You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
918 lines
24 KiB
918 lines
24 KiB
/*** |
|
* |
|
* 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. |
|
* |
|
****/ |
|
//========================================================= |
|
//========================================================= |
|
|
|
#include "extdll.h" |
|
#include "util.h" |
|
#include "cbase.h" |
|
#include "monsters.h" |
|
#include "squadmonster.h" |
|
|
|
#define AFLOCK_MAX_RECRUIT_RADIUS 1024 |
|
#define AFLOCK_FLY_SPEED 125 |
|
#define AFLOCK_TURN_RATE 75 |
|
#define AFLOCK_ACCELERATE 10 |
|
#define AFLOCK_CHECK_DIST 192 |
|
#define AFLOCK_TOO_CLOSE 100 |
|
#define AFLOCK_TOO_FAR 256 |
|
|
|
//========================================================= |
|
//========================================================= |
|
class CFlockingFlyerFlock : public CBaseMonster |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
void KeyValue( KeyValueData *pkvd ); |
|
void SpawnFlock( void ); |
|
|
|
virtual int Save( CSave &save ); |
|
virtual int Restore( CRestore &restore ); |
|
static TYPEDESCRIPTION m_SaveData[]; |
|
|
|
// Sounds are shared by the flock |
|
static void PrecacheFlockSounds( void ); |
|
|
|
int m_cFlockSize; |
|
float m_flFlockRadius; |
|
}; |
|
|
|
TYPEDESCRIPTION CFlockingFlyerFlock::m_SaveData[] = |
|
{ |
|
DEFINE_FIELD( CFlockingFlyerFlock, m_cFlockSize, FIELD_INTEGER ), |
|
DEFINE_FIELD( CFlockingFlyerFlock, m_flFlockRadius, FIELD_FLOAT ), |
|
}; |
|
|
|
IMPLEMENT_SAVERESTORE( CFlockingFlyerFlock, CBaseMonster ) |
|
|
|
//========================================================= |
|
//========================================================= |
|
class CFlockingFlyer : public CBaseMonster |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
void SpawnCommonCode( void ); |
|
void EXPORT IdleThink( void ); |
|
void BoidAdvanceFrame( void ); |
|
void EXPORT FormFlock( void ); |
|
void EXPORT Start( void ); |
|
void EXPORT FlockLeaderThink( void ); |
|
void EXPORT FlockFollowerThink( void ); |
|
void EXPORT FallHack( void ); |
|
void MakeSound( void ); |
|
void AlertFlock( void ); |
|
void SpreadFlock( void ); |
|
void SpreadFlock2( void ); |
|
void Killed( entvars_t *pevAttacker, int iGib ); |
|
void Poop ( void ); |
|
BOOL FPathBlocked( void ); |
|
//void KeyValue( KeyValueData *pkvd ); |
|
|
|
virtual int Save( CSave &save ); |
|
virtual int Restore( CRestore &restore ); |
|
static TYPEDESCRIPTION m_SaveData[]; |
|
|
|
int IsLeader( void ) { return m_pSquadLeader == this; } |
|
int InSquad( void ) { return m_pSquadLeader != NULL; } |
|
int SquadCount( void ); |
|
void SquadRemove( CFlockingFlyer *pRemove ); |
|
void SquadUnlink( void ); |
|
void SquadAdd( CFlockingFlyer *pAdd ); |
|
void SquadDisband( void ); |
|
|
|
CFlockingFlyer *m_pSquadLeader; |
|
CFlockingFlyer *m_pSquadNext; |
|
BOOL m_fTurning;// is this boid turning? |
|
BOOL m_fCourseAdjust;// followers set this flag TRUE to override flocking while they avoid something |
|
BOOL m_fPathBlocked;// TRUE if there is an obstacle ahead |
|
Vector m_vecReferencePoint;// last place we saw leader |
|
Vector m_vecAdjustedVelocity;// adjusted velocity (used when fCourseAdjust is TRUE) |
|
float m_flGoalSpeed; |
|
