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5621 lines
154 KiB
5621 lines
154 KiB
//========= Copyright 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 <stdarg.h>
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#include "baseflex.h"
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#include "entitylist.h"
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#include "choreoevent.h"
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#include "choreoactor.h"
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#include "choreochannel.h"
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#include "choreoscene.h"
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#include "studio.h"
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#include "networkstringtable_gamedll.h"
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#include "ai_basenpc.h"
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#include "engine/IEngineSound.h"
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#include "ai_navigator.h"
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#include "saverestore_utlvector.h"
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#include "ai_baseactor.h"
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#include "AI_Criteria.h"
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#include "tier1/strtools.h"
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#include "checksum_crc.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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#include "utlbuffer.h"
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#include "tier0/icommandline.h"
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#include "sceneentity.h"
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#include "datacache/idatacache.h"
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#include "dt_utlvector_send.h"
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#include "ichoreoeventcallback.h"
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#include "scenefilecache/ISceneFileCache.h"
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#include "SceneCache.h"
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#include "scripted.h"
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#include "env_debughistory.h"
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#ifdef HL2_EPISODIC
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#include "npc_alyx_episodic.h"
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#endif // HL2_EPISODIC
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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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extern ISoundEmitterSystemBase *soundemitterbase;
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extern ISceneFileCache *scenefilecache;
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class CSceneEntity;
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class CBaseFlex;
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// VCDS are loaded from their compiled/binary format (much faster)
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// Requies vcds be saved as compiled assets
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//#define COMPILED_VCDS 1
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static ConVar scene_forcecombined( "scene_forcecombined", "0", 0, "When playing back, force use of combined .wav files even in english." );
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static ConVar scene_maxcaptionradius( "scene_maxcaptionradius", "1200", 0, "Only show closed captions if recipient is within this many units of speaking actor (0==disabled)." );
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// Assume sound system is 100 msec lagged (only used if we can't find snd_mixahead cvar!)
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#define SOUND_SYSTEM_LATENCY_DEFAULT ( 0.1f )
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// Think every 50 msec (FIXME: Try 10hz?)
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#define SCENE_THINK_INTERVAL 0.001 // FIXME: make scene's think in concert with their npc's
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#define FINDNAMEDENTITY_MAX_ENTITIES 32 // max number of entities to be considered for random entity selection in FindNamedEntity
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// List of the last 5 lines of speech from NPCs for bug reports
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static recentNPCSpeech_t speechListSounds[ SPEECH_LIST_MAX_SOUNDS ] = { { 0, "", "" }, { 0, "", "" }, { 0, "", "" }, { 0, "", "" }, { 0, "", "" } };
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static int speechListIndex = 0;
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// Only allow scenes to change their pitch within a range of values
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#define SCENE_MIN_PITCH 0.25f
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#define SCENE_MAX_PITCH 2.5f
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//===========================================================================================================
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// SCENE LIST MANAGER
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//===========================================================================================================
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#define SCENE_LIST_MANAGER_MAX_SCENES 16
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//-----------------------------------------------------------------------------
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// Purpose: Entity that manages a list of scenes
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//-----------------------------------------------------------------------------
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class CSceneListManager : public CLogicalEntity
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{
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DECLARE_CLASS( CSceneListManager, CLogicalEntity );
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public:
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DECLARE_DATADESC();
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virtual void Activate( void );
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void ShutdownList( void );
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void SceneStarted( CBaseEntity *pSceneOrManager );
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void AddListManager( CSceneListManager *pManager );
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void RemoveScene( int iIndex );
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// Inputs
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void InputShutdown( inputdata_t &inputdata );
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private:
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CUtlVector< CHandle< CSceneListManager > > m_hListManagers;
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string_t m_iszScenes[SCENE_LIST_MANAGER_MAX_SCENES];
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EHANDLE m_hScenes[SCENE_LIST_MANAGER_MAX_SCENES];
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};
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//-----------------------------------------------------------------------------
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// Purpose: This class exists solely to call think on all scene entities in a deterministic order
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//-----------------------------------------------------------------------------
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class CSceneManager : public CBaseEntity
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{
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DECLARE_CLASS( CSceneManager, CBaseEntity );
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DECLARE_DATADESC();
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public:
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virtual void Spawn()
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{
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BaseClass::Spawn();
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SetNextThink( gpGlobals->curtime );
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}
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virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_DONT_SAVE; }
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virtual void Think();
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void ClearAllScenes();
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void AddSceneEntity( CSceneEntity *scene );
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void RemoveSceneEntity( CSceneEntity *scene );
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void QueueRestoredSound( CBaseFlex *actor, char const *soundname, soundlevel_t soundlevel, float time_in_past );
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void OnClientActive( CBasePlayer *player );
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void RemoveActorFromScenes( CBaseFlex *pActor, bool bInstancedOnly, bool bNonIdleOnly, const char *pszThisSceneOnly );
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void RemoveScenesInvolvingActor( CBaseFlex *pActor );
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void PauseActorsScenes( CBaseFlex *pActor, bool bInstancedOnly );
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bool IsInInterruptableScenes( CBaseFlex *pActor );
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void ResumeActorsScenes( CBaseFlex *pActor, bool bInstancedOnly );
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void QueueActorsScenesToResume( CBaseFlex *pActor, bool bInstancedOnly );
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bool IsRunningScriptedScene( CBaseFlex *pActor, bool bIgnoreInstancedScenes );
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bool IsRunningScriptedSceneAndNotPaused( CBaseFlex *pActor, bool bIgnoreInstancedScenes );
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bool IsRunningScriptedSceneWithSpeech( CBaseFlex *pActor, bool bIgnoreInstancedScenes );
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bool IsRunningScriptedSceneWithSpeechAndNotPaused( CBaseFlex *pActor, bool bIgnoreInstancedScenes );
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private:
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struct CRestoreSceneSound
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{
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CRestoreSceneSound()
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{
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actor = NULL;
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soundname[ 0 ] = NULL;
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soundlevel = SNDLVL_NORM;
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time_in_past = 0.0f;
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}
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CHandle< CBaseFlex > actor;
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char soundname[ 128 ];
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soundlevel_t soundlevel;
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float time_in_past;
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};
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CUtlVector< CHandle< CSceneEntity > > m_ActiveScenes;
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CUtlVector< CRestoreSceneSound > m_QueuedSceneSounds;
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};
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//---------------------------------------------------------
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// Save/Restore
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//---------------------------------------------------------
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BEGIN_DATADESC( CSceneManager )
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DEFINE_UTLVECTOR( m_ActiveScenes, FIELD_EHANDLE ),
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// DEFINE_FIELD( m_QueuedSceneSounds, CUtlVector < CRestoreSceneSound > ), // Don't save/restore this, it's created and used by OnRestore only
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END_DATADESC()
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#ifdef DISABLE_DEBUG_HISTORY
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#define LocalScene_Printf Scene_Printf
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#else
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pFormat -
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// ... -
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// Output : static void
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//-----------------------------------------------------------------------------
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void LocalScene_Printf( const char *pFormat, ... )
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{
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va_list marker;
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char msg[8192];
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va_start(marker, pFormat);
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Q_vsnprintf(msg, sizeof(msg), pFormat, marker);
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va_end(marker);
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Scene_Printf( "%s", msg );
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ADD_DEBUG_HISTORY( HISTORY_SCENE_PRINT, UTIL_VarArgs( "(%0.2f) %s", gpGlobals->curtime, msg ) );
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *filename -
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// **buffer -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CopySceneFileIntoMemory( char const *pFilename, void **pBuffer, int *pSize )
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{
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size_t bufSize = scenefilecache->GetSceneBufferSize( pFilename );
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if ( bufSize > 0 )
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{
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*pBuffer = new byte[bufSize];
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*pSize = bufSize;
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return scenefilecache->GetSceneData( pFilename, (byte *)(*pBuffer), bufSize );
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}
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*pBuffer = 0;
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*pSize = 0;
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void FreeSceneFileMemory( void *buffer )
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{
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delete[] (byte*) buffer;
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}
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//-----------------------------------------------------------------------------
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// Binary compiled VCDs get their strings from a pool
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//-----------------------------------------------------------------------------
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class CChoreoStringPool : public IChoreoStringPool
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{
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public:
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short FindOrAddString( const char *pString )
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{
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// huh?, no compilation at run time, only fetches
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Assert( 0 );
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return -1;
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}
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bool GetString( short stringId, char *buff, int buffSize )
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{
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// fetch from compiled pool
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const char *pString = scenefilecache->GetSceneString( stringId );
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if ( !pString )
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{
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V_strncpy( buff, "", buffSize );
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return false;
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}
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V_strncpy( buff, pString, buffSize );
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return true;
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}
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};
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CChoreoStringPool g_ChoreoStringPool;
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//-----------------------------------------------------------------------------
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// Purpose: Singleton scene manager. Created by first placed scene or recreated it it's deleted for some unknown reason
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// Output : CSceneManager
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//-----------------------------------------------------------------------------
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CSceneManager *GetSceneManager()
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{
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// Create it if it doesn't exist
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static CHandle< CSceneManager > s_SceneManager;
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if ( s_SceneManager == NULL )
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{
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s_SceneManager = ( CSceneManager * )CreateEntityByName( "scene_manager" );
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Assert( s_SceneManager );
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if ( s_SceneManager )
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{
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s_SceneManager->Spawn();
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}
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}
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Assert( s_SceneManager );
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return s_SceneManager;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *player -
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//-----------------------------------------------------------------------------
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void SceneManager_ClientActive( CBasePlayer *player )
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{
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Assert( GetSceneManager() );
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if ( GetSceneManager() )
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{
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GetSceneManager()->OnClientActive( player );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: FIXME, need to deal with save/restore
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//-----------------------------------------------------------------------------
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class CSceneEntity : public CPointEntity, public IChoreoEventCallback
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{
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friend class CInstancedSceneEntity;
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public:
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enum
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{
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SCENE_ACTION_UNKNOWN = 0,
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SCENE_ACTION_CANCEL,
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SCENE_ACTION_RESUME,
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};
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enum
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{
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SCENE_BUSYACTOR_DEFAULT = 0,
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SCENE_BUSYACTOR_WAIT,
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SCENE_BUSYACTOR_INTERRUPT,
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SCENE_BUSYACTOR_INTERRUPT_CANCEL,
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};
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DECLARE_CLASS( CSceneEntity, CPointEntity );
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DECLARE_SERVERCLASS();
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CSceneEntity( void );
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~CSceneEntity( void );
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// From IChoreoEventCallback
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virtual void StartEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
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virtual void EndEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
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virtual void ProcessEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
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virtual bool CheckEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
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virtual int UpdateTransmitState();
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virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo );
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void SetRecipientFilter( IRecipientFilter *filter );
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virtual void Activate();
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virtual void Precache( void );
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virtual void Spawn( void );
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virtual void UpdateOnRemove( void );
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virtual void OnRestore();
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virtual void OnLoaded();
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DECLARE_DATADESC();
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virtual void OnSceneFinished( bool canceled, bool fireoutput );
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virtual void DoThink( float frametime );
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virtual void PauseThink( void );
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bool IsPlayingBack() const { return m_bIsPlayingBack; }
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bool IsPaused() const { return m_bPaused; }
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bool IsMultiplayer() const { return m_bMultiplayer; }
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bool IsInterruptable();
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virtual void ClearInterrupt();
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virtual void CheckInterruptCompletion();
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virtual bool InterruptThisScene( CSceneEntity *otherScene );
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void RequestCompletionNotification( CSceneEntity *otherScene );
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virtual void NotifyOfCompletion( CSceneEntity *interruptor );
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void AddListManager( CSceneListManager *pManager );
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void ClearActivatorTargets( void );
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void SetBreakOnNonIdle( bool bBreakOnNonIdle ) { m_bBreakOnNonIdle = bBreakOnNonIdle; }
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bool ShouldBreakOnNonIdle( void ) { return m_bBreakOnNonIdle; }
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// Inputs
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void InputStartPlayback( inputdata_t &inputdata );
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void InputPausePlayback( inputdata_t &inputdata );
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void InputResumePlayback( inputdata_t &inputdata );
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void InputCancelPlayback( inputdata_t &inputdata );
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void InputCancelAtNextInterrupt( inputdata_t &inputdata );
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void InputPitchShiftPlayback( inputdata_t &inputdata );
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void InputTriggerEvent( inputdata_t &inputdata );
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// If the scene is playing, finds an actor in the scene who can respond to the specified concept token
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void InputInterjectResponse( inputdata_t &inputdata );
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// If this scene is waiting on an actor, give up and quit trying.
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void InputStopWaitingForActor( inputdata_t &inputdata );
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virtual void StartPlayback( void );
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virtual void PausePlayback( void );
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virtual void ResumePlayback( void );
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virtual void CancelPlayback( void );
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virtual void PitchShiftPlayback( float fPitch );
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virtual void QueueResumePlayback( void );
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bool ValidScene() const;
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// Scene load/unload
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static CChoreoScene *LoadScene( const char *filename, IChoreoEventCallback *pCallback );
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void UnloadScene( void );
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struct SpeakEventSound_t
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{
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CUtlSymbol m_Symbol;
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float m_flStartTime;
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};
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static bool SpeakEventSoundLessFunc( const SpeakEventSound_t& lhs, const SpeakEventSound_t& rhs );
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bool GetSoundNameForPlayer( CChoreoEvent *event, CBasePlayer *player, char *buf, size_t buflen, CBaseEntity *pActor );
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void BuildSortedSpeakEventSoundsPrefetchList(
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CChoreoScene *scene,
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CUtlSymbolTable& table,
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CUtlRBTree< SpeakEventSound_t >& soundnames,
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float timeOffset );
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void PrefetchSpeakEventSounds( CUtlSymbolTable& table, CUtlRBTree< SpeakEventSound_t >& soundnames );
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// Event handlers
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virtual void DispatchStartExpression( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchEndExpression( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchStartFlexAnimation( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchEndFlexAnimation( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchStartGesture( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchEndGesture( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchStartLookAt( CChoreoScene *scene, CBaseFlex *actor, CBaseEntity *actor2, CChoreoEvent *event );
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virtual void DispatchEndLookAt( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchStartMoveTo( CChoreoScene *scene, CBaseFlex *actor, CBaseEntity *actor2, CChoreoEvent *event );
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virtual void DispatchEndMoveTo( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchStartSpeak( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event, soundlevel_t iSoundlevel );
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virtual void DispatchEndSpeak( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchStartFace( CChoreoScene *scene, CBaseFlex *actor, CBaseEntity *actor2, CChoreoEvent *event );
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virtual void DispatchEndFace( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchStartSequence( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchEndSequence( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchStartSubScene( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchStartInterrupt( CChoreoScene *scene, CChoreoEvent *event );
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virtual void DispatchEndInterrupt( CChoreoScene *scene, CChoreoEvent *event );
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virtual void DispatchStartGeneric( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchEndGeneric( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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// NPC can play interstitial vcds (such as responding to the player doing something during a scene)
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virtual void DispatchStartPermitResponses( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchEndPermitResponses( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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// Global events
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virtual void DispatchProcessLoop( CChoreoScene *scene, CChoreoEvent *event );
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virtual void DispatchPauseScene( CChoreoScene *scene, const char *parameters );
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virtual void DispatchStopPoint( CChoreoScene *scene, const char *parameters );
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virtual float EstimateLength( void );
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void CancelIfSceneInvolvesActor( CBaseEntity *pActor );
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bool InvolvesActor( CBaseEntity *pActor ); // NOTE: returns false if scene hasn't loaded yet
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void GenerateSoundScene( CBaseFlex *pActor, const char *soundname );
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virtual float GetPostSpeakDelay() { return 1.0; }
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bool HasUnplayedSpeech( void );
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bool HasFlexAnimation( void );
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void SetCurrentTime( float t, bool forceClientSync );
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void InputScriptPlayerDeath( inputdata_t &inputdata );
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// Data
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public:
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string_t m_iszSceneFile;
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string_t m_iszResumeSceneFile;
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EHANDLE m_hWaitingForThisResumeScene;
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bool m_bWaitingForResumeScene;
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string_t m_iszTarget1;
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string_t m_iszTarget2;
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string_t m_iszTarget3;
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string_t m_iszTarget4;
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string_t m_iszTarget5;
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string_t m_iszTarget6;
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string_t m_iszTarget7;
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string_t m_iszTarget8;
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EHANDLE m_hTarget1;
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EHANDLE m_hTarget2;
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EHANDLE m_hTarget3;
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EHANDLE m_hTarget4;
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EHANDLE m_hTarget5;
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EHANDLE m_hTarget6;
|
|
EHANDLE m_hTarget7;
|
|
EHANDLE m_hTarget8;
|
|
|
|
CNetworkVar( bool, m_bIsPlayingBack );
|
|
CNetworkVar( bool, m_bPaused );
|
|
CNetworkVar( bool, m_bMultiplayer );
|
|
CNetworkVar( float, m_flForceClientTime );
|
|
|
|
float m_flCurrentTime;
|
|
float m_flFrameTime;
|
|
bool m_bCancelAtNextInterrupt;
|
|
|
|
float m_fPitch;
|
|
|
|
bool m_bAutomated;
|
|
int m_nAutomatedAction;
|
|
float m_flAutomationDelay;
|
|
float m_flAutomationTime;
|
|
|
|
// A pause from an input requires another input to unpause (it's a hard pause)
|
|
bool m_bPausedViaInput;
|
|
|
|
// Waiting for the actor to be able to speak.
|
|
bool m_bWaitingForActor;
|
|
|
|
// Waiting for a point at which we can interrupt our actors
|
|
bool m_bWaitingForInterrupt;
|
|
bool m_bInterruptedActorsScenes;
|
|
|
|
bool m_bBreakOnNonIdle;
|
|
|
|
public:
|
|
virtual CBaseFlex *FindNamedActor( int index );
|
|
virtual CBaseFlex *FindNamedActor( CChoreoActor *pChoreoActor );
|
|
virtual CBaseFlex *FindNamedActor( const char *name );
|
|
virtual CBaseEntity *FindNamedEntity( const char *name, CBaseEntity *pActor = NULL, bool bBaseFlexOnly = false, bool bUseClear = false );
|
|
CBaseEntity *FindNamedTarget( string_t iszTarget, bool bBaseFlexOnly = false );
|
|
virtual CBaseEntity *FindNamedEntityClosest( const char *name, CBaseEntity *pActor = NULL, bool bBaseFlexOnly = false, bool bUseClear = false, const char *pszSecondary = NULL );
|
|
|
|
private:
|
|
|
|
CUtlVector< CHandle< CBaseFlex > > m_hActorList;
|
|
CUtlVector< CHandle< CBaseEntity > > m_hRemoveActorList;
|
|
|
|
private:
|
|
|
|
inline void SetRestoring( bool bRestoring );
|
|
|
|
// Prevent derived classed from using this!
