459 lines
13 KiB
C++
459 lines
13 KiB
C++
/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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//=========================================================
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// cockroach
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//=========================================================
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "schedule.h"
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#include "soundent.h"
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#include "decals.h"
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#define ROACH_IDLE 0
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#define ROACH_BORED 1
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#define ROACH_SCARED_BY_ENT 2
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#define ROACH_SCARED_BY_LIGHT 3
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#define ROACH_SMELL_FOOD 4
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#define ROACH_EAT 5
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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class CRoach : public CBaseMonster
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{
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public:
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void Spawn() override;
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void Precache() override;
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void SetYawSpeed() override;
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void EXPORT MonsterThink() override;
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void Move(float flInterval) override;
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void PickNewDest(int iCondition);
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void EXPORT Touch(CBaseEntity* pOther) override;
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void Killed(entvars_t* pevAttacker, int iGib) override;
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float m_flLastLightLevel;
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float m_flNextSmellTime;
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int Classify() override;
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void Look(int iDistance) override;
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int ISoundMask() override;
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// UNDONE: These don't necessarily need to be save/restored, but if we add more data, it may
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bool m_fLightHacked;
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int m_iMode;
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// -----------------------------
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};
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LINK_ENTITY_TO_CLASS(monster_cockroach, CRoach);
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//=========================================================
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// ISoundMask - returns a bit mask indicating which types
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// of sounds this monster regards. In the base class implementation,
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// monsters care about all sounds, but no scents.
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//=========================================================
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int CRoach::ISoundMask()
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{
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return bits_SOUND_CARCASS | bits_SOUND_MEAT;
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}
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//=========================================================
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// Classify - indicates this monster's place in the
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// relationship table.
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//=========================================================
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int CRoach::Classify()
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{
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return CLASS_INSECT;
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}
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//=========================================================
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// Touch
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//=========================================================
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void CRoach::Touch(CBaseEntity* pOther)
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{
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Vector vecSpot;
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TraceResult tr;
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if (pOther->pev->velocity == g_vecZero || !pOther->IsPlayer())
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{
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return;
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}
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vecSpot = pev->origin + Vector(0, 0, 8); //move up a bit, and trace down.
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UTIL_TraceLine(vecSpot, vecSpot + Vector(0, 0, -24), ignore_monsters, ENT(pev), &tr);
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// This isn't really blood. So you don't have to screen it out based on violence levels (UTIL_ShouldShowBlood())
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UTIL_DecalTrace(&tr, DECAL_YBLOOD1 + RANDOM_LONG(0, 5));
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TakeDamage(pOther->pev, pOther->pev, pev->health, DMG_CRUSH);
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}
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//=========================================================
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// SetYawSpeed - allows each sequence to have a different
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// turn rate associated with it.
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//=========================================================
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void CRoach::SetYawSpeed()
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{
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int ys;
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ys = 120;
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pev->yaw_speed = ys;
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CRoach::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/roach.mdl");
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UTIL_SetSize(pev, Vector(-1, -1, 0), Vector(1, 1, 2));
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_YELLOW;
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pev->effects = 0;
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pev->health = 1;
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m_flFieldOfView = 0.5; // indicates the width of this monster's forward view cone ( as a dotproduct result )
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m_MonsterState = MONSTERSTATE_NONE;
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MonsterInit();
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SetActivity(ACT_IDLE);
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pev->view_ofs = Vector(0, 0, 1); // position of the eyes relative to monster's origin.
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pev->takedamage = DAMAGE_YES;
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m_fLightHacked = false;
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m_flLastLightLevel = -1;
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m_iMode = ROACH_IDLE;
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m_flNextSmellTime = gpGlobals->time;
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}
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//=========================================================
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// Precache - precaches all resources this monster needs
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//=========================================================
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void CRoach::Precache()
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{
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PRECACHE_MODEL("models/roach.mdl");
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PRECACHE_SOUND("roach/rch_die.wav");
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PRECACHE_SOUND("roach/rch_walk.wav");
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PRECACHE_SOUND("roach/rch_smash.wav");
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}
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//=========================================================
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// Killed.
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//=========================================================
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void CRoach::Killed(entvars_t* pevAttacker, int iGib)
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{
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pev->solid = SOLID_NOT;
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//random sound
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if (RANDOM_LONG(0, 4) == 1)
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{
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "roach/rch_die.wav", 0.8, ATTN_NORM, 0, 80 + RANDOM_LONG(0, 39));
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}
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else
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{
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EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "roach/rch_smash.wav", 0.7, ATTN_NORM, 0, 80 + RANDOM_LONG(0, 39));
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}
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CSoundEnt::InsertSound(bits_SOUND_WORLD, pev->origin, 128, 1);
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CBaseEntity* pOwner = CBaseEntity::Instance(pev->owner);
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if (pOwner)
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{
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pOwner->DeathNotice(pev);
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}
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UTIL_Remove(this);
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}
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//=========================================================
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// MonsterThink, overridden for roaches.
