Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ai_senses.h"
#include "soundent.h"
#include "team.h"
#include "ai_basenpc.h"
#include "saverestore_utlvector.h"
#ifdef PORTAL
#include "portal_util_shared.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Use this to disable caching and other optimizations in senses
#define DEBUG_SENSES 1
#ifdef DEBUG_SENSES
#define AI_PROFILE_SENSES(tag) AI_PROFILE_SCOPE(tag)
#else
#define AI_PROFILE_SENSES(tag) ((void)0)
#endif
const float AI_STANDARD_NPC_SEARCH_TIME = .25;
const float AI_EFFICIENT_NPC_SEARCH_TIME = .35;
const float AI_HIGH_PRIORITY_SEARCH_TIME = 0.15;
const float AI_MISC_SEARCH_TIME = 0.45;
//-----------------------------------------------------------------------------
CAI_SensedObjectsManager g_AI_SensedObjectsManager;
//-----------------------------------------------------------------------------
#pragma pack(push)
#pragma pack(1)
struct AISightIterVal_t
{
char array;
short iNext;
char SeenArray;
};
#pragma pack(pop)
//=============================================================================
//
// CAI_Senses
//
//=============================================================================
BEGIN_SIMPLE_DATADESC( CAI_Senses )
DEFINE_FIELD( m_LookDist, FIELD_FLOAT ),
DEFINE_FIELD( m_LastLookDist, FIELD_FLOAT ),
DEFINE_FIELD( m_TimeLastLook, FIELD_TIME ),
DEFINE_FIELD( m_iSensingFlags, FIELD_INTEGER ),
// m_iAudibleList (no way to save?)
DEFINE_UTLVECTOR(m_SeenHighPriority, FIELD_EHANDLE ),
DEFINE_UTLVECTOR(m_SeenNPCs, FIELD_EHANDLE ),
DEFINE_UTLVECTOR(m_SeenMisc, FIELD_EHANDLE ),
// m_SeenArrays (not saved, rebuilt)
// Could fold these three and above timer into one concept, but would invalidate savegames
DEFINE_FIELD( m_TimeLastLookHighPriority, FIELD_TIME ),
DEFINE_FIELD( m_TimeLastLookNPCs, FIELD_TIME ),
DEFINE_FIELD( m_TimeLastLookMisc, FIELD_TIME ),
END_DATADESC()
//-----------------------------------------------------------------------------
bool CAI_Senses::CanHearSound( CSound *pSound )
{
if ( pSound->m_hOwner.Get() == GetOuter() )
return false;
if( GetOuter()->GetState() == NPC_STATE_SCRIPT && pSound->IsSoundType( SOUND_DANGER ) )
{
// For now, don't hear danger in scripted sequences. This probably isn't a
// good long term solution, but it makes the Bank Exterior work better.
return false;
}
if ( GetOuter()->IsInAScript() )
return false;
// @TODO (toml 10-18-02): what about player sounds and notarget?
float flHearDistanceSq = pSound->Volume() * GetOuter()->HearingSensitivity();
flHearDistanceSq *= flHearDistanceSq;
if( pSound->GetSoundOrigin().DistToSqr( GetOuter()->EarPosition() ) <= flHearDistanceSq )
{
return GetOuter()->QueryHearSound( pSound );
}
return false;
}
//-----------------------------------------------------------------------------
// Listen - npcs dig through the active sound list for
// any sounds that may interest them. (smells, too!)
void CAI_Senses::Listen( void )
{
m_iAudibleList = SOUNDLIST_EMPTY;
int iSoundMask = GetOuter()->GetSoundInterests();
if ( iSoundMask != SOUND_NONE && !(GetOuter()->HasSpawnFlags(SF_NPC_WAIT_TILL_SEEN)) )
{
int iSound = CSoundEnt::ActiveList();
while ( iSound != SOUNDLIST_EMPTY )
{
CSound *pCurrentSound = CSoundEnt::SoundPointerForIndex( iSound );
if ( pCurrentSound && (iSoundMask & pCurrentSound->SoundType()) && CanHearSound( pCurrentSound ) )
{
// the npc cares about this sound, and it's close enough to hear.