float m_flLastBlockedTime; |
|
float m_flFakeBlockedTime; |
|
float m_flAlertTime; |
|
float m_flFlockNextSoundTime; |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( monster_flyer, CFlockingFlyer ) |
|
LINK_ENTITY_TO_CLASS( monster_flyer_flock, CFlockingFlyerFlock ) |
|
|
|
TYPEDESCRIPTION CFlockingFlyer::m_SaveData[] = |
|
{ |
|
DEFINE_FIELD( CFlockingFlyer, m_pSquadLeader, FIELD_CLASSPTR ), |
|
DEFINE_FIELD( CFlockingFlyer, m_pSquadNext, FIELD_CLASSPTR ), |
|
DEFINE_FIELD( CFlockingFlyer, m_fTurning, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( CFlockingFlyer, m_fCourseAdjust, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( CFlockingFlyer, m_fPathBlocked, FIELD_BOOLEAN ), |
|
DEFINE_FIELD( CFlockingFlyer, m_vecReferencePoint, FIELD_POSITION_VECTOR ), |
|
DEFINE_FIELD( CFlockingFlyer, m_vecAdjustedVelocity, FIELD_VECTOR ), |
|
DEFINE_FIELD( CFlockingFlyer, m_flGoalSpeed, FIELD_FLOAT ), |
|
DEFINE_FIELD( CFlockingFlyer, m_flLastBlockedTime, FIELD_TIME ), |
|
DEFINE_FIELD( CFlockingFlyer, m_flFakeBlockedTime, FIELD_TIME ), |
|
DEFINE_FIELD( CFlockingFlyer, m_flAlertTime, FIELD_TIME ), |
|
//DEFINE_FIELD( CFlockingFlyer, m_flFlockNextSoundTime, FIELD_TIME ), // don't need to save |
|
}; |
|
|
|
IMPLEMENT_SAVERESTORE( CFlockingFlyer, CBaseMonster ) |
|
|
|
//========================================================= |
|
//========================================================= |
|
void CFlockingFlyerFlock::KeyValue( KeyValueData *pkvd ) |
|
{ |
|
if( FStrEq( pkvd->szKeyName, "iFlockSize" ) ) |
|
{ |
|
m_cFlockSize = atoi( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
else if( FStrEq( pkvd->szKeyName, "flFlockRadius" ) ) |
|
{ |
|
m_flFlockRadius = atof( pkvd->szValue ); |
|
pkvd->fHandled = TRUE; |
|
} |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
void CFlockingFlyerFlock::Spawn() |
|
{ |
|
Precache(); |
|
SpawnFlock(); |
|
|
|
REMOVE_ENTITY( ENT( pev ) ); // dump the spawn ent |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
void CFlockingFlyerFlock::Precache() |
|
{ |
|
//PRECACHE_MODEL( "models/aflock.mdl" ); |
|
PRECACHE_MODEL( "models/boid.mdl" ); |
|
|
|
PrecacheFlockSounds(); |
|
} |
|
|
|
void CFlockingFlyerFlock::PrecacheFlockSounds( void ) |
|
{ |
|
PRECACHE_SOUND( "boid/boid_alert1.wav" ); |
|
PRECACHE_SOUND( "boid/boid_alert2.wav" ); |
|
|
|
PRECACHE_SOUND( "boid/boid_idle1.wav" ); |
|
PRECACHE_SOUND( "boid/boid_idle2.wav" ); |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
void CFlockingFlyerFlock::SpawnFlock( void ) |
|
{ |
|
float R = m_flFlockRadius; |
|
int iCount; |
|
Vector vecSpot; |
|
CFlockingFlyer *pBoid, *pLeader; |
|
|
|
pLeader = pBoid = NULL; |
|
|
|
for( iCount = 0; iCount < m_cFlockSize; iCount++ ) |
|
{ |
|
pBoid = GetClassPtr( (CFlockingFlyer *)NULL ); |
|
|
|
if( !pLeader ) |
|
{ |
|
// make this guy the leader. |
|
pLeader = pBoid; |
|
|
|
pLeader->m_pSquadLeader = pLeader; |
|
pLeader->m_pSquadNext = NULL; |
|
} |
|
|
|
vecSpot.x = RANDOM_FLOAT( -R, R ); |
|
vecSpot.y = RANDOM_FLOAT( -R, R ); |
|
vecSpot.z = RANDOM_FLOAT( 0, 16 ); |
|
vecSpot = pev->origin + vecSpot; |
|
|
|
UTIL_SetOrigin( pBoid->pev, vecSpot ); |
|
pBoid->pev->movetype = MOVETYPE_FLY; |
|
pBoid->SpawnCommonCode(); |
|
