sqwarmed/sdk_src/game/server/sceneentity_class.h

346 lines
12 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef SCENEENTITY_CLASS_H
#define SCENEENTITY_CLASS_H
#ifdef _WIN32
#pragma once
#endif
#include "ichoreoeventcallback.h"
class CSceneListManager;
//-----------------------------------------------------------------------------
// Purpose: FIXME, need to deal with save/restore
//-----------------------------------------------------------------------------
class CSceneEntity : public CPointEntity, public IChoreoEventCallback
{
friend class CInstancedSceneEntity;
public:
enum
{
SCENE_ACTION_UNKNOWN = 0,
SCENE_ACTION_CANCEL,
SCENE_ACTION_RESUME,
};
enum
{
SCENE_BUSYACTOR_DEFAULT = 0,
SCENE_BUSYACTOR_WAIT,
SCENE_BUSYACTOR_INTERRUPT,
SCENE_BUSYACTOR_INTERRUPT_CANCEL,
};
DECLARE_CLASS( CSceneEntity, CPointEntity );
DECLARE_SERVERCLASS();
CSceneEntity( void );
~CSceneEntity( void );
// From IChoreoEventCallback
virtual void StartEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
virtual void EndEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
virtual void ProcessEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
virtual bool CheckEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
virtual int UpdateTransmitState();
virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo );
void SetRecipientFilter( IRecipientFilter *filter );
virtual void Activate();
virtual void Precache( void );
virtual void Spawn( void );
virtual void UpdateOnRemove( void );
virtual void OnRestore();
virtual void OnLoaded();
virtual int DrawDebugTextOverlays();
DECLARE_DATADESC();
virtual void OnSceneFinished( bool canceled, bool fireoutput );
virtual void DoThink( float frametime );
virtual void PauseThink( void );
bool IsPlayingBack() const { return m_bIsPlayingBack; }
bool IsPaused() const { return m_bPaused; }
bool IsMultiplayer() const { return m_bMultiplayer; }
bool IsInterruptable();
virtual void ClearInterrupt();
virtual void CheckInterruptCompletion();
virtual bool InterruptThisScene( CSceneEntity *otherScene );
void RequestCompletionNotification( CSceneEntity *otherScene );
virtual void NotifyOfCompletion( CSceneEntity *interruptor );
void AddListManager( CSceneListManager *pManager );
void ClearActivatorTargets( void );
void SetBreakOnNonIdle( bool bBreakOnNonIdle ) { m_bBreakOnNonIdle = bBreakOnNonIdle; }
bool ShouldBreakOnNonIdle( void ) { return m_bBreakOnNonIdle; }
// Inputs
void InputStartPlayback( inputdata_t &inputdata );
void InputPausePlayback( inputdata_t &inputdata );
void InputResumePlayback( inputdata_t &inputdata );
void InputCancelPlayback( inputdata_t &inputdata );
void InputCancelAtNextInterrupt( inputdata_t &inputdata );
void InputPitchShiftPlayback( inputdata_t &inputdata );
void InputTriggerEvent( inputdata_t &inputdata );
// If the scene is playing, finds an actor in the scene who can respond to the specified concept token
void InputInterjectResponse( inputdata_t &inputdata );
// If this scene is waiting on an actor, give up and quit trying.
