mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-22 17:47:38 +08:00
1688 lines
50 KiB
C++
1688 lines
50 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Hint node utilities and functions
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//
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// $NoKeywords: $
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//=============================================================================//
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// @TODO (toml 03-04-03): there is far too much duplicate code in here
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#include "cbase.h"
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#include "ai_hint.h"
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#include "ai_network.h"
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#include "ai_node.h"
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#include "ai_basenpc.h"
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#include "ai_networkmanager.h"
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#include "ndebugoverlay.h"
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#include "animation.h"
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#include "tier1/strtools.h"
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#include "mapentities_shared.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define REPORTFAILURE(text) if ( hintCriteria.HasFlag( bits_HINT_NODE_REPORT_FAILURES ) ) \
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NDebugOverlay::Text( GetAbsOrigin(), text, false, 60 )
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//==================================================
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// CHintCriteria
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//==================================================
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CHintCriteria::CHintCriteria( void )
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{
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m_iFirstHintType = HINT_NONE;
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m_iLastHintType = HINT_NONE;
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m_strGroup = NULL_STRING;
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m_iFlags = 0;
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m_HintTypes.Purge();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor
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//-----------------------------------------------------------------------------
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CHintCriteria::~CHintCriteria( void )
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{
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m_zoneInclude.Purge();
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m_zoneExclude.Purge();
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m_HintTypes.Purge();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets the hint type for this search criteria
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// Input : nHintType - the hint type for this search criteria
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//-----------------------------------------------------------------------------
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void CHintCriteria::SetHintType( int nHintType )
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{
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m_iFirstHintType = nHintType;
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m_iLastHintType = HINT_NONE;
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m_HintTypes.Purge();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add another type of hint that matches the search criteria
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//-----------------------------------------------------------------------------
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void CHintCriteria::AddHintType( int hintType )
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{
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m_HintTypes.AddToTail( hintType );
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}
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int CHintCriteria::NumHintTypes() const
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{
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return m_HintTypes.Count();
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}
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int CHintCriteria::GetHintType( int idx ) const
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{
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return m_HintTypes[ idx ];
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}
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bool CHintCriteria::MatchesSingleHintType() const
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{
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if ( m_HintTypes.Count() != 0 )
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{
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return false;
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}
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if ( m_iFirstHintType != HINT_ANY &&
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m_iLastHintType == HINT_NONE )
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{
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CHintCriteria::MatchesHintType( int hintType ) const
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{
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int c = m_HintTypes.Count();
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for ( int i = 0; i < c; ++i )
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{
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if ( m_HintTypes[i] == hintType )
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return true;
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}
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// See if we're trying to filter the nodes
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if ( GetFirstHintType() != HINT_ANY )
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{
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if( GetLastHintType() == HINT_NONE )
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{
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// Searching for a single type of hint.
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if( GetFirstHintType() != hintType )
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return false;
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}
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else
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{
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// This search is for a range of hint types.
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if( hintType < GetFirstHintType() || hintType > GetLastHintType() )
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return false;
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}
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Allows us to search for nodes within a range of consecutive types.
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//-----------------------------------------------------------------------------
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void CHintCriteria::SetHintTypeRange( int firstType, int lastType )
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{
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if( lastType < firstType )
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{
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DevMsg( 2, "Hint Type Range is backwards - Fixing up.\n" );
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int temp;
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temp = firstType;
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firstType = lastType;
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lastType = temp;
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}
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m_iFirstHintType = firstType;
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m_iLastHintType = lastType;
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m_HintTypes.Purge();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : bitmask -
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//-----------------------------------------------------------------------------
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void CHintCriteria::SetFlag( int bitmask )
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{
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m_iFlags |= bitmask;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : bitmask -
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//-----------------------------------------------------------------------------
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void CHintCriteria::ClearFlag( int bitmask )
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{
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m_iFlags &= ~bitmask;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : group -
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//-----------------------------------------------------------------------------
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void CHintCriteria::SetGroup( string_t group )
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{
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m_strGroup = group;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Adds a zone to a zone list
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// Input : list - the list of zones to add the new zone to
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// &position - the origin point of the zone
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// radius - the radius of the zone
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//-----------------------------------------------------------------------------
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void CHintCriteria::AddZone( zoneList_t &list, const Vector &position, float radius )
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{
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int id = list.AddToTail();
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list[id].position = position;
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list[id].radiussqr = radius*radius;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Adds an include zone to the search criteria
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// Input : &position - the origin point of the zone
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// radius - the radius of the zone
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//-----------------------------------------------------------------------------
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void CHintCriteria::AddIncludePosition( const Vector &position, float radius )
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{
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AddZone( m_zoneInclude, position, radius );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Adds an exclude zone to the search criteria
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// Input : &position - the origin point of the zone
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// radius - the radius of the zone
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//-----------------------------------------------------------------------------
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void CHintCriteria::AddExcludePosition( const Vector &position, float radius )
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{
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AddZone( m_zoneExclude, position, radius );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Test to see if this position falls within any of the zones in the list
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// Input : *zone - list of zones to test against
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// &testPosition - position to test with
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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inline bool CHintCriteria::InZone( const zoneList_t &zone, const Vector &testPosition ) const
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{
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int numZones = zone.Count();
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//Iterate through all zones in the list
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for ( int i = 0; i < numZones; i++ )
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{
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if ( ((zone[i].position) - testPosition).LengthSqr() < (zone[i].radiussqr) )
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Determine if a point within our include list
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// Input : &testPosition - position to test with
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CHintCriteria::InIncludedZone( const Vector &testPosition ) const
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{
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return InZone( m_zoneInclude, testPosition );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Determine if a point within our exclude list
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// Input : &testPosition - position to test with
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CHintCriteria::InExcludedZone( const Vector &testPosition ) const
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{
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return InZone( m_zoneExclude, testPosition );
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}
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//-----------------------------------------------------------------------------
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// Init static variables
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//-----------------------------------------------------------------------------
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CAIHintVector CAI_HintManager::gm_AllHints;
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CUtlMap< int, CAIHintVector > CAI_HintManager::gm_TypedHints( 0, 0, DefLessFunc( int ) );
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CAI_Hint* CAI_HintManager::gm_pLastFoundHints[ CAI_HintManager::HINT_HISTORY ];
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int CAI_HintManager::gm_nFoundHintIndex = 0;
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CAI_Hint *CAI_HintManager::AddFoundHint( CAI_Hint *hint )
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{
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if ( hint )
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{
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CAI_HintManager::gm_nFoundHintIndex = ( CAI_HintManager::gm_nFoundHintIndex + 1 ) & CAI_HintManager::HINT_HISTORY_MASK;
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gm_pLastFoundHints[ CAI_HintManager::gm_nFoundHintIndex ] = hint;
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}
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return hint;
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}
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int CAI_HintManager::GetFoundHintCount()
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{
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return CAI_HintManager::HINT_HISTORY;
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}
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CAI_Hint *CAI_HintManager::GetFoundHint( int index )
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{
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return gm_pLastFoundHints[ ( CAI_HintManager::gm_nFoundHintIndex + index ) & CAI_HintManager::HINT_HISTORY_MASK ];
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}
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CAI_Hint *CAI_HintManager::GetLastFoundHint()
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{
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for ( int i = 0; i < CAI_HintManager::HINT_HISTORY; ++i )
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{
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// Walk backward
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int slot = ( ( CAI_HintManager::gm_nFoundHintIndex - i ) & CAI_HintManager::HINT_HISTORY_MASK );
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if ( gm_pLastFoundHints[ slot ] )
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return gm_pLastFoundHints[ slot ];
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}
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return NULL;
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}
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void CAI_HintManager::ResetFoundHints()
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{
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Q_memset( gm_pLastFoundHints, 0, sizeof( gm_pLastFoundHints ) );
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CAI_HintManager::gm_nFoundHintIndex = 0;
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}
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bool CAI_HintManager::IsInFoundHintList( CAI_Hint *hint )
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{
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for ( int i = 0; i < CAI_HintManager::HINT_HISTORY; ++i )
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{
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if ( gm_pLastFoundHints[ i ] == hint )
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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int CAI_HintManager::FindAllHints( CAI_BaseNPC *pNPC, const Vector &position, const CHintCriteria &hintCriteria, CUtlVector<CAI_Hint *> *pResult )
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{
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// If we have no hints, bail
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int c = CAI_HintManager::gm_AllHints.Count();
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if ( !c )
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return NULL;
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// Remove the nearest flag. It makes now sense with random.
