nuclide/src/gs-entbase/server/basemonster.cpp

595 lines
12 KiB
C++
Raw Normal View History

/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
int
CBaseMonster::AnimIdle(void)
{
return 0;
}
int
CBaseMonster::AnimWalk(void)
{
return 0;
}
int
CBaseMonster::AnimRun(void)
{
return 0;
}
void
CBaseMonster::AnimPlay(float seq)
{
/* forces a client-side update */
SendFlags |= BASEFL_CHANGED_FRAME;
SetFrame(seq);
m_flAnimTime = time + frameduration(modelindex, frame);
}
void
CBaseMonster::Sound(string msg)
{
sound(this, CHAN_VOICE, msg, 1.0, ATTN_NORM);
}
void
CBaseMonster::Gib(void)
{
takedamage = DAMAGE_NO;
FX_GibHuman(this.origin);
Hide();
}
void
CBaseMonster::IdleNoise(void)
{
}
int
CBaseMonster::IsFriend(int al)
{
if (m_iAlliance == MAL_ROGUE)
return FALSE;
else if (al == m_iAlliance)
return TRUE;
return FALSE;
}
float
CBaseMonster::SeeFOV(void)
{
return 90;
}
void
CBaseMonster::SeeThink(void)
{
if (m_eEnemy)
return;
if (m_flSeeTime > time)
return;
m_flSeeTime = time + 0.25f;
for (entity w = world; (w = findfloat(w, ::takedamage, DAMAGE_YES));) {
if (IsFriend(w.m_iAlliance))
continue;
if (w.health <= 0)
continue;
/* first, is the potential enemy in our field of view? */
makevectors(v_angle);
vector v = normalize(w.origin - origin);
float flDot = v * v_forward;
if (flDot < SeeFOV()/180)
continue;
other = world;
traceline(origin, w.origin, MOVE_OTHERONLY, this);
if (trace_fraction == 1.0f) {
m_eEnemy = w;
return;
}
}
}
void
CBaseMonster::AttackThink(void)
{
if (m_iSequenceState != SEQUENCESTATE_NONE)
return;
if (m_flAttackThink > time) {
return;
}
/* reset */
if (m_eEnemy.solid == SOLID_CORPSE || (m_eEnemy && m_eEnemy.health <= 0)) {
m_eEnemy = __NULL__;
ClearRoute();
}
/* do we have a clear shot? */
other = world;
traceline(origin, m_eEnemy.origin, MOVE_OTHERONLY, this);
/* something is blocking us */
if (trace_fraction < 1.0f) {
m_iMState = MONSTER_IDLE;
/* FIXME: This is unreliable, but unlikely that a player ever is here */
if (m_vecLKPos != [0,0,0]) {
ClearRoute();
NewRoute(m_vecLKPos);
m_flSequenceSpeed = 140;
m_vecLKPos = [0,0,0];
}
} else {
m_iMState = MONSTER_AIMING;
/* make sure we remember the last known position. */
m_vecLKPos = m_eEnemy.origin;
}
if (m_iMState == MONSTER_AIMING) {
int m;
if (vlen(origin - m_eEnemy.origin) < 96)
m = AttackMelee();
else {
m = AttackRanged();
/* if we don't have the desired attack mode, walk */
if (m == FALSE)
m_iMState = MONSTER_CHASING;
}
}
}
int
CBaseMonster::AttackMelee(void)
{
m_flAttackThink = time + 0.5f;
return FALSE;
}
int
CBaseMonster::AttackRanged(void)
{
m_flAttackThink = time + 0.5f;
return FALSE;
}
void
CBaseMonster::AttackDraw(void)
{
2020-08-03 09:49:30 -07:00
dprint(sprintf("^1%s::AttackDraw: Not defined!\n", classname));
m_flAttackThink = time + 0.5f;
}
void
CBaseMonster::AttackHolster(void)
{
2020-08-03 09:49:30 -07:00