|
|
virtual void Think( void ) {};
|
|
|
|
|
|
void ClearSceneEvents( CChoreoScene *scene, bool canceled );
|
|
void ClearSchedules( CChoreoScene *scene );
|
|
|
|
float GetSoundSystemLatency( void );
|
|
void PrecacheScene( CChoreoScene *scene );
|
|
|
|
CChoreoScene *GenerateSceneForSound( CBaseFlex *pFlexActor, const char *soundname );
|
|
|
|
bool CheckActors();
|
|
|
|
void PrefetchAnimBlocks( CChoreoScene *scene );
|
|
|
|
bool ShouldNetwork() const;
|
|
// Set if we tried to async the scene but the FS returned that the data was not loadable
|
|
bool m_bSceneMissing;
|
|
|
|
CChoreoScene *m_pScene;
|
|
CNetworkVar( int, m_nSceneStringIndex );
|
|
|
|
static const ConVar *m_pcvSndMixahead;
|
|
|
|
COutputEvent m_OnStart;
|
|
COutputEvent m_OnCompletion;
|
|
COutputEvent m_OnCanceled;
|
|
COutputEvent m_OnTrigger1;
|
|
COutputEvent m_OnTrigger2;
|
|
COutputEvent m_OnTrigger3;
|
|
COutputEvent m_OnTrigger4;
|
|
COutputEvent m_OnTrigger5;
|
|
COutputEvent m_OnTrigger6;
|
|
COutputEvent m_OnTrigger7;
|
|
COutputEvent m_OnTrigger8;
|
|
COutputEvent m_OnTrigger9;
|
|
COutputEvent m_OnTrigger10;
|
|
COutputEvent m_OnTrigger11;
|
|
COutputEvent m_OnTrigger12;
|
|
COutputEvent m_OnTrigger13;
|
|
COutputEvent m_OnTrigger14;
|
|
COutputEvent m_OnTrigger15;
|
|
COutputEvent m_OnTrigger16;
|
|
|
|
int m_nInterruptCount;
|
|
bool m_bInterrupted;
|
|
CHandle< CSceneEntity > m_hInterruptScene;
|
|
|
|
bool m_bCompletedEarly;
|
|
|
|
bool m_bInterruptSceneFinished;
|
|
CUtlVector< CHandle< CSceneEntity > > m_hNotifySceneCompletion;
|
|
CUtlVector< CHandle< CSceneListManager > > m_hListManagers;
|
|
|
|
bool m_bRestoring;
|
|
|
|
bool m_bGenerated;
|
|
string_t m_iszSoundName;
|
|
CHandle< CBaseFlex > m_hActor;
|
|
|
|
EHANDLE m_hActivator;
|
|
|
|
int m_BusyActor;
|
|
|
|
int m_iPlayerDeathBehavior;
|
|
|
|
CRecipientFilter *m_pRecipientFilter;
|
|
|
|
public:
|
|
void SetBackground( bool bIsBackground );
|
|
bool IsBackground( void );
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( logic_choreographed_scene, CSceneEntity );
|
|
LINK_ENTITY_TO_CLASS( scripted_scene, CSceneEntity );
|
|
|
|
IMPLEMENT_SERVERCLASS_ST_NOBASE( CSceneEntity, DT_SceneEntity )
|
|
SendPropInt(SENDINFO(m_nSceneStringIndex),MAX_CHOREO_SCENES_STRING_BITS,SPROP_UNSIGNED),
|
|
SendPropBool(SENDINFO(m_bIsPlayingBack)),
|
|
SendPropBool(SENDINFO(m_bPaused)),
|
|
SendPropBool(SENDINFO(m_bMultiplayer)),
|
|
SendPropFloat(SENDINFO(m_flForceClientTime)),
|
|
SendPropUtlVector(
|
|
SENDINFO_UTLVECTOR( m_hActorList ),
|
|
MAX_ACTORS_IN_SCENE, // max elements
|
|
SendPropEHandle( NULL, 0 ) ),
|
|
END_SEND_TABLE()
|
|
|
|
BEGIN_DATADESC( CSceneEntity )
|
|
|
|
// Keys
|
|
DEFINE_KEYFIELD( m_iszSceneFile, FIELD_STRING, "SceneFile" ),
|
|
DEFINE_KEYFIELD( m_iszResumeSceneFile, FIELD_STRING, "ResumeSceneFile" ),
|
|
DEFINE_FIELD( m_hWaitingForThisResumeScene, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_bWaitingForResumeScene, FIELD_BOOLEAN ),
|
|
|
|
DEFINE_KEYFIELD( m_iszTarget1, FIELD_STRING, "target1" ),
|
|
DEFINE_KEYFIELD( m_iszTarget2, FIELD_STRING, "target2" ),
|
|
DEFINE_KEYFIELD( m_iszTarget3, FIELD_STRING, "target3" ),
|
|
DEFINE_KEYFIELD( m_iszTarget4, FIELD_STRING, "target4" ),
|
|
DEFINE_KEYFIELD( m_iszTarget5, FIELD_STRING, "target5" ),
|
|
DEFINE_KEYFIELD( m_iszTarget6, FIELD_STRING, "target6" ),
|
|
DEFINE_KEYFIELD( m_iszTarget7, FIELD_STRING, "target7" ),
|
|
DEFINE_KEYFIELD( m_iszTarget8, FIELD_STRING, "target8" ),
|
|
|
|
DEFINE_KEYFIELD( m_BusyActor, FIELD_INTEGER, "busyactor" ),
|
|
|
|
DEFINE_FIELD( m_hTarget1, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_hTarget2, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_hTarget3, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_hTarget4, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_hTarget5, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_hTarget6, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_hTarget7, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_hTarget8, FIELD_EHANDLE ),
|
|
|
|
DEFINE_FIELD( m_bIsPlayingBack, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_bPaused, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_flCurrentTime, FIELD_FLOAT ), // relative, not absolute time
|
|
DEFINE_FIELD( m_flForceClientTime, FIELD_FLOAT ),
|
|
DEFINE_FIELD( m_flFrameTime, FIELD_FLOAT ), // last frametime
|
|
DEFINE_FIELD( m_bCancelAtNextInterrupt, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_fPitch, FIELD_FLOAT ),
|
|
DEFINE_FIELD( m_bAutomated, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_nAutomatedAction, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_flAutomationDelay, FIELD_FLOAT ),
|
|
DEFINE_FIELD( m_flAutomationTime, FIELD_FLOAT ), // relative, not absolute time
|
|
|
|
DEFINE_FIELD( m_bPausedViaInput, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_bWaitingForActor, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_bWaitingForInterrupt, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_bInterruptedActorsScenes, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_bBreakOnNonIdle, FIELD_BOOLEAN ),
|
|
|
|
DEFINE_UTLVECTOR( m_hActorList, FIELD_EHANDLE ),
|
|
DEFINE_UTLVECTOR( m_hRemoveActorList, FIELD_EHANDLE ),
|
|
|
|
// DEFINE_FIELD( m_pScene, FIELD_XXXX ) // Special processing used for this
|
|
|
|
// These are set up in the constructor
|
|
// DEFINE_FIELD( m_pcvSndMixahead, FIELD_XXXXX ),
|
|
// DEFINE_FIELD( m_bRestoring, FIELD_BOOLEAN ),
|
|
|
|
DEFINE_FIELD( m_nInterruptCount, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_bInterrupted, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_hInterruptScene, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_bCompletedEarly, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_bInterruptSceneFinished, FIELD_BOOLEAN ),
|
|
|
|
DEFINE_FIELD( m_bGenerated, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_iszSoundName, FIELD_STRING ),
|
|
DEFINE_FIELD( m_hActor, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_hActivator, FIELD_EHANDLE ),
|
|
|
|
// DEFINE_FIELD( m_bSceneMissing, FIELD_BOOLEAN ),
|
|
DEFINE_UTLVECTOR( m_hNotifySceneCompletion, FIELD_EHANDLE ),
|
|
DEFINE_UTLVECTOR( m_hListManagers, FIELD_EHANDLE ),
|
|
|
|
DEFINE_FIELD( m_bMultiplayer, FIELD_BOOLEAN ),
|
|
// DEFINE_FIELD( m_nSceneStringIndex, FIELD_INTEGER ),
|
|
|
|
// DEFINE_FIELD( m_pRecipientFilter, IRecipientFilter* ), // Multiplayer only
|
|
|
|
// Inputs
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "Start", InputStartPlayback ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "Pause", InputPausePlayback ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "Resume", InputResumePlayback ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "Cancel", InputCancelPlayback ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "CancelAtNextInterrupt", InputCancelAtNextInterrupt ),
|
|
DEFINE_INPUTFUNC( FIELD_FLOAT, "PitchShift", InputPitchShiftPlayback ),
|
|
DEFINE_INPUTFUNC( FIELD_STRING, "InterjectResponse", InputInterjectResponse ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "StopWaitingForActor", InputStopWaitingForActor ),
|
|
DEFINE_INPUTFUNC( FIELD_INTEGER, "Trigger", InputTriggerEvent ),
|
|
|
|
DEFINE_KEYFIELD( m_iPlayerDeathBehavior, FIELD_INTEGER, "onplayerdeath" ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "ScriptPlayerDeath", InputScriptPlayerDeath ),
|
|
|
|
// Outputs
|
|
DEFINE_OUTPUT( m_OnStart, "OnStart"),
|
|
DEFINE_OUTPUT( m_OnCompletion, "OnCompletion"),
|
|
DEFINE_OUTPUT( m_OnCanceled, "OnCanceled"),
|
|
DEFINE_OUTPUT( m_OnTrigger1, "OnTrigger1"),
|
|
DEFINE_OUTPUT( m_OnTrigger2, "OnTrigger2"),
|
|
DEFINE_OUTPUT( m_OnTrigger3, "OnTrigger3"),
|
|
DEFINE_OUTPUT( m_OnTrigger4, "OnTrigger4"),
|
|
DEFINE_OUTPUT( m_OnTrigger5, "OnTrigger5"),
|
|
DEFINE_OUTPUT( m_OnTrigger6, "OnTrigger6"),
|
|
DEFINE_OUTPUT( m_OnTrigger7, "OnTrigger7"),
|
|
DEFINE_OUTPUT( m_OnTrigger8, "OnTrigger8"),
|
|
DEFINE_OUTPUT( m_OnTrigger9, "OnTrigger9"),
|
|
DEFINE_OUTPUT( m_OnTrigger10, "OnTrigger10"),
|
|
DEFINE_OUTPUT( m_OnTrigger11, "OnTrigger11"),
|
|
DEFINE_OUTPUT( m_OnTrigger12, "OnTrigger12"),
|
|
DEFINE_OUTPUT( m_OnTrigger13, "OnTrigger13"),
|
|
DEFINE_OUTPUT( m_OnTrigger14, "OnTrigger14"),
|
|
DEFINE_OUTPUT( m_OnTrigger15, "OnTrigger15"),
|
|
DEFINE_OUTPUT( m_OnTrigger16, "OnTrigger16"),
|
|
END_DATADESC()
|
|
|
|
const ConVar *CSceneEntity::m_pcvSndMixahead = NULL;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CSceneEntity::CSceneEntity( void )
|
|
{
|
|
m_bWaitingForActor = false;
|
|
m_bWaitingForInterrupt = false;
|
|
m_bInterruptedActorsScenes = false;
|
|
m_bIsPlayingBack = false;
|
|
m_bPaused = false;
|
|
m_bMultiplayer = false;
|
|
m_fPitch = 1.0f;
|
|
m_iszSceneFile = NULL_STRING;
|
|
m_iszResumeSceneFile = NULL_STRING;
|
|
m_hWaitingForThisResumeScene = NULL;
|
|
m_bWaitingForResumeScene = false;
|
|
SetCurrentTime( 0.0f, false );
|
|
m_bCancelAtNextInterrupt = false;
|
|
|
|
m_bAutomated = false;
|
|
m_nAutomatedAction = SCENE_ACTION_UNKNOWN;
|
|
m_flAutomationDelay = 0.0f;
|
|
m_flAutomationTime = 0.0f;
|
|
|
|
m_bPausedViaInput = false;
|
|
ClearInterrupt();
|
|
|
|
m_pScene = NULL;
|
|
|
|
m_bCompletedEarly = false;
|
|
|
|
if ( !m_pcvSndMixahead )
|
|
m_pcvSndMixahead = cvar->FindVar( "snd_mixahead" );
|
|
|
|
m_BusyActor = SCENE_BUSYACTOR_DEFAULT;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CSceneEntity::~CSceneEntity( void )
|
|
{
|
|
delete m_pRecipientFilter;
|
|
m_pRecipientFilter = NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Resets time such that the client version of the .vcd is also updated, if appropriate
|
|
// Input : t -
|
|
// forceClientSync - forces new timestamp down to client .dll via networking
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::SetCurrentTime( float t, bool bForceClientSync )
|
|
{
|
|
m_flCurrentTime = t;
|
|
if ( gpGlobals->maxClients == 1 || bForceClientSync )
|
|
{
|
|
m_flForceClientTime = t;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::UpdateOnRemove( void )
|
|
{
|
|
UnloadScene();
|
|
BaseClass::UpdateOnRemove();
|
|
|
|
if ( GetSceneManager() )
|
|
{
|
|
GetSceneManager()->RemoveSceneEntity( this );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *actor -
|
|
// *soundname -
|
|
// Output : CChoreoScene
|
|
//-----------------------------------------------------------------------------
|
|
CChoreoScene *CSceneEntity::GenerateSceneForSound( CBaseFlex *pFlexActor, const char *soundname )
|
|
{
|
|
float duration = CBaseEntity::GetSoundDuration( soundname, pFlexActor ? STRING( pFlexActor->GetModelName() ) : NULL );
|
|
if( duration <= 0.0f )
|
|
{
|
|
Warning( "CSceneEntity::GenerateSceneForSound: Couldn't determine duration of %s\n", soundname );
|
|
return NULL;
|
|
}
|
|
|
|
CChoreoScene *scene = new CChoreoScene( this );
|
|
if ( !scene )
|
|
{
|
|
Warning( "CSceneEntity::GenerateSceneForSound: Failed to allocated new scene!!!\n" );
|
|
}
|
|
else
|
|
{
|
|
scene->SetPrintFunc( LocalScene_Printf );
|
|
|
|
|
|
CChoreoActor *actor = scene->AllocActor();
|
|
CChoreoChannel *channel = scene->AllocChannel();
|
|
CChoreoEvent *event = scene->AllocEvent();
|
|
|
|
Assert( actor );
|
|
Assert( channel );
|
|
Assert( event );
|
|
|
|
if ( !actor || !channel || !event )
|
|
{
|
|
Warning( "CSceneEntity::GenerateSceneForSound: Alloc of actor, channel, or event failed!!!\n" );
|
|
delete scene;
|
|
return NULL;
|
|
}
|
|
|
|
// Set us up the actorz
|
|
actor->SetName( "!self" ); // Could be pFlexActor->GetName()?
|
|
actor->SetActive( true );
|
|
|
|
// Set us up the channelz
|
|
channel->SetName( STRING( m_iszSceneFile ) );
|
|
channel->SetActor( actor );
|
|
|
|
// Add to actor
|
|
actor->AddChannel( channel );
|
|
|
|
// Set us up the eventz
|
|
event->SetType( CChoreoEvent::SPEAK );
|
|
event->SetName( soundname );
|
|
event->SetParameters( soundname );
|
|
event->SetStartTime( 0.0f );
|
|
event->SetUsingRelativeTag( false );
|
|
event->SetEndTime( duration );
|
|
event->SnapTimes();
|
|
|
|
// Add to channel
|
|
channel->AddEvent( event );
|
|
|
|
// Point back to our owners
|
|
event->SetChannel( channel );
|
|
event->SetActor( actor );
|
|
|
|
}
|
|
|
|
return scene;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::Activate()
|
|
{
|
|
if ( m_bGenerated && !m_pScene )
|
|
{
|
|
m_pScene = GenerateSceneForSound( m_hActor, STRING( m_iszSoundName ) );
|
|
}
|
|
|
|
BaseClass::Activate();
|
|
|
|
if ( GetSceneManager() )
|
|
{
|
|
GetSceneManager()->AddSceneEntity( this );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : float
|
|
//-----------------------------------------------------------------------------
|
|
float CSceneEntity::GetSoundSystemLatency( void )
|
|
{
|
|
if ( m_pcvSndMixahead )
|
|
{
|
|
return m_pcvSndMixahead->GetFloat();
|
|
}
|
|
|
|
// Assume 100 msec sound system latency
|
|
return SOUND_SYSTEM_LATENCY_DEFAULT;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *scene -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::PrecacheScene( CChoreoScene *scene )
|
|
{
|
|
Assert( scene );
|
|
|
|
// Iterate events and precache necessary resources
|
|
for ( int i = 0; i < scene->GetNumEvents(); i++ )
|
|
{
|
|
CChoreoEvent *event = scene->GetEvent( i );
|
|
if ( !event )
|
|
continue;
|
|
|
|
// load any necessary data
|
|
switch (event->GetType() )
|
|
{
|
|
default:
|
|
break;
|
|
case CChoreoEvent::SPEAK:
|
|
{
|
|
// Defined in SoundEmitterSystem.cpp
|
|
// NOTE: The script entries associated with .vcds are forced to preload to avoid
|
|
// loading hitches during triggering
|
|
PrecacheScriptSound( event->GetParameters() );
|
|
|
|
if ( event->GetCloseCaptionType() == CChoreoEvent::CC_MASTER &&
|
|
event->GetNumSlaves() > 0 )
|
|
{
|
|
char tok[ CChoreoEvent::MAX_CCTOKEN_STRING ];
|
|
if ( event->GetPlaybackCloseCaptionToken( tok, sizeof( tok ) ) )
|
|
{
|
|
PrecacheScriptSound( tok );
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case CChoreoEvent::SUBSCENE:
|
|
{
|
|
// Only allow a single level of subscenes for now
|
|
if ( !scene->IsSubScene() )
|
|
{
|
|
CChoreoScene *subscene = event->GetSubScene();
|
|
if ( !subscene )
|
|
{
|
|
subscene = LoadScene( event->GetParameters(), this );
|
|
subscene->SetSubScene( true );
|
|
event->SetSubScene( subscene );
|
|
|
|
// Now precache it's resources, if any
|
|
PrecacheScene( subscene );
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::Precache( void )
|
|
{
|
|
if ( m_bGenerated )
|
|
return;
|
|
|
|
if ( m_iszSceneFile == NULL_STRING )
|
|
return;
|
|
|
|
if ( m_iszResumeSceneFile != NULL_STRING )
|
|
{
|
|
PrecacheInstancedScene( STRING( m_iszResumeSceneFile ) );
|
|
}
|
|
|
|
PrecacheInstancedScene( STRING( m_iszSceneFile ) );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pActor -
|
|
// *soundname -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::GenerateSoundScene( CBaseFlex *pActor, const char *soundname )
|
|
{
|
|
m_bGenerated = true;
|
|
m_iszSoundName = MAKE_STRING( soundname );
|
|
m_hActor = pActor;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CSceneEntity::HasUnplayedSpeech( void )
|
|
{
|
|
if ( m_pScene )
|
|
return m_pScene->HasUnplayedSpeech();
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CSceneEntity::HasFlexAnimation( void )
|
|
{
|
|
if ( m_pScene )
|
|
return m_pScene->HasFlexAnimation();
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CSceneEntity::SetBackground( bool bIsBackground )
|
|
{
|
|
if ( m_pScene )
|
|
{
|
|
m_pScene->SetBackground( bIsBackground );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CSceneEntity::IsBackground( void )
|
|
{
|
|
if ( m_pScene )
|
|
return m_pScene->IsBackground( );
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::OnRestore()
|
|
{
|
|
BaseClass::OnRestore();
|
|
|
|
// Fix saved games that have their pitch set to zero
|
|
if ( m_fPitch < SCENE_MIN_PITCH || m_fPitch > SCENE_MAX_PITCH )
|
|
m_fPitch = 1.0f;
|
|
|
|
if ( !m_bIsPlayingBack )
|
|
return;
|
|
|
|
if ( !m_pScene )
|
|
{
|
|
m_pScene = LoadScene( STRING( m_iszSceneFile ), this );
|
|
if ( !m_pScene )
|
|
{
|
|
m_bSceneMissing = true;
|
|
return;
|
|
}
|
|
|
|
OnLoaded();
|
|
|
|
if ( ShouldNetwork() )
|
|
{
|
|
m_nSceneStringIndex = g_pStringTableClientSideChoreoScenes->AddString( CBaseEntity::IsServer(), STRING( m_iszSceneFile ) );
|
|
}
|
|
|
|
UpdateTransmitState();
|
|
}
|
|
|
|
m_bSceneMissing = false;
|
|
|
|
int i;
|
|
for ( i = 0 ; i < m_pScene->GetNumActors(); i++ )
|
|
{
|
|
CBaseFlex *pTestActor = FindNamedActor( i );
|
|
if ( !pTestActor )
|
|
continue;
|
|
|
|
if ( !pTestActor->MyCombatCharacterPointer() )
|
|
continue;
|
|
|
|
// Needed?
|
|
//if ( !pTestActor->MyCombatCharacterPointer()->IsAlive() )
|
|
// return;
|
|
|
|
pTestActor->StartChoreoScene( m_pScene );
|
|
}
|
|
|
|
float dt = SCENE_THINK_INTERVAL;
|
|
|
|
bool paused = m_bPaused;
|
|
|
|
m_bPaused = false;
|
|
|
|
// roll back slightly so that pause events still trigger
|
|
m_pScene->ResetSimulation( true, m_flCurrentTime - SCENE_THINK_INTERVAL, m_flCurrentTime );
|
|
m_pScene->SetTime( m_flCurrentTime - SCENE_THINK_INTERVAL );
|
|
|
|
SetCurrentTime( m_flCurrentTime, true );
|
|
|
|
// Robin: This causes a miscount of any interrupt events in the scene.
|
|
// All the variables are saved/restored properly, so we can safely leave them alone.
|
|
//ClearInterrupt();
|
|
|
|
SetRestoring( true );
|
|
|
|
DoThink( dt );
|
|
|
|
SetRestoring( false );
|
|
|
|
if ( paused )
|
|
{
|
|
PausePlayback();
|
|
}
|
|
|
|
NetworkProp()->NetworkStateForceUpdate();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::SetRestoring( bool bRestoring )
|
|
{
|
|
m_bRestoring = bRestoring;
|
|
if ( m_pScene )
|
|
{
|
|
m_pScene->SetRestoring( bRestoring );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::Spawn( void )
|
|
{
|
|
Precache();
|
|
}
|
|
|
|
void CSceneEntity::PauseThink( void )
|
|
{
|
|
if ( !m_pScene )
|
|
return;
|
|
|
|
// Stay paused if pause occurred from interrupt
|
|
if ( m_bInterrupted )
|
|
return;
|
|
|
|
// If entity I/O paused the scene, then it'll have to resume/cancel the scene...
|
|
if ( m_bPausedViaInput )
|
|
{
|
|
// If we're waiting for a resume scene to finish, continue when it's done
|
|
if ( m_bWaitingForResumeScene && !m_hWaitingForThisResumeScene )
|
|
{
|
|
// Resume scene has finished, stop waiting for it
|
|
m_bWaitingForResumeScene = false;
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( !m_bAutomated )
|
|
{
|
|
// FIXME: Game code should check for AI waiting conditions being met, etc.
|
|
//
|
|
//
|
|
//
|
|
bool bAllFinished = m_pScene->CheckEventCompletion( );
|
|
|
|
if ( bAllFinished )
|
|
{
|
|
// Perform action
|
|
switch ( m_nAutomatedAction )
|
|
{
|
|
case SCENE_ACTION_RESUME:
|
|
ResumePlayback();
|
|
break;
|
|
case SCENE_ACTION_CANCEL:
|
|
LocalScene_Printf( "%s : PauseThink canceling playback\n", STRING( m_iszSceneFile ) );
|
|
CancelPlayback();
|
|
break;
|
|
default:
|
|
ResumePlayback();
|
|
break;
|
|
}
|
|
|
|
// Reset
|
|
m_bAutomated = false;
|
|
m_nAutomatedAction = SCENE_ACTION_UNKNOWN;
|
|
m_flAutomationTime = 0.0f;
|
|
m_flAutomationDelay = 0.0f;
|
|
m_bPausedViaInput = false;
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Otherwise, see if resume/cancel is automatic and act accordingly if enough time
|
|
// has passed
|
|
m_flAutomationTime += (gpGlobals->frametime);
|
|
|
|
if ( m_flAutomationDelay > 0.0f &&
|
|
m_flAutomationTime < m_flAutomationDelay )
|
|
return;
|
|
|
|
// Perform action
|
|
switch ( m_nAutomatedAction )
|
|
{
|
|
case SCENE_ACTION_RESUME:
|
|
LocalScene_Printf( "%s : Automatically resuming playback\n", STRING( m_iszSceneFile ) );
|
|
ResumePlayback();
|
|
break;
|
|
case SCENE_ACTION_CANCEL:
|
|
LocalScene_Printf( "%s : Automatically canceling playback\n", STRING( m_iszSceneFile ) );
|
|
CancelPlayback();
|
|
break;
|
|
default:
|
|
LocalScene_Printf( "%s : Unknown action %i, automatically resuming playback\n", STRING( m_iszSceneFile ), m_nAutomatedAction );
|
|
ResumePlayback();
|
|
break;
|
|
}
|
|
|
|
// Reset
|
|
m_bAutomated = false;
|
|
m_nAutomatedAction = SCENE_ACTION_UNKNOWN;
|
|
m_flAutomationTime = 0.0f;
|
|
m_flAutomationDelay = 0.0f;
|
|
m_bPausedViaInput = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::DispatchPauseScene( CChoreoScene *scene, const char *parameters )
|
|
{
|
|
// Don't pause during restore, since we'll be restoring the pause state already
|
|
if ( m_bRestoring )
|
|
return;
|
|
|
|
// FIXME: Hook this up to AI, etc. somehow, perhaps poll each actor for conditions using
|
|
// scene resume condition iterator
|
|
PausePlayback();
|
|
|
|
char token[1024];
|
|
|
|
m_bPausedViaInput = false;
|
|
m_bAutomated = false;
|
|
m_nAutomatedAction = SCENE_ACTION_UNKNOWN;
|
|
m_flAutomationDelay = 0.0f;
|
|
m_flAutomationTime = 0.0f;
|
|
|
|
// Check for auto resume/cancel
|
|
const char *buffer = parameters;
|
|
buffer = engine->ParseFile( buffer, token, sizeof( token ) );
|
|
if ( !stricmp( token, "automate" ) )
|
|
{
|
|
buffer = engine->ParseFile( buffer, token, sizeof( token ) );
|
|
if ( !stricmp( token, "Cancel" ) )
|
|
{
|
|
m_nAutomatedAction = SCENE_ACTION_CANCEL;
|
|
}
|
|
else if ( !stricmp( token, "Resume" ) )
|
|
{
|
|
m_nAutomatedAction = SCENE_ACTION_RESUME;
|
|
}
|
|
|
|
if ( m_nAutomatedAction != SCENE_ACTION_UNKNOWN )
|
|
{
|
|
buffer = engine->ParseFile( buffer, token, sizeof( token ) );
|
|
m_flAutomationDelay = (float)atof( token );
|
|
|
|
if ( m_flAutomationDelay > 0.0f )
|
|
{
|
|
// Success
|
|
m_bAutomated = true;
|
|
m_flAutomationTime = 0.0f;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *scene -
|
|
// *event -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::DispatchProcessLoop( CChoreoScene *scene, CChoreoEvent *event )
|
|
{
|
|
// Don't restore this event since it's implied in the current "state" of the scene timer, etc.
