mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
bf0e8af8a7
Pointer fixes to dedicated console. Renamed new teleport event. Partial cleanup to game DLL fog code. Added Zaero monsters and misc entities to missionpack DLL.
489 lines
8.9 KiB
C
489 lines
8.9 KiB
C
#include "g_local.h"
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#define Z_RADUISLISTSIZE 2000
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void ai_run_melee(edict_t *self);
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qboolean FindTarget (edict_t *self);
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qboolean SV_StepDirection (edict_t *ent, float yaw, float dist);
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void SV_NewChaseDir (edict_t *actor, vec3_t eOrigin, float dist);
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#if 0
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void z_aiMoveTo(edict_t *self, float dist)
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{
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// sanity check
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if (!(self->monsterinfo.scriptState & MSS_AIMOVETO))
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return;
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#if 0
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if (!SV_StepDirection (self, self->ideal_yaw, dist))
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{
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SV_NewChaseDir (self, self->monsterinfo.aiMoveTo, dist);
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}
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#endif
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}
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#endif
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/*
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=============
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zSchoolAllVisiable
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Creates a list of all entities in the raduis of Z_RADUISLISTSIZE
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==============
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*/
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void zCreateRaduisList (edict_t *self)
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{
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edict_t *head, *list;
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vec3_t vec;
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if(self->zRaduisList)
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{ // already created for this think, don't bother doing it again...
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return;
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}
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head = NULL;
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list = self;
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while(1)
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{
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head = findradius(head, self->s.origin, Z_RADUISLISTSIZE);
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if(head == NULL)
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break;
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if(head != self)
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{
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list->zRaduisList = head;
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VectorSubtract(self->s.origin, head->s.origin, vec);
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head->zDistance = VectorLength(vec);
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list = head;
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}
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}
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list->zRaduisList = NULL;
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};
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/*
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=============
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zSchoolAllVisiable
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Create list of monsters of the same schooling type that are ahead of you.
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==============
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*/
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int zSchoolAllVisiable (edict_t *self)
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{
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int max;
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edict_t *head, *list;
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max = 0;
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zCreateRaduisList(self);
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head = self->zRaduisList;
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list = self;
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while (head)
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{
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if (strcmp(head->classname, self->classname) == 0
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&& (self->monsterinfo.aiflags2 & AI2_SCHOOLING) && (head->health > 0)
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&& (head->zDistance <= self->monsterinfo.zSchoolSightRadius)
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&& (visible(self, head)) && (infront(self, head)) )
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{
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list->zSchoolChain = head;
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list = head;
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max++;
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}
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head = head->zRaduisList;
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}
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list->zSchoolChain = NULL;
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return max;
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}
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/*
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=============
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zFindRoamYaw
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Check direction moving in does not hit a wall... if it does change direction.
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==============
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*/
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int zFindRoamYaw (edict_t *self, float distcheck)
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{
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vec3_t forward, end, angles;
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trace_t tr;
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float current = anglemod(self->s.angles[YAW]);
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if (current <= self->ideal_yaw - 1 || current > self->ideal_yaw + 1)
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{
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if(fabs(current - self->ideal_yaw) <= 359.0)
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{
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return 0;
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}
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}
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AngleVectors (self->s.angles, forward, NULL, NULL);
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VectorMA (self->s.origin, distcheck, forward, end);
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tr = gi.trace (self->s.origin, self->mins, self->maxs, end, self, MASK_SOLID);
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if (tr.fraction < 1.0)
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{
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if (random() > 0.75)
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{
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self->ideal_yaw = vectoyaw(forward);
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self->ideal_yaw = self->ideal_yaw + 180;
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}
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else
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{
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float dir = random() > 0.5 ? -45 : 45;
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float maxtrys = 100;
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VectorCopy(self->s.angles, angles);
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while (tr.fraction < 1.0 && maxtrys)
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{
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// blocked, change ideal yaw...
