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918 lines
24 KiB
918 lines
24 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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//========================================================= |
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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 "monsters.h" |
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#include "squadmonster.h" |
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#define AFLOCK_MAX_RECRUIT_RADIUS 1024 |
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#define AFLOCK_FLY_SPEED 125.0f |
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#define AFLOCK_TURN_RATE 75 |
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#define AFLOCK_ACCELERATE 10 |
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#define AFLOCK_CHECK_DIST 192 |
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#define AFLOCK_TOO_CLOSE 100 |
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#define AFLOCK_TOO_FAR 256 |
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//========================================================= |
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//========================================================= |
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class CFlockingFlyerFlock : public CBaseMonster |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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void KeyValue( KeyValueData *pkvd ); |
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void SpawnFlock( void ); |
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virtual int Save( CSave &save ); |
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virtual int Restore( CRestore &restore ); |
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static TYPEDESCRIPTION m_SaveData[]; |
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// Sounds are shared by the flock |
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static void PrecacheFlockSounds( void ); |
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int m_cFlockSize; |
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float m_flFlockRadius; |
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}; |
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TYPEDESCRIPTION CFlockingFlyerFlock::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CFlockingFlyerFlock, m_cFlockSize, FIELD_INTEGER ), |
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DEFINE_FIELD( CFlockingFlyerFlock, m_flFlockRadius, FIELD_FLOAT ), |
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}; |
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IMPLEMENT_SAVERESTORE( CFlockingFlyerFlock, CBaseMonster ) |
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//========================================================= |
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//========================================================= |
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class CFlockingFlyer : public CBaseMonster |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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void SpawnCommonCode( void ); |
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void EXPORT IdleThink( void ); |
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void BoidAdvanceFrame( void ); |
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void EXPORT FormFlock( void ); |
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void EXPORT Start( void ); |
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void EXPORT FlockLeaderThink( void ); |
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void EXPORT FlockFollowerThink( void ); |
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void EXPORT FallHack( void ); |
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void MakeSound( void ); |
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void AlertFlock( void ); |
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void SpreadFlock( void ); |
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void SpreadFlock2( void ); |
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void Killed( entvars_t *pevAttacker, int iGib ); |
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void Poop ( void ); |
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BOOL FPathBlocked( void ); |
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//void KeyValue( KeyValueData *pkvd ); |
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virtual int Save( CSave &save ); |
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virtual int Restore( CRestore &restore ); |
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static TYPEDESCRIPTION m_SaveData[]; |
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int IsLeader( void ) { return m_pSquadLeader == this; } |
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int InSquad( void ) { return m_pSquadLeader != NULL; } |
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int SquadCount( void ); |
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void SquadRemove( CFlockingFlyer *pRemove ); |
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void SquadUnlink( void ); |
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void SquadAdd( CFlockingFlyer *pAdd ); |
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void SquadDisband( void ); |
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CFlockingFlyer *m_pSquadLeader; |
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CFlockingFlyer *m_pSquadNext; |
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BOOL m_fTurning;// is this boid turning? |
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BOOL m_fCourseAdjust;// followers set this flag TRUE to override flocking while they avoid something |
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BOOL m_fPathBlocked;// TRUE if there is an obstacle ahead |
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Vector m_vecReferencePoint;// last place we saw leader |
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Vector m_vecAdjustedVelocity;// adjusted velocity (used when fCourseAdjust is TRUE) |
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float m_flGoalSpeed; |
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float m_flLastBlockedTime; |
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float m_flFakeBlockedTime; |
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float m_flAlertTime; |
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float m_flFlockNextSoundTime; |
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}; |
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LINK_ENTITY_TO_CLASS( monster_flyer, CFlockingFlyer ) |
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LINK_ENTITY_TO_CLASS( monster_flyer_flock, CFlockingFlyerFlock ) |
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TYPEDESCRIPTION CFlockingFlyer::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CFlockingFlyer, m_pSquadLeader, FIELD_CLASSPTR ), |
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DEFINE_FIELD( CFlockingFlyer, m_pSquadNext, FIELD_CLASSPTR ), |
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DEFINE_FIELD( CFlockingFlyer, m_fTurning, FIELD_BOOLEAN ), |
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DEFINE_FIELD( CFlockingFlyer, m_fCourseAdjust, FIELD_BOOLEAN ), |
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DEFINE_FIELD( CFlockingFlyer, m_fPathBlocked, FIELD_BOOLEAN ), |
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DEFINE_FIELD( CFlockingFlyer, m_vecReferencePoint, FIELD_POSITION_VECTOR ), |
