Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "networkstringtable_clientdll.h"
#include "dt_utlvector_recv.h"
#include "choreoevent.h"
#include "choreoactor.h"
#include "choreochannel.h"
#include "choreoscene.h"
#include "filesystem.h"
#include "ichoreoeventcallback.h"
#include "scenefilecache/ISceneFileCache.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "tier2/tier2.h"
#include "hud_closecaption.h"
#include "tier1/fmtstr.h"
#include "../../common/blackbox_helper.h"
#include "c_sceneentity.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Decodes animtime and notes when it changes
// Input : *pStruct - ( C_BaseEntity * ) used to flag animtime is changine
// *pVarData -
// *pIn -
// objectID -
//-----------------------------------------------------------------------------
void RecvProxy_ForcedClientTime( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
C_SceneEntity *pScene = reinterpret_cast< C_SceneEntity * >( pStruct );
*(float *)pOut = pData->m_Value.m_Float;
pScene->OnResetClientTime();
}
#if defined( CSceneEntity )
#undef CSceneEntity
#endif
IMPLEMENT_CLIENTCLASS_DT(C_SceneEntity, DT_SceneEntity, CSceneEntity)
RecvPropInt(RECVINFO(m_nSceneStringIndex)),
RecvPropBool(RECVINFO(m_bIsPlayingBack)),
RecvPropBool(RECVINFO(m_bPaused)),
RecvPropBool(RECVINFO(m_bMultiplayer)),
RecvPropFloat(RECVINFO(m_flForceClientTime), 0, RecvProxy_ForcedClientTime ),
RecvPropUtlVector(
RECVINFO_UTLVECTOR( m_hActorList ),
MAX_ACTORS_IN_SCENE,
RecvPropEHandle(NULL, 0, 0)),
END_RECV_TABLE()
C_SceneEntity::C_SceneEntity( void )
{
m_pScene = NULL;
m_bMultiplayer = false;
m_hOwner = NULL;
m_bClientOnly = false;
}
C_SceneEntity::~C_SceneEntity( void )
{
UnloadScene();
}
void C_SceneEntity::OnResetClientTime()
{
m_flCurrentTime = m_flForceClientTime;
}
char const *C_SceneEntity::GetSceneFileName()
{
char const *pStr = g_pStringTableClientSideChoreoScenes->GetString( m_nSceneStringIndex );
if ( pStr )
return pStr;
static bool bFirst = true;
if ( bFirst )
{
bFirst = false;
Assert( 0 );
Warning( "GetSceneFilename() failed for scene index %d\n", m_nSceneStringIndex );
}
return "";
}
ConVar mp_usehwmvcds( "mp_usehwmvcds", "0", NULL, "Enable the use of the hw morph vcd(s). (-1 = never, 1 = always, 0 = based upon GPU)" ); // -1 = never, 0 = if hasfastvertextextures, 1 = always
ConVar scene_vcdautosave( "scene_vcdautosave", "0", 0, "Create a savegame before VCD playback" );
bool UseHWMorphVCDs()
{
if ( mp_usehwmvcds.GetInt() == 0 )
return g_pMaterialSystemHardwareConfig->HasFastVertexTextures();
return mp_usehwmvcds.GetInt() > 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_SceneEntity::GetHWMorphSceneFileName( const char *pFilename, char *pHWMFilename )
{
// Are we even using hardware morph?
if ( !UseHWMorphVCDs() )
return false;
// Multi-player only!
if ( !m_bMultiplayer )
return false;
// Do we have a valid filename?
if ( !( pFilename && pFilename[0] ) )
return false;
// Check to see if we already have an player/hwm/* filename.
if ( ( V_strstr( pFilename, "/high" ) != NULL ) || ( V_strstr( pFilename, "\\high" ) != NULL ) )
{
V_strcpy( pHWMFilename, pFilename );
return true;
}
// Find the hardware morph scene name and pass that along as well.