|
|
if ( m_bRestoring )
|
|
return;
|
|
|
|
Assert( scene );
|
|
Assert( event->GetType() == CChoreoEvent::LOOP );
|
|
|
|
float backtime = (float)atof( event->GetParameters() );
|
|
|
|
bool process = true;
|
|
int counter = event->GetLoopCount();
|
|
if ( counter != -1 )
|
|
{
|
|
int remaining = event->GetNumLoopsRemaining();
|
|
if ( remaining <= 0 )
|
|
{
|
|
process = false;
|
|
}
|
|
else
|
|
{
|
|
event->SetNumLoopsRemaining( --remaining );
|
|
}
|
|
}
|
|
|
|
if ( !process )
|
|
return;
|
|
|
|
scene->LoopToTime( backtime );
|
|
SetCurrentTime( backtime, true );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Flag the scene as already "completed"
|
|
// Input : *scene -
|
|
// *parameters -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::DispatchStopPoint( CChoreoScene *scene, const char *parameters )
|
|
{
|
|
if ( m_bCompletedEarly )
|
|
{
|
|
Assert( 0 );
|
|
Warning( "Scene '%s' with two stop point events!\n", STRING( m_iszSceneFile ) );
|
|
return;
|
|
}
|
|
// Fire completion trigger early
|
|
m_bCompletedEarly = true;
|
|
m_OnCompletion.FireOutput( this, this, 0 );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CSceneEntity::IsInterruptable()
|
|
{
|
|
return ( m_nInterruptCount > 0 ) ? true : false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *scene -
|
|
// *actor -
|
|
// *event -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::DispatchStartInterrupt( CChoreoScene *scene, CChoreoEvent *event )
|
|
{
|
|
// Don't re-interrupt during restore
|
|
if ( m_bRestoring )
|
|
return;
|
|
|
|
// If we're supposed to cancel at our next interrupt point, cancel now
|
|
if ( m_bCancelAtNextInterrupt )
|
|
{
|
|
m_bCancelAtNextInterrupt = false;
|
|
LocalScene_Printf( "%s : cancelled via interrupt\n", STRING( m_iszSceneFile ) );
|
|
CancelPlayback();
|
|
return;
|
|
}
|
|
|
|
++m_nInterruptCount;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *scene -
|
|
// *actor -
|
|
// *event -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::DispatchEndInterrupt( CChoreoScene *scene, CChoreoEvent *event )
|
|
{
|
|
// Don't re-interrupt during restore
|
|
if ( m_bRestoring )
|
|
return;
|
|
|
|
--m_nInterruptCount;
|
|
|
|
if ( m_nInterruptCount < 0 )
|
|
{
|
|
m_nInterruptCount = 0;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *actor -
|
|
// *event -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::DispatchStartExpression( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event )
|
|
{
|
|
actor->AddSceneEvent( scene, event );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *actor -
|
|
// *event -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::DispatchEndExpression( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event )
|
|
{
|
|
actor->RemoveSceneEvent( scene, event, false );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *actor -
|
|
// *event -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::DispatchStartFlexAnimation( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event )
|
|
{
|
|
actor->AddSceneEvent( scene, event );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *actor -
|
|
// *event -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::DispatchEndFlexAnimation( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event )
|
|
{
|
|
actor->RemoveSceneEvent( scene, event, false );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *actor -
|
|
// *parameters -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::DispatchStartGesture( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event )
|
|
{
|
|
// Ingore null gestures
|
|
if ( !Q_stricmp( event->GetName(), "NULL" ) )
|
|
return;
|
|
|
|
actor->AddSceneEvent( scene, event);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *actor -
|
|
// *parameters -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::DispatchEndGesture( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event )
|
|
{
|
|
// Ingore null gestures
|
|
if ( !Q_stricmp( event->GetName(), "NULL" ) )
|
|
return;
|
|
|
|
actor->RemoveSceneEvent( scene, event, m_bRestoring );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *actor -
|
|
// *parameters -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::DispatchStartGeneric( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event )
|
|
{
|
|
CBaseEntity *pTarget = FindNamedEntity( event->GetParameters2( ) );
|
|
actor->AddSceneEvent( scene, event, pTarget );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *actor -
|
|
// *parameters -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::DispatchEndGeneric( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event )
|
|
{
|
|
actor->RemoveSceneEvent( scene, event, m_bRestoring );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *actor -
|
|
// *actor2 -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::DispatchStartLookAt( CChoreoScene *scene, CBaseFlex *actor, CBaseEntity *actor2, CChoreoEvent *event )
|
|
{
|
|
actor->AddSceneEvent( scene, event, actor2 );
|
|
}
|
|
|
|
|
|
void CSceneEntity::DispatchEndLookAt( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event )
|
|
{
|
|
actor->RemoveSceneEvent( scene, event, m_bRestoring );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Move to spot/actor
|
|
// FIXME: Need to allow this to take arbitrary amount of time and pause playback
|
|
// while waiting for actor to move into position
|
|
// Input : *actor -
|
|
// *parameters -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::DispatchStartMoveTo( CChoreoScene *scene, CBaseFlex *actor, CBaseEntity *actor2, CChoreoEvent *event )
|
|
{
|
|
actor->AddSceneEvent( scene, event, actor2 );
|
|
}
|
|
|
|
|
|
void CSceneEntity::DispatchEndMoveTo( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event )
|
|
{
|
|
actor->RemoveSceneEvent( scene, event, m_bRestoring );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *token -
|
|
// listener -
|
|
// soundorigins -
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool AttenuateCaption( const char *token, const Vector& listener, CUtlVector< Vector >& soundorigins )
|
|
{
|
|
if ( scene_maxcaptionradius.GetFloat() <= 0.0f )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
int c = soundorigins.Count();
|
|
|
|
if ( c <= 0 )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
float maxdistSqr = scene_maxcaptionradius.GetFloat() * scene_maxcaptionradius.GetFloat();
|
|
|
|
for ( int i = 0; i < c; ++i )
|
|
{
|
|
const Vector& org = soundorigins[ i ];
|
|
|
|
float distSqr = ( org - listener ).LengthSqr();
|
|
if ( distSqr <= maxdistSqr )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// All sound sources too far, don't show caption...
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *event - which event
|
|
// player - which recipient
|
|
// buf, buflen: where to put the data
|
|
// Output : Returns true if the sound should be played/prefetched
|
|
//-----------------------------------------------------------------------------
|
|
bool CSceneEntity::GetSoundNameForPlayer( CChoreoEvent *event, CBasePlayer *player, char *buf, size_t buflen, CBaseEntity *pActor )
|
|
{
|
|
Assert( event );
|
|
Assert( player );
|
|
Assert( buf );
|
|
Assert( buflen > 0 );
|
|
|
|
bool ismasterevent = true;
|
|
char tok[ CChoreoEvent::MAX_CCTOKEN_STRING ];
|
|
bool validtoken = false;
|
|
|
|
tok[ 0 ] = 0;
|
|
|
|
if ( event->GetCloseCaptionType() == CChoreoEvent::CC_SLAVE ||
|
|
event->GetCloseCaptionType() == CChoreoEvent::CC_DISABLED )
|
|
{
|
|
ismasterevent = false;
|
|
}
|
|
else
|
|
{
|
|
validtoken = event->GetPlaybackCloseCaptionToken( tok, sizeof( tok ) );
|
|
}
|
|
|
|
const char* pchToken = "";
|
|
|
|
if ( pActor && pActor->IsPlayer() )
|
|
{
|
|
pchToken = dynamic_cast< CBasePlayer* >( pActor )->GetSceneSoundToken();
|
|
}
|
|
|
|
// Copy the sound name
|
|
CopySoundNameWithModifierToken( buf, event->GetParameters(), buflen, pchToken );
|
|
|
|
bool usingEnglish = true;
|
|
if ( !IsXbox() )
|
|
{
|
|
char const *cvarvalue = engine->GetClientConVarValue( player->entindex(), "english" );
|
|
if ( cvarvalue && *cvarvalue && Q_atoi( cvarvalue ) != 1 )
|
|
{
|
|
usingEnglish = false;
|
|
}
|
|
|
|
}
|
|
|
|
// This makes it like they are running in another language
|
|
if ( scene_forcecombined.GetBool() )
|
|
{
|
|
usingEnglish = false;
|
|
}
|
|
|
|
if ( usingEnglish )
|
|
{
|
|
// English sounds always play
|
|
return true;
|
|
}
|
|
|
|
if ( ismasterevent )
|
|
{
|
|
// Master event sounds always play too (master will be the combined .wav)
|
|
if ( validtoken )
|
|
{
|
|
Q_strncpy( buf, tok, buflen );
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// Slave events don't play any sound...
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Playback sound file that contains phonemes
|
|
// Input : *actor -
|
|
// *parameters -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::DispatchStartSpeak( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event, soundlevel_t iSoundlevel )
|
|
{
|
|
// Emit sound
|
|
if ( actor )
|
|
{
|
|
CPASAttenuationFilter filter( actor );
|
|
|
|
if ( m_pRecipientFilter )
|
|
{
|
|
int filterCount = filter.GetRecipientCount();
|
|
int recipientPlayerCount = m_pRecipientFilter->GetRecipientCount();
|
|
for ( int i = filterCount-1; i >= 0; --i )
|
|
{
|
|
int playerindex = filter.GetRecipientIndex( i );
|
|
|
|
bool bFound = false;
|
|
|
|
for ( int j = 0; j < recipientPlayerCount; ++j )
|
|
{
|
|
if ( m_pRecipientFilter->GetRecipientIndex(j) == playerindex )
|
|
{
|
|
bFound = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( !bFound )
|
|
{
|
|
filter.RemoveRecipientByPlayerIndex( playerindex );
|
|
}
|
|
}
|
|
}
|
|
|
|
float time_in_past = m_flCurrentTime - event->GetStartTime() ;
|
|
|
|
float soundtime = gpGlobals->curtime - time_in_past;
|
|
|
|
if ( m_bRestoring )
|
|
{
|
|
// Need to queue sounds on restore because the player has not yet connected
|
|
GetSceneManager()->QueueRestoredSound( actor, event->GetParameters(), iSoundlevel, time_in_past );
|
|
|
|
return;
|
|
}
|
|
|
|
// Add padding to prevent any other talker talking right after I'm done, because I might
|
|
// be continuing speaking with another scene.
|
|
float flDuration = event->GetDuration() - time_in_past;
|
|
|
|
CAI_BaseActor *pBaseActor = dynamic_cast<CAI_BaseActor*>(actor);
|
|
if ( pBaseActor )
|
|
{
|
|
pBaseActor->NoteSpeaking( flDuration, GetPostSpeakDelay() );
|
|
}
|
|
else if ( actor->IsNPC() )
|
|
{
|
|
GetSpeechSemaphore( actor->MyNPCPointer() )->Acquire( flDuration + GetPostSpeakDelay(), actor );
|
|
}
|
|
|
|
EmitSound_t es;
|
|
es.m_nChannel = CHAN_VOICE;
|
|
es.m_flVolume = 1;
|
|
es.m_SoundLevel = iSoundlevel;
|
|
// Only specify exact delay in single player
|
|
es.m_flSoundTime = ( gpGlobals->maxClients == 1 ) ? soundtime : 0.0f;
|
|
if ( scene->ShouldIgnorePhonemes() )
|
|
{
|
|
es.m_nFlags |= SND_IGNORE_PHONEMES;
|
|
}
|
|
|
|
if ( actor->GetSpecialDSP() != 0 )
|
|
{
|
|
es.m_nSpecialDSP = actor->GetSpecialDSP();
|
|
}
|
|
|
|
// No CC since we do it manually
|
|
// FIXME: This will change
|
|
es.m_bEmitCloseCaption = false;
|
|
|
|
int c = filter.GetRecipientCount();
|
|
for ( int i = 0; i < c; ++i )
|
|
{
|
|
int playerindex = filter.GetRecipientIndex( i );
|
|
CBasePlayer *player = UTIL_PlayerByIndex( playerindex );
|
|
if ( !player )
|
|
continue;
|
|
|
|
CSingleUserRecipientFilter filter2( player );
|
|
|
|
char soundname[ 512 ];
|
|
if ( !GetSoundNameForPlayer( event, player, soundname, sizeof( soundname ), actor ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
es.m_pSoundName = soundname;
|
|
|
|
// keep track of the last few sounds played for bug reports
|
|
speechListSounds[ speechListIndex ].time = gpGlobals->curtime;
|
|
Q_strncpy( speechListSounds[ speechListIndex ].name, soundname, sizeof( speechListSounds[ 0 ].name ) );
|
|
Q_strncpy( speechListSounds[ speechListIndex ].sceneName, ( scene ) ? scene->GetFilename() : "", sizeof( speechListSounds[ 0 ].sceneName ) );
|
|
|
|
speechListIndex++;
|
|
if ( speechListIndex >= SPEECH_LIST_MAX_SOUNDS )
|
|
{
|
|
speechListIndex = 0;
|
|
}
|
|
|
|
// Warning( "Speak %s\n", soundname );
|
|
|
|
if ( m_fPitch != 1.0f )
|
|
{
|
|
if ( es.m_nPitch )
|
|
es.m_nPitch = static_cast<float>( es.m_nPitch ) * m_fPitch;
|
|
else
|
|
es.m_nPitch = 100.0f * m_fPitch;
|
|
|
|
es.m_nFlags |= SND_CHANGE_PITCH;
|
|
}
|
|
|
|
EmitSound( filter2, actor->entindex(), es );
|
|
actor->AddSceneEvent( scene, event );
|
|
}
|
|
|
|
// Close captioning only on master token no matter what...
|
|
if ( event->GetCloseCaptionType() == CChoreoEvent::CC_MASTER )
|
|
{
|
|
char tok[ CChoreoEvent::MAX_CCTOKEN_STRING ];
|
|
bool validtoken = event->GetPlaybackCloseCaptionToken( tok, sizeof( tok ) );
|
|
if ( validtoken )
|
|
{
|
|
char lowercase[ 256 ];
|
|
Q_strncpy( lowercase, tok, sizeof( lowercase ) );
|
|
Q_strlower( lowercase );
|
|
|
|
// Remove any players who don't want close captions
|
|
CBaseEntity::RemoveRecipientsIfNotCloseCaptioning( filter );
|
|
|
|
// Certain events are marked "don't attenuate", (breencast), skip those here
|
|
if ( !event->IsSuppressingCaptionAttenuation() &&
|
|
( filter.GetRecipientCount() > 0 ) )
|
|
{
|
|
int c = filter.GetRecipientCount();
|
|
for ( int i = c - 1 ; i >= 0; --i )
|
|
{
|
|
CBasePlayer *player = UTIL_PlayerByIndex( filter.GetRecipientIndex( i ) );
|
|
if ( !player )
|
|
continue;
|
|
|
|
Vector playerOrigin = player->GetAbsOrigin();
|
|
|
|
if ( AttenuateCaption( lowercase, playerOrigin, es.m_UtlVecSoundOrigin ) )
|
|
{
|
|
// If the player has a view entity, measure the distance to that
|
|
if ( !player->GetViewEntity() || AttenuateCaption( lowercase, player->GetViewEntity()->GetAbsOrigin(), es.m_UtlVecSoundOrigin ) )
|
|
{
|
|
filter.RemoveRecipient( player );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Anyone left?
|
|
if ( filter.GetRecipientCount() > 0 )
|
|
{
|
|
float endtime = event->GetLastSlaveEndTime();
|
|
float durationShort = event->GetDuration();
|
|
float durationLong = endtime - event->GetStartTime();
|
|
|
|
float duration = MAX( durationShort, durationLong );
|
|
|
|
|
|
byte byteflags = CLOSE_CAPTION_WARNIFMISSING; // warnifmissing
|
|
/*
|
|
// Never for .vcds...
|
|
if ( fromplayer )
|
|
{
|
|
byteflags |= CLOSE_CAPTION_FROMPLAYER;
|
|
}
|
|
*/
|
|
char const *pszActorModel = STRING( actor->GetModelName() );
|
|
gender_t gender = soundemitterbase->GetActorGender( pszActorModel );
|
|
|
|
if ( gender == GENDER_MALE )
|
|
{
|
|
byteflags |= CLOSE_CAPTION_GENDER_MALE;
|
|
}
|
|
else if ( gender == GENDER_FEMALE )
|
|
{
|
|
byteflags |= CLOSE_CAPTION_GENDER_FEMALE;
|
|
}
|
|
|
|
// Send caption and duration hint down to client
|
|
UserMessageBegin( filter, "CloseCaption" );
|
|
WRITE_STRING( lowercase );
|
|
WRITE_SHORT( MIN( 255, (int)( duration * 10.0f ) ) );
|
|
WRITE_BYTE( byteflags ); // warn on missing
|
|
MessageEnd();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CSceneEntity::DispatchEndSpeak( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event )
|
|
{
|
|
actor->RemoveSceneEvent( scene, event, m_bRestoring );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *actor -
|
|
// *actor2 -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::DispatchStartFace( CChoreoScene *scene, CBaseFlex *actor, CBaseEntity *actor2, CChoreoEvent *event )
|
|
{
|
|
actor->AddSceneEvent( scene, event, actor2 );
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *actor -
|
|
// *actor2 -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::DispatchEndFace( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event )
|
|
{
|
|
actor->RemoveSceneEvent( scene, event, m_bRestoring );
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *actor -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::DispatchStartSequence( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event )
|
|
{
|
|
actor->AddSceneEvent( scene, event );
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *actor -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::DispatchEndSequence( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event )
|
|
{
|
|
actor->RemoveSceneEvent( scene, event, m_bRestoring );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: NPC can play interstitial vcds (such as responding to the player doing something during a scene)
|
|
// Input : *scene -
|
|
// *actor -
|
|
// *event -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::DispatchStartPermitResponses( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event )
|
|
{
|
|
actor->SetPermitResponse( gpGlobals->curtime + event->GetDuration() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *scene -
|
|
// *actor -
|
|
// *event -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::DispatchEndPermitResponses( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event )
|
|
{
|
|
actor->SetPermitResponse( 0 );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
float CSceneEntity::EstimateLength( void )
|
|
{
|
|
if ( !m_pScene )
|
|
{
|
|
return GetSceneDuration( STRING( m_iszSceneFile ) );
|
|
}
|
|
return m_pScene->FindStopTime();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// NOTE: returns false if scene hasn't loaded yet
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::CancelIfSceneInvolvesActor( CBaseEntity *pActor )
|
|
{
|
|
if ( InvolvesActor( pActor ) )
|
|
{
|
|
LocalScene_Printf( "%s : cancelled for '%s'\n", STRING( m_iszSceneFile ), pActor->GetDebugName() );
|
|
CancelPlayback();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// NOTE: returns false if scene hasn't loaded yet
|
|
//-----------------------------------------------------------------------------
|
|
bool CSceneEntity::InvolvesActor( CBaseEntity *pActor )
|
|
{
|
|
if ( !m_pScene )
|
|
return false;
|
|
|
|
int i;
|
|
for ( i = 0 ; i < m_pScene->GetNumActors(); i++ )
|
|
{
|
|
CBaseFlex *pTestActor = FindNamedActor( i );
|
|
if ( !pTestActor )
|
|
continue;
|
|
|
|
if ( pTestActor == pActor )
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::DoThink( float frametime )
|
|
{
|
|
CheckInterruptCompletion();
|
|
|
|
if ( m_bWaitingForActor || m_bWaitingForInterrupt )
|
|
{
|
|
// Try to start playback.
|
|
StartPlayback();
|
|
}
|
|
|
|
if ( !m_pScene )
|
|
return;
|
|
|
|
if ( !m_bIsPlayingBack )
|
|
return;
|
|
|
|
// catch bad pitch shifting from old save games
|
|
Assert( m_fPitch >= SCENE_MIN_PITCH && m_fPitch <= SCENE_MAX_PITCH );
|
|
m_fPitch = clamp( m_fPitch, SCENE_MIN_PITCH, SCENE_MAX_PITCH );
|
|
|
|
if ( m_bPaused )
|
|
{
|
|
PauseThink();
|
|
return;
|
|
}
|
|
|
|
// Msg("%.2f %s\n", gpGlobals->curtime, STRING( m_iszSceneFile ) );
|
|
|
|
//Msg( "SV: %d, %f for %s\n", gpGlobals->tickcount, m_flCurrentTime, m_pScene->GetFilename() );
|
|
|
|
m_flFrameTime = frametime;
|
|
|
|
m_pScene->SetSoundFileStartupLatency( GetSoundSystemLatency() );
|
|
|
|
// Tell scene to go
|
|
m_pScene->Think( m_flCurrentTime );
|
|
|
|
// Did we get to the end
|
|
if ( !m_bPaused )
|
|
{
|
|
// Drive simulation time for scene
|
|
SetCurrentTime( m_flCurrentTime + m_flFrameTime * m_fPitch, false );
|
|
|
|
if ( m_pScene->SimulationFinished() )
|
|
{
|
|
OnSceneFinished( false, true );
|
|
|
|
// Stop them from doing anything special
|
|
ClearSchedules( m_pScene );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Drive simulation time for scene
|
|
SetCurrentTime( m_pScene->GetTime(), true );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Input handlers
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::InputStartPlayback( inputdata_t &inputdata )
|
|
{
|
|
// Already playing, ignore
|
|
if ( m_bIsPlayingBack )
|
|
return;
|
|
|
|
// Already waiting on someone.
