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304 lines
10 KiB
304 lines
10 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Hooks and classes for the support of humanoid NPCs with |
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// groovy facial animation capabilities, aka, "Actors" |
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// |
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//=============================================================================// |
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#ifndef AI_BASEACTOR_H |
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#define AI_BASEACTOR_H |
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#include "ai_basehumanoid.h" |
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#include "ai_speech.h" |
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#include "AI_Interest_Target.h" |
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#include <limits.h> |
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#if defined( _WIN32 ) |
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#pragma once |
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#endif |
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//----------------------------------------------------------------------------- |
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// CAI_BaseActor |
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// |
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// Purpose: The base class for all head/body/eye expressive NPCS. |
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// |
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//----------------------------------------------------------------------------- |
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enum PoseParameter_t { POSE_END=INT_MAX }; |
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enum FlexWeight_t { FLEX_END=INT_MAX }; |
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struct AILookTargetArgs_t |
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{ |
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EHANDLE hTarget; |
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Vector vTarget; |
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float flDuration; |
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float flInfluence; |
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float flRamp; |
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bool bExcludePlayers; |
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CAI_InterestTarget *pQueue; |
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}; |
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class CAI_BaseActor : public CAI_ExpresserHost<CAI_BaseHumanoid> |
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{ |
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DECLARE_CLASS( CAI_BaseActor, CAI_ExpresserHost<CAI_BaseHumanoid> ); |
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//friend CPoseParameter; |
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//friend CFlexWeight; |
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public: |
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// FIXME: this method is lame, isn't there some sort of template thing that would get rid of the Outer pointer? |
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void Init( PoseParameter_t &index, const char *szName ) { index = (PoseParameter_t)LookupPoseParameter( szName ); }; |
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void Set( PoseParameter_t index, float flValue ) { SetPoseParameter( (int)index, flValue ); } |
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float Get( PoseParameter_t index ) { return GetPoseParameter( (int)index ); } |
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float ClampWithBias( PoseParameter_t index, float value, float base ); |
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// Note, you must add all names to this static function in order for Init to work |
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static bool IsServerSideFlexController( char const *szName ); |
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void Init( FlexWeight_t &index, const char *szName ) |
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{ |
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// Make this fatal!!! |
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if ( !IsServerSideFlexController( szName ) ) |
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{ |
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Error( "You forgot to add flex controller %s to list in CAI_BaseActor::IsServerSideFlexController().", szName ); |
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} |
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index = (FlexWeight_t)FindFlexController( szName ); |
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} |
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void Set( FlexWeight_t index, float flValue ) { SetFlexWeight( (LocalFlexController_t)index, flValue ); } |
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float Get( FlexWeight_t index ) { return GetFlexWeight( (LocalFlexController_t)index ); } |
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public: |
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CAI_BaseActor() |
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: m_fLatchedPositions( 0 ), |
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m_latchedEyeOrigin( vec3_origin ), |
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m_latchedEyeDirection( vec3_origin ), |
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m_latchedHeadDirection( vec3_origin ), |
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m_flBlinktime( 0 ), |
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m_hLookTarget( NULL ), |
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m_iszExpressionScene( NULL_STRING ), |
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m_iszIdleExpression( NULL_STRING ), |
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m_iszAlertExpression( NULL_STRING ), |
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m_iszCombatExpression( NULL_STRING ), |
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m_iszDeathExpression( NULL_STRING ), |
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m_iszExpressionOverride( NULL_STRING ) |
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{ |
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memset( m_flextarget, 0, 64 * sizeof( m_flextarget[0] ) ); |
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} |
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~CAI_BaseActor() |
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{ |
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delete m_pExpresser; |
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} |
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virtual void StudioFrameAdvance(); |
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virtual void Precache(); |
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virtual void SetModel( const char *szModelName ); |
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virtual bool StartSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget ); |
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virtual bool ProcessSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event ); |
