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4f13237895
Change CRLF to LF in repo.
623 lines
16 KiB
C++
623 lines
16 KiB
C++
/***
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*
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* Copyright (c) 1999, 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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// Squadmonster functions
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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 "nodes.h"
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#include "monsters.h"
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#include "animation.h"
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#include "saverestore.h"
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#include "squadmonster.h"
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#include "plane.h"
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//=========================================================
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// Save/Restore
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//=========================================================
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TYPEDESCRIPTION CSquadMonster::m_SaveData[] =
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{
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DEFINE_FIELD( CSquadMonster, m_hSquadLeader, FIELD_EHANDLE ),
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DEFINE_ARRAY( CSquadMonster, m_hSquadMember, FIELD_EHANDLE, MAX_SQUAD_MEMBERS - 1 ),
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// DEFINE_FIELD( CSquadMonster, m_afSquadSlots, FIELD_INTEGER ), // these need to be reset after transitions!
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DEFINE_FIELD( CSquadMonster, m_fEnemyEluded, FIELD_BOOLEAN ),
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DEFINE_FIELD( CSquadMonster, m_flLastEnemySightTime, FIELD_TIME ),
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DEFINE_FIELD( CSquadMonster, m_iMySlot, FIELD_INTEGER ),
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};
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IMPLEMENT_SAVERESTORE( CSquadMonster, CBaseMonster );
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//=========================================================
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// OccupySlot - if any slots of the passed slots are
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// available, the monster will be assigned to one.
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//=========================================================
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BOOL CSquadMonster :: OccupySlot( int iDesiredSlots )
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{
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int i;
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int iMask;
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int iSquadSlots;
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if ( !InSquad() )
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{
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return TRUE;
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}
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if ( SquadEnemySplit() )
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{
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// if the squad members aren't all fighting the same enemy, slots are disabled
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// so that a squad member doesn't get stranded unable to engage his enemy because
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// all of the attack slots are taken by squad members fighting other enemies.
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m_iMySlot = bits_SLOT_SQUAD_SPLIT;
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return TRUE;
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}
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CSquadMonster *pSquadLeader = MySquadLeader();
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if ( !( iDesiredSlots ^ pSquadLeader->m_afSquadSlots ) )
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{
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// none of the desired slots are available.
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return FALSE;
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}
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iSquadSlots = pSquadLeader->m_afSquadSlots;
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for ( i = 0; i < NUM_SLOTS; i++ )
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{
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iMask = 1<<i;
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if ( iDesiredSlots & iMask ) // am I looking for this bit?
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{
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if ( !(iSquadSlots & iMask) ) // Is it already taken?
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{
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// No, use this bit
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pSquadLeader->m_afSquadSlots |= iMask;
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m_iMySlot = iMask;
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// ALERT ( at_aiconsole, "Took slot %d - %d\n", i, m_hSquadLeader->m_afSquadSlots );
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return TRUE;
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}
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}
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}
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return FALSE;
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}
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//=========================================================
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// VacateSlot
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//=========================================================
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void CSquadMonster :: VacateSlot()
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{
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if ( m_iMySlot != bits_NO_SLOT && InSquad() )
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{
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// ALERT ( at_aiconsole, "Vacated Slot %d - %d\n", m_iMySlot, m_hSquadLeader->m_afSquadSlots );
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MySquadLeader()->m_afSquadSlots &= ~m_iMySlot;
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m_iMySlot = bits_NO_SLOT;
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}
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}
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//=========================================================
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// ScheduleChange
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//=========================================================
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void CSquadMonster :: ScheduleChange ( void )
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{
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VacateSlot();
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}
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//=========================================================
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// Killed
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//=========================================================
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void CSquadMonster :: Killed( entvars_t *pevAttacker, int iGib )
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{
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VacateSlot();
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if ( InSquad() )
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{
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MySquadLeader()->SquadRemove( this );
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}
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CBaseMonster :: Killed ( pevAttacker, iGib );
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}
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// These functions are still awaiting conversion to CSquadMonster
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//=========================================================
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//
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// SquadRemove(), remove pRemove from my squad.
