Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include <stdarg.h>
#include "baseflex.h"
#include "entitylist.h"
#include "choreoevent.h"
#include "choreoactor.h"
#include "choreochannel.h"
#include "choreoscene.h"
#include "studio.h"
#include "networkstringtable_gamedll.h"
#include "ai_basenpc.h"
#include "engine/IEngineSound.h"
#include "ai_navigator.h"
#include "saverestore_utlvector.h"
#include "ai_baseactor.h"
#include "AI_Criteria.h"
#include "tier1/strtools.h"
#include "checksum_crc.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "utlbuffer.h"
#include "tier0/icommandline.h"
#include "sceneentity.h"
#include "datacache/idatacache.h"
#include "dt_utlvector_send.h"
#include "ichoreoeventcallback.h"
#include "scenefilecache/ISceneFileCache.h"
#include "SceneCache.h"
#include "scripted.h"
#include "env_debughistory.h"
#ifdef HL2_EPISODIC
#include "npc_alyx_episodic.h"
#endif // HL2_EPISODIC
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ISoundEmitterSystemBase *soundemitterbase;
extern ISceneFileCache *scenefilecache;
class CSceneEntity;
class CBaseFlex;
// VCDS are loaded from their compiled/binary format (much faster)
// Requies vcds be saved as compiled assets
//#define COMPILED_VCDS 1
static ConVar scene_forcecombined( "scene_forcecombined", "0", 0, "When playing back, force use of combined .wav files even in english." );
static ConVar scene_maxcaptionradius( "scene_maxcaptionradius", "1200", 0, "Only show closed captions if recipient is within this many units of speaking actor (0==disabled)." );
// Assume sound system is 100 msec lagged (only used if we can't find snd_mixahead cvar!)
#define SOUND_SYSTEM_LATENCY_DEFAULT ( 0.1f )
// Think every 50 msec (FIXME: Try 10hz?)
#define SCENE_THINK_INTERVAL 0.001 // FIXME: make scene's think in concert with their npc's
#define FINDNAMEDENTITY_MAX_ENTITIES 32 // max number of entities to be considered for random entity selection in FindNamedEntity
// List of the last 5 lines of speech from NPCs for bug reports
static recentNPCSpeech_t speechListSounds[ SPEECH_LIST_MAX_SOUNDS ] = { { 0, "", "" }, { 0, "", "" }, { 0, "", "" }, { 0, "", "" }, { 0, "", "" } };
static int speechListIndex = 0;
// Only allow scenes to change their pitch within a range of values
#define SCENE_MIN_PITCH 0.25f
#define SCENE_MAX_PITCH 2.5f
//===========================================================================================================
// SCENE LIST MANAGER
//===========================================================================================================
#define SCENE_LIST_MANAGER_MAX_SCENES 16
//-----------------------------------------------------------------------------
// Purpose: Entity that manages a list of scenes
//-----------------------------------------------------------------------------
class CSceneListManager : public CLogicalEntity
{
DECLARE_CLASS( CSceneListManager, CLogicalEntity );
public:
DECLARE_DATADESC();
virtual void Activate( void );
void ShutdownList( void );
void SceneStarted( CBaseEntity *pSceneOrManager );
void AddListManager( CSceneListManager *pManager );
void RemoveScene( int iIndex );
// Inputs
void InputShutdown( inputdata_t &inputdata );
private:
CUtlVector< CHandle< CSceneListManager > > m_hListManagers;
string_t m_iszScenes[SCENE_LIST_MANAGER_MAX_SCENES];
EHANDLE m_hScenes[SCENE_LIST_MANAGER_MAX_SCENES];
};
//-----------------------------------------------------------------------------
// Purpose: This class exists solely to call think on all scene entities in a deterministic order
//-----------------------------------------------------------------------------
class CSceneManager : public CBaseEntity
{
DECLARE_CLASS( CSceneManager, CBaseEntity );
