aboutsummaryrefslogtreecommitdiff
path: root/sp/src/game/server/ai_eventresponse.cpp
blob: 8e5f19ecd28e872f03129b44a6cf27626a635812 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
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 );
}