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854 lines
22 KiB
854 lines
22 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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#include "ai_responsesystem.h"
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#include "igamesystem.h"
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#include "ai_criteria.h"
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#include <keyvalues.h>
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#include "filesystem.h"
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#include "utldict.h"
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#include "ai_speech.h"
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#include "tier0/icommandline.h"
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#include <ctype.h>
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#include "sceneentity.h"
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#include "isaverestore.h"
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#include "utlbuffer.h"
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#include "stringpool.h"
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#include "fmtstr.h"
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#include "multiplay_gamerules.h"
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#include "characterset.h"
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#include "responserules/response_host_interface.h"
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#include "responserules/response_types_internal.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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using namespace ResponseRules;
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extern ConVar rr_debugresponses; // ( "rr_debugresponses", "0", FCVAR_NONE, "Show verbose matching output (1 for simple, 2 for rule scoring, 3 for noisy). If set to 4, it will only show response success/failure for npc_selected NPCs." );
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extern ConVar rr_debugrule; // ( "rr_debugrule", "", FCVAR_NONE, "If set to the name of the rule, that rule's score will be shown whenever a concept is passed into the response rules system.");
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extern ConVar rr_dumpresponses; // ( "rr_dumpresponses", "0", FCVAR_NONE, "Dump all response_rules.txt and rules (requires restart)" );
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extern ConVar rr_debugresponseconcept; // ( "rr_debugresponseconcept", "", FCVAR_NONE, "If set, rr_debugresponses will print only responses testing for the specified concept" );
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static characterset_t g_BreakSetIncludingColons;
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// Simple class to initialize breakset
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class CBreakInit
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{
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public:
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CBreakInit()
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{
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CharacterSetBuild( &g_BreakSetIncludingColons, "{}()':" );
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}
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} g_BreakInit;
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inline char rr_tolower( char c )
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{
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if ( c >= 'A' && c <= 'Z' )
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return c - 'A' + 'a';
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return c;
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}
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// BUG BUG: Note that this function doesn't check for data overruns!!!
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// Also, this function lowercases the token as it parses!!!
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inline const char *RR_Parse(const char *data, char *token )
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{
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unsigned char c;
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int len;
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characterset_t *breaks = &g_BreakSetIncludingColons;
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len = 0;
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token[0] = 0;
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if (!data)
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return NULL;
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// skip whitespace
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skipwhite:
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while ( (c = *data) <= ' ')
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{
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if (c == 0)
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return NULL; // end of file;
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data++;
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}
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// skip // comments
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if (c=='/' && data[1] == '/')
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{
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while (*data && *data != '\n')
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data++;
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goto skipwhite;
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}
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// handle quoted strings specially
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if (c == '\"')
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{
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data++;
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while (1)
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{
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c = rr_tolower( *data++ );
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if (c=='\"' || !c)
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{
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token[len] = 0;
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return data;
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}
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token[len] = c;
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len++;
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}
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}
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// parse single characters
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if ( IN_CHARACTERSET( *breaks, c ) )
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{
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token[len] = c;
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len++;
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token[len] = 0;
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return data+1;
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}
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// parse a regular word
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do
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{
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token[len] = rr_tolower( c );
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data++;
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len++;
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c = rr_tolower( *data );
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if ( IN_CHARACTERSET( *breaks, c ) )
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break;
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} while (c>32);
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token[len] = 0;
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return data;
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}
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namespace ResponseRules
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{
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extern const char *ResponseCopyString( const char *in );
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}
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// Host functions required by the ResponseRules::IEngineEmulator interface
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class CResponseRulesToEngineInterface : public ResponseRules::IEngineEmulator
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{
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/// Given an input text buffer data pointer, parses a single token into the variable token and returns the new
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/// reading position
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virtual const char *ParseFile( const char *data, char *token, int maxlen )
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{
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NOTE_UNUSED( maxlen );
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return RR_Parse( data, token );
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}
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/// Return a pointer to an IFileSystem we can use to read and process scripts.
