//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef AI_PLAYERALLY_H #define AI_PLAYERALLY_H #include "utlmap.h" #include "simtimer.h" #include "AI_Criteria.h" #include "ai_baseactor.h" #include "ai_speechfilter.h" #include "stdstring.h" #if defined( _WIN32 ) #pragma once #endif //----------------------------------------------------------------------------- #define TLK_ANSWER "TLK_ANSWER" #define TLK_ANSWER_HELLO "TLK_ANSWER_HELLO" #define TLK_QUESTION "TLK_QUESTION" #define TLK_IDLE "TLK_IDLE" #define TLK_STARE "TLK_STARE" #define TLK_LOOK "TLK_LOOK" // player looking at player for a second #define TLK_USE "TLK_USE" #define TLK_STARTFOLLOW "TLK_STARTFOLLOW" #define TLK_STOPFOLLOW "TLK_STOPFOLLOW" #define TLK_JOINPLAYER "TLK_JOINPLAYER" #define TLK_STOP "TLK_STOP" #define TLK_NOSHOOT "TLK_NOSHOOT" #define TLK_HELLO "TLK_HELLO" #define TLK_PHELLO "TLK_PHELLO" #define TLK_HELLO_NPC "TLK_HELLO_NPC" #define TLK_PIDLE "TLK_PIDLE" #define TLK_PQUESTION "TLK_PQUESTION" #define TLK_PLHURT1 "TLK_PLHURT1" #define TLK_PLHURT2 "TLK_PLHURT2" #define TLK_PLHURT3 "TLK_PLHURT3" #define TLK_PLHURT "TLK_PLHURT" #define TLK_PLPUSH "TLK_PLPUSH" #define TLK_PLRELOAD "TLK_PLRELOAD" #define TLK_SMELL "TLK_SMELL" #define TLK_SHOT "TLK_SHOT" #define TLK_WOUND "TLK_WOUND" #define TLK_MORTAL "TLK_MORTAL" #define TLK_DANGER "TLK_DANGER" #define TLK_SEE_COMBINE "TLK_SEE_COMBINE" #define TLK_ENEMY_DEAD "TLK_ENEMY_DEAD" #define TLK_ALYX_ENEMY_DEAD "TLK_ALYX_ENEMY_DEAD" #define TLK_SELECTED "TLK_SELECTED" // selected by player in command mode. #define TLK_COMMANDED "TLK_COMMANDED" // received orders from player in command mode #define TLK_COMMAND_FAILED "TLK_COMMAND_FAILED" #define TLK_DENY_COMMAND "TLK_DENY_COMMAND" // designer has asked this NPC to politely deny player commands to move the squad #define TLK_BETRAYED "TLK_BETRAYED" // player killed an ally in front of me. #define TLK_ALLY_KILLED "TLK_ALLY_KILLED" // witnessed an ally die some other way. #define TLK_ATTACKING "TLK_ATTACKING" // about to fire my weapon at a target #define TLK_HEAL "TLK_HEAL" // healing someone #define TLK_GIVEAMMO "TLK_GIVEAMMO" // giving ammo to someone #define TLK_DEATH "TLK_DEATH" // Death rattle #define TLK_HELP_ME "TLK_HELP_ME" // call out to the player for help #define TLK_PLYR_PHYSATK "TLK_PLYR_PHYSATK" // Player's attacked me with a thrown physics object #define TLK_NEWWEAPON "TLK_NEWWEAPON" #define TLK_PLDEAD "TLK_PLDEAD" #define TLK_HIDEANDRELOAD "TLK_HIDEANDRELOAD" #define TLK_STARTCOMBAT "TLK_STARTCOMBAT" #define TLK_WATCHOUT "TLK_WATCHOUT" #define TLK_MOBBED "TLK_MOBBED" #define TLK_MANY_ENEMIES "TLK_MANY_ENEMIES" #define TLK_FLASHLIGHT_ILLUM "TLK_FLASHLIGHT_ILLUM" #define TLK_FLASHLIGHT_ON "TLK_FLASHLIGHT_ON" // player turned on flashlight #define TLK_FLASHLIGHT_OFF "TLK_FLASHLIGHT_OFF" // player turned off flashlight #define TLK_DARKNESS_LOSTPLAYER "TLK_DARKNESS_LOSTPLAYER" #define TLK_DARKNESS_FOUNDPLAYER "TLK_DARKNESS_FOUNDPLAYER" #define TLK_DARKNESS_UNKNOWN_WOUND "TLK_DARKNESS_UNKNOWN_WOUND" #define TLK_DARKNESS_HEARDSOUND "TLK_DARKNESS_HEARDSOUND" #define TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT "TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT" #define TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT_EXPIRED "TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT_EXPIRED" #define TLK_DARKNESS_FOUNDENEMY_BY_FLASHLIGHT "TLK_DARKNESS_FOUNDENEMY_BY_FLASHLIGHT" #define TLK_DARKNESS_FLASHLIGHT_EXPIRED "TLK_DARKNESS_FLASHLIGHT_EXPIRED" // flashlight expired while not