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459 lines
14 KiB
459 lines
14 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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// cockroach |
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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 "schedule.h" |
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#include "soundent.h" |
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#include "decals.h" |
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#define ROACH_IDLE 0 |
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#define ROACH_BORED 1 |
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#define ROACH_SCARED_BY_ENT 2 |
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#define ROACH_SCARED_BY_LIGHT 3 |
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#define ROACH_SMELL_FOOD 4 |
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#define ROACH_EAT 5 |
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//========================================================= |
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// Monster's Anim Events Go Here |
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//========================================================= |
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class CRoach : 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 SetYawSpeed( void ); |
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void EXPORT MonsterThink ( void ); |
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void Move( float flInterval ); |
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void PickNewDest( int iCondition ); |
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void EXPORT Touch( CBaseEntity *pOther ); |
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void Killed( entvars_t *pevAttacker, int iGib ); |
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float m_flLastLightLevel; |
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float m_flNextSmellTime; |
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int Classify( void ); |
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void Look( int iDistance ); |
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int ISoundMask( void ); |
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// UNDONE: These don't necessarily need to be save/restored, but if we add more data, it may |
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BOOL m_fLightHacked; |
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int m_iMode; |
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// ----------------------------- |
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}; |
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LINK_ENTITY_TO_CLASS( monster_cockroach, CRoach ) |
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//========================================================= |
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// ISoundMask - returns a bit mask indicating which types |
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// of sounds this monster regards. In the base class implementation, |
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// monsters care about all sounds, but no scents. |
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//========================================================= |
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int CRoach::ISoundMask( void ) |
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{ |
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return bits_SOUND_CARCASS | bits_SOUND_MEAT; |
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} |
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//========================================================= |
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// Classify - indicates this monster's place in the |
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// relationship table. |
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//========================================================= |
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int CRoach::Classify( void ) |
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{ |
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return CLASS_INSECT; |
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} |
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//========================================================= |
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// Touch |
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//========================================================= |
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void CRoach::Touch( CBaseEntity *pOther ) |
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{ |
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Vector vecSpot; |
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TraceResult tr; |
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if( pOther->pev->velocity == g_vecZero || !pOther->IsPlayer() ) |
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{ |
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return; |
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} |
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vecSpot = pev->origin + Vector( 0, 0, 8 );//move up a bit, and trace down. |
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UTIL_TraceLine( vecSpot, vecSpot + Vector( 0, 0, -24 ), ignore_monsters, ENT( pev ), &tr ); |
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// This isn't really blood. So you don't have to screen it out based on violence levels (UTIL_ShouldShowBlood()) |
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UTIL_DecalTrace( &tr, DECAL_YBLOOD1 + RANDOM_LONG( 0, 5 ) ); |
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TakeDamage( pOther->pev, pOther->pev, pev->health, DMG_CRUSH ); |
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} |
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//========================================================= |
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// SetYawSpeed - allows each sequence to have a different |
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// turn rate associated with it. |
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//========================================================= |
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void CRoach::SetYawSpeed( void ) |
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{ |
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int ys; |
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ys = 120; |
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pev->yaw_speed = ys; |
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} |
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//========================================================= |
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// Spawn |
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//========================================================= |
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void CRoach::Spawn() |
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{ |
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Precache(); |
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SET_MODEL( ENT( pev ), "models/roach.mdl" ); |
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UTIL_SetSize( pev, Vector( -1, -1, 0 ), Vector( 1, 1, 2 ) ); |
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pev->solid = SOLID_SLIDEBOX; |
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pev->movetype = MOVETYPE_STEP; |
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m_bloodColor = BLOOD_COLOR_YELLOW; |
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pev->effects = 0; |
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pev->health = 1; |
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m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) |
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m_MonsterState = MONSTERSTATE_NONE; |