char szScene[MAX_PATH];
V_strcpy( szScene, pFilename );
char szSceneHWM[MAX_PATH];
szSceneHWM[0] = '\0';
char *pszToken = strtok( szScene, "/\\" );
while ( pszToken != NULL )
{
if ( !V_stricmp( pszToken, "low" ) )
{
V_strcat( szSceneHWM, "high", sizeof( szSceneHWM ) );
}
else
{
V_strcat( szSceneHWM, pszToken, sizeof( szSceneHWM ) );
}
pszToken = strtok( NULL, "/\\" );
if ( pszToken != NULL )
{
V_strcat( szSceneHWM, "\\", sizeof( szSceneHWM ) );
}
}
V_strcpy( pHWMFilename, szSceneHWM );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_SceneEntity::ResetActorFlexesForScene()
{
int nActorCount = m_pScene->GetNumActors();
for( int iActor = 0; iActor < nActorCount; ++iActor )
{
CChoreoActor *pChoreoActor = m_pScene->GetActor( iActor );
if ( !pChoreoActor )
continue;
C_BaseFlex *pFlexActor = FindNamedActor( pChoreoActor );
if ( !pFlexActor )
continue;
CStudioHdr *pStudioHdr = pFlexActor->GetModelPtr();
if ( !pStudioHdr )
continue;
if ( pStudioHdr->numflexdesc() == 0 )
continue;
// Reset the flex weights to their starting position.
LocalFlexController_t iController;
for ( iController = LocalFlexController_t(0); iController < pStudioHdr->numflexcontrollers(); ++iController )
{
pFlexActor->SetFlexWeight( iController, 0.0f );
}
// Reset the prediction interpolation values.
pFlexActor->m_iv_flexWeight.Reset( gpGlobals->curtime );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_SceneEntity::StopClientOnlyScene()
{
if ( m_pScene )
{
m_pScene->ResetSimulation();
if ( m_hOwner.Get() )
{
m_hOwner->RemoveChoreoScene( m_pScene );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_SceneEntity::SetupClientOnlyScene( const char *pszFilename, C_BaseFlex *pOwner /* = NULL */, bool bMultiplayer /* = false */ )
{
m_bIsPlayingBack = true;
m_bMultiplayer = bMultiplayer;
m_hOwner = pOwner;
m_bClientOnly = true;
char szFilename[128];
Assert( V_strlen( pszFilename ) < 128 );
V_strcpy( szFilename, pszFilename );
char szSceneHWM[128];
if ( GetHWMorphSceneFileName( szFilename, szSceneHWM ) )
{
V_strcpy( szFilename, szSceneHWM );
}
Assert( szFilename && szFilename[ 0 ] );
if ( szFilename && szFilename[ 0 ] )
{
LoadSceneFromFile( szFilename );
Assert( m_pScene );
// Should handle gestures and sequences client side.
if ( m_bMultiplayer )
{
if ( m_pScene )
{
int types[6];
types[0] = CChoreoEvent::FLEXANIMATION;
types[1] = CChoreoEvent::EXPRESSION;
types[2] = CChoreoEvent::GESTURE;
types[3] = CChoreoEvent::SEQUENCE;
types[4] = CChoreoEvent::SPEAK;
types[5] = CChoreoEvent::LOOP;
m_pScene->RemoveEventsExceptTypes( types, 6 );
}
PrefetchAnimBlocks( m_pScene );
}
else
{
if ( m_pScene )
{
int types[ 2 ];
types[ 0 ] = CChoreoEvent::FLEXANIMATION;
types[ 1 ] = CChoreoEvent::EXPRESSION;
m_pScene->RemoveEventsExceptTypes( types, 2 );
}
}
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
if ( m_hOwner.Get() )
{
Assert( m_pScene );
if ( m_pScene )
{
ClearSceneEvents( m_pScene, false );
if ( m_bIsPlayingBack )
{
m_pScene->ResetSimulation();
m_hOwner->StartChoreoScene( m_pScene );
}
else
{
m_pScene->ResetSimulation();
m_hOwner->RemoveChoreoScene( m_pScene );
}
// Reset the flex weights when we start a new scene. This is normally done on the player model, but since
// we don't have a player here yet - we need to do this!
