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342 lines
12 KiB
342 lines
12 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Hint node utilities and functions.
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef AI_HINT_H
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#define AI_HINT_H
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#pragma once
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#include "ai_initutils.h"
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#include "tier1/utlmap.h"
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//Flags for FindHintNode
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#define bits_HINT_NODE_NONE 0x00000000
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#define bits_HINT_NODE_VISIBLE 0x00000001
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#define bits_HINT_NODE_NEAREST 0x00000002 // Choose the node nearest me
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#define bits_HINT_NODE_RANDOM 0x00000004 // Find a random hintnode meeting other criteria
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#define bits_HINT_NODE_CLEAR 0x00000008 // Only choose nodes that have clear room for my bounding box (requires NPC)
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#define bits_HINT_NODE_USE_GROUP 0x00000010 // Use the NPC's hintgroup when searching for a node (requires NPC)
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#define bits_HINT_NODE_VISIBLE_TO_PLAYER 0x00000020
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#define bits_HINT_NODE_NOT_VISIBLE_TO_PLAYER 0x00000040
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#define bits_HINT_NODE_REPORT_FAILURES 0x00000080
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#define bits_HINT_NODE_IN_VIEWCONE 0x00000100
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#define bits_HINT_NODE_IN_AIMCONE 0x00000200
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#define bits_HINT_NPC_IN_NODE_FOV 0x00000400 // Is the searcher inside the hint node's FOV?
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#define bits_HINT_NOT_CLOSE_TO_ENEMY 0x00000800 // Hint must not be within 30 feet of my enemy
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#define bits_HINT_HAS_LOS_TO_PLAYER 0x00001000 // Like VISIBLE_TO_PLAYER but doesn't care about player's facing
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#define bits_HAS_EYEPOSITION_LOS_TO_PLAYER 0x00002000 // Like HAS LOS TO PLAYER, but checks NPC's eye position at the node, not node origin.
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//-----------------------------------------------------------------------------
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//
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// hints - these MUST coincide with the HINTS listed under
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// info_node in the FGD file!
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//
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// For debugging, they must also coincide with g_pszHintDescriptions.
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//
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//-----------------------------------------------------------------------------
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enum Hint_e
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{
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HINT_ANY = -1,
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HINT_NONE = 0,
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HINT_NOT_USED_WORLD_DOOR,
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HINT_WORLD_WINDOW,
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HINT_NOT_USED_WORLD_BUTTON,
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HINT_NOT_USED_WORLD_MACHINERY,
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HINT_NOT_USED_WORLD_LEDGE,
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HINT_NOT_USED_WORLD_LIGHT_SOURCE,
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HINT_NOT_USED_WORLD_HEAT_SOURCE,
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HINT_NOT_USED_WORLD_BLINKING_LIGHT,
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HINT_NOT_USED_WORLD_BRIGHT_COLORS,
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HINT_NOT_USED_WORLD_HUMAN_BLOOD,
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HINT_NOT_USED_WORLD_ALIEN_BLOOD,
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HINT_WORLD_WORK_POSITION,
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HINT_WORLD_VISUALLY_INTERESTING,
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HINT_WORLD_VISUALLY_INTERESTING_DONT_AIM,
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HINT_WORLD_INHIBIT_COMBINE_MINES,
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HINT_WORLD_VISUALLY_INTERESTING_STEALTH,
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HINT_TACTICAL_COVER_MED = 100,
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HINT_TACTICAL_COVER_LOW,
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HINT_TACTICAL_SPAWN,
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HINT_TACTICAL_PINCH, // Exit / entrance to an arena
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HINT_NOT_USED_TACTICAL_GUARD,
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HINT_TACTICAL_ENEMY_DISADVANTAGED, //Disadvantageous position for the enemy
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HINT_NOT_USED_HEALTH_KIT,
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HINT_NOT_USED_URBAN_STREETCORNER = 200,
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HINT_NOT_USED_URBAN_STREETLAMP,
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HINT_NOT_USED_URBAN_DARK_SPOT,
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HINT_NOT_USED_URBAN_POSTER,
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HINT_NOT_USED_URBAN_SHELTER,
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HINT_NOT_USED_ASSASSIN_SECLUDED = 300,
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HINT_NOT_USED_ASSASSIN_RAFTERS,
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HINT_NOT_USED_ASSASSIN_GROUND,
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HINT_NOT_USED_ASSASSIN_MONKEYBARS,
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HINT_ANTLION_BURROW_POINT = 400,
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HINT_ANTLION_THUMPER_FLEE_POINT,
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HINT_HEADCRAB_BURROW_POINT = 450,
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HINT_HEADCRAB_EXIT_POD_POINT,
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HINT_NOT_USED_ROLLER_PATROL_POINT = 500,
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HINT_NOT_USED_ROLLER_CLEANUP_POINT,
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HINT_NOT_USED_PSTORM_ROCK_SPAWN = 600,
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HINT_CROW_FLYTO_POINT = 700,
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// TF2 Hints
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HINT_BUG_PATROL_POINT = 800,
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// HL2 Hints
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HINT_FOLLOW_WAIT_POINT = 900,
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HINT_JUMP_OVERRIDE = 901,
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HINT_PLAYER_SQUAD_TRANSITON_POINT = 902,
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HINT_NPC_EXIT_POINT = 903,
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HINT_STRIDER_NODE = 904,
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HINT_PLAYER_ALLY_MOVE_AWAY_DEST = 950,
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HINT_PLAYER_ALLY_FEAR_DEST,
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// HL1 port hints
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HINT_HL1_WORLD_MACHINERY = 1000,
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HINT_HL1_WORLD_BLINKING_LIGHT,
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HINT_HL1_WORLD_HUMAN_BLOOD,
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HINT_HL1_WORLD_ALIEN_BLOOD,
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// CS port hints
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HINT_CSTRIKE_HOSTAGE_ESCAPE = 1100,
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};
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const char *GetHintTypeDescription( Hint_e iHintType );
