You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
1687 lines
48 KiB
1687 lines
48 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: Hint node utilities and functions |
|
// |
|
// $NoKeywords: $ |
|
//=============================================================================// |
|
|
|
// @TODO (toml 03-04-03): there is far too much duplicate code in here |
|
|
|
#include "cbase.h" |
|
#include "ai_hint.h" |
|
#include "ai_network.h" |
|
#include "ai_node.h" |
|
#include "ai_basenpc.h" |
|
#include "ai_networkmanager.h" |
|
#include "ndebugoverlay.h" |
|
#include "animation.h" |
|
#include "tier1/strtools.h" |
|
#include "mapentities_shared.h" |
|
|
|
// memdbgon must be the last include file in a .cpp file!!! |
|
#include "tier0/memdbgon.h" |
|
|
|
#define REPORTFAILURE(text) if ( hintCriteria.HasFlag( bits_HINT_NODE_REPORT_FAILURES ) ) \ |
|
NDebugOverlay::Text( GetAbsOrigin(), text, false, 60 ) |
|
|
|
//================================================== |
|
// CHintCriteria |
|
//================================================== |
|
|
|
CHintCriteria::CHintCriteria( void ) |
|
{ |
|
m_iFirstHintType = HINT_NONE; |
|
m_iLastHintType = HINT_NONE; |
|
m_strGroup = NULL_STRING; |
|
m_iFlags = 0; |
|
m_HintTypes.Purge(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Destructor |
|
//----------------------------------------------------------------------------- |
|
CHintCriteria::~CHintCriteria( void ) |
|
{ |
|
m_zoneInclude.Purge(); |
|
m_zoneExclude.Purge(); |
|
m_HintTypes.Purge(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Sets the hint type for this search criteria |
|
// Input : nHintType - the hint type for this search criteria |
|
//----------------------------------------------------------------------------- |
|
void CHintCriteria::SetHintType( int nHintType ) |
|
{ |
|
m_iFirstHintType = nHintType; |
|
m_iLastHintType = HINT_NONE; |
|
m_HintTypes.Purge(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Add another type of hint that matches the search criteria |
|
//----------------------------------------------------------------------------- |
|
void CHintCriteria::AddHintType( int hintType ) |
|
{ |
|
m_HintTypes.AddToTail( hintType ); |
|
} |
|
|
|
int CHintCriteria::NumHintTypes() const |
|
{ |
|
return m_HintTypes.Count(); |
|
} |
|
|
|
int CHintCriteria::GetHintType( int idx ) const |
|
{ |
|
return m_HintTypes[ idx ]; |
|
} |
|
|
|
bool CHintCriteria::MatchesSingleHintType() const |
|
{ |
|
if ( m_HintTypes.Count() != 0 ) |
|
{ |
|
return false; |
|
} |
|
|
|
if ( m_iFirstHintType != HINT_ANY && |
|
m_iLastHintType == HINT_NONE ) |
|
{ |
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
bool CHintCriteria::MatchesHintType( int hintType ) const |
|
{ |
|
int c = m_HintTypes.Count(); |
|
for ( int i = 0; i < c; ++i ) |
|
{ |
|
if ( m_HintTypes[i] == hintType ) |
|
return true; |
|
} |
|
|
|
// See if we're trying to filter the nodes |
|
if ( GetFirstHintType() != HINT_ANY ) |
|
{ |
|
if( GetLastHintType() == HINT_NONE ) |
|
{ |
|
// Searching for a single type of hint. |
|
if( GetFirstHintType() != hintType ) |
|
return false; |
|
} |
|
else |
|
{ |
|
// This search is for a range of hint types. |
|
if( hintType < GetFirstHintType() || hintType > GetLastHintType() ) |
|
return false; |
|
} |
|
|
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Allows us to search for nodes within a range of consecutive types. |
|
//----------------------------------------------------------------------------- |
|
void CHintCriteria::SetHintTypeRange( int firstType, int lastType ) |
|
{ |
|
if( lastType < firstType ) |
|
{ |
|
DevMsg( 2, "Hint Type Range is backwards - Fixing up.\n" ); |
|
|
|
int temp; |
|
|
|
temp = firstType; |
|
firstType = lastType; |
|
lastType = temp; |
|
} |
|
|
|
m_iFirstHintType = firstType; |
|
m_iLastHintType = lastType; |
|
m_HintTypes.Purge(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : bitmask - |
|
//----------------------------------------------------------------------------- |
|
void CHintCriteria::SetFlag( int bitmask ) |
|
{ |
|
m_iFlags |= bitmask; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : bitmask - |
|
//----------------------------------------------------------------------------- |
|
void CHintCriteria::ClearFlag( int bitmask ) |
|
{ |
|
m_iFlags &= ~bitmask; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : group - |
|
//----------------------------------------------------------------------------- |
|
void CHintCriteria::SetGroup( string_t group ) |
|
{ |
|
m_strGroup = group; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Adds a zone to a zone list |
|
// Input : list - the list of zones to add the new zone to |
|
// &position - the origin point of the zone |
|
// radius - the radius of the zone |
|
//----------------------------------------------------------------------------- |
|
void CHintCriteria::AddZone( zoneList_t &list, const Vector &position, float radius ) |
|
{ |
|
int id = list.AddToTail(); |
|
list[id].position = position; |
|
list[id].radiussqr = radius*radius; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Adds an include zone to the search criteria |
|
// Input : &position - the origin point of the zone |
|
// radius - the radius of the zone |
|
//----------------------------------------------------------------------------- |
|
void CHintCriteria::AddIncludePosition( const Vector &position, float radius ) |
|
{ |
|
AddZone( m_zoneInclude, position, radius ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Adds an exclude zone to the search criteria |
|
// Input : &position - the origin point of the zone |
|
// radius - the radius of the zone |
|
//----------------------------------------------------------------------------- |
|
void CHintCriteria::AddExcludePosition( const Vector &position, float radius ) |
|
{ |
|
AddZone( m_zoneExclude, position, radius ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Test to see if this position falls within any of the zones in the list |
|
// Input : *zone - list of zones to test against |
|
// &testPosition - position to test with |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