ResetActorFlexesForScene();
}
}
else
{
for( int i = 0; i < m_hActorList.Count() ; ++i )
{
C_BaseFlex *actor = m_hActorList[ i ].Get();
if ( !actor )
continue;
Assert( m_pScene );
if ( m_pScene )
{
ClearSceneEvents( m_pScene, false );
if ( m_bIsPlayingBack )
{
m_pScene->ResetSimulation();
actor->StartChoreoScene( m_pScene );
}
else
{
m_pScene->ResetSimulation();
actor->RemoveChoreoScene( m_pScene );
}
}
}
}
}
void C_SceneEntity::PostDataUpdate( DataUpdateType_t updateType )
{
BaseClass::PostDataUpdate( updateType );
char const *str = GetSceneFileName();
char szFilename[MAX_PATH];
Assert( V_strlen( str ) < MAX_PATH );
V_strcpy( szFilename, str );
char szSceneHWM[MAX_PATH];
if ( GetHWMorphSceneFileName( szFilename, szSceneHWM ) )
{
V_strcpy( szFilename, szSceneHWM );
}
if ( updateType == DATA_UPDATE_CREATED )
{
Assert( szFilename && szFilename[ 0 ] );
if ( szFilename && szFilename[ 0 ] )
{
LoadSceneFromFile( szFilename );
// Kill everything except flex events
Assert( m_pScene );
// Should handle gestures and sequences clientside.
if ( m_bMultiplayer )
{
if ( m_pScene )
{
int types[6];
types[0] = CChoreoEvent::FLEXANIMATION;
types[1] = CChoreoEvent::EXPRESSION;
types[2] = CChoreoEvent::GESTURE;
types[3] = CChoreoEvent::SEQUENCE;
types[4] = CChoreoEvent::SPEAK;
types[5] = CChoreoEvent::LOOP;
m_pScene->RemoveEventsExceptTypes( types, 6 );
}
PrefetchAnimBlocks( m_pScene );
}
else
{
if ( m_pScene )
{
int types[ 2 ];
types[ 0 ] = CChoreoEvent::FLEXANIMATION;
types[ 1 ] = CChoreoEvent::EXPRESSION;
m_pScene->RemoveEventsExceptTypes( types, 2 );
}
}
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
}
// Playback state changed...
if ( m_bWasPlaying != m_bIsPlayingBack )
{
for(int i = 0; i < m_hActorList.Count() ; ++i )
{
C_BaseFlex *actor = m_hActorList[ i ].Get();
if ( !actor )
continue;
Assert( m_pScene );
if ( m_pScene )
{
ClearSceneEvents( m_pScene, false );
if ( m_bIsPlayingBack )
{
m_pScene->ResetSimulation();
actor->StartChoreoScene( m_pScene );
}
else
{
m_pScene->ResetSimulation();
actor->RemoveChoreoScene( m_pScene );
}
}
}
}
}
void C_SceneEntity::PreDataUpdate( DataUpdateType_t updateType )
{
BaseClass::PreDataUpdate( updateType );
m_bWasPlaying = m_bIsPlayingBack;
}
//-----------------------------------------------------------------------------
// Purpose: Called every frame that an event is active (Start/EndEvent as also
// called)
// Input : *event -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
void C_SceneEntity::ProcessEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event )
{
return;
}
//-----------------------------------------------------------------------------
// Purpose: Called for events that are part of a pause condition
// Input : *event -
// Output : Returns true on event completed, false on non-completion.
//-----------------------------------------------------------------------------
bool C_SceneEntity::CheckEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event )
{
return true;
}
C_BaseFlex *C_SceneEntity::FindNamedActor( CChoreoActor *pChoreoActor )
{
if ( !m_pScene )
return NULL;
if ( m_hOwner.Get() != NULL )
{
return m_hOwner.Get();
}
int idx = m_pScene->FindActorIndex( pChoreoActor );
if ( idx < 0 || idx >= m_hActorList.Count() )
return NULL;
return m_hActorList[ idx ].Get();
}
//-----------------------------------------------------------------------------
// Purpose: All events are leading edge triggered
// Input : currenttime -
// *event -
//-----------------------------------------------------------------------------
void C_SceneEntity::StartEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event )
{
Assert( event );
if ( !Q_stricmp( event->GetName(), "NULL" ) )
{
Scene_Printf( "%s : %8.2f: ignored %s\n", GetSceneFileName(), currenttime, event->GetDescription() );
return;
}
C_BaseFlex *pActor = NULL;
CChoreoActor *actor = event->GetActor();
if ( actor )
{
pActor = FindNamedActor( actor );
if ( NULL == pActor )
{
// This can occur if we haven't been networked an actor yet... we need to queue it so that we can
// fire off the start event as soon as we have the actor resident on the client.
