717 lines
18 KiB
C++
717 lines
18 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "ai_senses.h"
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#include "soundent.h"
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#include "team.h"
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#include "ai_basenpc.h"
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#include "saverestore_utlvector.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// Use this to disable caching and other optimizations in senses
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#define DEBUG_SENSES 1
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#ifdef DEBUG_SENSES
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#define AI_PROFILE_SENSES(tag) AI_PROFILE_SCOPE(tag)
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#else
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#define AI_PROFILE_SENSES(tag) ((void)0)
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#endif
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const float AI_STANDARD_NPC_SEARCH_TIME = .25;
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const float AI_EFFICIENT_NPC_SEARCH_TIME = .35;
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const float AI_HIGH_PRIORITY_SEARCH_TIME = 0.15;
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const float AI_MISC_SEARCH_TIME = 0.45;
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//-----------------------------------------------------------------------------
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CAI_SensedObjectsManager g_AI_SensedObjectsManager;
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//-----------------------------------------------------------------------------
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#pragma pack(push)
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#pragma pack(1)
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struct AISightIterVal_t
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{
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char array;
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short iNext;
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char SeenArray;
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};
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#pragma pack(pop)
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//=============================================================================
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//
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// CAI_Senses
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//
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//=============================================================================
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BEGIN_SIMPLE_DATADESC( CAI_Senses )
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DEFINE_FIELD( m_LookDist, FIELD_FLOAT ),
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DEFINE_FIELD( m_LastLookDist, FIELD_FLOAT ),
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DEFINE_FIELD( m_TimeLastLook, FIELD_TIME ),
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DEFINE_FIELD( m_iSensingFlags, FIELD_INTEGER ),
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// m_iAudibleList (no way to save?)
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DEFINE_UTLVECTOR(m_SeenHighPriority, FIELD_EHANDLE ),
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DEFINE_UTLVECTOR(m_SeenNPCs, FIELD_EHANDLE ),
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DEFINE_UTLVECTOR(m_SeenMisc, FIELD_EHANDLE ),
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// m_SeenArrays (not saved, rebuilt)
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// Could fold these three and above timer into one concept, but would invalidate savegames
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DEFINE_FIELD( m_TimeLastLookHighPriority, FIELD_TIME ),
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DEFINE_FIELD( m_TimeLastLookNPCs, FIELD_TIME ),
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DEFINE_FIELD( m_TimeLastLookMisc, FIELD_TIME ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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bool CAI_Senses::CanHearSound( CSound *pSound )
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{
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if ( pSound->m_hOwner.Get() == GetOuter() )
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return false;
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if( GetOuter()->GetState() == NPC_STATE_SCRIPT && pSound->IsSoundType( SOUND_DANGER ) )
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{
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// For now, don't hear danger in scripted sequences. This probably isn't a
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// good long term solution, but it makes the Bank Exterior work better.
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return false;
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}
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if ( GetOuter()->IsInAScript() )
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return false;
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// @TODO (toml 10-18-02): what about player sounds and notarget?
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float flHearDistanceSq = pSound->Volume() * GetOuter()->HearingSensitivity();
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flHearDistanceSq *= flHearDistanceSq;
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if( pSound->GetSoundOrigin().DistToSqr( GetOuter()->EarPosition() ) <= flHearDistanceSq )
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{
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return GetOuter()->QueryHearSound( pSound );
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Listen - npcs dig through the active sound list for
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// any sounds that may interest them. (smells, too!)
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void CAI_Senses::Listen( void )
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{
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m_iAudibleList = SOUNDLIST_EMPTY;
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int iSoundMask = GetOuter()->GetSoundInterests();
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if ( iSoundMask != SOUND_NONE && !(GetOuter()->HasSpawnFlags(SF_NPC_WAIT_TILL_SEEN)) )
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{
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int iSound = CSoundEnt::ActiveList();
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while ( iSound != SOUNDLIST_EMPTY )
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{
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CSound *pCurrentSound = CSoundEnt::SoundPointerForIndex( iSound );
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if ( pCurrentSound && (iSoundMask & pCurrentSound->SoundType()) && CanHearSound( pCurrentSound ) )
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{
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// the npc cares about this sound, and it's close enough to hear.
