mirror of
https://github.com/shawns-valve/halflife.git
synced 2024-11-25 05:31:11 +00:00
912 lines
24 KiB
C++
912 lines
24 KiB
C++
/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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//=========================================================
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//=========================================================
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#include "archtypes.h" // DAL
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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 "squadmonster.h"
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#define AFLOCK_MAX_RECRUIT_RADIUS 1024
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#define AFLOCK_FLY_SPEED 125
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#define AFLOCK_TURN_RATE 75
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#define AFLOCK_ACCELERATE 10
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#define AFLOCK_CHECK_DIST 192
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#define AFLOCK_TOO_CLOSE 100
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#define AFLOCK_TOO_FAR 256
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//=========================================================
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//=========================================================
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class CFlockingFlyerFlock : 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 KeyValue( KeyValueData *pkvd );
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void SpawnFlock( void );
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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// Sounds are shared by the flock
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static void PrecacheFlockSounds( void );
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int m_cFlockSize;
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float m_flFlockRadius;
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};
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TYPEDESCRIPTION CFlockingFlyerFlock::m_SaveData[] =
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{
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DEFINE_FIELD( CFlockingFlyerFlock, m_cFlockSize, FIELD_INTEGER ),
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DEFINE_FIELD( CFlockingFlyerFlock, m_flFlockRadius, FIELD_FLOAT ),
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};
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IMPLEMENT_SAVERESTORE( CFlockingFlyerFlock, CBaseMonster );
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//=========================================================
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//=========================================================
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class CFlockingFlyer : 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 SpawnCommonCode( void );
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void EXPORT IdleThink( void );
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void BoidAdvanceFrame( void );
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void EXPORT FormFlock( void );
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void EXPORT Start( void );
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void EXPORT FlockLeaderThink( void );
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void EXPORT FlockFollowerThink( void );
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void EXPORT FallHack( void );
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void MakeSound( void );
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void AlertFlock( void );
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void SpreadFlock( void );
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void SpreadFlock2( void );
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void Killed( entvars_t *pevAttacker, int iGib );
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void Poop ( void );
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BOOL FPathBlocked( void );
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//void KeyValue( KeyValueData *pkvd );
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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int IsLeader( void ) { return m_pSquadLeader == this; }
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int InSquad( void ) { return m_pSquadLeader != NULL; }
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int SquadCount( void );
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void SquadRemove( CFlockingFlyer *pRemove );
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void SquadUnlink( void );
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void SquadAdd( CFlockingFlyer *pAdd );
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void SquadDisband( void );
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CFlockingFlyer *m_pSquadLeader;
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CFlockingFlyer *m_pSquadNext;
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BOOL m_fTurning;// is this boid turning?
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BOOL m_fCourseAdjust;// followers set this flag TRUE to override flocking while they avoid something
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BOOL m_fPathBlocked;// TRUE if there is an obstacle ahead
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Vector m_vecReferencePoint;// last place we saw leader
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Vector m_vecAdjustedVelocity;// adjusted velocity (used when fCourseAdjust is TRUE)
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float m_flGoalSpeed;
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float m_flLastBlockedTime;
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float m_flFakeBlockedTime;
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float m_flAlertTime;
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float m_flFlockNextSoundTime;
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};
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LINK_ENTITY_TO_CLASS( monster_flyer, CFlockingFlyer );
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LINK_ENTITY_TO_CLASS( monster_flyer_flock, CFlockingFlyerFlock );
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TYPEDESCRIPTION CFlockingFlyer::m_SaveData[] =
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{
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DEFINE_FIELD( CFlockingFlyer, m_pSquadLeader, FIELD_CLASSPTR ),
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DEFINE_FIELD( CFlockingFlyer, m_pSquadNext, FIELD_CLASSPTR ),
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DEFINE_FIELD( CFlockingFlyer, m_fTurning, FIELD_BOOLEAN ),
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DEFINE_FIELD( CFlockingFlyer, m_fCourseAdjust, FIELD_BOOLEAN ),
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DEFINE_FIELD( CFlockingFlyer, m_fPathBlocked, FIELD_BOOLEAN ),
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DEFINE_FIELD( CFlockingFlyer, m_vecReferencePoint, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( CFlockingFlyer, m_vecAdjustedVelocity, FIELD_VECTOR ),
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DEFINE_FIELD( CFlockingFlyer, m_flGoalSpeed, FIELD_FLOAT ),
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DEFINE_FIELD( CFlockingFlyer, m_flLastBlockedTime, FIELD_TIME ),
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DEFINE_FIELD( CFlockingFlyer, m_flFakeBlockedTime, FIELD_TIME ),
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DEFINE_FIELD( CFlockingFlyer, m_flAlertTime, FIELD_TIME ),
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// DEFINE_FIELD( CFlockingFlyer, m_flFlockNextSoundTime, FIELD_TIME ), // don't need to save
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};
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IMPLEMENT_SAVERESTORE( CFlockingFlyer, CBaseMonster );
