Counter Strike : Global Offensive Source Code
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.
 
 
 
 
 
 

638 lines
24 KiB

//========= Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef AI_SPEECH_H
#define AI_SPEECH_H
#include "utlmap.h"
#include "soundflags.h"
#include "ai_responsesystem.h"
#include "utldict.h"
#include "ai_speechconcept.h"
#if defined( _WIN32 )
#pragma once
#endif
class KeyValues;
using ResponseRules::ResponseType_t;
using ResponseRules::AI_ResponseFollowup;
//-----------------------------------------------------------------------------
// Purpose: Used to share a global resource or prevent a system stepping on
// own toes.
//-----------------------------------------------------------------------------
class CAI_TimedSemaphore
{
public:
CAI_TimedSemaphore()
: m_ReleaseTime( 0 )
{
m_hCurrentTalker = NULL;
}
void Acquire( float time, CBaseEntity *pTalker ) { m_ReleaseTime = gpGlobals->curtime + time; m_hCurrentTalker = pTalker; }
void Release() { m_ReleaseTime = 0; m_hCurrentTalker = NULL; }
// Current owner of the semaphore is always allowed to talk
bool IsAvailable( CBaseEntity *pTalker ) const { return ((gpGlobals->curtime > m_ReleaseTime) || (m_hCurrentTalker == pTalker)); }
float GetReleaseTime() const { return m_ReleaseTime; }
CBaseEntity *GetOwner() { return m_hCurrentTalker; }
private:
float m_ReleaseTime;
EHANDLE m_hCurrentTalker;
};
//-----------------------------------------------------------------------------
extern CAI_TimedSemaphore g_AIFriendliesTalkSemaphore;
extern CAI_TimedSemaphore g_AIFoesTalkSemaphore;
#define GetSpeechSemaphore( pNpc ) (((pNpc)->IsPlayerAlly()) ? &g_AIFriendliesTalkSemaphore : &g_AIFoesTalkSemaphore )
//-----------------------------------------------------------------------------
// Basic speech system types
//-----------------------------------------------------------------------------
//-------------------------------------
// Constants
const float AIS_NO_DELAY = 0;
const soundlevel_t AIS_DEF_SNDLVL = SNDLVL_TALKING;
#define AI_NULL_CONCEPT NULL
#define AI_NULL_SENTENCE NULL
// Sentence prefix constants
#define AI_SP_SPECIFIC_SENTENCE '!'
#define AI_SP_WAVFILE '^'
#define AI_SP_SCENE_GROUP '='
#define AI_SP_SPECIFIC_SCENE '?'
#define AI_SPECIFIC_SENTENCE(str_constant) "!" str_constant
#define AI_WAVFILE(str_constant) "^" str_constant
// @Note (toml 09-12-02): as scene groups are not currently implemented, the string is a semi-colon delimited list
#define AI_SCENE_GROUP(str_constant) "=" str_constant
#define AI_SPECIFIC_SCENE(str_constant) "?" str_constant
// Designer overriding modifiers
#define AI_SPECIFIC_SCENE_MODIFIER "scene:"
//-------------------------------------
//-------------------------------------
// An id that represents the core meaning of a spoken phrase,
// eventually to be mapped to a sentence group or scene
#if AI_CONCEPTS_ARE_STRINGS
typedef const char *AIConcept_t;
inline bool CompareConcepts( AIConcept_t c1, AIConcept_t c2 )
{
return ( (void *)c1 == (void *)c2 || ( c1 && c2 && Q_stricmp( c1, c2 ) == 0 ) );
}
#else
typedef CAI_Concept AIConcept_t;
inline bool CompareConcepts( AIConcept_t c1, AIConcept_t c2 )
{
return c1.m_iConcept == c2.m_iConcept;
}
#endif
//-----------------------------------------------------------------------------
// CAI_Expresser
//
// Purpose: Provides the functionality of going from abstract concept ("hello")
// to specific sentence/scene/wave
//
//-------------------------------------
// Sink supports behavior control and receives notifications of internal events
class CAI_ExpresserSink
{
public:
virtual void OnSpokeConcept( AIConcept_t concept, AI_Response *response ) {};
virtual void OnStartSpeaking() {}
virtual bool UseSemaphore() { return true; }
};
struct ConceptHistory_t
{
DECLARE_SIMPLE_DATADESC();
ConceptHistory_t(float timeSpoken = -1 )
: timeSpoken( timeSpoken ), m_response( )
{
}
ConceptHistory_t( const ConceptHistory_t& src );
ConceptHistory_t& operator = ( const ConceptHistory_t& src );
~ConceptHistory_t();
float timeSpoken;
AI_Response m_response;
};
//-------------------------------------
class CAI_Expresser : public ResponseRules::IResponseFilter
{
public:
