mirror of
https://github.com/shawns-valve/halflife.git
synced 2024-11-21 20:11:14 +00:00
264 lines
8.4 KiB
C++
264 lines
8.4 KiB
C++
/***
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*
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* Copyright (c) 1999, 2000 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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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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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 "soundent.h"
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#include "nodes.h"
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#include "talkmonster.h"
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float CTalkMonster::g_talkWaitTime = 0; // time delay until it's ok to speak: used so that two NPCs don't talk at once
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/*********************************************************/
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CGraph WorldGraph;
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void CGraph :: InitGraph( void ) { }
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int CGraph :: FLoadGraph ( char *szMapName ) { return FALSE; }
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int CGraph :: AllocNodes ( void ) { return FALSE; }
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int CGraph :: CheckNODFile ( char *szMapName ) { return FALSE; }
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int CGraph :: FSetGraphPointers ( void ) { return 0; }
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void CGraph :: ShowNodeConnections ( int iNode ) { }
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int CGraph :: FindNearestNode ( const Vector &vecOrigin, int afNodeTypes ) { return 0; }
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/*********************************************************/
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void CBaseMonster :: ReportAIState( void ) { }
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float CBaseMonster :: ChangeYaw ( int speed ) { return 0; }
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void CBaseMonster :: MakeIdealYaw( Vector vecTarget ) { }
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void CBaseMonster::CorpseFallThink( void )
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{
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if ( pev->flags & FL_ONGROUND )
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{
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SetThink ( NULL );
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SetSequenceBox( );
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UTIL_SetOrigin( pev, pev->origin );// link into world.
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}
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else
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pev->nextthink = gpGlobals->time + 0.1;
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}
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// Call after animation/pose is set up
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void CBaseMonster :: MonsterInitDead( void )
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{
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InitBoneControllers();
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pev->solid = SOLID_BBOX;
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pev->movetype = MOVETYPE_TOSS;// so he'll fall to ground
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pev->frame = 0;
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ResetSequenceInfo( );
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pev->framerate = 0;
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// Copy health
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pev->max_health = pev->health;
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pev->deadflag = DEAD_DEAD;
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UTIL_SetSize(pev, g_vecZero, g_vecZero );
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UTIL_SetOrigin( pev, pev->origin );
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// Setup health counters, etc.
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BecomeDead();
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SetThink( &CBaseMonster::CorpseFallThink );
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pev->nextthink = gpGlobals->time + 0.5;
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}
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BOOL CBaseMonster :: ShouldFadeOnDeath( void )
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{
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return FALSE;
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}
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BOOL CBaseMonster :: FCheckAITrigger ( void )
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{
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return FALSE;
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}
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void CBaseMonster :: KeyValue( KeyValueData *pkvd )
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{
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CBaseToggle::KeyValue( pkvd );
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}
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int CBaseMonster::IRelationship ( CBaseEntity *pTarget )
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{
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static int iEnemy[14][14] =
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{ // NONE MACH PLYR HPASS HMIL AMIL APASS AMONST APREY APRED INSECT PLRALY PBWPN ABWPN
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/*NONE*/ { R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO, R_NO, R_NO },
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/*MACHINE*/ { R_NO ,R_NO ,R_DL ,R_DL ,R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_DL, R_DL, R_DL },
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/*PLAYER*/ { R_NO ,R_DL ,R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO, R_DL, R_DL },
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/*HUMANPASSIVE*/{ R_NO ,R_NO ,R_AL ,R_AL ,R_HT ,R_FR ,R_NO ,R_HT ,R_DL ,R_FR ,R_NO ,R_AL, R_NO, R_NO },
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/*HUMANMILITAR*/{ R_NO ,R_NO ,R_HT ,R_DL ,R_NO ,R_HT ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_HT, R_NO, R_NO },
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/*ALIENMILITAR*/{ R_NO ,R_DL ,R_HT ,R_DL ,R_HT ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_DL, R_NO, R_NO },
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/*ALIENPASSIVE*/{ R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO, R_NO, R_NO },
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/*ALIENMONSTER*/{ R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_DL, R_NO, R_NO },
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/*ALIENPREY */{ R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_NO ,R_FR ,R_NO ,R_DL, R_NO, R_NO },
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/*ALIENPREDATO*/{ R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_HT ,R_DL ,R_NO ,R_DL, R_NO, R_NO },
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/*INSECT*/ { R_FR ,R_FR ,R_FR ,R_FR ,R_FR ,R_NO ,R_FR ,R_FR ,R_FR ,R_FR ,R_NO ,R_FR, R_NO, R_NO },
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/*PLAYERALLY*/ { R_NO ,R_DL ,R_AL ,R_AL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO, R_NO, R_NO },
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/*PBIOWEAPON*/ { R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_DL, R_NO, R_DL },
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/*ABIOWEAPON*/ { R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_AL ,R_NO ,R_DL ,R_DL ,R_NO ,R_NO ,R_DL, R_DL, R_NO }
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};
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return iEnemy[ Classify() ][ pTarget->Classify() ];
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}
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//=========================================================
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// Look - Base class monster function to find enemies or
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// food by sight. iDistance is distance ( in units ) that the
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// monster can see.
