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2020-08-04 13:13:01 -04:00

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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef AI_SENSES_H
#define AI_SENSES_H
#include "ai_component.h"
#include "simtimer.h"
#include "soundent.h"
#include "tier1/utlmap.h"
#include "tier1/utlvector.h"
#if defined(_WIN32)
#pragma once
#endif
class CBaseEntity;
class CSound;
//-------------------------------------
DECLARE_POINTER_HANDLE(AISightIter_t);
DECLARE_POINTER_HANDLE(AISoundIter_t);
// GetFirstSeenEntity can take these as optional parameters to search for
// a specific type of entity.
enum seentype_t {
SEEN_ALL = -1, // Default
SEEN_HIGH_PRIORITY = 0,
SEEN_NPCS,
SEEN_MISC
};
#define SENSING_FLAGS_NONE 0x00000000
#define SENSING_FLAGS_DONT_LOOK 0x00000001 // Effectively makes the NPC blind
#define SENSING_FLAGS_DONT_LISTEN 0x00000002 // Effectively makes the NPC deaf
//-----------------------------------------------------------------------------
// class CAI_ScriptConditions
//
// Purpose:
//-----------------------------------------------------------------------------
class CAI_Senses : public CAI_Component {
public:
CAI_Senses()
: m_LookDist(2048),
m_LastLookDist(-1),
m_TimeLastLook(-1),
m_iAudibleList(0),
m_TimeLastLookHighPriority(-1),
m_TimeLastLookNPCs(-1),
m_TimeLastLookMisc(-1) {
m_SeenArrays[0] = &m_SeenHighPriority;
m_SeenArrays[1] = &m_SeenNPCs;
m_SeenArrays[2] = &m_SeenMisc;
m_iSensingFlags = SENSING_FLAGS_NONE;
}
float GetDistLook() const { return m_LookDist; }
void SetDistLook(float flDistLook) { m_LookDist = flDistLook; }
void PerformSensing();
void Listen(void);
void Look(int iDistance); // basic sight function for npcs
bool ShouldSeeEntity(CBaseEntity *pEntity); // logical query
bool CanSeeEntity(
CBaseEntity *pSightEnt); // more expensive cone & raycast test
#ifdef PORTAL
bool CanSeeEntityThroughPortal(
const CProp_Portal *pPortal,
CBaseEntity *pSightEnt); // more expensive cone & raycast test
#endif
bool DidSeeEntity(CBaseEntity *pSightEnt)
const; // a less expensive query that looks at cached results from
// recent conditionsa gathering
CBaseEntity *GetFirstSeenEntity(AISightIter_t *pIter,
seentype_t iSeenType = SEEN_ALL) const;
CBaseEntity *GetNextSeenEntity(AISightIter_t *pIter) const;
CSound *GetFirstHeardSound(AISoundIter_t *pIter);
CSound *GetNextHeardSound(AISoundIter_t *pIter);
CSound *GetClosestSound(bool fScent = false,
int validTypes = ALL_SOUNDS | ALL_SCENTS,
bool bUsePriority = true);
bool CanHearSound(CSound *pSound);
//---------------------------------
float GetTimeLastUpdate(CBaseEntity *pEntity);
//---------------------------------
void AddSensingFlags(int iFlags) { m_iSensingFlags |= iFlags; }
void RemoveSensingFlags(int iFlags) { m_iSensingFlags &= ~iFlags; }
bool HasSensingFlags(int iFlags) {
return (m_iSensingFlags & iFlags) == iFlags;
}
DECLARE_SIMPLE_DATADESC();
private:
int GetAudibleList() const { return m_iAudibleList; }
bool WaitingUntilSeen(CBaseEntity *pSightEnt);
void BeginGather();
void NoteSeenEntity(CBaseEntity *pSightEnt);
void EndGather(int nSeen, CUtlVector<EHANDLE> *pResult);
bool Look(CBaseEntity *pSightEnt);
#ifdef PORTAL
bool LookThroughPortal(const CProp_Portal *pPortal, CBaseEntity *pSightEnt);
#endif
int LookForHighPriorityEntities(int iDistance);
int LookForNPCs(int iDistance);
int LookForObjects(int iDistance);
bool SeeEntity(CBaseEntity *pEntity);
float m_LookDist; // distance npc sees (Default 2048)
float m_LastLookDist;
float m_TimeLastLook;
int m_iAudibleList; // first index of a linked list of sounds that the npc
// can hear.
CUtlVector<EHANDLE> m_SeenHighPriority;
CUtlVector<EHANDLE> m_SeenNPCs;
CUtlVector<EHANDLE> m_SeenMisc;
CUtlVector<EHANDLE> *m_SeenArrays[3];
float m_TimeLastLookHighPriority;
float m_TimeLastLookNPCs;
float m_TimeLastLookMisc;
int m_iSensingFlags;
};
//-----------------------------------------------------------------------------
class CAI_SensedObjectsManager : public IEntityListener {
public:
void Init();
void Term();
CBaseEntity *GetFirst(int *pIter);
CBaseEntity *GetNext(int *pIter);
virtual void AddEntity(CBaseEntity *pEntity);
private:
virtual void OnEntitySpawned(CBaseEntity *pEntity);
virtual void OnEntityDeleted(CBaseEntity *pEntity);
CUtlVector<EHANDLE> m_SensedObjects;
};
extern CAI_SensedObjectsManager g_AI_SensedObjectsManager;
//-----------------------------------------------------------------------------
#endif // AI_SENSES_H