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//=========================================================
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//=========================================================
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void CFlockingFlyerFlock :: KeyValue( KeyValueData *pkvd )
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{
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if (FStrEq(pkvd->szKeyName, "iFlockSize"))
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{
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m_cFlockSize = atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "flFlockRadius"))
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{
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m_flFlockRadius = atof(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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}
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//=========================================================
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//=========================================================
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void CFlockingFlyerFlock :: Spawn( )
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{
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Precache( );
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SpawnFlock();
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REMOVE_ENTITY(ENT(pev)); // dump the spawn ent
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}
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//=========================================================
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//=========================================================
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void CFlockingFlyerFlock :: Precache( )
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{
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//PRECACHE_MODEL("models/aflock.mdl");
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PRECACHE_MODEL("models/boid.mdl");
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PrecacheFlockSounds();
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}
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void CFlockingFlyerFlock :: PrecacheFlockSounds( void )
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{
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PRECACHE_SOUND("boid/boid_alert1.wav" );
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PRECACHE_SOUND("boid/boid_alert2.wav" );
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PRECACHE_SOUND("boid/boid_idle1.wav" );
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PRECACHE_SOUND("boid/boid_idle2.wav" );
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}
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//=========================================================
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//=========================================================
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void CFlockingFlyerFlock :: SpawnFlock( void )
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{
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float R = m_flFlockRadius;
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int iCount;
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Vector vecSpot;
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CFlockingFlyer *pBoid, *pLeader;
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pLeader = pBoid = NULL;
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for ( iCount = 0 ; iCount < m_cFlockSize ; iCount++ )
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{
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pBoid = GetClassPtr( (CFlockingFlyer *)NULL );
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if ( !pLeader )
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{
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// make this guy the leader.
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pLeader = pBoid;
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pLeader->m_pSquadLeader = pLeader;
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pLeader->m_pSquadNext = NULL;
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}
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vecSpot.x = RANDOM_FLOAT( -R, R );
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vecSpot.y = RANDOM_FLOAT( -R, R );
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vecSpot.z = RANDOM_FLOAT( 0, 16 );
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vecSpot = pev->origin + vecSpot;
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UTIL_SetOrigin(pBoid->pev, vecSpot);
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pBoid->pev->movetype = MOVETYPE_FLY;
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pBoid->SpawnCommonCode();
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pBoid->pev->flags &= ~FL_ONGROUND;
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pBoid->pev->velocity = g_vecZero;
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pBoid->pev->angles = pev->angles;
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pBoid->pev->frame = 0;
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pBoid->pev->nextthink = gpGlobals->time + 0.2;
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pBoid->SetThink( &CFlockingFlyer :: IdleThink );
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if ( pBoid != pLeader )
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{
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pLeader->SquadAdd( pBoid );
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}
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}
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}
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//=========================================================
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//=========================================================
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void CFlockingFlyer :: Spawn( )
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{
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Precache( );
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SpawnCommonCode();
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pev->frame = 0;
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pev->nextthink = gpGlobals->time + 0.1;
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SetThink( &CFlockingFlyer::IdleThink );
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}
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//=========================================================
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//=========================================================
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void CFlockingFlyer :: Precache( )
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{
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//PRECACHE_MODEL("models/aflock.mdl");
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PRECACHE_MODEL("models/boid.mdl");
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CFlockingFlyerFlock::PrecacheFlockSounds();
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}
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//=========================================================
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//=========================================================
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void CFlockingFlyer :: MakeSound( void )
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{
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if ( m_flAlertTime > gpGlobals->time )
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{
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// make agitated sounds
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switch ( RANDOM_LONG( 0, 1 ) )
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{
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case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "boid/boid_alert1.wav", 1, ATTN_NORM ); break;
