//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef AI_SPEECH_H #define AI_SPEECH_H #include "utlmap.h" #include "soundflags.h" #include "ai_component.h" #include "ai_basenpc.h" #include "AI_ResponseSystem.h" #include "utldict.h" #if defined( _WIN32 ) #pragma once #endif class KeyValues; class AI_CriteriaSet; //----------------------------------------------------------------------------- // Purpose: Used to share a global resource or prevent a system stepping on // own toes. //----------------------------------------------------------------------------- class CAI_TimedSemaphore { public: CAI_TimedSemaphore() : m_ReleaseTime( 0 ) { m_hCurrentTalker = NULL; } void Acquire( float time, CBaseEntity *pTalker ) { m_ReleaseTime = gpGlobals->curtime + time; m_hCurrentTalker = pTalker; } void Release() { m_ReleaseTime = 0; m_hCurrentTalker = NULL; } // Current owner of the semaphore is always allowed to talk bool IsAvailable( CBaseEntity *pTalker ) const { return ((gpGlobals->curtime > m_ReleaseTime) || (m_hCurrentTalker == pTalker)); } float GetReleaseTime() const { return m_ReleaseTime; } CBaseEntity *GetOwner() { return m_hCurrentTalker; } private: float m_ReleaseTime; EHANDLE m_hCurrentTalker; }; //----------------------------------------------------------------------------- extern CAI_TimedSemaphore g_AIFriendliesTalkSemaphore; extern CAI_TimedSemaphore g_AIFoesTalkSemaphore; #define GetSpeechSemaphore( pNpc ) (((pNpc)->IsPlayerAlly()) ? &g_AIFriendliesTalkSemaphore : &g_AIFoesTalkSemaphore ) //----------------------------------------------------------------------------- // Basic speech system types //----------------------------------------------------------------------------- //------------------------------------- // Constants const float AIS_DEF_MIN_DELAY = 2.8; // Minimum amount of time an NPCs will wait after someone has spoken before considering speaking again const float AIS_DEF_MAX_DELAY = 3.2; // Maximum amount of time an NPCs will wait after someone has spoken before considering speaking again const float AIS_NO_DELAY = 0; const soundlevel_t AIS_DEF_SNDLVL = SNDLVL_TALKING; #define AI_NULL_CONCEPT NULL #define AI_NULL_SENTENCE NULL // Sentence prefix constants #define AI_SP_SPECIFIC_SENTENCE '!' #define AI_SP_WAVFILE '^' #define AI_SP_SCENE_GROUP '=' #define AI_SP_SPECIFIC_SCENE '?' #define AI_SPECIFIC_SENTENCE(str_constant) "!" str_constant #define AI_WAVFILE(str_constant) "^" str_constant // @Note (toml 09-12-02): as scene groups are not currently implemented, the string is a semi-colon delimited list #define AI_SCENE_GROUP(str_constant) "=" str_constant #define AI_SPECIFIC_SCENE(str_constant) "?" str_constant // Designer overriding modifiers #define AI_SPECIFIC_SCENE_MODIFIER "scene:" //------------------------------------- //------------------------------------- // An id that represents the core meaning of a spoken phrase, // eventually to be mapped to a sentence group or scene typedef const char *AIConcept_t; inline bool CompareConcepts( AIConcept_t c1, AIConcept_t c2 ) { return ( (void *)c1 == (void *)c2 || ( c1 && c2 && Q_stricmp( c1, c2 ) == 0 ) ); } //------------------------------------- // Specifies and stores the base timing and attentuation values for concepts // class AI_Response; //----------------------------------------------------------------------------- // CAI_Expresser // // Purpose: Provides the functionality of going from abstract concept ("hello") // to specific sentence/scene/wave // //------------------------------------- // Sink supports behavior control and receives notifications of internal events class CAI_ExpresserSink { public: virtual void OnSpokeConcept( AIConcept_t concept, AI_Response *response ) {}; virtual void OnStartSpeaking() {} virtual bool UseSemaphore() { return true; } }; struct ConceptHistory_t { DECLARE_SIMPLE_DATADESC(); ConceptHistory_t(float timeSpoken = -1 ) : timeSpoken( timeSpoken ), response( NULL ) { } ConceptHistory_t( const ConceptHistory_t& src ); ConceptHistory_t& operator = ( const