Counter Strike : Global Offensive Source Code
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef AI_SENSES_H
#define AI_SENSES_H
#include "tier1/utlvector.h"
#include "tier1/utlmap.h"
#include "simtimer.h"
#include "ai_component.h"
#include "soundent.h"
#if defined( _WIN32 )
#pragma once
#endif
class CBaseEntity; class CSound;
//-------------------------------------
DECLARE_POINTER_HANDLE( AISightIter_t ); DECLARE_POINTER_HANDLE( AISoundIter_t );
// GetFirstSeenEntity can take these as optional parameters to search for
// a specific type of entity.
enum seentype_t { SEEN_ALL = -1, // Default
SEEN_HIGH_PRIORITY = 0, SEEN_NPCS, SEEN_MISC };
#define SENSING_FLAGS_NONE 0x00000000
#define SENSING_FLAGS_DONT_LOOK 0x00000001 // Effectively makes the NPC blind
#define SENSING_FLAGS_DONT_LISTEN 0x00000002 // Effectively makes the NPC deaf
#define SENSING_FLAGS_IGNORE_PORTALS 0x00000004 // Don't use portals to extend the senses
//-----------------------------------------------------------------------------
// class CAI_ScriptConditions
//
// Purpose:
//-----------------------------------------------------------------------------
class CAI_Senses : public CAI_Component { public: CAI_Senses() : m_LookDist(2048), m_LastLookDist(-1), m_TimeLastLook(-1), m_iAudibleList(0), m_TimeLastLookHighPriority( -1 ), m_TimeLastLookNPCs( -1 ), m_TimeLastLookMisc( -1 ) { m_SeenArrays[0] = &m_SeenHighPriority; m_SeenArrays[1] = &m_SeenNPCs; m_SeenArrays[2] = &m_SeenMisc; m_iSensingFlags = SENSING_FLAGS_NONE; } float GetDistLook() const { return m_LookDist; } void SetDistLook( float flDistLook ) { m_LookDist = flDistLook; }
virtual void PerformSensing();
void Listen( void ); void Look( int iDistance );// basic sight function for npcs
bool ShouldSeeEntity( CBaseEntity *pEntity ); // logical query
bool CanSeeEntity( CBaseEntity *pSightEnt ); // more expensive cone & raycast test
#ifdef PORTAL
bool CanSeeEntityThroughPortal( const CPortal_Base2D *pPortal, CBaseEntity *pSightEnt ); // more expensive cone & raycast test
#endif
bool DidSeeEntity( CBaseEntity *pSightEnt ) const; // a less expensive query that looks at cached results from recent conditionsa gathering
CBaseEntity * GetFirstSeenEntity( AISightIter_t *pIter, seentype_t iSeenType = SEEN_ALL ) const; CBaseEntity * GetNextSeenEntity( AISightIter_t *pIter ) const;
CSound * GetFirstHeardSound( AISoundIter_t *pIter ); CSound * GetNextHeardSound( AISoundIter_t *pIter ); CSound * GetClosestSound( bool fScent = false, int validTypes = ALL_SOUNDS | ALL_SCENTS, bool bUsePriority = true );
bool CanHearSound( CSound *pSound );
// children of this class may need to overload this function to allow for more specialized checks such as angle of elevation, etc.
virtual bool IsWithinSenseDistance( const Vector &source, const Vector &dest, float dist ) { return ( source.DistToSqr( dest ) < dist * dist ); }
//---------------------------------
float GetTimeLastUpdate( CBaseEntity *pEntity );
//---------------------------------
void AddSensingFlags( int iFlags ) { m_iSensingFlags |= iFlags; } void RemoveSensingFlags( int iFlags ) { m_iSensingFlags &= ~iFlags; } bool HasSensingFlags( int iFlags ) { return (m_iSensingFlags & iFlags) == iFlags; }
DECLARE_SIMPLE_DATADESC();
protected: int GetAudibleList() const { return m_iAudibleList; }
virtual bool WaitingUntilSeen( CBaseEntity *pSightEnt );
void BeginGather(); void NoteSeenEntity( CBaseEntity *pSightEnt ); void EndGather( int nSeen, CUtlVector<EHANDLE> *pResult ); bool Look( CBaseEntity *pSightEnt ); #ifdef PORTAL
bool LookThroughPortal( const CPortal_Base2D *pPortal, CBaseEntity *pSightEnt ); #endif
virtual int LookForHighPriorityEntities( int iDistance ); int LookForNPCs( int iDistance ); int LookForObjects( int iDistance ); bool SeeEntity( CBaseEntity *pEntity ); private: float m_LookDist; // distance npc sees (Default 2048)
float m_LastLookDist; float m_TimeLastLook; int m_iAudibleList; // first index of a linked list of sounds that the npc can hear.
CUtlVector<EHANDLE> m_SeenHighPriority; CUtlVector<EHANDLE> m_SeenNPCs; CUtlVector<EHANDLE> m_SeenMisc; CUtlVector<EHANDLE> *m_SeenArrays[3]; float m_TimeLastLookHighPriority; float m_TimeLastLookNPCs; float m_TimeLastLookMisc;
int m_iSensingFlags; };
//-----------------------------------------------------------------------------
class CAI_SensedObjectsManager : public IEntityListener { public: void Init(); void Term();
CBaseEntity * GetFirst( int *pIter ); CBaseEntity * GetNext( int *pIter );
virtual void AddEntity( CBaseEntity *pEntity );
private: virtual void OnEntitySpawned( CBaseEntity *pEntity ); virtual void OnEntityDeleted( CBaseEntity *pEntity );
CUtlVector<EHANDLE> m_SensedObjects; };
extern CAI_SensedObjectsManager g_AI_SensedObjectsManager;
//-----------------------------------------------------------------------------
#endif // AI_SENSES_H
|