hl2_src-leak-2017/src/game/server/ai_speech.h

402 lines
14 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef AI_SPEECH_H
#define AI_SPEECH_H
#include "utlmap.h"
#include "soundflags.h"
#include "AI_ResponseSystem.h"
#include "utldict.h"
#if defined( _WIN32 )
#pragma once
#endif
class KeyValues;
class AI_CriteriaSet;
//-----------------------------------------------------------------------------
// Purpose: Used to share a global resource or prevent a system stepping on
// own toes.
//-----------------------------------------------------------------------------
class CAI_TimedSemaphore
{
public:
CAI_TimedSemaphore()
: m_ReleaseTime( 0 )
{
m_hCurrentTalker = NULL;
}
void Acquire( float time, CBaseEntity *pTalker ) { m_ReleaseTime = gpGlobals->curtime + time; m_hCurrentTalker = pTalker; }
void Release() { m_ReleaseTime = 0; m_hCurrentTalker = NULL; }
// Current owner of the semaphore is always allowed to talk
bool IsAvailable( CBaseEntity *pTalker ) const { return ((gpGlobals->curtime > m_ReleaseTime) || (m_hCurrentTalker == pTalker)); }
float GetReleaseTime() const { return m_ReleaseTime; }
CBaseEntity *GetOwner() { return m_hCurrentTalker; }
private:
float m_ReleaseTime;
EHANDLE m_hCurrentTalker;
};
//-----------------------------------------------------------------------------
extern CAI_TimedSemaphore g_AIFriendliesTalkSemaphore;
extern CAI_TimedSemaphore g_AIFoesTalkSemaphore;
#define GetSpeechSemaphore( pNpc ) (((pNpc)->IsPlayerAlly()) ? &g_AIFriendliesTalkSemaphore : &g_AIFoesTalkSemaphore )
//-----------------------------------------------------------------------------
// Basic speech system types
//-----------------------------------------------------------------------------
//-------------------------------------
// Constants
const float AIS_DEF_MIN_DELAY = 2.8; // Minimum amount of time an NPCs will wait after someone has spoken before considering speaking again
const float AIS_DEF_MAX_DELAY = 3.2; // Maximum amount of time an NPCs will wait after someone has spoken before considering speaking again
const float AIS_NO_DELAY = 0;
const soundlevel_t AIS_DEF_SNDLVL = SNDLVL_TALKING;
#define AI_NULL_CONCEPT NULL
#define AI_NULL_SENTENCE NULL
// Sentence prefix constants
#define AI_SP_SPECIFIC_SENTENCE '!'
#define AI_SP_WAVFILE '^'
#define AI_SP_SCENE_GROUP '='
#define AI_SP_SPECIFIC_SCENE '?'
#define AI_SPECIFIC_SENTENCE(str_constant) "!" str_constant
#define AI_WAVFILE(str_constant) "^" str_constant
// @Note (toml 09-12-02): as scene groups are not currently implemented, the string is a semi-colon delimited list
#define AI_SCENE_GROUP(str_constant) "=" str_constant
#define AI_SPECIFIC_SCENE(str_constant) "?" str_constant
// Designer overriding modifiers
#define AI_SPECIFIC_SCENE_MODIFIER "scene:"
//-------------------------------------
//-------------------------------------
// An id that represents the core meaning of a spoken phrase,
// eventually to be mapped to a sentence group or scene
typedef const char *AIConcept_t;
inline bool CompareConcepts( AIConcept_t c1, AIConcept_t c2 )
{
return ( (void *)c1 == (void *)c2 || ( c1 && c2 && Q_stricmp( c1, c2 ) == 0 ) );
}
//-------------------------------------
// Specifies and stores the base timing and attentuation values for concepts
//
class AI_Response;
//-----------------------------------------------------------------------------
// CAI_Expresser
//
// Purpose: Provides the functionality of going from abstract concept ("hello")
// to specific sentence/scene/wave
//
//-------------------------------------
// Sink supports behavior control and receives notifications of internal events
class CAI_ExpresserSink
{
public:
virtual void OnSpokeConcept( AIConcept_t concept, AI_Response *response ) {};
virtual void OnStartSpeaking() {}
virtual bool UseSemaphore() { return true; }
};
struct ConceptHistory_t
{
DECLARE_SIMPLE_DATADESC();
ConceptHistory_t(float timeSpoken = -1 )
: timeSpoken( timeSpoken ), response( NULL )
{
}
ConceptHistory_t( const ConceptHistory_t& src );
ConceptHistory_t& operator = ( const ConceptHistory_t& src );
~ConceptHistory_t();
float timeSpoken;
AI_Response *response;
};
//-------------------------------------
class CAI_Expresser : public IResponseFilter
{
public:
CAI_Expresser( CBaseFlex *pOuter = NULL );
~CAI_Expresser();
// --------------------------------
