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| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /sp/src/game/server/ai_hint.h | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'sp/src/game/server/ai_hint.h')
| -rw-r--r-- | sp/src/game/server/ai_hint.h | 341 |
1 files changed, 341 insertions, 0 deletions
diff --git a/sp/src/game/server/ai_hint.h b/sp/src/game/server/ai_hint.h new file mode 100644 index 00000000..3e4d89d1 --- /dev/null +++ b/sp/src/game/server/ai_hint.h @@ -0,0 +1,341 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Hint node utilities and functions.
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef AI_HINT_H
+#define AI_HINT_H
+#pragma once
+
+#include "ai_initutils.h"
+#include "tier1/utlmap.h"
+
+//Flags for FindHintNode
+#define bits_HINT_NODE_NONE 0x00000000
+#define bits_HINT_NODE_VISIBLE 0x00000001
+#define bits_HINT_NODE_NEAREST 0x00000002 // Choose the node nearest me
+#define bits_HINT_NODE_RANDOM 0x00000004 // Find a random hintnode meeting other criteria
+#define bits_HINT_NODE_CLEAR 0x00000008 // Only choose nodes that have clear room for my bounding box (requires NPC)
+#define bits_HINT_NODE_USE_GROUP 0x00000010 // Use the NPC's hintgroup when searching for a node (requires NPC)
+#define bits_HINT_NODE_VISIBLE_TO_PLAYER 0x00000020
+#define bits_HINT_NODE_NOT_VISIBLE_TO_PLAYER 0x00000040
+#define bits_HINT_NODE_REPORT_FAILURES 0x00000080
+#define bits_HINT_NODE_IN_VIEWCONE 0x00000100
+#define bits_HINT_NODE_IN_AIMCONE 0x00000200
+#define bits_HINT_NPC_IN_NODE_FOV 0x00000400 // Is the searcher inside the hint node's FOV?
+#define bits_HINT_NOT_CLOSE_TO_ENEMY 0x00000800 // Hint must not be within 30 feet of my enemy
+#define bits_HINT_HAS_LOS_TO_PLAYER 0x00001000 // Like VISIBLE_TO_PLAYER but doesn't care about player's facing
+#define bits_HAS_EYEPOSITION_LOS_TO_PLAYER 0x00002000 // Like HAS LOS TO PLAYER, but checks NPC's eye position at the node, not node origin.
+
+//-----------------------------------------------------------------------------
+//
+// hints - these MUST coincide with the HINTS listed under
+// info_node in the FGD file!
+//
+// For debugging, they must also coincide with g_pszHintDescriptions.
+//
+//-----------------------------------------------------------------------------
+enum Hint_e
+{
+ HINT_ANY = -1,
+ HINT_NONE = 0,
+ HINT_NOT_USED_WORLD_DOOR,
+ HINT_WORLD_WINDOW,
+ HINT_NOT_USED_WORLD_BUTTON,
+ HINT_NOT_USED_WORLD_MACHINERY,
+ HINT_NOT_USED_WORLD_LEDGE,
+ HINT_NOT_USED_WORLD_LIGHT_SOURCE,
+ HINT_NOT_USED_WORLD_HEAT_SOURCE,
+ HINT_NOT_USED_WORLD_BLINKING_LIGHT,
+ HINT_NOT_USED_WORLD_BRIGHT_COLORS,
+ HINT_NOT_USED_WORLD_HUMAN_BLOOD,
+ HINT_NOT_USED_WORLD_ALIEN_BLOOD,
+
+ HINT_WORLD_WORK_POSITION,
+ HINT_WORLD_VISUALLY_INTERESTING,
+ HINT_WORLD_VISUALLY_INTERESTING_DONT_AIM,
+ HINT_WORLD_INHIBIT_COMBINE_MINES,
+ HINT_WORLD_VISUALLY_INTERESTING_STEALTH,
+
+ HINT_TACTICAL_COVER_MED = 100,
+ HINT_TACTICAL_COVER_LOW,
+ HINT_TACTICAL_SPAWN,
+ HINT_TACTICAL_PINCH, // Exit / entrance to an arena
+ HINT_NOT_USED_TACTICAL_GUARD,
+ HINT_TACTICAL_ENEMY_DISADVANTAGED, //Disadvantageous position for the enemy
+ HINT_NOT_USED_HEALTH_KIT,
+
+ HINT_NOT_USED_URBAN_STREETCORNER = 200,
+ HINT_NOT_USED_URBAN_STREETLAMP,
+ HINT_NOT_USED_URBAN_DARK_SPOT,
