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: 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<CAI_FollowGoal> 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