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hlsdk-xash3d/dlls/leech.cpp

686 lines
18 KiB
C++

/***
*
* 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.
*
****/
//=========================================================
// leech - basic little swimming monster
//=========================================================
//
// UNDONE:
// DONE:Steering force model for attack
// DONE:Attack animation control / damage
// DONE:Establish range of up/down motion and steer around vertical obstacles
// DONE:Re-evaluate height periodically
// DONE:Fall (MOVETYPE_TOSS) and play different anim if out of water
// Test in complex room (c2a3?)
// DONE:Sounds? - Kelly will fix
// Blood cloud? Hurt effect?
// Group behavior?
// DONE:Save/restore
// Flop animation - just bind to ACT_TWITCH
// Fix fatal push into wall case
//
// Try this on a bird
// Try this on a model with hulls/tracehull?
//
#include "float.h"
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
// Animation events
#define LEECH_AE_ATTACK 1
#define LEECH_AE_FLOP 2
// Movement constants
#define LEECH_ACCELERATE 10
#define LEECH_CHECK_DIST 45
#define LEECH_SWIM_SPEED 50.0f
#define LEECH_SWIM_ACCEL 80.0f
#define LEECH_SWIM_DECEL 10.0f
#define LEECH_TURN_RATE 90
#define LEECH_SIZEX 10
#define LEECH_FRAMETIME 0.1f
#define DEBUG_BEAMS 0
#if DEBUG_BEAMS
#include "effects.h"
#endif
class CLeech : public CBaseMonster
{
public:
void Spawn( void );
void Precache( void );
void EXPORT SwimThink( void );
void EXPORT DeadThink( void );
void Touch( CBaseEntity *pOther )
{
if( pOther->IsPlayer() )
{
// If the client is pushing me, give me some base velocity
if( gpGlobals->trace_ent && gpGlobals->trace_ent == edict() )
{
pev->basevelocity = pOther->pev->velocity;
pev->flags |= FL_BASEVELOCITY;
}
}
}
void SetObjectCollisionBox( void )
{
pev->absmin = pev->origin + Vector( -8, -8, 0 );
pev->absmax = pev->origin + Vector( 8, 8, 2 );
}
void AttackSound( void );
void AlertSound( void );
void UpdateMotion( void );
float ObstacleDistance( CBaseEntity *pTarget );
void MakeVectors( void );
void RecalculateWaterlevel( void );
void SwitchLeechState( void );
// Base entity functions
void HandleAnimEvent( MonsterEvent_t *pEvent );
int BloodColor( void ) { return DONT_BLEED; }
void Killed( entvars_t *pevAttacker, int iGib );
void Activate( void );
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
int Classify( void ) { return CLASS_INSECT; }
int IRelationship( CBaseEntity *pTarget );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
static const char *pAttackSounds[];
static const char *pAlertSounds[];
private:
// UNDONE: Remove unused boid vars, do group behavior
float m_flTurning;// is this boid turning?
BOOL m_fPathBlocked;// TRUE if there is an obstacle ahead
float m_flAccelerate;
float m_obstacle;
float m_top;
float m_bottom;
float m_height;
float m_waterTime;
float m_sideTime; // Timer to randomly check clearance on sides
float m_zTime;
float m_stateTime;
float m_attackSoundTime;
#if DEBUG_BEAMS
CBeam *m_pb;
CBeam *m_pt;
#endif
};
LINK_ENTITY_TO_CLASS( monster_leech, CLeech )
TYPEDESCRIPTION CLeech::m_SaveData[] =
{
DEFINE_FIELD( CLeech, m_flTurning, FIELD_FLOAT ),
DEFINE_FIELD( CLeech, m_fPathBlocked, FIELD_BOOLEAN ),
DEFINE_FIELD( CLeech, m_flAccelerate, FIELD_FLOAT ),
DEFINE_FIELD( CLeech, m_obstacle, FIELD_FLOAT ),