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DEFINE_FIELD( CFlockingFlyer, m_vecAdjustedVelocity, FIELD_VECTOR ), |
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DEFINE_FIELD( CFlockingFlyer, m_flGoalSpeed, FIELD_FLOAT ), |
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DEFINE_FIELD( CFlockingFlyer, m_flLastBlockedTime, FIELD_TIME ), |
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DEFINE_FIELD( CFlockingFlyer, m_flFakeBlockedTime, FIELD_TIME ), |
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DEFINE_FIELD( CFlockingFlyer, m_flAlertTime, FIELD_TIME ), |
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//DEFINE_FIELD( CFlockingFlyer, m_flFlockNextSoundTime, FIELD_TIME ), // don't need to save |
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}; |
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IMPLEMENT_SAVERESTORE( CFlockingFlyer, CBaseMonster ) |
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//========================================================= |
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//========================================================= |
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void CFlockingFlyerFlock::KeyValue( KeyValueData *pkvd ) |
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{ |
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if( FStrEq( pkvd->szKeyName, "iFlockSize" ) ) |
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{ |
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m_cFlockSize = atoi( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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else if( FStrEq( pkvd->szKeyName, "flFlockRadius" ) ) |
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{ |
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m_flFlockRadius = atof( pkvd->szValue ); |
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pkvd->fHandled = TRUE; |
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} |
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} |
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//========================================================= |
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//========================================================= |
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void CFlockingFlyerFlock::Spawn() |
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{ |
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Precache(); |
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SpawnFlock(); |
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REMOVE_ENTITY( ENT( pev ) ); // dump the spawn ent |
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} |
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//========================================================= |
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//========================================================= |
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void CFlockingFlyerFlock::Precache() |
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{ |
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//PRECACHE_MODEL( "models/aflock.mdl" ); |
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PRECACHE_MODEL( "models/boid.mdl" ); |
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PrecacheFlockSounds(); |
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} |
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void CFlockingFlyerFlock::PrecacheFlockSounds( void ) |
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{ |
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PRECACHE_SOUND( "boid/boid_alert1.wav" ); |
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PRECACHE_SOUND( "boid/boid_alert2.wav" ); |
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PRECACHE_SOUND( "boid/boid_idle1.wav" ); |
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PRECACHE_SOUND( "boid/boid_idle2.wav" ); |
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} |
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//========================================================= |
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//========================================================= |
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void CFlockingFlyerFlock::SpawnFlock( void ) |
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{ |
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float R = m_flFlockRadius; |
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int iCount; |
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Vector vecSpot; |
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CFlockingFlyer *pBoid, *pLeader; |
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pLeader = pBoid = NULL; |
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for( iCount = 0; iCount < m_cFlockSize; iCount++ ) |
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{ |
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pBoid = GetClassPtr( (CFlockingFlyer *)NULL ); |
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if( !pLeader ) |
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{ |
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// make this guy the leader. |
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pLeader = pBoid; |
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pLeader->m_pSquadLeader = pLeader; |
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pLeader->m_pSquadNext = NULL; |
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} |
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vecSpot.x = RANDOM_FLOAT( -R, R ); |
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vecSpot.y = RANDOM_FLOAT( -R, R ); |
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vecSpot.z = RANDOM_FLOAT( 0.0f, 16.0f ); |
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vecSpot = pev->origin + vecSpot; |
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UTIL_SetOrigin( pBoid->pev, vecSpot ); |
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pBoid->pev->movetype = MOVETYPE_FLY; |
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pBoid->SpawnCommonCode(); |
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pBoid->pev->flags &= ~FL_ONGROUND; |
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pBoid->pev->velocity = g_vecZero; |
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pBoid->pev->angles = pev->angles; |
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pBoid->pev->frame = 0; |
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pBoid->pev->nextthink = gpGlobals->time + 0.2f; |
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pBoid->SetThink( &CFlockingFlyer::IdleThink ); |
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if( pBoid != pLeader ) |
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{ |
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pLeader->SquadAdd( pBoid ); |
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} |
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} |
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} |
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//========================================================= |
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//========================================================= |
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void CFlockingFlyer::Spawn() |
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{ |
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Precache(); |
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SpawnCommonCode(); |
