mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 14:46:53 +00:00
303 lines
10 KiB
C
303 lines
10 KiB
C
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
|
||
|
#ifndef BASEFLEX_H
|
||
|
#define BASEFLEX_H
|
||
|
#ifdef _WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#include "BaseAnimatingOverlay.h"
|
||
|
#include "utlvector.h"
|
||
|
#include "utlrbtree.h"
|
||
|
#include "sceneentity_shared.h"
|
||
|
|
||
|
struct flexsettinghdr_t;
|
||
|
struct flexsetting_t;
|
||
|
class AI_Response;
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: A .vfe referenced by a scene during .vcd playback
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class CFlexSceneFile
|
||
|
{
|
||
|
public:
|
||
|
enum
|
||
|
{
|
||
|
MAX_FLEX_FILENAME = 128,
|
||
|
};
|
||
|
|
||
|
char filename[ MAX_FLEX_FILENAME ];
|
||
|
void *buffer;
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Animated characters who have vertex flex capability (e.g., facial expressions)
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class CBaseFlex : public CBaseAnimatingOverlay
|
||
|
{
|
||
|
DECLARE_CLASS( CBaseFlex, CBaseAnimatingOverlay );
|
||
|
public:
|
||
|
DECLARE_SERVERCLASS();
|
||
|
DECLARE_DATADESC();
|
||
|
DECLARE_PREDICTABLE();
|
||
|
|
||
|
// Construction
|
||
|
CBaseFlex( void );
|
||
|
~CBaseFlex( void );
|
||
|
|
||
|
virtual void SetModel( const char *szModelName );
|
||
|
|
||
|
void Blink( );
|
||
|
|
||
|
virtual void SetViewtarget( const Vector &viewtarget );
|
||
|
const Vector &GetViewtarget( void ) const;
|
||
|
|
||
|
void SetFlexWeight( char *szName, float value );
|
||
|
void SetFlexWeight( LocalFlexController_t index, float value );
|
||
|
float GetFlexWeight( char *szName );
|
||
|
float GetFlexWeight( LocalFlexController_t index );
|
||
|
|
||
|
// Look up flex controller index by global name
|
||
|
LocalFlexController_t FindFlexController( const char *szName );
|
||
|
void EnsureTranslations( const flexsettinghdr_t *pSettinghdr );
|
||
|
|
||
|
// Keep track of what scenes are being played
|
||
|
void StartChoreoScene( CChoreoScene *scene );
|
||
|
void RemoveChoreoScene( CChoreoScene *scene, bool canceled = false );
|
||
|
|
||
|
// Start the specifics of an scene event
|
||
|
virtual bool StartSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget );
|
||
|
|
||
|
// Manipulation of events for the object
|
||
|
// Should be called by think function to process all scene events
|
||
|
// The default implementation resets m_flexWeight array and calls
|
||
|
// AddSceneEvents
|
||
|
virtual void ProcessSceneEvents( void );
|
||
|
|
||
|
// Assumes m_flexWeight array has been set up, this adds the actual currently playing
|
||
|
// expressions to the flex weights and adds other scene events as needed
|
||
|
virtual bool ProcessSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event );
|
||
|
|
||
|
// Remove all playing events
|
||
|
void ClearSceneEvents( CChoreoScene *scene, bool canceled );
|
||
|
|
||
|
// Stop specifics of event
|
||
|
virtual bool ClearSceneEvent( CSceneEventInfo *info, bool fastKill, bool canceled );
|
||
|
|
||
|
// Add the event to the queue for this actor
|
||
|
void AddSceneEvent( CChoreoScene *scene, CChoreoEvent *event, CBaseEntity *pTarget = NULL );
|
||
|
|
||
|
// Remove the event from the queue for this actor
|
||
|
void RemoveSceneEvent( CChoreoScene *scene, CChoreoEvent *event, bool fastKill );
|
||
|
|
||
|
// Checks to see if the event should be considered "completed"
|
||
|
bool CheckSceneEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
|
||
|
|
||
|
// Checks to see if a event should be considered "completed"
|
||
|
virtual bool CheckSceneEventCompletion( CSceneEventInfo *info, float currenttime, CChoreoScene *scene, CChoreoEvent *event );
|
||
|
|
||
|
// Finds the layer priority of the current scene
|
||
|
int GetScenePriority( CChoreoScene *scene );
|
||
|
|
||
|
// Returns true if the actor is not currently in a scene OR if the actor
|
||
|
// is in a scene, but a PERMIT_RESPONSES event is active and the permit time
|
||
|
// period has enough time remaining to handle the response in full.
