2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
# include "cbase.h"
# include <stdarg.h>
# include "baseflex.h"
# include "entitylist.h"
# include "choreoevent.h"
# include "choreoactor.h"
# include "choreochannel.h"
# include "choreoscene.h"
# include "studio.h"
# include "networkstringtable_gamedll.h"
# include "ai_basenpc.h"
# include "engine/IEngineSound.h"
# include "ai_navigator.h"
# include "saverestore_utlvector.h"
# include "ai_baseactor.h"
# include "AI_Criteria.h"
# include "tier1/strtools.h"
# include "checksum_crc.h"
# include "SoundEmitterSystem/isoundemittersystembase.h"
# include "utlbuffer.h"
# include "tier0/icommandline.h"
# include "sceneentity.h"
# include "datacache/idatacache.h"
# include "dt_utlvector_send.h"
# include "ichoreoeventcallback.h"
# include "scenefilecache/ISceneFileCache.h"
# include "SceneCache.h"
# include "scripted.h"
# include "env_debughistory.h"
# ifdef HL2_EPISODIC
# include "npc_alyx_episodic.h"
# endif // HL2_EPISODIC
// memdbgon must be the last include file in a .cpp file!!!
# include "tier0/memdbgon.h"
extern ISoundEmitterSystemBase * soundemitterbase ;
extern ISceneFileCache * scenefilecache ;
class CSceneEntity ;
class CBaseFlex ;
// VCDS are loaded from their compiled/binary format (much faster)
// Requies vcds be saved as compiled assets
//#define COMPILED_VCDS 1
static ConVar scene_forcecombined ( " scene_forcecombined " , " 0 " , 0 , " When playing back, force use of combined .wav files even in english. " ) ;
static ConVar scene_maxcaptionradius ( " scene_maxcaptionradius " , " 1200 " , 0 , " Only show closed captions if recipient is within this many units of speaking actor (0==disabled) . " ) ;
// Assume sound system is 100 msec lagged (only used if we can't find snd_mixahead cvar!)
# define SOUND_SYSTEM_LATENCY_DEFAULT ( 0.1f )
// Think every 50 msec (FIXME: Try 10hz?)
# define SCENE_THINK_INTERVAL 0.001 // FIXME: make scene's think in concert with their npc's
# define FINDNAMEDENTITY_MAX_ENTITIES 32 // max number of entities to be considered for random entity selection in FindNamedEntity
// List of the last 5 lines of speech from NPCs for bug reports
static recentNPCSpeech_t speechListSounds [ SPEECH_LIST_MAX_SOUNDS ] = { { 0 , " " , " " } , { 0 , " " , " " } , { 0 , " " , " " } , { 0 , " " , " " } , { 0 , " " , " " } } ;
static int speechListIndex = 0 ;
// Only allow scenes to change their pitch within a range of values
# define SCENE_MIN_PITCH 0.25f
# define SCENE_MAX_PITCH 2.5f
//===========================================================================================================
// SCENE LIST MANAGER
//===========================================================================================================
# define SCENE_LIST_MANAGER_MAX_SCENES 16
//-----------------------------------------------------------------------------
// Purpose: Entity that manages a list of scenes
//-----------------------------------------------------------------------------
class CSceneListManager : public CLogicalEntity
{
DECLARE_CLASS ( CSceneListManager , CLogicalEntity ) ;
public :
DECLARE_DATADESC ( ) ;
virtual void Activate ( void ) ;
void ShutdownList ( void ) ;
void SceneStarted ( CBaseEntity * pSceneOrManager ) ;
void AddListManager ( CSceneListManager * pManager ) ;
void RemoveScene ( int iIndex ) ;
// Inputs
void InputShutdown ( inputdata_t & inputdata ) ;
private :
CUtlVector < CHandle < CSceneListManager > > m_hListManagers ;
string_t m_iszScenes [ SCENE_LIST_MANAGER_MAX_SCENES ] ;
EHANDLE m_hScenes [ SCENE_LIST_MANAGER_MAX_SCENES ] ;
} ;
//-----------------------------------------------------------------------------
// Purpose: This class exists solely to call think on all scene entities in a deterministic order
//-----------------------------------------------------------------------------
class CSceneManager : public CBaseEntity
{
DECLARE_CLASS ( CSceneManager , CBaseEntity ) ;
DECLARE_DATADESC ( ) ;
public :
virtual void Spawn ( )
{
BaseClass : : Spawn ( ) ;
SetNextThink ( gpGlobals - > curtime ) ;
}
virtual int ObjectCaps ( void ) { return BaseClass : : ObjectCaps ( ) | FCAP_DONT_SAVE ; }
virtual void Think ( ) ;
void ClearAllScenes ( ) ;
void AddSceneEntity ( CSceneEntity * scene ) ;
void RemoveSceneEntity ( CSceneEntity * scene ) ;
void QueueRestoredSound ( CBaseFlex * actor , char const * soundname , soundlevel_t soundlevel , float time_in_past ) ;
void OnClientActive ( CBasePlayer * player ) ;
void RemoveActorFromScenes ( CBaseFlex * pActor , bool bInstancedOnly , bool bNonIdleOnly , const char * pszThisSceneOnly ) ;
void RemoveScenesInvolvingActor ( CBaseFlex * pActor ) ;
void PauseActorsScenes ( CBaseFlex * pActor , bool bInstancedOnly ) ;
bool IsInInterruptableScenes ( CBaseFlex * pActor ) ;
void ResumeActorsScenes ( CBaseFlex * pActor , bool bInstancedOnly ) ;
void QueueActorsScenesToResume ( CBaseFlex * pActor , bool bInstancedOnly ) ;
bool IsRunningScriptedScene ( CBaseFlex * pActor , bool bIgnoreInstancedScenes ) ;
bool IsRunningScriptedSceneAndNotPaused ( CBaseFlex * pActor , bool bIgnoreInstancedScenes ) ;
bool IsRunningScriptedSceneWithSpeech ( CBaseFlex * pActor , bool bIgnoreInstancedScenes ) ;
bool IsRunningScriptedSceneWithSpeechAndNotPaused ( CBaseFlex * pActor , bool bIgnoreInstancedScenes ) ;
private :
struct CRestoreSceneSound
{
CRestoreSceneSound ( )
{
actor = NULL ;
soundname [ 0 ] = NULL ;
soundlevel = SNDLVL_NORM ;
time_in_past = 0.0f ;
}
CHandle < CBaseFlex > actor ;
char soundname [ 128 ] ;
soundlevel_t soundlevel ;
float time_in_past ;
} ;
CUtlVector < CHandle < CSceneEntity > > m_ActiveScenes ;
CUtlVector < CRestoreSceneSound > m_QueuedSceneSounds ;
} ;
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC ( CSceneManager )
DEFINE_UTLVECTOR ( m_ActiveScenes , FIELD_EHANDLE ) ,
// DEFINE_FIELD( m_QueuedSceneSounds, CUtlVector < CRestoreSceneSound > ), // Don't save/restore this, it's created and used by OnRestore only
END_DATADESC ( )
# ifdef DISABLE_DEBUG_HISTORY
# define LocalScene_Printf Scene_Printf
# else
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pFormat -
// ... -
// Output : static void
//-----------------------------------------------------------------------------
void LocalScene_Printf ( const char * pFormat , . . . )
{
va_list marker ;
char msg [ 8192 ] ;
va_start ( marker , pFormat ) ;
Q_vsnprintf ( msg , sizeof ( msg ) , pFormat , marker ) ;
va_end ( marker ) ;
Scene_Printf ( " %s " , msg ) ;
ADD_DEBUG_HISTORY ( HISTORY_SCENE_PRINT , UTIL_VarArgs ( " (%0.2f) %s " , gpGlobals - > curtime , msg ) ) ;
}
# endif
//-----------------------------------------------------------------------------
// Purpose:
// Input : *filename -
// **buffer -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CopySceneFileIntoMemory ( char const * pFilename , void * * pBuffer , int * pSize )
{
size_t bufSize = scenefilecache - > GetSceneBufferSize ( pFilename ) ;
if ( bufSize > 0 )
{
* pBuffer = new byte [ bufSize ] ;
* pSize = bufSize ;
return scenefilecache - > GetSceneData ( pFilename , ( byte * ) ( * pBuffer ) , bufSize ) ;
}
* pBuffer = 0 ;
* pSize = 0 ;
return false ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void FreeSceneFileMemory ( void * buffer )
{
delete [ ] ( byte * ) buffer ;
}
//-----------------------------------------------------------------------------
// Binary compiled VCDs get their strings from a pool
//-----------------------------------------------------------------------------
class CChoreoStringPool : public IChoreoStringPool
{
public :
short FindOrAddString ( const char * pString )
{
// huh?, no compilation at run time, only fetches
Assert ( 0 ) ;
return - 1 ;
}
bool GetString ( short stringId , char * buff , int buffSize )
{
// fetch from compiled pool
const char * pString = scenefilecache - > GetSceneString ( stringId ) ;
if ( ! pString )
{
V_strncpy ( buff , " " , buffSize ) ;
return false ;
}
V_strncpy ( buff , pString , buffSize ) ;
return true ;
}
} ;
CChoreoStringPool g_ChoreoStringPool ;
//-----------------------------------------------------------------------------
// Purpose: Singleton scene manager. Created by first placed scene or recreated it it's deleted for some unknown reason
// Output : CSceneManager
//-----------------------------------------------------------------------------
CSceneManager * GetSceneManager ( )
{
// Create it if it doesn't exist
static CHandle < CSceneManager > s_SceneManager ;
if ( s_SceneManager = = NULL )
{
s_SceneManager = ( CSceneManager * ) CreateEntityByName ( " scene_manager " ) ;
Assert ( s_SceneManager ) ;
if ( s_SceneManager )
{
s_SceneManager - > Spawn ( ) ;
}
}
Assert ( s_SceneManager ) ;
return s_SceneManager ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *player -
//-----------------------------------------------------------------------------
void SceneManager_ClientActive ( CBasePlayer * player )
{
Assert ( GetSceneManager ( ) ) ;
if ( GetSceneManager ( ) )
{
GetSceneManager ( ) - > OnClientActive ( player ) ;
}
}
//-----------------------------------------------------------------------------
// Purpose: FIXME, need to deal with save/restore
//-----------------------------------------------------------------------------
class CSceneEntity : public CPointEntity , public IChoreoEventCallback
{
friend class CInstancedSceneEntity ;
public :
enum
{
SCENE_ACTION_UNKNOWN = 0 ,
SCENE_ACTION_CANCEL ,
SCENE_ACTION_RESUME ,
} ;
enum
{
SCENE_BUSYACTOR_DEFAULT = 0 ,
SCENE_BUSYACTOR_WAIT ,
SCENE_BUSYACTOR_INTERRUPT ,
SCENE_BUSYACTOR_INTERRUPT_CANCEL ,
} ;
DECLARE_CLASS ( CSceneEntity , CPointEntity ) ;
DECLARE_SERVERCLASS ( ) ;
CSceneEntity ( void ) ;
~ CSceneEntity ( void ) ;
// From IChoreoEventCallback
virtual void StartEvent ( float currenttime , CChoreoScene * scene , CChoreoEvent * event ) ;
virtual void EndEvent ( float currenttime , CChoreoScene * scene , CChoreoEvent * event ) ;
virtual void ProcessEvent ( float currenttime , CChoreoScene * scene , CChoreoEvent * event ) ;
virtual bool CheckEvent ( float currenttime , CChoreoScene * scene , CChoreoEvent * event ) ;
virtual int UpdateTransmitState ( ) ;
virtual int ShouldTransmit ( const CCheckTransmitInfo * pInfo ) ;
void SetRecipientFilter ( IRecipientFilter * filter ) ;
virtual void Activate ( ) ;
virtual void Precache ( void ) ;
virtual void Spawn ( void ) ;
virtual void UpdateOnRemove ( void ) ;
virtual void OnRestore ( ) ;
virtual void OnLoaded ( ) ;
DECLARE_DATADESC ( ) ;
virtual void OnSceneFinished ( bool canceled , bool fireoutput ) ;
virtual void DoThink ( float frametime ) ;
virtual void PauseThink ( void ) ;
bool IsPlayingBack ( ) const { return m_bIsPlayingBack ; }
bool IsPaused ( ) const { return m_bPaused ; }
bool IsMultiplayer ( ) const { return m_bMultiplayer ; }
bool IsInterruptable ( ) ;
virtual void ClearInterrupt ( ) ;
virtual void CheckInterruptCompletion ( ) ;
virtual bool InterruptThisScene ( CSceneEntity * otherScene ) ;
void RequestCompletionNotification ( CSceneEntity * otherScene ) ;
virtual void NotifyOfCompletion ( CSceneEntity * interruptor ) ;
void AddListManager ( CSceneListManager * pManager ) ;
void ClearActivatorTargets ( void ) ;
void SetBreakOnNonIdle ( bool bBreakOnNonIdle ) { m_bBreakOnNonIdle = bBreakOnNonIdle ; }
bool ShouldBreakOnNonIdle ( void ) { return m_bBreakOnNonIdle ; }
// Inputs
void InputStartPlayback ( inputdata_t & inputdata ) ;
void InputPausePlayback ( inputdata_t & inputdata ) ;
void InputResumePlayback ( inputdata_t & inputdata ) ;
void InputCancelPlayback ( inputdata_t & inputdata ) ;
void InputCancelAtNextInterrupt ( inputdata_t & inputdata ) ;
void InputPitchShiftPlayback ( inputdata_t & inputdata ) ;
void InputTriggerEvent ( inputdata_t & inputdata ) ;
// If the scene is playing, finds an actor in the scene who can respond to the specified concept token
void InputInterjectResponse ( inputdata_t & inputdata ) ;
// If this scene is waiting on an actor, give up and quit trying.
void InputStopWaitingForActor ( inputdata_t & inputdata ) ;
virtual void StartPlayback ( void ) ;
virtual void PausePlayback ( void ) ;
virtual void ResumePlayback ( void ) ;
virtual void CancelPlayback ( void ) ;
virtual void PitchShiftPlayback ( float fPitch ) ;
virtual void QueueResumePlayback ( void ) ;
bool ValidScene ( ) const ;
// Scene load/unload
static CChoreoScene * LoadScene ( const char * filename , IChoreoEventCallback * pCallback ) ;
void UnloadScene ( void ) ;
struct SpeakEventSound_t
{
CUtlSymbol m_Symbol ;
float m_flStartTime ;
} ;
static bool SpeakEventSoundLessFunc ( const SpeakEventSound_t & lhs , const SpeakEventSound_t & rhs ) ;
bool GetSoundNameForPlayer ( CChoreoEvent * event , CBasePlayer * player , char * buf , size_t buflen , CBaseEntity * pActor ) ;
void BuildSortedSpeakEventSoundsPrefetchList (
CChoreoScene * scene ,
CUtlSymbolTable & table ,
CUtlRBTree < SpeakEventSound_t > & soundnames ,
float timeOffset ) ;
void PrefetchSpeakEventSounds ( CUtlSymbolTable & table , CUtlRBTree < SpeakEventSound_t > & soundnames ) ;
// Event handlers
virtual void DispatchStartExpression ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event ) ;
virtual void DispatchEndExpression ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event ) ;
virtual void DispatchStartFlexAnimation ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event ) ;
virtual void DispatchEndFlexAnimation ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event ) ;
virtual void DispatchStartGesture ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event ) ;
virtual void DispatchEndGesture ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event ) ;
virtual void DispatchStartLookAt ( CChoreoScene * scene , CBaseFlex * actor , CBaseEntity * actor2 , CChoreoEvent * event ) ;
virtual void DispatchEndLookAt ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event ) ;
virtual void DispatchStartMoveTo ( CChoreoScene * scene , CBaseFlex * actor , CBaseEntity * actor2 , CChoreoEvent * event ) ;
virtual void DispatchEndMoveTo ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event ) ;
virtual void DispatchStartSpeak ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event , soundlevel_t iSoundlevel ) ;
virtual void DispatchEndSpeak ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event ) ;
virtual void DispatchStartFace ( CChoreoScene * scene , CBaseFlex * actor , CBaseEntity * actor2 , CChoreoEvent * event ) ;
virtual void DispatchEndFace ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event ) ;
virtual void DispatchStartSequence ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event ) ;
virtual void DispatchEndSequence ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event ) ;
virtual void DispatchStartSubScene ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event ) ;
virtual void DispatchStartInterrupt ( CChoreoScene * scene , CChoreoEvent * event ) ;
virtual void DispatchEndInterrupt ( CChoreoScene * scene , CChoreoEvent * event ) ;
virtual void DispatchStartGeneric ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event ) ;
virtual void DispatchEndGeneric ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event ) ;
// NPC can play interstitial vcds (such as responding to the player doing something during a scene)
virtual void DispatchStartPermitResponses ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event ) ;
virtual void DispatchEndPermitResponses ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event ) ;
// Global events
virtual void DispatchProcessLoop ( CChoreoScene * scene , CChoreoEvent * event ) ;
virtual void DispatchPauseScene ( CChoreoScene * scene , const char * parameters ) ;
virtual void DispatchStopPoint ( CChoreoScene * scene , const char * parameters ) ;
virtual float EstimateLength ( void ) ;
void CancelIfSceneInvolvesActor ( CBaseEntity * pActor ) ;
bool InvolvesActor ( CBaseEntity * pActor ) ; // NOTE: returns false if scene hasn't loaded yet
void GenerateSoundScene ( CBaseFlex * pActor , const char * soundname ) ;
virtual float GetPostSpeakDelay ( ) { return 1.0 ; }
bool HasUnplayedSpeech ( void ) ;
bool HasFlexAnimation ( void ) ;
void SetCurrentTime ( float t , bool forceClientSync ) ;
void InputScriptPlayerDeath ( inputdata_t & inputdata ) ;
// Data
public :
string_t m_iszSceneFile ;
string_t m_iszResumeSceneFile ;
EHANDLE m_hWaitingForThisResumeScene ;
bool m_bWaitingForResumeScene ;
string_t m_iszTarget1 ;
string_t m_iszTarget2 ;
string_t m_iszTarget3 ;
string_t m_iszTarget4 ;
string_t m_iszTarget5 ;
string_t m_iszTarget6 ;
string_t m_iszTarget7 ;
string_t m_iszTarget8 ;
EHANDLE m_hTarget1 ;
EHANDLE m_hTarget2 ;
EHANDLE m_hTarget3 ;
EHANDLE m_hTarget4 ;
EHANDLE m_hTarget5 ;
EHANDLE m_hTarget6 ;
EHANDLE m_hTarget7 ;
EHANDLE m_hTarget8 ;
CNetworkVar ( bool , m_bIsPlayingBack ) ;
CNetworkVar ( bool , m_bPaused ) ;
CNetworkVar ( bool , m_bMultiplayer ) ;
CNetworkVar ( float , m_flForceClientTime ) ;
float m_flCurrentTime ;
float m_flFrameTime ;
bool m_bCancelAtNextInterrupt ;
float m_fPitch ;
bool m_bAutomated ;
int m_nAutomatedAction ;
float m_flAutomationDelay ;
float m_flAutomationTime ;
// A pause from an input requires another input to unpause (it's a hard pause)
bool m_bPausedViaInput ;
// Waiting for the actor to be able to speak.
bool m_bWaitingForActor ;
// Waiting for a point at which we can interrupt our actors
bool m_bWaitingForInterrupt ;
bool m_bInterruptedActorsScenes ;
bool m_bBreakOnNonIdle ;
public :
virtual CBaseFlex * FindNamedActor ( int index ) ;
virtual CBaseFlex * FindNamedActor ( CChoreoActor * pChoreoActor ) ;
virtual CBaseFlex * FindNamedActor ( const char * name ) ;
virtual CBaseEntity * FindNamedEntity ( const char * name , CBaseEntity * pActor = NULL , bool bBaseFlexOnly = false , bool bUseClear = false ) ;
CBaseEntity * FindNamedTarget ( string_t iszTarget , bool bBaseFlexOnly = false ) ;
virtual CBaseEntity * FindNamedEntityClosest ( const char * name , CBaseEntity * pActor = NULL , bool bBaseFlexOnly = false , bool bUseClear = false , const char * pszSecondary = NULL ) ;
private :
CUtlVector < CHandle < CBaseFlex > > m_hActorList ;
CUtlVector < CHandle < CBaseEntity > > m_hRemoveActorList ;
private :
inline void SetRestoring ( bool bRestoring ) ;
// Prevent derived classed from using this!
