//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef BASEFLEX_H #define BASEFLEX_H #ifdef _WIN32 #pragma once #endif #include "BaseAnimatingOverlay.h" #include "utlvector.h" #include "utlrbtree.h" #include "sceneentity_shared.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