2002-12-23 00:00:00 +00:00
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/***
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*
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2023-07-20 18:11:37 +00:00
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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2002-12-23 00:00:00 +00:00
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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( void );
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void Precache( void );
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void SetYawSpeed( void );
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void EXPORT MonsterThink ( void );
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void Move ( float flInterval );
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void PickNewDest ( int iCondition );
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void EXPORT Touch ( CBaseEntity *pOther );
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void Killed( entvars_t *pevAttacker, int iGib );
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float m_flLastLightLevel;
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float m_flNextSmellTime;
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int Classify ( void );
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void Look ( int iDistance );
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int ISoundMask ( void );
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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 ( void )
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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 ( void )
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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 ( void )
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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( void )
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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 && abs( 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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}
|
|
|
|
}
|
|
|
|
|
|
|
|
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
|
|
|
|
//=========================================================
|
|
|
|
|