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427 lines
13 KiB
427 lines
13 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The downtrodden citizens of City 17. Timid when unarmed, they will
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// rise up against their Combine oppressors when given a weapon.
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//
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//=============================================================================//
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#ifndef NPC_CITIZEN_H
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#define NPC_CITIZEN_H
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#include "npc_playercompanion.h"
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#include "ai_behavior_functank.h"
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struct SquadCandidate_t;
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//-----------------------------------------------------------------------------
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//
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// CLASS: CNPC_Citizen
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//
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//-----------------------------------------------------------------------------
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//-------------------------------------
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// Spawnflags
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//-------------------------------------
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#define SF_CITIZEN_FOLLOW ( 1 << 16 ) //65536 follow the player as soon as I spawn.
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#define SF_CITIZEN_MEDIC ( 1 << 17 ) //131072
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#define SF_CITIZEN_RANDOM_HEAD ( 1 << 18 ) //262144
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#define SF_CITIZEN_AMMORESUPPLIER ( 1 << 19 ) //524288
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#define SF_CITIZEN_NOT_COMMANDABLE ( 1 << 20 ) //1048576
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#define SF_CITIZEN_IGNORE_SEMAPHORE ( 1 << 21 ) //2097152 Work outside the speech semaphore system
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#define SF_CITIZEN_RANDOM_HEAD_MALE ( 1 << 22 ) //4194304
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#define SF_CITIZEN_RANDOM_HEAD_FEMALE ( 1 << 23 )//8388608
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#define SF_CITIZEN_USE_RENDER_BOUNDS ( 1 << 24 )//16777216
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//-------------------------------------
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// Animation events
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//-------------------------------------
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enum CitizenType_t
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{
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CT_DEFAULT,
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CT_DOWNTRODDEN,
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CT_REFUGEE,
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CT_REBEL,
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CT_UNIQUE
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};
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//-----------------------------------------------------------------------------
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// Citizen expression types
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//-----------------------------------------------------------------------------
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enum CitizenExpressionTypes_t
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{
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CIT_EXP_UNASSIGNED, // Defaults to this, selects other in spawn.
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CIT_EXP_SCARED,
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CIT_EXP_NORMAL,
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CIT_EXP_ANGRY,
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CIT_EXP_LAST_TYPE,
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};
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//-------------------------------------
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class CNPC_Citizen : public CNPC_PlayerCompanion
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{
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DECLARE_CLASS( CNPC_Citizen, CNPC_PlayerCompanion );
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public:
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CNPC_Citizen()
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: m_iHead( -1 )
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{
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}
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//---------------------------------
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bool CreateBehaviors();
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void Precache();
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void PrecacheAllOfType( CitizenType_t );
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void Spawn();
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void PostNPCInit();
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virtual void SelectModel();
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void SelectExpressionType();
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void Activate();
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virtual void OnGivenWeapon( CBaseCombatWeapon *pNewWeapon );
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void FixupMattWeapon();
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#ifdef HL2_EPISODIC
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virtual float GetJumpGravity() const { return 1.8f; }
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#endif//HL2_EPISODIC
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void OnRestore();
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//---------------------------------
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string_t GetModelName() const;
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Class_T Classify();
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bool ShouldAlwaysThink();
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//---------------------------------
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// Behavior
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//---------------------------------
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bool ShouldBehaviorSelectSchedule( CAI_BehaviorBase *pBehavior );
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void GatherConditions();
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void PredictPlayerPush();
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void PrescheduleThink();
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void BuildScheduleTestBits();
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bool FInViewCone( CBaseEntity *pEntity );
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int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
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int SelectSchedule();
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int SelectSchedulePriorityAction();