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self->ideal_yaw = vectoyaw(forward);
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self->ideal_yaw = self->ideal_yaw + (random() * dir);
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// self->ideal_yaw = self->ideal_yaw + (-45 + (random() * 90));
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angles[YAW] = anglemod (self->ideal_yaw);
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AngleVectors (angles, forward, NULL, NULL);
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VectorMA (self->s.origin, distcheck, forward, end);
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tr = gi.trace (self->s.origin, self->mins, self->maxs, end, self, MASK_SOLID);
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maxtrys--;
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}
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}
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return 1;
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}
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return 0;
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};
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/*
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=============
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zSchoolMonsters
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Roaming schooling ai.
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==============
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*/
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int zSchoolMonsters (edict_t *self, float dist, int runStyle, float *currentSpeed)
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{
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int maxInsight;
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int newRunStyle;
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maxInsight = zSchoolAllVisiable(self);
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// If you're not out in front
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if (maxInsight > 0)
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{
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float totalSpeed;
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float totalBearing;
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float distanceToNearest, distanceToLeader, dist;
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edict_t *nearestEntity, *list;
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vec3_t vec;
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totalSpeed = 0;
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totalBearing = 0;
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distanceToNearest = 10000;
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distanceToLeader = 0;
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list = self->zSchoolChain;
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while (list)
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{
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// Gather data on those you see
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totalSpeed += list->speed;
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totalBearing += anglemod(list->s.angles[YAW]);
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VectorSubtract(self->s.origin, list->s.origin, vec);
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dist = VectorLength(vec);
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if (dist < distanceToNearest)
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{
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distanceToNearest = dist;
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nearestEntity = list;
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}
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if (dist > distanceToLeader)
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{
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distanceToLeader = dist;
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}
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list = list->zSchoolChain;
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}
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// Rule 1) Match average speed of those in the list
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self->speed = (totalSpeed / maxInsight) * 1.5;
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// Rule 2) Move towards the perceived center of gravity of the herd
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self->ideal_yaw = totalBearing / maxInsight;
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// check if hitting something
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if (!zFindRoamYaw(self, 10))
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{
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// Rule 3) Maintain a minimum distance from those around you
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if (distanceToNearest <= self->monsterinfo.zSchoolMinimumDistance)
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{
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self->ideal_yaw = nearestEntity->s.angles[YAW];
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self->speed = nearestEntity->speed;
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}
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}
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}
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else
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{ //You are in front, so slow down a bit
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edict_t *head;
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self->speed = (self->speed * self->monsterinfo.zSchoolDecayRate);
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// check direction
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zFindRoamYaw(self, 100);
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// change directions of the monsters following you...
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zCreateRaduisList(self);
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head = self->zRaduisList;
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while (head)
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{
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if (strcmp(head->classname, self->classname) == 0 && (head->health > 0) &&
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(head->zDistance <= self->monsterinfo.zSchoolSightRadius) && (visible(self, head)))
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{
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head->ideal_yaw = self->ideal_yaw + (-20 + (random() * 40));
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}
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head = head->zRaduisList;
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}
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}
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// if(self.rm_schoolFlags & 1)
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// { // check to see is I keep away from "other" entities...
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// zSchoolCheckForOtherEntities(checkOtherRaduis);
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// }
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if (self->speed > self->monsterinfo.zSchoolMaxSpeed)
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{
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self->speed = self->monsterinfo.zSchoolMaxSpeed;
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}
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if (self->speed < self->monsterinfo.zSchoolMinSpeed)
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{
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self->speed = self->monsterinfo.zSchoolMinSpeed;
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}
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if (self->speed <= self->monsterinfo.zSpeedStandMax)
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{
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newRunStyle = 0;
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if(newRunStyle != runStyle)
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{
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*currentSpeed = 1;
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}
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else
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{
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*currentSpeed = (self->speed - self->monsterinfo.zSchoolMinSpeed) + 1;
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}
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}
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else if (self->speed <= self->monsterinfo.zSpeedWalkMax)
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{
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newRunStyle = 1;
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if (newRunStyle != runStyle)
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{
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*currentSpeed = 1;
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}
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else
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{
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*currentSpeed = (self->speed - self->monsterinfo.zSpeedStandMax) + 1;
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}
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}
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else
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{
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newRunStyle = 2;
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if(newRunStyle != runStyle)
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{
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*currentSpeed = 1;
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}
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else
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{
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*currentSpeed = (self->speed - self->monsterinfo.zSpeedWalkMax) + 1;
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}
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}
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return newRunStyle;
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}
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/*
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=============
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ai_schoolStand
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Used for standing around and looking for players / schooling monsters of the same type.
