//========= Copyright © 1996-2005, 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. #define bits_HINT_HAS_NO_EYEPOSITION_LOS_TO_ENEMY 0x00004000 // Like an inverted 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_GENERIC, HINT_TACTICAL_COVER_MED = 100, HINT_TACTICAL_COVER_LOW, HINT_NOT_USED_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_TACTICAL_HIGH_GROUND, 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, // CS port hints HINT_CSTRIKE_HOSTAGE_ESCAPE = 1100, // Ep3 hints #ifdef HL2_EP3 HINT_EP3_BLOB_SHAKE_POSITION = 1200, HINT_EP3_BLOB_FIRE_COVER_POSITION = 1201, HINT_EP3_BLOB_BRAIN_COVER_POSITION = 1202, HINT_EP3_BLOB_BRAIN_REGENERATE_POSITION = 1203, HINT_EP3_BLOB_SPIT_POSITION = 1204, HINT_EP3_BLOB_SPAWN_REGENERATOR_POSITION = 1205, #endif #ifdef PORTAL2 // Aperture hints HINT_PORTAL2_NEST = 1200, // FIXME: Stomping on EP3 #endif // PORTAL2 #ifdef INFESTED_DLL HINT_ASW_COVERED_SPAWN = 1300, #endif }; const char *GetHintTypeDescription( Hint_e iHintType ); const char *GetHintTypeDescription( CAI_Hint *pHint ); //----------------------------------------------------------------------------- // CHintCriteria //----------------------------------------------------------------------------- typedef bool (*HintSearchFilterFunc_t)( void *pContext, CAI_Hint *pCandidate ); 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; } void SetFilterFunc( HintSearchFilterFunc_t pfnFilter, void *pContext = NULL ) { m_pfnFilter = pfnFilter; m_pFilterContext = pContext; } bool PassesFilter( CAI_Hint *pCandidate ) const { return ( m_pfnFilter ) ? (*m_pfnFilter)( m_pFilterContext, pCandidate ) : true; } void SetGenericType( string_t genericType ) { m_strGenericType = genericType; } string_t GetGenericType( void ) const { return m_strGenericType; } int GetFirstHintType( void ) const { return m_iFirstHintType; } int GetLastHintType( void ) const { return m_iLastHintType; } bool MatchesHintType( int hintType, string_t iszGenericType = NULL_STRING ) 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 m_HintTypes; int m_iFlags; int m_iFirstHintType; int m_iLastHintType; string_t m_strGroup; string_t m_strGenericType; zoneList_t m_zoneInclude; zoneList_t m_zoneExclude; HintSearchFilterFunc_t m_pfnFilter; void * m_pFilterContext; }; 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 *pResult ); static int FindAllHints( const Vector &position, const CHintCriteria &hintCriteria, CUtlVector *pResult ) { return FindAllHints( NULL, position, hintCriteria, pResult ); } static int FindAllHints( CAI_BaseNPC *pNPC, const CHintCriteria &hintCriteria, CUtlVector *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; } string_t GetGenericType() const { return m_NodeData.iszGenericType; } int GetNodeId() { return m_NodeData.nNodeID; } int GetWCId() { return m_NodeData.nWCNodeID; } int GetRadius() { return m_NodeData.nRadius; } 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