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462 lines
15 KiB
462 lines
15 KiB
//========= Copyright © 1996-2008, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Client handler for instruction players how to play
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//
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//=============================================================================//
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#ifndef _C_BASELESSON_H_
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#define _C_BASELESSON_H_
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#include "GameEventListener.h"
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#include "hud_locator_target.h"
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#define DECLARE_LESSON( _lessonClassName, _baseLessonClassName ) \
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typedef _baseLessonClassName BaseClass;\
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typedef _lessonClassName ThisClass;\
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_lessonClassName( const char *pchName, bool bIsDefaultHolder, bool bIsOpenOpportunity, int nSplitScreenSlot )\
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: _baseLessonClassName( pchName, bIsDefaultHolder, bIsOpenOpportunity, nSplitScreenSlot )\
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{\
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Init();\
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}
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enum LessonInstanceType
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{
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LESSON_INSTANCE_MULTIPLE,
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LESSON_INSTANCE_SINGLE_OPEN,
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LESSON_INSTANCE_FIXED_REPLACE,
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LESSON_INSTANCE_SINGLE_ACTIVE,
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LESSON_INSTANCE_TYPE_TOTAL
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};
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// This is used to solve a problem where bots can take the place of a player, where on or the other don't have valid entities on the client at the same time
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#define MAX_DELAYED_PLAYER_SWAPS 8
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struct delayed_player_swap_t
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{
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CHandle<C_BaseEntity> *phHandleToChange;
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int iNewUserID;
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delayed_player_swap_t( void )
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{
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phHandleToChange = NULL;
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iNewUserID = -1;
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}
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};
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abstract_class CBaseLesson : public CGameEventListener
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{
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public:
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CBaseLesson( const char *pchName, bool bIsDefaultHolder, bool bIsOpenOpportunity, int nSplitScreenSlot );
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virtual ~CBaseLesson( void );
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void AddPrerequisite( const char *pchLessonName );
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const CGameInstructorSymbol& GetNameSymbol( void ) const { return m_stringName; }
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const char * GetName( void ) const { return m_stringName.String(); }
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int GetPriority( void ) const { return m_iPriority; }
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const char * GetCloseReason( void ) const { return m_stringCloseReason.String(); }
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void SetCloseReason( const char *pchReason ) { m_stringCloseReason = pchReason; }
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CBaseLesson* GetRoot( void ) const { return m_pRoot; }
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void SetRoot( CBaseLesson *pRoot );
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const CUtlVector < CBaseLesson * >* GetChildren( void ) const { return &m_OpenOpportunities; }
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float GetInitTime( void ) { return m_fInitTime; }
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void SetStartTime( void ) { m_fStartTime = gpGlobals->curtime; }
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void ResetStartTime( void ) { m_fStartTime = 0.0f; m_bHasPlayedSound = false; }
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bool ShouldShowSpew( void );
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bool NoPriority( void ) const;
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bool IsDefaultHolder( void ) const { return m_bIsDefaultHolder; }
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bool IsOpenOpportunity( void ) const { return m_bIsOpenOpportunity; }
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bool IsLocked( void ) const;
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bool CanOpenWhenDead( void ) const { return m_bCanOpenWhenDead; }
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bool CanOpenOnceLearned( void ) const { return !m_bOnceLearnedNeverOpen; }
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bool IsUsableInMidair( void ) const { return m_bUsableInMidair; }
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bool IsInstructing( void ) const { return ( m_fStartTime > 0.0f ); }
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bool IsLearned( void ) const;
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bool PrerequisitesHaveBeenMet( void ) const;
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bool IsTimedOut( void );
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int InstanceType( void ) const { return m_iInstanceType; }
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const CGameInstructorSymbol& GetReplaceKeySymbol( void ) const { return m_stringReplaceKey; }
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const char* GetReplaceKey( void ) const { return m_stringReplaceKey.String(); }
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int GetFixedInstancesMax( void ) const { return m_iFixedInstancesMax; }
