Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "hl1_ai_basenpc.h"
#include "ai_default.h"
#include "ai_task.h"
#include "ai_schedule.h"
#include "ai_node.h"
#include "ai_hull.h"
#include "ai_hint.h"
#include "ai_memory.h"
#include "ai_route.h"
#include "ai_motor.h"
#include "ai_senses.h"
#include "soundent.h"
#include "game.h"
#include "npcevent.h"
#include "entitylist.h"
#include "activitylist.h"
#include "animation.h"
#include "basecombatweapon.h"
#include "IEffects.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "ammodef.h"
#include "ai_behavior_follow.h"
#include "ai_navigator.h"
#include "decals.h"
#define ROACH_IDLE 0
#define ROACH_BORED 1
#define ROACH_SCARED_BY_ENT 2
#define ROACH_SCARED_BY_LIGHT 3
#define ROACH_SMELL_FOOD 4
#define ROACH_EAT 5
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
class CNPC_Roach : public CHL1BaseNPC
{
DECLARE_CLASS( CNPC_Roach, CHL1BaseNPC );
public:
void Spawn( void );
void Precache( void );
float MaxYawSpeed( void );
// DECLARE_DATADESC();
void NPCThink ( void );
void PickNewDest ( int iCondition );
void Look ( int iDistance );
void Move ( float flInterval );
Class_T Classify( void ) { return CLASS_INSECT; }
void Touch ( CBaseEntity *pOther );
void Event_Killed( const CTakeDamageInfo &info );
int GetSoundInterests ( void );
void Eat( float flFullDuration );
bool ShouldEat( void );
bool ShouldGib( const CTakeDamageInfo &info ) { return false; }
float m_flLastLightLevel;
float m_flNextSmellTime;
// UNDONE: These don't necessarily need to be save/restored, but if we add more data, it may
bool m_fLightHacked;
int m_iMode;
float m_flHungryTime;
// -----------------------------
};
LINK_ENTITY_TO_CLASS( monster_cockroach, CNPC_Roach );
//BEGIN_DATADESC( CNPC_Roach )
// DEFINE_FUNCTION( RoachTouch ),
//END_DATADESC()
//=========================================================
// Spawn
//=========================================================
void CNPC_Roach::Spawn()
{
Precache( );
SetModel( "models/roach.mdl" );
UTIL_SetSize( this, Vector( -1, -1, 0 ), Vector( 1, 1, 2 ) );
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_STEP );
m_bloodColor = BLOOD_COLOR_YELLOW;
ClearEffects();
m_iHealth = 1;
m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_NPCState = NPC_STATE_NONE;
SetRenderColor( 255, 255, 255, 255 );
NPCInit();
SetActivity ( ACT_IDLE );
SetViewOffset ( Vector ( 0, 0, 1 ) );// position of the eyes relative to monster's origin.
m_takedamage = DAMAGE_YES;
m_fLightHacked = FALSE;
m_flLastLightLevel = -1;
m_iMode = ROACH_IDLE;
m_flNextSmellTime = gpGlobals->curtime;
AddEffects( EF_NOSHADOW );
}
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CNPC_Roach::Precache()
{
PrecacheModel("models/roach.mdl");
PrecacheScriptSound( "Roach.Walk" );
PrecacheScriptSound( "Roach.Die" );
PrecacheScriptSound( "Roach.Smash" );
}
float CNPC_Roach::MaxYawSpeed( void )
{
return 120.0f;
}
void CNPC_Roach::Eat( float flFullDuration )
{
m_flHungryTime = gpGlobals->curtime + flFullDuration;
}
bool CNPC_Roach::ShouldEat( void )
{
if ( m_flHungryTime > gpGlobals->curtime )
{
return false;
}
return true;
}
//=========================================================
// MonsterThink, overridden for roaches.
//=========================================================
void CNPC_Roach::NPCThink( void )
{
if ( FNullEnt( UTIL_FindClientInPVS( edict() ) ) )
SetNextThink( gpGlobals->curtime + random->RandomFloat( 1.0f , 1.5f ) );
else
SetNextThink( gpGlobals->curtime + 0.1f );// keep monster thinking
float flInterval = gpGlobals->curtime - GetLastThink();
StudioFrameAdvance( ); // animate
if ( !m_fLightHacked )
{
// if light value hasn't been collection for the first time yet,
// suspend the creature for a second so the world finishes spawning, then we'll collect the light level.
