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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Hooks and classes for the support of humanoid NPCs with
// groovy facial animation capabilities, aka, "Actors"
//
//=============================================================================//
#ifndef AI_BASEACTOR_H
#define AI_BASEACTOR_H
#include "ai_basehumanoid.h"
#include "ai_speech.h"
#include "AI_Interest_Target.h"
#include <limits.h>
#if defined( _WIN32 )
#pragma once
#endif
//-----------------------------------------------------------------------------
// CAI_BaseActor
//
// Purpose: The base class for all head/body/eye expressive NPCS.
//
//-----------------------------------------------------------------------------
enum PoseParameter_t { POSE_END=INT_MAX }; enum FlexWeight_t { FLEX_END=INT_MAX };
struct AILookTargetArgs_t { EHANDLE hTarget; Vector vTarget; float flDuration; float flInfluence; float flRamp; bool bExcludePlayers; CAI_InterestTarget *pQueue; };
class CAI_BaseActor : public CAI_ExpresserHost<CAI_BaseHumanoid> { DECLARE_CLASS( CAI_BaseActor, CAI_ExpresserHost<CAI_BaseHumanoid> );
//friend CPoseParameter;
//friend CFlexWeight;
public:
// FIXME: this method is lame, isn't there some sort of template thing that would get rid of the Outer pointer?
void Init( PoseParameter_t &index, const char *szName ) { index = (PoseParameter_t)LookupPoseParameter( szName ); }; void Set( PoseParameter_t index, float flValue ) { SetPoseParameter( (int)index, flValue ); } float Get( PoseParameter_t index ) { return GetPoseParameter( (int)index ); }
float ClampWithBias( PoseParameter_t index, float value, float base );
// Note, you must add all names to this static function in order for Init to work
static bool IsServerSideFlexController( char const *szName );
void Init( FlexWeight_t &index, const char *szName ) { // Make this fatal!!!
if ( !IsServerSideFlexController( szName ) ) { Error( "You forgot to add flex controller %s to list in CAI_BaseActor::IsServerSideFlexController().", szName ); }
index = (FlexWeight_t)FindFlexController( szName ); } void Set( FlexWeight_t index, float flValue ) { SetFlexWeight( (LocalFlexController_t)index, flValue ); } float Get( FlexWeight_t index ) { return GetFlexWeight( (LocalFlexController_t)index ); }
public: CAI_BaseActor() : m_fLatchedPositions( 0 ), m_latchedEyeOrigin( vec3_origin ), m_latchedEyeDirection( vec3_origin ), m_latchedHeadDirection( vec3_origin ), m_flBlinktime( 0 ), m_hLookTarget( NULL ), m_iszExpressionScene( NULL_STRING ), m_iszIdleExpression( NULL_STRING ), m_iszAlertExpression( NULL_STRING ), m_iszCombatExpression( NULL_STRING ), m_iszDeathExpression( NULL_STRING ), m_iszExpressionOverride( NULL_STRING ) { memset( m_flextarget, 0, 64 * sizeof( m_flextarget[0] ) ); }
~CAI_BaseActor() { delete m_pExpresser; }
virtual void StudioFrameAdvance();
virtual void Precache();
virtual void SetModel( const char *szModelName );
virtual bool StartSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget ); virtual bool ProcessSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event ); virtual bool ClearSceneEvent( CSceneEventInfo *info, bool fastKill, bool canceled ); virtual bool CheckSceneEventCompletion( CSceneEventInfo *info, float currenttime, CChoreoScene *scene, CChoreoEvent *event );
Vector EyePosition( ); virtual Vector HeadDirection2D( void ); virtual Vector HeadDirection3D( void ); virtual Vector EyeDirection2D( void ); virtual Vector EyeDirection3D( void );
CBaseEntity *GetLooktarget() { return m_hLookTarget.Get(); } virtual void OnNewLookTarget() {};
// CBaseFlex
virtual void SetViewtarget( const Vector &viewtarget ); // CAI_BaseNPC
virtual float PickLookTarget( bool bExcludePlayers = false, float minTime = 1.5, float maxTime = 2.5 ); virtual float PickLookTarget( CAI_InterestTarget &queue, bool bExcludePlayers = false, float minTime = 1.5, float maxTime = 2.5 ); virtual bool PickTacticalLookTarget( AILookTargetArgs_t *pArgs ); virtual bool PickRandomLookTarget( AILookTargetArgs_t *pArgs ); virtual void MakeRandomLookTarget( AILookTargetArgs_t *pArgs, float minTime, float maxTime ); virtual bool HasActiveLookTargets( void ); virtual void OnSelectedLookTarget( AILookTargetArgs_t *pArgs ) { return; } virtual void ClearLookTarget( CBaseEntity *pTarget ); virtual void ExpireCurrentRandomLookTarget() { m_flNextRandomLookTime = gpGlobals->curtime - 0.1f; }
virtual void StartTaskRangeAttack1( const Task_t *pTask );
virtual void AddLookTarget( CBaseEntity *pTarget, float flImportance, float flDuration, float flRamp = 0.0 ); virtual void AddLookTarget( const Vector &vecPosition, float flImportance, float flDuration, float flRamp = 0.0 );
virtual void SetHeadDirection( const Vector &vTargetPos, float flInterval );
void UpdateBodyControl( void ); void UpdateHeadControl( const Vector &vHeadTarget, float flHeadInfluence ); virtual float GetHeadDebounce( void ) { return 0.3; } // how much of previous head turn to use
virtual void MaintainLookTargets( float flInterval ); virtual bool ValidEyeTarget(const Vector &lookTargetPos); virtual bool ValidHeadTarget(const Vector &lookTargetPos); virtual float HeadTargetValidity(const Vector &lookTargetPos);
virtual bool ShouldBruteForceFailedNav() { return true; }
void AccumulateIdealYaw( float flYaw, float flIntensity ); bool SetAccumulatedYawAndUpdate( void );
float m_flAccumYawDelta; float m_flAccumYawScale;
//---------------------------------
virtual void OnStateChange( NPC_STATE OldState, NPC_STATE NewState );
//---------------------------------
virtual void PlayExpressionForState( NPC_STATE state ); virtual const char *SelectRandomExpressionForState( NPC_STATE state );
float SetExpression( const char * ); void ClearExpression(); const char * GetExpression();
enum { SCENE_AI_BLINK = 1, SCENE_AI_HOLSTER, SCENE_AI_UNHOLSTER, SCENE_AI_AIM, SCENE_AI_RANDOMLOOK, SCENE_AI_RANDOMFACEFLEX, SCENE_AI_RANDOMHEADFLEX, SCENE_AI_IGNORECOLLISION, SCENE_AI_DISABLEAI };
DECLARE_DATADESC(); private: enum { HUMANOID_LATCHED_EYE = 0x0001, HUMANOID_LATCHED_HEAD = 0x0002, HUMANOID_LATCHED_ALL = 0x0003, };
//---------------------------------
void UpdateLatchedValues( void );
// Input handlers.