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//=========================================================
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void CRoach::MonsterThink()
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{
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if (FNullEnt(FIND_CLIENT_IN_PVS(edict())))
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pev->nextthink = gpGlobals->time + RANDOM_FLOAT(1, 1.5);
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else
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pev->nextthink = gpGlobals->time + 0.1; // keep monster thinking
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float flInterval = StudioFrameAdvance(); // animate
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if (!m_fLightHacked)
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{
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// if light value hasn't been collection for the first time yet,
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// suspend the creature for a second so the world finishes spawning, then we'll collect the light level.
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pev->nextthink = gpGlobals->time + 1;
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m_fLightHacked = true;
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return;
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}
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else if (m_flLastLightLevel < 0)
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{
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// collect light level for the first time, now that all of the lightmaps in the roach's area have been calculated.
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m_flLastLightLevel = GETENTITYILLUM(ENT(pev));
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}
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switch (m_iMode)
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{
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case ROACH_IDLE:
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case ROACH_EAT:
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{
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// if not moving, sample environment to see if anything scary is around. Do a radius search 'look' at random.
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if (RANDOM_LONG(0, 3) == 1)
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{
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Look(150);
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if (HasConditions(bits_COND_SEE_FEAR))
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{
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// if see something scary
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//ALERT ( at_aiconsole, "Scared\n" );
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Eat(30 + (RANDOM_LONG(0, 14))); // roach will ignore food for 30 to 45 seconds
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PickNewDest(ROACH_SCARED_BY_ENT);
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SetActivity(ACT_WALK);
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}
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else if (RANDOM_LONG(0, 149) == 1)
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{
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// if roach doesn't see anything, there's still a chance that it will move. (boredom)
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//ALERT ( at_aiconsole, "Bored\n" );
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PickNewDest(ROACH_BORED);
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SetActivity(ACT_WALK);
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if (m_iMode == ROACH_EAT)
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{
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// roach will ignore food for 30 to 45 seconds if it got bored while eating.
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Eat(30 + (RANDOM_LONG(0, 14)));
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}
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}
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}
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// don't do this stuff if eating!
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if (m_iMode == ROACH_IDLE)
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{
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if (FShouldEat())
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{
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Listen();
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}
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if (GETENTITYILLUM(ENT(pev)) > m_flLastLightLevel)
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{
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// someone turned on lights!
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//ALERT ( at_console, "Lights!\n" );
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PickNewDest(ROACH_SCARED_BY_LIGHT);
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SetActivity(ACT_WALK);
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}
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else if (HasConditions(bits_COND_SMELL_FOOD))
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{
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CSound* pSound;
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pSound = CSoundEnt::SoundPointerForIndex(m_iAudibleList);
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// roach smells food and is just standing around. Go to food unless food isn't on same z-plane.
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if (pSound && fabs(pSound->m_vecOrigin.z - pev->origin.z) <= 3)
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{
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PickNewDest(ROACH_SMELL_FOOD);
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SetActivity(ACT_WALK);
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}
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}
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}
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break;
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}
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case ROACH_SCARED_BY_LIGHT:
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{
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// if roach was scared by light, then stop if we're over a spot at least as dark as where we started!
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if (GETENTITYILLUM(ENT(pev)) <= m_flLastLightLevel)
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{
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SetActivity(ACT_IDLE);
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m_flLastLightLevel = GETENTITYILLUM(ENT(pev)); // make this our new light level.
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}
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break;
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}
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}
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if (m_flGroundSpeed != 0)
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{
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Move(flInterval);
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}
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}
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//=========================================================
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// Picks a new spot for roach to run to.(
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//=========================================================
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void CRoach::PickNewDest(int iCondition)
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{
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Vector vecNewDir;
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Vector vecDest;
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float flDist;
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m_iMode = iCondition;
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if (m_iMode == ROACH_SMELL_FOOD)
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{
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// find the food and go there.
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CSound* pSound;
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pSound = CSoundEnt::SoundPointerForIndex(m_iAudibleList);
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if (pSound)
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{
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m_Route[0].vecLocation.x = pSound->m_vecOrigin.x + (3 - RANDOM_LONG(0, 5));
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m_Route[0].vecLocation.y = pSound->m_vecOrigin.y + (3 - RANDOM_LONG(0, 5));
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m_Route[0].vecLocation.z = pSound->m_vecOrigin.z;
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m_Route[0].iType = bits_MF_TO_LOCATION;
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m_movementGoal = RouteClassify(m_Route[0].iType);
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return;
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}
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}
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do
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{
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// picks a random spot, requiring that it be at least 128 units away
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// else, the roach will pick a spot too close to itself and run in
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// circles. this is a hack but buys me time to work on the real monsters.