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pev->frame = 0; |
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pev->nextthink = gpGlobals->time + 0.1f; |
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SetThink( &CFlockingFlyer::IdleThink ); |
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} |
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//========================================================= |
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//========================================================= |
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void CFlockingFlyer::Precache() |
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{ |
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//PRECACHE_MODEL( "models/aflock.mdl" ); |
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PRECACHE_MODEL( "models/boid.mdl" ); |
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CFlockingFlyerFlock::PrecacheFlockSounds(); |
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} |
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//========================================================= |
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//========================================================= |
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void CFlockingFlyer::MakeSound( void ) |
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{ |
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if( m_flAlertTime > gpGlobals->time ) |
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{ |
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// make agitated sounds |
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switch ( RANDOM_LONG( 0, 1 ) ) |
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{ |
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case 0: |
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EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "boid/boid_alert1.wav", 1, ATTN_NORM ); |
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break; |
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case 1: |
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EMIT_SOUND( ENT( pev ), CHAN_WEAPON, "boid/boid_alert2.wav", 1, ATTN_NORM ); |
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break; |
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} |
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return; |
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} |
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// make normal sound |
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switch( RANDOM_LONG( 0, 1 ) ) |
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{ |
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case 0: |
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EMIT_SOUND( ENT(pev), CHAN_WEAPON, "boid/boid_idle1.wav", 1, ATTN_NORM ); |
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break; |
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case 1: |
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EMIT_SOUND( ENT(pev), CHAN_WEAPON, "boid/boid_idle2.wav", 1, ATTN_NORM ); |
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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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void CFlockingFlyer::Killed( entvars_t *pevAttacker, int iGib ) |
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{ |
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CFlockingFlyer *pSquad; |
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pSquad = (CFlockingFlyer *)m_pSquadLeader; |
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while( pSquad ) |
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{ |
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pSquad->m_flAlertTime = gpGlobals->time + 15.0f; |
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pSquad = (CFlockingFlyer *)pSquad->m_pSquadNext; |
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} |
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if( m_pSquadLeader ) |
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{ |
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m_pSquadLeader->SquadRemove( this ); |
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} |
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pev->deadflag = DEAD_DEAD; |
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pev->framerate = 0; |
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pev->effects = EF_NOINTERP; |
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UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) ); |
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pev->movetype = MOVETYPE_TOSS; |
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SetThink( &CFlockingFlyer::FallHack ); |
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pev->nextthink = gpGlobals->time + 0.1f; |
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} |
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void CFlockingFlyer::FallHack( void ) |
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{ |
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if( pev->flags & FL_ONGROUND ) |
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{ |
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if( !FClassnameIs ( pev->groundentity, "worldspawn" ) ) |
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{ |
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pev->flags &= ~FL_ONGROUND; |
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pev->nextthink = gpGlobals->time + 0.1f; |
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} |
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else |
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{ |
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pev->velocity = g_vecZero; |
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SetThink( NULL ); |
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} |
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} |
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} |
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//========================================================= |
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//========================================================= |
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void CFlockingFlyer::SpawnCommonCode() |
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{ |
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pev->deadflag = DEAD_NO; |
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pev->classname = MAKE_STRING( "monster_flyer" ); |
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pev->solid = SOLID_SLIDEBOX; |
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pev->movetype = MOVETYPE_FLY; |
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pev->takedamage = DAMAGE_NO; |
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pev->health = 1; |
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m_fPathBlocked = FALSE;// obstacles will be detected |
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m_flFieldOfView = 0.2f; |
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//SET_MODEL( ENT( pev ), "models/aflock.mdl" ); |
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SET_MODEL( ENT( pev ), "models/boid.mdl" ); |
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//UTIL_SetSize( pev, Vector( 0.0f, 0.0f, 0.0f ), Vector( 0.0f, 0.0f, 0.0f ) ); |
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UTIL_SetSize( pev, Vector( -5.0f, -5.0f, 0.0f ), Vector( 5.0f, 5.0f, 2.0f ) ); |
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} |