CAI_Expresser( CBaseFlex *pOuter = NULL );
~CAI_Expresser();
// --------------------------------
bool Connect( CAI_ExpresserSink *pSink ) { m_pSink = pSink; return true; }
bool Disconnect( CAI_ExpresserSink *pSink ) { m_pSink = NULL; return true;}
void TestAllResponses();
// --------------------------------
bool Speak( AIConcept_t &concept, const char *modifiers = NULL, char *pszOutResponseChosen = NULL, size_t bufsize = 0, IRecipientFilter *filter = NULL );
bool Speak( AIConcept_t &concept, AI_CriteriaSet *criteria, char *pszOutResponseChosen = NULL, size_t bufsize = 0, IRecipientFilter *filter = NULL );
// Given modifiers (which are colon-delimited strings), fill out a criteria set including this
// character's contexts and the ones in the modifier. This lets us hang on to them after a call
// to SpeakFindResponse.
void GatherCriteria( AI_CriteriaSet *outputCritera, const AIConcept_t &concept, const char *modifiers );
// These two methods allow looking up a response and dispatching it to be two different steps
// AI_Response *SpeakFindResponse( AIConcept_t concept, const char *modifiers = NULL );
// AI_Response *SpeakFindResponse( AIConcept_t &concept, AI_CriteriaSet *criteria );
// Find the appropriate response for the given concept. Return false if none found.
// Fills out the response object that you provide.
bool FindResponse( AI_Response &outResponse, AIConcept_t &concept, AI_CriteriaSet *modifiers = NULL );
virtual bool SpeakDispatchResponse( AIConcept_t &concept, AI_Response *response, AI_CriteriaSet *criteria, IRecipientFilter *filter = NULL );
float GetResponseDuration( AI_Response *response );
virtual int SpeakRawSentence( const char *pszSentence, float delay, float volume = VOL_NORM, soundlevel_t soundlevel = SNDLVL_TALKING, CBaseEntity *pListener = NULL );
bool SemaphoreIsAvailable( CBaseEntity *pTalker );
float GetSemaphoreAvailableTime( CBaseEntity *pTalker );
virtual void OnSpeechFinished() {};
// This function can be overriden by games to suppress speech altogether during glue screens, etc
static bool IsSpeechGloballySuppressed();
// --------------------------------
virtual bool IsSpeaking();
bool CanSpeak();
bool CanSpeakAfterMyself();
float GetTimeSpeechComplete() const { return m_flStopTalkTime; }
void BlockSpeechUntil( float time );
// --------------------------------
bool CanSpeakConcept( AIConcept_t concept );
bool SpokeConcept( AIConcept_t concept );
float GetTimeSpokeConcept( AIConcept_t concept ); // returns -1 if never
void SetSpokeConcept( AIConcept_t concept, AI_Response *response, bool bCallback = true );
void ClearSpokeConcept( AIConcept_t concept );
// --------------------------------
void SetVoicePitch( int voicePitch ) { m_voicePitch = voicePitch; }
int GetVoicePitch() const;
void NoteSpeaking( float duration, float delay = 0 );
// Force the NPC to release the semaphore & clear next speech time
void ForceNotSpeaking( void );
// helper used in dealing with RESPONSE_ENTITYIO
// response is the output of AI_Response::GetName
// note: the response string will get stomped on (by strtok)
// returns false on failure (eg, couldn't match parse contents)
static bool FireEntIOFromResponse( char *response, CBaseEntity *pInitiator );
protected:
CAI_TimedSemaphore *GetMySpeechSemaphore( CBaseEntity *pNpc );
bool SpeakRawScene( const char *pszScene, float delay, AI_Response *response, IRecipientFilter *filter = NULL );
// This will create a fake .vcd/CChoreoScene to wrap the sound to be played
bool SpeakAutoGeneratedScene( char const *soundname, float delay );
void DumpHistories();
void SpeechMsg( CBaseEntity *pFlex, const char *pszFormat, ... );
// --------------------------------
CAI_ExpresserSink *GetSink() { return m_pSink; }
private:
// --------------------------------
virtual bool IsValidResponse( ResponseType_t type, const char *pszValue );
// --------------------------------
CAI_ExpresserSink *m_pSink;
// --------------------------------
//
// Speech concept data structures
//
CUtlDict< ConceptHistory_t, int > m_ConceptHistories;
// --------------------------------
//
// Speaking states
//
float m_flStopTalkTime; // when in the future that I'll be done saying this sentence.
