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 "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 "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 "hl1_ai_basenpc.h"
#include "ai_senses.h"
// Animation events
#define LEECH_AE_ATTACK 1
#define LEECH_AE_FLOP 2
//#define DEBUG_BEAMS 0
ConVar sk_leech_health( "sk_leech_health", "2" );
ConVar sk_leech_dmg_bite( "sk_leech_dmg_bite", "2" );
// Movement constants
#define LEECH_ACCELERATE 10
#define LEECH_CHECK_DIST 45
#define LEECH_SWIM_SPEED 50
#define LEECH_SWIM_ACCEL 80
#define LEECH_SWIM_DECEL 10
#define LEECH_TURN_RATE 70
#define LEECH_SIZEX 10
#define LEECH_FRAMETIME 0.1
class CNPC_Leech : public CHL1BaseNPC
{
DECLARE_CLASS( CNPC_Leech, CHL1BaseNPC );
public:
DECLARE_DATADESC();
void Spawn( void );
void Precache( void );
static const char *pAlertSounds[];
void SwimThink( void );
void DeadThink( void );
void SwitchLeechState( void );
float ObstacleDistance( CBaseEntity *pTarget );
void UpdateMotion( void );
void RecalculateWaterlevel( void );
void Touch( CBaseEntity *pOther );
Disposition_t IRelationType(CBaseEntity *pTarget);
void HandleAnimEvent( animevent_t *pEvent );
void AttackSound( void );
void AlertSound( void );
void Activate( void );
Class_T Classify( void ) { return CLASS_INSECT; };
void Event_Killed( const CTakeDamageInfo &info );
bool ShouldGib( const CTakeDamageInfo &info );
/* // Base entity functions
void Killed( entvars_t *pevAttacker, int iGib );
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
*/
private:
// UNDONE: Remove unused boid vars, do group behavior
float m_flTurning;// is this boid turning?
bool m_fPathBlocked;// TRUE if there is an obstacle ahead
float m_flAccelerate;
float m_obstacle;
float m_top;
float m_bottom;
float m_height;
float m_waterTime;
float m_sideTime; // Timer to randomly check clearance on sides
float m_zTime;
float m_stateTime;
float m_attackSoundTime;
Vector m_oldOrigin;
};
LINK_ENTITY_TO_CLASS( monster_leech, CNPC_Leech );
BEGIN_DATADESC( CNPC_Leech )
DEFINE_FIELD( m_flTurning, FIELD_FLOAT ),
DEFINE_FIELD( m_fPathBlocked, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flAccelerate, FIELD_FLOAT ),
DEFINE_FIELD( m_obstacle, FIELD_FLOAT ),
DEFINE_FIELD( m_top, FIELD_FLOAT ),
DEFINE_FIELD( m_bottom, FIELD_FLOAT ),
DEFINE_FIELD( m_height, FIELD_FLOAT ),
DEFINE_FIELD( m_waterTime, FIELD_TIME ),
DEFINE_FIELD( m_sideTime, FIELD_TIME ),
DEFINE_FIELD( m_zTime, FIELD_TIME ),
DEFINE_FIELD( m_stateTime, FIELD_TIME ),
DEFINE_FIELD( m_attackSoundTime, FIELD_TIME ),
DEFINE_FIELD( m_oldOrigin, FIELD_VECTOR ),
DEFINE_THINKFUNC( SwimThink ),
DEFINE_THINKFUNC( DeadThink ),
END_DATADESC()
bool CNPC_Leech::ShouldGib( const CTakeDamageInfo &info )
{
return false;
}
void CNPC_Leech::Spawn( void )
{
Precache();
SetModel( "models/leech.mdl" );
SetHullType(HULL_TINY_CENTERED);
SetHullSizeNormal();
UTIL_SetSize( this, Vector(-1,-1,0), Vector(1,1,2));
Vector vecSurroundingMins(-8,-8,0);
Vector vecSurroundingMaxs(8,8,2);
CollisionProp()->SetSurroundingBoundsType( USE_SPECIFIED_BOUNDS, &vecSurroundingMins, &vecSurroundingMaxs );
// Don't push the minz down too much or the water check will fail because this entity is really point-sized
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_FLY );
AddFlag( FL_SWIM );