in combat #define TLK_DARKNESS_ENEMY_IN_DARKNESS "TLK_DARKNESS_ENEMY_IN_DARKNESS" // have an enemy, but it's in the darkness #define TLK_SPOTTED_INCOMING_HEADCRAB "TLK_SPOTTED_INCOMING_HEADCRAB" #define TLK_CANT_INTERACT_NOW "TLK_CANT_INTERACT_NOW" // to busy to interact with an object the player is holding up to me #define TLK_ALLY_IN_BARNACLE "TLK_ALLY_IN_BARNACLE" // Barnacle is lifting my buddy! #define TLK_SELF_IN_BARNACLE "TLK_SELF_IN_BARNACLE" // I was grabbed by a barnacle! #define TLK_FOUNDPLAYER "TLK_FOUNDPLAYER" #define TLK_PLAYER_KILLED_NPC "TLK_PLAYER_KILLED_NPC" #define TLK_ENEMY_BURNING "TLK_ENEMY_BURNING" #define TLK_SPOTTED_ZOMBIE_WAKEUP "TLK_SPOTTED_ZOMBIE_WAKEUP" #define TLK_SPOTTED_HEADCRAB_LEAVING_ZOMBIE "TLK_SPOTTED_HEADCRAB_LEAVING_ZOMBIE" #define TLK_DANGER_ZOMBINE_GRENADE "TLK_DANGER_ZOMBINE_GRENADE" #define TLK_BALLSOCKETED "TLK_BALLSOCKETED" // Vehicle passenger #define TLK_PASSENGER_WARN_COLLISION "TLK_PASSENGER_WARN_COLLISION" // About to collide with something #define TLK_PASSENGER_IMPACT "TLK_PASSENGER_IMPACT" // Just hit something #define TLK_PASSENGER_OVERTURNED "TLK_PASSENGER_OVERTURNED" // Vehicle has just overturned #define TLK_PASSENGER_REQUEST_UPRIGHT "TLK_PASSENGER_REQUEST_UPRIGHT" // Vehicle needs to be put upright #define TLK_PASSENGER_ERRATIC_DRIVING "TLK_PASSENGER_ERRATIC_DRIVING" // Vehicle is moving erratically #define TLK_PASSENGER_VEHICLE_STARTED "TLK_PASSENGER_VEHICLE_STARTED" // Vehicle has started moving #define TLK_PASSENGER_VEHICLE_STOPPED "TLK_PASSENGER_VEHICLE_STOPPED" // Vehicle has stopped moving #define TLK_PASSENGER_BEGIN_ENTRANCE "TLK_PASSENGER_BEGIN_ENTRANCE" // Passenger started entering #define TLK_PASSENGER_FINISH_ENTRANCE "TLK_PASSENGER_FINISH_ENTRANCE" // Passenger finished entering (is in seat) #define TLK_PASSENGER_BEGIN_EXIT "TLK_PASSENGER_BEGIN_EXIT" // Passenger started exiting #define TLK_PASSENGER_FINISH_EXIT "TLK_PASSENGER_FINISH_EXIT" // Passenger finished exiting (seat is vacated) #define TLK_PASSENGER_PLAYER_ENTERED "TLK_PASSENGER_PLAYER_ENTERED" // Player entered the vehicle #define TLK_PASSENGER_PLAYER_EXITED "TLK_PASSENGER_PLAYER_EXITED" // Player exited the vehicle #define TLK_PASSENGER_NEW_RADAR_CONTACT "TLK_PASSENGER_NEW_RADAR_CONTACT" // Noticed a brand new contact on the radar #define TLK_PASSENGER_PUNTED "TLK_PASSENGER_PUNTED" // The player has punted us while we're sitting in the vehicle // Vortigaunt #define TLK_VORTIGAUNT_DISPEL "TLK_VORTIGAUNT_DISPEL" // Dispel attack starting // resume is "as I was saying..." or "anyhow..." #define TLK_RESUME "TLK_RESUME" // tourguide stuff below #define TLK_TGSTAYPUT "TLK_TGSTAYPUT" #define TLK_TGFIND "TLK_TGFIND" #define TLK_TGSEEK "TLK_TGSEEK" #define TLK_TGLOSTYOU "TLK_TGLOSTYOU" #define TLK_TGCATCHUP "TLK_TGCATCHUP" #define TLK_TGENDTOUR "TLK_TGENDTOUR" //----------------------------------------------------------------------------- #define TALKRANGE_MIN 500.0 // don't talk to anyone farther away than this //----------------------------------------------------------------------------- #define TALKER_STARE_DIST 128 // anyone closer than this and looking at me is probably staring at me. #define TALKER_DEFER_IDLE_SPEAK_MIN 10 #define TALKER_DEFER_IDLE_SPEAK_MAX 20 //----------------------------------------------------------------------------- class CAI_PlayerAlly; //----------------------------------------------------------------------------- // // CLASS: CAI_AllySpeechManager // //----------------------------------------------------------------------------- enum