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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef AI_SPEECH_H
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#define AI_SPEECH_H
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#include "utlmap.h"
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#include "soundflags.h"
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#include "AI_ResponseSystem.h"
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#include "utldict.h"
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#if defined( _WIN32 )
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#pragma once
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#endif
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class KeyValues;
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class AI_CriteriaSet;
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//-----------------------------------------------------------------------------
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// Purpose: Used to share a global resource or prevent a system stepping on
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// own toes.
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//-----------------------------------------------------------------------------
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class CAI_TimedSemaphore
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{
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public:
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CAI_TimedSemaphore()
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: m_ReleaseTime( 0 )
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{
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m_hCurrentTalker = NULL;
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}
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void Acquire( float time, CBaseEntity *pTalker ) { m_ReleaseTime = gpGlobals->curtime + time; m_hCurrentTalker = pTalker; }
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void Release() { m_ReleaseTime = 0; m_hCurrentTalker = NULL; }
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// Current owner of the semaphore is always allowed to talk
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bool IsAvailable( CBaseEntity *pTalker ) const { return ((gpGlobals->curtime > m_ReleaseTime) || (m_hCurrentTalker == pTalker)); }
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float GetReleaseTime() const { return m_ReleaseTime; }
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CBaseEntity *GetOwner() { return m_hCurrentTalker; }
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private:
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float m_ReleaseTime;
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EHANDLE m_hCurrentTalker;
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};
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//-----------------------------------------------------------------------------
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extern CAI_TimedSemaphore g_AIFriendliesTalkSemaphore;
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extern CAI_TimedSemaphore g_AIFoesTalkSemaphore;
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#define GetSpeechSemaphore( pNpc ) (((pNpc)->IsPlayerAlly()) ? &g_AIFriendliesTalkSemaphore : &g_AIFoesTalkSemaphore )
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//-----------------------------------------------------------------------------
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// Basic speech system types
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//-----------------------------------------------------------------------------
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//-------------------------------------
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// Constants
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const float AIS_DEF_MIN_DELAY = 2.8; // Minimum amount of time an NPCs will wait after someone has spoken before considering speaking again
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const float AIS_DEF_MAX_DELAY = 3.2; // Maximum amount of time an NPCs will wait after someone has spoken before considering speaking again
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const float AIS_NO_DELAY = 0;
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const soundlevel_t AIS_DEF_SNDLVL = SNDLVL_TALKING;
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#define AI_NULL_CONCEPT NULL
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#define AI_NULL_SENTENCE NULL
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// Sentence prefix constants
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#define AI_SP_SPECIFIC_SENTENCE '!'
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#define AI_SP_WAVFILE '^'
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#define AI_SP_SCENE_GROUP '='
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#define AI_SP_SPECIFIC_SCENE '?'
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#define AI_SPECIFIC_SENTENCE(str_constant) "!" str_constant
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#define AI_WAVFILE(str_constant) "^" str_constant
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// @Note (toml 09-12-02): as scene groups are not currently implemented, the string is a semi-colon delimited list
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#define AI_SCENE_GROUP(str_constant) "=" str_constant
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#define AI_SPECIFIC_SCENE(str_constant) "?" str_constant
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// Designer overriding modifiers
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#define AI_SPECIFIC_SCENE_MODIFIER "scene:"
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//-------------------------------------
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//-------------------------------------
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// An id that represents the core meaning of a spoken phrase,
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// eventually to be mapped to a sentence group or scene
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typedef const char *AIConcept_t;
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inline bool CompareConcepts( AIConcept_t c1, AIConcept_t c2 )
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{
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return ( (void *)c1 == (void *)c2 || ( c1 && c2 && Q_stricmp( c1, c2 ) == 0 ) );
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}
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//-------------------------------------
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// Specifies and stores the base timing and attentuation values for concepts
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//
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class AI_Response;
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//-----------------------------------------------------------------------------
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// CAI_Expresser
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//
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// Purpose: Provides the functionality of going from abstract concept ("hello")
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// to specific sentence/scene/wave
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//
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//-------------------------------------
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// Sink supports behavior control and receives notifications of internal events
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class CAI_ExpresserSink
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{
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public:
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virtual void OnSpokeConcept( AIConcept_t concept, AI_Response *response ) {};
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virtual void OnStartSpeaking() {}
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virtual bool UseSemaphore() { return true; }
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};
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struct ConceptHistory_t
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{
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DECLARE_SIMPLE_DATADESC();
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ConceptHistory_t(float timeSpoken = -1 )
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: timeSpoken( timeSpoken ), response( NULL )
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{
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}
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ConceptHistory_t( const ConceptHistory_t& src );
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ConceptHistory_t& operator = ( const ConceptHistory_t& src );