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const char *GetHintTypeDescription( CAI_Hint *pHint );
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//-----------------------------------------------------------------------------
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// CHintCriteria
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//-----------------------------------------------------------------------------
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class CHintCriteria
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{
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public:
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CHintCriteria();
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~CHintCriteria();
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bool HasFlag( int bitmask ) const { return ( m_iFlags & bitmask ) != 0; }
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void SetFlag( int bitmask );
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void ClearFlag( int bitmask );
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void SetGroup( string_t group );
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string_t GetGroup( void ) const { return m_strGroup; }
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int GetFirstHintType( void ) const { return m_iFirstHintType; }
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int GetLastHintType( void ) const { return m_iLastHintType; }
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bool MatchesHintType( int hintType ) const;
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bool MatchesSingleHintType() const;
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bool HasIncludeZones( void ) const { return ( m_zoneInclude.Count() != 0 ); }
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bool HasExcludeZones( void ) const { return ( m_zoneExclude.Count() != 0 ); }
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void AddIncludePosition( const Vector &position, float radius );
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void AddExcludePosition( const Vector &position, float radius );
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void SetHintType( int hintType );
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void SetHintTypeRange( int firstType, int lastType );
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void AddHintType( int hintType );
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bool InIncludedZone( const Vector &testPosition ) const;
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bool InExcludedZone( const Vector &testPosition ) const;
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int NumHintTypes() const;
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int GetHintType( int idx ) const;
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private:
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struct hintZone_t
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{
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Vector position;
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float radiussqr;
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};
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typedef CUtlVector < hintZone_t > zoneList_t;
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void AddZone( zoneList_t &list, const Vector &position, float radius );
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bool InZone( const zoneList_t &zone, const Vector &testPosition ) const;
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CUtlVector<int> m_HintTypes;
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int m_iFlags;
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int m_iFirstHintType;
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int m_iLastHintType;
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string_t m_strGroup;
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zoneList_t m_zoneInclude;
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zoneList_t m_zoneExclude;
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};
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class CAI_Node;
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//-----------------------------------------------------------------------------
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// CAI_HintManager
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//-----------------------------------------------------------------------------
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DECLARE_POINTER_HANDLE(AIHintIter_t);
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class CAIHintVector : public CUtlVector< CAI_Hint * >
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{
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public:
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CAIHintVector() : CUtlVector< CAI_Hint * >( 1, 0 )
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{
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}
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CAIHintVector( const CAIHintVector& src )
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{
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CopyArray( src.Base(), src.Count() );
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}
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CAIHintVector &operator=( const CAIHintVector &src )
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{
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CopyArray( src.Base(), src.Count() );
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return *this;
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}
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};
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class CAI_HintManager
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{
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friend class CAI_Hint;
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public:
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// Hint node creation
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static CAI_Hint *CreateHint( HintNodeData *pNodeData, const char *pMapData = NULL );
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static void DrawHintOverlays(float flDrawDuration);
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static void AddHint( CAI_Hint *pTestHint );
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static void RemoveHint( CAI_Hint *pTestHint );
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static void AddHintByType( CAI_Hint *pHint );
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static void RemoveHintByType( CAI_Hint *pHintToRemove );
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// Interface for searching the hint node list
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static CAI_Hint *FindHint( CAI_BaseNPC *pNPC, const Vector &position, const CHintCriteria &hintCriteria );
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static CAI_Hint *FindHint( CAI_BaseNPC *pNPC, const CHintCriteria &hintCriteria );
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static CAI_Hint *FindHint( const Vector &position, const CHintCriteria &hintCriteria );
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static CAI_Hint *FindHint( CAI_BaseNPC *pNPC, Hint_e nHintType, int nFlags, float flMaxDist, const Vector *pMaxDistFrom = NULL );
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// Purpose: Finds a random suitable hint within the requested radious of the npc
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static CAI_Hint *FindHintRandom( CAI_BaseNPC *pNPC, const Vector &position, const CHintCriteria &hintCriteria );
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static int FindAllHints( CAI_BaseNPC *pNPC, const Vector &position, const CHintCriteria &hintCriteria, CUtlVector<CAI_Hint *> *pResult );
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static int FindAllHints( const Vector &position, const CHintCriteria &hintCriteria, CUtlVector<CAI_Hint *> *pResult ) { return FindAllHints( NULL, position, hintCriteria, pResult ); }
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static int FindAllHints( CAI_BaseNPC *pNPC, const CHintCriteria &hintCriteria, CUtlVector<CAI_Hint *> *pResult ) { return FindAllHints( pNPC, pNPC->GetAbsOrigin(), hintCriteria, pResult ); }