void InputSetExpressionOverride( inputdata_t &inputdata );
//---------------------------------
int m_fLatchedPositions; Vector m_latchedEyeOrigin; Vector m_latchedEyeDirection; // direction eyes are looking
Vector m_latchedHeadDirection; // direction head is aiming
void ClearHeadAdjustment( void ); Vector m_goalHeadDirection; float m_goalHeadInfluence;
//---------------------------------
float m_goalSpineYaw; float m_goalBodyYaw; Vector m_goalHeadCorrection;
//---------------------------------
float m_flBlinktime; EHANDLE m_hLookTarget; CAI_InterestTarget m_lookQueue; CAI_InterestTarget m_syntheticLookQueue;
CAI_InterestTarget m_randomLookQueue; float m_flNextRandomLookTime; // FIXME: move to scene
//---------------------------------
string_t m_iszExpressionScene; EHANDLE m_hExpressionSceneEnt; float m_flNextRandomExpressionTime;
string_t m_iszExpressionOverride;
protected: string_t m_iszIdleExpression; string_t m_iszAlertExpression; string_t m_iszCombatExpression; string_t m_iszDeathExpression;
private: //---------------------------------
//PoseParameter_t m_ParameterBodyTransY; // "body_trans_Y"
//PoseParameter_t m_ParameterBodyTransX; // "body_trans_X"
//PoseParameter_t m_ParameterBodyLift; // "body_lift"
PoseParameter_t m_ParameterBodyYaw; // "body_yaw"
//PoseParameter_t m_ParameterBodyPitch; // "body_pitch"
//PoseParameter_t m_ParameterBodyRoll; // "body_roll"
PoseParameter_t m_ParameterSpineYaw; // "spine_yaw"
//PoseParameter_t m_ParameterSpinePitch; // "spine_pitch"
//PoseParameter_t m_ParameterSpineRoll; // "spine_roll"
PoseParameter_t m_ParameterNeckTrans; // "neck_trans"
PoseParameter_t m_ParameterHeadYaw; // "head_yaw"
PoseParameter_t m_ParameterHeadPitch; // "head_pitch"
PoseParameter_t m_ParameterHeadRoll; // "head_roll"
//FlexWeight_t m_FlexweightMoveRightLeft; // "move_rightleft"
//FlexWeight_t m_FlexweightMoveForwardBack;// "move_forwardback"
//FlexWeight_t m_FlexweightMoveUpDown; // "move_updown"
FlexWeight_t m_FlexweightBodyRightLeft; // "body_rightleft"
//FlexWeight_t m_FlexweightBodyUpDown; // "body_updown"
//FlexWeight_t m_FlexweightBodyTilt; // "body_tilt"
FlexWeight_t m_FlexweightChestRightLeft; // "chest_rightleft"
//FlexWeight_t m_FlexweightChestUpDown; // "chest_updown"
//FlexWeight_t m_FlexweightChestTilt; // "chest_tilt"
FlexWeight_t m_FlexweightHeadForwardBack;// "head_forwardback"
FlexWeight_t m_FlexweightHeadRightLeft; // "head_rightleft"
FlexWeight_t m_FlexweightHeadUpDown; // "head_updown"
FlexWeight_t m_FlexweightHeadTilt; // "head_tilt"
PoseParameter_t m_ParameterGestureHeight; // "gesture_height"
PoseParameter_t m_ParameterGestureWidth; // "gesture_width"
FlexWeight_t m_FlexweightGestureUpDown; // "gesture_updown"
FlexWeight_t m_FlexweightGestureRightLeft; // "gesture_rightleft"
private: //---------------------------------
bool RandomFaceFlex( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event ); bool RandomHeadFlex( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event ); float m_flextarget[64];
public: virtual bool UseSemaphore( void );
protected: bool m_bDontUseSemaphore;
public: //---------------------------------
//
// Speech support
//
virtual CAI_Expresser *GetExpresser();
protected: bool CreateComponents(); virtual CAI_Expresser *CreateExpresser(); private: //---------------------------------
CAI_Expresser *m_pExpresser; };
//-----------------------------------------------------------------------------
#endif // AI_BASEACTOR_H
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