
Event EV_Actor_StopDialog
|
|
(
|
|
"stopdialog",
|
|
EV_SCRIPTONLY,
|
|
NULL,
|
|
NULL,
|
|
"Stops the actor's dialog."
|
|
);
|
|
|
|
Event EV_Actor_BroadcastDialog
|
|
(
|
|
"broadcastdialog",
|
|
EV_CODEONLY,
|
|
"s",
|
|
"context",
|
|
"Broadcasts a context dialog"
|
|
);
|
|
|
|
Event EV_Actor_BranchDialog
|
|
(
|
|
"branchdialog",
|
|
EV_DEFAULT,
|
|
"s",
|
|
"dialogName",
|
|
"Presents a branch dialog to the player."
|
|
);
|
|
Event EV_Actor_AllowTalk
|
|
(
|
|
"allowtalk",
|
|
EV_DEFAULT,
|
|
"i",
|
|
"allow_bool",
|
|
"Sets whether or not the actor will bother to talk to the player."
|
|
);
|
|
Event EV_Actor_AllowHangBack
|
|
(
|
|
"allowhangback",
|
|
EV_DEFAULT,
|
|
"i",
|
|
"allow_bool",
|
|
"Sets whether or not the actor will bother to hang back."
|
|
);
|
|
Event EV_Actor_SolidMask
|
|
(
|
|
"solidmask",
|
|
EV_DEFAULT,
|
|
NULL,
|
|
NULL,
|
|
"Makes the actor use a solid mask."
|
|
);
|
|
Event EV_Actor_NotSolidMask
|
|
(
|
|
"notsolidmask",
|
|
EV_DEFAULT,
|
|
NULL,
|
|
NULL,
|
|
"Makes the actor use a nonsolid mask."
|
|
);
|
|
Event EV_Actor_NoMask
|
|
(
|
|
"nomask",
|
|
EV_DEFAULT,
|
|
NULL,
|
|
NULL,
|
|
"Makes the actor use a mask of 0."
|
|
);
|
|
Event EV_Actor_SetMask
|
|
(
|
|
"setmask",
|
|
EV_DEFAULT,
|
|
"s",
|
|
"mask_name",
|
|
"Sets the actor's mask to the specified mask."
|
|
);
|
|
Event EV_Actor_Pickup
|
|
(
|
|
"actor_pickup",
|
|
EV_TIKIONLY,
|
|
"s",
|
|
"tag_name",
|
|
"Makes the actor pickup current pickup_ent (should only be called from a tiki)."
|
|
);
|
|
Event EV_Actor_Throw
|
|
(
|
|
"actor_throw",
|
|
EV_TIKIONLY,
|
|
"s",
|
|
"tag_name",
|
|
"Makes the actor throw whatever is in its hand (should only be called from a tiki)."
|
|
);
|
|
Event EV_Actor_DamageOnceStart
|
|
(
|
|
"damage_once_start",
|
|
EV_TIKIONLY,
|
|
NULL,
|
|
NULL,
|
|
"Makes the actor only do melee damage at most once during this attack."
|
|
);
|
|
Event EV_Actor_DamageOnceStop
|
|
(
|
|
"damage_once_stop",
|
|
EV_TIKIONLY,
|
|
NULL,
|
|
NULL,
|
|
"Specifies that the actor is done with the damage once event."
|
|
);
|
|
Event EV_Actor_DamageEnemy
|
|
(
|
|
"damageenemy",
|
|
EV_DEFAULT,
|
|
"fS",
|
|
"damage model",
|
|
"Damages the current enemy by the specified amount."
|
|
);
|
|
Event EV_Actor_DamageSelf
|
|
(
|
|
"damageself",
|
|
EV_DEFAULT,
|
|
"fs",
|
|
"damage means_of_death",
|
|
"Damages Self"
|
|
);
|
|
Event EV_Actor_TurnTowardsEnemy
|
|
(
|
|
"turntowardsenemy",
|
|
EV_SCRIPTONLY,
|
|
"f",
|
|
"angle",
|
|
"Turns the actor towards the current enemy."
|
|
);
|
|
Event EV_Actor_TurnTowardsPlayer
|
|
(
|
|
"turntowardsplayer",
|
|
EV_SCRIPTONLY,
|
|
NULL,
|
|
NULL,
|
|
"Turns the actor towards the player."
|
|
);
|
|
|
|
Event EV_Actor_TurnTowardsEntity
|
|
(
|
|
"turntowardsentity",
|
|
EV_SCRIPTONLY,
|
|
"e",
|
|
"entity",
|
|
"Turns the actor towards the entity"
|
|
);
|
|
|
|
Event EV_Actor_Suicide
|
|
(
|
|
"suicide",
|
|
EV_DEFAULT,
|
|
NULL,
|
|
NULL,
|
|
"Makes the actor commit suicide."
|
|
);
|
|
Event EV_Actor_GotoNextStage
|
|
(
|
|
"gotonextstage",
|
|
EV_DEFAULT,
|
|
NULL,
|
|
NULL,
|
|
"Makes the actor goto his next stage."
|
|
);
|
|
Event EV_Actor_GotoPrevStage
|
|
(
|
|
"gotoprevstage",
|
|
EV_DEFAULT,
|
|
NULL,
|
|
NULL,
|
|
"Makes the actor goto his previous stage."
|
|
);
|
|
Event EV_Actor_GotoStage
|
|
(
|
|
"gotostage",
|
|
EV_DEFAULT,
|
|
"i",
|
|
"stage_number",
|
|
"Makes the actor goto the specified stage."
|
|
);
|
|
Event EV_Actor_GetStage
|
|
(
|
|
"getstage",
|
|
EV_SCRIPTONLY,
|
|
"@f",
|
|
"Result",
|
|
"Returns this actors current stage."
|
|
);
|
|
Event EV_Actor_NotifyOthersAtDeath
|
|
(
|
|
"notifyothersatdeath",
|
|
EV_DEFAULT,
|
|
NULL,
|
|
NULL,
|
|
"Makes the actor notify other actors of the same type when killed."
|
|
);
|
|
Event EV_Actor_SetBounceOff
|
|
(
|
|
"bounceoff",
|
|
EV_DEFAULT,
|
|
NULL,
|
|
NULL,
|
|
"Makes projectiles bounce off of actor (if they can't damage actor)."
|
|
);
|
|
Event EV_Actor_SetHaveThing
|
|
(
|
|
"havething",
|
|
EV_DEFAULT,
|
|
"ib",
|
|
"thing_number have_bool",
|
|
"Sets whether or not the actor has this thing number."
|
|
);
|
|
|
|
Event EV_Actor_SetUseGravity
|
|
(
|
|
"usegravity",
|
|
EV_DEFAULT,
|
|
"b",
|
|
"use_gravity",
|
|
"Tells the actor whether or not to use gravity for this animation."
|
|
);
|
|
Event EV_Actor_SetDeathSize
|
|
(
|
|
"deathsize",
|
|
EV_TIKIONLY,
|
|
"vv",
|
|
"min max",
|
|
"Sets the actors new size for death."
|
|
);
|
|
Event EV_Actor_Fade
|
|
(
|
|
"actorfade",
|
|
EV_DEFAULT,
|
|
NULL,
|
|
NULL,
|
|
"Makes the actor fade out."
|
|
);
|
|
Event EV_Actor_AttackMode
|
|
(
|
|
"attackmode",
|
|
EV_SCRIPTONLY,
|
|
"b",
|
|
"attack_bool",
|
|
"Makes the actor go directly into attacking the player if bool is true."
|
|
);
|
|
Event EV_Actor_BounceOff
|
|
(
|
|
"bounceoffevent",
|
|
EV_CODEONLY,
|
|
"v",
|
|
"object_origin",
|
|
"Lets the actor know something just bounces off of it."
|
|
);
|
|
Event EV_Actor_SetBounceOffEffect
|
|
(
|
|
"bounceoffeffect",
|
|
EV_DEFAULT,
|
|
"s",
|
|
"bounce_off_effect_name",
|
|
"Sets the name of the effect to play when something bounces off the actor."
|
|
);
|
|
Event EV_Actor_AddSpawnItem
|
|
(
|
|
"spawnitem",
|
|
EV_DEFAULT,
|
|
"s",
|
|
"spawn_item_name",
|
|
"Adds this names item to what will be spawned when this actor is killed."
|
|
);
|
|
Event EV_Actor_SetSpawnChance
|
|
(
|
|
"spawnchance",
|
|
EV_DEFAULT,
|
|
"f",
|
|
"spawn_chance",
|
|
"Sets the chance that this actor will spawn something when killed."
|
|
);
|
|
Event EV_Actor_ClearSpawnItems
|
|
(
|
|
"clearspawnitems",
|
|
EV_DEFAULT,
|
|
NULL,
|
|
NULL,
|
|
"Clears the list of items to spawn when this actor is killed."
|
|
);
|
|
Event EV_Actor_SetAllowFall
|
|
(
|
|
"allowfall",
|
|
EV_DEFAULT,
|
|
"B",
|
|
"allow_fall_bool",
|
|
"Makes the actor ignore falls when trying to move."
|
|
);
|
|
Event EV_Actor_SetCanBeFinishedBy
|
|
(
|
|
"canbefinishedby",
|
|
EV_TIKIONLY,
|
|
"sSSSSS",
|
|
"mod1 mod2 mod3 mod4 mod5 mod6",
|
|
"Adds to the can be finished by list for this actor."
|
|
);
|
|
Event EV_Actor_SetFeetWidth
|
|
(
|
|
"feetwidth",
|
|
EV_TIKIONLY,
|
|
"f",
|
|
"feet_width",
|
|
"Sets the width of the feet for this actor if different than the bounding box size."
|
|
);
|
|
Event EV_Actor_SetCanWalkOnOthers
|
|
(
|
|
"canwalkonothers",
|
|
EV_DEFAULT,
|
|
NULL,
|
|
NULL,
|
|
"Allows the actor to walk on top of others."
|
|
);
|
|
Event EV_Actor_Push
|
|
(
|
|
"push",
|
|
EV_CODEONLY,
|
|
"v",
|
|
"dir",
|
|
"Pushes the actor in the specified direction."
|
|
);
|
|
Event EV_Actor_Pushable
|
|
(
|
|
"pushable",
|
|
EV_DEFAULT,
|
|
"B",
|
|
"flag",
|
|
"Sets whether or not an actor can be pushed out of the way."
|
|
);
|
|
Event EV_Actor_ChargeWater
|
|
(
|
|
"chargewater",
|
|
EV_DEFAULT,
|
|
"ff",
|
|
"damage range",
|
|
"Does a charge water attack."
|
|
);
|
|
Event EV_Actor_SendCommand
|
|
(
|
|
"sendcommand",
|
|
EV_CODEONLY,
|
|
"ss",
|
|
"command part_name",
|
|
"Sends a command to another one of its parts."
|
|
);
|
|
|
|
Event EV_Actor_SetTargetable
|
|
(
|
|
"targetable",
|
|
EV_DEFAULT,
|
|
"b",
|
|
"should_target",
|
|
"Sets whether or not this actor should be targetable by the player."
|
|
);
|
|
Event EV_Actor_ChangeType
|
|
(
|
|
"changetype",
|
|
EV_DEFAULT,
|
|
"s",
|
|
"new_model_name",
|
|
"Changes the actor to the specified new type of actor."
|
|
);
|
|
Event EV_Actor_IgnoreMonsterClip
|
|
(
|
|
"ignoremonsterclip",
|
|
EV_DEFAULT,
|
|
NULL,
|
|
NULL,
|
|
"Makes the actor ignore monster clip brushes."
|
|
);
|
|
Event EV_Actor_MinimumMeleeHeight
|
|
(
|
|
"minmeleeheight",
|
|
EV_DEFAULT,
|
|
"f",
|
|
"minimum_height",
|
|
"Sets the minimum height a melee attack has to be to hurt the actor."
|
|
);
|
|
Event EV_Actor_SetDamageAngles
|
|
(
|
|
"damageangles",
|
|
EV_DEFAULT,
|
|
"f",
|
|
"damage_angles",
|
|
"Sets the the angles where the actor can be hurt (like fov)."
|
|
);
|
|
Event EV_Actor_Immortal
|
|
(
|
|
"immortal",
|
|
EV_DEFAULT,
|
|
"b",
|
|
"immortal_bool",
|
|
"Sets whether or not the actor is immortal or not."
|
|
);
|
|
Event EV_Actor_SetDieCompletely
|
|
(
|
|
"diecompletely",
|
|
EV_DEFAULT,
|
|
"b",
|
|
"die_bool",
|
|
"Sets whether or not the actor dies completely (if he doesn't he mostly just"
|
|
" runs his kill_thread)."
|
|
);
|
|
Event EV_Actor_SetBleedAfterDeath
|
|
(
|
|
"bleed_after_death",
|
|
EV_DEFAULT,
|
|
"b",
|
|
"bleed_bool",
|
|
"Sets whether or not the actor will bleed after dying."
|
|
);
|
|
Event EV_Actor_IgnorePlacementWarning
|
|
(
|
|
"ignore_placement_warning",
|
|
EV_DEFAULT,
|
|
"s",
|
|
"warning_string",
|
|
"Makes the specified placement warning not get printed for this actor."
|
|
);
|
|
Event EV_Actor_SetIdleStateName
|
|
(
|
|
"set_idle_state_name",
|
|
EV_SCRIPTONLY,
|
|
"s",
|
|
"new_idle_state_name",
|
|
"Sets the actor's new idle state name."
|
|
);
|
|
Event EV_Actor_SetNotAllowedToKill
|
|
(
|
|
"not_allowed_to_kill",
|
|
EV_DEFAULT,
|
|
NULL,
|
|
NULL,
|
|
"Player fails the level if he kills an actor with this set."
|
|
);
|
|
|
|
Event EV_Actor_IgnoreWater
|
|
(
|
|
"ignorewater",
|
|
EV_DEFAULT,
|
|
"b",
|
|
"ignore_water_bool",
|
|
"Sets whether or not this actor will ignore water when moving."
|
|
);
|
|
|
|
Event EV_Actor_SimplePathfinding
|
|
(
|
|
"simplepathfinding",
|
|
EV_DEFAULT,
|
|
NULL,
|
|
NULL,
|
|
"Makes the actor use simplier path finding."
|
|
);
|
|
Event EV_Actor_NoPainSounds
|
|
(
|
|
"nopainsounds",
|
|
EV_DEFAULT,
|
|
NULL,
|
|
NULL,
|
|
"Makes the actor not broadcast sounds (AI stimuli) when taking pain or killed."
|
|
);
|
|
Event EV_Actor_BroadcastAlert
|
|
(
|
|
"alertevent",
|
|
EV_DEFAULT,
|
|
"F",
|
|
"soundRadius",
|
|
"Alerts Entities within the radius of the enemy's location."
|
|
);
|
|
|
|
Event EV_Actor_UpdateBossHealth
|
|
(
|
|
"updatebosshealth",
|
|
EV_DEFAULT,
|
|
"BB",
|
|
"updateFlag forceOn",
|
|
"Tells the actor to update the bosshealth cvar each time it thinks."
|
|
);
|
|
Event EV_Actor_SetMaxBossHealth
|
|
(
|
|
"maxbosshealth",
|
|
EV_DEFAULT,
|
|
"f",
|
|
"max_boss_health",
|
|
"Sets the actor's max boss health."
|
|
);
|
|
Event EV_Actor_IgnorePainFromActors
|
|
(
|
|
"ignorepainfromactors",
|
|
EV_DEFAULT,
|
|
NULL,
|
|
NULL,
|
|
"Makes this actor ignore pain from other actors."
|
|
);
|
|
Event EV_Actor_DamageAllowed
|
|
(
|
|
"damageallowed",
|
|
EV_DEFAULT,
|
|
"b",
|
|
"damage_allowed",
|
|
"Turns melee damage on and off."
|
|
);
|
|
Event EV_Actor_SetEmotion
|
|
(
|
|
"emotion",
|
|
EV_DEFAULT,
|
|
"S",
|
|
"expression_name",
|
|
"Sets the actors current emotion."
|
|
);
|
|
Event EV_Actor_ReturnProjectile
|
|
(
|
|
"returnproj",
|
|
EV_TIKIONLY,
|
|
NULL,
|
|
NULL,
|
|
"Returns a projectile to the current enemy"
|
|
);
|
|
Event EV_Actor_SetRadiusDialogRange
|
|
(
|
|
"setradiusdialogrange",
|
|
EV_DEFAULT,
|
|
"f",
|
|
"range",
|
|
"Sets the range for playing radius dialog"
|
|
);
|
|
|
|
Event EV_Actor_SetDialogMode
|
|
(
|
|
"setdialogmode",
|
|
EV_DEFAULT,
|
|
"s",
|
|
"mode_type",
|
|
"Sets the Dialog Mode for the actor, valid values are 'anxious', 'normal', or 'ignore'"
|
|
);
|
|
|
|
Event EV_Actor_DialogAnimDone
|
|
(
|
|
"dialoganimdone",
|
|
EV_CODEONLY,
|
|
NULL,
|
|
NULL,
|
|
"Not meant to be called from script -- So DONT FREAKIN DO IT!!!!"
|
|
);
|
|
|
|
Event EV_Actor_SetEyeAngleConstraints
|
|
(
|
|
"seteyeangleconstraints",
|
|
EV_TIKIONLY,
|
|
"ffff",
|
|
"min_eye_yaw_angle max_eye_yaw_angle min_eye_pitch_angle max_eye_pitch_angle",
|
|
"Sets the constraints on eye movement"
|
|
);
|
|
|
|
Event EV_Actor_SetActivateThread
|
|
(
|
|
"setactivatethread",
|
|
EV_SCRIPTONLY,
|
|
"s",
|
|
"thread_name",
|
|
"Sets the thread to call when the AI Activates"
|
|
);
|
|
|
|
Event EV_Actor_SetValidTarget
|
|
(
|
|
"setvalidtarget",
|
|
EV_DEFAULT,
|
|
"b",
|
|
"valid_target",
|
|
"Sets whether or not actor is valid target in actor to actor confrontations"
|
|
);
|
|
|
|
Event EV_Actor_SetAlertThread
|
|
(
|
|
"setalertthread",
|
|
EV_SCRIPTONLY,
|
|
"s",
|
|
"thread_name",
|
|
"sets a thread to be called when AI goes to alert"
|
|
);
|
|
|
|
Event EV_Actor_RunAlertThread
|
|
(
|
|
"runalertthread",
|
|
EV_CODEONLY,
|
|
NULL,
|
|
NULL,
|
|
"runs an actors alert thread - NOT MEANT TO BE CALLED FROM SCRIPT"
|
|
);
|
|
|
|
Event EV_Actor_CheckActorDead
|
|
(
|
|
"checkactordead",
|
|
EV_SCRIPTONLY,
|
|
"@ie",
|
|
"dead_bool entity_to_check",
|
|
"checks if an actor is dead"
|
|
);
|
|
|
|
Event EV_Actor_EnemyActorFlag
|
|
(
|
|
"setenemyactorflag",
|
|
EV_SCRIPTONLY,
|
|
"sB",
|
|
"flag_name flag_bool",
|
|
"Sets an Actor's flag"
|
|
);
|
|
|
|
Event EV_Actor_EnemyAIOn
|
|
(
|
|
"enemyaion",
|
|
EV_CODEONLY,
|
|
NULL,
|
|
NULL,
|
|
"turns on the current enemy AI"
|
|
);
|
|
|
|
Event EV_Actor_EnemyAIOff
|
|
(
|
|
"enemyaioff",
|
|
EV_CODEONLY,
|
|
NULL,
|
|
NULL,
|
|
"turns off the current enemy AI"
|
|
);
|
|
|
|
Event EV_Actor_AttachCurrentEnemy
|
|
(
|
|
"attachcurrentenemy",
|
|
EV_CODEONLY,
|
|
"s",
|
|
"bone",
|
|
"attach current enemy to the given bone"
|
|
);
|
|
|
|
Event EV_Actor_AttachActor
|
|
(
|
|
"attachactor",
|
|
EV_DEFAULT,
|
|
"sss",
|
|
"model targetname bone",
|
|
"attach actor to the given bone"
|
|
);
|
|
|
|
Event EV_Actor_SetEnemyAttached
|
|
(
|
|
"setenemyattached",
|
|
EV_DEFAULT,
|
|
"b",
|
|
"attached",
|
|
"sets whether or not the current enemy is attached -- Quetzal Specific"
|
|
);
|
|
|
|
Event EV_Actor_PickUpThrowObject
|
|
(
|
|
"pickupthrowobject",
|
|
EV_SCRIPTONLY,
|
|
"s",
|
|
"bone",
|
|
"bone to attach object to"
|
|
);
|
|
|
|
Event EV_Actor_TossThrowObject
|
|
(
|
|
"tossthrowobject",
|
|
EV_DEFAULT,
|
|
"ff",
|
|
"speed gravity",
|
|
"throws a throw object"
|
|
);
|
|
|
|
Event EV_Actor_SetTurretMode
|
|
(
|
|
"setturretmode",
|
|
EV_DEFAULT,
|
|
"b",
|
|
"on_off",
|
|
"sets turret mode on or off"
|
|
);
|
|
|
|
Event EV_Actor_SetHitscanResponseChance
|
|
(
|
|
"sethitscanresponse",
|
|
EV_DEFAULT,
|
|
"f",
|
|
"chance",
|
|
"sets chance an actor will respond to hitscan attacks"
|
|
);
|
|
|
|
Event EV_Actor_SetWeaponReady
|
|
(
|
|
"setweaponready",
|
|
EV_DEFAULT,
|
|
"b",
|
|
"ready",
|
|
"sets if the actor has its weapon ready or not"
|
|
);
|
|
|
|
Event EV_Actor_SetOnDamageThread
|
|
(
|
|
"actorondamage",
|
|
EV_SCRIPTONLY,
|
|
"sI",
|
|
"thread_name damage_threshold",
|
|
"sets the thread that is called when actor is damaged"
|
|
);
|
|
|
|
Event EV_Actor_SetTimeBetweenSleepChecks
|
|
(
|
|
"timebetweensleepchecks",
|
|
EV_SCRIPTONLY,
|
|
"f",
|
|
"delay",
|
|
"sets the time between tests to see if the actor should sleep"
|
|
);
|
|
|
|
Event EV_Actor_SetAimLeadFactors
|
|
(
|
|
"setaimleadfactors",
|
|
EV_DEFAULT,
|
|
"ff",
|
|
"minLeadFactor maxLeadFactor",
|
|
"sets the lead factor for projectile aiming; 0 = don't lead, 1 = perfect lead"
|
|
);
|
|
|
|
Event EV_Actor_SetActorType
|
|
(
|
|
"actortype",
|
|
EV_DEFAULT,
|
|
"s",
|
|
"actor_type",
|
|
"sets the actortype"
|
|
);
|
|
|
|
Event EV_Actor_RegisterBehaviorPackage
|
|
(
|
|
"registerpackage",
|
|
EV_TIKIONLY,
|
|
"s",
|
|
"package_name",
|
|
"registers a behavior package"
|
|
);
|
|
|
|
Event EV_Actor_UnregisterBehaviorPackage
|
|
(
|
|
"unregisterpackage",
|
|
EV_TIKIONLY,
|
|
"s",
|
|
"package_name",
|
|
"unregisters a behavior package"
|
|
);
|
|
|
|
Event EV_Actor_SetBehaviorPackageTendency
|
|
(
|
|
"setpackagetendency",
|
|
EV_DEFAULT,
|
|
"sf",
|
|
"package_name tendency",
|
|
"sets the tendency to execute the behavior package"
|
|
);
|
|
|
|
Event EV_Actor_SetAbsoluteMaxRange
|
|
(
|
|
"setabsolutemaxrange",
|
|
EV_DEFAULT,
|
|
"f",
|
|
"absolute_max_range",
|
|
"sets the absolute maximum range the actor will get from an entity"
|
|
);
|
|
|
|
Event EV_Actor_SetAbsoluteMinRange
|
|
(
|
|
"setabsoluteminrange",
|
|
EV_DEFAULT,
|
|
"f",
|
|
"absolute_min_range",
|
|
"sets the absolute minimum range the actor will get from an entity"
|
|
);
|
|
|
|
Event EV_Actor_SetPreferredMaxRange
|
|
(
|
|
"setpreferredmaxrange",
|
|
EV_DEFAULT,
|
|
"f",
|
|
"preferred_max_range",
|
|
"sets the preferred maximum range the actor would like to be from an entity"
|
|
);
|
|
|
|
Event EV_Actor_SetPreferredMinRange
|
|
(
|
|
"setpreferredminrange",
|
|
EV_DEFAULT,
|
|
"f",
|
|
"preferred_min_range",
|
|
"sets the preferred minimum range the actor would like to be from an entity"
|
|
);
|
|
|
|
Event EV_Actor_DebugStates
|
|
(
|
|
"debugstates",
|
|
EV_CODEONLY,
|
|
"i",
|
|
"debug_state",
|
|
"sets debug level for actor statemachine"
|
|
);
|
|
|
|
Event EV_Actor_SetHeadWatchTarget
|
|
(
|
|
"headwatchtarget",
|
|
EV_SCRIPTONLY,
|
|
"sf",
|
|
"target speed",
|
|
"sets the headwatch target... currently to enemy or none"
|
|
);
|
|
Event EV_Actor_SetHeadTwitch
|
|
(
|
|
"headTwitch",
|
|
EV_SCRIPTONLY,
|
|
"b",
|
|
"bool",
|
|
"Sets whether or not the head should twitch."
|
|
);
|
|
|
|
Event EV_Actor_SetFuzzyEngineActive
|
|
(
|
|
"fuzzyengineactive",
|
|
EV_DEFAULT,
|
|
"b",
|
|
"active",
|
|
"sets the fuzzy engine active or not"
|
|
);
|
|
|
|
//
|
|
// Waypoint stuff
|
|
//
|
|
Event EV_Actor_FollowWayPoints
|
|
(
|
|
"followwaypoints",
|
|
EV_SCRIPTONLY,
|
|
"sS",
|
|
"waypointnode_name starting_anim_name",
|
|
"Makes an actor follow a waypoint path starting at , starting at the start_point"
|
|
);
|
|
|
|
|
|
Event EV_Actor_Disable
|
|
(
|
|
"disable",
|
|
EV_DEFAULT,
|
|
"i",
|
|
"disable_flag",
|
|
"disable actor ( 1 ) or not disable actor ( 0 )"
|
|
);
|
|
|
|
Event EV_Actor_Cripple
|
|
(
|
|
"cripple",
|
|
EV_DEFAULT,
|
|
"i",
|
|
"cripple_flag",
|
|
"cripple actor ( 1 ) or not cripple actor ( 0 )"
|
|
);
|
|
|
|
Event EV_Actor_In_Alcove
|
|
(
|
|
"in_alcove",
|
|
EV_DEFAULT,
|
|
"i",
|
|
"in_alcove_flat",
|
|
"in alcove ( 1 ) or not in alcove ( 0 )"
|
|
);
|
|
|
|
//
|
|
// Weapon stuff
|
|
//
|
|
Event EV_Actor_GiveActorWeapon
|
|
(
|
|
"giveactorweapon",
|
|
EV_DEFAULT,
|
|
"sI",
|
|
"weapon amount",
|
|
"Gives a weapon to an actor"
|
|
);
|
|
|
|
Event EV_Actor_RemoveActorWeapon
|
|
(
|
|
"removeactorweapon",
|
|
EV_DEFAULT,
|
|
"s",
|
|
"weapon",
|
|
"removes an actors weapon"
|
|
);
|
|
|
|
Event EV_Actor_UseWeapon
|
|
(
|
|
"useactorweapon",
|
|
EV_TIKIONLY,
|
|
"sS",
|
|
"weapon hand",
|
|
"Makes the specified weapon active for the actor \n"
|
|
"If they have the weapon"
|
|
);
|
|
|
|
Event EV_Actor_SetMovementMode
|
|
(
|
|
"movementmode",
|
|
EV_DEFAULT,
|
|
"s",
|
|
"movment_mode",
|
|
"sets the movment mode of the actor"
|
|
);
|
|
|
|
Event EV_Actor_ResetMoveDir
|
|
(
|
|
"resetmovedir",
|
|
EV_CODEONLY,
|
|
NULL,
|
|
NULL,
|
|
"Resets and resyncs movedir with animdir"
|
|
);
|
|
|
|
Event EV_Actor_SetNodeID
|
|
(
|
|
"setnodeid",
|
|
EV_SCRIPTONLY,
|
|
"i",
|
|
"id_number",
|
|
"Sets the ID number of the helper nodes that this actor can use"
|
|
);
|
|
|
|
//
|
|
// Personality Stuff
|
|
//
|
|
|
|
Event EV_Actor_SetAggressiveness
|
|
(
|
|
"aggressive",
|
|
EV_DEFAULT,
|
|
"f",
|
|
"aggressiveness",
|
|
"sets the aggressiveness of the actor... valid range between 0 and 1"
|
|
);
|
|
|
|
Event EV_Actor_SetTalkiness
|
|
(
|
|
"talkiness",
|
|
EV_DEFAULT,
|
|
"f",
|
|
"talkiness",
|
|
"sets the talkiness of the actor... valid range between 0 and 1"
|
|
);
|
|
|
|
Event EV_Actor_SetTendency
|
|
(
|
|
"settendency",
|
|
EV_DEFAULT,
|
|
"sf",
|
|
"name value",
|
|
"Sets a tendency for the actor"
|
|
);
|
|
|
|
Event EV_Actor_SetFloatProperty
|
|
(
|
|
"setfloatproperty",
|
|
EV_DEFAULT,
|
|
"sf",
|
|
"name value",
|
|
"Sets a float property on the actor"
|
|
);
|
|
|
|
Event EV_Actor_SetGroupNumber
|
|
(
|
|
"groupnumber",
|
|
EV_DEFAULT,
|
|
"i",
|
|
"group_number",
|
|
"sets the group number of the actor"
|
|
);
|
|
|
|
Event EV_Actor_Blink
|
|
(
|
|
"blink",
|
|
EV_DEFAULT,
|
|
"b",
|
|
"shouldBlink",
|
|
"Sets whether or not the actor should blink"
|
|
);
|
|
|
|
Event EV_Actor_ClearArmorAdapations
|
|
(
|
|
"cleararmoradaptions",
|
|
EV_SCRIPTONLY,
|
|
NULL,
|
|
NULL,
|
|
"clears armor adaptions"
|
|
);
|
|
|
|
Event EV_Actor_SetFollowTarget
|
|
(
|
|
"followtarget",
|
|
EV_SCRIPTONLY,
|
|
"e",
|
|
"entity_to_follow",
|
|
"Sets the following target for the actor"
|
|
);
|
|
|
|
Event EV_Actor_SetFollowRange
|
|
(
|
|
"followrange",
|
|
EV_SCRIPTONLY,
|
|
"f",
|
|
"maxRange",
|
|
"Sets a range that the target considers _close enough_ while following"
|
|
);
|
|
|
|
Event EV_Actor_SetFollowRangeMin
|
|
(
|
|
"followrangemin",
|
|
EV_SCRIPTONLY,
|
|
"f",
|
|
"minRange",
|
|
"Sets a minimum range for following"
|
|
);
|
|
|
|
Event EV_Actor_SetCombatFollowRange
|
|
(
|
|
"followcombatrange",
|
|
EV_SCRIPTONLY,
|
|
"f",
|
|
"maxRange",
|
|
"Sets a range that the target considers _close enough_ while following in a combat situation"
|
|
);
|
|
|
|
Event EV_Actor_SetCombatFollowRangeMin
|
|
(
|
|
"followcombatrangemin",
|
|
EV_SCRIPTONLY,
|
|
"f",
|
|
"minRange",
|
|
"Sets a minimum range for following in a combat situation"
|
|
);
|
|
|
|
Event EV_Actor_SetSteeringDirectionPreference
|
|
(
|
|
"steeringdirectionpreference",
|
|
EV_SCRIPTONLY,
|
|
"s",
|
|
"preference",
|
|
"Sends a string to define the way actors will turn when avoiding obstacles"
|
|
);
|
|
|
|
Event EV_Actor_SetStickToGround
|
|
(
|
|
"setsticktoground",
|
|
EV_DEFAULT,
|
|
"b",
|
|
"stick",
|
|
"Sets a bool that determines whether the actor ground follows"
|
|
);
|
|
|
|
Event EV_Actor_SetDialogMorphMult
|
|
(
|
|
"dialogMorphMult",
|
|
EV_DEFAULT,
|
|
"f",
|
|
"dialogMorphMult",
|
|
"Sets the multiplier for all dialog morphs for this actor."
|
|
);
|
|
|
|
// Context Dialog Context Events
|
|
Event EV_ContextDialog_InContext
|
|
(
|
|
"incontext",
|
|
EV_CODEONLY,
|
|
"s",
|
|
"context",
|
|
"Used to start a context dialog"
|
|
);
|
|
|
|
Event EV_ContextDialog_IgnoreNextContext
|
|
(
|
|
"ignorenextcontext",
|
|
EV_CODEONLY,
|
|
"bs",
|
|
"flag context",
|
|
"Makes the actor ignore the next context event it receives"
|
|
);
|
|
|
|
Event EV_Actor_ForceSetClip
|
|
(
|
|
"forcesetclip",
|
|
EV_CODEONLY,
|
|
NULL,
|
|
NULL,
|
|
"Makes the actor set his contents to setclip"
|
|
);
|
|
|
|
Event EV_Actor_WhatAreYouDoing
|
|
(
|
|
"whatareyoudoing",
|
|
EV_DEFAULT,
|
|
NULL,
|
|
NULL,
|
|
"Makes the actor print a bunch of debug state info to the console"
|
|
);
|
|
|
|
Event EV_Actor_WhatsWrong
|
|
(
|
|
"whatswrong",
|
|
EV_DEFAULT,
|
|
NULL,
|
|
NULL,
|
|
"Makes the actor print the current behaviors failure reaon to the console"
|
|
);
|
|
|
|
Event EV_Actor_PutawayWeapon
|
|
(
|
|
"putawayweapon",
|
|
EV_DEFAULT,
|
|
"S",
|
|
"hand",
|
|
"Deactivate the weapon in the specified hand."
|
|
);
|
|
|
|
Event EV_Actor_SetCombatTraceInterval
|
|
(
|
|
"combattraceinterval",
|
|
EV_DEFAULT,
|
|
"f",
|
|
"interval",
|
|
"Determines how often an actor will re-trace when doing can-attack types of checks"
|
|
);
|
|
|
|
Event EV_Actor_UseWeaponDamage
|
|
(
|
|
"useweapondamage",
|
|
EV_TIKIONLY,
|
|
"SB",
|
|
"hand setflag",
|
|
"Makes the melee event reference the damage of the weapon in the specified hand."
|
|
);
|
|
|
|
Event EV_Actor_StrictlyFollowPath
|
|
(
|
|
"strictlyfollowpath",
|
|
EV_DEFAULT,
|
|
"b",
|
|
"boolean",
|
|
"Lets the actor know if he should follow paths exactly or if he can go directly to his goal."
|
|
);
|
|
Event EV_Actor_EvaluateEnemies
|
|
(
|
|
"evaluateenemies",
|
|
EV_DEFAULT,
|
|
NULL,
|
|
NULL,
|
|
"Makes the actor evaluate his enemy list"
|
|
);
|
|
|
|
Event EV_Actor_ForgetEnemies
|
|
(
|
|
"forgetenemies",
|
|
EV_DEFAULT,
|
|
NULL,
|
|
NULL,
|
|
"Makes the actor forget about all enemies for one frame"
|
|
);
|
|
|
|
Event EV_Actor_SetMaxHeadYaw
|
|
(
|
|
"maxheadyaw",
|
|
EV_DEFAULT,
|
|
"f",
|
|
"maxyaw",
|
|
"Sets the max yaw the headwatcher can turn the head"
|
|
);
|
|
|
|
Event EV_Actor_SetMaxHeadPitch
|
|
(
|
|
"maxheadpitch",
|
|
EV_DEFAULT,
|
|
"f",
|
|
"maxpitch",
|
|
"Sets the max pitch the headwatcher can turn the head"
|
|
);
|
|
|
|
Event EV_Actor_SetPostureStateMap
|
|
(
|
|
"posturestatemap",
|
|
EV_DEFAULT,
|
|
"sB",
|
|
"statemap loadingFlag",
|
|
"Sets the state machine for the posture controller"
|
|
);
|
|
|
|
Event EV_Actor_SendEventToGroup
|
|
(
|
|
"sendeventtogroup",
|
|
EV_DEFAULT,
|
|
"sSSSSS",
|
|
"event parm parm parm parm parm",
|
|
"sends the specified event to the entire group"
|
|
);
|
|
|
|
Event EV_Actor_GroupAttack
|
|
(
|
|
"groupattack",
|
|
EV_DEFAULT,
|
|
NULL,
|
|
NULL,
|
|
"Sends and attack event to the whole group with this actors current enemy"
|
|
);
|
|
|
|
Event EV_Actor_GroupActorType
|
|
(
|
|
"groupactortype",
|
|
EV_DEFAULT,
|
|
"s",
|
|
"actortype",
|
|
"Sends an actortype event to the whole group"
|
|
);
|
|
|
|
Event EV_Actor_SetMasterState
|
|
(
|
|
"setmasterstate",
|
|
EV_DEFAULT,
|
|
"s",
|
|
"state_name",
|
|
"Sets the master state"
|
|
);
|
|
|
|
Event EV_Actor_PrintDebugMessage
|
|
(
|
|
"printmessage",
|
|
EV_DEFAULT,
|
|
"s",
|
|
"message",
|
|
"Prints a warning message to the console"
|
|
);
|
|
|
|
Event EV_Actor_SelectNextEnemy
|
|
(
|
|
"SelectNextEnemy",
|
|
EV_DEFAULT,
|
|
NULL,
|
|
NULL,
|
|
"Sets the actor's current enemy to be the next enemy in it's hate list, assuming there is one."
|
|
);
|
|
|
|
Event EV_Actor_SelectClosestEnemy
|
|
(
|
|
"selectclosestenemy",
|
|
EV_DEFAULT,
|
|
NULL,
|
|
NULL,
|
|
"Sets the actor's current enemy to be the closest enemy in it's hate list "
|
|
);
|
|
|
|
Event EV_Actor_SetGroupDeathThread
|
|
(
|
|
"groupdeaththread",
|
|
EV_DEFAULT,
|
|
"s",
|
|
"thread_name",
|
|
"Sets a thread to call when all the members of a group have been killed"
|
|
);
|
|
|
|
Event EV_Actor_SetAnimSet
|
|
(
|
|
"useanimset",
|
|
EV_DEFAULT,
|
|
"s",
|
|
"anim_set",
|
|
"Sets the AnimSet... Valid Set Names are AnimSet1 , AnimSet2 "
|
|
);
|
|
|
|
Event EV_Actor_SetPostureState
|
|
(
|
|
"setposturestate",
|
|
EV_DEFAULT,
|
|
"ss",
|
|
"currentState requestedState",
|
|
"Sets the Posture State"
|
|
);
|
|
|
|
Event EV_Actor_SetTalkWatchMode
|
|
(
|
|
"settalkwatchmode",
|
|
EV_DEFAULT,
|
|
"sB",
|
|
"mode useConvAnim",
|
|
"Sets the talk watch mode -- valid entries are turnto, headwatchonly, and ignore"
|
|
);
|
|
|
|
Event EV_Actor_PrepareMissionFailure
|
|
(
|
|
"failmission",
|
|
EV_DEFAULT,
|
|
"fS",
|
|
"time reason",
|
|
"Fails the mission in the time specified"
|
|
);
|
|
|
|
Event EV_Actor_FailMission
|
|
(
|
|
"domissionfailure",
|
|
EV_DEFAULT,
|
|
"S",
|
|
"reason",
|
|
"Fails the mission"
|
|
);
|
|
|
|
Event EV_Actor_DebugEvent
|
|
(
|
|
"debugevent",
|
|
EV_DEFAULT,
|
|
NULL,
|
|
NULL,
|
|
"Called for Debug Purposes from state machine"
|
|
);
|
|
|
|
Event EV_Actor_UnreserveCurrentHelperNode
|
|
(
|
|
"unreservecurrenthelpernode",
|
|
EV_CODEONLY,
|
|
NULL,
|
|
NULL,
|
|
"Unreserves the current helper node"
|
|
);
|
|
|
|
Event EV_Actor_ProjectileClose
|
|
(
|
|
"projectileclose",
|
|
EV_CODEONLY,
|
|
"e",
|
|
"owener",
|
|
"Informs Actor that a projectile is close"
|
|
);
|
|
|
|
Event EV_Actor_SaveOffLastHitBone
|
|
(
|
|
"saveofflasthitbone",
|
|
EV_CODEONLY,
|
|
NULL,
|
|
NULL,
|
|
"Saves off the last hit_bone"
|
|
);
|
|
|
|
Event EV_Actor_ClearTorsoAnim
|
|
(
|
|
"cleartorsoanim",
|
|
EV_CODEONLY,
|
|
NULL,
|
|
NULL,
|
|
"clears the f'ng torso anim"
|
|
);
|
|
|
|
Event EV_Actor_SetPlayPainSoundInterval
|
|
(
|
|
"setplaypainsoundinterval",
|
|
EV_DEFAULT,
|
|
"f",
|
|
"interval",
|
|
"Sets the pain sound interval"
|
|
);
|
|
|
|
Event EV_Actor_SetContextSoundInterval
|
|
(
|
|
"setcontextsoundinterval",
|
|
EV_DEFAULT,
|
|
"f",
|
|
"interval",
|
|
"Sets the context sound ( dialog ) interval "
|
|
);
|
|
|
|
Event EV_Actor_SetMinPainTime
|
|
(
|
|
"setminpaintime",
|
|
EV_DEFAULT,
|
|
"f",
|
|
"time",
|
|
"Sets the minimum pain time"
|
|
);
|
|
|
|
Event EV_Actor_SetEnemyTargeted
|
|
(
|
|
"setenemytargeted",
|
|
EV_DEFAULT,
|
|
"b",
|
|
"targeted",
|
|
"Sets whether or not the enemy should display targeted shader"
|
|
);
|
|
|
|
Event EV_Actor_SetActivationDelay
|
|
(
|
|
"setactivationdelay",
|
|
EV_DEFAULT,
|
|
"f",
|
|
"delay",
|
|
"If set up to use it, actors will delay action for the specifed delay time"
|
|
);
|
|
|
|
Event EV_Actor_SetActivationStart
|
|
(
|
|
"startactivationtimer",
|
|
EV_DEFAULT,
|
|
NULL,
|
|
NULL,
|
|
"Sets the activationStart time to the current level time"
|
|
);
|
|
|
|
Event EV_Actor_SetCheckConeOfFireDistance
|
|
(
|
|
"SetCheckConeOfFireDistance",
|
|
EV_DEFAULT,
|
|
"f",
|
|
"distance",
|
|
"Sets how close an actor must be for IN_CONE_OF_FIRE checks from a state machine."
|
|
);
|
|
|
|
Event EV_Actor_AddCustomThread
|
|
(
|
|
"addcustomthread",
|
|
EV_DEFAULT,
|
|
"ss",
|
|
"threadType threadName",
|
|
"Adds a custom thread to the actor. The thread type is the specific type to call, the name is the thread to call"
|
|
);
|
|
|
|
Event EV_Actor_SetHeadWatchMaxDistance
|
|
(
|
|
"setheadwatchmaxdistance",
|
|
EV_DEFAULT,
|
|
"f",
|
|
"maxdistance",
|
|
"Sets the max distance for the headwatcher"
|
|
);
|
|
|
|
Event EV_Actor_AnimateOnce
|
|
(
|
|
"animateonce",
|
|
EV_DEFAULT,
|
|
"s",
|
|
"anim_name",
|
|
"Runs the specified animation one time, then holds the last frame"
|
|
);
|
|
|
|
Event EV_Actor_SetDeathKnockbackValues
|
|
(
|
|
"setdeathknockbackvalues",
|
|
EV_DEFAULT,
|
|
"ff",
|
|
"vertical_value horiz_value",
|
|
"Sets Death Knockback Values"
|
|
);
|
|
|
|
char actor_flag_strings[ ACTOR_FLAG_MAX ][ 32 ] =
|
|
{
|
|
"noiseheard",
|
|
"investigating",
|
|
"deathgib",
|
|
"deathfade",
|
|
"nochatter",
|
|
"inactive",
|
|
"animdone",
|
|
"statedonetimevalid",
|
|
"masterstatedonetimevalid",
|
|
"AIon",
|
|
"lastcanseeenemy",
|
|
"lastcanseeenemynofov",
|
|
"dialogplaying",
|
|
"radiusdialogplaying",
|
|
"allowtalk",
|
|
"damageonceon",
|
|
"damageoncedamaged",
|
|
"bounceoff",
|
|
"notifiyothersatdeath",
|
|
"hasthing1",
|
|
"hasthing2",
|
|
"hasthing3",
|
|
"hasthing4",
|
|
"lastattackhit",
|
|
"started",
|
|
"allowhangback",
|
|
"usegravity",
|
|
"spawnfailed",
|
|
"fadingout",
|
|
"deathshrink",
|
|
"deathsink",
|
|
"staysolid",
|
|
"stunned",
|
|
"allowfall",
|
|
"finished",
|
|
"inlimbo",
|
|
"canwalkonothers",
|
|
"pushable",
|
|
"lasttrytalk",
|
|
"targetable",
|
|
"immortal",
|
|
"turninghead",
|
|
"movingeyes",
|
|
"diecompletely",
|
|
"bleedafterdeath",
|
|
"ignorestuckwarning",
|
|
"ignoreoffgroundwarning",
|
|
"allowedtokill",
|
|
"touchtriggers",
|
|
"ignorewater",
|
|
"neverignoresounds",
|
|
"simplepathfinding",
|
|
"havemoved",
|
|
"nopainsounds",
|
|
"updatebosshealth",
|
|
"ignorepainfromactors",
|
|
"damageallowed",
|
|
"atcovernode",
|
|
"waitfornewenemy",
|
|
"takedamage",
|
|
"usedamageskins",
|
|
"captured",
|
|
"turretmode",
|
|
"incominghitscan",
|
|
"respondingtohitscan",
|
|
"meleehitworld",
|
|
"torsoanimdone",
|
|
"weaponready",
|
|
"disabled",
|
|
"inalcove",
|
|
"inconeoffire",
|
|
"inplayerconeoffire",
|
|
"playerincallvolume",
|
|
"incallvolume",
|
|
"outoftorsorange",
|
|
"ducked",
|
|
"prone",
|
|
"shouldblink",
|
|
"crippled",
|
|
"retreating",
|
|
"hidden",
|
|
"followinginformation",
|
|
"displayingfailureFX",
|
|
"groupmemberinjured",
|
|
"canhealother",
|
|
"strictlyfollowpath",
|
|
"postureanimdone",
|
|
"attackingenemy",
|
|
"updatehatebasedonattackers",
|
|
"lastcanseeplayer",
|
|
"lastcanseeplayernofov",
|
|
"meleeallowed",
|
|
"playingdialoganim",
|
|
"usinghud",
|
|
"forcelifebar",
|
|
"updateactionlevel",
|
|
"canchangeanim",
|
|
"usefollowrangefornodes",
|
|
"immediateactivate",
|
|
"cannotdisintegrate",
|
|
"cannotuse",
|
|
"cannotfreeze"
|
|
|
|
|
|
};
|
|
|
|
char actor_notify_strings[ ACTOR_FLAG_MAX ][ 32 ] =
|
|
{
|
|
"on_damage",
|
|
"on_killed",
|
|
"on_spottedenemy"
|
|
};
|
|
|
|
CLASS_DECLARATION( Sentient, Actor, "monster_generic" )
|
|
{
|
|
{ &EV_Activate, &Actor::ActivateEvent },
|
|
{ &EV_Actor_BlindlyFollowPath, &Actor::BlindlyFollowPath },
|
|
{ &EV_Actor_SetSimplifiedThink, &Actor::SetSimplifiedThink },
|
|
{ &EV_Actor_SetActorToActorDamageModifier, &Actor::SetActorToActorDamageModifier },
|
|
{ &EV_Use, &Actor::UseEvent },
|
|
{ &EV_Actor_OnUse, &Actor::SetOnUseThread },
|
|
{ &EV_Actor_NoUse, &Actor::ClearOnUseThread },
|
|
{ &EV_Actor_Sleep, &Actor::Sleep },
|
|
{ &EV_Actor_Wakeup, &Actor::Wakeup },
|
|
{ &EV_Actor_SetTargetType, &Actor::SetTargetType },
|
|
{ &EV_Actor_Start, &Actor::Start },
|
|
{ &EV_Pain, &Actor::Pain },
|
|
{ &EV_Killed, &Actor::Killed },
|
|
{ &EV_Actor_Dead, &Actor::Dead },
|
|
{ &EV_Actor_Suicide, &Actor::Suicide },
|
|
{ &EV_Actor_ForwardSpeed, &Actor::ForwardSpeedEvent },
|
|
{ &EV_Actor_Fov, &Actor::SetFOV },
|
|
{ &EV_Actor_VisionDistance, &Actor::SetVisionDistance },
|
|
{ &EV_Actor_SetEnemyType, &Actor::SetEnemyType },
|
|
{ &EV_Actor_ClearCurrentEnemy, &Actor::ClearCurrentEnemy },
|
|
{ &EV_Actor_Swim, &Actor::SwimEvent },
|
|
{ &EV_Actor_Fly, &Actor::FlyEvent },
|
|
{ &EV_Actor_NotLand, &Actor::NotLandEvent },
|
|
{ &EV_Actor_SetDialogMode, &Actor::SetDialogMode },
|
|
{ &EV_Actor_DialogAnimDone, &Actor::DialogAnimDone },
|
|
{ &EV_Actor_RunThread, &Actor::RunThread },
|
|
{ &EV_Actor_Statemap, &Actor::LoadStateMap },
|
|
{ &EV_Actor_MasterStateMap, &Actor::LoadMasterStateMap },
|
|
{ &EV_Actor_SetBehaviorPackage, &Actor::SetBehaviorPackage },
|
|
{ &EV_Actor_UseBehaviorPackage, &Actor::UseBehaviorPackage },
|
|
{ &EV_Actor_ChildUseBehaviorPackage, &Actor::ChildUseBehaviorPackage },
|
|
{ &EV_Actor_ChildSetAnim, &Actor::ChildSetAnim },
|
|
{ &EV_Actor_ChildSuicide, &Actor::ChildSuicide },
|
|
{ &EV_Actor_IfEnemyVisible, &Actor::IfEnemyVisibleEvent },
|
|
{ &EV_Actor_IfNear, &Actor::IfNearEvent },
|
|
{ &EV_Actor_Idle, &Actor::GoIdle },
|
|
{ &EV_Actor_LookAt, &Actor::LookAt },
|
|
{ &EV_Actor_TurnTo, &Actor::TurnToEvent },
|
|
{ &EV_Actor_HeadWatch, &Actor::HeadWatchEvent },
|
|
{ &EV_Actor_ResetHead, &Actor::ResetHeadEvent },
|
|
{ &EV_Actor_EyeWatch, &Actor::EyeWatchEvent },
|
|
{ &EV_Actor_ResetEye, &Actor::ResetEyeEvent },
|
|
{ &EV_Actor_ResetTorso, &Actor::ResetTorsoEvent },
|
|
{ &EV_Actor_HeadAndEyeWatch, &Actor::HeadAndEyeWatchEvent },
|
|
{ &EV_Actor_EndBehavior, &Actor::EndBehaviorEvent },
|
|
{ &EV_Actor_EndHeadBehavior, &Actor::EndHeadBehaviorEvent },
|
|
{ &EV_Actor_EndEyeBehavior, &Actor::EndEyeBehaviorEvent },
|
|
{ &EV_Actor_EndTorsoBehavior, &Actor::EndTorsoBehaviorEvent },
|
|
{ &EV_Actor_NotifyBehavior, &Actor::NotifyBehavior },
|
|
{ &EV_Actor_NotifyHeadBehavior, &Actor::NotifyHeadBehavior },
|
|
{ &EV_Actor_NotifyEyeBehavior, &Actor::NotifyEyeBehavior },
|
|
{ &EV_Actor_NotifyTorsoBehavior, &Actor::NotifyTorsoBehavior },
|
|
{ &EV_Actor_FallToDeath, &Actor::FallToDeathEvent },
|
|
{ &EV_Actor_WalkTo, &Actor::WalkTo },
|
|
{ &EV_Actor_WalkWatch, &Actor::WalkWatch },
|
|
{ &EV_Actor_JumpTo, &Actor::JumpToEvent },
|
|
{ &EV_Actor_WarpTo, &Actor::WarpTo },
|
|
{ &EV_Actor_Anim, &Actor::Anim },
|
|
{ &EV_Actor_SetAnim, &Actor::SetAnim },
|
|
{ &EV_Actor_Attack, &Actor::AttackEntity },
|
|
{ &EV_Actor_AttackPlayer, &Actor::AttackPlayer },
|
|
{ &EV_Actor_Remove, &Actor::RemoveUselessBody },
|
|
{ &EV_Actor_ReserveNode, &Actor::ReserveNodeEvent },
|
|
{ &EV_Actor_ReleaseNode, &Actor::ReleaseNodeEvent },
|
|
{ &EV_Actor_IfCanHideAt, &Actor::IfCanHideAtEvent },
|
|
{ &EV_Actor_IfEnemyWithin, &Actor::IfEnemyWithinEvent },
|
|
{ &EV_HeardSound, &Actor::HeardSound },
|
|
{ &EV_Actor_BroadcastAlert, &Actor::BroadcastAlert },
|
|
{ &EV_Actor_Melee, &Actor::MeleeEvent },
|
|
{ &EV_Actor_PainThreshold, &Actor::SetPainThresholdEvent },
|
|
{ &EV_Actor_SetKillThread, &Actor::SetKillThreadEvent },
|
|
{ &EV_SetHealth, &Actor::SetHealth },
|
|
{ &EV_SetMaxHealth, &Actor::SetMaxHealth },
|
|
{ &EV_Actor_EyePositionOffset, &Actor::EyeOffset },
|
|
{ &EV_Actor_DeathFade, &Actor::DeathFadeEvent },
|
|
{ &EV_Actor_DeathEffect, &Actor::setDeathEffect },
|
|
{ &EV_Actor_DeathShrink, &Actor::DeathShrinkEvent },
|
|
{ &EV_Actor_DeathSink, &Actor::DeathSinkEvent },
|
|
{ &EV_Actor_StaySolid, &Actor::StaySolidEvent },
|
|
{ &EV_Actor_NoChatter, &Actor::NoChatterEvent },
|
|
{ &EV_Actor_TurnSpeed, &Actor::SetTurnSpeed },
|
|
{ &EV_Actor_SetActorFlag, &Actor::SetActorFlag },
|
|
{ &EV_Actor_SetNotifyFlag, &Actor::SetNotifyFlag },
|
|
{ &EV_Actor_SetVar, &Actor::SetVar },
|
|
{ &EV_Actor_PersistData, &Actor::SetVar },
|
|
{ &EV_Actor_SetVarTime, &Actor::SetVarTime },
|
|
{ &EV_Actor_SetMaxInactiveTime, &Actor::SetMaxInactiveTime },
|
|
{ &EV_Anim_Done, &Actor::AnimDone },
|
|
{ &EV_Torso_Anim_Done, &Actor::TorsoAnimDone },
|
|
{ &EV_Actor_ProjAttack, &Actor::FireProjectile },
|
|
{ &EV_Actor_BulletAttack, &Actor::FireBullet },
|
|
{ &EV_Actor_RadiusAttack, &Actor::FireRadiusAttack },
|
|
{ &EV_Actor_Active, &Actor::Active },
|
|
{ &EV_Actor_SpawnGib, &Actor::SpawnGib },
|
|
{ &EV_Actor_SpawnGibAtTag, &Actor::SpawnGibAtTag },
|
|
{ &EV_Actor_SpawnNamedGib, &Actor::SpawnNamedGib },
|
|
{ &EV_Actor_SpawnBlood, &Actor::SpawnBlood },
|
|
{ &EV_Actor_AIOn, &Actor::TurnAIOn },
|
|
{ &EV_Actor_AIOff, &Actor::TurnAIOff },
|
|
{ &EV_Actor_SetIdleThread, &Actor::SetIdleThread },
|
|
{ &EV_ActorRegisterParts, &Actor::RegisterParts },
|
|
{ &EV_ActorRegisterSelf, &Actor::RegisterSelf },
|
|
{ &EV_ActorName, &Actor::Name },
|
|
{ &EV_ActorPartName, &Actor::PartName },
|
|
{ &EV_Actor_SendCommand, &Actor::SendCommand },
|
|
{ &EV_ActorSetupTriggerField, &Actor::SetupTriggerField },
|
|
{ &EV_ActorTriggerTouched, &Actor::TriggerTouched },
|
|
{ &EV_ActorIncomingProjectile, &Actor::IncomingProjectile },
|
|
{ &EV_ActorSpawnActor, &Actor::SpawnActorAtTag },
|
|
{ &EV_ActorSpawnActorAtLocation, &Actor::SpawnActorAtLocation },
|
|
{ &EV_ActorSpawnActorAboveEnemy, &Actor::SpawnActorAboveEnemy },
|
|
{ &EV_Actor_AddDialog, &Actor::AddDialog },
|
|
{ &EV_Actor_DialogDone, &Actor::DialogDone },
|
|
{ &EV_Actor_PlayDialog, &Actor::PlayDialog },
|
|
{ &EV_Actor_StopDialog, &Actor::StopDialog },
|
|
{ &EV_Actor_BranchDialog, &Actor::BranchDialog },
|
|
{ &EV_Sentient_SetMouthAngle, &Actor::SetMouthAngle },
|
|
{ &EV_Actor_AllowTalk, &Actor::AllowTalk },
|
|
{ &EV_Actor_AllowHangBack, &Actor::AllowHangBack },
|
|
{ &EV_Actor_SolidMask, &Actor::SolidMask },
|
|
{ &EV_Actor_IgnoreMonsterClip, &Actor::IgnoreMonsterClip },
|
|
{ &EV_Actor_NotSolidMask, &Actor::NotSolidMask },
|
|
{ &EV_Actor_NoMask, &Actor::NoMask },
|
|
{ &EV_Actor_SetMask, &Actor::SetMask },
|
|
{ &EV_Actor_PickupEnt, &Actor::PickupEnt },
|
|
{ &EV_Actor_ThrowEnt, &Actor::ThrowEnt },
|
|
{ &EV_Actor_Pickup, &Actor::Pickup },
|
|
{ &EV_Actor_Throw, &Actor::Throw },
|
|
{ &EV_Actor_DamageOnceStart, &Actor::DamageOnceStart },
|
|
{ &EV_Actor_DamageOnceStop, &Actor::DamageOnceStop },
|
|
{ &EV_Actor_DamageEnemy, &Actor::DamageEnemy },
|
|
{ &EV_Actor_DamageSelf, &Actor::DamageSelf },
|
|
{ &EV_Actor_TurnTowardsEnemy, &Actor::TurnTowardsEnemy },
|
|
{ &EV_Actor_TurnTowardsPlayer, &Actor::TurnTowardsPlayer },
|
|
{ &EV_Actor_TurnTowardsEntity, &Actor::TurnTowardsEntity },
|
|
{ &EV_Actor_GotoNextStage, &Actor::GotoNextStage },
|
|
{ &EV_Actor_GotoPrevStage, &Actor::GotoPrevStage },
|
|
{ &EV_Actor_GotoStage, &Actor::GotoStage },
|
|
{ &EV_Actor_GetStage, &Actor::GetStage },
|
|
{ &EV_Actor_NotifyOthersAtDeath, &Actor::NotifyOthersAtDeath },
|
|
{ &EV_Actor_SetBounceOff, &Actor::SetBounceOff },
|
|
{ &EV_Actor_BounceOff, &Actor::BounceOffEvent },
|
|
{ &EV_Actor_SetBounceOffEffect, &Actor::SetBounceOffEffect },
|
|
{ &EV_Actor_SetHaveThing, &Actor::SetHaveThing },
|
|
{ &EV_Actor_SetUseGravity, &Actor::SetUseGravity },
|
|
{ &EV_Actor_SetAllowFall, &Actor::SetAllowFall },
|
|
{ &EV_Actor_SetDeathSize, &Actor::SetDeathSize },
|
|
{ &EV_Actor_Fade, &Actor::FadeEvent },
|
|
{ &EV_Stun, &Actor::StunEvent },
|
|
{ &EV_Actor_AddSpawnItem, &Actor::AddSpawnItem },
|
|
{ &EV_Actor_SetSpawnChance, &Actor::SetSpawnChance },
|
|
{ &EV_Actor_ClearSpawnItems, &Actor::ClearSpawnItems },
|
|
{ &EV_Actor_SetCanBeFinishedBy, &Actor::SetCanBeFinishedBy },
|
|
{ &EV_Actor_SetFeetWidth, &Actor::SetFeetWidth },
|
|
{ &EV_Actor_SetCanWalkOnOthers, &Actor::SetCanWalkOnOthers },
|
|
{ &EV_Actor_Push, &Actor::Push },
|
|
{ &EV_Actor_Pushable, &Actor::Pushable },
|
|
{ &EV_Actor_ChargeWater, &Actor::ChargeWater },
|
|
{ &EV_Actor_SetTargetable, &Actor::SetTargetable },
|
|
{ &EV_Actor_ChangeType, &Actor::ChangeType },
|
|
{ &EV_Actor_MinimumMeleeHeight, &Actor::SetMinimumMeleeHeight },
|
|
{ &EV_Actor_SetDamageAngles, &Actor::SetDamageAngles },
|
|
{ &EV_Actor_Immortal, &Actor::SetImmortal },
|
|
{ &EV_Actor_SetDieCompletely, &Actor::SetDieCompletely },
|
|
{ &EV_Actor_SetBleedAfterDeath, &Actor::SetBleedAfterDeath },
|
|
{ &EV_Actor_IgnorePlacementWarning, &Actor::IgnorePlacementWarning },
|
|
{ &EV_Actor_SetIdleStateName, &Actor::SetIdleStateName },
|
|
{ &EV_Actor_SetNotAllowedToKill, &Actor::SetNotAllowedToKill },
|
|
{ &EV_TouchTriggers, &Actor::TouchTriggers },
|
|
{ &EV_Actor_IgnoreWater, &Actor::IgnoreWater },
|
|
{ &EV_Actor_SimplePathfinding, &Actor::SimplePathfinding },
|
|
{ &EV_Actor_NoPainSounds, &Actor::NoPainSounds },
|
|
{ &EV_Actor_UpdateBossHealth, &Actor::UpdateBossHealth },
|
|
{ &EV_Actor_SetMaxBossHealth, &Actor::SetMaxBossHealth },
|
|
{ &EV_Actor_IgnorePainFromActors, &Actor::IgnorePainFromActors },
|
|
{ &EV_Actor_DamageAllowed, &Actor::DamageAllowed },
|
|
{ &EV_Touch, &Actor::Touched },
|
|
{ &EV_Actor_SetEmotion, &Actor::SetEmotion },
|
|
{ &EV_Actor_ReturnProjectile, &Actor::ReturnProjectile },
|
|
{ &EV_Actor_SetRadiusDialogRange, &Actor::SetRadiusDialogRange },
|
|
{ &EV_Actor_SetEyeAngleConstraints, &Actor::SetEyeAngles },
|
|
{ &EV_Actor_SetActivateThread, &Actor::SetActivateThread },
|
|
{ &EV_Actor_SetValidTarget, &Actor::SetValidTarget },
|
|
{ &EV_Actor_SetAlertThread, &Actor::SetAlertThread },
|
|
{ &EV_Actor_RunAlertThread, &Actor::RunAlertThread },
|
|
{ &EV_Actor_CheckActorDead, &Actor::checkActorDead },
|
|
{ &EV_Actor_EnemyActorFlag, &Actor::SetFlagOnEnemy },
|
|
{ &EV_Actor_EnemyAIOn, &Actor::TurnOnEnemyAI },
|
|
{ &EV_Actor_EnemyAIOff, &Actor::TurnOffEnemyAI },
|
|
{ &EV_Actor_AttachCurrentEnemy, &Actor::AttachCurrentEnemy },
|
|
{ &EV_Actor_AttachActor, &Actor::AttachActor },
|
|
{ &EV_Actor_SetEnemyAttached, &Actor::SetEnemyAttached },
|
|
{ &EV_Actor_PickUpThrowObject, &Actor::PickupThrowObject },
|
|
{ &EV_Actor_TossThrowObject, &Actor::TossThrowObject },
|
|
{ &EV_Actor_SetTurretMode, &Actor::SetTurretMode },
|
|
{ &EV_Actor_SetHitscanResponseChance, &Actor::SetHitscanResponse },
|
|
{ &EV_Actor_SetWeaponReady, &Actor::SetWeaponReady },
|
|
{ &EV_Actor_GiveActorWeapon, &Actor::GiveActorWeapon },
|
|
{ &EV_Actor_RemoveActorWeapon, &Actor::RemoveActorWeapon },
|
|
{ &EV_Actor_SetOnDamageThread, &Actor::SetOnDamageThread },
|
|
{ &EV_Actor_SetTimeBetweenSleepChecks, &Actor::SetTimeBetweenSleepChecks },
|
|
{ &EV_Actor_FollowWayPoints, &Actor::FollowWayPoints },
|
|
{ &EV_Actor_SetAimLeadFactors, &Actor::SetAimLeadFactors },
|
|
{ &EV_Actor_SetActorType, &Actor::SetActorType },
|
|
{ &EV_Actor_RespondTo, &Actor::RespondTo },
|
|
{ &EV_Actor_PermanentlyRespondTo, &Actor::PermanentlyRespondTo },
|
|
{ &EV_Actor_RegisterBehaviorPackage, &Actor::RegisterBehaviorPackage },
|
|
{ &EV_Actor_UnregisterBehaviorPackage, &Actor::UnRegisterBehaviorPackage },
|
|
{ &EV_Actor_SetBehaviorPackageTendency, &Actor::SetPackageTendency },
|
|
{ &EV_Actor_FuzzyEngine, &Actor::LoadFuzzyEngine },
|
|
{ &EV_Actor_SetAbsoluteMaxRange, &Actor::SetAbsoluteMax },
|
|
{ &EV_Actor_SetAbsoluteMinRange, &Actor::SetAbsoluteMin },
|
|
{ &EV_Actor_SetPreferredMaxRange, &Actor::SetPreferredMax },
|
|
{ &EV_Actor_SetPreferredMinRange, &Actor::SetPreferredMin },
|
|
|
|
{ &EV_Actor_UseWeapon, &Actor::UseActorWeapon },
|
|
{ &EV_Sentient_Attack, &Actor::FireWeapon },
|
|
{ &EV_Sentient_StopFire, &Actor::StopFireWeapon },
|
|
{ &EV_Actor_DebugStates, &Actor::DebugStates },
|
|
{ &EV_Actor_Disable, &Actor::SetDisabled },
|
|
{ &EV_Actor_Cripple, &Actor::SetCrippled },
|
|
|
|
{ &EV_Actor_In_Alcove, &Actor::SetInAlcove },
|
|
{ &EV_Actor_ResetMoveDir, &Actor::ResetMoveDir },
|
|
|
|
{ &EV_Actor_SetMovementMode, &Actor::SetMovementMode },
|
|
{ &EV_Actor_SetHeadWatchTarget, &Actor::SetHeadWatchTarget },
|
|
{ &EV_Actor_SetHeadTwitch, &Actor::setHeadTwitch },
|
|
{ &EV_Actor_SetFuzzyEngineActive, &Actor::SetFuzzyEngineActive },
|
|
{ &EV_Actor_SetNodeID, &Actor::SetNodeID },
|
|
{ &EV_Actor_WhatAreYouDoing, &Actor::WhatAreYouDoing },
|
|
{ &EV_Actor_WhatsWrong, &Actor::WhatsWrong },
|
|
|
|
// Personality Stuff
|
|
{ &EV_Actor_SetAggressiveness, &Actor::SetAggressiveness },
|
|
{ &EV_Actor_SetTalkiness, &Actor::SetTalkiness },
|
|
{ &EV_Actor_SetGroupNumber, &Actor::SetGroupNumber },
|
|
{ &EV_Actor_SetTendency, &Actor::SetTendency },
|
|
{ &EV_Actor_SetFloatProperty, &Actor::SetTendency },
|
|
|
|
{ &EV_Actor_Blink, &Actor::SetBlink },
|
|
{ &EV_Actor_ClearArmorAdapations, &Actor::ClearArmorAdaptions },
|
|
{ &EV_Actor_SetFollowTarget, &Actor::SetFollowTarget },
|
|
{ &EV_Actor_SetFollowRange, &Actor::SetFollowRange },
|
|
{ &EV_Actor_SetFollowRangeMin, &Actor::SetFollowRangeMin },
|
|
{ &EV_Actor_SetCombatFollowRange, &Actor::SetFollowCombatRange },
|
|
{ &EV_Actor_SetCombatFollowRangeMin, &Actor::SetFollowCombatRangeMin },
|
|
{ &EV_Actor_SetSteeringDirectionPreference, &Actor::SetSteeringDirectionPreference },
|
|
{ &EV_Actor_SetStickToGround, &Actor::SetStickToGround },
|
|
|
|
{ &EV_Actor_SetDialogMorphMult, &Actor::setDialogMorphMult },
|
|
|
|
// Context Dialog Stuff
|
|
{ &EV_ContextDialog_InContext, &Actor::InContext },
|
|
{ &EV_ContextDialog_IgnoreNextContext, &Actor::SetIgnoreNextContext },
|
|
{ &EV_Actor_BroadcastDialog, &Actor::BroadcastDialog },
|
|
|
|
{ &EV_Actor_ForceSetClip, &Actor::ForceSetClip },
|
|
{ &EV_Actor_SetCombatTraceInterval, &Actor::SetCombatTraceInterval },
|
|
|
|
{ &EV_Actor_PutawayWeapon, &Actor::PutawayWeapon },
|
|
{ &EV_Actor_UseWeaponDamage, &Actor::UseWeaponDamage },
|
|
{ &EV_Actor_StrictlyFollowPath, &Actor::StrictlyFollowPath },
|
|
{ &EV_HelperNodeCommand, &Actor::HelperNodeCommand },
|
|
{ &EV_Actor_SetMaxHeadYaw, &Actor::SetMaxHeadYaw },
|
|
{ &EV_Actor_SetMaxHeadPitch, &Actor::SetMaxHeadPitch },
|
|
{ &EV_Actor_SetPostureState, &Actor::SetPostureState },
|
|
{ &EV_Actor_SaveOffLastHitBone, &Actor::SaveOffLastHitBone },
|
|
{ &EV_Actor_SetPlayPainSoundInterval, &Actor::SetPlayPainSoundInterval },
|
|
|
|
|
|
{ &EV_Sentient_GroupMemberInjured, &Actor::GroupMemberInjured },
|
|
{ &EV_Actor_EvaluateEnemies, &Actor::EvaluateEnemies },
|
|
{ &EV_Actor_ForgetEnemies, &Actor::ForgetEnemies },
|
|
{ &EV_Actor_SetPostureStateMap, &Actor::LoadPostureStateMachine },
|
|
{ &EV_Posture_Anim_Done, &Actor::PostureAnimDone },
|
|
{ &EV_Actor_SendEventToGroup, &Actor::SendEventToGroup },
|
|
{ &EV_Actor_GroupAttack, &Actor::GroupAttack },
|
|
{ &EV_Actor_GroupActorType, &Actor::GroupActorType },
|
|
{ &EV_Actor_SetMasterState, &Actor::SetMasterState },
|
|
{ &EV_Actor_PrintDebugMessage, &Actor::PrintDebugMessage },
|
|
{ &EV_ProcessGameplayData, &Actor::processGameplayData },
|
|
{ &EV_Actor_SelectNextEnemy, &Actor::SelectNextEnemy },
|
|
{ &EV_Actor_SelectClosestEnemy, &Actor::SelectClosestEnemy },
|
|
{ &EV_Actor_SetGroupDeathThread, &Actor::SetGroupDeathThread },
|
|
{ &EV_Actor_SetAnimSet, &Actor::SetAnimSet },
|
|
{ &EV_Actor_SetSelfDetonateModel, &Actor::SetSelfDetonateModel },
|
|
{ &EV_Actor_SetTalkWatchMode, &Actor::SetTalkWatchMode },
|
|
{ &EV_Actor_PrepareMissionFailure, &Actor::PrepareToFailMission },
|
|
{ &EV_Actor_FailMission, &Actor::FailMission },
|
|
{ &EV_Actor_DebugEvent, &Actor::DebugEvent },
|
|
{ &EV_Actor_UnreserveCurrentHelperNode, &Actor::UnreserveCurrentHelperNode },
|
|
{ &EV_Actor_ProjectileClose, &Actor::ProjectileClose },
|
|
{ &EV_Actor_ClearTorsoAnim, &Actor::ClearTorsoAnim },
|
|
{ &EV_Actor_SetContextSoundInterval, &Actor::SetContextInterval },
|
|
{ &EV_Actor_SetMinPainTime, &Actor::SetMinPainTime },
|
|
{ &EV_Actor_SetEnemyTargeted, &Actor::SetEnemyTargeted },
|
|
{ &EV_Actor_SetActivationDelay, &Actor::SetActivationDelay },
|
|
{ &EV_Actor_SetActivationStart, &Actor::SetActivationStart },
|
|
{ &EV_Actor_SetCheckConeOfFireDistance, &Actor::SetCheckConeOfFireDistance },
|
|
{ &EV_Actor_AddCustomThread, &Actor::AddCustomThread },
|
|
{ &EV_Actor_SetHeadWatchMaxDistance, &Actor::SetHeadWatchMaxDistance },
|
|
{ &EV_Actor_AnimateOnce, &Actor::AnimateOnce },
|
|
{ &EV_Actor_SetDeathKnockbackValues, &Actor::SetDeathKnockbackValues },
|
|
|
|
//Game Specific Events
|
|
{ NULL, NULL }
|
|
};
|
|
|
|
//===================================================================================
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// Construction and Destruction
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//==================================================================================
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//
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// Name: Actor()
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// Parameters: None
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// Description: Constructor
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//
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Actor::Actor()
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{
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Event *immunity_event;
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forcedEnemy = NULL;
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//
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// make sure this is a modelanim entity
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//
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edict->s.eType = ET_MODELANIM;
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edict->clipmask = MASK_MONSTERSOLID;
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edict->svflags |= SVF_MONSTER;
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edict->ownerNum = ENTITYNUM_NONE;
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// Set ActorType and TargetType
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actortype = IS_ENEMY;
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targetType = ATTACK_ANY;
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//Set SolidType and MoveType
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setSolidType( SOLID_BBOX );
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setMoveType( MOVETYPE_STEP );
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// Clear All Flags
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actor_flags1 = 0;
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actor_flags2 = 0;
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actor_flags3 = 0;
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actor_flags4 = 0;
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// Set default AnimSet
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animset = "AnimSet1";
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// Clear Notify Flags;
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notify_flags1 = 0;
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// Clear All Behaviors
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behavior = NULL;
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headBehavior = NULL;
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eyeBehavior = NULL;
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torsoBehavior = NULL;
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// Set up Statemap
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statemap = NULL;
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currentState = NULL;
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globalState = NULL;
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lastState = NULL;
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state_time = level.time;
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times_done = 0;
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masterstatemap = NULL;
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currentMasterState = NULL;
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lastMasterState = NULL;
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masterstate_time = level.time;
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masterstate_times_done = 0;
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// Set up FuzzyEngine
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fuzzyEngine = NULL;
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fuzzyEngine_active = false;
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// Threads
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onuse_thread_name = "";
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escape_thread = "";
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captured_thread = "";
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activate_thread = "";
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ondamage_thread = "";
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alert_thread = "";
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//Death KnockBack
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deathKnockbackVerticalValue = 300;
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deathKnockbackHorizontalValue = 500;
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// Ranges
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absoluteMin = 20.0f;
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absoluteMax = 175.0f; // Was 300
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preferredMin = 50.0f;
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preferredMax = 175.0f; // Was 375
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//preferredMax = 95.0f; // Was 375
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// Lead Factors for projectile aiming
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minLeadFactor = 0.0f;
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maxLeadFactor = 2.0f;
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//SomeDialog Defaults
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radiusDialogRange = 125.0f;
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DialogMode = DIALOG_MODE_NORMAL;
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dialog_list = NULL;
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dialog_done_time = 0;
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_ignoreNextContext = false;
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_nextContextTime = 0.0f;
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_contextInterval = 15.0f;
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saved_bone_hit = -9999;
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//Eye Angle Defaults
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minEyeYawAngle = -30.0f;
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maxEyeYawAngle = 30.0f;
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minEyePitchAngle = -30.0f;
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maxEyePitchAngle = 30.0f;
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//Group Number
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//groupnumber = 0;
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//Do We Bleed?
