/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * This source code contains proprietary and confidential information of * Valve LLC and its suppliers. Access to this code is restricted to * persons who have executed a written SDK license with Valve. Any access, * use or distribution of this code by or to any unlicensed person is illegal. * ****/ //========================================================= // cockroach //========================================================= #include "extdll.h" #include "utils.h" #include "cbase.h" #include "monsters.h" #include "schedule.h" #include "soundent.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 CRoach : public CBaseMonster { public: void Spawn( void ); void Precache( void ); void SetYawSpeed( void ); void EXPORT MonsterThink ( void ); void Move ( float flInterval ); void PickNewDest ( int iCondition ); void EXPORT Touch ( CBaseEntity *pOther ); void Killed( entvars_t *pevAttacker, int iGib ); float m_flLastLightLevel; float m_flNextSmellTime; int Classify ( void ); void Look ( int iDistance ); int ISoundMask ( void ); // UNDONE: These don't necessarily need to be save/restored, but if we add more data, it may BOOL m_fLightHacked; int m_iMode; // ----------------------------- }; LINK_ENTITY_TO_CLASS( monster_cockroach, CRoach ); //========================================================= // ISoundMask - returns a bit mask indicating which types // of sounds this monster regards. In the base class implementation, // monsters care about all sounds, but no scents. //========================================================= int CRoach :: ISoundMask ( void ) { return bits_SOUND_CARCASS | bits_SOUND_MEAT; } //========================================================= // Classify - indicates this monster's place in the // relationship table. //========================================================= int CRoach :: Classify ( void ) { return m_iClass?m_iClass:CLASS_INSECT; } //========================================================= // Touch //========================================================= void CRoach :: Touch ( CBaseEntity *pOther ) { Vector vecSpot; TraceResult tr; if ( pOther->pev->velocity == g_vecZero || !pOther->IsPlayer() ) { return; } vecSpot = pev->origin + Vector ( 0 , 0 , 8 );//move up a bit, and trace down. UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -24 ), ignore_monsters, ENT(pev), & tr); // This isn't really blood. So you don't have to screen it out based on violence levels (UTIL_ShouldShowBlood()) UTIL_DecalTrace( &tr, DECAL_YBLOOD1 +RANDOM_LONG(0,5) ); TakeDamage( pOther->pev, pOther->pev, pev->health, DMG_CRUSH ); } //========================================================= // SetYawSpeed - allows each sequence to have a different // turn rate associated with it. //========================================================= void CRoach :: SetYawSpeed ( void ) { int ys; ys = 120; pev->yaw_speed = ys; } //========================================================= // Spawn //========================================================= void CRoach :: Spawn() { Precache( ); if (pev->model) SET_MODEL(ENT(pev), STRING(pev->model)); //LRC else SET_MODEL(ENT(pev), "models/roach.mdl"); UTIL_SetSize( pev, Vector( -1, -1, 0 ), Vector( 1, 1, 2 ) ); pev->solid = SOLID_SLIDEBOX; pev->movetype = MOVETYPE_STEP; m_bloodColor = BLOOD_COLOR_YELLOW; pev->effects = 0; pev->health = 1; m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_MonsterState = MONSTERSTATE_NONE; MonsterInit(); SetActivity ( ACT_IDLE ); pev->view_ofs = Vector ( 0, 0, 1 );// position of the eyes relative to monster's origin. pev->takedamage = DAMAGE_YES; m_fLightHacked = FALSE; m_flLastLightLevel = -1; m_iMode = ROACH_IDLE; m_flNextSmellTime = gpGlobals->time; } //========================================================= // Precache - precaches all resources this monster needs //========================================================= void CRoach :: Precache() { if (pev->model) PRECACHE_MODEL((char*)STRING(pev->model)); //LRC else PRECACHE_MODEL("models/roach.mdl"); PRECACHE_SOUND("roach/rch_die.wav"); PRECACHE_SOUND("roach/rch_walk.wav"); PRECACHE_SOUND("roach/rch_smash.wav"); } //========================================================= // Killed. //========================================================= void CRoach :: Killed( entvars_t *pevAttacker, int iGib ) { pev->solid = SOLID_NOT; //random sound if ( RANDOM_LONG(0,4) == 1 ) { EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "roach/rch_die.wav", 0.8, ATTN_NORM, 0, 80 + RANDOM_LONG(0,39) ); } else { EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "roach/rch_smash.wav", 0.7, ATTN_NORM, 0, 80 + RANDOM_LONG(0,39) ); } CSoundEnt::InsertSound ( bits_SOUND_WORLD, pev->origin, 128, 1 ); CBaseEntity *pOwner = CBaseEntity::Instance(pev->owner); if ( pOwner ) { pOwner->DeathNotice( pev ); } UTIL_Remove( this ); } //========================================================= // MonsterThink, overridden for roaches. //========================================================= void CRoach :: MonsterThink( void ) { if ( FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) && !HaveCamerasInPVS( edict() )) SetNextThink( RANDOM_FLOAT(1,1.5) ); else SetNextThink( 0.1 );// keep monster thinking float flInterval = 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( 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 = GETENTITYILLUM( ENT( pev ) ); } 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_LONG(0,3) == 1 ) { Look( 150 ); if (HasConditions(bits_COND_SEE_FEAR)) { // if see something scary //ALERT ( at_aiconsole, "Scared\n" ); Eat( 30 + ( RANDOM_LONG(0,14) ) );// roach will ignore food for 30 to 45 seconds PickNewDest( ROACH_SCARED_BY_ENT ); SetActivity ( ACT_WALK ); } else if ( RANDOM_LONG(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_LONG(0,14) ) ); } } } // don't do this stuff if eating! if ( m_iMode == ROACH_IDLE ) { if ( FShouldEat() ) { Listen(); } if ( GETENTITYILLUM( ENT(pev) ) > m_flLastLightLevel ) { // someone turned on lights! //ALERT ( at_console, "Lights!