/* Copyright (C) 1997-2001 Id Software, Inc. Copyright (C) 2000-2002 Mr. Hyde and Mad Dog This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // g_ai.c #include "g_local.h" qboolean FindTarget (edict_t *self); extern cvar_t *maxclients; qboolean ai_checkattack (edict_t *self, float dist); edict_t *medic_FindDeadMonster (edict_t *self); qboolean enemy_vis; qboolean enemy_infront; int enemy_range; float enemy_yaw; /* ================= AI_SetSightClient Called once each frame to set level.sight_client to the player to be checked for in findtarget. If all clients are either dead or in notarget, sight_client will be null. In coop games, sight_client will cycle between the clients. ================= */ void AI_SetSightClient (void) { edict_t *ent; int start, check; if (level.sight_client == NULL) start = 1; else start = level.sight_client - g_edicts; check = start; while (1) { check++; if (check > game.maxclients) check = 1; ent = &g_edicts[check]; if (ent->inuse && ent->health > 0 && !(ent->flags & (FL_NOTARGET|FL_DISGUISED) ) ) { // If player is using func_monitor, make // the sight_client = the fake player at the // monitor currently taking the player's place. // Do NOT do this for players using a // target_monitor, though... in this case // both player and fake player are ignored. if(ent->client && ent->client->camplayer) { if(ent->client->spycam) { level.sight_client = ent->client->camplayer; return; } } else { level.sight_client = ent; return; // got one } } if (check == start) { level.sight_client = NULL; return; // nobody to see } } } //============================================================================ /* ============= ai_move Move the specified distance at current facing. This replaces the QC functions: ai_forward, ai_back, ai_pain, and ai_painforward ============== */ void ai_move (edict_t *self, float dist) { M_walkmove (self, self->s.angles[YAW], dist); } /* ============= ai_stand Used for standing around and looking for players Distance is for slight position adjustments needed by the animations ============== */ void ai_stand (edict_t *self, float dist) { vec3_t v; if (dist) M_walkmove (self, self->s.angles[YAW], dist); if(self->monsterinfo.aiflags & AI_FOLLOW_LEADER) { if(!self->enemy || !self->enemy->inuse) { self->movetarget = self->goalentity = self->monsterinfo.leader; self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_TEMP_STAND_GROUND); self->monsterinfo.pausetime = 0; } } if ( (self->monsterinfo.aiflags & AI_CHICKEN) ) { if ( (level.framenum - self->monsterinfo.chicken_framenum > 200) || (self->enemy && (self->enemy->last_attacked_framenum > level.framenum - 2) ) ) { self->monsterinfo.aiflags &= ~(AI_CHICKEN | AI_STAND_GROUND); self->monsterinfo.pausetime = 0; if(self->enemy) FoundTarget(self); } } if (self->monsterinfo.aiflags & AI_STAND_GROUND) { if (self->enemy && self->enemy->inuse) { float length; VectorSubtract (self->enemy->s.origin, self->s.origin, v); length = VectorLength(v); self->ideal_yaw = vectoyaw(v); if((level.time >= self->monsterinfo.rangetime) && (self->monsterinfo.aiflags & AI_RANGE_PAUSE)) { if((length < self->monsterinfo.ideal_range[0]) && (rand() & 3)) self->monsterinfo.rangetime = level.time + 0.5; if((length < self->monsterinfo.ideal_range[1]) && (length > self->monsterinfo.ideal_range[0]) && (rand() & 1)) self->monsterinfo.rangetime = level.time + 0.2; } if (self->s.angles[YAW] != self->ideal_yaw && self->monsterinfo.aiflags & AI_RANGE_PAUSE) { if(self->monsterinfo.rangetime < level.time) { // Lazarus: Don't run if we're still too close if(self->monsterinfo.min_range > 0) { if(length > self->monsterinfo.min_range) { self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_RANGE_PAUSE); self->monsterinfo.run (self); } } else { self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_RANGE_PAUSE); self->monsterinfo.run (self); } } } M_ChangeYaw (self); ai_checkattack (self, 0); if(!enemy_vis && (self->monsterinfo.aiflags & AI_RANGE_PAUSE)) { self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_RANGE_PAUSE); self->monsterinfo.run (self); } } else FindTarget (self); return; } if (FindTarget (self)) return; if (level.time > self->monsterinfo.pausetime) { // Lazarus: Solve problem of monsters pausing at path_corners, taking off in // original direction if(self->enemy && self->enemy->inuse) VectorSubtract (self->enemy->s.origin, self->s.origin, v); else if(self->goalentity) VectorSubtract (self->goalentity->s.origin, self->s.origin, v); else { self->monsterinfo.pausetime = level.time + random() * 15; return; } self->ideal_yaw = vectoyaw (v); // Lazarus: Let misc_actors who are following their leader RUN even when not mad if( (self->monsterinfo.aiflags & AI_FOLLOW_LEADER) && (self->movetarget) && (self->movetarget->inuse) ) { float R; R = realrange(self,self->movetarget); if(R > ACTOR_FOLLOW_RUN_RANGE) self->monsterinfo.run (self); else if(R > ACTOR_FOLLOW_STAND_RANGE || !self->movetarget->client) self->monsterinfo.walk (self); } else self->monsterinfo.walk (self); return; } if (!