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bool hadNearest = hintCriteria.HasFlag( bits_HINT_NODE_NEAREST );
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(const_cast<CHintCriteria &>(hintCriteria)).ClearFlag( bits_HINT_NODE_NEAREST );
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// Now loop till we find a valid hint or return to the start
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CAI_Hint *pTestHint;
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for ( int i = 0; i < c; ++i )
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{
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pTestHint = CAI_HintManager::gm_AllHints[ i ];
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Assert( pTestHint );
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if ( pTestHint->HintMatchesCriteria( pNPC, hintCriteria, position, NULL ) )
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pResult->AddToTail( pTestHint );
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}
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if ( hadNearest )
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(const_cast<CHintCriteria &>(hintCriteria)).SetFlag( bits_HINT_NODE_NEAREST );
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return pResult->Count();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Finds a random hint within the requested radious of the npc
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// Builds a list of all suitable hints and chooses randomly from amongst them.
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// Input : *pNPC -
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// nHintType -
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// nFlags -
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// flMaxDist -
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// Output : CAI_Hint
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//-----------------------------------------------------------------------------
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CAI_Hint *CAI_HintManager::FindHintRandom( CAI_BaseNPC *pNPC, const Vector &position, const CHintCriteria &hintCriteria )
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{
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CUtlVector<CAI_Hint *> hintList;
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if ( FindAllHints( pNPC, position, hintCriteria, &hintList ) > 0 )
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{
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// Pick one randomly
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return ( CAI_HintManager::AddFoundHint( hintList[ random->RandomInt( 0, hintList.Size() - 1 ) ] ) );
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}
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// start at the top of the list for the next search
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CAI_HintManager::ResetFoundHints();
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return NULL;
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}
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// #define HINT_PROFILING 1
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#if defined( HINT_PROFILING )
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static void AppendTimer( int idx, char *buf, size_t bufsize, CFastTimer& timer )
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{
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char s[ 32 ];
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Q_snprintf( s, sizeof( s ), "%d %6.3f ms", idx, timer.GetDuration().GetMillisecondsF() );
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Q_strncat( buf, s, bufsize );
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *hintCriteria -
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// Output : CAI_Hint
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//-----------------------------------------------------------------------------
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CAI_Hint *CAI_HintManager::FindHint( CAI_BaseNPC *pNPC, const Vector &position, const CHintCriteria &hintCriteria )
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{
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#if defined( HINT_PROFILING )
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CFastTimer timer;
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timer.Start();
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#endif
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bool singleType = hintCriteria.MatchesSingleHintType();
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bool lookingForNearest = hintCriteria.HasFlag( bits_HINT_NODE_NEAREST );
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bool bIgnoreHintType = true;
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CUtlVector< CAIHintVector * > lists;
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if ( singleType )
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{
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int slot = CAI_HintManager::gm_TypedHints.Find( hintCriteria.GetFirstHintType() );
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if ( slot != CAI_HintManager::gm_TypedHints.InvalidIndex() )
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{
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lists.AddToTail( &CAI_HintManager::gm_TypedHints[ slot ] );
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}
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}
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else
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{
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int typeCount = hintCriteria.NumHintTypes();
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if ( typeCount > 0 )
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{
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for ( int listType = 0; listType < typeCount; ++listType )
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{
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int slot = CAI_HintManager::gm_TypedHints.Find( hintCriteria.GetHintType( listType ) );
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if ( slot != CAI_HintManager::gm_TypedHints.InvalidIndex() )
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{
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lists.AddToTail( &CAI_HintManager::gm_TypedHints[ slot ] );
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}
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}
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}
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else
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{
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// Still need to check hint type in this case
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lists.AddToTail( &CAI_HintManager::gm_AllHints );
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bIgnoreHintType = false;
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}
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}
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CAI_Hint *pBestHint = NULL;
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int visited = 0;
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int listCount = lists.Count();
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if ( listCount == 0 )
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return NULL;
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// Try the fast match path
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int i, count;
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// Start with hint after the last one used
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CAI_Hint *pTestHint = NULL;
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float flBestDistance = MAX_TRACE_LENGTH;
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if ( !lookingForNearest )
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{
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// Fast check of previous results
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count = CAI_HintManager::GetFoundHintCount();
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for ( i = 0; i < count; ++i )
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{
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pTestHint = CAI_HintManager::GetFoundHint( i );
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if ( pTestHint )
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{
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Assert( dynamic_cast<CAI_Hint *>(pTestHint) != NULL );
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++visited;
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if ( pTestHint->HintMatchesCriteria( pNPC, hintCriteria, position, &flBestDistance ) )
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{
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#if defined( HINT_PROFILING )
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Msg( "fast result visited %d\n", visited );
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#endif
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return pTestHint;
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}
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}
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}
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}
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// Longer search, reset best distance
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flBestDistance = MAX_TRACE_LENGTH;
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for ( int listNum = 0; listNum < listCount; ++listNum )
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{
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CAIHintVector *list = lists[ listNum ];
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count = list->Count();
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// -------------------------------------------
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// If we have no hints, bail
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// -------------------------------------------
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if ( !count )
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continue;
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// Now loop till we find a valid hint or return to the start
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for ( i = 0 ; i < count; ++i )
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{
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pTestHint = list->Element( i );
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Assert( pTestHint );
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++visited;
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Assert( dynamic_cast<CAI_Hint *>(pTestHint) != NULL );
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if ( pTestHint->HintMatchesCriteria( pNPC, hintCriteria, position, &flBestDistance, false, bIgnoreHintType ) )
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{
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// If we were searching for the nearest, just note that this is now the nearest node
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if ( lookingForNearest )
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{
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pBestHint = pTestHint;
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}
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else
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{
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// If we're not looking for the nearest, we're done
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CAI_HintManager::AddFoundHint( pTestHint );
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#if defined( HINT_PROFILING )
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Msg( "visited %d\n", visited );
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#endif
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return pTestHint;
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}
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}
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}
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}
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// Return the nearest node that we found
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if ( pBestHint )
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{
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CAI_HintManager::AddFoundHint( pBestHint );
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}
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#if defined( HINT_PROFILING )
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timer.End();
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Msg( "visited %d\n", visited );
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if ( !pBestHint )
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{
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Msg( "%i search failed for [%d] at pos %.3f %.3f %.3f [%.4f msec ~ %.4f msec per node]\n",
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gpGlobals->tickcount,
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pNPC ? pNPC->entindex() : -1,
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position.x, position.y, position.z,
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timer.GetDuration().GetMillisecondsF(),
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timer.GetDuration().GetMillisecondsF()/MAX( (float)visited, 1.0f ) );
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}
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#endif
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return pBestHint;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Searches for a hint node that this NPC cares about. If one is
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// claims that hint node for this NPC so that no other NPCs
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// try to use it.
