/*** * * 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. * ****/ /* ===== monsters.cpp ======================================================== Monster-related utility code */ #include "extdll.h" #include "util.h" #include "cbase.h" #include "nodes.h" #include "monsters.h" #include "animation.h" #include "saverestore.h" #include "weapons.h" #include "scripted.h" #include "squadmonster.h" #include "decals.h" #include "soundent.h" #include "gamerules.h" #include "game.h" #define MONSTER_CUT_CORNER_DIST 8 // 8 means the monster's bounding box is contained without the box of the node in WC Vector VecBModelOrigin( entvars_t *pevBModel ); extern DLL_GLOBAL BOOL g_fDrawLines; extern DLL_GLOBAL short g_sModelIndexLaser;// holds the index for the laser beam extern DLL_GLOBAL short g_sModelIndexLaserDot;// holds the index for the laser beam dot extern CGraph WorldGraph;// the world node graph // Global Savedata for monster // UNDONE: Save schedule data? Can this be done? We may // lose our enemy pointer or other data (goal ent, target, etc) // that make the current schedule invalid, perhaps it's best // to just pick a new one when we start up again. TYPEDESCRIPTION CBaseMonster::m_SaveData[] = { DEFINE_FIELD( CBaseMonster, m_hEnemy, FIELD_EHANDLE ), DEFINE_FIELD( CBaseMonster, m_hTargetEnt, FIELD_EHANDLE ), DEFINE_ARRAY( CBaseMonster, m_hOldEnemy, FIELD_EHANDLE, MAX_OLD_ENEMIES ), DEFINE_ARRAY( CBaseMonster, m_vecOldEnemy, FIELD_POSITION_VECTOR, MAX_OLD_ENEMIES ), DEFINE_FIELD( CBaseMonster, m_flFieldOfView, FIELD_FLOAT ), DEFINE_FIELD( CBaseMonster, m_flWaitFinished, FIELD_TIME ), DEFINE_FIELD( CBaseMonster, m_flMoveWaitFinished, FIELD_TIME ), DEFINE_FIELD( CBaseMonster, m_Activity, FIELD_INTEGER ), DEFINE_FIELD( CBaseMonster, m_IdealActivity, FIELD_INTEGER ), DEFINE_FIELD( CBaseMonster, m_LastHitGroup, FIELD_INTEGER ), DEFINE_FIELD( CBaseMonster, m_MonsterState, FIELD_INTEGER ), DEFINE_FIELD( CBaseMonster, m_IdealMonsterState, FIELD_INTEGER ), DEFINE_FIELD( CBaseMonster, m_iTaskStatus, FIELD_INTEGER ), //Schedule_t *m_pSchedule; DEFINE_FIELD( CBaseMonster, m_iScheduleIndex, FIELD_INTEGER ), DEFINE_FIELD( CBaseMonster, m_afConditions, FIELD_INTEGER ), //WayPoint_t m_Route[ ROUTE_SIZE ]; //DEFINE_FIELD( CBaseMonster, m_movementGoal, FIELD_INTEGER ), //DEFINE_FIELD( CBaseMonster, m_iRouteIndex, FIELD_INTEGER ), //DEFINE_FIELD( CBaseMonster, m_moveWaitTime, FIELD_FLOAT ), DEFINE_FIELD( CBaseMonster, m_vecMoveGoal, FIELD_POSITION_VECTOR ), DEFINE_FIELD( CBaseMonster, m_movementActivity, FIELD_INTEGER ), //int m_iAudibleList; // first index of a linked list of sounds that the monster can hear. //DEFINE_FIELD( CBaseMonster, m_afSoundTypes, FIELD_INTEGER ), DEFINE_FIELD( CBaseMonster, m_vecLastPosition, FIELD_POSITION_VECTOR ), DEFINE_FIELD( CBaseMonster, m_iHintNode, FIELD_INTEGER ), DEFINE_FIELD( CBaseMonster, m_afMemory, FIELD_INTEGER ), DEFINE_FIELD( CBaseMonster, m_iMaxHealth, FIELD_INTEGER ), DEFINE_FIELD( CBaseMonster, m_vecEnemyLKP, FIELD_POSITION_VECTOR ), DEFINE_FIELD( CBaseMonster, m_cAmmoLoaded, FIELD_INTEGER ), DEFINE_FIELD( CBaseMonster, m_afCapability, FIELD_INTEGER ), DEFINE_FIELD( CBaseMonster, m_flNextAttack, FIELD_TIME ), DEFINE_FIELD( CBaseMonster, m_bitsDamageType, FIELD_INTEGER ), DEFINE_ARRAY( CBaseMonster, m_rgbTimeBasedDamage, FIELD_CHARACTER, CDMG_TIMEBASED ), DEFINE_FIELD( CBaseMonster, m_bloodColor, FIELD_INTEGER ), DEFINE_FIELD( CBaseMonster, m_failSchedule, FIELD_INTEGER ), DEFINE_FIELD( CBaseMonster, m_flHungryTime, FIELD_TIME ), DEFINE_FIELD( CBaseMonster, m_flDistTooFar, FIELD_FLOAT ), DEFINE_FIELD( CBaseMonster, m_flDistLook, FIELD_FLOAT ), DEFINE_FIELD( CBaseMonster, m_iTriggerCondition, FIELD_INTEGER ), DEFINE_FIELD( CBaseMonster, m_iszTriggerTarget, FIELD_STRING ), DEFINE_FIELD( CBaseMonster, m_HackedGunPos, FIELD_VECTOR ), DEFINE_FIELD( CBaseMonster, m_scriptState, FIELD_INTEGER ), DEFINE_FIELD( CBaseMonster, m_pCine, FIELD_CLASSPTR ), }; //IMPLEMENT_SAVERESTORE( CBaseMonster, CBaseToggle ) int CBaseMonster::Save( CSave &save ) { if( !CBaseToggle::Save( save ) ) return 0; return save.WriteFields( "CBaseMonster", this, m_SaveData, ARRAYSIZE( m_SaveData ) ); } int CBaseMonster::Restore( CRestore &restore ) { if( !CBaseToggle::Restore( restore ) ) return 0; int status = restore.ReadFields( "CBaseMonster", this, m_SaveData, ARRAYSIZE( m_SaveData ) ); // We don't save/restore routes yet RouteClear(); // We don't save/restore schedules yet m_pSchedule = NULL; m_iTaskStatus = TASKSTATUS_NEW; // Reset animation m_Activity = ACT_RESET; // If we don't have an enemy, clear conditions like see enemy, etc. if( m_hEnemy == 0 ) m_afConditions = 0; return status; } //========================================================= // Eat - makes a monster full for a little while. //========================================================= void CBaseMonster::Eat( float flFullDuration ) { m_flHungryTime = gpGlobals->time + flFullDuration; } //========================================================= // FShouldEat - returns true if a monster is hungry. //========================================================= BOOL CBaseMonster::FShouldEat( void ) { if( m_flHungryTime > gpGlobals->time ) { return FALSE; } return TRUE; } //========================================================= // BarnacleVictimBitten - called // by Barnacle victims when the barnacle pulls their head // into its mouth //========================================================= void CBaseMonster::BarnacleVictimBitten( entvars_t *pevBarnacle ) { Schedule_t *pNewSchedule; pNewSchedule = GetScheduleOfType( SCHED_BARNACLE_VICTIM_CHOMP ); if( pNewSchedule ) { ChangeSchedule( pNewSchedule ); } } //========================================================= // BarnacleVictimReleased - called by barnacle victims when // the host barnacle is killed. //========================================================= void CBaseMonster::BarnacleVictimReleased( void ) { m_IdealMonsterState = MONSTERSTATE_IDLE; pev->velocity = g_vecZero; pev->movetype = MOVETYPE_STEP; } //========================================================= // Listen - monsters dig through the active sound list for // any sounds that may interest them. (smells, too!) //========================================================= void CBaseMonster::Listen( void ) { int iSound; int iMySounds; float hearingSensitivity; CSound *pCurrentSound; m_iAudibleList = SOUNDLIST_EMPTY; ClearConditions( bits_COND_HEAR_SOUND | bits_COND_SMELL | bits_COND_SMELL_FOOD ); m_afSoundTypes = 0; iMySounds = ISoundMask(); if( m_pSchedule ) { //!!!WATCH THIS SPOT IF YOU ARE HAVING SOUND RELATED BUGS! // Make sure your schedule AND personal sound masks agree! iMySounds &= m_pSchedule->iSoundMask; } iSound = CSoundEnt::ActiveList(); // UNDONE: Clear these here? ClearConditions( bits_COND_HEAR_SOUND | bits_COND_SMELL_FOOD | bits_COND_SMELL ); hearingSensitivity = HearingSensitivity(); while( iSound != SOUNDLIST_EMPTY ) { pCurrentSound = CSoundEnt::SoundPointerForIndex( iSound ); if( pCurrentSound && ( pCurrentSound->m_iType & iMySounds ) && ( pCurrentSound->m_vecOrigin - EarPosition() ).Length() <= pCurrentSound->m_iVolume * hearingSensitivity ) //if( ( g_pSoundEnt->m_SoundPool[iSound].m_iType & iMySounds ) && ( g_pSoundEnt->m_SoundPool[iSound].m_vecOrigin - EarPosition()).Length () <= g_pSoundEnt->m_SoundPool[iSound].m_iVolume * hearingSensitivity ) { // the monster cares about this sound, and it's close enough to hear. //g_pSoundEnt->m_SoundPool[iSound].m_iNextAudible = m_iAudibleList; pCurrentSound->m_iNextAudible = m_iAudibleList; if( pCurrentSound->FIsSound() ) { // this is an audible sound. SetConditions( bits_COND_HEAR_SOUND ); } else { // if not a sound, must be a smell - determine if it's just a scent, or if it's a food scent //if( g_pSoundEnt->m_SoundPool[iSound].m_iType & ( bits_SOUND_MEAT | bits_SOUND_CARCASS ) ) if( pCurrentSound->m_iType & ( bits_SOUND_MEAT | bits_SOUND_CARCASS ) ) { // the detected scent is a food item, so set both conditions. // !!!BUGBUG - maybe a virtual function to determine whether or not the scent is food? SetConditions( bits_COND_SMELL_FOOD ); SetConditions( bits_COND_SMELL ); } else { // just a normal scent. SetConditions( bits_COND_SMELL ); } } //m_afSoundTypes |= g_pSoundEnt->m_SoundPool[iSound].m_iType; m_afSoundTypes |= pCurrentSound->m_iType; m_iAudibleList = iSound; } //iSound = g_pSoundEnt->m_SoundPool[iSound].m_iNext; if( pCurrentSound ) iSound = pCurrentSound->m_iNext; } } //========================================================= // FLSoundVolume - subtracts the volume of the given sound // from the distance the sound source is from the caller, // and returns that value, which is considered to be the 'local' // volume of the sound. //========================================================= float CBaseMonster::FLSoundVolume( CSound *pSound ) { return ( pSound->m_iVolume - ( ( pSound->m_vecOrigin - pev->origin ).Length() ) ); } //========================================================= // FValidateHintType - tells use whether or not the monster cares // about the type of Hint Node given //========================================================= BOOL CBaseMonster::FValidateHintType( short sHint ) { return FALSE; } //========================================================= // Look - Base class monster function to find enemies or // food by sight. iDistance is distance ( in units ) that the // monster can see. // // Sets the sight bits of the m_afConditions mask to indicate // which types of entities were sighted. // Function also sets the Looker's m_pLink // to the head of a link list that contains all visible ents. // (linked via each ent's m_pLink field) // //========================================================= void CBaseMonster::Look( int iDistance ) { 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 | bits_COND_SEE_NEMESIS | bits_COND_SEE_CLIENT ); m_pLink = NULL; CBaseEntity *pSightEnt = NULL;// the current visible entity that we're dealing with // See no evil if prisoner is set if( !FBitSet( pev->spawnflags, SF_MONSTER_PRISONER ) ) { CBaseEntity *pList[100]; Vector delta = Vector( iDistance, iDistance, iDistance ); // Find only monsters/clients in box, NOT limited to PVS int count = UTIL_EntitiesInBox( pList, 100, pev->origin - delta, pev->origin + delta, FL_CLIENT | FL_MONSTER ); for( int i = 0; i < count; i++ ) { pSightEnt = pList[i]; // !!!temporarily only considering other monsters and clients, don't see prisoners if( pSightEnt != this && !FBitSet( pSightEnt->pev->spawnflags, SF_MONSTER_PRISONER ) && pSightEnt->pev->health > 0 ) { // the looker will want to consider this entity // don't check anything else about an entity that can't be seen, or an entity that you don't care about. if( IRelationship( pSightEnt ) != R_NO && FInViewCone( pSightEnt ) && !FBitSet( pSightEnt->pev->flags, FL_NOTARGET ) && FVisible( pSightEnt ) ) { if( pSightEnt->IsPlayer() ) { if( pev->spawnflags & SF_MONSTER_WAIT_TILL_SEEN ) { CBaseMonster *pClient = pSightEnt->MyMonsterPointer(); // don't link this client in the list if the monster is wait till seen and the player isn't facing the monster if( pClient && !pClient->FInViewCone( this ) ) { // we're not in the player's view cone. continue; } else { // player sees us, become normal now. pev->spawnflags &= ~SF_MONSTER_WAIT_TILL_SEEN; } } // if we see a client, remember that (mostly for scripted AI) iSighted |= bits_COND_SEE_CLIENT; } pSightEnt->m_pLink = m_pLink; m_pLink = pSightEnt; if( pSightEnt == m_hEnemy ) { // we know this ent is visible, so if it also happens to be our enemy, store that now. iSighted |= bits_COND_SEE_ENEMY; } // 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_NM: iSighted |= bits_COND_SEE_NEMESIS; break; case R_HT: iSighted |= bits_COND_SEE_HATE; break; case R_DL: iSighted |= bits_COND_SEE_DISLIKE; break; case R_FR: iSighted |= bits_COND_SEE_FEAR; break; case R_AL: break; default: ALERT( at_aiconsole, "%s can't assess %s\n", STRING( pev->classname ), STRING( pSightEnt->pev->classname ) ); break; } } } } } SetConditions( iSighted ); } //========================================================= // 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 CBaseMonster::ISoundMask( void ) { return bits_SOUND_WORLD | bits_SOUND_COMBAT | bits_SOUND_PLAYER; } //========================================================= // PBestSound - returns a pointer to the sound the monster // should react to. Right now responds only to nearest sound. //========================================================= CSound *CBaseMonster::PBestSound( void ) { int iThisSound; int iBestSound = -1; float flBestDist = 8192;// so first nearby sound will become best so far. float flDist; CSound *pSound; iThisSound = m_iAudibleList; if( iThisSound == SOUNDLIST_EMPTY ) { ALERT( at_aiconsole, "ERROR! monster %s has no audible sounds!