QueueStartEvent( currenttime, scene, event );
return;
}
}
Scene_Printf( "%s : %8.2f: start %s\n", GetSceneFileName(), currenttime, event->GetDescription() );
if ( IsPC() && event )
{
BlackBox_Record( "vcd", "%s : %8.2f: start %s", GetSceneFileName(), currenttime, event->GetDescription() );
}
switch ( event->GetType() )
{
case CChoreoEvent::FLEXANIMATION:
{
if ( pActor )
{
DispatchStartFlexAnimation( scene, pActor, event );
}
}
break;
case CChoreoEvent::EXPRESSION:
{
if ( pActor )
{
DispatchStartExpression( scene, pActor, event );
}
}
break;
case CChoreoEvent::GESTURE:
{
// Verify data.
Assert( m_bMultiplayer );
Assert( scene != NULL );
Assert( event != NULL );
if ( pActor )
{
DispatchStartGesture( scene, pActor, event );
}
}
break;
case CChoreoEvent::SEQUENCE:
{
// Verify data.
Assert( m_bMultiplayer );
Assert( scene != NULL );
Assert( event != NULL );
if ( pActor )
{
DispatchStartSequence( scene, pActor, event );
}
}
break;
case CChoreoEvent::LOOP:
{
// Verify data.
Assert( m_bMultiplayer );
Assert( scene != NULL );
Assert( event != NULL );
DispatchProcessLoop( scene, event );
}
case CChoreoEvent::SPEAK:
{
if ( IsClientOnly() && pActor )
{
// FIXME: dB hack. soundlevel needs to be moved into inside of wav?
soundlevel_t iSoundlevel = SNDLVL_TALKING;
if ( event->GetParameters2() )
{
iSoundlevel = (soundlevel_t)atoi( event->GetParameters2() );
if ( iSoundlevel == SNDLVL_NONE )
{
iSoundlevel = SNDLVL_TALKING;
}
}
DispatchStartSpeak( scene, pActor, event, iSoundlevel );
}
}
break;
default:
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *scene -
// *event -
//-----------------------------------------------------------------------------
void C_SceneEntity::DispatchProcessLoop( CChoreoScene *scene, CChoreoEvent *event )
{
Assert( event->GetType() == CChoreoEvent::LOOP );
float backtime = (float)atof( event->GetParameters() );
bool process = true;
int counter = event->GetLoopCount();
if ( counter != -1 )
{
int remaining = event->GetNumLoopsRemaining();
if ( remaining <= 0 )
{
process = false;
}
else
{
event->SetNumLoopsRemaining( --remaining );
}
}
if ( !process )
return;
scene->LoopToTime( backtime );
SetCurrentTime( backtime, true );
}
//-----------------------------------------------------------------------------
// Purpose: Playback sound file that contains phonemes
// Input : *actor -
// *parameters -
//-----------------------------------------------------------------------------
void C_SceneEntity::DispatchStartSpeak( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event, soundlevel_t iSoundlevel )
{
// Emit sound
if ( IsClientOnly() && actor )
{
CSingleUserRecipientFilter filter( C_BasePlayer::GetLocalPlayer() );
float time_in_past = m_flCurrentTime - event->GetStartTime() ;
float soundtime = gpGlobals->curtime - time_in_past;
EmitSound_t es;
es.m_nChannel = CHAN_VOICE;
es.m_flVolume = 1;
es.m_SoundLevel = iSoundlevel;
es.m_flSoundTime = soundtime;
// No CC since we do it manually
// FIXME: This will change
es.m_bEmitCloseCaption = false;
es.m_pSoundName = event->GetParameters();
EmitSound( filter, actor->entindex(), es );
actor->AddSceneEvent( scene, event, NULL, IsClientOnly(), this );
// Close captioning only on master token no matter what...