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//========================================================= |
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//========================================================= |
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void CFlockingFlyer::BoidAdvanceFrame() |
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{ |
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float flapspeed = ( pev->speed - pev->armorvalue ) / AFLOCK_ACCELERATE; |
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pev->armorvalue = pev->armorvalue * 0.8f + pev->speed * 0.2f; |
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if( flapspeed < 0.0f ) |
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flapspeed = -flapspeed; |
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if( flapspeed < 0.25f ) |
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flapspeed = 0.25f; |
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if( flapspeed > 1.9f ) |
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flapspeed = 1.9f; |
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pev->framerate = flapspeed; |
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// lean |
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pev->avelocity.x = -( pev->angles.x + flapspeed * 5.0f ); |
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// bank |
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pev->avelocity.z = -( pev->angles.z + pev->avelocity.y ); |
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// pev->framerate = flapspeed; |
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StudioFrameAdvance( 0.1f ); |
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} |
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//========================================================= |
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//========================================================= |
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void CFlockingFlyer::IdleThink( void ) |
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{ |
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pev->nextthink = gpGlobals->time + 0.2f; |
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// see if there's a client in the same pvs as the monster |
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if( !FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) ) |
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{ |
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SetThink( &CFlockingFlyer::Start ); |
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pev->nextthink = gpGlobals->time + 0.1f; |
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} |
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} |
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//========================================================= |
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// Start - player enters the pvs, so get things going. |
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//========================================================= |
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void CFlockingFlyer::Start( void ) |
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{ |
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pev->nextthink = gpGlobals->time + 0.1f; |
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if( IsLeader() ) |
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{ |
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SetThink( &CFlockingFlyer::FlockLeaderThink ); |
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} |
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else |
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{ |
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SetThink( &CFlockingFlyer::FlockFollowerThink ); |
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} |
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/* |
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Vector vecTakeOff; |
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vecTakeOff = Vector( 0, 0, 0 ); |
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vecTakeOff.z = 50 + RANDOM_FLOAT( 0, 100 ); |
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vecTakeOff.x = 20 - RANDOM_FLOAT( 0, 40 ); |
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vecTakeOff.y = 20 - RANDOM_FLOAT( 0, 40 ); |
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pev->velocity = vecTakeOff; |
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pev->speed = pev->velocity.Length(); |
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pev->sequence = 0; |
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*/ |
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SetActivity( ACT_FLY ); |
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ResetSequenceInfo(); |
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BoidAdvanceFrame(); |
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pev->speed = AFLOCK_FLY_SPEED;// no delay! |
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} |
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//========================================================= |
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// Leader boid calls this to form a flock from surrounding boids |
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//========================================================= |
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void CFlockingFlyer::FormFlock( void ) |
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{ |
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if( !InSquad() ) |
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{ |
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// I am my own leader |
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m_pSquadLeader = this; |
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m_pSquadNext = NULL; |
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int squadCount = 1; |
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CBaseEntity *pEntity = NULL; |
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while( ( pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, AFLOCK_MAX_RECRUIT_RADIUS ) ) != NULL ) |
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{ |
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CBaseMonster *pRecruit = pEntity->MyMonsterPointer(); |
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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( FClassnameIs ( pRecruit->pev, "monster_flyer" ) ) |
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{ |
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squadCount++; |
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SquadAdd( (CFlockingFlyer *)pRecruit ); |
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} |
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} |
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} |
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} |
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SetThink( &CFlockingFlyer::IdleThink );// now that flock is formed, go to idle and wait for a player to come along. |
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pev->nextthink = gpGlobals->time; |
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} |
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//========================================================= |
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// Searches for boids that are too close and pushes them away |