pBoid->pev->flags &= ~FL_ONGROUND; |
|
pBoid->pev->velocity = g_vecZero; |
|
pBoid->pev->angles = pev->angles; |
|
|
|
pBoid->pev->frame = 0; |
|
pBoid->pev->nextthink = gpGlobals->time + 0.2; |
|
pBoid->SetThink( &CFlockingFlyer::IdleThink ); |
|
|
|
if( pBoid != pLeader ) |
|
{ |
|
pLeader->SquadAdd( pBoid ); |
|
} |
|
} |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
void CFlockingFlyer::Spawn() |
|
{ |
|
Precache(); |
|
SpawnCommonCode(); |
|
|
|
pev->frame = 0; |
|
pev->nextthink = gpGlobals->time + 0.1; |
|
SetThink( &CFlockingFlyer::IdleThink ); |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
void CFlockingFlyer::Precache() |
|
{ |
|
//PRECACHE_MODEL( "models/aflock.mdl" ); |
|
PRECACHE_MODEL( "models/boid.mdl" ); |
|
CFlockingFlyerFlock::PrecacheFlockSounds(); |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
void CFlockingFlyer::MakeSound( void ) |
|
{ |
|
if( m_flAlertTime > gpGlobals->time ) |
|
{ |
|
// make agitated sounds |
|
switch ( RANDOM_LONG( 0, 1 ) ) |
|
{ |
|
case 0: |
|
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "boid/boid_alert1.wav", 1, ATTN_NORM ); |
|
break; |
|
case 1: |
|
EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "boid/boid_alert2.wav", 1, ATTN_NORM ); |
|
break; |
|
} |
|
|
|
return; |
|
} |
|
|
|
// make normal sound |
|
switch( RANDOM_LONG( 0, 1 ) ) |
|
{ |
|
case 0: |
|
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "boid/boid_idle1.wav", 1, ATTN_NORM ); |
|
break; |
|
case 1: |
|
EMIT_SOUND( ENT(pev), CHAN_WEAPON, "boid/boid_idle2.wav", 1, ATTN_NORM ); |
|
break; |
|
} |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
void CFlockingFlyer::Killed( entvars_t *pevAttacker, int iGib ) |
|
{ |
|
CFlockingFlyer *pSquad; |
|
|
|
pSquad = (CFlockingFlyer *)m_pSquadLeader; |
|
|
|
while( pSquad ) |
|
{ |
|
pSquad->m_flAlertTime = gpGlobals->time + 15; |
|
pSquad = (CFlockingFlyer *)pSquad->m_pSquadNext; |
|
} |
|
|
|
if( m_pSquadLeader ) |
|
{ |
|
m_pSquadLeader->SquadRemove( this ); |
|
} |
|
|
|
pev->deadflag = DEAD_DEAD; |
|
|
|
pev->framerate = 0; |
|
pev->effects = EF_NOINTERP; |
|
|
|
UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); |
|
pev->movetype = MOVETYPE_TOSS; |
|
|
|
SetThink( &CFlockingFlyer::FallHack ); |
|
pev->nextthink = gpGlobals->time + 0.1; |
|
} |
|
|
|
void CFlockingFlyer::FallHack( void ) |
|
{ |
|
if( pev->flags & FL_ONGROUND ) |
|
{ |
|
if( !FClassnameIs ( pev->groundentity, "worldspawn" ) ) |
|
{ |
|
pev->flags &= ~FL_ONGROUND; |
|
pev->nextthink = gpGlobals->time + 0.1; |
|
} |
|
else |
|
{ |
|
pev->velocity = g_vecZero; |
|
SetThink( NULL ); |
|
} |
|
} |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
void CFlockingFlyer::SpawnCommonCode() |
|
{ |
|
pev->deadflag = DEAD_NO; |
|
pev->classname = MAKE_STRING( "monster_flyer" ); |
|
pev->solid = SOLID_SLIDEBOX; |
|
pev->movetype = MOVETYPE_FLY; |
|
pev->takedamage = DAMAGE_NO; |
|
pev->health = 1; |
|
|
|
m_fPathBlocked = FALSE;// obstacles will be detected |
|
m_flFieldOfView = 0.2; |
|
|
|
//SET_MODEL( ENT( pev ), "models/aflock.mdl" ); |
|
SET_MODEL( ENT( pev ), "models/boid.mdl" ); |
|
|
|
//UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); |
|
UTIL_SetSize( pev, Vector( -5, -5, 0 ), Vector( 5, 5, 2 ) ); |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
