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

254 lines
7.8 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#ifndef TALKNPC_H
#define TALKNPC_H
#ifdef POSIX
#undef time
#include <time.h>
#endif
#ifndef _XBOX
#undef min
#undef max
#pragma warning(push)
#include <set>
#pragma warning(pop)
#endif
#ifdef _WIN32
#pragma once
#endif
// the include <set> monkey's with the MAX() define, unbreak it
#undef MINMAX_H
#include "minmax.h"
#include "ai_playerally.h"
#include "soundflags.h"
#include "ai_task.h"
#include "ai_schedule.h"
#include "ai_default.h"
#include "ai_speech.h"
#include "ai_basenpc.h"
#include "ai_behavior.h"
#include "ai_behavior_follow.h"
#include "tier0/memdbgon.h"
//=========================================================
// Talking NPC base class
// Used for scientists and barneys
//=========================================================
#define TLK_CFRIENDS 4
//=============================================================================
// >> CNPCSimpleTalker
//=============================================================================
#define MONOLOGNAME_LEN 16 // sentence names passed as monolog may be no longer than this.
#define AI_SP_START_MONOLOG '~'
#define AI_SP_MONOLOG_LINE '@'
class CNPCSimpleTalker;
class CNPCSimpleTalkerExpresser : public CAI_ComponentWithOuter<CNPCSimpleTalker, CAI_Expresser>
{
public:
CNPCSimpleTalkerExpresser( CNPCSimpleTalker *pOuter )
: CAI_ComponentWithOuter<CNPCSimpleTalker, CAI_Expresser>( pOuter )
{
EndMonolog();
}
virtual int SpeakRawSentence( const char *pszSentence, float delay, float volume = VOL_NORM, soundlevel_t soundlevel = SNDLVL_TALKING, CBaseEntity *pListener = NULL );
// --------------------------------
//
// Monologue operations
//
bool HasMonolog( void ) { return m_iMonologIndex != -1; };
void BeginMonolog( char *pszSentenceName, CBaseEntity *pListener );
void EndMonolog( void );
void SpeakMonolog( void );
void SuspendMonolog( float flInterval );
void ResumeMonolog( void );
CBaseEntity *GetMonologueTarget() { return m_hMonologTalkTarget.Get(); }
// --------------------------------
//
// Monologue data
//
char m_szMonologSentence[MONOLOGNAME_LEN]; // The name of the sentence group for the monolog I'm speaking.
int m_iMonologIndex; // Which sentence from the group I should be speaking.
bool m_fMonologSuspended;
EHANDLE m_hMonologTalkTarget; // Who I'm trying to deliver my monolog to.
DECLARE_SIMPLE_DATADESC();
};
//-------------------------------------
class CNPCSimpleTalker : public CAI_PlayerAlly
{
DECLARE_CLASS( CNPCSimpleTalker, CAI_PlayerAlly );
public:
void Precache( void );
virtual bool KeyValue( const char *szKeyName, const char *szValue );
virtual CAI_Expresser *CreateExpresser() { return new CNPCSimpleTalkerExpresser(this); }
virtual void StartFollowing( CBaseEntity *pLeader ) { m_FollowBehavior.SetFollowTarget( pLeader ); DeferSchedulingToBehavior( &m_FollowBehavior ); }
virtual void StopFollowing( ) { m_FollowBehavior.SetFollowTarget( NULL ); DeferSchedulingToBehavior( NULL ); }
CBaseEntity *GetFollowTarget( void ) { return m_FollowBehavior.GetFollowTarget(); }
virtual void OnChangeRunningBehavior( CAI_BehaviorBase *pOldBehavior, CAI_BehaviorBase *pNewBehavior );
bool OnBehaviorChangeStatus( CAI_BehaviorBase *pBehavior, bool fCanFinishSchedule );
int PlayScriptedSentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, bool bConcurrent, CBaseEntity *pListener );
virtual void FollowerUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void Event_Killed( const CTakeDamageInfo &info );
int OnTakeDamage_Alive( const CTakeDamageInfo &info );
bool CreateBehaviors()
{
AddBehavior( &m_FollowBehavior );
return BaseClass::CreateBehaviors();
}
void BuildScheduleTestBits( void );
void PrescheduleThink( void );
virtual int SelectSchedule( void );
virtual int SelectNonCombatSpeechSchedule();
void StartTask( const Task_t *pTask );
void RunTask( const Task_t *pTask );
void HandleAnimEvent( animevent_t *pEvent );
Activity NPC_TranslateActivity( Activity newActivity );
virtual void OnStartingFollow( CBaseEntity *pTarget );
virtual void OnStoppingFollow( CBaseEntity *pTarget );
virtual void DeferAllIdleSpeech( float flDelay, CAI_BaseNPC *pIgnore = NULL );
bool ShouldSpeakRandom( int iChance, float flModifier );
// For following
virtual void DeclineFollowing( void ) {}
void LimitFollowers( CBaseEntity *pPlayer, int maxFollowers );
float GetUseTime() const { return m_useTime; }
//=========================================================
// TalkNPC schedules
//=========================================================
enum
{
SCHED_TALKER_IDLE_RESPONSE = BaseClass::NEXT_SCHEDULE,
SCHED_TALKER_IDLE_SPEAK,
SCHED_TALKER_IDLE_HELLO,
SCHED_TALKER_IDLE_STOP_SHOOTING,
SCHED_TALKER_IDLE_WATCH_CLIENT,
SCHED_TALKER_IDLE_WATCH_CLIENT_STARE,
SCHED_TALKER_IDLE_EYE_CONTACT,
SCHED_TALKER_BETRAYED,
// !ALWAYS LAST!
