|
|
|
/***
|
|
|
|
*
|
|
|
|
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
|
|
|
*
|
|
|
|
* This product contains software technology licensed from Id
|
|
|
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
|
|
|
* All Rights Reserved.
|
|
|
|
*
|
|
|
|
* This source code contains proprietary and confidential information of
|
|
|
|
* Valve LLC and its suppliers. Access to this code is restricted to
|
|
|
|
* persons who have executed a written SDK license with Valve. Any access,
|
|
|
|
* use or distribution of this code by or to any unlicensed person is illegal.
|
|
|
|
*
|
|
|
|
****/
|
|
|
|
//=========================================================
|
|
|
|
// monsterstate.cpp - base class monster functions for
|
|
|
|
// controlling core AI.
|
|
|
|
//=========================================================
|
|
|
|
|
|
|
|
#include "extdll.h"
|
|
|
|
#include "util.h"
|
|
|
|
#include "cbase.h"
|
|
|
|
#include "nodes.h"
|
|
|
|
#include "monsters.h"
|
|
|
|
#include "animation.h"
|
|
|
|
#include "saverestore.h"
|
|
|
|
#include "soundent.h"
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// SetState
|
|
|
|
//=========================================================
|
|
|
|
void CBaseMonster::SetState( MONSTERSTATE State )
|
|
|
|
{
|
|
|
|
/*
|
|
|
|
if( State != m_MonsterState )
|
|
|
|
{
|
|
|
|
ALERT( at_aiconsole, "State Changed to %d\n", State );
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
switch( State )
|
|
|
|
{
|
|
|
|
|
|
|
|
// Drop enemy pointers when going to idle
|
|
|
|
case MONSTERSTATE_IDLE:
|
|
|
|
if( m_hEnemy != NULL )
|
|
|
|
{
|
|
|
|
m_hEnemy = NULL;// not allowed to have an enemy anymore.
|
|
|
|
ALERT( at_aiconsole, "Stripped\n" );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_MonsterState = State;
|
|
|
|
m_IdealMonsterState = State;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// RunAI
|
|
|
|
//=========================================================
|
|
|
|
void CBaseMonster::RunAI( void )
|
|
|
|
{
|
|
|
|
// to test model's eye height
|
|
|
|
//UTIL_ParticleEffect ( pev->origin + pev->view_ofs, g_vecZero, 255, 10 );
|
|
|
|
|
|
|
|
// IDLE sound permitted in ALERT state is because monsters were silent in ALERT state. Only play IDLE sound in IDLE state
|
|
|
|
// once we have sounds for that state.
|
|
|
|
if( ( m_MonsterState == MONSTERSTATE_IDLE || m_MonsterState == MONSTERSTATE_ALERT ) && RANDOM_LONG( 0, 99 ) == 0 && !( pev->flags & SF_MONSTER_GAG ) )
|
|
|
|
{
|
|
|
|
IdleSound();
|
|
|
|
}
|
|
|
|
|
|
|
|
if( m_MonsterState != MONSTERSTATE_NONE &&
|
|
|
|
m_MonsterState != MONSTERSTATE_PRONE &&
|
|
|
|
m_MonsterState != MONSTERSTATE_DEAD )// don't bother with this crap if monster is prone.
|
|
|
|
{
|
|
|
|
// collect some sensory Condition information.
|
|
|
|
// don't let monsters outside of the player's PVS act up, or most of the interesting
|
|
|
|
// things will happen before the player gets there!
|
|
|
|
// UPDATE: We now let COMBAT state monsters think and act fully outside of player PVS. This allows the player to leave
|
|
|
|
// an area where monsters are fighting, and the fight will continue.
|
|
|
|
if( !FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) || ( m_MonsterState == MONSTERSTATE_COMBAT ) )
|
|
|
|
{
|
|
|
|
Look( m_flDistLook );
|
|
|
|
Listen();// check for audible sounds.
|
|
|
|
|
|
|
|
// now filter conditions.
|
|
|
|
ClearConditions( IgnoreConditions() );
|
|
|
|
|
|
|
|
GetEnemy();
|
|
|
|
}
|
|
|
|
|
|
|
|
// do these calculations if monster has an enemy.
|
|
|
|
if( m_hEnemy != NULL )
|
|
|
|
{
|
|
|
|
CheckEnemy( m_hEnemy );
|
|
|
|
}
|
|
|
|
|
|
|
|
CheckAmmo();
|
|
|
|
}
|
|
|
|
|
|
|
|
FCheckAITrigger();
|
|
|
|
|
|
|
|
PrescheduleThink();
|
|
|
|
|
|
|
|
MaintainSchedule();
|
|
|
|
|
|
|
|
// if the monster didn't use these conditions during the above call to MaintainSchedule() or CheckAITrigger()
|
|
|
|
// we throw them out cause we don't want them sitting around through the lifespan of a schedule
|
|
|
|
// that doesn't use them.
|
|
|
|
m_afConditions &= ~( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE );
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// GetIdealState - surveys the Conditions information available
|
|
|
|
// and finds the best new state for a monster.
