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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_relationship.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_relationship.cpp')
-rw-r--r--mp/src/game/server/ai_relationship.cpp496
1 files changed, 496 insertions, 0 deletions
diff --git a/mp/src/game/server/ai_relationship.cpp b/mp/src/game/server/ai_relationship.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Entity which alters the relationships between entities via entity I/O
+//
+//=====================================================================================//
+
+#include "cbase.h"
+#include "ndebugoverlay.h"
+#include "ai_basenpc.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+#define SF_RELATIONSHIP_NOTIFY_SUBJECT (1<<0) // Alert the subject of the change and give them a memory of the target entity
+#define SF_RELATIONSHIP_NOTIFY_TARGET (1<<1) // Alert the target of the change and give them a memory of the subject entity
+
+enum
+{
+ NOT_REVERTING,
+ REVERTING_TO_PREV,
+ REVERTING_TO_DEFAULT,
+};
+
+//=========================================================
+//=========================================================
+class CAI_Relationship : public CBaseEntity, public IEntityListener
+{
+ DECLARE_CLASS( CAI_Relationship, CBaseEntity );
+
+public:
+ CAI_Relationship() : m_iPreviousDisposition( -1 ) { }
+
+ void Spawn();
+ void Activate();
+
+ void SetActive( bool bActive );
+ void ChangeRelationships( int disposition, int iReverting, CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL );
+
+ void ApplyRelationship( CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL );
+ void RevertRelationship( CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL );
+ void RevertToDefaultRelationship( CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL );
+
+ void UpdateOnRemove();
+ void OnRestore();
+
+ bool IsASubject( CBaseEntity *pEntity );
+ bool IsATarget( CBaseEntity *pEntity );
+
+ void OnEntitySpawned( CBaseEntity *pEntity );
+ void OnEntityDeleted( CBaseEntity *pEntity );
+
+private:
+
+ void ApplyRelationshipThink( void );
+ CBaseEntity *FindEntityForProceduralName( string_t iszName, CBaseEntity *pActivator, CBaseEntity *pCaller );
+ void DiscloseNPCLocation( CBaseCombatCharacter *pSubject, CBaseCombatCharacter *pTarget );
+
+ string_t m_iszSubject;
+ int m_iDisposition;
+ int m_iRank;
+ bool m_fStartActive;
+ bool m_bIsActive;
+ int m_iPreviousDisposition;
+ float m_flRadius;
+ int m_iPreviousRank;
+ bool m_bReciprocal;
+
+public:
+ // Input functions
+ void InputApplyRelationship( inputdata_t &inputdata );
+ void InputRevertRelationship( inputdata_t &inputdata );
+ void InputRevertToDefaultRelationship( inputdata_t &inputdata );
+
+ DECLARE_DATADESC();
+};
+
+LINK_ENTITY_TO_CLASS( ai_relationship, CAI_Relationship );
+
+BEGIN_DATADESC( CAI_Relationship )
+ DEFINE_THINKFUNC( ApplyRelationshipThink ),
+
+ DEFINE_KEYFIELD( m_iszSubject, FIELD_STRING, "subject" ),
+ DEFINE_KEYFIELD( m_iDisposition, FIELD_INTEGER, "disposition" ),
+ DEFINE_KEYFIELD( m_iRank, FIELD_INTEGER, "rank" ),
+ DEFINE_KEYFIELD( m_fStartActive, FIELD_BOOLEAN, "StartActive" ),
+ DEFINE_FIELD( m_bIsActive, FIELD_BOOLEAN ),
+ DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "radius" ),
+ DEFINE_FIELD( m_iPreviousDisposition, FIELD_INTEGER ),
+ DEFINE_FIELD( m_iPreviousRank, FIELD_INTEGER ),
+ DEFINE_KEYFIELD( m_bReciprocal, FIELD_BOOLEAN, "reciprocal" ),
+
+ // Inputs
+ DEFINE_INPUTFUNC( FIELD_VOID, "ApplyRelationship", InputApplyRelationship ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "RevertRelationship", InputRevertRelationship ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "RevertToDefaultRelationship", InputRevertToDefaultRelationship ),
+END_DATADESC()
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CAI_Relationship::Spawn()
+{
+ m_bIsActive = false;
+
+ if (m_iszSubject == NULL_STRING)
+ {
+ DevWarning("ai_relationship '%s' with no subject specified, removing.\n", GetDebugName());
+ UTIL_Remove(this);
+ }
+ else if (m_target == NULL_STRING)
+ {
+ DevWarning("ai_relationship '%s' with no target specified, removing.\n", GetDebugName());
+ UTIL_Remove(this);
+ }
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CAI_Relationship::Activate()
+{
+ if ( m_fStartActive )
+ {
+ ApplyRelationship();
+
+ // Clear this flag so that nothing happens when the level is loaded (which calls activate again)
+ m_fStartActive = false;
+ }
+
+ BaseClass::Activate();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : bActive -
+//-----------------------------------------------------------------------------
+void CAI_Relationship::SetActive( bool bActive )
+{
+ if ( bActive && !m_bIsActive )
+ {
+ // Start getting entity updates!