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bool ShouldReplaceOnlyWhenStopped( void ) const { return m_bReplaceOnlyWhenStopped; }
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void SetInstanceActive( bool bInstanceActive ) { m_bInstanceActive = bInstanceActive; }
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bool IsInstanceActive( void ) const { return m_bInstanceActive; }
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void ResetDisplaysAndSuccesses( void );
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bool IncDisplayCount( void );
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bool IncSuccessCount( void );
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void SetDisplayCount( int iDisplayCount ) { m_iDisplayCount = iDisplayCount; }
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void SetSuccessCount( int iSuccessCount ) { m_iSuccessCount = iSuccessCount; }
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int GetDisplayCount( void ) const { return m_iDisplayCount; }
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int GetSuccessCount( void ) const { return m_iSuccessCount; }
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int GetDisplayLimit( void ) const { return m_iDisplayLimit; }
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int GetSuccessLimit( void ) const { return m_iSuccessLimit; }
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void Init( void ); // NOT virtual, each constructor calls their own
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virtual void InitPrerequisites( void ) {};
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virtual void Start( void ) = 0;
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virtual void Stop( void ) = 0;
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virtual void OnOpen( void ) {};
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virtual void Update( void ) {};
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virtual void UpdateInactive( void ) {};
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virtual bool ShouldDisplay( void ) const { return true; }
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virtual bool IsVisible( void ) const { return true; }
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virtual bool WasDisplayed( void ) const { return m_bWasDisplayed ? true : false; }
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virtual void SwapOutPlayers( int iOldUserID, int iNewUserID ) {}
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virtual void TakePlaceOf( CBaseLesson *pLesson );
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int GetSplitScreenSlot() const { return m_nSplitScreenSlot; }
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const char *GetGroup() { return m_szLessonGroup.String(); }
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void SetEnabled( bool bEnabled ) { m_bDisabled = !bEnabled; }
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protected:
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void MarkSucceeded( void );
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void CloseOpportunity( const char *pchReason );
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bool DoDelayedPlayerSwaps( void ) const;
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private:
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CBaseLesson *m_pRoot;
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CUtlVector < CBaseLesson * > m_OpenOpportunities;
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CUtlVector < const CBaseLesson * > m_Prerequisites;
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CGameInstructorSymbol m_stringCloseReason;
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protected:
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CGameInstructorSymbol m_stringName;
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private:
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bool m_bInstanceActive : 1;
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bool m_bSuccessCounted : 1;
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bool m_bIsDefaultHolder : 1;
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bool m_bIsOpenOpportunity : 1;
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protected:
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LessonInstanceType m_iInstanceType;
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int m_iPriority;
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CGameInstructorSymbol m_stringReplaceKey;
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int m_iFixedInstancesMax;
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bool m_bReplaceOnlyWhenStopped;
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int m_iTeam;
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bool m_bOnlyKeyboard;
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bool m_bOnlyGamepad;
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bool m_bNoSplitscreen;
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int m_iDisplayLimit;
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int m_iDisplayCount;
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bool m_bWasDisplayed;
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int m_iSuccessLimit;
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int m_iSuccessCount;
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int m_nSplitScreenSlot;
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float m_fLockDuration;
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float m_fTimeout;
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float m_fInitTime;
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float m_fStartTime;
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float m_fLockTime;
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float m_fUpdateInterval;
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bool m_bHasPlayedSound;
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CGameInstructorSymbol m_szStartSound;
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CGameInstructorSymbol m_szLessonGroup;
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bool m_bCanOpenWhenDead;
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bool m_bBumpWithTimeoutWhenLearned;
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bool m_bOnceLearnedNeverOpen;
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bool m_bCanTimeoutWhileInactive;
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bool m_bDisabled;
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bool m_bUsableInMidair;
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// Right now we can only queue up 4 swaps...