|
|
if ( m_bWaitingForActor || m_bWaitingForInterrupt )
|
|
return;
|
|
|
|
ClearActivatorTargets();
|
|
m_hActivator = inputdata.pActivator;
|
|
StartPlayback();
|
|
}
|
|
|
|
void CSceneEntity::InputPausePlayback( inputdata_t &inputdata )
|
|
{
|
|
PausePlayback();
|
|
m_bPausedViaInput = true;
|
|
}
|
|
|
|
void CSceneEntity::InputResumePlayback( inputdata_t &inputdata )
|
|
{
|
|
ResumePlayback();
|
|
}
|
|
|
|
void CSceneEntity::InputCancelPlayback( inputdata_t &inputdata )
|
|
{
|
|
LocalScene_Printf( "%s : cancelled via input\n", STRING( m_iszSceneFile ) );
|
|
CancelPlayback();
|
|
}
|
|
|
|
void CSceneEntity::InputScriptPlayerDeath( inputdata_t &inputdata )
|
|
{
|
|
if ( m_iPlayerDeathBehavior == SCRIPT_CANCEL )
|
|
{
|
|
LocalScene_Printf( "%s : cancelled via player death\n", STRING( m_iszSceneFile ) );
|
|
CancelPlayback();
|
|
}
|
|
}
|
|
|
|
|
|
void CSceneEntity::InputCancelAtNextInterrupt( inputdata_t &inputdata )
|
|
{
|
|
// If we're currently in an interruptable point, interrupt immediately
|
|
if ( IsInterruptable() )
|
|
{
|
|
LocalScene_Printf( "%s : cancelled via input at interrupt point\n", STRING( m_iszSceneFile ) );
|
|
CancelPlayback();
|
|
return;
|
|
}
|
|
|
|
// Otherwise, cancel when we next hit an interrupt point
|
|
m_bCancelAtNextInterrupt = true;
|
|
}
|
|
|
|
void CSceneEntity::InputPitchShiftPlayback( inputdata_t &inputdata )
|
|
{
|
|
PitchShiftPlayback( inputdata.value.Float() );
|
|
}
|
|
|
|
void CSceneEntity::InputTriggerEvent( inputdata_t &inputdata )
|
|
{
|
|
CBaseEntity *pActivator = this; // at some point, find this from the inputdata
|
|
switch ( inputdata.value.Int() )
|
|
{
|
|
case 1:
|
|
m_OnTrigger1.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
case 2:
|
|
m_OnTrigger2.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
case 3:
|
|
m_OnTrigger3.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
case 4:
|
|
m_OnTrigger4.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
case 5:
|
|
m_OnTrigger5.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
case 6:
|
|
m_OnTrigger6.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
case 7:
|
|
m_OnTrigger7.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
case 8:
|
|
m_OnTrigger8.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
case 9:
|
|
m_OnTrigger9.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
case 10:
|
|
m_OnTrigger10.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
case 11:
|
|
m_OnTrigger11.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
case 12:
|
|
m_OnTrigger12.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
case 13:
|
|
m_OnTrigger13.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
case 14:
|
|
m_OnTrigger14.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
case 15:
|
|
m_OnTrigger15.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
case 16:
|
|
m_OnTrigger16.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &inputdata -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::InputInterjectResponse( inputdata_t &inputdata )
|
|
{
|
|
// Not currently playing a scene
|
|
if ( !m_pScene )
|
|
return;
|
|
|
|
CUtlVector<CAI_BaseActor *> candidates;
|
|
|
|
for ( int i = 0 ; i < m_pScene->GetNumActors(); i++ )
|
|
{
|
|
CBaseFlex *pTestActor = FindNamedActor( i );
|
|
if ( !pTestActor )
|
|
continue;
|
|
|
|
CAI_BaseActor *pBaseActor = dynamic_cast<CAI_BaseActor *>(pTestActor);
|
|
if ( !pBaseActor || !pBaseActor->IsAlive() )
|
|
continue;
|
|
|
|
candidates.AddToTail( pBaseActor );
|
|
}
|
|
|
|
int c = candidates.Count();
|
|
if ( !c )
|
|
return;
|
|
|
|
if ( !m_bIsPlayingBack )
|
|
{
|
|
// Use any actor if not playing a scene
|
|
// int useIndex = RandomInt( 0, c - 1 );
|
|
Assert( !"m_bIsPlayBack is false and this code does nothing. Should it?");
|
|
}
|
|
else
|
|
{
|
|
CUtlString modifiers("scene:");
|
|
modifiers += STRING( GetEntityName() );
|
|
|
|
while (candidates.Count() > 0)
|
|
{
|
|
// Pick a random slot in the candidates array.
|
|
int slot = RandomInt( 0, candidates.Count() - 1 );
|
|
|
|
CAI_BaseActor *npc = candidates[ slot ];
|
|
|
|
// Try to find the response for this slot.
|
|
AI_Response response;
|
|
bool result = npc->SpeakFindResponse( response, inputdata.value.String(), modifiers.Get() );
|
|
if ( result )
|
|
{
|
|
float duration = npc->GetResponseDuration( response );
|
|
|
|
if ( ( duration > 0.0f ) && npc->PermitResponse( duration ) )
|
|
{
|
|
// If we could look it up, dispatch it and bail.
|
|
npc->SpeakDispatchResponse( inputdata.value.String(), response );
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Remove this entry and look for another one.
|
|
candidates.FastRemove(slot);
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::InputStopWaitingForActor( inputdata_t &inputdata )
|
|
{
|
|
if( m_bIsPlayingBack )
|
|
{
|
|
// Already started.
|
|
return;
|
|
}
|
|
|
|
m_bWaitingForActor = false;
|
|
}
|
|
|
|
bool CSceneEntity::CheckActors()
|
|
{
|
|
Assert( m_pScene );
|
|
if ( !m_pScene )
|
|
return false;
|
|
|
|
int i;
|
|
for ( i = 0 ; i < m_pScene->GetNumActors(); i++ )
|
|
{
|
|
CBaseFlex *pTestActor = FindNamedActor( i );
|
|
if ( !pTestActor )
|
|
continue;
|
|
|
|
if ( !pTestActor->MyCombatCharacterPointer() )
|
|
continue;
|
|
|
|
if ( !pTestActor->MyCombatCharacterPointer()->IsAlive() )
|
|
return false;
|
|
|
|
if ( m_BusyActor == SCENE_BUSYACTOR_WAIT )
|
|
{
|
|
CAI_BaseNPC *pActor = pTestActor->MyNPCPointer();
|
|
|
|
if ( pActor )
|
|
{
|
|
bool bShouldWait = false;
|
|
if ( hl2_episodic.GetBool() )
|
|
{
|
|
// Episodic waits until the NPC is fully finished with any .vcd with speech in it
|
|
if ( IsRunningScriptedSceneWithSpeech( pActor ) )
|
|
{
|
|
bShouldWait = true;
|
|
}
|
|
|
|
#ifdef HL2_EPISODIC
|
|
// HACK: Alyx cannot play scenes when she's in the middle of transitioning
|
|
if ( pActor->IsInAVehicle() )
|
|
{
|
|
CNPC_Alyx *pAlyx = dynamic_cast<CNPC_Alyx *>(pActor);
|
|
if ( pAlyx != NULL && ( pAlyx->GetPassengerState() == PASSENGER_STATE_ENTERING || pAlyx->GetPassengerState() == PASSENGER_STATE_EXITING ) )
|
|
{
|
|
bShouldWait = true;
|
|
}
|
|
}
|
|
#endif // HL2_EPISODIC
|
|
}
|
|
|
|
if ( pActor->GetExpresser() && pActor->GetExpresser()->IsSpeaking() )
|
|
{
|
|
bShouldWait = true;
|
|
}
|
|
|
|
if ( bShouldWait )
|
|
{
|
|
// One of the actors for this scene is talking already.
|
|
// Try again next think.
|
|
m_bWaitingForActor = true;
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
else if ( m_BusyActor == SCENE_BUSYACTOR_INTERRUPT || m_BusyActor == SCENE_BUSYACTOR_INTERRUPT_CANCEL )
|
|
{
|
|
CBaseCombatCharacter *pActor = pTestActor->MyCombatCharacterPointer();
|
|
if ( pActor && !IsInInterruptableScenes( pActor ) )
|
|
{
|
|
// One of the actors is in a scene that's not at an interrupt point.
|
|
// Wait until the scene finishes or an interrupt point is reached.
|
|
m_bWaitingForInterrupt = true;
|
|
return false;
|
|
}
|
|
|
|
if ( m_BusyActor == SCENE_BUSYACTOR_INTERRUPT_CANCEL )
|
|
{
|
|
// Cancel existing scenes
|
|
RemoveActorFromScriptedScenes( pActor, false );
|
|
}
|
|
else
|
|
{
|
|
// Pause existing scenes
|
|
PauseActorsScriptedScenes( pActor, false );
|
|
m_bInterruptedActorsScenes = true;
|
|
}
|
|
}
|
|
|
|
pTestActor->StartChoreoScene( m_pScene );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
#if !defined( _RETAIL )
|
|
static ConVar scene_async_prefetch_spew( "scene_async_prefetch_spew", "0", 0, "Display async .ani file loading info." );
|
|
#endif
|
|
|
|
void CSceneEntity::PrefetchAnimBlocks( CChoreoScene *scene )
|
|
{
|
|
Assert( scene );
|
|
|
|
// Build a fast lookup, too
|
|
CUtlMap< CChoreoActor *, CBaseFlex *> actorMap( 0, 0, DefLessFunc( CChoreoActor * ) );
|
|
|
|
int spew =
|
|
#if !defined( _RETAIL )
|
|
scene_async_prefetch_spew.GetInt();
|
|
#else
|
|
0;
|
|
#endif
|
|
|
|
int resident = 0;
|
|
int checked = 0;
|
|
|
|
// Iterate events and precache necessary resources
|
|
for ( int i = 0; i < scene->GetNumEvents(); i++ )
|
|
{
|
|
CChoreoEvent *event = scene->GetEvent( i );
|
|
if ( !event )
|
|
continue;
|
|
|
|
// load any necessary data
|
|
switch ( event->GetType() )
|
|
{
|
|
default:
|
|
break;
|
|
case CChoreoEvent::SEQUENCE:
|
|
case CChoreoEvent::GESTURE:
|
|
{
|
|
CChoreoActor *actor = event->GetActor();
|
|
if ( actor )
|
|
{
|
|
CBaseFlex *pActor = NULL;
|
|
int idx = actorMap.Find( actor );
|
|
if ( idx == actorMap.InvalidIndex() )
|
|
{
|
|
pActor = FindNamedActor( actor );
|
|
idx = actorMap.Insert( actor, pActor );
|
|
}
|
|
else
|
|
{
|
|
pActor = actorMap[ idx ];
|
|
}
|
|
|
|
if ( pActor )
|
|
{
|
|
int seq = pActor->LookupSequence( event->GetParameters() );
|
|
if ( seq >= 0 )
|
|
{
|
|
CStudioHdr *pStudioHdr = pActor->GetModelPtr();
|
|
if ( pStudioHdr )
|
|
{
|
|
// Now look up the animblock
|
|
mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( seq );
|
|
for ( int i = 0 ; i < seqdesc.groupsize[ 0 ] ; ++i )
|
|
{
|
|
for ( int j = 0; j < seqdesc.groupsize[ 1 ]; ++j )
|
|
{
|
|
int animation = seqdesc.anim( i, j );
|
|
int baseanimation = pStudioHdr->iRelativeAnim( seq, animation );
|
|
mstudioanimdesc_t &animdesc = pStudioHdr->pAnimdesc( baseanimation );
|
|
|
|
++checked;
|
|
|
|
if ( spew != 0 )
|
|
{
|
|
Msg( "%s checking block %d\n", pStudioHdr->pszName(), animdesc.animblock );
|
|
}
|
|
|
|
// Async load the animation
|
|
int iFrame = 0;
|
|
const mstudioanim_t *panim = animdesc.pAnim( &iFrame );
|
|
if ( panim )
|
|
{
|
|
++resident;
|
|
if ( spew > 1 )
|
|
{
|
|
Msg( "%s:%s[%i:%i] was resident\n", pStudioHdr->pszName(), animdesc.pszName(), i, j );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( spew != 0 )
|
|
{
|
|
Msg( "%s:%s[%i:%i] async load\n", pStudioHdr->pszName(), animdesc.pszName(), i, j );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( !spew || checked <= 0 )
|
|
return;
|
|
|
|
Msg( "%d of %d animations resident\n", resident, checked );
|
|
}
|
|
|
|
void CSceneEntity::OnLoaded()
|
|
{
|
|
// Nothing
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Initiate scene playback
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::StartPlayback( void )
|
|
{
|
|
if ( !m_pScene )
|
|
{
|
|
if ( m_bSceneMissing )
|
|
return;
|
|
|
|
m_pScene = LoadScene( STRING( m_iszSceneFile ), this );
|
|
if ( !m_pScene )
|
|
{
|
|
DevMsg( "%s missing from scenes.image\n", STRING( m_iszSceneFile ) );
|
|
m_bSceneMissing = true;
|
|
return;
|
|
}
|
|
|
|
OnLoaded();
|
|
|
|
if ( ShouldNetwork() )
|
|
{
|
|
m_nSceneStringIndex = g_pStringTableClientSideChoreoScenes->AddString( CBaseEntity::IsServer(), STRING( m_iszSceneFile ) );
|
|
}
|
|
|
|
UpdateTransmitState();
|
|
}
|
|
|
|
if ( m_bIsPlayingBack )
|
|
return;
|
|
|
|
// Make sure actors are alive and able to handle this scene now, otherwise
|
|
// we'll wait for them to show up
|
|
if ( !CheckActors() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
m_bCompletedEarly = false;
|
|
m_bWaitingForActor = false;
|
|
m_bWaitingForInterrupt = false;
|
|
m_bIsPlayingBack = true;
|
|
NetworkProp()->NetworkStateForceUpdate();
|
|
m_bPaused = false;
|
|
SetCurrentTime( 0.0f, true );
|
|
m_pScene->ResetSimulation();
|
|
ClearInterrupt();
|
|
|
|
// Put face back in neutral pose
|
|
ClearSceneEvents( m_pScene, false );
|
|
|
|
m_OnStart.FireOutput( this, this, 0 );
|
|
|
|
// Aysnchronously load speak sounds
|
|
CUtlSymbolTable prefetchSoundSymbolTable;
|
|
CUtlRBTree< SpeakEventSound_t > soundnames( 0, 0, SpeakEventSoundLessFunc );
|
|
|
|
BuildSortedSpeakEventSoundsPrefetchList( m_pScene, prefetchSoundSymbolTable, soundnames, 0.0f );
|
|
PrefetchSpeakEventSounds( prefetchSoundSymbolTable, soundnames );
|
|
|
|
// Tell any managers we're within that we've started
|
|
int c = m_hListManagers.Count();
|
|
for ( int i = 0; i < c; i++ )
|
|
{
|
|
if ( m_hListManagers[i] )
|
|
{
|
|
m_hListManagers[i]->SceneStarted( this );
|
|
}
|
|
}
|
|
|
|
PrefetchAnimBlocks( m_pScene );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Static method used to sort by event start time
|
|
//-----------------------------------------------------------------------------
|
|
bool CSceneEntity::SpeakEventSoundLessFunc( const SpeakEventSound_t& lhs, const SpeakEventSound_t& rhs )
|
|
{
|
|
return lhs.m_flStartTime < rhs.m_flStartTime;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Prefetches the list of sounds build by BuildSortedSpeakEventSoundsPrefetchList
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::PrefetchSpeakEventSounds( CUtlSymbolTable& table, CUtlRBTree< SpeakEventSound_t >& soundnames )
|
|
{
|
|
for ( int i = soundnames.FirstInorder(); i != soundnames.InvalidIndex() ; i = soundnames.NextInorder( i ) )
|
|
{
|
|
SpeakEventSound_t& sound = soundnames[ i ];
|
|
// Look it up in the string table
|
|
char const *soundname = table.String( sound.m_Symbol );
|
|
|
|
// Warning( "Prefetch %s\n", soundname );
|
|
|
|
PrefetchScriptSound( soundname );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Builds list of sounds sorted by start time for prefetching
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::BuildSortedSpeakEventSoundsPrefetchList(
|
|
CChoreoScene *scene,
|
|
CUtlSymbolTable& table,
|
|
CUtlRBTree< SpeakEventSound_t >& soundnames,
|
|
float timeOffset )
|
|
{
|
|
Assert( scene );
|
|
|
|
// Iterate events and precache necessary resources
|
|
for ( int i = 0; i < scene->GetNumEvents(); i++ )
|
|
{
|
|
CChoreoEvent *event = scene->GetEvent( i );
|
|
if ( !event )
|
|
continue;
|
|
|
|
// load any necessary data
|
|
switch (event->GetType() )
|
|
{
|
|
default:
|
|
break;
|
|
case CChoreoEvent::SPEAK:
|
|
{
|
|
|
|
// NOTE: The script entries associated with .vcds are forced to preload to avoid
|
|
// loading hitches during triggering
|
|
char soundname[ CChoreoEvent::MAX_CCTOKEN_STRING ];
|
|
Q_strncpy( soundname, event->GetParameters(), sizeof( soundname ) );
|
|
|
|
if ( event->GetCloseCaptionType() == CChoreoEvent::CC_MASTER )
|
|
{
|
|
event->GetPlaybackCloseCaptionToken( soundname, sizeof( soundname ) );
|
|
}
|
|
|
|
// In single player, try to use the combined or regular .wav files as needed
|
|
if ( gpGlobals->maxClients == 1 )
|
|
{
|
|
CBasePlayer *player = UTIL_GetLocalPlayer();
|
|
if ( player && !GetSoundNameForPlayer( event, player, soundname, sizeof( soundname ), player ) )
|
|
{
|
|
// Skip to next event
|
|
continue;
|
|
}
|
|
}
|
|
/*
|
|
else
|
|
{
|
|
// UNDONE: Probably need some other solution in multiplayer... (not sure how to "prefetch" on certain players
|
|
// with one sound, but not prefetch the same sound for others...)
|
|
}
|
|
*/
|
|
|
|
SpeakEventSound_t ses;
|
|
ses.m_Symbol = table.AddString( soundname );
|
|
ses.m_flStartTime = timeOffset + event->GetStartTime();
|
|
|
|
soundnames.Insert( ses );
|
|
}
|
|
break;
|
|
case CChoreoEvent::SUBSCENE:
|
|
{
|
|
// Only allow a single level of subscenes for now
|
|
if ( !scene->IsSubScene() )
|
|
{
|
|
CChoreoScene *subscene = event->GetSubScene();
|
|
if ( !subscene )
|
|
{
|
|
subscene = LoadScene( event->GetParameters(), this );
|
|
subscene->SetSubScene( true );
|
|
event->SetSubScene( subscene );
|
|
|
|
// Now precache it's resources, if any
|
|
BuildSortedSpeakEventSoundsPrefetchList( subscene, table, soundnames, event->GetStartTime() );
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::PausePlayback( void )
|
|
{
|
|
if ( !m_bIsPlayingBack )
|
|
return;
|
|
|
|
if ( m_bPaused )
|
|
return;
|
|
|
|
m_bPaused = true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::ResumePlayback( void )
|
|
{
|
|
if ( !m_bIsPlayingBack )
|
|
return;
|
|
|
|
if ( !m_bPaused )
|
|
return;
|
|
|
|
Assert( m_pScene );
|
|
if ( !m_pScene )
|
|
{
|
|
// This should never happen!!!!
|
|
return;
|
|
}
|
|
|
|
// FIXME: Iterate using m_pScene->IterateResumeConditionEvents and
|
|
// only resume if the event conditions have all been satisfied
|
|
|
|
// FIXME: Just resume for now
|
|
m_pScene->ResumeSimulation();
|
|
|
|
m_bPaused = false;
|
|
m_bPausedViaInput = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::CancelPlayback( void )
|
|
{
|
|
if ( !m_bIsPlayingBack )
|
|
return;
|
|
|
|
m_bIsPlayingBack = false;
|
|
m_bPaused = false;
|
|
|
|
m_OnCanceled.FireOutput( this, this, 0 );
|
|
|
|
LocalScene_Printf( "%s : %8.2f: canceled\n", STRING( m_iszSceneFile ), m_flCurrentTime );
|
|
|
|
OnSceneFinished( true, false );
|
|
}
|
|
|
|
void CSceneEntity::PitchShiftPlayback( float fPitch )
|
|
{
|
|
fPitch = clamp( fPitch, SCENE_MIN_PITCH, SCENE_MAX_PITCH );
|
|
|
|
m_fPitch = fPitch;
|
|
|
|
if ( !m_pScene )
|
|
return;
|
|
|
|
for ( int iActor = 0 ; iActor < m_pScene->GetNumActors(); ++iActor )
|
|
{
|
|
CBaseFlex *pTestActor = FindNamedActor( iActor );
|
|
|
|
if ( !pTestActor )
|
|
continue;
|
|
|
|
char szBuff[ 256 ];
|
|
|
|
if ( m_pScene->GetPlayingSoundName( szBuff, sizeof( szBuff ) ) )
|
|
{
|
|
CPASAttenuationFilter filter( pTestActor );
|
|
EmitSound_t params;
|
|
params.m_pSoundName = szBuff;
|
|
params.m_nPitch = 100.0f * fPitch;
|
|
params.m_nFlags = SND_CHANGE_PITCH;
|
|
pTestActor->EmitSound( filter, pTestActor->entindex(), params );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Start a resume scene, if we have one, and resume playing when it finishes
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::QueueResumePlayback( void )
|
|
{
|
|
// Do we have a resume scene?
|
|
if ( m_iszResumeSceneFile != NULL_STRING )
|
|
{
|
|
bool bStartedScene = false;
|
|
|
|
// If it has ".vcd" somewhere in the string, try using it as a scene file first
|
|
if ( Q_stristr( STRING(m_iszResumeSceneFile), ".vcd" ) )
|
|
{
|
|
bStartedScene = InstancedScriptedScene( NULL, STRING(m_iszResumeSceneFile), &m_hWaitingForThisResumeScene, 0, false ) != 0;
|
|
}
|
|
|
|
// HACKHACK: For now, get the first target, and see if we can find a response for him
|
|
if ( !bStartedScene )
|
|
{
|
|
CBaseFlex *pActor = FindNamedActor( 0 );
|
|
if ( pActor )
|
|
{
|
|
CAI_BaseActor *pBaseActor = dynamic_cast<CAI_BaseActor*>(pActor);
|
|
if ( pBaseActor )
|
|
{
|
|
AI_Response response;
|
|
bool result = pBaseActor->SpeakFindResponse( response, STRING(m_iszResumeSceneFile), NULL );
|
|
if ( result )
|
|
{
|
|
const char *szResponse = response.GetResponsePtr();
|
|
bStartedScene = InstancedScriptedScene( NULL, szResponse, &m_hWaitingForThisResumeScene, 0, false ) != 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// If we started a scene/response, wait for it to finish
|
|
if ( bStartedScene )
|
|
{
|
|
m_bWaitingForResumeScene = true;
|
|
}
|
|
else
|
|
{
|
|
// Failed to create the scene. Resume immediately.
