mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-10 06:41:36 +00:00
5107 lines
134 KiB
C++
5107 lines
134 KiB
C++
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/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../../idlib/precompiled.h"
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#pragma hdrstop
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#include "../Game_local.h"
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static const char *moveCommandString[ NUM_MOVE_COMMANDS ] = {
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"MOVE_NONE",
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"MOVE_FACE_ENEMY",
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"MOVE_FACE_ENTITY",
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"MOVE_TO_ENEMY",
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"MOVE_TO_ENEMYHEIGHT",
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"MOVE_TO_ENTITY",
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"MOVE_OUT_OF_RANGE",
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"MOVE_TO_ATTACK_POSITION",
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"MOVE_TO_COVER",
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"MOVE_TO_POSITION",
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"MOVE_TO_POSITION_DIRECT",
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"MOVE_SLIDE_TO_POSITION",
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"MOVE_WANDER"
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};
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/*
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=====================
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idMoveState::idMoveState
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=====================
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*/
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idMoveState::idMoveState() {
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moveType = MOVETYPE_ANIM;
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moveCommand = MOVE_NONE;
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moveStatus = MOVE_STATUS_DONE;
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moveDest.Zero();
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moveDir.Set( 1.0f, 0.0f, 0.0f );
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goalEntity = NULL;
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goalEntityOrigin.Zero();
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toAreaNum = 0;
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startTime = 0;
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duration = 0;
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speed = 0.0f;
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range = 0.0f;
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wanderYaw = 0;
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nextWanderTime = 0;
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blockTime = 0;
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obstacle = NULL;
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lastMoveOrigin = vec3_origin;
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lastMoveTime = 0;
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anim = 0;
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}
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/*
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=====================
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idMoveState::Save
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=====================
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*/
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void idMoveState::Save( idSaveGame *savefile ) const {
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savefile->WriteInt( (int)moveType );
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savefile->WriteInt( (int)moveCommand );
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savefile->WriteInt( (int)moveStatus );
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savefile->WriteVec3( moveDest );
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savefile->WriteVec3( moveDir );
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goalEntity.Save( savefile );
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savefile->WriteVec3( goalEntityOrigin );
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savefile->WriteInt( toAreaNum );
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savefile->WriteInt( startTime );
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savefile->WriteInt( duration );
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savefile->WriteFloat( speed );
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savefile->WriteFloat( range );
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savefile->WriteFloat( wanderYaw );
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savefile->WriteInt( nextWanderTime );
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savefile->WriteInt( blockTime );
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obstacle.Save( savefile );
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savefile->WriteVec3( lastMoveOrigin );
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savefile->WriteInt( lastMoveTime );
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savefile->WriteInt( anim );
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}
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/*
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=====================
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idMoveState::Restore
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=====================
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*/
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void idMoveState::Restore( idRestoreGame *savefile ) {
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savefile->ReadInt( (int &)moveType );
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savefile->ReadInt( (int &)moveCommand );
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savefile->ReadInt( (int &)moveStatus );
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savefile->ReadVec3( moveDest );
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savefile->ReadVec3( moveDir );
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goalEntity.Restore( savefile );
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savefile->ReadVec3( goalEntityOrigin );
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savefile->ReadInt( toAreaNum );
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savefile->ReadInt( startTime );
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savefile->ReadInt( duration );
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savefile->ReadFloat( speed );
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savefile->ReadFloat( range );
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savefile->ReadFloat( wanderYaw );
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savefile->ReadInt( nextWanderTime );
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savefile->ReadInt( blockTime );
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obstacle.Restore( savefile );
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savefile->ReadVec3( lastMoveOrigin );
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savefile->ReadInt( lastMoveTime );
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savefile->ReadInt( anim );
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}
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/*
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============
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idAASFindCover::idAASFindCover
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============
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*/
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idAASFindCover::idAASFindCover( const idVec3 &hideFromPos ) {
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int numPVSAreas;
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idBounds bounds( hideFromPos - idVec3( 16, 16, 0 ), hideFromPos + idVec3( 16, 16, 64 ) );
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// setup PVS
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numPVSAreas = gameLocal.pvs.GetPVSAreas( bounds, PVSAreas, idEntity::MAX_PVS_AREAS );
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hidePVS = gameLocal.pvs.SetupCurrentPVS( PVSAreas, numPVSAreas );
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}
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/*
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============
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idAASFindCover::~idAASFindCover
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============
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*/
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idAASFindCover::~idAASFindCover() {
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gameLocal.pvs.FreeCurrentPVS( hidePVS );
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}
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/*
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============
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idAASFindCover::TestArea
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============
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*/
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bool idAASFindCover::TestArea( const idAAS *aas, int areaNum ) {
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idVec3 areaCenter;
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int numPVSAreas;
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int PVSAreas[ idEntity::MAX_PVS_AREAS ];
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areaCenter = aas->AreaCenter( areaNum );
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areaCenter[ 2 ] += 1.0f;
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numPVSAreas = gameLocal.pvs.GetPVSAreas( idBounds( areaCenter ).Expand( 16.0f ), PVSAreas, idEntity::MAX_PVS_AREAS );
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if ( !gameLocal.pvs.InCurrentPVS( hidePVS, PVSAreas, numPVSAreas ) ) {
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return true;
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}
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return false;
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}
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/*
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============
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idAASFindAreaOutOfRange::idAASFindAreaOutOfRange
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============
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*/
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idAASFindAreaOutOfRange::idAASFindAreaOutOfRange( const idVec3 &targetPos, float maxDist ) {
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this->targetPos = targetPos;
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this->maxDistSqr = maxDist * maxDist;
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}
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/*
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============
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idAASFindAreaOutOfRange::TestArea
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============
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*/
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bool idAASFindAreaOutOfRange::TestArea( const idAAS *aas, int areaNum ) {
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const idVec3 &areaCenter = aas->AreaCenter( areaNum );
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trace_t trace;
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float dist;
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dist = ( targetPos.ToVec2() - areaCenter.ToVec2() ).LengthSqr();
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if ( ( maxDistSqr > 0.0f ) && ( dist < maxDistSqr ) ) {
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return false;
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}
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gameLocal.clip.TracePoint( trace, targetPos, areaCenter + idVec3( 0.0f, 0.0f, 1.0f ), MASK_OPAQUE, NULL );
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if ( trace.fraction < 1.0f ) {
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return false;
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}
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return true;
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}
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/*
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============
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idAASFindAttackPosition::idAASFindAttackPosition
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============
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*/
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idAASFindAttackPosition::idAASFindAttackPosition( const idAI *self, const idMat3 &gravityAxis, idEntity *target, const idVec3 &targetPos, const idVec3 &fireOffset ) {
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int numPVSAreas;
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this->target = target;
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this->targetPos = targetPos;
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this->fireOffset = fireOffset;
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this->self = self;
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this->gravityAxis = gravityAxis;
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excludeBounds = idBounds( idVec3( -64.0, -64.0f, -8.0f ), idVec3( 64.0, 64.0f, 64.0f ) );
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excludeBounds.TranslateSelf( self->GetPhysics()->GetOrigin() );
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// setup PVS
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idBounds bounds( targetPos - idVec3( 16, 16, 0 ), targetPos + idVec3( 16, 16, 64 ) );
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numPVSAreas = gameLocal.pvs.GetPVSAreas( bounds, PVSAreas, idEntity::MAX_PVS_AREAS );
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targetPVS = gameLocal.pvs.SetupCurrentPVS( PVSAreas, numPVSAreas );
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}
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/*
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============
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idAASFindAttackPosition::~idAASFindAttackPosition
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============
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*/
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idAASFindAttackPosition::~idAASFindAttackPosition() {
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gameLocal.pvs.FreeCurrentPVS( targetPVS );
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}
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/*
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============
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idAASFindAttackPosition::TestArea
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============
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*/
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bool idAASFindAttackPosition::TestArea( const idAAS *aas, int areaNum ) {
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idVec3 dir;
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idVec3 local_dir;
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idVec3 fromPos;
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idMat3 axis;
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idVec3 areaCenter;
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int numPVSAreas;
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int PVSAreas[ idEntity::MAX_PVS_AREAS ];
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areaCenter = aas->AreaCenter( areaNum );
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areaCenter[ 2 ] += 1.0f;
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if ( excludeBounds.ContainsPoint( areaCenter ) ) {
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// too close to where we already are
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return false;
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}
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numPVSAreas = gameLocal.pvs.GetPVSAreas( idBounds( areaCenter ).Expand( 16.0f ), PVSAreas, idEntity::MAX_PVS_AREAS );
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if ( !gameLocal.pvs.InCurrentPVS( targetPVS, PVSAreas, numPVSAreas ) ) {
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return false;
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}
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// calculate the world transform of the launch position
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dir = targetPos - areaCenter;
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gravityAxis.ProjectVector( dir, local_dir );
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local_dir.z = 0.0f;
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local_dir.ToVec2().Normalize();
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axis = local_dir.ToMat3();
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fromPos = areaCenter + fireOffset * axis;
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return self->GetAimDir( fromPos, target, self, dir );
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}
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/*
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=====================
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idAI::idAI
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=====================
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*/
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idAI::idAI() {
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aas = NULL;
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travelFlags = TFL_WALK|TFL_AIR;
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kickForce = 2048.0f;
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ignore_obstacles = false;
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blockedRadius = 0.0f;
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blockedMoveTime = 750;
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blockedAttackTime = 750;
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turnRate = 360.0f;
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turnVel = 0.0f;
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anim_turn_yaw = 0.0f;
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anim_turn_amount = 0.0f;
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anim_turn_angles = 0.0f;
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fly_offset = 0;
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fly_seek_scale = 1.0f;
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fly_roll_scale = 0.0f;
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fly_roll_max = 0.0f;
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fly_roll = 0.0f;
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fly_pitch_scale = 0.0f;
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fly_pitch_max = 0.0f;
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fly_pitch = 0.0f;
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allowMove = false;
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allowHiddenMovement = false;
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fly_speed = 0.0f;
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fly_bob_strength = 0.0f;
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fly_bob_vert = 0.0f;
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fly_bob_horz = 0.0f;
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lastHitCheckResult = false;
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lastHitCheckTime = 0;
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lastAttackTime = 0;
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melee_range = 0.0f;
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projectile_height_to_distance_ratio = 1.0f;
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projectileDef = NULL;
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projectile = NULL;
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projectileClipModel = NULL;
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projectileRadius = 0.0f;
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projectileVelocity = vec3_origin;
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projectileGravity = vec3_origin;
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projectileSpeed = 0.0f;
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chat_snd = NULL;
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chat_min = 0;
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chat_max = 0;
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chat_time = 0;
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talk_state = TALK_NEVER;
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talkTarget = NULL;
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particles.Clear();
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restartParticles = true;
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useBoneAxis = false;
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wakeOnFlashlight = false;
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memset( &worldMuzzleFlash, 0, sizeof ( worldMuzzleFlash ) );
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worldMuzzleFlashHandle = -1;
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enemy = NULL;
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lastVisibleEnemyPos.Zero();
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lastVisibleEnemyEyeOffset.Zero();
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lastVisibleReachableEnemyPos.Zero();
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lastReachableEnemyPos.Zero();
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shrivel_rate = 0.0f;
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shrivel_start = 0;
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fl.neverDormant = false; // AI's can go dormant
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current_yaw = 0.0f;
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ideal_yaw = 0.0f;
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num_cinematics = 0;
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current_cinematic = 0;
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allowEyeFocus = true;
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allowPain = true;
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allowJointMod = true;
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focusEntity = NULL;
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focusTime = 0;
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alignHeadTime = 0;
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forceAlignHeadTime = 0;
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currentFocusPos.Zero();
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eyeAng.Zero();
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lookAng.Zero();
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destLookAng.Zero();
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lookMin.Zero();
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lookMax.Zero();
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eyeMin.Zero();
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eyeMax.Zero();
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muzzleFlashEnd = 0;
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flashTime = 0;
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flashJointWorld = INVALID_JOINT;
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focusJoint = INVALID_JOINT;
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orientationJoint = INVALID_JOINT;
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flyTiltJoint = INVALID_JOINT;
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eyeVerticalOffset = 0.0f;
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eyeHorizontalOffset = 0.0f;
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eyeFocusRate = 0.0f;
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headFocusRate = 0.0f;
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focusAlignTime = 0;
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}
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||
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/*
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||
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=====================
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||
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idAI::~idAI
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=====================
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*/
|
||
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idAI::~idAI() {
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delete projectileClipModel;
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DeconstructScriptObject();
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scriptObject.Free();
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if ( worldMuzzleFlashHandle != -1 ) {
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gameRenderWorld->FreeLightDef( worldMuzzleFlashHandle );
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worldMuzzleFlashHandle = -1;
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}
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}
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|
||
|
/*
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||
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=====================
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||
|
idAI::Save
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::Save( idSaveGame *savefile ) const {
|
||
|
int i;
|
||
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|
||
|
savefile->WriteInt( travelFlags );
|
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move.Save( savefile );
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savedMove.Save( savefile );
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savefile->WriteFloat( kickForce );
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savefile->WriteBool( ignore_obstacles );
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savefile->WriteFloat( blockedRadius );
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savefile->WriteInt( blockedMoveTime );
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savefile->WriteInt( blockedAttackTime );
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|
||
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savefile->WriteFloat( ideal_yaw );
|
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savefile->WriteFloat( current_yaw );
|
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savefile->WriteFloat( turnRate );
|
||
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savefile->WriteFloat( turnVel );
|
||
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savefile->WriteFloat( anim_turn_yaw );
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||
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savefile->WriteFloat( anim_turn_amount );
|
||
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savefile->WriteFloat( anim_turn_angles );
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||
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||
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savefile->WriteStaticObject( physicsObj );
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||
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||
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savefile->WriteFloat( fly_speed );
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||
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savefile->WriteFloat( fly_bob_strength );
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||
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savefile->WriteFloat( fly_bob_vert );
|
||
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savefile->WriteFloat( fly_bob_horz );
|
||
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savefile->WriteInt( fly_offset );
|
||
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savefile->WriteFloat( fly_seek_scale );
|
||
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savefile->WriteFloat( fly_roll_scale );
|
||
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savefile->WriteFloat( fly_roll_max );
|
||
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savefile->WriteFloat( fly_roll );
|
||
|
savefile->WriteFloat( fly_pitch_scale );
|
||
|
savefile->WriteFloat( fly_pitch_max );
|
||
|
savefile->WriteFloat( fly_pitch );
|
||
|
|
||
|
savefile->WriteBool( allowMove );
|
||
|
savefile->WriteBool( allowHiddenMovement );
|
||
|
savefile->WriteBool( disableGravity );
|
||
|
savefile->WriteBool( af_push_moveables );
|
||
|
|
||
|
savefile->WriteBool( lastHitCheckResult );
|
||
|
savefile->WriteInt( lastHitCheckTime );
|
||
|
savefile->WriteInt( lastAttackTime );
|
||
|
savefile->WriteFloat( melee_range );
|
||
|
savefile->WriteFloat( projectile_height_to_distance_ratio );
|
||
|
|
||
|
savefile->WriteInt( missileLaunchOffset.Num() );
|
||
|
for( i = 0; i < missileLaunchOffset.Num(); i++ ) {
|
||
|
savefile->WriteVec3( missileLaunchOffset[ i ] );
|
||
|
}
|
||
|
|
||
|
idStr projectileName;
|
||
|
spawnArgs.GetString( "def_projectile", "", projectileName );
|
||
|
savefile->WriteString( projectileName );
|
||
|
savefile->WriteFloat( projectileRadius );
|
||
|
savefile->WriteFloat( projectileSpeed );
|
||
|
savefile->WriteVec3( projectileVelocity );
|
||
|
savefile->WriteVec3( projectileGravity );
|
||
|
projectile.Save( savefile );
|
||
|
savefile->WriteString( attack );
|
||
|
|
||
|
savefile->WriteSoundShader( chat_snd );
|
||
|
savefile->WriteInt( chat_min );
|
||
|
savefile->WriteInt( chat_max );
|
||
|
savefile->WriteInt( chat_time );
|
||
|
savefile->WriteInt( talk_state );
|
||
|
talkTarget.Save( savefile );
|
||
|
|
||
|
savefile->WriteInt( num_cinematics );
|
||
|
savefile->WriteInt( current_cinematic );
|
||
|
|
||
|
savefile->WriteBool( allowJointMod );
|
||
|
focusEntity.Save( savefile );
|
||
|
savefile->WriteVec3( currentFocusPos );
|
||
|
savefile->WriteInt( focusTime );
|
||
|
savefile->WriteInt( alignHeadTime );
|
||
|
savefile->WriteInt( forceAlignHeadTime );
|
||
|
savefile->WriteAngles( eyeAng );
|
||
|
savefile->WriteAngles( lookAng );
|
||
|
savefile->WriteAngles( destLookAng );
|
||
|
savefile->WriteAngles( lookMin );
|
||
|
savefile->WriteAngles( lookMax );
|
||
|
|
||
|
savefile->WriteInt( lookJoints.Num() );
|
||
|
for( i = 0; i < lookJoints.Num(); i++ ) {
|
||
|
savefile->WriteJoint( lookJoints[ i ] );
|
||
|
savefile->WriteAngles( lookJointAngles[ i ] );
|
||
|
}
|
||
|
|
||
|
savefile->WriteFloat( shrivel_rate );
|
||
|
savefile->WriteInt( shrivel_start );
|
||
|
|
||
|
savefile->WriteInt( particles.Num() );
|
||
|
for ( i = 0; i < particles.Num(); i++ ) {
|
||
|
savefile->WriteParticle( particles[i].particle );
|
||
|
savefile->WriteInt( particles[i].time );
|
||
|
savefile->WriteJoint( particles[i].joint );
|
||
|
}
|
||
|
savefile->WriteBool( restartParticles );
|
||
|
savefile->WriteBool( useBoneAxis );
|
||
|
|
||
|
enemy.Save( savefile );
|
||
|
savefile->WriteVec3( lastVisibleEnemyPos );
|
||
|
savefile->WriteVec3( lastVisibleEnemyEyeOffset );
|
||
|
savefile->WriteVec3( lastVisibleReachableEnemyPos );
|
||
|
savefile->WriteVec3( lastReachableEnemyPos );
|
||
|
savefile->WriteBool( wakeOnFlashlight );
|
||
|
|
||
|
savefile->WriteAngles( eyeMin );
|
||
|
savefile->WriteAngles( eyeMax );
|
||
|
|
||
|
savefile->WriteFloat( eyeVerticalOffset );
|
||
|
savefile->WriteFloat( eyeHorizontalOffset );
|
||
|
savefile->WriteFloat( eyeFocusRate );
|
||
|
savefile->WriteFloat( headFocusRate );
|
||
|
savefile->WriteInt( focusAlignTime );
|
||
|
|
||
|
savefile->WriteJoint( flashJointWorld );
|
||
|
savefile->WriteInt( muzzleFlashEnd );
|
||
|
|
||
|
savefile->WriteJoint( focusJoint );
|
||
|
savefile->WriteJoint( orientationJoint );
|
||
|
savefile->WriteJoint( flyTiltJoint );
|
||
|
|
||
|
savefile->WriteBool( GetPhysics() == static_cast<const idPhysics *>(&physicsObj) );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::Restore
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::Restore( idRestoreGame *savefile ) {
|
||
|
bool restorePhysics;
|
||
|
int i;
|
||
|
int num;
|
||
|
idBounds bounds;
|
||
|
|
||
|
savefile->ReadInt( travelFlags );
|
||
|
move.Restore( savefile );
|
||
|
savedMove.Restore( savefile );
|
||
|
savefile->ReadFloat( kickForce );
|
||
|
savefile->ReadBool( ignore_obstacles );
|
||
|
savefile->ReadFloat( blockedRadius );
|
||
|
savefile->ReadInt( blockedMoveTime );
|
||
|
savefile->ReadInt( blockedAttackTime );
|
||
|
|
||
|
savefile->ReadFloat( ideal_yaw );
|
||
|
savefile->ReadFloat( current_yaw );
|
||
|
savefile->ReadFloat( turnRate );
|
||
|
savefile->ReadFloat( turnVel );
|
||
|
savefile->ReadFloat( anim_turn_yaw );
|
||
|
savefile->ReadFloat( anim_turn_amount );
|
||
|
savefile->ReadFloat( anim_turn_angles );
|
||
|
|
||
|
savefile->ReadStaticObject( physicsObj );
|
||
|
|
||
|
savefile->ReadFloat( fly_speed );
|
||
|
savefile->ReadFloat( fly_bob_strength );
|
||
|
savefile->ReadFloat( fly_bob_vert );
|
||
|
savefile->ReadFloat( fly_bob_horz );
|
||
|
savefile->ReadInt( fly_offset );
|
||
|
savefile->ReadFloat( fly_seek_scale );
|
||
|
savefile->ReadFloat( fly_roll_scale );
|
||
|
savefile->ReadFloat( fly_roll_max );
|
||
|
savefile->ReadFloat( fly_roll );
|
||
|
savefile->ReadFloat( fly_pitch_scale );
|
||
|
savefile->ReadFloat( fly_pitch_max );
|
||
|
savefile->ReadFloat( fly_pitch );
|
||
|
|
||
|
savefile->ReadBool( allowMove );
|
||
|
savefile->ReadBool( allowHiddenMovement );
|
||
|
savefile->ReadBool( disableGravity );
|
||
|
savefile->ReadBool( af_push_moveables );
|
||
|
|
||
|
savefile->ReadBool( lastHitCheckResult );
|
||
|
savefile->ReadInt( lastHitCheckTime );
|
||
|
savefile->ReadInt( lastAttackTime );
|
||
|
savefile->ReadFloat( melee_range );
|
||
|
savefile->ReadFloat( projectile_height_to_distance_ratio );
|
||
|
|
||
|
savefile->ReadInt( num );
|
||
|
missileLaunchOffset.SetGranularity( 1 );
|
||
|
missileLaunchOffset.SetNum( num );
|
||
|
for( i = 0; i < num; i++ ) {
|
||
|
savefile->ReadVec3( missileLaunchOffset[ i ] );
|
||
|
}
|
||
|
|
||
|
idStr projectileName;
|
||
|
savefile->ReadString( projectileName );
|
||
|
if ( projectileName.Length() ) {
|
||
|
projectileDef = gameLocal.FindEntityDefDict( projectileName );
|
||
|
} else {
|
||
|
projectileDef = NULL;
|
||
|
}
|
||
|
savefile->ReadFloat( projectileRadius );
|
||
|
savefile->ReadFloat( projectileSpeed );
|
||
|
savefile->ReadVec3( projectileVelocity );
|
||
|
savefile->ReadVec3( projectileGravity );
|
||
|
projectile.Restore( savefile );
|
||
|
savefile->ReadString( attack );
|
||
|
|
||
|
savefile->ReadSoundShader( chat_snd );
|
||
|
savefile->ReadInt( chat_min );
|
||
|
savefile->ReadInt( chat_max );
|
||
|
savefile->ReadInt( chat_time );
|
||
|
savefile->ReadInt( i );
|
||
|
talk_state = static_cast<talkState_t>( i );
|
||
|
talkTarget.Restore( savefile );
|
||
|
|
||
|
savefile->ReadInt( num_cinematics );
|
||
|
savefile->ReadInt( current_cinematic );
|
||
|
|
||
|
savefile->ReadBool( allowJointMod );
|
||
|
focusEntity.Restore( savefile );
|
||
|
savefile->ReadVec3( currentFocusPos );
|
||
|
savefile->ReadInt( focusTime );
|
||
|
savefile->ReadInt( alignHeadTime );
|
||
|
savefile->ReadInt( forceAlignHeadTime );
|
||
|
savefile->ReadAngles( eyeAng );
|
||
|
savefile->ReadAngles( lookAng );
|
||
|
savefile->ReadAngles( destLookAng );
|
||
|
savefile->ReadAngles( lookMin );
|
||
|
savefile->ReadAngles( lookMax );
|
||
|
|
||
|
savefile->ReadInt( num );
|
||
|
lookJoints.SetGranularity( 1 );
|
||
|
lookJoints.SetNum( num );
|
||
|
lookJointAngles.SetGranularity( 1 );
|
||
|
lookJointAngles.SetNum( num );
|
||
|
for( i = 0; i < num; i++ ) {
|
||
|
savefile->ReadJoint( lookJoints[ i ] );
|
||
|
savefile->ReadAngles( lookJointAngles[ i ] );
|
||
|
}
|
||
|
|
||
|
savefile->ReadFloat( shrivel_rate );
|
||
|
savefile->ReadInt( shrivel_start );
|
||
|
|
||
|
savefile->ReadInt( num );
|
||
|
particles.SetNum( num );
|
||
|
for ( i = 0; i < particles.Num(); i++ ) {
|
||
|
savefile->ReadParticle( particles[i].particle );
|
||
|
savefile->ReadInt( particles[i].time );
|
||
|
savefile->ReadJoint( particles[i].joint );
|
||
|
}
|
||
|
savefile->ReadBool( restartParticles );
|
||
|
savefile->ReadBool( useBoneAxis );
|
||
|
|
||
|
enemy.Restore( savefile );
|
||
|
savefile->ReadVec3( lastVisibleEnemyPos );
|
||
|
savefile->ReadVec3( lastVisibleEnemyEyeOffset );
|
||
|
savefile->ReadVec3( lastVisibleReachableEnemyPos );
|
||
|
savefile->ReadVec3( lastReachableEnemyPos );
|
||
|
|
||
|
savefile->ReadBool( wakeOnFlashlight );
|
||
|
|
||
|
savefile->ReadAngles( eyeMin );
|
||
|
savefile->ReadAngles( eyeMax );
|
||
|
|
||
|
savefile->ReadFloat( eyeVerticalOffset );
|
||
|
savefile->ReadFloat( eyeHorizontalOffset );
|
||
|
savefile->ReadFloat( eyeFocusRate );
|
||
|
savefile->ReadFloat( headFocusRate );
|
||
|
savefile->ReadInt( focusAlignTime );
|
||
|
|
||
|
savefile->ReadJoint( flashJointWorld );
|
||
|
savefile->ReadInt( muzzleFlashEnd );
|
||
|
|
||
|
savefile->ReadJoint( focusJoint );
|
||
|
savefile->ReadJoint( orientationJoint );
|
||
|
savefile->ReadJoint( flyTiltJoint );
|
||
|
|
||
|
savefile->ReadBool( restorePhysics );
|
||
|
|
||
|
// Set the AAS if the character has the correct gravity vector
|
||
|
idVec3 gravity = spawnArgs.GetVector( "gravityDir", "0 0 -1" );
|
||
|
gravity *= g_gravity.GetFloat();
|
||
|
if ( gravity == gameLocal.GetGravity() ) {
|
||
|
SetAAS();
|
||
|
}
|
||
|
|
||
|
SetCombatModel();
|
||
|
LinkCombat();
|
||
|
|
||
|
InitMuzzleFlash();
|
||
|
|
||
|
// Link the script variables back to the scriptobject
|
||
|
LinkScriptVariables();
|
||
|
|
||
|
if ( restorePhysics ) {
|
||
|
RestorePhysics( &physicsObj );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::Spawn
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::Spawn( void ) {
|
||
|
const char *jointname;
|
||
|
const idKeyValue *kv;
|
||
|
idStr jointName;
|
||
|
idAngles jointScale;
|
||
|
jointHandle_t joint;
|
||
|
idVec3 local_dir;
|
||
|
bool talks;
|
||
|
|
||
|
if ( !g_monsters.GetBool() ) {
|
||
|
PostEventMS( &EV_Remove, 0 );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
spawnArgs.GetInt( "team", "1", team );
|
||
|
spawnArgs.GetInt( "rank", "0", rank );
|
||
|
spawnArgs.GetInt( "fly_offset", "0", fly_offset );
|
||
|
spawnArgs.GetFloat( "fly_speed", "100", fly_speed );
|
||
|
spawnArgs.GetFloat( "fly_bob_strength", "50", fly_bob_strength );
|
||
|
spawnArgs.GetFloat( "fly_bob_vert", "2", fly_bob_horz );
|
||
|
spawnArgs.GetFloat( "fly_bob_horz", "2.7", fly_bob_vert );
|
||
|
spawnArgs.GetFloat( "fly_seek_scale", "4", fly_seek_scale );
|
||
|
spawnArgs.GetFloat( "fly_roll_scale", "90", fly_roll_scale );
|
||
|
spawnArgs.GetFloat( "fly_roll_max", "60", fly_roll_max );
|
||
|
spawnArgs.GetFloat( "fly_pitch_scale", "45", fly_pitch_scale );
|
||
|
spawnArgs.GetFloat( "fly_pitch_max", "30", fly_pitch_max );
|
||
|
|
||
|
spawnArgs.GetFloat( "melee_range", "64", melee_range );
|
||
|
spawnArgs.GetFloat( "projectile_height_to_distance_ratio", "1", projectile_height_to_distance_ratio );
|
||
|
|
||
|
spawnArgs.GetFloat( "turn_rate", "360", turnRate );
|
||
|
|
||
|
spawnArgs.GetBool( "talks", "0", talks );
|
||
|
if ( spawnArgs.GetString( "npc_name", NULL ) != NULL ) {
|
||
|
if ( talks ) {
|
||
|
talk_state = TALK_OK;
|
||
|
} else {
|
||
|
talk_state = TALK_BUSY;
|
||
|
}
|
||
|
} else {
|
||
|
talk_state = TALK_NEVER;
|
||
|
}
|
||
|
|
||
|
spawnArgs.GetBool( "animate_z", "0", disableGravity );
|
||
|
spawnArgs.GetBool( "af_push_moveables", "0", af_push_moveables );
|
||
|
spawnArgs.GetFloat( "kick_force", "4096", kickForce );
|
||
|
spawnArgs.GetBool( "ignore_obstacles", "0", ignore_obstacles );
|
||
|
spawnArgs.GetFloat( "blockedRadius", "-1", blockedRadius );
|
||
|
spawnArgs.GetInt( "blockedMoveTime", "750", blockedMoveTime );
|
||
|
spawnArgs.GetInt( "blockedAttackTime", "750", blockedAttackTime );
|
||
|
|
||
|
spawnArgs.GetInt( "num_cinematics", "0", num_cinematics );
|
||
|
current_cinematic = 0;
|
||
|
|
||
|
LinkScriptVariables();
|
||
|
|
||
|
fl.takedamage = !spawnArgs.GetBool( "noDamage" );
|
||
|
enemy = NULL;
|
||
|
allowMove = true;
|
||
|
allowHiddenMovement = false;
|
||
|
|
||
|
animator.RemoveOriginOffset( true );
|
||
|
|
||
|
// create combat collision hull for exact collision detection
|
||
|
SetCombatModel();
|
||
|
|
||
|
lookMin = spawnArgs.GetAngles( "look_min", "-80 -75 0" );
|
||
|
lookMax = spawnArgs.GetAngles( "look_max", "80 75 0" );
|
||
|
|
||
|
lookJoints.SetGranularity( 1 );
|
||
|
lookJointAngles.SetGranularity( 1 );
|
||
|
kv = spawnArgs.MatchPrefix( "look_joint", NULL );
|
||
|
while( kv ) {
|
||
|
jointName = kv->GetKey();
|
||
|
jointName.StripLeadingOnce( "look_joint " );
|
||
|
joint = animator.GetJointHandle( jointName );
|
||
|
if ( joint == INVALID_JOINT ) {
|
||
|
gameLocal.Warning( "Unknown look_joint '%s' on entity %s", jointName.c_str(), name.c_str() );
|
||
|
} else {
|
||
|
jointScale = spawnArgs.GetAngles( kv->GetKey(), "0 0 0" );
|
||
|
jointScale.roll = 0.0f;
|
||
|
|
||
|
// if no scale on any component, then don't bother adding it. this may be done to
|
||
|
// zero out rotation from an inherited entitydef.