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// this number can be increased if more entity handle scripted variables are added
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mutable delayed_player_swap_t m_pDelayedPlayerSwap[ MAX_DELAYED_PLAYER_SWAPS ];
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mutable int m_iNumDelayedPlayerSwaps;
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public:
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// Colors for console spew in verbose mode
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static Color m_rgbaVerboseHeader;
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static Color m_rgbaVerbosePlain;
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static Color m_rgbaVerboseName;
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static Color m_rgbaVerboseOpen;
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static Color m_rgbaVerboseClose;
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static Color m_rgbaVerboseSuccess;
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static Color m_rgbaVerboseUpdate;
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};
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class CTextLesson : public CBaseLesson
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{
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public:
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DECLARE_LESSON( CTextLesson, CBaseLesson );
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void Init( void ); // NOT virtual, each constructor calls their own
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virtual void Start( void );
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virtual void Stop( void );
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protected:
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CGameInstructorSymbol m_szDisplayText;
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CGameInstructorSymbol m_szDisplayParamText;
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CGameInstructorSymbol m_szBinding;
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CGameInstructorSymbol m_szGamepadBinding;
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};
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class CIconLesson : public CTextLesson
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{
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public:
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DECLARE_LESSON( CIconLesson, CTextLesson );
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void Init( void ); // NOT virtual, each constructor calls their own
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virtual void Start( void );
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virtual void Stop( void );
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virtual void Update( void );
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virtual void UpdateInactive( void );
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virtual bool ShouldDisplay( void ) const;
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virtual bool IsVisible( void ) const;
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virtual void SwapOutPlayers( int iOldUserID, int iNewUserID );
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virtual void TakePlaceOf( CBaseLesson *pLesson );
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void SetLocatorBinding( CLocatorTarget * pLocatorTarget );
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const char *GetCaptionColorString() { return m_szCaptionColor.String(); }
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bool IsPresentComplete( void );
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void PresentStart( void );
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void PresentEnd( void );
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private:
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virtual void UpdateLocatorTarget( CLocatorTarget *pLocatorTarget, C_BaseEntity *pIconTarget );
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protected:
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CHandle<C_BaseEntity> m_hIconTarget;
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CGameInstructorSymbol m_szVguiTargetName;
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CGameInstructorSymbol m_szVguiTargetLookup;
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int m_nVguiTargetEdge;
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float m_flUpOffset;
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float m_flRelativeUpOffset;
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float m_fFixedPositionX;
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float m_fFixedPositionY;
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int m_hLocatorTarget;
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int m_iFlags;
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float m_fRange;
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float m_fCurrentDistance;
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float m_fOnScreenStartTime;
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float m_fUpdateDistanceTime;
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CGameInstructorSymbol m_szOnscreenIcon;
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CGameInstructorSymbol m_szOffscreenIcon;
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CGameInstructorSymbol m_szCaptionColor;
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bool m_bFixedPosition;
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bool m_bNoIconTarget;
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bool m_bAllowNodrawTarget;
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bool m_bVisible;
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bool m_bShowWhenOccluded;
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bool m_bNoOffscreen;
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bool m_bForceCaption;
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};
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enum LessonAction
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{
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LESSON_ACTION_NONE,
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LESSON_ACTION_SCOPE_IN,
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LESSON_ACTION_SCOPE_OUT,
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LESSON_ACTION_CLOSE,
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LESSON_ACTION_SUCCESS,
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LESSON_ACTION_LOCK,
