Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "soundent.h"
#include "nodes.h"
#include "talkmonster.h"
float CTalkMonster::g_talkWaitTime = 0; // time delay until it's ok to speak: used so that two NPCs don't talk at once
/*********************************************************/
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CGraph WorldGraph;
void CGraph::InitGraph( void ) { }
int CGraph::FLoadGraph( char *szMapName ) { return FALSE; }
int CGraph::AllocNodes( void ) { return FALSE; }
int CGraph::CheckNODFile( char *szMapName ) { return FALSE; }
int CGraph::FSetGraphPointers( void ) { return 0; }
void CGraph::ShowNodeConnections( int iNode ) { }
int CGraph::FindNearestNode( const Vector &vecOrigin, int afNodeTypes ) { return 0; }
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/*********************************************************/
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void CBaseMonster::ReportAIState( void ) { }
float CBaseMonster::ChangeYaw( int speed ) { return 0; }
void CBaseMonster::MakeIdealYaw( Vector vecTarget ) { }
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void CBaseMonster::CorpseFallThink( void )
{
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if( pev->flags & FL_ONGROUND )
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{
SetThink( NULL );
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SetSequenceBox();
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UTIL_SetOrigin( pev, pev->origin );// link into world.
}
else
pev->nextthink = gpGlobals->time + 0.1;
}
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// Call after animation/pose is set up
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void CBaseMonster::MonsterInitDead( void )
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{
InitBoneControllers();
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pev->solid = SOLID_BBOX;
pev->movetype = MOVETYPE_TOSS;// so he'll fall to ground
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pev->frame = 0;
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ResetSequenceInfo();
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pev->framerate = 0;
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// Copy health
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pev->max_health = pev->health;
pev->deadflag = DEAD_DEAD;
UTIL_SetSize( pev, g_vecZero, g_vecZero );
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UTIL_SetOrigin( pev, pev->origin );
// Setup health counters, etc.
BecomeDead();
SetThink( &CorpseFallThink );
pev->nextthink = gpGlobals->time + 0.5;
}
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BOOL CBaseMonster::ShouldFadeOnDeath( void )
{
return FALSE;
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}
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BOOL CBaseMonster::FCheckAITrigger( void )
{
return FALSE;
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}
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void CBaseMonster::KeyValue( KeyValueData *pkvd )
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{
CBaseToggle::KeyValue( pkvd );
}
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int CBaseMonster::IRelationship( CBaseEntity *pTarget )
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{
static int iEnemy[14][14] =
{ // NONE MACH PLYR HPASS HMIL AMIL APASS AMONST APREY APRED INSECT PLRALY PBWPN ABWPN
/*NONE*/ { R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO, R_NO, R_NO },
/*MACHINE*/ { R_NO ,R_NO ,R_DL ,R_DL ,R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_DL, R_DL, R_DL },
/*PLAYER*/ { R_NO ,R_DL ,R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO, R_DL, R_DL },
/*HUMANPASSIVE*/{ R_NO ,R_NO ,R_AL ,R_AL ,R_HT ,R_FR ,R_NO ,R_HT ,R_DL ,R_FR ,R_NO ,R_AL, R_NO, R_NO },
/*HUMANMILITAR*/{ R_NO ,R_NO ,R_HT ,R_DL ,R_NO ,R_HT ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_HT, R_NO, R_NO },
/*ALIENMILITAR*/{ R_NO ,R_DL ,R_HT ,R_DL ,R_HT ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_DL, R_NO, R_NO },
/*ALIENPASSIVE*/{ R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO, R_NO, R_NO },
/*ALIENMONSTER*/{ R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_DL, R_NO, R_NO },
/*ALIENPREY */{ R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_NO ,R_FR ,R_NO ,R_DL, R_NO, R_NO },
/*ALIENPREDATO*/{ R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_HT ,R_DL ,R_NO ,R_DL, R_NO, R_NO },
/*INSECT*/ { R_FR ,R_FR ,R_FR ,R_FR ,R_FR ,R_NO ,R_FR ,R_FR ,R_FR ,R_FR ,R_NO ,R_FR, R_NO, R_NO },
/*PLAYERALLY*/ { R_NO ,R_DL ,R_AL ,R_AL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO, R_NO, R_NO },
/*PBIOWEAPON*/ { R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_DL, R_NO, R_DL },
/*ABIOWEAPON*/ { R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_AL ,R_NO ,R_DL ,R_DL ,R_NO ,R_NO ,R_DL, R_DL, R_NO }
};
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return iEnemy[Classify()][pTarget->Classify()];
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}
//=========================================================
// Look - Base class monster function to find enemies or
// food by sight. iDistance is distance ( in units ) that the
// monster can see.