NEXT_SCHEDULE,
};
//=========================================================
// TalkNPC tasks
//=========================================================
enum
{
TASK_TALKER_RESPOND = BaseClass::NEXT_TASK, // say my response
TASK_TALKER_SPEAK, // question or remark
TASK_TALKER_HELLO, // Try to say hello to player
TASK_TALKER_BETRAYED, // Player killed an ally
TASK_TALKER_HEADRESET, // reset head position
TASK_TALKER_STOPSHOOTING, // tell player to stop shooting friend
TASK_TALKER_STARE, // let the player know I know he's staring at me.
TASK_TALKER_LOOK_AT_CLIENT,// faces player if not moving and not talking and in idle.
TASK_TALKER_CLIENT_STARE, // same as look at client, but says something if the player stares.
TASK_TALKER_EYECONTACT, // maintain eyecontact with person who I'm talking to
TASK_TALKER_IDEALYAW, // set ideal yaw to face who I'm talking to
TASK_FIND_LOCK_HINTNODE_HEALTH, // Find & lock a nearby healthkit hintnode to heal myself at
TASK_TALKER_WAIT_FOR_SEMAPHORE,
// !ALWAYS LAST!
NEXT_TASK,
};
//private:
virtual bool IsValidSpeechTarget( int flags, CBaseEntity *pEntity );
CBaseEntity *FindNearestFriend(bool fPlayer);
bool IsOkToSpeak( void );
void SayHelloToPlayer( CBaseEntity *pPlayer );
virtual bool CanSayHello( void );
virtual int FIdleHello( void );
// Inputs
void InputIdleRespond( inputdata_t &inputdata );
// Conversations / communication
void IdleRespond( void );
int FIdleSpeak( void );
void FIdleSpeakWhileMoving( void );
int FIdleStare( void );
bool SpeakQuestionFriend( CBaseEntity *pFriend );
bool SpeakAnswerFriend( CBaseEntity *pFriend );
void TrySmellTalk( void );
virtual void SetAnswerQuestion( CNPCSimpleTalker *pSpeaker );
bool ShouldSuspendMonolog( void );
bool ShouldResumeMonolog( void );
void OnResumeMonolog() { Speak( TLK_RESUME ); }
int m_nSpeak; // number of times initiated talking
float m_flNextIdleSpeechTime;
static char *m_szFriends[TLK_CFRIENDS]; // array of friend names
CBaseEntity *EnumFriends( CBaseEntity *pentPrevious, int listNumber, bool bTrace );
virtual int FriendNumber( int arrayNumber ) { return arrayNumber; }
void ShutUpFriends( void );
void AlertFriends( CBaseEntity *pKiller );
string_t m_iszUse; // Custom +USE sentence group (follow)
string_t m_iszUnUse; // Custom +USE sentence group (stop following)
protected:
CAI_FollowBehavior m_FollowBehavior;
float m_useTime; // Don't allow +USE until this time
//---------------------------------
DECLARE_DATADESC();
#ifndef _XBOX
DEFINE_CUSTOM_AI;
#else
public:
DEFINE_CUSTOM_AI;
private:
#endif
};
#include "tier0/memdbgoff.h"
#endif //TALKNPC_H