|
|
ResumePlayback();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// No resume scene, so just resume immediately
|
|
ResumePlayback();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Query whether the scene actually loaded. Only meaninful after Spawn()
|
|
//-----------------------------------------------------------------------------
|
|
bool CSceneEntity::ValidScene() const
|
|
{
|
|
return ( m_pScene != NULL );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pActor -
|
|
// *scene -
|
|
// *event -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::DispatchStartSubScene( CChoreoScene *scene, CBaseFlex *pActor, CChoreoEvent *event)
|
|
{
|
|
if ( !scene->IsSubScene() )
|
|
{
|
|
CChoreoScene *subscene = event->GetSubScene();
|
|
if ( !subscene )
|
|
{
|
|
Assert( 0 );
|
|
/*
|
|
subscene = LoadScene( event->GetParameters() );
|
|
subscene->SetSubScene( true );
|
|
event->SetSubScene( subscene );
|
|
*/
|
|
}
|
|
|
|
if ( subscene )
|
|
{
|
|
subscene->ResetSimulation();
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: All events are leading edge triggered
|
|
// Input : currenttime -
|
|
// *event -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::StartEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event )
|
|
{
|
|
Assert( event );
|
|
|
|
if ( !Q_stricmp( event->GetName(), "NULL" ) )
|
|
{
|
|
LocalScene_Printf( "%s : %8.2f: ignored %s\n", STRING( m_iszSceneFile ), currenttime, event->GetDescription() );
|
|
return;
|
|
}
|
|
|
|
|
|
CBaseFlex *pActor = NULL;
|
|
CChoreoActor *actor = event->GetActor();
|
|
if ( actor )
|
|
{
|
|
pActor = FindNamedActor( actor );
|
|
if (pActor == NULL)
|
|
{
|
|
Warning( "CSceneEntity %s unable to find actor named \"%s\"\n", STRING(GetEntityName()), actor->GetName() );
|
|
return;
|
|
}
|
|
}
|
|
|
|
LocalScene_Printf( "%s : %8.2f: start %s\n", STRING( m_iszSceneFile ), currenttime, event->GetDescription() );
|
|
|
|
switch ( event->GetType() )
|
|
{
|
|
case CChoreoEvent::SUBSCENE:
|
|
{
|
|
if ( pActor && !IsMultiplayer() )
|
|
{
|
|
DispatchStartSubScene( scene, pActor, event );
|
|
}
|
|
}
|
|
break;
|
|
case CChoreoEvent::EXPRESSION:
|
|
{
|
|
if ( pActor && !IsMultiplayer() )
|
|
{
|
|
DispatchStartExpression( scene, pActor, event );
|
|
}
|
|
}
|
|
break;
|
|
case CChoreoEvent::FLEXANIMATION:
|
|
{
|
|
if ( pActor && !IsMultiplayer() )
|
|
{
|
|
DispatchStartFlexAnimation( scene, pActor, event );
|
|
}
|
|
}
|
|
break;
|
|
case CChoreoEvent::LOOKAT:
|
|
{
|
|
if ( pActor && !IsMultiplayer() )
|
|
{
|
|
CBaseEntity *pActor2 = FindNamedEntity( event->GetParameters( ), pActor );
|
|
if ( pActor2 )
|
|
{
|
|
// Huh?
|
|
DispatchStartLookAt( scene, pActor, pActor2, event );
|
|
}
|
|
else
|
|
{
|
|
Warning( "CSceneEntity %s unable to find actor named \"%s\"\n", STRING(GetEntityName()), event->GetParameters() );
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case CChoreoEvent::SPEAK:
|
|
{
|
|
if ( pActor )
|
|
{
|
|
// Speaking is edge triggered
|
|
|
|
// FIXME: dB hack. soundlevel needs to be moved into inside of wav?
|
|
soundlevel_t iSoundlevel = SNDLVL_TALKING;
|
|
if (event->GetParameters2())
|
|
{
|
|
iSoundlevel = (soundlevel_t)atoi( event->GetParameters2() );
|
|
if (iSoundlevel == SNDLVL_NONE)
|
|
iSoundlevel = SNDLVL_TALKING;
|
|
}
|
|
|
|
DispatchStartSpeak( scene, pActor, event, iSoundlevel );
|
|
}
|
|
}
|
|
break;
|
|
case CChoreoEvent::MOVETO:
|
|
{
|
|
// FIXME: make sure moveto's aren't edge triggered
|
|
if ( !event->HasEndTime() )
|
|
{
|
|
event->SetEndTime( event->GetStartTime() + 1.0 );
|
|
}
|
|
|
|
if ( pActor && !IsMultiplayer() )
|
|
{
|
|
CBaseEntity *pActor2 = NULL;
|
|
if ( event->GetParameters3( ) && strlen( event->GetParameters3( ) ) > 0 )
|
|
{
|
|
pActor2 = FindNamedEntityClosest( event->GetParameters( ), pActor, false, true, event->GetParameters3( ) );
|
|
}
|
|
else
|
|
{
|
|
pActor2 = FindNamedEntity( event->GetParameters( ), pActor, false, true );
|
|
}
|
|
if ( pActor2 )
|
|
{
|
|
|
|
DispatchStartMoveTo( scene, pActor, pActor2, event );
|
|
}
|
|
else
|
|
{
|
|
Warning( "CSceneEntity %s unable to find actor named \"%s\"\n", STRING(GetEntityName()), event->GetParameters() );
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case CChoreoEvent::FACE:
|
|
{
|
|
if ( pActor && !IsMultiplayer() )
|
|
{
|
|
CBaseEntity *pActor2 = FindNamedEntity( event->GetParameters( ), pActor );
|
|
if ( pActor2 )
|
|
{
|
|
DispatchStartFace( scene, pActor, pActor2, event );
|
|
}
|
|
else
|
|
{
|
|
Warning( "CSceneEntity %s unable to find actor named \"%s\"\n", STRING(GetEntityName()), event->GetParameters() );
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case CChoreoEvent::GESTURE:
|
|
{
|
|
if ( pActor )
|
|
{
|
|
DispatchStartGesture( scene, pActor, event );
|
|
}
|
|
}
|
|
break;
|
|
case CChoreoEvent::GENERIC:
|
|
{
|
|
// If the first token in the parameters is "debugtext", print the rest of the text
|
|
if ( event->GetParameters() && !Q_strncmp( event->GetParameters(), "debugtext", 9 ) )
|
|
{
|
|
const char *pszText = event->GetParameters() + 10;
|
|
|
|
hudtextparms_s tTextParam;
|
|
tTextParam.x = -1;
|
|
tTextParam.y = 0.65;
|
|
tTextParam.effect = 0;
|
|
tTextParam.r1 = 255;
|
|
tTextParam.g1 = 170;
|
|
tTextParam.b1 = 0;
|
|
tTextParam.a1 = 255;
|
|
tTextParam.r2 = 255;
|
|
tTextParam.g2 = 170;
|
|
tTextParam.b2 = 0;
|
|
tTextParam.a2 = 255;
|
|
tTextParam.fadeinTime = 0;
|
|
tTextParam.fadeoutTime = 0;
|
|
tTextParam.holdTime = 3.1;
|
|
tTextParam.fxTime = 0;
|
|
tTextParam.channel = 1;
|
|
UTIL_HudMessageAll( tTextParam, pszText );
|
|
break;
|
|
}
|
|
|
|
if ( pActor )
|
|
{
|
|
DispatchStartGeneric( scene, pActor, event );
|
|
}
|
|
}
|
|
break;
|
|
case CChoreoEvent::FIRETRIGGER:
|
|
{
|
|
if ( IsMultiplayer() )
|
|
break;
|
|
|
|
// Don't re-fire triggers during restore, the entities should already reflect all such state...
|
|
if ( m_bRestoring )
|
|
{
|
|
break;
|
|
}
|
|
|
|
CBaseEntity *pActivator = pActor;
|
|
if (!pActivator)
|
|
{
|
|
pActivator = this;
|
|
}
|
|
|
|
// FIXME: how do I decide who fired it??
|
|
switch( atoi( event->GetParameters() ) )
|
|
{
|
|
case 1:
|
|
m_OnTrigger1.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
case 2:
|
|
m_OnTrigger2.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
case 3:
|
|
m_OnTrigger3.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
case 4:
|
|
m_OnTrigger4.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
case 5:
|
|
m_OnTrigger5.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
case 6:
|
|
m_OnTrigger6.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
case 7:
|
|
m_OnTrigger7.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
case 8:
|
|
m_OnTrigger8.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
case 9:
|
|
m_OnTrigger9.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
case 10:
|
|
m_OnTrigger10.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
case 11:
|
|
m_OnTrigger11.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
case 12:
|
|
m_OnTrigger12.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
case 13:
|
|
m_OnTrigger13.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
case 14:
|
|
m_OnTrigger14.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
case 15:
|
|
m_OnTrigger15.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
case 16:
|
|
m_OnTrigger16.FireOutput( pActivator, this, 0 );
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
case CChoreoEvent::SEQUENCE:
|
|
{
|
|
if ( pActor )
|
|
{
|
|
DispatchStartSequence( scene, pActor, event );
|
|
}
|
|
}
|
|
break;
|
|
case CChoreoEvent::SECTION:
|
|
{
|
|
if ( IsMultiplayer() )
|
|
break;
|
|
|
|
// Pauses scene playback
|
|
DispatchPauseScene( scene, event->GetParameters() );
|
|
}
|
|
break;
|
|
case CChoreoEvent::LOOP:
|
|
{
|
|
DispatchProcessLoop( scene, event );
|
|
}
|
|
break;
|
|
case CChoreoEvent::INTERRUPT:
|
|
{
|
|
if ( IsMultiplayer() )
|
|
break;
|
|
|
|
DispatchStartInterrupt( scene, event );
|
|
}
|
|
break;
|
|
|
|
case CChoreoEvent::STOPPOINT:
|
|
{
|
|
if ( IsMultiplayer() )
|
|
break;
|
|
|
|
DispatchStopPoint( scene, event->GetParameters() );
|
|
}
|
|
break;
|
|
|
|
case CChoreoEvent::PERMIT_RESPONSES:
|
|
{
|
|
if ( IsMultiplayer() )
|
|
break;
|
|
|
|
DispatchStartPermitResponses( scene, pActor, event );
|
|
}
|
|
break;
|
|
default:
|
|
{
|
|
// FIXME: Unhandeled event
|
|
// Assert(0);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : currenttime -
|
|
// *event -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::EndEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event )
|
|
{
|
|
Assert( event );
|
|
|
|
if ( !Q_stricmp( event->GetName(), "NULL" ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
CBaseFlex *pActor = NULL;
|
|
CChoreoActor *actor = event->GetActor();
|
|
if ( actor )
|
|
{
|
|
pActor = FindNamedActor( actor );
|
|
}
|
|
|
|
LocalScene_Printf( "%s : %8.2f: finish %s\n", STRING( m_iszSceneFile ), currenttime, event->GetDescription() );
|
|
|
|
switch ( event->GetType() )
|
|
{
|
|
case CChoreoEvent::EXPRESSION:
|
|
{
|
|
if ( pActor && !IsMultiplayer() )
|
|
{
|
|
DispatchEndExpression( scene, pActor, event );
|
|
}
|
|
}
|
|
break;
|
|
case CChoreoEvent::SPEAK:
|
|
{
|
|
if ( pActor )
|
|
{
|
|
DispatchEndSpeak( scene, pActor, event );
|
|
}
|
|
}
|
|
break;
|
|
case CChoreoEvent::FLEXANIMATION:
|
|
{
|
|
if ( pActor && !IsMultiplayer() )
|
|
{
|
|
DispatchEndFlexAnimation( scene, pActor, event );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case CChoreoEvent::LOOKAT:
|
|
{
|
|
if ( pActor && !IsMultiplayer() )
|
|
{
|
|
DispatchEndLookAt( scene, pActor, event );
|
|
}
|
|
}
|
|
break;
|
|
|
|
|
|
case CChoreoEvent::GESTURE:
|
|
{
|
|
if ( pActor )
|
|
{
|
|
DispatchEndGesture( scene, pActor, event );
|
|
}
|
|
}
|
|
break;
|
|
case CChoreoEvent::GENERIC:
|
|
{
|
|
// If the first token in the parameters is "debugtext", we printed it and we're done
|
|
if ( event->GetParameters() && !Q_strncmp( event->GetParameters(), "debugtext", 9 ) )
|
|
break;
|
|
|
|
if ( pActor )
|
|
{
|
|
DispatchEndGeneric( scene, pActor, event );
|
|
}
|
|
}
|
|
break;
|
|
case CChoreoEvent::SEQUENCE:
|
|
{
|
|
if ( pActor )
|
|
{
|
|
DispatchEndSequence( scene, pActor, event );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case CChoreoEvent::FACE:
|
|
{
|
|
if ( pActor && !IsMultiplayer() )
|
|
{
|
|
DispatchEndFace( scene, pActor, event );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case CChoreoEvent::MOVETO:
|
|
{
|
|
if ( pActor && !IsMultiplayer() )
|
|
{
|
|
DispatchEndMoveTo( scene, pActor, event );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case CChoreoEvent::SUBSCENE:
|
|
{
|
|
if ( IsMultiplayer() )
|
|
break;
|
|
|
|
CChoreoScene *subscene = event->GetSubScene();
|
|
if ( subscene )
|
|
{
|
|
subscene->ResetSimulation();
|
|
}
|
|
}
|
|
break;
|
|
case CChoreoEvent::INTERRUPT:
|
|
{
|
|
if ( IsMultiplayer() )
|
|
break;
|
|
|
|
DispatchEndInterrupt( scene, event );
|
|
}
|
|
break;
|
|
|
|
case CChoreoEvent::PERMIT_RESPONSES:
|
|
{
|
|
if ( IsMultiplayer() )
|
|
break;
|
|
|
|
DispatchEndPermitResponses( scene, pActor, event );
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Only spew one time per missing scene!!!
|
|
// Input : *scenename -
|
|
//-----------------------------------------------------------------------------
|
|
void MissingSceneWarning( char const *scenename )
|
|
{
|
|
static CUtlSymbolTable missing;
|
|
|
|
// Make sure we only show the message once
|
|
if ( UTL_INVAL_SYMBOL == missing.Find( scenename ) )
|
|
{
|
|
missing.AddString( scenename );
|
|
|
|
Warning( "Scene '%s' missing!\n", scenename );
|
|
}
|
|
}
|
|
|
|
bool CSceneEntity::ShouldNetwork() const
|
|
{
|
|
if ( m_bMultiplayer )
|
|
{
|
|
if ( m_pScene &&
|
|
( m_pScene->HasEventsOfType( CChoreoEvent::FLEXANIMATION ) ||
|
|
m_pScene->HasEventsOfType( CChoreoEvent::EXPRESSION )||
|
|
m_pScene->HasEventsOfType( CChoreoEvent::GESTURE ) ||
|
|
m_pScene->HasEventsOfType( CChoreoEvent::SEQUENCE ) ) )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( m_pScene &&
|
|
( m_pScene->HasEventsOfType( CChoreoEvent::FLEXANIMATION ) ||
|
|
m_pScene->HasEventsOfType( CChoreoEvent::EXPRESSION ) ) )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
CChoreoScene *CSceneEntity::LoadScene( const char *filename, IChoreoEventCallback *pCallback )
|
|
{
|
|
DevMsg( 2, "Blocking load of scene from '%s'\n", filename );
|
|
|
|
char loadfile[MAX_PATH];
|
|
Q_strncpy( loadfile, filename, sizeof( loadfile ) );
|
|
Q_SetExtension( loadfile, ".vcd", sizeof( loadfile ) );
|
|
Q_FixSlashes( loadfile );
|
|
|
|
// binary compiled vcd
|
|
void *pBuffer;
|
|
int fileSize;
|
|
if ( !CopySceneFileIntoMemory( loadfile, &pBuffer, &fileSize ) )
|
|
{
|
|
MissingSceneWarning( loadfile );
|
|
return NULL;
|
|
}
|
|
|
|
CChoreoScene *pScene = new CChoreoScene( NULL );
|
|
CUtlBuffer buf( pBuffer, fileSize, CUtlBuffer::READ_ONLY );
|
|
if ( !pScene->RestoreFromBinaryBuffer( buf, loadfile, &g_ChoreoStringPool ) )
|
|
{
|
|
Warning( "CSceneEntity::LoadScene: Unable to load binary scene '%s'\n", loadfile );
|
|
delete pScene;
|
|
pScene = NULL;
|
|
}
|
|
else
|
|
{
|
|
pScene->SetPrintFunc( LocalScene_Printf );
|
|
pScene->SetEventCallbackInterface( pCallback );
|
|
}
|
|
|
|
FreeSceneFileMemory( pBuffer );
|
|
return pScene;
|
|
}
|
|
|
|
CChoreoScene *BlockingLoadScene( const char *filename )
|
|
{
|
|
return CSceneEntity::LoadScene( filename, NULL );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::UnloadScene( void )
|
|
{
|
|
if ( m_pScene )
|
|
{
|
|
ClearSceneEvents( m_pScene, false );
|
|
|
|
for ( int i = 0 ; i < m_pScene->GetNumActors(); i++ )
|
|
{
|
|
CBaseFlex *pTestActor = FindNamedActor( i );
|
|
|
|
if ( !pTestActor )
|
|
continue;
|
|
|
|
pTestActor->RemoveChoreoScene( m_pScene );
|
|
}
|
|
}
|
|
delete m_pScene;
|
|
m_pScene = NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called every frame that an event is active (Start/EndEvent as also
|
|
// called)
|
|
// Input : *event -
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::ProcessEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event )
|
|
{
|
|
switch ( event->GetType() )
|
|
{
|
|
case CChoreoEvent::SUBSCENE:
|
|
{
|
|
Assert( event->GetType() == CChoreoEvent::SUBSCENE );
|
|
|
|
CChoreoScene *subscene = event->GetSubScene();
|
|
if ( !subscene )
|
|
return;
|
|
|
|
if ( subscene->SimulationFinished() )
|
|
return;
|
|
|
|
// Have subscenes think for appropriate time
|
|
subscene->Think( m_flFrameTime );
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called for events that are part of a pause condition
|
|
// Input : *event -
|
|
// Output : Returns true on event completed, false on non-completion.
|
|
//-----------------------------------------------------------------------------
|
|
bool CSceneEntity::CheckEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event )
|
|
{
|
|
switch ( event->GetType() )
|
|
{
|
|
case CChoreoEvent::SUBSCENE:
|
|
{
|
|
}
|
|
break;
|
|
default:
|
|
{
|
|
CBaseFlex *pActor = NULL;
|
|
CChoreoActor *actor = event->GetActor();
|
|
if ( actor )
|
|
{
|
|
pActor = FindNamedActor( actor );
|
|
if (pActor == NULL)
|
|
{
|
|
Warning( "CSceneEntity %s unable to find actor \"%s\"\n", STRING(GetEntityName()), actor->GetName() );
|
|
return true;
|
|
}
|
|
}
|
|
if (pActor)
|
|
{
|
|
return pActor->CheckSceneEvent( currenttime, scene, event );
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Get a sticky version of a named actor
|
|
// Input : CChoreoActor
|
|
// Output : CBaseFlex
|
|
//-----------------------------------------------------------------------------
|
|
|
|
CBaseFlex *CSceneEntity::FindNamedActor( int index )
|
|
{
|
|
if (m_hActorList.Count() == 0)
|
|
{
|
|
m_hActorList.SetCount( m_pScene->GetNumActors() );
|
|
NetworkProp()->NetworkStateForceUpdate();
|
|
}
|
|
|
|
if ( !m_hActorList.IsValidIndex( index ) )
|
|
{
|
|
DevWarning( "Scene %s has %d actors, but scene entity only has %d actors\n", m_pScene->GetFilename(), m_pScene->GetNumActors(), m_hActorList.Size() );
|
|
return NULL;
|
|
}
|
|
|
|
CBaseFlex *pActor = m_hActorList[ index ];
|
|
|
|
if (pActor == NULL || !pActor->IsAlive() )
|
|
{
|
|
CChoreoActor *pChoreoActor = m_pScene->GetActor( index );
|
|
if ( !pChoreoActor )
|
|
return NULL;
|
|
|
|
pActor = FindNamedActor( pChoreoActor->GetName() );
|
|
|
|
if (pActor)
|
|
{
|
|
// save who we found so we'll use them again
|
|
m_hActorList[ index ] = pActor;
|
|
NetworkProp()->NetworkStateForceUpdate();
|
|
}
|
|
}
|
|
|
|
return pActor;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Get a sticky version of a named actor
|
|
// Input : CChoreoActor
|
|
// Output : CBaseFlex
|
|
//-----------------------------------------------------------------------------
|
|
|
|
CBaseFlex *CSceneEntity::FindNamedActor( CChoreoActor *pChoreoActor )
|
|
{
|
|
int index = m_pScene->FindActorIndex( pChoreoActor );
|
|
|
|
if (index >= 0)
|
|
{
|
|
return FindNamedActor( index );
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Search for an actor by name, make sure it can do face poses
|
|
// Input : *name -
|
|
// Output : CBaseFlex
|
|
//-----------------------------------------------------------------------------
|
|
CBaseFlex *CSceneEntity::FindNamedActor( const char *name )
|
|
{
|
|
CBaseEntity *entity = FindNamedEntity( name, NULL, true );
|
|
|
|
if ( !entity )
|
|
{
|
|
// Couldn't find actor!
|
|
return NULL;
|
|
}
|
|
|
|
// Make sure it can actually do facial animation, etc.
|
|
CBaseFlex *flexEntity = dynamic_cast< CBaseFlex * >( entity );
|
|
if ( !flexEntity )
|
|
{
|
|
// That actor was not a CBaseFlex!
|
|
return NULL;
|
|
}
|
|
|
|
return flexEntity;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Find an entity specified by a target name
|
|
// Input : *name -
|
|
// Output : CBaseEntity
|
|
//-----------------------------------------------------------------------------
|
|
CBaseEntity *CSceneEntity::FindNamedTarget( string_t iszTarget, bool bBaseFlexOnly )
|
|
{
|
|
if ( !stricmp( STRING(iszTarget), "!activator" ) )
|
|
return m_hActivator;
|
|
|
|
// If we don't have a wildcard in the target, just return the first entity found
|
|
if ( !strchr( STRING(iszTarget), '*' ) )
|
|
return gEntList.FindEntityByName( NULL, iszTarget );
|
|
|
|
CBaseEntity *pTarget = NULL;
|
|
while ( (pTarget = gEntList.FindEntityByName( pTarget, iszTarget )) != NULL )
|
|
{
|
|
if ( bBaseFlexOnly )
|
|
{
|
|
// Make sure it can actually do facial animation, etc.
|
|
if ( dynamic_cast< CBaseFlex * >( pTarget ) )
|
|
return pTarget;
|
|
}
|
|
else
|
|
{
|
|
return pTarget;
|
|
}
|
|
}
|
|
|
|
// Failed to find one
|
|
return NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Filters entities only if they're clear
|
|
//-----------------------------------------------------------------------------
|
|
class CSceneFindMarkFilter : public IEntityFindFilter
|
|
{
|
|
public:
|
|
void SetActor( CBaseEntity *pActor )
|
|
{
|
|
m_hActor = pActor;
|
|
}
|
|
|
|
bool ShouldFindEntity( CBaseEntity *pEntity )
|
|
{
|
|
if ( !m_hActor )
|
|
return true;
|
|
|
|
// If we find no truly valid marks, we'll just use the first.
