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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "ai_default.h"
#include "ai_task.h"
#include "ai_schedule.h"
#include "ai_node.h"
#include "ai_hull.h"
#include "ai_hint.h"
#include "ai_memory.h"
#include "ai_route.h"
#include "ai_motor.h"
#include "soundent.h"
#include "game.h"
#include "npcevent.h"
#include "entitylist.h"
#include "activitylist.h"
#include "animation.h"
#include "basecombatweapon.h"
#include "IEffects.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "ammodef.h"
#include "hl1_ai_basenpc.h"
#include "ai_senses.h"
// Animation events
#define LEECH_AE_ATTACK 1
#define LEECH_AE_FLOP 2
//#define DEBUG_BEAMS 0
ConVar sk_leech_health( "sk_leech_health", "2" ); ConVar sk_leech_dmg_bite( "sk_leech_dmg_bite", "2" );
// Movement constants
#define LEECH_ACCELERATE 10
#define LEECH_CHECK_DIST 45
#define LEECH_SWIM_SPEED 50
#define LEECH_SWIM_ACCEL 80
#define LEECH_SWIM_DECEL 10
#define LEECH_TURN_RATE 70
#define LEECH_SIZEX 10
#define LEECH_FRAMETIME 0.1
class CNPC_Leech : public CHL1BaseNPC { DECLARE_CLASS( CNPC_Leech, CHL1BaseNPC ); public:
DECLARE_DATADESC(); void Spawn( void ); void Precache( void );
static const char *pAlertSounds[];
void SwimThink( void ); void DeadThink( void );
void SwitchLeechState( void ); float ObstacleDistance( CBaseEntity *pTarget ); void UpdateMotion( void );
void RecalculateWaterlevel( void ); void Touch( CBaseEntity *pOther );
Disposition_t IRelationType(CBaseEntity *pTarget);
void HandleAnimEvent( animevent_t *pEvent );
void AttackSound( void ); void AlertSound( void );
void Activate( void );
Class_T Classify( void ) { return CLASS_INSECT; };
void Event_Killed( const CTakeDamageInfo &info );
bool ShouldGib( const CTakeDamageInfo &info );
/* // Base entity functions
void Killed( entvars_t *pevAttacker, int iGib ); int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); */
private: // UNDONE: Remove unused boid vars, do group behavior
float m_flTurning;// is this boid turning?
bool m_fPathBlocked;// TRUE if there is an obstacle ahead
float m_flAccelerate; float m_obstacle; float m_top; float m_bottom; float m_height; float m_waterTime; float m_sideTime; // Timer to randomly check clearance on sides
float m_zTime; float m_stateTime; float m_attackSoundTime; Vector m_oldOrigin; };
LINK_ENTITY_TO_CLASS( monster_leech, CNPC_Leech );
BEGIN_DATADESC( CNPC_Leech ) DEFINE_FIELD( m_flTurning, FIELD_FLOAT ), DEFINE_FIELD( m_fPathBlocked, FIELD_BOOLEAN ), DEFINE_FIELD( m_flAccelerate, FIELD_FLOAT ), DEFINE_FIELD( m_obstacle, FIELD_FLOAT ), DEFINE_FIELD( m_top, FIELD_FLOAT ), DEFINE_FIELD( m_bottom, FIELD_FLOAT ), DEFINE_FIELD( m_height, FIELD_FLOAT ), DEFINE_FIELD( m_waterTime, FIELD_TIME ), DEFINE_FIELD( m_sideTime, FIELD_TIME ), DEFINE_FIELD( m_zTime, FIELD_TIME ), DEFINE_FIELD( m_stateTime, FIELD_TIME ), DEFINE_FIELD( m_attackSoundTime, FIELD_TIME ), DEFINE_FIELD( m_oldOrigin, FIELD_VECTOR ),
DEFINE_THINKFUNC( SwimThink ), DEFINE_THINKFUNC( DeadThink ), END_DATADESC()
bool CNPC_Leech::ShouldGib( const CTakeDamageInfo &info ) { return false; }
void CNPC_Leech::Spawn( void ) { Precache(); SetModel( "models/leech.mdl" );
SetHullType(HULL_TINY_CENTERED); SetHullSizeNormal();
UTIL_SetSize( this, Vector(-1,-1,0), Vector(1,1,2));
Vector vecSurroundingMins(-8,-8,0); Vector vecSurroundingMaxs(8,8,2); CollisionProp()->SetSurroundingBoundsType( USE_SPECIFIED_BOUNDS, &vecSurroundingMins, &vecSurroundingMaxs );