bool Connect( CAI_ExpresserSink *pSink ) { m_pSink = pSink; return true; }
bool Disconnect( CAI_ExpresserSink *pSink ) { m_pSink = NULL; return true;}
void TestAllResponses();
// --------------------------------
bool Speak( AIConcept_t concept, const char *modifiers = NULL, char *pszOutResponseChosen = NULL, size_t bufsize = 0, IRecipientFilter *filter = NULL );
// These two methods allow looking up a response and dispatching it to be two different steps
bool SpeakFindResponse( AI_Response &response, AIConcept_t concept, const char *modifiers = NULL );
bool SpeakDispatchResponse( AIConcept_t concept, AI_Response &response, IRecipientFilter *filter = NULL );
float GetResponseDuration( AI_Response &response );
virtual int SpeakRawSentence( const char *pszSentence, float delay, float volume = VOL_NORM, soundlevel_t soundlevel = SNDLVL_TALKING, CBaseEntity *pListener = NULL );
bool SemaphoreIsAvailable( CBaseEntity *pTalker );
float GetSemaphoreAvailableTime( CBaseEntity *pTalker );
// --------------------------------
virtual bool IsSpeaking();
bool CanSpeak();
bool CanSpeakAfterMyself();
float GetTimeSpeechComplete() const { return m_flStopTalkTime; }
void BlockSpeechUntil( float time );
// --------------------------------
bool CanSpeakConcept( AIConcept_t concept );
bool SpokeConcept( AIConcept_t concept );
float GetTimeSpokeConcept( AIConcept_t concept ); // returns -1 if never
void SetSpokeConcept( AIConcept_t concept, AI_Response *response, bool bCallback = true );
void ClearSpokeConcept( AIConcept_t concept );
// --------------------------------
void SetVoicePitch( int voicePitch ) { m_voicePitch = voicePitch; }
int GetVoicePitch() const;
void NoteSpeaking( float duration, float delay = 0 );
// Force the NPC to release the semaphore & clear next speech time
void ForceNotSpeaking( void );
protected:
CAI_TimedSemaphore *GetMySpeechSemaphore( CBaseEntity *pNpc );
bool SpeakRawScene( const char *pszScene, float delay, AI_Response *response, IRecipientFilter *filter = NULL );
// This will create a fake .vcd/CChoreoScene to wrap the sound to be played
bool SpeakAutoGeneratedScene( char const *soundname, float delay );
void DumpHistories();
void SpeechMsg( CBaseEntity *pFlex, PRINTF_FORMAT_STRING const char *pszFormat, ... );
// --------------------------------
CAI_ExpresserSink *GetSink() { return m_pSink; }
private:
// --------------------------------
virtual bool IsValidResponse( ResponseType_t type, const char *pszValue );
// --------------------------------
CAI_ExpresserSink *m_pSink;
// --------------------------------
//
// Speech concept data structures
//
CUtlDict< ConceptHistory_t, int > m_ConceptHistories;
// --------------------------------
//
// Speaking states
//
float m_flStopTalkTime; // when in the future that I'll be done saying this sentence.
float m_flStopTalkTimeWithoutDelay; // same as the above, but minus the delay before other people can speak
float m_flBlockedTalkTime;
int m_voicePitch; // pitch of voice for this head
float m_flLastTimeAcceptedSpeak; // because speech may not be blocked until NoteSpeaking called by scene ent, this handles in-think blocking
DECLARE_SIMPLE_DATADESC();
// --------------------------------
//
public:
virtual void SetOuter( CBaseFlex *pOuter ) { m_pOuter = pOuter; }
CBaseFlex * GetOuter() { return m_pOuter; }
const CBaseFlex * GetOuter() const { return m_pOuter; }
private:
CHandle<CBaseFlex> m_pOuter;
};
class CMultiplayer_Expresser : public CAI_Expresser
{
public:
CMultiplayer_Expresser( CBaseFlex *pOuter = NULL );
//~CMultiplayer_Expresser();
virtual bool IsSpeaking();
void AllowMultipleScenes();
void DisallowMultipleScenes();
private:
bool m_bAllowMultipleScenes;
};
//-----------------------------------------------------------------------------
//
// An NPC base class to assist a branch of the inheritance graph
// in utilizing CAI_Expresser
//
template <class BASE_NPC>
class CAI_ExpresserHost : public BASE_NPC, protected CAI_ExpresserSink
{
DECLARE_CLASS_NOFRIEND( CAI_ExpresserHost, BASE_NPC );
public:
virtual void NoteSpeaking( float duration, float delay );
virtual bool Speak( AIConcept_t concept, const char *modifiers = NULL, char *pszOutResponseChosen = NULL, size_t bufsize = 0, IRecipientFilter *filter = NULL );
// These two methods allow looking up a response and dispatching it to be two different steps