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~ConceptHistory_t();
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float timeSpoken;
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AI_Response *response;
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};
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//-------------------------------------
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class CAI_Expresser : public IResponseFilter
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{
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public:
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CAI_Expresser( CBaseFlex *pOuter = NULL );
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~CAI_Expresser();
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// --------------------------------
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bool Connect( CAI_ExpresserSink *pSink ) { m_pSink = pSink; return true; }
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bool Disconnect( CAI_ExpresserSink *pSink ) { m_pSink = NULL; return true;}
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void TestAllResponses();
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// --------------------------------
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bool Speak( AIConcept_t concept, const char *modifiers = NULL, char *pszOutResponseChosen = NULL, size_t bufsize = 0, IRecipientFilter *filter = NULL );
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// These two methods allow looking up a response and dispatching it to be two different steps
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AI_Response *SpeakFindResponse( AIConcept_t concept, const char *modifiers = NULL );
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bool SpeakDispatchResponse( AIConcept_t concept, AI_Response *response, IRecipientFilter *filter = NULL );
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float GetResponseDuration( AI_Response *response );
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virtual int SpeakRawSentence( const char *pszSentence, float delay, float volume = VOL_NORM, soundlevel_t soundlevel = SNDLVL_TALKING, CBaseEntity *pListener = NULL );
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bool SemaphoreIsAvailable( CBaseEntity *pTalker );
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float GetSemaphoreAvailableTime( CBaseEntity *pTalker );
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// --------------------------------
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virtual bool IsSpeaking();
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bool CanSpeak();
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bool CanSpeakAfterMyself();
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float GetTimeSpeechComplete() const { return m_flStopTalkTime; }
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void BlockSpeechUntil( float time );
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// --------------------------------
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bool CanSpeakConcept( AIConcept_t concept );
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bool SpokeConcept( AIConcept_t concept );
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float GetTimeSpokeConcept( AIConcept_t concept ); // returns -1 if never
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void SetSpokeConcept( AIConcept_t concept, AI_Response *response, bool bCallback = true );
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void ClearSpokeConcept( AIConcept_t concept );
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// --------------------------------
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void SetVoicePitch( int voicePitch ) { m_voicePitch = voicePitch; }
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int GetVoicePitch() const;
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void NoteSpeaking( float duration, float delay = 0 );
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// Force the NPC to release the semaphore & clear next speech time
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void ForceNotSpeaking( void );
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protected:
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CAI_TimedSemaphore *GetMySpeechSemaphore( CBaseEntity *pNpc );
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bool SpeakRawScene( const char *pszScene, float delay, AI_Response *response, IRecipientFilter *filter = NULL );
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// This will create a fake .vcd/CChoreoScene to wrap the sound to be played
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bool SpeakAutoGeneratedScene( char const *soundname, float delay );
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void DumpHistories();
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void SpeechMsg( CBaseEntity *pFlex, PRINTF_FORMAT_STRING const char *pszFormat, ... );
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// --------------------------------
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CAI_ExpresserSink *GetSink() { return m_pSink; }
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private:
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// --------------------------------
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virtual bool IsValidResponse( ResponseType_t type, const char *pszValue );
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// --------------------------------
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CAI_ExpresserSink *m_pSink;
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// --------------------------------
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//
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// Speech concept data structures
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//
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CUtlDict< ConceptHistory_t, int > m_ConceptHistories;
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// --------------------------------
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//
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// Speaking states
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//
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float m_flStopTalkTime; // when in the future that I'll be done saying this sentence.
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float m_flStopTalkTimeWithoutDelay; // same as the above, but minus the delay before other people can speak
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float m_flBlockedTalkTime;
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int m_voicePitch; // pitch of voice for this head
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float m_flLastTimeAcceptedSpeak; // because speech may not be blocked until NoteSpeaking called by scene ent, this handles in-think blocking
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DECLARE_SIMPLE_DATADESC();
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// --------------------------------
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//
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public:
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virtual void SetOuter( CBaseFlex *pOuter ) { m_pOuter = pOuter; }
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CBaseFlex * GetOuter() { return m_pOuter; }
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const CBaseFlex * GetOuter() const { return m_pOuter; }
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private:
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CHandle<CBaseFlex> m_pOuter;
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};
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class CMultiplayer_Expresser : public CAI_Expresser
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{
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public:
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CMultiplayer_Expresser( CBaseFlex *pOuter = NULL );
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//~CMultiplayer_Expresser();
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virtual bool IsSpeaking();
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void AllowMultipleScenes();
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void DisallowMultipleScenes();
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private:
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bool m_bAllowMultipleScenes;
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};
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//-----------------------------------------------------------------------------
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//
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// An NPC base class to assist a branch of the inheritance graph
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// in utilizing CAI_Expresser
