472 lines
12 KiB
C++
472 lines
12 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#include "cbase.h"
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#include "hl1_ai_basenpc.h"
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#include "ai_default.h"
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#include "ai_task.h"
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#include "ai_schedule.h"
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#include "ai_node.h"
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#include "ai_hull.h"
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#include "ai_hint.h"
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#include "ai_memory.h"
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#include "ai_route.h"
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#include "ai_motor.h"
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#include "ai_senses.h"
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#include "soundent.h"
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#include "game.h"
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#include "npcevent.h"
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#include "entitylist.h"
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#include "activitylist.h"
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#include "animation.h"
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#include "basecombatweapon.h"
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#include "IEffects.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "ammodef.h"
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#include "ai_behavior_follow.h"
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#include "ai_navigator.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 CNPC_Roach : public CHL1BaseNPC
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{
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DECLARE_CLASS( CNPC_Roach, CHL1BaseNPC );
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public:
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void Spawn( void );
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void Precache( void );
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float MaxYawSpeed( void );
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// DECLARE_DATADESC();
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void NPCThink ( void );
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void PickNewDest ( int iCondition );
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void Look ( int iDistance );
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void Move ( float flInterval );
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Class_T Classify( void ) { return CLASS_INSECT; }
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void Touch ( CBaseEntity *pOther );
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void Event_Killed( const CTakeDamageInfo &info );
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int GetSoundInterests ( void );
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void Eat( float flFullDuration );
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bool ShouldEat( void );
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bool ShouldGib( const CTakeDamageInfo &info ) { return false; }
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float m_flLastLightLevel;
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float m_flNextSmellTime;
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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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float m_flHungryTime;
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// -----------------------------
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};
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LINK_ENTITY_TO_CLASS( monster_cockroach, CNPC_Roach );
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//BEGIN_DATADESC( CNPC_Roach )
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// DEFINE_FUNCTION( RoachTouch ),
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//END_DATADESC()
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//=========================================================
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// Spawn
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//=========================================================
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void CNPC_Roach::Spawn()
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{
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Precache( );
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SetModel( "models/roach.mdl" );
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UTIL_SetSize( this, Vector( -1, -1, 0 ), Vector( 1, 1, 2 ) );
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_NOT_STANDABLE );
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SetMoveType( MOVETYPE_STEP );
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m_bloodColor = BLOOD_COLOR_YELLOW;
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ClearEffects();
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m_iHealth = 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_NPCState = NPC_STATE_NONE;
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SetRenderColor( 255, 255, 255, 255 );
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NPCInit();
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SetActivity ( ACT_IDLE );
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SetViewOffset ( Vector ( 0, 0, 1 ) );// position of the eyes relative to monster's origin.
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m_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->curtime;
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AddEffects( EF_NOSHADOW );
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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 CNPC_Roach::Precache()
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{
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PrecacheModel("models/roach.mdl");
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PrecacheScriptSound( "Roach.Walk" );
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PrecacheScriptSound( "Roach.Die" );
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PrecacheScriptSound( "Roach.Smash" );
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}
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float CNPC_Roach::MaxYawSpeed( void )
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{
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return 120.0f;
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}
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void CNPC_Roach::Eat( float flFullDuration )
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{
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m_flHungryTime = gpGlobals->curtime + flFullDuration;
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}
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bool CNPC_Roach::ShouldEat( void )
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{
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if ( m_flHungryTime > gpGlobals->curtime )
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{
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return false;
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}
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return true;
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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 CNPC_Roach::NPCThink( void )
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{
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if ( FNullEnt( UTIL_FindClientInPVS( edict() ) ) )
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SetNextThink( gpGlobals->curtime + random->RandomFloat( 1.0f , 1.5f ) );
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else
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SetNextThink( gpGlobals->curtime + 0.1f );// keep monster thinking
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float flInterval = gpGlobals->curtime - GetLastThink();
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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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SetNextThink( gpGlobals->curtime + 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 = 0;
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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->RandomInt( 0, 3 ) == 1 )
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{
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Look( 150 );
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if ( HasCondition( 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->RandomInt( 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->RandomInt( 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->RandomInt(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 ( ShouldEat() )
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{
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GetSenses()->Listen();
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}
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if ( 0 > 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 ( HasCondition( COND_SMELL ) )
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{
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CSound *pSound = GetLoudestSoundOfType( ALL_SOUNDS );
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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->GetSoundOrigin().z - GetAbsOrigin().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 ( 0 <= m_flLastLightLevel )
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{
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SetActivity ( ACT_IDLE );
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m_flLastLightLevel = 0;// 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 ( GetActivity() != ACT_IDLE )
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{
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Move( flInterval );
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}
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}
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void CNPC_Roach::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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GetNavigator()->ClearGoal();
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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 = GetLoudestSoundOfType( ALL_SOUNDS );
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if ( pSound )
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{
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GetNavigator()->SetRandomGoal( 3 - random->RandomInt( 0,5 ) );
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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->RandomInt( -1, 1 );
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vecNewDir.y = random->RandomInt( -1, 1 );
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flDist = 256 + ( random->RandomInt(0,255) );
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vecDest = GetAbsOrigin() + vecNewDir * flDist;
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} while ( ( vecDest - GetAbsOrigin() ).Length2D() < 128 );
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Vector vecLocation;
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vecLocation.x = vecDest.x;
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vecLocation.y = vecDest.y;
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vecLocation.z = GetAbsOrigin().z;
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AI_NavGoal_t goal( GOALTYPE_LOCATION, vecLocation, ACT_WALK );
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GetNavigator()->SetGoal( goal );
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if ( random->RandomInt( 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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CPASAttenuationFilter filter( this );
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EmitSound( filter, entindex(), "Roach.Walk" );
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}
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}
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//=========================================================
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// Look - overriden for the roach, which can virtually see
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// 360 degrees.