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LESSON_ACTION_PRESENT_COMPLETE,
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LESSON_ACTION_PRESENT_START,
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LESSON_ACTION_PRESENT_END,
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LESSON_ACTION_REFERENCE_OPEN,
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LESSON_ACTION_IS_MULTIPLAYER,
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LESSON_ACTION_SET,
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LESSON_ACTION_ADD,
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LESSON_ACTION_SUBTRACT,
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LESSON_ACTION_MULTIPLY,
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LESSON_ACTION_IS,
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LESSON_ACTION_LESS_THAN,
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LESSON_ACTION_HAS_PREFIX,
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LESSON_ACTION_HAS_BIT,
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LESSON_ACTION_BIT_COUNT_IS,
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LESSON_ACTION_BIT_COUNT_LESS_THAN,
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LESSON_ACTION_GET_DISTANCE,
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LESSON_ACTION_GET_ANGULAR_DISTANCE,
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LESSON_ACTION_GET_PLAYER_DISPLAY_NAME,
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LESSON_ACTION_CLASSNAME_IS,
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LESSON_ACTION_MODELNAME_IS,
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LESSON_ACTION_TEAM_IS,
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LESSON_ACTION_HEALTH_LESS_THAN,
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LESSON_ACTION_HEALTH_PERCENTAGE_LESS_THAN,
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LESSON_ACTION_GET_ACTIVE_WEAPON,
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LESSON_ACTION_WEAPON_IS,
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LESSON_ACTION_WEAPON_HAS,
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LESSON_ACTION_GET_ACTIVE_WEAPON_SLOT,
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LESSON_ACTION_GET_WEAPON_SLOT,
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LESSON_ACTION_GET_WEAPON_IN_SLOT,
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LESSON_ACTION_CLIP_PERCENTAGE_LESS_THAN,
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LESSON_ACTION_WEAPON_AMMO_LOW,
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LESSON_ACTION_WEAPON_AMMO_FULL,
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LESSON_ACTION_WEAPON_AMMO_EMPTY,
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LESSON_ACTION_WEAPON_CAN_USE,
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LESSON_ACTION_USE_TARGET_IS,
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LESSON_ACTION_GET_USE_TARGET,
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LESSON_ACTION_GET_POTENTIAL_USE_TARGET,
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// Enum continued in Mod_LessonAction
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LESSON_ACTION_MOD_START,
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};
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struct LessonElement_t
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{
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int iVariable;
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int iParamVarIndex;
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int iAction;
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_fieldtypes paramType;
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CGameInstructorSymbol szParam;
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bool bNot : 1;
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bool bOptionalParam : 1;
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LessonElement_t( int p_iVariable, int p_iAction, bool p_bNot, bool p_bOptionalParam, const char *pchParam, int p_iParamVarIndex, _fieldtypes p_paramType )
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{
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iVariable = p_iVariable;
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iAction = p_iAction;
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bNot = p_bNot;
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bOptionalParam = p_bOptionalParam;
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szParam = pchParam;
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iParamVarIndex = p_iParamVarIndex;
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paramType = p_paramType;
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}
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LessonElement_t( const LessonElement_t &p_LessonElement )
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{
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iVariable = p_LessonElement.iVariable;
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iAction = p_LessonElement.iAction;
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bNot = p_LessonElement.bNot;
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bOptionalParam = p_LessonElement.bOptionalParam;
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szParam = p_LessonElement.szParam;
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iParamVarIndex = p_LessonElement.iParamVarIndex;
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paramType = p_LessonElement.paramType;
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}
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};
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struct LessonEvent_t
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{
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CUtlVector< LessonElement_t > elements;
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CGameInstructorSymbol szEventName;
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};
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class CScriptedIconLesson : public CIconLesson
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{
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public:
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DECLARE_LESSON( CScriptedIconLesson, CIconLesson )
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DECLARE_SIMPLE_DATADESC();
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virtual ~CScriptedIconLesson( void );
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static void PreReadLessonsFromFile( void );
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static void Mod_PreReadLessonsFromFile( void );
