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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/npc_talker.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Workfile: $
+// $Date: $
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef TALKNPC_H
+#define TALKNPC_H
+
+#ifdef POSIX
+#undef time
+#include <time.h>
+#endif
+
+#ifndef _XBOX
+#undef min
+#undef max
+#pragma warning(push)
+#include <set>
+#pragma warning(pop)
+#endif
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+// the include <set> monkey's with the MAX() define, unbreak it
+#undef MINMAX_H
+#include "minmax.h"
+
+#include "ai_playerally.h"
+
+#include "soundflags.h"
+
+#include "ai_task.h"
+#include "ai_schedule.h"
+#include "ai_default.h"
+#include "ai_speech.h"
+#include "ai_basenpc.h"
+#include "ai_behavior.h"
+#include "ai_behavior_follow.h"
+
+#include "tier0/memdbgon.h"
+
+//=========================================================
+// Talking NPC base class
+// Used for scientists and barneys
+//=========================================================
+
+#define TLK_CFRIENDS 4
+
+//=============================================================================
+// >> CNPCSimpleTalker
+//=============================================================================
+
+#define MONOLOGNAME_LEN 16 // sentence names passed as monolog may be no longer than this.
+#define AI_SP_START_MONOLOG '~'
+#define AI_SP_MONOLOG_LINE '@'
+
+class CNPCSimpleTalker;
+
+class CNPCSimpleTalkerExpresser : public CAI_ComponentWithOuter<CNPCSimpleTalker, CAI_Expresser>
+{
+public:
+ CNPCSimpleTalkerExpresser( CNPCSimpleTalker *pOuter )
+ : CAI_ComponentWithOuter<CNPCSimpleTalker, CAI_Expresser>( pOuter )
+ {
+ EndMonolog();
+ }
+
+ virtual int SpeakRawSentence( const char *pszSentence, float delay, float volume = VOL_NORM, soundlevel_t soundlevel = SNDLVL_TALKING, CBaseEntity *pListener = NULL );
+
+ // --------------------------------
+ //
+ // Monologue operations
+ //
+
+ bool HasMonolog( void ) { return m_iMonologIndex != -1; };
+ void BeginMonolog( char *pszSentenceName, CBaseEntity *pListener );
+ void EndMonolog( void );
+ void SpeakMonolog( void );
+
+ void SuspendMonolog( float flInterval );
+ void ResumeMonolog( void );
+
+ CBaseEntity *GetMonologueTarget() { return m_hMonologTalkTarget.Get(); }
+
+ // --------------------------------
+ //
+ // Monologue data
+ //
+ char m_szMonologSentence[MONOLOGNAME_LEN]; // The name of the sentence group for the monolog I'm speaking.
+ int m_iMonologIndex; // Which sentence from the group I should be speaking.
+ bool m_fMonologSuspended;
+ EHANDLE m_hMonologTalkTarget; // Who I'm trying to deliver my monolog to.
+
+ DECLARE_SIMPLE_DATADESC();
+};
+
+//-------------------------------------
+
+class CNPCSimpleTalker : public CAI_PlayerAlly
+{
+ DECLARE_CLASS( CNPCSimpleTalker, CAI_PlayerAlly );
+public:
+ void Precache( void );
+ virtual bool KeyValue( const char *szKeyName, const char *szValue );
+
+ virtual CAI_Expresser *CreateExpresser() { return new CNPCSimpleTalkerExpresser(this); }
+
+ virtual void StartFollowing( CBaseEntity *pLeader ) { m_FollowBehavior.SetFollowTarget( pLeader ); DeferSchedulingToBehavior( &m_FollowBehavior ); }
+ virtual void StopFollowing( ) { m_FollowBehavior.SetFollowTarget( NULL ); DeferSchedulingToBehavior( NULL ); }
+ CBaseEntity *GetFollowTarget( void ) { return m_FollowBehavior.GetFollowTarget(); }
+
+ virtual void OnChangeRunningBehavior( CAI_BehaviorBase *pOldBehavior, CAI_BehaviorBase *pNewBehavior );
+ bool OnBehaviorChangeStatus( CAI_BehaviorBase *pBehavior, bool fCanFinishSchedule );
+
+ int PlayScriptedSentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, bool bConcurrent, CBaseEntity *pListener );
+ virtual void FollowerUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
+ void Event_Killed( const CTakeDamageInfo &info );
+ int OnTakeDamage_Alive( const CTakeDamageInfo &info );
+
+ bool CreateBehaviors()
+ {
+ AddBehavior( &m_FollowBehavior );
+ return BaseClass::CreateBehaviors();
+ }
+
+ void BuildScheduleTestBits( void );
+ void PrescheduleThink( void );
+ virtual int SelectSchedule( void );
+ virtual int SelectNonCombatSpeechSchedule();
+ void StartTask( const Task_t *pTask );
+ void RunTask( const Task_t *pTask );
+ void HandleAnimEvent( animevent_t *pEvent );
+ Activity NPC_TranslateActivity( Activity newActivity );
+
+ virtual void OnStartingFollow( CBaseEntity *pTarget );
+ virtual void OnStoppingFollow( CBaseEntity *pTarget );
+
+ virtual void DeferAllIdleSpeech( float flDelay, CAI_BaseNPC *pIgnore = NULL );
+ bool ShouldSpeakRandom( int iChance, float flModifier );
+
+ // For following
+ virtual void DeclineFollowing( void ) {}
+ void LimitFollowers( CBaseEntity *pPlayer, int maxFollowers );
+
+ float GetUseTime() const { return m_useTime; }
+
+ //=========================================================
+ // TalkNPC schedules
+ //=========================================================
+ enum
+ {
+ SCHED_TALKER_IDLE_RESPONSE = BaseClass::NEXT_SCHEDULE,
+ SCHED_TALKER_IDLE_SPEAK,
+ SCHED_TALKER_IDLE_HELLO,
+ SCHED_TALKER_IDLE_STOP_SHOOTING,
+ SCHED_TALKER_IDLE_WATCH_CLIENT,
+ SCHED_TALKER_IDLE_WATCH_CLIENT_STARE,
+ SCHED_TALKER_IDLE_EYE_CONTACT,
+ SCHED_TALKER_BETRAYED,
+
+ // !ALWAYS LAST!
