Blixibon eb014cce6c Mapbase v6.0
- Fixed path_track paths saving as pointers instead of handles
- Fixed player animations not falling to base class correctly
- Fixed logic_externaldata creating garbage in trailing spaces
- Added "SetHandModelSkin" input
- Added unique colors for various types of console message, adjustable via convars
- Added the ability to use map-specific weapon scripts
- Added a way to display (placeholder) text entirely from Faceposer scenes
- Added "autobreak" keyvalue to game_text, which automatically breaks long text into different lines
- Added the ability to change a game_text's font (very limited)
- Added LightToggle input to point_spotlight
- Added Enable/DisableSprites on npc_manhack
- Added ai_goal_police behavior from metrocops to Combine soldiers and citizens
- Added func_precipitation particle rain systems from the Alien Swarm SDK
- Added new func_precipitation spawnflags for controlling behavior in particle types
- Added "mapbase_version" cvar which shows the version of Mapbase a mod might be running on
- Fixed an oversight with NPC crouch activities which was causing npc_metropolice to stop firing in standoffs
- Added toggleable patches to npc_combine AI which make soldiers less likely to stand around without shooting or rush to melee when not needed
- Added key for custom logo font on env_credits scripts
- Added SetSpeed and SetPushDir inputs for trigger_push
- Added a bunch of I/O/KV to func_fish_pool to allow for more control over the fish
- Added OnLostEnemy/Player support for npc_combine_camera
- Added enhanced save/restore for the Response System, toggleable via convar
- Added a convar which allows users to disable weapon autoswitching when picking up ammo
- Split VScript base script into its own file
- Added VScript descriptions for NPC squads and the manager class which handles them
- Moved several classes, functions, etc. to the VScript library itself for future usage in other projects, like VBSP
- Added VScript to VBSP with basic map file interfacing
- Made some VScript documentation more clear due to deprecation of online documentation
- Added VScript "hook" registration, creating a standardized system which shows up in script_help documentation
- Added VScript-driven custom weapons
- Added clientside VScript scopes
- Added a bunch of weapon-related VScript functions
- Split a bunch of cluttered VScript stuff into different files
- Added VScript functions for "following" entities/bonemerging
- Added VScript functions for grenades
- Added a few more VScript trigger functions
- Added OnDeath hook for VScript
- Fixed documentation for aliased functions in VScript
- Fixed $bumpmask not working on SDK_LightmappedGeneric
- Made vertex blend swapping in Hammer use a constant instead of a combo (makes it easier to compile the shader, especially for $bumpmask's sake)
- Fixed brush phong, etc. causing SDK_WorldVertexTransition to stop working
- Added limited support for $envmapmask in the bumpmapping shader
- Fixed more issues with parallax corrected cubemaps and instances
- Made instance variable recursion consistent with VMFII
2020-11-26 02:26:55 +00:00

325 lines
11 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef BASEFLEX_H
#define BASEFLEX_H
#ifdef _WIN32
#pragma once
#endif
#include "BaseAnimatingOverlay.h"
#include "utlvector.h"
#include "utlrbtree.h"
#include "sceneentity_shared.h"
struct flexsettinghdr_t;
struct flexsetting_t;
class AI_Response;
//-----------------------------------------------------------------------------
// Purpose: A .vfe referenced by a scene during .vcd playback
//-----------------------------------------------------------------------------
class CFlexSceneFile
{
public:
enum
{
MAX_FLEX_FILENAME = 128,
};
char filename[ MAX_FLEX_FILENAME ];
void *buffer;
};
//-----------------------------------------------------------------------------
// Purpose: Animated characters who have vertex flex capability (e.g., facial expressions)
//-----------------------------------------------------------------------------
class CBaseFlex : public CBaseAnimatingOverlay
{
DECLARE_CLASS( CBaseFlex, CBaseAnimatingOverlay );
public:
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
DECLARE_PREDICTABLE();
// script description
DECLARE_ENT_SCRIPTDESC();
// Construction
CBaseFlex( void );
~CBaseFlex( void );
virtual void SetModel( const char *szModelName );