ConceptHistory_t& src ); ~ConceptHistory_t(); float timeSpoken; AI_Response *response; }; //------------------------------------- class CAI_Expresser : public CAI_Component, public IResponseFilter { public: CAI_Expresser( CAI_BaseNPC *pOuter = NULL ); ~CAI_Expresser(); // -------------------------------- bool Connect( CAI_ExpresserSink *pSink ) { m_pSink = pSink; return true; } bool Disconnect( CAI_ExpresserSink *pSink ) { m_pSink = NULL; return true;} void TestAllResponses(); // -------------------------------- bool Speak( AIConcept_t concept, const char *modifiers = NULL, char *pszOutResponseChosen = NULL, size_t bufsize = 0 ); // These two methods allow looking up a response and dispatching it to be two different steps AI_Response *SpeakFindResponse( AIConcept_t concept, const char *modifiers = NULL ); bool SpeakDispatchResponse( AIConcept_t concept, AI_Response *response ); float GetResponseDuration( AI_Response *response ); virtual int SpeakRawSentence( const char *pszSentence, float delay, float volume = VOL_NORM, soundlevel_t soundlevel = SNDLVL_TALKING, CBaseEntity *pListener = NULL ); bool SemaphoreIsAvailable( CBaseEntity *pTalker ); float GetSemaphoreAvailableTime( CBaseEntity *pTalker ); // -------------------------------- bool IsSpeaking(); bool CanSpeak(); bool CanSpeakAfterMyself(); float GetTimeSpeechComplete() const { return m_flStopTalkTime; } void BlockSpeechUntil( float time ); // -------------------------------- bool CanSpeakConcept( AIConcept_t concept ); bool SpokeConcept( AIConcept_t concept ); float GetTimeSpokeConcept( AIConcept_t concept ); // returns -1 if never void SetSpokeConcept( AIConcept_t concept, AI_Response *response, bool bCallback = true ); void ClearSpokeConcept( AIConcept_t concept ); // -------------------------------- void SetVoicePitch( int voicePitch ) { m_voicePitch = voicePitch; } int GetVoicePitch() const; void NoteSpeaking( float duration, float delay = 0 ); // Force the NPC to release the semaphore & clear next speech time void ForceNotSpeaking( void ); protected: bool SpeakRawScene( const char *pszScene, float delay, AI_Response *response ); // This will create a fake .vcd/CChoreoScene to wrap the sound to be played bool SpeakAutoGeneratedScene( char const *soundname, float delay ); void DumpHistories(); // -------------------------------- CAI_ExpresserSink *GetSink() { return m_pSink; } private: // -------------------------------- virtual bool IsValidResponse( ResponseType_t type, const char *pszValue ); // -------------------------------- CAI_ExpresserSink *m_pSink; // -------------------------------- // // Speech concept data structures // CUtlDict< ConceptHistory_t, int > m_ConceptHistories; // -------------------------------- // // Speaking states // float m_flStopTalkTime; // when in the future that I'll be done saying this sentence. float m_flStopTalkTimeWithoutDelay; // same as the above, but minus the delay before other people can speak float m_flBlockedTalkTime; int m_voicePitch; // pitch of voice for this head float m_flLastTimeAcceptedSpeak; // because speech may not be blocked until NoteSpeaking called by scene ent, this handles in-think blocking DECLARE_SIMPLE_DATADESC(); }; //----------------------------------------------------------------------------- // // An NPC base class to assist a branch of the inheritance graph // in utilizing CAI_Expresser // template <class BASE_NPC> class CAI_ExpresserHost : public BASE_NPC, protected CAI_ExpresserSink { DECLARE_CLASS_NOFRIEND( CAI_ExpresserHost, BASE_NPC ); public: virtual void NoteSpeaking( float duration, float delay ); // These two methods allow looking up a response and dispatching it to be two different steps AI_Response * SpeakFindResponse( AIConcept_t concept, const char *modifiers = NULL ); bool SpeakDispatchResponse( AIConcept_t concept, AI_Response *response ); virtual void PostSpeakDispatchResponse( AIConcept_t concept, AI_Response *response ) { return; } float GetResponseDuration( AI_Response *response ); float GetTimeSpeechComplete() const { return