// NextBotAttentionInterface.cpp // Manage what this bot pays attention to // Author: Michael Booth, April 2007 //========= Copyright Valve Corporation, All rights reserved. ============// #include "cbase.h" #include "NextBot.h" #include "NextBotAttentionInterface.h" #include "NextBotBodyInterface.h" #include "tier0/vprof.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //------------------------------------------------------------------------------------------ /** * Reset to initial state */ void IAttention::Reset( void ) { m_body = GetBot()->GetBodyInterface(); m_attentionSet.RemoveAll(); } //------------------------------------------------------------------------------------------ /** * Update internal state */ void IAttention::Update( void ) { } //------------------------------------------------------------------------------------------ void IAttention::AttendTo( const CBaseCombatCharacter *who, const char *reason ) { if ( !IsAwareOf( who ) ) { PointOfInterest p; p.m_type = PointOfInterest::WHO; p.m_who = who; p.m_duration.Start(); m_attentionSet.AddToTail( p ); } } //------------------------------------------------------------------------------------------ void IAttention::AttendTo( const CBaseEntity *what, const char *reason ) { if ( !IsAwareOf( what ) ) { PointOfInterest p; p.m_type = PointOfInterest::WHAT; p.m_what = what; p.m_duration.Start(); m_attentionSet.AddToTail( p ); } } //------------------------------------------------------------------------------------------ void IAttention::AttendTo( const Vector &where, IAttention::SignificanceLevel significance, const char *reason ) { PointOfInterest p; p.m_type = PointOfInterest::WHERE; p.m_where = where; p.m_duration.Start(); m_attentionSet.AddToTail( p ); } //------------------------------------------------------------------------------------------ void IAttention::Disregard( const CBaseCombatCharacter *who, const char *reason ) { FOR_EACH_VEC( m_attentionSet, it ) { if ( m_attentionSet[ it ].m_type == PointOfInterest::WHO ) { CBaseCombatCharacter *myWho = m_attentionSet[ it ].m_who; if ( !myWho || myWho->entindex() == who->entindex() ) { m_attentionSet.Remove( it ); return; } } } } //------------------------------------------------------------------------------------------ void IAttention::Disregard( const CBaseEntity *what, const char *reason ) { FOR_EACH_VEC( m_attentionSet, it ) { if ( m_attentionSet[ it ].m_type == PointOfInterest::WHAT ) { CBaseCombatCharacter *myWhat = m_attentionSet[ it ].m_what; if ( !myWhat || myWhat->entindex() == what->entindex() ) { m_attentionSet.Remove( it ); return; } } } } //------------------------------------------------------------------------------------------ /** * Return true if given actor is in our attending set */ bool IAttention::IsAwareOf( const CBaseCombatCharacter *who ) const { FOR_EACH_VEC( m_attentionSet, it ) { if ( m_attentionSet[ it ].m_type == PointOfInterest::WHO ) { CBaseCombatCharacter *myWho = m_attentionSet[ it ].m_who; if ( myWho && myWho->entindex() == who->entindex() ) { return true; } } } return false; } //------------------------------------------------------------------------------------------ /** * Return true if given object is in our attending set */ bool IAttention::IsAwareOf( const CBaseEntity *what ) const { FOR_EACH_VEC( m_attentionSet, it ) { if ( m_attentionSet[ it ].m_type == PointOfInterest::WHAT ) { CBaseEntity *myWhat = m_attentionSet[ it ].m_what; if ( myWhat && myWhat->entindex() == what->entindex() ) { return true; } } } return false; }