DEFINE_FIELD( CLeech, m_top, FIELD_FLOAT ),
DEFINE_FIELD( CLeech, m_bottom, FIELD_FLOAT ),
DEFINE_FIELD( CLeech, m_height, FIELD_FLOAT ),
DEFINE_FIELD( CLeech, m_waterTime, FIELD_TIME ),
DEFINE_FIELD( CLeech, m_sideTime, FIELD_TIME ),
DEFINE_FIELD( CLeech, m_zTime, FIELD_TIME ),
DEFINE_FIELD( CLeech, m_stateTime, FIELD_TIME ),
DEFINE_FIELD( CLeech, m_attackSoundTime, FIELD_TIME ),
};
IMPLEMENT_SAVERESTORE( CLeech, CBaseMonster )
const char *CLeech::pAttackSounds[] =
{
"leech/leech_bite1.wav",
"leech/leech_bite2.wav",
"leech/leech_bite3.wav",
};
const char *CLeech::pAlertSounds[] =
{
"leech/leech_alert1.wav",
"leech/leech_alert2.wav",
};
void CLeech::Spawn( void )
{
Precache();
SET_MODEL( ENT( pev ), "models/leech.mdl" );
// Just for fun
// SET_MODEL( ENT( pev ), "models/icky.mdl" );
//UTIL_SetSize( pev, g_vecZero, g_vecZero );
UTIL_SetSize( pev, Vector( -1, -1, 0 ), Vector( 1, 1, 2 ) );
// Don't push the minz down too much or the water check will fail because this entity is really point-sized
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_FLY;
SetBits( pev->flags, FL_SWIM );
pev->health = gSkillData.leechHealth;
m_flFieldOfView = -0.5; // 180 degree FOV
m_flDistLook = 750;
MonsterInit();
SetThink( &CLeech::SwimThink );
SetUse( NULL );
SetTouch( NULL );
pev->view_ofs = g_vecZero;
m_flTurning = 0;
m_fPathBlocked = FALSE;
SetActivity( ACT_SWIM );
SetState( MONSTERSTATE_IDLE );
m_stateTime = gpGlobals->time + RANDOM_FLOAT( 1, 5 );
}
void CLeech::Activate( void )
{
RecalculateWaterlevel();
}
void CLeech::RecalculateWaterlevel( void )
{
// Calculate boundaries
Vector vecTest = pev->origin - Vector( 0, 0, 400 );
TraceResult tr;
UTIL_TraceLine( pev->origin, vecTest, missile, edict(), &tr );
if( tr.flFraction != 1.0f )
m_bottom = tr.vecEndPos.z + 1.0f;
else
m_bottom = vecTest.z;
m_top = UTIL_WaterLevel( pev->origin, pev->origin.z, pev->origin.z + 400 ) - 1;
// Chop off 20% of the outside range
float newBottom = m_bottom * 0.8f + m_top * 0.2f;
m_top = m_bottom * 0.2f + m_top * 0.8f;
m_bottom = newBottom;
m_height = RANDOM_FLOAT( m_bottom, m_top );
m_waterTime = gpGlobals->time + RANDOM_FLOAT( 5, 7 );
}
void CLeech::SwitchLeechState( void )
{
m_stateTime = gpGlobals->time + RANDOM_FLOAT( 3, 6 );
if( m_MonsterState == MONSTERSTATE_COMBAT )
{
m_hEnemy = NULL;
SetState( MONSTERSTATE_IDLE );
// We may be up against the player, so redo the side checks
m_sideTime = 0;
}
else
{
Look( m_flDistLook );
CBaseEntity *pEnemy = BestVisibleEnemy();
if( pEnemy && pEnemy->pev->waterlevel != 0 )
{
m_hEnemy = pEnemy;
SetState( MONSTERSTATE_COMBAT );
m_stateTime = gpGlobals->time + RANDOM_FLOAT( 18, 25 );
AlertSound();
}
}
}
int CLeech::IRelationship( CBaseEntity *pTarget )
{
if( pTarget->IsPlayer() )
return R_DL;
return CBaseMonster::IRelationship( pTarget );
}
void CLeech::AttackSound( void )
{
if( gpGlobals->time > m_attackSoundTime )
{
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAttackSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackSounds ) - 1 )], 1.0f, ATTN_NORM, 0, PITCH_NORM );
m_attackSoundTime = gpGlobals->time + 0.5f;
}
}
void CLeech::AlertSound( void )
{
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAlertSounds[RANDOM_LONG( 0, ARRAYSIZE( pAlertSounds ) - 1 )], 1.0f, ATTN_NORM * 0.5f, 0, PITCH_NORM );
}
void CLeech::Precache( void )
{
size_t i;
//PRECACHE_MODEL( "models/icky.mdl" );
