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858 lines
22 KiB
858 lines
22 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Bullseyes act as targets for other NPC's to attack and to trigger |
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// events |
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// |
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// $Workfile: $ |
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// $Date: $ |
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// |
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//----------------------------------------------------------------------------- |
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// $Log: $ |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "ai_default.h" |
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#include "ai_task.h" |
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#include "ai_schedule.h" |
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#include "ai_node.h" |
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#include "ai_hull.h" |
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#include "ai_hint.h" |
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#include "ai_route.h" |
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#include "soundent.h" |
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#include "game.h" |
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#include "npcevent.h" |
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#include "entitylist.h" |
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#include "activitylist.h" |
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#include "animation.h" |
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#include "basecombatweapon.h" |
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#include "IEffects.h" |
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#include "vstdlib/random.h" |
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#include "engine/IEngineSound.h" |
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#include "ammodef.h" |
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#include "hl1_ai_basenpc.h" |
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#define AFLOCK_MAX_RECRUIT_RADIUS 1024 |
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#define AFLOCK_FLY_SPEED 125 |
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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 CNPC_FlockingFlyerFlock : public CHL1BaseNPC |
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{ |
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DECLARE_CLASS( CNPC_FlockingFlyerFlock, CHL1BaseNPC ); |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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bool KeyValue( const char *szKeyName, const char *szValue ); |
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void SpawnFlock( void ); |
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// Sounds are shared by the flock |
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static void PrecacheFlockSounds( void ); |
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DECLARE_DATADESC(); |
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int m_cFlockSize; |
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float m_flFlockRadius; |
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}; |
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BEGIN_DATADESC( CNPC_FlockingFlyerFlock ) |
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DEFINE_FIELD( m_cFlockSize, FIELD_INTEGER ), |
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DEFINE_FIELD( m_flFlockRadius, FIELD_FLOAT ), |
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END_DATADESC() |
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class CNPC_FlockingFlyer : public CHL1BaseNPC |
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{ |
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DECLARE_CLASS( CNPC_FlockingFlyer, CHL1BaseNPC ); |
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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 IdleThink( void ); |
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void BoidAdvanceFrame( void ); |
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void Start( void ); |
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bool FPathBlocked( void ); |
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void FlockLeaderThink( void ); |
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void SpreadFlock( void ); |
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void SpreadFlock2( void ); |
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void MakeSound( void ); |
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void FlockFollowerThink( void ); |
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void Event_Killed( const CTakeDamageInfo &info ); |
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void FallHack( void ); |
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//void Poop ( void ); Adrian - wtf?! |
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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( CNPC_FlockingFlyer *pRemove ); |
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void SquadUnlink( void ); |
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void SquadAdd( CNPC_FlockingFlyer *pAdd ); |
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void SquadDisband( void ); |
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CNPC_FlockingFlyer *m_pSquadLeader; |
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CNPC_FlockingFlyer *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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float m_flTempVar; |
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DECLARE_DATADESC(); |
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}; |
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BEGIN_DATADESC( CNPC_FlockingFlyer ) |