\n", STRING( pev->classname ) ); #if _DEBUG ALERT( at_error, "NULL Return from PBestSound\n" ); #endif return NULL; } while( iThisSound != SOUNDLIST_EMPTY ) { pSound = CSoundEnt::SoundPointerForIndex( iThisSound ); if( pSound ) { if( pSound->FIsSound() ) { flDist = ( pSound->m_vecOrigin - EarPosition() ).Length(); if( flDist < flBestDist ) { iBestSound = iThisSound; flBestDist = flDist; } } iThisSound = pSound->m_iNextAudible; } } if( iBestSound >= 0 ) { pSound = CSoundEnt::SoundPointerForIndex( iBestSound ); return pSound; } #if _DEBUG ALERT( at_error, "NULL Return from PBestSound\n" ); #endif return NULL; } //========================================================= // PBestScent - returns a pointer to the scent the monster // should react to. Right now responds only to nearest scent //========================================================= CSound *CBaseMonster::PBestScent( void ) { int iThisScent; int iBestScent = -1; float flBestDist = 8192;// so first nearby smell will become best so far. float flDist; CSound *pSound; iThisScent = m_iAudibleList;// smells are in the sound list. if( iThisScent == SOUNDLIST_EMPTY ) { ALERT( at_aiconsole, "ERROR! PBestScent() has empty soundlist!\n" ); #if _DEBUG ALERT( at_error, "NULL Return from PBestSound\n" ); #endif return NULL; } while( iThisScent != SOUNDLIST_EMPTY ) { pSound = CSoundEnt::SoundPointerForIndex( iThisScent ); if( pSound->FIsScent() ) { flDist = ( pSound->m_vecOrigin - pev->origin ).Length(); if( flDist < flBestDist ) { iBestScent = iThisScent; flBestDist = flDist; } } iThisScent = pSound->m_iNextAudible; } if( iBestScent >= 0 ) { pSound = CSoundEnt::SoundPointerForIndex( iBestScent ); return pSound; } #if _DEBUG ALERT( at_error, "NULL Return from PBestScent\n" ); #endif return NULL; } //========================================================= // Monster Think - calls out to core AI functions and handles this // monster's specific animation events //========================================================= void CBaseMonster::MonsterThink( void ) { pev->nextthink = gpGlobals->time + 0.1f;// keep monster thinking. RunAI(); float flInterval = StudioFrameAdvance( ); // animate // start or end a fidget // This needs a better home -- switching animations over time should be encapsulated on a per-activity basis // perhaps MaintainActivity() or a ShiftAnimationOverTime() or something. if( m_MonsterState != MONSTERSTATE_SCRIPT && m_MonsterState != MONSTERSTATE_DEAD && m_Activity == ACT_IDLE && m_fSequenceFinished ) { int iSequence; if( m_fSequenceLoops ) { // animation does loop, which means we're playing subtle idle. Might need to // fidget. iSequence = LookupActivity( m_Activity ); } else { // animation that just ended doesn't loop! That means we just finished a fidget // and should return to our heaviest weighted idle (the subtle one) iSequence = LookupActivityHeaviest( m_Activity ); } if( iSequence != ACTIVITY_NOT_AVAILABLE ) { pev->sequence = iSequence; // Set to new anim (if it's there) ResetSequenceInfo(); } } DispatchAnimEvents( flInterval ); if( !MovementIsComplete() ) { Move( flInterval ); } #if _DEBUG else { if( !TaskIsRunning() && !TaskIsComplete() ) ALERT( at_error, "Schedule stalled!!\n" ); } #endif } //========================================================= // CBaseMonster - USE - will make a monster angry at whomever // activated it. //========================================================= void CBaseMonster::MonsterUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { m_IdealMonsterState = MONSTERSTATE_ALERT; } //========================================================= // Ignore conditions - before a set of conditions is allowed // to interrupt a monster's schedule, this function removes // conditions that we have flagged to interrupt the current // schedule, but may not want to interrupt the schedule every // time. (Pain, for instance) //========================================================= int CBaseMonster::IgnoreConditions( void ) { int iIgnoreConditions = 0; if( !FShouldEat() ) { // not hungry? Ignore food smell. iIgnoreConditions |= bits_COND_SMELL_FOOD; } if( m_MonsterState == MONSTERSTATE_SCRIPT && m_pCine ) iIgnoreConditions |= m_pCine->IgnoreConditions(); return iIgnoreConditions; } //========================================================= // RouteClear - zeroes out the monster's route array and goal //========================================================= void CBaseMonster::RouteClear( void ) { RouteNew(); m_movementGoal = MOVEGOAL_NONE; m_movementActivity = ACT_IDLE; Forget( bits_MEMORY_MOVE_FAILED ); } //========================================================= // Route New - clears out a route to be changed, but keeps // goal intact. //========================================================= void CBaseMonster::RouteNew( void ) { m_Route[0].iType = 0; m_iRouteIndex = 0; } //========================================================= // FRouteClear - returns TRUE is the Route is cleared out // ( invalid ) //========================================================= BOOL CBaseMonster::FRouteClear( void ) { if( m_Route[m_iRouteIndex].iType == 0 || m_movementGoal == MOVEGOAL_NONE ) return TRUE; return FALSE; } //========================================================= // FRefreshRoute - after calculating a path to the monster's // target, this function copies as many waypoints as possible // from that path to the monster's Route array //========================================================= BOOL CBaseMonster::FRefreshRoute( void ) { CBaseEntity *pPathCorner; int i; BOOL returnCode; RouteNew(); returnCode = FALSE; switch( m_movementGoal ) { case MOVEGOAL_PATHCORNER: { // monster is on a path_corner loop pPathCorner = m_pGoalEnt; i = 0; while( pPathCorner && i < ROUTE_SIZE ) { m_Route[i].iType = bits_MF_TO_PATHCORNER; m_Route[i].vecLocation = pPathCorner->pev->origin; pPathCorner = pPathCorner->GetNextTarget(); // Last path_corner in list? if( !pPathCorner ) m_Route[i].iType |= bits_MF_IS_GOAL; i++; } } returnCode = TRUE; break; case MOVEGOAL_ENEMY: returnCode = BuildRoute( m_vecEnemyLKP, bits_MF_TO_ENEMY, m_hEnemy ); break; case MOVEGOAL_LOCATION: returnCode = BuildRoute( m_vecMoveGoal, bits_MF_TO_LOCATION, NULL ); break; case MOVEGOAL_TARGETENT: if( m_hTargetEnt != 0 ) { returnCode = BuildRoute( m_hTargetEnt->pev->origin, bits_MF_TO_TARGETENT, m_hTargetEnt ); } break; case MOVEGOAL_NODE: returnCode = FGetNodeRoute( m_vecMoveGoal ); //if( returnCode ) // RouteSimplify( NULL ); break; } return returnCode; } BOOL CBaseMonster::MoveToEnemy( Activity movementAct, float waitTime ) { m_movementActivity = movementAct; m_moveWaitTime = waitTime; m_movementGoal = MOVEGOAL_ENEMY; return FRefreshRoute(); } BOOL CBaseMonster::MoveToLocation( Activity movementAct, float waitTime, const Vector &goal ) { m_movementActivity = movementAct; m_moveWaitTime = waitTime; m_movementGoal = MOVEGOAL_LOCATION; m_vecMoveGoal = goal; return FRefreshRoute(); } BOOL CBaseMonster::MoveToTarget( Activity movementAct, float waitTime ) { m_movementActivity = movementAct; m_moveWaitTime = waitTime; m_movementGoal = MOVEGOAL_TARGETENT; return FRefreshRoute(); } BOOL CBaseMonster::MoveToNode( Activity movementAct, float waitTime, const Vector &goal ) { m_movementActivity = movementAct; m_moveWaitTime = waitTime; m_movementGoal = MOVEGOAL_NODE; m_vecMoveGoal = goal; return FRefreshRoute(); } #ifdef _DEBUG void DrawRoute( entvars_t *pev, WayPoint_t *m_Route, int m_iRouteIndex, int r, int g, int b ) { int i; if( m_Route[m_iRouteIndex].iType == 0 ) { ALERT( at_aiconsole, "Can't draw route!\n" ); return; } //UTIL_ParticleEffect ( m_Route[m_iRouteIndex].vecLocation, g_vecZero, 255, 25 ); MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_BEAMPOINTS); WRITE_COORD( pev->origin.x ); WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); WRITE_COORD( m_Route[m_iRouteIndex].vecLocation.x ); WRITE_COORD( m_Route[m_iRouteIndex].vecLocation.y ); WRITE_COORD( m_Route[m_iRouteIndex].vecLocation.z ); WRITE_SHORT( g_sModelIndexLaser ); WRITE_BYTE( 0 ); // frame start WRITE_BYTE( 10 ); // framerate WRITE_BYTE( 1 ); // life WRITE_BYTE( 16 ); // width WRITE_BYTE( 0 ); // noise WRITE_BYTE( r ); // r, g, b WRITE_BYTE( g ); // r, g, b WRITE_BYTE( b ); // r, g, b WRITE_BYTE( 255 ); // brightness WRITE_BYTE( 10 ); // speed MESSAGE_END(); for( i = m_iRouteIndex; i < ROUTE_SIZE - 1; i++ ) { if( ( m_Route[i].iType & bits_MF_IS_GOAL ) || ( m_Route[i + 1].iType == 0 ) ) break; MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_BEAMPOINTS ); WRITE_COORD( m_Route[i].vecLocation.x ); WRITE_COORD( m_Route[i].vecLocation.y ); WRITE_COORD( m_Route[i].vecLocation.z ); WRITE_COORD( m_Route[i + 1].vecLocation.x ); WRITE_COORD( m_Route[i + 1].vecLocation.y ); WRITE_COORD( m_Route[i + 1].vecLocation.z ); WRITE_SHORT( g_sModelIndexLaser ); WRITE_BYTE( 0 ); // frame start WRITE_BYTE( 10 ); // framerate WRITE_BYTE( 1 ); // life WRITE_BYTE( 8 ); // width WRITE_BYTE( 0 ); // noise WRITE_BYTE( r ); // r, g, b WRITE_BYTE( g ); // r, g, b WRITE_BYTE( b ); // r, g, b WRITE_BYTE( 255 ); // brightness WRITE_BYTE( 10 ); // speed MESSAGE_END(); //UTIL_ParticleEffect( m_Route[i].vecLocation, g_vecZero, 255, 25 ); } } #endif int ShouldSimplify( int routeType ) { routeType &= ~bits_MF_IS_GOAL; if( ( routeType == bits_MF_TO_PATHCORNER ) || ( routeType & bits_MF_DONT_SIMPLIFY ) ) return FALSE; return TRUE; } //========================================================= // RouteSimplify // // Attempts to make the route more direct by cutting out // unnecessary nodes & cutting corners. // //========================================================= void CBaseMonster::RouteSimplify( CBaseEntity *pTargetEnt ) { // BUGBUG: this doesn't work 100% yet int i, count, outCount; Vector vecStart; WayPoint_t outRoute[ROUTE_SIZE * 2]; // Any points except the ends can turn into 2 points in the simplified route count = 0; for( i = m_iRouteIndex; i < ROUTE_SIZE; i++ ) { if( !m_Route[i].iType ) break; else count++; if( m_Route[i].iType & bits_MF_IS_GOAL ) break; } // Can't simplify a direct route! if( count < 2 ) { //DrawRoute( pev, m_Route, m_iRouteIndex, 0, 0, 255 ); return; } outCount = 0; vecStart = pev->origin; for( i = 0; i < count - 1; i++ ) { // Don't eliminate path_corners if( !ShouldSimplify( m_Route[m_iRouteIndex + i].iType ) ) { outRoute[outCount] = m_Route[m_iRouteIndex + i]; outCount++; } else if( CheckLocalMove( vecStart, m_Route[m_iRouteIndex+i + 1].vecLocation, pTargetEnt, NULL ) == LOCALMOVE_VALID ) { // Skip vert continue; } else { Vector