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1211 lines
30 KiB
1211 lines
30 KiB
//========= 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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#include "cbase.h" |
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#include "networkstringtable_clientdll.h" |
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#include "dt_utlvector_recv.h" |
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#include "choreoevent.h" |
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#include "choreoactor.h" |
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#include "choreochannel.h" |
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#include "filesystem.h" |
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#include "ichoreoeventcallback.h" |
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#include "scenefilecache/ISceneFileCache.h" |
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#include "materialsystem/imaterialsystemhardwareconfig.h" |
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#include "tier2/tier2.h" |
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#include "hud_closecaption.h" |
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#include "tier0/icommandline.h" |
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#include "c_sceneentity.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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//----------------------------------------------------------------------------- |
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// Purpose: Decodes animtime and notes when it changes |
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// Input : *pStruct - ( C_BaseEntity * ) used to flag animtime is changine |
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// *pVarData - |
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// *pIn - |
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// objectID - |
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//----------------------------------------------------------------------------- |
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void RecvProxy_ForcedClientTime( const CRecvProxyData *pData, void *pStruct, void *pOut ) |
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{ |
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C_SceneEntity *pScene = reinterpret_cast< C_SceneEntity * >( pStruct ); |
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*(float *)pOut = pData->m_Value.m_Float; |
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pScene->OnResetClientTime(); |
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} |
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#if defined( CSceneEntity ) |
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#undef CSceneEntity |
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#endif |
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IMPLEMENT_CLIENTCLASS_DT(C_SceneEntity, DT_SceneEntity, CSceneEntity) |
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RecvPropInt(RECVINFO(m_nSceneStringIndex)), |
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RecvPropBool(RECVINFO(m_bIsPlayingBack)), |
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RecvPropBool(RECVINFO(m_bPaused)), |
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RecvPropBool(RECVINFO(m_bMultiplayer)), |
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RecvPropFloat(RECVINFO(m_flForceClientTime), 0, RecvProxy_ForcedClientTime ), |
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RecvPropUtlVector( |
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RECVINFO_UTLVECTOR( m_hActorList ), |
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MAX_ACTORS_IN_SCENE, |
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RecvPropEHandle(NULL, 0, 0)), |
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END_RECV_TABLE() |
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C_SceneEntity::C_SceneEntity( void ) |
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{ |
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m_pScene = NULL; |
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m_bMultiplayer = false; |
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m_hOwner = NULL; |
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m_bClientOnly = false; |
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} |
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C_SceneEntity::~C_SceneEntity( void ) |
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{ |
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UnloadScene(); |
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} |
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void C_SceneEntity::OnResetClientTime() |
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{ |
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// In TF2 we ignore this as the scene is played entirely client-side. |
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#ifndef TF_CLIENT_DLL |
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m_flCurrentTime = m_flForceClientTime; |
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#endif |
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} |
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char const *C_SceneEntity::GetSceneFileName() |
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{ |
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return g_pStringTableClientSideChoreoScenes->GetString( m_nSceneStringIndex ); |
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} |
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ConVar mp_usehwmvcds( "mp_usehwmvcds", "0", NULL, "Enable the use of the hw morph vcd(s). (-1 = never, 1 = always, 0 = based upon GPU)" ); // -1 = never, 0 = if hasfastvertextextures, 1 = always |
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bool UseHWMorphVCDs() |
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{ |
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// if ( mp_usehwmvcds.GetInt() == 0 ) |
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// return g_pMaterialSystemHardwareConfig->HasFastVertexTextures(); |
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// return mp_usehwmvcds.GetInt() > 0; |
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return false; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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bool C_SceneEntity::GetHWMorphSceneFileName( const char *pFilename, char *pHWMFilename ) |
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{ |
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// Are we even using hardware morph? |
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if ( !UseHWMorphVCDs() ) |
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return false; |