// Don't push the minz down too much or the water check will fail because this entity is really point-sized
SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_FLY ); AddFlag( FL_SWIM ); m_iHealth = sk_leech_health.GetInt();
m_flFieldOfView = -0.5; // 180 degree FOV
SetDistLook( 750 ); NPCInit(); SetThink( &CNPC_Leech::SwimThink ); SetUse( NULL ); SetTouch( NULL ); SetViewOffset( vec3_origin );
m_flTurning = 0; m_fPathBlocked = FALSE; SetActivity( ACT_SWIM ); SetState( NPC_STATE_IDLE ); m_stateTime = gpGlobals->curtime + random->RandomFloat( 1, 5 );
SetRenderColor( 255, 255, 255, 255 );
m_bloodColor = DONT_BLEED; SetCollisionGroup( COLLISION_GROUP_DEBRIS ); }
void CNPC_Leech::Activate( void ) { RecalculateWaterlevel();
BaseClass::Activate(); }
void CNPC_Leech::DeadThink( void ) { if ( IsSequenceFinished() ) { if ( GetActivity() == ACT_DIEFORWARD ) { SetThink( NULL ); StopAnimation(); return; } else if ( GetFlags() & FL_ONGROUND ) { AddSolidFlags( FSOLID_NOT_SOLID ); SetActivity( ACT_DIEFORWARD ); } } StudioFrameAdvance(); SetNextThink( gpGlobals->curtime + 0.1 );
// Apply damage velocity, but keep out of the walls
if ( GetAbsVelocity().x != 0 || GetAbsVelocity().y != 0 ) { trace_t tr;
// Look 0.5 seconds ahead
UTIL_TraceLine( GetLocalOrigin(), GetLocalOrigin() + GetAbsVelocity() * 0.5, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr); if (tr.fraction != 1.0) { Vector vVelocity = GetAbsVelocity();
vVelocity.x = 0; vVelocity.y = 0;
SetAbsVelocity( vVelocity ); } } }
Disposition_t CNPC_Leech::IRelationType( CBaseEntity *pTarget ) { if ( pTarget->IsPlayer() ) return D_HT; return BaseClass::IRelationType( pTarget ); }
void CNPC_Leech::Touch( CBaseEntity *pOther ) { if ( !pOther->IsPlayer() ) return;
if ( pOther == GetTouchTrace().m_pEnt ) { if ( pOther->GetAbsVelocity() == vec3_origin ) return;
SetBaseVelocity( pOther->GetAbsVelocity() ); AddFlag( FL_BASEVELOCITY ); } }
void CNPC_Leech::HandleAnimEvent( animevent_t *pEvent ) { CBaseEntity *pEnemy = GetEnemy();
switch( pEvent->event ) { case LEECH_AE_FLOP: // Play flop sound
break;
case LEECH_AE_ATTACK: AttackSound(); if ( pEnemy != NULL ) { Vector dir, face; AngleVectors( GetAbsAngles(), &face ); face.z = 0; dir = (pEnemy->GetLocalOrigin() - GetLocalOrigin() ); dir.z = 0; VectorNormalize( dir ); VectorNormalize( face ); if ( DotProduct(dir, face) > 0.9 ) // Only take damage if the leech is facing the prey
{ CTakeDamageInfo info( this, this, sk_leech_dmg_bite.GetInt(), DMG_SLASH ); CalculateMeleeDamageForce( &info, dir, pEnemy->GetAbsOrigin() ); pEnemy->TakeDamage( info ); } } m_stateTime -= 2; break;
default: BaseClass::HandleAnimEvent( pEvent ); break; } }
void CNPC_Leech::Precache( void ) { PrecacheModel("models/leech.mdl");
PrecacheScriptSound( "Leech.Attack" ); PrecacheScriptSound( "Leech.Alert" ); }
void CNPC_Leech::AttackSound( void ) { if ( gpGlobals->curtime > m_attackSoundTime ) { CPASAttenuationFilter filter( this );
EmitSound(filter, entindex(), "Leech.Attack" ); m_attackSoundTime = gpGlobals->curtime + 0.5; } }
void CNPC_Leech::AlertSound( void ) { CPASAttenuationFilter filter( this ); EmitSound(filter, entindex(), "Leech.Alert" ); }
void CNPC_Leech::SwitchLeechState( void ) { m_stateTime = gpGlobals->curtime + random->RandomFloat( 3, 6 ); if ( m_NPCState == NPC_STATE_COMBAT ) { SetEnemy ( NULL ); SetState( NPC_STATE_IDLE ); // We may be up against the player, so redo the side checks
