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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Entity which alters the relationships between entities via entity I/O
//
//=====================================================================================//
#include "cbase.h"
#include "ndebugoverlay.h"
#include "ai_basenpc.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SF_RELATIONSHIP_NOTIFY_SUBJECT (1<<0) // Alert the subject of the change and give them a memory of the target entity
#define SF_RELATIONSHIP_NOTIFY_TARGET (1<<1) // Alert the target of the change and give them a memory of the subject entity
enum { NOT_REVERTING, REVERTING_TO_PREV, REVERTING_TO_DEFAULT, };
//=========================================================
//=========================================================
class CAI_Relationship : public CBaseEntity, public IEntityListener { DECLARE_CLASS( CAI_Relationship, CBaseEntity );
public: CAI_Relationship() : m_iPreviousDisposition( -1 ) { }
void Spawn(); void Activate();
void SetActive( bool bActive ); void ChangeRelationships( int disposition, int iReverting, CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL );
void ApplyRelationship( CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL ); void RevertRelationship( CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL ); void RevertToDefaultRelationship( CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL );
void UpdateOnRemove(); void OnRestore();
bool IsASubject( CBaseEntity *pEntity ); bool IsATarget( CBaseEntity *pEntity );
void OnEntitySpawned( CBaseEntity *pEntity ); void OnEntityDeleted( CBaseEntity *pEntity );
private:
void ApplyRelationshipThink( void ); CBaseEntity *FindEntityForProceduralName( string_t iszName, CBaseEntity *pActivator, CBaseEntity *pCaller ); void DiscloseNPCLocation( CBaseCombatCharacter *pSubject, CBaseCombatCharacter *pTarget );
string_t m_iszSubject; string_t m_iszSubjectClass; string_t m_iszTargetClass; int m_iDisposition; int m_iRank; bool m_fStartActive; bool m_bIsActive; int m_iPreviousDisposition; float m_flRadius; int m_iPreviousRank; bool m_bReciprocal;
public: // Input functions
void InputApplyRelationship( inputdata_t &inputdata ); void InputRevertRelationship( inputdata_t &inputdata ); void InputRevertToDefaultRelationship( inputdata_t &inputdata );
DECLARE_DATADESC(); };
LINK_ENTITY_TO_CLASS( ai_relationship, CAI_Relationship );
BEGIN_DATADESC( CAI_Relationship ) DEFINE_THINKFUNC( ApplyRelationshipThink ), DEFINE_KEYFIELD( m_iszSubject, FIELD_STRING, "subject" ), DEFINE_KEYFIELD( m_iszSubjectClass, FIELD_STRING, "subjectclass" ), DEFINE_KEYFIELD( m_iszTargetClass, FIELD_STRING, "targetclass" ), DEFINE_KEYFIELD( m_iDisposition, FIELD_INTEGER, "disposition" ), DEFINE_KEYFIELD( m_iRank, FIELD_INTEGER, "rank" ), DEFINE_KEYFIELD( m_fStartActive, FIELD_BOOLEAN, "StartActive" ), DEFINE_FIELD( m_bIsActive, FIELD_BOOLEAN ), DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "radius" ), DEFINE_FIELD( m_iPreviousDisposition, FIELD_INTEGER ), DEFINE_FIELD( m_iPreviousRank, FIELD_INTEGER ), DEFINE_KEYFIELD( m_bReciprocal, FIELD_BOOLEAN, "reciprocal" ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "ApplyRelationship", InputApplyRelationship ), DEFINE_INPUTFUNC( FIELD_VOID, "RevertRelationship", InputRevertRelationship ), DEFINE_INPUTFUNC( FIELD_VOID, "RevertToDefaultRelationship", InputRevertToDefaultRelationship ), END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAI_Relationship::Spawn() { m_bIsActive = false;
if ( m_iszSubject == NULL_STRING && m_iszSubjectClass == NULL_STRING ) { DevWarning("ai_relationship '%s' with no subject specified, removing.\n", GetDebugName()); UTIL_Remove(this); } else if ( m_target == NULL_STRING && m_iszTargetClass == NULL_STRING ) { DevWarning("ai_relationship '%s' with no target specified, removing.\n", GetDebugName()); UTIL_Remove(this); } }
//---------------------------------------------------------
//---------------------------------------------------------
void CAI_Relationship::Activate() { if ( m_fStartActive ) { ApplyRelationship();
// Clear this flag so that nothing happens when the level is loaded (which calls activate again)
m_fStartActive = false; }
BaseClass::Activate(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : bActive -
//-----------------------------------------------------------------------------
void CAI_Relationship::SetActive( bool bActive ) { if ( bActive && !m_bIsActive ) { // Start getting entity updates!