virtual void Think ( void ) { } ;
void ClearSceneEvents ( CChoreoScene * scene , bool canceled ) ;
void ClearSchedules ( CChoreoScene * scene ) ;
float GetSoundSystemLatency ( void ) ;
void PrecacheScene ( CChoreoScene * scene ) ;
CChoreoScene * GenerateSceneForSound ( CBaseFlex * pFlexActor , const char * soundname ) ;
bool CheckActors ( ) ;
void PrefetchAnimBlocks ( CChoreoScene * scene ) ;
bool ShouldNetwork ( ) const ;
// Set if we tried to async the scene but the FS returned that the data was not loadable
bool m_bSceneMissing ;
CChoreoScene * m_pScene ;
CNetworkVar ( int , m_nSceneStringIndex ) ;
static const ConVar * m_pcvSndMixahead ;
COutputEvent m_OnStart ;
COutputEvent m_OnCompletion ;
COutputEvent m_OnCanceled ;
COutputEvent m_OnTrigger1 ;
COutputEvent m_OnTrigger2 ;
COutputEvent m_OnTrigger3 ;
COutputEvent m_OnTrigger4 ;
COutputEvent m_OnTrigger5 ;
COutputEvent m_OnTrigger6 ;
COutputEvent m_OnTrigger7 ;
COutputEvent m_OnTrigger8 ;
COutputEvent m_OnTrigger9 ;
COutputEvent m_OnTrigger10 ;
COutputEvent m_OnTrigger11 ;
COutputEvent m_OnTrigger12 ;
COutputEvent m_OnTrigger13 ;
COutputEvent m_OnTrigger14 ;
COutputEvent m_OnTrigger15 ;
COutputEvent m_OnTrigger16 ;
int m_nInterruptCount ;
bool m_bInterrupted ;
CHandle < CSceneEntity > m_hInterruptScene ;
bool m_bCompletedEarly ;
bool m_bInterruptSceneFinished ;
CUtlVector < CHandle < CSceneEntity > > m_hNotifySceneCompletion ;
CUtlVector < CHandle < CSceneListManager > > m_hListManagers ;
bool m_bRestoring ;
bool m_bGenerated ;
string_t m_iszSoundName ;
CHandle < CBaseFlex > m_hActor ;
EHANDLE m_hActivator ;
int m_BusyActor ;
int m_iPlayerDeathBehavior ;
CRecipientFilter * m_pRecipientFilter ;
public :
void SetBackground ( bool bIsBackground ) ;
bool IsBackground ( void ) ;
} ;
LINK_ENTITY_TO_CLASS ( logic_choreographed_scene , CSceneEntity ) ;
LINK_ENTITY_TO_CLASS ( scripted_scene , CSceneEntity ) ;
IMPLEMENT_SERVERCLASS_ST_NOBASE ( CSceneEntity , DT_SceneEntity )
SendPropInt ( SENDINFO ( m_nSceneStringIndex ) , MAX_CHOREO_SCENES_STRING_BITS , SPROP_UNSIGNED ) ,
SendPropBool ( SENDINFO ( m_bIsPlayingBack ) ) ,
SendPropBool ( SENDINFO ( m_bPaused ) ) ,
SendPropBool ( SENDINFO ( m_bMultiplayer ) ) ,
SendPropFloat ( SENDINFO ( m_flForceClientTime ) ) ,
SendPropUtlVector (
SENDINFO_UTLVECTOR ( m_hActorList ) ,
MAX_ACTORS_IN_SCENE , // max elements
SendPropEHandle ( NULL , 0 ) ) ,
END_SEND_TABLE ( )
BEGIN_DATADESC ( CSceneEntity )
// Keys
DEFINE_KEYFIELD ( m_iszSceneFile , FIELD_STRING , " SceneFile " ) ,
DEFINE_KEYFIELD ( m_iszResumeSceneFile , FIELD_STRING , " ResumeSceneFile " ) ,
DEFINE_FIELD ( m_hWaitingForThisResumeScene , FIELD_EHANDLE ) ,
DEFINE_FIELD ( m_bWaitingForResumeScene , FIELD_BOOLEAN ) ,
DEFINE_KEYFIELD ( m_iszTarget1 , FIELD_STRING , " target1 " ) ,
DEFINE_KEYFIELD ( m_iszTarget2 , FIELD_STRING , " target2 " ) ,
DEFINE_KEYFIELD ( m_iszTarget3 , FIELD_STRING , " target3 " ) ,
DEFINE_KEYFIELD ( m_iszTarget4 , FIELD_STRING , " target4 " ) ,
DEFINE_KEYFIELD ( m_iszTarget5 , FIELD_STRING , " target5 " ) ,
DEFINE_KEYFIELD ( m_iszTarget6 , FIELD_STRING , " target6 " ) ,
DEFINE_KEYFIELD ( m_iszTarget7 , FIELD_STRING , " target7 " ) ,
DEFINE_KEYFIELD ( m_iszTarget8 , FIELD_STRING , " target8 " ) ,
DEFINE_KEYFIELD ( m_BusyActor , FIELD_INTEGER , " busyactor " ) ,
DEFINE_FIELD ( m_hTarget1 , FIELD_EHANDLE ) ,
DEFINE_FIELD ( m_hTarget2 , FIELD_EHANDLE ) ,
DEFINE_FIELD ( m_hTarget3 , FIELD_EHANDLE ) ,
DEFINE_FIELD ( m_hTarget4 , FIELD_EHANDLE ) ,
DEFINE_FIELD ( m_hTarget5 , FIELD_EHANDLE ) ,
DEFINE_FIELD ( m_hTarget6 , FIELD_EHANDLE ) ,
DEFINE_FIELD ( m_hTarget7 , FIELD_EHANDLE ) ,
DEFINE_FIELD ( m_hTarget8 , FIELD_EHANDLE ) ,
DEFINE_FIELD ( m_bIsPlayingBack , FIELD_BOOLEAN ) ,
DEFINE_FIELD ( m_bPaused , FIELD_BOOLEAN ) ,
DEFINE_FIELD ( m_flCurrentTime , FIELD_FLOAT ) , // relative, not absolute time
DEFINE_FIELD ( m_flForceClientTime , FIELD_FLOAT ) ,
DEFINE_FIELD ( m_flFrameTime , FIELD_FLOAT ) , // last frametime
DEFINE_FIELD ( m_bCancelAtNextInterrupt , FIELD_BOOLEAN ) ,
DEFINE_FIELD ( m_fPitch , FIELD_FLOAT ) ,
DEFINE_FIELD ( m_bAutomated , FIELD_BOOLEAN ) ,
DEFINE_FIELD ( m_nAutomatedAction , FIELD_INTEGER ) ,
DEFINE_FIELD ( m_flAutomationDelay , FIELD_FLOAT ) ,
DEFINE_FIELD ( m_flAutomationTime , FIELD_FLOAT ) , // relative, not absolute time
DEFINE_FIELD ( m_bPausedViaInput , FIELD_BOOLEAN ) ,
DEFINE_FIELD ( m_bWaitingForActor , FIELD_BOOLEAN ) ,
DEFINE_FIELD ( m_bWaitingForInterrupt , FIELD_BOOLEAN ) ,
DEFINE_FIELD ( m_bInterruptedActorsScenes , FIELD_BOOLEAN ) ,
DEFINE_FIELD ( m_bBreakOnNonIdle , FIELD_BOOLEAN ) ,
DEFINE_UTLVECTOR ( m_hActorList , FIELD_EHANDLE ) ,
DEFINE_UTLVECTOR ( m_hRemoveActorList , FIELD_EHANDLE ) ,
// DEFINE_FIELD( m_pScene, FIELD_XXXX ) // Special processing used for this
// These are set up in the constructor
// DEFINE_FIELD( m_pcvSndMixahead, FIELD_XXXXX ),
// DEFINE_FIELD( m_bRestoring, FIELD_BOOLEAN ),
DEFINE_FIELD ( m_nInterruptCount , FIELD_INTEGER ) ,
DEFINE_FIELD ( m_bInterrupted , FIELD_BOOLEAN ) ,
DEFINE_FIELD ( m_hInterruptScene , FIELD_EHANDLE ) ,
DEFINE_FIELD ( m_bCompletedEarly , FIELD_BOOLEAN ) ,
DEFINE_FIELD ( m_bInterruptSceneFinished , FIELD_BOOLEAN ) ,
DEFINE_FIELD ( m_bGenerated , FIELD_BOOLEAN ) ,
DEFINE_FIELD ( m_iszSoundName , FIELD_STRING ) ,
DEFINE_FIELD ( m_hActor , FIELD_EHANDLE ) ,
DEFINE_FIELD ( m_hActivator , FIELD_EHANDLE ) ,
// DEFINE_FIELD( m_bSceneMissing, FIELD_BOOLEAN ),
DEFINE_UTLVECTOR ( m_hNotifySceneCompletion , FIELD_EHANDLE ) ,
DEFINE_UTLVECTOR ( m_hListManagers , FIELD_EHANDLE ) ,
DEFINE_FIELD ( m_bMultiplayer , FIELD_BOOLEAN ) ,
// DEFINE_FIELD( m_nSceneStringIndex, FIELD_INTEGER ),
// DEFINE_FIELD( m_pRecipientFilter, IRecipientFilter* ), // Multiplayer only
// Inputs
DEFINE_INPUTFUNC ( FIELD_VOID , " Start " , InputStartPlayback ) ,
DEFINE_INPUTFUNC ( FIELD_VOID , " Pause " , InputPausePlayback ) ,
DEFINE_INPUTFUNC ( FIELD_VOID , " Resume " , InputResumePlayback ) ,
DEFINE_INPUTFUNC ( FIELD_VOID , " Cancel " , InputCancelPlayback ) ,
DEFINE_INPUTFUNC ( FIELD_VOID , " CancelAtNextInterrupt " , InputCancelAtNextInterrupt ) ,
DEFINE_INPUTFUNC ( FIELD_FLOAT , " PitchShift " , InputPitchShiftPlayback ) ,
DEFINE_INPUTFUNC ( FIELD_STRING , " InterjectResponse " , InputInterjectResponse ) ,
DEFINE_INPUTFUNC ( FIELD_VOID , " StopWaitingForActor " , InputStopWaitingForActor ) ,
DEFINE_INPUTFUNC ( FIELD_INTEGER , " Trigger " , InputTriggerEvent ) ,
DEFINE_KEYFIELD ( m_iPlayerDeathBehavior , FIELD_INTEGER , " onplayerdeath " ) ,
DEFINE_INPUTFUNC ( FIELD_VOID , " ScriptPlayerDeath " , InputScriptPlayerDeath ) ,
// Outputs
DEFINE_OUTPUT ( m_OnStart , " OnStart " ) ,
DEFINE_OUTPUT ( m_OnCompletion , " OnCompletion " ) ,
DEFINE_OUTPUT ( m_OnCanceled , " OnCanceled " ) ,
DEFINE_OUTPUT ( m_OnTrigger1 , " OnTrigger1 " ) ,
DEFINE_OUTPUT ( m_OnTrigger2 , " OnTrigger2 " ) ,
DEFINE_OUTPUT ( m_OnTrigger3 , " OnTrigger3 " ) ,
DEFINE_OUTPUT ( m_OnTrigger4 , " OnTrigger4 " ) ,
DEFINE_OUTPUT ( m_OnTrigger5 , " OnTrigger5 " ) ,
DEFINE_OUTPUT ( m_OnTrigger6 , " OnTrigger6 " ) ,
DEFINE_OUTPUT ( m_OnTrigger7 , " OnTrigger7 " ) ,
DEFINE_OUTPUT ( m_OnTrigger8 , " OnTrigger8 " ) ,
DEFINE_OUTPUT ( m_OnTrigger9 , " OnTrigger9 " ) ,
DEFINE_OUTPUT ( m_OnTrigger10 , " OnTrigger10 " ) ,
DEFINE_OUTPUT ( m_OnTrigger11 , " OnTrigger11 " ) ,
DEFINE_OUTPUT ( m_OnTrigger12 , " OnTrigger12 " ) ,
DEFINE_OUTPUT ( m_OnTrigger13 , " OnTrigger13 " ) ,
DEFINE_OUTPUT ( m_OnTrigger14 , " OnTrigger14 " ) ,
DEFINE_OUTPUT ( m_OnTrigger15 , " OnTrigger15 " ) ,
DEFINE_OUTPUT ( m_OnTrigger16 , " OnTrigger16 " ) ,
END_DATADESC ( )
const ConVar * CSceneEntity : : m_pcvSndMixahead = NULL ;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CSceneEntity : : CSceneEntity ( void )
{
m_bWaitingForActor = false ;
m_bWaitingForInterrupt = false ;
m_bInterruptedActorsScenes = false ;
m_bIsPlayingBack = false ;
m_bPaused = false ;
m_bMultiplayer = false ;
m_fPitch = 1.0f ;
m_iszSceneFile = NULL_STRING ;
m_iszResumeSceneFile = NULL_STRING ;
m_hWaitingForThisResumeScene = NULL ;
m_bWaitingForResumeScene = false ;
SetCurrentTime ( 0.0f , false ) ;
m_bCancelAtNextInterrupt = false ;
m_bAutomated = false ;
m_nAutomatedAction = SCENE_ACTION_UNKNOWN ;
m_flAutomationDelay = 0.0f ;
m_flAutomationTime = 0.0f ;
m_bPausedViaInput = false ;
ClearInterrupt ( ) ;
m_pScene = NULL ;
m_bCompletedEarly = false ;
if ( ! m_pcvSndMixahead )
m_pcvSndMixahead = cvar - > FindVar ( " snd_mixahead " ) ;
m_BusyActor = SCENE_BUSYACTOR_DEFAULT ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CSceneEntity : : ~ CSceneEntity ( void )
{
delete m_pRecipientFilter ;
m_pRecipientFilter = NULL ;
}
//-----------------------------------------------------------------------------
// Purpose: Resets time such that the client version of the .vcd is also updated, if appropriate
// Input : t -
// forceClientSync - forces new timestamp down to client .dll via networking
//-----------------------------------------------------------------------------
void CSceneEntity : : SetCurrentTime ( float t , bool bForceClientSync )
{
m_flCurrentTime = t ;
if ( gpGlobals - > maxClients = = 1 | | bForceClientSync )
{
m_flForceClientTime = t ;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSceneEntity : : UpdateOnRemove ( void )
{
UnloadScene ( ) ;
BaseClass : : UpdateOnRemove ( ) ;
if ( GetSceneManager ( ) )
{
GetSceneManager ( ) - > RemoveSceneEntity ( this ) ;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *actor -
// *soundname -
// Output : CChoreoScene
//-----------------------------------------------------------------------------
CChoreoScene * CSceneEntity : : GenerateSceneForSound ( CBaseFlex * pFlexActor , const char * soundname )
{
float duration = CBaseEntity : : GetSoundDuration ( soundname , pFlexActor ? STRING ( pFlexActor - > GetModelName ( ) ) : NULL ) ;
if ( duration < = 0.0f )
{
Warning ( " CSceneEntity::GenerateSceneForSound: Couldn't determine duration of %s \n " , soundname ) ;
return NULL ;
}
CChoreoScene * scene = new CChoreoScene ( this ) ;
if ( ! scene )
{
Warning ( " CSceneEntity::GenerateSceneForSound: Failed to allocated new scene!!! \n " ) ;
}
else
{
scene - > SetPrintFunc ( LocalScene_Printf ) ;
CChoreoActor * actor = scene - > AllocActor ( ) ;
CChoreoChannel * channel = scene - > AllocChannel ( ) ;
CChoreoEvent * event = scene - > AllocEvent ( ) ;
Assert ( actor ) ;
Assert ( channel ) ;
Assert ( event ) ;
if ( ! actor | | ! channel | | ! event )
{
Warning ( " CSceneEntity::GenerateSceneForSound: Alloc of actor, channel, or event failed!!! \n " ) ;
delete scene ;
return NULL ;
}
// Set us up the actorz
actor - > SetName ( " !self " ) ; // Could be pFlexActor->GetName()?
actor - > SetActive ( true ) ;
// Set us up the channelz
channel - > SetName ( STRING ( m_iszSceneFile ) ) ;
channel - > SetActor ( actor ) ;
// Add to actor
actor - > AddChannel ( channel ) ;
// Set us up the eventz
event - > SetType ( CChoreoEvent : : SPEAK ) ;
event - > SetName ( soundname ) ;
event - > SetParameters ( soundname ) ;
event - > SetStartTime ( 0.0f ) ;
event - > SetUsingRelativeTag ( false ) ;
event - > SetEndTime ( duration ) ;
event - > SnapTimes ( ) ;
// Add to channel
channel - > AddEvent ( event ) ;
// Point back to our owners
event - > SetChannel ( channel ) ;
event - > SetActor ( actor ) ;
}
return scene ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSceneEntity : : Activate ( )
{
if ( m_bGenerated & & ! m_pScene )
{
m_pScene = GenerateSceneForSound ( m_hActor , STRING ( m_iszSoundName ) ) ;
}
BaseClass : : Activate ( ) ;
if ( GetSceneManager ( ) )
{
GetSceneManager ( ) - > AddSceneEntity ( this ) ;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float CSceneEntity : : GetSoundSystemLatency ( void )
{
if ( m_pcvSndMixahead )
{
return m_pcvSndMixahead - > GetFloat ( ) ;
}
// Assume 100 msec sound system latency
return SOUND_SYSTEM_LATENCY_DEFAULT ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *scene -
//-----------------------------------------------------------------------------
void CSceneEntity : : PrecacheScene ( CChoreoScene * scene )
{
Assert ( scene ) ;
// Iterate events and precache necessary resources
for ( int i = 0 ; i < scene - > GetNumEvents ( ) ; i + + )
{
CChoreoEvent * event = scene - > GetEvent ( i ) ;
if ( ! event )
continue ;
// load any necessary data
switch ( event - > GetType ( ) )
{
default :
break ;
case CChoreoEvent : : SPEAK :
{
// Defined in SoundEmitterSystem.cpp
// NOTE: The script entries associated with .vcds are forced to preload to avoid
// loading hitches during triggering
PrecacheScriptSound ( event - > GetParameters ( ) ) ;
if ( event - > GetCloseCaptionType ( ) = = CChoreoEvent : : CC_MASTER & &
event - > GetNumSlaves ( ) > 0 )
{
char tok [ CChoreoEvent : : MAX_CCTOKEN_STRING ] ;
if ( event - > GetPlaybackCloseCaptionToken ( tok , sizeof ( tok ) ) )
{
PrecacheScriptSound ( tok ) ;
}
}
}
break ;
case CChoreoEvent : : SUBSCENE :
{
// Only allow a single level of subscenes for now
if ( ! scene - > IsSubScene ( ) )
{
CChoreoScene * subscene = event - > GetSubScene ( ) ;
if ( ! subscene )
{
subscene = LoadScene ( event - > GetParameters ( ) , this ) ;
subscene - > SetSubScene ( true ) ;
event - > SetSubScene ( subscene ) ;
// Now precache it's resources, if any
PrecacheScene ( subscene ) ;
}
}
}
break ;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSceneEntity : : Precache ( void )
{
if ( m_bGenerated )
return ;
if ( m_iszSceneFile = = NULL_STRING )
return ;
if ( m_iszResumeSceneFile ! = NULL_STRING )
{
PrecacheInstancedScene ( STRING ( m_iszResumeSceneFile ) ) ;
}
PrecacheInstancedScene ( STRING ( m_iszSceneFile ) ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pActor -
// *soundname -
//-----------------------------------------------------------------------------
void CSceneEntity : : GenerateSoundScene ( CBaseFlex * pActor , const char * soundname )
{
m_bGenerated = true ;
m_iszSoundName = MAKE_STRING ( soundname ) ;
m_hActor = pActor ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CSceneEntity : : HasUnplayedSpeech ( void )
{
if ( m_pScene )
return m_pScene - > HasUnplayedSpeech ( ) ;
return false ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CSceneEntity : : HasFlexAnimation ( void )
{
if ( m_pScene )
return m_pScene - > HasFlexAnimation ( ) ;
return false ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output :
//-----------------------------------------------------------------------------
void CSceneEntity : : SetBackground ( bool bIsBackground )
{
if ( m_pScene )
{
m_pScene - > SetBackground ( bIsBackground ) ;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CSceneEntity : : IsBackground ( void )
{
if ( m_pScene )
return m_pScene - > IsBackground ( ) ;
return false ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSceneEntity : : OnRestore ( )
{
BaseClass : : OnRestore ( ) ;
// Fix saved games that have their pitch set to zero
if ( m_fPitch < SCENE_MIN_PITCH | | m_fPitch > SCENE_MAX_PITCH )
m_fPitch = 1.0f ;
if ( ! m_bIsPlayingBack )
return ;
if ( ! m_pScene )
{
m_pScene = LoadScene ( STRING ( m_iszSceneFile ) , this ) ;
if ( ! m_pScene )
{
m_bSceneMissing = true ;
return ;
}
OnLoaded ( ) ;
if ( ShouldNetwork ( ) )
{
m_nSceneStringIndex = g_pStringTableClientSideChoreoScenes - > AddString ( CBaseEntity : : IsServer ( ) , STRING ( m_iszSceneFile ) ) ;
}
UpdateTransmitState ( ) ;
}
m_bSceneMissing = false ;
int i ;
for ( i = 0 ; i < m_pScene - > GetNumActors ( ) ; i + + )
{
CBaseFlex * pTestActor = FindNamedActor ( i ) ;
if ( ! pTestActor )
continue ;
if ( ! pTestActor - > MyCombatCharacterPointer ( ) )
continue ;
// Needed?
//if ( !pTestActor->MyCombatCharacterPointer()->IsAlive() )
// return;
pTestActor - > StartChoreoScene ( m_pScene ) ;
}
float dt = SCENE_THINK_INTERVAL ;
bool paused = m_bPaused ;
m_bPaused = false ;
// roll back slightly so that pause events still trigger
m_pScene - > ResetSimulation ( true , m_flCurrentTime - SCENE_THINK_INTERVAL , m_flCurrentTime ) ;
m_pScene - > SetTime ( m_flCurrentTime - SCENE_THINK_INTERVAL ) ;
SetCurrentTime ( m_flCurrentTime , true ) ;
// Robin: This causes a miscount of any interrupt events in the scene.
// All the variables are saved/restored properly, so we can safely leave them alone.
//ClearInterrupt();
SetRestoring ( true ) ;
DoThink ( dt ) ;
SetRestoring ( false ) ;
if ( paused )
{
PausePlayback ( ) ;
}
NetworkProp ( ) - > NetworkStateForceUpdate ( ) ;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSceneEntity : : SetRestoring ( bool bRestoring )
{
m_bRestoring = bRestoring ;
if ( m_pScene )
{
m_pScene - > SetRestoring ( bRestoring ) ;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSceneEntity : : Spawn ( void )
{
Precache ( ) ;
}
void CSceneEntity : : PauseThink ( void )
{
if ( ! m_pScene )
return ;
// Stay paused if pause occurred from interrupt
if ( m_bInterrupted )
return ;
// If entity I/O paused the scene, then it'll have to resume/cancel the scene...
if ( m_bPausedViaInput )
{
// If we're waiting for a resume scene to finish, continue when it's done
if ( m_bWaitingForResumeScene & & ! m_hWaitingForThisResumeScene )
{
// Resume scene has finished, stop waiting for it
m_bWaitingForResumeScene = false ;
}
else
{
return ;
}
}
if ( ! m_bAutomated )
{
// FIXME: Game code should check for AI waiting conditions being met, etc.