m_sideTime = 0; } else { GetSenses()->Look( GetSenses()->GetDistLook() ); CBaseEntity *pEnemy = BestEnemy(); if ( pEnemy && pEnemy->GetWaterLevel() != 0 ) { SetEnemy ( pEnemy ); SetState( NPC_STATE_COMBAT ); m_stateTime = gpGlobals->curtime + random->RandomFloat( 18, 25 ); AlertSound(); } } }
void CNPC_Leech::RecalculateWaterlevel( void ) { // Calculate boundaries
Vector vecTest = GetLocalOrigin() - Vector(0,0,400);
trace_t tr;
UTIL_TraceLine( GetLocalOrigin(), vecTest, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr); if ( tr.fraction != 1.0 ) m_bottom = tr.endpos.z + 1; else m_bottom = vecTest.z;
m_top = UTIL_WaterLevel( GetLocalOrigin(), GetLocalOrigin().z, GetLocalOrigin().z + 400 ) - 1;
#if DEBUG_BEAMS
NDebugOverlay::Line( GetLocalOrigin(), GetLocalOrigin() + Vector( 0, 0, m_bottom ), 0, 255, 0, false, 0.1f ); NDebugOverlay::Line( GetLocalOrigin(), GetLocalOrigin() + Vector( 0, 0, m_top ), 0, 255, 255, false, 0.1f ); #endif
// Chop off 20% of the outside range
float newBottom = m_bottom * 0.8 + m_top * 0.2; m_top = m_bottom * 0.2 + m_top * 0.8; m_bottom = newBottom; m_height = random->RandomFloat( m_bottom, m_top ); m_waterTime = gpGlobals->curtime + random->RandomFloat( 5, 7 ); }
void CNPC_Leech::SwimThink( void ) { trace_t tr; float flLeftSide; float flRightSide; float targetSpeed; float targetYaw = 0; CBaseEntity *pTarget;
/*if ( !UTIL_FindClientInPVS( edict() ) )
{ m_flNextThink = gpGlobals->curtime + random->RandomFloat( 1.0f, 1.5f ); SetAbsVelocity( vec3_origin ); return; } else*/ SetNextThink( gpGlobals->curtime + 0.1 );
targetSpeed = LEECH_SWIM_SPEED;
if ( m_waterTime < gpGlobals->curtime ) RecalculateWaterlevel();
if ( m_stateTime < gpGlobals->curtime ) SwitchLeechState();
ClearCondition( COND_CAN_MELEE_ATTACK1 );
switch( m_NPCState ) { case NPC_STATE_COMBAT: pTarget = GetEnemy(); if ( !pTarget ) SwitchLeechState(); else { // Chase the enemy's eyes
m_height = pTarget->GetLocalOrigin().z + pTarget->GetViewOffset().z - 5; // Clip to viable water area
if ( m_height < m_bottom ) m_height = m_bottom; else if ( m_height > m_top ) m_height = m_top; Vector location = pTarget->GetLocalOrigin() - GetLocalOrigin(); location.z += (pTarget->GetViewOffset().z); if ( location.Length() < 80 ) SetCondition( COND_CAN_MELEE_ATTACK1 ); // Turn towards target ent
targetYaw = UTIL_VecToYaw( location );
QAngle vTestAngle = GetAbsAngles(); targetYaw = UTIL_AngleDiff( targetYaw, UTIL_AngleMod( GetAbsAngles().y ) );
if ( targetYaw < (-LEECH_TURN_RATE) ) targetYaw = (-LEECH_TURN_RATE); else if ( targetYaw > (LEECH_TURN_RATE) ) targetYaw = (LEECH_TURN_RATE); else targetSpeed *= 2; }
break;
default: if ( m_zTime < gpGlobals->curtime ) { float newHeight = random->RandomFloat( m_bottom, m_top ); m_height = 0.5 * m_height + 0.5 * newHeight; m_zTime = gpGlobals->curtime + random->RandomFloat( 1, 4 ); } if ( random->RandomInt( 0, 100 ) < 10 ) targetYaw = random->RandomInt( -30, 30 ); pTarget = NULL; // oldorigin test
if ( ( GetLocalOrigin() - m_oldOrigin ).Length() < 1 ) { // If leech didn't move, there must be something blocking it, so try to turn
m_sideTime = 0; }
break; }
m_obstacle = ObstacleDistance( pTarget ); m_oldOrigin = GetLocalOrigin(); if ( m_obstacle < 0.1 ) m_obstacle = 0.1;
Vector vForward, vRight;
AngleVectors( GetAbsAngles(), &vForward, &vRight, NULL );
// is the way ahead clear?
