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