inline bool CHintCriteria::InZone( const zoneList_t &zone, const Vector &testPosition ) const |
|
{ |
|
int numZones = zone.Count(); |
|
|
|
//Iterate through all zones in the list |
|
for ( int i = 0; i < numZones; i++ ) |
|
{ |
|
if ( ((zone[i].position) - testPosition).LengthSqr() < (zone[i].radiussqr) ) |
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Determine if a point within our include list |
|
// Input : &testPosition - position to test with |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CHintCriteria::InIncludedZone( const Vector &testPosition ) const |
|
{ |
|
return InZone( m_zoneInclude, testPosition ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Determine if a point within our exclude list |
|
// Input : &testPosition - position to test with |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CHintCriteria::InExcludedZone( const Vector &testPosition ) const |
|
{ |
|
return InZone( m_zoneExclude, testPosition ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Init static variables |
|
//----------------------------------------------------------------------------- |
|
CAIHintVector CAI_HintManager::gm_AllHints; |
|
CUtlMap< int, CAIHintVector > CAI_HintManager::gm_TypedHints( 0, 0, DefLessFunc( int ) ); |
|
CAI_Hint* CAI_HintManager::gm_pLastFoundHints[ CAI_HintManager::HINT_HISTORY ]; |
|
int CAI_HintManager::gm_nFoundHintIndex = 0; |
|
|
|
CAI_Hint *CAI_HintManager::AddFoundHint( CAI_Hint *hint ) |
|
{ |
|
if ( hint ) |
|
{ |
|
CAI_HintManager::gm_nFoundHintIndex = ( CAI_HintManager::gm_nFoundHintIndex + 1 ) & CAI_HintManager::HINT_HISTORY_MASK; |
|
gm_pLastFoundHints[ CAI_HintManager::gm_nFoundHintIndex ] = hint; |
|
} |
|
return hint; |
|
|
|
} |
|
|
|
int CAI_HintManager::GetFoundHintCount() |
|
{ |
|
return CAI_HintManager::HINT_HISTORY; |
|
} |
|
|
|
CAI_Hint *CAI_HintManager::GetFoundHint( int index ) |
|
{ |
|
return gm_pLastFoundHints[ ( CAI_HintManager::gm_nFoundHintIndex + index ) & CAI_HintManager::HINT_HISTORY_MASK ]; |
|
} |
|
|
|
CAI_Hint *CAI_HintManager::GetLastFoundHint() |
|
{ |
|
for ( int i = 0; i < CAI_HintManager::HINT_HISTORY; ++i ) |
|
{ |
|
// Walk backward |
|
int slot = ( ( CAI_HintManager::gm_nFoundHintIndex - i ) & CAI_HintManager::HINT_HISTORY_MASK ); |
|
if ( gm_pLastFoundHints[ slot ] ) |
|
return gm_pLastFoundHints[ slot ]; |
|
} |
|
return NULL; |
|
} |
|
|
|
void CAI_HintManager::ResetFoundHints() |
|
{ |
|
Q_memset( gm_pLastFoundHints, 0, sizeof( gm_pLastFoundHints ) ); |
|
CAI_HintManager::gm_nFoundHintIndex = 0; |
|
} |
|
|
|
bool CAI_HintManager::IsInFoundHintList( CAI_Hint *hint ) |
|
{ |
|
for ( int i = 0; i < CAI_HintManager::HINT_HISTORY; ++i ) |
|
{ |
|
if ( gm_pLastFoundHints[ i ] == hint ) |
|
return true; |
|
} |
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
int CAI_HintManager::FindAllHints( CAI_BaseNPC *pNPC, const Vector &position, const CHintCriteria &hintCriteria, CUtlVector<CAI_Hint *> *pResult ) |
|
{ |
|
// If we have no hints, bail |
|
int c = CAI_HintManager::gm_AllHints.Count(); |
|
if ( !c ) |
|
return NULL; |
|
|
|
// Remove the nearest flag. It makes now sense with random. |
|
bool hadNearest = hintCriteria.HasFlag( bits_HINT_NODE_NEAREST ); |
|
(const_cast<CHintCriteria &>(hintCriteria)).ClearFlag( bits_HINT_NODE_NEAREST ); |
|
|
|
// Now loop till we find a valid hint or return to the start |
|
CAI_Hint *pTestHint; |
|
for ( int i = 0; i < c; ++i ) |
|
{ |
|
pTestHint = CAI_HintManager::gm_AllHints[ i ]; |
|
Assert( pTestHint ); |
|
if ( pTestHint->HintMatchesCriteria( pNPC, hintCriteria, position, NULL ) ) |
|
pResult->AddToTail( pTestHint ); |
|
} |
|
|
|
if ( hadNearest ) |
|
(const_cast<CHintCriteria &>(hintCriteria)).SetFlag( bits_HINT_NODE_NEAREST ); |
|
|
|
return pResult->Count(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Finds a random hint within the requested radious of the npc |
|
// Builds a list of all suitable hints and chooses randomly from amongst them. |
|
// Input : *pNPC - |
|
// nHintType - |
|
// nFlags - |
|
// flMaxDist - |
|
// Output : CAI_Hint |
|
//----------------------------------------------------------------------------- |
|
CAI_Hint *CAI_HintManager::FindHintRandom( CAI_BaseNPC *pNPC, const Vector &position, const CHintCriteria &hintCriteria ) |
|
{ |
|
CUtlVector<CAI_Hint *> hintList; |
|
|
|
if ( FindAllHints( pNPC, position, hintCriteria, &hintList ) > 0 ) |
|
{ |
|
// Pick one randomly |
|
return ( CAI_HintManager::AddFoundHint( hintList[ random->RandomInt( 0, hintList.Size() - 1 ) ] ) ); |
|
} |
|
|
|
// start at the top of the list for the next search |
|
CAI_HintManager::ResetFoundHints(); |
|
return NULL; |
|
} |
|
|
|
// #define HINT_PROFILING 1 |
|
#if defined( HINT_PROFILING ) |
|
static void AppendTimer( int idx, char *buf, size_t bufsize, CFastTimer& timer ) |
|
{ |
|
char s[ 32 ]; |
|
Q_snprintf( s, sizeof( s ), "%d %6.3f ms", idx, timer.GetDuration().GetMillisecondsF() ); |
|
|
|
Q_strncat( buf, s, bufsize ); |
|
} |
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *hintCriteria - |
|
// Output : CAI_Hint |
|
//----------------------------------------------------------------------------- |
|
CAI_Hint *CAI_HintManager::FindHint( CAI_BaseNPC *pNPC, const Vector &position, const CHintCriteria &hintCriteria ) |
|
{ |
|
#if defined( HINT_PROFILING ) |
|
CFastTimer timer; |
|
timer.Start(); |
|
#endif |
|
bool singleType = hintCriteria.MatchesSingleHintType(); |
|
bool lookingForNearest = hintCriteria.HasFlag( bits_HINT_NODE_NEAREST ); |
|
bool bIgnoreHintType = true; |
|
|
|
CUtlVector< CAIHintVector * > lists; |
|
if ( singleType ) |
|
{ |
|
int slot = CAI_HintManager::gm_TypedHints.Find( hintCriteria.GetFirstHintType() ); |
|
if ( slot != CAI_HintManager::gm_TypedHints.InvalidIndex() ) |
|
{ |
|
lists.AddToTail( &CAI_HintManager::gm_TypedHints[ slot ] ); |
|
} |
|
} |
|
else |
|
{ |
|
int typeCount = hintCriteria.NumHintTypes(); |
|
if ( typeCount > 0 ) |
|
{ |
|
for ( int listType = 0; listType < typeCount; ++listType ) |
|
{ |
|
int slot = CAI_HintManager::gm_TypedHints.Find( hintCriteria.GetHintType( listType ) ); |
|
if ( slot != CAI_HintManager::gm_TypedHints.InvalidIndex() ) |