(self->spawnflags & SF_MONSTER_SIGHT) && (self->monsterinfo.idle) && (level.time > self->monsterinfo.idle_time)) { if(self->monsterinfo.aiflags & AI_MEDIC) abortHeal(self,false); if (self->monsterinfo.idle_time) { self->monsterinfo.idle (self); self->monsterinfo.idle_time = level.time + 15 + random() * 15; } else { self->monsterinfo.idle_time = level.time + random() * 15; } } } void ai_walk (edict_t *self, float dist) { // Lazarus: If we're following the leader and have no enemy, run to him if ((!self->enemy) && (self->monsterinfo.aiflags & AI_FOLLOW_LEADER)) self->movetarget = self->goalentity = self->monsterinfo.leader; M_MoveToGoal (self, dist); // check for noticing a player if (FindTarget (self)) return; if ((self->monsterinfo.search) && (level.time > self->monsterinfo.idle_time)) { if(self->monsterinfo.aiflags & AI_MEDIC) abortHeal(self,false); if (self->monsterinfo.idle_time) { self->monsterinfo.search (self); self->monsterinfo.idle_time = level.time + 15 + random() * 15; } else { self->monsterinfo.idle_time = level.time + random() * 15; } } } /* ============= ai_charge Turns towards target and advances Use this call with a distnace of 0 to replace ai_face ============== */ void ai_charge (edict_t *self, float dist) { vec3_t v; // Lazarus: Check for existence and validity of enemy. // This is normally not necessary, but target_anger making // monster mad at a static object (a pickup, for example) // previously resulted in weirdness here if(!self->enemy || !self->enemy->inuse) return; VectorSubtract (self->enemy->s.origin, self->s.origin, v); self->ideal_yaw = vectoyaw(v); M_ChangeYaw (self); if (dist) M_walkmove (self, self->s.angles[YAW], dist); } /* ============= ai_turn don't move, but turn towards ideal_yaw Distance is for slight position adjustments needed by the animations ============= */ void ai_turn (edict_t *self, float dist) { if (dist) M_walkmove (self, self->s.angles[YAW], dist); if (FindTarget (self)) return; M_ChangeYaw (self); } /* .enemy Will be world if not currently angry at anyone. .movetarget The next path spot to walk toward. If .enemy, ignore .movetarget. When an enemy is killed, the monster will try to return to it's path. .hunt_time Set to time + something when the player is in sight, but movement straight for him is blocked. This causes the monster to use wall following code for movement direction instead of sighting on the player. .ideal_yaw A yaw angle of the intended direction, which will be turned towards at up to 45 deg / state. If the enemy is in view and hunt_time is not active, this will be the exact line towards the enemy. .pausetime A monster will leave it's stand state and head towards it's .movetarget when time > .pausetime. walkmove(angle, speed) primitive is all or nothing */ /* ============= range returns the range catagorization of an entity reletive to self 0 melee range, will become hostile even if back is turned 1 visibility and infront, or visibility and show hostile 2 infront and show hostile 3 only triggered by damage ============= */ int range (edict_t *self, edict_t *other) { vec3_t v; float len; VectorSubtract (self->s.origin, other->s.origin, v); len = VectorLength (v); if (len < MELEE_DISTANCE) return RANGE_MELEE; if (len < 500) return RANGE_NEAR; if (len < self->monsterinfo.max_range) return RANGE_MID; return RANGE_FAR; } /* ============= visible returns 1 if the entity is visible to self, even if not infront () ============= */ qboolean visible (edict_t *self, edict_t *other) { vec3_t spot1; vec3_t spot2; trace_t trace; if (!self || !other) // Knightmare- crash protect return false; VectorCopy (self->s.origin, spot1); spot1[2] += self->viewheight; VectorCopy (other->s.origin, spot2); spot2[2] += other->viewheight; trace = gi.trace (spot1, vec3_origin, vec3_origin, spot2, self, MASK_OPAQUE); // Lazarus: Take fog into account for monsters if ( (trace.fraction == 1.0) || (trace.ent == other)) { if( (level.active_fog) && (self->svflags & SVF_MONSTER) ) { fog_t *pfog; float r; float dw; vec3_t v; pfog = &level.current_fog; VectorSubtract(spot2,spot1,v); r = VectorLength(v); switch(pfog->Model) { case 1: dw = pfog->Density/10000. * r; self->monsterinfo.visibility = exp( -dw ); break; case 2: dw = pfog->Density/10000. * r; self->monsterinfo.visibility = exp( -dw*dw ); break; default: if((r < pfog->Near) || (pfog->Near == pfog->Far)) self->monsterinfo.visibility = 1.0; else if(r > pfog->Far) self->monsterinfo.visibility = 0.0; else self->monsterinfo.visibility = 1.0 - (r - pfog->Near)/(pfog->Far - pfog->Near); break; } // if(developer->value) // gi.dprintf("r=%g, vis=%g\n",r,self->monsterinfo.visibility); if(self->monsterinfo.visibility < 0.05) return false; else return true; } else { self->monsterinfo.visibility = 1.0; return true; } } return false; } /* ============= infront returns 1 if the entity is in front (in sight) of self ============= */ qboolean infront (edict_t *self, edict_t *other) { vec3_t vec; float dot; vec3_t forward; if (!self || !other) // Knightmare- crash protect return false; AngleVectors (self->s.angles, forward, NULL, NULL); VectorSubtract (other->s.origin, self->s.origin, vec); VectorNormalize (vec); dot = DotProduct (vec, forward); if (dot > 0.3) return true; return false; } /* ============= canReach similar to