void InputStopWaitingForActor( inputdata_t &inputdata );
virtual void StartPlayback( void );
virtual void PausePlayback( void );
virtual void ResumePlayback( void );
virtual void CancelPlayback( void );
virtual void PitchShiftPlayback( float fPitch );
virtual void QueueResumePlayback( void );
bool ValidScene() const;
// Scene load/unload
static CChoreoScene *LoadScene( const char *filename, IChoreoEventCallback *pCallback );
void UnloadScene( void );
struct SpeakEventSound_t
{
CUtlSymbol m_Symbol;
float m_flStartTime;
};
static bool SpeakEventSoundLessFunc( const SpeakEventSound_t& lhs, const SpeakEventSound_t& rhs );
bool GetSoundNameForPlayer( CChoreoEvent *event, CBasePlayer *player, char *buf, size_t buflen );
void BuildSortedSpeakEventSoundsPrefetchList(
CChoreoScene *scene,
CUtlSymbolTable& table,
CUtlRBTree< SpeakEventSound_t >& soundnames,
float timeOffset );
void PrefetchSpeakEventSounds( CUtlSymbolTable& table, CUtlRBTree< SpeakEventSound_t >& soundnames );
// Event handlers
virtual void DispatchStartExpression( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
virtual void DispatchEndExpression( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
virtual void DispatchStartFlexAnimation( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
virtual void DispatchEndFlexAnimation( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
virtual void DispatchStartGesture( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
virtual void DispatchEndGesture( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
virtual void DispatchStartLookAt( CChoreoScene *scene, CBaseFlex *actor, CBaseEntity *actor2, CChoreoEvent *event );
virtual void DispatchEndLookAt( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
virtual void DispatchStartMoveTo( CChoreoScene *scene, CBaseFlex *actor, CBaseEntity *actor2, CChoreoEvent *event );
virtual void DispatchEndMoveTo( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
virtual void DispatchStartSpeak( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event, soundlevel_t iSoundlevel );
virtual void DispatchEndSpeak( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
virtual void DispatchStartFace( CChoreoScene *scene, CBaseFlex *actor, CBaseEntity *actor2, CChoreoEvent *event );
virtual void DispatchEndFace( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
virtual void DispatchStartSequence( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
virtual void DispatchEndSequence( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
virtual void DispatchStartSubScene( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
virtual void DispatchStartInterrupt( CChoreoScene *scene, CChoreoEvent *event );
virtual void DispatchEndInterrupt( CChoreoScene *scene, CChoreoEvent *event );
virtual void DispatchStartGeneric( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
virtual void DispatchEndGeneric( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
// NPC can play interstitial vcds (such as responding to the player doing something during a scene)
virtual void DispatchStartPermitResponses( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
virtual void DispatchEndPermitResponses( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
// Global events
virtual void DispatchProcessLoop( CChoreoScene *scene, CChoreoEvent *event );
virtual void DispatchPauseScene( CChoreoScene *scene, const char *parameters );
virtual void DispatchStopPoint( CChoreoScene *scene, const char *parameters );
virtual float EstimateLength( void );
void CancelIfSceneInvolvesActor( CBaseEntity *pActor );
bool InvolvesActor( CBaseEntity *pActor ); // NOTE: returns false if scene hasn't loaded yet
void GenerateSoundScene( CBaseFlex *pActor, const char *soundname );
virtual float GetPostSpeakDelay() { return 1.0; }
bool HasUnplayedSpeech( void );
bool HasFlexAnimation( void );
void SetCurrentTime( float t, bool forceClientSync );
void InputScriptPlayerDeath( inputdata_t &inputdata );
// Data
public:
string_t m_iszSceneFile;
string_t m_iszResumeSceneFile;
EHANDLE m_hWaitingForThisResumeScene;
bool m_bWaitingForResumeScene;
string_t m_iszTarget1;
string_t m_iszTarget2;
string_t m_iszTarget3;
string_t m_iszTarget4;
string_t m_iszTarget5;
string_t m_iszTarget6;
string_t m_iszTarget7;
string_t m_iszTarget8;
EHANDLE m_hTarget1;
EHANDLE m_hTarget2;
EHANDLE m_hTarget3;
EHANDLE m_hTarget4;
EHANDLE m_hTarget5;
EHANDLE m_hTarget6;
EHANDLE m_hTarget7;
EHANDLE m_hTarget8;
CNetworkVar( bool, m_bIsPlayingBack );
CNetworkVar( bool, m_bPaused );
CNetworkVar( bool, m_bMultiplayer );
CNetworkVar( float, m_flForceClientTime );
float m_flCurrentTime;
float m_flFrameTime;
bool m_bCancelAtNextInterrupt;
float m_fPitch;
bool m_bAutomated;
int m_nAutomatedAction;
float m_flAutomationDelay;
float m_flAutomationTime;
// A pause from an input requires another input to unpause (it's a hard pause)
bool m_bPausedViaInput;
// Waiting for the actor to be able to speak.