+ gEntList.AddListenerEntity( this );
+ }
+ else if ( !bActive && m_bIsActive )
+ {
+ // Stop getting entity updates!
+ gEntList.RemoveListenerEntity( this );
+ }
+
+ m_bIsActive = bActive;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CAI_Relationship::InputApplyRelationship( inputdata_t &inputdata )
+{
+ ApplyRelationship( inputdata.pActivator, inputdata.pCaller );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CAI_Relationship::InputRevertRelationship( inputdata_t &inputdata )
+{
+ RevertRelationship( inputdata.pActivator, inputdata.pCaller );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CAI_Relationship::InputRevertToDefaultRelationship( inputdata_t &inputdata )
+{
+ RevertToDefaultRelationship( inputdata.pActivator, inputdata.pCaller );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: This think function is used to wait until the player has properly
+// spawned, after all the NPCs have spawned. Once that occurs, this
+// function terminates.
+//-----------------------------------------------------------------------------
+void CAI_Relationship::ApplyRelationshipThink( void )
+{
+ // Call down to the base until the player has properly spawned
+ ApplyRelationship();
+}
+
+//---------------------------------------------------------
+// Purpose: Applies the desired relationships to an entity
+//---------------------------------------------------------
+void CAI_Relationship::ApplyRelationship( CBaseEntity *pActivator, CBaseEntity *pCaller )
+{
+ // @TODO (toml 10-22-04): sort out MP relationships
+
+ // The player spawns slightly after the NPCs, meaning that if we don't wait, the
+ // player will miss any relationships placed on them.
+ if ( AI_IsSinglePlayer() && !UTIL_GetLocalPlayer() )
+ {
+ SetThink( &CAI_Relationship::ApplyRelationshipThink );
+ SetNextThink( gpGlobals->curtime );
+ }
+
+ if ( !m_bIsActive )
+ {
+ SetActive( true );
+ }
+
+ ChangeRelationships( m_iDisposition, NOT_REVERTING, pActivator, pCaller );
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CAI_Relationship::RevertRelationship( CBaseEntity *pActivator, CBaseEntity *pCaller )
+{
+ if ( m_bIsActive )
+ {
+ ChangeRelationships( m_iPreviousDisposition, REVERTING_TO_PREV, pActivator, pCaller );
+ SetActive( false );
+ }
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CAI_Relationship::RevertToDefaultRelationship( CBaseEntity *pActivator, CBaseEntity *pCaller )
+{
+ if ( m_bIsActive )
+ {
+ ChangeRelationships( -1, REVERTING_TO_DEFAULT, pActivator, pCaller );
+ SetActive( false );
+ }
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CAI_Relationship::UpdateOnRemove()
+{
+ gEntList.RemoveListenerEntity( this );
+ // @TODO (toml 07-21-04): Should this actually revert on kill?
+ // RevertRelationship();
+ BaseClass::UpdateOnRemove();
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CAI_Relationship::OnRestore()
+{
+ BaseClass::OnRestore();
+ if ( m_bIsActive )
+ {
+ gEntList.AddListenerEntity( this );
+ }
+}
+
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+bool CAI_Relationship::IsASubject( CBaseEntity *pEntity )
+{
+ if( pEntity->NameMatches( m_iszSubject ) )
+ return true;
+
+ if( pEntity->ClassMatches( m_iszSubject ) )
+ return true;
+
+ return false;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+bool CAI_Relationship::IsATarget( CBaseEntity *pEntity )
+{
+ if( pEntity->NameMatches( m_target ) )
+ return true;
+
+ if( pEntity->ClassMatches( m_target ) )
+ return true;
+
+ return false;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CAI_Relationship::OnEntitySpawned( CBaseEntity *pEntity )
+{
+ // NOTE: This cannot use the procedural entity finding code since that only occurs on
+ // inputs and not passively.