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virtual IFileSystem *GetFilesystem()
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{
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return filesystem;
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}
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/// Return a pointer to an instance of an IUniformRandomStream
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virtual IUniformRandomStream *GetRandomStream()
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{
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return random;
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}
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/// Return a pointer to a tier0 ICommandLine
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virtual ICommandLine *GetCommandLine()
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{
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return CommandLine();
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}
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/// Emulates the server's UTIL_LoadFileForMe
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virtual byte *LoadFileForMe( const char *filename, int *pLength )
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{
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return UTIL_LoadFileForMe( filename, pLength );
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}
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/// Emulates the server's UTIL_FreeFile
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virtual void FreeFile( byte *buffer )
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{
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return UTIL_FreeFile( buffer );
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}
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};
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CResponseRulesToEngineInterface g_ResponseRulesEngineWrapper;
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IEngineEmulator *IEngineEmulator::s_pSingleton = &g_ResponseRulesEngineWrapper;
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BEGIN_SIMPLE_DATADESC( ParserResponse )
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// DEFINE_FIELD( type, FIELD_INTEGER ),
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// DEFINE_ARRAY( value, FIELD_CHARACTER ),
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// DEFINE_FIELD( weight, FIELD_FLOAT ),
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DEFINE_FIELD( depletioncount, FIELD_CHARACTER ),
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// DEFINE_FIELD( first, FIELD_BOOLEAN ),
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// DEFINE_FIELD( last, FIELD_BOOLEAN ),
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END_DATADESC()
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BEGIN_SIMPLE_DATADESC( ResponseGroup )
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// DEFINE_FIELD( group, FIELD_UTLVECTOR ),
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// DEFINE_FIELD( rp, FIELD_EMBEDDED ),
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// DEFINE_FIELD( m_bDepleteBeforeRepeat, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_nDepletionCount, FIELD_CHARACTER ),
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// DEFINE_FIELD( m_bHasFirst, FIELD_BOOLEAN ),
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// DEFINE_FIELD( m_bHasLast, FIELD_BOOLEAN ),
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// DEFINE_FIELD( m_bSequential, FIELD_BOOLEAN ),
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// DEFINE_FIELD( m_bNoRepeat, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_nCurrentIndex, FIELD_CHARACTER ),
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END_DATADESC()
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/// Add some game-specific code to the basic response system
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/// (eg, the scene precacher, which requires the client and server
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/// to work)
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class CGameResponseSystem : public CResponseSystem
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{
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public:
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CGameResponseSystem();
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virtual void Precache();
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virtual void PrecacheResponses( bool bEnable )
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{
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m_bPrecache = bEnable;
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}
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bool ShouldPrecache() { return m_bPrecache; }
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protected:
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bool m_bPrecache;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CGameResponseSystem::CGameResponseSystem() : m_bPrecache(true)
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{};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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static void TouchFile( char const *pchFileName )
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{
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IEngineEmulator::Get()->GetFilesystem()->Size( pchFileName );
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}
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void CGameResponseSystem::Precache()
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{
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bool bTouchFiles = CommandLine()->FindParm( "-makereslists" ) != 0;
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// enumerate and mark all the scripts so we know they're referenced
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for ( int i = 0; i < (int)m_Responses.Count(); i++ )
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{
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ResponseGroup &group = m_Responses[i];
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for ( int j = 0; j < group.group.Count(); j++)
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{
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ParserResponse &response = group.group[j];
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switch ( response.type )
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{
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default:
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break;
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case RESPONSE_SCENE:
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{
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// fixup $gender references
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char file[_MAX_PATH];
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Q_strncpy( file, response.value, sizeof(file) );
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char *gender = strstr( file, "$gender" );
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if ( gender )
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{
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// replace with male & female
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const char *postGender = gender + strlen("$gender");
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*gender = 0;
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char genderFile[_MAX_PATH];
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// male
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Q_snprintf( genderFile, sizeof(genderFile), "%smale%s", file, postGender);
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PrecacheInstancedScene( genderFile );
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if ( bTouchFiles )
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{
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TouchFile( genderFile );
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}
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Q_snprintf( genderFile, sizeof(genderFile), "%sfemale%s", file, postGender);
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PrecacheInstancedScene( genderFile );
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if ( bTouchFiles )
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{
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TouchFile( genderFile );
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}
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}
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else
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{
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PrecacheInstancedScene( file );
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if ( bTouchFiles )
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{
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TouchFile( file );
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}
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}
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}
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break;
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case RESPONSE_SPEAK:
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{
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CBaseEntity::PrecacheScriptSound( response.value );
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}
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break;
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: A special purpose response system associated with a custom entity
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//-----------------------------------------------------------------------------
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class CInstancedResponseSystem : public CGameResponseSystem
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{
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typedef CGameResponseSystem BaseClass;
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public:
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CInstancedResponseSystem( const char *scriptfile ) :
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m_pszScriptFile( 0 )
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{
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Assert( scriptfile );
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int len = Q_strlen( scriptfile ) + 1;
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m_pszScriptFile = new char[ len ];
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Assert( m_pszScriptFile );
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Q_strncpy( m_pszScriptFile, scriptfile, len );
