//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Squad classes // //=============================================================================// #include "cbase.h" #include "ai_squad.h" #include "ai_squadslot.h" #include "ai_basenpc.h" #include "saverestore_bitstring.h" #include "saverestore_utlvector.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- CAI_SquadManager g_AI_SquadManager; //----------------------------------------------------------------------------- // CAI_SquadManager // // Purpose: Manages all the squads in the system // //----------------------------------------------------------------------------- CAI_Squad *CAI_SquadManager::FindSquad( string_t squadName ) { CAI_Squad* pSquad = m_pSquads; while (pSquad) { if (FStrEq(STRING(squadName),pSquad->GetName())) { return pSquad; } pSquad = pSquad->m_pNextSquad; } return NULL; } //------------------------------------- CAI_Squad *CAI_SquadManager::CreateSquad(string_t squadName) { CAI_Squad *pResult = new CAI_Squad(squadName); // --------------------------------- // Only named squads get added to the squad list if ( squadName != NULL_STRING ) { pResult->m_pNextSquad = m_pSquads; m_pSquads = pResult; } else pResult->m_pNextSquad = NULL; return pResult; } //------------------------------------- int CAI_SquadManager::NumSquads() { int nSquads = 0; CAI_Squad* pSquad = m_pSquads; while (pSquad) { nSquads++; pSquad = pSquad->GetNext(); } return nSquads; } //------------------------------------- void CAI_SquadManager::DeleteSquad( CAI_Squad *pSquad ) { CAI_Squad *pCurSquad = m_pSquads; if (pCurSquad == pSquad) { g_AI_SquadManager.m_pSquads = pCurSquad->m_pNextSquad; } else { while (pCurSquad) { if (pCurSquad->m_pNextSquad == pSquad) { pCurSquad->m_pNextSquad = pCurSquad->m_pNextSquad->m_pNextSquad; break; } pCurSquad= pCurSquad->m_pNextSquad; } } delete pSquad; } //------------------------------------- // Purpose: Delete all the squads (called between levels / loads) //------------------------------------- void CAI_SquadManager::DeleteAllSquads(void) { CAI_Squad *squad = CAI_SquadManager::m_pSquads; while (squad) { CAI_Squad *temp = squad->m_pNextSquad; delete squad; squad = temp; } CAI_SquadManager::m_pSquads = NULL; } //----------------------------------------------------------------------------- // CAI_Squad // // Purpose: Tracks enemies, squad slots, squad members // //----------------------------------------------------------------------------- #ifdef PER_ENEMY_SQUADSLOTS BEGIN_SIMPLE_DATADESC( AISquadEnemyInfo_t ) DEFINE_FIELD( hEnemy, FIELD_EHANDLE ), DEFINE_BITSTRING( slots), END_DATADESC() #endif BEGIN_SIMPLE_DATADESC( CAI_Squad ) // m_pNextSquad (rebuilt) // m_Name (rebuilt) // m_SquadMembers (rebuilt) // m_SquadMembers.Count() (rebuilt) DEFINE_FIELD( m_flSquadSoundWaitTime, FIELD_TIME ), DEFINE_FIELD( m_nSquadSoundPriority, FIELD_INTEGER ), DEFINE_FIELD( m_hSquadInflictor, FIELD_EHANDLE ), DEFINE_AUTO_ARRAY( m_SquadData, FIELD_INTEGER ), // m_pLastFoundEnemyInfo (think transient) #ifdef PER_ENEMY_SQUADSLOTS DEFINE_UTLVECTOR(m_EnemyInfos, FIELD_EMBEDDED ), DEFINE_FIELD( m_flEnemyInfoCleanupTime, FIELD_TIME ), #else DEFINE_EMBEDDED( m_squadSlotsUsed ), #endif END_DATADESC() //------------------------------------- CAI_Squad::CAI_Squad(string_t newName) #ifndef PER_ENEMY_SQUADSLOTS : m_squadSlotsUsed(MAX_SQUADSLOTS) #endif { Init( newName ); } //------------------------------------- CAI_Squad::CAI_Squad() #ifndef PER_ENEMY_SQUADSLOTS : m_squadSlotsUsed(MAX_SQUADSLOTS) #endif { Init( NULL_STRING ); } //------------------------------------- void