/*** * * 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. * ****/ //========================================================= // Squadmonster functions //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "nodes.h" #include "monsters.h" #include "animation.h" #include "saverestore.h" #include "squadmonster.h" #include "plane.h" //========================================================= // Save/Restore //========================================================= TYPEDESCRIPTION CSquadMonster::m_SaveData[] = { DEFINE_FIELD( CSquadMonster, m_hSquadLeader, FIELD_EHANDLE ), DEFINE_ARRAY( CSquadMonster, m_hSquadMember, FIELD_EHANDLE, MAX_SQUAD_MEMBERS - 1 ), // DEFINE_FIELD( CSquadMonster, m_afSquadSlots, FIELD_INTEGER ), // these need to be reset after transitions! DEFINE_FIELD( CSquadMonster, m_fEnemyEluded, FIELD_BOOLEAN ), DEFINE_FIELD( CSquadMonster, m_flLastEnemySightTime, FIELD_TIME ), DEFINE_FIELD( CSquadMonster, m_iMySlot, FIELD_INTEGER ), }; IMPLEMENT_SAVERESTORE( CSquadMonster, CBaseMonster ) //========================================================= // OccupySlot - if any slots of the passed slots are // available, the monster will be assigned to one. //========================================================= BOOL CSquadMonster::OccupySlot( int iDesiredSlots ) { int i; int iMask; int iSquadSlots; if( !InSquad() ) { return TRUE; } if( SquadEnemySplit() ) { // if the squad members aren't all fighting the same enemy, slots are disabled // so that a squad member doesn't get stranded unable to engage his enemy because // all of the attack slots are taken by squad members fighting other enemies. m_iMySlot = bits_SLOT_SQUAD_SPLIT; return TRUE; } CSquadMonster *pSquadLeader = MySquadLeader(); if( !( iDesiredSlots ^ pSquadLeader->m_afSquadSlots ) ) { // none of the desired slots are available. return FALSE; } iSquadSlots = pSquadLeader->m_afSquadSlots; for( i = 0; i < NUM_SLOTS; i++ ) { iMask = 1 << i; if( iDesiredSlots & iMask ) // am I looking for this bit? { if( !( iSquadSlots & iMask ) ) // Is it already taken? { // No, use this bit pSquadLeader->m_afSquadSlots |= iMask; m_iMySlot = iMask; //ALERT( at_aiconsole, "Took slot %d - %d\n", i, m_hSquadLeader->m_afSquadSlots ); return TRUE; } } } return FALSE; } //========================================================= // VacateSlot //========================================================= void CSquadMonster::VacateSlot() { if( m_iMySlot != bits_NO_SLOT && InSquad() ) { //ALERT( at_aiconsole, "Vacated Slot %d - %d\n", m_iMySlot, m_hSquadLeader->m_afSquadSlots ); MySquadLeader()->m_afSquadSlots &= ~m_iMySlot; m_iMySlot = bits_NO_SLOT; } } //========================================================= // ScheduleChange //========================================================= void CSquadMonster::ScheduleChange ( void ) { VacateSlot(); } //========================================================= // Killed //========================================================= void CSquadMonster::Killed( entvars_t *pevAttacker, int iGib ) { VacateSlot(); if( InSquad() ) { MySquadLeader()->SquadRemove( this ); } CBaseMonster::Killed( pevAttacker, iGib ); } // These functions are still awaiting conversion to CSquadMonster //========================================================= // // SquadRemove(), remove pRemove from my squad. // If I am pRemove, promote m_pSquadNext to leader // //========================================================= void CSquadMonster::SquadRemove( CSquadMonster *pRemove ) { ASSERT( pRemove!