DECLARE_DATADESC();
public:
virtual void Spawn()
{
BaseClass::Spawn();
SetNextThink( gpGlobals->curtime );
}
virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_DONT_SAVE; }
virtual void Think();
void ClearAllScenes();
void AddSceneEntity( CSceneEntity *scene );
void RemoveSceneEntity( CSceneEntity *scene );
void QueueRestoredSound( CBaseFlex *actor, char const *soundname, soundlevel_t soundlevel, float time_in_past );
void OnClientActive( CBasePlayer *player );
void RemoveActorFromScenes( CBaseFlex *pActor, bool bInstancedOnly, bool bNonIdleOnly, const char *pszThisSceneOnly );
void RemoveScenesInvolvingActor( CBaseFlex *pActor );
void PauseActorsScenes( CBaseFlex *pActor, bool bInstancedOnly );
bool IsInInterruptableScenes( CBaseFlex *pActor );
void ResumeActorsScenes( CBaseFlex *pActor, bool bInstancedOnly );
void QueueActorsScenesToResume( CBaseFlex *pActor, bool bInstancedOnly );
bool IsRunningScriptedScene( CBaseFlex *pActor, bool bIgnoreInstancedScenes );
bool IsRunningScriptedSceneAndNotPaused( CBaseFlex *pActor, bool bIgnoreInstancedScenes );
bool IsRunningScriptedSceneWithSpeech( CBaseFlex *pActor, bool bIgnoreInstancedScenes );
bool IsRunningScriptedSceneWithSpeechAndNotPaused( CBaseFlex *pActor, bool bIgnoreInstancedScenes );
private:
struct CRestoreSceneSound
{
CRestoreSceneSound()
{
actor = NULL;
soundname[ 0 ] = NULL;
soundlevel = SNDLVL_NORM;
time_in_past = 0.0f;
}
CHandle< CBaseFlex > actor;
char soundname[ 128 ];
soundlevel_t soundlevel;
float time_in_past;
};
CUtlVector< CHandle< CSceneEntity > > m_ActiveScenes;
CUtlVector< CRestoreSceneSound > m_QueuedSceneSounds;
};
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CSceneManager )
DEFINE_UTLVECTOR( m_ActiveScenes, FIELD_EHANDLE ),
// DEFINE_FIELD( m_QueuedSceneSounds, CUtlVector < CRestoreSceneSound > ), // Don't save/restore this, it's created and used by OnRestore only
END_DATADESC()
#ifdef DISABLE_DEBUG_HISTORY
#define LocalScene_Printf Scene_Printf
#else
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pFormat -
// ... -
// Output : static void
//-----------------------------------------------------------------------------
void LocalScene_Printf( const char *pFormat, ... )
{
va_list marker;
char msg[8192];
va_start(marker, pFormat);
Q_vsnprintf(msg, sizeof(msg), pFormat, marker);
va_end(marker);
Scene_Printf( "%s", msg );
ADD_DEBUG_HISTORY( HISTORY_SCENE_PRINT, UTIL_VarArgs( "(%0.2f) %s", gpGlobals->curtime, msg ) );
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
// Input : *filename -
// **buffer -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CopySceneFileIntoMemory( char const *pFilename, void **pBuffer, int *pSize )
{
size_t bufSize = scenefilecache->GetSceneBufferSize( pFilename );
if ( bufSize > 0 )
{
*pBuffer = new byte[bufSize];
*pSize = bufSize;
return scenefilecache->GetSceneData( pFilename, (byte *)(*pBuffer), bufSize );
}
*pBuffer = 0;
*pSize = 0;
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void FreeSceneFileMemory( void *buffer )
{
delete[] (byte*) buffer;
}
//-----------------------------------------------------------------------------
// Binary compiled VCDs get their strings from a pool
//-----------------------------------------------------------------------------
class CChoreoStringPool : public IChoreoStringPool
{
public:
short FindOrAddString( const char *pString )
{
// huh?, no compilation at run time, only fetches
Assert( 0 );
return -1;
}
bool GetString( short stringId, char *buff, int buffSize )
{
// fetch from compiled pool
const char *pString = scenefilecache->GetSceneString( stringId );
if ( !pString )
{
V_strncpy( buff, "", buffSize );
return false;
}
V_strncpy( buff, pString, buffSize );
return true;
}
};
