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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "hl1_ai_basenpc.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 "ai_senses.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 "ai_behavior_follow.h"
#include "ai_navigator.h"
#include "decals.h"
#define ROACH_IDLE 0
#define ROACH_BORED 1
#define ROACH_SCARED_BY_ENT 2
#define ROACH_SCARED_BY_LIGHT 3
#define ROACH_SMELL_FOOD 4
#define ROACH_EAT 5
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
class CNPC_Roach : public CHL1BaseNPC { DECLARE_CLASS( CNPC_Roach, CHL1BaseNPC ); public:
void Spawn( void ); void Precache( void ); float MaxYawSpeed( void );
// DECLARE_DATADESC();
void NPCThink ( void ); void PickNewDest ( int iCondition ); void Look ( int iDistance ); void Move ( float flInterval );
Class_T Classify( void ) { return CLASS_INSECT; }
void Touch ( CBaseEntity *pOther );
void Event_Killed( const CTakeDamageInfo &info ); int GetSoundInterests ( void );
void Eat( float flFullDuration ); bool ShouldEat( void );
bool ShouldGib( const CTakeDamageInfo &info ) { return false; }
float m_flLastLightLevel; float m_flNextSmellTime; // UNDONE: These don't necessarily need to be save/restored, but if we add more data, it may
bool m_fLightHacked; int m_iMode;
float m_flHungryTime; // -----------------------------
};
LINK_ENTITY_TO_CLASS( monster_cockroach, CNPC_Roach );
//BEGIN_DATADESC( CNPC_Roach )
// DEFINE_FUNCTION( RoachTouch ),
//END_DATADESC()
//=========================================================
// Spawn
//=========================================================
void CNPC_Roach::Spawn() { Precache( );
SetModel( "models/roach.mdl" ); UTIL_SetSize( this, Vector( -1, -1, 0 ), Vector( 1, 1, 2 ) );
SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_STEP ); m_bloodColor = BLOOD_COLOR_YELLOW; ClearEffects(); m_iHealth = 1; m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
m_NPCState = NPC_STATE_NONE;
SetRenderColor( 255, 255, 255, 255 );
NPCInit(); SetActivity ( ACT_IDLE );
SetViewOffset ( Vector ( 0, 0, 1 ) );// position of the eyes relative to monster's origin.
m_takedamage = DAMAGE_YES; m_fLightHacked = FALSE; m_flLastLightLevel = -1; m_iMode = ROACH_IDLE; m_flNextSmellTime = gpGlobals->curtime;
AddEffects( EF_NOSHADOW ); }
//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CNPC_Roach::Precache() { PrecacheModel("models/roach.mdl");
PrecacheScriptSound( "Roach.Walk" ); PrecacheScriptSound( "Roach.Die" ); PrecacheScriptSound( "Roach.Smash" ); }
float CNPC_Roach::MaxYawSpeed( void ) { return 120.0f; }
void CNPC_Roach::Eat( float flFullDuration ) { m_flHungryTime = gpGlobals->curtime + flFullDuration; }
bool CNPC_Roach::ShouldEat( void ) { if ( m_flHungryTime > gpGlobals->curtime ) { return false; }
return true; }
//=========================================================
// MonsterThink, overridden for roaches.
//=========================================================
void CNPC_Roach::NPCThink( void ) { if ( FNullEnt( UTIL_FindClientInPVS( edict() ) ) ) SetNextThink( gpGlobals->curtime + random->RandomFloat( 1.0f , 1.5f ) ); else SetNextThink( gpGlobals->curtime + 0.1f );// keep monster thinking
float flInterval = gpGlobals->curtime - GetLastThink();
StudioFrameAdvance( ); // animate
if ( !m_fLightHacked ) { // if light value hasn't been collection for the first time yet,
// suspend the creature for a second so the world finishes spawning, then we'll collect the light level.
