Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
// Purpose: An NPC's memory of potential enemies
//
//=============================================================================//
#include "mempool.h"
#include "utlmap.h"
#ifndef AI_MEMORY_H
#define AI_MEMORY_H
#pragma once
class CAI_Network;
DECLARE_POINTER_HANDLE(AIEnemiesIter_t);
const float AI_DEF_ENEMY_DISCARD_TIME = 60.0;
#define AI_UNKNOWN_ENEMY (((CBaseEntity *)NULL)+1) // use this to probe for unseen attackers
#define AI_INVALID_TIME (FLT_MAX * -1.0)
//-----------------------------------------------------------------------------
// AI_EnemyInfo_t
//
// Purpose: Stores relevant tactical information about an enemy
//
//-----------------------------------------------------------------------------
struct AI_EnemyInfo_t
{
AI_EnemyInfo_t();
EHANDLE hEnemy; // Pointer to the enemy
Vector vLastKnownLocation;
Vector vLastSeenLocation;
float timeLastSeen; // Last time enemy was seen
float timeFirstSeen; // First time enemy was seen
float timeLastReacquired;
float timeValidEnemy; // First time can be selected (reaction delay)
float timeLastReceivedDamageFrom;
float timeAtFirstHand; // Time at which the enemy was seen firsthand
int nFaction; // The faction the enemy belongs to
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bool bDangerMemory; // Memory of danger position w/o Enemy pointer
bool bEludedMe; // True if enemy not at last known location
bool bUnforgettable;
bool bMobbedMe; // True if enemy was part of a mob at some point
DECLARE_SIMPLE_DATADESC();
};
//-----------------------------------------------------------------------------
// CAI_Enemies
//
// Purpose: Stores a set of AI_EnemyInfo_t's
//
//-----------------------------------------------------------------------------
class CAI_Enemies
{
public:
CAI_Enemies(void);
~CAI_Enemies();
AI_EnemyInfo_t *GetFirst( AIEnemiesIter_t *pIter );
AI_EnemyInfo_t *GetNext( AIEnemiesIter_t *pIter );
AI_EnemyInfo_t *Find( CBaseEntity *pEntity, bool bTryDangerMemory = false );
AI_EnemyInfo_t *GetDangerMemory();
int NumEnemies() const { return m_Map.Count(); }
int GetSerialNumber() const { return m_serial; }
void RefreshMemories(void);
bool UpdateMemory( CAI_Network* pAINet, CBaseEntity *enemy, const Vector &vPosition, float reactionDelay, bool firstHand );
void OnTookDamageFrom( CBaseEntity *pEnemy );
bool HasMemory( CBaseEntity *enemy );
void ClearMemory( CBaseEntity *enemy );
const Vector & LastKnownPosition( CBaseEntity *pEnemy );
const Vector & LastSeenPosition( CBaseEntity *pEnemy );
float TimeLastReacquired( CBaseEntity *pEnemy );
float LastTimeSeen( CBaseEntity *pEnemy, bool bCheckDangerMemory = true );
float FirstTimeSeen( CBaseEntity *pEnemy);
bool HasFreeKnowledgeOf( CBaseEntity *pEnemy );
float LastTimeTookDamageFrom( CBaseEntity *pEnemy);
float TimeAtFirstHand( CBaseEntity *pEnemy );
void MarkAsEluded( CBaseEntity *enemy ); // Don't know where he is (whole squad)
bool HasEludedMe( CBaseEntity *pEnemy );
void SetTimeValidEnemy( CBaseEntity *pEnemy, float flTime );
void SetUnforgettable( CBaseEntity *pEnemy, bool bUnforgettable = true );
void SetMobbedMe( CBaseEntity *pEnemy, bool bMobbedMe = true );
void SetFreeKnowledgeDuration( float flDuration );
void SetEnemyDiscardTime( float flTime );
float GetEnemyDiscardTime( void ) const { return m_flEnemyDiscardTime; }
DECLARE_SIMPLE_DATADESC();
typedef CUtlMap<CBaseEntity *, AI_EnemyInfo_t*, unsigned char> CMemMap;
private:
bool ShouldDiscardMemory( AI_EnemyInfo_t *pMemory );
CMemMap m_Map;
float m_flFreeKnowledgeDuration;
float m_flEnemyDiscardTime;
Vector m_vecDefaultLKP;
Vector m_vecDefaultLSP;
int m_serial;
};
//-----------------------------------------------------------------------------
#endif // AI_MEMORY_H