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//
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// Input : nFlags - Search criterea. Can currently be one or more of the following:
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// bits_HINT_NODE_VISIBLE - searches for visible hint nodes.
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// bits_HINT_NODE_RANDOM - calls through the FindHintRandom and builds list of all matching
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// nodes and picks randomly from among them. Note: Depending on number of hint nodes, this
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// could be slower, so use with care.
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//
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// Output : Returns pointer to hint node if available hint node was found that matches the
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// given criterea that this NPC also cares about. Otherwise, returns NULL
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//-----------------------------------------------------------------------------
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CAI_Hint* CAI_HintManager::FindHint( CAI_BaseNPC *pNPC, Hint_e nHintType, int nFlags, float flMaxDist, const Vector *pMaxDistFrom )
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{
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assert( pNPC != NULL );
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if ( pNPC == NULL )
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return NULL;
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CHintCriteria hintCriteria;
|
|
hintCriteria.SetHintType( nHintType );
|
|
hintCriteria.SetFlag( nFlags );
|
|
|
|
// Using the NPC's hint group?
|
|
if ( nFlags & bits_HINT_NODE_USE_GROUP )
|
|
{
|
|
hintCriteria.SetGroup( pNPC->GetHintGroup() );
|
|
}
|
|
|
|
// Add the search position
|
|
Vector vecPosition = ( pMaxDistFrom != NULL ) ? (*pMaxDistFrom) : pNPC->GetAbsOrigin();
|
|
hintCriteria.AddIncludePosition( vecPosition, flMaxDist );
|
|
|
|
// If asking for a random node, use random logic instead
|
|
if ( nFlags & bits_HINT_NODE_RANDOM )
|
|
return FindHintRandom( pNPC, vecPosition, hintCriteria );
|
|
|
|
return FindHint( pNPC, vecPosition, hintCriteria );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Position only search
|
|
// Output : CAI_Hint
|
|
//-----------------------------------------------------------------------------
|
|
CAI_Hint *CAI_HintManager::FindHint( const Vector &position, const CHintCriteria &hintCriteria )
|
|
{
|
|
return FindHint( NULL, position, hintCriteria );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: NPC only search
|
|
// Output : CAI_Hint
|
|
//-----------------------------------------------------------------------------
|
|
CAI_Hint *CAI_HintManager::FindHint( CAI_BaseNPC *pNPC, const CHintCriteria &hintCriteria )
|
|
{
|
|
assert( pNPC != NULL );
|
|
if ( pNPC == NULL )
|
|
return NULL;
|
|
|
|
return FindHint( pNPC, pNPC->GetAbsOrigin(), hintCriteria );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
CAI_Hint* CAI_HintManager::CreateHint( HintNodeData *pNodeData, const char *pMapData )
|
|
{
|
|
// Reset last found hint if new node is added
|
|
CAI_HintManager::ResetFoundHints();
|
|
|
|
CAI_Hint *pHint = (CAI_Hint*)CreateEntityByName("ai_hint");
|
|
if ( pHint )
|
|
{
|
|
// First, parse the mapdata chunk we were passed
|
|
if ( pMapData )
|
|
{
|
|
CEntityMapData entData( (char*)pMapData );
|
|
pHint->ParseMapData( &entData );
|
|
|
|
// Restore the desired classname (parsing the mapdata stomps it)
|
|
pHint->SetClassname( "ai_hint" );
|
|
}
|
|
|
|
pHint->SetName( pNodeData->strEntityName );
|
|
pHint->SetAbsOrigin( pNodeData->vecPosition );
|
|
memcpy( &(pHint->m_NodeData), pNodeData, sizeof(HintNodeData) );
|
|
DispatchSpawn( pHint );
|
|
|
|
return pHint;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
void CAI_HintManager::AddHint( CAI_Hint *pHint )
|
|
{
|
|
// ---------------------------------
|
|
// Add to linked list of hints
|
|
// ---------------------------------
|
|
CAI_HintManager::gm_AllHints.AddToTail( pHint );
|
|
CAI_HintManager::AddHintByType( pHint );
|
|
}
|
|
|
|
void CAI_Hint::SetHintType( int hintType, bool force /*= false*/ )
|
|
{
|
|
if ( !force && hintType == m_NodeData.nHintType )
|
|
return;
|
|
|
|
CAI_HintManager::RemoveHintByType( this );
|
|
m_NodeData.nHintType = hintType;
|
|
CAI_HintManager::AddHintByType( this );
|
|
}
|
|
|
|
void CAI_HintManager::AddHintByType( CAI_Hint *pHint )
|
|
{
|
|
Hint_e type = pHint->HintType();
|
|
|
|
int slot = CAI_HintManager::gm_TypedHints.Find( type );
|
|
if ( slot == CAI_HintManager::gm_TypedHints.InvalidIndex() )
|
|
{
|
|
slot = CAI_HintManager::gm_TypedHints.Insert( type);
|
|
}
|
|
CAI_HintManager::gm_TypedHints[ slot ].AddToTail( pHint );
|
|
}
|
|
|
|
void CAI_HintManager::RemoveHintByType( CAI_Hint *pHintToRemove )
|
|
{
|
|
int slot = CAI_HintManager::gm_TypedHints.Find( pHintToRemove->HintType() );
|
|
if ( slot != CAI_HintManager::gm_TypedHints.InvalidIndex() )
|
|
{
|
|
CAI_HintManager::gm_TypedHints[ slot ].FindAndRemove( pHintToRemove );
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
void CAI_HintManager::RemoveHint( CAI_Hint *pHintToRemove )
|
|
{
|
|
// --------------------------------------
|
|
// Remove from linked list of hints
|
|
// --------------------------------------
|
|
gm_AllHints.FindAndRemove( pHintToRemove );
|
|
RemoveHintByType( pHintToRemove );
|
|
|
|
if ( CAI_HintManager::IsInFoundHintList( pHintToRemove ) )
|
|
{
|
|
CAI_HintManager::ResetFoundHints();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *token -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_HintManager::GetFlags( const char *token )
|
|
{
|
|
int len = strlen( token );
|
|
if ( len <= 0 )
|
|
{
|
|
return bits_HINT_NODE_NONE;
|
|
}
|
|
|
|
char *lowercase = (char *)_alloca( len + 1 );
|
|
Q_strncpy( lowercase, token, len+1 );
|
|
