diff options
Diffstat (limited to 'mp/src/game/server/ai_squad.h')
| -rw-r--r-- | mp/src/game/server/ai_squad.h | 552 |
1 files changed, 276 insertions, 276 deletions
diff --git a/mp/src/game/server/ai_squad.h b/mp/src/game/server/ai_squad.h index b4bf6510..846e9a11 100644 --- a/mp/src/game/server/ai_squad.h +++ b/mp/src/game/server/ai_squad.h @@ -1,276 +1,276 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Squad classes
-//
-//=============================================================================//
-
-#ifndef AI_SQUAD_H
-#define AI_SQUAD_H
-
-#include "ai_memory.h"
-#include "ai_squadslot.h"
-#include "bitstring.h"
-
-class CAI_Squad;
-typedef CHandle<CAI_BaseNPC> AIHANDLE;
-
-#define PER_ENEMY_SQUADSLOTS 1
-
-
-//-----------------------------------------------------------------------------
-
-DECLARE_POINTER_HANDLE(AISquadsIter_t);
-DECLARE_POINTER_HANDLE(AISquadIter_t);
-
-#define MAX_SQUAD_MEMBERS 16
-#define MAX_SQUAD_DATA_SLOTS 4
-
-//-----------------------------------------------------------------------------
-// CAI_SquadManager
-//
-// Purpose: Manages all the squads in the system
-//
-//-----------------------------------------------------------------------------
-
-class CAI_SquadManager
-{
-public:
- CAI_SquadManager()
- {
- m_pSquads = NULL;
- }
-
- CAI_Squad * GetFirstSquad( AISquadsIter_t *pIter );
- CAI_Squad * GetNextSquad( AISquadsIter_t *pIter );
- int NumSquads();
-
- CAI_Squad * FindSquad( string_t squadName ); // Returns squad of the given name
- CAI_Squad * CreateSquad( string_t squadName ); // Returns squad of the given name
- CAI_Squad * FindCreateSquad( string_t squadName ); // Returns squad of the given name
- CAI_Squad * FindCreateSquad( CAI_BaseNPC *pNPC, string_t squadName ); // Returns squad of the given name
-
- void DeleteSquad( CAI_Squad *pSquad );
- void DeleteAllSquads(void);
-
-private:
-
- CAI_Squad * m_pSquads; // A linked list of all squads
-
-};
-
-//-------------------------------------
-
-extern CAI_SquadManager g_AI_SquadManager;
-
-//-----------------------------------------------------------------------------
-
-#ifdef PER_ENEMY_SQUADSLOTS
-
-struct AISquadEnemyInfo_t
-{
- EHANDLE hEnemy;
- CBitVec<MAX_SQUADSLOTS> slots; // What squad slots are filled?
-
- DECLARE_SIMPLE_DATADESC();
-};
-
-#endif
-
-//-----------------------------------------------------------------------------
-// CAI_Squad
-//
-// Purpose: Tracks enemies, squad slots, squad members
-//
-//-----------------------------------------------------------------------------
-
-class CAI_Squad
-{
-public:
-
- const char * GetName() const { return STRING(m_Name); }
-
- void RemoveFromSquad( CAI_BaseNPC *pNPC, bool bDeath = false );
-
- CAI_BaseNPC * GetFirstMember( AISquadIter_t *pIter = NULL, bool bIgnoreSilentMembers = true );
- CAI_BaseNPC * GetNextMember( AISquadIter_t *pIter, bool bIgnoreSilentMembers = true );
- CAI_BaseNPC * GetAnyMember();
- int NumMembers( bool bIgnoreSilentMembers = true );
- int GetSquadIndex( CAI_BaseNPC * );
-
- void SquadNewEnemy ( CBaseEntity *pEnemy );
