source-engine/game/server/hl2/npc_crow.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

1600 lines
38 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Crows. Simple ambient birds that fly away when they hear gunfire or
// when anything gets too close to them.
//
// TODO: landing
// TODO: death
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "game.h"
#include "ai_basenpc.h"
#include "ai_schedule.h"
#include "ai_hull.h"
#include "ai_hint.h"
#include "ai_motor.h"
#include "ai_navigator.h"
#include "hl2_shareddefs.h"
#include "ai_route.h"
#include "npcevent.h"
#include "gib.h"
#include "ai_interactions.h"
#include "ndebugoverlay.h"
#include "soundent.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "movevars_shared.h"
#include "npc_crow.h"
#include "ai_moveprobe.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//
// Custom activities.
//
static int ACT_CROW_TAKEOFF;
static int ACT_CROW_SOAR;
static int ACT_CROW_LAND;
//
// Animation events.
//
static int AE_CROW_TAKEOFF;
static int AE_CROW_FLY;
static int AE_CROW_HOP;
//
// Skill settings.
//
ConVar sk_crow_health( "sk_crow_health","1");
ConVar sk_crow_melee_dmg( "sk_crow_melee_dmg","0");
LINK_ENTITY_TO_CLASS( npc_crow, CNPC_Crow );
LINK_ENTITY_TO_CLASS( npc_seagull, CNPC_Seagull );
LINK_ENTITY_TO_CLASS( npc_pigeon, CNPC_Pigeon );
BEGIN_DATADESC( CNPC_Crow )
DEFINE_FIELD( m_flGroundIdleMoveTime, FIELD_TIME ),
DEFINE_FIELD( m_bOnJeep, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flEnemyDist, FIELD_FLOAT ),
DEFINE_FIELD( m_nMorale, FIELD_INTEGER ),
DEFINE_FIELD( m_bReachedMoveGoal, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flHopStartZ, FIELD_FLOAT ),
DEFINE_FIELD( m_vDesiredTarget, FIELD_VECTOR ),
DEFINE_FIELD( m_vCurrentTarget, FIELD_VECTOR ),
DEFINE_FIELD( m_flSoarTime, FIELD_TIME ),
DEFINE_FIELD( m_bSoar, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bPlayedLoopingSound, FIELD_BOOLEAN ),
DEFINE_FIELD( m_iBirdType, FIELD_INTEGER ),
DEFINE_FIELD( m_vLastStoredOrigin, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_flLastStuckCheck, FIELD_TIME ),
DEFINE_FIELD( m_flDangerSoundTime, FIELD_TIME ),
DEFINE_KEYFIELD( m_bIsDeaf, FIELD_BOOLEAN, "deaf" ),
// Inputs
DEFINE_INPUTFUNC( FIELD_STRING, "FlyAway", InputFlyAway ),
END_DATADESC()
static ConVar birds_debug( "birds_debug", "0" );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Crow::Spawn( void )
{
BaseClass::Spawn();
#ifdef _XBOX
// Always fade the corpse
AddSpawnFlags( SF_NPC_FADE_CORPSE );
#endif // _XBOX
char *szModel = (char *)STRING( GetModelName() );
if (!szModel || !*szModel)
{
szModel = "models/crow.mdl";
SetModelName( AllocPooledString(szModel) );
}
Precache();
SetModel( szModel );
m_iHealth = sk_crow_health.GetFloat();
SetHullType(HULL_TINY);
SetHullSizeNormal();
SetSolid( SOLID_BBOX );
SetMoveType( MOVETYPE_STEP );
m_flFieldOfView = VIEW_FIELD_FULL;
SetViewOffset( Vector(6, 0, 11) ); // Position of the eyes relative to NPC's origin.
m_flGroundIdleMoveTime = gpGlobals->curtime + random->RandomFloat( 0.0f, 5.0f );
SetBloodColor( BLOOD_COLOR_RED );
m_NPCState = NPC_STATE_NONE;
m_nMorale = random->RandomInt( 0, 12 );
SetCollisionGroup( HL2COLLISION_GROUP_CROW );
CapabilitiesClear();
bool bFlying = ( ( m_spawnflags & SF_CROW_FLYING ) != 0 );
SetFlyingState( bFlying ? FlyState_Flying : FlyState_Walking );
// We don't mind zombies so much. They smell good!
AddClassRelationship( CLASS_ZOMBIE, D_NU, 0 );
m_bSoar = false;
m_bOnJeep = false;
m_flSoarTime = gpGlobals->curtime;
NPCInit();
m_iBirdType = BIRDTYPE_CROW;
m_vLastStoredOrigin = vec3_origin;
m_flLastStuckCheck = gpGlobals->curtime;
m_flDangerSoundTime = gpGlobals->curtime;
SetGoalEnt( NULL );
}
//-----------------------------------------------------------------------------
// Purpose: Returns this monster's classification in the relationship table.
//-----------------------------------------------------------------------------
Class_T CNPC_Crow::Classify( void )
{
return( CLASS_EARTH_FAUNA );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pEnemy -
//-----------------------------------------------------------------------------
void CNPC_Crow::GatherEnemyConditions( CBaseEntity *pEnemy )
{
m_flEnemyDist = (GetLocalOrigin() - pEnemy->GetLocalOrigin()).Length();
if ( m_flEnemyDist < 512 )
{
SetCondition( COND_CROW_ENEMY_WAY_TOO_CLOSE );
}
if ( m_flEnemyDist < 1024 )
{
SetCondition( COND_CROW_ENEMY_TOO_CLOSE );
}
BaseClass::GatherEnemyConditions(pEnemy);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : posSrc -
// Output : Vector
//-----------------------------------------------------------------------------
Vector CNPC_Crow::BodyTarget( const Vector &posSrc, bool bNoisy )
{
Vector vecResult;
vecResult = GetAbsOrigin();
vecResult.z += 6;
return vecResult;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Crow::StopLoopingSounds( void )
{
//
// Stop whatever flap sound might be playing.