//
//
//
bool bAllFinished = m_pScene - > CheckEventCompletion ( ) ;
if ( bAllFinished )
{
// Perform action
switch ( m_nAutomatedAction )
{
case SCENE_ACTION_RESUME :
ResumePlayback ( ) ;
break ;
case SCENE_ACTION_CANCEL :
LocalScene_Printf ( " %s : PauseThink canceling playback \n " , STRING ( m_iszSceneFile ) ) ;
CancelPlayback ( ) ;
break ;
default :
ResumePlayback ( ) ;
break ;
}
// Reset
m_bAutomated = false ;
m_nAutomatedAction = SCENE_ACTION_UNKNOWN ;
m_flAutomationTime = 0.0f ;
m_flAutomationDelay = 0.0f ;
m_bPausedViaInput = false ;
}
return ;
}
// Otherwise, see if resume/cancel is automatic and act accordingly if enough time
// has passed
m_flAutomationTime + = ( gpGlobals - > frametime ) ;
if ( m_flAutomationDelay > 0.0f & &
m_flAutomationTime < m_flAutomationDelay )
return ;
// Perform action
switch ( m_nAutomatedAction )
{
case SCENE_ACTION_RESUME :
LocalScene_Printf ( " %s : Automatically resuming playback \n " , STRING ( m_iszSceneFile ) ) ;
ResumePlayback ( ) ;
break ;
case SCENE_ACTION_CANCEL :
LocalScene_Printf ( " %s : Automatically canceling playback \n " , STRING ( m_iszSceneFile ) ) ;
CancelPlayback ( ) ;
break ;
default :
LocalScene_Printf ( " %s : Unknown action %i, automatically resuming playback \n " , STRING ( m_iszSceneFile ) , m_nAutomatedAction ) ;
ResumePlayback ( ) ;
break ;
}
// Reset
m_bAutomated = false ;
m_nAutomatedAction = SCENE_ACTION_UNKNOWN ;
m_flAutomationTime = 0.0f ;
m_flAutomationDelay = 0.0f ;
m_bPausedViaInput = false ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSceneEntity : : DispatchPauseScene ( CChoreoScene * scene , const char * parameters )
{
// Don't pause during restore, since we'll be restoring the pause state already
if ( m_bRestoring )
return ;
// FIXME: Hook this up to AI, etc. somehow, perhaps poll each actor for conditions using
// scene resume condition iterator
PausePlayback ( ) ;
char token [ 1024 ] ;
m_bPausedViaInput = false ;
m_bAutomated = false ;
m_nAutomatedAction = SCENE_ACTION_UNKNOWN ;
m_flAutomationDelay = 0.0f ;
m_flAutomationTime = 0.0f ;
// Check for auto resume/cancel
const char * buffer = parameters ;
buffer = engine - > ParseFile ( buffer , token , sizeof ( token ) ) ;
if ( ! stricmp ( token , " automate " ) )
{
buffer = engine - > ParseFile ( buffer , token , sizeof ( token ) ) ;
if ( ! stricmp ( token , " Cancel " ) )
{
m_nAutomatedAction = SCENE_ACTION_CANCEL ;
}
else if ( ! stricmp ( token , " Resume " ) )
{
m_nAutomatedAction = SCENE_ACTION_RESUME ;
}
if ( m_nAutomatedAction ! = SCENE_ACTION_UNKNOWN )
{
buffer = engine - > ParseFile ( buffer , token , sizeof ( token ) ) ;
m_flAutomationDelay = ( float ) atof ( token ) ;
if ( m_flAutomationDelay > 0.0f )
{
// Success
m_bAutomated = true ;
m_flAutomationTime = 0.0f ;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *scene -
// *event -
//-----------------------------------------------------------------------------
void CSceneEntity : : DispatchProcessLoop ( CChoreoScene * scene , CChoreoEvent * event )
{
// Don't restore this event since it's implied in the current "state" of the scene timer, etc.
if ( m_bRestoring )
return ;
Assert ( scene ) ;
Assert ( event - > GetType ( ) = = CChoreoEvent : : LOOP ) ;
float backtime = ( float ) atof ( event - > GetParameters ( ) ) ;
bool process = true ;
int counter = event - > GetLoopCount ( ) ;
if ( counter ! = - 1 )
{
int remaining = event - > GetNumLoopsRemaining ( ) ;
if ( remaining < = 0 )
{
process = false ;
}
else
{
event - > SetNumLoopsRemaining ( - - remaining ) ;
}
}
if ( ! process )
return ;
scene - > LoopToTime ( backtime ) ;
SetCurrentTime ( backtime , true ) ;
}
//-----------------------------------------------------------------------------
// Purpose: Flag the scene as already "completed"
// Input : *scene -
// *parameters -
//-----------------------------------------------------------------------------
void CSceneEntity : : DispatchStopPoint ( CChoreoScene * scene , const char * parameters )
{
if ( m_bCompletedEarly )
{
Assert ( 0 ) ;
Warning ( " Scene '%s' with two stop point events! \n " , STRING ( m_iszSceneFile ) ) ;
return ;
}
// Fire completion trigger early
m_bCompletedEarly = true ;
m_OnCompletion . FireOutput ( this , this , 0 ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CSceneEntity : : IsInterruptable ( )
{
return ( m_nInterruptCount > 0 ) ? true : false ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *scene -
// *actor -
// *event -
//-----------------------------------------------------------------------------
void CSceneEntity : : DispatchStartInterrupt ( CChoreoScene * scene , CChoreoEvent * event )
{
// Don't re-interrupt during restore
if ( m_bRestoring )
return ;
// If we're supposed to cancel at our next interrupt point, cancel now
if ( m_bCancelAtNextInterrupt )
{
m_bCancelAtNextInterrupt = false ;
LocalScene_Printf ( " %s : cancelled via interrupt \n " , STRING ( m_iszSceneFile ) ) ;
CancelPlayback ( ) ;
return ;
}
+ + m_nInterruptCount ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *scene -
// *actor -
// *event -
//-----------------------------------------------------------------------------
void CSceneEntity : : DispatchEndInterrupt ( CChoreoScene * scene , CChoreoEvent * event )
{
// Don't re-interrupt during restore
if ( m_bRestoring )
return ;
- - m_nInterruptCount ;
if ( m_nInterruptCount < 0 )
{
m_nInterruptCount = 0 ;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *actor -
// *event -
//-----------------------------------------------------------------------------
void CSceneEntity : : DispatchStartExpression ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event )
{
actor - > AddSceneEvent ( scene , event ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *actor -
// *event -
//-----------------------------------------------------------------------------
void CSceneEntity : : DispatchEndExpression ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event )
{
actor - > RemoveSceneEvent ( scene , event , false ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *actor -
// *event -
//-----------------------------------------------------------------------------
void CSceneEntity : : DispatchStartFlexAnimation ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event )
{
actor - > AddSceneEvent ( scene , event ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *actor -
// *event -
//-----------------------------------------------------------------------------
void CSceneEntity : : DispatchEndFlexAnimation ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event )
{
actor - > RemoveSceneEvent ( scene , event , false ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *actor -
// *parameters -
//-----------------------------------------------------------------------------
void CSceneEntity : : DispatchStartGesture ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event )
{
// Ingore null gestures
if ( ! Q_stricmp ( event - > GetName ( ) , " NULL " ) )
return ;
actor - > AddSceneEvent ( scene , event ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *actor -
// *parameters -
//-----------------------------------------------------------------------------
void CSceneEntity : : DispatchEndGesture ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event )
{
// Ingore null gestures
if ( ! Q_stricmp ( event - > GetName ( ) , " NULL " ) )
return ;
actor - > RemoveSceneEvent ( scene , event , m_bRestoring ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *actor -
// *parameters -
//-----------------------------------------------------------------------------
void CSceneEntity : : DispatchStartGeneric ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event )
{
CBaseEntity * pTarget = FindNamedEntity ( event - > GetParameters2 ( ) ) ;
actor - > AddSceneEvent ( scene , event , pTarget ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *actor -
// *parameters -
//-----------------------------------------------------------------------------
void CSceneEntity : : DispatchEndGeneric ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event )
{
actor - > RemoveSceneEvent ( scene , event , m_bRestoring ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *actor -
// *actor2 -
//-----------------------------------------------------------------------------
void CSceneEntity : : DispatchStartLookAt ( CChoreoScene * scene , CBaseFlex * actor , CBaseEntity * actor2 , CChoreoEvent * event )
{
actor - > AddSceneEvent ( scene , event , actor2 ) ;
}
void CSceneEntity : : DispatchEndLookAt ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event )
{
actor - > RemoveSceneEvent ( scene , event , m_bRestoring ) ;
}
//-----------------------------------------------------------------------------
// Purpose: Move to spot/actor
// FIXME: Need to allow this to take arbitrary amount of time and pause playback
// while waiting for actor to move into position
// Input : *actor -
// *parameters -
//-----------------------------------------------------------------------------
void CSceneEntity : : DispatchStartMoveTo ( CChoreoScene * scene , CBaseFlex * actor , CBaseEntity * actor2 , CChoreoEvent * event )
{
actor - > AddSceneEvent ( scene , event , actor2 ) ;
}
void CSceneEntity : : DispatchEndMoveTo ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event )
{
actor - > RemoveSceneEvent ( scene , event , m_bRestoring ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *token -
// listener -
// soundorigins -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool AttenuateCaption ( const char * token , const Vector & listener , CUtlVector < Vector > & soundorigins )
{
if ( scene_maxcaptionradius . GetFloat ( ) < = 0.0f )
{
return false ;
}
int c = soundorigins . Count ( ) ;
if ( c < = 0 )
{
return false ;
}
float maxdistSqr = scene_maxcaptionradius . GetFloat ( ) * scene_maxcaptionradius . GetFloat ( ) ;
for ( int i = 0 ; i < c ; + + i )
{
const Vector & org = soundorigins [ i ] ;
float distSqr = ( org - listener ) . LengthSqr ( ) ;
if ( distSqr < = maxdistSqr )
{
return false ;
}
}
// All sound sources too far, don't show caption...
return true ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *event - which event
// player - which recipient
// buf, buflen: where to put the data
// Output : Returns true if the sound should be played/prefetched
//-----------------------------------------------------------------------------
bool CSceneEntity : : GetSoundNameForPlayer ( CChoreoEvent * event , CBasePlayer * player , char * buf , size_t buflen , CBaseEntity * pActor )
{
Assert ( event ) ;
Assert ( player ) ;
Assert ( buf ) ;
Assert ( buflen > 0 ) ;
bool ismasterevent = true ;
char tok [ CChoreoEvent : : MAX_CCTOKEN_STRING ] ;
bool validtoken = false ;
tok [ 0 ] = 0 ;
if ( event - > GetCloseCaptionType ( ) = = CChoreoEvent : : CC_SLAVE | |
event - > GetCloseCaptionType ( ) = = CChoreoEvent : : CC_DISABLED )
{
ismasterevent = false ;
}
else
{
validtoken = event - > GetPlaybackCloseCaptionToken ( tok , sizeof ( tok ) ) ;
}
const char * pchToken = " " ;
if ( pActor & & pActor - > IsPlayer ( ) )
{
pchToken = dynamic_cast < CBasePlayer * > ( pActor ) - > GetSceneSoundToken ( ) ;
}
// Copy the sound name
CopySoundNameWithModifierToken ( buf , event - > GetParameters ( ) , buflen , pchToken ) ;
bool usingEnglish = true ;
if ( ! IsXbox ( ) )
{
char const * cvarvalue = engine - > GetClientConVarValue ( player - > entindex ( ) , " english " ) ;
if ( cvarvalue & & * cvarvalue & & Q_atoi ( cvarvalue ) ! = 1 )
{
usingEnglish = false ;
}
}
// This makes it like they are running in another language
if ( scene_forcecombined . GetBool ( ) )
{
usingEnglish = false ;
}
if ( usingEnglish )
{
// English sounds always play
return true ;
}
if ( ismasterevent )
{
// Master event sounds always play too (master will be the combined .wav)
if ( validtoken )
{
Q_strncpy ( buf , tok , buflen ) ;
}
return true ;
}
// Slave events don't play any sound...
return false ;
}
//-----------------------------------------------------------------------------
// Purpose: Playback sound file that contains phonemes
// Input : *actor -
// *parameters -
//-----------------------------------------------------------------------------
void CSceneEntity : : DispatchStartSpeak ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event , soundlevel_t iSoundlevel )
{
// Emit sound
if ( actor )
{
CPASAttenuationFilter filter ( actor ) ;
if ( m_pRecipientFilter )
{
int filterCount = filter . GetRecipientCount ( ) ;
int recipientPlayerCount = m_pRecipientFilter - > GetRecipientCount ( ) ;
for ( int i = filterCount - 1 ; i > = 0 ; - - i )
{
int playerindex = filter . GetRecipientIndex ( i ) ;
bool bFound = false ;
for ( int j = 0 ; j < recipientPlayerCount ; + + j )
{
if ( m_pRecipientFilter - > GetRecipientIndex ( j ) = = playerindex )
{
bFound = true ;
break ;
}
}
if ( ! bFound )
{
filter . RemoveRecipientByPlayerIndex ( playerindex ) ;
}
}
}
float time_in_past = m_flCurrentTime - event - > GetStartTime ( ) ;
float soundtime = gpGlobals - > curtime - time_in_past ;
if ( m_bRestoring )
{
// Need to queue sounds on restore because the player has not yet connected
GetSceneManager ( ) - > QueueRestoredSound ( actor , event - > GetParameters ( ) , iSoundlevel , time_in_past ) ;
return ;
}
// Add padding to prevent any other talker talking right after I'm done, because I might
// be continuing speaking with another scene.
float flDuration = event - > GetDuration ( ) - time_in_past ;
CAI_BaseActor * pBaseActor = dynamic_cast < CAI_BaseActor * > ( actor ) ;
if ( pBaseActor )
{
pBaseActor - > NoteSpeaking ( flDuration , GetPostSpeakDelay ( ) ) ;
}
else if ( actor - > IsNPC ( ) )
{
GetSpeechSemaphore ( actor - > MyNPCPointer ( ) ) - > Acquire ( flDuration + GetPostSpeakDelay ( ) , actor ) ;
}
EmitSound_t es ;
es . m_nChannel = CHAN_VOICE ;
es . m_flVolume = 1 ;
es . m_SoundLevel = iSoundlevel ;
// Only specify exact delay in single player
es . m_flSoundTime = ( gpGlobals - > maxClients = = 1 ) ? soundtime : 0.0f ;
if ( scene - > ShouldIgnorePhonemes ( ) )
{
es . m_nFlags | = SND_IGNORE_PHONEMES ;
}
if ( actor - > GetSpecialDSP ( ) ! = 0 )
{
es . m_nSpecialDSP = actor - > GetSpecialDSP ( ) ;
}
// No CC since we do it manually
// FIXME: This will change
es . m_bEmitCloseCaption = false ;
int c = filter . GetRecipientCount ( ) ;
for ( int i = 0 ; i < c ; + + i )
{
int playerindex = filter . GetRecipientIndex ( i ) ;
CBasePlayer * player = UTIL_PlayerByIndex ( playerindex ) ;
if ( ! player )
continue ;
CSingleUserRecipientFilter filter2 ( player ) ;
char soundname [ 512 ] ;
if ( ! GetSoundNameForPlayer ( event , player , soundname , sizeof ( soundname ) , actor ) )
{
continue ;
}
es . m_pSoundName = soundname ;
// keep track of the last few sounds played for bug reports
speechListSounds [ speechListIndex ] . time = gpGlobals - > curtime ;
Q_strncpy ( speechListSounds [ speechListIndex ] . name , soundname , sizeof ( speechListSounds [ 0 ] . name ) ) ;
Q_strncpy ( speechListSounds [ speechListIndex ] . sceneName , ( scene ) ? scene - > GetFilename ( ) : " " , sizeof ( speechListSounds [ 0 ] . sceneName ) ) ;
speechListIndex + + ;
if ( speechListIndex > = SPEECH_LIST_MAX_SOUNDS )
{
speechListIndex = 0 ;
}
// Warning( "Speak %s\n", soundname );
if ( m_fPitch ! = 1.0f )
{
if ( es . m_nPitch )
es . m_nPitch = static_cast < float > ( es . m_nPitch ) * m_fPitch ;
else
es . m_nPitch = 100.0f * m_fPitch ;
es . m_nFlags | = SND_CHANGE_PITCH ;
}
EmitSound ( filter2 , actor - > entindex ( ) , es ) ;
actor - > AddSceneEvent ( scene , event ) ;
}
// Close captioning only on master token no matter what...
if ( event - > GetCloseCaptionType ( ) = = CChoreoEvent : : CC_MASTER )
{
char tok [ CChoreoEvent : : MAX_CCTOKEN_STRING ] ;
bool validtoken = event - > GetPlaybackCloseCaptionToken ( tok , sizeof ( tok ) ) ;
if ( validtoken )
{
char lowercase [ 256 ] ;
Q_strncpy ( lowercase , tok , sizeof ( lowercase ) ) ;
Q_strlower ( lowercase ) ;
// Remove any players who don't want close captions
CBaseEntity : : RemoveRecipientsIfNotCloseCaptioning ( filter ) ;
// Certain events are marked "don't attenuate", (breencast), skip those here
if ( ! event - > IsSuppressingCaptionAttenuation ( ) & &
( filter . GetRecipientCount ( ) > 0 ) )
{
int c = filter . GetRecipientCount ( ) ;
for ( int i = c - 1 ; i > = 0 ; - - i )
{
CBasePlayer * player = UTIL_PlayerByIndex ( filter . GetRecipientIndex ( i ) ) ;
if ( ! player )
continue ;
Vector playerOrigin = player - > GetAbsOrigin ( ) ;
if ( AttenuateCaption ( lowercase , playerOrigin , es . m_UtlVecSoundOrigin ) )
{
// If the player has a view entity, measure the distance to that
if ( ! player - > GetViewEntity ( ) | | AttenuateCaption ( lowercase , player - > GetViewEntity ( ) - > GetAbsOrigin ( ) , es . m_UtlVecSoundOrigin ) )
{
filter . RemoveRecipient ( player ) ;
}
}
}
}
// Anyone left?
if ( filter . GetRecipientCount ( ) > 0 )
{
float endtime = event - > GetLastSlaveEndTime ( ) ;
float durationShort = event - > GetDuration ( ) ;
float durationLong = endtime - event - > GetStartTime ( ) ;
float duration = MAX ( durationShort , durationLong ) ;
byte byteflags = CLOSE_CAPTION_WARNIFMISSING ; // warnifmissing
/*
// Never for .vcds...
if ( fromplayer )
{
byteflags | = CLOSE_CAPTION_FROMPLAYER ;
}
*/
char const * pszActorModel = STRING ( actor - > GetModelName ( ) ) ;
gender_t gender = soundemitterbase - > GetActorGender ( pszActorModel ) ;
if ( gender = = GENDER_MALE )
{
byteflags | = CLOSE_CAPTION_GENDER_MALE ;
}
else if ( gender = = GENDER_FEMALE )
{
byteflags | = CLOSE_CAPTION_GENDER_FEMALE ;
}
// Send caption and duration hint down to client
UserMessageBegin ( filter , " CloseCaption " ) ;
WRITE_STRING ( lowercase ) ;
WRITE_SHORT ( MIN ( 255 , ( int ) ( duration * 10.0f ) ) ) ;
WRITE_BYTE ( byteflags ) ; // warn on missing
MessageEnd ( ) ;
}
}
}
}
}
void CSceneEntity : : DispatchEndSpeak ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event )
{
actor - > RemoveSceneEvent ( scene , event , m_bRestoring ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *actor -
// *actor2 -
//-----------------------------------------------------------------------------
void CSceneEntity : : DispatchStartFace ( CChoreoScene * scene , CBaseFlex * actor , CBaseEntity * actor2 , CChoreoEvent * event )
{
actor - > AddSceneEvent ( scene , event , actor2 ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *actor -
// *actor2 -
//-----------------------------------------------------------------------------
void CSceneEntity : : DispatchEndFace ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event )
{
actor - > RemoveSceneEvent ( scene , event , m_bRestoring ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *actor -
//-----------------------------------------------------------------------------
void CSceneEntity : : DispatchStartSequence ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event )
{
actor - > AddSceneEvent ( scene , event ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *actor -
//-----------------------------------------------------------------------------
void CSceneEntity : : DispatchEndSequence ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event )
{
actor - > RemoveSceneEvent ( scene , event , m_bRestoring ) ;
}
//-----------------------------------------------------------------------------
// Purpose: NPC can play interstitial vcds (such as responding to the player doing something during a scene)
// Input : *scene -
// *actor -
// *event -
//-----------------------------------------------------------------------------
void CSceneEntity : : DispatchStartPermitResponses ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event )
{
actor - > SetPermitResponse ( gpGlobals - > curtime + event - > GetDuration ( ) ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *scene -
// *actor -
// *event -
//-----------------------------------------------------------------------------
void CSceneEntity : : DispatchEndPermitResponses ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event )
{
actor - > SetPermitResponse ( 0 ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CSceneEntity : : EstimateLength ( void )
{
if ( ! m_pScene )
{
return GetSceneDuration ( STRING ( m_iszSceneFile ) ) ;
}
return m_pScene - > FindStopTime ( ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
// NOTE: returns false if scene hasn't loaded yet
//-----------------------------------------------------------------------------
void CSceneEntity : : CancelIfSceneInvolvesActor ( CBaseEntity * pActor )
{
if ( InvolvesActor ( pActor ) )
{
LocalScene_Printf ( " %s : cancelled for '%s' \n " , STRING ( m_iszSceneFile ) , pActor - > GetDebugName ( ) ) ;
CancelPlayback ( ) ;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// NOTE: returns false if scene hasn't loaded yet
//-----------------------------------------------------------------------------
bool CSceneEntity : : InvolvesActor ( CBaseEntity * pActor )
{
if ( ! m_pScene )
return false ;
int i ;
for ( i = 0 ; i < m_pScene - > GetNumActors ( ) ; i + + )
{
CBaseFlex * pTestActor = FindNamedActor ( i ) ;
if ( ! pTestActor )
continue ;
if ( pTestActor = = pActor )
return true ;
}
return false ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSceneEntity : : DoThink ( float frametime )
{
CheckInterruptCompletion ( ) ;
if ( m_bWaitingForActor | | m_bWaitingForInterrupt )
{
// Try to start playback.