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DEFINE_FIELD( m_pSquadLeader, FIELD_CLASSPTR ), |
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DEFINE_FIELD( m_pSquadNext, FIELD_CLASSPTR ), |
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DEFINE_FIELD( m_fTurning, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_fCourseAdjust, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_fPathBlocked, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_vecReferencePoint, FIELD_POSITION_VECTOR ), |
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DEFINE_FIELD( m_vecAdjustedVelocity, FIELD_VECTOR ), |
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DEFINE_FIELD( m_flGoalSpeed, FIELD_FLOAT ), |
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DEFINE_FIELD( m_flLastBlockedTime, FIELD_TIME ), |
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DEFINE_FIELD( m_flFakeBlockedTime, FIELD_TIME ), |
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DEFINE_FIELD( m_flAlertTime, FIELD_TIME ), |
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DEFINE_THINKFUNC( IdleThink ), |
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DEFINE_THINKFUNC( Start ), |
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DEFINE_THINKFUNC( FlockLeaderThink ), |
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DEFINE_THINKFUNC( FlockFollowerThink ), |
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DEFINE_THINKFUNC( FallHack ), |
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DEFINE_FIELD( m_flFlockNextSoundTime, FIELD_TIME ), |
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DEFINE_FIELD( m_flTempVar, FIELD_FLOAT ), |
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END_DATADESC() |
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LINK_ENTITY_TO_CLASS( monster_flyer, CNPC_FlockingFlyer ); |
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LINK_ENTITY_TO_CLASS( monster_flyer_flock, CNPC_FlockingFlyerFlock ); |
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bool CNPC_FlockingFlyerFlock::KeyValue( const char *szKeyName, const char *szValue ) |
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{ |
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if ( FStrEq( szKeyName, "iFlockSize" ) ) |
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{ |
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m_cFlockSize = atoi( szValue ); |
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return true; |
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} |
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else if ( FStrEq( szKeyName, "flFlockRadius" ) ) |
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{ |
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m_flFlockRadius = atof( szValue ); |
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return true; |
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} |
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else |
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BaseClass::KeyValue( szKeyName, szValue ); |
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return false; |
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} |
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//========================================================= |
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//========================================================= |
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void CNPC_FlockingFlyerFlock::Spawn( void ) |
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{ |
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Precache( ); |
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SetRenderColor( 255, 255, 255, 255 ); |
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SpawnFlock(); |
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SetThink( &CBaseEntity::SUB_Remove ); |
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SetNextThink( gpGlobals->curtime + 0.1f ); |
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} |
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//========================================================= |
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//========================================================= |
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void CNPC_FlockingFlyerFlock::Precache( void ) |
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{ |
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//PRECACHE_MODEL("models/aflock.mdl"); |
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PrecacheModel("models/boid.mdl"); |
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PrecacheFlockSounds(); |
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} |
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void CNPC_FlockingFlyerFlock::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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CNPC_FlockingFlyer *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 = CREATE_ENTITY( CNPC_FlockingFlyer, "monster_flyer" ); |
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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->RandomFloat( -R, R ); |
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vecSpot.y = random->RandomFloat( -R, R ); |
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vecSpot.z = random->RandomFloat( 0, 16 ); |
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vecSpot = GetAbsOrigin() + vecSpot; |
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UTIL_SetOrigin( pBoid, vecSpot); |
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pBoid->SetMoveType( MOVETYPE_FLY ); |
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pBoid->SpawnCommonCode(); |
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pBoid->SetGroundEntity( NULL ); |
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pBoid->SetAbsVelocity( Vector ( 0, 0, 0 ) ); |
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pBoid->SetAbsAngles( GetAbsAngles() ); |