bool m_bWaitingForActor;
// Waiting for a point at which we can interrupt our actors
bool m_bWaitingForInterrupt;
bool m_bInterruptedActorsScenes;
bool m_bBreakOnNonIdle;
public:
virtual CBaseFlex *FindNamedActor( int index );
virtual CBaseFlex *FindNamedActor( CChoreoActor *pChoreoActor );
virtual CBaseFlex *FindNamedActor( const char *name );
virtual CBaseEntity *FindNamedEntity( const char *name, CBaseEntity *pActor = NULL, bool bBaseFlexOnly = false, bool bUseClear = false );
virtual CBaseEntity *FindNamedEntityFallback( const char *name, CBaseEntity *pActor = NULL, bool bBaseFlexOnly = false, bool bUseClear = false );
CBaseEntity *FindNamedTarget( string_t iszTarget, bool bBaseFlexOnly = false );
virtual CBaseEntity *FindNamedEntityClosest( const char *name, CBaseEntity *pActor = NULL, bool bBaseFlexOnly = false, bool bUseClear = false, const char *pszSecondary = NULL );
EOZ_Hacks::ResponseFollowup m_followup;
private:
CUtlVector< CHandle< CBaseFlex > > m_hActorList;
CUtlVector< CHandle< CBaseEntity > > m_hRemoveActorList;
private:
inline void SetRestoring( bool bRestoring );
// Prevent derived classed from using this!
virtual void Think( void ) {};
void ClearSceneEvents( CChoreoScene *scene, bool canceled );
void ClearSchedules( CChoreoScene *scene );
float GetSoundSystemLatency( void );
void PrecacheScene( CChoreoScene *scene );
CChoreoScene *GenerateSceneForSound( CBaseFlex *pFlexActor, const char *soundname );
bool CheckActors();
void PrefetchAnimBlocks( CChoreoScene *scene );
bool ShouldNetwork() const;
// Set if we tried to async the scene but the FS returned that the data was not loadable
bool m_bSceneMissing;
CChoreoScene *m_pScene;
CNetworkVar( int, m_nSceneStringIndex );
const ConVar *m_pcvSndMixahead;
COutputEvent m_OnStart;
COutputEvent m_OnCompletion;
COutputEvent m_OnCanceled;
COutputEvent m_OnTrigger1;
COutputEvent m_OnTrigger2;
COutputEvent m_OnTrigger3;
COutputEvent m_OnTrigger4;
COutputEvent m_OnTrigger5;
COutputEvent m_OnTrigger6;
COutputEvent m_OnTrigger7;
COutputEvent m_OnTrigger8;
COutputEvent m_OnTrigger9;
COutputEvent m_OnTrigger10;
COutputEvent m_OnTrigger11;
COutputEvent m_OnTrigger12;
COutputEvent m_OnTrigger13;
COutputEvent m_OnTrigger14;
COutputEvent m_OnTrigger15;
COutputEvent m_OnTrigger16;
int m_nInterruptCount;
bool m_bInterrupted;
CHandle< CSceneEntity > m_hInterruptScene;
bool m_bCompletedEarly;
bool m_bInterruptSceneFinished;
CUtlVector< CHandle< CSceneEntity > > m_hNotifySceneCompletion;
CUtlVector< CHandle< CSceneListManager > > m_hListManagers;
bool m_bRestoring;
bool m_bGenerated;
string_t m_iszSoundName;
CHandle< CBaseFlex > m_hActor;
EHANDLE m_hActivator;
int m_BusyActor;
int m_iPlayerDeathBehavior;
CRecipientFilter *m_pRecipientFilter;
public:
void SetBackground( bool bIsBackground );
bool IsBackground( void );
};
#endif // SCENEENTITY_CLASS_H