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// Multi-player only! |
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if ( !m_bMultiplayer ) |
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return false; |
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// Do we have a valid filename? |
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if ( !( pFilename && pFilename[0] ) ) |
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return false; |
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// Check to see if we already have an player/hwm/* filename. |
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if ( ( V_strstr( pFilename, "/high" ) != NULL ) || ( V_strstr( pFilename, "\\high" ) != NULL ) ) |
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{ |
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V_strcpy( pHWMFilename, pFilename ); |
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return true; |
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} |
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// Find the hardware morph scene name and pass that along as well. |
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char szScene[MAX_PATH]; |
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V_strcpy( szScene, pFilename ); |
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char szSceneHWM[MAX_PATH]; |
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szSceneHWM[0] = '\0'; |
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char *pszToken = strtok( szScene, "/\\" ); |
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while ( pszToken != NULL ) |
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{ |
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if ( !V_stricmp( pszToken, "low" ) ) |
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{ |
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V_strcat( szSceneHWM, "high", sizeof( szSceneHWM ) ); |
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} |
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else |
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{ |
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V_strcat( szSceneHWM, pszToken, sizeof( szSceneHWM ) ); |
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} |
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pszToken = strtok( NULL, "/\\" ); |
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if ( pszToken != NULL ) |
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{ |
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V_strcat( szSceneHWM, "\\", sizeof( szSceneHWM ) ); |
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} |
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} |
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V_strcpy( pHWMFilename, szSceneHWM ); |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void C_SceneEntity::ResetActorFlexesForScene() |
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{ |
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int nActorCount = m_pScene->GetNumActors(); |
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for( int iActor = 0; iActor < nActorCount; ++iActor ) |
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{ |
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CChoreoActor *pChoreoActor = m_pScene->GetActor( iActor ); |
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if ( !pChoreoActor ) |
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continue; |
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C_BaseFlex *pFlexActor = FindNamedActor( pChoreoActor ); |
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if ( !pFlexActor ) |
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continue; |
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CStudioHdr *pStudioHdr = pFlexActor->GetModelPtr(); |
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if ( !pStudioHdr ) |
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continue; |
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if ( pStudioHdr->numflexdesc() == 0 ) |
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continue; |
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// Reset the flex weights to their starting position. |
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LocalFlexController_t iController; |
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for ( iController = LocalFlexController_t(0); iController < pStudioHdr->numflexcontrollers(); ++iController ) |
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{ |
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pFlexActor->SetFlexWeight( iController, 0.0f ); |
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} |
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// Reset the prediction interpolation values. |
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pFlexActor->m_iv_flexWeight.Reset(); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void C_SceneEntity::StopClientOnlyScene() |
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{ |
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if ( m_pScene ) |
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{ |
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m_pScene->ResetSimulation(); |
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if ( m_hOwner.Get() ) |
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{ |
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m_hOwner->RemoveChoreoScene( m_pScene ); |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void C_SceneEntity::SetupClientOnlyScene( const char *pszFilename, C_BaseFlex *pOwner /* = NULL */, bool bMultiplayer /* = false */ ) |
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{ |
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m_bIsPlayingBack = true; |
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m_bMultiplayer = bMultiplayer; |
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m_hOwner = pOwner; |
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m_bClientOnly = true; |
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char szFilename[128]; |
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Assert( V_strlen( pszFilename ) < 128 ); |
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V_strcpy( szFilename, pszFilename ); |
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char szSceneHWM[128]; |
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if ( GetHWMorphSceneFileName( szFilename, szSceneHWM ) ) |
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{ |
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V_strcpy( szFilename, szSceneHWM ); |
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} |
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Assert( szFilename && szFilename[ 0 ] ); |
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if ( szFilename && szFilename[ 0 ] ) |