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if ( com_blood->integer )
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{
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flags |= FL_BLOOD;
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flags |= FL_DIE_GIBS;
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}
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// don't talk all at once initially
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chattime = G_Random( 20.0f );
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nextsoundtime = 0;
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// All actors start immune to falling damage
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immunity_event = new Event( EV_Sentient_AddImmunity );
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immunity_event->AddString( "falling" );
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ProcessEvent( immunity_event );
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// ThrowObject Stuff
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haveThrowObject = false;
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useConvAnims = true;
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// Set our default size
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setSize( Vector( "-16 -16 0" ), Vector( "16 16 116" ) );
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// Health
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health = 100;
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max_health = health;
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// General Data
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takedamage = DAMAGE_AIM;
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deadflag = DEAD_NO;
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mode = ACTOR_MODE_AI; //ACTOR_MODE_IDLE;
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max_inactive_time = MAX_INACTIVE_TIME;
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newanimevent = NULL;
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newTorsoAnimEvent = NULL;
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groundentity = NULL;
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saved_mode = ACTOR_MODE_NONE;
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showStates = DEBUG_NONE;
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talkMode = TALK_TURNTO;
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mass = 200;
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stage = 1;
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newanimnum = -1;
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newTorsoAnimNum = -1;
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pain_threshold = 20;
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minimum_melee_height = -100;
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air_finished = level.time + 5.0f;
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globalState = NULL;
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global_state_name = "GLOBAL_MAIN";
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actorrange_time = 0;
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canseeenemy_time = 0;
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canseeplayer_time = 0;
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last_time_active = 0;
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next_player_near = 0;
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last_used_time = 0;
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bullet_hits = 0;
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state_flags = 0;
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num_of_spawns = 0;
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next_drown_time = 0;
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next_pain_time = 0;
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min_pain_time = 1.0;
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next_forced_pain_time = 0;
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max_pain_time = 2.5;
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last_jump_time = 0;
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spawn_chance = 0;
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feet_width = 0;
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next_find_enemy_time = 0;
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damage_angles = 0;
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real_head_pitch = 0;
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next_pain_sound_time = 0;
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max_boss_health = 0;
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next_blink_time = 0;
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shotsFired = 0;
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ondamage_threshold = 0;
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timeBetweenSleepChecks = 10.0f;
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currentSplineTime = 0;
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_nextCheckForWorkNodeTime = 0.0f;
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_nextCheckForHibernateNodeTime = 0.0f;
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_nextCheckForEnemyPath = 0.0f;
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_havePathToEnemy = false;
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_nextPathDistanceToFollowTargetCheck = 0.0f;
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saved_anim_event_name = "";
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newanim = "";
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newTorsoAnim = "";
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last_anim_event_name = "";
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last_torso_anim_event_name = "";
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emotion = "none";
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hitscan_response_chance = 0.0f;
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actor_to_actor_damage_modifier = 1.0f;
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gunoffset = Vector(0, 0, 44);
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eyeoffset = Vector(0, 0, 0);
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eyeposition = Vector(0, 0, 64);
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velocity = Vector(0, 0, -20);
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incoming_bullet = false;
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validTarget = true;
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haveAttached = false;
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showStates = DEBUG_NONE;
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_useWeaponDamage = WEAPON_ERROR;
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_checkedChance = false;
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_dialogMorphMult = 1.0f;
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_nextPlayPainSoundTime = 0.0f;
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_playPainSoundInterval = 2.0f; //was 0.5
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activationDelay = 0.0f;
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activationStart = 0.0f;
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//1st playable hack
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lastPathCheck_Work = 0.0f;
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lastPathCheck_Flee = 0.0f;
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lastPathCheck_Patrol = 0.0f;
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testing = false;
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_levelAIOff = false;
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// CurrentHelperNode
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currentHelperNode.node = NULL;
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currentHelperNode.mask = 0;
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currentHelperNode.nodeID = 0;
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ignoreHelperNode.node = NULL;
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ignoreHelperNode.mask = 0;
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ignoreHelperNode.nodeID = 0;
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// FollowTarget
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followTarget.currentFollowTarget = NULL;
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followTarget.specifiedFollowTarget = NULL;
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followTarget.maxRangeIdle = 384.0f;
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followTarget.minRangeIdle = 256.0;
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followTarget.maxRangeCombat = 512.0f;
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followTarget.minRangeCombat = 256.0f;
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_steeringDirectionPreference = STEER_RIGHT_ALWAYS;
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//set initial move dir;
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//angles.AngleVectors( &movedir );
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bounce_off_velocity = -0.5f;
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// Set all the flags
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SetActorFlag( ACTOR_FLAG_TAKE_DAMAGE, true );
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SetActorFlag( ACTOR_FLAG_USE_DAMAGESKINS, true );
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SetActorFlag( ACTOR_FLAG_AI_ON, true );
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SetActorFlag( ACTOR_FLAG_ALLOW_TALK, true );
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SetActorFlag( ACTOR_FLAG_ALLOW_HANGBACK, true );
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SetActorFlag( ACTOR_FLAG_LAST_ATTACK_HIT, true );
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SetActorFlag( ACTOR_FLAG_USE_GRAVITY, true );
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SetActorFlag( ACTOR_FLAG_TARGETABLE, true );
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SetActorFlag( ACTOR_FLAG_ALLOWED_TO_KILL, true );
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SetActorFlag( ACTOR_FLAG_DIE_COMPLETELY, true );
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SetActorFlag( ACTOR_FLAG_BLEED_AFTER_DEATH, true );
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SetActorFlag( ACTOR_FLAG_TOUCH_TRIGGERS, true );
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SetActorFlag( ACTOR_FLAG_DAMAGE_ALLOWED, true );
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SetActorFlag( ACTOR_FLAG_SHOULD_BLINK, true );
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SetActorFlag( ACTOR_FLAG_MELEE_ALLOWED, true );
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SetActorFlag( ACTOR_FLAG_LAST_CANSEEENEMY, false );
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SetActorFlag( ACTOR_FLAG_LAST_CANSEEENEMY_NOFOV, false );
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SetActorFlag( ACTOR_FLAG_CAPTURED, false );
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SetActorFlag( ACTOR_FLAG_TURRET_MODE, false );
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SetActorFlag( ACTOR_FLAG_INCOMING_HITSCAN, false );
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SetActorFlag( ACTOR_FLAG_RESPONDING_TO_HITSCAN, false );
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SetActorFlag( ACTOR_FLAG_MELEE_HIT_WORLD, false );
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SetActorFlag( ACTOR_FLAG_INACTIVE, false );
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SetActorFlag( ACTOR_FLAG_ANIM_DONE, false );
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SetActorFlag( ACTOR_FLAG_STATE_DONE_TIME_VALID, false );
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SetActorFlag( ACTOR_FLAG_MASTER_STATE_DONE_TIME_VALID , false );
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SetActorFlag( ACTOR_FLAG_NOISE_HEARD, false );
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SetActorFlag( ACTOR_FLAG_INVESTIGATING, false );
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SetActorFlag( ACTOR_FLAG_DIALOG_PLAYING, false );
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SetActorFlag( ACTOR_FLAG_RADIUS_DIALOG_PLAYING, false );
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SetActorFlag( ACTOR_FLAG_NOTIFY_OTHERS_AT_DEATH, false );
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SetActorFlag( ACTOR_FLAG_DAMAGE_ONCE_ON, false );
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SetActorFlag( ACTOR_FLAG_BOUNCE_OFF, false );
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SetActorFlag( ACTOR_FLAG_HAS_THING1, false );
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SetActorFlag( ACTOR_FLAG_HAS_THING2, false );
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SetActorFlag( ACTOR_FLAG_HAS_THING3, false );
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SetActorFlag( ACTOR_FLAG_HAS_THING4, false );
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SetActorFlag( ACTOR_FLAG_SPAWN_FAILED, false );
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SetActorFlag( ACTOR_FLAG_FADING_OUT, false );
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SetActorFlag( ACTOR_FLAG_ALLOW_FALL, false );
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SetActorFlag( ACTOR_FLAG_STUNNED, false );
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SetActorFlag( ACTOR_FLAG_PUSHABLE, false );
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SetActorFlag( ACTOR_FLAG_WAIT_FOR_NEW_ENEMY, false );
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SetActorFlag( ACTOR_FLAG_DEATHFADE, false );
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SetActorFlag( ACTOR_FLAG_DEATHSHRINK, false );
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SetActorFlag( ACTOR_FLAG_DEATHSINK, false );
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SetActorFlag( ACTOR_FLAG_NOCHATTER, false );
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SetActorFlag( ACTOR_FLAG_STAYSOLID, false );
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SetActorFlag( ACTOR_FLAG_FINISHED, false );
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SetActorFlag( ACTOR_FLAG_IN_LIMBO, false );
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SetActorFlag( ACTOR_FLAG_CAN_WALK_ON_OTHERS, false );
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SetActorFlag( ACTOR_FLAG_LAST_TRY_TALK, false );
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SetActorFlag( ACTOR_FLAG_IMMORTAL, false );
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SetActorFlag( ACTOR_FLAG_AT_COVER_NODE, false );
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SetActorFlag( ACTOR_FLAG_TURNING_HEAD, false );
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SetActorFlag( ACTOR_FLAG_IGNORE_STUCK_WARNING, false );
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SetActorFlag( ACTOR_FLAG_IGNORE_OFF_GROUND_WARNING, false );
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SetActorFlag( ACTOR_FLAG_IGNORE_WATER, false );
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SetActorFlag( ACTOR_FLAG_NEVER_IGNORE_SOUNDS, false );
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SetActorFlag( ACTOR_FLAG_SIMPLE_PATHFINDING, false );
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SetActorFlag( ACTOR_FLAG_NO_PAIN_SOUNDS, false );
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SetActorFlag( ACTOR_FLAG_UPDATE_BOSS_HEALTH, false );
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SetActorFlag( ACTOR_FLAG_IGNORE_PAIN_FROM_ACTORS, false );
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SetActorFlag( ACTOR_FLAG_STARTED, false );
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SetActorFlag( ACTOR_FLAG_DEATHGIB, false );
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SetActorFlag( ACTOR_FLAG_WEAPON_READY, false );
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SetActorFlag( ACTOR_FLAG_DISABLED, false );
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SetActorFlag( ACTOR_FLAG_CRIPPLED, false );
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SetActorFlag( ACTOR_FLAG_IN_ALCOVE, false );
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SetActorFlag( ACTOR_FLAG_IN_CONE_OF_FIRE, false );
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SetActorFlag( ACTOR_FLAG_IN_PLAYER_CONE_OF_FIRE, false );
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SetActorFlag( ACTOR_FLAG_PLAYER_IN_CALL_VOLUME, false );
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SetActorFlag( ACTOR_FLAG_IN_CALL_VOLUME, false );
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SetActorFlag( ACTOR_FLAG_OUT_OF_TORSO_RANGE, false );
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SetActorFlag( ACTOR_FLAG_DUCKED, false );
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SetActorFlag( ACTOR_FLAG_PRONE, false );
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SetActorFlag( ACTOR_FLAG_RETREATING, false );
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SetActorFlag( ACTOR_FLAG_HIDDEN, false );
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SetActorFlag( ACTOR_FLAG_FOLLOWING_IN_FORMATION, false );
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SetActorFlag( ACTOR_FLAG_DISPLAYING_FAILURE_FX, false );
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SetActorFlag( ACTOR_FLAG_GROUPMEMBER_INJURED, false );
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SetActorFlag( ACTOR_FLAG_CAN_HEAL_OTHER, false );
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SetActorFlag( ACTOR_FLAG_STRICTLY_FOLLOW_PATHS, false );
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SetActorFlag( ACTOR_FLAG_ATTACKING_ENEMY, false );
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SetActorFlag( ACTOR_FLAG_UPDATE_HATE_WITH_ATTACKERS, false );
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SetActorFlag( ACTOR_FLAG_LAST_CANSEEPLAYER, false );
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SetActorFlag( ACTOR_FLAG_LAST_CANSEEPLAYER_NOFOV, false );
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SetActorFlag( ACTOR_FLAG_PLAYING_DIALOG_ANIM, false );
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SetActorFlag( ACTOR_FLAG_USING_HUD, false );
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SetActorFlag( ACTOR_FLAG_FORCE_LIFEBAR, false );
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SetActorFlag( ACTOR_FLAG_UPDATE_ACTION_LEVEL, true );
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SetActorFlag( ACTOR_FLAG_CAN_CHANGE_ANIM, true );
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SetActorFlag( ACTOR_FLAG_USE_FOLLOWRANGE_FOR_NODES, false );
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SetActorFlag( ACTOR_FLAG_IMMEDIATE_ACTIVATE, false );
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SetActorFlag( ACTOR_FLAG_CANNOT_USE, false );
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SetActorFlag( ACTOR_FLAG_CANNOT_FREEZE, false );
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SetNotifyFlag( NOTIFY_FLAG_DAMAGED, false );
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SetNotifyFlag( NOTIFY_FLAG_KILLED, false );
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SetNotifyFlag( NOTIFY_FLAG_SPOTTED_ENEMY, false );
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// Init Helper Classes
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InitThinkStrategy();
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InitGameComponent();
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InitSensoryPerception();
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InitEnemyManager();
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InitStrategos();
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InitPackageManager();
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InitMovementSubsystem();
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InitPersonality();
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InitCombatSubsystem();
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InitHeadWatcher();
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InitPostureController();
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// Call ShowModel
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showModel();
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//
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// The following is here for reference
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//
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/*
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ObjectProgram = new Program;
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ObjectProgram->Load( "ai/test.scr" );
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program2.Load("ai/test.scr");
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CThread *gamescript = 0;
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gamescript = Director.CreateThread( "obj_main" , ObjectProgram );
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gamescript->DelayedStart( 0 );
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*/
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// Make sure our animdir and movedir are the same;
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setAngles( angles );
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movementSubsystem->setAnimDir( orientation[0] );
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movementSubsystem->setMoveDir( orientation[0] );
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if ( !LoadingSavegame )
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PostEvent( EV_Actor_Start, EV_POSTSPAWN );
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}
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//
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// Name: ~Actor()
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// Parameters: None
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// Description: Destructor
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//
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Actor::~Actor()
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{
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Actor *actor;
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actor = this;
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int i;
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if ( groupcoordinator )
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groupcoordinator->RemoveEntityFromGroup( this , GetGroupID() );
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if ( GetActorFlag( ACTOR_FLAG_DIALOG_PLAYING ) )
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{
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StopDialog();
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}
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if ( SleepList.ObjectInList( actor ) )
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{
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SleepList.RemoveObject( actor );
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}
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if ( ActiveList.ObjectInList( actor ) )
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{
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ActiveList.RemoveObject( actor );
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}
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if ( TeamMateList.ObjectInList( actor ) )
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{
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TeamMateList.RemoveObject( actor );
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}
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for( i=stateVarList.NumObjects(); i>0; i-- )
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{
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StateVar *var = stateVarList.ObjectAt( i );
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delete var;
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}
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stateVarList.FreeObjectList();
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for ( i = threadList.NumObjects(); i > 0; i-- )
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{
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threadlist_t *threadEntry = threadList.ObjectAt( i );
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delete threadEntry;
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}
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threadList.FreeObjectList();
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if ( behavior )
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{
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delete behavior;
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behavior = NULL;
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}
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if ( headBehavior )
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{
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delete headBehavior;
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headBehavior = NULL;
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}
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if ( eyeBehavior )
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{
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delete eyeBehavior;
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eyeBehavior = NULL;
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}
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if ( torsoBehavior )
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{
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delete torsoBehavior;
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torsoBehavior = NULL;
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}
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if ( thinkStrategy )
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{
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delete thinkStrategy;
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thinkStrategy = NULL;
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}
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if ( gameComponent )
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{
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delete gameComponent;
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gameComponent = NULL;
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}
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if ( sensoryPerception )
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{
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delete sensoryPerception;
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sensoryPerception = NULL;
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}
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if ( strategos )
|
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{
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delete strategos;
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strategos = NULL;
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}
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if ( enemyManager )
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{
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delete enemyManager;
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enemyManager = NULL;
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}
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if ( packageManager )
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{
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delete packageManager;
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packageManager = NULL;
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}
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if ( movementSubsystem )
|
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{
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delete movementSubsystem;
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movementSubsystem = NULL;
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}
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|
|
if ( personality )
|
|
{
|
|
delete personality;
|
|
personality = NULL;
|
|
}
|
|
|
|
if ( combatSubsystem )
|
|
{
|
|
delete combatSubsystem;
|
|
combatSubsystem = NULL;
|
|
}
|
|
|
|
if ( headWatcher )
|
|
{
|
|
delete headWatcher;
|
|
headWatcher = NULL;
|
|
}
|
|
|
|
if ( postureController )
|
|
{
|
|
delete postureController;
|
|
postureController = NULL;
|
|
}
|
|
|
|
freeConditionals( conditionals );
|
|
freeConditionals( master_conditionals );
|
|
freeConditionals( fuzzy_conditionals );
|
|
|
|
FreeDialogList();
|
|
}
|
|
|
|
//===================================================================================
|
|
// Activity Level
|
|
//===================================================================================
|
|
|
|
//
|
|
// Name: Sleep()
|
|
// Parameters: Event *ev
|
|
// Description: Event Interface for Sleep()
|
|
//
|
|
void Actor::Sleep( Event *ev )
|
|
{
|
|
Sleep();
|
|
}
|
|
|
|
|
|
//
|
|
// Name: Sleep()
|
|
// Parameters: None
|
|
// Description: Puts the actor in a sleep state
|
|
//
|
|
void Actor::Sleep( void )
|
|
{
|
|
Actor *actor;
|
|
|
|
// inanimate actors don't target enemies
|
|
if ( actortype == IS_INANIMATE )
|
|
return;
|
|
|
|
actor = this;
|
|
|
|
if ( !SleepList.ObjectInList( actor ) )
|
|
SleepList.AddObject( actor );
|
|
|
|
if ( ActiveList.ObjectInList( actor ) )
|
|
ActiveList.RemoveObject( actor );
|
|
|
|
enemyManager->ClearCurrentEnemy();
|
|
turnThinkOff();
|
|
}
|
|
|
|
|
|
//
|
|
// Name: Wakeup
|
|
// Parameters: Event *ev
|
|
// Description: Event interface for Wakeup()
|
|
//
|
|
void Actor::Wakeup( Event *ev )
|
|
{
|
|
Wakeup();
|
|
}
|
|
|
|
|
|
//
|
|
// Name: Wakeup()
|
|
// Parameters: None
|
|
// Description: Puts the actor in an awake state
|
|
//
|
|
void Actor::Wakeup( void )
|
|
{
|
|
Actor *actor;
|
|
|
|
// See if already awake
|
|
if ( isThinkOn() && !LoadingSavegame )
|
|
return;
|
|
|
|
// inanimate actors don't target enemies
|
|
if ( actortype == IS_INANIMATE )
|
|
return;
|
|
|
|
actor = this;
|
|
|
|
if ( SleepList.ObjectInList( actor ) )
|
|
SleepList.RemoveObject( actor );
|
|
|
|
if ( !ActiveList.ObjectInList( actor ) )
|
|
ActiveList.AddObject( actor );
|
|
|
|
turnThinkOn();
|
|
|
|
// here the last_time_active must be updated!
|
|
// otherwise, a sleeping, script-controlled entity with no sensory stimulus will immediately
|
|
// be put back to sleep in TrySleep on the next frame!
|
|
last_time_active = level.time;
|
|
|
|
}
|
|
|
|
|
|
//
|
|
// Name: Start()
|
|
// Parameters: Event *ev
|
|
// Description: Handles some initialization of the Actor
|
|
//
|
|
void Actor::Start( Event *ev )
|
|
{
|
|
// Register with other parts of self if there are any
|
|
if ( target.length() > 0 )
|
|
PostEvent( EV_ActorRegisterSelf, FRAMETIME );
|
|
|
|
// add them to the active list (they will be removed by sleep).
|
|
//if ( !ActiveList.ObjectInList( ( Actor * )this ) )
|
|
// ActiveList.AddObject( ( Actor * )this );
|
|
|
|
// Align our movement and anim dirs
|
|
Vector animDir;
|
|
angles.AngleVectors( &animDir );
|
|
|
|
movementSubsystem->setMoveDir( animDir );
|
|
movementSubsystem->setAnimDir( animDir );
|
|
|
|
_dropActorToGround();
|
|
|
|
//if ( (!behavior || ( currentBehavior == "Idle" )) && max_inactive_time > 0.0f )
|
|
// Sleep();
|
|
//else
|
|
// Wakeup();
|
|
|
|
//Let's go ahead and wakeup,
|
|
//but let's try to fall asleep immediately after so we don't burn a lot of
|
|
//cpu waiting for our inactivetime to kick in
|
|
Wakeup();
|
|
enemyManager->TrySleep();
|
|
|
|
SetActorFlag( ACTOR_FLAG_STARTED, true );
|
|
|
|
// Make sure the actor is in the idle animation of it has no state machine
|
|
if ( !statemap )
|
|
SetAnim( "idle" );
|
|
|
|
// Override starting health if we're using the GameplayManager
|
|
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
|
|
GameplayFormulaData fd(this);
|
|
if ( gpm->hasObject(getArchetype()) && gpm->hasFormula("Health"))
|
|
health = gpm->calculate("Health", fd);
|
|
}
|
|
|
|
|
|
|
|
|
|
//===================================================================================
|
|
// Stimuli Control
|
|
//===================================================================================
|
|
void Actor::RespondTo( Event *ev )
|
|
{
|
|
str stimuli = ev->GetString( 1 );
|
|
qboolean respond = ev->GetBoolean( 2 );
|
|
|
|
sensoryPerception->RespondTo( stimuli , respond );
|
|
}
|
|
|
|
void Actor::PermanentlyRespondTo( Event *ev )
|
|
{
|
|
str stimuli = ev->GetString( 1 );
|
|
qboolean respond = ev->GetBoolean( 2 );
|
|
|
|
sensoryPerception->PermanentlyRespondTo( stimuli , respond );
|
|
|
|
}
|
|
|
|
|
|
|
|
//===================================================================================
|
|
// Event Handlers -- Actions
|
|
// -- These Events are Primarily called from state machines, inside entry or
|
|
// exit commands. The Events in this section are general, and not really
|
|
// directly related to any kind of overriding concept, like Combat or Behavior
|
|
// management.
|
|
//===================================================================================
|
|
|
|
//
|
|
// Name: TurnTowardsEnemy()
|
|
// Parameters: Event *ev
|
|
// Description: Immediately turns the actor towards its enemy
|
|
//
|
|
void Actor::TurnTowardsEnemy( Event *ev )
|
|
{
|
|
float extraYaw;
|
|
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy || (currentEnemy->flags & FL_NOTARGET ))
|
|
return;
|
|
|
|
//See if we want to add any additional yaw
|
|
if (ev->NumArgs() > 0 )
|
|
extraYaw = ev->GetInteger( 1 );
|
|
else
|
|
extraYaw = 0;
|
|
|
|
turnTowardsEntity( currentEnemy, extraYaw );
|
|
|
|
}
|
|
|
|
|
|
//
|
|
// Name: TurnTowardsPlayer()
|
|
// Parameters: Event *ev
|
|
// Description: Immediately turns the actor towards the player
|
|
//
|
|
void Actor::TurnTowardsPlayer( Event *ev )
|
|
{
|
|
float extraYaw;
|
|
|
|
Player* player;
|
|
player = GetPlayer(0);
|
|
|
|
// don't target while player is not in the game or he's in notarget
|
|
if( !player || ( player->flags & FL_NOTARGET ) )
|
|
return;
|
|
|
|
//See if we want to add any additional yaw
|
|
if (ev->NumArgs() > 0 )
|
|
extraYaw = ev->GetInteger( 1 );
|
|
else
|
|
extraYaw = 0;
|
|
|
|
turnTowardsEntity( player, extraYaw );
|
|
}
|
|
|
|
|
|
void Actor::TurnTowardsEntity( Event *ev )
|
|
{
|
|
/*
|
|
float extraYaw;
|
|
|
|
Entity *ent;
|
|
ent = ev->GetEntity( 1 );
|
|
|
|
if ( !ent )
|
|
return;
|
|
|
|
if (ev->NumArgs() > 1 )
|
|
extraYaw = ev->GetInteger( 2 );
|
|
else
|
|
extraYaw = 0;
|
|
|
|
|
|
turnTowardsEntity( ent, extraYaw );
|
|
*/
|
|
TurnTo *turnTo;
|
|
|
|
if ( !ModeAllowed( ACTOR_MODE_SCRIPT ) )
|
|
{
|
|
if ( mode == ACTOR_MODE_TALK )
|
|
RepostEvent( ev, EV_Actor_TurnTo );
|
|
else if ( mode == ACTOR_MODE_AI )
|
|
SendMoveDone( ev->GetThread() );
|
|
return;
|
|
}
|
|
|
|
StartMode( ACTOR_MODE_SCRIPT );
|
|
|
|
turnTo = new TurnTo;
|
|
turnTo->SetTarget ( ev->GetEntity( 1 ) );
|
|
|
|
SetBehavior( turnTo, NULL, ev->GetThread() );
|
|
|
|
|
|
}
|
|
|
|
//
|
|
// Name: GoIdle()
|
|
// Parameters: Event *ev
|
|
// Description: Forces the Actor into Idle State and Idle Mode
|
|
//
|
|
void Actor::GoIdle ( Event *ev )
|
|
{
|
|
const char *state_name;
|
|
|
|
if ( !ModeAllowed( ACTOR_MODE_IDLE ) )
|
|
{
|
|
if ( mode == ACTOR_MODE_TALK )
|
|
RepostEvent( ev, EV_Actor_Idle );
|
|
return;
|
|
}
|
|
|
|
if ( ev->NumArgs() > 0 )
|
|
state_name = ev->GetString( 1 );
|
|
else
|
|
state_name = idle_state_name;
|
|
|
|
SetState( state_name );
|
|
|
|
StartMode( ACTOR_MODE_IDLE );
|
|
}
|
|
|
|
|
|
|
|
//===================================================================================
|
|
// Event Handlers -- Script Commands
|
|
// -- These events are Primarily called from scripts, and are not often called
|
|
// from within a statemachine
|
|
//===================================================================================
|
|
|
|
//
|
|
// Name: LookAt
|
|
// Parameters: Event *ev
|
|
// Description: Sets the behavior to TurnTo
|
|
//
|
|
void Actor::LookAt( Event *ev )
|
|
{
|
|
Entity *ent;
|
|
TurnTo *turnTo;
|
|
|
|
if ( !ModeAllowed( ACTOR_MODE_SCRIPT ) )
|
|
{
|
|
if ( mode == ACTOR_MODE_TALK )
|
|
RepostEvent( ev, EV_Actor_LookAt );
|
|
else if ( mode == ACTOR_MODE_AI )
|
|
SendMoveDone( ev->GetThread() );
|
|
return;
|
|
}
|
|
|
|
StartMode( ACTOR_MODE_SCRIPT );
|
|
|
|
ent = ev->GetEntity( 1 );
|
|
if ( ent && ( ent != world ) )
|
|
{
|
|
turnTo = new TurnTo;
|
|
turnTo->SetTarget( ent );
|
|
SetBehavior( turnTo, NULL, ev->GetThread() );
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// Name: TurnToEvent
|
|
// Parameters: Event *ev
|
|
// Description: Turns the Actor in a specified direction
|
|
//
|
|
void Actor::TurnToEvent( Event *ev )
|
|
{
|
|
TurnTo *turnTo;
|
|
|
|
if ( !ModeAllowed( ACTOR_MODE_SCRIPT ) )
|
|
{
|
|
if ( mode == ACTOR_MODE_TALK )
|
|
RepostEvent( ev, EV_Actor_TurnTo );
|
|
else if ( mode == ACTOR_MODE_AI )
|
|
SendMoveDone( ev->GetThread() );
|
|
return;
|
|
}
|
|
|
|
StartMode( ACTOR_MODE_SCRIPT );
|
|
|
|
turnTo = new TurnTo;
|
|
turnTo->SetDirection( ev->GetFloat( 1 ) );
|
|
|
|
if ( ev->NumArgs() > 1 )
|
|
turnTo->useAnims( ev->GetBoolean( 2 ) );
|
|
|
|
SetBehavior( turnTo, NULL, ev->GetThread() );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: HeadAndEyeWatchEvent()
|
|
// Parameters: Event *ev
|
|
// Description: Sets the Actor to Head and Eye Watch the
|
|
// Specified Entity
|
|
//
|
|
void Actor::HeadAndEyeWatchEvent( Event *ev )
|
|
{
|
|
Event *event;
|
|
|
|
if ( !ModeAllowed( ACTOR_MODE_SCRIPT ) )
|
|
{
|
|
if ( mode == ACTOR_MODE_TALK )
|
|
RepostEvent( ev, EV_Actor_HeadWatch );
|
|
else if ( mode == ACTOR_MODE_AI )
|
|
SendMoveDone( ev->GetThread() );
|
|
return;
|
|
}
|
|
|
|
StartMode( ACTOR_MODE_SCRIPT );
|
|
|
|
event = new Event( EV_Behavior_Args );
|
|
event->AddEntity( ev->GetEntity( 1 ) );
|
|
|
|
if ( ev->NumArgs() > 1 )
|
|
event->AddFloat( ev->GetFloat( 2 ) );
|
|
|
|
SetHeadBehavior( new HeadAndEyeWatch, event, ev->GetThread() );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: HeadWatchEvent()
|
|
// Parameters: Event *ev
|
|
// Description: Sets the Actor to Head Watch the
|
|
// Specified Entity
|
|
//
|
|
void Actor::HeadWatchEvent ( Event *ev )
|
|
{
|
|
//Event *event;
|
|
|
|
if ( !ModeAllowed( ACTOR_MODE_SCRIPT ) )
|
|
{
|
|
if ( mode == ACTOR_MODE_TALK )
|
|
RepostEvent( ev, EV_Actor_HeadWatch );
|
|
else if ( mode == ACTOR_MODE_AI )
|
|
SendMoveDone( ev->GetThread() );
|
|
return;
|
|
}
|
|
|
|
StartMode( ACTOR_MODE_SCRIPT );
|
|
|
|
/*event = new Event( EV_Behavior_Args );
|
|
event->AddEntity( ev->GetEntity( 1 ) );
|
|
|
|
if ( ev->NumArgs() > 1 )
|
|
event->AddFloat( ev->GetFloat( 2 ) );
|
|
*/
|
|
|
|
Entity* entToWatch;
|
|
entToWatch = ev->GetEntity( 1 );
|
|
|
|
if ( !entToWatch ) return;
|
|
|
|
headWatcher->SetWatchTarget( entToWatch );
|
|
if ( ev->NumArgs() > 1 )
|
|
headWatcher->SetWatchSpeed( ev->GetFloat(2) );
|
|
|
|
//SetHeadBehavior( new HeadWatch, event, ev->GetThread() );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: ResetHeadEvent
|
|
// Parameters: Event *ev
|
|
// Description: Resets the head
|
|
//
|
|
void Actor::ResetHeadEvent ( Event *ev )
|
|
{
|
|
//Event *event;
|
|
|
|
if ( !ModeAllowed( ACTOR_MODE_SCRIPT ) )
|
|
{
|
|
if ( mode == ACTOR_MODE_TALK )
|
|
RepostEvent( ev, EV_Actor_ResetHead );
|
|
else if ( mode == ACTOR_MODE_AI )
|
|
SendMoveDone( ev->GetThread() );
|
|
return;
|
|
}
|
|
|
|
StartMode( ACTOR_MODE_SCRIPT );
|
|
|
|
/*
|
|
event = new Event( EV_Behavior_Args );
|
|
event->AddEntity( NULL );
|
|
|
|
if ( ev->NumArgs() > 0 )
|
|
event->AddFloat( ev->GetFloat( 1 ) );
|
|
*/
|
|
|
|
headWatcher->SetWatchTarget( NULL );
|
|
//SetHeadBehavior( new HeadWatch, event, ev->GetThread() );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: EyeWatchEvent()
|
|
// Parameters: Event *ev
|
|
// Description: Sets the actor to Eye Watch
|
|
// The Specified Entity
|
|
//
|
|
void Actor::EyeWatchEvent ( Event *ev )
|
|
{
|
|
Event *event;
|
|
|
|
if ( !ModeAllowed( ACTOR_MODE_SCRIPT ) )
|
|
{
|
|
if ( mode == ACTOR_MODE_TALK )
|
|
RepostEvent( ev, EV_Actor_EyeWatch );
|
|
else if ( mode == ACTOR_MODE_AI )
|
|
SendMoveDone( ev->GetThread() );
|
|
return;
|
|
}
|
|
|
|
StartMode( ACTOR_MODE_SCRIPT );
|
|
|
|
event = new Event( EV_Behavior_Args );
|
|
event->AddEntity( ev->GetEntity( 1 ) );
|
|
|
|
if ( ev->NumArgs() > 1 )
|
|
event->AddFloat( ev->GetFloat( 2 ) );
|
|
|
|
SetEyeBehavior( new EyeWatch, event, ev->GetThread() );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: ResetEyeEvent()
|
|
// Parameters: Event *ev
|
|
// Description: Resets the eyes
|
|
//
|
|
void Actor::ResetEyeEvent( Event *ev )
|
|
{
|
|
Event *event;
|
|
|
|
if ( !ModeAllowed( ACTOR_MODE_SCRIPT ) )
|
|
{
|
|
if ( mode == ACTOR_MODE_TALK )
|
|
RepostEvent( ev, EV_Actor_ResetEye );
|
|
else if ( mode == ACTOR_MODE_AI )
|
|
SendMoveDone( ev->GetThread() );
|
|
return;
|
|
}
|
|
|
|
StartMode( ACTOR_MODE_SCRIPT );
|
|
|
|
event = new Event( EV_Behavior_Args );
|
|
event->AddEntity( NULL );
|
|
|
|
if ( ev->NumArgs() > 0 )
|
|
event->AddFloat( ev->GetFloat( 1 ) );
|
|
|
|
SetEyeBehavior( new EyeWatch, event, ev->GetThread() );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: ResetTorsoEvent()
|
|
// Parameters: Event *ev
|
|
// Description: Resets the torso
|
|
//
|
|
void Actor::ResetTorsoEvent( Event *ev )
|
|
{
|
|
/*
|
|
Event *event;
|
|
|
|
if ( !ModeAllowed( ACTOR_MODE_SCRIPT ) )
|
|
{
|
|
if ( mode == ACTOR_MODE_TALK )
|
|
RepostEvent( ev, EV_Actor_ResetTorso );
|
|
else if ( mode == ACTOR_MODE_AI )
|
|
SendMoveDone( ev->GetThread() );
|
|
return;
|
|
}
|
|
|
|
event = new Event( EV_Behavior_Args );
|
|
event->AddEntity( NULL );
|
|
|
|
event->AddInteger( 0 );
|
|
event->AddInteger( 30 );
|
|
event->AddInteger( 0 );
|
|
|
|
SetEyeBehavior( new TorsoTurn, event, ev->GetThread() );
|
|
*/
|
|
|
|
SetControllerTag( ACTOR_TORSO_TAG, gi.Tag_NumForName( edict->s.modelindex, "Bip01 Spine1" ) );
|
|
SetControllerAngles( ACTOR_TORSO_TAG, vec_zero );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: FallToDeathEvent()
|
|
// Parameters: Event *ev
|
|
// Description: Allows the Actor to play a sequence of animations
|
|
// So that it will fall from a position and die on
|
|
// impact
|
|
//
|
|
void Actor::FallToDeathEvent( Event *ev )
|
|
{
|
|
Event *e;
|
|
|
|
if ( !ModeAllowed( ACTOR_MODE_SCRIPT ) )
|
|
{
|
|
if ( mode == ACTOR_MODE_TALK )
|
|
RepostEvent( ev, EV_Actor_FallToDeath );
|
|
else if ( mode == ACTOR_MODE_AI )
|
|
SendMoveDone( ev->GetThread() );
|
|
return;
|
|
}
|
|
|
|
StartMode( ACTOR_MODE_SCRIPT );
|
|
|
|
e = new Event( EV_Behavior_Args );
|
|
|
|
e->SetSource( ev->GetSource() );
|
|
|
|
if ( ev->GetSource() == EV_FROM_SCRIPT )
|
|
{
|
|
e->SetThread( ev->GetThread() );
|
|
e->SetLineNumber( ev->GetLineNumber() );
|
|
}
|
|
|
|
e->AddFloat( ev->GetFloat( 1 ) );
|
|
e->AddFloat( ev->GetFloat( 2 ) );
|
|
e->AddFloat( ev->GetFloat( 3 ) );
|
|
e->AddString( ev->GetString( 4 ) );
|
|
e->AddString( ev->GetString( 5 ) );
|
|
e->AddString( ev->GetString( 6 ) );
|
|
if (ev->NumArgs() > 6 )
|
|
e->AddFloat( ev->GetFloat( 7 ) );
|
|
|
|
SetBehavior( new FallToDeath, e, ev->GetThread() );
|
|
|
|
}
|
|
|
|
//
|
|
// Name: WalkTo()
|
|
// Parameters: Event *ev
|
|
// Description: Makes an Actor WalkTo a location
|
|
//
|
|
void Actor::WalkTo ( Event *ev )
|
|
{
|
|
Event *e;
|
|
//HelperNode *node;
|
|
|
|
if ( !ModeAllowed( ACTOR_MODE_SCRIPT ) )
|
|
{
|
|
if ( mode == ACTOR_MODE_TALK )
|
|
RepostEvent( ev, EV_Actor_WalkTo );
|
|
else if ( mode == ACTOR_MODE_AI )
|
|
SendMoveDone( ev->GetThread() );
|
|
return;
|
|
}
|
|
|
|
StartMode( ACTOR_MODE_SCRIPT );
|
|
|
|
e = new Event( EV_Behavior_Args );
|
|
|
|
e->SetSource( ev->GetSource() );
|
|
|
|
if ( ev->GetSource() == EV_FROM_SCRIPT )
|
|
{
|
|
e->SetThread( ev->GetThread() );
|
|
e->SetLineNumber( ev->GetLineNumber() );
|
|
}
|
|
|
|
if ( ev->NumArgs() > 1 )
|
|
e->AddString( ev->GetString( 2 ) );
|
|
else
|
|
e->AddString( "walk" );
|
|
|
|
|
|
if ( ev->NumArgs() > 0 )
|
|
{
|
|
//If we have a helper node, let's use its origin
|
|
//node = HelperNode::FindClosestHelperNode( *this , ev->GetString( 1 ) );
|
|
//if ( node )
|
|
// e->AddVector( node->origin );
|
|
//else
|
|
e->AddToken( ev->GetToken( 1 ) );
|
|
}
|
|
|
|
if ( ev->NumArgs() > 2 )
|
|
{
|
|
e->AddInteger( 0 );
|
|
e->AddInteger( ev->GetInteger( 3 ) );
|
|
}
|
|
|
|
if ( ev->NumArgs() > 3 )
|
|
{
|
|
e->AddInteger( ev->GetInteger( 4 ) );
|
|
}
|
|
|
|
//SetBehavior( new GotoPathNode, e, ev->GetThread() );
|
|
SetBehavior( new GotoSpecified, e, ev->GetThread() );
|
|
}
|
|
//
|
|
// Name: BlindlyFollowPath()
|
|
// Parameters: Event *ev
|
|
// Description: Makes an Actor blindly follow a helper node path
|
|
//
|
|
void Actor::BlindlyFollowPath ( Event *ev )
|
|
{
|
|
if ( !ModeAllowed( ACTOR_MODE_SCRIPT ) )
|
|
{
|
|
if ( mode == ACTOR_MODE_TALK )
|
|
{
|
|
RepostEvent( ev, EV_Actor_BlindlyFollowPath );
|
|
}
|
|
else if ( mode == ACTOR_MODE_AI )
|
|
{
|
|
SendMoveDone( ev->GetThread() );
|
|
}
|
|
return;
|
|
}
|
|
|
|
StartMode( ACTOR_MODE_SCRIPT );
|
|
|
|
Event *e = new Event( EV_Behavior_Args );
|
|
|
|
e->SetSource( ev->GetSource() );
|
|
|
|
if ( ev->GetSource() == EV_FROM_SCRIPT )
|
|
{
|
|
e->SetThread( ev->GetThread() );
|
|
e->SetLineNumber( ev->GetLineNumber() );
|
|
}
|
|
|
|
if ( ev->NumArgs() > 0 )
|
|
{
|
|
e->AddString( ev->GetString( 1 ) );
|
|
}
|
|
else
|
|
{
|
|
e->AddString( "walk" );
|
|
}
|
|
|
|
if ( ev->NumArgs() > 1 )
|
|
{
|
|
e->AddFloat( ev->GetFloat( 2 ) );
|
|
}
|
|
|
|
if ( ev->NumArgs() > 2 )
|
|
{
|
|
e->AddString( ev->GetString( 3 ) );
|
|
}
|
|
|
|
SetBehavior( new FollowPathBlindly(), e, ev->GetThread() );
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// Name: FollowWayPoints()
|
|
// Parameters: Event *ev
|
|
// Description: Makes an Actor Follow a Waypoint Chain
|
|
//
|
|
void Actor::FollowWayPoints ( Event *ev )
|
|
{
|
|
Event *e;
|
|
|
|
|
|
if ( !ModeAllowed( ACTOR_MODE_SCRIPT ) )
|
|
{
|
|
if ( mode == ACTOR_MODE_TALK )
|
|
RepostEvent( ev, EV_Actor_WalkTo );
|
|
else if ( mode == ACTOR_MODE_AI )
|
|
SendMoveDone( ev->GetThread() );
|
|
return;
|
|
}
|
|
|
|
StartMode( ACTOR_MODE_SCRIPT );
|
|
|
|
e = new Event( EV_Behavior_Args );
|
|
|
|
e->SetSource( ev->GetSource() );
|
|
|
|
if ( ev->GetSource() == EV_FROM_SCRIPT )
|
|
{
|
|
e->SetThread( ev->GetThread() );
|
|
e->SetLineNumber( ev->GetLineNumber() );
|
|
}
|
|
|
|
//PathName
|
|
e->AddString( ev->GetString( 1 ) );
|
|
|
|
//Animation
|
|
if ( ev->NumArgs() > 1 )
|
|
e->AddString( ev->GetString( 2 ) );
|
|
else
|
|
e->AddString( "walk" );
|
|
|
|
//StartPoint
|
|
if ( ev->NumArgs() > 2 )
|
|
e->AddString( ev->GetString( 3 ) );
|
|
|
|
SetBehavior( new GotoWayPoint, e, ev->GetThread() );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: WalkWatch
|
|
// Parameters: Event *ev
|
|
// Description: Makes an Actor walk to a specified location while
|
|
// watching a Specified Entity
|
|
//
|
|
void Actor::WalkWatch ( Event *ev )
|
|
{
|
|
Event *e;
|
|
|
|
|
|
if ( ev->NumArgs() < 2 )
|
|
return;
|
|
|
|
if ( !ModeAllowed( ACTOR_MODE_SCRIPT ) )
|
|
{
|
|
if ( mode == ACTOR_MODE_TALK )
|
|
RepostEvent( ev, EV_Actor_WalkWatch );
|
|
else if ( mode == ACTOR_MODE_AI )
|
|
SendMoveDone( ev->GetThread() );
|
|
return;
|
|
}
|
|
|
|
StartMode( ACTOR_MODE_SCRIPT );
|
|
|
|
e = new Event( EV_Behavior_Args );
|
|
|
|
e->SetSource( ev->GetSource() );
|
|
|
|
if ( ev->GetSource() == EV_FROM_SCRIPT )
|
|
{
|
|
e->SetThread( ev->GetThread() );
|
|
e->SetLineNumber( ev->GetLineNumber() );
|
|
}
|
|
|
|
// Get animation name
|
|
|
|
if ( ev->NumArgs() > 2 )
|
|
e->AddString( ev->GetString( 3 ) );
|
|
else
|
|
e->AddString( "walk" );
|
|
|
|
// Get the node to walk to
|
|
|
|
e->AddToken( ev->GetToken( 1 ) );
|
|
|
|
// Get the entity to watch
|
|
|
|
e->AddEntity( ev->GetEntity( 2 ) );
|
|
|
|
SetBehavior( new GotoPathNode, e, ev->GetThread() );
|
|
}
|
|
|
|
//
|
|
// Name: WarpTo()
|
|
// Parameters: Event *ev
|
|
// Description: Makes an actor warp to a specified location
|
|
//
|
|
void Actor::WarpTo ( Event *ev )
|
|
{
|
|
PathNode *goal_node;
|
|
|
|
if ( !ModeAllowed( ACTOR_MODE_SCRIPT ) )
|
|
{
|
|
if ( mode == ACTOR_MODE_TALK )
|
|
RepostEvent( ev, EV_Actor_WarpTo );
|
|
return;
|
|
}
|
|
|
|
if ( ev->NumArgs() > 0 )
|
|
{
|
|
goal_node = thePathManager.FindNode( ev->GetString( 1 ) );
|
|
|
|
if ( goal_node )
|
|
{
|
|
origin = goal_node->origin;
|
|
setOrigin( origin );
|
|
|
|
angles = goal_node->angles;
|
|
setAngles( angles );
|
|
|
|
NoLerpThisFrame();
|
|
}
|
|
else
|
|
{
|
|
gi.WDPrintf( "Warpto failed : couldn't find goal node %s\n", ev->GetString( 1 ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// Name: PickupEnt()
|
|
// Parameters: Event *ev
|
|
// Description: Makes the Actor Pickup the specified entity
|
|
//
|
|
void Actor::PickupEnt( Event *ev )
|
|
{
|
|
Event *e;
|
|
|
|
if ( !ModeAllowed( ACTOR_MODE_SCRIPT ) )
|
|
{
|
|
if ( mode == ACTOR_MODE_TALK )
|
|
RepostEvent( ev, EV_Actor_PickupEnt );
|
|
else if ( mode == ACTOR_MODE_AI )
|
|
SendMoveDone( ev->GetThread() );
|
|
return;
|
|
}
|
|
|
|
StartMode( ACTOR_MODE_SCRIPT );
|
|
|
|
e = new Event( EV_Behavior_Args );
|
|
|
|
e->SetSource( ev->GetSource() );
|
|
|
|
if ( ev->GetSource() == EV_FROM_SCRIPT )
|
|
{
|
|
e->SetThread( ev->GetThread() );
|
|
e->SetLineNumber( ev->GetLineNumber() );
|
|
}
|
|
|
|
e->AddEntity( ev->GetEntity( 1 ) );
|
|
e->AddString( ev->GetString( 2 ) );
|
|
|
|
SetBehavior( new PickupEntity, e, ev->GetThread() );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: ThrowEnt()
|
|
// Parameters: Event *ev
|
|
// Description: Makes the actor throw the specified entity
|
|
//
|
|
void Actor::ThrowEnt( Event *ev )
|
|
{
|
|
Event *e;
|
|
|
|
if ( !ModeAllowed( ACTOR_MODE_SCRIPT ) )
|
|
{
|
|
if ( mode == ACTOR_MODE_TALK )
|
|
RepostEvent( ev, EV_Actor_ThrowEnt );
|
|
else if ( mode == ACTOR_MODE_AI )
|
|
SendMoveDone( ev->GetThread() );
|
|
return;
|
|
}
|
|
|
|
StartMode( ACTOR_MODE_SCRIPT );
|
|
|
|
e = new Event( EV_Behavior_Args );
|
|
|
|
e->SetSource( ev->GetSource() );
|
|
|
|
if ( ev->GetSource() == EV_FROM_SCRIPT )
|
|
{
|
|
e->SetThread( ev->GetThread() );
|
|
e->SetLineNumber( ev->GetLineNumber() );
|
|
}
|
|
|
|
e->AddString( ev->GetString( 1 ) );
|
|
|
|
SetBehavior( new ThrowEntity, e, ev->GetThread() );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: AttackEntity()
|
|
// Parameters: Event *ev
|
|
// Description: Makes the actor attack the specified entity
|
|
//
|
|
void Actor::AttackEntity( Event *ev )
|
|
{
|
|
Entity *target = ev->GetEntity( 1 );
|
|
|
|
bool forceEnemy = true;
|
|
|
|
if ( !GetActorFlag( ACTOR_FLAG_STARTED ) )
|
|
{
|
|
PostEvent( *ev, FRAMETIME );
|
|
return;
|
|
}
|
|
|
|
if ( ev->NumArgs() > 1 )
|
|
forceEnemy = ev->GetBoolean( 2 );
|
|
|
|
if ( forceEnemy )
|
|
forcedEnemy = target;
|
|
|
|
|
|
if ( forceEnemy )
|
|
{
|
|
enemyManager->SetCurrentEnemy( target );
|
|
enemyManager->LockOnCurrentEnemy( true );
|
|
return;
|
|
}
|
|
|
|
sensoryPerception->Stimuli( STIMULI_SIGHT, target );
|
|
|
|
if ( enemyManager->IsInHateList( target ) )
|
|
{
|
|
enemyManager->SetCurrentEnemy( target );
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// Name: AttackPlayer()
|
|
// Parameters: Event *ev
|
|
// Description: Makes the Actor attack the Player
|
|
//
|
|
void Actor::AttackPlayer( Event *ev )
|
|
{
|
|
if ( !GetActorFlag( ACTOR_FLAG_STARTED ) )
|
|
{
|
|
PostEvent( *ev, FRAMETIME );
|
|
return;
|
|
}
|
|
|
|
|
|
int i;
|
|
gentity_t *ent;
|
|
|
|
for( i = 0; i < maxclients->integer; i++ )
|
|
{
|
|
ent = &g_entities[ i ];
|
|
if ( !ent->inuse || !ent->client || !ent->entity )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
strategos->Attack( ent->entity );
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// Name: JumpToEvent()
|
|
// Parameters: Event *ev
|
|
// Description: Makes the Actor Jump to a specified location
|
|
//
|
|
void Actor::JumpToEvent( Event *ev )
|
|
{
|
|
Event *e;
|
|
int i;
|
|
int n;
|
|
|
|
if ( !ModeAllowed( ACTOR_MODE_SCRIPT ) )
|
|
{
|
|
if ( mode == ACTOR_MODE_TALK )
|
|
PostEvent( *ev, FRAMETIME );
|
|
else if ( mode == ACTOR_MODE_AI )
|
|
SendMoveDone( ev->GetThread() );
|
|
return;
|
|
}
|
|
|
|
StartMode( ACTOR_MODE_SCRIPT );
|
|
|
|
e = new Event( EV_Behavior_Args );
|
|
|
|
e->SetSource( ev->GetSource() );
|
|
|
|
if ( ev->GetSource() == EV_FROM_SCRIPT )
|
|
{
|
|
e->SetThread( ev->GetThread() );
|
|
e->SetLineNumber( ev->GetLineNumber() );
|
|
}
|
|
|
|
n = ev->NumArgs();
|
|
|
|
for( i = 1; i <= n; i++ )
|
|
{
|
|
e->AddToken( ev->GetToken( i ) );
|
|
}
|
|
|
|
SetBehavior( new JumpToPathNode, e, ev->GetThread() );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: RepostEvent()
|
|
// Parameters: Event *ev,
|
|
// Event &event_type
|
|
// Description: Reposts the passed in event
|
|
//
|
|
void Actor::RepostEvent( Event *ev, const Event &event_type )
|
|
{
|
|
Event *event;
|
|
int i;
|
|
str token;
|
|
|
|
event = new Event( event_type );
|
|
|
|
for( i = 1 ; i <= ev->NumArgs() ; i++ )
|
|
{
|
|
token = ev->GetString( i );
|
|
event->AddString( token.c_str() );
|
|
}
|
|
|
|
event->SetThread( ev->GetThread() );
|
|
|
|
PostEvent( event, FRAMETIME );
|
|
}
|
|
|
|
|
|
//===================================================================================
|
|
// Event Handlers -- Data Manipulation
|
|
// -- These Events are meant to set data the actor uses, such as TargetType or
|
|
// EyeHeight. These events are called from script, statemachines, and sometimes
|
|
// from code. Right now there are too many events in this section. Much like
|
|
// the Actions section above, the events here should be general and not part
|
|
// of an overriding concept. As I continue to refine, I will be working toward
|
|
// that.
|
|
//===================================================================================
|
|
|
|
//
|
|
// Name: SetMinimumMeleeHeight()
|
|
// Parameters: Event *ev
|
|
// Description: Sets minimum_melee_height
|
|
//
|
|
void Actor::SetMinimumMeleeHeight ( Event *ev )
|
|
{
|
|
minimum_melee_height = ev->GetFloat( 1 );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetDamageAngles()
|
|
// Parameters: Event *ev
|
|
// Description: Sets damage_angles
|
|
//
|
|
void Actor::SetDamageAngles ( Event *ev )
|
|
{
|
|
damage_angles = ev->GetFloat( 1 );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetImmortal()
|
|
// Parameters: Event *ev
|
|
// Description: Sets the ACTOR_FLAG_IMMORTAL
|
|
//
|
|
void Actor::SetImmortal ( Event *ev )
|
|
{
|
|
qboolean isImmortal = true;
|
|
|
|
if ( ev->NumArgs() > 0 )
|
|
isImmortal = ev->GetBoolean( 1 );
|
|
|
|
SetActorFlag( ACTOR_FLAG_IMMORTAL, isImmortal );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetTargetType()
|
|
// Parameters: Event *ev
|
|
// Description: Sets targetType -- Needs to be removed
|
|
//
|
|
void Actor::SetTargetType ( Event *ev )
|
|
{
|
|
targetType = (targetType_t)ev->GetInteger( 1 );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetEyeAngles()
|
|
// Parameters: Event *ev
|
|
// Description: Sets the eyeangles;
|
|
//
|
|
void Actor::SetEyeAngles ( Event *ev )
|
|
|
|
{
|
|
minEyeYawAngle = ev->GetFloat( 1 );
|
|
maxEyeYawAngle = ev->GetFloat( 2 );
|
|
minEyePitchAngle = ev->GetFloat( 3 );
|
|
maxEyePitchAngle = ev->GetFloat( 4 );
|
|
|
|
if ( minEyeYawAngle < -180.0f ) minEyeYawAngle = -180.0f;
|
|
if ( maxEyeYawAngle > 180.0f ) maxEyeYawAngle = 180.0f;
|
|
if ( minEyePitchAngle < -180.0f ) minEyePitchAngle = -180.0f;
|
|
if ( maxEyePitchAngle > 180.0f ) maxEyePitchAngle = 180.0f;
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetTakeDamage()
|
|
// Parameters: Event *ev
|
|
// Description: Sets the ACTOR_FLAG_TAKE_DAMAGE
|
|
//
|
|
void Actor::SetTakeDamage ( Event *ev )
|
|
{
|
|
qboolean damage = true;
|
|
|
|
if ( ev->NumArgs() > 0 )
|
|
damage = ev->GetBoolean( 1 );
|
|
|
|
SetActorFlag( ACTOR_FLAG_TAKE_DAMAGE, damage );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetIdleStateName()
|
|
// Parameters: Event *ev
|
|
// Description: Sets the idle_state_name
|
|
//
|
|
void Actor::SetIdleStateName ( Event *ev )
|
|
{
|
|
idle_state_name = ev->GetString( 1 );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetActivateThread()
|
|
// Parameters: Event *ev
|
|
// Description: Sets the activate_thread
|
|
//
|
|
void Actor::SetActivateThread ( Event *ev )
|
|
{
|
|
activate_thread = ev->GetString( 1 );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetValidTarget()
|
|
// Parameters: Event *ev
|
|
// Description: Sets validTarget Boolean -- Needs to go away, I believe
|
|
// We should find a better way to do this
|
|
//
|
|
void Actor::SetValidTarget ( Event *ev )
|
|
{
|
|
Event *flagEvent;
|
|
qboolean valid;
|
|
|
|
valid = ev->GetBoolean( 1 );
|
|
|
|
flagEvent = new Event(EV_EntityFlags);
|
|
|
|
if( valid )
|
|
flagEvent->AddString( "-notarget" );
|
|
else
|
|
flagEvent->AddString( "+notarget" );
|
|
|
|
ProcessEvent(flagEvent);
|
|
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetAlertThread()
|
|
// Parameters: Event *ev
|
|
// Description: Sets the alert_thread
|
|
//
|
|
void Actor::SetAlertThread ( Event *ev )
|
|
{
|
|
alert_thread = ev->GetString( 1 );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetEnemyType()
|
|
// Parameters: Event *ev
|
|
// Description: Sets our enemytype
|
|
//
|
|
void Actor::SetEnemyType ( Event *ev )
|
|
{
|
|
enemytype = ev->GetString( 1 );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetWeaponReady()
|
|
// Parameters: Event *ev
|
|
// Description: Sets the ACTOR_FLAG_WEAPON_READY
|
|
//
|
|
void Actor::SetWeaponReady ( Event *ev )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_WEAPON_READY , ev->GetBoolean( 1 ) );
|
|
}
|
|
|
|
|
|
|
|
//===================================================================================
|
|
// StateMachine And FuzzyEngine Functions
|
|
// -- These Functions deal with managing the Actor's State Machine
|
|
// and Fuzzy Engine
|
|
//===================================================================================
|
|
|
|
//
|
|
// Name: LoadStateMap()
|
|
// Parameters: Event *ev
|
|
// Description: Loads a StateMap into memory
|
|
//
|
|
void Actor::LoadStateMap( Event *ev )
|
|
{
|
|
str anim_name;
|
|
qboolean loading;
|
|
qboolean packageChange;
|
|
|
|
// Load the new state map
|
|
|
|
statemap_name = ev->GetString( 1 );
|
|
|
|
freeConditionals( conditionals );
|
|
//conditionals.FreeObjectList();
|
|
statemap = GetStatemap( statemap_name, ( Condition<Class> * )Conditions, &conditionals, false );
|
|
|
|
// Check if we're changing behavior packages
|
|
packageChange = false;
|
|
if ( ev->NumArgs() > 3 )
|
|
{
|
|
packageChange = ev->GetBoolean( 4 );
|
|
}
|
|
|
|
|
|
// Set the first state
|
|
if ( ev->NumArgs() > 1 )
|
|
idle_state_name = ev->GetString( 2 );
|
|
else if ( fuzzyEngine )
|
|
idle_state_name = "START";
|
|
else
|
|
idle_state_name = "IDLE";
|
|
|
|
if ( ev->NumArgs() > 2 )
|
|
loading = ev->GetBoolean( 3 );
|
|
else
|
|
loading = false;
|
|
|
|
// Initialize the actors first animation
|
|
|
|
if ( !loading )
|
|
{
|
|
SetState( idle_state_name.c_str() );
|
|
SetGlobalState(global_state_name.c_str() );
|
|
|
|
if ( currentState )
|
|
anim_name = currentState->getLegAnim( *this, &conditionals );
|
|
|
|
if ( anim_name == "" && !newanim.length() )
|
|
anim_name = "idle";
|
|
|
|
|
|
SetAnim( anim_name.c_str(), EV_Anim_Done );
|
|
ChangeAnim();
|
|
|
|
}
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: LoadMasterStateMap()
|
|
// Class: Actor
|
|
//
|
|
// Description: Loads the Master State Map for the Actor
|
|
//
|
|
// Parameters: Event *ev
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::LoadMasterStateMap( Event *ev )
|
|
{
|
|
qboolean loading;
|
|
|
|
// Load the new state map
|
|
masterstatemap_name = ev->GetString( 1 );
|
|
|
|
freeConditionals( master_conditionals );
|
|
masterstatemap = GetStatemap( masterstatemap_name, ( Condition<Class> * )Conditions, &master_conditionals, false );
|
|
|
|
// Set the first state
|
|
master_idle_state_name = "START";
|
|
|
|
if ( ev->NumArgs() > 2 )
|
|
loading = ev->GetBoolean( 3 );
|
|
else
|
|
loading = false;
|
|
|
|
// Initialize the actors first animation
|
|
|
|
if ( !loading )
|
|
{
|
|
SetMasterState( master_idle_state_name.c_str() );
|
|
}
|
|
}
|
|
|
|
//
|
|
// Name: SetGlobalState()
|
|
// Parameters: const char *state_name
|
|
// Description: Sets the Current Global State to state_name
|
|
//
|
|
void Actor::SetGlobalState( const char *state_name )
|
|
{
|
|
if ( !statemap )
|
|
return;
|
|
|
|
if ( deadflag )
|
|
return;
|
|
|
|
if ( globalState )
|
|
globalState->ProcessExitCommands( this );
|
|
|
|
globalState = statemap->FindGlobalState( state_name );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetState()
|
|
// Parameters: const char *state_name
|
|
// Description: Sets the Current State to state_name
|
|
//
|
|
void Actor::SetState( const char *state_name )
|
|
{
|
|
ClassDef *cls;
|
|
int i;
|
|
Event *e;
|
|
|
|
if ( !statemap )
|
|
return;
|
|
|
|
if ( deadflag )
|
|
return;
|
|
|
|
if ( currentState )
|
|
currentState->ProcessExitCommands( this );
|
|
|
|
currentState = statemap->FindState( state_name );
|
|
state_time = level.time;
|
|
|
|
// Set the behavior
|
|
|
|
if ( currentState )
|
|
{
|
|
cls = getClass( currentState->getBehaviorName() );
|
|
|
|
if ( cls )
|
|
{
|
|
if ( currentState->numBehaviorParms() )
|
|
{
|
|
e = new Event( EV_Behavior_Args );
|
|
|
|
for ( i = 1 ; i <= currentState->numBehaviorParms() ; i++ )
|
|
e->AddString( currentState->getBehaviorParm( i ) );
|
|
|
|
SetBehavior( ( Behavior * )cls->newInstance(), e );
|
|
}
|
|
else
|
|
{
|
|
SetBehavior( ( Behavior * )cls->newInstance() );
|
|
}
|
|
}
|
|
|
|
cls = getClass( currentState->getHeadBehaviorName() );
|
|
|
|
if ( cls )
|
|
{
|
|
if ( currentState->numHeadBehaviorParms() )
|
|
{
|
|
e = new Event( EV_Behavior_Args );
|
|
|
|
for ( i = 1; i <= currentState->numHeadBehaviorParms() ; i++ )
|
|
e->AddString( currentState->getHeadBehaviorParm( i ) );
|
|
|
|
SetHeadBehavior( ( Behavior * )cls->newInstance(), e );
|
|
}
|
|
else
|
|
{
|
|
SetHeadBehavior( ( Behavior * )cls->newInstance() );
|
|
}
|
|
}
|
|
|
|
cls = getClass( currentState->getEyeBehaviorName() );
|
|
|
|
if ( cls )
|
|
{
|
|
if ( currentState->numEyeBehaviorParms() )
|
|
{
|
|
e = new Event ( EV_Behavior_Args );
|
|
|
|
for ( i = 1; i <= currentState->numEyeBehaviorParms() ; i++ )
|
|
e->AddString( currentState->getEyeBehaviorParm( i ) );
|
|
|
|
SetEyeBehavior( ( Behavior * )cls->newInstance(), e );
|
|
}
|
|
else
|
|
{
|
|
SetEyeBehavior( ( Behavior * )cls->newInstance() );
|
|
}
|
|
}
|
|
|
|
cls = getClass( currentState->getTorsoBehaviorName() );
|
|
|
|
if ( cls )
|
|
{
|
|
if ( currentState->numTorsoBehaviorParms() )
|
|
{
|
|
e = new Event ( EV_Behavior_Args );
|
|
|
|
for ( i = 1; i <= currentState->numTorsoBehaviorParms(); i++ )
|
|
e->AddString( currentState->getTorsoBehaviorParm( i ) );
|
|
|
|
SetTorsoBehavior( (Behavior *)cls->newInstance(), e );
|
|
}
|
|
else
|
|
{
|
|
SetTorsoBehavior( (Behavior *)cls->newInstance() );
|
|
}
|
|
}
|
|
|
|
InitState();
|
|
currentState->ProcessEntryCommands( this );
|
|
}
|
|
else
|
|
{
|
|
gi.WDPrintf( "State %s not found\n", state_name );
|
|
}
|
|
}
|
|
|
|
void Actor::resetStateMachine( void )
|
|
{
|
|
SetState( idle_state_name );
|
|
}
|
|
|
|
|
|
void Actor::SetMasterState( Event *ev )
|
|
{
|
|
SetMasterState(ev->GetString( 1 ) );
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: SetMasterState()
|
|
// Class: Actor
|
|
//
|
|
// Description: Sets the Current Master State to state_name
|
|
//
|
|
// Parameters: const str &state_name
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::SetMasterState( const str &state_name )
|
|
{
|
|
if ( !masterstatemap )
|
|
return;
|
|
|
|
if ( deadflag )
|
|
return;
|
|
|
|
if ( currentMasterState )
|
|
currentMasterState->ProcessExitCommands( this );
|
|
|
|
currentMasterState = masterstatemap->FindState( state_name );
|
|
masterstate_time = level.time;
|
|
|
|
// Masterstates don't have behaviors -- They are for transitioning
|
|
// the regular statemaps that DO have behaviors.
|
|
// Set the behavior
|
|
if ( currentMasterState )
|
|
{
|
|
InitMasterState();
|
|
currentMasterState->ProcessEntryCommands( this );
|
|
}
|
|
else
|
|
{
|
|
gi.WDPrintf( "Master State %s not found\n", state_name.c_str() );
|
|
}
|
|
}
|
|
|
|
//
|
|
// Name: InitState()
|
|
// Parameters: None
|
|
// Description: Initializes a state
|
|
//
|
|
void Actor::InitState( void )
|
|
{
|
|
float min_time;
|
|
float max_time;
|
|
|
|
if ( !currentState )
|
|
return;
|
|
|
|
min_time = currentState->getMinTime();
|
|
max_time = currentState->getMaxTime();
|
|
|
|
if ( ( min_time != -1.0f ) && ( max_time != -1.0f ) )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_STATE_DONE_TIME_VALID, true );
|
|
|
|
state_done_time = level.time + min_time + G_Random( max_time - min_time );
|
|
}
|
|
else
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_STATE_DONE_TIME_VALID, false );
|
|
}
|
|
|
|
state_time = level.time;
|
|
times_done = 0;
|
|
|
|
ClearStateFlags();
|
|
command = "";
|
|
|
|
SetActorFlag( ACTOR_FLAG_ANIM_DONE, false );
|
|
SetActorFlag( ACTOR_FLAG_NOISE_HEARD, false );
|
|
|
|
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: InitMasterState()
|
|
// Class: Actor
|
|
//
|
|
// Description: Initializes a master state
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::InitMasterState( void )
|
|
{
|
|
float min_time;
|
|
float max_time;
|
|
|
|
if ( !currentMasterState )
|
|
return;
|
|
|
|
min_time = currentMasterState->getMinTime();
|
|
max_time = currentMasterState->getMaxTime();
|
|
|
|
if ( ( min_time != -1.0f ) && ( max_time != -1.0f ) )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_MASTER_STATE_DONE_TIME_VALID, true );
|
|
|
|
masterstate_done_time = level.time + min_time + G_Random( max_time - min_time );
|
|
}
|
|
else
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_MASTER_STATE_DONE_TIME_VALID, false );
|
|
}
|
|
|
|
masterstate_time = level.time;
|
|
masterstate_times_done = 0;
|
|
}
|
|
|
|
//
|
|
// Name: RegisterBehaviorPackage()
|
|
// Parameters: Event *ev
|
|
// Description: Registers a BehaviorPackage with the packageManager
|
|
//
|
|
void Actor::RegisterBehaviorPackage( Event *ev )
|
|
{
|
|
packageManager->RegisterPackage(ev->GetString( 1 ) );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: UnRegisterBehaviorPackage()
|
|
// Parameters: Event *ev
|
|
// Description: UnRegisters a BehaviorPackage with the packageManager
|
|
//
|
|
void Actor::UnRegisterBehaviorPackage( Event *ev )
|
|
{
|
|
packageManager->UnregisterPackage(ev->GetString( 1 ) );
|
|
}
|
|
|
|
|
|
void Actor::SetPackageTendency( Event *ev )
|
|
{
|
|
str packageName = ev->GetString( 1 );
|
|
float tendency = ev->GetFloat( 2 );
|
|
|
|
personality->SetBehaviorTendency( packageName, tendency );
|
|
}
|
|
|
|
//
|
|
// Name: LoadFuzzyEngine()
|
|
// Parameters: Event *ev
|
|
// Description: Loads a Fuzzy Engine into memory
|
|
//
|
|
void Actor::LoadFuzzyEngine( Event *ev )
|
|
{
|
|
// Load the new fuzzy engine
|
|
|
|
fuzzyengine_name = ev->GetString( 1 );
|
|
//fuzzy_conditionals.FreeObjectList();
|
|
freeConditionals( fuzzy_conditionals );
|
|
fuzzyEngine = GetFuzzyEngine( fuzzyengine_name, ( Condition<Class> * )Conditions, &fuzzy_conditionals, false );
|
|
fuzzyEngine_active = true;
|
|
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: ProcessActorStateMachine()
|
|
// Class: Actor
|
|
//
|
|
// Description: Evaluates our state map file
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::ProcessActorStateMachine( void )
|
|
{
|
|
int count;
|
|
str behavior_arg;
|
|
str behavior_name;
|
|
str headBehavior_name;
|
|
str eyeBehavior_name;
|
|
str torsoBehavior_name;
|
|
str currentTorsoAnim;
|
|
str currentanim;
|
|
str stateLegAnim;
|
|
str stateTorsoAnim;
|
|
ClassDef *cls = NULL;
|
|
State *laststate = NULL;
|
|
|
|
stateLegAnim = animname;
|
|
stateTorsoAnim = TorsoAnimName;
|
|
|
|
count = 0;
|
|
|
|
if ( deadflag || !currentState )
|
|
return;
|
|
|
|
if ( ( mode != ACTOR_MODE_AI ) && ( mode != ACTOR_MODE_IDLE ) )
|
|
return;
|
|
|
|
do
|
|
{
|
|
// Since we could get into an infinite loop here, do a check to make sure we don't.
|
|
count++;
|
|
if ( count > 10 )
|
|
{
|
|
gi.WDPrintf( "Possible infinite loop in state '%s'\n", currentState->getName() );
|
|
if ( count > 50 )
|
|
{
|
|
gi.Error( ERR_DROP, "Stopping due to possible infinite state loop\n" );
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Determine the next state to go to
|
|
laststate = currentState;
|
|
|
|
|
|
//Attempt to evaluate our global state.
|
|
if ( !currentState->IgnoreGlobalStates() && globalState )
|
|
{
|
|
currentState = globalState->Evaluate( *this , &conditionals );
|
|
|
|
//If, after the evaluation, our state is still the global state,
|
|
//that means nothing in the global state required a transition,
|
|
//so we can safely evaluate our main state
|
|
if ( currentState == globalState )
|
|
{
|
|
currentState = laststate;
|
|
}
|
|
else
|
|
{
|
|
ClearStateFlags();
|
|
|
|
// Process exit commands of the last state
|
|
laststate->ProcessExitCommands( this );
|
|
// Process entry commands of the new state
|
|
currentState->ProcessEntryCommands( this );
|
|
}
|
|
}
|
|
|
|
//Evaluate our current state
|
|
currentState = currentState->Evaluate( *this, &conditionals );
|
|
|
|
if ( !currentState )
|
|
return;
|
|
|
|
// Change the behavior if the state has changed
|
|
if ( laststate != currentState )
|
|
{
|
|
// Clear our _checkedChance flag
|
|
_checkedChance = false;
|
|
|
|
// Process exit commands of the last state
|
|
laststate->ProcessExitCommands( this );
|
|
lastState = laststate;
|
|
|
|
// Process entry commands of the new state
|
|
currentState->ProcessEntryCommands( this );
|
|
|
|
|
|
// End Old Behaviors
|
|
if ( behavior )
|
|
{
|
|
EndBehavior();
|
|
//behavior->End(*this);
|
|
//behavior = NULL;
|
|
}
|
|
|
|
if ( torsoBehavior )
|
|
{
|
|
EndTorsoBehavior();
|
|
//torsoBehavior->End(*this);
|
|
//torsoBehavior = NULL;
|
|
}
|
|
|
|
// Setup the new behavior
|
|
behavior_name = currentState->getBehaviorName();
|
|
|
|
// Check if our behavior is set up in the GPD
|
|
if ( !behavior_name.length() )
|
|
{
|
|
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
|
|
str stateName = currentState->getName();
|
|
str objname = getArchetype();
|
|
|
|
stateName = objname + "." + stateName;
|
|
if ( gpm->hasObject( stateName ) )
|
|
{
|
|
if ( gpm->hasProperty( stateName , "behavior" ) )
|
|
{
|
|
behavior_name = gpm->getStringValue( stateName , "behavior" );
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
if ( behavior_name.length() )
|
|
{
|
|
cls = getClass( currentState->getBehaviorName() );
|
|
}
|
|
//else if ( behavior )
|
|
// {
|
|
// behavior->End(*this);
|
|
// behavior = NULL;
|
|
// }
|
|
|
|
|
|
if ( cls )
|
|
{
|
|
if ( currentState->numBehaviorParms() )
|
|
{
|
|
int i;
|
|
Event *e = new Event( EV_Behavior_Args );
|
|
|
|
for ( i = 1 ; i <= currentState->numBehaviorParms() ; i++ )
|
|
e->AddString( currentState->getBehaviorParm( i ) );
|
|
|
|
SetBehavior( ( Behavior * )cls->newInstance(), e );
|
|
}
|
|
else
|
|
{
|
|
SetBehavior( ( Behavior * )cls->newInstance() );
|
|
}
|
|
}
|
|
else if ( behavior_name.length() )
|
|
{
|
|
gi.WDPrintf( "Invalid behavior name %s\n", behavior_name.c_str() );
|
|
}
|
|
|
|
|
|
// Setup the new torso behavior
|
|
torsoBehavior_name = currentState->getTorsoBehaviorName();
|
|
cls = 0;
|
|
|
|
if ( torsoBehavior_name.length() )
|
|
cls = getClass( currentState->getTorsoBehaviorName() );
|
|
//else if ( torsoBehavior )
|
|
// {
|
|
// torsoBehavior->End(*this);
|
|
// torsoBehavior = NULL;
|
|
// }
|
|
|
|
if ( cls )
|
|
{
|
|
if ( currentState->numTorsoBehaviorParms() )
|
|
{
|
|
int i;
|
|
Event *e = new Event( EV_Behavior_Args );
|
|
|
|
for ( i = 1 ; i <= currentState->numTorsoBehaviorParms() ; i++ )
|
|
e->AddString( currentState->getTorsoBehaviorParm( i ) );
|
|
|
|
SetTorsoBehavior( ( Behavior * )cls->newInstance(), e );
|
|
}
|
|
else
|
|
{
|
|
SetTorsoBehavior( ( Behavior * )cls->newInstance() );
|
|
}
|
|
|
|
}
|
|
else if ( torsoBehavior_name.length() )
|
|
{
|
|
gi.WDPrintf( "Invalid torso behavior name %s\n", torsoBehavior_name.c_str() );
|
|
}
|
|
// Initialize some stuff for changing states
|
|
|
|
|
|
|
|
InitState();
|
|
}
|
|
/*
|
|
// Setup the new head behavior
|
|
headBehavior_name = currentState->getHeadBehaviorName();
|
|
cls = 0;
|
|
|
|
if ( headBehavior_name.length() )
|
|
cls = getClass( currentState->getHeadBehaviorName() );
|
|
else if ( headBehavior )
|
|
{
|
|
headBehavior->End(*this);
|
|
headBehavior = NULL;
|
|
}
|
|
|
|
if ( cls )
|
|
{
|
|
if ( currentState->numHeadBehaviorParms() )
|
|
{
|
|
int i;
|
|
Event *e = new Event( EV_Behavior_Args );
|
|
|
|
for ( i = 1 ; i <= currentState->numHeadBehaviorParms() ; i++ )
|
|
e->AddString( currentState->getHeadBehaviorParm( i ) );
|
|
|
|
SetHeadBehavior( ( Behavior * )cls->newInstance(), e );
|
|
}
|
|
else
|
|
{
|
|
SetHeadBehavior( ( Behavior * )cls->newInstance() );
|
|
}
|
|
|
|
}
|
|
else if ( headBehavior_name.length() )
|
|
{
|
|
gi.WDPrintf( "Invalid head behavior name %s\n", headBehavior_name.c_str() );
|
|
}
|
|
|
|
// Setup the new eye behavior
|
|
eyeBehavior_name = currentState->getEyeBehaviorName();
|
|
cls = 0;
|
|
|
|
if ( eyeBehavior_name.length() )
|
|
cls = getClass( currentState->getEyeBehaviorName() );
|
|
else if ( eyeBehavior )
|
|
{
|
|
eyeBehavior->End(*this);
|
|
eyeBehavior = NULL;
|
|
}
|
|
|
|
if ( cls )
|
|
{
|
|
if ( currentState->numEyeBehaviorParms() )
|
|
{
|
|
int i;
|
|
Event *e = new Event( EV_Behavior_Args );
|
|
|
|
for ( i = 1 ; i <= currentState->numEyeBehaviorParms() ; i++ )
|
|
e->AddString( currentState->getEyeBehaviorParm( i ) );
|
|
|
|
SetEyeBehavior( ( Behavior * )cls->newInstance(), e );
|
|
}
|
|
else
|
|
{
|
|
SetEyeBehavior( ( Behavior * )cls->newInstance() );
|
|
}
|
|
|
|
}
|
|
else if ( eyeBehavior_name.length() )
|
|
{
|
|
gi.WDPrintf( "Invalid eye behavior name %s\n", eyeBehavior_name.c_str() );
|
|
}
|
|
|
|
|
|
// Setup the new torso behavior
|
|
torsoBehavior_name = currentState->getTorsoBehaviorName();
|
|
cls = 0;
|
|
|
|
if ( torsoBehavior_name.length() )
|
|
cls = getClass( currentState->getTorsoBehaviorName() );
|
|
else if ( torsoBehavior )
|
|
{
|
|
torsoBehavior->End(*this);
|
|
torsoBehavior = NULL;
|
|
}
|
|
|
|
if ( cls )
|
|
{
|
|
if ( currentState->numTorsoBehaviorParms() )
|
|
{
|
|
int i;
|
|
Event *e = new Event( EV_Behavior_Args );
|
|
|
|
for ( i = 1 ; i <= currentState->numTorsoBehaviorParms() ; i++ )
|
|
e->AddString( currentState->getTorsoBehaviorParm( i ) );
|
|
|
|
SetTorsoBehavior( ( Behavior * )cls->newInstance(), e );
|
|
}
|
|
else
|
|
{
|
|
SetTorsoBehavior( ( Behavior * )cls->newInstance() );
|
|
}
|
|
|
|
}
|
|
else if ( torsoBehavior_name.length() )
|
|
{
|
|
gi.WDPrintf( "Invalid torso behavior name %s\n", torsoBehavior_name.c_str() );
|
|
}
|
|
// Initialize some stuff for changing states
|
|
|
|
InitState();
|
|
}
|
|
*/
|
|
|
|
// See if we've SOMEHOW managed to get in a state with no behavior,
|
|
// yet we're still playing a behavior. WTF. Break out of the behavior
|
|
// immediately if this is the case.
