This repository has been archived on 2024-06-13. You can view files and clone it, but cannot push or open issues or pull requests.
2020-08-04 13:13:01 -04:00

321 lines
12 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 "sceneentity_shared.h"
#include "utlrbtree.h"
#include "utlvector.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