SetNextThink( gpGlobals->curtime + 1 ); m_fLightHacked = TRUE; return; } else if ( m_flLastLightLevel < 0 ) { // collect light level for the first time, now that all of the lightmaps in the roach's area have been calculated.
m_flLastLightLevel = 0; }
switch ( m_iMode ) { case ROACH_IDLE: case ROACH_EAT: { // if not moving, sample environment to see if anything scary is around. Do a radius search 'look' at random.
if ( random->RandomInt( 0, 3 ) == 1 ) { Look( 150 );
if ( HasCondition( COND_SEE_FEAR ) ) { // if see something scary
//ALERT ( at_aiconsole, "Scared\n" );
Eat( 30 + ( random->RandomInt( 0, 14 ) ) );// roach will ignore food for 30 to 45 seconds
PickNewDest( ROACH_SCARED_BY_ENT ); SetActivity ( ACT_WALK ); } else if ( random->RandomInt( 0,149 ) == 1 ) { // if roach doesn't see anything, there's still a chance that it will move. (boredom)
//ALERT ( at_aiconsole, "Bored\n" );
PickNewDest( ROACH_BORED ); SetActivity ( ACT_WALK );
if ( m_iMode == ROACH_EAT ) { // roach will ignore food for 30 to 45 seconds if it got bored while eating.
Eat( 30 + ( random->RandomInt(0,14) ) ); } } } // don't do this stuff if eating!
if ( m_iMode == ROACH_IDLE ) { if ( ShouldEat() ) { GetSenses()->Listen(); }
if ( 0 > m_flLastLightLevel ) { // someone turned on lights!
//ALERT ( at_console, "Lights!\n" );
PickNewDest( ROACH_SCARED_BY_LIGHT ); SetActivity ( ACT_WALK ); } else if ( HasCondition( COND_SMELL ) ) { CSound *pSound = GetLoudestSoundOfType( ALL_SOUNDS );
// roach smells food and is just standing around. Go to food unless food isn't on same z-plane.
if ( pSound && abs( pSound->GetSoundOrigin().z - GetAbsOrigin().z ) <= 3 ) { PickNewDest( ROACH_SMELL_FOOD ); SetActivity ( ACT_WALK ); } } }
break; } case ROACH_SCARED_BY_LIGHT: { // if roach was scared by light, then stop if we're over a spot at least as dark as where we started!
if ( 0 <= m_flLastLightLevel ) { SetActivity ( ACT_IDLE ); m_flLastLightLevel = 0;// make this our new light level.
} break; } } if ( GetActivity() != ACT_IDLE ) { Move( flInterval ); } }
void CNPC_Roach::PickNewDest ( int iCondition ) { Vector vecNewDir; Vector vecDest; float flDist;
m_iMode = iCondition;
GetNavigator()->ClearGoal();
if ( m_iMode == ROACH_SMELL_FOOD ) { // find the food and go there.
CSound *pSound = GetLoudestSoundOfType( ALL_SOUNDS );
if ( pSound ) { GetNavigator()->SetRandomGoal( 3 - random->RandomInt( 0,5 ) ); return; } }
do { // picks a random spot, requiring that it be at least 128 units away
// else, the roach will pick a spot too close to itself and run in
// circles. this is a hack but buys me time to work on the real monsters.
vecNewDir.x = random->RandomInt( -1, 1 ); vecNewDir.y = random->RandomInt( -1, 1 ); flDist = 256 + ( random->RandomInt(0,255) ); vecDest = GetAbsOrigin() + vecNewDir * flDist;
} while ( ( vecDest - GetAbsOrigin() ).Length2D() < 128 );
Vector vecLocation;
vecLocation.x = vecDest.x; vecLocation.y = vecDest.y; vecLocation.z = GetAbsOrigin().z; AI_NavGoal_t goal( GOALTYPE_LOCATION, vecLocation, ACT_WALK );
GetNavigator()->SetGoal( goal );
if ( random->RandomInt( 0, 9 ) == 1 ) { // every once in a while, a roach will play a skitter sound when they decide to run
CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "Roach.Walk" ); } }
//=========================================================
// Look - overriden for the roach, which can virtually see
// 360 degrees.
//=========================================================
void CNPC_Roach::Look ( int iDistance ) { CBaseEntity *pSightEnt = NULL;// the current visible entity that we're dealing with
// DON'T let visibility information from last frame sit around!
ClearCondition( COND_SEE_HATE | COND_SEE_DISLIKE | COND_SEE_ENEMY | COND_SEE_FEAR );
// don't let monsters outside of the player's PVS act up, or most of the interesting
// things will happen before the player gets there!
if ( FNullEnt( UTIL_FindClientInPVS( edict() ) ) ) { return; } // Does sphere also limit itself to PVS?
