You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
229 lines
8.2 KiB
229 lines
8.2 KiB
//========= 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
|