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{ |
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LoadSceneFromFile( szFilename ); |
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if (!CommandLine()->FindParm("-hushasserts")) |
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{ |
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Assert( m_pScene ); |
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} |
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// Should handle gestures and sequences client side. |
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if ( m_bMultiplayer ) |
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{ |
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if ( m_pScene ) |
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{ |
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int types[6]; |
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types[0] = CChoreoEvent::FLEXANIMATION; |
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types[1] = CChoreoEvent::EXPRESSION; |
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types[2] = CChoreoEvent::GESTURE; |
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types[3] = CChoreoEvent::SEQUENCE; |
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types[4] = CChoreoEvent::SPEAK; |
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types[5] = CChoreoEvent::LOOP; |
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m_pScene->RemoveEventsExceptTypes( types, 6 ); |
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} |
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PrefetchAnimBlocks( m_pScene ); |
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} |
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else |
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{ |
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if ( m_pScene ) |
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{ |
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int types[ 2 ]; |
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types[ 0 ] = CChoreoEvent::FLEXANIMATION; |
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types[ 1 ] = CChoreoEvent::EXPRESSION; |
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m_pScene->RemoveEventsExceptTypes( types, 2 ); |
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} |
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} |
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SetNextClientThink( CLIENT_THINK_ALWAYS ); |
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} |
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if ( m_hOwner.Get() ) |
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{ |
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if (!CommandLine()->FindParm("-hushasserts")) |
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{ |
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Assert( m_pScene ); |
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} |
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if ( m_pScene ) |
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{ |
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ClearSceneEvents( m_pScene, false ); |
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if ( m_bIsPlayingBack ) |
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{ |
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m_pScene->ResetSimulation(); |
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m_hOwner->StartChoreoScene( m_pScene ); |
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} |
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else |
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{ |
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m_pScene->ResetSimulation(); |
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m_hOwner->RemoveChoreoScene( m_pScene ); |
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} |
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// Reset the flex weights when we start a new scene. This is normally done on the player model, but since |
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// we don't have a player here yet - we need to do this! |
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ResetActorFlexesForScene(); |
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} |
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} |
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else |
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{ |
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for( int i = 0; i < m_hActorList.Count() ; ++i ) |
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{ |
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C_BaseFlex *actor = m_hActorList[ i ].Get(); |
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if ( !actor ) |
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continue; |
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Assert( m_pScene ); |
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if ( m_pScene ) |
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{ |
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ClearSceneEvents( m_pScene, false ); |
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if ( m_bIsPlayingBack ) |
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{ |
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m_pScene->ResetSimulation(); |
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actor->StartChoreoScene( m_pScene ); |
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} |
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else |
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{ |
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m_pScene->ResetSimulation(); |
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actor->RemoveChoreoScene( m_pScene ); |
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} |
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} |
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} |
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} |
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} |
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void C_SceneEntity::PostDataUpdate( DataUpdateType_t updateType ) |
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{ |
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BaseClass::PostDataUpdate( updateType ); |
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char const *str = GetSceneFileName(); |
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char szFilename[MAX_PATH]; |
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if ( str ) |
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{ |
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Assert( V_strlen( str ) < MAX_PATH ); |