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}
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~CInstancedResponseSystem()
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{
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delete[] m_pszScriptFile;
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}
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virtual const char *GetScriptFile( void )
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{
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Assert( m_pszScriptFile );
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return m_pszScriptFile;
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}
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// CAutoGameSystem
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virtual bool Init()
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{
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const char *basescript = GetScriptFile();
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LoadRuleSet( basescript );
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return true;
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}
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virtual void LevelInitPostEntity()
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{
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ResetResponseGroups();
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}
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virtual void Release()
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{
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Clear();
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delete this;
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}
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private:
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char *m_pszScriptFile;
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};
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//-----------------------------------------------------------------------------
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// Purpose: The default response system for expressive AIs
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//-----------------------------------------------------------------------------
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class CDefaultResponseSystem : public CGameResponseSystem, public CAutoGameSystem
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{
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typedef CAutoGameSystem BaseClass;
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public:
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CDefaultResponseSystem() : CAutoGameSystem( "CDefaultResponseSystem" )
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{
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}
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virtual const char *GetScriptFile( void )
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{
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return "scripts/talker/response_rules.txt";
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}
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// CAutoServerSystem
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virtual bool Init();
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virtual void Shutdown();
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virtual void LevelInitPostEntity()
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{
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}
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virtual void Release()
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{
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Assert( 0 );
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}
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void AddInstancedResponseSystem( const char *scriptfile, CInstancedResponseSystem *sys )
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{
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m_InstancedSystems.Insert( scriptfile, sys );
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}
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CInstancedResponseSystem *FindResponseSystem( const char *scriptfile )
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{
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int idx = m_InstancedSystems.Find( scriptfile );
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if ( idx == m_InstancedSystems.InvalidIndex() )
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return NULL;
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return m_InstancedSystems[ idx ];
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}
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IResponseSystem *PrecacheCustomResponseSystem( const char *scriptfile )
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{
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COM_TimestampedLog( "PrecacheCustomResponseSystem %s - Start", scriptfile );
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CInstancedResponseSystem *sys = ( CInstancedResponseSystem * )FindResponseSystem( scriptfile );
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if ( !sys )
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{
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sys = new CInstancedResponseSystem( scriptfile );
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if ( !sys )
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{
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Error( "Failed to load response system data from %s", scriptfile );
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}
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if ( !sys->Init() )
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{
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Error( "CInstancedResponseSystem: Failed to init response system from %s!", scriptfile );
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}
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AddInstancedResponseSystem( scriptfile, sys );
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}
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sys->Precache();
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COM_TimestampedLog( "PrecacheCustomResponseSystem %s - Finish", scriptfile );
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return ( IResponseSystem * )sys;
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}
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IResponseSystem *BuildCustomResponseSystemGivenCriteria( const char *pszBaseFile, const char *pszCustomName, AI_CriteriaSet &criteriaSet, float flCriteriaScore );
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void DestroyCustomResponseSystems();
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virtual void LevelInitPreEntity()
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{
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// This will precache the default system
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// All user installed systems are init'd by PrecacheCustomResponseSystem which will call sys->Precache() on the ones being used
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// FIXME: This is SLOW the first time you run the engine (can take 3 - 10 seconds!!!)
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if ( ShouldPrecache() )
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{
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Precache();
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}
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ResetResponseGroups();
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}
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void ReloadAllResponseSystems()
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{
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Clear();
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Init();
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int c = m_InstancedSystems.Count();
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for ( int i = c - 1 ; i >= 0; i-- )
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{
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CInstancedResponseSystem *sys = m_InstancedSystems[ i ];
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if ( !IsCustomManagable() )
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{
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sys->Clear();
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sys->Init();
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}
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else
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{
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// Custom reponse rules will manage/reload themselves - remove them.
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m_InstancedSystems.RemoveAt( i );
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}
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}
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// precache sounds in case we added new ones
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Precache();
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}
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private:
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void ClearInstanced()
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{
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int c = m_InstancedSystems.Count();
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for ( int i = c - 1 ; i >= 0; i-- )
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{
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CInstancedResponseSystem *sys = m_InstancedSystems[ i ];
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sys->Release();
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}
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m_InstancedSystems.RemoveAll();
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}
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CUtlDict< CInstancedResponseSystem *, int > m_InstancedSystems;
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friend void CC_RR_DumpHashInfo( const CCommand &args );
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};
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IResponseSystem *CDefaultResponseSystem::BuildCustomResponseSystemGivenCriteria( const char *pszBaseFile, const char *pszCustomName, AI_CriteriaSet &criteriaSet, float flCriteriaScore )
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{
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// Create a instanced response system.
