Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Hint node utilities and functions.
//
// $NoKeywords: $
//=============================================================================//
#ifndef AI_HINT_H
#define AI_HINT_H
#pragma once
#include "ai_initutils.h"
#include "tier1/utlmap.h"
//Flags for FindHintNode
#define bits_HINT_NODE_NONE 0x00000000
#define bits_HINT_NODE_VISIBLE 0x00000001
#define bits_HINT_NODE_NEAREST 0x00000002 // Choose the node nearest me
#define bits_HINT_NODE_RANDOM 0x00000004 // Find a random hintnode meeting other criteria
#define bits_HINT_NODE_CLEAR 0x00000008 // Only choose nodes that have clear room for my bounding box (requires NPC)
#define bits_HINT_NODE_USE_GROUP 0x00000010 // Use the NPC's hintgroup when searching for a node (requires NPC)
#define bits_HINT_NODE_VISIBLE_TO_PLAYER 0x00000020
#define bits_HINT_NODE_NOT_VISIBLE_TO_PLAYER 0x00000040
#define bits_HINT_NODE_REPORT_FAILURES 0x00000080
#define bits_HINT_NODE_IN_VIEWCONE 0x00000100
#define bits_HINT_NODE_IN_AIMCONE 0x00000200
#define bits_HINT_NPC_IN_NODE_FOV 0x00000400 // Is the searcher inside the hint node's FOV?
#define bits_HINT_NOT_CLOSE_TO_ENEMY 0x00000800 // Hint must not be within 30 feet of my enemy
#define bits_HINT_HAS_LOS_TO_PLAYER 0x00001000 // Like VISIBLE_TO_PLAYER but doesn't care about player's facing
#define bits_HAS_EYEPOSITION_LOS_TO_PLAYER 0x00002000 // Like HAS LOS TO PLAYER, but checks NPC's eye position at the node, not node origin.
//-----------------------------------------------------------------------------
//
// hints - these MUST coincide with the HINTS listed under
// info_node in the FGD file!
//
// For debugging, they must also coincide with g_pszHintDescriptions.
//
//-----------------------------------------------------------------------------
enum Hint_e
{
HINT_ANY = -1,
HINT_NONE = 0,
HINT_NOT_USED_WORLD_DOOR,
HINT_WORLD_WINDOW,
HINT_NOT_USED_WORLD_BUTTON,
HINT_NOT_USED_WORLD_MACHINERY,
HINT_NOT_USED_WORLD_LEDGE,
HINT_NOT_USED_WORLD_LIGHT_SOURCE,
HINT_NOT_USED_WORLD_HEAT_SOURCE,
HINT_NOT_USED_WORLD_BLINKING_LIGHT,
HINT_NOT_USED_WORLD_BRIGHT_COLORS,
HINT_NOT_USED_WORLD_HUMAN_BLOOD,
HINT_NOT_USED_WORLD_ALIEN_BLOOD,
HINT_WORLD_WORK_POSITION,
HINT_WORLD_VISUALLY_INTERESTING,
HINT_WORLD_VISUALLY_INTERESTING_DONT_AIM,
HINT_WORLD_INHIBIT_COMBINE_MINES,
HINT_WORLD_VISUALLY_INTERESTING_STEALTH,
HINT_TACTICAL_COVER_MED = 100,
HINT_TACTICAL_COVER_LOW,
HINT_TACTICAL_SPAWN,
HINT_TACTICAL_PINCH, // Exit / entrance to an arena
HINT_NOT_USED_TACTICAL_GUARD,
HINT_TACTICAL_ENEMY_DISADVANTAGED, //Disadvantageous position for the enemy
HINT_NOT_USED_HEALTH_KIT,
HINT_NOT_USED_URBAN_STREETCORNER = 200,
HINT_NOT_USED_URBAN_STREETLAMP,
HINT_NOT_USED_URBAN_DARK_SPOT,
HINT_NOT_USED_URBAN_POSTER,
HINT_NOT_USED_URBAN_SHELTER,
HINT_NOT_USED_ASSASSIN_SECLUDED = 300,
HINT_NOT_USED_ASSASSIN_RAFTERS,
HINT_NOT_USED_ASSASSIN_GROUND,
HINT_NOT_USED_ASSASSIN_MONKEYBARS,
HINT_ANTLION_BURROW_POINT = 400,
HINT_ANTLION_THUMPER_FLEE_POINT,
HINT_HEADCRAB_BURROW_POINT = 450,
HINT_HEADCRAB_EXIT_POD_POINT,
HINT_NOT_USED_ROLLER_PATROL_POINT = 500,
HINT_NOT_USED_ROLLER_CLEANUP_POINT,
HINT_NOT_USED_PSTORM_ROCK_SPAWN = 600,
HINT_CROW_FLYTO_POINT = 700,
// TF2 Hints
HINT_BUG_PATROL_POINT = 800,
// HL2 Hints
HINT_FOLLOW_WAIT_POINT = 900,
HINT_JUMP_OVERRIDE = 901,
HINT_PLAYER_SQUAD_TRANSITON_POINT = 902,
HINT_NPC_EXIT_POINT = 903,
HINT_STRIDER_NODE = 904,
HINT_PLAYER_ALLY_MOVE_AWAY_DEST = 950,
HINT_PLAYER_ALLY_FEAR_DEST,
// HL1 port hints
HINT_HL1_WORLD_MACHINERY = 1000,
HINT_HL1_WORLD_BLINKING_LIGHT,
HINT_HL1_WORLD_HUMAN_BLOOD,
HINT_HL1_WORLD_ALIEN_BLOOD,
// CS port hints
HINT_CSTRIKE_HOSTAGE_ESCAPE = 1100,
};
const char *GetHintTypeDescription( Hint_e iHintType );
const char *GetHintTypeDescription( CAI_Hint *pHint );