if ( event->GetCloseCaptionType() == CChoreoEvent::CC_MASTER )
{
char tok[ CChoreoEvent::MAX_CCTOKEN_STRING ];
bool validtoken = event->GetPlaybackCloseCaptionToken( tok, sizeof( tok ) );
if ( validtoken )
{
CRC32_t tokenCRC;
CRC32_Init( &tokenCRC );
char lowercase[ 256 ];
Q_strncpy( lowercase, tok, sizeof( lowercase ) );
Q_strlower( lowercase );
CRC32_ProcessBuffer( &tokenCRC, lowercase, Q_strlen( lowercase ) );
CRC32_Final( &tokenCRC );
float endtime = event->GetLastSlaveEndTime();
float durationShort = event->GetDuration();
float durationLong = endtime - event->GetStartTime();
float duration = MAX( durationShort, durationLong );
CHudCloseCaption *hudCloseCaption = GET_FULLSCREEN_HUDELEMENT( CHudCloseCaption );
if ( hudCloseCaption )
{
hudCloseCaption->ProcessCaption( lowercase, duration );
}
}
}
}
}
void C_SceneEntity::DispatchEndSpeak( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event )
{
if ( IsClientOnly() )
{
actor->RemoveSceneEvent( scene, event, false );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : currenttime -
// *event -
//-----------------------------------------------------------------------------
void C_SceneEntity::EndEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event )
{
Assert( event );
if ( !Q_stricmp( event->GetName(), "NULL" ) )
{
return;
}
C_BaseFlex *pActor = NULL;
CChoreoActor *actor = event->GetActor();
if ( actor )
{
pActor = FindNamedActor( actor );
}
Scene_Printf( "%s : %8.2f: finish %s\n", GetSceneFileName(), currenttime, event->GetDescription() );
switch ( event->GetType() )
{
case CChoreoEvent::FLEXANIMATION:
{
if ( pActor )
{
DispatchEndFlexAnimation( scene, pActor, event );
}
}
break;
case CChoreoEvent::EXPRESSION:
{
if ( pActor )
{
DispatchEndExpression( scene, pActor, event );
}
}
break;
case CChoreoEvent::GESTURE:
{
if ( pActor )
{
DispatchEndGesture( scene, pActor, event );
}
}
break;
case CChoreoEvent::SEQUENCE:
{
if ( pActor )
{
DispatchEndSequence( scene, pActor, event );
}
}
break;
case CChoreoEvent::SPEAK:
{
if ( IsClientOnly() && pActor )
{
DispatchEndSpeak( scene, pActor, event );
}
}
break;
default:
break;
}
}
//-----------------------------------------------------------------------------
// Binary compiled VCDs get their strings from a pool
//-----------------------------------------------------------------------------
class CChoreoStringPool : public IChoreoStringPool
{
public:
short FindOrAddString( const char *pString )
{
// huh?, no compilation at run time, only fetches
Assert( 0 );
return -1;
}
bool GetString( short stringId, char *buff, int buffSize )
{
// fetch from compiled pool
const char *pString = scenefilecache->GetSceneString( stringId );
if ( !pString )
{
V_strncpy( buff, "", buffSize );
return false;
}
V_strncpy( buff, pString, buffSize );
return true;
}
};
CChoreoStringPool g_ChoreoStringPool;
CChoreoScene *C_SceneEntity::LoadScene( const char *filename )
{
char loadfile[ 512 ];
Q_strncpy( loadfile, filename, sizeof( loadfile ) );
Q_SetExtension( loadfile, ".vcd", sizeof( loadfile ) );
Q_FixSlashes( loadfile );
char *pBuffer = NULL;
size_t bufsize = scenefilecache->GetSceneBufferSize( loadfile );
if ( bufsize <= 0 )
return NULL;
pBuffer = new char[ bufsize ];
if ( !scenefilecache->GetSceneData( filename, (byte *)pBuffer, bufsize ) )
{
delete[] pBuffer;
return NULL;
}
CChoreoScene *pScene;
if ( IsBufferBinaryVCD( pBuffer, bufsize ) )
{
pScene = new CChoreoScene( this );
CUtlBuffer buf( pBuffer, bufsize, CUtlBuffer::READ_ONLY );
if ( !pScene->RestoreFromBinaryBuffer( buf, loadfile, &g_ChoreoStringPool ) )
{
Warning( "Unable to restore binary scene '%s'\n", loadfile );
delete pScene;
pScene = NULL;
}
else
{
pScene->SetPrintFunc( Scene_Printf );
pScene->SetEventCallbackInterface( this );
}
}
else
{
g_TokenProcessor.SetBuffer( pBuffer );
pScene = ChoreoLoadScene( loadfile, this, &g_TokenProcessor, Scene_Printf );
}
delete[] pBuffer;
return pScene;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *filename -
//-----------------------------------------------------------------------------
void C_SceneEntity::LoadSceneFromFile( const char *filename )
{
// Save game if convar is set - useful when iterating on a scene with Foundry