strlwr( lowercase );
|
|
|
|
if ( strstr( "none", lowercase ) )
|
|
{
|
|
return bits_HINT_NODE_NONE;
|
|
}
|
|
|
|
int bits = 0;
|
|
|
|
if ( strstr( "visible", lowercase ) )
|
|
{
|
|
bits |= bits_HINT_NODE_VISIBLE;
|
|
}
|
|
|
|
if ( strstr( "nearest", lowercase ) )
|
|
{
|
|
bits |= bits_HINT_NODE_NEAREST;
|
|
}
|
|
|
|
if ( strstr( "random", lowercase ) )
|
|
{
|
|
bits |= bits_HINT_NODE_RANDOM;
|
|
}
|
|
|
|
// Can't be nearest and random, defer to nearest
|
|
if ( ( bits & bits_HINT_NODE_NEAREST ) &&
|
|
( bits & bits_HINT_NODE_RANDOM ) )
|
|
{
|
|
// Remove random
|
|
bits &= ~bits_HINT_NODE_RANDOM;
|
|
|
|
DevMsg( "HINTFLAGS:%s, inconsistent, the nearest node is never a random hint node, treating as nearest request!\n",
|
|
token );
|
|
}
|
|
|
|
return bits;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CAI_Hint *CAI_HintManager::GetFirstHint( AIHintIter_t *pIter )
|
|
{
|
|
if ( !gm_AllHints.Count() )
|
|
{
|
|
*pIter = (AIHintIter_t)gm_AllHints.InvalidIndex();
|
|
return NULL;
|
|
}
|
|
*pIter = (AIHintIter_t)0;
|
|
return gm_AllHints[0];
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CAI_Hint *CAI_HintManager::GetNextHint( AIHintIter_t *pIter )
|
|
{
|
|
if ( (int)*pIter != gm_AllHints.InvalidIndex() )
|
|
{
|
|
int i = ( (int)*pIter ) + 1;
|
|
if ( gm_AllHints.Count() <= i )
|
|
{
|
|
*pIter = (AIHintIter_t)gm_AllHints.InvalidIndex();
|
|
return NULL;
|
|
}
|
|
*pIter = (AIHintIter_t)i;
|
|
return gm_AllHints[i];
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_HintManager::DumpHints()
|
|
{
|
|
AIHintIter_t iter;
|
|
CAI_Hint *pCurHint = GetFirstHint( &iter );
|
|
while (pCurHint)
|
|
{
|
|
const Vector &v = pCurHint->GetAbsOrigin();
|
|
Msg( "(%.1f, %.1f, %.1f) -- Node ID: %d; WC id %d; type %d\n",
|
|
v.x, v.y, v.z,
|
|
pCurHint->GetNodeId(),
|
|
pCurHint->GetWCId(),
|
|
pCurHint->HintType() );
|
|
pCurHint = GetNextHint( &iter );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_HintManager::ValidateHints()
|
|
{
|
|
#ifdef _DEBUG
|
|
int nTyped = 0;
|
|
FOR_EACH_VEC( gm_AllHints, i )
|
|
{
|
|
Assert( dynamic_cast<CAI_Hint *>(gm_AllHints[i]) != NULL );
|
|
}
|
|
|
|
for ( int i = gm_TypedHints.FirstInorder(); i != gm_TypedHints.InvalidIndex(); i = gm_TypedHints.NextInorder( i ) )
|
|
{
|
|
FOR_EACH_VEC( gm_TypedHints[i], j )
|
|
{
|
|
nTyped++;
|
|
Assert( dynamic_cast<CAI_Hint *>(gm_TypedHints[i][j]) != NULL );
|
|
}
|
|
}
|
|
|
|
Assert( gm_AllHints.Count() == nTyped );
|
|
#endif
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CAI_HintManager::DrawHintOverlays(float flDrawDuration)
|
|
{
|
|
int c = gm_AllHints.Count();
|
|
for ( int i = 0; i < c; ++i )
|
|
{
|
|
CAI_Hint *pHint = gm_AllHints[ i ];
|
|
int r = 0;
|
|
int g = 0;
|
|
int b = 255;
|
|
Vector vHintPos;
|
|
|
|
if (pHint->m_NodeData.nNodeID != NO_NODE)
|
|
{
|
|
vHintPos = g_pBigAINet->GetNode(pHint->m_NodeData.nNodeID)->GetPosition(g_pAINetworkManager->GetEditOps()->m_iHullDrawNum);
|
|
}
|
|
else
|
|
{
|
|
vHintPos = pHint->GetAbsOrigin();
|
|
}
|
|
|
|
if ( pHint->GetNodeId() != NO_NODE )
|
|
NDebugOverlay::Text( vHintPos + Vector(0,6,8), CFmtStr("(%d), (%d)", pHint->HintType(), pHint->GetNodeId()), true, flDrawDuration );
|
|
else
|
|
NDebugOverlay::Text( vHintPos + Vector(0,6,8), CFmtStr("(%d)", pHint->HintType()), true, flDrawDuration );
|
|
|
|
// If node is currently locked
|
|
if (pHint->m_NodeData.iDisabled)
|
|
{
|
|
r = 100;
|
|
g = 100;
|
|
b = 100;
|
|
}
|
|
else if (pHint->m_hHintOwner != NULL)
|
|
{
|
|
r = 255;
|
|
g = 0;
|
|
b = 0;
|
|
|
|
CBaseEntity* pOwner = pHint->User();
|
|
if (pOwner)
|
|
{
|
|
char owner[255];
|
|
Q_strncpy(owner,pOwner->GetDebugName(),sizeof(owner));
|
|
Vector loc = vHintPos;
|
|
loc.x+=6;
|
|
loc.y+=6;
|
|
loc.z+=6;
|
|
NDebugOverlay::Text( loc, owner, true, flDrawDuration );
|
|
NDebugOverlay::Line( vHintPos, pOwner->WorldSpaceCenter(), 128, 128, 128, false, 0);
|
|
}
|
|
}
|
|
else if (pHint->IsLocked())
|
|
{
|
|
r = 200;
|
|
g = 150;
|
|
b = 10;
|
|
}
|
|
|
|
NDebugOverlay::Box(vHintPos, Vector(-3,-3,-3), Vector(3,3,3), r,g,b,0,flDrawDuration);
|
|
|
|
// Draw line in facing direction
|
|
Vector offsetDir = 12.0 * Vector(cos(DEG2RAD(pHint->Yaw())),sin(DEG2RAD(pHint->Yaw())),0);
|
|
NDebugOverlay::Line(vHintPos, vHintPos+offsetDir, r,g,b,false,flDrawDuration);
|
|
}
|
|
}
|
|
|
|
//##################################################################
|
|
// > CAI_Hint
|
|
//##################################################################
|
|
LINK_ENTITY_TO_CLASS( ai_hint, CAI_Hint );
|
|
|
|
BEGIN_DATADESC( CAI_Hint )
|
|
|
|
DEFINE_EMBEDDED( m_NodeData ),
|
|
// m_nTargetNodeID (reset on load)
|
|
|
|
DEFINE_FIELD( m_hHintOwner, FIELD_EHANDLE),
|
|
DEFINE_FIELD( m_flNextUseTime, FIELD_TIME),
|
|
DEFINE_FIELD( m_vecForward, FIELD_VECTOR),
|
|
DEFINE_KEYFIELD( m_nodeFOV, FIELD_FLOAT, "nodeFOV" ),
|
|
|
|
DEFINE_THINKFUNC( EnableThink ),
|
|
|
|
// Inputs
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "EnableHint", InputEnableHint ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "DisableHint", InputDisableHint ),
|
|
|
|
// Outputs
|
|
DEFINE_OUTPUT( m_OnNPCStartedUsing, "OnNPCStartedUsing" ),
|
|
DEFINE_OUTPUT( m_OnNPCStoppedUsing, "OnNPCStoppedUsing" ),
|
|
|
|
END_DATADESC( );
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
//------------------------------------------------------------------------------
|
|
void CAI_Hint::InputEnableHint( inputdata_t &inputdata )
|
|
{
|
|
m_NodeData.iDisabled = false;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
//------------------------------------------------------------------------------
|
|
void CAI_Hint::InputDisableHint( inputdata_t &inputdata )
|
|
{
|
|
m_NodeData.iDisabled = true;
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CAI_Hint::Spawn( void )
|
|
{
|
|
// Cache off the forward vector
|
|
GetVectors( &m_vecForward, NULL, NULL );
|
|
|
|
if( m_nodeFOV != 360 )
|
|
{
|
|
// As a micro-optimization, leave the FOV at 360 to save us
|
|
// a dot product later when checking node FOV.
