mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-29 09:33:00 +00:00
195 lines
4.1 KiB
C
195 lines
4.1 KiB
C
|
//========= 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
|