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//=========================================================
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void CNPC_Roach::Look ( int iDistance )
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{
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CBaseEntity *pSightEnt = NULL;// the current visible entity that we're dealing with
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// DON'T let visibility information from last frame sit around!
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ClearCondition( COND_SEE_HATE | COND_SEE_DISLIKE | COND_SEE_ENEMY | COND_SEE_FEAR );
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// don't let monsters outside of the player's PVS act up, or most of the interesting
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// things will happen before the player gets there!
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if ( FNullEnt( UTIL_FindClientInPVS( edict() ) ) )
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{
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return;
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}
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// Does sphere also limit itself to PVS?
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// Examine all entities within a reasonable radius
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// !!!PERFORMANCE - let's trivially reject the ent list before radius searching!
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for ( CEntitySphereQuery sphere( GetAbsOrigin(), iDistance ); ( pSightEnt = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
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{
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// only consider ents that can be damaged. !!!temporarily only considering other monsters and clients
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if ( pSightEnt->IsPlayer() || FBitSet ( pSightEnt->GetFlags(), FL_NPC ) )
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{
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if ( /*FVisible( pSightEnt ) &&*/ !FBitSet( pSightEnt->GetFlags(), FL_NOTARGET ) && pSightEnt->m_iHealth > 0 )
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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 ( IRelationType ( pSightEnt ) )
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{
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case D_FR:
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SetCondition( COND_SEE_FEAR );
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break;
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case D_NU:
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break;
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default:
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Msg ( "%s can't asses %s\n", GetClassname(), pSightEnt->GetClassname() );
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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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}
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//=========================================================
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// roach's move function
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//=========================================================
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void CNPC_Roach::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 = ( GetNavigator()->GetGoalPos() - GetAbsOrigin() ).Length2D();
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GetMotor()->SetIdealYawToTargetAndUpdate( GetNavigator()->GetGoalPos() );
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float speed = 150 * flInterval;
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Vector vToTarget = GetNavigator()->GetGoalPos() - GetAbsOrigin();
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vToTarget.NormalizeInPlace();
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Vector vMovePos = vToTarget * speed;
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if ( random->RandomInt( 0,7 ) == 1 )
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{
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// randomly change direction
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PickNewDest( m_iMode );
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}
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if( !WalkMove( vMovePos, MASK_NPCSOLID ) )
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{
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PickNewDest( m_iMode );
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}
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// if the waypoint is closer than step size, then stop after next step (ok for roach to overshoot)
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if ( flWaypointDist <= m_flGroundSpeed * flInterval )
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{
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// take truncated step and stop
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SetActivity ( ACT_IDLE );
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m_flLastLightLevel = 0;// this is roach's new comfortable light level
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if ( m_iMode == ROACH_SMELL_FOOD )
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{
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m_iMode = ROACH_EAT;
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}
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else
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{
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m_iMode = ROACH_IDLE;
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}
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}
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if ( random->RandomInt( 0,149 ) == 1 && m_iMode != ROACH_SCARED_BY_LIGHT && m_iMode != ROACH_SMELL_FOOD )
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{
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// random skitter while moving as long as not on a b-line to get out of light or going to food
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PickNewDest( FALSE );
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}
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}
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void CNPC_Roach::Touch ( CBaseEntity *pOther )
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{
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Vector vecSpot;
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trace_t tr;
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if ( pOther->GetAbsVelocity() == vec3_origin || !pOther->IsPlayer() )
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{
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return;
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}
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vecSpot = GetAbsOrigin() + 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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UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -24 ), MASK_ALL, this, COLLISION_GROUP_NONE, &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, "YellowBlood" );
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// DMG_GENERIC because we don't want any physics force generated
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TakeDamage( CTakeDamageInfo( pOther, pOther, m_iHealth, DMG_GENERIC ) );
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}
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void CNPC_Roach::Event_Killed( const CTakeDamageInfo &info )
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{
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RemoveSolidFlags( FSOLID_NOT_SOLID );
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CPASAttenuationFilter filter( this );
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//random sound
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if ( random->RandomInt( 0,4 ) == 1 )
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{
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EmitSound( filter, entindex(), "Roach.Die" );
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}
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else
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{
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EmitSound( filter, entindex(), "Roach.Smash" );
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}
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CSoundEnt::InsertSound ( SOUND_WORLD, GetAbsOrigin(), 128, 1 );
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UTIL_Remove( this );
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}
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int CNPC_Roach::GetSoundInterests ( void)
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{
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return SOUND_CARCASS |
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SOUND_MEAT;
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}
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