hl2_src-leak-2017/src/game/server/ai_relationship.cpp

497 lines
15 KiB
C++

//========= 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 );
}
}
}
}
}