pCurrentSound->m_iNextAudible = m_iAudibleList;
m_iAudibleList = iSound;
}
iSound = pCurrentSound->NextSound();
}
}
GetOuter()->OnListened();
}
//-----------------------------------------------------------------------------
bool CAI_Senses::ShouldSeeEntity( CBaseEntity *pSightEnt )
{
if ( pSightEnt == GetOuter() || !pSightEnt->IsAlive() )
return false;
if ( pSightEnt->IsPlayer() && ( pSightEnt->GetFlags() & FL_NOTARGET ) )
return false;
// don't notice anyone waiting to be seen by the player
if ( pSightEnt->m_spawnflags & SF_NPC_WAIT_TILL_SEEN )
return false;
if ( !pSightEnt->CanBeSeenBy( GetOuter() ) )
return false;
if ( !GetOuter()->QuerySeeEntity( pSightEnt, true ) )
return false;
return true;
}
//-----------------------------------------------------------------------------
bool CAI_Senses::CanSeeEntity( CBaseEntity *pSightEnt )
{
return ( GetOuter()->FInViewCone( pSightEnt ) && GetOuter()->FVisible( pSightEnt ) );
}
#ifdef PORTAL
bool CAI_Senses::CanSeeEntityThroughPortal( const CProp_Portal *pPortal, CBaseEntity *pSightEnt )
{
return GetOuter()->FVisibleThroughPortal( pPortal, pSightEnt );
}
#endif
//-----------------------------------------------------------------------------
bool CAI_Senses::DidSeeEntity( CBaseEntity *pSightEnt ) const
{
AISightIter_t iter;
CBaseEntity *pTestEnt;
pTestEnt = GetFirstSeenEntity( &iter );
while( pTestEnt )
{
if ( pSightEnt == pTestEnt )
return true;
pTestEnt = GetNextSeenEntity( &iter );
}
return false;
}
//-----------------------------------------------------------------------------
void CAI_Senses::NoteSeenEntity( CBaseEntity *pSightEnt )
{
pSightEnt->m_pLink = GetOuter()->m_pLink;
GetOuter()->m_pLink = pSightEnt;
}
//-----------------------------------------------------------------------------
bool CAI_Senses::WaitingUntilSeen( CBaseEntity *pSightEnt )
{
if ( GetOuter()->m_spawnflags & SF_NPC_WAIT_TILL_SEEN )
{
if ( pSightEnt->IsPlayer() )
{
CBasePlayer *pPlayer = ToBasePlayer( pSightEnt );
Vector zero = Vector(0,0,0);
// don't link this client in the list if the npc is wait till seen and the player isn't facing the npc
if ( pPlayer
// && pPlayer->FVisible( GetOuter() )
&& pPlayer->FInViewCone( GetOuter() )
&& FBoxVisible( pSightEnt, static_cast<CBaseEntity*>(GetOuter()), zero ) )
{
// player sees us, become normal now.
GetOuter()->m_spawnflags &= ~SF_NPC_WAIT_TILL_SEEN;
return false;
}
}
return true;
}
return false;
}
//-----------------------------------------------------------------------------
bool CAI_Senses::SeeEntity( CBaseEntity *pSightEnt )
{
GetOuter()->OnSeeEntity( pSightEnt );
// insert at the head of my sight list
NoteSeenEntity( pSightEnt );
return true;
}
//-----------------------------------------------------------------------------
CBaseEntity *CAI_Senses::GetFirstSeenEntity( AISightIter_t *pIter, seentype_t iSeenType ) const
{
COMPILE_TIME_ASSERT( sizeof( AISightIter_t ) == sizeof( AISightIterVal_t ) );
AISightIterVal_t *pIterVal = (AISightIterVal_t *)pIter;
// If we're searching for a specific type, start in that array
pIterVal->SeenArray = (char)iSeenType;
int iFirstArray = ( iSeenType == SEEN_ALL ) ? 0 : iSeenType;
for ( int i = iFirstArray; i < ARRAYSIZE( m_SeenArrays ); i++ )
{
if ( m_SeenArrays[i]->Count() != 0 )
{
pIterVal->array = i;
pIterVal->iNext = 1;
return (*m_SeenArrays[i])[0];
}
}
(*pIter) = (AISightIter_t)(-1);
return NULL;
}
//-----------------------------------------------------------------------------
CBaseEntity *CAI_Senses::GetNextSeenEntity( AISightIter_t *pIter ) const
{
if ( ((int)*pIter) != -1 )
{
AISightIterVal_t *pIterVal = (AISightIterVal_t *)pIter;
for ( int i = pIterVal->array; i < ARRAYSIZE( m_SeenArrays ); i++ )
{
for ( int j = pIterVal->iNext; j < m_SeenArrays[i]->Count(); j++ )
{
if ( (*m_SeenArrays[i])[j].Get() != NULL )
{
pIterVal->array = i;
pIterVal->iNext = j+1;
return (*m_SeenArrays[i])[j];
}
}
pIterVal->iNext = 0;
// If we're searching for a specific type, don't move to the next array
if ( pIterVal->SeenArray != SEEN_ALL )
break;
}
(*pIter) = (AISightIter_t)(-1);
}
return NULL;
}
//-----------------------------------------------------------------------------
void CAI_Senses::BeginGather()
{
// clear my sight list
GetOuter()->m_pLink = NULL;
}
//-----------------------------------------------------------------------------
void CAI_Senses::EndGather( int nSeen, CUtlVector<EHANDLE> *pResult )
{
pResult->SetCount( nSeen );
if ( nSeen )
{
CBaseEntity *pCurrent = GetOuter()->m_pLink;
for (int i = 0; i < nSeen; i++ )
{
Assert( pCurrent );
(*pResult)[i].Set( pCurrent );
pCurrent = pCurrent->m_pLink;
}
GetOuter()->m_pLink = NULL;
}
}
//-----------------------------------------------------------------------------
// Look - Base class npc function to find enemies or
// food by sight. iDistance is distance ( in units ) that the
// npc can see.
