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230 lines
8.2 KiB
C
230 lines
8.2 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef SCRIPTED_H
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#define SCRIPTED_H
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#ifdef _WIN32
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#pragma once
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#endif
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#ifndef SCRIPTEVENT_H
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#include "scriptevent.h"
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#endif
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#include "ai_basenpc.h"
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//
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// The number of unique outputs that a script can fire from animation events.
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// These are fired via SCRIPT_EVENT_FIREEVENT in CAI_BaseNPC::HandleAnimEvent.
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//
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#define MAX_SCRIPT_EVENTS 8
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#define SF_SCRIPT_WAITTILLSEEN 1
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#define SF_SCRIPT_EXITAGITATED 2
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#define SF_SCRIPT_REPEATABLE 4 // Whether the script can be played more than once.
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#define SF_SCRIPT_LEAVECORPSE 8
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#define SF_SCRIPT_START_ON_SPAWN 16
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#define SF_SCRIPT_NOINTERRUPT 32
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#define SF_SCRIPT_OVERRIDESTATE 64
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#define SF_SCRIPT_DONT_TELEPORT_AT_END 128 // Don't fixup end position with a teleport when the SS is finished
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#define SF_SCRIPT_LOOP_IN_POST_IDLE 256 // Loop in the post idle animation after playing the action animation.
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#define SF_SCRIPT_HIGH_PRIORITY 512 // If set, we don't allow other scripts to steal our spot in the queue.
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#define SF_SCRIPT_SEARCH_CYCLICALLY 1024 // Start search from last entity found.
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#define SF_SCRIPT_NO_COMPLAINTS 2048 // doesn't bitch if it can't find anything
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#define SF_SCRIPT_ALLOW_DEATH 4096 // the actor using this scripted sequence may die without interrupting the scene (used for scripted deaths)
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enum script_moveto_t
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{
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CINE_MOVETO_WAIT = 0,
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CINE_MOVETO_WALK = 1,
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CINE_MOVETO_RUN = 2,
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CINE_MOVETO_CUSTOM = 3,
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CINE_MOVETO_TELEPORT = 4,
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CINE_MOVETO_WAIT_FACING = 5,
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};
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enum SCRIPT_PLAYER_DEATH
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{
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SCRIPT_DO_NOTHING = 0,
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SCRIPT_CANCEL = 1,
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};
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//
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// Interrupt levels for grabbing NPCs to act out scripted events. These indicate
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// how important it is to get a specific NPC, and can affect how they respond.
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//
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enum SS_INTERRUPT
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{
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SS_INTERRUPT_BY_CLASS = 0, // Indicates that we are asking for this NPC by class
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SS_INTERRUPT_BY_NAME, // Indicates that we are asking for this NPC by name
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};
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// when a NPC finishes an AI scripted sequence, we can choose
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// a schedule to place them in. These defines are the aliases to
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// resolve worldcraft input to real schedules (sjb)
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#define SCRIPT_FINISHSCHED_DEFAULT 0
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#define SCRIPT_FINISHSCHED_AMBUSH 1
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class CAI_ScriptedSequence : public CBaseEntity
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{
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DECLARE_CLASS( CAI_ScriptedSequence, CBaseEntity );
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public:
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void Spawn( void );
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virtual void Blocked( CBaseEntity *pOther );
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virtual void Touch( CBaseEntity *pOther );
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virtual int ObjectCaps( void ) { return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
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virtual void Activate( void );
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virtual void UpdateOnRemove( void );
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void StartThink();
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void ScriptThink( void );
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void StopThink();
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DECLARE_DATADESC();
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void Pain( void );
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void Die( void );
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void DelayStart( bool bDelay );
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bool FindEntity( void );
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void StartScript( void );
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void FireScriptEvent( int nEvent );
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void OnBeginSequence( void );
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void SetTarget( CBaseEntity *pTarget ) { m_hTargetEnt = pTarget; };
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CBaseEntity *GetTarget( void ) { return m_hTargetEnt; };
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// Input handlers
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void InputBeginSequence( inputdata_t &inputdata );
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void InputCancelSequence( inputdata_t &inputdata );
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void InputMoveToPosition( inputdata_t &inputdata );
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bool IsTimeToStart( void );
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bool IsWaitingForBegin( void );
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void ReleaseEntity( CAI_BaseNPC *pEntity );
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void CancelScript( void );
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bool StartSequence( CAI_BaseNPC *pTarget, string_t iszSeq, bool completeOnEmpty );
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void SynchronizeSequence( CAI_BaseNPC *pNPC );
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bool FCanOverrideState ( void );
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void SequenceDone( CAI_BaseNPC *pNPC );
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void PostIdleDone( CAI_BaseNPC *pNPC );
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void FixScriptNPCSchedule( CAI_BaseNPC *pNPC, int iSavedCineFlags );
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void FixFlyFlag( CAI_BaseNPC *pNPC, int iSavedCineFlags );
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bool CanInterrupt( void );
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void AllowInterrupt( bool fAllow );