visible, but uses a different mask ============= */ qboolean canReach (edict_t *self, edict_t *other) { vec3_t spot1; vec3_t spot2; trace_t trace; VectorCopy (self->s.origin, spot1); spot1[2] += self->viewheight; VectorCopy (other->s.origin, spot2); spot2[2] += other->viewheight; trace = gi.trace (spot1, vec3_origin, vec3_origin, spot2, self, MASK_SHOT|MASK_WATER); if (trace.fraction == 1.0 || trace.ent == other) return true; return false; } //============================================================================ void HuntTarget (edict_t *self) { vec3_t vec; // Lazarus: avert impending disaster if (self->monsterinfo.aiflags & AI_DUCKED) return; self->goalentity = self->enemy; if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.stand (self); else self->monsterinfo.run (self); VectorSubtract (self->enemy->s.origin, self->s.origin, vec); self->ideal_yaw = vectoyaw(vec); // wait a while before first attack if (!(self->monsterinfo.aiflags & AI_STAND_GROUND)) AttackFinished (self, 1); } void FoundTarget (edict_t *self) { edict_t *goodguy; vec3_t v; // trace_t tr; // Lazarus: avert impending disaster if (self->monsterinfo.aiflags & AI_DUCKED) return; if (self->monsterinfo.aiflags & AI_CHICKEN) return; // let other monsters see this monster for a while, but not if // it's simply a reflection if (self->enemy->client && !(self->enemy->flags & FL_REFLECT)) { self->enemy->flags &= ~FL_DISGUISED; level.sight_entity = self; level.sight_entity_framenum = level.framenum; level.sight_entity->light_level = 128; goodguy = NULL; goodguy = G_Find(NULL,FOFS(dmgteam),"player"); while(goodguy) { if(goodguy->health > 0) { if(!goodguy->enemy) { if(goodguy->monsterinfo.aiflags & AI_ACTOR) { // Can he see enemy? // tr = gi.trace(goodguy->s.origin,vec3_origin,vec3_origin,self->enemy->s.origin,goodguy,MASK_OPAQUE); // if(tr.fraction == 1.0) if(gi.inPVS(goodguy->s.origin,self->enemy->s.origin)) { goodguy->monsterinfo.aiflags |= AI_FOLLOW_LEADER; goodguy->monsterinfo.old_leader = NULL; goodguy->monsterinfo.leader = self->enemy; } } } } goodguy = G_Find(goodguy,FOFS(dmgteam),"player"); } } self->show_hostile = level.time + 1; // wake up other monsters VectorCopy(self->enemy->s.origin, self->monsterinfo.last_sighting); self->monsterinfo.trail_time = level.time; if (!self->combattarget) { HuntTarget (self); return; } self->goalentity = self->movetarget = G_PickTarget(self->combattarget); if (!self->movetarget) { self->goalentity = self->movetarget = self->enemy; HuntTarget (self); gi.dprintf("%s at %s, combattarget %s not found\n", self->classname, vtos(self->s.origin), self->combattarget); return; } // Lazarus: Huh? How come yaw for combattarget isn't set? VectorSubtract(self->movetarget->s.origin,self->s.origin,v); self->ideal_yaw = vectoyaw(v); // clear out our combattarget, these are a one shot deal self->combattarget = NULL; self->monsterinfo.aiflags |= AI_COMBAT_POINT; // clear the targetname, that point is ours! // Lazarus: Why, why, why???? This doesn't remove the point_combat, only makes it inaccessible // to other monsters. //self->movetarget->targetname = NULL; self->monsterinfo.pausetime = 0; // run for it self->monsterinfo.run (self); } /* =========== FindTarget Self is currently not attacking anything, so try to find a target Returns TRUE if an enemy was sighted When a player fires a missile, the point of impact becomes a fakeplayer so that monsters that see the impact will respond as if they had seen the player. To avoid spending too much time, only a single client (or fakeclient) is checked each frame. This means multi player games will have slightly slower noticing monsters. ============ */ qboolean FindTarget (edict_t *self) { edict_t *client=NULL; qboolean heardit; edict_t *reflection; edict_t *self_reflection; int r; if(self->monsterinfo.aiflags & (AI_CHASE_THING | AI_HINT_TEST)) return false; if (self->monsterinfo.aiflags & AI_GOOD_GUY) { if (self->goalentity && self->goalentity->inuse && self->goalentity->classname) { if (strcmp(self->goalentity->classname, "target_actor") == 0) return false; } // Lazarus: Look for monsters if( !self->enemy ) { if (self->monsterinfo.aiflags & AI_FOLLOW_LEADER) { int i; edict_t *e; edict_t *best=NULL; vec_t dist, best_dist; best_dist = self->monsterinfo.max_range; for(i=game.maxclients+1; iinuse) continue; if(!(e->svflags & SVF_MONSTER)) continue; if(e->svflags & SVF_NOCLIENT) continue; if(e->solid == SOLID_NOT) continue; if(e->monsterinfo.aiflags & AI_GOOD_GUY) continue; if(!visible(self,e)) continue; if (self->monsterinfo.aiflags & AI_BRUTAL) { if (e->health <= e->gib_health) continue; } else if (e->health <= 0) continue; dist = realrange(self,e); if(dist < best_dist) { best_dist = dist; best = e; } } if(best) { self->enemy = best; FoundTarget(self); return true; } } return false; } else if (level.time < self->monsterinfo.pausetime ) return false; else { if (!visible (self, self->enemy)) return false; else { FoundTarget(self); return true; } } } // if we're going to a combat point, just proceed if (self->monsterinfo.aiflags & AI_COMBAT_POINT) return false; // if the first spawnflag bit is set, the monster will only wake up on // really seeing the player, not another monster getting angry or hearing // something // revised behavior so they will wake up if they "see" a player make a noise // but not weapon impact/explosion noises heardit = false; if ((level.sight_entity_framenum >= (level.framenum - 1)) && !