void CFlockingFlyer::BoidAdvanceFrame() |
|
{ |
|
float flapspeed = ( pev->speed - pev->armorvalue ) / AFLOCK_ACCELERATE; |
|
pev->armorvalue = pev->armorvalue * .8 + pev->speed * .2; |
|
|
|
if( flapspeed < 0 ) |
|
flapspeed = -flapspeed; |
|
if( flapspeed < 0.25 ) |
|
flapspeed = 0.25; |
|
if( flapspeed > 1.9 ) |
|
flapspeed = 1.9; |
|
|
|
pev->framerate = flapspeed; |
|
|
|
// lean |
|
pev->avelocity.x = -( pev->angles.x + flapspeed * 5 ); |
|
|
|
// bank |
|
pev->avelocity.z = -( pev->angles.z + pev->avelocity.y ); |
|
|
|
// pev->framerate = flapspeed; |
|
StudioFrameAdvance( 0.1 ); |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
void CFlockingFlyer::IdleThink( void ) |
|
{ |
|
pev->nextthink = gpGlobals->time + 0.2; |
|
|
|
// see if there's a client in the same pvs as the monster |
|
if( !FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) ) |
|
{ |
|
SetThink( &CFlockingFlyer::Start ); |
|
pev->nextthink = gpGlobals->time + 0.1; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// Start - player enters the pvs, so get things going. |
|
//========================================================= |
|
void CFlockingFlyer::Start( void ) |
|
{ |
|
pev->nextthink = gpGlobals->time + 0.1; |
|
|
|
if( IsLeader() ) |
|
{ |
|
SetThink( &CFlockingFlyer::FlockLeaderThink ); |
|
} |
|
else |
|
{ |
|
SetThink( &CFlockingFlyer::FlockFollowerThink ); |
|
} |
|
/* |
|
Vector vecTakeOff; |
|
vecTakeOff = Vector( 0, 0, 0 ); |
|
|
|
vecTakeOff.z = 50 + RANDOM_FLOAT( 0, 100 ); |
|
vecTakeOff.x = 20 - RANDOM_FLOAT( 0, 40 ); |
|
vecTakeOff.y = 20 - RANDOM_FLOAT( 0, 40 ); |
|
|
|
pev->velocity = vecTakeOff; |
|
|
|
pev->speed = pev->velocity.Length(); |
|
pev->sequence = 0; |
|
*/ |
|
SetActivity( ACT_FLY ); |
|
ResetSequenceInfo(); |
|
BoidAdvanceFrame(); |
|
|
|
pev->speed = AFLOCK_FLY_SPEED;// no delay! |
|
} |
|
|
|
//========================================================= |
|
// Leader boid calls this to form a flock from surrounding boids |
|
//========================================================= |
|
void CFlockingFlyer::FormFlock( void ) |
|
{ |
|
if( !InSquad() ) |
|
{ |
|
// I am my own leader |
|
m_pSquadLeader = this; |
|
m_pSquadNext = NULL; |
|
int squadCount = 1; |
|
|
|
CBaseEntity *pEntity = NULL; |
|
|
|
while( ( pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, AFLOCK_MAX_RECRUIT_RADIUS ) ) != NULL ) |
|
{ |
|
CBaseMonster *pRecruit = pEntity->MyMonsterPointer(); |
|
|
|
if( pRecruit && pRecruit != this && pRecruit->IsAlive() && !pRecruit->m_pCine ) |
|
{ |
|
// Can we recruit this guy? |
|
if( FClassnameIs ( pRecruit->pev, "monster_flyer" ) ) |
|
{ |
|
squadCount++; |
|
SquadAdd( (CFlockingFlyer *)pRecruit ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
SetThink( &CFlockingFlyer::IdleThink );// now that flock is formed, go to idle and wait for a player to come along. |
|
pev->nextthink = gpGlobals->time; |
|
} |
|
|
|
//========================================================= |
|
// Searches for boids that are too close and pushes them away |
|
//========================================================= |
|
void CFlockingFlyer::SpreadFlock() |
|
{ |
|
Vector vecDir; |
|