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static int GetFlags( const char *token );
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static CAI_Hint *GetFirstHint( AIHintIter_t *pIter );
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static CAI_Hint *GetNextHint( AIHintIter_t *pIter );
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static void DumpHints();
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static void ValidateHints();
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private:
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enum
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{
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// MUST BE POWER OF 2
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HINT_HISTORY = (1<<3),
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HINT_HISTORY_MASK = (HINT_HISTORY-1)
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};
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static CAI_Hint *AddFoundHint( CAI_Hint *hint );
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static int GetFoundHintCount();
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static CAI_Hint *GetFoundHint( int index );
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static CAI_Hint *GetLastFoundHint();
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static void ResetFoundHints();
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static bool IsInFoundHintList( CAI_Hint *hint );
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static int gm_nFoundHintIndex;
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static CAI_Hint *gm_pLastFoundHints[ HINT_HISTORY ]; // Last used hint
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static CAIHintVector gm_AllHints; // A linked list of all hints
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static CUtlMap< int, CAIHintVector > gm_TypedHints;
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};
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//-----------------------------------------------------------------------------
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// CAI_Hint
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//-----------------------------------------------------------------------------
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class CAI_Hint : public CServerOnlyEntity
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{
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DECLARE_CLASS( CAI_Hint, CServerOnlyEntity );
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public:
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CAI_Hint( void );
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~CAI_Hint( void );
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// Interface for specific nodes
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bool Lock( CBaseEntity *pNPC ); // Makes unavailable for hints
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void Unlock( float delay = 0.0 ); // Makes available for hints after delay
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bool IsLocked(void); // Whether this node is available for use.
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bool IsLockedBy( CBaseEntity *pNPC ); // Whether this node is available for use.
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void GetPosition(CBaseCombatCharacter *pBCC, Vector *vPosition);
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void GetPosition( Hull_t hull, Vector *vPosition );
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Vector GetDirection( void );
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float Yaw( void );
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CAI_Node *GetNode( void );
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string_t GetGroup( void ) const { return m_NodeData.strGroup; }
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CBaseEntity *User( void ) const { return m_hHintOwner; };
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Hint_e HintType( void ) const { return (Hint_e)m_NodeData.nHintType; };
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void SetHintType( int hintType, bool force = false );
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string_t HintActivityName( void ) const { return m_NodeData.iszActivityName; }
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int GetTargetNode( void ) const { return m_nTargetNodeID; }
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bool IsDisabled( void ) const { return (m_NodeData.iDisabled != 0); }
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void SetDisabled( bool bDisabled ) { m_NodeData.iDisabled = bDisabled; }
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void DisableForSeconds( float flSeconds );
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void EnableThink();
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void FixupTargetNode();
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void NPCStartedUsing( CAI_BaseNPC *pNPC );
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void NPCStoppedUsing( CAI_BaseNPC *pNPC );
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HintIgnoreFacing_t GetIgnoreFacing() const { return m_NodeData.fIgnoreFacing; }
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NPC_STATE GetMinState() const { return m_NodeData.minState; }
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NPC_STATE GetMaxState() const { return m_NodeData.maxState; }
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int GetNodeId() { return m_NodeData.nNodeID; }
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int GetWCId() { return m_NodeData.nWCNodeID; }
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bool HintMatchesCriteria( CAI_BaseNPC *pNPC, const CHintCriteria &hintCriteria, const Vector &position, float *flNearestDistance, bool bIgnoreLock = false, bool bIgnoreHintType = false );
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bool IsInNodeFOV( CBaseEntity *pOther );
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private:
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void Spawn( void );
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virtual void Activate();
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virtual void UpdateOnRemove( void );
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int DrawDebugTextOverlays(void);
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virtual int ObjectCaps( void ) { return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
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virtual void OnRestore();
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bool IsViewable( void );
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// Input handlers
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void InputEnableHint( inputdata_t &inputdata );
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void InputDisableHint( inputdata_t &inputdata );
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private:
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HintNodeData m_NodeData;
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int m_nTargetNodeID;
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EHANDLE m_hHintOwner; // Is hint locked (being used by NPC / NPC en-route to use it)
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float m_flNextUseTime; // When can I be used again?
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COutputEHANDLE m_OnNPCStartedUsing; // Triggered when an NPC has actively begun to use the node.
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COutputEHANDLE m_OnNPCStoppedUsing; // Triggered when an NPC has finished using this node.
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float m_nodeFOV;
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Vector m_vecForward;
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// The next hint in list of all hints
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friend class CAI_HintManager;
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DECLARE_DATADESC();
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};
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#define SF_ALLOW_JUMP_UP 65536
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#endif //AI_HINT_H
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