mirror of
https://github.com/alliedmodders/hl2sdk.git
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497 lines
16 KiB
C++
497 lines
16 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Entity which alters the relationships between entities via entity I/O
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//
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//=====================================================================================//
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#include "cbase.h"
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#include "ndebugoverlay.h"
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#include "ai_basenpc.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 SF_RELATIONSHIP_NOTIFY_SUBJECT (1<<0) // Alert the subject of the change and give them a memory of the target entity
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#define SF_RELATIONSHIP_NOTIFY_TARGET (1<<1) // Alert the target of the change and give them a memory of the subject entity
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enum
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{
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NOT_REVERTING,
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REVERTING_TO_PREV,
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REVERTING_TO_DEFAULT,
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};
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//=========================================================
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//=========================================================
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class CAI_Relationship : public CBaseEntity, public IEntityListener
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{
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DECLARE_CLASS( CAI_Relationship, CBaseEntity );
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public:
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CAI_Relationship() : m_iPreviousDisposition( -1 ) { }
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void Spawn();
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void Activate();
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void SetActive( bool bActive );
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void ChangeRelationships( int disposition, int iReverting, CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL );
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void ApplyRelationship( CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL );
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void RevertRelationship( CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL );
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void RevertToDefaultRelationship( CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL );
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void UpdateOnRemove();
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void OnRestore();
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bool IsASubject( CBaseEntity *pEntity );
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bool IsATarget( CBaseEntity *pEntity );
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void OnEntitySpawned( CBaseEntity *pEntity );
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void OnEntityDeleted( CBaseEntity *pEntity );
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private:
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void ApplyRelationshipThink( void );
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CBaseEntity *FindEntityForProceduralName( string_t iszName, CBaseEntity *pActivator, CBaseEntity *pCaller );
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void DiscloseNPCLocation( CBaseCombatCharacter *pSubject, CBaseCombatCharacter *pTarget );
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string_t m_iszSubject;
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int m_iDisposition;
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int m_iRank;
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bool m_fStartActive;
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bool m_bIsActive;
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int m_iPreviousDisposition;
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float m_flRadius;
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int m_iPreviousRank;
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bool m_bReciprocal;
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public:
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// Input functions
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void InputApplyRelationship( inputdata_t &inputdata );
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void InputRevertRelationship( inputdata_t &inputdata );
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void InputRevertToDefaultRelationship( inputdata_t &inputdata );
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DECLARE_DATADESC();
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};
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LINK_ENTITY_TO_CLASS( ai_relationship, CAI_Relationship );
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BEGIN_DATADESC( CAI_Relationship )
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DEFINE_THINKFUNC( ApplyRelationshipThink ),
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DEFINE_KEYFIELD( m_iszSubject, FIELD_STRING, "subject" ),
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DEFINE_KEYFIELD( m_iDisposition, FIELD_INTEGER, "disposition" ),
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DEFINE_KEYFIELD( m_iRank, FIELD_INTEGER, "rank" ),
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DEFINE_KEYFIELD( m_fStartActive, FIELD_BOOLEAN, "StartActive" ),
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DEFINE_FIELD( m_bIsActive, FIELD_BOOLEAN ),
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DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "radius" ),
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DEFINE_FIELD( m_iPreviousDisposition, FIELD_INTEGER ),
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DEFINE_FIELD( m_iPreviousRank, FIELD_INTEGER ),
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DEFINE_KEYFIELD( m_bReciprocal, FIELD_BOOLEAN, "reciprocal" ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_VOID, "ApplyRelationship", InputApplyRelationship ),
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DEFINE_INPUTFUNC( FIELD_VOID, "RevertRelationship", InputRevertRelationship ),
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DEFINE_INPUTFUNC( FIELD_VOID, "RevertToDefaultRelationship", InputRevertToDefaultRelationship ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAI_Relationship::Spawn()
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{
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m_bIsActive = false;
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if (m_iszSubject == NULL_STRING)
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{
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DevWarning("ai_relationship '%s' with no subject specified, removing.\n", GetDebugName());
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UTIL_Remove(this);
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}
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else if (m_target == NULL_STRING)
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{
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DevWarning("ai_relationship '%s' with no target specified, removing.\n", GetDebugName());
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UTIL_Remove(this);
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}
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CAI_Relationship::Activate()
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{
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if ( m_fStartActive )
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{
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ApplyRelationship();
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// Clear this flag so that nothing happens when the level is loaded (which calls activate again)
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m_fStartActive = false;
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}
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BaseClass::Activate();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : bActive -
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//-----------------------------------------------------------------------------
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void CAI_Relationship::SetActive( bool bActive )
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{
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if ( bActive && !m_bIsActive )
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{
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// Start getting entity updates!