ConceptCategory_t { SPEECH_IDLE, SPEECH_IMPORTANT, SPEECH_PRIORITY, SPEECH_NUM_CATEGORIES }; struct ConceptCategoryInfo_t { float minGlobalDelay; float maxGlobalDelay; float minPersonalDelay; float maxPersonalDelay; }; enum AIConceptFlags_t { AICF_DEFAULT = 0, AICF_SPEAK_ONCE = 0x01, AICF_PROPAGATE_SPOKEN = 0x02, AICF_TARGET_PLAYER = 0x04, AICF_QUESTION = 0x08, AICF_ANSWER = 0x10, }; struct ConceptInfo_t { AIConcept_t concept; ConceptCategory_t category; float minGlobalCategoryDelay; float maxGlobalCategoryDelay; float minPersonalCategoryDelay; float maxPersonalCategoryDelay; float minConceptDelay; float maxConceptDelay; int flags; }; //------------------------------------- class CAI_AllySpeechManager : public CLogicalEntity { DECLARE_CLASS( CAI_AllySpeechManager, CLogicalEntity ); public: CAI_AllySpeechManager(); ~CAI_AllySpeechManager(); void Spawn(); void AddCustomConcept( const ConceptInfo_t &conceptInfo ); ConceptCategoryInfo_t *GetConceptCategoryInfo( ConceptCategory_t category ); ConceptInfo_t *GetConceptInfo( AIConcept_t concept ); void OnSpokeConcept( CAI_PlayerAlly *pPlayerAlly, AIConcept_t concept, AI_Response *response ); void SetCategoryDelay( ConceptCategory_t category, float minDelay, float maxDelay = 0.0 ); bool CategoryDelayExpired( ConceptCategory_t category ); bool ConceptDelayExpired( AIConcept_t concept ); private: CSimpleSimTimer m_ConceptCategoryTimers[SPEECH_NUM_CATEGORIES]; CUtlMap m_ConceptTimers; friend CAI_AllySpeechManager *GetAllySpeechManager(); static CAI_AllySpeechManager *gm_pSpeechManager; DECLARE_DATADESC(); }; //------------------------------------- CAI_AllySpeechManager *GetAllySpeechManager(); //----------------------------------------------------------------------------- // // CLASS: CAI_PlayerAlly // //----------------------------------------------------------------------------- class CAI_AllySpeechManager; enum AISpeechTargetSearchFlags_t { AIST_PLAYERS = (1<<0), AIST_NPCS = (1<<1), AIST_IGNORE_RELATIONSHIP = (1<<2), AIST_ANY_QUALIFIED = (1<<3), AIST_FACING_TARGET = (1<<4), }; struct AISpeechSelection_t { AISpeechSelection_t() : response() { } void Set( AIConcept_t newConcept, AI_Response &nuResponse, CBaseEntity *pTarget = NULL ) { response = nuResponse; concept = newConcept; hSpeechTarget = pTarget; } // Use in a specific case where the response has already been set. void Set( AIConcept_t newConcept, CBaseEntity *pTarget ) { Assert( !response.IsEmpty() ); concept = newConcept; hSpeechTarget = pTarget; } std::string concept; AI_Response response; EHANDLE hSpeechTarget; }; //------------------------------------- class CAI_PlayerAlly : public CAI_BaseActor { DECLARE_CLASS( CAI_PlayerAlly, CAI_BaseActor ); public: //--------------------------------- int ObjectCaps( void ) { return UsableNPCObjectCaps(BaseClass::ObjectCaps()); } void TalkInit( void ); //--------------------------------- // Behavior //--------------------------------- void GatherConditions( void ); void GatherEnemyConditions( CBaseEntity *pEnemy ); void OnStateChange( NPC_STATE OldState, NPC_STATE NewState ); void PrescheduleThink( void ); int SelectSchedule( void ); int SelectNonCombatSpeech( AISpeechSelection_t *pSelection ); virtual int SelectNonCombatSpeechSchedule(); int TranslateSchedule( int scheduleType ); void OnStartSchedule( int scheduleType ); void StartTask( const Task_t *pTask ); void RunTask( const Task_t *pTask ); void TaskFail( AI_TaskFailureCode_t ); void TaskFail( const char *pszGeneralFailText ) { BaseClass::TaskFail( pszGeneralFailText ); } void ClearTransientConditions(); void Touch( CBaseEntity *pOther ); //--------------------------------- // Combat //--------------------------------- void OnKilledNPC( CBaseCombatCharacter *pKilled ); //--------------------------------- // Damage handling //--------------------------------- void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr ); int OnTakeDamage_Alive( const CTakeDamageInfo &info ); int TakeHealth( float flHealth, int bitsDamageType ); void Event_Killed( const CTakeDamageInfo &info ); bool CreateVPhysics(); //--------------------------------- virtual void PainSound( const CTakeDamageInfo &info ); //--------------------------------- // Speech & Acting //--------------------------------- CBaseEntity *EyeLookTarget( void ); // Override to look at talk target CBaseEntity *FindNamedEntity( const char *pszName, IEntityFindFilter *pFilter = NULL ); CBaseEntity *FindSpeechTarget( int flags ); virtual bool IsValidSpeechTarget( int flags, CBaseEntity *pEntity ); CBaseEntity *GetSpeechTarget() { return m_hTalkTarget.Get(); } void SetSpeechTarget( CBaseEntity *pSpeechTarget ) { m_hTalkTarget = pSpeechTarget; } void SetSpeechFilter( CAI_SpeechFilter *pFilter ) { m_hSpeechFilter = pFilter; } CAI_SpeechFilter *GetSpeechFilter( void ) { return m_hSpeechFilter; } //--------------------------------- virtual bool SelectIdleSpeech( AISpeechSelection_t *pSelection ); virtual bool SelectAlertSpeech( AISpeechSelection_t *pSelection ); virtual bool SelectInterjection(); virtual bool SelectPlayerUseSpeech(); //--------------------------------- virtual bool SelectQuestionAndAnswerSpeech( AISpeechSelection_t *pSelection ); virtual void PostSpeakDispatchResponse( AIConcept_t concept, AI_Response *response ); bool SelectQuestionFriend( CBaseEntity *pFriend, AISpeechSelection_t *pSelection ); bool SelectAnswerFriend( CBaseEntity *pFriend, AISpeechSelection_t *pSelection, bool bRespondingToHello ); //--------------------------------- bool SelectSpeechResponse( AIConcept_t concept, const char *pszModifiers, CBaseEntity *pTarget, AISpeechSelection_t *pSelection ); void SetPendingSpeech( AIConcept_t concept, AI_Response *pResponse ); void ClearPendingSpeech(); bool HasPendingSpeech() { return !m_PendingConcept.empty(); } //--------------------------------- bool CanPlaySentence( bool fDisregardState ); int PlayScriptedSentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, bool bConcurrent, CBaseEntity *pListener ); //--------------------------------- void DeferAllIdleSpeech( float flDelay = -1, CAI_BaseNPC *pIgnore = NULL ); //--------------------------------- bool IsOkToSpeak( ConceptCategory_t category, bool fRespondingToPlayer = false ); //--------------------------------- bool IsOkToSpeak( void ); bool IsOkToCombatSpeak( void ); virtual bool IsOkToSpeakInResponseToPlayer( void ); bool ShouldSpeakRandom( AIConcept_t concept, int iChance ); bool IsAllowedToSpeak( AIConcept_t concept, bool bRespondingToPlayer = false ); virtual bool SpeakIfAllowed( AIConcept_t concept, const char *modifiers = NULL, bool bRespondingToPlayer = false, char *pszOutResponseChosen = NULL, size_t bufsize = 0 ); void ModifyOrAppendCriteria( AI_CriteriaSet& set ); //--------------------------------- float GetTimePlayerStaring() { return ( m_flTimePlayerStartStare != 0 ) ? gpGlobals->curtime - m_flTimePlayerStartStare : 0; } //--------------------------------- // NPC Event Response System virtual bool CanRespondToEvent( const char *ResponseConcept ); virtual bool RespondedTo( const