PRECACHE_MODEL( "models/leech.mdl" );
for( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ )
PRECACHE_SOUND( pAttackSounds[i] );
for( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ )
PRECACHE_SOUND( pAlertSounds[i] );
}
int CLeech::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
pev->velocity = g_vecZero;
// Nudge the leech away from the damage
if( pevInflictor )
{
pev->velocity = ( pev->origin - pevInflictor->origin ).Normalize() * 25.0f;
}
return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}
void CLeech::HandleAnimEvent( MonsterEvent_t *pEvent )
{
switch( pEvent->event )
{
case LEECH_AE_ATTACK:
AttackSound();
CBaseEntity *pEnemy;
pEnemy = m_hEnemy;
if( pEnemy != NULL )
{
Vector dir, face;
UTIL_MakeVectorsPrivate( pev->angles, face, NULL, NULL );
face.z = 0;
dir = (pEnemy->pev->origin - pev->origin);
dir.z = 0;
dir = dir.Normalize();
face = face.Normalize();
if( DotProduct( dir, face ) > 0.9f ) // Only take damage if the leech is facing the prey
pEnemy->TakeDamage( pev, pev, gSkillData.leechDmgBite, DMG_SLASH );
}
m_stateTime -= 2;
break;
case LEECH_AE_FLOP:
// Play flop sound
break;
default:
CBaseMonster::HandleAnimEvent( pEvent );
break;
}
}
void CLeech::MakeVectors( void )
{
Vector tmp = pev->angles;
tmp.x = -tmp.x;
UTIL_MakeVectors( tmp );
}
//
// ObstacleDistance - returns normalized distance to obstacle
//
float CLeech::ObstacleDistance( CBaseEntity *pTarget )
{
TraceResult tr;
Vector vecTest;
// use VELOCITY, not angles, not all boids point the direction they are flying
//Vector vecDir = UTIL_VecToAngles( pev->velocity );
MakeVectors();
// check for obstacle ahead
vecTest = pev->origin + gpGlobals->v_forward * LEECH_CHECK_DIST;
UTIL_TraceLine( pev->origin, vecTest, missile, edict(), &tr );
if( tr.fStartSolid )
{
pev->speed = -LEECH_SWIM_SPEED * 0.5f;
//ALERT( at_console, "Stuck from (%f %f %f) to (%f %f %f)\n", pev->oldorigin.x, pev->oldorigin.y, pev->oldorigin.z, pev->origin.x, pev->origin.y, pev->origin.z );
//UTIL_SetOrigin( pev, pev->oldorigin );
}
if( tr.flFraction != 1.0f )
{
if( ( pTarget == NULL || tr.pHit != pTarget->edict() ) )
{
return tr.flFraction;
}
else
{
if( fabs( m_height - pev->origin.z ) > 10 )
return tr.flFraction;
}
}
if( m_sideTime < gpGlobals->time )
{
// extra wide checks
vecTest = pev->origin + gpGlobals->v_right * LEECH_SIZEX * 2 + gpGlobals->v_forward * LEECH_CHECK_DIST;
UTIL_TraceLine( pev->origin, vecTest, missile, edict(), &tr );
if( tr.flFraction != 1.0f )
return tr.flFraction;
vecTest = pev->origin - gpGlobals->v_right * LEECH_SIZEX * 2 + gpGlobals->v_forward * LEECH_CHECK_DIST;
UTIL_TraceLine( pev->origin, vecTest, missile, edict(), &tr );
if( tr.flFraction != 1.0f )
return tr.flFraction;
// Didn't hit either side, so stop testing for another 0.5 - 1 seconds
m_sideTime = gpGlobals->time + RANDOM_FLOAT( 0.5f, 1.0f );
}
return 1.0;
}
void CLeech::DeadThink( void )
{
if( m_fSequenceFinished )
{
if( m_Activity == ACT_DIEFORWARD )
{
SetThink( NULL );
StopAnimation();
return;
}
else if( pev->flags & FL_ONGROUND )
{
pev->solid = SOLID_NOT;
SetActivity(ACT_DIEFORWARD);
}
}
StudioFrameAdvance();
pev->nextthink = gpGlobals->time + 0.1f;
// Apply damage velocity, but keep out of the walls
if( pev->velocity.x != 0 || pev->velocity.y != 0 )
{
TraceResult tr;
// Look 0.5 seconds ahead
UTIL_TraceLine( pev->origin, pev->origin + pev->velocity * 0.5f, missile, edict(), &tr );