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vecNewDir.x = RANDOM_FLOAT(-1, 1);
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vecNewDir.y = RANDOM_FLOAT(-1, 1);
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flDist = 256 + (RANDOM_LONG(0, 255));
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vecDest = pev->origin + vecNewDir * flDist;
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} while ((vecDest - pev->origin).Length2D() < 128);
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m_Route[0].vecLocation.x = vecDest.x;
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m_Route[0].vecLocation.y = vecDest.y;
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m_Route[0].vecLocation.z = pev->origin.z;
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m_Route[0].iType = bits_MF_TO_LOCATION;
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m_movementGoal = RouteClassify(m_Route[0].iType);
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if (RANDOM_LONG(0, 9) == 1)
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{
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// every once in a while, a roach will play a skitter sound when they decide to run
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EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "roach/rch_walk.wav", 1, ATTN_NORM, 0, 80 + RANDOM_LONG(0, 39));
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}
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}
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//=========================================================
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// roach's move function
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//=========================================================
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void CRoach::Move(float flInterval)
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{
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float flWaypointDist;
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Vector vecApex;
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// local move to waypoint.
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flWaypointDist = (m_Route[m_iRouteIndex].vecLocation - pev->origin).Length2D();
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MakeIdealYaw(m_Route[m_iRouteIndex].vecLocation);
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ChangeYaw(pev->yaw_speed);
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UTIL_MakeVectors(pev->angles);
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if (RANDOM_LONG(0, 7) == 1)
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{
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// randomly check for blocked path.(more random load balancing)
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if (!WALK_MOVE(ENT(pev), pev->ideal_yaw, 4, WALKMOVE_NORMAL))
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{
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// stuck, so just pick a new spot to run off to
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PickNewDest(m_iMode);
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}
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}
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WALK_MOVE(ENT(pev), pev->ideal_yaw, m_flGroundSpeed * flInterval, WALKMOVE_NORMAL);
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// if the waypoint is closer than step size, then stop after next step (ok for roach to overshoot)
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if (flWaypointDist <= m_flGroundSpeed * flInterval)
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{
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// take truncated step and stop
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SetActivity(ACT_IDLE);
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m_flLastLightLevel = GETENTITYILLUM(ENT(pev)); // this is roach's new comfortable light level
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if (m_iMode == ROACH_SMELL_FOOD)
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{
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m_iMode = ROACH_EAT;
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}
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else
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{
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m_iMode = ROACH_IDLE;
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}
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}
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if (RANDOM_LONG(0, 149) == 1 && m_iMode != ROACH_SCARED_BY_LIGHT && m_iMode != ROACH_SMELL_FOOD)
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{
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// random skitter while moving as long as not on a b-line to get out of light or going to food
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PickNewDest(ROACH_IDLE);
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}
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}
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//=========================================================
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// Look - overriden for the roach, which can virtually see
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// 360 degrees.
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//=========================================================
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void CRoach::Look(int iDistance)
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{
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CBaseEntity* pSightEnt = NULL; // the current visible entity that we're dealing with
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CBaseEntity* pPreviousEnt; // the last entity added to the link list
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int iSighted = 0;
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// DON'T let visibility information from last frame sit around!
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ClearConditions(bits_COND_SEE_HATE | bits_COND_SEE_DISLIKE | bits_COND_SEE_ENEMY | bits_COND_SEE_FEAR);
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// don't let monsters outside of the player's PVS act up, or most of the interesting
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// things will happen before the player gets there!
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if (FNullEnt(FIND_CLIENT_IN_PVS(edict())))
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{
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return;
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}
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m_pLink = NULL;
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pPreviousEnt = this;
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// Does sphere also limit itself to PVS?
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// Examine all entities within a reasonable radius
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// !!!PERFORMANCE - let's trivially reject the ent list before radius searching!
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while ((pSightEnt = UTIL_FindEntityInSphere(pSightEnt, pev->origin, iDistance)) != NULL)
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{
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// only consider ents that can be damaged. !!!temporarily only considering other monsters and clients
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if (pSightEnt->IsPlayer() || FBitSet(pSightEnt->pev->flags, FL_MONSTER))
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{
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if (/*FVisible( pSightEnt ) &&*/ !FBitSet(pSightEnt->pev->flags, FL_NOTARGET) && pSightEnt->pev->health > 0)
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{
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// NULL the Link pointer for each ent added to the link list. If other ents follow, the will overwrite
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// this value. If this ent happens to be the last, the list will be properly terminated.
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pPreviousEnt->m_pLink = pSightEnt;
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pSightEnt->m_pLink = NULL;
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pPreviousEnt = pSightEnt;
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// don't add the Enemy's relationship to the conditions. We only want to worry about conditions when
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// we see monsters other than the Enemy.
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switch (IRelationship(pSightEnt))
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{
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case R_FR:
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iSighted |= bits_COND_SEE_FEAR;
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break;
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case R_NO:
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break;
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default:
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ALERT(at_console, "%s can't asses %s\n", STRING(pev->classname), STRING(pSightEnt->pev->classname));
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break;
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}
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}
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}
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}
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SetConditions(iSighted);
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}
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//=========================================================
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// AI Schedules Specific to this monster
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//=========================================================
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