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case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "boid/boid_alert2.wav", 1, ATTN_NORM ); break;
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}
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return;
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}
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// make normal sound
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switch ( RANDOM_LONG( 0, 1 ) )
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{
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case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "boid/boid_idle1.wav", 1, ATTN_NORM ); break;
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case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "boid/boid_idle2.wav", 1, ATTN_NORM ); break;
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}
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}
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//=========================================================
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//=========================================================
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void CFlockingFlyer :: Killed( entvars_t *pevAttacker, int iGib )
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{
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CFlockingFlyer *pSquad;
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pSquad = (CFlockingFlyer *)m_pSquadLeader;
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while ( pSquad )
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{
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pSquad->m_flAlertTime = gpGlobals->time + 15;
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pSquad = (CFlockingFlyer *)pSquad->m_pSquadNext;
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}
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if ( m_pSquadLeader )
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{
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m_pSquadLeader->SquadRemove( this );
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}
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pev->deadflag = DEAD_DEAD;
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pev->framerate = 0;
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pev->effects = EF_NOINTERP;
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UTIL_SetSize( pev, Vector(0,0,0), Vector(0,0,0) );
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pev->movetype = MOVETYPE_TOSS;
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SetThink ( &CFlockingFlyer::FallHack );
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pev->nextthink = gpGlobals->time + 0.1;
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}
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void CFlockingFlyer :: FallHack( void )
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{
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if ( pev->flags & FL_ONGROUND )
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{
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if ( !FClassnameIs ( pev->groundentity, "worldspawn" ) )
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{
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pev->flags &= ~FL_ONGROUND;
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pev->nextthink = gpGlobals->time + 0.1;
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}
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else
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{
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pev->velocity = g_vecZero;
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SetThink( NULL );
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}
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}
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}
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//=========================================================
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//=========================================================
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void CFlockingFlyer :: SpawnCommonCode( )
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{
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pev->deadflag = DEAD_NO;
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pev->classname = MAKE_STRING("monster_flyer");
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_FLY;
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pev->takedamage = DAMAGE_NO;
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pev->health = 1;
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m_fPathBlocked = FALSE;// obstacles will be detected
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m_flFieldOfView = 0.2;
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//SET_MODEL(ENT(pev), "models/aflock.mdl");
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SET_MODEL(ENT(pev), "models/boid.mdl");
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// UTIL_SetSize(pev, Vector(0,0,0), Vector(0,0,0));
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UTIL_SetSize(pev, Vector(-5,-5,0), Vector(5,5,2));
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}
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//=========================================================
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//=========================================================
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void CFlockingFlyer :: BoidAdvanceFrame ( )
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{
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float flapspeed = (pev->speed - pev->armorvalue) / AFLOCK_ACCELERATE;
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pev->armorvalue = pev->armorvalue * .8 + pev->speed * .2;
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if (flapspeed < 0) flapspeed = -flapspeed;
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if (flapspeed < 0.25) flapspeed = 0.25;
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if (flapspeed > 1.9) flapspeed = 1.9;
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pev->framerate = flapspeed;
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// lean
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pev->avelocity.x = - (pev->angles.x + flapspeed * 5);
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// bank
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pev->avelocity.z = - (pev->angles.z + pev->avelocity.y);
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// pev->framerate = flapspeed;
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StudioFrameAdvance( 0.1 );
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}
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//=========================================================
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//=========================================================
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void CFlockingFlyer :: IdleThink( void )
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{
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pev->nextthink = gpGlobals->time + 0.2;
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// see if there's a client in the same pvs as the monster
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if ( !FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) )
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{
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SetThink( &CFlockingFlyer::Start );
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pev->nextthink = gpGlobals->time + 0.1;
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}
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}
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//=========================================================
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// Start - player enters the pvs, so get things going.