m_iHealth = sk_leech_health.GetInt();
m_flFieldOfView = -0.5; // 180 degree FOV
SetDistLook( 750 );
NPCInit();
SetThink( &CNPC_Leech::SwimThink );
SetUse( NULL );
SetTouch( NULL );
SetViewOffset( vec3_origin );
m_flTurning = 0;
m_fPathBlocked = FALSE;
SetActivity( ACT_SWIM );
SetState( NPC_STATE_IDLE );
m_stateTime = gpGlobals->curtime + random->RandomFloat( 1, 5 );
SetRenderColor( 255, 255, 255, 255 );
m_bloodColor = DONT_BLEED;
SetCollisionGroup( COLLISION_GROUP_DEBRIS );
}
void CNPC_Leech::Activate( void )
{
RecalculateWaterlevel();
BaseClass::Activate();
}
void CNPC_Leech::DeadThink( void )
{
if ( IsSequenceFinished() )
{
if ( GetActivity() == ACT_DIEFORWARD )
{
SetThink( NULL );
StopAnimation();
return;
}
else if ( GetFlags() & FL_ONGROUND )
{
AddSolidFlags( FSOLID_NOT_SOLID );
SetActivity( ACT_DIEFORWARD );
}
}
StudioFrameAdvance();
SetNextThink( gpGlobals->curtime + 0.1 );
// Apply damage velocity, but keep out of the walls
if ( GetAbsVelocity().x != 0 || GetAbsVelocity().y != 0 )
{
trace_t tr;
// Look 0.5 seconds ahead
UTIL_TraceLine( GetLocalOrigin(), GetLocalOrigin() + GetAbsVelocity() * 0.5, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
if (tr.fraction != 1.0)
{
Vector vVelocity = GetAbsVelocity();
vVelocity.x = 0;
vVelocity.y = 0;
SetAbsVelocity( vVelocity );
}
}
}
Disposition_t CNPC_Leech::IRelationType( CBaseEntity *pTarget )
{
if ( pTarget->IsPlayer() )
return D_HT;
return BaseClass::IRelationType( pTarget );
}
void CNPC_Leech::Touch( CBaseEntity *pOther )
{
if ( !pOther->IsPlayer() )
return;
if ( pOther == GetTouchTrace().m_pEnt )
{
if ( pOther->GetAbsVelocity() == vec3_origin )
return;
SetBaseVelocity( pOther->GetAbsVelocity() );
AddFlag( FL_BASEVELOCITY );
}
}
void CNPC_Leech::HandleAnimEvent( animevent_t *pEvent )
{
CBaseEntity *pEnemy = GetEnemy();
switch( pEvent->event )
{
case LEECH_AE_FLOP:
// Play flop sound
break;
case LEECH_AE_ATTACK:
AttackSound();
if ( pEnemy != NULL )
{
Vector dir, face;
AngleVectors( GetAbsAngles(), &face );
face.z = 0;
dir = (pEnemy->GetLocalOrigin() - GetLocalOrigin() );
dir.z = 0;
VectorNormalize( dir );
VectorNormalize( face );
if ( DotProduct(dir, face) > 0.9 ) // Only take damage if the leech is facing the prey
{
CTakeDamageInfo info( this, this, sk_leech_dmg_bite.GetInt(), DMG_SLASH );
CalculateMeleeDamageForce( &info, dir, pEnemy->GetAbsOrigin() );
pEnemy->TakeDamage( info );
}
}
m_stateTime -= 2;
break;
default:
BaseClass::HandleAnimEvent( pEvent );
break;
}
}
void CNPC_Leech::Precache( void )
{
PrecacheModel("models/leech.mdl");
PrecacheScriptSound( "Leech.Attack" );
PrecacheScriptSound( "Leech.Alert" );
}
void CNPC_Leech::AttackSound( void )
{
if ( gpGlobals->curtime > m_attackSoundTime )
{
CPASAttenuationFilter filter( this );
EmitSound(filter, entindex(), "Leech.Attack" );
m_attackSoundTime = gpGlobals->curtime + 0.5;
}
}
void CNPC_Leech::AlertSound( void )
{
CPASAttenuationFilter filter( this );
EmitSound(filter, entindex(), "Leech.Alert" );
}
void CNPC_Leech::SwitchLeechState( void )
{
m_stateTime = gpGlobals->curtime + random->RandomFloat( 3, 6 );
if ( m_NPCState == NPC_STATE_COMBAT )
{
SetEnemy ( NULL );
SetState( NPC_STATE_IDLE );
// We may be up against the player, so redo the side checks
m_sideTime = 0;
}
else
{
GetSenses()->Look( GetSenses()->GetDistLook() );
