dhewm3-sdk/game/ai/AI_events.cpp
dhewg afebd7e1e5 Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2018-08-20 01:46:28 +02:00

2708 lines
70 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "Moveable.h"
#include "Misc.h"
#include "gamesys/SysCvar.h"
#include "ai/AI.h"
/***********************************************************************
AI Events
***********************************************************************/
const idEventDef AI_FindEnemy( "findEnemy", "d", 'e' );
const idEventDef AI_FindEnemyAI( "findEnemyAI", "d", 'e' );
const idEventDef AI_FindEnemyInCombatNodes( "findEnemyInCombatNodes", NULL, 'e' );
const idEventDef AI_ClosestReachableEnemyOfEntity( "closestReachableEnemyOfEntity", "E", 'e' );
const idEventDef AI_HeardSound( "heardSound", "d", 'e' );
const idEventDef AI_SetEnemy( "setEnemy", "E" );
const idEventDef AI_ClearEnemy( "clearEnemy" );
const idEventDef AI_MuzzleFlash( "muzzleFlash", "s" );
const idEventDef AI_CreateMissile( "createMissile", "s", 'e' );
const idEventDef AI_AttackMissile( "attackMissile", "s", 'e' );
const idEventDef AI_FireMissileAtTarget( "fireMissileAtTarget", "ss", 'e' );
const idEventDef AI_LaunchMissile( "launchMissile", "vv", 'e' );
const idEventDef AI_AttackMelee( "attackMelee", "s", 'd' );
const idEventDef AI_DirectDamage( "directDamage", "es" );
const idEventDef AI_RadiusDamageFromJoint( "radiusDamageFromJoint", "ss" );
const idEventDef AI_BeginAttack( "attackBegin", "s" );
const idEventDef AI_EndAttack( "attackEnd" );
const idEventDef AI_MeleeAttackToJoint( "meleeAttackToJoint", "ss", 'd' );
const idEventDef AI_RandomPath( "randomPath", NULL, 'e' );
const idEventDef AI_CanBecomeSolid( "canBecomeSolid", NULL, 'f' );
const idEventDef AI_BecomeSolid( "becomeSolid" );
const idEventDef AI_BecomeRagdoll( "becomeRagdoll", NULL, 'd' );
const idEventDef AI_StopRagdoll( "stopRagdoll" );
const idEventDef AI_SetHealth( "setHealth", "f" );
const idEventDef AI_GetHealth( "getHealth", NULL, 'f' );
const idEventDef AI_AllowDamage( "allowDamage" );
const idEventDef AI_IgnoreDamage( "ignoreDamage" );
const idEventDef AI_GetCurrentYaw( "getCurrentYaw", NULL, 'f' );
const idEventDef AI_TurnTo( "turnTo", "f" );
const idEventDef AI_TurnToPos( "turnToPos", "v" );
const idEventDef AI_TurnToEntity( "turnToEntity", "E" );
const idEventDef AI_MoveStatus( "moveStatus", NULL, 'd' );
const idEventDef AI_StopMove( "stopMove" );
const idEventDef AI_MoveToCover( "moveToCover" );
const idEventDef AI_MoveToEnemy( "moveToEnemy" );
const idEventDef AI_MoveToEnemyHeight( "moveToEnemyHeight" );
const idEventDef AI_MoveOutOfRange( "moveOutOfRange", "ef" );
const idEventDef AI_MoveToAttackPosition( "moveToAttackPosition", "es" );
const idEventDef AI_Wander( "wander" );
const idEventDef AI_MoveToEntity( "moveToEntity", "e" );
const idEventDef AI_MoveToPosition( "moveToPosition", "v" );
const idEventDef AI_SlideTo( "slideTo", "vf" );
const idEventDef AI_FacingIdeal( "facingIdeal", NULL, 'd' );
const idEventDef AI_FaceEnemy( "faceEnemy" );
const idEventDef AI_FaceEntity( "faceEntity", "E" );
const idEventDef AI_GetCombatNode( "getCombatNode", NULL, 'e' );
const idEventDef AI_EnemyInCombatCone( "enemyInCombatCone", "Ed", 'd' );
const idEventDef AI_WaitMove( "waitMove" );
const idEventDef AI_GetJumpVelocity( "getJumpVelocity", "vff", 'v' );
const idEventDef AI_EntityInAttackCone( "entityInAttackCone", "E", 'd' );
const idEventDef AI_CanSeeEntity( "canSee", "E", 'd' );
const idEventDef AI_SetTalkTarget( "setTalkTarget", "E" );
const idEventDef AI_GetTalkTarget( "getTalkTarget", NULL, 'e' );
const idEventDef AI_SetTalkState( "setTalkState", "d" );
const idEventDef AI_EnemyRange( "enemyRange", NULL, 'f' );
const idEventDef AI_EnemyRange2D( "enemyRange2D", NULL, 'f' );
const idEventDef AI_GetEnemy( "getEnemy", NULL, 'e' );
const idEventDef AI_GetEnemyPos( "getEnemyPos", NULL, 'v' );
const idEventDef AI_GetEnemyEyePos( "getEnemyEyePos", NULL, 'v' );
const idEventDef AI_PredictEnemyPos( "predictEnemyPos", "f", 'v' );
const idEventDef AI_CanHitEnemy( "canHitEnemy", NULL, 'd' );
const idEventDef AI_CanHitEnemyFromAnim( "canHitEnemyFromAnim", "s", 'd' );
const idEventDef AI_CanHitEnemyFromJoint( "canHitEnemyFromJoint", "s", 'd' );
const idEventDef AI_EnemyPositionValid( "enemyPositionValid", NULL, 'd' );
const idEventDef AI_ChargeAttack( "chargeAttack", "s" );
const idEventDef AI_TestChargeAttack( "testChargeAttack", NULL, 'f' );
const idEventDef AI_TestMoveToPosition( "testMoveToPosition", "v", 'd' );
const idEventDef AI_TestAnimMoveTowardEnemy( "testAnimMoveTowardEnemy", "s", 'd' );
const idEventDef AI_TestAnimMove( "testAnimMove", "s", 'd' );
const idEventDef AI_TestMeleeAttack( "testMeleeAttack", NULL, 'd' );
const idEventDef AI_TestAnimAttack( "testAnimAttack", "s", 'd' );
const idEventDef AI_Shrivel( "shrivel", "f" );
const idEventDef AI_Burn( "burn" );
const idEventDef AI_ClearBurn( "clearBurn" );
const idEventDef AI_PreBurn( "preBurn" );
const idEventDef AI_SetSmokeVisibility( "setSmokeVisibility", "dd" );
const idEventDef AI_NumSmokeEmitters( "numSmokeEmitters", NULL, 'd' );
const idEventDef AI_WaitAction( "waitAction", "s" );
const idEventDef AI_StopThinking( "stopThinking" );
const idEventDef AI_GetTurnDelta( "getTurnDelta", NULL, 'f' );
const idEventDef AI_GetMoveType( "getMoveType", NULL, 'd' );
const idEventDef AI_SetMoveType( "setMoveType", "d" );
const idEventDef AI_SaveMove( "saveMove" );
const idEventDef AI_RestoreMove( "restoreMove" );