//
if ( m_bPlayedLoopingSound )
{
StopSound( "NPC_Crow.Flap" );
}
BaseClass::StopLoopingSounds();
}
//-----------------------------------------------------------------------------
// Purpose: Catches the monster-specific messages that occur when tagged
// animation frames are played.
// Input : pEvent -
//-----------------------------------------------------------------------------
void CNPC_Crow::HandleAnimEvent( animevent_t *pEvent )
{
if ( pEvent->event == AE_CROW_TAKEOFF )
{
if ( GetNavigator()->GetPath()->GetCurWaypoint() )
{
Takeoff( GetNavigator()->GetCurWaypointPos() );
}
return;
}
if( pEvent->event == AE_CROW_HOP )
{
SetGroundEntity( NULL );
//
// Take him off ground so engine doesn't instantly reset FL_ONGROUND.
//
UTIL_SetOrigin( this, GetLocalOrigin() + Vector( 0 , 0 , 1 ));
//
// How fast does the crow need to travel to reach the hop goal given gravity?
//
float flHopDistance = ( m_vSavePosition - GetLocalOrigin() ).Length();
float gravity = GetCurrentGravity();
if ( gravity <= 1 )
{
gravity = 1;
}
float height = 0.25 * flHopDistance;
float speed = sqrt( 2 * gravity * height );
float time = speed / gravity;
//
// Scale the sideways velocity to get there at the right time
//
Vector vecJumpDir = m_vSavePosition - GetLocalOrigin();
vecJumpDir = vecJumpDir / time;
//
// Speed to offset gravity at the desired height.
//
vecJumpDir.z = speed;
//
// Don't jump too far/fast.
//
float distance = vecJumpDir.Length();
if ( distance > 650 )
{
vecJumpDir = vecJumpDir * ( 650.0 / distance );
}
m_nMorale -= random->RandomInt( 1, 6 );
if ( m_nMorale <= 0 )
{
m_nMorale = 0;
}
// Play a hop flap sound.
EmitSound( "NPC_Crow.Hop" );
SetAbsVelocity( vecJumpDir );
return;
}
if( pEvent->event == AE_CROW_FLY )
{
//
// Start flying.
//
SetActivity( ACT_FLY );
m_bSoar = false;
m_flSoarTime = gpGlobals->curtime + random->RandomFloat( 3, 5 );
return;
}
CAI_BaseNPC::HandleAnimEvent( pEvent );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : eNewActivity -
//-----------------------------------------------------------------------------
void CNPC_Crow::OnChangeActivity( Activity eNewActivity )
{
// if ( eNewActivity == ACT_FLY )
// {
// m_flGroundSpeed = CROW_AIRSPEED;
// }
//
bool fRandomize = false;
if ( eNewActivity == ACT_FLY )
{
fRandomize = true;
}
BaseClass::OnChangeActivity( eNewActivity );
if ( fRandomize )
{
SetCycle( random->RandomFloat( 0.0, 0.75 ) );
}
}
//-----------------------------------------------------------------------------
// Purpose: Input handler that makes the crow fly away.
//-----------------------------------------------------------------------------
void CNPC_Crow::InputFlyAway( inputdata_t &inputdata )
{
string_t sTarget = MAKE_STRING( inputdata.value.String() );
if ( sTarget != NULL_STRING )// this npc has a target
{
CBaseEntity *pEnt = gEntList.FindEntityByName( NULL, sTarget );
if ( pEnt )
{
trace_t tr;
AI_TraceLine ( EyePosition(), pEnt->GetAbsOrigin(), MASK_NPCSOLID, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0f )
return;
// Find the npc's initial target entity, stash it
SetGoalEnt( pEnt );
}
}
else
SetGoalEnt( NULL );
SetCondition( COND_CROW_FORCED_FLY );
SetCondition( COND_PROVOKED );
}
void CNPC_Crow::UpdateEfficiency( bool bInPVS )
{
if ( IsFlying() )
{
SetEfficiency( ( GetSleepState() != AISS_AWAKE ) ? AIE_DORMANT : AIE_NORMAL );
SetMoveEfficiency( AIME_NORMAL );
return;
}
BaseClass::UpdateEfficiency( bInPVS );
}
//-----------------------------------------------------------------------------
// Purpose: Implements "deafness"
//-----------------------------------------------------------------------------
bool CNPC_Crow::QueryHearSound( CSound *pSound )
{
if( IsDeaf() )
return false;
return BaseClass::QueryHearSound( pSound );
}
//-----------------------------------------------------------------------------
// Purpose: Handles all flight movement because we don't ever build paths when
// when we are flying.
// Input : flInterval - Seconds to simulate.