float flSpeed;// holds vector magnitude while we fiddle with the direction |
|
|
|
CFlockingFlyer *pList = m_pSquadLeader; |
|
while( pList ) |
|
{ |
|
if( pList != this && ( pev->origin - pList->pev->origin ).Length() <= AFLOCK_TOO_CLOSE ) |
|
{ |
|
// push the other away |
|
vecDir = pList->pev->origin - pev->origin; |
|
vecDir = vecDir.Normalize(); |
|
|
|
// store the magnitude of the other boid's velocity, and normalize it so we |
|
// can average in a course that points away from the leader. |
|
flSpeed = pList->pev->velocity.Length(); |
|
pList->pev->velocity = pList->pev->velocity.Normalize(); |
|
pList->pev->velocity = ( pList->pev->velocity + vecDir ) * 0.5; |
|
pList->pev->velocity = pList->pev->velocity * flSpeed; |
|
} |
|
|
|
pList = pList->m_pSquadNext; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// Alters the caller's course if he's too close to others |
|
// |
|
// This function should **ONLY** be called when Caller's velocity is normalized!! |
|
//========================================================= |
|
void CFlockingFlyer::SpreadFlock2() |
|
{ |
|
Vector vecDir; |
|
|
|
CFlockingFlyer *pList = m_pSquadLeader; |
|
while( pList ) |
|
{ |
|
if( pList != this && ( pev->origin - pList->pev->origin ).Length() <= AFLOCK_TOO_CLOSE ) |
|
{ |
|
vecDir = pev->origin - pList->pev->origin; |
|
vecDir = vecDir.Normalize(); |
|
|
|
pev->velocity = pev->velocity + vecDir; |
|
} |
|
|
|
pList = pList->m_pSquadNext; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// FBoidPathBlocked - returns TRUE if there is an obstacle ahead |
|
//========================================================= |
|
BOOL CFlockingFlyer::FPathBlocked() |
|
{ |
|
TraceResult tr; |
|
Vector vecDist;// used for general measurements |
|
Vector vecDir;// used for general measurements |
|
BOOL fBlocked; |
|
|
|
if( m_flFakeBlockedTime > gpGlobals->time ) |
|
{ |
|
m_flLastBlockedTime = gpGlobals->time; |
|
return TRUE; |
|
} |
|
|
|
// use VELOCITY, not angles, not all boids point the direction they are flying |
|
//vecDir = UTIL_VecToAngles( pevBoid->velocity ); |
|
UTIL_MakeVectors ( pev->angles ); |
|
|
|
fBlocked = FALSE;// assume the way ahead is clear |
|
|
|
// check for obstacle ahead |
|
UTIL_TraceLine( pev->origin, pev->origin + gpGlobals->v_forward * AFLOCK_CHECK_DIST, ignore_monsters, ENT( pev ), &tr ); |
|
if( tr.flFraction != 1.0 ) |
|
{ |
|
m_flLastBlockedTime = gpGlobals->time; |
|
fBlocked = TRUE; |
|
} |
|
|
|
// extra wide checks |
|
UTIL_TraceLine( pev->origin + gpGlobals->v_right * 12, pev->origin + gpGlobals->v_right * 12 + gpGlobals->v_forward * AFLOCK_CHECK_DIST, ignore_monsters, ENT( pev ), &tr ); |
|
if( tr.flFraction != 1.0 ) |
|
{ |
|
m_flLastBlockedTime = gpGlobals->time; |
|
fBlocked = TRUE; |
|
} |
|
|
|
UTIL_TraceLine( pev->origin - gpGlobals->v_right * 12, pev->origin - gpGlobals->v_right * 12 + gpGlobals->v_forward * AFLOCK_CHECK_DIST, ignore_monsters, ENT( pev ), &tr ); |
|
if( tr.flFraction != 1.0 ) |
|
{ |
|
m_flLastBlockedTime = gpGlobals->time; |
|
fBlocked = TRUE; |
|
} |
|
|
|
if( !fBlocked && gpGlobals->time - m_flLastBlockedTime > 6 ) |
|
{ |
|
// not blocked, and it's been a few seconds since we've actually been blocked. |
|
m_flFakeBlockedTime = gpGlobals->time + RANDOM_LONG( 1, 3 ); |
