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//====== Copyright � 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose: AI system that makes NPCs verbally respond to game events
//
//=============================================================================
#include "cbase.h"
#include "ai_eventresponse.h"
#include "ai_basenpc.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
ConVar ai_debug_eventresponses( "ai_debug_eventresponses", "0", FCVAR_NONE, "Set to 1 to see all NPC response events trigger, and which NPCs choose to respond to them." );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CNPCEventResponseSystem g_NPCEventResponseSystem( "CNPCEventResponseSystem" );
CNPCEventResponseSystem *NPCEventResponse() { return &g_NPCEventResponseSystem; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPCEventResponseSystem::LevelInitPreEntity( void ) { m_ActiveEvents.Purge(); m_flNextEventPoll = 0; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPCEventResponseSystem::TriggerEvent( const char *pResponse, bool bForce, bool bCancelScript ) { m_flNextEventPoll = gpGlobals->curtime;
// Find the event by name
int iIndex = m_ActiveEvents.Find( pResponse ); if ( iIndex == m_ActiveEvents.InvalidIndex() ) { storedevent_t newEvent; newEvent.flEventTime = gpGlobals->curtime; newEvent.flNextResponseTime = 0; newEvent.bForce = bForce; newEvent.bCancelScript = bCancelScript; newEvent.bPreventExpiration = false; m_ActiveEvents.Insert( pResponse, newEvent );
if ( ai_debug_eventresponses.GetBool() ) { Msg( "NPCEVENTRESPONSE: (%.2f) Trigger fired for event named: %s\n", gpGlobals->curtime, pResponse ); } } else { // Update the trigger time
m_ActiveEvents[iIndex].flEventTime = gpGlobals->curtime; m_ActiveEvents[iIndex].bForce = bForce; m_ActiveEvents[iIndex].bCancelScript = bCancelScript;
if ( ai_debug_eventresponses.GetBool() ) { Msg( "NPCEVENTRESPONSE: (%.2f) Trigger resetting already-active event firing named: %s\n", gpGlobals->curtime, pResponse ); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPCEventResponseSystem::FrameUpdatePreEntityThink() { if ( !m_ActiveEvents.Count() || !AI_IsSinglePlayer() || !UTIL_GetLocalPlayer() ) return;
if ( m_flNextEventPoll > gpGlobals->curtime ) return; m_flNextEventPoll = gpGlobals->curtime + 0.2;
// Move through all events, removing expired ones and finding NPCs for active ones.
for ( int i = m_ActiveEvents.First(); i != m_ActiveEvents.InvalidIndex(); ) { float flTime = m_ActiveEvents[i].flEventTime; const char *pResponse = m_ActiveEvents.GetElementName(i);
// Save off the next index so we can safely remove this one
int iNext = m_ActiveEvents.Next(i);
// Should it have expired by now?
if ( !m_ActiveEvents[i].bPreventExpiration && (flTime + NPCEVENTRESPONSE_GIVEUP_TIME) < gpGlobals->curtime ) { if ( ai_debug_eventresponses.GetBool() ) { Msg( "NPCEVENTRESPONSE: (%.2f) Removing expired event named: %s\n", gpGlobals->curtime, pResponse ); }
m_ActiveEvents.RemoveAt(i); } else if ( m_ActiveEvents[i].flNextResponseTime < gpGlobals->curtime ) { // If we've fired once, and our current event should expire now, then expire.
if ( m_ActiveEvents[i].bPreventExpiration && (flTime + NPCEVENTRESPONSE_GIVEUP_TIME) < gpGlobals->curtime ) { if ( ai_debug_eventresponses.GetBool() ) { Msg( "NPCEVENTRESPONSE: (%.2f) Removing expired fired event named: %s\n", gpGlobals->curtime, pResponse ); }
m_ActiveEvents.RemoveAt(i); } else { float flNearestDist = NPCEVENTRESPONSE_DISTANCE_SQR; CAI_BaseNPC *pNearestNPC = NULL; Vector vecPlayerCenter = UTIL_GetLocalPlayer()->WorldSpaceCenter();
// Try and find the nearest NPC to the player
CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs(); for ( int j = 0; j < g_AI_Manager.NumAIs(); j++ ) { if ( ppAIs[j]->CanRespondToEvent( pResponse )) { float flDistToPlayer = ( vecPlayerCenter - ppAIs[j]->WorldSpaceCenter()).LengthSqr(); if ( flDistToPlayer < flNearestDist ) { flNearestDist = flDistToPlayer; pNearestNPC = ppAIs[j]; } } }
// Found one?
if ( pNearestNPC ) { if ( pNearestNPC->RespondedTo( pResponse, m_ActiveEvents[i].bForce, m_ActiveEvents[i].bCancelScript ) ) { // Don't remove the response yet. Leave it around until the refire time has expired.
// This stops repeated firings of the same concept from spamming the NPCs.
m_ActiveEvents[i].bPreventExpiration = true; m_ActiveEvents[i].flNextResponseTime = gpGlobals->curtime + NPCEVENTRESPONSE_REFIRE_TIME;
if ( ai_debug_eventresponses.GetBool() ) { Msg( "NPCEVENTRESPONSE: (%.2f) Event '%s' responded to by NPC '%s'. Refire available at: %.2f\n", gpGlobals->curtime, pResponse, pNearestNPC->GetDebugName(), m_ActiveEvents[i].flNextResponseTime ); }
// Don't issue multiple responses at once
return; } } } }
i = iNext; } }
//---------------------------------------------------------------------------------------------
// Entity version for mapmaker to hook into the system
//---------------------------------------------------------------------------------------------
class CNPCEventResponseSystemEntity : public CBaseEntity { DECLARE_CLASS( CNPCEventResponseSystemEntity, CBaseEntity ); public: DECLARE_DATADESC();
void Spawn(); void InputTriggerResponseEvent( inputdata_t &inputdata ); void InputForceTriggerResponseEvent( inputdata_t &inputdata ); void InputForceTriggerResponseEventNoCancel( inputdata_t &inputdata ); };
LINK_ENTITY_TO_CLASS( ai_npc_eventresponsesystem, CNPCEventResponseSystemEntity );
BEGIN_DATADESC( CNPCEventResponseSystemEntity ) DEFINE_INPUTFUNC( FIELD_STRING, "TriggerResponseEvent", InputTriggerResponseEvent ), DEFINE_INPUTFUNC( FIELD_STRING, "ForceTriggerResponseEvent", InputForceTriggerResponseEvent ), DEFINE_INPUTFUNC( FIELD_STRING, "ForceTriggerResponseEventNoCancel", InputForceTriggerResponseEventNoCancel ), END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPCEventResponseSystemEntity::Spawn( void ) { // Invisible, non solid.
AddSolidFlags( FSOLID_NOT_SOLID ); AddEffects( EF_NODRAW ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPCEventResponseSystemEntity::InputTriggerResponseEvent( inputdata_t &inputdata ) { NPCEventResponse()->TriggerEvent( inputdata.value.String(), false, false ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPCEventResponseSystemEntity::InputForceTriggerResponseEvent( inputdata_t &inputdata ) { NPCEventResponse()->TriggerEvent( inputdata.value.String(), true, true ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPCEventResponseSystemEntity::InputForceTriggerResponseEventNoCancel( inputdata_t &inputdata ) { NPCEventResponse()->TriggerEvent( inputdata.value.String(), true, false ); }
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