diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/hl2/npc_crow.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/hl2/npc_crow.cpp')
| -rw-r--r-- | mp/src/game/server/hl2/npc_crow.cpp | 3198 |
1 files changed, 1599 insertions, 1599 deletions
diff --git a/mp/src/game/server/hl2/npc_crow.cpp b/mp/src/game/server/hl2/npc_crow.cpp index 37b08f24..0b897b9e 100644 --- a/mp/src/game/server/hl2/npc_crow.cpp +++ b/mp/src/game/server/hl2/npc_crow.cpp @@ -1,1599 +1,1599 @@ -//========= 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()
+//========= 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() |