//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //===========================================================================// // fish.cpp // Simple fish behavior // Author: Michael S. Booth, April 2005 #include "cbase.h" #include "fish.h" #include "saverestore_utlvector.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" ConVar fish_dormant( "fish_dormant", "0", FCVAR_REPLICATED | FCVAR_CHEAT, "Turns off interactive fish behavior. Fish become immobile and unresponsive." ); //----------------------------------------------------------------------------------------------------- LINK_ENTITY_TO_CLASS( fish, CFish ); //----------------------------------------------------------------------------------------------------- BEGIN_DATADESC( CFish ) DEFINE_FIELD( m_pool, FIELD_EHANDLE ), DEFINE_FIELD( m_id, FIELD_INTEGER ), DEFINE_FIELD( m_angle, FIELD_FLOAT ), DEFINE_FIELD( m_angleChange, FIELD_FLOAT ), DEFINE_FIELD( m_forward, FIELD_VECTOR ), DEFINE_FIELD( m_perp, FIELD_VECTOR ), DEFINE_FIELD( m_poolOrigin, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_waterLevel, FIELD_FLOAT ), DEFINE_FIELD( m_speed, FIELD_FLOAT ), DEFINE_FIELD( m_desiredSpeed, FIELD_FLOAT ), DEFINE_FIELD( m_calmSpeed, FIELD_FLOAT ), DEFINE_FIELD( m_panicSpeed, FIELD_FLOAT ), DEFINE_FIELD( m_avoidRange, FIELD_FLOAT ), DEFINE_FIELD( m_turnClockwise, FIELD_BOOLEAN ), END_DATADESC() //----------------------------------------------------------------------------------------------------- /** * Send fish position relative to pool origin */ void SendProxy_FishOriginX( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID ) { CFish *fish = (CFish *)pStruct; Assert( fish ); const Vector &v = fish->GetAbsOrigin(); Vector origin = fish->m_poolOrigin; pOut->m_Float = v.x - origin.x; } void SendProxy_FishOriginY( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID ) { CFish *fish = (CFish *)pStruct; Assert( fish ); const Vector &v = fish->GetAbsOrigin(); Vector origin = fish->m_poolOrigin; pOut->m_Float = v.y - origin.y; } // keep angle in normalized range when sending it void SendProxy_FishAngle( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID ) { float value = *((float *)pData); while( value > 360.0f ) value -= 360.0f; while (value < 0.0f) value += 360.0f; pOut->m_Float = value; } /** * NOTE: Do NOT use SPROP_CHANGES_OFTEN, as it will reorder this list. * The pool origin must arrive befoore m_x and m_y or the fish will * respawn at the origin and zip back to their proper places. */ IMPLEMENT_SERVERCLASS_ST_NOBASE( CFish, DT_CFish ) SendPropVector( SENDINFO(m_poolOrigin), -1, SPROP_COORD, 0.0f, HIGH_DEFAULT ), // only sent once SendPropFloat( SENDINFO(m_angle), 7, 0 /*SPROP_CHANGES_OFTEN*/, 0.0f, 360.0f, SendProxy_FishAngle ), SendPropFloat( SENDINFO(m_x), 7, 0 /*SPROP_CHANGES_OFTEN*/, -255.0f, 255.0f ), SendPropFloat( SENDINFO(m_y), 7, 0 /*SPROP_CHANGES_OFTEN*/, -255.0f, 255.0f ), SendPropFloat( SENDINFO(m_z), -1, SPROP_COORD ), // only sent once SendPropModelIndex( SENDINFO(m_nModelIndex) ), SendPropInt( SENDINFO(m_lifeState) ), SendPropFloat( SENDINFO(m_waterLevel) ), // only sent once END_SEND_TABLE() //------------------------------------------------------------------------------------------------------------- CFish::CFish( void ) { } //------------------------------------------------------------------------------------------------------------- CFish::~CFish() { } //------------------------------------------------------------------------------------------------------------- void CFish::Initialize( CFishPool *pool, unsigned int id ) { m_pool = pool; m_id = id; m_poolOrigin = pool->GetAbsOrigin(); m_waterLevel = pool->GetWaterLevel(); // pass relative position to the client Vector deltaPos = GetAbsOrigin() - m_poolOrigin; m_x = deltaPos.x; m_y = deltaPos.y; m_z = m_poolOrigin->z; SetModel( pool->GetModelName().ToCStr() ); } //------------------------------------------------------------------------------------------------------------- void CFish::Spawn( void ) { Precache(); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE | FSOLID_NOT_SOLID | FSOLID_TRIGGER ); SetMoveType( MOVETYPE_FLY ); m_angle = RandomFloat( 0.0f, 360.0f ); m_angleChange = 0.0f; m_forward = Vector( 1.0f, 0.0, 0.0f ); m_perp.x = -m_forward.y; m_perp.y = m_forward.x; m_perp.z = 0.0f; m_speed = 0.0f; m_calmSpeed = RandomFloat( 10.0f, 20.0f ); m_panicSpeed = m_calmSpeed * RandomFloat( 4.0f, 5.0f ); m_desiredSpeed = m_calmSpeed; m_turnClockwise = (RandomInt( 0, 100 ) < 50); m_avoidRange = RandomFloat( 40.0f, 75.0f ); m_iHealth = 1; m_iMaxHealth = 1; m_takedamage = DAMAGE_YES; // spread out a bit m_disperseTimer.Start( RandomFloat( 0.0f, 10.0f ) ); m_goTimer.Start( RandomFloat( 10.0f, 60.0f ) ); m_moveTimer.Start( RandomFloat( 2.0f, 10.0 ) ); m_desiredSpeed = m_calmSpeed; } //------------------------------------------------------------------------------------------------------------- void CFish::Event_Killed( const CTakeDamageInfo &info ) { m_takedamage = DAMAGE_NO; m_lifeState = LIFE_DEAD; } //------------------------------------------------------------------------------------------------------------- /** * In contact with "other" */ void CFish::Touch( CBaseEntity *other ) { if (other && other->IsPlayer()) { // touched a Player - panic! Panic(); } } //------------------------------------------------------------------------------------------------------------- /** * Influence my motion to flock with other nearby fish * 'amount' ranges from zero to one, representing the amount of flocking influence allowed * If 'other' is NULL, flock to the center of the pool. */ void CFish::FlockTo( CFish *other, float amount ) { // allow fish to disperse a bit at round start if (!m_disperseTimer.IsElapsed()) return; const float maxRange = (other) ? 100.0f : 300.0f; Vector to = (other) ? (other->GetAbsOrigin() - GetAbsOrigin()) : (m_pool->GetAbsOrigin() - GetAbsOrigin()); float range = to.NormalizeInPlace(); if (range > maxRange) return; // if they are close and we are moving together, avoid them const float avoidRange = 25.0f; if (other && range < avoidRange) { // compute their relative velocity to us Vector relVel = other->GetAbsVelocity() - GetAbsVelocity(); if (DotProduct( to, relVel ) < 0.0f) { const float avoidPower = 5.0f; // their comin' right at us! - avoid if (DotProduct( m_perp, to ) > 0.0f) { m_angleChange -= avoidPower * (1.0f - range/avoidRange); } else { m_angleChange += avoidPower * (1.0f - range/avoidRange); } return; } } // turn is 2 if 'other' is behind us, 1 perpendicular, and 0 straight ahead float turn = 1.0f + DotProduct( -m_forward, to ); Vector perp( -m_forward.y, m_forward.x, 0.0f ); float side = (DotProduct( perp, to ) > 1.0f) ? 1.0f : -1.0f; if (turn > 1.0f) { // always turn one way to avoid dithering if many fish are behind us side = (m_turnClockwise) ? 1.0f : -1.0f; } float power = 1.0f - (range / maxRange); const float flockInfluence = 0.7f; // 0.3f; // 0.3 m_angleChange += amount * flockInfluence * power * side * turn; } //------------------------------------------------------------------------------------------------------------- /** * Returns a value between zero (no danger of hitting an obstacle) * and one (extreme danger of hitting an obstacle). * This is used to modulate later flocking behaviors. */ float CFish::Avoid( void ) { const float avoidPower = 100.0f; // 50.0f; // 25.0f; // // Stay within pool bounds. // This may cause problems with pools with oddly concave portions // right at the max range. // Vector toCenter = m_pool->GetAbsOrigin() - GetAbsOrigin(); const float avoidZone = 20.0f; if (toCenter.IsLengthGreaterThan( m_pool->GetMaxRange() - avoidZone )) { // turn away from edge if (DotProduct( toCenter, m_forward ) < 0.0f) { m_angleChange += (m_turnClockwise) ? -avoidPower : avoidPower; } // take total precedence over flocking return 1.0f; } trace_t result; const float sideOffset = 0.2f; float rightDanger = 0.0f; float leftDanger = 0.0f; // slightly right of forward UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + m_avoidRange * (m_forward + sideOffset * m_perp), MASK_PLAYERSOLID, this, COLLISION_GROUP_NONE, &result ); if (result.fraction < 1.0f) { rightDanger = 1.0f - result.fraction; } // slightly left of forward UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + m_avoidRange * (m_forward - sideOffset * m_perp), MASK_PLAYERSOLID, this, COLLISION_GROUP_NONE, &result ); if (result.fraction < 1.0f) { // steer away leftDanger = 1.0f - result.fraction; } // steer away - prefer one side to avoid cul-de-sacs if (m_turnClockwise) { if (rightDanger > 0.0f) { m_angleChange -= avoidPower * rightDanger; } else { m_angleChange += avoidPower * leftDanger; } } else { if (leftDanger > 0.0f) { m_angleChange += avoidPower * leftDanger; } else { m_angleChange -= avoidPower * rightDanger; } } return (leftDanger > rightDanger) ? leftDanger : rightDanger; } //------------------------------------------------------------------------------------------------------------- void CFish::Panic( void ) { // start to panic m_panicTimer.Start( RandomFloat( 5.0f, 15.0f ) ); m_moveTimer.Start( RandomFloat( 10.0f, 20.0f ) ); m_desiredSpeed = m_panicSpeed; } //------------------------------------------------------------------------------------------------------------- /** * Invoked each server tick */ void CFish::Update( float deltaT ) { Vector deltaPos = GetAbsOrigin() - m_poolOrigin; const float safetyMargin = 5.0f; // pass relative position to the client // clamp them here to cover the rare cases where a fish's high velocity skirts the range limit m_x = clamp( deltaPos.x, -255.0f, 255.0f ); m_y = clamp( deltaPos.y, -255.0f, 255.0f ); m_z = m_poolOrigin->z; // // Dead fish just coast to a stop. All floating to the // surface and bobbing motion is handled client-side. // if (m_lifeState == LIFE_DEAD) { // don't allow fish to leave maximum range of pool if (deltaPos.IsLengthGreaterThan( m_pool->GetMaxRange() - safetyMargin )) { SetAbsVelocity( Vector( 0, 0, 0 ) ); } else { // decay movement speed to zero Vector vel = GetAbsVelocity(); const float drag = 1.0f; vel -= drag * vel * deltaT; SetAbsVelocity( vel ); } return; } // // Living fish behavior // // periodically change our turning preference if (m_turnTimer.IsElapsed()) { m_turnTimer.Start( RandomFloat( 10.0f, 30.0f ) ); m_turnClockwise = !m_turnClockwise; } if (m_panicTimer.GetRemainingTime() > 0.0f) { // panicking m_desiredSpeed = m_panicSpeed; } else if (m_moveTimer.GetRemainingTime() > 0.0f) { // normal movement m_desiredSpeed = m_calmSpeed; } else if (m_goTimer.IsElapsed()) { // move every so often m_goTimer.Start( RandomFloat( 10.0f, 60.0f ) ); m_moveTimer.Start( RandomFloat( 2.0f, 10.0 ) ); m_desiredSpeed = m_calmSpeed; } // avoid obstacles float danger = Avoid(); // flock towards visible fish for( int i=0; i maxAngleChange) { m_angleChange = maxAngleChange; } else if (m_angleChange < -maxAngleChange) { m_angleChange = -maxAngleChange; } m_angle += m_angleChange; m_angleChange = 0.0f; m_forward.x = cos( m_angle * M_PI/180.0f ); m_forward.y = sin( m_angle * M_PI/180.0f ); m_forward.z = 0.0f; m_perp.x = -m_forward.y; m_perp.y = m_forward.x; m_perp.z = 0.0f; // // Update speed // const float rate = 2.0f; m_speed += rate * (m_desiredSpeed - m_speed) * deltaT; // decay desired speed if done moving if (m_moveTimer.IsElapsed()) { const float decayRate = 1.0f; m_desiredSpeed -= decayRate * deltaT; if (m_desiredSpeed < 0.0f) { m_desiredSpeed = 0.0f; } } Vector vel = m_speed * m_forward; // don't allow fish to leave maximum range of pool if (deltaPos.IsLengthGreaterThan( m_pool->GetMaxRange() - safetyMargin )) { Vector toCenter = -deltaPos; float radial = DotProduct( toCenter, vel ); if (radial < 0.0f) { // heading out of range, zero the radial velocity component toCenter.NormalizeInPlace(); Vector perp( -toCenter.y, toCenter.x, 0.0f ); float side = DotProduct( perp, vel ); vel = side * perp; } } SetAbsVelocity( vel ); m_flSpeed = m_speed; } //------------------------------------------------------------------------------------------------------------- /** * Zero the visible vector */ void CFish::ResetVisible( void ) { m_visible.RemoveAll(); } //------------------------------------------------------------------------------------------------------------- /** * Add