//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "animation.h" #include "baseflex.h" #include "filesystem.h" #include "studio.h" #include "choreoevent.h" #include "choreoscene.h" #include "choreoactor.h" #include "vstdlib/random.h" #include "engine/IEngineSound.h" #include "tier1/strtools.h" #include "KeyValues.h" #include "ai_basenpc.h" #include "ai_navigator.h" #include "ai_moveprobe.h" #include "sceneentity.h" #include "ai_baseactor.h" #include "datacache/imdlcache.h" #include "tier1/byteswap.h" #include "toolframework/itoolframework.h" #include "flexcycler.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" static ConVar scene_showlook( "scene_showlook", "0", FCVAR_ARCHIVE, "When playing back, show the directions of look events." ); static ConVar scene_showmoveto( "scene_showmoveto", "0", FCVAR_ARCHIVE, "When moving, show the end location." ); static ConVar scene_showunlock( "scene_showunlock", "0", FCVAR_ARCHIVE, "Show when a vcd is playing but normal AI is running." ); // static ConVar scene_checktagposition( "scene_checktagposition", "0", FCVAR_ARCHIVE, "When playing back a choreographed scene, check the current position of the tags relative to where they were authored." ); // Fake layer # to force HandleProcessSceneEvent to actually allocate the layer during npc think time instead of in between. #define REQUEST_DEFERRED_LAYER_ALLOCATION -2 extern bool g_bClientFlex; // --------------------------------------------------------------------- // // CBaseFlex -- physically simulated brush rectangular solid // // --------------------------------------------------------------------- void* SendProxy_FlexWeights( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID ) { // Don't any flexweights to client unless scene_clientflex.GetBool() is false if ( !g_bClientFlex ) return (void*)pVarData; else return NULL; } REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_FlexWeights ); // SendTable stuff. IMPLEMENT_SERVERCLASS_ST(CBaseFlex, DT_BaseFlex) // Note we can't totally disabled flexweights transmission since some things like blink and eye tracking are still done by the server SendPropArray3 (SENDINFO_ARRAY3(m_flexWeight), SendPropFloat(SENDINFO_ARRAY(m_flexWeight), 12, SPROP_ROUNDDOWN, 0.0f, 1.0f ) /*, SendProxy_FlexWeights*/ ), SendPropInt (SENDINFO(m_blinktoggle), 1, SPROP_UNSIGNED ), SendPropVector (SENDINFO(m_viewtarget), -1, SPROP_COORD), #ifdef HL2_DLL SendPropFloat ( SENDINFO_VECTORELEM(m_vecViewOffset, 0), 0, SPROP_NOSCALE ), SendPropFloat ( SENDINFO_VECTORELEM(m_vecViewOffset, 1), 0, SPROP_NOSCALE ), SendPropFloat ( SENDINFO_VECTORELEM(m_vecViewOffset, 2), 0, SPROP_NOSCALE ), SendPropVector ( SENDINFO(m_vecLean), -1, SPROP_COORD ), SendPropVector ( SENDINFO(m_vecShift), -1, SPROP_COORD ), #endif END_SEND_TABLE() BEGIN_DATADESC( CBaseFlex ) // m_blinktoggle DEFINE_ARRAY( m_flexWeight, FIELD_FLOAT, MAXSTUDIOFLEXCTRL ), DEFINE_FIELD( m_viewtarget, FIELD_POSITION_VECTOR ), // m_SceneEvents // m_FileList DEFINE_FIELD( m_flAllowResponsesEndTime, FIELD_TIME ), // m_ActiveChoreoScenes // DEFINE_FIELD( m_LocalToGlobal, CUtlRBTree < FS_LocalToGlobal_t , unsigned short > ), // m_bUpdateLayerPriorities DEFINE_FIELD( m_flLastFlexAnimationTime, FIELD_TIME ), #ifdef HL2_DLL //DEFINE_FIELD( m_vecPrevOrigin, FIELD_POSITION_VECTOR ), //DEFINE_FIELD( m_vecPrevVelocity, FIELD_VECTOR ), DEFINE_FIELD( m_vecLean, FIELD_VECTOR ), DEFINE_FIELD( m_vecShift, FIELD_VECTOR ), #endif END_DATADESC() BEGIN_ENT_SCRIPTDESC( CBaseFlex, CBaseAnimating, "Animated characters who have vertex flex capability." ) DEFINE_SCRIPTFUNC_NAMED( ScriptGetOldestScene, "GetCurrentScene", "Returns the instance of the oldest active scene entity (if any)." ) DEFINE_SCRIPTFUNC_NAMED( ScriptGetSceneByIndex, "GetSceneByIndex", "Returns the instance of the scene entity at the specified index." ) END_SCRIPTDESC(); LINK_ENTITY_TO_CLASS( funCBaseFlex, CBaseFlex ); // meaningless independant class!! CBaseFlex::CBaseFlex( void ) : m_LocalToGlobal( 0, 0, FlexSettingLessFunc ) { #ifdef _DEBUG // default constructor sets the viewtarget to NAN m_viewtarget.Init(); #endif m_bUpdateLayerPriorities = true; m_flLastFlexAnimationTime = 0.0; } CBaseFlex::~CBaseFlex( void ) { m_LocalToGlobal.RemoveAll(); // If a player is forcibly removed while speaking a response .vcd we can get into here w/ some events waiting to // be closed out. It's benign and we just discard the events. The CSceneEntity uses EHANDLEs so it'll wipe the // scene out on next think anyway. m_SceneEvents.RemoveAll(); } void CBaseFlex::SetModel( const char *szModelName ) { MDLCACHE_CRITICAL_SECTION(); BaseClass::SetModel( szModelName ); for (LocalFlexController_t i = LocalFlexController_t(0); i < GetNumFlexControllers(); i++) { SetFlexWeight( i, 0.0f ); } } void CBaseFlex::SetViewtarget( const Vector &viewtarget ) { m_viewtarget = viewtarget; // bah } void CBaseFlex::SetFlexWeight( LocalFlexController_t index, float value ) { if (index >= 0 && index < GetNumFlexControllers()) { CStudioHdr *pstudiohdr = GetModelPtr( ); if (! pstudiohdr) return; mstudioflexcontroller_t *pflexcontroller = pstudiohdr->pFlexcontroller( index ); if (pflexcontroller->max != pflexcontroller->min) { value = (value - pflexcontroller->min) / (pflexcontroller->max - pflexcontroller->min); value = clamp( value, 0.0, 1.0 ); } m_flexWeight.Set( index, value ); } } float CBaseFlex::GetFlexWeight( LocalFlexController_t index ) { if (index >= 0 && index < GetNumFlexControllers()) { CStudioHdr *pstudiohdr = GetModelPtr( ); if (! pstudiohdr) return 0; mstudioflexcontroller_t *pflexcontroller = pstudiohdr->pFlexcontroller( index ); if (pflexcontroller->max != pflexcontroller->min) { return m_flexWeight[index] * (pflexcontroller->max - pflexcontroller->min) + pflexcontroller->min; } return m_flexWeight[index]; } return 0.0; } LocalFlexController_t CBaseFlex::FindFlexController( const char *szName ) { for (LocalFlexController_t i = LocalFlexController_t(0); i < GetNumFlexControllers(); i++) { if (stricmp( GetFlexControllerName( i ), szName ) == 0) { return i; } } // AssertMsg( 0, UTIL_VarArgs( "flexcontroller %s couldn't be mapped!!!\n", szName ) ); return LocalFlexController_t(0); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseFlex::StartChoreoScene( CChoreoScene *scene ) { if ( m_ActiveChoreoScenes.Find( scene ) != m_ActiveChoreoScenes.InvalidIndex() ) { return; } m_ActiveChoreoScenes.AddToTail( scene ); m_bUpdateLayerPriorities = true; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseFlex::RemoveChoreoScene( CChoreoScene *scene, bool canceled ) { // Assert( m_ActiveChoreoScenes.Find( scene ) != m_ActiveChoreoScenes.InvalidIndex() ); m_ActiveChoreoScenes.FindAndRemove( scene ); m_bUpdateLayerPriorities = true; if (canceled) { CAI_BaseNPC *myNpc = MyNPCPointer( ); if ( myNpc ) { myNpc->ClearSceneLock( ); } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CBaseFlex::GetScenePriority( CChoreoScene *scene ) { int iPriority = 0; int c = m_ActiveChoreoScenes.Count(); // count number of channels in scenes older than current for ( int i = 0; i < c; i++ ) { CChoreoScene *pScene = m_ActiveChoreoScenes[ i ]; if ( !pScene ) { continue; } if ( pScene == scene ) { break; } iPriority += pScene->GetNumChannels( ); } return iPriority; } //----------------------------------------------------------------------------- // Purpose: Remove all active SceneEvents //----------------------------------------------------------------------------- void CBaseFlex::ClearSceneEvents( CChoreoScene *scene, bool canceled ) { if ( !scene ) { m_SceneEvents.RemoveAll(); return; } for ( int i = m_SceneEvents.Count() - 1; i >= 0; i-- ) { CSceneEventInfo *info = &m_SceneEvents[ i ]; Assert( info ); Assert( info->m_pScene ); Assert( info->m_pEvent ); if ( info->m_pScene != scene ) continue; if ( !ClearSceneEvent( info, false, canceled )) { // unknown expression to clear!! Assert( 0 ); } // Free this slot info->m_pEvent = NULL; info->m_pScene = NULL; info->m_bStarted = false; m_SceneEvents.Remove( i ); } } //----------------------------------------------------------------------------- // Purpose: Stop specifics of expression //----------------------------------------------------------------------------- bool CBaseFlex::ClearSceneEvent( CSceneEventInfo *info, bool fastKill, bool canceled ) { Assert( info ); Assert( info->m_pScene ); Assert( info->m_pEvent ); // FIXME: this code looks duplicated switch ( info->m_pEvent->GetType() ) { case CChoreoEvent::GESTURE: case CChoreoEvent::SEQUENCE: { if (info->m_iLayer >= 0) { if ( fastKill ) { FastRemoveLayer( info->m_iLayer ); } else if (info->m_pEvent->GetType() == CChoreoEvent::GESTURE) { if (canceled) { // remove slower if interrupted RemoveLayer( info->m_iLayer, 0.5 ); } else { RemoveLayer( info->m_iLayer, 0.1 ); } } else { RemoveLayer( info->m_iLayer, 0.3 ); } } } return true; case CChoreoEvent::MOVETO: { CAI_BaseNPC *myNpc = MyNPCPointer( ); if (!myNpc) return true; // cancel moveto if it's distance based, of if the event was part of a canceled vcd if (IsMoving() && (canceled || info->m_pEvent->GetDistanceToTarget() > 0.0)) { if (!info->m_bHasArrived) { if (info->m_pScene) { Scene_Printf( "%s : %8.2f: MOVETO canceled but actor %s not at goal\n", info->m_pScene->GetFilename(), info->m_pScene->GetTime(), info->m_pEvent->GetActor()->GetName() ); } } myNpc->GetNavigator()->StopMoving( false ); // Stop moving } } return true; case CChoreoEvent::FACE: case CChoreoEvent::FLEXANIMATION: case CChoreoEvent::EXPRESSION: case CChoreoEvent::LOOKAT: case CChoreoEvent::GENERIC: case CChoreoEvent::CAMERA: case CChoreoEvent::SCRIPT: { // no special rules } return true; case CChoreoEvent::SPEAK: { // Tracker 15420: Issue stopsound if we need to cut this short... if ( canceled ) { StopSound( info->m_pEvent->GetParameters() ); #ifdef HL2_EPISODIC // If we were holding the semaphore because of this speech, release it CAI_BaseActor *pBaseActor = dynamic_cast(this); if ( pBaseActor ) { pBaseActor->GetExpresser()->ForceNotSpeaking(); } #endif } } return true; } return false; } //----------------------------------------------------------------------------- // Purpose: Add string indexed scene/expression/duration to list of active SceneEvents // Input : scenefile - // expression - // duration - //----------------------------------------------------------------------------- void CBaseFlex::AddSceneEvent( CChoreoScene *scene, CChoreoEvent *event, CBaseEntity *pTarget /*= NULL*/, CSceneEntity* pSceneEntity /*= NULL*/ ) { if ( !scene || !event ) { Msg( "CBaseFlex::AddSceneEvent: scene or event was NULL!!!