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// If I am pRemove, promote m_pSquadNext to leader
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//
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//=========================================================
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void CSquadMonster :: SquadRemove( CSquadMonster *pRemove )
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{
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ASSERT( pRemove!=NULL );
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ASSERT( this->IsLeader() );
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ASSERT( pRemove->m_hSquadLeader == this );
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// If I'm the leader, get rid of my squad
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if (pRemove == MySquadLeader())
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{
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for (int i = 0; i < MAX_SQUAD_MEMBERS-1;i++)
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{
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CSquadMonster *pMember = MySquadMember(i);
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if (pMember)
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{
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pMember->m_hSquadLeader = NULL;
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m_hSquadMember[i] = NULL;
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}
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}
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}
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else
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{
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CSquadMonster *pSquadLeader = MySquadLeader();
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if (pSquadLeader)
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{
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for (int i = 0; i < MAX_SQUAD_MEMBERS-1;i++)
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{
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if (pSquadLeader->m_hSquadMember[i] == this)
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{
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pSquadLeader->m_hSquadMember[i] = NULL;
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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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pRemove->m_hSquadLeader = NULL;
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}
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//=========================================================
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//
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// SquadAdd(), add pAdd to my squad
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//
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//=========================================================
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BOOL CSquadMonster :: SquadAdd( CSquadMonster *pAdd )
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{
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ASSERT( pAdd!=NULL );
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ASSERT( !pAdd->InSquad() );
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ASSERT( this->IsLeader() );
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for (int i = 0; i < MAX_SQUAD_MEMBERS-1; i++)
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{
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if (m_hSquadMember[i] == NULL)
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{
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m_hSquadMember[i] = pAdd;
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pAdd->m_hSquadLeader = this;
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return TRUE;
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}
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}
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return FALSE;
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// should complain here
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}
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//=========================================================
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//
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// SquadPasteEnemyInfo - called by squad members that have
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// current info on the enemy so that it can be stored for
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// members who don't have current info.
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//
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//=========================================================
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void CSquadMonster :: SquadPasteEnemyInfo ( void )
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{
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CSquadMonster *pSquadLeader = MySquadLeader( );
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if (pSquadLeader)
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pSquadLeader->m_vecEnemyLKP = m_vecEnemyLKP;
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}
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//=========================================================
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//
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// SquadCopyEnemyInfo - called by squad members who don't
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// have current info on the enemy. Reads from the same fields
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// in the leader's data that other squad members write to,
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// so the most recent data is always available here.
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//
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//=========================================================
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void CSquadMonster :: SquadCopyEnemyInfo ( void )
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{
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CSquadMonster *pSquadLeader = MySquadLeader( );
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if (pSquadLeader)
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m_vecEnemyLKP = pSquadLeader->m_vecEnemyLKP;
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}
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//=========================================================
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//
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// SquadMakeEnemy - makes everyone in the squad angry at
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// the same entity.
