diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/ai_basenpc.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/ai_basenpc.h')
| -rw-r--r-- | mp/src/game/server/ai_basenpc.h | 6250 |
1 files changed, 3125 insertions, 3125 deletions
diff --git a/mp/src/game/server/ai_basenpc.h b/mp/src/game/server/ai_basenpc.h index f5224f15..2131a0f4 100644 --- a/mp/src/game/server/ai_basenpc.h +++ b/mp/src/game/server/ai_basenpc.h @@ -1,3125 +1,3125 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Base NPC character with AI
-//
-//=============================================================================//
-
-#ifndef AI_BASENPC_H
-#define AI_BASENPC_H
-
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "simtimer.h"
-#include "basecombatcharacter.h"
-#include "ai_debug.h"
-#include "ai_default.h"
-#include "ai_schedule.h"
-#include "ai_condition.h"
-#include "ai_component.h"
-#include "ai_task.h"
-#include "ai_movetypes.h"
-#include "ai_navtype.h"
-#include "ai_namespaces.h"
-#include "ai_npcstate.h"
-#include "ai_hull.h"
-#include "ai_utils.h"
-#include "ai_moveshoot.h"
-#include "entityoutput.h"
-#include "utlvector.h"
-#include "activitylist.h"
-#include "bitstring.h"
-#include "ai_basenpc.h"
-#include "ai_navgoaltype.h" //GoalType_t enum
-#include "eventlist.h"
-#include "soundent.h"
-#include "ai_navigator.h"
-#include "tier1/functors.h"
-
-
-#define PLAYER_SQUADNAME "player_squad"
-
-class CAI_Schedule;
-class CAI_Network;
-class CAI_Route;
-class CAI_Hint;
-class CAI_Node;
-class CAI_Navigator;
-class CAI_Pathfinder;
-class CAI_Senses;
-class CAI_Enemies;
-class CAI_Squad;
-class CAI_Expresser;
-class CAI_BehaviorBase;
-class CAI_GoalEntity;
-class CAI_Motor;
-class CAI_MoveProbe;
-class CAI_LocalNavigator;
-class CAI_TacticalServices;
-class CVarBitVec;
-class CAI_ScriptedSequence;
-class CSceneEntity;
-class CBaseGrenade;
-class CBaseDoor;
-class CBasePropDoor;
-struct AI_Waypoint_t;
-class AI_Response;
-class CBaseFilter;
-
-typedef CBitVec<MAX_CONDITIONS> CAI_ScheduleBits;
-
-// Used to control optimizations mostly dealing with pathfinding for NPCs
-extern ConVar ai_strong_optimizations;
-
-extern bool AIStrongOpt( void );
-
-// AI_MONITOR_FOR_OSCILLATION defaults to OFF. If you build with this ON, you can flag
-// NPC's and monitor them to detect oscillations in their schedule (circular logic and conditions bugs)
-// DO NOT SHIP WITH THIS ON!
-#undef AI_MONITOR_FOR_OSCILLATION
-
-//=============================================================================
-//
-// Constants & enumerations
-//
-//=============================================================================
-#define TURRET_CLOSE_RANGE 200
-#define TURRET_MEDIUM_RANGE 500
-
-#define COMMAND_GOAL_TOLERANCE 48 // 48 inches.
-#define TIME_CARE_ABOUT_DAMAGE 3.0
-
-#define ITEM_PICKUP_TOLERANCE 48.0f
-
-// Max's of the box used to search for a weapon to pick up. 45x45x~8 ft.
-#define WEAPON_SEARCH_DELTA Vector( 540, 540, 100 )
-
-enum Interruptability_t
-{
- GENERAL_INTERRUPTABILITY,
- DAMAGEORDEATH_INTERRUPTABILITY,
- DEATH_INTERRUPTABILITY
-};
-
-//-------------------------------------
-// Memory
-//-------------------------------------
-
-#define MEMORY_CLEAR 0
-#define bits_MEMORY_PROVOKED ( 1 << 0 )// right now only used for houndeyes.
-#define bits_MEMORY_INCOVER ( 1 << 1 )// npc knows it is in a covered position.
-#define bits_MEMORY_SUSPICIOUS ( 1 << 2 )// Ally is suspicious of the player, and will move to provoked more easily
-#define bits_MEMORY_TASK_EXPENSIVE ( 1 << 3 )// NPC has completed a task which is considered costly, so don't do another task this frame
-//#define bits_MEMORY_ ( 1 << 4 )
-#define bits_MEMORY_PATH_FAILED ( 1 << 5 )// Failed to find a path
-#define bits_MEMORY_FLINCHED ( 1 << 6 )// Has already flinched
-//#define bits_MEMORY_ ( 1 << 7 )
-#define bits_MEMORY_TOURGUIDE ( 1 << 8 )// I have been acting as a tourguide.
-//#define bits_MEMORY_ ( 1 << 9 )//
-#define bits_MEMORY_LOCKED_HINT ( 1 << 10 )//
-//#define bits_MEMORY_ ( 1 << 12 )
-
-#define bits_MEMORY_TURNING ( 1 << 13 )// Turning, don't interrupt me.
-#define bits_MEMORY_TURNHACK ( 1 << 14 )
-
-#define bits_MEMORY_HAD_ENEMY ( 1 << 15 )// Had an enemy
-#define bits_MEMORY_HAD_PLAYER ( 1 << 16 )// Had player
-#define bits_MEMORY_HAD_LOS ( 1 << 17 )// Had LOS to enemy
-
-#define bits_MEMORY_MOVED_FROM_SPAWN ( 1 << 18 )// Has moved since spawning.
-
-#define bits_MEMORY_CUSTOM4 ( 1 << 28 ) // NPC-specific memory
-#define bits_MEMORY_CUSTOM3 ( 1 << 29 ) // NPC-specific memory
-#define bits_MEMORY_CUSTOM2 ( 1 << 30 ) // NPC-specific memory
-#define bits_MEMORY_CUSTOM1 ( 1 << 31 ) // NPC-specific memory
-
-//-------------------------------------
-// Spawn flags
-//-------------------------------------
-#define SF_NPC_WAIT_TILL_SEEN ( 1 << 0 ) // spawnflag that makes npcs wait until player can see them before attacking.
-#define SF_NPC_GAG ( 1 << 1 ) // no idle noises from this npc
-#define SF_NPC_FALL_TO_GROUND ( 1 << 2 ) // used my NPC_Maker
-#define SF_NPC_DROP_HEALTHKIT ( 1 << 3 ) // Drop a healthkit upon death
-#define SF_NPC_START_EFFICIENT ( 1 << 4 ) // Set into efficiency mode from spawn
-// ( 1 << 5 )
-// ( 1 << 6 )
-#define SF_NPC_WAIT_FOR_SCRIPT ( 1 << 7 ) // spawnflag that makes npcs wait to check for attacking until the script is done or they've been attacked
-#define SF_NPC_LONG_RANGE ( 1 << 8 ) // makes npcs look far and relaxes weapon range limit
-#define SF_NPC_FADE_CORPSE ( 1 << 9 ) // Fade out corpse after death
-#define SF_NPC_ALWAYSTHINK ( 1 << 10 ) // Simulate even when player isn't in PVS.
-#define SF_NPC_TEMPLATE ( 1 << 11 ) // This NPC will be used as a template by an npc_maker -- do not spawn.
-#define SF_NPC_ALTCOLLISION ( 1 << 12 )
-#define SF_NPC_NO_WEAPON_DROP ( 1 << 13 ) // This NPC will not actually drop a weapon that can be picked up
-#define SF_NPC_NO_PLAYER_PUSHAWAY ( 1 << 14 )
-// ( 1 << 15 )
-// !! Flags above ( 1 << 15 ) are reserved for NPC sub-classes
-
-//-------------------------------------
-//
-// Return codes from CanPlaySequence.
-//
-//-------------------------------------
-
-enum CanPlaySequence_t
-{
- CANNOT_PLAY = 0, // Can't play for any number of reasons.
- CAN_PLAY_NOW, // Can play the script immediately.
- CAN_PLAY_ENQUEUED, // Can play the script after I finish playing my current script.
-};
-
-//-------------------------------------
-// Weapon holstering
-//-------------------------------------
-enum DesiredWeaponState_t
-{
- DESIREDWEAPONSTATE_IGNORE = 0,
- DESIREDWEAPONSTATE_HOLSTERED,
- DESIREDWEAPONSTATE_HOLSTERED_DESTROYED, // Put the weapon away, then destroy it.
- DESIREDWEAPONSTATE_UNHOLSTERED,
- DESIREDWEAPONSTATE_CHANGING,
- DESIREDWEAPONSTATE_CHANGING_DESTROY, // Destroy the weapon when this change is complete.
-};
-
-//-------------------------------------
-//
-// Efficiency modes
-//
-//-------------------------------------
-
-enum AI_Efficiency_t
-{
- // Run at full tilt
- AIE_NORMAL,
-
- // Run decision process less often
- AIE_EFFICIENT,
-
- // Run decision process even less often, ignore other NPCs
- AIE_VERY_EFFICIENT,
-
- // Run decision process even less often, ignore other NPCs
- AIE_SUPER_EFFICIENT,
-
- // Don't run at all
- AIE_DORMANT,
-};
-
-enum AI_MoveEfficiency_t
-{
- AIME_NORMAL,
- AIME_EFFICIENT,
-};
-
-//-------------------------------------
-//
-// Sleep state
-//
-//-------------------------------------
-
-enum AI_SleepState_t
-{
- AISS_AWAKE,
- AISS_WAITING_FOR_THREAT,
- AISS_WAITING_FOR_PVS,
- AISS_WAITING_FOR_INPUT,
- AISS_AUTO_PVS,
- AISS_AUTO_PVS_AFTER_PVS, // Same as AUTO_PVS, except doesn't activate until/unless the NPC is IN the player's PVS.
-};
-
-#define AI_SLEEP_FLAGS_NONE 0x00000000
-#define AI_SLEEP_FLAG_AUTO_PVS 0x00000001
-#define AI_SLEEP_FLAG_AUTO_PVS_AFTER_PVS 0x00000002
-
-
-//-------------------------------------
-//
-// Debug bits
-//
-//-------------------------------------
-
-enum DebugBaseNPCBits_e
-{
- bits_debugDisableAI = 0x00000001, // disable AI
- bits_debugStepAI = 0x00000002, // step AI
-
-};
-
-//-------------------------------------
-//
-// Base Sentence index for behaviors
-//
-//-------------------------------------
-enum SentenceIndex_t
-{
- SENTENCE_BASE_BEHAVIOR_INDEX = 1000,
-};
-
-#ifdef AI_MONITOR_FOR_OSCILLATION
-struct AIScheduleChoice_t
-{
- float m_flTimeSelected;
- CAI_Schedule *m_pScheduleSelected;
-};
-#endif//AI_MONITOR_FOR_OSCILLATION
-
-#define MARK_TASK_EXPENSIVE() \
- if ( GetOuter() ) \
- { \
- GetOuter()->Remember( bits_MEMORY_TASK_EXPENSIVE ); \
- }
-
-//=============================================================================
-//
-// Types used by CAI_BaseNPC
-//
-//=============================================================================
-
-struct AIScheduleState_t
-{
- int iCurTask;
- TaskStatus_e fTaskStatus;
- float timeStarted;
- float timeCurTaskStarted;
- AI_TaskFailureCode_t taskFailureCode;
- int iTaskInterrupt;
- bool bTaskRanAutomovement;
- bool bTaskUpdatedYaw;
- bool bScheduleWasInterrupted;
-
- DECLARE_SIMPLE_DATADESC();
-};
-
-// -----------------------------------------
-// An entity that this NPC can't reach
-// -----------------------------------------
-
-struct UnreachableEnt_t
-{
- EHANDLE hUnreachableEnt; // Entity that's unreachable
- float fExpireTime; // Time to forget this information
- Vector vLocationWhenUnreachable;
-
- DECLARE_SIMPLE_DATADESC();
-};
-
-//=============================================================================
-// SCRIPTED NPC INTERACTIONS
-//=============================================================================
-// -----------------------------------------
-// Scripted NPC interaction flags
-// -----------------------------------------
-#define SCNPC_FLAG_TEST_OTHER_ANGLES ( 1 << 1 )
-#define SCNPC_FLAG_TEST_OTHER_VELOCITY ( 1 << 2 )
-#define SCNPC_FLAG_LOOP_IN_ACTION ( 1 << 3 )
-#define SCNPC_FLAG_NEEDS_WEAPON_ME ( 1 << 4 )
-#define SCNPC_FLAG_NEEDS_WEAPON_THEM ( 1 << 5 )
-#define SCNPC_FLAG_DONT_TELEPORT_AT_END_ME ( 1 << 6 )
-#define SCNPC_FLAG_DONT_TELEPORT_AT_END_THEM ( 1 << 7 )
-
-// -----------------------------------------
-// Scripted NPC interaction trigger methods
-// -----------------------------------------
-enum
-{
- SNPCINT_CODE = 0,
- SNPCINT_AUTOMATIC_IN_COMBAT = 1,
-};
-
-// -----------------------------------------
-// Scripted NPC interaction loop breaking trigger methods
-// -----------------------------------------
-#define SNPCINT_LOOPBREAK_ON_DAMAGE ( 1 << 1 )
-#define SNPCINT_LOOPBREAK_ON_FLASHLIGHT_ILLUM ( 1 << 2 )
-
-// -----------------------------------------
-// Scripted NPC interaction anim phases
-// -----------------------------------------
-enum
-{
- SNPCINT_ENTRY = 0,
- SNPCINT_SEQUENCE,
- SNPCINT_EXIT,
-
- SNPCINT_NUM_PHASES
-};
-
-struct ScriptedNPCInteraction_Phases_t
-{
- string_t iszSequence;
- int iActivity;
-
- DECLARE_SIMPLE_DATADESC();
-};
-
-// Allowable delta from the desired dynamic scripted sequence point
-#define DSS_MAX_DIST 6
-#define DSS_MAX_ANGLE_DIFF 4
-
-// Interaction Logic States
-enum
-{
- NPCINT_NOT_RUNNING = 0,
- NPCINT_RUNNING_ACTIVE, // I'm in an interaction that I initiated
- NPCINT_RUNNING_PARTNER, // I'm in an interaction that was initiated by the other NPC
- NPCINT_MOVING_TO_MARK, // I'm moving to a position to do an interaction
-};
-
-#define NPCINT_NONE -1
-
-#define MAXTACLAT_IGNORE -1
-
-// -----------------------------------------
-// A scripted interaction between NPCs
-// -----------------------------------------
-struct ScriptedNPCInteraction_t
-{
- ScriptedNPCInteraction_t()
- {
- iszInteractionName = NULL_STRING;
- iFlags = 0;
- iTriggerMethod = SNPCINT_CODE;
- iLoopBreakTriggerMethod = 0;
- vecRelativeOrigin = vec3_origin;
- bValidOnCurrentEnemy = false;
- flDelay = 5.0;
- flDistSqr = (DSS_MAX_DIST * DSS_MAX_DIST);
- flNextAttemptTime = 0;
- iszMyWeapon = NULL_STRING;
- iszTheirWeapon = NULL_STRING;
-
- for ( int i = 0; i < SNPCINT_NUM_PHASES; i++)
- {
- sPhases[i].iszSequence = NULL_STRING;
- sPhases[i].iActivity = ACT_INVALID;
- }
- }
-
- // Fill out these when passing to AddScriptedNPCInteraction
- string_t iszInteractionName;
- int iFlags;
- int iTriggerMethod;
- int iLoopBreakTriggerMethod;
- Vector vecRelativeOrigin; // (forward, right, up)
- QAngle angRelativeAngles;
- Vector vecRelativeVelocity; // Desired relative velocity of the other NPC
- float flDelay; // Delay before interaction can be used again
- float flDistSqr; // Max distance sqr from the relative origin the NPC is allowed to be to trigger
- string_t iszMyWeapon; // Classname of the weapon I'm holding, if any
- string_t iszTheirWeapon; // Classname of the weapon my interaction partner is holding, if any
- ScriptedNPCInteraction_Phases_t sPhases[SNPCINT_NUM_PHASES];
-
- // These will be filled out for you in AddScriptedNPCInteraction
- VMatrix matDesiredLocalToWorld; // Desired relative position / angles of the other NPC
- bool bValidOnCurrentEnemy;
-
- float flNextAttemptTime;
-
- DECLARE_SIMPLE_DATADESC();
-};
-
-//=============================================================================
-//
-// Utility functions
-//
-//=============================================================================
-
-Vector VecCheckToss ( CBaseEntity *pEdict, Vector vecSpot1, Vector vecSpot2, float flHeightMaxRatio, float flGravityAdj, bool bRandomize, Vector *vecMins = NULL, Vector *vecMaxs = NULL );
-Vector VecCheckToss ( CBaseEntity *pEntity, ITraceFilter *pFilter, Vector vecSpot1, Vector vecSpot2, float flHeightMaxRatio, float flGravityAdj, bool bRandomize, Vector *vecMins = NULL, Vector *vecMaxs = NULL );
-Vector VecCheckThrow( CBaseEntity *pEdict, const Vector &vecSpot1, Vector vecSpot2, float flSpeed, float flGravityAdj = 1.0f, Vector *vecMins = NULL, Vector *vecMaxs = NULL );
-
-extern Vector g_vecAttackDir;
-
-bool FBoxVisible ( CBaseEntity *pLooker, CBaseEntity *pTarget );
-bool FBoxVisible ( CBaseEntity *pLooker, CBaseEntity *pTarget, Vector &vecTargetOrigin, float flSize = 0.0 );
-
-// FIXME: move to utils?
-float DeltaV( float v0, float v1, float d );
-float ChangeDistance( float flInterval, float flGoalDistance, float flGoalVelocity, float flCurVelocity, float flIdealVelocity, float flAccelRate, float &flNewDistance, float &flNewVelocity );
-
-//=============================================================================
-//
-// class CAI_Manager
-//
-// Central location for components of the AI to operate across all AIs without
-// iterating over the global list of entities.
-//
-//=============================================================================
-
-class CAI_Manager
-{
-public:
- CAI_Manager();
-
- CAI_BaseNPC ** AccessAIs();
- int NumAIs();
-
- void AddAI( CAI_BaseNPC *pAI );
- void RemoveAI( CAI_BaseNPC *pAI );
-
- bool FindAI( CAI_BaseNPC *pAI ) { return ( m_AIs.Find( pAI ) != m_AIs.InvalidIndex() ); }
-
-private:
- enum
- {
- MAX_AIS = 256
- };
-
- typedef CUtlVector<CAI_BaseNPC *> CAIArray;
-
- CAIArray m_AIs;
-
-};
-
-//-------------------------------------
-
-extern CAI_Manager g_AI_Manager;
-
-//=============================================================================
-//
-// class CAI_BaseNPC
-//
-//=============================================================================
-
-class CAI_BaseNPC : public CBaseCombatCharacter,
- public CAI_DefMovementSink
-{
- DECLARE_CLASS( CAI_BaseNPC, CBaseCombatCharacter );
-
-public:
- //-----------------------------------------------------
- //
- // Initialization, cleanup, serialization, identity
- //
-
- CAI_BaseNPC();
- ~CAI_BaseNPC();
-
- //---------------------------------
-
- DECLARE_DATADESC();
- DECLARE_SERVERCLASS();
-
- virtual int Save( ISave &save );
- virtual int Restore( IRestore &restore );
- virtual void OnRestore();
- void SaveConditions( ISave &save, const CAI_ScheduleBits &conditions );
- void RestoreConditions( IRestore &restore, CAI_ScheduleBits *pConditions );
-
- bool ShouldSavePhysics() { return false; }
- virtual unsigned int PhysicsSolidMaskForEntity( void ) const;
-
- virtual bool KeyValue( const char *szKeyName, const char *szValue );
-
- //---------------------------------
-
- virtual void PostConstructor( const char *szClassname );
- virtual void Activate( void );
- virtual void Precache( void ); // derived calls at start of Spawn()
- virtual bool CreateVPhysics();
- virtual void NPCInit( void ); // derived calls after Spawn()
- void NPCInitThink( void );
- virtual void PostNPCInit() {};// called after NPC_InitThink
- virtual void StartNPC( void );
- virtual bool IsTemplate( void );
-
- virtual void CleanupOnDeath( CBaseEntity *pCulprit = NULL, bool bFireDeathOutput = true );
- virtual void UpdateOnRemove( void );
-
- virtual int UpdateTransmitState();
-
- //---------------------------------
- // Component creation factories
- //
-
- // The master call, override if you introduce new component types. Call base first
- virtual bool CreateComponents();
-
- // Components defined by the base AI class
- virtual CAI_Senses * CreateSenses();
- virtual CAI_MoveProbe * CreateMoveProbe();
- virtual CAI_Motor * CreateMotor();
- virtual CAI_LocalNavigator *CreateLocalNavigator();
- virtual CAI_Navigator * CreateNavigator();
- virtual CAI_Pathfinder *CreatePathfinder();
- virtual CAI_TacticalServices *CreateTacticalServices();
-
- //---------------------------------
-
- virtual bool IsNPC( void ) const { return true; }
-
- //---------------------------------
-
- void TestPlayerPushing( CBaseEntity *pPlayer );
- void CascadePlayerPush( const Vector &push, const Vector &pushOrigin );
- void NotifyPushMove();
-
-public:
- //-----------------------------------------------------
- //
- // AI processing - thinking, schedule selection and task running
- //
- //-----------------------------------------------------
- void CallNPCThink( void );
-
- // Thinking, including core thinking, movement, animation
- virtual void NPCThink( void );
-
- // Core thinking (schedules & tasks)
- virtual void RunAI( void );// core ai function!
-
- // Called to gather up all relevant conditons
- virtual void GatherConditions( void );
-
- // Called immediately prior to schedule processing
- virtual void PrescheduleThink( void );
-
- // Called immediately after schedule processing
- virtual void PostscheduleThink( void ) { return; };
-
- // Notification that the current schedule, if any, is ending and a new one is being selected
- virtual void OnScheduleChange( void );
-
- // Notification that a new schedule is about to run its first task
- virtual void OnStartSchedule( int scheduleType ) {};
-
- // This function implements a decision tree for the NPC. It is responsible for choosing the next behavior (schedule)
- // based on the current conditions and state.
- virtual int SelectSchedule( void );
- virtual int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
-
- // After the schedule has been selected, it will be processed by this function so child NPC classes can
- // remap base schedules into child-specific behaviors
- virtual int TranslateSchedule( int scheduleType );
-
- virtual void StartTask( const Task_t *pTask );
- virtual void RunTask( const Task_t *pTask );
-
- void ClearTransientConditions();
-
- virtual void HandleAnimEvent( animevent_t *pEvent );
-
- virtual bool IsInterruptable();
- virtual void OnStartScene( void ) {} // Called when an NPC begins a cine scene (useful for clean-up)
- virtual bool ShouldPlayerAvoid( void );
- virtual void SetPlayerAvoidState( void );
- virtual void PlayerPenetratingVPhysics( void );
-
- virtual bool ShouldAlwaysThink();
- void ForceGatherConditions() { m_bForceConditionsGather = true; SetEfficiency( AIE_NORMAL ); } // Force an NPC out of PVS to call GatherConditions on next think
-
- virtual float LineOfSightDist( const Vector &vecDir = vec3_invalid, float zEye = FLT_MAX );
-
- virtual void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType );
- virtual const char *GetTracerType( void );
- virtual void DoImpactEffect( trace_t &tr, int nDamageType );
-
- enum
- {
- NEXT_SCHEDULE = LAST_SHARED_SCHEDULE,
- NEXT_TASK = LAST_SHARED_TASK,
- NEXT_CONDITION = LAST_SHARED_CONDITION,
- };
-
-protected:
- // Used by derived classes to chain a task to a task that might not be the
- // one they are currently handling:
- void ChainStartTask( int task, float taskData = 0 ) { Task_t tempTask = { task, taskData }; StartTask( (const Task_t *)&tempTask ); }
- void ChainRunTask( int task, float taskData = 0 ) { Task_t tempTask = { task, taskData }; RunTask( (const Task_t *) &tempTask ); }
-
- void StartTaskOverlay();
- void RunTaskOverlay();
- void EndTaskOverlay();
-
- virtual void PostRunStopMoving();
-
- bool CheckPVSCondition();
-
-private:
- bool CanThinkRebalance();
- void RebalanceThinks();
-
- bool PreNPCThink();
- void PostNPCThink();
-
- bool PreThink( void );
- void PerformSensing();
- void CheckOnGround( void );
- void MaintainSchedule( void );
- void RunAnimation( void );
- void PostRun( void );
- void PerformMovement();
- void PostMovement();
-
- virtual int StartTask ( Task_t *pTask ) { DevMsg( "Called wrong StartTask()\n" ); StartTask( (const Task_t *)pTask ); return 0; } // to ensure correct signature in derived classes
- virtual int RunTask ( Task_t *pTask ) { DevMsg( "Called wrong RunTask()\n" ); RunTask( (const Task_t *)pTask ); return 0; } // to ensure correct signature in derived classes
-
-public:
- //-----------------------------------------------------
- //
- // Schedules & tasks
- //
- //-----------------------------------------------------
-
- void SetSchedule( CAI_Schedule *pNewSchedule );
- bool SetSchedule( int localScheduleID );
-
- void SetDefaultFailSchedule( int failSchedule ) { m_failSchedule = failSchedule; }
-
- void ClearSchedule( const char *szReason );
-
- CAI_Schedule * GetCurSchedule() { return m_pSchedule; }
- bool IsCurSchedule( int schedId, bool fIdeal = true );
- virtual CAI_Schedule *GetSchedule(int localScheduleID);
- virtual int GetLocalScheduleId( int globalScheduleID ) { return AI_IdIsLocal( globalScheduleID ) ? globalScheduleID : GetClassScheduleIdSpace()->ScheduleGlobalToLocal( globalScheduleID ); }
- virtual int GetGlobalScheduleId( int localScheduleID ) { return AI_IdIsGlobal( localScheduleID ) ? localScheduleID : GetClassScheduleIdSpace()->ScheduleLocalToGlobal( localScheduleID ); }
-
- float GetTimeScheduleStarted() const { return m_ScheduleState.timeStarted; }
-
- //---------------------------------
-
- const Task_t* GetTask( void );
- int TaskIsRunning( void );
-
- virtual void TaskFail( AI_TaskFailureCode_t );
- void TaskFail( const char *pszGeneralFailText ) { TaskFail( MakeFailCode( pszGeneralFailText ) ); }
- void TaskComplete( bool fIgnoreSetFailedCondition = false );
-
- void TaskInterrupt() { m_ScheduleState.iTaskInterrupt++; }
- void ClearTaskInterrupt() { m_ScheduleState.iTaskInterrupt = 0; }
- int GetTaskInterrupt() const { return m_ScheduleState.iTaskInterrupt; }
-
- void TaskMovementComplete( void );
- inline int TaskIsComplete( void ) { return (GetTaskStatus() == TASKSTATUS_COMPLETE); }
-
- virtual const char *TaskName(int taskID);
-
- float GetTimeTaskStarted() const { return m_ScheduleState.timeCurTaskStarted; }
- virtual int GetLocalTaskId( int globalTaskId) { return GetClassScheduleIdSpace()->TaskGlobalToLocal( globalTaskId ); }
-
- virtual const char *GetSchedulingErrorName() { return "CAI_BaseNPC"; }
-
-protected:
- static bool LoadSchedules(void);
- virtual bool LoadedSchedules(void);
- virtual void BuildScheduleTestBits( void );
-
- //---------------------------------
-
- // This is the main call to select/translate a schedule
- virtual CAI_Schedule *GetNewSchedule( void );
- virtual CAI_Schedule *GetFailSchedule( void );
-
- //---------------------------------
-
- virtual bool CanFlinch( void );
- virtual void CheckFlinches( void );
- virtual void PlayFlinchGesture( void );
- int SelectFlinchSchedule( void );
-
- virtual bool IsAllowedToDodge( void );
-
- bool IsInChoreo() const;
-
-private:
- // This function maps the type through TranslateSchedule() and then retrieves the pointer
- // to the actual CAI_Schedule from the database of schedules available to this class.
- CAI_Schedule * GetScheduleOfType( int scheduleType );
-
- bool FHaveSchedule( void );
- bool FScheduleDone ( void );
- CAI_Schedule * ScheduleInList( const char *pName, CAI_Schedule **pList, int listCount );
-
- int GetScheduleCurTaskIndex() const { return m_ScheduleState.iCurTask; }
- inline int IncScheduleCurTaskIndex();
- inline void ResetScheduleCurTaskIndex();
- void NextScheduledTask ( void );
- bool IsScheduleValid ( void );
- bool ShouldSelectIdealState( void );
-
- // Selecting the ideal state
- NPC_STATE SelectIdleIdealState();
- NPC_STATE SelectAlertIdealState();
- NPC_STATE SelectScriptIdealState();
-
- // Various schedule selections based on NPC_STATE
- int SelectIdleSchedule();
- int SelectAlertSchedule();
- int SelectCombatSchedule();
- virtual int SelectDeadSchedule();
- int SelectScriptSchedule();
- int SelectInteractionSchedule();
-
- void OnStartTask( void ) { SetTaskStatus( TASKSTATUS_RUN_MOVE_AND_TASK ); }
- void SetTaskStatus( TaskStatus_e status ) { m_ScheduleState.fTaskStatus = status; }
- TaskStatus_e GetTaskStatus() const { return m_ScheduleState.fTaskStatus; }
-
- void DiscardScheduleState();
-
- //---------------------------------
-
- CAI_Schedule * m_pSchedule;
- int m_IdealSchedule;
- AIScheduleState_t m_ScheduleState;
- int m_failSchedule; // Schedule type to choose if current schedule fails
- bool m_bDoPostRestoreRefindPath;
-
- bool m_bUsingStandardThinkTime;
- float m_flLastRealThinkTime;
- int m_iFrameBlocked;
- bool m_bInChoreo;
-
- static int gm_iNextThinkRebalanceTick;
- static float gm_flTimeLastSpawn;
- static int gm_nSpawnedThisFrame;
-
-protected: // pose parameters
- int m_poseAim_Pitch;
- int m_poseAim_Yaw;
- int m_poseMove_Yaw;
- virtual void PopulatePoseParameters( void );
-
-public:
- inline bool HasPoseMoveYaw() { return ( m_poseMove_Yaw >= 0 ); }
-
- // Return the stored pose parameter for "move_yaw"
- inline int LookupPoseMoveYaw() { return m_poseMove_Yaw; }
-
-
- //-----------------------------------------------------
- //
- // Hooks for CAI_Behaviors, *if* derived class supports them
- //
- //-----------------------------------------------------
- template <class BEHAVIOR_TYPE>
- bool GetBehavior( BEHAVIOR_TYPE **ppBehavior )
- {
- CAI_BehaviorBase **ppBehaviors = AccessBehaviors();
-
- *ppBehavior = NULL;
- for ( int i = 0; i < NumBehaviors(); i++ )
- {
- *ppBehavior = dynamic_cast<BEHAVIOR_TYPE *>(ppBehaviors[i]);
- if ( *ppBehavior )
- return true;
- }
- return false;
- }
-
- virtual CAI_BehaviorBase *GetRunningBehavior() { return NULL; }
-
- virtual bool ShouldAcceptGoal( CAI_BehaviorBase *pBehavior, CAI_GoalEntity *pGoal ) { return true; }
- virtual void OnClearGoal( CAI_BehaviorBase *pBehavior, CAI_GoalEntity *pGoal ) {}
-
- // Notification that the status behavior ability to select schedules has changed.