//
// Sets the sight bits of the m_afConditions mask to indicate
// which types of entities were sighted.
// Function also sets the Looker's m_pLink
// to the head of a link list that contains all visible ents.
// (linked via each ent's m_pLink field)
//
void CAI_Senses::Look( int iDistance )
{
if ( m_TimeLastLook != gpGlobals->curtime || m_LastLookDist != iDistance )
{
//-----------------------------
LookForHighPriorityEntities( iDistance );
LookForNPCs( iDistance);
LookForObjects( iDistance );
//-----------------------------
m_LastLookDist = iDistance;
m_TimeLastLook = gpGlobals->curtime;
}
GetOuter()->OnLooked( iDistance );
}
//-----------------------------------------------------------------------------
bool CAI_Senses::Look( CBaseEntity *pSightEnt )
{
if ( WaitingUntilSeen( pSightEnt ) )
return false;
if ( ShouldSeeEntity( pSightEnt ) && CanSeeEntity( pSightEnt ) )
{
return SeeEntity( pSightEnt );
}
return false;
}
#ifdef PORTAL
bool CAI_Senses::LookThroughPortal( const CProp_Portal *pPortal, CBaseEntity *pSightEnt )
{
if ( WaitingUntilSeen( pSightEnt ) )
return false;
if ( ShouldSeeEntity( pSightEnt ) && CanSeeEntityThroughPortal( pPortal, pSightEnt ) )
{
return SeeEntity( pSightEnt );
}
return false;
}
#endif
//-----------------------------------------------------------------------------
int CAI_Senses::LookForHighPriorityEntities( int iDistance )
{
int nSeen = 0;
if ( gpGlobals->curtime - m_TimeLastLookHighPriority > AI_HIGH_PRIORITY_SEARCH_TIME )
{
AI_PROFILE_SENSES(CAI_Senses_LookForHighPriorityEntities);
m_TimeLastLookHighPriority = gpGlobals->curtime;
BeginGather();
float distSq = ( iDistance * iDistance );
const Vector &origin = GetAbsOrigin();
// Players
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBaseEntity *pPlayer = UTIL_PlayerByIndex( i );
if ( pPlayer )
{
if ( origin.DistToSqr(pPlayer->GetAbsOrigin()) < distSq && Look( pPlayer ) )
{
nSeen++;
}
#ifdef PORTAL
else
{
CProp_Portal *pPortal = GetOuter()->FInViewConeThroughPortal( pPlayer );
if ( pPortal && UTIL_Portal_DistanceThroughPortalSqr( pPortal, origin, pPlayer->GetAbsOrigin() ) < distSq && LookThroughPortal( pPortal, pPlayer ) )
{
nSeen++;
}
}
#endif
}
}
EndGather( nSeen, &m_SeenHighPriority );
}
else
{
for ( int i = m_SeenHighPriority.Count() - 1; i >= 0; --i )
{
if ( m_SeenHighPriority[i].Get() == NULL )
m_SeenHighPriority.FastRemove( i );
}
nSeen = m_SeenHighPriority.Count();
}
return nSeen;
}
//-----------------------------------------------------------------------------
int CAI_Senses::LookForNPCs( int iDistance )
{
bool bRemoveStaleFromCache = false;
float distSq = ( iDistance * iDistance );
const Vector &origin = GetAbsOrigin();
AI_Efficiency_t efficiency = GetOuter()->GetEfficiency();
float timeNPCs = ( efficiency < AIE_VERY_EFFICIENT ) ? AI_STANDARD_NPC_SEARCH_TIME : AI_EFFICIENT_NPC_SEARCH_TIME;
if ( gpGlobals->curtime - m_TimeLastLookNPCs > timeNPCs )
{
AI_PROFILE_SENSES(CAI_Senses_LookForNPCs);
m_TimeLastLookNPCs = gpGlobals->curtime;
if ( efficiency < AIE_SUPER_EFFICIENT )
{
int i, nSeen = 0;
BeginGather();
CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
for ( i = 0; i < g_AI_Manager.NumAIs(); i++ )
{
if ( ppAIs[i] != GetOuter() && ( ppAIs[i]->ShouldNotDistanceCull() || origin.DistToSqr(ppAIs[i]->GetAbsOrigin()) < distSq ) )
{
if ( Look( ppAIs[i] ) )
{
nSeen++;
}
}
}
EndGather( nSeen, &m_SeenNPCs );
return nSeen;
}
bRemoveStaleFromCache = true;
// Fall through
}
for ( int i = m_SeenNPCs.Count() - 1; i >= 0; --i )
{
if ( m_SeenNPCs[i].Get() == NULL )
{
m_SeenNPCs.FastRemove( i );
}
else if ( bRemoveStaleFromCache )
{
if ( ( !((CAI_BaseNPC *)m_SeenNPCs[i].Get())->ShouldNotDistanceCull() &&
origin.DistToSqr(m_SeenNPCs[i]->GetAbsOrigin()) > distSq ) ||
!Look( m_SeenNPCs[i] ) )
{
m_SeenNPCs.FastRemove( i );
}
}
}
return m_SeenNPCs.Count();
}
//-----------------------------------------------------------------------------
int CAI_Senses::LookForObjects( int iDistance )
{
const int BOX_QUERY_MASK = FL_OBJECT;
int nSeen = 0;
if ( gpGlobals->curtime - m_TimeLastLookMisc > AI_MISC_SEARCH_TIME )
{
AI_PROFILE_SENSES(CAI_Senses_LookForObjects);
m_TimeLastLookMisc = gpGlobals->curtime;
BeginGather();
float distSq = ( iDistance * iDistance );
const Vector &origin = GetAbsOrigin();
int iter;
CBaseEntity *pEnt = g_AI_SensedObjectsManager.GetFirst( &iter );
while ( pEnt )
{
if ( pEnt->GetFlags() & BOX_QUERY_MASK )
{
if ( origin.DistToSqr(pEnt->GetAbsOrigin()) < distSq && Look( pEnt) )
{
nSeen++;
}
}
pEnt = g_AI_SensedObjectsManager.GetNext( &iter );
}
EndGather( nSeen, &m_SeenMisc );
}
else
{
for ( int i = m_SeenMisc.Count() - 1; i >= 0; --i )
{
if ( m_SeenMisc[i].Get() == NULL )
m_SeenMisc.FastRemove( i );
}
nSeen = m_SeenMisc.Count();
}
return nSeen;
}
//-----------------------------------------------------------------------------
float CAI_Senses::GetTimeLastUpdate( CBaseEntity *pEntity )
{
if ( !pEntity )
return 0;
if ( pEntity->IsPlayer() )
return m_TimeLastLookHighPriority;
if ( pEntity->IsNPC() )
return m_TimeLastLookNPCs;
return m_TimeLastLookMisc;
}
//-----------------------------------------------------------------------------
CSound* CAI_Senses::GetFirstHeardSound( AISoundIter_t *pIter )
{
int iFirst = GetAudibleList();
if ( iFirst == SOUNDLIST_EMPTY )
{
*pIter = NULL;
return NULL;
}
*pIter = (AISoundIter_t)iFirst;
return CSoundEnt::SoundPointerForIndex( iFirst );
}
//-----------------------------------------------------------------------------
CSound* CAI_Senses::GetNextHeardSound( AISoundIter_t *pIter )
{
if ( !*pIter )
return NULL;
int iCurrent = (int)*pIter;
Assert( iCurrent != SOUNDLIST_EMPTY );
if ( iCurrent == SOUNDLIST_EMPTY )
{
*pIter = NULL;
return NULL;
}
iCurrent = CSoundEnt::SoundPointerForIndex( iCurrent )->m_iNextAudible;
if ( iCurrent == SOUNDLIST_EMPTY )
{
*pIter = NULL;
return NULL;
}
*pIter = (AISoundIter_t)iCurrent;
return CSoundEnt::SoundPointerForIndex( iCurrent );
}
//-----------------------------------------------------------------------------
CSound *CAI_Senses::GetClosestSound( bool fScent, int validTypes, bool bUsePriority )
{
float flBestDist = MAX_COORD_RANGE*MAX_COORD_RANGE;// so first nearby sound will become best so far.
