Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "ai_basenpc.h"
#include "ai_default.h"
#include "ai_hull.h"
#include "ai_squadslot.h"
#include "ai_squad.h"
#include "bitstring.h"
#include "entitylist.h"
#include "ai_hint.h"
#include "IEffects.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: If requested slot is available return true and take the slot
// Otherwise return false
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CAI_BaseNPC::OccupyStrategySlot( int squadSlotID )
{
return OccupyStrategySlotRange( squadSlotID, squadSlotID );
}
//-----------------------------------------------------------------------------
bool CAI_BaseNPC::OccupyStrategySlotRange( int slotIDStart, int slotIDEnd )
{
// If I'm not in a squad a I don't fill slots
return ( !m_pSquad || m_pSquad->OccupyStrategySlotRange( GetEnemy(), slotIDStart, slotIDEnd, &m_iMySquadSlot ) );
}
//-----------------------------------------------------------------------------
// Returns true if all in the range are full
//-----------------------------------------------------------------------------
bool CAI_BaseNPC::IsStrategySlotRangeOccupied( int slotIDStart, int slotIDEnd )
{
return m_pSquad && m_pSquad->IsStrategySlotRangeOccupied( GetEnemy(), slotIDStart, slotIDEnd );
}
//=========================================================
// HasStrategySlot
//=========================================================
bool CAI_BaseNPC::HasStrategySlot( int squadSlotID )
{
// If I wasn't taking up a squad slot I'm done
return (m_iMySquadSlot == squadSlotID);
}
bool CAI_BaseNPC::HasStrategySlotRange( int slotIDStart, int slotIDEnd )
{
// If I wasn't taking up a squad slot I'm done
if (m_iMySquadSlot < slotIDStart || m_iMySquadSlot > slotIDEnd)
{
return false;
}
return true;
}
//=========================================================
// VacateSlot
//=========================================================
void CAI_BaseNPC::VacateStrategySlot(void)
{
if (m_pSquad)
{
m_pSquad->VacateStrategySlot(GetEnemy(), m_iMySquadSlot);
m_iMySquadSlot = SQUAD_SLOT_NONE;
}
}
//------------------------------------------------------------------------------
// Purpose : Is cover node valid
// Input :
// Output :
//------------------------------------------------------------------------------
bool CAI_BaseNPC::IsValidCover( const Vector &vecCoverLocation, CAI_Hint const *pHint )
{
// firstly, limit choices to hint groups
string_t iszHint = GetHintGroup();
char *pszHint = (char *)STRING(iszHint);
if ((iszHint != NULL_STRING) && (pszHint[0] != '\0'))
{
if (!pHint || pHint->GetGroup() != GetHintGroup())
{
return false;
}
}
/*
// If I'm in a squad don't pick cover node it other squad member
// is already nearby
if (m_pSquad)
{
return m_pSquad->IsValidCover( vecCoverLocation, pHint );
}
*/
// UNDONE: Do we really need this test?
// ----------------------------------------------------------------
// Make sure my hull can fit at this node before accepting it.
// Could be another NPC there or it could be blocked
// ----------------------------------------------------------------
// FIXME: shouldn't this see that if I crouch behind it it'll be safe?
Vector startPos = vecCoverLocation;
startPos.z -= GetHullMins().z; // Move hull bottom up to node
Vector endPos = startPos;
endPos.z += 0.01;
trace_t tr;
AI_TraceEntity( this, vecCoverLocation, endPos, MASK_NPCSOLID, &tr );
if (tr.startsolid)
{
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Is squad member in my way from shooting here
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CAI_BaseNPC::IsValidShootPosition( const Vector &vecShootLocation, CAI_Node *pNode, CAI_Hint const *pHint )
{
// limit choices to hint groups
if (GetHintGroup() != NULL_STRING)
{
if (!pHint || pHint->GetGroup() != GetHintGroup())
{
if ( ( vecShootLocation - GetAbsOrigin() ).Length2DSqr() > 1 )
return false;
}
}
return true;
}
//-----------------------------------------------------------------------------
bool CAI_BaseNPC::IsSquadmateInSpread( const Vector &sourcePos, const Vector &targetPos, float flSpread, float maxDistOffCenter )
{
if( !m_pSquad )
return false;
AISquadIter_t iter;
CAI_BaseNPC *pSquadmate = m_pSquad->GetFirstMember( &iter );
while ( pSquadmate )
{
// Ignore squadmates that can't take damage. This is primarily to ignore npc_enemyfinders.