- void UpdateEnemyMemory( CAI_BaseNPC *pUpdater, CBaseEntity *pEnemy, const Vector &position );
-
- bool OccupyStrategySlotRange( CBaseEntity *pEnemy, int slotIDStart, int slotIDEnd, int *pSlot );
- void VacateStrategySlot( CBaseEntity *pEnemy, int slot);
- bool IsStrategySlotRangeOccupied( CBaseEntity *pEnemy, int slotIDStart, int slotIDEnd );
-
- CAI_BaseNPC * SquadMemberInRange( const Vector &vecLocation, float flDist );
- CAI_BaseNPC * NearestSquadMember( CAI_BaseNPC *pMember );
- int GetVisibleSquadMembers( CAI_BaseNPC *pMember );
- CAI_BaseNPC * GetSquadMemberNearestTo( const Vector &vecLocation );
- bool SquadIsMember( CBaseEntity *pMember );
- bool IsLeader( CAI_BaseNPC *pLeader );
- CAI_BaseNPC *GetLeader( void );
-
- int BroadcastInteraction( int interactionType, void *data, CBaseCombatCharacter *sender = NULL );
-
- void AddToSquad(CAI_BaseNPC *pNPC);
- bool FOkToMakeSound( int soundPriority );
- void JustMadeSound( int soundPriority, float time );
- float GetSquadSoundWaitTime() const { return m_flSquadSoundWaitTime; }
- void SetSquadSoundWaitTime( float time ) { m_flSquadSoundWaitTime = time; }
- void SquadRemember( int iMemory );
-
- void SetSquadInflictor( CBaseEntity *pInflictor );
- bool IsSquadInflictor( CBaseEntity *pInflictor );
-
- static bool IsSilentMember( const CAI_BaseNPC *pNPC );
-
- template <typename T>
- void SetSquadData( unsigned slot, const T &data )
- {
- Assert( slot < MAX_SQUAD_DATA_SLOTS );
- if ( slot < MAX_SQUAD_DATA_SLOTS )
- {
- m_SquadData[slot] = *((int *)&data);
- }
- }
-
- template <typename T>
- void GetSquadData( unsigned slot, T *pData )
- {
- Assert( slot < MAX_SQUAD_DATA_SLOTS );
- if ( slot < MAX_SQUAD_DATA_SLOTS )
- {
- *pData = *((T *)&m_SquadData[slot]);
- }
- }
-
-
-private:
- void OccupySlot( CBaseEntity *pEnemy, int i );
- void VacateSlot( CBaseEntity *pEnemy, int i );
- bool IsSlotOccupied( CBaseEntity *pEnemy, int i ) const;
-
-private:
- friend class CAI_SaveRestoreBlockHandler;
- friend class CAI_SquadManager;
-
- CAI_Squad();
- CAI_Squad(string_t squadName);
- ~CAI_Squad(void);
-
- CAI_Squad* GetNext() { return m_pNextSquad; }
-
- void Init( string_t squadName );
-
- CAI_Squad * m_pNextSquad; // The next squad is list of all squads
-
- string_t m_Name;
- CUtlVectorFixed<AIHANDLE, MAX_SQUAD_MEMBERS> m_SquadMembers;
-
- float m_flSquadSoundWaitTime; // Time when I'm allowed to make another sound
- int m_nSquadSoundPriority; // if we're still waiting, this is the priority of the current sound
-
- EHANDLE m_hSquadInflictor;
-
- int m_SquadData[MAX_SQUAD_DATA_SLOTS];
-
-#ifdef PER_ENEMY_SQUADSLOTS
-
- AISquadEnemyInfo_t *FindEnemyInfo( CBaseEntity *pEnemy );
- const AISquadEnemyInfo_t *FindEnemyInfo( CBaseEntity *pEnemy ) const { return const_cast<CAI_Squad *>(this)->FindEnemyInfo( pEnemy ); }
-
- AISquadEnemyInfo_t * m_pLastFoundEnemyInfo; // Occupy/Vacate need to be reworked to not want this
-
- CUtlVector<AISquadEnemyInfo_t> m_EnemyInfos;
- float m_flEnemyInfoCleanupTime;
-
-#else
-
- CVarBitVec m_squadSlotsUsed; // What squad slots are filled?