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pCurrentSound->m_iNextAudible = m_iAudibleList;
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m_iAudibleList = iSound;
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}
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iSound = pCurrentSound->NextSound();
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}
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}
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GetOuter()->OnListened();
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}
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//-----------------------------------------------------------------------------
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bool CAI_Senses::ShouldSeeEntity( CBaseEntity *pSightEnt )
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{
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if ( pSightEnt == GetOuter() )
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return false;
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if ( GetOuter()->OnlySeeAliveEntities() && !pSightEnt->IsAlive() )
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return false;
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if ( pSightEnt->IsPlayer() && ( pSightEnt->GetFlags() & FL_NOTARGET ) )
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return false;
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// don't notice anyone waiting to be seen by the player
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if ( pSightEnt->m_spawnflags & SF_NPC_WAIT_TILL_SEEN )
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return false;
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if ( !pSightEnt->CanBeSeenBy( GetOuter() ) )
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return false;
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if ( !GetOuter()->QuerySeeEntity( pSightEnt, true ) )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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bool CAI_Senses::CanSeeEntity( CBaseEntity *pSightEnt )
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{
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return ( GetOuter()->FInViewCone( pSightEnt ) && GetOuter()->FVisible( pSightEnt ) );
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}
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//-----------------------------------------------------------------------------
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bool CAI_Senses::DidSeeEntity( CBaseEntity *pSightEnt ) const
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{
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AISightIter_t iter;
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CBaseEntity *pTestEnt;
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pTestEnt = GetFirstSeenEntity( &iter );
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while( pTestEnt )
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{
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if ( pSightEnt == pTestEnt )
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return true;
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pTestEnt = GetNextSeenEntity( &iter );
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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void CAI_Senses::NoteSeenEntity( CBaseEntity *pSightEnt )
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{
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pSightEnt->m_pLink = GetOuter()->m_pLink;
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GetOuter()->m_pLink = pSightEnt;
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}
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//-----------------------------------------------------------------------------
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bool CAI_Senses::WaitingUntilSeen( CBaseEntity *pSightEnt )
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{
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if ( GetOuter()->m_spawnflags & SF_NPC_WAIT_TILL_SEEN )
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{
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if ( pSightEnt->IsPlayer() )
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{
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CBasePlayer *pPlayer = ToBasePlayer( pSightEnt );
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Vector zero = Vector(0,0,0);
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// don't link this client in the list if the npc is wait till seen and the player isn't facing the npc
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if ( pPlayer
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// && pPlayer->FVisible( GetOuter() )
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&& pPlayer->FInViewCone( GetOuter() )
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&& FBoxVisible( pSightEnt, static_cast<CBaseEntity*>(GetOuter()), zero ) )
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{
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// player sees us, become normal now.
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GetOuter()->m_spawnflags &= ~SF_NPC_WAIT_TILL_SEEN;
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return false;
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}
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}
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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bool CAI_Senses::SeeEntity( CBaseEntity *pSightEnt )
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{
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GetOuter()->OnSeeEntity( pSightEnt );
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// insert at the head of my sight list
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NoteSeenEntity( pSightEnt );
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return true;
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}
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//-----------------------------------------------------------------------------
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CBaseEntity *CAI_Senses::GetFirstSeenEntity( AISightIter_t *pIter, seentype_t iSeenType ) const
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{
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COMPILE_TIME_ASSERT( sizeof( AISightIter_t ) == sizeof( AISightIterVal_t ) );
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AISightIterVal_t *pIterVal = (AISightIterVal_t *)pIter;
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// If we're searching for a specific type, start in that array
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pIterVal->SeenArray = (char)iSeenType;
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int iFirstArray = ( iSeenType == SEEN_ALL ) ? 0 : iSeenType;
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for ( int i = iFirstArray; i < ARRAYSIZE( m_SeenArrays ); i++ )
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{
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if ( m_SeenArrays[i]->Count() != 0 )
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{
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pIterVal->array = i;
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pIterVal->iNext = 1;
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return (*m_SeenArrays[i])[0];
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}
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}
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(*pIter) = (AISightIter_t)(-1);
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return NULL;
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}
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//-----------------------------------------------------------------------------
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CBaseEntity *CAI_Senses::GetNextSeenEntity( AISightIter_t *pIter ) const
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{
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if ( ((int)*pIter) != -1 )
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{
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AISightIterVal_t *pIterVal = (AISightIterVal_t *)pIter;
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for ( int i = pIterVal->array; i < ARRAYSIZE( m_SeenArrays ); i++ )
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{
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for ( int j = pIterVal->iNext; j < m_SeenArrays[i]->Count(); j++ )
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{
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if ( (*m_SeenArrays[i])[j].Get() != NULL )
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{
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pIterVal->array = i;
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pIterVal->iNext = j+1;
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return (*m_SeenArrays[i])[j];
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}
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}
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pIterVal->iNext = 0;
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// If we're searching for a specific type, don't move to the next array
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if ( pIterVal->SeenArray != SEEN_ALL )
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break;
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}
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(*pIter) = (AISightIter_t)(-1);
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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void CAI_Senses::BeginGather()
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{
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// clear my sight list
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GetOuter()->m_pLink = NULL;
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}
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//-----------------------------------------------------------------------------
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void CAI_Senses::EndGather( int nSeen, CUtlVector<EHANDLE> *pResult )
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{
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pResult->SetCount( nSeen );
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if ( nSeen )
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{
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CBaseEntity *pCurrent = GetOuter()->m_pLink;
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for (int i = 0; i < nSeen; i++ )
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{
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Assert( pCurrent );
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(*pResult)[i].Set( pCurrent );
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pCurrent = pCurrent->m_pLink;
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}
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GetOuter()->m_pLink = NULL;
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}
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}
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//-----------------------------------------------------------------------------
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// Look - Base class npc function to find enemies or
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// food by sight. iDistance is distance ( in units ) that the
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// npc can see.