|
||
|
if ( jointScale != ang_zero ) {
|
||
|
lookJoints.Append( joint );
|
||
|
lookJointAngles.Append( jointScale );
|
||
|
}
|
||
|
}
|
||
|
kv = spawnArgs.MatchPrefix( "look_joint", kv );
|
||
|
}
|
||
|
|
||
|
// calculate joint positions on attack frames so we can do proper "can hit" tests
|
||
|
CalculateAttackOffsets();
|
||
|
|
||
|
eyeMin = spawnArgs.GetAngles( "eye_turn_min", "-10 -30 0" );
|
||
|
eyeMax = spawnArgs.GetAngles( "eye_turn_max", "10 30 0" );
|
||
|
eyeVerticalOffset = spawnArgs.GetFloat( "eye_verticle_offset", "5" );
|
||
|
eyeHorizontalOffset = spawnArgs.GetFloat( "eye_horizontal_offset", "-8" );
|
||
|
eyeFocusRate = spawnArgs.GetFloat( "eye_focus_rate", "0.5" );
|
||
|
headFocusRate = spawnArgs.GetFloat( "head_focus_rate", "0.1" );
|
||
|
focusAlignTime = SEC2MS( spawnArgs.GetFloat( "focus_align_time", "1" ) );
|
||
|
|
||
|
flashJointWorld = animator.GetJointHandle( "flash" );
|
||
|
|
||
|
if ( head.GetEntity() ) {
|
||
|
idAnimator *headAnimator = head.GetEntity()->GetAnimator();
|
||
|
|
||
|
jointname = spawnArgs.GetString( "bone_focus" );
|
||
|
if ( *jointname ) {
|
||
|
focusJoint = headAnimator->GetJointHandle( jointname );
|
||
|
if ( focusJoint == INVALID_JOINT ) {
|
||
|
gameLocal.Warning( "Joint '%s' not found on head on '%s'", jointname, name.c_str() );
|
||
|
}
|
||
|
}
|
||
|
} else {
|
||
|
jointname = spawnArgs.GetString( "bone_focus" );
|
||
|
if ( *jointname ) {
|
||
|
focusJoint = animator.GetJointHandle( jointname );
|
||
|
if ( focusJoint == INVALID_JOINT ) {
|
||
|
gameLocal.Warning( "Joint '%s' not found on '%s'", jointname, name.c_str() );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
jointname = spawnArgs.GetString( "bone_orientation" );
|
||
|
if ( *jointname ) {
|
||
|
orientationJoint = animator.GetJointHandle( jointname );
|
||
|
if ( orientationJoint == INVALID_JOINT ) {
|
||
|
gameLocal.Warning( "Joint '%s' not found on '%s'", jointname, name.c_str() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
jointname = spawnArgs.GetString( "bone_flytilt" );
|
||
|
if ( *jointname ) {
|
||
|
flyTiltJoint = animator.GetJointHandle( jointname );
|
||
|
if ( flyTiltJoint == INVALID_JOINT ) {
|
||
|
gameLocal.Warning( "Joint '%s' not found on '%s'", jointname, name.c_str() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
InitMuzzleFlash();
|
||
|
|
||
|
physicsObj.SetSelf( this );
|
||
|
physicsObj.SetClipModel( new idClipModel( GetPhysics()->GetClipModel() ), 1.0f );
|
||
|
physicsObj.SetMass( spawnArgs.GetFloat( "mass", "100" ) );
|
||
|
|
||
|
if ( spawnArgs.GetBool( "big_monster" ) ) {
|
||
|
physicsObj.SetContents( 0 );
|
||
|
physicsObj.SetClipMask( MASK_MONSTERSOLID & ~CONTENTS_BODY );
|
||
|
} else {
|
||
|
if ( use_combat_bbox ) {
|
||
|
physicsObj.SetContents( CONTENTS_BODY|CONTENTS_SOLID );
|
||
|
} else {
|
||
|
physicsObj.SetContents( CONTENTS_BODY );
|
||
|
}
|
||
|
physicsObj.SetClipMask( MASK_MONSTERSOLID );
|
||
|
}
|
||
|
|
||
|
// move up to make sure the monster is at least an epsilon above the floor
|
||
|
physicsObj.SetOrigin( GetPhysics()->GetOrigin() + idVec3( 0, 0, CM_CLIP_EPSILON ) );
|
||
|
|
||
|
if ( num_cinematics ) {
|
||
|
physicsObj.SetGravity( vec3_origin );
|
||
|
} else {
|
||
|
idVec3 gravity = spawnArgs.GetVector( "gravityDir", "0 0 -1" );
|
||
|
gravity *= g_gravity.GetFloat();
|
||
|
physicsObj.SetGravity( gravity );
|
||
|
}
|
||
|
|
||
|
SetPhysics( &physicsObj );
|
||
|
|
||
|
physicsObj.GetGravityAxis().ProjectVector( viewAxis[ 0 ], local_dir );
|
||
|
current_yaw = local_dir.ToYaw();
|
||
|
ideal_yaw = idMath::AngleNormalize180( current_yaw );
|
||
|
|
||
|
move.blockTime = 0;
|
||
|
|
||
|
SetAAS();
|
||
|
|
||
|
projectile = NULL;
|
||
|
projectileDef = NULL;
|
||
|
projectileClipModel = NULL;
|
||
|
idStr projectileName;
|
||
|
if ( spawnArgs.GetString( "def_projectile", "", projectileName ) && projectileName.Length() ) {
|
||
|
projectileDef = gameLocal.FindEntityDefDict( projectileName );
|
||
|
CreateProjectile( vec3_origin, viewAxis[ 0 ] );
|
||
|
projectileRadius = projectile.GetEntity()->GetPhysics()->GetClipModel()->GetBounds().GetRadius();
|
||
|
projectileVelocity = idProjectile::GetVelocity( projectileDef );
|
||
|
projectileGravity = idProjectile::GetGravity( projectileDef );
|
||
|
projectileSpeed = projectileVelocity.Length();
|
||
|
delete projectile.GetEntity();
|
||
|
projectile = NULL;
|
||
|
}
|
||
|
|
||
|
particles.Clear();
|
||
|
restartParticles = true;
|
||
|
useBoneAxis = spawnArgs.GetBool( "useBoneAxis" );
|
||
|
SpawnParticles( "smokeParticleSystem" );
|
||
|
|
||
|
if ( num_cinematics || spawnArgs.GetBool( "hide" ) || spawnArgs.GetBool( "teleport" ) || spawnArgs.GetBool( "trigger_anim" ) ) {
|
||
|
fl.takedamage = false;
|
||
|
physicsObj.SetContents( 0 );
|
||
|
physicsObj.GetClipModel()->Unlink();
|
||
|
Hide();
|
||
|
} else {
|
||
|
// play a looping ambient sound if we have one
|
||
|
StartSound( "snd_ambient", SND_CHANNEL_AMBIENT, 0, false, NULL );
|
||
|
}
|
||
|
|
||
|
if ( health <= 0 ) {
|
||
|
gameLocal.Warning( "entity '%s' doesn't have health set", name.c_str() );
|
||
|
health = 1;
|
||
|
}
|
||
|
|
||
|
// set up monster chatter
|
||
|
SetChatSound();
|
||
|
|
||
|
BecomeActive( TH_THINK );
|
||
|
|
||
|
if ( af_push_moveables ) {
|
||
|
af.SetupPose( this, gameLocal.time );
|
||
|
af.GetPhysics()->EnableClip();
|
||
|
}
|
||
|
|
||
|
// init the move variables
|
||
|
StopMove( MOVE_STATUS_DONE );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idAI::InitMuzzleFlash
|
||
|
===================
|
||
|
*/
|
||
|
void idAI::InitMuzzleFlash( void ) {
|
||
|
const char *shader;
|
||
|
idVec3 flashColor;
|
||
|
|
||
|
spawnArgs.GetString( "mtr_flashShader", "muzzleflash", &shader );
|
||
|
spawnArgs.GetVector( "flashColor", "0 0 0", flashColor );
|
||
|
float flashRadius = spawnArgs.GetFloat( "flashRadius" );
|
||
|
flashTime = SEC2MS( spawnArgs.GetFloat( "flashTime", "0.25" ) );
|
||
|
|
||
|
memset( &worldMuzzleFlash, 0, sizeof ( worldMuzzleFlash ) );
|
||
|
|
||
|
worldMuzzleFlash.pointLight = true;
|
||
|
worldMuzzleFlash.shader = declManager->FindMaterial( shader, false );
|
||
|
worldMuzzleFlash.shaderParms[ SHADERPARM_RED ] = flashColor[0];
|
||
|
worldMuzzleFlash.shaderParms[ SHADERPARM_GREEN ] = flashColor[1];
|
||
|
worldMuzzleFlash.shaderParms[ SHADERPARM_BLUE ] = flashColor[2];
|
||
|
worldMuzzleFlash.shaderParms[ SHADERPARM_ALPHA ] = 1.0f;
|
||
|
worldMuzzleFlash.shaderParms[ SHADERPARM_TIMESCALE ] = 1.0f;
|
||
|
worldMuzzleFlash.lightRadius[0] = flashRadius;
|
||
|
worldMuzzleFlash.lightRadius[1] = flashRadius;
|
||
|
worldMuzzleFlash.lightRadius[2] = flashRadius;
|
||
|
|
||
|
worldMuzzleFlashHandle = -1;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idAI::List_f
|
||
|
===================
|
||
|
*/
|
||
|
void idAI::List_f( const idCmdArgs &args ) {
|
||
|
int e;
|
||
|
idAI *check;
|
||
|
int count;
|
||
|
const char *statename;
|
||
|
|
||
|
count = 0;
|
||
|
|
||
|
gameLocal.Printf( "%-4s %-20s %s\n", " Num", "EntityDef", "Name" );
|
||
|
gameLocal.Printf( "------------------------------------------------\n" );
|
||
|
for( e = 0; e < MAX_GENTITIES; e++ ) {
|
||
|
check = static_cast<idAI *>(gameLocal.entities[ e ]);
|
||
|
if ( !check || !check->IsType( idAI::Type ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( check->state ) {
|
||
|
statename = check->state->Name();
|
||
|
} else {
|
||
|
statename = "NULL state";
|
||
|
}
|
||
|
|
||
|
gameLocal.Printf( "%4i: %-20s %-20s %s move: %d\n", e, check->GetEntityDefName(), check->name.c_str(), statename, check->allowMove );
|
||
|
count++;
|
||
|
}
|
||
|
|
||
|
gameLocal.Printf( "...%d monsters\n", count );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idAI::DormantBegin
|
||
|
|
||
|
called when entity becomes dormant
|
||
|
================
|
||
|
*/
|
||
|
void idAI::DormantBegin( void ) {
|
||
|
// since dormant happens on a timer, we wont get to update particles to
|
||
|
// hidden through the think loop, but we need to hide them though.
|
||
|
if ( particles.Num() ) {
|
||
|
for ( int i = 0; i < particles.Num(); i++ ) {
|
||
|
particles[i].time = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( enemyNode.InList() ) {
|
||
|
// remove ourselves from the enemy's enemylist
|
||
|
enemyNode.Remove();
|
||
|
}
|
||
|
idActor::DormantBegin();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idAI::DormantEnd
|
||
|
|
||
|
called when entity wakes from being dormant
|
||
|
================
|
||
|
*/
|
||
|
void idAI::DormantEnd( void ) {
|
||
|
if ( enemy.GetEntity() && !enemyNode.InList() ) {
|
||
|
// let our enemy know we're back on the trail
|
||
|
enemyNode.AddToEnd( enemy.GetEntity()->enemyList );
|
||
|
}
|
||
|
|
||
|
if ( particles.Num() ) {
|
||
|
for ( int i = 0; i < particles.Num(); i++ ) {
|
||
|
particles[i].time = gameLocal.time;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
idActor::DormantEnd();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::Think
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::Think( void ) {
|
||
|
// if we are completely closed off from the player, don't do anything at all
|
||
|
if ( CheckDormant() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( thinkFlags & TH_THINK ) {
|
||
|
// clear out the enemy when he dies or is hidden
|
||
|
idActor *enemyEnt = enemy.GetEntity();
|
||
|
if ( enemyEnt ) {
|
||
|
if ( enemyEnt->health <= 0 ) {
|
||
|
EnemyDead();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
current_yaw += deltaViewAngles.yaw;
|
||
|
ideal_yaw = idMath::AngleNormalize180( ideal_yaw + deltaViewAngles.yaw );
|
||
|
deltaViewAngles.Zero();
|
||
|
viewAxis = idAngles( 0, current_yaw, 0 ).ToMat3();
|
||
|
|
||
|
if ( num_cinematics ) {
|
||
|
if ( !IsHidden() && torsoAnim.AnimDone( 0 ) ) {
|
||
|
PlayCinematic();
|
||
|
}
|
||
|
RunPhysics();
|
||
|
} else if ( !allowHiddenMovement && IsHidden() ) {
|
||
|
// hidden monsters
|
||
|
UpdateAIScript();
|
||
|
} else {
|
||
|
// clear the ik before we do anything else so the skeleton doesn't get updated twice
|
||
|
walkIK.ClearJointMods();
|
||
|
|
||
|
switch( move.moveType ) {
|
||
|
case MOVETYPE_DEAD :
|
||
|
// dead monsters
|
||
|
UpdateAIScript();
|
||
|
DeadMove();
|
||
|
break;
|
||
|
|
||
|
case MOVETYPE_FLY :
|
||
|
// flying monsters
|
||
|
UpdateEnemyPosition();
|
||
|
UpdateAIScript();
|
||
|
FlyMove();
|
||
|
PlayChatter();
|
||
|
CheckBlink();
|
||
|
break;
|
||
|
|
||
|
case MOVETYPE_STATIC :
|
||
|
// static monsters
|
||
|
UpdateEnemyPosition();
|
||
|
UpdateAIScript();
|
||
|
StaticMove();
|
||
|
PlayChatter();
|
||
|
CheckBlink();
|
||
|
break;
|
||
|
|
||
|
case MOVETYPE_ANIM :
|
||
|
// animation based movement
|
||
|
UpdateEnemyPosition();
|
||
|
UpdateAIScript();
|
||
|
AnimMove();
|
||
|
PlayChatter();
|
||
|
CheckBlink();
|
||
|
break;
|
||
|
|
||
|
case MOVETYPE_SLIDE :
|
||
|
// velocity based movement
|
||
|
UpdateEnemyPosition();
|
||
|
UpdateAIScript();
|
||
|
SlideMove();
|
||
|
PlayChatter();
|
||
|
CheckBlink();
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// clear pain flag so that we recieve any damage between now and the next time we run the script
|
||
|
AI_PAIN = false;
|
||
|
AI_SPECIAL_DAMAGE = 0;
|
||
|
AI_PUSHED = false;
|
||
|
} else if ( thinkFlags & TH_PHYSICS ) {
|
||
|
RunPhysics();
|
||
|
}
|
||
|
|
||
|
if ( af_push_moveables ) {
|
||
|
PushWithAF();
|
||
|
}
|
||
|
|
||
|
if ( fl.hidden && allowHiddenMovement ) {
|
||
|
// UpdateAnimation won't call frame commands when hidden, so call them here when we allow hidden movement
|
||
|
animator.ServiceAnims( gameLocal.previousTime, gameLocal.time );
|
||
|
}
|
||
|
/* this still draws in retail builds.. not sure why.. don't care at this point.
