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| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/scripted.h | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/scripted.h')
| -rw-r--r-- | mp/src/game/server/scripted.h | 229 |
1 files changed, 229 insertions, 0 deletions
diff --git a/mp/src/game/server/scripted.h b/mp/src/game/server/scripted.h new file mode 100644 index 00000000..743ed22a --- /dev/null +++ b/mp/src/game/server/scripted.h @@ -0,0 +1,229 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef SCRIPTED_H
+#define SCRIPTED_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#ifndef SCRIPTEVENT_H
+#include "scriptevent.h"
+#endif
+
+#include "ai_basenpc.h"
+
+
+//
+// The number of unique outputs that a script can fire from animation events.
+// These are fired via SCRIPT_EVENT_FIREEVENT in CAI_BaseNPC::HandleAnimEvent.
+//
+#define MAX_SCRIPT_EVENTS 8
+
+
+#define SF_SCRIPT_WAITTILLSEEN 1
+#define SF_SCRIPT_EXITAGITATED 2
+#define SF_SCRIPT_REPEATABLE 4 // Whether the script can be played more than once.
+#define SF_SCRIPT_LEAVECORPSE 8
+#define SF_SCRIPT_START_ON_SPAWN 16
+#define SF_SCRIPT_NOINTERRUPT 32
+#define SF_SCRIPT_OVERRIDESTATE 64
+#define SF_SCRIPT_DONT_TELEPORT_AT_END 128 // Don't fixup end position with a teleport when the SS is finished
+#define SF_SCRIPT_LOOP_IN_POST_IDLE 256 // Loop in the post idle animation after playing the action animation.
+#define SF_SCRIPT_HIGH_PRIORITY 512 // If set, we don't allow other scripts to steal our spot in the queue.
+#define SF_SCRIPT_SEARCH_CYCLICALLY 1024 // Start search from last entity found.
+#define SF_SCRIPT_NO_COMPLAINTS 2048 // doesn't bitch if it can't find anything
+#define SF_SCRIPT_ALLOW_DEATH 4096 // the actor using this scripted sequence may die without interrupting the scene (used for scripted deaths)
+
+
+enum script_moveto_t
+{
+ CINE_MOVETO_WAIT = 0,
+ CINE_MOVETO_WALK = 1,
+ CINE_MOVETO_RUN = 2,
+ CINE_MOVETO_CUSTOM = 3,
+ CINE_MOVETO_TELEPORT = 4,
+ CINE_MOVETO_WAIT_FACING = 5,
+};
+
+enum SCRIPT_PLAYER_DEATH
+{
+ SCRIPT_DO_NOTHING = 0,
+ SCRIPT_CANCEL = 1,
+};
+
+
+//
+// Interrupt levels for grabbing NPCs to act out scripted events. These indicate
+// how important it is to get a specific NPC, and can affect how they respond.
+//
+enum SS_INTERRUPT
+{
+ SS_INTERRUPT_BY_CLASS = 0, // Indicates that we are asking for this NPC by class
+ SS_INTERRUPT_BY_NAME, // Indicates that we are asking for this NPC by name
+};
+
+
+// when a NPC finishes an AI scripted sequence, we can choose
+// a schedule to place them in. These defines are the aliases to
+// resolve worldcraft input to real schedules (sjb)
+#define SCRIPT_FINISHSCHED_DEFAULT 0
+#define SCRIPT_FINISHSCHED_AMBUSH 1
+
+class CAI_ScriptedSequence : public CBaseEntity
+{
+ DECLARE_CLASS( CAI_ScriptedSequence, CBaseEntity );
+public:
+ void Spawn( void );
+ virtual void Blocked( CBaseEntity *pOther );
+ virtual void Touch( CBaseEntity *pOther );
+ virtual int ObjectCaps( void ) { return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
+ virtual void Activate( void );
+ virtual void UpdateOnRemove( void );
+ void StartThink();
+ void ScriptThink( void );
+ void StopThink();
+
+ DECLARE_DATADESC();
+
+ void Pain( void );
+ void Die( void );
+ void DelayStart( bool bDelay );
+ bool FindEntity( void );
+ void StartScript( void );
+ void FireScriptEvent( int nEvent );
+ void OnBeginSequence( void );
+
+ void SetTarget( CBaseEntity *pTarget ) { m_hTargetEnt = pTarget; };
+ CBaseEntity *GetTarget( void ) { return m_hTargetEnt; };
+
+ // Input handlers
+ void InputBeginSequence( inputdata_t &inputdata );
+ void InputCancelSequence( inputdata_t &inputdata );
+ void InputMoveToPosition( inputdata_t &inputdata );
+
+ bool IsTimeToStart( void );
+ bool IsWaitingForBegin( void );
+ void ReleaseEntity( CAI_BaseNPC *pEntity );
+ void CancelScript( void );
+ bool StartSequence( CAI_BaseNPC *pTarget, string_t iszSeq, bool completeOnEmpty );
+ void SynchronizeSequence( CAI_BaseNPC *pNPC );
+ bool FCanOverrideState ( void );
+ void SequenceDone( CAI_BaseNPC *pNPC );
+ void PostIdleDone( CAI_BaseNPC *pNPC );
+ void FixScriptNPCSchedule( CAI_BaseNPC *pNPC, int iSavedCineFlags );
+ void FixFlyFlag( CAI_BaseNPC *pNPC, int iSavedCineFlags );
+ bool CanInterrupt( void );
+ void AllowInterrupt( bool fAllow );
+ void RemoveIgnoredConditions( void );
+ bool PlayedSequence( void ) { return m_sequenceStarted; }
+ bool CanEnqueueAfter( void );
+
+ // Entry & Action loops