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//=========================================================
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void CFlockingFlyer :: Start( void )
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{
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pev->nextthink = gpGlobals->time + 0.1;
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if ( IsLeader() )
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{
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SetThink( &CFlockingFlyer::FlockLeaderThink );
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}
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else
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{
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SetThink( &CFlockingFlyer::FlockFollowerThink );
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}
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/*
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Vector vecTakeOff;
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vecTakeOff = Vector ( 0 , 0 , 0 );
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vecTakeOff.z = 50 + RANDOM_FLOAT ( 0, 100 );
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vecTakeOff.x = 20 - RANDOM_FLOAT ( 0, 40);
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vecTakeOff.y = 20 - RANDOM_FLOAT ( 0, 40);
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pev->velocity = vecTakeOff;
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pev->speed = pev->velocity.Length();
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pev->sequence = 0;
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*/
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SetActivity ( ACT_FLY );
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ResetSequenceInfo( );
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BoidAdvanceFrame( );
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pev->speed = AFLOCK_FLY_SPEED;// no delay!
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}
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//=========================================================
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// Leader boid calls this to form a flock from surrounding boids
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//=========================================================
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void CFlockingFlyer :: FormFlock( void )
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{
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if ( !InSquad() )
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{
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// I am my own leader
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m_pSquadLeader = this;
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m_pSquadNext = NULL;
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int squadCount = 1;
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CBaseEntity *pEntity = NULL;
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while ((pEntity = UTIL_FindEntityInSphere( pEntity, pev->origin, AFLOCK_MAX_RECRUIT_RADIUS )) != NULL)
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{
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CBaseMonster *pRecruit = pEntity->MyMonsterPointer( );
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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 ( FClassnameIs ( pRecruit->pev, "monster_flyer" ) )
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{
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squadCount++;
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SquadAdd( (CFlockingFlyer *)pRecruit );
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}
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}
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}
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}
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SetThink( &CFlockingFlyer::IdleThink );// now that flock is formed, go to idle and wait for a player to come along.
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pev->nextthink = gpGlobals->time;
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}
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//=========================================================
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// Searches for boids that are too close and pushes them away
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//=========================================================
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void CFlockingFlyer :: SpreadFlock( )
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{
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Vector vecDir;
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float flSpeed;// holds vector magnitude while we fiddle with the direction
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CFlockingFlyer *pList = m_pSquadLeader;
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while ( pList )
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{
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if ( pList != this && ( pev->origin - pList->pev->origin ).Length() <= AFLOCK_TOO_CLOSE )
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{
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// push the other away
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vecDir = ( pList->pev->origin - pev->origin );
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vecDir = vecDir.Normalize();
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// store the magnitude of the other boid's velocity, and normalize it so we
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// can average in a course that points away from the leader.
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flSpeed = pList->pev->velocity.Length();
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pList->pev->velocity = pList->pev->velocity.Normalize();
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pList->pev->velocity = ( pList->pev->velocity + vecDir ) * 0.5;
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pList->pev->velocity = pList->pev->velocity * flSpeed;
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}
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pList = pList->m_pSquadNext;
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}
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}
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//=========================================================
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// Alters the caller's course if he's too close to others
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//
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// This function should **ONLY** be called when Caller's velocity is normalized!!