gEntList.AddListenerEntity( this ); } else if ( !bActive && m_bIsActive ) { // Stop getting entity updates!
gEntList.RemoveListenerEntity( this ); }
m_bIsActive = bActive; }
//---------------------------------------------------------
//---------------------------------------------------------
void CAI_Relationship::InputApplyRelationship( inputdata_t &inputdata ) { ApplyRelationship( inputdata.pActivator, inputdata.pCaller ); }
//---------------------------------------------------------
//---------------------------------------------------------
void CAI_Relationship::InputRevertRelationship( inputdata_t &inputdata ) { RevertRelationship( inputdata.pActivator, inputdata.pCaller ); }
//---------------------------------------------------------
//---------------------------------------------------------
void CAI_Relationship::InputRevertToDefaultRelationship( inputdata_t &inputdata ) { RevertToDefaultRelationship( inputdata.pActivator, inputdata.pCaller ); }
//-----------------------------------------------------------------------------
// Purpose: This think function is used to wait until the player has properly
// spawned, after all the NPCs have spawned. Once that occurs, this
// function terminates.
//-----------------------------------------------------------------------------
void CAI_Relationship::ApplyRelationshipThink( void ) { // Call down to the base until the player has properly spawned
ApplyRelationship(); }
//---------------------------------------------------------
// Purpose: Applies the desired relationships to an entity
//---------------------------------------------------------
void CAI_Relationship::ApplyRelationship( CBaseEntity *pActivator, CBaseEntity *pCaller ) { // @TODO (toml 10-22-04): sort out MP relationships
// The player spawns slightly after the NPCs, meaning that if we don't wait, the
// player will miss any relationships placed on them.
if ( AI_IsSinglePlayer() && !UTIL_GetLocalPlayer() ) { SetThink( &CAI_Relationship::ApplyRelationshipThink ); SetNextThink( gpGlobals->curtime ); }
if ( !m_bIsActive ) { SetActive( true ); }
ChangeRelationships( m_iDisposition, NOT_REVERTING, pActivator, pCaller ); }
//---------------------------------------------------------
//---------------------------------------------------------
void CAI_Relationship::RevertRelationship( CBaseEntity *pActivator, CBaseEntity *pCaller ) { if ( m_bIsActive ) { ChangeRelationships( m_iPreviousDisposition, REVERTING_TO_PREV, pActivator, pCaller ); SetActive( false ); } }
//---------------------------------------------------------
//---------------------------------------------------------
void CAI_Relationship::RevertToDefaultRelationship( CBaseEntity *pActivator, CBaseEntity *pCaller ) { if ( m_bIsActive ) { ChangeRelationships( -1, REVERTING_TO_DEFAULT, pActivator, pCaller ); SetActive( false ); } }
//---------------------------------------------------------
//---------------------------------------------------------
void CAI_Relationship::UpdateOnRemove() { gEntList.RemoveListenerEntity( this ); // @TODO (toml 07-21-04): Should this actually revert on kill?
