/*** * * Copyright (c) 1996-2001, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * This source code contains proprietary and confidential information of * Valve LLC and its suppliers. Access to this code is restricted to * persons who have executed a written SDK license with Valve. Any access, * use or distribution of this code by or to any unlicensed person is illegal. * ****/ /* ===== monsters.cpp ======================================================== Monster-related utility code */ #include "extdll.h" #include "util.h" #include "cbase.h" #include "nodes.h" #include "monsters.h" #include "animation.h" #include "saverestore.h" #include "weapons.h" #include "scripted.h" #include "squadmonster.h" #include "decals.h" #include "soundent.h" #include "gamerules.h" #define MONSTER_CUT_CORNER_DIST 8 // 8 means the monster's bounding box is contained without the box of the node in WC Vector VecBModelOrigin(entvars_t* pevBModel); // Global Savedata for monster // UNDONE: Save schedule data? Can this be done? We may // lose our enemy pointer or other data (goal ent, target, etc) // that make the current schedule invalid, perhaps it's best // to just pick a new one when we start up again. TYPEDESCRIPTION CBaseMonster::m_SaveData[] = { DEFINE_FIELD(CBaseMonster, m_hEnemy, FIELD_EHANDLE), DEFINE_FIELD(CBaseMonster, m_hTargetEnt, FIELD_EHANDLE), DEFINE_ARRAY(CBaseMonster, m_hOldEnemy, FIELD_EHANDLE, MAX_OLD_ENEMIES), DEFINE_ARRAY(CBaseMonster, m_vecOldEnemy, FIELD_POSITION_VECTOR, MAX_OLD_ENEMIES), DEFINE_FIELD(CBaseMonster, m_flFieldOfView, FIELD_FLOAT), DEFINE_FIELD(CBaseMonster, m_flWaitFinished, FIELD_TIME), DEFINE_FIELD(CBaseMonster, m_flMoveWaitFinished, FIELD_TIME), DEFINE_FIELD(CBaseMonster, m_Activity, FIELD_INTEGER), DEFINE_FIELD(CBaseMonster, m_IdealActivity, FIELD_INTEGER), DEFINE_FIELD(CBaseMonster, m_LastHitGroup, FIELD_INTEGER), DEFINE_FIELD(CBaseMonster, m_MonsterState, FIELD_INTEGER), DEFINE_FIELD(CBaseMonster, m_IdealMonsterState, FIELD_INTEGER), DEFINE_FIELD(CBaseMonster, m_iTaskStatus, FIELD_INTEGER), //Schedule_t *m_pSchedule; DEFINE_FIELD(CBaseMonster, m_iScheduleIndex, FIELD_INTEGER), DEFINE_FIELD(CBaseMonster, m_afConditions, FIELD_INTEGER), //WayPoint_t m_Route[ ROUTE_SIZE ]; // DEFINE_FIELD( CBaseMonster, m_movementGoal, FIELD_INTEGER ), // DEFINE_FIELD( CBaseMonster, m_iRouteIndex, FIELD_INTEGER ), // DEFINE_FIELD( CBaseMonster, m_moveWaitTime, FIELD_FLOAT ), DEFINE_FIELD(CBaseMonster, m_vecMoveGoal, FIELD_POSITION_VECTOR), DEFINE_FIELD(CBaseMonster, m_movementActivity, FIELD_INTEGER), // int m_iAudibleList; // first index of a linked list of sounds that the monster can hear. // DEFINE_FIELD( CBaseMonster, m_afSoundTypes, FIELD_INTEGER ), DEFINE_FIELD(CBaseMonster, m_vecLastPosition, FIELD_POSITION_VECTOR), DEFINE_FIELD(CBaseMonster, m_iHintNode, FIELD_INTEGER), DEFINE_FIELD(CBaseMonster, m_afMemory, FIELD_INTEGER), DEFINE_FIELD(CBaseMonster, m_iMaxHealth, FIELD_INTEGER), DEFINE_FIELD(CBaseMonster, m_vecEnemyLKP, FIELD_POSITION_VECTOR), DEFINE_FIELD(CBaseMonster, m_cAmmoLoaded, FIELD_INTEGER), DEFINE_FIELD(CBaseMonster, m_afCapability, FIELD_INTEGER), DEFINE_FIELD(CBaseMonster, m_flNextAttack, FIELD_TIME), DEFINE_FIELD(CBaseMonster, m_bitsDamageType, FIELD_INTEGER), DEFINE_ARRAY(CBaseMonster, m_rgbTimeBasedDamage, FIELD_CHARACTER, CDMG_TIMEBASED), DEFINE_FIELD(CBaseMonster, m_bloodColor, FIELD_INTEGER), DEFINE_FIELD(CBaseMonster, m_failSchedule, FIELD_INTEGER), DEFINE_FIELD(CBaseMonster, m_flHungryTime, FIELD_TIME), DEFINE_FIELD(CBaseMonster, m_flDistTooFar, FIELD_FLOAT), DEFINE_FIELD(CBaseMonster, m_flDistLook, FIELD_FLOAT), DEFINE_FIELD(CBaseMonster, m_iTriggerCondition, FIELD_INTEGER), DEFINE_FIELD(CBaseMonster, m_iszTriggerTarget, FIELD_STRING), DEFINE_FIELD(CBaseMonster, m_HackedGunPos, FIELD_VECTOR), DEFINE_FIELD(CBaseMonster, m_scriptState, FIELD_INTEGER), DEFINE_FIELD(CBaseMonster, m_pCine, FIELD_CLASSPTR), DEFINE_FIELD(CBaseMonster, m_AllowItemDropping, FIELD_BOOLEAN), }; //IMPLEMENT_SAVERESTORE( CBaseMonster, CBaseToggle ); bool CBaseMonster::Save(CSave& save) { if (!CBaseToggle::Save(save)) return false; return save.WriteFields("CBaseMonster", this, m_SaveData, ARRAYSIZE(m_SaveData)); } bool CBaseMonster::Restore(CRestore& restore) { if (!CBaseToggle::Restore(restore)) return false; bool status = restore.ReadFields("CBaseMonster", this, m_SaveData, ARRAYSIZE(m_SaveData)); // We don't save/restore routes yet RouteClear(); // We don't save/restore schedules yet m_pSchedule = NULL; m_iTaskStatus = TASKSTATUS_NEW; // Reset animation m_Activity = ACT_RESET; // If we don't have an enemy, clear conditions like see enemy, etc. if (m_hEnemy == NULL) m_afConditions = 0; return status; } //========================================================= // Eat - makes a monster full for a little while. //========================================================= void CBaseMonster::Eat(float flFullDuration) { m_flHungryTime = gpGlobals->time + flFullDuration; } //========================================================= // FShouldEat - returns true if a monster is hungry. //========================================================= bool CBaseMonster::FShouldEat() { if (m_flHungryTime > gpGlobals->time) { return false; } return true; } //========================================================= // BarnacleVictimBitten - called // by Barnacle victims when the barnacle pulls their head // into its mouth //========================================================= void CBaseMonster::BarnacleVictimBitten(entvars_t* pevBarnacle) { Schedule_t* pNewSchedule; pNewSchedule = GetScheduleOfType(SCHED_BARNACLE_VICTIM_CHOMP); if (pNewSchedule) { ChangeSchedule(pNewSchedule); } } //========================================================= // BarnacleVictimReleased - called by barnacle victims when // the host barnacle is killed. //========================================================= void CBaseMonster::BarnacleVictimReleased() { m_IdealMonsterState = MONSTERSTATE_IDLE; pev->velocity = g_vecZero; pev->movetype = MOVETYPE_STEP; } //========================================================= // Listen - monsters dig through the active sound list for // any sounds that may interest them. (smells, too!) //========================================================= void CBaseMonster::Listen() { int iSound; int iMySounds; float hearingSensitivity; CSound* pCurrentSound; m_iAudibleList = SOUNDLIST_EMPTY; ClearConditions(bits_COND_HEAR_SOUND | bits_COND_SMELL | bits_COND_SMELL_FOOD); m_afSoundTypes = 0; iMySounds = ISoundMask(); if (m_pSchedule) { //!!!WATCH THIS SPOT IF YOU ARE HAVING SOUND RELATED BUGS! // Make sure your schedule AND personal sound masks agree! iMySounds &= m_pSchedule->iSoundMask; } iSound = CSoundEnt::ActiveList(); // UNDONE: Clear these here? ClearConditions(bits_COND_HEAR_SOUND | bits_COND_SMELL_FOOD | bits_COND_SMELL); hearingSensitivity = HearingSensitivity(); while (iSound != SOUNDLIST_EMPTY) { pCurrentSound = CSoundEnt::SoundPointerForIndex(iSound); if (nullptr != pCurrentSound && (pCurrentSound->m_iType & iMySounds) != 0 && (pCurrentSound->m_vecOrigin - EarPosition()).Length() <= pCurrentSound->m_iVolume * hearingSensitivity) //if ( ( g_pSoundEnt->m_SoundPool[ iSound ].m_iType & iMySounds ) && ( g_pSoundEnt->m_SoundPool[ iSound ].m_vecOrigin - EarPosition()).Length () <= g_pSoundEnt->m_SoundPool[ iSound ].m_iVolume * hearingSensitivity ) { // the monster cares about this sound, and it's close enough to hear. //g_pSoundEnt->m_SoundPool[ iSound ].m_iNextAudible = m_iAudibleList; pCurrentSound->m_iNextAudible = m_iAudibleList; if (pCurrentSound->FIsSound()) { // this is an audible sound. SetConditions(bits_COND_HEAR_SOUND); } else { // if not a sound, must be a smell - determine if it's just a scent, or if it's a food scent // if ( g_pSoundEnt->m_SoundPool[ iSound ].m_iType & ( bits_SOUND_MEAT | bits_SOUND_CARCASS ) ) if ((pCurrentSound->m_iType & (bits_SOUND_MEAT | bits_SOUND_CARCASS)) != 0) { // the detected scent is a food item, so set both conditions. // !!!BUGBUG - maybe a virtual function to determine whether or not the scent is food? SetConditions(bits_COND_SMELL_FOOD); SetConditions(bits_COND_SMELL); } else { // just a normal scent. SetConditions(bits_COND_SMELL); } } // m_afSoundTypes |= g_pSoundEnt->m_SoundPool[ iSound ].m_iType; m_afSoundTypes |= pCurrentSound->m_iType; m_iAudibleList = iSound; } // iSound = g_pSoundEnt->m_SoundPool[ iSound ].m_iNext; iSound = pCurrentSound->m_iNext; } } //========================================================= // FLSoundVolume - subtracts the volume of the given sound // from the distance the sound source is from the caller, // and returns that value, which is considered to be the 'local' // volume of the sound. //========================================================= float CBaseMonster::FLSoundVolume(CSound* pSound) { return (pSound->m_iVolume - ((pSound->m_vecOrigin - pev->origin).Length())); } //========================================================= // FValidateHintType - tells use whether or not the monster cares // about the type of Hint Node given //========================================================= bool CBaseMonster::FValidateHintType(short sHint) { return false; } //========================================================= // Look - Base class monster function to find enemies or // food by sight. iDistance is distance ( in units ) that the // monster can see. // // Sets the sight bits of the m_afConditions mask to indicate // which types of entities were sighted. // Function also sets the Looker's m_pLink // to the head of a link list that contains all visible ents. // (linked via each ent's m_pLink field) // //========================================================= void CBaseMonster::Look(int iDistance) { int iSighted = 0; // DON'T let visibility information from last frame sit around! ClearConditions(bits_COND_SEE_HATE | bits_COND_SEE_DISLIKE | bits_COND_SEE_ENEMY | bits_COND_SEE_FEAR | bits_COND_SEE_NEMESIS | bits_COND_SEE_CLIENT); m_pLink = NULL; CBaseEntity* pSightEnt = NULL; // the current visible entity that we're dealing with // See no evil if prisoner is set if (!FBitSet(pev->spawnflags, SF_MONSTER_PRISONER)) { CBaseEntity* pList[100]; Vector delta = Vector(iDistance, iDistance, iDistance); // Find only monsters/clients in box, NOT limited to PVS int count = UTIL_EntitiesInBox(pList, 100, pev->origin - delta, pev->origin + delta, FL_CLIENT | FL_MONSTER); for (int i = 0; i < count; i++) { pSightEnt = pList[i]; // !!!temporarily only considering other monsters and clients, don't see prisoners if (pSightEnt != this && !FBitSet(pSightEnt->pev->spawnflags, SF_MONSTER_PRISONER) && pSightEnt->pev->health > 0) { // the looker will want to consider this entity // don't check anything else about an entity that can't be seen, or an entity that you don't care about. if (IRelationship(pSightEnt) != R_NO && FInViewCone(pSightEnt) && !FBitSet(pSightEnt->pev->flags, FL_NOTARGET) && FVisible(pSightEnt)) { if (pSightEnt->IsPlayer()) { if ((pev->spawnflags & SF_MONSTER_WAIT_TILL_SEEN) != 0) { CBaseMonster* pClient; pClient = pSightEnt->MyMonsterPointer(); // don't link this client in the list if the monster is wait till seen and the player isn't facing the monster if (pSightEnt && !pClient->FInViewCone(this)) { // we're not in the player's view cone. continue; } else { // player sees us, become normal now. pev->spawnflags &= ~SF_MONSTER_WAIT_TILL_SEEN; } } // if we see a client, remember that (mostly for scripted AI) iSighted |= bits_COND_SEE_CLIENT; } pSightEnt->m_pLink = m_pLink; m_pLink = pSightEnt; if (pSightEnt == m_hEnemy) { // we know this ent is visible, so if it also happens to be our enemy, store that now. iSighted |= bits_COND_SEE_ENEMY; } // 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 (IRelationship(pSightEnt)) { case R_NM: iSighted |= bits_COND_SEE_NEMESIS; break; case R_HT: iSighted |= bits_COND_SEE_HATE; break; case R_DL: iSighted |= bits_COND_SEE_DISLIKE; break; case R_FR: iSighted |= bits_COND_SEE_FEAR; break; case R_AL: break; default: ALERT(at_aiconsole, "%s can't assess %s\n", STRING(pev->classname), STRING(pSightEnt->pev->classname)); break; } } } } } SetConditions(iSighted); } //========================================================= // ISoundMask - returns a bit mask indicating which types // of sounds this monster regards. In the base class implementation, // monsters care about all sounds, but no scents. //========================================================= int CBaseMonster::ISoundMask() { return bits_SOUND_WORLD | bits_SOUND_COMBAT | bits_SOUND_PLAYER; } //========================================================= // PBestSound - returns a pointer to the sound the monster // should react to. Right now responds only to nearest sound. //========================================================= CSound* CBaseMonster::PBestSound() { int iThisSound; int iBestSound = -1; float flBestDist = 8192; // so first nearby sound will become best so far. float flDist; CSound* pSound; iThisSound = m_iAudibleList; if (iThisSound == SOUNDLIST_EMPTY) { ALERT(at_aiconsole, "ERROR! monster %s has no audible sounds!