#include "g_local.h" //=============================== // BLOCKED Logic //=============================== /* gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_DEBUGTRAIL); gi.WritePosition (pt1); gi.WritePosition (pt2); gi.multicast (pt1, MULTICAST_PVS); self->nextthink = level.time + 10; */ // plat states, copied from g_func.c #define STATE_TOP 0 #define STATE_BOTTOM 1 #define STATE_UP 2 #define STATE_DOWN 3 qboolean face_wall (edict_t *self); void HuntTarget (edict_t *self); // PMM qboolean parasite_drain_attack_ok (vec3_t start, vec3_t end); // blocked_checkshot // shotchance: 0-1, chance they'll take the shot if it's clear. qboolean blocked_checkshot (edict_t *self, float shotChance) { qboolean playerVisible; if (!self->enemy) return false; // blocked checkshot is only against players. this will // filter out player sounds and other shit they should // not be firing at. if (!(self->enemy->client)) return false; if (random() < shotChance) return false; // PMM - special handling for the parasite if (!strcmp(self->classname, "monster_parasite")) { vec3_t f, r, offset, start, end; trace_t tr; AngleVectors (self->s.angles, f, r, NULL); VectorSet (offset, 24, 0, 6); G_ProjectSource (self->s.origin, offset, f, r, start); VectorCopy (self->enemy->s.origin, end); if (!parasite_drain_attack_ok(start, end)) { end[2] = self->enemy->s.origin[2] + self->enemy->maxs[2] - 8; if (!parasite_drain_attack_ok(start, end)) { end[2] = self->enemy->s.origin[2] + self->enemy->mins[2] + 8; if (!parasite_drain_attack_ok(start, end)) return false; } } VectorCopy (self->enemy->s.origin, end); tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT); if (tr.ent != self->enemy) { self->monsterinfo.aiflags |= AI_BLOCKED; if (self->monsterinfo.attack) self->monsterinfo.attack(self); self->monsterinfo.aiflags &= ~AI_BLOCKED; return true; } } playerVisible = visible (self, self->enemy); // always shoot at teslas if (playerVisible) { if (!strcmp(self->enemy->classname, "tesla")) { // if (g_showlogic && g_showlogic->value) // gi.dprintf("blocked: taking a shot\n"); // turn on AI_BLOCKED to let the monster know the attack is being called // by the blocked functions... self->monsterinfo.aiflags |= AI_BLOCKED; if (self->monsterinfo.attack) self->monsterinfo.attack(self); self->monsterinfo.aiflags &= ~AI_BLOCKED; return true; } } return false; } // blocked_checkplat // dist: how far they are trying to walk. qboolean blocked_checkplat (edict_t *self, float dist) { int playerPosition; trace_t trace; vec3_t pt1, pt2; vec3_t forward; edict_t *plat; if (!self->enemy) return false; // check player's relative altitude if (self->enemy->absmin[2] >= self->absmax[2]) playerPosition = 1; else if (self->enemy->absmax[2] <= self->absmin[2]) playerPosition = -1; else playerPosition = 0; // if we're close to the same position, don't bother trying plats. if (playerPosition == 0) return false; plat = NULL; // see if we're already standing on a plat. if (self->groundentity && self->groundentity != world) { if (!strncmp(self->groundentity->classname, "func_plat", 8)) plat = self->groundentity; } // if we're not, check to see if we'll step onto one with this move if (!plat) { AngleVectors (self->s.angles, forward, NULL, NULL); VectorMA(self->s.origin, dist, forward, pt1); VectorCopy (pt1, pt2); pt2[2] -= 384; trace = gi.trace(pt1, vec3_origin, vec3_origin, pt2, self, MASK_MONSTERSOLID); if (trace.fraction < 1 && !trace.allsolid && !trace.startsolid) { if (!strncmp(trace.ent->classname, "func_plat", 8)) { plat = trace.ent; } } } // if we've found a plat, trigger it. if (plat && plat->use) { if (playerPosition == 1) { if ((self->groundentity == plat && plat->moveinfo.state == STATE_BOTTOM) || (self->groundentity != plat && plat->moveinfo.state == STATE_TOP)) { // if (g_showlogic && g_showlogic->value) // gi.dprintf("player above, and plat will raise. using!\n"); plat->use (plat, self, self); return true; } } else if (playerPosition == -1) { if ((self->groundentity == plat && plat->moveinfo.state == STATE_TOP) || (self->groundentity != plat && plat->moveinfo.state == STATE_BOTTOM)) { // if (g_showlogic && g_showlogic->value) // gi.dprintf("player below, and plat will lower. using!\n"); plat->use (plat, self, self); return true; } } // if (g_showlogic && g_showlogic->value) // gi.dprintf("hit a plat, not using. ppos: %d plat: %d\n", playerPosition, plat->moveinfo.state); } return false; } // blocked_checkjump // dist: how far they are trying to walk. // maxDown/maxUp: how far they'll ok a jump for. set to 0 to disable that direction. qboolean blocked_checkjump (edict_t *self, float dist, float maxDown, float maxUp) { int playerPosition; trace_t trace; vec3_t pt1, pt2; vec3_t forward, up; vec_t d0, d1; edict_t *target; // Lazarus: Rogue only did this for enemies. We do it for enemies or // movetargets if (!self->monsterinfo.jump) return false; if (!self->enemy) return false; if (self->enemy) target = self->enemy; else if (self->movetarget) target = self->movetarget; else return false; VectorSubtract(target->s.origin,self->s.origin,pt1); d0 = VectorLength(pt1); AngleVectors (self->s.angles, forward, NULL, up); VectorMA(self->s.origin, 48, forward, pt1); if (target->absmin[2] > (self->absmin[2] + 16)) playerPosition = 1; else if (target->absmin[2] < (self->absmin[2] - 16)) playerPosition = -1; else playerPosition = 0; if (playerPosition == -1 && maxDown) { // check to make sure we can even get to the spot we're going to "fall" from trace = gi.trace(self->s.origin, self->mins, self->maxs, pt1, self, MASK_MONSTERSOLID); if (trace.fraction < 1) return false; VectorCopy (pt1, pt2); pt2[2] = self->mins[2] - maxDown - 1; trace = gi.trace(pt1, vec3_origin, vec3_origin, pt2, self, MASK_MONSTERSOLID | MASK_WATER); if (trace.fraction < 1 && !trace.allsolid && !trace.startsolid) { if ((self->absmin[2] - trace.endpos[2]) >= 24 && trace.contents & MASK_SOLID) { if ( (target->absmin[2] - trace.endpos[2]) > 32) return false; if (trace.plane.normal[2] < 0.9) return false; VectorSubtract(target->s.origin,trace.endpos,pt1); d1 = VectorLength(pt1); if (d0 < d1) return false; self->velocity[0] = forward[0]*dist*10; self->velocity[1] = forward[1]*dist*10; self->velocity[2] = max(self->velocity[2],100); gi.linkentity(self); return true; } } } else if (playerPosition == 1 && maxUp) { VectorCopy(pt1, pt2); pt1[2] = self->absmax[2] + maxUp; trace = gi.trace(pt1, vec3_origin, vec3_origin, pt2, self, MASK_MONSTERSOLID | MASK_WATER); if (trace.fraction < 1 && !trace.allsolid && !trace.startsolid) { if ((trace.endpos[2] - self->absmin[2]) <= maxUp && trace.contents & MASK_SOLID) { VectorSubtract(target->s.origin,trace.endpos,pt1); d1 = VectorLength(pt1); if (d0 < d1) return false; face_wall(self); self->monsterinfo.jump(self); self->velocity[0] = forward[0]*dist*10; self->velocity[1] = forward[1]*dist*10; self->velocity[2] = max(self->velocity[2],200); gi.linkentity(self); return true; } // else if (g_showlogic && g_showlogic->value) // gi.dprintf("Too high to jump %0.1f\n", (trace.endpos[2] - self->absmin[2])); } // else if (g_showlogic && g_showlogic->value) // gi.dprintf("Not something I could jump onto\n"); } // else if (g_showlogic && g_showlogic->value) // gi.dprintf("Player at similar level. No need to jump up?\n"); return false; } // checks to see if another coop player is nearby, and will switch. qboolean blocked_checknewenemy (edict_t *self) { /* int player; edict_t *ent; if (!(coop->value)) return false; for (player = 1; player <= game.maxclients; player++) { ent = &g_edicts[player]; if (!ent->inuse) continue; if (!ent->client) continue; if (ent == self->enemy) continue; if (visible (self, ent)) { if (g_showlogic && g_showlogic->value) gi.dprintf ("B_CNE: %s acquired new enemy %s\n", self->classname, ent->client->pers.netname); self->enemy = ent; FoundTarget (self); return true; } } return false; */ return false; } // ************************* // HINT PATHS // ************************* #define HINT_ENDPOINT 0x0001 #define MAX_HINT_CHAINS 100 int hint_paths_present; edict_t *hint_path_start[MAX_HINT_CHAINS]; int num_hint_paths; // // AI code // // ============= // hintpath_findstart - given any hintpath node, finds the start node // ============= edict_t *hintpath_findstart (edict_t *ent) { edict_t *e; edict_t *last; int field; if (ent->target) // starting point { last = world; field = FOFS(targetname); e = G_Find(NULL, field, ent->target); while (e) { last = e; if (!e->target) break; e = G_Find(NULL, field, e->target); } } else // end point { last = world; field = FOFS(target); e = G_Find(NULL, field, ent->targetname); while (e) { last = e; if (!e->targetname) break; e = G_Find(NULL, field, e->targetname); } } if (!(last->spawnflags & HINT_ENDPOINT)) { // gi.dprintf ("end of chain is not HINT_ENDPOINT\n"); return NULL; } if (last == world) last = NULL; return last; } // ============= // hintpath_other_end - given one endpoint of a hintpath, returns the other end. // ============= edict_t *hintpath_other_end (edict_t *ent) { edict_t *e; edict_t *last; int field; if (ent->target) // starting point { last = world; field = FOFS(targetname); e = G_Find(NULL, field, ent->target); while (e) { last = e; if (!e->target) break; e = G_Find(NULL, field, e->target); } } else // end point { last = world; field = FOFS(target); e = G_Find(NULL, field, ent->targetname); while (e) { last = e; if (!e->targetname) break; e = G_Find(NULL, field, e->targetname); } } if (!