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//
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//=========================================================
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void CSquadMonster :: SquadMakeEnemy ( CBaseEntity *pEnemy )
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{
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if (!InSquad())
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return;
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if ( !pEnemy )
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{
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ALERT ( at_console, "ERROR: SquadMakeEnemy() - pEnemy is NULL!\n" );
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return;
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}
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CSquadMonster *pSquadLeader = MySquadLeader( );
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for (int i = 0; i < MAX_SQUAD_MEMBERS; i++)
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{
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CSquadMonster *pMember = pSquadLeader->MySquadMember(i);
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if (pMember)
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{
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// reset members who aren't activly engaged in fighting
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if (pMember->m_hEnemy != pEnemy && !pMember->HasConditions( bits_COND_SEE_ENEMY))
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{
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if ( pMember->m_hEnemy != NULL)
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{
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// remember their current enemy
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pMember->PushEnemy( pMember->m_hEnemy, pMember->m_vecEnemyLKP );
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}
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// give them a new enemy
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pMember->m_hEnemy = pEnemy;
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pMember->m_vecEnemyLKP = pEnemy->pev->origin;
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pMember->SetConditions ( bits_COND_NEW_ENEMY );
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}
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}
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}
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}
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//=========================================================
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//
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// SquadCount(), return the number of members of this squad
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// callable from leaders & followers
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//
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//=========================================================
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int CSquadMonster :: SquadCount( void )
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{
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if (!InSquad())
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return 0;
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CSquadMonster *pSquadLeader = MySquadLeader();
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int squadCount = 0;
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for (int i = 0; i < MAX_SQUAD_MEMBERS; i++)
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{
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if (pSquadLeader->MySquadMember(i) != NULL)
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squadCount++;
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}
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return squadCount;
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}
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//=========================================================
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//
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// SquadRecruit(), get some monsters of my classification and
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// link them as a group. returns the group size
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//
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//=========================================================
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int CSquadMonster :: SquadRecruit( int searchRadius, int maxMembers )
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{
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int squadCount;
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int iMyClass = Classify();// cache this monster's class
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// Don't recruit if I'm already in a group
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if ( InSquad() )
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return 0;
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if ( maxMembers < 2 )
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return 0;
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// I am my own leader
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m_hSquadLeader = this;
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squadCount = 1;
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CBaseEntity *pEntity = NULL;
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if ( !FStringNull( pev->netname ) )
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{
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// I have a netname, so unconditionally recruit everyone else with that name.
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pEntity = UTIL_FindEntityByString( pEntity, "netname", STRING( pev->netname ) );
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while ( pEntity )
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{
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CSquadMonster *pRecruit = pEntity->MySquadMonsterPointer();
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if ( pRecruit )
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{
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if ( !pRecruit->InSquad() && pRecruit->Classify() == iMyClass && pRecruit != this )
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{
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// minimum protection here against user error.in worldcraft.
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if (!SquadAdd( pRecruit ))
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break;
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squadCount++;
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}
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}
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pEntity = UTIL_FindEntityByString( pEntity, "netname", STRING( pev->netname ) );
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}
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}
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else
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{
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while ((pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, searchRadius )) != NULL)
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{
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CSquadMonster *pRecruit = pEntity->MySquadMonsterPointer( );
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if ( pRecruit && pRecruit != this && pRecruit->IsAlive() && !pRecruit->m_pCine )
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{
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// Can we recruit this guy?
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if ( !pRecruit->InSquad() && pRecruit->Classify() == iMyClass &&
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( (iMyClass != CLASS_ALIEN_MONSTER) || FStrEq(STRING(pev->classname), STRING(pRecruit->pev->classname))) &&
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FStringNull( pRecruit->pev->netname ) )
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{
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TraceResult tr;
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UTIL_TraceLine( pev->origin + pev->view_ofs, pRecruit->pev->origin + pev->view_ofs, ignore_monsters, pRecruit->edict(), &tr );// try to hit recruit with a traceline.
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if ( tr.flFraction == 1.0 )
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{
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if (!SquadAdd( pRecruit ))
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break;
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squadCount++;
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}
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}
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}
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}
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}
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// no single member squads
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if (squadCount == 1)
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{
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m_hSquadLeader = NULL;
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}
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return squadCount;
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}
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//=========================================================
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// CheckEnemy
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//=========================================================
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int CSquadMonster :: CheckEnemy ( CBaseEntity *pEnemy )
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{
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int iUpdatedLKP;
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iUpdatedLKP = CBaseMonster :: CheckEnemy ( m_hEnemy );
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// communicate with squad members about the enemy IF this individual has the same enemy as the squad leader.
