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