Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
// fish.cpp
// Simple fish behavior
// Author: Michael S. Booth, April 2005
#include "cbase.h"
#include "fish.h"
#include "saverestore_utlvector.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar fish_dormant( "fish_dormant", "0", FCVAR_REPLICATED | FCVAR_CHEAT, "Turns off interactive fish behavior. Fish become immobile and unresponsive." );
//-----------------------------------------------------------------------------------------------------
LINK_ENTITY_TO_CLASS( fish, CFish );
//-----------------------------------------------------------------------------------------------------
BEGIN_DATADESC( CFish )
DEFINE_FIELD( m_pool, FIELD_EHANDLE ),
DEFINE_FIELD( m_id, FIELD_INTEGER ),
DEFINE_FIELD( m_angle, FIELD_FLOAT ),
DEFINE_FIELD( m_angleChange, FIELD_FLOAT ),
DEFINE_FIELD( m_forward, FIELD_VECTOR ),
DEFINE_FIELD( m_perp, FIELD_VECTOR ),
DEFINE_FIELD( m_poolOrigin, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_waterLevel, FIELD_FLOAT ),
DEFINE_FIELD( m_speed, FIELD_FLOAT ),
DEFINE_FIELD( m_desiredSpeed, FIELD_FLOAT ),
DEFINE_FIELD( m_calmSpeed, FIELD_FLOAT ),
DEFINE_FIELD( m_panicSpeed, FIELD_FLOAT ),
DEFINE_FIELD( m_avoidRange, FIELD_FLOAT ),
DEFINE_FIELD( m_turnClockwise, FIELD_BOOLEAN ),
END_DATADESC()
//-----------------------------------------------------------------------------------------------------
/**
* Send fish position relative to pool origin
*/
void SendProxy_FishOriginX( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID )
{
CFish *fish = (CFish *)pStruct;
Assert( fish );
const Vector &v = fish->GetAbsOrigin();
Vector origin = fish->m_poolOrigin;
pOut->m_Float = v.x - origin.x;
}
void SendProxy_FishOriginY( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID )
{
CFish *fish = (CFish *)pStruct;
Assert( fish );
const Vector &v = fish->GetAbsOrigin();
Vector origin = fish->m_poolOrigin;
pOut->m_Float = v.y - origin.y;
}
// keep angle in normalized range when sending it
void SendProxy_FishAngle( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID )
{
float value = *((float *)pData);
while( value > 360.0f )
value -= 360.0f;
while (value < 0.0f)
value += 360.0f;
pOut->m_Float = value;
}
/**
* NOTE: Do NOT use SPROP_CHANGES_OFTEN, as it will reorder this list.
* The pool origin must arrive befoore m_x and m_y or the fish will
* respawn at the origin and zip back to their proper places.
*/
IMPLEMENT_SERVERCLASS_ST_NOBASE( CFish, DT_CFish )
SendPropVector( SENDINFO(m_poolOrigin), -1, SPROP_COORD, 0.0f, HIGH_DEFAULT ), // only sent once
SendPropFloat( SENDINFO(m_angle), 7, 0 /*SPROP_CHANGES_OFTEN*/, 0.0f, 360.0f, SendProxy_FishAngle ),
SendPropFloat( SENDINFO(m_x), 7, 0 /*SPROP_CHANGES_OFTEN*/, -255.0f, 255.0f ),
SendPropFloat( SENDINFO(m_y), 7, 0 /*SPROP_CHANGES_OFTEN*/, -255.0f, 255.0f ),
SendPropFloat( SENDINFO(m_z), -1, SPROP_COORD ), // only sent once
SendPropModelIndex( SENDINFO(m_nModelIndex) ),
SendPropInt( SENDINFO(m_lifeState) ),
SendPropFloat( SENDINFO(m_waterLevel) ), // only sent once
END_SEND_TABLE()
//-------------------------------------------------------------------------------------------------------------
CFish::CFish( void )
{
}
//-------------------------------------------------------------------------------------------------------------
CFish::~CFish()
{
}
//-------------------------------------------------------------------------------------------------------------
void CFish::Initialize( CFishPool *pool, unsigned int id )
{
m_pool = pool;
m_id = id;
m_poolOrigin = pool->GetAbsOrigin();
m_waterLevel = pool->GetWaterLevel();