\n" ); return; } CChoreoActor *actor = event->GetActor(); if ( !actor ) { Msg( "CBaseFlex::AddSceneEvent: event->GetActor() was NULL!!!\n" ); return; } CSceneEventInfo info; memset( (void *)&info, 0, sizeof( info ) ); info.m_pEvent = event; info.m_pScene = scene; info.m_hTarget = pTarget; info.m_bStarted = false; info.m_hSceneEntity = pSceneEntity; if (StartSceneEvent( &info, scene, event, actor, pTarget )) { m_SceneEvents.AddToTail( info ); } else { Scene_Printf( "CBaseFlex::AddSceneEvent: event failed\n" ); // Assert( 0 ); // expression failed to start } } //----------------------------------------------------------------------------- // Starting various expression types //----------------------------------------------------------------------------- bool CBaseFlex::RequestStartSequenceSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget ) { info->m_nSequence = LookupSequence( event->GetParameters() ); // make sure sequence exists if (info->m_nSequence < 0) { Warning( "CSceneEntity %s :\"%s\" unable to find sequence \"%s\"\n", STRING(GetEntityName()), actor->GetName(), event->GetParameters() ); return false; } // This is a bit of a hack, but we need to defer the actual allocation until Process which will sync the layer allocation // to the NPCs think/m_flAnimTime instead of some arbitrary tick info->m_iLayer = REQUEST_DEFERRED_LAYER_ALLOCATION; info->m_pActor = actor; return true; } bool CBaseFlex::RequestStartGestureSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget ) { info->m_nSequence = LookupSequence( event->GetParameters() ); // make sure sequence exists if (info->m_nSequence < 0) { Warning( "CSceneEntity %s :\"%s\" unable to find gesture \"%s\"\n", STRING(GetEntityName()), actor->GetName(), event->GetParameters() ); return false; } // This is a bit of a hack, but we need to defer the actual allocation until Process which will sync the layer allocation // to the NPCs think/m_flAnimTime instead of some arbitrary tick info->m_iLayer = REQUEST_DEFERRED_LAYER_ALLOCATION; info->m_pActor = actor; return true; } bool CBaseFlex::HandleStartSequenceSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor ) { Assert( info->m_iLayer == REQUEST_DEFERRED_LAYER_ALLOCATION ); info->m_nSequence = LookupSequence( event->GetParameters() ); info->m_iLayer = -1; if (info->m_nSequence < 0) { Warning( "CSceneEntity %s :\"%s\" unable to find sequence \"%s\"\n", STRING(GetEntityName()), actor->GetName(), event->GetParameters() ); return false; } if (!EnterSceneSequence( scene, event )) { if (!event->GetPlayOverScript()) { // this has failed to start Warning( "CSceneEntity %s :\"%s\" failed to start sequence \"%s\"\n", STRING(GetEntityName()), actor->GetName(), event->GetParameters() ); return false; } // Start anyways, just use normal no-movement, must be in IDLE rules } info->m_iPriority = actor->FindChannelIndex( event->GetChannel() ); info->m_iLayer = AddLayeredSequence( info->m_nSequence, info->m_iPriority + GetScenePriority( scene ) ); SetLayerNoRestore( info->m_iLayer, true ); SetLayerWeight( info->m_iLayer, 0.0 ); bool looping = ((GetSequenceFlags( GetModelPtr(), info->m_nSequence ) & STUDIO_LOOPING) != 0); if (!looping) { // figure out the animtime when this was frame 0 float dt = scene->GetTime() - event->GetStartTime(); float seq_duration = SequenceDuration( info->m_nSequence ); float flCycle = dt / seq_duration; flCycle = flCycle - (int)flCycle; // loop SetLayerCycle( info->m_iLayer, flCycle, flCycle ); SetLayerPlaybackRate( info->m_iLayer, 0.0 ); } else { SetLayerPlaybackRate( info->m_iLayer, 1.0 ); } if (IsMoving()) { info->m_flWeight = 0.0; } else { info->m_flWeight = 1.0; } return true; } bool CBaseFlex::HandleStartGestureSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor ) { Assert( info->m_iLayer == REQUEST_DEFERRED_LAYER_ALLOCATION ); info->m_nSequence = LookupSequence( event->GetParameters() ); info->m_iLayer = -1; if (info->m_nSequence < 0) { Warning( "CSceneEntity %s :\"%s\" unable to find gesture \"%s\"\n", STRING(GetEntityName()), actor->GetName(), event->GetParameters() ); return false; } // FIXME: this seems like way too much code info->m_bIsGesture = false; KeyValues *seqKeyValues = GetSequenceKeyValues( info->m_nSequence ); if (seqKeyValues) { // Do we have a build point section? KeyValues *pkvAllFaceposer = seqKeyValues->FindKey("faceposer"); if ( pkvAllFaceposer ) { KeyValues *pkvType = pkvAllFaceposer->FindKey("type"); if (pkvType) { info->m_bIsGesture = (stricmp( pkvType->GetString(), "gesture" ) == 0) ? true : false; } } // FIXME: fixup tags that should be set as "linear", should be done in faceposer char szStartLoop[CEventAbsoluteTag::MAX_EVENTTAG_LENGTH] = { "loop" }; char szEndLoop[CEventAbsoluteTag::MAX_EVENTTAG_LENGTH] = { "end" }; // check in the tag indexes KeyValues *pkvFaceposer; for ( pkvFaceposer = pkvAllFaceposer->GetFirstSubKey(); pkvFaceposer; pkvFaceposer = pkvFaceposer->GetNextKey() ) { if (!stricmp( pkvFaceposer->GetName(), "startloop" )) { strcpy( szStartLoop, pkvFaceposer->GetString() ); } else if (!stricmp( pkvFaceposer->GetName(), "endloop" )) { strcpy( szEndLoop, pkvFaceposer->GetString() ); } } CEventAbsoluteTag *ptag; ptag = event->FindAbsoluteTag( CChoreoEvent::ORIGINAL, szStartLoop ); if (ptag) { ptag->SetLinear( true ); } ptag = event->FindAbsoluteTag( CChoreoEvent::PLAYBACK, szStartLoop ); if (ptag) { ptag->SetLinear( true ); } ptag = event->FindAbsoluteTag( CChoreoEvent::ORIGINAL, szEndLoop ); if (ptag) { ptag->SetLinear( true ); } ptag = event->FindAbsoluteTag( CChoreoEvent::PLAYBACK, szEndLoop ); if (ptag) { ptag->SetLinear( true ); } if ( pkvAllFaceposer ) { CStudioHdr *pstudiohdr = GetModelPtr(); mstudioseqdesc_t &seqdesc = pstudiohdr->pSeqdesc( info->m_nSequence ); mstudioanimdesc_t &animdesc = pstudiohdr->pAnimdesc( pstudiohdr->iRelativeAnim( info->m_nSequence, seqdesc.anim(0,0) ) ); // check in the tag indexes KeyValues *pkvFaceposer; for ( pkvFaceposer = pkvAllFaceposer->GetFirstSubKey(); pkvFaceposer; pkvFaceposer = pkvFaceposer->GetNextKey() ) { if (!stricmp( pkvFaceposer->GetName(), "tags" )) { KeyValues *pkvTags; for ( pkvTags = pkvFaceposer->GetFirstSubKey(); pkvTags; pkvTags = pkvTags->GetNextKey() ) { int maxFrame = animdesc.numframes - 2; // FIXME: this is off by one! if ( maxFrame > 0) { float percentage = (float)pkvTags->GetInt() / maxFrame; CEventAbsoluteTag *ptag = event->FindAbsoluteTag( CChoreoEvent::ORIGINAL, pkvTags->GetName() ); if (ptag) { if (fabs(ptag->GetPercentage() - percentage) > 0.05) { DevWarning("%s repositioned tag: %s : %.3f -> %.3f (%s:%s:%s)\n", scene->GetFilename(), pkvTags->GetName(), ptag->GetPercentage(), percentage, scene->GetFilename(), actor->GetName(), event->GetParameters() ); // reposition tag ptag->SetPercentage( percentage ); } } } } } } if (!event->VerifyTagOrder()) { DevWarning("out of order tags : %s : (%s:%s:%s)\n", scene->GetFilename(), actor->GetName(), event->GetName(), event->GetParameters() ); } } seqKeyValues->deleteThis(); } // initialize posture suppression // FIXME: move priority of base animation so that layers can be inserted before // FIXME: query stopping, post idle layer to figure out correct weight // GetIdleLayerWeight()? if (!info->m_bIsGesture && IsMoving()) { info->m_flWeight = 0.0; } else { info->m_flWeight = 1.0; } // this happens before StudioFrameAdvance() info->m_iPriority = actor->FindChannelIndex( event->GetChannel() ); info->m_iLayer = AddLayeredSequence( info->m_nSequence, info->m_iPriority + GetScenePriority( scene ) ); SetLayerNoRestore( info->m_iLayer, true ); SetLayerDuration( info->m_iLayer, event->GetDuration() ); SetLayerWeight( info->m_iLayer, 0.0 ); bool looping = ((GetSequenceFlags( GetModelPtr(), info->m_nSequence ) & STUDIO_LOOPING) != 0); if ( looping ) { DevMsg( 1, "vcd error, gesture %s of model %s is marked as STUDIO_LOOPING!