+ NEXT_SCHEDULE,
+ };
+
+ //=========================================================
+ // TalkNPC tasks
+ //=========================================================
+ enum
+ {
+ TASK_TALKER_RESPOND = BaseClass::NEXT_TASK, // say my response
+ TASK_TALKER_SPEAK, // question or remark
+ TASK_TALKER_HELLO, // Try to say hello to player
+ TASK_TALKER_BETRAYED, // Player killed an ally
+ TASK_TALKER_HEADRESET, // reset head position
+ TASK_TALKER_STOPSHOOTING, // tell player to stop shooting friend
+ TASK_TALKER_STARE, // let the player know I know he's staring at me.
+ TASK_TALKER_LOOK_AT_CLIENT,// faces player if not moving and not talking and in idle.
+ TASK_TALKER_CLIENT_STARE, // same as look at client, but says something if the player stares.
+ TASK_TALKER_EYECONTACT, // maintain eyecontact with person who I'm talking to
+ TASK_TALKER_IDEALYAW, // set ideal yaw to face who I'm talking to
+ TASK_FIND_LOCK_HINTNODE_HEALTH, // Find & lock a nearby healthkit hintnode to heal myself at
+ TASK_TALKER_WAIT_FOR_SEMAPHORE,
+
+ // !ALWAYS LAST!
+ NEXT_TASK,
+ };
+
+//private:
+ virtual bool IsValidSpeechTarget( int flags, CBaseEntity *pEntity );
+
+ CBaseEntity *FindNearestFriend(bool fPlayer);
+
+ bool IsOkToSpeak( void );
+
+ void SayHelloToPlayer( CBaseEntity *pPlayer );
+ virtual bool CanSayHello( void );
+ virtual int FIdleHello( void );
+
+ // Inputs
+ void InputIdleRespond( inputdata_t &inputdata );
+
+ // Conversations / communication
+ void IdleRespond( void );
+ int FIdleSpeak( void );
+ void FIdleSpeakWhileMoving( void );
+ int FIdleStare( void );
+ bool SpeakQuestionFriend( CBaseEntity *pFriend );
+ bool SpeakAnswerFriend( CBaseEntity *pFriend );
+ void TrySmellTalk( void );
+
+ virtual void SetAnswerQuestion( CNPCSimpleTalker *pSpeaker );
+
+ bool ShouldSuspendMonolog( void );
+ bool ShouldResumeMonolog( void );
+ void OnResumeMonolog() { Speak( TLK_RESUME ); }
+
+ int m_nSpeak; // number of times initiated talking
+ float m_flNextIdleSpeechTime;
+
+ static char *m_szFriends[TLK_CFRIENDS]; // array of friend names
+ CBaseEntity *EnumFriends( CBaseEntity *pentPrevious, int listNumber, bool bTrace );
+
+ virtual int FriendNumber( int arrayNumber ) { return arrayNumber; }
+ void ShutUpFriends( void );
+ void AlertFriends( CBaseEntity *pKiller );
+
+ string_t m_iszUse; // Custom +USE sentence group (follow)
+ string_t m_iszUnUse; // Custom +USE sentence group (stop following)
+
+protected:
+ CAI_FollowBehavior m_FollowBehavior;
+ float m_useTime; // Don't allow +USE until this time
+
+ //---------------------------------
+
+ DECLARE_DATADESC();
+#ifndef _XBOX
+ DEFINE_CUSTOM_AI;
+#else
+public:
+ DEFINE_CUSTOM_AI;
+private:
+#endif
+};
+
+#include "tier0/memdbgoff.h"
+
+#endif //TALKNPC_H