thirtyflightsofloving/missionpack/g_ai.c
Knightmare66 e8769195cd Added freddie and vulture monsters to missionpack DLL.
Added functions ThrowGibFrame() and ThrowDebrisFrame() to g_misc.c in missionpack DLL.
Added GIB_FEATHER gib type and MOVETYPE_FEATHER phys type to missionpack DLL.
Added precache functions for monster weapons in g_weapon_q1.c in missionpack DLL.
Moved function AimGrenade() from grenade.c to g_weapon.c in missionpack DLL.
2020-12-03 17:00:15 -05:00

2217 lines
56 KiB
C

// g_ai.c
#include "g_local.h"
qboolean FindTarget (edict_t *self);
extern cvar_t *maxclients;
//float min (float a, float b);
qboolean ai_checkattack (edict_t *self, float dist);
qboolean enemy_vis;
qboolean enemy_infront;
int enemy_range;
float enemy_yaw;
// ROGUE STUFF
#define SLIDING_TROOPS 1
#define MAX_SIDESTEP 8.0
//
//============================================================================
/*
=================
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;
// PMM
qboolean retval;
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)
{
VectorSubtract (self->enemy->s.origin, self->s.origin, v);
self->ideal_yaw = vectoyaw(v);
if (self->s.angles[YAW] != self->ideal_yaw && self->monsterinfo.aiflags & AI_TEMP_STAND_GROUND)
{
self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_TEMP_STAND_GROUND);
self->monsterinfo.run (self);
}
if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING))
M_ChangeYaw (self);
// PMM
// find out if we're going to be shooting
retval = ai_checkattack (self, 0);
// record sightings of player
if ((self->enemy) && (self->enemy->inuse) && (visible(self, self->enemy)))
{
self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting);
VectorCopy (self->enemy->s.origin, self->monsterinfo.blind_fire_target);
self->monsterinfo.trail_time = level.time;
self->monsterinfo.blind_fire_delay = 0;
}
// check retval to make sure we're not blindfiring
else if (!retval)
{
FindTarget (self);
return;
}
// ai_checkattack (self, 0);
// pmm
}
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, false, 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;
}
}
}
/*
=============
ai_walk
The monster is walking it's beat
=============
*/
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.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 distance of 0 to replace ai_face
==============
*/
void ai_charge (edict_t *self, float dist)
{
vec3_t v;
// PMM
float ofs;
// PMM
// PMM - made AI_MANUAL_STEERING affect things differently here .. they turn, but
// don't set the ideal_yaw
// Zaero add
if (self->monsterinfo.aiflags2 & AI2_ONESHOTTARGET)
{
VectorSubtract (self->monsterinfo.shottarget, self->s.origin, v);
}
// end Zaero
// This is put in there so monsters won't move towards the origin after killing
// a tesla. This could be problematic, so keep an eye on it.
if (!self->enemy || !self->enemy->inuse) //PGM
return; //PGM
// PMM - save blindfire target
if (visible(self, self->enemy))
VectorCopy (self->enemy->s.origin, self->monsterinfo.blind_fire_target);
// pmm
if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING))
{
VectorSubtract (self->enemy->s.origin, self->s.origin, v);
self->ideal_yaw = vectoyaw(v);
// gi.dprintf ("enemy = %s\n", vtos (self->enemy->s.origin));
// gi.dprintf ("enemy: ideal yaw is %f\n", self->ideal_yaw);
}
// if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING))
M_ChangeYaw (self);
// PMM
// if (dist)
// M_walkmove (self, self->s.angles[YAW], dist);
if (dist)
{
if (self->monsterinfo.aiflags & AI_CHARGING)
{
M_MoveToGoal (self, dist);
return;
}
// circle strafe support
if (self->monsterinfo.attack_state == AS_SLIDING)
{
// if we're fighting a tesla, NEVER circle strafe
if ((self->enemy) && (self->enemy->classname) && (!strcmp(self->enemy->classname, "tesla")))
ofs = 0;
else if (self->monsterinfo.lefty)
ofs = 90;
else
ofs = -90;
if (M_walkmove (self, self->ideal_yaw + ofs, dist))
return;
self->monsterinfo.lefty = 1 - self->monsterinfo.lefty;
M_walkmove (self, self->ideal_yaw - ofs, dist);
}
else
M_walkmove (self, self->s.angles[YAW], dist);
}
// PMM
}
/*
=============
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;
if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING))
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;
// Zaero add
// Monsters blinded by flare can't see anything!
