Paranoia2_original/dlls/AI_Target.h

162 lines
3.6 KiB
C++

//========= Copyright © 2003, Valve LLC, All rights reserved. ==========
//
// Purpose: Hooks and classes for the support of humanoid NPCs with
// groovy facial animation capabilities, aka, "Actors"
//
//=============================================================================
#ifndef AI_TARGET_H
#define AI_TARGET_H
#include <utlarray.h>
#if defined( _WIN32 )
#pragma once
#endif
//-----------------------------------------------------------------------------
// CAI_BaseActor
//
// Purpose: The base class for all facially expressive NPCS.
//
//-----------------------------------------------------------------------------
class CMonsterTarget_t
{
public:
enum TargetType_e
{
LOOKAT_ENTITY = 0,
LOOKAT_POSITION,
LOOKAT_BOTH
};
public:
bool IsThis( CBaseEntity *pThis )
{
return (pThis == m_hTarget);
};
const Vector &GetPosition( void )
{
if( m_eType == LOOKAT_ENTITY && m_hTarget != NULL )
m_vecPosition = m_hTarget->EyePosition();
return m_vecPosition;
};
bool IsActive( void )
{
if( m_flEndTime < gpGlobals->time )
return false;
if( m_eType == LOOKAT_ENTITY && m_hTarget == NULL )
return false;
return true;
};
float Interest( void )
{
float t = (gpGlobals->time - m_flStartTime) / (m_flEndTime - m_flStartTime);
if( t < 0.0f || t > 1.0f )
return 0.0f;
if( t < m_flRamp )
{
t = t / m_flRamp;
}
else if( t > 1.0f - m_flRamp )
{
t = (1.0 - t) / m_flRamp;
}
else
{
t = 1.0f;
}
// ramp
t = 3.0f * t * t - 2.0f * t * t * t;
t *= m_flInterest;
return t;
}
public:
TargetType_e m_eType; // ????
EHANDLE m_hTarget;
Vector m_vecPosition;
float m_flStartTime;
float m_flEndTime;
float m_flRamp;
float m_flInterest;
};
class CMonsterTarget : public CUtlArray<CMonsterTarget_t>
{
public:
void Add( CBaseEntity *pTarget, float flImportance, float flDuration, float flRamp )
{
for( int i = 0; i < Count(); i++ )
{
CMonsterTarget_t &target = Element( i );
if( target.m_hTarget == pTarget )
{
Remove( i );
break;
}
}
Add( CMonsterTarget_t::LOOKAT_ENTITY, pTarget, g_vecZero, flImportance, flDuration, flRamp );
}
void Add( const Vector &vecPosition, float flImportance, float flDuration, float flRamp )
{
for( int i = 0; i < Count(); i++ )
{
CMonsterTarget_t &target = Element( i );
if( target.m_vecPosition == vecPosition )
{
Remove( i );
break;
}
}
Add( CMonsterTarget_t::LOOKAT_POSITION, NULL, vecPosition, flImportance, flDuration, flRamp );
}
void Add( CBaseEntity *pTarget, const Vector &vecPosition, float flImportance, float flDuration, float flRamp )
{
for( int i = 0; i < Count(); i++ )
{
CMonsterTarget_t &target = Element( i );
if( target.m_hTarget == pTarget )
{
Remove( i );
break;
}
}
Add( CMonsterTarget_t::LOOKAT_BOTH, pTarget, vecPosition, flImportance, flDuration, flRamp );
}
private:
void Add( CMonsterTarget_t::TargetType_e type, CBaseEntity *pTarget, const Vector &vecPosition, float flImportance, float flDuration, float flRamp )
{
int i = AddToTail();
CMonsterTarget_t &target = Element( i );
target.m_eType = type;
target.m_hTarget = pTarget;
target.m_vecPosition = vecPosition;
target.m_flInterest = flImportance;
target.m_flStartTime = gpGlobals->time;
target.m_flEndTime = gpGlobals->time + flDuration;
target.m_flRamp = flRamp / flDuration;
}
};
//-----------------------------------------------------------------------------
#endif // AI_TARGET_H