|
|
behavior_name = currentState->getBehaviorName();
|
|
if ( !behavior_name.length() )
|
|
{
|
|
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
|
|
str stateName = currentState->getName();
|
|
str objname = getArchetype();
|
|
|
|
stateName = objname + "." + stateName;
|
|
if ( gpm->hasObject( stateName ) )
|
|
{
|
|
if ( gpm->hasProperty( stateName , "behavior" ) )
|
|
{
|
|
behavior_name = gpm->getStringValue( stateName , "behavior" );
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( behavior && !behavior_name.length() )
|
|
{
|
|
EndBehavior();
|
|
//behavior->End(*this);
|
|
//behavior = NULL;
|
|
}
|
|
|
|
|
|
|
|
// Change the animation if it has changed
|
|
currentanim = currentState->getLegAnim( *this, &conditionals );
|
|
currentTorsoAnim = currentState->getTorsoAnim( *this, &conditionals );
|
|
|
|
// We need to store the stateAnimation in local variables because we won't actually change
|
|
// the animation until the next frame update. If we don't store them here, we'll reset them
|
|
// every time we loop -- I tried moving this section outside of the while loop, but that didn't
|
|
// work well either.
|
|
if ( deadflag ) return;
|
|
|
|
if ( !GetActorFlag(ACTOR_FLAG_PLAYING_DIALOG_ANIM) )
|
|
{
|
|
if ( currentanim.length() && ( strcmp( stateLegAnim , currentanim.c_str() ) != 0 ) )
|
|
{
|
|
SetAnim( currentanim, EV_Anim_Done, legs );
|
|
stateLegAnim = currentanim;
|
|
}
|
|
|
|
if ( currentTorsoAnim.length() && ( strcmp( stateTorsoAnim , currentTorsoAnim.c_str() ) != 0 ) )
|
|
{
|
|
SetAnim( currentTorsoAnim, EV_Torso_Anim_Done, torso );
|
|
stateTorsoAnim = currentTorsoAnim;
|
|
}
|
|
}
|
|
|
|
/*
|
|
if ( (laststate != currentState) && !currentTorsoAnim.length() )
|
|
{
|
|
TorsoAnimName = "";
|
|
animate->ClearTorsoAnim();
|
|
}
|
|
*/
|
|
|
|
if ( showStates != DEBUG_NONE && laststate != currentState )
|
|
_printDebugInfo(laststate->getName() , currentState->getName() , currentanim , currentTorsoAnim );
|
|
|
|
}
|
|
while( laststate != currentState );
|
|
}
|
|
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: ProcessMasterStateMachine()
|
|
// Class: Actor
|
|
//
|
|
// Description: Processes our Master State Machine. This file
|
|
// is used to specify which state machine we will
|
|
// actually run. It CANNOT run behaviors or set
|
|
// animations... It is only in place to set which
|
|
// main state machine will run
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::ProcessMasterStateMachine( void )
|
|
{
|
|
int count;
|
|
State *laststate = NULL;
|
|
|
|
|
|
if ( !masterstatemap )
|
|
return;
|
|
|
|
if ( deadflag || !currentMasterState )
|
|
return;
|
|
|
|
if ( ( mode != ACTOR_MODE_AI ) && ( mode != ACTOR_MODE_IDLE ) )
|
|
return;
|
|
|
|
|
|
count = 0;
|
|
do
|
|
{
|
|
// Since we could get into an infinite loop here, do a check to make sure we don't.
|
|
|
|
count++;
|
|
if ( count > 10 )
|
|
{
|
|
gi.WDPrintf( "Possible infinite loop in Master State '%s'\n", currentMasterState->getName() );
|
|
if ( count > 50 )
|
|
{
|
|
gi.Error( ERR_DROP, "Stopping due to possible infinite state loop\n" );
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Determine the next state to go to
|
|
laststate = currentMasterState;
|
|
|
|
|
|
currentMasterState = currentMasterState->Evaluate( *this, &master_conditionals );
|
|
if ( !currentMasterState )
|
|
return;
|
|
|
|
|
|
if ( laststate != currentMasterState )
|
|
{
|
|
laststate->ProcessExitCommands( this );
|
|
lastMasterState = laststate;
|
|
|
|
// Process entry commands of the new state
|
|
currentMasterState->ProcessEntryCommands( this );
|
|
InitMasterState();
|
|
}
|
|
|
|
} while( laststate != currentMasterState );
|
|
|
|
}
|
|
|
|
//===================================================================================
|
|
// Behavior Management Functions
|
|
// -- These Functions deal with managing the Actor's Behaviors
|
|
//===================================================================================
|
|
|
|
//
|
|
// Name: SendMoveDone()
|
|
// Parameters: CThread *script_thread
|
|
// Description: Notifies the script that the behavior is finished
|
|
//
|
|
void Actor::SendMoveDone( CThread *script_thread )
|
|
{
|
|
Event *event;
|
|
|
|
if ( script_thread )
|
|
{
|
|
event = new Event( EV_MoveDone );
|
|
event->AddEntity( this );
|
|
script_thread->PostEvent( event, FRAMETIME );
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// Name: EndBehavior()
|
|
// Parameters: None
|
|
// Description: Ends the current behavior
|
|
//
|
|
void Actor::EndBehavior( void )
|
|
{
|
|
Event *event;
|
|
if ( behavior )
|
|
{
|
|
behavior->End( *this );
|
|
// If we are controlled, notify our controller of the behavior's ending.
|
|
if ( _controller && (_controller == behavior->GetController()) )
|
|
{
|
|
event = new Event ( EV_Actor_BehaviorFinished );
|
|
event->AddInteger( behaviorCode );
|
|
event->AddString( behaviorFailureReason );
|
|
_controller->ProcessEvent( event );
|
|
}
|
|
|
|
delete behavior;
|
|
behavior = NULL;
|
|
}
|
|
|
|
|
|
|
|
// Required so that script threads will get the waitfor notification
|
|
if ( scriptthread )
|
|
{
|
|
CThread *t = scriptthread;
|
|
scriptthread = NULL;
|
|
|
|
if ( t )
|
|
{
|
|
event = new Event( EV_MoveDone );
|
|
event->AddEntity( this );
|
|
t->ProcessEvent( event );
|
|
}
|
|
}
|
|
|
|
|
|
// Prevent previous behaviors from stopping the next behavior
|
|
CancelEventsOfType( EV_Actor_EndBehavior );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: EndHeadBehavior()
|
|
// Parameters: None
|
|
// Description: Ends the current head behavior
|
|
//
|
|
void Actor::EndHeadBehavior( void )
|
|
{
|
|
|
|
if ( headBehavior )
|
|
{
|
|
headBehavior->End( *this );
|
|
delete headBehavior;
|
|
headBehavior = NULL;
|
|
}
|
|
|
|
// Prevent previous behaviors from stopping the next behavior
|
|
CancelEventsOfType( EV_Actor_EndHeadBehavior );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: EndEyeBehavior()
|
|
// Parameters: None
|
|
// Description: Ends the current eye behavior
|
|
//
|
|
void Actor::EndEyeBehavior( void )
|
|
{
|
|
if ( eyeBehavior )
|
|
{
|
|
eyeBehavior->End( *this );
|
|
delete eyeBehavior;
|
|
eyeBehavior = NULL;
|
|
}
|
|
|
|
// Prevent previous behaviors from stopping the next behavior
|
|
CancelEventsOfType( EV_Actor_EndEyeBehavior );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: EndTorsoBehavior()
|
|
// Parameters: None
|
|
// Description: Ends the current torso behavior
|
|
//
|
|
void Actor::EndTorsoBehavior( void )
|
|
{
|
|
if ( torsoBehavior )
|
|
{
|
|
torsoBehavior->End( *this );
|
|
delete torsoBehavior;
|
|
torsoBehavior = NULL;
|
|
}
|
|
|
|
// Prevent previous behaviors from stopping the next behavior
|
|
CancelEventsOfType( EV_Actor_EndTorsoBehavior );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: EndAllBehaviors()
|
|
// Parameters: None
|
|
// Description: Ends all current behaviors
|
|
//
|
|
void Actor::EndAllBehaviors( void )
|
|
{
|
|
EndBehavior();
|
|
EndHeadBehavior();
|
|
EndEyeBehavior();
|
|
EndTorsoBehavior();
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetBehavior()
|
|
// Parameters: Behavior *newbehavior
|
|
// Event *startevent
|
|
// CThread *newthread
|
|
// Description: Sets the current behavior
|
|
//
|
|
void Actor::SetBehavior ( Behavior *newbehavior, Event *startevent, CThread *newthread )
|
|
{
|
|
if ( ( deadflag ) && ( actortype != IS_INANIMATE ) )
|
|
{
|
|
// Delete the unused stuff
|
|
|
|
if ( newbehavior )
|
|
delete newbehavior;
|
|
if ( startevent )
|
|
delete startevent;
|
|
|
|
return;
|
|
}
|
|
|
|
// End any previous behavior, but don't call EV_MoveDone if we're using the same thread,
|
|
// or we'll end THIS behavior
|
|
if ( scriptthread == newthread )
|
|
{
|
|
scriptthread = NULL;
|
|
}
|
|
EndBehavior();
|
|
|
|
behavior = newbehavior;
|
|
behaviorCode = BEHAVIOR_EVALUATING;
|
|
if ( behavior )
|
|
{
|
|
Wakeup();
|
|
|
|
if ( startevent )
|
|
{
|
|
behavior->ProcessEvent( startevent );
|
|
}
|
|
currentBehavior = behavior->getClassname();
|
|
if ( _controller ) behavior->SetController( _controller );
|
|
behavior->SetSelf( this );
|
|
behavior->Begin( *this );
|
|
scriptthread = newthread;
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetHeadBehavior()
|
|
// Parameters: Behavior *newbehavior
|
|
// Event *startevent
|
|
// CThread *newthread
|
|
// Description: Sets the current head behavior
|
|
//
|
|
void Actor::SetHeadBehavior( Behavior *newHeadBehavior, Event *startevent, CThread *newthread )
|
|
{
|
|
if ( ( deadflag ) && ( actortype != IS_INANIMATE ) )
|
|
{
|
|
// Delete the unused stuff
|
|
|
|
if ( newHeadBehavior )
|
|
delete newHeadBehavior;
|
|
if ( startevent )
|
|
delete startevent;
|
|
|
|
return;
|
|
}
|
|
|
|
// End any previous behavior, but don't call EV_MoveDone if we're using the same thread,
|
|
// or we'll end THIS behavior
|
|
if ( scriptthread == newthread )
|
|
{
|
|
scriptthread = NULL;
|
|
}
|
|
|
|
if ( headBehavior )
|
|
{
|
|
currentHeadBehavior = headBehavior->getClassname();
|
|
str newHeadBehaviorName = newHeadBehavior->getClassname();
|
|
|
|
if ( currentHeadBehavior == newHeadBehaviorName )
|
|
{
|
|
if ( startevent )
|
|
{
|
|
headBehavior->ProcessEvent( startevent );
|
|
}
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
EndHeadBehavior();
|
|
|
|
headBehavior = newHeadBehavior;
|
|
if ( headBehavior )
|
|
{
|
|
Wakeup();
|
|
|
|
if ( startevent )
|
|
{
|
|
headBehavior->ProcessEvent( startevent );
|
|
}
|
|
currentHeadBehavior = headBehavior->getClassname();
|
|
headBehavior->Begin( *this );
|
|
scriptthread = newthread;
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetEyeBehavior()
|
|
// Parameters: Behavior *newbehavior
|
|
// Event *startevent
|
|
// CThread *newthread
|
|
// Description: Sets the current eye behavior
|
|
//
|
|
void Actor::SetEyeBehavior ( Behavior *newEyeBehavior, Event *startevent, CThread *newthread )
|
|
{
|
|
if ( ( deadflag ) && ( actortype != IS_INANIMATE ) )
|
|
{
|
|
// Delete the unused stuff
|
|
|
|
if ( newEyeBehavior )
|
|
delete newEyeBehavior;
|
|
if ( startevent )
|
|
delete startevent;
|
|
|
|
return;
|
|
}
|
|
|
|
// End any previous behavior, but don't call EV_MoveDone if we're using the same thread,
|
|
// or we'll end THIS behavior
|
|
if ( scriptthread == newthread )
|
|
{
|
|
scriptthread = NULL;
|
|
}
|
|
EndEyeBehavior();
|
|
|
|
eyeBehavior = newEyeBehavior;
|
|
if ( eyeBehavior )
|
|
{
|
|
Wakeup();
|
|
|
|
if ( startevent )
|
|
{
|
|
eyeBehavior->ProcessEvent( startevent );
|
|
}
|
|
currentEyeBehavior = eyeBehavior->getClassname();
|
|
eyeBehavior->Begin( *this );
|
|
scriptthread = newthread;
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetTorsoBehavior()
|
|
// Parameters: Behavior *newbehavior
|
|
// Event *startevent
|
|
// CThread *newthread
|
|
// Description: Sets the current torso behavior
|
|
//
|
|
void Actor::SetTorsoBehavior( Behavior *newTorsoBehavior, Event *startevent, CThread *newthread )
|
|
{
|
|
if ( ( deadflag ) && ( actortype != IS_INANIMATE ) )
|
|
{
|
|
// Delete the unused stuff
|
|
|
|
if ( newTorsoBehavior )
|
|
delete newTorsoBehavior;
|
|
if ( startevent )
|
|
delete startevent;
|
|
|
|
return;
|
|
}
|
|
|
|
// End any previous behavior, but don't call EV_MoveDone if we're using the same thread,
|
|
// or we'll end THIS behavior
|
|
if ( scriptthread == newthread )
|
|
{
|
|
scriptthread = NULL;
|
|
}
|
|
EndTorsoBehavior();
|
|
|
|
torsoBehavior = newTorsoBehavior;
|
|
torsoBehaviorCode = BEHAVIOR_EVALUATING;
|
|
if ( torsoBehavior )
|
|
{
|
|
//turnThinkOn();
|
|
Wakeup();
|
|
|
|
if ( startevent )
|
|
{
|
|
torsoBehavior->ProcessEvent( startevent );
|
|
}
|
|
currentTorsoBehavior = torsoBehavior->getClassname();
|
|
torsoBehavior->Begin( *this );
|
|
scriptthread = newthread;
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// Name: EndBehaviorEvent
|
|
// Parameters: Event *ev
|
|
// Description: Calls EndBehavior
|
|
//
|
|
void Actor::EndBehaviorEvent( Event *ev )
|
|
{
|
|
EndBehavior();
|
|
}
|
|
|
|
|
|
//
|
|
// Name: EndHeadBehaviorEvent
|
|
// Parameters: Event *ev
|
|
// Description: Calls EndHeadBehavior
|
|
//
|
|
void Actor::EndHeadBehaviorEvent( Event *ev )
|
|
{
|
|
EndHeadBehavior();
|
|
}
|
|
|
|
|
|
//
|
|
// Name: EndEyeBehaviorEvent
|
|
// Parameters: Event *ev
|
|
// Description: Calls EndEyeBehavior
|
|
//
|
|
void Actor::EndEyeBehaviorEvent( Event *ev )
|
|
{
|
|
EndEyeBehavior();
|
|
}
|
|
|
|
|
|
//
|
|
// Name: EndTorsoBehaviorEvent
|
|
// Parameters: Event *ev
|
|
// Description: Calls EndTorsoBehavior
|
|
//
|
|
void Actor::EndTorsoBehaviorEvent( Event *ev )
|
|
{
|
|
EndTorsoBehavior();
|
|
}
|
|
|
|
|
|
//
|
|
// Name: NotifyBehavior()
|
|
// Parameters: Event *ev
|
|
// Description: Tells the current behavior that the anim is done
|
|
//
|
|
void Actor::NotifyBehavior( Event *ev )
|
|
{
|
|
if ( behavior )
|
|
{
|
|
behavior->ProcessEvent( EV_Behavior_AnimDone );
|
|
SetActorFlag( ACTOR_FLAG_ANIM_DONE, true );
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// Name: NotifyHeadBehavior()
|
|
// Parameters: Event *ev
|
|
// Description: Tells the current head behavior that the anim is done
|
|
//
|
|
void Actor::NotifyHeadBehavior( Event *ev )
|
|
{
|
|
if ( headBehavior )
|
|
{
|
|
headBehavior->ProcessEvent( EV_Behavior_AnimDone );
|
|
SetActorFlag( ACTOR_FLAG_ANIM_DONE, true );
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// Name: NotifyEyeBehavior()
|
|
// Parameters: Event *ev
|
|
// Description: Tells the current eye behavior that the anim is done
|
|
//
|
|
void Actor::NotifyEyeBehavior( Event *ev )
|
|
{
|
|
if ( eyeBehavior )
|
|
{
|
|
eyeBehavior->ProcessEvent( EV_Behavior_AnimDone );
|
|
SetActorFlag( ACTOR_FLAG_ANIM_DONE, true );
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// Name: NotifyTorsoBehavior()
|
|
// Parameters: Event *ev
|
|
// Description: Tells the current torso behavior that the anim is done
|
|
//
|
|
void Actor::NotifyTorsoBehavior( Event *ev )
|
|
{
|
|
if ( torsoBehavior )
|
|
{
|
|
torsoBehavior->ProcessEvent( EV_Behavior_AnimDone );
|
|
SetActorFlag( ACTOR_FLAG_TORSO_ANIM_DONE, true );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
//***********************************************************************************************
|
|
//
|
|
// Actor type script commands
|
|
//
|
|
//***********************************************************************************************
|
|
|
|
void Actor::SetDialogMode( Event *ev )
|
|
{
|
|
str modeType = ev->GetString(1);
|
|
if(stricmp(modeType,"anxious") == 0 )
|
|
{
|
|
DialogMode = DIALOG_MODE_ANXIOUS;
|
|
return;
|
|
}
|
|
|
|
if(stricmp(modeType,"normal") == 0 )
|
|
{
|
|
DialogMode = DIALOG_MODE_NORMAL;
|
|
return;
|
|
}
|
|
|
|
if(stricmp(modeType,"ignore") == 0)
|
|
{
|
|
DialogMode = DIALOG_MODE_IGNORE;
|
|
SetActorFlag( ACTOR_FLAG_ALLOW_TALK, 0 );
|
|
return;
|
|
}
|
|
|
|
gi.WDPrintf( "SetDialogMode has an unknown dialog type - - Valid strings are 'anxious', 'normal', or 'ignore'\n");
|
|
gi.WDPrintf( "Defaulting to type 'normal'");
|
|
|
|
DialogMode = DIALOG_MODE_NORMAL;
|
|
}
|
|
|
|
|
|
|
|
void Actor::RunAlertThread ( Event *ev )
|
|
{
|
|
if (alert_thread.length() )
|
|
RunThread(alert_thread);
|
|
}
|
|
|
|
void Actor::RunDamageThread ( void )
|
|
{
|
|
if ( ondamage_threshold > 0 )
|
|
{
|
|
if ( ( health <= ondamage_threshold ) && ondamage_thread.length() )
|
|
RunThread( ondamage_thread );
|
|
return;
|
|
}
|
|
|
|
if ( ondamage_thread.length() )
|
|
RunThread( ondamage_thread );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//***********************************************************************************************
|
|
//
|
|
// Targeting functions
|
|
//
|
|
//***********************************************************************************************
|
|
|
|
qboolean Actor::CloseToEnemy ( const Vector &pos, float howclose )
|
|
{
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
return false;
|
|
|
|
if ( !IsEntityAlive( currentEnemy ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( WithinDistance( currentEnemy, howclose ) )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void Actor::EyeOffset ( Event *ev )
|
|
{
|
|
eyeposition -= eyeoffset;
|
|
eyeoffset = ev->GetVector( 1 );
|
|
eyeposition += eyeoffset;
|
|
}
|
|
|
|
qboolean Actor::EntityInRange ( Entity *ent, float range, float min_height, float max_height , bool XYOnly )
|
|
{
|
|
float r;
|
|
Vector delta , cent , enemyCent;
|
|
float height_diff;
|
|
|
|
|
|
// Make sure the entity is alive
|
|
|
|
if ( !IsEntityAlive( ent ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
cent = centroid;
|
|
enemyCent = ent->centroid;
|
|
|
|
// See if the entity is in range
|
|
if ( XYOnly )
|
|
{
|
|
cent.z = 0.0f;
|
|
enemyCent.z = 0.0f;
|
|
}
|
|
|
|
delta = enemyCent - cent;
|
|
|
|
if ( ( max_height != 0 ) || ( min_height != 0 ) )
|
|
{
|
|
height_diff = delta[ 2 ];
|
|
|
|
if ( ( height_diff < min_height ) || ( height_diff > max_height ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
delta[ 2 ] = 0;
|
|
}
|
|
|
|
r = delta * delta;
|
|
|
|
return ( r < ( range * range ) );
|
|
}
|
|
|
|
|
|
|
|
//***********************************************************************************************
|
|
//
|
|
// Thread based script commands
|
|
//
|
|
//***********************************************************************************************
|
|
|
|
void Actor::RunThread( Event *ev )
|
|
{
|
|
str thread_name;
|
|
thread_name = ev->GetString( 1 );
|
|
RunThread(thread_name);
|
|
}
|
|
|
|
void Actor::RunThread( const str &thread_name )
|
|
{
|
|
if ( thread_name.length() <= 0 )
|
|
return;
|
|
|
|
ExecuteThread(thread_name,true,this);
|
|
|
|
//jhefty: scripting getcurrententity will now work, leaving old code commented
|
|
//in case something magical is happening with CreateThread/DelayedStart
|
|
|
|
/*CThread *thread;
|
|
|
|
thread = Director.CreateThread( thread_name );
|
|
|
|
if ( thread )
|
|
thread->DelayedStart( 0.0f );*/
|
|
}
|
|
|
|
|
|
|
|
//***********************************************************************************************
|
|
//
|
|
// Path and node management
|
|
//
|
|
//***********************************************************************************************
|
|
|
|
PathNode *Actor::NearestNodeInPVS ( const Vector &pos )
|
|
{
|
|
Vector delta;
|
|
PathNode *node;
|
|
PathNode *bestnode;
|
|
float bestdist;
|
|
float dist;
|
|
int number_nodes;
|
|
int i;
|
|
MapCell *cell;
|
|
Vector min;
|
|
Vector max;
|
|
|
|
|
|
cell = thePathManager.GetMapCell( pos );
|
|
|
|
if ( !cell )
|
|
return NULL;
|
|
|
|
number_nodes = cell->NumNodes();
|
|
|
|
bestnode = NULL;
|
|
bestdist = 999999999.0f; // greater than ( 8192 * sqr(2) ) ^ 2 -- maximum squared distance
|
|
|
|
for( i = 0; i < number_nodes; i++ )
|
|
{
|
|
node = ( PathNode * )cell->GetNode( i );
|
|
|
|
if ( !node )
|
|
continue;
|
|
|
|
delta = node->origin - pos;
|
|
|
|
// get the distance squared (faster than getting real distance)
|
|
dist = delta * delta;
|
|
|
|
if ( ( dist < bestdist ) && gi.inPVS( node->origin, (Vector)pos ) )
|
|
{
|
|
bestnode = node;
|
|
bestdist = dist;
|
|
|
|
// if we're close enough, early exit
|
|
if ( dist < 16.0f )
|
|
break;
|
|
}
|
|
}
|
|
|
|
return bestnode;
|
|
}
|
|
|
|
void Actor::SetPath( Path *newpath )
|
|
{
|
|
movementSubsystem->setPath( newpath );
|
|
}
|
|
|
|
void Actor::ReserveNodeEvent( Event *ev )
|
|
{
|
|
PathNode *node;
|
|
Vector pos;
|
|
|
|
pos = ev->GetVector( 1 );
|
|
node = thePathManager.NearestNode( pos, this );
|
|
|
|
if ( node && ( !node->entnum || ( node->entnum == entnum ) || ( node->occupiedTime < level.time ) ) )
|
|
{
|
|
// Mark node as occupied for a short time
|
|
node->occupiedTime = level.time + ev->GetFloat( 2 );
|
|
node->entnum = entnum;
|
|
}
|
|
}
|
|
|
|
void Actor::ReleaseNodeEvent( Event *ev )
|
|
{
|
|
PathNode *node;
|
|
Vector pos;
|
|
|
|
pos = ev->GetVector( 1 );
|
|
node = thePathManager.NearestNode( pos, this );
|
|
|
|
if ( node && ( node->entnum == entnum ) )
|
|
{
|
|
node->occupiedTime = 0;
|
|
node->entnum = 0;
|
|
}
|
|
}
|
|
|
|
trace_t Actor::Trace( const Vector &end, const char *reason ) const
|
|
{
|
|
return Trace( origin, end, reason );
|
|
}
|
|
|
|
trace_t Actor::Trace( const float distance, const char *reason ) const
|
|
{
|
|
Vector endPoint(orientation[0][0], orientation[0][1], orientation[0][2]);
|
|
endPoint.normalize();
|
|
endPoint *= distance;
|
|
endPoint += origin;
|
|
return Trace(endPoint, reason );
|
|
}
|
|
|
|
trace_t Actor::Trace( const float angle, const float distance, const char *reason ) const
|
|
{
|
|
vec3_t end;
|
|
RotatePointAroundVector( end, orientation[2], orientation[0], angle );
|
|
Vector endPoint(end);
|
|
endPoint.normalize();
|
|
endPoint *= distance;
|
|
endPoint += origin;
|
|
return Trace(endPoint, reason );
|
|
}
|
|
|
|
trace_t Actor::Trace( const Vector &begin, const Vector &end, const char *reason ) const
|
|
{
|
|
return Trace(begin, end, edict->clipmask, reason );
|
|
}
|
|
|
|
trace_t Actor::Trace( const Vector &begin, const Vector &end, const int contentMask, const char *reason ) const
|
|
{
|
|
Vector beginPoint;
|
|
Vector endPoint;
|
|
trace_t fullStepUpTrace;
|
|
trace_t halfStepUpTrace;
|
|
trace_t straightTrace;
|
|
trace_t *bestTrace;
|
|
float bestFraction;
|
|
bool betterTrace;
|
|
|
|
|
|
// Try the normal trace first
|
|
|
|
beginPoint = begin + movementSubsystem->getStep();
|
|
endPoint = end + movementSubsystem->getStep();
|
|
|
|
fullStepUpTrace = G_Trace( beginPoint, mins , maxs , endPoint, this, contentMask, false, reason );
|
|
|
|
bestTrace = &fullStepUpTrace;
|
|
bestFraction = fullStepUpTrace.fraction;
|
|
|
|
// If the first trace didn't work very well try it again but only step up half way
|
|
|
|
if ( bestFraction < 1.0f || bestTrace->startsolid )
|
|
{
|
|
beginPoint = begin + ( movementSubsystem->getStep() / 2.0f );
|
|
endPoint = end + ( movementSubsystem->getStep() / 2.0f );
|
|
|
|
halfStepUpTrace = G_Trace( beginPoint, mins , maxs , endPoint, this, contentMask, false, reason );
|
|
|
|
// See if this trace is the best one
|
|
|
|
if ( halfStepUpTrace.fraction > bestFraction && ( !halfStepUpTrace.startsolid || bestTrace->startsolid ) )
|
|
betterTrace = true;
|
|
else if ( !halfStepUpTrace.startsolid && bestTrace->startsolid )
|
|
betterTrace = true;
|
|
else
|
|
betterTrace = false;
|
|
|
|
if ( betterTrace )
|
|
{
|
|
bestTrace = &halfStepUpTrace;
|
|
bestFraction = halfStepUpTrace.fraction;
|
|
}
|
|
}
|
|
|
|
// If the second trace didn't work very well try it again but don't step up at all
|
|
|
|
if ( bestFraction < 1.0f || bestTrace->startsolid )
|
|
{
|
|
beginPoint = begin;
|
|
endPoint = end;
|
|
|
|
straightTrace = G_Trace( beginPoint, mins , maxs , endPoint, this, contentMask, false, reason );
|
|
|
|
// See if this trace is the best one
|
|
|
|
if ( straightTrace.fraction > bestFraction && ( !straightTrace.startsolid || bestTrace->startsolid ) )
|
|
betterTrace = true;
|
|
else if ( !straightTrace.startsolid && bestTrace->startsolid )
|
|
betterTrace = true;
|
|
else
|
|
betterTrace = false;
|
|
|
|
if ( betterTrace )
|
|
{
|
|
bestTrace = &straightTrace;
|
|
bestFraction = straightTrace.fraction;
|
|
}
|
|
}
|
|
|
|
if ( g_showactortrace->integer )
|
|
{
|
|
G_DebugLine( bestTrace->endpos, endPoint, 1.0f, 0.0f, 0.0f, 1.0f );
|
|
G_DebugLine( beginPoint, bestTrace->endpos , 0.0f, 0.0f, 1.0f, 1.0f );
|
|
G_DebugLine( beginPoint, endPoint, 0.0f, 1.0f, 0.0f, 1.0f );
|
|
}
|
|
|
|
return *bestTrace;
|
|
}
|
|
|
|
|
|
|
|
//***********************************************************************************************
|
|
//
|
|
// Animation control functions
|
|
//
|
|
//***********************************************************************************************
|
|
|
|
void Actor::RemoveAnimDoneEvent( void )
|
|
{
|
|
animate->SetAnimDoneEvent( NULL );
|
|
|
|
if ( newanimevent )
|
|
{
|
|
delete newanimevent;
|
|
newanimevent = NULL;
|
|
}
|
|
|
|
last_anim_event_name = "";
|
|
}
|
|
|
|
void Actor::ChangeAnim( void )
|
|
{
|
|
//float time;
|
|
Vector totalmove;
|
|
|
|
if ( ( newanimnum == -1 ) && ( newTorsoAnimNum == -1 ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( newTorsoAnimNum != -1 )
|
|
{
|
|
// If we're changing to the same anim, don't restart the animation
|
|
if ( ( newTorsoAnimNum == CurrentAnim(torso) ) && ( TorsoAnimName == newTorsoAnim ) && !( edict->s.torso_frame & FRAME_EXPLICIT ) )
|
|
{
|
|
animate->SetAnimDoneEvent( newTorsoAnimEvent , torso );
|
|
}
|
|
else
|
|
{
|
|
TorsoAnimName = newTorsoAnim;
|
|
animate->NewAnim( newTorsoAnimNum, newTorsoAnimEvent, torso );
|
|
}
|
|
|
|
// clear the new anim variables
|
|
newTorsoAnimNum = -1;
|
|
newTorsoAnim = "";
|
|
newTorsoAnimEvent = NULL;
|
|
}
|
|
|
|
if ( newanimnum != -1 )
|
|
{
|
|
// If we're changing to the same anim, don't restart the animation
|
|
if ( ( newanimnum == CurrentAnim(legs) ) && ( animname == newanim ) && !( edict->s.frame & FRAME_EXPLICIT ) )
|
|
{
|
|
animate->SetAnimDoneEvent( newanimevent );
|
|
}
|
|
else
|
|
{
|
|
animname = newanim;
|
|
animate->NewAnim( newanimnum, newanimevent, legs );
|
|
//time = gi.Anim_Time( edict->s.modelindex, newanimnum );
|
|
}
|
|
|
|
// clear the new anim variables
|
|
newanimnum = -1;
|
|
newanim = "";
|
|
newanimevent = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void Actor::AnimDone( Event *ev )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_ANIM_DONE, true );
|
|
}
|
|
|
|
void Actor::TorsoAnimDone( Event *ev )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_TORSO_ANIM_DONE, true );
|
|
}
|
|
|
|
qboolean Actor::SetAnim( const str &anim, Event *ev, bodypart_t part, const float animationRate )
|
|
{
|
|
int num;
|
|
if ( !anim.length() )
|
|
return false;
|
|
|
|
if ( !GetActorFlag( ACTOR_FLAG_CAN_CHANGE_ANIM ) ) return false;
|
|
|
|
num = gi.Anim_Random( edict->s.modelindex, anim.c_str() );
|
|
|
|
if ( num != -1 )
|
|
{
|
|
if ( part == legs )
|
|
{
|
|
newanim = anim;
|
|
newanimnum = num;
|
|
animnum = newanimnum;
|
|
|
|
if ( newanimevent )
|
|
delete newanimevent;
|
|
|
|
newanimevent = ev;
|
|
|
|
if ( newanimevent )
|
|
last_anim_event_name = newanimevent->getName();
|
|
else
|
|
last_anim_event_name = "";
|
|
|
|
}
|
|
|
|
if ( part == torso )
|
|
{
|
|
newTorsoAnim = anim;
|
|
newTorsoAnimNum = num;
|
|
|
|
if ( newTorsoAnimEvent )
|
|
delete newTorsoAnimEvent;
|
|
|
|
newTorsoAnimEvent = ev;
|
|
|
|
if ( newTorsoAnimEvent )
|
|
last_torso_anim_event_name = newTorsoAnimEvent->getName();
|
|
else
|
|
last_torso_anim_event_name = "";
|
|
}
|
|
|
|
if ( actortype == IS_INANIMATE )
|
|
{
|
|
// inanimate objects change anims immediately
|
|
ChangeAnim();
|
|
}
|
|
|
|
edict->s.animationRate = animationRate;
|
|
return true;
|
|
|
|
}
|
|
|
|
warning( "Actor::SetAnim", "Actor \"%s\" has no anim named \"%s\"\n", model.c_str(), anim.c_str() );
|
|
|
|
// kill the event
|
|
if ( ev )
|
|
{
|
|
delete ev;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void Actor::AnimateOnce( Event *ev )
|
|
{
|
|
animate->RandomAnimate( ev->GetString( 1 ), EV_StopAnimating );
|
|
}
|
|
|
|
qboolean Actor::SetAnim( const str &anim, Event &ev, bodypart_t part, const float animationRate )
|
|
{
|
|
Event * event;
|
|
|
|
event = new Event( ev );
|
|
assert(event);
|
|
|
|
return SetAnim( anim, event, part, animationRate );
|
|
}
|
|
|
|
void Actor::SetAnim( Event *ev )
|
|
{
|
|
|
|
if ( ev->NumArgs() > 1 )
|
|
{
|
|
SetAnim( ev->GetString( 1 ), NULL, legs, ev->GetFloat(2) );
|
|
}
|
|
else
|
|
{
|
|
SetAnim( ev->GetString( 1 ) );
|
|
}
|
|
ChangeAnim();
|
|
}
|
|
|
|
void Actor::Anim( Event *ev )
|
|
{
|
|
Event *e;
|
|
|
|
if ( !ModeAllowed( ACTOR_MODE_SCRIPT ) )
|
|
{
|
|
if ( mode == ACTOR_MODE_TALK )
|
|
PostEvent( *ev, FRAMETIME );
|
|
else if ( mode == ACTOR_MODE_AI )
|
|
SendMoveDone( ev->GetThread() );
|
|
return;
|
|
}
|
|
|
|
if ( ( deadflag ) && ( actortype != IS_INANIMATE ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
e = new Event( EV_Behavior_Args );
|
|
|
|
e->SetSource( ev->GetSource() );
|
|
|
|
if ( ev->GetSource() == EV_FROM_SCRIPT )
|
|
{
|
|
StartMode( ACTOR_MODE_SCRIPT );
|
|
|
|
e->SetThread( ev->GetThread() );
|
|
e->SetLineNumber( ev->GetLineNumber() );
|
|
}
|
|
|
|
e->AddToken( ev->GetToken( 1 ) );
|
|
|
|
SetBehavior( new PlayAnim, e, ev->GetThread() );
|
|
}
|
|
|
|
|
|
|
|
//***********************************************************************************************
|
|
//
|
|
// Script conditionals
|
|
//
|
|
//***********************************************************************************************
|
|
|
|
void Actor::IfEnemyVisibleEvent( Event *ev )
|
|
{
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
|
|
if ( currentEnemy )
|
|
ev->ReturnInteger( sensoryPerception->CanSeeEntity( this , currentEnemy, true, true ) );
|
|
else
|
|
ev->ReturnInteger( false );
|
|
|
|
|
|
}
|
|
|
|
void Actor::IfNearEvent( Event *ev )
|
|
{
|
|
CThread *thread;
|
|
Entity *ent;
|
|
Entity *bestent;
|
|
float bestdist;
|
|
float dist;
|
|
str name;
|
|
Vector delta;
|
|
float distance;
|
|
TargetList *tlist;
|
|
int n;
|
|
int i;
|
|
|
|
thread = ev->GetThread();
|
|
assert( thread );
|
|
if ( !thread )
|
|
{
|
|
return;
|
|
}
|
|
|
|
name = ev->GetString( 1 );
|
|
distance = ev->GetFloat( 2 );
|
|
|
|
if ( name[ 0 ] == '*' )
|
|
{
|
|
ent = ev->GetEntity( 1 );
|
|
ev->ReturnInteger( WithinDistance( ent, distance ) );
|
|
}
|
|
else if ( name[ 0 ] == '$' )
|
|
{
|
|
bestent = NULL;
|
|
bestdist = distance * distance;
|
|
|
|
tlist = world->GetTargetList( str( &name[ 1 ] ) );
|
|
n = tlist->list.NumObjects();
|
|
for( i = 1; i <= n; i++ )
|
|
{
|
|
ent = tlist->list.ObjectAt( i );
|
|
delta = centroid - ent->centroid;
|
|
dist = delta * delta;
|
|
if ( dist <= bestdist )
|
|
{
|
|
bestent = ent;
|
|
bestdist = dist;
|
|
}
|
|
}
|
|
|
|
ev->ReturnInteger( ( bestent != NULL ) );
|
|
}
|
|
else
|
|
{
|
|
bestent = NULL;
|
|
bestdist = distance * distance;
|
|
|
|
ent = NULL;
|
|
|
|
for( ent = findradius( ent, origin, distance ) ; ent ; ent = findradius( ent, origin, distance ) )
|
|
{
|
|
if ( ent->inheritsFrom( name.c_str() ) )
|
|
{
|
|
delta = centroid - ent->centroid;
|
|
dist = delta * delta;
|
|
if ( dist <= bestdist )
|
|
{
|
|
bestent = ent;
|
|
bestdist = dist;
|
|
}
|
|
}
|
|
}
|
|
|
|
ev->ReturnInteger( bestent != NULL );
|
|
}
|
|
}
|
|
|
|
void Actor::IfCanHideAtEvent( Event *ev )
|
|
{
|
|
PathNode *node;
|
|
Vector pos;
|
|
CThread *thread;
|
|
bool result;
|
|
|
|
thread = ev->GetThread();
|
|
assert( thread );
|
|
if ( !thread )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
return;
|
|
|
|
pos = ev->GetVector( 1 );
|
|
node = thePathManager.NearestNode( pos, this );
|
|
|
|
result = false;
|
|
if ( sensoryPerception )
|
|
{
|
|
if ( node && ( node->nodeflags & ( AI_DUCK | AI_COVER ) ) &&
|
|
!sensoryPerception->CanSeeEntity( pos , currentEnemy , true , true ) )
|
|
{
|
|
if ( !node->entnum || ( node->entnum == entnum ) || ( node->occupiedTime < level.time ) )
|
|
{
|
|
result = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
ev->ReturnInteger( result );
|
|
}
|
|
|
|
void Actor::IfEnemyWithinEvent( Event *ev )
|
|
{
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
{
|
|
ev->ReturnInteger( false );
|
|
return;
|
|
}
|
|
|
|
ev->ReturnInteger( WithinDistance( currentEnemy, ev->GetFloat( 1 ) ) );
|
|
}
|
|
|
|
//***********************************************************************************************
|
|
//
|
|
// Sound reaction functions
|
|
//
|
|
//***********************************************************************************************
|
|
|
|
void Actor::NoPainSounds( Event *ev )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_NO_PAIN_SOUNDS, true );
|
|
}
|
|
|
|
void Actor::HeardSound( Event *ev )
|
|
{
|
|
Vector location;
|
|
int soundType = SOUNDTYPE_GENERAL;
|
|
|
|
location = ev->GetVector( 2 );
|
|
|
|
if (ev->NumArgs() > 2)
|
|
{
|
|
soundType = ev->GetInteger( 3 );
|
|
}
|
|
|
|
Entity *soundEnt;
|
|
Entity *theEntity;
|
|
soundEnt = ev->GetEntity( 1 );
|
|
|
|
theEntity = soundEnt;
|
|
if ( soundEnt && soundEnt->isSubclassOf( Weapon ) )
|
|
{
|
|
Weapon *soundWeapon;
|
|
soundWeapon = ( Weapon*)soundEnt;
|
|
theEntity = soundWeapon->GetOwner();
|
|
}
|
|
|
|
|
|
sensoryPerception->Stimuli( STIMULI_SOUND, location, soundType );
|
|
if( GetActorFlag( ACTOR_FLAG_NOISE_HEARD ) )
|
|
{
|
|
enemyManager->TryToAddToHateList( theEntity );
|
|
}
|
|
|
|
//HeardDialog( soundType );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void Actor::BroadcastAlert( float rad )
|
|
{
|
|
Vector enemypos;
|
|
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
return;
|
|
|
|
if ( !( this->flags & FL_NOTARGET ) )
|
|
{
|
|
enemypos = currentEnemy->centroid;
|
|
G_BroadcastAlert( this, centroid, enemypos, rad );
|
|
}
|
|
}
|
|
|
|
void Actor::BroadcastAlert( float rad, int soundtype )
|
|
{
|
|
Vector enemypos;
|
|
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
return;
|
|
|
|
if ( !( this->flags & FL_NOTARGET ) )
|
|
{
|
|
enemypos = currentEnemy->centroid;
|
|
G_BroadcastSound( this, centroid, rad, soundtype );
|
|
}
|
|
}
|
|
|
|
void Actor::BroadcastAlert( Event *ev )
|
|
{
|
|
float rad = ev->GetFloat( 1 );
|
|
BroadcastAlert( rad , SOUNDTYPE_ALERT );
|
|
}
|
|
|
|
//***********************************************************************************************
|
|
//
|
|
// Pain and death related functions
|
|
//
|
|
//***********************************************************************************************
|
|
|
|
void Actor::Pain( Event *ev )
|
|
{
|
|
float damage;
|
|
Entity *ent;
|
|
int mod;
|
|
Vector direction;
|
|
Vector position;
|
|
Vector dir;
|
|
State *tempState;
|
|
bool showPain;
|
|
|
|
|
|
damage = ev->GetFloat( 1 );
|
|
ent = ev->GetEntity( 2 );
|
|
mod = ev->GetInteger( 3 );
|
|
position = ev->GetVector( 4 );
|
|
direction = ev->GetVector( 5 );
|
|
|
|
if ( ev->NumArgs() > 5 )
|
|
{
|
|
showPain = ev->GetBoolean( 6 );
|
|
}
|
|
else
|
|
showPain = false;
|
|
|
|
|
|
// Add to the players action level and (hit) count
|
|
|
|
/* if ( damage && !deadflag && ent && ent->isSubclassOf( Player ) )
|
|
{
|
|
Player *player = (Player *)ent;
|
|
|
|
//player->IncreaseActionLevel( damage / 4.0f );
|
|
if ( player->p_heuristics )
|
|
player->p_heuristics->IncrementShotsHit();
|
|
} */
|
|
|
|
if ( deadflag )
|
|
{
|
|
// Do gib stuff
|
|
|
|
if ( statemap )
|
|
{
|
|
tempState = statemap->FindState( "GIB" );
|
|
|
|
if ( tempState )
|
|
tempState = tempState->Evaluate( *this, &conditionals );
|
|
|
|
if ( tempState )
|
|
{
|
|
tempState->ProcessEntryCommands( this );
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( ( damage > 0.0f ) && ( next_pain_sound_time <= level.time ) && !GetActorFlag( ACTOR_FLAG_NO_PAIN_SOUNDS ) )
|
|
{
|
|
next_pain_sound_time = level.time + 0.4f + G_Random( 0.2f );
|
|
BroadcastSound();
|
|
}
|
|
|
|
|
|
if ( level.time >= _nextPlayPainSoundTime && !GetActorFlag( ACTOR_FLAG_NO_PAIN_SOUNDS ))
|
|
{
|
|
_nextPlayPainSoundTime = level.time + _playPainSoundInterval;
|
|
Sound( "snd_generalpain" );
|
|
}
|
|
|
|
if ( ( mod == MOD_BULLET ) && behavior && ( currentBehavior == "Pain" ) )
|
|
{
|
|
bullet_hits++;
|
|
}
|
|
|
|
// Determine which pain flags to set
|
|
|
|
AddStateFlag( STATE_FLAG_SMALL_PAIN );
|
|
|
|
if ( damage < pain_threshold )
|
|
{
|
|
if ( G_Random( 1.0f ) < ( damage / pain_threshold ) )
|
|
{
|
|
if ( ( means_of_death == MOD_SWORD ) || ( means_of_death == MOD_AXE ) || ( means_of_death == MOD_FIRESWORD ) ||
|
|
( means_of_death == MOD_ELECTRICSWORD ) )
|
|
pain_type = PAIN_BIG;
|
|
else
|
|
pain_type = PAIN_SMALL;
|
|
AddStateFlag( STATE_FLAG_IN_PAIN );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pain_type = PAIN_BIG;
|
|
AddStateFlag( STATE_FLAG_IN_PAIN );
|
|
}
|
|
|
|
//-------------------------------------------------------------------
|
|
// Pain Based on Damage Modification System:
|
|
// -- Because I don't want to screw anyone over, I'm leaving
|
|
// the old BIG_PAIN/SMALL_PAIN stuff in place, and it will
|
|
// work like it always has, so nobody should be screwed by the
|
|
// changes I'm making
|
|
//
|
|
// However, in the future, we want to get away from this system
|
|
// and use the damage modification system. Basically, we have
|
|
// a boolean flag in this function, which is coming from
|
|
// the DMS. If it's true, then I'm setting the SHOW_PAIN state flag
|
|
// to true. To show pain, from the state machine, use the SHOW_PAIN
|
|
// conditional
|
|
//--------------------------------------------------------------------
|
|
|
|
// Check for GPM Pain Override Here
|
|
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
|
|
if ( gpm->hasObject(getArchetype()) )
|
|
{
|
|
str propName = MOD_NumToName(mod);
|
|
float painChanceForActor = 0.0f;
|
|
|
|
if ( propName.length() )
|
|
{
|
|
str objName;
|
|
objName = getArchetype();
|
|
objName += ".PainChance";
|
|
|
|
if ( gpm->hasObject( objName ) )
|
|
{
|
|
if ( gpm->hasProperty( objName , propName ) )
|
|
painChanceForActor = gpm->getFloatValue( objName, propName );
|
|
}
|
|
}
|
|
|
|
if ( G_Random() <= painChanceForActor )
|
|
showPain = true;
|
|
else
|
|
showPain = false;
|
|
}
|
|
|
|
if ( ( level.time >= next_forced_pain_time ) || ( level.time >= next_pain_time && showPain ) )
|
|
{
|
|
next_pain_time = level.time + min_pain_time;
|
|
next_forced_pain_time = level.time + max_pain_time;
|
|
AddStateFlag( STATE_FLAG_SHOW_PAIN );
|
|
}
|
|
|
|
|
|
// Determine pain angles
|
|
|
|
if ( Vector( position - centroid ).length() > 1.0f )
|
|
dir = centroid - position;
|
|
else
|
|
dir = direction;
|
|
|
|
dir = dir * -1.0f;
|
|
|
|
pain_angles = dir.toAngles();
|
|
|
|
pain_angles[YAW] = AngleNormalize180( angles[YAW] - pain_angles[YAW] );
|
|
pain_angles[PITCH] = AngleNormalize180( angles[PITCH] - pain_angles[PITCH] );
|
|
}
|
|
|
|
void Actor::StunEvent( Event *ev )
|
|
{
|
|
float time;
|
|
|
|
time = ev->GetFloat( 1 );
|
|
|
|
SetActorFlag( ACTOR_FLAG_STUNNED, true );
|
|
|
|
stunned_end_time = level.time + time;
|
|
}
|
|
|
|
void Actor::CheckStun( void )
|
|
{
|
|
if ( GetActorFlag( ACTOR_FLAG_STUNNED ) && ( stunned_end_time <= level.time ) )
|
|
SetActorFlag( ACTOR_FLAG_STUNNED, false );
|
|
}
|
|
|
|
void Actor::Dead( Event *ev )
|
|
{
|
|
Vector min, max;
|
|
|
|
// stop animating legs
|
|
animate->StopAnimatingAtEnd();
|
|
|
|
// Make sure we can walk through this guys corpse
|
|
edict->clipmask = MASK_DEADSOLID;
|
|
if ( edict->solid != SOLID_NOT )
|
|
setContents( CONTENTS_CORPSE );
|
|
|
|
if ( edict->s.torso_anim & ANIM_BLEND )
|
|
animate->StopAnimatingAtEnd( torso );
|
|
|
|
edict->s.eFlags |= EF_DONT_PROCESS_COMMANDS;
|
|
|
|
if ( !groundentity && ( velocity != vec_zero ) && ( movetype != MOVETYPE_STATIONARY ) )
|
|
{
|
|
// wait until we hit the ground
|
|
PostEvent( EV_Actor_Dead, FRAMETIME );
|
|
return;
|
|
}
|
|
|
|
// don't allow them to fly, think, or swim anymore
|
|
flags &= ~( FL_SWIM | FL_FLY );
|
|
turnThinkOff();
|
|
|
|
deadflag = DEAD_DEAD;
|
|
setMoveType( MOVETYPE_NONE );
|
|
setOrigin( origin );
|
|
|
|
if ( trigger )
|
|
{
|
|
trigger->ProcessEvent( EV_Remove );
|
|
}
|
|
|
|
if ( spawnparent )
|
|
PostEvent( EV_Actor_Fade, .5f );
|
|
else
|
|
PostEvent( EV_Actor_Fade, 5.0f );
|
|
}
|
|
|
|
void Actor::KilledEffects( Entity *attacker )
|
|
{
|
|
Entity *ent;
|
|
Event *event;
|
|
str target_name;
|
|
|
|
if ( g_debugtargets->integer )
|
|
{
|
|
G_DebugTargets( this, "Actor::KilledEffects" );
|
|
}
|
|
|
|
//
|
|
// kill the killtargets
|
|
//
|
|
target_name = KillTarget();
|
|
if ( target_name && strcmp( target_name, "" ) )
|
|
{
|
|
ent = NULL;
|
|
do
|
|
{
|
|
ent = G_FindTarget( ent, target_name );
|
|
if ( !ent )
|
|
{
|
|
break;
|
|
}
|
|
ent->PostEvent( EV_Remove, 0.0f );
|
|
}
|
|
while ( 1 );
|
|
}
|
|
|
|
//
|
|
// fire targets
|
|
//
|
|
target_name = Target();
|
|
if ( target_name && strcmp( target_name, "" ) )
|
|
{
|
|
ent = NULL;
|
|
do
|
|
{
|
|
ent = G_FindTarget( ent, target_name );
|
|
if ( !ent )
|
|
{
|
|
break;
|
|
}
|
|
|
|
event = new Event( EV_Activate );
|
|
event->AddEntity( attacker );
|
|
ent->PostEvent( event, 0.0f );
|
|
}
|
|
while ( 1 );
|
|
}
|
|
//
|
|
// see if we have a kill_thread
|
|
//
|
|
if ( kill_thread.length() > 1 )
|
|
{
|
|
CThread * thread;
|
|
//
|
|
// create the thread, but don't start it yet
|
|
//
|
|
thread = ExecuteThread( kill_thread, false, this );
|
|
if ( !thread )
|
|
warning( "Killed", "could not process kill_thread" );
|
|
|
|
}
|
|
}
|
|
|
|
void Actor::Killed( Event *ev )
|
|
{
|
|
Vector position;
|
|
ClassDef *cls;
|
|
str deathanim;
|
|
str newdeathanim;
|
|
Entity *attacker;
|
|
float damage;
|
|
qboolean fallingDeath;
|
|
Weapon *weapon = 0;
|
|
|
|
attacker = ev->GetEntity( 1 );
|
|
damage = ev->GetFloat( 2 );
|
|
|
|
if ( ev->NumArgs() > 4 )
|
|
fallingDeath = ev->GetBoolean( 5 );
|
|
else
|
|
fallingDeath = false;
|
|
|
|
if ( ev->NumArgs() > 5 )
|
|
weapon = (Weapon *)ev->GetEntity( 6 );
|
|
|
|
// Update boss health if necessary
|
|
|
|
if ( GetActorFlag( ACTOR_FLAG_UPDATE_BOSS_HEALTH ) && max_boss_health )
|
|
{
|
|
char bosshealth_string[20];
|
|
sprintf( bosshealth_string, "%.5f", health / max_boss_health );
|
|
gi.cvar_set( "bosshealth", bosshealth_string );
|
|
}
|
|
|
|
//if the actor is a teammate, update the teammates killed #.
|
|
//We dont who the attacker is.
|
|
if(actortype == IS_TEAMMATE)
|
|
{
|
|
Player* player;
|
|
player = GetPlayer(0);
|
|
|
|
if(player->p_heuristics)
|
|
{
|
|
player->p_heuristics->IncrementTeammatesKilled();
|
|
}
|
|
if( player->client )
|
|
{
|
|
++player->client->ps.stats[ STAT_TEAMMATES_KILLED ];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
UnreserveCurrentHelperNode();
|
|
}
|
|
|
|
// Add to the players action level
|
|
|
|
if ( damage && attacker && attacker->isSubclassOf( Player ) )
|
|
{
|
|
Player *player = (Player *)attacker;
|
|
|
|
//player->IncreaseActionLevel( damage / 4.0f );
|
|
|
|
// Calculate the number of points for this kill (0, if we're not using,
|
|
// the gameplay system).
|
|
float points = 0.0f;
|
|
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
|
|
GameplayFormulaData fd(player, this, weapon, player->getAttackType());
|
|
if ( gpm->hasObject(player->getArchetype()) && gpm->hasFormula("Points"))
|
|
points = gpm->calculate("Points", fd);
|
|
player->AwardPoints((int)points);
|
|
|
|
if(actortype == IS_ENEMY)
|
|
{
|
|
if(player->p_heuristics)
|
|
{
|
|
player->p_heuristics->IncrementEnemiesKilled();
|
|
}
|
|
if( player->client )
|
|
{
|
|
++player->client->ps.stats[ STAT_ENEMIES_KILLED ];
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( damage && attacker && attacker->isSubclassOf( Actor ) )
|
|
{
|
|
Actor *actor = (Actor*)attacker;
|
|
|
|
actor->InContext( "killedenemy" , 0 );
|
|
}
|
|
|
|
// If we have a behavior going for some reason, kill it now.
|
|
// if ( behavior )
|
|
// {
|
|
// behavior->End(*this);
|
|
// behavior = NULL;
|
|
// }
|
|
|
|
if ( attacker )
|
|
KilledEffects( attacker );
|
|
|
|
if ( next_pain_sound_time <= level.time && !GetActorFlag( ACTOR_FLAG_NO_PAIN_SOUNDS ) )
|
|
{
|
|
next_pain_sound_time = level.time + 0.4f + G_Random( 0.2f );
|
|
BroadcastSound();
|
|
}
|
|
|
|
if ( !GetActorFlag( ACTOR_FLAG_DIE_COMPLETELY ) )
|
|
return;
|
|
|
|
// See if means of death should be bumped up from MOD_BULLET to MOD_FAST_BULLET
|
|
|
|
if ( means_of_death == MOD_BULLET )
|
|
{
|
|
if ( bullet_hits < 5 )
|
|
bullet_hits = 0;
|
|
|
|
if ( (int)G_Random( 100 ) < ( bullet_hits * 10 ) )
|
|
means_of_death = MOD_FAST_BULLET;
|
|
}
|
|
|
|
if ( means_of_death == MOD_ELECTRIC )
|
|
{
|
|
Event *event;
|
|
|
|
event = new Event( EV_DisplayEffect );
|
|
event->AddString( "electric" );
|
|
ProcessEvent( event );
|
|
|
|
event = new Event( EV_DisplayEffect );
|
|
event->AddString( "noelectric" );
|
|
PostEvent( event, 3.0f + G_Random( 2.0f ) );
|
|
}
|
|
|
|
if (
|
|
means_of_death == MOD_EXPLOSION ||
|
|
means_of_death == MOD_SMALL_EXPLOSION ||
|
|
means_of_death == MOD_PLASMASHOTGUN
|
|
)
|
|
{
|
|
float chance = G_Random();
|
|
if ( chance >= .45 )
|
|
{
|
|
Vector attackerToSelf = origin - attacker->origin;
|
|
attackerToSelf.z = deathKnockbackVerticalValue;
|
|
attackerToSelf.normalize();
|
|
attackerToSelf *= deathKnockbackHorizontalValue;
|
|
velocity = attackerToSelf;
|
|
}
|
|
}
|
|
|
|
// Make sure all bones are put back in their normal positions
|
|
|
|
if ( edict->s.bone_tag[ ACTOR_MOUTH_TAG ] != -1 )
|
|
SetControllerAngles( ACTOR_MOUTH_TAG, vec_zero );
|
|
|
|
if ( edict->s.bone_tag[ ACTOR_HEAD_TAG ] != -1 )
|
|
SetControllerAngles( ACTOR_HEAD_TAG, vec_zero );
|
|
|
|
if ( edict->s.bone_tag[ ACTOR_TORSO_TAG ] != -1 )
|
|
SetControllerAngles( ACTOR_TORSO_TAG, vec_zero );
|
|
|
|
if ( edict->s.bone_tag[ ACTOR_LEYE_TAG ] != -1 )
|
|
SetControllerAngles( ACTOR_LEYE_TAG, vec_zero );
|
|
|
|
if ( edict->s.bone_tag[ ACTOR_REYE_TAG ] != -1 )
|
|
SetControllerAngles( ACTOR_REYE_TAG, vec_zero );
|
|
|
|
|
|
|
|
if ( !fallingDeath )
|
|
{
|
|
// Stop behavior
|
|
cls = getClass( "idle" );
|
|
SetBehavior( ( Behavior * )cls->newInstance() );
|
|
}
|
|
|
|
//If the MissionFailed keeps coming up, make sure the tiki file is set correctly,
|
|
if ( !GetActorFlag( ACTOR_FLAG_ALLOWED_TO_KILL ) && attacker && attacker->isSubclassOf( Player ) )
|
|
G_MissionFailed( "CivilianKilled" );
|
|
|
|
// don't allow them to fly or swim anymore
|
|
flags &= ~( FL_SWIM | FL_FLY );
|
|
|
|
deadflag = DEAD_DYING;
|
|
|
|
groundentity = NULL;
|
|
|
|
edict->svflags |= SVF_DEADMONSTER;
|
|
|
|
stopStasis();
|
|
|
|
if ( !GetActorFlag( ACTOR_FLAG_STAYSOLID ) )
|
|
{
|
|
edict->clipmask = MASK_DEADSOLID;
|
|
|
|
if ( edict->solid != SOLID_NOT )
|
|
setContents( CONTENTS_CORPSE );
|
|
}
|
|
|
|
// Stop the actor from talking
|
|
|
|
if ( GetActorFlag( ACTOR_FLAG_DIALOG_PLAYING ) )
|
|
{
|
|
CancelEventsOfType( EV_SetControllerAngles );
|
|
StopSound( CHAN_DIALOG );
|
|
}
|
|
|
|
// Remove the actor from it's group
|
|
//groupcoordinator->RemoveEntityFromGroup( this , GetGroupID() );
|
|
groupcoordinator->MemberDied( this , GetGroupID() );
|
|
|
|
if ( !fallingDeath )
|
|
{
|
|
deathanim = "death";
|
|
|
|
if ( GetActorFlag( ACTOR_FLAG_IN_ALCOVE ) )
|
|
deathanim = "death_alcove";
|
|
|
|
// See if this actor has a death state in its state machine
|
|
|
|
if ( statemap )
|
|
{
|
|
int count = 0;
|
|
State *temp_state;
|
|
State *last_temp_state = NULL;
|
|
str temp_anim;
|
|
|
|
if ( behavior )
|
|
{
|
|
behavior->End( *this );
|
|
delete behavior;
|
|
behavior = NULL;
|
|
}
|
|
|
|
if ( torsoBehavior )
|
|
{
|
|
torsoBehavior->End( *this );
|
|
delete torsoBehavior;
|
|
torsoBehavior = NULL;
|
|
}
|
|
|
|
temp_state = statemap->FindState( "DEATH" );
|
|
|
|
if ( temp_state )
|
|
{
|
|
do
|
|
{
|
|
count++;
|
|
if ( count > 50 )
|
|
{
|
|
gi.Error( ERR_DROP, "Stopping due to possible infinite state loop in death state\n" );
|
|
break;
|
|
}
|
|
|
|
// Process the current state
|
|
if ( last_temp_state != temp_state )
|
|
{
|
|
// Get the new animation name
|
|
|
|
temp_anim = temp_state->getLegAnim( *this, &conditionals );
|
|
|
|
if ( temp_anim.length() )
|
|
newdeathanim = temp_anim;
|
|
|
|
// Process exit commands of the last state
|
|
|
|
if ( last_temp_state )
|
|
last_temp_state->ProcessExitCommands( this );
|
|
|
|
// Process the entry commands of the new state
|
|
|
|
temp_state->ProcessEntryCommands( this );
|
|
}
|
|
|
|
// Determine the next state to go to
|
|
|
|
last_temp_state = temp_state;
|
|
temp_state = temp_state->Evaluate( *this, &conditionals );
|
|
}
|
|
while ( last_temp_state != temp_state );
|
|
}
|
|
|
|
if ( newdeathanim.length() > 0 )
|
|
deathanim = newdeathanim;
|
|
}
|
|
|
|
// Play the death animation
|
|
|
|
if ( animate )
|
|
{
|
|
animate->ClearTorsoAnim();
|
|
animate->ClearLegsAnim();
|
|
}
|
|
SetAnim( deathanim, EV_Actor_Dead , legs);
|
|
|
|
ChangeAnim();
|
|
}
|
|
|
|
// See if we were spawned by another actor
|
|
|
|
if ( spawnparent )
|
|
{
|
|
spawnparent->num_of_spawns--;
|
|
}
|
|
|
|
// See if we should notify others
|
|
|
|
if ( GetActorFlag( ACTOR_FLAG_NOTIFY_OTHERS_AT_DEATH ) )
|
|
NotifyOthersOfDeath();
|
|
|
|
// Do Game Specific Death Stuff
|
|
if ( gameComponent && attacker )
|
|
gameComponent->HandleDeath( attacker );
|
|
|
|
SpawnItems();
|
|
DropItemsOnDeath();
|
|
|
|
if ( means_of_death == MOD_GIB )
|
|
{
|
|
Event *event;
|
|
int i;
|
|
|
|
if ( blood_model.length() == 0 )
|
|
blood_model = "fx/fx_bspurt.tik";
|
|
|
|
if ( max_gibs == 0 )
|
|
max_gibs = 4;
|
|
|
|
for( i = 0 ; i < 4 ; i++ )
|
|
{
|
|
event = new Event( EV_Sentient_SpawnBloodyGibs );
|
|
event->AddInteger( max_gibs );
|
|
ProcessEvent( event );
|
|
}
|
|
|
|
PostEvent( EV_Remove, 0.0f );
|
|
}
|
|
|
|
//Gotta Make Sure that this guy dies if it's from a falling death
|
|
if ( fallingDeath )
|
|
{
|
|
PostEvent ( EV_Actor_Dead, 0.0f );
|
|
PostEvent ( EV_Remove , 5.0f );
|
|
}
|
|
}
|
|
|
|
qboolean Actor::RespondToHitscan( void )
|
|
{
|
|
//First Check our response chance value, we may not need to do anything at all
|
|
if( G_Random() > hitscan_response_chance )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_INCOMING_HITSCAN , false );
|
|
return false;
|
|
}
|
|
|
|
|
|
//Let the Statemachine tell us what to do
|
|
if ( statemap )
|
|
{
|
|
|
|
State *temp_state;
|
|
temp_state = statemap->FindState( "INCOMING_HITSCAN" );
|
|
|
|
if ( temp_state )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_RESPONDING_TO_HITSCAN, true );
|
|
currentState = temp_state;
|
|
ProcessActorStateMachine();
|
|
}
|
|
else
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_INCOMING_HITSCAN , false );
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//Lastly clear our flag
|
|
SetActorFlag( ACTOR_FLAG_INCOMING_HITSCAN , false );
|
|
SetActorFlag( ACTOR_FLAG_RESPONDING_TO_HITSCAN, false );
|
|
|
|
return true;
|
|
}
|
|
|
|
void Actor::HandleGameSpecificEvent( Event *ev )
|
|
{
|
|
if ( gameComponent )
|
|
gameComponent->HandleEvent( ev );
|
|
}
|
|
|
|
void Actor::SetHitscanResponse( Event *ev )
|
|
{
|
|
hitscan_response_chance = ev->GetFloat ( 1 );
|
|
|
|
if (hitscan_response_chance > 1.0f )
|
|
hitscan_response_chance = 1.0f;
|
|
|
|
if (hitscan_response_chance < 0.0f )
|
|
hitscan_response_chance = 0.0f;
|
|
}
|
|
|
|
void Actor::SetDieCompletely( Event *ev )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_DIE_COMPLETELY, ev->GetBoolean( 1 ) );
|
|
}
|
|
|
|
void Actor::SetBleedAfterDeath( Event *ev )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_BLEED_AFTER_DEATH, ev->GetBoolean( 1 ) );
|
|
}
|
|
|
|
void Actor::SpawnGib( Event *ev )
|
|
{
|
|
RealSpawnGib( false, ev );
|
|
}
|
|
|
|
void Actor::SpawnGibAtTag( Event *ev )
|
|
{
|
|
RealSpawnGib( true, ev );
|
|
}
|
|
|
|
void Actor::RealSpawnGib( qboolean use_tag, Event *ev )
|
|
{
|
|
str tag_name;
|
|
Gib *gib;
|
|
Entity *ent = NULL;
|
|
Vector final_gib_offset;
|
|
Vector orig;
|
|
Vector dir;
|
|
int current_arg;
|
|
float final_pitch;
|
|
float vel;
|
|
trace_t trace;
|
|
float time;
|
|
float pitch_change;
|
|
float pitch_vel;
|
|
str attach_tag_name;
|
|
Vector offset;
|
|
str cap_name;
|
|
float width;
|
|
const char *current_arg_str;
|
|
int current_surface;
|
|
const char *current_surface_name;
|
|
qboolean use_blood;
|
|
str blood_name;
|
|
str blood_splat_name;
|
|
str blood_model_name;
|
|
float blood_splat_size;
|
|
Vector gib_mins;
|
|
Vector gib_maxs;
|
|
float m;
|
|
qboolean at_least_one_visible_surface = false;
|
|
int surface_length;
|
|
int tagnum;
|
|
orientation_t orn;
|
|
float raw_offset;
|
|
Vector raw_offset_dir;
|
|
Vector real_tag_pos;
|
|
Vector real_tag_dir;
|
|
Vector real_tag_angles;
|
|
|
|
SetActorFlag( ACTOR_FLAG_SPAWN_FAILED, true );
|
|
|
|
if ( !com_blood->integer )
|
|
return;
|
|
|
|
if ( GetActorFlag( ACTOR_FLAG_FADING_OUT ) )
|
|
return;
|
|
|
|
if ( ev->NumArgs() < 5 )
|
|
return;
|
|
|
|
if ( use_tag )
|
|
{
|
|
attach_tag_name = ev->GetString( 1 );
|
|
raw_offset = ev->GetFloat( 2 );
|
|
width = ev->GetFloat( 3 );
|
|
|
|
// Get all the tag information
|
|
|
|
tagnum = gi.Tag_NumForName( edict->s.modelindex, attach_tag_name.c_str() );
|
|
|
|
if ( tagnum == -1 )
|
|
return;
|
|
|
|
GetRawTag( tagnum, &orn );
|
|
GetTag( tagnum, &real_tag_pos, &real_tag_dir );
|
|
|
|
real_tag_angles = real_tag_dir.toAngles();
|
|
|
|
// Determine the final pitch of the gib
|
|
|
|
final_pitch = AngleNormalize180( angles[PITCH] - real_tag_angles[PITCH] );
|
|
|
|
// Determine the offset of the gib
|
|
|
|
raw_offset_dir = orn.axis[0];
|
|
|
|
offset = orn.origin;
|
|
offset += raw_offset * raw_offset_dir;
|
|
MatrixTransformVector( offset, orientation, orig );
|
|
orig += origin;
|
|
}
|
|
else
|
|
{
|
|
offset = ev->GetVector( 1 );
|
|
final_pitch = ev->GetFloat( 2 );
|
|
width = ev->GetFloat( 3 );
|
|
|
|
MatrixTransformVector( offset, orientation, orig );
|
|
orig += origin;
|
|
}
|
|
|
|
// Determine the mass
|
|
|
|
m = mass;
|
|
|
|
if ( m < 50.0f )
|
|
m = 50.0f;
|
|
else if ( m > 250.0f )
|
|
m = 250.0f;
|
|
|
|
// Determine which blood spurt & splat to use for the gib
|
|
|
|
blood_name = GetBloodSpurtName();
|
|
blood_splat_name = GetBloodSplatName();
|
|
blood_splat_size = GetBloodSplatSize();
|
|
|
|
if ( blood_name.length() && blood_splat_name.length() )
|
|
use_blood = true;
|
|
else
|
|
use_blood = false;
|
|
|
|
if ( GetActorFlag( ACTOR_FLAG_BLEED_AFTER_DEATH ) )
|
|
blood_model_name = blood_model;
|
|
|
|
// Get the mins and maxs for this gib
|
|
|
|
gib_mins = Vector( -width, -width, -width );
|
|
gib_maxs = Vector( width, width, width );
|
|
|
|
// Make sure we can spawn in a gib here
|
|
|
|
trace = G_Trace( orig, gib_mins, gib_maxs, orig, NULL, MASK_DEADSOLID, false, "spawngib" );
|
|
|
|
if ( trace.allsolid || trace.startsolid )
|
|
return;
|
|
|
|
// Make sure at least one of the surfaces is not hidden
|
|
|
|
for( current_arg = 5 ; current_arg <= ev->NumArgs() ; current_arg++ )
|
|
{
|
|
current_arg_str = ev->GetString( current_arg );
|
|
|
|
for( current_surface = 0 ; current_surface < numsurfaces ; current_surface++ )
|
|
{
|
|
current_surface_name = gi.Surface_NumToName( edict->s.modelindex, current_surface );
|
|
|
|
if ( current_arg_str[ strlen( current_arg_str ) - 1 ] == '*' )
|
|
surface_length = strlen( current_arg_str ) - 1;
|
|
else
|
|
surface_length = strlen( current_arg_str );
|
|
|
|
if ( Q_stricmpn( current_surface_name, current_arg_str, surface_length ) == 0 )
|
|
{
|
|
if ( !( edict->s.surfaces[ current_surface ] & MDL_SURFACE_NODRAW ) )
|
|
at_least_one_visible_surface = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !at_least_one_visible_surface )
|
|
return;
|
|
|
|
// Determine time till it hits the ground
|
|
|
|
vel = 100.0f + G_Random( 200.0f * ( 2.0f - ( ( m - 50.0f ) / 200.0f ) ) );
|
|
|
|
time = SpawnGetTime( vel , orig, gib_mins, gib_maxs );
|
|
|
|
// Flip final pitch 180 degrees?