if ( scene_vcdautosave.GetBool() )
{
char szVCDFileName[64];
char szSaveFileName[64];
char szClientCmd[128];
// Create the faceposer sub-directory under the root savegame directory
if (!g_pFullFileSystem->IsDirectory( "SAVE\\faceposer", "MOD" ))
{
g_pFullFileSystem->CreateDirHierarchy( "SAVE\\faceposer", "MOD" );
}
// Construct save command to send to the engine
V_FileBase( filename, szVCDFileName, sizeof(szVCDFileName) );
V_snprintf( szClientCmd, sizeof(szClientCmd), "save faceposer\\%s\n", szVCDFileName );
// Construct name of file that would be created if savegame occurs
V_snprintf( szSaveFileName, sizeof(szSaveFileName), "SAVE\\faceposer\\%s.sav", szVCDFileName );
// Only create a savegame for this VCD if there isn't one already
if (!g_pFullFileSystem->FileExists( szSaveFileName, "MOD" ))
{
engine->ClientCmd( szClientCmd );
}
}
UnloadScene();
m_pScene = LoadScene( filename );
}
void C_SceneEntity::ClearSceneEvents( CChoreoScene *scene, bool canceled )
{
if ( !m_pScene )
return;
Scene_Printf( "%s : %8.2f: clearing events\n", GetSceneFileName(), m_flCurrentTime );
int i;
for ( i = 0 ; i < m_pScene->GetNumActors(); i++ )
{
C_BaseFlex *pActor = FindNamedActor( m_pScene->GetActor( i ) );
if ( !pActor )
continue;
// Clear any existing expressions
pActor->ClearSceneEvents( scene, canceled );
}
WipeQueuedEvents();
OnResetClientTime();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_SceneEntity::UnloadScene( void )
{
WipeQueuedEvents();
if ( m_pScene )
{
ClearSceneEvents( m_pScene, false );
for ( int i = 0 ; i < m_pScene->GetNumActors(); i++ )
{
C_BaseFlex *pTestActor = FindNamedActor( m_pScene->GetActor( i ) );
if ( !pTestActor )
continue;
pTestActor->RemoveChoreoScene( m_pScene );
}
}
delete m_pScene;
m_pScene = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *actor -
// *event -
//-----------------------------------------------------------------------------
void C_SceneEntity::DispatchStartFlexAnimation( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event )
{
actor->AddSceneEvent( scene, event, NULL, IsClientOnly() || IsMultiplayer(), this );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *actor -
// *event -
//-----------------------------------------------------------------------------
void C_SceneEntity::DispatchEndFlexAnimation( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event )
{
actor->RemoveSceneEvent( scene, event, false );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *actor -
// *event -
//-----------------------------------------------------------------------------
void C_SceneEntity::DispatchStartExpression( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event )
{
actor->AddSceneEvent( scene, event, NULL, IsClientOnly() || IsMultiplayer(), this );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *actor -
// *event -
//-----------------------------------------------------------------------------
void C_SceneEntity::DispatchEndExpression( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event )
{
actor->RemoveSceneEvent( scene, event, false );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *actor -
// *parameters -
//-----------------------------------------------------------------------------
void C_SceneEntity::DispatchStartGesture( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event )
{
// Ingore null gestures
if ( !Q_stricmp( event->GetName(), "NULL" ) )
return;
actor->AddSceneEvent( scene, event, NULL, IsClientOnly() || IsMultiplayer(), this );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *actor -
//-----------------------------------------------------------------------------
void C_SceneEntity::DispatchStartSequence( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event )
{
actor->AddSceneEvent( scene, event, NULL, IsClientOnly() || IsMultiplayer(), this );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *actor -
//-----------------------------------------------------------------------------
void C_SceneEntity::DispatchEndSequence( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event )
{
actor->RemoveSceneEvent( scene, event, false );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *actor -
// *parameters -