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int SelectScheduleHeal();
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int SelectScheduleRetrieveItem();
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int SelectScheduleNonCombat();
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int SelectScheduleManhackCombat();
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int SelectScheduleCombat();
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bool ShouldDeferToFollowBehavior();
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int TranslateSchedule( int scheduleType );
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bool ShouldAcceptGoal( CAI_BehaviorBase *pBehavior, CAI_GoalEntity *pGoal );
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void OnClearGoal( CAI_BehaviorBase *pBehavior, CAI_GoalEntity *pGoal );
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void StartTask( const Task_t *pTask );
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void RunTask( const Task_t *pTask );
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Activity NPC_TranslateActivity( Activity eNewActivity );
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void HandleAnimEvent( animevent_t *pEvent );
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void TaskFail( AI_TaskFailureCode_t code );
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void PickupItem( CBaseEntity *pItem );
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void SimpleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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bool IgnorePlayerPushing( void );
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int DrawDebugTextOverlays( void );
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virtual const char *SelectRandomExpressionForState( NPC_STATE state );
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//---------------------------------
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// Combat
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//---------------------------------
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bool OnBeginMoveAndShoot();
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void OnEndMoveAndShoot();
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virtual bool UseAttackSquadSlots() { return false; }
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void LocateEnemySound();
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bool IsManhackMeleeCombatant();
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Vector GetActualShootPosition( const Vector &shootOrigin );
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void OnChangeActiveWeapon( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon );
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bool ShouldLookForBetterWeapon();
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//---------------------------------
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// Damage handling
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//---------------------------------
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int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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//---------------------------------
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// Commander mode
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//---------------------------------
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bool IsCommandable();
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bool IsPlayerAlly( CBasePlayer *pPlayer = NULL );
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bool CanJoinPlayerSquad();
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bool WasInPlayerSquad();
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bool HaveCommandGoal() const;
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bool IsCommandMoving();
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bool ShouldAutoSummon();
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bool IsValidCommandTarget( CBaseEntity *pTarget );
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bool NearCommandGoal();
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bool VeryFarFromCommandGoal();
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bool TargetOrder( CBaseEntity *pTarget, CAI_BaseNPC **Allies, int numAllies );
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void MoveOrder( const Vector &vecDest, CAI_BaseNPC **Allies, int numAllies );
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void OnMoveOrder();
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void CommanderUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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bool ShouldSpeakRadio( CBaseEntity *pListener );
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void OnMoveToCommandGoalFailed();
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void AddToPlayerSquad();
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void RemoveFromPlayerSquad();
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void TogglePlayerSquadState();
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void UpdatePlayerSquad();
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static int __cdecl PlayerSquadCandidateSortFunc( const SquadCandidate_t *, const SquadCandidate_t * );
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void FixupPlayerSquad();
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void ClearFollowTarget();
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void UpdateFollowCommandPoint();
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bool IsFollowingCommandPoint();
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CAI_BaseNPC * GetSquadCommandRepresentative();
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void SetSquad( CAI_Squad *pSquad );
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void AddInsignia();
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void RemoveInsignia();
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bool SpeakCommandResponse( AIConcept_t concept, const char *modifiers = NULL );
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//---------------------------------
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// Scanner interaction
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//---------------------------------
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float GetNextScannerInspectTime() { return m_fNextInspectTime; }
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void SetNextScannerInspectTime( float flTime ) { m_fNextInspectTime = flTime; }
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bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt);
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//---------------------------------
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// Hints
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//---------------------------------
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bool FValidateHintType ( CAI_Hint *pHint );
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//---------------------------------
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// Special abilities
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//---------------------------------
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bool IsMedic() { return HasSpawnFlags(SF_CITIZEN_MEDIC); }