vecTest, vecSplit; // Halfway between this and next vecTest = ( m_Route[m_iRouteIndex + i + 1].vecLocation + m_Route[m_iRouteIndex + i].vecLocation ) * 0.5f; // Halfway between this and previous vecSplit = ( m_Route[m_iRouteIndex + i].vecLocation + vecStart ) * 0.5f; int iType = ( m_Route[m_iRouteIndex + i].iType | bits_MF_TO_DETOUR ) & ~bits_MF_NOT_TO_MASK; if( CheckLocalMove( vecStart, vecTest, pTargetEnt, NULL ) == LOCALMOVE_VALID ) { outRoute[outCount].iType = iType; outRoute[outCount].vecLocation = vecTest; } else if( CheckLocalMove( vecSplit, vecTest, pTargetEnt, NULL ) == LOCALMOVE_VALID ) { outRoute[outCount].iType = iType; outRoute[outCount].vecLocation = vecSplit; outRoute[outCount+1].iType = iType; outRoute[outCount+1].vecLocation = vecTest; outCount++; // Adding an extra point } else { outRoute[outCount] = m_Route[m_iRouteIndex + i]; } } // Get last point vecStart = outRoute[outCount].vecLocation; outCount++; } ASSERT( i < count ); outRoute[outCount] = m_Route[m_iRouteIndex + i]; outCount++; // Terminate outRoute[outCount].iType = 0; ASSERT( outCount < ( ROUTE_SIZE * 2 ) ); // Copy the simplified route, disable for testing m_iRouteIndex = 0; for( i = 0; i < ROUTE_SIZE && i < outCount; i++ ) { m_Route[i] = outRoute[i]; } // Terminate route if( i < ROUTE_SIZE ) m_Route[i].iType = 0; // Debug, test movement code #if 0 // if( CVAR_GET_FLOAT( "simplify" ) != 0 ) DrawRoute( pev, outRoute, 0, 255, 0, 0 ); // else DrawRoute( pev, m_Route, m_iRouteIndex, 0, 255, 0 ); #endif } //========================================================= // FBecomeProne - tries to send a monster into PRONE state. // right now only used when a barnacle snatches someone, so // may have some special case stuff for that. //========================================================= BOOL CBaseMonster::FBecomeProne( void ) { if( FBitSet( pev->flags, FL_ONGROUND ) ) { pev->flags -= FL_ONGROUND; } m_IdealMonsterState = MONSTERSTATE_PRONE; return TRUE; } //========================================================= // CheckRangeAttack1 //========================================================= BOOL CBaseMonster::CheckRangeAttack1( float flDot, float flDist ) { if( flDist > 64.0f && flDist <= 784.0f && flDot >= 0.5f ) { return TRUE; } return FALSE; } //========================================================= // CheckRangeAttack2 //========================================================= BOOL CBaseMonster::CheckRangeAttack2( float flDot, float flDist ) { if( flDist > 64.0f && flDist <= 512.0f && flDot >= 0.5f ) { return TRUE; } return FALSE; } //========================================================= // CheckMeleeAttack1 //========================================================= BOOL CBaseMonster::CheckMeleeAttack1( float flDot, float flDist ) { // Decent fix to keep folks from kicking/punching hornets and snarks is to check the onground flag(sjb) if( flDist <= 64.0f && flDot >= 0.7f && m_hEnemy != 0 && FBitSet( m_hEnemy->pev->flags, FL_ONGROUND ) ) { return TRUE; } return FALSE; } //========================================================= // CheckMeleeAttack2 //========================================================= BOOL CBaseMonster::CheckMeleeAttack2( float flDot, float flDist ) { if( flDist <= 64.0f && flDot >= 0.7f ) { return TRUE; } return FALSE; } //========================================================= // CheckAttacks - sets all of the bits for attacks that the // monster is capable of carrying out on the passed entity. //========================================================= void CBaseMonster::CheckAttacks( CBaseEntity *pTarget, float flDist ) { Vector2D vec2LOS; float flDot; UTIL_MakeVectors( pev->angles ); vec2LOS = ( pTarget->pev->origin - pev->origin ).Make2D(); vec2LOS = vec2LOS.Normalize(); flDot = DotProduct( vec2LOS, gpGlobals->v_forward.Make2D() ); // we know the enemy is in front now. We'll find which attacks the monster is capable of by // checking for corresponding Activities in the model file, then do the simple checks to validate // those attack types. // Clear all attack conditions ClearConditions( bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_RANGE_ATTACK2 | bits_COND_CAN_MELEE_ATTACK1 |bits_COND_CAN_MELEE_ATTACK2 ); if( m_afCapability & bits_CAP_RANGE_ATTACK1 ) { if( CheckRangeAttack1( flDot, flDist ) ) SetConditions( bits_COND_CAN_RANGE_ATTACK1 ); } if( m_afCapability & bits_CAP_RANGE_ATTACK2 ) { if( CheckRangeAttack2( flDot, flDist ) ) SetConditions( bits_COND_CAN_RANGE_ATTACK2 ); } if( m_afCapability & bits_CAP_MELEE_ATTACK1 ) { if( CheckMeleeAttack1( flDot, flDist ) ) SetConditions( bits_COND_CAN_MELEE_ATTACK1 ); } if( m_afCapability & bits_CAP_MELEE_ATTACK2 ) { if( CheckMeleeAttack2( flDot, flDist ) ) SetConditions( bits_COND_CAN_MELEE_ATTACK2 ); } } //========================================================= // CanCheckAttacks - prequalifies a monster to do more fine // checking of potential attacks. //========================================================= BOOL CBaseMonster::FCanCheckAttacks( void ) { if( HasConditions( bits_COND_SEE_ENEMY ) && !HasConditions( bits_COND_ENEMY_TOOFAR ) ) { return TRUE; } return FALSE; } //========================================================= // CheckEnemy - part of the Condition collection process, // gets and stores data and conditions pertaining to a monster's // enemy. Returns TRUE if Enemy LKP was updated. //========================================================= int CBaseMonster::CheckEnemy( CBaseEntity *pEnemy ) { float flDistToEnemy; int iUpdatedLKP;// set this to TRUE if you update the EnemyLKP in this function. iUpdatedLKP = FALSE; ClearConditions( bits_COND_ENEMY_FACING_ME ); if( !FVisible( pEnemy ) ) { ASSERT( !HasConditions( bits_COND_SEE_ENEMY ) ); SetConditions( bits_COND_ENEMY_OCCLUDED ); } else ClearConditions( bits_COND_ENEMY_OCCLUDED ); if( !pEnemy->IsAlive() ) { SetConditions( bits_COND_ENEMY_DEAD ); ClearConditions( bits_COND_SEE_ENEMY | bits_COND_ENEMY_OCCLUDED ); return FALSE; } Vector vecEnemyPos = pEnemy->pev->origin; // distance to enemy's origin flDistToEnemy = ( vecEnemyPos - pev->origin ).Length(); vecEnemyPos.z += pEnemy->pev->size.z * 0.5f; // distance to enemy's head float flDistToEnemy2 = ( vecEnemyPos - pev->origin ).Length(); if( flDistToEnemy2 < flDistToEnemy ) flDistToEnemy = flDistToEnemy2; else { // distance to enemy's feet vecEnemyPos.z -= pEnemy->pev->size.z; flDistToEnemy2 = ( vecEnemyPos - pev->origin ).Length(); if( flDistToEnemy2 < flDistToEnemy ) flDistToEnemy = flDistToEnemy2; } if( HasConditions( bits_COND_SEE_ENEMY ) ) { CBaseMonster *pEnemyMonster; iUpdatedLKP = TRUE; m_vecEnemyLKP = pEnemy->pev->origin; pEnemyMonster = pEnemy->MyMonsterPointer(); if( pEnemyMonster ) { if( pEnemyMonster->FInViewCone( this ) ) { SetConditions( bits_COND_ENEMY_FACING_ME ); } else ClearConditions( bits_COND_ENEMY_FACING_ME ); } if( pEnemy->pev->velocity != Vector( 0, 0, 0 ) ) { // trail the enemy a bit m_vecEnemyLKP = m_vecEnemyLKP - pEnemy->pev->velocity * RANDOM_FLOAT( -0.05f, 0.0f ); } else { // UNDONE: use pev->oldorigin? } } else if( !HasConditions( bits_COND_ENEMY_OCCLUDED | bits_COND_SEE_ENEMY ) && ( flDistToEnemy <= 256 ) ) { // if the enemy is not occluded, and unseen, that means it is behind or beside the monster. // if the enemy is near enough the monster, we go ahead and let the monster know where the // enemy is. iUpdatedLKP = TRUE; m_vecEnemyLKP = pEnemy->pev->origin; } if( flDistToEnemy >= m_flDistTooFar ) { // enemy is very far away from monster SetConditions( bits_COND_ENEMY_TOOFAR ); } else ClearConditions( bits_COND_ENEMY_TOOFAR ); if( FCanCheckAttacks() ) { CheckAttacks( m_hEnemy, flDistToEnemy ); } if( m_movementGoal == MOVEGOAL_ENEMY ) { for( int i = m_iRouteIndex; i < ROUTE_SIZE; i++ ) { if( m_Route[i].iType == ( bits_MF_IS_GOAL | bits_MF_TO_ENEMY ) ) { // UNDONE: Should we allow monsters to override this distance (80?) if( ( m_Route[i].vecLocation - m_vecEnemyLKP ).Length() > 80.0f ) { // Refresh FRefreshRoute(); return iUpdatedLKP; } } } } return iUpdatedLKP; } //========================================================= // PushEnemy - remember the last few enemies, always remember the player //========================================================= void CBaseMonster::PushEnemy( CBaseEntity *pEnemy, Vector &vecLastKnownPos ) { int i; if( pEnemy == NULL ) return; // UNDONE: blah, this is bad, we should use a stack but I'm too lazy to code one. for( i = 0; i < MAX_OLD_ENEMIES; i++ ) { if( m_hOldEnemy[i] == pEnemy ) return; if( m_hOldEnemy[i] == 0 ) // someone died, reuse their slot break; } if( i >= MAX_OLD_ENEMIES ) return; m_hOldEnemy[i] = pEnemy; m_vecOldEnemy[i] = vecLastKnownPos; } //========================================================= // PopEnemy - try remembering the last few enemies //========================================================= BOOL CBaseMonster::PopEnemy() { // UNDONE: blah, this is bad, we should use a stack but I'm too lazy to code one. for( int i = MAX_OLD_ENEMIES - 1; i >= 0; i-- ) { if( m_hOldEnemy[i] != 0 ) { if( m_hOldEnemy[i]->IsAlive()) // cheat and know when they die { m_hEnemy = m_hOldEnemy[i]; m_vecEnemyLKP = m_vecOldEnemy[i]; // ALERT( at_console, "remembering\n" ); return TRUE; } else { m_hOldEnemy[i] = NULL; } } } return FALSE; } //========================================================= // SetActivity //========================================================= void CBaseMonster::SetActivity( Activity NewActivity ) { int iSequence; iSequence = LookupActivity( NewActivity ); Activity OldActivity = m_Activity; m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present // In case someone calls this with something other than the ideal activity m_IdealActivity = m_Activity; // Set to the desired anim, or default anim if the desired is not present if( iSequence > ACTIVITY_NOT_AVAILABLE ) { if( pev->sequence != iSequence || !m_fSequenceLoops ) { // don't reset frame between walk and run if( !( OldActivity == ACT_WALK || OldActivity == ACT_RUN ) || !( NewActivity == ACT_WALK || NewActivity == ACT_RUN ) ) pev->frame = 0; } pev->sequence = iSequence; // Set to the reset anim (if it's there) ResetSequenceInfo(); SetYawSpeed(); } else { // Not available try to get default anim ALERT( at_aiconsole, "%s has no sequence for act:%d\n", STRING( pev->classname ), NewActivity ); pev->sequence = 0; // Set to the reset anim (if it's there) } } //========================================================= // SetSequenceByName //========================================================= void CBaseMonster::SetSequenceByName( const char *szSequence ) { int iSequence; iSequence = LookupSequence( szSequence ); // Set to the desired anim, or default anim if the desired is not present if( iSequence > ACTIVITY_NOT_AVAILABLE ) { if( pev->sequence != iSequence || !m_fSequenceLoops ) { pev->frame = 0; } pev->sequence = iSequence; // Set to the reset anim (if it's there) ResetSequenceInfo(); SetYawSpeed(); } else { // Not available try to get default anim ALERT( at_aiconsole, "%s has no sequence named:%f\n", STRING(pev->classname), szSequence ); pev->sequence = 0; // Set to the reset anim (if it's there) } } //========================================================= // CheckLocalMove - returns TRUE if the caller can walk a // straight line from its current origin to the given // location. If so, don't use the node graph! // // if a valid pointer to a int is passed, the function // will fill that int with the distance that the check // reached before hitting something. THIS ONLY HAPPENS // IF THE LOCAL MOVE CHECK FAILS! // // !!!PERFORMANCE - should we try to load balance this? // DON"T USE SETORIGIN! //========================================================= #define LOCAL_STEP_SIZE 16 int CBaseMonster::CheckLocalMove( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist ) { Vector vecStartPos;// record monster's position before trying the move float flYaw; float flDist; float flStep, stepSize; int iReturn; vecStartPos = pev->origin; flYaw = UTIL_VecToYaw( vecEnd - vecStart );// build a yaw that points to the goal. flDist = ( vecEnd - vecStart ).Length2D();// get the distance. iReturn = LOCALMOVE_VALID;// assume everything will be ok. // move the monster to the start of the local move that's to be checked. UTIL_SetOrigin( pev, vecStart );// !!!BUGBUG - won't this fire triggers? - nope, SetOrigin doesn't fire if( !