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//=========================================================
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void CFlockingFlyer :: SpreadFlock2 ( )
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{
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Vector vecDir;
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CFlockingFlyer *pList = m_pSquadLeader;
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while ( pList )
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{
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if ( pList != this && ( pev->origin - pList->pev->origin ).Length() <= AFLOCK_TOO_CLOSE )
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{
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vecDir = ( pev->origin - pList->pev->origin );
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vecDir = vecDir.Normalize();
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pev->velocity = (pev->velocity + vecDir);
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}
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pList = pList->m_pSquadNext;
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}
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}
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//=========================================================
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// FBoidPathBlocked - returns TRUE if there is an obstacle ahead
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//=========================================================
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BOOL CFlockingFlyer :: FPathBlocked( )
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{
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TraceResult tr;
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Vector vecDist;// used for general measurements
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Vector vecDir;// used for general measurements
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BOOL fBlocked;
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|
|
if ( m_flFakeBlockedTime > gpGlobals->time )
|
|
{
|
|
m_flLastBlockedTime = gpGlobals->time;
|
|
return TRUE;
|
|
}
|
|
|
|
// use VELOCITY, not angles, not all boids point the direction they are flying
|
|
//vecDir = UTIL_VecToAngles( pevBoid->velocity );
|
|
UTIL_MakeVectors ( pev->angles );
|
|
|
|
fBlocked = FALSE;// assume the way ahead is clear
|
|
|
|
// check for obstacle ahead
|
|
UTIL_TraceLine(pev->origin, pev->origin + gpGlobals->v_forward * AFLOCK_CHECK_DIST, ignore_monsters, ENT(pev), &tr);
|
|
if (tr.flFraction != 1.0)
|
|
{
|
|
m_flLastBlockedTime = gpGlobals->time;
|
|
fBlocked = TRUE;
|
|
}
|
|
|
|
// extra wide checks
|
|
UTIL_TraceLine(pev->origin + gpGlobals->v_right * 12, pev->origin + gpGlobals->v_right * 12 + gpGlobals->v_forward * AFLOCK_CHECK_DIST, ignore_monsters, ENT(pev), &tr);
|
|
if (tr.flFraction != 1.0)
|
|
{
|
|
m_flLastBlockedTime = gpGlobals->time;
|
|
fBlocked = TRUE;
|
|
}
|
|
|
|
UTIL_TraceLine(pev->origin - gpGlobals->v_right * 12, pev->origin - gpGlobals->v_right * 12 + gpGlobals->v_forward * AFLOCK_CHECK_DIST, ignore_monsters, ENT(pev), &tr);
|
|
if (tr.flFraction != 1.0)
|
|
{
|
|
m_flLastBlockedTime = gpGlobals->time;
|
|
fBlocked = TRUE;
|
|
}
|
|
|
|
if ( !fBlocked && gpGlobals->time - m_flLastBlockedTime > 6 )
|
|
{
|
|
// not blocked, and it's been a few seconds since we've actually been blocked.
|
|
m_flFakeBlockedTime = gpGlobals->time + RANDOM_LONG(1, 3);
|
|
}
|
|
|
|
return fBlocked;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// Leader boids use this think every tenth
|
|
//=========================================================
|
|
void CFlockingFlyer :: FlockLeaderThink( void )
|
|
{
|
|
TraceResult tr;
|
|
Vector vecDist;// used for general measurements
|
|
Vector vecDir;// used for general measurements
|
|
int cProcessed = 0;// keep track of how many other boids we've processed
|
|
float flLeftSide;
|
|
float flRightSide;
|
|
|
|
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
|
|
UTIL_MakeVectors ( pev->angles );
|
|
|
|
// is the way ahead clear?
|
|
if ( !FPathBlocked () )
|
|
{
|
|
// if the boid is turning, stop the trend.
|
|
if ( m_fTurning )
|
|
{
|
|
m_fTurning = FALSE;
|
|
pev->avelocity.y = 0;
|
|
}
|
|
|
|
m_fPathBlocked = FALSE;
|
|
|
|
if (pev->speed <= AFLOCK_FLY_SPEED )
|
|
pev->speed+= 5;
|
|
|
|
pev->velocity = gpGlobals->v_forward * pev->speed;
|
|
|
|
BoidAdvanceFrame( );
|
|
|
|
return;
|
|
}
|
|
|
|
// IF we get this far in the function, the leader's path is blocked!