|
{ |
|
lists.AddToTail( &CAI_HintManager::gm_TypedHints[ slot ] ); |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
// Still need to check hint type in this case |
|
lists.AddToTail( &CAI_HintManager::gm_AllHints ); |
|
bIgnoreHintType = false; |
|
} |
|
} |
|
|
|
CAI_Hint *pBestHint = NULL; |
|
|
|
int visited = 0; |
|
|
|
int listCount = lists.Count(); |
|
|
|
if ( listCount == 0 ) |
|
return NULL; |
|
|
|
// Try the fast match path |
|
int i, count; |
|
// Start with hint after the last one used |
|
CAI_Hint *pTestHint = NULL; |
|
|
|
float flBestDistance = MAX_TRACE_LENGTH; |
|
|
|
if ( !lookingForNearest ) |
|
{ |
|
// Fast check of previous results |
|
count = CAI_HintManager::GetFoundHintCount(); |
|
for ( i = 0; i < count; ++i ) |
|
{ |
|
pTestHint = CAI_HintManager::GetFoundHint( i ); |
|
if ( pTestHint ) |
|
{ |
|
Assert( dynamic_cast<CAI_Hint *>(pTestHint) != NULL ); |
|
++visited; |
|
if ( pTestHint->HintMatchesCriteria( pNPC, hintCriteria, position, &flBestDistance ) ) |
|
{ |
|
#if defined( HINT_PROFILING ) |
|
Msg( "fast result visited %d\n", visited ); |
|
#endif |
|
return pTestHint; |
|
} |
|
} |
|
} |
|
} |
|
|
|
// Longer search, reset best distance |
|
flBestDistance = MAX_TRACE_LENGTH; |
|
|
|
for ( int listNum = 0; listNum < listCount; ++listNum ) |
|
{ |
|
CAIHintVector *list = lists[ listNum ]; |
|
count = list->Count(); |
|
// ------------------------------------------- |
|
// If we have no hints, bail |
|
// ------------------------------------------- |
|
if ( !count ) |
|
continue; |
|
|
|
// Now loop till we find a valid hint or return to the start |
|
for ( i = 0 ; i < count; ++i ) |
|
{ |
|
pTestHint = list->Element( i ); |
|
Assert( pTestHint ); |
|
|
|
++visited; |
|
|
|
Assert( dynamic_cast<CAI_Hint *>(pTestHint) != NULL ); |
|
if ( pTestHint->HintMatchesCriteria( pNPC, hintCriteria, position, &flBestDistance, false, bIgnoreHintType ) ) |
|
{ |
|
// If we were searching for the nearest, just note that this is now the nearest node |
|
if ( lookingForNearest ) |
|
{ |
|
pBestHint = pTestHint; |
|
} |
|
else |
|
{ |
|
// If we're not looking for the nearest, we're done |
|
CAI_HintManager::AddFoundHint( pTestHint ); |
|
#if defined( HINT_PROFILING ) |
|
Msg( "visited %d\n", visited ); |
|
#endif |
|
return pTestHint; |
|
} |
|
} |
|
} |
|
} |
|
// Return the nearest node that we found |
|
if ( pBestHint ) |
|
{ |
|
CAI_HintManager::AddFoundHint( pBestHint ); |
|
} |
|
|
|
#if defined( HINT_PROFILING ) |
|
timer.End(); |
|
|
|
Msg( "visited %d\n", visited ); |
|
if ( !pBestHint ) |
|
{ |
|
Msg( "%i search failed for [%d] at pos %.3f %.3f %.3f [%.4f msec ~ %.4f msec per node]\n", |
|
gpGlobals->tickcount, |
|
pNPC ? pNPC->entindex() : -1, |
|
position.x, position.y, position.z, |
|
timer.GetDuration().GetMillisecondsF(), |
|
timer.GetDuration().GetMillisecondsF()/MAX( (float)visited, 1.0f ) ); |
|
} |
|
#endif |
|
return pBestHint; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Searches for a hint node that this NPC cares about. If one is |
|
// claims that hint node for this NPC so that no other NPCs |
|
// try to use it. |
|
// |
|
// Input : nFlags - Search criterea. Can currently be one or more of the following: |
|
// bits_HINT_NODE_VISIBLE - searches for visible hint nodes. |
|
// bits_HINT_NODE_RANDOM - calls through the FindHintRandom and builds list of all matching |
|
// nodes and picks randomly from among them. Note: Depending on number of hint nodes, this |
|
// could be slower, so use with care. |
|
// |
|
// Output : Returns pointer to hint node if available hint node was found that matches the |
|
// given criterea that this NPC also cares about. Otherwise, returns NULL |
|
//----------------------------------------------------------------------------- |
|
CAI_Hint* CAI_HintManager::FindHint( CAI_BaseNPC *pNPC, Hint_e nHintType, int nFlags, float flMaxDist, const Vector *pMaxDistFrom ) |
|
{ |
|
assert( pNPC != NULL ); |
|
if ( pNPC == NULL ) |
|
return NULL; |
|
|
|
CHintCriteria hintCriteria; |
|
hintCriteria.SetHintType( nHintType ); |
|
hintCriteria.SetFlag( nFlags ); |
|
|
|
// Using the NPC's hint group? |
|
if ( nFlags & bits_HINT_NODE_USE_GROUP ) |
|
{ |
|
hintCriteria.SetGroup( pNPC->GetHintGroup() ); |
|
} |
|
|
|
// Add the search position |
|
Vector vecPosition = ( pMaxDistFrom != NULL ) ? (*pMaxDistFrom) : pNPC->GetAbsOrigin(); |
|
hintCriteria.AddIncludePosition( vecPosition, flMaxDist ); |
|
|
|
// If asking for a random node, use random logic instead |
|
if ( nFlags & bits_HINT_NODE_RANDOM ) |
|
return FindHintRandom( pNPC, vecPosition, hintCriteria ); |
|
|
|
return FindHint( pNPC, vecPosition, hintCriteria ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Position only search |
|
// Output : CAI_Hint |
|
//----------------------------------------------------------------------------- |
|
CAI_Hint *CAI_HintManager::FindHint( const Vector &position, const CHintCriteria &hintCriteria ) |
|
{ |
|
return FindHint( NULL, position, hintCriteria ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: NPC only search |
|
// Output : CAI_Hint |
|
//----------------------------------------------------------------------------- |
|
CAI_Hint *CAI_HintManager::FindHint( CAI_BaseNPC *pNPC, const CHintCriteria &hintCriteria ) |
|
{ |
|
assert( pNPC != NULL ); |
|
if ( pNPC == NULL ) |
|
return NULL; |
|
|
|
return FindHint( pNPC, pNPC->GetAbsOrigin(), hintCriteria ); |
|
} |
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose : |
|
// Input : |
|
// Output : |
|
//------------------------------------------------------------------------------ |
|
CAI_Hint* CAI_HintManager::CreateHint( HintNodeData *pNodeData, const char *pMapData ) |
|
{ |
|
// Reset last found hint if new node is added |
|
CAI_HintManager::ResetFoundHints(); |
|
|
|
CAI_Hint *pHint = (CAI_Hint*)CreateEntityByName("ai_hint"); |
|
if ( pHint ) |
|
{ |
|
// First, parse the mapdata chunk we were passed |
|
if ( pMapData ) |
|
{ |
|
CEntityMapData entData( (char*)pMapData ); |
|
pHint->ParseMapData( &entData ); |
|
|
|
// Restore the desired classname (parsing the mapdata stomps it) |
|
pHint->SetClassname( "ai_hint" ); |