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bool IsAmmoResupplier() { return HasSpawnFlags(SF_CITIZEN_AMMORESUPPLIER); }
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bool CanHeal();
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bool ShouldHealTarget( CBaseEntity *pTarget, bool bActiveUse = false );
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#if HL2_EPISODIC
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bool ShouldHealTossTarget( CBaseEntity *pTarget, bool bActiveUse = false );
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#endif
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void Heal();
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bool ShouldLookForHealthItem();
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#if HL2_EPISODIC
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void TossHealthKit( CBaseCombatCharacter *pThrowAt, const Vector &offset ); // create a healthkit and throw it at someone
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void InputForceHealthKitToss( inputdata_t &inputdata );
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#endif
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//---------------------------------
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// Inputs
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//---------------------------------
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void InputRemoveFromPlayerSquad( inputdata_t &inputdata ) { RemoveFromPlayerSquad(); }
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void InputStartPatrolling( inputdata_t &inputdata );
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void InputStopPatrolling( inputdata_t &inputdata );
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void InputSetCommandable( inputdata_t &inputdata );
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void InputSetMedicOn( inputdata_t &inputdata );
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void InputSetMedicOff( inputdata_t &inputdata );
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void InputSetAmmoResupplierOn( inputdata_t &inputdata );
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void InputSetAmmoResupplierOff( inputdata_t &inputdata );
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void InputSpeakIdleResponse( inputdata_t &inputdata );
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//---------------------------------
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// Sounds & speech
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//---------------------------------
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void FearSound( void );
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void DeathSound( const CTakeDamageInfo &info );
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bool UseSemaphore( void );
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virtual void OnChangeRunningBehavior( CAI_BehaviorBase *pOldBehavior, CAI_BehaviorBase *pNewBehavior );
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private:
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//-----------------------------------------------------
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// Conditions, Schedules, Tasks
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//-----------------------------------------------------
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enum
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{
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COND_CIT_PLAYERHEALREQUEST = BaseClass::NEXT_CONDITION,
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COND_CIT_COMMANDHEAL,
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COND_CIT_HURTBYFIRE,
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COND_CIT_START_INSPECTION,
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SCHED_CITIZEN_PLAY_INSPECT_ACTIVITY = BaseClass::NEXT_SCHEDULE,
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SCHED_CITIZEN_HEAL,
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SCHED_CITIZEN_RANGE_ATTACK1_RPG,
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SCHED_CITIZEN_PATROL,
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SCHED_CITIZEN_MOURN_PLAYER,
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SCHED_CITIZEN_SIT_ON_TRAIN,
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SCHED_CITIZEN_STRIDER_RANGE_ATTACK1_RPG,
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#ifdef HL2_EPISODIC
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SCHED_CITIZEN_HEAL_TOSS,
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#endif
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TASK_CIT_HEAL = BaseClass::NEXT_TASK,
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TASK_CIT_RPG_AUGER,
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TASK_CIT_PLAY_INSPECT_SEQUENCE,
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TASK_CIT_SIT_ON_TRAIN,
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TASK_CIT_LEAVE_TRAIN,
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TASK_CIT_SPEAK_MOURNING,
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#ifdef HL2_EPISODIC
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TASK_CIT_HEAL_TOSS,
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#endif
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};
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//-----------------------------------------------------
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int m_nInspectActivity;
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float m_flNextFearSoundTime;
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float m_flStopManhackFlinch;
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float m_fNextInspectTime; // Next time I'm allowed to get inspected by a scanner
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float m_flPlayerHealTime;
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float m_flNextHealthSearchTime; // Next time I'm allowed to look for a healthkit
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float m_flAllyHealTime;
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float m_flPlayerGiveAmmoTime;
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string_t m_iszAmmoSupply;
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int m_iAmmoAmount;
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bool m_bRPGAvoidPlayer;
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bool m_bShouldPatrol;
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string_t m_iszOriginalSquad;
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float m_flTimeJoinedPlayerSquad;
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bool m_bWasInPlayerSquad;
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float m_flTimeLastCloseToPlayer;
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string_t m_iszDenyCommandConcept;
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CSimpleSimTimer m_AutoSummonTimer;
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Vector m_vAutoSummonAnchor;
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CitizenType_t m_Type;
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CitizenExpressionTypes_t m_ExpressionType;
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int m_iHead;
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static CSimpleSimTimer gm_PlayerSquadEvaluateTimer;
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float m_flTimePlayerStare; // The game time at which the player started staring at me.
