mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-29 17:43:01 +00:00
427 lines
13 KiB
C++
427 lines
13 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: The downtrodden citizens of City 17. Timid when unarmed, they will
|
|
// rise up against their Combine oppressors when given a weapon.
|
|
//
|
|
//=============================================================================//
|
|
|
|
#ifndef NPC_CITIZEN_H
|
|
#define NPC_CITIZEN_H
|
|
|
|
#include "npc_playercompanion.h"
|
|
|
|
#include "ai_behavior_functank.h"
|
|
|
|
struct SquadCandidate_t;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// CLASS: CNPC_Citizen
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//-------------------------------------
|
|
// Spawnflags
|
|
//-------------------------------------
|
|
|
|
#define SF_CITIZEN_FOLLOW ( 1 << 16 ) //65536 follow the player as soon as I spawn.
|
|
#define SF_CITIZEN_MEDIC ( 1 << 17 ) //131072
|
|
#define SF_CITIZEN_RANDOM_HEAD ( 1 << 18 ) //262144
|
|
#define SF_CITIZEN_AMMORESUPPLIER ( 1 << 19 ) //524288
|
|
#define SF_CITIZEN_NOT_COMMANDABLE ( 1 << 20 ) //1048576
|
|
#define SF_CITIZEN_IGNORE_SEMAPHORE ( 1 << 21 ) //2097152 Work outside the speech semaphore system
|
|
#define SF_CITIZEN_RANDOM_HEAD_MALE ( 1 << 22 ) //4194304
|
|
#define SF_CITIZEN_RANDOM_HEAD_FEMALE ( 1 << 23 )//8388608
|
|
#define SF_CITIZEN_USE_RENDER_BOUNDS ( 1 << 24 )//16777216
|
|
|
|
//-------------------------------------
|
|
// Animation events
|
|
//-------------------------------------
|
|
|
|
enum CitizenType_t
|
|
{
|
|
CT_DEFAULT,
|
|
CT_DOWNTRODDEN,
|
|
CT_REFUGEE,
|
|
CT_REBEL,
|
|
CT_UNIQUE
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Citizen expression types
|
|
//-----------------------------------------------------------------------------
|
|
enum CitizenExpressionTypes_t
|
|
{
|
|
CIT_EXP_UNASSIGNED, // Defaults to this, selects other in spawn.
|
|
|
|
CIT_EXP_SCARED,
|
|
CIT_EXP_NORMAL,
|
|
CIT_EXP_ANGRY,
|
|
|
|
CIT_EXP_LAST_TYPE,
|
|
};
|
|
|
|
//-------------------------------------
|
|
|
|
class CNPC_Citizen : public CNPC_PlayerCompanion
|
|
{
|
|
DECLARE_CLASS( CNPC_Citizen, CNPC_PlayerCompanion );
|
|
public:
|
|
CNPC_Citizen()
|
|
: m_iHead( -1 )
|
|
{
|
|
}
|
|
|
|
//---------------------------------
|
|
bool CreateBehaviors();
|
|
void Precache();
|
|
void PrecacheAllOfType( CitizenType_t );
|
|
void Spawn();
|
|
void PostNPCInit();
|
|
virtual void SelectModel();
|
|
void SelectExpressionType();
|
|
void Activate();
|
|
virtual void OnGivenWeapon( CBaseCombatWeapon *pNewWeapon );
|
|
void FixupMattWeapon();
|
|
|
|
#ifdef HL2_EPISODIC
|
|
virtual float GetJumpGravity() const { return 1.8f; }
|
|
#endif//HL2_EPISODIC
|
|
|
|
void OnRestore();
|
|
|
|
//---------------------------------
|
|
string_t GetModelName() const;
|
|
|
|
Class_T Classify();
|
|
|
|
bool ShouldAlwaysThink();
|
|
|
|
//---------------------------------
|
|
// Behavior
|
|
//---------------------------------
|
|
bool ShouldBehaviorSelectSchedule( CAI_BehaviorBase *pBehavior );
|
|
void GatherConditions();
|
|
void PredictPlayerPush();
|
|
void PrescheduleThink();
|
|
void BuildScheduleTestBits();
|
|
|
|
bool FInViewCone( CBaseEntity *pEntity );
|
|
|
|
int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
|
|
int SelectSchedule();
|
|
|
|
int SelectSchedulePriorityAction();
|
|
int SelectScheduleHeal();
|
|
int SelectScheduleRetrieveItem();
|
|
int SelectScheduleNonCombat();
|
|
int SelectScheduleManhackCombat();
|
|