const idEventDef AI_AllowMovement( "allowMovement", "f" );
const idEventDef AI_JumpFrame( "<jumpframe>" );
const idEventDef AI_EnableClip( "enableClip" );
const idEventDef AI_DisableClip( "disableClip" );
const idEventDef AI_EnableGravity( "enableGravity" );
const idEventDef AI_DisableGravity( "disableGravity" );
const idEventDef AI_EnableAFPush( "enableAFPush" );
const idEventDef AI_DisableAFPush( "disableAFPush" );
const idEventDef AI_SetFlySpeed( "setFlySpeed", "f" );
const idEventDef AI_SetFlyOffset( "setFlyOffset", "d" );
const idEventDef AI_ClearFlyOffset( "clearFlyOffset" );
const idEventDef AI_GetClosestHiddenTarget( "getClosestHiddenTarget", "s", 'e' );
const idEventDef AI_GetRandomTarget( "getRandomTarget", "s", 'e' );
const idEventDef AI_TravelDistanceToPoint( "travelDistanceToPoint", "v", 'f' );
const idEventDef AI_TravelDistanceToEntity( "travelDistanceToEntity", "e", 'f' );
const idEventDef AI_TravelDistanceBetweenPoints( "travelDistanceBetweenPoints", "vv", 'f' );
const idEventDef AI_TravelDistanceBetweenEntities( "travelDistanceBetweenEntities", "ee", 'f' );
const idEventDef AI_LookAtEntity( "lookAt", "Ef" );
const idEventDef AI_LookAtEnemy( "lookAtEnemy", "f" );
const idEventDef AI_SetJointMod( "setBoneMod", "d" );
const idEventDef AI_ThrowMoveable( "throwMoveable" );
const idEventDef AI_ThrowAF( "throwAF" );
const idEventDef AI_RealKill( "<kill>" );
const idEventDef AI_Kill( "kill" );
const idEventDef AI_WakeOnFlashlight( "wakeOnFlashlight", "d" );
const idEventDef AI_LocateEnemy( "locateEnemy" );
const idEventDef AI_KickObstacles( "kickObstacles", "Ef" );
const idEventDef AI_GetObstacle( "getObstacle", NULL, 'e' );
const idEventDef AI_PushPointIntoAAS( "pushPointIntoAAS", "v", 'v' );
const idEventDef AI_GetTurnRate( "getTurnRate", NULL, 'f' );
const idEventDef AI_SetTurnRate( "setTurnRate", "f" );
const idEventDef AI_AnimTurn( "animTurn", "f" );
const idEventDef AI_AllowHiddenMovement( "allowHiddenMovement", "d" );
const idEventDef AI_TriggerParticles( "triggerParticles", "s" );
const idEventDef AI_FindActorsInBounds( "findActorsInBounds", "vv", 'e' );
const idEventDef AI_CanReachPosition( "canReachPosition", "v", 'd' );
const idEventDef AI_CanReachEntity( "canReachEntity", "E", 'd' );
const idEventDef AI_CanReachEnemy( "canReachEnemy", NULL, 'd' );
const idEventDef AI_GetReachableEntityPosition( "getReachableEntityPosition", "e", 'v' );
CLASS_DECLARATION( idActor, idAI )
EVENT( EV_Activate, idAI::Event_Activate )
EVENT( EV_Touch, idAI::Event_Touch )
EVENT( AI_FindEnemy, idAI::Event_FindEnemy )
EVENT( AI_FindEnemyAI, idAI::Event_FindEnemyAI )
EVENT( AI_FindEnemyInCombatNodes, idAI::Event_FindEnemyInCombatNodes )
EVENT( AI_ClosestReachableEnemyOfEntity, idAI::Event_ClosestReachableEnemyOfEntity )
EVENT( AI_HeardSound, idAI::Event_HeardSound )
EVENT( AI_SetEnemy, idAI::Event_SetEnemy )
EVENT( AI_ClearEnemy, idAI::Event_ClearEnemy )
EVENT( AI_MuzzleFlash, idAI::Event_MuzzleFlash )
EVENT( AI_CreateMissile, idAI::Event_CreateMissile )
EVENT( AI_AttackMissile, idAI::Event_AttackMissile )
EVENT( AI_FireMissileAtTarget, idAI::Event_FireMissileAtTarget )
EVENT( AI_LaunchMissile, idAI::Event_LaunchMissile )
EVENT( AI_AttackMelee, idAI::Event_AttackMelee )
EVENT( AI_DirectDamage, idAI::Event_DirectDamage )
EVENT( AI_RadiusDamageFromJoint, idAI::Event_RadiusDamageFromJoint )
EVENT( AI_BeginAttack, idAI::Event_BeginAttack )
EVENT( AI_EndAttack, idAI::Event_EndAttack )
EVENT( AI_MeleeAttackToJoint, idAI::Event_MeleeAttackToJoint )
EVENT( AI_RandomPath, idAI::Event_RandomPath )
EVENT( AI_CanBecomeSolid, idAI::Event_CanBecomeSolid )
EVENT( AI_BecomeSolid, idAI::Event_BecomeSolid )
EVENT( EV_BecomeNonSolid, idAI::Event_BecomeNonSolid )
EVENT( AI_BecomeRagdoll, idAI::Event_BecomeRagdoll )
EVENT( AI_StopRagdoll, idAI::Event_StopRagdoll )
EVENT( AI_SetHealth, idAI::Event_SetHealth )
EVENT( AI_GetHealth, idAI::Event_GetHealth )
EVENT( AI_AllowDamage, idAI::Event_AllowDamage )
EVENT( AI_IgnoreDamage, idAI::Event_IgnoreDamage )
EVENT( AI_GetCurrentYaw, idAI::Event_GetCurrentYaw )
EVENT( AI_TurnTo, idAI::Event_TurnTo )
EVENT( AI_TurnToPos, idAI::Event_TurnToPos )
EVENT( AI_TurnToEntity, idAI::Event_TurnToEntity )
EVENT( AI_MoveStatus, idAI::Event_MoveStatus )
EVENT( AI_StopMove, idAI::Event_StopMove )
EVENT( AI_MoveToCover, idAI::Event_MoveToCover )
EVENT( AI_MoveToEnemy, idAI::Event_MoveToEnemy )
EVENT( AI_MoveToEnemyHeight, idAI::Event_MoveToEnemyHeight )
EVENT( AI_MoveOutOfRange, idAI::Event_MoveOutOfRange )
EVENT( AI_MoveToAttackPosition, idAI::Event_MoveToAttackPosition )
EVENT( AI_Wander, idAI::Event_Wander )
EVENT( AI_MoveToEntity, idAI::Event_MoveToEntity )
EVENT( AI_MoveToPosition, idAI::Event_MoveToPosition )
EVENT( AI_SlideTo, idAI::Event_SlideTo )
EVENT( AI_FacingIdeal, idAI::Event_FacingIdeal )
EVENT( AI_FaceEnemy, idAI::Event_FaceEnemy )
EVENT( AI_FaceEntity, idAI::Event_FaceEntity )
EVENT( AI_WaitAction, idAI::Event_WaitAction )
EVENT( AI_GetCombatNode, idAI::Event_GetCombatNode )
EVENT( AI_EnemyInCombatCone, idAI::Event_EnemyInCombatCone )
EVENT( AI_WaitMove, idAI::Event_WaitMove )
EVENT( AI_GetJumpVelocity, idAI::Event_GetJumpVelocity )
EVENT( AI_EntityInAttackCone, idAI::Event_EntityInAttackCone )
EVENT( AI_CanSeeEntity, idAI::Event_CanSeeEntity )
EVENT( AI_SetTalkTarget, idAI::Event_SetTalkTarget )
EVENT( AI_GetTalkTarget, idAI::Event_GetTalkTarget )
EVENT( AI_SetTalkState, idAI::Event_SetTalkState )
EVENT( AI_EnemyRange, idAI::Event_EnemyRange )