if (self->monsterinfo.flashTime > 0)
return false;
// end Zaero
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;
}
}
if (trace.fraction == 1.0 || trace.ent == other) // PGM
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;
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) // PGM
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;
// Lazarus reflections
// 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))
{
// if (self->enemy->flags & FL_DISGUISED)
// {
// level.disguise_violator = self->enemy;
// level.disguise_violation_framenum = level.framenum + 5;
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;
// PMM
VectorCopy (self->enemy->s.origin, self->monsterinfo.blind_fire_target);
self->monsterinfo.blind_fire_delay = 0;
// PMM
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;
qboolean heardit;
int r;
// Lazarus reflections
edict_t *reflection = NULL;
edict_t *self_reflection = NULL;
// if ((self->monsterinfo.aiflags & AI_CHASE_THING) || (self->monsterinfo.aiflags2 & AI2_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; i<globals.num_edicts; i++)
{
e = &g_edicts[i];
if (!e->inuse)
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) //crashes here
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;
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;
}
//PMM - hintpath coop fix
// in coop mode, ignore sounds if we're following a hint_path
if ((self->monsterinfo.aiflags & AI_HINT_PATH) && (coop) && (coop->value))
{
// if ((heardit) && (g_showlogic) && (g_showlogic->value))
// gi.dprintf ("ignoring coop sound target\n");
heardit = false;
}
// PMM
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)
{
// PGM - a little more paranoia won't hurt....
if ((client->owner) && (client->owner->flags & FL_NOTARGET))
return false;
}
else
return false;
// Lazarus reflections
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))
{
// return false;
// Lazarus reflections
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;
// end Lazarus reflections
}
// Lazarus reflections
// 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;
// Skid - No spawnflag check for noise for Q1 monsters - they seem excessively stupid that way
if ( (self->spawnflags & SF_MONSTER_SIGHT) || (self->flags & FL_Q1_MONSTER) )
{
if (!visible (self, client))
return false;
}
else if (!(client->flags & FL_REFLECT)) // Lazarus reflections
{ // Knightmare- exclude turret drivers from this check
if (!gi.inPHS(self->s.origin, client->s.origin) && strcmp(self->classname, "turret_driver"))
return false;
}
VectorSubtract (client->s.origin, self->s.origin, temp);
if (VectorLength(temp) > self->monsterinfo.max_range) // too far to hear - was 1000
{
return false;
}
// check area portals - if they are different and not connected then we can't hear it
if (!(client->flags & FL_REFLECT)) // Lazarus reflections
{
if (client->areanum != self->areanum) {
// Skid - Q1 monsters dont hear too far
if ( (!gi.AreasConnected(self->areanum, client->areanum)) || (self->flags & (FL_Q1_MONSTER)) )
return false;
}
}
self->ideal_yaw = vectoyaw(temp);
if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING))
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
//
// PMM - if we got an enemy, we need to bail out of hint paths, so take over here
if (self->monsterinfo.aiflags & AI_HINT_PATH)
{
// if (g_showlogic && g_showlogic->value)
// gi.dprintf("stopped following hint paths in FindTarget\n");
// this calls foundtarget for us
hintpath_stop (self);
}
else if (self->monsterinfo.aiflags & AI_MEDIC_PATROL)
{
medic_StopPatrolling (self);
}
else
FoundTarget (self);
// pmm
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;
}
//=============================================================================
#define SOLDIER_LASERGUN_THROUGH_GLASS 32
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;
// Knightmare- laser grunts can shoot through glass
if (!strcmp(self->classname, "monster_soldier_lasergun") && (self->spawnflags & SOLDIER_LASERGUN_THROUGH_GLASS))
tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA);
else
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)
{
// Knightmare- Lazarus reflect check would be here
// if (!(self->enemy->flags & FL_REFLECT))
// return false;
// if (tr.ent != world)
// return false;
// PGM - we want them to go ahead and shoot at info_notnulls if they can.