StartPlayback ( ) ;
}
if ( ! m_pScene )
return ;
if ( ! m_bIsPlayingBack )
return ;
// catch bad pitch shifting from old save games
Assert ( m_fPitch > = SCENE_MIN_PITCH & & m_fPitch < = SCENE_MAX_PITCH ) ;
m_fPitch = clamp ( m_fPitch , SCENE_MIN_PITCH , SCENE_MAX_PITCH ) ;
if ( m_bPaused )
{
PauseThink ( ) ;
return ;
}
// Msg("%.2f %s\n", gpGlobals->curtime, STRING( m_iszSceneFile ) );
//Msg( "SV: %d, %f for %s\n", gpGlobals->tickcount, m_flCurrentTime, m_pScene->GetFilename() );
m_flFrameTime = frametime ;
m_pScene - > SetSoundFileStartupLatency ( GetSoundSystemLatency ( ) ) ;
// Tell scene to go
m_pScene - > Think ( m_flCurrentTime ) ;
// Did we get to the end
if ( ! m_bPaused )
{
// Drive simulation time for scene
SetCurrentTime ( m_flCurrentTime + m_flFrameTime * m_fPitch , false ) ;
if ( m_pScene - > SimulationFinished ( ) )
{
OnSceneFinished ( false , true ) ;
// Stop them from doing anything special
ClearSchedules ( m_pScene ) ;
}
}
else
{
// Drive simulation time for scene
SetCurrentTime ( m_pScene - > GetTime ( ) , true ) ;
}
}
//-----------------------------------------------------------------------------
// Purpose: Input handlers
//-----------------------------------------------------------------------------
void CSceneEntity : : InputStartPlayback ( inputdata_t & inputdata )
{
// Already playing, ignore
if ( m_bIsPlayingBack )
return ;
// Already waiting on someone.
if ( m_bWaitingForActor | | m_bWaitingForInterrupt )
return ;
ClearActivatorTargets ( ) ;
m_hActivator = inputdata . pActivator ;
StartPlayback ( ) ;
}
void CSceneEntity : : InputPausePlayback ( inputdata_t & inputdata )
{
PausePlayback ( ) ;
m_bPausedViaInput = true ;
}
void CSceneEntity : : InputResumePlayback ( inputdata_t & inputdata )
{
ResumePlayback ( ) ;
}
void CSceneEntity : : InputCancelPlayback ( inputdata_t & inputdata )
{
LocalScene_Printf ( " %s : cancelled via input \n " , STRING ( m_iszSceneFile ) ) ;
CancelPlayback ( ) ;
}
void CSceneEntity : : InputScriptPlayerDeath ( inputdata_t & inputdata )
{
if ( m_iPlayerDeathBehavior = = SCRIPT_CANCEL )
{
LocalScene_Printf ( " %s : cancelled via player death \n " , STRING ( m_iszSceneFile ) ) ;
CancelPlayback ( ) ;
}
}
void CSceneEntity : : InputCancelAtNextInterrupt ( inputdata_t & inputdata )
{
// If we're currently in an interruptable point, interrupt immediately
if ( IsInterruptable ( ) )
{
LocalScene_Printf ( " %s : cancelled via input at interrupt point \n " , STRING ( m_iszSceneFile ) ) ;
CancelPlayback ( ) ;
return ;
}
// Otherwise, cancel when we next hit an interrupt point
m_bCancelAtNextInterrupt = true ;
}
void CSceneEntity : : InputPitchShiftPlayback ( inputdata_t & inputdata )
{
PitchShiftPlayback ( inputdata . value . Float ( ) ) ;
}
void CSceneEntity : : InputTriggerEvent ( inputdata_t & inputdata )
{
CBaseEntity * pActivator = this ; // at some point, find this from the inputdata
switch ( inputdata . value . Int ( ) )
{
case 1 :
m_OnTrigger1 . FireOutput ( pActivator , this , 0 ) ;
break ;
case 2 :
m_OnTrigger2 . FireOutput ( pActivator , this , 0 ) ;
break ;
case 3 :
m_OnTrigger3 . FireOutput ( pActivator , this , 0 ) ;
break ;
case 4 :
m_OnTrigger4 . FireOutput ( pActivator , this , 0 ) ;
break ;
case 5 :
m_OnTrigger5 . FireOutput ( pActivator , this , 0 ) ;
break ;
case 6 :
m_OnTrigger6 . FireOutput ( pActivator , this , 0 ) ;
break ;
case 7 :
m_OnTrigger7 . FireOutput ( pActivator , this , 0 ) ;
break ;
case 8 :
m_OnTrigger8 . FireOutput ( pActivator , this , 0 ) ;
break ;
case 9 :
m_OnTrigger9 . FireOutput ( pActivator , this , 0 ) ;
break ;
case 10 :
m_OnTrigger10 . FireOutput ( pActivator , this , 0 ) ;
break ;
case 11 :
m_OnTrigger11 . FireOutput ( pActivator , this , 0 ) ;
break ;
case 12 :
m_OnTrigger12 . FireOutput ( pActivator , this , 0 ) ;
break ;
case 13 :
m_OnTrigger13 . FireOutput ( pActivator , this , 0 ) ;
break ;
case 14 :
m_OnTrigger14 . FireOutput ( pActivator , this , 0 ) ;
break ;
case 15 :
m_OnTrigger15 . FireOutput ( pActivator , this , 0 ) ;
break ;
case 16 :
m_OnTrigger16 . FireOutput ( pActivator , this , 0 ) ;
break ;
}
}
2022-03-01 20:00:42 +00:00
struct NPCInterjection
{
AI_Response * response ;
CAI_BaseActor * npc ;
} ;
2020-04-22 16:56:21 +00:00
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CSceneEntity : : InputInterjectResponse ( inputdata_t & inputdata )
{
// Not currently playing a scene
if ( ! m_pScene )
2022-03-01 20:00:42 +00:00
{
2020-04-22 16:56:21 +00:00
return ;
2022-03-01 20:00:42 +00:00
}
2020-04-22 16:56:21 +00:00
2022-03-01 20:00:42 +00:00
CUtlVector < CAI_BaseActor * > candidates ;
int i ;
for ( i = 0 ; i < m_pScene - > GetNumActors ( ) ; i + + )
2020-04-22 16:56:21 +00:00
{
CBaseFlex * pTestActor = FindNamedActor ( i ) ;
if ( ! pTestActor )
continue ;
2022-03-01 20:00:42 +00:00
CAI_BaseActor * pBaseActor = dynamic_cast < CAI_BaseActor * > ( pTestActor ) ;
if ( ! pBaseActor )
continue ;
if ( ! pBaseActor - > IsAlive ( ) )
2020-04-22 16:56:21 +00:00
continue ;
candidates . AddToTail ( pBaseActor ) ;
}
int c = candidates . Count ( ) ;
2022-03-01 20:00:42 +00:00
2020-04-22 16:56:21 +00:00
if ( ! c )
2022-03-01 20:00:42 +00:00
{
2020-04-22 16:56:21 +00:00
return ;
2022-03-01 20:00:42 +00:00
}
int useIndex = 0 ;
2020-04-22 16:56:21 +00:00
if ( ! m_bIsPlayingBack )
{
// Use any actor if not playing a scene
2022-03-01 20:00:42 +00:00
useIndex = RandomInt ( 0 , c - 1 ) ;
2020-04-22 16:56:21 +00:00
}
else
{
2022-03-01 20:00:42 +00:00
CUtlVector < NPCInterjection > validResponses ;
2020-04-22 16:56:21 +00:00
2022-03-01 20:00:42 +00:00
char modifiers [ 512 ] ;
Q_snprintf ( modifiers , sizeof ( modifiers ) , " scene:%s " , STRING ( GetEntityName ( ) ) ) ;
for ( int i = 0 ; i < c ; i + + )
2020-04-22 16:56:21 +00:00
{
2022-03-01 20:00:42 +00:00
CAI_BaseActor * npc = candidates [ i ] ;
Assert ( npc ) ;
2020-04-22 16:56:21 +00:00
2022-03-01 20:00:42 +00:00
AI_Response * response = npc - > SpeakFindResponse ( inputdata . value . String ( ) , modifiers ) ;
if ( ! response )
continue ;
2020-04-22 16:56:21 +00:00
2022-03-01 20:00:42 +00:00
float duration = npc - > GetResponseDuration ( response ) ;
// Couldn't look it up
if ( duration < = 0.0f )
continue ;
if ( ! npc - > PermitResponse ( duration ) )
2020-04-22 16:56:21 +00:00
{
2022-03-01 20:00:42 +00:00
delete response ;
continue ;
}
2020-04-22 16:56:21 +00:00
2022-03-01 20:00:42 +00:00
//
NPCInterjection inter ;
inter . response = response ;
inter . npc = npc ;
validResponses . AddToTail ( inter ) ;
}
int rcount = validResponses . Count ( ) ;
if ( rcount > = 1 )
{
int slot = RandomInt ( 0 , rcount - 1 ) ;
for ( int i = 0 ; i < rcount ; i + + )
{
NPCInterjection * pInterjection = & validResponses [ i ] ;
if ( i = = slot )
2020-04-22 16:56:21 +00:00
{
2022-03-01 20:00:42 +00:00
pInterjection - > npc - > SpeakDispatchResponse ( inputdata . value . String ( ) , pInterjection - > response ) ;
}
else
{
delete pInterjection - > response ;
2020-04-22 16:56:21 +00:00
}
}
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSceneEntity : : InputStopWaitingForActor ( inputdata_t & inputdata )
{
if ( m_bIsPlayingBack )
{
// Already started.
return ;
}
m_bWaitingForActor = false ;
}
bool CSceneEntity : : CheckActors ( )
{
Assert ( m_pScene ) ;
if ( ! m_pScene )
return false ;
int i ;
for ( i = 0 ; i < m_pScene - > GetNumActors ( ) ; i + + )
{
CBaseFlex * pTestActor = FindNamedActor ( i ) ;
if ( ! pTestActor )
continue ;
if ( ! pTestActor - > MyCombatCharacterPointer ( ) )
continue ;
if ( ! pTestActor - > MyCombatCharacterPointer ( ) - > IsAlive ( ) )
return false ;
if ( m_BusyActor = = SCENE_BUSYACTOR_WAIT )
{
CAI_BaseNPC * pActor = pTestActor - > MyNPCPointer ( ) ;
if ( pActor )
{
bool bShouldWait = false ;
if ( hl2_episodic . GetBool ( ) )
{
// Episodic waits until the NPC is fully finished with any .vcd with speech in it
if ( IsRunningScriptedSceneWithSpeech ( pActor ) )
{
bShouldWait = true ;
}
# ifdef HL2_EPISODIC
// HACK: Alyx cannot play scenes when she's in the middle of transitioning
if ( pActor - > IsInAVehicle ( ) )
{
CNPC_Alyx * pAlyx = dynamic_cast < CNPC_Alyx * > ( pActor ) ;
if ( pAlyx ! = NULL & & ( pAlyx - > GetPassengerState ( ) = = PASSENGER_STATE_ENTERING | | pAlyx - > GetPassengerState ( ) = = PASSENGER_STATE_EXITING ) )
{
bShouldWait = true ;
}
}
# endif // HL2_EPISODIC
}
if ( pActor - > GetExpresser ( ) & & pActor - > GetExpresser ( ) - > IsSpeaking ( ) )
{
bShouldWait = true ;
}
if ( bShouldWait )
{
// One of the actors for this scene is talking already.
// Try again next think.
m_bWaitingForActor = true ;
return false ;
}
}
}
else if ( m_BusyActor = = SCENE_BUSYACTOR_INTERRUPT | | m_BusyActor = = SCENE_BUSYACTOR_INTERRUPT_CANCEL )
{
CBaseCombatCharacter * pActor = pTestActor - > MyCombatCharacterPointer ( ) ;
if ( pActor & & ! IsInInterruptableScenes ( pActor ) )
{
// One of the actors is in a scene that's not at an interrupt point.
// Wait until the scene finishes or an interrupt point is reached.
m_bWaitingForInterrupt = true ;
return false ;
}
if ( m_BusyActor = = SCENE_BUSYACTOR_INTERRUPT_CANCEL )
{
// Cancel existing scenes
RemoveActorFromScriptedScenes ( pActor , false ) ;
}
else
{
// Pause existing scenes
PauseActorsScriptedScenes ( pActor , false ) ;
m_bInterruptedActorsScenes = true ;
}
}
pTestActor - > StartChoreoScene ( m_pScene ) ;
}
return true ;
}
# if !defined( _RETAIL )
static ConVar scene_async_prefetch_spew ( " scene_async_prefetch_spew " , " 0 " , 0 , " Display async .ani file loading info. " ) ;
# endif
void CSceneEntity : : PrefetchAnimBlocks ( CChoreoScene * scene )
{
Assert ( scene ) ;
// Build a fast lookup, too
CUtlMap < CChoreoActor * , CBaseFlex * > actorMap ( 0 , 0 , DefLessFunc ( CChoreoActor * ) ) ;
int spew =
# if !defined( _RETAIL )
scene_async_prefetch_spew . GetInt ( ) ;
# else
0 ;
# endif
int resident = 0 ;
int checked = 0 ;
// Iterate events and precache necessary resources
for ( int i = 0 ; i < scene - > GetNumEvents ( ) ; i + + )
{
CChoreoEvent * event = scene - > GetEvent ( i ) ;
if ( ! event )
continue ;
// load any necessary data
switch ( event - > GetType ( ) )
{
default :
break ;
case CChoreoEvent : : SEQUENCE :
case CChoreoEvent : : GESTURE :
{
CChoreoActor * actor = event - > GetActor ( ) ;
if ( actor )
{
CBaseFlex * pActor = NULL ;
int idx = actorMap . Find ( actor ) ;
if ( idx = = actorMap . InvalidIndex ( ) )
{
pActor = FindNamedActor ( actor ) ;
idx = actorMap . Insert ( actor , pActor ) ;
}
else
{
pActor = actorMap [ idx ] ;
}
if ( pActor )
{
int seq = pActor - > LookupSequence ( event - > GetParameters ( ) ) ;
if ( seq > = 0 )
{
CStudioHdr * pStudioHdr = pActor - > GetModelPtr ( ) ;
if ( pStudioHdr )
{
// Now look up the animblock
mstudioseqdesc_t & seqdesc = pStudioHdr - > pSeqdesc ( seq ) ;
for ( int i = 0 ; i < seqdesc . groupsize [ 0 ] ; + + i )
{
for ( int j = 0 ; j < seqdesc . groupsize [ 1 ] ; + + j )
{
int animation = seqdesc . anim ( i , j ) ;
int baseanimation = pStudioHdr - > iRelativeAnim ( seq , animation ) ;
mstudioanimdesc_t & animdesc = pStudioHdr - > pAnimdesc ( baseanimation ) ;
+ + checked ;
if ( spew ! = 0 )
{
Msg ( " %s checking block %d \n " , pStudioHdr - > pszName ( ) , animdesc . animblock ) ;
}
// Async load the animation
int iFrame = 0 ;
const mstudioanim_t * panim = animdesc . pAnim ( & iFrame ) ;
if ( panim )
{
+ + resident ;
if ( spew > 1 )
{
Msg ( " %s:%s[%i:%i] was resident \n " , pStudioHdr - > pszName ( ) , animdesc . pszName ( ) , i , j ) ;
}
}
else
{
if ( spew ! = 0 )
{
Msg ( " %s:%s[%i:%i] async load \n " , pStudioHdr - > pszName ( ) , animdesc . pszName ( ) , i , j ) ;
}
}
}
}
}
}
}
}
}
break ;
}
}
if ( ! spew | | checked < = 0 )
return ;
Msg ( " %d of %d animations resident \n " , resident , checked ) ;
}
void CSceneEntity : : OnLoaded ( )
{
// Nothing
}
//-----------------------------------------------------------------------------
// Purpose: Initiate scene playback
//-----------------------------------------------------------------------------
void CSceneEntity : : StartPlayback ( void )
{
if ( ! m_pScene )
{
if ( m_bSceneMissing )
return ;
m_pScene = LoadScene ( STRING ( m_iszSceneFile ) , this ) ;
if ( ! m_pScene )
{
DevMsg ( " %s missing from scenes.image \n " , STRING ( m_iszSceneFile ) ) ;
m_bSceneMissing = true ;
return ;
}
OnLoaded ( ) ;
if ( ShouldNetwork ( ) )
{
m_nSceneStringIndex = g_pStringTableClientSideChoreoScenes - > AddString ( CBaseEntity : : IsServer ( ) , STRING ( m_iszSceneFile ) ) ;
}
UpdateTransmitState ( ) ;
}
if ( m_bIsPlayingBack )
return ;
// Make sure actors are alive and able to handle this scene now, otherwise
// we'll wait for them to show up
if ( ! CheckActors ( ) )
{
return ;
}
m_bCompletedEarly = false ;
m_bWaitingForActor = false ;
m_bWaitingForInterrupt = false ;
m_bIsPlayingBack = true ;
NetworkProp ( ) - > NetworkStateForceUpdate ( ) ;
m_bPaused = false ;
SetCurrentTime ( 0.0f , true ) ;
m_pScene - > ResetSimulation ( ) ;
ClearInterrupt ( ) ;
// Put face back in neutral pose
ClearSceneEvents ( m_pScene , false ) ;
m_OnStart . FireOutput ( this , this , 0 ) ;
// Aysnchronously load speak sounds
CUtlSymbolTable prefetchSoundSymbolTable ;
CUtlRBTree < SpeakEventSound_t > soundnames ( 0 , 0 , SpeakEventSoundLessFunc ) ;
BuildSortedSpeakEventSoundsPrefetchList ( m_pScene , prefetchSoundSymbolTable , soundnames , 0.0f ) ;
PrefetchSpeakEventSounds ( prefetchSoundSymbolTable , soundnames ) ;
// Tell any managers we're within that we've started
int c = m_hListManagers . Count ( ) ;
for ( int i = 0 ; i < c ; i + + )
{
if ( m_hListManagers [ i ] )
{
m_hListManagers [ i ] - > SceneStarted ( this ) ;
}
}
PrefetchAnimBlocks ( m_pScene ) ;
}
//-----------------------------------------------------------------------------
// Purpose: Static method used to sort by event start time
//-----------------------------------------------------------------------------
bool CSceneEntity : : SpeakEventSoundLessFunc ( const SpeakEventSound_t & lhs , const SpeakEventSound_t & rhs )
{
return lhs . m_flStartTime < rhs . m_flStartTime ;
}
//-----------------------------------------------------------------------------
// Purpose: Prefetches the list of sounds build by BuildSortedSpeakEventSoundsPrefetchList
//-----------------------------------------------------------------------------
void CSceneEntity : : PrefetchSpeakEventSounds ( CUtlSymbolTable & table , CUtlRBTree < SpeakEventSound_t > & soundnames )
{
for ( int i = soundnames . FirstInorder ( ) ; i ! = soundnames . InvalidIndex ( ) ; i = soundnames . NextInorder ( i ) )
{
SpeakEventSound_t & sound = soundnames [ i ] ;
// Look it up in the string table
char const * soundname = table . String ( sound . m_Symbol ) ;
// Warning( "Prefetch %s\n", soundname );
PrefetchScriptSound ( soundname ) ;
}
}
//-----------------------------------------------------------------------------
// Purpose: Builds list of sounds sorted by start time for prefetching
//-----------------------------------------------------------------------------
void CSceneEntity : : BuildSortedSpeakEventSoundsPrefetchList (
CChoreoScene * scene ,
CUtlSymbolTable & table ,
CUtlRBTree < SpeakEventSound_t > & soundnames ,
float timeOffset )
{
Assert ( scene ) ;
// Iterate events and precache necessary resources
for ( int i = 0 ; i < scene - > GetNumEvents ( ) ; i + + )
{
CChoreoEvent * event = scene - > GetEvent ( i ) ;
if ( ! event )
continue ;
// load any necessary data
switch ( event - > GetType ( ) )
{
default :
break ;
case CChoreoEvent : : SPEAK :
{
// NOTE: The script entries associated with .vcds are forced to preload to avoid
// loading hitches during triggering
char soundname [ CChoreoEvent : : MAX_CCTOKEN_STRING ] ;
Q_strncpy ( soundname , event - > GetParameters ( ) , sizeof ( soundname ) ) ;
if ( event - > GetCloseCaptionType ( ) = = CChoreoEvent : : CC_MASTER )
{
event - > GetPlaybackCloseCaptionToken ( soundname , sizeof ( soundname ) ) ;
}
// In single player, try to use the combined or regular .wav files as needed
if ( gpGlobals - > maxClients = = 1 )
{
CBasePlayer * player = UTIL_GetLocalPlayer ( ) ;
if ( player & & ! GetSoundNameForPlayer ( event , player , soundname , sizeof ( soundname ) , player ) )
{
// Skip to next event
continue ;
}
}
/*
else
{
// UNDONE: Probably need some other solution in multiplayer... (not sure how to "prefetch" on certain players
// with one sound, but not prefetch the same sound for others...)
}
*/
SpeakEventSound_t ses ;
ses . m_Symbol = table . AddString ( soundname ) ;
ses . m_flStartTime = timeOffset + event - > GetStartTime ( ) ;
soundnames . Insert ( ses ) ;
}
break ;
case CChoreoEvent : : SUBSCENE :
{
// Only allow a single level of subscenes for now
if ( ! scene - > IsSubScene ( ) )
{
CChoreoScene * subscene = event - > GetSubScene ( ) ;
if ( ! subscene )
{
subscene = LoadScene ( event - > GetParameters ( ) , this ) ;
subscene - > SetSubScene ( true ) ;
event - > SetSubScene ( subscene ) ;
// Now precache it's resources, if any
BuildSortedSpeakEventSoundsPrefetchList ( subscene , table , soundnames , event - > GetStartTime ( ) ) ;
}
}
}
break ;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSceneEntity : : PausePlayback ( void )
{
if ( ! m_bIsPlayingBack )
return ;
if ( m_bPaused )
return ;
m_bPaused = true ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSceneEntity : : ResumePlayback ( void )
{
if ( ! m_bIsPlayingBack )
return ;
if ( ! m_bPaused )
return ;
Assert ( m_pScene ) ;
if ( ! m_pScene )
{
// This should never happen!!!!
return ;
}
// FIXME: Iterate using m_pScene->IterateResumeConditionEvents and
// only resume if the event conditions have all been satisfied
// FIXME: Just resume for now
m_pScene - > ResumeSimulation ( ) ;
m_bPaused = false ;
m_bPausedViaInput = false ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSceneEntity : : CancelPlayback ( void )
{
if ( ! m_bIsPlayingBack )
return ;
m_bIsPlayingBack = false ;
m_bPaused = false ;
m_OnCanceled . FireOutput ( this , this , 0 ) ;
LocalScene_Printf ( " %s : %8.2f: canceled \n " , STRING ( m_iszSceneFile ) , m_flCurrentTime ) ;
OnSceneFinished ( true , false ) ;
}
void CSceneEntity : : PitchShiftPlayback ( float fPitch )
{
fPitch = clamp ( fPitch , SCENE_MIN_PITCH , SCENE_MAX_PITCH ) ;
m_fPitch = fPitch ;
if ( ! m_pScene )
return ;
for ( int iActor = 0 ; iActor < m_pScene - > GetNumActors ( ) ; + + iActor )
{
CBaseFlex * pTestActor = FindNamedActor ( iActor ) ;
if ( ! pTestActor )
continue ;
char szBuff [ 256 ] ;
if ( m_pScene - > GetPlayingSoundName ( szBuff , sizeof ( szBuff ) ) )
{
CPASAttenuationFilter filter ( pTestActor ) ;
EmitSound_t params ;
params . m_pSoundName = szBuff ;
params . m_nPitch = 100.0f * fPitch ;
params . m_nFlags = SND_CHANGE_PITCH ;
pTestActor - > EmitSound ( filter , pTestActor - > entindex ( ) , params ) ;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Start a resume scene, if we have one, and resume playing when it finishes
//-----------------------------------------------------------------------------
void CSceneEntity : : QueueResumePlayback ( void )
{
// Do we have a resume scene?
if ( m_iszResumeSceneFile ! = NULL_STRING )
{
bool bStartedScene = false ;
// If it has ".vcd" somewhere in the string, try using it as a scene file first
if ( Q_stristr ( STRING ( m_iszResumeSceneFile ) , " .vcd " ) )
{
bStartedScene = InstancedScriptedScene ( NULL , STRING ( m_iszResumeSceneFile ) , & m_hWaitingForThisResumeScene , 0 , false ) ! = 0 ;
}
// HACKHACK: For now, get the first target, and see if we can find a response for him
if ( ! bStartedScene )
{
CBaseFlex * pActor = FindNamedActor ( 0 ) ;
if ( pActor )
{
CAI_BaseActor * pBaseActor = dynamic_cast < CAI_BaseActor * > ( pActor ) ;
if ( pBaseActor )
{
2022-03-01 20:00:42 +00:00
AI_Response * result = pBaseActor - > SpeakFindResponse ( STRING ( m_iszResumeSceneFile ) , NULL ) ;
2020-04-22 16:56:21 +00:00
if ( result )
{
2022-03-01 20:00:42 +00:00
char response [ 256 ] ;
result - > GetResponse ( response , sizeof ( response ) ) ;
bStartedScene = InstancedScriptedScene ( NULL , response , & m_hWaitingForThisResumeScene , 0 , false ) ! = 0 ;
2020-04-22 16:56:21 +00:00
}
}
}
}
// If we started a scene/response, wait for it to finish
if ( bStartedScene )
{
m_bWaitingForResumeScene = true ;
}
else
{
// Failed to create the scene. Resume immediately.