|
|
|
|
if ( G_Random() > .5f )
|
|
{
|
|
final_pitch += 180.0f;
|
|
final_pitch = AngleNormalize360( final_pitch );
|
|
}
|
|
|
|
// Calculate the pitch change and velocity
|
|
|
|
pitch_change = AngleNormalize180( final_pitch - angles[PITCH] );
|
|
pitch_vel = pitch_change / time;
|
|
|
|
// Spawn in the hidden gib
|
|
|
|
gib = new Gib( "", use_blood, blood_name, blood_model_name, blood_splat_name, blood_splat_size, final_pitch );
|
|
|
|
gib->setOrigin( orig );
|
|
|
|
gib->angles[PITCH] = angles[PITCH];
|
|
gib->angles[ROLL] = 0;
|
|
|
|
if ( use_tag )
|
|
gib->angles[YAW] = real_tag_angles[YAW];
|
|
else
|
|
gib->angles[YAW] = angles[YAW];
|
|
|
|
gib->setAngles( gib->angles );
|
|
|
|
gib->velocity = Vector( G_CRandom( 150.0f * ( 2.0f - ( ( m - 50.0f ) / 200.0f ) ) ),
|
|
G_CRandom( 150.0f * ( 2.0f - ( ( m - 50.0f ) / 200.0f ) ) ), vel );
|
|
gib->avelocity = Vector( pitch_vel, G_CRandom( 300.0f ), 0.0f );
|
|
|
|
gib->setSize( gib_mins, gib_maxs );
|
|
|
|
gib->edict->svflags |= SVF_DEADMONSTER;
|
|
gib->edict->clipmask = MASK_DEADSOLID;
|
|
|
|
gib->setSolidType( SOLID_BBOX );
|
|
gib->setContents( CONTENTS_SHOOTABLE_ONLY );
|
|
gib->link();
|
|
|
|
// Spawn in the visible gib
|
|
|
|
ent = new Entity( ENTITY_CREATE_FLAG_ANIMATE );
|
|
ent->setModel( model );
|
|
|
|
// Make sure the init stuff in the tiki get processed now
|
|
|
|
//ent->ProcessPendingEvents();
|
|
ent->CancelPendingEvents();
|
|
|
|
// Make sure no client side commands are processed
|
|
|
|
ent->edict->s.eFlags |= EF_DONT_PROCESS_COMMANDS;
|
|
|
|
// Set the animation to the current anim & frame of the actor
|
|
ent->animate->RandomAnimate( animate->AnimName() );
|
|
ent->animate->SetFrame( CurrentFrame() );
|
|
|
|
ent->setAngles( angles );
|
|
ent->bind( gib, true );
|
|
ent->gravity = 0;
|
|
|
|
final_gib_offset = offset * -1.0f;
|
|
ent->setOrigin( final_gib_offset );
|
|
|
|
ent->setMoveType( MOVETYPE_BOUNCE );
|
|
ent->setSolidType( SOLID_NOT );
|
|
ent->showModel();
|
|
|
|
// Hide all of the surfaces on the gib
|
|
|
|
ent->SurfaceCommand( "all", "+nodraw" );
|
|
|
|
cap_name = ev->GetString( 4 );
|
|
|
|
// Show the cap surface on the gib and the actor
|
|
|
|
if ( cap_name.length() )
|
|
{
|
|
ent->SurfaceCommand( cap_name.c_str(), "-nodraw" );
|
|
|
|
SurfaceCommand( cap_name.c_str(), "-nodraw" );
|
|
}
|
|
|
|
// Show and hide all of the rest of the necessary surfaces
|
|
|
|
for ( current_arg = 5 ; current_arg <= ev->NumArgs() ; current_arg++ )
|
|
{
|
|
current_arg_str = ev->GetString( current_arg );
|
|
|
|
if ( current_arg_str[ strlen( current_arg_str ) - 1 ] == '*' )
|
|
surface_length = strlen( current_arg_str ) - 1;
|
|
else
|
|
surface_length = strlen( current_arg_str );
|
|
|
|
for( current_surface = 0 ; current_surface < numsurfaces ; current_surface++ )
|
|
{
|
|
current_surface_name = gi.Surface_NumToName( edict->s.modelindex, current_surface );
|
|
|
|
if ( Q_stricmpn( current_surface_name, current_arg_str, surface_length ) == 0 )
|
|
{
|
|
if ( !( edict->s.surfaces[ current_surface ] & MDL_SURFACE_NODRAW ) )
|
|
{
|
|
// Show this surface on the gib
|
|
ent->SurfaceCommand( current_surface_name, "-nodraw" );
|
|
|
|
// Hide this surface on the actor
|
|
SurfaceCommand( current_surface_name, "+nodraw" );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Make sure the gibs go away after a while
|
|
|
|
if ( GetActorFlag( ACTOR_FLAG_DEATHFADE ) )
|
|
{
|
|
ent->PostEvent( EV_Fade, 10.0f );
|
|
gib->PostEvent( EV_Fade, 10.5f );
|
|
}
|
|
else if ( GetActorFlag( ACTOR_FLAG_DEATHSHRINK ) )
|
|
{
|
|
ent->PostEvent( EV_FadeOut, 10.0f );
|
|
gib->PostEvent( EV_FadeOut, 10.5f );
|
|
}
|
|
else
|
|
{
|
|
ent->PostEvent( EV_Unbind, 10.0f );
|
|
ent->PostEvent( EV_DeathSinkStart, 12.0f );
|
|
gib->PostEvent( EV_Remove, 10.5f );
|
|
}
|
|
|
|
// Mark the spawn as being successful
|
|
|
|
SetActorFlag( ACTOR_FLAG_SPAWN_FAILED, false );
|
|
|
|
// Play the severed sound
|
|
|
|
ent->Sound( "impact_sever", CHAN_BODY );
|
|
}
|
|
|
|
void Actor::SpawnNamedGib( Event *ev )
|
|
{
|
|
str gib_name;
|
|
str tag_name;
|
|
Gib *gib;
|
|
Vector orig;
|
|
float final_pitch;
|
|
float vel;
|
|
trace_t trace;
|
|
float time;
|
|
float pitch_change;
|
|
float pitch_vel;
|
|
float width;
|
|
Vector gib_mins;
|
|
Vector gib_maxs;
|
|
|
|
|
|
SetActorFlag( ACTOR_FLAG_SPAWN_FAILED, true );
|
|
|
|
/*
|
|
if ( !com_blood->integer )
|
|
return;
|
|
*/
|
|
|
|
if ( GetActorFlag( ACTOR_FLAG_FADING_OUT ) )
|
|
return;
|
|
|
|
// Get all of the parameters
|
|
|
|
gib_name = ev->GetString( 1 );
|
|
tag_name = ev->GetString( 2 );
|
|
final_pitch = ev->GetFloat( 3 );
|
|
width = ev->GetFloat( 4 );
|
|
|
|
// Get the tag position
|
|
|
|
GetTag( tag_name, &orig );
|
|
|
|
// Get the mins and maxs for this gib
|
|
|
|
gib_mins = Vector( -width, -width, -width );
|
|
gib_maxs = Vector( width, width, width );
|
|
|
|
// Make sure we can spawn in a gib here
|
|
|
|
trace = G_Trace( orig, gib_mins, gib_maxs, orig, NULL, MASK_DEADSOLID, false, "spawnnamedgib1" );
|
|
|
|
if ( trace.allsolid || trace.startsolid )
|
|
SetActorFlag( ACTOR_FLAG_SPAWN_FAILED, true );
|
|
|
|
// Determine time till it hits the ground
|
|
|
|
vel = 400.0f + G_Random( 400.0f );
|
|
|
|
time = SpawnGetTime( vel , orig, gib_mins, gib_maxs );
|
|
|
|
pitch_change = AngleNormalize180( final_pitch - angles[PITCH] );
|
|
pitch_vel = pitch_change / time;
|
|
|
|
// Spawn the gib
|
|
|
|
gib = new Gib( gib_name, false, "", "", "", final_pitch );
|
|
|
|
gib->setOrigin( orig );
|
|
gib->setAngles( angles );
|
|
|
|
gib->velocity = Vector( G_CRandom( 200.0f ), G_CRandom( 200.0f ), vel );
|
|
gib->avelocity = Vector( pitch_vel, G_CRandom( 300.0f ), 0.0f );
|
|
|
|
gib->edict->svflags |= SVF_DEADMONSTER;
|
|
gib->edict->clipmask = MASK_DEADSOLID;
|
|
|
|
gib->setSolidType( SOLID_BBOX );
|
|
gib->setContents( CONTENTS_CORPSE );
|
|
|
|
// Make sure the gib goes away after a while
|
|
|
|
if ( GetActorFlag( ACTOR_FLAG_DEATHFADE ) )
|
|
gib->PostEvent( EV_Fade, 10.0f );
|
|
else if ( GetActorFlag( ACTOR_FLAG_DEATHSHRINK ) )
|
|
gib->PostEvent( EV_FadeOut, 10.0f );
|
|
else
|
|
gib->PostEvent( EV_DeathSinkStart, 10.0f );
|
|
|
|
// Mark the spawn as being successful
|
|
|
|
SetActorFlag( ACTOR_FLAG_SPAWN_FAILED, false );
|
|
}
|
|
|
|
float Actor::SpawnGetTime( float vel, const Vector &orig, const Vector &gib_mins, const Vector &gib_maxs )
|
|
{
|
|
float grav;
|
|
Vector end_pos;
|
|
Vector dir;
|
|
float time;
|
|
float other;
|
|
trace_t trace;
|
|
float dist;
|
|
|
|
grav = -sv_currentGravity->value;
|
|
|
|
end_pos = orig;
|
|
end_pos[2] = -10000.0f;
|
|
|
|
trace = G_Trace( orig, gib_mins, gib_maxs, end_pos, NULL, MASK_DEADSOLID, false, "SpawnGetTime" );
|
|
|
|
end_pos = trace.endpos;
|
|
|
|
dir = end_pos - orig;
|
|
dist = dir.length();
|
|
|
|
time = ( ( grav / -20.0f ) - vel ) / grav;
|
|
|
|
other = sqrt( ( grav / 20.0f + vel ) * ( grav / 20.0f + vel ) - ( 2.0f * grav * dist ) );
|
|
|
|
time = time - ( other / grav );
|
|
|
|
return time;
|
|
}
|
|
|
|
void Actor::SpawnBlood( Event *ev )
|
|
{
|
|
str blood_name;
|
|
str tag_name;
|
|
qboolean use_last_result = false;
|
|
Event *attach_event;
|
|
|
|
|
|
if ( !com_blood->integer )
|
|
return;
|
|
|
|
blood_name = ev->GetString( 1 );
|
|
tag_name = ev->GetString( 2 );
|
|
|
|
// See if we care about the last spawn working or not
|
|
|
|
if ( ev->NumArgs() > 2 )
|
|
use_last_result = ev->GetBoolean( 3 );
|
|
|
|
if ( use_last_result && GetActorFlag( ACTOR_FLAG_SPAWN_FAILED ) )
|
|
return;
|
|
|
|
// Spawn the blood
|
|
|
|
attach_event = (Event *)new Event( EV_AttachModel );
|
|
|
|
attach_event->AddString( blood_name );
|
|
attach_event->AddString( tag_name );
|
|
attach_event->AddInteger( 1 );
|
|
attach_event->AddString( "" );
|
|
attach_event->AddInteger( 0 );
|
|
attach_event->AddInteger( 5 );
|
|
PostEvent( attach_event, 0.0f );
|
|
}
|
|
|
|
void Actor::RemoveUselessBody( Event *ev )
|
|
{
|
|
|
|
PostEvent( EV_FadeOut, 5.0f );
|
|
}
|
|
|
|
void Actor::SetPainThresholdEvent( Event *ev )
|
|
{
|
|
pain_threshold = ( ev->GetFloat( 1 ) );
|
|
}
|
|
|
|
void Actor::SetKillThreadEvent( Event *ev )
|
|
{
|
|
kill_thread = ev->GetString( 1 );
|
|
}
|
|
|
|
void Actor::DeathFadeEvent( Event *ev )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_DEATHFADE, true );
|
|
}
|
|
|
|
void Actor::setDeathEffect( Event *ev )
|
|
{
|
|
_deathEffect = ev->GetString( 1 );
|
|
}
|
|
|
|
void Actor::DeathShrinkEvent( Event *ev )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_DEATHSHRINK, true );
|
|
}
|
|
|
|
void Actor::DeathSinkEvent( Event *ev )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_DEATHSINK, true );
|
|
}
|
|
|
|
void Actor::StaySolidEvent( Event *ev )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_STAYSOLID, true );
|
|
}
|
|
|
|
void Actor::Suicide( Event *ev )
|
|
{
|
|
Event *event;
|
|
qboolean use_last_mod;
|
|
|
|
health = 0;
|
|
|
|
if ( ev->NumArgs() > 0 )
|
|
use_last_mod = ev->GetBoolean( 1 );
|
|
else
|
|
use_last_mod = false;
|
|
|
|
if ( !use_last_mod )
|
|
means_of_death = MOD_SUICIDE;
|
|
|
|
event = new Event( EV_Killed );
|
|
event->AddEntity( this );
|
|
event->AddInteger( 0 );
|
|
event->AddEntity( this );
|
|
event->AddInteger( MOD_SUICIDE );
|
|
ProcessEvent( event );
|
|
}
|
|
|
|
void Actor::SetDeathSize( Event *ev )
|
|
{
|
|
Vector death_min;
|
|
Vector death_max;
|
|
trace_t trace;
|
|
|
|
death_min = ev->GetVector( 1 );
|
|
death_max = ev->GetVector( 2 );
|
|
|
|
// Make sure actor will not be stuck if we change the bounding box
|
|
|
|
trace = G_Trace( origin, death_min, death_max, origin, this, edict->clipmask, false, "Actor::SetDeathSize" );
|
|
|
|
if ( !trace.startsolid )
|
|
{
|
|
setSize( death_min, death_max );
|
|
return;
|
|
}
|
|
|
|
// Try again, calculate a smaller death bounding box
|
|
|
|
death_min = (death_min + mins) * .5f;
|
|
death_max = (death_max + maxs) * .5f;
|
|
|
|
trace = G_Trace( origin, death_min, death_max, origin, this, edict->clipmask, false, "Actor::SetDeathSize2" );
|
|
|
|
if ( !trace.startsolid )
|
|
setSize( death_min, death_max );
|
|
}
|
|
|
|
void Actor::FadeEvent( Event *ev )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_FADING_OUT, true );
|
|
|
|
if ( GetActorFlag( ACTOR_FLAG_DEATHFADE ) )
|
|
{
|
|
ProcessEvent( EV_ForceAlpha );
|
|
ProcessEvent( EV_Fade );
|
|
}
|
|
else if ( GetActorFlag( ACTOR_FLAG_DEATHSHRINK ) )
|
|
ProcessEvent( EV_FadeOut );
|
|
else if ( GetActorFlag( ACTOR_FLAG_DEATHSINK ) )
|
|
ProcessEvent( EV_DeathSinkStart );
|
|
else if ( _deathEffect.length() > 0 )
|
|
{
|
|
Event *newEvent;
|
|
|
|
newEvent = new Event( EV_DisplayEffect );
|
|
newEvent->AddString( _deathEffect );
|
|
ProcessEvent( newEvent );
|
|
|
|
PostEvent( EV_Remove, 5.0f );
|
|
}
|
|
else
|
|
SetActorFlag( ACTOR_FLAG_FADING_OUT, false );
|
|
}
|
|
|
|
//***********************************************************************************************
|
|
//
|
|
// Movement functions
|
|
//
|
|
//***********************************************************************************************
|
|
|
|
void Actor::SimplePathfinding( Event *ev )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_SIMPLE_PATHFINDING, true );
|
|
}
|
|
|
|
void Actor::SetCanWalkOnOthers( Event *ev )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_CAN_WALK_ON_OTHERS, true );
|
|
}
|
|
|
|
void Actor::SetFeetWidth( Event *ev )
|
|
{
|
|
feet_width = ev->GetFloat( 1 );
|
|
}
|
|
|
|
void Actor::ForwardSpeedEvent( Event *ev )
|
|
{
|
|
movementSubsystem->setForwardSpeed( ev->GetFloat( 1 ) );
|
|
}
|
|
|
|
void Actor::SwimEvent( Event *ev )
|
|
{
|
|
flags &= ~FL_FLY;
|
|
flags |= FL_SWIM;
|
|
}
|
|
|
|
void Actor::FlyEvent( Event *ev )
|
|
{
|
|
if ( ev->NumArgs() == 0 )
|
|
{
|
|
// Turn flying on
|
|
flags &= ~FL_SWIM;
|
|
flags |= FL_FLY;
|
|
}
|
|
else
|
|
{
|
|
if ( ev->GetBoolean( 1 ) )
|
|
{
|
|
// Turn flying on
|
|
flags &= ~FL_SWIM;
|
|
flags |= FL_FLY;
|
|
}
|
|
else
|
|
{
|
|
// Turn flying off
|
|
flags &= ~FL_FLY;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Actor::NotLandEvent( Event *ev )
|
|
{
|
|
flags &= FL_SWIM | FL_FLY;
|
|
}
|
|
|
|
void Actor::Push( Event *ev )
|
|
{
|
|
movementSubsystem->Push(ev->GetVector( 1 ) );
|
|
}
|
|
|
|
void Actor::Push(const Vector &dir)
|
|
{
|
|
movementSubsystem->Push(dir );
|
|
}
|
|
|
|
void Actor::Pushable( Event *ev )
|
|
{
|
|
bool flag;
|
|
|
|
if ( ev->NumArgs() )
|
|
flag = ev->GetBoolean( 1 );
|
|
else
|
|
flag = true;
|
|
|
|
SetActorFlag( ACTOR_FLAG_PUSHABLE, flag );
|
|
}
|
|
|
|
//***********************************************************************************************
|
|
//
|
|
// Debug functions
|
|
//
|
|
//***********************************************************************************************
|
|
|
|
void Actor::ShowInfo(void)
|
|
{
|
|
gi.Printf( "\nEntity # : %d\n", entnum );
|
|
gi.Printf( "Class ID : %s\n", getClassID() );
|
|
gi.Printf( "Classname : %s\n", getClassname() );
|
|
gi.Printf( "Name : %s\n", name.c_str() );
|
|
|
|
if ( part_name.length() > 0 )
|
|
gi.Printf( "Part name : %s\n", part_name.c_str() );
|
|
|
|
gi.Printf( "\n" );
|
|
|
|
|
|
gi.Printf( "Targetname : %s\n", TargetName() );
|
|
gi.Printf( "Origin : ( %f, %f, %f )\n", origin.x, origin.y, origin.z );
|
|
gi.Printf( "Bounds : Mins( %.2f, %.2f, %.2f ) Maxs( %.2f, %.2f, %.2f )\n", mins.x, mins.y, mins.z, maxs.x, maxs.y, maxs.z );
|
|
|
|
gi.Printf( "\n" );
|
|
|
|
|
|
if ( behavior )
|
|
gi.Printf( "Behavior : %s\n", behavior->getClassname() );
|
|
else
|
|
gi.Printf( "Behavior : NULL -- was '%s'\n", currentBehavior.c_str() );
|
|
|
|
if ( headBehavior )
|
|
gi.Printf( "Head Behavior : %s\n", headBehavior->getClassname() );
|
|
else
|
|
gi.Printf( "Head Behavior : NULL -- was '%s'\n", currentHeadBehavior.c_str() );
|
|
|
|
if ( eyeBehavior )
|
|
gi.Printf( "Eye Behavior : %s\n", eyeBehavior->getClassname() );
|
|
else
|
|
gi.Printf( "Eye Behavior : NULL -- was '%s'\n", currentEyeBehavior.c_str() );
|
|
|
|
if ( torsoBehavior )
|
|
gi.Printf( "Torso Behavior : %s\n", torsoBehavior->getClassname() );
|
|
else
|
|
gi.Printf( "Torso Behavior : NULL -- was '%s'\n", currentTorsoBehavior.c_str() );
|
|
|
|
if ( currentState )
|
|
gi.Printf( "State : %s\n", currentState->getName() );
|
|
else
|
|
gi.Printf( "State : NONE\n" );
|
|
|
|
if ( GetActorFlag( ACTOR_FLAG_AI_ON ) )
|
|
gi.Printf( "AI is ON\n" );
|
|
else
|
|
gi.Printf( "AI is OFF\n" );
|
|
|
|
if ( sensoryPerception )
|
|
{
|
|
sensoryPerception->ShowInfo();
|
|
}
|
|
|
|
if ( isThinkOn() )
|
|
gi.Printf( "Think is ON\n" );
|
|
else
|
|
gi.Printf( "Think is OFF\n" );
|
|
|
|
if ( mode == ACTOR_MODE_IDLE )
|
|
gi.Printf( "Mode : IDLE\n" );
|
|
else if ( mode == ACTOR_MODE_AI )
|
|
gi.Printf( "Mode : AI\n" );
|
|
else if ( mode == ACTOR_MODE_SCRIPT )
|
|
gi.Printf( "Mode : SCRIPT\n" );
|
|
else if ( mode == ACTOR_MODE_TALK )
|
|
gi.Printf( "Mode : TALK\n" );
|
|
|
|
gi.Printf( "\n" );
|
|
|
|
gi.Printf( "Actortype : %d\n", actortype );
|
|
|
|
gi.Printf( "Model : %s\n", model.c_str() );
|
|
gi.Printf( "Anim : %s\n", animname.c_str() );
|
|
gi.Printf( "Health : %f\n", health );
|
|
|
|
gi.Printf( "\ncurrentEnemy: " );
|
|
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( currentEnemy )
|
|
{
|
|
gi.Printf( "%d : '%s'\n", currentEnemy->entnum, currentEnemy->targetname.c_str() );
|
|
}
|
|
else
|
|
{
|
|
gi.Printf( "None\n" );
|
|
}
|
|
|
|
gi.Printf( "actortype: %d\n", actortype );
|
|
|
|
switch( deadflag )
|
|
{
|
|
case DEAD_NO :
|
|
gi.Printf( "deadflag: NO\n" );
|
|
break;
|
|
case DEAD_DYING :
|
|
gi.Printf( "deadflag: DYING\n" );
|
|
break;
|
|
case DEAD_DEAD :
|
|
gi.Printf( "deadflag: DEAD\n" );
|
|
break;
|
|
case DEAD_RESPAWNABLE :
|
|
gi.Printf( "deadflag: RESPAWNABLE\n" );
|
|
break;
|
|
|
|
}
|
|
|
|
gi.Printf( "\n" );
|
|
if ( behavior )
|
|
{
|
|
gi.Printf( "Behavior Info:\n" );
|
|
gi.Printf( "Game time: %f\n", level.time );
|
|
behavior->ShowInfo( *this );
|
|
gi.Printf( "\n" );
|
|
}
|
|
|
|
if ( headBehavior )
|
|
{
|
|
gi.Printf( "Head Behavior Info:\n" );
|
|
gi.Printf( "Game time: %f\n", level.time );
|
|
headBehavior->ShowInfo( *this );
|
|
gi.Printf( "\n" );
|
|
}
|
|
|
|
if ( eyeBehavior )
|
|
{
|
|
gi.Printf( "Eye Behavior Info:\n" );
|
|
gi.Printf( "Game time: %f\n", level.time );
|
|
eyeBehavior->ShowInfo( *this );
|
|
gi.Printf( "\n" );
|
|
}
|
|
|
|
if ( torsoBehavior )
|
|
{
|
|
gi.Printf( "Torso Behavior Info:\n" );
|
|
gi.Printf( "Game time: %f\n", level.time );
|
|
torsoBehavior->ShowInfo( *this );
|
|
gi.Printf( "\n" );
|
|
}
|
|
|
|
}
|
|
|
|
//***********************************************************************************************
|
|
//
|
|
// Stimuli functions
|
|
//
|
|
//***********************************************************************************************
|
|
|
|
void Actor::TurnAIOn(Event *ev)
|
|
{
|
|
TurnAIOn();
|
|
}
|
|
|
|
void Actor::TurnAIOn( void )
|
|
{
|
|
if ( GetActorFlag( ACTOR_FLAG_AI_ON ) )
|
|
return;
|
|
|
|
SetActorFlag( ACTOR_FLAG_AI_ON, true );
|
|
|
|
if ( sensoryPerception )
|
|
sensoryPerception->RespondTo( STIMULI_ALL, true );
|
|
|
|
EndMode();
|
|
mode = ACTOR_MODE_AI;
|
|
Wakeup();
|
|
|
|
}
|
|
|
|
void Actor::TurnAIOff( Event *ev )
|
|
{
|
|
TurnAIOff();
|
|
}
|
|
|
|
void Actor::TurnAIOff( void )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_AI_ON, false );
|
|
if ( sensoryPerception )
|
|
sensoryPerception->RespondTo( STIMULI_NONE, true );
|
|
|
|
if ( mode == ACTOR_MODE_AI )
|
|
{
|
|
// Ai is currently on, get out of AI mode
|
|
//gi.WDPrintf( "Forcing an actor (#%d, %s) out of AI mode, this can be dangerous.\n", entnum, name.c_str() );
|
|
enemyManager->SetCurrentEnemy( NULL );
|
|
enemyManager->LockOnCurrentEnemy( false );
|
|
EndMode();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void Actor::ActivateAI( void )
|
|
{
|
|
if ( !statemap && !fuzzyEngine && !masterstatemap)
|
|
return;
|
|
|
|
last_time_active = level.time;
|
|
|
|
if ( (mode == ACTOR_MODE_AI) || mode == ACTOR_MODE_TALK )
|
|
return;
|
|
|
|
StartMode( ACTOR_MODE_AI );
|
|
|
|
if ( fuzzyEngine )
|
|
SetState( "START" );
|
|
|
|
if ( sensoryPerception )
|
|
sensoryPerception->RespondTo(STIMULI_ALL , true );
|
|
|
|
if (activate_thread.length() )
|
|
RunThread(activate_thread);
|
|
}
|
|
|
|
void Actor::SetIdleThread( Event *ev )
|
|
{
|
|
idle_thread = ev->GetString( 1 );
|
|
}
|
|
|
|
//***********************************************************************************************
|
|
//
|
|
// Targeting functions
|
|
//
|
|
//***********************************************************************************************
|
|
|
|
void AI_SenseEnemies ( void )
|
|
{
|
|
Actor *actor;
|
|
Player *player;
|
|
|
|
player = GetPlayer( 0 );
|
|
|
|
// process the list in reverse order in case SleepList is changed
|
|
for( int i = SleepList.NumObjects(); i > 0; i-- )
|
|
{
|
|
actor = SleepList.ObjectAt( i );
|
|
|
|
/*
|
|
//First Check if the player is in PVS -- If so we want to wake up anyway
|
|
//Assuming, of course, the scriptor did not turn the AI off explicitly
|
|
if ( player )
|
|
{
|
|
if ( actor->GetActorFlag(ACTOR_FLAG_AI_ON) && gi.inPVS( actor->centroid , player->centroid ) )
|
|
{
|
|
actor->Wakeup();
|
|
actor->ActivateAI();
|
|
}
|
|
}
|
|
*/
|
|
|
|
if ( actor )
|
|
actor->sensoryPerception->SenseEnemies();
|
|
}
|
|
|
|
}
|
|
|
|
//*********************************************************************************************
|
|
//
|
|
// GetPlayer
|
|
//
|
|
//*********************************************************************************************
|
|
|
|
Player *GetPlayer( int index )
|
|
{
|
|
gentity_t *ed;
|
|
|
|
if( index > game.maxclients )
|
|
return 0;
|
|
|
|
ed = &g_entities[ index ];
|
|
|
|
if ( !ed->inuse || !ed->entity )
|
|
return 0;
|
|
|
|
return ( Player * )g_entities[index].entity;
|
|
|
|
}
|
|
|
|
//***********************************************************************************************
|
|
//
|
|
// Actor checks
|
|
//
|
|
//***********************************************************************************************
|
|
|
|
|
|
// Temporary
|
|
qboolean Actor::checkInAIMode( Conditional &condition )
|
|
{
|
|
if ( mode == ACTOR_MODE_AI )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
void Actor::checkActorDead( Event *ev )
|
|
{
|
|
|
|
Actor* act = (Actor*)ev->GetEntity( 1 );
|
|
|
|
if ( act )
|
|
ev->ReturnInteger( act->checkActorDead() );
|
|
else
|
|
ev->ReturnInteger( false );
|
|
}
|
|
|
|
qboolean Actor::checkActorDead( )
|
|
{
|
|
if ( deadflag || ( health <= 0 ) )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkanimname( Conditional &condition )
|
|
{
|
|
str anim_name_test;
|
|
int use_length;
|
|
int result;
|
|
|
|
anim_name_test = condition.getParm( 1 );
|
|
|
|
if ( ( animname.length() == 0 ) || ( anim_name_test.length() == 0 ) )
|
|
return false;
|
|
|
|
if ( condition.numParms() > 1 )
|
|
use_length = atoi( condition.getParm( 2 ) );
|
|
else
|
|
use_length = false;
|
|
|
|
if ( use_length )
|
|
result = strncmp( animname.c_str(), anim_name_test.c_str(), anim_name_test.length() );
|
|
else
|
|
result = strcmp( animname.c_str(), anim_name_test.c_str() );
|
|
|
|
return (result == 0);
|
|
}
|
|
|
|
qboolean Actor::checkActorFlag( Conditional &condition )
|
|
{
|
|
str flagName = condition.getParm( 1 );
|
|
|
|
return GetActorFlag( flagName );
|
|
|
|
}
|
|
|
|
qboolean Actor::checkinactive( Conditional &condition )
|
|
{
|
|
return GetActorFlag( ACTOR_FLAG_INACTIVE );
|
|
}
|
|
|
|
qboolean Actor::checkanimdone( Conditional &condition )
|
|
{
|
|
return GetActorFlag( ACTOR_FLAG_ANIM_DONE );
|
|
}
|
|
|
|
qboolean Actor::checktorsoanimdone( Conditional &condition )
|
|
{
|
|
return GetActorFlag( ACTOR_FLAG_TORSO_ANIM_DONE );
|
|
}
|
|
|
|
qboolean Actor::checkdead( Conditional &condition )
|
|
{
|
|
return deadflag != 0;
|
|
}
|
|
|
|
qboolean Actor::checkhaveenemy( Conditional &condition )
|
|
{
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
//enemyManager->FindHighestHateEnemy();
|
|
//currentEnemy = enemyManager->GetCurrentEnemy();
|
|
//if ( !currentEnemy )
|
|
// return false;
|
|
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
|
|
if ( currentEnemy && IsEntityAlive( currentEnemy ) )
|
|
return true;
|
|
|
|
if ( enemyManager->getEnemyCount() )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkenemydead( Conditional &condition )
|
|
{
|
|
return checkenemydead();
|
|
}
|
|
|
|
qboolean Actor::checkenemydead( void )
|
|
{
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
return false;
|
|
|
|
if ( currentEnemy->deadflag || ( currentEnemy->health <= 0 ) )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkenemynoclip( Conditional &condition )
|
|
{
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
return false;
|
|
|
|
if ( currentEnemy->movetype == MOVETYPE_NOCLIP )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkcanseeenemy( Conditional &condition )
|
|
{
|
|
qboolean use_fov = true;
|
|
qboolean can_see;
|
|
qboolean in_fov;
|
|
qboolean real_can_see;
|
|
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
|
|
if ( !currentEnemy )
|
|
enemyManager->FindHighestHateEnemy();
|
|
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
return false;
|
|
|
|
if ( condition.numParms() > 0 )
|
|
use_fov = atoi( condition.getParm( 1 ) );
|
|
|
|
// See if we should check again
|
|
|
|
if ( canseeenemy_time > level.time )
|
|
{
|
|
if ( use_fov )
|
|
return GetActorFlag( ACTOR_FLAG_LAST_CANSEEENEMY );
|
|
else
|
|
return GetActorFlag( ACTOR_FLAG_LAST_CANSEEENEMY_NOFOV );
|
|
}
|
|
|
|
can_see = true;
|
|
in_fov = true;
|
|
|
|
// Check to see if we can see enemy
|
|
|
|
if ( !IsEntityAlive( currentEnemy ) )
|
|
{
|
|
can_see = false;
|
|
in_fov = false;
|
|
}
|
|
|
|
if ( sensoryPerception )
|
|
{
|
|
if ( can_see && !sensoryPerception->CanSeeEntity( this , currentEnemy , true , true ) )
|
|
can_see = false;
|
|
}
|
|
|
|
// Save can see info
|
|
|
|
SetActorFlag( ACTOR_FLAG_LAST_CANSEEENEMY, can_see && in_fov );
|
|
SetActorFlag( ACTOR_FLAG_LAST_CANSEEENEMY_NOFOV, can_see );
|
|
|
|
canseeenemy_time = level.time + 0.2f + G_Random( 0.1f );
|
|
|
|
if ( use_fov )
|
|
real_can_see = GetActorFlag( ACTOR_FLAG_LAST_CANSEEENEMY );
|
|
else
|
|
real_can_see = GetActorFlag( ACTOR_FLAG_LAST_CANSEEENEMY_NOFOV );
|
|
|
|
// Save the last known position of our enemy
|
|
|
|
if ( real_can_see )
|
|
last_known_enemy_pos = currentEnemy->centroid;
|
|
|
|
return real_can_see;
|
|
}
|
|
|
|
qboolean Actor::checkcanseeplayer( Conditional &condition )
|
|
{
|
|
qboolean use_fov = true;
|
|
qboolean can_see;
|
|
qboolean in_fov;
|
|
qboolean real_can_see;
|
|
|
|
// Get our current enemy
|
|
Entity *player;
|
|
player = GetPlayer ( 0 );
|
|
|
|
if ( !player )
|
|
return false;
|
|
|
|
if ( condition.numParms() > 0 )
|
|
use_fov = atoi( condition.getParm( 1 ) );
|
|
|
|
// See if we should check again
|
|
|
|
if ( canseeplayer_time > level.time )
|
|
{
|
|
if ( use_fov )
|
|
return GetActorFlag( ACTOR_FLAG_LAST_CANSEEPLAYER );
|
|
else
|
|
return GetActorFlag( ACTOR_FLAG_LAST_CANSEEPLAYER_NOFOV );
|
|
}
|
|
|
|
can_see = true;
|
|
in_fov = sensoryPerception->InFOV( player );
|
|
|
|
// Check to see if we can see enemy
|
|
|
|
if ( !IsEntityAlive( player ) )
|
|
{
|
|
can_see = false;
|
|
in_fov = false;
|
|
}
|
|
|
|
if ( sensoryPerception )
|
|
{
|
|
if ( can_see && !sensoryPerception->CanSeeEntity( this , player , true , true ) )
|
|
can_see = false;
|
|
}
|
|
|
|
// Save can see info
|
|
|
|
SetActorFlag( ACTOR_FLAG_LAST_CANSEEPLAYER, can_see && in_fov );
|
|
SetActorFlag( ACTOR_FLAG_LAST_CANSEEPLAYER_NOFOV, can_see );
|
|
|
|
canseeplayer_time = level.time + 0.2f + G_Random( 0.1f );
|
|
|
|
if ( use_fov )
|
|
real_can_see = GetActorFlag( ACTOR_FLAG_LAST_CANSEEPLAYER );
|
|
else
|
|
real_can_see = GetActorFlag( ACTOR_FLAG_LAST_CANSEEPLAYER_NOFOV );
|
|
|
|
// Save the last known position of our enemy
|
|
|
|
if ( real_can_see )
|
|
last_known_player_pos = player->origin;
|
|
|
|
return real_can_see;
|
|
}
|
|
qboolean Actor::checkcanshootenemy( Conditional &condition )
|
|
{
|
|
str tag_name;
|
|
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
return false;
|
|
|
|
/*
|
|
if ( condition.numParms() > 1 )
|
|
tag_name = condition.getParm( 2 );
|
|
|
|
return ( checkcanseeenemy( condition ) && TestAttack( tag_name ) );
|
|
*/
|
|
|
|
return combatSubsystem->CanAttackTarget( currentEnemy );
|
|
}
|
|
|
|
qboolean Actor::checkCanAttackAnyEnemy ( Conditional &condition )
|
|
{
|
|
return enemyManager->CanAttackAnyEnemy();
|
|
}
|
|
|
|
qboolean Actor::checkenemyinfov( Conditional &condition )
|
|
{
|
|
float check_fov;
|
|
float check_fovdot;
|
|
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
return false;
|
|
|
|
if ( !sensoryPerception )
|
|
return false;
|
|
|
|
if ( condition.numParms() > 0 )
|
|
{
|
|
check_fov = (float)atof( condition.getParm( 1 ) );
|
|
check_fovdot = (float) cos( check_fov * 0.5 * M_PI / 180.0 );
|
|
|
|
return sensoryPerception->InFOV( currentEnemy->centroid, check_fov, check_fovdot );
|
|
}
|
|
else
|
|
{
|
|
return sensoryPerception->InFOV( currentEnemy );
|
|
}
|
|
}
|
|
|
|
qboolean Actor::checkenemyonground( Conditional &condition )
|
|
{
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
return false;
|
|
|
|
if ( currentEnemy->groundentity )
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkenemyrelativeyaw( Conditional &condition )
|
|
{
|
|
Vector dir;
|
|
Vector dir_angles;
|
|
float relative_yaw;
|
|
float check_yaw_min;
|
|
float check_yaw_max;
|
|
Vector temp_angles;
|
|
qboolean use_range;
|
|
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
//currentEnemy = enemyManager->GetCurrentEnemy();
|
|
//if ( !currentEnemy )
|
|
// return false;
|
|
|
|
currentEnemy = GetPlayer(0);
|
|
|
|
check_yaw_min = (float)atof( condition.getParm( 1 ) );
|
|
|
|
if ( condition.numParms() > 1 )
|
|
{
|
|
check_yaw_max = atof( condition.getParm( 2 ) );
|
|
use_range = true;
|
|
}
|
|
else
|
|
{
|
|
check_yaw_max = 0;
|
|
use_range = false;
|
|
}
|
|
|
|
dir = origin - currentEnemy->origin;
|
|
|
|
dir_angles = dir.toAngles();
|
|
|
|
temp_angles = currentEnemy->angles;
|
|
|
|
relative_yaw = AngleNormalize180( currentEnemy->angles[YAW] - dir_angles[YAW] );
|
|
|
|
if (use_range)
|
|
{
|
|
//Special Case Check
|
|
if ( check_yaw_max < check_yaw_min )
|
|
{
|
|
if ( ( relative_yaw < check_yaw_max ) && ( relative_yaw >= -180 ) )
|
|
return true;
|
|
if ( ( relative_yaw > check_yaw_min ) && ( relative_yaw <= 180 ) )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
if ( ( relative_yaw >= check_yaw_min ) && ( relative_yaw <= check_yaw_max ) )
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
if ( relative_yaw < check_yaw_min )
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkenemyyawrange ( Conditional &condition )
|
|
{
|
|
//This function will return true if the the currentEnemy is within the
|
|
//angles passed in.
|
|
Vector dir;
|
|
float check_yaw_min;
|
|
float check_yaw_max;
|
|
float dirYaw;
|
|
float originYaw;
|
|
float angleCheck;
|
|
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
return false;
|
|
|
|
check_yaw_min = (float)atof( condition.getParm( 1 ) );
|
|
check_yaw_max = (float)atof( condition.getParm( 2 ) );
|
|
|
|
//Normalize the Angles
|
|
check_yaw_min = AngleNormalize180(check_yaw_min);
|
|
check_yaw_max = AngleNormalize180(check_yaw_max);
|
|
|
|
dir = currentEnemy->origin - origin;
|
|
dirYaw = dir.toYaw();
|
|
|
|
originYaw = angles[YAW];
|
|
|
|
angleCheck = AngleNormalize180(dirYaw - originYaw);
|
|
|
|
//Special Case Check for the 180 Problem
|
|
if ( check_yaw_min > check_yaw_max )
|
|
{
|
|
if ( ( angleCheck < 180.0f ) && ( angleCheck > check_yaw_min ) )
|
|
return true;
|
|
|
|
if ( ( angleCheck > -180.0f ) && ( angleCheck < check_yaw_max ) )
|
|
return true;
|
|
}
|
|
|
|
if ( ( angleCheck >= check_yaw_min ) && ( angleCheck <= check_yaw_max ) )
|
|
return true;
|
|
else
|
|
return false;
|
|
|
|
}
|
|
|
|
qboolean Actor::checkcanjumptoenemy( Conditional &condition )
|
|
{
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
return false;
|
|
|
|
return ( movementSubsystem->CanWalkTo( currentEnemy->origin, 0.0f, currentEnemy->entnum ) );
|
|
}
|
|
|
|
qboolean Actor::checkcanflytoenemy( Conditional &condition )
|
|
{
|
|
trace_t trace;
|
|
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
return false;
|
|
|
|
trace = G_Trace( origin, mins, maxs, currentEnemy->centroid, this, edict->clipmask, false, "Actor::checkcanflytoenemy" );
|
|
|
|
if ( trace.startsolid || trace.allsolid )
|
|
return false;
|
|
|
|
if ( trace.entityNum == currentEnemy->entnum )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkinpain( Conditional &condition )
|
|
{
|
|
return ( state_flags & STATE_FLAG_IN_PAIN );
|
|
}
|
|
|
|
qboolean Actor::checksmallpain( Conditional &condition )
|
|
{
|
|
return ( state_flags & STATE_FLAG_SMALL_PAIN );
|
|
}
|
|
|
|
qboolean Actor::checkpainyaw( Conditional &condition )
|
|
{
|
|
float check_yaw;
|
|
|
|
check_yaw = (float)atof( condition.getParm( 1 ) );
|
|
|
|
if ( pain_angles[YAW] <= check_yaw )
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkpainpitch( Conditional &condition )
|
|
{
|
|
float check_pitch;
|
|
|
|
check_pitch = (float)atof( condition.getParm( 1 ) );
|
|
|
|
if ( pain_angles[PITCH] <= check_pitch )
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkstunned( Conditional &condition )
|
|
{
|
|
return GetActorFlag( ACTOR_FLAG_STUNNED );
|
|
}
|
|
|
|
qboolean Actor::checkfinished( Conditional &condition )
|
|
{
|
|
return GetActorFlag( ACTOR_FLAG_FINISHED );
|
|
}
|
|
|
|
qboolean Actor::checkmeleehit( Conditional &condition )
|
|
{
|
|
return ( state_flags & STATE_FLAG_MELEE_HIT );
|
|
}
|
|
|
|
qboolean Actor::checkblockedhit( Conditional &condition )
|
|
{
|
|
return ( state_flags & STATE_FLAG_BLOCKED_HIT );
|
|
}
|
|
|
|
qboolean Actor::checkblocked( Conditional &condition )
|
|
{
|
|
if ( attack_blocked && ( attack_blocked_time + .75 > level.time ) )
|
|
{
|
|
attack_blocked = false;
|
|
return true;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkonfire( Conditional &condition )
|
|
{
|
|
return on_fire;
|
|
}
|
|
|
|
qboolean Actor::checkotherdied( Conditional &condition )
|
|
{
|
|
return ( state_flags & STATE_FLAG_OTHER_DIED );
|
|
}
|
|
|
|
qboolean Actor::checkstuck( Conditional &condition )
|
|
{
|
|
return ( state_flags & STATE_FLAG_STUCK );
|
|
}
|
|
|
|
qboolean Actor::checknopath( Conditional &condition )
|
|
{
|
|
return ( state_flags & STATE_FLAG_NO_PATH );
|
|
}
|
|
|
|
qboolean Actor::checkbehaviordone( Conditional &condition )
|
|
{
|
|
return ( behavior == NULL );
|
|
}
|
|
|
|
qboolean Actor::checkheadbehaviordone( Conditional &condition )
|
|
{
|
|
return ( headBehavior == NULL );
|
|
}
|
|
|
|
qboolean Actor::checkeyebehaviordone( Conditional &condition )
|
|
{
|
|
return ( eyeBehavior == NULL );
|
|
}
|
|
|
|
qboolean Actor::checktorsobehaviordone( Conditional &condition )
|
|
{
|
|
return ( torsoBehavior == NULL );
|
|
}
|
|
|
|
qboolean Actor::checktorsobehaviorfailed( Conditional &condition )
|
|
{
|
|
return (
|
|
(torsoBehaviorCode != BEHAVIOR_SUCCESS)
|
|
&& (torsoBehaviorCode != BEHAVIOR_EVALUATING )
|
|
);
|
|
}
|
|
|
|
qboolean Actor::checktorsobehaviorsuccess( Conditional &condition )
|
|
{
|
|
return (torsoBehaviorCode == BEHAVIOR_SUCCESS);
|
|
}
|
|
|
|
qboolean Actor::checktimedone( Conditional &condition )
|
|
{
|
|
if ( GetActorFlag( ACTOR_FLAG_STATE_DONE_TIME_VALID ) )
|
|
{
|
|
return ( state_done_time < level.time );
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkdone ( Conditional &condition )
|
|
{
|
|
return ( checkbehaviordone( condition ) || checktimedone( condition ) );
|
|
}
|
|
|
|
qboolean Actor::checkenemyrange ( Conditional &condition )
|
|
{
|
|
float range;
|
|
float min_height;
|
|
float max_height;
|
|
int XYOnly;
|
|
bool onlyXY;
|
|
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
|
|
if ( !currentEnemy )
|
|
enemyManager->FindHighestHateEnemy();
|
|
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
|
|
if ( !currentEnemy )
|
|
enemyManager->FindHighestHateEnemy();
|
|
|
|
if ( !currentEnemy )
|
|
return false;
|
|
|
|
range = (float)atof( condition.getParm( 1 ) );
|
|
|
|
if ( condition.numParms() > 1 )
|
|
max_height = (float)atof( condition.getParm( 2 ) );
|
|
else
|
|
max_height = 0;
|
|
|
|
if ( condition.numParms() > 2 )
|
|
min_height = (float)atof( condition.getParm( 3 ) );
|
|
else
|
|
min_height = -max_height;
|
|
|
|
if ( condition.numParms() > 3 )
|
|
XYOnly = atoi( condition.getParm( 4 ) );
|
|
else
|
|
XYOnly = 0;
|
|
|
|
// Stupid compiler warning complaints about forcing an int to bool
|
|
// So that's why this BS is here
|
|
if ( XYOnly )
|
|
onlyXY = true;
|
|
else
|
|
onlyXY = false;
|
|
|
|
|
|
/*
|
|
Vector temp;
|
|
temp = currentEnemy->origin - origin;
|
|
float templen = temp.length();
|
|
*/
|
|
|
|
|
|
return EntityInRange( currentEnemy, range, min_height, max_height , onlyXY );
|
|
|
|
}
|
|
|
|
qboolean Actor::checkEnemyAttached( Conditional &condition )
|
|
{
|
|
return haveAttached;
|
|
}
|
|
|
|
qboolean Actor::checkparentrange( Conditional &condition )
|
|
{
|
|
float range;
|
|
float height;
|
|
Actor *act;
|
|
|
|
if ( !spawnparent ) return false;
|
|
|
|
|
|
range = (float)atof( condition.getParm( 1 ) );
|
|
|
|
if ( condition.numParms() == 2 )
|
|
height = (float)atof( condition.getParm( 2 ) );
|
|
else
|
|
height = 0.0f;
|
|
|
|
act = (Actor*)(Entity*)spawnparent;
|
|
|
|
if( EntityInRange( act, range, -height, height ) )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
qboolean Actor::checkplayerrange( Conditional &condition )
|
|
{
|
|
float range;
|
|
float height;
|
|
bool XYOnly;
|
|
|
|
Player *player;
|
|
|
|
range = (float)atof( condition.getParm( 1 ) );
|
|
|
|
if ( condition.numParms() == 2 )
|
|
height = (float)atof( condition.getParm( 2 ) );
|
|
else
|
|
height = 0.0f;
|
|
|
|
XYOnly = false;
|
|
if ( condition.numParms() == 3 )
|
|
{
|
|
int XYCheck = atoi(condition.getParm( 3 ) );
|
|
if ( XYCheck )
|
|
XYOnly = true;
|
|
}
|
|
|
|
for(int i = 0; i < game.maxclients; i++)
|
|
{
|
|
player = GetPlayer(i);
|
|
|
|
if( EntityInRange( player, range, -height, height, XYOnly ) )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkplayerrange( float range, float height )
|
|
{
|
|
Player *player;
|
|
|
|
for(int i = 0; i < game.maxclients; i++)
|
|
{
|
|
player = GetPlayer(i);
|
|
|
|
if( EntityInRange( player, range, -height, height ) )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkmovingactorrange( Conditional &condition )
|
|
{
|
|
float range;
|
|
float height = 0;
|
|
float height_diff;
|
|
Entity *ent_in_range;
|
|
int i;
|
|
Vector delta;
|
|
float r2;
|
|
gentity_t *ed;
|
|
float smallest_dist2;
|
|
float dist2;
|
|
|
|
|
|
// Get distances
|
|
range = (float)atof( condition.getParm( 1 ) );
|
|
|
|
if ( condition.numParms() == 2 )
|
|
{
|
|
height = (float)atof( condition.getParm( 2 ) );
|
|
}
|
|
|
|
r2 = range * range;
|
|
|
|
if ( ( actorrange_time > level.time ) && ( height == last_height ) )
|
|
{
|
|
ent_in_range = last_ent;
|
|
|
|
if ( IsEntityAlive( ent_in_range ) )
|
|
{
|
|
delta = origin - ent_in_range->centroid;
|
|
|
|
if ( height )
|
|
{
|
|
height_diff = delta[ 2 ];
|
|
delta[ 2 ] = 0;
|
|
|
|
if ( ( height_diff < -height ) || ( height_diff > height ) )
|
|
return false;
|
|
}
|
|
|
|
if ( sensoryPerception )
|
|
{
|
|
// dot product returns length squared
|
|
if ( ( ( delta * delta ) <= r2 ) && sensoryPerception->CanSeeEntity( this, ent_in_range, true, true ))
|
|
return true;
|
|
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
actorrange_time = level.time + 0.2f + G_Random( 0.1f );
|
|
|
|
last_height = height;
|
|
last_ent = NULL;
|
|
|
|
smallest_dist2 = 99999999;
|
|
|
|
// See if any clients are in range
|
|
for( i = 0 ; i < game.maxclients; i++ )
|
|
{
|
|
ed = &g_entities[ i ];
|
|
|
|
if ( !ed->inuse || !ed->entity )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
ent_in_range = ed->entity;
|
|
|
|
if ( IsEntityAlive( ent_in_range ) )
|
|
{
|
|
delta = origin - ent_in_range->centroid;
|
|
|
|
if ( height > 0.0f )
|
|
{
|
|
height_diff = delta[ 2 ];
|
|
|
|
if ( ( height_diff < -height ) || ( height_diff > height ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
delta[ 2 ] = 0;
|
|
}
|
|
|
|
// dot product returns length squared
|
|
|
|
dist2 = delta * delta;
|
|
|
|
if ( sensoryPerception )
|
|
{
|
|
if ( ( dist2 <= r2 ) && sensoryPerception->CanSeeEntity( this , ent_in_range, true, true ) )
|
|
{
|
|
if ( dist2 < smallest_dist2 )
|
|
{
|
|
smallest_dist2 = dist2;
|
|
last_ent = ent_in_range;
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
// See if any actors are in range
|
|
for( i = 1; i <= ActiveList.NumObjects(); i++ )
|
|
{
|
|
ent_in_range = ActiveList.ObjectAt( i );
|
|
|
|
if (
|
|
( ent_in_range->movetype != MOVETYPE_NONE ) &&
|
|
( ent_in_range->movetype != MOVETYPE_STATIONARY ) &&
|
|
( this != ent_in_range ) &&
|
|
( ent_in_range->health > 0 ) &&
|
|
!( ent_in_range->flags & FL_NOTARGET )
|
|
)
|
|
{
|
|
delta = origin - ent_in_range->centroid;
|
|
|
|
if ( height > 0.0f )
|
|
{
|
|
height_diff = delta[ 2 ];
|
|
|
|
if ( ( height_diff < -height ) || ( height_diff > height ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
delta[ 2 ] = 0.0f;
|
|
}
|
|
|
|
// dot product returns length squared
|
|
|
|
dist2 = delta * delta;
|
|
|
|
if ( sensoryPerception )
|
|
{
|
|
if ( ( dist2 <= r2 ) && sensoryPerception->CanSeeEntity( this, ent_in_range , true , true ) )
|
|
{
|
|
if ( dist2 < smallest_dist2 )
|
|
{
|
|
smallest_dist2 = dist2;
|
|
last_ent = ent_in_range;
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( last_ent )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkchance( Conditional &condition )
|
|
{
|
|
float percent_chance;
|
|
bool checkedChance = false;
|
|
|
|
percent_chance = (float)atof( condition.getParm( 1 ) );
|
|
|
|
//Stupid crazy conversion here, not because I am stupid, but becaus"e the
|
|
//compiler is...
|
|
if ( condition.numParms() > 1 )
|
|
{
|
|
int value = atoi( condition.getParm( 2 ) );
|
|
if ( value > 0 )
|
|
checkedChance = true;
|
|
}
|
|
|
|
|
|
if ( checkedChance && _checkedChance )
|
|
return false;
|
|
|
|
|
|
if ( checkedChance && !_checkedChance )
|
|
_checkedChance = true;
|
|
|
|
|
|
return ( G_Random() < percent_chance );
|
|
}
|
|
|
|
qboolean Actor::checkstatetime( Conditional &condition )
|
|
{
|
|
float time_to_wait;
|
|
|
|
time_to_wait = (float)atof( condition.getParm( 1 ) );
|
|
|
|
return ( state_time + time_to_wait < level.time );
|
|
}
|
|
|
|
qboolean Actor::checktimesdone( Conditional &condition )
|
|
{
|
|
return ( times_done == atoi( condition.getParm( 1 ) ) );
|
|
}
|
|
|
|
qboolean Actor::checkmeansofdeath( Conditional &condition )
|
|
{
|
|
int mod;
|
|
|
|
mod = MOD_NameToNum( condition.getParm( 1 ) );
|
|
|
|
return ( mod == means_of_death );
|
|
}
|
|
|
|
qboolean Actor::checknoiseheard( Conditional &condition )
|
|
{
|
|
|
|
str soundTypeStr;
|
|
int soundTypeIdx;
|
|
|
|
if ( !sensoryPerception )
|
|
return false;
|
|
|
|
if (condition.numParms() > 0 )
|
|
{
|
|
soundTypeStr = condition.getParm( 1 );
|
|
soundTypeIdx = Soundtype_string_to_int( soundTypeStr );
|
|
if ( soundTypeIdx == sensoryPerception->GetLastSoundType())
|
|
{
|
|
//Clear our soundtype
|
|
sensoryPerception->SetLastSoundType( SOUNDTYPE_NONE );
|
|
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return GetActorFlag( ACTOR_FLAG_NOISE_HEARD );
|
|
}
|
|
|
|
qboolean Actor::checkpartstate( Conditional &condition )
|
|
{
|
|
str part_name;
|
|
str state_name;
|
|
Actor *part;
|
|
|
|
part_name = condition.getParm( 1 );
|
|
state_name = condition.getParm( 2 );
|
|
|
|
part = FindPartActor( part_name );
|
|
|
|
return ( part && part->currentState && ( strnicmp( part->currentState->getName(), state_name.c_str(), strlen( state_name.c_str() ) ) == 0 ) );
|
|
}
|
|
|
|
qboolean Actor::checkpartflag( Conditional &condition )
|
|
{
|
|
str part_name;
|
|
str flag_name;
|
|
unsigned int flag;
|
|
int current_part;
|
|
part_t *part;
|
|
Entity *partent;
|
|
Actor *partact;
|
|
|
|
part_name = condition.getParm( 1 );
|
|
flag_name = condition.getParm( 2 );
|
|
|
|
if ( stricmp( flag_name, "pain" ) == 0 )
|
|
{
|
|
flag = STATE_FLAG_IN_PAIN;
|
|
}
|
|
else if ( stricmp( flag_name, "small_pain" ) == 0 )
|
|
{
|
|
flag = STATE_FLAG_SMALL_PAIN;
|
|
}
|
|
else if ( stricmp( flag_name, "melee_hit" ) == 0 )
|
|
{
|
|
flag = STATE_FLAG_MELEE_HIT;
|
|
}
|
|
else if ( stricmp( flag_name, "touched" ) == 0 )
|
|
{
|
|
flag = STATE_FLAG_TOUCHED;
|
|
}
|
|
else if ( stricmp( flag_name, "activated" ) == 0 )
|
|
{
|
|
flag = STATE_FLAG_ACTIVATED;
|
|
}
|
|
else if ( stricmp( flag_name, "used" ) == 0 )
|
|
{
|
|
flag = STATE_FLAG_USED;
|
|
}
|
|
else if ( stricmp( flag_name, "twitch" ) == 0 )
|
|
{
|
|
flag = STATE_FLAG_TWITCH;
|
|
}
|
|
else
|
|
{
|
|
gi.WDPrintf( "Unknown flag name (%s) in checkpartflag.", flag_name.c_str() );
|
|
flag = 0;
|
|
}
|
|
|
|
for( current_part = 1; current_part <= parts.NumObjects(); current_part++ )
|
|
{
|
|
part = &parts.ObjectAt( current_part );
|
|
|
|
partent = part->ent;
|
|
partact = (Actor *)partent;
|
|
|
|
if ( partact && ( partact->part_name == part_name ) )
|
|
{
|
|
if ( part->state_flags & flag )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkpartdead( Conditional &condition )
|
|
{
|
|
str part_name;
|
|
str state_name;
|
|
Actor *part;
|
|
|
|
part_name = condition.getParm( 1 );
|
|
|
|
part = FindPartActor( part_name );
|
|
|
|
if ( !part )
|
|
return false;
|
|
|
|
return ( part->deadflag || ( part->health <= 0 ) );
|
|
}
|
|
|
|
qboolean Actor::checknumspawns( Conditional &condition )
|
|
{
|
|
int check_num;
|
|
|
|
check_num = atoi( condition.getParm( 1 ) );
|
|
|
|
return ( num_of_spawns < check_num );
|
|
}
|
|
|
|
qboolean Actor::checkcommand( Conditional &condition )
|
|
{
|
|
return ( command == condition.getParm( 1 ) );
|
|
}
|
|
|
|
qboolean Actor::checktouched( Conditional &condition )
|
|
{
|
|
return state_flags & STATE_FLAG_TOUCHED;
|
|
}
|
|
|
|
qboolean Actor::checktouchedbyplayer ( Conditional &condition )
|
|
{
|
|
return checktouchedbyplayer();
|
|
}
|
|
|
|
qboolean Actor::checktouchedbyplayer()
|
|
{
|
|
return state_flags & STATE_FLAG_TOUCHED_BY_PLAYER;
|
|
}
|
|
|
|
qboolean Actor::checkInTheWay( Conditional &condition )
|
|
{
|
|
return checkInTheWay();
|
|
}
|
|
|
|
qboolean Actor::checkInTheWay()
|
|
{
|
|
if ( state_flags & STATE_FLAG_IN_THE_WAY )
|
|
return true;
|
|
|
|
if ( state_flags & STATE_FLAG_TOUCHED_BY_PLAYER )
|
|
return true;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
qboolean Actor::checkactivated( Conditional &condition )
|
|
{
|
|
return state_flags & STATE_FLAG_ACTIVATED;
|
|
}
|
|
|
|
qboolean Actor::checkused( Conditional &condition )
|
|
{
|
|
return ( state_flags & STATE_FLAG_USED );
|
|
}
|
|
|
|
qboolean Actor::checktwitch( Conditional &condition )
|
|
{
|
|
return ( state_flags & STATE_FLAG_TWITCH );
|
|
}
|
|
|
|
qboolean Actor::checkhealth( Conditional &condition )
|
|
{
|
|
return ( health < (float)atof( condition.getParm( 1 ) ) );
|
|
}
|
|
|
|
qboolean Actor::checkonground( Conditional &condition )
|
|
{
|
|
CheckGround();
|
|
return groundentity != NULL;
|
|
}
|
|
|
|
qboolean Actor::checkinwater( Conditional &condition )
|
|
{
|
|
return (waterlevel > 0 );
|
|
}
|
|
|
|
qboolean Actor::checkincomingmeleeattack( Conditional &condition )
|
|
{
|
|
return checkincomingmeleeattack();
|
|
}
|
|
|
|
qboolean Actor::checkincomingmeleeattack()
|
|
{
|
|
//Entity *enemy_ent;
|
|
Sentient *enemy;
|
|
trace_t trace;
|
|
Vector forward;
|
|
Vector end_pos;
|
|
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
return false;
|
|
|
|
if ( IsEntityAlive( currentEnemy ) )
|
|
{
|
|
if ( currentEnemy->isSubclassOf( Sentient ) )
|
|
{
|
|
//enemy_ent = ( Entity * )currentEnemy;
|
|
enemy = ( Sentient * )( Entity * )currentEnemy;
|
|
|
|
if ( enemy->in_melee_attack )
|
|
{
|
|
enemy->angles.AngleVectors( &forward );
|
|
end_pos = ( forward * 160.0f ) + enemy->centroid;
|
|
trace = G_Trace( enemy->centroid, vec_zero, vec_zero, end_pos, enemy, MASK_SHOT, false, "Actor::checkincomingmeleeattack" );
|
|
|
|
if ( trace.entityNum == entnum )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkincomingrangedattack( Conditional &condition )
|
|
{
|
|
//Entity *enemy_ent;
|
|
Sentient *enemy;
|
|
trace_t trace;
|
|
Vector forward;
|
|
Vector end_pos;
|
|
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
return false;
|
|
|
|
if ( IsEntityAlive( currentEnemy ) )
|
|
{
|
|
if ( currentEnemy->isSubclassOf( Sentient ) )
|
|
{
|
|
//enemy_ent = ( Entity * )currentEnemy;
|
|
enemy = ( Sentient * )( Entity * )currentEnemy;
|
|
|
|
if ( enemy->in_ranged_attack )
|
|
{
|
|
enemy->angles.AngleVectors( &forward );
|
|
end_pos = ( forward * 125.0f ) + enemy->centroid;
|
|
trace = G_Trace( enemy->centroid, vec_zero, vec_zero, origin, enemy, MASK_SHOT, false, "Actor::checkincomingrangedattack" );
|
|
|
|
if ( trace.entityNum == entnum )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkincomingprojectile( Conditional &condition )
|
|
{
|
|
trace_t trace;
|
|
Vector forward;
|
|
Vector end_pos;
|
|
float time = 0;
|
|
float time_left;
|
|
Vector dir;
|
|
float dist;
|
|
|
|
if ( condition.numParms() == 1 )
|
|
{
|
|
time = (float)atof( condition.getParm( 1 ) );
|
|
}
|
|
|
|
if ( incoming_proj && ( incoming_time <= level.time ) )
|
|
{
|
|
incoming_proj->angles.AngleVectors( &forward );
|
|
end_pos = ( forward * 1000.0f ) + incoming_proj->centroid;
|
|
trace = G_Trace( incoming_proj->centroid, vec_zero, vec_zero, end_pos, incoming_proj, MASK_SHOT, false, "Actor::checkincomingprojectile" );
|
|
|
|
if ( trace.entityNum == entnum )
|
|
{
|
|
if ( time )
|
|
{
|
|
dir = trace.endpos - incoming_proj->centroid;
|
|
dist = dir.length();
|
|
time_left = dist / incoming_proj->velocity.length();
|
|
|
|
return ( time_left <= time );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkenemystunned( Conditional &condition )
|
|
{
|
|
Sentient *enemy;
|
|
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
return false;
|
|
|
|
if ( IsEntityAlive( currentEnemy ) )
|
|
{
|
|
if ( currentEnemy->isSubclassOf( Sentient ) )
|
|
{
|
|
enemy = (Sentient *)(Entity *)currentEnemy;
|
|
|
|
if ( enemy->in_stun )
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkenemyinpath( Conditional &condition )
|
|
{
|
|
trace_t trace;
|
|
Vector end_pos;
|
|
int mask;
|
|
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
return false;
|
|
|
|
if ( IsEntityAlive( currentEnemy ) )
|
|
{
|
|
Vector forward( orientation[ 0 ] );
|
|
|
|
forward *= 1000.0f;
|
|
end_pos = origin + forward;
|
|
|
|
// Pick a reasonable mask (most actors will just use their normal mask, actors that can walk though
|
|
// actors use MASK_SHOT)
|
|
|
|
if ( edict->clipmask & CONTENTS_BODY )
|
|
mask = edict->clipmask;
|
|
else
|
|
mask = MASK_SHOT;
|
|
|
|
trace = G_Trace( centroid, vec_zero, vec_zero, end_pos, this, mask, false, "Actor::checkenemyinpath" );
|
|
|
|
if ( trace.entityNum == currentEnemy->entnum )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkstage( Conditional &condition )
|
|
{
|
|
return ( stage == (float)atoi( condition.getParm( 1 ) ) );
|
|
}
|
|
|
|
qboolean Actor::checkheld( Conditional &condition )
|
|
{
|
|
return ( edict->s.parent != ENTITYNUM_NONE );
|
|
}
|
|
|
|
qboolean Actor::checkenemymelee( Conditional &condition )
|
|
{
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
return false;
|
|
|
|
return ( EntityHasFireType( currentEnemy, FT_MELEE ) );
|
|
}
|
|
|
|
qboolean Actor::checkenemyranged( Conditional &condition )
|
|
{
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
return false;
|
|
|
|
return ( EntityHasFireType( currentEnemy, FT_BULLET ) || EntityHasFireType( currentEnemy, FT_PROJECTILE ) );
|
|
}
|
|
|
|
qboolean Actor::checkplayerranged( Conditional &condition )
|
|
{
|
|
return checkplayerranged();
|
|
}
|
|
|
|
qboolean Actor::checkplayerranged()
|
|
{
|
|
Player *player;
|
|
player = NULL;
|
|
player = GetPlayer( 0 );
|
|
|
|
if ( !player ) return false;
|
|
|
|
return ( EntityHasFireType( player, FT_BULLET ) || EntityHasFireType( player, FT_PROJECTILE ) );
|
|
}
|
|
|
|
qboolean Actor::checkhasthing( Conditional &condition )
|
|
{
|
|
int thing_number;
|
|
int i;
|
|
|
|
|
|
for( i = 1 ; i <= condition.numParms() ; i++ )
|
|
{
|
|
thing_number = atoi( condition.getParm( i ) );
|
|
|
|
switch( thing_number )
|
|
{
|
|
case 1 :
|
|
if ( GetActorFlag( ACTOR_FLAG_HAS_THING1 ) )
|
|
return true;
|
|
break;
|
|
case 2 :
|
|
if ( GetActorFlag( ACTOR_FLAG_HAS_THING2 ) )
|
|
return true;
|
|
break;
|
|
case 3 :
|
|
if ( GetActorFlag( ACTOR_FLAG_HAS_THING3 ) )
|
|
return true;
|
|
break;
|
|
case 4 :
|
|
if ( GetActorFlag( ACTOR_FLAG_HAS_THING4 ) )
|
|
return true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkatcovernode( Conditional &condtion )
|
|
{
|
|
return GetActorFlag( ACTOR_FLAG_AT_COVER_NODE );
|
|
}
|
|
|
|
qboolean Actor::checkallowhangback( Conditional &condition )
|
|
{
|
|
return GetActorFlag( ACTOR_FLAG_ALLOW_HANGBACK );
|
|
}
|
|
|
|
qboolean Actor::checkname( Conditional &condition )
|
|
{
|
|
return ( name == condition.getParm( 1 ) );
|
|
}
|
|
|
|
qboolean Actor::checkVar( Conditional &condition )
|
|
{
|
|
StateVar *checkVar = 0;
|
|
str varName = condition.getParm( 1 );
|
|
str varValue = condition.getParm( 2 );
|
|
|
|
for (int i = 1; i <= stateVarList.NumObjects() ; i++ )
|
|
{
|
|
checkVar = stateVarList.ObjectAt( i );
|
|
if( !stricmp ( checkVar->varName, varName ) )
|
|
{
|
|
if (checkVar->varValue == varValue )
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//Need to throw and exception here, the var in question is not in the list
|
|
//gi.WDPrintf( "Var %s is not in stateVarList\n", varName.c_str() );
|
|
return false;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: checkVarTimeDifference
|
|
// Class: Actor
|
|
//
|
|
// Description: Checks if the difference between the statevar's time
|
|
// and the current level time is greater than or equal to
|
|
// the time specified in the conditional
|
|
//
|
|
// Parameters: Conditional &condition
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
qboolean Actor::checkVarTimeDifference( Conditional &condition )
|
|
{
|
|
StateVar *checkVar = NULL;
|
|
str varName = condition.getParm( 1 );
|
|
float varTime = atof(condition.getParm( 2 ));
|
|
|
|
for (int i = 1; i <= stateVarList.NumObjects() ; i++ )
|
|
{
|
|
checkVar = stateVarList.ObjectAt( i );
|
|
if( !stricmp ( checkVar->varName, varName ) )
|
|
{
|
|
if ( level.time - checkVar->varTime >= varTime )
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//Need to throw and exception here, the var in question is not in the list
|
|
//gi.WDPrintf( "Var %s is not in stateVarList\n", varName.c_str() );
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkNodeExists( Conditional &condition )
|
|
{
|
|
str nodeName = condition.getParm( 1 );
|
|
PathNode *testNode = 0;
|
|
|
|
|
|
nodeName += "0";
|
|
|
|
testNode = thePathManager.FindNode( nodeName );
|
|
|
|
if( testNode )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
qboolean Actor::checkCoverNodes( Conditional &condition )
|
|
{
|
|
for ( int i = 1 ; i <= thePathManager.NumberOfSpecialNodes(); i++ )
|
|
{
|
|
PathNode *node = thePathManager.GetSpecialNode( i );
|
|
|
|
if ( node && ( node->nodeflags & ( AI_DUCK | AI_COVER ) ) &&
|
|
( ( node->occupiedTime <= level.time ) || ( node->entnum == entnum ) ) )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkSurfaceDamaged( Conditional &condition )
|
|
{
|
|
int surface_number;
|
|
str surface_name = condition.getParm( 1 );
|
|
|
|
if ( last_surface_hit == -1 )
|
|
return false;
|
|
|
|
surface_number = gi.Surface_NameToNum( edict->s.modelindex, surface_name.c_str() );
|
|
|
|
if ( surface_number == last_surface_hit )
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkBoneDamaged( Conditional &condition )
|
|
{
|
|
int bone_number;
|
|
str bone_name = condition.getParm( 1 );
|
|
|
|
if ( saved_bone_hit == -9999 )
|
|
return false;
|
|
|
|
bone_number = gi.Tag_NumForName( edict->s.modelindex, bone_name.c_str() );
|
|
|
|
if ( bone_number == saved_bone_hit )
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkRegionDamaged( Conditional &condition )
|
|
{
|
|
int region_bit;
|
|
str region_name;
|
|
|
|
// See if any region has been hit
|
|
|
|
if ( last_region_hit == 0 )
|
|
return false;
|
|
|
|
// Get the region to test
|
|
|
|
region_name = condition.getParm( 1 );
|
|
|
|
// Figure out which bit to check
|
|
|
|
region_bit = 0;
|
|
|
|
if ( region_name == "back" )
|
|
region_bit = REGIONAL_DAMAGE_BACK;
|
|
else if ( region_name == "front" )
|
|
region_bit = REGIONAL_DAMAGE_FRONT;
|
|
|
|
// Return whether or not this region has been hit
|
|
|
|
return ( last_region_hit & region_bit );
|
|
}
|
|
|
|
qboolean Actor::checkCaptured( Conditional &condition )
|
|
{
|
|
return ( GetActorFlag(ACTOR_FLAG_CAPTURED) );
|
|
}
|
|
|
|
qboolean Actor::checkCanWalkForward( Conditional &condition )
|
|
{
|
|
trace_t trace;
|
|
Vector endpos;
|
|
Vector startpos;
|
|
str rangestr;
|
|
float range;
|
|
|
|
angles.AngleVectors(&endpos); //Get Forward direction
|
|
|
|
endpos += origin;
|
|
endpos.z += 50.0f; // Pull it off the ground a little
|
|
|
|
rangestr = condition.getParm( 1 );
|
|
range = (float)atof( rangestr.c_str() );
|
|
|
|
endpos *= range;
|
|
|
|
startpos = origin;
|
|
startpos.z += 50.0f;
|
|
|
|
trace = G_Trace( startpos, mins, maxs, endpos, this, edict->clipmask, false, "Actor::start" );
|
|
|
|
if (trace.fraction == 1.0f )
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkHasThrowObject( Conditional &condition )
|
|
{
|
|
return haveThrowObject;
|
|
}
|
|
|
|
qboolean Actor::checkEnemyIsThrowObject( Conditional &condition )
|
|
{
|
|
Entity* ent = 0;
|
|
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
return false;
|
|
|
|
|
|
ent = (Entity*)currentEnemy;
|
|
if ( ent->isSubclassOf(ThrowObject) )
|
|
return true;
|
|
else
|
|
return false;
|
|
|
|
}
|
|
|
|
qboolean Actor::checkTurretMode( Conditional &condition )
|
|
{
|
|
return GetActorFlag( ACTOR_FLAG_TURRET_MODE );
|
|
}
|
|
|
|
qboolean Actor::checkGameSpecific( Conditional &condition )
|
|
{
|
|
if (!gameComponent)
|
|
return false;
|
|
|
|
return gameComponent->DoCheck( condition );
|
|
|
|
}
|
|
|
|
qboolean Actor::checkWeaponReady( Conditional &condition )
|
|
{
|
|
return GetActorFlag( ACTOR_FLAG_WEAPON_READY );
|
|
}
|
|
|
|
qboolean Actor::checkMeleeHitWorld( Conditional &condition )
|
|
{
|
|
qboolean hit;
|
|
if ( GetActorFlag( ACTOR_FLAG_MELEE_HIT_WORLD ) )
|
|
{
|
|
hit = true;
|
|
SetActorFlag( ACTOR_FLAG_MELEE_HIT_WORLD, false );
|
|
}
|
|
else
|
|
hit = false;
|
|
|
|
return hit;
|
|
}
|
|
|
|
qboolean Actor::checkPlayerValid( Conditional &condition )
|
|
{
|
|
Player *player = GetPlayer(0);
|
|
|
|
if ( !player )
|
|
return false;
|
|
|
|
if ( EntityIsValidTarget( player ) )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkInAbsoluteRange( Conditional &condition )
|
|
{
|
|
|
|
if ( !Q_stricmp( condition.getParm( 1 ) , "player" ) )
|
|
{
|
|
Player *player;
|
|
Entity *enemy;
|
|
|
|
Vector dist;
|
|
float length;
|
|
|
|
player = GetPlayer( 0 );
|
|
if ( !player )
|
|
return false;
|
|
|
|
dist = origin - player->origin;
|
|
length = dist.length();
|
|
|
|
enemy = NULL;
|
|
enemy = enemyManager->GetCurrentEnemy();
|
|
|
|
if ( enemy )
|
|
{
|
|
if ( ( length < (absoluteMax * 2 ) ) && ( length > absoluteMin ) )
|
|
return true;
|
|
}
|
|
|
|
if ( ( length < absoluteMax ) && ( length > absoluteMin ) )
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
qboolean Actor::checkInPreferredRange( Conditional &condition )
|
|
{
|
|
if ( !Q_stricmp( condition.getParm( 1 ) , "player" ) )
|
|
{
|
|
Player *player;
|
|
Vector dist;
|
|
float length;
|
|
|
|
player = GetPlayer( 0 );
|
|
if ( !player )
|
|
return false;
|
|
|
|
dist = origin - player->origin;
|
|
length = dist.length();
|
|
|
|
if ( ( length < preferredMax ) && ( length > preferredMin ) )
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkCrippled( Conditional &condition )
|
|
{
|
|
return GetActorFlag( ACTOR_FLAG_CRIPPLED );
|
|
}
|
|
|
|
qboolean Actor::checkDisabled( Conditional &condition )
|
|
{
|
|
return GetActorFlag( ACTOR_FLAG_DISABLED );
|
|
}
|
|
|
|
qboolean Actor::checkInAlcove( Conditional &condition )
|
|
{
|
|
return GetActorFlag( ACTOR_FLAG_IN_ALCOVE );
|
|
}
|
|
|
|
qboolean Actor::checkPlayerInCallVolume( Conditional &condition )
|
|
{
|
|
return GetActorFlag(ACTOR_FLAG_PLAYER_IN_CALL_VOLUME);
|
|
}
|
|
|
|
qboolean Actor::checkInCallVolume( Conditional &condition )
|
|
{
|
|
return GetActorFlag(ACTOR_FLAG_IN_CALL_VOLUME);
|
|
}
|
|
|
|
qboolean Actor::checkUsingWeaponNamed( Conditional &condition )
|
|
{
|
|
str weaponName = condition.getParm( 1 );
|
|
return checkUsingWeaponNamed ( weaponName );
|
|
|
|
}
|
|
|
|
qboolean Actor::checkUsingWeaponNamed ( const str &name )
|
|
{
|
|
return combatSubsystem->UsingWeaponNamed( name );
|
|
}
|
|
|
|
qboolean Actor::checkOutOfTorsoRange( Conditional &condition )
|
|
{
|
|
return GetActorFlag( ACTOR_FLAG_OUT_OF_TORSO_RANGE );
|
|
}
|
|
|
|
qboolean Actor::returntrue( Conditional &condition )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: checkPropChance
|
|
// Class: Actor
|
|
//
|
|
// Description: Check the chance based on the property passed.
|
|
// This property should be located in the Actor's
|
|
// StateData object in the gameplay database.
|
|
//
|
|
// Parameters: Conditional &conditional
|
|
// - objname -- Name of the object to check
|
|
// - propname -- Name of the property to get the chance for.
|
|
//
|
|
// Returns: qboolean
|
|
//
|
|
//--------------------------------------------------------------
|
|
qboolean Actor::checkPropChance( Conditional &condition )
|
|
{
|
|
str propname;
|
|
str objname = condition.getParm( 1 );
|
|
str scopestr;
|
|
|
|
if ( condition.numParms() > 1 )
|
|
propname = condition.getParm( 2 );
|
|
|
|
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
|
|
|
|
if ( !objname.length() )
|
|
scopestr = getArchetype();
|
|
else
|
|
scopestr = getArchetype() + "." + objname;
|
|
|
|
if ( !gpm->hasObject(scopestr) )
|
|
return false;
|
|
|
|
float chance;
|
|
if ( propname.length() )
|
|
chance = gpm->getFloatValue(scopestr, propname);
|
|
else
|
|
chance = gpm->getFloatValue(scopestr, "value");
|
|
|
|
return ( G_Random() <= chance );
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: checkPropExists
|
|
// Class: Actor
|
|
//
|
|
// Description: Check to see if the property exists
|
|
// The Actor's StateData object will be asked
|
|
// if it has the property.