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V_strcpy( szFilename, str ); |
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} |
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else |
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{ |
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szFilename[0] = '\0'; |
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} |
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char szSceneHWM[MAX_PATH]; |
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if ( GetHWMorphSceneFileName( szFilename, szSceneHWM ) ) |
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{ |
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V_strcpy( szFilename, szSceneHWM ); |
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} |
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if ( updateType == DATA_UPDATE_CREATED ) |
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{ |
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Assert( szFilename && szFilename[ 0 ] ); |
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if ( szFilename && szFilename[ 0 ] ) |
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{ |
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LoadSceneFromFile( szFilename ); |
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// Kill everything except flex events |
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Assert( m_pScene ); |
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// Should handle gestures and sequences clientside. |
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if ( m_bMultiplayer ) |
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{ |
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if ( m_pScene ) |
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{ |
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int types[6]; |
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types[0] = CChoreoEvent::FLEXANIMATION; |
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types[1] = CChoreoEvent::EXPRESSION; |
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types[2] = CChoreoEvent::GESTURE; |
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types[3] = CChoreoEvent::SEQUENCE; |
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types[4] = CChoreoEvent::SPEAK; |
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types[5] = CChoreoEvent::LOOP; |
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m_pScene->RemoveEventsExceptTypes( types, 6 ); |
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} |
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PrefetchAnimBlocks( m_pScene ); |
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} |
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else |
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{ |
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if ( m_pScene ) |
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{ |
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int types[ 2 ]; |
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types[ 0 ] = CChoreoEvent::FLEXANIMATION; |
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types[ 1 ] = CChoreoEvent::EXPRESSION; |
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m_pScene->RemoveEventsExceptTypes( types, 2 ); |
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} |
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} |
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SetNextClientThink( CLIENT_THINK_ALWAYS ); |
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} |
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} |
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// Playback state changed... |
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if ( m_bWasPlaying != m_bIsPlayingBack ) |
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{ |
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for(int i = 0; i < m_hActorList.Count() ; ++i ) |
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{ |
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C_BaseFlex *actor = m_hActorList[ i ].Get(); |
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if ( !actor ) |
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continue; |
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Assert( m_pScene ); |
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if ( m_pScene ) |
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{ |
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ClearSceneEvents( m_pScene, false ); |
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if ( m_bIsPlayingBack ) |
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{ |
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m_pScene->ResetSimulation(); |
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actor->StartChoreoScene( m_pScene ); |
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} |
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else |
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{ |
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m_pScene->ResetSimulation(); |
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actor->RemoveChoreoScene( m_pScene ); |
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} |
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} |
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} |
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} |
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} |
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void C_SceneEntity::PreDataUpdate( DataUpdateType_t updateType ) |
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{ |
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BaseClass::PreDataUpdate( updateType ); |
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m_bWasPlaying = m_bIsPlayingBack; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Called every frame that an event is active (Start/EndEvent as also |
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// called) |
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// Input : *event - |
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// Output : Returns true on success, false on failure. |
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//----------------------------------------------------------------------------- |
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void C_SceneEntity::ProcessEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event ) |
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{ |
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// For now we only need to process events if we go back in time. |
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if ( currenttime < event->m_flPrevTime ) |
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{ |
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//if ( !V_strstr( scene->GetFilename(), "idleloop" ) ) |