//-----------------------------------------------------------------------------
void C_SceneEntity::DispatchEndGesture( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event )
{
// Ingore null gestures
if ( !Q_stricmp( event->GetName(), "NULL" ) )
return;
actor->RemoveSceneEvent( scene, event, false );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_SceneEntity::DoThink( float frametime )
{
if ( !m_pScene )
return;
if ( !m_bIsPlayingBack )
{
WipeQueuedEvents();
return;
}
CheckQueuedEvents();
if ( m_bPaused )
{
return;
}
// Msg( "CL: %d, %f for %s\n", gpGlobals->tickcount, m_flCurrentTime, m_pScene->GetFilename() );
// Tell scene to go
m_pScene->Think( m_flCurrentTime );
// Drive simulation time for scene
m_flCurrentTime += gpGlobals->frametime;
}
void C_SceneEntity::ClientThink()
{
DoThink( gpGlobals->frametime );
}
void C_SceneEntity::CheckQueuedEvents()
{
// Check for duplicates
CUtlVector< QueuedEvents_t > events;
events = m_QueuedEvents;
m_QueuedEvents.RemoveAll();
int c = events.Count();
for ( int i = 0; i < c; ++i )
{
const QueuedEvents_t& check = events[ i ];
// Retry starting this event
StartEvent( check.starttime, check.scene, check.event );
}
}
void C_SceneEntity::WipeQueuedEvents()
{
m_QueuedEvents.Purge();
}
void C_SceneEntity::QueueStartEvent( float starttime, CChoreoScene *scene, CChoreoEvent *event )
{
// Check for duplicates
int c = m_QueuedEvents.Count();
for ( int i = 0; i < c; ++i )
{
const QueuedEvents_t& check = m_QueuedEvents[ i ];
if ( check.scene == scene &&
check.event == event )
return;
}
QueuedEvents_t qe;
qe.scene = scene;
qe.event = event;
qe.starttime = starttime;
m_QueuedEvents.AddToTail( qe );
}
//-----------------------------------------------------------------------------
// Purpose: Resets time such that the client version of the .vcd is also updated, if appropriate
// Input : t -
// forceClientSync - unused for now, we may want to reenable this at some point
//-----------------------------------------------------------------------------
void C_SceneEntity::SetCurrentTime( float t, bool forceClientSync )
{
m_flCurrentTime = t;
m_flForceClientTime = t;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_SceneEntity::PrefetchAnimBlocks( CChoreoScene *pScene )
{
Assert( pScene && m_bMultiplayer );
if ( !pScene || !m_bMultiplayer )
return;
// Build a fast lookup, too
CUtlMap<CChoreoActor*,CBaseFlex*> actorMap( 0, 0, DefLessFunc( CChoreoActor* ) );
int nSpew = 0;
int nResident = 0;
int nChecked = 0;
// Iterate events and precache necessary resources
for ( int i = 0; i < pScene->GetNumEvents(); i++ )
{
CChoreoEvent *pEvent = pScene->GetEvent( i );
if ( !pEvent )
continue;
// load any necessary data
switch ( pEvent->GetType() )
{
default:
break;
case CChoreoEvent::SEQUENCE:
case CChoreoEvent::GESTURE:
{
CChoreoActor *pActor = pEvent->GetActor();
if ( pActor )
{
CBaseFlex *pFlex = NULL;
int idx = actorMap.Find( pActor );
if ( idx == actorMap.InvalidIndex() )
{
pFlex = FindNamedActor( pActor );
idx = actorMap.Insert( pActor, pFlex );
}
else
{
pFlex = actorMap[ idx ];
}
if ( pFlex )
{
int iSequence = pFlex->LookupSequence( pEvent->GetParameters() );
if ( iSequence >= 0 )
{
CStudioHdr *pStudioHdr = pFlex->GetModelPtr();
if ( pStudioHdr )
{
// Now look up the animblock
mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( iSequence );
for ( int i = 0 ; i < seqdesc.groupsize[ 0 ] ; ++i )
{
for ( int j = 0; j < seqdesc.groupsize[ 1 ]; ++j )
{
int iAnimation = seqdesc.anim( i, j );
int iBaseAnimation = pStudioHdr->iRelativeAnim( iSequence, iAnimation );
mstudioanimdesc_t &animdesc = pStudioHdr->pAnimdesc( iBaseAnimation );
++nChecked;
if ( nSpew != 0 )
{
Msg( "%s checking block %d\n", pStudioHdr->pszName(), animdesc.animblock );
}
// Async load the animation
int iFrame = 0;
const byte *panim = animdesc.pAnim( &iFrame );
if ( panim )
{
++nResident;
if ( nSpew > 1 )
{
Msg( "%s:%s[%i:%i] was resident\n", pStudioHdr->pszName(), animdesc.pszName(), i, j );
}
}
else
{
if ( nSpew != 0 )
{
Msg( "%s:%s[%i:%i] async load\n", pStudioHdr->pszName(), animdesc.pszName(), i, j );
}
}
}
}
}
}
}
}
break;
}
}
}
if ( !nSpew || nChecked <= 0 )
return;
Msg( "%d of %d animations resident\n", nResident, nChecked );
}