EVENT( AI_EnemyRange2D, idAI::Event_EnemyRange2D )
EVENT( AI_GetEnemy, idAI::Event_GetEnemy )
EVENT( AI_GetEnemyPos, idAI::Event_GetEnemyPos )
EVENT( AI_GetEnemyEyePos, idAI::Event_GetEnemyEyePos )
EVENT( AI_PredictEnemyPos, idAI::Event_PredictEnemyPos )
EVENT( AI_CanHitEnemy, idAI::Event_CanHitEnemy )
EVENT( AI_CanHitEnemyFromAnim, idAI::Event_CanHitEnemyFromAnim )
EVENT( AI_CanHitEnemyFromJoint, idAI::Event_CanHitEnemyFromJoint )
EVENT( AI_EnemyPositionValid, idAI::Event_EnemyPositionValid )
EVENT( AI_ChargeAttack, idAI::Event_ChargeAttack )
EVENT( AI_TestChargeAttack, idAI::Event_TestChargeAttack )
EVENT( AI_TestAnimMoveTowardEnemy, idAI::Event_TestAnimMoveTowardEnemy )
EVENT( AI_TestAnimMove, idAI::Event_TestAnimMove )
EVENT( AI_TestMoveToPosition, idAI::Event_TestMoveToPosition )
EVENT( AI_TestMeleeAttack, idAI::Event_TestMeleeAttack )
EVENT( AI_TestAnimAttack, idAI::Event_TestAnimAttack )
EVENT( AI_Shrivel, idAI::Event_Shrivel )
EVENT( AI_Burn, idAI::Event_Burn )
EVENT( AI_PreBurn, idAI::Event_PreBurn )
EVENT( AI_SetSmokeVisibility, idAI::Event_SetSmokeVisibility )
EVENT( AI_NumSmokeEmitters, idAI::Event_NumSmokeEmitters )
EVENT( AI_ClearBurn, idAI::Event_ClearBurn )
EVENT( AI_StopThinking, idAI::Event_StopThinking )
EVENT( AI_GetTurnDelta, idAI::Event_GetTurnDelta )
EVENT( AI_GetMoveType, idAI::Event_GetMoveType )
EVENT( AI_SetMoveType, idAI::Event_SetMoveType )
EVENT( AI_SaveMove, idAI::Event_SaveMove )
EVENT( AI_RestoreMove, idAI::Event_RestoreMove )
EVENT( AI_AllowMovement, idAI::Event_AllowMovement )
EVENT( AI_JumpFrame, idAI::Event_JumpFrame )
EVENT( AI_EnableClip, idAI::Event_EnableClip )
EVENT( AI_DisableClip, idAI::Event_DisableClip )
EVENT( AI_EnableGravity, idAI::Event_EnableGravity )
EVENT( AI_DisableGravity, idAI::Event_DisableGravity )
EVENT( AI_EnableAFPush, idAI::Event_EnableAFPush )
EVENT( AI_DisableAFPush, idAI::Event_DisableAFPush )
EVENT( AI_SetFlySpeed, idAI::Event_SetFlySpeed )
EVENT( AI_SetFlyOffset, idAI::Event_SetFlyOffset )
EVENT( AI_ClearFlyOffset, idAI::Event_ClearFlyOffset )
EVENT( AI_GetClosestHiddenTarget, idAI::Event_GetClosestHiddenTarget )
EVENT( AI_GetRandomTarget, idAI::Event_GetRandomTarget )
EVENT( AI_TravelDistanceToPoint, idAI::Event_TravelDistanceToPoint )
EVENT( AI_TravelDistanceToEntity, idAI::Event_TravelDistanceToEntity )
EVENT( AI_TravelDistanceBetweenPoints, idAI::Event_TravelDistanceBetweenPoints )
EVENT( AI_TravelDistanceBetweenEntities, idAI::Event_TravelDistanceBetweenEntities )
EVENT( AI_LookAtEntity, idAI::Event_LookAtEntity )
EVENT( AI_LookAtEnemy, idAI::Event_LookAtEnemy )
EVENT( AI_SetJointMod, idAI::Event_SetJointMod )
EVENT( AI_ThrowMoveable, idAI::Event_ThrowMoveable )
EVENT( AI_ThrowAF, idAI::Event_ThrowAF )
EVENT( EV_GetAngles, idAI::Event_GetAngles )
EVENT( EV_SetAngles, idAI::Event_SetAngles )
EVENT( AI_RealKill, idAI::Event_RealKill )
EVENT( AI_Kill, idAI::Event_Kill )
EVENT( AI_WakeOnFlashlight, idAI::Event_WakeOnFlashlight )
EVENT( AI_LocateEnemy, idAI::Event_LocateEnemy )
EVENT( AI_KickObstacles, idAI::Event_KickObstacles )
EVENT( AI_GetObstacle, idAI::Event_GetObstacle )
EVENT( AI_PushPointIntoAAS, idAI::Event_PushPointIntoAAS )
EVENT( AI_GetTurnRate, idAI::Event_GetTurnRate )
EVENT( AI_SetTurnRate, idAI::Event_SetTurnRate )
EVENT( AI_AnimTurn, idAI::Event_AnimTurn )
EVENT( AI_AllowHiddenMovement, idAI::Event_AllowHiddenMovement )
EVENT( AI_TriggerParticles, idAI::Event_TriggerParticles )
EVENT( AI_FindActorsInBounds, idAI::Event_FindActorsInBounds )
EVENT( AI_CanReachPosition, idAI::Event_CanReachPosition )
EVENT( AI_CanReachEntity, idAI::Event_CanReachEntity )
EVENT( AI_CanReachEnemy, idAI::Event_CanReachEnemy )
EVENT( AI_GetReachableEntityPosition, idAI::Event_GetReachableEntityPosition )
END_CLASS
/*
=====================
idAI::Event_Activate
=====================
*/
void idAI::Event_Activate( idEntity *activator ) {
Activate( activator );
}
/*
=====================
idAI::Event_Touch
=====================
*/
void idAI::Event_Touch( idEntity *other, trace_t *trace ) {
if ( !enemy.GetEntity() && !other->fl.notarget && ( ReactionTo( other ) & ATTACK_ON_ACTIVATE ) ) {
Activate( other );
}
AI_PUSHED = true;
}
/*
=====================
idAI::Event_FindEnemy
=====================
*/
void idAI::Event_FindEnemy( int useFOV ) {
int i;
idEntity *ent;
idActor *actor;
if ( gameLocal.InPlayerPVS( this ) ) {
for ( i = 0; i < gameLocal.numClients ; i++ ) {
ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idActor::Type ) ) {
continue;
}
actor = static_cast<idActor *>( ent );
if ( ( actor->health <= 0 ) || !( ReactionTo( actor ) & ATTACK_ON_SIGHT ) ) {
continue;
}
if ( CanSee( actor, useFOV != 0 ) ) {
idThread::ReturnEntity( actor );
return;
}
}
}
idThread::ReturnEntity( NULL );
}
/*
=====================
idAI::Event_FindEnemyAI
=====================
*/
void idAI::Event_FindEnemyAI( int useFOV ) {
idEntity *ent;
idActor *actor;
idActor *bestEnemy;
float bestDist;
float dist;
idVec3 delta;
pvsHandle_t pvs;
pvs = gameLocal.pvs.SetupCurrentPVS( GetPVSAreas(), GetNumPVSAreas() );
bestDist = idMath::INFINITY;
bestEnemy = NULL;
for ( ent = gameLocal.activeEntities.Next(); ent != NULL; ent = ent->activeNode.Next() ) {
if ( ent->fl.hidden || ent->fl.isDormant || !ent->IsType( idActor::Type ) ) {
continue;
}
actor = static_cast<idActor *>( ent );
if ( ( actor->health <= 0 ) || !( ReactionTo( actor ) & ATTACK_ON_SIGHT ) ) {
continue;
}
if ( !gameLocal.pvs.InCurrentPVS( pvs, actor->GetPVSAreas(), actor->GetNumPVSAreas() ) ) {