if ( !(self->enemy->flags & FL_REFLECT) // Knightmare- do the blindfire only if it's not a reflection
&& (self->enemy->solid != SOLID_NOT || tr.fraction < 1.0) ) // PGM
{
// PMM - if we can't see our target, and we're not blocked by a monster, go into blind fire if available
if ((!(tr.ent->svflags & SVF_MONSTER)) && (!visible(self, self->enemy)))
{ // Knightmare- disable blindfire for Zaero maps, as it causes undesired behavior in zdef4
// if ((self->monsterinfo.blindfire) && (self->monsterinfo.blind_fire_delay <= 20.0))
if ( (level.maptype != MAPTYPE_ZAERO) && (self->monsterinfo.blindfire) && (self->monsterinfo.blind_fire_delay <= 20.0) )
{
if (level.time < self->monsterinfo.attack_finished)
{
return false;
}
if (level.time < (self->monsterinfo.trail_time + self->monsterinfo.blind_fire_delay))
{
// wait for our time
return false;
}
else
{
// gi.WriteByte (svc_temp_entity);
// gi.WriteByte (TE_DEBUGTRAIL);
// gi.WritePosition (spot1);
// gi.WritePosition (self->monsterinfo.blind_fire_target);
// gi.multicast (self->s.origin, MULTICAST_ALL);
// make sure we're not going to shoot a monster
tr = gi.trace (spot1, NULL, NULL, self->monsterinfo.blind_fire_target, self, CONTENTS_MONSTER);
if (tr.allsolid || tr.startsolid || ((tr.fraction < 1.0) && (tr.ent != self->enemy)))
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("blindfire blocked\n");
return false;
}
self->monsterinfo.attack_state = AS_BLIND;
return true;
}
}
}
// pmm
return false;
}
}
}
// melee attack
if (enemy_range == RANGE_MELEE)
{
// don't always melee in easy mode
if ( (skill->value == 0) && (rand()&3) )
{
// PMM - fix for melee only monsters & strafing
self->monsterinfo.attack_state = AS_STRAIGHT;
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)
{
// PMM - fix for melee only monsters & strafing
self->monsterinfo.attack_state = AS_STRAIGHT;
return false;
}
if (level.time < self->monsterinfo.attack_finished)
return false;
if (enemy_range == RANGE_FAR)
return false;
// Lazarus reflections
if (self->enemy->flags & FL_REFLECT)
{
// no waiting for reflections - shoot 'em NOW
chance = 2.0;
}
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;
// PGM - go ahead and shoot every time if it's a info_notnull
if ((random () < chance) || (self->enemy->solid == SOLID_NOT))
{
self->monsterinfo.attack_state = AS_MISSILE;
self->monsterinfo.attack_finished = level.time + 2*random();
return true;
}
// PMM -daedalus should strafe more .. this can be done here or in a customized
// check_attack code for the hover.
if (self->flags & FL_FLY)
{
// originally, just 0.3
float strafe_chance;
if (!(strcmp(self->classname, "monster_daedalus")))
strafe_chance = 0.8;
else
strafe_chance = 0.6;
// if enemy is tesla, never strafe
if ((self->enemy) && (self->enemy->classname) && (!strcmp(self->enemy->classname, "tesla")))
strafe_chance = 0;
if (random() < strafe_chance)
self->monsterinfo.attack_state = AS_SLIDING;
else
self->monsterinfo.attack_state = AS_STRAIGHT;
}
// do we want the monsters strafing?
#ifdef SLIDING_TROOPS
else
{
if (random() < 0.4)
self->monsterinfo.attack_state = AS_SLIDING;
else
self->monsterinfo.attack_state = AS_STRAIGHT;
}
#endif
//-PMM
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;
if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING))
M_ChangeYaw (self);
if (FacingIdeal(self))
{
if (self->monsterinfo.melee) // FS: Coop: Crash from m_insane when hit by another enemy. Problem on SGC11-3.BSP
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;
if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING))
M_ChangeYaw (self);
if (FacingIdeal(self))
{
if (self->monsterinfo.attack) // FS: Coop: Crash from m_insane when hit by another enemy. Problem on SGC11-3.BSP
self->monsterinfo.attack (self);
// if (self->monsterinfo.attack_state == AS_MISSILE)
if ((self->monsterinfo.attack_state == AS_MISSILE) || (self->monsterinfo.attack_state == AS_BLIND))
self->monsterinfo.attack_state = AS_STRAIGHT;
// else if (self->monsterinfo.attack_state != AS_SLIDING)
// gi.dprintf ("ai_run_missile: Unexpected attack state %d !\n", self->monsterinfo.attack_state);
}
};
/*
=============
ai_run_slide
Strafe sideways, but stay at aproximately the same range
=============
*/
void ai_run_slide(edict_t *self, float distance)
{
float ofs;
float angle;
self->ideal_yaw = enemy_yaw;
// if (self->flags & FL_FLY)
// angle = 90;
// else
// angle = 45;
angle = 90;
if (self->monsterinfo.lefty)
ofs = angle;
else
ofs = -angle;
//
// if (!(self->flags & FL_FLY))
// {
// // non fliers should actually turn towards the direction their trying to run
// self->ideal_yaw += ofs;
// }
//
if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING))
M_ChangeYaw (self);
/*