-
-#endif
-
- //---------------------------------
-public:
- DECLARE_SIMPLE_DATADESC();
-};
-
-//-----------------------------------------------------------------------------
-//
-// Purpose: CAI_SquadManager inline functions
-//
-//-----------------------------------------------------------------------------
-
-inline CAI_Squad *CAI_SquadManager::GetFirstSquad( AISquadsIter_t *pIter )
-{
- *pIter = (AISquadsIter_t)m_pSquads;
- return m_pSquads;
-}
-
-//-------------------------------------
-
-inline CAI_Squad *CAI_SquadManager::GetNextSquad( AISquadsIter_t *pIter )
-{
- CAI_Squad *pSquad = (CAI_Squad *)*pIter;
- if ( pSquad )
- pSquad = pSquad->m_pNextSquad;
- *pIter = (AISquadsIter_t)pSquad;
- return pSquad;
-}
-
-//-------------------------------------
-// Purpose: Returns squad of the given name or creates a new squad with the
-// given name if none exists and add pNPC to the list of members
-//-------------------------------------
-
-inline CAI_Squad *CAI_SquadManager::FindCreateSquad(CAI_BaseNPC *pNPC, string_t squadName)
-{
- CAI_Squad* pSquad = FindSquad( squadName );
-
- if ( !pSquad )
- pSquad = CreateSquad( squadName );
-
- pSquad->AddToSquad( pNPC );
-
- return pSquad;
-}
-
-//-----------------------------------------------------------------------------
-
-inline CAI_Squad *CAI_SquadManager::FindCreateSquad(string_t squadName)
-{
- CAI_Squad* pSquad = FindSquad( squadName );
-
- if ( !pSquad )
- pSquad = CreateSquad( squadName );
-
- return pSquad;
-}
-
-//-------------------------------------
-
-inline CAI_BaseNPC *CAI_Squad::GetAnyMember()
-{
- if ( m_SquadMembers.Count() )
- return m_SquadMembers[random->RandomInt( 0, m_SquadMembers.Count()-1 )];
- return NULL;
-}
-
-//-------------------------------------
-
-inline int CAI_Squad::GetSquadIndex( CAI_BaseNPC *pAI )
-{
- for ( int i = 0; i < m_SquadMembers.Count(); i++ )
- {
- if ( m_SquadMembers[i] == pAI )
- return i;
- }
- return -1;
-}
-
-
-//-----------------------------------------------------------------------------
-
-#endif // AI_SQUAD_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Squad classes +// +//=============================================================================// + +#ifndef AI_SQUAD_H +#define AI_SQUAD_H + +#include "ai_memory.h" +#include "ai_squadslot.h" +#include "bitstring.h" + +class CAI_Squad; +typedef CHandle<CAI_BaseNPC> AIHANDLE; + +#define PER_ENEMY_SQUADSLOTS 1 + + +//----------------------------------------------------------------------------- + +DECLARE_POINTER_HANDLE(AISquadsIter_t); +DECLARE_POINTER_HANDLE(AISquadIter_t); + +#define MAX_SQUAD_MEMBERS 16 +#define MAX_SQUAD_DATA_SLOTS 4 + +//----------------------------------------------------------------------------- +// CAI_SquadManager +// +// Purpose: Manages all the squads in the system +// +//----------------------------------------------------------------------------- + +class CAI_SquadManager +{ +public: + CAI_SquadManager() + { + m_pSquads = NULL; + } + + CAI_Squad * GetFirstSquad( AISquadsIter_t *pIter ); + CAI_Squad * GetNextSquad( AISquadsIter_t *pIter ); + int NumSquads(); + + CAI_Squad * FindSquad( string_t squadName ); // Returns squad of the given name + CAI_Squad * CreateSquad( string_t squadName ); // Returns squad of the given name + CAI_Squad * FindCreateSquad( string_t squadName ); // Returns squad of the given name + CAI_Squad * FindCreateSquad( CAI_BaseNPC *pNPC, string_t squadName ); // Returns squad of the given name + + void DeleteSquad( CAI_Squad *pSquad ); + void DeleteAllSquads(void); + +private: + + CAI_Squad * m_pSquads; // A linked list of all squads + +}; + +//------------------------------------- + +extern CAI_SquadManager g_AI_SquadManager; + +//----------------------------------------------------------------------------- + +#ifdef PER_ENEMY_SQUADSLOTS + +struct AISquadEnemyInfo_t +{ + EHANDLE hEnemy; + CBitVec<MAX_SQUADSLOTS> slots; // What squad slots are filled? + + DECLARE_SIMPLE_DATADESC(); +}; + +#endif + +//----------------------------------------------------------------------------- +// CAI_Squad +// +// Purpose: Tracks enemies, squad slots, squad members +// +//----------------------------------------------------------------------------- + +class CAI_Squad +{ +public: + + const char * GetName() const { return STRING(m_Name); } + + void RemoveFromSquad( CAI_BaseNPC *pNPC, bool bDeath = false ); + + CAI_BaseNPC * GetFirstMember( AISquadIter_t *pIter = NULL, bool bIgnoreSilentMembers = true ); + CAI_BaseNPC * GetNextMember( AISquadIter_t *pIter, bool bIgnoreSilentMembers = true ); + CAI_BaseNPC * GetAnyMember(); + int NumMembers( bool bIgnoreSilentMembers = true ); + int GetSquadIndex( CAI_BaseNPC * ); + + void SquadNewEnemy ( CBaseEntity *pEnemy ); + void UpdateEnemyMemory( CAI_BaseNPC *pUpdater, CBaseEntity *pEnemy, const Vector &position ); + + bool OccupyStrategySlotRange( CBaseEntity *pEnemy, int slotIDStart, int slotIDEnd, int *pSlot ); + void VacateStrategySlot( CBaseEntity *pEnemy, int slot); + bool IsStrategySlotRangeOccupied( CBaseEntity *pEnemy, int slotIDStart, int slotIDEnd ); + + CAI_BaseNPC * SquadMemberInRange( const Vector &vecLocation, float flDist ); + CAI_BaseNPC * NearestSquadMember( CAI_BaseNPC *pMember ); + int GetVisibleSquadMembers( CAI_BaseNPC *pMember ); + CAI_BaseNPC * GetSquadMemberNearestTo( const Vector &vecLocation ); + bool SquadIsMember( CBaseEntity *pMember ); + bool IsLeader( CAI_BaseNPC *pLeader ); + CAI_BaseNPC *GetLeader( void ); + + int BroadcastInteraction( int interactionType, void *data, CBaseCombatCharacter *sender = NULL ); + + void AddToSquad(CAI_BaseNPC *pNPC); + bool FOkToMakeSound( int soundPriority ); + void JustMadeSound( int soundPriority, float time ); + float GetSquadSoundWaitTime() const { return m_flSquadSoundWaitTime; } + void SetSquadSoundWaitTime( float time ) { m_flSquadSoundWaitTime = time; } + void SquadRemember( int iMemory ); + + void SetSquadInflictor( CBaseEntity *pInflictor ); + bool IsSquadInflictor( CBaseEntity *pInflictor ); + + static bool IsSilentMember( const CAI_BaseNPC *pNPC ); + + template <typename T> + void SetSquadData( unsigned slot, const T &data ) + { + Assert( slot < MAX_SQUAD_DATA_SLOTS ); + if ( slot < MAX_SQUAD_DATA_SLOTS ) + { + m_SquadData[slot] = *((int *)&data); + } + } + + template <typename T> + void GetSquadData( unsigned slot, T *pData ) + { + Assert( slot < MAX_SQUAD_DATA_SLOTS ); + if ( slot < MAX_SQUAD_DATA_SLOTS ) + { + *pData = *((T *)&m_SquadData[slot]); + } + } + + +private: + void OccupySlot( CBaseEntity *pEnemy, int i ); + void