|
|
//
|
|
// Parameters: Conditional &conditional
|
|
// - objname -- Name of the object to check
|
|
// - propname -- Name of the property to check for
|
|
//
|
|
// Returns: qboolean
|
|
//
|
|
//--------------------------------------------------------------
|
|
qboolean Actor::checkPropExists( Conditional &condition )
|
|
{
|
|
str objname = condition.getParm( 1 );
|
|
str propname = condition.getParm( 2 );
|
|
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
|
|
str scopestr = getArchetype() + "." + objname;
|
|
if ( !gpm->hasProperty(scopestr, propname) )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
Condition<Actor> Actor::Conditions[] =
|
|
{
|
|
{ "default", &Actor::returntrue },
|
|
{ "INACTIVE", &Actor::checkinactive },
|
|
{ "ANIM_DONE", &Actor::checkanimdone },
|
|
{ "TORSO_ANIM_DONE", &Actor::checktorsoanimdone },
|
|
{ "DEAD", &Actor::checkdead },
|
|
{ "ACTOR_FLAG", &Actor::checkActorFlag },
|
|
{ "HAVE_ENEMY", &Actor::checkhaveenemy },
|
|
{ "ENEMY_DEAD", &Actor::checkenemydead },
|
|
{ "ENEMY_NOCLIP", &Actor::checkenemynoclip },
|
|
{ "CAN_ATTACK_ENEMY", &Actor::checkCanAttackEnemy },
|
|
{ "CAN_SEE_ENEMY", &Actor::checkcanseeenemy },
|
|
{ "CAN_SEE_PLAYER", &Actor::checkcanseeplayer },
|
|
{ "ENEMY_IN_FOV", &Actor::checkenemyinfov },
|
|
{ "ENEMY_RELATIVE_YAW", &Actor::checkenemyrelativeyaw },
|
|
{ "CHECK_ENEMY_YAW_RANGE", &Actor::checkenemyyawrange },
|
|
{ "CAN_SHOOT_ANY_ENEMY", &Actor::checkCanAttackAnyEnemy },
|
|
{ "ENEMY_ON_GROUND", &Actor::checkenemyonground },
|
|
{ "CAN_JUMP_TO_ENEMY", &Actor::checkcanjumptoenemy },
|
|
{ "CAN_FLY_TO_ENEMY", &Actor::checkcanflytoenemy },
|
|
{ "PAIN", &Actor::checkinpain },
|
|
{ "SMALL_PAIN", &Actor::checksmallpain },
|
|
{ "PAIN_YAW", &Actor::checkpainyaw },
|
|
{ "PAIN_PITCH", &Actor::checkpainpitch },
|
|
{ "SHOW_PAIN", &Actor::checkShowPain },
|
|
{ "STUNNED", &Actor::checkstunned },
|
|
{ "FINISHED", &Actor::checkfinished },
|
|
{ "MELEE_HIT", &Actor::checkmeleehit },
|
|
{ "HIT_WORLD", &Actor::checkMeleeHitWorld },
|
|
{ "BLOCKED_HIT", &Actor::checkblockedhit },
|
|
{ "BLOCKED", &Actor::checkblocked },
|
|
{ "OTHER_DIED", &Actor::checkotherdied },
|
|
{ "STUCK", &Actor::checkstuck },
|
|
{ "NO_PATH", &Actor::checknopath },
|
|
{ "STEERING_FAILED", &Actor::checkSteeringFailed },
|
|
{ "HAVE_PATH_TO_ENEMY", &Actor::checkHavePathToEnemy },
|
|
{ "ON_FIRE", &Actor::checkonfire },
|
|
{ "BEHAVIOR_DONE", &Actor::checkbehaviordone },
|
|
{ "BEHAVIOR_SUCCESS", &Actor::checkbehaviorsuccess },
|
|
{ "BEHAVIOR_FAILED", &Actor::checkbehaviorfailed },
|
|
{ "HEAD_BEHAVIOR_DONE", &Actor::checkheadbehaviordone },
|
|
{ "EYE_BEHAVIOR_DONE", &Actor::checkeyebehaviordone },
|
|
{ "TORSO_BEHAVIOR_DONE", &Actor::checktorsobehaviordone },
|
|
{ "TORSO_BEHAVIOR_FAILED", &Actor::checktorsobehaviorfailed },
|
|
{ "TORSO_BEHAVIOR_SUCCESS", &Actor::checktorsobehaviorsuccess },
|
|
{ "TIME_DONE", &Actor::checktimedone },
|
|
{ "DONE", &Actor::checkdone },
|
|
{ "RANGE", &Actor::checkenemyrange },
|
|
{ "ENEMY_WITHIN_RANGE", &Actor::checkEnemyWithinRange },
|
|
{ "ENEMY_ATTACHED", &Actor::checkEnemyAttached },
|
|
{ "PLAYER_RANGE", &Actor::checkplayerrange },
|
|
{ "PARENT_RANGE", &Actor::checkparentrange },
|
|
{ "CHANCE", &Actor::checkchance },
|
|
{ "MOVING_ACTOR_RANGE", &Actor::checkmovingactorrange },
|
|
{ "STATE_TIME", &Actor::checkstatetime },
|
|
{ "TIMES_DONE", &Actor::checktimesdone },
|
|
{ "MOD", &Actor::checkmeansofdeath },
|
|
{ "NOISE_HEARD", &Actor::checknoiseheard },
|
|
{ "PART_STATE", &Actor::checkpartstate },
|
|
{ "PART_DEAD", &Actor::checkpartdead },
|
|
{ "PART_FLAG", &Actor::checkpartflag },
|
|
{ "NUM_SPAWNS", &Actor::checknumspawns },
|
|
{ "COMMAND", &Actor::checkcommand },
|
|
{ "TOUCHED", &Actor::checktouched },
|
|
{ "TOUCHED_BY_PLAYER", &Actor::checktouchedbyplayer },
|
|
{ "ACTIVATED", &Actor::checkactivated },
|
|
{ "USED", &Actor::checkused },
|
|
{ "TWITCH", &Actor::checktwitch },
|
|
{ "HEALTH", &Actor::checkhealth },
|
|
{ "HEALTH_PERCENT_LESS_THAN", &Actor::checkhealthpercent },
|
|
{ "HEALTH_PERCENT_IN_RANGE", &Actor::checkhealthpercentinrange },
|
|
{ "ON_GROUND", &Actor::checkonground },
|
|
{ "IN_WATER", &Actor::checkinwater },
|
|
{ "INCOMING_MELEE_ATTACK", &Actor::checkincomingmeleeattack },
|
|
{ "INCOMING_RANGED_ATTACK", &Actor::checkincomingrangedattack },
|
|
{ "INCOMING_PROJECTILE", &Actor::checkincomingprojectile },
|
|
{ "ENEMY_STUNNED", &Actor::checkenemystunned },
|
|
{ "ENEMY_IN_PATH", &Actor::checkenemyinpath },
|
|
{ "STAGE", &Actor::checkstage },
|
|
{ "HELD", &Actor::checkheld },
|
|
{ "ENEMY_HAS_MELEE", &Actor::checkenemymelee },
|
|
{ "ENEMY_HAS_RANGED", &Actor::checkenemyranged },
|
|
{ "PLAYER_HAS_WEAPON", &Actor::checkplayerranged },
|
|
{ "HAS_THING", &Actor::checkhasthing },
|
|
{ "AT_COVER_NODE", &Actor::checkatcovernode },
|
|
{ "ALLOW_HANGBACK", &Actor::checkallowhangback },
|
|
{ "NAME", &Actor::checkname },
|
|
{ "ANIM_NAME", &Actor::checkanimname },
|
|
{ "CHECK_VAR", &Actor::checkVar },
|
|
{ "CHECK_VAR_TIME_DIFFERENCE", &Actor::checkVarTimeDifference },
|
|
{ "NODE_EXISTS", &Actor::checkNodeExists },
|
|
{ "COVER_NODES", &Actor::checkCoverNodes },
|
|
{ "SURFACE_DAMAGED", &Actor::checkSurfaceDamaged },
|
|
{ "BONE_DAMAGED", &Actor::checkBoneDamaged },
|
|
{ "REGION_DAMAGED", &Actor::checkRegionDamaged },
|
|
{ "CAPTURED", &Actor::checkCaptured },
|
|
{ "CAN_WALK_FORWARD", &Actor::checkCanWalkForward },
|
|
{ "HAS_THROWOBJECT", &Actor::checkHasThrowObject },
|
|
{ "ENEMY_IS_THROWOBJECT", &Actor::checkEnemyIsThrowObject },
|
|
{ "TURRET_MODE", &Actor::checkTurretMode },
|
|
{ "WEAPON_READY", &Actor::checkWeaponReady },
|
|
{ "PLAYER_VALID", &Actor::checkPlayerValid },
|
|
{ "IN_PREFERRED_RANGE", &Actor::checkInPreferredRange },
|
|
{ "IN_ABSOLUTE_RANGE", &Actor::checkInAbsoluteRange },
|
|
{ "IN_AI_MODE", &Actor::checkInAIMode },
|
|
{ "DISABLED", &Actor::checkDisabled },
|
|
{ "CRIPPLED", &Actor::checkCrippled },
|
|
{ "IN_ALCOVE", &Actor::checkInAlcove },
|
|
{ "PLAYER_IN_CALL_VOLUME", &Actor::checkPlayerInCallVolume },
|
|
{ "IN_CALL_VOLUME", &Actor::checkInCallVolume },
|
|
{ "IS_AGGRESSIVE", &Actor::checkIsAggressive },
|
|
{ "IN_CONE_OF_FIRE", &Actor::checkInConeOfFire },
|
|
{ "IN_PLAYER_CONE_OF_FIRE", &Actor::checkInPlayerConeOfFire },
|
|
{ "PATROL_NODE_IN_DISTANCE", &Actor::checkPatrolWaypointNodeInDistance },
|
|
{ "PATH_NODE_IN_DISTANCE", &Actor::checkPathNodeTypeInDistance },
|
|
{ "WEAPON_NAMED", &Actor::checkUsingWeaponNamed },
|
|
{ "OUT_OF_TORSO_RANGE", &Actor::checkOutOfTorsoRange },
|
|
{ "WANTS_TO_EXECUTE_PACKAGE", &Actor::checkWantsToExecutePackage },
|
|
{ "EXECUTED_IN_LAST", &Actor::checkExecutedPackageInLastTimeFrame },
|
|
{ "FORWARD_CLEAR", &Actor::checkForwardDirectionClear },
|
|
{ "REAR_CLEAR", &Actor::checkRearDirectionClear },
|
|
{ "LEFT_CLEAR", &Actor::checkLeftDirectionClear },
|
|
{ "RIGHT_CLEAR", &Actor::checkRightDirectionClear },
|
|
{ "LAST_STATE", &Actor::checkLastState },
|
|
{ "GROUP_MEMBER_IN_RANGE", &Actor::checkGroupMememberRange },
|
|
{ "ACTORTYPE", &Actor::checkActorType },
|
|
{ "IS_TEAMMATE", &Actor::checkIsTeammate },
|
|
{ "HAVE_ACTIVE_WEAPON", &Actor::checkHaveActiveWeapon },
|
|
{ "WEAPON_IS_MELEE", &Actor::checkWeaponIsMelee },
|
|
{ "WEAPON_CHANGED", &Actor::checkWeaponChanged },
|
|
{ "GROUP_HAS_THIS_NAME_LESS_THAN", &Actor::checkCountOfIdenticalNamesInGroup },
|
|
{ "REQUESTED_POSTURE", &Actor::checkRequestedPosture },
|
|
{ "POSTURE_ANIM_DONE", &Actor::checkPostureAnimDone },
|
|
{ "DAMAGE_THRESHOLD_EXCEEDED", &Actor::checkDamageThresholdExceeded },
|
|
{ "ATTACKED", &Actor::checkAttacked },
|
|
{ "ATTACKED_BY_PLAYER", &Actor::checkAttackedByPlayer },
|
|
{ "HELPERNODE_FLAGGED_IN_RANGED" , &Actor::checkHelperNodeWithFlagInRange },
|
|
{ "ENEMY_USING_WEAPON_NAMED", &Actor::checkEnemyWeaponNamed },
|
|
{ "PLAYER_USING_WEAPON_NAMED", &Actor::checkPlayerWeaponNamed },
|
|
{ "GROUP_HAS_NUMATTACKERS_LESS_THAN", &Actor::checkGroupAttackerCount },
|
|
{ "CURRENT_ENEMY_HAS_NUMATTACKERS_LESS_THAN", &Actor::checkCurrentEnemyGroupAttackerCount },
|
|
{ "HAVE_BEST_WEAPON" , &Actor::checkHaveBestWeapon },
|
|
{ "POSTURE", &Actor::checkPosture },
|
|
{ "ANY_ENEMY_IN_RANGE", &Actor::checkAnyEnemyInRange },
|
|
{ "VALID_COVER_NODE_IN_RANGE", &Actor::checkValidCoverNodeInRange },
|
|
{ "VALID_COMBAT_NODE_IN_RANGE", &Actor::checkValidCombatNodeInRange },
|
|
{ "VALID_WORK_NODE_IN_RANGE", &Actor::checkValidWorkNodeInRange },
|
|
{ "VALID_HIBERNATE_NODE_IN_RANGE", &Actor::checkValidHibernateNodeInRange },
|
|
{ "VALID_PATROL_NODE_IN_RANGE", &Actor::checkValidPatrolNodeInRange },
|
|
{ "VALID_CUSTOM_NODE_IN_RANGE", &Actor::checkValidCustomNodeInRange },
|
|
{ "VALID_SNIPER_NODE_IN_RANGE", &Actor::checkValidSniperNodeInRange },
|
|
{ "ENEMY_CAN_SEE_CURRENT_NODE", &Actor::checkEnemyCanSeeCurrentNode },
|
|
{ "FOLLOW_TARGET_OUT_OF_RANGE", &Actor::checkSpecifiedFollowTargetOutOfRange },
|
|
{ "WITHIN_FOLLOW_TARGET_MIN_RANGE", &Actor::checkWithinFollowRangeMin },
|
|
{ "IN_THE_WAY", &Actor::checkInTheWay },
|
|
{ "SHOULD_DO_ACTION", &Actor::checkShouldDoAction },
|
|
{ "HAVE_ARMOR", &Actor::checkHaveArmor },
|
|
{ "ALLOWED_TO_MELEE_ENEMY", &Actor::checkAllowedToMeleeEnemy },
|
|
{ "CURRENT_NODE_COVERTYPE", &Actor::checkCurrentNodeHasThisCoverType },
|
|
{ "BLOCKED_BY_ENEMY", &Actor::checkBlockedByEnemy },
|
|
{ "ENEMY_PROJECTILE_CLOSE", &Actor::checkEnemyProjectileClose },
|
|
{ "ACTIVATION_DELAY_DONE", &Actor::checkActivationDelayTime },
|
|
{ "TALKING", &Actor::checkTalking },
|
|
{ "ANY_ENEMIES_NEARBY", &Actor::checkEnemiesNearby },
|
|
|
|
|
|
|
|
//
|
|
// Property Conditionals for snagging data from the GPD
|
|
//
|
|
{ "PROP_EXISTS", &Actor::checkPropExists },
|
|
{ "PROP_CHANCE", &Actor::checkPropChance },
|
|
{ "PROP_ENEMY_RANGE", &Actor::checkPropEnemyRange },
|
|
|
|
|
|
// Depreciated Conditionals -- Need to be removed as soon as possible
|
|
{ "CAN_SHOOT_ENEMY", &Actor::checkcanshootenemy },
|
|
|
|
{ NULL, NULL }
|
|
};
|
|
|
|
//***********************************************************************************************
|
|
//
|
|
// Code for seperate parts
|
|
//
|
|
//***********************************************************************************************
|
|
|
|
void Actor::RegisterParts( Event *ev )
|
|
{
|
|
Entity *targetent;
|
|
qboolean forward;
|
|
int current_part;
|
|
part_t *forward_part;
|
|
part_t new_part;
|
|
Event *event;
|
|
|
|
targetent = ev->GetEntity( 1 );
|
|
forward = ev->GetInteger( 2 );
|
|
|
|
if ( !targetent )
|
|
return;
|
|
|
|
// See if we should tell other parts about each other
|
|
|
|
if ( forward )
|
|
{
|
|
// Tell all old parts about this new part and tell the new part about all of the old ones
|
|
|
|
for ( current_part = 1 ; current_part <= parts.NumObjects() ; current_part++ )
|
|
{
|
|
forward_part = &parts.ObjectAt( current_part );
|
|
|
|
if ( forward_part )
|
|
{
|
|
// Tell old part about new part
|
|
|
|
event = new Event( EV_ActorRegisterParts );
|
|
event->AddEntity( targetent );
|
|
event->AddInteger( false );
|
|
forward_part->ent->PostEvent( event, 0.0f );
|
|
|
|
// Tell new part about old part
|
|
|
|
event = new Event( EV_ActorRegisterParts );
|
|
event->AddEntity( forward_part->ent );
|
|
event->AddInteger( false );
|
|
targetent->PostEvent( event, 0.0f );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Add this part to our part list
|
|
|
|
new_part.ent = targetent;
|
|
new_part.state_flags = 0;
|
|
|
|
parts.AddObject( new_part );
|
|
}
|
|
|
|
void Actor::PartName( Event *ev )
|
|
{
|
|
part_name = ev->GetString( 1 );
|
|
}
|
|
|
|
void Actor::RegisterSelf( Event *ev )
|
|
{
|
|
Entity *targetent;
|
|
Actor *targetact;
|
|
Event *event;
|
|
part_t new_part;
|
|
|
|
if ( target.length() > 0 )
|
|
{
|
|
// Get the target entity
|
|
|
|
targetent = G_FindTarget( this, target.c_str() );
|
|
|
|
if ( !targetent )
|
|
return;
|
|
|
|
// See if this target entity is a another part of ourselves
|
|
|
|
if ( targetent->isSubclassOf( Actor ) )
|
|
{
|
|
targetact = (Actor *)targetent;
|
|
|
|
if ( ( name.length() > 0 ) && ( targetact->name == name ) )
|
|
{
|
|
// Tell other part about ourselves
|
|
|
|
event = new Event( EV_ActorRegisterParts );
|
|
event->AddEntity( this );
|
|
event->AddInteger( true );
|
|
targetent->PostEvent( event, 0.0f );
|
|
|
|
// Add this part to our part list
|
|
|
|
new_part.ent = targetent;
|
|
new_part.state_flags = 0;
|
|
parts.AddObject( new_part );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
Actor *Actor::FindPartActor( const char *name )
|
|
{
|
|
int current_part;
|
|
part_t *part;
|
|
Entity *partent;
|
|
Actor *partact;
|
|
|
|
for ( current_part = 1 ; current_part <= parts.NumObjects() ; current_part++ )
|
|
{
|
|
part = &parts.ObjectAt( current_part );
|
|
|
|
partent = part->ent;
|
|
partact = (Actor *)partent;
|
|
|
|
if ( partact && ( partact->part_name == name ) )
|
|
return partact;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
void Actor::SendCommand( Event *ev )
|
|
{
|
|
str command;
|
|
str part_to_send_to;
|
|
int i;
|
|
part_t *part;
|
|
Actor *partact;
|
|
|
|
command = ev->GetString( 1 );
|
|
part_to_send_to = ev->GetString( 2 );
|
|
|
|
if ( ( command.length() == 0 ) || ( part_to_send_to.length() == 0 ) )
|
|
return;
|
|
|
|
for( i = 1 ; i <= parts.NumObjects(); i++ )
|
|
{
|
|
part = &parts.ObjectAt( i );
|
|
|
|
partact = ( Actor * )(Entity *)part->ent;
|
|
|
|
if ( partact && ( partact->part_name == part_to_send_to ) )
|
|
{
|
|
partact->command = command;
|
|
}
|
|
}
|
|
}
|
|
|
|
//***********************************************************************************************
|
|
//
|
|
// Dialog functions
|
|
//
|
|
//***********************************************************************************************
|
|
|
|
qboolean Actor::DialogExists( const str &aliasName )
|
|
{
|
|
DialogNode_t *dialog_node;
|
|
|
|
|
|
dialog_node = dialog_list;
|
|
|
|
while(dialog_node != NULL)
|
|
{
|
|
if ( stricmp(dialog_node->alias_name, aliasName.c_str()) == 0)
|
|
return true;
|
|
|
|
dialog_node = dialog_node->next;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
void Actor::AddDialog( Event *ev )
|
|
{
|
|
DialogNode_t *dialog_node;
|
|
DialogNode_t *new_node;
|
|
|
|
new_node = NewDialogNode();
|
|
|
|
if (new_node != NULL)
|
|
{
|
|
// Add the alias name to the dialog
|
|
strcpy(new_node->alias_name, ev->GetString( 1 ));
|
|
|
|
// Add all the other parameters to the dialog
|
|
AddDialogParms( new_node, ev );
|
|
|
|
if ( dialog_list == NULL )
|
|
{
|
|
// Add the new dialog to this dialog list
|
|
new_node->next = NULL;
|
|
dialog_list = new_node;
|
|
return;
|
|
}
|
|
|
|
dialog_node = dialog_list;
|
|
while ( dialog_node->next != NULL )
|
|
{
|
|
dialog_node = dialog_node->next;
|
|
}
|
|
|
|
// Add the new dialog to this dialog list
|
|
dialog_node->next = new_node;
|
|
new_node->next = NULL;
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
DialogNode_t *Actor::NewDialogNode( void )
|
|
{
|
|
DialogNode_t *dialog_node;
|
|
|
|
dialog_node = new DialogNode_t;
|
|
memset( dialog_node, 0 , sizeof( DialogNode_t ) );
|
|
dialog_node->random_percent = 1.0;
|
|
dialog_node->dType = DIALOG_TYPE_NORMAL;
|
|
|
|
return dialog_node;
|
|
}
|
|
|
|
|
|
void Actor::AddDialogParms( DialogNode_t *dialog_node, Event *ev )
|
|
{
|
|
const char *token;
|
|
int parm_type;
|
|
float temp_float;
|
|
int current_parm;
|
|
int num_parms;
|
|
|
|
|
|
if ( dialog_node == NULL )
|
|
return;
|
|
|
|
current_parm = 2;
|
|
num_parms = ev->NumArgs();
|
|
|
|
// Get all of the parameters
|
|
|
|
while( 1 )
|
|
{
|
|
if ( current_parm > num_parms )
|
|
break;
|
|
|
|
token = ev->GetString( current_parm );
|
|
current_parm++;
|
|
|
|
parm_type = DIALOG_PARM_TYPE_NONE;
|
|
|
|
if (stricmp(token, "randompick") == 0)
|
|
dialog_node->random_flag = true;
|
|
else if (stricmp(token, "radiusdialog" ) == 0)
|
|
dialog_node->dType = DIALOG_TYPE_RADIUS;
|
|
else if (stricmp(token, "greetingdialog" ) == 0)
|
|
dialog_node->dType = DIALOG_TYPE_GREETING;
|
|
else if (stricmp(token, "combatdialog" ) == 0)
|
|
dialog_node->dType = DIALOG_TYPE_COMBAT;
|
|
else if (stricmp(token, "playerhas") == 0)
|
|
parm_type = DIALOG_PARM_TYPE_PLAYERHAS;
|
|
else if (stricmp(token, "playerhasnot") == 0)
|
|
parm_type = DIALOG_PARM_TYPE_PLAYERHASNOT;
|
|
else if (stricmp(token, "has") == 0)
|
|
parm_type = DIALOG_PARM_TYPE_HAS;
|
|
else if (stricmp(token, "has_not") == 0)
|
|
parm_type = DIALOG_PARM_TYPE_HASNOT;
|
|
else if (stricmp(token, "depends") == 0)
|
|
parm_type = DIALOG_PARM_TYPE_DEPENDS;
|
|
else if (stricmp(token, "dependsnot") == 0)
|
|
parm_type = DIALOG_PARM_TYPE_DEPENDSNOT;
|
|
else if (stricmp(token, "dependsint") == 0)
|
|
parm_type = DIALOG_PARM_TYPE_DEPENDSINT;
|
|
else if (stricmp(token, "contextinitiator" ) == 0)
|
|
parm_type = DIALOG_PARM_TYPE_CONTEXT_INITIATOR;
|
|
else if (stricmp(token, "contextresponse" ) == 0)
|
|
parm_type = DIALOG_PARM_TYPE_CONTEXT_RESPONSE;
|
|
else if (stricmp(token, "random") == 0)
|
|
{
|
|
if ( current_parm > num_parms )
|
|
break;
|
|
|
|
token = ev->GetString( current_parm );
|
|
current_parm++;
|
|
|
|
temp_float = (float)atof(token);
|
|
|
|
if ( ( temp_float >= 0.0f ) && ( temp_float <= 1.0f ) )
|
|
dialog_node->random_percent = temp_float;
|
|
else
|
|
gi.WDPrintf("Random percent out of range for dialog (alias %s)\n", dialog_node->alias_name);
|
|
}
|
|
else
|
|
gi.WDPrintf("Unknown parameter for dialog (alias %s)\n", dialog_node->alias_name);
|
|
|
|
if (parm_type != DIALOG_PARM_TYPE_NONE)
|
|
{
|
|
if ( current_parm > num_parms )
|
|
break;
|
|
|
|
token = ev->GetString( current_parm );
|
|
current_parm++;
|
|
|
|
if (dialog_node->number_of_parms < MAX_DIALOG_PARMS)
|
|
{
|
|
strcpy(dialog_node->parms[dialog_node->number_of_parms].parm, token);
|
|
dialog_node->parms[dialog_node->number_of_parms].type = parm_type;
|
|
|
|
if ( parm_type == DIALOG_PARM_TYPE_DEPENDSINT )
|
|
{
|
|
token = ev->GetString( current_parm );
|
|
current_parm++;
|
|
strcpy( dialog_node->parms[ dialog_node->number_of_parms ].parm2, token );
|
|
}
|
|
|
|
dialog_node->number_of_parms++;
|
|
}
|
|
else
|
|
{
|
|
gi.WDPrintf("Too many parms for dialog (alias %s)\n", dialog_node->alias_name);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
void Actor::PlayDialog( Event *ev )
|
|
{
|
|
Sentient *user = NULL;
|
|
const char *dialog_name = NULL;
|
|
const char *state_name = NULL;
|
|
float volume = DEFAULT_VOL;
|
|
float min_dist = DEFAULT_MIN_DIST;
|
|
qboolean headDisplay = false;
|
|
bool useTalk = false;
|
|
|
|
if (ev->NumArgs() > 0)
|
|
{
|
|
dialog_name = ev->GetString( 1 );
|
|
|
|
if ( strcmp( dialog_name, "" ) == 0 )
|
|
dialog_name = NULL;
|
|
}
|
|
|
|
if ( ev->NumArgs() > 1 )
|
|
volume = ev->GetFloat( 2 );
|
|
|
|
if ( ev->NumArgs() > 2 )
|
|
{
|
|
str minDistString;
|
|
|
|
min_dist = ev->GetFloat( 3 );
|
|
|
|
minDistString = ev->GetString( 3 );
|
|
|
|
if ( stricmp( minDistString.c_str(), LEVEL_WIDE_STRING ) == 0 )
|
|
min_dist = LEVEL_WIDE_MIN_DIST;
|
|
else
|
|
min_dist = ev->GetFloat( 3 );
|
|
|
|
if ( min_dist >= LEVEL_WIDE_MIN_DIST_CUTOFF )
|
|
min_dist = LEVEL_WIDE_MIN_DIST;
|
|
}
|
|
|
|
if ( ev->NumArgs() > 3 )
|
|
headDisplay = ev->GetBoolean( 4 );
|
|
|
|
if ( ev->NumArgs() > 4 )
|
|
useTalk = ev->GetBoolean( 4 );
|
|
|
|
if ( ev->NumArgs() > 5 )
|
|
{
|
|
state_name = ev->GetString( 6 );
|
|
|
|
if ( strcmp( state_name, "" ) == 0 )
|
|
state_name = NULL;
|
|
}
|
|
|
|
if ( ev->NumArgs() > 6 )
|
|
user = (Sentient *)ev->GetEntity( 7 );
|
|
|
|
//Note: Dialog coming from an event is ALWAYS important, so we want to be able to overide
|
|
//current dialog playing
|
|
PlayDialog( user, volume, min_dist, dialog_name, state_name, headDisplay, useTalk , true );
|
|
}
|
|
|
|
void Actor::PlayDialog( Sentient *user, float volume, float min_dist, const char *dialog_name, const char *state_name, qboolean headDisplay , bool useTalk , bool important )
|
|
{
|
|
str real_dialog;
|
|
char *morph_target_name;
|
|
const char *dialogAnim;
|
|
str dialog_anim;
|
|
int frame_number;
|
|
int index;
|
|
int morph_channel;
|
|
float dialog_length;
|
|
float morph_time;
|
|
float amplitude;
|
|
Event *new_event;
|
|
bool changedAnim;
|
|
|
|
//First, if we are playing dialog, check if our new dialog is important
|
|
if ( GetActorFlag( ACTOR_FLAG_DIALOG_PLAYING ) && !important )
|
|
return;
|
|
|
|
//If we get here, then our dialog IS important, so let's check again if we're playing
|
|
// dialog... If so, then we need to stop our current dialog.
|
|
if ( GetActorFlag( ACTOR_FLAG_DIALOG_PLAYING ) )
|
|
StopDialog();
|
|
|
|
SetActorFlag( ACTOR_FLAG_USING_HUD, false );
|
|
|
|
if ( dialog_name )
|
|
real_dialog = dialog_name;
|
|
else
|
|
real_dialog = FindDialog( user , DIALOG_TYPE_NORMAL );
|
|
|
|
if ( !real_dialog.length())
|
|
return;
|
|
|
|
// localize the selected dialog filename
|
|
char localizedDialogName[MAX_QPATH];
|
|
gi.LocalizeFilePath( real_dialog, localizedDialogName );
|
|
|
|
//Find the Anim to go along with the dialog, if there is one
|
|
dialogAnim = gi.Alias_FindSpecificAnim( edict->s.modelindex , localizedDialogName );
|
|
|
|
if(dialogAnim)
|
|
dialog_anim = dialogAnim;
|
|
|
|
if ( dialog_anim.length() > 0 )
|
|
{
|
|
if (gi.Alias_CheckLoopAnim( edict->s.modelindex, localizedDialogName ))
|
|
SetAnim(dialog_anim);
|
|
else
|
|
SetAnim(dialog_anim, EV_Actor_DialogAnimDone );
|
|
}
|
|
|
|
|
|
Sound( str( localizedDialogName ), CHAN_DIALOG, volume, min_dist );
|
|
SetActorFlag( ACTOR_FLAG_DIALOG_PLAYING, true );
|
|
|
|
dialog_length = gi.SoundLength( localizedDialogName );
|
|
|
|
dialog_done_time = level.time + dialog_length;
|
|
|
|
// Add dialog to player
|
|
|
|
Player *player = GetPlayer( 0 );
|
|
|
|
if ( player )
|
|
{
|
|
if ( headDisplay )
|
|
{
|
|
player->SetupDialog( this, localizedDialogName );
|
|
SetActorFlag( ACTOR_FLAG_USING_HUD, true );
|
|
}
|
|
else
|
|
player->SetupDialog( NULL, localizedDialogName );
|
|
}
|
|
|
|
if ( dialog_length > 0.0f )
|
|
{
|
|
Event *headTwitchEvent;
|
|
|
|
if ( state_name != NULL && currentState )
|
|
{
|
|
if ( ( mode == ACTOR_MODE_SCRIPT ) || ( mode == ACTOR_MODE_IDLE ) )
|
|
{
|
|
dialog_old_state_name = currentState->getName();
|
|
dialog_state_name = state_name;
|
|
|
|
Event *idle_event = new Event( EV_Actor_Idle );
|
|
idle_event->AddString( state_name );
|
|
ProcessEvent( idle_event );
|
|
}
|
|
}
|
|
|
|
index = -1;
|
|
changedAnim = false;
|
|
|
|
// Start head twitch now
|
|
|
|
CancelEventsOfType( EV_Actor_SetHeadTwitch );
|
|
|
|
headTwitchEvent = new Event( EV_Actor_SetHeadTwitch );
|
|
headTwitchEvent->AddInteger( true );
|
|
ProcessEvent( headTwitchEvent );
|
|
|
|
// Stop head twitch when dialog is done
|
|
|
|
headTwitchEvent = new Event( EV_Actor_SetHeadTwitch );
|
|
headTwitchEvent->AddInteger( false );
|
|
PostEvent( headTwitchEvent, dialog_length );
|
|
|
|
while( 1 )
|
|
{
|
|
morph_target_name = (char *)gi.GetNextMorphTarget( localizedDialogName, &index, &frame_number, &litude );
|
|
|
|
if ( index == -1 || !morph_target_name )
|
|
break;
|
|
|
|
// Determine the time we should start this morph
|
|
|
|
morph_time = frame_number * ( 1.0f / LIP_SYNC_HZ );
|
|
|
|
// Start 2 frames early
|
|
|
|
morph_time -= 2.0f * FRAMETIME;
|
|
|
|
if ( morph_time < 0.0f )
|
|
morph_time = 0.0f;
|
|
|
|
if ( strnicmp( morph_target_name, "emt_", 4 ) == 0 )
|
|
{
|
|
// Set the emotion
|
|
|
|
new_event = new Event( EV_Actor_SetEmotion );
|
|
new_event->AddString( morph_target_name + 4 );
|
|
PostEvent( new_event, morph_time );
|
|
}
|
|
else if ( strnicmp( morph_target_name, "anm_", 4 ) == 0 )
|
|
{
|
|
// Make sure we don't screw things up if we're in TALK_MODE
|
|
if (mode != ACTOR_MODE_TALK )
|
|
{
|
|
// Change the animation
|
|
new_event = new Event( EV_Actor_Anim );
|
|
new_event->AddString( morph_target_name + 4 );
|
|
PostEvent( new_event, morph_time );
|
|
SetActorFlag(ACTOR_FLAG_PLAYING_DIALOG_ANIM , true );
|
|
|
|
changedAnim = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
morph_channel = GetMorphChannel( morph_target_name );
|
|
|
|
new_event = new Event ( EV_Morph );
|
|
|
|
new_event->AddString( morph_target_name );
|
|
|
|
if ( morph_channel == MORPH_CHAN_MOUTH )
|
|
amplitude *= _dialogMorphMult;
|
|
|
|
new_event->AddFloat( amplitude );
|
|
|
|
if ( morph_channel == MORPH_CHAN_EYES || morph_channel == MORPH_CHAN_LEFT_LID || morph_channel == MORPH_CHAN_RIGHT_LID )
|
|
new_event->AddFloat( 0.10f );
|
|
else if ( morph_channel == MORPH_CHAN_MOUTH )
|
|
new_event->AddFloat( 0.15f );
|
|
else
|
|
new_event->AddFloat( 0.25f );
|
|
|
|
PostEvent( new_event, morph_time, EVENT_DIALOG_ANIM );
|
|
}
|
|
}
|
|
|
|
// Make sure the mouth shuts after dialog
|
|
|
|
new_event = new Event ( EV_Morph );
|
|
|
|
new_event->AddString( "morph_mouth_base" );
|
|
new_event->AddFloat( 0.0f );
|
|
new_event->AddFloat( 0.10f );
|
|
|
|
PostEvent( new_event, dialog_length, EVENT_DIALOG_ANIM );
|
|
|
|
// Send the dialog done event
|
|
|
|
PostEvent( EV_Actor_DialogDone, dialog_length );
|
|
|
|
if ( emotion != "none" )
|
|
{
|
|
new_event = new Event( EV_Actor_SetEmotion );
|
|
new_event->AddString( emotion.c_str() );
|
|
PostEvent( new_event, dialog_length );
|
|
}
|
|
|
|
// Reset the anim if it has changed
|
|
|
|
if ( changedAnim )
|
|
{
|
|
new_event = new Event( EV_Actor_Anim );
|
|
new_event->AddString( "idle" );
|
|
PostEvent( new_event, dialog_length );
|
|
|
|
Event *clearFlag;
|
|
clearFlag = new Event ( EV_Actor_SetActorFlag );
|
|
clearFlag->AddString( "playingdialoganim" );
|
|
clearFlag->AddInteger( 0 );
|
|
PostEvent( clearFlag , dialog_length );
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_DIALOG_PLAYING, false );
|
|
gi.WDPrintf( "Lip file not found for dialog %s\n", localizedDialogName );
|
|
}
|
|
|
|
if(useTalk)
|
|
StartTalkBehavior(user);
|
|
}
|
|
|
|
|
|
void Actor::PlayRadiusDialog( Sentient* user )
|
|
{
|
|
str real_dialog;
|
|
|
|
if ( GetActorFlag( ACTOR_FLAG_RADIUS_DIALOG_PLAYING ) )
|
|
return;
|
|
|
|
real_dialog = FindDialog( user, DIALOG_TYPE_RADIUS );
|
|
|
|
if ( !real_dialog.length() )
|
|
return;
|
|
|
|
StopDialog();
|
|
SetActorFlag( ACTOR_FLAG_RADIUS_DIALOG_PLAYING, true );
|
|
PlayDialog( user, DEFAULT_VOL, -1.0f, real_dialog.c_str() , NULL );
|
|
}
|
|
|
|
void Actor::StopDialog( Event *ev )
|
|
{
|
|
StopDialog();
|
|
}
|
|
|
|
void Actor::StopDialog()
|
|
{
|
|
Event *new_event;
|
|
|
|
if ( !GetActorFlag( ACTOR_FLAG_DIALOG_PLAYING ) )
|
|
return;
|
|
|
|
StopSound( CHAN_DIALOG );
|
|
|
|
// Stop all facial motion
|
|
|
|
CancelEventsOfType( EV_Morph );
|
|
CancelEventsOfType( EV_Unmorph );
|
|
|
|
// Undo current morph
|
|
|
|
new_event = new Event ( EV_Morph );
|
|
|
|
new_event->AddString( "morph_base" );
|
|
new_event->AddFloat( 100.0f );
|
|
new_event->AddFloat( 0.10f );
|
|
|
|
ProcessEvent( new_event );
|
|
|
|
// Let everything know dialog is done
|
|
CancelEventsOfType( EV_Actor_DialogDone );
|
|
CancelEventsOfType( EV_Actor_BroadcastDialog );
|
|
ProcessEvent( EV_Actor_DialogDone );
|
|
|
|
if ( GetActorFlag( ACTOR_FLAG_USING_HUD ) )
|
|
{
|
|
Player *player = GetPlayer( 0 );
|
|
|
|
if ( player )
|
|
{
|
|
player->ClearDialog();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------
|
|
//
|
|
// Name:
|
|
// Class:
|
|
//
|
|
// Description:
|
|
//
|
|
// Parameters:
|
|
//
|
|
// Returns:
|
|
//-----------------------------------------------------
|
|
void Actor::setBranchDialog( void )
|
|
{
|
|
Player* player = GetPlayer(0);
|
|
str commandString;
|
|
if( player )
|
|
{
|
|
commandString = "stufftext \"displaybranchdialog ";
|
|
commandString += _branchDialogName;
|
|
commandString += "\"\n";
|
|
gi.SendServerCommand(player->entnum, commandString);
|
|
gi.SendServerCommand(player->entnum, "stufftext \"pushmenu branchdialog\"\n");
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------
|
|
//
|
|
// Name:
|
|
// Class:
|
|
//
|
|
// Description:
|
|
//
|
|
// Parameters:
|
|
//
|
|
// Returns:
|
|
//-----------------------------------------------------
|
|
void Actor::clearBranchDialog( void )
|
|
{
|
|
_branchDialogName = "";
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------
|
|
//
|
|
// Name: BranchDialog
|
|
// Class: Actor
|
|
//
|
|
// Description: Displays a branch dialog to the player.
|
|
//
|
|
// Parameters: ev - the branch dialog event.
|
|
//
|
|
// Returns:
|
|
//-----------------------------------------------------
|
|
void Actor::BranchDialog(Event* ev)
|
|
{
|
|
Player* player = GetPlayer( 0 );
|
|
player->setBranchDialogActor(this);
|
|
|
|
_branchDialogName = ev->GetString(1);
|
|
setBranchDialog();
|
|
}
|
|
|
|
|
|
void Actor::SetEmotion( Event *ev )
|
|
{
|
|
Event *new_event;
|
|
|
|
// Unmorph the old emotion
|
|
|
|
if ( emotion != "none" )
|
|
{
|
|
new_event = new Event( EV_Unmorph );
|
|
new_event->AddString( emotion );
|
|
ProcessEvent( new_event );
|
|
}
|
|
|
|
if ( ev->NumArgs() > 0 )
|
|
emotion = ev->GetString( 1 );
|
|
|
|
// Morph the new emotion
|
|
|
|
if ( emotion != "none" )
|
|
{
|
|
new_event = new Event( EV_Morph );
|
|
new_event->AddString( emotion );
|
|
ProcessEvent( new_event );
|
|
}
|
|
}
|
|
|
|
void Actor::SetBlink( Event *ev )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_SHOULD_BLINK, ev->GetBoolean( 1 ) );
|
|
}
|
|
|
|
void Actor::TryBlink( void )
|
|
{
|
|
float average_blink_time;
|
|
Event *new_event;
|
|
|
|
if ( next_blink_time <= level.time )
|
|
{
|
|
if ( emotion == "angry" )
|
|
average_blink_time = 6.0f;
|
|
else if ( emotion == "nervous" )
|
|
average_blink_time = 2.0f;
|
|
else
|
|
average_blink_time = 4.0f;
|
|
|
|
new_event = new Event( EV_Morph );
|
|
new_event->AddString( "morph_lid-lshut" );
|
|
new_event->AddFloat( 100.0f );
|
|
new_event->AddFloat( .15f );
|
|
new_event->AddInteger( true );
|
|
ProcessEvent( new_event );
|
|
|
|
new_event = new Event( EV_Morph );
|
|
new_event->AddString( "morph_lid-rshut" );
|
|
new_event->AddFloat( 100.0f );
|
|
new_event->AddFloat( .15f );
|
|
new_event->AddInteger( true );
|
|
ProcessEvent( new_event );
|
|
|
|
next_blink_time = level.time + average_blink_time + G_CRandom( average_blink_time / 4.0f );
|
|
}
|
|
}
|
|
|
|
void Actor::SetRadiusDialogRange( Event *ev )
|
|
{
|
|
radiusDialogRange = ev->GetFloat(1);
|
|
}
|
|
|
|
void Actor::SetSimplifiedThink( Event *ev )
|
|
{
|
|
if ( ( ev->NumArgs() > 0 ) && ( ev->GetBoolean( 1 ) == false ) )
|
|
{
|
|
if ( thinkStrategy != NULL )
|
|
{
|
|
delete thinkStrategy;
|
|
thinkStrategy = NULL;
|
|
}
|
|
|
|
thinkStrategy = new DefaultThink();
|
|
}
|
|
else
|
|
{
|
|
if ( thinkStrategy != NULL )
|
|
{
|
|
delete thinkStrategy;
|
|
thinkStrategy = NULL;
|
|
}
|
|
|
|
thinkStrategy = new SimplifiedThink( (Actor *)this );
|
|
}
|
|
|
|
if ( !thinkStrategy )
|
|
gi.Error( ERR_FATAL, "Actor Could not create thinkStrategy" );
|
|
|
|
}
|
|
|
|
void Actor::SetActorToActorDamageModifier( Event *ev )
|
|
{
|
|
float modifier = ev->GetFloat( 1 );
|
|
|
|
if ( modifier > 2.0f ) modifier = 2.0f; //Don't get out of hand
|
|
if ( modifier < 0.0f ) modifier = 0.0f; //That's as low as you can go... we don't want them healing each other
|
|
|
|
actor_to_actor_damage_modifier = modifier;
|
|
|
|
}
|
|
|
|
void Actor::ReturnProjectile( Event *ev )
|
|
{
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
return;
|
|
|
|
|
|
if (!incoming_proj) return;
|
|
|
|
Vector dir = currentEnemy->origin - origin;
|
|
Vector vel = incoming_proj->velocity;
|
|
|
|
Vector Angles = dir.toAngles();
|
|
vel*=-1.0f;
|
|
|
|
incoming_proj->setAngles(Angles);
|
|
incoming_proj->velocity = vel;
|
|
|
|
|
|
}
|
|
|
|
float Actor::GetDialogRemainingTime( void )
|
|
{
|
|
if ( GetActorFlag( ACTOR_FLAG_DIALOG_PLAYING ) )
|
|
{
|
|
return dialog_done_time - level.time;
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
void Actor::FreeDialogList( void )
|
|
{
|
|
DialogNode_t *dialog_node;
|
|
|
|
dialog_node = dialog_list;
|
|
|
|
while( dialog_node != NULL )
|
|
{
|
|
dialog_list = dialog_node->next;
|
|
|
|
delete dialog_node;
|
|
|
|
dialog_node = dialog_list;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void Actor::DialogDone( Event *ev )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_DIALOG_PLAYING, false );
|
|
SetActorFlag( ACTOR_FLAG_RADIUS_DIALOG_PLAYING, false );
|
|
|
|
if ( dialog_state_name )
|
|
{
|
|
dialog_state_name = "";
|
|
|
|
if ( ( mode != ACTOR_MODE_AI ) && ( mode != ACTOR_MODE_TALK ) )
|
|
{
|
|
if ( dialog_old_state_name.length() )
|
|
SetState( dialog_old_state_name.c_str() );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void Actor::SetMouthAngle( Event *ev )
|
|
{
|
|
int tag_num;
|
|
float angle_percent;
|
|
Vector mouth_angles;
|
|
|
|
|
|
angle_percent = ev->GetFloat( 1 );
|
|
|
|
if ( angle_percent < 0.0f )
|
|
angle_percent = 0.0f;
|
|
|
|
if ( angle_percent > 1.0f )
|
|
angle_percent = 1.0f;
|
|
|
|
tag_num = gi.Tag_NumForName( edict->s.modelindex, "tag_mouth" );
|
|
|
|
if ( tag_num != -1 )
|
|
{
|
|
SetControllerTag( ACTOR_MOUTH_TAG, tag_num );
|
|
|
|
mouth_angles = vec_zero;
|
|
mouth_angles[PITCH] = max_mouth_angle * angle_percent;
|
|
|
|
SetControllerAngles( ACTOR_MOUTH_TAG, mouth_angles );
|
|
}
|
|
}
|
|
|
|
void Actor::DialogAnimDone( Event *ev )
|
|
{
|
|
SetAnim( "idle" );
|
|
}
|
|
|
|
//***********************************************************************************************
|
|
//
|
|
// Mode functions
|
|
//
|
|
//***********************************************************************************************
|
|
|
|
|
|
qboolean Actor::ModeAllowed( int new_mode )
|
|
{
|
|
if ( deadflag && ( actortype != IS_INANIMATE ) )
|
|
return false;
|
|
|
|
if ( ( new_mode == ACTOR_MODE_SCRIPT ) || ( new_mode == ACTOR_MODE_IDLE ) )
|
|
{
|
|
if ( ( mode == ACTOR_MODE_AI ) || ( mode == ACTOR_MODE_TALK ) )
|
|
return false;
|
|
}
|
|
else if ( new_mode == ACTOR_MODE_TALK )
|
|
{
|
|
//Check if we're already speaking
|
|
if ( GetActorFlag( ACTOR_FLAG_DIALOG_PLAYING ) )
|
|
return false;
|
|
|
|
if ( /*( mode == ACTOR_MODE_AI ) ||*/ ( mode == ACTOR_MODE_TALK ) || ( actortype == IS_ENEMY ) || !GetActorFlag( ACTOR_FLAG_ALLOW_TALK ) ||
|
|
!dialog_list || level.cinematic )
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void Actor::StartMode( int new_mode )
|
|
{
|
|
if ( new_mode == ACTOR_MODE_TALK )
|
|
{
|
|
SaveMode();
|
|
CancelEventsOfType( EV_Actor_EndBehavior );
|
|
CancelEventsOfType( EV_Actor_EndHeadBehavior );
|
|
CancelEventsOfType( EV_Actor_EndEyeBehavior );
|
|
CancelEventsOfType( EV_Actor_EndTorsoBehavior );
|
|
RemoveAnimDoneEvent();
|
|
}
|
|
|
|
mode = new_mode;
|
|
}
|
|
|
|
void Actor::EndMode( void )
|
|
{
|
|
str currentanim;
|
|
|
|
if ( mode == ACTOR_MODE_AI )
|
|
{
|
|
if ( GetActorFlag( ACTOR_FLAG_UPDATE_BOSS_HEALTH ) && max_boss_health )
|
|
{
|
|
char bosshealth_string[20];
|
|
sprintf( bosshealth_string, "%.5f", 0.0 );
|
|
gi.cvar_set( "bosshealth", bosshealth_string );
|
|
}
|
|
|
|
mode = ACTOR_MODE_IDLE;
|
|
ProcessEvent( EV_Actor_Idle );
|
|
|
|
if ( currentState )
|
|
{
|
|
currentanim = currentState->getLegAnim( *this, &conditionals );
|
|
|
|
if ( currentanim.length() && ( currentanim != animname ) )
|
|
SetAnim( currentanim, EV_Anim_Done );
|
|
}
|
|
|
|
enemyManager->ClearCurrentEnemy();
|
|
}
|
|
else if ( mode == ACTOR_MODE_TALK )
|
|
{
|
|
next_player_near = level.time + 5.0f;
|
|
RestoreMode();
|
|
}
|
|
}
|
|
|
|
void Actor::SaveMode( void )
|
|
{
|
|
if ( mode == ACTOR_MODE_IDLE )
|
|
{
|
|
saved_mode = ACTOR_MODE_IDLE;
|
|
|
|
if ( currentState )
|
|
saved_state_name = currentState->getName();
|
|
else
|
|
saved_state_name = "";
|
|
}
|
|
else if ( mode == ACTOR_MODE_AI )
|
|
{
|
|
saved_mode = ACTOR_MODE_AI;
|
|
|
|
if ( currentState )
|
|
saved_state_name = currentState->getName();
|
|
else
|
|
saved_state_name = "";
|
|
|
|
}
|
|
else if ( mode == ACTOR_MODE_SCRIPT )
|
|
{
|
|
saved_mode = ACTOR_MODE_SCRIPT;
|
|
saved_behavior = behavior;
|
|
saved_headBehavior = headBehavior;
|
|
saved_eyeBehavior = eyeBehavior;
|
|
saved_torsoBehavior = torsoBehavior;
|
|
saved_scriptthread = scriptthread;
|
|
saved_anim_name = animname;
|
|
saved_anim_event_name = last_anim_event_name;
|
|
|
|
//Reset Eyes and Head if they're f'd up.
|
|
if(headBehavior)
|
|
headBehavior->End(*this);
|
|
|
|
if(eyeBehavior)
|
|
eyeBehavior->End(*this);
|
|
|
|
if(torsoBehavior)
|
|
torsoBehavior->End(*this);
|
|
|
|
behavior = NULL;
|
|
headBehavior = NULL;
|
|
eyeBehavior = NULL;
|
|
torsoBehavior = NULL;
|
|
scriptthread = NULL;
|
|
}
|
|
else
|
|
{
|
|
gi.WDPrintf( "Can't saved specified mode: %d\n", mode );
|
|
}
|
|
}
|
|
|
|
void Actor::RestoreMode( void )
|
|
{
|
|
Event *idle_event;
|
|
|
|
if ( saved_mode == ACTOR_MODE_IDLE )
|
|
{
|
|
mode = ACTOR_MODE_IDLE;
|
|
|
|
idle_event = new Event( EV_Actor_Idle );
|
|
idle_event->AddString( saved_state_name );
|
|
ProcessEvent( idle_event );
|
|
}
|
|
if ( saved_mode == ACTOR_MODE_AI )
|
|
{
|
|
mode = ACTOR_MODE_AI;
|
|
|
|
SetState( saved_state_name );
|
|
}
|
|
else if ( saved_mode == ACTOR_MODE_SCRIPT )
|
|
{
|
|
StartMode( ACTOR_MODE_SCRIPT );
|
|
|
|
behavior = saved_behavior;
|
|
headBehavior = saved_headBehavior;
|
|
eyeBehavior = saved_eyeBehavior;
|
|
torsoBehavior = saved_torsoBehavior;
|
|
scriptthread = saved_scriptthread;
|
|
|
|
if ( saved_behavior )
|
|
currentBehavior = saved_behavior->getClassname();
|
|
else
|
|
currentBehavior = "";
|
|
/*
|
|
if ( saved_headBehavior )
|
|
currentHeadBehavior = saved_headBehavior->getClassname();
|
|
else
|
|
currentHeadBehavior = "";
|
|
|
|
if ( saved_eyeBehavior )
|
|
currentEyeBehavior = saved_eyeBehavior->getClassname();
|
|
else
|
|
currentEyeBehavior = "";
|
|
*/
|
|
if ( saved_torsoBehavior )
|
|
currentTorsoBehavior = saved_torsoBehavior->getClassname();
|
|
else
|
|
currentTorsoBehavior = "";
|
|
|
|
if ( saved_anim_event_name.length() )
|
|
{
|
|
Event *event = new Event( saved_anim_event_name.c_str() );
|
|
SetAnim( saved_anim_name, event );
|
|
}
|
|
else
|
|
SetAnim( saved_anim_name );
|
|
}
|
|
else
|
|
{
|
|
gi.WDPrintf( "Can't restore specified mode: %d\n", saved_mode );
|
|
}
|
|
|
|
saved_mode = ACTOR_MODE_NONE;
|
|
}
|
|
|
|
|
|
//***********************************************************************************************
|
|
//
|
|
// Finishing functions
|
|
//
|
|
//***********************************************************************************************
|
|
|
|
|
|
qboolean Actor::CanBeFinished( void )
|
|
{
|
|
// See if actor can be finished by any means of death
|
|
|
|
if ( can_be_finsihed_by_mods.NumObjects() > 0 )
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::CanBeFinishedBy( int meansofdeath )
|
|
{
|
|
int number_of_mods;
|
|
int i;
|
|
|
|
// Make sure in limbo
|
|
|
|
if ( !InLimbo() )
|
|
return false;
|
|
|
|
// Make sure can be finished by this means of death
|
|
|
|
number_of_mods = can_be_finsihed_by_mods.NumObjects();
|
|
|
|
for( i = 1 ; i <= number_of_mods ; i++ )
|
|
{
|
|
if ( meansofdeath == can_be_finsihed_by_mods.ObjectAt( i ) )
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void Actor::SetCanBeFinishedBy( Event *ev )
|
|
{
|
|
str mod_string;
|
|
int new_mod;
|
|
int number_of_mods;
|
|
int i;
|
|
|
|
|
|
number_of_mods = ev->NumArgs();
|
|
|
|
for ( i = 1 ; i <= number_of_mods ; i++ )
|
|
{
|
|
mod_string = ev->GetString( i );
|
|
|
|
new_mod = MOD_NameToNum( mod_string );
|
|
|
|
if ( new_mod != -1 )
|
|
can_be_finsihed_by_mods.AddObject( new_mod );
|
|
}
|
|
}
|
|
|
|
void Actor::Finish( int meansofdeath )
|
|
{
|
|
// Make sure we can be finsihed by this means of death
|
|
|
|
if ( CanBeFinishedBy( meansofdeath ) )
|
|
{
|
|
// Save that the actor is being finished
|
|
|
|
SetActorFlag( ACTOR_FLAG_FINISHED, true );
|
|
|
|
// Kill the actor
|
|
|
|
ProcessEvent( EV_Actor_Suicide );
|
|
|
|
// Make sure the correct means of death is set
|
|
|
|
means_of_death = meansofdeath;
|
|
}
|
|
else
|
|
{
|
|
gi.WDPrintf( "Actor can't be finished by %d means of death\n", meansofdeath );
|
|
}
|
|
}
|
|
|
|
void Actor::StartLimbo( void )
|
|
{
|
|
State *temp_state;
|
|
qboolean found_state;
|
|
|
|
// Make sure we have a little bit of health
|
|
|
|
health = 1;
|
|
|
|
// Go to the limbo state
|
|
|
|
found_state = false;
|
|
|
|
if ( statemap )
|
|
{
|
|
temp_state = statemap->FindState( "LIMBO" );
|
|
|
|
if ( temp_state )
|
|
{
|
|
currentState = temp_state;
|
|
InitState();
|
|
found_state = true;
|
|
SetActorFlag( ACTOR_FLAG_IN_LIMBO, true );
|
|
}
|
|
}
|
|
|
|
if ( !found_state )
|
|
{
|
|
// Didn't find a limbo state so just die
|
|
|
|
ProcessEvent( EV_Actor_Suicide );
|
|
}
|
|
}
|
|
|
|
qboolean Actor::InLimbo( void )
|
|
{
|
|
return GetActorFlag( ACTOR_FLAG_IN_LIMBO );
|
|
}
|
|
|
|
|
|
//***********************************************************************************************
|
|
//
|
|
// General functions
|
|
//
|
|
//***********************************************************************************************
|
|
|
|
void Actor::IgnorePainFromActors( Event *ev )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_IGNORE_PAIN_FROM_ACTORS, true );
|
|
}
|
|
|
|
void Actor::UpdateBossHealth( Event *ev )
|
|
{
|
|
bool update = true;
|
|
bool forceBar = false;
|
|
|
|
if ( ev->NumArgs() > 0 )
|
|
update = ev->GetBoolean( 1 );
|
|
|
|
if ( ev->NumArgs() > 1 )
|
|
forceBar = ev->GetBoolean( 2 );
|
|
|
|
if ( !update && GetActorFlag( ACTOR_FLAG_UPDATE_BOSS_HEALTH ) )
|
|
{
|
|
char bosshealth_string[20];
|
|
sprintf( bosshealth_string, "%.5f", 0.0 );
|
|
gi.cvar_set( "bosshealth", bosshealth_string );
|
|
}
|
|
|
|
SetActorFlag( ACTOR_FLAG_UPDATE_BOSS_HEALTH, update );
|
|
SetActorFlag( ACTOR_FLAG_FORCE_LIFEBAR , forceBar );
|
|
|
|
}
|
|
|
|
void Actor::SetMaxBossHealth( Event *ev )
|
|
{
|
|
max_boss_health = ev->GetFloat( 1 );
|
|
}
|
|
|
|
void Actor::TouchTriggers( Event *ev )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_TOUCH_TRIGGERS, ev->GetBoolean( 1 ) );
|
|
}
|
|
|
|
void Actor::IgnoreWater( Event *ev )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_IGNORE_WATER, ev->GetBoolean( 1 ) );
|
|
}
|
|
|
|
void Actor::SetNotAllowedToKill( Event *ev )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_ALLOWED_TO_KILL, false );
|
|
}
|
|
|
|
void Actor::IgnorePlacementWarning( Event *ev )
|
|
{
|
|
str warning;
|
|
|
|
warning = ev->GetString( 1 );
|
|
|
|
if ( warning == "stuck" )
|
|
SetActorFlag( ACTOR_FLAG_IGNORE_STUCK_WARNING, true );
|
|
else if ( warning == "off_ground" )
|
|
SetActorFlag( ACTOR_FLAG_IGNORE_OFF_GROUND_WARNING, true );
|
|
}
|
|
|
|
void Actor::SetTargetable( Event *ev )
|
|
{
|
|
qboolean targetable;
|
|
|
|
targetable = ev->GetBoolean( 1 );
|
|
|
|
SetActorFlag( ACTOR_FLAG_TARGETABLE, targetable );
|
|
}
|
|
|
|
qboolean Actor::CanTarget( void ) const
|
|
{
|
|
return GetActorFlag( ACTOR_FLAG_TARGETABLE );
|
|
}
|
|
|
|
void Actor::SetSpawnChance( Event *ev )
|
|
{
|
|
spawn_chance = ev->GetFloat( 1 );
|
|
}
|
|
|
|
void Actor::AddSpawnItem( Event *ev )
|
|
{
|
|
str spawn_item_name;
|
|
|
|
spawn_item_name = ev->GetString( 1 );
|
|
|
|
spawn_items.AddObject( spawn_item_name );
|
|
}
|
|
|
|
void Actor::ClearSpawnItems( Event *ev )
|
|
{
|
|
spawn_items.ClearObjectList();
|
|
}
|
|
|
|
void Actor::SpawnItems( void )
|
|
{
|
|
int number_of_spawn_items;
|
|
int i;
|
|
qboolean spawn_random = false;
|
|
str spawn_item_name;
|
|
Player *player;
|
|
float health_chance;
|
|
//float water_chance;
|
|
float plasma_chance;
|
|
float bullets_chance;
|
|
float player_health;
|
|
int player_plasma;
|
|
int player_bullets;
|
|
|
|
if ( spawn_chance == 0.0f ) return ;
|
|
|
|
number_of_spawn_items = spawn_items.NumObjects();
|
|
|
|
// Spawn in all of the items in the spawn_item list
|
|
|
|
if ( (number_of_spawn_items) && (G_Random( 100.0f) < spawn_chance) )
|
|
{
|
|
for( i = 1 ; i <= number_of_spawn_items ; i++ )
|
|
{
|
|
spawn_item_name = spawn_items.ObjectAt( i );
|
|
|
|
if ( spawn_item_name == "random" )
|
|
spawn_random = true;
|
|
else
|
|
SpawnItem( spawn_item_name );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
spawn_random = true;
|
|
}
|
|
|
|
// See if we should spawn a random item
|
|
|
|
if ( spawn_random )
|
|
{
|
|
if ( G_Random( 100.0f ) < spawn_chance )
|
|
{
|
|
// Set up default chances
|
|
|
|
health_chance = 1.0f;
|
|
//water_chance = 1.0f;
|
|
plasma_chance = 1.0f;
|
|
bullets_chance = 1.0f;
|
|
|
|
// See what he player needs
|
|
|
|
player = (Player *)g_entities[ 0 ].entity;
|
|
|
|
player_health = player->health;
|
|
player_plasma = player->AmmoCount( "Plasma" );
|
|
player_bullets = player->AmmoCount( "Bullet" );
|
|
|
|
// See if the player is low on health
|
|
|
|
if ( player_health <= 50.0f )
|
|
health_chance *= ( 60.0f - player_health ) / 10.0f;
|
|
|
|
if ( player_plasma <= 20.0f )
|
|
plasma_chance *= ( 30.0f - player_plasma ) / 10.0f;
|
|
|
|
if ( player_bullets <= 50.0f )
|
|
bullets_chance *= ( 60.0f - player_bullets ) / 10.0f;
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
void Actor::SpawnItem( const str &spawn_item_name )
|
|
{
|
|
SpawnArgs args;
|
|
Entity *ent;
|
|
Item *item;
|
|
|
|
|
|
args.setArg( "model", spawn_item_name );
|
|
ent = args.Spawn();
|
|
|
|
if ( !ent || !ent->isSubclassOf( Item ) )
|
|
return;
|
|
|
|
item = (Item *)ent;
|
|
|
|
item->setOrigin( centroid );
|
|
|
|
item->ProcessPendingEvents();
|
|
|
|
item->PlaceItem();
|
|
item->setOrigin( centroid );
|
|
item->velocity = Vector( G_CRandom( 100.0f ), G_CRandom( 100.0f ), 200.0f + G_Random( 200.0f ) );
|
|
item->edict->clipmask = CONTENTS_SOLID | CONTENTS_PLAYERCLIP;
|
|
|
|
// Give the new item a targetname
|
|
|
|
item->targetname = targetname;
|
|
item->targetname += "_item";
|
|
|
|
item->SetTargetName( item->targetname );
|
|
}
|
|
|
|
qboolean Actor::CanJump( void )
|
|
{
|
|
return ( animate->HasAnim( "jump" ) && animate->HasAnim( "fall" ) && animate->HasAnim( "land" ) );
|
|
}
|
|
|
|
void Actor::SetUseGravity( Event *ev )
|
|
{
|
|
qboolean use_gravity = (qboolean) gravity ;
|
|
|
|
if (ev->NumArgs() > 0 )
|
|
{
|
|
use_gravity = ev->GetBoolean( 1 );
|
|
}
|
|
else
|
|
gi.WDPrintf( "SetUseGravity missing boolean argument. Currently set to %d\n", gravity);
|
|
|
|
SetActorFlag( ACTOR_FLAG_USE_GRAVITY, use_gravity );
|
|
|
|
if ( use_gravity )
|
|
gravity = 1;
|
|
else
|
|
gravity = 0;
|
|
}
|
|
|
|
void Actor::SetAllowFall( Event *ev )
|
|
{
|
|
qboolean allow_fall;
|
|
|
|
if ( ev->NumArgs() > 0 )
|
|
allow_fall = ev->GetBoolean( 1 );
|
|
else
|
|
allow_fall = true;
|
|
|
|
SetActorFlag( ACTOR_FLAG_ALLOW_FALL, allow_fall );
|
|
}
|
|
|
|
void Actor::SetHaveThing( Event *ev )
|
|
{
|
|
int thing_number;
|
|
qboolean thing_bool;
|
|
|
|
thing_number = ev->GetInteger( 1 );
|
|
thing_bool = ev->GetBoolean( 2 );
|
|
|
|
SetHaveThing ( thing_number , thing_bool );
|
|
}
|
|
|
|
void Actor::SetHaveThing( int thing_number, qboolean thing_bool )
|
|
{
|
|
switch( thing_number )
|
|
{
|
|
case 1 :
|
|
SetActorFlag( ACTOR_FLAG_HAS_THING1, thing_bool );
|
|
break;
|
|
case 2 :
|
|
SetActorFlag( ACTOR_FLAG_HAS_THING2, thing_bool );
|
|
break;
|
|
case 3 :
|
|
SetActorFlag( ACTOR_FLAG_HAS_THING3, thing_bool );
|
|
break;
|
|
case 4 :
|
|
SetActorFlag( ACTOR_FLAG_HAS_THING4, thing_bool );
|
|
break;
|
|
default :
|
|
gi.WDPrintf( "Has thing %d out of range\n", thing_number );
|
|
return;
|
|
}
|
|
}
|
|
|
|
void Actor::SetStickToGround( const bool stick )
|
|
{
|
|
movementSubsystem->SetStickToGround( stick );
|
|
}
|
|
|
|
void Actor::SetStickToGround( Event *ev )
|
|
{
|
|
movementSubsystem->SetStickToGround( ev->GetBoolean( 1 ) );
|
|
}
|
|
|
|
const bool Actor::GetStickToGround( void ) const
|
|
{
|
|
return movementSubsystem->GetStickToGround();
|
|
}
|
|
|
|
void Actor::SetActorFlag( int flag, qboolean flag_value )
|
|
{
|
|
unsigned int *flags;
|
|
int index;
|
|
int bit = 0;
|
|
|
|
if ( flag > ACTOR_FLAG_MAX )
|
|
{
|
|
gi.WDPrintf( "Actor flag %d out of range\n", flag );
|
|
return;
|
|
}
|
|
|
|
index = flag / 32;
|
|
|
|
switch( index )
|
|
{
|
|
case 0 :
|
|
flags = &actor_flags1;
|
|
bit = flag;
|
|
break;
|
|
case 1 :
|
|
flags = &actor_flags2;
|
|
bit = flag - 32;
|
|
break;
|
|
case 2 :
|
|
flags = &actor_flags3;
|
|
bit = flag - 64;
|
|
break;
|
|
case 3 :
|
|
flags = &actor_flags4;
|
|
bit = flag - 96;
|
|
break;
|
|
|
|
default :
|
|
gi.WDPrintf( "Actor flag %d out of range\n", flag );
|
|
return;
|
|
}
|
|
|
|
if ( flag_value )
|
|
*flags |= 1 << bit;
|
|
else
|
|
*flags &= ~( 1 << bit );
|
|
}
|
|
|
|
void Actor::SetActorFlag( const str &flag_name , qboolean flag_value )
|
|
{
|
|
int flag;
|
|
flag = ActorFlag_string_to_int( flag_name );
|
|
|
|
SetActorFlag( flag, flag_value );
|
|
}
|
|
|
|
void Actor::SetActorFlag( Event *ev )
|
|
{
|
|
str flag_name;
|
|
int flag;
|
|
qboolean flag_bool;
|
|
|
|
flag_name = ev->GetString(1);
|
|
flag_bool = ev->GetBoolean(2);
|
|
|
|
flag = ActorFlag_string_to_int( flag_name );
|
|
|
|
SetActorFlag( flag, flag_bool );
|
|
|
|
}
|
|
|
|
qboolean Actor::GetActorFlag( const str &flag_name ) const
|
|
{
|
|
int flag;
|
|
flag = ActorFlag_string_to_int( flag_name );
|
|
|
|
return GetActorFlag( flag );
|
|
}
|
|
|
|
qboolean Actor::GetActorFlag( int flag ) const
|
|
{
|
|
const unsigned int *flags;
|
|
int index;
|
|
int bit = 0;
|
|
|
|
if ( flag > ACTOR_FLAG_MAX )
|
|
{
|
|
gi.WDPrintf( "Actor flag %d out of range\n", flag );
|
|
return false;
|
|
}
|
|
|
|
index = flag / 32;
|
|
|
|
switch( index )
|
|
{
|
|
case 0 :
|
|
flags = &actor_flags1;
|
|
bit = flag;
|
|
break;
|
|
case 1 :
|
|
flags = &actor_flags2;
|
|
bit = flag - 32;
|
|
break;
|
|
case 2 :
|
|
flags = &actor_flags3;
|
|
bit = flag - 64;
|
|
break;
|
|
case 3:
|
|
flags = &actor_flags4;
|
|
bit = flag - 96;
|
|
break;
|
|
|
|
default :
|
|
gi.WDPrintf( "Actor flag %d out of range\n", flag );
|
|
return false;
|
|
}
|
|
|
|
if ( *flags & ( 1 << bit ) )
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
|
|
void Actor::SetNotifyFlag( int flag, qboolean flag_value )
|
|
{
|
|
unsigned int *flags;
|
|
int index;
|
|
|
|
if ( flag > NOTIFY_FLAG_MAX )
|
|
{
|
|
gi.WDPrintf( "Actor flag %d out of range\n", flag );
|
|
return;
|
|
}
|
|
|
|
index = flag / 32;
|
|
|
|
switch( index )
|
|
{
|
|
case 0 :
|
|
flags = ¬ify_flags1;
|
|
break;
|
|
|
|
default :
|
|
gi.WDPrintf( "Notify flag %d out of range\n", flag );
|
|
return;
|
|
}
|
|
|
|
if ( flag_value )
|
|
*flags |= 1 << flag;
|
|
else
|
|
*flags &= ~( 1 << flag );
|
|
}
|
|
|
|
void Actor::SetNotifyFlag( const str &flag_name , qboolean flag_value )
|
|
{
|
|
int flag;
|
|
flag = NotifyFlag_string_to_int( flag_name );
|
|
|
|
SetNotifyFlag( flag, flag_value );
|
|
}
|
|
|
|
void Actor::SetNotifyFlag( Event *ev )
|
|
{
|
|
str flag_name;
|
|
int flag;
|
|
qboolean flag_bool;
|
|
|
|
flag_name = ev->GetString(1);
|
|
flag_bool = ev->GetBoolean(2);
|
|
|
|
flag = NotifyFlag_string_to_int( flag_name );
|
|
|
|
SetNotifyFlag( flag, flag_bool );
|
|
|
|
}
|
|
|
|
qboolean Actor::GetNotifyFlag( int flag )
|
|
{
|
|
unsigned int *flags;
|
|
int index;
|
|
|
|
if ( flag > NOTIFY_FLAG_MAX )
|
|
{
|
|
gi.WDPrintf( "Actor flag %d out of range\n", flag );
|
|
return false;
|
|
}
|
|
|
|
index = flag / 32;
|
|
|
|
switch( index )
|
|
{
|
|
case 0 :
|
|
flags = ¬ify_flags1;
|
|
break;
|
|
|
|
default :
|
|
gi.WDPrintf( "Notify flag %d out of range\n", flag );
|
|
return false;
|
|
}
|
|
|
|
if ( *flags & ( 1 << flag ) )
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
|
|
void Actor::SetBounceOff( Event *ev )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_BOUNCE_OFF, true );
|
|
}
|
|
|
|
void Actor::BounceOffEvent( Event *ev )
|
|
{
|
|
Vector object_origin;
|
|
Vector object_angles;
|
|
|
|
if ( bounce_off_effect.length() )
|
|
{
|
|
object_origin = ev->GetVector( 1 );
|
|
|
|
//Calculate Angles as being a Vector from the centroid to point of impact;
|
|
object_angles = object_origin - centroid;
|
|
object_angles.toAngles();
|
|
|
|
SpawnEffect( bounce_off_effect , object_origin, object_angles , 5.0f );
|
|
}
|
|
}
|
|
|
|
void Actor::SetBounceOffEffect( Event *ev )
|
|
{
|
|
bounce_off_effect = ev->GetString( 1 );
|
|
}
|
|
|
|
void Actor::GotoNextStage( Event *ev )
|
|
{
|
|
stage++;
|
|
}
|
|
|
|
void Actor::GotoPrevStage( Event *ev )
|
|
{
|
|
stage--;
|
|
|
|
if ( stage < 1 )
|
|
stage = 1;
|
|
}
|
|
|
|
void Actor::GotoStage( Event *ev )
|
|
{
|
|
stage = ev->GetInteger( 1 );
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: GetStage
|
|
// Class: Actor
|
|
//
|
|
// Description: Added so the scripters can access the current stage
|
|
// of this actor.
|
|
//
|
|
// Parameters: Event *ev -- not used
|
|
//
|
|
// Returns: None (stage number via event)
|
|
//
|
|
//--------------------------------------------------------------
|
|
void Actor::GetStage( Event *ev )
|
|
{
|
|
ev->ReturnFloat( (float)stage );
|
|
}
|
|
|
|
void Actor::NotifyOthersAtDeath( Event *ev )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_NOTIFY_OTHERS_AT_DEATH, true );
|
|
}
|
|
|
|
void Actor::NotifyOthersOfDeath( void )
|
|
{
|
|
int i;
|
|
Actor *act;
|
|
|
|
for( i = 1; i <= ActiveList.NumObjects(); i++ )
|
|
{
|
|
act = ActiveList.ObjectAt( i );
|
|
|
|
//if ( name.length() && name == act->name && Vector( act->origin - origin ).length() < 1000 )
|
|
if ( name.length() && ( name == act->name ) )
|
|
act->AddStateFlag( STATE_FLAG_OTHER_DIED );
|
|
}
|
|
}
|
|
|
|
void Actor::Pickup( Event *ev )
|
|
{
|
|
str tag_name;
|
|
int tag_num;
|
|
Vector new_angles;
|
|
|
|
tag_name = ev->GetString( 1 );
|
|
tag_num = gi.Tag_NumForName( edict->s.modelindex, tag_name.c_str() );
|
|
|
|
new_angles = Vector(0, 0, 0);
|
|
|
|
if ( pickup_ent )
|
|
{
|
|
pickup_ent->setAngles( new_angles );
|
|
pickup_ent->attach( entnum, tag_num );
|
|
}
|
|
}
|
|
|
|
void Actor::Throw( Event *ev )
|
|
{
|
|
int i;
|
|
int num;
|
|
Entity *child;
|
|
Vector pos;
|
|
Vector forward;
|
|
str tag_name;
|
|
int tag_num;
|
|
|
|
|
|
tag_name = ev->GetString( 1 );
|
|
tag_num = gi.Tag_NumForName( edict->s.modelindex, tag_name.c_str() );
|
|
|
|
|
|
if ( bind_info )
|
|
{
|
|
for ( i=0,num = bind_info->numchildren; i < MAX_MODEL_CHILDREN; i++ )
|
|
{
|
|
if ( bind_info->children[i] == ENTITYNUM_NONE )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
child = ( Entity * )G_GetEntity( bind_info->children[i] );
|
|
|
|
if ( child->edict->s.tag_num == tag_num )
|
|
{
|
|
child->detach();
|
|
|
|
child->setSolidType( SOLID_BBOX );
|
|
|
|
child->setAngles( angles );
|
|
|
|
child->groundentity = NULL;
|
|
|
|
tag_num = gi.Tag_NumForName( edict->s.modelindex, tag_name.c_str() );
|
|
GetTag( tag_num, &pos, &forward );
|
|
|
|
child->velocity = orientation[0];
|
|
child->velocity *= 500.0f;
|
|
|
|
child->velocity.z = 400.0f;
|
|
}
|
|
|
|
num--;
|
|
|
|
if ( !num )
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Actor::SolidMask( Event *ev )
|
|
{
|
|
edict->clipmask = MASK_MONSTERSOLID;
|
|
}
|
|
|
|
void Actor::IgnoreMonsterClip( Event *ev )
|
|
{
|
|
edict->clipmask &= ~CONTENTS_MONSTERCLIP;
|
|
}
|
|
|
|
void Actor::NotSolidMask( Event *ev )
|
|
{
|
|
edict->clipmask = MASK_SOLID;
|
|
}
|
|
|
|
void Actor::NoMask( Event *ev )
|
|
{
|
|
edict->clipmask = 0;
|
|
}
|
|
|
|
void Actor::ResetMoveDir( Event *ev )
|
|
{
|
|
Vector newForward;
|
|
angles.AngleVectors( &newForward );
|
|
|
|
movementSubsystem->setMoveDir( newForward );
|
|
}
|
|
|
|
void Actor::SetMask( Event *ev )
|
|
{
|
|
str mask_name;
|
|
|
|
mask_name = ev->GetString( 1 );
|
|
|
|
if ( mask_name == "monstersolid" )
|
|
edict->clipmask = MASK_MONSTERSOLID;
|
|
else if ( mask_name == "deadsolid" )
|
|
edict->clipmask = MASK_DEADSOLID;
|
|
else if ( mask_name == "none" )
|
|
edict->clipmask = 0;
|
|
else if ( mask_name == "pathsolid" )
|
|
edict->clipmask = MASK_PATHSOLID;
|
|
else
|
|
gi.WDPrintf( "Unknown mask name - %s\n", mask_name.c_str() );
|
|
}
|
|
|
|
void Actor::setSize( Vector min, Vector max )
|
|
{
|
|
Sentient::setSize( min * edict->s.scale, max * edict->s.scale );
|
|
}
|
|
|
|
void Actor::SetHealth( Event *ev )
|
|
{
|
|
health = ev->GetFloat( 1 ); //* edict->s.scale
|
|
|
|
if (max_health < health )
|
|
{
|
|
max_health = health;
|
|
}
|
|
|
|
}
|
|
|
|
void Actor::SetMaxHealth( Event *ev )
|
|
{
|
|
max_health = ev->GetFloat( 1 ); // * edict->s.scale;
|
|
}
|
|
|
|
void Actor::SetVar( Event *ev )
|
|
{
|
|
StateVar *checkVar = 0;
|
|
str varName = ev->GetString(1);
|
|
str varValue = ev->GetString(2);
|
|
|
|
//First Check if we already have the Var and it just needs
|
|
//to have its value updated
|
|
for (int i = 1; i <= stateVarList.NumObjects(); i++ )
|
|
{
|
|
checkVar = stateVarList.ObjectAt(i);
|
|
if( !stricmp( checkVar->varName, varName ) )
|
|
{
|
|
checkVar->varValue = varValue;
|
|
return;
|
|
}
|
|
}
|
|
|
|
//Didn't find one, so we have to create a new one.