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//========================================================= |
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void CFlockingFlyer::SpreadFlock() |
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{ |
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Vector vecDir; |
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float flSpeed;// holds vector magnitude while we fiddle with the direction |
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CFlockingFlyer *pList = m_pSquadLeader; |
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while( pList ) |
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{ |
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if( pList != this && ( pev->origin - pList->pev->origin ).Length() <= AFLOCK_TOO_CLOSE ) |
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{ |
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// push the other away |
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vecDir = pList->pev->origin - pev->origin; |
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vecDir = vecDir.Normalize(); |
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// store the magnitude of the other boid's velocity, and normalize it so we |
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// can average in a course that points away from the leader. |
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flSpeed = pList->pev->velocity.Length(); |
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pList->pev->velocity = pList->pev->velocity.Normalize(); |
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pList->pev->velocity = ( pList->pev->velocity + vecDir ) * 0.5f; |
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pList->pev->velocity = pList->pev->velocity * flSpeed; |
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} |
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pList = pList->m_pSquadNext; |
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} |
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} |
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//========================================================= |
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// Alters the caller's course if he's too close to others |
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// |
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// This function should **ONLY** be called when Caller's velocity is normalized!! |
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//========================================================= |
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void CFlockingFlyer::SpreadFlock2() |
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{ |
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Vector vecDir; |
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CFlockingFlyer *pList = m_pSquadLeader; |
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while( pList ) |
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{ |
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if( pList != this && ( pev->origin - pList->pev->origin ).Length() <= AFLOCK_TOO_CLOSE ) |
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{ |
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vecDir = pev->origin - pList->pev->origin; |
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vecDir = vecDir.Normalize(); |
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pev->velocity = pev->velocity + vecDir; |
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} |
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pList = pList->m_pSquadNext; |
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} |
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} |
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//========================================================= |
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// FBoidPathBlocked - returns TRUE if there is an obstacle ahead |
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//========================================================= |
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BOOL CFlockingFlyer::FPathBlocked() |
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{ |
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TraceResult tr; |
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Vector vecDist;// used for general measurements |
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Vector vecDir;// used for general measurements |
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BOOL fBlocked; |
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|
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if( m_flFakeBlockedTime > gpGlobals->time ) |
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{ |
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m_flLastBlockedTime = gpGlobals->time; |
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return TRUE; |
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} |
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|
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// use VELOCITY, not angles, not all boids point the direction they are flying |
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//vecDir = UTIL_VecToAngles( pevBoid->velocity ); |
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UTIL_MakeVectors ( pev->angles ); |
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fBlocked = FALSE;// assume the way ahead is clear |
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|
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// check for obstacle ahead |
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UTIL_TraceLine( pev->origin, pev->origin + gpGlobals->v_forward * AFLOCK_CHECK_DIST, ignore_monsters, ENT( pev ), &tr ); |
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if( tr.flFraction != 1.0f ) |
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{ |
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m_flLastBlockedTime = gpGlobals->time; |
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fBlocked = TRUE; |
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} |
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|
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// extra wide checks |
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UTIL_TraceLine( pev->origin + gpGlobals->v_right * 12.0f, pev->origin + gpGlobals->v_right * 12.0f + gpGlobals->v_forward * AFLOCK_CHECK_DIST, ignore_monsters, ENT( pev ), &tr ); |
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if( tr.flFraction != 1.0f ) |
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{ |
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m_flLastBlockedTime = gpGlobals->time; |
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fBlocked = TRUE; |
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} |
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UTIL_TraceLine( pev->origin - gpGlobals->v_right * 12.0f, pev->origin - gpGlobals->v_right * 12.0f + gpGlobals->v_forward * AFLOCK_CHECK_DIST, ignore_monsters, ENT( pev ), &tr ); |
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if( tr.flFraction != 1.0f ) |
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{ |
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m_flLastBlockedTime = gpGlobals->time; |
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fBlocked = TRUE; |
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} |
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|
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if( !fBlocked && gpGlobals->time - m_flLastBlockedTime > 6.0f ) |