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//
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template <class BASE_NPC>
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class CAI_ExpresserHost : public BASE_NPC, protected CAI_ExpresserSink
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{
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DECLARE_CLASS_NOFRIEND( CAI_ExpresserHost, BASE_NPC );
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public:
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virtual void NoteSpeaking( float duration, float delay );
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virtual bool Speak( AIConcept_t concept, const char *modifiers = NULL, char *pszOutResponseChosen = NULL, size_t bufsize = 0, IRecipientFilter *filter = NULL );
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// These two methods allow looking up a response and dispatching it to be two different steps
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AI_Response * SpeakFindResponse( AIConcept_t concept, const char *modifiers = NULL );
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bool SpeakDispatchResponse( AIConcept_t concept, AI_Response *response );
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virtual void PostSpeakDispatchResponse( AIConcept_t concept, AI_Response *response ) { return; }
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float GetResponseDuration( AI_Response *response );
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float GetTimeSpeechComplete() const { return this->GetExpresser()->GetTimeSpeechComplete(); }
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bool IsSpeaking() { return this->GetExpresser()->IsSpeaking(); }
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bool CanSpeak() { return this->GetExpresser()->CanSpeak(); }
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bool CanSpeakAfterMyself() { return this->GetExpresser()->CanSpeakAfterMyself(); }
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void SetSpokeConcept( AIConcept_t concept, AI_Response *response, bool bCallback = true ) { this->GetExpresser()->SetSpokeConcept( concept, response, bCallback ); }
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float GetTimeSpokeConcept( AIConcept_t concept ) { return this->GetExpresser()->GetTimeSpokeConcept( concept ); }
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bool SpokeConcept( AIConcept_t concept ) { return this->GetExpresser()->SpokeConcept( concept ); }
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protected:
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int PlaySentence( const char *pszSentence, float delay, float volume = VOL_NORM, soundlevel_t soundlevel = SNDLVL_TALKING, CBaseEntity *pListener = NULL );
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virtual void ModifyOrAppendCriteria( AI_CriteriaSet& set );
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virtual IResponseSystem *GetResponseSystem();
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// Override of base entity response input handler
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virtual void DispatchResponse( const char *conceptName );
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};
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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template <class BASE_NPC>
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inline void CAI_ExpresserHost<BASE_NPC>::NoteSpeaking( float duration, float delay )
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{
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this->GetExpresser()->NoteSpeaking( duration, delay );
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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template <class BASE_NPC>
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inline bool CAI_ExpresserHost<BASE_NPC>::Speak( AIConcept_t concept, const char *modifiers /*= NULL*/, char *pszOutResponseChosen /*=NULL*/, size_t bufsize /* = 0 */, IRecipientFilter *filter /* = NULL */ )
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{
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AssertOnce( this->GetExpresser()->GetOuter() == this );
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return this->GetExpresser()->Speak( concept, modifiers, pszOutResponseChosen, bufsize, filter );
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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template <class BASE_NPC>
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inline int CAI_ExpresserHost<BASE_NPC>::PlaySentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, CBaseEntity *pListener )
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{
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return this->GetExpresser()->SpeakRawSentence( pszSentence, delay, volume, soundlevel, pListener );
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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extern void CAI_ExpresserHost_NPC_DoModifyOrAppendCriteria( CAI_BaseNPC *pSpeaker, AI_CriteriaSet& criteriaSet );
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template <class BASE_NPC>
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inline void CAI_ExpresserHost<BASE_NPC>::ModifyOrAppendCriteria( AI_CriteriaSet& criteriaSet )
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{
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BaseClass::ModifyOrAppendCriteria( criteriaSet );
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if ( this->MyNPCPointer() )
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{
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CAI_ExpresserHost_NPC_DoModifyOrAppendCriteria( this->MyNPCPointer(), criteriaSet );
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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template <class BASE_NPC>
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inline IResponseSystem *CAI_ExpresserHost<BASE_NPC>::GetResponseSystem()
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{
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extern IResponseSystem *g_pResponseSystem;
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// Expressive NPC's use the general response system
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return g_pResponseSystem;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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template <class BASE_NPC>
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inline AI_Response *CAI_ExpresserHost<BASE_NPC>::SpeakFindResponse( AIConcept_t concept, const char *modifiers /*= NULL*/ )
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{
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return this->GetExpresser()->SpeakFindResponse( concept, modifiers );
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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template <class BASE_NPC>
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inline bool CAI_ExpresserHost<BASE_NPC>::SpeakDispatchResponse( AIConcept_t concept, AI_Response *response )
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{
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if ( this->GetExpresser()->SpeakDispatchResponse( concept, response ) )
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{
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PostSpeakDispatchResponse( concept, response );
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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template <class BASE_NPC>
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inline float CAI_ExpresserHost<BASE_NPC>::GetResponseDuration( AI_Response *response )
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{
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return this->GetExpresser()->GetResponseDuration( response );
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}
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//-----------------------------------------------------------------------------
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// Override of base entity response input handler
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//-----------------------------------------------------------------------------
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template <class BASE_NPC>
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inline void CAI_ExpresserHost<BASE_NPC>::DispatchResponse( const char *conceptName )
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{
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Speak( (AIConcept_t)conceptName );
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}
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//-----------------------------------------------------------------------------
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#endif // AI_SPEECH_H
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