|
|
if ( !m_hEntityFound.Get() )
|
|
{
|
|
m_hEntityFound = pEntity;
|
|
}
|
|
|
|
// We only want marks that are clear
|
|
trace_t tr;
|
|
Vector vecOrigin = pEntity->GetAbsOrigin();
|
|
AI_TraceHull( vecOrigin, vecOrigin, m_hActor->WorldAlignMins(), m_hActor->WorldAlignMaxs(), MASK_SOLID, m_hActor, COLLISION_GROUP_NONE, &tr );
|
|
if ( tr.startsolid )
|
|
{
|
|
return false;
|
|
}
|
|
m_hEntityFound = pEntity;
|
|
return true;
|
|
}
|
|
|
|
CBaseEntity *GetFilterResult( void )
|
|
{
|
|
return m_hEntityFound;
|
|
}
|
|
|
|
private:
|
|
EHANDLE m_hActor;
|
|
|
|
// To maintain backwards compatability, store off the first mark
|
|
// we find. If we find no truly valid marks, we'll just use the first.
|
|
EHANDLE m_hEntityFound;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Finds the entity nearest to both entities, and is clear
|
|
//-----------------------------------------------------------------------------
|
|
class CSceneFindNearestMarkFilter : public IEntityFindFilter
|
|
{
|
|
public:
|
|
|
|
CSceneFindNearestMarkFilter( const CBaseEntity *pActor, const Vector &vecPos2, float flMaxRadius = MAX_TRACE_LENGTH )
|
|
{
|
|
m_vecPos2 = vecPos2;
|
|
|
|
m_flMaxSegmentDistance = flMaxRadius;
|
|
|
|
m_flNearestToTarget = flMaxRadius;
|
|
m_pNearestToTarget = NULL;
|
|
m_flNearestToActor = flMaxRadius;
|
|
m_pNearestToActor = NULL;
|
|
|
|
m_hActor = pActor;
|
|
if (pActor)
|
|
{
|
|
m_vecPos1 = pActor->GetAbsOrigin();
|
|
m_flMaxSegmentDistance = MIN( flMaxRadius, (m_vecPos1 - m_vecPos2).Length() + 1.0 );
|
|
if (m_flMaxSegmentDistance <= 1.0)
|
|
{
|
|
// must be closest to self
|
|
m_flMaxSegmentDistance = MIN( flMaxRadius, MAX_TRACE_LENGTH );
|
|
}
|
|
}
|
|
}
|
|
|
|
bool ShouldFindEntity( CBaseEntity *pEntity )
|
|
{
|
|
if ( !m_hActor )
|
|
return true;
|
|
|
|
// If we find no truly valid marks, we'll just use the first.
|
|
if ( m_pNearestToActor == NULL )
|
|
{
|
|
m_pNearestToActor = pEntity;
|
|
}
|
|
|
|
// We only want marks that are clear
|
|
trace_t tr;
|
|
Vector vecOrigin = pEntity->GetAbsOrigin();
|
|
AI_TraceHull( vecOrigin, vecOrigin, m_hActor->WorldAlignMins(), m_hActor->WorldAlignMaxs(), MASK_SOLID, m_hActor, COLLISION_GROUP_NONE, &tr );
|
|
if ( !tr.startsolid || tr.m_pEnt == m_hActor)
|
|
{
|
|
float dist1 = (m_vecPos1 - pEntity->GetAbsOrigin()).Length();
|
|
float dist2 = (m_vecPos2 - pEntity->GetAbsOrigin()).Length();
|
|
/*
|
|
char text[256];
|
|
Q_snprintf( text, sizeof( text ), "%.0f : %.0f", dist1, dist2 );
|
|
NDebugOverlay::Text( pEntity->GetAbsOrigin() + Vector( 0, 0, 8 ), text, false, 5.0f );
|
|
*/
|
|
// find the point closest to the actor
|
|
if (dist1 <= m_flNearestToActor)
|
|
{
|
|
m_pNearestToActor = pEntity;
|
|
m_flNearestToActor = dist2;
|
|
}
|
|
// find that node that's closest to both, but the distance to it from the actor isn't farther than
|
|
// the distance to the second node. This should keep the actor from walking past their point of interest
|
|
if (dist1 <= m_flMaxSegmentDistance && dist2 <= m_flMaxSegmentDistance && dist2 < m_flNearestToTarget)
|
|
{
|
|
m_pNearestToTarget = pEntity;
|
|
m_flNearestToTarget = dist2;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
CBaseEntity *GetFilterResult( void )
|
|
{
|
|
if (m_pNearestToTarget)
|
|
return m_pNearestToTarget;
|
|
return m_pNearestToActor;
|
|
}
|
|
|
|
private:
|
|
EHANDLE m_hActor;
|
|
Vector m_vecPos1;
|
|
Vector m_vecPos2;
|
|
float m_flMaxSegmentDistance;
|
|
float m_flNearestToTarget;
|
|
CBaseEntity *m_pNearestToTarget;
|
|
float m_flNearestToActor;
|
|
CBaseEntity *m_pNearestToActor;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Search for an actor by name, make sure it can do face poses
|
|
// Input : *name -
|
|
// Output : CBaseFlex
|
|
//-----------------------------------------------------------------------------
|
|
CBaseEntity *CSceneEntity::FindNamedEntity( const char *name, CBaseEntity *pActor, bool bBaseFlexOnly, bool bUseClear )
|
|
{
|
|
CBaseEntity *entity = NULL;
|
|
|
|
if ( !stricmp( name, "Player" ) || !stricmp( name, "!player" ))
|
|
{
|
|
entity = ( gpGlobals->maxClients == 1 ) ? ( CBaseEntity * )UTIL_GetLocalPlayer() : NULL;
|
|
}
|
|
else if ( !stricmp( name, "!target1" ) )
|
|
{
|
|
if (m_hTarget1 == NULL)
|
|
{
|
|
m_hTarget1 = FindNamedTarget( m_iszTarget1, bBaseFlexOnly );
|
|
}
|
|
return m_hTarget1;
|
|
}
|
|
else if ( !stricmp( name, "!target2" ) )
|
|
{
|
|
if (m_hTarget2 == NULL)
|
|
{
|
|
m_hTarget2 = FindNamedTarget( m_iszTarget2, bBaseFlexOnly );
|
|
}
|
|
return m_hTarget2;
|
|
}
|
|
else if ( !stricmp( name, "!target3" ) )
|
|
{
|
|
if (m_hTarget3 == NULL)
|
|
{
|
|
m_hTarget3 = FindNamedTarget( m_iszTarget3, bBaseFlexOnly );
|
|
}
|
|
return m_hTarget3;
|
|
}
|
|
else if ( !stricmp( name, "!target4" ) )
|
|
{
|
|
if (m_hTarget4 == NULL)
|
|
{
|
|
m_hTarget4 = FindNamedTarget( m_iszTarget4, bBaseFlexOnly );
|
|
}
|
|
return m_hTarget4;
|
|
}
|
|
else if ( !stricmp( name, "!target5" ) )
|
|
{
|
|
if (m_hTarget5 == NULL)
|
|
{
|
|
m_hTarget5 = FindNamedTarget( m_iszTarget5, bBaseFlexOnly );
|
|
}
|
|
return m_hTarget5;
|
|
}
|
|
else if ( !stricmp( name, "!target6" ) )
|
|
{
|
|
if (m_hTarget6 == NULL)
|
|
{
|
|
m_hTarget6 = FindNamedTarget( m_iszTarget6, bBaseFlexOnly );
|
|
}
|
|
return m_hTarget6;
|
|
}
|
|
else if ( !stricmp( name, "!target7" ) )
|
|
{
|
|
if (m_hTarget7 == NULL)
|
|
{
|
|
m_hTarget7 = FindNamedTarget( m_iszTarget7, bBaseFlexOnly );
|
|
}
|
|
return m_hTarget7;
|
|
}
|
|
else if ( !stricmp( name, "!target8" ) )
|
|
{
|
|
if (m_hTarget8 == NULL)
|
|
{
|
|
m_hTarget8 = FindNamedTarget( m_iszTarget8, bBaseFlexOnly );
|
|
}
|
|
return m_hTarget8;
|
|
}
|
|
else if (pActor && pActor->MyNPCPointer())
|
|
{
|
|
CSceneFindMarkFilter *pFilter = NULL;
|
|
if ( bUseClear )
|
|
{
|
|
pFilter = new CSceneFindMarkFilter();
|
|
pFilter->SetActor( pActor );
|
|
}
|
|
|
|
entity = pActor->MyNPCPointer()->FindNamedEntity( name, pFilter );
|
|
if ( !entity && pFilter )
|
|
{
|
|
entity = pFilter->GetFilterResult();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// search for up to 32 entities with the same name and choose one randomly
|
|
CBaseEntity *entityList[ FINDNAMEDENTITY_MAX_ENTITIES ];
|
|
int iCount;
|
|
|
|
entity = NULL;
|
|
for( iCount = 0; iCount < FINDNAMEDENTITY_MAX_ENTITIES; iCount++ )
|
|
{
|
|
entity = gEntList.FindEntityByName( entity, name, NULL, pActor );
|
|
if ( !entity )
|
|
{
|
|
break;
|
|
}
|
|
entityList[ iCount ] = entity;
|
|
}
|
|
|
|
if ( iCount > 0 )
|
|
{
|
|
entity = entityList[ RandomInt( 0, iCount - 1 ) ];
|
|
}
|
|
else
|
|
{
|
|
entity = NULL;
|
|
}
|
|
}
|
|
|
|
return entity;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Search for an actor by name, make sure it can do face poses
|
|
// Input : *name -
|
|
// Output : CBaseFlex
|
|
//-----------------------------------------------------------------------------
|
|
CBaseEntity *CSceneEntity::FindNamedEntityClosest( const char *name, CBaseEntity *pActor, bool bBaseFlexOnly, bool bUseClear, const char *pszSecondary )
|
|
{
|
|
CBaseEntity *entity = NULL;
|
|
|
|
if ( !stricmp( name, "!activator" ) )
|
|
{
|
|
return m_hActivator;
|
|
}
|
|
else if ( !stricmp( name, "Player" ) || !stricmp( name, "!player" ))
|
|
{
|
|
entity = ( gpGlobals->maxClients == 1 ) ? ( CBaseEntity * )UTIL_GetLocalPlayer() : NULL;
|
|
return entity;
|
|
}
|
|
else if ( !stricmp( name, "!target1" ) )
|
|
{
|
|
name = STRING( m_iszTarget1 );
|
|
}
|
|
else if ( !stricmp( name, "!target2" ) )
|
|
{
|
|
name = STRING( m_iszTarget2 );
|
|
}
|
|
else if ( !stricmp( name, "!target3" ) )
|
|
{
|
|
name = STRING( m_iszTarget3 );
|
|
}
|
|
else if ( !stricmp( name, "!target4" ) )
|
|
{
|
|
name = STRING( m_iszTarget4 );
|
|
}
|
|
else if ( !stricmp( name, "!target5" ) )
|
|
{
|
|
name = STRING( m_iszTarget5 );
|
|
}
|
|
else if ( !stricmp( name, "!target6" ) )
|
|
{
|
|
name = STRING( m_iszTarget6 );
|
|
}
|
|
else if ( !stricmp( name, "!target7" ) )
|
|
{
|
|
name = STRING( m_iszTarget7 );
|
|
}
|
|
|
|
if (pActor && pActor->MyNPCPointer())
|
|
{
|
|
if (pszSecondary && strlen( pszSecondary ) > 0)
|
|
{
|
|
CBaseEntity *pActor2 = FindNamedEntityClosest( pszSecondary, pActor, false, false, NULL );
|
|
|
|
if (pActor2)
|
|
{
|
|
CSceneFindNearestMarkFilter *pFilter = new CSceneFindNearestMarkFilter( pActor, pActor2->GetAbsOrigin() );
|
|
|
|
entity = pActor->MyNPCPointer()->FindNamedEntity( name, pFilter );
|
|
if (!entity && pFilter)
|
|
{
|
|
entity = pFilter->GetFilterResult();
|
|
}
|
|
}
|
|
}
|
|
if (!entity)
|
|
{
|
|
CSceneFindMarkFilter *pFilter = NULL;
|
|
if ( bUseClear )
|
|
{
|
|
pFilter = new CSceneFindMarkFilter();
|
|
pFilter->SetActor( pActor );
|
|
}
|
|
|
|
entity = pActor->MyNPCPointer()->FindNamedEntity( name, pFilter );
|
|
if (!entity && pFilter)
|
|
{
|
|
entity = pFilter->GetFilterResult();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// search for up to 32 entities with the same name and choose one randomly
|
|
int iCount;
|
|
entity = NULL;
|
|
CBaseEntity *current = NULL;
|
|
for( iCount = 0; iCount < FINDNAMEDENTITY_MAX_ENTITIES; iCount++ )
|
|
{
|
|
current = gEntList.FindEntityByName( current, name, NULL, pActor );
|
|
if ( current )
|
|
{
|
|
if (RandomInt( 0, iCount ) == 0)
|
|
entity = current;
|
|
}
|
|
}
|
|
|
|
entity = NULL;
|
|
}
|
|
|
|
return entity;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Remove all "scene" expressions from all actors in this scene
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::ClearSceneEvents( CChoreoScene *scene, bool canceled )
|
|
{
|
|
if ( !m_pScene )
|
|
return;
|
|
|
|
LocalScene_Printf( "%s : %8.2f: clearing events\n", STRING( m_iszSceneFile ), m_flCurrentTime );
|
|
|
|
int i;
|
|
for ( i = 0 ; i < m_pScene->GetNumActors(); i++ )
|
|
{
|
|
CBaseFlex *pActor = FindNamedActor( i );
|
|
if ( !pActor )
|
|
continue;
|
|
|
|
// Clear any existing expressions
|
|
pActor->ClearSceneEvents( scene, canceled );
|
|
}
|
|
|
|
// Iterate events and precache necessary resources
|
|
for ( i = 0; i < scene->GetNumEvents(); i++ )
|
|
{
|
|
CChoreoEvent *event = scene->GetEvent( i );
|
|
if ( !event )
|
|
continue;
|
|
|
|
// load any necessary data
|
|
switch (event->GetType() )
|
|
{
|
|
default:
|
|
break;
|
|
case CChoreoEvent::SUBSCENE:
|
|
{
|
|
// Only allow a single level of subscenes for now
|
|
if ( !scene->IsSubScene() )
|
|
{
|
|
CChoreoScene *subscene = event->GetSubScene();
|
|
if ( subscene )
|
|
{
|
|
ClearSceneEvents( subscene, canceled );
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Remove all imposed schedules from all actors in this scene
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::ClearSchedules( CChoreoScene *scene )
|
|
{
|
|
if ( !m_pScene )
|
|
return;
|
|
|
|
int i;
|
|
for ( i = 0 ; i < m_pScene->GetNumActors(); i++ )
|
|
{
|
|
CBaseFlex *pActor = FindNamedActor( i );
|
|
if ( !pActor )
|
|
continue;
|
|
|
|
CAI_BaseNPC *pNPC = pActor->MyNPCPointer();
|
|
|
|
if ( pNPC )
|
|
{
|
|
/*
|
|
if ( pNPC->IsCurSchedule( SCHED_SCENE_GENERIC ) )
|
|
pNPC->ClearSchedule( "Scene entity clearing all actor schedules" );
|
|
*/
|
|
}
|
|
else
|
|
{
|
|
pActor->ResetSequence( pActor->SelectWeightedSequence( ACT_IDLE ) );
|
|
pActor->SetCycle( 0 );
|
|
}
|
|
// Clear any existing expressions
|
|
}
|
|
|
|
// Iterate events and precache necessary resources
|
|
for ( i = 0; i < scene->GetNumEvents(); i++ )
|
|
{
|
|
CChoreoEvent *event = scene->GetEvent( i );
|
|
if ( !event )
|
|
continue;
|
|
|
|
// load any necessary data
|
|
switch (event->GetType() )
|
|
{
|
|
default:
|
|
break;
|
|
case CChoreoEvent::SUBSCENE:
|
|
{
|
|
// Only allow a single level of subscenes for now
|
|
if ( !scene->IsSubScene() )
|
|
{
|
|
CChoreoScene *subscene = event->GetSubScene();
|
|
if ( subscene )
|
|
{
|
|
ClearSchedules( subscene );
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: If we are currently interruptable, pause this scene and wait for the other
|
|
// scene to finish
|
|
// Input : *otherScene -
|
|
//-----------------------------------------------------------------------------
|
|
bool CSceneEntity::InterruptThisScene( CSceneEntity *otherScene )
|
|
{
|
|
Assert( otherScene );
|
|
|
|
if ( !IsInterruptable() )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Already interrupted
|
|
if ( m_bInterrupted )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
m_bInterrupted = true;
|
|
m_hInterruptScene = otherScene;
|
|
|
|
// Ask other scene to tell us when it's finished or canceled
|
|
otherScene->RequestCompletionNotification( this );
|
|
|
|
PausePlayback();
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
void scene_interrupt( const CCommand &args )
|
|
{
|
|
if ( args.ArgC() != 3 )
|
|
return;
|
|
|
|
const char *scene1 = args[1];
|
|
const char *scene2 = args[2];
|
|
|
|
CSceneEntity *s1 = dynamic_cast< CSceneEntity * >( gEntList.FindEntityByName( NULL, scene1 ) );
|
|
CSceneEntity *s2 = dynamic_cast< CSceneEntity * >( gEntList.FindEntityByName( NULL, scene2 ) );
|
|
|
|
if ( !s1 || !s2 )
|
|
return;
|
|
|
|
if ( s1->InterruptThisScene( s2 ) )
|
|
{
|
|
s2->StartPlayback();
|
|
}
|
|
}
|
|
|
|
static ConCommand interruptscene( "int", scene_interrupt, "interrupt scene 1 with scene 2.", FCVAR_CHEAT );
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::CheckInterruptCompletion()
|
|
{
|
|
if ( !m_bInterrupted )
|
|
return;
|
|
|
|
// If the interruptor goes away it's the same as having that scene finish up...
|
|
if ( m_hInterruptScene != NULL &&
|
|
!m_bInterruptSceneFinished )
|
|
{
|
|
return;
|
|
}
|
|
|
|
m_bInterrupted = false;
|
|
m_hInterruptScene = NULL;
|
|
|
|
ResumePlayback();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::ClearInterrupt()
|
|
{
|
|
m_nInterruptCount = 0;
|
|
m_bInterrupted = false;
|
|
m_hInterruptScene = NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Another scene is asking us to notify upon completion
|
|
// Input : *notify -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::RequestCompletionNotification( CSceneEntity *notify )
|
|
{
|
|
CHandle< CSceneEntity > h;
|
|
h = notify;
|
|
// Only add it once
|
|
if ( m_hNotifySceneCompletion.Find( h ) == m_hNotifySceneCompletion.InvalidIndex() )
|
|
{
|
|
m_hNotifySceneCompletion.AddToTail( h );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: An interrupt scene has finished or been canceled, we can resume once we pick up this state in CheckInterruptCompletion
|
|
// Input : *interruptor -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::NotifyOfCompletion( CSceneEntity *interruptor )
|
|
{
|
|
Assert( m_bInterrupted );
|
|
Assert( m_hInterruptScene == interruptor );
|
|
m_bInterruptSceneFinished = true;
|
|
|
|
CheckInterruptCompletion();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::AddListManager( CSceneListManager *pManager )
|
|
{
|
|
CHandle< CSceneListManager > h;
|
|
h = pManager;
|
|
// Only add it once
|
|
if ( m_hListManagers.Find( h ) == m_hListManagers.InvalidIndex() )
|
|
{
|
|
m_hListManagers.AddToTail( h );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Clear any targets that a referencing !activator
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::ClearActivatorTargets( void )
|
|
{
|
|
if ( !stricmp( STRING(m_iszTarget1), "!activator" ) )
|
|
{
|
|
// We need to clear out actors so they're re-evaluated
|
|
m_hActorList.Purge();
|
|
NetworkProp()->NetworkStateForceUpdate();
|
|
m_hTarget1 = NULL;
|
|
}
|
|
if ( !stricmp( STRING(m_iszTarget2), "!activator" ) )
|
|
{
|
|
// We need to clear out actors so they're re-evaluated
|
|
m_hActorList.Purge();
|
|
NetworkProp()->NetworkStateForceUpdate();
|
|
m_hTarget2 = NULL;
|
|
}
|
|
if ( !stricmp( STRING(m_iszTarget3), "!activator" ) )
|
|
{
|
|
// We need to clear out actors so they're re-evaluated
|
|
m_hActorList.Purge();
|
|
NetworkProp()->NetworkStateForceUpdate();
|
|
m_hTarget3 = NULL;
|
|
}
|
|
if ( !stricmp( STRING(m_iszTarget4), "!activator" ) )
|
|
{
|
|
// We need to clear out actors so they're re-evaluated
|
|
m_hActorList.Purge();
|
|
NetworkProp()->NetworkStateForceUpdate();
|
|
m_hTarget4 = NULL;
|
|
}
|
|
if ( !stricmp( STRING(m_iszTarget5), "!activator" ) )
|
|
{
|
|
// We need to clear out actors so they're re-evaluated
|
|
m_hActorList.Purge();
|
|
NetworkProp()->NetworkStateForceUpdate();
|
|
m_hTarget5 = NULL;
|
|
}
|
|
if ( !stricmp( STRING(m_iszTarget6), "!activator" ) )
|
|
{
|
|
// We need to clear out actors so they're re-evaluated
|
|
m_hActorList.Purge();
|
|
NetworkProp()->NetworkStateForceUpdate();
|
|
m_hTarget6 = NULL;
|
|
}
|
|
if ( !stricmp( STRING(m_iszTarget7), "!activator" ) )
|
|
{
|
|
// We need to clear out actors so they're re-evaluated
|
|
m_hActorList.Purge();
|
|
NetworkProp()->NetworkStateForceUpdate();
|
|
m_hTarget7 = NULL;
|
|
}
|
|
if ( !stricmp( STRING(m_iszTarget8), "!activator" ) )
|
|
{
|
|
// We need to clear out actors so they're re-evaluated
|
|
m_hActorList.Purge();
|
|
NetworkProp()->NetworkStateForceUpdate();
|
|
m_hTarget8 = NULL;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when a scene is completed or canceled
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneEntity::OnSceneFinished( bool canceled, bool fireoutput )
|
|
{
|
|
if ( !m_pScene )
|
|
return;
|
|
|
|
LocalScene_Printf( "%s : %8.2f: finished\n", STRING( m_iszSceneFile ), m_flCurrentTime );
|
|
|
|
// Notify any listeners
|
|
int c = m_hNotifySceneCompletion.Count();
|
|
int i;
|
|
for ( i = 0; i < c; i++ )
|
|
{
|
|
CSceneEntity *ent = m_hNotifySceneCompletion[ i ].Get();
|
|
if ( !ent )
|
|
continue;
|
|
|
|
ent->NotifyOfCompletion( this );
|
|
}
|
|
m_hNotifySceneCompletion.RemoveAll();
|
|
|
|
// Clear simulation
|
|
m_pScene->ResetSimulation();
|
|
m_bIsPlayingBack = false;
|
|
m_bPaused = false;
|
|
SetCurrentTime( 0.0f, false );
|
|
|
|
// Clear interrupt state if we were interrupted for some reason
|
|
ClearInterrupt();
|
|
|
|
if ( fireoutput && !m_bCompletedEarly)
|
|
{
|
|
m_OnCompletion.FireOutput( this, this, 0 );
|
|
}
|
|
|
|
// Put face back in neutral pose
|
|
ClearSceneEvents( m_pScene, canceled );
|
|
|
|
for ( i = 0 ; i < m_pScene->GetNumActors(); i++ )
|
|
{
|
|
CBaseFlex *pTestActor = FindNamedActor( i );
|
|
|
|
if ( !pTestActor )
|
|
continue;
|
|
|
|
pTestActor->RemoveChoreoScene( m_pScene, canceled );
|
|
|
|
// If we interrupted the actor's previous scenes, resume them
|
|
if ( m_bInterruptedActorsScenes )
|
|
{
|
|
QueueActorsScriptedScenesToResume( pTestActor, false );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Should we transmit it to the client?