|
|
m_nodeFOV = cos( DEG2RAD(m_nodeFOV/2) );
|
|
}
|
|
|
|
SetSolid( SOLID_NONE );
|
|
}
|
|
|
|
void CAI_Hint::Activate()
|
|
{
|
|
BaseClass::Activate();
|
|
CAI_HintManager::AddHint( this );
|
|
}
|
|
|
|
void CAI_Hint::UpdateOnRemove( void )
|
|
{
|
|
CAI_HintManager::RemoveHint( this );
|
|
BaseClass::UpdateOnRemove();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : If connected to a node returns node position, otherwise
|
|
// returns local hint position
|
|
//
|
|
// NOTE: Assumes not using multiple AI networks
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
void CAI_Hint::GetPosition(CBaseCombatCharacter *pBCC, Vector *vPosition)
|
|
{
|
|
if ( m_NodeData.nNodeID != NO_NODE )
|
|
{
|
|
*vPosition = g_pBigAINet->GetNodePosition( pBCC, m_NodeData.nNodeID );
|
|
}
|
|
else
|
|
{
|
|
*vPosition = GetAbsOrigin();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : hull -
|
|
// *vPosition -
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_Hint::GetPosition( Hull_t hull, Vector *vPosition )
|
|
{
|
|
if ( m_NodeData.nNodeID != NO_NODE )
|
|
{
|
|
*vPosition = g_pBigAINet->GetNodePosition( hull, m_NodeData.nNodeID );
|
|
}
|
|
else
|
|
{
|
|
*vPosition = GetAbsOrigin();
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : If connected to a node returns node direction, otherwise
|
|
// returns local hint direction
|
|
//
|
|
// NOTE: Assumes not using multiple AI networks
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
Vector CAI_Hint::GetDirection( )
|
|
{
|
|
return UTIL_YawToVector( Yaw() );
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : If connected to a node returns node yaw, otherwise
|
|
// returns local hint yaw
|
|
//
|
|
// NOTE: Assumes not using multiple AI networks
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
float CAI_Hint::Yaw(void)
|
|
{
|
|
if (m_NodeData.nNodeID != NO_NODE)
|
|
{
|
|
return g_pBigAINet->GetNodeYaw(m_NodeData.nNodeID );
|
|
}
|
|
else
|
|
{
|
|
return GetLocalAngles().y;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose : Returns if this is something that's interesting to look at
|
|
//
|
|
// NOTE: Assumes not using multiple AI networks
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
bool CAI_Hint::IsViewable(void)
|
|
{
|
|
if (m_NodeData.iDisabled)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
switch( HintType() )
|
|
{
|
|
case HINT_WORLD_VISUALLY_INTERESTING:
|
|
case HINT_WORLD_VISUALLY_INTERESTING_DONT_AIM:
|
|
case HINT_WORLD_VISUALLY_INTERESTING_STEALTH:
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_Hint::IsInNodeFOV( CBaseEntity *pOther )
|
|
{
|
|
if( m_nodeFOV == 360 )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
#if 0
|
|
NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + m_vecForward * 16, 255, 255, 0, false, 1 );
|
|
#endif
|
|
|
|
Vector vecToNPC = pOther->GetAbsOrigin() - GetAbsOrigin();
|
|
VectorNormalize( vecToNPC );
|
|
float flDot = DotProduct( vecToNPC, m_vecForward );
|
|
|
|
if( flDot > m_nodeFOV )
|
|
{
|
|
#if 0
|
|
NDebugOverlay::Line( GetAbsOrigin(), pOther->GetAbsOrigin(), 0, 255, 0, false, 1 );
|
|
#endif
|
|
return true;
|
|
}
|
|
|
|
#if 0
|
|
NDebugOverlay::Line( GetAbsOrigin(), pOther->GetAbsOrigin(), 255, 0, 0, false, 1 );
|
|
#endif
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Locks the node for use by an AI for hints
|
|
// Output : Returns true if the node was available for locking, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_Hint::Lock( CBaseEntity* pNPC )
|
|
{
|
|
if ( m_hHintOwner != pNPC && m_hHintOwner != NULL )
|
|
return false;
|
|
m_hHintOwner = pNPC;
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Unlocks the node, making it available for hint use by other AIs.