if( tr.flFraction != 1.0f )
{
pev->velocity.x = 0.0f;
pev->velocity.y = 0.0f;
}
}
}
void CLeech::UpdateMotion( void )
{
float flapspeed = ( pev->speed - m_flAccelerate ) / LEECH_ACCELERATE;
m_flAccelerate = m_flAccelerate * 0.8f + pev->speed * 0.2f;
if( flapspeed < 0 )
flapspeed = -flapspeed;
flapspeed += 1.0f;
if( flapspeed < 0.5f )
flapspeed = 0.5f;
if( flapspeed > 1.9f )
flapspeed = 1.9f;
pev->framerate = flapspeed;
if( !m_fPathBlocked )
pev->avelocity.y = pev->ideal_yaw;
else
pev->avelocity.y = pev->ideal_yaw * m_obstacle;
if( pev->avelocity.y > 150.0f )
m_IdealActivity = ACT_TURN_LEFT;
else if( pev->avelocity.y < -150.0f )
m_IdealActivity = ACT_TURN_RIGHT;
else
m_IdealActivity = ACT_SWIM;
// lean
float targetPitch, delta;
delta = m_height - pev->origin.z;
if( delta < -10 )
targetPitch = -30;
else if( delta > 10 )
targetPitch = 30;
else
targetPitch = 0;
pev->angles.x = UTIL_Approach( targetPitch, pev->angles.x, 60.0f * LEECH_FRAMETIME );
// bank
pev->avelocity.z = -( pev->angles.z + ( pev->avelocity.y * 0.25f ) );
if( m_MonsterState == MONSTERSTATE_COMBAT && HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) )
m_IdealActivity = ACT_MELEE_ATTACK1;
// Out of water check
if( !pev->waterlevel )
{
pev->movetype = MOVETYPE_TOSS;
m_IdealActivity = ACT_TWITCH;
pev->velocity = g_vecZero;
// Animation will intersect the floor if either of these is non-zero
pev->angles.z = 0.0f;
pev->angles.x = 0.0f;
if( pev->framerate < 1.0f )
pev->framerate = 1.0f;
}
else if( pev->movetype == MOVETYPE_TOSS )
{
pev->movetype = MOVETYPE_FLY;
pev->flags &= ~FL_ONGROUND;
RecalculateWaterlevel();
m_waterTime = gpGlobals->time + 2; // Recalc again soon, water may be rising
}
if( m_Activity != m_IdealActivity )
{
SetActivity( m_IdealActivity );
}
float flInterval = StudioFrameAdvance();
DispatchAnimEvents( flInterval );
#if DEBUG_BEAMS
if( !m_pb )
m_pb = CBeam::BeamCreate( "sprites/laserbeam.spr", 5 );
if( !m_pt )
m_pt = CBeam::BeamCreate( "sprites/laserbeam.spr", 5 );
m_pb->PointsInit( pev->origin, pev->origin + gpGlobals->v_forward * LEECH_CHECK_DIST );
m_pt->PointsInit( pev->origin, pev->origin - gpGlobals->v_right * ( pev->avelocity.y * 0.25f ) );
if( m_fPathBlocked )
{
float color = m_obstacle * 30;
if( m_obstacle == 1.0f )
color = 0;
if( color > 255 )
color = 255;
m_pb->SetColor( 255, (int)color, (int)color );
}
else
m_pb->SetColor( 255, 255, 0 );
m_pt->SetColor( 0, 0, 255 );
#endif
}
void CLeech::SwimThink( void )
{
TraceResult tr;
float flLeftSide;
float flRightSide;
float targetSpeed;
float targetYaw = 0;
CBaseEntity *pTarget;
if( FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) )
{
pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 1.0f, 1.5f );
pev->velocity = g_vecZero;
return;
}
else
pev->nextthink = gpGlobals->time + 0.1f;
targetSpeed = LEECH_SWIM_SPEED;
if( m_waterTime < gpGlobals->time )
RecalculateWaterlevel();
if( m_stateTime < gpGlobals->time )
SwitchLeechState();
ClearConditions( bits_COND_CAN_MELEE_ATTACK1 );
switch( m_MonsterState )
{
case MONSTERSTATE_COMBAT:
pTarget = m_hEnemy;
if( !pTarget )
SwitchLeechState();
else
{
// Chase the enemy's eyes
m_height = pTarget->pev->origin.z + pTarget->pev->view_ofs.z - 5;
// Clip to viable water area
if( m_height < m_bottom )
m_height = m_bottom;
else if( m_height > m_top )
m_height = m_top;