// pass relative position to the client
Vector deltaPos = GetAbsOrigin() - m_poolOrigin;
m_x = deltaPos.x;
m_y = deltaPos.y;
m_z = m_poolOrigin->z;
SetModel( pool->GetModelName().ToCStr() );
}
//-------------------------------------------------------------------------------------------------------------
void CFish::Spawn( void )
{
Precache();
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE | FSOLID_NOT_SOLID | FSOLID_TRIGGER );
SetMoveType( MOVETYPE_FLY );
m_angle = RandomFloat( 0.0f, 360.0f );
m_angleChange = 0.0f;
m_forward = Vector( 1.0f, 0.0, 0.0f );
m_perp.x = -m_forward.y;
m_perp.y = m_forward.x;
m_perp.z = 0.0f;
m_speed = 0.0f;
m_calmSpeed = RandomFloat( 10.0f, 20.0f );
m_panicSpeed = m_calmSpeed * RandomFloat( 4.0f, 5.0f );
m_desiredSpeed = m_calmSpeed;
m_turnClockwise = (RandomInt( 0, 100 ) < 50);
m_avoidRange = RandomFloat( 40.0f, 75.0f );
m_iHealth = 1;
m_iMaxHealth = 1;
m_takedamage = DAMAGE_YES;
// spread out a bit
m_disperseTimer.Start( RandomFloat( 0.0f, 10.0f ) );
m_goTimer.Start( RandomFloat( 10.0f, 60.0f ) );
m_moveTimer.Start( RandomFloat( 2.0f, 10.0 ) );
m_desiredSpeed = m_calmSpeed;
}
//-------------------------------------------------------------------------------------------------------------
void CFish::Event_Killed( const CTakeDamageInfo &info )
{
m_takedamage = DAMAGE_NO;
m_lifeState = LIFE_DEAD;
}
//-------------------------------------------------------------------------------------------------------------
/**
* In contact with "other"
*/
void CFish::Touch( CBaseEntity *other )
{
if (other && other->IsPlayer())
{
// touched a Player - panic!
Panic();
}
}
//-------------------------------------------------------------------------------------------------------------
/**
* Influence my motion to flock with other nearby fish
* 'amount' ranges from zero to one, representing the amount of flocking influence allowed
* If 'other' is NULL, flock to the center of the pool.
*/
void CFish::FlockTo( CFish *other, float amount )
{
// allow fish to disperse a bit at round start
if (!m_disperseTimer.IsElapsed())
return;
const float maxRange = (other) ? 100.0f : 300.0f;
Vector to = (other) ? (other->GetAbsOrigin() - GetAbsOrigin()) : (m_pool->GetAbsOrigin() - GetAbsOrigin());
float range = to.NormalizeInPlace();
if (range > maxRange)
return;
// if they are close and we are moving together, avoid them
const float avoidRange = 25.0f;
if (other && range < avoidRange)
{
// compute their relative velocity to us
Vector relVel = other->GetAbsVelocity() - GetAbsVelocity();
if (DotProduct( to, relVel ) < 0.0f)
{
const float avoidPower = 5.0f;
// their comin' right at us! - avoid
if (DotProduct( m_perp, to ) > 0.0f)
{
m_angleChange -= avoidPower * (1.0f - range/avoidRange);
}
else
{
m_angleChange += avoidPower * (1.0f - range/avoidRange);
}
return;
}
}
// turn is 2 if 'other' is behind us, 1 perpendicular, and 0 straight ahead
float turn = 1.0f + DotProduct( -m_forward, to );
Vector perp( -m_forward.y, m_forward.x, 0.0f );
float side = (DotProduct( perp, to ) > 1.0f) ? 1.0f : -1.0f;
if (turn > 1.0f)
{
// always turn one way to avoid dithering if many fish are behind us
side = (m_turnClockwise) ? 1.0f : -1.0f;
}
float power = 1.0f - (range / maxRange);
const float flockInfluence = 0.7f; // 0.3f; // 0.3
m_angleChange += amount * flockInfluence * power * side * turn;
}
//-------------------------------------------------------------------------------------------------------------
/**
* Returns a value between zero (no danger of hitting an obstacle)
* and one (extreme danger of hitting an obstacle).