|
|
// after the given delay time
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_Hint::Unlock( float delay )
|
|
{
|
|
m_hHintOwner = NULL;
|
|
m_flNextUseTime = gpGlobals->curtime + delay;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns true is hint node is open for use
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_Hint::IsLockedBy( CBaseEntity *pNPC )
|
|
{
|
|
return (m_hHintOwner == pNPC);
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns true is hint node is open for use
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_Hint::IsLocked( void )
|
|
{
|
|
if (m_NodeData.iDisabled)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if (gpGlobals->curtime < m_flNextUseTime)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if (m_hHintOwner != NULL)
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Return true if pTestHint passes the criteria specified in hintCriteria
|
|
//-----------------------------------------------------------------------------
|
|
bool CAI_Hint::HintMatchesCriteria( CAI_BaseNPC *pNPC, const CHintCriteria &hintCriteria, const Vector &position, float *flNearestDistance, bool bIgnoreLock, bool bIgnoreHintType )
|
|
{
|
|
// Cannot be locked
|
|
if ( !bIgnoreLock && IsLocked() )
|
|
{
|
|
REPORTFAILURE( "Node is locked." );
|
|
return false;
|
|
}
|
|
|
|
if ( !bIgnoreHintType && !hintCriteria.MatchesHintType( HintType() ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( GetMinState() > NPC_STATE_IDLE || GetMaxState() < NPC_STATE_COMBAT )
|
|
{
|
|
if ( pNPC && ( pNPC->GetState() < GetMinState() || pNPC->GetState() > GetMaxState() ) )
|
|
{
|
|
REPORTFAILURE( "NPC not in correct state." );
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// See if we're filtering by group name
|
|
if ( hintCriteria.GetGroup() != NULL_STRING )
|
|
{
|
|
AssertIsValidString( GetGroup() );
|
|
AssertIsValidString( hintCriteria.GetGroup() );
|
|
if ( GetGroup() == NULL_STRING || GetGroup() != hintCriteria.GetGroup() )
|
|
{
|
|
Assert(GetGroup() == NULL_STRING || strcmp( STRING(GetGroup()), STRING(hintCriteria.GetGroup())) != 0 );
|
|
REPORTFAILURE( "Doesn't match NPC hint group." );
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// If we're watching for include zones, test it
|
|
if ( ( hintCriteria.HasIncludeZones() ) && ( hintCriteria.InIncludedZone( GetAbsOrigin() ) == false ) )
|
|
{
|
|
REPORTFAILURE( "Not inside include zones." );
|
|
return false;
|
|
}
|
|
|
|
// If we're watching for exclude zones, test it
|
|
if ( ( hintCriteria.HasExcludeZones() ) && ( hintCriteria.InExcludedZone( GetAbsOrigin() ) ) )
|
|
{
|
|
REPORTFAILURE( "Inside exclude zones." );
|
|
return false;
|
|
}
|
|
|
|
// See if the class handles this hint type
|
|
if ( ( pNPC != NULL ) && ( pNPC->FValidateHintType( this ) == false ) )
|
|
{
|
|
REPORTFAILURE( "NPC doesn't know how to handle that type." );
|
|
return false;
|
|
}
|
|
|
|
if ( hintCriteria.HasFlag(bits_HINT_NPC_IN_NODE_FOV) )
|
|
{
|
|
if ( pNPC == NULL )
|
|
{
|
|
AssertMsg(0,"Hint node attempted to verify NPC in node FOV without NPC!\n");
|
|
}
|
|
else
|
|
{
|
|
if( !IsInNodeFOV(pNPC) )
|
|
{
|
|
REPORTFAILURE( "NPC Not in hint's FOV" );
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( hintCriteria.HasFlag( bits_HINT_NODE_IN_AIMCONE ) )
|
|
{
|
|
if ( pNPC == NULL )
|
|
{
|
|
AssertMsg( 0, "Hint node attempted to find node in aimcone without specifying NPC!\n" );
|
|
}
|
|
else
|
|
{
|
|
if( !pNPC->FInAimCone( GetAbsOrigin() ) )
|
|
{
|
|
REPORTFAILURE( "Hint isn't in NPC's aimcone" );
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( hintCriteria.HasFlag( bits_HINT_NODE_IN_VIEWCONE ) )
|
|
{
|
|
if ( pNPC == NULL )
|
|
{
|
|
AssertMsg( 0, "Hint node attempted to find node in viewcone without specifying NPC!\n" );
|
|
}
|
|
else
|
|
{
|
|
if( !pNPC->FInViewCone( this ) )
|
|
{
|
|
REPORTFAILURE( "Hint isn't in NPC's viewcone" );
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( hintCriteria.HasFlag( bits_HINT_NOT_CLOSE_TO_ENEMY ) )
|
|
{
|
|
if ( pNPC == NULL )
|
|
{
|
|
AssertMsg( 0, "Hint node attempted to find node not close to enemy without specifying NPC!\n" );
|
|
}
|
|
else
|
|
{
|
|
if( pNPC->GetEnemy() )
|
|
{
|
|
float flDistHintToEnemySqr = GetAbsOrigin().DistToSqr( pNPC->GetEnemy()->GetAbsOrigin() ) ;
|
|
|
|
if( flDistHintToEnemySqr < Square( 30.0f * 12.0f ) )
|
|
{
|
|
REPORTFAILURE( "Hint takes NPC close to Enemy" );
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
{
|
|
AI_PROFILE_SCOPE( HINT_FVisible );
|
|
// See if we're requesting a visible node
|
|
if ( hintCriteria.HasFlag( bits_HINT_NODE_VISIBLE ) )
|
|
{
|
|
if ( pNPC == NULL )
|
|
{
|
|
//NOTENOTE: If you're hitting this, you've asked for a visible node without specifing an NPC!
|
|
AssertMsg( 0, "Hint node attempted to find visible node without specifying NPC!\n" );
|
|
}
|
|
else
|
|
{
|
|
if( m_NodeData.nNodeID == NO_NODE )
|
|
{
|
|
// This is just an info_hint, not a node.
|
|
if( !pNPC->FVisible( this ) )
|
|
{
|
|
REPORTFAILURE( "Hint isn't visible to NPC." );
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// This hint associated with a node.
|
|
trace_t tr;
|
|
Vector vHintPos;
|
|
GetPosition(pNPC,&vHintPos);
|
|
AI_TraceLine ( pNPC->EyePosition(), vHintPos + pNPC->GetViewOffset(), MASK_NPCSOLID_BRUSHONLY, pNPC, COLLISION_GROUP_NONE, &tr );
|
|
if ( tr.fraction != 1.0f )
|
|
{
|
|
REPORTFAILURE( "Node isn't visible to NPC." );
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check for clear if requested
|
|
if ( hintCriteria.HasFlag( bits_HINT_NODE_CLEAR ) )
|
|
{
|
|
if ( pNPC == NULL )
|
|
{
|
|
//NOTENOTE: If you're hitting this, you've asked for a clear node without specifing an NPC!
|
|
AssertMsg( 0, "Hint node attempted to find clear node without specifying NPC!\n" );
|
|
}
|
|
else
|
|
{
|
|
trace_t tr;
|
|
// Can my bounding box fit there?