\n", STRING(pev->classname)); #if _DEBUG ALERT(at_error, "NULL Return from PBestSound\n"); #endif return NULL; } while (iThisSound != SOUNDLIST_EMPTY) { pSound = CSoundEnt::SoundPointerForIndex(iThisSound); if (pSound && pSound->FIsSound()) { flDist = (pSound->m_vecOrigin - EarPosition()).Length(); if (flDist < flBestDist) { iBestSound = iThisSound; flBestDist = flDist; } } iThisSound = pSound->m_iNextAudible; } if (iBestSound >= 0) { pSound = CSoundEnt::SoundPointerForIndex(iBestSound); return pSound; } #if _DEBUG ALERT(at_error, "NULL Return from PBestSound\n"); #endif return NULL; } //========================================================= // PBestScent - returns a pointer to the scent the monster // should react to. Right now responds only to nearest scent //========================================================= CSound* CBaseMonster::PBestScent() { int iThisScent; int iBestScent = -1; float flBestDist = 8192; // so first nearby smell will become best so far. float flDist; CSound* pSound; iThisScent = m_iAudibleList; // smells are in the sound list. if (iThisScent == SOUNDLIST_EMPTY) { ALERT(at_aiconsole, "ERROR! PBestScent() has empty soundlist!\n"); #if _DEBUG ALERT(at_error, "NULL Return from PBestSound\n"); #endif return NULL; } while (iThisScent != SOUNDLIST_EMPTY) { pSound = CSoundEnt::SoundPointerForIndex(iThisScent); if (pSound->FIsScent()) { flDist = (pSound->m_vecOrigin - pev->origin).Length(); if (flDist < flBestDist) { iBestScent = iThisScent; flBestDist = flDist; } } iThisScent = pSound->m_iNextAudible; } if (iBestScent >= 0) { pSound = CSoundEnt::SoundPointerForIndex(iBestScent); return pSound; } #if _DEBUG ALERT(at_error, "NULL Return from PBestScent\n"); #endif return NULL; } //========================================================= // Monster Think - calls out to core AI functions and handles this // monster's specific animation events //========================================================= void CBaseMonster::MonsterThink() { pev->nextthink = gpGlobals->time + 0.1; // keep monster thinking. RunAI(); float flInterval = StudioFrameAdvance(); // animate // start or end a fidget // This needs a better home -- switching animations over time should be encapsulated on a per-activity basis // perhaps MaintainActivity() or a ShiftAnimationOverTime() or something. if (m_MonsterState != MONSTERSTATE_SCRIPT && m_MonsterState != MONSTERSTATE_DEAD && m_Activity == ACT_IDLE && m_fSequenceFinished) { int iSequence; if (m_fSequenceLoops) { // animation does loop, which means we're playing subtle idle. Might need to // fidget. iSequence = LookupActivity(m_Activity); } else { // animation that just ended doesn't loop! That means we just finished a fidget // and should return to our heaviest weighted idle (the subtle one) iSequence = LookupActivityHeaviest(m_Activity); } if (iSequence != ACTIVITY_NOT_AVAILABLE) { pev->sequence = iSequence; // Set to new anim (if it's there) ResetSequenceInfo(); } } DispatchAnimEvents(flInterval); if (!MovementIsComplete()) { Move(flInterval); } #if _DEBUG else { if (!TaskIsRunning() && !TaskIsComplete()) ALERT(at_error, "Schedule stalled!!\n"); } #endif } //========================================================= // CBaseMonster - USE - will make a monster angry at whomever // activated it. //========================================================= void CBaseMonster::MonsterUse(CBaseEntity* pActivator, CBaseEntity* pCaller, USE_TYPE useType, float value) { //Don't do this because it can resurrect dying monsters //m_IdealMonsterState = MONSTERSTATE_ALERT; } //========================================================= // Ignore conditions - before a set of conditions is allowed // to interrupt a monster's schedule, this function removes // conditions that we have flagged to interrupt the current // schedule, but may not want to interrupt the schedule every // time. (Pain, for instance) //========================================================= int CBaseMonster::IgnoreConditions() { int iIgnoreConditions = 0; if (!FShouldEat()) { // not hungry? Ignore food smell. iIgnoreConditions |= bits_COND_SMELL_FOOD; } if (m_MonsterState == MONSTERSTATE_SCRIPT && m_pCine) iIgnoreConditions |= m_pCine->IgnoreConditions(); return iIgnoreConditions; } //========================================================= // RouteClear - zeroes out the monster's route array and goal //========================================================= void CBaseMonster::RouteClear() { RouteNew(); m_movementGoal = MOVEGOAL_NONE; m_movementActivity = ACT_IDLE; Forget(bits_MEMORY_MOVE_FAILED); } //========================================================= // Route New - clears out a route to be changed, but keeps // goal intact. //========================================================= void CBaseMonster::RouteNew() { m_Route[0].iType = 0; m_iRouteIndex = 0; } //========================================================= // FRouteClear - returns true is the Route is cleared out // ( invalid ) //========================================================= bool CBaseMonster::FRouteClear() { if (m_Route[m_iRouteIndex].iType == 0 || m_movementGoal == MOVEGOAL_NONE) return true; return false; } //========================================================= // FRefreshRoute - after calculating a path to the monster's // target, this function copies as many waypoints as possible // from that path to the monster's Route array //========================================================= bool CBaseMonster::FRefreshRoute() { CBaseEntity* pPathCorner; int i; bool returnCode; RouteNew(); returnCode = false; switch (m_movementGoal) { case MOVEGOAL_PATHCORNER: { // monster is on a path_corner loop pPathCorner = m_pGoalEnt; i = 0; while (pPathCorner && i < ROUTE_SIZE) { m_Route[i].iType = bits_MF_TO_PATHCORNER; m_Route[i].vecLocation = pPathCorner->pev->origin; pPathCorner = pPathCorner->GetNextTarget(); // Last path_corner in list? if (!pPathCorner) m_Route[i].iType |= bits_MF_IS_GOAL; i++; } } returnCode = true; break; case MOVEGOAL_ENEMY: returnCode = BuildRoute(m_vecEnemyLKP, bits_MF_TO_ENEMY, m_hEnemy); break; case MOVEGOAL_LOCATION: returnCode = BuildRoute(m_vecMoveGoal, bits_MF_TO_LOCATION, NULL); break; case MOVEGOAL_TARGETENT: if (m_hTargetEnt != NULL) { returnCode = BuildRoute(m_hTargetEnt->pev->origin, bits_MF_TO_TARGETENT, m_hTargetEnt); } break; case MOVEGOAL_NODE: returnCode = FGetNodeRoute(m_vecMoveGoal); // if ( returnCode ) // RouteSimplify( NULL ); break; } return returnCode; } bool CBaseMonster::MoveToEnemy(Activity movementAct, float waitTime) { m_movementActivity = movementAct; m_moveWaitTime = waitTime; m_movementGoal = MOVEGOAL_ENEMY; return FRefreshRoute(); } bool CBaseMonster::MoveToLocation(Activity movementAct, float waitTime, const Vector& goal) { m_movementActivity = movementAct; m_moveWaitTime = waitTime; m_movementGoal = MOVEGOAL_LOCATION; m_vecMoveGoal = goal; return FRefreshRoute(); } bool CBaseMonster::MoveToTarget(Activity movementAct, float waitTime) { m_movementActivity = movementAct; m_moveWaitTime = waitTime; m_movementGoal = MOVEGOAL_TARGETENT; return FRefreshRoute(); } bool CBaseMonster::MoveToNode(Activity movementAct, float waitTime, const Vector& goal) { m_movementActivity = movementAct; m_moveWaitTime = waitTime; m_movementGoal = MOVEGOAL_NODE; m_vecMoveGoal = goal; return FRefreshRoute(); } #ifdef _DEBUG void DrawRoute(entvars_t* pev, WayPoint_t* m_Route, int m_iRouteIndex, int r, int g, int b) { int i; if (m_Route[m_iRouteIndex].iType == 0) { ALERT(at_aiconsole, "Can't draw route!\n"); return; } // UTIL_ParticleEffect ( m_Route[ m_iRouteIndex ].vecLocation, g_vecZero, 255, 25 ); MESSAGE_BEGIN(MSG_BROADCAST, SVC_TEMPENTITY); WRITE_BYTE(TE_BEAMPOINTS); WRITE_COORD(pev->origin.x); WRITE_COORD(pev->origin.y); WRITE_COORD(pev->origin.z); WRITE_COORD(m_Route[m_iRouteIndex].vecLocation.x); WRITE_COORD(m_Route[m_iRouteIndex].vecLocation.y); WRITE_COORD(m_Route[m_iRouteIndex].vecLocation.z); WRITE_SHORT(g_sModelIndexLaser); WRITE_BYTE(0); // frame start WRITE_BYTE(10); // framerate WRITE_BYTE(1); // life WRITE_BYTE(16); // width WRITE_BYTE(0); // noise WRITE_BYTE(r); // r, g, b WRITE_BYTE(g); // r, g, b WRITE_BYTE(b); // r, g, b WRITE_BYTE(255); // brightness WRITE_BYTE(10); // speed MESSAGE_END(); for (i = m_iRouteIndex; i < ROUTE_SIZE - 1; i++) { if ((m_Route[i].iType & bits_MF_IS_GOAL) != 0 || (m_Route[i + 1].iType == 0)) break; MESSAGE_BEGIN(MSG_BROADCAST, SVC_TEMPENTITY); WRITE_BYTE(TE_BEAMPOINTS); WRITE_COORD(m_Route[i].vecLocation.x); WRITE_COORD(m_Route[i].vecLocation.y); WRITE_COORD(m_Route[i].vecLocation.z); WRITE_COORD(m_Route[i + 1].vecLocation.x); WRITE_COORD(m_Route[i + 1].vecLocation.y); WRITE_COORD(m_Route[i + 1].vecLocation.z); WRITE_SHORT(g_sModelIndexLaser); WRITE_BYTE(0); // frame start WRITE_BYTE(10); // framerate WRITE_BYTE(1); // life WRITE_BYTE(8); // width WRITE_BYTE(0); // noise WRITE_BYTE(r); // r, g, b WRITE_BYTE(g); // r, g, b WRITE_BYTE(b); // r, g, b WRITE_BYTE(255); // brightness WRITE_BYTE(10); // speed MESSAGE_END(); // UTIL_ParticleEffect ( m_Route[ i ].vecLocation, g_vecZero, 255, 25 ); } } #endif bool ShouldSimplify(int routeType) { routeType &= ~bits_MF_IS_GOAL; //TODO: verify this this needs to be a comparison and not a bit check if ((routeType == bits_MF_TO_PATHCORNER) || (routeType & bits_MF_DONT_SIMPLIFY) != 0) return false; return true; } //========================================================= // RouteSimplify // // Attempts to make the route more direct by cutting out // unnecessary nodes & cutting corners. // //========================================================= void CBaseMonster::RouteSimplify(CBaseEntity* pTargetEnt) { // BUGBUG: this doesn't work 100% yet int i, count, outCount; Vector vecStart; WayPoint_t outRoute[ROUTE_SIZE * 2]; // Any points except the ends can turn into 2 points in the simplified route count = 0; for (i = m_iRouteIndex; i < ROUTE_SIZE; i++) { if (0 == m_Route[i].iType) break; else count++; if ((m_Route[i].iType & bits_MF_IS_GOAL) != 0) break; } // Can't simplify a direct route! if (count < 2) { // DrawRoute( pev, m_Route, m_iRouteIndex, 0, 0, 255 ); return; } outCount = 0; vecStart = pev->origin; for (i = 0; i < count - 1; i++) { // Don't eliminate path_corners if (!ShouldSimplify(m_Route[m_iRouteIndex + i].iType)) { outRoute[outCount] = m_Route[m_iRouteIndex + i]; outCount++; } else if (CheckLocalMove(vecStart, m_Route[m_iRouteIndex + i + 1].vecLocation, pTargetEnt, NULL) == LOCALMOVE_VALID) { // Skip vert continue; } else { Vector vecTest, vecSplit; // Halfway between this and next vecTest = (m_Route[m_iRouteIndex + i + 1].vecLocation + m_Route[m_iRouteIndex + i].vecLocation) * 0.5; // Halfway between this and previous vecSplit = (m_Route[m_iRouteIndex + i].vecLocation + vecStart) * 0.5; int iType = (m_Route[m_iRouteIndex + i].iType | bits_MF_TO_DETOUR) & ~bits_MF_NOT_TO_MASK; if (CheckLocalMove(vecStart, vecTest, pTargetEnt, NULL) == LOCALMOVE_VALID) { outRoute[outCount].iType = iType; outRoute[outCount].vecLocation = vecTest; } else if (CheckLocalMove(vecSplit, vecTest, pTargetEnt, NULL) == LOCALMOVE_VALID) { outRoute[outCount].iType = iType; outRoute[outCount].vecLocation = vecSplit; outRoute[outCount + 1].iType = iType; outRoute[outCount + 1].vecLocation = vecTest; outCount++; // Adding an extra point } else { outRoute[outCount] = m_Route[m_iRouteIndex + i]; } } // Get last point vecStart = outRoute[outCount].vecLocation; outCount++; } ASSERT(i < count); outRoute[outCount] = m_Route[m_iRouteIndex + i]; outCount++; // Terminate outRoute[outCount].iType = 0; ASSERT(outCount < (ROUTE_SIZE * 2)); // Copy the simplified route, disable for testing m_iRouteIndex = 0; for (i = 0; i < ROUTE_SIZE && i < outCount; i++) { m_Route[i] = outRoute[i]; } // Terminate route if (i < ROUTE_SIZE) m_Route[i].iType = 0; // Debug, test movement code #if 0 // if ( CVAR_GET_FLOAT( "simplify" ) != 0 ) DrawRoute( pev, outRoute, 0, 255, 0, 0 ); // else DrawRoute( pev, m_Route, m_iRouteIndex, 0, 255, 0 ); #endif } //========================================================= // FBecomeProne - tries to send a monster into PRONE state. // right now only used when a barnacle snatches someone, so // may have some special case stuff for that. //========================================================= bool CBaseMonster::FBecomeProne() { if (FBitSet(pev->flags, FL_ONGROUND)) { pev->flags -= FL_ONGROUND; } m_IdealMonsterState = MONSTERSTATE_PRONE; return true; } //========================================================= // CheckRangeAttack1 //========================================================= bool CBaseMonster::CheckRangeAttack1(float flDot, float flDist) { if (flDist > 64 && flDist <= 784 && flDot >= 0.5) { return true; } return false; } //========================================================= // CheckRangeAttack2 //========================================================= bool CBaseMonster::CheckRangeAttack2(float flDot, float flDist) { if (flDist > 64 && flDist <= 512 && flDot >= 0.5) { return true; } return false; } //========================================================= // CheckMeleeAttack1 //========================================================= bool CBaseMonster::CheckMeleeAttack1(float flDot, float flDist) { // Decent fix to keep folks from kicking/punching hornets and snarks is to check the onground flag(sjb) if (flDist <= 64 && flDot >= 0.7 && m_hEnemy != NULL && FBitSet(m_hEnemy->pev->flags, FL_ONGROUND)) { return true; } return false; } //========================================================= // CheckMeleeAttack2 //========================================================= bool CBaseMonster::CheckMeleeAttack2(float flDot, float flDist) { if (flDist <= 64 && flDot >= 0.7) { return true; } return false; } //========================================================= // CheckAttacks - sets all of the bits for attacks that the // monster is capable of carrying out on the passed entity. //========================================================= void CBaseMonster::CheckAttacks(CBaseEntity* pTarget, float flDist) { Vector2D vec2LOS; float flDot; UTIL_MakeVectors(pev->angles); vec2LOS = (pTarget->pev->origin - pev->origin).Make2D(); vec2LOS = vec2LOS.Normalize(); flDot = DotProduct(vec2LOS, gpGlobals->v_forward.Make2D()); // we know the enemy is in front now. We'll find which attacks the monster is capable of by // checking for corresponding Activities in the model file, then do the simple checks to validate // those attack types. // Clear all attack conditions ClearConditions(bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_RANGE_ATTACK2 | bits_COND_CAN_MELEE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK2); if ((m_afCapability & bits_CAP_RANGE_ATTACK1) != 0) { if (CheckRangeAttack1(flDot, flDist)) SetConditions(bits_COND_CAN_RANGE_ATTACK1); } if ((m_afCapability & bits_CAP_RANGE_ATTACK2) != 0) { if (CheckRangeAttack2(flDot, flDist)) SetConditions(bits_COND_CAN_RANGE_ATTACK2); } if ((m_afCapability & bits_CAP_MELEE_ATTACK1) != 0) { if (CheckMeleeAttack1(flDot, flDist)) SetConditions(bits_COND_CAN_MELEE_ATTACK1); } if ((m_afCapability & bits_CAP_MELEE_ATTACK2) != 0) { if (CheckMeleeAttack2(flDot, flDist)) SetConditions(bits_COND_CAN_MELEE_ATTACK2); } } //========================================================= // CanCheckAttacks - prequalifies a monster to do more fine // checking of potential attacks. //========================================================= bool CBaseMonster::FCanCheckAttacks() { if (HasConditions(bits_COND_SEE_ENEMY) && !HasConditions(bits_COND_ENEMY_TOOFAR)) { return true; } return false; } //========================================================= // CheckEnemy - part of the Condition collection process, // gets and stores data and conditions pertaining to a monster's // enemy. Returns true if Enemy LKP was updated. //========================================================= bool CBaseMonster::CheckEnemy(CBaseEntity* pEnemy) { float flDistToEnemy; bool iUpdatedLKP; // set this to true if you update the EnemyLKP in this function. iUpdatedLKP = false; ClearConditions(bits_COND_ENEMY_FACING_ME); if (!FVisible(pEnemy)) { ASSERT(!HasConditions(bits_COND_SEE_ENEMY)); SetConditions(bits_COND_ENEMY_OCCLUDED); } else ClearConditions(bits_COND_ENEMY_OCCLUDED); if (!pEnemy->IsAlive()) { SetConditions(bits_COND_ENEMY_DEAD); ClearConditions(bits_COND_SEE_ENEMY | bits_COND_ENEMY_OCCLUDED); return false; } Vector vecEnemyPos = pEnemy->pev->origin; // distance to enemy's origin flDistToEnemy = (vecEnemyPos - pev->origin).Length(); vecEnemyPos.z += pEnemy->pev->size.z * 0.5; // distance to enemy's head float flDistToEnemy2 = (vecEnemyPos - pev->origin).Length(); if (flDistToEnemy2 < flDistToEnemy) flDistToEnemy = flDistToEnemy2; else { // distance to enemy's feet vecEnemyPos.z -= pEnemy->pev->size.z; float flDistToEnemy2 = (vecEnemyPos - pev->origin).Length(); if (flDistToEnemy2 < flDistToEnemy) flDistToEnemy = flDistToEnemy2; } if (HasConditions(bits_COND_SEE_ENEMY)) { CBaseMonster* pEnemyMonster; iUpdatedLKP = true; m_vecEnemyLKP = pEnemy->pev->origin; pEnemyMonster = pEnemy->MyMonsterPointer(); if (pEnemyMonster) { if (pEnemyMonster->FInViewCone(this)) { SetConditions(bits_COND_ENEMY_FACING_ME); } else ClearConditions(bits_COND_ENEMY_FACING_ME); } if (pEnemy->pev->velocity != Vector(0, 0, 0)) { // trail the enemy a bit m_vecEnemyLKP = m_vecEnemyLKP - pEnemy->pev->velocity * RANDOM_FLOAT(-0.05, 0); } else { // UNDONE: use pev->oldorigin? } } else if (!HasConditions(bits_COND_ENEMY_OCCLUDED | bits_COND_SEE_ENEMY) && (flDistToEnemy <= 256)) { // if the enemy is not occluded, and unseen, that means it is behind or beside the monster. // if the enemy is near enough the monster, we go ahead and let the monster know where the // enemy is. iUpdatedLKP = true; m_vecEnemyLKP = pEnemy->pev->origin; } if (flDistToEnemy >= m_flDistTooFar) { // enemy is very far away from monster SetConditions(bits_COND_ENEMY_TOOFAR); } else ClearConditions(bits_COND_ENEMY_TOOFAR); if (FCanCheckAttacks()) { CheckAttacks(m_hEnemy, flDistToEnemy); } if (m_movementGoal == MOVEGOAL_ENEMY) { for (int i = m_iRouteIndex; i < ROUTE_SIZE; i++) { if (m_Route[i].iType == (bits_MF_IS_GOAL | bits_MF_TO_ENEMY)) { // UNDONE: Should we allow monsters to override this distance (80?) if ((m_Route[i].vecLocation - m_vecEnemyLKP).Length() > 80) { // Refresh FRefreshRoute(); return iUpdatedLKP; } } } } return iUpdatedLKP; } //========================================================= // PushEnemy - remember the last few enemies, always remember the player //========================================================= void CBaseMonster::PushEnemy(CBaseEntity* pEnemy, Vector& vecLastKnownPos) { int i; if (pEnemy == NULL) return; // UNDONE: blah, this is bad, we should use a stack but I'm too lazy to code one. for (i = 0; i < MAX_OLD_ENEMIES; i++) { if (m_hOldEnemy[i] == pEnemy) return; if (m_hOldEnemy[i] == NULL) // someone died, reuse their slot break; } if (i >= MAX_OLD_ENEMIES) return; m_hOldEnemy[i] = pEnemy; m_vecOldEnemy[i] = vecLastKnownPos; } //========================================================= // PopEnemy - try remembering the last few enemies //========================================================= bool CBaseMonster::PopEnemy() { // UNDONE: blah, this is bad, we should use a stack but I'm too lazy to code one. for (int i = MAX_OLD_ENEMIES - 1; i >= 0; i--) { if (m_hOldEnemy[i] != NULL) { if (m_hOldEnemy[i]->IsAlive()) // cheat and know when they die { m_hEnemy = m_hOldEnemy[i]; m_vecEnemyLKP = m_vecOldEnemy[i]; // ALERT( at_console, "remembering\n"); return true; } else { m_hOldEnemy[i] = NULL; } } } return false; } //========================================================= // SetActivity //========================================================= void CBaseMonster::SetActivity(Activity NewActivity) { const Activity oldActivity = NewActivity; m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present // In case someone calls this with something other than the ideal activity m_IdealActivity = m_Activity; const int iSequence = LookupActivity(NewActivity); // Set to the desired anim, or default anim if the desired is not present if (iSequence > ACTIVITY_NOT_AVAILABLE) { if (pev->sequence != iSequence || !m_fSequenceLoops) { // don't reset frame between walk and run if (!(oldActivity == ACT_WALK || oldActivity == ACT_RUN) || !