* This is used to modulate later flocking behaviors.
*/
float CFish::Avoid( void )
{
const float avoidPower = 100.0f; // 50.0f; // 25.0f;
//
// Stay within pool bounds.
// This may cause problems with pools with oddly concave portions
// right at the max range.
//
Vector toCenter = m_pool->GetAbsOrigin() - GetAbsOrigin();
const float avoidZone = 20.0f;
if (toCenter.IsLengthGreaterThan( m_pool->GetMaxRange() - avoidZone ))
{
// turn away from edge
if (DotProduct( toCenter, m_forward ) < 0.0f)
{
m_angleChange += (m_turnClockwise) ? -avoidPower : avoidPower;
}
// take total precedence over flocking
return 1.0f;
}
trace_t result;
const float sideOffset = 0.2f;
float rightDanger = 0.0f;
float leftDanger = 0.0f;
// slightly right of forward
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + m_avoidRange * (m_forward + sideOffset * m_perp), MASK_PLAYERSOLID, this, COLLISION_GROUP_NONE, &result );
if (result.fraction < 1.0f)
{
rightDanger = 1.0f - result.fraction;
}
// slightly left of forward
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + m_avoidRange * (m_forward - sideOffset * m_perp), MASK_PLAYERSOLID, this, COLLISION_GROUP_NONE, &result );
if (result.fraction < 1.0f)
{
// steer away
leftDanger = 1.0f - result.fraction;
}
// steer away - prefer one side to avoid cul-de-sacs
if (m_turnClockwise)
{
if (rightDanger > 0.0f)
{
m_angleChange -= avoidPower * rightDanger;
}
else
{
m_angleChange += avoidPower * leftDanger;
}
}
else
{
if (leftDanger > 0.0f)
{
m_angleChange += avoidPower * leftDanger;
}
else
{
m_angleChange -= avoidPower * rightDanger;
}
}
return (leftDanger > rightDanger) ? leftDanger : rightDanger;
}
//-------------------------------------------------------------------------------------------------------------
void CFish::Panic( void )
{
// start to panic
m_panicTimer.Start( RandomFloat( 5.0f, 15.0f ) );
m_moveTimer.Start( RandomFloat( 10.0f, 20.0f ) );
m_desiredSpeed = m_panicSpeed;
}
//-------------------------------------------------------------------------------------------------------------
/**
* Invoked each server tick
*/
void CFish::Update( float deltaT )
{
Vector deltaPos = GetAbsOrigin() - m_poolOrigin;
const float safetyMargin = 5.0f;
// pass relative position to the client
// clamp them here to cover the rare cases where a fish's high velocity skirts the range limit
m_x = clamp( deltaPos.x, -255.0f, 255.0f );
m_y = clamp( deltaPos.y, -255.0f, 255.0f );
m_z = m_poolOrigin->z;
//
// Dead fish just coast to a stop. All floating to the
// surface and bobbing motion is handled client-side.