|
|
AI_TraceHull ( GetAbsOrigin(), GetAbsOrigin(), pNPC->WorldAlignMins(), pNPC->WorldAlignMaxs(),
|
|
MASK_SOLID, pNPC, COLLISION_GROUP_NONE, &tr );
|
|
|
|
if ( tr.fraction != 1.0 )
|
|
{
|
|
REPORTFAILURE( "Node isn't clear." );
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// See if this is our next, closest node
|
|
if ( hintCriteria.HasFlag( bits_HINT_NODE_NEAREST ) )
|
|
{
|
|
Assert( flNearestDistance );
|
|
|
|
// Calculate our distance
|
|
float distance = (GetAbsOrigin() - position).Length();
|
|
|
|
// Must be closer than the current best
|
|
if ( distance > *flNearestDistance )
|
|
{
|
|
REPORTFAILURE( "Not the nearest node." );
|
|
return false;
|
|
}
|
|
|
|
// Remember the distance
|
|
*flNearestDistance = distance;
|
|
}
|
|
|
|
if ( hintCriteria.HasFlag(bits_HINT_HAS_LOS_TO_PLAYER|bits_HAS_EYEPOSITION_LOS_TO_PLAYER) )
|
|
{
|
|
CBasePlayer *pPlayer = AI_GetSinglePlayer();
|
|
|
|
if( pPlayer != NULL )
|
|
{
|
|
Vector vecDest = GetAbsOrigin();
|
|
|
|
if( hintCriteria.HasFlag(bits_HAS_EYEPOSITION_LOS_TO_PLAYER) )
|
|
{
|
|
vecDest += pNPC->GetDefaultEyeOffset();
|
|
}
|
|
|
|
if( !pPlayer->FVisible(vecDest) )
|
|
{
|
|
REPORTFAILURE( "Do not have LOS to player" );
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Must either be visible or not if requested
|
|
if ( hintCriteria.HasFlag( bits_HINT_NODE_NOT_VISIBLE_TO_PLAYER|bits_HINT_NODE_VISIBLE_TO_PLAYER ) )
|
|
{
|
|
bool bWasSeen = false;
|
|
// Test all potential seers
|
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
|
{
|
|
CBasePlayer *pPlayer = UTIL_PlayerByIndex(i);
|
|
|
|
if ( pPlayer )
|
|
{
|
|
// Only spawn if the player's looking away from me
|
|
Vector vLookDir = pPlayer->EyeDirection3D();
|
|
Vector vTargetDir = GetAbsOrigin() - pPlayer->EyePosition();
|
|
VectorNormalize(vTargetDir);
|
|
|
|
float fDotPr = DotProduct(vLookDir,vTargetDir);
|
|
if ( fDotPr > 0 )
|
|
{
|
|
trace_t tr;
|
|
UTIL_TraceLine( pPlayer->EyePosition(), GetAbsOrigin(), MASK_SOLID_BRUSHONLY, pPlayer, COLLISION_GROUP_NONE, &tr);
|
|
|
|
if ( tr.fraction == 1.0 )
|
|
{
|
|
if ( hintCriteria.HasFlag( bits_HINT_NODE_NOT_VISIBLE_TO_PLAYER ) )
|
|
{
|
|
REPORTFAILURE( "Node is visible to player." );
|
|
return false;
|
|
}
|
|
bWasSeen = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !bWasSeen && hintCriteria.HasFlag( bits_HINT_NODE_VISIBLE_TO_PLAYER ) )
|
|
{
|
|
REPORTFAILURE( "Node isn't visible to player." );
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Draw any debug text overlays
|
|
// Input :
|
|
// Output : Current text offset from the top
|
|
//-----------------------------------------------------------------------------
|
|
int CAI_Hint::DrawDebugTextOverlays(void)
|
|
{
|
|
int text_offset = BaseClass::DrawDebugTextOverlays();
|
|
|
|
if (m_debugOverlays & OVERLAY_TEXT_BIT)
|
|
{
|
|
char tempstr[512];
|
|
Q_snprintf(tempstr,sizeof(tempstr),"%s (%i)", GetHintTypeDescription( HintType() ), HintType());
|
|
EntityText(text_offset,tempstr,0);
|
|
text_offset++;
|
|
Q_snprintf(tempstr,sizeof(tempstr),"delay %f", MAX( 0.0f, m_flNextUseTime - gpGlobals->curtime ) ) ;
|
|
EntityText(text_offset,tempstr,0);
|
|
text_offset++;
|
|
|
|
if ( m_NodeData.iDisabled )
|
|
{
|
|
Q_snprintf(tempstr,sizeof(tempstr),"DISABLED" );
|
|
EntityText(text_offset,tempstr,0);
|
|
text_offset++;
|
|
}
|
|
|
|
}
|
|
return text_offset;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Constructor
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
CAI_Hint::CAI_Hint(void)
|
|
{
|
|
m_flNextUseTime = 0;
|
|
m_nTargetNodeID = NO_NODE;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Destructor
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
CAI_Hint::~CAI_Hint(void)
|
|
{
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sometimes FValidateHint, etc. will want to examine the underlying node to
|
|
// see if it's truly suitable ( e.g., in the same air/ground network of nodes? )
|
|
// Output : C_AINode *
|
|
//-----------------------------------------------------------------------------
|
|
CAI_Node *CAI_Hint::GetNode( void )
|
|
{
|
|
if ( m_NodeData.nNodeID != NO_NODE )
|
|
{
|
|
return g_pBigAINet->GetNode( m_NodeData.nNodeID, false );
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_Hint::DisableForSeconds( float flSeconds )
|
|
{
|
|
Unlock( flSeconds );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_Hint::EnableThink()
|
|
{
|
|
SetDisabled( false );
|
|
SetThink( NULL );
|
|
}
|
|
|
|
void CAI_Hint::FixupTargetNode()
|
|
{
|
|
if ( m_NodeData.nTargetWCNodeID != -1 )
|
|
m_nTargetNodeID = g_pAINetworkManager->GetEditOps()->GetNodeIdFromWCId( m_NodeData.nTargetWCNodeID );
|
|
else
|
|
m_nTargetNodeID = NO_NODE;
|
|
}
|
|
|
|
void CAI_Hint::OnRestore()
|
|
{
|
|
BaseClass::OnRestore();
|
|
|
|
m_NodeData.nNodeID = g_pAINetworkManager->GetEditOps()->GetNodeIdFromWCId( m_NodeData.nWCNodeID );
|
|
FixupTargetNode();
|
|
|
|
CAI_Node *pNode = GetNode();
|
|
|
|
if ( !pNode )
|
|
{
|
|
if ( m_NodeData.nWCNodeID > 0 )
|
|
DevMsg("Warning: AI hint has incorrect or no AI node\n");
|
|
}
|
|
else
|
|
{
|
|
m_NodeData.vecPosition = pNode->GetOrigin();
|
|
Teleport( &m_NodeData.vecPosition, NULL, NULL );
|
|
pNode->SetHint( this );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_Hint::NPCStartedUsing( CAI_BaseNPC *pNPC )
|
|
{
|
|
m_OnNPCStartedUsing.Set( pNPC, pNPC, this );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAI_Hint::NPCStoppedUsing( CAI_BaseNPC *pNPC )
|
|
{
|
|
m_OnNPCStoppedUsing.Set( pNPC, pNPC, this );
|
|
}
|
|
|
|
|
|
CON_COMMAND(ai_dump_hints, "")
|
|
{
|
|
if ( !UTIL_IsCommandIssuedByServerAdmin() )
