//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// // fish.h // Simple fish behavior // Author: Michael S. Booth, April 2005 #ifndef _FISH_H_ #define _FISH_H_ #include "baseanimating.h" #include "GameEventListener.h" class CFishPool; //---------------------------------------------------------------------------------------------- /** * Simple ambient fish */ class CFish : public CBaseAnimating { public: DECLARE_CLASS( CFish, CBaseAnimating ); DECLARE_SERVERCLASS(); DECLARE_DATADESC(); CFish( void ); virtual ~CFish(); void Initialize( CFishPool *pool, unsigned int id ); virtual void Spawn( void ); virtual void Event_Killed( const CTakeDamageInfo &info ); virtual void Touch( CBaseEntity *other ); ///< in contact with "other" void Update( float deltaT ); ///< invoked each server tick void FlockTo( CFish *other, float amount ); ///< influence my motion to flock with other nearby fish float Avoid( void ); void Panic( void ); ///< panic for awhile void ResetVisible( void ); ///< zero the visible vector void AddVisible( CFish *fish ); ///< add this fish to our visible vector private: friend void SendProxy_FishOriginX( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID ); friend void SendProxy_FishOriginY( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID ); CHandle m_pool; ///< the pool we are in unsigned int m_id; ///< our unique ID CNetworkVar( float, m_x ); ///< have to send position coordinates separately since Z is unused CNetworkVar( float, m_y ); ///< have to send position coordinates separately since Z is unused CNetworkVar( float, m_z ); ///< only sent once since fish always swim at the same depth CNetworkVar( float, m_angle ); ///< only yaw changes float m_angleChange; Vector m_forward; Vector m_perp; CNetworkVar( Vector, m_poolOrigin ); ///< used to efficiently network our relative position CNetworkVar( float, m_waterLevel ); float m_speed; float m_desiredSpeed; float m_calmSpeed; ///< speed the fish moves when calm float m_panicSpeed; ///< speed the fish moves when panicked float m_avoidRange; ///< range to avoid obstacles CountdownTimer m_turnTimer; ///< every so often our turn preference changes bool m_turnClockwise; ///< if true this fish prefers to turn clockwise, else CCW CountdownTimer m_goTimer; ///< start the fish moving when timer elapses CountdownTimer m_moveTimer; ///< dont decay speed while we are moving CountdownTimer m_panicTimer; ///< if active, fish is panicked CountdownTimer m_disperseTimer; ///< initial non-flocking time CUtlVector< CFish * > m_visible; ///< vector of fish that we can see }; //---------------------------------------------------------------------------------------------- /** * This class defines a volume of water where a number of CFish swim */ class CFishPool : public CBaseEntity, public CGameEventListener { public: DECLARE_CLASS( CFishPool, CBaseEntity ); DECLARE_DATADESC(); CFishPool( void ); virtual void Spawn(); virtual bool KeyValue( const char *szKeyName, const char *szValue ); virtual void FireGameEvent( IGameEvent *event ); void Update( void ); ///< invoked each server tick float GetWaterLevel( void ) const; ///< return Z coordinate of water in world coords float GetMaxRange( void ) const; ///< return how far a fish is allowed to wander private: int m_fishCount; ///< number of fish in the pool float m_maxRange; ///< how far a fish is allowed to wander float m_swimDepth; ///< the depth the fish swim below the water surface float m_waterLevel; ///< Z of water surface bool m_isDormant; CUtlVector< CHandle > m_fishes; ///< vector of all fish in this pool CountdownTimer m_visTimer; ///< for throttling line of sight checks between all fish }; inline float CFishPool::GetMaxRange( void ) const { return m_maxRange; } inline float CFishPool::GetWaterLevel( void ) const { return m_waterLevel; } #endif // _FISH_H_