\n", event->GetParameters(), STRING(GetModelName()) ); } SetLayerLooping( info->m_iLayer, false ); // force to not loop float duration = event->GetDuration( ); // figure out the animtime when this was frame 0 float flEventCycle = (scene->GetTime() - event->GetStartTime()) / duration; float flCycle = event->GetOriginalPercentageFromPlaybackPercentage( flEventCycle ); SetLayerCycle( info->m_iLayer, flCycle, 0.0 ); SetLayerPlaybackRate( info->m_iLayer, 0.0 ); return true; } bool CBaseFlex::StartFacingSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget ) { if ( pTarget ) { // Don't allow FACE commands while sitting in the vehicle CAI_BaseNPC *myNpc = MyNPCPointer(); if ( myNpc && myNpc->IsInAVehicle() ) return false; info->m_bIsMoving = false; return true; } return false; } bool CBaseFlex::StartMoveToSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget ) { if (pTarget) { info->m_bIsMoving = false; info->m_bHasArrived = false; CAI_BaseNPC *myNpc = MyNPCPointer( ); if (!myNpc) { return false; } EnterSceneSequence( scene, event, true ); // If they're already moving, stop them // // Don't stop them during restore because that will set a stopping path very // nearby, causing us to signal arrival prematurely in CheckSceneEventCompletion. // BEWARE: the behavior of this bug depended on the order in which the entities were restored!! if ( myNpc->IsMoving() && !scene->IsRestoring() ) { myNpc->GetNavigator()->StopMoving( false ); } return true; } return false; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CBaseFlex::StartSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget ) { switch ( event->GetType() ) { case CChoreoEvent::SEQUENCE: return RequestStartSequenceSceneEvent( info, scene, event, actor, pTarget ); case CChoreoEvent::GESTURE: return RequestStartGestureSceneEvent( info, scene, event, actor, pTarget ); case CChoreoEvent::FACE: return StartFacingSceneEvent( info, scene, event, actor, pTarget ); // FIXME: move this to an CBaseActor case CChoreoEvent::MOVETO: return StartMoveToSceneEvent( info, scene, event, actor, pTarget ); case CChoreoEvent::LOOKAT: info->m_hTarget = pTarget; return true; case CChoreoEvent::FLEXANIMATION: info->InitWeight( this ); return true; case CChoreoEvent::SPEAK: return true; case CChoreoEvent::EXPRESSION: // These are handled client-side return true; } return false; } //----------------------------------------------------------------------------- // Purpose: Remove expression // Input : scenefile - // expression - //----------------------------------------------------------------------------- void CBaseFlex::RemoveSceneEvent( CChoreoScene *scene, CChoreoEvent *event, bool fastKill ) { Assert( event ); for ( int i = 0 ; i < m_SceneEvents.Count(); i++ ) { CSceneEventInfo *info = &m_SceneEvents[ i ]; Assert( info ); Assert( info->m_pEvent ); if ( info->m_pScene != scene ) continue; if ( info->m_pEvent != event) continue; if (ClearSceneEvent( info, fastKill, false )) { // Free this slot info->m_pEvent = NULL; info->m_pScene = NULL; info->m_bStarted = false; m_SceneEvents.Remove( i ); return; } } // many events refuse to start due to bogus parameters } //----------------------------------------------------------------------------- // Purpose: Checks to see if the event should be considered "completed" //----------------------------------------------------------------------------- bool CBaseFlex::CheckSceneEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event ) { for ( int i = 0 ; i < m_SceneEvents.Count(); i++ ) { CSceneEventInfo *info = &m_SceneEvents[ i ]; Assert( info ); Assert( info->m_pEvent ); if ( info->m_pScene != scene ) continue; if ( info->m_pEvent != event) continue; return CheckSceneEventCompletion( info, currenttime, scene, event ); } return true; } bool CBaseFlex::CheckSceneEventCompletion( CSceneEventInfo *info, float currenttime, CChoreoScene *scene, CChoreoEvent *event ) { switch ( event->GetType() ) { case CChoreoEvent::MOVETO: { CAI_BaseNPC *npc = MyNPCPointer( ); if (npc) { // check movement, check arrival if (npc->GetNavigator()->IsGoalActive()) { const Task_t *pCurTask = npc->GetTask(); if ( pCurTask && (pCurTask->iTask == TASK_PLAY_SCENE || pCurTask->iTask == TASK_WAIT_FOR_MOVEMENT ) ) { float preload = event->GetEndTime() - currenttime; if (preload < 0) { //Msg("%.1f: no preload\n", currenttime ); return false; } float t = npc->GetTimeToNavGoal(); // Msg("%.1f: preload (%s:%.1f) %.1f %.1f\n", currenttime, event->GetName(), event->GetEndTime(), preload, t ); // FIXME: t is zero if no path can be built! if (t > 0.0f && t <= preload) { return true; } return false; } } else if (info->m_bHasArrived) { return true; } else if (info->m_bStarted && !npc->IsCurSchedule( SCHED_SCENE_GENERIC )) { // FIXME: There's still a hole in the logic is the save happens immediately after the SS steals the npc but before their AI has run again Warning( "%s : %8.2f: waiting for actor %s to complete MOVETO but actor not in SCHED_SCENE_GENERIC\n", scene->GetFilename(), scene->GetTime(), event->GetActor()->GetName() ); // no longer in a scene :P return true; } // still trying return false; } } break; default: break; } return true; } //----------------------------------------------------------------------------- // Purpose: Default implementation //----------------------------------------------------------------------------- void CBaseFlex::ProcessSceneEvents( void ) { VPROF( "CBaseFlex::ProcessSceneEvents" ); // slowly decay to netural expression for ( LocalFlexController_t i = LocalFlexController_t(0); i < GetNumFlexControllers(); i++) { SetFlexWeight( i, GetFlexWeight( i ) * 0.95 ); } bool bHasForegroundEvents = false; // Iterate SceneEvents and look for active slots for ( int i = 0; i < m_SceneEvents.Count(); i++ ) { CSceneEventInfo *info = &m_SceneEvents[ i ]; Assert( info ); // FIXME: Need a safe handle to m_pEvent in case of memory deletion? CChoreoEvent *event = info->m_pEvent; Assert( event ); CChoreoScene *scene = info->m_pScene; Assert( scene ); if ( scene && !scene->IsBackground() ) { bHasForegroundEvents = true; } if (ProcessSceneEvent( info, scene, event )) { info->m_bStarted = true; } } if ( bHasForegroundEvents && scene_showunlock.GetBool()) { CAI_BaseNPC *myNpc = MyNPCPointer( ); if ( myNpc && !(myNpc->GetState() == NPC_STATE_SCRIPT || myNpc->IsCurSchedule( SCHED_SCENE_GENERIC )) ) { Vector p0 = myNpc->GetHullMins(); Vector p1 = myNpc->GetHullMaxs(); p0.z = p1.z + 2; p1.z = p1.z + 2; NDebugOverlay::Box( myNpc->GetAbsOrigin(), p0, p1, 255, 0, 0, 0, 0.12 ); } } // any needed layer priorites have now been reset m_bUpdateLayerPriorities = false; } class CFlexSceneFileManager : CAutoGameSystem { public: CFlexSceneFileManager( char const *name ) : CAutoGameSystem( name ) { } virtual bool InitRecursive( const char *pFolder ) { if ( pFolder == NULL ) { pFolder = "expressions"; } char directory[ MAX_PATH ]; Q_snprintf( directory, sizeof( directory ), "%s/*.*", pFolder ); FileFindHandle_t fh; const char *fn; for (fn = g_pFullFileSystem->FindFirst( directory, &fh ); fn; fn = g_pFullFileSystem->FindNext( fh ) ) { if ( !stricmp( fn, ".") || !stricmp( fn, "..") ) { continue; } if ( g_pFullFileSystem->FindIsDirectory( fh ) ) { char folderpath[MAX_PATH]; Q_snprintf( folderpath, sizeof( folderpath ), "%s/%s", pFolder, fn ); InitRecursive( folderpath ); continue; } const char *pExt = Q_GetFileExtension( fn ); if ( pExt && Q_stricmp( pExt, "vfe" ) ) { continue; } char fullFileName[MAX_PATH]; Q_snprintf( fullFileName, sizeof(fullFileName), "%s/%s", pFolder, fn ); // strip default folder and extension int index = V_strlen( "expressions/" ); char vfeName[ MAX_PATH ]; V_StripExtension( &fullFileName[index], vfeName, sizeof( vfeName ) ); V_FixSlashes( vfeName ); FindSceneFile( NULL, vfeName, true ); } return true; } virtual bool Init() { // Trakcer 16692: Preload these at startup to avoid hitch first time we try to load them during actual gameplay FindSceneFile( NULL, "phonemes", true ); FindSceneFile( NULL, "phonemes_weak", true ); FindSceneFile( NULL, "phonemes_strong", true ); #if defined( HL2_DLL ) FindSceneFile( NULL, "random", true ); FindSceneFile( NULL, "randomAlert", true ); #endif InitRecursive( NULL ); return true; } // Tracker 14992: We used to load 18K of .vfes for every CBaseFlex who lipsynced, but now we only load those files once globally. // Note, we could wipe these between levels, but they don't ever load more than the weak/normal/strong phoneme classes that I can tell // so I'll just leave them loaded forever for now virtual void Shutdown() { DeleteSceneFiles(); } //----------------------------------------------------------------------------- // Purpose: Sets up translations // Input : *instance - // *pSettinghdr - // Output : void //----------------------------------------------------------------------------- void EnsureTranslations( CBaseFlex *instance, const flexsettinghdr_t *pSettinghdr ) { // The only time instance is NULL is in Init() above, where we're just loading the .vfe files off of the hard disk. if ( instance ) { instance->EnsureTranslations( pSettinghdr ); } } const void *FindSceneFile( CBaseFlex *instance, const char *filename, bool allowBlockingIO ) { char szFilename[MAX_PATH]; Assert( V_strlen( filename ) < MAX_PATH ); V_strcpy( szFilename, filename ); Q_FixSlashes( szFilename ); // See if it's already loaded int i; for ( i = 0; i < m_FileList.Count(); i++ ) { CFlexSceneFile *file = m_FileList[ i ]; if ( file && !V_stricmp( file->filename, szFilename ) ) { // Make sure translations (local to global flex controller) are set up for this instance EnsureTranslations( instance, ( const flexsettinghdr_t * )file->buffer ); return file->buffer; } } if ( !allowBlockingIO ) { return NULL; } // Load file into memory void *buffer = NULL; int len = filesystem->ReadFileEx( UTIL_VarArgs( "expressions/%s.vfe", szFilename ), "GAME", &buffer, false, true ); if ( !len ) return NULL; // Create scene entry CFlexSceneFile *pfile = new CFlexSceneFile; // Remember filename Q_strncpy( pfile->filename, szFilename, sizeof( pfile->filename ) ); // Remember data pointer pfile->buffer = buffer; // Add to list m_FileList.AddToTail( pfile ); // Swap the entire file if ( IsX360() ) { CByteswap swap; swap.ActivateByteSwapping( true ); byte *pData = (byte*)buffer; flexsettinghdr_t *pHdr = (flexsettinghdr_t*)pData; swap.SwapFieldsToTargetEndian( pHdr ); // Flex Settings flexsetting_t *pFlexSetting = (flexsetting_t*)((byte*)pHdr + pHdr->flexsettingindex); for ( int i = 0; i < pHdr->numflexsettings; ++i, ++pFlexSetting ) { swap.SwapFieldsToTargetEndian( pFlexSetting ); flexweight_t *pWeight = (flexweight_t*)(((byte*)pFlexSetting) + pFlexSetting->settingindex ); for ( int j = 0; j < pFlexSetting->numsettings; ++j, ++pWeight ) { swap.SwapFieldsToTargetEndian( pWeight ); } } // indexes pData = (byte*)pHdr + pHdr->indexindex; swap.SwapBufferToTargetEndian( (int*)pData, (int*)pData, pHdr->numindexes ); // keymappings pData = (byte*)pHdr + pHdr->keymappingindex; swap.SwapBufferToTargetEndian( (int*)pData, (int*)pData, pHdr->numkeys ); // keyname indices pData = (byte*)pHdr + pHdr->keynameindex; swap.SwapBufferToTargetEndian( (int*)pData, (int*)pData, pHdr->numkeys ); } // Fill in translation table EnsureTranslations( instance, ( const flexsettinghdr_t * )pfile->buffer ); // Return data return pfile->buffer; } private: void DeleteSceneFiles() { while ( m_FileList.Count() > 0 ) { CFlexSceneFile *file = m_FileList[ 0 ]; m_FileList.Remove( 0 ); filesystem->FreeOptimalReadBuffer( file->buffer ); delete file; } } CUtlVector< CFlexSceneFile * > m_FileList; }; // Singleton manager CFlexSceneFileManager g_FlexSceneFileManager( "CFlexSceneFileManager" ); //----------------------------------------------------------------------------- // Purpose: Each CBaseFlex maintains a UtlRBTree of mappings, one for each loaded flex scene file it uses. This is used to // sort the entries in the RBTree // Input : lhs - // rhs - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CBaseFlex::FlexSettingLessFunc( const FS_LocalToGlobal_t& lhs, const FS_LocalToGlobal_t& rhs ) { return lhs.m_Key < rhs.m_Key; } //----------------------------------------------------------------------------- // Purpose: Since everyone shared a pSettinghdr now, we need to set up the localtoglobal mapping per entity, but // we just do this in memory with an array of integers (could be shorts, I suppose) // Input : *pSettinghdr - //----------------------------------------------------------------------------- void CBaseFlex::EnsureTranslations( const flexsettinghdr_t *pSettinghdr ) { Assert( pSettinghdr ); FS_LocalToGlobal_t entry( pSettinghdr ); unsigned short idx = m_LocalToGlobal.Find( entry ); if ( idx != m_LocalToGlobal.InvalidIndex() ) return; entry.SetCount( pSettinghdr->numkeys ); for ( int i = 0; i < pSettinghdr->numkeys; ++i ) { entry.m_Mapping[ i ] = FindFlexController( pSettinghdr->pLocalName( i ) ); } m_LocalToGlobal.Insert( entry ); } //----------------------------------------------------------------------------- // Purpose: Look up instance specific mapping // Input : *pSettinghdr - // key - // Output : int //----------------------------------------------------------------------------- LocalFlexController_t CBaseFlex::FlexControllerLocalToGlobal( const flexsettinghdr_t *pSettinghdr, int key ) { FS_LocalToGlobal_t entry( pSettinghdr ); int idx = m_LocalToGlobal.Find( entry ); if ( idx == m_LocalToGlobal.InvalidIndex() ) { // This should never happen!!! Assert( 0 ); Warning( "Unable to find mapping for flexcontroller %i, settings %p on %i/%s\n", key, pSettinghdr, entindex(), GetClassname() ); EnsureTranslations( pSettinghdr ); idx = m_LocalToGlobal.Find( entry ); if ( idx == m_LocalToGlobal.InvalidIndex() ) { Error( "CBaseFlex::FlexControllerLocalToGlobal failed!\n" ); } } FS_LocalToGlobal_t& result = m_LocalToGlobal[ idx ]; // Validate lookup Assert( result.m_nCount != 0 && key < result.m_nCount ); LocalFlexController_t index = result.m_Mapping[ key ]; return index; } //----------------------------------------------------------------------------- // Purpose: // Input : *filename - //----------------------------------------------------------------------------- const void *CBaseFlex::FindSceneFile( const char *filename ) { // Ask manager to get the globally cached scene instead. // hunt up the tree for the filename starting with our model name prepended as the path static char szExtendedPath[MAX_PATH]; if ( StringHasPrefix( STRING( GetModelName() ), "models" ) ) { strcpy( szExtendedPath, StringAfterPrefix( STRING( GetModelName() ), "models" ) + 1 ); } else { strcpy( szExtendedPath, STRING( GetModelName() ) ); } V_StripExtension( szExtendedPath, szExtendedPath, sizeof( szExtendedPath ) ); V_FixupPathName( szExtendedPath, sizeof( szExtendedPath ), szExtendedPath ); const void *pSceneFile = NULL; // FIXME: V_StripLastDir returns "./" path when it strips out the last one. That don't resolve on FindSceneFile while ( V_strlen( szExtendedPath ) > 2 ) { static char szExtendedName[MAX_PATH]; V_ComposeFileName( szExtendedPath, filename, szExtendedName, sizeof( szExtendedName ) ); pSceneFile = g_FlexSceneFileManager.FindSceneFile( this, szExtendedName, false ); if ( pSceneFile ) break; if ( !V_StripLastDir( szExtendedPath, sizeof( szExtendedPath ) ) ) break; } if ( !pSceneFile ) { // just ask for it by name pSceneFile = g_FlexSceneFileManager.FindSceneFile( this, filename, false ); } return pSceneFile; } ConVar ai_expression_optimization( "ai_expression_optimization", "0", FCVAR_NONE, "Disable npc background expressions when you can't see them." ); ConVar ai_expression_frametime( "ai_expression_frametime", "0.05", FCVAR_NONE, "Maximum frametime to still play background expressions." ); //----------------------------------------------------------------------------- // Various methods to process facial SceneEvents: //----------------------------------------------------------------------------- bool CBaseFlex::ProcessFlexAnimationSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event ) { VPROF( "CBaseFlex::ProcessFlexAnimationSceneEvent" ); if ( event->HasEndTime() ) { // don't bother with flex animation if the player can't see you CAI_BaseNPC *myNpc = MyNPCPointer( ); if (myNpc) { if (!myNpc->HasCondition( COND_IN_PVS )) return true; if (ai_expression_optimization.GetBool()) { if (scene->IsBackground()) { // if framerate too slow, disable if (gpGlobals->frametime > ai_expression_frametime.GetFloat()) { info->m_bHasArrived = true; info->m_flNext = gpGlobals->curtime + RandomFloat( 0.7, 1.2 ); } // only check occasionally else if (info->m_flNext <= gpGlobals->curtime) { CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); // if not in view, disable info->m_bHasArrived = (pPlayer && !pPlayer->FInViewCone( this ) ); info->m_flNext = gpGlobals->curtime + RandomFloat( 0.7, 1.2 ); } if (info->m_bHasArrived) { // NDebugOverlay::Box( myNpc->GetAbsOrigin(), myNpc->GetHullMins(), myNpc->GetHullMaxs(), 255, 0, 0, 0, 0.22 ); return true; } // NDebugOverlay::Box( myNpc->GetAbsOrigin(), myNpc->GetHullMins(), myNpc->GetHullMaxs(), 0, 255, 0, 0, 0.22 ); } } } AddFlexAnimation( info ); } return true; } bool CBaseFlex::ProcessFlexSettingSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event ) { // Flexanimations have to have an end time!!! if ( !event->HasEndTime() ) return true; VPROF( "CBaseFlex::ProcessFlexSettingSceneEvent" ); // Look up the actual strings const char *scenefile = event->GetParameters(); const char *name = event->GetParameters2(); // Have to find both strings if ( scenefile && name ) { if ( info->m_pExpHdr == NULL) { info->m_pExpHdr = ( const flexsettinghdr_t * )FindSceneFile( scenefile ); } if ( info->m_pExpHdr ) { float scenetime = scene->GetTime(); float scale = event->GetIntensity( scenetime ); // Add the named expression AddFlexSetting( name, scale, info->m_pExpHdr, !info->m_bStarted ); } } return true; } bool CBaseFlex::ProcessFacingSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event ) { // make sure target exists if (info->m_hTarget == NULL) return false; VPROF( "CBaseFlex::ProcessFacingSceneEvent" ); // make sure we're still able to play this command if (!EnterSceneSequence( scene, event, true )) { return false; } if (!info->m_bStarted) { info->m_flInitialYaw = GetLocalAngles().y; } // lock in place if aiming at self if (info->m_hTarget == this) { return true; } CAI_BaseNPC *myNpc = MyNPCPointer( ); if (myNpc) { if (info->m_bIsMoving != IsMoving()) { info->m_flInitialYaw = GetLocalAngles().y; } info->m_bIsMoving = IsMoving(); // Msg("%f : %f - %f\n", scene->GetTime(), event->GetStartTime(), event->GetEndTime() ); // FIXME: why are the splines ill behaved at the end? float intensity = event->GetIntensity( scene->GetTime() ); if (info->m_bIsMoving) { myNpc->AddFacingTarget( info->m_hTarget, intensity, 0.2 ); } else { float goalYaw = myNpc->CalcIdealYaw( info->m_hTarget->EyePosition() ); float diff = UTIL_AngleDiff( goalYaw, info->m_flInitialYaw ); float idealYaw = UTIL_AngleMod( info->m_flInitialYaw + diff * intensity ); // Msg("yaw %.1f : %.1f (%.1f)\n", info->m_flInitialYaw, idealYaw, intensity ); myNpc->GetMotor()->SetIdealYawAndUpdate( idealYaw ); } return true; } return false; } static Activity DetermineExpressionMoveActivity( CChoreoEvent *event, CAI_BaseNPC *pNPC ) { Activity activity = ACT_WALK; const char *sParam2 = event->GetParameters2(); if ( !sParam2 || !sParam2[0] ) return activity; // Custom distance styles are appended to param2 with a space as a separator const char *pszAct = Q_strstr( sParam2, " " ); if ( pszAct ) { char