+
+ if ( IsATarget( pEntity ) || IsASubject( pEntity ) )
+ {
+ ApplyRelationship();
+ }
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CAI_Relationship::OnEntityDeleted( CBaseEntity *pEntity )
+{
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Translate special tokens for inputs
+// Input : iszName - Name to check
+// *pActivator - Activator
+// *pCaller - Caller
+// Output : CBaseEntity - Entity that matches (NULL if none)
+//-----------------------------------------------------------------------------
+#define ACTIVATOR_KEYNAME "!activator"
+#define CALLER_KEYNAME "!caller"
+
+CBaseEntity *CAI_Relationship::FindEntityForProceduralName( string_t iszName, CBaseEntity *pActivator, CBaseEntity *pCaller )
+{
+ // Handle the activator token
+ if ( iszName == AllocPooledString( ACTIVATOR_KEYNAME ) )
+ return pActivator;
+
+ // Handle the caller token
+ if ( iszName == AllocPooledString( CALLER_KEYNAME ) )
+ return pCaller;
+
+ return NULL;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Disclose the location of the target entity to the subject via a memory
+// Input : *pSubject - Entity to gain the memory of the target's location
+// *pTarget - Entity who's location will be disclosed
+//-----------------------------------------------------------------------------
+void CAI_Relationship::DiscloseNPCLocation( CBaseCombatCharacter *pSubject, CBaseCombatCharacter *pTarget )
+{
+ if ( pSubject == NULL || pTarget == NULL )
+ return;
+
+ CAI_BaseNPC *pNPC = pSubject->MyNPCPointer();
+ if ( pNPC != NULL )
+ {
+ pNPC->UpdateEnemyMemory( pTarget, pTarget->GetAbsOrigin() );
+ }
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CAI_Relationship::ChangeRelationships( int disposition, int iReverting, CBaseEntity *pActivator, CBaseEntity *pCaller )
+{
+ if( iReverting != NOT_REVERTING && m_iPreviousDisposition == -1 )
+ {
+ // Trying to revert without having ever set the relationships!
+ DevMsg( 2, "ai_relationship cannot revert changes before they are applied!\n");
+ return;
+ }
+
+ const int MAX_HANDLED = 512;
+ CUtlVectorFixed<CBaseCombatCharacter *, MAX_HANDLED> subjectList;
+ CUtlVectorFixed<CBaseCombatCharacter *, MAX_HANDLED> targetList;
+
+ // Add any special subjects we found
+ CBaseEntity *pSpecialSubject = FindEntityForProceduralName( m_iszSubject, pActivator, pCaller );
+ if ( pSpecialSubject && pSpecialSubject->MyCombatCharacterPointer() )
+ {
+ subjectList.AddToTail( pSpecialSubject->MyCombatCharacterPointer() );
+ }
+
+ // Add any special targets we found
+ CBaseEntity *pSpecialTarget = FindEntityForProceduralName( m_target, pActivator, pCaller );
+ if ( pSpecialTarget && pSpecialTarget->MyCombatCharacterPointer() )
+ {
+ targetList.AddToTail( pSpecialTarget->MyCombatCharacterPointer() );
+ }
+
+ // -------------------------------
+ // Search for targets and subjects
+ // -------------------------------
+
+ float radiusSq = Square( m_flRadius );
+
+ // Search players first
+ for ( int i = 1; i <= gpGlobals->maxClients; i++ )
+ {
+ if ( subjectList.Count() == MAX_HANDLED || targetList.Count() == MAX_HANDLED )
+ {
+ DevMsg( "Too many entities handled by ai_relationship %s\n", GetDebugName() );
+ break;
+ }
+
+ CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
+ if ( pPlayer )
+ {
+ if( IsASubject( pPlayer ) )
+ {
+ if ( m_flRadius == 0.0 || GetAbsOrigin().DistToSqr( pPlayer->GetAbsOrigin() ) <= radiusSq )
+ subjectList.AddToTail( pPlayer );
+ }
+ else if( IsATarget( pPlayer ) )
+ {
+ targetList.AddToTail( pPlayer );
+ }
+ }
+ }
+
+ // Search NPCs
+ for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ )
+ {
+ if ( subjectList.Count() == MAX_HANDLED || targetList.Count() == MAX_HANDLED )
+ {
+ DevMsg( "Too many entities handled by ai_relationship %s\n", GetDebugName() );
+ break;
+ }
+
+ CAI_BaseNPC *pNPC = (g_AI_Manager.AccessAIs())[i];
+ if ( pNPC )
+ {
+ if( IsASubject( pNPC ) )
+ {
+ if ( m_flRadius == 0.0 || GetAbsOrigin().DistToSqr( pNPC->GetAbsOrigin() ) <= radiusSq )
+ subjectList.AddToTail( pNPC );
+ }
+ else if( IsATarget( pNPC ) )
+ {
+ targetList.AddToTail( pNPC );
+ }
+ }
+ }
+
+ // If either list is still empty, we have a problem.