CAI_Squad::Init(string_t newName) { m_Name = newName; m_pNextSquad = NULL; m_flSquadSoundWaitTime = 0; m_SquadMembers.RemoveAll(); m_flSquadSoundWaitTime = 0; SetSquadInflictor( NULL ); #ifdef PER_ENEMY_SQUADSLOTS m_flEnemyInfoCleanupTime = 0; m_pLastFoundEnemyInfo = NULL; #endif } //------------------------------------- CAI_Squad::~CAI_Squad(void) { } //------------------------------------- bool CAI_Squad::IsSilentMember( const CAI_BaseNPC *pNPC ) { if ( !pNPC || ( pNPC->GetMoveType() == MOVETYPE_NONE && pNPC->GetSolid() == SOLID_NONE ) ) // a.k.a., enemy finder return true; return pNPC->IsSilentSquadMember(); } //------------------------------------- // Purpose: Removes an NPC from a squad //------------------------------------- void CAI_Squad::RemoveFromSquad( CAI_BaseNPC *pNPC, bool bDeath ) { if ( !pNPC ) return; // Find the index of this squad member int member; int myIndex = m_SquadMembers.Find(pNPC); if (myIndex == -1) { DevMsg("ERROR: Attempting to remove non-existing squad membmer!\n"); return; } m_SquadMembers.Remove(myIndex); // Notify squad members of death if ( bDeath ) { for (member = 0; member < m_SquadMembers.Count(); member++) { CAI_BaseNPC* pSquadMem = m_SquadMembers[member]; if (pSquadMem) { pSquadMem->NotifyDeadFriend(pNPC); } } } pNPC->SetSquad(NULL); pNPC->SetSquadName( NULL_STRING ); } //------------------------------------- // Purpose: Addes the given NPC to the squad //------------------------------------- void CAI_Squad::AddToSquad(CAI_BaseNPC *pNPC) { if ( !pNPC || !pNPC->IsAlive() ) { Assert(0); return; } if ( pNPC->GetSquad() == this ) return; if ( pNPC->GetSquad() ) { pNPC->GetSquad()->RemoveFromSquad(pNPC); } if (m_SquadMembers.Count() == MAX_SQUAD_MEMBERS) { DevMsg("Error!! Squad %s is too big!!! Replacing last member\n", STRING( this->m_Name )); m_SquadMembers.Remove(m_SquadMembers.Count()-1); } m_SquadMembers.AddToTail(pNPC); pNPC->SetSquad( this ); pNPC->SetSquadName( m_Name ); if ( m_SquadMembers.Count() > 1 ) { CAI_BaseNPC *pCopyFrom = m_SquadMembers[0]; CAI_Enemies *pEnemies = pCopyFrom->GetEnemies(); AIEnemiesIter_t iter; AI_EnemyInfo_t *pInfo = pEnemies->GetFirst( &iter ); while ( pInfo ) { pNPC->UpdateEnemyMemory( pInfo->hEnemy, pInfo->vLastKnownLocation, pCopyFrom ); pInfo = pEnemies->GetNext( &iter ); } } } //------------------------------------- CAI_BaseNPC *CAI_Squad::SquadMemberInRange( const Vector &vecLocation, float flDist ) { for (int i = 0; i < m_SquadMembers.Count(); i++) { if (m_SquadMembers[i] != NULL && (vecLocation - m_SquadMembers[i]->GetAbsOrigin() ).Length2D() <= flDist) return m_SquadMembers[i]; } return NULL; } //------------------------------------- // Purpose: Returns the nearest squad member to the given squad member //------------------------------------- CAI_BaseNPC *CAI_Squad::NearestSquadMember( CAI_BaseNPC *pMember ) { float fBestDist = MAX_COORD_RANGE; CAI_BaseNPC *fNearestEnt = NULL; Vector fStartLoc = pMember->GetAbsOrigin(); for (int i = 0; i < m_SquadMembers.Count(); i++) { if (m_SquadMembers[i] != NULL) { float fDist = (fStartLoc - m_SquadMembers[i]->GetAbsOrigin()).Length(); if (m_SquadMembers[i] != pMember && fDist < fBestDist ) { fBestDist = fDist; fNearestEnt = m_SquadMembers[i]; } } } return fNearestEnt; } //------------------------------------- // Purpose: Return the number of squad members visible to the specified member //------------------------------------- int CAI_Squad::GetVisibleSquadMembers( CAI_BaseNPC *pMember ) { int iCount = 0; for (int i = 0; i < m_SquadMembers.Count(); i++) { // Make