szActName[256]; Q_strncpy( szActName, sParam2, sizeof(szActName) ); szActName[ (pszAct-sParam2) ] = '\0'; pszAct = szActName; } else { pszAct = sParam2; } if ( !Q_stricmp( pszAct, "Walk" ) ) { activity = ACT_WALK; } else if ( !Q_stricmp( pszAct, "Run" ) ) { activity = ACT_RUN; } else if ( !Q_stricmp( pszAct, "CrouchWalk" ) ) { activity = ACT_WALK_CROUCH; } else { // Try and resolve the activity name activity = (Activity)ActivityList_IndexForName( pszAct ); if ( activity == ACT_INVALID ) { // Assume it's a sequence name pNPC->m_iszSceneCustomMoveSeq = AllocPooledString( pszAct ); activity = ACT_SCRIPT_CUSTOM_MOVE; } } return activity; } bool CBaseFlex::ProcessMoveToSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event ) { // make sure target exists if (info->m_hTarget == NULL) return false; // FIXME: move to CBaseActor or BaseNPC CAI_BaseNPC *myNpc = MyNPCPointer( ); if (!myNpc) return false; VPROF( "CBaseFlex::ProcessMoveToSceneEvent" ); // make sure we're still able to play this command if (!EnterSceneSequence( scene, event, true )) { return false; } // lock in place if aiming at self if (info->m_hTarget == this) { return true; } // If we're in a vehicle, make us exit and *then* begin the run if ( myNpc->IsInAVehicle() ) { // Make us exit and wait myNpc->ExitVehicle(); return false; } const Task_t *pCurTask = myNpc->GetTask(); if (!info->m_bIsMoving && (!IsMoving() || pCurTask->iTask == TASK_STOP_MOVING) ) { if ( pCurTask && (pCurTask->iTask == TASK_PLAY_SCENE || pCurTask->iTask == TASK_WAIT_FOR_MOVEMENT || pCurTask->iTask == TASK_STOP_MOVING ) ) { Activity moveActivity = DetermineExpressionMoveActivity( event, myNpc ); // AI_NavGoal_t goal( info->m_hTarget->EyePosition(), moveActivity, AIN_HULL_TOLERANCE ); myNpc->SetTarget( info->m_hTarget ); float flDistTolerance; flDistTolerance = myNpc->GetHullWidth() / 2.0; // flDistTolerance = AIN_HULL_TOLERANCE; if (event->m_bForceShortMovement) { flDistTolerance = 0.1f; } AI_NavGoal_t goal( GOALTYPE_TARGETENT, moveActivity, flDistTolerance, AIN_UPDATE_TARGET_POS ); float flDist = (info->m_hTarget->EyePosition() - GetAbsOrigin()).Length2D(); if (flDist > MAX( MAX( flDistTolerance, 0.1 ), event->GetDistanceToTarget())) { // Msg("flDist %.1f\n", flDist ); int result = false; if ( !myNpc->IsUnreachable( info->m_hTarget ) ) { result = myNpc->GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET ); if ( !result ) { myNpc->RememberUnreachable( info->m_hTarget, 1.5 ); } } if (result) { myNpc->GetNavigator()->SetMovementActivity( moveActivity ); myNpc->GetNavigator()->SetArrivalDistance( event->GetDistanceToTarget() ); info->m_bIsMoving = true; } else { // need route build failure case // Msg("actor %s unable to build route\n", STRING( myNpc->GetEntityName() ) ); // Assert(0); if (developer.GetInt() > 0 && scene_showmoveto.GetBool()) { Vector vTestPoint; myNpc->GetMoveProbe()->FloorPoint( info->m_hTarget->EyePosition(), myNpc->GetAITraceMask(), 0, -64, &vTestPoint ); NDebugOverlay::HorzArrow( GetAbsOrigin() + Vector( 0, 0, 1 ), vTestPoint + Vector( 0, 0, 1 ), 4, 255, 0, 255, 0, false, 0.12 ); NDebugOverlay::Box( vTestPoint, myNpc->GetHullMins(), myNpc->GetHullMaxs(), 255, 0, 255, 0, 0.12 ); } } } else { info->m_bHasArrived = true; } } } else if (IsMoving()) { // float flDist = (myNpc->GetNavigator()->GetGoalPos() - GetAbsOrigin()).Length2D(); float flDist = (info->m_hTarget->EyePosition() - GetAbsOrigin()).Length2D(); if (flDist <= event->GetDistanceToTarget()) { myNpc->GetNavigator()->StopMoving( false ); // Stop moving info->m_bHasArrived = true; } } else { info->m_bIsMoving = false; } // show movement target if (developer.GetInt() > 0 && scene_showmoveto.GetBool() && IsMoving()) { Vector vecStart, vTestPoint; vecStart = myNpc->GetNavigator()->GetGoalPos(); myNpc->GetMoveProbe()->FloorPoint( vecStart, myNpc->GetAITraceMask(), 0, -64, &vTestPoint ); int r, g, b; r = b = g = 0; if ( myNpc->GetNavigator()->CanFitAtPosition( vTestPoint, myNpc->GetAITraceMask() ) ) { if ( myNpc->GetMoveProbe()->CheckStandPosition( vTestPoint, myNpc->GetAITraceMask() ) ) { if (event->IsResumeCondition()) { g = 255; } else { r = 255; g = 255; } } else { b = 255; g = 255; } } else { r = 255; } NDebugOverlay::HorzArrow( GetAbsOrigin() + Vector( 0, 0, 1 ), vTestPoint + Vector( 0, 0, 1 ), 4, r, g, b, 0, false, 0.12 ); NDebugOverlay::Box( vTestPoint, myNpc->GetHullMins(), myNpc->GetHullMaxs(), r, g, b, 0, 0.12 ); } // handled in task return true; } bool CBaseFlex::ProcessLookAtSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event ) { VPROF( "CBaseFlex::ProcessLookAtSceneEvent" ); CAI_BaseNPC *myNpc = MyNPCPointer( ); if (myNpc && info->m_hTarget != NULL) { float intensity = event->GetIntensity( scene->GetTime() ); // clamp in-ramp to 0.3 seconds float flDuration = scene->GetTime() - event->GetStartTime(); float flMaxIntensity = flDuration < 0.3f ? SimpleSpline( flDuration / 0.3f ) : 1.0f; intensity = clamp( intensity, 0.0f, flMaxIntensity ); myNpc->AddLookTarget( info->m_hTarget, intensity, 0.1 ); if (developer.GetInt() > 0 && scene_showlook.GetBool() && info->m_hTarget) { Vector tmp = info->m_hTarget->EyePosition() - myNpc->EyePosition(); VectorNormalize( tmp ); Vector p0 = myNpc->EyePosition(); NDebugOverlay::VertArrow( p0, p0 + tmp * (4 + 16 * intensity ), 4, 255, 255, 255, 0, true, 0.12 ); } } return true; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CBaseFlex::ProcessSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event ) { VPROF( "CBaseFlex::ProcessSceneEvent" ); switch ( event->GetType() ) { case CChoreoEvent::FLEXANIMATION: return ProcessFlexAnimationSceneEvent( info, scene, event ); case CChoreoEvent::EXPRESSION: return ProcessFlexSettingSceneEvent( info, scene, event ); case CChoreoEvent::SEQUENCE: return ProcessSequenceSceneEvent( info, scene, event ); case CChoreoEvent::GESTURE: return ProcessGestureSceneEvent( info, scene, event ); case CChoreoEvent::FACE: return ProcessFacingSceneEvent( info, scene, event ); case CChoreoEvent::MOVETO: return ProcessMoveToSceneEvent( info, scene, event ); case CChoreoEvent::LOOKAT: return ProcessLookAtSceneEvent( info, scene, event ); case CChoreoEvent::SPEAK: return true; default: { Msg( "unknown type %d in ProcessSceneEvent()\n", event->GetType() ); Assert( 0 ); } } return false; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CBaseFlex::IsRunningSceneMoveToEvent() { for ( int i = m_SceneEvents.Count() - 1; i >= 0; i-- ) { CSceneEventInfo *info = &m_SceneEvents[ i ]; CChoreoEvent *event = info->m_pEvent; if ( event && event->GetType() == CChoreoEvent::MOVETO ) return true; } return false; } flexsetting_t const *CBaseFlex::FindNamedSetting( flexsettinghdr_t const *pSettinghdr, const char *expr ) { int i; const flexsetting_t *pSetting = NULL; for ( i = 0; i < pSettinghdr->numflexsettings; i++ ) { pSetting = pSettinghdr->pSetting( i ); if ( !pSetting ) continue; const char *name = pSetting->pszName(); if ( !stricmp( name, expr ) ) break; } if ( i>=pSettinghdr->numflexsettings ) { return NULL; } return pSetting; } //----------------------------------------------------------------------------- // Purpose: // Input : *event - //----------------------------------------------------------------------------- void CBaseFlex::AddFlexAnimation( CSceneEventInfo *info ) { if ( !info ) return; // don't bother with flex animation if the player can't see you CAI_BaseNPC *myNpc = MyNPCPointer( ); if (myNpc && !myNpc->HasCondition( COND_IN_PVS )) return; CChoreoEvent *event = info->m_pEvent; if ( !event ) return; CChoreoScene *scene = info->m_pScene; if ( !scene ) return; if ( !event->GetTrackLookupSet() ) { // Create lookup data for ( int i = 0; i < event->GetNumFlexAnimationTracks(); i++ ) { CFlexAnimationTrack *track = event->GetFlexAnimationTrack( i ); if ( !track ) continue; if ( track->IsComboType() ) { char name[ 512 ]; Q_strncpy( name, "right_" ,sizeof(name)); Q_strncat( name, track->GetFlexControllerName(),sizeof(name), COPY_ALL_CHARACTERS ); track->SetFlexControllerIndex( FindFlexController( name ), 0, 0 ); if ( CAI_BaseActor::IsServerSideFlexController( name ) ) { Assert( !"Should stereo controllers ever be server side only?" ); track->SetServerSide( true ); } Q_strncpy( name, "left_" ,sizeof(name)); Q_strncat( name, track->GetFlexControllerName(),sizeof(name), COPY_ALL_CHARACTERS ); track->SetFlexControllerIndex( FindFlexController( name ), 0, 1 ); if ( CAI_BaseActor::IsServerSideFlexController( name ) ) { Assert( !"Should stereo controllers ever be server side only?" ); track->SetServerSide( true ); } } else { track->SetFlexControllerIndex( FindFlexController( (char *)track->GetFlexControllerName() ), 0 ); // Only non-combo tracks can be server side track->SetServerSide( CAI_BaseActor::IsServerSideFlexController( track->GetFlexControllerName() ) ); } } event->SetTrackLookupSet( true ); } float scenetime = scene->GetTime(); // decay if this is a background scene and there's other flex animations playing float weight = event->GetIntensity( scenetime ) * info->UpdateWeight( this ); { VPROF( "AddFlexAnimation_SetFlexWeight" ); // Compute intensity for each track in animation and apply // Iterate animation tracks for ( int i = 0; i < event->GetNumFlexAnimationTracks(); i++ ) { CFlexAnimationTrack *track = event->GetFlexAnimationTrack( i ); if ( !track ) continue; // Disabled if ( !track->IsTrackActive() ) continue; // If we are doing client side flexing, skip all tracks which are not server side if ( g_bClientFlex && !track->IsServerSide() ) continue; // Map