1
This commit is contained in:
459
game/server/genericactor.cpp
Normal file
459
game/server/genericactor.cpp
Normal file
@ -0,0 +1,459 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//
|
||||
//=============================================================================//
|
||||
//=========================================================
|
||||
// Generic NPC - purely for scripted sequence work.
|
||||
//=========================================================
|
||||
#include "cbase.h"
|
||||
#include "shareddefs.h"
|
||||
#include "npcevent.h"
|
||||
#include "ai_basenpc.h"
|
||||
#include "ai_hull.h"
|
||||
#include "ai_baseactor.h"
|
||||
#include "tier1/strtools.h"
|
||||
#include "vstdlib/random.h"
|
||||
#include "engine/IEngineSound.h"
|
||||
|
||||
// memdbgon must be the last include file in a .cpp file!!!
|
||||
#include "tier0/memdbgon.h"
|
||||
|
||||
ConVar flex_looktime( "flex_looktime", "5" );
|
||||
|
||||
//---------------------------------------------------------
|
||||
// Sounds
|
||||
//---------------------------------------------------------
|
||||
|
||||
|
||||
//=========================================================
|
||||
// NPC's Anim Events Go Here
|
||||
//=========================================================
|
||||
|
||||
class CGenericActor : public CAI_BaseActor
|
||||
{
|
||||
public:
|
||||
DECLARE_CLASS( CGenericActor, CAI_BaseActor );
|
||||
|
||||
void Spawn( void );
|
||||
void Precache( void );
|
||||
float MaxYawSpeed( void );
|
||||
Class_T Classify ( void );
|
||||
void HandleAnimEvent( animevent_t *pEvent );
|
||||
int GetSoundInterests ( void );
|
||||
|
||||
|
||||
void TempGunEffect( void );
|
||||
|
||||
string_t m_strHullName;
|
||||
|
||||
DECLARE_DATADESC();
|
||||
};
|
||||
LINK_ENTITY_TO_CLASS( generic_actor, CGenericActor );
|
||||
|
||||
BEGIN_DATADESC( CGenericActor )
|
||||
|
||||
DEFINE_KEYFIELD(m_strHullName, FIELD_STRING, "hull_name" ),
|
||||
|
||||
END_DATADESC()
|
||||
|
||||
|
||||
//=========================================================
|
||||
// Classify - indicates this NPC's place in the
|
||||
// relationship table.
|
||||
//=========================================================
|
||||
Class_T CGenericActor::Classify ( void )
|
||||
{
|
||||
return CLASS_NONE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// MaxYawSpeed - allows each sequence to have a different
|
||||
// turn rate associated with it.
|
||||
//=========================================================
|
||||
float CGenericActor::MaxYawSpeed ( void )
|
||||
{
|
||||
return 90;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// HandleAnimEvent - catches the NPC-specific messages
|
||||
// that occur when tagged animation frames are played.
|
||||
//=========================================================
|
||||
void CGenericActor::HandleAnimEvent( animevent_t *pEvent )
|
||||
{
|
||||
BaseClass::HandleAnimEvent( pEvent );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// GetSoundInterests - generic NPC can't hear.
|
||||
//=========================================================
|
||||
int CGenericActor::GetSoundInterests ( void )
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// Spawn
|
||||
//=========================================================
|
||||
void CGenericActor::Spawn()
|
||||
{
|
||||
Precache();
|
||||
|
||||
SetModel( STRING( GetModelName() ) );
|
||||
|
||||
/*
|
||||
if ( FStrEq( STRING( GetModelName() ), "models/player.mdl" ) )
|
||||
UTIL_SetSize(this, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
|
||||
else
|
||||
UTIL_SetSize(this, VEC_HULL_MIN, VEC_HULL_MAX);
|
||||
*/
|
||||
|
||||
if ( FStrEq( STRING( GetModelName() ), "models/player.mdl" ) ||