float m_flStopTalkTimeWithoutDelay; // same as the above, but minus the delay before other people can speak
float m_flBlockedTalkTime;
int m_voicePitch; // pitch of voice for this head
float m_flLastTimeAcceptedSpeak; // because speech may not be blocked until NoteSpeaking called by scene ent, this handles in-think blocking
DECLARE_SIMPLE_DATADESC();
// --------------------------------
//
public:
void SetOuter( CBaseFlex *pOuter );
CBaseFlex * GetOuter() { return m_pOuter; }
const CBaseFlex * GetOuter() const { return m_pOuter; }
private:
CHandle<CBaseFlex> m_pOuter;
};
//-----------------------------------------------------------------------------
//
// An NPC base class to assist a branch of the inheritance graph
// in utilizing CAI_Expresser
//
template <class BASE_NPC>
class CAI_ExpresserHost : public BASE_NPC, protected CAI_ExpresserSink
{
DECLARE_CLASS_NOFRIEND( CAI_ExpresserHost, BASE_NPC );
public:
virtual void NoteSpeaking( float duration, float delay );
virtual bool Speak( AIConcept_t concept, const char *modifiers = NULL, char *pszOutResponseChosen = NULL, size_t bufsize = 0, IRecipientFilter *filter = NULL );
virtual bool Speak( AIConcept_t concept, AI_CriteriaSet *pCriteria, char *pszOutResponseChosen = NULL, size_t bufsize = 0, IRecipientFilter *filter = NULL );
void GatherCriteria( AI_CriteriaSet *outputCritera, const AIConcept_t &concept, const char *modifiers );
// These two methods allow looking up a response and dispatching it to be two different steps
// AI_Response * SpeakFindResponse( AIConcept_t concept, const char *modifiers = NULL );
// AI_Response *SpeakFindResponse( AIConcept_t concept, AI_CriteriaSet *criteria );
// AI_Response *SpeakFindResponse( AIConcept_t concept );
// Find the appropriate response for the given concept. Return false if none found.
// Fills out the response object that you provide.