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pBoid->SetCycle( 0 ); |
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pBoid->SetThink( &CNPC_FlockingFlyer::IdleThink ); |
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pBoid->SetNextThink( gpGlobals->curtime + 0.2 ); |
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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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void CNPC_FlockingFlyerFlock::PrecacheFlockSounds( void ) |
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{ |
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} |
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//========================================================= |
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//========================================================= |
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void CNPC_FlockingFlyer::Spawn( ) |
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{ |
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Precache( ); |
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SpawnCommonCode(); |
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SetCycle( 0 ); |
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SetNextThink( gpGlobals->curtime + 0.1f ); |
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SetThink( &CNPC_FlockingFlyer::IdleThink ); |
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} |
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//========================================================= |
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//========================================================= |
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void CNPC_FlockingFlyer::SpawnCommonCode( ) |
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{ |
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m_lifeState = LIFE_ALIVE; |
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SetClassname( "monster_flyer" ); |
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SetSolid( SOLID_BBOX ); |
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AddSolidFlags( FSOLID_NOT_STANDABLE ); |
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SetMoveType( MOVETYPE_FLY ); |
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m_takedamage = DAMAGE_NO; |
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m_iHealth = 1; |
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m_fPathBlocked = FALSE;// obstacles will be detected |
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m_flFieldOfView = 0.2; |
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m_flTempVar = 0; |
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//SET_MODEL(ENT(pev), "models/aflock.mdl"); |
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SetModel( "models/boid.mdl" ); |
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// UTIL_SetSize(this, Vector(0,0,0), Vector(0,0,0)); |
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UTIL_SetSize(this, Vector(-5,-5,0), Vector(5,5,2)); |
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} |
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//========================================================= |
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//========================================================= |
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void CNPC_FlockingFlyer::Precache( ) |
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{ |
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//PRECACHE_MODEL("models/aflock.mdl"); |
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PrecacheModel("models/boid.mdl"); |
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CNPC_FlockingFlyerFlock::PrecacheFlockSounds(); |
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PrecacheScriptSound( "FlockingFlyer.Alert" ); |
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PrecacheScriptSound( "FlockingFlyer.Idle" ); |
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} |
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//========================================================= |
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//========================================================= |
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void CNPC_FlockingFlyer::IdleThink( void ) |
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{ |
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SetNextThink( gpGlobals->curtime + 0.2 ); |
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// see if there's a client in the same pvs as the monster |
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if ( !FNullEnt( UTIL_FindClientInPVS( edict() ) ) ) |
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{ |
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SetThink( &CNPC_FlockingFlyer::Start ); |
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SetNextThink( gpGlobals->curtime + 0.1f ); |
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} |
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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 CNPC_FlockingFlyer::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 CNPC_FlockingFlyer::SquadAdd( CNPC_FlockingFlyer *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 CNPC_FlockingFlyer::SquadRemove( CNPC_FlockingFlyer *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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CNPC_FlockingFlyer *pLeader = m_pSquadNext; |
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// copy the enemy LKP to the new leader |
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// if ( GetEnemy() ) |
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// pLeader->m_vecEnemyLKP = m_vecEnemyLKP; |
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if ( pLeader ) |
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{ |