|
} |
|
|
|
return fBlocked; |
|
} |
|
|
|
//========================================================= |
|
// Leader boids use this think every tenth |
|
//========================================================= |
|
void CFlockingFlyer::FlockLeaderThink( void ) |
|
{ |
|
TraceResult tr; |
|
Vector vecDist;// used for general measurements |
|
Vector vecDir;// used for general measurements |
|
float flLeftSide; |
|
float flRightSide; |
|
|
|
pev->nextthink = gpGlobals->time + 0.1; |
|
|
|
UTIL_MakeVectors( pev->angles ); |
|
|
|
// is the way ahead clear? |
|
if( !FPathBlocked () ) |
|
{ |
|
// if the boid is turning, stop the trend. |
|
if( m_fTurning ) |
|
{ |
|
m_fTurning = FALSE; |
|
pev->avelocity.y = 0; |
|
} |
|
|
|
m_fPathBlocked = FALSE; |
|
|
|
if( pev->speed <= AFLOCK_FLY_SPEED ) |
|
pev->speed += 5; |
|
|
|
pev->velocity = gpGlobals->v_forward * pev->speed; |
|
|
|
BoidAdvanceFrame(); |
|
|
|
return; |
|
} |
|
|
|
// IF we get this far in the function, the leader's path is blocked! |
|
m_fPathBlocked = TRUE; |
|
|
|
if( !m_fTurning )// something in the way and boid is not already turning to avoid |
|
{ |
|
// measure clearance on left and right to pick the best dir to turn |
|
UTIL_TraceLine( pev->origin, pev->origin + gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT( pev ), &tr ); |
|
vecDist = ( tr.vecEndPos - pev->origin ); |
|
flRightSide = vecDist.Length(); |
|
|
|
UTIL_TraceLine( pev->origin, pev->origin - gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT( pev ), &tr ); |
|
vecDist = tr.vecEndPos - pev->origin; |
|
flLeftSide = vecDist.Length(); |
|
|
|
// turn right if more clearance on right side |
|
if( flRightSide > flLeftSide ) |
|
{ |
|
pev->avelocity.y = -AFLOCK_TURN_RATE; |
|
m_fTurning = TRUE; |
|
} |
|
// default to left turn :) |
|
else if( flLeftSide > flRightSide ) |
|
{ |
|
pev->avelocity.y = AFLOCK_TURN_RATE; |
|
m_fTurning = TRUE; |
|
} |
|
else |
|
{ |
|
// equidistant. Pick randomly between left and right. |
|
m_fTurning = TRUE; |
|
|
|
if( RANDOM_LONG( 0, 1 ) == 0 ) |
|
{ |
|
pev->avelocity.y = AFLOCK_TURN_RATE; |
|
} |
|
else |
|
{ |
|
pev->avelocity.y = -AFLOCK_TURN_RATE; |
|
} |
|
} |
|
} |
|
SpreadFlock(); |
|
|
|
pev->velocity = gpGlobals->v_forward * pev->speed; |
|
|
|
// check and make sure we aren't about to plow into the ground, don't let it happen |
|
UTIL_TraceLine( pev->origin, pev->origin - gpGlobals->v_up * 16, ignore_monsters, ENT( pev ), &tr ); |
|
if( tr.flFraction != 1.0 && pev->velocity.z < 0 ) |
|
pev->velocity.z = 0; |
|
|
|
// maybe it did, though. |
|
if( FBitSet( pev->flags, FL_ONGROUND ) ) |
|
{ |
|
UTIL_SetOrigin( pev, pev->origin + Vector( 0, 0, 1 ) ); |
|
pev->velocity.z = 0; |
|
} |
|
|
|
if( m_flFlockNextSoundTime < gpGlobals->time ) |
|
{ |
|
MakeSound(); |
|
m_flFlockNextSoundTime = gpGlobals->time + RANDOM_FLOAT( 1, 3 ); |
|
} |
|
|
|
BoidAdvanceFrame( ); |
|
|
|
return; |
|
} |
|
|
|
//========================================================= |
|
// follower boids execute this code when flocking |
|
//========================================================= |
|
void CFlockingFlyer::FlockFollowerThink( void ) |
|
{ |
|
TraceResult tr; |
|
Vector vecDist; |
|
Vector vecDir; |