VacateSlot( CBaseEntity *pEnemy, int i ); + bool IsSlotOccupied( CBaseEntity *pEnemy, int i ) const; + +private: + friend class CAI_SaveRestoreBlockHandler; + friend class CAI_SquadManager; + + CAI_Squad(); + CAI_Squad(string_t squadName); + ~CAI_Squad(void); + + CAI_Squad* GetNext() { return m_pNextSquad; } + + void Init( string_t squadName ); + + CAI_Squad * m_pNextSquad; // The next squad is list of all squads + + string_t m_Name; + CUtlVectorFixed<AIHANDLE, MAX_SQUAD_MEMBERS> m_SquadMembers; + + float m_flSquadSoundWaitTime; // Time when I'm allowed to make another sound + int m_nSquadSoundPriority; // if we're still waiting, this is the priority of the current sound + + EHANDLE m_hSquadInflictor; + + int m_SquadData[MAX_SQUAD_DATA_SLOTS]; + +#ifdef PER_ENEMY_SQUADSLOTS + + AISquadEnemyInfo_t *FindEnemyInfo( CBaseEntity *pEnemy ); + const AISquadEnemyInfo_t *FindEnemyInfo( CBaseEntity *pEnemy ) const { return const_cast<CAI_Squad *>(this)->FindEnemyInfo( pEnemy ); } + + AISquadEnemyInfo_t * m_pLastFoundEnemyInfo; // Occupy/Vacate need to be reworked to not want this + + CUtlVector<AISquadEnemyInfo_t> m_EnemyInfos; + float m_flEnemyInfoCleanupTime; + +#else + + CVarBitVec m_squadSlotsUsed; // What squad slots are filled? + +#endif + + //--------------------------------- +public: + DECLARE_SIMPLE_DATADESC(); +}; + +//----------------------------------------------------------------------------- +// +// Purpose: CAI_SquadManager inline functions +// +//----------------------------------------------------------------------------- + +inline CAI_Squad *CAI_SquadManager::GetFirstSquad( AISquadsIter_t *pIter ) +{ + *pIter = (AISquadsIter_t)m_pSquads; + return m_pSquads; +} + +//------------------------------------- + +inline CAI_Squad *CAI_SquadManager::GetNextSquad( AISquadsIter_t *pIter ) +{ + CAI_Squad *pSquad = (CAI_Squad *)*pIter; + if ( pSquad ) + pSquad = pSquad->m_pNextSquad; + *pIter = (AISquadsIter_t)pSquad; + return pSquad; +} + +//------------------------------------- +// Purpose: Returns squad of the given name or creates a new squad with the +// given name if none exists and add pNPC to the list of members +//------------------------------------- + +inline CAI_Squad *CAI_SquadManager::FindCreateSquad(CAI_BaseNPC *pNPC, string_t squadName) +{ + CAI_Squad* pSquad = FindSquad( squadName ); + + if ( !pSquad ) + pSquad = CreateSquad( squadName ); + + pSquad->AddToSquad( pNPC ); + + return pSquad; +} + +//----------------------------------------------------------------------------- + +inline CAI_Squad *CAI_SquadManager::FindCreateSquad(string_t squadName) +{ + CAI_Squad* pSquad = FindSquad( squadName ); + + if ( !pSquad ) + pSquad = CreateSquad( squadName ); + + return pSquad; +} + +//------------------------------------- + +inline CAI_BaseNPC *CAI_Squad::GetAnyMember() +{ + if ( m_SquadMembers.Count() ) + return m_SquadMembers[random->RandomInt( 0, m_SquadMembers.Count()-1 )]; + return NULL; +} + +//------------------------------------- + +inline int CAI_Squad::GetSquadIndex( CAI_BaseNPC *pAI ) +{ + for ( int i = 0; i < m_SquadMembers.Count(); i++ ) + { + if ( m_SquadMembers[i] == pAI ) + return i; + } + return -1; +} + + +//----------------------------------------------------------------------------- + +#endif // AI_SQUAD_H |