//-----------------------------------------------------------------------------
bool CNPC_Crow::OverrideMove( float flInterval )
{
if ( GetNavigator()->GetPath()->CurWaypointNavType() == NAV_FLY && GetNavigator()->GetNavType() != NAV_FLY )
{
SetNavType( NAV_FLY );
}
if ( IsFlying() )
{
if ( GetNavigator()->GetPath()->GetCurWaypoint() )
{
if ( m_flLastStuckCheck <= gpGlobals->curtime )
{
if ( m_vLastStoredOrigin == GetAbsOrigin() )
{
if ( GetAbsVelocity() == vec3_origin )
{
float flDamage = m_iHealth;
CTakeDamageInfo dmgInfo( this, this, flDamage, DMG_GENERIC );
GuessDamageForce( &dmgInfo, vec3_origin - Vector( 0, 0, 0.1 ), GetAbsOrigin() );
TakeDamage( dmgInfo );
return false;
}
else
{
m_vLastStoredOrigin = GetAbsOrigin();
}
}
else
{
m_vLastStoredOrigin = GetAbsOrigin();
}
m_flLastStuckCheck = gpGlobals->curtime + 1.0f;
}
if (m_bReachedMoveGoal )
{
SetIdealActivity( (Activity)ACT_CROW_LAND );
SetFlyingState( FlyState_Landing );
TaskMovementComplete();
}
else
{
SetIdealActivity ( ACT_FLY );
MoveCrowFly( flInterval );
}
}
else if ( !GetTask() || GetTask()->iTask == TASK_WAIT_FOR_MOVEMENT )
{
SetSchedule( SCHED_CROW_IDLE_FLY );
SetFlyingState( FlyState_Flying );
SetIdealActivity ( ACT_FLY );
}
return true;
}
return false;
}
Activity CNPC_Crow::NPC_TranslateActivity( Activity eNewActivity )
{
if ( IsFlying() && eNewActivity == ACT_IDLE )
{
return ACT_FLY;
}
if ( eNewActivity == ACT_FLY )
{
if ( m_flSoarTime < gpGlobals->curtime )
{
//Adrian: This should be revisited.
if ( random->RandomInt( 0, 100 ) <= 50 && m_bSoar == false && GetAbsVelocity().z < 0 )
{
m_bSoar = true;
m_flSoarTime = gpGlobals->curtime + random->RandomFloat( 1, 4 );
}
else
{
m_bSoar = false;
m_flSoarTime = gpGlobals->curtime + random->RandomFloat( 3, 5 );
}
}
if ( m_bSoar == true )
{
return (Activity)ACT_CROW_SOAR;
}
else
return ACT_FLY;
}
return BaseClass::NPC_TranslateActivity( eNewActivity );
}
//-----------------------------------------------------------------------------
// Purpose: Handles all flight movement.
// Input : flInterval - Seconds to simulate.
//-----------------------------------------------------------------------------
void CNPC_Crow::MoveCrowFly( float flInterval )
{
//
// Bound interval so we don't get ludicrous motion when debugging
// or when framerate drops catastrophically.
//
if (flInterval > 1.0)
{
flInterval = 1.0;
}
m_flDangerSoundTime = gpGlobals->curtime + 5.0f;
//
// Determine the goal of our movement.
//
Vector vecMoveGoal = GetAbsOrigin();
if ( GetNavigator()->IsGoalActive() )
{
vecMoveGoal = GetNavigator()->GetCurWaypointPos();
if ( GetNavigator()->CurWaypointIsGoal() == false )
{
AI_ProgressFlyPathParams_t params( MASK_NPCSOLID );
params.bTrySimplify = false;
GetNavigator()->ProgressFlyPath( params ); // ignore result, crow handles completion directly
// Fly towards the hint.
if ( GetNavigator()->GetPath()->GetCurWaypoint() )
{
vecMoveGoal = GetNavigator()->GetCurWaypointPos();
}
}
}
else
{
// No movement goal.
vecMoveGoal = GetAbsOrigin();
SetAbsVelocity( vec3_origin );
return;
}
Vector vecMoveDir = ( vecMoveGoal - GetAbsOrigin() );
Vector vForward;
AngleVectors( GetAbsAngles(), &vForward );
//
// Fly towards the movement goal.
//
float flDistance = ( vecMoveGoal - GetAbsOrigin() ).Length();
if ( vecMoveGoal != m_vDesiredTarget )
{
m_vDesiredTarget = vecMoveGoal;
}
else
{
m_vCurrentTarget = ( m_vDesiredTarget - GetAbsOrigin() );
VectorNormalize( m_vCurrentTarget );
}
float flLerpMod = 0.25f;
if ( flDistance <= 256.0f )
{
flLerpMod = 1.0f - ( flDistance / 256.0f );
}
VectorLerp( vForward, m_vCurrentTarget, flLerpMod, vForward );
if ( flDistance < CROW_AIRSPEED * flInterval )
{
if ( GetNavigator()->IsGoalActive() )
{
if ( GetNavigator()->CurWaypointIsGoal() )
{
m_bReachedMoveGoal = true;
}
else
{
GetNavigator()->AdvancePath();
}
}
else
m_bReachedMoveGoal = true;
}
if ( GetHintNode() )
{
AIMoveTrace_t moveTrace;
GetMoveProbe()->MoveLimit( NAV_FLY, GetAbsOrigin(), GetNavigator()->GetCurWaypointPos(), MASK_NPCSOLID, GetNavTargetEntity(), &moveTrace );
//See if it succeeded
if ( IsMoveBlocked( moveTrace.fStatus ) )
{
Vector vNodePos = vecMoveGoal;
GetHintNode()->GetPosition(this, &vNodePos);
GetNavigator()->SetGoal( vNodePos );
}
}
//
// Look to see if we are going to hit anything.
//
VectorNormalize( vForward );
Vector vecDeflect;
if ( Probe( vForward, CROW_AIRSPEED * flInterval, vecDeflect ) )
{
vForward = vecDeflect;
VectorNormalize( vForward );
}
SetAbsVelocity( vForward * CROW_AIRSPEED );
if ( GetAbsVelocity().Length() > 0 && GetNavigator()->CurWaypointIsGoal() && flDistance < CROW_AIRSPEED )
{
SetIdealActivity( (Activity)ACT_CROW_LAND );
}
//Bank and set angles.