CBaseEntity *pEnemy = BestEnemy();
if ( pEnemy && pEnemy->GetWaterLevel() != 0 )
{
SetEnemy ( pEnemy );
SetState( NPC_STATE_COMBAT );
m_stateTime = gpGlobals->curtime + random->RandomFloat( 18, 25 );
AlertSound();
}
}
}
void CNPC_Leech::RecalculateWaterlevel( void )
{
// Calculate boundaries
Vector vecTest = GetLocalOrigin() - Vector(0,0,400);
trace_t tr;
UTIL_TraceLine( GetLocalOrigin(), vecTest, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
if ( tr.fraction != 1.0 )
m_bottom = tr.endpos.z + 1;
else
m_bottom = vecTest.z;
m_top = UTIL_WaterLevel( GetLocalOrigin(), GetLocalOrigin().z, GetLocalOrigin().z + 400 ) - 1;
#if DEBUG_BEAMS
NDebugOverlay::Line( GetLocalOrigin(), GetLocalOrigin() + Vector( 0, 0, m_bottom ), 0, 255, 0, false, 0.1f );
NDebugOverlay::Line( GetLocalOrigin(), GetLocalOrigin() + Vector( 0, 0, m_top ), 0, 255, 255, false, 0.1f );
#endif
// Chop off 20% of the outside range
float newBottom = m_bottom * 0.8 + m_top * 0.2;
m_top = m_bottom * 0.2 + m_top * 0.8;
m_bottom = newBottom;
m_height = random->RandomFloat( m_bottom, m_top );
m_waterTime = gpGlobals->curtime + random->RandomFloat( 5, 7 );
}
void CNPC_Leech::SwimThink( void )
{
trace_t tr;
float flLeftSide;
float flRightSide;
float targetSpeed;
float targetYaw = 0;
CBaseEntity *pTarget;
/*if ( !UTIL_FindClientInPVS( edict() ) )
{
m_flNextThink = gpGlobals->curtime + random->RandomFloat( 1.0f, 1.5f );
SetAbsVelocity( vec3_origin );
return;
}
else*/
SetNextThink( gpGlobals->curtime + 0.1 );
targetSpeed = LEECH_SWIM_SPEED;
if ( m_waterTime < gpGlobals->curtime )
RecalculateWaterlevel();
if ( m_stateTime < gpGlobals->curtime )
SwitchLeechState();
ClearCondition( COND_CAN_MELEE_ATTACK1 );
switch( m_NPCState )
{
case NPC_STATE_COMBAT:
pTarget = GetEnemy();
if ( !pTarget )
SwitchLeechState();
else
{
// Chase the enemy's eyes
m_height = pTarget->GetLocalOrigin().z + pTarget->GetViewOffset().z - 5;
// Clip to viable water area
if ( m_height < m_bottom )
m_height = m_bottom;
else if ( m_height > m_top )
m_height = m_top;
Vector location = pTarget->GetLocalOrigin() - GetLocalOrigin();
location.z += (pTarget->GetViewOffset().z);
if ( location.Length() < 80 )
SetCondition( COND_CAN_MELEE_ATTACK1 );
// Turn towards target ent
targetYaw = UTIL_VecToYaw( location );
QAngle vTestAngle = GetAbsAngles();
targetYaw = UTIL_AngleDiff( targetYaw, UTIL_AngleMod( GetAbsAngles().y ) );
if ( targetYaw < (-LEECH_TURN_RATE) )
targetYaw = (-LEECH_TURN_RATE);
else if ( targetYaw > (LEECH_TURN_RATE) )
targetYaw = (LEECH_TURN_RATE);
else
targetSpeed *= 2;
}
break;
default:
if ( m_zTime < gpGlobals->curtime )
{
float newHeight = random->RandomFloat( m_bottom, m_top );
m_height = 0.5 * m_height + 0.5 * newHeight;
m_zTime = gpGlobals->curtime + random->RandomFloat( 1, 4 );
}
if ( random->RandomInt( 0, 100 ) < 10 )
targetYaw = random->RandomInt( -30, 30 );
pTarget = NULL;
// oldorigin test
if ( ( GetLocalOrigin() - m_oldOrigin ).Length() < 1 )
{
// If leech didn't move, there must be something blocking it, so try to turn
m_sideTime = 0;
}
break;
}
m_obstacle = ObstacleDistance( pTarget );
m_oldOrigin = GetLocalOrigin();
if ( m_obstacle < 0.1 )
m_obstacle = 0.1;
Vector vForward, vRight;
AngleVectors( GetAbsAngles(), &vForward, &vRight, NULL );
// is the way ahead clear?