( pev->flags & ( FL_FLY | FL_SWIM ) ) ) { DROP_TO_FLOOR( ENT( pev ) );//make sure monster is on the floor! } //pev->origin.z = vecStartPos.z;//!!!HACKHACK //pev->origin = vecStart; /* if( flDist > 1024 ) { // !!!PERFORMANCE - this operation may be too CPU intensive to try checks this large. // We don't lose much here, because a distance this great is very likely // to have something in the way. // since we've actually moved the monster during the check, undo the move. pev->origin = vecStartPos; return FALSE; } */ // this loop takes single steps to the goal. for( flStep = 0; flStep < flDist; flStep += LOCAL_STEP_SIZE ) { stepSize = LOCAL_STEP_SIZE; if( ( flStep + LOCAL_STEP_SIZE ) >= ( flDist - 1 ) ) stepSize = ( flDist - flStep ) - 1; //UTIL_ParticleEffect( pev->origin, g_vecZero, 255, 25 ); if( !WALK_MOVE( ENT( pev ), flYaw, stepSize, WALKMOVE_CHECKONLY ) ) { // can't take the next step, fail! if( pflDist != NULL ) { *pflDist = flStep; } if( pTarget && pTarget->edict() == gpGlobals->trace_ent ) { // if this step hits target ent, the move is legal. iReturn = LOCALMOVE_VALID; break; } else { // If we're going toward an entity, and we're almost getting there, it's OK. //if( pTarget && fabs( flDist - iStep ) < LOCAL_STEP_SIZE ) // fReturn = TRUE; //else iReturn = LOCALMOVE_INVALID; break; } } } if( iReturn == LOCALMOVE_VALID && !( pev->flags & ( FL_FLY | FL_SWIM ) ) && ( !pTarget || ( pTarget->pev->flags & FL_ONGROUND ) ) ) { // The monster can move to a spot UNDER the target, but not to it. Don't try to triangulate, go directly to the node graph. // UNDONE: Magic # 64 -- this used to be pev->size.z but that won't work for small creatures like the headcrab if( fabs( vecEnd.z - pev->origin.z ) > 64.0f ) { iReturn = LOCALMOVE_INVALID_DONT_TRIANGULATE; } } /* // uncommenting this block will draw a line representing the nearest legal move. WRITE_BYTE( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( MSG_BROADCAST, TE_SHOWLINE ); WRITE_COORD( MSG_BROADCAST, pev->origin.x ); WRITE_COORD( MSG_BROADCAST, pev->origin.y ); WRITE_COORD( MSG_BROADCAST, pev->origin.z ); WRITE_COORD( MSG_BROADCAST, vecStart.x ); WRITE_COORD( MSG_BROADCAST, vecStart.y ); WRITE_COORD( MSG_BROADCAST, vecStart.z ); */ // since we've actually moved the monster during the check, undo the move. UTIL_SetOrigin( pev, vecStartPos ); return iReturn; } float CBaseMonster::OpenDoorAndWait( entvars_t *pevDoor ) { float flTravelTime = 0; //ALERT( at_aiconsole, "A door. " ); CBaseEntity *pcbeDoor = CBaseEntity::Instance( pevDoor ); if( pcbeDoor && !pcbeDoor->IsLockedByMaster() ) { //ALERT( at_aiconsole, "unlocked! " ); pcbeDoor->Use( this, this, USE_ON, 0.0 ); //ALERT( at_aiconsole, "pevDoor->nextthink = %d ms\n", (int)( 1000 * pevDoor->nextthink ) ); //ALERT( at_aiconsole, "pevDoor->ltime = %d ms\n", (int)( 1000 * pevDoor->ltime ) ); //ALERT( at_aiconsole, "pev-> nextthink = %d ms\n", (int)( 1000 * pev->nextthink ) ); //ALERT( at_aiconsole, "pev->ltime = %d ms\n", (int)( 1000 * pev->ltime ) ); flTravelTime = pevDoor->nextthink - pevDoor->ltime; //ALERT( at_aiconsole, "Waiting %d ms\n", (int)( 1000 * flTravelTime ) ); if( pcbeDoor->pev->targetname ) { edict_t *pentTarget = NULL; for( ; ; ) { pentTarget = FIND_ENTITY_BY_TARGETNAME( pentTarget, STRING(pcbeDoor->pev->targetname ) ); if( VARS( pentTarget ) != pcbeDoor->pev ) { if( FNullEnt( pentTarget ) ) break; if( FClassnameIs( pentTarget, STRING( pcbeDoor->pev->classname ) ) ) { CBaseEntity *pDoor = Instance( pentTarget ); if( pDoor ) pDoor->Use( this, this, USE_ON, 0.0 ); } } } } } return gpGlobals->time + flTravelTime; } //========================================================= // AdvanceRoute - poorly named function that advances the // m_iRouteIndex. If it goes beyond ROUTE_SIZE, the route // is refreshed. //========================================================= void CBaseMonster::AdvanceRoute( float distance ) { if( m_iRouteIndex == ROUTE_SIZE - 1 ) { // time to refresh the route. if( !FRefreshRoute() ) { ALERT( at_aiconsole, "Can't Refresh Route!!\n" ); } } else { if( !( m_Route[m_iRouteIndex].iType & bits_MF_IS_GOAL ) ) { // If we've just passed a path_corner, advance m_pGoalEnt if( ( m_Route[m_iRouteIndex].iType & ~bits_MF_NOT_TO_MASK ) == bits_MF_TO_PATHCORNER ) m_pGoalEnt = m_pGoalEnt->GetNextTarget(); // IF both waypoints are nodes, then check for a link for a door and operate it. // if( ( m_Route[m_iRouteIndex].iType & bits_MF_TO_NODE ) == bits_MF_TO_NODE && ( m_Route[m_iRouteIndex + 1].iType & bits_MF_TO_NODE ) == bits_MF_TO_NODE ) { //ALERT( at_aiconsole, "SVD: Two nodes. " ); int iSrcNode = WorldGraph.FindNearestNode( m_Route[m_iRouteIndex].vecLocation, this ); int iDestNode = WorldGraph.FindNearestNode( m_Route[m_iRouteIndex + 1].vecLocation, this ); int iLink; WorldGraph.HashSearch( iSrcNode, iDestNode, iLink ); if( iLink >= 0 && WorldGraph.m_pLinkPool[iLink].m_pLinkEnt != NULL ) { //ALERT( at_aiconsole, "A link. " ); if( WorldGraph.HandleLinkEnt( iSrcNode, WorldGraph.m_pLinkPool[iLink].m_pLinkEnt, m_afCapability, CGraph::NODEGRAPH_DYNAMIC ) ) { //ALERT( at_aiconsole, "usable." ); entvars_t *pevDoor = WorldGraph.m_pLinkPool[iLink].m_pLinkEnt; if( pevDoor ) { m_flMoveWaitFinished = OpenDoorAndWait( pevDoor ); //ALERT( at_aiconsole, "Wating for door %.2f\n", m_flMoveWaitFinished-gpGlobals->time ); } } } //ALERT( at_aiconsole, "\n" ); } m_iRouteIndex++; } else // At goal!!! { if( distance < m_flGroundSpeed * 0.2f /* FIX */ ) { MovementComplete(); } } } } int CBaseMonster::RouteClassify( int iMoveFlag ) { int movementGoal; movementGoal = MOVEGOAL_NONE; if( iMoveFlag & bits_MF_TO_TARGETENT ) movementGoal = MOVEGOAL_TARGETENT; else if( iMoveFlag & bits_MF_TO_ENEMY ) movementGoal = MOVEGOAL_ENEMY; else if( iMoveFlag & bits_MF_TO_PATHCORNER ) movementGoal = MOVEGOAL_PATHCORNER; else if( iMoveFlag & bits_MF_TO_NODE ) movementGoal = MOVEGOAL_NODE; else if( iMoveFlag & bits_MF_TO_LOCATION ) movementGoal = MOVEGOAL_LOCATION; return movementGoal; } //========================================================= // BuildRoute //========================================================= BOOL CBaseMonster::BuildRoute( const Vector &vecGoal, int iMoveFlag, CBaseEntity *pTarget ) { float flDist; Vector vecApex; int iLocalMove; RouteNew(); m_movementGoal = RouteClassify( iMoveFlag ); // so we don't end up with no moveflags m_Route[0].vecLocation = vecGoal; m_Route[0].iType = iMoveFlag | bits_MF_IS_GOAL; // check simple local move iLocalMove = CheckLocalMove( pev->origin, vecGoal, pTarget, &flDist ); if( iLocalMove == LOCALMOVE_VALID ) { // monster can walk straight there! return TRUE; } // try to triangulate around any obstacles. else if( iLocalMove != LOCALMOVE_INVALID_DONT_TRIANGULATE && FTriangulate( pev->origin, vecGoal, flDist, pTarget, &vecApex ) ) { // there is a slightly more complicated path that allows the monster to reach vecGoal m_Route[0].vecLocation = vecApex; m_Route[0].iType = (iMoveFlag | bits_MF_TO_DETOUR); m_Route[1].vecLocation = vecGoal; m_Route[1].iType = iMoveFlag | bits_MF_IS_GOAL; /* WRITE_BYTE( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( MSG_BROADCAST, TE_SHOWLINE ); WRITE_COORD( MSG_BROADCAST, vecApex.x ); WRITE_COORD( MSG_BROADCAST, vecApex.y ); WRITE_COORD( MSG_BROADCAST, vecApex.z ); WRITE_COORD( MSG_BROADCAST, vecApex.x ); WRITE_COORD( MSG_BROADCAST, vecApex.y ); WRITE_COORD( MSG_BROADCAST, vecApex.z + 128 ); */ RouteSimplify( pTarget ); return TRUE; } // last ditch, try nodes if( FGetNodeRoute( vecGoal ) ) { //ALERT( at_console, "Can get there on nodes\n" ); m_vecMoveGoal = vecGoal; RouteSimplify( pTarget ); return TRUE; } // b0rk return FALSE; } //========================================================= // InsertWaypoint - Rebuilds the existing route so that the // supplied vector and moveflags are the first waypoint in // the route, and fills the rest of the route with as much // of the pre-existing route as possible //========================================================= void CBaseMonster::InsertWaypoint( Vector vecLocation, int afMoveFlags ) { int i, type; // we have to save some Index and Type information from the real // path_corner or node waypoint that the monster was trying to reach. This makes sure that data necessary // to refresh the original path exists even in the new waypoints that don't correspond directy to a path_corner // or node. type = afMoveFlags | ( m_Route[m_iRouteIndex].iType & ~bits_MF_NOT_TO_MASK ); for( i = ROUTE_SIZE - 1; i > 0; i-- ) m_Route[i] = m_Route[i - 1]; m_Route[m_iRouteIndex].vecLocation = vecLocation; m_Route[m_iRouteIndex].iType = type; } //========================================================= // FTriangulate - tries to overcome local obstacles by // triangulating a path around them. // // iApexDist is how far the obstruction that we are trying // to triangulate around is from the monster. //========================================================= BOOL CBaseMonster::FTriangulate( const Vector &vecStart, const Vector &vecEnd, float flDist, CBaseEntity *pTargetEnt, Vector *pApex ) { Vector vecDir; Vector vecForward; Vector vecLeft;// the spot we'll try to triangulate to on the left Vector vecRight;// the spot we'll try to triangulate to on the right Vector vecTop;// the spot we'll try to triangulate to on the top Vector vecBottom;// the spot we'll try to triangulate to on the bottom Vector vecFarSide;// the spot that we'll move to after hitting the triangulated point, before moving on to our normal goal. int i; float sizeX, sizeZ; // If the hull width is less than 24, use 24 because CheckLocalMove uses a min of // 24. sizeX = pev->size.x; if( sizeX < 24.0f ) sizeX = 24.0f; else if( sizeX > 48.0f ) sizeX = 48.0f; sizeZ = pev->size.z; //if( sizeZ < 24.0f ) // sizeZ = 24.0f; vecForward = ( vecEnd - vecStart ).Normalize(); Vector vecDirUp( 0, 0, 1 ); vecDir = CrossProduct( vecForward, vecDirUp ); // start checking right about where the object is, picking two equidistant starting points, one on // the left, one on the right. As we progress through the loop, we'll push these away from the obstacle, // hoping to find a way around on either side. pev->size.x is added to the ApexDist in order to help select // an apex point that insures that the monster is sufficiently past the obstacle before trying to turn back // onto its original course. vecLeft = pev->origin + ( vecForward * ( flDist + sizeX ) ) - vecDir * ( sizeX * 3 ); vecRight = pev->origin + ( vecForward * ( flDist + sizeX ) ) + vecDir * ( sizeX * 3 ); if( pev->movetype == MOVETYPE_FLY ) { vecTop = pev->origin + ( vecForward * flDist ) + ( vecDirUp * sizeZ * 3 ); vecBottom = pev->origin + ( vecForward * flDist ) - ( vecDirUp * sizeZ * 3 ); } vecFarSide = m_Route[m_iRouteIndex].vecLocation; vecDir = vecDir * sizeX * 2; if( pev->movetype == MOVETYPE_FLY ) vecDirUp = vecDirUp * sizeZ * 2; for( i = 0; i < 8; i++ ) { // Debug, Draw the triangulation #if 0 MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_SHOWLINE); WRITE_COORD( pev->origin.x ); WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); WRITE_COORD( vecRight.x ); WRITE_COORD( vecRight.y ); WRITE_COORD( vecRight.z ); MESSAGE_END(); MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_SHOWLINE ); WRITE_COORD( pev->origin.x ); WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); WRITE_COORD( vecLeft.x ); WRITE_COORD( vecLeft.y ); WRITE_COORD( vecLeft.z ); MESSAGE_END(); #endif #if 0 if( pev->movetype == MOVETYPE_FLY ) { MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_SHOWLINE ); WRITE_COORD( pev->origin.x ); WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); WRITE_COORD( vecTop.x ); WRITE_COORD( vecTop.y ); WRITE_COORD( vecTop.z ); MESSAGE_END(); MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_SHOWLINE ); WRITE_COORD( pev->origin.x ); WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); WRITE_COORD( vecBottom.x ); WRITE_COORD( vecBottom.y ); WRITE_COORD( vecBottom.z ); MESSAGE_END(); } #endif if( CheckLocalMove( pev->origin, vecRight, pTargetEnt, NULL ) == LOCALMOVE_VALID ) { if( CheckLocalMove( vecRight, vecFarSide, pTargetEnt, NULL ) == LOCALMOVE_VALID ) { if( pApex ) { *pApex = vecRight; } return TRUE; } } if( CheckLocalMove( pev->origin, vecLeft, pTargetEnt, NULL ) == LOCALMOVE_VALID ) { if( CheckLocalMove( vecLeft, vecFarSide, pTargetEnt, NULL ) == LOCALMOVE_VALID ) { if( pApex ) { *pApex = vecLeft; } return TRUE; } } if( pev->movetype == MOVETYPE_FLY ) { if( CheckLocalMove( pev->origin, vecTop, pTargetEnt, NULL ) == LOCALMOVE_VALID) { if( CheckLocalMove ( vecTop, vecFarSide, pTargetEnt, NULL ) == LOCALMOVE_VALID ) { if( pApex ) { *pApex = vecTop; //ALERT(at_aiconsole, "triangulate over\n"); } return TRUE; } } #if 1 if( CheckLocalMove( pev->origin, vecBottom, pTargetEnt, NULL ) == LOCALMOVE_VALID ) { if( CheckLocalMove( vecBottom, vecFarSide, pTargetEnt, NULL ) == LOCALMOVE_VALID ) { if( pApex ) { *pApex = vecBottom; //ALERT(at_aiconsole, "triangulate under\n"); } return TRUE; } } #endif } vecRight = vecRight + vecDir; vecLeft = vecLeft - vecDir; if( pev->movetype == MOVETYPE_FLY ) { vecTop = vecTop + vecDirUp; vecBottom = vecBottom - vecDirUp; } } return FALSE; } //========================================================= // Move - take a single step towards the next ROUTE location //========================================================= #define DIST_TO_CHECK 200 void CBaseMonster::Move( float flInterval ) { float flWaypointDist; float flCheckDist; float flDist;// how far the lookahead check got before hitting an object. Vector vecDir; Vector vecApex; CBaseEntity *pTargetEnt; // Don't move if no valid route if( FRouteClear() ) { // If we still have a movement goal, then this is probably a route truncated by SimplifyRoute() // so refresh it. if( m_movementGoal == MOVEGOAL_NONE || !FRefreshRoute() ) { ALERT( at_aiconsole, "Tried to move with no route!\n" ); TaskFail(); return; } } if( m_flMoveWaitFinished > gpGlobals->time ) return; // Debug, test movement code #if 0 // if( CVAR_GET_FLOAT("stopmove" ) != 0 ) { if( m_movementGoal == MOVEGOAL_ENEMY ) RouteSimplify( m_hEnemy ); else RouteSimplify( m_hTargetEnt ); FRefreshRoute(); return; } #else // Debug, draw the route // DrawRoute( pev, m_Route, m_iRouteIndex, 0, 200, 0 ); #endif // if the monster is moving directly towards an entity (enemy for instance), we'll set this pointer // to that entity for the CheckLocalMove and Triangulate functions. pTargetEnt = NULL; // local move to waypoint. vecDir = ( m_Route[m_iRouteIndex].vecLocation - pev->origin ).Normalize(); flWaypointDist = ( m_Route[m_iRouteIndex].vecLocation - pev->origin ).Length2D(); MakeIdealYaw( m_Route[m_iRouteIndex].vecLocation ); ChangeYaw( pev->yaw_speed ); // if the waypoint is closer than CheckDist, CheckDist is the dist to waypoint if( flWaypointDist < DIST_TO_CHECK ) { flCheckDist = flWaypointDist; } else { flCheckDist = DIST_TO_CHECK; } if( ( m_Route[m_iRouteIndex].iType & ( ~bits_MF_NOT_TO_MASK ) ) == bits_MF_TO_ENEMY ) { // only on a PURE move to enemy ( i.e., ONLY MF_TO_ENEMY set, not MF_TO_ENEMY and DETOUR ) pTargetEnt = m_hEnemy; } else if( ( m_Route[m_iRouteIndex].iType & ~bits_MF_NOT_TO_MASK ) == bits_MF_TO_TARGETENT ) { pTargetEnt = m_hTargetEnt; } // !!!BUGBUG - CheckDist should be derived from ground speed. // If this fails, it should be because of some dynamic entity blocking this guy. // We've already checked this path, so we should wait and time out if the entity doesn't move flDist = 0; if( CheckLocalMove( pev->origin, pev->origin + vecDir * flCheckDist, pTargetEnt, &flDist ) != LOCALMOVE_VALID ) { CBaseEntity *pBlocker; // Can't move, stop Stop(); // Blocking entity is in global trace_ent pBlocker = CBaseEntity::Instance( gpGlobals->trace_ent ); if( pBlocker ) { DispatchBlocked( edict(), pBlocker->edict() ); } if( pBlocker && m_moveWaitTime > 0 && pBlocker->IsMoving() && !pBlocker->IsPlayer() && ( gpGlobals->time-m_flMoveWaitFinished ) > 3.0f ) { // Can we still move toward our target? if( flDist < m_flGroundSpeed ) { // No, Wait for a second m_flMoveWaitFinished = gpGlobals->time + m_moveWaitTime; return; } // Ok, still enough room to take a step } else { // try to triangulate around whatever is in the way. if( FTriangulate( pev->origin, m_Route[m_iRouteIndex].vecLocation, flDist, pTargetEnt, &vecApex ) ) { InsertWaypoint( vecApex, bits_MF_TO_DETOUR ); RouteSimplify( pTargetEnt ); } else { //ALERT( at_aiconsole, "Couldn't Triangulate\n" ); Stop(); // Only do this once until your route is cleared if( m_moveWaitTime > 0 && !( m_afMemory & bits_MEMORY_MOVE_FAILED ) ) { FRefreshRoute(); if( FRouteClear() ) { TaskFail(); } else { // Don't get stuck if( ( gpGlobals->time - m_flMoveWaitFinished ) < 0.2f ) Remember( bits_MEMORY_MOVE_FAILED ); m_flMoveWaitFinished = gpGlobals->time + 0.1f; } } else { TaskFail(); ALERT( at_aiconsole, "%s Failed to move (%d)!\n", STRING( pev->classname ), HasMemory( bits_MEMORY_MOVE_FAILED ) ); //ALERT( at_aiconsole, "%f, %f, %f\n", pev->origin.z, ( pev->origin + ( vecDir * flCheckDist ) ).z, m_Route[m_iRouteIndex].vecLocation.z ); } return; } } } // close enough to the target, now advance to the next target. This is done before actually reaching // the target so that we get a nice natural turn while moving. if( ShouldAdvanceRoute( flWaypointDist ) )///!!!BUGBUG- magic number { AdvanceRoute( flWaypointDist ); } // Might be waiting for a door if( m_flMoveWaitFinished > gpGlobals->time ) { Stop(); return; } // UNDONE: this is a hack to quit moving farther than it has looked ahead. if( flCheckDist < m_flGroundSpeed * flInterval ) { flInterval = flCheckDist / m_flGroundSpeed; // ALERT( at_console, "%.02f\n", flInterval ); } MoveExecute( pTargetEnt, vecDir, flInterval ); if( MovementIsComplete() ) { Stop(); RouteClear(); } } BOOL CBaseMonster::ShouldAdvanceRoute( float flWaypointDist ) { if( flWaypointDist <= MONSTER_CUT_CORNER_DIST ) { // ALERT( at_console, "cut %f\n", flWaypointDist ); return TRUE; } return FALSE; } void CBaseMonster::MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval ) { //float flYaw = UTIL_VecToYaw( m_Route[m_iRouteIndex].vecLocation - pev->origin );// build a yaw that points to the goal. //WALK_MOVE( ENT( pev ), flYaw, m_flGroundSpeed * flInterval, WALKMOVE_NORMAL ); if( m_IdealActivity != m_movementActivity ) m_IdealActivity = m_movementActivity; float flTotal = m_flGroundSpeed * pev->framerate * flInterval; float flStep; while( flTotal > 0.001f ) { // don't walk more than 16 units or stairs stop working flStep = Q_min( 16.0f, flTotal ); UTIL_MoveToOrigin( ENT( pev ), m_Route[m_iRouteIndex].vecLocation, flStep, MOVE_NORMAL ); flTotal -= flStep; } // ALERT( at_console, "dist %f\n", m_flGroundSpeed * pev->framerate * flInterval ); } //========================================================= // MonsterInit - after a monster is spawned, it needs to // be dropped into the world, checked for mobility problems, // and put on the proper path, if any. This function does // all of those things after the monster spawns. Any // initialization that should take place for all monsters // goes here. //========================================================= void CBaseMonster::MonsterInit( void ) { if( !g_pGameRules->FAllowMonsters() ) { pev->flags |= FL_KILLME; // Post this because some monster code modifies class data after calling this function //REMOVE_ENTITY( ENT( pev ) ); return; } // Set fields common to all monsters pev->effects = 0; pev->takedamage = DAMAGE_AIM; pev->ideal_yaw = pev->angles.y; pev->max_health = pev->health; pev->deadflag = DEAD_NO; m_IdealMonsterState = MONSTERSTATE_IDLE;// Assume monster will be idle, until proven otherwise m_IdealActivity = ACT_IDLE; SetBits( pev->flags, FL_MONSTER ); if( pev->spawnflags & SF_MONSTER_HITMONSTERCLIP ) pev->flags |= FL_MONSTERCLIP; ClearSchedule(); RouteClear(); InitBoneControllers( ); // FIX: should be done in Spawn m_iHintNode = NO_NODE; m_afMemory = MEMORY_CLEAR; m_hEnemy = NULL; m_flDistTooFar = 1024.0f; m_flDistLook = 2048.0f; // set eye position SetEyePosition(); SetThink( &CBaseMonster::MonsterInitThink ); pev->nextthink = gpGlobals->time + 0.1f; SetUse( &CBaseMonster::MonsterUse ); m_flLastYawTime = gpGlobals->time; } //========================================================= // MonsterInitThink - Calls StartMonster. Startmonster is // virtual, but this function cannot be //========================================================= void CBaseMonster::MonsterInitThink( void ) { StartMonster(); } //========================================================= // StartMonster - final bit of initization before a monster // is turned over to the AI. //========================================================= void CBaseMonster::StartMonster( void ) { // update capabilities if( LookupActivity( ACT_RANGE_ATTACK1 ) != ACTIVITY_NOT_AVAILABLE ) { m_afCapability |= bits_CAP_RANGE_ATTACK1; } if( LookupActivity( ACT_RANGE_ATTACK2 ) != ACTIVITY_NOT_AVAILABLE ) { m_afCapability |= bits_CAP_RANGE_ATTACK2; } if( LookupActivity( ACT_MELEE_ATTACK1 ) != ACTIVITY_NOT_AVAILABLE ) { m_afCapability |= bits_CAP_MELEE_ATTACK1; } if( LookupActivity( ACT_MELEE_ATTACK2 ) != ACTIVITY_NOT_AVAILABLE ) { m_afCapability |= bits_CAP_MELEE_ATTACK2; } // Raise monster off the floor one unit, then drop to floor if( pev->movetype != MOVETYPE_FLY && !FBitSet( pev->spawnflags, SF_MONSTER_FALL_TO_GROUND ) ) { pev->origin.z += 1; DROP_TO_FLOOR( ENT( pev ) ); // Try to move the monster to make sure it's not stuck in a brush. if( !WALK_MOVE( ENT( pev ), 0, 0, WALKMOVE_NORMAL ) ) { ALERT( at_error, "Monster %s stuck in wall--level design error\n", STRING( pev->classname ) ); if( g_psv_developer && g_psv_developer->value ) pev->effects = EF_BRIGHTFIELD; } } else { pev->flags &= ~FL_ONGROUND; } if( !FStringNull( pev->target ) )// this monster has a target { // Find the monster's initial target entity, stash it m_pGoalEnt = CBaseEntity::Instance( FIND_ENTITY_BY_TARGETNAME( NULL, STRING( pev->target ) ) ); if( !m_pGoalEnt ) { ALERT( at_error, "ReadyMonster()--%s couldn't find target %s", STRING( pev->classname ), STRING( pev->target ) ); } else { // Monster will start turning towards his destination MakeIdealYaw( m_pGoalEnt->pev->origin ); // JAY: How important is this error message? Big Momma doesn't obey this rule, so I took it out. #if 0 // At this point, we expect only a path_corner as initial goal if( !FClassnameIs( m_pGoalEnt->pev, "path_corner" ) ) { ALERT( at_warning, "ReadyMonster--monster's initial goal '%s' is not a path_corner", STRING( pev->target ) ); } #endif // set the monster up to walk a path corner path. // !!!BUGBUG - this is a minor bit of a hack. // JAYJAY m_movementGoal = MOVEGOAL_PATHCORNER; if( pev->movetype == MOVETYPE_FLY ) m_movementActivity = ACT_FLY; else m_movementActivity = ACT_WALK; if( !FRefreshRoute() ) { ALERT( at_aiconsole, "Can't Create Route!