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virtual bool ClearSceneEvent( CSceneEventInfo *info, bool fastKill, bool canceled ); |
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virtual bool CheckSceneEventCompletion( CSceneEventInfo *info, float currenttime, CChoreoScene *scene, CChoreoEvent *event ); |
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Vector EyePosition( ); |
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virtual Vector HeadDirection2D( void ); |
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virtual Vector HeadDirection3D( void ); |
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virtual Vector EyeDirection2D( void ); |
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virtual Vector EyeDirection3D( void ); |
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CBaseEntity *GetLooktarget() { return m_hLookTarget.Get(); } |
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virtual void OnNewLookTarget() {}; |
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// CBaseFlex |
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virtual void SetViewtarget( const Vector &viewtarget ); |
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// CAI_BaseNPC |
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virtual float PickLookTarget( bool bExcludePlayers = false, float minTime = 1.5, float maxTime = 2.5 ); |
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virtual float PickLookTarget( CAI_InterestTarget &queue, bool bExcludePlayers = false, float minTime = 1.5, float maxTime = 2.5 ); |
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virtual bool PickTacticalLookTarget( AILookTargetArgs_t *pArgs ); |
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virtual bool PickRandomLookTarget( AILookTargetArgs_t *pArgs ); |
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virtual void MakeRandomLookTarget( AILookTargetArgs_t *pArgs, float minTime, float maxTime ); |
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virtual bool HasActiveLookTargets( void ); |
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virtual void OnSelectedLookTarget( AILookTargetArgs_t *pArgs ) { return; } |
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virtual void ClearLookTarget( CBaseEntity *pTarget ); |
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virtual void ExpireCurrentRandomLookTarget() { m_flNextRandomLookTime = gpGlobals->curtime - 0.1f; } |
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virtual void StartTaskRangeAttack1( const Task_t *pTask ); |
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virtual void AddLookTarget( CBaseEntity *pTarget, float flImportance, float flDuration, float flRamp = 0.0 ); |
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virtual void AddLookTarget( const Vector &vecPosition, float flImportance, float flDuration, float flRamp = 0.0 ); |
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virtual void SetHeadDirection( const Vector &vTargetPos, float flInterval ); |
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void UpdateBodyControl( void ); |
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void UpdateHeadControl( const Vector &vHeadTarget, float flHeadInfluence ); |
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virtual float GetHeadDebounce( void ) { return 0.3; } // how much of previous head turn to use |
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virtual void MaintainLookTargets( float flInterval ); |
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virtual bool ValidEyeTarget(const Vector &lookTargetPos); |
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virtual bool ValidHeadTarget(const Vector &lookTargetPos); |
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virtual float HeadTargetValidity(const Vector &lookTargetPos); |
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virtual bool ShouldBruteForceFailedNav() { return true; } |
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void AccumulateIdealYaw( float flYaw, float flIntensity ); |
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bool SetAccumulatedYawAndUpdate( void ); |
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float m_flAccumYawDelta; |
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float m_flAccumYawScale; |
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//--------------------------------- |
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virtual void OnStateChange( NPC_STATE OldState, NPC_STATE NewState ); |
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//--------------------------------- |
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virtual void PlayExpressionForState( NPC_STATE state ); |
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virtual const char *SelectRandomExpressionForState( NPC_STATE state ); |
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float SetExpression( const char * ); |
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void ClearExpression(); |
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const char * GetExpression(); |
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enum |
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{ |
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SCENE_AI_BLINK = 1, |
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SCENE_AI_HOLSTER, |
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SCENE_AI_UNHOLSTER, |
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SCENE_AI_AIM, |
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SCENE_AI_RANDOMLOOK, |
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SCENE_AI_RANDOMFACEFLEX, |
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SCENE_AI_RANDOMHEADFLEX, |
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SCENE_AI_IGNORECOLLISION, |
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SCENE_AI_DISABLEAI |
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}; |
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DECLARE_DATADESC(); |
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private: |
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enum |
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{ |
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HUMANOID_LATCHED_EYE = 0x0001, |
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HUMANOID_LATCHED_HEAD = 0x0002, |
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HUMANOID_LATCHED_ALL = 0x0003, |
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}; |
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//--------------------------------- |
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void UpdateLatchedValues( void ); |
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// Input handlers. |
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void InputSetExpressionOverride( inputdata_t &inputdata ); |
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//--------------------------------- |
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int m_fLatchedPositions; |
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Vector m_latchedEyeOrigin; |
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Vector m_latchedEyeDirection; // direction eyes are looking |
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Vector m_latchedHeadDirection; // direction head is aiming |
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void ClearHeadAdjustment( void ); |