if (!(self->flags & FL_FLY))
{
if (M_walkmove (self, self->ideal_yaw + ofs, distance))
return;
}
else
{
if (M_walkmove (self, self->ideal_yaw, distance))
return;
}
*/
// PMM - clamp maximum sideways move for non flyers to make them look less jerky
if (!self->flags & FL_FLY)
distance = min (distance, MAX_SIDESTEP);
if (M_walkmove (self, self->ideal_yaw + ofs, distance))
return;
// PMM - if we're dodging, give up on it and go straight
if (self->monsterinfo.aiflags & AI_DODGING)
{
monster_done_dodge (self);
// by setting as_straight, caller will know to try straight move
self->monsterinfo.attack_state = AS_STRAIGHT;
return;
}
self->monsterinfo.lefty = 1 - self->monsterinfo.lefty;
if (M_walkmove (self, self->ideal_yaw - ofs, distance))
return;
// PMM - if we're dodging, give up on it and go straight
if (self->monsterinfo.aiflags & AI_DODGING)
monster_done_dodge (self);
// PMM - the move failed, so signal the caller (ai_run) to try going straight
self->monsterinfo.attack_state = AS_STRAIGHT;
/*
if (!(self->flags & FL_FLY))
{
M_walkmove (self, self->ideal_yaw + ofs, distance);
}
else
{
M_walkmove (self, self->ideal_yaw, distance);
}*/
}
/*
===========
min
returns smaller value
=============
*/
/*float min (float a, float b)
{
if (a < b)
return a;
if (b < a)
return b;
if (a == b)
return a;
} */
/*
=============
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;
// PMM
qboolean retval;
// 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->inuse) || (self->enemy->health > 0))
{
hesDeadJim = true;
// self->monsterinfo.aiflags &= ~AI_MEDIC;
}
}
// Lazarus reflections
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->monsterinfo.aiflags &= ~AI_MEDIC;
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);
}
//ROGUE - multiple teslas make monsters lose track of the player.
else if (self->monsterinfo.last_player_enemy && self->monsterinfo.last_player_enemy->health > 0)
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf("resorting to last_player_enemy...\n");
self->enemy = self->monsterinfo.last_player_enemy;
self->oldenemy = NULL;
self->monsterinfo.last_player_enemy = NULL;
HuntTarget (self);
}
//ROGUE
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);
// PMM
self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
self->monsterinfo.trail_time = level.time;
VectorCopy (self->enemy->s.origin, self->monsterinfo.blind_fire_target);
self->monsterinfo.blind_fire_delay = 0;
// pmm
}
// look for other coop players here
// if (coop->value && 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;
// PMM -- reordered so the monster specific checkattack is called before the run_missle/melee/checkvis
// stuff .. this allows for, among other things, circle strafing and attacking while in ai_run
retval = self->monsterinfo.checkattack (self);
if (retval)
{
// PMM
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;
}
// PMM -- added so monsters can shoot blind
if (self->monsterinfo.attack_state == AS_BLIND)
{
ai_run_missile (self);
return true;
}
// pmm
// if enemy is not currently visible, we will never attack
if (!enemy_vis)
return false;
// PMM
}
return retval;
// PMM
// return self->monsterinfo.checkattack (self);
}
#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;
//PMM
qboolean retval;
qboolean alreadyMoved = false;
qboolean gotcha = false;
edict_t *realEnemy;
// Zaero add
// Monsters try to run away from flares
if (self->monsterinfo.flashTime > 0)
{
M_MoveAwayFromFlare (self, dist);
return;
}
// end Zaero
// if we're going to a combat point, just proceed
if (self->monsterinfo.aiflags & (AI_COMBAT_POINT | AI_CHASE_THING))
{
M_MoveToGoal (self, dist);
return;
}
if ( self->monsterinfo.aiflags & AI_MEDIC_PATROL )
{
if (!FindTarget(self))
{
M_MoveToGoal(self,dist);
return;
}
}
// PMM
if (self->monsterinfo.aiflags & AI_DUCKED)
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("%s - duck flag cleaned up!\n", self->classname);
self->monsterinfo.aiflags &= ~AI_DUCKED;
}
if (self->maxs[2] != self->monsterinfo.base_height)
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("%s - ducked height corrected!\n", self->classname);
monster_duck_up (self);
}
/* if ((self->monsterinfo.aiflags & AI_MANUAL_STEERING) && (strcmp(self->classname, "monster_turret")))
{
if ((g_showlogic) && (g_showlogic->value))
gi.dprintf ("%s - manual steering in ai_run!\n", self->classname);
}*/
// pmm
// Lazarus reflections
// 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;
}
}
// end Lazarus reflections
// 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;
}
//==========
//PGM
// if we're currently looking for a hint path
if (self->monsterinfo.aiflags & AI_HINT_PATH)
{
// determine direction to our destination hintpath.