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//{ |
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// Msg( "ProcessEvent( %6.4f, %32s %6.4f ) %6.4f\n", currenttime, event->GetName(), event->m_flPrevTime, m_flCurrentTime ); |
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//} |
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C_BaseFlex *pActor = NULL; |
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CChoreoActor *actor = event->GetActor(); |
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if ( actor ) |
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{ |
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pActor = FindNamedActor( actor ); |
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if ( NULL == pActor ) |
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{ |
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// TODO: QueueProcessEvent |
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// This can occur if we haven't been networked an actor yet... we need to queue it so that we can |
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// fire off the process event as soon as we have the actor resident on the client. |
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return; |
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} |
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} |
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|
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switch ( event->GetType() ) |
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{ |
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case CChoreoEvent::GESTURE: |
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{ |
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// Verify data. |
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Assert( m_bMultiplayer ); |
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Assert( scene != NULL ); |
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Assert( event != NULL ); |
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if ( pActor ) |
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{ |
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DispatchProcessGesture( scene, pActor, event ); |
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} |
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} |
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break; |
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case CChoreoEvent::SEQUENCE: |
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{ |
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// Verify data. |
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Assert( m_bMultiplayer ); |
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Assert( scene != NULL ); |
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Assert( event != NULL ); |
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if ( pActor ) |
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{ |
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DispatchProcessSequence( scene, pActor, event ); |
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} |
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} |
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break; |
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} |
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} |
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event->m_flPrevTime = currenttime; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Called for events that are part of a pause condition |
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// Input : *event - |
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// Output : Returns true on event completed, false on non-completion. |
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//----------------------------------------------------------------------------- |
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bool C_SceneEntity::CheckEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event ) |
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{ |
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return true; |
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} |
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C_BaseFlex *C_SceneEntity::FindNamedActor( CChoreoActor *pChoreoActor ) |
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{ |
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if ( !m_pScene ) |
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return NULL; |
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|
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if ( m_hOwner.Get() != NULL ) |
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{ |
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return m_hOwner.Get(); |
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} |
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int idx = m_pScene->FindActorIndex( pChoreoActor ); |
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if ( idx < 0 || idx >= m_hActorList.Count() ) |
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return NULL; |
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return m_hActorList[ idx ].Get(); |
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} |
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|
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//----------------------------------------------------------------------------- |
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// Purpose: All events are leading edge triggered |
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// Input : currenttime - |
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// *event - |
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//----------------------------------------------------------------------------- |
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void C_SceneEntity::StartEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event ) |
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{ |
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Assert( event ); |
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|
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if ( !Q_stricmp( event->GetName(), "NULL" ) ) |
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{ |
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Scene_Printf( "%s : %8.2f: ignored %s\n", GetSceneFileName(), currenttime, event->GetDescription() ); |
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return; |
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} |
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|
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C_BaseFlex *pActor = NULL; |
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CChoreoActor *actor = event->GetActor(); |