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gEntList.AddListenerEntity( this );
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}
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else if ( !bActive && m_bIsActive )
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{
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// Stop getting entity updates!
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gEntList.RemoveListenerEntity( this );
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}
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m_bIsActive = bActive;
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CAI_Relationship::InputApplyRelationship( inputdata_t &inputdata )
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{
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ApplyRelationship( inputdata.pActivator, inputdata.pCaller );
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CAI_Relationship::InputRevertRelationship( inputdata_t &inputdata )
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{
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RevertRelationship( inputdata.pActivator, inputdata.pCaller );
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CAI_Relationship::InputRevertToDefaultRelationship( inputdata_t &inputdata )
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{
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RevertToDefaultRelationship( inputdata.pActivator, inputdata.pCaller );
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}
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//-----------------------------------------------------------------------------
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// Purpose: This think function is used to wait until the player has properly
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// spawned, after all the NPCs have spawned. Once that occurs, this
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// function terminates.
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//-----------------------------------------------------------------------------
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void CAI_Relationship::ApplyRelationshipThink( void )
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{
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// Call down to the base until the player has properly spawned
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ApplyRelationship();
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}
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//---------------------------------------------------------
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// Purpose: Applies the desired relationships to an entity
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//---------------------------------------------------------
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void CAI_Relationship::ApplyRelationship( CBaseEntity *pActivator, CBaseEntity *pCaller )
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{
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// @TODO (toml 10-22-04): sort out MP relationships
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// The player spawns slightly after the NPCs, meaning that if we don't wait, the
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// player will miss any relationships placed on them.
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if ( AI_IsSinglePlayer() && !UTIL_GetLocalPlayer() )
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{
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SetThink( &CAI_Relationship::ApplyRelationshipThink );
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SetNextThink( gpGlobals->curtime );
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}
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if ( !m_bIsActive )
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{
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SetActive( true );
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}
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ChangeRelationships( m_iDisposition, NOT_REVERTING, pActivator, pCaller );
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CAI_Relationship::RevertRelationship( CBaseEntity *pActivator, CBaseEntity *pCaller )
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{
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if ( m_bIsActive )
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{
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ChangeRelationships( m_iPreviousDisposition, REVERTING_TO_PREV, pActivator, pCaller );
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SetActive( false );
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}
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CAI_Relationship::RevertToDefaultRelationship( CBaseEntity *pActivator, CBaseEntity *pCaller )
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{
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if ( m_bIsActive )
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{
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ChangeRelationships( -1, REVERTING_TO_DEFAULT, pActivator, pCaller );
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SetActive( false );
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}
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CAI_Relationship::UpdateOnRemove()
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{
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gEntList.RemoveListenerEntity( this );
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// @TODO (toml 07-21-04): Should this actually revert on kill?
