//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: An event queue of AI concepts that dispatches them to appropriate characters. // // $NoKeywords: $ //=============================================================================// #ifndef AI_SPEECHQUEUE_H #define AI_SPEECHQUEUE_H #if defined( _WIN32 ) #pragma once #endif #include "ai_speech.h" #define AI_RESPONSE_QUEUE_SIZE 64 enum DeferredResponseTarget_t // possible targets for a deferred response { kDRT_ANY, // best matching respondent within range -- except for the one in the m_hTarget handle kDRT_ALL, // send to everyone in range -- except for the one in the m_hTarget handle kDRT_SPECIFIC, // a specific entity is targeted kDRT_MAX, // high water mark }; // Allows you to postpone AI speech concepts to a later time, or to direct them to // a specific character, or all of them. class CResponseQueue { //////////////////// Local types //////////////////// public: // We pack up contexts to send along with the concept. // For now I'll just copy criteria sets, but it will be better to do something // more efficient in the future. typedef AI_CriteriaSet DeferredContexts_t; struct CFollowupTargetSpec_t ///< to whom a followup is directed. Can be a specific entity or something more exotic. { DeferredResponseTarget_t m_iTargetType; ///< ANY, ALL, or SPECIFIC. If specific, pass through a handle to: EHANDLE m_hHandle; ///< a specific target for the message, or a specific character to OMIT. inline bool IsValid( void ) const; // constructors/destructors explicit CFollowupTargetSpec_t(const DeferredResponseTarget_t &targetType, const EHANDLE &handle) : m_iTargetType(targetType), m_hHandle(handle) {}; explicit CFollowupTargetSpec_t(const EHANDLE &handle) : m_iTargetType(kDRT_SPECIFIC), m_hHandle(handle) {}; CFollowupTargetSpec_t(DeferredResponseTarget_t target) // eg, ANY, ALL, etc. : m_iTargetType(target) { AssertMsg(m_iTargetType != kDRT_SPECIFIC, "Response rule followup tried to specify an entity target, but didn't provide the target.\n" ); } CFollowupTargetSpec_t(void) // default: invalid : m_iTargetType(kDRT_MAX) {}; }; /// A single deferred response. struct CDeferredResponse { AIConcept_t m_concept; DeferredContexts_t m_contexts; ///< contexts to send along with the concept float m_fDispatchTime; EHANDLE m_hIssuer; ///< an entity, if issued by an entity /* DeferredResponseTarget_t m_iTargetType; EHANDLE m_hTarget; // May be invalid. */ CFollowupTargetSpec_t m_Target; inline void Init( const AIConcept_t &concept, const AI_CriteriaSet * RESTRICT contexts, float dtime, const CFollowupTargetSpec_t &target, CBaseEntity *pIssuer ); inline bool IsQuashed() { return !m_Target.IsValid(); } void Quash(); ///< make this response invalid. }; /// write static void DeferContextsFromCriteriaSet( DeferredContexts_t &contextsOut, const AI_CriteriaSet *criteriaIn ); //////////////////// Methods //////////////////// public: CResponseQueue( int queueSize ); /// Add a deferred response. void Add( const AIConcept_t &concept, ///< concept to dispatch const AI_CriteriaSet * RESTRICT contexts, ///< the contexts that come with it (may be NULL) float time, ///< when to dispatch it. You can specify a time of zero to mean "immediately." const CFollowupTargetSpec_t &targetspec, /// All information necessary to target this response CBaseEntity *pIssuer = NULL ///< the entity who should not respond if this is a ANY or ALL rule. (eg, don't let people talk to themselves.) ); /// Remove all deferred responses matching the concept and issuer. void Remove( const AIConcept_t &concept, ///< concept to dispatch CBaseEntity * const pIssuer = NULL ///< the entity issuing the response, if one exists. ) RESTRICT; /// Remove all deferred responses queued to be spoken by given character void RemoveSpeechQueuedFor( const CBaseEntity *pSpeaker ); /// Empty out all pending events void Evacuate(); /// Go through and dispatch any deferred responses. void PerFrameDispatch(); /// Add an expressor owner to this queue. void AddExpresserHost(CBaseEntity *host); /// Remove an expresser host from this queue. void RemoveExpresserHost(CBaseEntity *host); /// Iterate over potential expressers for this queue inline int GetNumExpresserTargets() const; inline CBaseEntity *GetExpresserHost(int which) const; protected: /// Actually send off one response to a consumer /// Return true if dispatch succeeded bool DispatchOneResponse( CDeferredResponse &response ); private: /// Helper function for one case in DispatchOneResponse /// (for better organization) bool DispatchOneResponse_ThenANY( CDeferredResponse &response, AI_CriteriaSet * RESTRICT pDeferredCriteria, CBaseEntity * const RESTRICT pIssuer, float followupMaxDistSq ); //////////////////// Data //////////////////// protected: typedef CUtlFixedLinkedList< CDeferredResponse > QueueType_t; QueueType_t m_Queue; // the queue of deferred responses, will eventually be sorted /// Note about the queue type: if you move to replace it with a sorted priority queue, /// make sure it is a type such that an iterator is not invalidated by inserts and deletes. /// CResponseQueue::PerFrameDispatch() iterates over the queue calling DispatchOneResponse /// on each in turn, and those responses may very easily add new events to the queue. /// A crash will result if the iterator used in CResponseQueue::PerFrameDispatch()'s loop /// becomes invalid. CUtlVector m_ExpresserTargets; // a list of legitimate expresser targets }; inline void CResponseQueue::CDeferredResponse::Init(const AIConcept_t &concept, const AI_CriteriaSet * RESTRICT contexts, float dtime, const CFollowupTargetSpec_t &target, CBaseEntity *pIssuer ) { m_concept = concept; m_fDispatchTime = dtime; /* m_iTargetType = targetType; m_hTarget = handle ; */ m_Target = target; m_hIssuer = pIssuer; DeferContextsFromCriteriaSet(m_contexts, contexts); } int CResponseQueue::GetNumExpresserTargets() const { return m_ExpresserTargets.Count(); } CBaseEntity *CResponseQueue::GetExpresserHost(int which) const { return m_ExpresserTargets[which]; } // The wrapper game system that contains a response queue, and ticks it each frame. class CResponseQueueManager : public CAutoGameSystemPerFrame { public: CResponseQueueManager(char const *name) : CAutoGameSystemPerFrame( name ) { m_pQueue = NULL; } virtual ~CResponseQueueManager(void); virtual void Shutdown(); virtual void FrameUpdatePostEntityThink( void ); virtual void LevelInitPreEntity( void ); inline CResponseQueue *GetQueue(void) { Assert(m_pQueue); return m_pQueue; } protected: CResponseQueue *m_pQueue; }; // Valid if the target type enum is within bounds. Furthermore if it // specifies a specific entity, that handle must be valid. bool CResponseQueue::CFollowupTargetSpec_t::IsValid( void ) const { if (m_iTargetType >= kDRT_MAX) return false; if (m_iTargetType < 0) return false; if (m_iTargetType == kDRT_SPECIFIC && !m_hHandle.IsValid()) return false; return true; } extern CResponseQueueManager g_ResponseQueueManager; // Handy global helper funcs /// Automatically queue up speech to happen immediately -- calls straight through to response rules add inline void QueueSpeak( const AIConcept_t &concept, ///< concept name to say const CResponseQueue::CFollowupTargetSpec_t& targetspec, ///< kDRT_ANY, kDRT_ALL, etc CBaseEntity *pIssuer = NULL ///< if specifying ANY or ALL, use this to specify the one you *don't* want to speak ) { return g_ResponseQueueManager.GetQueue()->Add( concept, NULL, 0.0f, targetspec, pIssuer ); } /// Automatically queue up speech to happen immediately -- calls straight through to response rules add inline void QueueSpeak( const AIConcept_t &concept, ///< concept name to say const CResponseQueue::CFollowupTargetSpec_t& targetspec, ///< kDRT_ANY, kDRT_ALL, etc const AI_CriteriaSet &criteria, ///< criteria to pass in CBaseEntity *pIssuer = NULL ///< if specifying ANY or ALL, use this to specify the one you *don't* want to speak ) { return g_ResponseQueueManager.GetQueue()->Add( concept, &criteria, 0.0f, targetspec, pIssuer ); } /// Automatically queue up speech to happen immediately -- calls straight through to response rules add inline void QueueSpeak( const AIConcept_t &concept, ///< concept name to say const EHANDLE &target, ///< which entity shall speak float delay, ///< how far in the future to speak const AI_CriteriaSet &criteria, ///< criteria to pass in CBaseEntity *pIssuer = NULL ) { return g_ResponseQueueManager.GetQueue()->Add( concept, &criteria, gpGlobals->curtime + delay, CResponseQueue::CFollowupTargetSpec_t(target), pIssuer ); } #endif // AI_SPEECHQUEUE_H