- // Return "true" to signal a schedule interrupt is desired
- virtual bool OnBehaviorChangeStatus( CAI_BehaviorBase *pBehavior, bool fCanFinishSchedule ) { return false; }
-
-private:
- virtual CAI_BehaviorBase ** AccessBehaviors() { return NULL; }
- virtual int NumBehaviors() { return 0; }
-
-public:
- //-----------------------------------------------------
- //
- // Conditions
- //
- //-----------------------------------------------------
-
- virtual const char* ConditionName(int conditionID);
-
- virtual void RemoveIgnoredConditions ( void );
- void SetCondition( int iCondition /*, bool state = true*/ );
- bool HasCondition( int iCondition );
- bool HasCondition( int iCondition, bool bUseIgnoreConditions );
- bool HasInterruptCondition( int iCondition );
- bool HasConditionsToInterruptSchedule( int nLocalScheduleID );
-
- void ClearCondition( int iCondition );
- void ClearConditions( int *pConditions, int nConditions );
- void SetIgnoreConditions( int *pConditions, int nConditions );
- void ClearIgnoreConditions( int *pConditions, int nConditions );
- bool ConditionInterruptsCurSchedule( int iCondition );
- bool ConditionInterruptsSchedule( int schedule, int iCondition );
-
- void SetCustomInterruptCondition( int nCondition );
- bool IsCustomInterruptConditionSet( int nCondition );
- void ClearCustomInterruptCondition( int nCondition );
- void ClearCustomInterruptConditions( void );
-
- bool ConditionsGathered() const { return m_bConditionsGathered; }
- const CAI_ScheduleBits &AccessConditionBits() const { return m_Conditions; }
- CAI_ScheduleBits & AccessConditionBits() { return m_Conditions; }
-
- bool DidChooseEnemy() const { return !m_bSkippedChooseEnemy; }
-
-private:
- CAI_ScheduleBits m_Conditions;
- CAI_ScheduleBits m_CustomInterruptConditions; //Bit string assembled by the schedule running, then
- //modified by leaf classes to suit their needs
- CAI_ScheduleBits m_ConditionsPreIgnore;
- CAI_ScheduleBits m_InverseIgnoreConditions;
-
- bool m_bForceConditionsGather;
- bool m_bConditionsGathered;
- bool m_bSkippedChooseEnemy;
-
-public:
- //-----------------------------------------------------
- //
- // NPC State
- //
- //-----------------------------------------------------
- inline void SetIdealState( NPC_STATE eIdealState );
- inline NPC_STATE GetIdealState();
- virtual NPC_STATE SelectIdealState( void );
-
- void SetState( NPC_STATE State );
- virtual bool ShouldGoToIdleState( void ) { return ( false ); }
- virtual void OnStateChange( NPC_STATE OldState, NPC_STATE NewState ) {/*Base class doesn't care*/};
-
- NPC_STATE GetState( void ) { return m_NPCState; }
-
- AI_Efficiency_t GetEfficiency() const { return m_Efficiency; }
- void SetEfficiency( AI_Efficiency_t efficiency ) { m_Efficiency = efficiency; }
- AI_MoveEfficiency_t GetMoveEfficiency() const { return m_MoveEfficiency; }
- void SetMoveEfficiency( AI_MoveEfficiency_t efficiency ) { m_MoveEfficiency = efficiency; }
- virtual void UpdateEfficiency( bool bInPVS );
- void ForceDecisionThink() { m_flNextDecisionTime = 0; SetEfficiency( AIE_NORMAL ); }
-
- bool IsFlaggedEfficient() const { return HasSpawnFlags( SF_NPC_START_EFFICIENT ); }
-
- AI_SleepState_t GetSleepState() const { return m_SleepState; }
- void SetSleepState( AI_SleepState_t sleepState ) { m_SleepState = sleepState; }
- void AddSleepFlags( int flags ) { m_SleepFlags |= flags; }
- void RemoveSleepFlags( int flags ) { m_SleepFlags &= ~flags; }
- bool HasSleepFlags( int flags ) { return (m_SleepFlags & flags) == flags; }
-
- void UpdateSleepState( bool bInPVS );
- virtual void Wake( bool bFireOutput = true );
- void Sleep();
- bool WokeThisTick() const;
-
- //---------------------------------
-
- NPC_STATE m_NPCState; // npc's current state
- float m_flLastStateChangeTime;
-
-private:
- NPC_STATE m_IdealNPCState; // npc should change to this state
- AI_Efficiency_t m_Efficiency;
- AI_MoveEfficiency_t m_MoveEfficiency;
- float m_flNextDecisionTime;
-
- AI_SleepState_t m_SleepState;
- int m_SleepFlags;
- float m_flWakeRadius;
- bool m_bWakeSquad;
- int m_nWakeTick;
-
-public:
- //-----------------------------------------------------
- //
- // Activities
- //
- //-----------------------------------------------------
-
- Activity TranslateActivity( Activity idealActivity, Activity *pIdealWeaponActivity = NULL );
- Activity NPC_TranslateActivity( Activity eNewActivity );
- Activity GetActivity( void ) { return m_Activity; }
- virtual void SetActivity( Activity NewActivity );
- Activity GetIdealActivity( void ) { return m_IdealActivity; }
- void SetIdealActivity( Activity NewActivity );
- void ResetIdealActivity( Activity newIdealActivity );
- void SetSequenceByName( const char *szSequence );
- void SetSequenceById( int iSequence );
- Activity GetScriptCustomMoveActivity( void );
- int GetScriptCustomMoveSequence( void );
- Activity GetStoppedActivity( void );
- inline bool HaveSequenceForActivity( Activity activity );
- inline bool IsActivityStarted(void);
- virtual bool IsActivityFinished( void );
- virtual bool IsActivityMovementPhased( Activity activity );
- virtual void OnChangeActivity( Activity eNewActivity );
- void MaintainActivity(void);
- void ResetActivity(void) { m_Activity = ACT_RESET; }
-
- void SetActivityAndSequence(Activity NewActivity, int iSequence, Activity translatedActivity, Activity weaponActivity);
-
-private:
-
- void AdvanceToIdealActivity(void);
- void ResolveActivityToSequence(Activity NewActivity, int &iSequence, Activity &translatedActivity, Activity &weaponActivity);
-
- Activity m_Activity; // Current animation state
- Activity m_translatedActivity; // Current actual translated animation
-
- Activity m_IdealActivity; // Desired animation state
- int m_nIdealSequence; // Desired animation sequence
- Activity m_IdealTranslatedActivity; // Desired actual translated animation state
- Activity m_IdealWeaponActivity; // Desired weapon animation state
-
- CNetworkVar(int, m_iDeathPose );
- CNetworkVar(int, m_iDeathFrame );
-
-public:
- //-----------------------------------------------------
- //
- // Senses
- //
- //-----------------------------------------------------
-
- CAI_Senses * GetSenses() { return m_pSenses; }
- const CAI_Senses * GetSenses() const { return m_pSenses; }
-
- void SetDistLook( float flDistLook );
-
- virtual bool QueryHearSound( CSound *pSound );
- virtual bool QuerySeeEntity( CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC = false );
-
- virtual void OnLooked( int iDistance );
- virtual void OnListened();
-
- virtual void OnSeeEntity( CBaseEntity *pEntity ) {}
-
- // If true, AI will try to see this entity regardless of distance.
- virtual bool ShouldNotDistanceCull() { return false; }
-
- virtual int GetSoundInterests( void );
- virtual int GetSoundPriority( CSound *pSound );
-
- CSound * GetLoudestSoundOfType( int iType );
- virtual CSound * GetBestSound( int validTypes = ALL_SOUNDS );
- virtual CSound * GetBestScent( void );
- virtual float HearingSensitivity( void ) { return 1.0; }
- virtual bool ShouldIgnoreSound( CSound * ) { return false; }
- bool SoundIsVisible( CSound *pSound );
-
-protected:
- virtual void ClearSenseConditions( void );
-
-private:
- void LockBestSound();
- void UnlockBestSound();
-
- CAI_Senses * m_pSenses;
- CSound * m_pLockedBestSound;
-
-public:
- //-----------------------------------------------------
- //
- // Enemy and target
- //
- //-----------------------------------------------------
-
- Vector GetSmoothedVelocity( void );
-
- CBaseEntity* GetEnemy() { return m_hEnemy.Get(); }
- CBaseEntity* GetEnemy() const { return m_hEnemy.Get(); }
- float GetTimeEnemyAcquired() { return m_flTimeEnemyAcquired; }
- void SetEnemy( CBaseEntity *pEnemy, bool bSetCondNewEnemy = true );
-
- const Vector & GetEnemyLKP() const;
- float GetEnemyLastTimeSeen() const;
- void MarkEnemyAsEluded();
- void ClearEnemyMemory();
- bool EnemyHasEludedMe() const;
-
- virtual CBaseEntity *BestEnemy(); // returns best enemy in memory list
- virtual bool IsValidEnemy( CBaseEntity *pEnemy );
- virtual bool CanBeAnEnemyOf( CBaseEntity *pEnemy );
-
- void ForceChooseNewEnemy() { m_EnemiesSerialNumber = -1; }
-
- bool ChooseEnemy();
- virtual bool ShouldChooseNewEnemy();
- virtual void GatherEnemyConditions( CBaseEntity *pEnemy );
- virtual float EnemyDistTolerance() { return 0; } // Enemy distances within this tolerance of each other are considered equivalent.
-
- float EnemyDistance( CBaseEntity *pEnemy );
- CBaseCombatCharacter *GetEnemyCombatCharacterPointer();
- void SetEnemyOccluder(CBaseEntity *pBlocker);
- CBaseEntity *GetEnemyOccluder(void);
-
- virtual void StartTargetHandling( CBaseEntity *pTargetEnt );
-
- //---------------------------------
-
- CBaseEntity* GetTarget() { return m_hTargetEnt.Get(); }
- void SetTarget( CBaseEntity *pTarget );
- void CheckTarget( CBaseEntity *pTarget );
- float GetAcceptableTimeSeenEnemy( void ) { return m_flAcceptableTimeSeenEnemy; }
- virtual CAI_BaseNPC *CreateCustomTarget( const Vector &vecOrigin, float duration = -1 );
-
- void SetDeathPose( const int &iDeathPose ) { m_iDeathPose = iDeathPose; }
- void SetDeathPoseFrame( const int &iDeathPoseFrame ) { m_iDeathFrame = iDeathPoseFrame; }
-
- void SelectDeathPose( const CTakeDamageInfo &info );
- virtual bool ShouldPickADeathPose( void ) { return true; }
-
- virtual bool AllowedToIgnite( void ) { return false; }
-
-protected:
- virtual float GetGoalRepathTolerance( CBaseEntity *pGoalEnt, GoalType_t type, const Vector &curGoal, const Vector &curTargetPos );
-
-private:
- void * CheckEnemy( CBaseEntity *pEnemy ) { return NULL; } // OBSOLETE, replaced by GatherEnemyConditions(), left here to make derived code not compile
-
- // Updates the goal position in case of GOALTYPE_ENEMY
- void UpdateEnemyPos();
-
- // Updates the goal position in case of GOALTYPE_TARGETENT
- void UpdateTargetPos();
-
- //---------------------------------
-
- EHANDLE m_hEnemy; // the entity that the npc is fighting.
- float m_flTimeEnemyAcquired; // The time at which the entity the NPC is fighting became the NPC's enemy.
- EHANDLE m_hTargetEnt; // the entity that the npc is trying to reach
-
- CRandStopwatch m_GiveUpOnDeadEnemyTimer;
- CSimpleSimTimer m_FailChooseEnemyTimer;
- int m_EnemiesSerialNumber;
-
- float m_flAcceptableTimeSeenEnemy;
-
- CSimpleSimTimer m_UpdateEnemyPosTimer;
- static CSimpleSimTimer m_AnyUpdateEnemyPosTimer;
-
-public:
- //-----------------------------------------------------
- //
- // Commander mode stuff.
- //
- //-----------------------------------------------------
- virtual bool IsCommandable() { return false; }
- virtual bool IsPlayerAlly( CBasePlayer *pPlayer = NULL );
- virtual bool IsMedic() { return false; }
- virtual bool IsCommandMoving() { return false; }
- virtual bool ShouldAutoSummon() { return false; }
- virtual void SetCommandGoal( const Vector &vecGoal );
- virtual void ClearCommandGoal();
- virtual void OnTargetOrder() {}
- virtual void OnMoveOrder() {}
- virtual bool IsValidCommandTarget( CBaseEntity *pTarget ) { return false; }
- const Vector &GetCommandGoal() const { return m_vecCommandGoal; }
- virtual void OnMoveToCommandGoalFailed() {}
- string_t GetPlayerSquadName() const { Assert( gm_iszPlayerSquad != NULL_STRING ); return gm_iszPlayerSquad; }
- bool IsInPlayerSquad() const;
- virtual CAI_BaseNPC *GetSquadCommandRepresentative() { return NULL; }
-
- virtual bool TargetOrder( CBaseEntity *pTarget, CAI_BaseNPC **Allies, int numAllies ) { OnTargetOrder(); return true; }
- virtual void MoveOrder( const Vector &vecDest, CAI_BaseNPC **Allies, int numAllies ) { SetCommandGoal( vecDest ); SetCondition( COND_RECEIVED_ORDERS ); OnMoveOrder(); }
-
- // Return true if you're willing to be idly talked to by other friends.
- virtual bool CanBeUsedAsAFriend( void );
-
-
-private:
- Vector m_vecCommandGoal;
- static string_t gm_iszPlayerSquad;
-
-public:
- CAI_MoveMonitor m_CommandMoveMonitor;
-
- //-----------------------------------------------------
- // Dynamic scripted NPC interactions
- //-----------------------------------------------------
-public:
- float GetInteractionYaw( void ) const { return m_flInteractionYaw; }
-
-protected:
- void ParseScriptedNPCInteractions( void );
- void AddScriptedNPCInteraction( ScriptedNPCInteraction_t *pInteraction );
- const char *GetScriptedNPCInteractionSequence( ScriptedNPCInteraction_t *pInteraction, int iPhase );
- void StartRunningInteraction( CAI_BaseNPC *pOtherNPC, bool bActive );
- void StartScriptedNPCInteraction( CAI_BaseNPC *pOtherNPC, ScriptedNPCInteraction_t *pInteraction, Vector vecOtherOrigin, QAngle angOtherAngles );
- void CheckForScriptedNPCInteractions( void );
- void CalculateValidEnemyInteractions( void );
- void CheckForcedNPCInteractions( void );
- bool InteractionCouldStart( CAI_BaseNPC *pOtherNPC, ScriptedNPCInteraction_t *pInteraction, Vector &vecOrigin, QAngle &angAngles );
- virtual bool CanRunAScriptedNPCInteraction( bool bForced = false );
- bool IsRunningDynamicInteraction( void ) { return (m_iInteractionState != NPCINT_NOT_RUNNING && (m_hCine != NULL)); }
- bool IsActiveDynamicInteraction( void ) { return (m_iInteractionState == NPCINT_RUNNING_ACTIVE && (m_hCine != NULL)); }
- ScriptedNPCInteraction_t *GetRunningDynamicInteraction( void ) { return &(m_ScriptedInteractions[m_iInteractionPlaying]); }
- void SetInteractionCantDie( bool bCantDie ) { m_bCannotDieDuringInteraction = bCantDie; }
- bool HasInteractionCantDie( void );
-
- void InputForceInteractionWithNPC( inputdata_t &inputdata );
- void StartForcedInteraction( CAI_BaseNPC *pNPC, int iInteraction );
- void CleanupForcedInteraction( void );
- void CalculateForcedInteractionPosition( void );
- CAI_BaseNPC *GetInteractionPartner( void );
-
-private:
- // Forced interactions
- CHandle<CAI_BaseNPC> m_hForcedInteractionPartner;
- Vector m_vecForcedWorldPosition;
- float m_flForcedInteractionTimeout; // Abort the interaction if it hasn't started by this time.
-
- CHandle<CAI_BaseNPC> m_hInteractionPartner;
- EHANDLE m_hLastInteractionTestTarget;
- bool m_bCannotDieDuringInteraction;
- int m_iInteractionState;
- int m_iInteractionPlaying;
- CUtlVector<ScriptedNPCInteraction_t> m_ScriptedInteractions;
-
- float m_flInteractionYaw;
-
-
-public:
- //-----------------------------------------------------
- //
- // Sounds
- //
- //-----------------------------------------------------
- virtual CanPlaySequence_t CanPlaySequence( bool fDisregardState, int interruptLevel );
-
- virtual bool CanPlaySentence( bool fDisregardState ) { return IsAlive(); }
- virtual int PlaySentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, CBaseEntity *pListener = NULL );
- virtual int PlayScriptedSentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, bool bConcurrent, CBaseEntity *pListener );
-
- virtual bool FOkToMakeSound( int soundPriority = 0 );
- virtual void JustMadeSound( int soundPriority = 0, float flSoundLength = 0.0f );
-
- virtual void DeathSound( const CTakeDamageInfo &info ) { return; };
- virtual void AlertSound( void ) { return; };
- virtual void IdleSound( void ) { return; };
- virtual void PainSound( const CTakeDamageInfo &info ) { return; };
- virtual void FearSound( void ) { return; };
- virtual void LostEnemySound( void ) { return; };
- virtual void FoundEnemySound( void ) { return; };
- virtual void BarnacleDeathSound( void ) { CTakeDamageInfo info; PainSound( info ); }
-
- virtual void SpeakSentence( int sentenceType ) { return; };
- virtual bool ShouldPlayIdleSound( void );
-
- virtual void MakeAIFootstepSound( float volume, float duration = 0.5f );
-
- //---------------------------------
-
- virtual CAI_Expresser *GetExpresser() { return NULL; }
- const CAI_Expresser *GetExpresser() const { return const_cast<CAI_BaseNPC *>(this)->GetExpresser(); }
-
- //---------------------------------
- // NPC Event Response System
- virtual bool CanRespondToEvent( const char *ResponseConcept ) { return false; }
- virtual bool RespondedTo( const char *ResponseConcept, bool bForce, bool bCancelScene ) { return false; }
-
- virtual void PlayerHasIlluminatedNPC( CBasePlayer *pPlayer, float flDot );
-
- virtual void ModifyOrAppendCriteria( AI_CriteriaSet& set );
-
-protected:
- float SoundWaitTime() const { return m_flSoundWaitTime; }
-
-public:
- //-----------------------------------------------------
- //
- // Capabilities report (from CBaseCombatCharacter)
- //
- //-----------------------------------------------------
- virtual int CapabilitiesGet( void ) const;
-
- // local capabilities access
- int CapabilitiesAdd( int capabilities );
- int CapabilitiesRemove( int capabilities );
- void CapabilitiesClear( void );
-
-private:
- int m_afCapability; // tells us what a npc can/can't do.
-
-public:
- //-----------------------------------------------------
- //
- // Pathfinding, navigation & movement
- //
- //-----------------------------------------------------
-
- CAI_Navigator * GetNavigator() { return m_pNavigator; }
- const CAI_Navigator *GetNavigator() const { return m_pNavigator; }
-
- CAI_LocalNavigator *GetLocalNavigator() { return m_pLocalNavigator; }
- const CAI_LocalNavigator *GetLocalNavigator() const { return m_pLocalNavigator; }
-
- CAI_Pathfinder * GetPathfinder() { return m_pPathfinder; }
- const CAI_Pathfinder *GetPathfinder() const { return m_pPathfinder; }
-
- CAI_MoveProbe * GetMoveProbe() { return m_pMoveProbe; }
- const CAI_MoveProbe *GetMoveProbe() const { return m_pMoveProbe; }
-
- CAI_Motor * GetMotor() { return m_pMotor; }
- const CAI_Motor * GetMotor() const { return m_pMotor; }
-
- //---------------------------------
-
- static bool FindSpotForNPCInRadius( Vector *pResult, const Vector &vStartPos, CAI_BaseNPC *pNPC, float radius, bool bOutOfPlayerViewcone = false );
-
- //---------------------------------
-
- virtual bool IsNavigationUrgent();
- virtual bool ShouldFailNav( bool bMovementFailed );
- virtual bool ShouldBruteForceFailedNav() { return false; }
-
- // The current navigation (movement) mode (e.g. fly, swim, locomote, etc)
- Navigation_t GetNavType() const;
- void SetNavType( Navigation_t navType );
-
- CBaseEntity * GetNavTargetEntity(void);
-
- bool IsMoving( void );
- virtual float GetTimeToNavGoal();
-
- // NPCs can override this to tweak with how costly particular movements are
- virtual bool MovementCost( int moveType, const Vector &vecStart, const Vector &vecEnd, float *pCost );
-
- // Turns a directional vector into a yaw value that points down that vector.
- float VecToYaw( const Vector &vecDir );
-
- // Turning
- virtual float CalcIdealYaw( const Vector &vecTarget );
- virtual float MaxYawSpeed( void ); // Get max yaw speed
- bool FacingIdeal( void );
- void SetUpdatedYaw() { m_ScheduleState.bTaskUpdatedYaw = true; }
-
- // Add multiple facing goals while moving/standing still.
- virtual void AddFacingTarget( CBaseEntity *pTarget, float flImportance, float flDuration, float flRamp = 0.0 );
- virtual void AddFacingTarget( const Vector &vecPosition, float flImportance, float flDuration, float flRamp = 0.0 );
- virtual void AddFacingTarget( CBaseEntity *pTarget, const Vector &vecPosition, float flImportance, float flDuration, float flRamp = 0.0 );
- virtual float GetFacingDirection( Vector &vecDir );
-
- // ------------
- // Methods used by motor to query properties/preferences/move-related state
- // ------------
- virtual bool CanStandOn( CBaseEntity *pSurface ) const;
-
- virtual bool IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos ) const; // Override for specific creature types
- bool IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos, float maxUp, float maxDown, float maxDist ) const;
- bool ShouldMoveWait();
- virtual float StepHeight() const { return 18.0f; }
- float GetStepDownMultiplier() const;
- virtual float GetMaxJumpSpeed() const { return 350.0f; }
- virtual float GetJumpGravity() const { return 1.0f; }
-
- //---------------------------------
-
- virtual bool OverrideMove( float flInterval ); // Override to take total control of movement (return true if done so)
- virtual bool OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval );
-
- //---------------------------------
-
- virtual bool IsUnusableNode(int iNodeID, CAI_Hint *pHint); // Override for special NPC behavior
- virtual bool ValidateNavGoal();
- virtual bool IsCurTaskContinuousMove();
- virtual bool IsValidMoveAwayDest( const Vector &vecDest ) { return true; }
-
- //---------------------------------
- //
- // Notifications from navigator
- //
- virtual void OnMovementFailed() {};
- virtual void OnMovementComplete() {};
-
- //---------------------------------
-
- bool FindNearestValidGoalPos( const Vector &vTestPoint, Vector *pResult );
-
- void RememberUnreachable( CBaseEntity* pEntity, float duration = -1 ); // Remember that entity is unreachable
- virtual bool IsUnreachable( CBaseEntity* pEntity ); // Is entity is unreachable?
-
- //---------------------------------
- // Inherited from IAI_MotorMovementServices
- virtual float CalcYawSpeed( void );
-
- virtual bool OnCalcBaseMove( AILocalMoveGoal_t *pMoveGoal,
- float distClear,
- AIMoveResult_t *pResult );
-
- virtual bool OnObstructionPreSteer( AILocalMoveGoal_t *pMoveGoal,
- float distClear,
- AIMoveResult_t *pResult );
-
- // Translations of the above into some useful game terms
- virtual bool OnObstructingDoor( AILocalMoveGoal_t *pMoveGoal,
- CBaseDoor *pDoor,
- float distClear,
- AIMoveResult_t *pResult );
-
- virtual bool OnUpcomingPropDoor( AILocalMoveGoal_t *pMoveGoal,
- CBasePropDoor *pDoor,
- float distClear,
- AIMoveResult_t *pResult );
-
- void OpenPropDoorBegin( CBasePropDoor *pDoor );
- void OpenPropDoorNow( CBasePropDoor *pDoor );
-
- //---------------------------------
-
- void DelayMoveStart( float delay ) { m_flMoveWaitFinished = gpGlobals->curtime + delay; }
-
- float m_flMoveWaitFinished;
-
-
- //
- // Stuff for opening doors.
- //
- void OnDoorFullyOpen(CBasePropDoor *pDoor);
- void OnDoorBlocked(CBasePropDoor *pDoor);
- CHandle<CBasePropDoor> m_hOpeningDoor; // The CBasePropDoor that we are in the midst of opening for navigation.
-
-protected:
- // BRJ 4/11
- // Semi-obsolete-looking Lars code I moved out of the engine and into here
- int FlyMove( const Vector& vecPosition, unsigned int mask );
- int WalkMove( const Vector& vecPosition, unsigned int mask );
-
- // Unreachable Entities
- CUtlVector<UnreachableEnt_t> m_UnreachableEnts; // Array of unreachable entities
-
-private:
- CAI_Navigator * m_pNavigator;
- CAI_LocalNavigator *m_pLocalNavigator;
- CAI_Pathfinder * m_pPathfinder;
- CAI_MoveProbe * m_pMoveProbe;
- CAI_Motor * m_pMotor;
-
- EHANDLE m_hGoalEnt; // path corner we are heading towards
-
- float m_flTimeLastMovement;
-
-
- CSimpleSimTimer m_CheckOnGroundTimer;
-
-public:
- //-----------------------------------------------------
- //
- // Eye position, view offset, head direction, eye direction
- //
- //-----------------------------------------------------
-
- void SetDefaultEyeOffset ( void );
- const Vector & GetDefaultEyeOffset( void ) { return m_vDefaultEyeOffset; }
- virtual Vector GetNodeViewOffset() { return GetViewOffset(); }
-
- virtual Vector EyeOffset( Activity nActivity );
- virtual Vector EyePosition( void );
-
- //---------------------------------
-
- virtual Vector HeadDirection2D( void );
- virtual Vector HeadDirection3D( void );
- virtual Vector EyeDirection2D( void );
- virtual Vector EyeDirection3D( void );
-
- virtual CBaseEntity *EyeLookTarget( void ); // Overridden by subclass to force look at an entity
- virtual void AddLookTarget( CBaseEntity *pTarget, float flImportance, float flDuration, float flRamp = 0.0 ) { };
- virtual void AddLookTarget( const Vector &vecPosition, float flImportance, float flDuration, float flRamp = 0.0 ) { };
- virtual void SetHeadDirection( const Vector &vTargetPos, float flInterval );
- virtual void MaintainLookTargets( float flInterval );
- virtual bool ValidEyeTarget(const Vector &lookTargetPos);
-
- virtual Vector FacingPosition( void ) { return EyePosition(); }; // position that other npc's use when facing you
-
- virtual void MaintainTurnActivity( void );
-
- virtual bool FInAimCone( const Vector &vecSpot );
- virtual void AimGun();
- virtual void SetAim( const Vector &aimDir );
- virtual void RelaxAim( void );
- virtual CBaseEntity *GetAlternateMoveShootTarget() { return NULL; }
-
-protected:
- Vector m_vDefaultEyeOffset;
- float m_flNextEyeLookTime; // Next time a pick a new place to look
-
- float m_flEyeIntegRate; // How fast does eye move to target
-
-private:
- Vector m_vEyeLookTarget; // Where I want to be looking
- Vector m_vCurEyeTarget; // Direction I'm looking at
- EHANDLE m_hEyeLookTarget; // What I want to be looking at
- float m_flHeadYaw; // Current head yaw
- float m_flHeadPitch; // Current head pitch
-protected:
- float m_flOriginalYaw; // This is the direction facing when the level designer placed the NPC in the level.
-
-public:
- //-----------------------------------------------------
- // Mapmaker Scripting
- //
- // Set when the NPC is being scripted by a mapmaker, and
- // shouldn't be responding to external stimuli that would
- // break him out of his "script". NOT a scripted sequence.
- //-----------------------------------------------------
- inline bool IsInAScript( void ) { return m_bInAScript; }
- inline void SetInAScript( bool bScript ) { m_bInAScript = bScript; }
- void InputStartScripting( inputdata_t &inputdata ) { m_bInAScript = true; }
- void InputStopScripting( inputdata_t &inputdata ) { m_bInAScript = false; }
-
- void InputGagEnable( inputdata_t &inputdata ) { AddSpawnFlags(SF_NPC_GAG); }
- void InputGagDisable( inputdata_t &inputdata ) { RemoveSpawnFlags(SF_NPC_GAG); }
-
- bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt);
-
- virtual void InputOutsideTransition( inputdata_t &inputdata );
- virtual void InputInsideTransition( inputdata_t &inputdata );
-
- void CleanupScriptsOnTeleport( bool bEnrouteAsWell );
-
- virtual void SetScriptedScheduleIgnoreConditions( Interruptability_t interrupt );
-
-private:
- bool m_bInAScript;
-
-public:
- //-----------------------------------------------------
- //
- // Scripting
- //
- //-----------------------------------------------------
-
- // Scripted sequence Info
- enum SCRIPTSTATE
- {
- SCRIPT_PLAYING = 0, // Playing the action animation.