// RevertRelationship();
BaseClass::UpdateOnRemove(); }
//---------------------------------------------------------
//---------------------------------------------------------
void CAI_Relationship::OnRestore() { BaseClass::OnRestore(); if ( m_bIsActive ) { gEntList.AddListenerEntity( this ); } }
//---------------------------------------------------------
//---------------------------------------------------------
bool CAI_Relationship::IsASubject( CBaseEntity *pEntity ) { if ( m_iszSubject != NULL_STRING ) { if ( pEntity->NameMatches( m_iszSubject ) ) return true;
if ( pEntity->ClassMatches( m_iszSubject ) ) return true; }
if ( m_iszSubjectClass != NULL_STRING && pEntity->ClassMatches( m_iszSubjectClass ) ) return true;
return false; }
//---------------------------------------------------------
//---------------------------------------------------------
bool CAI_Relationship::IsATarget( CBaseEntity *pEntity ) { if ( m_target != NULL_STRING ) { if ( pEntity->NameMatches( m_target ) ) return true;
if ( pEntity->ClassMatches( m_target ) ) return true; }
if ( m_iszTargetClass != NULL_STRING && pEntity->ClassMatches( m_iszTargetClass ) ) return true;
return false; }
//---------------------------------------------------------
//---------------------------------------------------------
void CAI_Relationship::OnEntitySpawned( CBaseEntity *pEntity ) { // NOTE: This cannot use the procedural entity finding code since that only occurs on
// inputs and not passively.
if ( IsATarget( pEntity ) || IsASubject( pEntity ) ) { ApplyRelationship(); } }
//---------------------------------------------------------
//---------------------------------------------------------
void CAI_Relationship::OnEntityDeleted( CBaseEntity *pEntity ) { }
//-----------------------------------------------------------------------------
// Purpose: Translate special tokens for inputs
// Input : iszName - Name to check
// *pActivator - Activator
// *pCaller - Caller
// Output : CBaseEntity - Entity that matches (NULL if none)
//-----------------------------------------------------------------------------
#define ACTIVATOR_KEYNAME "!activator"
#define CALLER_KEYNAME "!caller"
CBaseEntity *CAI_Relationship::FindEntityForProceduralName( string_t iszName, CBaseEntity *pActivator, CBaseEntity *pCaller ) { // Handle the activator token
if ( iszName == AllocPooledString( ACTIVATOR_KEYNAME ) ) return pActivator;
// Handle the caller token
if ( iszName == AllocPooledString( CALLER_KEYNAME ) ) return pCaller;
return NULL; }
//-----------------------------------------------------------------------------
// Purpose: Disclose the location of the target entity to the subject via a memory
// Input : *pSubject - Entity to gain the memory of the target's location
// *pTarget - Entity who's location will be disclosed
//-----------------------------------------------------------------------------
void CAI_Relationship::DiscloseNPCLocation( CBaseCombatCharacter *pSubject, CBaseCombatCharacter *pTarget ) { if ( pSubject == NULL || pTarget == NULL ) return;
CAI_BaseNPC *pNPC = pSubject->MyNPCPointer(); if ( pNPC != NULL ) { pNPC->UpdateEnemyMemory( pTarget, pTarget->GetAbsOrigin() ); } }
//---------------------------------------------------------
//---------------------------------------------------------
void CAI_Relationship::ChangeRelationships( int disposition, int iReverting, CBaseEntity *pActivator, CBaseEntity *pCaller ) { if( iReverting != NOT_REVERTING && m_iPreviousDisposition == -1 ) { // Trying to revert without having ever set the relationships!
DevMsg( 2, "ai_relationship cannot revert changes before they are applied!\n"); return; }
const int MAX_HANDLED = 512; CUtlVectorFixed<CBaseCombatCharacter *, MAX_HANDLED> subjectList; CUtlVectorFixed<CBaseCombatCharacter *, MAX_HANDLED> targetList;
// Add any special subjects we found
CBaseEntity *pSpecialSubject = FindEntityForProceduralName( m_iszSubject, pActivator, pCaller ); if ( pSpecialSubject && pSpecialSubject->MyCombatCharacterPointer() ) { subjectList.AddToTail( pSpecialSubject->MyCombatCharacterPointer() ); }
// Add any special targets we found
CBaseEntity *pSpecialTarget = FindEntityForProceduralName( m_target, pActivator, pCaller ); if ( pSpecialTarget && pSpecialTarget->MyCombatCharacterPointer() ) { targetList.AddToTail( pSpecialTarget->MyCombatCharacterPointer() ); }
// -------------------------------
// Search for targets and subjects
// -------------------------------
float radiusSq = Square( m_flRadius ); // Search players first
for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { if ( subjectList.Count() == MAX_HANDLED || targetList.Count() == MAX_HANDLED ) { DevMsg( "Too many entities handled by ai_relationship %s\n", GetDebugName() ); break; }
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i ); if ( pPlayer ) { if( IsASubject( pPlayer ) ) { if ( m_flRadius == 0.0 || GetAbsOrigin().DistToSqr( pPlayer->GetAbsOrigin() ) <= radiusSq ) subjectList.AddToTail( pPlayer ); } else if( IsATarget( pPlayer ) ) { targetList.AddToTail( pPlayer ); } } }
// Search NPCs
for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ ) { if ( subjectList.Count() == MAX_HANDLED || targetList.Count() == MAX_HANDLED ) { DevMsg( "Too many entities handled by ai_relationship %s\n", GetDebugName() ); break; }
CAI_BaseNPC *pNPC = (g_AI_Manager.AccessAIs())[i]; if ( pNPC ) { if( IsASubject( pNPC ) ) { if ( m_flRadius == 0.0 || GetAbsOrigin().DistToSqr( pNPC->GetAbsOrigin() ) <= radiusSq ) subjectList.AddToTail( pNPC ); } else if( IsATarget( pNPC ) ) { targetList.AddToTail( pNPC ); } } }
// If either list is still empty, we have a problem.