(last->spawnflags & HINT_ENDPOINT)) { // gi.dprintf ("end of chain is not HINT_ENDPOINT\n"); return NULL; } if (last == world) last = NULL; return last; } // ============= // hintpath_go - starts a monster (self) moving towards the hintpath (point) // disables all contrary AI flags. // ============= void hintpath_go (edict_t *self, edict_t *point) { vec3_t dir; vec3_t angles; VectorSubtract(point->s.origin, self->s.origin, dir); vectoangles2(dir, angles); self->ideal_yaw = angles[YAW]; self->goalentity = self->movetarget = point; self->monsterinfo.pausetime = 0; self->monsterinfo.aiflags |= AI_HINT_PATH; self->monsterinfo.aiflags &= ~(AI_SOUND_TARGET | AI_PURSUIT_LAST_SEEN | AI_PURSUE_NEXT | AI_PURSUE_TEMP); // run for it self->monsterinfo.search_time = level.time; self->monsterinfo.run (self); } // ============= // hintpath_stop - bails a monster out of following hint paths // ============= void hintpath_stop (edict_t *self) { self->goalentity = NULL; self->movetarget = NULL; // self->monsterinfo.last_hint = NULL; self->monsterinfo.last_hint_time = level.time; self->monsterinfo.goal_hint = NULL; self->monsterinfo.aiflags &= ~AI_HINT_PATH; if (has_valid_enemy(self)) { // if we can see our target, go nuts if (visible(self, self->enemy)) { FoundTarget (self); return; } // otherwise, keep chasing HuntTarget (self); return; } // if our enemy is no longer valid, forget about our enemy and go into stand self->enemy = NULL; // 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); } // ============= // monsterlost_checkhint - the monster (self) will check around for valid hintpaths. // a valid hintpath is one where the two endpoints can see both the monster // and the monster's enemy. if only one person is visible from the endpoints, // it will not go for it. // ============= qboolean monsterlost_checkhint2 (edict_t *self); qboolean monsterlost_checkhint (edict_t *self) { edict_t *e, *monster_pathchain, *target_pathchain, *checkpoint; edict_t *closest; float closest_range = 1000000; edict_t *start, *destination; int field; int count1=0, count2=0, count3=0, count4=0, count5=0; float r; int i; qboolean hint_path_represented[MAX_HINT_CHAINS]; // if there are no hint paths on this map, exit immediately. if (!hint_paths_present) return false; if (!self->enemy) return false; if (self->monsterinfo.aiflags & AI_STAND_GROUND) return false; if (!strcmp(self->classname, "monster_turret")) return false; monster_pathchain = NULL; field = FOFS(classname); // find all the hint_paths. // FIXME - can we not do this every time? for (i=0; i < num_hint_paths; i++) { e = hint_path_start[i]; while (e) { count1++; if (e->monster_hint_chain) e->monster_hint_chain = NULL; if (monster_pathchain) { checkpoint->monster_hint_chain = e; checkpoint = e; } else { monster_pathchain = e; checkpoint = e; } e = e->hint_chain; } } // filter them by distance and visibility to the monster e = monster_pathchain; checkpoint = NULL; while (e) { r = realrange (self, e); // if (r > 512) // count3++; if (r > 512) { count2++; if (checkpoint) { checkpoint->monster_hint_chain = e->monster_hint_chain; e->monster_hint_chain = NULL; e = checkpoint->monster_hint_chain; continue; } else { // use checkpoint as temp pointer checkpoint = e; e = e->monster_hint_chain; checkpoint->monster_hint_chain = NULL; // and clear it again checkpoint = NULL; // since we have yet to find a valid one (or else checkpoint would be set) move the // start of monster_pathchain monster_pathchain = e; continue; } } if (!visible(self, e)) { count4++; if (checkpoint) { checkpoint->monster_hint_chain = e->monster_hint_chain; e->monster_hint_chain = NULL; e = checkpoint->monster_hint_chain; continue; } else { // use checkpoint as temp pointer checkpoint = e; e = e->monster_hint_chain; checkpoint->monster_hint_chain = NULL; // and clear it again checkpoint = NULL; // since we have yet to find a valid one (or else checkpoint would be set) move the // start of monster_pathchain monster_pathchain = e; continue; } } count5++; checkpoint = e; e = e->monster_hint_chain; } // at this point, we have a list of all of the eligible hint nodes for the monster // we now take them, figure out what hint chains they're on, and traverse down those chains, // seeing whether any can see the player // // first, we figure out which hint chains we have represented in monster_pathchain if (count5 == 0) return false; for (i=0; i < num_hint_paths; i++) { hint_path_represented[i] = false; } e = monster_pathchain; checkpoint = NULL; while (e) { if ((e->hint_chain_id < 0) || (e->hint_chain_id > num_hint_paths)) return false; hint_path_represented[e->hint_chain_id] = true; e = e->monster_hint_chain; } count1 = 0; count2 = 0; count3 = 0; count4 = 0; count5 = 0; // now, build the target_pathchain which contains all of the hint_path nodes we need to check for // validity (within range, visibility) target_pathchain = NULL; checkpoint = NULL; for (i=0; i < num_hint_paths; i++) { // if this hint chain is represented in the monster_hint_chain, add all of it's nodes to the target_pathchain // for validity checking if (hint_path_represented[i]) { e = hint_path_start[i]; while (e) { if (target_pathchain) { checkpoint->target_hint_chain = e; checkpoint = e; } else { target_pathchain = e; checkpoint = e; } e = e->hint_chain; } } } // target_pathchain is a list of all of the hint_path nodes we need to check for validity relative to the target e = target_pathchain; checkpoint = NULL; while (e) { r = realrange (self->enemy, e); if (r > 512) { count2++; if (checkpoint) { checkpoint->target_hint_chain = e->target_hint_chain; e->target_hint_chain = NULL; e = checkpoint->target_hint_chain; continue; } else { // use checkpoint as temp pointer checkpoint = e; e = e->target_hint_chain; checkpoint->target_hint_chain = NULL; // and clear it again checkpoint = NULL; target_pathchain = e; continue; } } if (!visible(self->enemy, e)) { count4++; if (checkpoint) { checkpoint->target_hint_chain = e->target_hint_chain; e->target_hint_chain = NULL; e = checkpoint->target_hint_chain; continue; } else { // use checkpoint as temp pointer checkpoint = e; e = e->target_hint_chain; checkpoint->target_hint_chain = NULL; // and clear it again checkpoint = NULL; target_pathchain = e; continue; } } // if it passes all the tests, it's a keeper count5++; checkpoint = e; e = e->target_hint_chain; } // at this point we should have: // monster_pathchain - a list of "monster valid" hint_path nodes linked together by monster_hint_chain // target_pathcain - a list of "target valid" hint_path nodes linked together by target_hint_chain. these // are filtered such that only nodes which are on the same chain as "monster valid" nodes // // Now, we figure out which "monster valid" node we want to use // // To do this, we first off make sure we have some target nodes. If we don't, there are no valid hint_path nodes // for us to take // // If we have some, we filter all of our "monster valid" nodes by which ones have "target valid" nodes on them // // Once this filter is finished, we select the closest "monster valid" node, and go to it. if (count5 == 0) return false; // reuse the hint_chain_represented array, this time to see which chains are represented by the target for (i=0; i < num_hint_paths; i++) { hint_path_represented[i] = false; } e = target_pathchain; checkpoint = NULL; while (e) { if ((e->hint_chain_id < 0) || (e->hint_chain_id > num_hint_paths)) return false; hint_path_represented[e->hint_chain_id] = true; e = e->target_hint_chain; } // traverse the monster_pathchain - if the hint_node isn't represented in the "target valid" chain list, // remove it // if it is on the list, check it for range from the monster. If the range is the closest, keep it // closest = NULL; e = monster_pathchain; while (e) { if (!(hint_path_represented[e->hint_chain_id])) { checkpoint = e->monster_hint_chain; e->monster_hint_chain = NULL; e = checkpoint; continue; } r = realrange(self, e); if (r < closest_range) { closest = e; closest_range = r; // Lazarus: This was left out, ya doofuses } e = e->monster_hint_chain; } if (!closest) return false; start = closest; // now we know which one is the closest to the monster .. this is the one the monster will go to // we need to finally determine what the DESTINATION node is for the monster .. walk down the hint_chain, // and find the closest one to the player closest = NULL; closest_range = 10000000; e = target_pathchain; while (e) { if (start->hint_chain_id == e->hint_chain_id) { r = realrange(self->enemy, e); // Lazarus: This WAS realrange(self, e)... that can't be right if (r < closest_range) { closest = e; closest_range = r; // Lazarus: again, you idjits left this out } } e = e->target_hint_chain; } if (!closest) return false; destination = closest; self->monsterinfo.goal_hint = destination; // self->monsterinfo.last_hint = NULL; hintpath_go(self, start); return true; } /* qboolean monsterlost_checkhint2 (edict_t *self) { edict_t *e, *e2, *goPoint; int field; int playerVisible, selfVisible; // if there are no hint paths on this map, exit immediately. if (!hint_paths_present) return false; if (!self->enemy) return false; goPoint = NULL; field = FOFS(classname); // check all the hint_paths. e = G_Find(NULL, field, "hint_path"); while (e) { // if it's an endpoint, check for "validity" if (e->spawnflags & HINT_ENDPOINT) { // check visibility from this spot selfVisible = visible(e, self); playerVisible = visible(e, self->enemy); // gi.dprintf("checking endpoint at %s %d %d\n", vtos(e->s.origin),selfVisible,playerVisible); // at least one of us is visible from this endpoint. // now check the other one if needed. if (selfVisible || playerVisible) { // if endpoint 1 saw me, set my destination to it. if (selfVisible) goPoint = e; // if both aren't visible, try the other endpoint if (!selfVisible || !playerVisible) { e2 = hintpath_other_end(e); if (!e2) // could not connect to the other endpoint { gi.dprintf("Unlinked hint paths!\n"); return false; } // if endpoint 1 saw the enemy, see if endpoint 2 sees me if (!selfVisible) selfVisible = visible(e2, self); // if endpoint 1 saw me, see if endpoint 2 sees the enemy else if (!playerVisible) playerVisible = visible(e2, self->enemy); // if endpoint 2 saw me, set my destination to it. if (!goPoint && selfVisible) goPoint = e2; // gi.dprintf("checking other endpoint at %s %d %d\n", vtos(e2->s.origin),selfVisible,playerVisible); } // if both are visible from at least one endpoint, // go for it. if (selfVisible && playerVisible) { // set me to go to goPoint if (g_showlogic && g_showlogic->value) gi.dprintf("found path. proceed to %s\n", vtos(goPoint->s.origin)); // since this is a new hint path trip, set last_hint to NULL self->monsterinfo.last_hint = NULL; hintpath_go(self, goPoint); return true; } } } e = G_Find(e, field, "hint_path"); } // if we got here, we didn't find a valid path if (g_showlogic && g_showlogic->value) gi.dprintf("blocked_checkhint: found no