dprint(sprintf("^1%s::AttackHolster: Not defined!\n", classname));
m_flAttackThink = time + 0.5f;
}
void
CBaseMonster::ClearRoute(void)
{
if (m_iNodes) {
m_iNodes = 0;
memfree(m_pRoute);
}
}
void
CBaseMonster::FreeState(void)
2020-03-29 02:21:26 -07:00
{
string to_trigger;
2020-03-29 02:21:26 -07:00
m_flSequenceEnd = 0;
m_iSequenceState = SEQUENCESTATE_NONE;
/* we're clearing m_strRouteEnded early, because m_strRouteEnded
might change when .Trigger is executed. It could be another scripted
sequence triggering another sequence. Hence the caching */
to_trigger = m_strRouteEnded;
m_strRouteEnded = __NULL__;
2020-03-29 02:21:26 -07:00
/* trigger when required */
if (to_trigger) {
for (entity f = world; (f = find(f, ::targetname, to_trigger));) {
CBaseTrigger trigger = (CBaseTrigger)f;
if (trigger.Trigger != __NULL__) {
trigger.Trigger(this, TRIG_TOGGLE);
}
}
}
if (m_iSequenceRemove) {
Hide();
}
2020-03-29 02:21:26 -07:00
}
void
CBaseMonster::FreeStateMoved(void)
{
vector new_origin;
new_origin = gettaginfo(this, 0);
SetOrigin(new_origin);
FreeState();
}
void
CBaseMonster::CheckRoute(void)
{
float flDist;
vector evenpos;
if (!m_iNodes) {
return;
}
/* level out position/node stuff */
if (m_iCurNode < 0) {
evenpos = m_vecLastNode;
evenpos[2] = origin[2];
} else {
evenpos = m_pRoute[m_iCurNode].m_vecDest;
evenpos[2] = origin[2];
}
flDist = floor(vlen(evenpos - origin));
if (flDist < 8) {
dprint(sprintf("^2CBaseMonster::^3CheckRoute^7: " \
"%s reached node\n", this.targetname));
m_iCurNode--;
velocity = [0,0,0]; /* clamp friction */
/* we've still traveling and from this node we may be able to walk
* directly to our end-destination */
if (m_iCurNode > -1) {
tracebox(origin, mins, maxs, m_vecLastNode, MOVE_NORMAL, this);
/* can we walk directly to our target destination? */
if (trace_fraction == 1.0) {
dprint("^2CBaseMonster::^3CheckRoute^7: " \
"Walking directly to last node\n");
m_iCurNode = -1;
}
}
}
if (m_iCurNode < -1) {
ClearRoute();
dprint(sprintf("^2CBaseMonster::^3CheckRoute^7: %s reached end\n", this.targetname));
2020-03-29 02:21:26 -07:00
/* mark that we've ended a sequence, if we're in one and que anim */
if (m_iSequenceState == SEQUENCESTATE_ACTIVE) {
if (m_flSequenceEnd) {
float duration = frameduration(modelindex, m_flSequenceEnd);
m_iSequenceState = SEQUENCESTATE_ENDING;
think = FreeState;
nextthink = time + duration;
dprint(sprintf("^2CBaseMonster::^3CheckRoute^7: %s overriding anim for %f seconds (modelindex %d, frame %d)\n", this.targetname, duration, modelindex, m_flSequenceEnd));
} else {
/* we still need to trigger targets */
think = FreeState;
nextthink = time;
dprint(sprintf("^2CBaseMonster::^3CheckRoute^7: %s has no anim, finished sequence.\n", this.targetname));
}
}
}
/*if (flDist == m_flLastDist) {
m_flNodeGiveup += frametime;
} else {
m_flNodeGiveup = bound(0, m_flNodeGiveup - frametime, 1.0);