track flex controller to global name if ( track->IsComboType() ) { for ( int side = 0; side < 2; side++ ) { LocalFlexController_t controller = track->GetRawFlexControllerIndex( side ); // Get spline intensity for controller float flIntensity = track->GetIntensity( scenetime, side ); if ( controller >= LocalFlexController_t(0) ) { float orig = GetFlexWeight( controller ); SetFlexWeight( controller, orig * (1 - weight) + flIntensity * weight ); } } } else { LocalFlexController_t controller = track->GetRawFlexControllerIndex( 0 ); // Get spline intensity for controller float flIntensity = track->GetIntensity( scenetime, 0 ); if ( controller >= LocalFlexController_t(0) ) { float orig = GetFlexWeight( controller ); SetFlexWeight( controller, orig * (1 - weight) + flIntensity * weight ); } } } } info->m_bStarted = true; } //----------------------------------------------------------------------------- // Purpose: // Input : *expr - // scale - // *pSettinghdr - // newexpression - //----------------------------------------------------------------------------- void CBaseFlex::AddFlexSetting( const char *expr, float scale, const flexsettinghdr_t *pSettinghdr, bool newexpression ) { int i; const flexsetting_t *pSetting = NULL; // Find the named setting in the base for ( i = 0; i < pSettinghdr->numflexsettings; i++ ) { pSetting = pSettinghdr->pSetting( i ); if ( !pSetting ) continue; const char *name = pSetting->pszName(); if ( !stricmp( name, expr ) ) break; } if ( i>=pSettinghdr->numflexsettings ) { return; } flexweight_t *pWeights = NULL; int truecount = pSetting->psetting( (byte *)pSettinghdr, 0, &pWeights ); if ( !pWeights ) return; for (i = 0; i < truecount; i++, pWeights++) { // Translate to local flex controller // this is translating from the settings's local index to the models local index LocalFlexController_t index = FlexControllerLocalToGlobal( pSettinghdr, pWeights->key ); // blend scaled weighting in to total float s = clamp( scale * pWeights->influence, 0.0f, 1.0f ); float value = GetFlexWeight( index ) * (1.0f - s ) + pWeights->weight * s; SetFlexWeight( index, value ); } } //----------------------------------------------------------------------------- // Purpose: // Input : *actor - // *parameters - //----------------------------------------------------------------------------- bool CBaseFlex::ProcessGestureSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event ) { if ( !info || !event || !scene ) return false; if ( info->m_iLayer == REQUEST_DEFERRED_LAYER_ALLOCATION ) { HandleStartGestureSceneEvent( info, scene, event, info->m_pActor ); } if (info->m_iLayer >= 0) { // this happens after StudioFrameAdvance() // FIXME; this needs to be adjusted by npc offset to scene time? Known? // FIXME: what should this do when the scene loops? float duration = event->GetDuration( ); float flEventCycle = (scene->GetTime() - event->GetStartTime()) / duration; float flCycle = event->GetOriginalPercentageFromPlaybackPercentage( flEventCycle ); SetLayerCycle( info->m_iLayer, flCycle ); float flWeight = event->GetIntensity( scene->GetTime() ); /* if (stricmp( event->GetParameters(), "m_g_arms_crossed" ) == 0) { Msg("%.2f (%.2f) : %s : %.3f (%.3f) %.2f\n", scene->GetTime(), scene->GetTime() - event->GetStartTime(), event->GetParameters(), flCycle, flEventCycle, flWeight ); } */ // fade out/in if npc is moving if (!info->m_bIsGesture) { if (IsMoving()) { info->m_flWeight = MAX( info->m_flWeight - 0.2, 0.0 ); } else { info->m_flWeight = MIN( info->m_flWeight + 0.2, 1.0 ); } } // 3x^2-2x^3 float spline = 3 * info->m_flWeight * info->m_flWeight - 2 * info->m_flWeight * info->m_flWeight * info->m_flWeight; SetLayerWeight( info->m_iLayer, flWeight * spline ); // update layer priority if (m_bUpdateLayerPriorities) { SetLayerPriority( info->m_iLayer, info->m_iPriority + GetScenePriority( scene ) ); } /* Msg( "%d : %.2f (%.2f) : %.3f %.3f : %.3f\n", info->m_iLayer, scene->GetTime(), (scene->GetTime() - event->GetStartTime()) / duration, flCycle, flNextCycle, rate ); */ } return true; } //----------------------------------------------------------------------------- // Purpose: // Input : *actor - // *parameters - //----------------------------------------------------------------------------- bool CBaseFlex::ProcessSequenceSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event ) { if ( !info || !event || !scene ) return false; bool bNewlyAllocated = false; if ( info->m_iLayer == REQUEST_DEFERRED_LAYER_ALLOCATION ) { bool result = HandleStartSequenceSceneEvent( info, scene, event, info->m_pActor ); if (!result) return false; bNewlyAllocated = true; } if (info->m_iLayer >= 0) { float flWeight = event->GetIntensity( scene->GetTime() ); // force layer to zero weight in newly allocated, fixed bug with inter-think spawned sequences blending in badly if (bNewlyAllocated) flWeight = 0.0; // fade out/in if npc is moving bool bFadeOut = IsMoving(); CAI_BaseNPC *myNpc = MyNPCPointer( ); if (myNpc && !(myNpc->IsCurSchedule( SCHED_SCENE_GENERIC ) || myNpc->GetActivity() == ACT_IDLE_ANGRY || myNpc->GetActivity() == ACT_IDLE) ) { bFadeOut = true; if (info->m_flWeight == 1.0) { Warning( "%s playing CChoreoEvent::SEQUENCE but AI has forced them to do something different\n", STRING(GetEntityName()) ); } } if (bFadeOut) { info->m_flWeight = MAX( info->m_flWeight - 0.2, 0.0 ); } else { info->m_flWeight = MIN( info->m_flWeight + 0.2, 1.0 ); } float spline = 3 * info->m_flWeight * info->m_flWeight - 2 * info->m_flWeight * info->m_flWeight * info->m_flWeight; SetLayerWeight( info->m_iLayer, flWeight * spline ); bool looping = ((GetSequenceFlags( GetModelPtr(), info->m_nSequence ) & STUDIO_LOOPING) != 0); if (!looping) { float dt = scene->GetTime() - event->GetStartTime(); float seq_duration = SequenceDuration( info->m_nSequence ); float flCycle = dt / seq_duration; flCycle = clamp( flCycle, 0, 1.0 ); SetLayerCycle( info->m_iLayer, flCycle ); } if (myNpc) { myNpc->AddSceneLock( 0.2 ); } // update layer priority if (m_bUpdateLayerPriorities) { SetLayerPriority( info->m_iLayer, info->m_iPriority + GetScenePriority( scene ) ); } } // FIXME: clean up cycle index from restart return true; } //----------------------------------------------------------------------------- // Purpose: Returns true if the actor is not currently in a scene OR if the actor // is in a scene (checked externally), but a PERMIT_RESPONSES event is active and // the permit time period has enough time remaining to handle the response in full. // Input : response_length - //----------------------------------------------------------------------------- bool CBaseFlex::PermitResponse( float response_length ) { // Nothing set, disallow it if ( m_flAllowResponsesEndTime <= 0.0f ) { return false; } // If response ends before end of allow time, then that's okay if ( gpGlobals->curtime + response_length <= m_flAllowResponsesEndTime ) { return true; } // Disallow responses for now return false; } //----------------------------------------------------------------------------- // Purpose: Set response end time (0 to clear response blocking) // Input : endtime - //----------------------------------------------------------------------------- void CBaseFlex::SetPermitResponse( float endtime ) { // Mark time after which we'll be occupied again (if in a scene) // Note a value of <= 0.0f means unset (always allow actor to speak if not in a scene, // and always disallow if in a scene) m_flAllowResponsesEndTime = endtime; } //----------------------------------------------------------------------------- // Purpose: Play a one-shot scene // Input : // Output : //----------------------------------------------------------------------------- float CBaseFlex::PlayScene( const char *pszScene, float flDelay, AI_Response *response, IRecipientFilter *filter /* = NULL */ ) { return InstancedScriptedScene( this, pszScene, NULL, flDelay, false, response, false, filter ); } float CBaseFlex::ScriptPlayScene( const char* pszScene, float flDelay ) { return InstancedScriptedScene( this, pszScene, NULL, flDelay ); } //----------------------------------------------------------------------------- // Purpose: Generate a one-shot scene in memory with one track which is to play the named sound on the actor // Input : *soundname - // Output : float //----------------------------------------------------------------------------- float CBaseFlex::PlayAutoGeneratedSoundScene( const char *soundname ) { return InstancedAutoGeneratedSoundScene( this, soundname ); } //-------------------------------------------------------------------------------------------------- // Returns the script instance of the scene entity associated with our oldest ("top level") scene event //-------------------------------------------------------------------------------------------------- HSCRIPT CBaseFlex::ScriptGetOldestScene( void ) { if ( m_SceneEvents.Count() > 0 ) { CSceneEventInfo curScene = m_SceneEvents.Head(); return ToHScript( (CBaseEntity*)(curScene.m_hSceneEntity.Get()) ); } else { return NULL; } } //-------------------------------------------------------------------------------------------------- // Returns the script instance of the scene at the specified index, or null if index >= count //-------------------------------------------------------------------------------------------------- HSCRIPT CBaseFlex::ScriptGetSceneByIndex( int index ) { if ( m_SceneEvents.IsValidIndex( index ) ) { CSceneEventInfo curScene = m_SceneEvents.Element( index ); return ToHScript( (CBaseEntity*)(curScene.m_hSceneEntity.Get()) ); } else { return NULL; } } // FIXME: move to CBaseActor bool CBaseFlex::EnterSceneSequence( CChoreoScene *scene, CChoreoEvent *event, bool bRestart ) { CAI_BaseNPC *myNpc = MyNPCPointer( ); if (!myNpc) return false; // 2 seconds past current event, or 0.2 seconds past end of scene, whichever is shorter float flDuration = MIN( 2.0, MIN( event->GetEndTime() - scene->GetTime() + 2.0, scene->FindStopTime() - scene->GetTime() + 0.2 ) ); if (myNpc->IsCurSchedule( SCHED_SCENE_GENERIC )) { myNpc->AddSceneLock( flDuration ); return true; } // for now, don't interrupt sequences that don't understand being interrupted if (myNpc->GetCurSchedule()) { CAI_ScheduleBits testBits; myNpc->GetCurSchedule()->GetInterruptMask( &testBits ); testBits.Clear( COND_PROVOKED ); if (testBits.IsAllClear()) { return false; } } if (myNpc->IsInterruptable()) { if (myNpc->m_hCine) { // Assert( !