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Vector m_goalHeadDirection; |
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float m_goalHeadInfluence; |
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//--------------------------------- |
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float m_goalSpineYaw; |
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float m_goalBodyYaw; |
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Vector m_goalHeadCorrection; |
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//--------------------------------- |
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float m_flBlinktime; |
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EHANDLE m_hLookTarget; |
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CAI_InterestTarget m_lookQueue; |
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CAI_InterestTarget m_syntheticLookQueue; |
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CAI_InterestTarget m_randomLookQueue; |
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float m_flNextRandomLookTime; // FIXME: move to scene |
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//--------------------------------- |
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string_t m_iszExpressionScene; |
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EHANDLE m_hExpressionSceneEnt; |
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float m_flNextRandomExpressionTime; |
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string_t m_iszExpressionOverride; |
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protected: |
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string_t m_iszIdleExpression; |
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string_t m_iszAlertExpression; |
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string_t m_iszCombatExpression; |
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string_t m_iszDeathExpression; |
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private: |
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//--------------------------------- |
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//PoseParameter_t m_ParameterBodyTransY; // "body_trans_Y" |
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//PoseParameter_t m_ParameterBodyTransX; // "body_trans_X" |
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//PoseParameter_t m_ParameterBodyLift; // "body_lift" |
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PoseParameter_t m_ParameterBodyYaw; // "body_yaw" |
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//PoseParameter_t m_ParameterBodyPitch; // "body_pitch" |
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//PoseParameter_t m_ParameterBodyRoll; // "body_roll" |
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PoseParameter_t m_ParameterSpineYaw; // "spine_yaw" |
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//PoseParameter_t m_ParameterSpinePitch; // "spine_pitch" |
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//PoseParameter_t m_ParameterSpineRoll; // "spine_roll" |
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PoseParameter_t m_ParameterNeckTrans; // "neck_trans" |
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PoseParameter_t m_ParameterHeadYaw; // "head_yaw" |
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PoseParameter_t m_ParameterHeadPitch; // "head_pitch" |
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PoseParameter_t m_ParameterHeadRoll; // "head_roll" |
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//FlexWeight_t m_FlexweightMoveRightLeft; // "move_rightleft" |
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//FlexWeight_t m_FlexweightMoveForwardBack;// "move_forwardback" |
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//FlexWeight_t m_FlexweightMoveUpDown; // "move_updown" |
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FlexWeight_t m_FlexweightBodyRightLeft; // "body_rightleft" |
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//FlexWeight_t m_FlexweightBodyUpDown; // "body_updown" |
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//FlexWeight_t m_FlexweightBodyTilt; // "body_tilt" |
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FlexWeight_t m_FlexweightChestRightLeft; // "chest_rightleft" |
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//FlexWeight_t m_FlexweightChestUpDown; // "chest_updown" |
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//FlexWeight_t m_FlexweightChestTilt; // "chest_tilt" |
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FlexWeight_t m_FlexweightHeadForwardBack;// "head_forwardback" |
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FlexWeight_t m_FlexweightHeadRightLeft; // "head_rightleft" |
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FlexWeight_t m_FlexweightHeadUpDown; // "head_updown" |
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FlexWeight_t m_FlexweightHeadTilt; // "head_tilt" |
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PoseParameter_t m_ParameterGestureHeight; // "gesture_height" |
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PoseParameter_t m_ParameterGestureWidth; // "gesture_width" |
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FlexWeight_t m_FlexweightGestureUpDown; // "gesture_updown" |
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FlexWeight_t m_FlexweightGestureRightLeft; // "gesture_rightleft" |
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private: |
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//--------------------------------- |
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bool RandomFaceFlex( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event ); |
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bool RandomHeadFlex( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event ); |
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float m_flextarget[64]; |
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public: |
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virtual bool UseSemaphore( void ); |
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protected: |
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bool m_bDontUseSemaphore; |
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public: |
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//--------------------------------- |
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// |
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// Speech support |
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// |
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virtual CAI_Expresser *GetExpresser(); |
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protected: |
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bool CreateComponents(); |
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virtual CAI_Expresser *CreateExpresser(); |
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private: |
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//--------------------------------- |
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CAI_Expresser *m_pExpresser; |
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}; |
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//----------------------------------------------------------------------------- |
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#endif // AI_BASEACTOR_H
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