Vector vRight;
QAngle vRollAngle;
VectorAngles( vForward, vRollAngle );
vRollAngle.z = 0;
AngleVectors( vRollAngle, NULL, &vRight, NULL );
float flRoll = DotProduct( vRight, vecMoveDir ) * 45;
flRoll = clamp( flRoll, -45, 45 );
vRollAngle[ROLL] = flRoll;
SetAbsAngles( vRollAngle );
}
//-----------------------------------------------------------------------------
// Purpose: Looks ahead to see if we are going to hit something. If we are, a
// recommended avoidance path is returned.
// Input : vecMoveDir -
// flSpeed -
// vecDeflect -
// Output : Returns true if we hit something and need to deflect our course,
// false if all is well.
//-----------------------------------------------------------------------------
bool CNPC_Crow::Probe( const Vector &vecMoveDir, float flSpeed, Vector &vecDeflect )
{
//
// Look 1/2 second ahead.
//
trace_t tr;
AI_TraceHull( GetAbsOrigin(), GetAbsOrigin() + vecMoveDir * flSpeed, GetHullMins(), GetHullMaxs(), MASK_NPCSOLID, this, HL2COLLISION_GROUP_CROW, &tr );
if ( tr.fraction < 1.0f )
{
//
// If we hit something, deflect flight path parallel to surface hit.
//
Vector vecUp;
CrossProduct( vecMoveDir, tr.plane.normal, vecUp );
CrossProduct( tr.plane.normal, vecUp, vecDeflect );
VectorNormalize( vecDeflect );
return true;
}
vecDeflect = vec3_origin;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Switches between flying mode and ground mode.
//-----------------------------------------------------------------------------
void CNPC_Crow::SetFlyingState( FlyState_t eState )
{
if ( eState == FlyState_Flying )
{
// Flying
SetGroundEntity( NULL );
AddFlag( FL_FLY );
SetNavType( NAV_FLY );
CapabilitiesRemove( bits_CAP_MOVE_GROUND );
CapabilitiesAdd( bits_CAP_MOVE_FLY );
SetMoveType( MOVETYPE_STEP );
m_vLastStoredOrigin = GetAbsOrigin();
m_flLastStuckCheck = gpGlobals->curtime + 3.0f;
m_flGroundIdleMoveTime = gpGlobals->curtime + random->RandomFloat( 5.0f, 10.0f );
}
else if ( eState == FlyState_Walking )
{
// Walking
QAngle angles = GetAbsAngles();
angles[PITCH] = 0.0f;
angles[ROLL] = 0.0f;
SetAbsAngles( angles );
RemoveFlag( FL_FLY );
SetNavType( NAV_GROUND );
CapabilitiesRemove( bits_CAP_MOVE_FLY );
CapabilitiesAdd( bits_CAP_MOVE_GROUND );
SetMoveType( MOVETYPE_STEP );
m_vLastStoredOrigin = vec3_origin;
m_flGroundIdleMoveTime = gpGlobals->curtime + random->RandomFloat( 5.0f, 10.0f );
}
else
{
// Falling
RemoveFlag( FL_FLY );
SetNavType( NAV_GROUND );
CapabilitiesRemove( bits_CAP_MOVE_FLY );
CapabilitiesAdd( bits_CAP_MOVE_GROUND );
SetMoveType( MOVETYPE_STEP );
m_flGroundIdleMoveTime = gpGlobals->curtime + random->RandomFloat( 5.0f, 10.0f );
}
}
//-----------------------------------------------------------------------------
// Purpose: Performs a takeoff. Called via an animation event at the moment
// our feet leave the ground.
// Input : pGoalEnt - The entity that we are going to fly toward.
//-----------------------------------------------------------------------------
void CNPC_Crow::Takeoff( const Vector &vGoal )
{
if ( vGoal != vec3_origin )
{
//
// Lift us off ground so engine doesn't instantly reset FL_ONGROUND.
//
UTIL_SetOrigin( this, GetAbsOrigin() + Vector( 0 , 0 , 1 ));
//
// Fly straight at the goal entity at our maximum airspeed.
//
Vector vecMoveDir = vGoal - GetAbsOrigin();
VectorNormalize( vecMoveDir );
// FIXME: pitch over time
SetFlyingState( FlyState_Flying );
QAngle angles;
VectorAngles( vecMoveDir, angles );
SetAbsAngles( angles );
SetAbsVelocity( vecMoveDir * CROW_TAKEOFF_SPEED );
}
}
void CNPC_Crow::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
{
CTakeDamageInfo newInfo = info;
if ( info.GetDamageType() & DMG_PHYSGUN )
{
Vector puntDir = ( info.GetDamageForce() * 5000.0f );
newInfo.SetDamage( m_iMaxHealth );
PainSound( newInfo );
newInfo.SetDamageForce( puntDir );
}
BaseClass::TraceAttack( newInfo, vecDir, ptr, pAccumulator );
}
void CNPC_Crow::StartTargetHandling( CBaseEntity *pTargetEnt )
{
AI_NavGoal_t goal( GOALTYPE_PATHCORNER, pTargetEnt->GetAbsOrigin(),
ACT_FLY,
AIN_DEF_TOLERANCE, AIN_YAW_TO_DEST);
if ( !GetNavigator()->SetGoal( goal ) )
{
DevWarning( 2, "Can't Create Route!\n" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pTask -
//-----------------------------------------------------------------------------
void CNPC_Crow::StartTask( const Task_t *pTask )
{
switch ( pTask->iTask )
{
//
// This task enables us to build a path that requires flight.
