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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Squad classes
//
//=============================================================================//
#ifndef AI_SQUAD_H
#define AI_SQUAD_H
#include "ai_memory.h"
#include "ai_squadslot.h"
#include "bitstring.h"
class CAI_Squad; typedef CHandle<CAI_BaseNPC> AIHANDLE;
#define PER_ENEMY_SQUADSLOTS 1
//-----------------------------------------------------------------------------
DECLARE_POINTER_HANDLE(AISquadsIter_t); DECLARE_POINTER_HANDLE(AISquadIter_t);
#define MAX_SQUAD_MEMBERS 16
#define MAX_SQUAD_DATA_SLOTS 4
//-----------------------------------------------------------------------------
// CAI_SquadManager
//
// Purpose: Manages all the squads in the system
//
//-----------------------------------------------------------------------------
class CAI_SquadManager { public: CAI_SquadManager() { m_pSquads = NULL; }
CAI_Squad * GetFirstSquad( AISquadsIter_t *pIter ); CAI_Squad * GetNextSquad( AISquadsIter_t *pIter ); int NumSquads();
CAI_Squad * FindSquad( string_t squadName ); // Returns squad of the given name
CAI_Squad * CreateSquad( string_t squadName ); // Returns squad of the given name
CAI_Squad * FindCreateSquad( string_t squadName ); // Returns squad of the given name
CAI_Squad * FindCreateSquad( CAI_BaseNPC *pNPC, string_t squadName ); // Returns squad of the given name
void DeleteSquad( CAI_Squad *pSquad ); void DeleteAllSquads(void);
private:
CAI_Squad * m_pSquads; // A linked list of all squads
};
//-------------------------------------
extern CAI_SquadManager g_AI_SquadManager;
//-----------------------------------------------------------------------------
#ifdef PER_ENEMY_SQUADSLOTS
struct AISquadEnemyInfo_t { EHANDLE hEnemy; CBitVec<MAX_SQUADSLOTS> slots; // What squad slots are filled?
DECLARE_SIMPLE_DATADESC(); };
#endif
//-----------------------------------------------------------------------------
// CAI_Squad
//
// Purpose: Tracks enemies, squad slots, squad members
//
//-----------------------------------------------------------------------------
class CAI_Squad { public:
const char * GetName() const { return STRING(m_Name); }
void RemoveFromSquad( CAI_BaseNPC *pNPC, bool bDeath = false );
CAI_BaseNPC * GetFirstMember( AISquadIter_t *pIter = NULL, bool bIgnoreSilentMembers = true ); CAI_BaseNPC * GetNextMember( AISquadIter_t *pIter, bool bIgnoreSilentMembers = true ); CAI_BaseNPC * GetAnyMember(); int NumMembers( bool bIgnoreSilentMembers = true ); int GetSquadIndex( CAI_BaseNPC * );
void SquadNewEnemy ( CBaseEntity *pEnemy ); void UpdateEnemyMemory( CAI_BaseNPC *pUpdater, CBaseEntity *pEnemy, const Vector &position );
bool OccupyStrategySlotRange( CBaseEntity *pEnemy, int slotIDStart, int slotIDEnd, int *pSlot ); void VacateStrategySlot( CBaseEntity *pEnemy, int slot); bool IsStrategySlotRangeOccupied( CBaseEntity *pEnemy, int slotIDStart, int slotIDEnd ); CAI_BaseNPC * SquadMemberInRange( const Vector &vecLocation, float flDist ); CAI_BaseNPC * NearestSquadMember( CAI_BaseNPC *pMember ); int GetVisibleSquadMembers( CAI_BaseNPC *pMember ); CAI_BaseNPC * GetSquadMemberNearestTo( const Vector &vecLocation ); bool SquadIsMember( CBaseEntity *pMember ); bool IsLeader( CAI_BaseNPC *pLeader ); CAI_BaseNPC *GetLeader( void );
Vector ComputeSquadCentroid( bool bIncludeSilentMembers, CBaseCombatCharacter *pExcludeMember );
int BroadcastInteraction( int interactionType, void *data, CBaseCombatCharacter *sender = NULL );
void AddToSquad(CAI_BaseNPC *pNPC); bool FOkToMakeSound( int soundPriority ); void JustMadeSound( int soundPriority, float time ); float GetSquadSoundWaitTime() const { return m_flSquadSoundWaitTime; } void SetSquadSoundWaitTime( float time ) { m_flSquadSoundWaitTime = time; } void SquadRemember( int iMemory );