CChoreoStringPool g_ChoreoStringPool;
//-----------------------------------------------------------------------------
// Purpose: Singleton scene manager. Created by first placed scene or recreated it it's deleted for some unknown reason
// Output : CSceneManager
//-----------------------------------------------------------------------------
CSceneManager *GetSceneManager()
{
// Create it if it doesn't exist
static CHandle< CSceneManager > s_SceneManager;
if ( s_SceneManager == NULL )
{
s_SceneManager = ( CSceneManager * )CreateEntityByName( "scene_manager" );
Assert( s_SceneManager );
if ( s_SceneManager )
{
s_SceneManager->Spawn();
}
}
Assert( s_SceneManager );
return s_SceneManager;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *player -
//-----------------------------------------------------------------------------
void SceneManager_ClientActive( CBasePlayer *player )
{
Assert( GetSceneManager() );
if ( GetSceneManager() )
{
GetSceneManager()->OnClientActive( player );
}
}
//-----------------------------------------------------------------------------
// Purpose: FIXME, need to deal with save/restore
//-----------------------------------------------------------------------------
class CSceneEntity : public CPointEntity, public IChoreoEventCallback
{
friend class CInstancedSceneEntity;
public:
enum
{
SCENE_ACTION_UNKNOWN = 0,
SCENE_ACTION_CANCEL,
SCENE_ACTION_RESUME,
};
enum
{
SCENE_BUSYACTOR_DEFAULT = 0,
SCENE_BUSYACTOR_WAIT,
SCENE_BUSYACTOR_INTERRUPT,
SCENE_BUSYACTOR_INTERRUPT_CANCEL,
};
DECLARE_CLASS( CSceneEntity, CPointEntity );
DECLARE_SERVERCLASS();
CSceneEntity( void );
~CSceneEntity( void );
// From IChoreoEventCallback
virtual void StartEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
virtual void EndEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
virtual void ProcessEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
virtual bool CheckEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
virtual int UpdateTransmitState();
virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo );
void SetRecipientFilter( IRecipientFilter *filter );
virtual void Activate();
virtual void Precache( void );
virtual void Spawn( void );
virtual void UpdateOnRemove( void );
virtual void OnRestore();
virtual void OnLoaded();
DECLARE_DATADESC();
virtual void OnSceneFinished( bool canceled, bool fireoutput );
virtual void DoThink( float frametime );
virtual void PauseThink( void );
bool IsPlayingBack() const { return m_bIsPlayingBack; }
bool IsPaused() const { return m_bPaused; }
bool IsMultiplayer() const { return m_bMultiplayer; }
bool IsInterruptable();
virtual void ClearInterrupt();
virtual void CheckInterruptCompletion();
virtual bool InterruptThisScene( CSceneEntity *otherScene );
void RequestCompletionNotification( CSceneEntity *otherScene );
virtual void NotifyOfCompletion( CSceneEntity *interruptor );
void AddListManager( CSceneListManager *pManager );
void ClearActivatorTargets( void );
void SetBreakOnNonIdle( bool bBreakOnNonIdle ) { m_bBreakOnNonIdle = bBreakOnNonIdle; }
bool ShouldBreakOnNonIdle( void ) { return m_bBreakOnNonIdle; }
// Inputs
void InputStartPlayback( inputdata_t &inputdata );
void InputPausePlayback( inputdata_t &inputdata );
void InputResumePlayback( inputdata_t &inputdata );
void InputCancelPlayback( inputdata_t &inputdata );
void InputCancelAtNextInterrupt( inputdata_t &inputdata );
void InputPitchShiftPlayback( inputdata_t &inputdata );
void InputTriggerEvent( inputdata_t &inputdata );
// If the scene is playing, finds an actor in the scene who can respond to the specified concept token
void InputInterjectResponse( inputdata_t &inputdata );
// If this scene is waiting on an actor, give up and quit trying.