=NULL ); ASSERT( this->IsLeader() ); ASSERT( pRemove->m_hSquadLeader == this ); // If I'm the leader, get rid of my squad if( pRemove == MySquadLeader() ) { for( int i = 0; i < MAX_SQUAD_MEMBERS - 1; i++ ) { CSquadMonster *pMember = MySquadMember( i ); if( pMember ) { pMember->m_hSquadLeader = NULL; m_hSquadMember[i] = NULL; } } } else { CSquadMonster *pSquadLeader = MySquadLeader(); if( pSquadLeader ) { for( int i = 0; i < MAX_SQUAD_MEMBERS - 1; i++ ) { if( pSquadLeader->m_hSquadMember[i] == this ) { pSquadLeader->m_hSquadMember[i] = NULL; break; } } } } pRemove->m_hSquadLeader = NULL; } //========================================================= // // SquadAdd(), add pAdd to my squad // //========================================================= BOOL CSquadMonster::SquadAdd( CSquadMonster *pAdd ) { ASSERT( pAdd != NULL ); ASSERT( !pAdd->InSquad() ); ASSERT( this->IsLeader() ); for( int i = 0; i < MAX_SQUAD_MEMBERS - 1; i++ ) { if( m_hSquadMember[i] == NULL ) { m_hSquadMember[i] = pAdd; pAdd->m_hSquadLeader = this; return TRUE; } } return FALSE; // should complain here } //========================================================= // // SquadPasteEnemyInfo - called by squad members that have // current info on the enemy so that it can be stored for // members who don't have current info. // //========================================================= void CSquadMonster::SquadPasteEnemyInfo( void ) { CSquadMonster *pSquadLeader = MySquadLeader(); if( pSquadLeader ) pSquadLeader->m_vecEnemyLKP = m_vecEnemyLKP; } //========================================================= // // SquadCopyEnemyInfo - called by squad members who don't // have current info on the enemy. Reads from the same fields // in the leader's data that other squad members write to, // so the most recent data is always available here. // //========================================================= void CSquadMonster::SquadCopyEnemyInfo( void ) { CSquadMonster *pSquadLeader = MySquadLeader(); if( pSquadLeader ) m_vecEnemyLKP = pSquadLeader->m_vecEnemyLKP; } //========================================================= // // SquadMakeEnemy - makes everyone in the squad angry at // the same entity. // //========================================================= void CSquadMonster::SquadMakeEnemy( CBaseEntity *pEnemy ) { if( !InSquad() ) return; if( !pEnemy ) { ALERT( at_console, "ERROR: SquadMakeEnemy() - pEnemy is NULL!\n" ); return; } CSquadMonster *pSquadLeader = MySquadLeader(); for( int i = 0; i < MAX_SQUAD_MEMBERS; i++ ) { CSquadMonster *pMember = pSquadLeader->MySquadMember( i ); if( pMember ) { // reset members who aren't activly engaged in fighting if( pMember->m_hEnemy != pEnemy && !pMember->HasConditions( bits_COND_SEE_ENEMY ) ) { if( pMember->m_hEnemy != NULL ) { // remember their current enemy pMember->PushEnemy( pMember->m_hEnemy, pMember->m_vecEnemyLKP ); } // give them a new enemy pMember->m_hEnemy = pEnemy; pMember->m_vecEnemyLKP = pEnemy->pev->origin; pMember->SetConditions( bits_COND_NEW_ENEMY ); } } } } //========================================================= // // SquadCount(), return the number of members of this squad // callable from leaders & followers // //========================================================= int CSquadMonster::SquadCount( void ) { if( !InSquad() ) return 0; CSquadMonster *pSquadLeader = MySquadLeader(); int squadCount = 0; for( int i = 0; i < MAX_SQUAD_MEMBERS; i++ ) { if( pSquadLeader->MySquadMember( i ) != NULL ) squadCount++; } return squadCount; } //========================================================= // // SquadRecruit(), get some monsters of my classification and // link them as a group. returns the group size // //========================================================= int CSquadMonster::SquadRecruit( int searchRadius, int maxMembers ) { int squadCount; int iMyClass = Classify();// cache this monster's class // Don't recruit if I'm already in a group if( InSquad() ) return 0; if( maxMembers < 2 ) return 0; // I am my own