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//
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// Sets the sight bits of the m_afConditions mask to indicate
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// which types of entities were sighted.
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// Function also sets the Looker's m_pLink
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// to the head of a link list that contains all visible ents.
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// (linked via each ent's m_pLink field)
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//
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void CAI_Senses::Look( int iDistance )
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{
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if ( m_TimeLastLook != gpGlobals->curtime || m_LastLookDist != iDistance )
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{
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//-----------------------------
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LookForHighPriorityEntities( iDistance );
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LookForNPCs( iDistance);
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LookForObjects( iDistance );
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//-----------------------------
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m_LastLookDist = iDistance;
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m_TimeLastLook = gpGlobals->curtime;
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}
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GetOuter()->OnLooked( iDistance );
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}
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//-----------------------------------------------------------------------------
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bool CAI_Senses::Look( CBaseEntity *pSightEnt )
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{
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if ( WaitingUntilSeen( pSightEnt ) )
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return false;
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if ( ShouldSeeEntity( pSightEnt ) && CanSeeEntity( pSightEnt ) )
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{
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return SeeEntity( pSightEnt );
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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int CAI_Senses::LookForHighPriorityEntities( int iDistance )
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{
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int nSeen = 0;
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if ( gpGlobals->curtime - m_TimeLastLookHighPriority > AI_HIGH_PRIORITY_SEARCH_TIME )
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{
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AI_PROFILE_SENSES(CAI_Senses_LookForHighPriorityEntities);
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m_TimeLastLookHighPriority = gpGlobals->curtime;
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BeginGather();
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const Vector &origin = GetAbsOrigin();
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// Players
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBaseEntity *pPlayer = UTIL_PlayerByIndex( i );
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if ( pPlayer )
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{
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if ( IsWithinSenseDistance( pPlayer->GetAbsOrigin(), origin, iDistance ) && Look( pPlayer ) )
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{
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nSeen++;
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}
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}
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}
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EndGather( nSeen, &m_SeenHighPriority );
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}
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else
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{
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for ( int i = m_SeenHighPriority.Count() - 1; i >= 0; --i )
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{
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if ( m_SeenHighPriority[i].Get() == NULL )
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m_SeenHighPriority.FastRemove( i );
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}
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nSeen = m_SeenHighPriority.Count();
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}
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return nSeen;
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}
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//-----------------------------------------------------------------------------
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int CAI_Senses::LookForNPCs( int iDistance )
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{
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bool bRemoveStaleFromCache = false;
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const Vector &origin = GetAbsOrigin();
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AI_Efficiency_t efficiency = GetOuter()->GetEfficiency();
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float timeNPCs = ( efficiency < AIE_VERY_EFFICIENT ) ? AI_STANDARD_NPC_SEARCH_TIME : AI_EFFICIENT_NPC_SEARCH_TIME;
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if ( gpGlobals->curtime - m_TimeLastLookNPCs > timeNPCs )
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{
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AI_PROFILE_SENSES(CAI_Senses_LookForNPCs);
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m_TimeLastLookNPCs = gpGlobals->curtime;
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if ( efficiency < AIE_SUPER_EFFICIENT )
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{
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int i, nSeen = 0;
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BeginGather();
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CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
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for ( i = 0; i < g_AI_Manager.NumAIs(); i++ )
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{
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if ( ppAIs[i] != GetOuter() && ( ppAIs[i]->ShouldNotDistanceCull() || IsWithinSenseDistance( origin, ppAIs[i]->GetAbsOrigin(), iDistance ) ) )
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{
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if ( Look( ppAIs[i] ) )
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{
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nSeen++;
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}
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}
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}
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EndGather( nSeen, &m_SeenNPCs );
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return nSeen;