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CInstancedResponseSystem *pCustomSystem = new CInstancedResponseSystem( pszCustomName );
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if ( !pCustomSystem )
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{
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Error( "BuildCustomResponseSystemGivenCriterea: Failed to create custom response system %s!", pszCustomName );
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}
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pCustomSystem->Clear();
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// Copy the relevant rules and data.
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/*
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int nRuleCount = m_Rules.Count();
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for ( int iRule = 0; iRule < nRuleCount; ++iRule )
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*/
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for ( ResponseRulePartition::tIndex iIdx = m_RulePartitions.First() ;
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m_RulePartitions.IsValid(iIdx) ;
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iIdx = m_RulePartitions.Next( iIdx ) )
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{
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Rule *pRule = &m_RulePartitions[iIdx];
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if ( pRule )
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{
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float flScore = 0.0f;
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int nCriteriaCount = pRule->m_Criteria.Count();
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for ( int iCriteria = 0; iCriteria < nCriteriaCount; ++iCriteria )
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{
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int iRuleCriteria = pRule->m_Criteria[iCriteria];
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flScore += LookForCriteria( criteriaSet, iRuleCriteria );
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if ( flScore >= flCriteriaScore )
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{
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CopyRuleFrom( pRule, iIdx, pCustomSystem );
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break;
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}
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}
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}
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}
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// Set as a custom response system.
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m_bCustomManagable = true;
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AddInstancedResponseSystem( pszCustomName, pCustomSystem );
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// pCustomSystem->DumpDictionary( pszCustomName );
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return pCustomSystem;
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}
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void CDefaultResponseSystem::DestroyCustomResponseSystems()
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{
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ClearInstanced();
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}
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static CDefaultResponseSystem defaultresponsesytem;
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IResponseSystem *g_pResponseSystem = &defaultresponsesytem;
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CON_COMMAND_F( rr_reloadresponsesystems, "Reload all response system scripts.", FCVAR_CHEAT )
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{
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defaultresponsesytem.ReloadAllResponseSystems();
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}
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static short RESPONSESYSTEM_SAVE_RESTORE_VERSION = 1;
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// note: this won't save/restore settings from instanced response systems. Could add that with a CDefSaveRestoreOps implementation if needed
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//
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class CDefaultResponseSystemSaveRestoreBlockHandler : public CDefSaveRestoreBlockHandler
