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Diffstat (limited to 'mp/src/game/server/ai_goalentity.h')
| -rw-r--r-- | mp/src/game/server/ai_goalentity.h | 194 |
1 files changed, 194 insertions, 0 deletions
diff --git a/mp/src/game/server/ai_goalentity.h b/mp/src/game/server/ai_goalentity.h new file mode 100644 index 00000000..bc96af38 --- /dev/null +++ b/mp/src/game/server/ai_goalentity.h @@ -0,0 +1,194 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef AI_GOALENTITY_H
+#define AI_GOALENTITY_H
+
+#include "ai_basenpc.h"
+#include "utlvector.h"
+
+#if defined( _WIN32 )
+#pragma once
+#endif
+
+//-----------------------------------------------------------------------------
+//
+// CAI_GoalEntity
+//
+// Purpose: Serves as the base class for all entities the designer may place
+// that establish an NPC goal. Provides standard input, output &
+// fields common to all goals.
+//
+
+class CAI_GoalEntity : public CBaseEntity,
+ public IEntityListener
+{
+ DECLARE_CLASS( CAI_GoalEntity, CBaseEntity );
+public:
+ CAI_GoalEntity()
+ : m_iszActor(NULL_STRING),
+ m_iszGoal(NULL_STRING),
+ m_fStartActive(false),
+ m_SearchType(ST_ENTNAME),
+ m_iszConceptModifiers(NULL_STRING),
+ m_hGoalEntity(NULL),
+ m_flags( 0 )
+ {
+ }
+
+ virtual int ObjectCaps() { return ((BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_NOTIFY_ON_TRANSITION); }
+
+ virtual void Spawn();
+ virtual void OnRestore();
+ virtual int DrawDebugTextOverlays();
+
+ virtual void InputActivate( inputdata_t &inputdata );
+ virtual void InputUpdateActors( inputdata_t &inputdata );
+ virtual void InputDeactivate( inputdata_t &inputdata );
+
+ // Goal entities can become Dormant if they're left behind on previous maps.
+ // Transitioning back to the map with cause a dormant goal entity to reactivate itself.
+ void EnterDormant( void );
+ void ExitDormant( void );
+
+ bool IsActive();
+
+ int NumActors();
+ CAI_BaseNPC * GetActor( int iActor = 0 );
+
+ void SetGoalEntity( CBaseEntity *pGoalEntity );
+ CBaseEntity * GetGoalEntity();
+ const char * GetGoalEntityName();
+
+ const char * GetConceptModifiers();
+
+protected:
+ virtual void UpdateOnRemove();
+
+ virtual void OnEntityCreated( CBaseEntity *pEntity );
+ virtual void OnEntityDeleted( CBaseEntity *pEntity );
+
+ virtual void EnableGoal( CAI_BaseNPC *pAI ) {}
+ virtual void DisableGoal( CAI_BaseNPC *pAI ) {}
+
+ void UpdateActors();
+
+ const CUtlVector<AIHANDLE> &AccessActors()
+ {
+ return m_actors;
+ }
+
+private:
+ enum Flags_t
+ {
+ ACTIVE = 0x01,
+ RESOLVED_NAME = 0x02,
+ DORMANT = 0x04,
+ };
+
+ enum SearchType_t
+ {
+ ST_ENTNAME,
+ ST_CLASSNAME,
+ };
+
+ void DelayedRefresh();
+ void PruneActors();
+ void ResolveNames();
+
+ // From Worldcraft
+ string_t m_iszActor;
+ string_t m_iszGoal;
+ bool m_fStartActive;
+ SearchType_t m_SearchType;
+ string_t m_iszConceptModifiers;
+
+ CUtlVector<AIHANDLE> m_actors;
+ EHANDLE m_hGoalEntity;
+ unsigned m_flags;
+
+
+protected:
+ DECLARE_DATADESC();
+};
+
+//-------------------------------------
+
+// @TODO (toml 03-18-03): Efficiency wart -- make this an explicit duty of the client?
+inline void CAI_GoalEntity::UpdateActors()
+{
+ if ( !( m_flags & ACTIVE ) || !( m_flags & RESOLVED_NAME ) )
+ {
+ ResolveNames();
+ m_flags |= RESOLVED_NAME;
+ }
+ else
+ PruneActors();
+}
+
+//-------------------------------------
+
+inline bool CAI_GoalEntity::IsActive()
+{
+ if ( m_flags & ACTIVE )
+ {
+ UpdateActors();
+ return ( m_actors.Count() != 0 );
+ }
+ return false;
+}
+
+//-------------------------------------
+
+inline int CAI_GoalEntity::NumActors()
+{
+ UpdateActors();
+ return m_actors.Count();
+}
+
+//-------------------------------------
+
+inline CAI_BaseNPC *CAI_GoalEntity::GetActor( int iActor )
+{
+ UpdateActors();
+ if ( m_actors.Count() > iActor )
+ return m_actors[iActor];
+ return NULL;
+}
+
+//-------------------------------------
+
+inline void CAI_GoalEntity::SetGoalEntity( CBaseEntity *pGoalEntity )
+{
+ m_iszGoal = pGoalEntity->GetEntityName();
+ m_hGoalEntity = pGoalEntity;
+}
+
+//-------------------------------------
+
+inline CBaseEntity *CAI_GoalEntity::GetGoalEntity()
+{
+ UpdateActors();
+ return m_hGoalEntity;
+}
+
+//-------------------------------------
+
+inline const char *CAI_GoalEntity::GetGoalEntityName()
+{
+ return STRING( m_iszGoal );
+}
+
+//-------------------------------------
+
+inline const char *CAI_GoalEntity::GetConceptModifiers()
+{
+ return STRING( m_iszConceptModifiers );
+}
+
+//-----------------------------------------------------------------------------
+
+#endif // AI_GOALENTITY_H
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