continue;
}
delta = physicsObj.GetOrigin() - actor->GetPhysics()->GetOrigin();
dist = delta.LengthSqr();
if ( ( dist < bestDist ) && CanSee( actor, useFOV != 0 ) ) {
bestDist = dist;
bestEnemy = actor;
}
}
gameLocal.pvs.FreeCurrentPVS( pvs );
idThread::ReturnEntity( bestEnemy );
}
/*
=====================
idAI::Event_FindEnemyInCombatNodes
=====================
*/
void idAI::Event_FindEnemyInCombatNodes( void ) {
int i, j;
idCombatNode *node;
idEntity *ent;
idEntity *targetEnt;
idActor *actor;
if ( !gameLocal.InPlayerPVS( this ) ) {
// don't locate the player when we're not in his PVS
idThread::ReturnEntity( NULL );
return;
}
for ( i = 0; i < gameLocal.numClients ; i++ ) {
ent = gameLocal.entities[ i ];
if ( !ent || !ent->IsType( idActor::Type ) ) {
continue;
}
actor = static_cast<idActor *>( ent );
if ( ( actor->health <= 0 ) || !( ReactionTo( actor ) & ATTACK_ON_SIGHT ) ) {
continue;
}
for( j = 0; j < targets.Num(); j++ ) {
targetEnt = targets[ j ].GetEntity();
if ( !targetEnt || !targetEnt->IsType( idCombatNode::Type ) ) {
continue;
}
node = static_cast<idCombatNode *>( targetEnt );
if ( !node->IsDisabled() && node->EntityInView( actor, actor->GetPhysics()->GetOrigin() ) ) {
idThread::ReturnEntity( actor );
return;
}
}
}
idThread::ReturnEntity( NULL );
}
/*
=====================
idAI::Event_ClosestReachableEnemyOfEntity
=====================
*/
void idAI::Event_ClosestReachableEnemyOfEntity( idEntity *team_mate ) {
idActor *actor;
idActor *ent;
idActor *bestEnt;
float bestDistSquared;
float distSquared;
idVec3 delta;
int areaNum;
int enemyAreaNum;
aasPath_t path;
if ( !team_mate->IsType( idActor::Type ) ) {
gameLocal.Error( "Entity '%s' is not an AI character or player", team_mate->GetName() );
}
actor = static_cast<idActor *>( team_mate );
const idVec3 &origin = physicsObj.GetOrigin();
areaNum = PointReachableAreaNum( origin );
bestDistSquared = idMath::INFINITY;
bestEnt = NULL;
for( ent = actor->enemyList.Next(); ent != NULL; ent = ent->enemyNode.Next() ) {
if ( ent->fl.hidden ) {
continue;
}
delta = ent->GetPhysics()->GetOrigin() - origin;
distSquared = delta.LengthSqr();
if ( distSquared < bestDistSquared ) {
const idVec3 &enemyPos = ent->GetPhysics()->GetOrigin();
enemyAreaNum = PointReachableAreaNum( enemyPos );
if ( ( areaNum != 0 ) && PathToGoal( path, areaNum, origin, enemyAreaNum, enemyPos ) ) {
bestEnt = ent;
bestDistSquared = distSquared;
}
}
}
idThread::ReturnEntity( bestEnt );
}
/*
=====================
idAI::Event_HeardSound
=====================
*/
void idAI::Event_HeardSound( int ignore_team ) {
// check if we heard any sounds in the last frame
idActor *actor = gameLocal.GetAlertEntity();
if ( actor && ( !ignore_team || ( ReactionTo( actor ) & ATTACK_ON_SIGHT ) ) && gameLocal.InPlayerPVS( this ) ) {
idVec3 pos = actor->GetPhysics()->GetOrigin();
idVec3 org = physicsObj.GetOrigin();
float dist = ( pos - org ).LengthSqr();
if ( dist < Square( AI_HEARING_RANGE ) ) {
idThread::ReturnEntity( actor );
return;
}
}
idThread::ReturnEntity( NULL );
}
/*
=====================
idAI::Event_SetEnemy
=====================
*/
void idAI::Event_SetEnemy( idEntity *ent ) {
if ( !ent ) {
ClearEnemy();
} else if ( !ent->IsType( idActor::Type ) ) {
gameLocal.Error( "'%s' is not an idActor (player or ai controlled character)", ent->name.c_str() );
} else {
SetEnemy( static_cast<idActor *>( ent ) );
}
}
/*
=====================
idAI::Event_ClearEnemy
=====================
*/
void idAI::Event_ClearEnemy( void ) {
ClearEnemy();
}
/*
=====================
idAI::Event_MuzzleFlash
=====================
*/
void idAI::Event_MuzzleFlash( const char *jointname ) {
idVec3 muzzle;
idMat3 axis;
GetMuzzle( jointname, muzzle, axis );
TriggerWeaponEffects( muzzle );
}
/*
=====================
idAI::Event_CreateMissile
=====================
*/
void idAI::Event_CreateMissile( const char *jointname ) {
idVec3 muzzle;
idMat3 axis;
if ( !projectileDef ) {
gameLocal.Warning( "%s (%s) doesn't have a projectile specified", name.c_str(), GetEntityDefName() );
return idThread::ReturnEntity( NULL );
}
GetMuzzle( jointname, muzzle, axis );
CreateProjectile( muzzle, viewAxis[ 0 ] * physicsObj.GetGravityAxis() );
if ( projectile.GetEntity() ) {
if ( !jointname || !jointname[ 0 ] ) {
projectile.GetEntity()->Bind( this, true );
} else {
projectile.GetEntity()->BindToJoint( this, jointname, true );
}
}
idThread::ReturnEntity( projectile.GetEntity() );
}
/*
=====================
idAI::Event_AttackMissile
=====================
*/
void idAI::Event_AttackMissile( const char *jointname ) {
idProjectile *proj;
proj = LaunchProjectile( jointname, enemy.GetEntity(), true );
idThread::ReturnEntity( proj );
}
/*
=====================
idAI::Event_FireMissileAtTarget
=====================
*/
void idAI::Event_FireMissileAtTarget( const char *jointname, const char *targetname ) {
idEntity *aent;
idProjectile *proj;
aent = gameLocal.FindEntity( targetname );
if ( !aent ) {
gameLocal.Warning( "Entity '%s' not found for 'fireMissileAtTarget'", targetname );
}
proj = LaunchProjectile( jointname, aent, false );
idThread::ReturnEntity( proj );
}
/*
=====================
idAI::Event_LaunchMissile
=====================
*/
void idAI::Event_LaunchMissile( const idVec3 &org, const idAngles &ang ) {
idVec3 start;
trace_t tr;
idBounds projBounds;
const idClipModel *projClip;
idMat3 axis;
float distance;
if ( !projectileDef ) {
gameLocal.Warning( "%s (%s) doesn't have a projectile specified", name.c_str(), GetEntityDefName() );