this fish to our visible vector */ void CFish::AddVisible( CFish *fish ) { m_visible.AddToTail( fish ); } //------------------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------------------- /** * A CFishPool manages a collection of CFish, and defines where the "pool" is in the world. */ LINK_ENTITY_TO_CLASS( func_fish_pool, CFishPool ); BEGIN_DATADESC( CFishPool ) DEFINE_FIELD( m_fishCount, FIELD_INTEGER ), DEFINE_FIELD( m_maxRange, FIELD_FLOAT ), DEFINE_FIELD( m_swimDepth, FIELD_FLOAT ), DEFINE_FIELD( m_waterLevel, FIELD_FLOAT ), DEFINE_FIELD( m_isDormant, FIELD_BOOLEAN ), DEFINE_UTLVECTOR( m_fishes, FIELD_EHANDLE ), DEFINE_THINKFUNC( Update ), END_DATADESC() //------------------------------------------------------------------------------------------------------------- CFishPool::CFishPool( void ) { m_fishCount = 0; m_maxRange = 255.0f; m_swimDepth = 0.0f; m_isDormant = false; m_visTimer.Start( 0.5f ); ListenForGameEvent( "player_shoot" ); ListenForGameEvent( "player_footstep" ); ListenForGameEvent( "weapon_fire" ); ListenForGameEvent( "hegrenade_detonate" ); ListenForGameEvent( "flashbang_detonate" ); ListenForGameEvent( "smokegrenade_detonate" ); ListenForGameEvent( "bomb_exploded" ); } //------------------------------------------------------------------------------------------------------------- /** * Initialize the fish pool */ void CFishPool::Spawn() { SetThink( &CFishPool::Update ); SetNextThink( gpGlobals->curtime ); m_waterLevel = UTIL_WaterLevel( GetAbsOrigin(), GetAbsOrigin().z, GetAbsOrigin().z + 1000.0f ); trace_t result; for( int i=0; iInitialize( this, i ); if (fish) { CHandle hFish; hFish.Set( fish ); m_fishes.AddToTail( hFish ); } } } //------------------------------------------------------------------------------------------------------------- /** * Parse KeyValue pairs */ bool CFishPool::KeyValue( const char *szKeyName, const char *szValue ) { if (FStrEq( szKeyName, "fish_count" )) { m_fishCount = atoi(szValue); return true; } else if (FStrEq( szKeyName, "max_range" )) { m_maxRange = atof(szValue); if (m_maxRange <= 1.0f) { m_maxRange = 1.0f; } else if (m_maxRange > 255.0f) { // stay within 8 bits range m_maxRange = 255.0f; } return true; } else if (FStrEq( szKeyName, "model" )) { PrecacheModel( szValue ); SetModelName( AllocPooledString( szValue ) ); } return BaseClass::KeyValue( szKeyName, szValue ); } //------------------------------------------------------------------------------------------------------------- /** * Game event processing */ void CFishPool::FireGameEvent( IGameEvent *event ) { CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) ); // the fish panic const float loudRange = 500.0f; const float quietRange = 75.0f; float range = (Q_strcmp( "player_footstep", event->GetName() )) ? loudRange : quietRange; for( int i=0; iGetAbsOrigin() - m_fishes[i]->GetAbsOrigin()).IsLengthGreaterThan( range )) { // event too far away to care continue; } m_fishes[i]->Panic(); } } //------------------------------------------------------------------------------------------------------------- /** * Invoked each server tick */ void CFishPool::Update( void ) { float deltaT = 0.1f; SetNextThink( gpGlobals->curtime + deltaT ); /// @todo Go dormant when no players are around to see us if (fish_dormant.GetBool()) { if (!m_isDormant) { // stop all the fish for( int i=0; iSetAbsVelocity( Vector( 0, 0, 0 ) ); } m_isDormant = true; } return; } else { m_isDormant = false; } // update fish to fish visibility if (m_visTimer.IsElapsed()) { m_visTimer.Reset(); int i, j; trace_t result; // reset each fishes vis list for( i=0; iResetVisible(); } // build new vis lists - line of sight is symmetric for( i=0; iIsAlive()) continue; for( j=i+1; jIsAlive()) continue; UTIL_TraceLine( m_fishes[i]->GetAbsOrigin(), m_fishes[j]->GetAbsOrigin(), MASK_PLAYERSOLID, m_fishes[i], COLLISION_GROUP_NONE, &result ); if (result.fraction >= 1.0f) { // the fish can see each other m_fishes[i]->AddVisible( m_fishes[j] ); m_fishes[j]->AddVisible( m_fishes[i] ); } } } } // simulate the fishes behavior for( int i=0; iUpdate( deltaT ); } }