|
|
//-----------------------------------------------------------------------------
|
|
int CSceneEntity::UpdateTransmitState()
|
|
{
|
|
if ( !ShouldNetwork() )
|
|
{
|
|
return SetTransmitState( FL_EDICT_DONTSEND );
|
|
}
|
|
|
|
if ( m_pRecipientFilter )
|
|
{
|
|
return SetTransmitState( FL_EDICT_FULLCHECK );
|
|
}
|
|
|
|
return SetTransmitState( FL_EDICT_ALWAYS );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Which clients should we be transmitting to?
|
|
//-----------------------------------------------------------------------------
|
|
int CSceneEntity::ShouldTransmit( const CCheckTransmitInfo *pInfo )
|
|
{
|
|
int result = BaseClass::ShouldTransmit( pInfo );
|
|
|
|
// if we have excluded them via our recipient filter, don't send
|
|
if ( m_pRecipientFilter && result != FL_EDICT_DONTSEND )
|
|
{
|
|
bool bFound = false;
|
|
|
|
// If we can't find them in the recipient list, exclude
|
|
int i;
|
|
for ( i=0; i<m_pRecipientFilter->GetRecipientCount();i++ )
|
|
{
|
|
int iRecipient = m_pRecipientFilter->GetRecipientIndex(i);
|
|
|
|
CBasePlayer *player = static_cast< CBasePlayer * >( CBaseEntity::Instance( iRecipient ) );
|
|
|
|
if ( player && player->edict() == pInfo->m_pClientEnt )
|
|
{
|
|
bFound = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( !bFound )
|
|
{
|
|
result = FL_EDICT_DONTSEND;
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
void CSceneEntity::SetRecipientFilter( IRecipientFilter *filter )
|
|
{
|
|
// create a copy of this filter
|
|
if ( filter )
|
|
{
|
|
m_pRecipientFilter = new CRecipientFilter();
|
|
m_pRecipientFilter->CopyFrom( (CRecipientFilter &)( *filter ) );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
class CInstancedSceneEntity : public CSceneEntity
|
|
{
|
|
DECLARE_DATADESC();
|
|
DECLARE_CLASS( CInstancedSceneEntity, CSceneEntity );
|
|
public:
|
|
EHANDLE m_hOwner;
|
|
bool m_bHadOwner;
|
|
float m_flPostSpeakDelay;
|
|
float m_flPreDelay;
|
|
char m_szInstanceFilename[ CChoreoScene::MAX_SCENE_FILENAME ];
|
|
bool m_bIsBackground;
|
|
|
|
virtual void StartPlayback( void );
|
|
virtual void DoThink( float frametime );
|
|
virtual CBaseFlex *FindNamedActor( const char *name );
|
|
virtual CBaseEntity *FindNamedEntity( const char *name );
|
|
virtual float GetPostSpeakDelay() { return m_flPostSpeakDelay; }
|
|
virtual void SetPostSpeakDelay( float flDelay ) { m_flPostSpeakDelay = flDelay; }
|
|
virtual float GetPreDelay() { return m_flPreDelay; }
|
|
virtual void SetPreDelay( float flDelay ) { m_flPreDelay = flDelay; }
|
|
|
|
virtual void OnLoaded();
|
|
|
|
virtual void DispatchStartMoveTo( CChoreoScene *scene, CBaseFlex *actor, CBaseEntity *actor2, CChoreoEvent *event )
|
|
{
|
|
if (PassThrough( actor )) BaseClass::DispatchStartMoveTo( scene, actor, actor2, event );
|
|
};
|
|
|
|
virtual void DispatchEndMoveTo( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event )
|
|
{
|
|
if (PassThrough( actor )) BaseClass::DispatchEndMoveTo( scene, actor, event );
|
|
};
|
|
|
|
virtual void DispatchStartFace( CChoreoScene *scene, CBaseFlex *actor, CBaseEntity *actor2, CChoreoEvent *event )
|
|
{
|
|
if (PassThrough( actor )) BaseClass::DispatchStartFace( scene, actor, actor2, event );
|
|
};
|
|
|
|
virtual void DispatchEndFace( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event )
|
|
{
|
|
if (PassThrough( actor )) BaseClass::DispatchEndFace( scene, actor, event );
|
|
};
|
|
|
|
virtual void DispatchStartSequence( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event )
|
|
{
|
|
if ( IsMultiplayer() )
|
|
{
|
|
BaseClass::DispatchStartSequence( scene, actor, event );
|
|
}
|
|
};
|
|
virtual void DispatchEndSequence( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event )
|
|
{
|
|
if ( IsMultiplayer() )
|
|
{
|
|
BaseClass::DispatchEndSequence( scene, actor, event );
|
|
}
|
|
};
|
|
virtual void DispatchPauseScene( CChoreoScene *scene, const char *parameters ) { /* suppress */ };
|
|
|
|
void OnRestore();
|
|
|
|
virtual float EstimateLength( void );
|
|
|
|
private:
|
|
bool PassThrough( CBaseFlex *actor );
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( instanced_scripted_scene, CInstancedSceneEntity );
|
|
|
|
//---------------------------------------------------------
|
|
// Save/Restore
|
|
//---------------------------------------------------------
|
|
BEGIN_DATADESC( CInstancedSceneEntity )
|
|
|
|
DEFINE_FIELD( m_hOwner, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_bHadOwner, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_flPostSpeakDelay, FIELD_FLOAT ),
|
|
DEFINE_FIELD( m_flPreDelay, FIELD_FLOAT ),
|
|
DEFINE_AUTO_ARRAY( m_szInstanceFilename, FIELD_CHARACTER ),
|
|
DEFINE_FIELD( m_bIsBackground, FIELD_BOOLEAN ),
|
|
|
|
END_DATADESC()
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: create a one-shot scene, no movement, sequences, etc.
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
float InstancedScriptedScene( CBaseFlex *pActor, const char *pszScene, EHANDLE *phSceneEnt,
|
|
float flPostDelay, bool bIsBackground, AI_Response *response,
|
|
bool bMultiplayer, IRecipientFilter *filter /* = NULL */ )
|
|
{
|
|
VPROF( "InstancedScriptedScene" );
|
|
|
|
CInstancedSceneEntity *pScene = (CInstancedSceneEntity *)CBaseEntity::CreateNoSpawn( "instanced_scripted_scene", vec3_origin, vec3_angle );
|
|
|
|
// This code expands any $gender tags into male or female tags based on the gender of the actor (based on his/her .mdl)
|
|
if ( pActor )
|
|
{
|
|
pActor->GenderExpandString( pszScene, pScene->m_szInstanceFilename, sizeof( pScene->m_szInstanceFilename ) );
|
|
}
|
|
else
|
|
{
|
|
Q_strncpy( pScene->m_szInstanceFilename, pszScene, sizeof( pScene->m_szInstanceFilename ) );
|
|
}
|
|
pScene->m_iszSceneFile = MAKE_STRING( pScene->m_szInstanceFilename );
|
|
|
|
// FIXME: I should set my output to fire something that kills me....
|
|
|
|
// FIXME: add a proper initialization function
|
|
pScene->m_hOwner = pActor;
|
|
pScene->m_bHadOwner = pActor != NULL;
|
|
pScene->m_bMultiplayer = bMultiplayer;
|
|
pScene->SetPostSpeakDelay( flPostDelay );
|
|
DispatchSpawn( pScene );
|
|
pScene->Activate();
|
|
pScene->m_bIsBackground = bIsBackground;
|
|
|
|
pScene->SetBackground( bIsBackground );
|
|
pScene->SetRecipientFilter( filter );
|
|
|
|
if ( response )
|
|
{
|
|
float flPreDelay = response->GetPreDelay();
|
|
if ( flPreDelay )
|
|
{
|
|
pScene->SetPreDelay( flPreDelay );
|
|
}
|
|
}
|
|
|
|
pScene->StartPlayback();
|
|
|
|
if ( response )
|
|
{
|
|
// If the response wants us to abort on NPC state switch, remember that
|
|
pScene->SetBreakOnNonIdle( response->ShouldBreakOnNonIdle() );
|
|
}
|
|
|
|
if ( phSceneEnt )
|
|
{
|
|
*phSceneEnt = pScene;
|
|
}
|
|
|
|
return pScene->EstimateLength();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pActor -
|
|
// *soundnmame -
|
|
// *phSceneEnt -
|
|
// Output : float
|
|
//-----------------------------------------------------------------------------
|
|
float InstancedAutoGeneratedSoundScene( CBaseFlex *pActor, char const *soundname, EHANDLE *phSceneEnt /*= NULL*/ )
|
|
{
|
|
if ( !pActor )
|
|
{
|
|
Warning( "InstancedAutoGeneratedSoundScene: Expecting non-NULL pActor for sound %s\n", soundname );
|
|
return 0;
|
|
}
|
|
|
|
CInstancedSceneEntity *pScene = (CInstancedSceneEntity *)CBaseEntity::CreateNoSpawn( "instanced_scripted_scene", vec3_origin, vec3_angle );
|
|
|
|
Q_strncpy( pScene->m_szInstanceFilename, UTIL_VarArgs( "AutoGenerated(%s)", soundname ), sizeof( pScene->m_szInstanceFilename ) );
|
|
pScene->m_iszSceneFile = MAKE_STRING( pScene->m_szInstanceFilename );
|
|
|
|
pScene->m_hOwner = pActor;
|
|
pScene->m_bHadOwner = pActor != NULL;
|
|
|
|
pScene->GenerateSoundScene( pActor, soundname );
|
|
|
|
pScene->Spawn();
|
|
pScene->Activate();
|
|
pScene->StartPlayback();
|
|
|
|
if ( phSceneEnt )
|
|
{
|
|
*phSceneEnt = pScene;
|
|
}
|
|
|
|
return pScene->EstimateLength();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void StopScriptedScene( CBaseFlex *pActor, EHANDLE hSceneEnt )
|
|
{
|
|
CBaseEntity *pEntity = hSceneEnt;
|
|
CSceneEntity *pScene = dynamic_cast<CSceneEntity *>(pEntity);
|
|
|
|
if ( pScene )
|
|
{
|
|
LocalScene_Printf( "%s : stop scripted scene\n", STRING( pScene->m_iszSceneFile ) );
|
|
pScene->CancelPlayback();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pszScene -
|
|
// Output : float
|
|
//-----------------------------------------------------------------------------
|
|
float GetSceneDuration( char const *pszScene )
|
|
{
|
|
unsigned int msecs = 0;
|
|
|
|
SceneCachedData_t cachedData;
|
|
if ( scenefilecache->GetSceneCachedData( pszScene, &cachedData ) )
|
|
{
|
|
msecs = cachedData.msecs;
|
|
}
|
|
|
|
return (float)msecs * 0.001f;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pszScene -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int GetSceneSpeechCount( char const *pszScene )
|
|
{
|
|
SceneCachedData_t cachedData;
|
|
if ( scenefilecache->GetSceneCachedData( pszScene, &cachedData ) )
|
|
{
|
|
return cachedData.numSounds;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Used for precaching instanced scenes
|
|
// Input : *pszScene -
|
|
//-----------------------------------------------------------------------------
|
|
void PrecacheInstancedScene( char const *pszScene )
|
|
{
|
|
static int nMakingReslists = -1;
|
|
|
|
if ( nMakingReslists == -1 )
|
|
{
|
|
nMakingReslists = CommandLine()->FindParm( "-makereslists" ) > 0 ? 1 : 0;
|
|
}
|
|
|
|
if ( nMakingReslists == 1 )
|
|
{
|
|
// Just stat the file to add to reslist
|
|
g_pFullFileSystem->Size( pszScene );
|
|
}
|
|
|
|
// verify existence, cache is pre-populated, should be there
|
|
SceneCachedData_t sceneData;
|
|
if ( !scenefilecache->GetSceneCachedData( pszScene, &sceneData ) )
|
|
{
|
|
// Scenes are sloppy and don't always exist.
|
|
// A scene that is not in the pre-built cache image, but on disk, is a true error.
|
|
if ( developer.GetInt() && ( IsX360() && ( g_pFullFileSystem->GetDVDMode() != DVDMODE_STRICT ) && g_pFullFileSystem->FileExists( pszScene, "GAME" ) ) )
|
|
{
|
|
Warning( "PrecacheInstancedScene: Missing scene '%s' from scene image cache.\nRebuild scene image cache!\n", pszScene );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for ( int i = 0; i < sceneData.numSounds; ++i )
|
|
{
|
|
short stringId = scenefilecache->GetSceneCachedSound( sceneData.sceneId, i );
|
|
CBaseEntity::PrecacheScriptSound( scenefilecache->GetSceneString( stringId ) );
|
|
}
|
|
}
|
|
|
|
g_pStringTableClientSideChoreoScenes->AddString( CBaseEntity::IsServer(), pszScene );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CInstancedSceneEntity::StartPlayback( void )
|
|
{
|
|
// Wait until our pre delay is over
|
|
if ( GetPreDelay() )
|
|
return;
|
|
|
|
BaseClass::StartPlayback();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
void CInstancedSceneEntity::DoThink( float frametime )
|
|
{
|
|
CheckInterruptCompletion();
|
|
|
|
if ( m_flPreDelay > 0 )
|
|
{
|
|
m_flPreDelay = MAX( 0, m_flPreDelay - frametime );
|
|
StartPlayback();
|
|
if ( !m_bIsPlayingBack )
|
|
return;
|
|
}
|
|
|
|
if ( !m_pScene || !m_bIsPlayingBack || ( m_bHadOwner && m_hOwner == NULL ) )
|
|
{
|
|
UTIL_Remove( this );
|
|
return;
|
|
}
|
|
|
|
// catch bad pitch shifting from old save games
|
|
Assert( m_fPitch >= SCENE_MIN_PITCH && m_fPitch <= SCENE_MAX_PITCH );
|
|
m_fPitch = clamp( m_fPitch, SCENE_MIN_PITCH, SCENE_MAX_PITCH );
|
|
|
|
if ( m_bPaused )
|
|
{
|
|
PauseThink();
|
|
return;
|
|
}
|
|
|
|
float dt = frametime;
|
|
|
|
m_pScene->SetSoundFileStartupLatency( GetSoundSystemLatency() );
|
|
|
|
// Tell scene to go
|
|
m_pScene->Think( m_flCurrentTime );
|
|
// Drive simulation time for scene
|
|
SetCurrentTime( m_flCurrentTime + dt * m_fPitch, false );
|
|
|
|
// Did we get to the end
|
|
if ( m_pScene->SimulationFinished() )
|
|
{
|
|
OnSceneFinished( false, false );
|
|
|
|
UTIL_Remove( this );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Search for an actor by name, make sure it can do face poses
|
|
// Input : *name -
|
|
// Output : CBaseFlex
|
|
//-----------------------------------------------------------------------------
|
|
CBaseFlex *CInstancedSceneEntity::FindNamedActor( const char *name )
|
|
{
|
|
if ( m_pScene->GetNumActors() == 1 || stricmp( name, "!self" ) == 0 )
|
|
{
|
|
if ( m_hOwner != NULL )
|
|
{
|
|
CBaseCombatCharacter *pCharacter = m_hOwner->MyCombatCharacterPointer();
|
|
if ( pCharacter )
|
|
{
|
|
return pCharacter;
|
|
}
|
|
}
|
|
}
|
|
return BaseClass::FindNamedActor( name );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Search for an actor by name, make sure it can do face poses
|
|
// Input : *name -
|
|
// Output : CBaseFlex
|
|
//-----------------------------------------------------------------------------
|
|
CBaseEntity *CInstancedSceneEntity::FindNamedEntity( const char *name )
|
|
{
|
|
CBaseEntity *pOther = NULL;
|
|
|
|
if (m_hOwner != NULL)
|
|
{
|
|
CAI_BaseNPC *npc = m_hOwner->MyNPCPointer();
|
|
|
|
if (npc)
|
|
{
|
|
pOther = npc->FindNamedEntity( name );
|
|
}
|
|
else if ( m_hOwner->MyCombatCharacterPointer() )
|
|
{
|
|
pOther = m_hOwner;
|
|
}
|
|
}
|
|
|
|
if (!pOther)
|
|
{
|
|
pOther = BaseClass::FindNamedEntity( name );
|
|
}
|
|
return pOther;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Suppress certain events when it's instanced since they're can cause odd problems
|
|
// Input : actor
|
|
// Output : true - the event should happen, false - it shouldn't
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CInstancedSceneEntity::PassThrough( CBaseFlex *actor )
|
|
{
|
|
if (!actor)
|
|
return false;
|
|
|
|
CAI_BaseNPC *myNpc = actor->MyNPCPointer( );
|
|
|
|
if (!myNpc)
|
|
return false;
|
|
|
|
if (myNpc->IsCurSchedule( SCHED_SCENE_GENERIC ))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if (myNpc->GetCurSchedule())
|
|
{
|
|
CAI_ScheduleBits testBits;
|
|
myNpc->GetCurSchedule()->GetInterruptMask( &testBits );
|
|
|
|
if (testBits.IsBitSet( COND_IDLE_INTERRUPT ))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
LocalScene_Printf( "%s : event suppressed\n", STRING( m_iszSceneFile ) );
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void CInstancedSceneEntity::OnRestore()
|
|
{
|
|
if ( m_bHadOwner && !m_hOwner )
|
|
{
|
|
// probably just came back from a level transition
|
|
UTIL_Remove( this );
|
|
return;
|
|
}
|
|
// reset background state
|
|
if ( m_pScene )
|
|
{
|
|
m_pScene->SetBackground( m_bIsBackground );
|
|
}
|
|
BaseClass::OnRestore();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
float CInstancedSceneEntity::EstimateLength( void )
|
|
{
|
|
return (BaseClass::EstimateLength() + GetPreDelay());
|
|
}
|
|
|
|
|
|
void CInstancedSceneEntity::OnLoaded()
|
|
{
|
|
BaseClass::OnLoaded();
|
|
SetBackground( m_bIsBackground );
|
|
}
|
|
|
|
bool g_bClientFlex = true;
|
|
|
|
LINK_ENTITY_TO_CLASS( scene_manager, CSceneManager );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneManager::Think()
|
|
{
|
|
// Latch this only once per frame...
|
|
g_bClientFlex = scene_clientflex.GetBool();
|
|
|
|
// The manager is always thinking at 20 hz
|
|
SetNextThink( gpGlobals->curtime + SCENE_THINK_INTERVAL );
|
|
float frameTime = ( gpGlobals->curtime - GetLastThink() );
|
|
frameTime = MIN( 0.1, frameTime );
|
|
|
|
// stop if AI is diabled
|
|
if (CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI)
|
|
return;
|
|
|
|
bool needCleanupPass = false;
|
|
int c = m_ActiveScenes.Count();
|
|
for ( int i = 0; i < c; i++ )
|
|
{
|
|
CSceneEntity *scene = m_ActiveScenes[ i ].Get();
|
|
if ( !scene )
|
|
{
|
|
needCleanupPass = true;
|
|
continue;
|
|
}
|
|
|
|
scene->DoThink( frameTime );
|
|
|
|
if ( m_ActiveScenes.Count() < c )
|
|
{
|
|
// Scene removed self while thinking. Adjust iteration.
|
|
c = m_ActiveScenes.Count();
|
|
i--;
|
|
}
|
|
}
|
|
|
|
// Now delete any invalid ones
|
|
if ( needCleanupPass )
|
|
{
|
|
for ( int i = c - 1; i >= 0; i-- )
|
|
{
|
|
CSceneEntity *scene = m_ActiveScenes[ i ].Get();
|
|
if ( scene )
|
|
continue;
|
|
|
|
m_ActiveScenes.Remove( i );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneManager::ClearAllScenes()
|
|
{
|
|
m_ActiveScenes.RemoveAll();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *scene -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneManager::AddSceneEntity( CSceneEntity *scene )
|
|
{
|
|
CHandle< CSceneEntity > h;
|
|
|
|
h = scene;
|
|
|
|
// Already added/activated
|
|
if ( m_ActiveScenes.Find( h ) != m_ActiveScenes.InvalidIndex() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
m_ActiveScenes.AddToTail( h );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *scene -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneManager::RemoveSceneEntity( CSceneEntity *scene )
|
|
{
|
|
CHandle< CSceneEntity > h;
|
|
|
|
h = scene;
|
|
|
|
m_ActiveScenes.FindAndRemove( h );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *player -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneManager::OnClientActive( CBasePlayer *player )
|
|
{
|
|
int c = m_QueuedSceneSounds.Count();
|
|
for ( int i = 0; i < c; i++ )
|
|
{
|
|
CRestoreSceneSound *sound = &m_QueuedSceneSounds[ i ];
|
|
|
|
if ( sound->actor == NULL )
|
|
continue;
|
|
|
|
// Blow off sounds too far in past to encode over networking layer
|
|
if ( fabs( 1000.0f * sound->time_in_past ) > MAX_SOUND_DELAY_MSEC )
|
|
continue;
|
|
|
|
CPASAttenuationFilter filter( sound->actor );
|
|
|
|
EmitSound_t es;
|
|
es.m_nChannel = CHAN_VOICE;
|
|
es.m_flVolume = 1;
|
|
es.m_pSoundName = sound->soundname;
|
|
es.m_SoundLevel = sound->soundlevel;
|
|
es.m_flSoundTime = gpGlobals->curtime - sound->time_in_past;
|
|
|
|
EmitSound( filter, sound->actor->entindex(), es );
|
|
}
|
|
|
|
m_QueuedSceneSounds.RemoveAll();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Deletes scenes involving the specified actor
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneManager::RemoveScenesInvolvingActor( CBaseFlex *pActor )
|
|
{
|
|
if ( !pActor )
|
|
return;
|
|
|
|
// This loop can remove items from m_ActiveScenes array, so loop through backwards.