- SCRIPT_WAIT, // Waiting on everyone in the script to be ready. Plays the pre idle animation if there is one.
- SCRIPT_POST_IDLE, // Playing the post idle animation after playing the action animation.
- SCRIPT_CLEANUP, // Cancelling the script / cleaning up.
- SCRIPT_WALK_TO_MARK, // Walking to the scripted sequence position.
- SCRIPT_RUN_TO_MARK, // Running to the scripted sequence position.
- SCRIPT_CUSTOM_MOVE_TO_MARK, // Moving to the scripted sequence position while playing a custom movement animation.
- };
-
- bool ExitScriptedSequence();
- bool CineCleanup();
-
- virtual void Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity );
-
- // forces movement and sets a new schedule
- virtual bool ScheduledMoveToGoalEntity( int scheduleType, CBaseEntity *pGoalEntity, Activity movementActivity );
- virtual bool ScheduledFollowPath( int scheduleType, CBaseEntity *pPathStart, Activity movementActivity );
-
- static void ForceSelectedGo(CBaseEntity *pPlayer, const Vector &targetPos, const Vector &traceDir, bool bRun);
- static void ForceSelectedGoRandom(void);
-
- bool AutoMovement( CBaseEntity *pTarget = NULL, AIMoveTrace_t *pTraceResult = NULL );
- bool AutoMovement( float flInterval, CBaseEntity *pTarget = NULL, AIMoveTrace_t *pTraceResult = NULL );
- bool TaskRanAutomovement( void ) { return m_ScheduleState.bTaskRanAutomovement; }
-
- SCRIPTSTATE m_scriptState; // internal cinematic state
- CHandle<CAI_ScriptedSequence> m_hCine;
- Activity m_ScriptArrivalActivity;
- string_t m_strScriptArrivalSequence;
-
- //-----------------------------------------------------
- //
- // Scenes
- //
- //-----------------------------------------------------
-
- void AddSceneLock( float flDuration = 0.2f ) { m_flSceneTime = MAX( gpGlobals->curtime + flDuration, m_flSceneTime ); };
- void ClearSceneLock( float flDuration = 0.2f ) { m_flSceneTime = gpGlobals->curtime + flDuration; };
- bool IsInLockedScene( void ) { return m_flSceneTime > gpGlobals->curtime; };
- float m_flSceneTime;
- string_t m_iszSceneCustomMoveSeq;
-
-public:
- //-----------------------------------------------------
- //
- // Memory
- //
- //-----------------------------------------------------
-
- inline void Remember( int iMemory ) { m_afMemory |= iMemory; }
- inline void Forget( int iMemory ) { m_afMemory &= ~iMemory; }
- inline bool HasMemory( int iMemory ) { if ( m_afMemory & iMemory ) return TRUE; return FALSE; }
- inline bool HasAllMemories( int iMemory ) { if ( (m_afMemory & iMemory) == iMemory ) return TRUE; return FALSE; }
-
- virtual CAI_Enemies *GetEnemies( void );
- virtual void RemoveMemory( void );
-
- virtual bool UpdateEnemyMemory( CBaseEntity *pEnemy, const Vector &position, CBaseEntity *pInformer = NULL );
- virtual float GetReactionDelay( CBaseEntity *pEnemy );
-
- void SetLastAttackTime( float time) { m_flLastAttackTime = time; }
-
- float GetLastAttackTime() const { return m_flLastAttackTime; }
- float GetLastDamageTime() const { return m_flLastDamageTime; }
- float GetLastPlayerDamageTime() const { return m_flLastPlayerDamageTime; }
- float GetLastEnemyTime() const { return m_flLastEnemyTime; }
-
- // Set up the shot regulator based on the equipped weapon
- virtual void OnChangeActiveWeapon( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon );
-
- // Weapon holstering
- virtual bool CanHolsterWeapon( void );
- virtual int HolsterWeapon( void );
- virtual int UnholsterWeapon( void );
- void InputHolsterWeapon( inputdata_t &inputdata );
- void InputHolsterAndDestroyWeapon( inputdata_t &inputdata );
- void InputUnholsterWeapon( inputdata_t &inputdata );
- bool IsWeaponHolstered( void );
- bool IsWeaponStateChanging( void );
- void SetDesiredWeaponState( DesiredWeaponState_t iState ) { m_iDesiredWeaponState = iState; }
-
- // NOTE: The Shot Regulator is used to manage the RangeAttack1 weapon.
- inline CAI_ShotRegulator* GetShotRegulator() { return &m_ShotRegulator; }
- virtual void OnRangeAttack1();
-
-protected:
- // Shot regulator code
- virtual void OnUpdateShotRegulator( );
-
-protected:
- CAI_Enemies * m_pEnemies; // Holds information about enemies / danger positions / shared between sqaud members
- int m_afMemory;
- EHANDLE m_hEnemyOccluder; // The entity my enemy is hiding behind.
-
- float m_flSumDamage; // How much consecutive damage I've received
- float m_flLastDamageTime; // Last time I received damage
- float m_flLastPlayerDamageTime; // Last time I received damage from the player
- float m_flLastSawPlayerTime; // Last time I saw the player
- float m_flLastAttackTime; // Last time that I attacked my current enemy
- float m_flLastEnemyTime;
- float m_flNextWeaponSearchTime; // next time to search for a better weapon
- string_t m_iszPendingWeapon; // THe NPC should create and equip this weapon.
- bool m_bIgnoreUnseenEnemies;
-
-private:
- CAI_ShotRegulator m_ShotRegulator; // When should I shoot next?
-
- DesiredWeaponState_t m_iDesiredWeaponState;
-
-public:
- //-----------------------------------------------------
- //
- // Squads & tactics
- //
- //-----------------------------------------------------
-
- virtual bool InitSquad( void );
-
- virtual const char* SquadSlotName(int slotID) { return gm_SquadSlotNamespace.IdToSymbol(slotID); }
- bool OccupyStrategySlot( int squadSlotID );
- bool OccupyStrategySlotRange( int slotIDStart, int slotIDEnd );
- bool HasStrategySlot( int squadSlotID );
- bool HasStrategySlotRange( int slotIDStart, int slotIDEnd );
- int GetMyStrategySlot() { return m_iMySquadSlot; }
- void VacateStrategySlot( void );
- bool IsStrategySlotRangeOccupied( int slotIDStart, int slotIDEnd ); // Returns true if all in the range are occupied
-
- CAI_Squad * GetSquad() { return m_pSquad; }
- virtual void SetSquad( CAI_Squad *pSquad );
- void AddToSquad( string_t name );
- void RemoveFromSquad();
- void CheckSquad();
- void SetSquadName( string_t name ) { m_SquadName = name; }
- bool IsInSquad() const { return m_pSquad != NULL; }
- virtual bool IsSilentSquadMember() const { return false; }
-
- int NumWeaponsInSquad( const char *pszWeaponClassname );
-
- string_t GetHintGroup( void ) { return m_strHintGroup; }
- void ClearHintGroup( void ) { SetHintGroup( NULL_STRING ); }
- void SetHintGroup( string_t name, bool bHintGroupNavLimiting = false );
- bool IsLimitingHintGroups( void ) { return m_bHintGroupNavLimiting; }
-
- //---------------------------------
-
- CAI_TacticalServices *GetTacticalServices() { return m_pTacticalServices; }
- const CAI_TacticalServices *GetTacticalServices() const { return m_pTacticalServices; }
-
- //---------------------------------
- // Cover
-
- virtual bool FindCoverPos( CBaseEntity *pEntity, Vector *pResult );
- virtual bool FindCoverPosInRadius( CBaseEntity *pEntity, const Vector &goalPos, float coverRadius, Vector *pResult );
- virtual bool FindCoverPos( CSound *pSound, Vector *pResult );
- virtual bool IsValidCover ( const Vector &vecCoverLocation, CAI_Hint const *pHint );
- virtual bool IsValidShootPosition ( const Vector &vecCoverLocation, CAI_Node *pNode, CAI_Hint const *pHint );
- virtual bool TestShootPosition(const Vector &vecShootPos, const Vector &targetPos ) { return WeaponLOSCondition( vecShootPos, targetPos, false ); }
- virtual bool IsCoverPosition( const Vector &vecThreat, const Vector &vecPosition );
- virtual float CoverRadius( void ) { return 1024; } // Default cover radius
- virtual float GetMaxTacticalLateralMovement( void ) { return MAXTACLAT_IGNORE; }
-
-protected:
- virtual void OnChangeHintGroup( string_t oldGroup, string_t newGroup ) {}
-
- CAI_Squad * m_pSquad; // The squad that I'm on
- string_t m_SquadName;
-
- int m_iMySquadSlot; // this is the behaviour slot that the npc currently holds in the squad.
-
-private:
- string_t m_strHintGroup;
- bool m_bHintGroupNavLimiting;
- CAI_TacticalServices *m_pTacticalServices;
-
-public:
- //-----------------------------------------------------
- //
- // Base schedule & task support; Miscellaneous
- //
- //-----------------------------------------------------
-
- void InitRelationshipTable( void );
- void AddRelationship( const char *pszRelationship, CBaseEntity *pActivator );
-
- virtual void AddEntityRelationship( CBaseEntity *pEntity, Disposition_t nDisposition, int nPriority );
- virtual void AddClassRelationship( Class_T nClass, Disposition_t nDisposition, int nPriority );
-
- void NPCUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
-
- CBaseGrenade* IncomingGrenade(void);
-
- virtual bool ShouldFadeOnDeath( void );
-
- void NPCInitDead( void ); // Call after animation/pose is set up
- void CorpseFallThink( void );
-
- float ThrowLimit( const Vector &vecStart, const Vector &vecEnd, float fGravity, float fArcSize, const Vector &mins, const Vector &maxs, CBaseEntity *pTarget, Vector *jumpVel, CBaseEntity **pBlocker);
-
- // these functions will survey conditions and set appropriate conditions bits for attack types.
- virtual int RangeAttack1Conditions( float flDot, float flDist );
- virtual int RangeAttack2Conditions( float flDot, float flDist );
- virtual int MeleeAttack1Conditions( float flDot, float flDist );
- virtual int MeleeAttack2Conditions( float flDot, float flDist );
-
- virtual float InnateRange1MinRange( void ) { return 0.0f; }
- virtual float InnateRange1MaxRange( void ) { return FLT_MAX; }
-
- virtual bool OnBeginMoveAndShoot( void ) { return true; }
- virtual void OnEndMoveAndShoot( void ) {}
-
- virtual bool UseAttackSquadSlots() { return false; }
-
- //---------------------------------
-
- virtual CBaseEntity *FindNamedEntity( const char *pszName, IEntityFindFilter *pFilter = NULL );
-
- //---------------------------------
- // States
- //---------------------------------
-
- virtual void ClearAttackConditions( void );
- void GatherAttackConditions( CBaseEntity *pTarget, float flDist );
- virtual bool ShouldLookForBetterWeapon();
- bool Weapon_IsBetterAvailable ( void ) ;
- virtual Vector Weapon_ShootPosition( void );
- virtual void GiveWeapon( string_t iszWeaponName );
- virtual void OnGivenWeapon( CBaseCombatWeapon *pNewWeapon ) { }
- bool IsMovingToPickupWeapon();
- virtual bool WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions);
- virtual bool CurrentWeaponLOSCondition(const Vector &targetPos, bool bSetConditions) { return WeaponLOSCondition( GetAbsOrigin(), targetPos, bSetConditions ); }
- virtual bool IsWaitingToRappel( void ) { return false; }
- virtual void BeginRappel() {}
-
- // override to change the chase location of an enemy
- // This is where your origin should go when you are chasing pEnemy when his origin is at chasePosition
- // by default, leave this alone to make your origin coincide with his.
- virtual void TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition);
- virtual float GetDefaultNavGoalTolerance() { return (GetHullWidth() * 2.0); }
-
- virtual bool FCanCheckAttacks ( void );
- virtual void CheckAmmo( void ) {}
-
- virtual bool FValidateHintType( CAI_Hint *pHint );
- virtual Activity GetHintActivity( short sHintType, Activity HintsActivity );
- virtual float GetHintDelay( short sHintType );
- virtual Activity GetCoverActivity( CAI_Hint* pHint );
- virtual Activity GetReloadActivity( CAI_Hint* pHint );
-
- virtual void SetTurnActivity( void );
- bool UpdateTurnGesture( void );
-
- // Returns the time when the door will be open
- float OpenDoorAndWait( CBaseEntity *pDoor );
-
- bool BBoxFlat( void );
-
- //---------------------------------
-
- virtual void Ignite( float flFlameLifetime, bool bNPCOnly = true, float flSize = 0.0f, bool bCalledByLevelDesigner = false );
- virtual bool PassesDamageFilter( const CTakeDamageInfo &info );
-
- //---------------------------------
-
- void MakeDamageBloodDecal( int cCount, float flNoise, trace_t *ptr, Vector vecDir );
- virtual float GetHitgroupDamageMultiplier( int iHitGroup, const CTakeDamageInfo &info );
- void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
- void DecalTrace( trace_t *pTrace, char const *decalName );
- void ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName );
- virtual bool PlayerInSpread( const Vector &sourcePos, const Vector &targetPos, float flSpread, float maxDistOffCenter, bool ignoreHatedPlayers = true );
- CBaseEntity * PlayerInRange( const Vector &vecLocation, float flDist );
- bool PointInSpread( CBaseCombatCharacter *pCheckEntity, const Vector &sourcePos, const Vector &targetPos, const Vector &testPoint, float flSpread, float maxDistOffCenter );
- bool IsSquadmateInSpread( const Vector &sourcePos, const Vector &targetPos, float flSpread, float maxDistOffCenter );
-
- //---------------------------------
- // combat functions
- //---------------------------------
- virtual bool InnateWeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions );
-
- virtual Activity GetFlinchActivity( bool bHeavyDamage, bool bGesture );
-
- virtual bool ShouldGib( const CTakeDamageInfo &info ) { return false; } // Always ragdoll, unless specified by the leaf class
- virtual bool Event_Gibbed( const CTakeDamageInfo &info );
- virtual void Event_Killed( const CTakeDamageInfo &info );
-
- virtual Vector GetShootEnemyDir( const Vector &shootOrigin, bool bNoisy = true );
-#ifdef HL2_DLL
- virtual Vector GetActualShootPosition( const Vector &shootOrigin );
- virtual Vector GetActualShootTrajectory( const Vector &shootOrigin );
- virtual Vector GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget = NULL );
- virtual float GetSpreadBias( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget );
-#endif //HL2_DLL
- virtual void CollectShotStats( const Vector &vecShootOrigin, const Vector &vecShootDir );
- virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy = true );
- virtual Vector GetAutoAimCenter() { return BodyTarget(vec3_origin, false); }
- virtual void FireBullets( const FireBulletsInfo_t &info );
-
- // OLD VERSION! Use the struct version
- void FireBullets( int cShots, const Vector &vecSrc, const Vector &vecDirShooting,
- const Vector &vecSpread, float flDistance, int iAmmoType, int iTracerFreq = 4,
- int firingEntID = -1, int attachmentID = -1, int iDamage = 0,
- CBaseEntity *pAttacker = NULL, bool bFirstShotAccurate = false );
-
- virtual bool ShouldMoveAndShoot( void );
-
- //---------------------------------
- // Damage
- //---------------------------------
- virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
- virtual int OnTakeDamage_Dying( const CTakeDamageInfo &info );
- virtual int OnTakeDamage_Dead( const CTakeDamageInfo &info );
-
- virtual void NotifyFriendsOfDamage( CBaseEntity *pAttackerEntity );
- virtual void OnFriendDamaged( CBaseCombatCharacter *pSquadmate, CBaseEntity *pAttacker );
-
- virtual bool IsLightDamage( const CTakeDamageInfo &info );
- virtual bool IsHeavyDamage( const CTakeDamageInfo &info );
-
- void DoRadiusDamage( const CTakeDamageInfo &info, int iClassIgnore, CBaseEntity *pEntityIgnore );
- void DoRadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrc, int iClassIgnore, CBaseEntity *pEntityIgnore );
-
- //---------------------------------
-
- virtual void PickupWeapon( CBaseCombatWeapon *pWeapon );
- virtual void PickupItem( CBaseEntity *pItem ) { };
- CBaseEntity* DropItem( const char *pszItemName, Vector vecPos, QAngle vecAng );// drop an item.
-
-
- //---------------------------------
- // Inputs
- //---------------------------------
- void InputSetRelationship( inputdata_t &inputdata );
- void InputSetEnemyFilter( inputdata_t &inputdata );
- void InputSetHealth( inputdata_t &inputdata );
- void InputBeginRappel( inputdata_t &inputdata );
- void InputSetSquad( inputdata_t &inputdata );
- void InputWake( inputdata_t &inputdata );
- void InputForgetEntity( inputdata_t &inputdata );
- void InputIgnoreDangerSounds( inputdata_t &inputdata );
- void InputUpdateEnemyMemory( inputdata_t &inputdata );
-
- //---------------------------------
-
- virtual void NotifyDeadFriend( CBaseEntity *pFriend ) { return; }
-
- //---------------------------------
- // Utility methods
- static Vector CalcThrowVelocity(const Vector &startPos, const Vector &endPos, float fGravity, float fArcSize);
-
- //---------------------------------
-
- float SetWait( float minWait, float maxWait = 0.0 );
- void ClearWait();
- float GetWaitFinishTime() { return m_flWaitFinished; }
- bool IsWaitFinished();
- bool IsWaitSet();
-
- CBaseEntity* GetGoalEnt() { return m_hGoalEnt; }
- void SetGoalEnt( CBaseEntity *pGoalEnt ) { m_hGoalEnt.Set( pGoalEnt ); }
-
- CAI_Hint *GetHintNode() { return m_pHintNode; }
- const CAI_Hint *GetHintNode() const { return m_pHintNode; }
- void SetHintNode( CAI_Hint *pHintNode );
- void ClearHintNode( float reuseDelay = 0.0 );
-
- float m_flWaitFinished; // if we're told to wait, this is the time that the wait will be over.
-
- float m_flNextFlinchTime; // Time at which we'll flinch fully again (as opposed to just doing gesture flinches)
- float m_flNextDodgeTime; // Time at which I can dodge again. Used so that the behavior doesn't happen over and over.
-
- CAI_MoveAndShootOverlay m_MoveAndShootOverlay;
-
- Vector m_vecLastPosition; // npc sometimes wants to return to where it started after an operation.
- Vector m_vSavePosition; // position stored by code that called this schedules
- Vector m_vInterruptSavePosition; // position stored by a task that was interrupted
-
-private:
- CHandle<CAI_Hint> m_pHintNode; // this is the hint that the npc is moving towards or performing active idle on.
-
-public:
- int m_cAmmoLoaded; // how much ammo is in the weapon (used to trigger reload anim sequences)
- float m_flDistTooFar; // if enemy farther away than this, bits_COND_ENEMY_TOOFAR set in GatherEnemyConditions
- string_t m_spawnEquipment;
-
- bool m_fNoDamageDecal;
-
- EHANDLE m_hStoredPathTarget; // For TASK_SET_GOAL
- Vector m_vecStoredPathGoal; //
- GoalType_t m_nStoredPathType; //
- int m_fStoredPathFlags; //
-
- CHandle<CBaseFilter> m_hEnemyFilter;
- string_t m_iszEnemyFilterName;
-
- bool m_bDidDeathCleanup;
-
-
- IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_lifeState );
-
- //---------------------------------
- // Outputs
- //---------------------------------
- COutputEvent m_OnDamaged;
- COutputEvent m_OnDeath;
- COutputEvent m_OnHalfHealth;
- COutputEHANDLE m_OnFoundEnemy;
- COutputEvent m_OnLostEnemyLOS;
- COutputEvent m_OnLostEnemy;
- COutputEHANDLE m_OnFoundPlayer;
- COutputEvent m_OnLostPlayerLOS;
- COutputEvent m_OnLostPlayer;
- COutputEvent m_OnHearWorld;
- COutputEvent m_OnHearPlayer;
- COutputEvent m_OnHearCombat;
- COutputEvent m_OnDamagedByPlayer;
- COutputEvent m_OnDamagedByPlayerSquad;
- COutputEvent m_OnDenyCommanderUse;
- COutputEvent m_OnRappelTouchdown;
- COutputEvent m_OnSleep;
- COutputEvent m_OnWake;
- COutputEvent m_OnForcedInteractionStarted;
- COutputEvent m_OnForcedInteractionAborted;
- COutputEvent m_OnForcedInteractionFinished;
-
-public:
- // use this to shrink the bbox temporarily
- void SetHullSizeNormal( bool force = false );
- bool SetHullSizeSmall( bool force = false );
-
- bool IsUsingSmallHull() const { return m_fIsUsingSmallHull; }
-
- const Vector & GetHullMins() const { return NAI_Hull::Mins(GetHullType()); }
- const Vector & GetHullMaxs() const { return NAI_Hull::Maxs(GetHullType()); }
- float GetHullWidth() const { return NAI_Hull::Width(GetHullType()); }
- float GetHullHeight() const { return NAI_Hull::Height(GetHullType()); }
-
- void SetupVPhysicsHull();
- virtual void StartTouch( CBaseEntity *pOther );
- void CheckPhysicsContacts();
-
-private:
- void TryRestoreHull( void );
- bool m_fIsUsingSmallHull;
- bool m_bCheckContacts;
-
-private:
- // Task implementation helpers
- void StartTurn( float flDeltaYaw );
- bool FindCoverFromEnemy( bool bNodesOnly = false, float flMinDistance = 0, float flMaxDistance = FLT_MAX );
- bool FindCoverFromBestSound( Vector *pCoverPos );
- void StartScriptMoveToTargetTask( int task );
-
- void RunDieTask();
- void RunAttackTask( int task );
-
-protected:
- virtual float CalcReasonableFacing( bool bIgnoreOriginalFacing = false );
- virtual bool IsValidReasonableFacing( const Vector &vecSightDir, float sightDist ) { return true; }
- virtual float GetReasonableFacingDist( void );
-
-public:
- inline int UsableNPCObjectCaps( int baseCaps )
- {
- if ( IsAlive() )
- baseCaps |= FCAP_IMPULSE_USE;
- return baseCaps;
- }
-
- virtual int ObjectCaps() { return (BaseClass::ObjectCaps() | FCAP_NOTIFY_ON_TRANSITION); }
-
- //-----------------------------------------------------
- //
- // Core mapped data structures
- //
- // String Registries for default AI Shared by all CBaseNPCs
- // These are used only during initialization and in debug
- //-----------------------------------------------------
-
- static void InitSchedulingTables();
-
- static CAI_GlobalScheduleNamespace *GetSchedulingSymbols() { return &gm_SchedulingSymbols; }
- static CAI_ClassScheduleIdSpace &AccessClassScheduleIdSpaceDirect() { return gm_ClassScheduleIdSpace; }
- virtual CAI_ClassScheduleIdSpace * GetClassScheduleIdSpace() { return &gm_ClassScheduleIdSpace; }
-
- static int GetScheduleID (const char* schedName);
- static int GetActivityID (const char* actName);
- static int GetConditionID (const char* condName);
- static int GetTaskID (const char* taskName);
- static int GetSquadSlotID (const char* slotName);
- virtual const char* GetSquadSlotDebugName( int iSquadSlot );
- static const char* GetActivityName (int actID);
-
- static void AddActivityToSR(const char *actName, int conID);
-
- static void AddEventToSR(const char *eventName, int conID);
- static const char* GetEventName (int actID);
- static int GetEventID (const char* actName);
-
-public:
- //-----------------------------------------------------
- // Crouch handling
- //-----------------------------------------------------
- bool CrouchIsDesired( void ) const;
- virtual bool IsCrouching( void );
- inline void ForceCrouch( void );
- inline void ClearForceCrouch( void );
-
-protected:
- virtual bool Crouch( void );
- virtual bool Stand( void );
- virtual void DesireCrouch( void );
- inline void DesireStand( void );
- bool CouldShootIfCrouching( CBaseEntity *pTarget );
- virtual bool IsCrouchedActivity( Activity activity );
-
-protected:
- // Override these in your derived NPC class
- virtual Vector GetCrouchEyeOffset( void ) { return Vector(0,0,40); }
- virtual Vector GetCrouchGunOffset( void ) { return Vector(0,0,36); }
-
-private:
- bool m_bCrouchDesired;
- bool m_bForceCrouch;
- bool m_bIsCrouching;
- //-----------------------------------------------------
-
- //-----------------------------------------------------
- // ai_post_frame_navigation
- //-----------------------------------------------------
-
-private:
- bool m_bDeferredNavigation; // This NPCs has a navigation query that's being deferred until later in the frame
-
-public:
- void SetNavigationDeferred( bool bState ) { m_bDeferredNavigation = bState; }
- bool IsNavigationDeferred( void ) { return m_bDeferredNavigation; }
-
- //-----------------------------------------------------
-protected:
- static CAI_GlobalNamespace gm_SquadSlotNamespace;
- static CAI_LocalIdSpace gm_SquadSlotIdSpace;
-
-private:
- // Checks to see that the nav hull is valid for the NPC
- bool IsNavHullValid() const;
-
- friend class CAI_SystemHook;
- friend class CAI_SchedulesManager;
-
- static bool LoadDefaultSchedules(void);
-
- static void InitDefaultScheduleSR(void);
- static void InitDefaultTaskSR(void);
- static void InitDefaultConditionSR(void);
- static void InitDefaultActivitySR(void);
- static void InitDefaultSquadSlotSR(void);
-
- static CStringRegistry* m_pActivitySR;
- static int m_iNumActivities;
-
- static CStringRegistry* m_pEventSR;
- static int m_iNumEvents;
-
- static CAI_GlobalScheduleNamespace gm_SchedulingSymbols;
- static CAI_ClassScheduleIdSpace gm_ClassScheduleIdSpace;
-
-public:
- //----------------------------------------------------
- // Debugging tools
- //
-
- // -----------------------------
- // Debuging Fields and Methods
- // -----------------------------
- const char* m_failText; // Text of why it failed
- const char* m_interruptText; // Text of why schedule interrupted
- CAI_Schedule* m_failedSchedule; // The schedule that failed last
- CAI_Schedule* m_interuptSchedule; // The schedule that was interrupted last
- int m_nDebugCurIndex; // Index used for stepping through AI
- virtual void ReportAIState( void );
- virtual void ReportOverThinkLimit( float time );
- void DumpTaskTimings();
- void DrawDebugGeometryOverlays(void);
- virtual int DrawDebugTextOverlays(void);
- void ToggleFreeze(void);
-
- static void ClearAllSchedules(void);
-
- static int m_nDebugBits;
-
- static CAI_BaseNPC* m_pDebugNPC;
- static int m_nDebugPauseIndex; // Current step
- static inline void SetDebugNPC( CAI_BaseNPC *pNPC ) { m_pDebugNPC = pNPC; }
- static inline bool IsDebugNPC( CAI_BaseNPC *pNPC ) { return( pNPC == m_pDebugNPC ); }
-
- float m_LastShootAccuracy;
- int m_TotalShots;
- int m_TotalHits;
-#ifdef _DEBUG
- bool m_bSelected;
-#endif
-
- float m_flSoundWaitTime; // Time when I'm allowed to make another sound
- int m_nSoundPriority;
- float m_flIgnoreDangerSoundsUntil;
-
-#ifdef AI_MONITOR_FOR_OSCILLATION
- CUtlVector<AIScheduleChoice_t> m_ScheduleHistory;
-#endif//AI_MONITOR_FOR_OSCILLATION
-
-private:
-
- // Break into pieces!
- void Break( CBaseEntity *pBreaker );
- void InputBreak( inputdata_t &inputdata );
-
- friend void CC_NPC_Go();
- friend void CC_NPC_GoRandom();
- friend void CC_NPC_Freeze( const CCommand &args );
-
-public:
-
- CNetworkVar( bool, m_bPerformAvoidance );
- CNetworkVar( bool, m_bIsMoving );
- CNetworkVar( bool, m_bFadeCorpse );
- CNetworkVar( bool, m_bImportanRagdoll );
-
- CNetworkVar( bool, m_bSpeedModActive );
- CNetworkVar( int, m_iSpeedModRadius );
- CNetworkVar( int, m_iSpeedModSpeed );
- CNetworkVar( float, m_flTimePingEffect ); // Display the pinged effect until this time
-
- void InputActivateSpeedModifier( inputdata_t &inputdata ) { m_bSpeedModActive = true; }
- void InputDisableSpeedModifier( inputdata_t &inputdata ) { m_bSpeedModActive = false; }
- void InputSetSpeedModifierRadius( inputdata_t &inputdata );
- void InputSetSpeedModifierSpeed( inputdata_t &inputdata );
-
- virtual bool ShouldProbeCollideAgainstEntity( CBaseEntity *pEntity );
-
- bool m_bPlayerAvoidState;
- void GetPlayerAvoidBounds( Vector *pMins, Vector *pMaxs );
-
- void StartPingEffect( void ) { m_flTimePingEffect = gpGlobals->curtime + 2.0f; DispatchUpdateTransmitState(); }
-};
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Returns whether our ideal activity has started. If not, we are in
-// a transition sequence.
-//-----------------------------------------------------------------------------
-inline bool CAI_BaseNPC::IsActivityStarted(void)
-{
- return (GetSequence() == m_nIdealSequence);
-}
-
-//-----------------------------------------------------------------------------
-// Bullet firing (legacy)...
-//-----------------------------------------------------------------------------
-inline void CAI_BaseNPC::FireBullets( int cShots, const Vector &vecSrc,
- const Vector &vecDirShooting, const Vector &vecSpread, float flDistance,
- int iAmmoType, int iTracerFreq, int firingEntID, int attachmentID,
- int iDamage, CBaseEntity *pAttacker, bool bFirstShotAccurate )
-{
- FireBulletsInfo_t info;
- info.m_iShots = cShots;
- info.m_vecSrc = vecSrc;
- info.m_vecDirShooting = vecDirShooting;
- info.m_vecSpread = vecSpread;
- info.m_flDistance = flDistance;
- info.m_iAmmoType = iAmmoType;
- info.m_iTracerFreq = iTracerFreq;
- info.m_flDamage = iDamage;
- info.m_pAttacker = pAttacker;
- info.m_nFlags = bFirstShotAccurate ? FIRE_BULLETS_FIRST_SHOT_ACCURATE : 0;
-
- FireBullets( info );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Sets the ideal state of this NPC.
