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