|
||||
FStrEq( STRING( GetModelName() ), "models/holo.mdl" ) ||
|
||||
FStrEq( STRING( GetModelName() ), "models/blackout.mdl" ) )
|
||||
{
|
||||
UTIL_SetSize(this, VEC_HULL_MIN, VEC_HULL_MAX);
|
||||
}
|
||||
else
|
||||
{
|
||||
UTIL_SetSize(this, NAI_Hull::Mins(HULL_HUMAN), NAI_Hull::Maxs(HULL_HUMAN));
|
||||
}
|
||||
|
||||
if ( !FStrEq( STRING( GetModelName() ), "models/blackout.mdl" ) )
|
||||
{
|
||||
SetSolid( SOLID_BBOX );
|
||||
AddSolidFlags( FSOLID_NOT_STANDABLE );
|
||||
}
|
||||
else
|
||||
{
|
||||
SetSolid( SOLID_NONE );
|
||||
}
|
||||
|
||||
SetMoveType( MOVETYPE_STEP );
|
||||
SetBloodColor( BLOOD_COLOR_RED );
|
||||
m_iHealth = 8;
|
||||
m_flFieldOfView = 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
|
||||
m_NPCState = NPC_STATE_NONE;
|
||||
|
||||
CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS );
|
||||
|
||||
// remove head turn if no eyes or forward attachment
|
||||
if (LookupAttachment( "eyes" ) > 0 && LookupAttachment( "forward" ) > 0)
|
||||
{
|
||||
CapabilitiesAdd( bits_CAP_TURN_HEAD | bits_CAP_ANIMATEDFACE );
|
||||
}
|
||||
|
||||
if (m_strHullName != NULL_STRING)
|
||||
{
|
||||
SetHullType( NAI_Hull::LookupId( STRING( m_strHullName ) ) );
|
||||
}
|
||||
else
|
||||
{
|
||||
SetHullType( HULL_HUMAN );
|
||||
}
|
||||
SetHullSizeNormal( );
|
||||
|
||||
NPCInit();
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// Precache - precaches all resources this NPC needs
|
||||
//=========================================================
|
||||
void CGenericActor::Precache()
|
||||
{
|
||||
PrecacheModel( STRING( GetModelName() ) );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// AI Schedules Specific to this NPC
|
||||
//=========================================================
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
|
||||
// FIXME: delete this code
|
||||
|
||||
class CFlextalkActor : public CGenericActor
|
||||
{
|
||||
private:
|
||||
DECLARE_CLASS( CFlextalkActor, CGenericActor );
|
||||
public:
|
||||
DECLARE_DATADESC();
|
||||
|
||||
CFlextalkActor() { m_iszSentence = NULL_STRING; m_sentence = 0; }
|
||||
//void GenericCyclerSpawn(char *szModel, Vector vecMin, Vector vecMax);
|
||||
//virtual int ObjectCaps( void ) { return (BaseClass::ObjectCaps() | FCAP_IMPULSE_USE); }
|
||||
//int OnTakeDamage( CBaseEntity *pInflictor, CBaseEntity *pAttacker, float flDamage, int bitsDamageType );
|
||||
//void Spawn( void );
|
||||
//void Precache( void );
|
||||
//void Think( void );
|
||||
|
||||
virtual void ProcessSceneEvents( void );
|
||||
|
||||
// Don't treat as a live target
|
||||
//virtual bool IsAlive( void ) { return FALSE; }
|
||||
|
||||
float m_flextime;
|
||||
LocalFlexController_t m_flexnum;
|
||||
float m_flextarget[64];
|
||||
float m_blinktime;
|
||||
float m_looktime;
|
||||
Vector m_lookTarget;
|
||||
float m_speaktime;
|
||||
int m_istalking;
|
||||
int m_phoneme;
|
||||
|
||||
string_t m_iszSentence;
|
||||
int m_sentence;
|
||||
|
||||
void SetFlexTarget( LocalFlexController_t flexnum, float value );
|
||||
LocalFlexController_t LookupFlex( const char *szTarget );
|
||||
};
|
||||
|
||||
BEGIN_DATADESC( CFlextalkActor )
|
||||
|
||||
DEFINE_FIELD( m_flextime, FIELD_TIME ),
|
||||
DEFINE_FIELD( m_flexnum, FIELD_INTEGER ),
|
||||
DEFINE_ARRAY( m_flextarget, FIELD_FLOAT, 64 ),
|
||||
DEFINE_FIELD( m_blinktime, FIELD_TIME ),
|
||||
DEFINE_FIELD( m_looktime, FIELD_TIME ),
|
||||
DEFINE_FIELD( m_lookTarget, FIELD_POSITION_VECTOR ),
|
||||
DEFINE_FIELD( m_speaktime, FIELD_TIME ),
|
||||
DEFINE_FIELD( m_istalking, FIELD_INTEGER ),
|
||||
DEFINE_FIELD( m_phoneme, FIELD_INTEGER ),
|
||||
DEFINE_KEYFIELD( m_iszSentence, FIELD_STRING, "Sentence" ),
|
||||