|
} |
|
|
|
pHint->SetName( pNodeData->strEntityName ); |
|
pHint->SetAbsOrigin( pNodeData->vecPosition ); |
|
memcpy( &(pHint->m_NodeData), pNodeData, sizeof(HintNodeData) ); |
|
DispatchSpawn( pHint ); |
|
|
|
return pHint; |
|
} |
|
|
|
return NULL; |
|
} |
|
|
|
//------------------------------------------------------------------------------ |
|
void CAI_HintManager::AddHint( CAI_Hint *pHint ) |
|
{ |
|
// --------------------------------- |
|
// Add to linked list of hints |
|
// --------------------------------- |
|
CAI_HintManager::gm_AllHints.AddToTail( pHint ); |
|
CAI_HintManager::AddHintByType( pHint ); |
|
} |
|
|
|
void CAI_Hint::SetHintType( int hintType, bool force /*= false*/ ) |
|
{ |
|
if ( !force && hintType == m_NodeData.nHintType ) |
|
return; |
|
|
|
CAI_HintManager::RemoveHintByType( this ); |
|
m_NodeData.nHintType = hintType; |
|
CAI_HintManager::AddHintByType( this ); |
|
} |
|
|
|
void CAI_HintManager::AddHintByType( CAI_Hint *pHint ) |
|
{ |
|
Hint_e type = pHint->HintType(); |
|
|
|
int slot = CAI_HintManager::gm_TypedHints.Find( type ); |
|
if ( slot == CAI_HintManager::gm_TypedHints.InvalidIndex() ) |
|
{ |
|
slot = CAI_HintManager::gm_TypedHints.Insert( type); |
|
} |
|
CAI_HintManager::gm_TypedHints[ slot ].AddToTail( pHint ); |
|
} |
|
|
|
void CAI_HintManager::RemoveHintByType( CAI_Hint *pHintToRemove ) |
|
{ |
|
int slot = CAI_HintManager::gm_TypedHints.Find( pHintToRemove->HintType() ); |
|
if ( slot != CAI_HintManager::gm_TypedHints.InvalidIndex() ) |
|
{ |
|
CAI_HintManager::gm_TypedHints[ slot ].FindAndRemove( pHintToRemove ); |
|
} |
|
} |
|
|
|
//------------------------------------------------------------------------------ |
|
void CAI_HintManager::RemoveHint( CAI_Hint *pHintToRemove ) |
|
{ |
|
// -------------------------------------- |
|
// Remove from linked list of hints |
|
// -------------------------------------- |
|
gm_AllHints.FindAndRemove( pHintToRemove ); |
|
RemoveHintByType( pHintToRemove ); |
|
|
|
if ( CAI_HintManager::IsInFoundHintList( pHintToRemove ) ) |
|
{ |
|
CAI_HintManager::ResetFoundHints(); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *token - |
|
// Output : int |
|
//----------------------------------------------------------------------------- |
|
int CAI_HintManager::GetFlags( const char *token ) |
|
{ |
|
int len = strlen( token ); |
|
if ( len <= 0 ) |
|
{ |
|
return bits_HINT_NODE_NONE; |
|
} |
|
|
|
char *lowercase = (char *)_alloca( len + 1 ); |
|
Q_strncpy( lowercase, token, len+1 ); |
|
strlwr( lowercase ); |
|
|
|
if ( strstr( "none", lowercase ) ) |
|
{ |
|
return bits_HINT_NODE_NONE; |
|
} |
|
|
|
int bits = 0; |
|
|
|
if ( strstr( "visible", lowercase ) ) |
|
{ |
|
bits |= bits_HINT_NODE_VISIBLE; |
|
} |
|
|
|
if ( strstr( "nearest", lowercase ) ) |
|
{ |
|
bits |= bits_HINT_NODE_NEAREST; |
|
} |
|
|
|
if ( strstr( "random", lowercase ) ) |
|
{ |
|
bits |= bits_HINT_NODE_RANDOM; |
|
} |
|
|
|
// Can't be nearest and random, defer to nearest |
|
if ( ( bits & bits_HINT_NODE_NEAREST ) && |
|
( bits & bits_HINT_NODE_RANDOM ) ) |
|
{ |
|
// Remove random |
|
bits &= ~bits_HINT_NODE_RANDOM; |
|
|
|
DevMsg( "HINTFLAGS:%s, inconsistent, the nearest node is never a random hint node, treating as nearest request!\n", |
|
token ); |
|
} |
|
|
|
return bits; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
CAI_Hint *CAI_HintManager::GetFirstHint( AIHintIter_t *pIter ) |
|
{ |
|
if ( !gm_AllHints.Count() ) |
|
{ |
|
*pIter = (AIHintIter_t)(intp)gm_AllHints.InvalidIndex(); |
|
return NULL; |
|
} |
|
*pIter = (AIHintIter_t)0; |
|
return gm_AllHints[0]; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
CAI_Hint *CAI_HintManager::GetNextHint( AIHintIter_t *pIter ) |
|
{ |
|
if ( (intp)*pIter != gm_AllHints.InvalidIndex() ) |
|
{ |
|
intp i = ( (intp)*pIter ) + 1; |
|
if ( gm_AllHints.Count() <= i ) |
|
{ |
|
*pIter = (AIHintIter_t)(intp)gm_AllHints.InvalidIndex(); |
|
return NULL; |
|
} |
|
*pIter = (AIHintIter_t)i; |
|
return gm_AllHints[i]; |
|
} |
|
return NULL; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CAI_HintManager::DumpHints() |
|
{ |
|
AIHintIter_t iter; |
|
CAI_Hint *pCurHint = GetFirstHint( &iter ); |
|
while (pCurHint) |
|
{ |
|
const Vector &v = pCurHint->GetAbsOrigin(); |
|
Msg( "(%.1f, %.1f, %.1f) -- Node ID: %d; WC id %d; type %d\n", |
|
v.x, v.y, v.z, |
|
pCurHint->GetNodeId(), |
|
pCurHint->GetWCId(), |
|
pCurHint->HintType() ); |
|
pCurHint = GetNextHint( &iter ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CAI_HintManager::ValidateHints() |
|
{ |
|
#ifdef _DEBUG |
|
int nTyped = 0; |
|
FOR_EACH_VEC( gm_AllHints, i ) |
|
{ |
|
Assert( dynamic_cast<CAI_Hint *>(gm_AllHints[i]) != NULL ); |
|
} |
|
|
|
for ( int i = gm_TypedHints.FirstInorder(); i != gm_TypedHints.InvalidIndex(); i = gm_TypedHints.NextInorder( i ) ) |
|
{ |
|
FOR_EACH_VEC( gm_TypedHints[i], j ) |
|
{ |
|
nTyped++; |
|
Assert( dynamic_cast<CAI_Hint *>(gm_TypedHints[i][j]) != NULL ); |
|
} |
|
} |
|
|
|
Assert( gm_AllHints.Count() == nTyped ); |
|
#endif |
|
} |
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose : |
|
// Input : |
|
// Output : |
|
//------------------------------------------------------------------------------ |
|
void CAI_HintManager::DrawHintOverlays(float flDrawDuration) |
|
{ |
|
int c = gm_AllHints.Count(); |
|
for ( int i = 0; i < c; ++i ) |
|
{ |
|
CAI_Hint *pHint = gm_AllHints[ i ]; |
|
int r = 0; |
|
int g = 0; |
|
int b = 255; |
|
Vector vHintPos; |
|
|
|
if (pHint->m_NodeData.nNodeID != NO_NODE) |
|
{ |
|
vHintPos = g_pBigAINet->GetNode(pHint->m_NodeData.nNodeID)->GetPosition(g_pAINetworkManager->GetEditOps()->m_iHullDrawNum); |
|
} |
|
else |
|
{ |
|
vHintPos = pHint->GetAbsOrigin(); |
|
} |
|
|
|
if ( pHint->GetNodeId() != NO_NODE ) |
|
NDebugOverlay::Text( vHintPos + Vector(0,6,8), CFmtStr("(%d), (%d)", pHint->HintType(), pHint->GetNodeId()), true, flDrawDuration ); |
|
else |
|
NDebugOverlay::Text( vHintPos + Vector(0,6,8), CFmtStr("(%d)", pHint->HintType()), true, flDrawDuration ); |
|
|
|
// If node is currently locked |
|
if (pHint->m_NodeData.iDisabled) |
|
{ |
|
r = 100; |
|
g = 100; |
|
b = 100; |
|
} |
|