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MonsterInit(); |
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SetActivity( ACT_IDLE ); |
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pev->view_ofs = Vector( 0, 0, 1 );// position of the eyes relative to monster's origin. |
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pev->takedamage = DAMAGE_YES; |
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m_fLightHacked = FALSE; |
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m_flLastLightLevel = -1; |
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m_iMode = ROACH_IDLE; |
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m_flNextSmellTime = gpGlobals->time; |
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} |
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//========================================================= |
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// Precache - precaches all resources this monster needs |
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//========================================================= |
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void CRoach::Precache() |
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{ |
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PRECACHE_MODEL( "models/roach.mdl" ); |
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PRECACHE_SOUND( "roach/rch_die.wav" ); |
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PRECACHE_SOUND( "roach/rch_walk.wav" ); |
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PRECACHE_SOUND( "roach/rch_smash.wav" ); |
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} |
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//========================================================= |
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// Killed. |
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//========================================================= |
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void CRoach::Killed( entvars_t *pevAttacker, int iGib ) |
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{ |
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pev->solid = SOLID_NOT; |
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//random sound |
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if( RANDOM_LONG( 0, 4 ) == 1 ) |
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{ |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "roach/rch_die.wav", 0.8, ATTN_NORM, 0, 80 + RANDOM_LONG( 0, 39 ) ); |
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} |
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else |
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{ |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "roach/rch_smash.wav", 0.7, ATTN_NORM, 0, 80 + RANDOM_LONG( 0, 39 ) ); |
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} |
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CSoundEnt::InsertSound( bits_SOUND_WORLD, pev->origin, 128, 1 ); |
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CBaseEntity *pOwner = CBaseEntity::Instance( pev->owner ); |
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if( pOwner ) |
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{ |
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pOwner->DeathNotice( pev ); |
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} |
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UTIL_Remove( this ); |
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} |
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//========================================================= |
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// MonsterThink, overridden for roaches. |
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//========================================================= |
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void CRoach::MonsterThink( void ) |
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{ |
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if( FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) ) |
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pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 1, 1.5 ); |
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else |
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pev->nextthink = gpGlobals->time + 0.1f;// keep monster thinking |
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float flInterval = StudioFrameAdvance(); // animate |
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if( !m_fLightHacked ) |
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{ |
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// if light value hasn't been collection for the first time yet, |
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// suspend the creature for a second so the world finishes spawning, then we'll collect the light level. |
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pev->nextthink = gpGlobals->time + 1; |
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m_fLightHacked = TRUE; |
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return; |
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} |
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else if( m_flLastLightLevel < 0 ) |
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{ |
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// collect light level for the first time, now that all of the lightmaps in the roach's area have been calculated. |
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m_flLastLightLevel = GETENTITYILLUM( ENT( pev ) ); |
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} |
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switch( m_iMode ) |
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{ |
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case ROACH_IDLE: |
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case ROACH_EAT: |
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{ |
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// if not moving, sample environment to see if anything scary is around. Do a radius search 'look' at random. |
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if( RANDOM_LONG( 0, 3 ) == 1 ) |
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{ |
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Look( 150 ); |
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if( HasConditions( bits_COND_SEE_FEAR ) ) |
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{ |
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// if see something scary |
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//ALERT( at_aiconsole, "Scared\n" ); |
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Eat( 30 + ( RANDOM_LONG( 0, 14 ) ) );// roach will ignore food for 30 to 45 seconds |
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PickNewDest( ROACH_SCARED_BY_ENT ); |
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SetActivity( ACT_WALK ); |
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} |
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else if( RANDOM_LONG( 0, 149 ) == 1 ) |
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{ |
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// if roach doesn't see anything, there's still a chance that it will move. (boredom) |
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//ALERT( at_aiconsole, "Bored\n" ); |
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PickNewDest( ROACH_BORED ); |
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SetActivity( ACT_WALK ); |
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if( m_iMode == ROACH_EAT ) |
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{ |
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// roach will ignore food for 30 to 45 seconds if it got bored while eating. |
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Eat( 30 + ( RANDOM_LONG( 0, 14 ) ) ); |
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} |
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} |
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} |