//
if (m_lifeState == LIFE_DEAD)
{
// don't allow fish to leave maximum range of pool
if (deltaPos.IsLengthGreaterThan( m_pool->GetMaxRange() - safetyMargin ))
{
SetAbsVelocity( Vector( 0, 0, 0 ) );
}
else
{
// decay movement speed to zero
Vector vel = GetAbsVelocity();
const float drag = 1.0f;
vel -= drag * vel * deltaT;
SetAbsVelocity( vel );
}
return;
}
//
// Living fish behavior
//
// periodically change our turning preference
if (m_turnTimer.IsElapsed())
{
m_turnTimer.Start( RandomFloat( 10.0f, 30.0f ) );
m_turnClockwise = !m_turnClockwise;
}
if (m_panicTimer.GetRemainingTime() > 0.0f)
{
// panicking
m_desiredSpeed = m_panicSpeed;
}
else if (m_moveTimer.GetRemainingTime() > 0.0f)
{
// normal movement
m_desiredSpeed = m_calmSpeed;
}
else if (m_goTimer.IsElapsed())
{
// move every so often
m_goTimer.Start( RandomFloat( 10.0f, 60.0f ) );
m_moveTimer.Start( RandomFloat( 2.0f, 10.0 ) );
m_desiredSpeed = m_calmSpeed;
}
// avoid obstacles
float danger = Avoid();
// flock towards visible fish
for( int i=0; i<m_visible.Count(); ++i )
{
FlockTo( m_visible[i], (1.0f - danger) );
}
// flock towards center of pool
FlockTo( NULL, (1.0f - danger) );
//
// Update orientation
//
// limit rate of angular change - proportional to movement rate
const float maxAngleChange = (25.0f + 175.0f * (m_speed/m_panicSpeed)) * deltaT;
if (m_angleChange > maxAngleChange)
{
m_angleChange = maxAngleChange;
}
else if (m_angleChange < -maxAngleChange)
{
m_angleChange = -maxAngleChange;
}
m_angle += m_angleChange;
m_angleChange = 0.0f;
m_forward.x = cos( m_angle * M_PI/180.0f );
m_forward.y = sin( m_angle * M_PI/180.0f );
m_forward.z = 0.0f;
m_perp.x = -m_forward.y;
m_perp.y = m_forward.x;
m_perp.z = 0.0f;
//
// Update speed
//
const float rate = 2.0f;
m_speed += rate * (m_desiredSpeed - m_speed) * deltaT;
// decay desired speed if done moving
if (m_moveTimer.IsElapsed())
{
const float decayRate = 1.0f;
m_desiredSpeed -= decayRate * deltaT;
if (m_desiredSpeed < 0.0f)
{
m_desiredSpeed = 0.0f;
}
}
Vector vel = m_speed * m_forward;
// don't allow fish to leave maximum range of pool
if (deltaPos.IsLengthGreaterThan( m_pool->GetMaxRange() - safetyMargin ))
{
Vector toCenter = -deltaPos;
float radial = DotProduct( toCenter, vel );
if (radial < 0.0f)
{
// heading out of range, zero the radial velocity component
toCenter.NormalizeInPlace();
Vector perp( -toCenter.y, toCenter.x, 0.0f );
float side = DotProduct( perp, vel );
vel = side * perp;
}
}
SetAbsVelocity( vel );
m_flSpeed = m_speed;
}
//-------------------------------------------------------------------------------------------------------------
/**
* Zero the visible vector
*/
void CFish::ResetVisible( void )
{
m_visible.RemoveAll();
}
//-------------------------------------------------------------------------------------------------------------
/**
* Add this fish to our visible vector
*/
void CFish::AddVisible( CFish *fish )
{
m_visible.AddToTail( fish );
}
//-------------------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------------------
/**
* A CFishPool manages a collection of CFish, and defines where the "pool" is in the world.
*/
LINK_ENTITY_TO_CLASS( func_fish_pool, CFishPool );
BEGIN_DATADESC( CFishPool )
DEFINE_FIELD( m_fishCount, FIELD_INTEGER ),
DEFINE_FIELD( m_maxRange, FIELD_FLOAT ),
DEFINE_FIELD( m_swimDepth, FIELD_FLOAT ),
DEFINE_FIELD( m_waterLevel, FIELD_FLOAT ),
DEFINE_FIELD( m_isDormant, FIELD_BOOLEAN ),
DEFINE_UTLVECTOR( m_fishes, FIELD_EHANDLE ),
DEFINE_THINKFUNC( Update ),
END_DATADESC()
//-------------------------------------------------------------------------------------------------------------
CFishPool::CFishPool( void )
{
m_fishCount = 0;
m_maxRange = 255.0f;
m_swimDepth = 0.0f;