void SetSquadInflictor( CBaseEntity *pInflictor ); bool IsSquadInflictor( CBaseEntity *pInflictor );
static bool IsSilentMember( const CAI_BaseNPC *pNPC );
template <typename T> void SetSquadData( unsigned slot, const T &data ) { Assert( slot < MAX_SQUAD_DATA_SLOTS ); if ( slot < MAX_SQUAD_DATA_SLOTS ) { m_SquadData[slot] = *((int *)&data); } }
template <typename T> void GetSquadData( unsigned slot, T *pData ) { Assert( slot < MAX_SQUAD_DATA_SLOTS ); if ( slot < MAX_SQUAD_DATA_SLOTS ) { *pData = *((T *)&m_SquadData[slot]); } }
private: void OccupySlot( CBaseEntity *pEnemy, int i ); void VacateSlot( CBaseEntity *pEnemy, int i ); bool IsSlotOccupied( CBaseEntity *pEnemy, int i ) const;
private: friend class CAI_SaveRestoreBlockHandler; friend class CAI_SquadManager;
CAI_Squad(); CAI_Squad(string_t squadName); ~CAI_Squad(void);
CAI_Squad* GetNext() { return m_pNextSquad; }
void Init( string_t squadName );
CAI_Squad * m_pNextSquad; // The next squad is list of all squads
string_t m_Name; CUtlVectorFixed<AIHANDLE, MAX_SQUAD_MEMBERS> m_SquadMembers;
float m_flSquadSoundWaitTime; // Time when I'm allowed to make another sound
int m_nSquadSoundPriority; // if we're still waiting, this is the priority of the current sound
EHANDLE m_hSquadInflictor;
int m_SquadData[MAX_SQUAD_DATA_SLOTS];
#ifdef PER_ENEMY_SQUADSLOTS
AISquadEnemyInfo_t *FindEnemyInfo( CBaseEntity *pEnemy ); const AISquadEnemyInfo_t *FindEnemyInfo( CBaseEntity *pEnemy ) const { return const_cast<CAI_Squad *>(this)->FindEnemyInfo( pEnemy ); }
AISquadEnemyInfo_t * m_pLastFoundEnemyInfo; // Occupy/Vacate need to be reworked to not want this
CUtlVector<AISquadEnemyInfo_t> m_EnemyInfos; float m_flEnemyInfoCleanupTime;
#else
CVarBitVec m_squadSlotsUsed; // What squad slots are filled?
#endif
//---------------------------------
public: DECLARE_SIMPLE_DATADESC(); };
//-----------------------------------------------------------------------------
//
// Purpose: CAI_SquadManager inline functions
//
//-----------------------------------------------------------------------------
inline CAI_Squad *CAI_SquadManager::GetFirstSquad( AISquadsIter_t *pIter ) { *pIter = (AISquadsIter_t)m_pSquads; return m_pSquads; }
//-------------------------------------
inline CAI_Squad *CAI_SquadManager::GetNextSquad( AISquadsIter_t *pIter ) { CAI_Squad *pSquad = (CAI_Squad *)*pIter; if ( pSquad ) pSquad = pSquad->m_pNextSquad; *pIter = (AISquadsIter_t)pSquad; return pSquad; }
//-------------------------------------
// Purpose: Returns squad of the given name or creates a new squad with the
// given name if none exists and add pNPC to the list of members
//-------------------------------------
inline CAI_Squad *CAI_SquadManager::FindCreateSquad(CAI_BaseNPC *pNPC, string_t squadName) { CAI_Squad* pSquad = FindSquad( squadName ); if ( !pSquad ) pSquad = CreateSquad( squadName ); pSquad->AddToSquad( pNPC );
return pSquad; }
//-----------------------------------------------------------------------------
inline CAI_Squad *CAI_SquadManager::FindCreateSquad(string_t squadName) { CAI_Squad* pSquad = FindSquad( squadName ); if ( !pSquad ) pSquad = CreateSquad( squadName ); return pSquad; }
//-------------------------------------
inline CAI_BaseNPC *CAI_Squad::GetAnyMember() { if ( m_SquadMembers.Count() ) return m_SquadMembers[random->RandomInt( 0, m_SquadMembers.Count()-1 )]; return NULL; }
//-------------------------------------
inline int CAI_Squad::GetSquadIndex( CAI_BaseNPC *pAI ) { for ( int i = 0; i < m_SquadMembers.Count(); i++ ) { if ( m_SquadMembers[i] == pAI ) return i; } return -1; }
//-----------------------------------------------------------------------------
#endif // AI_SQUAD_H
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