(self->spawnflags & SF_MONSTER_SIGHT) ) { client = level.sight_entity; if (client->enemy == self->enemy) { return false; } } else if (level.disguise_violation_framenum > level.framenum) { client = level.disguise_violator; } else if (level.sound_entity_framenum >= (level.framenum - 1)) { client = level.sound_entity; heardit = true; } else if (!(self->enemy) && (level.sound2_entity_framenum >= (level.framenum - 1)) && !(self->spawnflags & SF_MONSTER_SIGHT) ) { client = level.sound2_entity; heardit = true; } else { client = level.sight_client; if (!client) return false; // no clients to get mad at } // if the entity went away, forget it if (!client || !client->inuse) return false; // Lazarus if(client->client && client->client->camplayer) client = client->client->camplayer; if (client == self->enemy) return true; // JDC false; // Lazarus: Force idle medics to look for dead monsters if (!self->enemy && !Q_stricmp(self->classname,"monster_medic")) { if(medic_FindDeadMonster(self)) return true; } // in coop mode, ignore sounds if we're following a hint_path if ((coop && coop->value) && (self->monsterinfo.aiflags & AI_HINT_PATH)) heardit = false; if (client->client) { if (client->flags & FL_NOTARGET) return false; } else if (client->svflags & SVF_MONSTER) { if (!client->enemy) return false; if (client->enemy->flags & FL_NOTARGET) return false; } else if (heardit) { if (client->owner && (client->owner->flags & FL_NOTARGET)) return false; } else return false; reflection = NULL; self_reflection = NULL; if (level.num_reflectors) { int i; edict_t *ref; for(i=0; i<6 && !reflection; i++) { ref = client->reflection[i]; if(ref && visible(self,ref) && infront(self,ref)) { reflection = ref; self_reflection = self->reflection[i]; } } } if (!heardit) { r = range (self, client); if (r == RANGE_FAR) return false; // this is where we would check invisibility // is client in an spot too dark to be seen? if (client->light_level <= 5) return false; if (!visible (self, client)) { vec3_t temp; if (!reflection) return false; self->goalentity = self->movetarget = reflection; VectorSubtract(reflection->s.origin,self->s.origin,temp); self->ideal_yaw = vectoyaw(temp); M_ChangeYaw (self); // If MORON (=4) is set, then the reflection becomes the // enemy. Otherwise if DUMMY (=8) is set, reflection // becomes the enemy ONLY if the monster cannot see his // own reflection in the same mirror. And if neither situation // applies, then reflection is treated identically // to a player noise. // Don't do the MORON/DUMMY bit if SF_MONSTER_KNOWS_MIRRORS // is set (set automatically for melee-only monsters, and // turned on once other monsters have figured out the truth) if(!(self->spawnflags & SF_MONSTER_KNOWS_MIRRORS)) { if(reflection->activator->spawnflags & 4) { self->monsterinfo.attack_state = 0; self->enemy = reflection; goto got_one; } if(reflection->activator->spawnflags & 8) { if(!self_reflection || !visible(self,self_reflection)) { self->monsterinfo.attack_state = 0; self->enemy = reflection; goto got_one; } } } self->monsterinfo.pausetime = 0; self->monsterinfo.aiflags &= ~AI_STAND_GROUND; self->monsterinfo.run(self); return false; } // Knightmare- commented this out because it causes a crash /*if (reflection && !(self->spawnflags & SF_MONSTER_KNOWS_MIRRORS) && !infront(self,client)) { // Client is visible but behind monster. // If MORON or DUMMY for the parent func_reflect is set, // attack the reflection (in the case of DUMMY, only // if monster doesn't see himself in the same mirror) if( (reflection->activator->spawnflags & 4) || ( (reflection->activator->spawnflags & 8) && (!self_reflection || !visible(self,self_reflection)) ) ) // crashes here { vec3_t temp; self->goalentity = self->movetarget = reflection; VectorSubtract(reflection->s.origin,self->s.origin,temp); self->ideal_yaw = vectoyaw(temp); M_ChangeYaw (self); self->enemy = reflection; goto got_one; } }*/ if (!reflection) { if (r == RANGE_NEAR) { if (client->show_hostile < level.time && !infront (self, client)) return false; } else if (r == RANGE_MID) { if (!infront (self, client)) return false; } } self->enemy = client; if (strcmp(self->enemy->classname, "player_noise") != 0) { self->monsterinfo.aiflags &= ~AI_SOUND_TARGET; if (!self->enemy->client) { self->enemy = self->enemy->enemy; if (!self->enemy->client) { self->enemy = NULL; return false; } } } } else // heardit { vec3_t temp; if (self->spawnflags & SF_MONSTER_SIGHT) { if (!visible (self, client)) return false; } else if(!(client->flags & FL_REFLECT)) { if (!gi.inPHS(self->s.origin, client->s.origin)) return false; } VectorSubtract (client->s.origin, self->s.origin, temp); if (VectorLength(temp) > 1000) // too far to hear { return false; } // check area portals - if they are different and not connected then we can't hear it if (!