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{
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public:
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const char *GetBlockName()
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{
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return "ResponseSystem";
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}
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void WriteSaveHeaders( ISave *pSave )
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{
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pSave->WriteShort( &RESPONSESYSTEM_SAVE_RESTORE_VERSION );
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}
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void ReadRestoreHeaders( IRestore *pRestore )
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{
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// No reason why any future version shouldn't try to retain backward compatability. The default here is to not do so.
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|
short version;
|
|
pRestore->ReadShort( &version );
|
|
m_fDoLoad = ( version == RESPONSESYSTEM_SAVE_RESTORE_VERSION );
|
|
}
|
|
|
|
void Save( ISave *pSave )
|
|
{
|
|
CDefaultResponseSystem& rs = defaultresponsesytem;
|
|
|
|
int count = rs.m_Responses.Count();
|
|
pSave->WriteInt( &count );
|
|
for ( int i = 0; i < count; ++i )
|
|
{
|
|
pSave->StartBlock( "ResponseGroup" );
|
|
|
|
pSave->WriteString( rs.m_Responses.GetElementName( i ) );
|
|
const ResponseGroup *group = &rs.m_Responses[ i ];
|
|
pSave->WriteAll( group );
|
|
|
|
short groupCount = group->group.Count();
|
|
pSave->WriteShort( &groupCount );
|
|
for ( int j = 0; j < groupCount; ++j )
|
|
{
|
|
const ParserResponse *response = &group->group[ j ];
|
|
pSave->StartBlock( "Response" );
|
|
pSave->WriteString( response->value );
|
|
pSave->WriteAll( response );
|
|
pSave->EndBlock();
|
|
}
|
|
|
|
pSave->EndBlock();
|
|
}
|
|
}
|
|
|
|
void Restore( IRestore *pRestore, bool createPlayers )
|
|
{
|
|
if ( !m_fDoLoad )
|
|
return;
|
|
|
|
CDefaultResponseSystem& rs = defaultresponsesytem;
|
|
|
|
int count = pRestore->ReadInt();
|
|
for ( int i = 0; i < count; ++i )
|
|
{
|
|
char szResponseGroupBlockName[SIZE_BLOCK_NAME_BUF];
|
|
pRestore->StartBlock( szResponseGroupBlockName );
|
|
if ( !Q_stricmp( szResponseGroupBlockName, "ResponseGroup" ) )
|
|
{
|
|
|
|
char groupname[ 256 ];
|
|
pRestore->ReadString( groupname, sizeof( groupname ), 0 );
|
|
|
|
// Try and find it
|
|
int idx = rs.m_Responses.Find( groupname );
|
|
if ( idx != rs.m_Responses.InvalidIndex() )
|
|
{
|
|
ResponseGroup *group = &rs.m_Responses[ idx ];
|
|
pRestore->ReadAll( group );
|
|
|
|
short groupCount = pRestore->ReadShort();
|
|
for ( int j = 0; j < groupCount; ++j )
|
|
{
|
|
char szResponseBlockName[SIZE_BLOCK_NAME_BUF];
|
|
|
|
char responsename[ 256 ];
|
|
pRestore->StartBlock( szResponseBlockName );
|
|
if ( !Q_stricmp( szResponseBlockName, "Response" ) )
|
|
{
|
|
pRestore->ReadString( responsename, sizeof( responsename ), 0 );
|
|
|
|
// Find it by name
|
|
int ri;
|
|
for ( ri = 0; ri < group->group.Count(); ++ri )
|
|
{
|
|
ParserResponse *response = &group->group[ ri ];
|
|
if ( !Q_stricmp( response->value, responsename ) )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( ri < group->group.Count() )
|
|
{
|
|
ParserResponse *response = &group->group[ ri ];
|
|
pRestore->ReadAll( response );
|
|
}
|
|
}
|
|
|
|
pRestore->EndBlock();
|
|
}
|
|
}
|
|
}
|
|
|
|
pRestore->EndBlock();
|
|
}
|
|
}
|
|
private:
|
|
|
|
bool m_fDoLoad;
|
|
|
|
} g_DefaultResponseSystemSaveRestoreBlockHandler;
|
|
|
|
ISaveRestoreBlockHandler *GetDefaultResponseSystemSaveRestoreBlockHandler()
|
|
{
|
|
return &g_DefaultResponseSystemSaveRestoreBlockHandler;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// CResponseSystemSaveRestoreOps
|
|
//
|
|
// Purpose: Handles save and load for instanced response systems...
|
|
//
|
|
// BUGBUG: This will save the same response system to file multiple times for "shared" response systems and
|
|
// therefore it'll restore the same data onto the same pointer N times on reload (probably benign for now, but we could
|
|
// write code to save/restore the instanced ones by filename in the block handler above maybe?
|
|
//-----------------------------------------------------------------------------
|
|
|
|
class CResponseSystemSaveRestoreOps : public CDefSaveRestoreOps
|
|
{
|
|
public:
|
|
|
|
virtual void Save( const SaveRestoreFieldInfo_t &fieldInfo, ISave *pSave )
|
|
{
|
|
CResponseSystem *pRS = *(CResponseSystem **)fieldInfo.pField;
|
|
if ( !pRS || pRS == &defaultresponsesytem )
|
|
return;
|
|
|
|
int count = pRS->m_Responses.Count();
|
|
pSave->WriteInt( &count );
|
|
for ( int i = 0; i < count; ++i )
|
|
{
|
|
pSave->StartBlock( "ResponseGroup" );
|
|
|
|
pSave->WriteString( pRS->m_Responses.GetElementName( i ) );
|
|
const ResponseGroup *group = &pRS->m_Responses[ i ];
|
|
pSave->WriteAll( group );
|
|
|
|
short groupCount = group->group.Count();
|
|
pSave->WriteShort( &groupCount );
|
|
for ( int j = 0; j < groupCount; ++j )
|
|
{
|
|
const ParserResponse *response = &group->group[ j ];
|
|
pSave->StartBlock( "Response" );
|
|
pSave->WriteString( response->value );
|
|
pSave->WriteAll( response );
|
|
pSave->EndBlock();
|
|
}
|
|
|
|
pSave->EndBlock();
|
|
}
|
|
}
|
|
|
|
virtual void Restore( const SaveRestoreFieldInfo_t &fieldInfo, IRestore *pRestore )
|
|
{
|
|
CResponseSystem *pRS = *(CResponseSystem **)fieldInfo.pField;
|
|
if ( !pRS || pRS == &defaultresponsesytem )
|
|
return;
|
|
|
|
int count = pRestore->ReadInt();
|
|
for ( int i = 0; i < count; ++i )
|
|
{
|
|
char szResponseGroupBlockName[SIZE_BLOCK_NAME_BUF];
|
|
pRestore->StartBlock( szResponseGroupBlockName );
|
|
if ( !Q_stricmp( szResponseGroupBlockName, "ResponseGroup" ) )
|
|
{
|
|
|
|
char groupname[ 256 ];
|
|
pRestore->ReadString( groupname, sizeof( groupname ), 0 );
|
|
|
|
// Try and find it
|
|
int idx = pRS->m_Responses.Find( groupname );
|
|
if ( idx != pRS->m_Responses.InvalidIndex() )
|
|
{
|
|
ResponseGroup *group = &pRS->m_Responses[ idx ];
|
|
pRestore->ReadAll( group );
|
|
|
|
short groupCount = pRestore->ReadShort();
|
|
for ( int j = 0; j < groupCount; ++j )
|
|
{
|
|
char szResponseBlockName[SIZE_BLOCK_NAME_BUF];
|
|
|
|
char responsename[ 256 ];
|
|
pRestore->StartBlock( szResponseBlockName );
|
|
if ( !Q_stricmp( szResponseBlockName, "Response" ) )
|
|
{
|
|
pRestore->ReadString( responsename, sizeof( responsename ), 0 );
|
|
|
|
// Find it by name
|
|
int ri;
|
|
for ( ri = 0; ri < group->group.Count(); ++ri )
|
|
{
|
|
ParserResponse *response = &group->group[ ri ];
|
|
if ( !Q_stricmp( response->value, responsename ) )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( ri < group->group.Count() )
|
|
{
|
|
ParserResponse *response = &group->group[ ri ];
|
|
pRestore->ReadAll( response );
|
|
}
|
|
}
|
|
|
|
pRestore->EndBlock();
|
|
}
|
|
}
|
|
}
|
|
|
|
pRestore->EndBlock();
|
|
}
|
|
}
|
|
|
|
} g_ResponseSystemSaveRestoreOps;
|
|
|
|
ISaveRestoreOps *responseSystemSaveRestoreOps = &g_ResponseSystemSaveRestoreOps;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CDefaultResponseSystem::Init()
|
|
{
|
|
/*
|
|
Warning( "sizeof( Response ) == %d\n", sizeof( Response ) );
|
|
Warning( "sizeof( ResponseGroup ) == %d\n", sizeof( ResponseGroup ) );
|
|
Warning( "sizeof( Criteria ) == %d\n", sizeof( Criteria ) );
|
|
Warning( "sizeof( AI_ResponseParams ) == %d\n", sizeof( AI_ResponseParams ) );
|
|
*/
|
|
const char *basescript = GetScriptFile();
|
|
|
|
LoadRuleSet( basescript );
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CDefaultResponseSystem::Shutdown()
|
|
{
|
|
// Wipe instanced versions
|
|
ClearInstanced();
|
|
|
|
// Clear outselves
|
|
Clear();
|
|
// IServerSystem chain
|
|
BaseClass::Shutdown();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Instance a custom response system
|
|
// Input : *scriptfile -
|
|
// Output : IResponseSystem
|
|
//-----------------------------------------------------------------------------
|
|
IResponseSystem *PrecacheCustomResponseSystem( const char *scriptfile )
|
|
{
|
|
return defaultresponsesytem.PrecacheCustomResponseSystem( scriptfile );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Instance a custom response system
|
|
// Input : *scriptfile -
|
|
// set -
|
|
// Output : IResponseSystem
|
|
//-----------------------------------------------------------------------------
|
|
IResponseSystem *BuildCustomResponseSystemGivenCriteria( const char *pszBaseFile, const char *pszCustomName, AI_CriteriaSet &criteriaSet, float flCriteriaScore )
|
|
{
|
|
return defaultresponsesytem.BuildCustomResponseSystemGivenCriteria( pszBaseFile, pszCustomName, criteriaSet, flCriteriaScore );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void DestroyCustomResponseSystems()
|
|
{
|
|
defaultresponsesytem.DestroyCustomResponseSystems();
|
|
}
|