//
// Sets the sight bits of the m_afConditions mask to indicate
// which types of entities were sighted.
// Function also sets the Looker's m_pLink
// to the head of a link list that contains all visible ents.
// (linked via each ent's m_pLink field)
//
//=========================================================
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void CBaseMonster::Look( int iDistance )
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{
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int iSighted = 0;
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// DON'T let visibility information from last frame sit around!
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ClearConditions( bits_COND_SEE_HATE | bits_COND_SEE_DISLIKE | bits_COND_SEE_ENEMY | bits_COND_SEE_FEAR | bits_COND_SEE_NEMESIS | bits_COND_SEE_CLIENT );
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m_pLink = NULL;
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CBaseEntity *pSightEnt = NULL;// the current visible entity that we're dealing with
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CBaseEntity *pList[100];
Vector delta = Vector( iDistance, iDistance, iDistance );
// Find only monsters/clients in box, NOT limited to PVS
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int count = UTIL_EntitiesInBox( pList, 100, pev->origin - delta, pev->origin + delta, FL_CLIENT | FL_MONSTER );
for( int i = 0; i < count; i++ )
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{
pSightEnt = pList[i];
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if( pSightEnt != this && pSightEnt->pev->health > 0 )
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{
// the looker will want to consider this entity
// don't check anything else about an entity that can't be seen, or an entity that you don't care about.
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if( IRelationship( pSightEnt ) != R_NO && FInViewCone( pSightEnt ) && !FBitSet( pSightEnt->pev->flags, FL_NOTARGET ) && FVisible( pSightEnt ) )
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{
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if( pSightEnt->IsPlayer() )
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{
// if we see a client, remember that (mostly for scripted AI)
iSighted |= bits_COND_SEE_CLIENT;
}
pSightEnt->m_pLink = m_pLink;
m_pLink = pSightEnt;
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if( pSightEnt == m_hEnemy )
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{
// we know this ent is visible, so if it also happens to be our enemy, store that now.
iSighted |= bits_COND_SEE_ENEMY;
}
// don't add the Enemy's relationship to the conditions. We only want to worry about conditions when
// we see monsters other than the Enemy.
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switch( IRelationship( pSightEnt ) )
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{
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case R_NM:
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iSighted |= bits_COND_SEE_NEMESIS;
break;
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case R_HT:
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iSighted |= bits_COND_SEE_HATE;
break;
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case R_DL:
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iSighted |= bits_COND_SEE_DISLIKE;
break;
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case R_FR:
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iSighted |= bits_COND_SEE_FEAR;
break;
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case R_AL:
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break;
default:
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ALERT( at_aiconsole, "%s can't assess %s\n", STRING( pev->classname ), STRING(pSightEnt->pev->classname ) );
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break;
}
}
}
}
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SetConditions( iSighted );
}
//=========================================================
// BestVisibleEnemy - this functions searches the link
// list whose head is the caller's m_pLink field, and returns
// a pointer to the enemy entity in that list that is nearest the
// caller.
//
// !!!UNDONE - currently, this only returns the closest enemy.
// we'll want to consider distance, relationship, attack types, back turned, etc.
//=========================================================
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CBaseEntity *CBaseMonster::BestVisibleEnemy( void )
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{
CBaseEntity *pReturn;
CBaseEntity *pNextEnt;
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int iNearest;
int iDist;
int iBestRelationship;
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iNearest = 8192;// so first visible entity will become the closest.
pNextEnt = m_pLink;
pReturn = NULL;
iBestRelationship = R_NO;
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while( pNextEnt != NULL )
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{
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if( pNextEnt->IsAlive() )
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{
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if( IRelationship( pNextEnt ) > iBestRelationship )
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{
// this entity is disliked MORE than the entity that we
// currently think is the best visible enemy. No need to do
// a distance check, just get mad at this one for now.
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iBestRelationship = IRelationship( pNextEnt );
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iNearest = ( pNextEnt->pev->origin - pev->origin ).Length();
pReturn = pNextEnt;
}
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else if( IRelationship( pNextEnt ) == iBestRelationship )
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{
// this entity is disliked just as much as the entity that
// we currently think is the best visible enemy, so we only
// get mad at it if it is closer.
iDist = ( pNextEnt->pev->origin - pev->origin ).Length();
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if( iDist <= iNearest )
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{
iNearest = iDist;
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iBestRelationship = IRelationship( pNextEnt );
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pReturn = pNextEnt;
}
}
}
pNextEnt = pNextEnt->m_pLink;
}
return pReturn;
}