bool FindResponse( AI_Response &outResponse, AIConcept_t &concept, AI_CriteriaSet *criteria = NULL );
bool SpeakDispatchResponse( AIConcept_t concept, AI_Response *response, AI_CriteriaSet *criteria = NULL );
virtual void PostSpeakDispatchResponse( AIConcept_t concept, AI_Response *response ) { return; }
float GetResponseDuration( AI_Response *response );
float GetTimeSpeechComplete() const { return this->GetExpresser()->GetTimeSpeechComplete(); }
bool IsSpeaking() { return this->GetExpresser()->IsSpeaking(); }
bool CanSpeak() { return this->GetExpresser()->CanSpeak(); }
bool CanSpeakAfterMyself() { return this->GetExpresser()->CanSpeakAfterMyself(); }
void SetSpokeConcept( AIConcept_t concept, AI_Response *response, bool bCallback = true ) { this->GetExpresser()->SetSpokeConcept( concept, response, bCallback ); }
float GetTimeSpokeConcept( AIConcept_t concept ) { return this->GetExpresser()->GetTimeSpokeConcept( concept ); }
bool SpokeConcept( AIConcept_t concept ) { return this->GetExpresser()->SpokeConcept( concept ); }
protected:
int PlaySentence( const char *pszSentence, float delay, float volume = VOL_NORM, soundlevel_t soundlevel = SNDLVL_TALKING, CBaseEntity *pListener = NULL );
virtual void ModifyOrAppendCriteria( AI_CriteriaSet& set );
virtual ResponseRules::IResponseSystem *GetResponseSystem();
// Override of base entity response input handler
virtual void DispatchResponse( const char *conceptName );
};
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class BASE_NPC>
inline void CAI_ExpresserHost<BASE_NPC>::NoteSpeaking( float duration, float delay )
{
this->GetExpresser()->NoteSpeaking( duration, delay );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class BASE_NPC>
inline bool CAI_ExpresserHost<BASE_NPC>::Speak( AIConcept_t concept, const char *modifiers /*= NULL*/, char *pszOutResponseChosen /*=NULL*/, size_t bufsize /* = 0 */, IRecipientFilter *filter /* = NULL */ )
{
AssertOnce( this->GetExpresser()->GetOuter() == this );
return this->GetExpresser()->Speak( concept, modifiers, pszOutResponseChosen, bufsize, filter );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class BASE_NPC>
inline bool CAI_ExpresserHost<BASE_NPC>::Speak( AIConcept_t concept, AI_CriteriaSet *pCriteria, char *pszOutResponseChosen /*=NULL*/, size_t bufsize /* = 0 */, IRecipientFilter *filter /* = NULL */ )
{
AssertOnce( this->GetExpresser()->GetOuter() == this );
CAI_Expresser * const RESTRICT pExpresser = this->GetExpresser();
concept.SetSpeaker( this );
// add in any local criteria to the one passed on the command line.
pExpresser->GatherCriteria( pCriteria, concept, NULL );
// call the "I have aleady gathered criteria" version of Expresser::Speak
return pExpresser->Speak( concept, pCriteria, pszOutResponseChosen, bufsize, filter );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class BASE_NPC>
inline int CAI_ExpresserHost<BASE_NPC>::PlaySentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, CBaseEntity *pListener )
{
return this->GetExpresser()->SpeakRawSentence( pszSentence, delay, volume, soundlevel, pListener );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
extern void CAI_ExpresserHost_NPC_DoModifyOrAppendCriteria( CAI_BaseNPC *pSpeaker, AI_CriteriaSet& criteriaSet );
template <class BASE_NPC>
inline void CAI_ExpresserHost<BASE_NPC>::ModifyOrAppendCriteria( AI_CriteriaSet& criteriaSet )
{
BaseClass::ModifyOrAppendCriteria( criteriaSet );
#ifndef TERROR // no such thing as NPC pointers in L4D
if ( this->MyNPCPointer() )
{
CAI_ExpresserHost_NPC_DoModifyOrAppendCriteria( this->MyNPCPointer(), criteriaSet );
}
#endif
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class BASE_NPC>
inline ResponseRules::IResponseSystem *CAI_ExpresserHost<BASE_NPC>::GetResponseSystem()
{
extern ResponseRules::IResponseSystem *g_pResponseSystem;
// Expressive NPC's use the general response system
return g_pResponseSystem;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class BASE_NPC>
inline void CAI_ExpresserHost<BASE_NPC>::GatherCriteria( AI_CriteriaSet *outputCriteria, const AIConcept_t &concept, const char *modifiers )
{
return this->GetExpresser()->GatherCriteria( outputCriteria, concept, modifiers );
}
#if 0
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class BASE_NPC>
inline AI_Response *CAI_ExpresserHost<BASE_NPC>::SpeakFindResponse( AIConcept_t concept, const char *modifiers /*= NULL*/ )
{
return this->GetExpresser()->SpeakFindResponse( concept, modifiers );
}
#endif
#if 0
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class BASE_NPC>
inline AI_Response *CAI_ExpresserHost<BASE_NPC>::SpeakFindResponse( AIConcept_t concept, AI_CriteriaSet *criteria /*= NULL*/ )
{
return this->GetExpresser()->SpeakFindResponse( concept, criteria );
}
//-----------------------------------------------------------------------------
// In this case we clearly don't care to hang on to the criteria, so make a convenience
// class that generates a one off.