//
// case TASK_CROW_PREPARE_TO_FLY:
// {
// SetFlyingState( FlyState_Flying );
// TaskComplete();
// break;
// }
case TASK_CROW_TAKEOFF:
{
if ( random->RandomInt( 1, 4 ) == 1 )
{
AlertSound();
}
FlapSound();
SetIdealActivity( ( Activity )ACT_CROW_TAKEOFF );
break;
}
case TASK_CROW_PICK_EVADE_GOAL:
{
if ( GetEnemy() != NULL )
{
//
// Get our enemy's position in x/y.
//
Vector vecEnemyOrigin = GetEnemy()->GetAbsOrigin();
vecEnemyOrigin.z = GetAbsOrigin().z;
//
// Pick a hop goal a random distance along a vector away from our enemy.
//
m_vSavePosition = GetAbsOrigin() - vecEnemyOrigin;
VectorNormalize( m_vSavePosition );
m_vSavePosition = GetAbsOrigin() + m_vSavePosition * ( 32 + random->RandomInt( 0, 32 ) );
GetMotor()->SetIdealYawToTarget( m_vSavePosition );
TaskComplete();
}
else
{
TaskFail( "No enemy" );
}
break;
}
case TASK_CROW_FALL_TO_GROUND:
{
SetFlyingState( FlyState_Falling );
break;
}
case TASK_FIND_HINTNODE:
{
if ( GetGoalEnt() )
{
TaskComplete();
return;
}
// Overloaded because we search over a greater distance.
if ( !GetHintNode() )
{
SetHintNode(CAI_HintManager::FindHint( this, HINT_CROW_FLYTO_POINT, bits_HINT_NODE_NEAREST | bits_HINT_NODE_USE_GROUP, 10000 ));
}
if ( GetHintNode() )
{
TaskComplete();
}
else
{
TaskFail( FAIL_NO_HINT_NODE );
}
break;
}
case TASK_GET_PATH_TO_HINTNODE:
{
//How did this happen?!
if ( GetGoalEnt() == this )
{
SetGoalEnt( NULL );
}
if ( GetGoalEnt() )
{
SetFlyingState( FlyState_Flying );
StartTargetHandling( GetGoalEnt() );
m_bReachedMoveGoal = false;
TaskComplete();
SetHintNode( NULL );
return;
}
if ( GetHintNode() )
{
Vector vHintPos;
GetHintNode()->GetPosition(this, &vHintPos);
SetNavType( NAV_FLY );
CapabilitiesAdd( bits_CAP_MOVE_FLY );
// @HACKHACK: Force allow triangulation. Too many HL2 maps were relying on this feature WRT fly nodes (toml 8/1/2007)
NPC_STATE state = GetState();
m_NPCState = NPC_STATE_SCRIPT;
bool bFoundPath = GetNavigator()->SetGoal( vHintPos );
m_NPCState = state;
if ( !bFoundPath )
{
GetHintNode()->DisableForSeconds( .3 );
SetHintNode(NULL);
}
CapabilitiesRemove( bits_CAP_MOVE_FLY );
}
if ( GetHintNode() )
{
m_bReachedMoveGoal = false;
TaskComplete();
}
else
{
TaskFail( FAIL_NO_ROUTE );
}
break;
}
//
// We have failed to fly normally. Pick a random "up" direction and fly that way.
//
case TASK_CROW_FLY:
{
float flYaw = UTIL_AngleMod( random->RandomInt( -180, 180 ) );
Vector vecNewVelocity( cos( DEG2RAD( flYaw ) ), sin( DEG2RAD( flYaw ) ), random->RandomFloat( 0.1f, 0.5f ) );
vecNewVelocity *= CROW_AIRSPEED;
SetAbsVelocity( vecNewVelocity );
SetIdealActivity( ACT_FLY );
m_bSoar = false;
m_flSoarTime = gpGlobals->curtime + random->RandomFloat( 2, 5 );
break;
}
case TASK_CROW_PICK_RANDOM_GOAL:
{
m_vSavePosition = GetLocalOrigin() + Vector( random->RandomFloat( -48.0f, 48.0f ), random->RandomFloat( -48.0f, 48.0f ), 0 );
TaskComplete();
break;
}
case TASK_CROW_HOP:
{
SetIdealActivity( ACT_HOP );
m_flHopStartZ = GetLocalOrigin().z;
break;
}
case TASK_CROW_WAIT_FOR_BARNACLE_KILL:
{
break;
}
default:
{
BaseClass::StartTask( pTask );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pTask -
//-----------------------------------------------------------------------------
void CNPC_Crow::RunTask( const Task_t *pTask )
{
switch ( pTask->iTask )
{
case TASK_CROW_TAKEOFF:
{
if ( GetNavigator()->IsGoalActive() )
{
GetMotor()->SetIdealYawToTargetAndUpdate( GetAbsOrigin() + GetNavigator()->GetCurWaypointPos(), AI_KEEP_YAW_SPEED );
}
else
TaskFail( FAIL_NO_ROUTE );
if ( IsActivityFinished() )
{
TaskComplete();
SetIdealActivity( ACT_FLY );
m_bSoar = false;
m_flSoarTime = gpGlobals->curtime + random->RandomFloat( 2, 5 );
}
break;
}
case TASK_CROW_HOP:
{
if ( IsActivityFinished() )
{
TaskComplete();
SetIdealActivity( ACT_IDLE );
}
if ( ( GetAbsOrigin().z < m_flHopStartZ ) && ( !( GetFlags() & FL_ONGROUND ) ) )
{
//
// We've hopped off of something! See if we're going to fall very far.