+ bool IsPlayingEntry( void ) { return m_bIsPlayingEntry; }
+ bool IsPlayingAction( void ) { return ( m_sequenceStarted && !m_bIsPlayingEntry ); }
+ bool FinishedActionSequence( CAI_BaseNPC *pNPC );
+ void SetLoopActionSequence( bool bLoop ) { m_bLoopActionSequence = bLoop; }
+ bool ShouldLoopActionSequence( void ) { return m_bLoopActionSequence; }
+ void StopActionLoop( bool bStopSynchronizedScenes );
+ void SetSynchPostIdles( bool bSynch ) { m_bSynchPostIdles = bSynch; }
+ void SynchNewSequence( CAI_BaseNPC::SCRIPTSTATE newState, string_t iszSequence, bool bSynchOtherScenes );
+
+ // Dynamic scripted sequence spawning
+ void ForceSetTargetEntity( CAI_BaseNPC *pTarget, bool bDontCancelOtherSequences );
+
+ // Dynamic interactions
+ void SetupInteractionPosition( CBaseEntity *pRelativeEntity, VMatrix &matDesiredLocalToWorld );
+ void ModifyScriptedAutoMovement( Vector *vecNewPos );
+
+ bool IsTeleportingDueToMoveTo( void ) { return m_bIsTeleportingDueToMoveTo; }
+
+ // Debug
+ virtual int DrawDebugTextOverlays( void );
+ virtual void DrawDebugGeometryOverlays( void );
+
+ void InputScriptPlayerDeath( inputdata_t &inputdata );
+
+private:
+ friend class CAI_BaseNPC; // should probably try to eliminate this relationship
+
+ string_t m_iszEntry; // String index for animation that must be played before entering the main action anim
+ string_t m_iszPreIdle; // String index for idle animation to play before playing the action anim (only played while waiting for the script to begin)
+ string_t m_iszPlay; // String index for scripted action animation
+ string_t m_iszPostIdle; // String index for idle animation to play before playing the action anim
+ string_t m_iszCustomMove; // String index for custom movement animation
+ string_t m_iszNextScript; // Name of the script to run immediately after this one.
+ string_t m_iszEntity; // Entity that is wanted for this script
+
+ int m_fMoveTo;
+ bool m_bIsPlayingEntry;
+ bool m_bLoopActionSequence;
+ bool m_bSynchPostIdles;
+ bool m_bIgnoreGravity;
+ bool m_bDisableNPCCollisions; // Used when characters must interpenetrate while riding on elevators, trains, etc.
+
+ float m_flRadius; // Range to search for an NPC to possess.
+ float m_flRepeat; // Repeat rate
+
+ int m_iDelay; // A counter indicating how many scripts are NOT ready to start.
+
+ bool m_bDelayed; // This moderately hacky hack ensures that we don't calls to DelayStart(true) or DelayStart(false)
+ // twice in succession. This is necessary because we didn't want to remove the call to DelayStart(true)
+ // from StartScript, even though DelayStart(true) is called from TASK_PRE_SCRIPT.
+ // All of this is necessary in case the NPCs schedule gets cleared during the script and then they
+ // reselect the schedule to play the script. Without this you can get NPCs stuck with m_iDelay = -1
+
+ float m_startTime; // Time when script actually started, used for synchronization
+ bool m_bWaitForBeginSequence; // Set to true when we are told to MoveToPosition. Holds the actor in the pre-action idle until BeginSequence is called.
+
+ int m_saved_effects;
+ int m_savedFlags;
+ int m_savedCollisionGroup;
+
+ bool m_interruptable;
+ bool m_sequenceStarted;
+
+ EHANDLE m_hTargetEnt;
+
+ EHANDLE m_hNextCine; // The script to hand the NPC off to when we finish with them.
+
+ bool m_bThinking;
+ bool m_bInitiatedSelfDelete;
+
+ bool m_bIsTeleportingDueToMoveTo;
+
+ CAI_BaseNPC *FindScriptEntity( void );
+ EHANDLE m_hLastFoundEntity;
+
+ // Code forced us to use a specific NPC
+ EHANDLE m_hForcedTarget;
+ bool m_bDontCancelOtherSequences;
+ bool m_bForceSynch;
+
+ bool m_bTargetWasAsleep;
+
+ COutputEvent m_OnBeginSequence;
+ COutputEvent m_OnEndSequence;
+ COutputEvent m_OnPostIdleEndSequence;
+ COutputEvent m_OnCancelSequence;
+ COutputEvent m_OnCancelFailedSequence; // Fired when a scene is cancelled before it's ever run
+ COutputEvent m_OnScriptEvent[MAX_SCRIPT_EVENTS];
+
+ static void ScriptEntityCancel( CBaseEntity *pentCine, bool bPretendSuccess = false );
+
+ static const char *GetSpawnPreIdleSequenceForScript( CBaseEntity *pTargetEntity );
+
+ // Dynamic interactions
+ // For now, store just a single one of these. To synchronize positions
+ // with multiple other NPCs, this needs to be an array of NPCs & desired position matrices.
+ VMatrix m_matInteractionPosition;
+ EHANDLE m_hInteractionRelativeEntity;
+
+ int m_iPlayerDeathBehavior;
+};
+
+
+#endif // SCRIPTED_H
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