int SelectScheduleCombat();
|
|
bool ShouldDeferToFollowBehavior();
|
|
int TranslateSchedule( int scheduleType );
|
|
|
|
bool ShouldAcceptGoal( CAI_BehaviorBase *pBehavior, CAI_GoalEntity *pGoal );
|
|
void OnClearGoal( CAI_BehaviorBase *pBehavior, CAI_GoalEntity *pGoal );
|
|
|
|
void StartTask( const Task_t *pTask );
|
|
void RunTask( const Task_t *pTask );
|
|
|
|
Activity NPC_TranslateActivity( Activity eNewActivity );
|
|
void HandleAnimEvent( animevent_t *pEvent );
|
|
void TaskFail( AI_TaskFailureCode_t code );
|
|
|
|
void PickupItem( CBaseEntity *pItem );
|
|
|
|
void SimpleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
|
|
bool IgnorePlayerPushing( void );
|
|
|
|
int DrawDebugTextOverlays( void );
|
|
|
|
virtual const char *SelectRandomExpressionForState( NPC_STATE state );
|
|
|
|
//---------------------------------
|
|
// Combat
|
|
//---------------------------------
|
|
bool OnBeginMoveAndShoot();
|
|
void OnEndMoveAndShoot();
|
|
|
|
virtual bool UseAttackSquadSlots() { return false; }
|
|
void LocateEnemySound();
|
|
|
|
bool IsManhackMeleeCombatant();
|
|
|
|
Vector GetActualShootPosition( const Vector &shootOrigin );
|
|
void OnChangeActiveWeapon( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon );
|
|
|
|
bool ShouldLookForBetterWeapon();
|
|
|
|
|
|
//---------------------------------
|
|
// Damage handling
|
|
//---------------------------------
|
|
int OnTakeDamage_Alive( const CTakeDamageInfo &info );
|
|
|
|
//---------------------------------
|
|
// Commander mode
|
|
//---------------------------------
|
|
bool IsCommandable();
|
|
bool IsPlayerAlly( CBasePlayer *pPlayer = NULL );
|
|
bool CanJoinPlayerSquad();
|
|
bool WasInPlayerSquad();
|
|
bool HaveCommandGoal() const;
|
|
bool IsCommandMoving();
|
|
bool ShouldAutoSummon();
|
|
bool IsValidCommandTarget( CBaseEntity *pTarget );
|
|
bool NearCommandGoal();
|
|
bool VeryFarFromCommandGoal();
|
|
bool TargetOrder( CBaseEntity *pTarget, CAI_BaseNPC **Allies, int numAllies );
|
|
void MoveOrder( const Vector &vecDest, CAI_BaseNPC **Allies, int numAllies );
|
|
void OnMoveOrder();
|
|
void CommanderUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
bool ShouldSpeakRadio( CBaseEntity *pListener );
|
|
void OnMoveToCommandGoalFailed();
|
|
void AddToPlayerSquad();
|
|
void RemoveFromPlayerSquad();
|
|
void TogglePlayerSquadState();
|
|
void UpdatePlayerSquad();
|
|
static int __cdecl PlayerSquadCandidateSortFunc( const SquadCandidate_t *, const SquadCandidate_t * );
|
|
void FixupPlayerSquad();
|
|
void ClearFollowTarget();
|
|
void UpdateFollowCommandPoint();
|
|
bool IsFollowingCommandPoint();
|
|
CAI_BaseNPC * GetSquadCommandRepresentative();
|
|
void SetSquad( CAI_Squad *pSquad );
|
|
void AddInsignia();
|
|
void RemoveInsignia();
|
|
bool SpeakCommandResponse( AIConcept_t concept, const char *modifiers = NULL );
|
|
|
|
//---------------------------------
|
|
// Scanner interaction
|
|
//---------------------------------
|
|
float GetNextScannerInspectTime() { return m_fNextInspectTime; }
|
|
void SetNextScannerInspectTime( float flTime ) { m_fNextInspectTime = flTime; }
|
|
bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt);
|
|
|
|
//---------------------------------
|
|
// Hints
|
|
//---------------------------------
|
|
bool FValidateHintType ( CAI_Hint *pHint );
|
|
|
|
//---------------------------------
|
|
// Special abilities
|
|
//---------------------------------
|
|
bool IsMedic() { return HasSpawnFlags(SF_CITIZEN_MEDIC); }
|