(NewActivity == ACT_WALK || NewActivity == ACT_RUN)) pev->frame = 0; } pev->sequence = iSequence; // Set to the reset anim (if it's there) ResetSequenceInfo(); SetYawSpeed(); } else { // Not available try to get default anim ALERT(at_aiconsole, "%s has no sequence for act:%d\n", STRING(pev->classname), NewActivity); pev->sequence = 0; // Set to the reset anim (if it's there) } } //========================================================= // SetSequenceByName //========================================================= void CBaseMonster::SetSequenceByName(const char* szSequence) { int iSequence; iSequence = LookupSequence(szSequence); // Set to the desired anim, or default anim if the desired is not present if (iSequence > ACTIVITY_NOT_AVAILABLE) { if (pev->sequence != iSequence || !m_fSequenceLoops) { pev->frame = 0; } pev->sequence = iSequence; // Set to the reset anim (if it's there) ResetSequenceInfo(); SetYawSpeed(); } else { // Not available try to get default anim ALERT(at_aiconsole, "%s has no sequence named:%f\n", STRING(pev->classname), szSequence); pev->sequence = 0; // Set to the reset anim (if it's there) } } //========================================================= // CheckLocalMove - returns true if the caller can walk a // straight line from its current origin to the given // location. If so, don't use the node graph! // // if a valid pointer to a int is passed, the function // will fill that int with the distance that the check // reached before hitting something. THIS ONLY HAPPENS // IF THE LOCAL MOVE CHECK FAILS! // // !!!PERFORMANCE - should we try to load balance this? // DON"T USE SETORIGIN! //========================================================= #define LOCAL_STEP_SIZE 16 int CBaseMonster::CheckLocalMove(const Vector& vecStart, const Vector& vecEnd, CBaseEntity* pTarget, float* pflDist) { Vector vecStartPos; // record monster's position before trying the move float flYaw; float flDist; float flStep, stepSize; int iReturn; vecStartPos = pev->origin; flYaw = UTIL_VecToYaw(vecEnd - vecStart); // build a yaw that points to the goal. flDist = (vecEnd - vecStart).Length2D(); // get the distance. iReturn = LOCALMOVE_VALID; // assume everything will be ok. // move the monster to the start of the local move that's to be checked. UTIL_SetOrigin(pev, vecStart); // !!!BUGBUG - won't this fire triggers? - nope, SetOrigin doesn't fire if ((pev->flags & (FL_FLY | FL_SWIM)) == 0) { DROP_TO_FLOOR(ENT(pev)); //make sure monster is on the floor! } //pev->origin.z = vecStartPos.z;//!!!HACKHACK // pev->origin = vecStart; /* if ( flDist > 1024 ) { // !!!PERFORMANCE - this operation may be too CPU intensive to try checks this large. // We don't lose much here, because a distance this great is very likely // to have something in the way. // since we've actually moved the monster during the check, undo the move. pev->origin = vecStartPos; return false; } */ // this loop takes single steps to the goal. for (flStep = 0; flStep < flDist; flStep += LOCAL_STEP_SIZE) { stepSize = LOCAL_STEP_SIZE; if ((flStep + LOCAL_STEP_SIZE) >= (flDist - 1)) stepSize = (flDist - flStep) - 1; // UTIL_ParticleEffect ( pev->origin, g_vecZero, 255, 25 ); if (!WALK_MOVE(ENT(pev), flYaw, stepSize, WALKMOVE_CHECKONLY)) { // can't take the next step, fail! if (pflDist != NULL) { *pflDist = flStep; } if (pTarget && pTarget->edict() == gpGlobals->trace_ent) { // if this step hits target ent, the move is legal. iReturn = LOCALMOVE_VALID; break; } else { // If we're going toward an entity, and we're almost getting there, it's OK. // if ( pTarget && fabs( flDist - iStep ) < LOCAL_STEP_SIZE ) // fReturn = true; // else iReturn = LOCALMOVE_INVALID; break; } } } if (iReturn == LOCALMOVE_VALID && (pev->flags & (FL_FLY | FL_SWIM)) == 0 && (!pTarget || (pTarget->pev->flags & FL_ONGROUND) != 0)) { // The monster can move to a spot UNDER the target, but not to it. Don't try to triangulate, go directly to the node graph. // UNDONE: Magic # 64 -- this used to be pev->size.z but that won't work for small creatures like the headcrab if (fabs(vecEnd.z - pev->origin.z) > 64) { iReturn = LOCALMOVE_INVALID_DONT_TRIANGULATE; } } /* // uncommenting this block will draw a line representing the nearest legal move. WRITE_BYTE(MSG_BROADCAST, SVC_TEMPENTITY); WRITE_BYTE(MSG_BROADCAST, TE_SHOWLINE); WRITE_COORD(MSG_BROADCAST, pev->origin.x); WRITE_COORD(MSG_BROADCAST, pev->origin.y); WRITE_COORD(MSG_BROADCAST, pev->origin.z); WRITE_COORD(MSG_BROADCAST, vecStart.x); WRITE_COORD(MSG_BROADCAST, vecStart.y); WRITE_COORD(MSG_BROADCAST, vecStart.z); */ // since we've actually moved the monster during the check, undo the move. UTIL_SetOrigin(pev, vecStartPos); return iReturn; } float CBaseMonster::OpenDoorAndWait(entvars_t* pevDoor) { float flTravelTime = 0; //ALERT(at_aiconsole, "A door. "); CBaseEntity* pcbeDoor = CBaseEntity::Instance(pevDoor); if (pcbeDoor && !pcbeDoor->IsLockedByMaster()) { //ALERT(at_aiconsole, "unlocked! "); pcbeDoor->Use(this, this, USE_ON, 0.0); //ALERT(at_aiconsole, "pevDoor->nextthink = %d ms\n", (int)(1000*pevDoor->nextthink)); //ALERT(at_aiconsole, "pevDoor->ltime = %d ms\n", (int)(1000*pevDoor->ltime)); //ALERT(at_aiconsole, "pev-> nextthink = %d ms\n", (int)(1000*pev->nextthink)); //ALERT(at_aiconsole, "pev->ltime = %d ms\n", (int)(1000*pev->ltime)); flTravelTime = pevDoor->nextthink - pevDoor->ltime; //ALERT(at_aiconsole, "Waiting %d ms\n", (int)(1000*flTravelTime)); if (!FStringNull(pcbeDoor->pev->targetname)) { edict_t* pentTarget = NULL; for (;;) { pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(pcbeDoor->pev->targetname)); if (VARS(pentTarget) != pcbeDoor->pev) { if (FNullEnt(pentTarget)) break; if (FClassnameIs(pentTarget, STRING(pcbeDoor->pev->classname))) { CBaseEntity* pDoor = Instance(pentTarget); if (pDoor) pDoor->Use(this, this, USE_ON, 0.0); } } } } } return gpGlobals->time + flTravelTime; } //========================================================= // AdvanceRoute - poorly named function that advances the // m_iRouteIndex. If it goes beyond ROUTE_SIZE, the route // is refreshed. //========================================================= void CBaseMonster::AdvanceRoute(float distance) { if (m_iRouteIndex == ROUTE_SIZE - 1) { // time to refresh the route. if (!FRefreshRoute()) { ALERT(at_aiconsole, "Can't Refresh Route!!\n"); } } else { if ((m_Route[m_iRouteIndex].iType & bits_MF_IS_GOAL) == 0) { // If we've just passed a path_corner, advance m_pGoalEnt if ((m_Route[m_iRouteIndex].iType & ~bits_MF_NOT_TO_MASK) == bits_MF_TO_PATHCORNER) m_pGoalEnt = m_pGoalEnt->GetNextTarget(); // IF both waypoints are nodes, then check for a link for a door and operate it. // if ((m_Route[m_iRouteIndex].iType & bits_MF_TO_NODE) == bits_MF_TO_NODE && (m_Route[m_iRouteIndex + 1].iType & bits_MF_TO_NODE) == bits_MF_TO_NODE) { //ALERT(at_aiconsole, "SVD: Two nodes. "); int iSrcNode = WorldGraph.FindNearestNode(m_Route[m_iRouteIndex].vecLocation, this); int iDestNode = WorldGraph.FindNearestNode(m_Route[m_iRouteIndex + 1].vecLocation, this); int iLink; WorldGraph.HashSearch(iSrcNode, iDestNode, iLink); if (iLink >= 0 && WorldGraph.m_pLinkPool[iLink].m_pLinkEnt != NULL) { //ALERT(at_aiconsole, "A link. "); if (WorldGraph.HandleLinkEnt(iSrcNode, WorldGraph.m_pLinkPool[iLink].m_pLinkEnt, m_afCapability, CGraph::NODEGRAPH_DYNAMIC)) { //ALERT(at_aiconsole, "usable."); entvars_t* pevDoor = WorldGraph.m_pLinkPool[iLink].m_pLinkEnt; if (pevDoor) { m_flMoveWaitFinished = OpenDoorAndWait(pevDoor); // ALERT( at_aiconsole, "Wating for door %.2f\n", m_flMoveWaitFinished-gpGlobals->time ); } } } //ALERT(at_aiconsole, "\n"); } m_iRouteIndex++; } else // At goal!!! { if (distance < m_flGroundSpeed * 0.2 /* FIX */) { MovementComplete(); } } } } int CBaseMonster::RouteClassify(int iMoveFlag) { int movementGoal; movementGoal = MOVEGOAL_NONE; if ((iMoveFlag & bits_MF_TO_TARGETENT) != 0) movementGoal = MOVEGOAL_TARGETENT; else if ((iMoveFlag & bits_MF_TO_ENEMY) != 0) movementGoal = MOVEGOAL_ENEMY; else if ((iMoveFlag & bits_MF_TO_PATHCORNER) != 0) movementGoal = MOVEGOAL_PATHCORNER; else if ((iMoveFlag & bits_MF_TO_NODE) != 0) movementGoal = MOVEGOAL_NODE; else if ((iMoveFlag & bits_MF_TO_LOCATION) != 0) movementGoal = MOVEGOAL_LOCATION; return movementGoal; } //========================================================= // BuildRoute //========================================================= bool CBaseMonster::BuildRoute(const Vector& vecGoal, int iMoveFlag, CBaseEntity* pTarget) { float flDist; Vector vecApex; int iLocalMove; RouteNew(); m_movementGoal = RouteClassify(iMoveFlag); // so we don't end up with no moveflags m_Route[0].vecLocation = vecGoal; m_Route[0].iType = iMoveFlag | bits_MF_IS_GOAL; // check simple local move iLocalMove = CheckLocalMove(pev->origin, vecGoal, pTarget, &flDist); if (iLocalMove == LOCALMOVE_VALID) { // monster can walk straight there! return true; } // try to triangulate around any obstacles. else if (iLocalMove != LOCALMOVE_INVALID_DONT_TRIANGULATE && FTriangulate(pev->origin, vecGoal, flDist, pTarget, &vecApex)) { // there is a slightly more complicated path that allows the monster to reach vecGoal m_Route[0].vecLocation = vecApex; m_Route[0].iType = (iMoveFlag | bits_MF_TO_DETOUR); m_Route[1].vecLocation = vecGoal; m_Route[1].iType = iMoveFlag | bits_MF_IS_GOAL; /* WRITE_BYTE(MSG_BROADCAST, SVC_TEMPENTITY); WRITE_BYTE(MSG_BROADCAST, TE_SHOWLINE); WRITE_COORD(MSG_BROADCAST, vecApex.x ); WRITE_COORD(MSG_BROADCAST, vecApex.y ); WRITE_COORD(MSG_BROADCAST, vecApex.z ); WRITE_COORD(MSG_BROADCAST, vecApex.x ); WRITE_COORD(MSG_BROADCAST, vecApex.y ); WRITE_COORD(MSG_BROADCAST, vecApex.z + 128 ); */ RouteSimplify(pTarget); return true; } // last ditch, try nodes if (FGetNodeRoute(vecGoal)) { // ALERT ( at_console, "Can get there on nodes\n" ); m_vecMoveGoal = vecGoal; RouteSimplify(pTarget); return true; } // b0rk return false; } //========================================================= // InsertWaypoint - Rebuilds the existing route so that the // supplied vector and moveflags are the first waypoint in // the route, and fills the rest of the route with as much // of the pre-existing route as possible //========================================================= void CBaseMonster::InsertWaypoint(Vector vecLocation, int afMoveFlags) { int i, type; // we have to save some Index and Type information from the real // path_corner or node waypoint that the monster was trying to reach. This makes sure that data necessary // to refresh the original path exists even in the new waypoints that don't correspond directy to a path_corner // or node. type = afMoveFlags | (m_Route[m_iRouteIndex].iType & ~bits_MF_NOT_TO_MASK); for (i = ROUTE_SIZE - 1; i > 0; i--) m_Route[i] = m_Route[i - 1]; m_Route[m_iRouteIndex].vecLocation = vecLocation; m_Route[m_iRouteIndex].iType = type; } //========================================================= // FTriangulate - tries to overcome local obstacles by // triangulating a path around them. // // iApexDist is how far the obstruction that we are trying // to triangulate around is from the monster. //========================================================= bool CBaseMonster::FTriangulate(const Vector& vecStart, const Vector& vecEnd, float flDist, CBaseEntity* pTargetEnt, Vector* pApex) { Vector vecDir; Vector vecForward; Vector vecLeft; // the spot we'll try to triangulate to on the left Vector vecRight; // the spot we'll try to triangulate to on the right Vector vecTop; // the spot we'll try to triangulate to on the top Vector vecBottom; // the spot we'll try to triangulate to on the bottom Vector vecFarSide; // the spot that we'll move to after hitting the triangulated point, before moving on to our normal goal. int i; float sizeX, sizeZ; // If the hull width is less than 24, use 24 because CheckLocalMove uses a min of // 24. sizeX = pev->size.x; if (sizeX < 24.0) sizeX = 24.0; else if (sizeX > 48.0) sizeX = 48.0; sizeZ = pev->size.z; //if (sizeZ < 24.0) // sizeZ = 24.0; vecForward = (vecEnd - vecStart).Normalize(); Vector vecDirUp(0, 0, 1); vecDir = CrossProduct(vecForward, vecDirUp); // start checking right about where the object is, picking two equidistant starting points, one on // the left, one on the right. As we progress through the loop, we'll push these away from the obstacle, // hoping to find a way around on either side. pev->size.x is added to the ApexDist in order to help select // an apex point that insures that the monster is sufficiently past the obstacle before trying to turn back // onto its original course. vecLeft = pev->origin + (vecForward * (flDist + sizeX)) - vecDir * (sizeX * 3); vecRight = pev->origin + (vecForward * (flDist + sizeX)) + vecDir * (sizeX * 3); if (pev->movetype == MOVETYPE_FLY) { vecTop = pev->origin + (vecForward * flDist) + (vecDirUp * sizeZ * 3); vecBottom = pev->origin + (vecForward * flDist) - (vecDirUp * sizeZ * 3); } vecFarSide = m_Route[m_iRouteIndex].vecLocation; vecDir = vecDir * sizeX * 2; if (pev->movetype == MOVETYPE_FLY) vecDirUp = vecDirUp * sizeZ * 2; for (i = 0; i < 8; i++) { // Debug, Draw the triangulation #if 0 MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_SHOWLINE); WRITE_COORD( pev->origin.x ); WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); WRITE_COORD( vecRight.x ); WRITE_COORD( vecRight.y ); WRITE_COORD( vecRight.z ); MESSAGE_END(); MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_SHOWLINE ); WRITE_COORD( pev->origin.x ); WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); WRITE_COORD( vecLeft.x ); WRITE_COORD( vecLeft.y ); WRITE_COORD( vecLeft.z ); MESSAGE_END(); #endif #if 0 if (pev->movetype == MOVETYPE_FLY) { MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_SHOWLINE ); WRITE_COORD( pev->origin.x ); WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); WRITE_COORD( vecTop.x ); WRITE_COORD( vecTop.y ); WRITE_COORD( vecTop.z ); MESSAGE_END(); MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_SHOWLINE ); WRITE_COORD( pev->origin.x ); WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); WRITE_COORD( vecBottom.x ); WRITE_COORD( vecBottom.y ); WRITE_COORD( vecBottom.z ); MESSAGE_END(); } #endif if (CheckLocalMove(pev->origin, vecRight, pTargetEnt, NULL) == LOCALMOVE_VALID) { if (CheckLocalMove(vecRight, vecFarSide, pTargetEnt, NULL) == LOCALMOVE_VALID) { if (pApex) { *pApex = vecRight; } return true; } } if (CheckLocalMove(pev->origin, vecLeft, pTargetEnt, NULL) == LOCALMOVE_VALID) { if (CheckLocalMove(vecLeft, vecFarSide, pTargetEnt, NULL) == LOCALMOVE_VALID) { if (pApex) { *pApex = vecLeft; } return true; } } if (pev->movetype == MOVETYPE_FLY) { if (CheckLocalMove(pev->origin, vecTop, pTargetEnt, NULL) == LOCALMOVE_VALID) { if (CheckLocalMove(vecTop, vecFarSide, pTargetEnt, NULL) == LOCALMOVE_VALID) { if (pApex) { *pApex = vecTop; //ALERT(at_aiconsole, "triangulate over\n"); } return true; } } #if 1 if (CheckLocalMove(pev->origin, vecBottom, pTargetEnt, NULL) == LOCALMOVE_VALID) { if (CheckLocalMove(vecBottom, vecFarSide, pTargetEnt, NULL) == LOCALMOVE_VALID) { if (pApex) { *pApex = vecBottom; //ALERT(at_aiconsole, "triangulate under\n"); } return true; } } #endif } vecRight = vecRight + vecDir; vecLeft = vecLeft - vecDir; if (pev->movetype == MOVETYPE_FLY) { vecTop = vecTop + vecDirUp; vecBottom = vecBottom - vecDirUp; } } return false; } //========================================================= // Move - take a single step towards the next ROUTE location //========================================================= #define DIST_TO_CHECK 200 void CBaseMonster::Move(float flInterval) { float flWaypointDist; float flCheckDist; float flDist; // how far the lookahead check got before hitting an object. Vector vecDir; Vector vecApex; CBaseEntity* pTargetEnt; // Don't move if no valid route if (FRouteClear()) { // If we still have a movement goal, then this is probably a route truncated by SimplifyRoute() // so refresh it. if (m_movementGoal == MOVEGOAL_NONE || !FRefreshRoute()) { ALERT(at_aiconsole, "Tried to move with no route!\n"); TaskFail(); return; } } if (m_flMoveWaitFinished > gpGlobals->time) return; // Debug, test movement code #if 0 // if ( CVAR_GET_FLOAT("stopmove" ) != 0 ) { if ( m_movementGoal == MOVEGOAL_ENEMY ) RouteSimplify( m_hEnemy ); else RouteSimplify( m_hTargetEnt ); FRefreshRoute(); return; } #else // Debug, draw the route // DrawRoute( pev, m_Route, m_iRouteIndex, 0, 200, 0 ); #endif // if the monster is moving directly towards an entity (enemy for instance), we'll set this pointer // to that entity for the CheckLocalMove and Triangulate functions. pTargetEnt = NULL; // local move to waypoint. vecDir = (m_Route[m_iRouteIndex].vecLocation - pev->origin).Normalize(); flWaypointDist = (m_Route[m_iRouteIndex].vecLocation - pev->origin).Length2D(); MakeIdealYaw(m_Route[m_iRouteIndex].vecLocation); ChangeYaw(pev->yaw_speed); // if the waypoint is closer than CheckDist, CheckDist is the dist to waypoint if (flWaypointDist < DIST_TO_CHECK) { flCheckDist = flWaypointDist; } else { flCheckDist = DIST_TO_CHECK; } if ((m_Route[m_iRouteIndex].iType & (~bits_MF_NOT_TO_MASK)) == bits_MF_TO_ENEMY) { // only on a PURE move to enemy ( i.e., ONLY MF_TO_ENEMY set, not MF_TO_ENEMY and DETOUR ) pTargetEnt = m_hEnemy; } else if ((m_Route[m_iRouteIndex].iType & ~bits_MF_NOT_TO_MASK) == bits_MF_TO_TARGETENT) { pTargetEnt = m_hTargetEnt; } // !!!BUGBUG - CheckDist should be derived from ground speed. // If this fails, it should be because of some dynamic entity blocking this guy. // We've already checked this path, so we should wait and time out if the entity doesn't move flDist = 0; if (CheckLocalMove(pev->origin, pev->origin + vecDir * flCheckDist, pTargetEnt, &flDist) != LOCALMOVE_VALID) { CBaseEntity* pBlocker; // Can't move, stop Stop(); // Blocking entity is in global trace_ent pBlocker = CBaseEntity::Instance(gpGlobals->trace_ent); if (pBlocker) { DispatchBlocked(edict(), pBlocker->edict()); } if (pBlocker && m_moveWaitTime > 0 && pBlocker->IsMoving() && !pBlocker->IsPlayer() && (gpGlobals->time - m_flMoveWaitFinished) > 3.0) { // Can we still move toward our target? if (flDist < m_flGroundSpeed) { // No, Wait for a second m_flMoveWaitFinished = gpGlobals->time + m_moveWaitTime; return; } // Ok, still enough room to take a step } else { // try to triangulate around whatever is in the way. if (FTriangulate(pev->origin, m_Route[m_iRouteIndex].vecLocation, flDist, pTargetEnt, &vecApex)) { InsertWaypoint(vecApex, bits_MF_TO_DETOUR); RouteSimplify(pTargetEnt); } else { // ALERT ( at_aiconsole, "Couldn't Triangulate\n" ); Stop(); // Only do this once until your route is cleared if (m_moveWaitTime > 0 && (m_afMemory & bits_MEMORY_MOVE_FAILED) == 0) { FRefreshRoute(); if (FRouteClear()) { TaskFail(); } else { // Don't get stuck if ((gpGlobals->time - m_flMoveWaitFinished) < 0.2) Remember(bits_MEMORY_MOVE_FAILED); m_flMoveWaitFinished = gpGlobals->time + 0.1; } } else { TaskFail(); ALERT(at_aiconsole, "%s Failed to move (%d)!\n", STRING(pev->classname), static_cast(HasMemory(bits_MEMORY_MOVE_FAILED))); //ALERT( at_aiconsole, "%f, %f, %f\n", pev->origin.z, (pev->origin + (vecDir * flCheckDist)).z, m_Route[m_iRouteIndex].vecLocation.z ); } return; } } } // close enough to the target, now advance to the next target. This is done before actually reaching // the target so that we get a nice natural turn while moving. if (ShouldAdvanceRoute(flWaypointDist)) ///!!!BUGBUG- magic number { AdvanceRoute(flWaypointDist); } // Might be waiting for a door if (m_flMoveWaitFinished > gpGlobals->time) { Stop(); return; } // UNDONE: this is a hack to quit moving farther than it has looked ahead. if (flCheckDist < m_flGroundSpeed * flInterval) { flInterval = flCheckDist / m_flGroundSpeed; // ALERT( at_console, "%.02f\n", flInterval ); } MoveExecute(pTargetEnt, vecDir, flInterval); if (MovementIsComplete()) { Stop(); RouteClear(); } } bool CBaseMonster::ShouldAdvanceRoute(float flWaypointDist) { if (flWaypointDist <= MONSTER_CUT_CORNER_DIST) { // ALERT( at_console, "cut %f\n", flWaypointDist ); return true; } return false; } void CBaseMonster::MoveExecute(CBaseEntity* pTargetEnt, const Vector& vecDir, float flInterval) { // float flYaw = UTIL_VecToYaw ( m_Route[ m_iRouteIndex ].vecLocation - pev->origin );// build a yaw that points to the goal. // WALK_MOVE( ENT(pev), flYaw, m_flGroundSpeed * flInterval, WALKMOVE_NORMAL ); if (m_IdealActivity != m_movementActivity) m_IdealActivity = m_movementActivity; float flTotal = m_flGroundSpeed * pev->framerate * flInterval; float flStep; while (flTotal > 0.001) { // don't walk more than 16 units or stairs stop working flStep = V_min(16.0f, flTotal); UTIL_MoveToOrigin(ENT(pev), m_Route[m_iRouteIndex].vecLocation, flStep, MOVE_NORMAL); flTotal -= flStep; } // ALERT( at_console, "dist %f\n", m_flGroundSpeed * pev->framerate * flInterval ); } //========================================================= // MonsterInit - after a monster is spawned, it needs to // be dropped into the world, checked for mobility problems, // and put on the proper path, if any. This function does // all of those things after the monster spawns. Any // initialization that should take place for all monsters // goes here. //========================================================= void CBaseMonster::MonsterInit() { if (!g_pGameRules->FAllowMonsters()) { pev->flags |= FL_KILLME; // Post this because some monster code modifies class data after calling this function // REMOVE_ENTITY(ENT(pev)); return; } // Set fields common to all monsters pev->effects = 0; pev->takedamage = DAMAGE_AIM; pev->ideal_yaw = pev->angles.y; pev->max_health = pev->health; pev->deadflag = DEAD_NO; m_IdealMonsterState = MONSTERSTATE_IDLE; // Assume monster will be idle, until proven otherwise m_IdealActivity = ACT_IDLE; SetBits(pev->flags, FL_MONSTER); if ((pev->spawnflags & SF_MONSTER_HITMONSTERCLIP) != 0) pev->flags |= FL_MONSTERCLIP; ClearSchedule(); RouteClear(); InitBoneControllers(); // FIX: should be done in Spawn m_iHintNode = NO_NODE; m_afMemory = MEMORY_CLEAR; m_hEnemy = NULL; m_flDistTooFar = 1024.0; m_flDistLook = 2048.0; // set eye position SetEyePosition(); SetThink(&CBaseMonster::MonsterInitThink); pev->nextthink = gpGlobals->time + 0.1; SetUse(&CBaseMonster::MonsterUse); } //========================================================= // MonsterInitThink - Calls StartMonster. Startmonster is // virtual, but this function cannot be //========================================================= void CBaseMonster::MonsterInitThink() { StartMonster(); } //========================================================= // StartMonster - final bit of initization before a monster // is turned over to the AI. //========================================================= void CBaseMonster::StartMonster() { // update capabilities if (LookupActivity(ACT_RANGE_ATTACK1) != ACTIVITY_NOT_AVAILABLE) { m_afCapability |= bits_CAP_RANGE_ATTACK1; } if (LookupActivity(ACT_RANGE_ATTACK2) != ACTIVITY_NOT_AVAILABLE) { m_afCapability |= bits_CAP_RANGE_ATTACK2; } if (LookupActivity(ACT_MELEE_ATTACK1) != ACTIVITY_NOT_AVAILABLE) { m_afCapability |= bits_CAP_MELEE_ATTACK1; } if (LookupActivity(ACT_MELEE_ATTACK2) != ACTIVITY_NOT_AVAILABLE) { m_afCapability |= bits_CAP_MELEE_ATTACK2; } // Raise monster off the floor one unit, then drop to floor if (pev->movetype != MOVETYPE_FLY && !FBitSet(pev->spawnflags, SF_MONSTER_FALL_TO_GROUND)) { pev->origin.z += 1; DROP_TO_FLOOR(ENT(pev)); // Try to move the monster to make sure it's not stuck in a brush. if (!WALK_MOVE(ENT(pev), 0, 0, WALKMOVE_NORMAL)) { ALERT(at_error, "Monster %s stuck in wall--level design error", STRING(pev->classname)); pev->effects = EF_BRIGHTFIELD; } } else { pev->flags &= ~FL_ONGROUND; } if (!FStringNull(pev->target)) // this monster has a target { // Find the monster's initial target entity, stash it m_pGoalEnt = CBaseEntity::Instance(FIND_ENTITY_BY_TARGETNAME(NULL, STRING(pev->target))); if (!m_pGoalEnt) { ALERT(at_error, "ReadyMonster()--%s couldn't find target %s", STRING(pev->classname), STRING(pev->target)); } else { // Monster will start turning towards his destination MakeIdealYaw(m_pGoalEnt->pev->origin); // JAY: How important is this error message? Big Momma doesn't obey this rule, so I took it out. #if 0 // At this point, we expect only a path_corner as initial goal if (!FClassnameIs( m_pGoalEnt->pev, "path_corner")) { ALERT(at_warning, "ReadyMonster--monster's initial goal '%s' is not a path_corner", STRING(pev->target)); } #endif // set the monster up to walk a path corner path. // !!!BUGBUG - this is a minor bit of a hack. // JAYJAY m_movementGoal = MOVEGOAL_PATHCORNER; if (pev->movetype == MOVETYPE_FLY) m_movementActivity = ACT_FLY; else m_movementActivity = ACT_WALK; if (!FRefreshRoute()) { ALERT(at_aiconsole, "Can't Create Route!