sure it's not the specified member if ( m_SquadMembers[i] != NULL && pMember != m_SquadMembers[i] ) { if ( pMember->FVisible( m_SquadMembers[i] ) ) { iCount++; } } } return iCount; } //------------------------------------- // //------------------------------------- CAI_BaseNPC *CAI_Squad::GetSquadMemberNearestTo( const Vector &vecLocation ) { CAI_BaseNPC *pNearest = NULL; float flNearest = FLT_MAX; for ( int i = 0; i < m_SquadMembers.Count(); i++ ) { float flDist; flDist = m_SquadMembers[i]->GetAbsOrigin().DistToSqr( vecLocation ); if( flDist < flNearest ) { flNearest = flDist; pNearest = m_SquadMembers[i]; } } Assert( pNearest != NULL ); return pNearest; } //------------------------------------- // Purpose: Returns true if given entity is in the squad //------------------------------------- bool CAI_Squad::SquadIsMember( CBaseEntity *pMember ) { CAI_BaseNPC *pNPC = pMember->MyNPCPointer(); if ( pNPC && pNPC->GetSquad() == this ) return true; return false; } //------------------------------------- bool CAI_Squad::IsLeader( CAI_BaseNPC *pNPC ) { if ( IsSilentMember( pNPC ) ) return false; if ( !pNPC ) return false; if ( GetLeader() == pNPC ) return true; return false; } //------------------------------------- CAI_BaseNPC *CAI_Squad::GetLeader( void ) { CAI_BaseNPC *pLeader = NULL; int nSilentMembers = 0; for ( int i = 0; i < m_SquadMembers.Count(); i++ ) { if ( !IsSilentMember( m_SquadMembers[i] ) ) { if ( !pLeader ) pLeader = m_SquadMembers[i]; } else { nSilentMembers++; } } return ( m_SquadMembers.Count() - nSilentMembers > 1) ? pLeader : NULL; } //----------------------------------------------------------------------------- CAI_BaseNPC *CAI_Squad::GetFirstMember( AISquadIter_t *pIter, bool bIgnoreSilentMembers ) { intp i = 0; if ( bIgnoreSilentMembers ) { for ( ; i < m_SquadMembers.Count(); i++ ) { if ( !IsSilentMember( m_SquadMembers[i] ) ) break; } } if ( pIter ) *pIter = (AISquadIter_t)i; if ( i >= m_SquadMembers.Count() ) return NULL; return m_SquadMembers[i]; } //------------------------------------- CAI_BaseNPC *CAI_Squad::GetNextMember( AISquadIter_t *pIter, bool bIgnoreSilentMembers ) { int &i = (int &)*pIter; i++; if ( bIgnoreSilentMembers ) { for ( ; i < m_SquadMembers.Count(); i++ ) { if ( !IsSilentMember( m_SquadMembers[i] ) ) break; } } if ( i >= m_SquadMembers.Count() ) return NULL; return m_SquadMembers[i]; } //------------------------------------- // Purpose: Alert everyone in the squad to the presence of a new enmey //------------------------------------- int CAI_Squad::NumMembers( bool bIgnoreSilentMembers ) { int nSilentMembers = 0; if ( bIgnoreSilentMembers ) { for ( int i = 0; i < m_SquadMembers.Count(); i++ ) { if ( IsSilentMember( m_SquadMembers[i] ) ) nSilentMembers++; } } return ( m_SquadMembers.Count() - nSilentMembers ); } //------------------------------------- // Purpose: Alert everyone in the squad to the presence of a new enmey //------------------------------------- void CAI_Squad::SquadNewEnemy( CBaseEntity *pEnemy ) { if ( !pEnemy ) { DevMsg( "ERROR: SquadNewEnemy() - pEnemy is NULL!