ResumePlayback ( ) ;
}
}
else
{
// No resume scene, so just resume immediately
ResumePlayback ( ) ;
}
}
//-----------------------------------------------------------------------------
// Purpose: Query whether the scene actually loaded. Only meaninful after Spawn()
//-----------------------------------------------------------------------------
bool CSceneEntity : : ValidScene ( ) const
{
return ( m_pScene ! = NULL ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pActor -
// *scene -
// *event -
//-----------------------------------------------------------------------------
void CSceneEntity : : DispatchStartSubScene ( CChoreoScene * scene , CBaseFlex * pActor , CChoreoEvent * event )
{
if ( ! scene - > IsSubScene ( ) )
{
CChoreoScene * subscene = event - > GetSubScene ( ) ;
if ( ! subscene )
{
Assert ( 0 ) ;
/*
subscene = LoadScene ( event - > GetParameters ( ) ) ;
subscene - > SetSubScene ( true ) ;
event - > SetSubScene ( subscene ) ;
*/
}
if ( subscene )
{
subscene - > ResetSimulation ( ) ;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: All events are leading edge triggered
// Input : currenttime -
// *event -
//-----------------------------------------------------------------------------
void CSceneEntity : : StartEvent ( float currenttime , CChoreoScene * scene , CChoreoEvent * event )
{
Assert ( event ) ;
if ( ! Q_stricmp ( event - > GetName ( ) , " NULL " ) )
{
LocalScene_Printf ( " %s : %8.2f: ignored %s \n " , STRING ( m_iszSceneFile ) , currenttime , event - > GetDescription ( ) ) ;
return ;
}
CBaseFlex * pActor = NULL ;
CChoreoActor * actor = event - > GetActor ( ) ;
if ( actor )
{
pActor = FindNamedActor ( actor ) ;
if ( pActor = = NULL )
{
Warning ( " CSceneEntity %s unable to find actor named \" %s \" \n " , STRING ( GetEntityName ( ) ) , actor - > GetName ( ) ) ;
return ;
}
}
LocalScene_Printf ( " %s : %8.2f: start %s \n " , STRING ( m_iszSceneFile ) , currenttime , event - > GetDescription ( ) ) ;
switch ( event - > GetType ( ) )
{
case CChoreoEvent : : SUBSCENE :
{
if ( pActor & & ! IsMultiplayer ( ) )
{
DispatchStartSubScene ( scene , pActor , event ) ;
}
}
break ;
case CChoreoEvent : : EXPRESSION :
{
if ( pActor & & ! IsMultiplayer ( ) )
{
DispatchStartExpression ( scene , pActor , event ) ;
}
}
break ;
case CChoreoEvent : : FLEXANIMATION :
{
if ( pActor & & ! IsMultiplayer ( ) )
{
DispatchStartFlexAnimation ( scene , pActor , event ) ;
}
}
break ;
case CChoreoEvent : : LOOKAT :
{
if ( pActor & & ! IsMultiplayer ( ) )
{
CBaseEntity * pActor2 = FindNamedEntity ( event - > GetParameters ( ) , pActor ) ;
if ( pActor2 )
{
// Huh?
DispatchStartLookAt ( scene , pActor , pActor2 , event ) ;
}
else
{
Warning ( " CSceneEntity %s unable to find actor named \" %s \" \n " , STRING ( GetEntityName ( ) ) , event - > GetParameters ( ) ) ;
}
}
}
break ;
case CChoreoEvent : : SPEAK :
{
if ( pActor )
{
// Speaking is edge triggered
// FIXME: dB hack. soundlevel needs to be moved into inside of wav?
soundlevel_t iSoundlevel = SNDLVL_TALKING ;
if ( event - > GetParameters2 ( ) )
{
iSoundlevel = ( soundlevel_t ) atoi ( event - > GetParameters2 ( ) ) ;
if ( iSoundlevel = = SNDLVL_NONE )
iSoundlevel = SNDLVL_TALKING ;
}
DispatchStartSpeak ( scene , pActor , event , iSoundlevel ) ;
}
}
break ;
case CChoreoEvent : : MOVETO :
{
// FIXME: make sure moveto's aren't edge triggered
if ( ! event - > HasEndTime ( ) )
{
event - > SetEndTime ( event - > GetStartTime ( ) + 1.0 ) ;
}
if ( pActor & & ! IsMultiplayer ( ) )
{
CBaseEntity * pActor2 = NULL ;
if ( event - > GetParameters3 ( ) & & strlen ( event - > GetParameters3 ( ) ) > 0 )
{
pActor2 = FindNamedEntityClosest ( event - > GetParameters ( ) , pActor , false , true , event - > GetParameters3 ( ) ) ;
}
else
{
pActor2 = FindNamedEntity ( event - > GetParameters ( ) , pActor , false , true ) ;
}
if ( pActor2 )
{
DispatchStartMoveTo ( scene , pActor , pActor2 , event ) ;
}
else
{
Warning ( " CSceneEntity %s unable to find actor named \" %s \" \n " , STRING ( GetEntityName ( ) ) , event - > GetParameters ( ) ) ;
}
}
}
break ;
case CChoreoEvent : : FACE :
{
if ( pActor & & ! IsMultiplayer ( ) )
{
CBaseEntity * pActor2 = FindNamedEntity ( event - > GetParameters ( ) , pActor ) ;
if ( pActor2 )
{
DispatchStartFace ( scene , pActor , pActor2 , event ) ;
}
else
{
Warning ( " CSceneEntity %s unable to find actor named \" %s \" \n " , STRING ( GetEntityName ( ) ) , event - > GetParameters ( ) ) ;
}
}
}
break ;
case CChoreoEvent : : GESTURE :
{
if ( pActor )
{
DispatchStartGesture ( scene , pActor , event ) ;
}
}
break ;
case CChoreoEvent : : GENERIC :
{
// If the first token in the parameters is "debugtext", print the rest of the text
if ( event - > GetParameters ( ) & & ! Q_strncmp ( event - > GetParameters ( ) , " debugtext " , 9 ) )
{
const char * pszText = event - > GetParameters ( ) + 10 ;
hudtextparms_s tTextParam ;
tTextParam . x = - 1 ;
tTextParam . y = 0.65 ;
tTextParam . effect = 0 ;
tTextParam . r1 = 255 ;
tTextParam . g1 = 170 ;
tTextParam . b1 = 0 ;
tTextParam . a1 = 255 ;
tTextParam . r2 = 255 ;
tTextParam . g2 = 170 ;
tTextParam . b2 = 0 ;
tTextParam . a2 = 255 ;
tTextParam . fadeinTime = 0 ;
tTextParam . fadeoutTime = 0 ;
tTextParam . holdTime = 3.1 ;
tTextParam . fxTime = 0 ;
tTextParam . channel = 1 ;
UTIL_HudMessageAll ( tTextParam , pszText ) ;
break ;
}
if ( pActor )
{
DispatchStartGeneric ( scene , pActor , event ) ;
}
}
break ;
case CChoreoEvent : : FIRETRIGGER :
{
if ( IsMultiplayer ( ) )
break ;
// Don't re-fire triggers during restore, the entities should already reflect all such state...
if ( m_bRestoring )
{
break ;
}
CBaseEntity * pActivator = pActor ;
if ( ! pActivator )
{
pActivator = this ;
}
// FIXME: how do I decide who fired it??
switch ( atoi ( event - > GetParameters ( ) ) )
{
case 1 :
m_OnTrigger1 . FireOutput ( pActivator , this , 0 ) ;
break ;
case 2 :
m_OnTrigger2 . FireOutput ( pActivator , this , 0 ) ;
break ;
case 3 :
m_OnTrigger3 . FireOutput ( pActivator , this , 0 ) ;
break ;
case 4 :
m_OnTrigger4 . FireOutput ( pActivator , this , 0 ) ;
break ;
case 5 :
m_OnTrigger5 . FireOutput ( pActivator , this , 0 ) ;
break ;
case 6 :
m_OnTrigger6 . FireOutput ( pActivator , this , 0 ) ;
break ;
case 7 :
m_OnTrigger7 . FireOutput ( pActivator , this , 0 ) ;
break ;
case 8 :
m_OnTrigger8 . FireOutput ( pActivator , this , 0 ) ;
break ;
case 9 :
m_OnTrigger9 . FireOutput ( pActivator , this , 0 ) ;
break ;
case 10 :
m_OnTrigger10 . FireOutput ( pActivator , this , 0 ) ;
break ;
case 11 :
m_OnTrigger11 . FireOutput ( pActivator , this , 0 ) ;
break ;
case 12 :
m_OnTrigger12 . FireOutput ( pActivator , this , 0 ) ;
break ;
case 13 :
m_OnTrigger13 . FireOutput ( pActivator , this , 0 ) ;
break ;
case 14 :
m_OnTrigger14 . FireOutput ( pActivator , this , 0 ) ;
break ;
case 15 :
m_OnTrigger15 . FireOutput ( pActivator , this , 0 ) ;
break ;
case 16 :
m_OnTrigger16 . FireOutput ( pActivator , this , 0 ) ;
break ;
}
}
break ;
case CChoreoEvent : : SEQUENCE :
{
if ( pActor )
{
DispatchStartSequence ( scene , pActor , event ) ;
}
}
break ;
case CChoreoEvent : : SECTION :
{
if ( IsMultiplayer ( ) )
break ;
// Pauses scene playback
DispatchPauseScene ( scene , event - > GetParameters ( ) ) ;
}
break ;
case CChoreoEvent : : LOOP :
{
DispatchProcessLoop ( scene , event ) ;
}
break ;
case CChoreoEvent : : INTERRUPT :
{
if ( IsMultiplayer ( ) )
break ;
DispatchStartInterrupt ( scene , event ) ;
}
break ;
case CChoreoEvent : : STOPPOINT :
{
if ( IsMultiplayer ( ) )
break ;
DispatchStopPoint ( scene , event - > GetParameters ( ) ) ;
}
break ;
case CChoreoEvent : : PERMIT_RESPONSES :
{
if ( IsMultiplayer ( ) )
break ;
DispatchStartPermitResponses ( scene , pActor , event ) ;
}
break ;
default :
{
// FIXME: Unhandeled event
// Assert(0);
}
break ;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : currenttime -
// *event -
//-----------------------------------------------------------------------------
void CSceneEntity : : EndEvent ( float currenttime , CChoreoScene * scene , CChoreoEvent * event )
{
Assert ( event ) ;
if ( ! Q_stricmp ( event - > GetName ( ) , " NULL " ) )
{
return ;
}
CBaseFlex * pActor = NULL ;
CChoreoActor * actor = event - > GetActor ( ) ;
if ( actor )
{
pActor = FindNamedActor ( actor ) ;
}
LocalScene_Printf ( " %s : %8.2f: finish %s \n " , STRING ( m_iszSceneFile ) , currenttime , event - > GetDescription ( ) ) ;
switch ( event - > GetType ( ) )
{
case CChoreoEvent : : EXPRESSION :
{
if ( pActor & & ! IsMultiplayer ( ) )
{
DispatchEndExpression ( scene , pActor , event ) ;
}
}
break ;
case CChoreoEvent : : SPEAK :
{
if ( pActor )
{
DispatchEndSpeak ( scene , pActor , event ) ;
}
}
break ;
case CChoreoEvent : : FLEXANIMATION :
{
if ( pActor & & ! IsMultiplayer ( ) )
{
DispatchEndFlexAnimation ( scene , pActor , event ) ;
}
}
break ;
case CChoreoEvent : : LOOKAT :
{
if ( pActor & & ! IsMultiplayer ( ) )
{
DispatchEndLookAt ( scene , pActor , event ) ;
}
}
break ;
case CChoreoEvent : : GESTURE :
{
if ( pActor )
{
DispatchEndGesture ( scene , pActor , event ) ;
}
}
break ;
case CChoreoEvent : : GENERIC :
{
// If the first token in the parameters is "debugtext", we printed it and we're done
if ( event - > GetParameters ( ) & & ! Q_strncmp ( event - > GetParameters ( ) , " debugtext " , 9 ) )
break ;
if ( pActor )
{
DispatchEndGeneric ( scene , pActor , event ) ;
}
}
break ;
case CChoreoEvent : : SEQUENCE :
{
if ( pActor )
{
DispatchEndSequence ( scene , pActor , event ) ;
}
}
break ;
case CChoreoEvent : : FACE :
{
if ( pActor & & ! IsMultiplayer ( ) )
{
DispatchEndFace ( scene , pActor , event ) ;
}
}
break ;
case CChoreoEvent : : MOVETO :
{
if ( pActor & & ! IsMultiplayer ( ) )
{
DispatchEndMoveTo ( scene , pActor , event ) ;
}
}
break ;
case CChoreoEvent : : SUBSCENE :
{
if ( IsMultiplayer ( ) )
break ;
CChoreoScene * subscene = event - > GetSubScene ( ) ;
if ( subscene )
{
subscene - > ResetSimulation ( ) ;
}
}
break ;
case CChoreoEvent : : INTERRUPT :
{
if ( IsMultiplayer ( ) )
break ;
DispatchEndInterrupt ( scene , event ) ;
}
break ;
case CChoreoEvent : : PERMIT_RESPONSES :
{
if ( IsMultiplayer ( ) )
break ;
DispatchEndPermitResponses ( scene , pActor , event ) ;
}
break ;
default :
break ;
}
}
//-----------------------------------------------------------------------------
// Purpose: Only spew one time per missing scene!!!
// Input : *scenename -
//-----------------------------------------------------------------------------
void MissingSceneWarning ( char const * scenename )
{
static CUtlSymbolTable missing ;
// Make sure we only show the message once
if ( UTL_INVAL_SYMBOL = = missing . Find ( scenename ) )
{
missing . AddString ( scenename ) ;
Warning ( " Scene '%s' missing! \n " , scenename ) ;
}
}
bool CSceneEntity : : ShouldNetwork ( ) const
{
if ( m_bMultiplayer )
{
if ( m_pScene & &
( m_pScene - > HasEventsOfType ( CChoreoEvent : : FLEXANIMATION ) | |
m_pScene - > HasEventsOfType ( CChoreoEvent : : EXPRESSION ) | |
m_pScene - > HasEventsOfType ( CChoreoEvent : : GESTURE ) | |
m_pScene - > HasEventsOfType ( CChoreoEvent : : SEQUENCE ) ) )
{
return true ;
}
}
else
{
if ( m_pScene & &
( m_pScene - > HasEventsOfType ( CChoreoEvent : : FLEXANIMATION ) | |
m_pScene - > HasEventsOfType ( CChoreoEvent : : EXPRESSION ) ) )
{
return true ;
}
}
return false ;
}
CChoreoScene * CSceneEntity : : LoadScene ( const char * filename , IChoreoEventCallback * pCallback )
{
DevMsg ( 2 , " Blocking load of scene from '%s' \n " , filename ) ;
char loadfile [ MAX_PATH ] ;
Q_strncpy ( loadfile , filename , sizeof ( loadfile ) ) ;
Q_SetExtension ( loadfile , " .vcd " , sizeof ( loadfile ) ) ;
Q_FixSlashes ( loadfile ) ;
// binary compiled vcd
void * pBuffer ;
int fileSize ;
if ( ! CopySceneFileIntoMemory ( loadfile , & pBuffer , & fileSize ) )
{
MissingSceneWarning ( loadfile ) ;
return NULL ;
}
CChoreoScene * pScene = new CChoreoScene ( NULL ) ;
CUtlBuffer buf ( pBuffer , fileSize , CUtlBuffer : : READ_ONLY ) ;
if ( ! pScene - > RestoreFromBinaryBuffer ( buf , loadfile , & g_ChoreoStringPool ) )
{
Warning ( " CSceneEntity::LoadScene: Unable to load binary scene '%s' \n " , loadfile ) ;
delete pScene ;
pScene = NULL ;
}
else
{
pScene - > SetPrintFunc ( LocalScene_Printf ) ;
pScene - > SetEventCallbackInterface ( pCallback ) ;
}
FreeSceneFileMemory ( pBuffer ) ;
return pScene ;
}
CChoreoScene * BlockingLoadScene ( const char * filename )
{
return CSceneEntity : : LoadScene ( filename , NULL ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSceneEntity : : UnloadScene ( void )
{
if ( m_pScene )
{
ClearSceneEvents ( m_pScene , false ) ;
for ( int i = 0 ; i < m_pScene - > GetNumActors ( ) ; i + + )
{
CBaseFlex * pTestActor = FindNamedActor ( i ) ;
if ( ! pTestActor )
continue ;
pTestActor - > RemoveChoreoScene ( m_pScene ) ;
}
}
delete m_pScene ;
m_pScene = NULL ;
}
//-----------------------------------------------------------------------------
// Purpose: Called every frame that an event is active (Start/EndEvent as also
// called)
// Input : *event -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
void CSceneEntity : : ProcessEvent ( float currenttime , CChoreoScene * scene , CChoreoEvent * event )
{
switch ( event - > GetType ( ) )
{
case CChoreoEvent : : SUBSCENE :
{
Assert ( event - > GetType ( ) = = CChoreoEvent : : SUBSCENE ) ;
CChoreoScene * subscene = event - > GetSubScene ( ) ;
if ( ! subscene )
return ;
if ( subscene - > SimulationFinished ( ) )
return ;
// Have subscenes think for appropriate time
subscene - > Think ( m_flFrameTime ) ;
}
break ;
default :
break ;
}
return ;
}
//-----------------------------------------------------------------------------
// Purpose: Called for events that are part of a pause condition
// Input : *event -
// Output : Returns true on event completed, false on non-completion.
//-----------------------------------------------------------------------------
bool CSceneEntity : : CheckEvent ( float currenttime , CChoreoScene * scene , CChoreoEvent * event )
{
switch ( event - > GetType ( ) )
{
case CChoreoEvent : : SUBSCENE :
{
}
break ;
default :
{
CBaseFlex * pActor = NULL ;
CChoreoActor * actor = event - > GetActor ( ) ;
if ( actor )
{
pActor = FindNamedActor ( actor ) ;
if ( pActor = = NULL )
{
Warning ( " CSceneEntity %s unable to find actor \" %s \" \n " , STRING ( GetEntityName ( ) ) , actor - > GetName ( ) ) ;
return true ;
}
}
if ( pActor )
{
return pActor - > CheckSceneEvent ( currenttime , scene , event ) ;
}
}
break ;
}
return true ;
}
//-----------------------------------------------------------------------------
// Purpose: Get a sticky version of a named actor
// Input : CChoreoActor
// Output : CBaseFlex
//-----------------------------------------------------------------------------
CBaseFlex * CSceneEntity : : FindNamedActor ( int index )
{
if ( m_hActorList . Count ( ) = = 0 )
{
m_hActorList . SetCount ( m_pScene - > GetNumActors ( ) ) ;
NetworkProp ( ) - > NetworkStateForceUpdate ( ) ;
}
if ( ! m_hActorList . IsValidIndex ( index ) )
{
DevWarning ( " Scene %s has %d actors, but scene entity only has %d actors \n " , m_pScene - > GetFilename ( ) , m_pScene - > GetNumActors ( ) , m_hActorList . Size ( ) ) ;
return NULL ;
}
CBaseFlex * pActor = m_hActorList [ index ] ;
if ( pActor = = NULL | | ! pActor - > IsAlive ( ) )
{
CChoreoActor * pChoreoActor = m_pScene - > GetActor ( index ) ;
if ( ! pChoreoActor )
return NULL ;
pActor = FindNamedActor ( pChoreoActor - > GetName ( ) ) ;
if ( pActor )
{
// save who we found so we'll use them again
m_hActorList [ index ] = pActor ;
NetworkProp ( ) - > NetworkStateForceUpdate ( ) ;
}
}
return pActor ;
}
//-----------------------------------------------------------------------------
// Purpose: Get a sticky version of a named actor
// Input : CChoreoActor
// Output : CBaseFlex
//-----------------------------------------------------------------------------
CBaseFlex * CSceneEntity : : FindNamedActor ( CChoreoActor * pChoreoActor )
{
int index = m_pScene - > FindActorIndex ( pChoreoActor ) ;
if ( index > = 0 )
{
return FindNamedActor ( index ) ;
}
return NULL ;
}
//-----------------------------------------------------------------------------
// Purpose: Search for an actor by name, make sure it can do face poses
// Input : *name -
// Output : CBaseFlex
//-----------------------------------------------------------------------------
CBaseFlex * CSceneEntity : : FindNamedActor ( const char * name )
{
CBaseEntity * entity = FindNamedEntity ( name , NULL , true ) ;
if ( ! entity )
{
// Couldn't find actor!
return NULL ;
}
// Make sure it can actually do facial animation, etc.