else if (pHint->m_hHintOwner != NULL) |
|
{ |
|
r = 255; |
|
g = 0; |
|
b = 0; |
|
|
|
CBaseEntity* pOwner = pHint->User(); |
|
if (pOwner) |
|
{ |
|
char owner[255]; |
|
Q_strncpy(owner,pOwner->GetDebugName(),sizeof(owner)); |
|
Vector loc = vHintPos; |
|
loc.x+=6; |
|
loc.y+=6; |
|
loc.z+=6; |
|
NDebugOverlay::Text( loc, owner, true, flDrawDuration ); |
|
NDebugOverlay::Line( vHintPos, pOwner->WorldSpaceCenter(), 128, 128, 128, false, 0); |
|
} |
|
} |
|
else if (pHint->IsLocked()) |
|
{ |
|
r = 200; |
|
g = 150; |
|
b = 10; |
|
} |
|
|
|
NDebugOverlay::Box(vHintPos, Vector(-3,-3,-3), Vector(3,3,3), r,g,b,0,flDrawDuration); |
|
|
|
// Draw line in facing direction |
|
Vector offsetDir = 12.0 * Vector(cos(DEG2RAD(pHint->Yaw())),sin(DEG2RAD(pHint->Yaw())),0); |
|
NDebugOverlay::Line(vHintPos, vHintPos+offsetDir, r,g,b,false,flDrawDuration); |
|
} |
|
} |
|
|
|
//################################################################## |
|
// > CAI_Hint |
|
//################################################################## |
|
LINK_ENTITY_TO_CLASS( ai_hint, CAI_Hint ); |
|
|
|
BEGIN_DATADESC( CAI_Hint ) |
|
|
|
DEFINE_EMBEDDED( m_NodeData ), |
|
// m_nTargetNodeID (reset on load) |
|
|
|
DEFINE_FIELD( m_hHintOwner, FIELD_EHANDLE), |
|
DEFINE_FIELD( m_flNextUseTime, FIELD_TIME), |
|
DEFINE_FIELD( m_vecForward, FIELD_VECTOR), |
|
DEFINE_KEYFIELD( m_nodeFOV, FIELD_FLOAT, "nodeFOV" ), |
|
|
|
DEFINE_THINKFUNC( EnableThink ), |
|
|
|
// Inputs |
|
DEFINE_INPUTFUNC( FIELD_VOID, "EnableHint", InputEnableHint ), |
|
DEFINE_INPUTFUNC( FIELD_VOID, "DisableHint", InputDisableHint ), |
|
|
|
// Outputs |
|
DEFINE_OUTPUT( m_OnNPCStartedUsing, "OnNPCStartedUsing" ), |
|
DEFINE_OUTPUT( m_OnNPCStoppedUsing, "OnNPCStoppedUsing" ), |
|
|
|
END_DATADESC( ); |
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose : |
|
//------------------------------------------------------------------------------ |
|
void CAI_Hint::InputEnableHint( inputdata_t &inputdata ) |
|
{ |
|
m_NodeData.iDisabled = false; |
|
} |
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose : |
|
//------------------------------------------------------------------------------ |
|
void CAI_Hint::InputDisableHint( inputdata_t &inputdata ) |
|
{ |
|
m_NodeData.iDisabled = true; |
|
} |
|
|
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose : |
|
// Input : |
|
// Output : |
|
//------------------------------------------------------------------------------ |
|
void CAI_Hint::Spawn( void ) |
|
{ |
|
// Cache off the forward vector |
|
GetVectors( &m_vecForward, NULL, NULL ); |
|
|
|
if( m_nodeFOV != 360 ) |
|
{ |
|
// As a micro-optimization, leave the FOV at 360 to save us |
|
// a dot product later when checking node FOV. |
|
m_nodeFOV = cos( DEG2RAD(m_nodeFOV/2) ); |
|
} |
|
|
|
SetSolid( SOLID_NONE ); |
|
} |
|
|
|
void CAI_Hint::Activate() |
|
{ |
|
BaseClass::Activate(); |
|
CAI_HintManager::AddHint( this ); |
|
} |
|
|
|
void CAI_Hint::UpdateOnRemove( void ) |
|
{ |
|
CAI_HintManager::RemoveHint( this ); |
|
BaseClass::UpdateOnRemove(); |
|
} |
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose : If connected to a node returns node position, otherwise |
|
// returns local hint position |
|
// |
|
// NOTE: Assumes not using multiple AI networks |
|
// Input : |
|
// Output : |
|
//------------------------------------------------------------------------------ |
|
void CAI_Hint::GetPosition(CBaseCombatCharacter *pBCC, Vector *vPosition) |
|
{ |
|
if ( m_NodeData.nNodeID != NO_NODE ) |
|
{ |
|
*vPosition = g_pBigAINet->GetNodePosition( pBCC, m_NodeData.nNodeID ); |
|
} |
|
else |
|
{ |
|
*vPosition = GetAbsOrigin(); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : hull - |
|
// *vPosition - |
|
//----------------------------------------------------------------------------- |
|
void CAI_Hint::GetPosition( Hull_t hull, Vector *vPosition ) |
|
{ |
|
if ( m_NodeData.nNodeID != NO_NODE ) |
|
{ |
|
*vPosition = g_pBigAINet->GetNodePosition( hull, m_NodeData.nNodeID ); |
|
} |
|
else |
|
{ |
|
*vPosition = GetAbsOrigin(); |
|
} |
|
} |
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose : If connected to a node returns node direction, otherwise |
|
// returns local hint direction |
|
// |
|
// NOTE: Assumes not using multiple AI networks |
|
// Input : |
|
// Output : |
|
//------------------------------------------------------------------------------ |
|
Vector CAI_Hint::GetDirection( ) |
|
{ |
|
return UTIL_YawToVector( Yaw() ); |
|
} |
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose : If connected to a node returns node yaw, otherwise |
|
// returns local hint yaw |
|
// |
|
// NOTE: Assumes not using multiple AI networks |
|
// Input : |
|
// Output : |
|
//------------------------------------------------------------------------------ |
|
float CAI_Hint::Yaw(void) |
|
{ |
|
if (m_NodeData.nNodeID != NO_NODE) |
|
{ |
|
return g_pBigAINet->GetNodeYaw(m_NodeData.nNodeID ); |
|
} |
|
else |
|
{ |
|
return GetLocalAngles().y; |
|
} |
|
} |
|
|
|
|
|
|
|
//------------------------------------------------------------------------------ |
|
// Purpose : Returns if this is something that's interesting to look at |
|
// |
|
// NOTE: Assumes not using multiple AI networks |
|
// Input : |
|
// Output : |
|
//------------------------------------------------------------------------------ |
|
bool CAI_Hint::IsViewable(void) |
|
{ |
|
if (m_NodeData.iDisabled) |
|
{ |
|
return false; |
|
} |
|
|
|
switch( HintType() ) |
|
{ |
|
case HINT_WORLD_VISUALLY_INTERESTING: |
|
case HINT_WORLD_VISUALLY_INTERESTING_DONT_AIM: |
|
case HINT_WORLD_VISUALLY_INTERESTING_STEALTH: |
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
//----------------------------------------------------------------------------- |
|
bool CAI_Hint::IsInNodeFOV( CBaseEntity *pOther ) |
|
{ |
|
if( m_nodeFOV == 360 ) |
|
{ |
|
return true; |
|
} |
|
|
|
#if 0 |
|
NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + m_vecForward * 16, 255, 255, 0, false, 1 ); |
|
#endif |
|
|
|
Vector vecToNPC = pOther->GetAbsOrigin() - GetAbsOrigin(); |
|
VectorNormalize( vecToNPC ); |
|
float flDot = DotProduct( vecToNPC, m_vecForward ); |
|
|