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if ( InSquad() && (CBaseEntity *)m_hEnemy == MySquadLeader()->m_hEnemy )
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{
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if ( iUpdatedLKP )
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{
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// have new enemy information, so paste to the squad.
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SquadPasteEnemyInfo();
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}
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else
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{
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// enemy unseen, copy from the squad knowledge.
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SquadCopyEnemyInfo();
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}
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}
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return iUpdatedLKP;
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}
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//=========================================================
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// StartMonster
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//=========================================================
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void CSquadMonster :: StartMonster( void )
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{
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CBaseMonster :: StartMonster();
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if ( ( m_afCapability & bits_CAP_SQUAD ) && !InSquad() )
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{
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if ( !FStringNull( pev->netname ) )
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{
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// if I have a groupname, I can only recruit if I'm flagged as leader
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if ( !( pev->spawnflags & SF_SQUADMONSTER_LEADER ) )
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{
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return;
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}
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}
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// try to form squads now.
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int iSquadSize = SquadRecruit( 1024, 4 );
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if ( iSquadSize )
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{
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ALERT ( at_aiconsole, "Squad of %d %s formed\n", iSquadSize, STRING( pev->classname ) );
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}
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if ( IsLeader() && FClassnameIs ( pev, "monster_human_grunt" ) )
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{
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SetBodygroup( 1, 1 ); // UNDONE: truly ugly hack
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pev->skin = 0;
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}
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}
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}
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//=========================================================
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// NoFriendlyFire - checks for possibility of friendly fire
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//
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// Builds a large box in front of the grunt and checks to see
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// if any squad members are in that box.
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//=========================================================
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BOOL CSquadMonster :: NoFriendlyFire( void )
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{
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if ( !InSquad() )
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{
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return TRUE;
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}
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CPlane backPlane;
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CPlane leftPlane;
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CPlane rightPlane;
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Vector vecLeftSide;
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Vector vecRightSide;
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Vector v_left;
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//!!!BUGBUG - to fix this, the planes must be aligned to where the monster will be firing its gun, not the direction it is facing!!!
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if ( m_hEnemy != NULL )
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{
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UTIL_MakeVectors ( UTIL_VecToAngles( m_hEnemy->Center() - pev->origin ) );
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}
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else
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{
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// if there's no enemy, pretend there's a friendly in the way, so the grunt won't shoot.
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return FALSE;
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}
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//UTIL_MakeVectors ( pev->angles );
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vecLeftSide = pev->origin - ( gpGlobals->v_right * ( pev->size.x * 1.5 ) );
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vecRightSide = pev->origin + ( gpGlobals->v_right * ( pev->size.x * 1.5 ) );
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v_left = gpGlobals->v_right * -1;
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leftPlane.InitializePlane ( gpGlobals->v_right, vecLeftSide );
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rightPlane.InitializePlane ( v_left, vecRightSide );
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backPlane.InitializePlane ( gpGlobals->v_forward, pev->origin );
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/*
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ALERT ( at_console, "LeftPlane: %f %f %f : %f\n", leftPlane.m_vecNormal.x, leftPlane.m_vecNormal.y, leftPlane.m_vecNormal.z, leftPlane.m_flDist );
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ALERT ( at_console, "RightPlane: %f %f %f : %f\n", rightPlane.m_vecNormal.x, rightPlane.m_vecNormal.y, rightPlane.m_vecNormal.z, rightPlane.m_flDist );
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ALERT ( at_console, "BackPlane: %f %f %f : %f\n", backPlane.m_vecNormal.x, backPlane.m_vecNormal.y, backPlane.m_vecNormal.z, backPlane.m_flDist );
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*/
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CSquadMonster *pSquadLeader = MySquadLeader();
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for (int i = 0; i < MAX_SQUAD_MEMBERS; i++)
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{
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CSquadMonster *pMember = pSquadLeader->MySquadMember(i);
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if (pMember && pMember != this)
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{
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if ( backPlane.PointInFront ( pMember->pev->origin ) &&
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leftPlane.PointInFront ( pMember->pev->origin ) &&
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rightPlane.PointInFront ( pMember->pev->origin) )
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{
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// this guy is in the check volume! Don't shoot!