bool SpeakFindResponse( AI_Response& response, AIConcept_t concept, const char *modifiers = NULL );
bool SpeakDispatchResponse( AIConcept_t concept, AI_Response& response );
virtual void PostSpeakDispatchResponse( AIConcept_t concept, AI_Response& response ) { return; }
float GetResponseDuration( AI_Response& response );
float GetTimeSpeechComplete() const { return this->GetExpresser()->GetTimeSpeechComplete(); }
bool IsSpeaking() { return this->GetExpresser()->IsSpeaking(); }
bool CanSpeak() { return this->GetExpresser()->CanSpeak(); }
bool CanSpeakAfterMyself() { return this->GetExpresser()->CanSpeakAfterMyself(); }
void SetSpokeConcept( AIConcept_t concept, AI_Response *response, bool bCallback = true ) { this->GetExpresser()->SetSpokeConcept( concept, response, bCallback ); }
float GetTimeSpokeConcept( AIConcept_t concept ) { return this->GetExpresser()->GetTimeSpokeConcept( concept ); }
bool SpokeConcept( AIConcept_t concept ) { return this->GetExpresser()->SpokeConcept( concept ); }
protected:
int PlaySentence( const char *pszSentence, float delay, float volume = VOL_NORM, soundlevel_t soundlevel = SNDLVL_TALKING, CBaseEntity *pListener = NULL );
virtual void ModifyOrAppendCriteria( AI_CriteriaSet& set );
virtual IResponseSystem *GetResponseSystem();
// Override of base entity response input handler
virtual void DispatchResponse( const char *conceptName );
};
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class BASE_NPC>
inline void CAI_ExpresserHost<BASE_NPC>::NoteSpeaking( float duration, float delay )
{
this->GetExpresser()->NoteSpeaking( duration, delay );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class BASE_NPC>
inline bool CAI_ExpresserHost<BASE_NPC>::Speak( AIConcept_t concept, const char *modifiers /*= NULL*/, char *pszOutResponseChosen /*=NULL*/, size_t bufsize /* = 0 */, IRecipientFilter *filter /* = NULL */ )
{
AssertOnce( this->GetExpresser()->GetOuter() == this );
return this->GetExpresser()->Speak( concept, modifiers, pszOutResponseChosen, bufsize, filter );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class BASE_NPC>
inline int CAI_ExpresserHost<BASE_NPC>::PlaySentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, CBaseEntity *pListener )
{
return this->GetExpresser()->SpeakRawSentence( pszSentence, delay, volume, soundlevel, pListener );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
extern void CAI_ExpresserHost_NPC_DoModifyOrAppendCriteria( CAI_BaseNPC *pSpeaker, AI_CriteriaSet& criteriaSet );
template <class BASE_NPC>
inline void CAI_ExpresserHost<BASE_NPC>::ModifyOrAppendCriteria( AI_CriteriaSet& criteriaSet )
{
BaseClass::ModifyOrAppendCriteria( criteriaSet );
if ( this->MyNPCPointer() )
{
CAI_ExpresserHost_NPC_DoModifyOrAppendCriteria( this->MyNPCPointer(), criteriaSet );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class BASE_NPC>
inline IResponseSystem *CAI_ExpresserHost<BASE_NPC>::GetResponseSystem()
{
extern IResponseSystem *g_pResponseSystem;
// Expressive NPC's use the general response system
return g_pResponseSystem;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class BASE_NPC>
inline bool CAI_ExpresserHost<BASE_NPC>::SpeakFindResponse( AI_Response& response, AIConcept_t concept, const char *modifiers /*= NULL*/ )
{
return this->GetExpresser()->SpeakFindResponse( response, concept, modifiers );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class BASE_NPC>
inline bool CAI_ExpresserHost<BASE_NPC>::SpeakDispatchResponse( AIConcept_t concept, AI_Response& response )
{
if ( this->GetExpresser()->SpeakDispatchResponse( concept, response ) )
{
PostSpeakDispatchResponse( concept, response );
return true;
}
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class BASE_NPC>
inline float CAI_ExpresserHost<BASE_NPC>::GetResponseDuration( AI_Response& response )
{
return this->GetExpresser()->GetResponseDuration( response );
}
//-----------------------------------------------------------------------------
// Override of base entity response input handler
//-----------------------------------------------------------------------------
template <class BASE_NPC>
inline void CAI_ExpresserHost<BASE_NPC>::DispatchResponse( const char *conceptName )
{
Speak( (AIConcept_t)conceptName );
}
//-----------------------------------------------------------------------------
#endif // AI_SPEECH_H