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CNPC_FlockingFlyer *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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CNPC_FlockingFlyer *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 CNPC_FlockingFlyer::SquadCount( void ) |
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{ |
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CNPC_FlockingFlyer *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 CNPC_FlockingFlyer::SquadDisband( void ) |
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{ |
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CNPC_FlockingFlyer *pList = m_pSquadLeader; |
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CNPC_FlockingFlyer *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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//========================================================= |
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// Start - player enters the pvs, so get things going. |
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//========================================================= |
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void CNPC_FlockingFlyer::Start( void ) |
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{ |
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SetNextThink( gpGlobals->curtime + 0.1f ); |
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if ( IsLeader() ) |
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{ |
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SetThink( &CNPC_FlockingFlyer::FlockLeaderThink ); |
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} |
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else |
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{ |
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SetThink( &CNPC_FlockingFlyer::FlockFollowerThink ); |
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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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m_flSpeed = AFLOCK_FLY_SPEED;// no delay! |
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} |
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//========================================================= |
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//========================================================= |
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void CNPC_FlockingFlyer::BoidAdvanceFrame ( void ) |
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{ |
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float flapspeed = ( m_flSpeed - m_flTempVar ) / AFLOCK_ACCELERATE; |
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m_flTempVar = m_flTempVar * .8 + m_flSpeed * .2; |
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if (flapspeed < 0) flapspeed = -flapspeed; |
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if (flapspeed < 0.25) flapspeed = 0.25; |
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if (flapspeed > 1.9) flapspeed = 1.9; |
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m_flPlaybackRate = flapspeed; |
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QAngle angVel = GetLocalAngularVelocity(); |
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// lean |
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angVel.x = - GetAbsAngles().x + flapspeed * 5; |
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// bank |
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angVel.z = - GetAbsAngles().z + angVel.y; |
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SetLocalAngularVelocity( angVel ); |
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// pev->framerate = flapspeed; |
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StudioFrameAdvance(); |
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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 CNPC_FlockingFlyer::FlockLeaderThink( void ) |
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{ |
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trace_t 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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Vector vForward, vRight, vUp; |
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SetNextThink( gpGlobals->curtime + 0.1f ); |
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AngleVectors ( GetAbsAngles(), &vForward, &vRight, &vUp ); |
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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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QAngle angVel = GetLocalAngularVelocity(); |
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angVel.y = 0; |
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SetLocalAngularVelocity( angVel ); |
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} |
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m_fPathBlocked = FALSE; |
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if ( m_flSpeed <= AFLOCK_FLY_SPEED ) |
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m_flSpeed += 5; |
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SetAbsVelocity( vForward * m_flSpeed ); |
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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(GetAbsOrigin(), GetAbsOrigin() + vRight * AFLOCK_CHECK_DIST, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr); |
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vecDist = (tr.endpos - GetAbsOrigin()); |
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flRightSide = vecDist.Length(); |
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UTIL_TraceLine(GetAbsOrigin(), GetAbsOrigin() - vRight * AFLOCK_CHECK_DIST, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr); |
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vecDist = (tr.endpos - GetAbsOrigin()); |
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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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QAngle angVel = GetLocalAngularVelocity(); |