|
||
|
if ( !aas && developer.GetBool() && !fl.hidden && !num_cinematics ) {
|
||
|
gameRenderWorld->DrawText( "No AAS", physicsObj.GetAbsBounds().GetCenter(), 0.1f, colorWhite, gameLocal.GetLocalPlayer()->viewAngles.ToMat3(), 1, gameLocal.msec );
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
UpdateMuzzleFlash();
|
||
|
UpdateAnimation();
|
||
|
UpdateParticles();
|
||
|
Present();
|
||
|
UpdateDamageEffects();
|
||
|
LinkCombat();
|
||
|
}
|
||
|
|
||
|
/***********************************************************************
|
||
|
|
||
|
AI script state management
|
||
|
|
||
|
***********************************************************************/
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::LinkScriptVariables
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::LinkScriptVariables( void ) {
|
||
|
AI_TALK.LinkTo( scriptObject, "AI_TALK" );
|
||
|
AI_DAMAGE.LinkTo( scriptObject, "AI_DAMAGE" );
|
||
|
AI_PAIN.LinkTo( scriptObject, "AI_PAIN" );
|
||
|
AI_SPECIAL_DAMAGE.LinkTo( scriptObject, "AI_SPECIAL_DAMAGE" );
|
||
|
AI_DEAD.LinkTo( scriptObject, "AI_DEAD" );
|
||
|
AI_ENEMY_VISIBLE.LinkTo( scriptObject, "AI_ENEMY_VISIBLE" );
|
||
|
AI_ENEMY_IN_FOV.LinkTo( scriptObject, "AI_ENEMY_IN_FOV" );
|
||
|
AI_ENEMY_DEAD.LinkTo( scriptObject, "AI_ENEMY_DEAD" );
|
||
|
AI_MOVE_DONE.LinkTo( scriptObject, "AI_MOVE_DONE" );
|
||
|
AI_ONGROUND.LinkTo( scriptObject, "AI_ONGROUND" );
|
||
|
AI_ACTIVATED.LinkTo( scriptObject, "AI_ACTIVATED" );
|
||
|
AI_FORWARD.LinkTo( scriptObject, "AI_FORWARD" );
|
||
|
AI_JUMP.LinkTo( scriptObject, "AI_JUMP" );
|
||
|
AI_BLOCKED.LinkTo( scriptObject, "AI_BLOCKED" );
|
||
|
AI_DEST_UNREACHABLE.LinkTo( scriptObject, "AI_DEST_UNREACHABLE" );
|
||
|
AI_HIT_ENEMY.LinkTo( scriptObject, "AI_HIT_ENEMY" );
|
||
|
AI_OBSTACLE_IN_PATH.LinkTo( scriptObject, "AI_OBSTACLE_IN_PATH" );
|
||
|
AI_PUSHED.LinkTo( scriptObject, "AI_PUSHED" );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::UpdateAIScript
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::UpdateAIScript( void ) {
|
||
|
UpdateScript();
|
||
|
|
||
|
// clear the hit enemy flag so we catch the next time we hit someone
|
||
|
AI_HIT_ENEMY = false;
|
||
|
|
||
|
if ( allowHiddenMovement || !IsHidden() ) {
|
||
|
// update the animstate if we're not hidden
|
||
|
UpdateAnimState();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/***********************************************************************
|
||
|
|
||
|
navigation
|
||
|
|
||
|
***********************************************************************/
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
idAI::KickObstacles
|
||
|
============
|
||
|
*/
|
||
|
void idAI::KickObstacles( const idVec3 &dir, float force, idEntity *alwaysKick ) {
|
||
|
int i, numListedClipModels;
|
||
|
idBounds clipBounds;
|
||
|
idEntity *obEnt;
|
||
|
idClipModel *clipModel;
|
||
|
idClipModel *clipModelList[ MAX_GENTITIES ];
|
||
|
int clipmask;
|
||
|
idVec3 org;
|
||
|
idVec3 forceVec;
|
||
|
idVec3 delta;
|
||
|
idVec2 perpendicular;
|
||
|
|
||
|
org = physicsObj.GetOrigin();
|
||
|
|
||
|
// find all possible obstacles
|
||
|
clipBounds = physicsObj.GetAbsBounds();
|
||
|
clipBounds.TranslateSelf( dir * 32.0f );
|
||
|
clipBounds.ExpandSelf( 8.0f );
|
||
|
clipBounds.AddPoint( org );
|
||
|
clipmask = physicsObj.GetClipMask();
|
||
|
numListedClipModels = gameLocal.clip.ClipModelsTouchingBounds( clipBounds, clipmask, clipModelList, MAX_GENTITIES );
|
||
|
for ( i = 0; i < numListedClipModels; i++ ) {
|
||
|
clipModel = clipModelList[i];
|
||
|
obEnt = clipModel->GetEntity();
|
||
|
if ( obEnt == alwaysKick ) {
|
||
|
// we'll kick this one outside the loop
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( !clipModel->IsTraceModel() ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( obEnt->IsType( idMoveable::Type ) && obEnt->GetPhysics()->IsPushable() ) {
|
||
|
delta = obEnt->GetPhysics()->GetOrigin() - org;
|
||
|
delta.NormalizeFast();
|
||
|
perpendicular.x = -delta.y;
|
||
|
perpendicular.y = delta.x;
|
||
|
delta.z += 0.5f;
|
||
|
delta.ToVec2() += perpendicular * gameLocal.random.CRandomFloat() * 0.5f;
|
||
|
forceVec = delta * force * obEnt->GetPhysics()->GetMass();
|
||
|
obEnt->ApplyImpulse( this, 0, obEnt->GetPhysics()->GetOrigin(), forceVec );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( alwaysKick ) {
|
||
|
delta = alwaysKick->GetPhysics()->GetOrigin() - org;
|
||
|
delta.NormalizeFast();
|
||
|
perpendicular.x = -delta.y;
|
||
|
perpendicular.y = delta.x;
|
||
|
delta.z += 0.5f;
|
||
|
delta.ToVec2() += perpendicular * gameLocal.random.CRandomFloat() * 0.5f;
|
||
|
forceVec = delta * force * alwaysKick->GetPhysics()->GetMass();
|
||
|
alwaysKick->ApplyImpulse( this, 0, alwaysKick->GetPhysics()->GetOrigin(), forceVec );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
ValidForBounds
|
||
|
============
|
||
|
*/
|
||
|
bool ValidForBounds( const idAASSettings *settings, const idBounds &bounds ) {
|
||
|
int i;
|
||
|
|
||
|
for ( i = 0; i < 3; i++ ) {
|
||
|
if ( bounds[0][i] < settings->boundingBoxes[0][0][i] ) {
|
||
|
return false;
|
||
|
}
|
||
|
if ( bounds[1][i] > settings->boundingBoxes[0][1][i] ) {
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::SetAAS
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::SetAAS( void ) {
|
||
|
idStr use_aas;
|
||
|
|
||
|
spawnArgs.GetString( "use_aas", NULL, use_aas );
|
||
|
aas = gameLocal.GetAAS( use_aas );
|
||
|
if ( aas ) {
|
||
|
const idAASSettings *settings = aas->GetSettings();
|
||
|
if ( settings ) {
|
||
|
if ( !ValidForBounds( settings, physicsObj.GetBounds() ) ) {
|
||
|
gameLocal.Error( "%s cannot use use_aas %s\n", name.c_str(), use_aas.c_str() );
|
||
|
}
|
||
|
float height = settings->maxStepHeight;
|
||
|
physicsObj.SetMaxStepHeight( height );
|
||
|
return;
|
||
|
} else {
|
||
|
aas = NULL;
|
||
|
}
|
||
|
}
|
||
|
gameLocal.Printf( "WARNING: %s has no AAS file\n", name.c_str() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::DrawRoute
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::DrawRoute( void ) const {
|
||
|
if ( aas && move.toAreaNum && move.moveCommand != MOVE_NONE && move.moveCommand != MOVE_WANDER && move.moveCommand != MOVE_FACE_ENEMY && move.moveCommand != MOVE_FACE_ENTITY && move.moveCommand != MOVE_TO_POSITION_DIRECT ) {
|
||
|
if ( move.moveType == MOVETYPE_FLY ) {
|
||
|
aas->ShowFlyPath( physicsObj.GetOrigin(), move.toAreaNum, move.moveDest );
|
||
|
} else {
|
||
|
aas->ShowWalkPath( physicsObj.GetOrigin(), move.toAreaNum, move.moveDest );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::ReachedPos
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::ReachedPos( const idVec3 &pos, const moveCommand_t moveCommand ) const {
|
||
|
if ( move.moveType == MOVETYPE_SLIDE ) {
|
||
|
idBounds bnds( idVec3( -4, -4.0f, -8.0f ), idVec3( 4.0f, 4.0f, 64.0f ) );
|
||
|
bnds.TranslateSelf( physicsObj.GetOrigin() );
|
||
|
if ( bnds.ContainsPoint( pos ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
} else {
|
||
|
if ( ( moveCommand == MOVE_TO_ENEMY ) || ( moveCommand == MOVE_TO_ENTITY ) ) {
|
||
|
if ( physicsObj.GetAbsBounds().IntersectsBounds( idBounds( pos ).Expand( 8.0f ) ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
} else {
|
||
|
idBounds bnds( idVec3( -16.0, -16.0f, -8.0f ), idVec3( 16.0, 16.0f, 64.0f ) );
|
||
|
bnds.TranslateSelf( physicsObj.GetOrigin() );
|
||
|
if ( bnds.ContainsPoint( pos ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::PointReachableAreaNum
|
||
|
=====================
|
||
|
*/
|
||
|
int idAI::PointReachableAreaNum( const idVec3 &pos, const float boundsScale ) const {
|
||
|
int areaNum;
|
||
|
idVec3 size;
|
||
|
idBounds bounds;
|
||
|
|
||
|
if ( !aas ) {
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
size = aas->GetSettings()->boundingBoxes[0][1] * boundsScale;
|
||
|
bounds[0] = -size;
|
||
|
size.z = 32.0f;
|
||
|
bounds[1] = size;
|
||
|
|
||
|
if ( move.moveType == MOVETYPE_FLY ) {
|
||
|
areaNum = aas->PointReachableAreaNum( pos, bounds, AREA_REACHABLE_WALK | AREA_REACHABLE_FLY );
|
||
|
} else {
|
||
|
areaNum = aas->PointReachableAreaNum( pos, bounds, AREA_REACHABLE_WALK );
|
||
|
}
|
||
|
|
||
|
return areaNum;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::PathToGoal
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::PathToGoal( aasPath_t &path, int areaNum, const idVec3 &origin, int goalAreaNum, const idVec3 &goalOrigin ) const {
|
||
|
idVec3 org;
|
||
|
idVec3 goal;
|
||
|
|
||
|
if ( !aas ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
org = origin;
|
||
|
aas->PushPointIntoAreaNum( areaNum, org );
|
||
|
if ( !areaNum ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
goal = goalOrigin;
|
||
|
aas->PushPointIntoAreaNum( goalAreaNum, goal );
|
||
|
if ( !goalAreaNum ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( move.moveType == MOVETYPE_FLY ) {
|
||
|
return aas->FlyPathToGoal( path, areaNum, org, goalAreaNum, goal, travelFlags );
|
||
|
} else {
|
||
|
return aas->WalkPathToGoal( path, areaNum, org, goalAreaNum, goal, travelFlags );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::TravelDistance
|
||
|
|
||
|
Returns the approximate travel distance from one position to the goal, or if no AAS, the straight line distance.
|
||
|
|
||
|
This is feakin' slow, so it's not good to do it too many times per frame. It also is slower the further you
|
||
|
are from the goal, so try to break the goals up into shorter distances.
|
||
|
=====================
|
||
|
*/
|
||
|
float idAI::TravelDistance( const idVec3 &start, const idVec3 &end ) const {
|
||
|
int fromArea;
|
||
|
int toArea;
|
||
|
float dist;
|
||
|
idVec2 delta;
|
||
|
aasPath_t path;
|
||
|
|
||
|
if ( !aas ) {
|
||
|
// no aas, so just take the straight line distance
|
||
|
delta = end.ToVec2() - start.ToVec2();
|
||
|
dist = delta.LengthFast();
|
||
|
|
||
|
if ( ai_debugMove.GetBool() ) {
|
||
|
gameRenderWorld->DebugLine( colorBlue, start, end, gameLocal.msec, false );
|
||
|
gameRenderWorld->DrawText( va( "%d", ( int )dist ), ( start + end ) * 0.5f, 0.1f, colorWhite, gameLocal.GetLocalPlayer()->viewAngles.ToMat3() );
|
||
|
}
|
||
|
|
||
|
return dist;
|
||
|
}
|
||
|
|
||
|
fromArea = PointReachableAreaNum( start );
|
||
|
toArea = PointReachableAreaNum( end );
|
||
|
|
||
|
if ( !fromArea || !toArea ) {
|
||
|
// can't seem to get there
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
if ( fromArea == toArea ) {
|
||
|
// same area, so just take the straight line distance
|
||
|
delta = end.ToVec2() - start.ToVec2();
|
||
|
dist = delta.LengthFast();
|
||
|
|
||
|
if ( ai_debugMove.GetBool() ) {
|
||
|
gameRenderWorld->DebugLine( colorBlue, start, end, gameLocal.msec, false );
|
||
|
gameRenderWorld->DrawText( va( "%d", ( int )dist ), ( start + end ) * 0.5f, 0.1f, colorWhite, gameLocal.GetLocalPlayer()->viewAngles.ToMat3() );
|
||
|
}
|
||
|
|
||
|
return dist;
|
||
|
}
|
||
|
|
||
|
idReachability *reach;
|
||
|
int travelTime;
|
||
|
if ( !aas->RouteToGoalArea( fromArea, start, toArea, travelFlags, travelTime, &reach ) ) {
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
if ( ai_debugMove.GetBool() ) {
|
||
|
if ( move.moveType == MOVETYPE_FLY ) {
|
||
|
aas->ShowFlyPath( start, toArea, end );
|
||
|
} else {
|
||
|
aas->ShowWalkPath( start, toArea, end );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return travelTime;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::StopMove
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::StopMove( moveStatus_t status ) {
|
||
|
AI_MOVE_DONE = true;
|
||
|
AI_FORWARD = false;
|
||
|
move.moveCommand = MOVE_NONE;
|
||
|
move.moveStatus = status;
|
||
|
move.toAreaNum = 0;
|
||
|
move.goalEntity = NULL;
|
||
|
move.moveDest = physicsObj.GetOrigin();
|
||
|
AI_DEST_UNREACHABLE = false;
|
||
|
AI_OBSTACLE_IN_PATH = false;
|
||
|
AI_BLOCKED = false;
|
||
|
move.startTime = gameLocal.time;
|
||
|
move.duration = 0;
|
||
|
move.range = 0.0f;
|
||
|
move.speed = 0.0f;
|
||
|
move.anim = 0;
|
||
|
move.moveDir.Zero();
|
||
|
move.lastMoveOrigin.Zero();
|
||
|
move.lastMoveTime = gameLocal.time;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::FaceEnemy
|
||
|
|
||
|
Continually face the enemy's last known position. MoveDone is always true in this case.
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::FaceEnemy( void ) {
|
||
|
idActor *enemyEnt = enemy.GetEntity();
|
||
|
if ( !enemyEnt ) {
|
||
|
StopMove( MOVE_STATUS_DEST_NOT_FOUND );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
TurnToward( lastVisibleEnemyPos );
|
||
|
move.goalEntity = enemyEnt;
|
||
|
move.moveDest = physicsObj.GetOrigin();
|
||
|
move.moveCommand = MOVE_FACE_ENEMY;
|
||
|
move.moveStatus = MOVE_STATUS_WAITING;
|
||
|
move.startTime = gameLocal.time;
|
||
|
move.speed = 0.0f;
|
||
|
AI_MOVE_DONE = true;
|
||
|
AI_FORWARD = false;
|
||
|
AI_DEST_UNREACHABLE = false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::FaceEntity
|
||
|
|
||
|
Continually face the entity position. MoveDone is always true in this case.
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::FaceEntity( idEntity *ent ) {
|
||
|
if ( !ent ) {
|
||
|
StopMove( MOVE_STATUS_DEST_NOT_FOUND );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
idVec3 entityOrg = ent->GetPhysics()->GetOrigin();
|
||
|
TurnToward( entityOrg );
|
||
|
move.goalEntity = ent;
|
||
|
move.moveDest = physicsObj.GetOrigin();
|
||
|
move.moveCommand = MOVE_FACE_ENTITY;
|
||
|
move.moveStatus = MOVE_STATUS_WAITING;
|
||
|
move.startTime = gameLocal.time;
|
||
|
move.speed = 0.0f;
|
||
|
AI_MOVE_DONE = true;
|
||
|
AI_FORWARD = false;
|
||
|
AI_DEST_UNREACHABLE = false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::DirectMoveToPosition
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::DirectMoveToPosition( const idVec3 &pos ) {
|
||
|
if ( ReachedPos( pos, move.moveCommand ) ) {
|
||
|
StopMove( MOVE_STATUS_DONE );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
move.moveDest = pos;
|
||
|
move.goalEntity = NULL;
|
||
|
move.moveCommand = MOVE_TO_POSITION_DIRECT;
|
||
|
move.moveStatus = MOVE_STATUS_MOVING;
|
||
|
move.startTime = gameLocal.time;
|
||
|
move.speed = fly_speed;
|
||
|
AI_MOVE_DONE = false;
|
||
|
AI_DEST_UNREACHABLE = false;
|
||
|
AI_FORWARD = true;
|
||
|
|
||
|
if ( move.moveType == MOVETYPE_FLY ) {
|
||
|
idVec3 dir = pos - physicsObj.GetOrigin();
|
||
|
dir.Normalize();
|
||
|
dir *= fly_speed;
|
||
|
physicsObj.SetLinearVelocity( dir );
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::MoveToEnemyHeight
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::MoveToEnemyHeight( void ) {
|
||
|
idActor *enemyEnt = enemy.GetEntity();
|
||
|
|
||
|
if ( !enemyEnt || ( move.moveType != MOVETYPE_FLY ) ) {
|
||
|
StopMove( MOVE_STATUS_DEST_NOT_FOUND );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
move.moveDest.z = lastVisibleEnemyPos.z + enemyEnt->EyeOffset().z + fly_offset;
|
||
|
move.goalEntity = enemyEnt;
|
||
|
move.moveCommand = MOVE_TO_ENEMYHEIGHT;
|
||
|
move.moveStatus = MOVE_STATUS_MOVING;
|
||
|
move.startTime = gameLocal.time;
|
||
|
move.speed = 0.0f;
|
||
|
AI_MOVE_DONE = false;
|
||
|
AI_DEST_UNREACHABLE = false;
|
||
|
AI_FORWARD = false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::MoveToEnemy
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::MoveToEnemy( void ) {
|
||
|
int areaNum;
|
||
|
aasPath_t path;
|
||
|
idActor *enemyEnt = enemy.GetEntity();
|
||
|
|
||
|
if ( !enemyEnt ) {
|
||
|
StopMove( MOVE_STATUS_DEST_NOT_FOUND );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( ReachedPos( lastVisibleReachableEnemyPos, MOVE_TO_ENEMY ) ) {
|
||
|
if ( !ReachedPos( lastVisibleEnemyPos, MOVE_TO_ENEMY ) || !AI_ENEMY_VISIBLE ) {
|
||
|
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
|
||
|
AI_DEST_UNREACHABLE = true;
|
||
|
return false;
|
||
|
}
|
||
|
StopMove( MOVE_STATUS_DONE );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
idVec3 pos = lastVisibleReachableEnemyPos;
|
||
|
|
||
|
move.toAreaNum = 0;
|
||
|
if ( aas ) {
|
||
|
move.toAreaNum = PointReachableAreaNum( pos );
|
||
|
aas->PushPointIntoAreaNum( move.toAreaNum, pos );
|
||
|
|
||
|
areaNum = PointReachableAreaNum( physicsObj.GetOrigin() );
|
||
|
if ( !PathToGoal( path, areaNum, physicsObj.GetOrigin(), move.toAreaNum, pos ) ) {
|
||
|
AI_DEST_UNREACHABLE = true;
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !move.toAreaNum ) {
|
||
|
// if only trying to update the enemy position
|
||
|
if ( move.moveCommand == MOVE_TO_ENEMY ) {
|
||
|
if ( !aas ) {
|
||
|
// keep the move destination up to date for wandering
|
||
|
move.moveDest = pos;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( !NewWanderDir( pos ) ) {
|
||
|
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
|
||
|
AI_DEST_UNREACHABLE = true;
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( move.moveCommand != MOVE_TO_ENEMY ) {
|
||
|
move.moveCommand = MOVE_TO_ENEMY;
|
||
|
move.startTime = gameLocal.time;
|
||
|
}
|
||
|
|
||
|
move.moveDest = pos;
|
||
|
move.goalEntity = enemyEnt;
|
||
|
move.speed = fly_speed;
|
||
|
move.moveStatus = MOVE_STATUS_MOVING;
|
||
|
AI_MOVE_DONE = false;
|
||
|
AI_DEST_UNREACHABLE = false;
|
||
|
AI_FORWARD = true;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::MoveToEntity
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::MoveToEntity( idEntity *ent ) {
|
||
|
int areaNum;
|
||
|
aasPath_t path;
|
||
|
idVec3 pos;
|
||
|
|
||
|
if ( !ent ) {
|
||
|
StopMove( MOVE_STATUS_DEST_NOT_FOUND );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
pos = ent->GetPhysics()->GetOrigin();
|
||
|
if ( ( move.moveType != MOVETYPE_FLY ) && ( ( move.moveCommand != MOVE_TO_ENTITY ) || ( move.goalEntityOrigin != pos ) ) ) {
|
||
|
ent->GetFloorPos( 64.0f, pos );
|
||
|
}
|
||
|
|
||
|
if ( ReachedPos( pos, MOVE_TO_ENTITY ) ) {
|
||
|
StopMove( MOVE_STATUS_DONE );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
move.toAreaNum = 0;
|
||
|
if ( aas ) {
|
||
|
move.toAreaNum = PointReachableAreaNum( pos );
|
||
|
aas->PushPointIntoAreaNum( move.toAreaNum, pos );
|
||
|
|
||
|
areaNum = PointReachableAreaNum( physicsObj.GetOrigin() );
|
||
|
if ( !PathToGoal( path, areaNum, physicsObj.GetOrigin(), move.toAreaNum, pos ) ) {
|
||
|
AI_DEST_UNREACHABLE = true;
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !move.toAreaNum ) {
|
||
|
// if only trying to update the entity position
|
||
|
if ( move.moveCommand == MOVE_TO_ENTITY ) {
|
||
|
if ( !aas ) {
|
||
|
// keep the move destination up to date for wandering
|
||
|
move.moveDest = pos;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( !NewWanderDir( pos ) ) {
|
||
|
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
|
||
|
AI_DEST_UNREACHABLE = true;
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( ( move.moveCommand != MOVE_TO_ENTITY ) || ( move.goalEntity.GetEntity() != ent ) ) {
|
||
|
move.startTime = gameLocal.time;
|
||
|
move.goalEntity = ent;
|
||
|
move.moveCommand = MOVE_TO_ENTITY;
|
||
|
}
|
||
|
|
||
|
move.moveDest = pos;
|
||
|
move.goalEntityOrigin = ent->GetPhysics()->GetOrigin();
|
||
|
move.moveStatus = MOVE_STATUS_MOVING;
|
||
|
move.speed = fly_speed;
|
||
|
AI_MOVE_DONE = false;
|
||
|
AI_DEST_UNREACHABLE = false;
|
||
|
AI_FORWARD = true;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::MoveOutOfRange
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::MoveOutOfRange( idEntity *ent, float range ) {
|
||
|
int areaNum;
|
||
|
aasObstacle_t obstacle;
|
||
|
aasGoal_t goal;
|
||
|
idBounds bounds;
|
||
|
idVec3 pos;
|
||
|
|
||
|
if ( !aas || !ent ) {
|
||
|
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
|
||
|
AI_DEST_UNREACHABLE = true;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
const idVec3 &org = physicsObj.GetOrigin();
|
||
|
areaNum = PointReachableAreaNum( org );
|
||
|
|
||
|
// consider the entity the monster is getting close to as an obstacle
|
||
|
obstacle.absBounds = ent->GetPhysics()->GetAbsBounds();
|
||
|
|
||
|
if ( ent == enemy.GetEntity() ) {
|
||
|
pos = lastVisibleEnemyPos;
|
||
|
} else {
|
||
|
pos = ent->GetPhysics()->GetOrigin();
|
||
|
}
|
||
|
|
||
|
idAASFindAreaOutOfRange findGoal( pos, range );
|
||
|
if ( !aas->FindNearestGoal( goal, areaNum, org, pos, travelFlags, &obstacle, 1, findGoal ) ) {
|
||
|
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
|
||
|
AI_DEST_UNREACHABLE = true;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( ReachedPos( goal.origin, move.moveCommand ) ) {
|
||
|
StopMove( MOVE_STATUS_DONE );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
move.moveDest = goal.origin;
|
||
|
move.toAreaNum = goal.areaNum;
|
||
|
move.goalEntity = ent;
|
||
|
move.moveCommand = MOVE_OUT_OF_RANGE;
|
||
|
move.moveStatus = MOVE_STATUS_MOVING;
|
||
|
move.range = range;
|
||
|
move.speed = fly_speed;
|
||
|
move.startTime = gameLocal.time;
|
||
|
AI_MOVE_DONE = false;
|
||
|
AI_DEST_UNREACHABLE = false;
|
||
|
AI_FORWARD = true;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::MoveToAttackPosition
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::MoveToAttackPosition( idEntity *ent, int attack_anim ) {