idThread::ReturnEntity( NULL );
return;
}
axis = ang.ToMat3();
if ( !projectile.GetEntity() ) {
CreateProjectile( org, axis[ 0 ] );
}
// make sure the projectile starts inside the monster bounding box
const idBounds &ownerBounds = physicsObj.GetAbsBounds();
projClip = projectile.GetEntity()->GetPhysics()->GetClipModel();
projBounds = projClip->GetBounds().Rotate( projClip->GetAxis() );
// check if the owner bounds is bigger than the projectile bounds
if ( ( ( ownerBounds[1][0] - ownerBounds[0][0] ) > ( projBounds[1][0] - projBounds[0][0] ) ) &&
( ( ownerBounds[1][1] - ownerBounds[0][1] ) > ( projBounds[1][1] - projBounds[0][1] ) ) &&
( ( ownerBounds[1][2] - ownerBounds[0][2] ) > ( projBounds[1][2] - projBounds[0][2] ) ) ) {
if ( (ownerBounds - projBounds).RayIntersection( org, viewAxis[ 0 ], distance ) ) {
start = org + distance * viewAxis[ 0 ];
} else {
start = ownerBounds.GetCenter();
}
} else {
// projectile bounds bigger than the owner bounds, so just start it from the center
start = ownerBounds.GetCenter();
}
gameLocal.clip.Translation( tr, start, org, projClip, projClip->GetAxis(), MASK_SHOT_RENDERMODEL, this );
// launch the projectile
idThread::ReturnEntity( projectile.GetEntity() );
projectile.GetEntity()->Launch( tr.endpos, axis[ 0 ], vec3_origin );
projectile = NULL;
TriggerWeaponEffects( tr.endpos );
lastAttackTime = gameLocal.time;
}
/*
=====================
idAI::Event_AttackMelee
=====================
*/
void idAI::Event_AttackMelee( const char *meleeDefName ) {
bool hit;
hit = AttackMelee( meleeDefName );
idThread::ReturnInt( hit );
}
/*
=====================
idAI::Event_DirectDamage
=====================
*/
void idAI::Event_DirectDamage( idEntity *damageTarget, const char *damageDefName ) {
DirectDamage( damageDefName, damageTarget );
}
/*
=====================
idAI::Event_RadiusDamageFromJoint
=====================
*/
void idAI::Event_RadiusDamageFromJoint( const char *jointname, const char *damageDefName ) {
jointHandle_t joint;
idVec3 org;
idMat3 axis;
if ( !jointname || !jointname[ 0 ] ) {
org = physicsObj.GetOrigin();
} else {
joint = animator.GetJointHandle( jointname );
if ( joint == INVALID_JOINT ) {
gameLocal.Error( "Unknown joint '%s' on %s", jointname, GetEntityDefName() );
}
GetJointWorldTransform( joint, gameLocal.time, org, axis );
}
gameLocal.RadiusDamage( org, this, this, this, this, damageDefName );
}
/*
=====================
idAI::Event_RandomPath
=====================
*/
void idAI::Event_RandomPath( void ) {
idPathCorner *path;
path = idPathCorner::RandomPath( this, NULL );
idThread::ReturnEntity( path );
}
/*
=====================
idAI::Event_BeginAttack
=====================
*/
void idAI::Event_BeginAttack( const char *name ) {
BeginAttack( name );
}
/*
=====================
idAI::Event_EndAttack
=====================
*/
void idAI::Event_EndAttack( void ) {
EndAttack();
}
/*
=====================
idAI::Event_MeleeAttackToJoint
=====================
*/
void idAI::Event_MeleeAttackToJoint( const char *jointname, const char *meleeDefName ) {
jointHandle_t joint;
idVec3 start;
idVec3 end;
idMat3 axis;
trace_t trace;
idEntity *hitEnt;
joint = animator.GetJointHandle( jointname );
if ( joint == INVALID_JOINT ) {
gameLocal.Error( "Unknown joint '%s' on %s", jointname, GetEntityDefName() );
}
animator.GetJointTransform( joint, gameLocal.time, end, axis );
end = physicsObj.GetOrigin() + ( end + modelOffset ) * viewAxis * physicsObj.GetGravityAxis();
start = GetEyePosition();
if ( ai_debugMove.GetBool() ) {
gameRenderWorld->DebugLine( colorYellow, start, end, gameLocal.msec );
}
gameLocal.clip.TranslationEntities( trace, start, end, NULL, mat3_identity, MASK_SHOT_BOUNDINGBOX, this );
if ( trace.fraction < 1.0f ) {
hitEnt = gameLocal.GetTraceEntity( trace );
if ( hitEnt && hitEnt->IsType( idActor::Type ) ) {
DirectDamage( meleeDefName, hitEnt );
idThread::ReturnInt( true );
return;
}
}
idThread::ReturnInt( false );
}
/*
=====================
idAI::Event_CanBecomeSolid
=====================
*/
void idAI::Event_CanBecomeSolid( void ) {
int i;
int num;
idEntity * hit;
idClipModel *cm;
idClipModel *clipModels[ MAX_GENTITIES ];
num = gameLocal.clip.ClipModelsTouchingBounds( physicsObj.GetAbsBounds(), MASK_MONSTERSOLID, clipModels, MAX_GENTITIES );
for ( i = 0; i < num; i++ ) {
cm = clipModels[ i ];
// don't check render entities
if ( cm->IsRenderModel() ) {
continue;
}
hit = cm->GetEntity();
if ( ( hit == this ) || !hit->fl.takedamage ) {
continue;
}
if ( physicsObj.ClipContents( cm ) ) {
idThread::ReturnFloat( false );
return;
}
}
idThread::ReturnFloat( true );
}
/*
=====================
idAI::Event_BecomeSolid
=====================
*/
void idAI::Event_BecomeSolid( void ) {
physicsObj.EnableClip();
if ( spawnArgs.GetBool( "big_monster" ) ) {
physicsObj.SetContents( 0 );
} else if ( use_combat_bbox ) {
physicsObj.SetContents( CONTENTS_BODY|CONTENTS_SOLID );
} else {
physicsObj.SetContents( CONTENTS_BODY );
}
physicsObj.GetClipModel()->Link( gameLocal.clip );
fl.takedamage = !spawnArgs.GetBool( "noDamage" );
}
/*
=====================
idAI::Event_BecomeNonSolid
=====================
*/
void idAI::Event_BecomeNonSolid( void ) {
fl.takedamage = false;
physicsObj.SetContents( 0 );
physicsObj.GetClipModel()->Unlink();
}
/*
=====================
idAI::Event_BecomeRagdoll
=====================
*/
void idAI::Event_BecomeRagdoll( void ) {
bool result;
result = StartRagdoll();
idThread::ReturnInt( result );
}
/*