+ HINT_NOT_USED_URBAN_POSTER,
+ HINT_NOT_USED_URBAN_SHELTER,
+
+ HINT_NOT_USED_ASSASSIN_SECLUDED = 300,
+ HINT_NOT_USED_ASSASSIN_RAFTERS,
+ HINT_NOT_USED_ASSASSIN_GROUND,
+ HINT_NOT_USED_ASSASSIN_MONKEYBARS,
+
+ HINT_ANTLION_BURROW_POINT = 400,
+ HINT_ANTLION_THUMPER_FLEE_POINT,
+
+ HINT_HEADCRAB_BURROW_POINT = 450,
+ HINT_HEADCRAB_EXIT_POD_POINT,
+
+ HINT_NOT_USED_ROLLER_PATROL_POINT = 500,
+ HINT_NOT_USED_ROLLER_CLEANUP_POINT,
+
+ HINT_NOT_USED_PSTORM_ROCK_SPAWN = 600,
+
+ HINT_CROW_FLYTO_POINT = 700,
+
+ // TF2 Hints
+ HINT_BUG_PATROL_POINT = 800,
+
+ // HL2 Hints
+ HINT_FOLLOW_WAIT_POINT = 900,
+ HINT_JUMP_OVERRIDE = 901,
+ HINT_PLAYER_SQUAD_TRANSITON_POINT = 902,
+ HINT_NPC_EXIT_POINT = 903,
+ HINT_STRIDER_NODE = 904,
+
+ HINT_PLAYER_ALLY_MOVE_AWAY_DEST = 950,
+ HINT_PLAYER_ALLY_FEAR_DEST,
+
+ // HL1 port hints
+ HINT_HL1_WORLD_MACHINERY = 1000,
+ HINT_HL1_WORLD_BLINKING_LIGHT,
+ HINT_HL1_WORLD_HUMAN_BLOOD,
+ HINT_HL1_WORLD_ALIEN_BLOOD,
+
+ // CS port hints
+ HINT_CSTRIKE_HOSTAGE_ESCAPE = 1100,
+};
+const char *GetHintTypeDescription( Hint_e iHintType );
+const char *GetHintTypeDescription( CAI_Hint *pHint );
+
+//-----------------------------------------------------------------------------
+// CHintCriteria
+//-----------------------------------------------------------------------------
+
+class CHintCriteria
+{
+public:
+
+ CHintCriteria();
+ ~CHintCriteria();
+
+ bool HasFlag( int bitmask ) const { return ( m_iFlags & bitmask ) != 0; }
+ void SetFlag( int bitmask );
+ void ClearFlag( int bitmask );
+
+ void SetGroup( string_t group );
+ string_t GetGroup( void ) const { return m_strGroup; }
+
+ int GetFirstHintType( void ) const { return m_iFirstHintType; }
+ int GetLastHintType( void ) const { return m_iLastHintType; }
+ bool MatchesHintType( int hintType ) const;
+ bool MatchesSingleHintType() const;
+
+ bool HasIncludeZones( void ) const { return ( m_zoneInclude.Count() != 0 ); }
+ bool HasExcludeZones( void ) const { return ( m_zoneExclude.Count() != 0 ); }
+
+ void AddIncludePosition( const Vector &position, float radius );
+ void AddExcludePosition( const Vector &position, float radius );
+ void SetHintType( int hintType );
+ void SetHintTypeRange( int firstType, int lastType );
+ void AddHintType( int hintType );
+
+ bool InIncludedZone( const Vector &testPosition ) const;
+ bool InExcludedZone( const Vector &testPosition ) const;
+
+ int NumHintTypes() const;
+ int GetHintType( int idx ) const;
+
+private:
+
+ struct hintZone_t
+ {
+ Vector position;
+ float radiussqr;
+ };
+
+ typedef CUtlVector < hintZone_t > zoneList_t;
+
+ void AddZone( zoneList_t &list, const Vector &position, float radius );
+ bool InZone( const zoneList_t &zone, const Vector &testPosition ) const;
+
+ CUtlVector<int> m_HintTypes;
+
+ int m_iFlags;
+ int m_iFirstHintType;
+ int m_iLastHintType;
+ string_t m_strGroup;
+
+ zoneList_t m_zoneInclude;
+ zoneList_t m_zoneExclude;
+};
+
+class CAI_Node;
+
+//-----------------------------------------------------------------------------
+// CAI_HintManager
+//-----------------------------------------------------------------------------
+
+DECLARE_POINTER_HANDLE(AIHintIter_t);
+
+class CAIHintVector : public CUtlVector< CAI_Hint * >
+{
+public:
+ CAIHintVector() : CUtlVector< CAI_Hint * >( 1, 0 )
+ {
+ }
+
+ CAIHintVector( const CAIHintVector& src )
+ {
+ CopyArray( src.Base(), src.Count() );
+ }
+
+ CAIHintVector &operator=( const CAIHintVector &src )
+ {
+ CopyArray( src.Base(), src.Count() );
+ return *this;
+ }
+};
+
+class CAI_HintManager
+{
+ friend class CAI_Hint;
+public:
+ // Hint node creation
+ static CAI_Hint *CreateHint( HintNodeData *pNodeData, const char *pMapData = NULL );
+ static void DrawHintOverlays(float flDrawDuration);
+
+ static void AddHint( CAI_Hint *pTestHint );
+ static void RemoveHint( CAI_Hint *pTestHint );
+ static void AddHintByType( CAI_Hint *pHint );
+ static void RemoveHintByType( CAI_Hint *pHintToRemove );
+
+ // Interface for searching the hint node list
+ static CAI_Hint *FindHint( CAI_BaseNPC *pNPC, const Vector &position, const CHintCriteria &hintCriteria );
+ static CAI_Hint *FindHint( CAI_BaseNPC *pNPC, const CHintCriteria &hintCriteria );
+ static CAI_Hint *FindHint( const Vector &position, const CHintCriteria &hintCriteria );
+ static CAI_Hint *FindHint( CAI_BaseNPC *pNPC, Hint_e nHintType, int nFlags, float flMaxDist, const Vector *pMaxDistFrom = NULL );
+
+ // Purpose: Finds a random suitable hint within the requested radious of the npc
+ static CAI_Hint *FindHintRandom( CAI_BaseNPC *pNPC, const Vector &position, const CHintCriteria &hintCriteria );
+ static int FindAllHints( CAI_BaseNPC *pNPC, const Vector &position, const CHintCriteria &hintCriteria, CUtlVector<CAI_Hint *> *pResult );
+ static int FindAllHints( const Vector &position, const CHintCriteria &hintCriteria, CUtlVector<CAI_Hint *> *pResult ) { return FindAllHints( NULL, position, hintCriteria, pResult ); }
+ static int FindAllHints( CAI_BaseNPC *pNPC, const CHintCriteria &hintCriteria, CUtlVector<CAI_Hint *> *pResult ) { return FindAllHints( pNPC, pNPC->GetAbsOrigin(), hintCriteria, pResult ); }
+ static int GetFlags( const char *token );
+
+ static CAI_Hint *GetFirstHint( AIHintIter_t *pIter );
+ static CAI_Hint *GetNextHint( AIHintIter_t *pIter );
+
+ static void DumpHints();
+
+ static void ValidateHints();
+
+private:
+ enum
+ {
+ // MUST BE POWER OF 2
+ HINT_HISTORY = (1<<3),
+ HINT_HISTORY_MASK = (HINT_HISTORY-1)
+ };
+
+ static CAI_Hint *AddFoundHint( CAI_Hint *hint );
+ static int GetFoundHintCount();
+ static CAI_Hint *GetFoundHint( int index );
+ static CAI_Hint *GetLastFoundHint();
+ static void ResetFoundHints();
+ static bool IsInFoundHintList( CAI_Hint *hint );
+
+ static int gm_nFoundHintIndex;
+ static CAI_Hint *gm_pLastFoundHints[ HINT_HISTORY ]; // Last used hint
+ static CAIHintVector gm_AllHints; // A linked list of all hints
+ static CUtlMap< int, CAIHintVector > gm_TypedHints;
+};
+
+//-----------------------------------------------------------------------------
+// CAI_Hint
+//-----------------------------------------------------------------------------
+
+class CAI_Hint : public CServerOnlyEntity
+{
+ DECLARE_CLASS( CAI_Hint, CServerOnlyEntity );
+public:
+ CAI_Hint( void );
+ ~CAI_Hint( void );
+
+ // Interface for specific nodes
+ bool Lock( CBaseEntity *pNPC ); // Makes unavailable for hints
+ void Unlock( float delay = 0.0 ); // Makes available for hints after delay
+ bool IsLocked(void); // Whether this node is available for use.