|
||
|
int areaNum;
|
||
|
aasObstacle_t obstacle;
|
||
|
aasGoal_t goal;
|
||
|
idBounds bounds;
|
||
|
idVec3 pos;
|
||
|
|
||
|
if ( !aas || !ent ) {
|
||
|
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
|
||
|
AI_DEST_UNREACHABLE = true;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
const idVec3 &org = physicsObj.GetOrigin();
|
||
|
areaNum = PointReachableAreaNum( org );
|
||
|
|
||
|
// consider the entity the monster is getting close to as an obstacle
|
||
|
obstacle.absBounds = ent->GetPhysics()->GetAbsBounds();
|
||
|
|
||
|
if ( ent == enemy.GetEntity() ) {
|
||
|
pos = lastVisibleEnemyPos;
|
||
|
} else {
|
||
|
pos = ent->GetPhysics()->GetOrigin();
|
||
|
}
|
||
|
|
||
|
idAASFindAttackPosition findGoal( this, physicsObj.GetGravityAxis(), ent, pos, missileLaunchOffset[ attack_anim ] );
|
||
|
if ( !aas->FindNearestGoal( goal, areaNum, org, pos, travelFlags, &obstacle, 1, findGoal ) ) {
|
||
|
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
|
||
|
AI_DEST_UNREACHABLE = true;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
move.moveDest = goal.origin;
|
||
|
move.toAreaNum = goal.areaNum;
|
||
|
move.goalEntity = ent;
|
||
|
move.moveCommand = MOVE_TO_ATTACK_POSITION;
|
||
|
move.moveStatus = MOVE_STATUS_MOVING;
|
||
|
move.speed = fly_speed;
|
||
|
move.startTime = gameLocal.time;
|
||
|
move.anim = attack_anim;
|
||
|
AI_MOVE_DONE = false;
|
||
|
AI_DEST_UNREACHABLE = false;
|
||
|
AI_FORWARD = true;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::MoveToPosition
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::MoveToPosition( const idVec3 &pos ) {
|
||
|
idVec3 org;
|
||
|
int areaNum;
|
||
|
aasPath_t path;
|
||
|
|
||
|
if ( ReachedPos( pos, move.moveCommand ) ) {
|
||
|
StopMove( MOVE_STATUS_DONE );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
org = pos;
|
||
|
move.toAreaNum = 0;
|
||
|
if ( aas ) {
|
||
|
move.toAreaNum = PointReachableAreaNum( org );
|
||
|
aas->PushPointIntoAreaNum( move.toAreaNum, org );
|
||
|
|
||
|
areaNum = PointReachableAreaNum( physicsObj.GetOrigin() );
|
||
|
if ( !PathToGoal( path, areaNum, physicsObj.GetOrigin(), move.toAreaNum, org ) ) {
|
||
|
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
|
||
|
AI_DEST_UNREACHABLE = true;
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !move.toAreaNum && !NewWanderDir( org ) ) {
|
||
|
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
|
||
|
AI_DEST_UNREACHABLE = true;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
move.moveDest = org;
|
||
|
move.goalEntity = NULL;
|
||
|
move.moveCommand = MOVE_TO_POSITION;
|
||
|
move.moveStatus = MOVE_STATUS_MOVING;
|
||
|
move.startTime = gameLocal.time;
|
||
|
move.speed = fly_speed;
|
||
|
AI_MOVE_DONE = false;
|
||
|
AI_DEST_UNREACHABLE = false;
|
||
|
AI_FORWARD = true;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::MoveToCover
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::MoveToCover( idEntity *entity, const idVec3 &hideFromPos ) {
|
||
|
int areaNum;
|
||
|
aasObstacle_t obstacle;
|
||
|
aasGoal_t hideGoal;
|
||
|
idBounds bounds;
|
||
|
|
||
|
if ( !aas || !entity ) {
|
||
|
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
|
||
|
AI_DEST_UNREACHABLE = true;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
const idVec3 &org = physicsObj.GetOrigin();
|
||
|
areaNum = PointReachableAreaNum( org );
|
||
|
|
||
|
// consider the entity the monster tries to hide from as an obstacle
|
||
|
obstacle.absBounds = entity->GetPhysics()->GetAbsBounds();
|
||
|
|
||
|
idAASFindCover findCover( hideFromPos );
|
||
|
if ( !aas->FindNearestGoal( hideGoal, areaNum, org, hideFromPos, travelFlags, &obstacle, 1, findCover ) ) {
|
||
|
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
|
||
|
AI_DEST_UNREACHABLE = true;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( ReachedPos( hideGoal.origin, move.moveCommand ) ) {
|
||
|
StopMove( MOVE_STATUS_DONE );
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
move.moveDest = hideGoal.origin;
|
||
|
move.toAreaNum = hideGoal.areaNum;
|
||
|
move.goalEntity = entity;
|
||
|
move.moveCommand = MOVE_TO_COVER;
|
||
|
move.moveStatus = MOVE_STATUS_MOVING;
|
||
|
move.startTime = gameLocal.time;
|
||
|
move.speed = fly_speed;
|
||
|
AI_MOVE_DONE = false;
|
||
|
AI_DEST_UNREACHABLE = false;
|
||
|
AI_FORWARD = true;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::SlideToPosition
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::SlideToPosition( const idVec3 &pos, float time ) {
|
||
|
StopMove( MOVE_STATUS_DONE );
|
||
|
|
||
|
move.moveDest = pos;
|
||
|
move.goalEntity = NULL;
|
||
|
move.moveCommand = MOVE_SLIDE_TO_POSITION;
|
||
|
move.moveStatus = MOVE_STATUS_MOVING;
|
||
|
move.startTime = gameLocal.time;
|
||
|
move.duration = idPhysics::SnapTimeToPhysicsFrame( SEC2MS( time ) );
|
||
|
AI_MOVE_DONE = false;
|
||
|
AI_DEST_UNREACHABLE = false;
|
||
|
AI_FORWARD = false;
|
||
|
|
||
|
if ( move.duration > 0 ) {
|
||
|
move.moveDir = ( pos - physicsObj.GetOrigin() ) / MS2SEC( move.duration );
|
||
|
if ( move.moveType != MOVETYPE_FLY ) {
|
||
|
move.moveDir.z = 0.0f;
|
||
|
}
|
||
|
move.speed = move.moveDir.LengthFast();
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::WanderAround
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::WanderAround( void ) {
|
||
|
StopMove( MOVE_STATUS_DONE );
|
||
|
|
||
|
move.moveDest = physicsObj.GetOrigin() + viewAxis[ 0 ] * physicsObj.GetGravityAxis() * 256.0f;
|
||
|
if ( !NewWanderDir( move.moveDest ) ) {
|
||
|
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
|
||
|
AI_DEST_UNREACHABLE = true;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
move.moveCommand = MOVE_WANDER;
|
||
|
move.moveStatus = MOVE_STATUS_MOVING;
|
||
|
move.startTime = gameLocal.time;
|
||
|
move.speed = fly_speed;
|
||
|
AI_MOVE_DONE = false;
|
||
|
AI_FORWARD = true;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::MoveDone
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::MoveDone( void ) const {
|
||
|
return ( move.moveCommand == MOVE_NONE );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idAI::StepDirection
|
||
|
================
|
||
|
*/
|
||
|
bool idAI::StepDirection( float dir ) {
|
||
|
predictedPath_t path;
|
||
|
idVec3 org;
|
||
|
|
||
|
move.wanderYaw = dir;
|
||
|
move.moveDir = idAngles( 0, move.wanderYaw, 0 ).ToForward();
|
||
|
|
||
|
org = physicsObj.GetOrigin();
|
||
|
|
||
|
idAI::PredictPath( this, aas, org, move.moveDir * 48.0f, 1000, 1000, ( move.moveType == MOVETYPE_FLY ) ? SE_BLOCKED : ( SE_ENTER_OBSTACLE | SE_BLOCKED | SE_ENTER_LEDGE_AREA ), path );
|
||
|
|
||
|
if ( path.blockingEntity && ( ( move.moveCommand == MOVE_TO_ENEMY ) || ( move.moveCommand == MOVE_TO_ENTITY ) ) && ( path.blockingEntity == move.goalEntity.GetEntity() ) ) {
|
||
|
// don't report being blocked if we ran into our goal entity
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
if ( ( move.moveType == MOVETYPE_FLY ) && ( path.endEvent == SE_BLOCKED ) ) {
|
||
|
float z;
|
||
|
|
||
|
move.moveDir = path.endVelocity * 1.0f / 48.0f;
|
||
|
|
||
|
// trace down to the floor and see if we can go forward
|
||
|
idAI::PredictPath( this, aas, org, idVec3( 0.0f, 0.0f, -1024.0f ), 1000, 1000, SE_BLOCKED, path );
|
||
|
|
||
|
idVec3 floorPos = path.endPos;
|
||
|
idAI::PredictPath( this, aas, floorPos, move.moveDir * 48.0f, 1000, 1000, SE_BLOCKED, path );
|
||
|
if ( !path.endEvent ) {
|
||
|
move.moveDir.z = -1.0f;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// trace up to see if we can go over something and go forward
|
||
|
idAI::PredictPath( this, aas, org, idVec3( 0.0f, 0.0f, 256.0f ), 1000, 1000, SE_BLOCKED, path );
|
||
|
|
||
|
idVec3 ceilingPos = path.endPos;
|
||
|
|
||
|
for( z = org.z; z <= ceilingPos.z + 64.0f; z += 64.0f ) {
|
||
|
idVec3 start;
|
||
|
if ( z <= ceilingPos.z ) {
|
||
|
start.x = org.x;
|
||
|
start.y = org.y;
|
||
|
start.z = z;
|
||
|
} else {
|
||
|
start = ceilingPos;
|
||
|
}
|
||
|
idAI::PredictPath( this, aas, start, move.moveDir * 48.0f, 1000, 1000, SE_BLOCKED, path );
|
||
|
if ( !path.endEvent ) {
|
||
|
move.moveDir.z = 1.0f;
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return ( path.endEvent == 0 );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idAI::NewWanderDir
|
||
|
================
|
||
|
*/
|
||
|
bool idAI::NewWanderDir( const idVec3 &dest ) {
|
||
|
float deltax, deltay;
|
||
|
float d[ 3 ];
|
||
|
float tdir, olddir, turnaround;
|
||
|
|
||
|
move.nextWanderTime = gameLocal.time + ( gameLocal.random.RandomFloat() * 500 + 500 );
|
||
|
|
||
|
olddir = idMath::AngleNormalize360( ( int )( current_yaw / 45 ) * 45 );
|
||
|
turnaround = idMath::AngleNormalize360( olddir - 180 );
|
||
|
|
||
|
idVec3 org = physicsObj.GetOrigin();
|
||
|
deltax = dest.x - org.x;
|
||
|
deltay = dest.y - org.y;
|
||
|
if ( deltax > 10 ) {
|
||
|
d[ 1 ]= 0;
|
||
|
} else if ( deltax < -10 ) {
|
||
|
d[ 1 ] = 180;
|
||
|
} else {
|
||
|
d[ 1 ] = DI_NODIR;
|
||
|
}
|
||
|
|
||
|
if ( deltay < -10 ) {
|
||
|
d[ 2 ] = 270;
|
||
|
} else if ( deltay > 10 ) {
|
||
|
d[ 2 ] = 90;
|
||
|
} else {
|
||
|
d[ 2 ] = DI_NODIR;
|
||
|
}
|
||
|
|
||
|
// try direct route
|
||
|
if ( d[ 1 ] != DI_NODIR && d[ 2 ] != DI_NODIR ) {
|
||
|
if ( d[ 1 ] == 0 ) {
|
||
|
tdir = d[ 2 ] == 90 ? 45 : 315;
|
||
|
} else {
|
||
|
tdir = d[ 2 ] == 90 ? 135 : 215;
|
||
|
}
|
||
|
|
||
|
if ( tdir != turnaround && StepDirection( tdir ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// try other directions
|
||
|
if ( ( gameLocal.random.RandomInt() & 1 ) || abs( deltay ) > abs( deltax ) ) {
|
||
|
tdir = d[ 1 ];
|
||
|
d[ 1 ] = d[ 2 ];
|
||
|
d[ 2 ] = tdir;
|
||
|
}
|
||
|
|
||
|
if ( d[ 1 ] != DI_NODIR && d[ 1 ] != turnaround && StepDirection( d[1] ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
if ( d[ 2 ] != DI_NODIR && d[ 2 ] != turnaround && StepDirection( d[ 2 ] ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// there is no direct path to the player, so pick another direction
|
||
|
if ( olddir != DI_NODIR && StepDirection( olddir ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// randomly determine direction of search
|
||
|
if ( gameLocal.random.RandomInt() & 1 ) {
|
||
|
for( tdir = 0; tdir <= 315; tdir += 45 ) {
|
||
|
if ( tdir != turnaround && StepDirection( tdir ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
} else {
|
||
|
for ( tdir = 315; tdir >= 0; tdir -= 45 ) {
|
||
|
if ( tdir != turnaround && StepDirection( tdir ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( turnaround != DI_NODIR && StepDirection( turnaround ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// can't move
|
||
|
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::GetMovePos
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::GetMovePos( idVec3 &seekPos ) {
|
||
|
int areaNum;
|
||
|
aasPath_t path;
|
||
|
bool result;
|
||
|
idVec3 org;
|
||
|
|
||
|
org = physicsObj.GetOrigin();
|
||
|
seekPos = org;
|
||
|
|
||
|
switch( move.moveCommand ) {
|
||
|
case MOVE_NONE :
|
||
|
seekPos = move.moveDest;
|
||
|
return false;
|
||
|
break;
|
||
|
|
||
|
case MOVE_FACE_ENEMY :
|
||
|
case MOVE_FACE_ENTITY :
|
||
|
seekPos = move.moveDest;
|
||
|
return false;
|
||
|
break;
|
||
|
|
||
|
case MOVE_TO_POSITION_DIRECT :
|
||
|
seekPos = move.moveDest;
|
||
|
if ( ReachedPos( move.moveDest, move.moveCommand ) ) {
|
||
|
StopMove( MOVE_STATUS_DONE );
|
||
|
}
|
||
|
return false;
|
||
|
break;
|
||
|
|
||
|
case MOVE_SLIDE_TO_POSITION :
|
||
|
seekPos = org;
|
||
|
return false;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( move.moveCommand == MOVE_TO_ENTITY ) {
|
||
|
MoveToEntity( move.goalEntity.GetEntity() );
|
||
|
}
|
||
|
|
||
|
move.moveStatus = MOVE_STATUS_MOVING;
|
||
|
result = false;
|
||
|
if ( gameLocal.time > move.blockTime ) {
|
||
|
if ( move.moveCommand == MOVE_WANDER ) {
|
||
|
move.moveDest = org + viewAxis[ 0 ] * physicsObj.GetGravityAxis() * 256.0f;
|
||
|
} else {
|
||
|
if ( ReachedPos( move.moveDest, move.moveCommand ) ) {
|
||
|
StopMove( MOVE_STATUS_DONE );
|
||
|
seekPos = org;
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( aas && move.toAreaNum ) {
|
||
|
areaNum = PointReachableAreaNum( org );
|
||
|
if ( PathToGoal( path, areaNum, org, move.toAreaNum, move.moveDest ) ) {
|
||
|
seekPos = path.moveGoal;
|
||
|
result = true;
|
||
|
move.nextWanderTime = 0;
|
||
|
} else {
|
||
|
AI_DEST_UNREACHABLE = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !result ) {
|
||
|
// wander around
|
||
|
if ( ( gameLocal.time > move.nextWanderTime ) || !StepDirection( move.wanderYaw ) ) {
|
||
|
result = NewWanderDir( move.moveDest );
|
||
|
if ( !result ) {
|
||
|
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
|
||
|
AI_DEST_UNREACHABLE = true;
|
||
|
seekPos = org;
|
||
|
return false;
|
||
|
}
|
||
|
} else {
|
||
|
result = true;
|
||
|
}
|
||
|
|
||
|
seekPos = org + move.moveDir * 2048.0f;
|
||
|
if ( ai_debugMove.GetBool() ) {
|
||
|
gameRenderWorld->DebugLine( colorYellow, org, seekPos, gameLocal.msec, true );
|
||
|
}
|
||
|
} else {
|
||
|
AI_DEST_UNREACHABLE = false;
|
||
|
}
|
||
|
|
||
|
if ( result && ( ai_debugMove.GetBool() ) ) {
|
||
|
gameRenderWorld->DebugLine( colorCyan, physicsObj.GetOrigin(), seekPos );
|
||
|
}
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::EntityCanSeePos
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::EntityCanSeePos( idActor *actor, const idVec3 &actorOrigin, const idVec3 &pos ) {
|
||
|
idVec3 eye, point;
|
||
|
trace_t results;
|
||
|
pvsHandle_t handle;
|
||
|
|
||
|
handle = gameLocal.pvs.SetupCurrentPVS( actor->GetPVSAreas(), actor->GetNumPVSAreas() );
|
||
|
|
||
|
if ( !gameLocal.pvs.InCurrentPVS( handle, GetPVSAreas(), GetNumPVSAreas() ) ) {
|
||
|
gameLocal.pvs.FreeCurrentPVS( handle );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
gameLocal.pvs.FreeCurrentPVS( handle );
|
||
|
|
||
|
eye = actorOrigin + actor->EyeOffset();
|
||
|
|
||
|
point = pos;
|
||
|
point[2] += 1.0f;
|
||
|
|
||
|
physicsObj.DisableClip();
|
||
|
|
||
|
gameLocal.clip.TracePoint( results, eye, point, MASK_SOLID, actor );
|
||
|
if ( results.fraction >= 1.0f || ( gameLocal.GetTraceEntity( results ) == this ) ) {
|
||
|
physicsObj.EnableClip();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
const idBounds &bounds = physicsObj.GetBounds();
|
||
|
point[2] += bounds[1][2] - bounds[0][2];
|
||
|
|
||
|
gameLocal.clip.TracePoint( results, eye, point, MASK_SOLID, actor );
|
||
|
physicsObj.EnableClip();
|
||
|
if ( results.fraction >= 1.0f || ( gameLocal.GetTraceEntity( results ) == this ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::BlockedFailSafe
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::BlockedFailSafe( void ) {
|
||
|
if ( !ai_blockedFailSafe.GetBool() || blockedRadius < 0.0f ) {
|
||
|
return;
|
||
|
}
|
||
|
if ( !physicsObj.OnGround() || enemy.GetEntity() == NULL ||
|
||
|
( physicsObj.GetOrigin() - move.lastMoveOrigin ).LengthSqr() > Square( blockedRadius ) ) {
|
||
|
move.lastMoveOrigin = physicsObj.GetOrigin();
|
||
|
move.lastMoveTime = gameLocal.time;
|
||
|
}
|
||
|
if ( move.lastMoveTime < gameLocal.time - blockedMoveTime ) {
|
||
|
if ( lastAttackTime < gameLocal.time - blockedAttackTime ) {
|
||
|
AI_BLOCKED = true;
|
||
|
move.lastMoveTime = gameLocal.time;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/***********************************************************************
|
||
|
|
||
|
turning
|
||
|
|
||
|
***********************************************************************/
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::Turn
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::Turn( void ) {
|
||
|
float diff;
|
||
|
float diff2;
|
||
|
float turnAmount;
|
||
|
animFlags_t animflags;
|
||
|
|
||
|
if ( !turnRate ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// check if the animator has marker this anim as non-turning
|
||
|
if ( !legsAnim.Disabled() && !legsAnim.AnimDone( 0 ) ) {
|
||
|
animflags = legsAnim.GetAnimFlags();
|
||
|
} else {
|
||
|
animflags = torsoAnim.GetAnimFlags();
|
||
|
}
|
||
|
if ( animflags.ai_no_turn ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( anim_turn_angles && animflags.anim_turn ) {
|
||
|
idMat3 rotateAxis;
|
||
|
|
||
|
// set the blend between no turn and full turn
|
||
|
float frac = anim_turn_amount / anim_turn_angles;
|
||
|
animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( 0, 1.0f - frac );
|
||
|
animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( 1, frac );
|
||
|
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 0, 1.0f - frac );
|
||
|
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 1, frac );
|
||
|
|
||
|
// get the total rotation from the start of the anim
|
||
|
animator.GetDeltaRotation( 0, gameLocal.time, rotateAxis );
|
||
|
current_yaw = idMath::AngleNormalize180( anim_turn_yaw + rotateAxis[ 0 ].ToYaw() );
|
||
|
} else {
|
||
|
diff = idMath::AngleNormalize180( ideal_yaw - current_yaw );
|
||
|
turnVel += AI_TURN_SCALE * diff * MS2SEC( gameLocal.msec );
|
||
|
if ( turnVel > turnRate ) {
|
||
|
turnVel = turnRate;
|
||
|
} else if ( turnVel < -turnRate ) {
|
||
|
turnVel = -turnRate;
|
||
|
}
|
||
|
turnAmount = turnVel * MS2SEC( gameLocal.msec );
|
||
|
if ( ( diff >= 0.0f ) && ( turnAmount >= diff ) ) {
|
||
|
turnVel = diff / MS2SEC( gameLocal.msec );
|
||
|
turnAmount = diff;
|
||
|
} else if ( ( diff <= 0.0f ) && ( turnAmount <= diff ) ) {
|
||
|
turnVel = diff / MS2SEC( gameLocal.msec );
|
||
|
turnAmount = diff;
|
||
|
}
|
||
|
current_yaw += turnAmount;
|
||
|
current_yaw = idMath::AngleNormalize180( current_yaw );
|
||
|
diff2 = idMath::AngleNormalize180( ideal_yaw - current_yaw );
|
||
|
if ( idMath::Fabs( diff2 ) < 0.1f ) {
|
||
|
current_yaw = ideal_yaw;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
viewAxis = idAngles( 0, current_yaw, 0 ).ToMat3();
|
||
|
|
||
|
if ( ai_debugMove.GetBool() ) {
|
||
|
const idVec3 &org = physicsObj.GetOrigin();
|
||
|
gameRenderWorld->DebugLine( colorRed, org, org + idAngles( 0, ideal_yaw, 0 ).ToForward() * 64, gameLocal.msec );
|
||
|
gameRenderWorld->DebugLine( colorGreen, org, org + idAngles( 0, current_yaw, 0 ).ToForward() * 48, gameLocal.msec );
|
||
|
gameRenderWorld->DebugLine( colorYellow, org, org + idAngles( 0, current_yaw + turnVel, 0 ).ToForward() * 32, gameLocal.msec );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::FacingIdeal
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::FacingIdeal( void ) {
|
||
|
float diff;
|
||
|
|
||
|
if ( !turnRate ) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
diff = idMath::AngleNormalize180( current_yaw - ideal_yaw );
|
||
|
if ( idMath::Fabs( diff ) < 0.01f ) {
|
||
|
// force it to be exact
|
||
|
current_yaw = ideal_yaw;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::TurnToward
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::TurnToward( float yaw ) {
|
||
|
ideal_yaw = idMath::AngleNormalize180( yaw );
|
||
|
bool result = FacingIdeal();
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::TurnToward
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::TurnToward( const idVec3 &pos ) {
|
||
|
idVec3 dir;
|
||
|
idVec3 local_dir;
|
||
|
float lengthSqr;
|
||
|
|
||
|
dir = pos - physicsObj.GetOrigin();
|
||
|
physicsObj.GetGravityAxis().ProjectVector( dir, local_dir );
|
||
|
local_dir.z = 0.0f;
|
||
|
lengthSqr = local_dir.LengthSqr();
|
||
|
if ( lengthSqr > Square( 2.0f ) || ( lengthSqr > Square( 0.1f ) && enemy.GetEntity() == NULL ) ) {
|
||
|
ideal_yaw = idMath::AngleNormalize180( local_dir.ToYaw() );
|
||
|
}
|
||
|
|
||
|
bool result = FacingIdeal();
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/***********************************************************************
|
||
|
|
||
|
Movement
|
||
|
|
||
|
***********************************************************************/
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idAI::ApplyImpulse
|
||
|
================
|
||
|
*/
|
||
|
void idAI::ApplyImpulse( idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse ) {
|
||
|
// FIXME: Jim take a look at this and see if this is a reasonable thing to do
|
||
|
// instead of a spawnArg flag.. Sabaoth is the only slide monster ( and should be the only one for D3 )
|
||
|
// and we don't want him taking physics impulses as it can knock him off the path
|
||
|
if ( move.moveType != MOVETYPE_STATIC && move.moveType != MOVETYPE_SLIDE ) {
|
||
|
idActor::ApplyImpulse( ent, id, point, impulse );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::GetMoveDelta
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::GetMoveDelta( const idMat3 &oldaxis, const idMat3 &axis, idVec3 &delta ) {
|
||
|
idVec3 oldModelOrigin;
|
||
|
idVec3 modelOrigin;
|
||
|
|
||
|
animator.GetDelta( gameLocal.time - gameLocal.msec, gameLocal.time, delta );
|
||
|
delta = axis * delta;
|
||
|
|
||
|
if ( modelOffset != vec3_zero ) {
|
||
|
// the pivot of the monster's model is around its origin, and not around the bounding
|
||
|
// box's origin, so we have to compensate for this when the model is offset so that
|
||
|
// the monster still appears to rotate around it's origin.