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if ( actor ) |
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{ |
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pActor = FindNamedActor( actor ); |
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if ( NULL == pActor ) |
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{ |
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// This can occur if we haven't been networked an actor yet... we need to queue it so that we can |
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// fire off the start event as soon as we have the actor resident on the client. |
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QueueStartEvent( currenttime, scene, event ); |
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return; |
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} |
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} |
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|
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Scene_Printf( "%s : %8.2f: start %s\n", GetSceneFileName(), currenttime, event->GetDescription() ); |
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|
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switch ( event->GetType() ) |
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{ |
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case CChoreoEvent::FLEXANIMATION: |
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{ |
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if ( pActor ) |
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{ |
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DispatchStartFlexAnimation( scene, pActor, event ); |
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} |
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} |
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break; |
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case CChoreoEvent::EXPRESSION: |
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{ |
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if ( pActor ) |
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{ |
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DispatchStartExpression( scene, pActor, event ); |
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} |
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} |
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break; |
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case CChoreoEvent::GESTURE: |
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{ |
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// Verify data. |
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Assert( m_bMultiplayer ); |
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Assert( scene != NULL ); |
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Assert( event != NULL ); |
|
|
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if ( pActor ) |
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{ |
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DispatchStartGesture( scene, pActor, event ); |
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} |
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} |
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break; |
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case CChoreoEvent::SEQUENCE: |
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{ |
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// Verify data. |
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Assert( m_bMultiplayer ); |
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Assert( scene != NULL ); |
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Assert( event != NULL ); |
|
|
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if ( pActor ) |
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{ |
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DispatchStartSequence( scene, pActor, event ); |
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} |
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} |
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break; |
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case CChoreoEvent::LOOP: |
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{ |
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// Verify data. |
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Assert( m_bMultiplayer ); |
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Assert( scene != NULL ); |
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Assert( event != NULL ); |
|
|
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DispatchProcessLoop( scene, event ); |
|
} |
|
case CChoreoEvent::SPEAK: |
|
{ |
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if ( IsClientOnly() && pActor ) |
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{ |
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// FIXME: dB hack. soundlevel needs to be moved into inside of wav? |
|
soundlevel_t iSoundlevel = SNDLVL_TALKING; |
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if ( event->GetParameters2() ) |
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{ |
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iSoundlevel = (soundlevel_t)atoi( event->GetParameters2() ); |
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if ( iSoundlevel == SNDLVL_NONE ) |
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{ |
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iSoundlevel = SNDLVL_TALKING; |
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} |
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} |
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|
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DispatchStartSpeak( scene, pActor, event, iSoundlevel ); |
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} |
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} |
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break; |
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default: |
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break; |
|
} |
|
|
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event->m_flPrevTime = currenttime; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *scene - |
|
// *event - |
|
//----------------------------------------------------------------------------- |
|
void C_SceneEntity::DispatchProcessLoop( CChoreoScene *scene, CChoreoEvent *event ) |
|
{ |
|
Assert( event->GetType() == CChoreoEvent::LOOP ); |
|
|
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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: Playback sound file that contains phonemes |
|
// Input : *actor - |
|
// *parameters - |
|
//----------------------------------------------------------------------------- |
|
void C_SceneEntity::DispatchStartSpeak( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event, soundlevel_t iSoundlevel ) |
