//========= 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 subjectList; CUtlVectorFixed 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 ); } } } } }