|
||
|
oldModelOrigin = modelOffset * oldaxis;
|
||
|
modelOrigin = modelOffset * axis;
|
||
|
delta += oldModelOrigin - modelOrigin;
|
||
|
}
|
||
|
|
||
|
delta *= physicsObj.GetGravityAxis();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::CheckObstacleAvoidance
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::CheckObstacleAvoidance( const idVec3 &goalPos, idVec3 &newPos ) {
|
||
|
idEntity *obstacle;
|
||
|
obstaclePath_t path;
|
||
|
idVec3 dir;
|
||
|
float dist;
|
||
|
bool foundPath;
|
||
|
|
||
|
if ( ignore_obstacles ) {
|
||
|
newPos = goalPos;
|
||
|
move.obstacle = NULL;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
const idVec3 &origin = physicsObj.GetOrigin();
|
||
|
|
||
|
obstacle = NULL;
|
||
|
AI_OBSTACLE_IN_PATH = false;
|
||
|
foundPath = FindPathAroundObstacles( &physicsObj, aas, enemy.GetEntity(), origin, goalPos, path );
|
||
|
if ( ai_showObstacleAvoidance.GetBool() ) {
|
||
|
gameRenderWorld->DebugLine( colorBlue, goalPos + idVec3( 1.0f, 1.0f, 0.0f ), goalPos + idVec3( 1.0f, 1.0f, 64.0f ), gameLocal.msec );
|
||
|
gameRenderWorld->DebugLine( foundPath ? colorYellow : colorRed, path.seekPos, path.seekPos + idVec3( 0.0f, 0.0f, 64.0f ), gameLocal.msec );
|
||
|
}
|
||
|
|
||
|
if ( !foundPath ) {
|
||
|
// couldn't get around obstacles
|
||
|
if ( path.firstObstacle ) {
|
||
|
AI_OBSTACLE_IN_PATH = true;
|
||
|
if ( physicsObj.GetAbsBounds().Expand( 2.0f ).IntersectsBounds( path.firstObstacle->GetPhysics()->GetAbsBounds() ) ) {
|
||
|
obstacle = path.firstObstacle;
|
||
|
}
|
||
|
} else if ( path.startPosObstacle ) {
|
||
|
AI_OBSTACLE_IN_PATH = true;
|
||
|
if ( physicsObj.GetAbsBounds().Expand( 2.0f ).IntersectsBounds( path.startPosObstacle->GetPhysics()->GetAbsBounds() ) ) {
|
||
|
obstacle = path.startPosObstacle;
|
||
|
}
|
||
|
} else {
|
||
|
// Blocked by wall
|
||
|
move.moveStatus = MOVE_STATUS_BLOCKED_BY_WALL;
|
||
|
}
|
||
|
#if 0
|
||
|
} else if ( path.startPosObstacle ) {
|
||
|
// check if we're past where the our origin was pushed out of the obstacle
|
||
|
dir = goalPos - origin;
|
||
|
dir.Normalize();
|
||
|
dist = ( path.seekPos - origin ) * dir;
|
||
|
if ( dist < 1.0f ) {
|
||
|
AI_OBSTACLE_IN_PATH = true;
|
||
|
obstacle = path.startPosObstacle;
|
||
|
}
|
||
|
#endif
|
||
|
} else if ( path.seekPosObstacle ) {
|
||
|
// if the AI is very close to the path.seekPos already and path.seekPosObstacle != NULL
|
||
|
// then we want to push the path.seekPosObstacle entity out of the way
|
||
|
AI_OBSTACLE_IN_PATH = true;
|
||
|
|
||
|
// check if we're past where the goalPos was pushed out of the obstacle
|
||
|
dir = goalPos - origin;
|
||
|
dir.Normalize();
|
||
|
dist = ( path.seekPos - origin ) * dir;
|
||
|
if ( dist < 1.0f ) {
|
||
|
obstacle = path.seekPosObstacle;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if we had an obstacle, set our move status based on the type, and kick it out of the way if it's a moveable
|
||
|
if ( obstacle ) {
|
||
|
if ( obstacle->IsType( idActor::Type ) ) {
|
||
|
// monsters aren't kickable
|
||
|
if ( obstacle == enemy.GetEntity() ) {
|
||
|
move.moveStatus = MOVE_STATUS_BLOCKED_BY_ENEMY;
|
||
|
} else {
|
||
|
move.moveStatus = MOVE_STATUS_BLOCKED_BY_MONSTER;
|
||
|
}
|
||
|
} else {
|
||
|
// try kicking the object out of the way
|
||
|
move.moveStatus = MOVE_STATUS_BLOCKED_BY_OBJECT;
|
||
|
}
|
||
|
newPos = obstacle->GetPhysics()->GetOrigin();
|
||
|
//newPos = path.seekPos;
|
||
|
move.obstacle = obstacle;
|
||
|
} else {
|
||
|
newPos = path.seekPos;
|
||
|
move.obstacle = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::DeadMove
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::DeadMove( void ) {
|
||
|
idVec3 delta;
|
||
|
monsterMoveResult_t moveResult;
|
||
|
|
||
|
idVec3 org = physicsObj.GetOrigin();
|
||
|
|
||
|
GetMoveDelta( viewAxis, viewAxis, delta );
|
||
|
physicsObj.SetDelta( delta );
|
||
|
|
||
|
RunPhysics();
|
||
|
|
||
|
moveResult = physicsObj.GetMoveResult();
|
||
|
AI_ONGROUND = physicsObj.OnGround();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::AnimMove
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::AnimMove( void ) {
|
||
|
idVec3 goalPos;
|
||
|
idVec3 delta;
|
||
|
idVec3 goalDelta;
|
||
|
float goalDist;
|
||
|
monsterMoveResult_t moveResult;
|
||
|
idVec3 newDest;
|
||
|
|
||
|
idVec3 oldorigin = physicsObj.GetOrigin();
|
||
|
idMat3 oldaxis = viewAxis;
|
||
|
|
||
|
AI_BLOCKED = false;
|
||
|
|
||
|
if ( move.moveCommand < NUM_NONMOVING_COMMANDS ){
|
||
|
move.lastMoveOrigin.Zero();
|
||
|
move.lastMoveTime = gameLocal.time;
|
||
|
}
|
||
|
|
||
|
move.obstacle = NULL;
|
||
|
if ( ( move.moveCommand == MOVE_FACE_ENEMY ) && enemy.GetEntity() ) {
|
||
|
TurnToward( lastVisibleEnemyPos );
|
||
|
goalPos = oldorigin;
|
||
|
} else if ( ( move.moveCommand == MOVE_FACE_ENTITY ) && move.goalEntity.GetEntity() ) {
|
||
|
TurnToward( move.goalEntity.GetEntity()->GetPhysics()->GetOrigin() );
|
||
|
goalPos = oldorigin;
|
||
|
} else if ( GetMovePos( goalPos ) ) {
|
||
|
if ( move.moveCommand != MOVE_WANDER ) {
|
||
|
CheckObstacleAvoidance( goalPos, newDest );
|
||
|
TurnToward( newDest );
|
||
|
} else {
|
||
|
TurnToward( goalPos );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Turn();
|
||
|
|
||
|
if ( move.moveCommand == MOVE_SLIDE_TO_POSITION ) {
|
||
|
if ( gameLocal.time < move.startTime + move.duration ) {
|
||
|
goalPos = move.moveDest - move.moveDir * MS2SEC( move.startTime + move.duration - gameLocal.time );
|
||
|
delta = goalPos - oldorigin;
|
||
|
delta.z = 0.0f;
|
||
|
} else {
|
||
|
delta = move.moveDest - oldorigin;
|
||
|
delta.z = 0.0f;
|
||
|
StopMove( MOVE_STATUS_DONE );
|
||
|
}
|
||
|
} else if ( allowMove ) {
|
||
|
GetMoveDelta( oldaxis, viewAxis, delta );
|
||
|
} else {
|
||
|
delta.Zero();
|
||
|
}
|
||
|
|
||
|
if ( move.moveCommand == MOVE_TO_POSITION ) {
|
||
|
goalDelta = move.moveDest - oldorigin;
|
||
|
goalDist = goalDelta.LengthFast();
|
||
|
if ( goalDist < delta.LengthFast() ) {
|
||
|
delta = goalDelta;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
physicsObj.SetDelta( delta );
|
||
|
physicsObj.ForceDeltaMove( disableGravity );
|
||
|
|
||
|
RunPhysics();
|
||
|
|
||
|
if ( ai_debugMove.GetBool() ) {
|
||
|
gameRenderWorld->DebugLine( colorCyan, oldorigin, physicsObj.GetOrigin(), 5000 );
|
||
|
}
|
||
|
|
||
|
moveResult = physicsObj.GetMoveResult();
|
||
|
if ( !af_push_moveables && attack.Length() && TestMelee() ) {
|
||
|
DirectDamage( attack, enemy.GetEntity() );
|
||
|
} else {
|
||
|
idEntity *blockEnt = physicsObj.GetSlideMoveEntity();
|
||
|
if ( blockEnt && blockEnt->IsType( idMoveable::Type ) && blockEnt->GetPhysics()->IsPushable() ) {
|
||
|
KickObstacles( viewAxis[ 0 ], kickForce, blockEnt );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
BlockedFailSafe();
|
||
|
|
||
|
AI_ONGROUND = physicsObj.OnGround();
|
||
|
|
||
|
idVec3 org = physicsObj.GetOrigin();
|
||
|
if ( oldorigin != org ) {
|
||
|
TouchTriggers();
|
||
|
}
|
||
|
|
||
|
if ( ai_debugMove.GetBool() ) {
|
||
|
gameRenderWorld->DebugBounds( colorMagenta, physicsObj.GetBounds(), org, gameLocal.msec );
|
||
|
gameRenderWorld->DebugBounds( colorMagenta, physicsObj.GetBounds(), move.moveDest, gameLocal.msec );
|
||
|
gameRenderWorld->DebugLine( colorYellow, org + EyeOffset(), org + EyeOffset() + viewAxis[ 0 ] * physicsObj.GetGravityAxis() * 16.0f, gameLocal.msec, true );
|
||
|
DrawRoute();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
Seek
|
||
|
=====================
|
||
|
*/
|
||
|
idVec3 Seek( idVec3 &vel, const idVec3 &org, const idVec3 &goal, float prediction ) {
|
||
|
idVec3 predictedPos;
|
||
|
idVec3 goalDelta;
|
||
|
idVec3 seekVel;
|
||
|
|
||
|
// predict our position
|
||
|
predictedPos = org + vel * prediction;
|
||
|
goalDelta = goal - predictedPos;
|
||
|
seekVel = goalDelta * MS2SEC( gameLocal.msec );
|
||
|
|
||
|
return seekVel;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::SlideMove
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::SlideMove( void ) {
|
||
|
idVec3 goalPos;
|
||
|
idVec3 delta;
|
||
|
idVec3 goalDelta;
|
||
|
float goalDist;
|
||
|
monsterMoveResult_t moveResult;
|
||
|
idVec3 newDest;
|
||
|
|
||
|
idVec3 oldorigin = physicsObj.GetOrigin();
|
||
|
idMat3 oldaxis = viewAxis;
|
||
|
|
||
|
AI_BLOCKED = false;
|
||
|
|
||
|
if ( move.moveCommand < NUM_NONMOVING_COMMANDS ){
|
||
|
move.lastMoveOrigin.Zero();
|
||
|
move.lastMoveTime = gameLocal.time;
|
||
|
}
|
||
|
|
||
|
move.obstacle = NULL;
|
||
|
if ( ( move.moveCommand == MOVE_FACE_ENEMY ) && enemy.GetEntity() ) {
|
||
|
TurnToward( lastVisibleEnemyPos );
|
||
|
goalPos = move.moveDest;
|
||
|
} else if ( ( move.moveCommand == MOVE_FACE_ENTITY ) && move.goalEntity.GetEntity() ) {
|
||
|
TurnToward( move.goalEntity.GetEntity()->GetPhysics()->GetOrigin() );
|
||
|
goalPos = move.moveDest;
|
||
|
} else if ( GetMovePos( goalPos ) ) {
|
||
|
CheckObstacleAvoidance( goalPos, newDest );
|
||
|
TurnToward( newDest );
|
||
|
goalPos = newDest;
|
||
|
}
|
||
|
|
||
|
if ( move.moveCommand == MOVE_SLIDE_TO_POSITION ) {
|
||
|
if ( gameLocal.time < move.startTime + move.duration ) {
|
||
|
goalPos = move.moveDest - move.moveDir * MS2SEC( move.startTime + move.duration - gameLocal.time );
|
||
|
} else {
|
||
|
goalPos = move.moveDest;
|
||
|
StopMove( MOVE_STATUS_DONE );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( move.moveCommand == MOVE_TO_POSITION ) {
|
||
|
goalDelta = move.moveDest - oldorigin;
|
||
|
goalDist = goalDelta.LengthFast();
|
||
|
if ( goalDist < delta.LengthFast() ) {
|
||
|
delta = goalDelta;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
idVec3 vel = physicsObj.GetLinearVelocity();
|
||
|
float z = vel.z;
|
||
|
idVec3 predictedPos = oldorigin + vel * AI_SEEK_PREDICTION;
|
||
|
|
||
|
// seek the goal position
|
||
|
goalDelta = goalPos - predictedPos;
|
||
|
vel -= vel * AI_FLY_DAMPENING * MS2SEC( gameLocal.msec );
|
||
|
vel += goalDelta * MS2SEC( gameLocal.msec );
|
||
|
|
||
|
// cap our speed
|
||
|
vel.Truncate( fly_speed );
|
||
|
vel.z = z;
|
||
|
physicsObj.SetLinearVelocity( vel );
|
||
|
physicsObj.UseVelocityMove( true );
|
||
|
RunPhysics();
|
||
|
|
||
|
if ( ( move.moveCommand == MOVE_FACE_ENEMY ) && enemy.GetEntity() ) {
|
||
|
TurnToward( lastVisibleEnemyPos );
|
||
|
} else if ( ( move.moveCommand == MOVE_FACE_ENTITY ) && move.goalEntity.GetEntity() ) {
|
||
|
TurnToward( move.goalEntity.GetEntity()->GetPhysics()->GetOrigin() );
|
||
|
} else if ( move.moveCommand != MOVE_NONE ) {
|
||
|
if ( vel.ToVec2().LengthSqr() > 0.1f ) {
|
||
|
TurnToward( vel.ToYaw() );
|
||
|
}
|
||
|
}
|
||
|
Turn();
|
||
|
|
||
|
if ( ai_debugMove.GetBool() ) {
|
||
|
gameRenderWorld->DebugLine( colorCyan, oldorigin, physicsObj.GetOrigin(), 5000 );
|
||
|
}
|
||
|
|
||
|
moveResult = physicsObj.GetMoveResult();
|
||
|
if ( !af_push_moveables && attack.Length() && TestMelee() ) {
|
||
|
DirectDamage( attack, enemy.GetEntity() );
|
||
|
} else {
|
||
|
idEntity *blockEnt = physicsObj.GetSlideMoveEntity();
|
||
|
if ( blockEnt && blockEnt->IsType( idMoveable::Type ) && blockEnt->GetPhysics()->IsPushable() ) {
|
||
|
KickObstacles( viewAxis[ 0 ], kickForce, blockEnt );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
BlockedFailSafe();
|
||
|
|
||
|
AI_ONGROUND = physicsObj.OnGround();
|
||
|
|
||
|
idVec3 org = physicsObj.GetOrigin();
|
||
|
if ( oldorigin != org ) {
|
||
|
TouchTriggers();
|
||
|
}
|
||
|
|
||
|
if ( ai_debugMove.GetBool() ) {
|
||
|
gameRenderWorld->DebugBounds( colorMagenta, physicsObj.GetBounds(), org, gameLocal.msec );
|
||
|
gameRenderWorld->DebugBounds( colorMagenta, physicsObj.GetBounds(), move.moveDest, gameLocal.msec );
|
||
|
gameRenderWorld->DebugLine( colorYellow, org + EyeOffset(), org + EyeOffset() + viewAxis[ 0 ] * physicsObj.GetGravityAxis() * 16.0f, gameLocal.msec, true );
|
||
|
DrawRoute();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::AdjustFlyingAngles
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::AdjustFlyingAngles( void ) {
|
||
|
idVec3 vel;
|
||
|
float speed;
|
||
|
float roll;
|
||
|
float pitch;
|
||
|
|
||
|
vel = physicsObj.GetLinearVelocity();
|
||
|
|
||
|
speed = vel.Length();
|
||
|
if ( speed < 5.0f ) {
|
||
|
roll = 0.0f;
|
||
|
pitch = 0.0f;
|
||
|
} else {
|
||
|
roll = vel * viewAxis[ 1 ] * -fly_roll_scale / fly_speed;
|
||
|
if ( roll > fly_roll_max ) {
|
||
|
roll = fly_roll_max;
|
||
|
} else if ( roll < -fly_roll_max ) {
|
||
|
roll = -fly_roll_max;
|
||
|
}
|
||
|
|
||
|
pitch = vel * viewAxis[ 2 ] * -fly_pitch_scale / fly_speed;
|
||
|
if ( pitch > fly_pitch_max ) {
|
||
|
pitch = fly_pitch_max;
|
||
|
} else if ( pitch < -fly_pitch_max ) {
|
||
|
pitch = -fly_pitch_max;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
fly_roll = fly_roll * 0.95f + roll * 0.05f;
|
||
|
fly_pitch = fly_pitch * 0.95f + pitch * 0.05f;
|
||
|
|
||
|
if ( flyTiltJoint != INVALID_JOINT ) {
|
||
|
animator.SetJointAxis( flyTiltJoint, JOINTMOD_WORLD, idAngles( fly_pitch, 0.0f, fly_roll ).ToMat3() );
|
||
|
} else {
|
||
|
viewAxis = idAngles( fly_pitch, current_yaw, fly_roll ).ToMat3();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::AddFlyBob
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::AddFlyBob( idVec3 &vel ) {
|
||
|
idVec3 fly_bob_add;
|
||
|
float t;
|
||
|
|
||
|
if ( fly_bob_strength ) {
|
||
|
t = MS2SEC( gameLocal.time + entityNumber * 497 );
|
||
|
fly_bob_add = ( viewAxis[ 1 ] * idMath::Sin16( t * fly_bob_horz ) + viewAxis[ 2 ] * idMath::Sin16( t * fly_bob_vert ) ) * fly_bob_strength;
|
||
|
vel += fly_bob_add * MS2SEC( gameLocal.msec );
|
||
|
if ( ai_debugMove.GetBool() ) {
|
||
|
const idVec3 &origin = physicsObj.GetOrigin();
|
||
|
gameRenderWorld->DebugArrow( colorOrange, origin, origin + fly_bob_add, 0 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::AdjustFlyHeight
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::AdjustFlyHeight( idVec3 &vel, const idVec3 &goalPos ) {
|
||
|
const idVec3 &origin = physicsObj.GetOrigin();
|
||
|
predictedPath_t path;
|
||
|
idVec3 end;
|
||
|
idVec3 dest;
|
||
|
trace_t trace;
|
||
|
idActor *enemyEnt;
|
||
|
bool goLower;
|
||
|
|
||
|
// make sure we're not flying too high to get through doors
|
||
|
goLower = false;
|
||
|
if ( origin.z > goalPos.z ) {
|
||
|
dest = goalPos;
|
||
|
dest.z = origin.z + 128.0f;
|
||
|
idAI::PredictPath( this, aas, goalPos, dest - origin, 1000, 1000, SE_BLOCKED, path );
|
||
|
if ( path.endPos.z < origin.z ) {
|
||
|
idVec3 addVel = Seek( vel, origin, path.endPos, AI_SEEK_PREDICTION );
|
||
|
vel.z += addVel.z;
|
||
|
goLower = true;
|
||
|
}
|
||
|
|
||
|
if ( ai_debugMove.GetBool() ) {
|
||
|
gameRenderWorld->DebugBounds( goLower ? colorRed : colorGreen, physicsObj.GetBounds(), path.endPos, gameLocal.msec );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !goLower ) {
|
||
|
// make sure we don't fly too low
|
||
|
end = origin;
|
||
|
|
||
|
enemyEnt = enemy.GetEntity();
|
||
|
if ( enemyEnt ) {
|
||
|
end.z = lastVisibleEnemyPos.z + lastVisibleEnemyEyeOffset.z + fly_offset;
|
||
|
} else {
|
||
|
// just use the default eye height for the player
|
||
|
end.z = goalPos.z + DEFAULT_FLY_OFFSET + fly_offset;
|
||
|
}
|
||
|
|
||
|
gameLocal.clip.Translation( trace, origin, end, physicsObj.GetClipModel(), mat3_identity, MASK_MONSTERSOLID, this );
|
||
|
vel += Seek( vel, origin, trace.endpos, AI_SEEK_PREDICTION );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::FlySeekGoal
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::FlySeekGoal( idVec3 &vel, idVec3 &goalPos ) {
|
||
|
idVec3 seekVel;
|
||
|
|
||
|
// seek the goal position
|
||
|
seekVel = Seek( vel, physicsObj.GetOrigin(), goalPos, AI_SEEK_PREDICTION );
|
||
|
seekVel *= fly_seek_scale;
|
||
|
vel += seekVel;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::AdjustFlySpeed
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::AdjustFlySpeed( idVec3 &vel ) {
|
||
|
float speed;
|
||
|
|
||
|
// apply dampening
|
||
|
vel -= vel * AI_FLY_DAMPENING * MS2SEC( gameLocal.msec );
|
||
|
|
||
|
// gradually speed up/slow down to desired speed
|
||
|
speed = vel.Normalize();
|
||
|
speed += ( move.speed - speed ) * MS2SEC( gameLocal.msec );
|
||
|
if ( speed < 0.0f ) {
|
||
|
speed = 0.0f;
|
||
|
} else if ( move.speed && ( speed > move.speed ) ) {
|
||
|
speed = move.speed;
|
||
|
}
|
||
|
|
||
|
vel *= speed;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::FlyTurn
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::FlyTurn( void ) {
|
||
|
if ( move.moveCommand == MOVE_FACE_ENEMY ) {
|
||
|
TurnToward( lastVisibleEnemyPos );
|
||
|
} else if ( ( move.moveCommand == MOVE_FACE_ENTITY ) && move.goalEntity.GetEntity() ) {
|
||
|
TurnToward( move.goalEntity.GetEntity()->GetPhysics()->GetOrigin() );
|
||
|
} else if ( move.speed > 0.0f ) {
|
||
|
const idVec3 &vel = physicsObj.GetLinearVelocity();
|
||
|
if ( vel.ToVec2().LengthSqr() > 0.1f ) {
|
||
|
TurnToward( vel.ToYaw() );
|
||
|
}
|
||
|
}
|
||
|
Turn();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::FlyMove
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::FlyMove( void ) {
|
||
|
idVec3 goalPos;
|
||
|
idVec3 oldorigin;
|
||
|
idVec3 newDest;
|
||
|
|
||
|
AI_BLOCKED = false;
|
||
|
if ( ( move.moveCommand != MOVE_NONE ) && ReachedPos( move.moveDest, move.moveCommand ) ) {
|
||
|
StopMove( MOVE_STATUS_DONE );
|
||
|
}
|
||
|
|
||
|
if ( ai_debugMove.GetBool() ) {
|
||
|
gameLocal.Printf( "%d: %s: %s, vel = %.2f, sp = %.2f, maxsp = %.2f\n", gameLocal.time, name.c_str(), moveCommandString[ move.moveCommand ], physicsObj.GetLinearVelocity().Length(), move.speed, fly_speed );
|
||
|
}
|
||
|
|
||
|
if ( move.moveCommand != MOVE_TO_POSITION_DIRECT ) {
|
||
|
idVec3 vel = physicsObj.GetLinearVelocity();
|
||
|
|
||
|
if ( GetMovePos( goalPos ) ) {
|
||
|
CheckObstacleAvoidance( goalPos, newDest );
|
||
|
goalPos = newDest;
|
||
|
}
|
||
|
|
||
|
if ( move.speed ) {
|
||
|
FlySeekGoal( vel, goalPos );
|
||
|
}
|
||
|
|
||
|
// add in bobbing
|
||
|
AddFlyBob( vel );
|
||
|
|
||
|
if ( enemy.GetEntity() && ( move.moveCommand != MOVE_TO_POSITION ) ) {
|
||
|
AdjustFlyHeight( vel, goalPos );
|
||
|
}
|
||
|
|
||
|
AdjustFlySpeed( vel );
|
||
|
|
||
|
physicsObj.SetLinearVelocity( vel );
|
||
|
}
|
||
|
|
||
|
// turn
|
||
|
FlyTurn();
|
||
|
|
||
|
// run the physics for this frame
|
||
|
oldorigin = physicsObj.GetOrigin();
|
||
|
physicsObj.UseFlyMove( true );
|
||
|
physicsObj.UseVelocityMove( false );
|
||
|
physicsObj.SetDelta( vec3_zero );
|
||
|
physicsObj.ForceDeltaMove( disableGravity );
|
||
|
RunPhysics();
|
||
|
|
||
|
monsterMoveResult_t moveResult = physicsObj.GetMoveResult();
|
||
|
if ( !af_push_moveables && attack.Length() && TestMelee() ) {
|
||
|
DirectDamage( attack, enemy.GetEntity() );
|
||
|
} else {
|
||
|
idEntity *blockEnt = physicsObj.GetSlideMoveEntity();
|
||
|
if ( blockEnt && blockEnt->IsType( idMoveable::Type ) && blockEnt->GetPhysics()->IsPushable() ) {
|
||
|
KickObstacles( viewAxis[ 0 ], kickForce, blockEnt );
|
||
|
} else if ( moveResult == MM_BLOCKED ) {
|
||
|
move.blockTime = gameLocal.time + 500;
|
||
|
AI_BLOCKED = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
idVec3 org = physicsObj.GetOrigin();
|
||
|
if ( oldorigin != org ) {
|
||
|
TouchTriggers();
|
||
|
}
|
||
|
|
||
|
if ( ai_debugMove.GetBool() ) {
|
||
|
gameRenderWorld->DebugLine( colorCyan, oldorigin, physicsObj.GetOrigin(), 4000 );
|
||
|
gameRenderWorld->DebugBounds( colorOrange, physicsObj.GetBounds(), org, gameLocal.msec );
|
||
|
gameRenderWorld->DebugBounds( colorMagenta, physicsObj.GetBounds(), move.moveDest, gameLocal.msec );
|
||
|
gameRenderWorld->DebugLine( colorRed, org, org + physicsObj.GetLinearVelocity(), gameLocal.msec, true );
|
||
|
gameRenderWorld->DebugLine( colorBlue, org, goalPos, gameLocal.msec, true );
|
||
|
gameRenderWorld->DebugLine( colorYellow, org + EyeOffset(), org + EyeOffset() + viewAxis[ 0 ] * physicsObj.GetGravityAxis() * 16.0f, gameLocal.msec, true );
|
||
|
DrawRoute();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::StaticMove
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::StaticMove( void ) {
|
||
|
idActor *enemyEnt = enemy.GetEntity();
|
||
|
|
||
|
if ( AI_DEAD ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( ( move.moveCommand == MOVE_FACE_ENEMY ) && enemyEnt ) {
|
||
|
TurnToward( lastVisibleEnemyPos );
|
||
|
} else if ( ( move.moveCommand == MOVE_FACE_ENTITY ) && move.goalEntity.GetEntity() ) {
|
||
|
TurnToward( move.goalEntity.GetEntity()->GetPhysics()->GetOrigin() );
|
||
|
} else if ( move.moveCommand != MOVE_NONE ) {
|
||
|
TurnToward( move.moveDest );
|
||
|
}
|
||
|
Turn();
|
||
|
|
||
|
physicsObj.ForceDeltaMove( true ); // disable gravity
|
||
|
RunPhysics();
|
||
|
|
||
|
AI_ONGROUND = false;
|
||
|
|
||
|
if ( !af_push_moveables && attack.Length() && TestMelee() ) {
|
||
|
DirectDamage( attack, enemyEnt );
|
||
|
}
|
||
|
|
||
|
if ( ai_debugMove.GetBool() ) {
|
||
|
const idVec3 &org = physicsObj.GetOrigin();
|
||
|
gameRenderWorld->DebugBounds( colorMagenta, physicsObj.GetBounds(), org, gameLocal.msec );
|
||
|
gameRenderWorld->DebugLine( colorBlue, org, move.moveDest, gameLocal.msec, true );
|
||
|
gameRenderWorld->DebugLine( colorYellow, org + EyeOffset(), org + EyeOffset() + viewAxis[ 0 ] * physicsObj.GetGravityAxis() * 16.0f, gameLocal.msec, true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/***********************************************************************
|
||
|
|
||
|
Damage
|
||
|
|
||
|
***********************************************************************/
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::ReactionTo
|
||
|
=====================
|
||
|
*/
|
||
|
int idAI::ReactionTo( const idEntity *ent ) {
|
||
|
|
||
|
if ( ent->fl.hidden ) {
|
||
|
// ignore hidden entities
|
||
|
return ATTACK_IGNORE;
|
||
|
}
|
||
|
|
||
|
if ( !ent->IsType( idActor::Type ) ) {
|
||
|
return ATTACK_IGNORE;
|
||
|
}
|
||
|
|
||
|
const idActor *actor = static_cast<const idActor *>( ent );
|
||
|
if ( actor->IsType( idPlayer::Type ) && static_cast<const idPlayer *>(actor)->noclip ) {
|
||
|
// ignore players in noclip mode
|
||
|
return ATTACK_IGNORE;
|
||
|
}
|
||
|
|
||
|
// actors on different teams will always fight each other
|
||
|
if ( actor->team != team ) {
|
||
|
if ( actor->fl.notarget ) {
|
||
|
// don't attack on sight when attacker is notargeted
|
||
|
return ATTACK_ON_DAMAGE | ATTACK_ON_ACTIVATE;
|
||
|
}
|
||
|
return ATTACK_ON_SIGHT | ATTACK_ON_DAMAGE | ATTACK_ON_ACTIVATE;
|
||
|
}
|
||
|
|
||
|
// monsters will fight when attacked by lower ranked monsters. rank 0 never fights back.