paths\n"); return false; } */ // // Path code // // ============= // hint_path_touch - someone's touched the hint_path // ============= void hint_path_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { edict_t *e, *goal, *next; // int chain; // direction - (-1) = upstream, (1) = downstream, (0) = done qboolean goalFound = false; if (other->monsterinfo.aiflags & AI_MEDIC_PATROL) { if (other->movetarget == self) medic_NextPatrolPoint(other,self); return; } // make sure we're the target of it's obsession if (other->movetarget == self) { goal = other->monsterinfo.goal_hint; // if the monster is where he wants to be if (goal == self) { hintpath_stop (other); return; } else { // if we aren't, figure out which way we want to go e = hint_path_start[self->hint_chain_id]; while (e) { // if we get up to ourselves on the hint chain, we're going down it if (e == self) { next = e->hint_chain; break; } if (e == goal) goalFound = true; // if we get to where the next link on the chain is this hint_path and have found the goal on the way // we're going upstream, so remember who the previous link is if ((e->hint_chain == self) && goalFound) { next = e; break; } e = e->hint_chain; } } // if we couldn't find it, have the monster go back to normal hunting. if (!next) { hintpath_stop(other); return; } // set the last_hint entry to this hint_path, and // send him on his way hintpath_go(other, next); // have the monster freeze if the hint path we just touched has a wait time // on it, for example, when riding a plat. if (self->wait) other->nextthink = level.time + self->wait; } } /* void hint_path_touch2 (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { edict_t *next, *last; int chain; // make sure we're the target of it's obsession if (other->movetarget == self) { chain = 0; // direction the monster is going in the chain next = NULL; // next hint_path // gi.dprintf("hint_path %s\n", vtos(self->s.origin)); // is this the first hintpath targeted? if so, we can do this easily. if (other->monsterinfo.last_hint == NULL) { if (self->target) // forward chaining chain = 1; else // backward chaining chain = -1; } else { // shortcut to last_hint last = other->monsterinfo.last_hint; // make sure it's valid... if ( (last < g_edicts) || (last >= &g_edicts[globals.num_edicts])) { if (g_showlogic && g_showlogic->value) { gi.dprintf("bogus last_hint encountered.\n"); gi.dprintf("detaching from hint path %d\n", chain); } hintpath_stop (other); return; } // if we're an endpoint, then the monster is done moving. if (self->spawnflags & HINT_ENDPOINT) { chain = 0; } // if last hint's target is our targetname, it's forward chaining. else if (last->target && self->targetname && !strcmp(last->target, self->targetname)) { chain = 1; } // if last hint's targetname is our target, it's backward chaining. // FIXME - last->targetname was 1, not NULL ???? was a screwed up hintpath else if (self->target && last->targetname && !strcmp(last->targetname, self->target)) { chain = -1; } else // if it gets here, i'm not sure how { gi.dprintf("hit an uncovered possibility in hint_path_touch\n"); chain = 0; } } // find the "next" hint_path if (chain == 1 && self->target) // forward chaining next = G_Find(NULL, FOFS(targetname), self->target); else if (chain == -1 && self->targetname) // backward chaining next = G_Find(NULL, FOFS(target), self->targetname); // if we couldn't find it, have the monster go back to normal hunting. if (!next) { if (g_showlogic && g_showlogic->value) gi.dprintf("detaching from hint path %d\n", chain); hintpath_stop(other); return; } // set the last_hint entry to this hint_path, and // send him on his way other->monsterinfo.last_hint = self; if (g_showlogic && g_showlogic->value) gi.dprintf("moving to next point, %s\n", vtos(next->s.origin)); hintpath_go(other, next); // have the monster freeze if the hint path we just touched has a wait time // on it, for example, when riding a plat. if (self->wait) { if (g_showlogic && g_showlogic->value) gi.dprintf("monster waiting %0.1f\n", self->wait); other->nextthink = level.time + self->wait; } } } */ /*QUAKED hint_path (.5 .3 0) (-8 -8 -8) (8 8 8) END Target: next hint path END - set this flag on the endpoints of each hintpath. "wait" - set this if you want the monster to freeze when they touch this hintpath */ void SP_hint_path (edict_t *self) { if (deathmatch->value) { G_FreeEdict(self); return; } if (!self->targetname && !self->target) { gi.dprintf ("unlinked hint_path at %s\n", vtos(self->s.origin)); G_FreeEdict (self); return; } self->class_id = ENTITY_HINT_PATH; // Lazarus: Corrections for mappers that can't follow instructions :-) if (!self->targetname) self->spawnflags |= HINT_ENDPOINT; if (!self->target) self->spawnflags |= HINT_ENDPOINT; self->solid = SOLID_TRIGGER; self->touch = hint_path_touch; VectorSet (self->mins, -8, -8, -8); VectorSet (self->maxs, 8, 8, 8); self->svflags |= SVF_NOCLIENT; gi.linkentity (self); } //int hint_paths_present; //edict_t *hint_path_start[100]; //int num_hint_paths; // ============ // InitHintPaths - Called by InitGame (g_save) to enable quick exits if valid // ============ void InitHintPaths (void) { edict_t *e, *current; int field, i, count2; qboolean errors = false; hint_paths_present = 0; // check all the hint_paths. field = FOFS(classname); e = G_Find(NULL, field, "hint_path"); if (e) hint_paths_present = 1; else return; memset (hint_path_start, 0, MAX_HINT_CHAINS*sizeof (edict_t *)); num_hint_paths = 0; while (e) { if (e->spawnflags & HINT_ENDPOINT) { if (e->target) // start point { if (e->targetname) // this is a bad end, ignore it { gi.dprintf ("Hint path at %s marked as endpoint with both target (%s) and targetname (%s)\n", vtos (e->s.origin), e->target, e->targetname); errors = true; } else { if (num_hint_paths >= MAX_HINT_CHAINS) { // gi.dprintf ("Only %d hint chains allowed. Connect some together!