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//========= Copyright � 1996-2005, 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
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