// FIXME - is this needed EVERY time? I was having trouble with them
// sometimes not going after it, and this fixed it.
// VectorSubtract(self->movetarget->s.origin, self->s.origin, v);
// vectoangles(v, v_forward);
// self->ideal_yaw = v_forward[YAW];
// gi.dprintf("seeking hintpath. origin: %s %0.1f\n", vtos(v), self->ideal_yaw);
M_MoveToGoal (self, dist);
if (!self->inuse)
return; // PGM - g_touchtrigger free problem
// return;
// if we've already seen the player, and can't see him now, return
// if (self->enemy && !visible(self, self->enemy))
// return;
// if not and can't find the player, return
// if (!FindTarget(self))
// return;
// first off, make sure we're looking for the player, not a noise he made
if (self->enemy)
{
if (self->enemy->inuse)
{
if (strcmp(self->enemy->classname, "player_noise") != 0)
realEnemy = self->enemy;
else if (self->enemy->owner)
realEnemy = self->enemy->owner;
else // uh oh, can't figure out enemy, bail
{
self->enemy = NULL;
hintpath_stop (self);
return;
}
}
else
{
self->enemy = NULL;
hintpath_stop (self);
return;
}
}
else
{
hintpath_stop (self);
return;
}
if (coop && coop->value)
{
// if we're in coop, check my real enemy first .. if I SEE him, set gotcha to true
if (self->enemy && visible(self, realEnemy))
gotcha = true;
else // otherwise, let FindTarget bump us out of hint paths, if appropriate
FindTarget(self);
}
else
{
if (self->enemy && visible(self, realEnemy))
gotcha = true;
}
// if we see the player, stop following hintpaths.
if (gotcha)
{
// if (g_showlogic && g_showlogic->value)
// gi.dprintf("stopped following hint paths in ai_run\n");
// disconnect from hintpaths and start looking normally for players.
hintpath_stop (self);
// pmm - no longer needed, since hintpath_stop does it
// HuntTarget(self);
}
return;
}
//PGM
//==========
if (self->monsterinfo.aiflags & AI_SOUND_TARGET)
{
// PMM - paranoia checking
if (self->enemy)
VectorSubtract (self->s.origin, self->enemy->s.origin, v);
if ((!self->enemy) || (VectorLength(v) < 64))
// pmm
{
self->monsterinfo.aiflags |= (AI_STAND_GROUND | AI_TEMP_STAND_GROUND);
self->monsterinfo.stand (self);
return;
}
M_MoveToGoal (self, dist);
// PMM - prevent double moves for sound_targets
alreadyMoved = true;
// pmm
if (!self->inuse)
return; // PGM - g_touchtrigger free problem
if (!FindTarget (self))
return;
}
// PMM -- moved ai_checkattack up here so the monsters can attack while strafing or charging
// PMM -- if we're dodging, make sure to keep the attack_state AS_SLIDING
retval = ai_checkattack (self, dist);
// Knightmare- hack to fix actors not attacking monsters
// Thanx to Yuri for pointing this out
if (!strcmp(self->classname, "misc_actor") && retval)
return;
// PMM - don't strafe if we can't see our enemy
if ((!enemy_vis) && (self->monsterinfo.attack_state == AS_SLIDING))
self->monsterinfo.attack_state = AS_STRAIGHT;
// unless we're dodging (dodging out of view looks smart)
if (self->monsterinfo.aiflags & AI_DODGING)
self->monsterinfo.attack_state = AS_SLIDING;
// pmm
if (self->monsterinfo.attack_state == AS_SLIDING)
{
// PMM - protect against double moves
if (!alreadyMoved)
ai_run_slide (self, dist);
// PMM
// we're using attack_state as the return value out of ai_run_slide to indicate whether or not the
// move succeeded. If the move succeeded, and we're still sliding, we're done in here (since we've
// had our chance to shoot in ai_checkattack, and have moved).