\n" ); return; } for (int i = 0; i < m_SquadMembers.Count(); i++) { CAI_BaseNPC *pMember = m_SquadMembers[i]; if (pMember) { // reset members who aren't activly engaged in fighting (only do this if the NPC's using the squad memory, or it'll fail) if ( !pMember->GetEnemy() || ( pMember->GetEnemy() != pEnemy && !pMember->HasCondition( COND_SEE_ENEMY) && gpGlobals->curtime - pMember->GetEnemyLastTimeSeen() > 3.0 ) ) { // give them a new enemy if( !hl2_episodic.GetBool() || pMember->IsValidEnemy(pEnemy) ) { pMember->SetEnemy( pEnemy ); } // pMember->SetLastAttackTime( 0 ); } } } } //------------------------------------- // Purpose: Broadcast a message to all squad members // Input: messageID - generic message handle // data - generic data handle // sender - who sent the message (NULL by default, if not, will not resend to the sender) //------------------------------------- int CAI_Squad::BroadcastInteraction( int interactionType, void *data, CBaseCombatCharacter *sender ) { //Must have a squad if ( m_SquadMembers.Count() == 0 ) return false; //Broadcast to all members of the squad for ( int i = 0; i < m_SquadMembers.Count(); i++ ) { CAI_BaseNPC *pMember = m_SquadMembers[i]->MyNPCPointer(); //Validate and don't send again to the sender if ( ( pMember != NULL) && ( pMember != sender ) ) { //Send it pMember->DispatchInteraction( interactionType, data, sender ); } } return true; } //----------------------------------------------------------------------------- // Purpose: is it ok to make a sound of the given priority? Check for conflicts // Input : soundPriority - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CAI_Squad::FOkToMakeSound( int soundPriority ) { if (gpGlobals->curtime <= m_flSquadSoundWaitTime) { if ( soundPriority <= m_nSquadSoundPriority ) return false; } return true; } //----------------------------------------------------------------------------- // Purpose: A squad member made an exclusive sound. Keep track so other squad // members don't talk over it // Input : soundPriority - for sorting // time - //----------------------------------------------------------------------------- void CAI_Squad::JustMadeSound( int soundPriority, float time ) { m_flSquadSoundWaitTime = time; m_nSquadSoundPriority = soundPriority; } //----------------------------------------------------------------------------- // Purpose: Try to get one of a contiguous range of slots // Input : slotIDStart - start of slot range // slotIDEnd - end of slot range // hEnemy - enemy this slot is for // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CAI_Squad::OccupyStrategySlotRange( CBaseEntity *pEnemy, int slotIDStart, int slotIDEnd, int *pSlot ) { #ifndef PER_ENEMY_SQUADSLOTS // FIXME: combat slots need to be per enemy, not per squad. // As it is, once a squad is occupied it stops making even simple attacks to other things nearby. // This code may make soldiers too aggressive if (GetLeader() && pEnemy != GetLeader()->GetEnemy()) { *pSlot = SQUAD_SLOT_NONE; return true; } #endif // If I'm already occupying this slot if ( *pSlot >= slotIDStart && *pSlot <= slotIDEnd) return true; for ( int i = slotIDStart; i <= slotIDEnd; i++ ) { // Check enemy to see if slot already occupied if (!IsSlotOccupied(pEnemy, i)) { // Clear any previous spot; if (*pSlot != SQUAD_SLOT_NONE) { // As a debug measure check to see if slot was filled if (!IsSlotOccupied(pEnemy, *pSlot)) { DevMsg( "ERROR! Vacating an empty slot!\n"); } // Free the slot VacateSlot(pEnemy, *pSlot); } // Fill the slot OccupySlot(pEnemy, i); *pSlot = i; return true; } } return false; } //------------------------------------------------------------------------------ bool CAI_Squad::IsStrategySlotRangeOccupied( CBaseEntity *pEnemy, int slotIDStart, int slotIDEnd ) { for ( int i = slotIDStart; i <= slotIDEnd; i++ ) { if (!IsSlotOccupied(pEnemy, i)) return false; } return true; } //------------------------------------------------------------------------------ void CAI_Squad::VacateStrategySlot( CBaseEntity *pEnemy, int slot) { // If I wasn't taking up a squad slot I'm done if (slot == SQUAD_SLOT_NONE) return; // As a debug measure check to see if slot was filled if (!IsSlotOccupied(pEnemy, slot)) { DevMsg( "ERROR! Vacating an empty slot!