-//-----------------------------------------------------------------------------
-inline void CAI_BaseNPC::SetIdealState( NPC_STATE eIdealState )
-{
- if (eIdealState != m_IdealNPCState)
- {
- /*switch (eIdealState)
- {
- case NPC_STATE_NONE:
- Msg("%s.SetIdealState: NPC_STATE_NONE\n", GetDebugName());
- break;
-
- case NPC_STATE_IDLE:
- Msg("%s.SetIdealState: NPC_STATE_IDLE\n", GetDebugName());
- break;
-
- case NPC_STATE_ALERT:
- Msg("%s.SetIdealState: NPC_STATE_ALERT\n", GetDebugName());
- break;
-
- case NPC_STATE_COMBAT:
- Msg("%s.SetIdealState: NPC_STATE_COMBAT\n", GetDebugName());
- break;
-
- case NPC_STATE_SCRIPT:
- Msg("%s.SetIdealState: NPC_STATE_SCRIPT\n", GetDebugName());
- break;
-
- case NPC_STATE_PLAYDEAD:
- Msg("%s.SetIdealState: NPC_STATE_PLAYDEAD\n", GetDebugName());
- break;
-
- case NPC_STATE_PRONE:
- Msg("%s.SetIdealState: NPC_STATE_PRONE\n", GetDebugName());
- break;
-
- case NPC_STATE_DEAD:
- Msg("%s.SetIdealState: NPC_STATE_DEAD\n", GetDebugName());
- break;
-
- default:
- Msg("%s.SetIdealState: <Unknown>\n", GetDebugName());
- break;
- }*/
-
- m_IdealNPCState = eIdealState;
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Returns the current ideal state the NPC will try to achieve.
-//-----------------------------------------------------------------------------
-inline NPC_STATE CAI_BaseNPC::GetIdealState()
-{
- return m_IdealNPCState;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-inline int CAI_BaseNPC::IncScheduleCurTaskIndex()
-{
- m_ScheduleState.iTaskInterrupt = 0;
- m_ScheduleState.bTaskRanAutomovement = false;
- m_ScheduleState.bTaskUpdatedYaw = false;
- return ++m_ScheduleState.iCurTask;
-}
-
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-inline void CAI_BaseNPC::ResetScheduleCurTaskIndex()
-{
- m_ScheduleState.iCurTask = 0;
- m_ScheduleState.iTaskInterrupt = 0;
- m_ScheduleState.bTaskRanAutomovement = false;
- m_ScheduleState.bTaskUpdatedYaw = false;
-}
-
-//-----------------------------------------------------------------------------
-//-----------------------------------------------------------------------------
-inline bool CAI_BaseNPC::CrouchIsDesired( void ) const
-{
- return ( (CapabilitiesGet() & bits_CAP_DUCK) && (m_bCrouchDesired | m_bForceCrouch) );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-inline void CAI_BaseNPC::DesireStand( void )
-{
- m_bCrouchDesired = false;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-inline void CAI_BaseNPC::ForceCrouch( void )
-{
- m_bForceCrouch = true;
- Crouch();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-inline void CAI_BaseNPC::ClearForceCrouch( void )
-{
- m_bForceCrouch = false;
-
- if ( IsCrouching() )
- {
- Stand();
- }
-}
-
-inline bool CAI_BaseNPC::HaveSequenceForActivity( Activity activity )
-{
-#if STUDIO_SEQUENCE_ACTIVITY_LOOKUPS_ARE_SLOW
- return ( (GetModelPtr()) ? (SelectWeightedSequence( activity ) != ACTIVITY_NOT_AVAILABLE) : false );
-#else
- return ( (GetModelPtr()) ? GetModelPtr()->HaveSequenceForActivity(activity) : false );
-#endif
-}
-
-typedef CHandle<CAI_BaseNPC> AIHANDLE;
-
-
-// ============================================================================
-// Macros for introducing new schedules in sub-classes
-//
-// Strings registries and schedules use unique ID's for each item, but
-// sub-class enumerations are non-unique, so we translate between the
-// enumerations and unique ID's
-// ============================================================================
-
-#define AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( derivedClass ) \
- IMPLEMENT_CUSTOM_SCHEDULE_PROVIDER(derivedClass ) \
- void derivedClass::InitCustomSchedules( void ) \
- { \
- typedef derivedClass CNpc; \
- const char *pszClassName = #derivedClass; \
- \
- CUtlVector<const char *> schedulesToLoad; \
- CUtlVector<AIScheduleLoadFunc_t> reqiredOthers; \
- CAI_NamespaceInfos scheduleIds; \
- CAI_NamespaceInfos taskIds; \
- CAI_NamespaceInfos conditionIds;
-
-
-//-----------------
-
-#define AI_BEGIN_CUSTOM_NPC( className, derivedClass ) \
- IMPLEMENT_CUSTOM_AI(className, derivedClass ) \
- void derivedClass::InitCustomSchedules( void ) \
- { \
- typedef derivedClass CNpc; \
- const char *pszClassName = #derivedClass; \
- \
- CUtlVector<const char *> schedulesToLoad; \
- CUtlVector<AIScheduleLoadFunc_t> reqiredOthers; \
- CAI_NamespaceInfos scheduleIds; \
- CAI_NamespaceInfos taskIds; \
- CAI_NamespaceInfos conditionIds; \
- CAI_NamespaceInfos squadSlotIds;
-
-//-----------------
-
-#define EXTERN_SCHEDULE( id ) \
- scheduleIds.PushBack( #id, id ); \
- extern const char * g_psz##id; \
- schedulesToLoad.AddToTail( g_psz##id );
-
-//-----------------
-
-#define DEFINE_SCHEDULE( id, text ) \
- scheduleIds.PushBack( #id, id ); \
- const char * g_psz##id = \
- "\n Schedule" \
- "\n " #id \
- text \
- "\n"; \
- schedulesToLoad.AddToTail( g_psz##id );
-
-//-----------------
-
-#define DECLARE_CONDITION( id ) \
- conditionIds.PushBack( #id, id );
-
-//-----------------
-
-#define DECLARE_TASK( id ) \
- taskIds.PushBack( #id, id );
-
-//-----------------
-
-#define DECLARE_ACTIVITY( id ) \
- ADD_CUSTOM_ACTIVITY( CNpc, id );
-
-//-----------------
-
-#define DECLARE_SQUADSLOT( id ) \
- squadSlotIds.PushBack( #id, id );
-
-//-----------------
-
-#define DECLARE_INTERACTION( interaction ) \
- ADD_CUSTOM_INTERACTION( interaction );
-
-//-----------------
-
-#define DECLARE_ANIMEVENT( id ) \
- ADD_CUSTOM_ANIMEVENT( CNpc, id );
-
-//-----------------
-
-#define DECLARE_USES_SCHEDULE_PROVIDER( classname ) reqiredOthers.AddToTail( ScheduleLoadHelper(classname) );
-
-//-----------------
-
-// IDs are stored and then added in order due to constraints in the namespace implementation
-#define AI_END_CUSTOM_SCHEDULE_PROVIDER() \
- \
- int i; \
- \
- CNpc::AccessClassScheduleIdSpaceDirect().Init( pszClassName, BaseClass::GetSchedulingSymbols(), &BaseClass::AccessClassScheduleIdSpaceDirect() ); \
- \
- scheduleIds.Sort(); \
- taskIds.Sort(); \
- conditionIds.Sort(); \
- \
- for ( i = 0; i < scheduleIds.Count(); i++ ) \
- { \
- ADD_CUSTOM_SCHEDULE_NAMED( CNpc, scheduleIds[i].pszName, scheduleIds[i].localId ); \
- } \
- \
- for ( i = 0; i < taskIds.Count(); i++ ) \
- { \
- ADD_CUSTOM_TASK_NAMED( CNpc, taskIds[i].pszName, taskIds[i].localId ); \
- } \
- \
- for ( i = 0; i < conditionIds.Count(); i++ ) \
- { \
- if ( ValidateConditionLimits( conditionIds[i].pszName ) ) \
- { \
- ADD_CUSTOM_CONDITION_NAMED( CNpc, conditionIds[i].pszName, conditionIds[i].localId ); \
- } \
- } \
- \
- for ( i = 0; i < reqiredOthers.Count(); i++ ) \
- { \
- (*reqiredOthers[i])(); \
- } \
- \
- for ( i = 0; i < schedulesToLoad.Count(); i++ ) \
- { \
- if ( CNpc::gm_SchedLoadStatus.fValid ) \
- { \
- CNpc::gm_SchedLoadStatus.fValid = g_AI_SchedulesManager.LoadSchedulesFromBuffer( pszClassName, schedulesToLoad[i], &AccessClassScheduleIdSpaceDirect() ); \
- } \
- else \
- break; \
- } \
- }
-
-inline bool ValidateConditionLimits( const char *pszNewCondition )
-{
- int nGlobalConditions = CAI_BaseNPC::GetSchedulingSymbols()->NumConditions();
- if ( nGlobalConditions >= MAX_CONDITIONS )
- {
- AssertMsg2( 0, "Exceeded max number of conditions (%d), ignoring condition %s\n", MAX_CONDITIONS, pszNewCondition );
- DevWarning( "Exceeded max number of conditions (%d), ignoring condition %s\n", MAX_CONDITIONS, pszNewCondition );
- return false;
- }
- return true;
-}
-
-
-//-------------------------------------
-
-// IDs are stored and then added in order due to constraints in the namespace implementation
-#define AI_END_CUSTOM_NPC() \
- \
- int i; \
- \
- CNpc::AccessClassScheduleIdSpaceDirect().Init( pszClassName, BaseClass::GetSchedulingSymbols(), &BaseClass::AccessClassScheduleIdSpaceDirect() ); \
- CNpc::gm_SquadSlotIdSpace.Init( &BaseClass::gm_SquadSlotNamespace, &BaseClass::gm_SquadSlotIdSpace); \
- \
- scheduleIds.Sort(); \
- taskIds.Sort(); \
- conditionIds.Sort(); \
- squadSlotIds.Sort(); \
- \
- for ( i = 0; i < scheduleIds.Count(); i++ ) \
- { \
- ADD_CUSTOM_SCHEDULE_NAMED( CNpc, scheduleIds[i].pszName, scheduleIds[i].localId ); \
- } \
- \
- for ( i = 0; i < taskIds.Count(); i++ ) \
- { \
- ADD_CUSTOM_TASK_NAMED( CNpc, taskIds[i].pszName, taskIds[i].localId ); \
- } \
- \
- for ( i = 0; i < conditionIds.Count(); i++ ) \
- { \
- if ( ValidateConditionLimits( conditionIds[i].pszName ) ) \
- { \
- ADD_CUSTOM_CONDITION_NAMED( CNpc, conditionIds[i].pszName, conditionIds[i].localId ); \
- } \
- } \
- \
- for ( i = 0; i < squadSlotIds.Count(); i++ ) \
- { \
- ADD_CUSTOM_SQUADSLOT_NAMED( CNpc, squadSlotIds[i].pszName, squadSlotIds[i].localId ); \
- } \
- \
- for ( i = 0; i < reqiredOthers.Count(); i++ ) \
- { \
- (*reqiredOthers[i])(); \
- } \
- \
- for ( i = 0; i < schedulesToLoad.Count(); i++ ) \
- { \
- if ( CNpc::gm_SchedLoadStatus.fValid ) \
- { \
- CNpc::gm_SchedLoadStatus.fValid = g_AI_SchedulesManager.LoadSchedulesFromBuffer( pszClassName, schedulesToLoad[i], &AccessClassScheduleIdSpaceDirect() ); \
- } \
- else \
- break; \
- } \
- }
-
-//-------------------------------------
-
-struct AI_NamespaceAddInfo_t
-{
- AI_NamespaceAddInfo_t( const char *pszName, int localId )
- : pszName( pszName ),
- localId( localId )
- {
- }
-
- const char *pszName;
- int localId;
-};
-
-class CAI_NamespaceInfos : public CUtlVector<AI_NamespaceAddInfo_t>
-{
-public:
- void PushBack( const char *pszName, int localId )
- {
- AddToTail( AI_NamespaceAddInfo_t( pszName, localId ) );
- }
-
- void Sort()
- {
- CUtlVector<AI_NamespaceAddInfo_t>::Sort( Compare );
- }
-
-private:
- static int __cdecl Compare(const AI_NamespaceAddInfo_t *pLeft, const AI_NamespaceAddInfo_t *pRight )
- {
- return pLeft->localId - pRight->localId;
- }
-
-};
-
-//-------------------------------------
-
-// Declares the static variables that hold the string registry offset for the new subclass
-// as well as the initialization in schedule load functions
-
-struct AI_SchedLoadStatus_t
-{
- bool fValid;
- int signature;
-};
-
-// Load schedules pulled out to support stepping through with debugger
-inline bool AI_DoLoadSchedules( bool (*pfnBaseLoad)(), void (*pfnInitCustomSchedules)(),
- AI_SchedLoadStatus_t *pLoadStatus )
-{
- (*pfnBaseLoad)();
-
- if (pLoadStatus->signature != g_AI_SchedulesManager.GetScheduleLoadSignature())
- {
- (*pfnInitCustomSchedules)();
- pLoadStatus->fValid = true;
- pLoadStatus->signature = g_AI_SchedulesManager.GetScheduleLoadSignature();
- }
- return pLoadStatus->fValid;
-}
-
-//-------------------------------------
-
-typedef bool (*AIScheduleLoadFunc_t)();
-
-// @Note (toml 02-16-03): The following class exists to allow us to establish an anonymous friendship
-// in DEFINE_CUSTOM_SCHEDULE_PROVIDER. The particulars of this implementation is almost entirely
-// defined by bugs in MSVC 6.0
-class ScheduleLoadHelperImpl
-{
-public:
- template <typename T>
- static AIScheduleLoadFunc_t AccessScheduleLoadFunc(T *)
- {
- return (&T::LoadSchedules);
- }
-};
-
-#define ScheduleLoadHelper( type ) (ScheduleLoadHelperImpl::AccessScheduleLoadFunc((type *)0))
-
-//-------------------------------------
-
-#define DEFINE_CUSTOM_SCHEDULE_PROVIDER\
- static AI_SchedLoadStatus_t gm_SchedLoadStatus; \
- static CAI_ClassScheduleIdSpace gm_ClassScheduleIdSpace; \
- static const char * gm_pszErrorClassName;\
- \
- static CAI_ClassScheduleIdSpace & AccessClassScheduleIdSpaceDirect() { return gm_ClassScheduleIdSpace; } \
- virtual CAI_ClassScheduleIdSpace * GetClassScheduleIdSpace() { return &gm_ClassScheduleIdSpace; } \
- virtual const char * GetSchedulingErrorName() { return gm_pszErrorClassName; } \
- \
- static void InitCustomSchedules(void);\
- \
- static bool LoadSchedules(void);\
- virtual bool LoadedSchedules(void); \
- \
- friend class ScheduleLoadHelperImpl; \
- \
- class CScheduleLoader \
- { \
- public: \
- CScheduleLoader(); \
- } m_ScheduleLoader; \
- \
- friend class CScheduleLoader;
-
-//-------------------------------------
-
-#define DEFINE_CUSTOM_AI\
- DEFINE_CUSTOM_SCHEDULE_PROVIDER \
- \
- static CAI_LocalIdSpace gm_SquadSlotIdSpace; \
- \
- const char* SquadSlotName (int squadSlotID);
-
-//-------------------------------------
-
-#define IMPLEMENT_CUSTOM_SCHEDULE_PROVIDER(derivedClass)\
- AI_SchedLoadStatus_t derivedClass::gm_SchedLoadStatus = { true, -1 }; \
- CAI_ClassScheduleIdSpace derivedClass::gm_ClassScheduleIdSpace; \
- const char * derivedClass::gm_pszErrorClassName = #derivedClass; \
- \
- derivedClass::CScheduleLoader::CScheduleLoader()\
- { \
- derivedClass::LoadSchedules(); \
- } \
- \
- /* --------------------------------------------- */ \
- /* Load schedules for this type of NPC */ \
- /* --------------------------------------------- */ \
- bool derivedClass::LoadSchedules(void)\
- {\
- return AI_DoLoadSchedules( derivedClass::BaseClass::LoadSchedules, \
- derivedClass::InitCustomSchedules, \
- &derivedClass::gm_SchedLoadStatus ); \
- }\
- \
- bool derivedClass::LoadedSchedules(void) \
- { \
- return derivedClass::gm_SchedLoadStatus.fValid;\
- }
-
-
-//-------------------------------------
-
-// Initialize offsets and implement methods for loading and getting squad info for the subclass
-#define IMPLEMENT_CUSTOM_AI(className, derivedClass)\
- IMPLEMENT_CUSTOM_SCHEDULE_PROVIDER(derivedClass)\
- \
- CAI_LocalIdSpace derivedClass::gm_SquadSlotIdSpace; \
- \
- /* -------------------------------------------------- */ \
- /* Given squadSlot enumeration return squadSlot name */ \
- /* -------------------------------------------------- */ \
- const char* derivedClass::SquadSlotName(int slotEN)\
- {\
- return gm_SquadSlotNamespace.IdToSymbol( derivedClass::gm_SquadSlotIdSpace.LocalToGlobal(slotEN) );\
- }
-
-
-//-------------------------------------
-
-#define ADD_CUSTOM_SCHEDULE_NAMED(derivedClass,schedName,schedEN)\
- if ( !derivedClass::AccessClassScheduleIdSpaceDirect().AddSchedule( schedName, schedEN, derivedClass::gm_pszErrorClassName ) ) return;
-
-#define ADD_CUSTOM_SCHEDULE(derivedClass,schedEN) ADD_CUSTOM_SCHEDULE_NAMED(derivedClass,#schedEN,schedEN)
-
-#define ADD_CUSTOM_TASK_NAMED(derivedClass,taskName,taskEN)\
- if ( !derivedClass::AccessClassScheduleIdSpaceDirect().AddTask( taskName, taskEN, derivedClass::gm_pszErrorClassName ) ) return;
-
-#define ADD_CUSTOM_TASK(derivedClass,taskEN) ADD_CUSTOM_TASK_NAMED(derivedClass,#taskEN,taskEN)
-
-#define ADD_CUSTOM_CONDITION_NAMED(derivedClass,condName,condEN)\
- if ( !derivedClass::AccessClassScheduleIdSpaceDirect().AddCondition( condName, condEN, derivedClass::gm_pszErrorClassName ) ) return;
-
-#define ADD_CUSTOM_CONDITION(derivedClass,condEN) ADD_CUSTOM_CONDITION_NAMED(derivedClass,#condEN,condEN)
-
-//-------------------------------------
-
-#define INIT_CUSTOM_AI(derivedClass)\
- derivedClass::AccessClassScheduleIdSpaceDirect().Init( #derivedClass, BaseClass::GetSchedulingSymbols(), &BaseClass::AccessClassScheduleIdSpaceDirect() ); \
- derivedClass::gm_SquadSlotIdSpace.Init( &CAI_BaseNPC::gm_SquadSlotNamespace, &BaseClass::gm_SquadSlotIdSpace);
-
-#define ADD_CUSTOM_INTERACTION( interaction ) { interaction = CBaseCombatCharacter::GetInteractionID(); }
-
-#define ADD_CUSTOM_SQUADSLOT_NAMED(derivedClass,squadSlotName,squadSlotEN)\
- if ( !derivedClass::gm_SquadSlotIdSpace.AddSymbol( squadSlotName, squadSlotEN, "squadslot", derivedClass::gm_pszErrorClassName ) ) return;
-
-#define ADD_CUSTOM_SQUADSLOT(derivedClass,squadSlotEN) ADD_CUSTOM_SQUADSLOT_NAMED(derivedClass,#squadSlotEN,squadSlotEN)
-
-#define ADD_CUSTOM_ACTIVITY_NAMED(derivedClass,activityName,activityEnum)\
- REGISTER_PRIVATE_ACTIVITY(activityEnum);\
- CAI_BaseNPC::AddActivityToSR(activityName,activityEnum);
-
-#define ADD_CUSTOM_ACTIVITY(derivedClass,activityEnum) ADD_CUSTOM_ACTIVITY_NAMED(derivedClass,#activityEnum,activityEnum)
-
-
-#define ADD_CUSTOM_ANIMEVENT_NAMED(derivedClass,eventName,eventEnum)\
- REGISTER_PRIVATE_ANIMEVENT(eventEnum);\
- CAI_BaseNPC::AddEventToSR(eventName,eventEnum);
-
-#define ADD_CUSTOM_ANIMEVENT(derivedClass,eventEnum) ADD_CUSTOM_ANIMEVENT_NAMED(derivedClass,#eventEnum,eventEnum)
-
-
-//=============================================================================
-// class CAI_Component
-//=============================================================================
-
-inline const Vector &CAI_Component::GetLocalOrigin() const
-{
- return GetOuter()->GetLocalOrigin();
-}
-
-//-----------------------------------------------------------------------------
-
-inline void CAI_Component::SetLocalOrigin(const Vector &origin)
-{
- GetOuter()->SetLocalOrigin(origin);
-}
-
-//-----------------------------------------------------------------------------
-
-inline const Vector &CAI_Component::GetAbsOrigin() const
-{
- return GetOuter()->GetAbsOrigin();
-}
-
-//-----------------------------------------------------------------------------
-
-inline const QAngle &CAI_Component::GetAbsAngles() const
-{
- return GetOuter()->GetAbsAngles();
-}
-
-//-----------------------------------------------------------------------------
-
-inline void CAI_Component::SetSolid( SolidType_t val )
-{
- GetOuter()->SetSolid(val);
-}
-
-//-----------------------------------------------------------------------------
-
-inline SolidType_t CAI_Component::GetSolid() const
-{
- return GetOuter()->GetSolid();
-}
-
-//-----------------------------------------------------------------------------
-
-inline const Vector &CAI_Component::WorldAlignMins() const
-{
- return GetOuter()->WorldAlignMins();
-}
-
-//-----------------------------------------------------------------------------
-
-inline const Vector &CAI_Component::WorldAlignMaxs() const
-{
- return GetOuter()->WorldAlignMaxs();
-}
-
-//-----------------------------------------------------------------------------
-
-inline Hull_t CAI_Component::GetHullType() const
-{
- return GetOuter()->GetHullType();
-}
-
-//-----------------------------------------------------------------------------
-
-inline Vector CAI_Component::WorldSpaceCenter() const
-{
- return GetOuter()->WorldSpaceCenter();
-}
-
-//-----------------------------------------------------------------------------
-
-inline float CAI_Component::GetGravity() const
-{
- return GetOuter()->GetGravity();
-}
-
-//-----------------------------------------------------------------------------
-
-inline void CAI_Component::SetGravity( float flGravity )
-{
- GetOuter()->SetGravity( flGravity );
-}
-
-//-----------------------------------------------------------------------------
-
-inline float CAI_Component::GetHullWidth() const
-{
- return NAI_Hull::Width(GetOuter()->GetHullType());
-}
-
-//-----------------------------------------------------------------------------
-
-inline float CAI_Component::GetHullHeight() const
-{
- return NAI_Hull::Height(GetOuter()->GetHullType());
-}
-
-//-----------------------------------------------------------------------------
-
-inline const Vector &CAI_Component::GetHullMins() const
-{
- return NAI_Hull::Mins(GetOuter()->GetHullType());
-}
-
-//-----------------------------------------------------------------------------
-
-inline const Vector &CAI_Component::GetHullMaxs() const
-{
- return NAI_Hull::Maxs(GetOuter()->GetHullType());
-}
-
-//-----------------------------------------------------------------------------
-
-inline int CAI_Component::GetCollisionGroup() const
-{
- return GetOuter()->GetCollisionGroup();
-}
-
-//-----------------------------------------------------------------------------
-
-inline CBaseEntity *CAI_Component::GetEnemy()
-{
- return GetOuter()->GetEnemy();
-}
-
-//-----------------------------------------------------------------------------
-
-inline const Vector &CAI_Component::GetEnemyLKP() const
-{
- return GetOuter()->GetEnemyLKP();
-}
-
-//-----------------------------------------------------------------------------
-
-inline void CAI_Component::TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition )
-{
- GetOuter()->TranslateNavGoal( pEnemy, chasePosition );
-}
-
-//-----------------------------------------------------------------------------
-
-inline CBaseEntity *CAI_Component::GetTarget()
-{
- return GetOuter()->GetTarget();
-}
-//-----------------------------------------------------------------------------
-
-inline void CAI_Component::SetTarget( CBaseEntity *pTarget )
-{
- GetOuter()->SetTarget( pTarget );
-}
-
-//-----------------------------------------------------------------------------
-
-inline const Task_t *CAI_Component::GetCurTask()
-{
- return GetOuter()->GetTask();
-}
-
-//-----------------------------------------------------------------------------
-
-inline void CAI_Component::TaskFail( AI_TaskFailureCode_t code )
-{
- GetOuter()->TaskFail( code );
-}
-//-----------------------------------------------------------------------------
-
-inline void CAI_Component::TaskFail( const char *pszGeneralFailText )
-{
- GetOuter()->TaskFail( pszGeneralFailText );
-}
-//-----------------------------------------------------------------------------
-
-inline void CAI_Component::TaskComplete( bool fIgnoreSetFailedCondition )
-{
- GetOuter()->TaskComplete( fIgnoreSetFailedCondition );
-}
-//-----------------------------------------------------------------------------
-
-inline int CAI_Component::TaskIsRunning()
-{
- return GetOuter()->TaskIsRunning();
-}
-//-----------------------------------------------------------------------------
-
-inline int CAI_Component::TaskIsComplete()
-{
- return GetOuter()->TaskIsComplete();
-}
-
-//-----------------------------------------------------------------------------
-
-inline Activity CAI_Component::GetActivity()
-{
- return GetOuter()->GetActivity();
-}
-//-----------------------------------------------------------------------------
-
-inline void CAI_Component::SetActivity( Activity NewActivity )
-{
- GetOuter()->SetActivity( NewActivity );
-}
-//-----------------------------------------------------------------------------
-
-inline float CAI_Component::GetIdealSpeed() const
-{
- return GetOuter()->GetIdealSpeed();
-}
-
-//-----------------------------------------------------------------------------
-
-inline float CAI_Component::GetIdealAccel() const
-{
- return GetOuter()->GetIdealAccel();
-}
-
-//-----------------------------------------------------------------------------
-
-inline int CAI_Component::GetSequence()
-{
- return GetOuter()->GetSequence();
-}
-
-//-----------------------------------------------------------------------------
-
-inline int CAI_Component::GetEntFlags() const
-{
- return GetOuter()->GetFlags();
-}
-
-//-----------------------------------------------------------------------------
-
-inline void CAI_Component::AddEntFlag( int flags )
-{
- GetOuter()->AddFlag( flags );
-}
-
-//-----------------------------------------------------------------------------
-
-inline void CAI_Component::RemoveEntFlag( int flagsToRemove )
-{
- GetOuter()->RemoveFlag( flagsToRemove );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Change the ground entity for the outer
-// Input : *ground -
-// Output : inline void
-//-----------------------------------------------------------------------------
-inline void CAI_Component::SetGroundEntity( CBaseEntity *ground )
-{
- GetOuter()->SetGroundEntity( ground );
-}
-
-//-----------------------------------------------------------------------------
-
-inline void CAI_Component::ToggleEntFlag( int flagToToggle )
-{
- GetOuter()->ToggleFlag( flagToToggle );
-}
-
-//-----------------------------------------------------------------------------
-
-inline CBaseEntity* CAI_Component::GetGoalEnt()
-{
- return GetOuter()->GetGoalEnt();
-}
-//-----------------------------------------------------------------------------
-
-inline void CAI_Component::SetGoalEnt( CBaseEntity *pGoalEnt )
-{
- GetOuter()->SetGoalEnt( pGoalEnt );
-}
-
-//-----------------------------------------------------------------------------
-
-inline void CAI_Component::Remember( int iMemory )
-{
- GetOuter()->Remember( iMemory );
-}
-//-----------------------------------------------------------------------------
-
-inline void CAI_Component::Forget( int iMemory )
-{
- GetOuter()->Forget( iMemory );
-}
-//-----------------------------------------------------------------------------
-
-inline bool CAI_Component::HasMemory( int iMemory )
-{
- return GetOuter()->HasMemory( iMemory );
-}
-
-//-----------------------------------------------------------------------------
-
-inline CAI_Enemies *CAI_Component::GetEnemies()
-{
- return GetOuter()->GetEnemies();
-}
-
-//-----------------------------------------------------------------------------
-
-inline const char *CAI_Component::GetEntClassname()
-{
- return GetOuter()->GetClassname();
-}
-
-//-----------------------------------------------------------------------------
-
-inline int CAI_Component::CapabilitiesGet()
-{
- return GetOuter()->CapabilitiesGet();
-}
-
-//-----------------------------------------------------------------------------
-
-inline void CAI_Component::SetLocalAngles( const QAngle& angles )
-{
- GetOuter()->SetLocalAngles( angles );
-}
-
-//-----------------------------------------------------------------------------
-
-inline const QAngle &CAI_Component::GetLocalAngles( void ) const
-{
- return GetOuter()->GetLocalAngles();
-}
-
-//-----------------------------------------------------------------------------
-
-inline edict_t *CAI_Component::GetEdict()
-{
- return GetOuter()->NetworkProp()->edict();
-}
-
-//-----------------------------------------------------------------------------
-
-inline float CAI_Component::GetLastThink( const char *szContext )
-{
- return GetOuter()->GetLastThink( szContext );
-}
-
-// ============================================================================
-abstract_class INPCInteractive
-{
-public:
- virtual bool CanInteractWith( CAI_BaseNPC *pUser ) = 0;
- virtual bool HasBeenInteractedWith() = 0;
- virtual void NotifyInteraction( CAI_BaseNPC *pUser ) = 0;
-
- // Alyx specific interactions
- virtual void AlyxStartedInteraction( void ) = 0;
- virtual void AlyxFinishedInteraction( void ) = 0;
-};
-
-// Base Class for any NPC that wants to be interactable by other NPCS (i.e. Alyx Hackable)
-// NOTE: YOU MUST DEFINE THE OUTPUTS IN YOUR CLASS'S DATADESC!