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// RevertRelationship();
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BaseClass::UpdateOnRemove();
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CAI_Relationship::OnRestore()
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{
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BaseClass::OnRestore();
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if ( m_bIsActive )
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{
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gEntList.AddListenerEntity( this );
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}
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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bool CAI_Relationship::IsASubject( CBaseEntity *pEntity )
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{
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if( pEntity->NameMatches( m_iszSubject ) )
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return true;
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if( pEntity->ClassMatches( m_iszSubject ) )
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return true;
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return false;
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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bool CAI_Relationship::IsATarget( CBaseEntity *pEntity )
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{
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if( pEntity->NameMatches( m_target ) )
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return true;
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if( pEntity->ClassMatches( m_target ) )
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return true;
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return false;
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CAI_Relationship::OnEntitySpawned( CBaseEntity *pEntity )
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{
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// NOTE: This cannot use the procedural entity finding code since that only occurs on
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// inputs and not passively.
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if ( IsATarget( pEntity ) || IsASubject( pEntity ) )
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{
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ApplyRelationship();
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}
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CAI_Relationship::OnEntityDeleted( CBaseEntity *pEntity )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Translate special tokens for inputs
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// Input : iszName - Name to check
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// *pActivator - Activator
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// *pCaller - Caller
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// Output : CBaseEntity - Entity that matches (NULL if none)
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//-----------------------------------------------------------------------------
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#define ACTIVATOR_KEYNAME "!activator"
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#define CALLER_KEYNAME "!caller"
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CBaseEntity *CAI_Relationship::FindEntityForProceduralName( string_t iszName, CBaseEntity *pActivator, CBaseEntity *pCaller )
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{
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// Handle the activator token
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if ( iszName == AllocPooledString( ACTIVATOR_KEYNAME ) )
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return pActivator;
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// Handle the caller token
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if ( iszName == AllocPooledString( CALLER_KEYNAME ) )
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return pCaller;
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Disclose the location of the target entity to the subject via a memory
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// Input : *pSubject - Entity to gain the memory of the target's location
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// *pTarget - Entity who's location will be disclosed
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//-----------------------------------------------------------------------------
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void CAI_Relationship::DiscloseNPCLocation( CBaseCombatCharacter *pSubject, CBaseCombatCharacter *pTarget )
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{
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if ( pSubject == NULL || pTarget == NULL )
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return;
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CAI_BaseNPC *pNPC = pSubject->MyNPCPointer();
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if ( pNPC != NULL )
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{
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pNPC->UpdateEnemyMemory( pTarget, pTarget->GetAbsOrigin() );
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}
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CAI_Relationship::ChangeRelationships( int disposition, int iReverting, CBaseEntity *pActivator, CBaseEntity *pCaller )
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{
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if( iReverting != NOT_REVERTING && m_iPreviousDisposition == -1 )
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{
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// Trying to revert without having ever set the relationships!
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DevMsg( 2, "ai_relationship cannot revert changes before they are applied!\n");
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return;
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}
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const int MAX_HANDLED = 512;
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CUtlVectorFixed<CBaseCombatCharacter *, MAX_HANDLED> subjectList;
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CUtlVectorFixed<CBaseCombatCharacter *, MAX_HANDLED> targetList;
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// Add any special subjects we found
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CBaseEntity *pSpecialSubject = FindEntityForProceduralName( m_iszSubject, pActivator, pCaller );
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if ( pSpecialSubject && pSpecialSubject->MyCombatCharacterPointer() )
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{
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subjectList.AddToTail( pSpecialSubject->MyCombatCharacterPointer() );
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}
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// Add any special targets we found
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CBaseEntity *pSpecialTarget = FindEntityForProceduralName( m_target, pActivator, pCaller );
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if ( pSpecialTarget && pSpecialTarget->MyCombatCharacterPointer() )
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{
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targetList.AddToTail( pSpecialTarget->MyCombatCharacterPointer() );
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}
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// -------------------------------
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// Search for targets and subjects
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// -------------------------------
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float radiusSq = Square( m_flRadius );
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// Search players first
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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if ( subjectList.Count() == MAX_HANDLED || targetList.Count() == MAX_HANDLED )
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{
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DevMsg( "Too many entities handled by ai_relationship %s\n", GetDebugName() );
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break;
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}
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CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
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if ( pPlayer )
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{
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if( IsASubject( pPlayer ) )
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{
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if ( m_flRadius == 0.0 || GetAbsOrigin().DistToSqr( pPlayer->GetAbsOrigin() ) <= radiusSq )
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subjectList.AddToTail( pPlayer );
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}
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else if( IsATarget( pPlayer ) )
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{
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targetList.AddToTail( pPlayer );
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}
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}
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}
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// Search NPCs
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for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ )
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{
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if ( subjectList.Count() == MAX_HANDLED || targetList.Count() == MAX_HANDLED )
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{
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DevMsg( "Too many entities handled by ai_relationship %s\n", GetDebugName() );
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break;
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}
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CAI_BaseNPC *pNPC = (g_AI_Manager.AccessAIs())[i];
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if ( pNPC )
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{
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if( IsASubject( pNPC ) )
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{
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if ( m_flRadius == 0.0 || GetAbsOrigin().DistToSqr( pNPC->GetAbsOrigin() ) <= radiusSq )
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subjectList.AddToTail( pNPC );
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}
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else if( IsATarget( pNPC ) )
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{
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targetList.AddToTail( pNPC );
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}
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}
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}
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// If either list is still empty, we have a problem.