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return FALSE;
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}
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}
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}
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return TRUE;
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}
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|
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//=========================================================
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// GetIdealState - surveys the Conditions information available
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// and finds the best new state for a monster.
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//=========================================================
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|
MONSTERSTATE CSquadMonster :: GetIdealState ( void )
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{
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int iConditions;
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iConditions = IScheduleFlags();
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|
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// If no schedule conditions, the new ideal state is probably the reason we're in here.
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switch ( m_MonsterState )
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{
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case MONSTERSTATE_IDLE:
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case MONSTERSTATE_ALERT:
|
|
if ( HasConditions ( bits_COND_NEW_ENEMY ) && InSquad() )
|
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{
|
|
SquadMakeEnemy ( m_hEnemy );
|
|
}
|
|
break;
|
|
}
|
|
|
|
return CBaseMonster :: GetIdealState();
|
|
}
|
|
|
|
//=========================================================
|
|
// FValidateCover - determines whether or not the chosen
|
|
// cover location is a good one to move to. (currently based
|
|
// on proximity to others in the squad)
|
|
//=========================================================
|
|
BOOL CSquadMonster :: FValidateCover ( const Vector &vecCoverLocation )
|
|
{
|
|
if ( !InSquad() )
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
if (SquadMemberInRange( vecCoverLocation, 128 ))
|
|
{
|
|
// another squad member is too close to this piece of cover.
|
|
return FALSE;
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
//=========================================================
|
|
// SquadEnemySplit- returns TRUE if not all squad members
|
|
// are fighting the same enemy.
|
|
//=========================================================
|
|
BOOL CSquadMonster :: SquadEnemySplit ( void )
|
|
{
|
|
if (!InSquad())
|
|
return FALSE;
|
|
|
|
CSquadMonster *pSquadLeader = MySquadLeader();
|
|
CBaseEntity *pEnemy = pSquadLeader->m_hEnemy;
|
|
|
|
for (int i = 0; i < MAX_SQUAD_MEMBERS; i++)
|
|
{
|
|
CSquadMonster *pMember = pSquadLeader->MySquadMember(i);
|
|
if (pMember != NULL && pMember->m_hEnemy != NULL && pMember->m_hEnemy != pEnemy)
|
|
{
|
|
return TRUE;
|
|
}
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
//=========================================================
|
|
// FValidateCover - determines whether or not the chosen
|
|
// cover location is a good one to move to. (currently based
|
|
// on proximity to others in the squad)
|
|
//=========================================================
|
|
BOOL CSquadMonster :: SquadMemberInRange ( const Vector &vecLocation, float flDist )
|
|
{
|
|
if (!InSquad())
|
|
return FALSE;
|
|
|
|
CSquadMonster *pSquadLeader = MySquadLeader();
|
|
|
|
for (int i = 0; i < MAX_SQUAD_MEMBERS; i++)
|
|
{
|
|
CSquadMonster *pSquadMember = pSquadLeader->MySquadMember(i);
|
|
if (pSquadMember && (vecLocation - pSquadMember->pev->origin ).Length2D() <= flDist)
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
extern Schedule_t slChaseEnemyFailed[];
|
|
|
|
Schedule_t *CSquadMonster::GetScheduleOfType( int iType )
|
|
{
|
|
switch ( iType )
|
|
{
|
|
|
|
case SCHED_CHASE_ENEMY_FAILED:
|
|
{
|
|
return &slChaseEnemyFailed[ 0 ];
|
|
}
|
|
|
|
default:
|
|
return CBaseMonster::GetScheduleOfType( iType );
|
|
}
|
|
}
|
|
|