-// THE DO SO, INSERT THE FOLLOWING MACRO INTO YOUR CLASS'S DATADESC.
-//
-#define DEFINE_BASENPCINTERACTABLE_DATADESC() \
- DEFINE_OUTPUT( m_OnAlyxStartedInteraction, "OnAlyxStartedInteraction" ), \
- DEFINE_OUTPUT( m_OnAlyxFinishedInteraction, "OnAlyxFinishedInteraction" ), \
- DEFINE_INPUTFUNC( FIELD_VOID, "InteractivePowerDown", InputPowerdown )
-
-template <class NPC_CLASS>
-class CNPCBaseInteractive : public NPC_CLASS, public INPCInteractive
-{
- DECLARE_CLASS( CNPCBaseInteractive, NPC_CLASS );
-public:
- virtual bool CanInteractWith( CAI_BaseNPC *pUser ) { return false; };
- virtual bool HasBeenInteractedWith() { return false; };
- virtual void NotifyInteraction( CAI_BaseNPC *pUser ) { return; };
-
- virtual void InputPowerdown( inputdata_t &inputdata )
- {
-
- }
-
- // Alyx specific interactions
- virtual void AlyxStartedInteraction( void )
- {
- m_OnAlyxStartedInteraction.FireOutput( this, this );
- }
- virtual void AlyxFinishedInteraction( void )
- {
- m_OnAlyxFinishedInteraction.FireOutput( this, this );
- }
-
-public:
- // Outputs
- // Alyx specific interactions
- COutputEvent m_OnAlyxStartedInteraction;
- COutputEvent m_OnAlyxFinishedInteraction;
-};
-
-//
-// Deferred Navigation calls go here
-//
-
-extern ConVar ai_post_frame_navigation;
-
-class CPostFrameNavigationHook : public CBaseGameSystemPerFrame
-{
-public:
- virtual const char *Name( void ) { return "CPostFrameNavigationHook"; }
-
- virtual bool Init( void );
- virtual void FrameUpdatePostEntityThink( void );
- virtual void FrameUpdatePreEntityThink( void );
-
- bool IsGameFrameRunning( void ) { return m_bGameFrameRunning; }
- void SetGrameFrameRunning( bool bState ) { m_bGameFrameRunning = bState; }
-
- void EnqueueEntityNavigationQuery( CAI_BaseNPC *pNPC, CFunctor *functor );
-
-private:
- CUtlVector<CFunctor *> m_Functors;
- bool m_bGameFrameRunning;
-};
-
-extern CPostFrameNavigationHook *PostFrameNavigationSystem( void );
-
-#endif // AI_BASENPC_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Base NPC character with AI +// +//=============================================================================// + +#ifndef AI_BASENPC_H +#define AI_BASENPC_H + +#ifdef _WIN32 +#pragma once +#endif + +#include "simtimer.h" +#include "basecombatcharacter.h" +#include "ai_debug.h" +#include "ai_default.h" +#include "ai_schedule.h" +#include "ai_condition.h" +#include "ai_component.h" +#include "ai_task.h" +#include "ai_movetypes.h" +#include "ai_navtype.h" +#include "ai_namespaces.h" +#include "ai_npcstate.h" +#include "ai_hull.h" +#include "ai_utils.h" +#include "ai_moveshoot.h" +#include "entityoutput.h" +#include "utlvector.h" +#include "activitylist.h" +#include "bitstring.h" +#include "ai_basenpc.h" +#include "ai_navgoaltype.h" //GoalType_t enum +#include "eventlist.h" +#include "soundent.h" +#include "ai_navigator.h" +#include "tier1/functors.h" + + +#define PLAYER_SQUADNAME "player_squad" + +class CAI_Schedule; +class CAI_Network; +class CAI_Route; +class CAI_Hint; +class CAI_Node; +class CAI_Navigator; +class CAI_Pathfinder; +class CAI_Senses; +class CAI_Enemies; +class CAI_Squad; +class CAI_Expresser; +class CAI_BehaviorBase; +class CAI_GoalEntity; +class CAI_Motor; +class CAI_MoveProbe; +class CAI_LocalNavigator; +class CAI_TacticalServices; +class CVarBitVec; +class CAI_ScriptedSequence; +class CSceneEntity; +class CBaseGrenade; +class CBaseDoor; +class CBasePropDoor; +struct AI_Waypoint_t; +class AI_Response; +class CBaseFilter; + +typedef CBitVec<MAX_CONDITIONS> CAI_ScheduleBits; + +// Used to control optimizations mostly dealing with pathfinding for NPCs +extern ConVar ai_strong_optimizations; + +extern bool AIStrongOpt( void ); + +// AI_MONITOR_FOR_OSCILLATION defaults to OFF. If you build with this ON, you can flag +// NPC's and monitor them to detect oscillations in their schedule (circular logic and conditions bugs) +// DO NOT SHIP WITH THIS ON! +#undef AI_MONITOR_FOR_OSCILLATION + +//============================================================================= +// +// Constants & enumerations +// +//============================================================================= +#define TURRET_CLOSE_RANGE 200 +#define TURRET_MEDIUM_RANGE 500 + +#define COMMAND_GOAL_TOLERANCE 48 // 48 inches. +#define TIME_CARE_ABOUT_DAMAGE 3.0 + +#define ITEM_PICKUP_TOLERANCE 48.0f + +// Max's of the box used to search for a weapon to pick up. 45x45x~8 ft. +#define WEAPON_SEARCH_DELTA Vector( 540, 540, 100 ) + +enum Interruptability_t +{ + GENERAL_INTERRUPTABILITY, + DAMAGEORDEATH_INTERRUPTABILITY, + DEATH_INTERRUPTABILITY +}; + +//------------------------------------- +// Memory +//------------------------------------- + +#define MEMORY_CLEAR 0 +#define bits_MEMORY_PROVOKED ( 1 << 0 )// right now only used for houndeyes. +#define bits_MEMORY_INCOVER ( 1 << 1 )// npc knows it is in a covered position. +#define bits_MEMORY_SUSPICIOUS ( 1 << 2 )// Ally is suspicious of the player, and will move to provoked more easily +#define bits_MEMORY_TASK_EXPENSIVE ( 1 << 3 )// NPC has completed a task which is considered costly, so don't do another task this frame +//#define bits_MEMORY_ ( 1 << 4 ) +#define bits_MEMORY_PATH_FAILED ( 1 << 5 )// Failed to find a path +#define bits_MEMORY_FLINCHED ( 1 << 6 )// Has already flinched +//#define bits_MEMORY_ ( 1 << 7 ) +#define bits_MEMORY_TOURGUIDE ( 1 << 8 )// I have been acting as a tourguide. +//#define bits_MEMORY_ ( 1 << 9 )// +#define bits_MEMORY_LOCKED_HINT ( 1 << 10 )// +//#define bits_MEMORY_ ( 1 << 12 ) + +#define bits_MEMORY_TURNING ( 1 << 13 )// Turning, don't interrupt me. +#define bits_MEMORY_TURNHACK ( 1 << 14 ) + +#define bits_MEMORY_HAD_ENEMY ( 1 << 15 )// Had an enemy +#define bits_MEMORY_HAD_PLAYER ( 1 << 16 )// Had player +#define bits_MEMORY_HAD_LOS ( 1 << 17 )// Had LOS to enemy + +#define bits_MEMORY_MOVED_FROM_SPAWN ( 1 << 18 )// Has moved since spawning. + +#define bits_MEMORY_CUSTOM4 ( 1 << 28 ) // NPC-specific memory +#define bits_MEMORY_CUSTOM3 ( 1 << 29 ) // NPC-specific memory +#define bits_MEMORY_CUSTOM2 ( 1 << 30 ) // NPC-specific memory +#define bits_MEMORY_CUSTOM1 ( 1 << 31 ) // NPC-specific memory + +//------------------------------------- +// Spawn flags +//------------------------------------- +#define SF_NPC_WAIT_TILL_SEEN ( 1 << 0 ) // spawnflag that makes npcs wait until player can see them before attacking. +#define SF_NPC_GAG ( 1 << 1 ) // no idle noises from this npc +#define SF_NPC_FALL_TO_GROUND ( 1 << 2 ) // used my NPC_Maker +#define SF_NPC_DROP_HEALTHKIT ( 1 << 3 ) // Drop a healthkit upon death +#define SF_NPC_START_EFFICIENT ( 1 << 4 ) // Set into efficiency mode from spawn +// ( 1 << 5 ) +// ( 1 << 6 ) +#define SF_NPC_WAIT_FOR_SCRIPT ( 1 << 7 ) // spawnflag that makes npcs wait to check for attacking until the script is done or they've been attacked +#define SF_NPC_LONG_RANGE ( 1 << 8 ) // makes npcs look far and relaxes weapon range limit +#define SF_NPC_FADE_CORPSE ( 1 << 9 ) // Fade out corpse after death +#define SF_NPC_ALWAYSTHINK ( 1 << 10 ) // Simulate even when player isn't in PVS. +#define SF_NPC_TEMPLATE ( 1 << 11 ) // This NPC will be used as a template by an npc_maker -- do not spawn. +#define SF_NPC_ALTCOLLISION ( 1 << 12 ) +#define SF_NPC_NO_WEAPON_DROP ( 1 << 13 ) // This NPC will not actually drop a weapon that can be picked up +#define SF_NPC_NO_PLAYER_PUSHAWAY ( 1 << 14 ) +// ( 1 << 15 ) +// !! Flags above ( 1 << 15 ) are reserved for NPC sub-classes + +//------------------------------------- +// +// Return codes from CanPlaySequence. +// +//------------------------------------- + +enum CanPlaySequence_t +{ + CANNOT_PLAY = 0, // Can't play for any number of reasons. + CAN_PLAY_NOW, // Can play the script immediately. + CAN_PLAY_ENQUEUED, // Can play the script after I finish playing my current script. +}; + +//------------------------------------- +// Weapon holstering +//------------------------------------- +enum DesiredWeaponState_t +{ + DESIREDWEAPONSTATE_IGNORE = 0, + DESIREDWEAPONSTATE_HOLSTERED, + DESIREDWEAPONSTATE_HOLSTERED_DESTROYED, // Put the weapon away, then destroy it. + DESIREDWEAPONSTATE_UNHOLSTERED, + DESIREDWEAPONSTATE_CHANGING, + DESIREDWEAPONSTATE_CHANGING_DESTROY, // Destroy the weapon when this change is complete. +}; + +//------------------------------------- +// +// Efficiency modes +// +//------------------------------------- + +enum AI_Efficiency_t +{ + // Run at full tilt + AIE_NORMAL, + + // Run decision process less often + AIE_EFFICIENT, + + // Run decision process even less often, ignore other NPCs + AIE_VERY_EFFICIENT, + + // Run decision process even less often, ignore other NPCs + AIE_SUPER_EFFICIENT, + + // Don't run at all + AIE_DORMANT, +}; + +enum AI_MoveEfficiency_t +{ + AIME_NORMAL, + AIME_EFFICIENT, +}; + +//------------------------------------- +// +// Sleep state +// +//------------------------------------- + +enum AI_SleepState_t +{ + AISS_AWAKE, + AISS_WAITING_FOR_THREAT, + AISS_WAITING_FOR_PVS, + AISS_WAITING_FOR_INPUT, + AISS_AUTO_PVS, + AISS_AUTO_PVS_AFTER_PVS, // Same as AUTO_PVS, except doesn't activate until/unless the NPC is IN the player's PVS. +}; + +#define AI_SLEEP_FLAGS_NONE 0x00000000 +#define AI_SLEEP_FLAG_AUTO_PVS 0x00000001 +#define AI_SLEEP_FLAG_AUTO_PVS_AFTER_PVS 0x00000002 + + +//------------------------------------- +// +// Debug bits +// +//------------------------------------- + +enum DebugBaseNPCBits_e +{ + bits_debugDisableAI = 0x00000001, // disable AI + bits_debugStepAI = 0x00000002, // step AI + +}; + +//------------------------------------- +// +// Base Sentence index for behaviors +// +//------------------------------------- +enum SentenceIndex_t +{ + SENTENCE_BASE_BEHAVIOR_INDEX = 1000, +}; + +#ifdef AI_MONITOR_FOR_OSCILLATION +struct AIScheduleChoice_t +{ + float m_flTimeSelected; + CAI_Schedule *m_pScheduleSelected; +}; +#endif//AI_MONITOR_FOR_OSCILLATION + +#define MARK_TASK_EXPENSIVE() \ + if ( GetOuter() ) \ + { \ + GetOuter()->Remember( bits_MEMORY_TASK_EXPENSIVE ); \ + } + +//============================================================================= +// +// Types used by CAI_BaseNPC +// +//============================================================================= + +struct AIScheduleState_t +{ + int iCurTask; + TaskStatus_e fTaskStatus; + float timeStarted; + float timeCurTaskStarted; + AI_TaskFailureCode_t taskFailureCode; + int iTaskInterrupt; + bool bTaskRanAutomovement; + bool bTaskUpdatedYaw; + bool bScheduleWasInterrupted; + + DECLARE_SIMPLE_DATADESC(); +}; + +// ----------------------------------------- +// An entity that this NPC can't reach +// ----------------------------------------- + +struct UnreachableEnt_t +{ + EHANDLE hUnreachableEnt; // Entity that's unreachable + float fExpireTime; // Time to forget this information + Vector vLocationWhenUnreachable; + + DECLARE_SIMPLE_DATADESC(); +}; + +//============================================================================= +// SCRIPTED NPC INTERACTIONS +//============================================================================= +// ----------------------------------------- +// Scripted NPC interaction flags +// ----------------------------------------- +#define SCNPC_FLAG_TEST_OTHER_ANGLES ( 1 << 1 ) +#define SCNPC_FLAG_TEST_OTHER_VELOCITY ( 1 << 2 ) +#define SCNPC_FLAG_LOOP_IN_ACTION ( 1 << 3 ) +#define SCNPC_FLAG_NEEDS_WEAPON_ME ( 1 << 4 ) +#define SCNPC_FLAG_NEEDS_WEAPON_THEM ( 1 << 5 ) +#define SCNPC_FLAG_DONT_TELEPORT_AT_END_ME ( 1 << 6 ) +#define SCNPC_FLAG_DONT_TELEPORT_AT_END_THEM ( 1 << 7 ) + +// ----------------------------------------- +// Scripted NPC interaction trigger methods +// ----------------------------------------- +enum +{ + SNPCINT_CODE = 0, + SNPCINT_AUTOMATIC_IN_COMBAT = 1, +}; + +// ----------------------------------------- +// Scripted NPC interaction loop breaking trigger methods +// ----------------------------------------- +#define SNPCINT_LOOPBREAK_ON_DAMAGE ( 1 << 1 ) +#define SNPCINT_LOOPBREAK_ON_FLASHLIGHT_ILLUM ( 1 << 2 ) + +// ----------------------------------------- +// Scripted NPC interaction anim phases +// ----------------------------------------- +enum +{ + SNPCINT_ENTRY = 0, + SNPCINT_SEQUENCE, + SNPCINT_EXIT, + + SNPCINT_NUM_PHASES +}; + +struct ScriptedNPCInteraction_Phases_t +{ + string_t iszSequence; + int iActivity; + + DECLARE_SIMPLE_DATADESC(); +}; + +// Allowable delta from the desired dynamic scripted sequence point +#define DSS_MAX_DIST 6 +#define DSS_MAX_ANGLE_DIFF 4 + +// Interaction Logic States +enum +{ + NPCINT_NOT_RUNNING = 0, + NPCINT_RUNNING_ACTIVE, // I'm in an interaction that I initiated + NPCINT_RUNNING_PARTNER, // I'm in an interaction that was initiated by the other NPC + NPCINT_MOVING_TO_MARK, // I'm moving to a position to do an interaction +}; + +#define NPCINT_NONE -1 + +#define MAXTACLAT_IGNORE -1 + +// ----------------------------------------- +// A scripted interaction between NPCs +// ----------------------------------------- +struct ScriptedNPCInteraction_t +{ + ScriptedNPCInteraction_t() + { + iszInteractionName = NULL_STRING; + iFlags = 0; + iTriggerMethod = SNPCINT_CODE; + iLoopBreakTriggerMethod = 0; + vecRelativeOrigin = vec3_origin; + bValidOnCurrentEnemy = false; + flDelay = 5.0; + flDistSqr = (DSS_MAX_DIST * DSS_MAX_DIST); + flNextAttemptTime = 0; + iszMyWeapon = NULL_STRING; + iszTheirWeapon = NULL_STRING; + + for ( int i = 0; i < SNPCINT_NUM_PHASES; i++) + { + sPhases[i].iszSequence = NULL_STRING; + sPhases[i].iActivity = ACT_INVALID; + } + } + + // Fill out these when passing to AddScriptedNPCInteraction + string_t iszInteractionName; + int iFlags; + int iTriggerMethod; + int iLoopBreakTriggerMethod; + Vector vecRelativeOrigin; // (forward, right, up) + QAngle angRelativeAngles; + Vector vecRelativeVelocity; // Desired relative velocity of the other NPC + float flDelay; // Delay before interaction can be used again + float flDistSqr; // Max distance sqr from the relative origin the NPC is allowed to be to trigger + string_t iszMyWeapon; // Classname of the weapon I'm holding, if any + string_t iszTheirWeapon; // Classname of the weapon my interaction partner is holding, if any + ScriptedNPCInteraction_Phases_t sPhases[SNPCINT_NUM_PHASES]; + + // These will be filled out for you in AddScriptedNPCInteraction + VMatrix matDesiredLocalToWorld; // Desired relative position / angles of the other NPC + bool bValidOnCurrentEnemy; + + float flNextAttemptTime; + + DECLARE_SIMPLE_DATADESC(); +}; + +//============================================================================= +// +// Utility functions +// +//============================================================================= + +Vector VecCheckToss ( CBaseEntity *pEdict, Vector vecSpot1, Vector vecSpot2, float flHeightMaxRatio, float flGravityAdj, bool bRandomize, Vector *vecMins = NULL, Vector *vecMaxs = NULL ); +Vector VecCheckToss ( CBaseEntity *pEntity, ITraceFilter *pFilter, Vector vecSpot1, Vector vecSpot2, float flHeightMaxRatio, float flGravityAdj, bool bRandomize, Vector *vecMins = NULL, Vector *vecMaxs = NULL ); +Vector VecCheckThrow( CBaseEntity *pEdict, const Vector &vecSpot1, Vector vecSpot2, float flSpeed, float flGravityAdj = 1.0f, Vector *vecMins = NULL, Vector *vecMaxs = NULL ); + +extern Vector g_vecAttackDir; + +bool FBoxVisible ( CBaseEntity *pLooker, CBaseEntity *pTarget ); +bool FBoxVisible ( CBaseEntity *pLooker, CBaseEntity *pTarget, Vector &vecTargetOrigin, float flSize = 0.0 ); + +// FIXME: move to utils? +float DeltaV( float v0, float v1, float d ); +float ChangeDistance( float flInterval, float flGoalDistance, float flGoalVelocity, float flCurVelocity, float flIdealVelocity, float flAccelRate, float &flNewDistance, float &flNewVelocity ); + +//============================================================================= +// +// class CAI_Manager +// +// Central location for components of the AI to operate across all AIs without +// iterating over the global list of entities. +// +//============================================================================= + +class CAI_Manager +{ +public: + CAI_Manager(); + + CAI_BaseNPC ** AccessAIs(); + int NumAIs(); + + void AddAI( CAI_BaseNPC *pAI ); + void RemoveAI( CAI_BaseNPC *pAI ); + + bool FindAI( CAI_BaseNPC *pAI ) { return ( m_AIs.Find( pAI ) != m_AIs.InvalidIndex() ); } + +private: + enum + { + MAX_AIS = 256 + }; + + typedef CUtlVector<CAI_BaseNPC *> CAIArray; + + CAIArray m_AIs; + +}; + +//------------------------------------- + +extern CAI_Manager g_AI_Manager; + +//============================================================================= +// +// class CAI_BaseNPC +// +//============================================================================= + +class CAI_BaseNPC : public CBaseCombatCharacter, + public CAI_DefMovementSink +{ + DECLARE_CLASS( CAI_BaseNPC, CBaseCombatCharacter ); + +public: + //----------------------------------------------------- + // + // Initialization, cleanup, serialization, identity + // + + CAI_BaseNPC(); + ~CAI_BaseNPC(); + + //--------------------------------- + + DECLARE_DATADESC(); + DECLARE_SERVERCLASS(); + + virtual int Save( ISave &save ); + virtual int Restore( IRestore &restore ); + virtual void OnRestore(); + void SaveConditions( ISave &save, const CAI_ScheduleBits &conditions ); + void RestoreConditions( IRestore &restore, CAI_ScheduleBits *pConditions ); + + bool ShouldSavePhysics() { return false; } + virtual unsigned int PhysicsSolidMaskForEntity( void ) const; + + virtual bool KeyValue( const char *szKeyName, const char *szValue ); + + //--------------------------------- + + virtual void PostConstructor( const char *szClassname ); + virtual void Activate( void ); + virtual void Precache( void ); // derived calls at start of Spawn() + virtual bool CreateVPhysics(); + virtual void NPCInit( void ); // derived calls after Spawn() + void NPCInitThink( void ); + virtual void PostNPCInit() {};// called after NPC_InitThink + virtual void StartNPC( void ); + virtual bool IsTemplate( void ); + + virtual void CleanupOnDeath( CBaseEntity *pCulprit = NULL, bool bFireDeathOutput = true ); + virtual void UpdateOnRemove( void ); + + virtual int UpdateTransmitState(); + + //--------------------------------- + // Component creation factories + // + + // The master call, override if you introduce new component types. Call base first + virtual bool CreateComponents(); + + // Components defined by the base AI class + virtual CAI_Senses * CreateSenses(); + virtual CAI_MoveProbe * CreateMoveProbe(); + virtual CAI_Motor * CreateMotor(); + virtual CAI_LocalNavigator *CreateLocalNavigator(); + virtual CAI_Navigator * CreateNavigator(); + virtual CAI_Pathfinder *CreatePathfinder(); + virtual CAI_TacticalServices *CreateTacticalServices(); + + //--------------------------------- + + virtual bool IsNPC( void ) const { return true; } + + //--------------------------------- + + void TestPlayerPushing( CBaseEntity *pPlayer ); + void CascadePlayerPush( const Vector &push, const Vector &pushOrigin ); + void NotifyPushMove(); + +public: + //----------------------------------------------------- + // + // AI processing - thinking, schedule selection and task running + // + //----------------------------------------------------- + void CallNPCThink( void ); + + // Thinking, including core thinking, movement, animation + virtual void NPCThink( void ); + + // Core thinking (schedules & tasks) + virtual void RunAI( void );// core ai function! + + // Called to gather up all relevant conditons + virtual void GatherConditions( void ); + + // Called immediately prior to schedule processing + virtual void PrescheduleThink( void ); + + // Called immediately after schedule processing + virtual void PostscheduleThink( void ) { return; }; + + // Notification that the current schedule, if any, is ending and a new one is being selected + virtual void OnScheduleChange( void ); + + // Notification that a new schedule is about to run its first task + virtual void OnStartSchedule( int scheduleType ) {}; + + // This function implements a decision tree for the NPC. It is responsible for choosing the next behavior (schedule) + // based on the current conditions and state. + virtual int SelectSchedule( void ); + virtual int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode ); + + // After the schedule has been selected, it will be processed by this function so child NPC classes can + // remap base schedules into child-specific behaviors + virtual int TranslateSchedule( int scheduleType ); + + virtual void StartTask( const Task_t *pTask ); + virtual void RunTask( const Task_t *pTask ); + + void ClearTransientConditions(); + + virtual void HandleAnimEvent( animevent_t *pEvent ); + + virtual bool IsInterruptable(); + virtual void OnStartScene( void ) {} // Called when an NPC begins a cine scene (useful for clean-up) + virtual bool ShouldPlayerAvoid( void ); + virtual void SetPlayerAvoidState( void ); + virtual void PlayerPenetratingVPhysics( void ); + + virtual bool ShouldAlwaysThink(); + void ForceGatherConditions() { m_bForceConditionsGather = true; SetEfficiency( AIE_NORMAL ); } // Force an NPC out of PVS to call GatherConditions on next think + + virtual float LineOfSightDist( const Vector &vecDir = vec3_invalid, float zEye = FLT_MAX ); + + virtual void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType ); + virtual const char *GetTracerType( void ); + virtual void DoImpactEffect( trace_t &tr, int nDamageType ); + + enum + { + NEXT_SCHEDULE = LAST_SHARED_SCHEDULE, + NEXT_TASK = LAST_SHARED_TASK, + NEXT_CONDITION = LAST_SHARED_CONDITION, + }; + +protected: + // Used by derived classes to chain a task to a task that might not be the + // one they are currently handling: + void ChainStartTask( int task, float taskData = 0 ) { Task_t tempTask = { task, taskData }; StartTask( (const Task_t *)&tempTask ); } + void ChainRunTask( int task, float taskData = 0 ) { Task_t tempTask = { task, taskData }; RunTask( (const Task_t *) &tempTask ); } + + void StartTaskOverlay(); + void RunTaskOverlay(); + void EndTaskOverlay(); + + virtual void PostRunStopMoving(); + + bool CheckPVSCondition(); + +private: + bool CanThinkRebalance(); + void RebalanceThinks(); + + bool PreNPCThink(); + void PostNPCThink(); + + bool PreThink( void ); + void PerformSensing(); + void CheckOnGround( void ); + void MaintainSchedule( void ); + void RunAnimation( void ); + void PostRun( void ); + void PerformMovement(); + void PostMovement(); + + virtual int StartTask ( Task_t *pTask ) { DevMsg( "Called wrong StartTask()\n" ); StartTask( (const Task_t *)pTask ); return 0; } // to ensure correct signature in derived classes + virtual int RunTask ( Task_t *pTask ) { DevMsg( "Called wrong RunTask()\n" ); RunTask( (const Task_t *)pTask ); return 0; } // to ensure correct signature in derived classes + +public: + //----------------------------------------------------- + // + // Schedules & tasks + // + //----------------------------------------------------- + + void SetSchedule( CAI_Schedule *pNewSchedule ); + bool SetSchedule( int localScheduleID ); + + void SetDefaultFailSchedule( int failSchedule ) { m_failSchedule = failSchedule; } + + void ClearSchedule( const char *szReason ); + + CAI_Schedule * GetCurSchedule() { return m_pSchedule; } + bool IsCurSchedule( int schedId, bool fIdeal = true ); + virtual CAI_Schedule *GetSchedule(int localScheduleID); + virtual int GetLocalScheduleId( int globalScheduleID ) { return AI_IdIsLocal( globalScheduleID ) ? globalScheduleID : GetClassScheduleIdSpace()->ScheduleGlobalToLocal( globalScheduleID ); } + virtual int GetGlobalScheduleId( int localScheduleID ) { return AI_IdIsGlobal( localScheduleID ) ? localScheduleID : GetClassScheduleIdSpace()->ScheduleLocalToGlobal( localScheduleID ); } + + float GetTimeScheduleStarted() const { return m_ScheduleState.timeStarted; } + + //--------------------------------- + + const Task_t* GetTask( void ); + int TaskIsRunning( void ); + + virtual void TaskFail( AI_TaskFailureCode_t ); + void TaskFail( const char *pszGeneralFailText ) { TaskFail( MakeFailCode( pszGeneralFailText ) ); } + void TaskComplete( bool fIgnoreSetFailedCondition = false ); + + void TaskInterrupt() { m_ScheduleState.iTaskInterrupt++; } + void ClearTaskInterrupt() { m_ScheduleState.iTaskInterrupt = 0; } + int GetTaskInterrupt() const { return m_ScheduleState.iTaskInterrupt; } + + void TaskMovementComplete( void ); + inline int TaskIsComplete( void ) { return (GetTaskStatus() == TASKSTATUS_COMPLETE); } + + virtual const char *TaskName(int taskID); + + float GetTimeTaskStarted() const { return m_ScheduleState.timeCurTaskStarted; } + virtual int GetLocalTaskId( int globalTaskId) { return GetClassScheduleIdSpace()->TaskGlobalToLocal( globalTaskId ); } + + virtual const char *GetSchedulingErrorName() { return "CAI_BaseNPC"; } + +protected: + static bool LoadSchedules(void); + virtual bool LoadedSchedules(void); + virtual void BuildScheduleTestBits( void ); + + //--------------------------------- + + // This is the main call to select/translate a schedule + virtual CAI_Schedule *GetNewSchedule( void ); + virtual CAI_Schedule *GetFailSchedule( void ); + + //--------------------------------- + + virtual bool CanFlinch( void ); + virtual void CheckFlinches( void ); + virtual void PlayFlinchGesture( void ); + int SelectFlinchSchedule( void ); + + virtual bool IsAllowedToDodge( void ); + + bool IsInChoreo() const; + +private: + // This function maps the type through TranslateSchedule() and then retrieves the pointer + // to the actual CAI_Schedule from the database of schedules available to this class. + CAI_Schedule * GetScheduleOfType( int scheduleType ); + + bool FHaveSchedule( void ); + bool FScheduleDone ( void ); + CAI_Schedule * ScheduleInList( const char *pName, CAI_Schedule **pList, int listCount ); + + int GetScheduleCurTaskIndex() const { return m_ScheduleState.iCurTask; } + inline int IncScheduleCurTaskIndex(); + inline void ResetScheduleCurTaskIndex(); + void NextScheduledTask ( void ); + bool IsScheduleValid ( void ); + bool ShouldSelectIdealState( void ); + + // Selecting the ideal state + NPC_STATE SelectIdleIdealState(); + NPC_STATE SelectAlertIdealState(); + NPC_STATE SelectScriptIdealState(); + + // Various schedule selections based on NPC_STATE + int SelectIdleSchedule(); + int SelectAlertSchedule(); + int SelectCombatSchedule(); + virtual int SelectDeadSchedule(); + int SelectScriptSchedule(); + int SelectInteractionSchedule(); + + void OnStartTask( void ) { SetTaskStatus( TASKSTATUS_RUN_MOVE_AND_TASK ); } + void SetTaskStatus( TaskStatus_e status ) { m_ScheduleState.fTaskStatus = status; } + TaskStatus_e GetTaskStatus() const { return m_ScheduleState.fTaskStatus; } + + void DiscardScheduleState(); + + //--------------------------------- + + CAI_Schedule * m_pSchedule; + int m_IdealSchedule; + AIScheduleState_t m_ScheduleState; + int m_failSchedule; // Schedule type to choose if current schedule fails + bool m_bDoPostRestoreRefindPath; + + bool m_bUsingStandardThinkTime; + float m_flLastRealThinkTime; + int m_iFrameBlocked; + bool m_bInChoreo; + + static int gm_iNextThinkRebalanceTick; + static float gm_flTimeLastSpawn; + static int gm_nSpawnedThisFrame; + +protected: // pose parameters + int m_poseAim_Pitch; + int m_poseAim_Yaw; + int m_poseMove_Yaw; + virtual void PopulatePoseParameters( void ); + +public: + inline bool HasPoseMoveYaw() { return ( m_poseMove_Yaw >= 0 ); } + + // Return the stored pose parameter for "move_yaw" + inline int LookupPoseMoveYaw() { return m_poseMove_Yaw; } + + + //----------------------------------------------------- + // + // Hooks for