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{ |
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// not blocked, and it's been a few seconds since we've actually been blocked. |
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m_flFakeBlockedTime = gpGlobals->time + RANDOM_LONG( 1, 3 ); |
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} |
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return fBlocked; |
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} |
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//========================================================= |
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// Leader boids use this think every tenth |
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//========================================================= |
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void CFlockingFlyer::FlockLeaderThink( void ) |
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{ |
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TraceResult tr; |
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Vector vecDist;// used for general measurements |
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Vector vecDir;// used for general measurements |
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float flLeftSide; |
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float flRightSide; |
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pev->nextthink = gpGlobals->time + 0.1f; |
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UTIL_MakeVectors( pev->angles ); |
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// is the way ahead clear? |
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if( !FPathBlocked () ) |
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{ |
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// if the boid is turning, stop the trend. |
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if( m_fTurning ) |
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{ |
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m_fTurning = FALSE; |
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pev->avelocity.y = 0; |
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} |
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m_fPathBlocked = FALSE; |
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if( pev->speed <= AFLOCK_FLY_SPEED ) |
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pev->speed += 5.0f; |
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pev->velocity = gpGlobals->v_forward * pev->speed; |
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BoidAdvanceFrame(); |
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return; |
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} |
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// IF we get this far in the function, the leader's path is blocked! |
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m_fPathBlocked = TRUE; |
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if( !m_fTurning )// something in the way and boid is not already turning to avoid |
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{ |
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// measure clearance on left and right to pick the best dir to turn |
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UTIL_TraceLine( pev->origin, pev->origin + gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT( pev ), &tr ); |
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vecDist = ( tr.vecEndPos - pev->origin ); |
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flRightSide = vecDist.Length(); |
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UTIL_TraceLine( pev->origin, pev->origin - gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT( pev ), &tr ); |
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vecDist = tr.vecEndPos - pev->origin; |
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flLeftSide = vecDist.Length(); |
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// turn right if more clearance on right side |
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if( flRightSide > flLeftSide ) |
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{ |
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pev->avelocity.y = -AFLOCK_TURN_RATE; |
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m_fTurning = TRUE; |
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} |
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// default to left turn :) |
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else if( flLeftSide > flRightSide ) |
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{ |
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pev->avelocity.y = AFLOCK_TURN_RATE; |
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m_fTurning = TRUE; |
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} |
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else |
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{ |
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// equidistant. Pick randomly between left and right. |
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m_fTurning = TRUE; |
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if( RANDOM_LONG( 0, 1 ) == 0 ) |
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{ |
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pev->avelocity.y = AFLOCK_TURN_RATE; |
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} |
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else |
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{ |
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pev->avelocity.y = -AFLOCK_TURN_RATE; |
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} |
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} |
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} |
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SpreadFlock(); |
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pev->velocity = gpGlobals->v_forward * pev->speed; |
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// check and make sure we aren't about to plow into the ground, don't let it happen |
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UTIL_TraceLine( pev->origin, pev->origin - gpGlobals->v_up * 16, ignore_monsters, ENT( pev ), &tr ); |
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if( tr.flFraction != 1.0f && pev->velocity.z < 0.0f ) |
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pev->velocity.z = 0.0f; |
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// maybe it did, though. |
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if( FBitSet( pev->flags, FL_ONGROUND ) ) |
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{ |
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UTIL_SetOrigin( pev, pev->origin + Vector( 0, 0, 1 ) ); |
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pev->velocity.z = 0; |
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} |
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if( m_flFlockNextSoundTime < gpGlobals->time ) |
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{ |
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MakeSound(); |
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m_flFlockNextSoundTime = gpGlobals->time + RANDOM_FLOAT( 1, 3 ); |
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} |
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BoidAdvanceFrame( ); |
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return; |
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} |