(myNpc->GetFlags() & FL_FLY ) ); myNpc->ExitScriptedSequence( ); } myNpc->OnStartScene(); myNpc->SetSchedule( SCHED_SCENE_GENERIC ); myNpc->AddSceneLock( flDuration ); return true; } return false; } bool CBaseFlex::ExitSceneSequence( void ) { return true; } //----------------------------------------------------------------------------- // Purpose: keep track of last valid flex animation time and returns if the current info should play theirs //----------------------------------------------------------------------------- bool CBaseFlex::IsSuppressedFlexAnimation( CSceneEventInfo *info ) { // check for suppression if the current info is a background if (info->m_pScene && info->m_pScene->IsBackground()) { // allow for slight jitter return m_flLastFlexAnimationTime > gpGlobals->curtime - GetAnimTimeInterval() * 1.5; } // keep track of last non-suppressable flex animation m_flLastFlexAnimationTime = gpGlobals->curtime; return false; } //----------------------------------------------------------------------------- // Purpose: Clear out body lean states that are invalidated with Teleport //----------------------------------------------------------------------------- void CBaseFlex::Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity ) { BaseClass::Teleport( newPosition, newAngles, newVelocity ); #ifdef HL2_DLL // clear out Body Lean m_vecPrevOrigin = vec3_origin; #endif } //----------------------------------------------------------------------------- // Purpose: keep track of accel/decal and lean the body //----------------------------------------------------------------------------- void CBaseFlex::DoBodyLean( void ) { #ifdef HL2_DLL CAI_BaseNPC *myNpc = MyNPCPointer( ); if (myNpc) { Vector vecDelta; Vector vecPos; Vector vecOrigin = GetAbsOrigin(); if (m_vecPrevOrigin == vec3_origin) { m_vecPrevOrigin = vecOrigin; } vecDelta = vecOrigin - m_vecPrevOrigin; vecDelta.x = clamp( vecDelta.x, -50, 50 ); vecDelta.y = clamp( vecDelta.y, -50, 50 ); vecDelta.z = clamp( vecDelta.z, -50, 50 ); float dt = gpGlobals->curtime - GetLastThink(); bool bSkip = ((GetFlags() & (FL_FLY | FL_SWIM)) != 0) || (GetMoveParent() != NULL) || (GetGroundEntity() == NULL) || (GetGroundEntity()->IsMoving()); bSkip |= myNpc->TaskRanAutomovement() || (myNpc->GetVehicleEntity() != NULL); if (!bSkip) { if (vecDelta.LengthSqr() > m_vecPrevVelocity.LengthSqr()) { float decay = ExponentialDecay( 0.6, 0.1, dt ); m_vecPrevVelocity = m_vecPrevVelocity * (decay) + vecDelta * (1.f - decay); } else { float decay = ExponentialDecay( 0.4, 0.1, dt ); m_vecPrevVelocity = m_vecPrevVelocity * (decay) + vecDelta * (1.f - decay); } vecPos = m_vecPrevOrigin + m_vecPrevVelocity; float decay = ExponentialDecay( 0.5, 0.1, dt ); m_vecShift = m_vecShift * (decay) + (vecOrigin - vecPos) * (1.f - decay); // FIXME: Scale this m_vecLean = (vecOrigin - vecPos) * 1.0; // FIXME: Scale this } else { m_vecPrevVelocity = vecDelta; float decay = ExponentialDecay( 0.5, 0.1, dt ); m_vecShift = m_vecShift * decay; m_vecLean = m_vecLean * decay; } m_vecPrevOrigin = vecOrigin; /* DevMsg( "%.2f %.2f %.2f (%.2f %.2f %.2f)\n", m_vecLean.Get().x, m_vecLean.Get().y, m_vecLean.Get().z, vecDelta.x, vecDelta.y, vecDelta.z ); */ } #endif } //----------------------------------------------------------------------------- // Purpose: initialize weight for background events //----------------------------------------------------------------------------- void CSceneEventInfo::InitWeight( CBaseFlex *pActor ) { if (pActor->IsSuppressedFlexAnimation( this )) { m_flWeight = 0.0; } else { m_flWeight = 1.0; } } //----------------------------------------------------------------------------- // Purpose: update weight for background events. Only call once per think //----------------------------------------------------------------------------- float CSceneEventInfo::UpdateWeight( CBaseFlex *pActor ) { // decay if this is a background scene and there's other flex animations playing if (pActor->IsSuppressedFlexAnimation( this )) { m_flWeight = MAX( m_flWeight - 0.2, 0.0 ); } else { m_flWeight = MIN( m_flWeight + 0.1, 1.0 ); } return m_flWeight; } BEGIN_DATADESC( CFlexCycler ) DEFINE_FIELD( m_flextime, FIELD_TIME ), DEFINE_FIELD( m_flexnum, FIELD_INTEGER ), DEFINE_ARRAY( m_flextarget, FIELD_FLOAT, 64 ), DEFINE_FIELD( m_blinktime, FIELD_TIME ), DEFINE_FIELD( m_looktime, FIELD_TIME ), DEFINE_FIELD( m_lookTarget, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_speaktime, FIELD_TIME ), DEFINE_FIELD( m_istalking, FIELD_INTEGER ), DEFINE_FIELD( m_phoneme, FIELD_INTEGER ), DEFINE_KEYFIELD( m_iszSentence, FIELD_STRING, "Sentence" ), DEFINE_FIELD( m_sentence, FIELD_INTEGER ), END_DATADESC() LINK_ENTITY_TO_CLASS( cycler_flex, CGenericFlexCycler ); ConVar flex_expression( "flex_expression","-" ); ConVar flex_talk( "flex_talk","0" ); // Cycler member functions void CFlexCycler::GenericCyclerSpawn(char *szModel, Vector vecMin, Vector vecMax) { if (!szModel || !*szModel) { Warning( "cycler at %.0f %.0f %0.f missing modelname\n", GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z ); UTIL_Remove( this ); return; } PrecacheModel( szModel ); SetModel( szModel ); CFlexCycler::Spawn( ); UTIL_SetSize(this, vecMin, vecMax); Vector vecEyeOffset; GetEyePosition( GetModelPtr(), vecEyeOffset ); SetViewOffset( vecEyeOffset ); InitBoneControllers(); if (GetNumFlexControllers() < 5) Warning( "cycler_flex used on model %s without enough flexes.\n", szModel ); } void CFlexCycler::Spawn( ) { Precache(); /* if ( m_spawnflags & FCYCLER_NOTSOLID ) { SetSolid( SOLID_NOT ); } else { SetSolid( SOLID_SLIDEBOX ); } */ SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_NONE ); m_takedamage = DAMAGE_YES; m_iHealth = 80000;// no cycler should die m_flPlaybackRate = 1.0f; m_flGroundSpeed = 0; SetNextThink( gpGlobals->curtime + 1.0f ); ResetSequenceInfo( ); m_flCycle = random->RandomFloat( 0, 1.0 ); } const char *predef_flexcontroller_names[] = { "right_lid_raiser", "left_lid_raiser", "right_lid_tightener", "left_lid_tightener", "right_lid_droop", "left_lid_droop", "right_inner_raiser", "left_inner_raiser", "right_outer_raiser", "left_outer_raiser", "right_lowerer", "left_lowerer", "right_cheek_raiser", "left_cheek_raiser", "wrinkler", "right_upper_raiser", "left_upper_raiser", "right_corner_puller", "left_corner_puller", "corner_depressor", "chin_raiser", "right_puckerer", "left_puckerer", "right_funneler", "left_funneler", "tightener", "jaw_clencher", "jaw_drop", "right_mouth_drop", "left_mouth_drop", NULL }; float predef_flexcontroller_values[7][30] = { /* 0 */ { 0.700,0.560,0.650,0.650,0.650,0.585,0.000,0.000,0.400,0.040,0.000,0.000,0.450,0.450,0.000,0.000,0.000,0.750,0.000,0.000,0.000,0.000,0.000,0.000,0.000,0.150,1.000,0.000,0.000,0.000 }, /* 1 */ { 0.450,0.450,0.450,0.450,0.000,0.000,0.000,0.000,0.300,0.300,0.000,0.000,0.250,0.250,0.000,0.000,0.000,0.750,0.750,0.000,0.000,0.000,0.000,0.400,0.400,0.000,1.000,0.000,0.050,0.050 }, /* 2 */ { 0.200,0.200,0.500,0.500,0.150,0.150,0.100,0.100,0.150,0.150,0.000,0.000,0.700,0.700,0.000,0.000,0.000,0.750,0.750,0.000,0.200,0.000,0.000,0.000,0.000,0.000,0.850,0.000,0.000,0.000 }, /* 3 */ { 0.000,0.000,0.000,0.000,0.000,0.000,0.300,0.300,0.000,0.000,0.000,0.000,0.000,0.000,0.100,0.000,0.000,0.000,0.000,0.700,0.300,0.000,0.000,0.200,0.200,0.000,0.000,0.300,0.000,0.000 }, /* 4 */ { 0.450,0.450,0.000,0.000,0.450,0.450,0.000,0.000,0.000,0.000,0.450,0.450,0.000,0.000,0.000,0.000,0.000,0.000,0.000,0.000,0.000,0.000,0.000,0.000,0.000,0.300,0.000,0.000,0.000,0.000 }, /* 5 */ { 0.000,0.000,0.350,0.350,0.150,0.150,0.300,0.300,0.450,0.450,0.000,0.000,0.200,0.200,0.000,0.000,0.000,0.000,0.000,0.000,0.000,0.200,0.200,0.000,0.000,0.300,0.000,0.000,0.000,0.000 }, /* 6 */ { 0.000,0.000,0.650,0.650,0.750,0.750,0.000,0.000,0.000,0.000,0.300,0.300,0.000,0.000,0.000,0.250,0.250,0.000,0.000,0.000,0.000,0.000,0.000,0.000,0.000,0.000,0.000,0.000,0.000,0.000 } }; //----------------------------------------------------------------------------- // Purpose: Changes sequences when shot //----------------------------------------------------------------------------- int CFlexCycler::OnTakeDamage( const CTakeDamageInfo &info ) { int nSequence = GetSequence() + 1; if (!IsValidSequence( nSequence )) { nSequence = 0; } ResetSequence( nSequence ); m_flCycle = 0; return 0; } void CFlexCycler::SetFlexTarget( LocalFlexController_t flexnum ) { m_flextarget[flexnum] = random->RandomFloat( 0.5, 1.0 ); const char *pszType = GetFlexControllerType( flexnum ); // zero out all other flexes of the same type for (LocalFlexController_t i = LocalFlexController_t(0); i < GetNumFlexControllers(); i++) { if (i != flexnum) { const char *pszOtherType = GetFlexControllerType( i ); if (stricmp( pszType, pszOtherType ) == 0) { m_flextarget[i] = 0; } } } // HACK, for now, consider then linked is named "right_" or "left_" if (strncmp( "right_", GetFlexControllerName( flexnum ), 6 ) == 0) { m_flextarget[flexnum+1] = m_flextarget[flexnum]; } else if (strncmp( "left_", GetFlexControllerName( flexnum ), 5 ) == 0) { m_flextarget[flexnum-1] = m_flextarget[flexnum]; } } LocalFlexController_t CFlexCycler::LookupFlex( const char *szTarget ) { for (LocalFlexController_t i = LocalFlexController_t(0); i < GetNumFlexControllers(); i++) { const char *pszFlex = GetFlexControllerName( i ); if (stricmp( szTarget, pszFlex ) == 0) { return i; } } return LocalFlexController_t(-1); } void CFlexCycler::Think( void ) { SetNextThink( gpGlobals->curtime + 0.1f ); StudioFrameAdvance ( ); if (IsSequenceFinished() && !SequenceLoops()) { // ResetSequenceInfo(); // hack to avoid reloading model every frame m_flAnimTime = gpGlobals->curtime; m_flPlaybackRate = 1.0; m_bSequenceFinished = false; m_flLastEventCheck = 0; m_flCycle = 0; } // only do this if they have more than eyelid movement if (GetNumFlexControllers() > 2) { const char *pszExpression = flex_expression.GetString(); if (pszExpression && pszExpression[0] == '+' && pszExpression[1] != '\0') { int i; int j = atoi( &pszExpression[1] ); for ( i = 0; i < GetNumFlexControllers(); i++) { m_flextarget[m_flexnum] = 0; } for (i = 0; i < 35 && predef_flexcontroller_names[i]; i++) { m_flexnum = LookupFlex( predef_flexcontroller_names[i] ); m_flextarget[m_flexnum] = predef_flexcontroller_values[j][i]; // Msg( "%s %.3f\n", predef_flexcontroller_names[i], predef_flexcontroller_values[j][i] ); } } else if ( pszExpression && (pszExpression[0] == '1') && (pszExpression[1] == '\0') ) // 1 for maxed controller values { for ( LocalFlexController_t i = LocalFlexController_t(0); i < GetNumFlexControllers(); i++ ) { // Max everything out... m_flextarget[i] = 1.0f; SetFlexWeight( i, m_flextarget[i] ); } } else if ( pszExpression && (pszExpression[0] == '^') && (pszExpression[1] == '\0') ) // ^ for sine wave { for ( LocalFlexController_t i = LocalFlexController_t(0); i < GetNumFlexControllers(); i++ ) { // Throw a differently offset sine wave on all of the flex controllers float fFlexTime = i * (1.0f / (float)GetNumFlexControllers()) + gpGlobals->curtime; m_flextarget[i] = sinf( fFlexTime ) * 0.5f + 0.5f; SetFlexWeight( i, m_flextarget[i] ); } } else if (pszExpression && pszExpression[0] != '\0' && strcmp(pszExpression, "+") != 0) { char szExpression[128]; char szTemp[32]; Q_strncpy( szExpression, pszExpression ,sizeof(szExpression)); char *pszExpression = szExpression; while (*pszExpression != '\0') { if (*pszExpression == '+') *pszExpression = ' '; pszExpression++; } pszExpression = szExpression; while (*pszExpression) { if (*pszExpression != ' ') { if (*pszExpression == '-') { for (LocalFlexController_t i = LocalFlexController_t(0); i < GetNumFlexControllers(); i++) { m_flextarget[i] = 0; } } else if (*pszExpression == '?') { for (LocalFlexController_t i = LocalFlexController_t(0); i < GetNumFlexControllers(); i++) { Msg( "\"%s\" ", GetFlexControllerName( i ) ); } Msg( "\n" ); flex_expression.SetValue( "" ); } else { if (sscanf( pszExpression, "%31s", szTemp ) == 1) { m_flexnum = LookupFlex( szTemp ); if (m_flexnum != -1 && m_flextarget[m_flexnum] != 1) { m_flextarget[m_flexnum] = 1.0; // SetFlexTarget( m_flexnum ); } pszExpression += strlen( szTemp ) - 1; } } } pszExpression++; } } else if (m_flextime < gpGlobals->curtime) { // m_flextime = gpGlobals->curtime + 1.0; // RandomFloat( 0.1, 0.5 ); m_flextime = gpGlobals->curtime + random->RandomFloat( 0.3, 0.5 ) * (30.0 / GetNumFlexControllers()); m_flexnum = (LocalFlexController_t)random->RandomInt( 0, GetNumFlexControllers() - 1 ); // m_flexnum = (pflex->num + 1) % r_psubmodel->numflexes; if (m_flextarget[m_flexnum] == 1) { m_flextarget[m_flexnum] = 0; // pflex->time = cl.time + 0.1; } else if (stricmp( GetFlexControllerType( m_flexnum ), "phoneme" ) != 0) { if (strstr( GetFlexControllerName( m_flexnum ), "upper_raiser" ) == NULL) { Msg( "%s:%s\n", GetFlexControllerType( m_flexnum ), GetFlexControllerName( m_flexnum ) ); SetFlexTarget( m_flexnum ); } } #if 0 char szWhat[256]; szWhat[0] = '\0'; for (int i = 0; i < GetNumFlexControllers(); i++) { if (m_flextarget[i] == 1.0) { if (stricmp( GetFlexFacs( i ), "upper") != 0 && stricmp( GetFlexFacs( i ), "lower") != 0) { if (szWhat[0] == '\0') Q_strncat( szWhat, "-", sizeof( szWhat ), COPY_ALL_CHARACTERS ); else Q_strncat( szWhat, "+", sizeof( szWhat ), COPY_ALL_CHARACTERS ); Q_strncat( szWhat, GetFlexFacs( i ), sizeof( szWhat ), COPY_ALL_CHARACTERS ); } } } Msg( "%s\n", szWhat ); #endif } // slide it up. for (LocalFlexController_t i = LocalFlexController_t(0); i < GetNumFlexControllers(); i++) { float weight = GetFlexWeight( i ); if (weight != m_flextarget[i]) { weight = weight + (m_flextarget[i] - weight) / random->RandomFloat( 2.0, 4.0 ); } weight = clamp( weight, 0.0f, 1.0f ); SetFlexWeight( i, weight ); } #if 1 if (flex_talk.GetInt() == -1) { m_istalking = 1; char pszSentence[256]; Q_snprintf( pszSentence,sizeof(pszSentence), "%s%d", STRING(m_iszSentence), m_sentence++ ); int sentenceIndex = engine->SentenceIndexFromName( pszSentence ); if (sentenceIndex >= 0) { Msg( "%d : %s\n", sentenceIndex, pszSentence ); CPASAttenuationFilter filter( this ); CBaseEntity::EmitSentenceByIndex( filter, entindex(), CHAN_VOICE, sentenceIndex, 1, SNDLVL_TALKING, 0, PITCH_NORM ); } else { m_sentence = 0; } flex_talk.SetValue( "0" ); } else if (!FStrEq( flex_talk.GetString(), "0") ) { int sentenceIndex = engine->SentenceIndexFromName( flex_talk.GetString() ); if (sentenceIndex >= 0) { CPASAttenuationFilter filter( this ); CBaseEntity::EmitSentenceByIndex( filter, entindex(), CHAN_VOICE, sentenceIndex, 1, SNDLVL_TALKING, 0, PITCH_NORM ); } flex_talk.SetValue( "0" ); } #else if (flex_talk.GetInt()) { if (m_speaktime < gpGlobals->curtime) { if (m_phoneme == 0) { for (m_phoneme = 0; m_phoneme < GetNumFlexControllers(); m_phoneme++) { if (stricmp( GetFlexFacs( m_phoneme ), "27") == 0) break; } } m_istalking = !m_istalking; if (m_istalking) { m_looktime = gpGlobals->curtime - 1.0; m_speaktime = gpGlobals->curtime + random->RandomFloat( 0.5, 2.0 ); } else { m_speaktime = gpGlobals->curtime + random->RandomFloat( 1.0, 3.0 ); } } for (i = m_phoneme; i < GetNumFlexControllers(); i++) { SetFlexWeight( i, 0.0f ); } if (m_istalking) { m_flextime = gpGlobals->curtime + random->RandomFloat( 0.0, 0.2 ); m_flexWeight[random->RandomInt(m_phoneme, GetNumFlexControllers()-1)] = random->RandomFloat( 0.5, 1.0 ); float mouth = random->RandomFloat( 0.0, 1.0 ); float jaw = random->RandomFloat( 0.0, 1.0 ); m_flexWeight[m_phoneme - 2] = jaw * (mouth); m_flexWeight[m_phoneme - 1] = jaw * (1.0 - mouth); } } else { m_istalking = 0; } #endif // blink if (m_blinktime < gpGlobals->curtime) { Blink(); m_blinktime = gpGlobals->curtime + random->RandomFloat( 1.5, 4.5 ); } } Vector forward, right, up; GetVectors( &forward, &right, &up ); CBaseEntity *pPlayer = (CBaseEntity *)UTIL_GetLocalPlayer(); if (pPlayer) { if (pPlayer->GetSmoothedVelocity().Length() != 0 && DotProduct( forward, pPlayer->EyePosition() - EyePosition()) > 0.5) { m_lookTarget = pPlayer->EyePosition(); m_looktime = gpGlobals->curtime + random->RandomFloat(2.0,4.0); } else if (m_looktime < gpGlobals->curtime) { if ((!m_istalking) && random->RandomInt( 0, 1 ) == 0) { m_lookTarget = EyePosition() + forward * 128 + right * random->RandomFloat(-64,64) + up * random->RandomFloat(-32,32); m_looktime = gpGlobals->curtime + random->RandomFloat(0.3,1.0); if (m_blinktime - 0.5 < gpGlobals->curtime) { Blink(); } } else { m_lookTarget = pPlayer->EyePosition(); m_looktime = gpGlobals->curtime + random->RandomFloat(1.0,4.0); } } #if 0 float dt = acos( DotProduct( (m_lookTarget - EyePosition()).Normalize(), (m_viewtarget - EyePosition()).Normalize() ) ); if (dt > M_PI / 4) { dt = (M_PI / 4) * dt; m_viewtarget = ((1 - dt) * m_viewtarget + dt * m_lookTarget); } #endif SetViewtarget( m_lookTarget ); } // Handle any facial animation from scene playback // FIXME: do we still actually need flex cyclers? // AddSceneSceneEvents(); } void CFlexCycler::ProcessSceneEvents( void ) { // Don't do anything since we handle facial stuff in Think() } BEGIN_BYTESWAP_DATADESC( flexsettinghdr_t ) DEFINE_FIELD( id, FIELD_INTEGER ), DEFINE_FIELD( version, FIELD_INTEGER ), DEFINE_ARRAY( name, FIELD_CHARACTER, 64 ), DEFINE_FIELD( length, FIELD_INTEGER ), DEFINE_FIELD( numflexsettings, FIELD_INTEGER ), DEFINE_FIELD( flexsettingindex, FIELD_INTEGER ), DEFINE_FIELD( nameindex, FIELD_INTEGER ), DEFINE_FIELD( numindexes, FIELD_INTEGER ), DEFINE_FIELD( indexindex, FIELD_INTEGER ), DEFINE_FIELD( numkeys, FIELD_INTEGER ), DEFINE_FIELD( keynameindex, FIELD_INTEGER ), DEFINE_FIELD( keymappingindex, FIELD_INTEGER ), END_BYTESWAP_DATADESC() BEGIN_BYTESWAP_DATADESC( flexsetting_t ) DEFINE_FIELD( nameindex, FIELD_INTEGER ), DEFINE_FIELD( obsolete1, FIELD_INTEGER ), DEFINE_FIELD( numsettings, FIELD_INTEGER ), DEFINE_FIELD( index, FIELD_INTEGER ), DEFINE_FIELD( obsolete2, FIELD_INTEGER ), DEFINE_FIELD( settingindex, FIELD_INTEGER ), END_BYTESWAP_DATADESC() BEGIN_BYTESWAP_DATADESC( flexweight_t ) DEFINE_FIELD( key, FIELD_INTEGER ), DEFINE_FIELD( weight, FIELD_FLOAT ), DEFINE_FIELD( influence, FIELD_FLOAT ), END_BYTESWAP_DATADESC()