|
|
checkVar = new StateVar;
|
|
checkVar->varName = varName;
|
|
checkVar->varValue = varValue;
|
|
|
|
stateVarList.AddObject( checkVar );
|
|
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: SetVarTime
|
|
// Class: Actor
|
|
//
|
|
// Description: Sets the level time into a state var
|
|
//
|
|
// Parameters: Event *ev
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::SetVarTime( Event *ev )
|
|
{
|
|
StateVar *checkVar = 0;
|
|
str varName = ev->GetString(1);
|
|
|
|
//First Check if we already have the Var and it just needs
|
|
//to have its value updated
|
|
for (int i = 1; i <= stateVarList.NumObjects(); i++ )
|
|
{
|
|
checkVar = stateVarList.ObjectAt(i);
|
|
if( !stricmp( checkVar->varName, varName ) )
|
|
{
|
|
checkVar->varTime = level.time;
|
|
return;
|
|
}
|
|
}
|
|
|
|
//Didn't find one, so we have to create a new one.
|
|
checkVar = new StateVar;
|
|
checkVar->varName = varName;
|
|
checkVar->varTime = level.time;
|
|
|
|
stateVarList.AddObject( checkVar );
|
|
}
|
|
|
|
void Actor::SetTurnSpeed( Event *ev )
|
|
{
|
|
movementSubsystem->setTurnSpeed(ev->GetFloat( 1 ) );
|
|
}
|
|
|
|
void Actor::SetMaxInactiveTime( Event *ev )
|
|
{
|
|
max_inactive_time = ev->GetFloat( 1 );
|
|
}
|
|
|
|
bool Actor::IsEntityAlive( const Entity *ent )
|
|
{
|
|
return ( ent && !ent->deadflag && ( ent->health > 0.0f ) && !(ent->flags & FL_NOTARGET) && level.ai_on );
|
|
}
|
|
|
|
void Actor::Name( Event *ev )
|
|
{
|
|
name = ev->GetString( 1 );
|
|
}
|
|
|
|
void Actor::SetupTriggerField( Event *ev )
|
|
{
|
|
Vector min;
|
|
Vector max;
|
|
TouchField *trig;
|
|
|
|
min = ev->GetVector( 1 );
|
|
max = ev->GetVector( 2 );
|
|
|
|
min = min + origin;
|
|
max = max + origin;
|
|
|
|
trig = new TouchField;
|
|
trig->Setup( this, EV_ActorTriggerTouched, min, max, TRIGGER_PLAYERS | TRIGGER_MONSTERS );
|
|
trigger = trig;
|
|
}
|
|
|
|
void Actor::TriggerTouched( Event *ev )
|
|
{
|
|
Entity *other;
|
|
|
|
other = ev->GetEntity( 1 );
|
|
|
|
if (
|
|
( other->movetype != MOVETYPE_NONE ) &&
|
|
( other->movetype != MOVETYPE_STATIONARY ) &&
|
|
( IsEntityAlive( other ) )
|
|
)
|
|
AddStateFlag( STATE_FLAG_TOUCHED );
|
|
}
|
|
|
|
void Actor::AddStateFlag( unsigned int flag )
|
|
{
|
|
int current_other_part;
|
|
part_t *other_part;
|
|
Entity *other_ent;
|
|
Actor *other_act;
|
|
int current_part;
|
|
part_t *part;
|
|
|
|
|
|
// Update my state flags
|
|
|
|
state_flags |= flag;
|
|
|
|
// Update all the other parts of my state flags
|
|
|
|
for ( current_other_part = 1 ; current_other_part <= parts.NumObjects() ; current_other_part++ )
|
|
{
|
|
other_part = &parts.ObjectAt( current_other_part );
|
|
|
|
other_ent = other_part->ent;
|
|
other_act = (Actor *)other_ent;
|
|
|
|
// Look for ourselves in this part's part list
|
|
|
|
for ( current_part = 1 ; current_part <= other_act->parts.NumObjects() ; current_part++ )
|
|
{
|
|
part = &other_act->parts.ObjectAt( current_part );
|
|
|
|
if ( part->ent == this )
|
|
{
|
|
// Found ourselves, update state flags
|
|
|
|
part->state_flags |= flag;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Actor::ClearStateFlags( void )
|
|
{
|
|
int current_part;
|
|
part_t *part;
|
|
|
|
|
|
// Clear my state flags
|
|
|
|
state_flags = 0;
|
|
|
|
// Clear all the other parts state flags
|
|
|
|
for ( current_part = 1 ; current_part <= parts.NumObjects() ; current_part++ )
|
|
{
|
|
part = &parts.ObjectAt( current_part );
|
|
|
|
part->state_flags = 0;
|
|
}
|
|
|
|
movementSubsystem->clearBlockingEntity();
|
|
}
|
|
|
|
void Actor::NoChatterEvent( Event *ev )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_NOCHATTER, true );
|
|
}
|
|
|
|
void Actor::Chatter( const char *snd, float chance, float volume, int channel )
|
|
{
|
|
str realname;
|
|
|
|
if ( GetActorFlag( ACTOR_FLAG_NOCHATTER ) || ( chattime > level.time ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( G_Random( 10.0f ) > chance )
|
|
{
|
|
chattime = level.time + 1.0f + G_Random( 2.0f );
|
|
return;
|
|
}
|
|
|
|
realname = GetRandomAlias( snd );
|
|
if ( realname.length() > 1 )
|
|
{
|
|
float delay;
|
|
|
|
delay = gi.SoundLength( realname.c_str() );
|
|
|
|
if ( delay < 0.0f )
|
|
gi.WDPrintf( "Lip file not found for dialog %s\n", realname.c_str() );
|
|
|
|
chattime = level.time + delay + 4.0f + G_Random( 5.0f );
|
|
Sound( realname, channel, volume );
|
|
}
|
|
else
|
|
{
|
|
// set it into the future, so we don't check it again right away
|
|
chattime = level.time + 1.0f;
|
|
}
|
|
}
|
|
|
|
void Actor::ActivateEvent( Event *ev )
|
|
{
|
|
if ( ( deadflag ) && ( actortype != IS_INANIMATE ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
ProcessEvent( EV_Actor_AttackPlayer );
|
|
|
|
AddStateFlag( STATE_FLAG_ACTIVATED );
|
|
}
|
|
|
|
void Actor::UseEvent( Event *ev )
|
|
{
|
|
Entity *entity;
|
|
|
|
// Can only be used once every 1/4 second
|
|
if ( last_used_time + 0.25f >= level.time )
|
|
return;
|
|
|
|
if ( GetActorFlag(ACTOR_FLAG_CANNOT_USE) )
|
|
return;
|
|
|
|
//Can't switch to talk mode if a cinematic is going on
|
|
if ( level.cinematic )
|
|
return;
|
|
|
|
// Actors can't be used by equipment
|
|
|
|
entity = ev->GetEntity( 1 );
|
|
|
|
if ( entity->isSubclassOf( Equipment ) )
|
|
return;
|
|
|
|
last_used_time = level.time;
|
|
|
|
AddStateFlag( STATE_FLAG_USED );
|
|
|
|
if ( onuse_thread_name.length() > 0 )
|
|
{
|
|
RunThread(onuse_thread_name);
|
|
}
|
|
|
|
if ( entity->isSubclassOf( Sentient ) && getSolidType() == SOLID_BBOX && !hidden() )
|
|
{
|
|
Sentient *user;
|
|
user = (Sentient *)entity;
|
|
|
|
StartTalkBehavior( user );
|
|
}
|
|
}
|
|
|
|
void Actor::StartTalkBehavior(Sentient *user)
|
|
{
|
|
Talk *talk;
|
|
|
|
if ( !ModeAllowed( ACTOR_MODE_TALK ) )
|
|
return;
|
|
|
|
StartMode( ACTOR_MODE_TALK );
|
|
|
|
talk = new Talk;
|
|
talk->SetUser( user );
|
|
SetBehavior( talk );
|
|
}
|
|
|
|
void Actor::SetOnUseThread( Event *ev )
|
|
{
|
|
onuse_thread_name = ev->GetString( 1 );
|
|
}
|
|
|
|
void Actor::ClearOnUseThread( Event *ev )
|
|
{
|
|
onuse_thread_name = "";
|
|
}
|
|
|
|
void Actor::Think( void )
|
|
{
|
|
if ( !Director.PlayerReady() )
|
|
{
|
|
last_time_active = level.time;
|
|
return;
|
|
}
|
|
|
|
if ( thinkStrategy )
|
|
thinkStrategy->Think( *this );
|
|
|
|
if ( !level.ai_on )
|
|
LevelAIOff();
|
|
else
|
|
LevelAIOn();
|
|
|
|
/*
|
|
Vector BS( 0 , 0 , 100 );
|
|
|
|
|
|
G_DrawDebugNumber( origin + BS , currentHelperNode.nodeID , 1 , 0 , 1, 0 );
|
|
if ( currentHelperNode.node )
|
|
{
|
|
if ( currentHelperNode.node->isReserved() )
|
|
G_DebugLine( centroid, currentHelperNode.node->origin, 1.0f, 1.0f, 1.0f, 1.0f );
|
|
}
|
|
*/
|
|
|
|
|
|
|
|
/*
|
|
str pState;
|
|
switch ( movementSubsystem->getPostureState() )
|
|
{
|
|
case POSTURE_TRANSITION_STAND_TO_CROUCH:
|
|
pState = "POSTURE_TRANSITION_STAND_TO_CROUCH\n";
|
|
break;
|
|
|
|
case POSTURE_TRANSITION_STAND_TO_PRONE:
|
|
pState = "POSTURE_TRANSITION_STAND_TO_PRONE\n";
|
|
break;
|
|
|
|
case POSTURE_TRANSITION_STAND_TO_LEAN_LEFT_DUAL:
|
|
pState = "POSTURE_TRANSITION_STAND_TO_LEAN_LEFT_DUAL\n";
|
|
break;
|
|
|
|
case POSTURE_TRANSITION_STAND_TO_LEAN_RIGHT_DUAL:
|
|
pState = "POSTURE_TRANSITION_STAND_TO_LEAN_RIGHT_DUAL\n";
|
|
break;
|
|
|
|
case POSTURE_TRANSITION_CROUCH_TO_STAND:
|
|
pState = "POSTURE_TRANSITION_CROUCH_TO_STAND\n";
|
|
break;
|
|
|
|
case POSTURE_TRANSITION_CROUCH_TO_PRONE:
|
|
pState = "POSTURE_TRANSITION_CROUCH_TO_PRONE\n";
|
|
break;
|
|
|
|
case POSTURE_TRANSITION_PRONE_TO_CROUCH:
|
|
pState = "POSTURE_TRANSITION_PRONE_TO_CROUCH\n";
|
|
break;
|
|
|
|
case POSTURE_TRANSITION_PRONE_TO_STAND:
|
|
pState = "POSTURE_TRANSITION_PRONE_TO_STAND\n";
|
|
break;
|
|
|
|
case POSTURE_TRANSITION_LEAN_LEFT_DUAL_TO_STAND:
|
|
pState = "POSTURE_TRANSITION_LEAN_LEFT_DUAL_TO_STAND\n";
|
|
break;
|
|
|
|
case POSTURE_TRANSITION_LEAN_RIGHT_DUAL_TO_STAND:
|
|
pState = "POSTURE_TRANSITION_LEAN_RIGHT_DUAL_TO_STAND\n";
|
|
break;
|
|
|
|
case POSTURE_STAND:
|
|
pState = "POSTURE_STAND\n";
|
|
break;
|
|
|
|
case POSTURE_CROUCH:
|
|
pState = "POSTURE_CROUCH\n";
|
|
break;
|
|
|
|
case POSTURE_PRONE:
|
|
pState = "POSTURE_PRONE\n";
|
|
break;
|
|
|
|
case POSTURE_LEAN_LEFT_DUAL:
|
|
pState = "POSTURE_LEAN_LEFT_DUAL\n";
|
|
break;
|
|
|
|
case POSTURE_LEAN_RIGHT_DUAL:
|
|
pState = "POSTURE_LEAN_RIGHT_DUAL\n";
|
|
break;
|
|
}
|
|
|
|
gi.Printf( pState.c_str() );
|
|
*/
|
|
}
|
|
|
|
qboolean Actor::GetClosestTag( const str &tag_name, int number_of_tags, const Vector &target, Vector *orig )
|
|
{
|
|
str temp_tag_name;
|
|
Vector temp_orig;
|
|
Vector diff;
|
|
float dist;
|
|
float best_dist = -1;
|
|
qboolean found = false;
|
|
int i;
|
|
char number[5];
|
|
|
|
if ( number_of_tags == 1 )
|
|
{
|
|
return GetTag( tag_name.c_str(), orig );
|
|
}
|
|
|
|
for( i = 1 ; i <= number_of_tags ; i++ )
|
|
{
|
|
sprintf( number, "%d", i );
|
|
|
|
temp_tag_name = tag_name + str( number );
|
|
|
|
if ( GetTag( temp_tag_name.c_str(), &temp_orig ) )
|
|
{
|
|
diff = target - temp_orig;
|
|
dist = diff * diff;
|
|
|
|
if ( ( dist < best_dist ) || ( best_dist < 0 ) )
|
|
{
|
|
best_dist = dist;
|
|
found = true;
|
|
*orig = temp_orig;
|
|
}
|
|
}
|
|
}
|
|
|
|
return found;
|
|
}
|
|
|
|
void Actor::Active( Event *ev )
|
|
{
|
|
int active_flag;
|
|
|
|
if ( ev->NumArgs() > 0 )
|
|
{
|
|
active_flag = ev->GetInteger( 1 );
|
|
|
|
if ( active_flag )
|
|
SetActorFlag( ACTOR_FLAG_INACTIVE, false );
|
|
else
|
|
SetActorFlag( ACTOR_FLAG_INACTIVE, true );
|
|
}
|
|
}
|
|
|
|
void Actor::SpawnActorAboveEnemy( Event *ev )
|
|
{
|
|
str model_name;
|
|
int how_many;
|
|
qboolean attack;
|
|
float width;
|
|
float height;
|
|
float how_far;
|
|
trace_t trace;
|
|
|
|
Vector spawn_mins;
|
|
Vector spawn_maxs;
|
|
Vector new_orig;
|
|
Vector new_dir;
|
|
Vector Enemy_orig;
|
|
Vector Enemy_dir;
|
|
|
|
model_name = ev->GetString( 1 );
|
|
how_many = ev->GetInteger( 2 );
|
|
attack = ev->GetBoolean( 3 );
|
|
width = ev->GetFloat( 4 );
|
|
height = ev->GetFloat( 5 );
|
|
how_far = ev->GetFloat( 6 );
|
|
|
|
//Set Spawn Thing Origin and Angles to make it above the player
|
|
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
return;
|
|
|
|
if ( currentEnemy->isSubclassOf (Player ) )
|
|
{
|
|
Player* player;
|
|
player = (Player*)(Entity*)currentEnemy;
|
|
Enemy_orig = player->origin;
|
|
Enemy_dir = player->angles;
|
|
}
|
|
else
|
|
{
|
|
Actor* act;
|
|
act = (Actor*)(Entity*)currentEnemy;
|
|
Enemy_orig = act->origin;
|
|
Enemy_dir = act->angles;
|
|
}
|
|
|
|
new_orig = Enemy_orig;
|
|
new_orig.z += how_far;
|
|
|
|
new_dir = Enemy_dir;
|
|
|
|
spawn_mins.x = -width;
|
|
spawn_mins.y = -width;
|
|
spawn_mins.z = 0;
|
|
|
|
spawn_maxs.x = width;
|
|
spawn_maxs.y = width;
|
|
spawn_maxs.z = height;
|
|
|
|
trace = G_Trace( Enemy_orig, spawn_mins, spawn_maxs, new_orig, NULL, MASK_MONSTERSOLID, false, "SpawnActorAbovePlayer" );
|
|
|
|
SpawnActor( model_name, trace.endpos, new_dir, how_many, attack, width, height, true);
|
|
}
|
|
|
|
void Actor::SpawnActorAtLocation( Event *ev )
|
|
{
|
|
str model_name;
|
|
str pathnode_name;
|
|
qboolean attack;
|
|
Vector orig;
|
|
Vector ang;
|
|
float width;
|
|
float height;
|
|
PathNode *goal;
|
|
int number_of_pathnodes;
|
|
Entity *effect;
|
|
trace_t trace;
|
|
Vector spawn_mins;
|
|
Vector spawn_maxs;
|
|
|
|
|
|
model_name = ev->GetString( 1 );
|
|
pathnode_name = ev->GetString( 2 );
|
|
number_of_pathnodes = ev->GetInteger( 3 );
|
|
attack = ev->GetBoolean( 4 );
|
|
width = ev->GetFloat( 5 );
|
|
height = ev->GetFloat( 6 );
|
|
|
|
// Get the pathnode name to spawn in to
|
|
|
|
pathnode_name += (int)G_Random( (float)number_of_pathnodes ) + 1;
|
|
|
|
// Find the path node
|
|
|
|
goal = thePathManager.FindNode( pathnode_name );
|
|
|
|
if ( !goal )
|
|
{
|
|
gi.WPrintf( "Can't find position %s\n", pathnode_name.c_str() );
|
|
return;
|
|
}
|
|
|
|
// Set the spawn in position/direction
|
|
|
|
orig = goal->origin;
|
|
ang = goal->angles;
|
|
|
|
spawn_mins.x = -width;
|
|
spawn_mins.y = -width;
|
|
spawn_mins.z = 0;
|
|
|
|
spawn_maxs.x = width;
|
|
spawn_maxs.y = width;
|
|
spawn_maxs.z = height;
|
|
|
|
trace = G_Trace( orig + Vector( "0 0 64" ), spawn_mins, spawn_maxs, orig - Vector( "0 0 128" ), NULL, MASK_MONSTERSOLID, false, "SpawnActorAtLocation" );
|
|
|
|
if ( trace.allsolid )
|
|
return;
|
|
|
|
orig = trace.endpos;
|
|
|
|
SpawnActor( model_name, orig, ang, 1, attack, width, height );
|
|
|
|
// Spawn in teleport effect
|
|
|
|
effect = new Entity( ENTITY_CREATE_FLAG_ANIMATE );
|
|
effect->setModel( "fx_teleport3.tik" );
|
|
effect->setOrigin( orig );
|
|
effect->setSolidType( SOLID_NOT );
|
|
effect->animate->RandomAnimate( "idle", EV_Remove );
|
|
effect->Sound( "snd_teleport" );
|
|
}
|
|
|
|
void Actor::SpawnActorAtTag( Event *ev )
|
|
{
|
|
str model_name;
|
|
str tag_name;
|
|
int how_many;
|
|
qboolean attack;
|
|
float spawn_offset = 0;
|
|
Vector tag_orig;
|
|
Vector tag_dir;
|
|
Vector new_orig;
|
|
Vector new_dir;
|
|
float width;
|
|
float height;
|
|
qboolean force;
|
|
float addHeight;
|
|
|
|
model_name = ev->GetString( 1 );
|
|
tag_name = ev->GetString( 2 );
|
|
how_many = ev->GetInteger( 3 );
|
|
attack = ev->GetBoolean( 4 );
|
|
width = ev->GetFloat( 5 );
|
|
height = ev->GetFloat( 6 );
|
|
|
|
if ( ev->NumArgs() > 6 )
|
|
spawn_offset = ev->GetFloat( 7 );
|
|
else
|
|
spawn_offset = 0.0f;
|
|
|
|
if ( spawn_offset < 0.0f ) spawn_offset = 0.0f;
|
|
|
|
if ( ev->NumArgs() > 7 )
|
|
force = ev->GetBoolean( 8 );
|
|
else
|
|
force = false;
|
|
|
|
if ( ev->NumArgs() > 8 )
|
|
addHeight = ev->GetFloat( 9 );
|
|
else
|
|
addHeight = 0;
|
|
|
|
|
|
// Calculate a good origin/angles
|
|
|
|
|
|
GetTag( tag_name.c_str(), &tag_orig, &tag_dir );
|
|
|
|
if(spawn_offset)
|
|
{
|
|
new_orig = tag_orig + tag_dir * spawn_offset;
|
|
new_orig[2] = new_orig[2] + addHeight;
|
|
|
|
new_dir = tag_dir * -1.0f;
|
|
|
|
SpawnActor( model_name, new_orig, new_dir, how_many, attack, width, height, force );
|
|
return;
|
|
}
|
|
|
|
float offset = 250.0f;
|
|
for ( int i = 0; i < how_many; i++)
|
|
{
|
|
Vector side;
|
|
origin.AngleVectors(NULL,&side,NULL);
|
|
side.normalize();
|
|
|
|
new_orig = side*offset+origin;
|
|
|
|
if ( i%2 == 0 )
|
|
new_orig*=-1.0f;
|
|
else
|
|
offset*=2.25f;
|
|
|
|
new_dir = tag_dir * -1.0f;
|
|
SpawnActor( model_name, new_orig, new_dir, how_many, attack, width, height, force );
|
|
}
|
|
}
|
|
|
|
void Actor::SpawnActor( const str &model_name, const Vector &orig, const Vector &ang, int how_many,
|
|
qboolean attack, float width, float height, qboolean force )
|
|
{
|
|
Actor *new_actor;
|
|
int current_actor;
|
|
trace_t trace;
|
|
Vector spawn_mins;
|
|
Vector spawn_maxs;
|
|
|
|
|
|
// Make sure this origin is reasonable
|
|
spawn_mins[0] = -width;
|
|
spawn_mins[1] = -width;
|
|
spawn_mins[2] = 0;
|
|
|
|
spawn_maxs[0] = width;
|
|
spawn_maxs[1] = width;
|
|
spawn_maxs[2] = height;
|
|
|
|
trace = G_Trace( orig, spawn_mins, spawn_maxs, orig, NULL, MASK_MONSTERSOLID, false, "Actor::SpawnActor" );
|
|
|
|
|
|
if ( (trace.fraction != 1.0f || trace.allsolid) && !force )
|
|
return;
|
|
|
|
|
|
// Spawn in all new actors
|
|
|
|
for( current_actor = 0 ; current_actor < how_many ; current_actor++ )
|
|
{
|
|
new_actor = new Actor;
|
|
new_actor->setModel( model_name );
|
|
|
|
new_actor->setOrigin( orig );
|
|
new_actor->setAngles( ang );
|
|
|
|
// Make new actor attack player if requested
|
|
|
|
if ( attack )
|
|
new_actor->PostEvent( EV_Actor_AttackPlayer, 0.0f );
|
|
|
|
// Update number of spawns
|
|
|
|
num_of_spawns++;
|
|
|
|
// Save our parent
|
|
|
|
new_actor->spawnparent = this;
|
|
|
|
// Give the new actor a targetname
|
|
|
|
new_actor->targetname = targetname;
|
|
new_actor->targetname += "_spawned";
|
|
|
|
new_actor->SetTargetName( new_actor->targetname );
|
|
}
|
|
}
|
|
|
|
void Actor::TryTalkToPlayer( void )
|
|
{
|
|
int player_near = false;
|
|
Entity *ent_in_range;
|
|
int i;
|
|
Vector delta;
|
|
gentity_t *ed;
|
|
float dist2;
|
|
Sentient *user = NULL;
|
|
Talk *talk;
|
|
|
|
|
|
// See if we should even bother looking for players
|
|
|
|
if ( level.cinematic )
|
|
next_player_near = level.time + 5.0f;
|
|
|
|
if ( deadflag || actortype != IS_FRIEND || next_player_near > level.time || !ModeAllowed( ACTOR_MODE_TALK ) )
|
|
return;
|
|
|
|
next_player_near = level.time + .2f + G_Random( .1f );
|
|
|
|
// See if we are near the player
|
|
|
|
for( i = 0 ; i < game.maxclients; i++ )
|
|
{
|
|
ed = &g_entities[ i ];
|
|
|
|
if ( !ed->inuse || !ed->entity )
|
|
continue;
|
|
|
|
ent_in_range = ed->entity;
|
|
|
|
if ( EntityHasFireType( ent_in_range, FT_MELEE ) || EntityHasFireType( ent_in_range, FT_BULLET ) ||
|
|
EntityHasFireType( ent_in_range, FT_PROJECTILE ) )
|
|
continue;
|
|
|
|
if ( IsEntityAlive( ent_in_range ) && ( ent_in_range->velocity == vec_zero ) && sensoryPerception)
|
|
{
|
|
delta = centroid - ent_in_range->centroid;
|
|
|
|
// dot product returns length squared
|
|
|
|
dist2 = delta * delta;
|
|
|
|
if ( ( dist2 <= 100.0f * 100.0f ) && sensoryPerception->CanSeeEntity( this , ent_in_range , true , true ) )
|
|
{
|
|
player_near = true;
|
|
user = (Sentient *)ent_in_range;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !player_near )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_LAST_TRY_TALK, false );
|
|
return;
|
|
}
|
|
|
|
if ( !GetActorFlag( ACTOR_FLAG_LAST_TRY_TALK ) )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_LAST_TRY_TALK, true );
|
|
return;
|
|
}
|
|
|
|
SetActorFlag( ACTOR_FLAG_LAST_TRY_TALK, false );
|
|
|
|
// Go to talk mode
|
|
|
|
StartMode( ACTOR_MODE_TALK );
|
|
|
|
talk = new Talk;
|
|
talk->SetUser( user );
|
|
SetBehavior( talk );
|
|
}
|
|
|
|
void Actor::AllowTalk( Event *ev )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_ALLOW_TALK, ev->GetBoolean( 1 ) );
|
|
}
|
|
|
|
void Actor::AllowHangBack( Event *ev )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_ALLOW_HANGBACK, ev->GetBoolean( 1 ) );
|
|
}
|
|
|
|
qboolean Actor::CheckBottom( void )
|
|
{
|
|
//Vector test_mins, test_maxs;
|
|
Vector start, stop;
|
|
trace_t trace;
|
|
int x, y;
|
|
int corners_ok;
|
|
int middle_ok;
|
|
float width;
|
|
int mask;
|
|
|
|
|
|
width = maxs[0];
|
|
|
|
// First see if the origin is on a solid (this is the really simple test)
|
|
|
|
start = origin - Vector( 0.0f, 0.0f, 1.0f );
|
|
|
|
if ( gi.pointcontents( start, 0 ) == CONTENTS_SOLID )
|
|
return true;
|
|
|
|
// Next see if at least 3 corners are on a solid (this is the simple test)
|
|
|
|
corners_ok = 0;
|
|
|
|
start[ 2 ] = absmin[ 2 ] - 1.0f;
|
|
|
|
for( x = 0; x <= 1; x++ )
|
|
{
|
|
for( y = 0; y <= 1; y++ )
|
|
{
|
|
start[ 0 ] = x ? absmax[ 0 ] : absmin[ 0 ];
|
|
start[ 1 ] = y ? absmax[ 1 ] : absmin[ 1 ];
|
|
|
|
if ( gi.pointcontents( start, 0 ) == CONTENTS_SOLID )
|
|
corners_ok++;
|
|
}
|
|
}
|
|
|
|
if ( corners_ok >= 3 )
|
|
return true;
|
|
|
|
// Next do the hard test
|
|
|
|
corners_ok = 0;
|
|
middle_ok = 0;
|
|
|
|
// Test the origin (if it is close to ground is a plus)
|
|
|
|
start = origin;
|
|
stop = start - Vector( 0.0f, 0.0f, width ); // Test down as far as the actor is wide
|
|
|
|
// Build the correct mask (the actor's normal mask without body)
|
|
|
|
mask = edict->clipmask & ~CONTENTS_BODY;
|
|
|
|
trace = G_Trace( start, vec_zero, vec_zero, stop, this, mask, false, "CheckBottom 1" );
|
|
|
|
if ( trace.fraction < 1.0f && trace.plane.normal[2] > .7f )
|
|
middle_ok = 1;
|
|
|
|
// Test all of the corners
|
|
|
|
for( x = 0; x <= 1; x++ )
|
|
{
|
|
for( y = 0; y <= 1; y++ )
|
|
{
|
|
start[ 0 ] = x ? absmax[ 0 ] : absmin[ 0 ];
|
|
start[ 1 ] = y ? absmax[ 1 ] : absmin[ 1 ];
|
|
start[ 2 ] = origin[ 2 ];
|
|
|
|
stop = start - Vector( 0.0f, 0.0f, 2.0f * width );
|
|
|
|
trace = G_Trace( start, vec_zero, vec_zero, stop, this, mask, false, "CheckBottom 2" );
|
|
|
|
if ( ( trace.fraction < 1.0f ) && ( trace.plane.normal[2] > .7f ) )
|
|
corners_ok++;
|
|
|
|
if ( ( middle_ok && corners_ok >= 1 ) || ( corners_ok >= 3 ) )
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void Actor::ChangeType( Event *ev )
|
|
{
|
|
velocity = vec_zero;
|
|
setModel( ev->GetString( 1 ) );
|
|
PostEvent( EV_Actor_Wakeup, FRAMETIME );
|
|
NoLerpThisFrame();
|
|
}
|
|
|
|
void Actor::GetStateAnims( Container<const char *> *c )
|
|
{
|
|
if ( statemap )
|
|
statemap->GetAllAnims( c );
|
|
}
|
|
|
|
void Actor::Touched( Event *ev )
|
|
{
|
|
Entity *other;
|
|
|
|
other = ev->GetEntity( 1 );
|
|
|
|
sensoryPerception->Stimuli( STIMULI_SIGHT, other );
|
|
|
|
if ( other->isSubclassOf( Player) )
|
|
{
|
|
AddStateFlag( STATE_FLAG_TOUCHED_BY_PLAYER );
|
|
}
|
|
|
|
}
|
|
|
|
int Actor::ActorFlag_string_to_int( const str &actorflagstr ) const
|
|
{
|
|
str test;
|
|
|
|
for (int i = 0; i < ACTOR_FLAG_MAX; i++)
|
|
{
|
|
test = actor_flag_strings[i];
|
|
if ( !actorflagstr.icmp( actor_flag_strings[ i ] ) )
|
|
return i;
|
|
}
|
|
|
|
gi.WDPrintf( "Unknown actor flag - %s\n", actorflagstr.c_str() );
|
|
return -1;
|
|
}
|
|
|
|
|
|
int Actor::NotifyFlag_string_to_int( const str ¬ifyflagstr )
|
|
{
|
|
str test;
|
|
|
|
for (int i = 0; i < NOTIFY_FLAG_MAX; i++)
|
|
{
|
|
test = actor_notify_strings[i];
|
|
if ( !notifyflagstr.icmp( actor_notify_strings[ i ] ) )
|
|
return i;
|
|
}
|
|
|
|
gi.WDPrintf( "Unknown Notify Flag - %s\n", notifyflagstr.c_str() );
|
|
return -1;
|
|
}
|
|
|
|
void Actor::ArmorDamage( Event *ev )
|
|
{
|
|
|
|
AddStateFlag( STATE_FLAG_ATTACKED );
|
|
|
|
//if (!TakeDamage())
|
|
// return;
|
|
|
|
Entity *enemy;
|
|
enemy = ev->GetEntity( 3 );
|
|
|
|
if ( enemy->isSubclassOf( Player) )
|
|
{
|
|
//Teammates don't count MOD explosion, because it might
|
|
//be splash damage
|
|
if ( actortype == IS_TEAMMATE )
|
|
{
|
|
int MOD = ev->GetInteger(9);
|
|
if ( MOD != MOD_EXPLOSION )
|
|
AddStateFlag( STATE_FLAG_ATTACKED_BY_PLAYER );
|
|
}
|
|
else
|
|
{
|
|
AddStateFlag( STATE_FLAG_ATTACKED_BY_PLAYER );
|
|
}
|
|
}
|
|
|
|
if ( !enemy )
|
|
return;
|
|
|
|
::Damage damage(ev);
|
|
|
|
// Only react to an attack if we respond to pain
|
|
if ( sensoryPerception && sensoryPerception->ShouldRespondToStimuli( STIMULI_PAIN ) )
|
|
{
|
|
enemyManager->TryToAddToHateList( enemy );
|
|
}
|
|
|
|
enemyManager->AdjustDamageCaused( enemy , damage.damage );
|
|
strategos->NotifyDamageChanged( enemy , damage.damage );
|
|
|
|
if( GetActorFlag( ACTOR_FLAG_RESPONDING_TO_HITSCAN ) )
|
|
return;
|
|
|
|
//Okay, if we're about take damage from a hitscan weapon, we need to give the actor a chance to
|
|
//respond to it. If we get a 'true' back, then that means the function handled it and we can bail,
|
|
//if not, then we need to deal with the damage
|
|
if ( GetActorFlag(ACTOR_FLAG_INCOMING_HITSCAN) )
|
|
{
|
|
if ( RespondToHitscan() )
|
|
return;
|
|
}
|
|
|
|
//Here for Legacy
|
|
if ( ondamage_thread.length() )
|
|
{
|
|
RunDamageThread();
|
|
}
|
|
|
|
//New Way
|
|
RunCustomThread( "damaged" );
|
|
|
|
//Handle the GameSpecificStuff
|
|
if ( gameComponent )
|
|
gameComponent->HandleArmorDamage( ev ); // What's this?
|
|
|
|
if ( GetNotifyFlag(NOTIFY_FLAG_DAMAGED) )
|
|
_notifyGroupOfDamage();
|
|
|
|
//Now Check if the damage is coming from another Actor, if so, we may need to modifiy it.
|
|
//This is because the some enemies are so haus, they could knock the living crap out of each other
|
|
//if we don't modifiy the damage
|
|
/*Entity* ent = ev->GetEntity(3);
|
|
|
|
if (ent->isSubclassOf(Actor) )
|
|
{
|
|
float modDamage = (ev->GetFloat(1)) * actor_to_actor_damage_modifier;
|
|
|
|
Event *event = 0; //Shut up compiler... sheesh...
|
|
event = new Event( EV_Damage );
|
|
event->AddFloat(modDamage);
|
|
event->AddEntity(ev->GetEntity(2));
|
|
event->AddEntity(ev->GetEntity(3));
|
|
event->AddVector(ev->GetVector(4));
|
|
event->AddVector(ev->GetVector(5));
|
|
event->AddVector(ev->GetVector(6));
|
|
event->AddInteger(ev->GetInteger(7));
|
|
event->AddInteger(ev->GetInteger(8));
|
|
event->AddInteger(ev->GetInteger(9));
|
|
|
|
Sentient::ArmorDamage(event);
|
|
delete event;
|
|
return;
|
|
}*/
|
|
|
|
|
|
Sentient::ArmorDamage(damage);
|
|
sensoryPerception->Stimuli( STIMULI_PAIN , enemy );
|
|
}
|
|
|
|
|
|
Actor *GetActor ( const str &actor_name )
|
|
{
|
|
Actor* testActor;
|
|
int i;
|
|
|
|
for ( i = 1; i <= SleepList.NumObjects(); i++ )
|
|
{
|
|
testActor = (Actor*)SleepList.ObjectAt( i );
|
|
if (testActor->targetname == actor_name)
|
|
return testActor;
|
|
|
|
}
|
|
|
|
for ( i = 1; i <= ActiveList.NumObjects(); i++ )
|
|
{
|
|
testActor = (Actor*)ActiveList.ObjectAt( i );
|
|
if (testActor->targetname == actor_name)
|
|
return testActor;
|
|
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
void Actor::SetFlagOnEnemy( Event *ev )
|
|
{
|
|
str flag_name;
|
|
int flag;
|
|
qboolean flag_bool;
|
|
Actor* act = 0;
|
|
|
|
flag_name = ev->GetString(1);
|
|
flag_bool = ev->GetBoolean(2);
|
|
|
|
flag = ActorFlag_string_to_int( flag_name );
|
|
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
return;
|
|
|
|
if ( !currentEnemy->isSubclassOf( Actor ) )
|
|
return;
|
|
|
|
act = (Actor*)(Entity*)currentEnemy;
|
|
|
|
if ( act )
|
|
act->SetActorFlag( flag, flag_bool );
|
|
}
|
|
|
|
void Actor::TurnOnEnemyAI( Event *ev )
|
|
{
|
|
Actor* act = 0;
|
|
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
return;
|
|
|
|
if ( !currentEnemy->isSubclassOf( Actor ) )
|
|
return;
|
|
|
|
act = (Actor*)(Entity*)currentEnemy;
|
|
|
|
if ( act )
|
|
act->TurnAIOn();
|
|
}
|
|
|
|
void Actor::TurnOffEnemyAI( Event *ev )
|
|
{
|
|
Actor* act = 0;
|
|
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
return;
|
|
|
|
if ( !currentEnemy->isSubclassOf( Actor ) )
|
|
return;
|
|
|
|
act = (Actor*)(Entity*)currentEnemy;
|
|
|
|
if ( act )
|
|
act->TurnAIOff();
|
|
}
|
|
|
|
void Actor::PickupThrowObject( Event *ev )
|
|
{
|
|
|
|
Entity *ent;
|
|
str bone;
|
|
|
|
ent = (Entity*)enemyManager->GetAlternateTarget();
|
|
if (!ent->isSubclassOf(ThrowObject) )
|
|
return;
|
|
|
|
ThrowObject* tobj = 0;
|
|
tobj = (ThrowObject*)ent;
|
|
|
|
if (!tobj) return;
|
|
|
|
bone = ev->GetString( 1 );
|
|
tobj->Pickup(this , bone );
|
|
haveThrowObject = true;
|
|
|
|
}
|
|
|
|
void Actor::TossThrowObject( Event *ev )
|
|
{
|
|
// Due to the changes with enemy management, throw object stuff no longer works!!!
|
|
ThrowObject* tobj = 0;
|
|
float speed = 0;
|
|
float gravity = 1;
|
|
float damage = 25;
|
|
|
|
Entity* currentEnt;
|
|
currentEnt = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnt )
|
|
return;
|
|
|
|
tobj = (ThrowObject*)(Entity*)enemyManager->GetAlternateTarget();
|
|
if(!tobj || !currentEnt->isSubclassOf(Sentient)) return;
|
|
|
|
speed = ev->GetFloat( 1 );
|
|
gravity = ev->GetFloat( 2 );
|
|
if (ev->NumArgs() > 2 )
|
|
damage = ev->GetFloat( 3 );
|
|
|
|
//Throw requires a Sentient Pointer, so we need to cast. However, we should
|
|
//probably look into changing Throw to take an entity instead
|
|
tobj->Throw(this, speed , (Sentient*)currentEnt , gravity, damage );
|
|
|
|
}
|
|
|
|
void Actor::SetTurretMode( Event *ev )
|
|
{
|
|
qboolean tmode;
|
|
|
|
if (ev->NumArgs() > 0 )
|
|
tmode = ev->GetBoolean( 1 );
|
|
else
|
|
tmode = true;
|
|
|
|
SetActorFlag( ACTOR_FLAG_TURRET_MODE , tmode );
|
|
}
|
|
|
|
void Actor::SetOnDamageThread( Event *ev )
|
|
{
|
|
ondamage_thread = ev->GetString( 1 );
|
|
|
|
if ( ev->NumArgs() > 1 )
|
|
ondamage_threshold = ev->GetInteger( 2 );
|
|
}
|
|
|
|
void Actor::SetTimeBetweenSleepChecks( Event *ev )
|
|
{
|
|
timeBetweenSleepChecks = ev->GetFloat( 1 );
|
|
}
|
|
|
|
|
|
|
|
void Actor::AttachCurrentEnemy( Event *ev )
|
|
{
|
|
Actor *act = 0;
|
|
Vector offset;
|
|
str bone;
|
|
int tagnum;
|
|
|
|
bone = ev->GetString( 1 );
|
|
offset = ev->GetVector( 2 );
|
|
tagnum = gi.Tag_NumForName( this->edict->s.modelindex, bone );
|
|
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
return;
|
|
|
|
if ( !currentEnemy->isSubclassOf( Actor ) )
|
|
return;
|
|
|
|
act = (Actor*)(Entity*)currentEnemy;
|
|
|
|
if ( act )
|
|
{
|
|
act->attach(this->entnum , tagnum , false , offset );
|
|
haveAttached = true;
|
|
}
|
|
}
|
|
|
|
void Actor::AttachActor( Event *ev )
|
|
{
|
|
Actor* new_actor = 0;
|
|
new_actor = new Actor;
|
|
|
|
if ( !new_actor )
|
|
return;
|
|
|
|
str modelName = ev->GetString( 1 );
|
|
str targetName = ev->GetString( 2 );
|
|
str bone = ev->GetString( 3 );
|
|
Vector offset;
|
|
|
|
new_actor->setModel( modelName );
|
|
new_actor->SetTargetName( targetName.c_str() );
|
|
|
|
if ( ev->NumArgs() > 3 )
|
|
offset = ev->GetVector( 4 );
|
|
|
|
int tagnum = gi.Tag_NumForName( this->edict->s.modelindex, bone );
|
|
|
|
new_actor->attach(this->entnum , tagnum , false , offset );
|
|
|
|
}
|
|
|
|
void Actor::SetEnemyAttached( Event *ev )
|
|
{
|
|
haveAttached = ev->GetBoolean( 1 );
|
|
}
|
|
|
|
void Actor::GiveActorWeapon( Event *ev )
|
|
{
|
|
const char *type;
|
|
float amount;
|
|
float skillLevel;
|
|
|
|
amount = 1.0;
|
|
skillLevel = 1.0f;
|
|
type = ev->GetString( 1 );
|
|
|
|
if ( ev->NumArgs() > 1 )
|
|
skillLevel = ev->GetFloat( 2 );
|
|
|
|
giveItem( type, (int)amount, false, skillLevel );
|
|
}
|
|
|
|
void Actor::RemoveActorWeapon( Event *ev )
|
|
{
|
|
takeItem( ev->GetString( 1 ) );
|
|
}
|
|
|
|
void Actor::PutawayWeapon( Event *ev )
|
|
{
|
|
weaponhand_t hand = WEAPON_RIGHT;
|
|
if ( ev->NumArgs() > 0 )
|
|
hand = WeaponHandNameToNum(ev->GetString( 1 ));
|
|
|
|
Sentient::DeactivateWeapon(hand);
|
|
}
|
|
|
|
void Actor::UseActorWeapon( Event *ev )
|
|
{
|
|
str weaponName;
|
|
str handToUse;
|
|
weaponhand_t hand;
|
|
|
|
weaponName = ev->GetString( 1 );
|
|
hand = WEAPON_DUAL;
|
|
|
|
if ( ev->NumArgs() > 1 )
|
|
{
|
|
handToUse = ev->GetString( 2 );
|
|
|
|
if ( !stricmp( handToUse.c_str() , "right" ) )
|
|
hand = WEAPON_RIGHT;
|
|
|
|
if ( !stricmp( handToUse.c_str() , "left" ) )
|
|
hand = WEAPON_LEFT;
|
|
|
|
if ( !stricmp( handToUse.c_str() , "dual" ) )
|
|
hand = WEAPON_DUAL;
|
|
}
|
|
|
|
combatSubsystem->UseActorWeapon( weaponName , hand );
|
|
}
|
|
|
|
void Actor::AttachModelToTag( const str &modelName , const str &tagName )
|
|
{
|
|
Event *attach_event;
|
|
attach_event = new Event( EV_AttachModel );
|
|
|
|
attach_event->AddString( modelName );
|
|
attach_event->AddString( tagName );
|
|
PostEvent( attach_event, 0.0f );
|
|
}
|
|
|
|
void Actor::DetachModelFromTag( const str &tagName )
|
|
{
|
|
Event *detach_event;
|
|
detach_event = new Event( EV_RemoveAttachedModel );
|
|
|
|
detach_event->AddString( tagName );
|
|
PostEvent ( detach_event, 0.0f );
|
|
}
|
|
|
|
//==============================================
|
|
// Sensory Perception Initilization
|
|
//==============================================
|
|
|
|
|
|
void Actor::SetFOV( Event *ev )
|
|
{
|
|
sensoryPerception->SetFOV( ev->GetFloat( 1 ) );
|
|
}
|
|
|
|
void Actor::SetVisionDistance( Event *ev )
|
|
{
|
|
sensoryPerception->SetVisionDistance( ev->GetFloat( 1 ) );
|
|
}
|
|
|
|
void Actor::ClearCurrentEnemy( Event *ev )
|
|
{
|
|
enemyManager->ClearCurrentEnemy();
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetAbsoluteMax()
|
|
// Parameters: Event *ev
|
|
// Description: Sets an absoluteMax variable that can be used to "leash"
|
|
// an actor to an entity
|
|
//
|
|
void Actor::SetAbsoluteMax( Event *ev )
|
|
{
|
|
absoluteMax = ev->GetFloat( 1 );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetAbsoluteMin()
|
|
// Parameters: Event *ev
|
|
// Description: Sets an absoluteMin variable that can be used to "leash"
|
|
// an actor to an entity
|
|
//
|
|
void Actor::SetAbsoluteMin( Event *ev )
|
|
{
|
|
absoluteMin = ev->GetFloat( 1 );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetPreferredMax()
|
|
// Parameters: Event *ev
|
|
// Description: Sets a preferredMax variable that can be used to "leash"
|
|
// an actor to an entity
|
|
//
|
|
void Actor::SetPreferredMax( Event *ev )
|
|
{
|
|
preferredMax = ev->GetFloat( 1 );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: SetPreferredMin()
|
|
// Parameters: Event *ev
|
|
// Description: Sets a preferredMin variable that can be used to "leash"
|
|
// an actor to an entity
|
|
//
|
|
void Actor::SetPreferredMin( Event *ev )
|
|
{
|
|
preferredMin = ev->GetFloat( 1 );
|
|
}
|
|
|
|
|
|
void Actor::SetDisabled( Event *ev )
|
|
{
|
|
qboolean disabled = ev->GetBoolean( 1 );
|
|
|
|
SetActorFlag(ACTOR_FLAG_DISABLED , disabled );
|
|
}
|
|
|
|
void Actor::SetCrippled( Event *ev )
|
|
{
|
|
qboolean crippled = ev->GetBoolean( 1 );
|
|
|
|
SetActorFlag(ACTOR_FLAG_CRIPPLED , crippled );
|
|
}
|
|
|
|
void Actor::SetInAlcove( Event *ev )
|
|
{
|
|
qboolean inalcove = ev->GetBoolean( 1 );
|
|
|
|
SetActorFlag( ACTOR_FLAG_IN_ALCOVE , inalcove );
|
|
}
|
|
|
|
void Actor::SetAimLeadFactors( Event *ev )
|
|
{
|
|
minLeadFactor = ev->GetFloat( 1 );
|
|
maxLeadFactor = ev->GetFloat( 2 );
|
|
}
|
|
|
|
void Actor::SetActorType( Event *ev )
|
|
{
|
|
str aType;
|
|
aType = ev->GetString( 1 );
|
|
|
|
if ( !Q_stricmp( aType.c_str() , "inanimate" ) )
|
|
{
|
|
// Inanimates are special... be sure to clear the
|
|
// monster flag, don't let them move, bleed, or
|
|
// gib.
|
|
actortype = IS_INANIMATE;
|
|
edict->svflags &= ~SVF_MONSTER;
|
|
setMoveType( MOVETYPE_STATIONARY );
|
|
flags &= ~FL_BLOOD;
|
|
flags &= ~FL_DIE_GIBS;
|
|
return;
|
|
}
|
|
else if ( !Q_stricmp( aType.c_str() , "monster" ) )
|
|
{
|
|
actortype = IS_MONSTER;
|
|
edict->s.eFlags |= EF_ENEMY;
|
|
|
|
level.enemySpawned( this );
|
|
}
|
|
else if ( !Q_stricmp( aType.c_str() , "enemy" ) )
|
|
{
|
|
actortype = IS_ENEMY;
|
|
edict->s.eFlags |= EF_ENEMY;
|
|
|
|
level.enemySpawned( this );
|
|
}
|
|
else if ( !Q_stricmp( aType.c_str() , "civilian" ) )
|
|
{
|
|
actortype = IS_CIVILIAN;
|
|
edict->s.eFlags |= EF_FRIEND;
|
|
}
|
|
else if ( !Q_stricmp( aType.c_str() , "friend" ) )
|
|
{
|
|
actortype = IS_FRIEND;
|
|
edict->s.eFlags |= EF_FRIEND;
|
|
}
|
|
else if ( !Q_stricmp( aType.c_str() , "animal" ) )
|
|
{
|
|
actortype = IS_ANIMAL;
|
|
edict->s.eFlags |= EF_FRIEND;
|
|
}
|
|
else if ( !Q_stricmp( aType.c_str() , "teammate" ) )
|
|
{
|
|
TeamMateList.AddUniqueObject(this);
|
|
actortype = IS_TEAMMATE;
|
|
|
|
// Teammates Never Go To Sleep
|
|
max_inactive_time = -1.0f;
|
|
|
|
edict->s.eFlags |= EF_FRIEND;
|
|
edict->clipmask = MASK_MONSTERSOLID | MASK_PLAYERSOLID;
|
|
}
|
|
|
|
}
|
|
|
|
void Actor::DebugStates( Event *ev )
|
|
{
|
|
int state = ev->GetInteger( 1 );
|
|
|
|
if ( state >= MAX_DEBUG_TYPES )
|
|
return;
|
|
|
|
showStates = ( stateDebugType_t )ev->GetInteger( 1 );
|
|
}
|
|
|
|
|
|
//***********************************************************************************************
|
|
//
|
|
// Combat functions
|
|
//
|
|
//***********************************************************************************************
|
|
|
|
void Actor::IncomingProjectile( Event *ev )
|
|
{
|
|
incoming_proj = ev->GetEntity( 1 );
|
|
incoming_time = level.time + .1f; //+ G_Random( .1 );
|
|
}
|
|
|
|
void Actor::FireProjectile( Event *ev )
|
|
{
|
|
Vector orig;
|
|
Vector dir;
|
|
str tag_name;
|
|
str projectile_name;
|
|
int number_of_tags = 1;
|
|
qboolean arc = false;
|
|
float speed = 0.0f;
|
|
float offset = 0.0f;
|
|
bool leadTarget = false;
|
|
float spread = 0.0f;
|
|
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
|
|
if ( !currentEnemy )
|
|
enemyManager->FindHighestHateEnemy();
|
|
|
|
if ( !currentEnemy )
|
|
return;
|
|
|
|
|
|
tag_name = ev->GetString( 1 );
|
|
projectile_name = ev->GetString( 2 );
|
|
|
|
if ( ev->NumArgs() > 2 )
|
|
number_of_tags = ev->GetInteger( 3 );
|
|
|
|
if ( ev->NumArgs() > 3 )
|
|
arc = ev->GetBoolean( 4 );
|
|
|
|
if ( ev->NumArgs() > 4 )
|
|
speed = ev->GetFloat( 5 );
|
|
|
|
if ( ev->NumArgs() > 5 )
|
|
offset = ev->GetFloat( 6 );
|
|
|
|
if ( ev->NumArgs() > 6 )
|
|
leadTarget = ev->GetBoolean( 7 );
|
|
|
|
if ( ev->NumArgs() > 7 )
|
|
spread = ev->GetFloat( 8 );
|
|
|
|
|
|
// Find the closest tag
|
|
|
|
if ( !GetClosestTag( tag_name, number_of_tags, currentEnemy->centroid, &orig ) )
|
|
{
|
|
// Could not find the tag so just use the centroid of the actor
|
|
orig[0] = edict->centroid[0];
|
|
orig[1] = edict->centroid[1];
|
|
orig[2] = edict->centroid[2];
|
|
}
|
|
|
|
|
|
// Add projectile to world
|
|
Vector targetVelocity = currentEnemy->velocity;
|
|
Vector targetPos = currentEnemy->centroid;
|
|
Vector newTargetPos = targetPos;
|
|
|
|
if ( leadTarget )
|
|
{
|
|
float projSpeed = speed;
|
|
if ( projSpeed <= 0 )
|
|
projSpeed = 1;
|
|
|
|
newTargetPos = combatSubsystem->GetLeadingTargetPos( projSpeed , currentEnemy->centroid , currentEnemy );
|
|
}
|
|
|
|
|
|
//Apply Spread
|
|
if ( spread > 0 )
|
|
{
|
|
newTargetPos.x = newTargetPos.x + ( G_CRandom(spread) );
|
|
newTargetPos.y = newTargetPos.y + ( G_CRandom(spread) );
|
|
newTargetPos.z = newTargetPos.z + ( G_CRandom(spread) );
|
|
}
|
|
|
|
dir = newTargetPos - orig;
|
|
|
|
if ( arc )
|
|
{
|
|
Vector xydir;
|
|
float traveltime;
|
|
float vertical_speed;
|
|
Vector proj_velocity;
|
|
|
|
xydir = dir;
|
|
xydir.z = 0.0f;
|
|
|
|
if ( speed == 0.0f )
|
|
speed = 500.0f;
|
|
|
|
traveltime = xydir.length() / speed;
|
|
|
|
vertical_speed = ( dir.z / traveltime ) + ( 0.5f * gravity * sv_currentGravity->value * traveltime );
|
|
|
|
xydir.normalize();
|
|
|
|
proj_velocity = speed * xydir;
|
|
proj_velocity.z = vertical_speed;
|
|
|
|
speed = proj_velocity.length();
|
|
proj_velocity.normalize();
|
|
dir = proj_velocity;
|
|
}
|
|
|
|
if ( offset )
|
|
{
|
|
Vector offset_angle = dir.toAngles();
|
|
offset_angle[YAW] += offset;
|
|
offset_angle.AngleVectors( &dir );
|
|
}
|
|
|
|
|
|
|
|
dir.normalize();
|
|
|
|
ProjectileAttack( orig, dir, this, projectile_name.c_str(), 1.0f, speed );
|
|
|
|
SaveAttack( orig, dir );
|
|
}
|
|
|
|
void Actor::FireRadiusAttack ( Event *ev )
|
|
{
|
|
str tagName = ev->GetString( 1 );
|
|
str meansOfDeath = ev->GetString( 2 );
|
|
float damage = ev->GetFloat( 3 );
|
|
float radius = ev->GetFloat( 4 );
|
|
float knockback = ev->GetFloat( 5 );
|
|
qboolean constant = ev->GetBoolean( 6 );
|
|
|
|
int MOD = MOD_NameToNum( meansOfDeath );
|
|
RadiusDamage( this , this, damage, this, MOD, radius, knockback, constant );
|
|
|
|
}
|
|
|
|
void Actor::FireBullet( Event *ev )
|
|
{
|
|
str tag_name;
|
|
qboolean use_current_pitch;
|
|
float range = 1000;
|
|
float damage;
|
|
float knockback;
|
|
str means_of_death_string;
|
|
int attack_means_of_death;
|
|
Vector spread;
|
|
Vector pos;
|
|
Vector forward;
|
|
Vector left;
|
|
Vector right;
|
|
Vector up;
|
|
Vector attack_angles;
|
|
Vector dir;
|
|
Vector enemy_angles;
|
|
|
|
tag_name = ev->GetString( 1 );
|
|
use_current_pitch = ev->GetBoolean( 2 );
|
|
damage = ev->GetFloat( 3 );
|
|
knockback = ev->GetFloat( 4 );
|
|
means_of_death_string = ev->GetString( 5 );
|
|
spread = ev->GetVector( 6 );
|
|
|
|
if ( ev->NumArgs() > 6 )
|
|
range = ev->GetFloat( 7 );
|
|
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
|
|
// Get the position where the bullet starts
|
|
|
|
GetTag( tag_name, &pos, &forward, &left, &up );
|
|
|
|
right = left * -1.0f;
|
|
|
|
// Get the real pitch of the bullet attack
|
|
|
|
if ( !use_current_pitch && currentEnemy )
|
|
{
|
|
attack_angles = forward.toAngles();
|
|
|
|
dir = currentEnemy->centroid - pos;
|
|
// Temporary Change ( 10/3/01 -- SK )
|
|
dir.z += 10;
|
|
|
|
enemy_angles = dir.toAngles();
|
|
|
|
attack_angles[PITCH] = enemy_angles[PITCH];
|
|
|
|
// Temporary Change (10/3/01 -- SK )
|
|
//attack_angles.AngleVectors( &forward, &left, &up );
|
|
enemy_angles.AngleVectors( &forward, &left, &up );
|
|
|
|
right = left * -1.0f;
|
|
}
|
|
|
|
//Little Sanity Check
|
|
if ( shotsFired > 1000 )
|
|
shotsFired = 1000;
|
|
|
|
attack_means_of_death = MOD_NameToNum( means_of_death_string );
|
|
|
|
BulletAttack( pos, forward, right, up, range, damage, knockback, 0, attack_means_of_death, spread, 1, this );
|
|
|
|
SaveAttack( pos, forward );
|
|
}
|
|
|
|
void Actor::SaveAttack( const Vector &orig, const Vector &dir )
|
|
{
|
|
Vector attack_mins;
|
|
Vector attack_maxs;
|
|
Vector end;
|
|
trace_t trace;
|
|
qboolean hit;
|
|
Entity *ent;
|
|
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_LAST_ATTACK_HIT, true );
|
|
return;
|
|
}
|
|
|
|
// Do trace
|
|
|
|
attack_mins = Vector( -1.0f, -1.0f, -1.0f );
|
|
attack_maxs = Vector( 1.0f ,1.0f ,1.0f );
|
|
|
|
end = orig + ( dir * 8192.0f );
|
|
|
|
trace = G_Trace( orig, attack_mins, attack_maxs, end, this, MASK_SHOT, false, "Actor::SaveAttack" );
|
|
|
|
// See what we hit
|
|
|
|
last_attack_entity_hit = NULL;
|
|
|
|
if ( trace.ent )
|
|
{
|
|
ent = trace.ent->entity;
|
|
|
|
if ( ent == currentEnemy )
|
|
{
|
|
hit = true;
|
|
}
|
|
else if ( ent->isSubclassOf( Entity ) && ( ent != world ) )
|
|
{
|
|
last_attack_entity_hit = ent;
|
|
last_attack_entity_hit_pos = ent->origin;
|
|
hit = false;
|
|
}
|
|
else
|
|
{
|
|
hit = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
hit = false;
|
|
}
|
|
|
|
// Do an extra check because of NOCLIP
|
|
|
|
if ( currentEnemy->movetype == MOVETYPE_NOCLIP )
|
|
hit = true;
|
|
|
|
// Save last attack info
|
|
|
|
last_attack_pos = origin;
|
|
|
|
last_attack_enemy_pos = currentEnemy->origin;
|
|
|
|
SetActorFlag( ACTOR_FLAG_LAST_ATTACK_HIT, hit );
|
|
}
|
|
|
|
qboolean Actor::TestAttack( const str &tag_name )
|
|
{
|
|
qboolean hit;
|
|
trace_t trace;
|
|
Vector attack_mins;
|
|
Vector attack_maxs;
|
|
Vector start;
|
|
|
|
|
|
// Make sure we still have an enemy and he is hitable
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
return false;
|
|
|
|
if ( currentEnemy->movetype == MOVETYPE_NOCLIP )
|
|
return false;
|
|
|
|
// Make sure we won't hit any friends
|
|
|
|
attack_mins = Vector( -1.0f, -1.0f, -1.0f );
|
|
attack_maxs = Vector( 1.0f, 1.0f, 1.0f );
|
|
|
|
if ( tag_name.length() )
|
|
{
|
|
GetTag( tag_name.c_str(), &start );
|
|
}
|
|
else
|
|
{
|
|
start = centroid;
|
|
}
|
|
|
|
trace = G_Trace( start, attack_mins, attack_maxs, currentEnemy->centroid, this, MASK_SHOT, false, "Actor::TestAttack" );
|
|
|
|
if ( trace.ent && ( trace.ent->entity != currentEnemy ) && trace.ent->entity->isSubclassOf( Sentient ) && !enemyManager->IsValidEnemy( trace.ent->entity ) )
|
|
return false;
|
|
|
|
// See if we hit last time
|
|
|
|
hit = GetActorFlag( ACTOR_FLAG_LAST_ATTACK_HIT );
|
|
|
|
if ( hit )
|
|
return true;
|
|
|
|
// Didn't hit last time so see if anything has changed
|
|
|
|
// See if actor has moved
|
|
|
|
if ( last_attack_pos != origin )
|
|
return true;
|
|
|
|
// See if enemy has moved
|
|
|
|
if ( last_attack_enemy_pos != currentEnemy->origin )
|
|
return true;
|
|
|
|
// See if entity in the way has moved
|
|
|
|
if ( last_attack_entity_hit && ( last_attack_entity_hit_pos != last_attack_entity_hit->origin ) )
|
|
return true;
|
|
|
|
// See if entity in the way was a door and has opened
|
|
|
|
if ( last_attack_entity_hit && last_attack_entity_hit->isSubclassOf( Door ) )
|
|
{
|
|
Door *door;
|
|
|
|
door = (Door *)(Entity *)last_attack_entity_hit;
|
|
|
|
if ( door->isOpen() )
|
|
return true;
|
|
}
|
|
|
|
// See if entity in the way has become non-solid
|
|
|
|
if ( last_attack_entity_hit && ( last_attack_entity_hit->edict->solid == SOLID_NOT ) )
|
|
return true;
|
|
|
|
// Nothing has changed so this attack should fail too
|
|
|
|
return false;
|
|
}
|
|
|
|
void Actor::MeleeEvent( Event *ev )
|
|
{
|
|
Vector pos;
|
|
Vector end;
|
|
Vector dir;
|
|
float damage = 20;
|
|
qboolean success;
|
|
str tag_name;
|
|
Vector attack_vector;
|
|
float attack_width = 0;
|
|
float attack_max_height = 0;
|
|
float attack_min_height = 0;
|
|
float attack_length = 100;
|
|
str means_of_death_string;
|
|
meansOfDeath_t attack_means_of_death;
|
|
float knockback;
|
|
qboolean use_pitch_to_enemy = false;
|
|
float attack_final_height;
|
|
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
|
|
// See if we should really attack
|
|
|
|
if ( GetActorFlag( ACTOR_FLAG_DAMAGE_ONCE_ON ) && GetActorFlag( ACTOR_FLAG_DAMAGE_ONCE_DAMAGED ) )
|
|
return;
|
|
|
|
if ( !GetActorFlag( ACTOR_FLAG_DAMAGE_ALLOWED ) )
|
|
return;
|
|
|
|
// Get all of the parameters
|
|
|
|
if ( ev->NumArgs() > 0 )
|
|
damage = ev->GetFloat( 1 );
|
|
|
|
if ( _useWeaponDamage != WEAPON_ERROR )
|
|
{
|
|
Weapon *weap = GetActiveWeapon(_useWeaponDamage);
|
|
if ( weap )
|
|
damage = weap->GetBulletDamage();
|
|
}
|
|
|
|
if ( ev->NumArgs() > 1 )
|
|
tag_name = ev->GetString( 2 );
|
|
|
|
if ( ev->NumArgs() > 2 )
|
|
means_of_death_string = ev->GetString( 3 );
|
|
|
|
if ( ev->NumArgs() > 3 )
|
|
{
|
|
attack_vector = ev->GetVector( 4 );
|
|
|
|
attack_width = attack_vector[0];
|
|
attack_length = attack_vector[1];
|
|
attack_max_height = attack_vector[2];
|
|
}
|
|
|
|
if ( ev->NumArgs() > 4 )
|
|
{
|
|
knockback = ev->GetFloat( 5 );
|
|
}
|
|
else
|
|
{
|
|
knockback = damage * 8.0f;
|
|
}
|
|
|
|
if ( ev->NumArgs() > 5 )
|
|
{
|
|
use_pitch_to_enemy = ev->GetInteger( 6 );
|
|
}
|
|
|
|
if ( ev->NumArgs() > 6 )
|
|
attack_min_height = ev->GetFloat( 7 );
|
|
else
|
|
attack_min_height = -attack_max_height;
|
|
|
|
if ( ev->NumArgs() > 7 )
|
|
attack_final_height = ev->GetFloat( 8 );
|
|
else
|
|
attack_final_height = 50.0f;
|
|
|
|
if ( tag_name.length() && GetTag( tag_name.c_str(), &pos, &dir ) )
|
|
{
|
|
end = pos + ( dir * attack_length );
|
|
}
|
|
else
|
|
{
|
|
pos = edict->centroid;
|
|
dir = orientation[0];
|
|
dir.normalize();
|
|
end = pos + ( dir * attack_length );
|
|
|
|
if ( attack_length )
|
|
end[2] += attack_final_height;
|
|
}
|
|
|
|
if ( use_pitch_to_enemy )
|
|
{
|
|
if ( currentEnemy )
|
|
{
|
|
Vector enemy_dir;
|
|
Vector angles;
|
|
Vector enemy_angles;
|
|
float length;
|
|
|
|
dir = end - pos;
|
|
length = dir.length();
|
|
angles = dir.toAngles();
|
|
|
|
enemy_dir = currentEnemy->centroid - pos;
|
|
enemy_angles = enemy_dir.toAngles();
|
|
|
|
angles[PITCH] = enemy_angles[PITCH];
|
|
angles.AngleVectors( &dir );
|
|
end = pos + ( dir * length );
|
|
}
|
|
}
|
|
|
|
if ( means_of_death_string.length() > 0 )
|
|
attack_means_of_death = (meansOfDeath_t)MOD_NameToNum( means_of_death_string );
|
|
else
|
|
attack_means_of_death = MOD_CRUSH;
|
|
|
|
// Do the actual attack
|
|
Weapon *weap = 0;
|
|
if ( _useWeaponDamage != WEAPON_ERROR )
|
|
weap = GetActiveWeapon(_useWeaponDamage);
|
|
|
|
if ( weap )
|
|
success = MeleeAttack( pos, end, damage, this, attack_means_of_death, attack_width, attack_min_height, attack_max_height, knockback, true, NULL, weap );
|
|
else
|
|
success = MeleeAttack( pos, end, damage, this, attack_means_of_death, attack_width, attack_min_height, attack_max_height, knockback );
|
|
|
|
if ( success )
|
|
{
|
|
AddStateFlag( STATE_FLAG_MELEE_HIT );
|
|
|
|
RunCustomThread( "meleehit" );
|
|
|
|
if ( GetActorFlag( ACTOR_FLAG_DAMAGE_ONCE_ON ) )
|
|
SetActorFlag( ACTOR_FLAG_DAMAGE_ONCE_DAMAGED, true );
|
|
}
|
|
}
|
|
|
|
void Actor::ChargeWater( Event *ev )
|
|
{
|
|
int cont;
|
|
float damage;
|
|
float radius;
|
|
Entity *ent;
|
|
int brushnum;
|
|
int entity_brushnum;
|
|
float real_damage;
|
|
Vector dir;
|
|
float dist;
|
|
|
|
// See if we are standing in water
|
|
|
|
cont = gi.pointcontents( origin, 0 );
|
|
|
|
if ( !(cont & MASK_WATER) )
|
|
return;
|
|
|
|
// Get parms
|
|
|
|
damage = ev->GetFloat( 1 );
|
|
radius = ev->GetFloat( 2 );
|
|
|
|
if ( !damage || !radius )
|
|
return;
|
|
|
|
// Determine what brush we are in
|
|
|
|
brushnum = gi.pointbrushnum( origin, 0 );
|
|
|
|
// Find everything in radius
|
|
|
|
ent = NULL;
|
|
|
|
for( ent = findradius( ent, origin, radius ) ; ent ; ent = findradius( ent, origin, radius ) )
|
|
{
|
|
if ( ent->takedamage )
|
|
{
|
|
entity_brushnum = gi.pointbrushnum( origin, 0 );
|
|
|
|
if ( brushnum == entity_brushnum )
|
|
{
|
|
dir = ent->origin - origin;
|
|
dist = dir.length();
|
|
|
|
if ( dist < radius )
|
|
{
|
|
real_damage = damage - ( damage * ( dist / radius ) );
|
|
ent->Damage( this, this, real_damage, origin, dir, vec_zero, 0, 0, MOD_ELECTRICWATER );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Actor::DamageOnceStart( Event *ev )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_DAMAGE_ONCE_ON, true );
|
|
SetActorFlag( ACTOR_FLAG_DAMAGE_ONCE_DAMAGED, false );
|
|
}
|
|
|
|
void Actor::DamageOnceStop( Event *ev )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_DAMAGE_ONCE_ON, false );
|
|
}
|
|
|
|
void Actor::DamageAllowed( Event *ev )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_DAMAGE_ALLOWED, ev->GetBoolean( 1 ) );
|
|
}
|
|
|
|
qboolean Actor::CanAttackFrom( const Vector &pos, const Entity *ent, qboolean usecurrentangles )
|
|
{
|
|
int mask;
|
|
Vector delta;
|
|
Vector start;
|
|
Vector end;
|
|
float len;
|
|
trace_t trace;
|
|
Entity *t;
|
|
Vector ang;
|
|
|
|
if ( usecurrentangles )
|
|
{
|
|
Vector dir;
|
|
|
|
// Fixme ?
|
|
//start = pos + GunPosition() - origin;
|
|
start = pos + centroid - origin;
|
|
end = ent->centroid;
|
|
end.z += ( ent->absmax.z - ent->centroid.z ) * 0.75f;
|
|
delta = end - start;
|
|
ang = delta.toAngles();
|
|
ang.x = ang.x;
|
|
ang.y = angles.y;
|
|
len = delta.length();
|
|
ang.AngleVectors( &dir, NULL, NULL );
|
|
dir *= len;
|
|
end = start + dir;
|
|
}
|
|
else
|
|
{
|
|
// Fixme ?
|
|
//start = pos + GunPosition() - origin;
|
|
start = pos + centroid - origin;
|
|
end = ent->centroid;
|
|
end.z += ( ent->absmax.z - ent->centroid.z ) * 0.75f;
|
|
delta = end - start;
|
|
len = delta.length();
|
|
}
|
|
|
|
// shoot past the guy we're shooting at
|
|
end += delta * 4.0f;
|
|
|
|
// Check if he's visible
|
|
mask = MASK_SHOT;
|
|
trace = G_Trace( start, vec_zero, vec_zero, end, this, mask, false, "Actor::CanShootFrom" );
|
|
if ( trace.startsolid )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// see if we hit anything at all
|
|
if ( !trace.ent )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// If we hit the guy we wanted, then shoot
|
|
if ( trace.ent == ent->edict )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// If we hit someone else we don't like, then shoot
|
|
t = trace.ent->entity;
|
|
if ( enemyManager->IsValidEnemy( t ) )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// if we hit something breakable, check if shooting it will
|
|
// let us shoot someone.