SetNextThink( gpGlobals->curtime + 1 );
m_fLightHacked = TRUE;
return;
}
else if ( m_flLastLightLevel < 0 )
{
// collect light level for the first time, now that all of the lightmaps in the roach's area have been calculated.
m_flLastLightLevel = 0;
}
switch ( m_iMode )
{
case ROACH_IDLE:
case ROACH_EAT:
{
// if not moving, sample environment to see if anything scary is around. Do a radius search 'look' at random.
if ( random->RandomInt( 0, 3 ) == 1 )
{
Look( 150 );
if ( HasCondition( COND_SEE_FEAR ) )
{
// if see something scary
//ALERT ( at_aiconsole, "Scared\n" );
Eat( 30 + ( random->RandomInt( 0, 14 ) ) );// roach will ignore food for 30 to 45 seconds
PickNewDest( ROACH_SCARED_BY_ENT );
SetActivity ( ACT_WALK );
}
else if ( random->RandomInt( 0,149 ) == 1 )
{
// if roach doesn't see anything, there's still a chance that it will move. (boredom)
//ALERT ( at_aiconsole, "Bored\n" );
PickNewDest( ROACH_BORED );
SetActivity ( ACT_WALK );
if ( m_iMode == ROACH_EAT )
{
// roach will ignore food for 30 to 45 seconds if it got bored while eating.
Eat( 30 + ( random->RandomInt(0,14) ) );
}
}
}
// don't do this stuff if eating!
if ( m_iMode == ROACH_IDLE )
{
if ( ShouldEat() )
{
GetSenses()->Listen();
}
if ( 0 > m_flLastLightLevel )
{
// someone turned on lights!
//ALERT ( at_console, "Lights!\n" );
PickNewDest( ROACH_SCARED_BY_LIGHT );
SetActivity ( ACT_WALK );
}
else if ( HasCondition( COND_SMELL ) )
{
CSound *pSound = GetLoudestSoundOfType( ALL_SOUNDS );
// roach smells food and is just standing around. Go to food unless food isn't on same z-plane.
if ( pSound && abs( pSound->GetSoundOrigin().z - GetAbsOrigin().z ) <= 3 )
{
PickNewDest( ROACH_SMELL_FOOD );
SetActivity ( ACT_WALK );
}
}
}
break;
}
case ROACH_SCARED_BY_LIGHT:
{
// if roach was scared by light, then stop if we're over a spot at least as dark as where we started!
if ( 0 <= m_flLastLightLevel )
{
SetActivity ( ACT_IDLE );
m_flLastLightLevel = 0;// make this our new light level.
}
break;
}
}
if ( GetActivity() != ACT_IDLE )
{
Move( flInterval );
}
}
void CNPC_Roach::PickNewDest ( int iCondition )
{
Vector vecNewDir;
Vector vecDest;
float flDist;
m_iMode = iCondition;
GetNavigator()->ClearGoal();
if ( m_iMode == ROACH_SMELL_FOOD )
{
// find the food and go there.
CSound *pSound = GetLoudestSoundOfType( ALL_SOUNDS );
if ( pSound )
{
GetNavigator()->SetRandomGoal( 3 - random->RandomInt( 0,5 ) );
return;
}
}
do
{
// picks a random spot, requiring that it be at least 128 units away
// else, the roach will pick a spot too close to itself and run in
// circles. this is a hack but buys me time to work on the real monsters.
vecNewDir.x = random->RandomInt( -1, 1 );
vecNewDir.y = random->RandomInt( -1, 1 );
flDist = 256 + ( random->RandomInt(0,255) );
vecDest = GetAbsOrigin() + vecNewDir * flDist;
} while ( ( vecDest - GetAbsOrigin() ).Length2D() < 128 );
Vector vecLocation;
vecLocation.x = vecDest.x;
vecLocation.y = vecDest.y;
vecLocation.z = GetAbsOrigin().z;
AI_NavGoal_t goal( GOALTYPE_LOCATION, vecLocation, ACT_WALK );
GetNavigator()->SetGoal( goal );
if ( random->RandomInt( 0, 9 ) == 1 )
{
// every once in a while, a roach will play a skitter sound when they decide to run
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "Roach.Walk" );
}
}
//=========================================================
// Look - overriden for the roach, which can virtually see
// 360 degrees.
//=========================================================
void CNPC_Roach::Look ( int iDistance )
{
CBaseEntity *pSightEnt = NULL;// the current visible entity that we're dealing with
// DON'T let visibility information from last frame sit around!