|
||
|
bool PermitResponse( float response_length );
|
||
|
|
||
|
// Set response end time (0 to clear response blocking)
|
||
|
void SetPermitResponse( float endtime );
|
||
|
|
||
|
void SentenceStop( void ) { EmitSound( "AI_BaseNPC.SentenceStop" ); }
|
||
|
|
||
|
virtual float PlayScene( const char *pszScene, float flDelay = 0.0f, AI_Response *response = NULL, IRecipientFilter *filter = NULL );
|
||
|
virtual float PlayAutoGeneratedSoundScene( const char *soundname );
|
||
|
|
||
|
virtual int GetSpecialDSP( void ) { return 0; }
|
||
|
|
||
|
protected:
|
||
|
// For handling .vfe files
|
||
|
// Search list, or add if not in list
|
||
|
const void *FindSceneFile( const char *filename );
|
||
|
|
||
|
// Find setting by name
|
||
|
const flexsetting_t *FindNamedSetting( const flexsettinghdr_t *pSettinghdr, const char *expr );
|
||
|
|
||
|
// Called at the lowest level to actually apply an expression
|
||
|
void AddFlexSetting( const char *expr, float scale, const flexsettinghdr_t *pSettinghdr, bool newexpression );
|
||
|
|
||
|
// Called at the lowest level to actually apply a flex animation
|
||
|
void AddFlexAnimation( CSceneEventInfo *info );
|
||
|
|
||
|
bool HasSceneEvents() const;
|
||
|
bool IsRunningSceneMoveToEvent();
|
||
|
|
||
|
LocalFlexController_t FlexControllerLocalToGlobal( const flexsettinghdr_t *pSettinghdr, int key );
|
||
|
|
||
|
private:
|
||
|
// Starting various expression types
|
||
|
|
||
|
bool RequestStartSequenceSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget );
|
||
|
bool RequestStartGestureSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget );
|
||
|
|
||
|
bool HandleStartSequenceSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor );
|
||
|
bool HandleStartGestureSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor );
|
||
|
bool StartFacingSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget );
|
||
|
bool StartMoveToSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget );
|
||
|
|
||
|
// Processing various expression types
|
||
|
bool ProcessFlexAnimationSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event );
|
||
|
bool ProcessFlexSettingSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event );
|
||
|
bool ProcessSequenceSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event );
|
||
|
bool ProcessGestureSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event );
|
||
|
bool ProcessFacingSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event );
|
||
|
bool ProcessMoveToSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event );
|
||
|
bool ProcessLookAtSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event );
|
||
|
|
||
|
// Set playing the scene sequence
|
||
|
public:
|
||
|
bool EnterSceneSequence( CChoreoScene *scene, CChoreoEvent *event, bool bRestart = false );
|
||
|
private:
|
||
|
bool ExitSceneSequence( void );
|
||
|
|
||
|
private:
|
||
|
CNetworkArray( float, m_flexWeight, MAXSTUDIOFLEXCTRL ); // indexed by model local flexcontroller
|
||
|
|
||
|
// Vector from actor to eye target
|
||
|
CNetworkVector( m_viewtarget );
|
||
|
|
||
|
// Blink state
|
||
|
CNetworkVar( int, m_blinktoggle );
|
||
|
|
||
|
// Array of active SceneEvents, in order oldest to newest
|
||
|
CUtlVector < CSceneEventInfo > m_SceneEvents;
|
||
|
|
||
|
// Mapping for each loaded scene file used by this actor
|
||
|
struct FS_LocalToGlobal_t
|
||
|
{
|
||
|