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// don't do this stuff if eating! |
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if( m_iMode == ROACH_IDLE ) |
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{ |
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if( FShouldEat() ) |
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{ |
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Listen(); |
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} |
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if( GETENTITYILLUM( ENT( pev ) ) > m_flLastLightLevel ) |
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{ |
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// someone turned on lights! |
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//ALERT( at_console, "Lights!\n" ); |
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PickNewDest( ROACH_SCARED_BY_LIGHT ); |
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SetActivity( ACT_WALK ); |
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} |
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else if( HasConditions( bits_COND_SMELL_FOOD ) ) |
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{ |
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CSound *pSound; |
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pSound = CSoundEnt::SoundPointerForIndex( m_iAudibleList ); |
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// roach smells food and is just standing around. Go to food unless food isn't on same z-plane. |
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if( pSound && fabs( pSound->m_vecOrigin.z - pev->origin.z ) <= 3.0f ) |
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{ |
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PickNewDest( ROACH_SMELL_FOOD ); |
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SetActivity( ACT_WALK ); |
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} |
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} |
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} |
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break; |
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} |
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case ROACH_SCARED_BY_LIGHT: |
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{ |
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// if roach was scared by light, then stop if we're over a spot at least as dark as where we started! |
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if( GETENTITYILLUM( ENT( pev ) ) <= m_flLastLightLevel ) |
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{ |
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SetActivity( ACT_IDLE ); |
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m_flLastLightLevel = GETENTITYILLUM( ENT( pev ) );// make this our new light level. |
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} |
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break; |
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} |
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} |
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if( m_flGroundSpeed != 0 ) |
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{ |
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Move( flInterval ); |
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} |
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} |
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//========================================================= |
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// Picks a new spot for roach to run to.( |
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//========================================================= |
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void CRoach::PickNewDest( int iCondition ) |
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{ |
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Vector vecNewDir; |
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Vector vecDest; |
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float flDist; |
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m_iMode = iCondition; |
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if( m_iMode == ROACH_SMELL_FOOD ) |
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{ |
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// find the food and go there. |
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CSound *pSound; |
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pSound = CSoundEnt::SoundPointerForIndex( m_iAudibleList ); |
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if( pSound ) |
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{ |
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m_Route[0].vecLocation.x = pSound->m_vecOrigin.x + ( 3 - RANDOM_LONG( 0, 5 ) ); |
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m_Route[0].vecLocation.y = pSound->m_vecOrigin.y + ( 3 - RANDOM_LONG( 0, 5 ) ); |
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m_Route[0].vecLocation.z = pSound->m_vecOrigin.z; |
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m_Route[0].iType = bits_MF_TO_LOCATION; |
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m_movementGoal = RouteClassify( m_Route[0].iType ); |
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return; |
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} |
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} |
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do |
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{ |
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// picks a random spot, requiring that it be at least 128 units away |
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// else, the roach will pick a spot too close to itself and run in |
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// circles. this is a hack but buys me time to work on the real monsters. |
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vecNewDir.x = RANDOM_FLOAT( -1, 1 ); |
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vecNewDir.y = RANDOM_FLOAT( -1, 1 ); |
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flDist = 256 + ( RANDOM_LONG( 0, 255 ) ); |
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vecDest = pev->origin + vecNewDir * flDist; |
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} while( ( vecDest - pev->origin ).Length2D() < 128 ); |
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m_Route[0].vecLocation.x = vecDest.x; |
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m_Route[0].vecLocation.y = vecDest.y; |
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m_Route[0].vecLocation.z = pev->origin.z; |
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m_Route[0].iType = bits_MF_TO_LOCATION; |
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m_movementGoal = RouteClassify( m_Route[0].iType ); |
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if( RANDOM_LONG( 0, 9 ) == 1 ) |
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{ |
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// every once in a while, a roach will play a skitter sound when they decide to run |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "roach/rch_walk.wav", 1, ATTN_NORM, 0, 80 + RANDOM_LONG( 0, 39 ) ); |
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} |
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} |
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//========================================================= |
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// roach's move function |
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//========================================================= |
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void CRoach::Move( float flInterval ) |
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{ |
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float flWaypointDist; |
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Vector vecApex; |
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// local move to waypoint. |
