//========= Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $Workfile: $ // $Date: $ // $NoKeywords: $ //=============================================================================// #ifndef TALKNPC_H #define TALKNPC_H #ifdef POSIX #undef time #include #endif #ifndef _XBOX #ifdef POSIX #undef min #undef max #endif #pragma warning(push) #include #pragma warning(pop) #endif #ifdef _WIN32 #pragma once #endif #ifdef POSIX // the include monkey's with the max() define, unbreak it #undef MINMAX_H #include "minmax.h" #endif #include "ai_playerally.h" #include "soundflags.h" #include "ai_task.h" #include "ai_schedule.h" #include "ai_default.h" #include "ai_speech.h" #include "ai_basenpc.h" #include "ai_behavior.h" #include "ai_behavior_follow.h" #include "tier0/memdbgon.h" //========================================================= // Talking NPC base class // Used for scientists and barneys //========================================================= #define TLK_CFRIENDS 4 //============================================================================= // >> CNPCSimpleTalker //============================================================================= #define MONOLOGNAME_LEN 16 // sentence names passed as monolog may be no longer than this. #define AI_SP_START_MONOLOG '~' #define AI_SP_MONOLOG_LINE '@' class CNPCSimpleTalker; class CNPCSimpleTalkerExpresser : public CAI_ComponentWithOuter { public: CNPCSimpleTalkerExpresser( CNPCSimpleTalker *pOuter ) : CAI_ComponentWithOuter( pOuter ) { EndMonolog(); } virtual int SpeakRawSentence( const char *pszSentence, float delay, float volume = VOL_NORM, soundlevel_t soundlevel = SNDLVL_TALKING, CBaseEntity *pListener = NULL ); // -------------------------------- // // Monologue operations // bool HasMonolog( void ) { return m_iMonologIndex != -1; }; void BeginMonolog( char *pszSentenceName, CBaseEntity *pListener ); void EndMonolog( void ); void SpeakMonolog( void ); void SuspendMonolog( float flInterval ); void ResumeMonolog( void ); CBaseEntity *GetMonologueTarget() { return m_hMonologTalkTarget.Get(); } // -------------------------------- // // Monologue data // char m_szMonologSentence[MONOLOGNAME_LEN]; // The name of the sentence group for the monolog I'm speaking. int m_iMonologIndex; // Which sentence from the group I should be speaking. bool m_fMonologSuspended; EHANDLE m_hMonologTalkTarget; // Who I'm trying to deliver my monolog to. DECLARE_SIMPLE_DATADESC(); }; //------------------------------------- class CNPCSimpleTalker : public CAI_PlayerAlly { DECLARE_CLASS( CNPCSimpleTalker, CAI_PlayerAlly ); public: void Precache( void ); virtual bool KeyValue( const char *szKeyName, const char *szValue ); virtual CAI_Expresser *CreateExpresser() { return new CNPCSimpleTalkerExpresser(this); } virtual void StartFollowing( CBaseEntity *pLeader ) { m_FollowBehavior.SetFollowTarget( pLeader ); DeferSchedulingToBehavior( &m_FollowBehavior ); } virtual void StopFollowing( ) { m_FollowBehavior.SetFollowTarget( NULL ); DeferSchedulingToBehavior( NULL ); } CBaseEntity *GetFollowTarget( void ) { return m_FollowBehavior.GetFollowTarget(); } virtual void OnChangeRunningBehavior( CAI_BehaviorBase *pOldBehavior, CAI_BehaviorBase *pNewBehavior ); bool OnBehaviorChangeStatus( CAI_BehaviorBase *pBehavior, bool fCanFinishSchedule ); int PlayScriptedSentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, bool bConcurrent, CBaseEntity *pListener ); virtual void FollowerUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void Event_Killed( const CTakeDamageInfo &info ); int OnTakeDamage_Alive( const CTakeDamageInfo &info ); bool CreateBehaviors() { AddBehavior( &m_FollowBehavior ); return BaseClass::CreateBehaviors(); } void