//-----------------------------------------------------------------------------
// CHintCriteria
//-----------------------------------------------------------------------------
class CHintCriteria
{
public:
CHintCriteria();
~CHintCriteria();
bool HasFlag( int bitmask ) const { return ( m_iFlags & bitmask ) != 0; }
void SetFlag( int bitmask );
void ClearFlag( int bitmask );
void SetGroup( string_t group );
string_t GetGroup( void ) const { return m_strGroup; }
int GetFirstHintType( void ) const { return m_iFirstHintType; }
int GetLastHintType( void ) const { return m_iLastHintType; }
bool MatchesHintType( int hintType ) const;
bool MatchesSingleHintType() const;
bool HasIncludeZones( void ) const { return ( m_zoneInclude.Count() != 0 ); }
bool HasExcludeZones( void ) const { return ( m_zoneExclude.Count() != 0 ); }
void AddIncludePosition( const Vector &position, float radius );
void AddExcludePosition( const Vector &position, float radius );
void SetHintType( int hintType );
void SetHintTypeRange( int firstType, int lastType );
void AddHintType( int hintType );
bool InIncludedZone( const Vector &testPosition ) const;
bool InExcludedZone( const Vector &testPosition ) const;
int NumHintTypes() const;
int GetHintType( int idx ) const;
private:
struct hintZone_t
{
Vector position;
float radiussqr;
};
typedef CUtlVector < hintZone_t > zoneList_t;
void AddZone( zoneList_t &list, const Vector &position, float radius );
bool InZone( const zoneList_t &zone, const Vector &testPosition ) const;
CUtlVector<int> m_HintTypes;
int m_iFlags;
int m_iFirstHintType;
int m_iLastHintType;
string_t m_strGroup;
zoneList_t m_zoneInclude;
zoneList_t m_zoneExclude;
};
class CAI_Node;
//-----------------------------------------------------------------------------
// CAI_HintManager
//-----------------------------------------------------------------------------
DECLARE_POINTER_HANDLE(AIHintIter_t);
class CAIHintVector : public CUtlVector< CAI_Hint * >
{
public:
CAIHintVector() : CUtlVector< CAI_Hint * >( 1, 0 )
{
}
CAIHintVector( const CAIHintVector& src )
{
CopyArray( src.Base(), src.Count() );
}
CAIHintVector &operator=( const CAIHintVector &src )
{
CopyArray( src.Base(), src.Count() );
return *this;
}
};
class CAI_HintManager
{
friend class CAI_Hint;
public:
// Hint node creation
static CAI_Hint *CreateHint( HintNodeData *pNodeData, const char *pMapData = NULL );
static void DrawHintOverlays(float flDrawDuration);
static void AddHint( CAI_Hint *pTestHint );
static void RemoveHint( CAI_Hint *pTestHint );
static void AddHintByType( CAI_Hint *pHint );
static void RemoveHintByType( CAI_Hint *pHintToRemove );
// Interface for searching the hint node list
static CAI_Hint *FindHint( CAI_BaseNPC *pNPC, const Vector &position, const CHintCriteria &hintCriteria );
static CAI_Hint *FindHint( CAI_BaseNPC *pNPC, const CHintCriteria &hintCriteria );
static CAI_Hint *FindHint( const Vector &position, const CHintCriteria &hintCriteria );
static CAI_Hint *FindHint( CAI_BaseNPC *pNPC, Hint_e nHintType, int nFlags, float flMaxDist, const Vector *pMaxDistFrom = NULL );
// Purpose: Finds a random suitable hint within the requested radious of the npc
static CAI_Hint *FindHintRandom( CAI_BaseNPC *pNPC, const Vector &position, const CHintCriteria &hintCriteria );
static int FindAllHints( CAI_BaseNPC *pNPC, const Vector &position, const CHintCriteria &hintCriteria, CUtlVector<CAI_Hint *> *pResult );
static int FindAllHints( const Vector &position, const CHintCriteria &hintCriteria, CUtlVector<CAI_Hint *> *pResult ) { return FindAllHints( NULL, position, hintCriteria, pResult ); }
static int FindAllHints( CAI_BaseNPC *pNPC, const CHintCriteria &hintCriteria, CUtlVector<CAI_Hint *> *pResult ) { return FindAllHints( pNPC, pNPC->GetAbsOrigin(), hintCriteria, pResult ); }
