mirror of
https://github.com/nillerusr/source-engine.git
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293 lines
7.9 KiB
C++
293 lines
7.9 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "ai_basenpc.h"
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#include "ai_default.h"
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#include "ai_hull.h"
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#include "ai_squadslot.h"
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#include "ai_squad.h"
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#include "bitstring.h"
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#include "entitylist.h"
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#include "ai_hint.h"
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#include "IEffects.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Purpose: If requested slot is available return true and take the slot
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// Otherwise return false
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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bool CAI_BaseNPC::OccupyStrategySlot( int squadSlotID )
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{
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return OccupyStrategySlotRange( squadSlotID, squadSlotID );
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}
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//-----------------------------------------------------------------------------
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bool CAI_BaseNPC::OccupyStrategySlotRange( int slotIDStart, int slotIDEnd )
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{
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// If I'm not in a squad a I don't fill slots
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return ( !m_pSquad || m_pSquad->OccupyStrategySlotRange( GetEnemy(), slotIDStart, slotIDEnd, &m_iMySquadSlot ) );
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}
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//-----------------------------------------------------------------------------
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// Returns true if all in the range are full
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//-----------------------------------------------------------------------------
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bool CAI_BaseNPC::IsStrategySlotRangeOccupied( int slotIDStart, int slotIDEnd )
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{
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return m_pSquad && m_pSquad->IsStrategySlotRangeOccupied( GetEnemy(), slotIDStart, slotIDEnd );
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}
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//=========================================================
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// HasStrategySlot
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//=========================================================
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bool CAI_BaseNPC::HasStrategySlot( int squadSlotID )
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{
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// If I wasn't taking up a squad slot I'm done
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return (m_iMySquadSlot == squadSlotID);
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}
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bool CAI_BaseNPC::HasStrategySlotRange( int slotIDStart, int slotIDEnd )
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{
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// If I wasn't taking up a squad slot I'm done
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if (m_iMySquadSlot < slotIDStart || m_iMySquadSlot > slotIDEnd)
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{
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return false;
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}
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return true;
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}
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//=========================================================
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// VacateSlot
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//=========================================================
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void CAI_BaseNPC::VacateStrategySlot(void)
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{
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if (m_pSquad)
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{
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m_pSquad->VacateStrategySlot(GetEnemy(), m_iMySquadSlot);
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m_iMySquadSlot = SQUAD_SLOT_NONE;
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}
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}
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//------------------------------------------------------------------------------
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// Purpose : Is cover node valid
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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bool CAI_BaseNPC::IsValidCover( const Vector &vecCoverLocation, CAI_Hint const *pHint )
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{
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// firstly, limit choices to hint groups
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string_t iszHint = GetHintGroup();
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char *pszHint = (char *)STRING(iszHint);
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if ((iszHint != NULL_STRING) && (pszHint[0] != '\0'))
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{
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if (!pHint || pHint->GetGroup() != GetHintGroup())
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{
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return false;
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}
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}
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/*
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// If I'm in a squad don't pick cover node it other squad member
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// is already nearby
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if (m_pSquad)
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{
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return m_pSquad->IsValidCover( vecCoverLocation, pHint );
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}
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*/
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// UNDONE: Do we really need this test?
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// ----------------------------------------------------------------
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// Make sure my hull can fit at this node before accepting it.
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// Could be another NPC there or it could be blocked
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// ----------------------------------------------------------------
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// FIXME: shouldn't this see that if I crouch behind it it'll be safe?
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Vector startPos = vecCoverLocation;
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startPos.z -= GetHullMins().z; // Move hull bottom up to node
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Vector endPos = startPos;
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endPos.z += 0.01;
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trace_t tr;
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AI_TraceEntity( this, vecCoverLocation, endPos, MASK_NPCSOLID, &tr );
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if (tr.startsolid)
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{
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return false;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Is squad member in my way from shooting here
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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bool CAI_BaseNPC::IsValidShootPosition( const Vector &vecShootLocation, CAI_Node *pNode, CAI_Hint const *pHint )
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{
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// limit choices to hint groups
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if (GetHintGroup() != NULL_STRING)
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{
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if (!pHint || pHint->GetGroup() != GetHintGroup())
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{
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if ( ( vecShootLocation - GetAbsOrigin() ).Length2DSqr() > 1 )
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return false;
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}
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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bool CAI_BaseNPC::IsSquadmateInSpread( const Vector &sourcePos, const Vector &targetPos, float flSpread, float maxDistOffCenter )
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{
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if( !m_pSquad )
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return false;
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AISquadIter_t iter;
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CAI_BaseNPC *pSquadmate = m_pSquad->GetFirstMember( &iter );
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while ( pSquadmate )
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{
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// Ignore squadmates that can't take damage. This is primarily to ignore npc_enemyfinders.