|
{ |
|
// Emit sound |
|
if ( IsClientOnly() && actor ) |
|
{ |
|
CSingleUserRecipientFilter filter( C_BasePlayer::GetLocalPlayer() ); |
|
|
|
float time_in_past = m_flCurrentTime - event->GetStartTime() ; |
|
float soundtime = gpGlobals->curtime - time_in_past; |
|
|
|
EmitSound_t es; |
|
es.m_nChannel = CHAN_VOICE; |
|
es.m_flVolume = 1; |
|
es.m_SoundLevel = iSoundlevel; |
|
es.m_flSoundTime = soundtime; |
|
|
|
// No CC since we do it manually |
|
// FIXME: This will change |
|
es.m_bEmitCloseCaption = false; |
|
es.m_pSoundName = event->GetParameters(); |
|
|
|
EmitSound( filter, actor->entindex(), es ); |
|
actor->AddSceneEvent( scene, event, NULL, IsClientOnly() ); |
|
|
|
// 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 ) |
|
{ |
|
CRC32_t tokenCRC; |
|
CRC32_Init( &tokenCRC ); |
|
|
|
char lowercase[ 256 ]; |
|
Q_strncpy( lowercase, tok, sizeof( lowercase ) ); |
|
Q_strlower( lowercase ); |
|
|
|
CRC32_ProcessBuffer( &tokenCRC, lowercase, Q_strlen( lowercase ) ); |
|
CRC32_Final( &tokenCRC ); |
|
|
|
float endtime = event->GetLastSlaveEndTime(); |
|
float durationShort = event->GetDuration(); |
|
float durationLong = endtime - event->GetStartTime(); |
|
float duration = MAX( durationShort, durationLong ); |
|
|
|
CHudCloseCaption *hudCloseCaption = GET_HUDELEMENT( CHudCloseCaption ); |
|
if ( hudCloseCaption ) |
|
{ |
|
hudCloseCaption->ProcessCaption( lowercase, duration ); |
|
} |
|
} |
|
|
|
} |
|
} |
|
} |
|
|
|
void C_SceneEntity::DispatchEndSpeak( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event ) |
|
{ |
|
if ( IsClientOnly() ) |
|
{ |
|
actor->RemoveSceneEvent( scene, event, false ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : currenttime - |
|
// *event - |
|
//----------------------------------------------------------------------------- |
|
void C_SceneEntity::EndEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event ) |
|
{ |
|
Assert( event ); |
|
|
|
if ( !Q_stricmp( event->GetName(), "NULL" ) ) |
|
{ |
|
return; |
|
} |
|
|
|
C_BaseFlex *pActor = NULL; |
|
CChoreoActor *actor = event->GetActor(); |
|
if ( actor ) |
|
{ |
|
pActor = FindNamedActor( actor ); |
|
} |
|
|
|
Scene_Printf( "%s : %8.2f: finish %s\n", GetSceneFileName(), currenttime, event->GetDescription() ); |
|
|
|
switch ( event->GetType() ) |
|
{ |
|
case CChoreoEvent::FLEXANIMATION: |
|
{ |
|
if ( pActor ) |
|
{ |
|
DispatchEndFlexAnimation( scene, pActor, event ); |
|
} |
|
} |
|
break; |
|
case CChoreoEvent::EXPRESSION: |
|
{ |
|
if ( pActor ) |
|
{ |
|
DispatchEndExpression( scene, pActor, event ); |
|
} |
|
} |
|
break; |
|
case CChoreoEvent::GESTURE: |
|
{ |
|
if ( pActor ) |
|
{ |
|
DispatchEndGesture( scene, pActor, event ); |
|
} |
|
} |
|
break; |
|
case CChoreoEvent::SEQUENCE: |
|
{ |
|
if ( pActor ) |
|
{ |
|
DispatchEndSequence( scene, pActor, event ); |
|
} |
|
} |
|
break; |
|
case CChoreoEvent::SPEAK: |
|
{ |
|
if ( IsClientOnly() && pActor ) |
|
{ |
|
DispatchEndSpeak( scene, pActor, event ); |
|
} |
|
} |
|
break; |
|
default: |
|
break; |
|
} |
|
} |
|
|
|
bool CChoreoStringPool::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; |
|
|
|
CChoreoScene *C_SceneEntity::LoadScene( const char *filename ) |
|
{ |
|
char loadfile[ 512 ]; |
|
Q_strncpy( loadfile, filename, sizeof( loadfile ) ); |
|
Q_SetExtension( loadfile, ".vcd", sizeof( loadfile ) ); |
|
Q_FixSlashes( loadfile ); |
|
|
|
char *pBuffer = NULL; |
|
size_t bufsize = scenefilecache->GetSceneBufferSize( loadfile ); |
|
if ( bufsize <= 0 ) |
|
return NULL; |
|
|
|
pBuffer = new char[ bufsize ]; |
|
if ( !scenefilecache->GetSceneData( filename, (byte *)pBuffer, bufsize ) ) |
|
{ |
|
delete[] pBuffer; |
|
return NULL; |
|
} |
|
|
|
CChoreoScene *pScene; |
|
if ( IsBufferBinaryVCD( pBuffer, bufsize ) ) |
|
{ |
|
pScene = new CChoreoScene( this ); |
|
CUtlBuffer buf( pBuffer, bufsize, CUtlBuffer::READ_ONLY ); |
|
if ( !pScene->RestoreFromBinaryBuffer( buf, loadfile, &g_ChoreoStringPool ) ) |
|
{ |
|
Warning( "Unable to restore binary scene '%s'\n", loadfile ); |
|
delete pScene; |
|
pScene = NULL; |
|
} |
|
else |
|
{ |
|
pScene->SetPrintFunc( Scene_Printf ); |
|
pScene->SetEventCallbackInterface( this ); |
|
} |
|
} |
|
else |
|
{ |
|
g_TokenProcessor.SetBuffer( pBuffer ); |
|
pScene = ChoreoLoadScene( loadfile, this, &g_TokenProcessor, Scene_Printf ); |
|
} |
|
|
|
delete[] pBuffer; |
|
return pScene; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *filename - |
|
//----------------------------------------------------------------------------- |
|
void C_SceneEntity::LoadSceneFromFile( const char *filename ) |
|
{ |
|
UnloadScene(); |
|
m_pScene = LoadScene( filename ); |
|
} |
|
|
|
void C_SceneEntity::ClearSceneEvents( CChoreoScene *scene, bool canceled ) |
|
{ |
|
if ( !m_pScene ) |
|
return; |
|
|
|
Scene_Printf( "%s : %8.2f: clearing events\n", GetSceneFileName(), m_flCurrentTime ); |
|
|
|
int i; |
|
for ( i = 0 ; i < m_pScene->GetNumActors(); i++ ) |
|
{ |
|
C_BaseFlex *pActor = FindNamedActor( m_pScene->GetActor( i ) ); |
|
if ( !pActor ) |
|
continue; |
|
|
|
// Clear any existing expressions |
|
pActor->ClearSceneEvents( scene, canceled ); |
|
} |
|
|
|
WipeQueuedEvents(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void C_SceneEntity::UnloadScene( void ) |
|
{ |
|
WipeQueuedEvents(); |
|
|
|
if ( m_pScene ) |
|
{ |
|
ClearSceneEvents( m_pScene, false ); |
|
for ( int i = 0 ; i < m_pScene->GetNumActors(); i++ ) |
|
{ |
|
C_BaseFlex *pTestActor = FindNamedActor( m_pScene->GetActor( i ) ); |
|
|
|
if ( !pTestActor ) |
|
continue; |
|
|
|
pTestActor->RemoveChoreoScene( m_pScene ); |
|
} |
|
} |
|
delete m_pScene; |
|
m_pScene = NULL; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *actor - |
|
// *event - |
|
//----------------------------------------------------------------------------- |
|
void C_SceneEntity::DispatchStartFlexAnimation( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event ) |
|
{ |
|
actor->AddSceneEvent( scene, event, NULL, IsClientOnly() ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *actor - |
|
// *event - |
|
//----------------------------------------------------------------------------- |
|
void C_SceneEntity::DispatchEndFlexAnimation( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event ) |
|
{ |
|
actor->RemoveSceneEvent( scene, event, false ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *actor - |
|
// *event - |
|
//----------------------------------------------------------------------------- |
|
void C_SceneEntity::DispatchStartExpression( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event ) |
|
{ |
|
actor->AddSceneEvent( scene, event, NULL, IsClientOnly() ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *actor - |
|
// *event - |
|
//----------------------------------------------------------------------------- |
|
void C_SceneEntity::DispatchEndExpression( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event ) |