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void Init( void ); // NOT virtual, each constructor calls their own
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virtual void InitPrerequisites( void );
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virtual void OnOpen( void );
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virtual void Update( void );
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virtual void SwapOutPlayers( int iOldUserID, int iNewUserID );
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virtual void FireGameEvent( IGameEvent *event );
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virtual void ProcessOpenGameEvents( const CScriptedIconLesson *pRootLesson, const char *name, IGameEvent *event );
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virtual void ProcessCloseGameEvents( const CScriptedIconLesson *pRootLesson, const char *name, IGameEvent *event );
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virtual void ProcessSuccessGameEvents( const CScriptedIconLesson *pRootLesson, const char *name, IGameEvent *event );
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CUtlVector< LessonEvent_t >& GetOpenEvents( void ) { return m_OpenEvents; }
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CUtlVector< LessonEvent_t >& GetCloseEvents( void ) { return m_CloseEvents; }
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CUtlVector< LessonEvent_t >& GetSuccessEvents( void ) { return m_SuccessEvents; }
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CUtlVector< LessonEvent_t >& GetOnOpenEvents( void ) { return m_OnOpenEvents; }
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CUtlVector< LessonEvent_t >& GetUpdateEvents( void ) { return m_UpdateEvents; }
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bool ProcessElements( IGameEvent *event, const CUtlVector< LessonElement_t > *pElements );
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private:
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void InitElementsFromKeys( CUtlVector< LessonElement_t > *pLessonElements, KeyValues *pKey );
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void InitElementsFromElements( CUtlVector< LessonElement_t > *pLessonElements, const CUtlVector< LessonElement_t > *pLessonElements2 );
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void InitFromKeys( KeyValues *pKey );
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bool ProcessElement( IGameEvent *event, const LessonElement_t *pLessonElement, bool bInFailedScope );
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bool ProcessElementAction( int iAction, bool bNot, const char *pchVarName, float &bVar, const CGameInstructorSymbol *pchParamName, float fParam );
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bool ProcessElementAction( int iAction, bool bNot, const char *pchVarName, int &bVar, const CGameInstructorSymbol *pchParamName, float fParam );
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bool ProcessElementAction( int iAction, bool bNot, const char *pchVarName, bool &bVar, const CGameInstructorSymbol *pchParamName, float fParam );
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bool ProcessElementAction( int iAction, bool bNot, const char *pchVarName, EHANDLE &hVar, const CGameInstructorSymbol *pchParamName, float fParam, C_BaseEntity *pParam, const char *pchParam );
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bool ProcessElementAction( int iAction, bool bNot, const char *pchVarName, CGameInstructorSymbol *pchVar, const CGameInstructorSymbol *pchParamName, const char *pchParam );
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// Implemented per mod so they can have custom actions
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bool Mod_ProcessElementAction( int iAction, bool bNot, const char *pchVarName, EHANDLE &hVar, const CGameInstructorSymbol *pchParamName, float fParam, C_BaseEntity *pParam, const char *pchParam, bool &bModHandled );
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LessonEvent_t * AddOpenEvent( void );
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LessonEvent_t * AddCloseEvent( void );
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LessonEvent_t * AddSuccessEvent( void );
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LessonEvent_t * AddOnOpenEvent( void );
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LessonEvent_t * AddUpdateEvent( void );
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private:
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static CUtlDict< int, int > LessonActionMap;
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EHANDLE m_hLocalPlayer;
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float m_fOutput;
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CHandle<C_BaseEntity> m_hEntity1;
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CHandle<C_BaseEntity> m_hEntity2;
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CGameInstructorSymbol m_szString1;
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CGameInstructorSymbol m_szString2;
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int m_iInteger1;
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int m_iInteger2;
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float m_fFloat1;
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float m_fFloat2;
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CUtlVector< CGameInstructorSymbol > m_PrerequisiteNames;
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CUtlVector< LessonEvent_t > m_OpenEvents;
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CUtlVector< LessonEvent_t > m_CloseEvents;
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CUtlVector< LessonEvent_t > m_SuccessEvents;
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CUtlVector< LessonEvent_t > m_OnOpenEvents;
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CUtlVector< LessonEvent_t > m_UpdateEvents;
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float m_fUpdateEventTime;
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CScriptedIconLesson *m_pDefaultHolder;
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int m_iScopeDepth;
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// Need this to get offsets to scripted variables
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friend class LessonVariableInfo;
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friend int LessonActionFromString( const char *pchName );
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};
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#endif // _C_BASELESSON_H_
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