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void RemoveIgnoredConditions( void );
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bool PlayedSequence( void ) { return m_sequenceStarted; }
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bool CanEnqueueAfter( void );
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// Entry & Action loops
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bool IsPlayingEntry( void ) { return m_bIsPlayingEntry; }
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bool IsPlayingAction( void ) { return ( m_sequenceStarted && !m_bIsPlayingEntry ); }
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bool FinishedActionSequence( CAI_BaseNPC *pNPC );
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void SetLoopActionSequence( bool bLoop ) { m_bLoopActionSequence = bLoop; }
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bool ShouldLoopActionSequence( void ) { return m_bLoopActionSequence; }
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void StopActionLoop( bool bStopSynchronizedScenes );
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void SetSynchPostIdles( bool bSynch ) { m_bSynchPostIdles = bSynch; }
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void SynchNewSequence( CAI_BaseNPC::SCRIPTSTATE newState, string_t iszSequence, bool bSynchOtherScenes );
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// Dynamic scripted sequence spawning
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void ForceSetTargetEntity( CAI_BaseNPC *pTarget, bool bDontCancelOtherSequences );
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// Dynamic interactions
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void SetupInteractionPosition( CBaseEntity *pRelativeEntity, VMatrix &matDesiredLocalToWorld );
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void ModifyScriptedAutoMovement( Vector *vecNewPos );
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bool IsTeleportingDueToMoveTo( void ) { return m_bIsTeleportingDueToMoveTo; }
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// Debug
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virtual int DrawDebugTextOverlays( void );
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virtual void DrawDebugGeometryOverlays( void );
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void InputScriptPlayerDeath( inputdata_t &inputdata );
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private:
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friend class CAI_BaseNPC; // should probably try to eliminate this relationship
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string_t m_iszEntry; // String index for animation that must be played before entering the main action anim
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string_t m_iszPreIdle; // String index for idle animation to play before playing the action anim (only played while waiting for the script to begin)
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string_t m_iszPlay; // String index for scripted action animation
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string_t m_iszPostIdle; // String index for idle animation to play before playing the action anim
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string_t m_iszCustomMove; // String index for custom movement animation
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string_t m_iszNextScript; // Name of the script to run immediately after this one.
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string_t m_iszEntity; // Entity that is wanted for this script
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int m_fMoveTo;
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bool m_bIsPlayingEntry;
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bool m_bLoopActionSequence;
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bool m_bSynchPostIdles;
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bool m_bIgnoreGravity;
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bool m_bDisableNPCCollisions; // Used when characters must interpenetrate while riding on elevators, trains, etc.
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float m_flRadius; // Range to search for an NPC to possess.
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float m_flRepeat; // Repeat rate
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int m_iDelay; // A counter indicating how many scripts are NOT ready to start.
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bool m_bDelayed; // This moderately hacky hack ensures that we don't calls to DelayStart(true) or DelayStart(false)
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// twice in succession. This is necessary because we didn't want to remove the call to DelayStart(true)
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// from StartScript, even though DelayStart(true) is called from TASK_PRE_SCRIPT.
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// All of this is necessary in case the NPCs schedule gets cleared during the script and then they
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// reselect the schedule to play the script. Without this you can get NPCs stuck with m_iDelay = -1
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float m_startTime; // Time when script actually started, used for synchronization
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bool m_bWaitForBeginSequence; // Set to true when we are told to MoveToPosition. Holds the actor in the pre-action idle until BeginSequence is called.
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int m_saved_effects;
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int m_savedFlags;
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int m_savedCollisionGroup;
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bool m_interruptable;
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bool m_sequenceStarted;
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EHANDLE m_hTargetEnt;
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EHANDLE m_hNextCine; // The script to hand the NPC off to when we finish with them.
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bool m_bThinking;
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bool m_bInitiatedSelfDelete;
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bool m_bIsTeleportingDueToMoveTo;
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CAI_BaseNPC *FindScriptEntity( void );
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EHANDLE m_hLastFoundEntity;
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// Code forced us to use a specific NPC
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EHANDLE m_hForcedTarget;
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bool m_bDontCancelOtherSequences;
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bool m_bForceSynch;
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bool m_bTargetWasAsleep;
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COutputEvent m_OnBeginSequence;
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COutputEvent m_OnEndSequence;
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COutputEvent m_OnPostIdleEndSequence;
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COutputEvent m_OnCancelSequence;
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COutputEvent m_OnCancelFailedSequence; // Fired when a scene is cancelled before it's ever run
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COutputEvent m_OnScriptEvent[MAX_SCRIPT_EVENTS];
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static void ScriptEntityCancel( CBaseEntity *pentCine, bool bPretendSuccess = false );
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static const char *GetSpawnPreIdleSequenceForScript( CBaseEntity *pTargetEntity );
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// Dynamic interactions
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// For now, store just a single one of these. To synchronize positions
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// with multiple other NPCs, this needs to be an array of NPCs & desired position matrices.
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VMatrix m_matInteractionPosition;
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EHANDLE m_hInteractionRelativeEntity;
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int m_iPlayerDeathBehavior;
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};
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#endif // SCRIPTED_H
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