}
m_flLastDist = flDist;
if (m_flNodeGiveup >= 1.0f) {
print(sprintf("CBaseMonster::CheckNode: %s gave up route\n",
this.netname));
ClearRoute();
}*/
}
void
CBaseMonster::WalkRoute(void)
{
vector endangles;
/* we're busy shooting at something, don't walk */
if (m_iMState == MONSTER_AIMING) {
endangles = vectoangles(m_eEnemy.origin - origin);
/* TODO: lerp */
m_vecTurnAngle[1] = endangles[1];
} else if (m_iNodes && m_iMState == MONSTER_IDLE) {
/* we're on our last node */
if (m_iCurNode < 0) {
endangles = vectoangles(m_vecLastNode - origin);
} else {
endangles = vectoangles(m_pRoute[m_iCurNode].m_vecDest - origin);
}
m_vecTurnAngle[1] = endangles[1];
input_movevalues = [m_flSequenceSpeed, 0, 0];
} else if (m_iMState == MONSTER_CHASING) {
/* we've got 'em in our sights, just need to walk closer */
endangles = vectoangles(m_eEnemy.origin - origin);
input_movevalues = [m_flChaseSpeed, 0, 0];
m_vecTurnAngle[1] = endangles[1];
} else {
return;
}
/* functional */
input_angles[1] = v_angle[1] = m_vecTurnAngle[1];
#if 1
/* cosmetic */
vector new_ang;
vector old_ang;
vector tmp;
makevectors(m_vecTurnAngle);
new_ang = v_forward;
makevectors(angles);
old_ang = v_forward;
tmp[0] = Math_Lerp(old_ang[0], new_ang[0], frametime * 5);
tmp[1] = Math_Lerp(old_ang[1], new_ang[1], frametime * 5);
tmp[2] = Math_Lerp(old_ang[2], new_ang[2], frametime * 5);
angles = vectoangles(tmp);
#endif
}
void
CBaseMonster::NewRoute(vector destination)
{
/* engine calls this upon successfully creating a route */
static void NewRoute_RouteCB(entity ent, vector dest, int numnodes, nodeslist_t *nodelist)
{
CBaseMonster p = (CBaseMonster)ent;
p.m_iNodes = numnodes;
p.m_iCurNode = numnodes - 1;
p.m_pRoute = nodelist;
tracebox(p.origin, p.mins, p.maxs, dest, MOVE_NORMAL, this);
/* can we walk directly to our target destination? */
if (trace_fraction == 1.0) {
dprint("^2CBaseMonster::^3NewRoute^7: " \
"Walking directly to last node\n");
p.m_iCurNode = -1;
} else {
/* run through all nodes, mark the closest direct path possible */
for (int i = 0; i < p.m_iNodes; i++) {
vector vecDest = p.m_pRoute[i].m_vecDest;
tracebox(p.origin, p.mins, p.maxs, vecDest, TRUE, p);
if (trace_fraction == 1.0) {
p.m_iCurNode = i;
break;
}
}
}
}
ClearRoute();
if (!m_iNodes) {
route_calculate(this, destination, 0, NewRoute_RouteCB);
m_vecLastNode = destination;
}
}
void
CBaseMonster::ModelEvent(float fTimeStamp, int iCode, string sData)
{
switch (iCode) {
case 1003:
for (entity f = world; (f = find(f, ::targetname, sData));) {
CBaseTrigger trigger = (CBaseTrigger)f;
if (trigger.Trigger != __NULL__) {
trigger.Trigger(this, TRIG_TOGGLE);
dprint(sprintf("^2%s^7::^3ModelEvent^7: " \
"Calling trigger '%s'\n",
classname, sData));
}
}
break;
/* things handled on the client-side */
case 1004:
break;
default:
dprint(sprintf("^3[SERVER]^7 Unknown model-event code " \
"%i with data %s\n", iCode, sData));
break;
}
}
void
CBaseMonster::Physics(void)
{
input_movevalues = [0,0,0];
input_impulse = 0;
input_buttons = 0;
input_angles = v_angle;
input_timelength = frametime;
2020-03-29 02:21:26 -07:00
/* override whatever we did above with this */
if (m_iSequenceState == SEQUENCESTATE_ENDING) {
input_angles = v_angle = angles = m_vecSequenceAngle;
SetFrame(m_flSequenceEnd);
} else if (movetype == MOVETYPE_WALK) {
if (m_iSequenceState == SEQUENCESTATE_NONE) {
SeeThink();
AttackThink();
}
2020-03-29 02:21:26 -07:00
CheckRoute();
WalkRoute();
runstandardplayerphysics(this);
SetOrigin(origin);
2020-03-29 02:21:26 -07:00
IdleNoise();
if (style != MONSTER_DEAD) {
if (m_flAnimTime > time) {
input_movevalues = [0,0,0];
} else {
float spvel = vlen(velocity);
if (spvel < 5) {
SetFrame(AnimIdle());
} else if (spvel <= 140) {
SetFrame(AnimWalk());
} else if (spvel <= 240) {
SetFrame(AnimRun());
}
}
}
2020-03-29 02:21:26 -07:00
}
/* support for think/nextthink */
if (think && nextthink > 0.0f) {
if (nextthink < time) {
nextthink = 0.0f;
think();
}
}
frame1time += frametime;
}
void
CBaseMonster::touch(void)
{
if (movetype != MOVETYPE_WALK) {
return;
}
if (other.movetype == MOVETYPE_WALK) {
velocity = normalize(other.origin - origin) * -128;
}
}
void
CBaseMonster::PlayerUse(void)
{
}
void
CBaseMonster::Pain(void)
{
if (!m_eEnemy)
m_eEnemy = g_dmg_eAttacker;
}
void
CBaseMonster::Death(void)
{
/* we were already dead before, so gib */
if (style == MONSTER_DEAD) {
Gib();
return;
}
m_iFlags = 0x0;
/* if we make more than 50 damage, gib immediately */
if (health < -50) {
Gib();
return;
}
/* make sure we're not causing any more obituaries */
flags &= ~FL_MONSTER;
m_iFlags = 0x0;
/* gibbing action */
SetMovetype(MOVETYPE_NONE);
SetSolid(SOLID_CORPSE);
health = 50 + health;
style = MONSTER_DEAD;
}
void
CBaseMonster::Hide(void)
{
SetModelindex(0);
SetSolid(SOLID_NOT);
SetMovetype(MOVETYPE_NONE);
customphysics = __NULL__;
}
void
CBaseMonster::Respawn(void)
{
v_angle[0] = Math_FixDelta(m_oldAngle[0]);
v_angle[1] = Math_FixDelta(m_oldAngle[1]);
v_angle[2] = Math_FixDelta(m_oldAngle[2]);
flags |= FL_MONSTER;
takedamage = DAMAGE_YES;
iBleeds = TRUE;
customphysics = Physics;
velocity = [0,0,0];
m_iFlags = 0x0;
SendFlags = 0xff;
style = MONSTER_IDLE;
health = base_health;
m_eEnemy = __NULL__;
SetAngles(v_angle);
SetSolid(SOLID_SLIDEBOX);
SetMovetype(MOVETYPE_WALK);
SetModel(m_oldModel);
SetSize(base_mins, base_maxs);
SetOrigin(m_oldOrigin);
droptofloor();
}
void
CBaseMonster::CBaseMonster(void)
{
/* FIXME: Put this somewhere else? */
if (!(spawnflags & MSF_MULTIPLAYER))
if (!(cvar("coop") == 1 || cvar("sv_playerslots") == 1)) {
remove(this);
return;
}
CBaseEntity::CBaseEntity();
/* give us a 65 degree view cone */
m_flFOV = 1.0 / 65;
m_flChaseSpeed = 140;
}