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angVel.y = -AFLOCK_TURN_RATE; |
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SetLocalAngularVelocity( angVel ); |
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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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QAngle angVel = GetLocalAngularVelocity(); |
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angVel.y = AFLOCK_TURN_RATE; |
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SetLocalAngularVelocity( angVel ); |
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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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QAngle angVel = GetLocalAngularVelocity(); |
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if ( random->RandomInt( 0, 1 ) == 0 ) |
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{ |
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angVel.y = AFLOCK_TURN_RATE; |
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} |
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else |
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{ |
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angVel.y = -AFLOCK_TURN_RATE; |
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} |
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SetLocalAngularVelocity( angVel ); |
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} |
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} |
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SpreadFlock( ); |
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SetAbsVelocity( vForward * m_flSpeed ); |
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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(GetAbsOrigin(), GetAbsOrigin() - vUp * 16, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr); |
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if (tr.fraction != 1.0 && GetAbsVelocity().z < 0 ) |
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{ |
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Vector vecVel = GetAbsVelocity(); |
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vecVel.z = 0; |
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SetAbsVelocity( vecVel ); |
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} |
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// maybe it did, though. |
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if ( GetFlags() & FL_ONGROUND ) |
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{ |
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UTIL_SetOrigin( this, GetAbsOrigin() + Vector ( 0 , 0 , 1 ) ); |
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Vector vecVel = GetAbsVelocity(); |
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vecVel.z = 0; |
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SetAbsVelocity( vecVel ); |
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} |
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if ( m_flFlockNextSoundTime < gpGlobals->curtime ) |
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{ |
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// MakeSound(); |
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m_flFlockNextSoundTime = gpGlobals->curtime + random->RandomFloat( 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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// FBoidPathBlocked - returns TRUE if there is an obstacle ahead |
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//========================================================= |
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bool CNPC_FlockingFlyer::FPathBlocked( void ) |
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{ |
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trace_t 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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Vector vForward, vRight, vUp; |
|
|
|
if ( m_flFakeBlockedTime > gpGlobals->curtime ) |
|
{ |
|
m_flLastBlockedTime = gpGlobals->curtime; |
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return 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( pevBoid->velocity ); |
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AngleVectors ( GetAbsAngles(), &vForward, &vRight, &vUp ); |
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|
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fBlocked = FALSE;// assume the way ahead is clear |
|
|
|
// check for obstacle ahead |
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UTIL_TraceLine(GetAbsOrigin(), GetAbsOrigin() + vForward * AFLOCK_CHECK_DIST, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr); |
|
|
|
if (tr.fraction != 1.0) |
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{ |
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m_flLastBlockedTime = gpGlobals->curtime; |
|
fBlocked = TRUE; |
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} |
|
|
|
// extra wide checks |
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UTIL_TraceLine(GetAbsOrigin() + vRight * 12, GetAbsOrigin() + vRight * 12 + vForward * AFLOCK_CHECK_DIST, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr); |
|
|
|
if (tr.fraction != 1.0) |
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{ |
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m_flLastBlockedTime = gpGlobals->curtime; |
|
fBlocked = TRUE; |
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} |
|
|
|
UTIL_TraceLine(GetAbsOrigin() - vRight * 12, GetAbsOrigin() - vRight * 12 + vForward * AFLOCK_CHECK_DIST, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr); |
|
|
|
if (tr.fraction != 1.0) |
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{ |
|
m_flLastBlockedTime = gpGlobals->curtime; |
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fBlocked = TRUE; |
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} |
|
|
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if ( !fBlocked && gpGlobals->curtime - m_flLastBlockedTime > 6 ) |