leader m_hSquadLeader = this; squadCount = 1; CBaseEntity *pEntity = NULL; if( !FStringNull( pev->netname ) ) { // I have a netname, so unconditionally recruit everyone else with that name. pEntity = UTIL_FindEntityByString( pEntity, "netname", STRING( pev->netname ) ); while( pEntity ) { CSquadMonster *pRecruit = pEntity->MySquadMonsterPointer(); if( pRecruit ) { if( !pRecruit->InSquad() && pRecruit->Classify() == iMyClass && pRecruit != this ) { // minimum protection here against user error.in worldcraft. if( !SquadAdd( pRecruit ) ) break; squadCount++; } } pEntity = UTIL_FindEntityByString( pEntity, "netname", STRING( pev->netname ) ); } } else { while( ( pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, searchRadius ) ) != NULL ) { CSquadMonster *pRecruit = pEntity->MySquadMonsterPointer(); if( pRecruit && pRecruit != this && pRecruit->IsAlive() && !pRecruit->m_pCine ) { // Can we recruit this guy? if( !pRecruit->InSquad() && pRecruit->Classify() == iMyClass && ( ( iMyClass != CLASS_ALIEN_MONSTER ) || FStrEq( STRING( pev->classname ), STRING( pRecruit->pev->classname ) ) ) && FStringNull( pRecruit->pev->netname ) ) { TraceResult tr; UTIL_TraceLine( pev->origin + pev->view_ofs, pRecruit->pev->origin + pev->view_ofs, ignore_monsters, pRecruit->edict(), &tr );// try to hit recruit with a traceline. if( tr.flFraction == 1.0 ) { if( !SquadAdd( pRecruit ) ) break; squadCount++; } } } } } // no single member squads if( squadCount == 1 ) { m_hSquadLeader = NULL; } return squadCount; } //========================================================= // CheckEnemy //========================================================= int CSquadMonster::CheckEnemy( CBaseEntity *pEnemy ) { int iUpdatedLKP; iUpdatedLKP = CBaseMonster::CheckEnemy( m_hEnemy ); // communicate with squad members about the enemy IF this individual has the same enemy as the squad leader. if( InSquad() && (CBaseEntity *)m_hEnemy == MySquadLeader()->m_hEnemy ) { if( iUpdatedLKP ) { // have new enemy information, so paste to the squad. SquadPasteEnemyInfo(); } else { // enemy unseen, copy from the squad knowledge. SquadCopyEnemyInfo(); } } return iUpdatedLKP; } //========================================================= // StartMonster //========================================================= void CSquadMonster::StartMonster( void ) { CBaseMonster::StartMonster(); if( ( m_afCapability & bits_CAP_SQUAD ) && !InSquad() ) { if( !FStringNull( pev->netname ) ) { // if I have a groupname, I can only recruit if I'm flagged as leader if( !( pev->spawnflags & SF_SQUADMONSTER_LEADER ) ) { return; } } // try to form squads now. int iSquadSize = SquadRecruit( 1024, 4 ); if( iSquadSize ) { ALERT( at_aiconsole, "Squad of %d %s formed\n", iSquadSize, STRING( pev->classname ) ); } if( IsLeader() && FClassnameIs( pev, "monster_human_grunt" ) ) { SetBodygroup( 1, 1 ); // UNDONE: truly ugly hack pev->skin = 0; } } } //========================================================= // NoFriendlyFire - checks for possibility of friendly fire // // Builds a large box in front of the grunt and checks to see // if any squad members are in that box. //========================================================= BOOL CSquadMonster::NoFriendlyFire( void ) { if( !InSquad() ) { return TRUE; } CPlane backPlane; CPlane leftPlane; CPlane rightPlane; Vector vecLeftSide; Vector vecRightSide; Vector v_left; //!!!BUGBUG - to fix this, the planes must be aligned to where the monster will be firing its gun, not the direction it is facing!!! if( m_hEnemy != NULL ) { UTIL_MakeVectors( UTIL_VecToAngles( m_hEnemy->Center() - pev->origin ) ); } else { // if there's no enemy, pretend there's a friendly in the way, so the grunt won't shoot. return FALSE; } //UTIL_MakeVectors( pev->angles ); vecLeftSide = pev->origin - ( gpGlobals->v_right * ( pev->size.x * 1.5 ) ); vecRightSide = pev->origin + ( gpGlobals->v_right * ( pev->size.x * 1.5 ) ); v_left = gpGlobals->v_right * -1; leftPlane.InitializePlane( gpGlobals->v_right, vecLeftSide ); rightPlane.InitializePlane( v_left, vecRightSide ); backPlane.InitializePlane( gpGlobals->v_forward, pev->origin ); /* ALERT( at_console, "LeftPlane: %f %f %f : %f\n", leftPlane.m_vecNormal.x, leftPlane.m_vecNormal.y, leftPlane.m_vecNormal.z, leftPlane.m_flDist ); ALERT( at_console, "RightPlane: %f %f %f : %f\n", rightPlane.m_vecNormal.x, rightPlane.m_vecNormal.y, rightPlane.m_vecNormal.z, rightPlane.m_flDist ); ALERT( at_console, "BackPlane: %f %f %f : %f\n", backPlane.m_vecNormal.x, backPlane.m_vecNormal.y, backPlane.m_vecNormal.z, backPlane.m_flDist ); */ CSquadMonster *pSquadLeader = MySquadLeader(); for( int i = 0; i < MAX_SQUAD_MEMBERS; i++ ) { CSquadMonster *pMember = pSquadLeader->MySquadMember( i ); if( pMember && pMember != this ) { if( backPlane.PointInFront( pMember->pev->origin ) && leftPlane.PointInFront( pMember->pev->origin ) && rightPlane.PointInFront( pMember->pev->origin ) ) { // this guy is in the check volume! Don't shoot! return FALSE; } } } return TRUE; } //========================================================= // GetIdealState - surveys the Conditions information available // and finds the best new state for a monster. //========================================================= MONSTERSTATE CSquadMonster::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: case MONSTERSTATE_ALERT: if( HasConditions( bits_COND_NEW_ENEMY ) && InSquad() ) { SquadMakeEnemy( m_hEnemy ); } break; default: break; } return CBaseMonster::GetIdealState(); } //========================================================= // FValidateCover - determines whether or not the chosen // cover location is a good one to move to. (currently based // on proximity to others in the squad) //========================================================= BOOL CSquadMonster::FValidateCover( const Vector &vecCoverLocation ) { if( !InSquad() ) { return TRUE; } if( SquadMemberInRange( vecCoverLocation, 128 ) ) { // another squad member is too close to this piece of cover. return FALSE; } return TRUE; } //========================================================= // SquadEnemySplit- returns TRUE if not all squad members // are fighting the same enemy. //========================================================= BOOL CSquadMonster::SquadEnemySplit( void ) { if( !InSquad() ) return FALSE; CSquadMonster *pSquadLeader = MySquadLeader(); CBaseEntity *pEnemy = pSquadLeader->m_hEnemy; for( int i = 0; i < MAX_SQUAD_MEMBERS; i++ ) { CSquadMonster *pMember = pSquadLeader->MySquadMember( i ); if( pMember != NULL && pMember->m_hEnemy != NULL && pMember->m_hEnemy != pEnemy ) { return TRUE; } } return FALSE; } //========================================================= // FValidateCover - determines whether or not the chosen // cover location is a good one to move to. (currently based // on proximity to others in the squad) //========================================================= BOOL CSquadMonster::SquadMemberInRange( const Vector &vecLocation, float flDist ) { if( !InSquad() ) return FALSE; CSquadMonster *pSquadLeader = MySquadLeader(); for( int i = 0; i < MAX_SQUAD_MEMBERS; i++ ) { CSquadMonster *pSquadMember = pSquadLeader->MySquadMember( i ); if( pSquadMember && ( vecLocation - pSquadMember->pev->origin ).Length2D() <= flDist ) return TRUE; } return FALSE; } extern Schedule_t slChaseEnemyFailed[]; Schedule_t *CSquadMonster::GetScheduleOfType( int iType ) { switch( iType ) { case SCHED_CHASE_ENEMY_FAILED: { return &slChaseEnemyFailed[0]; } default: return CBaseMonster::GetScheduleOfType( iType ); } }