|
||
|
if ( rank && ( actor->rank < rank ) ) {
|
||
|
return ATTACK_ON_DAMAGE;
|
||
|
}
|
||
|
|
||
|
// don't fight back
|
||
|
return ATTACK_IGNORE;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::Pain
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::Pain( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
|
||
|
idActor *actor;
|
||
|
|
||
|
AI_PAIN = idActor::Pain( inflictor, attacker, damage, dir, location );
|
||
|
AI_DAMAGE = true;
|
||
|
|
||
|
// force a blink
|
||
|
blink_time = 0;
|
||
|
|
||
|
// ignore damage from self
|
||
|
if ( attacker != this ) {
|
||
|
if ( inflictor ) {
|
||
|
AI_SPECIAL_DAMAGE = inflictor->spawnArgs.GetInt( "special_damage" );
|
||
|
} else {
|
||
|
AI_SPECIAL_DAMAGE = 0;
|
||
|
}
|
||
|
|
||
|
if ( enemy.GetEntity() != attacker && attacker->IsType( idActor::Type ) ) {
|
||
|
actor = ( idActor * )attacker;
|
||
|
if ( ReactionTo( actor ) & ATTACK_ON_DAMAGE ) {
|
||
|
gameLocal.AlertAI( actor );
|
||
|
SetEnemy( actor );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return ( AI_PAIN != 0 );
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::SpawnParticles
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::SpawnParticles( const char *keyName ) {
|
||
|
const idKeyValue *kv = spawnArgs.MatchPrefix( keyName, NULL );
|
||
|
while ( kv ) {
|
||
|
particleEmitter_t pe;
|
||
|
|
||
|
idStr particleName = kv->GetValue();
|
||
|
|
||
|
if ( particleName.Length() ) {
|
||
|
|
||
|
idStr jointName = kv->GetValue();
|
||
|
int dash = jointName.Find('-');
|
||
|
if ( dash > 0 ) {
|
||
|
particleName = particleName.Left( dash );
|
||
|
jointName = jointName.Right( jointName.Length() - dash - 1 );
|
||
|
}
|
||
|
|
||
|
SpawnParticlesOnJoint( pe, particleName, jointName );
|
||
|
particles.Append( pe );
|
||
|
}
|
||
|
|
||
|
kv = spawnArgs.MatchPrefix( keyName, kv );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::SpawnParticlesOnJoint
|
||
|
=====================
|
||
|
*/
|
||
|
const idDeclParticle *idAI::SpawnParticlesOnJoint( particleEmitter_t &pe, const char *particleName, const char *jointName ) {
|
||
|
idVec3 origin;
|
||
|
idMat3 axis;
|
||
|
|
||
|
if ( *particleName == '\0' ) {
|
||
|
memset( &pe, 0, sizeof( pe ) );
|
||
|
return pe.particle;
|
||
|
}
|
||
|
|
||
|
pe.joint = animator.GetJointHandle( jointName );
|
||
|
if ( pe.joint == INVALID_JOINT ) {
|
||
|
gameLocal.Warning( "Unknown particleJoint '%s' on '%s'", jointName, name.c_str() );
|
||
|
pe.time = 0;
|
||
|
pe.particle = NULL;
|
||
|
} else {
|
||
|
animator.GetJointTransform( pe.joint, gameLocal.time, origin, axis );
|
||
|
origin = renderEntity.origin + origin * renderEntity.axis;
|
||
|
|
||
|
BecomeActive( TH_UPDATEPARTICLES );
|
||
|
if ( !gameLocal.time ) {
|
||
|
// particles with time of 0 don't show, so set the time differently on the first frame
|
||
|
pe.time = 1;
|
||
|
} else {
|
||
|
pe.time = gameLocal.time;
|
||
|
}
|
||
|
pe.particle = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, particleName ) );
|
||
|
gameLocal.smokeParticles->EmitSmoke( pe.particle, pe.time, gameLocal.random.CRandomFloat(), origin, axis );
|
||
|
}
|
||
|
|
||
|
return pe.particle;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::Killed
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
|
||
|
idAngles ang;
|
||
|
const char *modelDeath;
|
||
|
|
||
|
// make sure the monster is activated
|
||
|
EndAttack();
|
||
|
|
||
|
if ( g_debugDamage.GetBool() ) {
|
||
|
gameLocal.Printf( "Damage: joint: '%s', zone '%s'\n", animator.GetJointName( ( jointHandle_t )location ),
|
||
|
GetDamageGroup( location ) );
|
||
|
}
|
||
|
|
||
|
if ( inflictor ) {
|
||
|
AI_SPECIAL_DAMAGE = inflictor->spawnArgs.GetInt( "special_damage" );
|
||
|
} else {
|
||
|
AI_SPECIAL_DAMAGE = 0;
|
||
|
}
|
||
|
|
||
|
if ( AI_DEAD ) {
|
||
|
AI_PAIN = true;
|
||
|
AI_DAMAGE = true;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// stop all voice sounds
|
||
|
StopSound( SND_CHANNEL_VOICE, false );
|
||
|
if ( head.GetEntity() ) {
|
||
|
head.GetEntity()->StopSound( SND_CHANNEL_VOICE, false );
|
||
|
head.GetEntity()->GetAnimator()->ClearAllAnims( gameLocal.time, 100 );
|
||
|
}
|
||
|
|
||
|
disableGravity = false;
|
||
|
move.moveType = MOVETYPE_DEAD;
|
||
|
af_push_moveables = false;
|
||
|
|
||
|
physicsObj.UseFlyMove( false );
|
||
|
physicsObj.ForceDeltaMove( false );
|
||
|
|
||
|
// end our looping ambient sound
|
||
|
StopSound( SND_CHANNEL_AMBIENT, false );
|
||
|
|
||
|
if ( attacker && attacker->IsType( idActor::Type ) ) {
|
||
|
gameLocal.AlertAI( ( idActor * )attacker );
|
||
|
}
|
||
|
|
||
|
// activate targets
|
||
|
ActivateTargets( attacker );
|
||
|
|
||
|
RemoveAttachments();
|
||
|
RemoveProjectile();
|
||
|
StopMove( MOVE_STATUS_DONE );
|
||
|
|
||
|
ClearEnemy();
|
||
|
AI_DEAD = true;
|
||
|
|
||
|
// make monster nonsolid
|
||
|
physicsObj.SetContents( 0 );
|
||
|
physicsObj.GetClipModel()->Unlink();
|
||
|
|
||
|
Unbind();
|
||
|
|
||
|
if ( StartRagdoll() ) {
|
||
|
StartSound( "snd_death", SND_CHANNEL_VOICE, 0, false, NULL );
|
||
|
}
|
||
|
|
||
|
if ( spawnArgs.GetString( "model_death", "", &modelDeath ) ) {
|
||
|
// lost soul is only case that does not use a ragdoll and has a model_death so get the death sound in here
|
||
|
StartSound( "snd_death", SND_CHANNEL_VOICE, 0, false, NULL );
|
||
|
renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
|
||
|
SetModel( modelDeath );
|
||
|
physicsObj.SetLinearVelocity( vec3_zero );
|
||
|
physicsObj.PutToRest();
|
||
|
physicsObj.DisableImpact();
|
||
|
}
|
||
|
|
||
|
restartParticles = false;
|
||
|
|
||
|
state = GetScriptFunction( "state_Killed" );
|
||
|
SetState( state );
|
||
|
SetWaitState( "" );
|
||
|
|
||
|
const idKeyValue *kv = spawnArgs.MatchPrefix( "def_drops", NULL );
|
||
|
while( kv ) {
|
||
|
idDict args;
|
||
|
|
||
|
args.Set( "classname", kv->GetValue() );
|
||
|
args.Set( "origin", physicsObj.GetOrigin().ToString() );
|
||
|
gameLocal.SpawnEntityDef( args );
|
||
|
kv = spawnArgs.MatchPrefix( "def_drops", kv );
|
||
|
}
|
||
|
|
||
|
if ( ( attacker && attacker->IsType( idPlayer::Type ) ) && ( inflictor && !inflictor->IsType( idSoulCubeMissile::Type ) ) ) {
|
||
|
static_cast< idPlayer* >( attacker )->AddAIKill();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/***********************************************************************
|
||
|
|
||
|
Targeting/Combat
|
||
|
|
||
|
***********************************************************************/
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::PlayCinematic
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::PlayCinematic( void ) {
|
||
|
const char *animname;
|
||
|
|
||
|
if ( current_cinematic >= num_cinematics ) {
|
||
|
if ( g_debugCinematic.GetBool() ) {
|
||
|
gameLocal.Printf( "%d: '%s' stop\n", gameLocal.framenum, GetName() );
|
||
|
}
|
||
|
if ( !spawnArgs.GetBool( "cinematic_no_hide" ) ) {
|
||
|
Hide();
|
||
|
}
|
||
|
current_cinematic = 0;
|
||
|
ActivateTargets( gameLocal.GetLocalPlayer() );
|
||
|
fl.neverDormant = false;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Show();
|
||
|
current_cinematic++;
|
||
|
|
||
|
allowJointMod = false;
|
||
|
allowEyeFocus = false;
|
||
|
|
||
|
spawnArgs.GetString( va( "anim%d", current_cinematic ), NULL, &animname );
|
||
|
if ( !animname ) {
|
||
|
gameLocal.Warning( "missing 'anim%d' key on %s", current_cinematic, name.c_str() );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( g_debugCinematic.GetBool() ) {
|
||
|
gameLocal.Printf( "%d: '%s' start '%s'\n", gameLocal.framenum, GetName(), animname );
|
||
|
}
|
||
|
|
||
|
headAnim.animBlendFrames = 0;
|
||
|
headAnim.lastAnimBlendFrames = 0;
|
||
|
headAnim.BecomeIdle();
|
||
|
|
||
|
legsAnim.animBlendFrames = 0;
|
||
|
legsAnim.lastAnimBlendFrames = 0;
|
||
|
legsAnim.BecomeIdle();
|
||
|
|
||
|
torsoAnim.animBlendFrames = 0;
|
||
|
torsoAnim.lastAnimBlendFrames = 0;
|
||
|
ProcessEvent( &AI_PlayAnim, ANIMCHANNEL_TORSO, animname );
|
||
|
|
||
|
// make sure our model gets updated
|
||
|
animator.ForceUpdate();
|
||
|
|
||
|
// update the anim bounds
|
||
|
UpdateAnimation();
|
||
|
UpdateVisuals();
|
||
|
Present();
|
||
|
|
||
|
if ( head.GetEntity() ) {
|
||
|
// since the body anim was updated, we need to run physics to update the position of the head
|
||
|
RunPhysics();
|
||
|
|
||
|
// make sure our model gets updated
|
||
|
head.GetEntity()->GetAnimator()->ForceUpdate();
|
||
|
|
||
|
// update the anim bounds
|
||
|
head.GetEntity()->UpdateAnimation();
|
||
|
head.GetEntity()->UpdateVisuals();
|
||
|
head.GetEntity()->Present();
|
||
|
}
|
||
|
|
||
|
fl.neverDormant = true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::Activate
|
||
|
|
||
|
Notifies the script that a monster has been activated by a trigger or flashlight
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::Activate( idEntity *activator ) {
|
||
|
idPlayer *player;
|
||
|
|
||
|
if ( AI_DEAD ) {
|
||
|
// ignore it when they're dead
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// make sure he's not dormant
|
||
|
dormantStart = 0;
|
||
|
|
||
|
if ( num_cinematics ) {
|
||
|
PlayCinematic();
|
||
|
} else {
|
||
|
AI_ACTIVATED = true;
|
||
|
if ( !activator || !activator->IsType( idPlayer::Type ) ) {
|
||
|
player = gameLocal.GetLocalPlayer();
|
||
|
} else {
|
||
|
player = static_cast<idPlayer *>( activator );
|
||
|
}
|
||
|
|
||
|
if ( ReactionTo( player ) & ATTACK_ON_ACTIVATE ) {
|
||
|
SetEnemy( player );
|
||
|
}
|
||
|
|
||
|
// update the script in cinematics so that entities don't start anims or show themselves a frame late.
|
||
|
if ( cinematic ) {
|
||
|
UpdateAIScript();
|
||
|
|
||
|
// make sure our model gets updated
|
||
|
animator.ForceUpdate();
|
||
|
|
||
|
// update the anim bounds
|
||
|
UpdateAnimation();
|
||
|
UpdateVisuals();
|
||
|
Present();
|
||
|
|
||
|
if ( head.GetEntity() ) {
|
||
|
// since the body anim was updated, we need to run physics to update the position of the head
|
||
|
RunPhysics();
|
||
|
|
||
|
// make sure our model gets updated
|
||
|
head.GetEntity()->GetAnimator()->ForceUpdate();
|
||
|
|
||
|
// update the anim bounds
|
||
|
head.GetEntity()->UpdateAnimation();
|
||
|
head.GetEntity()->UpdateVisuals();
|
||
|
head.GetEntity()->Present();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::EnemyDead
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::EnemyDead( void ) {
|
||
|
ClearEnemy();
|
||
|
AI_ENEMY_DEAD = true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::TalkTo
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::TalkTo( idActor *actor ) {
|
||
|
if ( talk_state != TALK_OK ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
talkTarget = actor;
|
||
|
if ( actor ) {
|
||
|
AI_TALK = true;
|
||
|
} else {
|
||
|
AI_TALK = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::GetEnemy
|
||
|
=====================
|
||
|
*/
|
||
|
idActor *idAI::GetEnemy( void ) const {
|
||
|
return enemy.GetEntity();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::GetTalkState
|
||
|
=====================
|
||
|
*/
|
||
|
talkState_t idAI::GetTalkState( void ) const {
|
||
|
if ( ( talk_state != TALK_NEVER ) && AI_DEAD ) {
|
||
|
return TALK_DEAD;
|
||
|
}
|
||
|
if ( IsHidden() ) {
|
||
|
return TALK_NEVER;
|
||
|
}
|
||
|
return talk_state;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::TouchedByFlashlight
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::TouchedByFlashlight( idActor *flashlight_owner ) {
|
||
|
if ( wakeOnFlashlight ) {
|
||
|
Activate( flashlight_owner );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::ClearEnemy
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::ClearEnemy( void ) {
|
||
|
if ( move.moveCommand == MOVE_TO_ENEMY ) {
|
||
|
StopMove( MOVE_STATUS_DEST_NOT_FOUND );
|
||
|
}
|
||
|
|
||
|
enemyNode.Remove();
|
||
|
enemy = NULL;
|
||
|
AI_ENEMY_IN_FOV = false;
|
||
|
AI_ENEMY_VISIBLE = false;
|
||
|
AI_ENEMY_DEAD = true;
|
||
|
|
||
|
SetChatSound();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::EnemyPositionValid
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::EnemyPositionValid( void ) const {
|
||
|
trace_t tr;
|
||
|
idVec3 muzzle;
|
||
|
idMat3 axis;
|
||
|
|
||
|
if ( !enemy.GetEntity() ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( AI_ENEMY_VISIBLE ) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
gameLocal.clip.TracePoint( tr, GetEyePosition(), lastVisibleEnemyPos + lastVisibleEnemyEyeOffset, MASK_OPAQUE, this );
|
||
|
if ( tr.fraction < 1.0f ) {
|
||
|
// can't see the area yet, so don't know if he's there or not
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::SetEnemyPosition
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::SetEnemyPosition( void ) {
|
||
|
idActor *enemyEnt = enemy.GetEntity();
|
||
|
int enemyAreaNum;
|
||
|
int areaNum;
|
||
|
int lastVisibleReachableEnemyAreaNum;
|
||
|
aasPath_t path;
|
||
|
idVec3 pos;
|
||
|
bool onGround;
|
||
|
|
||
|
if ( !enemyEnt ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
lastVisibleReachableEnemyPos = lastReachableEnemyPos;
|
||
|
lastVisibleEnemyEyeOffset = enemyEnt->EyeOffset();
|
||
|
lastVisibleEnemyPos = enemyEnt->GetPhysics()->GetOrigin();
|
||
|
if ( move.moveType == MOVETYPE_FLY ) {
|
||
|
pos = lastVisibleEnemyPos;
|
||
|
onGround = true;
|
||
|
} else {
|
||
|
onGround = enemyEnt->GetFloorPos( 64.0f, pos );
|
||
|
if ( enemyEnt->OnLadder() ) {
|
||
|
onGround = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !onGround ) {
|
||
|
if ( move.moveCommand == MOVE_TO_ENEMY ) {
|
||
|
AI_DEST_UNREACHABLE = true;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// when we don't have an AAS, we can't tell if an enemy is reachable or not,
|
||
|
// so just assume that he is.
|
||
|
if ( !aas ) {
|
||
|
lastVisibleReachableEnemyPos = lastVisibleEnemyPos;
|
||
|
if ( move.moveCommand == MOVE_TO_ENEMY ) {
|
||
|
AI_DEST_UNREACHABLE = false;
|
||
|
}
|
||
|
enemyAreaNum = 0;
|
||
|
areaNum = 0;
|
||
|
} else {
|
||
|
lastVisibleReachableEnemyAreaNum = move.toAreaNum;
|
||
|
enemyAreaNum = PointReachableAreaNum( lastVisibleEnemyPos, 1.0f );
|
||
|
if ( !enemyAreaNum ) {
|
||
|
enemyAreaNum = PointReachableAreaNum( lastReachableEnemyPos, 1.0f );
|
||
|
pos = lastReachableEnemyPos;
|
||
|
}
|
||
|
if ( !enemyAreaNum ) {
|
||
|
if ( move.moveCommand == MOVE_TO_ENEMY ) {
|
||
|
AI_DEST_UNREACHABLE = true;
|
||
|
}
|
||
|
areaNum = 0;
|
||
|
} else {
|
||
|
const idVec3 &org = physicsObj.GetOrigin();
|
||
|
areaNum = PointReachableAreaNum( org );
|
||
|
if ( PathToGoal( path, areaNum, org, enemyAreaNum, pos ) ) {
|
||
|
lastVisibleReachableEnemyPos = pos;
|
||
|
lastVisibleReachableEnemyAreaNum = enemyAreaNum;
|
||
|
if ( move.moveCommand == MOVE_TO_ENEMY ) {
|
||
|
AI_DEST_UNREACHABLE = false;
|
||
|
}
|
||
|
} else if ( move.moveCommand == MOVE_TO_ENEMY ) {
|
||
|
AI_DEST_UNREACHABLE = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( move.moveCommand == MOVE_TO_ENEMY ) {
|
||
|
if ( !aas ) {
|
||
|
// keep the move destination up to date for wandering
|
||
|
move.moveDest = lastVisibleReachableEnemyPos;
|
||
|
} else if ( enemyAreaNum ) {
|
||
|
move.toAreaNum = lastVisibleReachableEnemyAreaNum;
|
||
|
move.moveDest = lastVisibleReachableEnemyPos;
|
||
|
}
|
||
|
|
||
|
if ( move.moveType == MOVETYPE_FLY ) {
|
||
|
predictedPath_t path;
|
||
|
idVec3 end = move.moveDest;
|
||
|
end.z += enemyEnt->EyeOffset().z + fly_offset;
|
||
|
idAI::PredictPath( this, aas, move.moveDest, end - move.moveDest, 1000, 1000, SE_BLOCKED, path );
|
||
|
move.moveDest = path.endPos;
|
||
|
move.toAreaNum = PointReachableAreaNum( move.moveDest, 1.0f );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::UpdateEnemyPosition
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::UpdateEnemyPosition( void ) {
|
||
|
idActor *enemyEnt = enemy.GetEntity();
|
||
|
int enemyAreaNum;
|
||
|
int areaNum;
|
||
|
aasPath_t path;
|
||
|
predictedPath_t predictedPath;
|
||
|
idVec3 enemyPos;
|
||
|
bool onGround;
|
||
|
|
||
|
if ( !enemyEnt ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
const idVec3 &org = physicsObj.GetOrigin();
|
||
|
|
||
|
if ( move.moveType == MOVETYPE_FLY ) {
|
||
|
enemyPos = enemyEnt->GetPhysics()->GetOrigin();
|
||
|
onGround = true;
|
||
|
} else {
|
||
|
onGround = enemyEnt->GetFloorPos( 64.0f, enemyPos );
|
||
|
if ( enemyEnt->OnLadder() ) {
|
||
|
onGround = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( onGround ) {
|
||
|
// when we don't have an AAS, we can't tell if an enemy is reachable or not,
|
||
|
// so just assume that he is.
|
||
|
if ( !aas ) {
|
||
|
enemyAreaNum = 0;
|
||
|
lastReachableEnemyPos = enemyPos;
|
||
|
} else {
|
||
|
enemyAreaNum = PointReachableAreaNum( enemyPos, 1.0f );
|
||
|
if ( enemyAreaNum ) {
|
||
|
areaNum = PointReachableAreaNum( org );
|
||
|
if ( PathToGoal( path, areaNum, org, enemyAreaNum, enemyPos ) ) {
|
||
|
lastReachableEnemyPos = enemyPos;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
AI_ENEMY_IN_FOV = false;
|
||
|
AI_ENEMY_VISIBLE = false;
|
||
|
|
||
|
if ( CanSee( enemyEnt, false ) ) {
|
||
|
AI_ENEMY_VISIBLE = true;
|
||
|
if ( CheckFOV( enemyEnt->GetPhysics()->GetOrigin() ) ) {
|
||
|
AI_ENEMY_IN_FOV = true;
|
||
|
}
|
||
|
|
||
|
SetEnemyPosition();
|
||
|
} else {
|
||
|
// check if we heard any sounds in the last frame
|
||
|
if ( enemyEnt == gameLocal.GetAlertEntity() ) {
|
||
|
float dist = ( enemyEnt->GetPhysics()->GetOrigin() - org ).LengthSqr();
|
||
|
if ( dist < Square( AI_HEARING_RANGE ) ) {
|
||
|
SetEnemyPosition();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( ai_debugMove.GetBool() ) {
|
||
|
gameRenderWorld->DebugBounds( colorLtGrey, enemyEnt->GetPhysics()->GetBounds(), lastReachableEnemyPos, gameLocal.msec );
|
||
|
gameRenderWorld->DebugBounds( colorWhite, enemyEnt->GetPhysics()->GetBounds(), lastVisibleReachableEnemyPos, gameLocal.msec );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::SetEnemy
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::SetEnemy( idActor *newEnemy ) {
|
||
|
int enemyAreaNum;
|
||
|
|
||
|
if ( AI_DEAD ) {
|
||
|
ClearEnemy();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
AI_ENEMY_DEAD = false;
|
||
|
if ( !newEnemy ) {
|
||
|
ClearEnemy();
|
||
|
} else if ( enemy.GetEntity() != newEnemy ) {
|
||
|
enemy = newEnemy;
|
||
|
enemyNode.AddToEnd( newEnemy->enemyList );
|
||
|
if ( newEnemy->health <= 0 ) {
|
||
|
EnemyDead();
|
||
|
return;
|
||
|
}
|
||
|
// let the monster know where the enemy is
|
||
|
newEnemy->GetAASLocation( aas, lastReachableEnemyPos, enemyAreaNum );
|
||
|
SetEnemyPosition();
|
||
|
SetChatSound();
|
||
|
|
||
|
lastReachableEnemyPos = lastVisibleEnemyPos;
|
||
|
lastVisibleReachableEnemyPos = lastReachableEnemyPos;
|
||
|
enemyAreaNum = PointReachableAreaNum( lastReachableEnemyPos, 1.0f );
|
||
|
if ( aas && enemyAreaNum ) {
|
||
|
aas->PushPointIntoAreaNum( enemyAreaNum, lastReachableEnemyPos );
|
||
|
lastVisibleReachableEnemyPos = lastReachableEnemyPos;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
idAI::FirstVisiblePointOnPath
|
||
|
============
|
||
|
*/
|
||
|
idVec3 idAI::FirstVisiblePointOnPath( const idVec3 origin, const idVec3 &target, int travelFlags ) const {
|
||
|
int i, areaNum, targetAreaNum, curAreaNum, travelTime;
|
||
|
idVec3 curOrigin;
|
||
|
idReachability *reach;
|
||
|
|
||
|
if ( !aas ) {
|
||
|
return origin;
|
||
|
}
|
||
|
|
||
|
areaNum = PointReachableAreaNum( origin );
|
||
|
targetAreaNum = PointReachableAreaNum( target );
|
||
|
|
||
|
if ( !areaNum || !targetAreaNum ) {
|
||
|
return origin;
|
||
|
}
|
||
|
|
||
|
if ( ( areaNum == targetAreaNum ) || PointVisible( origin ) ) {
|
||
|
return origin;
|
||
|
}
|
||
|
|
||
|
curAreaNum = areaNum;
|
||
|
curOrigin = origin;
|
||
|
|
||
|
for( i = 0; i < 10; i++ ) {
|
||
|
|
||
|
if ( !aas->RouteToGoalArea( curAreaNum, curOrigin, targetAreaNum, travelFlags, travelTime, &reach ) ) {
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( !reach ) {
|
||
|
return target;
|
||
|
}
|
||
|
|
||
|
curAreaNum = reach->toAreaNum;
|
||
|
curOrigin = reach->end;
|
||
|
|
||
|
if ( PointVisible( curOrigin ) ) {
|
||
|
return curOrigin;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return origin;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idAI::CalculateAttackOffsets
|
||
|
|
||
|
calculate joint positions on attack frames so we can do proper "can hit" tests
|
||
|
===================
|
||
|
*/
|
||
|
void idAI::CalculateAttackOffsets( void ) {
|
||
|
const idDeclModelDef *modelDef;
|
||
|
int num;
|
||
|
int i;
|
||
|
int frame;
|
||
|
const frameCommand_t *command;
|
||
|
idMat3 axis;
|
||
|
const idAnim *anim;
|
||
|
jointHandle_t joint;
|
||
|
|
||
|
modelDef = animator.ModelDef();
|
||
|
if ( !modelDef ) {
|
||
|
return;
|
||
|
}
|
||
|
num = modelDef->NumAnims();
|
||
|
|
||
|
// needs to be off while getting the offsets so that we account for the distance the monster moves in the attack anim
|
||
|
animator.RemoveOriginOffset( false );
|
||
|
|
||
|
// anim number 0 is reserved for non-existant anims. to avoid off by one issues, just allocate an extra spot for
|
||
|
// launch offsets so that anim number can be used without subtracting 1.