=====================
idAI::Event_StopRagdoll
=====================
*/
void idAI::Event_StopRagdoll( void ) {
StopRagdoll();
// set back the monster physics
SetPhysics( &physicsObj );
}
/*
=====================
idAI::Event_SetHealth
=====================
*/
void idAI::Event_SetHealth( float newHealth ) {
health = newHealth;
fl.takedamage = true;
if ( health > 0 ) {
AI_DEAD = false;
} else {
AI_DEAD = true;
}
}
/*
=====================
idAI::Event_GetHealth
=====================
*/
void idAI::Event_GetHealth( void ) {
idThread::ReturnFloat( health );
}
/*
=====================
idAI::Event_AllowDamage
=====================
*/
void idAI::Event_AllowDamage( void ) {
fl.takedamage = true;
}
/*
=====================
idAI::Event_IgnoreDamage
=====================
*/
void idAI::Event_IgnoreDamage( void ) {
fl.takedamage = false;
}
/*
=====================
idAI::Event_GetCurrentYaw
=====================
*/
void idAI::Event_GetCurrentYaw( void ) {
idThread::ReturnFloat( current_yaw );
}
/*
=====================
idAI::Event_TurnTo
=====================
*/
void idAI::Event_TurnTo( float angle ) {
TurnToward( angle );
}
/*
=====================
idAI::Event_TurnToPos
=====================
*/
void idAI::Event_TurnToPos( const idVec3 &pos ) {
TurnToward( pos );
}
/*
=====================
idAI::Event_TurnToEntity
=====================
*/
void idAI::Event_TurnToEntity( idEntity *ent ) {
if ( ent ) {
TurnToward( ent->GetPhysics()->GetOrigin() );
}
}
/*
=====================
idAI::Event_MoveStatus
=====================
*/
void idAI::Event_MoveStatus( void ) {
idThread::ReturnInt( move.moveStatus );
}
/*
=====================
idAI::Event_StopMove
=====================
*/
void idAI::Event_StopMove( void ) {
StopMove( MOVE_STATUS_DONE );
}
/*
=====================
idAI::Event_MoveToCover
=====================
*/
void idAI::Event_MoveToCover( void ) {
idActor *enemyEnt = enemy.GetEntity();
StopMove( MOVE_STATUS_DEST_NOT_FOUND );
if ( !enemyEnt || !MoveToCover( enemyEnt, lastVisibleEnemyPos ) ) {
return;
}
}
/*
=====================
idAI::Event_MoveToEnemy
=====================
*/
void idAI::Event_MoveToEnemy( void ) {
StopMove( MOVE_STATUS_DEST_NOT_FOUND );
if ( !enemy.GetEntity() || !MoveToEnemy() ) {
return;
}
}
/*
=====================
idAI::Event_MoveToEnemyHeight
=====================
*/
void idAI::Event_MoveToEnemyHeight( void ) {
StopMove( MOVE_STATUS_DEST_NOT_FOUND );
MoveToEnemyHeight();
}
/*
=====================
idAI::Event_MoveOutOfRange
=====================
*/
void idAI::Event_MoveOutOfRange( idEntity *entity, float range ) {
StopMove( MOVE_STATUS_DEST_NOT_FOUND );
MoveOutOfRange( entity, range );
}
/*
=====================
idAI::Event_MoveToAttackPosition
=====================
*/
void idAI::Event_MoveToAttackPosition( idEntity *entity, const char *attack_anim ) {
int anim;
StopMove( MOVE_STATUS_DEST_NOT_FOUND );
anim = GetAnim( ANIMCHANNEL_LEGS, attack_anim );
if ( !anim ) {
gameLocal.Error( "Unknown anim '%s'", attack_anim );
}
MoveToAttackPosition( entity, anim );
}
/*
=====================
idAI::Event_MoveToEntity
=====================
*/
void idAI::Event_MoveToEntity( idEntity *ent ) {
StopMove( MOVE_STATUS_DEST_NOT_FOUND );
if ( ent ) {
MoveToEntity( ent );
}
}
/*
=====================
idAI::Event_MoveToPosition
=====================
*/
void idAI::Event_MoveToPosition( const idVec3 &pos ) {
StopMove( MOVE_STATUS_DONE );
MoveToPosition( pos );
}
/*
=====================
idAI::Event_SlideTo
=====================
*/
void idAI::Event_SlideTo( const idVec3 &pos, float time ) {
SlideToPosition( pos, time );
}
/*
=====================
idAI::Event_Wander
=====================
*/
void idAI::Event_Wander( void ) {
WanderAround();
}
/*
=====================
idAI::Event_FacingIdeal
=====================
*/
void idAI::Event_FacingIdeal( void ) {
bool facing = FacingIdeal();
idThread::ReturnInt( facing );
}
/*
=====================
idAI::Event_FaceEnemy
=====================
*/
void idAI::Event_FaceEnemy( void ) {
FaceEnemy();
}
/*
=====================
idAI::Event_FaceEntity
=====================
*/
void idAI::Event_FaceEntity( idEntity *ent ) {
FaceEntity( ent );
}
/*
=====================
idAI::Event_WaitAction
=====================
*/
void idAI::Event_WaitAction( const char *waitForState ) {
if ( idThread::BeginMultiFrameEvent( this, &AI_WaitAction ) ) {
SetWaitState( waitForState );
}
if ( !WaitState() ) {
idThread::EndMultiFrameEvent( this, &AI_WaitAction );
}
}
/*
=====================
idAI::Event_GetCombatNode
=====================
*/
void idAI::Event_GetCombatNode( void ) {
int i;
float dist;
idEntity *targetEnt;
idCombatNode *node;
float bestDist;
idCombatNode *bestNode;
idActor *enemyEnt = enemy.GetEntity();
if ( !targets.Num() ) {
// no combat nodes
idThread::ReturnEntity( NULL );
return;
}
if ( !enemyEnt || !EnemyPositionValid() ) {
// don't return a combat node if we don't have an enemy or
// if we can see he's not in the last place we saw him
idThread::ReturnEntity( NULL );
return;
}
// find the closest attack node that can see our enemy and is closer than our enemy
bestNode = NULL;
const idVec3 &myPos = physicsObj.GetOrigin();
bestDist = ( myPos - lastVisibleEnemyPos ).LengthSqr();
for( i = 0; i < targets.Num(); i++ ) {
targetEnt = targets[ i ].GetEntity();
if ( !targetEnt || !targetEnt->IsType( idCombatNode::Type ) ) {
continue;
}
node = static_cast<idCombatNode *>( targetEnt );
if ( !node->IsDisabled() && node->EntityInView( enemyEnt, lastVisibleEnemyPos ) ) {
