//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef AI_SENTENCE_H #define AI_SENTENCE_H #include "ai_component.h" #include "ai_basenpc.h" #include "SoundEmitterSystem/isoundemittersystembase.h" //----------------------------------------------------------------------------- // Sentence helper class used by humanoids sometimes. To use: // 1) Include it into the leaf class // 2) Use DEFINE_EMBEDDED to save/load its state // 3) Call Init in the CreateComponents method // 4) Use Speak() when it's time to speak // 5) Add m_Sentences.UpdateSentenceQueue(); to the PrescheduleThink method of an NPC // to get queued sentence support working //----------------------------------------------------------------------------- enum SentenceCriteria_t { SENTENCE_CRITERIA_ALWAYS = 0, SENTENCE_CRITERIA_NORMAL, // Obeys gag rules SENTENCE_CRITERIA_IN_SQUAD, SENTENCE_CRITERIA_SQUAD_LEADER, }; enum SentencePriority_t { SENTENCE_PRIORITY_INVALID = -1, SENTENCE_PRIORITY_NORMAL = 0, SENTENCE_PRIORITY_MEDIUM = 1, SENTENCE_PRIORITY_HIGH = 2, }; //----------------------------------------------------------------------------- // This is the met of the class //----------------------------------------------------------------------------- abstract_class CAI_SentenceBase : public CAI_Component { DECLARE_CLASS_NOBASE( CAI_SentenceBase ); DECLARE_SIMPLE_DATADESC(); public: CAI_SentenceBase(); void SetVoicePitch( int voicePitch ); int GetVoicePitch() const; // Check for queued-up-sentences + speak them void UpdateSentenceQueue(); // Returns the sentence index played, which can be used to determine // the sentence length of time using engine->SentenceLength int Speak( const char *pSentence, SentencePriority_t nSoundPriority = SENTENCE_PRIORITY_NORMAL, SentenceCriteria_t nCriteria = SENTENCE_CRITERIA_IN_SQUAD ); // Returns the sentence index played, which can be used to determine // the sentence length of time using engine->SentenceLength. If the sentence // was queued, then -1 is returned, which is the same result as if the sound wasn't played int SpeakQueued( const char *pSentence, SentencePriority_t nSoundPriority = SENTENCE_PRIORITY_NORMAL, SentenceCriteria_t nCriteria = SENTENCE_CRITERIA_IN_SQUAD ); // Clears the sentence queue void ClearQueue(); protected: virtual float GetVolume() = 0; virtual soundlevel_t GetSoundLevel() = 0; private: // Speech criteria bool MatchesCriteria( SentenceCriteria_t nCriteria ); // Play the actual sentence int PlaySentence( const char *pSentence ); // Debug output void SentenceMsg( const char *pStatus, const char *pSentence ); int m_voicePitch; int m_nQueuedSentenceIndex; float m_flQueueTimeout; int m_nQueueSoundPriority; }; //----------------------------------------------------------------------------- // NOTE: This is a template class so each user has a different set of globals //----------------------------------------------------------------------------- template< class NPC_CLASS > class CAI_Sentence : public CAI_SentenceBase { DECLARE_CLASS_NOFRIEND( CAI_Sentence, CAI_SentenceBase ); public: void Init( NPC_CLASS *pOuter, const char *pGameSound ); protected: virtual float GetVolume() { return m_sentenceVolume; } virtual soundlevel_t GetSoundLevel() { return m_sentenceSoundlevel; } private: static float m_sentenceVolume; static soundlevel_t m_sentenceSoundlevel; static int m_voicePitchMin; static int m_voicePitchMax; }; //----------------------------------------------------------------------------- // Voice pitch //----------------------------------------------------------------------------- inline void CAI_SentenceBase::SetVoicePitch( int voicePitch ) { m_voicePitch = voicePitch; } inline int CAI_SentenceBase::GetVoicePitch() const { return m_voicePitch; } //----------------------------------------------------------------------------- // Set up the class's sentence information //----------------------------------------------------------------------------- template< class NPC_CLASS > void CAI_Sentence< NPC_CLASS >::Init( NPC_CLASS *pOuter, const char *pGameSound ) { SetOuter( pOuter ); if ( m_voicePitchMin <= 0 || m_voicePitchMax <= 0 ) { // init the sentence parameters using a dummy gamesounds entry CSoundParameters params; if ( GetOuter()->GetParametersForSound( pGameSound, params, NULL ) ) { m_sentenceVolume = params.volume; m_sentenceSoundlevel = params.soundlevel; m_voicePitchMin = params.pitchlow; m_voicePitchMax = params.pitchhigh; } } // Select a voice pitch if ( random->RandomInt(0,1) ) { SetVoicePitch( random->RandomInt( m_voicePitchMin, m_voicePitchMax ) ); } else { SetVoicePitch( 100 ); } } //----------------------------------------------------------------------------- // Global instantiation //----------------------------------------------------------------------------- template< class NPC_CLASS > float CAI_Sentence< NPC_CLASS >::m_sentenceVolume = 1.0f; template< class NPC_CLASS > soundlevel_t CAI_Sentence< NPC_CLASS >::m_sentenceSoundlevel = SNDLVL_NORM; template< class NPC_CLASS > int CAI_Sentence< NPC_CLASS >::m_voicePitchMin = 0; template< class NPC_CLASS > int CAI_Sentence< NPC_CLASS >::m_voicePitchMax = 0; #endif // AI_SENTENCE_H