\n"); } SetState(MONSTERSTATE_IDLE); ChangeSchedule(GetScheduleOfType(SCHED_IDLE_WALK)); } } //SetState ( m_IdealMonsterState ); //SetActivity ( m_IdealActivity ); // Delay drop to floor to make sure each door in the level has had its chance to spawn // Spread think times so that they don't all happen at the same time (Carmack) SetThink(&CBaseMonster::CallMonsterThink); pev->nextthink += RANDOM_FLOAT(0.1, 0.4); // spread think times. if (!FStringNull(pev->targetname)) // wait until triggered { SetState(MONSTERSTATE_IDLE); // UNDONE: Some scripted sequence monsters don't have an idle? SetActivity(ACT_IDLE); ChangeSchedule(GetScheduleOfType(SCHED_WAIT_TRIGGER)); } } void CBaseMonster::MovementComplete() { switch (m_iTaskStatus) { case TASKSTATUS_NEW: case TASKSTATUS_RUNNING: m_iTaskStatus = TASKSTATUS_RUNNING_TASK; break; case TASKSTATUS_RUNNING_MOVEMENT: TaskComplete(); break; case TASKSTATUS_RUNNING_TASK: ALERT(at_error, "Movement completed twice!\n"); break; case TASKSTATUS_COMPLETE: break; } m_movementGoal = MOVEGOAL_NONE; } bool CBaseMonster::TaskIsRunning() { if (m_iTaskStatus != TASKSTATUS_COMPLETE && m_iTaskStatus != TASKSTATUS_RUNNING_MOVEMENT) return true; return false; } //========================================================= // IRelationship - returns an integer that describes the // relationship between two types of monster. //========================================================= int CBaseMonster::IRelationship(CBaseEntity* pTarget) { static int iEnemy[14][14] = {// NONE MACH PLYR HPASS HMIL AMIL APASS AMONST APREY APRED INSECT PLRALY PBWPN ABWPN /*NONE*/ {R_NO, R_NO, R_NO, R_NO, R_NO, R_NO, R_NO, R_NO, R_NO, R_NO, R_NO, R_NO, R_NO, R_NO}, /*MACHINE*/ {R_NO, R_NO, R_DL, R_DL, R_NO, R_DL, R_DL, R_DL, R_DL, R_DL, R_NO, R_DL, R_DL, R_DL}, /*PLAYER*/ {R_NO, R_DL, R_NO, R_NO, R_DL, R_DL, R_DL, R_DL, R_DL, R_DL, R_NO, R_NO, R_DL, R_DL}, /*HUMANPASSIVE*/ {R_NO, R_NO, R_AL, R_AL, R_HT, R_HT, R_NO, R_HT, R_DL, R_DL, R_NO, R_AL, R_NO, R_NO}, /*HUMANMILITAR*/ {R_NO, R_NO, R_HT, R_DL, R_NO, R_HT, R_DL, R_DL, R_DL, R_DL, R_NO, R_HT, R_NO, R_NO}, /*ALIENMILITAR*/ {R_NO, R_DL, R_HT, R_DL, R_HT, R_NO, R_NO, R_NO, R_NO, R_NO, R_NO, R_DL, R_NO, R_NO}, /*ALIENPASSIVE*/ {R_NO, R_NO, R_NO, R_NO, R_NO, R_NO, R_NO, R_NO, R_NO, R_NO, R_NO, R_NO, R_NO, R_NO}, /*ALIENMONSTER*/ {R_NO, R_DL, R_DL, R_DL, R_DL, R_NO, R_NO, R_NO, R_NO, R_NO, R_NO, R_DL, R_NO, R_NO}, /*ALIENPREY */ {R_NO, R_NO, R_DL, R_DL, R_DL, R_NO, R_NO, R_NO, R_NO, R_FR, R_NO, R_DL, R_NO, R_NO}, /*ALIENPREDATO*/ {R_NO, R_NO, R_DL, R_DL, R_DL, R_NO, R_NO, R_NO, R_HT, R_DL, R_NO, R_DL, R_NO, R_NO}, /*INSECT*/ {R_FR, R_FR, R_FR, R_FR, R_FR, R_NO, R_FR, R_FR, R_FR, R_FR, R_NO, R_FR, R_NO, R_NO}, /*PLAYERALLY*/ {R_NO, R_DL, R_AL, R_AL, R_DL, R_DL, R_DL, R_DL, R_DL, R_DL, R_NO, R_NO, R_NO, R_NO}, /*PBIOWEAPON*/ {R_NO, R_NO, R_DL, R_DL, R_DL, R_DL, R_DL, R_DL, R_DL, R_DL, R_NO, R_DL, R_NO, R_DL}, /*ABIOWEAPON*/ {R_NO, R_NO, R_DL, R_DL, R_DL, R_AL, R_NO, R_DL, R_DL, R_NO, R_NO, R_DL, R_DL, R_NO}}; return iEnemy[Classify()][pTarget->Classify()]; } //========================================================= // FindCover - tries to find a nearby node that will hide // the caller from its enemy. // // If supplied, search will return a node at least as far // away as MinDist, but no farther than MaxDist. // if MaxDist isn't supplied, it defaults to a reasonable // value //========================================================= // UNDONE: Should this find the nearest node? //float CGraph::PathLength( int iStart, int iDest, int iHull, int afCapMask ) bool CBaseMonster::FindCover(Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist) { int i; int iMyHullIndex; int iMyNode; int iThreatNode; float flDist; Vector vecLookersOffset; TraceResult tr; if (0 == flMaxDist) { // user didn't supply a MaxDist, so work up a crazy one. flMaxDist = 784; } if (flMinDist > 0.5 * flMaxDist) { #if _DEBUG ALERT(at_console, "FindCover MinDist (%.0f) too close to MaxDist (%.0f)\n", flMinDist, flMaxDist); #endif flMinDist = 0.5 * flMaxDist; } if (0 == WorldGraph.m_fGraphPresent || 0 == WorldGraph.m_fGraphPointersSet) { ALERT(at_aiconsole, "Graph not ready for findcover!\n"); return false; } iMyNode = WorldGraph.FindNearestNode(pev->origin, this); iThreatNode = WorldGraph.FindNearestNode(vecThreat, this); iMyHullIndex = WorldGraph.HullIndex(this); if (iMyNode == NO_NODE) { ALERT(at_aiconsole, "FindCover() - %s has no nearest node!\n", STRING(pev->classname)); return false; } if (iThreatNode == NO_NODE) { // ALERT ( at_aiconsole, "FindCover() - Threat has no nearest node!\n" ); iThreatNode = iMyNode; // return false; } vecLookersOffset = vecThreat + vecViewOffset; // calculate location of enemy's eyes // we'll do a rough sample to find nodes that are relatively nearby for (i = 0; i < WorldGraph.m_cNodes; i++) { int nodeNumber = (i + WorldGraph.m_iLastCoverSearch) % WorldGraph.m_cNodes; CNode& node = WorldGraph.Node(nodeNumber); WorldGraph.m_iLastCoverSearch = nodeNumber + 1; // next monster that searches for cover node will start where we left off here. // could use an optimization here!! flDist = (pev->origin - node.m_vecOrigin).Length(); // DON'T do the trace check on a node that is farther away than a node that we've already found to // provide cover! Also make sure the node is within the mins/maxs of the search. if (flDist >= flMinDist && flDist < flMaxDist) { UTIL_TraceLine(node.m_vecOrigin + vecViewOffset, vecLookersOffset, ignore_monsters, ignore_glass, ENT(pev), &tr); // if this node will block the threat's line of sight to me... if (tr.flFraction != 1.0) { // ..and is also closer to me than the threat, or the same distance from myself and the threat the node is good. if ((iMyNode == iThreatNode) || WorldGraph.PathLength(iMyNode, nodeNumber, iMyHullIndex, m_afCapability) <= WorldGraph.PathLength(iThreatNode, nodeNumber, iMyHullIndex, m_afCapability)) { if (FValidateCover(node.m_vecOrigin) && MoveToLocation(ACT_RUN, 0, node.m_vecOrigin)) { /* MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_SHOWLINE); WRITE_COORD( node.m_vecOrigin.x ); WRITE_COORD( node.m_vecOrigin.y ); WRITE_COORD( node.m_vecOrigin.z ); WRITE_COORD( vecLookersOffset.x ); WRITE_COORD( vecLookersOffset.y ); WRITE_COORD( vecLookersOffset.z ); MESSAGE_END(); */ return true; } } } } } return false; } //========================================================= // BuildNearestRoute - tries to build a route as close to the target // as possible, even if there isn't a path to the final point. // // If supplied, search will return a node at least as far // away as MinDist from vecThreat, but no farther than MaxDist. // if MaxDist isn't supplied, it defaults to a reasonable // value //========================================================= bool CBaseMonster::BuildNearestRoute(Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist) { int i; int iMyHullIndex; int iMyNode; float flDist; Vector vecLookersOffset; TraceResult tr; if (0 == flMaxDist) { // user didn't supply a MaxDist, so work up a crazy one. flMaxDist = 784; } if (flMinDist > 0.5 * flMaxDist) { #if _DEBUG ALERT(at_console, "FindCover MinDist (%.0f) too close to MaxDist (%.0f)\n", flMinDist, flMaxDist); #endif flMinDist = 0.5 * flMaxDist; } if (0 == WorldGraph.m_fGraphPresent || 0 == WorldGraph.m_fGraphPointersSet) { ALERT(at_aiconsole, "Graph not ready for BuildNearestRoute!\n"); return false; } iMyNode = WorldGraph.FindNearestNode(pev->origin, this); iMyHullIndex = WorldGraph.HullIndex(this); if (iMyNode == NO_NODE) { ALERT(at_aiconsole, "BuildNearestRoute() - %s has no nearest node!\n", STRING(pev->classname)); return false; } vecLookersOffset = vecThreat + vecViewOffset; // calculate location of enemy's eyes // we'll do a rough sample to find nodes that are relatively nearby for (i = 0; i < WorldGraph.m_cNodes; i++) { int nodeNumber = (i + WorldGraph.m_iLastCoverSearch) % WorldGraph.m_cNodes; CNode& node = WorldGraph.Node(nodeNumber); WorldGraph.m_iLastCoverSearch = nodeNumber + 1; // next monster that searches for cover node will start where we left off here. // can I get there? if (WorldGraph.NextNodeInRoute(iMyNode, nodeNumber, iMyHullIndex, 0) != iMyNode) { flDist = (vecThreat - node.m_vecOrigin).Length(); // is it close? if (flDist > flMinDist && flDist < flMaxDist) { // can I see where I want to be from there? UTIL_TraceLine(node.m_vecOrigin + pev->view_ofs, vecLookersOffset, ignore_monsters, edict(), &tr); if (tr.flFraction == 1.0) { // try to actually get there if (BuildRoute(node.m_vecOrigin, bits_MF_TO_LOCATION, NULL)) { flMaxDist = flDist; m_vecMoveGoal = node.m_vecOrigin; return true; // UNDONE: keep looking for something closer! } } } } } return false; } //========================================================= // BestVisibleEnemy - this functions searches the link // list whose head is the caller's m_pLink field, and returns // a pointer to the enemy entity in that list that is nearest the // caller. // // !!!UNDONE - currently, this only returns the closest enemy. // we'll want to consider distance, relationship, attack types, back turned, etc. //========================================================= CBaseEntity* CBaseMonster::BestVisibleEnemy() { CBaseEntity* pReturn; CBaseEntity* pNextEnt; int iNearest; int iDist; int iBestRelationship; iNearest = 8192; // so first visible entity will become the closest. pNextEnt = m_pLink; pReturn = NULL; iBestRelationship = R_NO; while (pNextEnt != NULL) { if (pNextEnt->IsAlive()) { if (IRelationship(pNextEnt) > iBestRelationship) { // this entity is disliked MORE than the entity that we // currently think is the best visible enemy. No need to do // a distance check, just get mad at this one for now. iBestRelationship = IRelationship(pNextEnt); iNearest = (pNextEnt->pev->origin - pev->origin).Length(); pReturn = pNextEnt; } else if (IRelationship(pNextEnt) == iBestRelationship) { // this entity is disliked just as much as the entity that // we currently think is the best visible enemy, so we only // get mad at it if it is closer. iDist = (pNextEnt->pev->origin - pev->origin).Length(); if (iDist <= iNearest) { iNearest = iDist; iBestRelationship = IRelationship(pNextEnt); pReturn = pNextEnt; } } } pNextEnt = pNextEnt->m_pLink; } return pReturn; } //========================================================= // MakeIdealYaw - gets a yaw value for the caller that would // face the supplied vector. Value is stuffed into the monster's // ideal_yaw //========================================================= void CBaseMonster::MakeIdealYaw(Vector vecTarget) { Vector vecProjection; // strafing monster needs to face 90 degrees away from its goal if (m_movementActivity == ACT_STRAFE_LEFT) { vecProjection.x = -vecTarget.y; vecProjection.y = vecTarget.x; pev->ideal_yaw = UTIL_VecToYaw(vecProjection - pev->origin); } else if (m_movementActivity == ACT_STRAFE_RIGHT) { vecProjection.x = vecTarget.y; vecProjection.y = vecTarget.x; pev->ideal_yaw = UTIL_VecToYaw(vecProjection - pev->origin); } else { pev->ideal_yaw = UTIL_VecToYaw(vecTarget - pev->origin); } } //========================================================= // FlYawDiff - returns the difference ( in degrees ) between // monster's current yaw and ideal_yaw // // Positive result is left turn, negative is right turn //========================================================= float CBaseMonster::FlYawDiff() { float flCurrentYaw; flCurrentYaw = UTIL_AngleMod(pev->angles.y); if (flCurrentYaw == pev->ideal_yaw) { return 0; } return UTIL_AngleDiff(pev->ideal_yaw, flCurrentYaw); } //========================================================= // Changeyaw - turns a monster towards its ideal_yaw //========================================================= float CBaseMonster::ChangeYaw(int yawSpeed) { float ideal, current, move, speed; current = UTIL_AngleMod(pev->angles.y); ideal = pev->ideal_yaw; if (current != ideal) { if (m_flLastYawTime == 0.0f) { m_flLastYawTime = gpGlobals->time - gpGlobals->frametime; } float delta = gpGlobals->time - m_flLastYawTime; m_flLastYawTime = gpGlobals->time; // Clamp delta like the engine does with frametime if (delta > 0.25) delta = 0.25; speed = (float)yawSpeed * delta * 2; move = ideal - current; if (ideal > current) { if (move >= 180) move = move - 360; } else { if (move <= -180) move = move + 360; } if (move > 0) { // turning to the monster's left if (move > speed) move = speed; } else { // turning to the monster's right if (move < -speed) move = -speed; } pev->angles.y = UTIL_AngleMod(current + move); // turn head in desired direction only if they have a turnable head if ((m_afCapability & bits_CAP_TURN_HEAD) != 0) { float yaw = pev->ideal_yaw - pev->angles.y; if (yaw > 180) yaw -= 360; if (yaw < -180) yaw += 360; // yaw *= 0.8; SetBoneController(0, yaw); } } else move = 0; return move; } //========================================================= // VecToYaw - turns a directional vector into a yaw value // that points down that vector. //========================================================= float CBaseMonster::VecToYaw(Vector vecDir) { if (vecDir.x == 0 && vecDir.y == 0 && vecDir.z == 0) return pev->angles.y; return UTIL_VecToYaw(vecDir); } //========================================================= // SetEyePosition // // queries the monster's model for $eyeposition and copies // that vector to the monster's view_ofs // //========================================================= void CBaseMonster::SetEyePosition() { Vector vecEyePosition; void* pmodel = GET_MODEL_PTR(ENT(pev)); GetEyePosition(pmodel, vecEyePosition); pev->view_ofs = vecEyePosition; if (pev->view_ofs == g_vecZero) { ALERT(at_aiconsole, "%s has no view_ofs!\n", STRING(pev->classname)); } } void CBaseMonster::HandleAnimEvent(MonsterEvent_t* pEvent) { switch (pEvent->event) { case SCRIPT_EVENT_DEAD: if (m_MonsterState == MONSTERSTATE_SCRIPT) { pev->deadflag = DEAD_DYING; // Kill me now! (and fade out when CineCleanup() is called) #if _DEBUG ALERT(at_aiconsole, "Death event: %s\n", STRING(pev->classname)); #endif pev->health = 0; } #if _DEBUG else ALERT(at_aiconsole, "INVALID death event:%s\n", STRING(pev->classname)); #endif break; case SCRIPT_EVENT_NOT_DEAD: if (m_MonsterState == MONSTERSTATE_SCRIPT) { pev->deadflag = DEAD_NO; // This is for life/death sequences where the player can determine whether a character is dead or alive after the script pev->health = pev->max_health; } break; case SCRIPT_EVENT_SOUND: // Play a named wave file EMIT_SOUND(edict(), CHAN_BODY, pEvent->options, 1.0, ATTN_IDLE); break; case SCRIPT_EVENT_SOUND_VOICE: EMIT_SOUND(edict(), CHAN_VOICE, pEvent->options, 1.0, ATTN_IDLE); break; case SCRIPT_EVENT_SENTENCE_RND1: // Play a named sentence group 33% of the time if (RANDOM_LONG(0, 2) == 0) break; [[fallthrough]]; case SCRIPT_EVENT_SENTENCE: // Play a named sentence group SENTENCEG_PlayRndSz(edict(), pEvent->options, 1.0, ATTN_IDLE, 0, 100); break; case SCRIPT_EVENT_FIREEVENT: // Fire a trigger FireTargets(pEvent->options, this, this, USE_TOGGLE, 0); break; case SCRIPT_EVENT_NOINTERRUPT: // Can't be interrupted from now on if (m_pCine) m_pCine->AllowInterrupt(false); break; case SCRIPT_EVENT_CANINTERRUPT: // OK to interrupt now if (m_pCine) m_pCine->AllowInterrupt(true); break; #if 0 case SCRIPT_EVENT_INAIR: // Don't DROP_TO_FLOOR() case SCRIPT_EVENT_ENDANIMATION: // Set ending animation sequence to break; #endif case MONSTER_EVENT_BODYDROP_HEAVY: if ((pev->flags & FL_ONGROUND) != 0) { if (RANDOM_LONG(0, 1) == 0) { EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "common/bodydrop3.wav", 1, ATTN_NORM, 0, 90); } else { EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "common/bodydrop4.wav", 1, ATTN_NORM, 0, 90); } } break; case MONSTER_EVENT_BODYDROP_LIGHT: if ((pev->flags & FL_ONGROUND) != 0) { if (RANDOM_LONG(0, 1) == 0) { EMIT_SOUND(ENT(pev), CHAN_BODY, "common/bodydrop3.wav", 1, ATTN_NORM); } else { EMIT_SOUND(ENT(pev), CHAN_BODY, "common/bodydrop4.wav", 1, ATTN_NORM); } } break; case MONSTER_EVENT_SWISHSOUND: { // NO MONSTER may use this anim event unless that monster's precache precaches this sound!!! EMIT_SOUND(ENT(pev), CHAN_BODY, "zombie/claw_miss2.wav", 1, ATTN_NORM); break; } default: ALERT(at_aiconsole, "Unhandled animation event %d for %s\n", pEvent->event, STRING(pev->classname)); break; } } // Combat Vector CBaseMonster::GetGunPosition() { UTIL_MakeVectors(pev->angles); // Vector vecSrc = pev->origin + gpGlobals->v_forward * 10; //vecSrc.z = pevShooter->absmin.z + pevShooter->size.z * 0.7; //vecSrc.z = pev->origin.z + (pev->view_ofs.z - 4); Vector vecSrc = pev->origin + gpGlobals->v_forward * m_HackedGunPos.y + gpGlobals->v_right * m_HackedGunPos.x + gpGlobals->v_up * m_HackedGunPos.z; return vecSrc; } //========================================================= // NODE GRAPH //========================================================= //========================================================= // FGetNodeRoute - tries to build an entire node path from // the callers origin to the passed vector. If this is // possible, ROUTE_SIZE waypoints will be copied into the // callers m_Route. true is returned if the operation // succeeds (path is valid) or false if failed (no path // exists ) //========================================================= bool CBaseMonster::FGetNodeRoute(Vector vecDest) { int iPath[MAX_PATH_SIZE]; int iSrcNode, iDestNode; int iResult; int i; int iNumToCopy; iSrcNode = WorldGraph.FindNearestNode(pev->origin, this); iDestNode = WorldGraph.FindNearestNode(vecDest, this); if (iSrcNode == -1) { // no node nearest self // ALERT ( at_aiconsole, "FGetNodeRoute: No valid node near self!\n" ); return false; } else if (iDestNode == -1) { // no node nearest target // ALERT ( at_aiconsole, "FGetNodeRoute: No valid node near target!\n" ); return false; } // valid src and dest nodes were found, so it's safe to proceed with // find shortest path int iNodeHull = WorldGraph.HullIndex(this); // make this a monster virtual function iResult = WorldGraph.FindShortestPath(iPath, iSrcNode, iDestNode, iNodeHull, m_afCapability); if (0 == iResult) { #if 1 ALERT(at_aiconsole, "No Path from %d to %d!\n", iSrcNode, iDestNode); return false; #else bool bRoutingSave = WorldGraph.m_fRoutingComplete; WorldGraph.m_fRoutingComplete = false; iResult = WorldGraph.FindShortestPath(iPath, iSrcNode, iDestNode, iNodeHull, m_afCapability); WorldGraph.m_fRoutingComplete = bRoutingSave; if (0 == iResult) { ALERT(at_aiconsole, "No Path from %d to %d!\n", iSrcNode, iDestNode); return false; } else { ALERT(at_aiconsole, "Routing is inconsistent!"); } #endif } // there's a valid path within iPath now, so now we will fill the route array // up with as many of the waypoints as it will hold. // don't copy ROUTE_SIZE entries if the path returned is shorter // than ROUTE_SIZE!!! if (iResult < ROUTE_SIZE) { iNumToCopy = iResult; } else { iNumToCopy = ROUTE_SIZE; } for (i = 0; i < iNumToCopy; i++) { m_Route[i].vecLocation = WorldGraph.m_pNodes[iPath[i]].m_vecOrigin; m_Route[i].iType = bits_MF_TO_NODE; } if (iNumToCopy < ROUTE_SIZE) { m_Route[iNumToCopy].vecLocation = vecDest; m_Route[iNumToCopy].iType |= bits_MF_IS_GOAL; } return true; } //========================================================= // FindHintNode //========================================================= int CBaseMonster::FindHintNode() { int i; TraceResult tr; if (0 == WorldGraph.m_fGraphPresent) { ALERT(at_aiconsole, "find_hintnode: graph not ready!\n"); return NO_NODE; } if (WorldGraph.m_iLastActiveIdleSearch >= WorldGraph.m_cNodes) { WorldGraph.m_iLastActiveIdleSearch = 0; } for (i = 0; i < WorldGraph.m_cNodes; i++) { int nodeNumber = (i + WorldGraph.m_iLastActiveIdleSearch) % WorldGraph.m_cNodes; CNode& node = WorldGraph.Node(nodeNumber); if (0 != node.m_sHintType) { // this node has a hint. Take it if it is visible, the monster likes it, and the monster has an animation to match the hint's activity. if (FValidateHintType(node.m_sHintType)) { if (0 == node.m_sHintActivity || LookupActivity(node.m_sHintActivity) != ACTIVITY_NOT_AVAILABLE) { UTIL_TraceLine(pev->origin + pev->view_ofs, node.m_vecOrigin + pev->view_ofs, ignore_monsters, ENT(pev), &tr); if (tr.flFraction == 1.0) { WorldGraph.m_iLastActiveIdleSearch = nodeNumber + 1; // next monster that searches for hint nodes will start where we left off. return nodeNumber; // take it! } } } } } WorldGraph.m_iLastActiveIdleSearch = 0; // start at the top of the list for the next search. return NO_NODE; } void CBaseMonster::ReportAIState() { ALERT_TYPE level = at_console; static const char* pStateNames[] = {"None", "Idle", "Combat", "Alert", "Hunt", "Prone", "Scripted", "PlayDead", "Dead"}; ALERT(level, "%s: ", STRING(pev->classname)); if ((int)m_MonsterState < ARRAYSIZE(pStateNames)) ALERT(level, "State: %s, ", pStateNames[m_MonsterState]); int i = 0; while (activity_map[i].type != 0) { if (activity_map[i].type == (int)m_Activity) { ALERT(level, "Activity %s, ", activity_map[i].name); break; } i++; } if (m_pSchedule) { const char* pName = NULL; pName = m_pSchedule->pName; if (!pName) pName = "Unknown"; ALERT(level, "Schedule %s, ", pName); Task_t* pTask = GetTask(); if (pTask) ALERT(level, "Task %d (#%d), ", pTask->iTask, m_iScheduleIndex); } else ALERT(level, "No Schedule, "); if (m_hEnemy != NULL) ALERT(level, "\nEnemy is %s", STRING(m_hEnemy->pev->classname)); else ALERT(level, "No enemy"); if (IsMoving()) { ALERT(level, " Moving "); if (m_flMoveWaitFinished > gpGlobals->time) ALERT(level, ": Stopped for %.2f. ", m_flMoveWaitFinished - gpGlobals->time); else if (m_IdealActivity == GetStoppedActivity()) ALERT(level, ": In stopped anim. "); } CSquadMonster* pSquadMonster = MySquadMonsterPointer(); if (pSquadMonster) { if (!pSquadMonster->InSquad()) { ALERT(level, "not "); } ALERT(level, "In Squad, "); if (!pSquadMonster->IsLeader()) { ALERT(level, "not "); } ALERT(level, "Leader."); } ALERT(level, "\n"); ALERT(level, "Yaw speed:%3.1f,Health: %3.1f\n", pev->yaw_speed, pev->health); if ((pev->spawnflags & SF_MONSTER_PRISONER) != 0) ALERT(level, " PRISONER! "); if ((pev->spawnflags & SF_MONSTER_PREDISASTER) != 0) ALERT(level, " Pre-Disaster! "); ALERT(level, "\n"); } //========================================================= // KeyValue // // !!! netname entvar field is used in squadmonster for