|
||
|
missileLaunchOffset.SetGranularity( 1 );
|
||
|
missileLaunchOffset.SetNum( num + 1 );
|
||
|
missileLaunchOffset[ 0 ].Zero();
|
||
|
|
||
|
for( i = 1; i <= num; i++ ) {
|
||
|
missileLaunchOffset[ i ].Zero();
|
||
|
anim = modelDef->GetAnim( i );
|
||
|
if ( anim ) {
|
||
|
frame = anim->FindFrameForFrameCommand( FC_LAUNCHMISSILE, &command );
|
||
|
if ( frame >= 0 ) {
|
||
|
joint = animator.GetJointHandle( command->string->c_str() );
|
||
|
if ( joint == INVALID_JOINT ) {
|
||
|
gameLocal.Error( "Invalid joint '%s' on 'launch_missile' frame command on frame %d of model '%s'", command->string->c_str(), frame, modelDef->GetName() );
|
||
|
}
|
||
|
GetJointTransformForAnim( joint, i, FRAME2MS( frame ), missileLaunchOffset[ i ], axis );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
animator.RemoveOriginOffset( true );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::CreateProjectileClipModel
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::CreateProjectileClipModel( void ) const {
|
||
|
if ( projectileClipModel == NULL ) {
|
||
|
idBounds projectileBounds( vec3_origin );
|
||
|
projectileBounds.ExpandSelf( projectileRadius );
|
||
|
projectileClipModel = new idClipModel( idTraceModel( projectileBounds ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::GetAimDir
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::GetAimDir( const idVec3 &firePos, idEntity *aimAtEnt, const idEntity *ignore, idVec3 &aimDir ) const {
|
||
|
idVec3 targetPos1;
|
||
|
idVec3 targetPos2;
|
||
|
idVec3 delta;
|
||
|
float max_height;
|
||
|
bool result;
|
||
|
|
||
|
// if no aimAtEnt or projectile set
|
||
|
if ( !aimAtEnt || !projectileDef ) {
|
||
|
aimDir = viewAxis[ 0 ] * physicsObj.GetGravityAxis();
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( projectileClipModel == NULL ) {
|
||
|
CreateProjectileClipModel();
|
||
|
}
|
||
|
|
||
|
if ( aimAtEnt == enemy.GetEntity() ) {
|
||
|
static_cast<idActor *>( aimAtEnt )->GetAIAimTargets( lastVisibleEnemyPos, targetPos1, targetPos2 );
|
||
|
} else if ( aimAtEnt->IsType( idActor::Type ) ) {
|
||
|
static_cast<idActor *>( aimAtEnt )->GetAIAimTargets( aimAtEnt->GetPhysics()->GetOrigin(), targetPos1, targetPos2 );
|
||
|
} else {
|
||
|
targetPos1 = aimAtEnt->GetPhysics()->GetAbsBounds().GetCenter();
|
||
|
targetPos2 = targetPos1;
|
||
|
}
|
||
|
|
||
|
// try aiming for chest
|
||
|
delta = firePos - targetPos1;
|
||
|
max_height = delta.LengthFast() * projectile_height_to_distance_ratio;
|
||
|
result = PredictTrajectory( firePos, targetPos1, projectileSpeed, projectileGravity, projectileClipModel, MASK_SHOT_RENDERMODEL, max_height, ignore, aimAtEnt, ai_debugTrajectory.GetBool() ? 1000 : 0, aimDir );
|
||
|
if ( result || !aimAtEnt->IsType( idActor::Type ) ) {
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
// try aiming for head
|
||
|
delta = firePos - targetPos2;
|
||
|
max_height = delta.LengthFast() * projectile_height_to_distance_ratio;
|
||
|
result = PredictTrajectory( firePos, targetPos2, projectileSpeed, projectileGravity, projectileClipModel, MASK_SHOT_RENDERMODEL, max_height, ignore, aimAtEnt, ai_debugTrajectory.GetBool() ? 1000 : 0, aimDir );
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::BeginAttack
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::BeginAttack( const char *name ) {
|
||
|
attack = name;
|
||
|
lastAttackTime = gameLocal.time;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::EndAttack
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::EndAttack( void ) {
|
||
|
attack = "";
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::CreateProjectile
|
||
|
=====================
|
||
|
*/
|
||
|
idProjectile *idAI::CreateProjectile( const idVec3 &pos, const idVec3 &dir ) {
|
||
|
idEntity *ent;
|
||
|
const char *clsname;
|
||
|
|
||
|
if ( !projectile.GetEntity() ) {
|
||
|
gameLocal.SpawnEntityDef( *projectileDef, &ent, false );
|
||
|
if ( !ent ) {
|
||
|
clsname = projectileDef->GetString( "classname" );
|
||
|
gameLocal.Error( "Could not spawn entityDef '%s'", clsname );
|
||
|
}
|
||
|
|
||
|
if ( !ent->IsType( idProjectile::Type ) ) {
|
||
|
clsname = ent->GetClassname();
|
||
|
gameLocal.Error( "'%s' is not an idProjectile", clsname );
|
||
|
}
|
||
|
projectile = ( idProjectile * )ent;
|
||
|
}
|
||
|
|
||
|
projectile.GetEntity()->Create( this, pos, dir );
|
||
|
|
||
|
return projectile.GetEntity();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::RemoveProjectile
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::RemoveProjectile( void ) {
|
||
|
if ( projectile.GetEntity() ) {
|
||
|
projectile.GetEntity()->PostEventMS( &EV_Remove, 0 );
|
||
|
projectile = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::LaunchProjectile
|
||
|
=====================
|
||
|
*/
|
||
|
idProjectile *idAI::LaunchProjectile( const char *jointname, idEntity *target, bool clampToAttackCone ) {
|
||
|
idVec3 muzzle;
|
||
|
idVec3 dir;
|
||
|
idVec3 start;
|
||
|
trace_t tr;
|
||
|
idBounds projBounds;
|
||
|
float distance;
|
||
|
const idClipModel *projClip;
|
||
|
float attack_accuracy;
|
||
|
float attack_cone;
|
||
|
float projectile_spread;
|
||
|
float diff;
|
||
|
float angle;
|
||
|
float spin;
|
||
|
idAngles ang;
|
||
|
int num_projectiles;
|
||
|
int i;
|
||
|
idMat3 axis;
|
||
|
idVec3 tmp;
|
||
|
idProjectile *lastProjectile;
|
||
|
|
||
|
if ( !projectileDef ) {
|
||
|
gameLocal.Warning( "%s (%s) doesn't have a projectile specified", name.c_str(), GetEntityDefName() );
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
attack_accuracy = spawnArgs.GetFloat( "attack_accuracy", "7" );
|
||
|
attack_cone = spawnArgs.GetFloat( "attack_cone", "70" );
|
||
|
projectile_spread = spawnArgs.GetFloat( "projectile_spread", "0" );
|
||
|
num_projectiles = spawnArgs.GetInt( "num_projectiles", "1" );
|
||
|
|
||
|
GetMuzzle( jointname, muzzle, axis );
|
||
|
|
||
|
if ( !projectile.GetEntity() ) {
|
||
|
CreateProjectile( muzzle, axis[ 0 ] );
|
||
|
}
|
||
|
|
||
|
lastProjectile = projectile.GetEntity();
|
||
|
|
||
|
if ( target != NULL ) {
|
||
|
tmp = target->GetPhysics()->GetAbsBounds().GetCenter() - muzzle;
|
||
|
tmp.Normalize();
|
||
|
axis = tmp.ToMat3();
|
||
|
} else {
|
||
|
axis = viewAxis;
|
||
|
}
|
||
|
|
||
|
// rotate it because the cone points up by default
|
||
|
tmp = axis[2];
|
||
|
axis[2] = axis[0];
|
||
|
axis[0] = -tmp;
|
||
|
|
||
|
// make sure the projectile starts inside the monster bounding box
|
||
|
const idBounds &ownerBounds = physicsObj.GetAbsBounds();
|
||
|
projClip = lastProjectile->GetPhysics()->GetClipModel();
|
||
|
projBounds = projClip->GetBounds().Rotate( axis );
|
||
|
|
||
|
// check if the owner bounds is bigger than the projectile bounds
|
||
|
if ( ( ( ownerBounds[1][0] - ownerBounds[0][0] ) > ( projBounds[1][0] - projBounds[0][0] ) ) &&
|
||
|
( ( ownerBounds[1][1] - ownerBounds[0][1] ) > ( projBounds[1][1] - projBounds[0][1] ) ) &&
|
||
|
( ( ownerBounds[1][2] - ownerBounds[0][2] ) > ( projBounds[1][2] - projBounds[0][2] ) ) ) {
|
||
|
if ( (ownerBounds - projBounds).RayIntersection( muzzle, viewAxis[ 0 ], distance ) ) {
|
||
|
start = muzzle + distance * viewAxis[ 0 ];
|
||
|
} else {
|
||
|
start = ownerBounds.GetCenter();
|
||
|
}
|
||
|
} else {
|
||
|
// projectile bounds bigger than the owner bounds, so just start it from the center
|
||
|
start = ownerBounds.GetCenter();
|
||
|
}
|
||
|
|
||
|
gameLocal.clip.Translation( tr, start, muzzle, projClip, axis, MASK_SHOT_RENDERMODEL, this );
|
||
|
muzzle = tr.endpos;
|
||
|
|
||
|
// set aiming direction
|
||
|
GetAimDir( muzzle, target, this, dir );
|
||
|
ang = dir.ToAngles();
|
||
|
|
||
|
// adjust his aim so it's not perfect. uses sine based movement so the tracers appear less random in their spread.
|
||
|
float t = MS2SEC( gameLocal.time + entityNumber * 497 );
|
||
|
ang.pitch += idMath::Sin16( t * 5.1 ) * attack_accuracy;
|
||
|
ang.yaw += idMath::Sin16( t * 6.7 ) * attack_accuracy;
|
||
|
|
||
|
if ( clampToAttackCone ) {
|
||
|
// clamp the attack direction to be within monster's attack cone so he doesn't do
|
||
|
// things like throw the missile backwards if you're behind him
|
||
|
diff = idMath::AngleDelta( ang.yaw, current_yaw );
|
||
|
if ( diff > attack_cone ) {
|
||
|
ang.yaw = current_yaw + attack_cone;
|
||
|
} else if ( diff < -attack_cone ) {
|
||
|
ang.yaw = current_yaw - attack_cone;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
axis = ang.ToMat3();
|
||
|
|
||
|
float spreadRad = DEG2RAD( projectile_spread );
|
||
|
for( i = 0; i < num_projectiles; i++ ) {
|
||
|
// spread the projectiles out
|
||
|
angle = idMath::Sin( spreadRad * gameLocal.random.RandomFloat() );
|
||
|
spin = (float)DEG2RAD( 360.0f ) * gameLocal.random.RandomFloat();
|
||
|
dir = axis[ 0 ] + axis[ 2 ] * ( angle * idMath::Sin( spin ) ) - axis[ 1 ] * ( angle * idMath::Cos( spin ) );
|
||
|
dir.Normalize();
|
||
|
|
||
|
// launch the projectile
|
||
|
if ( !projectile.GetEntity() ) {
|
||
|
CreateProjectile( muzzle, dir );
|
||
|
}
|
||
|
lastProjectile = projectile.GetEntity();
|
||
|
lastProjectile->Launch( muzzle, dir, vec3_origin );
|
||
|
projectile = NULL;
|
||
|
}
|
||
|
|
||
|
TriggerWeaponEffects( muzzle );
|
||
|
|
||
|
lastAttackTime = gameLocal.time;
|
||
|
|
||
|
return lastProjectile;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idAI::DamageFeedback
|
||
|
|
||
|
callback function for when another entity received damage from this entity. damage can be adjusted and returned to the caller.
|
||
|
|
||
|
FIXME: This gets called when we call idPlayer::CalcDamagePoints from idAI::AttackMelee, which then checks for a saving throw,
|
||
|
possibly forcing a miss. This is harmless behavior ATM, but is not intuitive.
|
||
|
================
|
||
|
*/
|
||
|
void idAI::DamageFeedback( idEntity *victim, idEntity *inflictor, int &damage ) {
|
||
|
if ( ( victim == this ) && inflictor->IsType( idProjectile::Type ) ) {
|
||
|
// monsters only get half damage from their own projectiles
|
||
|
damage = ( damage + 1 ) / 2; // round up so we don't do 0 damage
|
||
|
|
||
|
} else if ( victim == enemy.GetEntity() ) {
|
||
|
AI_HIT_ENEMY = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::DirectDamage
|
||
|
|
||
|
Causes direct damage to an entity
|
||
|
|
||
|
kickDir is specified in the monster's coordinate system, and gives the direction
|
||
|
that the view kick and knockback should go
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::DirectDamage( const char *meleeDefName, idEntity *ent ) {
|
||
|
const idDict *meleeDef;
|
||
|
const char *p;
|
||
|
const idSoundShader *shader;
|
||
|
|
||
|
meleeDef = gameLocal.FindEntityDefDict( meleeDefName, false );
|
||
|
if ( !meleeDef ) {
|
||
|
gameLocal.Error( "Unknown damage def '%s' on '%s'", meleeDefName, name.c_str() );
|
||
|
}
|
||
|
|
||
|
if ( !ent->fl.takedamage ) {
|
||
|
const idSoundShader *shader = declManager->FindSound(meleeDef->GetString( "snd_miss" ));
|
||
|
StartSoundShader( shader, SND_CHANNEL_DAMAGE, 0, false, NULL );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// do the damage
|
||
|
//
|
||
|
p = meleeDef->GetString( "snd_hit" );
|
||
|
if ( p && *p ) {
|
||
|
shader = declManager->FindSound( p );
|
||
|
StartSoundShader( shader, SND_CHANNEL_DAMAGE, 0, false, NULL );
|
||
|
}
|
||
|
|
||
|
idVec3 kickDir;
|
||
|
meleeDef->GetVector( "kickDir", "0 0 0", kickDir );
|
||
|
|
||
|
idVec3 globalKickDir;
|
||
|
globalKickDir = ( viewAxis * physicsObj.GetGravityAxis() ) * kickDir;
|
||
|
|
||
|
ent->Damage( this, this, globalKickDir, meleeDefName, 1.0f, INVALID_JOINT );
|
||
|
|
||
|
// end the attack if we're a multiframe attack
|
||
|
EndAttack();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::TestMelee
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::TestMelee( void ) const {
|
||
|
trace_t trace;
|
||
|
idActor *enemyEnt = enemy.GetEntity();
|
||
|
|
||
|
if ( !enemyEnt || !melee_range ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//FIXME: make work with gravity vector
|
||
|
idVec3 org = physicsObj.GetOrigin();
|
||
|
const idBounds &myBounds = physicsObj.GetBounds();
|
||
|
idBounds bounds;
|
||
|
|
||
|
// expand the bounds out by our melee range
|
||
|
bounds[0][0] = -melee_range;
|
||
|
bounds[0][1] = -melee_range;
|
||
|
bounds[0][2] = myBounds[0][2] - 4.0f;
|
||
|
bounds[1][0] = melee_range;
|
||
|
bounds[1][1] = melee_range;
|
||
|
bounds[1][2] = myBounds[1][2] + 4.0f;
|
||
|
bounds.TranslateSelf( org );
|
||
|
|
||
|
idVec3 enemyOrg = enemyEnt->GetPhysics()->GetOrigin();
|
||
|
idBounds enemyBounds = enemyEnt->GetPhysics()->GetBounds();
|
||
|
enemyBounds.TranslateSelf( enemyOrg );
|
||
|
|
||
|
if ( ai_debugMove.GetBool() ) {
|
||
|
gameRenderWorld->DebugBounds( colorYellow, bounds, vec3_zero, gameLocal.msec );
|
||
|
}
|
||
|
|
||
|
if ( !bounds.IntersectsBounds( enemyBounds ) ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
idVec3 start = GetEyePosition();
|
||
|
idVec3 end = enemyEnt->GetEyePosition();
|
||
|
|
||
|
gameLocal.clip.TracePoint( trace, start, end, MASK_SHOT_BOUNDINGBOX, this );
|
||
|
if ( ( trace.fraction == 1.0f ) || ( gameLocal.GetTraceEntity( trace ) == enemyEnt ) ) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::AttackMelee
|
||
|
|
||
|
jointname allows the endpoint to be exactly specified in the model,
|
||
|
as for the commando tentacle. If not specified, it will be set to
|
||
|
the facing direction + melee_range.
|
||
|
|
||
|
kickDir is specified in the monster's coordinate system, and gives the direction
|
||
|
that the view kick and knockback should go
|
||
|
=====================
|
||
|
*/
|
||
|
bool idAI::AttackMelee( const char *meleeDefName ) {
|
||
|
const idDict *meleeDef;
|
||
|
idActor *enemyEnt = enemy.GetEntity();
|
||
|
const char *p;
|
||
|
const idSoundShader *shader;
|
||
|
|
||
|
meleeDef = gameLocal.FindEntityDefDict( meleeDefName, false );
|
||
|
if ( !meleeDef ) {
|
||
|
gameLocal.Error( "Unknown melee '%s'", meleeDefName );
|
||
|
}
|
||
|
|
||
|
if ( !enemyEnt ) {
|
||
|
p = meleeDef->GetString( "snd_miss" );
|
||
|
if ( p && *p ) {
|
||
|
shader = declManager->FindSound( p );
|
||
|
StartSoundShader( shader, SND_CHANNEL_DAMAGE, 0, false, NULL );
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// check for the "saving throw" automatic melee miss on lethal blow
|
||
|
// stupid place for this.
|
||
|
bool forceMiss = false;
|
||
|
if ( enemyEnt->IsType( idPlayer::Type ) && g_skill.GetInteger() < 2 ) {
|
||
|
int damage, armor;
|
||
|
idPlayer *player = static_cast<idPlayer*>( enemyEnt );
|
||
|
player->CalcDamagePoints( this, this, meleeDef, 1.0f, INVALID_JOINT, &damage, &armor );
|
||
|
|
||
|
if ( enemyEnt->health <= damage ) {
|
||
|
int t = gameLocal.time - player->lastSavingThrowTime;
|
||
|
if ( t > SAVING_THROW_TIME ) {
|
||
|
player->lastSavingThrowTime = gameLocal.time;
|
||
|
t = 0;
|
||
|
}
|
||
|
if ( t < 1000 ) {
|
||
|
gameLocal.Printf( "Saving throw.\n" );
|
||
|
forceMiss = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// make sure the trace can actually hit the enemy
|
||
|
if ( forceMiss || !TestMelee() ) {
|
||
|
// missed
|
||
|
p = meleeDef->GetString( "snd_miss" );
|
||
|
if ( p && *p ) {
|
||
|
shader = declManager->FindSound( p );
|
||
|
StartSoundShader( shader, SND_CHANNEL_DAMAGE, 0, false, NULL );
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// do the damage
|
||
|
//
|
||
|
p = meleeDef->GetString( "snd_hit" );
|
||
|
if ( p && *p ) {
|
||
|
shader = declManager->FindSound( p );
|
||
|
StartSoundShader( shader, SND_CHANNEL_DAMAGE, 0, false, NULL );
|
||
|
}
|
||
|
|
||
|
idVec3 kickDir;
|
||
|
meleeDef->GetVector( "kickDir", "0 0 0", kickDir );
|
||
|
|
||
|
idVec3 globalKickDir;
|
||
|
globalKickDir = ( viewAxis * physicsObj.GetGravityAxis() ) * kickDir;
|
||
|
|
||
|
enemyEnt->Damage( this, this, globalKickDir, meleeDefName, 1.0f, INVALID_JOINT );
|
||
|
|
||
|
lastAttackTime = gameLocal.time;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idAI::PushWithAF
|
||
|
================
|
||
|
*/
|
||
|
void idAI::PushWithAF( void ) {
|
||
|
int i, j;
|
||
|
afTouch_t touchList[ MAX_GENTITIES ];
|
||
|
idEntity *pushed_ents[ MAX_GENTITIES ];
|
||
|
idEntity *ent;
|
||
|
idVec3 vel;
|
||
|
int num_pushed;
|
||
|
|
||
|
num_pushed = 0;
|
||
|
af.ChangePose( this, gameLocal.time );
|
||
|
int num = af.EntitiesTouchingAF( touchList );
|
||
|
for( i = 0; i < num; i++ ) {
|
||
|
if ( touchList[ i ].touchedEnt->IsType( idProjectile::Type ) ) {
|
||
|
// skip projectiles
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// make sure we havent pushed this entity already. this avoids causing double damage
|
||
|
for( j = 0; j < num_pushed; j++ ) {
|
||
|
if ( pushed_ents[ j ] == touchList[ i ].touchedEnt ) {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if ( j >= num_pushed ) {
|
||
|
ent = touchList[ i ].touchedEnt;
|
||
|
pushed_ents[num_pushed++] = ent;
|
||
|
vel = ent->GetPhysics()->GetAbsBounds().GetCenter() - touchList[ i ].touchedByBody->GetWorldOrigin();
|
||
|
vel.Normalize();
|
||
|
if ( attack.Length() && ent->IsType( idActor::Type ) ) {
|
||
|
ent->Damage( this, this, vel, attack, 1.0f, INVALID_JOINT );
|
||
|
} else {
|
||
|
ent->GetPhysics()->SetLinearVelocity( 100.0f * vel, touchList[ i ].touchedClipModel->GetId() );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/***********************************************************************
|
||
|
|
||
|
Misc
|
||
|
|
||
|
***********************************************************************/
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idAI::GetMuzzle
|
||
|
================
|
||
|
*/
|
||
|
void idAI::GetMuzzle( const char *jointname, idVec3 &muzzle, idMat3 &axis ) {
|
||
|
jointHandle_t joint;
|
||
|
|
||
|
if ( !jointname || !jointname[ 0 ] ) {
|
||
|
muzzle = physicsObj.GetOrigin() + viewAxis[ 0 ] * physicsObj.GetGravityAxis() * 14;
|
||
|
muzzle -= physicsObj.GetGravityNormal() * physicsObj.GetBounds()[ 1 ].z * 0.5f;
|
||
|
} else {
|
||
|
joint = animator.GetJointHandle( jointname );
|
||
|
if ( joint == INVALID_JOINT ) {
|
||
|
gameLocal.Error( "Unknown joint '%s' on %s", jointname, GetEntityDefName() );
|
||
|
}
|
||
|
GetJointWorldTransform( joint, gameLocal.time, muzzle, axis );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idAI::TriggerWeaponEffects
|
||
|
================
|
||
|
*/
|
||
|
void idAI::TriggerWeaponEffects( const idVec3 &muzzle ) {
|
||
|
idVec3 org;
|
||
|
idMat3 axis;
|
||
|
|
||
|
if ( !g_muzzleFlash.GetBool() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// muzzle flash
|
||
|
// offset the shader parms so muzzle flashes show up
|
||
|
renderEntity.shaderParms[SHADERPARM_TIMEOFFSET] = -MS2SEC( gameLocal.time );
|
||
|
renderEntity.shaderParms[ SHADERPARM_DIVERSITY ] = gameLocal.random.CRandomFloat();
|
||
|
|
||
|
if ( flashJointWorld != INVALID_JOINT ) {
|
||
|
GetJointWorldTransform( flashJointWorld, gameLocal.time, org, axis );
|
||
|
|
||
|
if ( worldMuzzleFlash.lightRadius.x > 0.0f ) {
|
||
|
worldMuzzleFlash.axis = axis;
|
||
|
worldMuzzleFlash.shaderParms[SHADERPARM_TIMEOFFSET] = -MS2SEC( gameLocal.time );
|
||
|
if ( worldMuzzleFlashHandle != - 1 ) {
|
||
|
gameRenderWorld->UpdateLightDef( worldMuzzleFlashHandle, &worldMuzzleFlash );
|
||
|
} else {
|
||
|
worldMuzzleFlashHandle = gameRenderWorld->AddLightDef( &worldMuzzleFlash );
|
||
|
}
|
||
|
muzzleFlashEnd = gameLocal.time + flashTime;
|
||
|
UpdateVisuals();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idAI::UpdateMuzzleFlash
|
||
|
================
|
||
|
*/
|
||
|
void idAI::UpdateMuzzleFlash( void ) {
|
||
|
if ( worldMuzzleFlashHandle != -1 ) {
|
||
|
if ( gameLocal.time >= muzzleFlashEnd ) {
|
||
|
gameRenderWorld->FreeLightDef( worldMuzzleFlashHandle );
|
||
|
worldMuzzleFlashHandle = -1;
|
||
|
} else {
|
||
|
idVec3 muzzle;
|
||
|
animator.GetJointTransform( flashJointWorld, gameLocal.time, muzzle, worldMuzzleFlash.axis );
|
||
|
animator.GetJointTransform( flashJointWorld, gameLocal.time, muzzle, worldMuzzleFlash.axis );
|
||
|
muzzle = physicsObj.GetOrigin() + ( muzzle + modelOffset ) * viewAxis * physicsObj.GetGravityAxis();
|
||
|
worldMuzzleFlash.origin = muzzle;
|
||
|
gameRenderWorld->UpdateLightDef( worldMuzzleFlashHandle, &worldMuzzleFlash );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idAI::Hide
|
||
|
================
|
||
|
*/
|
||
|
void idAI::Hide( void ) {
|
||
|
idActor::Hide();
|
||
|
fl.takedamage = false;
|
||
|
physicsObj.SetContents( 0 );
|
||
|
physicsObj.GetClipModel()->Unlink();
|
||
|
StopSound( SND_CHANNEL_AMBIENT, false );
|
||
|
SetChatSound();
|
||
|
|
||
|
AI_ENEMY_IN_FOV = false;
|
||
|
AI_ENEMY_VISIBLE = false;
|
||
|
StopMove( MOVE_STATUS_DONE );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idAI::Show
|
||
|
================
|
||
|
*/
|
||
|
void idAI::Show( void ) {
|
||
|
idActor::Show();
|
||
|
if ( spawnArgs.GetBool( "big_monster" ) ) {
|
||
|
physicsObj.SetContents( 0 );
|
||
|
} else if ( use_combat_bbox ) {
|
||
|
physicsObj.SetContents( CONTENTS_BODY|CONTENTS_SOLID );
|
||
|
} else {
|
||
|
physicsObj.SetContents( CONTENTS_BODY );
|
||
|
}
|
||
|
physicsObj.GetClipModel()->Link( gameLocal.clip );
|
||
|
fl.takedamage = !spawnArgs.GetBool( "noDamage" );
|
||
|
SetChatSound();
|
||
|
StartSound( "snd_ambient", SND_CHANNEL_AMBIENT, 0, false, NULL );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::SetChatSound
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::SetChatSound( void ) {
|
||
|
const char *snd;
|
||
|
|
||
|
if ( IsHidden() ) {
|
||
|
snd = NULL;
|
||
|
} else if ( enemy.GetEntity() ) {
|
||
|
snd = spawnArgs.GetString( "snd_chatter_combat", NULL );
|
||
|
chat_min = SEC2MS( spawnArgs.GetFloat( "chatter_combat_min", "5" ) );
|
||
|
chat_max = SEC2MS( spawnArgs.GetFloat( "chatter_combat_max", "10" ) );
|
||
|
} else if ( !spawnArgs.GetBool( "no_idle_chatter" ) ) {
|
||
|
snd = spawnArgs.GetString( "snd_chatter", NULL );
|
||
|
chat_min = SEC2MS( spawnArgs.GetFloat( "chatter_min", "5" ) );
|
||
|
chat_max = SEC2MS( spawnArgs.GetFloat( "chatter_max", "10" ) );
|
||
|
} else {
|
||
|
snd = NULL;
|
||
|
}
|
||
|
|
||
|
if ( snd && *snd ) {
|
||
|
chat_snd = declManager->FindSound( snd );
|
||
|
|
||
|
// set the next chat time
|
||
|
chat_time = gameLocal.time + chat_min + gameLocal.random.RandomFloat() * ( chat_max - chat_min );
|
||
|
} else {
|
||
|
chat_snd = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idAI::CanPlayChatterSounds
|
||
|
|
||
|
Used for playing chatter sounds on monsters.