if ( m_obstacle == 1.0 ) { // if the leech is turning, stop the trend.
if ( m_flTurning != 0 ) { m_flTurning = 0; }
m_fPathBlocked = FALSE; m_flSpeed = UTIL_Approach( targetSpeed, m_flSpeed, LEECH_SWIM_ACCEL * LEECH_FRAMETIME ); SetAbsVelocity( vForward * m_flSpeed );
} else { m_obstacle = 1.0 / m_obstacle; // IF we get this far in the function, the leader's path is blocked!
m_fPathBlocked = TRUE;
if ( m_flTurning == 0 )// something in the way and leech is not already turning to avoid
{ Vector vecTest; // measure clearance on left and right to pick the best dir to turn
vecTest = GetLocalOrigin() + ( vRight * LEECH_SIZEX) + ( vForward * LEECH_CHECK_DIST); UTIL_TraceLine( GetLocalOrigin(), vecTest, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr); flRightSide = tr.fraction;
vecTest = GetLocalOrigin() + ( vRight * -LEECH_SIZEX) + ( vForward * LEECH_CHECK_DIST); UTIL_TraceLine( GetLocalOrigin(), vecTest, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr); flLeftSide = tr.fraction;
// turn left, right or random depending on clearance ratio
float delta = (flRightSide - flLeftSide); if ( delta > 0.1 || (delta > -0.1 && random->RandomInt( 0,100 ) < 50 ) ) m_flTurning = -LEECH_TURN_RATE; else m_flTurning = LEECH_TURN_RATE; }
m_flSpeed = UTIL_Approach( -(LEECH_SWIM_SPEED*0.5), m_flSpeed, LEECH_SWIM_DECEL * LEECH_FRAMETIME * m_obstacle ); SetAbsVelocity( vForward * m_flSpeed ); } GetMotor()->SetIdealYaw( m_flTurning + targetYaw ); UpdateMotion(); }
//
// ObstacleDistance - returns normalized distance to obstacle
//
float CNPC_Leech::ObstacleDistance( CBaseEntity *pTarget ) { trace_t tr; Vector vecTest; Vector vForward, vRight;
// use VELOCITY, not angles, not all boids point the direction they are flying
//Vector vecDir = UTIL_VecToAngles( pev->velocity );
QAngle tmp = GetAbsAngles(); tmp.x = -tmp.x; AngleVectors ( tmp, &vForward, &vRight, NULL );
// check for obstacle ahead
vecTest = GetLocalOrigin() + vForward * LEECH_CHECK_DIST; UTIL_TraceLine( GetLocalOrigin(), vecTest, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
if ( tr.startsolid ) { m_flSpeed = -LEECH_SWIM_SPEED * 0.5; }
if ( tr.fraction != 1.0 ) { if ( (pTarget == NULL || tr.m_pEnt != pTarget ) ) { return tr.fraction; } else { if ( fabs( m_height - GetLocalOrigin().z ) > 10 ) return tr.fraction; } }
if ( m_sideTime < gpGlobals->curtime ) { // extra wide checks
vecTest = GetLocalOrigin() + vRight * LEECH_SIZEX * 2 + vForward * LEECH_CHECK_DIST; UTIL_TraceLine( GetLocalOrigin(), vecTest, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
if (tr.fraction != 1.0) return tr.fraction;
vecTest = GetLocalOrigin() - vRight * LEECH_SIZEX * 2 + vForward * LEECH_CHECK_DIST; UTIL_TraceLine( GetLocalOrigin(), vecTest, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr); if (tr.fraction != 1.0) return tr.fraction;
// Didn't hit either side, so stop testing for another 0.5 - 1 seconds
m_sideTime = gpGlobals->curtime + random->RandomFloat(0.5,1); }
return 1.0; }
void CNPC_Leech::UpdateMotion( void ) { float flapspeed = ( m_flSpeed - m_flAccelerate) / LEECH_ACCELERATE; m_flAccelerate = m_flAccelerate * 0.8 + m_flSpeed * 0.2;
if (flapspeed < 0) flapspeed = -flapspeed; flapspeed += 1.0; if (flapspeed < 0.5) flapspeed = 0.5; if (flapspeed > 1.9) flapspeed = 1.9;