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if( subjectList.Count() == 0 )
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{
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DevMsg( 2, "ai_relationship '%s' finds no subject(s) called: %s\n", GetDebugName(), STRING( m_iszSubject ) );
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return;
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}
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else if ( targetList.Count() == 0 )
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{
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DevMsg( 2, "ai_relationship '%s' finds no target(s) called: %s\n", GetDebugName(), STRING( m_target ) );
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return;
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}
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// Ok, lists are populated. Apply all relationships.
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for ( int i = 0 ; i < subjectList.Count(); i++ )
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{
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CBaseCombatCharacter *pSubject = subjectList[ i ];
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for ( int j = 0 ; j < targetList.Count(); j++ )
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{
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CBaseCombatCharacter *pTarget = targetList[ j ];
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if ( m_iPreviousDisposition == -1 && iReverting == NOT_REVERTING )
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{
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// Set previous disposition.
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m_iPreviousDisposition = pSubject->IRelationType( pTarget );
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m_iPreviousRank = pSubject->IRelationPriority( pTarget );
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}
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if ( iReverting == REVERTING_TO_PREV )
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{
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pSubject->AddEntityRelationship( pTarget, (Disposition_t)m_iPreviousDisposition, m_iPreviousRank );
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if( m_bReciprocal )
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{
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pTarget->AddEntityRelationship( pSubject, (Disposition_t)m_iPreviousDisposition, m_iPreviousRank );
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}
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}
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else if ( iReverting == REVERTING_TO_DEFAULT )
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{
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pSubject->RemoveEntityRelationship( pTarget );
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if( m_bReciprocal )
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{
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pTarget->RemoveEntityRelationship( pSubject );
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}
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}
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else if( pSubject->IRelationType(pTarget) != disposition ||
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pSubject->IRelationPriority(pTarget) != m_iRank ||
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HasSpawnFlags( SF_RELATIONSHIP_NOTIFY_SUBJECT ) ||
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HasSpawnFlags( SF_RELATIONSHIP_NOTIFY_TARGET ) )
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{
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// Apply the relationship to the subject
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pSubject->AddEntityRelationship( pTarget, (Disposition_t)disposition, m_iRank );
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// Make the subject aware of the target
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if ( HasSpawnFlags( SF_RELATIONSHIP_NOTIFY_SUBJECT ) )
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{
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DiscloseNPCLocation( pSubject, pTarget );
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}
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// Make the target aware of the subject
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if ( HasSpawnFlags( SF_RELATIONSHIP_NOTIFY_TARGET ) )
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{
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DiscloseNPCLocation( pTarget, pSubject );
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}
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// This relationship is applied to target and subject alike
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if ( m_bReciprocal )
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{
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// Apply the relationship to the target
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pTarget->AddEntityRelationship( pSubject, (Disposition_t)disposition, m_iRank );
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}
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}
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}
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}
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}
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