|
|
int c = m_ActiveScenes.Count();
|
|
for ( int i = c - 1 ; i >= 0; --i )
|
|
{
|
|
CSceneEntity *pScene = m_ActiveScenes[ i ].Get();
|
|
if ( !pScene )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( pScene->InvolvesActor( pActor ) ) // NOTE: returns false if scene hasn't loaded yet
|
|
{
|
|
LocalScene_Printf( "%s : removed for '%s'\n", STRING( pScene->m_iszSceneFile ), pActor ? pActor->GetDebugName() : "NULL" );
|
|
pScene->CancelPlayback();
|
|
}
|
|
else
|
|
{
|
|
CInstancedSceneEntity *pInstancedScene = dynamic_cast< CInstancedSceneEntity * >( pScene );
|
|
if ( pInstancedScene && pInstancedScene->m_hOwner )
|
|
{
|
|
if ( pInstancedScene->m_hOwner == pActor )
|
|
{
|
|
if ( pInstancedScene->m_bIsPlayingBack )
|
|
{
|
|
pInstancedScene->OnSceneFinished( true, false );
|
|
}
|
|
|
|
LocalScene_Printf( "%s : removed for '%s'\n", STRING( pInstancedScene->m_iszSceneFile ), pActor ? pActor->GetDebugName() : "NULL" );
|
|
UTIL_Remove( pInstancedScene );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Stops scenes involving the specified actor
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneManager::RemoveActorFromScenes( CBaseFlex *pActor, bool bInstancedOnly, bool bNonIdleOnly, const char *pszThisSceneOnly )
|
|
{
|
|
int c = m_ActiveScenes.Count();
|
|
for ( int i = 0; i < c; i++ )
|
|
{
|
|
CSceneEntity *pScene = m_ActiveScenes[ i ].Get();
|
|
if ( !pScene )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// If only stopping instanced scenes, then skip it if it can't cast to an instanced scene
|
|
if ( bInstancedOnly &&
|
|
( dynamic_cast< CInstancedSceneEntity * >( pScene ) == NULL ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( bNonIdleOnly && !pScene->ShouldBreakOnNonIdle() )
|
|
continue;
|
|
|
|
if ( pScene->InvolvesActor( pActor ) )
|
|
{
|
|
if ( pszThisSceneOnly && pszThisSceneOnly[0] )
|
|
{
|
|
if ( Q_strcmp( pszThisSceneOnly, STRING(pScene->m_iszSceneFile) ) )
|
|
continue;
|
|
}
|
|
|
|
LocalScene_Printf( "%s : removed for '%s'\n", STRING( pScene->m_iszSceneFile ), pActor ? pActor->GetDebugName() : "NULL" );
|
|
pScene->CancelPlayback();
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Pause scenes involving the specified actor
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneManager::PauseActorsScenes( CBaseFlex *pActor, bool bInstancedOnly )
|
|
{
|
|
int c = m_ActiveScenes.Count();
|
|
for ( int i = 0; i < c; i++ )
|
|
{
|
|
CSceneEntity *pScene = m_ActiveScenes[ i ].Get();
|
|
if ( !pScene )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// If only stopping instanced scenes, then skip it if it can't cast to an instanced scene
|
|
if ( bInstancedOnly &&
|
|
( dynamic_cast< CInstancedSceneEntity * >( pScene ) == NULL ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( pScene->InvolvesActor( pActor ) && pScene->IsPlayingBack() )
|
|
{
|
|
LocalScene_Printf( "Pausing actor %s scripted scene: %s\n", pActor->GetDebugName(), STRING(pScene->m_iszSceneFile) );
|
|
|
|
variant_t emptyVariant;
|
|
pScene->AcceptInput( "Pause", pScene, pScene, emptyVariant, 0 );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Return true if this Actor is only in scenes that are interruptable right now
|
|
//-----------------------------------------------------------------------------
|
|
bool CSceneManager::IsInInterruptableScenes( CBaseFlex *pActor )
|
|
{
|
|
int c = m_ActiveScenes.Count();
|
|
for ( int i = 0; i < c; i++ )
|
|
{
|
|
CSceneEntity *pScene = m_ActiveScenes[ i ].Get();
|
|
if ( !pScene )
|
|
continue;
|
|
|
|
//Ignore background scenes since they're harmless.
|
|
if ( pScene->IsBackground() == true )
|
|
continue;
|
|
|
|
if ( pScene->InvolvesActor( pActor ) && pScene->IsPlayingBack() )
|
|
{
|
|
if ( pScene->IsInterruptable() == false )
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Resume any paused scenes involving the specified actor
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneManager::ResumeActorsScenes( CBaseFlex *pActor, bool bInstancedOnly )
|
|
{
|
|
int c = m_ActiveScenes.Count();
|
|
for ( int i = 0; i < c; i++ )
|
|
{
|
|
CSceneEntity *pScene = m_ActiveScenes[ i ].Get();
|
|
if ( !pScene )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// If only stopping instanced scenes, then skip it if it can't cast to an instanced scene
|
|
if ( bInstancedOnly &&
|
|
( dynamic_cast< CInstancedSceneEntity * >( pScene ) == NULL ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( pScene->InvolvesActor( pActor ) && pScene->IsPlayingBack() )
|
|
{
|
|
LocalScene_Printf( "Resuming actor %s scripted scene: %s\n", pActor->GetDebugName(), STRING(pScene->m_iszSceneFile) );
|
|
|
|
variant_t emptyVariant;
|
|
pScene->AcceptInput( "Resume", pScene, pScene, emptyVariant, 0 );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Set all paused, in-playback scenes to resume when the actor is ready
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneManager::QueueActorsScenesToResume( CBaseFlex *pActor, bool bInstancedOnly )
|
|
{
|
|
int c = m_ActiveScenes.Count();
|
|
for ( int i = 0; i < c; i++ )
|
|
{
|
|
CSceneEntity *pScene = m_ActiveScenes[ i ].Get();
|
|
if ( !pScene )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// If only stopping instanced scenes, then skip it if it can't cast to an instanced scene
|
|
if ( bInstancedOnly &&
|
|
( dynamic_cast< CInstancedSceneEntity * >( pScene ) == NULL ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( pScene->InvolvesActor( pActor ) && pScene->IsPlayingBack() && pScene->IsPaused() )
|
|
{
|
|
pScene->QueueResumePlayback();
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: returns if there are scenes involving the specified actor
|
|
//-----------------------------------------------------------------------------
|
|
bool CSceneManager::IsRunningScriptedScene( CBaseFlex *pActor, bool bIgnoreInstancedScenes )
|
|
{
|
|
int c = m_ActiveScenes.Count();
|
|
for ( int i = 0; i < c; i++ )
|
|
{
|
|
CSceneEntity *pScene = m_ActiveScenes[ i ].Get();
|
|
if ( !pScene ||
|
|
!pScene->IsPlayingBack() ||
|
|
( bIgnoreInstancedScenes && dynamic_cast<CInstancedSceneEntity *>(pScene) != NULL )
|
|
)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( pScene->InvolvesActor( pActor ) )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool CSceneManager::IsRunningScriptedSceneAndNotPaused( CBaseFlex *pActor, bool bIgnoreInstancedScenes )
|
|
{
|
|
int c = m_ActiveScenes.Count();
|
|
for ( int i = 0; i < c; i++ )
|
|
{
|
|
CSceneEntity *pScene = m_ActiveScenes[ i ].Get();
|
|
if ( !pScene ||
|
|
!pScene->IsPlayingBack() ||
|
|
pScene->IsPaused() ||
|
|
( bIgnoreInstancedScenes && dynamic_cast<CInstancedSceneEntity *>(pScene) != NULL )
|
|
)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( pScene->InvolvesActor( pActor ) )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pActor -
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CSceneManager::IsRunningScriptedSceneWithSpeech( CBaseFlex *pActor, bool bIgnoreInstancedScenes )
|
|
{
|
|
int c = m_ActiveScenes.Count();
|
|
for ( int i = 0; i < c; i++ )
|
|
{
|
|
CSceneEntity *pScene = m_ActiveScenes[ i ].Get();
|
|
if ( !pScene ||
|
|
!pScene->IsPlayingBack() ||
|
|
( bIgnoreInstancedScenes && dynamic_cast<CInstancedSceneEntity *>(pScene) != NULL )
|
|
)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( pScene->InvolvesActor( pActor ) )
|
|
{
|
|
if ( pScene->HasUnplayedSpeech() )
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
bool CSceneManager::IsRunningScriptedSceneWithSpeechAndNotPaused( CBaseFlex *pActor, bool bIgnoreInstancedScenes )
|
|
{
|
|
int c = m_ActiveScenes.Count();
|
|
for ( int i = 0; i < c; i++ )
|
|
{
|
|
CSceneEntity *pScene = m_ActiveScenes[ i ].Get();
|
|
if ( !pScene ||
|
|
!pScene->IsPlayingBack() ||
|
|
pScene->IsPaused() ||
|
|
( bIgnoreInstancedScenes && dynamic_cast<CInstancedSceneEntity *>(pScene) != NULL )
|
|
)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( pScene->InvolvesActor( pActor ) )
|
|
{
|
|
if ( pScene->HasUnplayedSpeech() )
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *actor -
|
|
// *soundname -
|
|
// soundlevel -
|
|
// soundtime -
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneManager::QueueRestoredSound( CBaseFlex *actor, char const *soundname, soundlevel_t soundlevel, float time_in_past )
|
|
{
|
|
CRestoreSceneSound e;
|
|
e.actor = actor;
|
|
Q_strncpy( e.soundname, soundname, sizeof( e.soundname ) );
|
|
e.soundlevel = soundlevel;
|
|
e.time_in_past = time_in_past;
|
|
|
|
m_QueuedSceneSounds.AddToTail( e );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void RemoveActorFromScriptedScenes( CBaseFlex *pActor, bool instancedscenesonly, bool nonidlescenesonly, const char *pszThisSceneOnly )
|
|
{
|
|
GetSceneManager()->RemoveActorFromScenes( pActor, instancedscenesonly, nonidlescenesonly, pszThisSceneOnly );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void RemoveAllScenesInvolvingActor( CBaseFlex *pActor )
|
|
{
|
|
GetSceneManager()->RemoveScenesInvolvingActor( pActor );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void PauseActorsScriptedScenes( CBaseFlex *pActor, bool instancedscenesonly )
|
|
{
|
|
GetSceneManager()->PauseActorsScenes( pActor, instancedscenesonly );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool IsInInterruptableScenes( CBaseFlex *pActor )
|
|
{
|
|
return GetSceneManager()->IsInInterruptableScenes( pActor );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void ResumeActorsScriptedScenes( CBaseFlex *pActor, bool instancedscenesonly )
|
|
{
|
|
GetSceneManager()->ResumeActorsScenes( pActor, instancedscenesonly );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void QueueActorsScriptedScenesToResume( CBaseFlex *pActor, bool instancedscenesonly )
|
|
{
|
|
GetSceneManager()->QueueActorsScenesToResume( pActor, instancedscenesonly );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool IsRunningScriptedScene( CBaseFlex *pActor, bool bIgnoreInstancedScenes )
|
|
{
|
|
return GetSceneManager()->IsRunningScriptedScene( pActor, bIgnoreInstancedScenes );
|
|
}
|
|
|
|
bool IsRunningScriptedSceneAndNotPaused( CBaseFlex *pActor, bool bIgnoreInstancedScenes )
|
|
{
|
|
return GetSceneManager()->IsRunningScriptedSceneAndNotPaused( pActor, bIgnoreInstancedScenes );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool IsRunningScriptedSceneWithSpeech( CBaseFlex *pActor, bool bIgnoreInstancedScenes )
|
|
{
|
|
return GetSceneManager()->IsRunningScriptedSceneWithSpeech( pActor, bIgnoreInstancedScenes );
|
|
}
|
|
|
|
bool IsRunningScriptedSceneWithSpeechAndNotPaused( CBaseFlex *pActor, bool bIgnoreInstancedScenes )
|
|
{
|
|
return GetSceneManager()->IsRunningScriptedSceneWithSpeechAndNotPaused( pActor, bIgnoreInstancedScenes );
|
|
}
|
|
|
|
|
|
//===========================================================================================================
|
|
// SCENE LIST MANAGER
|
|
//===========================================================================================================
|
|
LINK_ENTITY_TO_CLASS( logic_scene_list_manager, CSceneListManager );
|
|
|
|
BEGIN_DATADESC( CSceneListManager )
|
|
DEFINE_UTLVECTOR( m_hListManagers, FIELD_EHANDLE ),
|
|
|
|
// Keys
|
|
DEFINE_KEYFIELD( m_iszScenes[0], FIELD_STRING, "scene0" ),
|
|
DEFINE_KEYFIELD( m_iszScenes[1], FIELD_STRING, "scene1" ),
|
|
DEFINE_KEYFIELD( m_iszScenes[2], FIELD_STRING, "scene2" ),
|
|
DEFINE_KEYFIELD( m_iszScenes[3], FIELD_STRING, "scene3" ),
|
|
DEFINE_KEYFIELD( m_iszScenes[4], FIELD_STRING, "scene4" ),
|
|
DEFINE_KEYFIELD( m_iszScenes[5], FIELD_STRING, "scene5" ),
|
|
DEFINE_KEYFIELD( m_iszScenes[6], FIELD_STRING, "scene6" ),
|
|
DEFINE_KEYFIELD( m_iszScenes[7], FIELD_STRING, "scene7" ),
|
|
DEFINE_KEYFIELD( m_iszScenes[8], FIELD_STRING, "scene8" ),
|
|
DEFINE_KEYFIELD( m_iszScenes[9], FIELD_STRING, "scene9" ),
|
|
DEFINE_KEYFIELD( m_iszScenes[10], FIELD_STRING, "scene10" ),
|
|
DEFINE_KEYFIELD( m_iszScenes[11], FIELD_STRING, "scene11" ),
|
|
DEFINE_KEYFIELD( m_iszScenes[12], FIELD_STRING, "scene12" ),
|
|
DEFINE_KEYFIELD( m_iszScenes[13], FIELD_STRING, "scene13" ),
|
|
DEFINE_KEYFIELD( m_iszScenes[14], FIELD_STRING, "scene14" ),
|
|
DEFINE_KEYFIELD( m_iszScenes[15], FIELD_STRING, "scene15" ),
|
|
|
|
DEFINE_FIELD( m_hScenes[0], FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_hScenes[1], FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_hScenes[2], FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_hScenes[3], FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_hScenes[4], FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_hScenes[5], FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_hScenes[6], FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_hScenes[7], FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_hScenes[8], FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_hScenes[9], FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_hScenes[10], FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_hScenes[11], FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_hScenes[12], FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_hScenes[13], FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_hScenes[14], FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_hScenes[15], FIELD_EHANDLE ),
|
|
|
|
// Inputs
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "Shutdown", InputShutdown ),
|
|
END_DATADESC()
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneListManager::Activate( void )
|
|
{
|
|
BaseClass::Activate();
|
|
|
|
// Hook up scenes, but not after loading a game because they're saved.
|
|
if ( gpGlobals->eLoadType != MapLoad_LoadGame )
|
|
{
|
|
for ( int i = 0; i < SCENE_LIST_MANAGER_MAX_SCENES; i++ )
|
|
{
|
|
if ( m_iszScenes[i] != NULL_STRING )
|
|
{
|
|
m_hScenes[i] = gEntList.FindEntityByName( NULL, STRING(m_iszScenes[i]) );
|
|
if ( m_hScenes[i] )
|
|
{
|
|
CSceneEntity *pScene = dynamic_cast<CSceneEntity*>(m_hScenes[i].Get());
|
|
if ( pScene )
|
|
{
|
|
pScene->AddListManager( this );
|
|
}
|
|
else
|
|
{
|
|
CSceneListManager *pList = dynamic_cast<CSceneListManager*>(m_hScenes[i].Get());
|
|
if ( pList )
|
|
{
|
|
pList->AddListManager( this );
|
|
}
|
|
else
|
|
{
|
|
Warning( "%s(%s) found an entity that wasn't a logic_choreographed_scene or logic_scene_list_manager in slot %d, named %s\n", GetDebugName(), GetClassname(), i, STRING(m_iszScenes[i]) );
|
|
m_hScenes[i] = NULL;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Warning( "%s(%s) could not find scene %d, named %s\n", GetDebugName(), GetClassname(), i, STRING(m_iszScenes[i]) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: A scene or manager in our list has started playing.
|
|
// Remove all scenes earlier in the list.
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneListManager::SceneStarted( CBaseEntity *pSceneOrManager )
|
|
{
|
|
// Move backwards and call remove on all scenes / managers earlier in the list to the fired one
|
|
bool bFoundStart = false;
|
|
for ( int i = SCENE_LIST_MANAGER_MAX_SCENES-1; i >= 0; i-- )
|
|
{
|
|
if ( !m_hScenes[i] )
|
|
continue;
|
|
|
|
if ( bFoundStart )
|
|
{
|
|
RemoveScene( i );
|
|
}
|
|
else if ( m_hScenes[i] == pSceneOrManager )
|
|
{
|
|
bFoundStart = true;
|
|
}
|
|
}
|
|
|
|
// Tell any managers we're within that we've started a scene
|
|
if ( bFoundStart )
|
|
{
|
|
int c = m_hListManagers.Count();
|
|
for ( int i = 0; i < c; i++ )
|
|
{
|
|
if ( m_hListManagers[i] )
|
|
{
|
|
m_hListManagers[i]->SceneStarted( this );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneListManager::AddListManager( CSceneListManager *pManager )
|
|
{
|
|
CHandle< CSceneListManager > h;
|
|
h = pManager;
|
|
// Only add it once
|
|
if ( m_hListManagers.Find( h ) == m_hListManagers.InvalidIndex() )
|
|
{
|
|
m_hListManagers.AddToTail( h );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Shut down all scenes, and then remove this entity
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneListManager::InputShutdown( inputdata_t &inputdata )
|
|
{
|
|
ShutdownList();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneListManager::ShutdownList( void )
|
|
{
|
|
for ( int i = 0; i < SCENE_LIST_MANAGER_MAX_SCENES; i++ )
|
|
{
|
|
if ( m_hScenes[i] )
|
|
{
|
|
RemoveScene(i);
|
|
}
|
|
}
|
|
|
|
UTIL_Remove( this );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CSceneListManager::RemoveScene( int iIndex )
|
|
{
|
|
CSceneEntity *pScene = dynamic_cast<CSceneEntity*>(m_hScenes[iIndex].Get());
|
|
if ( pScene )
|
|
{
|
|
// Remove the scene
|
|
UTIL_Remove( pScene );
|
|
return;
|
|
}
|
|
|
|
// Tell the list manager to shut down all scenes
|
|
CSceneListManager *pList = dynamic_cast<CSceneListManager*>(m_hScenes[iIndex].Get());
|
|
if ( pList )
|
|
{
|
|
pList->ShutdownList();
|
|
}
|
|
}
|
|
|
|
void ReloadSceneFromDisk( CBaseEntity *ent )
|
|
{
|
|
CSceneEntity *scene = dynamic_cast< CSceneEntity * >( ent );
|
|
if ( !scene )
|
|
return;
|
|
|
|
Assert( 0 );
|
|
}
|
|
|
|
// Purpose:
|
|
// Input : *ent -
|
|
// Output : char const
|
|
//-----------------------------------------------------------------------------
|
|
char const *GetSceneFilename( CBaseEntity *ent )
|
|
{
|
|
CSceneEntity *scene = dynamic_cast< CSceneEntity * >( ent );
|
|
if ( !scene )
|
|
return "";
|
|
|
|
return STRING( scene->m_iszSceneFile );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Return a list of the last 5 lines of speech from NPCs for bug reports
|
|
// Input :
|
|
// Output : speech - last 5 sound files played as speech
|
|
// returns the number of sounds in the returned list
|
|
//-----------------------------------------------------------------------------
|
|
|
|
int GetRecentNPCSpeech( recentNPCSpeech_t speech[ SPEECH_LIST_MAX_SOUNDS ] )
|
|
{
|
|
int i;
|
|
int num;
|
|
int index;
|
|
|
|
// clear out the output list
|
|
for( i = 0; i < SPEECH_LIST_MAX_SOUNDS; i++ )
|
|
{
|
|
speech[ i ].time = 0.0f;
|
|
speech[ i ].name[ 0 ] = 0;
|
|
speech[ i ].sceneName[ 0 ] = 0;
|
|
}
|
|
|
|
// copy the sound names into the list in order they were played
|
|
num = 0;
|
|
index = speechListIndex;
|
|
for( i = 0; i < SPEECH_LIST_MAX_SOUNDS; i++ )
|
|
{
|
|
if ( speechListSounds[ index ].name[ 0 ] )
|
|
{
|
|
// only copy names that are not zero length
|
|
speech[ num ] = speechListSounds[ index ];
|
|
num++;
|
|
}
|
|
|
|
index++;
|
|
if ( index >= SPEECH_LIST_MAX_SOUNDS )
|
|
{
|
|
index = 0;
|
|
}
|
|
}
|
|
|
|
return num;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Displays a list of the last 5 lines of speech from NPCs
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
|
|
static void ListRecentNPCSpeech( void )
|
|
{
|
|
if ( !UTIL_IsCommandIssuedByServerAdmin() )
|
|
return;
|
|
|
|
recentNPCSpeech_t speech[ SPEECH_LIST_MAX_SOUNDS ];
|
|
int num;
|
|
int i;
|
|
|
|
// get any sounds that were spoken by NPCs recently
|
|
num = GetRecentNPCSpeech( speech );
|
|
Msg( "Recent NPC speech:\n" );
|
|
for( i = 0; i < num; i++ )
|
|
{
|
|
Msg( " time: %6.3f sound name: %s scene: %s\n", speech[ i ].time, speech[ i ].name, speech[ i ].sceneName );
|
|
}
|
|
Msg( "Current time: %6.3f\n", gpGlobals->curtime );
|
|
}
|
|
|
|
static ConCommand ListRecentNPCSpeechCmd( "listRecentNPCSpeech", ListRecentNPCSpeech, "Displays a list of the last 5 lines of speech from NPCs.", FCVAR_DONTRECORD|FCVAR_GAMEDLL );
|
|
|
|
CON_COMMAND( scene_flush, "Flush all .vcds from the cache and reload from disk." )
|
|
{
|
|
if ( !UTIL_IsCommandIssuedByServerAdmin() )
|
|
return;
|
|
|
|
Msg( "Reloading\n" );
|
|
scenefilecache->Reload();
|
|
Msg( " done\n" );
|
|
}
|