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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_eventresponse.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_eventresponse.cpp')
| -rw-r--r-- | mp/src/game/server/ai_eventresponse.cpp | 430 |
1 files changed, 215 insertions, 215 deletions
diff --git a/mp/src/game/server/ai_eventresponse.cpp b/mp/src/game/server/ai_eventresponse.cpp index 5582df1b..8e5f19ec 100644 --- a/mp/src/game/server/ai_eventresponse.cpp +++ b/mp/src/game/server/ai_eventresponse.cpp @@ -1,215 +1,215 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: AI system that makes NPCs verbally respond to game events
-//
-//=============================================================================
-
-#include "cbase.h"
-#include "ai_eventresponse.h"
-#include "ai_basenpc.h"
-
-ConVar ai_debug_eventresponses( "ai_debug_eventresponses", "0", FCVAR_NONE, "Set to 1 to see all NPC response events trigger, and which NPCs choose to respond to them." );
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-CNPCEventResponseSystem g_NPCEventResponseSystem( "CNPCEventResponseSystem" );
-
-CNPCEventResponseSystem *NPCEventResponse()
-{
- return &g_NPCEventResponseSystem;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CNPCEventResponseSystem::LevelInitPreEntity( void )
-{
- m_ActiveEvents.Purge();
- m_flNextEventPoll = 0;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CNPCEventResponseSystem::TriggerEvent( const char *pResponse, bool bForce, bool bCancelScript )
-{
- m_flNextEventPoll = gpGlobals->curtime;
-
- // Find the event by name
- int iIndex = m_ActiveEvents.Find( pResponse );
- if ( iIndex == m_ActiveEvents.InvalidIndex() )
- {
- storedevent_t newEvent;
- newEvent.flEventTime = gpGlobals->curtime;
- newEvent.flNextResponseTime = 0;
- newEvent.bForce = bForce;
- newEvent.bCancelScript = bCancelScript;
- newEvent.bPreventExpiration = false;
- m_ActiveEvents.Insert( pResponse, newEvent );
-
- if ( ai_debug_eventresponses.GetBool() )
- {
- Msg( "NPCEVENTRESPONSE: (%.2f) Trigger fired for event named: %s\n", gpGlobals->curtime, pResponse );
- }
- }
- else
- {
- // Update the trigger time
- m_ActiveEvents[iIndex].flEventTime = gpGlobals->curtime;
- m_ActiveEvents[iIndex].bForce = bForce;
- m_ActiveEvents[iIndex].bCancelScript = bCancelScript;
-
- if ( ai_debug_eventresponses.GetBool() )
- {
- Msg( "NPCEVENTRESPONSE: (%.2f) Trigger resetting already-active event firing named: %s\n", gpGlobals->curtime, pResponse );
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CNPCEventResponseSystem::FrameUpdatePreEntityThink()
-{
- if ( !m_ActiveEvents.Count() || !AI_IsSinglePlayer() || !UTIL_GetLocalPlayer() )
- return;
-
- if ( m_flNextEventPoll > gpGlobals->curtime )
- return;
- m_flNextEventPoll = gpGlobals->curtime + 0.2;
-
- // Move through all events, removing expired ones and finding NPCs for active ones.
- for ( int i = m_ActiveEvents.First(); i != m_ActiveEvents.InvalidIndex(); )
- {
- float flTime = m_ActiveEvents[i].flEventTime;
- const char *pResponse = m_ActiveEvents.GetElementName(i);
-
- // Save off the next index so we can safely remove this one
- int iNext = m_ActiveEvents.Next(i);
-
- // Should it have expired by now?
- if ( !m_ActiveEvents[i].bPreventExpiration && (flTime + NPCEVENTRESPONSE_GIVEUP_TIME) < gpGlobals->curtime )
- {
- if ( ai_debug_eventresponses.GetBool() )
- {
- Msg( "NPCEVENTRESPONSE: (%.2f) Removing expired event named: %s\n", gpGlobals->curtime, pResponse );
- }
-
- m_ActiveEvents.RemoveAt(i);
- }
- else if ( m_ActiveEvents[i].flNextResponseTime < gpGlobals->curtime )
- {
- // If we've fired once, and our current event should expire now, then expire.