(client->flags & FL_REFLECT)) { if (client->areanum != self->areanum) if (!gi.AreasConnected(self->areanum, client->areanum)) return false; } self->ideal_yaw = vectoyaw(temp); M_ChangeYaw (self); // hunt the sound for a bit; hopefully find the real player self->monsterinfo.aiflags |= AI_SOUND_TARGET; self->enemy = client; } got_one: // // got one // // stop following hint_paths if we've found our enemy if (self->monsterinfo.aiflags & AI_HINT_PATH) hintpath_stop (self); // hintpath_stop calls foundtarget else if(self->monsterinfo.aiflags & AI_MEDIC_PATROL) medic_StopPatrolling (self); else FoundTarget (self); if (!(self->monsterinfo.aiflags & AI_SOUND_TARGET) && (self->monsterinfo.sight)) self->monsterinfo.sight (self, self->enemy); return true; } //============================================================================= /* ============ FacingIdeal ============ */ qboolean FacingIdeal(edict_t *self) { float delta; delta = anglemod(self->s.angles[YAW] - self->ideal_yaw); if (delta > 45 && delta < 315) return false; return true; } //============================================================================= qboolean M_CheckAttack (edict_t *self) { vec3_t spot1, spot2; float chance; trace_t tr; // Lazarus: Paranoia check if (!self->enemy) return false; if (self->enemy->health > 0) { // see if any entities are in the way of the shot VectorCopy (self->s.origin, spot1); spot1[2] += self->viewheight; VectorCopy (self->enemy->s.origin, spot2); spot2[2] += self->enemy->viewheight; tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA|CONTENTS_WINDOW); // do we have a clear shot? if (tr.ent != self->enemy) { if (!(self->enemy->flags & FL_REFLECT)) return false; if (tr.ent != world) return false; } } // melee attack if (enemy_range == RANGE_MELEE) { // don't always melee in easy mode if (skill->value == 0 && (rand()&3) ) return false; if (self->monsterinfo.melee) self->monsterinfo.attack_state = AS_MELEE; else self->monsterinfo.attack_state = AS_MISSILE; return true; } // missile attack if (!self->monsterinfo.attack) return false; if (level.time < self->monsterinfo.attack_finished) return false; if (enemy_range == RANGE_FAR) return false; // Knightmare- Shouldn't this be self->enemy->flags & FL_REFLECT? // if (self->enemy->flags == FL_REFLECT) if (self->enemy->flags & FL_REFLECT) { // no waiting for reflections - shoot 'em NOW chance = 2.0; } else if (self->monsterinfo.aiflags & AI_STAND_GROUND) { chance = 0.4; } else if (enemy_range == RANGE_MELEE) { chance = 0.2; } else if (enemy_range == RANGE_NEAR) { chance = 0.1; } else if (enemy_range == RANGE_MID) { chance = 0.02; } else return false; if (skill->value == 0) chance *= 0.5; else if (skill->value >= 2) chance *= 2; if (random () < chance) { self->monsterinfo.attack_state = AS_MISSILE; self->monsterinfo.attack_finished = level.time + 2*random(); return true; } if (self->flags & FL_FLY) { if (random() < 0.3) self->monsterinfo.attack_state = AS_SLIDING; else self->monsterinfo.attack_state = AS_STRAIGHT; } return false; } /* ============= ai_run_melee Turn and close until within an angle to launch a melee attack ============= */ void ai_run_melee(edict_t *self) { self->ideal_yaw = enemy_yaw; M_ChangeYaw (self); if (FacingIdeal(self)) { if (self->monsterinfo.melee) self->monsterinfo.melee (self); self->monsterinfo.attack_state = AS_STRAIGHT; } } /* ============= ai_run_missile Turn in place until within an angle to launch a missile attack ============= */ void ai_run_missile(edict_t *self) { self->ideal_yaw = enemy_yaw; M_ChangeYaw (self); if (FacingIdeal(self)) { if (self->monsterinfo.attack) self->monsterinfo.attack (self); self->monsterinfo.attack_state = AS_STRAIGHT; } }; /* ============= ai_run_slide Strafe sideways, but stay at aproximately the same range ============= */ void ai_run_slide(edict_t *self, float distance) { float ofs; self->ideal_yaw = enemy_yaw; M_ChangeYaw (self); if (self->monsterinfo.lefty) ofs = 90; else ofs = -90; if (M_walkmove (self, self->ideal_yaw + ofs, distance)) return; self->monsterinfo.lefty = 1 - self->monsterinfo.lefty; M_walkmove (self, self->ideal_yaw - ofs, distance); } /* ============= ai_checkattack Decides if we're going to attack or do something else used by ai_run and ai_stand ============= */ qboolean ai_checkattack (edict_t *self, float dist) { vec3_t temp; qboolean hesDeadJim; // this causes monsters to run blindly to the combat point w/o firing if (self->goalentity) { if (self->monsterinfo.aiflags & AI_COMBAT_POINT) return false; if ( !visible(self, self->goalentity) && (self->monsterinfo.aiflags & AI_SOUND_TARGET) ) { if (self->enemy && (level.time - self->enemy->teleport_time) > 5.0) //mxd. Added self->enemy check { if (self->goalentity == self->enemy) if (self->movetarget) self->goalentity = self->movetarget; else self->goalentity = NULL; self->monsterinfo.aiflags &= ~AI_SOUND_TARGET; if (self->monsterinfo.aiflags & AI_TEMP_STAND_GROUND) self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_TEMP_STAND_GROUND); } else { self->show_hostile = level.time + 1; return false; } } } enemy_vis = false; // see if the enemy is dead hesDeadJim = false; if ((!self->enemy) || (!self->enemy->inuse)) { hesDeadJim = true; } else if (self->monsterinfo.aiflags & AI_MEDIC) { if (self->enemy->health > 0) { hesDeadJim = true; self->monsterinfo.aiflags &= ~AI_MEDIC; } } else if (self->enemy->flags & FL_REFLECT) { hesDeadJim = false; } else { if (self->monsterinfo.aiflags & AI_BRUTAL) { // Lazarus: This value should be enemy class-dependent //if (self->enemy->health <= -80) if (self->enemy->health <= self->enemy->gib_health) hesDeadJim = true; } else { if (self->enemy->health <= 0) hesDeadJim = true; } } if (hesDeadJim) { self->enemy = NULL; // FIXME: look all around for other targets if (self->oldenemy && self->oldenemy->health > 0) { self->enemy = self->oldenemy; self->oldenemy = NULL; HuntTarget (self); } else { if (self->movetarget) { self->goalentity = self->movetarget; // Lazarus: Let misc_actors who are following their leader RUN even when not mad if( (self->monsterinfo.aiflags & AI_FOLLOW_LEADER) && (self->movetarget) && (self->movetarget->inuse) ) { float R; R = realrange(self,self->movetarget); if(R > ACTOR_FOLLOW_RUN_RANGE) self->monsterinfo.run (self); else if(R > ACTOR_FOLLOW_STAND_RANGE || !self->movetarget->client) self->monsterinfo.walk (self); else { self->monsterinfo.pausetime = level.time + 0.5; self->monsterinfo.stand (self); } } else self->monsterinfo.walk (self); } else { // we need the pausetime otherwise the stand code // will just revert to walking with no target and // the monsters will wonder around aimlessly trying // to hunt the world entity self->monsterinfo.pausetime = level.time + 100000000; self->monsterinfo.stand (self); } return true; } } self->show_hostile = level.time + 1; // wake up other monsters // check knowledge of enemy enemy_vis = visible(self, self->enemy); if (enemy_vis) { self->monsterinfo.search_time = level.time + 5; VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting); } // look for other coop players here // if (coop && self->monsterinfo.search_time < level.time) // { // if (FindTarget (self)) // return true; // } if (self->monsterinfo.aiflags & AI_CHICKEN) { if (enemy_vis) { if (ai_chicken(self,self->enemy)) return false; else { self->monsterinfo.aiflags &= ~(AI_CHICKEN | AI_STAND_GROUND); self->monsterinfo.pausetime = 0; FoundTarget(self); } } else return false; } enemy_infront = infront(self, self->enemy); enemy_range = range(self, self->enemy); VectorSubtract (self->enemy->s.origin, self->s.origin, temp); enemy_yaw = vectoyaw(temp); // JDC self->ideal_yaw = enemy_yaw; if (self->monsterinfo.attack_state == AS_MISSILE) { ai_run_missile (self); return true; } if (self->monsterinfo.attack_state == AS_MELEE) { ai_run_melee (self); return true; } // if enemy is not currently visible, we will never attack if (!enemy_vis) return false; if( self->monsterinfo.checkattack (self) ) { self->enemy->last_attacked_framenum = level.framenum; return true; } else return false; } #define HINT_PATH_START_TIME 3 #define HINT_PATH_RESTART_TIME 5 /* ============= ai_run The monster has an enemy it is trying to kill ============= */ void ai_run (edict_t *self, float dist) { vec3_t v; edict_t *tempgoal; edict_t *save; qboolean new; edict_t *marker; float d1, d2; trace_t tr; vec3_t v_forward, v_right; float left, center, right; vec3_t left_target, right_target; qboolean alreadyMoved = false; qboolean pounce = false; edict_t *realFeind; // if we're going to a combat point, just proceed if ( self->monsterinfo.aiflags & (AI_COMBAT_POINT | AI_CHASE_THING | AI_HINT_TEST)) { M_MoveToGoal (self, dist); return; } if ( self->monsterinfo.aiflags & AI_MEDIC_PATROL ) { if (!FindTarget(self)) { M_MoveToGoal(self,dist); return; } } // If currently mad at a reflection, AND we've already shot at it once, set // flag indicating that this monster got suddenly smarter about mirrors, and // turn him on the real enemy if (self->enemy && (self->enemy->flags & FL_REFLECT)) { if( (self->enemy->last_attacked_framenum > 0) && (self->enemy->last_attacked_framenum < level.framenum-5) ) { self->enemy->last_attacked_framenum = 0; self->spawnflags |= SF_MONSTER_KNOWS_MIRRORS; self->enemy = self->enemy->owner; self->movetarget = self->goalentity = self->enemy; VectorSubtract(self->enemy->s.origin,self->s.origin,v); self->ideal_yaw = vectoyaw(v); if(!alreadyMoved) M_MoveToGoal(self,dist); return; } } // Lazarus: If running at a reflection, go ahead, until source of reflection // is visible if (!self->enemy && self->movetarget && (self->movetarget->flags & FL_REFLECT)) { if (!visible(self,self->movetarget->owner)) { M_MoveToGoal(self,dist); return; } } // Lazarus: If we're following the leader and have no enemy, go ahead if ((!self->enemy) && (self->monsterinfo.aiflags & AI_FOLLOW_LEADER)) { self->movetarget = self->goalentity = self->monsterinfo.leader; if(!self->movetarget) { self->monsterinfo.pausetime = level.time + 2; self->monsterinfo.stand(self); return; } self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_TEMP_STAND_GROUND); self->monsterinfo.pausetime = 0; M_MoveToGoal (self, dist); return; } // if monster is looking for a trail if (self->monsterinfo.aiflags & AI_HINT_PATH) { M_MoveToGoal (self, dist); // finden Sie der nähe weg if (!self->inuse) return; // foremost, look for thine enemy, not his echoes if (self->enemy && self->enemy->inuse && strcmp(self->enemy->classname, "player_noise") ) realFeind = self->enemy; else if (self->enemy && self->enemy->inuse && self->enemy->owner) realFeind = self->enemy->owner; else { // no enemy or enemy went away or don't know thy enemy self->enemy = NULL; hintpath_stop (self); return; } if (coop && coop->value) { // if enemy is visible, ATTACK! if (self->enemy && visible(self, realFeind)) pounce = true; else FindTarget(self); //else let FindTarget handle it } else { // Lazarus: special case for medics with AI_MEDIC and AI_HINT_PATH set. If // range is farther than MEDIC_MAX_HEAL_DISTANCE we essentially // lie... pretend the enemy isn't seen. if ( self->monsterinfo.aiflags & AI_MEDIC ) { if(realrange(self,realFeind) > MEDIC_MAX_HEAL_DISTANCE) { // Since we're on a hint_path trying to get in position to // heal monster, rather than actually healing him, // allow more time self->timestamp = level.time + MEDIC_TRY_TIME; return; } } // if enemy is visible, ATTACK! if(self->enemy && visible(self, realFeind)) pounce = true; } // if we attack, stop following trail if (pounce) hintpath_stop (self); return; } if (self->monsterinfo.aiflags & AI_SOUND_TARGET) { if (self->enemy) VectorSubtract (self->s.origin, self->enemy->s.origin, v); if ((!self->enemy) || (VectorLength(v) < 64)) { self->monsterinfo.aiflags |= (AI_STAND_GROUND | AI_TEMP_STAND_GROUND); self->monsterinfo.stand (self); return; } M_MoveToGoal (self, dist); alreadyMoved = true; // this prevents double moves if(!self->inuse) return; if (!FindTarget (self)) return; } if(ai_checkattack (self, dist)) return; if (self->monsterinfo.attack_state == AS_SLIDING) { ai_run_slide (self, dist); return; } if ((self->enemy) && (self->enemy->inuse) && (enemy_vis)) { // if (self.aiflags & AI_LOST_SIGHT) // dprint("regained sight\n"); if(!alreadyMoved) M_MoveToGoal (self, dist); if(!self->inuse) return; self->monsterinfo.aiflags &= ~AI_LOST_SIGHT; VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting); self->monsterinfo.trail_time = level.time; return; } // If monster has been hunting player for > 3 secs without avail, // and for the last 5 secs hasn't bothered to update the trail... if ( !((self->monsterinfo.trail_time + HINT_PATH_START_TIME) > level.time) && !((self->monsterinfo.last_hint_time + HINT_PATH_RESTART_TIME) > level.time) ) { // ...then go find a path, you foo! self->monsterinfo.last_hint_time = level.time; if (hintcheck_monsterlost(self)) return; } // coop will change to another enemy if visible if (coop->value) { // FIXME: insane guys get mad with this, which causes crashes! if (FindTarget (self)) return; } // Lazarus: for medics, IF hint_paths are present then cut back a bit on max // search time and let him go idle so he'll start tracking hint_paths if (self->monsterinfo.search_time) { if (!Q_stricmp(self->classname,"monster_medic") && hint_chains_exist) { if(developer->value) gi.dprintf("medic search_time=%g\n",level.time - self->monsterinfo.search_time); if (level.time > (self->monsterinfo.search_time + 15)) { if(developer->value) gi.dprintf("medic search timeout, going idle\n"); if(!alreadyMoved) M_MoveToGoal (self, dist); self->monsterinfo.search_time = 0; if(self->goalentity == self->enemy) self->goalentity = NULL; if(self->movetarget == self->enemy) self->movetarget = NULL; self->enemy = self->oldenemy = NULL; self->monsterinfo.pausetime = level.time + 2; self->monsterinfo.stand(self); return; } } else if (level.time > (self->monsterinfo.search_time + 20)) { if(!alreadyMoved) M_MoveToGoal (self, dist); self->monsterinfo.search_time = 0; return; } } save = self->goalentity; tempgoal = G_Spawn(); self->goalentity = tempgoal; new = false; if (!(self->monsterinfo.aiflags & AI_LOST_SIGHT)) { // just lost sight of the player, decide where to go first // dprint("lost sight of player, last seen at "); dprint(vtos(self.last_sighting)); dprint("\n"); self->monsterinfo.aiflags |= (AI_LOST_SIGHT | AI_PURSUIT_LAST_SEEN); self->monsterinfo.aiflags &= ~(AI_PURSUE_NEXT | AI_PURSUE_TEMP); new = true; } if (self->monsterinfo.aiflags & AI_PURSUE_NEXT) { self->monsterinfo.aiflags &= ~AI_PURSUE_NEXT; // dprint("reached current goal: "); dprint(vtos(self.origin)); dprint(" "); dprint(vtos(self.last_sighting)); dprint(" "); dprint(ftos(vlen(self.origin - self.last_sighting))); dprint("\n"); // give ourself more time since we got this far self->monsterinfo.search_time = level.time + 5; if (self->monsterinfo.aiflags & AI_PURSUE_TEMP) { // dprint("was temp goal; retrying original\n"); self->monsterinfo.aiflags &= ~AI_PURSUE_TEMP; marker = NULL; VectorCopy (self->monsterinfo.saved_goal, self->monsterinfo.last_sighting); new = true; } else if (self->monsterinfo.aiflags & AI_PURSUIT_LAST_SEEN) { self->monsterinfo.aiflags &= ~AI_PURSUIT_LAST_SEEN; marker = PlayerTrail_PickFirst (self); } else { marker = PlayerTrail_PickNext (self); } if (marker) { VectorCopy (marker->s.origin, self->monsterinfo.last_sighting); self->monsterinfo.trail_time = marker->timestamp; self->s.angles[YAW] = self->ideal_yaw = marker->s.angles[YAW]; // dprint("heading is "); dprint(ftos(self.ideal_yaw)); dprint("\n"); // debug_drawline(self.origin, self.last_sighting, 