BuildScheduleTestBits( void ); void PrescheduleThink( void ); virtual int SelectSchedule( void ); virtual int SelectNonCombatSpeechSchedule(); void StartTask( const Task_t *pTask ); void RunTask( const Task_t *pTask ); void HandleAnimEvent( animevent_t *pEvent ); Activity NPC_TranslateActivity( Activity newActivity ); virtual void OnStartingFollow( CBaseEntity *pTarget ); virtual void OnStoppingFollow( CBaseEntity *pTarget ); virtual void DeferAllIdleSpeech( float flDelay, CAI_BaseNPC *pIgnore = NULL ); bool ShouldSpeakRandom( int iChance, float flModifier ); // For following virtual void DeclineFollowing( void ) {} void LimitFollowers( CBaseEntity *pPlayer, int maxFollowers ); float GetUseTime() const { return m_useTime; } //========================================================= // TalkNPC schedules //========================================================= enum { SCHED_TALKER_IDLE_RESPONSE = BaseClass::NEXT_SCHEDULE, SCHED_TALKER_IDLE_SPEAK, SCHED_TALKER_IDLE_HELLO, SCHED_TALKER_IDLE_STOP_SHOOTING, SCHED_TALKER_IDLE_WATCH_CLIENT, SCHED_TALKER_IDLE_WATCH_CLIENT_STARE, SCHED_TALKER_IDLE_EYE_CONTACT, SCHED_TALKER_BETRAYED, // !ALWAYS LAST! NEXT_SCHEDULE, }; //========================================================= // TalkNPC tasks //========================================================= enum { TASK_TALKER_RESPOND = BaseClass::NEXT_TASK, // say my response TASK_TALKER_SPEAK, // question or remark TASK_TALKER_HELLO, // Try to say hello to player TASK_TALKER_BETRAYED, // Player killed an ally TASK_TALKER_HEADRESET, // reset head position TASK_TALKER_STOPSHOOTING, // tell player to stop shooting friend TASK_TALKER_STARE, // let the player know I know he's staring at me. TASK_TALKER_LOOK_AT_CLIENT,// faces player if not moving and not talking and in idle. TASK_TALKER_CLIENT_STARE, // same as look at client, but says something if the player stares. TASK_TALKER_EYECONTACT, // maintain eyecontact with person who I'm talking to TASK_TALKER_IDEALYAW, // set ideal yaw to face who I'm talking to TASK_FIND_LOCK_HINTNODE_HEALTH, // Find & lock a nearby healthkit hintnode to heal myself at TASK_TALKER_WAIT_FOR_SEMAPHORE, // !ALWAYS LAST! NEXT_TASK, }; //private: virtual bool IsValidSpeechTarget( int flags, CBaseEntity *pEntity ); CBaseEntity *FindNearestFriend(bool fPlayer); bool IsOkToSpeak( void ); void SayHelloToPlayer( CBaseEntity *pPlayer ); virtual bool CanSayHello( void ); virtual int FIdleHello( void ); // Inputs void InputIdleRespond( inputdata_t &inputdata ); // Conversations / communication void IdleRespond( void ); int FIdleSpeak( void ); void FIdleSpeakWhileMoving( void ); int FIdleStare( void ); bool SpeakQuestionFriend( CBaseEntity *pFriend ); bool SpeakAnswerFriend( CBaseEntity *pFriend ); void TrySmellTalk( void ); virtual void SetAnswerQuestion( CNPCSimpleTalker *pSpeaker ); bool ShouldSuspendMonolog( void ); bool ShouldResumeMonolog( void ); void OnResumeMonolog() { Speak( TLK_RESUME ); } int m_nSpeak; // number of times initiated talking float m_flNextIdleSpeechTime; static char *m_szFriends[TLK_CFRIENDS]; // array of friend names CBaseEntity *EnumFriends( CBaseEntity *pentPrevious, int listNumber, bool bTrace ); virtual int FriendNumber( int arrayNumber ) { return arrayNumber; } void ShutUpFriends( void ); void AlertFriends( CBaseEntity *pKiller ); string_t m_iszUse; // Custom +USE sentence group (follow) string_t m_iszUnUse; // Custom +USE sentence group (stop following) protected: CAI_FollowBehavior m_FollowBehavior; float m_useTime; // Don't allow +USE until this time //--------------------------------- DECLARE_DATADESC(); #ifndef _XBOX DEFINE_CUSTOM_AI; #else public: DEFINE_CUSTOM_AI; private: #endif }; #include "tier0/memdbgoff.h" #endif //TALKNPC_H