//-----------------------------------------------------------------------------
template <class BASE_NPC>
inline AI_Response * CAI_ExpresserHost<BASE_NPC>::SpeakFindResponse( AIConcept_t concept )
{
AI_CriteriaSet criteria;
GatherCriteria( &criteria, concept, NULL );
return this->GetExpresser()->SpeakFindResponse( concept, &criteria );
}
#endif
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class BASE_NPC>
inline bool CAI_ExpresserHost<BASE_NPC>::FindResponse( AI_Response &outResponse, AIConcept_t &concept, AI_CriteriaSet *criteria )
{
return this->GetExpresser()->FindResponse( outResponse, concept, criteria );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class BASE_NPC>
inline bool CAI_ExpresserHost<BASE_NPC>::SpeakDispatchResponse( AIConcept_t concept, AI_Response *response, AI_CriteriaSet *criteria )
{
if ( this->GetExpresser()->SpeakDispatchResponse( concept, response, criteria ) )
{
PostSpeakDispatchResponse( concept, response );
return true;
}
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
template <class BASE_NPC>
inline float CAI_ExpresserHost<BASE_NPC>::GetResponseDuration( AI_Response *response )
{
return this->GetExpresser()->GetResponseDuration( response );
}
//-----------------------------------------------------------------------------
// Override of base entity response input handler
//-----------------------------------------------------------------------------
template <class BASE_NPC>
inline void CAI_ExpresserHost<BASE_NPC>::DispatchResponse( const char *conceptName )
{
Speak( (AIConcept_t)conceptName );
}
//-----------------------------------------------------------------------------
/// A shim under CAI_ExpresserHost you can use when deriving a new expresser
/// host type under CAI_BaseNPC. This does the extra step of declaring an m_pExpresser
/// member and initializing it from CreateComponents(). If your BASE_NPC class isn't
/// actually an NPC, then CreateComponents() never gets called and you won't have
/// an expresser created.
/// Note: you still need to add m_pExpresser to the Datadesc for your derived type.
/// This is because I couldn't figure out how to make a templatized datadesc declaration
/// that works generically on the template type.
template <class BASE_NPC, class EXPRESSER_TYPE>
class CAI_ExpresserHostWithData : public CAI_ExpresserHost<BASE_NPC>
{
DECLARE_CLASS_NOFRIEND( CAI_ExpresserHostWithData, CAI_ExpresserHost<BASE_NPC> );
public:
CAI_ExpresserHostWithData( ) : m_pExpresser(NULL) {};
virtual CAI_Expresser *GetExpresser() { return m_pExpresser; }
const CAI_Expresser *GetExpresser() const { return m_pExpresser; }
virtual bool CreateComponents()
{
return BaseClass::CreateComponents() && ( CreateExpresser() != NULL );
}
protected:
EXPRESSER_TYPE *CreateExpresser( void )
{
AssertMsg1( m_pExpresser == NULL, "Tried to double-initialize expresser in %s\n", this->GetDebugName() );
m_pExpresser = new EXPRESSER_TYPE(this);
if ( !m_pExpresser)
{
AssertMsg1( false, "Creating an expresser failed in %s\n", this->GetDebugName() );
return NULL;
}
m_pExpresser->Connect(this);
return m_pExpresser;
}
virtual ~CAI_ExpresserHostWithData( void )
{
delete m_pExpresser;
m_pExpresser = NULL;
}
EXPRESSER_TYPE *m_pExpresser;
};
/// response rules
namespace RR
{
/// some applycontext clauses have operators preceding them,
/// like ++1 which means "take the current value and increment it
/// by one". These classes detect these cases and do the appropriate
/// thing.
class CApplyContextOperator
{
public:
inline CApplyContextOperator( int nSkipChars ) : m_nSkipChars(nSkipChars) {};
/// perform whatever this operator does upon the given context value.
