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