|
|
m_fPathBlocked = TRUE;
|
|
|
|
if ( !m_fTurning)// something in the way and boid is not already turning to avoid
|
|
{
|
|
// measure clearance on left and right to pick the best dir to turn
|
|
UTIL_TraceLine(pev->origin, pev->origin + gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT(pev), &tr);
|
|
vecDist = (tr.vecEndPos - pev->origin);
|
|
flRightSide = vecDist.Length();
|
|
|
|
UTIL_TraceLine(pev->origin, pev->origin - gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT(pev), &tr);
|
|
vecDist = (tr.vecEndPos - pev->origin);
|
|
flLeftSide = vecDist.Length();
|
|
|
|
// turn right if more clearance on right side
|
|
if ( flRightSide > flLeftSide )
|
|
{
|
|
pev->avelocity.y = -AFLOCK_TURN_RATE;
|
|
m_fTurning = TRUE;
|
|
}
|
|
// default to left turn :)
|
|
else if ( flLeftSide > flRightSide )
|
|
{
|
|
pev->avelocity.y = AFLOCK_TURN_RATE;
|
|
m_fTurning = TRUE;
|
|
}
|
|
else
|
|
{
|
|
// equidistant. Pick randomly between left and right.
|
|
m_fTurning = TRUE;
|
|
|
|
if ( RANDOM_LONG( 0, 1 ) == 0 )
|
|
{
|
|
pev->avelocity.y = AFLOCK_TURN_RATE;
|
|
}
|
|
else
|
|
{
|
|
pev->avelocity.y = -AFLOCK_TURN_RATE;
|
|
}
|
|
}
|
|
}
|
|
SpreadFlock( );
|
|
|
|
pev->velocity = gpGlobals->v_forward * pev->speed;
|
|
|
|
// check and make sure we aren't about to plow into the ground, don't let it happen
|
|
UTIL_TraceLine(pev->origin, pev->origin - gpGlobals->v_up * 16, ignore_monsters, ENT(pev), &tr);
|
|
if (tr.flFraction != 1.0 && pev->velocity.z < 0 )
|
|
pev->velocity.z = 0;
|
|
|
|
// maybe it did, though.
|
|
if ( FBitSet (pev->flags, FL_ONGROUND) )
|
|
{
|
|
UTIL_SetOrigin (pev, pev->origin + Vector ( 0 , 0 , 1 ) );
|
|
pev->velocity.z = 0;
|
|
}
|
|
|
|
if ( m_flFlockNextSoundTime < gpGlobals->time )
|
|
{
|
|
MakeSound();
|
|
m_flFlockNextSoundTime = gpGlobals->time + RANDOM_FLOAT( 1, 3 );
|
|
}
|
|
|
|
BoidAdvanceFrame( );
|
|
|
|
return;
|
|
}
|
|
|
|
//=========================================================
|
|
// follower boids execute this code when flocking
|
|
//=========================================================
|
|
void CFlockingFlyer :: FlockFollowerThink( void )
|
|
{
|
|
TraceResult tr;
|
|
Vector vecDist;
|
|
Vector vecDir;
|
|
Vector vecDirToLeader;
|
|
float flDistToLeader;
|
|
|
|
pev->nextthink = gpGlobals->time + 0.1;
|
|
|
|
if ( IsLeader() || !InSquad() )
|
|
{
|
|
// the leader has been killed and this flyer suddenly finds himself the leader.