DEFINE_FIELD( m_sentence, FIELD_INTEGER ),
|
||||
|
||||
END_DATADESC()
|
||||
|
||||
|
||||
|
||||
LINK_ENTITY_TO_CLASS( cycler_actor, CFlextalkActor );
|
||||
|
||||
extern ConVar flex_expression;
|
||||
extern ConVar flex_talk;
|
||||
|
||||
// Cycler member functions
|
||||
|
||||
|
||||
extern const char *predef_flexcontroller_names[];
|
||||
extern float predef_flexcontroller_values[7][30];
|
||||
|
||||
void CFlextalkActor::SetFlexTarget( LocalFlexController_t flexnum, float value )
|
||||
{
|
||||
m_flextarget[flexnum] = value;
|
||||
|
||||
const char *pszType = GetFlexControllerType( flexnum );
|
||||
|
||||
for (LocalFlexController_t i = LocalFlexController_t(0); i < GetNumFlexControllers(); i++)
|
||||
{
|
||||
if (i != flexnum)
|
||||
{
|
||||
const char *pszOtherType = GetFlexControllerType( i );
|
||||
if (stricmp( pszType, pszOtherType ) == 0)
|
||||
{
|
||||
m_flextarget[i] = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float value2 = value;
|
||||
if (1 || random->RandomFloat( 0.0, 1.0 ) < 0.2)
|
||||
{
|
||||
value2 = random->RandomFloat( value - 0.2, value + 0.2 );
|
||||
value2 = clamp( value2, 0.0f, 1.0f );
|
||||
}
|
||||
|
||||
|
||||
// HACK, for now, consider then linked is named "right_" or "left_"
|
||||
if (strncmp( "right_", GetFlexControllerName( flexnum ), 6 ) == 0)
|
||||
{
|
||||
m_flextarget[flexnum+1] = value2;
|
||||
}
|
||||
else if (strncmp( "left_", GetFlexControllerName( flexnum ), 5 ) == 0)
|
||||
{
|
||||
m_flextarget[flexnum-1] = value2;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
LocalFlexController_t CFlextalkActor::LookupFlex( const char *szTarget )
|
||||
{
|
||||
for (LocalFlexController_t i = LocalFlexController_t(0); i < GetNumFlexControllers(); i++)
|
||||
{
|
||||
const char *pszFlex = GetFlexControllerName( i );
|
||||
if (stricmp( szTarget, pszFlex ) == 0)
|
||||
{
|
||||
return i;
|
||||
}
|
||||
}
|
||||
return LocalFlexController_t(-1);
|
||||
}
|
||||
|
||||
|
||||
void CFlextalkActor::ProcessSceneEvents( void )
|
||||
{
|
||||
if ( HasSceneEvents() )
|
||||
{
|
||||
BaseClass::ProcessSceneEvents( );
|
||||
return;
|
||||
}
|
||||
|
||||
// only do this if they have more than eyelid movement
|
||||
if (GetNumFlexControllers() > 2)
|
||||
{
|
||||
const char *pszExpression = flex_expression.GetString();
|
||||
|
||||
if (pszExpression && pszExpression[0] == '+' && pszExpression[1] != '\0')
|
||||
{
|
||||
int i;
|
||||
int j = atoi( &pszExpression[1] );
|
||||
for (i = 0; i < GetNumFlexControllers(); i++)
|
||||
{
|
||||
m_flextarget[m_flexnum] = 0;
|
||||
}
|
||||
|
||||
for (i = 0; i < 35 && predef_flexcontroller_names[i]; i++)
|
||||
{
|
||||
m_flexnum = LookupFlex( predef_flexcontroller_names[i] );
|
||||
m_flextarget[m_flexnum] = predef_flexcontroller_values[j][i];
|
||||
// Msg( "%s %.3f\n", predef_flexcontroller_names[i], predef_flexcontroller_values[j][i] );
|
||||
}
|
||||
}
|
||||
else if (pszExpression && pszExpression[0] != '\0' && strcmp(pszExpression, "+") != 0)
|
||||
{
|
||||
char szExpression[128];
|
||||
char szTemp[32];
|
||||
|
||||
Q_strncpy( szExpression, pszExpression ,sizeof(szExpression));
|
||||
char *pszExpression = szExpression;
|
||||
|
||||
while (*pszExpression != '\0')
|
||||
{
|
||||
if (*pszExpression == '+')
|
||||
*pszExpression = ' ';
|
||||
|
||||
pszExpression++;
|
||||
}
|
||||
|
||||
pszExpression = szExpression;
|
||||
|
||||
while (*pszExpression)
|
||||
{
|
||||
if (*pszExpression != ' ')
|
||||
{
|
||||
if (*pszExpression == '-')
|
||||
{
|
||||
for (LocalFlexController_t i = LocalFlexController_t(0); i < GetNumFlexControllers(); i++)
|
||||
{
|
||||
m_flextarget[i] = 0;
|
||||
}
|
||||
}
|
||||
else if (*pszExpression == '?')