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flWaypointDist = ( m_Route[m_iRouteIndex].vecLocation - pev->origin ).Length2D(); |
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MakeIdealYaw( m_Route[m_iRouteIndex].vecLocation ); |
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ChangeYaw( pev->yaw_speed ); |
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UTIL_MakeVectors( pev->angles ); |
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if( RANDOM_LONG( 0, 7 ) == 1 ) |
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{ |
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// randomly check for blocked path.(more random load balancing) |
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if( !WALK_MOVE( ENT( pev ), pev->ideal_yaw, 4, WALKMOVE_NORMAL ) ) |
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{ |
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// stuck, so just pick a new spot to run off to |
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PickNewDest( m_iMode ); |
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} |
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} |
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WALK_MOVE( ENT( pev ), pev->ideal_yaw, m_flGroundSpeed * flInterval, WALKMOVE_NORMAL ); |
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// if the waypoint is closer than step size, then stop after next step (ok for roach to overshoot) |
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if( flWaypointDist <= m_flGroundSpeed * flInterval ) |
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{ |
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// take truncated step and stop |
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SetActivity( ACT_IDLE ); |
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m_flLastLightLevel = GETENTITYILLUM( ENT( pev ) );// this is roach's new comfortable light level |
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if( m_iMode == ROACH_SMELL_FOOD ) |
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{ |
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m_iMode = ROACH_EAT; |
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} |
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else |
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{ |
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m_iMode = ROACH_IDLE; |
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} |
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} |
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if( RANDOM_LONG( 0, 149 ) == 1 && m_iMode != ROACH_SCARED_BY_LIGHT && m_iMode != ROACH_SMELL_FOOD ) |
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{ |
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// random skitter while moving as long as not on a b-line to get out of light or going to food |
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PickNewDest( FALSE ); |
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} |
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} |
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//========================================================= |
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// Look - overriden for the roach, which can virtually see |
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// 360 degrees. |
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//========================================================= |
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void CRoach::Look( int iDistance ) |
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{ |
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CBaseEntity *pSightEnt = NULL;// the current visible entity that we're dealing with |
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CBaseEntity *pPreviousEnt;// the last entity added to the link list |
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int iSighted = 0; |
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// DON'T let visibility information from last frame sit around! |
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ClearConditions( bits_COND_SEE_HATE | bits_COND_SEE_DISLIKE | bits_COND_SEE_ENEMY | bits_COND_SEE_FEAR ); |
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// don't let monsters outside of the player's PVS act up, or most of the interesting |
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// things will happen before the player gets there! |
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if( FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) ) |
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{ |
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return; |
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} |
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m_pLink = NULL; |
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pPreviousEnt = this; |
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// Does sphere also limit itself to PVS? |
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// Examine all entities within a reasonable radius |
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// !!!PERFORMANCE - let's trivially reject the ent list before radius searching! |
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while( ( pSightEnt = UTIL_FindEntityInSphere( pSightEnt, pev->origin, iDistance ) ) != NULL ) |
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{ |
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// only consider ents that can be damaged. !!!temporarily only considering other monsters and clients |
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if( pSightEnt->IsPlayer() || FBitSet( pSightEnt->pev->flags, FL_MONSTER ) ) |
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{ |
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if( /*FVisible( pSightEnt ) &&*/ !FBitSet( pSightEnt->pev->flags, FL_NOTARGET ) && pSightEnt->pev->health > 0 ) |
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{ |
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// NULL the Link pointer for each ent added to the link list. If other ents follow, the will overwrite |
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// this value. If this ent happens to be the last, the list will be properly terminated. |
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pPreviousEnt->m_pLink = pSightEnt; |
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pSightEnt->m_pLink = NULL; |
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pPreviousEnt = pSightEnt; |
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// don't add the Enemy's relationship to the conditions. We only want to worry about conditions when |
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// we see monsters other than the Enemy. |
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switch( IRelationship( pSightEnt ) ) |
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{ |
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case R_FR: |
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iSighted |= bits_COND_SEE_FEAR; |
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break; |
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case R_NO: |
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break; |
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default: |
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ALERT( at_console, "%s can't asses %s\n", STRING( pev->classname ), STRING( pSightEnt->pev->classname ) ); |
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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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SetConditions( iSighted ); |
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} |
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//========================================================= |
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// AI Schedules Specific to this monster |
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//=========================================================
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