|
||
|
================
|
||
|
*/
|
||
|
bool idAI::CanPlayChatterSounds( void ) const {
|
||
|
if ( AI_DEAD ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( IsHidden() ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( enemy.GetEntity() ) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
if ( spawnArgs.GetBool( "no_idle_chatter" ) ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::PlayChatter
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::PlayChatter( void ) {
|
||
|
// check if it's time to play a chat sound
|
||
|
if ( AI_DEAD || !chat_snd || ( chat_time > gameLocal.time ) ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
StartSoundShader( chat_snd, SND_CHANNEL_VOICE, 0, false, NULL );
|
||
|
|
||
|
// set the next chat time
|
||
|
chat_time = gameLocal.time + chat_min + gameLocal.random.RandomFloat() * ( chat_max - chat_min );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::UpdateParticles
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::UpdateParticles( void ) {
|
||
|
if ( ( thinkFlags & TH_UPDATEPARTICLES) && !IsHidden() ) {
|
||
|
idVec3 realVector;
|
||
|
idMat3 realAxis;
|
||
|
|
||
|
int particlesAlive = 0;
|
||
|
for ( int i = 0; i < particles.Num(); i++ ) {
|
||
|
if ( particles[i].particle && particles[i].time ) {
|
||
|
particlesAlive++;
|
||
|
if (af.IsActive()) {
|
||
|
realAxis = mat3_identity;
|
||
|
realVector = GetPhysics()->GetOrigin();
|
||
|
} else {
|
||
|
animator.GetJointTransform( particles[i].joint, gameLocal.time, realVector, realAxis );
|
||
|
realAxis *= renderEntity.axis;
|
||
|
realVector = physicsObj.GetOrigin() + ( realVector + modelOffset ) * ( viewAxis * physicsObj.GetGravityAxis() );
|
||
|
}
|
||
|
|
||
|
if ( !gameLocal.smokeParticles->EmitSmoke( particles[i].particle, particles[i].time, gameLocal.random.CRandomFloat(), realVector, realAxis )) {
|
||
|
if ( restartParticles ) {
|
||
|
particles[i].time = gameLocal.time;
|
||
|
} else {
|
||
|
particles[i].time = 0;
|
||
|
particlesAlive--;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if ( particlesAlive == 0 ) {
|
||
|
BecomeInactive( TH_UPDATEPARTICLES );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idAI::TriggerParticles
|
||
|
=====================
|
||
|
*/
|
||
|
void idAI::TriggerParticles( const char *jointName ) {
|
||
|
jointHandle_t jointNum;
|
||
|
|
||
|
jointNum = animator.GetJointHandle( jointName );
|
||
|
for ( int i = 0; i < particles.Num(); i++ ) {
|
||
|
if ( particles[i].joint == jointNum ) {
|
||
|
particles[i].time = gameLocal.time;
|
||
|
BecomeActive( TH_UPDATEPARTICLES );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/***********************************************************************
|
||
|
|
||
|
Head & torso aiming
|
||
|
|
||
|
***********************************************************************/
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idAI::UpdateAnimationControllers
|
||
|
================
|
||
|
*/
|
||
|
bool idAI::UpdateAnimationControllers( void ) {
|
||
|
idVec3 local;
|
||
|
idVec3 focusPos;
|
||
|
idQuat jawQuat;
|
||
|
idVec3 left;
|
||
|
idVec3 dir;
|
||
|
idVec3 orientationJointPos;
|
||
|
idVec3 localDir;
|
||
|
idAngles newLookAng;
|
||
|
idAngles diff;
|
||
|
idMat3 mat;
|
||
|
idMat3 axis;
|
||
|
idMat3 orientationJointAxis;
|
||
|
idAFAttachment *headEnt = head.GetEntity();
|
||
|
idVec3 eyepos;
|
||
|
idVec3 pos;
|
||
|
int i;
|
||
|
idAngles jointAng;
|
||
|
float orientationJointYaw;
|
||
|
|
||
|
if ( AI_DEAD ) {
|
||
|
return idActor::UpdateAnimationControllers();
|
||
|
}
|
||
|
|
||
|
if ( orientationJoint == INVALID_JOINT ) {
|
||
|
orientationJointAxis = viewAxis;
|
||
|
orientationJointPos = physicsObj.GetOrigin();
|
||
|
orientationJointYaw = current_yaw;
|
||
|
} else {
|
||
|
GetJointWorldTransform( orientationJoint, gameLocal.time, orientationJointPos, orientationJointAxis );
|
||
|
orientationJointYaw = orientationJointAxis[ 2 ].ToYaw();
|
||
|
orientationJointAxis = idAngles( 0.0f, orientationJointYaw, 0.0f ).ToMat3();
|
||
|
}
|
||
|
|
||
|
if ( focusJoint != INVALID_JOINT ) {
|
||
|
if ( headEnt ) {
|
||
|
headEnt->GetJointWorldTransform( focusJoint, gameLocal.time, eyepos, axis );
|
||
|
} else {
|
||
|
GetJointWorldTransform( focusJoint, gameLocal.time, eyepos, axis );
|
||
|
}
|
||
|
eyeOffset.z = eyepos.z - physicsObj.GetOrigin().z;
|
||
|
if ( ai_debugMove.GetBool() ) {
|
||
|
gameRenderWorld->DebugLine( colorRed, eyepos, eyepos + orientationJointAxis[ 0 ] * 32.0f, gameLocal.msec );
|
||
|
}
|
||
|
} else {
|
||
|
eyepos = GetEyePosition();
|
||
|
}
|
||
|
|
||
|
if ( headEnt ) {
|
||
|
CopyJointsFromBodyToHead();
|
||
|
}
|
||
|
|
||
|
// Update the IK after we've gotten all the joint positions we need, but before we set any joint positions.
|
||
|
// Getting the joint positions causes the joints to be updated. The IK gets joint positions itself (which
|
||
|
// are already up to date because of getting the joints in this function) and then sets their positions, which
|
||
|
// forces the heirarchy to be updated again next time we get a joint or present the model. If IK is enabled,
|
||
|
// or if we have a seperate head, we end up transforming the joints twice per frame. Characters with no
|
||
|
// head entity and no ik will only transform their joints once. Set g_debuganim to the current entity number
|
||
|
// in order to see how many times an entity transforms the joints per frame.
|
||
|
idActor::UpdateAnimationControllers();
|
||
|
|
||
|
idEntity *focusEnt = focusEntity.GetEntity();
|
||
|
if ( !allowJointMod || !allowEyeFocus || ( gameLocal.time >= focusTime ) ) {
|
||
|
focusPos = GetEyePosition() + orientationJointAxis[ 0 ] * 512.0f;
|
||
|
} else if ( focusEnt == NULL ) {
|
||
|
// keep looking at last position until focusTime is up
|
||
|
focusPos = currentFocusPos;
|
||
|
} else if ( focusEnt == enemy.GetEntity() ) {
|
||
|
focusPos = lastVisibleEnemyPos + lastVisibleEnemyEyeOffset - eyeVerticalOffset * enemy.GetEntity()->GetPhysics()->GetGravityNormal();
|
||
|
} else if ( focusEnt->IsType( idActor::Type ) ) {
|
||
|
focusPos = static_cast<idActor *>( focusEnt )->GetEyePosition() - eyeVerticalOffset * focusEnt->GetPhysics()->GetGravityNormal();
|
||
|
} else {
|
||
|
focusPos = focusEnt->GetPhysics()->GetOrigin();
|
||
|
}
|
||
|
|
||
|
currentFocusPos = currentFocusPos + ( focusPos - currentFocusPos ) * eyeFocusRate;
|
||
|
|
||
|
// determine yaw from origin instead of from focus joint since joint may be offset, which can cause us to bounce between two angles
|
||
|
dir = focusPos - orientationJointPos;
|
||
|
newLookAng.yaw = idMath::AngleNormalize180( dir.ToYaw() - orientationJointYaw );
|
||
|
newLookAng.roll = 0.0f;
|
||
|
newLookAng.pitch = 0.0f;
|
||
|
|
||
|
#if 0
|
||
|
gameRenderWorld->DebugLine( colorRed, orientationJointPos, focusPos, gameLocal.msec );
|
||
|
gameRenderWorld->DebugLine( colorYellow, orientationJointPos, orientationJointPos + orientationJointAxis[ 0 ] * 32.0f, gameLocal.msec );
|
||
|
gameRenderWorld->DebugLine( colorGreen, orientationJointPos, orientationJointPos + newLookAng.ToForward() * 48.0f, gameLocal.msec );
|
||
|
#endif
|
||
|
|
||
|
// determine pitch from joint position
|
||
|
dir = focusPos - eyepos;
|
||
|
dir.NormalizeFast();
|
||
|
orientationJointAxis.ProjectVector( dir, localDir );
|
||
|
newLookAng.pitch = -idMath::AngleNormalize180( localDir.ToPitch() );
|
||
|
newLookAng.roll = 0.0f;
|
||
|
|
||
|
diff = newLookAng - lookAng;
|
||
|
|
||
|
if ( eyeAng != diff ) {
|
||
|
eyeAng = diff;
|
||
|
eyeAng.Clamp( eyeMin, eyeMax );
|
||
|
idAngles angDelta = diff - eyeAng;
|
||
|
if ( !angDelta.Compare( ang_zero, 0.1f ) ) {
|
||
|
alignHeadTime = gameLocal.time;
|
||
|
} else {
|
||
|
alignHeadTime = gameLocal.time + ( 0.5f + 0.5f * gameLocal.random.RandomFloat() ) * focusAlignTime;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( idMath::Fabs( newLookAng.yaw ) < 0.1f ) {
|
||
|
alignHeadTime = gameLocal.time;
|
||
|
}
|
||
|
|
||
|
if ( ( gameLocal.time >= alignHeadTime ) || ( gameLocal.time < forceAlignHeadTime ) ) {
|
||
|
alignHeadTime = gameLocal.time + ( 0.5f + 0.5f * gameLocal.random.RandomFloat() ) * focusAlignTime;
|
||
|
destLookAng = newLookAng;
|
||
|
destLookAng.Clamp( lookMin, lookMax );
|
||
|
}
|
||
|
|
||
|
diff = destLookAng - lookAng;
|
||
|
if ( ( lookMin.pitch == -180.0f ) && ( lookMax.pitch == 180.0f ) ) {
|
||
|
if ( ( diff.pitch > 180.0f ) || ( diff.pitch <= -180.0f ) ) {
|
||
|
diff.pitch = 360.0f - diff.pitch;
|
||
|
}
|
||
|
}
|
||
|
if ( ( lookMin.yaw == -180.0f ) && ( lookMax.yaw == 180.0f ) ) {
|
||
|
if ( diff.yaw > 180.0f ) {
|
||
|
diff.yaw -= 360.0f;
|
||
|
} else if ( diff.yaw <= -180.0f ) {
|
||
|
diff.yaw += 360.0f;
|
||
|
}
|
||
|
}
|
||
|
lookAng = lookAng + diff * headFocusRate;
|
||
|
lookAng.Normalize180();
|
||
|
|
||
|
jointAng.roll = 0.0f;
|
||
|
for( i = 0; i < lookJoints.Num(); i++ ) {
|
||
|
jointAng.pitch = lookAng.pitch * lookJointAngles[ i ].pitch;
|
||
|
jointAng.yaw = lookAng.yaw * lookJointAngles[ i ].yaw;
|
||
|
animator.SetJointAxis( lookJoints[ i ], JOINTMOD_WORLD, jointAng.ToMat3() );
|
||
|
}
|
||
|
|
||
|
if ( move.moveType == MOVETYPE_FLY ) {
|
||
|
// lean into turns
|
||
|
AdjustFlyingAngles();
|
||
|
}
|
||
|
|
||
|
if ( headEnt ) {
|
||
|
idAnimator *headAnimator = headEnt->GetAnimator();
|
||
|
|
||
|
if ( allowEyeFocus ) {
|
||
|
idMat3 eyeAxis = ( lookAng + eyeAng ).ToMat3(); idMat3 headTranspose = headEnt->GetPhysics()->GetAxis().Transpose();
|
||
|
axis = eyeAxis * orientationJointAxis;
|
||
|
left = axis[ 1 ] * eyeHorizontalOffset;
|
||
|
eyepos -= headEnt->GetPhysics()->GetOrigin();
|
||
|
headAnimator->SetJointPos( leftEyeJoint, JOINTMOD_WORLD_OVERRIDE, eyepos + ( axis[ 0 ] * 64.0f + left ) * headTranspose );
|
||
|
headAnimator->SetJointPos( rightEyeJoint, JOINTMOD_WORLD_OVERRIDE, eyepos + ( axis[ 0 ] * 64.0f - left ) * headTranspose );
|
||
|
} else {
|
||
|
headAnimator->ClearJoint( leftEyeJoint );
|
||
|
headAnimator->ClearJoint( rightEyeJoint );
|
||
|
}
|
||
|
} else {
|
||
|
if ( allowEyeFocus ) {
|
||
|
idMat3 eyeAxis = ( lookAng + eyeAng ).ToMat3();
|
||
|
axis = eyeAxis * orientationJointAxis;
|
||
|
left = axis[ 1 ] * eyeHorizontalOffset;
|
||
|
eyepos += axis[ 0 ] * 64.0f - physicsObj.GetOrigin();
|
||
|
animator.SetJointPos( leftEyeJoint, JOINTMOD_WORLD_OVERRIDE, eyepos + left );
|
||
|
animator.SetJointPos( rightEyeJoint, JOINTMOD_WORLD_OVERRIDE, eyepos - left );
|
||
|
} else {
|
||
|
animator.ClearJoint( leftEyeJoint );
|
||
|
animator.ClearJoint( rightEyeJoint );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/***********************************************************************
|
||
|
|
||
|
idCombatNode
|
||
|
|
||
|
***********************************************************************/
|
||
|
|
||
|
const idEventDef EV_CombatNode_MarkUsed( "markUsed" );
|
||
|
|
||
|
CLASS_DECLARATION( idEntity, idCombatNode )
|
||
|
EVENT( EV_CombatNode_MarkUsed, idCombatNode::Event_MarkUsed )
|
||
|
EVENT( EV_Activate, idCombatNode::Event_Activate )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idCombatNode::idCombatNode
|
||
|
=====================
|
||
|
*/
|
||
|
idCombatNode::idCombatNode( void ) {
|
||
|
min_dist = 0.0f;
|
||
|
max_dist = 0.0f;
|
||
|
cone_dist = 0.0f;
|
||
|
min_height = 0.0f;
|
||
|
max_height = 0.0f;
|
||
|
cone_left.Zero();
|
||
|
cone_right.Zero();
|
||
|
offset.Zero();
|
||
|
disabled = false;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idCombatNode::Save
|
||
|
=====================
|
||
|
*/
|
||
|
void idCombatNode::Save( idSaveGame *savefile ) const {
|
||
|
savefile->WriteFloat( min_dist );
|
||
|
savefile->WriteFloat( max_dist );
|
||
|
savefile->WriteFloat( cone_dist );
|
||
|
savefile->WriteFloat( min_height );
|
||
|
savefile->WriteFloat( max_height );
|
||
|
savefile->WriteVec3( cone_left );
|
||
|
savefile->WriteVec3( cone_right );
|
||
|
savefile->WriteVec3( offset );
|
||
|
savefile->WriteBool( disabled );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idCombatNode::Restore
|
||
|
=====================
|
||
|
*/
|
||
|
void idCombatNode::Restore( idRestoreGame *savefile ) {
|
||
|
savefile->ReadFloat( min_dist );
|
||
|
savefile->ReadFloat( max_dist );
|
||
|
savefile->ReadFloat( cone_dist );
|
||
|
savefile->ReadFloat( min_height );
|
||
|
savefile->ReadFloat( max_height );
|
||
|
savefile->ReadVec3( cone_left );
|
||
|
savefile->ReadVec3( cone_right );
|
||
|
savefile->ReadVec3( offset );
|
||
|
savefile->ReadBool( disabled );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idCombatNode::Spawn
|
||
|
=====================
|
||
|
*/
|
||
|
void idCombatNode::Spawn( void ) {
|
||
|
float fov;
|
||
|
float yaw;
|
||
|
float height;
|
||
|
|
||
|
min_dist = spawnArgs.GetFloat( "min" );
|
||
|
max_dist = spawnArgs.GetFloat( "max" );
|
||
|
height = spawnArgs.GetFloat( "height" );
|
||
|
fov = spawnArgs.GetFloat( "fov", "60" );
|
||
|
offset = spawnArgs.GetVector( "offset" );
|
||
|
|
||
|
const idVec3 &org = GetPhysics()->GetOrigin() + offset;
|
||
|
min_height = org.z - height * 0.5f;
|
||
|
max_height = min_height + height;
|
||
|
|
||
|
const idMat3 &axis = GetPhysics()->GetAxis();
|
||
|
yaw = axis[ 0 ].ToYaw();
|
||
|
|
||
|
idAngles leftang( 0.0f, yaw + fov * 0.5f - 90.0f, 0.0f );
|
||
|
cone_left = leftang.ToForward();
|
||
|
|
||
|
idAngles rightang( 0.0f, yaw - fov * 0.5f + 90.0f, 0.0f );
|
||
|
cone_right = rightang.ToForward();
|
||
|
|
||
|
disabled = spawnArgs.GetBool( "start_off" );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idCombatNode::IsDisabled
|
||
|
=====================
|
||
|
*/
|
||
|
bool idCombatNode::IsDisabled( void ) const {
|
||
|
return disabled;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idCombatNode::DrawDebugInfo
|
||
|
=====================
|
||
|
*/
|
||
|
void idCombatNode::DrawDebugInfo( void ) {
|
||
|
idEntity *ent;
|
||
|
idCombatNode *node;
|
||
|
idPlayer *player = gameLocal.GetLocalPlayer();
|
||
|
idVec4 color;
|
||
|
idBounds bounds( idVec3( -16, -16, 0 ), idVec3( 16, 16, 0 ) );
|
||
|
|
||
|
for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
|
||
|
if ( !ent->IsType( idCombatNode::Type ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
node = static_cast<idCombatNode *>( ent );
|
||
|
if ( node->disabled ) {
|
||
|
color = colorMdGrey;
|
||
|
} else if ( player && node->EntityInView( player, player->GetPhysics()->GetOrigin() ) ) {
|
||
|
color = colorYellow;
|
||
|
} else {
|
||
|
color = colorRed;
|
||
|
}
|
||
|
|
||
|
idVec3 leftDir( -node->cone_left.y, node->cone_left.x, 0.0f );
|
||
|
idVec3 rightDir( node->cone_right.y, -node->cone_right.x, 0.0f );
|
||
|
idVec3 org = node->GetPhysics()->GetOrigin() + node->offset;
|
||
|
|
||
|
bounds[ 1 ].z = node->max_height;
|
||
|
|
||
|
leftDir.NormalizeFast();
|
||
|
rightDir.NormalizeFast();
|
||
|
|
||
|
const idMat3 &axis = node->GetPhysics()->GetAxis();
|
||
|
float cone_dot = node->cone_right * axis[ 1 ];
|
||
|
if ( idMath::Fabs( cone_dot ) > 0.1 ) {
|
||
|
float cone_dist = node->max_dist / cone_dot;
|
||
|
idVec3 pos1 = org + leftDir * node->min_dist;
|
||
|
idVec3 pos2 = org + leftDir * cone_dist;
|
||
|
idVec3 pos3 = org + rightDir * node->min_dist;
|
||
|
idVec3 pos4 = org + rightDir * cone_dist;
|
||
|
|
||
|
gameRenderWorld->DebugLine( color, node->GetPhysics()->GetOrigin(), ( pos1 + pos3 ) * 0.5f, gameLocal.msec );
|
||
|
gameRenderWorld->DebugLine( color, pos1, pos2, gameLocal.msec );
|
||
|
gameRenderWorld->DebugLine( color, pos1, pos3, gameLocal.msec );
|
||
|
gameRenderWorld->DebugLine( color, pos3, pos4, gameLocal.msec );
|
||
|
gameRenderWorld->DebugLine( color, pos2, pos4, gameLocal.msec );
|
||
|
gameRenderWorld->DebugBounds( color, bounds, org, gameLocal.msec );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idCombatNode::EntityInView
|
||
|
=====================
|
||
|
*/
|
||
|
bool idCombatNode::EntityInView( idActor *actor, const idVec3 &pos ) {
|
||
|
if ( !actor || ( actor->health <= 0 ) ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
const idBounds &bounds = actor->GetPhysics()->GetBounds();
|
||
|
if ( ( pos.z + bounds[ 1 ].z < min_height ) || ( pos.z + bounds[ 0 ].z >= max_height ) ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
const idVec3 &org = GetPhysics()->GetOrigin() + offset;
|
||
|
const idMat3 &axis = GetPhysics()->GetAxis();
|
||
|
idVec3 dir = pos - org;
|
||
|
float dist = dir * axis[ 0 ];
|
||
|
|
||
|
if ( ( dist < min_dist ) || ( dist > max_dist ) ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
float left_dot = dir * cone_left;
|
||
|
if ( left_dot < 0.0f ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
float right_dot = dir * cone_right;
|
||
|
if ( right_dot < 0.0f ) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idCombatNode::Event_Activate
|
||
|
=====================
|
||
|
*/
|
||
|
void idCombatNode::Event_Activate( idEntity *activator ) {
|
||
|
disabled = !disabled;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
idCombatNode::Event_MarkUsed
|
||
|
=====================
|
||
|
*/
|
||
|
void idCombatNode::Event_MarkUsed( void ) {
|
||
|
if ( spawnArgs.GetBool( "use_once" ) ) {
|
||
|
disabled = true;
|
||
|
}
|
||
|
}
|