\n" ); } SetState( MONSTERSTATE_IDLE ); ChangeSchedule( GetScheduleOfType( SCHED_IDLE_WALK ) ); } } //SetState( m_IdealMonsterState ); //SetActivity( m_IdealActivity ); // Delay drop to floor to make sure each door in the level has had its chance to spawn // Spread think times so that they don't all happen at the same time (Carmack) SetThink( &CBaseMonster::CallMonsterThink ); pev->nextthink += RANDOM_FLOAT( 0.1f, 0.4f ); // spread think times. // Vit_amiN: fixed -- now it doesn't touch any scripted_sequence target if( !FStringNull( pev->targetname ) && !m_pCine )// wait until triggered { SetState( MONSTERSTATE_IDLE ); // UNDONE: Some scripted sequence monsters don't have an idle? SetActivity( ACT_IDLE ); ChangeSchedule( GetScheduleOfType( SCHED_WAIT_TRIGGER ) ); } } void CBaseMonster::MovementComplete( void ) { switch( m_iTaskStatus ) { case TASKSTATUS_NEW: case TASKSTATUS_RUNNING: m_iTaskStatus = TASKSTATUS_RUNNING_TASK; break; case TASKSTATUS_RUNNING_MOVEMENT: TaskComplete(); break; case TASKSTATUS_RUNNING_TASK: ALERT( at_error, "Movement completed twice!\n" ); break; case TASKSTATUS_COMPLETE: break; } m_movementGoal = MOVEGOAL_NONE; } int CBaseMonster::TaskIsRunning( void ) { if( m_iTaskStatus != TASKSTATUS_COMPLETE && m_iTaskStatus != TASKSTATUS_RUNNING_MOVEMENT ) return 1; return 0; } //========================================================= // IRelationship - returns an integer that describes the // relationship between two types of monster. //========================================================= int CBaseMonster::IRelationship( CBaseEntity *pTarget ) { static int iEnemy[14][14] = { // NONE MACH PLYR HPASS HMIL AMIL APASS AMONST APREY APRED INSECT PLRALY PBWPN ABWPN /*NONE*/ { R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO, R_NO, R_NO }, /*MACHINE*/ { R_NO ,R_NO ,R_DL ,R_DL ,R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_DL, R_DL, R_DL }, /*PLAYER*/ { R_NO ,R_DL ,R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO, R_DL, R_DL }, /*HUMANPASSIVE*/{ R_NO ,R_NO ,R_AL ,R_AL ,R_HT ,R_FR ,R_NO ,R_HT ,R_DL ,R_FR ,R_NO ,R_AL, R_NO, R_NO }, /*HUMANMILITAR*/{ R_NO ,R_NO ,R_HT ,R_DL ,R_NO ,R_HT ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_HT, R_NO, R_NO }, /*ALIENMILITAR*/{ R_NO ,R_DL ,R_HT ,R_DL ,R_HT ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_DL, R_NO, R_NO }, /*ALIENPASSIVE*/{ R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO, R_NO, R_NO }, /*ALIENMONSTER*/{ R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_DL, R_NO, R_NO }, /*ALIENPREY */{ R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_NO ,R_FR ,R_NO ,R_DL, R_NO, R_NO }, /*ALIENPREDATO*/{ R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_HT ,R_DL ,R_NO ,R_DL, R_NO, R_NO }, /*INSECT*/ { R_FR ,R_FR ,R_FR ,R_FR ,R_FR ,R_NO ,R_FR ,R_FR ,R_FR ,R_FR ,R_NO ,R_FR, R_NO, R_NO }, /*PLAYERALLY*/ { R_NO ,R_DL ,R_AL ,R_AL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO, R_NO, R_NO }, /*PBIOWEAPON*/ { R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_DL, R_NO, R_DL }, /*ABIOWEAPON*/ { R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_AL ,R_NO ,R_DL ,R_DL ,R_NO ,R_NO ,R_DL, R_DL, R_NO } }; return iEnemy[Classify()][pTarget->Classify()]; } //========================================================= // FindCover - tries to find a nearby node that will hide // the caller from its enemy. // // If supplied, search will return a node at least as far // away as MinDist, but no farther than MaxDist. // if MaxDist isn't supplied, it defaults to a reasonable // value //========================================================= // UNDONE: Should this find the nearest node? //float CGraph::PathLength( int iStart, int iDest, int iHull, int afCapMask ) BOOL CBaseMonster::FindCover( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist ) { int i; int iMyHullIndex; int iMyNode; int iThreatNode; float flDist; Vector vecLookersOffset; TraceResult tr; if( !flMaxDist ) { // user didn't supply a MaxDist, so work up a crazy one. flMaxDist = 784; } if( flMinDist > 0.5f * flMaxDist ) { #if _DEBUG ALERT( at_console, "FindCover MinDist (%.0f) too close to MaxDist (%.0f)\n", flMinDist, flMaxDist ); #endif flMinDist = 0.5f * flMaxDist; } if( !WorldGraph.m_fGraphPresent || !WorldGraph.m_fGraphPointersSet ) { ALERT( at_aiconsole, "Graph not ready for findcover!\n" ); return FALSE; } iMyNode = WorldGraph.FindNearestNode( pev->origin, this ); iThreatNode = WorldGraph.FindNearestNode ( vecThreat, this ); iMyHullIndex = WorldGraph.HullIndex( this ); if( iMyNode == NO_NODE ) { ALERT( at_aiconsole, "FindCover() - %s has no nearest node!\n", STRING( pev->classname ) ); return FALSE; } if( iThreatNode == NO_NODE ) { // ALERT( at_aiconsole, "FindCover() - Threat has no nearest node!\n" ); iThreatNode = iMyNode; // return FALSE; } vecLookersOffset = vecThreat + vecViewOffset;// calculate location of enemy's eyes // we'll do a rough sample to find nodes that are relatively nearby for( i = 0; i < WorldGraph.m_cNodes; i++ ) { int nodeNumber = ( i + WorldGraph.m_iLastCoverSearch ) % WorldGraph.m_cNodes; CNode &node = WorldGraph.Node( nodeNumber ); WorldGraph.m_iLastCoverSearch = nodeNumber + 1; // next monster that searches for cover node will start where we left off here. // could use an optimization here!! flDist = ( pev->origin - node.m_vecOrigin ).Length(); // DON'T do the trace check on a node that is farther away than a node that we've already found to // provide cover! Also make sure the node is within the mins/maxs of the search. if( flDist >= flMinDist && flDist < flMaxDist ) { UTIL_TraceLine( node.m_vecOrigin + vecViewOffset, vecLookersOffset, ignore_monsters, ignore_glass, ENT( pev ), &tr ); // if this node will block the threat's line of sight to me... if( tr.flFraction != 1.0f ) { // ..and is also closer to me than the threat, or the same distance from myself and the threat the node is good. if( ( iMyNode == iThreatNode ) || WorldGraph.PathLength( iMyNode, nodeNumber, iMyHullIndex, m_afCapability ) <= WorldGraph.PathLength( iThreatNode, nodeNumber, iMyHullIndex, m_afCapability ) ) { if( FValidateCover( node.m_vecOrigin ) && MoveToLocation( ACT_RUN, 0, node.m_vecOrigin ) ) { /* MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_SHOWLINE ); WRITE_COORD( node.m_vecOrigin.x ); WRITE_COORD( node.m_vecOrigin.y ); WRITE_COORD( node.m_vecOrigin.z ); WRITE_COORD( vecLookersOffset.x ); WRITE_COORD( vecLookersOffset.y ); WRITE_COORD( vecLookersOffset.z ); MESSAGE_END(); */ return TRUE; } } } } } return FALSE; } //========================================================= // BuildNearestRoute - tries to build a route as close to the target // as possible, even if there isn't a path to the final point. // // If supplied, search will return a node at least as far // away as MinDist from vecThreat, but no farther than MaxDist. // if MaxDist isn't supplied, it defaults to a reasonable // value //========================================================= BOOL CBaseMonster::BuildNearestRoute( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist ) { int i; int iMyHullIndex; int iMyNode; float flDist; Vector vecLookersOffset; TraceResult tr; if( !flMaxDist ) { // user didn't supply a MaxDist, so work up a crazy one. flMaxDist = 784; } if( flMinDist > 0.5f * flMaxDist ) { #if _DEBUG ALERT( at_console, "FindCover MinDist (%.0f) too close to MaxDist (%.0f)\n", flMinDist, flMaxDist ); #endif flMinDist = 0.5f * flMaxDist; } if( !WorldGraph.m_fGraphPresent || !WorldGraph.m_fGraphPointersSet ) { ALERT( at_aiconsole, "Graph not ready for BuildNearestRoute!\n" ); return FALSE; } iMyNode = WorldGraph.FindNearestNode( pev->origin, this ); iMyHullIndex = WorldGraph.HullIndex( this ); if( iMyNode == NO_NODE ) { ALERT( at_aiconsole, "BuildNearestRoute() - %s has no nearest node!\n", STRING( pev->classname ) ); return FALSE; } vecLookersOffset = vecThreat + vecViewOffset;// calculate location of enemy's eyes // we'll do a rough sample to find nodes that are relatively nearby for( i = 0; i < WorldGraph.m_cNodes; i++ ) { int nodeNumber = ( i + WorldGraph.m_iLastCoverSearch ) % WorldGraph.m_cNodes; CNode &node = WorldGraph.Node( nodeNumber ); WorldGraph.m_iLastCoverSearch = nodeNumber + 1; // next monster that searches for cover node will start where we left off here. // can I get there? if( WorldGraph.NextNodeInRoute( iMyNode, nodeNumber, iMyHullIndex, 0 ) != iMyNode ) { flDist = ( vecThreat - node.m_vecOrigin ).Length(); // is it close? if( flDist > flMinDist && flDist < flMaxDist ) { // can I see where I want to be from there? UTIL_TraceLine( node.m_vecOrigin + pev->view_ofs, vecLookersOffset, ignore_monsters, edict(), &tr ); if( tr.flFraction == 1.0f ) { // try to actually get there if( BuildRoute( node.m_vecOrigin, bits_MF_TO_LOCATION, NULL ) ) { // flMaxDist = flDist; m_vecMoveGoal = node.m_vecOrigin; return TRUE; // UNDONE: keep looking for something closer! } } } } } return FALSE; } //========================================================= // BestVisibleEnemy - this functions searches the link // list whose head is the caller's m_pLink field, and returns // a pointer to the enemy entity in that list that is nearest the // caller. // // !!!UNDONE - currently, this only returns the closest enemy. // we'll want to consider distance, relationship, attack types, back turned, etc. //========================================================= CBaseEntity *CBaseMonster::BestVisibleEnemy( void ) { CBaseEntity *pReturn; CBaseEntity *pNextEnt; int iNearest; int iDist; int iBestRelationship; iNearest = 8192;// so first visible entity will become the closest. pNextEnt = m_pLink; pReturn = NULL; iBestRelationship = R_NO; while( pNextEnt != NULL ) { if( pNextEnt->IsAlive() ) { if( IRelationship( pNextEnt) > iBestRelationship ) { // this entity is disliked MORE than the entity that we // currently think is the best visible enemy. No need to do // a distance check, just get mad at this one for now. iBestRelationship = IRelationship ( pNextEnt ); iNearest = ( pNextEnt->pev->origin - pev->origin ).Length(); pReturn = pNextEnt; } else if( IRelationship( pNextEnt) == iBestRelationship ) { // this entity is disliked just as much as the entity that // we currently think is the best visible enemy, so we only // get mad at it if it is closer. iDist = ( pNextEnt->pev->origin - pev->origin ).Length(); if( iDist <= iNearest ) { iNearest = iDist; iBestRelationship = IRelationship( pNextEnt ); pReturn = pNextEnt; } } } pNextEnt = pNextEnt->m_pLink; } return pReturn; } //========================================================= // MakeIdealYaw - gets a yaw value for the caller that would // face the supplied vector. Value is stuffed into the monster's // ideal_yaw //========================================================= void CBaseMonster::MakeIdealYaw( Vector vecTarget ) { Vector vecProjection; // strafing monster needs to face 90 degrees away from its goal if( m_movementActivity == ACT_STRAFE_LEFT ) { vecProjection.x = -vecTarget.y; vecProjection.y = vecTarget.x; pev->ideal_yaw = UTIL_VecToYaw( vecProjection - pev->origin ); } else if( m_movementActivity == ACT_STRAFE_RIGHT ) { vecProjection.x = vecTarget.y; vecProjection.y = vecTarget.x; pev->ideal_yaw = UTIL_VecToYaw( vecProjection - pev->origin ); } else { pev->ideal_yaw = UTIL_VecToYaw( vecTarget - pev->origin ); } } //========================================================= // FlYawDiff - returns the difference ( in degrees ) between // monster's current yaw and ideal_yaw // // Positive result is left turn, negative is right turn //========================================================= float CBaseMonster::FlYawDiff( void ) { float flCurrentYaw; flCurrentYaw = UTIL_AngleMod( pev->angles.y ); if( flCurrentYaw == pev->ideal_yaw ) { return 0; } return UTIL_AngleDiff( pev->ideal_yaw, flCurrentYaw ); } //========================================================= // Changeyaw - turns a monster towards its ideal_yaw //========================================================= float CBaseMonster::ChangeYaw( int yawSpeed ) { float ideal, current, move, speed; current = UTIL_AngleMod( pev->angles.y ); ideal = pev->ideal_yaw; if( current != ideal ) { if( monsteryawspeedfix.value ) { float delta; delta = Q_min( gpGlobals->time - m_flLastYawTime, 0.25f ); speed = (float)yawSpeed * delta * 2; } else speed = (float)yawSpeed * gpGlobals->frametime * 10; move = ideal - current; if( ideal > current ) { if( move >= 180 ) move = move - 360; } else { if( move <= -180 ) move = move + 360; } if( move > 0 ) { // turning to the monster's left if( move > speed ) move = speed; } else { // turning to the monster's right if( move < -speed ) move = -speed; } pev->angles.y = UTIL_AngleMod( current + move ); // turn head in desired direction only if they have a turnable head if( m_afCapability & bits_CAP_TURN_HEAD ) { float yaw = pev->ideal_yaw - pev->angles.y; if( yaw > 180 ) yaw -= 360; if( yaw < -180 ) yaw += 360; // yaw *= 0.8; SetBoneController( 0, yaw ); } } else move = 0; m_flLastYawTime = gpGlobals->time; return move; } //========================================================= // VecToYaw - turns a directional vector into a yaw value // that points down that vector. //========================================================= float CBaseMonster::VecToYaw( Vector vecDir ) { if( vecDir.x == 0 && vecDir.y == 0 && vecDir.z == 0 ) return pev->angles.y; return UTIL_VecToYaw( vecDir ); } //========================================================= // SetEyePosition // // queries the monster's model for $eyeposition and copies // that vector to the monster's view_ofs // //========================================================= void CBaseMonster::SetEyePosition( void ) { Vector vecEyePosition; void *pmodel = GET_MODEL_PTR( ENT(pev) ); GetEyePosition( pmodel, vecEyePosition ); pev->view_ofs = vecEyePosition; if( pev->view_ofs == g_vecZero ) { ALERT( at_aiconsole, "%s has no view_ofs!\n", STRING( pev->classname ) ); } } void CBaseMonster::HandleAnimEvent( MonsterEvent_t *pEvent ) { switch( pEvent->event ) { case SCRIPT_EVENT_DEAD: if( m_MonsterState == MONSTERSTATE_SCRIPT ) { pev->deadflag = DEAD_DYING; // Kill me now! (and fade out when CineCleanup() is called) #if _DEBUG ALERT( at_aiconsole, "Death event: %s\n", STRING( pev->classname ) ); #endif pev->health = 0; } #if _DEBUG else ALERT( at_aiconsole, "INVALID death event:%s\n", STRING( pev->classname ) ); #endif break; case SCRIPT_EVENT_NOT_DEAD: if( m_MonsterState == MONSTERSTATE_SCRIPT ) { pev->deadflag = DEAD_NO; // This is for life/death sequences where the player can determine whether a character is dead or alive after the script pev->health = pev->max_health; } break; case SCRIPT_EVENT_SOUND: // Play a named wave file EMIT_SOUND( edict(), CHAN_BODY, pEvent->options, 1.0, ATTN_IDLE ); break; case SCRIPT_EVENT_SOUND_VOICE: EMIT_SOUND( edict(), CHAN_VOICE, pEvent->options, 1.0, ATTN_IDLE ); break; case SCRIPT_EVENT_SENTENCE_RND1: // Play a named sentence group 33% of the time if( RANDOM_LONG( 0, 2 ) == 0 ) break; // fall through... case SCRIPT_EVENT_SENTENCE: // Play a named sentence group SENTENCEG_PlayRndSz( edict(), pEvent->options, 1.0, ATTN_IDLE, 0, 100 ); break; case SCRIPT_EVENT_FIREEVENT: // Fire a trigger FireTargets( pEvent->options, this, this, USE_TOGGLE, 0 ); break; case SCRIPT_EVENT_NOINTERRUPT: // Can't be interrupted from now on if( m_pCine ) m_pCine->AllowInterrupt( FALSE ); break; case SCRIPT_EVENT_CANINTERRUPT: // OK to interrupt now if( m_pCine ) m_pCine->AllowInterrupt( TRUE ); break; #if 0 case SCRIPT_EVENT_INAIR: // Don't DROP_TO_FLOOR() case SCRIPT_EVENT_ENDANIMATION: // Set ending animation sequence to break; #endif case MONSTER_EVENT_BODYDROP_HEAVY: if( pev->flags & FL_ONGROUND ) { if( RANDOM_LONG( 0, 1 ) == 0 ) { EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "common/bodydrop3.wav", 1, ATTN_NORM, 0, 90 ); } else { EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "common/bodydrop4.wav", 1, ATTN_NORM, 0, 90 ); } } break; case MONSTER_EVENT_BODYDROP_LIGHT: if( pev->flags & FL_ONGROUND ) { if( RANDOM_LONG( 0, 1 ) == 0 ) { EMIT_SOUND( ENT( pev ), CHAN_BODY, "common/bodydrop3.wav", 1, ATTN_NORM ); } else { EMIT_SOUND( ENT( pev ), CHAN_BODY, "common/bodydrop4.wav", 1, ATTN_NORM ); } } break; case MONSTER_EVENT_SWISHSOUND: { // NO MONSTER may use this anim event unless that monster's precache precaches this sound!!! EMIT_SOUND( ENT( pev ), CHAN_BODY, "zombie/claw_miss2.wav", 1, ATTN_NORM ); break; } default: ALERT( at_aiconsole, "Unhandled animation event %d for %s\n", pEvent->event, STRING( pev->classname ) ); break; } } // Combat Vector CBaseMonster::GetGunPosition() { UTIL_MakeVectors( pev->angles ); // Vector vecSrc = pev->origin + gpGlobals->v_forward * 10; //vecSrc.z = pevShooter->absmin.z + pevShooter->size.z * 0.7; //vecSrc.z = pev->origin.z + (pev->view_ofs.z - 4); Vector vecSrc = pev->origin + gpGlobals->v_forward * m_HackedGunPos.y + gpGlobals->v_right * m_HackedGunPos.x + gpGlobals->v_up * m_HackedGunPos.z; return vecSrc; } //========================================================= // NODE GRAPH //========================================================= //========================================================= // FGetNodeRoute - tries to build an entire node path from // the callers origin to the passed vector. If this is // possible, ROUTE_SIZE waypoints will be copied into the // callers m_Route. TRUE is returned if the operation // succeeds (path is valid) or FALSE if failed (no path // exists ) //========================================================= BOOL CBaseMonster::FGetNodeRoute( Vector vecDest ) { int iPath[ MAX_PATH_SIZE ]; int iSrcNode, iDestNode; int iResult; int i; int iNumToCopy; iSrcNode = WorldGraph.FindNearestNode( pev->origin, this ); iDestNode = WorldGraph.FindNearestNode( vecDest, this ); if( iSrcNode == -1 ) { // no node nearest self //ALERT( at_aiconsole, "FGetNodeRoute: No valid node near self!\n" ); return FALSE; } else if( iDestNode == -1 ) { // no node nearest target //ALERT( at_aiconsole, "FGetNodeRoute: No valid node near target!\n" ); return FALSE; } // valid src and dest nodes were found, so it's safe to proceed with // find shortest path int iNodeHull = WorldGraph.HullIndex( this ); // make this a monster virtual function iResult = WorldGraph.FindShortestPath( iPath, iSrcNode, iDestNode, iNodeHull, m_afCapability ); if( !iResult ) { #if 1 ALERT( at_aiconsole, "No Path from %d to %d!\n", iSrcNode, iDestNode ); return FALSE; #else BOOL bRoutingSave = WorldGraph.m_fRoutingComplete; WorldGraph.m_fRoutingComplete = FALSE; iResult = WorldGraph.FindShortestPath( iPath, iSrcNode, iDestNode, iNodeHull, m_afCapability ); WorldGraph.m_fRoutingComplete = bRoutingSave; if( !iResult ) { ALERT( at_aiconsole, "No Path from %d to %d!\n", iSrcNode, iDestNode ); return FALSE; } else { ALERT( at_aiconsole, "Routing is inconsistent!" ); } #endif } // there's a valid path within iPath now, so now we will fill the route array // up with as many of the waypoints as it will hold. // don't copy ROUTE_SIZE entries if the path returned is shorter // than ROUTE_SIZE!!! if( iResult < ROUTE_SIZE ) { iNumToCopy = iResult; } else { iNumToCopy = ROUTE_SIZE; } for( i = 0 ; i < iNumToCopy; i++ ) { m_Route[i].vecLocation = WorldGraph.m_pNodes[iPath[i]].m_vecOrigin; m_Route[i].iType = bits_MF_TO_NODE; } if( iNumToCopy < ROUTE_SIZE ) { m_Route[iNumToCopy].vecLocation = vecDest; m_Route[iNumToCopy].iType |= bits_MF_IS_GOAL; } return TRUE; } //========================================================= // FindHintNode //========================================================= int CBaseMonster::FindHintNode( void ) { int i; TraceResult tr; if( !WorldGraph.m_fGraphPresent ) { ALERT( at_aiconsole, "find_hintnode: graph not ready!\n" ); return NO_NODE; } if( WorldGraph.m_iLastActiveIdleSearch >= WorldGraph.m_cNodes ) { WorldGraph.m_iLastActiveIdleSearch = 0; } for( i = 0; i < WorldGraph.m_cNodes; i++ ) { int nodeNumber = ( i + WorldGraph.m_iLastActiveIdleSearch) % WorldGraph.m_cNodes; CNode &node = WorldGraph.Node( nodeNumber ); if( node.m_sHintType ) { // this node has a hint. Take it if it is visible, the monster likes it, and the monster has an animation to match the hint's activity. if( FValidateHintType( node.m_sHintType ) ) { if( !node.m_sHintActivity || LookupActivity( node.m_sHintActivity ) != ACTIVITY_NOT_AVAILABLE ) { UTIL_TraceLine( pev->origin + pev->view_ofs, node.m_vecOrigin + pev->view_ofs, ignore_monsters, ENT( pev ), &tr ); if( tr.flFraction == 1.0f ) { WorldGraph.m_iLastActiveIdleSearch = nodeNumber + 1; // next monster that searches for hint nodes will start where we left off. return nodeNumber;// take it! } } } } } WorldGraph.m_iLastActiveIdleSearch = 0;// start at the top of the list for the next search. return NO_NODE; } void CBaseMonster::ReportAIState( void ) { ALERT_TYPE level = at_console; static const char *pStateNames[] = { "None", "Idle", "Combat", "Alert", "Hunt", "Prone", "Scripted", "Dead" }; ALERT( level, "%s: ", STRING(pev->classname) ); if( (int)m_MonsterState < ARRAYSIZE( pStateNames ) ) ALERT( level, "State: %s, ", pStateNames[m_MonsterState] ); int i = 0; while( activity_map[i].type != 0 ) { if( activity_map[i].type == (int)m_Activity ) { ALERT( level, "Activity %s, ", activity_map[i].name ); break; } i++; } if( m_pSchedule ) { const char *pName = NULL; pName = m_pSchedule->pName; if( !pName ) pName = "Unknown"; ALERT( level, "Schedule %s, ", pName ); Task_t *pTask = GetTask(); if( pTask ) ALERT( level, "Task %d (#%d), ", pTask->iTask, m_iScheduleIndex ); } else ALERT( level, "No Schedule, " ); if( m_hEnemy != 0 ) ALERT( level, "\nEnemy is %s", STRING( m_hEnemy->pev->classname ) ); else ALERT( level, "No enemy" ); if( IsMoving() ) { ALERT( level, " Moving " ); if( m_flMoveWaitFinished > gpGlobals->time ) ALERT( level, ": Stopped for %.2f. ", (double)(m_flMoveWaitFinished - gpGlobals->time) ); else if( m_IdealActivity == GetStoppedActivity() ) ALERT( level, ": In stopped anim. " ); } CSquadMonster *pSquadMonster = MySquadMonsterPointer(); if( pSquadMonster ) { if( !pSquadMonster->InSquad() ) { ALERT( level, "not " ); } ALERT( level, "In Squad, " ); if( !pSquadMonster->IsLeader() ) { ALERT( level, "not " ); } ALERT( level, "Leader." ); } ALERT( level, "\n" ); ALERT( level, "Yaw speed:%3.1f,Health: %3.1f\n", (double)pev->yaw_speed, (double)pev->health ); if( pev->spawnflags & SF_MONSTER_PRISONER ) ALERT( level, " PRISONER! " ); if( pev->spawnflags & SF_MONSTER_PREDISASTER ) ALERT( level, " Pre-Disaster! " ); ALERT( level, "\n" ); } //========================================================= // KeyValue // // !!! netname entvar field is used in squadmonster for groupname!!! //========================================================= void CBaseMonster::KeyValue( KeyValueData *pkvd ) { if( FStrEq( pkvd->szKeyName, "TriggerTarget" ) ) { m_iszTriggerTarget = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } else if( FStrEq( pkvd->szKeyName, "TriggerCondition" ) ) { m_iTriggerCondition = atoi( pkvd->szValue ); pkvd->fHandled = TRUE; } else { CBaseToggle::KeyValue( pkvd ); } } //========================================================= // FCheckAITrigger - checks the monster's AI Trigger Conditions, // if there is a condition, then checks to