|
|
|
|
//=========================================================
|
|
|
|
MONSTERSTATE CBaseMonster::GetIdealState( void )
|
|
|
|
{
|
|
|
|
int iConditions;
|
|
|
|
|
|
|
|
iConditions = IScheduleFlags();
|
|
|
|
|
|
|
|
// If no schedule conditions, the new ideal state is probably the reason we're in here.
|
|
|
|
switch( m_MonsterState )
|
|
|
|
{
|
|
|
|
case MONSTERSTATE_IDLE:
|
|
|
|
/*
|
|
|
|
IDLE goes to ALERT upon hearing a sound
|
|
|
|
-IDLE goes to ALERT upon being injured
|
|
|
|
IDLE goes to ALERT upon seeing food
|
|
|
|
-IDLE goes to COMBAT upon sighting an enemy
|
|
|
|
IDLE goes to HUNT upon smelling food
|
|
|
|
*/
|
|
|
|
{
|
|
|
|
if( iConditions & bits_COND_NEW_ENEMY )
|
|
|
|
{
|
|
|
|
// new enemy! This means an idle monster has seen someone it dislikes, or
|
|
|
|
// that a monster in combat has found a more suitable target to attack
|
|
|
|
m_IdealMonsterState = MONSTERSTATE_COMBAT;
|
|
|
|
}
|
|
|
|
else if( iConditions & bits_COND_LIGHT_DAMAGE )
|
|
|
|
{
|
|
|
|
MakeIdealYaw( m_vecEnemyLKP );
|
|
|
|
m_IdealMonsterState = MONSTERSTATE_ALERT;
|
|
|
|
}
|
|
|
|
else if( iConditions & bits_COND_HEAVY_DAMAGE )
|
|
|
|
{
|
|
|
|
MakeIdealYaw( m_vecEnemyLKP );
|
|
|
|
m_IdealMonsterState = MONSTERSTATE_ALERT;
|
|
|
|
}
|
|
|
|
else if( iConditions & bits_COND_HEAR_SOUND )
|
|
|
|
{
|
|
|
|
CSound *pSound;
|
|
|
|
|
|
|
|
pSound = PBestSound();
|
|
|
|
ASSERT( pSound != NULL );
|
|
|
|
if( pSound )
|
|
|
|
{
|
|
|
|
MakeIdealYaw( pSound->m_vecOrigin );
|
|
|
|
if( pSound->m_iType & ( bits_SOUND_COMBAT|bits_SOUND_DANGER ) )
|
|
|
|
m_IdealMonsterState = MONSTERSTATE_ALERT;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if( iConditions & ( bits_COND_SMELL | bits_COND_SMELL_FOOD ) )
|
|
|
|
{
|
|
|
|
m_IdealMonsterState = MONSTERSTATE_ALERT;
|
|
|
|
}
|
|
|
|
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case MONSTERSTATE_ALERT:
|
|
|
|
/*
|
|
|
|
ALERT goes to IDLE upon becoming bored
|
|
|
|
-ALERT goes to COMBAT upon sighting an enemy
|
|
|
|
ALERT goes to HUNT upon hearing a noise
|
|
|
|
*/
|
|
|
|
{
|
|
|
|
if( iConditions & ( bits_COND_NEW_ENEMY | bits_COND_SEE_ENEMY ) )
|
|
|
|
{
|
|
|
|
// see an enemy we MUST attack
|
|
|
|
m_IdealMonsterState = MONSTERSTATE_COMBAT;
|
|
|
|
}
|
|
|
|
else if( iConditions & bits_COND_HEAR_SOUND )
|
|
|
|
{
|
|
|
|
m_IdealMonsterState = MONSTERSTATE_ALERT;
|
|
|
|
CSound *pSound = PBestSound();
|
|
|
|
ASSERT( pSound != NULL );
|
|
|
|
if( pSound )
|
|
|
|
MakeIdealYaw( pSound->m_vecOrigin );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case MONSTERSTATE_COMBAT:
|
|
|
|
/*
|
|
|
|
COMBAT goes to HUNT upon losing sight of enemy
|
|
|
|
COMBAT goes to ALERT upon death of enemy
|
|
|
|
*/
|
|
|
|
{
|
|
|
|
if( m_hEnemy == NULL )
|
|
|
|
{
|
|
|
|
m_IdealMonsterState = MONSTERSTATE_ALERT;
|
|
|
|
// pev->effects = EF_BRIGHTFIELD;
|
|
|
|
ALERT( at_aiconsole, "***Combat state with no enemy!\n" );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case MONSTERSTATE_HUNT:
|
|
|
|
/*
|
|
|
|
HUNT goes to ALERT upon seeing food
|
|
|
|
HUNT goes to ALERT upon being injured
|
|
|
|
HUNT goes to IDLE if goal touched
|
|
|
|
HUNT goes to COMBAT upon seeing enemy
|
|
|
|
*/
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case MONSTERSTATE_SCRIPT:
|
|
|
|
if( iConditions & ( bits_COND_TASK_FAILED | bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) )
|
|
|
|
{
|
|
|
|
ExitScriptedSequence(); // This will set the ideal state
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case MONSTERSTATE_DEAD:
|
|
|
|
m_IdealMonsterState = MONSTERSTATE_DEAD;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
return m_IdealMonsterState;
|
|
|
|
}
|