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{ |
|
// not blocked, and it's been a few seconds since we've actually been blocked. |
|
m_flFakeBlockedTime = gpGlobals->curtime + random->RandomInt(1, 3); |
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} |
|
|
|
return fBlocked; |
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} |
|
|
|
//========================================================= |
|
// Searches for boids that are too close and pushes them away |
|
//========================================================= |
|
void CNPC_FlockingFlyer::SpreadFlock( ) |
|
{ |
|
Vector vecDir; |
|
float flSpeed;// holds vector magnitude while we fiddle with the direction |
|
|
|
CNPC_FlockingFlyer *pList = m_pSquadLeader; |
|
while ( pList ) |
|
{ |
|
if ( pList != this && ( GetAbsOrigin() - pList->GetAbsOrigin() ).Length() <= AFLOCK_TOO_CLOSE ) |
|
{ |
|
// push the other away |
|
vecDir = ( pList->GetAbsOrigin() - GetAbsOrigin() ); |
|
VectorNormalize( vecDir ); |
|
|
|
// store the magnitude of the other boid's velocity, and normalize it so we |
|
// can average in a course that points away from the leader. |
|
flSpeed = pList->GetAbsVelocity().Length(); |
|
|
|
Vector vecVel = pList->GetAbsVelocity(); |
|
VectorNormalize( vecVel ); |
|
pList->SetAbsVelocity( ( vecVel + vecDir ) * 0.5 * flSpeed ); |
|
} |
|
|
|
pList = pList->m_pSquadNext; |
|
} |
|
} |
|
|
|
//========================================================= |
|
// Alters the caller's course if he's too close to others |
|
// |
|
// This function should **ONLY** be called when Caller's velocity is normalized!! |
|
//========================================================= |
|
void CNPC_FlockingFlyer::SpreadFlock2 ( ) |
|
{ |
|
Vector vecDir; |
|
|
|
CNPC_FlockingFlyer *pList = m_pSquadLeader; |
|
|
|
while ( pList ) |
|
{ |
|
if ( pList != this && ( GetAbsOrigin() - pList->GetAbsOrigin() ).Length() <= AFLOCK_TOO_CLOSE ) |
|
{ |
|
vecDir = ( GetAbsOrigin() - pList->GetAbsOrigin() ); |
|
VectorNormalize( vecDir ); |
|
|
|
SetAbsVelocity( ( GetAbsVelocity() + vecDir ) ); |
|
} |
|
|
|
pList = pList->m_pSquadNext; |
|
} |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
void CNPC_FlockingFlyer::MakeSound( void ) |
|
{ |
|
if ( m_flAlertTime > gpGlobals->curtime ) |
|
{ |
|
CPASAttenuationFilter filter1( this ); |
|
|
|
// make agitated sounds |
|
EmitSound( filter1, entindex(), "FlockingFlyer.Alert" ); |
|
return; |
|
} |
|
|
|
// make normal sound |
|
CPASAttenuationFilter filter2( this ); |
|
|
|
EmitSound( filter2, entindex(), "FlockingFlyer.Idle" ); |
|
} |
|
|
|
//========================================================= |
|
// follower boids execute this code when flocking |
|
//========================================================= |
|
void CNPC_FlockingFlyer::FlockFollowerThink( void ) |
|
{ |
|
Vector vecDist; |
|
Vector vecDir; |
|
Vector vecDirToLeader; |
|
float flDistToLeader; |
|
|
|
SetNextThink( gpGlobals->curtime + 0.1f ); |
|
|
|
if ( IsLeader() || !InSquad() ) |
|
{ |
|
// the leader has been killed and this flyer suddenly finds himself the leader. |
|
SetThink ( &CNPC_FlockingFlyer::FlockLeaderThink ); |
|
return; |
|
} |
|
|
|
vecDirToLeader = ( m_pSquadLeader->GetAbsOrigin() - GetAbsOrigin() ); |
|
flDistToLeader = vecDirToLeader.Length(); |
|
|
|
// match heading with leader |
|
SetAbsAngles( m_pSquadLeader->GetAbsAngles() ); |
|
|
|
// |
|
// We can see the leader, so try to catch up to it |
|
// |
|
if ( FInViewCone ( m_pSquadLeader ) ) |
|
{ |
|
// if we're too far away, speed up |
|
if ( flDistToLeader > AFLOCK_TOO_FAR ) |
|
{ |
|
m_flGoalSpeed = m_pSquadLeader->GetAbsVelocity().Length() * 1.5; |
|
} |
|
|
|
// if we're too close, slow down |
|
else if ( flDistToLeader < AFLOCK_TOO_CLOSE ) |
|
{ |
|
m_flGoalSpeed = m_pSquadLeader->GetAbsVelocity().Length() * 0.5; |
|
} |
|
} |
|
else |
|
{ |
|
// wait up! the leader isn't out in front, so we slow down to let him pass |
|
m_flGoalSpeed = m_pSquadLeader->GetAbsVelocity().Length() * 0.5; |
|
} |
|
|
|
SpreadFlock2(); |
|
|
|
Vector vecVel = GetAbsVelocity(); |
|
m_flSpeed = vecVel.Length(); |
|
VectorNormalize( vecVel ); |
|
|
|
// if we are too far from leader, average a vector towards it into our current velocity |
|
if ( flDistToLeader > AFLOCK_TOO_FAR ) |
|
{ |
|
VectorNormalize( vecDirToLeader ); |
|
vecVel = (vecVel + vecDirToLeader) * 0.5; |
|
} |
|
|
|
// clamp speeds and handle acceleration |
|
if ( m_flGoalSpeed > AFLOCK_FLY_SPEED * 2 ) |
|
{ |
|
m_flGoalSpeed = AFLOCK_FLY_SPEED * 2; |
|
} |
|
|
|
if ( m_flSpeed < m_flGoalSpeed ) |
|
{ |
|
m_flSpeed += AFLOCK_ACCELERATE; |
|
} |
|
else if ( m_flSpeed > m_flGoalSpeed ) |
|
{ |
|
m_flSpeed -= AFLOCK_ACCELERATE; |
|
} |
|
|
|
SetAbsVelocity( vecVel * m_flSpeed ); |
|
|
|
BoidAdvanceFrame( ); |
|
} |
|
|
|
//========================================================= |
|
//========================================================= |
|
void CNPC_FlockingFlyer::Event_Killed( const CTakeDamageInfo &info ) |
|
{ |
|
CNPC_FlockingFlyer *pSquad; |
|
|
|
pSquad = (CNPC_FlockingFlyer *)m_pSquadLeader; |
|
|
|
while ( pSquad ) |
|
{ |
|
pSquad->m_flAlertTime = gpGlobals->curtime + 15; |
|
pSquad = (CNPC_FlockingFlyer *)pSquad->m_pSquadNext; |
|
} |
|
|
|
if ( m_pSquadLeader ) |
|
{ |
|
m_pSquadLeader->SquadRemove( this ); |
|
} |
|
|
|
m_lifeState = LIFE_DEAD; |
|
|
|
m_flPlaybackRate = 0; |
|
IncrementInterpolationFrame(); |
|
|
|
UTIL_SetSize( this, Vector(0,0,0), Vector(0,0,0) ); |
|
SetMoveType( MOVETYPE_FLYGRAVITY ); |
|
|
|
SetThink ( &CNPC_FlockingFlyer::FallHack ); |
|
SetNextThink( gpGlobals->curtime + 0.1f ); |
|
} |
|
|
|
void CNPC_FlockingFlyer::FallHack( void ) |
|
{ |
|
if ( GetFlags() & FL_ONGROUND ) |
|
{ |
|
CBaseEntity *groundentity = GetContainingEntity( GetGroundEntity()->edict() ); |
|
|
|
if ( !FClassnameIs ( groundentity, "worldspawn" ) ) |
|
{ |
|
SetGroundEntity( NULL ); |
|
SetNextThink( gpGlobals->curtime + 0.1f ); |
|
} |
|
else |
|
{ |
|
SetAbsVelocity( Vector( 0, 0, 0 ) ); |
|
SetThink( NULL ); |
|
} |
|
} |
|
}
|
|
|