\n", MAX_HINT_CHAINS); break; } hint_path_start[num_hint_paths++] = e; } } } e = G_Find(e, field, "hint_path"); } field = FOFS(targetname); for (i=0; i< num_hint_paths; i++) { count2 = 1; current = hint_path_start[i]; current->hint_chain_id = i; e = G_Find(NULL, field, current->target); if (G_Find(e, field, current->target)) { gi.dprintf ("\nForked hint path at %s detected for chain %d, target %s\n", vtos (current->s.origin), num_hint_paths, current->target); hint_path_start[i]->hint_chain = NULL; count2 = 0; errors = true; continue; } while (e) { if (e->hint_chain) { gi.dprintf ("\nCircular hint path at %s detected for chain %d, targetname %s\n", vtos (e->s.origin), num_hint_paths, e->targetname); hint_path_start[i]->hint_chain = NULL; count2 = 0; errors = true; break; } count2++; current->hint_chain = e; current = e; current->hint_chain_id = i; if (!current->target) break; e = G_Find(NULL, field, current->target); if (G_Find(e, field, current->target)) { gi.dprintf ("\nForked hint path at %s detected for chain %d, target %s\n", vtos (current->s.origin), num_hint_paths, current->target); hint_path_start[i]->hint_chain = NULL; count2 = 0; break; } } } } // ***************************** // MISCELLANEOUS STUFF // ***************************** // PMM - inback // use to see if opponent is behind you (not to side) // if it looks a lot like infront, well, there's a reason qboolean inback (edict_t *self, edict_t *other) { vec3_t vec; float dot; vec3_t forward; 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; } float realrange (edict_t *self, edict_t *other) { vec3_t dir; VectorSubtract (self->s.origin, other->s.origin, dir); return VectorLength(dir); } qboolean face_wall (edict_t *self) { vec3_t pt; vec3_t forward; vec3_t ang; trace_t tr; AngleVectors (self->s.angles, forward, NULL, NULL); VectorMA(self->s.origin, 64, forward, pt); tr = gi.trace(self->s.origin, vec3_origin, vec3_origin, pt, self, MASK_MONSTERSOLID); if (tr.fraction < 1 && !tr.allsolid && !tr.startsolid) { vectoangles2(tr.plane.normal, ang); self->ideal_yaw = ang[YAW] + 180; if (self->ideal_yaw > 360) self->ideal_yaw -= 360; M_ChangeYaw(self); return true; } return false; } // // Monster "Bad" Areas // void badarea_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf) { // drawbbox(ent); } edict_t *SpawnBadArea(vec3_t mins, vec3_t maxs, float lifespan, edict_t *owner) { edict_t *badarea; vec3_t origin; VectorAdd(mins, maxs, origin); VectorScale(origin, 0.5, origin); VectorSubtract(maxs, origin, maxs); VectorSubtract(mins, origin, mins); badarea = G_Spawn(); VectorCopy(origin, badarea->s.origin); VectorCopy(maxs, badarea->maxs); VectorCopy(mins, badarea->mins); badarea->touch = badarea_touch; badarea->movetype = MOVETYPE_NONE; badarea->solid = SOLID_TRIGGER; badarea->classname = "bad_area"; gi.linkentity (badarea); if (lifespan) { badarea->think = G_FreeEdict; badarea->nextthink = level.time + lifespan; } if (owner) { badarea->owner = owner; } // drawbbox(badarea); return badarea; } // CheckForBadArea // This is a customized version of G_TouchTriggers that will check // for bad area triggers and return them if they're touched. edict_t *CheckForBadArea(edict_t *ent) { int i, num; edict_t *touch[MAX_EDICTS], *hit; vec3_t mins, maxs; VectorAdd(ent->s.origin, ent->mins, mins); VectorAdd(ent->s.origin, ent->maxs, maxs); num = gi.BoxEdicts (mins, maxs, touch, MAX_EDICTS, AREA_TRIGGERS); // drawbbox(ent); // be careful, it is possible to have an entity in this // list removed before we get to it (killtriggered) for (i=0 ; iinuse) continue; if (hit->touch == badarea_touch) { return hit; } } return NULL; } #define TESLA_DAMAGE_RADIUS 128 qboolean MarkTeslaArea (edict_t *self, edict_t *tesla) { vec3_t mins, maxs; edict_t *e; edict_t *tail; edict_t *area; if (!tesla || !self) return false; area = NULL; // make sure this tesla doesn't have a bad area around it already... e = tesla->teamchain; tail = tesla; while (e) { tail = tail->teamchain; if (!strcmp(e->classname, "bad_area")) { // gi.dprintf("tesla already has a bad area marked\n"); return false; } e = e->teamchain; } // see if we can grab the trigger directly if (tesla->teamchain && tesla->teamchain->inuse) { edict_t *trigger; trigger = tesla->teamchain; // VectorAdd (trigger->s.origin, trigger->mins, mins); // VectorAdd (trigger->s.origin, trigger->maxs, maxs); VectorCopy(trigger->absmin, mins); VectorCopy(trigger->absmax, maxs); if (tesla->air_finished) area = SpawnBadArea (mins, maxs, tesla->air_finished, tesla); else area = SpawnBadArea (mins, maxs, tesla->nextthink, tesla); } // otherwise we just guess at how long it'll last. else { VectorSet (mins, -TESLA_DAMAGE_RADIUS, -TESLA_DAMAGE_RADIUS, tesla->mins[2]); VectorSet (maxs, TESLA_DAMAGE_RADIUS, TESLA_DAMAGE_RADIUS, TESLA_DAMAGE_RADIUS); area = SpawnBadArea (mins, maxs, 30, tesla); } // if we spawned a bad area, then link it to the tesla if (area) { // gi.dprintf("bad area marker spawned and linked to tesla\n"); tail->teamchain = area; } return true; } // predictive calculator // target is who you want to shoot // start is where the shot comes from // bolt_speed is how fast the shot is // eye_height is a boolean to say whether or not to adjust to targets eye_height // offset is how much time to miss by // aimdir is the resulting aim direction (pass in NULL if you don't want it) // aimpoint is the resulting aimpoint (pass in NULL if don't want it) void PredictAim (edict_t *target, vec3_t start, float bolt_speed, qboolean eye_height, float offset, vec3_t aimdir, vec3_t aimpoint) { vec3_t dir, vec; float dist, time; if (!target || !target->inuse) { VectorCopy (vec3_origin, aimdir); return; } VectorSubtract(target->s.origin, start, dir); if (eye_height) dir[2] += target->viewheight; dist = VectorLength(dir); time = dist / bolt_speed; VectorMA(target->s.origin, time - offset, target->velocity, vec); if (eye_height) vec[2] += target->viewheight; if (aimdir) { VectorSubtract (vec, start, aimdir); VectorNormalize (aimdir); } if (aimpoint) { VectorCopy (vec, aimpoint); } } qboolean below (edict_t *self, edict_t *other) { vec3_t vec; float dot; vec3_t down; VectorSubtract (other->s.origin, self->s.origin, vec); VectorNormalize (vec); VectorSet (down, 0, 0, -1); dot = DotProduct (vec, down); if (dot > 0.95) // 18 degree arc below return true; return false; } void drawbbox (edict_t *self) { int lines[4][3] = { {1, 2, 4}, {1, 2, 7}, {1, 4, 5}, {2, 4, 7} }; int starts[4] = {0, 3, 5, 6}; vec3_t pt[8]; int i, j, k; vec3_t coords[2]; vec3_t newbox; vec3_t f,r,u, dir; VectorCopy (self->absmin, coords[0]); VectorCopy (self->absmax, coords[1]); for (i=0; i<=1; i++) { for (j=0; j<=1; j++) { for (k=0; k<=1; k++) { pt[4*i+2*j+k][0] = coords[i][0]; pt[4*i+2*j+k][1] = coords[j][1]; pt[4*i+2*j+k][2] = coords[k][2]; } } } for (i=0; i<= 3; i++) { for (j=0; j<= 2; j++) { gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_DEBUGTRAIL); gi.WritePosition (pt[starts[i]]); gi.WritePosition (pt[lines[i][j]]); gi.multicast (pt[starts[i]], MULTICAST_ALL); } } vectoangles2 (self->s.angles, dir); AngleVectors (dir, f, r, u); VectorMA (self->s.origin, 50, f, newbox); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_DEBUGTRAIL); gi.WritePosition (self->s.origin); gi.WritePosition (newbox); gi.multicast (self->s.origin, MULTICAST_PVS); VectorClear (newbox); VectorMA (self->s.origin, 50, r, newbox); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_DEBUGTRAIL); gi.WritePosition (self->s.origin); gi.WritePosition (newbox); gi.multicast (self->s.origin, MULTICAST_PVS); VectorClear (newbox); VectorMA (self->s.origin, 50, u, newbox); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_DEBUGTRAIL); gi.WritePosition (self->s.origin); gi.WritePosition (newbox); gi.multicast (self->s.origin, MULTICAST_PVS); VectorClear (newbox); } // // New dodge code // void M_MonsterDodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr) { float r = random(); float height; qboolean ducker = false, dodger = false; // this needs to be here since this can be called after the monster has "died" if (self->health < 1) return; if ((self->monsterinfo.duck) && (self->monsterinfo.unduck)) ducker = true; if ((self->monsterinfo.sidestep) && !(self->monsterinfo.aiflags & AI_STAND_GROUND)) dodger = true; if ((!ducker) && (!dodger)) return; // if ((g_showlogic) && (g_showlogic->value)) // { // if (self->monsterinfo.aiflags & AI_DODGING) // gi.dprintf ("dodging - "); // if (self->monsterinfo.aiflags & AI_DUCKED) // gi.dprintf ("ducked - "); // } if (!self->enemy) { self->enemy = attacker; FoundTarget (self); } // PMM - don't bother if it's going to hit anyway; fix for weird in-your-face etas (I was // seeing numbers like 13 and 14) if ((eta < 0.1) || (eta > 5)) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("timeout\n"); return; } // skill level determination.. if (r > (0.25*((skill->value)+1))) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("skillout\n"); return; } // stop charging, since we're going to dodge (somehow) instead // soldier_stop_charge (self); if (ducker) { height = self->absmax[2]-32-1; // the -1 is because the absmax is s.origin + maxs + 1 // FIXME, make smarter // if we only duck, and ducking won't help or we're already ducking, do nothing // // need to add monsterinfo.abort_duck() and monsterinfo.next_duck_time if ((!dodger) && ((tr->endpos[2] <= height) || (self->monsterinfo.aiflags & AI_DUCKED))) return; } else height = self->absmax[2]; if (dodger) { // if we're already dodging, just finish the sequence, i.e. don't do anything else if (self->monsterinfo.aiflags & AI_DODGING) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("already dodging\n"); return; } // if we're ducking already, or the shot is at our knees if ((tr->endpos[2] <= height) || (self->monsterinfo.aiflags & AI_DUCKED)) { vec3_t right, diff; AngleVectors (self->s.angles, NULL, right, NULL); VectorSubtract (tr->endpos, self->s.origin, diff); if (DotProduct (right, diff) < 0) { self->monsterinfo.lefty = 0; // gi.dprintf ("left\n"); } else { self->monsterinfo.lefty = 1; // gi.dprintf ("right\n"); } // if we are currently ducked, unduck if ((ducker) && (self->monsterinfo.aiflags & AI_DUCKED)) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("unducking - "); self->monsterinfo.unduck(self); } self->monsterinfo.aiflags |= AI_DODGING; self->monsterinfo.attack_state = AS_SLIDING; // call the monster specific code here self->monsterinfo.sidestep (self); return; } } if (ducker) { if (self->monsterinfo.next_duck_time > level.time) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("ducked too often, not ducking\n"); return; } // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("ducking!\n"); monster_done_dodge (self); // set this prematurely; it doesn't hurt, and prevents extra iterations self->monsterinfo.aiflags |= AI_DUCKED; self->monsterinfo.duck (self, eta); } } void monster_duck_down (edict_t *self) { // if (self->monsterinfo.aiflags & AI_DUCKED) // return; self->monsterinfo.aiflags |= AI_DUCKED; // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("duck down!\n"); // self->maxs[2] -= 32; self->maxs[2] = self->monsterinfo.base_height - 32; self->takedamage = DAMAGE_YES; if (self->monsterinfo.duck_wait_time < level.time) self->monsterinfo.duck_wait_time = level.time + 1; gi.linkentity (self); } void monster_duck_hold (edict_t *self) { if (level.time >= self->monsterinfo.duck_wait_time) self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; else self->monsterinfo.aiflags |= AI_HOLD_FRAME; } void monster_duck_up (edict_t *self) { self->monsterinfo.aiflags &= ~AI_DUCKED; // self->maxs[2] += 32; self->maxs[2] = self->monsterinfo.base_height; self->takedamage = DAMAGE_AIM; self->monsterinfo.next_duck_time = level.time + DUCK_INTERVAL; gi.linkentity (self); } //========================= //========================= qboolean has_valid_enemy (edict_t *self) { if (!self->enemy) return false; if (!self->enemy->inuse) return false; // Lazarus: this doesn't take into account medics pursuing dead monsters // if (self->enemy->health < 1) // return false; if (self->monsterinfo.aiflags & AI_MEDIC) { if (self->enemy->health > 0) return false; } else if (self->enemy->health < 1) return false; return true; } void TargetTesla (edict_t *self, edict_t *tesla) { if ((!self) || (!tesla)) return; // PMM - medic bails on healing things if (self->monsterinfo.aiflags & AI_MEDIC) { if (self->enemy) cleanupHealTarget(self->enemy); self->monsterinfo.aiflags &= ~AI_MEDIC; } // store the player enemy in case we lose track of him. if (self->enemy && self->enemy->client) self->monsterinfo.last_player_enemy = self->enemy; if (self->enemy != tesla) { self->oldenemy = self->enemy; self->enemy = tesla; if (self->monsterinfo.attack) { if (self->health <= 0) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("bad tesla attack avoided!\n"); return; } self->monsterinfo.attack(self); } else { FoundTarget(self); } } } // this returns a randomly selected coop player who is visible to self // returns NULL if bad edict_t * PickCoopTarget (edict_t *self) { // no more than 4 players in coop, so.. edict_t *targets[4]; int num_targets = 0, targetID; edict_t *ent; int player; // if we're not in coop, this is a noop if (!coop || !coop->value) return NULL; memset (targets, 0, 4*sizeof(edict_t *)); for (player = 1; player <= game.maxclients; player++) { ent = &g_edicts[player]; if (!ent->inuse) continue; if (!ent->client) continue; if (visible(self, ent)) targets[num_targets++] = ent; } if (!num_targets) return NULL; // get a number from 0 to (num_targets-1) targetID = (random() * (float)num_targets); // just in case we got a 1.0 from random if (targetID == num_targets) targetID--; return targets[targetID]; } // only meant to be used in coop int CountPlayers (void) { edict_t *ent; int count = 0; int player; // if we're not in coop, this is a noop if (!coop || !coop->value) return 1; for (player = 1; player <= game.maxclients; player++) { ent = &g_edicts[player]; if (!ent->inuse) continue; if (!ent->client) continue; count++; } /* ent = g_edicts+1; // skip the worldspawn while (ent) { if ((ent->client) && (ent->inuse)) { ent++; count++; } else ent = NULL; } */ return count; } //******************* // JUMPING AIDS //******************* void monster_jump_start (edict_t *self) { self->timestamp = level.time; } qboolean monster_jump_finished (edict_t *self) { if ((level.time - self->timestamp) > 3) return true; // Lazarus: Ummm? I suppose this should return false here, though this // line was not included in Rogue's code return false; }