void InputStopWaitingForActor( inputdata_t &inputdata );
virtual void StartPlayback( void );
virtual void PausePlayback( void );
virtual void ResumePlayback( void );
virtual void CancelPlayback( void );
virtual void PitchShiftPlayback( float fPitch );
virtual void QueueResumePlayback( void );
bool ValidScene() const;
// Scene load/unload
static CChoreoScene *LoadScene( const char *filename, IChoreoEventCallback *pCallback );
void UnloadScene( void );
struct SpeakEventSound_t
{
CUtlSymbol m_Symbol;
float m_flStartTime;
};
static bool SpeakEventSoundLessFunc( const SpeakEventSound_t& lhs, const SpeakEventSound_t& rhs );
bool GetSoundNameForPlayer( CChoreoEvent *event, CBasePlayer *player, char *buf, size_t buflen, CBaseEntity *pActor );
void BuildSortedSpeakEventSoundsPrefetchList(
CChoreoScene *scene,
CUtlSymbolTable& table,
CUtlRBTree< SpeakEventSound_t >& soundnames,
float timeOffset );
void PrefetchSpeakEventSounds( CUtlSymbolTable& table, CUtlRBTree< SpeakEventSound_t >& soundnames );
// Event handlers
virtual void DispatchStartExpression( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
virtual void DispatchEndExpression( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
virtual void DispatchStartFlexAnimation( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
virtual void DispatchEndFlexAnimation( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
virtual void DispatchStartGesture( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
virtual void DispatchEndGesture( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
virtual void DispatchStartLookAt( CChoreoScene *scene, CBaseFlex *actor, CBaseEntity *actor2, CChoreoEvent *event );
virtual void DispatchEndLookAt( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
virtual void DispatchStartMoveTo( CChoreoScene *scene, CBaseFlex *actor, CBaseEntity *actor2, CChoreoEvent *event );
virtual void DispatchEndMoveTo( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
virtual void DispatchStartSpeak( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event, soundlevel_t iSoundlevel );
virtual void DispatchEndSpeak( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
virtual void DispatchStartFace( CChoreoScene *scene, CBaseFlex *actor, CBaseEntity *actor2, CChoreoEvent *event );
virtual void DispatchEndFace( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
virtual void DispatchStartSequence( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
virtual void DispatchEndSequence( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
virtual void DispatchStartSubScene( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
virtual void DispatchStartInterrupt( CChoreoScene *scene, CChoreoEvent *event );
virtual void DispatchEndInterrupt( CChoreoScene *scene, CChoreoEvent *event );
virtual void DispatchStartGeneric( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
virtual void DispatchEndGeneric( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
// NPC can play interstitial vcds (such as responding to the player doing something during a scene)
virtual void DispatchStartPermitResponses( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
virtual void DispatchEndPermitResponses( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
// Global events
virtual void DispatchProcessLoop( CChoreoScene *scene, CChoreoEvent *event );
virtual void DispatchPauseScene( CChoreoScene *scene, const char *parameters );
virtual void DispatchStopPoint( CChoreoScene *scene, const char *parameters );
virtual float EstimateLength( void );
void CancelIfSceneInvolvesActor( CBaseEntity *pActor );
bool InvolvesActor( CBaseEntity *pActor ); // NOTE: returns false if scene hasn't loaded yet
void GenerateSoundScene( CBaseFlex *pActor, const char *soundname );
virtual float GetPostSpeakDelay() { return 1.0; }
bool HasUnplayedSpeech( void );
bool HasFlexAnimation( void );
void SetCurrentTime( float t, bool forceClientSync );
void InputScriptPlayerDeath( inputdata_t &inputdata );
// Data
public:
string_t m_iszSceneFile;
string_t m_iszResumeSceneFile;
EHANDLE m_hWaitingForThisResumeScene;
bool m_bWaitingForResumeScene;
string_t m_iszTarget1;
string_t m_iszTarget2;
string_t m_iszTarget3;
string_t m_iszTarget4;
string_t m_iszTarget5;
string_t m_iszTarget6;
string_t m_iszTarget7;
string_t m_iszTarget8;
EHANDLE m_hTarget1;
EHANDLE m_hTarget2;
EHANDLE m_hTarget3;
EHANDLE m_hTarget4;
EHANDLE m_hTarget5;
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" );
}