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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/ai_basenpc_squad.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/ai_basenpc_squad.cpp')
| -rw-r--r-- | mp/src/game/server/ai_basenpc_squad.cpp | 584 |
1 files changed, 292 insertions, 292 deletions
diff --git a/mp/src/game/server/ai_basenpc_squad.cpp b/mp/src/game/server/ai_basenpc_squad.cpp index d34b5811..1e895536 100644 --- a/mp/src/game/server/ai_basenpc_squad.cpp +++ b/mp/src/game/server/ai_basenpc_squad.cpp @@ -1,292 +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;
-}
+//========= 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; +} |