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