|
bool IsAmmoResupplier() { return HasSpawnFlags(SF_CITIZEN_AMMORESUPPLIER); }
|
|
|
|
bool CanHeal();
|
|
bool ShouldHealTarget( CBaseEntity *pTarget, bool bActiveUse = false );
|
|
#if HL2_EPISODIC
|
|
bool ShouldHealTossTarget( CBaseEntity *pTarget, bool bActiveUse = false );
|
|
#endif
|
|
void Heal();
|
|
|
|
bool ShouldLookForHealthItem();
|
|
|
|
#if HL2_EPISODIC
|
|
void TossHealthKit( CBaseCombatCharacter *pThrowAt, const Vector &offset ); // create a healthkit and throw it at someone
|
|
void InputForceHealthKitToss( inputdata_t &inputdata );
|
|
#endif
|
|
|
|
//---------------------------------
|
|
// Inputs
|
|
//---------------------------------
|
|
void InputRemoveFromPlayerSquad( inputdata_t &inputdata ) { RemoveFromPlayerSquad(); }
|
|
void InputStartPatrolling( inputdata_t &inputdata );
|
|
void InputStopPatrolling( inputdata_t &inputdata );
|
|
void InputSetCommandable( inputdata_t &inputdata );
|
|
void InputSetMedicOn( inputdata_t &inputdata );
|
|
void InputSetMedicOff( inputdata_t &inputdata );
|
|
void InputSetAmmoResupplierOn( inputdata_t &inputdata );
|
|
void InputSetAmmoResupplierOff( inputdata_t &inputdata );
|
|
void InputSpeakIdleResponse( inputdata_t &inputdata );
|
|
|
|
//---------------------------------
|
|
// Sounds & speech
|
|
//---------------------------------
|
|
void FearSound( void );
|
|
void DeathSound( const CTakeDamageInfo &info );
|
|
bool UseSemaphore( void );
|
|
|
|
virtual void OnChangeRunningBehavior( CAI_BehaviorBase *pOldBehavior, CAI_BehaviorBase *pNewBehavior );
|
|
|
|
private:
|
|
//-----------------------------------------------------
|
|
// Conditions, Schedules, Tasks
|
|
//-----------------------------------------------------
|
|
enum
|
|
{
|
|
COND_CIT_PLAYERHEALREQUEST = BaseClass::NEXT_CONDITION,
|
|
COND_CIT_COMMANDHEAL,
|
|
COND_CIT_HURTBYFIRE,
|
|
COND_CIT_START_INSPECTION,
|
|
|
|
SCHED_CITIZEN_PLAY_INSPECT_ACTIVITY = BaseClass::NEXT_SCHEDULE,
|
|
SCHED_CITIZEN_HEAL,
|
|
SCHED_CITIZEN_RANGE_ATTACK1_RPG,
|
|
SCHED_CITIZEN_PATROL,
|
|
SCHED_CITIZEN_MOURN_PLAYER,
|
|
SCHED_CITIZEN_SIT_ON_TRAIN,
|
|
SCHED_CITIZEN_STRIDER_RANGE_ATTACK1_RPG,
|
|
#ifdef HL2_EPISODIC
|
|
SCHED_CITIZEN_HEAL_TOSS,
|
|
#endif
|
|
|
|
TASK_CIT_HEAL = BaseClass::NEXT_TASK,
|
|
TASK_CIT_RPG_AUGER,
|
|
TASK_CIT_PLAY_INSPECT_SEQUENCE,
|
|
TASK_CIT_SIT_ON_TRAIN,
|
|
TASK_CIT_LEAVE_TRAIN,
|
|
TASK_CIT_SPEAK_MOURNING,
|
|
#ifdef HL2_EPISODIC
|
|
TASK_CIT_HEAL_TOSS,
|
|
#endif
|
|
|
|
};
|
|
|
|
//-----------------------------------------------------
|
|
|
|
int m_nInspectActivity;
|
|
float m_flNextFearSoundTime;
|
|
float m_flStopManhackFlinch;
|
|
float m_fNextInspectTime; // Next time I'm allowed to get inspected by a scanner
|
|
float m_flPlayerHealTime;
|
|
float m_flNextHealthSearchTime; // Next time I'm allowed to look for a healthkit
|
|
float m_flAllyHealTime;
|
|
float m_flPlayerGiveAmmoTime;
|
|
string_t m_iszAmmoSupply;
|
|
int m_iAmmoAmount;
|
|
bool m_bRPGAvoidPlayer;
|
|
bool m_bShouldPatrol;
|
|
string_t m_iszOriginalSquad;
|
|
float m_flTimeJoinedPlayerSquad;
|
|
bool m_bWasInPlayerSquad;
|
|
float m_flTimeLastCloseToPlayer;
|
|
string_t m_iszDenyCommandConcept;
|
|
|
|
CSimpleSimTimer m_AutoSummonTimer;
|
|
Vector m_vAutoSummonAnchor;
|
|
|
|
CitizenType_t m_Type;
|
|
CitizenExpressionTypes_t m_ExpressionType;
|
|
|
|
int m_iHead;
|
|
|
|
static CSimpleSimTimer gm_PlayerSquadEvaluateTimer;
|
|
|
|
float m_flTimePlayerStare; // The game time at which the player started staring at me.