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}
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bRemoveStaleFromCache = true;
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// Fall through
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}
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for ( int i = m_SeenNPCs.Count() - 1; i >= 0; --i )
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{
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if ( m_SeenNPCs[i].Get() == NULL )
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{
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m_SeenNPCs.FastRemove( i );
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}
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else if ( bRemoveStaleFromCache )
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{
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if ( ( !((CAI_BaseNPC *)m_SeenNPCs[i].Get())->ShouldNotDistanceCull() &&
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!IsWithinSenseDistance( origin, m_SeenNPCs[i]->GetAbsOrigin(), iDistance ) ) ||
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!Look( m_SeenNPCs[i] ) )
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{
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m_SeenNPCs.FastRemove( i );
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}
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}
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}
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return m_SeenNPCs.Count();
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}
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//-----------------------------------------------------------------------------
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int CAI_Senses::LookForObjects( int iDistance )
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{
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const int BOX_QUERY_MASK = FL_OBJECT;
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int nSeen = 0;
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if ( gpGlobals->curtime - m_TimeLastLookMisc > AI_MISC_SEARCH_TIME )
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{
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AI_PROFILE_SENSES(CAI_Senses_LookForObjects);
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m_TimeLastLookMisc = gpGlobals->curtime;
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BeginGather();
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const Vector &origin = GetAbsOrigin();
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int iter;
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CBaseEntity *pEnt = g_AI_SensedObjectsManager.GetFirst( &iter );
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while ( pEnt )
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{
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if ( pEnt->GetFlags() & BOX_QUERY_MASK )
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{
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if ( IsWithinSenseDistance( origin, pEnt->GetAbsOrigin(), iDistance ) && Look( pEnt) )
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{
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nSeen++;
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}
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}
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pEnt = g_AI_SensedObjectsManager.GetNext( &iter );
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}
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EndGather( nSeen, &m_SeenMisc );
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}
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else
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{
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for ( int i = m_SeenMisc.Count() - 1; i >= 0; --i )
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{
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if ( m_SeenMisc[i].Get() == NULL )
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m_SeenMisc.FastRemove( i );
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}
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nSeen = m_SeenMisc.Count();
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}
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return nSeen;
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}
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//-----------------------------------------------------------------------------
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float CAI_Senses::GetTimeLastUpdate( CBaseEntity *pEntity )
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{
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if ( !pEntity )
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return 0;
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if ( pEntity->IsPlayer() )
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return m_TimeLastLookHighPriority;
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if ( pEntity->IsNPC() )
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return m_TimeLastLookNPCs;
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return m_TimeLastLookMisc;
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}
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//-----------------------------------------------------------------------------
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CSound* CAI_Senses::GetFirstHeardSound( AISoundIter_t *pIter )
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{
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int iFirst = GetAudibleList();
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if ( iFirst == SOUNDLIST_EMPTY )
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{
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*pIter = (AISoundIter_t)SOUNDLIST_EMPTY;
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return NULL;
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}
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*pIter = (AISoundIter_t)iFirst;
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return CSoundEnt::SoundPointerForIndex( iFirst );
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}
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//-----------------------------------------------------------------------------
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CSound* CAI_Senses::GetNextHeardSound( AISoundIter_t *pIter )
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{
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int iCurrent = (int)*pIter;
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if ( iCurrent == SOUNDLIST_EMPTY )
|
|
{
|
|
*pIter = (AISoundIter_t)SOUNDLIST_EMPTY;
|
|
return NULL;
|
|
}
|
|
|
|
iCurrent = CSoundEnt::SoundPointerForIndex( iCurrent )->m_iNextAudible;
|
|
*pIter = (AISoundIter_t)iCurrent;
|
|
if ( iCurrent == SOUNDLIST_EMPTY )
|
|
return NULL;
|
|
|
|
return CSoundEnt::SoundPointerForIndex( iCurrent );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
CSound *CAI_Senses::GetClosestSound( bool fScent, int validTypes, bool bUsePriority )
|
|
{
|
|
float flBestDist = MAX_COORD_RANGE*MAX_COORD_RANGE;// so first nearby sound will become best so far.
