Counter Strike : Global Offensive Source Code
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//========= 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