if( subjectList.Count() == 0 ) { DevMsg( 2, "ai_relationship '%s' finds no subject(s) called: %s or with class %s\n", GetDebugName(), m_iszSubject == NULL_STRING ? "NULL" : STRING( m_iszSubject ), m_iszSubjectClass == NULL_STRING ? "NULL" : STRING( m_iszSubjectClass ) ); return; } else if ( targetList.Count() == 0 ) { DevMsg( 2, "ai_relationship '%s' finds no target(s) called: %s or with class %s\n", GetDebugName(), m_target == NULL_STRING ? "NULL" : STRING( m_target ), m_iszTargetClass == NULL_STRING ? "NULL" : STRING( m_iszTargetClass ) ); return; }
// Ok, lists are populated. Apply all relationships.
for ( int i = 0 ; i < subjectList.Count(); i++ ) { CBaseCombatCharacter *pSubject = subjectList[ i ];
for ( int j = 0 ; j < targetList.Count(); j++ ) { CBaseCombatCharacter *pTarget = targetList[ j ];
if ( m_iPreviousDisposition == -1 && iReverting == NOT_REVERTING ) { // Set previous disposition.
m_iPreviousDisposition = pSubject->IRelationType( pTarget ); m_iPreviousRank = pSubject->IRelationPriority( pTarget ); }
if ( iReverting == REVERTING_TO_PREV ) { pSubject->AddEntityRelationship( pTarget, (Disposition_t)m_iPreviousDisposition, m_iPreviousRank );
if( m_bReciprocal ) { pTarget->AddEntityRelationship( pSubject, (Disposition_t)m_iPreviousDisposition, m_iPreviousRank ); } } else if ( iReverting == REVERTING_TO_DEFAULT ) { pSubject->RemoveEntityRelationship( pTarget );
if( m_bReciprocal ) { pTarget->RemoveEntityRelationship( pSubject ); } } else if( pSubject->IRelationType(pTarget) != disposition || pSubject->IRelationPriority(pTarget) != m_iRank || HasSpawnFlags( SF_RELATIONSHIP_NOTIFY_SUBJECT ) || HasSpawnFlags( SF_RELATIONSHIP_NOTIFY_TARGET ) ) { // Apply the relationship to the subject
pSubject->AddEntityRelationship( pTarget, (Disposition_t)disposition, m_iRank );
// Make the subject aware of the target
if ( HasSpawnFlags( SF_RELATIONSHIP_NOTIFY_SUBJECT ) ) { DiscloseNPCLocation( pSubject, pTarget ); }
// Make the target aware of the subject
if ( HasSpawnFlags( SF_RELATIONSHIP_NOTIFY_TARGET ) ) { DiscloseNPCLocation( pTarget, pSubject ); }
// This relationship is applied to target and subject alike
if ( m_bReciprocal ) { // Apply the relationship to the target
pTarget->AddEntityRelationship( pSubject, (Disposition_t)disposition, m_iRank ); } } } } }
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