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//
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// Sets the sight bits of the m_afConditions mask to indicate
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// which types of entities were sighted.
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// Function also sets the Looker's m_pLink
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// to the head of a link list that contains all visible ents.
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// (linked via each ent's m_pLink field)
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//
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//=========================================================
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void CBaseMonster :: Look ( int iDistance )
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{
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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 | bits_COND_SEE_NEMESIS | bits_COND_SEE_CLIENT);
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m_pLink = NULL;
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CBaseEntity *pSightEnt = NULL;// the current visible entity that we're dealing with
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CBaseEntity *pList[100];
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Vector delta = Vector( iDistance, iDistance, iDistance );
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// Find only monsters/clients in box, NOT limited to PVS
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int count = UTIL_EntitiesInBox( pList, 100, pev->origin - delta, pev->origin + delta, FL_CLIENT|FL_MONSTER );
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for ( int i = 0; i < count; i++ )
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{
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pSightEnt = pList[i];
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if ( pSightEnt != this && pSightEnt->pev->health > 0 )
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{
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// the looker will want to consider this entity
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// don't check anything else about an entity that can't be seen, or an entity that you don't care about.
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if ( IRelationship( pSightEnt ) != R_NO && FInViewCone( pSightEnt ) && !FBitSet( pSightEnt->pev->flags, FL_NOTARGET ) && FVisible( pSightEnt ) )
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{
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if ( pSightEnt->IsPlayer() )
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{
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// if we see a client, remember that (mostly for scripted AI)
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iSighted |= bits_COND_SEE_CLIENT;
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}
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pSightEnt->m_pLink = m_pLink;
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m_pLink = pSightEnt;
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if ( pSightEnt == m_hEnemy )
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{
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// we know this ent is visible, so if it also happens to be our enemy, store that now.
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iSighted |= bits_COND_SEE_ENEMY;
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}
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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_NM:
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iSighted |= bits_COND_SEE_NEMESIS;
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break;
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case R_HT:
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iSighted |= bits_COND_SEE_HATE;
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break;
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case R_DL:
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iSighted |= bits_COND_SEE_DISLIKE;
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break;
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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_AL:
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break;
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default:
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ALERT ( at_aiconsole, "%s can't assess %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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// BestVisibleEnemy - this functions searches the link
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// list whose head is the caller's m_pLink field, and returns
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// a pointer to the enemy entity in that list that is nearest the
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// caller.
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//
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// !!!UNDONE - currently, this only returns the closest enemy.
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// we'll want to consider distance, relationship, attack types, back turned, etc.
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//=========================================================
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CBaseEntity *CBaseMonster :: BestVisibleEnemy ( void )
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{
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CBaseEntity *pReturn;
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CBaseEntity *pNextEnt;
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int iNearest;
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int iDist;
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int iBestRelationship;
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iNearest = 8192;// so first visible entity will become the closest.
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pNextEnt = m_pLink;
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pReturn = NULL;
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iBestRelationship = R_NO;
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while ( pNextEnt != NULL )
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{
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if ( pNextEnt->IsAlive() )
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{
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if ( IRelationship( pNextEnt) > iBestRelationship )
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{
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// this entity is disliked MORE than the entity that we
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// currently think is the best visible enemy. No need to do
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// a distance check, just get mad at this one for now.
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iBestRelationship = IRelationship ( pNextEnt );
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iNearest = ( pNextEnt->pev->origin - pev->origin ).Length();
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pReturn = pNextEnt;
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}
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else if ( IRelationship( pNextEnt) == iBestRelationship )
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{
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// this entity is disliked just as much as the entity that
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// we currently think is the best visible enemy, so we only
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// get mad at it if it is closer.
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iDist = ( pNextEnt->pev->origin - pev->origin ).Length();
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if ( iDist <= iNearest )
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{
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iNearest = iDist;
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iBestRelationship = IRelationship ( pNextEnt );
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pReturn = pNextEnt;
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}
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}
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}
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pNextEnt = pNextEnt->m_pLink;
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}
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return pReturn;
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}
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