48 lines
1.5 KiB
C++
48 lines
1.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: AI system that makes NPCs verbally respond to game events
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//
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//=============================================================================//
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#ifndef AI_EVENTRESPONSE_H
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#define AI_EVENTRESPONSE_H
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#include "utldict.h"
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#define NPCEVENTRESPONSE_DISTANCE_SQR \
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(768 * 768) // Maximum distance for responding to NPCs
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#define NPCEVENTRESPONSE_REFIRE_TIME \
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15.0 // Time after giving a response before giving any more
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#define NPCEVENTRESPONSE_GIVEUP_TIME \
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4.0 // Time after a response trigger was fired before discarding it without
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// responding
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//-----------------------------------------------------------------------------
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// Purpose: AI system that makes NPCs verbally respond to game events
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//-----------------------------------------------------------------------------
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class CNPCEventResponseSystem : public CAutoGameSystemPerFrame {
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public:
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CNPCEventResponseSystem(char const *name) : CAutoGameSystemPerFrame(name) {}
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void LevelInitPreEntity();
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void FrameUpdatePreEntityThink();
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void TriggerEvent(const char *pResponse, bool bForce, bool bCancelScript);
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private:
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float m_flNextEventPoll;
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struct storedevent_t {
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float flEventTime;
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float flNextResponseTime;
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bool bForce;
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bool bCancelScript;
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bool bPreventExpiration;
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};
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typedef CUtlDict<storedevent_t, int> EventMap;
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EventMap m_ActiveEvents;
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};
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CNPCEventResponseSystem *NPCEventResponse();
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#endif // AI_EVENTRESPONSE_H
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