idVec3 org = node->GetPhysics()->GetOrigin();
dist = ( myPos - org ).LengthSqr();
if ( dist < bestDist ) {
bestNode = node;
bestDist = dist;
}
}
}
idThread::ReturnEntity( bestNode );
}
/*
=====================
idAI::Event_EnemyInCombatCone
=====================
*/
void idAI::Event_EnemyInCombatCone( idEntity *ent, int use_current_enemy_location ) {
idCombatNode *node;
bool result;
idActor *enemyEnt = enemy.GetEntity();
if ( !targets.Num() ) {
// no combat nodes
idThread::ReturnInt( false );
return;
}
if ( !enemyEnt ) {
// have to have an enemy
idThread::ReturnInt( false );
return;
}
if ( !ent || !ent->IsType( idCombatNode::Type ) ) {
// not a combat node
idThread::ReturnInt( false );
return;
}
node = static_cast<idCombatNode *>( ent );
if ( use_current_enemy_location ) {
const idVec3 &pos = enemyEnt->GetPhysics()->GetOrigin();
result = node->EntityInView( enemyEnt, pos );
} else {
result = node->EntityInView( enemyEnt, lastVisibleEnemyPos );
}
idThread::ReturnInt( result );
}
/*
=====================
idAI::Event_WaitMove
=====================
*/
void idAI::Event_WaitMove( void ) {
idThread::BeginMultiFrameEvent( this, &AI_WaitMove );
if ( MoveDone() ) {
idThread::EndMultiFrameEvent( this, &AI_WaitMove );
}
}
/*
=====================
idAI::Event_GetJumpVelocity
=====================
*/
void idAI::Event_GetJumpVelocity( const idVec3 &pos, float speed, float max_height ) {
idVec3 start;
idVec3 end;
idVec3 dir;
float dist;
bool result;
idEntity *enemyEnt = enemy.GetEntity();
if ( !enemyEnt ) {
idThread::ReturnVector( vec3_zero );
return;
}
if ( speed <= 0.0f ) {
gameLocal.Error( "Invalid speed. speed must be > 0." );
}
start = physicsObj.GetOrigin();
end = pos;
dir = end - start;
dist = dir.Normalize();
if ( dist > 16.0f ) {
dist -= 16.0f;
end -= dir * 16.0f;
}
result = PredictTrajectory( start, end, speed, physicsObj.GetGravity(), physicsObj.GetClipModel(), MASK_MONSTERSOLID, max_height, this, enemyEnt, ai_debugMove.GetBool() ? 4000 : 0, dir );
if ( result ) {
idThread::ReturnVector( dir * speed );
} else {
idThread::ReturnVector( vec3_zero );
}
}
/*
=====================
idAI::Event_EntityInAttackCone
=====================
*/
void idAI::Event_EntityInAttackCone( idEntity *ent ) {
float attack_cone;
idVec3 delta;
float yaw;
float relYaw;
if ( !ent ) {
idThread::ReturnInt( false );
return;
}
delta = ent->GetPhysics()->GetOrigin() - GetEyePosition();
// get our gravity normal
const idVec3 &gravityDir = GetPhysics()->GetGravityNormal();
// infinite vertical vision, so project it onto our orientation plane
delta -= gravityDir * ( gravityDir * delta );
delta.Normalize();
yaw = delta.ToYaw();
attack_cone = spawnArgs.GetFloat( "attack_cone", "70" );
relYaw = idMath::AngleNormalize180( ideal_yaw - yaw );
if ( idMath::Fabs( relYaw ) < ( attack_cone * 0.5f ) ) {
idThread::ReturnInt( true );
} else {
idThread::ReturnInt( false );
}
}
/*
=====================
idAI::Event_CanSeeEntity
=====================
*/
void idAI::Event_CanSeeEntity( idEntity *ent ) {
if ( !ent ) {
idThread::ReturnInt( false );
return;
}
bool cansee = CanSee( ent, false );
idThread::ReturnInt( cansee );
}
/*
=====================
idAI::Event_SetTalkTarget
=====================
*/
void idAI::Event_SetTalkTarget( idEntity *target ) {
if ( target && !target->IsType( idActor::Type ) ) {
gameLocal.Error( "Cannot set talk target to '%s'. Not a character or player.", target->GetName() );
}
talkTarget = static_cast<idActor *>( target );
if ( target ) {
AI_TALK = true;
} else {
AI_TALK = false;
}
}
/*
=====================
idAI::Event_GetTalkTarget
=====================
*/
void idAI::Event_GetTalkTarget( void ) {
idThread::ReturnEntity( talkTarget.GetEntity() );
}
/*
================
idAI::Event_SetTalkState
================
*/
void idAI::Event_SetTalkState( int state ) {
if ( ( state < 0 ) || ( state >= NUM_TALK_STATES ) ) {
gameLocal.Error( "Invalid talk state (%d)", state );
}
talk_state = static_cast<talkState_t>( state );
}
/*
=====================
idAI::Event_EnemyRange
=====================
*/
void idAI::Event_EnemyRange( void ) {
float dist;
idActor *enemyEnt = enemy.GetEntity();
if ( enemyEnt ) {
dist = ( enemyEnt->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin() ).Length();
} else {
// Just some really high number
dist = idMath::INFINITY;
}
idThread::ReturnFloat( dist );
}
/*
=====================
idAI::Event_EnemyRange2D
=====================
*/
void idAI::Event_EnemyRange2D( void ) {
float dist;
idActor *enemyEnt = enemy.GetEntity();
if ( enemyEnt ) {
dist = ( enemyEnt->GetPhysics()->GetOrigin().ToVec2() - GetPhysics()->GetOrigin().ToVec2() ).Length();
} else {
// Just some really high number
dist = idMath::INFINITY;
}
idThread::ReturnFloat( dist );
}
/*
=====================
idAI::Event_GetEnemy
=====================
*/
void idAI::Event_GetEnemy( void ) {
idThread::ReturnEntity( enemy.GetEntity() );
}
/*
=====================
idAI::Event_GetEnemyPos
=====================
*/
void idAI::Event_GetEnemyPos( void ) {
idThread::ReturnVector( lastVisibleEnemyPos );
}
/*
=====================
idAI::Event_GetEnemyEyePos
=====================
*/
void idAI::Event_GetEnemyEyePos( void ) {
idThread::ReturnVector( lastVisibleEnemyPos + lastVisibleEnemyEyeOffset );
}
/*
=====================
idAI::Event_PredictEnemyPos
=====================
*/
void idAI::Event_PredictEnemyPos( float time ) {
predictedPath_t path;
idActor *enemyEnt = enemy.GetEntity();
// if no enemy set
if ( !enemyEnt ) {