/// Default op is simply to copy old to new.
/// pOldValue should be the currently set value of the context. May be NULL meaning no prior value.
/// pOperator the value that applycontext says to set
/// pNewValue a pointer to a buffer where the real new value will be writ.
/// returns true on success; false on failure (eg, tried to increment a
/// non-numeric value).
virtual bool Apply( const char *pOldValue, const char *pOperator, char *pNewValue, int pNewValBufSize );
/// This is the function that should be called from outside,
/// fed the input string, it'll select the right operator
/// to apply.
static CApplyContextOperator *FindOperator( const char *pContextString );
protected:
int m_nSkipChars; // how many chars to "skip" in the value string to get past the op specifier to the actual value
// eg, "++3" has a m_nSkipChars of 2, because the op string "++" is two characters.
};
class CIncrementOperator : public CApplyContextOperator
{
public:
inline CIncrementOperator( int nSkipChars ) : CApplyContextOperator(nSkipChars) {};
virtual bool Apply( const char *pOldValue, const char *pOperator, char *pNewValue, int pNewValBufSize );
};
class CDecrementOperator : public CApplyContextOperator
{
public:
inline CDecrementOperator( int nSkipChars ) : CApplyContextOperator(nSkipChars) {};
virtual bool Apply( const char *pOldValue, const char *pOperator, char *pNewValue, int pNewValBufSize );
};
class CToggleOperator : public CApplyContextOperator
{
public:
inline CToggleOperator( int nSkipChars ) : CApplyContextOperator(nSkipChars) {};
virtual bool Apply( const char *pOldValue, const char *pOperator, char *pNewValue, int pNewValBufSize );
};
// the singleton operators
extern CApplyContextOperator sm_OpCopy;
extern CIncrementOperator sm_OpIncrement;
extern CDecrementOperator sm_OpDecrement;
extern CToggleOperator sm_OpToggle;
};
//-----------------------------------------------------------------------------
#include "ai_speechqueue.h"
//-----------------------------------------------------------------------------
// A kind of AI Expresser that can dispatch a follow-up speech event when it
// finishes speaking.
//-----------------------------------------------------------------------------
class CAI_ExpresserWithFollowup : public CAI_Expresser
{
public:
CAI_ExpresserWithFollowup( CBaseFlex *pOuter = NULL ) : CAI_Expresser(pOuter),
m_pPostponedFollowup(NULL)
{};
virtual bool Speak( AIConcept_t &concept, const char *modifiers = NULL, char *pszOutResponseChosen = NULL, size_t bufsize = 0, IRecipientFilter *filter = NULL );
virtual bool SpeakDispatchResponse( AIConcept_t &concept, AI_Response *response, AI_CriteriaSet *criteria, IRecipientFilter *filter = NULL );
virtual void SpeakDispatchFollowup( AI_ResponseFollowup &followup );
virtual void OnSpeechFinished();
typedef CAI_Expresser BaseClass;
protected:
static void DispatchFollowupThroughQueue( const AIConcept_t &concept,
const char *criteriaStr,
const CResponseQueue::CFollowupTargetSpec_t &target,
float delay,
CBaseEntity * RESTRICT pOuter );
AI_ResponseFollowup *m_pPostponedFollowup; // TODO: save/restore
CResponseQueue::CFollowupTargetSpec_t m_followupTarget;
};
class CMultiplayer_Expresser : public CAI_ExpresserWithFollowup
{
public:
CMultiplayer_Expresser( CBaseFlex *pOuter = NULL );
//~CMultiplayer_Expresser();
virtual bool IsSpeaking();
void AllowMultipleScenes();
void DisallowMultipleScenes();
private:
bool m_bAllowMultipleScenes;
};
#endif // AI_SPEECH_H