Team Fortress 2 Source Code as on 22/4/2020
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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