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//========================================================= |
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// follower boids execute this code when flocking |
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//========================================================= |
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void CFlockingFlyer::FlockFollowerThink( void ) |
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{ |
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TraceResult tr; |
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Vector vecDist; |
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Vector vecDir; |
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Vector vecDirToLeader; |
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float flDistToLeader; |
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pev->nextthink = gpGlobals->time + 0.1f; |
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if( IsLeader() || !InSquad() ) |
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{ |
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// the leader has been killed and this flyer suddenly finds himself the leader. |
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SetThink( &CFlockingFlyer::FlockLeaderThink ); |
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return; |
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} |
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vecDirToLeader = ( m_pSquadLeader->pev->origin - pev->origin ); |
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flDistToLeader = vecDirToLeader.Length(); |
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// match heading with leader |
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pev->angles = m_pSquadLeader->pev->angles; |
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// |
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// We can see the leader, so try to catch up to it |
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// |
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if( FInViewCone ( m_pSquadLeader ) ) |
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{ |
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// if we're too far away, speed up |
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if( flDistToLeader > AFLOCK_TOO_FAR ) |
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{ |
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m_flGoalSpeed = m_pSquadLeader->pev->velocity.Length() * 1.5f; |
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} |
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// if we're too close, slow down |
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else if( flDistToLeader < AFLOCK_TOO_CLOSE ) |
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{ |
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m_flGoalSpeed = m_pSquadLeader->pev->velocity.Length() * 0.5f; |
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} |
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} |
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else |
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{ |
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// wait up! the leader isn't out in front, so we slow down to let him pass |
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m_flGoalSpeed = m_pSquadLeader->pev->velocity.Length() * 0.5f; |
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} |
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SpreadFlock2(); |
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pev->speed = pev->velocity.Length(); |
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pev->velocity = pev->velocity.Normalize(); |
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// if we are too far from leader, average a vector towards it into our current velocity |
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if( flDistToLeader > AFLOCK_TOO_FAR ) |
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{ |
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vecDirToLeader = vecDirToLeader.Normalize(); |
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pev->velocity = (pev->velocity + vecDirToLeader) * 0.5f; |
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} |
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// clamp speeds and handle acceleration |
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if( m_flGoalSpeed > AFLOCK_FLY_SPEED * 2.0f ) |
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{ |
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m_flGoalSpeed = AFLOCK_FLY_SPEED * 2.0f; |
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} |
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if( pev->speed < m_flGoalSpeed ) |
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{ |
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pev->speed += AFLOCK_ACCELERATE; |
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} |
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else if( pev->speed > m_flGoalSpeed ) |
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{ |
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pev->speed -= AFLOCK_ACCELERATE; |
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} |
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pev->velocity = pev->velocity * pev->speed; |
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BoidAdvanceFrame( ); |
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} |
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/* |
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// Is this boid's course blocked? |
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if( FBoidPathBlocked( pev ) ) |
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{ |
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// course is still blocked from last time. Just keep flying along adjusted |
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// velocity |
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if( m_fCourseAdjust ) |
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{ |
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pev->velocity = m_vecAdjustedVelocity * pev->speed; |
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return; |
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} |
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else // set course adjust flag and calculate adjusted velocity |
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{ |
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m_fCourseAdjust = TRUE; |
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// use VELOCITY, not angles, not all boids point the direction they are flying |
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//vecDir = UTIL_VecToAngles( pev->velocity ); |
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//UTIL_MakeVectors( vecDir ); |
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UTIL_MakeVectors( pev->angles ); |
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// measure clearance on left and right to pick the best dir to turn |
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UTIL_TraceLine( pev->origin, pev->origin + gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT( pev ), &tr ); |
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vecDist = tr.vecEndPos - pev->origin; |
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flRightSide = vecDist.Length(); |
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UTIL_TraceLine( pev->origin, pev->origin - gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT( pev ), &tr ); |