char *ResponseConcept, bool bForce, bool bCancelScene ); //--------------------------------- void OnSpokeConcept( AIConcept_t concept, AI_Response *response ); void OnStartSpeaking(); // Inputs virtual void InputIdleRespond( inputdata_t &inputdata ) {}; void InputSpeakResponseConcept( inputdata_t &inputdata ); virtual bool SpeakMapmakerInterruptConcept( string_t iszConcept ); void DisplayDeathMessage( void ); virtual const char *GetDeathMessageText( void ) { return "GAMEOVER_ALLY"; } void InputMakeGameEndAlly( inputdata_t &inputdata ); void InputMakeRegularAlly( inputdata_t &inputdata ); void InputAnswerQuestion( inputdata_t &inputdata ); void InputAnswerQuestionHello( inputdata_t &inputdata ); void InputEnableSpeakWhileScripting( inputdata_t &inputdata ); void InputDisableSpeakWhileScripting( inputdata_t &inputdata ); void AnswerQuestion( CAI_PlayerAlly *pQuestioner, int iQARandomNum, bool bAnsweringHello ); protected: #ifdef HL2_DLL // Health regeneration for friendly allies virtual bool ShouldRegenerateHealth( void ) { return ( Classify() == CLASS_PLAYER_ALLY_VITAL ); } #endif inline bool CanSpeakWhileScripting(); // Whether we are a vital ally (useful for wrting Classify() for classes that are only sometimes vital, // such as the Lone Vort in Ep2.) The usual means by which any other function should determine if a character // is vital is to determine Classify() == CLASS_PLAYER_ALLY_VITAL. Do not use this function outside that // context. inline bool IsGameEndAlly( void ) { return m_bGameEndAlly; } //----------------------------------------------------- // Conditions, Schedules, Tasks //----------------------------------------------------- enum { SCHED_TALKER_SPEAK_PENDING_IDLE = BaseClass::NEXT_SCHEDULE, SCHED_TALKER_SPEAK_PENDING_ALERT, SCHED_TALKER_SPEAK_PENDING_COMBAT, NEXT_SCHEDULE, TASK_TALKER_SPEAK_PENDING = BaseClass::NEXT_TASK, NEXT_TASK, COND_TALKER_CLIENTUNSEEN = BaseClass::NEXT_CONDITION, COND_TALKER_PLAYER_DEAD, COND_TALKER_PLAYER_STARING, NEXT_CONDITION }; private: void SetCategoryDelay( ConceptCategory_t category, float minDelay, float maxDelay = 0.0 ) { m_ConceptCategoryTimers[category].Set( minDelay, maxDelay ); } bool CategoryDelayExpired( ConceptCategory_t category ) { return m_ConceptCategoryTimers[category].Expired(); } friend class CAI_AllySpeechManager; //--------------------------------- AI_Response m_PendingResponse; std::string m_PendingConcept; float m_TimePendingSet; //--------------------------------- EHANDLE m_hTalkTarget; // who to look at while talking float m_flNextRegenTime; float m_flTimePlayerStartStare; EHANDLE m_hPotentialSpeechTarget; // NPC to tell the response rules about when trying to find a response to talk to them with float m_flNextIdleSpeechTime; int m_iQARandomNumber; //--------------------------------- CSimpleSimTimer m_ConceptCategoryTimers[3]; //--------------------------------- CHandle m_hSpeechFilter; bool m_bGameEndAlly; bool m_bCanSpeakWhileScripting; // Allows mapmakers to override NPC_STATE_SCRIPT or IsScripting() for responses. float m_flTimeLastRegen; // Last time I regenerated a bit of health. float m_flHealthAccumulator; // Counterpart to the damage accumulator in CBaseCombatCharacter. So ally health regeneration is accurate over time. #ifdef _XBOX protected: #endif DECLARE_DATADESC(); protected: DEFINE_CUSTOM_AI; }; bool CAI_PlayerAlly::CanSpeakWhileScripting() { return m_bCanSpeakWhileScripting; } //----------------------------------------------------------------------------- #endif // AI_PLAYERALLY_H