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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/AI_Interest_Target.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/AI_Interest_Target.cpp')
-rw-r--r--mp/src/game/server/AI_Interest_Target.cpp139
1 files changed, 139 insertions, 0 deletions
diff --git a/mp/src/game/server/AI_Interest_Target.cpp b/mp/src/game/server/AI_Interest_Target.cpp
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+++ b/mp/src/game/server/AI_Interest_Target.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Hooks and classes for the support of humanoid NPCs with
+// groovy facial animation capabilities, aka, "Actors"
+//
+//=============================================================================//
+
+
+#include "cbase.h"
+#include "AI_Interest_Target.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+bool CAI_InterestTarget_t::IsThis( CBaseEntity *pThis )
+{
+ return (pThis == m_hTarget);
+};
+
+const Vector &CAI_InterestTarget_t::GetPosition( void )
+{
+ if (m_eType == LOOKAT_ENTITY && m_hTarget != NULL)
+ {
+ m_vecPosition = m_hTarget->EyePosition();
+ }
+ return m_vecPosition;
+};
+
+bool CAI_InterestTarget_t::IsActive( void )
+{
+ if (m_flEndTime < gpGlobals->curtime) return false;
+ if (m_eType == LOOKAT_ENTITY && m_hTarget == NULL) return false;
+ return true;
+};
+
+float CAI_InterestTarget_t::Interest( void )
+{
+ float t = (gpGlobals->curtime - m_flStartTime) / (m_flEndTime - m_flStartTime);
+
+ if (t < 0.0f || t > 1.0f)
+ return 0.0f;
+
+ if (m_flRamp && t < 1 - m_flRamp)
+ {
+ //t = t / m_flRamp;
+ t = 1.0 - ExponentialDecay( 0.2, m_flRamp, t );
+ //t = 1.0 - ExponentialDecay( 0.01, 1 - m_flRamp, t );
+ }
+ else if (t > 1.0f - m_flRamp)
+ {
+ t = (1.0 - t) / m_flRamp;
+ t = 3.0f * t * t - 2.0f * t * t * t;
+ }
+ else
+ {
+ t = 1.0f;
+ }
+ // ramp
+ t *= m_flInterest;
+
+ return t;
+}
+
+
+void CAI_InterestTarget::Add( CBaseEntity *pTarget, float flImportance, float flDuration, float flRamp )
+{
+ int i;
+
+ for (i = 0; i < Count(); i++)
+ {
+ CAI_InterestTarget_t &target = Element( i );
+
+ if (target.m_hTarget == pTarget && target.m_flRamp == 0)
+ {
+ if (target.m_flStartTime == gpGlobals->curtime)
+ {
+ flImportance = MAX( flImportance, target.m_flInterest );
+ }
+ Remove( i );
+ break;
+ }
+ }
+
+ Add( CAI_InterestTarget_t::LOOKAT_ENTITY, pTarget, Vector( 0, 0, 0 ), flImportance, flDuration, flRamp );
+}
+
+void CAI_InterestTarget::Add( const Vector &vecPosition, float flImportance, float flDuration, float flRamp )
+{
+ int i;
+
+ for (i = 0; i < Count(); i++)
+ {
+ CAI_InterestTarget_t &target = Element( i );
+
+ if (target.m_vecPosition == vecPosition)
+ {
+ Remove( i );
+ break;
+ }
+ }
+
+ Add( CAI_InterestTarget_t::LOOKAT_POSITION, NULL, vecPosition, flImportance, flDuration, flRamp );
+}
+
+void CAI_InterestTarget::Add( CBaseEntity *pTarget, const Vector &vecPosition, float flImportance, float flDuration, float flRamp )
+{
+ int i;
+
+ for (i = 0; i < Count(); i++)
+ {
+ CAI_InterestTarget_t &target = Element( i );
+
+ if (target.m_hTarget == pTarget)
+ {
+ if (target.m_flStartTime == gpGlobals->curtime)
+ {
+ flImportance = MAX( flImportance, target.m_flInterest );
+ }
+ Remove( i );
+ break;
+ }
+ }
+
+ Add( CAI_InterestTarget_t::LOOKAT_BOTH, pTarget, vecPosition, flImportance, flDuration, flRamp );
+}
+
+void CAI_InterestTarget::Add( CAI_InterestTarget_t::CAI_InterestTarget_e type, CBaseEntity *pTarget, const Vector &vecPosition, float flImportance, float flDuration, float flRamp )
+{
+ int i = AddToTail();
+ CAI_InterestTarget_t &target = Element( i );
+
+ target.m_eType = type;
+ target.m_hTarget = pTarget;
+ target.m_vecPosition = vecPosition;
+ target.m_flInterest = flImportance;
+ target.m_flStartTime = gpGlobals->curtime;
+ target.m_flEndTime = gpGlobals->curtime + flDuration;
+ target.m_flRamp = flRamp / flDuration;
+}