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2020-08-04 13:13:01 -04:00

278 lines
8.6 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#ifndef TALKNPC_H
#define TALKNPC_H
#ifdef POSIX
#undef time
#include <time.h>
#endif
#ifndef _XBOX
#undef min
#undef max
#pragma warning(push)
#include <set>
#pragma warning(pop)
#endif
#ifdef _WIN32
#pragma once
#endif
// the include <set> monkey's with the MAX() define, unbreak it
#undef MINMAX_H
#include "minmax.h"
#include "ai_playerally.h"
#include "soundflags.h"
#include "ai_basenpc.h"
#include "ai_behavior.h"
#include "ai_behavior_follow.h"
#include "ai_default.h"
#include "ai_schedule.h"
#include "ai_speech.h"
#include "ai_task.h"
#include "tier0/memdbgon.h"
//=========================================================
// Talking NPC base class
// Used for scientists and barneys
//=========================================================
#define TLK_CFRIENDS 4
//=============================================================================
// >> CNPCSimpleTalker
//=============================================================================
#define MONOLOGNAME_LEN \
16 // sentence names passed as monolog may be no longer than this.
#define AI_SP_START_MONOLOG '~'
#define AI_SP_MONOLOG_LINE '@'
class CNPCSimpleTalker;
class CNPCSimpleTalkerExpresser
: public CAI_ComponentWithOuter<CNPCSimpleTalker, CAI_Expresser> {
public:
CNPCSimpleTalkerExpresser(CNPCSimpleTalker *pOuter)
: CAI_ComponentWithOuter<CNPCSimpleTalker, CAI_Expresser>(pOuter) {
EndMonolog();
}
virtual int SpeakRawSentence(const char *pszSentence, float delay,
float volume = VOL_NORM,
soundlevel_t soundlevel = SNDLVL_TALKING,
CBaseEntity *pListener = NULL);
// --------------------------------
//
// Monologue operations
//
bool HasMonolog(void) { return m_iMonologIndex != -1; };
void BeginMonolog(char *pszSentenceName, CBaseEntity *pListener);
void EndMonolog(void);
void SpeakMonolog(void);
void SuspendMonolog(float flInterval);
void ResumeMonolog(void);
CBaseEntity *GetMonologueTarget() { return m_hMonologTalkTarget.Get(); }
// --------------------------------
//
// Monologue data
//
char
m_szMonologSentence[MONOLOGNAME_LEN]; // The name of the sentence group
// for the monolog I'm speaking.
int m_iMonologIndex; // Which sentence from the group I should be speaking.
bool m_fMonologSuspended;
EHANDLE m_hMonologTalkTarget; // Who I'm trying to deliver my monolog to.
DECLARE_SIMPLE_DATADESC();
};
//-------------------------------------
class CNPCSimpleTalker : public CAI_PlayerAlly {
DECLARE_CLASS(CNPCSimpleTalker, CAI_PlayerAlly);
public:
void Precache(void);
virtual bool KeyValue(const char *szKeyName, const char *szValue);
virtual CAI_Expresser *CreateExpresser() {
return new CNPCSimpleTalkerExpresser(this);
}
virtual void StartFollowing(CBaseEntity *pLeader) {
m_FollowBehavior.SetFollowTarget(pLeader);
DeferSchedulingToBehavior(&m_FollowBehavior);
}
virtual void StopFollowing() {
m_FollowBehavior.SetFollowTarget(NULL);
DeferSchedulingToBehavior(NULL);
}
CBaseEntity *GetFollowTarget(void) {
return m_FollowBehavior.GetFollowTarget();
}
virtual void OnChangeRunningBehavior(CAI_BehaviorBase *pOldBehavior,
CAI_BehaviorBase *pNewBehavior);
bool OnBehaviorChangeStatus(CAI_BehaviorBase *pBehavior,
bool fCanFinishSchedule);
int PlayScriptedSentence(const char *pszSentence, float delay, float volume,
soundlevel_t soundlevel, bool bConcurrent,
CBaseEntity *pListener);
virtual void FollowerUse(CBaseEntity *pActivator, CBaseEntity *pCaller,
USE_TYPE useType, float value);
void Event_Killed(const CTakeDamageInfo &info);
int OnTakeDamage_Alive(const CTakeDamageInfo &info);
bool CreateBehaviors() {
AddBehavior(&m_FollowBehavior);
return BaseClass::CreateBehaviors();
}
void BuildScheduleTestBits(void);
void PrescheduleThink(void);
virtual int SelectSchedule(void);
virtual int SelectNonCombatSpeechSchedule();
void StartTask(const Task_t *pTask);
void RunTask(const Task_t *pTask);
void HandleAnimEvent(animevent_t *pEvent);
Activity NPC_TranslateActivity(Activity newActivity);
virtual void OnStartingFollow(CBaseEntity *pTarget);
virtual void OnStoppingFollow(CBaseEntity *pTarget);
virtual void DeferAllIdleSpeech(float flDelay, CAI_BaseNPC *pIgnore = NULL);
bool ShouldSpeakRandom(int iChance, float flModifier);
// For following
virtual void DeclineFollowing(void) {}
void LimitFollowers(CBaseEntity *pPlayer, int maxFollowers);
float GetUseTime() const { return m_useTime; }
//=========================================================
// TalkNPC schedules
//=========================================================
enum {
SCHED_TALKER_IDLE_RESPONSE = BaseClass::NEXT_SCHEDULE,
SCHED_TALKER_IDLE_SPEAK,
SCHED_TALKER_IDLE_HELLO,
SCHED_TALKER_IDLE_STOP_SHOOTING,
SCHED_TALKER_IDLE_WATCH_CLIENT,
SCHED_TALKER_IDLE_WATCH_CLIENT_STARE,
SCHED_TALKER_IDLE_EYE_CONTACT,
SCHED_TALKER_BETRAYED,
// !ALWAYS LAST!