GetExpresser()->GetTimeSpeechComplete(); } bool IsSpeaking() { return GetExpresser()->IsSpeaking(); } bool CanSpeak() { return GetExpresser()->CanSpeak(); } bool CanSpeakAfterMyself() { return GetExpresser()->CanSpeakAfterMyself(); } void SetSpokeConcept( AIConcept_t concept, AI_Response *response, bool bCallback = true ) { GetExpresser()->SetSpokeConcept( concept, response, bCallback ); } float GetTimeSpokeConcept( AIConcept_t concept ) { return GetExpresser()->GetTimeSpokeConcept( concept ); } bool SpokeConcept( AIConcept_t concept ) { return GetExpresser()->SpokeConcept( concept ); } protected: virtual bool Speak( AIConcept_t concept, const char *modifiers = NULL, char *pszOutResponseChosen = NULL, size_t bufsize = 0 ); int PlaySentence( const char *pszSentence, float delay, float volume = VOL_NORM, soundlevel_t soundlevel = SNDLVL_TALKING, CBaseEntity *pListener = NULL ); virtual void ModifyOrAppendCriteria( AI_CriteriaSet& set ); virtual IResponseSystem *GetResponseSystem(); // Override of base entity response input handler virtual void DispatchResponse( const char *conceptName ); }; //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- template <class BASE_NPC> inline void CAI_ExpresserHost<BASE_NPC>::NoteSpeaking( float duration, float delay ) { GetExpresser()->NoteSpeaking( duration, delay ); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- template <class BASE_NPC> inline bool CAI_ExpresserHost<BASE_NPC>::Speak( AIConcept_t concept, const char *modifiers /*= NULL*/, char *pszOutResponseChosen /*=NULL*/, size_t bufsize /* = 0 */ ) { AssertOnce( GetExpresser()->GetOuter() == this ); return GetExpresser()->Speak( concept, modifiers, pszOutResponseChosen, bufsize ); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- template <class BASE_NPC> inline int CAI_ExpresserHost<BASE_NPC>::PlaySentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, CBaseEntity *pListener ) { return GetExpresser()->SpeakRawSentence( pszSentence, delay, volume, soundlevel, pListener ); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- extern void CAI_ExpresserHost_DoModifyOrAppendCriteria( CAI_BaseNPC *pSpeaker, AI_CriteriaSet& criteriaSet ); template <class BASE_NPC> inline void CAI_ExpresserHost<BASE_NPC>::ModifyOrAppendCriteria( AI_CriteriaSet& criteriaSet ) { BaseClass::ModifyOrAppendCriteria( criteriaSet ); CAI_ExpresserHost_DoModifyOrAppendCriteria( this, criteriaSet ); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- template <class BASE_NPC> inline IResponseSystem *CAI_ExpresserHost<BASE_NPC>::GetResponseSystem() { extern IResponseSystem *g_pResponseSystem; // Expressive NPC's use the general response system return g_pResponseSystem; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- template <class BASE_NPC> inline AI_Response *CAI_ExpresserHost<BASE_NPC>::SpeakFindResponse( AIConcept_t concept, const char *modifiers /*= NULL*/ ) { return GetExpresser()->SpeakFindResponse( concept, modifiers ); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- template <class BASE_NPC> inline bool CAI_ExpresserHost<BASE_NPC>::SpeakDispatchResponse( AIConcept_t concept, AI_Response *response ) { if ( GetExpresser()->SpeakDispatchResponse( concept, response ) ) { PostSpeakDispatchResponse( concept, response ); return true; } return false; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- template <class BASE_NPC> inline float CAI_ExpresserHost<BASE_NPC>::GetResponseDuration( AI_Response *response ) { return GetExpresser()->GetResponseDuration( response ); } //----------------------------------------------------------------------------- // Override of base entity response input handler //----------------------------------------------------------------------------- template <class BASE_NPC> inline void CAI_ExpresserHost<BASE_NPC>::DispatchResponse( const char *conceptName ) { Speak( (AIConcept_t)conceptName ); } //----------------------------------------------------------------------------- #endif // AI_SPEECH_H
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |