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

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C++

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