ClearCondition( COND_SEE_HATE | COND_SEE_DISLIKE | COND_SEE_ENEMY | COND_SEE_FEAR );
// don't let monsters outside of the player's PVS act up, or most of the interesting
// things will happen before the player gets there!
if ( FNullEnt( UTIL_FindClientInPVS( edict() ) ) )
{
return;
}
// Does sphere also limit itself to PVS?
// Examine all entities within a reasonable radius
// !!!PERFORMANCE - let's trivially reject the ent list before radius searching!
for ( CEntitySphereQuery sphere( GetAbsOrigin(), iDistance ); ( pSightEnt = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
{
// only consider ents that can be damaged. !!!temporarily only considering other monsters and clients
if ( pSightEnt->IsPlayer() || FBitSet ( pSightEnt->GetFlags(), FL_NPC ) )
{
if ( /*FVisible( pSightEnt ) &&*/ !FBitSet( pSightEnt->GetFlags(), FL_NOTARGET ) && pSightEnt->m_iHealth > 0 )
{
// don't add the Enemy's relationship to the conditions. We only want to worry about conditions when
// we see monsters other than the Enemy.
switch ( IRelationType ( pSightEnt ) )
{
case D_FR:
SetCondition( COND_SEE_FEAR );
break;
case D_NU:
break;
default:
Msg ( "%s can't asses %s\n", GetClassname(), pSightEnt->GetClassname() );
break;
}
}
}
}
}
//=========================================================
// roach's move function
//=========================================================
void CNPC_Roach::Move ( float flInterval )
{
float flWaypointDist;
Vector vecApex;
// local move to waypoint.
flWaypointDist = ( GetNavigator()->GetGoalPos() - GetAbsOrigin() ).Length2D();
GetMotor()->SetIdealYawToTargetAndUpdate( GetNavigator()->GetGoalPos() );
float speed = 150 * flInterval;
Vector vToTarget = GetNavigator()->GetGoalPos() - GetAbsOrigin();
vToTarget.NormalizeInPlace();
Vector vMovePos = vToTarget * speed;
if ( random->RandomInt( 0,7 ) == 1 )
{
// randomly change direction
PickNewDest( m_iMode );
}
if( !WalkMove( vMovePos, MASK_NPCSOLID ) )
{
PickNewDest( m_iMode );
}
// if the waypoint is closer than step size, then stop after next step (ok for roach to overshoot)
if ( flWaypointDist <= m_flGroundSpeed * flInterval )
{
// take truncated step and stop
SetActivity ( ACT_IDLE );
m_flLastLightLevel = 0;// this is roach's new comfortable light level
if ( m_iMode == ROACH_SMELL_FOOD )
{
m_iMode = ROACH_EAT;
}
else
{
m_iMode = ROACH_IDLE;
}
}
if ( random->RandomInt( 0,149 ) == 1 && m_iMode != ROACH_SCARED_BY_LIGHT && m_iMode != ROACH_SMELL_FOOD )
{
// random skitter while moving as long as not on a b-line to get out of light or going to food
PickNewDest( FALSE );
}
}
void CNPC_Roach::Touch ( CBaseEntity *pOther )
{
Vector vecSpot;
trace_t tr;
if ( pOther->GetAbsVelocity() == vec3_origin || !pOther->IsPlayer() )
{
return;
}
vecSpot = GetAbsOrigin() + Vector ( 0 , 0 , 8 );//move up a bit, and trace down.
//UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -24 ), ignore_monsters, ENT(pev), & tr);
UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -24 ), MASK_ALL, this, COLLISION_GROUP_NONE, &tr);
// This isn't really blood. So you don't have to screen it out based on violence levels (UTIL_ShouldShowBlood())
UTIL_DecalTrace( &tr, "YellowBlood" );
// DMG_GENERIC because we don't want any physics force generated
TakeDamage( CTakeDamageInfo( pOther, pOther, m_iHealth, DMG_GENERIC ) );
}
void CNPC_Roach::Event_Killed( const CTakeDamageInfo &info )
{
RemoveSolidFlags( FSOLID_NOT_SOLID );
CPASAttenuationFilter filter( this );
//random sound
if ( random->RandomInt( 0,4 ) == 1 )
{
EmitSound( filter, entindex(), "Roach.Die" );
}
else
{
EmitSound( filter, entindex(), "Roach.Smash" );
}
CSoundEnt::InsertSound ( SOUND_WORLD, GetAbsOrigin(), 128, 1 );
UTIL_Remove( this );
}
int CNPC_Roach::GetSoundInterests ( void)
{
return SOUND_CARCASS |
SOUND_MEAT;
}