Vector location = pTarget->pev->origin - pev->origin;
location.z += (pTarget->pev->view_ofs.z);
if( location.Length() < 40 )
SetConditions( bits_COND_CAN_MELEE_ATTACK1 );
// Turn towards target ent
targetYaw = UTIL_VecToYaw( location );
targetYaw = UTIL_AngleDiff( targetYaw, UTIL_AngleMod( pev->angles.y ) );
if( targetYaw < ( -LEECH_TURN_RATE * 0.75f ) )
targetYaw = ( -LEECH_TURN_RATE * 0.75f );
else if( targetYaw > ( LEECH_TURN_RATE * 0.75f ) )
targetYaw = ( LEECH_TURN_RATE * 0.75f );
else
targetSpeed *= 2;
}
break;
default:
if( m_zTime < gpGlobals->time )
{
float newHeight = RANDOM_FLOAT( m_bottom, m_top );
m_height = 0.5f * m_height + 0.5f * newHeight;
m_zTime = gpGlobals->time + RANDOM_FLOAT( 1, 4 );
}
if( RANDOM_LONG( 0, 100 ) < 10 )
targetYaw = RANDOM_LONG( -30, 30 );
pTarget = NULL;
// oldorigin test
if( ( pev->origin - pev->oldorigin ).Length() < 1 )
{
// If leech didn't move, there must be something blocking it, so try to turn
m_sideTime = 0;
}
break;
}
m_obstacle = ObstacleDistance( pTarget );
pev->oldorigin = pev->origin;
if( m_obstacle < 0.1f )
m_obstacle = 0.1f;
// is the way ahead clear?
if( m_obstacle == 1.0f )
{
// if the leech is turning, stop the trend.
if( m_flTurning != 0 )
{
m_flTurning = 0;
}
m_fPathBlocked = FALSE;
pev->speed = UTIL_Approach( targetSpeed, pev->speed, LEECH_SWIM_ACCEL * LEECH_FRAMETIME );
pev->velocity = gpGlobals->v_forward * pev->speed;
}
else
{
m_obstacle = 1.0f / m_obstacle;
// IF we get this far in the function, the leader's path is blocked!
m_fPathBlocked = TRUE;
if( m_flTurning == 0 )// something in the way and leech is not already turning to avoid
{
Vector vecTest;
// measure clearance on left and right to pick the best dir to turn
vecTest = pev->origin + ( gpGlobals->v_right * LEECH_SIZEX ) + ( gpGlobals->v_forward * LEECH_CHECK_DIST );
UTIL_TraceLine( pev->origin, vecTest, missile, edict(), &tr );
flRightSide = tr.flFraction;
vecTest = pev->origin + ( gpGlobals->v_right * -LEECH_SIZEX ) + ( gpGlobals->v_forward * LEECH_CHECK_DIST );
UTIL_TraceLine( pev->origin, vecTest, missile, edict(), &tr );
flLeftSide = tr.flFraction;
// turn left, right or random depending on clearance ratio
float delta = ( flRightSide - flLeftSide );
if( delta > 0.1f || ( delta > -0.1f && RANDOM_LONG( 0, 100 ) < 50 ) )
m_flTurning = -LEECH_TURN_RATE;
else
m_flTurning = LEECH_TURN_RATE;
}
pev->speed = UTIL_Approach( -( LEECH_SWIM_SPEED * 0.5f ), pev->speed, LEECH_SWIM_DECEL * LEECH_FRAMETIME * m_obstacle );
pev->velocity = gpGlobals->v_forward * pev->speed;
}
pev->ideal_yaw = m_flTurning + targetYaw;
UpdateMotion();
}
void CLeech::Killed( entvars_t *pevAttacker, int iGib )
{
Vector vecSplatDir;
TraceResult tr;
//ALERT(at_aiconsole, "Leech: killed\n");
// tell owner ( if any ) that we're dead.This is mostly for MonsterMaker functionality.
CBaseEntity *pOwner = CBaseEntity::Instance( pev->owner );
if( pOwner )
pOwner->DeathNotice( pev );
// When we hit the ground, play the "death_end" activity
if( pev->waterlevel )
{
pev->angles.z = 0;
pev->angles.x = 0;
pev->origin.z += 1;
pev->avelocity = g_vecZero;
if( RANDOM_LONG( 0, 99 ) < 70 )
pev->avelocity.y = RANDOM_LONG( -720, 720 );
pev->gravity = 0.02;
ClearBits( pev->flags, FL_ONGROUND );
SetActivity( ACT_DIESIMPLE );
}
else
SetActivity( ACT_DIEFORWARD );
pev->movetype = MOVETYPE_TOSS;
pev->takedamage = DAMAGE_NO;
SetThink( &CLeech::DeadThink );
}