|
|
if ( t->isSubclassOf( Object ) ||
|
|
t->isSubclassOf( ScriptModel ) )
|
|
{
|
|
trace = G_Trace( Vector( trace.endpos ), vec_zero, vec_zero, end, t, mask, false, "Actor::CanShootFrom 2" );
|
|
if ( trace.startsolid )
|
|
{
|
|
return false;
|
|
}
|
|
// see if we hit anything at all
|
|
if ( !trace.ent )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// If we hit the guy we wanted, then shoot
|
|
if ( trace.ent == ent->edict )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// If we hit someone else we don't like, then shoot
|
|
if ( enemyManager->IsValidEnemy( trace.ent->entity ) )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Forget it then
|
|
return false;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::CanAttack( Entity *ent, qboolean usecurrentangles )
|
|
{
|
|
return CanAttackFrom( origin, ent, usecurrentangles );
|
|
}
|
|
|
|
qboolean Actor::EntityHasFireType( Entity *ent, firetype_t fire_type )
|
|
{
|
|
Player *player;
|
|
Weapon *weapon;
|
|
firetype_t weapon_fire_type;
|
|
|
|
|
|
if ( !ent )
|
|
return false;
|
|
|
|
if ( !ent->isSubclassOf( Player ) )
|
|
return true;
|
|
|
|
player = (Player *)(Entity *)ent;
|
|
|
|
// Try left hand
|
|
|
|
weapon = player->GetActiveWeapon( WEAPON_LEFT );
|
|
|
|
if ( weapon )
|
|
{
|
|
weapon_fire_type = weapon->GetFireType( FIRE_MODE1 );
|
|
|
|
if ( weapon_fire_type == fire_type )
|
|
return true;
|
|
}
|
|
|
|
// Try right hand
|
|
|
|
weapon = player->GetActiveWeapon( WEAPON_RIGHT );
|
|
|
|
if ( weapon )
|
|
{
|
|
weapon_fire_type = weapon->GetFireType( FIRE_MODE1 );
|
|
|
|
if ( weapon_fire_type == fire_type )
|
|
return true;
|
|
}
|
|
|
|
// Try dual weapons
|
|
|
|
weapon = player->GetActiveWeapon( WEAPON_DUAL );
|
|
|
|
if ( weapon )
|
|
{
|
|
weapon_fire_type = weapon->GetFireType( FIRE_MODE1 );
|
|
|
|
if ( weapon_fire_type == fire_type )
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void Actor::DamageEnemy( Event *ev )
|
|
{
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
Vector dir;
|
|
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
return;
|
|
|
|
dir = currentEnemy->origin - origin;
|
|
dir.normalize();
|
|
|
|
float damage = 0.0f;
|
|
float knockback = 0.0f;
|
|
|
|
if ( ev->NumArgs() > 0 )
|
|
damage = ev->GetFloat( 1 );
|
|
|
|
if ( ev->NumArgs() > 1 )
|
|
{
|
|
str modelName = ev->GetString( 2 );
|
|
|
|
Event *attachEvent = new Event(EV_SpawnEffect);
|
|
if ( !attachEvent )
|
|
return;
|
|
|
|
attachEvent->AddString( modelName );
|
|
attachEvent->AddString( "Bip01" );
|
|
attachEvent->AddFloat( 2.5 );
|
|
|
|
currentEnemy->ProcessEvent( attachEvent );
|
|
}
|
|
|
|
|
|
if ( ev->NumArgs() > 2 )
|
|
knockback = ev->GetFloat( 3 );
|
|
|
|
|
|
if ( damage > 0.0f )
|
|
currentEnemy->Damage( this, this, damage, vec_zero, dir, vec_zero, (int)knockback, 0, MOD_CRUSH );
|
|
|
|
}
|
|
|
|
void Actor::DamageSelf( Event *ev )
|
|
{
|
|
float damage = 0;
|
|
str MOD_String = "crush";
|
|
int attack_means_of_death;
|
|
Event* event;
|
|
|
|
if (ev->NumArgs() > 0 )
|
|
damage = ev->GetFloat( 1 );
|
|
|
|
if (ev->NumArgs() > 1 )
|
|
MOD_String = ev->GetString( 2 );
|
|
|
|
attack_means_of_death = MOD_NameToNum( MOD_String );
|
|
|
|
event = new Event( EV_Damage );
|
|
event->AddFloat(damage);
|
|
event->AddEntity(this);
|
|
event->AddEntity(this);
|
|
event->AddVector(vec_zero);
|
|
event->AddVector(vec_zero);
|
|
event->AddVector(vec_zero);
|
|
event->AddInteger( 0 );
|
|
event->AddInteger( 0 );
|
|
event->AddInteger( attack_means_of_death );
|
|
ProcessEvent( event );
|
|
}
|
|
|
|
qboolean Actor::IsImmortal ( void )
|
|
{
|
|
return GetActorFlag( ACTOR_FLAG_IMMORTAL );
|
|
}
|
|
|
|
|
|
qboolean Actor::TakeDamage ( void )
|
|
{
|
|
return GetActorFlag( ACTOR_FLAG_TAKE_DAMAGE );
|
|
}
|
|
|
|
|
|
void Actor::FireWeapon( Event *ev )
|
|
{
|
|
combatSubsystem->FireWeapon();
|
|
}
|
|
|
|
void Actor::StopFireWeapon( Event *ev )
|
|
{
|
|
combatSubsystem->StopFireWeapon();
|
|
}
|
|
|
|
//===================================================================================
|
|
// Init Functions For Helper Classes
|
|
//===================================================================================
|
|
|
|
//
|
|
// Name: InitGameComponent()
|
|
// Parameters: None
|
|
// Description: Initalizes the actor's GameComponent
|
|
//
|
|
void Actor::InitGameComponent()
|
|
{
|
|
//Here is where the subclass of actorgamecomponents gets set. If you change the
|
|
//game (i.e. a mod or new game ) Change this here too
|
|
|
|
gameComponent = NULL;
|
|
gameComponent = new EFGameComponent( this );
|
|
|
|
if ( !gameComponent )
|
|
gi.Error( ERR_FATAL, "Actor Could not create gameComponent" );
|
|
|
|
}
|
|
|
|
|
|
//
|
|
// Name: InitSensoryPerception()
|
|
// Parameters: None
|
|
// Description: Initalizes the actor's SensoryPerception
|
|
//
|
|
void Actor::InitSensoryPerception()
|
|
{
|
|
sensoryPerception = NULL;
|
|
sensoryPerception = new SensoryPerception( this );
|
|
|
|
if ( !sensoryPerception )
|
|
gi.Error( ERR_FATAL, "Actor Could not create sensoryPerception" );
|
|
|
|
}
|
|
|
|
|
|
//
|
|
// Name: InitThinkStrategy()
|
|
// Parameters: None
|
|
// Description: Initalizes the actor's ThinkStrategy
|
|
//
|
|
void Actor::InitThinkStrategy()
|
|
{
|
|
thinkStrategy = NULL;
|
|
thinkStrategy = new DefaultThink();
|
|
|
|
if ( !thinkStrategy )
|
|
gi.Error( ERR_FATAL, "Actor Could not create thinkStrategy" );
|
|
|
|
}
|
|
|
|
|
|
//
|
|
// Name: InitStrategos()
|
|
// Parameters: None
|
|
// Description: Initalizes the actor's Strategos
|
|
//
|
|
void Actor::InitStrategos()
|
|
{
|
|
strategos = NULL;
|
|
strategos = new DefaultStrategos ( this );
|
|
|
|
if ( !strategos )
|
|
gi.Error( ERR_FATAL, "Actor Could not create strategos" );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: InitEnemyManager()
|
|
// Parameters: None
|
|
// Description: Initalizes the actor's EnemyManager
|
|
//
|
|
void Actor::InitEnemyManager()
|
|
{
|
|
enemyManager = NULL;
|
|
enemyManager = new EnemyManager( this );
|
|
|
|
if ( !enemyManager )
|
|
gi.Error( ERR_FATAL, "Actor Could not create enemyManager" );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: InitPackageManager()
|
|
// Parameters: None
|
|
// Description: Initalizes the actor's PackageManager
|
|
//
|
|
void Actor::InitPackageManager()
|
|
{
|
|
packageManager = NULL;
|
|
packageManager = new PackageManager( this );
|
|
|
|
if ( !packageManager )
|
|
gi.Error( ERR_FATAL, "Actor Could not create packageManager" );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: InitMovementSubsystem()
|
|
// Parameters: None
|
|
// Description: Initalizes the actor's MovementSubsystem
|
|
//
|
|
void Actor::InitMovementSubsystem()
|
|
{
|
|
movementSubsystem = NULL;
|
|
movementSubsystem = new MovementSubsystem( this );
|
|
|
|
if ( !movementSubsystem )
|
|
gi.Error( ERR_FATAL, "Actor Could not create movementSubsystem" );
|
|
|
|
}
|
|
|
|
|
|
//
|
|
// Name: InitPersonality()
|
|
// Parameters: None
|
|
// Description: Initialize the actor's Personality
|
|
//
|
|
void Actor::InitPersonality()
|
|
{
|
|
personality = NULL;
|
|
personality = new Personality( this );
|
|
|
|
if ( !personality )
|
|
gi.Error( ERR_FATAL, "Actor Could not create personality" );
|
|
}
|
|
|
|
|
|
//
|
|
// Name: InitCombatSubsystem()
|
|
// Parameters: None
|
|
// Description: Initialize the actor's CombatSubsystem
|
|
//
|
|
void Actor::InitCombatSubsystem()
|
|
{
|
|
combatSubsystem = NULL;
|
|
combatSubsystem = new CombatSubsystem( this );
|
|
|
|
if ( !combatSubsystem )
|
|
gi.Error( ERR_FATAL, "Actor Could not create personality" );
|
|
|
|
}
|
|
|
|
void Actor::InitHeadWatcher()
|
|
{
|
|
headWatcher = NULL;
|
|
headWatcher = new HeadWatcher( this );
|
|
|
|
if ( !headWatcher )
|
|
gi.Error( ERR_FATAL, "Actor Could not create personality" );
|
|
|
|
}
|
|
|
|
void Actor::InitPostureController()
|
|
{
|
|
postureController = NULL;
|
|
postureController = new PostureController( this );
|
|
|
|
if ( !postureController )
|
|
gi.Error( ERR_FATAL, "Actor Could not create postureController" );
|
|
}
|
|
|
|
//===================================================================================
|
|
// Private Functions
|
|
//===================================================================================
|
|
|
|
|
|
//
|
|
// Name: _dropActorToGround()
|
|
// Parameters: None
|
|
// Description: Tries to drop the actor to the ground
|
|
//
|
|
void Actor::_dropActorToGround()
|
|
{
|
|
trace_t trace;
|
|
Vector end;
|
|
Vector start;
|
|
qboolean stuck;
|
|
str actor_name;
|
|
|
|
stuck = false;
|
|
|
|
start = origin + Vector( "0 0 1" );
|
|
end = origin;
|
|
end[ 2 ] -= 16;
|
|
|
|
|
|
//trace = G_Trace( start, mins, maxs, end, this, MASK_SOLID, false, "Actor::start" );
|
|
trace = G_Trace( start, mins, maxs, end, this, edict->clipmask, false, "Actor::start" );
|
|
|
|
if ( trace.startsolid || trace.allsolid )
|
|
stuck = true;
|
|
else if ( !( flags & FL_FLY ) )
|
|
{
|
|
setOrigin( trace.endpos );
|
|
groundentity = trace.ent;
|
|
}
|
|
|
|
if ( name.length() )
|
|
actor_name = name;
|
|
else
|
|
actor_name = getClassID();
|
|
|
|
if ( trace.fraction == 1 && movetype == MOVETYPE_STATIONARY && !GetActorFlag( ACTOR_FLAG_IGNORE_OFF_GROUND_WARNING ) )
|
|
gi.WDPrintf( "%s (%d) off of ground at '%5.1f %5.1f %5.1f'\n", actor_name.c_str(), entnum, origin.x, origin.y, origin.z );
|
|
|
|
if ( stuck && !GetActorFlag( ACTOR_FLAG_IGNORE_STUCK_WARNING ) )
|
|
{
|
|
groundentity = world->edict;
|
|
gi.WDPrintf( "%s (%d) stuck in world at '%5.1f %5.1f %5.1f'\n", actor_name.c_str(), entnum, origin.x, origin.y, origin.z );
|
|
}
|
|
|
|
SetActorFlag( ACTOR_FLAG_HAVE_MOVED, false );
|
|
|
|
last_origin = origin;
|
|
last_ground_z = origin.z;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: turnTowardsEntity()
|
|
// Class: Actor
|
|
//
|
|
// Description: Sets our Angles, AnimDir and MoveDir so that
|
|
// we are facing the specified entity
|
|
//
|
|
// Parameters: Entity *ent
|
|
// float extraYaw
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::turnTowardsEntity( Entity *ent , float extraYaw )
|
|
{
|
|
|
|
Vector dir;
|
|
Vector new_angles;
|
|
|
|
//First, get the vector from myself to the entity.
|
|
//Then convert it to angles, and add any additional
|
|
//requested YAW
|
|
dir = ent->centroid - origin;
|
|
new_angles = dir.toAngles();
|
|
new_angles[YAW] += extraYaw;
|
|
|
|
//Now, Set my angles to these newly calculated Angles
|
|
angles[YAW] = new_angles[YAW];
|
|
angles[ROLL] = 0;
|
|
angles[PITCH] = 0;
|
|
|
|
//Now, before we can set my Anim and Movement Dir Vectors, we
|
|
//must convert my current angles back into a direction vector
|
|
//this is very very important. If we don't do this, then
|
|
//then my angles and my movement dir get out of sync resulting
|
|
//in some pretty bad wonk-i-ness.
|
|
angles.AngleVectors( &dir );
|
|
|
|
//Okay, now let's actually SET everything
|
|
setAngles( angles );
|
|
movementSubsystem->setAnimDir( dir );
|
|
movementSubsystem->setMoveDir( dir );
|
|
|
|
}
|
|
|
|
void Actor::_printDebugInfo(const str &laststate , const str ¤tState , const str &legAnim , const str &torsoAnim )
|
|
{
|
|
// Print Debug Stuff
|
|
gi.Printf( "\n");
|
|
gi.Printf( "Name : %s\n", name.c_str() );
|
|
gi.Printf( "TargetName : %s\n", targetname.c_str() );
|
|
gi.Printf( "EntNum : %d\n", entnum );
|
|
gi.Printf( "\n" );
|
|
|
|
switch( showStates )
|
|
{
|
|
case DEBUG_STATES_ONLY:
|
|
gi.Printf( "StateMap or Package: %s\n", statemap_name.c_str() );
|
|
gi.Printf( "LastState : %s\n", laststate.c_str() );
|
|
gi.Printf( "CurrentState : %s\n", currentState.c_str() );
|
|
break;
|
|
|
|
case DEBUG_STATES_BEHAVIORS:
|
|
gi.Printf( "StateMap or Package: %s\n", statemap_name.c_str() );
|
|
gi.Printf( "LastState : %s\n", laststate.c_str() );
|
|
gi.Printf( "CurrentState : %s\n", currentState.c_str() );
|
|
gi.Printf( "\n" );
|
|
if ( behavior )
|
|
{
|
|
gi.Printf( "Behavior : %s\n", behavior->getClassname() );
|
|
if ( behavior->GetInternalStateName().length() )
|
|
gi.Printf( "Internal Behavior State: %s\n" , behavior->GetInternalStateName().c_str() );
|
|
else
|
|
gi.Printf( "Internal Behavior State: Unspecified\n" );
|
|
}
|
|
|
|
if ( headBehavior )
|
|
gi.Printf( "HeadBehavior : %s\n", headBehavior->getClassname() );
|
|
|
|
if ( eyeBehavior )
|
|
gi.Printf( "EyeBehavior : %s\n", eyeBehavior->getClassname() );
|
|
|
|
if ( torsoBehavior )
|
|
gi.Printf( "TorsoBehavior : %s\n", torsoBehavior->getClassname() );
|
|
break;
|
|
|
|
case DEBUG_ALL:
|
|
gi.Printf( "StateMap or Package: %s\n", statemap_name.c_str() );
|
|
gi.Printf( "LastState : %s\n", laststate.c_str() );
|
|
gi.Printf( "CurrentState : %s\n", currentState.c_str() );
|
|
gi.Printf( "\n" );
|
|
if ( behavior )
|
|
{
|
|
gi.Printf( "Behavior : %s\n", behavior->getClassname() );
|
|
if ( behavior->GetInternalStateName().length() )
|
|
gi.Printf( "Internal Behavior State: %s\n" , behavior->GetInternalStateName().c_str() );
|
|
else
|
|
gi.Printf( "Internal Behavior State: Unspecified\n" );
|
|
}
|
|
|
|
if ( headBehavior )
|
|
gi.Printf( "HeadBehavior : %s\n", headBehavior->getClassname() );
|
|
|
|
if ( eyeBehavior )
|
|
gi.Printf( "EyeBehavior : %s\n", eyeBehavior->getClassname() );
|
|
|
|
if ( torsoBehavior )
|
|
gi.Printf( "TorsoBehavior : %s\n", torsoBehavior->getClassname() );
|
|
gi.Printf( "\n" );
|
|
gi.Printf( "LegAnim : %s\n", legAnim.c_str() );
|
|
gi.Printf( "TorsoAnim : %s\n", torsoAnim.c_str() );
|
|
|
|
break;
|
|
|
|
default:
|
|
return;
|
|
}
|
|
}
|
|
//===================================================================================
|
|
// Archive Functions
|
|
//===================================================================================
|
|
|
|
//
|
|
// Name: Archive()
|
|
// Parameters: Archiver &arc
|
|
// Description: Archives the Actor Data
|
|
//
|
|
inline void Actor::Archive( Archiver &arc )
|
|
{
|
|
str temp_state_name;
|
|
str temp_global_state_name;
|
|
str temp_last_state_name;
|
|
str temp_master_state_name;
|
|
str temp_last_master_state_name;
|
|
qboolean behavior_bool;
|
|
qboolean hBehavior_bool;
|
|
qboolean eBehavior_bool;
|
|
qboolean tBehavior_bool;
|
|
int num;
|
|
StateVar *stateVar;
|
|
threadlist_t* threadListEntry;
|
|
int i;
|
|
|
|
|
|
Sentient::Archive( arc );
|
|
|
|
arc.ArchiveSafePointer( &forcedEnemy );
|
|
arc.ArchiveString( &newanim );
|
|
arc.ArchiveInteger( &newanimnum );
|
|
arc.ArchiveInteger( &animnum );
|
|
arc.ArchiveString( &animname );
|
|
arc.ArchiveEventPointer( &newanimevent );
|
|
arc.ArchiveString( &last_anim_event_name );
|
|
|
|
arc.ArchiveString( &newTorsoAnim );
|
|
arc.ArchiveInteger( &newTorsoAnimNum );
|
|
arc.ArchiveString( &TorsoAnimName );
|
|
arc.ArchiveEventPointer( &newTorsoAnimEvent );
|
|
arc.ArchiveString( &last_torso_anim_event_name );
|
|
|
|
arc.ArchiveFloat( &absoluteMin );
|
|
arc.ArchiveFloat( &absoluteMax );
|
|
arc.ArchiveFloat( &preferredMin );
|
|
arc.ArchiveFloat( &preferredMax );
|
|
arc.ArchiveFloat( &activationDelay );
|
|
arc.ArchiveFloat( &activationStart );
|
|
|
|
ArchiveEnum( actortype, actortype_t );
|
|
ArchiveEnum( targetType, targetType_t );
|
|
arc.ArchiveBoolean( &validTarget );
|
|
arc.ArchiveBool( &_checkedChance );
|
|
arc.ArchiveBool( &_levelAIOff );
|
|
arc.ArchiveFloat( &bounce_off_velocity );
|
|
|
|
|
|
if ( arc.Saving() )
|
|
{
|
|
if ( behavior )
|
|
{
|
|
behavior_bool = true;
|
|
arc.ArchiveBoolean( &behavior_bool );
|
|
arc.ArchiveObject( behavior );
|
|
}
|
|
else
|
|
{
|
|
behavior_bool = false;
|
|
arc.ArchiveBoolean( &behavior_bool );
|
|
}
|
|
|
|
if ( headBehavior )
|
|
{
|
|
hBehavior_bool = true;
|
|
arc.ArchiveBoolean( &hBehavior_bool );
|
|
arc.ArchiveObject( headBehavior );
|
|
}
|
|
else
|
|
{
|
|
hBehavior_bool = false;
|
|
arc.ArchiveBoolean( &hBehavior_bool );
|
|
}
|
|
|
|
if ( eyeBehavior )
|
|
{
|
|
eBehavior_bool = true;
|
|
arc.ArchiveBoolean( &eBehavior_bool );
|
|
arc.ArchiveObject( eyeBehavior );
|
|
}
|
|
else
|
|
{
|
|
eBehavior_bool = false;
|
|
arc.ArchiveBoolean( &eBehavior_bool );
|
|
}
|
|
|
|
if ( torsoBehavior )
|
|
{
|
|
tBehavior_bool = true;
|
|
arc.ArchiveBoolean( &tBehavior_bool );
|
|
arc.ArchiveObject( torsoBehavior );
|
|
}
|
|
else
|
|
{
|
|
tBehavior_bool = false;
|
|
arc.ArchiveBoolean( &tBehavior_bool );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
arc.ArchiveBoolean( &behavior_bool );
|
|
|
|
if ( behavior_bool )
|
|
{
|
|
behavior = ( Behavior * )arc.ReadObject();
|
|
currentBehavior = behavior->getClassname();
|
|
behaviorFailureReason = behavior->GetFailureReason();
|
|
}
|
|
else
|
|
{
|
|
behavior = NULL;
|
|
currentBehavior = "";
|
|
behaviorFailureReason = "";
|
|
}
|
|
|
|
arc.ArchiveBoolean( &hBehavior_bool );
|
|
|
|
if ( hBehavior_bool )
|
|
{
|
|
headBehavior = ( Behavior * )arc.ReadObject();
|
|
currentHeadBehavior = headBehavior->getClassname();
|
|
}
|
|
else
|
|
{
|
|
headBehavior = NULL;
|
|
currentHeadBehavior = "";
|
|
}
|
|
|
|
arc.ArchiveBoolean( &eBehavior_bool );
|
|
|
|
if ( eBehavior_bool )
|
|
{
|
|
eyeBehavior = ( Behavior * )arc.ReadObject();
|
|
currentEyeBehavior = eyeBehavior->getClassname();
|
|
}
|
|
else
|
|
{
|
|
eyeBehavior = NULL;
|
|
currentEyeBehavior = "";
|
|
}
|
|
|
|
arc.ArchiveBoolean( &tBehavior_bool );
|
|
|
|
if ( tBehavior_bool )
|
|
{
|
|
torsoBehavior = ( Behavior * )arc.ReadObject();
|
|
currentTorsoBehavior = torsoBehavior->getClassname();
|
|
}
|
|
else
|
|
{
|
|
torsoBehavior = NULL;
|
|
currentTorsoBehavior = "";
|
|
}
|
|
}
|
|
|
|
ArchiveEnum( behaviorCode, BehaviorReturnCode_t );
|
|
ArchiveEnum( headBehaviorCode, BehaviorReturnCode_t );
|
|
ArchiveEnum( eyeBehaviorCode, BehaviorReturnCode_t );
|
|
ArchiveEnum( torsoBehaviorCode, BehaviorReturnCode_t );
|
|
|
|
arc.ArchiveBoolean( &haveThrowObject );
|
|
|
|
arc.ArchiveString( &animset );
|
|
|
|
arc.ArchiveUnsigned( &actor_flags1 );
|
|
arc.ArchiveUnsigned( &actor_flags2 );
|
|
arc.ArchiveUnsigned( &actor_flags3 );
|
|
arc.ArchiveUnsigned( &actor_flags4 );
|
|
arc.ArchiveUnsigned( ¬ify_flags1 );
|
|
arc.ArchiveUnsigned( &state_flags );
|
|
|
|
arc.ArchiveFloat ( &chattime );
|
|
arc.ArchiveFloat ( &nextsoundtime );
|
|
arc.ArchiveFloat ( &_nextCheckForEnemyPath );
|
|
arc.ArchiveBool ( &_havePathToEnemy );
|
|
arc.ArchiveFloat ( &_nextPathDistanceToFollowTargetCheck );
|
|
|
|
arc.ArchiveFloat( &_nextPlayPainSoundTime );
|
|
arc.ArchiveFloat( &_playPainSoundInterval );
|
|
|
|
// Save dialog stuff
|
|
|
|
ArchiveEnum( DialogMode, DialogMode_t );
|
|
arc.ArchiveFloat ( &radiusDialogRange );
|
|
|
|
if ( arc.Saving() )
|
|
{
|
|
DialogNode_t *dialog_node;
|
|
byte more;
|
|
str alias_name;
|
|
str parm;
|
|
int current_parm;
|
|
|
|
dialog_node = dialog_list;
|
|
|
|
while( dialog_node )
|
|
{
|
|
more = true;
|
|
arc.ArchiveByte( &more );
|
|
|
|
alias_name = dialog_node->alias_name;
|
|
|
|
arc.ArchiveString( &alias_name );
|
|
arc.ArchiveInteger( &dialog_node->random_flag );
|
|
arc.ArchiveInteger( &dialog_node->number_of_parms );
|
|
arc.ArchiveFloat( &dialog_node->random_percent );
|
|
ArchiveEnum( dialog_node->dType , DialogType_t );
|
|
|
|
for( current_parm = 0 ; current_parm < dialog_node->number_of_parms ; current_parm++ )
|
|
{
|
|
arc.ArchiveByte( &dialog_node->parms[ current_parm ].type );
|
|
|
|
parm = dialog_node->parms[ current_parm ].parm;
|
|
|
|
arc.ArchiveString( &parm );
|
|
|
|
parm = dialog_node->parms[ current_parm ].parm2;
|
|
|
|
arc.ArchiveString( &parm );
|
|
}
|
|
|
|
dialog_node = dialog_node->next;
|
|
}
|
|
|
|
more = false;
|
|
arc.ArchiveByte( &more );
|
|
}
|
|
else
|
|
{
|
|
byte more;
|
|
DialogNode_t *new_dialog_node;
|
|
DialogNode_t *current_dialog_node = NULL;
|
|
str alias_name;
|
|
str parm;
|
|
int current_parm;
|
|
|
|
arc.ArchiveByte( &more );
|
|
|
|
while( more )
|
|
{
|
|
new_dialog_node = NewDialogNode();
|
|
|
|
if ( current_dialog_node )
|
|
current_dialog_node->next = new_dialog_node;
|
|
else
|
|
dialog_list = new_dialog_node;
|
|
|
|
current_dialog_node = new_dialog_node;
|
|
new_dialog_node->next = NULL;
|
|
|
|
arc.ArchiveString( &alias_name );
|
|
strcpy( new_dialog_node->alias_name, alias_name.c_str() );
|
|
|
|
arc.ArchiveInteger( &new_dialog_node->random_flag );
|
|
arc.ArchiveInteger( &new_dialog_node->number_of_parms );
|
|
arc.ArchiveFloat( &new_dialog_node->random_percent );
|
|
ArchiveEnum( new_dialog_node->dType , DialogType_t );
|
|
|
|
for( current_parm = 0 ; current_parm < new_dialog_node->number_of_parms ; current_parm++ )
|
|
{
|
|
arc.ArchiveByte( &new_dialog_node->parms[ current_parm ].type );
|
|
|
|
arc.ArchiveString( &parm );
|
|
strcpy( new_dialog_node->parms[ current_parm ].parm, parm.c_str() );
|
|
|
|
arc.ArchiveString( &parm );
|
|
strcpy( new_dialog_node->parms[ current_parm ].parm2, parm.c_str() );
|
|
}
|
|
|
|
arc.ArchiveByte( &more );
|
|
}
|
|
}
|
|
|
|
|
|
arc.ArchiveString( &_branchDialogName );
|
|
arc.ArchiveFloat( &dialog_done_time );
|
|
arc.ArchiveString( &dialog_state_name );
|
|
arc.ArchiveString( &dialog_old_state_name );
|
|
arc.ArchiveBool( &_ignoreNextContext );
|
|
arc.ArchiveString( &_nextContextToIgnore );
|
|
arc.ArchiveFloat( &_nextContextTime );
|
|
arc.ArchiveFloat(&_contextInterval);
|
|
|
|
arc.ArchiveSafePointer( &scriptthread );
|
|
|
|
arc.ArchiveString( &kill_thread );
|
|
arc.ArchiveString( &escape_thread );
|
|
arc.ArchiveString( &captured_thread );
|
|
arc.ArchiveString( &activate_thread );
|
|
arc.ArchiveString( &onuse_thread_name );
|
|
arc.ArchiveString( &ondamage_thread );
|
|
arc.ArchiveString( &alert_thread );
|
|
arc.ArchiveString( &idle_thread );
|
|
|
|
arc.ArchiveFloat( &pain_threshold );
|
|
arc.ArchiveFloat( &next_drown_time );
|
|
arc.ArchiveFloat( &air_finished );
|
|
arc.ArchiveInteger( &pain_type );
|
|
arc.ArchiveVector( &pain_angles );
|
|
arc.ArchiveInteger( &bullet_hits );
|
|
arc.ArchiveFloat( &next_pain_time );
|
|
arc.ArchiveFloat( &min_pain_time );
|
|
arc.ArchiveFloat( &next_forced_pain_time );
|
|
arc.ArchiveFloat( &max_pain_time );
|
|
arc.ArchiveString( &_deathEffect );
|
|
|
|
if ( arc.Saving() )
|
|
{
|
|
arc.ArchiveString( &statemap_name );
|
|
arc.ArchiveString( &masterstatemap_name );
|
|
|
|
if ( currentState )
|
|
temp_state_name = currentState->getName();
|
|
|
|
if ( globalState )
|
|
temp_global_state_name = globalState->getName();
|
|
|
|
if ( lastState )
|
|
temp_last_state_name = lastState->getName();
|
|
|
|
if ( currentMasterState )
|
|
temp_master_state_name = currentMasterState->getName();
|
|
|
|
if ( lastMasterState )
|
|
temp_last_master_state_name = lastMasterState->getName();
|
|
|
|
arc.ArchiveString( &temp_state_name );
|
|
arc.ArchiveString( &temp_global_state_name );
|
|
arc.ArchiveString( &temp_last_state_name );
|
|
arc.ArchiveString( &temp_master_state_name );
|
|
arc.ArchiveString( &temp_last_master_state_name );
|
|
}
|
|
else
|
|
{
|
|
arc.ArchiveString( &statemap_name );
|
|
arc.ArchiveString( &masterstatemap_name );
|
|
|
|
if ( statemap_name.length() )
|
|
{
|
|
Event *event;
|
|
|
|
event = new Event( EV_Actor_Statemap );
|
|
event->AddString( statemap_name.c_str() );
|
|
event->AddString( "" );
|
|
event->AddInteger( 1 );
|
|
ProcessEvent( event );
|
|
}
|
|
|
|
arc.ArchiveString( &temp_state_name );
|
|
arc.ArchiveString( &temp_global_state_name );
|
|
arc.ArchiveString( &temp_last_state_name );
|
|
|
|
if ( statemap )
|
|
{
|
|
currentState = statemap->FindState( temp_state_name.c_str() );
|
|
globalState = statemap->FindGlobalState( temp_global_state_name.c_str() );
|
|
lastState = statemap->FindState( temp_last_state_name.c_str() );
|
|
}
|
|
|
|
|
|
if ( masterstatemap_name.length() )
|
|
{
|
|
Event *event;
|
|
|
|
event = new Event( EV_Actor_MasterStateMap );
|
|
event->AddString( masterstatemap_name.c_str() );
|
|
event->AddString( "" );
|
|
event->AddInteger( 1 );
|
|
ProcessEvent ( event );
|
|
}
|
|
|
|
arc.ArchiveString( &temp_master_state_name );
|
|
arc.ArchiveString( &temp_last_master_state_name );
|
|
|
|
if ( masterstatemap )
|
|
{
|
|
currentMasterState = masterstatemap->FindState( temp_master_state_name.c_str() );
|
|
lastMasterState = masterstatemap->FindState( temp_last_master_state_name.c_str() );
|
|
}
|
|
}
|
|
|
|
arc.ArchiveFloat( &state_time );
|
|
arc.ArchiveFloat( &masterstate_time );
|
|
arc.ArchiveInteger( ×_done );
|
|
arc.ArchiveInteger( &masterstate_times_done );
|
|
arc.ArchiveFloat( &state_done_time );
|
|
arc.ArchiveFloat( &masterstate_done_time );
|
|
|
|
arc.ArchiveFloat( &last_time_active );
|
|
ArchiveEnum( showStates, stateDebugType_t );
|
|
ArchiveEnum( talkMode, talkModeStates_t );
|
|
arc.ArchiveBool( &useConvAnims );
|
|
|
|
// Don't save these
|
|
//static Condition<Actor> Conditions[];
|
|
//Container<Conditional *> conditionals;
|
|
//Container<Conditional *> master_conditionals;
|
|
|
|
arc.ArchiveString( &fuzzyengine_name );
|
|
arc.ArchiveBoolean( &fuzzyEngine_active );
|
|
|
|
if ( arc.Loading() )
|
|
{
|
|
if ( fuzzyengine_name.length() )
|
|
{
|
|
Event *event;
|
|
|
|
event = new Event ( EV_Actor_FuzzyEngine );
|
|
event->AddString( fuzzyengine_name.c_str() );
|
|
ProcessEvent ( event );
|
|
}
|
|
}
|
|
|
|
// Don't save
|
|
//Container<Conditional *> fuzzy_conditionals;
|
|
|
|
arc.ArchiveFloat( &maxEyeYawAngle );
|
|
arc.ArchiveFloat( &minEyeYawAngle );
|
|
arc.ArchiveFloat( &maxEyePitchAngle );
|
|
arc.ArchiveFloat( &minEyePitchAngle );
|
|
|
|
arc.ArchiveInteger( &saved_mode );
|
|
|
|
if ( arc.Saving() )
|
|
{
|
|
if ( saved_behavior )
|
|
{
|
|
behavior_bool = true;
|
|
arc.ArchiveBoolean( &behavior_bool );
|
|
arc.ArchiveObject( saved_behavior );
|
|
}
|
|
else
|
|
{
|
|
behavior_bool = false;
|
|
arc.ArchiveBoolean( &behavior_bool );
|
|
}
|
|
|
|
if ( saved_headBehavior )
|
|
{
|
|
hBehavior_bool = true;
|
|
arc.ArchiveBoolean( &hBehavior_bool );
|
|
arc.ArchiveObject( saved_headBehavior );
|
|
}
|
|
else
|
|
{
|
|
hBehavior_bool = false;
|
|
arc.ArchiveBoolean( &hBehavior_bool );
|
|
}
|
|
|
|
if ( saved_eyeBehavior )
|
|
{
|
|
eBehavior_bool = true;
|
|
arc.ArchiveBoolean( &eBehavior_bool );
|
|
arc.ArchiveObject( saved_eyeBehavior );
|
|
}
|
|
else
|
|
{
|
|
eBehavior_bool = false;
|
|
arc.ArchiveBoolean( &eBehavior_bool );
|
|
}
|
|
|
|
if ( saved_torsoBehavior )
|
|
{
|
|
tBehavior_bool = true;
|
|
arc.ArchiveBoolean( &tBehavior_bool );
|
|
arc.ArchiveObject( saved_torsoBehavior );
|
|
}
|
|
else
|
|
{
|
|
tBehavior_bool = false;
|
|
arc.ArchiveBoolean( &tBehavior_bool );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
arc.ArchiveBoolean( &behavior_bool );
|
|
|
|
if ( behavior_bool )
|
|
saved_behavior = ( Behavior * )arc.ReadObject();
|
|
else
|
|
saved_behavior = NULL;
|
|
|
|
arc.ArchiveBoolean( &hBehavior_bool );
|
|
|
|
if ( hBehavior_bool )
|
|
saved_headBehavior = ( Behavior * )arc.ReadObject();
|
|
else
|
|
saved_headBehavior = NULL;
|
|
|
|
arc.ArchiveBoolean( &eBehavior_bool );
|
|
|
|
if ( eBehavior_bool )
|
|
saved_eyeBehavior = ( Behavior * )arc.ReadObject();
|
|
else
|
|
saved_eyeBehavior = NULL;
|
|
|
|
arc.ArchiveBoolean( &tBehavior_bool );
|
|
|
|
if ( tBehavior_bool )
|
|
saved_torsoBehavior = ( Behavior * )arc.ReadObject();
|
|
else
|
|
saved_torsoBehavior = NULL;
|
|
}
|
|
|
|
arc.ArchiveSafePointer( &saved_scriptthread );
|
|
arc.ArchiveSafePointer( &saved_actorthread );
|
|
arc.ArchiveString( &saved_anim_name );
|
|
arc.ArchiveString( &saved_state_name );
|
|
arc.ArchiveString( &saved_anim_event_name );
|
|
|
|
arc.ArchiveString( &part_name );
|
|
|
|
{
|
|
part_t part;
|
|
int current_part;
|
|
int number_of_parts;
|
|
part_t *part_ptr;
|
|
|
|
if ( arc.Saving() )
|
|
{
|
|
number_of_parts = parts.NumObjects();
|
|
}
|
|
else
|
|
{
|
|
parts.ClearObjectList();
|
|
}
|
|
|
|
arc.ArchiveInteger( &number_of_parts );
|
|
|
|
if ( arc.Loading() )
|
|
parts.Resize( number_of_parts );
|
|
|
|
for( current_part = 1; current_part <= number_of_parts ; current_part++ )
|
|
{
|
|
if ( arc.Saving() )
|
|
{
|
|
part = parts.ObjectAt( current_part );
|
|
part_ptr = ∂
|
|
}
|
|
else
|
|
{
|
|
parts.AddObject( part );
|
|
part_ptr = parts.AddressOfObjectAt( current_part );
|
|
}
|
|
|
|
arc.ArchiveSafePointer( &part_ptr->ent );
|
|
arc.ArchiveUnsigned( &part_ptr->state_flags );
|
|
}
|
|
}
|
|
|
|
arc.ArchiveSafePointer( &incoming_proj );
|
|
arc.ArchiveFloat( &incoming_time );
|
|
arc.ArchiveBoolean( &incoming_bullet );
|
|
|
|
arc.ArchiveString( &name );
|
|
arc.ArchiveFloat( &max_inactive_time );
|
|
|
|
arc.ArchiveVector( &eyeoffset );
|
|
arc.ArchiveFloat( &last_jump_time );
|
|
|
|
arc.ArchiveString( &enemytype );
|
|
|
|
arc.ArchiveFloat( &actorrange_time );
|
|
arc.ArchiveFloat( &last_height );
|
|
arc.ArchiveSafePointer( &last_ent );
|
|
|
|
arc.ArchiveFloat( &canseeenemy_time );
|
|
arc.ArchiveFloat( &canseeplayer_time );
|
|
arc.ArchiveInteger( &stage );
|
|
arc.ArchiveInteger( &num_of_spawns );
|
|
arc.ArchiveSafePointer( &spawnparent );
|
|
arc.ArchiveVector( &last_attack_pos );
|
|
arc.ArchiveVector( &last_attack_enemy_pos );
|
|
arc.ArchiveSafePointer( &last_attack_entity_hit );
|
|
arc.ArchiveVector( &last_attack_entity_hit_pos );
|
|
arc.ArchiveInteger( &mode );
|
|
arc.ArchiveVector( &last_known_enemy_pos );
|
|
arc.ArchiveVector( &last_known_player_pos );
|
|
|
|
arc.ArchiveFloat( &feet_width );
|
|
arc.ArchiveVector( &last_origin );
|
|
|
|
arc.ArchiveFloat( &next_find_enemy_time );
|
|
arc.ArchiveFloat( &minimum_melee_height );
|
|
arc.ArchiveFloat( &damage_angles );
|
|
|
|
arc.ArchiveFloat( &real_head_pitch );
|
|
arc.ArchiveFloat( &next_pain_sound_time );
|
|
arc.ArchiveFloat( &last_ground_z );
|
|
|
|
arc.ArchiveString( &emotion );
|
|
arc.ArchiveFloat( &next_blink_time );
|
|
|
|
arc.ArchiveFloat( &actor_to_actor_damage_modifier );
|
|
|
|
arc.ArchiveFloat( &last_used_time );
|
|
|
|
arc.ArchiveFloat( &hitscan_response_chance );
|
|
arc.ArchiveInteger( &shotsFired );
|
|
arc.ArchiveInteger( &ondamage_threshold );
|
|
arc.ArchiveFloat( &timeBetweenSleepChecks );
|
|
|
|
arc.ArchiveInteger ( &saved_bone_hit );
|
|
|
|
arc.ArchiveSafePointer( &_controller );
|
|
ArchiveEnum( _controlType, Actor::ActorControlType );
|
|
|
|
// Save out currentHelperNode
|
|
|
|
arc.ArchiveSafePointer( ¤tHelperNode.node );
|
|
arc.ArchiveInteger( ¤tHelperNode.mask );
|
|
arc.ArchiveInteger( ¤tHelperNode.nodeID );
|
|
|
|
arc.ArchiveSafePointer( &ignoreHelperNode.node );
|
|
arc.ArchiveInteger( &ignoreHelperNode.mask );
|
|
arc.ArchiveInteger( &ignoreHelperNode.nodeID );
|
|
|
|
// Save out followTarget
|
|
|
|
arc.ArchiveSafePointer( &followTarget.currentFollowTarget );
|
|
arc.ArchiveSafePointer( &followTarget.specifiedFollowTarget );
|
|
arc.ArchiveFloat( &followTarget.maxRangeIdle );
|
|
arc.ArchiveFloat( &followTarget.minRangeIdle );
|
|
arc.ArchiveFloat( &followTarget.maxRangeCombat );
|
|
arc.ArchiveFloat( &followTarget.minRangeCombat );
|
|
|
|
arc.ArchiveInteger( &_steeringDirectionPreference );
|
|
|
|
if ( arc.Saving() )
|
|
{
|
|
num = stateVarList.NumObjects();
|
|
|
|
arc.ArchiveInteger( &num );
|
|
|
|
for( i = 1 ; i <= num ; i++ )
|
|
{
|
|
stateVar = stateVarList.ObjectAt( i );
|
|
|
|
arc.ArchiveString( &stateVar->varName );
|
|
arc.ArchiveString( &stateVar->varValue );
|
|
arc.ArchiveFloat( &stateVar->varTime );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
arc.ArchiveInteger( &num );
|
|
|
|
for( i = 1 ; i <= num ; i++ )
|
|
{
|
|
stateVar = new StateVar;
|
|
stateVarList.AddObject( stateVar );
|
|
|
|
arc.ArchiveString( &stateVar->varName );
|
|
arc.ArchiveString( &stateVar->varValue );
|
|
arc.ArchiveFloat( &stateVar->varTime );
|
|
}
|
|
}
|
|
|
|
|
|
if ( arc.Saving() )
|
|
{
|
|
num = threadList.NumObjects();
|
|
|
|
arc.ArchiveInteger( &num );
|
|
|
|
for( i = 1 ; i <= num ; i++ )
|
|
{
|
|
threadListEntry = threadList.ObjectAt( i );
|
|
|
|
arc.ArchiveString( &threadListEntry->threadType );
|
|
arc.ArchiveString( &threadListEntry->threadName );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
arc.ArchiveInteger( &num );
|
|
|
|
for ( i = 1; i <= num; i++ )
|
|
{
|
|
threadListEntry = new threadlist_t;
|
|
threadList.AddObject( threadListEntry );
|
|
|
|
arc.ArchiveString( &threadListEntry->threadType );
|
|
arc.ArchiveString( &threadListEntry->threadName );
|
|
}
|
|
}
|
|
|
|
arc.ArchiveSafePointer( &trigger );
|
|
|
|
arc.ArchiveString( &command );
|
|
|
|
arc.ArchiveString( &idle_state_name );
|
|
arc.ArchiveString( &master_idle_state_name );
|
|
arc.ArchiveString( &global_state_name );
|
|
|
|
arc.ArchiveFloat( &next_player_near );
|
|
|
|
arc.ArchiveSafePointer( &pickup_ent );
|
|
|
|
arc.ArchiveFloat( &stunned_end_time );
|
|
|
|
spawn_items.Archive( arc );
|
|
arc.ArchiveFloat( &spawn_chance );
|
|
|
|
arc.ArchiveString( &bounce_off_effect );
|
|
|
|
can_be_finsihed_by_mods.Archive( arc );
|
|
|
|
arc.ArchiveFloat( &max_boss_health );
|
|
|
|
arc.ArchiveBoolean( &haveAttached );
|
|
|
|
arc.ArchiveFloat( ¤tSplineTime );
|
|
arc.ArchiveFloat( &_dialogMorphMult );
|
|
ArchiveEnum( _useWeaponDamage, weaponhand_t );
|
|
arc.ArchiveFloat( &_nextCheckForWorkNodeTime );
|
|
arc.ArchiveFloat( &_nextCheckForHibernateNodeTime );
|
|
|
|
arc.ArchiveFloat( &minLeadFactor );
|
|
arc.ArchiveFloat( &maxLeadFactor );
|
|
|
|
//arc.ArchiveInteger( &groupnumber );
|
|
|
|
// Handle the Archiving of our helper classes
|
|
|
|
// Archiving thinkStrategy is a little more complex than normal because thinkStrategy can point to multiple types
|
|
// of child classes and when we read it in we need to make sure to have the correct one
|
|
|
|
if ( arc.Saving() )
|
|
{
|
|
bool simplifiedThink;
|
|
|
|
if ( thinkStrategy->isSimple() )
|
|
simplifiedThink = true;
|
|
else
|
|
simplifiedThink = false;
|
|
|
|
arc.ArchiveBool( &simplifiedThink );
|
|
|
|
thinkStrategy->DoArchive ( arc );
|
|
}
|
|
else
|
|
{
|
|
bool simplifiedThink;
|
|
|
|
arc.ArchiveBool( &simplifiedThink );
|
|
|
|
if ( simplifiedThink )
|
|
{
|
|
delete thinkStrategy;
|
|
thinkStrategy = new SimplifiedThink( (Actor *)this );
|
|
}
|
|
|
|
thinkStrategy->DoArchive ( arc );
|
|
}
|
|
|
|
gameComponent->DoArchive ( arc , this );
|
|
sensoryPerception->DoArchive ( arc , this );
|
|
strategos->DoArchive ( arc , this );
|
|
enemyManager->DoArchive ( arc , this );
|
|
packageManager->DoArchive ( arc , this );
|
|
movementSubsystem->DoArchive ( arc , this );
|
|
personality->DoArchive ( arc , this );
|
|
combatSubsystem->DoArchive ( arc , this );
|
|
headWatcher->DoArchive ( arc , this );
|
|
postureController->DoArchive ( arc , this );
|
|
|
|
arc.ArchiveFloat( &lastPathCheck_Work );
|
|
arc.ArchiveFloat( &lastPathCheck_Flee );
|
|
arc.ArchiveFloat( &lastPathCheck_Patrol );
|
|
arc.ArchiveBoolean( &testing );
|
|
|
|
if ( isThinkOn() )
|
|
Wakeup();
|
|
else
|
|
Sleep();
|
|
}
|
|
|
|
|
|
|
|
|
|
void Actor::SetAggressiveness( Event *ev )
|
|
{
|
|
personality->SetAggressiveness( ev->GetFloat( 1 ) );
|
|
}
|
|
|
|
|
|
|
|
qboolean Actor::checkWantsToExecutePackage( Conditional &condition )
|
|
{
|
|
float interval;
|
|
|
|
if ( condition.numParms() > 0 )
|
|
interval = atof( condition.getParm( 1 ) );
|
|
else
|
|
interval = 0.0f;
|
|
|
|
return personality->WantsToExecuteCurrentPackage( interval );
|
|
}
|
|
|
|
qboolean Actor::checkExecutedPackageInLastTimeFrame( Conditional &condition )
|
|
{
|
|
float interval;
|
|
|
|
if ( condition.numParms() > 0 )
|
|
interval = atof( condition.getParm( 1 ) );
|
|
else
|
|
interval = 0.0f;
|
|
|
|
return personality->ExecutedPackageInLastTimeFrame( interval );
|
|
}
|
|
|
|
|
|
qboolean Actor::checkIsAggressive( Conditional &condition )
|
|
{
|
|
float baseLine;
|
|
|
|
baseLine = atof(condition.getParm( 1 ));
|
|
|
|
return ( baseLine <= personality->GetAggressiveness() );
|
|
|
|
}
|
|
|
|
qboolean Actor::checkInConeOfFire( Conditional &condition )
|
|
{
|
|
return GetActorFlag( ACTOR_FLAG_IN_CONE_OF_FIRE );
|
|
}
|
|
|
|
qboolean Actor::checkInPlayerConeOfFire( Conditional &condition )
|
|
{
|
|
return GetActorFlag( ACTOR_FLAG_IN_PLAYER_CONE_OF_FIRE );
|
|
}
|
|
|
|
void Actor::SetGroupNumber( Event *ev )
|
|
{
|
|
//This is here for legacy. In the future we need to
|
|
//move all group set up to the group coordinator alone
|
|
//however, currently, we have a large number of scripts
|
|
//that are assigning actors groups in this manner
|
|
AddToGroup( ev->GetInteger( 1 ) );
|
|
}
|
|
|
|
void Actor::_notifyGroupOfDamage()
|
|
{
|
|
_notifyGroupOfEnemy();
|
|
}
|
|
|
|
void Actor::_notifyGroupOfKilled()
|
|
{
|
|
_notifyGroupOfEnemy();
|
|
}
|
|
|
|
void Actor::_notifyGroupSpottedEnemy()
|
|
{
|
|
_notifyGroupOfEnemy();
|
|
}
|
|
|
|
void Actor::_notifyGroupOfEnemy()
|
|
{
|
|
Actor *act;
|
|
Entity *currentEnemy;
|
|
int i;
|
|
|
|
enemyManager->FindHighestHateEnemy();
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
|
|
if ( !currentEnemy )
|
|
return;
|
|
|
|
for( i = 1; i <= ActiveList.NumObjects(); i++ )
|
|
{
|
|
act = ActiveList.ObjectAt( i );
|
|
|
|
if ( act->GetGroupID() == GetGroupID() )
|
|
{
|
|
act->sensoryPerception->Stimuli(STIMULI_ALL);
|
|
act->enemyManager->TryToAddToHateList( currentEnemy );
|
|
act->enemyManager->SetCurrentEnemy( currentEnemy );
|
|
act->personality->SetAggressiveness( 1.0f);
|
|
}
|
|
}
|
|
|
|
for ( i = 1; i <= SleepList.NumObjects(); i++ )
|
|
{
|
|
act = SleepList.ObjectAt( i );
|
|
|
|
if ( act->GetGroupID() == GetGroupID() )
|
|
{
|
|
act->sensoryPerception->Stimuli(STIMULI_ALL);
|
|
act->enemyManager->TryToAddToHateList( currentEnemy );
|
|
act->enemyManager->SetCurrentEnemy( currentEnemy );
|
|
act->personality->SetAggressiveness( 1.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
qboolean Actor::checkPatrolWaypointNodeInDistance( Conditional &condition )
|
|
{
|
|
float distance = atof(condition.getParm( 1 ) );
|
|
|
|
Entity* ent_in_range;
|
|
Vector NodeToSelf;
|
|
gentity_t *ed;
|
|
|
|
Vector pos;
|
|
Vector nodeOrigin;
|
|
|
|
/*
|
|
int wtf;
|
|
wtf = lastPathCheck_Flee + HACK_PATH_CHECK;
|
|
|
|
if ( wtf >= level.time )
|
|
return false;
|
|
|
|
lastPathCheck_Patrol = level.time + HACK_PATH_CHECK + G_Random();
|
|
*/
|
|
|
|
for ( int i = 0; i < MAX_GENTITIES; i++ )
|
|
{
|
|
ed = &g_entities[i];
|
|
|
|
if ( !ed->inuse || !ed->entity )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
ent_in_range = g_entities[i].entity;
|
|
|
|
pos = origin;
|
|
pos.z += 80;
|
|
|
|
nodeOrigin = ent_in_range->origin;
|
|
|
|
/*
|
|
if (!sensoryPerception->CanSeePosition( pos , nodeOrigin , true , true ) )
|
|
continue;
|
|
*/
|
|
|
|
if( ent_in_range->isSubclassOf( PatrolWayPointNode ) )
|
|
{
|
|
NodeToSelf = ent_in_range->origin - origin;
|
|
if ( NodeToSelf.length() <= distance )
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkPathNodeTypeInDistance( Conditional &condition )
|
|
{
|
|
str nodeType = condition.getParm( 1 );
|
|
float distance = atof(condition.getParm( 2 ));
|
|
|
|
if ( !Q_stricmp( "work" , nodeType.c_str() ) )
|
|
return _WorkNodeInDistance( distance );
|
|
|
|
if ( !Q_stricmp( "flee" , nodeType.c_str() ) )
|
|
return _FleeNodeInDistance( distance );
|
|
|
|
return false;
|
|
}
|
|
|
|
void Actor::SetHeadWatchTarget( Event *ev )
|
|
{
|
|
str watchTarget;
|
|
float speed;
|
|
|
|
watchTarget = ev->GetString( 1 );
|
|
if ( ev->NumArgs() > 1 )
|
|
{
|
|
speed = ev->GetFloat( 2 );
|
|
headWatcher->SetWatchSpeed( speed );
|
|
}
|
|
|
|
|
|
if ( !Q_stricmp( "enemy" , watchTarget.c_str() ) )
|
|
{
|
|
headWatcher->SetWatchTarget( enemyManager->GetCurrentEnemy() );
|
|
return;
|
|
}
|
|
|
|
if ( !Q_stricmp( "none" , watchTarget.c_str() ) )
|
|
{
|
|
headWatcher->SetWatchTarget( NULL );
|
|
return;
|
|
}
|
|
|
|
if ( !Q_stricmp( "player" , watchTarget.c_str() ) )
|
|
{
|
|
Player *player = GetPlayer(0);
|
|
headWatcher->SetWatchTarget( player );
|
|
}
|
|
|
|
if ( !Q_stricmp( "teammate" , watchTarget.c_str() ) )
|
|
{
|
|
float bestDist = 99999;
|
|
Vector selfToTeammate;
|
|
Sentient *teammate = GetPlayer(0);
|
|
Sentient *closestTeammate = NULL;
|
|
|
|
for ( int i = 1 ; i <= TeamMateList.NumObjects() ; i++ )
|
|
{
|
|
teammate = TeamMateList.ObjectAt( i );
|
|
if ( teammate->entnum == entnum)
|
|
continue;
|
|
|
|
selfToTeammate = teammate->origin - origin;
|
|
if ( selfToTeammate.length() <= bestDist )
|
|
{
|
|
closestTeammate = teammate;
|
|
bestDist = selfToTeammate.length();
|
|
}
|
|
|
|
}
|
|
|
|
if ( !closestTeammate )
|
|
closestTeammate = teammate;
|
|
|
|
headWatcher->SetWatchTarget( closestTeammate );
|
|
return;
|
|
}
|
|
|
|
|
|
headWatcher->SetWatchTarget( watchTarget );
|
|
|
|
}
|
|
|
|
void Actor::SetHeadWatchTarget( Entity *ent )
|
|
{
|
|
if ( !ent )
|
|
ent = NULL;
|
|
|
|
headWatcher->SetWatchTarget( ent );
|
|
}
|
|
|
|
void Actor::SetHeadWatchSpeed( Event *ev )
|
|
{
|
|
float speed = ev->GetFloat( 1 );
|
|
headWatcher->SetWatchSpeed( speed );
|
|
}
|
|
|
|
void Actor::SetHeadWatchSpeed( float speed )
|
|
{
|
|
headWatcher->SetWatchSpeed( speed );
|
|
}
|
|
|
|
void Actor::setHeadTwitch( Event *ev )
|
|
{
|
|
headWatcher->setHeadTwitch( ev->GetBoolean( 1 ) );
|
|
}
|
|
|
|
void Actor::SetFuzzyEngineActive( Event *ev )
|
|
{
|
|
qboolean active = ev->GetBoolean( 1 );
|
|
fuzzyEngine_active = active;
|
|
}
|
|
|
|
qboolean Actor::_isWorkNodeValid( PathNode *node )
|
|
{
|
|
WorkTrigger *target = NULL;
|
|
|
|
if ( node->targetEntity )
|
|
{
|
|
Entity *entity = node->targetEntity;
|
|
|
|
if( entity->isSubclassOf( WorkTrigger ) )
|
|
{
|
|
target = (WorkTrigger*)entity;
|
|
|
|
//If it's not reserved, but still marked as occupied -- Don't go
|
|
if ( node->occupiedTime > level.time && !target->isReserved() )
|
|
return false;
|
|
|
|
if ( target->isAllowedToWork( targetname , entnum ) )
|
|
return true;
|
|
}
|
|
}
|
|
|
|
/* if ( node->target )
|
|
{
|
|
str targetName;
|
|
targetName = node->target;
|
|
|
|
if ( targetName.length() > 0 )
|
|
{
|
|
Entity* ent_in_range;
|
|
gentity_t *ed;
|
|
|
|
for ( int i = 0; i < MAX_GENTITIES; i++ )
|
|
{
|
|
ed = &g_entities[i];
|
|
|
|
if ( !ed->inuse || !ed->entity )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
|
|
ent_in_range = g_entities[i].entity;
|
|
|
|
if( ent_in_range->isSubclassOf( WorkTrigger ) )
|
|
{
|
|
if (!Q_stricmp(ent_in_range->targetname.c_str() , targetName.c_str() ))
|
|
{
|
|
target = (WorkTrigger*)ent_in_range;
|
|
|
|
//If it's not reserved, but still marked as occupied -- Don't go
|
|
if ( node->occupiedTime > level.time && !target->isReserved() )
|
|
return false;
|
|
|
|
if ( target->isAllowedToWork( targetname , entnum ) )
|
|
return true;
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
} */
|
|
|
|
if ( !target )
|
|
return true;
|
|
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::_FleeNodeInDistance( float dist )
|
|
{
|
|
int wtf;
|
|
wtf = (int)(lastPathCheck_Flee + HACK_PATH_CHECK);
|
|
|
|
if ( wtf >= level.time )
|
|
return false;
|
|
|
|
lastPathCheck_Flee = level.time + HACK_PATH_CHECK + G_Random();
|
|
|
|
|
|
Vector delta;
|
|
Vector pos;
|
|
Vector nodeOrigin;
|
|
|
|
for ( int i = 1 ; i <= thePathManager.NumberOfSpecialNodes(); i++ )
|
|
{
|
|
PathNode *node = thePathManager.GetSpecialNode( i );
|
|
|
|
pos = origin;
|
|
pos.z += 80;
|
|
|
|
nodeOrigin = node->origin;
|
|
|
|
if (!sensoryPerception->CanSeePosition( pos , nodeOrigin , true , true ) )
|
|
continue;
|
|
|
|
if ( node && ( node->nodeflags & ( AI_FLEE ) ) &&
|
|
( ( node->occupiedTime <= level.time ) ) && ( node->entnum == 0 || node->entnum == entnum ) )
|
|
{
|
|
delta = node->origin - origin;
|
|
|
|
if ( delta.length() <= dist )
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::_WorkNodeInDistance( float dist )
|
|
{
|
|
int wtf;
|
|
wtf = (int)(lastPathCheck_Work + HACK_PATH_CHECK);
|
|
|
|
if ( wtf >= level.time )
|
|
return false;
|
|
|
|
lastPathCheck_Work = level.time + G_Random();
|
|
|
|
Vector delta;
|
|
Vector pos;
|
|
Vector nodeOrigin;
|
|
|
|
for ( int i = 1 ; i <= thePathManager.NumberOfSpecialNodes(); i++ )
|
|
{
|
|
PathNode *node = thePathManager.GetSpecialNode( i );
|
|
|
|
pos = origin;
|
|
pos.z += 80;
|
|
|
|
nodeOrigin = node->origin;
|
|
|
|
if (!sensoryPerception->CanSeePosition( pos , nodeOrigin , true , true ) )
|
|
continue;
|
|
|
|
if ( node && ( node->nodeflags & ( AI_WORK ) ) &&
|
|
( ( node->occupiedTime <= level.time ) ) && ( node->entnum == 0 || node->entnum == entnum ) )
|
|
{
|
|
if ( !_isWorkNodeValid( node ) )
|
|
continue;
|
|
|
|
delta = node->origin - origin;
|
|
|
|
if ( delta.length() <= dist )
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void Actor::ClearArmorAdaptions( Event *ev )
|
|
{
|
|
AdaptiveArmor::ClearAdaptionList();
|
|
}
|
|
|
|
void Actor::SetMovementMode( Event *ev )
|
|
{
|
|
str modeType;
|
|
modeType = ev->GetString( 1 );
|
|
|
|
if ( !Q_stricmp( "normal" , modeType.c_str() ) )
|
|
movementSubsystem->setMovementType( MOVEMENT_TYPE_NORMAL );
|
|
else if ( !Q_stricmp( "anim" , modeType.c_str() ) )
|
|
movementSubsystem->setMovementType( MOVEMENT_TYPE_ANIM );
|
|
}
|
|
|
|
|
|
|
|
void Actor::SetCinematicAnim( const str &animName )
|
|
{
|
|
Entity::SetCinematicAnim( animName); // Ensure entity level cinematic stuff is enabled
|
|
movementSubsystem->setMovementType( MOVEMENT_TYPE_ANIM );
|
|
}
|
|
|
|
|
|
void Actor::CinematicAnimDone( void )
|
|
{
|
|
Entity::CinematicAnimDone(); // Ensures entity level cinematic stuff is disabled
|
|
movementSubsystem->setMovementType( MOVEMENT_TYPE_NORMAL );
|
|
}
|
|
|
|
|
|
|
|
qboolean Actor::checkForwardDirectionClear( Conditional &condition )
|
|
{
|
|
return checkForwardDirectionClear(atof(condition.getParm( 1 ) ));
|
|
}
|
|
|
|
qboolean Actor::checkForwardDirectionClear(float dist)
|
|
{
|
|
trace_t trace;
|
|
|
|
Vector endPos;
|
|
Vector startPos;
|
|
Vector forward;
|
|
Vector angles;
|
|
|
|
startPos = origin;
|
|
startPos.z += 32;
|
|
|
|
angles = movementSubsystem->getAnimDir();
|
|
angles = angles.toAngles();
|
|
angles.AngleVectors( &forward );
|
|
|
|
endPos = ( forward * dist) + startPos;
|
|
|
|
trace = G_Trace(startPos, mins, maxs, endPos, NULL, edict->clipmask, false, "checkForwardDirectionClear" );
|
|
|
|
if (trace.fraction == 1.0 )
|
|
{
|
|
return ( movementSubsystem->CanWalkTo( trace.endpos, 0.0f, entnum ) );
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkRearDirectionClear( Conditional &condition )
|
|
{
|
|
return checkRearDirectionClear(atof(condition.getParm( 1 ) ));
|
|
}
|
|
|
|
qboolean Actor::checkRearDirectionClear(float dist)
|
|
{
|
|
trace_t trace;
|
|
|
|
Vector endPos;
|
|
Vector startPos;
|
|
Vector forward;
|
|
Vector angles;
|
|
|
|
startPos = origin;
|
|
startPos.z += 32;
|
|
|
|
angles = movementSubsystem->getAnimDir();
|
|
angles = angles.toAngles();
|
|
angles[YAW] = AngleNormalize180(angles[YAW] + 180);
|
|
angles.AngleVectors( &forward );
|
|
|
|
endPos = ( forward * dist) + startPos;
|
|
|
|
trace = G_Trace(startPos, mins, maxs, endPos, NULL, edict->clipmask, false, "checkForwardDirectionClear" );
|
|
|
|
if (trace.fraction == 1.0 )
|
|
{
|
|
return ( movementSubsystem->CanWalkTo( trace.endpos, 0.0f, entnum ) );
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
qboolean Actor::checkLeftDirectionClear( Conditional &condition )
|
|
{
|
|
return checkLeftDirectionClear(atof(condition.getParm( 1 ) ));
|
|
}
|
|
|
|
qboolean Actor::checkLeftDirectionClear(float dist)
|
|
{
|
|
trace_t trace;
|
|
|
|
Vector endPos;
|
|
Vector startPos;
|
|
Vector left;
|
|
Vector angles;
|
|
|
|
startPos = origin;
|
|
//startPos.z += 32;
|
|
|
|
angles = movementSubsystem->getAnimDir();
|
|
angles = angles.toAngles();
|
|
angles.AngleVectors( NULL, &left, NULL );
|
|
|
|
endPos = ( left * dist) + startPos;
|
|
|
|
//trace = G_Trace(startPos, mins, maxs, endPos, NULL, edict->clipmask, false, "checkForwardDirectionClear" );
|
|
trace = Trace( endPos , "CheckMyLeft" );
|
|
//G_DebugLine( startPos, endPos, 1.0f, 1.0f, 1.0f, 1.0f );
|
|
|
|
if (trace.fraction == 1.0 )
|
|
{
|
|
return ( movementSubsystem->CanWalkTo( trace.endpos, 0.0f, entnum ) );
|
|
}
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
qboolean Actor::checkRightDirectionClear( Conditional &condition )
|
|
{
|
|
return checkRightDirectionClear(atof(condition.getParm( 1 ) ));
|
|
}
|
|
|
|
qboolean Actor::checkRightDirectionClear(float dist)
|
|
{
|
|
trace_t trace;
|
|
|
|
Vector endPos;
|
|
Vector startPos;
|
|
Vector left;
|
|
Vector angles;
|
|
|
|
startPos = origin;
|
|
//startPos.z += 16;
|
|
|
|
angles = movementSubsystem->getAnimDir();
|
|
angles = angles.toAngles();
|
|
|
|
angles[YAW] = AngleNormalize180(angles[YAW] + 180);
|
|
angles.AngleVectors( NULL, &left, NULL );
|
|
|
|
endPos = ( left * dist) + startPos;
|
|
|
|
//trace = G_Trace(startPos, mins, maxs, endPos, NULL, edict->clipmask, false, "checkForwardDirectionClear" );
|
|
trace = Trace( endPos , "CheckMyRight" );
|
|
//G_DebugLine( startPos, endPos, 1.0f, 1.0f, 1.0f, 1.0f );
|
|
|
|
if (trace.fraction == 1.0 )
|
|
{
|
|
return ( movementSubsystem->CanWalkTo( trace.endpos, 0.0f, entnum ) );
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
qboolean Actor::checkbehaviorsuccess( Conditional &condition )
|
|
{
|
|
if ( behaviorCode == BEHAVIOR_SUCCESS )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkbehaviorfailed( Conditional &condition )
|
|
{
|
|
if ( behaviorCode == BEHAVIOR_FAILED ||
|
|
behaviorCode == BEHAVIOR_FAILED_STEERING_BLOCKED_BY_ENEMY ||
|
|
behaviorCode == BEHAVIOR_FAILED_STEERING_BLOCKED_BY_CIVILIAN ||
|
|
behaviorCode == BEHAVIOR_FAILED_STEERING_BLOCKED_BY_FRIEND ||
|
|
behaviorCode == BEHAVIOR_FAILED_STEERING_BLOCKED_BY_TEAMMATE ||
|
|
behaviorCode == BEHAVIOR_FAILED_STEERING_BLOCKED_BY_WORLD ||
|
|
behaviorCode == BEHAVIOR_FAILED_STEERING_BLOCKED_BY_DOOR ||
|
|
behaviorCode == BEHAVIOR_FAILED_STEERING_CANNOT_GET_TO_PATH ||
|
|
behaviorCode == BEHAVIOR_FAILED_STEERING_NO_PATH
|
|
|
|
)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
void Actor::SetNodeID( Event *ev )
|
|
{
|
|
currentHelperNode.nodeID = ev->GetInteger( 1 );
|
|
}
|
|
|
|
void Actor::SetFollowTarget( Event *ev )
|
|
{
|
|
Entity *ent;
|
|
ent = NULL;
|
|
|
|
ent = ev->GetEntity( 1 );
|
|
|
|
if ( ent )
|
|
followTarget.specifiedFollowTarget = ent;
|
|
}
|
|
|
|
void Actor::SetSteeringDirectionPreference( Event *ev )
|
|
{
|
|
str preference = ev->GetString( 1 );
|
|
if ( preference == "steer_left_always" )
|
|
{
|
|
_steeringDirectionPreference = STEER_LEFT_ALWAYS;
|
|
}
|
|
else if ( preference == "steer_randomly" )
|
|
{
|
|
_steeringDirectionPreference = STEER_RANDOMLY;
|
|
}
|
|
else if ( preference == "steer_best" )
|
|
{
|
|
_steeringDirectionPreference = STEER_RANDOMLY;
|
|
}
|
|
else
|
|
{
|
|
_steeringDirectionPreference = STEER_RIGHT_ALWAYS;
|
|
}
|
|
}
|
|
|
|
void Actor::SetFollowRange( Event *ev )
|
|
{
|
|
followTarget.maxRangeIdle = ev->GetFloat( 1 );
|
|
}
|
|
|
|
void Actor::SetFollowRangeMin( Event *ev )
|
|
{
|
|
followTarget.minRangeIdle = ev->GetFloat( 1 );
|
|
}
|
|
|
|
void Actor::SetFollowCombatRange( Event *ev )
|
|
{
|
|
followTarget.maxRangeCombat = ev->GetFloat( 1 );
|
|
}
|
|
|
|
void Actor::SetFollowCombatRangeMin( Event *ev )
|
|
{
|
|
followTarget.minRangeCombat = ev->GetFloat( 1 );
|
|
}
|
|
|
|
|
|
qboolean Actor::checkLastState( Conditional &condition )
|
|
{
|
|
str lastStateName;
|
|
lastStateName = condition.getParm( 1 );
|
|
|
|
if ( !Q_stricmp( lastStateName.c_str() , lastState->getName() ) )
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
void Actor::SetTalkiness( Event *ev )
|
|
{
|
|
personality->SetTalkiness( ev->GetFloat( 1 ) );
|
|
}
|
|
|
|
void Actor::SetTendency( Event *ev )
|
|
{
|
|
personality->SetTendency( ev->GetString( 1 ) , ev->GetFloat( 2 ) );
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void AI_DisplayInfo( void )
|
|
{
|
|
if ( ai_numactive->integer )
|
|
{
|
|
gi.Printf( "Active actors - %d\n", ActiveList.NumObjects() );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
//
|
|
//=================================================================================================
|
|
// Context Dialog Functionality
|
|
//=================================================================================================
|
|
//
|
|
|
|
|
|
|
|
//
|
|
// Name: InContext()
|
|
// Class: Actor
|
|
//
|
|
// Description: Generates the proper event based on the context provided in the event
|
|
//
|
|
// Parameters: Event *ev -- Event containing the context
|
|
//
|
|
// Returns: None
|
|
//
|
|
void Actor::InContext( Event *ev )
|
|
{
|
|
str theContext = ev->GetString( 1 );
|
|
bool useDefaultMinDist = false;
|
|
|
|
if ( ev->NumArgs() > 1 )
|
|
useDefaultMinDist = ev->GetBoolean( 2 );
|
|
|
|
InContext( theContext , useDefaultMinDist );
|
|
}
|
|
|
|
void Actor::InContext( const str &theContext , bool useDefaultMinDist )
|
|
{
|
|
Event *ignoreEvent;
|
|
Event *broadcastEvent;
|
|
str realDialog;
|
|
float dialogLength;
|
|
|
|
if ( !WantsToTalk() ) return;
|
|
|
|
if ( GetActorFlag( ACTOR_FLAG_DIALOG_PLAYING ) ) return;
|
|
|
|
if ( _nextContextTime > level.time ) return;
|
|
|
|
if ( _ignoreNextContext )
|
|
{
|
|
if ( !stricmp( theContext.c_str() , _nextContextToIgnore.c_str() ) )
|
|
{
|
|
_ignoreNextContext = false;
|
|
_nextContextToIgnore = "";
|
|
return;
|
|
}
|
|
}
|
|
|
|
realDialog = FindDialog( this, DIALOG_TYPE_CONTEXT_INITIATOR, theContext );
|
|
|
|
if ( !realDialog.length() )
|
|
return;
|
|
|
|
ignoreEvent = new Event ( EV_ContextDialog_IgnoreNextContext );
|
|
ignoreEvent->AddInteger( 1 );
|
|
ignoreEvent->AddString( theContext );
|
|
groupcoordinator->SendEventToGroup( ignoreEvent , GetGroupID() );
|
|
|
|
char localizedDialogName[MAX_QPATH];
|
|
gi.LocalizeFilePath( realDialog, localizedDialogName );
|
|
|
|
_nextContextTime = level.time + G_Random() + _contextInterval;
|
|
|
|
dialogLength = gi.SoundLength( localizedDialogName );
|
|
broadcastEvent = new Event ( EV_Actor_BroadcastDialog );
|
|
broadcastEvent->AddString( theContext );
|
|
PostEvent( broadcastEvent, dialogLength );
|
|
|
|
|
|
if ( useDefaultMinDist )
|
|
PlayDialog( this, DEFAULT_VOL, DEFAULT_MIN_DIST, realDialog.c_str() , NULL );
|
|
else
|
|
PlayDialog( this, DEFAULT_VOL, CONTEXT_WIDE_MIN_DIST, realDialog.c_str() , NULL );
|
|
|
|
}
|
|
|
|
//
|
|
// Name: BroadcastDialog()
|
|
// Class: Actor
|
|
//
|
|
// Description: Broadcasts the dialog to nearby actors so that they can "hear" it
|
|
//
|
|
// Parameters: dialogContexts_t context -- The context
|
|
// ContextDialogType_t contextType -- the context type
|
|
//
|
|
// Returns: None
|
|
//
|
|
void Actor::BroadcastDialog(Event *ev)
|
|
{
|
|
Entity *ent;
|
|
Actor *act;
|
|
Actor *bestAct = NULL;
|
|
Vector delta;
|
|
float dist;
|
|
float bestDist;
|
|
str context = ev->GetString( 1 );
|
|
str responseDialog;
|
|
str bestResponseDialog;
|
|
|
|
bestDist = SOUND_RADIUS;
|
|
for( int i = 1; i <= SentientList.NumObjects(); i++ )
|
|
{
|
|
ent = SentientList.ObjectAt( i );
|
|
if ( ( ent == this ) || ent->deadflag )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( ent->isSubclassOf( Actor ) )
|
|
{
|
|
act = (Actor*)ent;
|
|
delta = origin - act->centroid;
|
|
dist = delta.length();
|
|
|
|
if ( dist <= SOUND_RADIUS && dist < bestDist )
|
|
{
|
|
if ( edict->areanum == ent->edict->areanum || gi.AreasConnected( edict->areanum, ent->edict->areanum ) )
|
|
{
|
|
responseDialog = act->FindDialog( act, DIALOG_TYPE_CONTEXT_RESPONSE, context );
|
|
if ( responseDialog.length() )
|
|
{
|
|
bestAct = act;
|
|
bestDist = dist;
|
|
bestResponseDialog = responseDialog;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
if ( bestAct )
|
|
{
|
|
//
|
|
// Play the Response
|
|
//
|
|
bestAct->PlayDialog( bestAct, DEFAULT_VOL, -1.0f, bestResponseDialog.c_str() , NULL );
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// Name: WantsToTalk()
|
|
// Class: Actor
|
|
//
|
|
// Description: Checks if the actor "wants" to talk -- based on his personality
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: true or false
|
|
//
|
|
qboolean Actor::WantsToTalk()
|
|
{
|
|
return ( G_Random() <= personality->GetTalkiness() );
|
|
}
|
|
|
|
|
|
qboolean Actor::checkGroupMememberRange( Conditional &condition )
|
|
{
|
|
Actor *act;
|
|
float dist;
|
|
float reqDist;
|
|
Vector actToSelf;
|
|
|
|
|
|
reqDist = atof(condition.getParm( 1 ));
|
|
|
|
for( int i = 1; i <= ActiveList.NumObjects(); i++ )
|
|
{
|
|
act = ActiveList.ObjectAt( i );
|
|
if ( act && act != this && act->GetGroupID() == GetGroupID() )
|
|
{
|
|
actToSelf = origin - act->origin;
|
|
dist = actToSelf.length();
|
|
|
|
if ( dist <= reqDist )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkActorType( Conditional &condition )
|
|
{
|
|
str aType = condition.getParm( 1 );
|
|
|
|
if ( !stricmp( aType.c_str() , "inanimate" ) )
|
|
{
|
|
if ( actortype == IS_INANIMATE )
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
else if ( !Q_stricmp( aType.c_str() , "monster" ) )
|
|
{
|
|
if ( actortype == IS_MONSTER )
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
else if ( !Q_stricmp( aType.c_str() , "enemy" ) )
|
|
{
|
|
if ( actortype == IS_ENEMY )
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
else if ( !Q_stricmp( aType.c_str() , "civilian" ) )
|
|
{
|
|
if ( actortype == IS_CIVILIAN )
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
else if ( !Q_stricmp( aType.c_str() , "friend" ) )
|
|
{
|
|
if ( actortype == IS_FRIEND )
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
else if ( !Q_stricmp( aType.c_str() , "animal" ) )
|
|
{
|
|
if ( actortype == IS_ANIMAL )
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
else if ( !Q_stricmp( aType.c_str() , "teammate" ) )
|
|
{
|
|
if ( actortype == IS_TEAMMATE )
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkIsTeammate( Conditional &condition )
|
|
{
|
|
if ( actortype == IS_TEAMMATE )
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkHaveActiveWeapon( Conditional &condition )
|
|
{
|
|
return combatSubsystem->HaveWeapon();
|
|
}
|
|
|
|
qboolean Actor::checkWeaponIsMelee( Conditional &condition )
|
|
{
|
|
return combatSubsystem->WeaponIsFireType( FT_MELEE );
|
|
}
|
|
|
|
qboolean Actor::checkWeaponChanged( Conditional &condition )
|
|
{
|
|
return ( state_flags & STATE_FLAG_CHANGED_WEAPON );
|
|
}
|
|
|
|
//----------------------------------------------------------------
|
|
// Name: FindActorByName
|
|
// Class: Actor
|
|
//
|
|
// Description: Goes through the ActiveList and finds an actor with
|
|
// the matching name.
|
|
//
|
|
// Parameters: const str &name -- The name
|
|
//
|
|
// Returns: Actor pointer, or NULL if it's not found
|
|
//----------------------------------------------------------------
|
|
Actor* Actor::FindActorByName(const str &charName)
|
|
{
|
|
int i;
|
|
Actor *act;
|
|
for ( i=1; i<=ActiveList.NumObjects(); i++ )
|
|
{
|
|
act = ActiveList.ObjectAt(i);
|
|
if ( !act )
|
|
continue;
|
|
|
|
if ( act->targetname == charName )
|
|
return act;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
//----------------------------------------------------------------
|
|
// Name: setDialogMorphMult
|
|
// Class: Actor
|
|
//
|
|
// Description: Sets the multiplier for all dialog morphs for this actor
|
|
//
|
|
// Parameters: Event *ev - contains, float dialogMorphMultiplier
|
|
//
|
|
// Returns: none
|
|
//----------------------------------------------------------------
|
|
void Actor::setDialogMorphMult( Event *ev )
|
|
{
|
|
_dialogMorphMult = ev->GetFloat( 1 );
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: canBeDamageBy()
|
|
// Class: Actor
|
|
//
|
|
// Description: Checks if we can be damaged by the specified
|
|
// MeansOfDeath
|
|
//
|
|
// Parameters: meansOfDeath_t MeansOfDeath
|
|
//
|
|
// Returns:
|
|
//--------------------------------------------------------------
|
|
bool Actor::canBeDamagedBy(meansOfDeath_t MeansOfDeath)
|
|
{
|
|
float resistance;
|
|
resistance = GetResistanceModifier( MeansOfDeath );
|
|
|
|
if ( resistance >= 100.0 )
|
|
return false;
|
|
|
|
if ( currentBaseArmor )
|
|
{
|
|
return currentBaseArmor->CanBeDamagedBy( MeansOfDeath );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: ForceSetClip
|
|
// Class: Actor
|
|
//
|
|
// Description: Forces the actor's mask and contents to be
|
|
// "Set" type. This will need to change to be
|
|
// a group type mask when more group stuff is
|
|
// implemented
|
|
//
|
|
// Parameters: Event *ev
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::ForceSetClip( Event *ev )
|
|
{
|
|
edict->contents = CONTENTS_SETCLIP ;
|
|
edict->clipmask = MASK_SETCLIP ;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: checkCountOfIdenticalNamesInGroup()
|
|
// Class: Actor
|
|
//
|
|
// Description: Converts the checkvalue imbeded in the conditional
|
|
// into an integer then passes it on to another
|
|
// checkCountOfIdenticalNamesInGroup()
|
|
//
|
|
// Parameters: Conditional &condition
|
|
//
|
|
// Returns: true or false;
|
|
//--------------------------------------------------------------
|
|
qboolean Actor::checkCountOfIdenticalNamesInGroup( Conditional &condition )
|
|
{
|
|
int checkValue;
|
|
str checkName;
|
|
|
|
checkName = condition.getParm( 1 );
|
|
checkValue = atoi(condition.getParm( 2 ));
|
|
|
|
return checkCountOfIdenticalNamesInGroup( checkName , checkValue );
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: checkCountOfIdentcialNamesInGroup()
|
|
// Class: Actor
|
|
//
|
|
// Description: Checks if the number of group members with the same
|
|
// name as this actor is LESS than the number
|
|
// passed into the conditional
|
|
//
|
|
// Parameters: Conditional &condition
|
|
//
|
|
// Returns: true or false;
|
|
//--------------------------------------------------------------
|
|
qboolean Actor::checkCountOfIdenticalNamesInGroup( const str &checkName , int checkValue )
|
|
{
|
|
ActorGroup* group;
|
|
int count;
|
|
|
|
group = (ActorGroup*)groupcoordinator->GetGroup( GetGroupID() );
|
|
|
|
if ( !group )
|
|
return true;
|
|
|
|
count = group->CountMembersWithThisName( checkName );
|
|
|
|
if ( count < checkValue )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkCanAttackEnemy(Conditional &condition)
|
|
{
|
|
return checkCanAttackEnemy();
|
|
}
|
|
|
|
qboolean Actor::checkCanAttackEnemy()
|
|
{
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
return false;
|
|
|
|
return combatSubsystem->CanAttackTarget( currentEnemy );
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: checkGroupAttackerCount
|
|
// Class: Actor
|
|
//
|
|
// Description: Returns true if the number attacking is less than the number
|
|
// passed in. False otherwise.