|
if( flDot > m_nodeFOV ) |
|
{ |
|
#if 0 |
|
NDebugOverlay::Line( GetAbsOrigin(), pOther->GetAbsOrigin(), 0, 255, 0, false, 1 ); |
|
#endif |
|
return true; |
|
} |
|
|
|
#if 0 |
|
NDebugOverlay::Line( GetAbsOrigin(), pOther->GetAbsOrigin(), 255, 0, 0, false, 1 ); |
|
#endif |
|
|
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Locks the node for use by an AI for hints |
|
// Output : Returns true if the node was available for locking, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CAI_Hint::Lock( CBaseEntity* pNPC ) |
|
{ |
|
if ( m_hHintOwner != pNPC && m_hHintOwner != NULL ) |
|
return false; |
|
m_hHintOwner = pNPC; |
|
return true; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Unlocks the node, making it available for hint use by other AIs. |
|
// after the given delay time |
|
//----------------------------------------------------------------------------- |
|
void CAI_Hint::Unlock( float delay ) |
|
{ |
|
m_hHintOwner = NULL; |
|
m_flNextUseTime = gpGlobals->curtime + delay; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Returns true is hint node is open for use |
|
// Input : |
|
// Output : |
|
//----------------------------------------------------------------------------- |
|
bool CAI_Hint::IsLockedBy( CBaseEntity *pNPC ) |
|
{ |
|
return (m_hHintOwner == pNPC); |
|
}; |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Returns true is hint node is open for use |
|
// Input : |
|
// Output : |
|
//----------------------------------------------------------------------------- |
|
bool CAI_Hint::IsLocked( void ) |
|
{ |
|
if (m_NodeData.iDisabled) |
|
{ |
|
return true; |
|
} |
|
|
|
if (gpGlobals->curtime < m_flNextUseTime) |
|
{ |
|
return true; |
|
} |
|
|
|
if (m_hHintOwner != NULL) |
|
{ |
|
return true; |
|
} |
|
return false; |
|
}; |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Return true if pTestHint passes the criteria specified in hintCriteria |
|
//----------------------------------------------------------------------------- |
|
bool CAI_Hint::HintMatchesCriteria( CAI_BaseNPC *pNPC, const CHintCriteria &hintCriteria, const Vector &position, float *flNearestDistance, bool bIgnoreLock, bool bIgnoreHintType ) |
|
{ |
|
// Cannot be locked |
|
if ( !bIgnoreLock && IsLocked() ) |
|
{ |
|
REPORTFAILURE( "Node is locked." ); |
|
return false; |
|
} |
|
|
|
if ( !bIgnoreHintType && !hintCriteria.MatchesHintType( HintType() ) ) |
|
{ |
|
return false; |
|
} |
|
|
|
if ( GetMinState() > NPC_STATE_IDLE || GetMaxState() < NPC_STATE_COMBAT ) |
|
{ |
|
if ( pNPC && ( pNPC->GetState() < GetMinState() || pNPC->GetState() > GetMaxState() ) ) |
|
{ |
|
REPORTFAILURE( "NPC not in correct state." ); |
|
return false; |
|
} |
|
} |
|
|
|
// See if we're filtering by group name |
|
if ( hintCriteria.GetGroup() != NULL_STRING ) |
|
{ |
|
AssertIsValidString( GetGroup() ); |
|
AssertIsValidString( hintCriteria.GetGroup() ); |
|
if ( GetGroup() == NULL_STRING || GetGroup() != hintCriteria.GetGroup() ) |
|
{ |
|
Assert(GetGroup() == NULL_STRING || strcmp( STRING(GetGroup()), STRING(hintCriteria.GetGroup())) != 0 ); |
|
REPORTFAILURE( "Doesn't match NPC hint group." ); |
|
return false; |
|
} |
|
} |
|
|
|
// If we're watching for include zones, test it |
|
if ( ( hintCriteria.HasIncludeZones() ) && ( hintCriteria.InIncludedZone( GetAbsOrigin() ) == false ) ) |
|
{ |
|
REPORTFAILURE( "Not inside include zones." ); |
|
return false; |
|
} |
|
|
|
// If we're watching for exclude zones, test it |
|
if ( ( hintCriteria.HasExcludeZones() ) && ( hintCriteria.InExcludedZone( GetAbsOrigin() ) ) ) |
|
{ |
|
REPORTFAILURE( "Inside exclude zones." ); |
|
return false; |
|
} |
|
|
|
// See if the class handles this hint type |
|
if ( ( pNPC != NULL ) && ( pNPC->FValidateHintType( this ) == false ) ) |
|
{ |
|
REPORTFAILURE( "NPC doesn't know how to handle that type." ); |
|
return false; |
|
} |
|
|
|
if ( hintCriteria.HasFlag(bits_HINT_NPC_IN_NODE_FOV) ) |
|
{ |
|
if ( pNPC == NULL ) |
|
{ |
|
AssertMsg(0,"Hint node attempted to verify NPC in node FOV without NPC!\n"); |
|
} |
|
else |
|
{ |
|
if( !IsInNodeFOV(pNPC) ) |
|
{ |
|
REPORTFAILURE( "NPC Not in hint's FOV" ); |
|
return false; |
|
} |
|
} |
|
} |
|
|
|
if ( hintCriteria.HasFlag( bits_HINT_NODE_IN_AIMCONE ) ) |
|
{ |
|
if ( pNPC == NULL ) |
|
{ |
|
AssertMsg( 0, "Hint node attempted to find node in aimcone without specifying NPC!\n" ); |
|
} |
|
else |
|
{ |
|
if( !pNPC->FInAimCone( GetAbsOrigin() ) ) |
|
{ |
|
REPORTFAILURE( "Hint isn't in NPC's aimcone" ); |
|
return false; |
|
} |
|
} |
|
} |
|
|
|
if ( hintCriteria.HasFlag( bits_HINT_NODE_IN_VIEWCONE ) ) |
|
{ |
|
if ( pNPC == NULL ) |
|
{ |
|
AssertMsg( 0, "Hint node attempted to find node in viewcone without specifying NPC!\n" ); |
|
} |
|
else |
|
{ |
|
if( !pNPC->FInViewCone( this ) ) |
|
{ |
|
REPORTFAILURE( "Hint isn't in NPC's viewcone" ); |
|
return false; |
|
} |
|
} |
|
} |
|
|
|
if ( hintCriteria.HasFlag( bits_HINT_NOT_CLOSE_TO_ENEMY ) ) |
|
{ |
|
if ( pNPC == NULL ) |
|
{ |
|
AssertMsg( 0, "Hint node attempted to find node not close to enemy without specifying NPC!\n" ); |
|
} |
|
else |
|
{ |
|
if( pNPC->GetEnemy() ) |
|
{ |
|
float flDistHintToEnemySqr = GetAbsOrigin().DistToSqr( pNPC->GetEnemy()->GetAbsOrigin() ) ; |
|
|
|
if( flDistHintToEnemySqr < Square( 30.0f * 12.0f ) ) |
|
{ |
|
REPORTFAILURE( "Hint takes NPC close to Enemy" ); |
|
return false; |
|
} |
|
} |
|
} |
|
} |
|
|
|
{ |
|
AI_PROFILE_SCOPE( HINT_FVisible ); |
|
// See if we're requesting a visible node |
|
if ( hintCriteria.HasFlag( bits_HINT_NODE_VISIBLE ) ) |
|
{ |
|
if ( pNPC == NULL ) |
|
{ |
|
//NOTENOTE: If you're hitting this, you've asked for a visible node without specifing an NPC! |
|
AssertMsg( 0, "Hint node attempted to find visible node without specifying NPC!\n" ); |
|
} |
|
else |
|
{ |
|
if( m_NodeData.nNodeID == NO_NODE ) |
|
{ |
|
// This is just an info_hint, not a node. |
|
if( !pNPC->FVisible( this ) ) |
|
{ |
|
REPORTFAILURE( "Hint isn't visible to NPC." ); |
|
return false; |
|
} |
|
} |
|
else |
|
{ |
|
// This hint associated with a node. |
|
trace_t tr; |
|
Vector vHintPos; |
|
GetPosition(pNPC,&vHintPos); |
|