void Blink( );
virtual void SetViewtarget( const Vector &viewtarget );
const Vector &GetViewtarget( void ) const;
void SetFlexWeight( char *szName, float value );
void SetFlexWeight( LocalFlexController_t index, float value );
float GetFlexWeight( char *szName );
float GetFlexWeight( LocalFlexController_t index );
// Look up flex controller index by global name
LocalFlexController_t FindFlexController( const char *szName );
void EnsureTranslations( const flexsettinghdr_t *pSettinghdr );
// Keep track of what scenes are being played
void StartChoreoScene( CChoreoScene *scene );
void RemoveChoreoScene( CChoreoScene *scene, bool canceled = false );
// Start the specifics of an scene event
#ifdef MAPBASE
virtual bool StartSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget, CSceneEntity *pSceneEnt = NULL );
#else
virtual bool StartSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget );
#endif
// Manipulation of events for the object
// Should be called by think function to process all scene events
// The default implementation resets m_flexWeight array and calls
// AddSceneEvents
virtual void ProcessSceneEvents( void );
// Assumes m_flexWeight array has been set up, this adds the actual currently playing
// expressions to the flex weights and adds other scene events as needed
virtual bool ProcessSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event );
// Remove all playing events
void ClearSceneEvents( CChoreoScene *scene, bool canceled );
// Stop specifics of event
virtual bool ClearSceneEvent( CSceneEventInfo *info, bool fastKill, bool canceled );
// Add the event to the queue for this actor
#ifdef MAPBASE
void AddSceneEvent( CChoreoScene *scene, CChoreoEvent *event, CBaseEntity *pTarget = NULL, CSceneEntity *pSceneEnt = NULL );
#else
void AddSceneEvent( CChoreoScene *scene, CChoreoEvent *event, CBaseEntity *pTarget = NULL );
#endif
// Remove the event from the queue for this actor
void RemoveSceneEvent( CChoreoScene *scene, CChoreoEvent *event, bool fastKill );
// Checks to see if the event should be considered "completed"
bool CheckSceneEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
// Checks to see if a event should be considered "completed"
virtual bool CheckSceneEventCompletion( CSceneEventInfo *info, float currenttime, CChoreoScene *scene, CChoreoEvent *event );
// Finds the layer priority of the current scene
int GetScenePriority( CChoreoScene *scene );
// Returns true if the actor is not currently in a scene OR if the actor
// is in a scene, but a PERMIT_RESPONSES event is active and the permit time
// period has enough time remaining to handle the response in full.
bool PermitResponse( float response_length );
// Set response end time (0 to clear response blocking)
void SetPermitResponse( float endtime );
void SentenceStop( void ) { EmitSound( "AI_BaseNPC.SentenceStop" ); }
virtual float PlayScene( const char *pszScene, float flDelay = 0.0f, AI_Response *response = NULL, IRecipientFilter *filter = NULL );
#ifdef MAPBASE
virtual float PlayAutoGeneratedSoundScene( const char *soundname, float flDelay = 0.0f, AI_Response *response = NULL, IRecipientFilter *filter = NULL );
#else
virtual float PlayAutoGeneratedSoundScene( const char *soundname );
#endif
// Returns the script instance of the scene entity associated with our oldest ("top level") scene event
virtual HSCRIPT ScriptGetOldestScene( void );
virtual HSCRIPT ScriptGetSceneByIndex( int index );
virtual int GetSpecialDSP( void ) { return 0; }
#ifdef MAPBASE
virtual bool GetGameTextSpeechParams( hudtextparms_t &params );
#endif
protected:
// For handling .vfe files
// Search list, or add if not in list
const void *FindSceneFile( const char *filename );
// Find setting by name
const flexsetting_t *FindNamedSetting( const flexsettinghdr_t *pSettinghdr, const char *expr );
// Called at the lowest level to actually apply an expression
void AddFlexSetting( const char *expr, float scale, const flexsettinghdr_t *pSettinghdr, bool newexpression );
// Called at the lowest level to actually apply a flex animation
void AddFlexAnimation( CSceneEventInfo *info );
bool HasSceneEvents() const;
bool IsRunningSceneMoveToEvent();
LocalFlexController_t FlexControllerLocalToGlobal( const flexsettinghdr_t *pSettinghdr, int key );
private:
// Starting various expression types
bool RequestStartSequenceSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget );
bool RequestStartGestureSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget );
bool HandleStartSequenceSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor );
bool HandleStartGestureSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor );
bool StartFacingSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget );
bool StartMoveToSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget );
// Processing various expression types
bool ProcessFlexAnimationSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event );
bool ProcessFlexSettingSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event );
bool ProcessSequenceSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event );
bool ProcessGestureSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event );
bool ProcessFacingSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event );
bool ProcessMoveToSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event );
bool ProcessLookAtSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event );
// Set playing the scene sequence
public:
bool EnterSceneSequence( CChoreoScene *scene, CChoreoEvent *event, bool bRestart = false );
private:
bool ExitSceneSequence( void );
private:
CNetworkArray( float, m_flexWeight, MAXSTUDIOFLEXCTRL ); // indexed by model local flexcontroller
// Vector from actor to eye target
CNetworkVector( m_viewtarget );
// Blink state
CNetworkVar( int, m_blinktoggle );
// Array of active SceneEvents, in order oldest to newest
CUtlVector < CSceneEventInfo > m_SceneEvents;
// Mapping for each loaded scene file used by this actor
struct FS_LocalToGlobal_t
{
explicit FS_LocalToGlobal_t() :
m_Key( 0 ),
m_nCount( 0 ),
m_Mapping( 0 )
{
}
explicit FS_LocalToGlobal_t( const flexsettinghdr_t *key ) :
m_Key( key ),
m_nCount( 0 ),
m_Mapping( 0 )
{
}
void SetCount( int count )
{
Assert( !m_Mapping );
Assert( count > 0 );
m_nCount = count;
m_Mapping = new LocalFlexController_t[ m_nCount ];
Q_memset( m_Mapping, 0, m_nCount * sizeof( int ) );
}
FS_LocalToGlobal_t( const FS_LocalToGlobal_t& src )
{
m_Key = src.m_Key;
delete m_Mapping;
m_Mapping = new LocalFlexController_t[ src.m_nCount ];
Q_memcpy( m_Mapping, src.m_Mapping, src.m_nCount * sizeof( int ) );
m_nCount = src.m_nCount;
}
~FS_LocalToGlobal_t()
{
delete m_Mapping;
m_nCount = 0;
m_Mapping = 0;
}
const flexsettinghdr_t *m_Key;
int m_nCount;
LocalFlexController_t *m_Mapping;
};
static bool FlexSettingLessFunc( const FS_LocalToGlobal_t& lhs, const FS_LocalToGlobal_t& rhs );
CUtlRBTree< FS_LocalToGlobal_t, unsigned short > m_LocalToGlobal;
// The NPC is in a scene, but another .vcd (such as a short wave to say in response to the player doing something )
// can be layered on top of this actor (assuming duration matches, etc.
float m_flAllowResponsesEndTime;
// List of actively playing scenes
CUtlVector < CChoreoScene * > m_ActiveChoreoScenes;
bool m_bUpdateLayerPriorities;
public:
bool IsSuppressedFlexAnimation( CSceneEventInfo *info );
private:
// last time a foreground flex animation was played
float m_flLastFlexAnimationTime;
public:
void DoBodyLean( void );
virtual void Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity );
#ifdef HL2_DLL
Vector m_vecPrevOrigin;
Vector m_vecPrevVelocity;
CNetworkVector( m_vecLean );
CNetworkVector( m_vecShift );
#endif
};
//-----------------------------------------------------------------------------
// For toggling blinking
//-----------------------------------------------------------------------------
inline void CBaseFlex::Blink()
{
m_blinktoggle = !m_blinktoggle;
}
//-----------------------------------------------------------------------------
// Do we have active expressions?
//-----------------------------------------------------------------------------
inline bool CBaseFlex::HasSceneEvents() const
{
return m_SceneEvents.Count() != 0;
}
//-----------------------------------------------------------------------------
// Other inlines
//-----------------------------------------------------------------------------
inline const Vector &CBaseFlex::GetViewtarget( ) const
{
return m_viewtarget.Get(); // bah
}
inline void CBaseFlex::SetFlexWeight( char *szName, float value )
{
SetFlexWeight( FindFlexController( szName ), value );
}
inline float CBaseFlex::GetFlexWeight( char *szName )
{
return GetFlexWeight( FindFlexController( szName ) );
}
EXTERN_SEND_TABLE(DT_BaseFlex);
#endif // BASEFLEX_H