|
|
//
|
|
// Parameters: Conditional &condition
|
|
//
|
|
// Returns: true or false;
|
|
//--------------------------------------------------------------
|
|
qboolean Actor::checkGroupAttackerCount( Conditional &condition )
|
|
{
|
|
return checkGroupAttackerCountForEntity( condition, NULL );
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: SetBehaviorPackage()
|
|
// Class: Actor
|
|
//
|
|
// Description: Calls SetBehaviorPackage()
|
|
//
|
|
// Parameters: Event *ev
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::SetBehaviorPackage( Event *ev )
|
|
{
|
|
SetBehaviorPackage(ev->GetString( 1 ) );
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: SetBehaviorPackage()
|
|
// Class: Actor
|
|
//
|
|
// Description: Attempts to set the requested behavior package
|
|
//
|
|
// Parameters: const str &packageName
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::SetBehaviorPackage( const str &packageName )
|
|
{
|
|
if ( !masterstatemap )
|
|
{
|
|
assert ( masterstatemap );
|
|
gi.WDPrintf( "You cannot set a behavior package on actor %s because it does not have a masterstatemap, please report this to the AI Programmer\n" , targetname.c_str() );
|
|
return;
|
|
}
|
|
|
|
if ( !stricmp( packageName.c_str() , "auto" ) )
|
|
{
|
|
SetMasterState( "START" );
|
|
}
|
|
else
|
|
{
|
|
SetMasterState( "SCRIPTED" );
|
|
strategos->SetBehaviorPackage( packageName );
|
|
}
|
|
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: UseBehaviorPackage()
|
|
// Class: Actor
|
|
//
|
|
// Description: Calls UseBehaviorPackage()
|
|
//
|
|
// Parameters: Event *ev
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::UseBehaviorPackage( Event *ev )
|
|
{
|
|
UseBehaviorPackage(ev->GetString( 1 ) );
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: UseBehaviorPackage()
|
|
// Class: Actor
|
|
//
|
|
// Description: Tells the Strategos to set the requested
|
|
// behavior packaged
|
|
//
|
|
// Parameters: const str &packageName
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::UseBehaviorPackage( const str &packageName )
|
|
{
|
|
strategos->SetBehaviorPackage( packageName );
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: ChildUseBehaviorPackage()
|
|
// Class: Actor
|
|
//
|
|
// Description: Calls UseBehaviorPackage()
|
|
//
|
|
// Parameters: Event *ev
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::ChildUseBehaviorPackage( Event *ev )
|
|
{
|
|
ChildUseBehaviorPackage(ev->GetString( 1 ) , ev->GetString( 2 ) );
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: GetAttachedChildActor
|
|
// Class: Actor
|
|
//
|
|
// Description: Gets an attached child actor by name
|
|
//
|
|
// Parameters: const str& childName -- Child actor to find
|
|
//
|
|
// Returns: Actor* -- The child or NULL if not found.
|
|
//
|
|
//--------------------------------------------------------------
|
|
Actor* Actor::GetAttachedChildActor( const str& childName )
|
|
{
|
|
int num;
|
|
Entity *child = 0;
|
|
Actor *childActor = 0;
|
|
|
|
if ( !bind_info )
|
|
return NULL;
|
|
|
|
num = bind_info->numchildren;
|
|
child = NULL;
|
|
childActor = NULL;
|
|
|
|
for ( int i=0; i < MAX_MODEL_CHILDREN; i++ )
|
|
{
|
|
if ( bind_info->children[i] == ENTITYNUM_NONE )
|
|
continue;
|
|
|
|
child = ( Entity * )G_GetEntity( bind_info->children[i] );
|
|
|
|
if ( !stricmp(child->TargetName() , childName.c_str() ) )
|
|
{
|
|
if ( child->isSubclassOf(Actor) )
|
|
childActor = (Actor*)child;
|
|
|
|
if ( childActor )
|
|
return childActor;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: ChildUseBehaviorPackage()
|
|
// Class: Actor
|
|
//
|
|
// Description: Tells the Strategos to set the requested
|
|
// behavior packaged
|
|
//
|
|
// Parameters: const str &packageName
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::ChildUseBehaviorPackage( const str &childName , const str &packageName )
|
|
{
|
|
Actor *childActor = 0;
|
|
|
|
childActor = GetAttachedChildActor(childName);
|
|
if ( childActor )
|
|
childActor->SetBehaviorPackage( packageName );
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: ChildSetAnim()
|
|
// Class: Actor
|
|
//
|
|
// Description: Calls ChildSetAnim()
|
|
//
|
|
// Parameters: Event *ev
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::ChildSetAnim( Event *ev )
|
|
{
|
|
ChildSetAnim(ev->GetString( 1 ) , ev->GetString( 2 ) );
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: ChildSuicide()
|
|
// Class: Actor
|
|
//
|
|
// Description: Calls ChildSetAnim()
|
|
//
|
|
// Parameters: Event *ev
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::ChildSuicide( Event *ev )
|
|
{
|
|
Actor *childActor = 0;
|
|
str childName = ev->GetString( 1 );
|
|
|
|
childActor = GetAttachedChildActor(childName);
|
|
if ( childActor )
|
|
childActor->ProcessEvent(EV_Actor_Suicide);
|
|
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: ChildSetAnim()
|
|
// Class: Actor
|
|
//
|
|
// Description: Tells the Strategos to set the requested
|
|
// anim
|
|
//
|
|
// Parameters: const str &childName -- Child to find
|
|
// const str &animName -- Name of anim to set
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::ChildSetAnim( const str &childName , const str &animName )
|
|
{
|
|
Actor *childActor = 0;
|
|
|
|
childActor = GetAttachedChildActor(childName);
|
|
if ( childActor )
|
|
childActor->SetAnim(animName);
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: WhatsWrong()
|
|
// Class: Actor
|
|
//
|
|
// Description: Reports the failure condition for the current behavior
|
|
// to the console
|
|
//
|
|
// Parameters: Event *ev
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::WhatsWrong( Event *ev )
|
|
{
|
|
gi.Printf( "\n------------------------------------------" );
|
|
|
|
|
|
if ( !behaviorFailureReason.length() )
|
|
gi.Printf( "\nNo Failure Reason given for behavior %s\n", currentBehavior.c_str() );
|
|
else
|
|
gi.Printf( "\nReason: %s" , behaviorFailureReason.c_str() );
|
|
|
|
|
|
|
|
gi.Printf( "\n------------------------------------------" );
|
|
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: WhatAreYouDoing()
|
|
// Class: Actor
|
|
//
|
|
// Description: Debug Function that can be called from the console
|
|
// to give us state information on this actor
|
|
//
|
|
// Parameters: Event *ev
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::WhatAreYouDoing( Event *ev )
|
|
{
|
|
str tName;
|
|
tName = targetname;
|
|
if ( !tName.length() )
|
|
tName = "None";
|
|
|
|
gi.Printf( "\n-----------------------------------------------" );
|
|
gi.Printf( "\nTargetName : %s\n" , tName.c_str() );
|
|
gi.Printf( "\n-----------------------------------------------" );
|
|
|
|
if ( masterstatemap )
|
|
{
|
|
PrintMasterStateInfo();
|
|
PrintBehaviorPackageInfo();
|
|
}
|
|
else
|
|
{
|
|
gi.Printf( "\nNo Master State" );
|
|
gi.Printf( "\n" );
|
|
|
|
if ( statemap )
|
|
PrintStateMapInfo();
|
|
else
|
|
gi.Printf( "\nNo State Map\n" );
|
|
}
|
|
|
|
gi.Printf( "\n-----------------------------------------------" );
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: PrintMasterStateInfo()
|
|
// Class: Actor
|
|
//
|
|
// Description: Prints information about the MasterState in the console
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::PrintMasterStateInfo()
|
|
{
|
|
gi.Printf( "\nMasterState Information:" );
|
|
gi.Printf( "\nMasterState File: %s" , masterstatemap->Filename() );
|
|
gi.Printf( "\nMasterState Current State: %s" , currentMasterState->getName() );
|
|
gi.Printf( "\nMasterState Last State: %s" , lastMasterState->getName() );
|
|
gi.Printf( " \n" );
|
|
gi.Printf( " \n" );
|
|
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: PrintBehaviorPackageInfo()
|
|
// Class: Actor
|
|
//
|
|
// Description: Prints information about the BehaviorPackage in the console
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::PrintBehaviorPackageInfo()
|
|
{
|
|
gi.Printf( "\nBehaviorPackage Information:" );
|
|
gi.Printf( "\nCurrent Behavior Package Name: %s" , packageManager->GetCurrentPackageName().c_str() );
|
|
|
|
if ( currentState )
|
|
gi.Printf( "\nCurrent Behavior Package State: %s" , currentState->getName() );
|
|
else
|
|
gi.Printf( "\nCurrent Behavior Package State: !!!!!NULL!!!!!");
|
|
|
|
gi.Printf( "\nLast Behavior Package State: %s" , lastState->getName() );
|
|
gi.Printf( " \n" );
|
|
gi.Printf( " \n" );
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: PrintStateMapInfo()
|
|
// Class: Actor
|
|
//
|
|
// Description: Prints information about the state map in the console
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::PrintStateMapInfo()
|
|
{
|
|
gi.Printf( "\nState Map Information: " );
|
|
gi.Printf( "\nState Map File: %s" , statemap->Filename() );
|
|
gi.Printf( "\nCurrent State: %s" , currentState->getName() );
|
|
gi.Printf( "\nLast State: %s" , lastState->getName() );
|
|
gi.Printf( " \n" );
|
|
gi.Printf( " \n" );
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: SetCombatTraceInterval()
|
|
// Class: Actor
|
|
//
|
|
// Description: Sets how often the actor will re-trace when doing
|
|
// a can_attack type of check
|
|
//
|
|
// Parameters: Event *ev
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::SetCombatTraceInterval( Event *ev )
|
|
{
|
|
combatSubsystem->SetTraceInterval( ev->GetFloat( 1 ) );
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: ActorTypeStringToInt()
|
|
// Class: Actor
|
|
//
|
|
// Description: Returns an Actor Type ID based on the string passed in
|
|
//
|
|
// Parameters: const str &type
|
|
//
|
|
// Returns: unsigned int
|
|
//--------------------------------------------------------------
|
|
unsigned int Actor::ActorTypeStringToInt( const str &type )
|
|
{
|
|
unsigned int retValue = 99999;
|
|
|
|
if ( type == "inanimate" )
|
|
retValue = IS_INANIMATE;
|
|
else if ( type == "monster" )
|
|
retValue = IS_MONSTER;
|
|
else if ( type == "enemy" )
|
|
retValue = IS_ENEMY;
|
|
else if ( type == "civilian" )
|
|
retValue = IS_CIVILIAN;
|
|
else if ( type == "friend" )
|
|
retValue = IS_FRIEND;
|
|
else if ( type == "animal" )
|
|
retValue = IS_ANIMAL;
|
|
else if ( type == "teammate" )
|
|
retValue = IS_TEAMMATE;
|
|
|
|
|
|
assert ( retValue != 99999 );
|
|
return retValue;
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: GroupMemberInjured()
|
|
// Class: Actor
|
|
//
|
|
// Description: Appropriately sets the ACTOR_FLAG_GROUPMEMBER_INJURED flag
|
|
//
|
|
// Parameters: Event *ev
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::GroupMemberInjured( Event *ev )
|
|
{
|
|
bool injured = ev->GetBoolean( 1 );
|
|
|
|
if ( injured )
|
|
SetActorFlag( ACTOR_FLAG_GROUPMEMBER_INJURED , true );
|
|
else
|
|
SetActorFlag( ACTOR_FLAG_GROUPMEMBER_INJURED , false );
|
|
}
|
|
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: StrictlyFollowPath()
|
|
// Class: Actor
|
|
//
|
|
// Description: Appropriately sets the ACTOR_FLAG_STRICTLY_FOLLOW_PATHS flag
|
|
//
|
|
// Parameters: Event *ev
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::StrictlyFollowPath( Event *ev )
|
|
{
|
|
SetActorFlag( ACTOR_FLAG_STRICTLY_FOLLOW_PATHS , ev->GetBoolean( 1 ) );
|
|
}
|
|
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: IsFinishable
|
|
// Class: Actor
|
|
//
|
|
// Description: Checks to see if this is a 'finishable' actor
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: True if so, false otherwise.
|
|
//
|
|
//--------------------------------------------------------------
|
|
bool Actor::IsFinishable()
|
|
{
|
|
// More conditions? Non-hardcoded min health?
|
|
if ( health > 0 && health < 30 )
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
//
|
|
// Name: UseWeaponDamage
|
|
// Class: Actor
|
|
//
|
|
// Description: Causes the MeleeEvent to use the damage from the
|
|
// weapon in the specified hand
|
|
//
|
|
// Parameters: Event *ev
|
|
//
|
|
// Returns: None
|
|
//
|
|
//--------------------------------------------------------------
|
|
void Actor::UseWeaponDamage( Event *ev )
|
|
{
|
|
if ( ev->NumArgs() > 0 )
|
|
_useWeaponDamage = WeaponHandNameToNum(ev->GetString( 1 ));
|
|
else
|
|
_useWeaponDamage = WEAPON_RIGHT;
|
|
|
|
if ( ev->NumArgs() > 1 )
|
|
{
|
|
if ( !ev->GetBoolean( 2 ) )
|
|
_useWeaponDamage = WEAPON_ERROR;
|
|
}
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: HelperNodeCommand()
|
|
// Class: Actor
|
|
//
|
|
// Description: Takes the event from the helper node
|
|
// and passes it on to the behavior for
|
|
// it to deal with
|
|
//
|
|
// Parameters: Event *ev
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::HelperNodeCommand( Event *ev )
|
|
{
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: SetIgnoreNextContext()
|
|
// Class: Actor
|
|
//
|
|
// Description: Sets the _ignoreNextContext flag
|
|
//
|
|
// Parameters: Event *ev
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::SetIgnoreNextContext( Event *ev )
|
|
{
|
|
_ignoreNextContext = ev->GetBoolean( 1 );
|
|
_nextContextToIgnore = ev->GetString( 2 );
|
|
}
|
|
|
|
void Actor::EvaluateEnemies( Event *ev )
|
|
{
|
|
if ( !enemyManager->IsLockedOnCurrentEnemy() )
|
|
enemyManager->FindHighestHateEnemy();
|
|
}
|
|
|
|
void Actor::ForgetEnemies( Event* ev )
|
|
{
|
|
if( enemyManager )
|
|
{
|
|
enemyManager->ClearCurrentEnemy();
|
|
enemyManager->ClearHateList();
|
|
}
|
|
}
|
|
|
|
|
|
//==============================================================
|
|
// Controller functions
|
|
//==============================================================
|
|
|
|
|
|
//===============================================================
|
|
// Name: RequestControl
|
|
// Class: Actor
|
|
//
|
|
// Description: Requests control of the actor from a listener. If
|
|
// the actor is not under control, the request is granted.
|
|
// If the actor is under control, but the previous
|
|
// request was not exclusive, then the previous controller
|
|
// loses control, is notified of this, and the new
|
|
// controller takes over.
|
|
//
|
|
// If the previous controller did take exclusive control,
|
|
// this request is denied.
|
|
//
|
|
// I considered adding ACTOR_CONTROL_SHARED, but decided
|
|
// I'll wait on that until its needed.
|
|
//
|
|
// Parameters: Listener* -- the controller
|
|
// ActorControlType -- one of:
|
|
// Actor::ACTOR_CONTROL_AUTO_RELEASE
|
|
// Actor::ACTOR_CONTROL_LOCKED
|
|
//
|
|
// Returns: bool -- true if the request was granted.
|
|
//
|
|
//===============================================================
|
|
bool Actor::RequestControl
|
|
(
|
|
Listener *controller,
|
|
ActorControlType controlType
|
|
)
|
|
{
|
|
if ( !_controller )
|
|
{
|
|
_controller = controller ;
|
|
_controlType = controlType ;
|
|
return true ;
|
|
}
|
|
|
|
if ( _controlType != ACTOR_CONTROL_LOCKED )
|
|
{
|
|
Event *ev = new Event( EV_Actor_ControlLost );
|
|
_controller->ProcessEvent( ev );
|
|
_controller = controller ;
|
|
return true ;
|
|
}
|
|
|
|
return false ;
|
|
}
|
|
|
|
|
|
//===============================================================
|
|
// Name: ReleaseControl
|
|
// Class: Actor
|
|
//
|
|
// Description: Releases control of an actor by a controller. This
|
|
// request is only denied if the requester is not the
|
|
// controller.
|
|
//
|
|
// Parameters: Listener* -- the controller releasing control.
|
|
//
|
|
// Returns: bool -- true unless requester is not controller,
|
|
// or actor isn't under control.
|
|
//
|
|
//===============================================================
|
|
bool Actor::ReleaseControl
|
|
(
|
|
Listener *controller
|
|
)
|
|
{
|
|
if ( !_controller ) return false ;
|
|
if ( _controller != controller ) return false ;
|
|
|
|
_controller = 0 ;
|
|
_controlType = ACTOR_CONTROL_NONE ;
|
|
return true ;
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: SetMaxHeadYaw()
|
|
// Class: Actor
|
|
//
|
|
// Description: Sets the max head yaw for the headwatcher class
|
|
//
|
|
// Parameters: Event *ev
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::SetMaxHeadYaw( Event *ev )
|
|
{
|
|
headWatcher->SetMaxHeadYaw( ev->GetFloat( 1 ) );
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: SetMaxHeadPitch()
|
|
// Class: Actor
|
|
//
|
|
// Description: Sets the max head pitch for the headwatcher class
|
|
//
|
|
// Parameters: Event *ev
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::SetMaxHeadPitch( Event *ev )
|
|
{
|
|
headWatcher->SetMaxHeadPitch( ev->GetFloat( 1 ) );
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: LoadPostureStateMachine()
|
|
// Class: Actor
|
|
//
|
|
// Description: Creates a new Posture State Machine
|
|
//
|
|
// Parameters: Event *ev
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::LoadPostureStateMachine( Event *ev )
|
|
{
|
|
bool loading;
|
|
if ( ev->NumArgs() > 1 )
|
|
loading = ev->GetBoolean( 2 );
|
|
else
|
|
loading = false;
|
|
|
|
postureController->setPostureStateMap( ev->GetString( 1 ) , loading );
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: PostureAnimDone()
|
|
// Class: Actor
|
|
//
|
|
// Description: Event Handler for the completion of a posture animation
|
|
//
|
|
// Parameters: Event *ev
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::PostureAnimDone( Event *ev )
|
|
{
|
|
SetActorFlag(ACTOR_FLAG_POSTURE_ANIM_DONE , true );
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: checkRequestedPosture()
|
|
// Class: Actor
|
|
//
|
|
// Description: Queries the posture controller to compare the current
|
|
// posture state name with the requested posture state
|
|
// name
|
|
//
|
|
// Parameters: Conditional &condition
|
|
//
|
|
// Returns: true or false
|
|
//--------------------------------------------------------------
|
|
qboolean Actor::checkRequestedPosture( Conditional &condition )
|
|
{
|
|
str postureName = condition.getParm( 1 );
|
|
str requestedPostureName = postureController->getRequestedPostureName();
|
|
|
|
if ( postureName == requestedPostureName )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: checkPostureAnimDone()
|
|
// Class: Actor
|
|
//
|
|
// Description: Checks the Posture Anim Done Flag
|
|
//
|
|
// Parameters: Conditional &condition
|
|
//
|
|
// Returns: true or false
|
|
//--------------------------------------------------------------
|
|
qboolean Actor::checkPostureAnimDone( Conditional &condition )
|
|
{
|
|
return GetActorFlag(ACTOR_FLAG_POSTURE_ANIM_DONE );
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: checkDamageThresholdExceeded()
|
|
// Class: Actor
|
|
//
|
|
// Description: Calls checkDamageThresholdExceeded()
|
|
//
|
|
// Parameters: Conditional &condition
|
|
//
|
|
// Returns: true or false
|
|
//--------------------------------------------------------------
|
|
qboolean Actor::checkDamageThresholdExceeded( Conditional &condition )
|
|
{
|
|
return checkDamageThresholdExceeded();
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: checkDamageThresholdExceeded()
|
|
// Class: Actor
|
|
//
|
|
// Description: Checks if the amount of damage taken exceeds
|
|
// the amount of damage allowed in a specified
|
|
// amount of time
|
|
//
|
|
// Parameters: None
|
|
//
|
|
// Returns: true or false
|
|
//--------------------------------------------------------------
|
|
qboolean Actor::checkDamageThresholdExceeded()
|
|
{
|
|
return state_flags & STATE_FLAG_DAMAGE_THRESHOLD_EXCEEDED;
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: checkhealthpercent()
|
|
// Class: Actor
|
|
//
|
|
// Description: Checks if the health is at or below the
|
|
// given percent ( in whole numbers )
|
|
// example: 50 is 50%
|
|
//
|
|
// Parameters: Conditional &condition
|
|
//
|
|
// Returns: true or false
|
|
//--------------------------------------------------------------
|
|
qboolean Actor::checkhealthpercent( Conditional &condition )
|
|
{
|
|
float percent = (.01 ) * atof( condition.getParm( 1 ) );
|
|
|
|
return ( health <= ( percent * max_health ) );
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: checkHelperNodeWithFlagInRange()
|
|
// Class: Actor
|
|
//
|
|
// Description: Calls checkHelperNodeWithFlagInRange()
|
|
//
|
|
// Parameters: Conditional &condition
|
|
//
|
|
// Returns: true or false
|
|
//--------------------------------------------------------------
|
|
qboolean Actor::checkHelperNodeWithFlagInRange( Conditional &condition )
|
|
{
|
|
str flagName = condition.getParm( 1 );
|
|
float range = atof(condition.getParm( 2 ) );
|
|
|
|
return checkHelperNodeWithFlagInRange( flagName , range );
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: checkHelperNodeWithFlagInRange()
|
|
// Class: Actor
|
|
//
|
|
// Description: Checks if a helper node with a specified flag
|
|
// is within a specified range of the actor
|
|
//
|
|
// Parameters: const str &flag
|
|
// float range
|
|
//
|
|
// Returns: true or false
|
|
//--------------------------------------------------------------
|
|
qboolean Actor::checkHelperNodeWithFlagInRange( const str &flag, float range )
|
|
{
|
|
int mask;
|
|
mask = HelperNode::GetHelperNodeMask( flag );
|
|
|
|
return HelperNode::isHelperNodeInRange( *this , mask , range );
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: SendEventToGroup()
|
|
// Class: Actor
|
|
//
|
|
// Description: Sends an event to the Actor's group
|
|
//
|
|
// Parameters: Event *ev
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::SendEventToGroup( Event *ev )
|
|
{
|
|
int parmCount = ev->NumArgs();
|
|
str eventToSend = ev->GetString( 1 );
|
|
|
|
Event *event = new Event( eventToSend.c_str() );
|
|
|
|
for ( int i = 2 ; i <= parmCount ; i++ )
|
|
{
|
|
event->AddToken( ev->GetToken( i ) );
|
|
}
|
|
|
|
groupcoordinator->SendEventToGroup( event , GetGroupID() );
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: checkEnemyWeaponNamed()
|
|
// Class: Actor
|
|
//
|
|
// Description: Calls checkEnemyWeaponNamed
|
|
//
|
|
// Parameters: Conditional &condition
|
|
//
|
|
// Returns: true or false
|
|
//--------------------------------------------------------------
|
|
qboolean Actor::checkEnemyWeaponNamed( Conditional &condition )
|
|
{
|
|
str weaponName = condition.getParm( 1 );
|
|
return checkEnemyWeaponNamed( weaponName );
|
|
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: checkEnemyWeaponNamed()
|
|
// Class: Actor
|
|
//
|
|
// Description: Checks if the Actor's current enemy is using
|
|
// a weapon with the specified name
|
|
//
|
|
// Parameters: const str &anme
|
|
//
|
|
// Returns: true or false
|
|
//--------------------------------------------------------------
|
|
qboolean Actor::checkEnemyWeaponNamed( const str& name )
|
|
{
|
|
Entity *enemy;
|
|
enemyManager->FindHighestHateEnemy();
|
|
enemy = enemyManager->GetCurrentEnemy();
|
|
|
|
if ( enemy )
|
|
{
|
|
if ( enemy->isSubclassOf( Actor ) )
|
|
{
|
|
Actor *act;
|
|
act = (Actor*)enemy;
|
|
return act->combatSubsystem->UsingWeaponNamed( name );
|
|
}
|
|
|
|
if ( enemy->isSubclassOf( Player ) )
|
|
{
|
|
Player *player;
|
|
Weapon *pWeapon;
|
|
player = (Player*)enemy;
|
|
|
|
pWeapon = player->GetActiveWeapon(WEAPON_DUAL);
|
|
if ( pWeapon && pWeapon->getName() == name )
|
|
return true;
|
|
|
|
pWeapon = player->GetActiveWeapon(WEAPON_LEFT);
|
|
if ( pWeapon && pWeapon->getName() == name )
|
|
return true;
|
|
|
|
pWeapon = player->GetActiveWeapon(WEAPON_RIGHT);
|
|
if ( pWeapon && pWeapon->getName() == name )
|
|
return true;
|
|
|
|
}
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: checkPlayerWeaponNamed()
|
|
// Class: Actor
|
|
//
|
|
// Description: Calls checkEnemyWeaponNamed
|
|
//
|
|
// Parameters: Conditional &condition
|
|
//
|
|
// Returns: true or false
|
|
//--------------------------------------------------------------
|
|
qboolean Actor::checkPlayerWeaponNamed( Conditional &condition )
|
|
{
|
|
str weaponName = condition.getParm( 1 );
|
|
return checkPlayerWeaponNamed( weaponName );
|
|
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: checkPlayerWeaponNamed()
|
|
// Class: Actor
|
|
//
|
|
// Description: Checks if the Actor's current enemy is using
|
|
// a weapon with the specified name
|
|
//
|
|
// Parameters: const str &anme
|
|
//
|
|
// Returns: true or false
|
|
//--------------------------------------------------------------
|
|
qboolean Actor::checkPlayerWeaponNamed( const str& name )
|
|
{
|
|
Player *player;
|
|
player = GetPlayer ( 0 );
|
|
|
|
if ( player )
|
|
{
|
|
Weapon *pWeapon;
|
|
|
|
pWeapon = player->GetActiveWeapon(WEAPON_DUAL);
|
|
if ( pWeapon && pWeapon->getName() == name )
|
|
return true;
|
|
|
|
pWeapon = player->GetActiveWeapon(WEAPON_LEFT);
|
|
if ( pWeapon && pWeapon->getName() == name )
|
|
return true;
|
|
|
|
pWeapon = player->GetActiveWeapon(WEAPON_RIGHT);
|
|
if ( pWeapon && pWeapon->getName() == name )
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: GroupAttack()
|
|
// Class: Actor
|
|
//
|
|
// Description: Sends an attack event to the Actor's group
|
|
//
|
|
// Parameters: Event *ev
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::GroupAttack( Event *ev )
|
|
{
|
|
Event *attackEvent;
|
|
Entity *enemy;
|
|
bool force = false;
|
|
|
|
enemy = enemyManager->GetCurrentEnemy();
|
|
if ( !enemy )
|
|
return;
|
|
|
|
if ( ev->NumArgs() > 0 )
|
|
force = ev->GetBoolean( 1 );
|
|
|
|
attackEvent = new Event(EV_Actor_Attack);
|
|
attackEvent->AddEntity( enemy );
|
|
attackEvent->AddInteger( force );
|
|
|
|
groupcoordinator->SendEventToGroup( attackEvent, GetGroupID() );
|
|
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: GroupAttack()
|
|
// Class: Actor
|
|
//
|
|
// Description: Sends an attack event to the Actor's group
|
|
//
|
|
// Parameters: Event *ev
|
|
//
|
|
// Returns: None
|
|
//--------------------------------------------------------------
|
|
void Actor::GroupActorType( Event *ev )
|
|
{
|
|
Event *typeEvent;
|
|
str type;
|
|
|
|
typeEvent = new Event(EV_Actor_SetActorType);
|
|
typeEvent->AddString( ev->GetString( 1 ) );
|
|
|
|
groupcoordinator->SendEventToGroup( typeEvent, GetGroupID() );
|
|
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: checkEnemyWithinRange()
|
|
// Class: Actor
|
|
//
|
|
// Description: Calls checkEnemyWithinRange()
|
|
//
|
|
// Parameters: Conditional &condition
|
|
//
|
|
// Returns: true or false
|
|
//--------------------------------------------------------------
|
|
qboolean Actor::checkEnemyWithinRange( Conditional &condition )
|
|
{
|
|
return checkEnemyWithinRange( atof(condition.getParm( 1 ) ) , atof(condition.getParm(2) ) );
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: checkEnemyWithinRange()
|
|
// Class: Actor
|
|
//
|
|
// Description: Checks if the linear distance to the actors enemy is
|
|
// greater than or equal to the min AND less than or equal
|
|
// to the max
|
|
//
|
|
// Parameters: float min
|
|
// float max
|
|
//
|
|
// Returns: true or false
|
|
//--------------------------------------------------------------
|
|
qboolean Actor::checkEnemyWithinRange( float min , float max )
|
|
{
|
|
float dist = enemyManager->GetDistanceFromEnemy();
|
|
|
|
return ( dist <= max && dist >= min );
|
|
}
|
|
|
|
qboolean Actor::checkhealthpercentinrange( Conditional &condition )
|
|
{
|
|
float minpercent = (.01 ) * atof( condition.getParm( 1 ) );
|
|
float maxpercent = (.01 ) * atof( condition.getParm( 2 ) );
|
|
|
|
return ( (health >= ( minpercent * max_health ) && (health <= ( maxpercent * max_health ) ) ) );
|
|
}
|
|
|
|
void Actor::PrintDebugMessage( Event *ev )
|
|
{
|
|
str msg = ev->GetString( 1 );
|
|
gi.WDPrintf( "\n--------------------------------------------------------------\n" );
|
|
gi.WDPrintf( msg + "\n" );
|
|
gi.WDPrintf( "--------------------------------------------------------------\n" );
|
|
|
|
}
|
|
|
|
qboolean Actor::checkAttacked( Conditional &condition )
|
|
{
|
|
return checkAttacked();
|
|
}
|
|
|
|
qboolean Actor::checkAttacked()
|
|
{
|
|
return state_flags & STATE_FLAG_ATTACKED;
|
|
}
|
|
|
|
qboolean Actor::checkAttackedByPlayer( Conditional &condition )
|
|
{
|
|
return checkAttackedByPlayer();
|
|
}
|
|
|
|
qboolean Actor::checkAttackedByPlayer()
|
|
{
|
|
return state_flags & STATE_FLAG_ATTACKED_BY_PLAYER;
|
|
}
|
|
|
|
qboolean Actor::checkShowPain( Conditional &condition )
|
|
{
|
|
return checkShowPain();
|
|
}
|
|
|
|
qboolean Actor::checkShowPain()
|
|
{
|
|
return state_flags & STATE_FLAG_SHOW_PAIN;
|
|
}
|
|
|
|
qboolean Actor::checkPropEnemyRange( Conditional &condition )
|
|
{
|
|
str propname;
|
|
str objname = condition.getParm( 1 );
|
|
if ( condition.numParms() > 1 )
|
|
propname = condition.getParm( 2 );
|
|
|
|
return checkPropEnemyRange( objname , propname );
|
|
}
|
|
|
|
qboolean Actor::checkPropEnemyRange( const str& objname , const str& propname )
|
|
{
|
|
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
|
|
str scopestr = getArchetype() + "." + objname;
|
|
if ( !gpm->hasObject(scopestr) )
|
|
return false;
|
|
|
|
float range;
|
|
if ( propname.length() )
|
|
range = gpm->getFloatValue(scopestr, propname);
|
|
else
|
|
range = gpm->getFloatValue(scopestr, "value");
|
|
|
|
// Get our current enemy
|
|
Entity *currentEnemy;
|
|
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
|
|
if ( !currentEnemy )
|
|
enemyManager->FindHighestHateEnemy();
|
|
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
|
|
if ( !currentEnemy )
|
|
enemyManager->FindHighestHateEnemy();
|
|
|
|
if ( !currentEnemy )
|
|
return false;
|
|
|
|
return EntityInRange( currentEnemy, range, 0, 0 , false );
|
|
}
|
|
|
|
void Actor::processGameplayData( Event *ev )
|
|
{
|
|
|
|
GameplayManager *gpm = GameplayManager::getTheGameplayManager();
|
|
if ( !gpm->hasObject(getArchetype()) )
|
|
return;
|
|
|
|
str objname = getArchetype();
|
|
|
|
// Grab our FOV From the GPD
|
|
if ( gpm->hasProperty(objname, "fov") )
|
|
sensoryPerception->SetFOV( gpm->getFloatValue( objname , "fov" ));
|
|
|
|
// Grab our PlayerHateModifier
|
|
|
|
// Grab our VisionDistance
|
|
if ( gpm->hasProperty(objname, "visiondistance" ) )
|
|
sensoryPerception->SetVisionDistance( gpm->getFloatValue( objname , "visiondistance" ) );
|
|
}
|
|
|
|
void Actor::SelectNextEnemy( Event* ev )
|
|
{
|
|
enemyManager->FindNextEnemy();
|
|
}
|
|
|
|
void Actor::SelectClosestEnemy( Event *ev )
|
|
{
|
|
enemyManager->FindClosestEnemy();
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: checkCurrentEnemyGroupAttackerCount
|
|
// Class: Actor
|
|
//
|
|
// Description: Returns true if the number of actors in this actor's group that
|
|
// are attacking current enemy is less than the number passed in. False otherwise.
|
|
//
|
|
// Parameters: Conditional &condition
|
|
//
|
|
// Returns: true or false;
|
|
//
|
|
//--------------------------------------------------------------
|
|
qboolean Actor::checkCurrentEnemyGroupAttackerCount( Conditional &condition )
|
|
{
|
|
Entity* e = enemyManager->GetCurrentEnemy();
|
|
return checkGroupAttackerCountForEntity( condition, e );
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: checkGroupAttackerCountForEntity
|
|
// Class: Actor
|
|
//
|
|
// Note: This is a helper function for checkEnemyAttackerCount and checkEnemyGroupCount
|
|
//
|
|
// Description: Returns true if the number of actors in this actor's group that
|
|
// are attacking passed enemy is less than the number passed in. False otherwise.
|
|
//
|
|
// Parameters: Conditional& condition
|
|
// Entity* attackTarget - pass NULL to signify any attack target is OK;
|
|
// i.e., count how many of my groupmates are attacking at all.
|
|
//
|
|
// Returns: true or false;
|
|
//
|
|
//--------------------------------------------------------------
|
|
qboolean Actor::checkGroupAttackerCountForEntity( Conditional& condition, Entity* attackTarget )
|
|
{
|
|
int checkValue = atoi(condition.getParm( 1 ));
|
|
|
|
return checkGroupAttackerCountForEntity( checkValue , attackTarget );
|
|
}
|
|
|
|
qboolean Actor::checkGroupAttackerCountForEntity( int checkValue, Entity* attackTarget )
|
|
{
|
|
int count;
|
|
ActorGroup* group;
|
|
|
|
group = (ActorGroup*)groupcoordinator->GetGroup( GetGroupID() );
|
|
|
|
if ( !group )
|
|
return true;
|
|
|
|
count = group->CountMembersAttackingEnemy( attackTarget );
|
|
|
|
if ( count < checkValue )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
void Actor::SetGroupDeathThread( Event *ev )
|
|
{
|
|
groupcoordinator->SetGroupDeathThread( ev->GetString( 1 ) , GetGroupID() );
|
|
}
|
|
|
|
qboolean Actor::checkHaveBestWeapon( Conditional &condition )
|
|
{
|
|
return checkHaveBestWeapon();
|
|
}
|
|
|
|
qboolean Actor::checkHaveBestWeapon()
|
|
{
|
|
str bestWeaponName;
|
|
float powerRating;
|
|
str currentPostureState;
|
|
Entity *currentEnemy;
|
|
Weapon *bestWeapon;
|
|
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy )
|
|
return true;
|
|
|
|
//First Check if our current weapon is useless
|
|
powerRating = combatSubsystem->GetActiveWeaponPowerRating( currentEnemy );
|
|
if ( powerRating < .05 )
|
|
{
|
|
//Put WeaponUseless Context Here
|
|
}
|
|
|
|
bestWeapon = combatSubsystem->GetBestAvailableWeapon( currentEnemy );
|
|
if( !bestWeapon )
|
|
return false;
|
|
|
|
if ( combatSubsystem->GetActiveWeaponName() == bestWeapon->getName() )
|
|
return true;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
qboolean Actor::checkPosture( Conditional &condition )
|
|
{
|
|
return checkPosture( condition.getParm( 1 ) );
|
|
}
|
|
|
|
qboolean Actor::checkPosture( const str &postureName )
|
|
{
|
|
if ( postureController->getCurrentPostureName() == postureName )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkAnyEnemyInRange( Conditional &condition )
|
|
{
|
|
float range = atof( condition.getParm( 1 ) );
|
|
return checkAnyEnemyInRange( range );
|
|
}
|
|
|
|
qboolean Actor::checkAnyEnemyInRange( float range )
|
|
{
|
|
return enemyManager->IsAnyEnemyInRange( range );
|
|
}
|
|
|
|
void Actor::SetAnimSet( Event *ev )
|
|
{
|
|
SetAnimSet(ev->GetString( 1 ) );
|
|
}
|
|
|
|
void Actor::SetAnimSet( const str& animSet )
|
|
{
|
|
animset = animSet;
|
|
}
|
|
|
|
void Actor::SetSelfDetonateModel ( Event * ev )
|
|
{
|
|
explosionModel = ev->GetString ( 1 );
|
|
}
|
|
|
|
|
|
const str& Actor::GetAnimSet()
|
|
{
|
|
return animset;
|
|
}
|
|
|
|
const str Actor::GetStateVar( const str& varName )
|
|
{
|
|
StateVar *checkVar = 0;
|
|
|
|
for (int i = 1; i <= stateVarList.NumObjects() ; i++ )
|
|
{
|
|
checkVar = stateVarList.ObjectAt( i );
|
|
if( checkVar->varName == varName )
|
|
{
|
|
return checkVar->varValue;
|
|
}
|
|
}
|
|
|
|
return "";
|
|
}
|
|
|
|
void Actor::ClearTorsoAnim( Event *ev )
|
|
{
|
|
ClearTorsoAnim();
|
|
}
|
|
|
|
void Actor::ClearTorsoAnim()
|
|
{
|
|
newTorsoAnimNum = -1;
|
|
newTorsoAnim = "";
|
|
newTorsoAnimEvent = NULL;
|
|
TorsoAnimName = "";
|
|
animate->ClearTorsoAnim();
|
|
}
|
|
|
|
void Actor::ClearLegAnim()
|
|
{
|
|
|
|
newanimnum = -1;
|
|
newanim = "";
|
|
newanimevent = NULL;
|
|
animate->ClearLegsAnim();
|
|
}
|
|
|
|
qboolean Actor::checkValidCoverNodeInRange( Conditional &condition )
|
|
{
|
|
float minDistanceFromPlayer = 96.0f;
|
|
|
|
float maxDistanceFromSelf = atof(condition.getParm( 1 ));
|
|
|
|
if ( GetActorFlag(ACTOR_FLAG_USE_FOLLOWRANGE_FOR_NODES) )
|
|
{
|
|
if ( enemyManager->HasEnemy() )
|
|
{
|
|
maxDistanceFromSelf = followTarget.maxRangeCombat;
|
|
}
|
|
else
|
|
maxDistanceFromSelf = followTarget.minRangeCombat;
|
|
|
|
//Fudge the value a little bit to allow for some "spring"
|
|
maxDistanceFromSelf = maxDistanceFromSelf * .85;
|
|
}
|
|
|
|
|
|
float minDistanceFromCurrentEnemy = atof(condition.getParm( 2 ));
|
|
|
|
if ( condition.numParms() > 2 )
|
|
minDistanceFromPlayer = atof(condition.getParm(3) );
|
|
|
|
return checkValidCoverNodeInRange( maxDistanceFromSelf , minDistanceFromCurrentEnemy, minDistanceFromPlayer );
|
|
}
|
|
|
|
qboolean Actor::checkValidCoverNodeInRange( float maxDistanceFromSelf, float minDistanceFromCurrentEnemy, float minDistanceFromPlayer )
|
|
{
|
|
HelperNode* coverNode = NULL;
|
|
Entity* currentEnemy = enemyManager->GetCurrentEnemy();
|
|
|
|
//If we don't have a current enemy, give it one more evaluation chance
|
|
if ( !currentEnemy )
|
|
{
|
|
enemyManager->FindHighestHateEnemy();
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
|
|
if ( !currentEnemy )
|
|
return false;
|
|
}
|
|
|
|
//
|
|
//See if we have a cover node that meets or requirements.
|
|
//If we do, the FindClosestHelperNodeThatCannotSeeEntity will set our currentHelperNode information for us
|
|
//
|
|
coverNode = HelperNode::FindClosestHelperNodeThatCannotSeeEntity(*this , NODETYPE_COVER , edict->clipmask, maxDistanceFromSelf, minDistanceFromCurrentEnemy, currentEnemy , minDistanceFromPlayer );
|
|
|
|
if ( coverNode )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
qboolean Actor::checkValidCombatNodeInRange( Conditional &condition )
|
|
{
|
|
float minDistanceFromPlayer = 96.0f;
|
|
float maxDistanceFromSelf = atof(condition.getParm( 1 ));
|
|
|
|
if ( GetActorFlag(ACTOR_FLAG_USE_FOLLOWRANGE_FOR_NODES) )
|
|
{
|
|
if ( enemyManager->HasEnemy() )
|
|
{
|
|
maxDistanceFromSelf = followTarget.maxRangeCombat;
|
|
}
|
|
else
|
|
maxDistanceFromSelf = followTarget.minRangeCombat;
|
|
}
|
|
|
|
int unreserveCurrentNode = true; // this is int to avoid compiler warning C4800 :(
|
|
if ( condition.numParms() > 1 )
|
|
minDistanceFromPlayer = atof(condition.getParm( 2 ) );
|
|
if( condition.numParms() > 2 )
|
|
unreserveCurrentNode = atoi( condition.getParm( 3 ) );
|
|
|
|
return checkValidCombatNodeInRange( maxDistanceFromSelf , minDistanceFromPlayer, (unreserveCurrentNode != 0) );
|
|
}
|
|
|
|
qboolean Actor::checkValidCombatNodeInRange( float maxDistanceFromSelf , float minDistanceFromPlayer, bool unreserveCurrentNode )
|
|
{
|
|
HelperNode* coverNode = NULL;
|
|
|
|
//
|
|
//First, see if the level designer gave us a specific node
|
|
//
|
|
if ( currentHelperNode.node && (currentHelperNode.node->target.length()))
|
|
{
|
|
coverNode = currentHelperNode.node->GetTargetedHelperNode(currentHelperNode.node->target);
|
|
if ( coverNode )
|
|
{
|
|
if ( coverNode->isOfType( NODETYPE_COMBAT ) )
|
|
{
|
|
currentHelperNode.node->UnreserveNode();
|
|
currentHelperNode.node = coverNode;
|
|
currentHelperNode.mask = NODETYPE_COMBAT;
|
|
currentHelperNode.node->ReserveNode();
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
//See if we have a cover node that meets our requirements.
|
|
//
|
|
coverNode = HelperNode::FindClosestHelperNode(*this , NODETYPE_COMBAT , maxDistanceFromSelf, minDistanceFromPlayer, unreserveCurrentNode);
|
|
//if ( actortype == IS_ENEMY )
|
|
// coverNode = HelperNode::FindClosestHelperNode(*this , NODETYPE_COMBAT , maxDistanceFromSelf);
|
|
//else
|
|
// coverNode = HelperNode::FindHelperNodeClosestTo(*this, GetPlayer(0) , NODETYPE_COMBAT , maxDistanceFromSelf );
|
|
|
|
if ( coverNode )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkEnemyCanSeeCurrentNode( Conditional &condition )
|
|
{
|
|
return checkEnemyCanSeeCurrentNode();
|
|
}
|
|
|
|
qboolean Actor::checkEnemyCanSeeCurrentNode()
|
|
{
|
|
trace_t trace;
|
|
Entity *currentEnemy;
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
|
|
if ( !currentHelperNode.node )
|
|
return false;
|
|
|
|
if ( !currentEnemy )
|
|
{
|
|
enemyManager->FindClosestEnemy();
|
|
currentEnemy = enemyManager->GetCurrentEnemy();
|
|
}
|
|
|
|
if ( !currentEnemy )
|
|
return false;
|
|
|
|
if ( currentEnemy->isSubclassOf(Sentient) )
|
|
{
|
|
Sentient* theEnemy;
|
|
theEnemy = (Sentient*)currentEnemy;
|
|
trace = G_Trace( currentHelperNode.node->origin , vec_zero , vec_zero , theEnemy->EyePosition() , NULL , MASK_OPAQUE, false, "CoverCombatWithRangedWeapon::think");
|
|
//G_DebugLine( currentHelperNode.node->origin, theEnemy->EyePosition(), 1.0f, 0.0f, 0.0f, 1.0f );
|
|
}
|
|
else
|
|
{
|
|
trace = G_Trace( currentHelperNode.node->origin , vec_zero , vec_zero , currentEnemy->centroid , NULL , MASK_OPAQUE, false, "CoverCombatWithRangedWeapon::think");
|
|
//G_DebugLine( currentHelperNode.node->origin, currentEnemy->centroid, 1.0f, 0.0f, 0.0f, 1.0f );
|
|
}
|
|
|
|
|
|
if ( trace.fraction >= .95 )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkShouldDoAction( Conditional &condition )
|
|
{
|
|
str tendencyName = condition.getParm( 1 );
|
|
return checkShouldDoAction( tendencyName );
|
|
}
|
|
|
|
qboolean Actor::checkShouldDoAction( const str &tendencyName )
|
|
{
|
|
float tendency = personality->GetTendency( tendencyName );
|
|
|
|
return ( G_Random() < tendency );
|
|
}
|
|
|
|
qboolean Actor::checkValidWorkNodeInRange( Conditional &condition )
|
|
{
|
|
int unreserveCurrentNode = true; // this is int to avoid compiler warning C4800 :(
|
|
float maxDistanceFromSelf = atof(condition.getParm( 1 ));
|
|
if( condition.numParms() > 1 )
|
|
unreserveCurrentNode = atoi( condition.getParm( 2 ) );
|
|
return checkValidWorkNodeInRange( maxDistanceFromSelf, (unreserveCurrentNode != 0) );
|
|
}
|
|
|
|
qboolean Actor::checkValidWorkNodeInRange( float maxDistanceFromSelf, bool unreserveCurrentNode )
|
|
{
|
|
HelperNode* coverNode = NULL;
|
|
|
|
if ( level.time < _nextCheckForWorkNodeTime )
|
|
return false;
|
|
|
|
//
|
|
//See if we have a work node that meets our requirements.
|
|
//
|
|
coverNode = HelperNode::FindClosestHelperNode(*this , NODETYPE_WORK , maxDistanceFromSelf , 0.0f, unreserveCurrentNode );
|
|
_nextCheckForWorkNodeTime = ( G_Random() + level.time + 0.50f );
|
|
|
|
if ( coverNode )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkValidHibernateNodeInRange( Conditional &condition )
|
|
{
|
|
float maxDistanceFromSelf = atof( condition.getParm( 1 ) );
|
|
return checkValidHibernateNodeInRange( maxDistanceFromSelf );
|
|
}
|
|
|
|
qboolean Actor::checkValidHibernateNodeInRange( float maxDistanceFromSelf )
|
|
{
|
|
HelperNode* hibernateNode = NULL;
|
|
|
|
if ( level.time < _nextCheckForHibernateNodeTime )
|
|
return false;
|
|
|
|
//
|
|
//See if we have a work node that meets our requirements.
|
|
//
|
|
hibernateNode = HelperNode::FindClosestHelperNode(*this , "hibernate" , maxDistanceFromSelf );
|
|
_nextCheckForHibernateNodeTime = ( G_Random() + level.time + 0.50f );
|
|
|
|
if ( hibernateNode )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkValidPatrolNodeInRange( Conditional &condition )
|
|
{
|
|
float maxDistanceFromSelf = atof(condition.getParm( 1 ));
|
|
return checkValidPatrolNodeInRange( maxDistanceFromSelf );
|
|
}
|
|
|
|
qboolean Actor::checkValidPatrolNodeInRange( float maxDistanceFromSelf )
|
|
{
|
|
HelperNode* patrolNode = NULL;
|
|
|
|
//
|
|
//See if we have a cover node that meets or requirements.
|
|
//
|
|
patrolNode = HelperNode::FindClosestHelperNode(*this , NODETYPE_PATROL , maxDistanceFromSelf, 0);
|
|
|
|
if ( patrolNode )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkValidSniperNodeInRange( Conditional &condition )
|
|
{
|
|
float maxDistanceFromSelf = atof(condition.getParm( 1 ));
|
|
return checkValidSniperNodeInRange( maxDistanceFromSelf );
|
|
}
|
|
|
|
qboolean Actor::checkValidSniperNodeInRange( float maxDistanceFromSelf )
|
|
{
|
|
HelperNode* sniperNode = NULL;
|
|
|
|
//
|
|
//See if we have a cover node that meets or requirements.
|
|
//
|
|
sniperNode = HelperNode::FindClosestHelperNode(*this , NODETYPE_SNIPER , maxDistanceFromSelf);
|
|
|
|
if ( sniperNode )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkValidCustomNodeInRange( Conditional &condition )
|
|
{
|
|
str customType = condition.getParm( 1 );
|
|
float maxDistanceFromSelf = atof( condition.getParm( 2 ) );
|
|
|
|
return checkValidCustomNodeInRange( customType , maxDistanceFromSelf );
|
|
}
|
|
|
|
qboolean Actor::checkValidCustomNodeInRange( const str &customType , float maxDistanceFromSelf )
|
|
{
|
|
HelperNode* customNode = NULL;
|
|
|
|
//
|
|
//See if we have a cover node that meets or requirements.
|
|
//
|
|
customNode = HelperNode::FindClosestHelperNode(*this , customType , maxDistanceFromSelf);
|
|
|
|
if ( customNode )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkSpecifiedFollowTargetOutOfRange( Conditional &condition )
|
|
{
|
|
return checkSpecifiedFollowTargetOutOfRange();
|
|
}
|
|
|
|
qboolean Actor::checkSpecifiedFollowTargetOutOfRange()
|
|
{
|
|
if ( !followTarget.specifiedFollowTarget )
|
|
followTarget.specifiedFollowTarget = GetPlayer( 0 );
|
|
|
|
if ( followTarget.specifiedFollowTarget )
|
|
{
|
|
float range = followTarget.maxRangeIdle;
|
|
Entity *enemy;
|
|
|
|
enemy = enemyManager->GetCurrentEnemy();
|
|
if ( !enemy )
|
|
{
|
|
enemyManager->FindHighestHateEnemy();
|
|
enemy = enemyManager->GetCurrentEnemy();
|
|
}
|
|
|
|
if ( enemy )
|
|
range = followTarget.maxRangeCombat;
|
|
|
|
if ( EntityInRange( followTarget.specifiedFollowTarget, range, 0, 0 , false ) )
|
|
return false;
|
|
else
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void Actor::SetPostureState( Event *ev )
|
|
{
|
|
postureController->setPostureState( ev->GetString( 1 ) , ev->GetString( 2 ) );
|
|
}
|
|
|
|
|
|
|
|
|
|
//--------------------------------------------------------------
|
|
// Name: FindDialog
|
|
// Class: Actor
|
|
//
|
|
// Description: Finds an appropriate dialog alias based on the dialogType
|
|
//
|
|
// Parameters: DialogType_t -- The type of dialog to find
|
|
//
|
|
// Returns: const str
|
|
//--------------------------------------------------------------
|
|
const str Actor::FindDialog( Sentient *user, DialogType_t dialogType , const str& context )
|
|
{
|
|
DialogNode_t *dialog_node;
|
|
int good_dialog;
|
|
ScriptVariable *script_var;
|
|
const char* the_dialog;
|
|
str dialog_name;
|
|
bool usingContext = false;
|
|
|
|
dialog_node = dialog_list;
|
|
|
|
while(dialog_node != NULL)
|
|
{
|
|
// See if we should play the current dialog
|
|
good_dialog = true;
|
|
|
|
if ( dialogType == DIALOG_TYPE_NORMAL )
|
|
{
|
|
//If we're looking for normal dialog,
|
|
//We don't play radius dialog.
|
|
if ( dialog_node->dType != DIALOG_TYPE_NORMAL )
|
|
{
|
|
dialog_node = dialog_node->next;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if ( dialogType == DIALOG_TYPE_RADIUS )
|
|
{
|
|
//If we're looking for radius dialog
|
|
//It's got to be radius dialog
|
|
if ( dialog_node->dType != DIALOG_TYPE_RADIUS )
|
|
{
|
|
dialog_node = dialog_node->next;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if ( dialogType == DIALOG_TYPE_GREETING )
|
|
{
|
|
//If we're looking for greeting dialog
|
|
//It's got to be greeting dialog
|
|
if ( dialog_node->dType != DIALOG_TYPE_GREETING )
|
|
{
|
|
dialog_node = dialog_node->next;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if ( dialogType == DIALOG_TYPE_COMBAT )
|
|
{
|
|
//If we're looking for combat dialog
|
|
//It's got to be combat dialog
|
|
if ( dialog_node->dType != DIALOG_TYPE_COMBAT )
|
|
{
|
|
dialog_node = dialog_node->next;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if ( dialogType == DIALOG_TYPE_CONTEXT_INITIATOR || dialogType == DIALOG_TYPE_CONTEXT_RESPONSE )
|
|
{
|
|
//
|
|
// If we're context dialog we HAVE to have at least 1 parameter
|
|
//
|
|
if ( dialog_node->number_of_parms < 1 )
|
|
{
|
|
dialog_node = dialog_node->next;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
for(int i = 0 ; i < dialog_node->number_of_parms ; i++)
|
|
{
|
|
// Test to see if this parm passes
|
|
switch(dialog_node->parms[ i ].type)
|
|
{
|
|
case DIALOG_PARM_TYPE_PLAYERHAS :
|
|
if (!user || !user->HasItem(dialog_node->parms[ i ].parm))
|
|
good_dialog = false;
|
|
break;
|
|
case DIALOG_PARM_TYPE_PLAYERHASNOT :
|
|
if (!user || user->HasItem(dialog_node->parms[ i ].parm))
|
|
good_dialog = false;
|
|
break;
|
|
case DIALOG_PARM_TYPE_HAS :
|
|
if (!HasItem(dialog_node->parms[ i ].parm))
|
|
good_dialog = false;
|
|
break;
|
|
case DIALOG_PARM_TYPE_HASNOT :
|
|
if (HasItem(dialog_node->parms[ i ].parm))
|
|
good_dialog = false;
|
|
break;
|
|
case DIALOG_PARM_TYPE_DEPENDS :
|
|
script_var = NULL;
|
|
|
|
if ( strnicmp( dialog_node->parms[ i ].parm, "game.", 5 ) == 0 )
|
|
script_var = gameVars.GetVariable( dialog_node->parms[ i ].parm + 5 );
|
|
else if ( strnicmp( dialog_node->parms[ i ].parm, "level.", 6 ) == 0 )
|
|
script_var = levelVars.GetVariable( dialog_node->parms[ i ].parm + 6 );
|
|
|
|
if ( !script_var || !script_var->intValue() )
|
|
good_dialog = false;
|
|
|
|
break;
|
|
case DIALOG_PARM_TYPE_DEPENDSNOT :
|
|
script_var = NULL;
|
|
|
|
if ( strnicmp( dialog_node->parms[ i ].parm, "game.", 5 ) == 0 )
|
|
script_var = gameVars.GetVariable( dialog_node->parms[ i ].parm + 5 );
|
|
else if ( strnicmp( dialog_node->parms[ i ].parm, "level.", 6 ) == 0 )
|
|
script_var = levelVars.GetVariable( dialog_node->parms[ i ].parm + 6 );
|
|
|
|
if ( script_var && script_var->intValue() )
|
|
good_dialog = false;
|
|
|
|
break;
|
|
case DIALOG_PARM_TYPE_DEPENDSINT :
|
|
script_var = NULL;
|
|
|
|
if ( strnicmp( dialog_node->parms[ i ].parm, "game.", 5 ) == 0 )
|
|
script_var = gameVars.GetVariable( dialog_node->parms[ i ].parm + 5 );
|
|
else if ( strnicmp( dialog_node->parms[ i ].parm, "level.", 6 ) == 0 )
|
|
script_var = levelVars.GetVariable( dialog_node->parms[ i ].parm + 6 );
|
|
|
|
if ( !script_var || ( script_var->intValue() != atoi( dialog_node->parms[ i ].parm2 ) ) )
|
|
good_dialog = false;
|
|
|
|
break;
|
|
|
|
case DIALOG_PARM_TYPE_CONTEXT_INITIATOR:
|
|
if ( dialogType != DIALOG_TYPE_CONTEXT_INITIATOR )
|
|
good_dialog = false;
|
|
|
|
if ( stricmp( dialog_node->parms[i].parm , context.c_str() ) )
|
|
good_dialog = false;
|
|
|
|
usingContext = true;
|
|
break;
|
|
|
|
case DIALOG_PARM_TYPE_CONTEXT_RESPONSE:
|
|
if ( dialogType != DIALOG_TYPE_CONTEXT_RESPONSE )
|
|
good_dialog = false;
|
|
|
|
if ( stricmp( dialog_node->parms[i].parm , context.c_str() ) )
|
|
good_dialog = false;
|
|
|
|
usingContext = true;
|
|
break;
|
|
}
|
|
|
|
|
|
// If dialog is already not good go to next dialog
|
|
if (!good_dialog)
|
|
break;
|
|
}
|
|
|
|
|
|
if ( ( dialog_node->random_percent < 1.0f ) && ( G_Random() > dialog_node->random_percent ) )
|
|
good_dialog = false;
|
|
|
|
if ( dialogType == DIALOG_TYPE_CONTEXT_INITIATOR || dialogType == DIALOG_TYPE_CONTEXT_RESPONSE )
|
|
{
|
|
if ( !usingContext )
|
|
good_dialog = false;
|
|
}
|
|
|
|
if (good_dialog)
|
|
{
|
|
// Found a good dialog now get the real sound name from the alias
|
|
the_dialog = NULL;
|
|
the_dialog = gi.Alias_FindDialog( edict->s.modelindex, dialog_node->alias_name, dialog_node->random_flag, entnum);
|
|
|
|
if ( the_dialog )
|
|
{
|
|
dialog_name = the_dialog;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Try the next dialog in the list
|
|
dialog_node = dialog_node->next;
|
|
}
|
|
|
|
return dialog_name;
|
|
}
|
|
|
|
|
|
qboolean Actor::checkHaveArmor( Conditional &condition )
|
|
{
|
|
return checkHaveArmor();
|
|
}
|
|
|
|
qboolean Actor::checkHaveArmor()
|
|
{
|
|
if ( !currentBaseArmor )
|
|
return false;
|
|
|
|
if ( currentBaseArmor->getAmount() <= 0 )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
qboolean Actor::checkWithinFollowRangeMin( Conditional &condition )
|
|
{
|
|
return checkWithinFollowRangeMin();
|
|
}
|
|
|
|
qboolean Actor::checkWithinFollowRangeMin()
|
|
{
|
|
if ( !followTarget.specifiedFollowTarget )
|
|
followTarget.specifiedFollowTarget = GetPlayer( 0 );
|
|
|
|
if ( followTarget.specifiedFollowTarget )
|
|
{
|
|
float range = followTarget.minRangeIdle;
|
|
Entity *enemy;
|
|
|
|
enemy = enemyManager->GetCurrentEnemy();
|
|
if ( !enemy )
|
|
{
|
|
enemyManager->FindHighestHateEnemy();
|
|
enemy = enemyManager->GetCurrentEnemy();
|
|
}
|
|
|
|
if ( enemy )
|
|
range = followTarget.minRangeCombat;
|
|
|
|
if ( EntityInRange( followTarget.specifiedFollowTarget, range, 0, 0 , false ) )
|
|
{
|
|
if ( level.time > _nextPathDistanceToFollowTargetCheck )
|
|
{
|
|
FindMovementPath find;
|
|
Path *path;
|
|
float pathLen;
|
|
|
|
_nextPathDistanceToFollowTargetCheck = G_Random(.33 ) + DEFAULT_PATH_TO_ENEMY_INTERVAL + level.time;
|
|
|
|
// Set up our pathing heuristics
|
|
find.heuristic.self = this;
|
|
find.heuristic.setSize( size );
|
|
find.heuristic.entnum = entnum;
|
|
|
|
path = find.FindPath( origin, followTarget.specifiedFollowTarget->origin );
|
|
|
|
if ( !path )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
pathLen = path->Length();
|
|
|
|
delete path;
|
|
path = NULL;
|
|
|
|
|
|
if ( pathLen > range )
|
|
return false;
|
|
else
|
|
return true;
|
|
|
|
}
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void Actor::SetTalkWatchMode( Event *ev )
|
|
{
|
|
str mode = ev->GetString( 1 );
|
|
|
|
if ( mode == "ignore" )
|
|
talkMode = TALK_IGNORE;
|
|
|
|
if ( mode == "headwatchonly" )
|
|
talkMode = TALK_HEADWATCH;
|
|
|
|
if ( mode == "turnto" )
|
|
talkMode = TALK_TURNTO;
|
|
|
|
if ( ev->NumArgs() > 1 )
|
|
useConvAnims = ev->GetBoolean(2);
|
|
}
|
|
|
|
qboolean Actor::checkAllowedToMeleeEnemy( Conditional &condition )
|
|
{
|
|
return checkAllowedToMeleeEnemy();
|
|
}
|
|
|
|
qboolean Actor::checkAllowedToMeleeEnemy()
|
|
{
|
|
Entity *enemy = enemyManager->GetCurrentEnemy();
|
|
|
|
if ( !enemy ) return false;
|
|
|
|
if ( enemy->isSubclassOf(Player) ) return true;
|
|
|
|
if ( !enemy->isSubclassOf(Actor) ) return false;
|
|
|
|
|
|
Actor *actor = (Actor*)enemy;
|
|
if ( actor->GetActorFlag(ACTOR_FLAG_MELEE_ALLOWED) )
|
|
return true;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
qboolean Actor::checkCurrentNodeHasThisCoverType( Conditional &condition )
|
|
{
|
|
str coverType = condition.getParm( 1 );
|
|
return checkCurrentNodeHasThisCoverType( coverType );
|
|
}
|
|
|
|
qboolean Actor::checkCurrentNodeHasThisCoverType( const str &coverType )
|
|
{
|
|
if ( !currentHelperNode.node )
|
|
return false;
|
|
|
|
if ( coverType == "none" )
|
|
{
|
|
if ( currentHelperNode.node->GetCoverType() == COVER_TYPE_NONE )
|
|
return true;
|
|
}
|
|
|
|
if ( coverType == "crate" )
|
|
{
|
|
if ( currentHelperNode.node->GetCoverType() == COVER_TYPE_CRATE )
|
|
return true;
|
|
}
|
|
|
|
if ( coverType == "wall" )
|
|
{
|
|
if ( currentHelperNode.node->GetCoverType() == COVER_TYPE_WALL )
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void Actor::PrepareToFailMission( Event *ev )
|
|
{
|
|
float time;
|
|
str reason;
|
|
|
|
time = ev->GetFloat( 1 );
|
|
reason = "DefaultFailure";
|
|
if ( ev->NumArgs() > 1 )
|
|
reason = ev->GetString( 2 );
|
|
|
|
Event *failureEvent;
|
|
failureEvent = new Event(EV_Actor_FailMission);
|
|
failureEvent->AddString( reason );
|
|
|
|
PostEvent( failureEvent, time );
|
|
}
|
|
|
|
void Actor::FailMission( Event *ev )
|
|
{
|
|
str reason = "DefaultFailure";
|
|
if ( ev->NumArgs() > 0 )
|
|
reason = ev->GetString( 1 );
|
|
|
|
G_MissionFailed(reason);
|
|
}
|
|
|
|
void Actor::DebugEvent( Event *ev )
|
|
{
|
|
//Here to catch when a state hits a debug event
|
|
int x;
|
|
x = 0;
|
|
}
|
|
|
|
qboolean Actor::checkSteeringFailed( Conditional &condition )
|
|
{
|
|
return ( state_flags & STATE_FLAG_STEERING_FAILED );
|
|
}
|
|
|
|
qboolean Actor::checkHavePathToEnemy( Conditional &condition )
|
|
{
|
|
return checkHavePathToEnemy();
|
|
}
|
|
|
|
qboolean Actor::checkHavePathToEnemy()
|
|
{
|
|
if ( !enemyManager->HasEnemy() )
|
|
{
|
|
_nextCheckForEnemyPath = 0;
|
|
return false;
|
|
}
|
|
|
|
if ( level.time >= _nextCheckForEnemyPath )
|
|
{
|
|
Entity *currentEnemy = enemyManager->GetCurrentEnemy();
|
|
if ( !currentEnemy ) return false;
|
|
|
|
FindMovementPath find;
|
|
Path *path;
|
|
|
|
_nextCheckForEnemyPath = G_Random() + DEFAULT_PATH_TO_ENEMY_INTERVAL;
|
|
// Set up our pathing heuristics
|
|
find.heuristic.self = this;
|
|
find.heuristic.setSize( size );
|
|
find.heuristic.entnum = entnum;
|
|
|
|
path = find.FindPath( origin, currentEnemy->origin );
|
|
|
|
if ( !path )
|
|
{
|
|
_havePathToEnemy = false;
|
|
return false;
|
|
}
|
|
|
|
delete path;
|
|
path = NULL;
|
|
|
|
|
|
_havePathToEnemy = true;
|
|
}
|
|
|
|
return _havePathToEnemy;
|
|
}
|
|
|
|
void Actor::UnreserveCurrentHelperNode( Event *ev )
|
|
{
|
|
UnreserveCurrentHelperNode();
|
|
}
|
|
|
|
void Actor::UnreserveCurrentHelperNode()
|
|
{
|
|
if ( currentHelperNode.node )
|
|
currentHelperNode.node->UnreserveNode();
|
|
}
|
|
|
|
qboolean Actor::checkBlockedByEnemy( Conditional &condition )
|
|
{
|
|
if ( !(state_flags & STATE_FLAG_BLOCKED_BY_ENTITY) )
|
|
return false;
|
|
|
|
Entity *blockingEntity = movementSubsystem->getBlockingEntity();
|
|
|
|
if ( !blockingEntity )
|
|
return false;
|
|
|
|
sensoryPerception->Stimuli( STIMULI_SIGHT, blockingEntity );
|
|
|
|
|
|
if ( enemyManager->Hates( blockingEntity ) )
|
|
return true;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
void Actor::ProjectileClose( Event *ev )
|
|
{
|
|
Entity *owner;
|
|
owner = ev->GetEntity( 1 );
|
|
if ( !owner ) return;
|
|
|
|
if ( enemyManager->Hates( owner ) )
|
|
{
|
|
AddStateFlag(STATE_FLAG_ENEMY_PROJECTILE_CLOSE);
|
|
}
|
|
}
|
|
|
|
qboolean Actor::checkEnemyProjectileClose( Conditional &condition )
|
|
{
|
|
return checkEnemyProjectileClose();
|
|
}
|
|
|
|
qboolean Actor::checkEnemyProjectileClose()
|
|
{
|
|
return ( state_flags & STATE_FLAG_ENEMY_PROJECTILE_CLOSE );
|
|
}
|
|
|
|
void Actor::SaveOffLastHitBone( Event *ev )
|
|
{
|
|
saved_bone_hit = last_bone_hit;
|
|
}
|
|
|
|
void Actor::SetPlayPainSoundInterval( Event *ev )
|
|
{
|
|
_playPainSoundInterval = ev->GetFloat( 1 );
|
|
}
|
|
|
|
void Actor::SetContextInterval( Event *ev )
|
|
{
|
|
SetContextInterval(ev->GetFloat(1));
|
|
}
|
|
|
|
void Actor::SetContextInterval( float interval )
|
|
{
|
|
_contextInterval = interval;
|
|
}
|
|
|
|
void Actor::SetMinPainTime( Event *ev )
|
|
{
|
|
SetMinPainTime( ev->GetFloat( 1 ) );
|
|
}
|
|
|
|
void Actor::SetMinPainTime( float time )
|
|
{
|
|
min_pain_time = time;
|
|
}
|
|
|
|
void Actor::SetEnemyTargeted( Event *ev )
|
|
{
|
|
SetEnemyTargeted(ev->GetBoolean(1) );
|
|
}
|
|
|
|
void Actor::SetEnemyTargeted( bool targeted )
|
|
{
|
|
Entity* enemy;
|
|
enemy = enemyManager->GetCurrentEnemy();
|
|
|
|
if ( !enemy ) return;
|
|
|
|
if ( enemy->isSubclassOf(Player) )
|
|
{
|
|
Player* player;
|
|
player = (Player*)enemy;
|
|
player->setTargeted(targeted);
|
|
}
|
|
}
|
|
|
|
void Actor::SetActivationDelay( Event *ev )
|
|
{
|
|
SetActivationDelay(ev->GetFloat(1) );
|
|
}
|
|
|
|
void Actor::SetActivationDelay( float delay )
|
|
{
|
|
activationDelay = delay;
|
|
}
|
|
|
|
void Actor::SetActivationStart( Event *ev )
|
|
{
|
|
SetActivationStart();
|
|
}
|
|
|
|
void Actor::SetActivationStart()
|
|
{
|
|
activationStart = level.time;
|
|
}
|
|
|
|
qboolean Actor::checkActivationDelayTime( Conditional &condition )
|
|
{
|
|
return checkActivationDelayTime();
|
|
}
|
|
|
|
qboolean Actor::checkActivationDelayTime()
|
|
{
|
|
//Yes, I could do this all 1337-like in one line, but debugging that sucks.
|
|
if ( level.time >= activationStart + activationDelay )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
void Actor::SetCheckConeOfFireDistance( Event* ev )
|
|
{
|
|
SetCheckConeOfFireDistance( ev->GetFloat( 1 ) );
|
|
}
|
|
|
|
void Actor::SetCheckConeOfFireDistance( float distance )
|
|
{
|
|
assert( strategos );
|
|
assert( distance > 0 );
|
|
this->strategos->SetCheckInConeDistMax( distance );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------
|
|
// Note: This Needs to be its own class
|
|
//-----------------------------------------------------------------
|
|
void Actor::AddCustomThread( Event *ev )
|
|
{
|
|
AddCustomThread( ev->GetString( 1 ) , ev->GetString( 2 ) );
|
|
}
|
|
|
|
void Actor::AddCustomThread( const str& threadType , const str& threadName )
|
|
{
|
|
threadlist_t* threadListEntry;
|
|
|
|
//First Search the container to see if we already have a custom thread with
|
|
//the specified type. If we don't great, we'll just add this thing. If we do
|
|
//then we are going to replace the threadName with the one passed in
|
|
if ( threadList.NumObjects() )
|
|
{
|
|
for ( int i = 1; i <= threadList.NumObjects() ; i++ )
|
|
{
|
|
threadListEntry = threadList.ObjectAt( i );
|
|
if ( !stricmp(threadListEntry->threadType.c_str() , threadType.c_str() ) )
|
|
{
|
|
threadListEntry->threadName = threadName;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
//Since we didn't find a matching threadType, we'll just add what we need.
|
|
threadListEntry = new threadlist_t;
|
|
|
|
threadListEntry->threadType = threadType;
|
|
threadListEntry->threadName = threadName;
|
|
|
|
threadList.AddObject( threadListEntry );
|
|
|
|
}
|
|
|
|
bool Actor::HaveCustomThread( const str& threadType )
|
|
{
|
|
threadlist_t* threadListEntry;
|
|
|
|
// Search the container to see if we have a threadType entry matching the
|
|
// threadType we're looking for.
|
|
if ( threadList.NumObjects() )
|
|
{
|
|
for ( int i = 1; i <= threadList.NumObjects() ; i++ )
|
|
{
|
|
threadListEntry = threadList.ObjectAt( i );
|
|
if ( !stricmp(threadListEntry->threadType.c_str() , threadType.c_str() ) )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void Actor::RunCustomThread( const str& threadType )
|
|
{
|
|
|
|
threadlist_t* threadListEntry;
|
|
str threadName;
|
|
|
|
// Search the container to see if we have a threadType entry matching the
|
|
// threadType we're looking for.
|
|
if ( threadList.NumObjects() )
|
|
{
|
|
for ( int i = 1; i <= threadList.NumObjects() ; i++ )
|
|
{
|
|
threadListEntry = threadList.ObjectAt( i );
|
|
if ( !stricmp(threadListEntry->threadType.c_str() , threadType.c_str() ) )
|
|
{
|
|
threadName = threadListEntry->threadName;
|
|
if ( threadName.length() )
|
|
{
|
|
ExecuteThread(threadName,true,this);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
const str Actor::GetCustomThread( const str& threadType )
|
|
{
|
|
threadlist_t* threadListEntry;
|
|
str threadName;
|
|
|
|
// Search the container to see if we have a threadType entry matching the
|
|
// threadType we're looking for.
|
|
if ( threadList.NumObjects() )
|
|
{
|
|
for ( int i = 1; i <= threadList.NumObjects() ; i++ )
|
|
{
|
|
threadListEntry = threadList.ObjectAt( i );
|
|
if ( !stricmp(threadListEntry->threadType.c_str() , threadType.c_str() ) )
|
|
{
|
|
return threadListEntry->threadName;
|
|
}
|
|
}
|
|
}
|
|
|
|
return threadName;
|
|
}
|
|
|
|
void Actor::LevelAIOff()
|
|
{
|
|
//Okay, since we don't want to turn on every single AI in the game
|
|
//when we get a level.ai_on event -- Only the AI that were on before
|
|
//we need to only turn off the AI that is on
|
|
if ( GetActorFlag( ACTOR_FLAG_AI_ON ) )
|
|
{
|
|
_levelAIOff = true;
|
|
TurnAIOff();
|
|
}
|
|
}
|
|
|
|
void Actor::LevelAIOn()
|
|
{
|
|
if ( GetActorFlag( ACTOR_FLAG_AI_ON ) ) return;
|
|
|
|
if ( _levelAIOff )
|
|
{
|
|
_levelAIOff = false;
|
|
TurnAIOn();
|
|
}
|
|
}
|
|
|
|
void Actor::SetHeadWatchMaxDistance( Event *ev )
|
|
{
|
|
headWatcher->SetMaxDistance( ev->GetFloat( 1 ) );
|
|
}
|
|
|
|
void Actor::SetBounceOffVelocity( Event *ev )
|
|
{
|
|
bounce_off_velocity = ev->GetFloat( 1 );
|
|
}
|
|
|
|
qboolean Actor::checkTalking( Conditional &condition )
|
|
{
|
|
return checkTalking();
|
|
}
|
|
|
|
qboolean Actor::checkTalking()
|
|
{
|
|
if ( mode == ACTOR_MODE_TALK )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
qboolean Actor::checkEnemiesNearby(Conditional &condition )
|
|
{
|
|
float dist = atof(condition.getParm(1) );
|
|
return checkEnemiesNearby(dist);
|
|
}
|
|
|
|
qboolean Actor::checkEnemiesNearby(float distance)
|
|
{
|
|
Entity *ent;
|
|
for ( int i = 1 ; i <= ActiveList.NumObjects() ; i++ )
|
|
{
|
|
ent = ActiveList.ObjectAt( i );
|
|
if ( (enemyManager->Hates( ent )) && WithinDistance(ent, distance ) )
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void Actor::SetDeathKnockbackValues(Event *ev)
|
|
{
|
|
deathKnockbackVerticalValue = ev->GetFloat( 1 );
|
|
deathKnockbackHorizontalValue = ev->GetFloat( 2 );
|
|
}
|
|
|
|
void Actor::SetIgnoreWatchTarget( bool ignore )
|
|
{
|
|
headWatcher->SetIgnoreWatchTarget( ignore );
|
|
}
|