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