static int GetFlags( const char *token );
static CAI_Hint *GetFirstHint( AIHintIter_t *pIter );
static CAI_Hint *GetNextHint( AIHintIter_t *pIter );
static void DumpHints();
static void ValidateHints();
private:
enum
{
// MUST BE POWER OF 2
HINT_HISTORY = (1<<3),
HINT_HISTORY_MASK = (HINT_HISTORY-1)
};
static CAI_Hint *AddFoundHint( CAI_Hint *hint );
static int GetFoundHintCount();
static CAI_Hint *GetFoundHint( int index );
static CAI_Hint *GetLastFoundHint();
static void ResetFoundHints();
static bool IsInFoundHintList( CAI_Hint *hint );
static int gm_nFoundHintIndex;
static CAI_Hint *gm_pLastFoundHints[ HINT_HISTORY ]; // Last used hint
static CAIHintVector gm_AllHints; // A linked list of all hints
static CUtlMap< int, CAIHintVector > gm_TypedHints;
};
//-----------------------------------------------------------------------------
// CAI_Hint
//-----------------------------------------------------------------------------
class CAI_Hint : public CServerOnlyEntity
{
DECLARE_CLASS( CAI_Hint, CServerOnlyEntity );
public:
CAI_Hint( void );
~CAI_Hint( void );
// Interface for specific nodes
bool Lock( CBaseEntity *pNPC ); // Makes unavailable for hints
void Unlock( float delay = 0.0 ); // Makes available for hints after delay
bool IsLocked(void); // Whether this node is available for use.
bool IsLockedBy( CBaseEntity *pNPC ); // Whether this node is available for use.
void GetPosition(CBaseCombatCharacter *pBCC, Vector *vPosition);
void GetPosition( Hull_t hull, Vector *vPosition );
Vector GetDirection( void );
float Yaw( void );
CAI_Node *GetNode( void );
string_t GetGroup( void ) const { return m_NodeData.strGroup; }
CBaseEntity *User( void ) const { return m_hHintOwner; };
Hint_e HintType( void ) const { return (Hint_e)m_NodeData.nHintType; };
void SetHintType( int hintType, bool force = false );
string_t HintActivityName( void ) const { return m_NodeData.iszActivityName; }
int GetTargetNode( void ) const { return m_nTargetNodeID; }
bool IsDisabled( void ) const { return (m_NodeData.iDisabled != 0); }
void SetDisabled( bool bDisabled ) { m_NodeData.iDisabled = bDisabled; }
void DisableForSeconds( float flSeconds );
void EnableThink();
void FixupTargetNode();
void NPCStartedUsing( CAI_BaseNPC *pNPC );
void NPCStoppedUsing( CAI_BaseNPC *pNPC );
HintIgnoreFacing_t GetIgnoreFacing() const { return m_NodeData.fIgnoreFacing; }
NPC_STATE GetMinState() const { return m_NodeData.minState; }
NPC_STATE GetMaxState() const { return m_NodeData.maxState; }
int GetNodeId() { return m_NodeData.nNodeID; }
int GetWCId() { return m_NodeData.nWCNodeID; }
bool HintMatchesCriteria( CAI_BaseNPC *pNPC, const CHintCriteria &hintCriteria, const Vector &position, float *flNearestDistance, bool bIgnoreLock = false, bool bIgnoreHintType = false );
bool IsInNodeFOV( CBaseEntity *pOther );
private:
void Spawn( void );
virtual void Activate();
virtual void UpdateOnRemove( void );
int DrawDebugTextOverlays(void);
virtual int ObjectCaps( void ) { return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
virtual void OnRestore();
bool IsViewable( void );
// Input handlers
void InputEnableHint( inputdata_t &inputdata );
void InputDisableHint( inputdata_t &inputdata );
private:
HintNodeData m_NodeData;
int m_nTargetNodeID;
EHANDLE m_hHintOwner; // Is hint locked (being used by NPC / NPC en-route to use it)
float m_flNextUseTime; // When can I be used again?
COutputEHANDLE m_OnNPCStartedUsing; // Triggered when an NPC has actively begun to use the node.
COutputEHANDLE m_OnNPCStoppedUsing; // Triggered when an NPC has finished using this node.
float m_nodeFOV;
Vector m_vecForward;
// The next hint in list of all hints
friend class CAI_HintManager;
DECLARE_DATADESC();
};
#define SF_ALLOW_JUMP_UP 65536
#endif //AI_HINT_H