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Diffstat (limited to 'game/server/ai_basenpc_squad.cpp')
| -rw-r--r-- | game/server/ai_basenpc_squad.cpp | 292 |
1 files changed, 292 insertions, 0 deletions
diff --git a/game/server/ai_basenpc_squad.cpp b/game/server/ai_basenpc_squad.cpp new file mode 100644 index 0000000..1e89553 --- /dev/null +++ b/game/server/ai_basenpc_squad.cpp @@ -0,0 +1,292 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Workfile: $ +// $Date: $ +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "ai_basenpc.h" +#include "ai_default.h" +#include "ai_hull.h" +#include "ai_squadslot.h" +#include "ai_squad.h" +#include "bitstring.h" +#include "entitylist.h" +#include "ai_hint.h" +#include "IEffects.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +//----------------------------------------------------------------------------- +// Purpose: If requested slot is available return true and take the slot +// Otherwise return false +// Input : +// Output : +//----------------------------------------------------------------------------- +bool CAI_BaseNPC::OccupyStrategySlot( int squadSlotID ) +{ + return OccupyStrategySlotRange( squadSlotID, squadSlotID ); +} + +//----------------------------------------------------------------------------- + +bool CAI_BaseNPC::OccupyStrategySlotRange( int slotIDStart, int slotIDEnd ) +{ + // If I'm not in a squad a I don't fill slots + return ( !m_pSquad || m_pSquad->OccupyStrategySlotRange( GetEnemy(), slotIDStart, slotIDEnd, &m_iMySquadSlot ) ); + +} + +//----------------------------------------------------------------------------- +// Returns true if all in the range are full +//----------------------------------------------------------------------------- +bool CAI_BaseNPC::IsStrategySlotRangeOccupied( int slotIDStart, int slotIDEnd ) +{ + return m_pSquad && m_pSquad->IsStrategySlotRangeOccupied( GetEnemy(), slotIDStart, slotIDEnd ); +} + + +//========================================================= +// HasStrategySlot +//========================================================= +bool CAI_BaseNPC::HasStrategySlot( int squadSlotID ) +{ + // If I wasn't taking up a squad slot I'm done + return (m_iMySquadSlot == squadSlotID); +} + +bool CAI_BaseNPC::HasStrategySlotRange( int slotIDStart, int slotIDEnd ) +{ + // If I wasn't taking up a squad slot I'm done + if (m_iMySquadSlot < slotIDStart || m_iMySquadSlot > slotIDEnd) + { + return false; + } + return true; +} + +//========================================================= +// VacateSlot +//========================================================= + +void CAI_BaseNPC::VacateStrategySlot(void) +{ + if (m_pSquad) + { + m_pSquad->VacateStrategySlot(GetEnemy(), m_iMySquadSlot); + m_iMySquadSlot = SQUAD_SLOT_NONE; + } +} + + +//------------------------------------------------------------------------------ +// Purpose : Is cover node valid +// Input : +// Output : +//------------------------------------------------------------------------------ +bool CAI_BaseNPC::IsValidCover( const Vector &vecCoverLocation, CAI_Hint const *pHint ) +{ + // firstly, limit choices to hint groups + string_t iszHint = GetHintGroup(); + char *pszHint = (char *)STRING(iszHint); + if ((iszHint != NULL_STRING) && (pszHint[0] != '\0')) + { + if (!pHint || pHint->GetGroup() != GetHintGroup()) + { + return false; + } + } + + /* + // If I'm in a squad don't pick cover node it other squad member + // is already nearby + if (m_pSquad) + { + return m_pSquad->IsValidCover( vecCoverLocation, pHint ); + } + */ + + // UNDONE: Do we really need this test? + // ---------------------------------------------------------------- + // Make sure my hull can fit at this node before accepting it. + // Could be another NPC there or it could be blocked + // ---------------------------------------------------------------- + // FIXME: shouldn't this see that if I crouch behind it it'll be safe? + Vector startPos = vecCoverLocation; + startPos.z -= GetHullMins().z; // Move hull bottom up to node + Vector endPos = startPos; + endPos.z += 0.01; + trace_t tr; + AI_TraceEntity( this, vecCoverLocation, endPos, MASK_NPCSOLID, &tr ); + if (tr.startsolid) + { + return false; + } + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: Is squad member in my way from shooting here +// Input : +// Output : +//----------------------------------------------------------------------------- + +bool CAI_BaseNPC::IsValidShootPosition( const Vector &vecShootLocation, CAI_Node *pNode, CAI_Hint const *pHint ) +{ + // limit choices to hint groups + if (GetHintGroup() != NULL_STRING) + { + if (!pHint || pHint->GetGroup() != GetHintGroup()) + { + if ( ( vecShootLocation - GetAbsOrigin() ).Length2DSqr() > 1 ) + return false; + } + } + + return true; +} + +//----------------------------------------------------------------------------- + +bool CAI_BaseNPC::IsSquadmateInSpread( const Vector &sourcePos, const Vector &targetPos, float flSpread, float maxDistOffCenter ) +{ + if( !m_pSquad ) + return false; + + AISquadIter_t iter; + + CAI_BaseNPC *pSquadmate = m_pSquad->GetFirstMember( &iter ); + while ( pSquadmate ) + { + // Ignore squadmates that can't take damage. This is primarily to ignore npc_enemyfinders. + if ( pSquadmate->m_takedamage != DAMAGE_NO ) + { + if ( pSquadmate != this ) + { + if ( PointInSpread( pSquadmate, sourcePos, targetPos, pSquadmate->GetAbsOrigin(), flSpread, maxDistOffCenter ) ) + return true; + } + } + pSquadmate = m_pSquad->GetNextMember( &iter ); + } + return false; +} + + +//----------------------------------------------------------------------------- + +void CAI_BaseNPC::AddToSquad( string_t name ) +{ + g_AI_SquadManager.FindCreateSquad( this, name ); +} + +//----------------------------------------------------------------------------- + +void CAI_BaseNPC::SetSquad( CAI_Squad *pSquad ) +{ + if ( m_pSquad == pSquad ) + { + return; + } + + if ( m_pSquad && m_iMySquadSlot != SQUAD_SLOT_NONE) + { + VacateStrategySlot(); + } + + m_pSquad = pSquad; +} + +//----------------------------------------------------------------------------- + +void CAI_BaseNPC::RemoveFromSquad() +{ + if ( m_pSquad ) + { + m_pSquad->RemoveFromSquad( this, false ); + m_pSquad = NULL; + } +} + +//----------------------------------------------------------------------------- +void CAI_BaseNPC::CheckSquad() +{ + if( !IsInSquad() ) + return; + + if( !GetSquad()->IsLeader(this) ) + return; + + if( VPhysicsGetObject() != NULL && (VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD) ) + { + // I AM the leader, and I'm currently being held. This will screw up all of my relationship checks + // if I'm a manhack or a rollermine, so just bomb out and try next time. + return; + } + + AISquadIter_t iter; + CAI_BaseNPC *pSquadmate = m_pSquad->GetFirstMember( &iter ); + while ( pSquadmate ) + { + if( IRelationType(pSquadmate) < D_LI ) + { + bool bWarn = true; + + // Rollermines and manhacks set their Class to NONE when held by the player, which makes all of + // their squadmates complain that an enemy is in the squad. Suppress this. + if( pSquadmate->VPhysicsGetObject() != NULL ) + { + if (pSquadmate->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD) + { + bWarn = false; + } + } + + if( bWarn ) + { + Warning( "ERROR: Squad '%s' has enemies in it!\n", GetSquad()->GetName() ); + Warning( "%s doesn't like %s\n\n", GetDebugName(), pSquadmate->GetDebugName() ); + } + } + + pSquadmate = m_pSquad->GetNextMember( &iter ); + } +} + +//----------------------------------------------------------------------------- +// Returns the number of weapons of this type currently owned by squad members. +//----------------------------------------------------------------------------- +int CAI_BaseNPC::NumWeaponsInSquad( const char *pszWeaponClassname ) +{ + string_t iszWeaponClassname = FindPooledString( pszWeaponClassname ); + + if( !GetSquad() ) + { + if( GetActiveWeapon() && GetActiveWeapon()->m_iClassname == iszWeaponClassname ) + { + // I'm alone in my squad, but I do have this weapon. + return 1; + } + + return 0; + } + + int count = 0; + AISquadIter_t iter; + CAI_BaseNPC *pSquadmate = m_pSquad->GetFirstMember( &iter ); + while ( pSquadmate ) + { + if( pSquadmate->GetActiveWeapon() && pSquadmate->GetActiveWeapon()->m_iClassname == iszWeaponClassname ) + { + count++; + } + pSquadmate = m_pSquad->GetNextMember( &iter ); + } + + return count; +} |