//
trace_t tr;
AI_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, -32 ), MASK_SOLID, this, HL2COLLISION_GROUP_CROW, &tr );
if ( tr.fraction == 1.0f )
{
//
// We're falling! Better fly away. SelectSchedule will check ONGROUND and do the right thing.
//
TaskComplete();
}
else
{
//
// We'll be okay. Don't check again unless what we're hopping onto moves
// out from under us.
//
m_flHopStartZ = GetAbsOrigin().z - ( 32 * tr.fraction );
}
}
break;
}
//
// Face the direction we are flying.
//
case TASK_CROW_FLY:
{
GetMotor()->SetIdealYawToTargetAndUpdate( GetAbsOrigin() + GetAbsVelocity(), AI_KEEP_YAW_SPEED );
break;
}
case TASK_CROW_FALL_TO_GROUND:
{
if ( GetFlags() & FL_ONGROUND )
{
SetFlyingState( FlyState_Walking );
TaskComplete();
}
break;
}
case TASK_CROW_WAIT_FOR_BARNACLE_KILL:
{
if ( m_flNextFlinchTime < gpGlobals->curtime )
{
m_flNextFlinchTime = gpGlobals->curtime + random->RandomFloat( 0.5f, 2.0f );
// dvs: TODO: squirm
// dvs: TODO: spawn feathers
EmitSound( "NPC_Crow.Squawk" );
}
break;
}
default:
{
CAI_BaseNPC::RunTask( pTask );
}
}
}
//------------------------------------------------------------------------------
// Purpose: Override to do crow specific gibs.
// Output : Returns true to gib, false to not gib.
//-----------------------------------------------------------------------------
bool CNPC_Crow::CorpseGib( const CTakeDamageInfo &info )
{
EmitSound( "NPC_Crow.Gib" );
// TODO: crow gibs?
//CGib::SpawnSpecificGibs( this, CROW_GIB_COUNT, 300, 400, "models/gibs/crow_gibs.mdl");
return true;
}
//-----------------------------------------------------------------------------
// Don't allow ridiculous forces to be applied to the crow. It only weighs
// 1.5kg, so extreme forces will give it ridiculous velocity.
//-----------------------------------------------------------------------------
#define CROW_RAGDOLL_SPEED_LIMIT 1000.0f // Crow ragdoll speed limit in inches per second.
bool CNPC_Crow::BecomeRagdollOnClient( const Vector &force )
{
Vector newForce = force;
if( VPhysicsGetObject() )
{
float flMass = VPhysicsGetObject()->GetMass();
float speed = VectorNormalize( newForce );
speed = MIN( speed, (CROW_RAGDOLL_SPEED_LIMIT * flMass) );
newForce *= speed;
}
return BaseClass::BecomeRagdollOnClient( newForce );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CNPC_Crow::FValidateHintType( CAI_Hint *pHint )
{
return( pHint->HintType() == HINT_CROW_FLYTO_POINT );
}
//-----------------------------------------------------------------------------
// Purpose: Returns the activity for the given hint type.
// Input : sHintType -
//-----------------------------------------------------------------------------
Activity CNPC_Crow::GetHintActivity( short sHintType, Activity HintsActivity )
{
if ( sHintType == HINT_CROW_FLYTO_POINT )
{
return ACT_FLY;
}
return BaseClass::GetHintActivity( sHintType, HintsActivity );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pevInflictor -
// pevAttacker -
// flDamage -
// bitsDamageType -
//-----------------------------------------------------------------------------
int CNPC_Crow::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
// TODO: spew a feather or two
return BaseClass::OnTakeDamage_Alive( info );
}
//-----------------------------------------------------------------------------
// Purpose: Returns the best new schedule for this NPC based on current conditions.
//-----------------------------------------------------------------------------
int CNPC_Crow::SelectSchedule( void )
{
if ( HasCondition( COND_CROW_BARNACLED ) )
{
// Caught by a barnacle!
return SCHED_CROW_BARNACLED;
}
//
// If we're flying, just find somewhere to fly to.
//
if ( IsFlying() )
{
return SCHED_CROW_IDLE_FLY;
}
//
// If we were told to fly away via our FlyAway input, do so ASAP.
//
if ( HasCondition( COND_CROW_FORCED_FLY ) )
{
ClearCondition( COND_CROW_FORCED_FLY );
return SCHED_CROW_FLY_AWAY;
}
//
// If we're not flying but we're not on the ground, start flying.
// Maybe we hopped off of something? Don't do this immediately upon
// because we may be falling to the ground on spawn.
//
if ( !( GetFlags() & FL_ONGROUND ) && ( gpGlobals->curtime > 2.0 ) && m_bOnJeep == false )
{
return SCHED_CROW_FLY_AWAY;
}
//
// If we heard a gunshot or have taken damage, fly away.
//
if ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) )
{
return SCHED_CROW_FLY_AWAY;
}
if ( m_flDangerSoundTime <= gpGlobals->curtime )
{
if ( HasCondition( COND_HEAR_DANGER ) || HasCondition( COND_HEAR_COMBAT ) )
{
m_flDangerSoundTime = gpGlobals->curtime + 10.0f;
return SCHED_CROW_FLY_AWAY;
}
}
//
// If someone we hate is getting WAY too close for comfort, fly away.
//
if ( HasCondition( COND_CROW_ENEMY_WAY_TOO_CLOSE ) )
{
ClearCondition( COND_CROW_ENEMY_WAY_TOO_CLOSE );
m_nMorale = 0;
return SCHED_CROW_FLY_AWAY;
}
//
// If someone we hate is getting a little too close for comfort, avoid them.