|
|
SetThink ( &CFlockingFlyer::FlockLeaderThink );
|
|
return;
|
|
}
|
|
|
|
vecDirToLeader = ( m_pSquadLeader->pev->origin - pev->origin );
|
|
flDistToLeader = vecDirToLeader.Length();
|
|
|
|
// match heading with leader
|
|
pev->angles = m_pSquadLeader->pev->angles;
|
|
|
|
//
|
|
// We can see the leader, so try to catch up to it
|
|
//
|
|
if ( FInViewCone ( m_pSquadLeader ) )
|
|
{
|
|
// if we're too far away, speed up
|
|
if ( flDistToLeader > AFLOCK_TOO_FAR )
|
|
{
|
|
m_flGoalSpeed = m_pSquadLeader->pev->velocity.Length() * 1.5;
|
|
}
|
|
|
|
// if we're too close, slow down
|
|
else if ( flDistToLeader < AFLOCK_TOO_CLOSE )
|
|
{
|
|
m_flGoalSpeed = m_pSquadLeader->pev->velocity.Length() * 0.5;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// wait up! the leader isn't out in front, so we slow down to let him pass
|
|
m_flGoalSpeed = m_pSquadLeader->pev->velocity.Length() * 0.5;
|
|
}
|
|
|
|
SpreadFlock2();
|
|
|
|
pev->speed = pev->velocity.Length();
|
|
pev->velocity = pev->velocity.Normalize();
|
|
|
|
// if we are too far from leader, average a vector towards it into our current velocity
|
|
if ( flDistToLeader > AFLOCK_TOO_FAR )
|
|
{
|
|
vecDirToLeader = vecDirToLeader.Normalize();
|
|
pev->velocity = (pev->velocity + vecDirToLeader) * 0.5;
|
|
}
|
|
|
|
// clamp speeds and handle acceleration
|
|
if ( m_flGoalSpeed > AFLOCK_FLY_SPEED * 2 )
|
|
{
|
|
m_flGoalSpeed = AFLOCK_FLY_SPEED * 2;
|
|
}
|
|
|
|
if ( pev->speed < m_flGoalSpeed )
|
|
{
|
|
pev->speed += AFLOCK_ACCELERATE;
|
|
}
|
|
else if ( pev->speed > m_flGoalSpeed )
|
|
{
|
|
pev->speed -= AFLOCK_ACCELERATE;
|
|
}
|
|
|
|
pev->velocity = pev->velocity * pev->speed;
|
|
|
|
BoidAdvanceFrame( );
|
|
}
|
|
|
|
/*
|
|
// Is this boid's course blocked?
|
|
if ( FBoidPathBlocked (pev) )
|
|
{
|
|
// course is still blocked from last time. Just keep flying along adjusted
|
|
// velocity
|
|
if ( m_fCourseAdjust )
|
|
{
|
|
pev->velocity = m_vecAdjustedVelocity * pev->speed;
|
|
return;
|
|
}
|
|
else // set course adjust flag and calculate adjusted velocity
|
|
{
|
|
m_fCourseAdjust = TRUE;
|
|
|
|
// use VELOCITY, not angles, not all boids point the direction they are flying
|
|
//vecDir = UTIL_VecToAngles( pev->velocity );
|
|
//UTIL_MakeVectors ( vecDir );
|
|
|
|
UTIL_MakeVectors ( pev->angles );
|
|
|
|
// measure clearance on left and right to pick the best dir to turn
|
|
UTIL_TraceLine(pev->origin, pev->origin + gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT(pev), &tr);
|
|
vecDist = (tr.vecEndPos - pev->origin);
|
|
flRightSide = vecDist.Length();
|
|
|
|
UTIL_TraceLine(pev->origin, pev->origin - gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT(pev), &tr);
|
|
vecDist = (tr.vecEndPos - pev->origin);
|
|
flLeftSide = vecDist.Length();
|
|
|
|
// slide right if more clearance on right side
|
|
if ( flRightSide > flLeftSide )
|
|
{
|
|
m_vecAdjustedVelocity = gpGlobals->v_right;
|
|
}
|
|
// else slide left
|
|
else
|
|
{
|
|
m_vecAdjustedVelocity = gpGlobals->v_right * -1;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
// if we make it this far, boids path is CLEAR!
|
|
m_fCourseAdjust = FALSE;
|
|
*/
|
|
|
|
|
|
//=========================================================
|
|
//
|
|
// SquadUnlink(), Unlink the squad pointers.