CAI_Behaviors, *if* derived class supports them + // + //----------------------------------------------------- + template <class BEHAVIOR_TYPE> + bool GetBehavior( BEHAVIOR_TYPE **ppBehavior ) + { + CAI_BehaviorBase **ppBehaviors = AccessBehaviors(); + + *ppBehavior = NULL; + for ( int i = 0; i < NumBehaviors(); i++ ) + { + *ppBehavior = dynamic_cast<BEHAVIOR_TYPE *>(ppBehaviors[i]); + if ( *ppBehavior ) + return true; + } + return false; + } + + virtual CAI_BehaviorBase *GetRunningBehavior() { return NULL; } + + virtual bool ShouldAcceptGoal( CAI_BehaviorBase *pBehavior, CAI_GoalEntity *pGoal ) { return true; } + virtual void OnClearGoal( CAI_BehaviorBase *pBehavior, CAI_GoalEntity *pGoal ) {} + + // Notification that the status behavior ability to select schedules has changed. + // Return "true" to signal a schedule interrupt is desired + virtual bool OnBehaviorChangeStatus( CAI_BehaviorBase *pBehavior, bool fCanFinishSchedule ) { return false; } + +private: + virtual CAI_BehaviorBase ** AccessBehaviors() { return NULL; } + virtual int NumBehaviors() { return 0; } + +public: + //----------------------------------------------------- + // + // Conditions + // + //----------------------------------------------------- + + virtual const char* ConditionName(int conditionID); + + virtual void RemoveIgnoredConditions ( void ); + void SetCondition( int iCondition /*, bool state = true*/ ); + bool HasCondition( int iCondition ); + bool HasCondition( int iCondition, bool bUseIgnoreConditions ); + bool HasInterruptCondition( int iCondition ); + bool HasConditionsToInterruptSchedule( int nLocalScheduleID ); + + void ClearCondition( int iCondition ); + void ClearConditions( int *pConditions, int nConditions ); + void SetIgnoreConditions( int *pConditions, int nConditions ); + void ClearIgnoreConditions( int *pConditions, int nConditions ); + bool ConditionInterruptsCurSchedule( int iCondition ); + bool ConditionInterruptsSchedule( int schedule, int iCondition ); + + void SetCustomInterruptCondition( int nCondition ); + bool IsCustomInterruptConditionSet( int nCondition ); + void ClearCustomInterruptCondition( int nCondition ); + void ClearCustomInterruptConditions( void ); + + bool ConditionsGathered() const { return m_bConditionsGathered; } + const CAI_ScheduleBits &AccessConditionBits() const { return m_Conditions; } + CAI_ScheduleBits & AccessConditionBits() { return m_Conditions; } + + bool DidChooseEnemy() const { return !m_bSkippedChooseEnemy; } + +private: + CAI_ScheduleBits m_Conditions; + CAI_ScheduleBits m_CustomInterruptConditions; //Bit string assembled by the schedule running, then + //modified by leaf classes to suit their needs + CAI_ScheduleBits m_ConditionsPreIgnore; + CAI_ScheduleBits m_InverseIgnoreConditions; + + bool m_bForceConditionsGather; + bool m_bConditionsGathered; + bool m_bSkippedChooseEnemy; + +public: + //----------------------------------------------------- + // + // NPC State + // + //----------------------------------------------------- + inline void SetIdealState( NPC_STATE eIdealState ); + inline NPC_STATE GetIdealState(); + virtual NPC_STATE SelectIdealState( void ); + + void SetState( NPC_STATE State ); + virtual bool ShouldGoToIdleState( void ) { return ( false ); } + virtual void OnStateChange( NPC_STATE OldState, NPC_STATE NewState ) {/*Base class doesn't care*/}; + + NPC_STATE GetState( void ) { return m_NPCState; } + + AI_Efficiency_t GetEfficiency() const { return m_Efficiency; } + void SetEfficiency( AI_Efficiency_t efficiency ) { m_Efficiency = efficiency; } + AI_MoveEfficiency_t GetMoveEfficiency() const { return m_MoveEfficiency; } + void SetMoveEfficiency( AI_MoveEfficiency_t efficiency ) { m_MoveEfficiency = efficiency; } + virtual void UpdateEfficiency( bool bInPVS ); + void ForceDecisionThink() { m_flNextDecisionTime = 0; SetEfficiency( AIE_NORMAL ); } + + bool IsFlaggedEfficient() const { return HasSpawnFlags( SF_NPC_START_EFFICIENT ); } + + AI_SleepState_t GetSleepState() const { return m_SleepState; } + void SetSleepState( AI_SleepState_t sleepState ) { m_SleepState = sleepState; } + void AddSleepFlags( int flags ) { m_SleepFlags |= flags; } + void RemoveSleepFlags( int flags ) { m_SleepFlags &= ~flags; } + bool HasSleepFlags( int flags ) { return (m_SleepFlags & flags) == flags; } + + void UpdateSleepState( bool bInPVS ); + virtual void Wake( bool bFireOutput = true ); + void Sleep(); + bool WokeThisTick() const; + + //--------------------------------- + + NPC_STATE m_NPCState; // npc's current state + float m_flLastStateChangeTime; + +private: + NPC_STATE m_IdealNPCState; // npc should change to this state + AI_Efficiency_t m_Efficiency; + AI_MoveEfficiency_t m_MoveEfficiency; + float m_flNextDecisionTime; + + AI_SleepState_t m_SleepState; + int m_SleepFlags; + float m_flWakeRadius; + bool m_bWakeSquad; + int m_nWakeTick; + +public: + //----------------------------------------------------- + // + // Activities + // + //----------------------------------------------------- + + Activity TranslateActivity( Activity idealActivity, Activity *pIdealWeaponActivity = NULL ); + Activity NPC_TranslateActivity( Activity eNewActivity ); + Activity GetActivity( void ) { return m_Activity; } + virtual void SetActivity( Activity NewActivity ); + Activity GetIdealActivity( void ) { return m_IdealActivity; } + void SetIdealActivity( Activity NewActivity ); + void ResetIdealActivity( Activity newIdealActivity ); + void SetSequenceByName( const char *szSequence ); + void SetSequenceById( int iSequence ); + Activity GetScriptCustomMoveActivity( void ); + int GetScriptCustomMoveSequence( void ); + Activity GetStoppedActivity( void ); + inline bool HaveSequenceForActivity( Activity activity ); + inline bool IsActivityStarted(void); + virtual bool IsActivityFinished( void ); + virtual bool IsActivityMovementPhased( Activity activity ); + virtual void OnChangeActivity( Activity eNewActivity ); + void MaintainActivity(void); + void ResetActivity(void) { m_Activity = ACT_RESET; } + + void SetActivityAndSequence(Activity NewActivity, int iSequence, Activity translatedActivity, Activity weaponActivity); + +private: + + void AdvanceToIdealActivity(void); + void ResolveActivityToSequence(Activity NewActivity, int &iSequence, Activity &translatedActivity, Activity &weaponActivity); + + Activity m_Activity; // Current animation state + Activity m_translatedActivity; // Current actual translated animation + + Activity m_IdealActivity; // Desired animation state + int m_nIdealSequence; // Desired animation sequence + Activity m_IdealTranslatedActivity; // Desired actual translated animation state + Activity m_IdealWeaponActivity; // Desired weapon animation state + + CNetworkVar(int, m_iDeathPose ); + CNetworkVar(int, m_iDeathFrame ); + +public: + //----------------------------------------------------- + // + // Senses + // + //----------------------------------------------------- + + CAI_Senses * GetSenses() { return m_pSenses; } + const CAI_Senses * GetSenses() const { return m_pSenses; } + + void SetDistLook( float flDistLook ); + + virtual bool QueryHearSound( CSound *pSound ); + virtual bool QuerySeeEntity( CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC = false ); + + virtual void OnLooked( int iDistance ); + virtual void OnListened(); + + virtual void OnSeeEntity( CBaseEntity *pEntity ) {} + + // If true, AI will try to see this entity regardless of distance. + virtual bool ShouldNotDistanceCull() { return false; } + + virtual int GetSoundInterests( void ); + virtual int GetSoundPriority( CSound *pSound ); + + CSound * GetLoudestSoundOfType( int iType ); + virtual CSound * GetBestSound( int validTypes = ALL_SOUNDS ); + virtual CSound * GetBestScent( void ); + virtual float HearingSensitivity( void ) { return 1.0; } + virtual bool ShouldIgnoreSound( CSound * ) { return false; } + bool SoundIsVisible( CSound *pSound ); + +protected: + virtual void ClearSenseConditions( void ); + +private: + void LockBestSound(); + void UnlockBestSound(); + + CAI_Senses * m_pSenses; + CSound * m_pLockedBestSound; + +public: + //----------------------------------------------------- + // + // Enemy and target + // + //----------------------------------------------------- + + Vector GetSmoothedVelocity( void ); + + CBaseEntity* GetEnemy() { return m_hEnemy.Get(); } + CBaseEntity* GetEnemy() const { return m_hEnemy.Get(); } + float GetTimeEnemyAcquired() { return m_flTimeEnemyAcquired; } + void SetEnemy( CBaseEntity *pEnemy, bool bSetCondNewEnemy = true ); + + const Vector & GetEnemyLKP() const; + float GetEnemyLastTimeSeen() const; + void MarkEnemyAsEluded(); + void ClearEnemyMemory(); + bool EnemyHasEludedMe() const; + + virtual CBaseEntity *BestEnemy(); // returns best enemy in memory list + virtual bool IsValidEnemy( CBaseEntity *pEnemy ); + virtual bool CanBeAnEnemyOf( CBaseEntity *pEnemy ); + + void ForceChooseNewEnemy() { m_EnemiesSerialNumber = -1; } + + bool ChooseEnemy(); + virtual bool ShouldChooseNewEnemy(); + virtual void GatherEnemyConditions( CBaseEntity *pEnemy ); + virtual float EnemyDistTolerance() { return 0; } // Enemy distances within this tolerance of each other are considered equivalent. + + float EnemyDistance( CBaseEntity *pEnemy ); + CBaseCombatCharacter *GetEnemyCombatCharacterPointer(); + void SetEnemyOccluder(CBaseEntity *pBlocker); + CBaseEntity *GetEnemyOccluder(void); + + virtual void StartTargetHandling( CBaseEntity *pTargetEnt ); + + //--------------------------------- + + CBaseEntity* GetTarget() { return m_hTargetEnt.Get(); } + void SetTarget( CBaseEntity *pTarget ); + void CheckTarget( CBaseEntity *pTarget ); + float GetAcceptableTimeSeenEnemy( void ) { return m_flAcceptableTimeSeenEnemy; } + virtual CAI_BaseNPC *CreateCustomTarget( const Vector &vecOrigin, float duration = -1 ); + + void SetDeathPose( const int &iDeathPose ) { m_iDeathPose = iDeathPose; } + void SetDeathPoseFrame( const int &iDeathPoseFrame ) { m_iDeathFrame = iDeathPoseFrame; } + + void SelectDeathPose( const CTakeDamageInfo &info ); + virtual bool ShouldPickADeathPose( void ) { return true; } + + virtual bool AllowedToIgnite( void ) { return false; } + +protected: + virtual float GetGoalRepathTolerance( CBaseEntity *pGoalEnt, GoalType_t type, const Vector &curGoal, const Vector &curTargetPos ); + +private: + void * CheckEnemy( CBaseEntity *pEnemy ) { return NULL; } // OBSOLETE, replaced by GatherEnemyConditions(), left here to make derived code not compile + + // Updates the goal position in case of GOALTYPE_ENEMY + void UpdateEnemyPos(); + + // Updates the goal position in case of GOALTYPE_TARGETENT + void UpdateTargetPos(); + + //--------------------------------- + + EHANDLE m_hEnemy; // the entity that the npc is fighting. + float m_flTimeEnemyAcquired; // The time at which the entity the NPC is fighting became the NPC's enemy. + EHANDLE m_hTargetEnt; // the entity that the npc is trying to reach + + CRandStopwatch m_GiveUpOnDeadEnemyTimer; + CSimpleSimTimer m_FailChooseEnemyTimer; + int m_EnemiesSerialNumber; + + float m_flAcceptableTimeSeenEnemy; + + CSimpleSimTimer m_UpdateEnemyPosTimer; + static CSimpleSimTimer m_AnyUpdateEnemyPosTimer; + +public: + //----------------------------------------------------- + // + // Commander mode stuff. + // + //----------------------------------------------------- + virtual bool IsCommandable() { return false; } + virtual bool IsPlayerAlly( CBasePlayer *pPlayer = NULL ); + virtual bool IsMedic() { return false; } + virtual bool IsCommandMoving() { return false; } + virtual bool ShouldAutoSummon() { return false; } + virtual void SetCommandGoal( const Vector &vecGoal ); + virtual void ClearCommandGoal(); + virtual void OnTargetOrder() {} + virtual void OnMoveOrder() {} + virtual bool IsValidCommandTarget( CBaseEntity *pTarget ) { return false; } + const Vector &GetCommandGoal() const { return m_vecCommandGoal; } + virtual void OnMoveToCommandGoalFailed() {} + string_t GetPlayerSquadName() const { Assert( gm_iszPlayerSquad != NULL_STRING ); return gm_iszPlayerSquad; } + bool IsInPlayerSquad() const; + virtual CAI_BaseNPC *GetSquadCommandRepresentative() { return NULL; } + + virtual bool TargetOrder( CBaseEntity *pTarget, CAI_BaseNPC **Allies, int numAllies ) { OnTargetOrder(); return true; } + virtual void MoveOrder( const Vector &vecDest, CAI_BaseNPC **Allies, int numAllies ) { SetCommandGoal( vecDest ); SetCondition( COND_RECEIVED_ORDERS ); OnMoveOrder(); } + + // Return true if you're willing to be idly talked to by other friends. + virtual bool CanBeUsedAsAFriend( void ); + + +private: + Vector m_vecCommandGoal; + static string_t gm_iszPlayerSquad; + +public: + CAI_MoveMonitor m_CommandMoveMonitor; + + //----------------------------------------------------- + // Dynamic scripted NPC interactions + //----------------------------------------------------- +public: + float GetInteractionYaw( void ) const { return m_flInteractionYaw; } + +protected: + void ParseScriptedNPCInteractions( void ); + void AddScriptedNPCInteraction( ScriptedNPCInteraction_t *pInteraction ); + const char *GetScriptedNPCInteractionSequence( ScriptedNPCInteraction_t *pInteraction, int iPhase ); + void StartRunningInteraction( CAI_BaseNPC *pOtherNPC, bool bActive ); + void StartScriptedNPCInteraction( CAI_BaseNPC *pOtherNPC, ScriptedNPCInteraction_t *pInteraction, Vector vecOtherOrigin, QAngle angOtherAngles ); + void CheckForScriptedNPCInteractions( void ); + void CalculateValidEnemyInteractions( void ); + void CheckForcedNPCInteractions( void ); + bool InteractionCouldStart( CAI_BaseNPC *pOtherNPC, ScriptedNPCInteraction_t *pInteraction, Vector &vecOrigin, QAngle &angAngles ); + virtual bool CanRunAScriptedNPCInteraction( bool bForced = false ); + bool IsRunningDynamicInteraction( void ) { return (m_iInteractionState != NPCINT_NOT_RUNNING && (m_hCine != NULL)); } + bool IsActiveDynamicInteraction( void ) { return (m_iInteractionState == NPCINT_RUNNING_ACTIVE && (m_hCine != NULL)); } + ScriptedNPCInteraction_t *GetRunningDynamicInteraction( void ) { return &(m_ScriptedInteractions[m_iInteractionPlaying]); } + void SetInteractionCantDie( bool bCantDie ) { m_bCannotDieDuringInteraction = bCantDie; } + bool HasInteractionCantDie( void ); + + void InputForceInteractionWithNPC( inputdata_t &inputdata ); + void StartForcedInteraction( CAI_BaseNPC *pNPC, int iInteraction ); + void CleanupForcedInteraction( void ); + void CalculateForcedInteractionPosition( void ); + CAI_BaseNPC *GetInteractionPartner( void ); + +private: + // Forced interactions + CHandle<CAI_BaseNPC> m_hForcedInteractionPartner; + Vector m_vecForcedWorldPosition; + float m_flForcedInteractionTimeout; // Abort the interaction if it hasn't started by this time. + + CHandle<CAI_BaseNPC> m_hInteractionPartner; + EHANDLE m_hLastInteractionTestTarget; + bool m_bCannotDieDuringInteraction; + int m_iInteractionState; + int m_iInteractionPlaying; + CUtlVector<ScriptedNPCInteraction_t> m_ScriptedInteractions; + + float m_flInteractionYaw; + + +public: + //----------------------------------------------------- + // + // Sounds + // + //----------------------------------------------------- + virtual CanPlaySequence_t CanPlaySequence( bool fDisregardState, int interruptLevel ); + + virtual bool CanPlaySentence( bool fDisregardState ) { return IsAlive(); } + virtual int PlaySentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, CBaseEntity *pListener = NULL ); + virtual int PlayScriptedSentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, bool bConcurrent, CBaseEntity *pListener ); + + virtual bool FOkToMakeSound( int soundPriority = 0 ); + virtual void JustMadeSound( int soundPriority = 0, float flSoundLength = 0.0f ); + + virtual void DeathSound( const CTakeDamageInfo &info ) { return; }; + virtual void AlertSound( void ) { return; }; + virtual void IdleSound( void ) { return; }; + virtual void PainSound( const CTakeDamageInfo &info ) { return; }; + virtual void FearSound( void ) { return; }; + virtual void LostEnemySound( void ) { return; }; + virtual void FoundEnemySound( void ) { return; }; + virtual void BarnacleDeathSound( void ) { CTakeDamageInfo info; PainSound( info ); } + + virtual void SpeakSentence( int sentenceType ) { return; }; + virtual bool ShouldPlayIdleSound( void ); + + virtual void MakeAIFootstepSound( float volume, float duration = 0.5f ); + + //--------------------------------- + + virtual CAI_Expresser *GetExpresser() { return NULL; } + const CAI_Expresser *GetExpresser() const { return const_cast<CAI_BaseNPC *>(this)->GetExpresser(); } + + //--------------------------------- + // NPC Event Response System + virtual bool CanRespondToEvent( const char *ResponseConcept ) { return false; } + virtual bool RespondedTo( const char *ResponseConcept, bool bForce, bool bCancelScene ) { return false; } + + virtual void PlayerHasIlluminatedNPC( CBasePlayer *pPlayer, float flDot ); + + virtual void ModifyOrAppendCriteria( AI_CriteriaSet& set ); + +protected: + float SoundWaitTime() const { return m_flSoundWaitTime; } + +public: + //----------------------------------------------------- + // + // Capabilities report (from CBaseCombatCharacter) + // + //----------------------------------------------------- + virtual int CapabilitiesGet( void ) const; + + // local capabilities access + int CapabilitiesAdd( int capabilities ); + int CapabilitiesRemove( int capabilities ); + void CapabilitiesClear( void ); + +private: + int m_afCapability; // tells us what a npc can/can't do. + +public: + //----------------------------------------------------- + // + // Pathfinding, navigation & movement + // + //----------------------------------------------------- + + CAI_Navigator * GetNavigator() { return m_pNavigator; } + const CAI_Navigator *GetNavigator() const { return m_pNavigator; } + + CAI_LocalNavigator *GetLocalNavigator() { return m_pLocalNavigator; } + const CAI_LocalNavigator *GetLocalNavigator() const { return m_pLocalNavigator; } + + CAI_Pathfinder * GetPathfinder() { return m_pPathfinder; } + const CAI_Pathfinder *GetPathfinder() const { return m_pPathfinder; } + + CAI_MoveProbe * GetMoveProbe() { return m_pMoveProbe; } + const CAI_MoveProbe *GetMoveProbe() const { return m_pMoveProbe; } + + CAI_Motor * GetMotor() { return m_pMotor; } + const CAI_Motor * GetMotor() const { return m_pMotor; } + + //--------------------------------- + + static bool FindSpotForNPCInRadius( Vector *pResult, const Vector &vStartPos, CAI_BaseNPC *pNPC, float radius, bool bOutOfPlayerViewcone = false ); + + //--------------------------------- + + virtual bool IsNavigationUrgent(); + virtual bool ShouldFailNav( bool bMovementFailed ); + virtual bool ShouldBruteForceFailedNav() { return false; } + + // The current navigation (movement) mode (e.g. fly, swim, locomote, etc) + Navigation_t GetNavType() const; + void SetNavType( Navigation_t navType ); + + CBaseEntity * GetNavTargetEntity(void); + + bool IsMoving( void ); + virtual float GetTimeToNavGoal(); + + // NPCs can override this to tweak with how costly particular movements are + virtual bool MovementCost( int moveType, const Vector &vecStart, const Vector &vecEnd, float *pCost ); + + // Turns a directional vector into a yaw value that points down that vector. + float VecToYaw( const Vector &vecDir ); + + // Turning + virtual float CalcIdealYaw( const Vector &vecTarget ); + virtual float MaxYawSpeed( void ); // Get max yaw speed + bool FacingIdeal( void ); + void SetUpdatedYaw() { m_ScheduleState.bTaskUpdatedYaw = true; } + + // Add multiple facing goals while moving/standing still. + virtual void AddFacingTarget( CBaseEntity *pTarget, float flImportance, float flDuration, float flRamp = 0.0 ); + virtual void AddFacingTarget( const Vector &vecPosition, float flImportance, float flDuration, float flRamp = 0.0 ); + virtual void AddFacingTarget( CBaseEntity *pTarget, const Vector &vecPosition, float flImportance, float flDuration, float flRamp = 0.0 ); + virtual float GetFacingDirection( Vector &vecDir ); + + // ------------ + // Methods used by motor to query properties/preferences/move-related state + // ------------ + virtual bool CanStandOn( CBaseEntity *pSurface ) const; + + virtual bool IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos ) const; // Override for specific creature types + bool IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos, float maxUp, float maxDown, float maxDist ) const; + bool ShouldMoveWait(); + virtual float StepHeight() const { return 18.0f; } + float GetStepDownMultiplier() const; + virtual float GetMaxJumpSpeed() const { return 350.0f; } + virtual float GetJumpGravity() const { return 1.0f; } + + //--------------------------------- + + virtual bool OverrideMove( float flInterval ); // Override to take total control of movement (return true if done so) + virtual bool OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval ); + + //--------------------------------- + + virtual bool IsUnusableNode(int iNodeID, CAI_Hint *pHint); // Override for special NPC behavior + virtual bool ValidateNavGoal(); + virtual bool IsCurTaskContinuousMove(); + virtual bool IsValidMoveAwayDest( const Vector &vecDest ) { return true; } + + //--------------------------------- + // + // Notifications from navigator + // + virtual void OnMovementFailed() {}; + virtual void OnMovementComplete() {}; + + //--------------------------------- + + bool FindNearestValidGoalPos( const Vector &vTestPoint, Vector *pResult ); + + void RememberUnreachable( CBaseEntity* pEntity, float duration = -1 ); // Remember that entity is unreachable + virtual bool IsUnreachable( CBaseEntity* pEntity ); // Is entity is unreachable? + + //--------------------------------- + // Inherited from IAI_MotorMovementServices + virtual float CalcYawSpeed( void ); + + virtual bool OnCalcBaseMove( AILocalMoveGoal_t *pMoveGoal, + float distClear, + AIMoveResult_t *pResult ); + + virtual bool OnObstructionPreSteer( AILocalMoveGoal_t *pMoveGoal, + float distClear, + AIMoveResult_t *pResult ); + + // Translations of the above into some useful game terms + virtual bool OnObstructingDoor( AILocalMoveGoal_t *pMoveGoal, + CBaseDoor *pDoor, + float distClear, + AIMoveResult_t *pResult ); + + virtual bool OnUpcomingPropDoor( AILocalMoveGoal_t *pMoveGoal, + CBasePropDoor *pDoor, + float distClear, + AIMoveResult_t *pResult ); + + void OpenPropDoorBegin( CBasePropDoor *pDoor ); + void OpenPropDoorNow( CBasePropDoor *pDoor ); + + //--------------------------------- + + void DelayMoveStart( float delay ) { m_flMoveWaitFinished = gpGlobals->curtime + delay; } + + float m_flMoveWaitFinished; + + + // + // Stuff for opening doors. + // + void OnDoorFullyOpen(CBasePropDoor *pDoor); + void OnDoorBlocked(CBasePropDoor *pDoor); + CHandle<CBasePropDoor> m_hOpeningDoor; // The CBasePropDoor that we are in the midst of opening for navigation. + +protected: + // BRJ 4/11 + // Semi-obsolete-looking Lars code I moved out of the engine and into here + int FlyMove( const Vector& vecPosition, unsigned int mask ); + int WalkMove( const Vector& vecPosition, unsigned int mask ); + + // Unreachable Entities + CUtlVector<UnreachableEnt_t> m_UnreachableEnts; // Array of unreachable entities + +private: + CAI_Navigator * m_pNavigator; + CAI_LocalNavigator *m_pLocalNavigator; + CAI_Pathfinder * m_pPathfinder; + CAI_MoveProbe * m_pMoveProbe; + CAI_Motor * m_pMotor; + + EHANDLE m_hGoalEnt; // path corner we are heading towards + + float m_flTimeLastMovement; + + + CSimpleSimTimer m_CheckOnGroundTimer; + +public: + //----------------------------------------------------- + // + // Eye position, view offset, head direction, eye direction + // + //----------------------------------------------------- + + void SetDefaultEyeOffset ( void ); + const Vector & GetDefaultEyeOffset( void ) { return m_vDefaultEyeOffset; } + virtual Vector GetNodeViewOffset() { return GetViewOffset(); } + + virtual Vector EyeOffset( Activity nActivity ); + virtual Vector EyePosition( void ); + + //--------------------------------- + + virtual Vector HeadDirection2D( void ); + virtual Vector HeadDirection3D( void ); + virtual Vector EyeDirection2D( void ); + virtual Vector EyeDirection3D( void ); + + virtual CBaseEntity *EyeLookTarget( void ); // Overridden by subclass to force look at an entity + virtual void AddLookTarget( CBaseEntity *pTarget, float flImportance, float flDuration, float flRamp = 0.0 ) { }; + virtual void AddLookTarget( const Vector &vecPosition, float flImportance, float flDuration, float flRamp = 0.0 ) { }; + virtual void SetHeadDirection( const Vector &vTargetPos, float flInterval ); + virtual void MaintainLookTargets( float flInterval ); + virtual bool ValidEyeTarget(const Vector &lookTargetPos); + + virtual Vector FacingPosition( void ) { return EyePosition(); }; // position that other npc's use when facing you + + virtual void MaintainTurnActivity( void ); + + virtual bool FInAimCone( const Vector &vecSpot ); + virtual void AimGun(); + virtual void SetAim( const Vector &aimDir ); + virtual void RelaxAim( void ); + virtual CBaseEntity *GetAlternateMoveShootTarget() { return NULL; } + +protected: + Vector m_vDefaultEyeOffset; + float m_flNextEyeLookTime; // Next time a pick a new place to look + + float m_flEyeIntegRate; // How fast does eye move to target + +private: + Vector m_vEyeLookTarget; // Where I want to be looking + Vector m_vCurEyeTarget; // Direction I'm looking at + EHANDLE m_hEyeLookTarget; // What I want to be looking at + float m_flHeadYaw; // Current head yaw + float m_flHeadPitch; // Current head pitch +protected: + float m_flOriginalYaw; // This is the direction facing when the level designer placed the NPC in the level. + +public: + //----------------------------------------------------- + // Mapmaker Scripting + // + // Set when the NPC is being scripted by a mapmaker, and + // shouldn't be responding to external stimuli that would + // break him out of his "script". NOT a scripted sequence. + //----------------------------------------------------- + inline bool IsInAScript( void ) { return m_bInAScript; } + inline void SetInAScript( bool bScript ) { m_bInAScript = bScript; } + void InputStartScripting( inputdata_t &inputdata ) { m_bInAScript = true; } + void InputStopScripting( inputdata_t &inputdata ) { m_bInAScript = false; } + + void InputGagEnable( inputdata_t &inputdata ) { AddSpawnFlags(SF_NPC_GAG); } + void InputGagDisable( inputdata_t &inputdata ) { RemoveSpawnFlags(SF_NPC_GAG); } + + bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt); + + virtual void InputOutsideTransition( inputdata_t &inputdata ); + virtual void InputInsideTransition( inputdata_t &inputdata ); + + void CleanupScriptsOnTeleport( bool bEnrouteAsWell ); + + virtual void SetScriptedScheduleIgnoreConditions( Interruptability_t interrupt ); + +private: + bool m_bInAScript; + +public: + //----------------------------------------------------- + // + // Scripting + // + //----------------------------------------------------- + + // Scripted sequence Info + enum SCRIPTSTATE + { + SCRIPT_PLAYING = 0, // Playing the action animation. + SCRIPT_WAIT, // Waiting on everyone in the script to be ready. Plays the pre idle animation if there is one. + SCRIPT_POST_IDLE, // Playing the post idle animation after playing the action animation. + SCRIPT_CLEANUP, // Cancelling the script / cleaning up. + SCRIPT_WALK_TO_MARK, // Walking to the scripted sequence position. + SCRIPT_RUN_TO_MARK, // Running to the scripted sequence position. + SCRIPT_CUSTOM_MOVE_TO_MARK, // Moving to the scripted sequence position while playing a custom movement animation. + }; + + bool ExitScriptedSequence(); + bool