//
if ( HasCondition( COND_CROW_ENEMY_TOO_CLOSE ) && m_flDangerSoundTime <= gpGlobals->curtime )
{
ClearCondition( COND_CROW_ENEMY_TOO_CLOSE );
if ( m_bOnJeep == true )
{
m_nMorale = 0;
return SCHED_CROW_FLY_AWAY;
}
if ( m_flEnemyDist > 400 )
{
return SCHED_CROW_WALK_AWAY;
}
else if ( m_flEnemyDist > 300 )
{
m_nMorale -= 1;
return SCHED_CROW_RUN_AWAY;
}
}
switch ( m_NPCState )
{
case NPC_STATE_IDLE:
case NPC_STATE_ALERT:
case NPC_STATE_COMBAT:
{
if ( !IsFlying() )
{
if ( m_bOnJeep == true )
return SCHED_IDLE_STAND;
//
// If we are hanging out on the ground, see if it is time to pick a new place to walk to.
//
if ( gpGlobals->curtime > m_flGroundIdleMoveTime )
{
m_flGroundIdleMoveTime = gpGlobals->curtime + random->RandomFloat( 10.0f, 20.0f );
return SCHED_CROW_IDLE_WALK;
}
return SCHED_IDLE_STAND;
}
// TODO: need idle flying behaviors!
}
}
return BaseClass::SelectSchedule();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CNPC_Crow::Precache( void )
{
BaseClass::Precache();
PrecacheModel( "models/crow.mdl" );
PrecacheModel( "models/pigeon.mdl" );
PrecacheModel( "models/seagull.mdl" );
//Crow
PrecacheScriptSound( "NPC_Crow.Hop" );
PrecacheScriptSound( "NPC_Crow.Squawk" );
PrecacheScriptSound( "NPC_Crow.Gib" );
PrecacheScriptSound( "NPC_Crow.Idle" );
PrecacheScriptSound( "NPC_Crow.Alert" );
PrecacheScriptSound( "NPC_Crow.Die" );
PrecacheScriptSound( "NPC_Crow.Pain" );
PrecacheScriptSound( "NPC_Crow.Flap" );
//Seagull
PrecacheScriptSound( "NPC_Seagull.Pain" );
PrecacheScriptSound( "NPC_Seagull.Idle" );
//Pigeon
PrecacheScriptSound( "NPC_Pigeon.Idle");
}
//-----------------------------------------------------------------------------
// Purpose: Sounds.
//-----------------------------------------------------------------------------
void CNPC_Crow::IdleSound( void )
{
if ( m_iBirdType != BIRDTYPE_CROW )
return;
EmitSound( "NPC_Crow.Idle" );
}
void CNPC_Crow::AlertSound( void )
{
if ( m_iBirdType != BIRDTYPE_CROW )
return;
EmitSound( "NPC_Crow.Alert" );
}
void CNPC_Crow::PainSound( const CTakeDamageInfo &info )
{
if ( m_iBirdType != BIRDTYPE_CROW )
return;
EmitSound( "NPC_Crow.Pain" );
}
void CNPC_Crow::DeathSound( const CTakeDamageInfo &info )
{
if ( m_iBirdType != BIRDTYPE_CROW )
return;
EmitSound( "NPC_Crow.Die" );
}
void CNPC_Crow::FlapSound( void )
{
EmitSound( "NPC_Crow.Flap" );
m_bPlayedLoopingSound = true;
}
//-----------------------------------------------------------------------------
// Purpose: This is a generic function (to be implemented by sub-classes) to
// handle specific interactions between different types of characters
// (For example the barnacle grabbing an NPC)
// Input : Constant for the type of interaction
// Output : true - if sub-class has a response for the interaction
// false - if sub-class has no response
//-----------------------------------------------------------------------------
bool CNPC_Crow::HandleInteraction( int interactionType, void *data, CBaseCombatCharacter *sourceEnt )
{
if ( interactionType == g_interactionBarnacleVictimDangle )
{
// Die instantly
return false;
}
else if ( interactionType == g_interactionBarnacleVictimGrab )
{
if ( GetFlags() & FL_ONGROUND )
{
SetGroundEntity( NULL );
}
// return ideal grab position
if (data)
{
// FIXME: need a good way to ensure this contract
*((Vector *)data) = GetAbsOrigin() + Vector( 0, 0, 5 );
}
StopLoopingSounds();
SetThink( NULL );
return true;
}
return BaseClass::HandleInteraction( interactionType, data, sourceEnt );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CNPC_Crow::DrawDebugTextOverlays( void )
{
int nOffset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT)
{
char tempstr[512];
Q_snprintf( tempstr, sizeof( tempstr ), "morale: %d", m_nMorale );
EntityText( nOffset, tempstr, 0 );
nOffset++;
if ( GetEnemy() != NULL )
{
Q_snprintf( tempstr, sizeof( tempstr ), "enemy (dist): %s (%g)", GetEnemy()->GetClassname(), ( double )m_flEnemyDist );
EntityText( nOffset, tempstr, 0 );
nOffset++;
}
}
return nOffset;
}
//-----------------------------------------------------------------------------
// Purpose: Determines which sounds the crow cares about.