|
Vector vecDirToLeader; |
|
float flDistToLeader; |
|
|
|
pev->nextthink = gpGlobals->time + 0.1; |
|
|
|
if( IsLeader() || !InSquad() ) |
|
{ |
|
// the leader has been killed and this flyer suddenly finds himself the leader. |
|
SetThink( &CFlockingFlyer::FlockLeaderThink ); |
|
return; |
|
} |
|
|
|
vecDirToLeader = ( m_pSquadLeader->pev->origin - pev->origin ); |
|
flDistToLeader = vecDirToLeader.Length(); |
|
|
|
// match heading with leader |
|
pev->angles = m_pSquadLeader->pev->angles; |
|
|
|
// |
|
// We can see the leader, so try to catch up to it |
|
// |
|
if( FInViewCone ( m_pSquadLeader ) ) |
|
{ |
|
// if we're too far away, speed up |
|
if( flDistToLeader > AFLOCK_TOO_FAR ) |
|
{ |
|
m_flGoalSpeed = m_pSquadLeader->pev->velocity.Length() * 1.5; |
|
} |
|
|
|
// if we're too close, slow down |
|
else if( flDistToLeader < AFLOCK_TOO_CLOSE ) |
|
{ |
|
m_flGoalSpeed = m_pSquadLeader->pev->velocity.Length() * 0.5; |
|
} |
|
} |
|
else |
|
{ |
|
// wait up! the leader isn't out in front, so we slow down to let him pass |
|
m_flGoalSpeed = m_pSquadLeader->pev->velocity.Length() * 0.5; |
|
} |
|
|
|
SpreadFlock2(); |
|
|
|
pev->speed = pev->velocity.Length(); |
|
pev->velocity = pev->velocity.Normalize(); |
|
|
|
// if we are too far from leader, average a vector towards it into our current velocity |
|
if( flDistToLeader > AFLOCK_TOO_FAR ) |
|
{ |
|
vecDirToLeader = vecDirToLeader.Normalize(); |
|
pev->velocity = (pev->velocity + vecDirToLeader) * 0.5; |
|
} |
|
|
|
// clamp speeds and handle acceleration |
|
if( m_flGoalSpeed > AFLOCK_FLY_SPEED * 2 ) |
|
{ |
|
m_flGoalSpeed = AFLOCK_FLY_SPEED * 2; |
|
} |
|
|
|
if( pev->speed < m_flGoalSpeed ) |
|
{ |
|
pev->speed += AFLOCK_ACCELERATE; |
|
} |
|
else if( pev->speed > m_flGoalSpeed ) |
|
{ |
|
pev->speed -= AFLOCK_ACCELERATE; |
|
} |
|
|
|
pev->velocity = pev->velocity * pev->speed; |
|
|
|
BoidAdvanceFrame( ); |
|
} |
|
|
|
/* |
|
// Is this boid's course blocked? |
|
if( FBoidPathBlocked( pev ) ) |
|
{ |
|
// course is still blocked from last time. Just keep flying along adjusted |
|
// velocity |
|
if( m_fCourseAdjust ) |
|
{ |
|
pev->velocity = m_vecAdjustedVelocity * pev->speed; |
|
return; |
|
} |
|
else // set course adjust flag and calculate adjusted velocity |
|
{ |
|
m_fCourseAdjust = TRUE; |
|
|
|
// use VELOCITY, not angles, not all boids point the direction they are flying |
|
//vecDir = UTIL_VecToAngles( pev->velocity ); |
|
//UTIL_MakeVectors( vecDir ); |
|
|
|
UTIL_MakeVectors( pev->angles ); |
|
|
|
// measure clearance on left and right to pick the best dir to turn |
|
UTIL_TraceLine( pev->origin, pev->origin + gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT( pev ), &tr ); |
|
vecDist = tr.vecEndPos - pev->origin; |
|
flRightSide = vecDist.Length(); |
|
|
|
UTIL_TraceLine( pev->origin, pev->origin - gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT( pev ), &tr ); |
|
vecDist = tr.vecEndPos - pev->origin; |
|
flLeftSide = vecDist.Length(); |
|
|
|
// slide right if more clearance on right side |
|
if( flRightSide > flLeftSide ) |
|
{ |
|
m_vecAdjustedVelocity = gpGlobals->v_right; |
|
} |
|
// else slide left |
|
else |
|
{ |
|
m_vecAdjustedVelocity = gpGlobals->v_right * -1; |
|