+ bool IsLockedBy( CBaseEntity *pNPC ); // Whether this node is available for use.
+ void GetPosition(CBaseCombatCharacter *pBCC, Vector *vPosition);
+ void GetPosition( Hull_t hull, Vector *vPosition );
+ Vector GetDirection( void );
+ float Yaw( void );
+ CAI_Node *GetNode( void );
+ string_t GetGroup( void ) const { return m_NodeData.strGroup; }
+ CBaseEntity *User( void ) const { return m_hHintOwner; };
+ Hint_e HintType( void ) const { return (Hint_e)m_NodeData.nHintType; };
+ void SetHintType( int hintType, bool force = false );
+ string_t HintActivityName( void ) const { return m_NodeData.iszActivityName; }
+ int GetTargetNode( void ) const { return m_nTargetNodeID; }
+ bool IsDisabled( void ) const { return (m_NodeData.iDisabled != 0); }
+ void SetDisabled( bool bDisabled ) { m_NodeData.iDisabled = bDisabled; }
+ void DisableForSeconds( float flSeconds );
+ void EnableThink();
+ void FixupTargetNode();
+ void NPCStartedUsing( CAI_BaseNPC *pNPC );
+ void NPCStoppedUsing( CAI_BaseNPC *pNPC );
+
+ HintIgnoreFacing_t GetIgnoreFacing() const { return m_NodeData.fIgnoreFacing; }
+
+ NPC_STATE GetMinState() const { return m_NodeData.minState; }
+ NPC_STATE GetMaxState() const { return m_NodeData.maxState; }
+
+ int GetNodeId() { return m_NodeData.nNodeID; }
+ int GetWCId() { return m_NodeData.nWCNodeID; }
+
+ bool HintMatchesCriteria( CAI_BaseNPC *pNPC, const CHintCriteria &hintCriteria, const Vector &position, float *flNearestDistance, bool bIgnoreLock = false, bool bIgnoreHintType = false );
+ bool IsInNodeFOV( CBaseEntity *pOther );
+
+private:
+ void Spawn( void );
+ virtual void Activate();
+ virtual void UpdateOnRemove( void );
+ int DrawDebugTextOverlays(void);
+ virtual int ObjectCaps( void ) { return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
+ virtual void OnRestore();
+ bool IsViewable( void );
+
+ // Input handlers
+ void InputEnableHint( inputdata_t &inputdata );
+ void InputDisableHint( inputdata_t &inputdata );
+
+private:
+
+ HintNodeData m_NodeData;
+ int m_nTargetNodeID;
+ EHANDLE m_hHintOwner; // Is hint locked (being used by NPC / NPC en-route to use it)
+ float m_flNextUseTime; // When can I be used again?
+ COutputEHANDLE m_OnNPCStartedUsing; // Triggered when an NPC has actively begun to use the node.
+ COutputEHANDLE m_OnNPCStoppedUsing; // Triggered when an NPC has finished using this node.
+ float m_nodeFOV;
+ Vector m_vecForward;
+
+ // The next hint in list of all hints
+ friend class CAI_HintManager;
+
+ DECLARE_DATADESC();
+};
+
+#define SF_ALLOW_JUMP_UP 65536
+
+
+#endif //AI_HINT_H
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