NEXT_SCHEDULE,
};
//=========================================================
// TalkNPC tasks
//=========================================================
enum {
TASK_TALKER_RESPOND = BaseClass::NEXT_TASK, // say my response
TASK_TALKER_SPEAK, // question or remark
TASK_TALKER_HELLO, // Try to say hello to player
TASK_TALKER_BETRAYED, // Player killed an ally
TASK_TALKER_HEADRESET, // reset head position
TASK_TALKER_STOPSHOOTING, // tell player to stop shooting friend
TASK_TALKER_STARE, // let the player know I know he's staring at me.
TASK_TALKER_LOOK_AT_CLIENT, // faces player if not moving and not
// talking and in idle.
TASK_TALKER_CLIENT_STARE, // same as look at client, but says something
// if the player stares.
TASK_TALKER_EYECONTACT, // maintain eyecontact with person who I'm
// talking to
TASK_TALKER_IDEALYAW, // set ideal yaw to face who I'm talking to
TASK_FIND_LOCK_HINTNODE_HEALTH, // Find & lock a nearby healthkit
// hintnode to heal myself at
TASK_TALKER_WAIT_FOR_SEMAPHORE,
// !ALWAYS LAST!
NEXT_TASK,
};
// private:
virtual bool IsValidSpeechTarget(int flags, CBaseEntity *pEntity);
CBaseEntity *FindNearestFriend(bool fPlayer);
bool IsOkToSpeak(void);
void SayHelloToPlayer(CBaseEntity *pPlayer);
virtual bool CanSayHello(void);
virtual int FIdleHello(void);
// Inputs
void InputIdleRespond(inputdata_t &inputdata);
// Conversations / communication
void IdleRespond(void);
int FIdleSpeak(void);
void FIdleSpeakWhileMoving(void);
int FIdleStare(void);
bool SpeakQuestionFriend(CBaseEntity *pFriend);
bool SpeakAnswerFriend(CBaseEntity *pFriend);
void TrySmellTalk(void);
virtual void SetAnswerQuestion(CNPCSimpleTalker *pSpeaker);
bool ShouldSuspendMonolog(void);
bool ShouldResumeMonolog(void);
void OnResumeMonolog() { Speak(TLK_RESUME); }
int m_nSpeak; // number of times initiated talking
float m_flNextIdleSpeechTime;
static char *m_szFriends[TLK_CFRIENDS]; // array of friend names
CBaseEntity *EnumFriends(CBaseEntity *pentPrevious, int listNumber,
bool bTrace);
virtual int FriendNumber(int arrayNumber) { return arrayNumber; }
void ShutUpFriends(void);
void AlertFriends(CBaseEntity *pKiller);
string_t m_iszUse; // Custom +USE sentence group (follow)
string_t m_iszUnUse; // Custom +USE sentence group (stop following)
protected:
CAI_FollowBehavior m_FollowBehavior;
float m_useTime; // Don't allow +USE until this time
//---------------------------------
DECLARE_DATADESC();
#ifndef _XBOX
DEFINE_CUSTOM_AI;
#else
public:
DEFINE_CUSTOM_AI;
private:
#endif
};
#include "tier0/memdbgoff.h"
#endif // TALKNPC_H