if ( pSquadmate->m_takedamage != DAMAGE_NO )
{
if ( pSquadmate != this )
{
if ( PointInSpread( pSquadmate, sourcePos, targetPos, pSquadmate->GetAbsOrigin(), flSpread, maxDistOffCenter ) )
return true;
}
}
pSquadmate = m_pSquad->GetNextMember( &iter );
}
return false;
}
//-----------------------------------------------------------------------------
void CAI_BaseNPC::AddToSquad( string_t name )
{
g_AI_SquadManager.FindCreateSquad( this, name );
}
//-----------------------------------------------------------------------------
void CAI_BaseNPC::SetSquad( CAI_Squad *pSquad )
{
if ( m_pSquad == pSquad )
{
return;
}
if ( m_pSquad && m_iMySquadSlot != SQUAD_SLOT_NONE)
{
VacateStrategySlot();
}
m_pSquad = pSquad;
}
//-----------------------------------------------------------------------------
void CAI_BaseNPC::RemoveFromSquad()
{
if ( m_pSquad )
{
m_pSquad->RemoveFromSquad( this, false );
m_pSquad = NULL;
}
}
//-----------------------------------------------------------------------------
void CAI_BaseNPC::CheckSquad()
{
if( !IsInSquad() )
return;
if( !GetSquad()->IsLeader(this) )
return;
if( VPhysicsGetObject() != NULL && (VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD) )
{
// I AM the leader, and I'm currently being held. This will screw up all of my relationship checks
// if I'm a manhack or a rollermine, so just bomb out and try next time.
return;
}
AISquadIter_t iter;
CAI_BaseNPC *pSquadmate = m_pSquad->GetFirstMember( &iter );
while ( pSquadmate )
{
if( IRelationType(pSquadmate) < D_LI )
{
bool bWarn = true;
// Rollermines and manhacks set their Class to NONE when held by the player, which makes all of
// their squadmates complain that an enemy is in the squad. Suppress this.
if( pSquadmate->VPhysicsGetObject() != NULL )
{
if (pSquadmate->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD)
{
bWarn = false;
}
}
if( bWarn )
{
Warning( "ERROR: Squad '%s' has enemies in it!\n", GetSquad()->GetName() );
Warning( "%s doesn't like %s\n\n", GetDebugName(), pSquadmate->GetDebugName() );
}
}
pSquadmate = m_pSquad->GetNextMember( &iter );
}
}
//-----------------------------------------------------------------------------
// Returns the number of weapons of this type currently owned by squad members.
//-----------------------------------------------------------------------------
int CAI_BaseNPC::NumWeaponsInSquad( const char *pszWeaponClassname )
{
string_t iszWeaponClassname = FindPooledString( pszWeaponClassname );
if( !GetSquad() )
{
if( GetActiveWeapon() && GetActiveWeapon()->m_iClassname == iszWeaponClassname )
{
// I'm alone in my squad, but I do have this weapon.
return 1;
}
return 0;
}
int count = 0;
AISquadIter_t iter;
CAI_BaseNPC *pSquadmate = m_pSquad->GetFirstMember( &iter );
while ( pSquadmate )
{
if( pSquadmate->GetActiveWeapon() && pSquadmate->GetActiveWeapon()->m_iClassname == iszWeaponClassname )
{
count++;
}
pSquadmate = m_pSquad->GetNextMember( &iter );
}
return count;
}