if ( m_obstacle == 1.0 )
{
// if the leech is turning, stop the trend.
if ( m_flTurning != 0 )
{
m_flTurning = 0;
}
m_fPathBlocked = FALSE;
m_flSpeed = UTIL_Approach( targetSpeed, m_flSpeed, LEECH_SWIM_ACCEL * LEECH_FRAMETIME );
SetAbsVelocity( vForward * m_flSpeed );
}
else
{
m_obstacle = 1.0 / m_obstacle;
// IF we get this far in the function, the leader's path is blocked!
m_fPathBlocked = TRUE;
if ( m_flTurning == 0 )// something in the way and leech is not already turning to avoid
{
Vector vecTest;
// measure clearance on left and right to pick the best dir to turn
vecTest = GetLocalOrigin() + ( vRight * LEECH_SIZEX) + ( vForward * LEECH_CHECK_DIST);
UTIL_TraceLine( GetLocalOrigin(), vecTest, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
flRightSide = tr.fraction;
vecTest = GetLocalOrigin() + ( vRight * -LEECH_SIZEX) + ( vForward * LEECH_CHECK_DIST);
UTIL_TraceLine( GetLocalOrigin(), vecTest, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
flLeftSide = tr.fraction;
// turn left, right or random depending on clearance ratio
float delta = (flRightSide - flLeftSide);
if ( delta > 0.1 || (delta > -0.1 && random->RandomInt( 0,100 ) < 50 ) )
m_flTurning = -LEECH_TURN_RATE;
else
m_flTurning = LEECH_TURN_RATE;
}
m_flSpeed = UTIL_Approach( -(LEECH_SWIM_SPEED*0.5), m_flSpeed, LEECH_SWIM_DECEL * LEECH_FRAMETIME * m_obstacle );
SetAbsVelocity( vForward * m_flSpeed );
}
GetMotor()->SetIdealYaw( m_flTurning + targetYaw );
UpdateMotion();
}
//
// ObstacleDistance - returns normalized distance to obstacle
//
float CNPC_Leech::ObstacleDistance( CBaseEntity *pTarget )
{
trace_t tr;
Vector vecTest;
Vector vForward, vRight;
// use VELOCITY, not angles, not all boids point the direction they are flying
//Vector vecDir = UTIL_VecToAngles( pev->velocity );
QAngle tmp = GetAbsAngles();
tmp.x = -tmp.x;
AngleVectors ( tmp, &vForward, &vRight, NULL );
// check for obstacle ahead
vecTest = GetLocalOrigin() + vForward * LEECH_CHECK_DIST;
UTIL_TraceLine( GetLocalOrigin(), vecTest, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
if ( tr.startsolid )
{
m_flSpeed = -LEECH_SWIM_SPEED * 0.5;
}
if ( tr.fraction != 1.0 )
{
if ( (pTarget == NULL || tr.m_pEnt != pTarget ) )
{
return tr.fraction;
}
else
{
if ( fabs( m_height - GetLocalOrigin().z ) > 10 )
return tr.fraction;
}
}
if ( m_sideTime < gpGlobals->curtime )
{
// extra wide checks
vecTest = GetLocalOrigin() + vRight * LEECH_SIZEX * 2 + vForward * LEECH_CHECK_DIST;
UTIL_TraceLine( GetLocalOrigin(), vecTest, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
if (tr.fraction != 1.0)
return tr.fraction;
vecTest = GetLocalOrigin() - vRight * LEECH_SIZEX * 2 + vForward * LEECH_CHECK_DIST;
UTIL_TraceLine( GetLocalOrigin(), vecTest, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
if (tr.fraction != 1.0)
return tr.fraction;
// Didn't hit either side, so stop testing for another 0.5 - 1 seconds
m_sideTime = gpGlobals->curtime + random->RandomFloat(0.5,1);
}
return 1.0;
}
void CNPC_Leech::UpdateMotion( void )
{
float flapspeed = ( m_flSpeed - m_flAccelerate) / LEECH_ACCELERATE;
m_flAccelerate = m_flAccelerate * 0.8 + m_flSpeed * 0.2;
if (flapspeed < 0)
flapspeed = -flapspeed;
flapspeed += 1.0;
if (flapspeed < 0.5)