\n"); } // Free the slot VacateSlot(pEnemy, slot); } //------------------------------------------------------------------------------ void CAI_Squad::UpdateEnemyMemory( CAI_BaseNPC *pUpdater, CBaseEntity *pEnemy, const Vector &position ) { //Broadcast to all members of the squad for ( int i = 0; i < m_SquadMembers.Count(); i++ ) { if ( m_SquadMembers[i] != pUpdater ) { m_SquadMembers[i]->UpdateEnemyMemory( pEnemy, position, pUpdater ); } } } //------------------------------------------------------------------------------ #ifdef PER_ENEMY_SQUADSLOTS AISquadEnemyInfo_t *CAI_Squad::FindEnemyInfo( CBaseEntity *pEnemy ) { int i; if ( gpGlobals->curtime > m_flEnemyInfoCleanupTime ) { if ( m_EnemyInfos.Count() ) { m_pLastFoundEnemyInfo = NULL; CUtlRBTree activeEnemies; SetDefLessFunc( activeEnemies ); // Gather up the set of active enemies for ( i = 0; i < m_SquadMembers.Count(); i++ ) { CBaseEntity *pMemberEnemy = m_SquadMembers[i]->GetEnemy(); if ( pMemberEnemy && activeEnemies.Find( pMemberEnemy ) == activeEnemies.InvalidIndex() ) { activeEnemies.Insert( pMemberEnemy ); } } // Remove the records for deleted or unused enemies for ( i = m_EnemyInfos.Count() - 1; i >= 0; --i ) { if ( m_EnemyInfos[i].hEnemy == NULL || activeEnemies.Find( m_EnemyInfos[i].hEnemy ) == activeEnemies.InvalidIndex() ) { m_EnemyInfos.FastRemove( i ); } } } m_flEnemyInfoCleanupTime = gpGlobals->curtime + 30; } if ( m_pLastFoundEnemyInfo && m_pLastFoundEnemyInfo->hEnemy == pEnemy ) return m_pLastFoundEnemyInfo; for ( i = 0; i < m_EnemyInfos.Count(); i++ ) { if ( m_EnemyInfos[i].hEnemy == pEnemy ) { m_pLastFoundEnemyInfo = &m_EnemyInfos[i]; return &m_EnemyInfos[i]; } } m_pLastFoundEnemyInfo = NULL; i = m_EnemyInfos.AddToTail(); m_EnemyInfos[i].hEnemy = pEnemy; m_pLastFoundEnemyInfo = &m_EnemyInfos[i]; return &m_EnemyInfos[i]; } #endif //------------------------------------------------------------------------------ void CAI_Squad::OccupySlot( CBaseEntity *pEnemy, int i ) { #ifdef PER_ENEMY_SQUADSLOTS AISquadEnemyInfo_t *pInfo = FindEnemyInfo( pEnemy ); pInfo->slots.Set(i); #else m_squadSlotsUsed.Set(i); #endif } //------------------------------------------------------------------------------ void CAI_Squad::VacateSlot( CBaseEntity *pEnemy, int i ) { #ifdef PER_ENEMY_SQUADSLOTS AISquadEnemyInfo_t *pInfo = FindEnemyInfo( pEnemy ); pInfo->slots.Clear(i); #else m_squadSlotsUsed.Clear(i); #endif } //------------------------------------------------------------------------------ bool CAI_Squad::IsSlotOccupied( CBaseEntity *pEnemy, int i ) const { #ifdef PER_ENEMY_SQUADSLOTS const AISquadEnemyInfo_t *pInfo = FindEnemyInfo( pEnemy ); return pInfo->slots.IsBitSet(i); #else return m_squadSlotsUsed.IsBitSet(i); #endif } void CAI_Squad::SquadRemember( int iMemory ) { for (int i = 0; i < m_SquadMembers.Count(); i++) { if (m_SquadMembers[i] != NULL ) { m_SquadMembers[i]->Remember( iMemory ); } } } //------------------------------------------------------------------------------ void CAI_Squad::SetSquadInflictor( CBaseEntity *pInflictor ) { m_hSquadInflictor.Set(pInflictor); } //------------------------------------------------------------------------------ bool CAI_Squad::IsSquadInflictor( CBaseEntity *pInflictor ) { return (m_hSquadInflictor.Get() == pInflictor); } //=============================================================================