} |
|
} |
|
return; |
|
} |
|
|
|
// if we make it this far, boids path is CLEAR! |
|
m_fCourseAdjust = FALSE; |
|
*/ |
|
|
|
//========================================================= |
|
// |
|
// SquadUnlink(), Unlink the squad pointers. |
|
// |
|
//========================================================= |
|
void CFlockingFlyer::SquadUnlink( void ) |
|
{ |
|
m_pSquadLeader = NULL; |
|
m_pSquadNext = NULL; |
|
} |
|
|
|
//========================================================= |
|
// |
|
// SquadAdd(), add pAdd to my squad |
|
// |
|
//========================================================= |
|
void CFlockingFlyer::SquadAdd( CFlockingFlyer *pAdd ) |
|
{ |
|
ASSERT( pAdd != NULL ); |
|
ASSERT( !pAdd->InSquad() ); |
|
ASSERT( this->IsLeader() ); |
|
|
|
pAdd->m_pSquadNext = m_pSquadNext; |
|
m_pSquadNext = pAdd; |
|
pAdd->m_pSquadLeader = this; |
|
} |
|
|
|
//========================================================= |
|
// |
|
// SquadRemove(), remove pRemove from my squad. |
|
// If I am pRemove, promote m_pSquadNext to leader |
|
// |
|
//========================================================= |
|
void CFlockingFlyer::SquadRemove( CFlockingFlyer *pRemove ) |
|
{ |
|
ASSERT( pRemove != NULL ); |
|
ASSERT( this->IsLeader() ); |
|
ASSERT( pRemove->m_pSquadLeader == this ); |
|
|
|
if( SquadCount() > 2 ) |
|
{ |
|
// Removing the leader, promote m_pSquadNext to leader |
|
if( pRemove == this ) |
|
{ |
|
CFlockingFlyer *pLeader = m_pSquadNext; |
|
|
|
// copy the enemy LKP to the new leader |
|
pLeader->m_vecEnemyLKP = m_vecEnemyLKP; |
|
|
|
if( pLeader ) |
|
{ |
|
CFlockingFlyer *pList = pLeader; |
|
|
|
while( pList ) |
|
{ |
|
pList->m_pSquadLeader = pLeader; |
|
pList = pList->m_pSquadNext; |
|
} |
|
|
|
} |
|
SquadUnlink(); |
|
} |
|
else // removing a node |
|
{ |
|
CFlockingFlyer *pList = this; |
|
|
|
// Find the node before pRemove |
|
while( pList->m_pSquadNext != pRemove ) |
|
{ |
|
// assert to test valid list construction |
|
ASSERT( pList->m_pSquadNext != NULL ); |
|
pList = pList->m_pSquadNext; |
|
} |
|
// List validity |
|
ASSERT( pList->m_pSquadNext == pRemove ); |
|
|
|
// Relink without pRemove |
|
pList->m_pSquadNext = pRemove->m_pSquadNext; |
|
|
|
// Unlink pRemove |
|
pRemove->SquadUnlink(); |
|
} |
|
} |
|
else |
|
SquadDisband(); |
|
} |
|
|
|
//========================================================= |
|
// |
|
// SquadCount(), return the number of members of this squad |
|
// callable from leaders & followers |
|
// |
|
//========================================================= |
|
int CFlockingFlyer::SquadCount( void ) |
|
{ |
|
CFlockingFlyer *pList = m_pSquadLeader; |
|
int squadCount = 0; |
|
while( pList ) |
|
{ |
|
squadCount++; |
|
pList = pList->m_pSquadNext; |
|
} |
|
|
|
return squadCount; |
|
} |
|
|
|
//========================================================= |
|
// |
|
// SquadDisband(), Unlink all squad members |
|
// |
|
//========================================================= |
|
void CFlockingFlyer::SquadDisband( void ) |
|
{ |
|
CFlockingFlyer *pList = m_pSquadLeader; |
|
CFlockingFlyer *pNext; |
|
|
|
while( pList ) |
|
{ |
|
pNext = pList->m_pSquadNext; |
|
pList->SquadUnlink(); |
|
pList = pNext; |
|
} |
|
}
|
|
|