m_flPlaybackRate = flapspeed;
QAngle vAngularVelocity = GetLocalAngularVelocity(); QAngle vAngles = GetLocalAngles();
if ( !m_fPathBlocked ) vAngularVelocity.y = GetMotor()->GetIdealYaw(); else vAngularVelocity.y = GetMotor()->GetIdealYaw() * m_obstacle;
if ( vAngularVelocity.y > 150 ) SetIdealActivity( ACT_TURN_LEFT ); else if ( vAngularVelocity.y < -150 ) SetIdealActivity( ACT_TURN_RIGHT ); else SetIdealActivity( ACT_SWIM );
// lean
float targetPitch, delta; delta = m_height - GetLocalOrigin().z;
/* if ( delta < -10 )
targetPitch = -30; else if ( delta > 10 ) targetPitch = 30; else*/ targetPitch = 0;
vAngles.x = UTIL_Approach( targetPitch, vAngles.x, 60 * LEECH_FRAMETIME );
// bank
vAngularVelocity.z = - ( vAngles.z + (vAngularVelocity.y * 0.25));
if ( m_NPCState == NPC_STATE_COMBAT && HasCondition( COND_CAN_MELEE_ATTACK1 ) ) SetIdealActivity( ACT_MELEE_ATTACK1 );
// Out of water check
if ( !GetWaterLevel() ) { SetMoveType( MOVETYPE_FLYGRAVITY ); SetIdealActivity( ACT_HOP ); SetAbsVelocity( vec3_origin );
// Animation will intersect the floor if either of these is non-zero
vAngles.z = 0; vAngles.x = 0;
m_flPlaybackRate = random->RandomFloat( 0.8, 1.2 ); } else if ( GetMoveType() == MOVETYPE_FLYGRAVITY ) { SetMoveType( MOVETYPE_FLY ); SetGroundEntity( NULL );
// TODO
RecalculateWaterlevel(); m_waterTime = gpGlobals->curtime + 2; // Recalc again soon, water may be rising
}
if ( GetActivity() != GetIdealActivity() ) { SetActivity ( GetIdealActivity() ); } StudioFrameAdvance(); DispatchAnimEvents ( this );
SetLocalAngles( vAngles ); SetLocalAngularVelocity( vAngularVelocity );
Vector vForward, vRight;
AngleVectors( vAngles, &vForward, &vRight, NULL );
#if DEBUG_BEAMS
if ( m_fPathBlocked ) { float color = m_obstacle * 30; if ( m_obstacle == 1.0 ) color = 0; if ( color > 255 ) color = 255; NDebugOverlay::Line( GetLocalOrigin(), GetLocalOrigin() + vForward * LEECH_CHECK_DIST, 255, color, color, false, 0.1f ); } else NDebugOverlay::Line( GetLocalOrigin(), GetLocalOrigin() + vForward * LEECH_CHECK_DIST, 255, 255, 0, false, 0.1f ); NDebugOverlay::Line( GetLocalOrigin(), GetLocalOrigin() + vRight * (vAngularVelocity.y*0.25), 0, 0, 255, false, 0.1f ); #endif
}
void CNPC_Leech::Event_Killed( const CTakeDamageInfo &info ) { Vector vecSplatDir; trace_t tr;
//ALERT(at_aiconsole, "Leech: killed\n");
// tell owner ( if any ) that we're dead.This is mostly for MonsterMaker functionality.
CBaseEntity *pOwner = GetOwnerEntity(); if (pOwner) pOwner->DeathNotice( this );
// When we hit the ground, play the "death_end" activity
if ( GetWaterLevel() ) { QAngle qAngles = GetAbsAngles(); QAngle qAngularVel = GetLocalAngularVelocity(); Vector vOrigin = GetLocalOrigin();
qAngles.z = 0; qAngles.x = 0;
vOrigin.z += 1;
SetAbsVelocity( vec3_origin );
if ( random->RandomInt( 0, 99 ) < 70 ) qAngularVel.y = random->RandomInt( -720, 720 );
SetAbsAngles( qAngles ); SetLocalAngularVelocity( qAngularVel ); SetAbsOrigin( vOrigin );
SetGravity ( 0.02 ); SetGroundEntity( NULL ); SetActivity( ACT_DIESIMPLE ); } else SetActivity( ACT_DIEFORWARD ); SetMoveType( MOVETYPE_FLYGRAVITY ); m_takedamage = DAMAGE_NO; SetThink( &CNPC_Leech::DeadThink ); }
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