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float m_flTimeNextHealStare; // Next time I'm allowed to heal a player who is staring at me.
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//-----------------------------------------------------
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// Outputs
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//-----------------------------------------------------
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COutputEvent m_OnJoinedPlayerSquad;
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COutputEvent m_OnLeftPlayerSquad;
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COutputEvent m_OnFollowOrder;
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COutputEvent m_OnStationOrder;
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COutputEvent m_OnPlayerUse;
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COutputEvent m_OnNavFailBlocked;
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//-----------------------------------------------------
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CAI_FuncTankBehavior m_FuncTankBehavior;
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CHandle<CAI_FollowGoal> m_hSavedFollowGoalEnt;
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bool m_bNotifyNavFailBlocked;
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bool m_bNeverLeavePlayerSquad; // Don't leave the player squad unless killed, or removed via Entity I/O.
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//-----------------------------------------------------
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DECLARE_DATADESC();
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#ifdef _XBOX
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protected:
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#endif
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DEFINE_CUSTOM_AI;
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};
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//---------------------------------------------------------
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//---------------------------------------------------------
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inline bool CNPC_Citizen::NearCommandGoal()
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{
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const float flDistSqr = COMMAND_GOAL_TOLERANCE * COMMAND_GOAL_TOLERANCE;
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return ( ( GetAbsOrigin() - GetCommandGoal() ).LengthSqr() <= flDistSqr );
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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inline bool CNPC_Citizen::VeryFarFromCommandGoal()
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{
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const float flDistSqr = (12*50) * (12*50);
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return ( ( GetAbsOrigin() - GetCommandGoal() ).LengthSqr() > flDistSqr );
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}
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//==============================================================================
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// CITIZEN PLAYER-RESPONSE SYSTEM
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//
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// NOTE: This system is obsolete, and left here for legacy support.
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// It has been superseded by the ai_eventresponse system.
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//
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//==============================================================================
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#define CITIZEN_RESPONSE_DISTANCE 768 // Maximum distance for responding citizens
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#define CITIZEN_RESPONSE_REFIRE_TIME 15.0 // Time after giving a response before giving any more
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#define CITIZEN_RESPONSE_GIVEUP_TIME 4.0 // Time after a response trigger was fired before discarding it without responding
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enum citizenresponses_t
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{
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CR_PLAYER_SHOT_GUNSHIP, // Player has shot the gunship with a bullet weapon
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CR_PLAYER_KILLED_GUNSHIP, // Player has destroyed the gunship
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CR_VITALNPC_DIED, // Mapmaker specified that an NPC that was vital has died
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// Add new responses here
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MAX_CITIZEN_RESPONSES,
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};
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//-------------------------------------
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class CCitizenResponseSystem : public CBaseEntity
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{
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DECLARE_CLASS( CCitizenResponseSystem, CBaseEntity );
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public:
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DECLARE_DATADESC();
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void Spawn();
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void OnRestore();
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void AddResponseTrigger( citizenresponses_t iTrigger );
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void ResponseThink();
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//---------------------------------
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// Inputs
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//---------------------------------
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void InputResponseVitalNPC( inputdata_t &inputdata );
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private:
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float m_flResponseAddedTime[ MAX_CITIZEN_RESPONSES ]; // Time at which the response was added. 0 if we have no response.
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float m_flNextResponseTime;
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};
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//-------------------------------------
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class CSquadInsignia : public CBaseAnimating
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{
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DECLARE_CLASS( CSquadInsignia, CBaseAnimating );
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void Spawn();
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};
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//-------------------------------------
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CCitizenResponseSystem *GetCitizenResponse();
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//-----------------------------------------------------------------------------
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#endif //NPC_CITIZEN_H
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