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Diffstat (limited to 'game/server/hl2/ai_allymanager.cpp')
| -rw-r--r-- | game/server/hl2/ai_allymanager.cpp | 263 |
1 files changed, 263 insertions, 0 deletions
diff --git a/game/server/hl2/ai_allymanager.cpp b/game/server/hl2/ai_allymanager.cpp new file mode 100644 index 0000000..d64ce80 --- /dev/null +++ b/game/server/hl2/ai_allymanager.cpp @@ -0,0 +1,263 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "entitylist.h" +#include "ai_basenpc.h" +#include "npc_citizen17.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#define MAX_ALLIES 10 + +class CAI_AllyManager : public CBaseEntity +{ + DECLARE_CLASS( CAI_AllyManager, CBaseEntity ); + +public: + void Spawn(); + + void CountAllies( int *pTotal, int *pMedics ); + +private: + int m_iMaxAllies; + int m_iMaxMedics; + + int m_iAlliesLast; + int m_iMedicsLast; +public: + void WatchCounts(); + + // Input functions + void InputSetMaxAllies( inputdata_t &inputdata ); + void InputSetMaxMedics( inputdata_t &inputdata ); + void InputReplenish( inputdata_t &inputdata ); + + // Outputs + COutputEvent m_SpawnAlly[ MAX_ALLIES ]; + COutputEvent m_SpawnMedicAlly; + COutputEvent m_OnZeroAllies; + COutputEvent m_OnZeroMedicAllies; + + + DECLARE_DATADESC(); +}; + +ConVar ai_ally_manager_debug("ai_ally_manager_debug", "0" ); + + +LINK_ENTITY_TO_CLASS( ai_ally_manager, CAI_AllyManager ); + +BEGIN_DATADESC( CAI_AllyManager ) + DEFINE_KEYFIELD( m_iMaxAllies, FIELD_INTEGER, "maxallies" ), + DEFINE_KEYFIELD( m_iMaxMedics, FIELD_INTEGER, "maxmedics" ), + DEFINE_FIELD( m_iAlliesLast, FIELD_INTEGER ), + DEFINE_FIELD( m_iMedicsLast, FIELD_INTEGER ), + + DEFINE_THINKFUNC( WatchCounts ), + + // Inputs + DEFINE_INPUTFUNC( FIELD_INTEGER, "SetMaxAllies", InputSetMaxAllies ), + DEFINE_INPUTFUNC( FIELD_INTEGER, "SetMaxMedics", InputSetMaxMedics ), + DEFINE_INPUTFUNC( FIELD_VOID, "Replenish", InputReplenish ), + + // Outputs + DEFINE_OUTPUT( m_SpawnAlly[ 0 ], "SpawnAlly0" ), + DEFINE_OUTPUT( m_SpawnAlly[ 1 ], "SpawnAlly1" ), + DEFINE_OUTPUT( m_SpawnAlly[ 2 ], "SpawnAlly2" ), + DEFINE_OUTPUT( m_SpawnAlly[ 3 ], "SpawnAlly3" ), + DEFINE_OUTPUT( m_SpawnAlly[ 4 ], "SpawnAlly4" ), + DEFINE_OUTPUT( m_SpawnAlly[ 5 ], "SpawnAlly5" ), + DEFINE_OUTPUT( m_SpawnAlly[ 6 ], "SpawnAlly6" ), + DEFINE_OUTPUT( m_SpawnAlly[ 7 ], "SpawnAlly7" ), + DEFINE_OUTPUT( m_SpawnAlly[ 8 ], "SpawnAlly8" ), + DEFINE_OUTPUT( m_SpawnAlly[ 9 ], "SpawnAlly9" ), + + DEFINE_OUTPUT( m_SpawnMedicAlly, "SpawnMedicAlly" ), + + DEFINE_OUTPUT( m_OnZeroAllies, "OnZeroAllies" ), + DEFINE_OUTPUT( m_OnZeroMedicAllies, "OnZeroMedicAllies" ), + +END_DATADESC() + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CAI_AllyManager::Spawn() +{ + SetThink( &CAI_AllyManager::WatchCounts ); + SetNextThink( gpGlobals->curtime + 1.0 ); +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CAI_AllyManager::WatchCounts() +{ + // Count the number of allies with the player right now. + int iCurrentAllies; + int iCurrentMedics; + + CountAllies( &iCurrentAllies, &iCurrentMedics ); + + if ( !iCurrentAllies && m_iAlliesLast ) + m_OnZeroAllies.FireOutput( this, this, 0 ); + + if ( !iCurrentMedics && m_iMedicsLast ) + m_OnZeroMedicAllies.FireOutput( this, this, 0 ); + + m_iAlliesLast = iCurrentAllies; + m_iMedicsLast = iCurrentMedics; + + SetNextThink( gpGlobals->curtime + 1.0 ); + + if ( ai_ally_manager_debug.GetBool() ) + DevMsg( "Ally manager counts %d allies, %d of which are medics\n", iCurrentAllies, iCurrentMedics ); +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CAI_AllyManager::CountAllies( int *pTotal, int *pMedics ) +{ + (*pTotal) = (*pMedics) = 0; + + if ( !AI_IsSinglePlayer() ) + { + // @TODO (toml 10-22-04): no MP support right now + return; + } + + const Vector & vPlayerPos = UTIL_GetLocalPlayer()->GetAbsOrigin(); + CAI_BaseNPC ** ppAIs = g_AI_Manager.AccessAIs(); + int nAIs = g_AI_Manager.NumAIs(); + + for ( int i = 0; i < nAIs; i++ ) + { + if ( ppAIs[i]->IsAlive() && ppAIs[i]->IsPlayerAlly() ) + { + // Vital allies do not count. + if( ppAIs[i]->Classify() == CLASS_PLAYER_ALLY_VITAL ) + continue; + + // They only count if I can use them. + if( ppAIs[i]->HasSpawnFlags(SF_CITIZEN_NOT_COMMANDABLE) ) + continue; + + // They only count if I can use them. + if( ppAIs[i]->IRelationType( UTIL_GetLocalPlayer() ) != D_LI ) + continue; + + // Skip distant NPCs + if ( !ppAIs[i]->IsInPlayerSquad() && + !UTIL_FindClientInPVS( ppAIs[i]->edict() ) && + ( ( ppAIs[i]->GetAbsOrigin() - vPlayerPos ).LengthSqr() > 150*12 || + fabsf( ppAIs[i]->GetAbsOrigin().z - vPlayerPos.z ) > 192 ) ) + continue; + + if( FClassnameIs( ppAIs[i], "npc_citizen" ) ) + { + CNPC_Citizen *pCitizen = assert_cast<CNPC_Citizen *>(ppAIs[i]); + if ( !pCitizen->CanJoinPlayerSquad() ) + continue; + + if ( pCitizen->WasInPlayerSquad() && !pCitizen->IsInPlayerSquad() ) + continue; + + if ( ppAIs[i]->HasSpawnFlags( SF_CITIZEN_MEDIC ) ) + (*pMedics)++; + } + + (*pTotal)++; + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &inputdata - +//----------------------------------------------------------------------------- +void CAI_AllyManager::InputSetMaxAllies( inputdata_t &inputdata ) +{ + m_iMaxAllies = inputdata.value.Int(); +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +void CAI_AllyManager::InputSetMaxMedics( inputdata_t &inputdata ) +{ + m_iMaxMedics = inputdata.value.Int(); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &inputdata - +//----------------------------------------------------------------------------- +void CAI_AllyManager::InputReplenish( inputdata_t &inputdata ) +{ + // Count the number of allies with the player right now. + int iCurrentAllies; + int iCurrentMedics; + + CountAllies( &iCurrentAllies, &iCurrentMedics ); + + // TOTAL number of allies to be replaced. + int iReplaceAllies = m_iMaxAllies - iCurrentAllies; + + // The number of total allies that should be medics. + int iReplaceMedics = m_iMaxMedics - iCurrentMedics; + + if( iReplaceMedics > iReplaceAllies ) + { + // Clamp medics. + iReplaceMedics = iReplaceAllies; + } + +// Medics. + if( m_iMaxMedics > 0 ) + { + + if( iReplaceMedics > MAX_ALLIES ) + { + // This error is fatal now. (sjb) + Msg("**ERROR! ai_allymanager - ReplaceMedics > MAX_ALLIES\n" ); + return; + } + + if ( ai_ally_manager_debug.GetBool() ) + DevMsg( "Ally manager spawning %d medics\n", iReplaceMedics ); + + int i; + for( i = 0 ; i < iReplaceMedics ; i++ ) + { + m_SpawnMedicAlly.FireOutput( this, this, 0 ); + + // Don't forget to count this guy against the number of + // allies to be replenished. + iReplaceAllies--; + } + } + +// Allies + if( iReplaceAllies < 1 ) + { + return; + } + + if( iReplaceAllies > MAX_ALLIES ) + { + Msg("**ERROR! ai_allymanager - ReplaceAllies > MAX_ALLIES\n" ); + iReplaceAllies = MAX_ALLIES; + } + + if ( ai_ally_manager_debug.GetBool() ) + DevMsg( "Ally manager spawning %d regulars\n", iReplaceAllies ); + + int i; + for( i = 0 ; i < iReplaceAllies ; i++ ) + { + m_SpawnAlly[ i ].FireOutput( this, this, 0 ); + } +} |