|
||||
{
|
||||
for (LocalFlexController_t i = LocalFlexController_t(0); i < GetNumFlexControllers(); i++)
|
||||
{
|
||||
Msg( "\"%s\" ", GetFlexControllerName( i ) );
|
||||
}
|
||||
Msg( "\n" );
|
||||
flex_expression.SetValue( "" );
|
||||
}
|
||||
else
|
||||
{
|
||||
if (sscanf( pszExpression, "%31s", szTemp ) == 1)
|
||||
{
|
||||
m_flexnum = LookupFlex( szTemp );
|
||||
|
||||
if (m_flexnum != LocalFlexController_t(-1) && m_flextarget[m_flexnum] != 1)
|
||||
{
|
||||
m_flextarget[m_flexnum] = 1.0;
|
||||
// SetFlexTarget( m_flexnum );
|
||||
}
|
||||
pszExpression += strlen( szTemp ) - 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
pszExpression++;
|
||||
}
|
||||
}
|
||||
else if (m_flextime < gpGlobals->curtime)
|
||||
{
|
||||
m_flextime = gpGlobals->curtime + random->RandomFloat( 0.3, 0.5 ) * (30.0 / GetNumFlexControllers());
|
||||
m_flexnum = (LocalFlexController_t)random->RandomInt( 0, GetNumFlexControllers() - 1 );
|
||||
|
||||
if (m_flextarget[m_flexnum] == 1)
|
||||
{
|
||||
m_flextarget[m_flexnum] = 0;
|
||||
}
|
||||
else if (stricmp( GetFlexControllerType( m_flexnum ), "phoneme" ) != 0)
|
||||
{
|
||||
if (strstr( GetFlexControllerName( m_flexnum ), "upper_raiser" ) == NULL)
|
||||
{
|
||||
Msg( "%s:%s\n", GetFlexControllerType( m_flexnum ), GetFlexControllerName( m_flexnum ) );
|
||||
SetFlexTarget( m_flexnum, random->RandomFloat( 0.5, 1.0 ) );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// slide it up.
|
||||
for (LocalFlexController_t i = LocalFlexController_t(0); i < GetNumFlexControllers(); i++)
|
||||
{
|
||||
float weight = GetFlexWeight( i );
|
||||
|
||||
if (weight != m_flextarget[i])
|
||||
{
|
||||
weight = weight + (m_flextarget[i] - weight) / random->RandomFloat( 2.0, 4.0 );
|
||||
}
|
||||
weight = clamp( weight, 0.0f, 1.0f );
|
||||
SetFlexWeight( i, weight );
|
||||
}
|
||||
|
||||
if (flex_talk.GetInt() == -1)
|
||||
{
|
||||
m_istalking = 1;
|
||||
|
||||
char pszSentence[256];
|
||||
Q_snprintf( pszSentence,sizeof(pszSentence), "%s%d", STRING(m_iszSentence), m_sentence++ );
|
||||
int sentenceIndex = engine->SentenceIndexFromName( pszSentence );
|
||||
if (sentenceIndex >= 0)
|
||||
{
|
||||
Msg( "%d : %s\n", sentenceIndex, pszSentence );
|
||||
CPASAttenuationFilter filter( this );
|
||||
CBaseEntity::EmitSentenceByIndex( filter, entindex(), CHAN_VOICE, sentenceIndex, 1, SNDLVL_TALKING, 0, PITCH_NORM );
|
||||
}
|
||||
else
|
||||
{
|
||||
m_sentence = 0;
|
||||
}
|
||||
|
||||
flex_talk.SetValue( "0" );
|
||||
}
|
||||
else if (flex_talk.GetInt() == -2)
|
||||
{
|
||||
m_flNextEyeLookTime = gpGlobals->curtime + 1000.0;
|
||||
}
|
||||
else if (flex_talk.GetInt() == -3)
|
||||
{
|
||||
m_flNextEyeLookTime = gpGlobals->curtime;
|
||||
flex_talk.SetValue( "0" );
|
||||
}
|
||||
else if (flex_talk.GetInt() == -4)
|
||||
{
|
||||
AddLookTarget( UTIL_PlayerByIndex( 1 ), 0.5, flex_looktime.GetFloat() );
|
||||
flex_talk.SetValue( "0" );
|
||||
}
|
||||
else if (flex_talk.GetInt() == -5)
|
||||
{
|
||||
PickLookTarget( true );
|
||||
flex_talk.SetValue( "0" );
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user