float flDist;
int iBestPriority = SOUND_PRIORITY_VERY_LOW;
AISoundIter_t iter;
CSound *pResult = NULL;
CSound *pCurrent = GetFirstHeardSound( &iter );
Vector earPosition = GetOuter()->EarPosition();
while ( pCurrent )
{
if ( ( !fScent && pCurrent->FIsSound() ) ||
( fScent && pCurrent->FIsScent() ) )
{
if( pCurrent->IsSoundType( validTypes ) && !GetOuter()->ShouldIgnoreSound( pCurrent ) )
{
if( !bUsePriority || GetOuter()->GetSoundPriority(pCurrent) >= iBestPriority )
{
flDist = ( pCurrent->GetSoundOrigin() - earPosition ).LengthSqr();
if ( flDist < flBestDist )
{
pResult = pCurrent;
flBestDist = flDist;
iBestPriority = GetOuter()->GetSoundPriority(pCurrent);
}
}
}
}
pCurrent = GetNextHeardSound( &iter );
}
return pResult;
}
//-----------------------------------------------------------------------------
void CAI_Senses::PerformSensing( void )
{
AI_PROFILE_SCOPE (CAI_BaseNPC_PerformSensing);
// -----------------
// Look
// -----------------
if( !HasSensingFlags(SENSING_FLAGS_DONT_LOOK) )
Look( m_LookDist );
// ------------------
// Listen
// ------------------
if( !HasSensingFlags(SENSING_FLAGS_DONT_LISTEN) )
Listen();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CAI_SensedObjectsManager::Init()
{
CBaseEntity *pEnt = NULL;
while ( ( pEnt = gEntList.NextEnt( pEnt ) ) != NULL )
{
OnEntitySpawned( pEnt );
}
gEntList.AddListenerEntity( this );
}
//-----------------------------------------------------------------------------
void CAI_SensedObjectsManager::Term()
{
gEntList.RemoveListenerEntity( this );
m_SensedObjects.RemoveAll();
}
//-----------------------------------------------------------------------------
CBaseEntity *CAI_SensedObjectsManager::GetFirst( int *pIter )
{
if ( m_SensedObjects.Count() )
{
*pIter = 1;
return m_SensedObjects[0];
}
*pIter = 0;
return NULL;
}
//-----------------------------------------------------------------------------
CBaseEntity *CAI_SensedObjectsManager::GetNext( int *pIter )
{
int i = *pIter;
if ( i && i < m_SensedObjects.Count() )
{
(*pIter)++;
return m_SensedObjects[i];
}
*pIter = 0;
return NULL;
}
//-----------------------------------------------------------------------------
void CAI_SensedObjectsManager::OnEntitySpawned( CBaseEntity *pEntity )
{
if ( ( pEntity->GetFlags() & FL_OBJECT ) && !pEntity->IsPlayer() && !pEntity->IsNPC() )
{
m_SensedObjects.AddToTail( pEntity );
}
}
//-----------------------------------------------------------------------------
void CAI_SensedObjectsManager::OnEntityDeleted( CBaseEntity *pEntity )
{
if ( ( pEntity->GetFlags() & FL_OBJECT ) && !pEntity->IsPlayer() && !pEntity->IsNPC() )
{
int i = m_SensedObjects.Find( pEntity );
if ( i != m_SensedObjects.InvalidIndex() )
m_SensedObjects.FastRemove( i );
}
}
void CAI_SensedObjectsManager::AddEntity( CBaseEntity *pEntity )
{
if ( m_SensedObjects.Find( pEntity ) != m_SensedObjects.InvalidIndex() )
return;
// We shouldn't be adding players or NPCs to this list
Assert( !pEntity->IsPlayer() && !pEntity->IsNPC() );
// Add the object flag so it gets removed when it dies
pEntity->AddFlag( FL_OBJECT );
m_SensedObjects.AddToTail( pEntity );
}
//=============================================================================