|
|
float flDist;
|
|
int iBestPriority = SOUND_PRIORITY_VERY_LOW;
|
|
|
|
AISoundIter_t iter;
|
|
|
|
CSound *pResult = NULL;
|
|
CSound *pCurrent = GetFirstHeardSound( &iter );
|
|
|
|
Vector earPosition = GetOuter()->EarPosition();
|
|
|
|
while ( pCurrent )
|
|
{
|
|
if ( ( !fScent && pCurrent->FIsSound() ) ||
|
|
( fScent && pCurrent->FIsScent() ) )
|
|
{
|
|
if( pCurrent->IsSoundType( validTypes ) && !GetOuter()->ShouldIgnoreSound( pCurrent ) )
|
|
{
|
|
if( !bUsePriority || GetOuter()->GetSoundPriority(pCurrent) >= iBestPriority )
|
|
{
|
|
flDist = ( pCurrent->GetSoundOrigin() - earPosition ).LengthSqr();
|
|
|
|
if ( flDist < flBestDist )
|
|
{
|
|
pResult = pCurrent;
|
|
flBestDist = flDist;
|
|
|
|
iBestPriority = GetOuter()->GetSoundPriority(pCurrent);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
pCurrent = GetNextHeardSound( &iter );
|
|
}
|
|
|
|
return pResult;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_Senses::PerformSensing( void )
|
|
{
|
|
AI_PROFILE_SCOPE (CAI_BaseNPC_PerformSensing);
|
|
|
|
// -----------------
|
|
// Look
|
|
// -----------------
|
|
if( !HasSensingFlags(SENSING_FLAGS_DONT_LOOK) )
|
|
Look( m_LookDist );
|
|
|
|
// ------------------
|
|
// Listen
|
|
// ------------------
|
|
if( !HasSensingFlags(SENSING_FLAGS_DONT_LISTEN) )
|
|
Listen();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_SensedObjectsManager::Init()
|
|
{
|
|
CBaseEntity *pEnt = NULL;
|
|
while ( ( pEnt = gEntList.NextEnt( pEnt ) ) != NULL )
|
|
{
|
|
OnEntitySpawned( pEnt );
|
|
}
|
|
|
|
gEntList.AddListenerEntity( this );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_SensedObjectsManager::Term()
|
|
{
|
|
gEntList.RemoveListenerEntity( this );
|
|
m_SensedObjects.RemoveAll();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
CBaseEntity *CAI_SensedObjectsManager::GetFirst( int *pIter )
|
|
{
|
|
if ( m_SensedObjects.Count() )
|
|
{
|
|
*pIter = 1;
|
|
return m_SensedObjects[0];
|
|
}
|
|
|
|
*pIter = 0;
|
|
return NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
CBaseEntity *CAI_SensedObjectsManager::GetNext( int *pIter )
|
|
{
|
|
int i = *pIter;
|
|
if ( i && i < m_SensedObjects.Count() )
|
|
{
|
|
(*pIter)++;
|
|
return m_SensedObjects[i];
|
|
}
|
|
|
|
*pIter = 0;
|
|
return NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_SensedObjectsManager::OnEntitySpawned( CBaseEntity *pEntity )
|
|
{
|
|
if ( ( pEntity->GetFlags() & FL_OBJECT ) && !pEntity->IsPlayer() && !pEntity->IsNPC() )
|
|
{
|
|
m_SensedObjects.AddToTail( pEntity );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CAI_SensedObjectsManager::OnEntityDeleted( CBaseEntity *pEntity )
|
|
{
|
|
if ( ( pEntity->GetFlags() & FL_OBJECT ) && !pEntity->IsPlayer() && !pEntity->IsNPC() )
|
|
{
|
|
int i = m_SensedObjects.Find( pEntity );
|
|
if ( i != m_SensedObjects.InvalidIndex() )
|
|
m_SensedObjects.FastRemove( i );
|
|
}
|
|
}
|
|
|
|
void CAI_SensedObjectsManager::AddEntity( CBaseEntity *pEntity )
|
|
{
|
|
if ( m_SensedObjects.Find( pEntity ) != m_SensedObjects.InvalidIndex() )
|
|
return;
|
|
|
|
// We shouldn't be adding players or NPCs to this list
|
|
Assert( !pEntity->IsPlayer() && !pEntity->IsNPC() );
|
|
|
|
// Add the object flag so it gets removed when it dies
|
|
pEntity->AddFlag( FL_OBJECT );
|
|
m_SensedObjects.AddToTail( pEntity );
|
|
}
|
|
|
|
//=============================================================================
|