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Distance is for slight position adjustments needed by the animations
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==============
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*/
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void ai_schoolStand (edict_t *self, float dist)
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{
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float speed;
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if (!(self->monsterinfo.aiflags2 & AI2_SCHOOLING))
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{
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ai_stand(self, dist);
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return;
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}
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// init school var's for this frame
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self->zRaduisList = NULL;
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if (self->enemy || FindTarget(self))
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{
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ai_stand(self, dist);
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return;
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}
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else
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{
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// run schooling routines
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switch (zSchoolMonsters(self, dist, 0, &speed))
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{
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case 1:
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self->monsterinfo.walk (self);
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break;
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case 2:
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self->monsterinfo.run (self);
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break;
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}
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}
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// do the normal stand stuff
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if (dist)
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M_walkmove (self, self->ideal_yaw, dist);
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// M_walkmove (self, self->ideal_yaw, dist * speed);
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}
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/*
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=============
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ai_schoolRun
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The monster has an enemy it is trying to kill
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=============
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*/
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void ai_schoolRun (edict_t *self, float dist)
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{
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float speed;
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if (!(self->monsterinfo.aiflags2 & AI2_SCHOOLING))
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{
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ai_run(self, dist);
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return;
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}
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// init school var's for this frame
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self->zRaduisList = NULL;
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if (self->enemy || FindTarget(self))
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{
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ai_run(self, dist);
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return;
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}
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else
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{
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// run schooling routines
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switch (zSchoolMonsters(self, dist, 2, &speed))
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{
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case 0:
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self->monsterinfo.stand (self);
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break;
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case 1:
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self->monsterinfo.walk (self);
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break;
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}
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}
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// do the normal run stuff
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SV_StepDirection (self, self->ideal_yaw, dist);
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// SV_StepDirection (self, self->ideal_yaw, dist * speed);
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}
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/*
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=============
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ai_schoolWalk
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The monster is walking it's beat
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=============
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*/
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void ai_schoolWalk (edict_t *self, float dist)
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{
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float speed;
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if (!(self->monsterinfo.aiflags2 & AI2_SCHOOLING))
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{
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ai_walk(self, dist);
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return;
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}
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// init school var's for this frame
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self->zRaduisList = NULL;
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if (self->enemy || FindTarget(self))
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{
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ai_walk(self, dist);
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return;
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}
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else
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{
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// run schooling routines
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switch (zSchoolMonsters(self, dist, 1, &speed))
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{
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case 0:
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self->monsterinfo.stand (self);
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break;
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case 2:
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self->monsterinfo.run (self);
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break;
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}
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}
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// do the normal walk stuff
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SV_StepDirection (self, self->ideal_yaw, dist);
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// SV_StepDirection (self, self->ideal_yaw, dist * speed);
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}
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/*
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=============
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ai_schoolCharge
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Turns towards target and advances
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Use this call with a distnace of 0 to replace ai_face
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==============
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*/
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void ai_schoolCharge (edict_t *self, float dist)
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{
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/*
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if(!(self->monsterinfo.aiflags & AI_SCHOOLING))
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{
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ai_charge(self, dist);
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return;
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}
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*/
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ai_charge(self, dist);
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}
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