- if ( m_ActiveEvents[i].bPreventExpiration && (flTime + NPCEVENTRESPONSE_GIVEUP_TIME) < gpGlobals->curtime )
- {
- if ( ai_debug_eventresponses.GetBool() )
- {
- Msg( "NPCEVENTRESPONSE: (%.2f) Removing expired fired event named: %s\n", gpGlobals->curtime, pResponse );
- }
-
- m_ActiveEvents.RemoveAt(i);
- }
- else
- {
- float flNearestDist = NPCEVENTRESPONSE_DISTANCE_SQR;
- CAI_BaseNPC *pNearestNPC = NULL;
- Vector vecPlayerCenter = UTIL_GetLocalPlayer()->WorldSpaceCenter();
-
- // Try and find the nearest NPC to the player
- CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
- for ( int j = 0; j < g_AI_Manager.NumAIs(); j++ )
- {
- if ( ppAIs[j]->CanRespondToEvent( pResponse ))
- {
- float flDistToPlayer = ( vecPlayerCenter - ppAIs[j]->WorldSpaceCenter()).LengthSqr();
- if ( flDistToPlayer < flNearestDist )
- {
- flNearestDist = flDistToPlayer;
- pNearestNPC = ppAIs[j];
- }
- }
- }
-
- // Found one?
- if ( pNearestNPC )
- {
- if ( pNearestNPC->RespondedTo( pResponse, m_ActiveEvents[i].bForce, m_ActiveEvents[i].bCancelScript ) )
- {
- // Don't remove the response yet. Leave it around until the refire time has expired.
- // This stops repeated firings of the same concept from spamming the NPCs.
- m_ActiveEvents[i].bPreventExpiration = true;
- m_ActiveEvents[i].flNextResponseTime = gpGlobals->curtime + NPCEVENTRESPONSE_REFIRE_TIME;
-
- if ( ai_debug_eventresponses.GetBool() )
- {
- Msg( "NPCEVENTRESPONSE: (%.2f) Event '%s' responded to by NPC '%s'. Refire available at: %.2f\n", gpGlobals->curtime, pResponse, pNearestNPC->GetDebugName(), m_ActiveEvents[i].flNextResponseTime );
- }
-
- // Don't issue multiple responses at once
- return;
- }
- }
- }
- }
-
- i = iNext;
- }
-}
-
-//---------------------------------------------------------------------------------------------
-// Entity version for mapmaker to hook into the system
-//---------------------------------------------------------------------------------------------
-class CNPCEventResponseSystemEntity : public CBaseEntity
-{
- DECLARE_CLASS( CNPCEventResponseSystemEntity, CBaseEntity );
-public:
- DECLARE_DATADESC();
-
- void Spawn();
- void InputTriggerResponseEvent( inputdata_t &inputdata );
- void InputForceTriggerResponseEvent( inputdata_t &inputdata );
- void InputForceTriggerResponseEventNoCancel( inputdata_t &inputdata );
-};
-
-LINK_ENTITY_TO_CLASS( ai_npc_eventresponsesystem, CNPCEventResponseSystemEntity );
-
-BEGIN_DATADESC( CNPCEventResponseSystemEntity )
- DEFINE_INPUTFUNC( FIELD_STRING, "TriggerResponseEvent", InputTriggerResponseEvent ),
- DEFINE_INPUTFUNC( FIELD_STRING, "ForceTriggerResponseEvent", InputForceTriggerResponseEvent ),
- DEFINE_INPUTFUNC( FIELD_STRING, "ForceTriggerResponseEventNoCancel", InputForceTriggerResponseEventNoCancel ),
-END_DATADESC()
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CNPCEventResponseSystemEntity::Spawn( void )
-{
- // Invisible, non solid.
