diff options
| 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_relationship.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_relationship.cpp')
| -rw-r--r-- | mp/src/game/server/ai_relationship.cpp | 992 |
1 files changed, 496 insertions, 496 deletions
diff --git a/mp/src/game/server/ai_relationship.cpp b/mp/src/game/server/ai_relationship.cpp index 884349bc..eec28d99 100644 --- a/mp/src/game/server/ai_relationship.cpp +++ b/mp/src/game/server/ai_relationship.cpp @@ -1,496 +1,496 @@ -//========= 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 );
- }
- }
- }
- }
-}
-
+//========= 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 ); + } + } + } + } +} + |