// if the move failed, our state is as_straight, and it will be taken care of below
if ((!retval) && (self->monsterinfo.attack_state == AS_SLIDING))
return;
}
else if (self->monsterinfo.aiflags & AI_CHARGING)
{
self->ideal_yaw = enemy_yaw;
if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING))
M_ChangeYaw (self);
}
if (retval)
{
// PMM - is this useful? Monsters attacking usually call the ai_charge routine..
// the only monster this affects should be the soldier
if ((dist != 0) && (!alreadyMoved) && (self->monsterinfo.attack_state == AS_STRAIGHT) && (!(self->monsterinfo.aiflags & AI_STAND_GROUND)))
{
M_MoveToGoal (self, dist);
}
if ((self->enemy) && (self->enemy->inuse) && (enemy_vis))
{
self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting);
self->monsterinfo.trail_time = level.time;
//PMM
VectorCopy (self->enemy->s.origin, self->monsterinfo.blind_fire_target);
self->monsterinfo.blind_fire_delay = 0;
//pmm
}
return;
}
//PMM
// if (ai_checkattack (self, dist))
// return;
// if (self->monsterinfo.attack_state == AS_SLIDING)
// {
// ai_run_slide (self, dist);
// return;
// }
// PGM - added a little paranoia checking here... 9/22/98
if ((self->enemy) && (self->enemy->inuse) && (enemy_vis))
{
// if (self->monsterinfo.aiflags & AI_LOST_SIGHT)
// gi.dprintf("regained sight\n");
// PMM - check for alreadyMoved
if (!alreadyMoved)
M_MoveToGoal (self, dist);
if (!self->inuse)
return; // PGM - g_touchtrigger free problem
self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting);
self->monsterinfo.trail_time = level.time;
// PMM
VectorCopy (self->enemy->s.origin, self->monsterinfo.blind_fire_target);
self->monsterinfo.blind_fire_delay = 0;
// pmm
return;
}
//=======
//PGM
// if we've been looking (unsuccessfully) for the player for 10 seconds
// PMM - reduced to 5, makes them much nastier
if ((self->monsterinfo.trail_time + 5) <= level.time)
{
// and we haven't checked for valid hint paths in the last 10 seconds
if ((self->monsterinfo.last_hint_time + 10) <= level.time)
{
// check for hint_paths.
self->monsterinfo.last_hint_time = level.time;
if (monsterlost_checkhint(self))
return;
}
}
//PGM
//=======
// PMM - moved down here to allow monsters to get on hint paths
// 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;
}
// pmm
if ((self->monsterinfo.search_time) && (level.time > (self->monsterinfo.search_time + 20)))
{
// PMM - double move protection
if (!alreadyMoved)
M_MoveToGoal (self, dist);
self->monsterinfo.search_time = 0;
// gi.dprintf("search timeout\n");
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
// gi.dprintf("lost sight of player, last seen at %s\n", vtos(self->monsterinfo.last_sighting));
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)
{
// vec3_t debug_vec;
self->monsterinfo.aiflags &= ~AI_PURSUE_NEXT;
// VectorSubtract(self->monsterinfo.last_sighting, self->s.origin, debug_vec);
// gi.dprintf("reached current goal: %s %s %f", vtos(self->s.origin), vtos(self->monsterinfo.last_sighting), VectorLength(debug_vec));
// give ourself more time since we got this far
self->monsterinfo.search_time = level.time + 5;
if (self->monsterinfo.aiflags & AI_PURSUE_TEMP)
{
// gi.dprintf("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];
// gi.dprintf("heading is %0.1f\n", self->ideal_yaw);
// 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)
{
// gi.dprintf("checking for course correction\n");
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);
// gi.dprintf("incomplete path, go part way and adjust again\n");
}
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);
// gi.dprintf("adjusted left\n");
// debug_drawline(self.origin, self.last_sighting, 152);
}
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);
// gi.dprintf("incomplete path, go part way and adjust again\n");
}
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);
// gi.dprintf("adjusted right\n");
// debug_drawline(self.origin, self.last_sighting, 152);
}
}
// else gi.dprintf("course was fine\n");
}
M_MoveToGoal (self, dist);
if (!self->inuse)
return; // PGM - g_touchtrigger free problem
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;
}