flapspeed = 0.5;
if (flapspeed > 1.9)
flapspeed = 1.9;
m_flPlaybackRate = flapspeed;
QAngle vAngularVelocity = GetLocalAngularVelocity();
QAngle vAngles = GetLocalAngles();
if ( !m_fPathBlocked )
vAngularVelocity.y = GetMotor()->GetIdealYaw();
else
vAngularVelocity.y = GetMotor()->GetIdealYaw() * m_obstacle;
if ( vAngularVelocity.y > 150 )
SetIdealActivity( ACT_TURN_LEFT );
else if ( vAngularVelocity.y < -150 )
SetIdealActivity( ACT_TURN_RIGHT );
else
SetIdealActivity( ACT_SWIM );
// lean
float targetPitch, delta;
delta = m_height - GetLocalOrigin().z;
/* if ( delta < -10 )
targetPitch = -30;
else if ( delta > 10 )
targetPitch = 30;
else*/
targetPitch = 0;
vAngles.x = UTIL_Approach( targetPitch, vAngles.x, 60 * LEECH_FRAMETIME );
// bank
vAngularVelocity.z = - ( vAngles.z + (vAngularVelocity.y * 0.25));
if ( m_NPCState == NPC_STATE_COMBAT && HasCondition( COND_CAN_MELEE_ATTACK1 ) )
SetIdealActivity( ACT_MELEE_ATTACK1 );
// Out of water check
if ( !GetWaterLevel() )
{
SetMoveType( MOVETYPE_FLYGRAVITY );
SetIdealActivity( ACT_HOP );
SetAbsVelocity( vec3_origin );
// Animation will intersect the floor if either of these is non-zero
vAngles.z = 0;
vAngles.x = 0;
m_flPlaybackRate = random->RandomFloat( 0.8, 1.2 );
}
else if ( GetMoveType() == MOVETYPE_FLYGRAVITY )
{
SetMoveType( MOVETYPE_FLY );
SetGroundEntity( NULL );
// TODO
RecalculateWaterlevel();
m_waterTime = gpGlobals->curtime + 2; // Recalc again soon, water may be rising
}
if ( GetActivity() != GetIdealActivity() )
{
SetActivity ( GetIdealActivity() );
}
StudioFrameAdvance();
DispatchAnimEvents ( this );
SetLocalAngles( vAngles );
SetLocalAngularVelocity( vAngularVelocity );
Vector vForward, vRight;
AngleVectors( vAngles, &vForward, &vRight, NULL );
#if DEBUG_BEAMS
if ( m_fPathBlocked )
{
float color = m_obstacle * 30;
if ( m_obstacle == 1.0 )
color = 0;
if ( color > 255 )
color = 255;
NDebugOverlay::Line( GetLocalOrigin(), GetLocalOrigin() + vForward * LEECH_CHECK_DIST, 255, color, color, false, 0.1f );
}
else
NDebugOverlay::Line( GetLocalOrigin(), GetLocalOrigin() + vForward * LEECH_CHECK_DIST, 255, 255, 0, false, 0.1f );
NDebugOverlay::Line( GetLocalOrigin(), GetLocalOrigin() + vRight * (vAngularVelocity.y*0.25), 0, 0, 255, false, 0.1f );
#endif
}
void CNPC_Leech::Event_Killed( const CTakeDamageInfo &info )
{
Vector vecSplatDir;
trace_t tr;
//ALERT(at_aiconsole, "Leech: killed\n");
// tell owner ( if any ) that we're dead.This is mostly for MonsterMaker functionality.
CBaseEntity *pOwner = GetOwnerEntity();
if (pOwner)
pOwner->DeathNotice( this );
// When we hit the ground, play the "death_end" activity
if ( GetWaterLevel() )
{
QAngle qAngles = GetAbsAngles();
QAngle qAngularVel = GetLocalAngularVelocity();
Vector vOrigin = GetLocalOrigin();
qAngles.z = 0;
qAngles.x = 0;
vOrigin.z += 1;
SetAbsVelocity( vec3_origin );
if ( random->RandomInt( 0, 99 ) < 70 )
qAngularVel.y = random->RandomInt( -720, 720 );
SetAbsAngles( qAngles );
SetLocalAngularVelocity( qAngularVel );
SetAbsOrigin( vOrigin );
SetGravity ( 0.02 );
SetGroundEntity( NULL );
SetActivity( ACT_DIESIMPLE );
}
else
SetActivity( ACT_DIEFORWARD );
SetMoveType( MOVETYPE_FLYGRAVITY );
m_takedamage = DAMAGE_NO;
SetThink( &CNPC_Leech::DeadThink );
}