52); new = true; } } VectorSubtract (self->s.origin, self->monsterinfo.last_sighting, v); d1 = VectorLength(v); if (d1 <= dist) { self->monsterinfo.aiflags |= AI_PURSUE_NEXT; dist = d1; } VectorCopy (self->monsterinfo.last_sighting, self->goalentity->s.origin); if (new) { tr = gi.trace(self->s.origin, self->mins, self->maxs, self->monsterinfo.last_sighting, self, MASK_PLAYERSOLID); if (tr.fraction < 1) { VectorSubtract (self->goalentity->s.origin, self->s.origin, v); d1 = VectorLength(v); center = tr.fraction; d2 = d1 * ((center+1)/2); self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v); AngleVectors(self->s.angles, v_forward, v_right, NULL); VectorSet(v, d2, -16, 0); G_ProjectSource (self->s.origin, v, v_forward, v_right, left_target); tr = gi.trace(self->s.origin, self->mins, self->maxs, left_target, self, MASK_PLAYERSOLID); left = tr.fraction; VectorSet(v, d2, 16, 0); G_ProjectSource (self->s.origin, v, v_forward, v_right, right_target); tr = gi.trace(self->s.origin, self->mins, self->maxs, right_target, self, MASK_PLAYERSOLID); right = tr.fraction; center = (d1*center)/d2; if (left >= center && left > right) { if (left < 1) { VectorSet(v, d2 * left * 0.5, -16, 0); G_ProjectSource (self->s.origin, v, v_forward, v_right, left_target); } VectorCopy (self->monsterinfo.last_sighting, self->monsterinfo.saved_goal); self->monsterinfo.aiflags |= AI_PURSUE_TEMP; VectorCopy (left_target, self->goalentity->s.origin); VectorCopy (left_target, self->monsterinfo.last_sighting); VectorSubtract (self->goalentity->s.origin, self->s.origin, v); self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v); } else if (right >= center && right > left) { if (right < 1) { VectorSet(v, d2 * right * 0.5, 16, 0); G_ProjectSource (self->s.origin, v, v_forward, v_right, right_target); } VectorCopy (self->monsterinfo.last_sighting, self->monsterinfo.saved_goal); self->monsterinfo.aiflags |= AI_PURSUE_TEMP; VectorCopy (right_target, self->goalentity->s.origin); VectorCopy (right_target, self->monsterinfo.last_sighting); VectorSubtract (self->goalentity->s.origin, self->s.origin, v); self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v); } } } M_MoveToGoal (self, dist); if(!self->inuse) return; G_FreeEdict(tempgoal); if (self) self->goalentity = save; } static int chase_angle[] = {270,450,225,495,540}; qboolean ai_chicken (edict_t *self, edict_t *badguy) { int i; edict_t *thing; vec3_t atk, dir, best_dir, end, forward; vec_t travel, yaw; vec3_t mins, maxs; vec3_t testpos; vec_t best_dist=0; trace_t trace1, trace2; // No point in hiding from attacker if he's gone if(!badguy || !badguy->inuse) return false; if(!self || !self->inuse || (self->health <= 0)) return false; if(!actorchicken->value) return false; // If we've already been here, quit if(self->monsterinfo.aiflags & AI_CHICKEN) { if(self->movetarget && !Q_stricmp(self->movetarget->classname,"thing")) return true; } VectorCopy(self->mins,mins); mins[2] += 18; if(mins[2] > 0) mins[2] = 0; VectorCopy(self->maxs,maxs); // Find a vector that will hide the actor from his enemy VectorCopy(badguy->s.origin,atk); atk[2] += badguy->viewheight; VectorClear(best_dir); AngleVectors(self->s.angles,forward,NULL,NULL); dir[2] = 0; for(travel=512; travel>63 && best_dist == 0; travel /= 2) { for(i=0; i<5 && best_dist == 0; i++) { yaw = self->s.angles[YAW] + chase_angle[i]; yaw = (int)(yaw/45)*45; yaw = anglemod(yaw); yaw *= M_PI/180; dir[0] = cos(yaw); dir[1] = sin(yaw); VectorMA(self->s.origin,travel,dir,end); trace1 = gi.trace(self->s.origin,mins,maxs,end,self,MASK_MONSTERSOLID); // Test whether proposed position can be seen by badguy. Test // isn't foolproof - tests against 1) new origin, 2) new origin + maxs, // 3) new origin + mins, and 4) new origin + min x,y, max z. trace2 = gi.trace(trace1.endpos,NULL,NULL,atk,self,MASK_SOLID); if(trace2.fraction == 1.0) continue; VectorAdd(trace1.endpos,self->maxs,testpos); trace2 = gi.trace(testpos,NULL,NULL,atk,self,MASK_SOLID); if(trace2.fraction == 1.0) continue; VectorAdd(trace1.endpos,self->mins,testpos); trace2 = gi.trace(testpos,NULL,NULL,atk,self,MASK_SOLID); if(trace2.fraction == 1.0) continue; testpos[2] = trace1.endpos[2] + self->maxs[2]; trace2 = gi.trace(testpos,NULL,NULL,atk,self,MASK_SOLID); if(trace2.fraction == 1.0) continue; best_dist = trace1.fraction * travel; if(best_dist < 32) // not much point to this move continue; VectorCopy(dir,best_dir); } } return false; if(best_dist < 32) return false; // This snaps the angles, which may not be all that good but it sure // is quicker than turning in place vectoangles(best_dir,self->s.angles); thing = SpawnThing(); VectorMA(self->s.origin,best_dist,best_dir,thing->s.origin); thing->touch_debounce_time = level.time + 3.0; thing->target_ent = self; ED_CallSpawn(thing); self->movetarget = self->goalentity = thing; self->monsterinfo.aiflags &= ~(AI_SOUND_TARGET | AI_STAND_GROUND | AI_TEMP_STAND_GROUND); self->monsterinfo.pausetime = 0; self->monsterinfo.aiflags |= (AI_CHASE_THING | AI_CHICKEN); gi.linkentity(self); self->monsterinfo.run(self); self->monsterinfo.chicken_framenum = level.framenum; return true; }