AI_TraceLine ( pNPC->EyePosition(), vHintPos + pNPC->GetViewOffset(), MASK_NPCSOLID_BRUSHONLY, pNPC, COLLISION_GROUP_NONE, &tr ); |
|
if ( tr.fraction != 1.0f ) |
|
{ |
|
REPORTFAILURE( "Node isn't visible to NPC." ); |
|
return false; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
// Check for clear if requested |
|
if ( hintCriteria.HasFlag( bits_HINT_NODE_CLEAR ) ) |
|
{ |
|
if ( pNPC == NULL ) |
|
{ |
|
//NOTENOTE: If you're hitting this, you've asked for a clear node without specifing an NPC! |
|
AssertMsg( 0, "Hint node attempted to find clear node without specifying NPC!\n" ); |
|
} |
|
else |
|
{ |
|
trace_t tr; |
|
// Can my bounding box fit there? |
|
AI_TraceHull ( GetAbsOrigin(), GetAbsOrigin(), pNPC->WorldAlignMins(), pNPC->WorldAlignMaxs(), |
|
MASK_SOLID, pNPC, COLLISION_GROUP_NONE, &tr ); |
|
|
|
if ( tr.fraction != 1.0 ) |
|
{ |
|
REPORTFAILURE( "Node isn't clear." ); |
|
return false; |
|
} |
|
} |
|
} |
|
|
|
// See if this is our next, closest node |
|
if ( hintCriteria.HasFlag( bits_HINT_NODE_NEAREST ) ) |
|
{ |
|
Assert( flNearestDistance ); |
|
|
|
// Calculate our distance |
|
float distance = (GetAbsOrigin() - position).Length(); |
|
|
|
// Must be closer than the current best |
|
if ( distance > *flNearestDistance ) |
|
{ |
|
REPORTFAILURE( "Not the nearest node." ); |
|
return false; |
|
} |
|
|
|
// Remember the distance |
|
*flNearestDistance = distance; |
|
} |
|
|
|
if ( hintCriteria.HasFlag(bits_HINT_HAS_LOS_TO_PLAYER|bits_HAS_EYEPOSITION_LOS_TO_PLAYER) ) |
|
{ |
|
CBasePlayer *pPlayer = AI_GetSinglePlayer(); |
|
|
|
if( pPlayer != NULL ) |
|
{ |
|
Vector vecDest = GetAbsOrigin(); |
|
|
|
if( hintCriteria.HasFlag(bits_HAS_EYEPOSITION_LOS_TO_PLAYER) ) |
|
{ |
|
vecDest += pNPC->GetDefaultEyeOffset(); |
|
} |
|
|
|
if( !pPlayer->FVisible(vecDest) ) |
|
{ |
|
REPORTFAILURE( "Do not have LOS to player" ); |
|
return false; |
|
} |
|
} |
|
} |
|
|
|
// Must either be visible or not if requested |
|
if ( hintCriteria.HasFlag( bits_HINT_NODE_NOT_VISIBLE_TO_PLAYER|bits_HINT_NODE_VISIBLE_TO_PLAYER ) ) |
|
{ |
|
bool bWasSeen = false; |
|
// Test all potential seers |
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ ) |
|
{ |
|
CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); |
|
|
|
if ( pPlayer ) |
|
{ |
|
// Only spawn if the player's looking away from me |
|
Vector vLookDir = pPlayer->EyeDirection3D(); |
|
Vector vTargetDir = GetAbsOrigin() - pPlayer->EyePosition(); |
|
VectorNormalize(vTargetDir); |
|
|
|
float fDotPr = DotProduct(vLookDir,vTargetDir); |
|
if ( fDotPr > 0 ) |
|
{ |
|
trace_t tr; |
|
UTIL_TraceLine( pPlayer->EyePosition(), GetAbsOrigin(), MASK_SOLID_BRUSHONLY, pPlayer, COLLISION_GROUP_NONE, &tr); |
|
|
|
if ( tr.fraction == 1.0 ) |
|
{ |
|
if ( hintCriteria.HasFlag( bits_HINT_NODE_NOT_VISIBLE_TO_PLAYER ) ) |
|
{ |
|
REPORTFAILURE( "Node is visible to player." ); |
|
return false; |
|
} |
|
bWasSeen = true; |
|
} |
|
} |
|
} |
|
} |
|
|
|
if ( !bWasSeen && hintCriteria.HasFlag( bits_HINT_NODE_VISIBLE_TO_PLAYER ) ) |
|
{ |
|
REPORTFAILURE( "Node isn't visible to player." ); |
|
return false; |
|
} |
|
} |
|
|
|
return true; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Draw any debug text overlays |
|
// Input : |
|
// Output : Current text offset from the top |
|
//----------------------------------------------------------------------------- |
|
int CAI_Hint::DrawDebugTextOverlays(void) |
|
{ |
|
int text_offset = BaseClass::DrawDebugTextOverlays(); |
|
|
|
if (m_debugOverlays & OVERLAY_TEXT_BIT) |
|
{ |
|
char tempstr[512]; |
|
Q_snprintf(tempstr,sizeof(tempstr),"%s (%i)", GetHintTypeDescription( HintType() ), HintType()); |
|
EntityText(text_offset,tempstr,0); |
|
text_offset++; |
|
Q_snprintf(tempstr,sizeof(tempstr),"delay %f", MAX( 0.0f, m_flNextUseTime - gpGlobals->curtime ) ) ; |
|
EntityText(text_offset,tempstr,0); |
|
text_offset++; |
|
|
|
if ( m_NodeData.iDisabled ) |
|
{ |
|
Q_snprintf(tempstr,sizeof(tempstr),"DISABLED" ); |
|
EntityText(text_offset,tempstr,0); |
|
text_offset++; |
|
} |
|
|
|
} |
|
return text_offset; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Constructor |
|
// Input : |
|
// Output : |
|
//----------------------------------------------------------------------------- |
|
CAI_Hint::CAI_Hint(void) |
|
{ |
|
m_flNextUseTime = 0; |
|
m_nTargetNodeID = NO_NODE; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Destructor |
|
// Input : |
|
// Output : |
|
//----------------------------------------------------------------------------- |
|
CAI_Hint::~CAI_Hint(void) |
|
{ |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Sometimes FValidateHint, etc. will want to examine the underlying node to |
|
// see if it's truly suitable ( e.g., in the same air/ground network of nodes? ) |
|
// Output : C_AINode * |
|
//----------------------------------------------------------------------------- |
|
CAI_Node *CAI_Hint::GetNode( void ) |
|
{ |
|
if ( m_NodeData.nNodeID != NO_NODE ) |
|
{ |
|
return g_pBigAINet->GetNode( m_NodeData.nNodeID, false ); |
|
} |
|
return NULL; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
//----------------------------------------------------------------------------- |
|
void CAI_Hint::DisableForSeconds( float flSeconds ) |
|
{ |
|
Unlock( flSeconds ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
//----------------------------------------------------------------------------- |
|
void CAI_Hint::EnableThink() |
|
{ |
|
SetDisabled( false ); |
|
SetThink( NULL ); |
|
} |
|
|
|
void CAI_Hint::FixupTargetNode() |
|
{ |
|
if ( m_NodeData.nTargetWCNodeID != -1 ) |
|
m_nTargetNodeID = g_pAINetworkManager->GetEditOps()->GetNodeIdFromWCId( m_NodeData.nTargetWCNodeID ); |
|
else |
|
m_nTargetNodeID = NO_NODE; |
|
} |
|
|
|
void CAI_Hint::OnRestore() |
|
{ |
|
BaseClass::OnRestore(); |
|
|
|
m_NodeData.nNodeID = g_pAINetworkManager->GetEditOps()->GetNodeIdFromWCId( m_NodeData.nWCNodeID ); |
|
FixupTargetNode(); |
|
|
|
CAI_Node *pNode = GetNode(); |
|
|
|
if ( !pNode ) |
|
{ |
|
if ( m_NodeData.nWCNodeID > 0 ) |
|
DevMsg("Warning: AI hint has incorrect or no AI node\n"); |
|
} |
|
else |
|
{ |
|
m_NodeData.vecPosition = pNode->GetOrigin(); |