groupname!!! //========================================================= bool CBaseMonster::KeyValue(KeyValueData* pkvd) { if (FStrEq(pkvd->szKeyName, "TriggerTarget")) { m_iszTriggerTarget = ALLOC_STRING(pkvd->szValue); return true; } else if (FStrEq(pkvd->szKeyName, "TriggerCondition")) { m_iTriggerCondition = atoi(pkvd->szValue); return true; } else if (FStrEq(pkvd->szKeyName, "allow_item_dropping")) { m_AllowItemDropping = atoi(pkvd->szValue) != 0; } return CBaseToggle::KeyValue(pkvd); } //========================================================= // FCheckAITrigger - checks the monster's AI Trigger Conditions, // if there is a condition, then checks to see if condition is // met. If yes, the monster's TriggerTarget is fired. // // Returns true if the target is fired. //========================================================= bool CBaseMonster::FCheckAITrigger() { bool fFireTarget; if (m_iTriggerCondition == AITRIGGER_NONE) { // no conditions, so this trigger is never fired. return false; } fFireTarget = false; switch (m_iTriggerCondition) { case AITRIGGER_SEEPLAYER_ANGRY_AT_PLAYER: if (m_hEnemy != NULL && m_hEnemy->IsPlayer() && HasConditions(bits_COND_SEE_ENEMY)) { fFireTarget = true; } break; case AITRIGGER_SEEPLAYER_UNCONDITIONAL: if (HasConditions(bits_COND_SEE_CLIENT)) { fFireTarget = true; } break; case AITRIGGER_SEEPLAYER_NOT_IN_COMBAT: if (HasConditions(bits_COND_SEE_CLIENT) && m_MonsterState != MONSTERSTATE_COMBAT && m_MonsterState != MONSTERSTATE_PRONE && m_MonsterState != MONSTERSTATE_SCRIPT) { fFireTarget = true; } break; case AITRIGGER_TAKEDAMAGE: if ((m_afConditions & (bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE)) != 0) { fFireTarget = true; } break; case AITRIGGER_DEATH: if (pev->deadflag != DEAD_NO) { fFireTarget = true; } break; case AITRIGGER_HALFHEALTH: if (IsAlive() && pev->health <= (pev->max_health / 2)) { fFireTarget = true; } break; /* // !!!UNDONE - no persistant game state that allows us to track these two. case AITRIGGER_SQUADMEMBERDIE: break; case AITRIGGER_SQUADLEADERDIE: break; */ case AITRIGGER_HEARWORLD: if ((m_afConditions & bits_COND_HEAR_SOUND) != 0 && (m_afSoundTypes & bits_SOUND_WORLD) != 0) { fFireTarget = true; } break; case AITRIGGER_HEARPLAYER: if ((m_afConditions & bits_COND_HEAR_SOUND) != 0 && (m_afSoundTypes & bits_SOUND_PLAYER) != 0) { fFireTarget = true; } break; case AITRIGGER_HEARCOMBAT: if ((m_afConditions & bits_COND_HEAR_SOUND) != 0 && (m_afSoundTypes & bits_SOUND_COMBAT) != 0) { fFireTarget = true; } break; } if (fFireTarget) { // fire the target, then set the trigger conditions to NONE so we don't fire again ALERT(at_aiconsole, "AI Trigger Fire Target\n"); FireTargets(STRING(m_iszTriggerTarget), this, this, USE_TOGGLE, 0); m_iTriggerCondition = AITRIGGER_NONE; return true; } return false; } //========================================================= // CanPlaySequence - determines whether or not the monster // can play the scripted sequence or AI sequence that is // trying to possess it. If DisregardState is set, the monster // will be sucked into the script no matter what state it is // in. ONLY Scripted AI ents should allow this. //========================================================= bool CBaseMonster::CanPlaySequence(bool fDisregardMonsterState, int interruptLevel) { if (m_pCine || !IsAlive() || m_MonsterState == MONSTERSTATE_PRONE) { // monster is already running a scripted sequence or dead! return false; } if (fDisregardMonsterState) { // ok to go, no matter what the monster state. (scripted AI) return true; } if (m_MonsterState == MONSTERSTATE_NONE || m_MonsterState == MONSTERSTATE_IDLE || m_IdealMonsterState == MONSTERSTATE_IDLE) { // ok to go, but only in these states return true; } if (m_MonsterState == MONSTERSTATE_ALERT && interruptLevel >= SS_INTERRUPT_BY_NAME) return true; // unknown situation return false; } //========================================================= // FindLateralCover - attempts to locate a spot in the world // directly to the left or right of the caller that will // conceal them from view of pSightEnt //========================================================= #define COVER_CHECKS 5 // how many checks are made #define COVER_DELTA 48 // distance between checks bool CBaseMonster::FindLateralCover(const Vector& vecThreat, const Vector& vecViewOffset) { TraceResult tr; Vector vecBestOnLeft; Vector vecBestOnRight; Vector vecLeftTest; Vector vecRightTest; Vector vecStepRight; int i; UTIL_MakeVectors(pev->angles); vecStepRight = gpGlobals->v_right * COVER_DELTA; vecStepRight.z = 0; vecLeftTest = vecRightTest = pev->origin; for (i = 0; i < COVER_CHECKS; i++) { vecLeftTest = vecLeftTest - vecStepRight; vecRightTest = vecRightTest + vecStepRight; // it's faster to check the SightEnt's visibility to the potential spot than to check the local move, so we do that first. UTIL_TraceLine(vecThreat + vecViewOffset, vecLeftTest + pev->view_ofs, ignore_monsters, ignore_glass, ENT(pev) /*pentIgnore*/, &tr); if (tr.flFraction != 1.0) { if (FValidateCover(vecLeftTest) && CheckLocalMove(pev->origin, vecLeftTest, NULL, NULL) == LOCALMOVE_VALID) { if (MoveToLocation(ACT_RUN, 0, vecLeftTest)) { return true; } } } // it's faster to check the SightEnt's visibility to the potential spot than to check the local move, so we do that first. UTIL_TraceLine(vecThreat + vecViewOffset, vecRightTest + pev->view_ofs, ignore_monsters, ignore_glass, ENT(pev) /*pentIgnore*/, &tr); if (tr.flFraction != 1.0) { if (FValidateCover(vecRightTest) && CheckLocalMove(pev->origin, vecRightTest, NULL, NULL) == LOCALMOVE_VALID) { if (MoveToLocation(ACT_RUN, 0, vecRightTest)) { return true; } } } } return false; } Vector CBaseMonster::ShootAtEnemy(const Vector& shootOrigin) { CBaseEntity* pEnemy = m_hEnemy; if (pEnemy) { return ((pEnemy->BodyTarget(shootOrigin) - pEnemy->pev->origin) + m_vecEnemyLKP - shootOrigin).Normalize(); } else return gpGlobals->v_forward; } //========================================================= // FacingIdeal - tells us if a monster is facing its ideal // yaw. Created this function because many spots in the // code were checking the yawdiff against this magic // number. Nicer to have it in one place if we're gonna // be stuck with it. //========================================================= bool CBaseMonster::FacingIdeal() { if (fabs(FlYawDiff()) <= 0.006) //!!!BUGBUG - no magic numbers!!! { return true; } return false; } //========================================================= // FCanActiveIdle //========================================================= bool CBaseMonster::FCanActiveIdle() { /* if ( m_MonsterState == MONSTERSTATE_IDLE && m_IdealMonsterState == MONSTERSTATE_IDLE && !IsMoving() ) { return true; } */ return false; } void CBaseMonster::CorpseFallThink() { if ((pev->flags & FL_ONGROUND) != 0) { SetThink(NULL); SetSequenceBox(); UTIL_SetOrigin(pev, pev->origin); // link into world. } else pev->nextthink = gpGlobals->time + 0.1; } // Call after animation/pose is set up void CBaseMonster::MonsterInitDead() { InitBoneControllers(); pev->solid = SOLID_BBOX; pev->movetype = MOVETYPE_TOSS; // so he'll fall to ground pev->frame = 0; ResetSequenceInfo(); pev->framerate = 0; // Copy health pev->max_health = pev->health; pev->deadflag = DEAD_DEAD; UTIL_SetSize(pev, g_vecZero, g_vecZero); UTIL_SetOrigin(pev, pev->origin); // Setup health counters, etc. BecomeDead(); SetThink(&CBaseMonster::CorpseFallThink); pev->nextthink = gpGlobals->time + 0.5; } //========================================================= // BBoxIsFlat - check to see if the monster's bounding box // is lying flat on a surface (traces from all four corners // are same length.) //========================================================= bool CBaseMonster::BBoxFlat() { TraceResult tr; Vector vecPoint; float flXSize, flYSize; float flLength; float flLength2; flXSize = pev->size.x / 2; flYSize = pev->size.y / 2; vecPoint.x = pev->origin.x + flXSize; vecPoint.y = pev->origin.y + flYSize; vecPoint.z = pev->origin.z; UTIL_TraceLine(vecPoint, vecPoint - Vector(0, 0, 100), ignore_monsters, ENT(pev), &tr); flLength = (vecPoint - tr.vecEndPos).Length(); vecPoint.x = pev->origin.x - flXSize; vecPoint.y = pev->origin.y - flYSize; UTIL_TraceLine(vecPoint, vecPoint - Vector(0, 0, 100), ignore_monsters, ENT(pev), &tr); flLength2 = (vecPoint - tr.vecEndPos).Length(); if (flLength2 > flLength) { return false; } flLength = flLength2; vecPoint.x = pev->origin.x - flXSize; vecPoint.y = pev->origin.y + flYSize; UTIL_TraceLine(vecPoint, vecPoint - Vector(0, 0, 100), ignore_monsters, ENT(pev), &tr); flLength2 = (vecPoint - tr.vecEndPos).Length(); if (flLength2 > flLength) { return false; } flLength = flLength2; vecPoint.x = pev->origin.x + flXSize; vecPoint.y = pev->origin.y - flYSize; UTIL_TraceLine(vecPoint, vecPoint - Vector(0, 0, 100), ignore_monsters, ENT(pev), &tr); flLength2 = (vecPoint - tr.vecEndPos).Length(); if (flLength2 > flLength) { return false; } flLength = flLength2; return true; } //========================================================= // Get Enemy - tries to find the best suitable enemy for the monster. //========================================================= bool CBaseMonster::GetEnemy() { CBaseEntity* pNewEnemy; if (HasConditions(bits_COND_SEE_HATE | bits_COND_SEE_DISLIKE | bits_COND_SEE_NEMESIS)) { pNewEnemy = BestVisibleEnemy(); if (pNewEnemy != m_hEnemy && pNewEnemy != NULL) { // DO NOT mess with the monster's m_hEnemy pointer unless the schedule the monster is currently running will be interrupted // by COND_NEW_ENEMY. This will eliminate the problem of monsters getting a new enemy while they are in a schedule that doesn't care, // and then not realizing it by the time they get to a schedule that does. I don't feel this is a good permanent fix. if (m_pSchedule) { if ((m_pSchedule->iInterruptMask & bits_COND_NEW_ENEMY) != 0) { PushEnemy(m_hEnemy, m_vecEnemyLKP); SetConditions(bits_COND_NEW_ENEMY); m_hEnemy = pNewEnemy; m_vecEnemyLKP = m_hEnemy->pev->origin; } // if the new enemy has an owner, take that one as well if (pNewEnemy->pev->owner != NULL) { CBaseEntity* pOwner = GetMonsterPointer(pNewEnemy->pev->owner); if (pOwner && (pOwner->pev->flags & FL_MONSTER) != 0 && IRelationship(pOwner) != R_NO) PushEnemy(pOwner, m_vecEnemyLKP); } } } } // remember old enemies if (m_hEnemy == NULL && PopEnemy()) { if (m_pSchedule) { if ((m_pSchedule->iInterruptMask & bits_COND_NEW_ENEMY) != 0) { SetConditions(bits_COND_NEW_ENEMY); } } } if (m_hEnemy != NULL) { // monster has an enemy. return true; } return false; // monster has no enemy } //========================================================= // DropItem - dead monster drops named item //========================================================= CBaseEntity* CBaseMonster::DropItem(const char* pszItemName, const Vector& vecPos, const Vector& vecAng) { if (!pszItemName) { ALERT(at_console, "DropItem() - No item name!\n"); return nullptr; } if (!m_AllowItemDropping) { return nullptr; } CBaseEntity* pItem = CBaseEntity::Create(pszItemName, vecPos, vecAng, edict()); if (pItem) { // do we want this behavior to be default?! (sjb) pItem->pev->velocity = pev->velocity; pItem->pev->avelocity = Vector(0, RANDOM_FLOAT(0, 100), 0); return pItem; } else { ALERT(at_console, "DropItem() - Didn't create!\n"); return nullptr; } } bool CBaseMonster::ShouldFadeOnDeath() { // if flagged to fade out or I have an owner (I came from a monster spawner) if ((pev->spawnflags & SF_MONSTER_FADECORPSE) != 0 || !FNullEnt(pev->owner)) return true; return false; }