see if condition is // met. If yes, the monster's TriggerTarget is fired. // // Returns TRUE if the target is fired. //========================================================= BOOL CBaseMonster::FCheckAITrigger( void ) { BOOL fFireTarget; if( m_iTriggerCondition == AITRIGGER_NONE ) { // no conditions, so this trigger is never fired. return FALSE; } fFireTarget = FALSE; switch( m_iTriggerCondition ) { case AITRIGGER_SEEPLAYER_ANGRY_AT_PLAYER: if( m_hEnemy != 0 && m_hEnemy->IsPlayer() && HasConditions( bits_COND_SEE_ENEMY ) ) { fFireTarget = TRUE; } break; case AITRIGGER_SEEPLAYER_UNCONDITIONAL: if( HasConditions( bits_COND_SEE_CLIENT ) ) { fFireTarget = TRUE; } break; case AITRIGGER_SEEPLAYER_NOT_IN_COMBAT: if( HasConditions( bits_COND_SEE_CLIENT ) && m_MonsterState != MONSTERSTATE_COMBAT && m_MonsterState != MONSTERSTATE_PRONE && m_MonsterState != MONSTERSTATE_SCRIPT) { fFireTarget = TRUE; } break; case AITRIGGER_TAKEDAMAGE: if( m_afConditions & ( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE ) ) { fFireTarget = TRUE; } break; case AITRIGGER_DEATH: if( pev->deadflag != DEAD_NO ) { fFireTarget = TRUE; } break; case AITRIGGER_HALFHEALTH: if( IsAlive() && pev->health <= ( pev->max_health / 2 ) ) { fFireTarget = TRUE; } break; /* // !!!UNDONE - no persistant game state that allows us to track these two. case AITRIGGER_SQUADMEMBERDIE: break; case AITRIGGER_SQUADLEADERDIE: break; */ case AITRIGGER_HEARWORLD: if( m_afConditions & bits_COND_HEAR_SOUND && m_afSoundTypes & bits_SOUND_WORLD ) { fFireTarget = TRUE; } break; case AITRIGGER_HEARPLAYER: if( m_afConditions & bits_COND_HEAR_SOUND && m_afSoundTypes & bits_SOUND_PLAYER ) { fFireTarget = TRUE; } break; case AITRIGGER_HEARCOMBAT: if( m_afConditions & bits_COND_HEAR_SOUND && m_afSoundTypes & bits_SOUND_COMBAT ) { fFireTarget = TRUE; } break; } if( fFireTarget ) { // fire the target, then set the trigger conditions to NONE so we don't fire again ALERT( at_aiconsole, "AI Trigger Fire Target\n" ); FireTargets( STRING( m_iszTriggerTarget ), this, this, USE_TOGGLE, 0 ); m_iTriggerCondition = AITRIGGER_NONE; return TRUE; } return FALSE; } //========================================================= // CanPlaySequence - determines whether or not the monster // can play the scripted sequence or AI sequence that is // trying to possess it. If DisregardState is set, the monster // will be sucked into the script no matter what state it is // in. ONLY Scripted AI ents should allow this. //========================================================= int CBaseMonster::CanPlaySequence( BOOL fDisregardMonsterState, int interruptLevel ) { if( m_pCine || !IsAlive() || m_MonsterState == MONSTERSTATE_PRONE ) { // monster is already running a scripted sequence or dead! return FALSE; } if( fDisregardMonsterState ) { // ok to go, no matter what the monster state. (scripted AI) return TRUE; } if( m_MonsterState == MONSTERSTATE_NONE || m_MonsterState == MONSTERSTATE_IDLE || m_IdealMonsterState == MONSTERSTATE_IDLE ) { // ok to go, but only in these states return TRUE; } if( m_MonsterState == MONSTERSTATE_ALERT && interruptLevel >= SS_INTERRUPT_BY_NAME ) return TRUE; // unknown situation return FALSE; } //========================================================= // FindLateralCover - attempts to locate a spot in the world // directly to the left or right of the caller that will // conceal them from view of pSightEnt //========================================================= #define COVER_CHECKS 5// how many checks are made #define COVER_DELTA 48// distance between checks BOOL CBaseMonster::FindLateralCover( const Vector &vecThreat, const Vector &vecViewOffset ) { TraceResult tr; Vector vecBestOnLeft; Vector vecBestOnRight; Vector vecLeftTest; Vector vecRightTest; Vector vecStepRight; int i; UTIL_MakeVectors( pev->angles ); vecStepRight = gpGlobals->v_right * COVER_DELTA; vecStepRight.z = 0; vecLeftTest = vecRightTest = pev->origin; for( i = 0; i < COVER_CHECKS; i++ ) { vecLeftTest = vecLeftTest - vecStepRight; vecRightTest = vecRightTest + vecStepRight; // it's faster to check the SightEnt's visibility to the potential spot than to check the local move, so we do that first. UTIL_TraceLine( vecThreat + vecViewOffset, vecLeftTest + pev->view_ofs, ignore_monsters, ignore_glass, ENT( pev )/*pentIgnore*/, &tr ); if( tr.flFraction != 1.0f ) { if( FValidateCover( vecLeftTest ) && CheckLocalMove( pev->origin, vecLeftTest, NULL, NULL ) == LOCALMOVE_VALID ) { if( MoveToLocation( ACT_RUN, 0, vecLeftTest ) ) { return TRUE; } } } // it's faster to check the SightEnt's visibility to the potential spot than to check the local move, so we do that first. UTIL_TraceLine( vecThreat + vecViewOffset, vecRightTest + pev->view_ofs, ignore_monsters, ignore_glass, ENT(pev)/*pentIgnore*/, &tr ); if( tr.flFraction != 1.0f ) { if( FValidateCover( vecRightTest ) && CheckLocalMove( pev->origin, vecRightTest, NULL, NULL ) == LOCALMOVE_VALID ) { if( MoveToLocation( ACT_RUN, 0, vecRightTest ) ) { return TRUE; } } } } return FALSE; } Vector CBaseMonster::ShootAtEnemy( const Vector &shootOrigin ) { CBaseEntity *pEnemy = m_hEnemy; if( pEnemy ) { return( ( pEnemy->BodyTarget( shootOrigin ) - pEnemy->pev->origin ) + m_vecEnemyLKP - shootOrigin ).Normalize(); } else return gpGlobals->v_forward; } //========================================================= // FacingIdeal - tells us if a monster is facing its ideal // yaw. Created this function because many spots in the // code were checking the yawdiff against this magic // number. Nicer to have it in one place if we're gonna // be stuck with it. //========================================================= BOOL CBaseMonster::FacingIdeal( void ) { if( fabs( FlYawDiff() ) <= 0.006f )//!!!BUGBUG - no magic numbers!!! { return TRUE; } return FALSE; } //========================================================= // FCanActiveIdle //========================================================= BOOL CBaseMonster::FCanActiveIdle( void ) { /* if( m_MonsterState == MONSTERSTATE_IDLE && m_IdealMonsterState == MONSTERSTATE_IDLE && !IsMoving() ) { return TRUE; } */ return FALSE; } void CBaseMonster::PlaySentence( const char *pszSentence, float duration, float volume, float attenuation ) { if( pszSentence && IsAlive() ) { if( pszSentence[0] == '!' ) EMIT_SOUND_DYN( edict(), CHAN_VOICE, pszSentence, volume, attenuation, 0, PITCH_NORM ); else SENTENCEG_PlayRndSz( edict(), pszSentence, volume, attenuation, 0, PITCH_NORM ); } } void CBaseMonster::PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener ) { PlaySentence( pszSentence, duration, volume, attenuation ); } void CBaseMonster::SentenceStop( void ) { EMIT_SOUND( edict(), CHAN_VOICE, "common/null.wav", 1.0, ATTN_IDLE ); } void CBaseMonster::CorpseFallThink( void ) { if( pev->flags & FL_ONGROUND ) { SetThink( NULL ); SetSequenceBox( ); UTIL_SetOrigin( pev, pev->origin );// link into world. } else pev->nextthink = gpGlobals->time + 0.1f; } // Call after animation/pose is set up void CBaseMonster::MonsterInitDead( void ) { InitBoneControllers(); pev->solid = SOLID_BBOX; pev->movetype = MOVETYPE_TOSS;// so he'll fall to ground pev->frame = 0; ResetSequenceInfo(); pev->framerate = 0; // Copy health pev->max_health = pev->health; pev->deadflag = DEAD_DEAD; UTIL_SetSize( pev, g_vecZero, g_vecZero ); UTIL_SetOrigin( pev, pev->origin ); // Setup health counters, etc. BecomeDead(); SetThink( &CBaseMonster::CorpseFallThink ); pev->nextthink = gpGlobals->time + 0.5f; } //========================================================= // BBoxIsFlat - check to see if the monster's bounding box // is lying flat on a surface (traces from all four corners // are same length.) //========================================================= BOOL CBaseMonster::BBoxFlat( void ) { TraceResult tr; Vector vecPoint; float flXSize, flYSize; float flLength; float flLength2; flXSize = pev->size.x / 2; flYSize = pev->size.y / 2; vecPoint.x = pev->origin.x + flXSize; vecPoint.y = pev->origin.y + flYSize; vecPoint.z = pev->origin.z; UTIL_TraceLine( vecPoint, vecPoint - Vector( 0, 0, 100 ), ignore_monsters, ENT( pev ), &tr ); flLength = ( vecPoint - tr.vecEndPos ).Length(); vecPoint.x = pev->origin.x - flXSize; vecPoint.y = pev->origin.y - flYSize; UTIL_TraceLine( vecPoint, vecPoint - Vector( 0, 0, 100 ), ignore_monsters, ENT( pev ), &tr ); flLength2 = ( vecPoint - tr.vecEndPos ).Length(); if( flLength2 > flLength ) { return FALSE; } flLength = flLength2; vecPoint.x = pev->origin.x - flXSize; vecPoint.y = pev->origin.y + flYSize; UTIL_TraceLine ( vecPoint, vecPoint - Vector( 0, 0, 100 ), ignore_monsters, ENT( pev ), &tr ); flLength2 = ( vecPoint - tr.vecEndPos ).Length(); if( flLength2 > flLength ) { return FALSE; } flLength = flLength2; vecPoint.x = pev->origin.x + flXSize; vecPoint.y = pev->origin.y - flYSize; UTIL_TraceLine( vecPoint, vecPoint - Vector( 0, 0, 100 ), ignore_monsters, ENT( pev ), &tr ); flLength2 = ( vecPoint - tr.vecEndPos ).Length(); if( flLength2 > flLength ) { return FALSE; } // flLength = flLength2; return TRUE; } //========================================================= // Get Enemy - tries to find the best suitable enemy for the monster. //========================================================= BOOL CBaseMonster::GetEnemy( void ) { CBaseEntity *pNewEnemy; if( HasConditions( bits_COND_SEE_HATE | bits_COND_SEE_DISLIKE | bits_COND_SEE_NEMESIS ) ) { pNewEnemy = BestVisibleEnemy(); if( pNewEnemy != m_hEnemy && pNewEnemy != NULL ) { // DO NOT mess with the monster's m_hEnemy pointer unless the schedule the monster is currently running will be interrupted // by COND_NEW_ENEMY. This will eliminate the problem of monsters getting a new enemy while they are in a schedule that doesn't care, // and then not realizing it by the time they get to a schedule that does. I don't feel this is a good permanent fix. if( m_pSchedule ) { if( m_pSchedule->iInterruptMask & bits_COND_NEW_ENEMY ) { PushEnemy( m_hEnemy, m_vecEnemyLKP ); SetConditions( bits_COND_NEW_ENEMY ); m_hEnemy = pNewEnemy; m_vecEnemyLKP = m_hEnemy->pev->origin; } // if the new enemy has an owner, take that one as well if( pNewEnemy->pev->owner != NULL ) { CBaseEntity *pOwner = GetMonsterPointer( pNewEnemy->pev->owner ); if( pOwner && ( pOwner->pev->flags & FL_MONSTER ) && IRelationship( pOwner ) != R_NO ) PushEnemy( pOwner, m_vecEnemyLKP ); } } } } // remember old enemies if( m_hEnemy == 0 && PopEnemy() ) { if( m_pSchedule ) { if( m_pSchedule->iInterruptMask & bits_COND_NEW_ENEMY ) { SetConditions( bits_COND_NEW_ENEMY ); } } } if( m_hEnemy != 0 ) { // monster has an enemy. return TRUE; } return FALSE;// monster has no enemy } //========================================================= // DropItem - dead monster drops named item //========================================================= CBaseEntity *CBaseMonster::DropItem( const char *pszItemName, const Vector &vecPos, const Vector &vecAng ) { if( !pszItemName ) { ALERT( at_console, "DropItem() - No item name!\n" ); return NULL; } CBaseEntity *pItem = CBaseEntity::Create( pszItemName, vecPos, vecAng, edict() ); if( pItem ) { // do we want this behavior to be default?! (sjb) pItem->pev->velocity = pev->velocity; pItem->pev->avelocity = Vector( 0, RANDOM_FLOAT( 0, 100 ), 0 ); // Dropped items should never respawn (unless this rule changes in the future). - Solokiller pItem->pev->spawnflags |= SF_NORESPAWN; return pItem; } else { ALERT( at_console, "DropItem() - Didn't create!\n" ); return FALSE; } } BOOL CBaseMonster::ShouldFadeOnDeath( void ) { // if flagged to fade out or I have an owner (I came from a monster spawner) if( ( pev->spawnflags & SF_MONSTER_FADECORPSE ) || !FNullEnt( pev->owner ) ) return TRUE; return FALSE; }