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