CineCleanup(); + + virtual void Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity ); + + // forces movement and sets a new schedule + virtual bool ScheduledMoveToGoalEntity( int scheduleType, CBaseEntity *pGoalEntity, Activity movementActivity ); + virtual bool ScheduledFollowPath( int scheduleType, CBaseEntity *pPathStart, Activity movementActivity ); + + static void ForceSelectedGo(CBaseEntity *pPlayer, const Vector &targetPos, const Vector &traceDir, bool bRun); + static void ForceSelectedGoRandom(void); + + bool AutoMovement( CBaseEntity *pTarget = NULL, AIMoveTrace_t *pTraceResult = NULL ); + bool AutoMovement( float flInterval, CBaseEntity *pTarget = NULL, AIMoveTrace_t *pTraceResult = NULL ); + bool TaskRanAutomovement( void ) { return m_ScheduleState.bTaskRanAutomovement; } + + SCRIPTSTATE m_scriptState; // internal cinematic state + CHandle<CAI_ScriptedSequence> m_hCine; + Activity m_ScriptArrivalActivity; + string_t m_strScriptArrivalSequence; + + //----------------------------------------------------- + // + // Scenes + // + //----------------------------------------------------- + + void AddSceneLock( float flDuration = 0.2f ) { m_flSceneTime = MAX( gpGlobals->curtime + flDuration, m_flSceneTime ); }; + void ClearSceneLock( float flDuration = 0.2f ) { m_flSceneTime = gpGlobals->curtime + flDuration; }; + bool IsInLockedScene( void ) { return m_flSceneTime > gpGlobals->curtime; }; + float m_flSceneTime; + string_t m_iszSceneCustomMoveSeq; + +public: + //----------------------------------------------------- + // + // Memory + // + //----------------------------------------------------- + + inline void Remember( int iMemory ) { m_afMemory |= iMemory; } + inline void Forget( int iMemory ) { m_afMemory &= ~iMemory; } + inline bool HasMemory( int iMemory ) { if ( m_afMemory & iMemory ) return TRUE; return FALSE; } + inline bool HasAllMemories( int iMemory ) { if ( (m_afMemory & iMemory) == iMemory ) return TRUE; return FALSE; } + + virtual CAI_Enemies *GetEnemies( void ); + virtual void RemoveMemory( void ); + + virtual bool UpdateEnemyMemory( CBaseEntity *pEnemy, const Vector &position, CBaseEntity *pInformer = NULL ); + virtual float GetReactionDelay( CBaseEntity *pEnemy ); + + void SetLastAttackTime( float time) { m_flLastAttackTime = time; } + + float GetLastAttackTime() const { return m_flLastAttackTime; } + float GetLastDamageTime() const { return m_flLastDamageTime; } + float GetLastPlayerDamageTime() const { return m_flLastPlayerDamageTime; } + float GetLastEnemyTime() const { return m_flLastEnemyTime; } + + // Set up the shot regulator based on the equipped weapon + virtual void OnChangeActiveWeapon( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon ); + + // Weapon holstering + virtual bool CanHolsterWeapon( void ); + virtual int HolsterWeapon( void ); + virtual int UnholsterWeapon( void ); + void InputHolsterWeapon( inputdata_t &inputdata ); + void InputHolsterAndDestroyWeapon( inputdata_t &inputdata ); + void InputUnholsterWeapon( inputdata_t &inputdata ); + bool IsWeaponHolstered( void ); + bool IsWeaponStateChanging( void ); + void SetDesiredWeaponState( DesiredWeaponState_t iState ) { m_iDesiredWeaponState = iState; } + + // NOTE: The Shot Regulator is used to manage the RangeAttack1 weapon. + inline CAI_ShotRegulator* GetShotRegulator() { return &m_ShotRegulator; } + virtual void OnRangeAttack1(); + +protected: + // Shot regulator code + virtual void OnUpdateShotRegulator( ); + +protected: + CAI_Enemies * m_pEnemies; // Holds information about enemies / danger positions / shared between sqaud members + int m_afMemory; + EHANDLE m_hEnemyOccluder; // The entity my enemy is hiding behind. + + float m_flSumDamage; // How much consecutive damage I've received + float m_flLastDamageTime; // Last time I received damage + float m_flLastPlayerDamageTime; // Last time I received damage from the player + float m_flLastSawPlayerTime; // Last time I saw the player + float m_flLastAttackTime; // Last time that I attacked my current enemy + float m_flLastEnemyTime; + float m_flNextWeaponSearchTime; // next time to search for a better weapon + string_t m_iszPendingWeapon; // THe NPC should create and equip this weapon. + bool m_bIgnoreUnseenEnemies; + +private: + CAI_ShotRegulator m_ShotRegulator; // When should I shoot next? + + DesiredWeaponState_t m_iDesiredWeaponState; + +public: + //----------------------------------------------------- + // + // Squads & tactics + // + //----------------------------------------------------- + + virtual bool InitSquad( void ); + + virtual const char* SquadSlotName(int slotID) { return gm_SquadSlotNamespace.IdToSymbol(slotID); } + bool OccupyStrategySlot( int squadSlotID ); + bool OccupyStrategySlotRange( int slotIDStart, int slotIDEnd ); + bool HasStrategySlot( int squadSlotID ); + bool HasStrategySlotRange( int slotIDStart, int slotIDEnd ); + int GetMyStrategySlot() { return m_iMySquadSlot; } + void VacateStrategySlot( void ); + bool IsStrategySlotRangeOccupied( int slotIDStart, int slotIDEnd ); // Returns true if all in the range are occupied + + CAI_Squad * GetSquad() { return m_pSquad; } + virtual void SetSquad( CAI_Squad *pSquad ); + void AddToSquad( string_t name ); + void RemoveFromSquad(); + void CheckSquad(); + void SetSquadName( string_t name ) { m_SquadName = name; } + bool IsInSquad() const { return m_pSquad != NULL; } + virtual bool IsSilentSquadMember() const { return false; } + + int NumWeaponsInSquad( const char *pszWeaponClassname ); + + string_t GetHintGroup( void ) { return m_strHintGroup; } + void ClearHintGroup( void ) { SetHintGroup( NULL_STRING ); } + void SetHintGroup( string_t name, bool bHintGroupNavLimiting = false ); + bool IsLimitingHintGroups( void ) { return m_bHintGroupNavLimiting; } + + //--------------------------------- + + CAI_TacticalServices *GetTacticalServices() { return m_pTacticalServices; } + const CAI_TacticalServices *GetTacticalServices() const { return m_pTacticalServices; } + + //--------------------------------- + // Cover + + virtual bool FindCoverPos( CBaseEntity *pEntity, Vector *pResult ); + virtual bool FindCoverPosInRadius( CBaseEntity *pEntity, const Vector &goalPos, float coverRadius, Vector *pResult ); + virtual bool FindCoverPos( CSound *pSound, Vector *pResult ); + virtual bool IsValidCover ( const Vector &vecCoverLocation, CAI_Hint const *pHint ); + virtual bool IsValidShootPosition ( const Vector &vecCoverLocation, CAI_Node *pNode, CAI_Hint const *pHint ); + virtual bool TestShootPosition(const Vector &vecShootPos, const Vector &targetPos ) { return WeaponLOSCondition( vecShootPos, targetPos, false ); } + virtual bool IsCoverPosition( const Vector &vecThreat, const Vector &vecPosition ); + virtual float CoverRadius( void ) { return 1024; } // Default cover radius + virtual float GetMaxTacticalLateralMovement( void ) { return MAXTACLAT_IGNORE; } + +protected: + virtual void OnChangeHintGroup( string_t oldGroup, string_t newGroup ) {} + + CAI_Squad * m_pSquad; // The squad that I'm on + string_t m_SquadName; + + int m_iMySquadSlot; // this is the behaviour slot that the npc currently holds in the squad. + +private: + string_t m_strHintGroup; + bool m_bHintGroupNavLimiting; + CAI_TacticalServices *m_pTacticalServices; + +public: + //----------------------------------------------------- + // + // Base schedule & task support; Miscellaneous + // + //----------------------------------------------------- + + void InitRelationshipTable( void ); + void AddRelationship( const char *pszRelationship, CBaseEntity *pActivator ); + + virtual void AddEntityRelationship( CBaseEntity *pEntity, Disposition_t nDisposition, int nPriority ); + virtual void AddClassRelationship( Class_T nClass, Disposition_t nDisposition, int nPriority ); + + void NPCUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + + CBaseGrenade* IncomingGrenade(void); + + virtual bool ShouldFadeOnDeath( void ); + + void NPCInitDead( void ); // Call after animation/pose is set up + void CorpseFallThink( void ); + + float ThrowLimit( const Vector &vecStart, const Vector &vecEnd, float fGravity, float fArcSize, const Vector &mins, const Vector &maxs, CBaseEntity *pTarget, Vector *jumpVel, CBaseEntity **pBlocker); + + // these functions will survey conditions and set appropriate conditions bits for attack types. + virtual int RangeAttack1Conditions( float flDot, float flDist ); + virtual int RangeAttack2Conditions( float flDot, float flDist ); + virtual int MeleeAttack1Conditions( float flDot, float flDist ); + virtual int MeleeAttack2Conditions( float flDot, float flDist ); + + virtual float InnateRange1MinRange( void ) { return 0.0f; } + virtual float InnateRange1MaxRange( void ) { return FLT_MAX; } + + virtual bool OnBeginMoveAndShoot( void ) { return true; } + virtual void OnEndMoveAndShoot( void ) {} + + virtual bool UseAttackSquadSlots() { return false; } + + //--------------------------------- + + virtual CBaseEntity *FindNamedEntity( const char *pszName, IEntityFindFilter *pFilter = NULL ); + + //--------------------------------- + // States + //--------------------------------- + + virtual void ClearAttackConditions( void ); + void GatherAttackConditions( CBaseEntity *pTarget, float flDist ); + virtual bool ShouldLookForBetterWeapon(); + bool Weapon_IsBetterAvailable ( void ) ; + virtual Vector Weapon_ShootPosition( void ); + virtual void GiveWeapon( string_t iszWeaponName ); + virtual void OnGivenWeapon( CBaseCombatWeapon *pNewWeapon ) { } + bool IsMovingToPickupWeapon(); + virtual bool WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions); + virtual bool CurrentWeaponLOSCondition(const Vector &targetPos, bool bSetConditions) { return WeaponLOSCondition( GetAbsOrigin(), targetPos, bSetConditions ); } + virtual bool IsWaitingToRappel( void ) { return false; } + virtual void BeginRappel() {} + + // override to change the chase location of an enemy + // This is where your origin should go when you are chasing pEnemy when his origin is at chasePosition + // by default, leave this alone to make your origin coincide with his. + virtual void TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition); + virtual float GetDefaultNavGoalTolerance() { return (GetHullWidth() * 2.0); } + + virtual bool FCanCheckAttacks ( void ); + virtual void CheckAmmo( void ) {} + + virtual bool FValidateHintType( CAI_Hint *pHint ); + virtual Activity GetHintActivity( short sHintType, Activity HintsActivity ); + virtual float GetHintDelay( short sHintType ); + virtual Activity GetCoverActivity( CAI_Hint* pHint ); + virtual Activity GetReloadActivity( CAI_Hint* pHint ); + + virtual void SetTurnActivity( void ); + bool UpdateTurnGesture( void ); + + // Returns the time when the door will be open + float OpenDoorAndWait( CBaseEntity *pDoor ); + + bool BBoxFlat( void ); + + //--------------------------------- + + virtual void Ignite( float flFlameLifetime, bool bNPCOnly = true, float flSize = 0.0f, bool bCalledByLevelDesigner = false ); + virtual bool PassesDamageFilter( const CTakeDamageInfo &info ); + + //--------------------------------- + + void MakeDamageBloodDecal( int cCount, float flNoise, trace_t *ptr, Vector vecDir ); + virtual float GetHitgroupDamageMultiplier( int iHitGroup, const CTakeDamageInfo &info ); + void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ); + void DecalTrace( trace_t *pTrace, char const *decalName ); + void ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName ); + virtual bool PlayerInSpread( const Vector &sourcePos, const Vector &targetPos, float flSpread, float maxDistOffCenter, bool ignoreHatedPlayers = true ); + CBaseEntity * PlayerInRange( const Vector &vecLocation, float flDist ); + bool PointInSpread( CBaseCombatCharacter *pCheckEntity, const Vector &sourcePos, const Vector &targetPos, const Vector &testPoint, float flSpread, float maxDistOffCenter ); + bool IsSquadmateInSpread( const Vector &sourcePos, const Vector &targetPos, float flSpread, float maxDistOffCenter ); + + //--------------------------------- + // combat functions + //--------------------------------- + virtual bool InnateWeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions ); + + virtual Activity GetFlinchActivity( bool bHeavyDamage, bool bGesture ); + + virtual bool ShouldGib( const CTakeDamageInfo &info ) { return false; } // Always ragdoll, unless specified by the leaf class + virtual bool Event_Gibbed( const CTakeDamageInfo &info ); + virtual void Event_Killed( const CTakeDamageInfo &info ); + + virtual Vector GetShootEnemyDir( const Vector &shootOrigin, bool bNoisy = true ); +#ifdef HL2_DLL + virtual Vector GetActualShootPosition( const Vector &shootOrigin ); + virtual Vector GetActualShootTrajectory( const Vector &shootOrigin ); + virtual Vector GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget = NULL ); + virtual float GetSpreadBias( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget ); +#endif //HL2_DLL + virtual void CollectShotStats( const Vector &vecShootOrigin, const Vector &vecShootDir ); + virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy = true ); + virtual Vector GetAutoAimCenter() { return BodyTarget(vec3_origin, false); } + virtual void FireBullets( const FireBulletsInfo_t &info ); + + // OLD VERSION! Use the struct version + void FireBullets( int cShots, const Vector &vecSrc, const Vector &vecDirShooting, + const Vector &vecSpread, float flDistance, int iAmmoType, int iTracerFreq = 4, + int firingEntID = -1, int attachmentID = -1, int iDamage = 0, + CBaseEntity *pAttacker = NULL, bool bFirstShotAccurate = false ); + + virtual bool ShouldMoveAndShoot( void ); + + //--------------------------------- + // Damage + //--------------------------------- + virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info ); + virtual int OnTakeDamage_Dying( const CTakeDamageInfo &info ); + virtual int OnTakeDamage_Dead( const CTakeDamageInfo &info ); + + virtual void NotifyFriendsOfDamage( CBaseEntity *pAttackerEntity ); + virtual void OnFriendDamaged( CBaseCombatCharacter *pSquadmate, CBaseEntity *pAttacker ); + + virtual bool IsLightDamage( const CTakeDamageInfo &info ); + virtual bool IsHeavyDamage( const CTakeDamageInfo &info ); + + void DoRadiusDamage( const CTakeDamageInfo &info, int iClassIgnore, CBaseEntity *pEntityIgnore ); + void DoRadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrc, int iClassIgnore, CBaseEntity *pEntityIgnore ); + + //--------------------------------- + + virtual void PickupWeapon( CBaseCombatWeapon *pWeapon ); + virtual void PickupItem( CBaseEntity *pItem ) { }; + CBaseEntity* DropItem( const char *pszItemName, Vector vecPos, QAngle vecAng );// drop an item. + + + //--------------------------------- + // Inputs + //--------------------------------- + void InputSetRelationship( inputdata_t &inputdata ); + void InputSetEnemyFilter( inputdata_t &inputdata ); + void InputSetHealth( inputdata_t &inputdata ); + void InputBeginRappel( inputdata_t &inputdata ); + void InputSetSquad( inputdata_t &inputdata ); + void InputWake( inputdata_t &inputdata ); + void InputForgetEntity( inputdata_t &inputdata ); + void InputIgnoreDangerSounds( inputdata_t &inputdata ); + void InputUpdateEnemyMemory( inputdata_t &inputdata ); + + //--------------------------------- + + virtual void NotifyDeadFriend( CBaseEntity *pFriend ) { return; } + + //--------------------------------- + // Utility methods + static Vector CalcThrowVelocity(const Vector &startPos, const Vector &endPos, float fGravity, float fArcSize); + + //--------------------------------- + + float SetWait( float minWait, float maxWait = 0.0 ); + void ClearWait(); + float GetWaitFinishTime() { return m_flWaitFinished; } + bool IsWaitFinished(); + bool IsWaitSet(); + + CBaseEntity* GetGoalEnt() { return m_hGoalEnt; } + void SetGoalEnt( CBaseEntity *pGoalEnt ) { m_hGoalEnt.Set( pGoalEnt ); } + + CAI_Hint *GetHintNode() { return m_pHintNode; } + const CAI_Hint *GetHintNode() const { return m_pHintNode; } + void SetHintNode( CAI_Hint *pHintNode ); + void ClearHintNode( float reuseDelay = 0.0 ); + + float m_flWaitFinished; // if we're told to wait, this is the time that the wait will be over. + + float m_flNextFlinchTime; // Time at which we'll flinch fully again (as opposed to just doing gesture flinches) + float m_flNextDodgeTime; // Time at which I can dodge again. Used so that the behavior doesn't happen over and over. + + CAI_MoveAndShootOverlay m_MoveAndShootOverlay; + + Vector m_vecLastPosition; // npc sometimes wants to return to where it started after an operation. + Vector m_vSavePosition; // position stored by code that called this schedules + Vector m_vInterruptSavePosition; // position stored by a task that was interrupted + +private: + CHandle<CAI_Hint> m_pHintNode; // this is the hint that the npc is moving towards or performing active idle on. + +public: + int m_cAmmoLoaded; // how much ammo is in the weapon (used to trigger reload anim sequences) + float m_flDistTooFar; // if enemy farther away than this, bits_COND_ENEMY_TOOFAR set in GatherEnemyConditions + string_t m_spawnEquipment; + + bool m_fNoDamageDecal; + + EHANDLE m_hStoredPathTarget; // For TASK_SET_GOAL + Vector m_vecStoredPathGoal; // + GoalType_t m_nStoredPathType; // + int m_fStoredPathFlags; // + + CHandle<CBaseFilter> m_hEnemyFilter; + string_t m_iszEnemyFilterName; + + bool m_bDidDeathCleanup; + + + IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_lifeState ); + + //--------------------------------- + // Outputs + //--------------------------------- + COutputEvent m_OnDamaged; + COutputEvent m_OnDeath; + COutputEvent m_OnHalfHealth; + COutputEHANDLE m_OnFoundEnemy; + COutputEvent m_OnLostEnemyLOS; + COutputEvent m_OnLostEnemy; + COutputEHANDLE m_OnFoundPlayer; + COutputEvent m_OnLostPlayerLOS; + COutputEvent m_OnLostPlayer; + COutputEvent m_OnHearWorld; + COutputEvent m_OnHearPlayer; + COutputEvent m_OnHearCombat; + COutputEvent m_OnDamagedByPlayer; + COutputEvent m_OnDamagedByPlayerSquad; + COutputEvent m_OnDenyCommanderUse; + COutputEvent m_OnRappelTouchdown; + COutputEvent m_OnSleep; + COutputEvent m_OnWake; + COutputEvent m_OnForcedInteractionStarted; + COutputEvent m_OnForcedInteractionAborted; + COutputEvent m_OnForcedInteractionFinished; + +public: + // use this to shrink the bbox temporarily + void SetHullSizeNormal( bool force = false ); + bool SetHullSizeSmall( bool force = false ); + + bool IsUsingSmallHull() const { return m_fIsUsingSmallHull; } + + const Vector & GetHullMins() const { return NAI_Hull::Mins(GetHullType()); } + const Vector & GetHullMaxs() const { return NAI_Hull::Maxs(GetHullType()); } + float GetHullWidth() const { return NAI_Hull::Width(GetHullType()); } + float GetHullHeight() const { return NAI_Hull::Height(GetHullType()); } + + void SetupVPhysicsHull(); + virtual void StartTouch( CBaseEntity *pOther ); + void CheckPhysicsContacts(); + +private: + void TryRestoreHull( void ); + bool m_fIsUsingSmallHull; + bool m_bCheckContacts; + +private: + // Task implementation helpers + void StartTurn( float flDeltaYaw ); + bool FindCoverFromEnemy( bool bNodesOnly = false, float flMinDistance = 0, float flMaxDistance = FLT_MAX ); + bool FindCoverFromBestSound( Vector *pCoverPos ); + void StartScriptMoveToTargetTask( int task ); + + void RunDieTask(); + void RunAttackTask( int task ); + +protected: + virtual float CalcReasonableFacing( bool bIgnoreOriginalFacing = false ); + virtual bool IsValidReasonableFacing( const Vector &vecSightDir, float sightDist ) { return true; } + virtual float GetReasonableFacingDist( void ); + +public: + inline int UsableNPCObjectCaps( int baseCaps ) + { + if ( IsAlive() ) + baseCaps |= FCAP_IMPULSE_USE; + return baseCaps; + } + + virtual int ObjectCaps() { return (BaseClass::ObjectCaps() | FCAP_NOTIFY_ON_TRANSITION); } + + //----------------------------------------------------- + // + // Core mapped data structures + // + // String Registries for default AI Shared by all CBaseNPCs + // These are used only during initialization and in debug + //----------------------------------------------------- + + static void InitSchedulingTables(); + + static CAI_GlobalScheduleNamespace *GetSchedulingSymbols() { return &gm_SchedulingSymbols; } + static CAI_ClassScheduleIdSpace &AccessClassScheduleIdSpaceDirect() { return gm_ClassScheduleIdSpace; } + virtual CAI_ClassScheduleIdSpace * GetClassScheduleIdSpace() { return &gm_ClassScheduleIdSpace; } + + static int GetScheduleID (const char* schedName); + static int GetActivityID (const char* actName); + static int GetConditionID (const char* condName); + static int GetTaskID (const char* taskName); + static int GetSquadSlotID (const char* slotName); + virtual const char* GetSquadSlotDebugName( int iSquadSlot ); + static const char* GetActivityName (int actID); + + static void AddActivityToSR(const char *actName, int conID); + + static void AddEventToSR(const char *eventName, int conID); + static const char* GetEventName (int actID); + static int GetEventID (const char* actName); + +public: + //----------------------------------------------------- + // Crouch handling + //----------------------------------------------------- + bool CrouchIsDesired( void ) const; + virtual bool IsCrouching( void ); + inline void ForceCrouch( void ); + inline void ClearForceCrouch( void ); + +protected: + virtual bool Crouch( void ); + virtual bool Stand( void ); + virtual void DesireCrouch( void ); + inline void DesireStand( void ); + bool CouldShootIfCrouching( CBaseEntity *pTarget ); + virtual bool IsCrouchedActivity( Activity activity ); + +protected: + // Override these in your derived NPC class + virtual Vector GetCrouchEyeOffset( void ) { return Vector(0,0,40); } + virtual Vector GetCrouchGunOffset( void ) { return Vector(0,0,36); } + +private: + bool m_bCrouchDesired; + bool m_bForceCrouch; + bool m_bIsCrouching; + //----------------------------------------------------- + + //----------------------------------------------------- + // ai_post_frame_navigation + //----------------------------------------------------- + +private: + bool m_bDeferredNavigation; // This NPCs has a navigation query that's being deferred until later in the frame + +public: + void SetNavigationDeferred( bool bState ) { m_bDeferredNavigation = bState; } + bool IsNavigationDeferred( void ) { return m_bDeferredNavigation; } + + //----------------------------------------------------- +protected: + static CAI_GlobalNamespace gm_SquadSlotNamespace; + static CAI_LocalIdSpace gm_SquadSlotIdSpace; + +private: + // Checks to see that the nav hull is valid for the NPC + bool IsNavHullValid() const; + + friend class CAI_SystemHook; + friend class CAI_SchedulesManager; + + static bool LoadDefaultSchedules(void); + + static void InitDefaultScheduleSR(void); + static void InitDefaultTaskSR(void); + static void InitDefaultConditionSR(void); + static void InitDefaultActivitySR(void); + static void InitDefaultSquadSlotSR(void); + + static CStringRegistry* m_pActivitySR; + static int m_iNumActivities; + + static CStringRegistry* m_pEventSR; + static int m_iNumEvents; + + static CAI_GlobalScheduleNamespace gm_SchedulingSymbols; + static CAI_ClassScheduleIdSpace gm_ClassScheduleIdSpace; + +public: + //---------------------------------------------------- + // Debugging tools + // + + // ----------------------------- + // Debuging Fields and Methods + // ----------------------------- + const char* m_failText; // Text of why it failed + const char* m_interruptText; // Text of why schedule interrupted + CAI_Schedule* m_failedSchedule; // The schedule that failed last + CAI_Schedule* m_interuptSchedule; // The schedule that was interrupted last + int m_nDebugCurIndex; // Index used for stepping through AI + virtual void ReportAIState( void ); + virtual void ReportOverThinkLimit( float time ); + void DumpTaskTimings(); + void DrawDebugGeometryOverlays(void); + virtual int DrawDebugTextOverlays(void); + void ToggleFreeze(void); + + static void ClearAllSchedules(void); + + static int m_nDebugBits; + + static CAI_BaseNPC* m_pDebugNPC; + static int m_nDebugPauseIndex; // Current step + static inline void SetDebugNPC( CAI_BaseNPC *pNPC ) { m_pDebugNPC = pNPC; } + static inline bool IsDebugNPC( CAI_BaseNPC *pNPC ) { return( pNPC == m_pDebugNPC ); } + + float m_LastShootAccuracy; + int m_TotalShots; + int m_TotalHits; +#ifdef _DEBUG + bool m_bSelected; +#endif + + float m_flSoundWaitTime; // Time when I'm allowed to make another sound + int m_nSoundPriority; + float m_flIgnoreDangerSoundsUntil; + +#ifdef AI_MONITOR_FOR_OSCILLATION + CUtlVector<AIScheduleChoice_t> m_ScheduleHistory; +#endif//AI_MONITOR_FOR_OSCILLATION + +private: + + // Break into pieces! + void Break( CBaseEntity *pBreaker ); + void InputBreak( inputdata_t &inputdata ); + + friend void CC_NPC_Go(); + friend void CC_NPC_GoRandom(); + friend void CC_NPC_Freeze( const CCommand &args ); + +public: + + CNetworkVar( bool, m_bPerformAvoidance ); + CNetworkVar( bool, m_bIsMoving ); + CNetworkVar( bool, m_bFadeCorpse ); + CNetworkVar( bool, m_bImportanRagdoll ); + + CNetworkVar( bool, m_bSpeedModActive ); + CNetworkVar( int, m_iSpeedModRadius ); + CNetworkVar( int, m_iSpeedModSpeed ); + CNetworkVar( float, m_flTimePingEffect ); // Display the pinged effect until this time + + void InputActivateSpeedModifier( inputdata_t &inputdata ) { m_bSpeedModActive = true; } + void InputDisableSpeedModifier( inputdata_t &inputdata ) { m_bSpeedModActive = false; } + void InputSetSpeedModifierRadius( inputdata_t &inputdata ); + void InputSetSpeedModifierSpeed( inputdata_t &inputdata ); + + virtual bool ShouldProbeCollideAgainstEntity( CBaseEntity *pEntity ); + + bool m_bPlayerAvoidState; + void GetPlayerAvoidBounds( Vector *pMins, Vector *pMaxs ); + + void StartPingEffect( void ) { m_flTimePingEffect = gpGlobals->curtime + 2.0f; DispatchUpdateTransmitState(); } +}; + + +//----------------------------------------------------------------------------- +// Purpose: Returns whether our ideal activity has started. If not, we are in +// a transition sequence. +//----------------------------------------------------------------------------- +inline bool CAI_BaseNPC::IsActivityStarted(void) +{ + return (GetSequence() == m_nIdealSequence); +} + +//----------------------------------------------------------------------------- +// Bullet firing (legacy)... +//----------------------------------------------------------------------------- +inline void CAI_BaseNPC::FireBullets( int cShots, const Vector &vecSrc, + const Vector &vecDirShooting, const Vector &vecSpread, float flDistance, + int iAmmoType, int iTracerFreq, int firingEntID, int attachmentID, + int iDamage, CBaseEntity *pAttacker, bool bFirstShotAccurate ) +{ + FireBulletsInfo_t info; + info.m_iShots = cShots; + info.m_vecSrc = vecSrc; + info.m_vecDirShooting = vecDirShooting; + info.m_vecSpread = vecSpread; + info.m_flDistance = flDistance; + info.m_iAmmoType = iAmmoType; + info.m_iTracerFreq = iTracerFreq; + info.m_flDamage = iDamage; + info.m_pAttacker = pAttacker; + info.m_nFlags = bFirstShotAccurate ? FIRE_BULLETS_FIRST_SHOT_ACCURATE : 0; + + FireBullets( info ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Sets the ideal state of this NPC. +//----------------------------------------------------------------------------- +inline void CAI_BaseNPC::SetIdealState( NPC_STATE eIdealState ) +{ + if (eIdealState != m_IdealNPCState) + { + /*switch (eIdealState) + { + case NPC_STATE_NONE: + Msg("%s.SetIdealState: NPC_STATE_NONE\n", GetDebugName()); + break; + + case NPC_STATE_IDLE: + Msg("%s.SetIdealState: NPC_STATE_IDLE\n", GetDebugName()); + break; + + case