CBaseFlex * flexEntity = dynamic_cast < CBaseFlex * > ( entity ) ;
if ( ! flexEntity )
{
// That actor was not a CBaseFlex!
return NULL ;
}
return flexEntity ;
}
//-----------------------------------------------------------------------------
// Purpose: Find an entity specified by a target name
// Input : *name -
// Output : CBaseEntity
//-----------------------------------------------------------------------------
CBaseEntity * CSceneEntity : : FindNamedTarget ( string_t iszTarget , bool bBaseFlexOnly )
{
if ( ! stricmp ( STRING ( iszTarget ) , " !activator " ) )
return m_hActivator ;
// If we don't have a wildcard in the target, just return the first entity found
if ( ! strchr ( STRING ( iszTarget ) , ' * ' ) )
return gEntList . FindEntityByName ( NULL , iszTarget ) ;
CBaseEntity * pTarget = NULL ;
while ( ( pTarget = gEntList . FindEntityByName ( pTarget , iszTarget ) ) ! = NULL )
{
if ( bBaseFlexOnly )
{
// Make sure it can actually do facial animation, etc.
if ( dynamic_cast < CBaseFlex * > ( pTarget ) )
return pTarget ;
}
else
{
return pTarget ;
}
}
// Failed to find one
return NULL ;
}
//-----------------------------------------------------------------------------
// Purpose: Filters entities only if they're clear
//-----------------------------------------------------------------------------
class CSceneFindMarkFilter : public IEntityFindFilter
{
public :
void SetActor ( CBaseEntity * pActor )
{
m_hActor = pActor ;
}
bool ShouldFindEntity ( CBaseEntity * pEntity )
{
if ( ! m_hActor )
return true ;
// If we find no truly valid marks, we'll just use the first.
if ( ! m_hEntityFound . Get ( ) )
{
m_hEntityFound = pEntity ;
}
// We only want marks that are clear
trace_t tr ;
Vector vecOrigin = pEntity - > GetAbsOrigin ( ) ;
AI_TraceHull ( vecOrigin , vecOrigin , m_hActor - > WorldAlignMins ( ) , m_hActor - > WorldAlignMaxs ( ) , MASK_SOLID , m_hActor , COLLISION_GROUP_NONE , & tr ) ;
if ( tr . startsolid )
{
return false ;
}
m_hEntityFound = pEntity ;
return true ;
}
CBaseEntity * GetFilterResult ( void )
{
return m_hEntityFound ;
}
private :
EHANDLE m_hActor ;
// To maintain backwards compatability, store off the first mark
// we find. If we find no truly valid marks, we'll just use the first.
EHANDLE m_hEntityFound ;
} ;
//-----------------------------------------------------------------------------
// Purpose: Finds the entity nearest to both entities, and is clear
//-----------------------------------------------------------------------------
class CSceneFindNearestMarkFilter : public IEntityFindFilter
{
public :
CSceneFindNearestMarkFilter ( const CBaseEntity * pActor , const Vector & vecPos2 , float flMaxRadius = MAX_TRACE_LENGTH )
{
m_vecPos2 = vecPos2 ;
m_flMaxSegmentDistance = flMaxRadius ;
m_flNearestToTarget = flMaxRadius ;
m_pNearestToTarget = NULL ;
m_flNearestToActor = flMaxRadius ;
m_pNearestToActor = NULL ;
m_hActor = pActor ;
if ( pActor )
{
m_vecPos1 = pActor - > GetAbsOrigin ( ) ;
m_flMaxSegmentDistance = MIN ( flMaxRadius , ( m_vecPos1 - m_vecPos2 ) . Length ( ) + 1.0 ) ;
if ( m_flMaxSegmentDistance < = 1.0 )
{
// must be closest to self
m_flMaxSegmentDistance = MIN ( flMaxRadius , MAX_TRACE_LENGTH ) ;
}
}
}
bool ShouldFindEntity ( CBaseEntity * pEntity )
{
if ( ! m_hActor )
return true ;
// If we find no truly valid marks, we'll just use the first.
if ( m_pNearestToActor = = NULL )
{
m_pNearestToActor = pEntity ;
}
// We only want marks that are clear
trace_t tr ;
Vector vecOrigin = pEntity - > GetAbsOrigin ( ) ;
AI_TraceHull ( vecOrigin , vecOrigin , m_hActor - > WorldAlignMins ( ) , m_hActor - > WorldAlignMaxs ( ) , MASK_SOLID , m_hActor , COLLISION_GROUP_NONE , & tr ) ;
if ( ! tr . startsolid | | tr . m_pEnt = = m_hActor )
{
float dist1 = ( m_vecPos1 - pEntity - > GetAbsOrigin ( ) ) . Length ( ) ;
float dist2 = ( m_vecPos2 - pEntity - > GetAbsOrigin ( ) ) . Length ( ) ;
/*
char text [ 256 ] ;
Q_snprintf ( text , sizeof ( text ) , " %.0f : %.0f " , dist1 , dist2 ) ;
NDebugOverlay : : Text ( pEntity - > GetAbsOrigin ( ) + Vector ( 0 , 0 , 8 ) , text , false , 5.0f ) ;
*/
// find the point closest to the actor
if ( dist1 < = m_flNearestToActor )
{
m_pNearestToActor = pEntity ;
m_flNearestToActor = dist2 ;
}
// find that node that's closest to both, but the distance to it from the actor isn't farther than
// the distance to the second node. This should keep the actor from walking past their point of interest
if ( dist1 < = m_flMaxSegmentDistance & & dist2 < = m_flMaxSegmentDistance & & dist2 < m_flNearestToTarget )
{
m_pNearestToTarget = pEntity ;
m_flNearestToTarget = dist2 ;
}
}
return false ;
}
CBaseEntity * GetFilterResult ( void )
{
if ( m_pNearestToTarget )
return m_pNearestToTarget ;
return m_pNearestToActor ;
}
private :
EHANDLE m_hActor ;
Vector m_vecPos1 ;
Vector m_vecPos2 ;
float m_flMaxSegmentDistance ;
float m_flNearestToTarget ;
CBaseEntity * m_pNearestToTarget ;
float m_flNearestToActor ;
CBaseEntity * m_pNearestToActor ;
} ;
//-----------------------------------------------------------------------------
// Purpose: Search for an actor by name, make sure it can do face poses
// Input : *name -
// Output : CBaseFlex
//-----------------------------------------------------------------------------
CBaseEntity * CSceneEntity : : FindNamedEntity ( const char * name , CBaseEntity * pActor , bool bBaseFlexOnly , bool bUseClear )
{
CBaseEntity * entity = NULL ;
if ( ! stricmp ( name , " Player " ) | | ! stricmp ( name , " !player " ) )
{
entity = ( gpGlobals - > maxClients = = 1 ) ? ( CBaseEntity * ) UTIL_GetLocalPlayer ( ) : NULL ;
}
else if ( ! stricmp ( name , " !target1 " ) )
{
if ( m_hTarget1 = = NULL )
{
m_hTarget1 = FindNamedTarget ( m_iszTarget1 , bBaseFlexOnly ) ;
}
return m_hTarget1 ;
}
else if ( ! stricmp ( name , " !target2 " ) )
{
if ( m_hTarget2 = = NULL )
{
m_hTarget2 = FindNamedTarget ( m_iszTarget2 , bBaseFlexOnly ) ;
}
return m_hTarget2 ;
}
else if ( ! stricmp ( name , " !target3 " ) )
{
if ( m_hTarget3 = = NULL )
{
m_hTarget3 = FindNamedTarget ( m_iszTarget3 , bBaseFlexOnly ) ;
}
return m_hTarget3 ;
}
else if ( ! stricmp ( name , " !target4 " ) )
{
if ( m_hTarget4 = = NULL )
{
m_hTarget4 = FindNamedTarget ( m_iszTarget4 , bBaseFlexOnly ) ;
}
return m_hTarget4 ;
}
else if ( ! stricmp ( name , " !target5 " ) )
{
if ( m_hTarget5 = = NULL )
{
m_hTarget5 = FindNamedTarget ( m_iszTarget5 , bBaseFlexOnly ) ;
}
return m_hTarget5 ;
}
else if ( ! stricmp ( name , " !target6 " ) )
{
if ( m_hTarget6 = = NULL )
{
m_hTarget6 = FindNamedTarget ( m_iszTarget6 , bBaseFlexOnly ) ;
}
return m_hTarget6 ;
}
else if ( ! stricmp ( name , " !target7 " ) )
{
if ( m_hTarget7 = = NULL )
{
m_hTarget7 = FindNamedTarget ( m_iszTarget7 , bBaseFlexOnly ) ;
}
return m_hTarget7 ;
}
else if ( ! stricmp ( name , " !target8 " ) )
{
if ( m_hTarget8 = = NULL )
{
m_hTarget8 = FindNamedTarget ( m_iszTarget8 , bBaseFlexOnly ) ;
}
return m_hTarget8 ;
}
else if ( pActor & & pActor - > MyNPCPointer ( ) )
{
CSceneFindMarkFilter * pFilter = NULL ;
if ( bUseClear )
{
pFilter = new CSceneFindMarkFilter ( ) ;
pFilter - > SetActor ( pActor ) ;
}
entity = pActor - > MyNPCPointer ( ) - > FindNamedEntity ( name , pFilter ) ;
if ( ! entity & & pFilter )
{
entity = pFilter - > GetFilterResult ( ) ;
}
}
else
{
// search for up to 32 entities with the same name and choose one randomly
CBaseEntity * entityList [ FINDNAMEDENTITY_MAX_ENTITIES ] ;
int iCount ;
entity = NULL ;
for ( iCount = 0 ; iCount < FINDNAMEDENTITY_MAX_ENTITIES ; iCount + + )
{
entity = gEntList . FindEntityByName ( entity , name , NULL , pActor ) ;
if ( ! entity )
{
break ;
}
entityList [ iCount ] = entity ;
}
if ( iCount > 0 )
{
entity = entityList [ RandomInt ( 0 , iCount - 1 ) ] ;
}
else
{
entity = NULL ;
}
}
return entity ;
}
//-----------------------------------------------------------------------------
// Purpose: Search for an actor by name, make sure it can do face poses
// Input : *name -
// Output : CBaseFlex
//-----------------------------------------------------------------------------
CBaseEntity * CSceneEntity : : FindNamedEntityClosest ( const char * name , CBaseEntity * pActor , bool bBaseFlexOnly , bool bUseClear , const char * pszSecondary )
{
CBaseEntity * entity = NULL ;
if ( ! stricmp ( name , " !activator " ) )
{
return m_hActivator ;
}
else if ( ! stricmp ( name , " Player " ) | | ! stricmp ( name , " !player " ) )
{
entity = ( gpGlobals - > maxClients = = 1 ) ? ( CBaseEntity * ) UTIL_GetLocalPlayer ( ) : NULL ;
return entity ;
}
else if ( ! stricmp ( name , " !target1 " ) )
{
name = STRING ( m_iszTarget1 ) ;
}
else if ( ! stricmp ( name , " !target2 " ) )
{
name = STRING ( m_iszTarget2 ) ;
}
else if ( ! stricmp ( name , " !target3 " ) )
{
name = STRING ( m_iszTarget3 ) ;
}
else if ( ! stricmp ( name , " !target4 " ) )
{
name = STRING ( m_iszTarget4 ) ;
}
else if ( ! stricmp ( name , " !target5 " ) )
{
name = STRING ( m_iszTarget5 ) ;
}
else if ( ! stricmp ( name , " !target6 " ) )
{
name = STRING ( m_iszTarget6 ) ;
}
else if ( ! stricmp ( name , " !target7 " ) )
{
name = STRING ( m_iszTarget7 ) ;
}
if ( pActor & & pActor - > MyNPCPointer ( ) )
{
if ( pszSecondary & & strlen ( pszSecondary ) > 0 )
{
CBaseEntity * pActor2 = FindNamedEntityClosest ( pszSecondary , pActor , false , false , NULL ) ;
if ( pActor2 )
{
CSceneFindNearestMarkFilter * pFilter = new CSceneFindNearestMarkFilter ( pActor , pActor2 - > GetAbsOrigin ( ) ) ;
entity = pActor - > MyNPCPointer ( ) - > FindNamedEntity ( name , pFilter ) ;
if ( ! entity & & pFilter )
{
entity = pFilter - > GetFilterResult ( ) ;
}
}
}
if ( ! entity )
{
CSceneFindMarkFilter * pFilter = NULL ;
if ( bUseClear )
{
pFilter = new CSceneFindMarkFilter ( ) ;
pFilter - > SetActor ( pActor ) ;
}
entity = pActor - > MyNPCPointer ( ) - > FindNamedEntity ( name , pFilter ) ;
if ( ! entity & & pFilter )
{
entity = pFilter - > GetFilterResult ( ) ;
}
}
}
else
{
// search for up to 32 entities with the same name and choose one randomly
int iCount ;
entity = NULL ;
CBaseEntity * current = NULL ;
for ( iCount = 0 ; iCount < FINDNAMEDENTITY_MAX_ENTITIES ; iCount + + )
{
current = gEntList . FindEntityByName ( current , name , NULL , pActor ) ;
if ( current )
{
if ( RandomInt ( 0 , iCount ) = = 0 )
entity = current ;
}
}
entity = NULL ;
}
return entity ;
}
//-----------------------------------------------------------------------------
// Purpose: Remove all "scene" expressions from all actors in this scene
//-----------------------------------------------------------------------------
void CSceneEntity : : ClearSceneEvents ( CChoreoScene * scene , bool canceled )
{
if ( ! m_pScene )
return ;
LocalScene_Printf ( " %s : %8.2f: clearing events \n " , STRING ( m_iszSceneFile ) , m_flCurrentTime ) ;
int i ;
for ( i = 0 ; i < m_pScene - > GetNumActors ( ) ; i + + )
{
CBaseFlex * pActor = FindNamedActor ( i ) ;
if ( ! pActor )
continue ;
// Clear any existing expressions
pActor - > ClearSceneEvents ( scene , canceled ) ;
}
// Iterate events and precache necessary resources
for ( i = 0 ; i < scene - > GetNumEvents ( ) ; i + + )
{
CChoreoEvent * event = scene - > GetEvent ( i ) ;
if ( ! event )
continue ;
// load any necessary data
switch ( event - > GetType ( ) )
{
default :
break ;
case CChoreoEvent : : SUBSCENE :
{
// Only allow a single level of subscenes for now
if ( ! scene - > IsSubScene ( ) )
{
CChoreoScene * subscene = event - > GetSubScene ( ) ;
if ( subscene )
{
ClearSceneEvents ( subscene , canceled ) ;
}
}
}
break ;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Remove all imposed schedules from all actors in this scene
//-----------------------------------------------------------------------------
void CSceneEntity : : ClearSchedules ( CChoreoScene * scene )
{
if ( ! m_pScene )
return ;
int i ;
for ( i = 0 ; i < m_pScene - > GetNumActors ( ) ; i + + )
{
CBaseFlex * pActor = FindNamedActor ( i ) ;
if ( ! pActor )
continue ;
CAI_BaseNPC * pNPC = pActor - > MyNPCPointer ( ) ;
if ( pNPC )
{
/*
if ( pNPC - > IsCurSchedule ( SCHED_SCENE_GENERIC ) )
pNPC - > ClearSchedule ( " Scene entity clearing all actor schedules " ) ;
*/
}
else
{
pActor - > ResetSequence ( pActor - > SelectWeightedSequence ( ACT_IDLE ) ) ;
pActor - > SetCycle ( 0 ) ;
}
// Clear any existing expressions
}
// Iterate events and precache necessary resources
for ( i = 0 ; i < scene - > GetNumEvents ( ) ; i + + )
{
CChoreoEvent * event = scene - > GetEvent ( i ) ;
if ( ! event )
continue ;
// load any necessary data
switch ( event - > GetType ( ) )
{
default :
break ;
case CChoreoEvent : : SUBSCENE :
{
// Only allow a single level of subscenes for now
if ( ! scene - > IsSubScene ( ) )
{
CChoreoScene * subscene = event - > GetSubScene ( ) ;
if ( subscene )
{
ClearSchedules ( subscene ) ;
}
}
}
break ;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: If we are currently interruptable, pause this scene and wait for the other
// scene to finish
// Input : *otherScene -
//-----------------------------------------------------------------------------
bool CSceneEntity : : InterruptThisScene ( CSceneEntity * otherScene )
{
Assert ( otherScene ) ;
if ( ! IsInterruptable ( ) )
{
return false ;
}
// Already interrupted
if ( m_bInterrupted )
{
return false ;
}
m_bInterrupted = true ;
m_hInterruptScene = otherScene ;
// Ask other scene to tell us when it's finished or canceled
otherScene - > RequestCompletionNotification ( this ) ;
PausePlayback ( ) ;
return true ;
}
/*
void scene_interrupt ( const CCommand & args )
{
if ( args . ArgC ( ) ! = 3 )
return ;
const char * scene1 = args [ 1 ] ;
const char * scene2 = args [ 2 ] ;
CSceneEntity * s1 = dynamic_cast < CSceneEntity * > ( gEntList . FindEntityByName ( NULL , scene1 ) ) ;
CSceneEntity * s2 = dynamic_cast < CSceneEntity * > ( gEntList . FindEntityByName ( NULL , scene2 ) ) ;
if ( ! s1 | | ! s2 )
return ;
if ( s1 - > InterruptThisScene ( s2 ) )
{
s2 - > StartPlayback ( ) ;
}
}
static ConCommand interruptscene ( " int " , scene_interrupt , " interrupt scene 1 with scene 2. " , FCVAR_CHEAT ) ;
*/
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSceneEntity : : CheckInterruptCompletion ( )
{
if ( ! m_bInterrupted )
return ;
// If the interruptor goes away it's the same as having that scene finish up...
if ( m_hInterruptScene ! = NULL & &
! m_bInterruptSceneFinished )
{
return ;
}
m_bInterrupted = false ;
m_hInterruptScene = NULL ;
ResumePlayback ( ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSceneEntity : : ClearInterrupt ( )
{
m_nInterruptCount = 0 ;
m_bInterrupted = false ;
m_hInterruptScene = NULL ;
}
//-----------------------------------------------------------------------------
// Purpose: Another scene is asking us to notify upon completion
// Input : *notify -
//-----------------------------------------------------------------------------
void CSceneEntity : : RequestCompletionNotification ( CSceneEntity * notify )
{
CHandle < CSceneEntity > h ;
h = notify ;
// Only add it once
if ( m_hNotifySceneCompletion . Find ( h ) = = m_hNotifySceneCompletion . InvalidIndex ( ) )
{
m_hNotifySceneCompletion . AddToTail ( h ) ;
}
}
//-----------------------------------------------------------------------------
// Purpose: An interrupt scene has finished or been canceled, we can resume once we pick up this state in CheckInterruptCompletion
// Input : *interruptor -
//-----------------------------------------------------------------------------
void CSceneEntity : : NotifyOfCompletion ( CSceneEntity * interruptor )
{
Assert ( m_bInterrupted ) ;
Assert ( m_hInterruptScene = = interruptor ) ;
m_bInterruptSceneFinished = true ;
CheckInterruptCompletion ( ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSceneEntity : : AddListManager ( CSceneListManager * pManager )
{
CHandle < CSceneListManager > h ;
h = pManager ;
// Only add it once
if ( m_hListManagers . Find ( h ) = = m_hListManagers . InvalidIndex ( ) )
{
m_hListManagers . AddToTail ( h ) ;
}
}
//-----------------------------------------------------------------------------
// Purpose: Clear any targets that a referencing !activator
//-----------------------------------------------------------------------------
void CSceneEntity : : ClearActivatorTargets ( void )
{
if ( ! stricmp ( STRING ( m_iszTarget1 ) , " !activator " ) )
{
// We need to clear out actors so they're re-evaluated
m_hActorList . Purge ( ) ;
NetworkProp ( ) - > NetworkStateForceUpdate ( ) ;
m_hTarget1 = NULL ;
}
if ( ! stricmp ( STRING ( m_iszTarget2 ) , " !activator " ) )
{
// We need to clear out actors so they're re-evaluated
m_hActorList . Purge ( ) ;
NetworkProp ( ) - > NetworkStateForceUpdate ( ) ;
m_hTarget2 = NULL ;
}
if ( ! stricmp ( STRING ( m_iszTarget3 ) , " !activator " ) )
{
// We need to clear out actors so they're re-evaluated
m_hActorList . Purge ( ) ;
NetworkProp ( ) - > NetworkStateForceUpdate ( ) ;
m_hTarget3 = NULL ;
}
if ( ! stricmp ( STRING ( m_iszTarget4 ) , " !activator " ) )
{
// We need to clear out actors so they're re-evaluated
m_hActorList . Purge ( ) ;
NetworkProp ( ) - > NetworkStateForceUpdate ( ) ;
m_hTarget4 = NULL ;
}
if ( ! stricmp ( STRING ( m_iszTarget5 ) , " !activator " ) )
{
// We need to clear out actors so they're re-evaluated
m_hActorList . Purge ( ) ;
NetworkProp ( ) - > NetworkStateForceUpdate ( ) ;
m_hTarget5 = NULL ;
}
if ( ! stricmp ( STRING ( m_iszTarget6 ) , " !activator " ) )
{
// We need to clear out actors so they're re-evaluated
m_hActorList . Purge ( ) ;
NetworkProp ( ) - > NetworkStateForceUpdate ( ) ;
m_hTarget6 = NULL ;
}
if ( ! stricmp ( STRING ( m_iszTarget7 ) , " !activator " ) )
{
// We need to clear out actors so they're re-evaluated
m_hActorList . Purge ( ) ;
NetworkProp ( ) - > NetworkStateForceUpdate ( ) ;
m_hTarget7 = NULL ;
}
if ( ! stricmp ( STRING ( m_iszTarget8 ) , " !activator " ) )
{
// We need to clear out actors so they're re-evaluated
m_hActorList . Purge ( ) ;
NetworkProp ( ) - > NetworkStateForceUpdate ( ) ;
m_hTarget8 = NULL ;
}
}
//-----------------------------------------------------------------------------
// Purpose: Called when a scene is completed or canceled
//-----------------------------------------------------------------------------
void CSceneEntity : : OnSceneFinished ( bool canceled , bool fireoutput )
{
if ( ! m_pScene )
return ;
LocalScene_Printf ( " %s : %8.2f: finished \n " , STRING ( m_iszSceneFile ) , m_flCurrentTime ) ;
// Notify any listeners
int c = m_hNotifySceneCompletion . Count ( ) ;
int i ;
for ( i = 0 ; i < c ; i + + )
{
CSceneEntity * ent = m_hNotifySceneCompletion [ i ] . Get ( ) ;
if ( ! ent )
continue ;
ent - > NotifyOfCompletion ( this ) ;
}
m_hNotifySceneCompletion . RemoveAll ( ) ;
// Clear simulation
m_pScene - > ResetSimulation ( ) ;
m_bIsPlayingBack = false ;
m_bPaused = false ;
SetCurrentTime ( 0.0f , false ) ;
// Clear interrupt state if we were interrupted for some reason
ClearInterrupt ( ) ;
if ( fireoutput & & ! m_bCompletedEarly )
{
m_OnCompletion . FireOutput ( this , this , 0 ) ;
}
// Put face back in neutral pose
ClearSceneEvents ( m_pScene , canceled ) ;
for ( i = 0 ; i < m_pScene - > GetNumActors ( ) ; i + + )
{
CBaseFlex * pTestActor = FindNamedActor ( i ) ;
if ( ! pTestActor )
continue ;
pTestActor - > RemoveChoreoScene ( m_pScene , canceled ) ;
// If we interrupted the actor's previous scenes, resume them
if ( m_bInterruptedActorsScenes )
{
QueueActorsScriptedScenesToResume ( pTestActor , false ) ;
}
}
}
//-----------------------------------------------------------------------------
// Should we transmit it to the client?