m_isDormant = false;
m_visTimer.Start( 0.5f );
ListenForGameEvent( "player_shoot" );
ListenForGameEvent( "player_footstep" );
ListenForGameEvent( "weapon_fire" );
ListenForGameEvent( "hegrenade_detonate" );
ListenForGameEvent( "flashbang_detonate" );
ListenForGameEvent( "smokegrenade_detonate" );
ListenForGameEvent( "bomb_exploded" );
}
//-------------------------------------------------------------------------------------------------------------
/**
* Initialize the fish pool
*/
void CFishPool::Spawn()
{
SetThink( &CFishPool::Update );
SetNextThink( gpGlobals->curtime );
m_waterLevel = UTIL_WaterLevel( GetAbsOrigin(), GetAbsOrigin().z, GetAbsOrigin().z + 1000.0f );
trace_t result;
for( int i=0; i<m_fishCount; ++i )
{
QAngle heading( 0.0f, RandomFloat( 0, 360.0f ), 0.0f );
CFish *fish = (CFish *)Create( "fish", GetAbsOrigin(), heading, this );
fish->Initialize( this, i );
if (fish)
{
CHandle<CFish> hFish;
hFish.Set( fish );
m_fishes.AddToTail( hFish );
}
}
}
//-------------------------------------------------------------------------------------------------------------
/**
* Parse KeyValue pairs
*/
bool CFishPool::KeyValue( const char *szKeyName, const char *szValue )
{
if (FStrEq( szKeyName, "fish_count" ))
{
m_fishCount = atoi(szValue);
return true;
}
else if (FStrEq( szKeyName, "max_range" ))
{
m_maxRange = atof(szValue);
if (m_maxRange <= 1.0f)
{
m_maxRange = 1.0f;
}
else if (m_maxRange > 255.0f)
{
// stay within 8 bits range
m_maxRange = 255.0f;
}
return true;
}
else if (FStrEq( szKeyName, "model" ))
{
PrecacheModel( szValue );
SetModelName( AllocPooledString( szValue ) );
}
return BaseClass::KeyValue( szKeyName, szValue );
}
//-------------------------------------------------------------------------------------------------------------
/**
* Game event processing
*/
void CFishPool::FireGameEvent( IGameEvent *event )
{
CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) );
// the fish panic
const float loudRange = 500.0f;
const float quietRange = 75.0f;
float range = (Q_strcmp( "player_footstep", event->GetName() )) ? loudRange : quietRange;
for( int i=0; i<m_fishes.Count(); ++i )
{
// if player is NULL, assume a game-wide event
if (player && (player->GetAbsOrigin() - m_fishes[i]->GetAbsOrigin()).IsLengthGreaterThan( range ))
{
// event too far away to care
continue;
}
m_fishes[i]->Panic();
}
}
//-------------------------------------------------------------------------------------------------------------
/**
* Invoked each server tick
*/
void CFishPool::Update( void )
{
float deltaT = 0.1f;
SetNextThink( gpGlobals->curtime + deltaT );
/// @todo Go dormant when no players are around to see us
if (fish_dormant.GetBool())
{
if (!m_isDormant)
{
// stop all the fish
for( int i=0; i<m_fishes.Count(); ++i )
{
m_fishes[i]->SetAbsVelocity( Vector( 0, 0, 0 ) );
}
m_isDormant = true;
}
return;
}
else
{
m_isDormant = false;
}
// update fish to fish visibility
if (m_visTimer.IsElapsed())
{
m_visTimer.Reset();
int i, j;
trace_t result;
// reset each fishes vis list
for( i=0; i<m_fishes.Count(); ++i )
{
m_fishes[i]->ResetVisible();
}
// build new vis lists - line of sight is symmetric
for( i=0; i<m_fishes.Count(); ++i )
{
if (!m_fishes[i]->IsAlive())
continue;
for( j=i+1; j<m_fishes.Count(); ++j )
{
if (!m_fishes[j]->IsAlive())
continue;
UTIL_TraceLine( m_fishes[i]->GetAbsOrigin(), m_fishes[j]->GetAbsOrigin(), MASK_PLAYERSOLID, m_fishes[i], COLLISION_GROUP_NONE, &result );
if (result.fraction >= 1.0f)
{
// the fish can see each other
m_fishes[i]->AddVisible( m_fishes[j] );
m_fishes[j]->AddVisible( m_fishes[i] );
}
}
}
}
// simulate the fishes behavior
for( int i=0; i<m_fishes.Count(); ++i )
{
m_fishes[i]->Update( deltaT );
}
}