|
|
//
|
|
//=========================================================
|
|
void CFlockingFlyer :: SquadUnlink( void )
|
|
{
|
|
m_pSquadLeader = NULL;
|
|
m_pSquadNext = NULL;
|
|
}
|
|
|
|
//=========================================================
|
|
//
|
|
// SquadAdd(), add pAdd to my squad
|
|
//
|
|
//=========================================================
|
|
void CFlockingFlyer :: SquadAdd( CFlockingFlyer *pAdd )
|
|
{
|
|
ASSERT( pAdd!=NULL );
|
|
ASSERT( !pAdd->InSquad() );
|
|
ASSERT( this->IsLeader() );
|
|
|
|
pAdd->m_pSquadNext = m_pSquadNext;
|
|
m_pSquadNext = pAdd;
|
|
pAdd->m_pSquadLeader = this;
|
|
}
|
|
//=========================================================
|
|
//
|
|
// SquadRemove(), remove pRemove from my squad.
|
|
// If I am pRemove, promote m_pSquadNext to leader
|
|
//
|
|
//=========================================================
|
|
void CFlockingFlyer :: SquadRemove( CFlockingFlyer *pRemove )
|
|
{
|
|
ASSERT( pRemove!=NULL );
|
|
ASSERT( this->IsLeader() );
|
|
ASSERT( pRemove->m_pSquadLeader == this );
|
|
|
|
if ( SquadCount() > 2 )
|
|
{
|
|
// Removing the leader, promote m_pSquadNext to leader
|
|
if ( pRemove == this )
|
|
{
|
|
CFlockingFlyer *pLeader = m_pSquadNext;
|
|
|
|
// copy the enemy LKP to the new leader
|
|
pLeader->m_vecEnemyLKP = m_vecEnemyLKP;
|
|
|
|
if ( pLeader )
|
|
{
|
|
CFlockingFlyer *pList = pLeader;
|
|
|
|
while ( pList )
|
|
{
|
|
pList->m_pSquadLeader = pLeader;
|
|
pList = pList->m_pSquadNext;
|
|
}
|
|
|
|
}
|
|
SquadUnlink();
|
|
}
|
|
else // removing a node
|
|
{
|
|
CFlockingFlyer *pList = this;
|
|
|
|
// Find the node before pRemove
|
|
while ( pList->m_pSquadNext != pRemove )
|
|
{
|
|
// assert to test valid list construction
|
|
ASSERT( pList->m_pSquadNext != NULL );
|
|
pList = pList->m_pSquadNext;
|
|
}
|
|
// List validity
|
|
ASSERT( pList->m_pSquadNext == pRemove );
|
|
|
|
// Relink without pRemove
|
|
pList->m_pSquadNext = pRemove->m_pSquadNext;
|
|
|
|
// Unlink pRemove
|
|
pRemove->SquadUnlink();
|
|
}
|
|
}
|
|
else
|
|
SquadDisband();
|
|
}
|
|
//=========================================================
|
|
//
|
|
// SquadCount(), return the number of members of this squad
|
|
// callable from leaders & followers
|
|
//
|
|
//=========================================================
|
|
int CFlockingFlyer :: SquadCount( void )
|
|
{
|
|
CFlockingFlyer *pList = m_pSquadLeader;
|
|
int squadCount = 0;
|
|
while ( pList )
|
|
{
|
|
squadCount++;
|
|
pList = pList->m_pSquadNext;
|
|
}
|
|
|
|
return squadCount;
|
|
}
|
|
|
|
//=========================================================
|
|
//
|
|
// SquadDisband(), Unlink all squad members
|
|
//
|
|
//=========================================================
|
|
void CFlockingFlyer :: SquadDisband( void )
|
|
{
|
|
CFlockingFlyer *pList = m_pSquadLeader;
|
|
CFlockingFlyer *pNext;
|
|
|
|
while ( pList )
|
|
{
|
|
pNext = pList->m_pSquadNext;
|
|
pList->SquadUnlink();
|
|
pList = pNext;
|
|
}
|
|
}
|