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if ( pSquadmate->m_takedamage != DAMAGE_NO )
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{
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if ( pSquadmate != this )
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{
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if ( PointInSpread( pSquadmate, sourcePos, targetPos, pSquadmate->GetAbsOrigin(), flSpread, maxDistOffCenter ) )
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return true;
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}
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}
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pSquadmate = m_pSquad->GetNextMember( &iter );
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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void CAI_BaseNPC::AddToSquad( string_t name )
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{
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g_AI_SquadManager.FindCreateSquad( this, name );
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}
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//-----------------------------------------------------------------------------
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void CAI_BaseNPC::SetSquad( CAI_Squad *pSquad )
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{
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if ( m_pSquad == pSquad )
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{
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return;
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}
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if ( m_pSquad && m_iMySquadSlot != SQUAD_SLOT_NONE)
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{
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VacateStrategySlot();
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}
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m_pSquad = pSquad;
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}
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//-----------------------------------------------------------------------------
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void CAI_BaseNPC::RemoveFromSquad()
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{
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if ( m_pSquad )
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{
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m_pSquad->RemoveFromSquad( this, false );
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m_pSquad = NULL;
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}
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}
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//-----------------------------------------------------------------------------
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void CAI_BaseNPC::CheckSquad()
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{
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if( !IsInSquad() )
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return;
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if( !GetSquad()->IsLeader(this) )
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return;
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if( VPhysicsGetObject() != NULL && (VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD) )
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{
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// I AM the leader, and I'm currently being held. This will screw up all of my relationship checks
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// if I'm a manhack or a rollermine, so just bomb out and try next time.
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return;
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}
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AISquadIter_t iter;
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CAI_BaseNPC *pSquadmate = m_pSquad->GetFirstMember( &iter );
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while ( pSquadmate )
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{
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if( IRelationType(pSquadmate) < D_LI )
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{
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bool bWarn = true;
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// Rollermines and manhacks set their Class to NONE when held by the player, which makes all of
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// their squadmates complain that an enemy is in the squad. Suppress this.
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if( pSquadmate->VPhysicsGetObject() != NULL )
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{
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if (pSquadmate->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD)
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{
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bWarn = false;
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}
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}
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if( bWarn )
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{
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Warning( "ERROR: Squad '%s' has enemies in it!\n", GetSquad()->GetName() );
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Warning( "%s doesn't like %s\n\n", GetDebugName(), pSquadmate->GetDebugName() );
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}
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}
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pSquadmate = m_pSquad->GetNextMember( &iter );
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}
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}
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//-----------------------------------------------------------------------------
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// Returns the number of weapons of this type currently owned by squad members.
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//-----------------------------------------------------------------------------
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int CAI_BaseNPC::NumWeaponsInSquad( const char *pszWeaponClassname )
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{
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string_t iszWeaponClassname = FindPooledString( pszWeaponClassname );
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if( !GetSquad() )
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{
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if( GetActiveWeapon() && GetActiveWeapon()->m_iClassname == iszWeaponClassname )
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{
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// I'm alone in my squad, but I do have this weapon.
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return 1;
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}
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return 0;
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}
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int count = 0;
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AISquadIter_t iter;
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CAI_BaseNPC *pSquadmate = m_pSquad->GetFirstMember( &iter );
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while ( pSquadmate )
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{
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if( pSquadmate->GetActiveWeapon() && pSquadmate->GetActiveWeapon()->m_iClassname == iszWeaponClassname )
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{
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count++;
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}
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pSquadmate = m_pSquad->GetNextMember( &iter );
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}
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return count;
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}
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