- AddSolidFlags( FSOLID_NOT_SOLID );
- AddEffects( EF_NODRAW );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CNPCEventResponseSystemEntity::InputTriggerResponseEvent( inputdata_t &inputdata )
-{
- NPCEventResponse()->TriggerEvent( inputdata.value.String(), false, false );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CNPCEventResponseSystemEntity::InputForceTriggerResponseEvent( inputdata_t &inputdata )
-{
- NPCEventResponse()->TriggerEvent( inputdata.value.String(), true, true );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CNPCEventResponseSystemEntity::InputForceTriggerResponseEventNoCancel( inputdata_t &inputdata )
-{
- NPCEventResponse()->TriggerEvent( inputdata.value.String(), true, false );
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: AI system that makes NPCs verbally respond to game events +// +//============================================================================= + +#include "cbase.h" +#include "ai_eventresponse.h" +#include "ai_basenpc.h" + +ConVar ai_debug_eventresponses( "ai_debug_eventresponses", "0", FCVAR_NONE, "Set to 1 to see all NPC response events trigger, and which NPCs choose to respond to them." ); + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CNPCEventResponseSystem g_NPCEventResponseSystem( "CNPCEventResponseSystem" ); + +CNPCEventResponseSystem *NPCEventResponse() +{ + return &g_NPCEventResponseSystem; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPCEventResponseSystem::LevelInitPreEntity( void ) +{ + m_ActiveEvents.Purge(); + m_flNextEventPoll = 0; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPCEventResponseSystem::TriggerEvent( const char *pResponse, bool bForce, bool bCancelScript ) +{ + m_flNextEventPoll = gpGlobals->curtime; + + // Find the event by name + int iIndex = m_ActiveEvents.Find( pResponse ); + if ( iIndex == m_ActiveEvents.InvalidIndex() ) + { + storedevent_t newEvent; + newEvent.flEventTime = gpGlobals->curtime; + newEvent.flNextResponseTime = 0; + newEvent.bForce = bForce; + newEvent.bCancelScript = bCancelScript; + newEvent.bPreventExpiration = false; + m_ActiveEvents.Insert( pResponse, newEvent ); + + if ( ai_debug_eventresponses.GetBool() ) + { + Msg( "NPCEVENTRESPONSE: (%.2f) Trigger fired for event named: %s\n", gpGlobals->curtime, pResponse ); + } + } + else + { + // Update the trigger time + m_ActiveEvents[iIndex].flEventTime = gpGlobals->curtime; + m_ActiveEvents[iIndex].bForce = bForce; + m_ActiveEvents[iIndex].bCancelScript = bCancelScript; + + if ( ai_debug_eventresponses.GetBool() ) + { + Msg( "NPCEVENTRESPONSE: (%.2f) Trigger resetting already-active event firing named: %s\n", gpGlobals->curtime, pResponse ); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPCEventResponseSystem::FrameUpdatePreEntityThink() +{ + if ( !m_ActiveEvents.Count() || !AI_IsSinglePlayer() || !UTIL_GetLocalPlayer() ) + return; + + if ( m_flNextEventPoll > gpGlobals->curtime ) + return; + m_flNextEventPoll = gpGlobals->curtime + 0.2; + + // Move through all events, removing expired ones and finding NPCs for active ones. + for ( int i = m_ActiveEvents.First(); i != m_ActiveEvents.InvalidIndex(); ) + { + float flTime = m_ActiveEvents[i].flEventTime; + const char *pResponse = m_ActiveEvents.GetElementName(i); + + // Save off the next index so we can safely remove this one + int iNext = m_ActiveEvents.Next(i); + + // Should it have expired by now? + if ( !m_ActiveEvents[i].bPreventExpiration && (flTime + NPCEVENTRESPONSE_GIVEUP_TIME) < gpGlobals->curtime ) + { + if ( ai_debug_eventresponses.GetBool() ) + { + Msg( "NPCEVENTRESPONSE: (%.2f) Removing expired event named: %s\n", gpGlobals->curtime, pResponse ); + } + + m_ActiveEvents.RemoveAt(i); + } + else if ( m_ActiveEvents[i].flNextResponseTime < gpGlobals->curtime ) + { + // If we've fired once, and our current event should expire now, then expire. + if ( m_ActiveEvents[i].bPreventExpiration && (flTime + NPCEVENTRESPONSE_GIVEUP_TIME) < gpGlobals->curtime ) + { + if ( ai_debug_eventresponses.GetBool() ) + { + Msg( "NPCEVENTRESPONSE: (%.2f) Removing expired fired event named: %s\n", gpGlobals->curtime, pResponse ); + } + + m_ActiveEvents.RemoveAt(i); + } + else + { + float flNearestDist = NPCEVENTRESPONSE_DISTANCE_SQR; + CAI_BaseNPC *pNearestNPC = NULL; + Vector vecPlayerCenter = UTIL_GetLocalPlayer()->WorldSpaceCenter(); + + // Try and find the nearest NPC to the player + CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs(); + for ( int j = 0; j < g_AI_Manager.NumAIs(); j++ ) + { + if ( ppAIs[j]->CanRespondToEvent( pResponse )) + { + float flDistToPlayer = ( vecPlayerCenter - ppAIs[j]->WorldSpaceCenter()).LengthSqr(); + if ( flDistToPlayer < flNearestDist ) + { + flNearestDist = flDistToPlayer; + pNearestNPC = ppAIs[j]; + } + } + } + + // Found one? + if ( pNearestNPC ) + { + if ( pNearestNPC->RespondedTo( pResponse, m_ActiveEvents[i].bForce, m_ActiveEvents[i].bCancelScript ) ) + { + // Don't remove the response yet. Leave it around until the refire time has expired. + // This stops repeated firings of the same concept from spamming the NPCs. + m_ActiveEvents[i].bPreventExpiration = true; + m_ActiveEvents[i].flNextResponseTime = gpGlobals->curtime + NPCEVENTRESPONSE_REFIRE_TIME; + + if ( ai_debug_eventresponses.GetBool() ) + { + Msg( "NPCEVENTRESPONSE: (%.2f) Event '%s' responded to by NPC '%s'. Refire available at: %.2f\n", gpGlobals->curtime, pResponse, pNearestNPC->GetDebugName(), m_ActiveEvents[i].flNextResponseTime ); + } + + // Don't issue multiple responses at once + return; + } + } + } + } + + i = iNext; + } +} + +//--------------------------------------------------------------------------------------------- +// Entity version for mapmaker to hook into the system +//--------------------------------------------------------------------------------------------- +class CNPCEventResponseSystemEntity : public CBaseEntity +{ + DECLARE_CLASS( CNPCEventResponseSystemEntity, CBaseEntity ); +public: + DECLARE_DATADESC(); + + void Spawn(); + void InputTriggerResponseEvent( inputdata_t &inputdata ); + void InputForceTriggerResponseEvent( inputdata_t &inputdata ); + void InputForceTriggerResponseEventNoCancel( inputdata_t &inputdata ); +}; + +LINK_ENTITY_TO_CLASS( ai_npc_eventresponsesystem, CNPCEventResponseSystemEntity ); + +BEGIN_DATADESC( CNPCEventResponseSystemEntity ) + DEFINE_INPUTFUNC( FIELD_STRING, "TriggerResponseEvent", InputTriggerResponseEvent ), + DEFINE_INPUTFUNC( FIELD_STRING, "ForceTriggerResponseEvent", InputForceTriggerResponseEvent ), + DEFINE_INPUTFUNC( FIELD_STRING, "ForceTriggerResponseEventNoCancel", InputForceTriggerResponseEventNoCancel ), +END_DATADESC() + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPCEventResponseSystemEntity::Spawn( void ) +{ + // Invisible, non solid. + AddSolidFlags( FSOLID_NOT_SOLID ); + AddEffects( EF_NODRAW ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPCEventResponseSystemEntity::InputTriggerResponseEvent( inputdata_t &inputdata ) +{ + NPCEventResponse()->TriggerEvent( inputdata.value.String(), false, false ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPCEventResponseSystemEntity::InputForceTriggerResponseEvent( inputdata_t &inputdata ) +{ + NPCEventResponse()->TriggerEvent( inputdata.value.String(), true, true ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CNPCEventResponseSystemEntity::InputForceTriggerResponseEventNoCancel( inputdata_t &inputdata ) +{ + NPCEventResponse()->TriggerEvent( inputdata.value.String(), true, false ); +} |