/*** * * 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. * ****/ //========================================================= // cockroach //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" #include "soundent.h" #include "decals.h" #define ROACH_IDLE 0 #define ROACH_BORED 1 #define ROACH_SCARED_BY_ENT 2 #define ROACH_SCARED_BY_LIGHT 3 #define ROACH_SMELL_FOOD 4 #define ROACH_EAT 5 //========================================================= // Monster's Anim Events Go Here //========================================================= class CRoach : public CBaseMonster { public: void Spawn() override; void Precache() override; void SetYawSpeed() override; void EXPORT MonsterThink() override; void Move(float flInterval) override; void PickNewDest(int iCondition); void EXPORT Touch(CBaseEntity* pOther) override; void Killed(entvars_t* pevAttacker, int iGib) override; float m_flLastLightLevel; float m_flNextSmellTime; int Classify() override; void Look(int iDistance) override; int ISoundMask() override; // UNDONE: These don't necessarily need to be save/restored, but if we add more data, it may bool m_fLightHacked; int m_iMode; // ----------------------------- }; LINK_ENTITY_TO_CLASS(monster_cockroach, CRoach); //========================================================= // 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 CRoach::ISoundMask() { return bits_SOUND_CARCASS | bits_SOUND_MEAT; } //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CRoach::Classify() { return CLASS_INSECT; } //========================================================= // Touch //========================================================= void CRoach::Touch(CBaseEntity* pOther) { Vector vecSpot; TraceResult tr; if (pOther->pev->velocity == g_vecZero || !pOther->IsPlayer()) { return; } vecSpot = pev->origin + Vector(0, 0, 8); //move up a bit, and trace down. UTIL_TraceLine(vecSpot, vecSpot + Vector(0, 0, -24), ignore_monsters, ENT(pev), &tr); // This isn't really blood. So you don't have to screen it out based on violence levels (UTIL_ShouldShowBlood()) UTIL_DecalTrace(&tr, DECAL_YBLOOD1 + RANDOM_LONG(0, 5)); TakeDamage(pOther->pev, pOther->pev, pev->health, DMG_CRUSH); } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CRoach::SetYawSpeed() { int ys; ys = 120; pev->yaw_speed = ys; } //========================================================= // Spawn //========================================================= void CRoach::Spawn() { Precache(); SET_MODEL(ENT(pev), "models/roach.mdl"); UTIL_SetSize(pev, Vector(-1, -1, 0), Vector(1, 1, 2)); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_YELLOW; pev->effects = 0; pev->health = 1; m_flFieldOfView = 0.5; // indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; MonsterInit(); SetActivity(ACT_IDLE); pev->view_ofs = Vector(0, 0, 1); // position of the eyes relative to monster's origin. pev->takedamage = DAMAGE_YES; m_fLightHacked = false; m_flLastLightLevel = -1; m_iMode = ROACH_IDLE; m_flNextSmellTime = gpGlobals->time; } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CRoach::Precache() { PRECACHE_MODEL("models/roach.mdl"); PRECACHE_SOUND("roach/rch_die.wav"); PRECACHE_SOUND("roach/rch_walk.wav"); PRECACHE_SOUND("roach/rch_smash.wav"); } //========================================================= // Killed. //========================================================= void CRoach::Killed(entvars_t* pevAttacker, int iGib) { pev->solid = SOLID_NOT; //random sound if (RANDOM_LONG(0, 4) == 1) { EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "roach/rch_die.wav", 0.8, ATTN_NORM, 0, 80 + RANDOM_LONG(0, 39)); } else { EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "roach/rch_smash.wav", 0.7, ATTN_NORM, 0, 80 + RANDOM_LONG(0, 39)); } CSoundEnt::InsertSound(bits_SOUND_WORLD, pev->origin, 128, 1); CBaseEntity* pOwner = CBaseEntity::Instance(pev->owner); if (pOwner) { pOwner->DeathNotice(pev); } UTIL_Remove(this); } //========================================================= // MonsterThink, overridden for roaches. //========================================================= void CRoach::MonsterThink() { if (FNullEnt(FIND_CLIENT_IN_PVS(edict()))) pev->nextthink = gpGlobals->time + RANDOM_FLOAT(1, 1.5); else pev->nextthink = gpGlobals->time + 0.1; // keep monster thinking float flInterval = StudioFrameAdvance(); // animate if (!m_fLightHacked) { // if light value hasn't been collection for the first time yet, // suspend the creature for a second so the world finishes spawning, then we'll collect the light level. pev->nextthink = gpGlobals->time + 1; m_fLightHacked = true; return; } else if (m_flLastLightLevel < 0) { // collect light level for the first time, now that all of the lightmaps in the roach's area have been calculated. m_flLastLightLevel = GETENTITYILLUM(ENT(pev)); } switch (m_iMode) { case ROACH_IDLE: case ROACH_EAT: { // if not moving, sample environment to see if anything scary is around. Do a radius search 'look' at random. if (RANDOM_LONG(0, 3) == 1) { Look(150); if (HasConditions(bits_COND_SEE_FEAR)) { // if see something scary //ALERT ( at_aiconsole, "Scared\n" ); Eat(30 + (RANDOM_LONG(0, 14))); // roach will ignore food for 30 to 45 seconds PickNewDest(ROACH_SCARED_BY_ENT); SetActivity(ACT_WALK); } else if (RANDOM_LONG(0, 149) == 1) { // if roach doesn't see anything, there's still a chance that it will move. (boredom) //ALERT ( at_aiconsole, "Bored\n" ); PickNewDest(ROACH_BORED); SetActivity(ACT_WALK); if (m_iMode == ROACH_EAT) { // roach will ignore food for 30 to 45 seconds if it got bored while eating. Eat(30 + (RANDOM_LONG(0, 14))); } } } // don't do this stuff if eating! if (m_iMode == ROACH_IDLE) { if (FShouldEat()) { Listen(); } if (GETENTITYILLUM(ENT(pev)) > m_flLastLightLevel) { // someone turned on lights! //ALERT ( at_console, "Lights!\n" ); PickNewDest(ROACH_SCARED_BY_LIGHT); SetActivity(ACT_WALK); } else if (HasConditions(bits_COND_SMELL_FOOD)) { CSound* pSound; pSound = CSoundEnt::SoundPointerForIndex(m_iAudibleList); // roach smells food and is just standing around. Go to food unless food isn't on same z-plane. if (pSound && fabs(pSound->m_vecOrigin.z - pev->origin.z) <= 3) { PickNewDest(ROACH_SMELL_FOOD); SetActivity(ACT_WALK); } } } break; } case ROACH_SCARED_BY_LIGHT: { // if roach was scared by light, then stop if we're over a spot at least as dark as where we started! if (GETENTITYILLUM(ENT(pev)) <= m_flLastLightLevel) { SetActivity(ACT_IDLE); m_flLastLightLevel = GETENTITYILLUM(ENT(pev)); // make this our new light level. } break; } } if (m_flGroundSpeed != 0) { Move(flInterval); } } //========================================================= // Picks a new spot for roach to run to.( //========================================================= void CRoach::PickNewDest(int iCondition) { Vector vecNewDir; Vector vecDest; float flDist; m_iMode = iCondition; if (m_iMode == ROACH_SMELL_FOOD) { // find the food and go there. CSound* pSound; pSound = CSoundEnt::SoundPointerForIndex(m_iAudibleList); if (pSound) { m_Route[0].vecLocation.x = pSound->m_vecOrigin.x + (3 - RANDOM_LONG(0, 5)); m_Route[0].vecLocation.y = pSound->m_vecOrigin.y + (3 - RANDOM_LONG(0, 5)); m_Route[0].vecLocation.z = pSound->m_vecOrigin.z; m_Route[0].iType = bits_MF_TO_LOCATION; m_movementGoal = RouteClassify(m_Route[0].iType); return; } } do { // picks a random spot, requiring that it be at least 128 units away // else, the roach will pick a spot too close to itself and run in // circles. this is a hack but buys me time to work on the real monsters. vecNewDir.x = RANDOM_FLOAT(-1, 1); vecNewDir.y = RANDOM_FLOAT(-1, 1); flDist = 256 + (RANDOM_LONG(0, 255)); vecDest = pev->origin + vecNewDir * flDist; } while ((vecDest - pev->origin).Length2D() < 128); m_Route[0].vecLocation.x = vecDest.x; m_Route[0].vecLocation.y = vecDest.y; m_Route[0].vecLocation.z = pev->origin.z; m_Route[0].iType = bits_MF_TO_LOCATION; m_movementGoal = RouteClassify(m_Route[0].iType); if (RANDOM_LONG(0, 9) == 1) { // every once in a while, a roach will play a skitter sound when they decide to run EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "roach/rch_walk.wav", 1, ATTN_NORM, 0, 80 + RANDOM_LONG(0, 39)); } } //========================================================= // roach's move function //========================================================= void CRoach::Move(float flInterval) { float flWaypointDist; Vector vecApex; // local move to waypoint. flWaypointDist = (m_Route[m_iRouteIndex].vecLocation - pev->origin).Length2D(); MakeIdealYaw(m_Route[m_iRouteIndex].vecLocation); ChangeYaw(pev->yaw_speed); UTIL_MakeVectors(pev->angles); if (RANDOM_LONG(0, 7) == 1) { // randomly check for blocked path.(more random load balancing) if (!WALK_MOVE(ENT(pev), pev->ideal_yaw, 4, WALKMOVE_NORMAL)) { // stuck, so just pick a new spot to run off to PickNewDest(m_iMode); } } WALK_MOVE(ENT(pev), pev->ideal_yaw, m_flGroundSpeed * flInterval, WALKMOVE_NORMAL); // if the waypoint is closer than step size, then stop after next step (ok for roach to overshoot) if (flWaypointDist <= m_flGroundSpeed * flInterval) { // take truncated step and stop SetActivity(ACT_IDLE); m_flLastLightLevel = GETENTITYILLUM(ENT(pev)); // this is roach's new comfortable light level if (m_iMode == ROACH_SMELL_FOOD) { m_iMode = ROACH_EAT; } else { m_iMode = ROACH_IDLE; } } if (RANDOM_LONG(0, 149) == 1 && m_iMode != ROACH_SCARED_BY_LIGHT && m_iMode != ROACH_SMELL_FOOD) { // random skitter while moving as long as not on a b-line to get out of light or going to food PickNewDest(ROACH_IDLE); } } //========================================================= // Look - overriden for the roach, which can virtually see // 360 degrees. //========================================================= void CRoach::Look(int iDistance) { CBaseEntity* pSightEnt = NULL; // the current visible entity that we're dealing with CBaseEntity* pPreviousEnt; // the last entity added to the link list 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); // don't let monsters outside of the player's PVS act up, or most of the interesting // things will happen before the player gets there! if (FNullEnt(FIND_CLIENT_IN_PVS(edict()))) { return; } m_pLink = NULL; pPreviousEnt = this; // Does sphere also limit itself to PVS? // Examine all entities within a reasonable radius // !!!PERFORMANCE - let's trivially reject the ent list before radius searching! while ((pSightEnt = UTIL_FindEntityInSphere(pSightEnt, pev->origin, iDistance)) != NULL) { // only consider ents that can be damaged. !!!temporarily only considering other monsters and clients if (pSightEnt->IsPlayer() || FBitSet(pSightEnt->pev->flags, FL_MONSTER)) { if (/*FVisible( pSightEnt ) &&*/ !FBitSet(pSightEnt->pev->flags, FL_NOTARGET) && pSightEnt->pev->health > 0) { // NULL the Link pointer for each ent added to the link list. If other ents follow, the will overwrite // this value. If this ent happens to be the last, the list will be properly terminated. pPreviousEnt->m_pLink = pSightEnt; pSightEnt->m_pLink = NULL; pPreviousEnt = pSightEnt; // 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_FR: iSighted |= bits_COND_SEE_FEAR; break; case R_NO: break; default: ALERT(at_console, "%s can't asses %s\n", STRING(pev->classname), STRING(pSightEnt->pev->classname)); break; } } } } SetConditions(iSighted); } //========================================================= // AI Schedules Specific to this monster //=========================================================