// Examine all entities within a reasonable radius
// !!!PERFORMANCE - let's trivially reject the ent list before radius searching!
for ( CEntitySphereQuery sphere( GetAbsOrigin(), iDistance ); ( pSightEnt = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() ) { // only consider ents that can be damaged. !!!temporarily only considering other monsters and clients
if ( pSightEnt->IsPlayer() || FBitSet ( pSightEnt->GetFlags(), FL_NPC ) ) { if ( /*FVisible( pSightEnt ) &&*/ !FBitSet( pSightEnt->GetFlags(), FL_NOTARGET ) && pSightEnt->m_iHealth > 0 ) { // don't add the Enemy's relationship to the conditions. We only want to worry about conditions when
// we see monsters other than the Enemy.
switch ( IRelationType ( pSightEnt ) ) { case D_FR: SetCondition( COND_SEE_FEAR ); break; case D_NU: break; default: Msg ( "%s can't asses %s\n", GetClassname(), pSightEnt->GetClassname() ); break; } } } } }
//=========================================================
// roach's move function
//=========================================================
void CNPC_Roach::Move ( float flInterval ) { float flWaypointDist; Vector vecApex;
// local move to waypoint.
flWaypointDist = ( GetNavigator()->GetGoalPos() - GetAbsOrigin() ).Length2D(); GetMotor()->SetIdealYawToTargetAndUpdate( GetNavigator()->GetGoalPos() );
float speed = 150 * flInterval;
Vector vToTarget = GetNavigator()->GetGoalPos() - GetAbsOrigin(); vToTarget.NormalizeInPlace(); Vector vMovePos = vToTarget * speed;
if ( random->RandomInt( 0,7 ) == 1 ) { // randomly change direction
PickNewDest( m_iMode ); } if( !WalkMove( vMovePos, MASK_NPCSOLID ) ) { PickNewDest( m_iMode ); }
// if the waypoint is closer than step size, then stop after next step (ok for roach to overshoot)
if ( flWaypointDist <= m_flGroundSpeed * flInterval ) { // take truncated step and stop
SetActivity ( ACT_IDLE ); m_flLastLightLevel = 0;// this is roach's new comfortable light level
if ( m_iMode == ROACH_SMELL_FOOD ) { m_iMode = ROACH_EAT; } else { m_iMode = ROACH_IDLE; } }
if ( random->RandomInt( 0,149 ) == 1 && m_iMode != ROACH_SCARED_BY_LIGHT && m_iMode != ROACH_SMELL_FOOD ) { // random skitter while moving as long as not on a b-line to get out of light or going to food
PickNewDest( FALSE ); } }
void CNPC_Roach::Touch ( CBaseEntity *pOther ) { Vector vecSpot; trace_t tr;
if ( pOther->GetAbsVelocity() == vec3_origin || !pOther->IsPlayer() ) { return; }
vecSpot = GetAbsOrigin() + Vector ( 0 , 0 , 8 );//move up a bit, and trace down.
//UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -24 ), ignore_monsters, ENT(pev), & tr);
UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -24 ), MASK_ALL, this, COLLISION_GROUP_NONE, &tr);
// This isn't really blood. So you don't have to screen it out based on violence levels (UTIL_ShouldShowBlood())
UTIL_DecalTrace( &tr, "YellowBlood" );
// DMG_GENERIC because we don't want any physics force generated
TakeDamage( CTakeDamageInfo( pOther, pOther, m_iHealth, DMG_GENERIC ) ); }
void CNPC_Roach::Event_Killed( const CTakeDamageInfo &info ) { RemoveSolidFlags( FSOLID_NOT_SOLID ); CPASAttenuationFilter filter( this ); //random sound
if ( random->RandomInt( 0,4 ) == 1 ) { EmitSound( filter, entindex(), "Roach.Die" ); } else { EmitSound( filter, entindex(), "Roach.Smash" ); } CSoundEnt::InsertSound ( SOUND_WORLD, GetAbsOrigin(), 128, 1 );
UTIL_Remove( this ); }
int CNPC_Roach::GetSoundInterests ( void) { return SOUND_CARCASS | SOUND_MEAT; }
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