\n" ); PickNewDest( ROACH_SCARED_BY_LIGHT ); SetActivity ( ACT_WALK ); } else if ( HasConditions(bits_COND_SMELL_FOOD) ) { CSound *pSound; pSound = CSoundEnt::SoundPointerForIndex( m_iAudibleList ); // roach smells food and is just standing around. Go to food unless food isn't on same z-plane. if ( pSound && abs( pSound->m_vecOrigin.z - pev->origin.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 ( GETENTITYILLUM( ENT( pev ) ) <= m_flLastLightLevel ) { SetActivity ( ACT_IDLE ); m_flLastLightLevel = GETENTITYILLUM( ENT ( pev ) );// make this our new light level. } break; } } if ( m_flGroundSpeed != 0 ) { Move( flInterval ); } } //========================================================= // Picks a new spot for roach to run to.( //========================================================= void CRoach :: PickNewDest ( int iCondition ) { Vector vecNewDir; Vector vecDest; float flDist; m_iMode = iCondition; if ( m_iMode == ROACH_SMELL_FOOD ) { // find the food and go there. CSound *pSound; pSound = CSoundEnt::SoundPointerForIndex( m_iAudibleList ); if ( pSound ) { m_Route[ 0 ].vecLocation.x = pSound->m_vecOrigin.x + ( 3 - RANDOM_LONG(0,5) ); m_Route[ 0 ].vecLocation.y = pSound->m_vecOrigin.y + ( 3 - RANDOM_LONG(0,5) ); m_Route[ 0 ].vecLocation.z = pSound->m_vecOrigin.z; m_Route[ 0 ].iType = bits_MF_TO_LOCATION; m_movementGoal = RouteClassify( m_Route[ 0 ].iType ); 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_FLOAT( -1, 1 ); vecNewDir.y = RANDOM_FLOAT( -1, 1 ); flDist = 256 + ( RANDOM_LONG(0,255) ); vecDest = pev->origin + vecNewDir * flDist; } while ( ( vecDest - pev->origin ).Length2D() < 128 ); m_Route[ 0 ].vecLocation.x = vecDest.x; m_Route[ 0 ].vecLocation.y = vecDest.y; m_Route[ 0 ].vecLocation.z = pev->origin.z; m_Route[ 0 ].iType = bits_MF_TO_LOCATION; m_movementGoal = RouteClassify( m_Route[ 0 ].iType ); if ( RANDOM_LONG(0,9) == 1 ) { // every once in a while, a roach will play a skitter sound when they decide to run EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "roach/rch_walk.wav", 1, ATTN_NORM, 0, 80 + RANDOM_LONG(0,39) ); } } //========================================================= // roach's move function //========================================================= void CRoach :: Move ( float flInterval ) { float flWaypointDist; Vector vecApex; // local move to waypoint. flWaypointDist = ( m_Route[ m_iRouteIndex ].vecLocation - pev->origin ).Length2D(); MakeIdealYaw ( m_Route[ m_iRouteIndex ].vecLocation ); ChangeYaw ( pev->yaw_speed ); UTIL_MakeVectors( pev->angles ); if ( RANDOM_LONG(0,7) == 1 ) { // randomly check for blocked path.(more random load balancing) if ( !WALK_MOVE( ENT(pev), pev->ideal_yaw, 4, WALKMOVE_NORMAL ) ) { // stuck, so just pick a new spot to run off to PickNewDest( m_iMode ); } } WALK_MOVE( ENT(pev), pev->ideal_yaw, m_flGroundSpeed * flInterval, WALKMOVE_NORMAL ); // 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 = GETENTITYILLUM( ENT ( pev ) );// 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_LONG(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 ); } } //========================================================= // Look - overriden for the roach, which can virtually see // 360 degrees. //========================================================= void CRoach :: Look ( int iDistance ) { CBaseEntity *pSightEnt = NULL;// the current visible entity that we're dealing with CBaseEntity *pPreviousEnt;// the last entity added to the link list int iSighted = 0; // DON'T let visibility information from last frame sit around! ClearConditions( bits_COND_SEE_HATE |bits_COND_SEE_DISLIKE | bits_COND_SEE_ENEMY | bits_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( FIND_CLIENT_IN_PVS( edict() ) ) && !HaveCamerasInPVS( edict() )) { return; } m_pLink = NULL; pPreviousEnt = this; // 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! while ((pSightEnt = UTIL_FindEntityInSphere( pSightEnt, pev->origin, iDistance )) != NULL) { // only consider ents that can be damaged. !!!temporarily only considering other monsters and clients if ( pSightEnt->IsPlayer() || FBitSet ( pSightEnt->pev->flags, FL_MONSTER ) ) { if ( /*FVisible( pSightEnt ) &&*/ !FBitSet( pSightEnt->pev->flags, FL_NOTARGET ) && pSightEnt->pev->health > 0 ) { // NULL the Link pointer for each ent added to the link list. If other ents follow, the will overwrite // this value. If this ent happens to be the last, the list will be properly terminated. pPreviousEnt->m_pLink = pSightEnt; pSightEnt->m_pLink = NULL; pPreviousEnt = pSightEnt; // 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 ( IRelationship ( pSightEnt ) ) { case R_FR: iSighted |= bits_COND_SEE_FEAR; break; case R_NO: break; default: ALERT ( at_console, "%s can't assess %s\n", STRING(pev->classname), STRING(pSightEnt->pev->classname ) ); break; } } } } SetConditions( iSighted ); } //========================================================= // AI Schedules Specific to this monster //=========================================================