+ if( subjectList.Count() == 0 )
+ {
+ DevMsg( 2, "ai_relationship '%s' finds no subject(s) called: %s\n", GetDebugName(), STRING( m_iszSubject ) );
+ return;
+ }
+ else if ( targetList.Count() == 0 )
+ {
+ DevMsg( 2, "ai_relationship '%s' finds no target(s) called: %s\n", GetDebugName(), STRING( m_target ) );
+ return;
+ }
+
+ // Ok, lists are populated. Apply all relationships.
+ for ( int i = 0 ; i < subjectList.Count(); i++ )
+ {
+ CBaseCombatCharacter *pSubject = subjectList[ i ];
+
+ for ( int j = 0 ; j < targetList.Count(); j++ )
+ {
+ CBaseCombatCharacter *pTarget = targetList[ j ];
+
+ if ( m_iPreviousDisposition == -1 && iReverting == NOT_REVERTING )
+ {
+ // Set previous disposition.
+ m_iPreviousDisposition = pSubject->IRelationType( pTarget );
+ m_iPreviousRank = pSubject->IRelationPriority( pTarget );
+ }
+
+ if ( iReverting == REVERTING_TO_PREV )
+ {
+ pSubject->AddEntityRelationship( pTarget, (Disposition_t)m_iPreviousDisposition, m_iPreviousRank );
+
+ if( m_bReciprocal )
+ {
+ pTarget->AddEntityRelationship( pSubject, (Disposition_t)m_iPreviousDisposition, m_iPreviousRank );
+ }
+ }
+ else if ( iReverting == REVERTING_TO_DEFAULT )
+ {
+ pSubject->RemoveEntityRelationship( pTarget );
+
+ if( m_bReciprocal )
+ {
+ pTarget->RemoveEntityRelationship( pSubject );
+ }
+ }
+ else if( pSubject->IRelationType(pTarget) != disposition ||
+ pSubject->IRelationPriority(pTarget) != m_iRank ||
+ HasSpawnFlags( SF_RELATIONSHIP_NOTIFY_SUBJECT ) ||
+ HasSpawnFlags( SF_RELATIONSHIP_NOTIFY_TARGET ) )
+ {
+ // Apply the relationship to the subject
+ pSubject->AddEntityRelationship( pTarget, (Disposition_t)disposition, m_iRank );
+
+ // Make the subject aware of the target
+ if ( HasSpawnFlags( SF_RELATIONSHIP_NOTIFY_SUBJECT ) )
+ {
+ DiscloseNPCLocation( pSubject, pTarget );
+ }
+
+ // Make the target aware of the subject
+ if ( HasSpawnFlags( SF_RELATIONSHIP_NOTIFY_TARGET ) )
+ {
+ DiscloseNPCLocation( pTarget, pSubject );
+ }
+
+ // This relationship is applied to target and subject alike
+ if ( m_bReciprocal )
+ {
+ // Apply the relationship to the target
+ pTarget->AddEntityRelationship( pSubject, (Disposition_t)disposition, m_iRank );
+ }
+ }
+ }
+ }
+}
+