//-----------------------------------------------------------------------------
int CSceneEntity : : UpdateTransmitState ( )
{
if ( ! ShouldNetwork ( ) )
{
return SetTransmitState ( FL_EDICT_DONTSEND ) ;
}
if ( m_pRecipientFilter )
{
return SetTransmitState ( FL_EDICT_FULLCHECK ) ;
}
return SetTransmitState ( FL_EDICT_ALWAYS ) ;
}
//-----------------------------------------------------------------------------
// Purpose: Which clients should we be transmitting to?
//-----------------------------------------------------------------------------
int CSceneEntity : : ShouldTransmit ( const CCheckTransmitInfo * pInfo )
{
int result = BaseClass : : ShouldTransmit ( pInfo ) ;
// if we have excluded them via our recipient filter, don't send
if ( m_pRecipientFilter & & result ! = FL_EDICT_DONTSEND )
{
bool bFound = false ;
// If we can't find them in the recipient list, exclude
int i ;
for ( i = 0 ; i < m_pRecipientFilter - > GetRecipientCount ( ) ; i + + )
{
int iRecipient = m_pRecipientFilter - > GetRecipientIndex ( i ) ;
CBasePlayer * player = static_cast < CBasePlayer * > ( CBaseEntity : : Instance ( iRecipient ) ) ;
if ( player & & player - > edict ( ) = = pInfo - > m_pClientEnt )
{
bFound = true ;
break ;
}
}
if ( ! bFound )
{
result = FL_EDICT_DONTSEND ;
}
}
return result ;
}
void CSceneEntity : : SetRecipientFilter ( IRecipientFilter * filter )
{
// create a copy of this filter
if ( filter )
{
m_pRecipientFilter = new CRecipientFilter ( ) ;
m_pRecipientFilter - > CopyFrom ( ( CRecipientFilter & ) ( * filter ) ) ;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
class CInstancedSceneEntity : public CSceneEntity
{
DECLARE_DATADESC ( ) ;
DECLARE_CLASS ( CInstancedSceneEntity , CSceneEntity ) ;
public :
EHANDLE m_hOwner ;
bool m_bHadOwner ;
float m_flPostSpeakDelay ;
float m_flPreDelay ;
char m_szInstanceFilename [ CChoreoScene : : MAX_SCENE_FILENAME ] ;
bool m_bIsBackground ;
virtual void StartPlayback ( void ) ;
virtual void DoThink ( float frametime ) ;
virtual CBaseFlex * FindNamedActor ( const char * name ) ;
virtual CBaseEntity * FindNamedEntity ( const char * name ) ;
virtual float GetPostSpeakDelay ( ) { return m_flPostSpeakDelay ; }
virtual void SetPostSpeakDelay ( float flDelay ) { m_flPostSpeakDelay = flDelay ; }
virtual float GetPreDelay ( ) { return m_flPreDelay ; }
virtual void SetPreDelay ( float flDelay ) { m_flPreDelay = flDelay ; }
virtual void OnLoaded ( ) ;
virtual void DispatchStartMoveTo ( CChoreoScene * scene , CBaseFlex * actor , CBaseEntity * actor2 , CChoreoEvent * event )
{
if ( PassThrough ( actor ) ) BaseClass : : DispatchStartMoveTo ( scene , actor , actor2 , event ) ;
} ;
virtual void DispatchEndMoveTo ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event )
{
if ( PassThrough ( actor ) ) BaseClass : : DispatchEndMoveTo ( scene , actor , event ) ;
} ;
virtual void DispatchStartFace ( CChoreoScene * scene , CBaseFlex * actor , CBaseEntity * actor2 , CChoreoEvent * event )
{
if ( PassThrough ( actor ) ) BaseClass : : DispatchStartFace ( scene , actor , actor2 , event ) ;
} ;
virtual void DispatchEndFace ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event )
{
if ( PassThrough ( actor ) ) BaseClass : : DispatchEndFace ( scene , actor , event ) ;
} ;
virtual void DispatchStartSequence ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event )
{
if ( IsMultiplayer ( ) )
{
BaseClass : : DispatchStartSequence ( scene , actor , event ) ;
}
} ;
virtual void DispatchEndSequence ( CChoreoScene * scene , CBaseFlex * actor , CChoreoEvent * event )
{
if ( IsMultiplayer ( ) )
{
BaseClass : : DispatchEndSequence ( scene , actor , event ) ;
}
} ;
virtual void DispatchPauseScene ( CChoreoScene * scene , const char * parameters ) { /* suppress */ } ;
void OnRestore ( ) ;
virtual float EstimateLength ( void ) ;
private :
bool PassThrough ( CBaseFlex * actor ) ;
} ;
LINK_ENTITY_TO_CLASS ( instanced_scripted_scene , CInstancedSceneEntity ) ;
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC ( CInstancedSceneEntity )
DEFINE_FIELD ( m_hOwner , FIELD_EHANDLE ) ,
DEFINE_FIELD ( m_bHadOwner , FIELD_BOOLEAN ) ,
DEFINE_FIELD ( m_flPostSpeakDelay , FIELD_FLOAT ) ,
DEFINE_FIELD ( m_flPreDelay , FIELD_FLOAT ) ,
DEFINE_AUTO_ARRAY ( m_szInstanceFilename , FIELD_CHARACTER ) ,
DEFINE_FIELD ( m_bIsBackground , FIELD_BOOLEAN ) ,
END_DATADESC ( )
//-----------------------------------------------------------------------------
// Purpose: create a one-shot scene, no movement, sequences, etc.
// Input :
// Output :
//-----------------------------------------------------------------------------
float InstancedScriptedScene ( CBaseFlex * pActor , const char * pszScene , EHANDLE * phSceneEnt ,
float flPostDelay , bool bIsBackground , AI_Response * response ,
bool bMultiplayer , IRecipientFilter * filter /* = NULL */ )
{
VPROF ( " InstancedScriptedScene " ) ;
CInstancedSceneEntity * pScene = ( CInstancedSceneEntity * ) CBaseEntity : : CreateNoSpawn ( " instanced_scripted_scene " , vec3_origin , vec3_angle ) ;
// This code expands any $gender tags into male or female tags based on the gender of the actor (based on his/her .mdl)
if ( pActor )
{
pActor - > GenderExpandString ( pszScene , pScene - > m_szInstanceFilename , sizeof ( pScene - > m_szInstanceFilename ) ) ;
}
else
{
Q_strncpy ( pScene - > m_szInstanceFilename , pszScene , sizeof ( pScene - > m_szInstanceFilename ) ) ;
}
pScene - > m_iszSceneFile = MAKE_STRING ( pScene - > m_szInstanceFilename ) ;
// FIXME: I should set my output to fire something that kills me....
// FIXME: add a proper initialization function
pScene - > m_hOwner = pActor ;
pScene - > m_bHadOwner = pActor ! = NULL ;
pScene - > m_bMultiplayer = bMultiplayer ;
pScene - > SetPostSpeakDelay ( flPostDelay ) ;
DispatchSpawn ( pScene ) ;
pScene - > Activate ( ) ;
pScene - > m_bIsBackground = bIsBackground ;
pScene - > SetBackground ( bIsBackground ) ;
pScene - > SetRecipientFilter ( filter ) ;
if ( response )
{
float flPreDelay = response - > GetPreDelay ( ) ;
if ( flPreDelay )
{
pScene - > SetPreDelay ( flPreDelay ) ;
}
}
pScene - > StartPlayback ( ) ;
if ( response )
{
// If the response wants us to abort on NPC state switch, remember that
pScene - > SetBreakOnNonIdle ( response - > ShouldBreakOnNonIdle ( ) ) ;
}
if ( phSceneEnt )
{
* phSceneEnt = pScene ;
}
return pScene - > EstimateLength ( ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pActor -
// *soundnmame -
// *phSceneEnt -
// Output : float
//-----------------------------------------------------------------------------
float InstancedAutoGeneratedSoundScene ( CBaseFlex * pActor , char const * soundname , EHANDLE * phSceneEnt /*= NULL*/ )
{
if ( ! pActor )
{
Warning ( " InstancedAutoGeneratedSoundScene: Expecting non-NULL pActor for sound %s \n " , soundname ) ;
return 0 ;
}
CInstancedSceneEntity * pScene = ( CInstancedSceneEntity * ) CBaseEntity : : CreateNoSpawn ( " instanced_scripted_scene " , vec3_origin , vec3_angle ) ;
Q_strncpy ( pScene - > m_szInstanceFilename , UTIL_VarArgs ( " AutoGenerated(%s) " , soundname ) , sizeof ( pScene - > m_szInstanceFilename ) ) ;
pScene - > m_iszSceneFile = MAKE_STRING ( pScene - > m_szInstanceFilename ) ;
pScene - > m_hOwner = pActor ;
pScene - > m_bHadOwner = pActor ! = NULL ;
pScene - > GenerateSoundScene ( pActor , soundname ) ;
pScene - > Spawn ( ) ;
pScene - > Activate ( ) ;
pScene - > StartPlayback ( ) ;
if ( phSceneEnt )
{
* phSceneEnt = pScene ;
}
return pScene - > EstimateLength ( ) ;
}
//-----------------------------------------------------------------------------
void StopScriptedScene ( CBaseFlex * pActor , EHANDLE hSceneEnt )
{
CBaseEntity * pEntity = hSceneEnt ;
CSceneEntity * pScene = dynamic_cast < CSceneEntity * > ( pEntity ) ;
if ( pScene )
{
LocalScene_Printf ( " %s : stop scripted scene \n " , STRING ( pScene - > m_iszSceneFile ) ) ;
pScene - > CancelPlayback ( ) ;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pszScene -
// Output : float
//-----------------------------------------------------------------------------
float GetSceneDuration ( char const * pszScene )
{
unsigned int msecs = 0 ;
SceneCachedData_t cachedData ;
if ( scenefilecache - > GetSceneCachedData ( pszScene , & cachedData ) )
{
msecs = cachedData . msecs ;
}
return ( float ) msecs * 0.001f ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pszScene -
// Output : int
//-----------------------------------------------------------------------------
int GetSceneSpeechCount ( char const * pszScene )
{
SceneCachedData_t cachedData ;
if ( scenefilecache - > GetSceneCachedData ( pszScene , & cachedData ) )
{
return cachedData . numSounds ;
}
return 0 ;
}
//-----------------------------------------------------------------------------
// Purpose: Used for precaching instanced scenes
// Input : *pszScene -
//-----------------------------------------------------------------------------
void PrecacheInstancedScene ( char const * pszScene )
{
static int nMakingReslists = - 1 ;
if ( nMakingReslists = = - 1 )
{
nMakingReslists = CommandLine ( ) - > FindParm ( " -makereslists " ) > 0 ? 1 : 0 ;
}
if ( nMakingReslists = = 1 )
{
// Just stat the file to add to reslist
g_pFullFileSystem - > Size ( pszScene ) ;
}
// verify existence, cache is pre-populated, should be there
SceneCachedData_t sceneData ;
if ( ! scenefilecache - > GetSceneCachedData ( pszScene , & sceneData ) )
{
// Scenes are sloppy and don't always exist.
// A scene that is not in the pre-built cache image, but on disk, is a true error.
if ( developer . GetInt ( ) & & ( IsX360 ( ) & & ( g_pFullFileSystem - > GetDVDMode ( ) ! = DVDMODE_STRICT ) & & g_pFullFileSystem - > FileExists ( pszScene , " GAME " ) ) )
{
Warning ( " PrecacheInstancedScene: Missing scene '%s' from scene image cache. \n Rebuild scene image cache! \n " , pszScene ) ;
}
}
else
{
for ( int i = 0 ; i < sceneData . numSounds ; + + i )
{
short stringId = scenefilecache - > GetSceneCachedSound ( sceneData . sceneId , i ) ;
CBaseEntity : : PrecacheScriptSound ( scenefilecache - > GetSceneString ( stringId ) ) ;
}
}
g_pStringTableClientSideChoreoScenes - > AddString ( CBaseEntity : : IsServer ( ) , pszScene ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CInstancedSceneEntity : : StartPlayback ( void )
{
// Wait until our pre delay is over
if ( GetPreDelay ( ) )
return ;
BaseClass : : StartPlayback ( ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CInstancedSceneEntity : : DoThink ( float frametime )
{
CheckInterruptCompletion ( ) ;
if ( m_flPreDelay > 0 )
{
m_flPreDelay = MAX ( 0 , m_flPreDelay - frametime ) ;
StartPlayback ( ) ;
if ( ! m_bIsPlayingBack )
return ;
}
if ( ! m_pScene | | ! m_bIsPlayingBack | | ( m_bHadOwner & & m_hOwner = = NULL ) )
{
UTIL_Remove ( this ) ;
return ;
}
// catch bad pitch shifting from old save games
Assert ( m_fPitch > = SCENE_MIN_PITCH & & m_fPitch < = SCENE_MAX_PITCH ) ;
m_fPitch = clamp ( m_fPitch , SCENE_MIN_PITCH , SCENE_MAX_PITCH ) ;
if ( m_bPaused )
{
PauseThink ( ) ;
return ;
}
float dt = frametime ;
m_pScene - > SetSoundFileStartupLatency ( GetSoundSystemLatency ( ) ) ;
// Tell scene to go
m_pScene - > Think ( m_flCurrentTime ) ;
// Drive simulation time for scene
SetCurrentTime ( m_flCurrentTime + dt * m_fPitch , false ) ;
// Did we get to the end
if ( m_pScene - > SimulationFinished ( ) )
{
OnSceneFinished ( false , false ) ;
UTIL_Remove ( this ) ;
}
}
//-----------------------------------------------------------------------------
// Purpose: Search for an actor by name, make sure it can do face poses
// Input : *name -
// Output : CBaseFlex
//-----------------------------------------------------------------------------
CBaseFlex * CInstancedSceneEntity : : FindNamedActor ( const char * name )
{
if ( m_pScene - > GetNumActors ( ) = = 1 | | stricmp ( name , " !self " ) = = 0 )
{
if ( m_hOwner ! = NULL )
{
CBaseCombatCharacter * pCharacter = m_hOwner - > MyCombatCharacterPointer ( ) ;
if ( pCharacter )
{
return pCharacter ;
}
}
}
return BaseClass : : FindNamedActor ( name ) ;
}
//-----------------------------------------------------------------------------
// Purpose: Search for an actor by name, make sure it can do face poses
// Input : *name -
// Output : CBaseFlex
//-----------------------------------------------------------------------------
CBaseEntity * CInstancedSceneEntity : : FindNamedEntity ( const char * name )
{
CBaseEntity * pOther = NULL ;
if ( m_hOwner ! = NULL )
{
CAI_BaseNPC * npc = m_hOwner - > MyNPCPointer ( ) ;
if ( npc )
{
pOther = npc - > FindNamedEntity ( name ) ;
}
else if ( m_hOwner - > MyCombatCharacterPointer ( ) )
{
pOther = m_hOwner ;
}
}
if ( ! pOther )
{
pOther = BaseClass : : FindNamedEntity ( name ) ;
}
return pOther ;
}
//-----------------------------------------------------------------------------
// Purpose: Suppress certain events when it's instanced since they're can cause odd problems
// Input : actor
// Output : true - the event should happen, false - it shouldn't
//-----------------------------------------------------------------------------
bool CInstancedSceneEntity : : PassThrough ( CBaseFlex * actor )
{
if ( ! actor )
return false ;
CAI_BaseNPC * myNpc = actor - > MyNPCPointer ( ) ;
if ( ! myNpc )
return false ;
if ( myNpc - > IsCurSchedule ( SCHED_SCENE_GENERIC ) )
{
return true ;
}
if ( myNpc - > GetCurSchedule ( ) )
{
CAI_ScheduleBits testBits ;
myNpc - > GetCurSchedule ( ) - > GetInterruptMask ( & testBits ) ;
if ( testBits . IsBitSet ( COND_IDLE_INTERRUPT ) )
{
return true ;
}
}
LocalScene_Printf ( " %s : event suppressed \n " , STRING ( m_iszSceneFile ) ) ;
return false ;
}
//-----------------------------------------------------------------------------
void CInstancedSceneEntity : : OnRestore ( )
{
if ( m_bHadOwner & & ! m_hOwner )
{
// probably just came back from a level transition
UTIL_Remove ( this ) ;
return ;
}
// reset background state
if ( m_pScene )
{
m_pScene - > SetBackground ( m_bIsBackground ) ;
}
BaseClass : : OnRestore ( ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CInstancedSceneEntity : : EstimateLength ( void )
{
return ( BaseClass : : EstimateLength ( ) + GetPreDelay ( ) ) ;
}
void CInstancedSceneEntity : : OnLoaded ( )
{
BaseClass : : OnLoaded ( ) ;
SetBackground ( m_bIsBackground ) ;
}
bool g_bClientFlex = true ;
LINK_ENTITY_TO_CLASS ( scene_manager , CSceneManager ) ;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSceneManager : : Think ( )
{
// Latch this only once per frame...
g_bClientFlex = scene_clientflex . GetBool ( ) ;
// The manager is always thinking at 20 hz
SetNextThink ( gpGlobals - > curtime + SCENE_THINK_INTERVAL ) ;
float frameTime = ( gpGlobals - > curtime - GetLastThink ( ) ) ;
frameTime = MIN ( 0.1 , frameTime ) ;
// stop if AI is diabled
if ( CAI_BaseNPC : : m_nDebugBits & bits_debugDisableAI )
return ;
bool needCleanupPass = false ;
int c = m_ActiveScenes . Count ( ) ;
for ( int i = 0 ; i < c ; i + + )
{
CSceneEntity * scene = m_ActiveScenes [ i ] . Get ( ) ;
if ( ! scene )
{
needCleanupPass = true ;
continue ;
}
scene - > DoThink ( frameTime ) ;
if ( m_ActiveScenes . Count ( ) < c )
{
// Scene removed self while thinking. Adjust iteration.
c = m_ActiveScenes . Count ( ) ;
i - - ;
}
}
// Now delete any invalid ones
if ( needCleanupPass )
{
for ( int i = c - 1 ; i > = 0 ; i - - )
{
CSceneEntity * scene = m_ActiveScenes [ i ] . Get ( ) ;
if ( scene )
continue ;
m_ActiveScenes . Remove ( i ) ;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSceneManager : : ClearAllScenes ( )
{
m_ActiveScenes . RemoveAll ( ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *scene -
//-----------------------------------------------------------------------------
void CSceneManager : : AddSceneEntity ( CSceneEntity * scene )
{
CHandle < CSceneEntity > h ;
h = scene ;
// Already added/activated
if ( m_ActiveScenes . Find ( h ) ! = m_ActiveScenes . InvalidIndex ( ) )
{
return ;
}
m_ActiveScenes . AddToTail ( h ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *scene -
//-----------------------------------------------------------------------------
void CSceneManager : : RemoveSceneEntity ( CSceneEntity * scene )
{
CHandle < CSceneEntity > h ;
h = scene ;
m_ActiveScenes . FindAndRemove ( h ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *player -
//-----------------------------------------------------------------------------
void CSceneManager : : OnClientActive ( CBasePlayer * player )
{
int c = m_QueuedSceneSounds . Count ( ) ;
for ( int i = 0 ; i < c ; i + + )
{
CRestoreSceneSound * sound = & m_QueuedSceneSounds [ i ] ;
if ( sound - > actor = = NULL )
continue ;
// Blow off sounds too far in past to encode over networking layer
if ( fabs ( 1000.0f * sound - > time_in_past ) > MAX_SOUND_DELAY_MSEC )
continue ;
CPASAttenuationFilter filter ( sound - > actor ) ;
EmitSound_t es ;
es . m_nChannel = CHAN_VOICE ;
es . m_flVolume = 1 ;
es . m_pSoundName = sound - > soundname ;
es . m_SoundLevel = sound - > soundlevel ;
es . m_flSoundTime = gpGlobals - > curtime - sound - > time_in_past ;
EmitSound ( filter , sound - > actor - > entindex ( ) , es ) ;
}
m_QueuedSceneSounds . RemoveAll ( ) ;
}
//-----------------------------------------------------------------------------
// Purpose: Deletes scenes involving the specified actor
//-----------------------------------------------------------------------------
void CSceneManager : : RemoveScenesInvolvingActor ( CBaseFlex * pActor )
{
if ( ! pActor )
return ;
int c = m_ActiveScenes . Count ( ) ;
2022-03-01 20:00:42 +00:00
for ( int i = 0 ; i < c ; i + + )
2020-04-22 16:56:21 +00:00
{
CSceneEntity * pScene = m_ActiveScenes [ i ] . Get ( ) ;
if ( ! pScene )
{
continue ;
}
if ( pScene - > InvolvesActor ( pActor ) ) // NOTE: returns false if scene hasn't loaded yet
{
LocalScene_Printf ( " %s : removed for '%s' \n " , STRING ( pScene - > m_iszSceneFile ) , pActor ? pActor - > GetDebugName ( ) : " NULL " ) ;
pScene - > CancelPlayback ( ) ;
}
else
{
CInstancedSceneEntity * pInstancedScene = dynamic_cast < CInstancedSceneEntity * > ( pScene ) ;
if ( pInstancedScene & & pInstancedScene - > m_hOwner )
{
if ( pInstancedScene - > m_hOwner = = pActor )
{
if ( pInstancedScene - > m_bIsPlayingBack )
{
pInstancedScene - > OnSceneFinished ( true , false ) ;
}
LocalScene_Printf ( " %s : removed for '%s' \n " , STRING ( pInstancedScene - > m_iszSceneFile ) , pActor ? pActor - > GetDebugName ( ) : " NULL " ) ;
UTIL_Remove ( pInstancedScene ) ;
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Stops scenes involving the specified actor
//-----------------------------------------------------------------------------
void CSceneManager : : RemoveActorFromScenes ( CBaseFlex * pActor , bool bInstancedOnly , bool bNonIdleOnly , const char * pszThisSceneOnly )
{
int c = m_ActiveScenes . Count ( ) ;
for ( int i = 0 ; i < c ; i + + )
{
CSceneEntity * pScene = m_ActiveScenes [ i ] . Get ( ) ;
if ( ! pScene )
{
continue ;
}
// If only stopping instanced scenes, then skip it if it can't cast to an instanced scene
if ( bInstancedOnly & &
( dynamic_cast < CInstancedSceneEntity * > ( pScene ) = = NULL ) )
{
continue ;
}
if ( bNonIdleOnly & & ! pScene - > ShouldBreakOnNonIdle ( ) )
continue ;
if ( pScene - > InvolvesActor ( pActor ) )
{
if ( pszThisSceneOnly & & pszThisSceneOnly [ 0 ] )
{
if ( Q_strcmp ( pszThisSceneOnly , STRING ( pScene - > m_iszSceneFile ) ) )
continue ;
}
LocalScene_Printf ( " %s : removed for '%s' \n " , STRING ( pScene - > m_iszSceneFile ) , pActor ? pActor - > GetDebugName ( ) : " NULL " ) ;
pScene - > CancelPlayback ( ) ;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Pause scenes involving the specified actor
//-----------------------------------------------------------------------------
void CSceneManager : : PauseActorsScenes ( CBaseFlex * pActor , bool bInstancedOnly )
{
int c = m_ActiveScenes . Count ( ) ;
for ( int i = 0 ; i < c ; i + + )
{
CSceneEntity * pScene = m_ActiveScenes [ i ] . Get ( ) ;
if ( ! pScene )
{
continue ;
}
// If only stopping instanced scenes, then skip it if it can't cast to an instanced scene
if ( bInstancedOnly & &
( dynamic_cast < CInstancedSceneEntity * > ( pScene ) = = NULL ) )
{
continue ;
}
if ( pScene - > InvolvesActor ( pActor ) & & pScene - > IsPlayingBack ( ) )
{
LocalScene_Printf ( " Pausing actor %s scripted scene: %s \n " , pActor - > GetDebugName ( ) , STRING ( pScene - > m_iszSceneFile ) ) ;
variant_t emptyVariant ;
pScene - > AcceptInput ( " Pause " , pScene , pScene , emptyVariant , 0 ) ;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Return true if this Actor is only in scenes that are interruptable right now
//-----------------------------------------------------------------------------
bool CSceneManager : : IsInInterruptableScenes ( CBaseFlex * pActor )
{
int c = m_ActiveScenes . Count ( ) ;
for ( int i = 0 ; i < c ; i + + )
{
CSceneEntity * pScene = m_ActiveScenes [ i ] . Get ( ) ;
if ( ! pScene )
continue ;
//Ignore background scenes since they're harmless.