|
Teleport( &m_NodeData.vecPosition, NULL, NULL ); |
|
pNode->SetHint( this ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CAI_Hint::NPCStartedUsing( CAI_BaseNPC *pNPC ) |
|
{ |
|
m_OnNPCStartedUsing.Set( pNPC, pNPC, this ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CAI_Hint::NPCStoppedUsing( CAI_BaseNPC *pNPC ) |
|
{ |
|
m_OnNPCStoppedUsing.Set( pNPC, pNPC, this ); |
|
} |
|
|
|
|
|
CON_COMMAND(ai_dump_hints, "") |
|
{ |
|
if ( !UTIL_IsCommandIssuedByServerAdmin() ) |
|
return; |
|
|
|
CAI_HintManager::ValidateHints(); |
|
CAI_HintManager::DumpHints(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
// hints - these MUST coincide with the HINTS listed under Hint_e |
|
// |
|
//----------------------------------------------------------------------------- |
|
struct hinttypedescs_t |
|
{ |
|
Hint_e iType; |
|
const char *pszDesc; |
|
}; |
|
hinttypedescs_t g_pszHintDescriptions[] = |
|
{ |
|
{ HINT_NONE, "None" }, |
|
//{ HINT_NOT_USED_WORLD_DOOR, "Obsolete / Unused" }, |
|
{ HINT_WORLD_WINDOW, "World: Window" }, |
|
//{ HINT_NOT_USED_WORLD_BUTTON, "Obsolete / Unused" }, |
|
//{ HINT_NOT_USED_WORLD_MACHINERY, "Obsolete / Unused" }, |
|
//{ HINT_NOT_USED_WORLD_LEDGE, "Obsolete / Unused" }, |
|
//{ HINT_NOT_USED_WORLD_LIGHT_SOURCE, "Obsolete / Unused" }, |
|
//{ HINT_NOT_USED_WORLD_HEAT_SOURCE, "Obsolete / Unused" }, |
|
//{ HINT_NOT_USED_WORLD_BLINKING_LIGHT, "Obsolete / Unused" }, |
|
//{ HINT_NOT_USED_WORLD_BRIGHT_COLORS, "Obsolete / Unused" }, |
|
//{ HINT_NOT_USED_WORLD_HUMAN_BLOOD, "Obsolete / Unused" }, |
|
//{ HINT_NOT_USED_WORLD_ALIEN_BLOOD, "Obsolete / Unused" }, |
|
|
|
{ HINT_WORLD_WORK_POSITION, "Act Busy" }, |
|
{ HINT_WORLD_VISUALLY_INTERESTING, "World: Visually Interesting" }, |
|
{ HINT_WORLD_VISUALLY_INTERESTING_DONT_AIM, "World: Visually Interesting (Don't Aim)" }, |
|
{ HINT_WORLD_INHIBIT_COMBINE_MINES, "World: Inhibit Combine Mines" }, |
|
{ HINT_WORLD_VISUALLY_INTERESTING_STEALTH, "World: Visually Interesting (Stealth)" }, |
|
|
|
{ HINT_TACTICAL_COVER_MED, "Tactical: Cover Medium" }, |
|
{ HINT_TACTICAL_COVER_LOW, "Tactical: Cover Low" }, |
|
{ HINT_TACTICAL_SPAWN, "Tactical: Spawn" }, |
|
{ HINT_TACTICAL_PINCH, "Tactical: Pinch" }, |
|
//{ HINT_NOT_USED_TACTICAL_GUARD, "Obsolete / Unused" }, |
|
{ HINT_TACTICAL_ENEMY_DISADVANTAGED, "Tactical: Enemy Disadvantage" }, |
|
//{ HINT_NOT_USED_HEALTH_KIT, "Obsolete / Unused" }, |
|
|
|
//{ HINT_NOT_USED_URBAN_STREETCORNER, "Obsolete / Unused" }, |
|
//{ HINT_NOT_USED_URBAN_STREETLAMP, "Obsolete / Unused" }, |
|
//{ HINT_NOT_USED_URBAN_DARK_SPOT, "Obsolete / Unused" }, |
|
//{ HINT_NOT_USED_URBAN_POSTER, "Obsolete / Unused" }, |
|
//{ HINT_NOT_USED_URBAN_SHELTER, "Obsolete / Unused" }, |
|
|
|
//{ HINT_NOT_USED_ASSASSIN_SECLUDED, "Obsolete / Unused" }, |
|
//{ HINT_NOT_USED_ASSASSIN_RAFTERS, "Obsolete / Unused" }, |
|
//{ HINT_NOT_USED_ASSASSIN_GROUND, "Obsolete / Unused" }, |
|
//{ HINT_NOT_USED_ASSASSIN_MONKEYBARS, "Obsolete / Unused" }, |
|
|
|
{ HINT_ANTLION_BURROW_POINT, "Antlion: Burrow Point" }, |
|
{ HINT_ANTLION_THUMPER_FLEE_POINT, "Antlion: Thumper Flee Point" }, |
|
|
|
//{ HINT_HEADCRAB_BURROW_POINT, "Obsolete / Unused" }, |
|
|
|
//{ HINT_NOT_USED_ROLLER_PATROL_POINT, "Obsolete / Unused" }, |
|
//{ HINT_NOT_USED_ROLLER_CLEANUP_POINT, "Obsolete / Unused" }, |
|
|
|
//{ HINT_NOT_USED_PSTORM_ROCK_SPAWN, "Obsolete / Unused" }, |
|
|
|
{ HINT_CROW_FLYTO_POINT, "Crow: Flyto Point" }, |
|
|
|
//{ HINT_BUG_PATROL_POINT, "Obsolete / Unused" }, |
|
|
|
{ HINT_FOLLOW_WAIT_POINT, "Follow: Wait Point" }, |
|
{ HINT_JUMP_OVERRIDE, "Jump Override" }, |
|
{ HINT_PLAYER_SQUAD_TRANSITON_POINT, "Squad Transition Point" }, |
|
{ HINT_NPC_EXIT_POINT, "Act Busy: Exit Point" }, |
|
{ HINT_STRIDER_NODE, "Strider" }, |
|
|
|
{ HINT_PLAYER_ALLY_MOVE_AWAY_DEST, "Ally MoveAway Point" }, |
|
|
|
{ HINT_HL1_WORLD_MACHINERY, "HL1: World: Machinery" }, |
|
{ HINT_HL1_WORLD_BLINKING_LIGHT, "HL1: World: Blinking Light" }, |
|
{ HINT_HL1_WORLD_HUMAN_BLOOD, "HL1: World: Human Blood" }, |
|
{ HINT_HL1_WORLD_ALIEN_BLOOD, "HL1: World: Alien Blood" }, |
|
|
|
{ HINT_CSTRIKE_HOSTAGE_ESCAPE, "CS Port: Hostage Escape" }, |
|
}; |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
const char *GetHintTypeDescription( Hint_e iHintType ) |
|
{ |
|
for ( int i = 0; i < ARRAYSIZE(g_pszHintDescriptions); i++ ) |
|
{ |
|
if ( g_pszHintDescriptions[i].iType == iHintType ) |
|
return g_pszHintDescriptions[i].pszDesc; |
|
} |
|
|
|
return "Obsolete / Unused"; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
const char *GetHintTypeDescription( CAI_Hint *pHint ) |
|
{ |
|
return GetHintTypeDescription( pHint->HintType() ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Debug command to drop hints into the world |
|
//----------------------------------------------------------------------------- |
|
void CC_ai_drop_hint( const CCommand &args ) |
|
{ |
|
CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() ); |
|
if ( !pPlayer ) |
|
return; |
|
|
|
if ( args.ArgC() < 2 ) |
|
{ |
|
Msg("Invalid hint type specified. Format: ai_drop_hint <hint type>\nValid hint types:\n"); |
|
|
|
for ( int i = 0; i < ARRAYSIZE(g_pszHintDescriptions); i++ ) |
|
{ |
|
Msg("%d : %s\n", g_pszHintDescriptions[i].iType, g_pszHintDescriptions[i].pszDesc ); |
|
} |
|
return; |
|
} |
|
|
|
HintNodeData nodeData; |
|
nodeData.strEntityName = MAKE_STRING("ai_drop_hint"); |
|
nodeData.vecPosition = pPlayer->EyePosition(); |
|
nodeData.nHintType = atoi( args[1] ); |
|
nodeData.nNodeID = NO_NODE; |
|
nodeData.strGroup = NULL_STRING; |
|
nodeData.iDisabled = false; |
|
nodeData.iszActivityName = NULL_STRING; |
|
nodeData.fIgnoreFacing = HIF_DEFAULT; |
|
nodeData.minState = NPC_STATE_IDLE; |
|
nodeData.maxState = NPC_STATE_COMBAT; |
|
CAI_Hint *pHint = CAI_HintManager::CreateHint( &nodeData, NULL ); |
|
if ( pHint ) |
|
{ |
|
((CBaseEntity *)pHint)->Activate(); |
|
pHint->KeyValue( "nodeFOV", "360" ); |
|
pHint->m_debugOverlays |= (OVERLAY_TEXT_BIT | OVERLAY_BBOX_BIT); |
|
} |
|
} |
|
ConCommand ai_drop_hint( "ai_drop_hint", CC_ai_drop_hint, "Drop an ai_hint at the player's current eye position.", FCVAR_CHEAT );
|
|
|