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vecDist = tr.vecEndPos - pev->origin; |
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flLeftSide = vecDist.Length(); |
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// slide right if more clearance on right side |
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if( flRightSide > flLeftSide ) |
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{ |
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m_vecAdjustedVelocity = gpGlobals->v_right; |
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} |
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// else slide left |
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else |
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{ |
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m_vecAdjustedVelocity = gpGlobals->v_right * -1.0f; |
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} |
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} |
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return; |
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} |
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// if we make it this far, boids path is CLEAR! |
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m_fCourseAdjust = FALSE; |
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*/ |
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//========================================================= |
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// |
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// SquadUnlink(), Unlink the squad pointers. |
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// |
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//========================================================= |
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void CFlockingFlyer::SquadUnlink( void ) |
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{ |
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m_pSquadLeader = NULL; |
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m_pSquadNext = 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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void CFlockingFlyer::SquadAdd( CFlockingFlyer *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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pAdd->m_pSquadNext = m_pSquadNext; |
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m_pSquadNext = pAdd; |
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pAdd->m_pSquadLeader = this; |
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} |
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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 CFlockingFlyer::SquadRemove( CFlockingFlyer *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_pSquadLeader == this ); |
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if( SquadCount() > 2 ) |
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{ |
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// Removing the leader, promote m_pSquadNext to leader |
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if( pRemove == this ) |
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{ |
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CFlockingFlyer *pLeader = m_pSquadNext; |
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if( pLeader ) |
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{ |
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// copy the enemy LKP to the new leader |
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pLeader->m_vecEnemyLKP = m_vecEnemyLKP; |
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CFlockingFlyer *pList = pLeader; |
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while( pList ) |
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{ |
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pList->m_pSquadLeader = pLeader; |
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pList = pList->m_pSquadNext; |
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} |
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} |
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SquadUnlink(); |
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} |
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else // removing a node |
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{ |
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CFlockingFlyer *pList = this; |
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// Find the node before pRemove |
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while( pList->m_pSquadNext != pRemove ) |
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{ |
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// assert to test valid list construction |
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ASSERT( pList->m_pSquadNext != NULL ); |
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pList = pList->m_pSquadNext; |
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} |
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// List validity |
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ASSERT( pList->m_pSquadNext == pRemove ); |
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// Relink without pRemove |
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pList->m_pSquadNext = pRemove->m_pSquadNext; |
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// Unlink pRemove |
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pRemove->SquadUnlink(); |
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} |
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} |
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else |
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SquadDisband(); |
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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 CFlockingFlyer::SquadCount( void ) |
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{ |
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CFlockingFlyer *pList = m_pSquadLeader; |
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int squadCount = 0; |
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while( pList ) |
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{ |
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squadCount++; |
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pList = pList->m_pSquadNext; |
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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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// SquadDisband(), Unlink all squad members |
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// |
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//========================================================= |
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void CFlockingFlyer::SquadDisband( void ) |
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{ |
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CFlockingFlyer *pList = m_pSquadLeader; |
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CFlockingFlyer *pNext; |
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while( pList ) |
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{ |
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pNext = pList->m_pSquadNext; |
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pList->SquadUnlink(); |
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pList = pNext; |
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} |
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}
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