if ( pScene - > IsBackground ( ) = = true )
continue ;
if ( pScene - > InvolvesActor ( pActor ) & & pScene - > IsPlayingBack ( ) )
{
if ( pScene - > IsInterruptable ( ) = = false )
return false ;
}
}
return true ;
}
//-----------------------------------------------------------------------------
// Purpose: Resume any paused scenes involving the specified actor
//-----------------------------------------------------------------------------
void CSceneManager : : ResumeActorsScenes ( CBaseFlex * pActor , bool bInstancedOnly )
{
int c = m_ActiveScenes . Count ( ) ;
for ( int i = 0 ; i < c ; i + + )
{
CSceneEntity * pScene = m_ActiveScenes [ i ] . Get ( ) ;
if ( ! pScene )
{
continue ;
}
// If only stopping instanced scenes, then skip it if it can't cast to an instanced scene
if ( bInstancedOnly & &
( dynamic_cast < CInstancedSceneEntity * > ( pScene ) = = NULL ) )
{
continue ;
}
if ( pScene - > InvolvesActor ( pActor ) & & pScene - > IsPlayingBack ( ) )
{
LocalScene_Printf ( " Resuming actor %s scripted scene: %s \n " , pActor - > GetDebugName ( ) , STRING ( pScene - > m_iszSceneFile ) ) ;
variant_t emptyVariant ;
pScene - > AcceptInput ( " Resume " , pScene , pScene , emptyVariant , 0 ) ;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Set all paused, in-playback scenes to resume when the actor is ready
//-----------------------------------------------------------------------------
void CSceneManager : : QueueActorsScenesToResume ( CBaseFlex * pActor , bool bInstancedOnly )
{
int c = m_ActiveScenes . Count ( ) ;
for ( int i = 0 ; i < c ; i + + )
{
CSceneEntity * pScene = m_ActiveScenes [ i ] . Get ( ) ;
if ( ! pScene )
{
continue ;
}
// If only stopping instanced scenes, then skip it if it can't cast to an instanced scene
if ( bInstancedOnly & &
( dynamic_cast < CInstancedSceneEntity * > ( pScene ) = = NULL ) )
{
continue ;
}
if ( pScene - > InvolvesActor ( pActor ) & & pScene - > IsPlayingBack ( ) & & pScene - > IsPaused ( ) )
{
pScene - > QueueResumePlayback ( ) ;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: returns if there are scenes involving the specified actor
//-----------------------------------------------------------------------------
bool CSceneManager : : IsRunningScriptedScene ( CBaseFlex * pActor , bool bIgnoreInstancedScenes )
{
int c = m_ActiveScenes . Count ( ) ;
for ( int i = 0 ; i < c ; i + + )
{
CSceneEntity * pScene = m_ActiveScenes [ i ] . Get ( ) ;
if ( ! pScene | |
! pScene - > IsPlayingBack ( ) | |
( bIgnoreInstancedScenes & & dynamic_cast < CInstancedSceneEntity * > ( pScene ) ! = NULL )
)
{
continue ;
}
if ( pScene - > InvolvesActor ( pActor ) )
{
return true ;
}
}
return false ;
}
bool CSceneManager : : IsRunningScriptedSceneAndNotPaused ( CBaseFlex * pActor , bool bIgnoreInstancedScenes )
{
int c = m_ActiveScenes . Count ( ) ;
for ( int i = 0 ; i < c ; i + + )
{
CSceneEntity * pScene = m_ActiveScenes [ i ] . Get ( ) ;
if ( ! pScene | |
! pScene - > IsPlayingBack ( ) | |
pScene - > IsPaused ( ) | |
( bIgnoreInstancedScenes & & dynamic_cast < CInstancedSceneEntity * > ( pScene ) ! = NULL )
)
{
continue ;
}
if ( pScene - > InvolvesActor ( pActor ) )
{
return true ;
}
}
return false ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pActor -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CSceneManager : : IsRunningScriptedSceneWithSpeech ( CBaseFlex * pActor , bool bIgnoreInstancedScenes )
{
int c = m_ActiveScenes . Count ( ) ;
for ( int i = 0 ; i < c ; i + + )
{
CSceneEntity * pScene = m_ActiveScenes [ i ] . Get ( ) ;
if ( ! pScene | |
! pScene - > IsPlayingBack ( ) | |
( bIgnoreInstancedScenes & & dynamic_cast < CInstancedSceneEntity * > ( pScene ) ! = NULL )
)
{
continue ;
}
if ( pScene - > InvolvesActor ( pActor ) )
{
if ( pScene - > HasUnplayedSpeech ( ) )
return true ;
}
}
return false ;
}
bool CSceneManager : : IsRunningScriptedSceneWithSpeechAndNotPaused ( CBaseFlex * pActor , bool bIgnoreInstancedScenes )
{
int c = m_ActiveScenes . Count ( ) ;
for ( int i = 0 ; i < c ; i + + )
{
CSceneEntity * pScene = m_ActiveScenes [ i ] . Get ( ) ;
if ( ! pScene | |
! pScene - > IsPlayingBack ( ) | |
pScene - > IsPaused ( ) | |
( bIgnoreInstancedScenes & & dynamic_cast < CInstancedSceneEntity * > ( pScene ) ! = NULL )
)
{
continue ;
}
if ( pScene - > InvolvesActor ( pActor ) )
{
if ( pScene - > HasUnplayedSpeech ( ) )
return true ;
}
}
return false ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *actor -
// *soundname -
// soundlevel -
// soundtime -
//-----------------------------------------------------------------------------
void CSceneManager : : QueueRestoredSound ( CBaseFlex * actor , char const * soundname , soundlevel_t soundlevel , float time_in_past )
{
CRestoreSceneSound e ;
e . actor = actor ;
Q_strncpy ( e . soundname , soundname , sizeof ( e . soundname ) ) ;
e . soundlevel = soundlevel ;
e . time_in_past = time_in_past ;
m_QueuedSceneSounds . AddToTail ( e ) ;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void RemoveActorFromScriptedScenes ( CBaseFlex * pActor , bool instancedscenesonly , bool nonidlescenesonly , const char * pszThisSceneOnly )
{
GetSceneManager ( ) - > RemoveActorFromScenes ( pActor , instancedscenesonly , nonidlescenesonly , pszThisSceneOnly ) ;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void RemoveAllScenesInvolvingActor ( CBaseFlex * pActor )
{
GetSceneManager ( ) - > RemoveScenesInvolvingActor ( pActor ) ;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void PauseActorsScriptedScenes ( CBaseFlex * pActor , bool instancedscenesonly )
{
GetSceneManager ( ) - > PauseActorsScenes ( pActor , instancedscenesonly ) ;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool IsInInterruptableScenes ( CBaseFlex * pActor )
{
return GetSceneManager ( ) - > IsInInterruptableScenes ( pActor ) ;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void ResumeActorsScriptedScenes ( CBaseFlex * pActor , bool instancedscenesonly )
{
GetSceneManager ( ) - > ResumeActorsScenes ( pActor , instancedscenesonly ) ;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void QueueActorsScriptedScenesToResume ( CBaseFlex * pActor , bool instancedscenesonly )
{
GetSceneManager ( ) - > QueueActorsScenesToResume ( pActor , instancedscenesonly ) ;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool IsRunningScriptedScene ( CBaseFlex * pActor , bool bIgnoreInstancedScenes )
{
return GetSceneManager ( ) - > IsRunningScriptedScene ( pActor , bIgnoreInstancedScenes ) ;
}
bool IsRunningScriptedSceneAndNotPaused ( CBaseFlex * pActor , bool bIgnoreInstancedScenes )
{
return GetSceneManager ( ) - > IsRunningScriptedSceneAndNotPaused ( pActor , bIgnoreInstancedScenes ) ;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool IsRunningScriptedSceneWithSpeech ( CBaseFlex * pActor , bool bIgnoreInstancedScenes )
{
return GetSceneManager ( ) - > IsRunningScriptedSceneWithSpeech ( pActor , bIgnoreInstancedScenes ) ;
}
bool IsRunningScriptedSceneWithSpeechAndNotPaused ( CBaseFlex * pActor , bool bIgnoreInstancedScenes )
{
return GetSceneManager ( ) - > IsRunningScriptedSceneWithSpeechAndNotPaused ( pActor , bIgnoreInstancedScenes ) ;
}
//===========================================================================================================
// SCENE LIST MANAGER
//===========================================================================================================
LINK_ENTITY_TO_CLASS ( logic_scene_list_manager , CSceneListManager ) ;
BEGIN_DATADESC ( CSceneListManager )
DEFINE_UTLVECTOR ( m_hListManagers , FIELD_EHANDLE ) ,
// Keys
DEFINE_KEYFIELD ( m_iszScenes [ 0 ] , FIELD_STRING , " scene0 " ) ,
DEFINE_KEYFIELD ( m_iszScenes [ 1 ] , FIELD_STRING , " scene1 " ) ,
DEFINE_KEYFIELD ( m_iszScenes [ 2 ] , FIELD_STRING , " scene2 " ) ,
DEFINE_KEYFIELD ( m_iszScenes [ 3 ] , FIELD_STRING , " scene3 " ) ,
DEFINE_KEYFIELD ( m_iszScenes [ 4 ] , FIELD_STRING , " scene4 " ) ,
DEFINE_KEYFIELD ( m_iszScenes [ 5 ] , FIELD_STRING , " scene5 " ) ,
DEFINE_KEYFIELD ( m_iszScenes [ 6 ] , FIELD_STRING , " scene6 " ) ,
DEFINE_KEYFIELD ( m_iszScenes [ 7 ] , FIELD_STRING , " scene7 " ) ,
DEFINE_KEYFIELD ( m_iszScenes [ 8 ] , FIELD_STRING , " scene8 " ) ,
DEFINE_KEYFIELD ( m_iszScenes [ 9 ] , FIELD_STRING , " scene9 " ) ,
DEFINE_KEYFIELD ( m_iszScenes [ 10 ] , FIELD_STRING , " scene10 " ) ,
DEFINE_KEYFIELD ( m_iszScenes [ 11 ] , FIELD_STRING , " scene11 " ) ,
DEFINE_KEYFIELD ( m_iszScenes [ 12 ] , FIELD_STRING , " scene12 " ) ,
DEFINE_KEYFIELD ( m_iszScenes [ 13 ] , FIELD_STRING , " scene13 " ) ,
DEFINE_KEYFIELD ( m_iszScenes [ 14 ] , FIELD_STRING , " scene14 " ) ,
DEFINE_KEYFIELD ( m_iszScenes [ 15 ] , FIELD_STRING , " scene15 " ) ,
DEFINE_FIELD ( m_hScenes [ 0 ] , FIELD_EHANDLE ) ,
DEFINE_FIELD ( m_hScenes [ 1 ] , FIELD_EHANDLE ) ,
DEFINE_FIELD ( m_hScenes [ 2 ] , FIELD_EHANDLE ) ,
DEFINE_FIELD ( m_hScenes [ 3 ] , FIELD_EHANDLE ) ,
DEFINE_FIELD ( m_hScenes [ 4 ] , FIELD_EHANDLE ) ,
DEFINE_FIELD ( m_hScenes [ 5 ] , FIELD_EHANDLE ) ,
DEFINE_FIELD ( m_hScenes [ 6 ] , FIELD_EHANDLE ) ,
DEFINE_FIELD ( m_hScenes [ 7 ] , FIELD_EHANDLE ) ,
DEFINE_FIELD ( m_hScenes [ 8 ] , FIELD_EHANDLE ) ,
DEFINE_FIELD ( m_hScenes [ 9 ] , FIELD_EHANDLE ) ,
DEFINE_FIELD ( m_hScenes [ 10 ] , FIELD_EHANDLE ) ,
DEFINE_FIELD ( m_hScenes [ 11 ] , FIELD_EHANDLE ) ,
DEFINE_FIELD ( m_hScenes [ 12 ] , FIELD_EHANDLE ) ,
DEFINE_FIELD ( m_hScenes [ 13 ] , FIELD_EHANDLE ) ,
DEFINE_FIELD ( m_hScenes [ 14 ] , FIELD_EHANDLE ) ,
DEFINE_FIELD ( m_hScenes [ 15 ] , FIELD_EHANDLE ) ,
// Inputs
DEFINE_INPUTFUNC ( FIELD_VOID , " Shutdown " , InputShutdown ) ,
END_DATADESC ( )
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSceneListManager : : Activate ( void )
{
BaseClass : : Activate ( ) ;
// Hook up scenes, but not after loading a game because they're saved.
if ( gpGlobals - > eLoadType ! = MapLoad_LoadGame )
{
for ( int i = 0 ; i < SCENE_LIST_MANAGER_MAX_SCENES ; i + + )
{
if ( m_iszScenes [ i ] ! = NULL_STRING )
{
m_hScenes [ i ] = gEntList . FindEntityByName ( NULL , STRING ( m_iszScenes [ i ] ) ) ;
if ( m_hScenes [ i ] )
{
CSceneEntity * pScene = dynamic_cast < CSceneEntity * > ( m_hScenes [ i ] . Get ( ) ) ;
if ( pScene )
{
pScene - > AddListManager ( this ) ;
}
else
{
CSceneListManager * pList = dynamic_cast < CSceneListManager * > ( m_hScenes [ i ] . Get ( ) ) ;
if ( pList )
{
pList - > AddListManager ( this ) ;
}
else
{
Warning ( " %s(%s) found an entity that wasn't a logic_choreographed_scene or logic_scene_list_manager in slot %d, named %s \n " , GetDebugName ( ) , GetClassname ( ) , i , STRING ( m_iszScenes [ i ] ) ) ;
m_hScenes [ i ] = NULL ;
}
}
}
else
{
Warning ( " %s(%s) could not find scene %d, named %s \n " , GetDebugName ( ) , GetClassname ( ) , i , STRING ( m_iszScenes [ i ] ) ) ;
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: A scene or manager in our list has started playing.
// Remove all scenes earlier in the list.
//-----------------------------------------------------------------------------
void CSceneListManager : : SceneStarted ( CBaseEntity * pSceneOrManager )
{
// Move backwards and call remove on all scenes / managers earlier in the list to the fired one
bool bFoundStart = false ;
for ( int i = SCENE_LIST_MANAGER_MAX_SCENES - 1 ; i > = 0 ; i - - )
{
if ( ! m_hScenes [ i ] )
continue ;
if ( bFoundStart )
{
RemoveScene ( i ) ;
}
else if ( m_hScenes [ i ] = = pSceneOrManager )
{
bFoundStart = true ;
}
}
// Tell any managers we're within that we've started a scene
if ( bFoundStart )
{
int c = m_hListManagers . Count ( ) ;
for ( int i = 0 ; i < c ; i + + )
{
if ( m_hListManagers [ i ] )
{
m_hListManagers [ i ] - > SceneStarted ( this ) ;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSceneListManager : : AddListManager ( CSceneListManager * pManager )
{
CHandle < CSceneListManager > h ;
h = pManager ;
// Only add it once
if ( m_hListManagers . Find ( h ) = = m_hListManagers . InvalidIndex ( ) )
{
m_hListManagers . AddToTail ( h ) ;
}
}
//-----------------------------------------------------------------------------
// Purpose: Shut down all scenes, and then remove this entity
//-----------------------------------------------------------------------------
void CSceneListManager : : InputShutdown ( inputdata_t & inputdata )
{
ShutdownList ( ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSceneListManager : : ShutdownList ( void )
{
for ( int i = 0 ; i < SCENE_LIST_MANAGER_MAX_SCENES ; i + + )
{
if ( m_hScenes [ i ] )
{
RemoveScene ( i ) ;
}
}
UTIL_Remove ( this ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSceneListManager : : RemoveScene ( int iIndex )
{
CSceneEntity * pScene = dynamic_cast < CSceneEntity * > ( m_hScenes [ iIndex ] . Get ( ) ) ;
if ( pScene )
{
// Remove the scene
UTIL_Remove ( pScene ) ;
return ;
}
// Tell the list manager to shut down all scenes
CSceneListManager * pList = dynamic_cast < CSceneListManager * > ( m_hScenes [ iIndex ] . Get ( ) ) ;
if ( pList )
{
pList - > ShutdownList ( ) ;
}
}
void ReloadSceneFromDisk ( CBaseEntity * ent )
{
CSceneEntity * scene = dynamic_cast < CSceneEntity * > ( ent ) ;
if ( ! scene )
return ;
Assert ( 0 ) ;
}
// Purpose:
// Input : *ent -
// Output : char const
//-----------------------------------------------------------------------------
char const * GetSceneFilename ( CBaseEntity * ent )
{
CSceneEntity * scene = dynamic_cast < CSceneEntity * > ( ent ) ;
if ( ! scene )
return " " ;
return STRING ( scene - > m_iszSceneFile ) ;
}
//-----------------------------------------------------------------------------
// Purpose: Return a list of the last 5 lines of speech from NPCs for bug reports
// Input :
// Output : speech - last 5 sound files played as speech
// returns the number of sounds in the returned list
//-----------------------------------------------------------------------------
int GetRecentNPCSpeech ( recentNPCSpeech_t speech [ SPEECH_LIST_MAX_SOUNDS ] )
{
int i ;
int num ;
int index ;
// clear out the output list
for ( i = 0 ; i < SPEECH_LIST_MAX_SOUNDS ; i + + )
{
speech [ i ] . time = 0.0f ;
speech [ i ] . name [ 0 ] = 0 ;
speech [ i ] . sceneName [ 0 ] = 0 ;
}
// copy the sound names into the list in order they were played
num = 0 ;
index = speechListIndex ;
for ( i = 0 ; i < SPEECH_LIST_MAX_SOUNDS ; i + + )
{
if ( speechListSounds [ index ] . name [ 0 ] )
{
// only copy names that are not zero length
speech [ num ] = speechListSounds [ index ] ;
num + + ;
}
index + + ;
if ( index > = SPEECH_LIST_MAX_SOUNDS )
{
index = 0 ;
}
}
return num ;
}
//-----------------------------------------------------------------------------
// Purpose: Displays a list of the last 5 lines of speech from NPCs
// Input :
// Output :
//-----------------------------------------------------------------------------
static void ListRecentNPCSpeech ( void )
{
if ( ! UTIL_IsCommandIssuedByServerAdmin ( ) )
return ;
recentNPCSpeech_t speech [ SPEECH_LIST_MAX_SOUNDS ] ;
int num ;
int i ;
// get any sounds that were spoken by NPCs recently
num = GetRecentNPCSpeech ( speech ) ;
Msg ( " Recent NPC speech: \n " ) ;
for ( i = 0 ; i < num ; i + + )
{
Msg ( " time: %6.3f sound name: %s scene: %s \n " , speech [ i ] . time , speech [ i ] . name , speech [ i ] . sceneName ) ;
}
Msg ( " Current time: %6.3f \n " , gpGlobals - > curtime ) ;
}
static ConCommand ListRecentNPCSpeechCmd ( " listRecentNPCSpeech " , ListRecentNPCSpeech , " Displays a list of the last 5 lines of speech from NPCs. " , FCVAR_DONTRECORD | FCVAR_GAMEDLL ) ;
CON_COMMAND ( scene_flush , " Flush all .vcds from the cache and reload from disk. " )
{
if ( ! UTIL_IsCommandIssuedByServerAdmin ( ) )
return ;
Msg ( " Reloading \n " ) ;
scenefilecache - > Reload ( ) ;
Msg ( " done \n " ) ;
}