NPC_STATE_ALERT: + Msg("%s.SetIdealState: NPC_STATE_ALERT\n", GetDebugName()); + break; + + case NPC_STATE_COMBAT: + Msg("%s.SetIdealState: NPC_STATE_COMBAT\n", GetDebugName()); + break; + + case NPC_STATE_SCRIPT: + Msg("%s.SetIdealState: NPC_STATE_SCRIPT\n", GetDebugName()); + break; + + case NPC_STATE_PLAYDEAD: + Msg("%s.SetIdealState: NPC_STATE_PLAYDEAD\n", GetDebugName()); + break; + + case NPC_STATE_PRONE: + Msg("%s.SetIdealState: NPC_STATE_PRONE\n", GetDebugName()); + break; + + case NPC_STATE_DEAD: + Msg("%s.SetIdealState: NPC_STATE_DEAD\n", GetDebugName()); + break; + + default: + Msg("%s.SetIdealState: <Unknown>\n", GetDebugName()); + break; + }*/ + + m_IdealNPCState = eIdealState; + } +} + + +//----------------------------------------------------------------------------- +// Purpose: Returns the current ideal state the NPC will try to achieve. +//----------------------------------------------------------------------------- +inline NPC_STATE CAI_BaseNPC::GetIdealState() +{ + return m_IdealNPCState; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +inline int CAI_BaseNPC::IncScheduleCurTaskIndex() +{ + m_ScheduleState.iTaskInterrupt = 0; + m_ScheduleState.bTaskRanAutomovement = false; + m_ScheduleState.bTaskUpdatedYaw = false; + return ++m_ScheduleState.iCurTask; +} + + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +inline void CAI_BaseNPC::ResetScheduleCurTaskIndex() +{ + m_ScheduleState.iCurTask = 0; + m_ScheduleState.iTaskInterrupt = 0; + m_ScheduleState.bTaskRanAutomovement = false; + m_ScheduleState.bTaskUpdatedYaw = false; +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +inline bool CAI_BaseNPC::CrouchIsDesired( void ) const +{ + return ( (CapabilitiesGet() & bits_CAP_DUCK) && (m_bCrouchDesired | m_bForceCrouch) ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +inline void CAI_BaseNPC::DesireStand( void ) +{ + m_bCrouchDesired = false; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +inline void CAI_BaseNPC::ForceCrouch( void ) +{ + m_bForceCrouch = true; + Crouch(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +inline void CAI_BaseNPC::ClearForceCrouch( void ) +{ + m_bForceCrouch = false; + + if ( IsCrouching() ) + { + Stand(); + } +} + +inline bool CAI_BaseNPC::HaveSequenceForActivity( Activity activity ) +{ +#if STUDIO_SEQUENCE_ACTIVITY_LOOKUPS_ARE_SLOW + return ( (GetModelPtr()) ? (SelectWeightedSequence( activity ) != ACTIVITY_NOT_AVAILABLE) : false ); +#else + return ( (GetModelPtr()) ? GetModelPtr()->HaveSequenceForActivity(activity) : false ); +#endif +} + +typedef CHandle<CAI_BaseNPC> AIHANDLE; + + +// ============================================================================ +// Macros for introducing new schedules in sub-classes +// +// Strings registries and schedules use unique ID's for each item, but +// sub-class enumerations are non-unique, so we translate between the +// enumerations and unique ID's +// ============================================================================ + +#define AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( derivedClass ) \ + IMPLEMENT_CUSTOM_SCHEDULE_PROVIDER(derivedClass ) \ + void derivedClass::InitCustomSchedules( void ) \ + { \ + typedef derivedClass CNpc; \ + const char *pszClassName = #derivedClass; \ + \ + CUtlVector<const char *> schedulesToLoad; \ + CUtlVector<AIScheduleLoadFunc_t> reqiredOthers; \ + CAI_NamespaceInfos scheduleIds; \ + CAI_NamespaceInfos taskIds; \ + CAI_NamespaceInfos conditionIds; + + +//----------------- + +#define AI_BEGIN_CUSTOM_NPC( className, derivedClass ) \ + IMPLEMENT_CUSTOM_AI(className, derivedClass ) \ + void derivedClass::InitCustomSchedules( void ) \ + { \ + typedef derivedClass CNpc; \ + const char *pszClassName = #derivedClass; \ + \ + CUtlVector<const char *> schedulesToLoad; \ + CUtlVector<AIScheduleLoadFunc_t> reqiredOthers; \ + CAI_NamespaceInfos scheduleIds; \ + CAI_NamespaceInfos taskIds; \ + CAI_NamespaceInfos conditionIds; \ + CAI_NamespaceInfos squadSlotIds; + +//----------------- + +#define EXTERN_SCHEDULE( id ) \ + scheduleIds.PushBack( #id, id ); \ + extern const char * g_psz##id; \ + schedulesToLoad.AddToTail( g_psz##id ); + +//----------------- + +#define DEFINE_SCHEDULE( id, text ) \ + scheduleIds.PushBack( #id, id ); \ + const char * g_psz##id = \ + "\n Schedule" \ + "\n " #id \ + text \ + "\n"; \ + schedulesToLoad.AddToTail( g_psz##id ); + +//----------------- + +#define DECLARE_CONDITION( id ) \ + conditionIds.PushBack( #id, id ); + +//----------------- + +#define DECLARE_TASK( id ) \ + taskIds.PushBack( #id, id ); + +//----------------- + +#define DECLARE_ACTIVITY( id ) \ + ADD_CUSTOM_ACTIVITY( CNpc, id ); + +//----------------- + +#define DECLARE_SQUADSLOT( id ) \ + squadSlotIds.PushBack( #id, id ); + +//----------------- + +#define DECLARE_INTERACTION( interaction ) \ + ADD_CUSTOM_INTERACTION( interaction ); + +//----------------- + +#define DECLARE_ANIMEVENT( id ) \ + ADD_CUSTOM_ANIMEVENT( CNpc, id ); + +//----------------- + +#define DECLARE_USES_SCHEDULE_PROVIDER( classname ) reqiredOthers.AddToTail( ScheduleLoadHelper(classname) ); + +//----------------- + +// IDs are stored and then added in order due to constraints in the namespace implementation +#define AI_END_CUSTOM_SCHEDULE_PROVIDER() \ + \ + int i; \ + \ + CNpc::AccessClassScheduleIdSpaceDirect().Init( pszClassName, BaseClass::GetSchedulingSymbols(), &BaseClass::AccessClassScheduleIdSpaceDirect() ); \ + \ + scheduleIds.Sort(); \ + taskIds.Sort(); \ + conditionIds.Sort(); \ + \ + for ( i = 0; i < scheduleIds.Count(); i++ ) \ + { \ + ADD_CUSTOM_SCHEDULE_NAMED( CNpc, scheduleIds[i].pszName, scheduleIds[i].localId ); \ + } \ + \ + for ( i = 0; i < taskIds.Count(); i++ ) \ + { \ + ADD_CUSTOM_TASK_NAMED( CNpc, taskIds[i].pszName, taskIds[i].localId ); \ + } \ + \ + for ( i = 0; i < conditionIds.Count(); i++ ) \ + { \ + if ( ValidateConditionLimits( conditionIds[i].pszName ) ) \ + { \ + ADD_CUSTOM_CONDITION_NAMED( CNpc, conditionIds[i].pszName, conditionIds[i].localId ); \ + } \ + } \ + \ + for ( i = 0; i < reqiredOthers.Count(); i++ ) \ + { \ + (*reqiredOthers[i])(); \ + } \ + \ + for ( i = 0; i < schedulesToLoad.Count(); i++ ) \ + { \ + if ( CNpc::gm_SchedLoadStatus.fValid ) \ + { \ + CNpc::gm_SchedLoadStatus.fValid = g_AI_SchedulesManager.LoadSchedulesFromBuffer( pszClassName, schedulesToLoad[i], &AccessClassScheduleIdSpaceDirect() ); \ + } \ + else \ + break; \ + } \ + } + +inline bool ValidateConditionLimits( const char *pszNewCondition ) +{ + int nGlobalConditions = CAI_BaseNPC::GetSchedulingSymbols()->NumConditions(); + if ( nGlobalConditions >= MAX_CONDITIONS ) + { + AssertMsg2( 0, "Exceeded max number of conditions (%d), ignoring condition %s\n", MAX_CONDITIONS, pszNewCondition ); + DevWarning( "Exceeded max number of conditions (%d), ignoring condition %s\n", MAX_CONDITIONS, pszNewCondition ); + return false; + } + return true; +} + + +//------------------------------------- + +// IDs are stored and then added in order due to constraints in the namespace implementation +#define AI_END_CUSTOM_NPC() \ + \ + int i; \ + \ + CNpc::AccessClassScheduleIdSpaceDirect().Init( pszClassName, BaseClass::GetSchedulingSymbols(), &BaseClass::AccessClassScheduleIdSpaceDirect() ); \ + CNpc::gm_SquadSlotIdSpace.Init( &BaseClass::gm_SquadSlotNamespace, &BaseClass::gm_SquadSlotIdSpace); \ + \ + scheduleIds.Sort(); \ + taskIds.Sort(); \ + conditionIds.Sort(); \ + squadSlotIds.Sort(); \ + \ + for ( i = 0; i < scheduleIds.Count(); i++ ) \ + { \ + ADD_CUSTOM_SCHEDULE_NAMED( CNpc, scheduleIds[i].pszName, scheduleIds[i].localId ); \ + } \ + \ + for ( i = 0; i < taskIds.Count(); i++ ) \ + { \ + ADD_CUSTOM_TASK_NAMED( CNpc, taskIds[i].pszName, taskIds[i].localId ); \ + } \ + \ + for ( i = 0; i < conditionIds.Count(); i++ ) \ + { \ + if ( ValidateConditionLimits( conditionIds[i].pszName ) ) \ + { \ + ADD_CUSTOM_CONDITION_NAMED( CNpc, conditionIds[i].pszName, conditionIds[i].localId ); \ + } \ + } \ + \ + for ( i = 0; i < squadSlotIds.Count(); i++ ) \ + { \ + ADD_CUSTOM_SQUADSLOT_NAMED( CNpc, squadSlotIds[i].pszName, squadSlotIds[i].localId ); \ + } \ + \ + for ( i = 0; i < reqiredOthers.Count(); i++ ) \ + { \ + (*reqiredOthers[i])(); \ + } \ + \ + for ( i = 0; i < schedulesToLoad.Count(); i++ ) \ + { \ + if ( CNpc::gm_SchedLoadStatus.fValid ) \ + { \ + CNpc::gm_SchedLoadStatus.fValid = g_AI_SchedulesManager.LoadSchedulesFromBuffer( pszClassName, schedulesToLoad[i], &AccessClassScheduleIdSpaceDirect() ); \ + } \ + else \ + break; \ + } \ + } + +//------------------------------------- + +struct AI_NamespaceAddInfo_t +{ + AI_NamespaceAddInfo_t( const char *pszName, int localId ) + : pszName( pszName ), + localId( localId ) + { + } + + const char *pszName; + int localId; +}; + +class CAI_NamespaceInfos : public CUtlVector<AI_NamespaceAddInfo_t> +{ +public: + void PushBack( const char *pszName, int localId ) + { + AddToTail( AI_NamespaceAddInfo_t( pszName, localId ) ); + } + + void Sort() + { + CUtlVector<AI_NamespaceAddInfo_t>::Sort( Compare ); + } + +private: + static int __cdecl Compare(const AI_NamespaceAddInfo_t *pLeft, const AI_NamespaceAddInfo_t *pRight ) + { + return pLeft->localId - pRight->localId; + } + +}; + +//------------------------------------- + +// Declares the static variables that hold the string registry offset for the new subclass +// as well as the initialization in schedule load functions + +struct AI_SchedLoadStatus_t +{ + bool fValid; + int signature; +}; + +// Load schedules pulled out to support stepping through with debugger +inline bool AI_DoLoadSchedules( bool (*pfnBaseLoad)(), void (*pfnInitCustomSchedules)(), + AI_SchedLoadStatus_t *pLoadStatus ) +{ + (*pfnBaseLoad)(); + + if (pLoadStatus->signature != g_AI_SchedulesManager.GetScheduleLoadSignature()) + { + (*pfnInitCustomSchedules)(); + pLoadStatus->fValid = true; + pLoadStatus->signature = g_AI_SchedulesManager.GetScheduleLoadSignature(); + } + return pLoadStatus->fValid; +} + +//------------------------------------- + +typedef bool (*AIScheduleLoadFunc_t)(); + +// @Note (toml 02-16-03): The following class exists to allow us to establish an anonymous friendship +// in DEFINE_CUSTOM_SCHEDULE_PROVIDER. The particulars of this implementation is almost entirely +// defined by bugs in MSVC 6.0 +class ScheduleLoadHelperImpl +{ +public: + template <typename T> + static AIScheduleLoadFunc_t AccessScheduleLoadFunc(T *) + { + return (&T::LoadSchedules); + } +}; + +#define ScheduleLoadHelper( type ) (ScheduleLoadHelperImpl::AccessScheduleLoadFunc((type *)0)) + +//------------------------------------- + +#define DEFINE_CUSTOM_SCHEDULE_PROVIDER\ + static AI_SchedLoadStatus_t gm_SchedLoadStatus; \ + static CAI_ClassScheduleIdSpace gm_ClassScheduleIdSpace; \ + static const char * gm_pszErrorClassName;\ + \ + static CAI_ClassScheduleIdSpace & AccessClassScheduleIdSpaceDirect() { return gm_ClassScheduleIdSpace; } \ + virtual CAI_ClassScheduleIdSpace * GetClassScheduleIdSpace() { return &gm_ClassScheduleIdSpace; } \ + virtual const char * GetSchedulingErrorName() { return gm_pszErrorClassName; } \ + \ + static void InitCustomSchedules(void);\ + \ + static bool LoadSchedules(void);\ + virtual bool LoadedSchedules(void); \ + \ + friend class ScheduleLoadHelperImpl; \ + \ + class CScheduleLoader \ + { \ + public: \ + CScheduleLoader(); \ + } m_ScheduleLoader; \ + \ + friend class CScheduleLoader; + +//------------------------------------- + +#define DEFINE_CUSTOM_AI\ + DEFINE_CUSTOM_SCHEDULE_PROVIDER \ + \ + static CAI_LocalIdSpace gm_SquadSlotIdSpace; \ + \ + const char* SquadSlotName (int squadSlotID); + +//------------------------------------- + +#define IMPLEMENT_CUSTOM_SCHEDULE_PROVIDER(derivedClass)\ + AI_SchedLoadStatus_t derivedClass::gm_SchedLoadStatus = { true, -1 }; \ + CAI_ClassScheduleIdSpace derivedClass::gm_ClassScheduleIdSpace; \ + const char * derivedClass::gm_pszErrorClassName = #derivedClass; \ + \ + derivedClass::CScheduleLoader::CScheduleLoader()\ + { \ + derivedClass::LoadSchedules(); \ + } \ + \ + /* --------------------------------------------- */ \ + /* Load schedules for this type of NPC */ \ + /* --------------------------------------------- */ \ + bool derivedClass::LoadSchedules(void)\ + {\ + return AI_DoLoadSchedules( derivedClass::BaseClass::LoadSchedules, \ + derivedClass::InitCustomSchedules, \ + &derivedClass::gm_SchedLoadStatus ); \ + }\ + \ + bool derivedClass::LoadedSchedules(void) \ + { \ + return derivedClass::gm_SchedLoadStatus.fValid;\ + } + + +//------------------------------------- + +// Initialize offsets and implement methods for loading and getting squad info for the subclass +#define IMPLEMENT_CUSTOM_AI(className, derivedClass)\ + IMPLEMENT_CUSTOM_SCHEDULE_PROVIDER(derivedClass)\ + \ + CAI_LocalIdSpace derivedClass::gm_SquadSlotIdSpace; \ + \ + /* -------------------------------------------------- */ \ + /* Given squadSlot enumeration return squadSlot name */ \ + /* -------------------------------------------------- */ \ + const char* derivedClass::SquadSlotName(int slotEN)\ + {\ + return gm_SquadSlotNamespace.IdToSymbol( derivedClass::gm_SquadSlotIdSpace.LocalToGlobal(slotEN) );\ + } + + +//------------------------------------- + +#define ADD_CUSTOM_SCHEDULE_NAMED(derivedClass,schedName,schedEN)\ + if ( !derivedClass::AccessClassScheduleIdSpaceDirect().AddSchedule( schedName, schedEN, derivedClass::gm_pszErrorClassName ) ) return; + +#define ADD_CUSTOM_SCHEDULE(derivedClass,schedEN) ADD_CUSTOM_SCHEDULE_NAMED(derivedClass,#schedEN,schedEN) + +#define ADD_CUSTOM_TASK_NAMED(derivedClass,taskName,taskEN)\ + if ( !derivedClass::AccessClassScheduleIdSpaceDirect().AddTask( taskName, taskEN, derivedClass::gm_pszErrorClassName ) ) return; + +#define ADD_CUSTOM_TASK(derivedClass,taskEN) ADD_CUSTOM_TASK_NAMED(derivedClass,#taskEN,taskEN) + +#define ADD_CUSTOM_CONDITION_NAMED(derivedClass,condName,condEN)\ + if ( !derivedClass::AccessClassScheduleIdSpaceDirect().AddCondition( condName, condEN, derivedClass::gm_pszErrorClassName ) ) return; + +#define ADD_CUSTOM_CONDITION(derivedClass,condEN) ADD_CUSTOM_CONDITION_NAMED(derivedClass,#condEN,condEN) + +//------------------------------------- + +#define INIT_CUSTOM_AI(derivedClass)\ + derivedClass::AccessClassScheduleIdSpaceDirect().Init( #derivedClass, BaseClass::GetSchedulingSymbols(), &BaseClass::AccessClassScheduleIdSpaceDirect() ); \ + derivedClass::gm_SquadSlotIdSpace.Init( &CAI_BaseNPC::gm_SquadSlotNamespace, &BaseClass::gm_SquadSlotIdSpace); + +#define ADD_CUSTOM_INTERACTION( interaction ) { interaction = CBaseCombatCharacter::GetInteractionID(); } + +#define ADD_CUSTOM_SQUADSLOT_NAMED(derivedClass,squadSlotName,squadSlotEN)\ + if ( !derivedClass::gm_SquadSlotIdSpace.AddSymbol( squadSlotName, squadSlotEN, "squadslot", derivedClass::gm_pszErrorClassName ) ) return; + +#define ADD_CUSTOM_SQUADSLOT(derivedClass,squadSlotEN) ADD_CUSTOM_SQUADSLOT_NAMED(derivedClass,#squadSlotEN,squadSlotEN) + +#define ADD_CUSTOM_ACTIVITY_NAMED(derivedClass,activityName,activityEnum)\ + REGISTER_PRIVATE_ACTIVITY(activityEnum);\ + CAI_BaseNPC::AddActivityToSR(activityName,activityEnum); + +#define ADD_CUSTOM_ACTIVITY(derivedClass,activityEnum) ADD_CUSTOM_ACTIVITY_NAMED(derivedClass,#activityEnum,activityEnum) + + +#define ADD_CUSTOM_ANIMEVENT_NAMED(derivedClass,eventName,eventEnum)\ + REGISTER_PRIVATE_ANIMEVENT(eventEnum);\ + CAI_BaseNPC::AddEventToSR(eventName,eventEnum); + +#define ADD_CUSTOM_ANIMEVENT(derivedClass,eventEnum) ADD_CUSTOM_ANIMEVENT_NAMED(derivedClass,#eventEnum,eventEnum) + + +//============================================================================= +// class CAI_Component +//============================================================================= + +inline const Vector &CAI_Component::GetLocalOrigin() const +{ + return GetOuter()->GetLocalOrigin(); +} + +//----------------------------------------------------------------------------- + +inline void CAI_Component::SetLocalOrigin(const Vector &origin) +{ + GetOuter()->SetLocalOrigin(origin); +} + +//----------------------------------------------------------------------------- + +inline const Vector &CAI_Component::GetAbsOrigin() const +{ + return GetOuter()->GetAbsOrigin(); +} + +//----------------------------------------------------------------------------- + +inline const QAngle &CAI_Component::GetAbsAngles() const +{ + return GetOuter()->GetAbsAngles(); +} + +//----------------------------------------------------------------------------- + +inline void CAI_Component::SetSolid( SolidType_t val ) +{ + GetOuter()->SetSolid(val); +} + +//----------------------------------------------------------------------------- + +inline SolidType_t CAI_Component::GetSolid() const +{ + return GetOuter()->GetSolid(); +} + +//----------------------------------------------------------------------------- + +inline const Vector &CAI_Component::WorldAlignMins() const +{ + return GetOuter()->WorldAlignMins(); +} + +//----------------------------------------------------------------------------- + +inline const Vector &CAI_Component::WorldAlignMaxs() const +{ + return GetOuter()->WorldAlignMaxs(); +} + +//----------------------------------------------------------------------------- + +inline Hull_t CAI_Component::GetHullType() const +{ + return GetOuter()->GetHullType(); +} + +//----------------------------------------------------------------------------- + +inline Vector CAI_Component::WorldSpaceCenter() const +{ + return GetOuter()->WorldSpaceCenter(); +} + +//----------------------------------------------------------------------------- + +inline float CAI_Component::GetGravity() const +{ + return GetOuter()->GetGravity(); +} + +//----------------------------------------------------------------------------- + +inline void CAI_Component::SetGravity( float flGravity ) +{ + GetOuter()->SetGravity( flGravity ); +} + +//----------------------------------------------------------------------------- + +inline float CAI_Component::GetHullWidth() const +{ + return NAI_Hull::Width(GetOuter()->GetHullType()); +} + +//----------------------------------------------------------------------------- + +inline float CAI_Component::GetHullHeight() const +{ + return NAI_Hull::Height(GetOuter()->GetHullType()); +} + +//----------------------------------------------------------------------------- + +inline const Vector &CAI_Component::GetHullMins() const +{ + return NAI_Hull::Mins(GetOuter()->GetHullType()); +} + +//----------------------------------------------------------------------------- + +inline const Vector &CAI_Component::GetHullMaxs() const +{ + return NAI_Hull::Maxs(GetOuter()->GetHullType()); +} + +//----------------------------------------------------------------------------- + +inline int CAI_Component::GetCollisionGroup() const +{ + return GetOuter()->GetCollisionGroup(); +} + +//----------------------------------------------------------------------------- + +inline CBaseEntity *CAI_Component::GetEnemy() +{ + return GetOuter()->GetEnemy(); +} + +//----------------------------------------------------------------------------- + +inline const Vector &CAI_Component::GetEnemyLKP() const +{ + return GetOuter()->GetEnemyLKP(); +} + +//----------------------------------------------------------------------------- + +inline void CAI_Component::TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition ) +{ + GetOuter()->TranslateNavGoal( pEnemy, chasePosition ); +} + +//----------------------------------------------------------------------------- + +inline CBaseEntity *CAI_Component::GetTarget() +{ + return GetOuter()->GetTarget(); +} +//----------------------------------------------------------------------------- + +inline void CAI_Component::SetTarget( CBaseEntity *pTarget ) +{ + GetOuter()->SetTarget( pTarget ); +} + +//----------------------------------------------------------------------------- + +inline const Task_t *CAI_Component::GetCurTask() +{ + return GetOuter()->GetTask(); +} + +//----------------------------------------------------------------------------- + +inline void CAI_Component::TaskFail( AI_TaskFailureCode_t code ) +{ + GetOuter()->TaskFail( code ); +} +//----------------------------------------------------------------------------- + +inline void CAI_Component::TaskFail( const char *pszGeneralFailText ) +{ + GetOuter()->TaskFail( pszGeneralFailText ); +} +//----------------------------------------------------------------------------- + +inline void CAI_Component::TaskComplete( bool fIgnoreSetFailedCondition ) +{ + GetOuter()->TaskComplete( fIgnoreSetFailedCondition ); +} +//----------------------------------------------------------------------------- + +inline int CAI_Component::TaskIsRunning() +{ + return GetOuter()->TaskIsRunning(); +} +//----------------------------------------------------------------------------- + +inline int CAI_Component::TaskIsComplete() +{ + return GetOuter()->TaskIsComplete(); +} + +//----------------------------------------------------------------------------- + +inline Activity CAI_Component::GetActivity() +{ + return GetOuter()->GetActivity(); +} +//----------------------------------------------------------------------------- + +inline void CAI_Component::SetActivity( Activity NewActivity ) +{ + GetOuter()->SetActivity( NewActivity ); +} +//----------------------------------------------------------------------------- + +inline float CAI_Component::GetIdealSpeed() const +{ + return GetOuter()->GetIdealSpeed(); +} + +//----------------------------------------------------------------------------- + +inline float CAI_Component::GetIdealAccel() const +{ + return GetOuter()->GetIdealAccel(); +} + +//----------------------------------------------------------------------------- + +inline int CAI_Component::GetSequence() +{ + return GetOuter()->GetSequence(); +} + +//----------------------------------------------------------------------------- + +inline int CAI_Component::GetEntFlags() const +{ + return GetOuter()->GetFlags(); +} + +//----------------------------------------------------------------------------- + +inline void CAI_Component::AddEntFlag( int flags ) +{ + GetOuter()->AddFlag( flags ); +} + +//----------------------------------------------------------------------------- + +inline void CAI_Component::RemoveEntFlag( int flagsToRemove ) +{ + GetOuter()->RemoveFlag( flagsToRemove ); +} + +//----------------------------------------------------------------------------- +// Purpose: Change the ground entity for the outer +// Input : *ground - +// Output : inline void +//----------------------------------------------------------------------------- +inline void CAI_Component::SetGroundEntity( CBaseEntity *ground ) +{ + GetOuter()->SetGroundEntity( ground ); +} + +//----------------------------------------------------------------------------- + +inline void CAI_Component::ToggleEntFlag( int flagToToggle ) +{ + GetOuter()->ToggleFlag( flagToToggle ); +} + +//----------------------------------------------------------------------------- + +inline CBaseEntity* CAI_Component::GetGoalEnt() +{ + return GetOuter()->GetGoalEnt(); +} +//----------------------------------------------------------------------------- + +inline void CAI_Component::SetGoalEnt( CBaseEntity *pGoalEnt ) +{ + GetOuter()->SetGoalEnt( pGoalEnt ); +} + +//----------------------------------------------------------------------------- + +inline void CAI_Component::Remember( int iMemory ) +{ + GetOuter()->Remember( iMemory ); +} +//----------------------------------------------------------------------------- + +inline void CAI_Component::Forget( int iMemory ) +{ + GetOuter()->Forget( iMemory ); +} +//----------------------------------------------------------------------------- + +inline bool CAI_Component::HasMemory( int iMemory ) +{ + return GetOuter()->HasMemory( iMemory ); +} + +//----------------------------------------------------------------------------- + +inline CAI_Enemies *CAI_Component::GetEnemies() +{ + return GetOuter()->GetEnemies(); +} + +//----------------------------------------------------------------------------- + +inline const char *CAI_Component::GetEntClassname() +{ + return GetOuter()->GetClassname(); +} + +//----------------------------------------------------------------------------- + +inline int CAI_Component::CapabilitiesGet() +{ + return GetOuter()->CapabilitiesGet(); +} + +//----------------------------------------------------------------------------- + +inline void CAI_Component::SetLocalAngles( const QAngle& angles ) +{ + GetOuter()->SetLocalAngles( angles ); +} + +//----------------------------------------------------------------------------- + +inline const QAngle &CAI_Component::GetLocalAngles( void ) const +{ + return GetOuter()->GetLocalAngles(); +} + +//----------------------------------------------------------------------------- + +inline edict_t *CAI_Component::GetEdict() +{ + return GetOuter()->NetworkProp()->edict(); +} + +//----------------------------------------------------------------------------- + +inline float CAI_Component::GetLastThink( const char *szContext ) +{ + return GetOuter()->GetLastThink( szContext ); +} + +// ============================================================================ +abstract_class INPCInteractive +{ +public: + virtual bool CanInteractWith( CAI_BaseNPC *pUser ) = 0; + virtual bool HasBeenInteractedWith() = 0; + virtual void NotifyInteraction( CAI_BaseNPC *pUser ) = 0; + + // Alyx specific interactions + virtual void AlyxStartedInteraction( void ) = 0; + virtual void AlyxFinishedInteraction( void ) = 0; +}; + +// Base Class for any NPC that wants to be interactable by other NPCS (i.e. Alyx Hackable) +// NOTE: YOU MUST DEFINE THE OUTPUTS IN YOUR CLASS'S DATADESC! +// THE DO SO, INSERT THE FOLLOWING MACRO INTO YOUR CLASS'S DATADESC. +// +#define DEFINE_BASENPCINTERACTABLE_DATADESC() \ + DEFINE_OUTPUT( m_OnAlyxStartedInteraction, "OnAlyxStartedInteraction" ), \ + DEFINE_OUTPUT( m_OnAlyxFinishedInteraction, "OnAlyxFinishedInteraction" ), \ + DEFINE_INPUTFUNC( FIELD_VOID, "InteractivePowerDown", InputPowerdown ) + +template <class NPC_CLASS> +class CNPCBaseInteractive : public NPC_CLASS, public INPCInteractive +{ + DECLARE_CLASS( CNPCBaseInteractive, NPC_CLASS ); +public: + virtual bool CanInteractWith( CAI_BaseNPC *pUser ) { return false; }; + virtual bool HasBeenInteractedWith() { return false; }; + virtual void NotifyInteraction( CAI_BaseNPC *pUser ) { return; }; + + virtual void InputPowerdown( inputdata_t &inputdata ) + { + + } + + // Alyx specific interactions + virtual void AlyxStartedInteraction( void ) + { + m_OnAlyxStartedInteraction.FireOutput( this, this ); + } + virtual void AlyxFinishedInteraction( void ) + { + m_OnAlyxFinishedInteraction.FireOutput( this, this ); + } + +public: + // Outputs + // Alyx specific interactions + COutputEvent m_OnAlyxStartedInteraction; + COutputEvent m_OnAlyxFinishedInteraction; +}; + +// +// Deferred Navigation calls go here +// + +extern ConVar ai_post_frame_navigation; + +class CPostFrameNavigationHook : public CBaseGameSystemPerFrame +{ +public: + virtual const char *Name( void ) { return "CPostFrameNavigationHook"; } + + virtual bool Init( void ); + virtual void FrameUpdatePostEntityThink( void ); + virtual void FrameUpdatePreEntityThink( void ); + + bool IsGameFrameRunning( void ) { return m_bGameFrameRunning; } + void SetGrameFrameRunning( bool bState ) { m_bGameFrameRunning = bState; } + + void EnqueueEntityNavigationQuery( CAI_BaseNPC *pNPC, CFunctor *functor ); + +private: + CUtlVector<CFunctor *> m_Functors; + bool m_bGameFrameRunning; +}; + +extern CPostFrameNavigationHook *PostFrameNavigationSystem( void ); + +#endif // AI_BASENPC_H |