explicit FS_LocalToGlobal_t() :
|
||
|
m_Key( 0 ),
|
||
|
m_nCount( 0 ),
|
||
|
m_Mapping( 0 )
|
||
|
{
|
||
|
}
|
||
|
|
||
|
explicit FS_LocalToGlobal_t( const flexsettinghdr_t *key ) :
|
||
|
m_Key( key ),
|
||
|
m_nCount( 0 ),
|
||
|
m_Mapping( 0 )
|
||
|
{
|
||
|
}
|
||
|
|
||
|
void SetCount( int count )
|
||
|
{
|
||
|
Assert( !m_Mapping );
|
||
|
Assert( count > 0 );
|
||
|
m_nCount = count;
|
||
|
m_Mapping = new LocalFlexController_t[ m_nCount ];
|
||
|
Q_memset( m_Mapping, 0, m_nCount * sizeof( int ) );
|
||
|
}
|
||
|
|
||
|
FS_LocalToGlobal_t( const FS_LocalToGlobal_t& src )
|
||
|
{
|
||
|
m_Key = src.m_Key;
|
||
|
delete m_Mapping;
|
||
|
m_Mapping = new LocalFlexController_t[ src.m_nCount ];
|
||
|
Q_memcpy( m_Mapping, src.m_Mapping, src.m_nCount * sizeof( int ) );
|
||
|
|
||
|
m_nCount = src.m_nCount;
|
||
|
}
|
||
|
|
||
|
~FS_LocalToGlobal_t()
|
||
|
{
|
||
|
delete m_Mapping;
|
||
|
m_nCount = 0;
|
||
|
m_Mapping = 0;
|
||
|
}
|
||
|
|
||
|
const flexsettinghdr_t *m_Key;
|
||
|
int m_nCount;
|
||
|
LocalFlexController_t *m_Mapping;
|
||
|
};
|
||
|
|
||
|
static bool FlexSettingLessFunc( const FS_LocalToGlobal_t& lhs, const FS_LocalToGlobal_t& rhs );
|
||
|
|
||
|
CUtlRBTree< FS_LocalToGlobal_t, unsigned short > m_LocalToGlobal;
|
||
|
|
||
|
// The NPC is in a scene, but another .vcd (such as a short wave to say in response to the player doing something )
|
||
|
// can be layered on top of this actor (assuming duration matches, etc.
|
||
|
float m_flAllowResponsesEndTime;
|
||
|
|
||
|
// List of actively playing scenes
|
||
|
CUtlVector < CChoreoScene * > m_ActiveChoreoScenes;
|
||
|
bool m_bUpdateLayerPriorities;
|
||
|
|
||
|
public:
|
||
|
bool IsSuppressedFlexAnimation( CSceneEventInfo *info );
|
||
|
|
||
|
private:
|
||
|
// last time a foreground flex animation was played
|
||
|
float m_flLastFlexAnimationTime;
|
||
|
|
||
|
|
||
|
public:
|
||
|
void DoBodyLean( void );
|
||
|
|
||
|
virtual void Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity );
|
||
|
|
||
|
|
||
|
#ifdef HL2_DLL
|
||
|
Vector m_vecPrevOrigin;
|
||
|
Vector m_vecPrevVelocity;
|
||
|
CNetworkVector( m_vecLean );
|
||
|
CNetworkVector( m_vecShift );
|
||
|
#endif
|
||
|
};
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// For toggling blinking
|
||
|
//-----------------------------------------------------------------------------
|
||
|
inline void CBaseFlex::Blink()
|
||
|
{
|
||
|
m_blinktoggle = !m_blinktoggle;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Do we have active expressions?
|
||
|
//-----------------------------------------------------------------------------
|
||
|
inline bool CBaseFlex::HasSceneEvents() const
|
||
|
{
|
||
|
return m_SceneEvents.Count() != 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Other inlines
|
||
|
//-----------------------------------------------------------------------------
|
||
|
inline const Vector &CBaseFlex::GetViewtarget( ) const
|
||
|
{
|
||
|
return m_viewtarget.Get(); // bah
|
||
|
}
|
||
|
|
||
|
inline void CBaseFlex::SetFlexWeight( char *szName, float value )
|
||
|
{
|
||
|
SetFlexWeight( FindFlexController( szName ), value );
|
||
|
}
|
||
|
|
||
|
inline float CBaseFlex::GetFlexWeight( char *szName )
|
||
|
{
|
||
|
return GetFlexWeight( FindFlexController( szName ) );
|
||
|
}
|
||
|
|
||
|
|
||
|
EXTERN_SEND_TABLE(DT_BaseFlex);
|
||
|
|
||
|
|
||
|
#endif // BASEFLEX_H
|