|
|
float m_flTimeNextHealStare; // Next time I'm allowed to heal a player who is staring at me.
|
|
|
|
//-----------------------------------------------------
|
|
// Outputs
|
|
//-----------------------------------------------------
|
|
COutputEvent m_OnJoinedPlayerSquad;
|
|
COutputEvent m_OnLeftPlayerSquad;
|
|
COutputEvent m_OnFollowOrder;
|
|
COutputEvent m_OnStationOrder;
|
|
COutputEvent m_OnPlayerUse;
|
|
COutputEvent m_OnNavFailBlocked;
|
|
|
|
//-----------------------------------------------------
|
|
CAI_FuncTankBehavior m_FuncTankBehavior;
|
|
|
|
CHandle<CAI_FollowGoal> m_hSavedFollowGoalEnt;
|
|
|
|
bool m_bNotifyNavFailBlocked;
|
|
bool m_bNeverLeavePlayerSquad; // Don't leave the player squad unless killed, or removed via Entity I/O.
|
|
|
|
//-----------------------------------------------------
|
|
|
|
DECLARE_DATADESC();
|
|
#ifdef _XBOX
|
|
protected:
|
|
#endif
|
|
DEFINE_CUSTOM_AI;
|
|
};
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
inline bool CNPC_Citizen::NearCommandGoal()
|
|
{
|
|
const float flDistSqr = COMMAND_GOAL_TOLERANCE * COMMAND_GOAL_TOLERANCE;
|
|
return ( ( GetAbsOrigin() - GetCommandGoal() ).LengthSqr() <= flDistSqr );
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
inline bool CNPC_Citizen::VeryFarFromCommandGoal()
|
|
{
|
|
const float flDistSqr = (12*50) * (12*50);
|
|
return ( ( GetAbsOrigin() - GetCommandGoal() ).LengthSqr() > flDistSqr );
|
|
}
|
|
|
|
|
|
|
|
//==============================================================================
|
|
// CITIZEN PLAYER-RESPONSE SYSTEM
|
|
//
|
|
// NOTE: This system is obsolete, and left here for legacy support.
|
|
// It has been superseded by the ai_eventresponse system.
|
|
//
|
|
//==============================================================================
|
|
#define CITIZEN_RESPONSE_DISTANCE 768 // Maximum distance for responding citizens
|
|
#define CITIZEN_RESPONSE_REFIRE_TIME 15.0 // Time after giving a response before giving any more
|
|
#define CITIZEN_RESPONSE_GIVEUP_TIME 4.0 // Time after a response trigger was fired before discarding it without responding
|
|
|
|
enum citizenresponses_t
|
|
{
|
|
CR_PLAYER_SHOT_GUNSHIP, // Player has shot the gunship with a bullet weapon
|
|
CR_PLAYER_KILLED_GUNSHIP, // Player has destroyed the gunship
|
|
CR_VITALNPC_DIED, // Mapmaker specified that an NPC that was vital has died
|
|
|
|
// Add new responses here
|
|
|
|
MAX_CITIZEN_RESPONSES,
|
|
};
|
|
|
|
//-------------------------------------
|
|
|
|
class CCitizenResponseSystem : public CBaseEntity
|
|
{
|
|
DECLARE_CLASS( CCitizenResponseSystem, CBaseEntity );
|
|
public:
|
|
DECLARE_DATADESC();
|
|
|
|
void Spawn();
|
|
void OnRestore();
|
|
|
|
void AddResponseTrigger( citizenresponses_t iTrigger );
|
|
|
|
void ResponseThink();
|
|
|
|
//---------------------------------
|
|
// Inputs
|
|
//---------------------------------
|
|
void InputResponseVitalNPC( inputdata_t &inputdata );
|
|
|
|
private:
|
|
float m_flResponseAddedTime[ MAX_CITIZEN_RESPONSES ]; // Time at which the response was added. 0 if we have no response.
|
|
float m_flNextResponseTime;
|
|
};
|
|
|
|
//-------------------------------------
|
|
|
|
class CSquadInsignia : public CBaseAnimating
|
|
{
|
|
DECLARE_CLASS( CSquadInsignia, CBaseAnimating );
|
|
void Spawn();
|
|
};
|
|
|
|
//-------------------------------------
|
|
|
|
CCitizenResponseSystem *GetCitizenResponse();
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#endif //NPC_CITIZEN_H
|