|
{ |
|
actor->RemoveSceneEvent( scene, event, false ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *actor - |
|
// *parameters - |
|
//----------------------------------------------------------------------------- |
|
void C_SceneEntity::DispatchStartGesture( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event ) |
|
{ |
|
// Ingore null gestures |
|
if ( !Q_stricmp( event->GetName(), "NULL" ) ) |
|
return; |
|
|
|
actor->AddSceneEvent( scene, event, NULL, IsClientOnly() ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *actor - |
|
// *parameters - |
|
//----------------------------------------------------------------------------- |
|
void C_SceneEntity::DispatchProcessGesture( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event ) |
|
{ |
|
// Ingore null gestures |
|
if ( !Q_stricmp( event->GetName(), "NULL" ) ) |
|
return; |
|
|
|
actor->RemoveSceneEvent( scene, event, false ); |
|
actor->AddSceneEvent( scene, event, NULL, IsClientOnly() ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *actor - |
|
// *parameters - |
|
//----------------------------------------------------------------------------- |
|
void C_SceneEntity::DispatchEndGesture( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event ) |
|
{ |
|
// Ingore null gestures |
|
if ( !Q_stricmp( event->GetName(), "NULL" ) ) |
|
return; |
|
|
|
actor->RemoveSceneEvent( scene, event, false ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *actor - |
|
//----------------------------------------------------------------------------- |
|
void C_SceneEntity::DispatchStartSequence( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event ) |
|
{ |
|
actor->AddSceneEvent( scene, event, NULL, IsClientOnly() ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *actor - |
|
//----------------------------------------------------------------------------- |
|
void C_SceneEntity::DispatchProcessSequence( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event ) |
|
{ |
|
actor->RemoveSceneEvent( scene, event, false ); |
|
actor->AddSceneEvent( scene, event, NULL, IsClientOnly() ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *actor - |
|
//----------------------------------------------------------------------------- |
|
void C_SceneEntity::DispatchEndSequence( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event ) |
|
{ |
|
actor->RemoveSceneEvent( scene, event, false ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void C_SceneEntity::DoThink( float frametime ) |
|
{ |
|
if ( !m_pScene ) |
|
return; |
|
|
|
if ( !m_bIsPlayingBack ) |
|
{ |
|
WipeQueuedEvents(); |
|
return; |
|
} |
|
|
|
CheckQueuedEvents(); |
|
|
|
if ( m_bPaused ) |
|
{ |
|
return; |
|
} |
|
|
|
// Msg( "CL: %d, %f for %s\n", gpGlobals->tickcount, m_flCurrentTime, m_pScene->GetFilename() ); |
|
|
|
// Tell scene to go |
|
m_pScene->Think( m_flCurrentTime ); |
|
// Drive simulation time for scene |
|
m_flCurrentTime += gpGlobals->frametime; |
|
} |
|
|
|
void C_SceneEntity::ClientThink() |
|
{ |
|
DoThink( gpGlobals->frametime ); |
|
} |
|
|
|
void C_SceneEntity::CheckQueuedEvents() |
|
{ |
|
// Check for duplicates |
|
CUtlVector< QueuedEvents_t > events; |
|
events = m_QueuedEvents; |
|
m_QueuedEvents.RemoveAll(); |
|
|
|
int c = events.Count(); |
|
for ( int i = 0; i < c; ++i ) |
|
{ |
|
const QueuedEvents_t& check = events[ i ]; |
|
|
|
// Retry starting this event |
|
StartEvent( check.starttime, check.scene, check.event ); |
|
} |
|
} |
|
|
|
void C_SceneEntity::WipeQueuedEvents() |
|
{ |
|
m_QueuedEvents.Purge(); |
|
} |
|
|
|
void C_SceneEntity::QueueStartEvent( float starttime, CChoreoScene *scene, CChoreoEvent *event ) |
|
{ |
|
// Check for duplicates |
|
int c = m_QueuedEvents.Count(); |
|
for ( int i = 0; i < c; ++i ) |
|
{ |
|
const QueuedEvents_t& check = m_QueuedEvents[ i ]; |
|
if ( check.scene == scene && |
|
check.event == event ) |
|
return; |
|
} |
|
|
|
QueuedEvents_t qe; |
|
qe.scene = scene; |
|
qe.event = event; |
|
qe.starttime = starttime; |
|
m_QueuedEvents.AddToTail( qe ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Resets time such that the client version of the .vcd is also updated, if appropriate |
|
// Input : t - |
|
// forceClientSync - unused for now, we may want to reenable this at some point |
|
//----------------------------------------------------------------------------- |
|
void C_SceneEntity::SetCurrentTime( float t, bool forceClientSync ) |
|
{ |
|
m_flCurrentTime = t; |
|
m_flForceClientTime = t; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void C_SceneEntity::PrefetchAnimBlocks( CChoreoScene *pScene ) |
|
{ |
|
if (!CommandLine()->FindParm("-hushasserts")) |
|
{ |
|
Assert( pScene && m_bMultiplayer ); |
|
} |
|
if ( !pScene || !m_bMultiplayer ) |
|
return; |
|
|
|
// Build a fast lookup, too |
|
CUtlMap<CChoreoActor*,CBaseFlex*> actorMap( 0, 0, DefLessFunc( CChoreoActor* ) ); |
|
|
|
int nSpew = 0; |
|
int nResident = 0; |
|
int nChecked = 0; |
|
|
|
// Iterate events and precache necessary resources |
|
for ( int i = 0; i < pScene->GetNumEvents(); i++ ) |
|
{ |
|
CChoreoEvent *pEvent = pScene->GetEvent( i ); |
|
if ( !pEvent ) |
|
continue; |
|
|
|
// load any necessary data |
|
switch ( pEvent->GetType() ) |
|
{ |
|
default: |
|
break; |
|
case CChoreoEvent::SEQUENCE: |
|
case CChoreoEvent::GESTURE: |
|
{ |
|
CChoreoActor *pActor = pEvent->GetActor(); |
|
if ( pActor ) |
|
{ |
|
CBaseFlex *pFlex = NULL; |
|
int idx = actorMap.Find( pActor ); |
|
if ( idx == actorMap.InvalidIndex() ) |
|
{ |
|
pFlex = FindNamedActor( pActor ); |
|
idx = actorMap.Insert( pActor, pFlex ); |
|
} |
|
else |
|
{ |
|
pFlex = actorMap[ idx ]; |
|
} |
|
|
|
if ( pFlex ) |
|
{ |
|
int iSequence = pFlex->LookupSequence( pEvent->GetParameters() ); |
|
if ( iSequence >= 0 ) |
|
{ |
|
CStudioHdr *pStudioHdr = pFlex->GetModelPtr(); |
|
if ( pStudioHdr ) |
|
{ |
|
// Now look up the animblock |
|
mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( iSequence ); |
|
for ( int i = 0 ; i < seqdesc.groupsize[ 0 ] ; ++i ) |
|
{ |
|
for ( int j = 0; j < seqdesc.groupsize[ 1 ]; ++j ) |
|
{ |
|
int iAnimation = seqdesc.anim( i, j ); |
|
int iBaseAnimation = pStudioHdr->iRelativeAnim( iSequence, iAnimation ); |
|
mstudioanimdesc_t &animdesc = pStudioHdr->pAnimdesc( iBaseAnimation ); |
|
|
|
++nChecked; |
|
|
|
if ( nSpew != 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 ) |
|
{ |
|
++nResident; |
|
if ( nSpew > 1 ) |
|
{ |
|
Msg( "%s:%s[%i:%i] was resident\n", pStudioHdr->pszName(), animdesc.pszName(), i, j ); |
|
} |
|
} |
|
else |
|
{ |
|
if ( nSpew != 0 ) |
|
{ |
|
Msg( "%s:%s[%i:%i] async load\n", pStudioHdr->pszName(), animdesc.pszName(), i, j ); |
|
} |
|
} |
|
} |
|
} |
|
} |
|
} |
|
} |
|
} |
|
break; |
|
} |
|
} |
|
} |
|
|
|
if ( !nSpew || nChecked <= 0 ) |
|
return; |
|
|
|
Msg( "%d of %d animations resident\n", nResident, nChecked ); |
|
} |