|
|
return;
|
|
|
|
CAI_HintManager::ValidateHints();
|
|
CAI_HintManager::DumpHints();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// hints - these MUST coincide with the HINTS listed under Hint_e
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
struct hinttypedescs_t
|
|
{
|
|
Hint_e iType;
|
|
const char *pszDesc;
|
|
};
|
|
hinttypedescs_t g_pszHintDescriptions[] =
|
|
{
|
|
{ HINT_NONE, "None" },
|
|
//{ HINT_NOT_USED_WORLD_DOOR, "Obsolete / Unused" },
|
|
{ HINT_WORLD_WINDOW, "World: Window" },
|
|
//{ HINT_NOT_USED_WORLD_BUTTON, "Obsolete / Unused" },
|
|
//{ HINT_NOT_USED_WORLD_MACHINERY, "Obsolete / Unused" },
|
|
//{ HINT_NOT_USED_WORLD_LEDGE, "Obsolete / Unused" },
|
|
//{ HINT_NOT_USED_WORLD_LIGHT_SOURCE, "Obsolete / Unused" },
|
|
//{ HINT_NOT_USED_WORLD_HEAT_SOURCE, "Obsolete / Unused" },
|
|
//{ HINT_NOT_USED_WORLD_BLINKING_LIGHT, "Obsolete / Unused" },
|
|
//{ HINT_NOT_USED_WORLD_BRIGHT_COLORS, "Obsolete / Unused" },
|
|
//{ HINT_NOT_USED_WORLD_HUMAN_BLOOD, "Obsolete / Unused" },
|
|
//{ HINT_NOT_USED_WORLD_ALIEN_BLOOD, "Obsolete / Unused" },
|
|
|
|
{ HINT_WORLD_WORK_POSITION, "Act Busy" },
|
|
{ HINT_WORLD_VISUALLY_INTERESTING, "World: Visually Interesting" },
|
|
{ HINT_WORLD_VISUALLY_INTERESTING_DONT_AIM, "World: Visually Interesting (Don't Aim)" },
|
|
{ HINT_WORLD_INHIBIT_COMBINE_MINES, "World: Inhibit Combine Mines" },
|
|
{ HINT_WORLD_VISUALLY_INTERESTING_STEALTH, "World: Visually Interesting (Stealth)" },
|
|
|
|
{ HINT_TACTICAL_COVER_MED, "Tactical: Cover Medium" },
|
|
{ HINT_TACTICAL_COVER_LOW, "Tactical: Cover Low" },
|
|
{ HINT_TACTICAL_SPAWN, "Tactical: Spawn" },
|
|
{ HINT_TACTICAL_PINCH, "Tactical: Pinch" },
|
|
//{ HINT_NOT_USED_TACTICAL_GUARD, "Obsolete / Unused" },
|
|
{ HINT_TACTICAL_ENEMY_DISADVANTAGED, "Tactical: Enemy Disadvantage" },
|
|
//{ HINT_NOT_USED_HEALTH_KIT, "Obsolete / Unused" },
|
|
|
|
//{ HINT_NOT_USED_URBAN_STREETCORNER, "Obsolete / Unused" },
|
|
//{ HINT_NOT_USED_URBAN_STREETLAMP, "Obsolete / Unused" },
|
|
//{ HINT_NOT_USED_URBAN_DARK_SPOT, "Obsolete / Unused" },
|
|
//{ HINT_NOT_USED_URBAN_POSTER, "Obsolete / Unused" },
|
|
//{ HINT_NOT_USED_URBAN_SHELTER, "Obsolete / Unused" },
|
|
|
|
//{ HINT_NOT_USED_ASSASSIN_SECLUDED, "Obsolete / Unused" },
|
|
//{ HINT_NOT_USED_ASSASSIN_RAFTERS, "Obsolete / Unused" },
|
|
//{ HINT_NOT_USED_ASSASSIN_GROUND, "Obsolete / Unused" },
|
|
//{ HINT_NOT_USED_ASSASSIN_MONKEYBARS, "Obsolete / Unused" },
|
|
|
|
{ HINT_ANTLION_BURROW_POINT, "Antlion: Burrow Point" },
|
|
{ HINT_ANTLION_THUMPER_FLEE_POINT, "Antlion: Thumper Flee Point" },
|
|
|
|
//{ HINT_HEADCRAB_BURROW_POINT, "Obsolete / Unused" },
|
|
|
|
//{ HINT_NOT_USED_ROLLER_PATROL_POINT, "Obsolete / Unused" },
|
|
//{ HINT_NOT_USED_ROLLER_CLEANUP_POINT, "Obsolete / Unused" },
|
|
|
|
//{ HINT_NOT_USED_PSTORM_ROCK_SPAWN, "Obsolete / Unused" },
|
|
|
|
{ HINT_CROW_FLYTO_POINT, "Crow: Flyto Point" },
|
|
|
|
//{ HINT_BUG_PATROL_POINT, "Obsolete / Unused" },
|
|
|
|
{ HINT_FOLLOW_WAIT_POINT, "Follow: Wait Point" },
|
|
{ HINT_JUMP_OVERRIDE, "Jump Override" },
|
|
{ HINT_PLAYER_SQUAD_TRANSITON_POINT, "Squad Transition Point" },
|
|
{ HINT_NPC_EXIT_POINT, "Act Busy: Exit Point" },
|
|
{ HINT_STRIDER_NODE, "Strider" },
|
|
|
|
{ HINT_PLAYER_ALLY_MOVE_AWAY_DEST, "Ally MoveAway Point" },
|
|
|
|
{ HINT_HL1_WORLD_MACHINERY, "HL1: World: Machinery" },
|
|
{ HINT_HL1_WORLD_BLINKING_LIGHT, "HL1: World: Blinking Light" },
|
|
{ HINT_HL1_WORLD_HUMAN_BLOOD, "HL1: World: Human Blood" },
|
|
{ HINT_HL1_WORLD_ALIEN_BLOOD, "HL1: World: Alien Blood" },
|
|
|
|
{ HINT_CSTRIKE_HOSTAGE_ESCAPE, "CS Port: Hostage Escape" },
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
const char *GetHintTypeDescription( Hint_e iHintType )
|
|
{
|
|
for ( int i = 0; i < ARRAYSIZE(g_pszHintDescriptions); i++ )
|
|
{
|
|
if ( g_pszHintDescriptions[i].iType == iHintType )
|
|
return g_pszHintDescriptions[i].pszDesc;
|
|
}
|
|
|
|
return "Obsolete / Unused";
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
const char *GetHintTypeDescription( CAI_Hint *pHint )
|
|
{
|
|
return GetHintTypeDescription( pHint->HintType() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Debug command to drop hints into the world
|
|
//-----------------------------------------------------------------------------
|
|
void CC_ai_drop_hint( const CCommand &args )
|
|
{
|
|
CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() );
|
|
if ( !pPlayer )
|
|
return;
|
|
|
|
if ( args.ArgC() < 2 )
|
|
{
|
|
Msg("Invalid hint type specified. Format: ai_drop_hint <hint type>\nValid hint types:\n");
|
|
|
|
for ( int i = 0; i < ARRAYSIZE(g_pszHintDescriptions); i++ )
|
|
{
|
|
Msg("%d : %s\n", g_pszHintDescriptions[i].iType, g_pszHintDescriptions[i].pszDesc );
|
|
}
|
|
return;
|
|
}
|
|
|
|
HintNodeData nodeData;
|
|
nodeData.strEntityName = MAKE_STRING("ai_drop_hint");
|
|
nodeData.vecPosition = pPlayer->EyePosition();
|
|
nodeData.nHintType = atoi( args[1] );
|
|
nodeData.nNodeID = NO_NODE;
|
|
nodeData.strGroup = NULL_STRING;
|
|
nodeData.iDisabled = false;
|
|
nodeData.iszActivityName = NULL_STRING;
|
|
nodeData.fIgnoreFacing = HIF_DEFAULT;
|
|
nodeData.minState = NPC_STATE_IDLE;
|
|
nodeData.maxState = NPC_STATE_COMBAT;
|
|
CAI_Hint *pHint = CAI_HintManager::CreateHint( &nodeData, NULL );
|
|
if ( pHint )
|
|
{
|
|
((CBaseEntity *)pHint)->Activate();
|
|
pHint->KeyValue( "nodeFOV", "360" );
|
|
pHint->m_debugOverlays |= (OVERLAY_TEXT_BIT | OVERLAY_BBOX_BIT);
|
|
}
|
|
}
|
|
ConCommand ai_drop_hint( "ai_drop_hint", CC_ai_drop_hint, "Drop an ai_hint at the player's current eye position.", FCVAR_CHEAT );
|