//-----------------------------------------------------------------------------
int CNPC_Crow::GetSoundInterests( void )
{
return SOUND_WORLD | SOUND_COMBAT | SOUND_PLAYER | SOUND_DANGER;
}
//-----------------------------------------------------------------------------
//
// Schedules
//
//-----------------------------------------------------------------------------
AI_BEGIN_CUSTOM_NPC( npc_crow, CNPC_Crow )
DECLARE_TASK( TASK_CROW_FIND_FLYTO_NODE )
//DECLARE_TASK( TASK_CROW_PREPARE_TO_FLY )
DECLARE_TASK( TASK_CROW_TAKEOFF )
DECLARE_TASK( TASK_CROW_FLY )
DECLARE_TASK( TASK_CROW_PICK_RANDOM_GOAL )
DECLARE_TASK( TASK_CROW_HOP )
DECLARE_TASK( TASK_CROW_PICK_EVADE_GOAL )
DECLARE_TASK( TASK_CROW_WAIT_FOR_BARNACLE_KILL )
// experiment
DECLARE_TASK( TASK_CROW_FALL_TO_GROUND )
DECLARE_TASK( TASK_CROW_PREPARE_TO_FLY_RANDOM )
DECLARE_ACTIVITY( ACT_CROW_TAKEOFF )
DECLARE_ACTIVITY( ACT_CROW_SOAR )
DECLARE_ACTIVITY( ACT_CROW_LAND )
DECLARE_ANIMEVENT( AE_CROW_HOP )
DECLARE_ANIMEVENT( AE_CROW_FLY )
DECLARE_ANIMEVENT( AE_CROW_TAKEOFF )
DECLARE_CONDITION( COND_CROW_ENEMY_TOO_CLOSE )
DECLARE_CONDITION( COND_CROW_ENEMY_WAY_TOO_CLOSE )
DECLARE_CONDITION( COND_CROW_FORCED_FLY )
DECLARE_CONDITION( COND_CROW_BARNACLED )
//=========================================================
DEFINE_SCHEDULE
(
SCHED_CROW_IDLE_WALK,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_IDLE_STAND"
" TASK_CROW_PICK_RANDOM_GOAL 0"
" TASK_GET_PATH_TO_SAVEPOSITION 0"
" TASK_WALK_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" TASK_WAIT_PVS 0"
" "
" Interrupts"
" COND_CROW_FORCED_FLY"
" COND_PROVOKED"
" COND_CROW_ENEMY_TOO_CLOSE"
" COND_NEW_ENEMY"
" COND_HEAVY_DAMAGE"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_HEAR_DANGER"
" COND_HEAR_COMBAT"
)
//=========================================================
DEFINE_SCHEDULE
(
SCHED_CROW_WALK_AWAY,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CROW_FLY_AWAY"
" TASK_CROW_PICK_EVADE_GOAL 0"
" TASK_GET_PATH_TO_SAVEPOSITION 0"
" TASK_WALK_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" "
" Interrupts"
" COND_CROW_FORCED_FLY"
" COND_CROW_ENEMY_WAY_TOO_CLOSE"
" COND_NEW_ENEMY"
" COND_HEAVY_DAMAGE"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_HEAR_DANGER"
" COND_HEAR_COMBAT"
)
//=========================================================
DEFINE_SCHEDULE
(
SCHED_CROW_RUN_AWAY,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CROW_FLY_AWAY"
" TASK_CROW_PICK_EVADE_GOAL 0"
" TASK_GET_PATH_TO_SAVEPOSITION 0"
" TASK_RUN_PATH 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" "
" Interrupts"
" COND_CROW_FORCED_FLY"
" COND_CROW_ENEMY_WAY_TOO_CLOSE"
" COND_NEW_ENEMY"
" COND_HEAVY_DAMAGE"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_HEAR_DANGER"
" COND_HEAR_COMBAT"
)
//=========================================================
DEFINE_SCHEDULE
(
SCHED_CROW_HOP_AWAY,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CROW_FLY_AWAY"
" TASK_STOP_MOVING 0"
" TASK_CROW_PICK_EVADE_GOAL 0"
" TASK_FACE_IDEAL 0"
" TASK_CROW_HOP 0"
" "
" Interrupts"
" COND_CROW_FORCED_FLY"
" COND_HEAVY_DAMAGE"
" COND_LIGHT_DAMAGE"
" COND_HEAVY_DAMAGE"
" COND_HEAR_DANGER"
" COND_HEAR_COMBAT"
)
//=========================================================
DEFINE_SCHEDULE
(
SCHED_CROW_IDLE_FLY,
" Tasks"
" TASK_FIND_HINTNODE 0"
" TASK_GET_PATH_TO_HINTNODE 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" "
" Interrupts"
)
//=========================================================
DEFINE_SCHEDULE
(
SCHED_CROW_FLY_AWAY,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CROW_FLY_FAIL"
" TASK_STOP_MOVING 0"
" TASK_FIND_HINTNODE 0"
" TASK_GET_PATH_TO_HINTNODE 0"
" TASK_CROW_TAKEOFF 0"
" TASK_WAIT_FOR_MOVEMENT 0"
" "
" Interrupts"
)
//=========================================================
DEFINE_SCHEDULE
(
SCHED_CROW_FLY,
" Tasks"
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_CROW_FLY_FAIL"
" TASK_STOP_MOVING 0"
" TASK_CROW_TAKEOFF 0"
" TASK_CROW_FLY 0"
" "
" Interrupts"
)
//=========================================================
DEFINE_SCHEDULE
(
SCHED_CROW_FLY_FAIL,
" Tasks"
" TASK_CROW_FALL_TO_GROUND 0"
" TASK_SET_SCHEDULE SCHEDULE:SCHED_CROW_IDLE_WALK"
" "
" Interrupts"
)
//=========================================================
// Crow is in the clutches of a barnacle
DEFINE_SCHEDULE
(
SCHED_CROW_BARNACLED,
" Tasks"
" TASK_STOP_MOVING 0"
" TASK_SET_ACTIVITY ACTIVITY:ACT_HOP"
" TASK_CROW_WAIT_FOR_BARNACLE_KILL 0"
" Interrupts"
)
AI_END_CUSTOM_NPC()