mirror of
https://github.com/ENSL/NS.git
synced 2024-11-27 06:42:54 +00:00
8552ac617c
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@1 67975925-1194-0748-b3d5-c16f83f1a3a1
436 lines
13 KiB
C++
436 lines
13 KiB
C++
/***
|
|
*
|
|
* Copyright (c) 1999, 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"
|
|
#include "roach.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
|
|
|
|
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 ( void )
|
|
{
|
|
return bits_SOUND_CARCASS | bits_SOUND_MEAT;
|
|
}
|
|
|
|
//=========================================================
|
|
// Classify - indicates this monster's place in the
|
|
// relationship table.
|
|
//=========================================================
|
|
int CRoach :: Classify ( void )
|
|
{
|
|
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 ( void )
|
|
{
|
|
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;
|
|
this->pev->classname = ALLOC_STRING(kRoachClassName);
|
|
|
|
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( void )
|
|
{
|
|
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 && abs( 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( FALSE );
|
|
}
|
|
}
|
|
|
|
//=========================================================
|
|
// 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
|
|
//=========================================================
|
|
|