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