idThread::ReturnVector( physicsObj.GetOrigin() );
return;
}
// predict the enemy movement
idAI::PredictPath( enemyEnt, aas, lastVisibleEnemyPos, enemyEnt->GetPhysics()->GetLinearVelocity(), SEC2MS( time ), SEC2MS( time ), ( move.moveType == MOVETYPE_FLY ) ? SE_BLOCKED : ( SE_BLOCKED | SE_ENTER_LEDGE_AREA ), path );
idThread::ReturnVector( path.endPos );
}
/*
=====================
idAI::Event_CanHitEnemy
=====================
*/
void idAI::Event_CanHitEnemy( void ) {
trace_t tr;
idEntity *hit;
idActor *enemyEnt = enemy.GetEntity();
if ( !AI_ENEMY_VISIBLE || !enemyEnt ) {
idThread::ReturnInt( false );
return;
}
// don't check twice per frame
if ( gameLocal.time == lastHitCheckTime ) {
idThread::ReturnInt( lastHitCheckResult );
return;
}
lastHitCheckTime = gameLocal.time;
idVec3 toPos = enemyEnt->GetEyePosition();
idVec3 eye = GetEyePosition();
idVec3 dir;
// expand the ray out as far as possible so we can detect anything behind the enemy
dir = toPos - eye;
dir.Normalize();
toPos = eye + dir * MAX_WORLD_SIZE;
gameLocal.clip.TracePoint( tr, eye, toPos, MASK_SHOT_BOUNDINGBOX, this );
hit = gameLocal.GetTraceEntity( tr );
if ( tr.fraction >= 1.0f || ( hit == enemyEnt ) ) {
lastHitCheckResult = true;
} else if ( ( tr.fraction < 1.0f ) && ( hit->IsType( idAI::Type ) ) &&
( static_cast<idAI *>( hit )->team != team ) ) {
lastHitCheckResult = true;
} else {
lastHitCheckResult = false;
}
idThread::ReturnInt( lastHitCheckResult );
}
/*
=====================
idAI::Event_CanHitEnemyFromAnim
=====================
*/
void idAI::Event_CanHitEnemyFromAnim( const char *animname ) {
int anim;
idVec3 dir;
idVec3 local_dir;
idVec3 fromPos;
idMat3 axis;
idVec3 start;
trace_t tr;
float distance;
idActor *enemyEnt = enemy.GetEntity();
if ( !AI_ENEMY_VISIBLE || !enemyEnt ) {
idThread::ReturnInt( false );
return;
}
anim = GetAnim( ANIMCHANNEL_LEGS, animname );
if ( !anim ) {
idThread::ReturnInt( false );
return;
}
// just do a ray test if close enough
if ( enemyEnt->GetPhysics()->GetAbsBounds().IntersectsBounds( physicsObj.GetAbsBounds().Expand( 16.0f ) ) ) {
Event_CanHitEnemy();
return;
}
// calculate the world transform of the launch position
const idVec3 &org = physicsObj.GetOrigin();
dir = lastVisibleEnemyPos - org;
physicsObj.GetGravityAxis().ProjectVector( dir, local_dir );
local_dir.z = 0.0f;
local_dir.ToVec2().Normalize();
axis = local_dir.ToMat3();
fromPos = physicsObj.GetOrigin() + missileLaunchOffset[ anim ] * axis;
if ( projectileClipModel == NULL ) {
CreateProjectileClipModel();
}
// check if the owner bounds is bigger than the projectile bounds
const idBounds &ownerBounds = physicsObj.GetAbsBounds();
const idBounds &projBounds = projectileClipModel->GetBounds();
if ( ( ( ownerBounds[1][0] - ownerBounds[0][0] ) > ( projBounds[1][0] - projBounds[0][0] ) ) &&
( ( ownerBounds[1][1] - ownerBounds[0][1] ) > ( projBounds[1][1] - projBounds[0][1] ) ) &&
( ( ownerBounds[1][2] - ownerBounds[0][2] ) > ( projBounds[1][2] - projBounds[0][2] ) ) ) {
if ( (ownerBounds - projBounds).RayIntersection( org, viewAxis[ 0 ], distance ) ) {
start = org + distance * viewAxis[ 0 ];
} else {
start = ownerBounds.GetCenter();
}
} else {
// projectile bounds bigger than the owner bounds, so just start it from the center
start = ownerBounds.GetCenter();
}
gameLocal.clip.Translation( tr, start, fromPos, projectileClipModel, mat3_identity, MASK_SHOT_RENDERMODEL, this );
fromPos = tr.endpos;
if ( GetAimDir( fromPos, enemy.GetEntity(), this, dir ) ) {
idThread::ReturnInt( true );
} else {
idThread::ReturnInt( false );
}
}
/*
=====================
idAI::Event_CanHitEnemyFromJoint
=====================
*/
void idAI::Event_CanHitEnemyFromJoint( const char *jointname ) {
trace_t tr;
idVec3 muzzle;
idMat3 axis;
idVec3 start;
float distance;
idActor *enemyEnt = enemy.GetEntity();
if ( !AI_ENEMY_VISIBLE || !enemyEnt ) {
idThread::ReturnInt( false );
return;
}
// don't check twice per frame
if ( gameLocal.time == lastHitCheckTime ) {
idThread::ReturnInt( lastHitCheckResult );
return;
}
lastHitCheckTime = gameLocal.time;
const idVec3 &org = physicsObj.GetOrigin();
idVec3 toPos = enemyEnt->GetEyePosition();
jointHandle_t joint = animator.GetJointHandle( jointname );
if ( joint == INVALID_JOINT ) {
gameLocal.Error( "Unknown joint '%s' on %s", jointname, GetEntityDefName() );
}
animator.GetJointTransform( joint, gameLocal.time, muzzle, axis );
muzzle = org + ( muzzle + modelOffset ) * viewAxis * physicsObj.GetGravityAxis();
if ( projectileClipModel == NULL ) {
CreateProjectileClipModel();
}
// check if the owner bounds is bigger than the projectile bounds
const idBounds &ownerBounds = physicsObj.GetAbsBounds();
const idBounds &projBounds = projectileClipModel->GetBounds();
if ( ( ( ownerBounds[1][0] - ownerBounds[0][0] ) > ( projBounds[1][0] - projBounds[0][0] ) ) &&
( ( ownerBounds[1][1] - ownerBounds[0][1] ) > ( projBounds[1][1] - projBounds[0][1] ) ) &&
( ( ownerBounds[1][2] - ownerBounds[0][2] ) > ( projBounds[1][2] - projBounds[0][2] ) ) ) {
if ( (ownerBounds - projBounds).RayIntersection( org, viewAxis[ 0 ], distance ) ) {
start = org + distance * viewAxis[ 0 ];
} else {
start = ownerBounds.GetCenter();
}
} else {
// projectile bounds bigger than the owner bounds, so just start it from the center
start = ownerBounds.GetCenter();
}
gameLocal.clip.Translation( tr, start, muzzle, projectileClipModel, mat3_identity, MASK_SHOT_BOUNDINGBOX, this );
muzzle = tr.endpos;
gameLocal.clip.Translation( tr, muzzle, toPos, projectileClipModel, mat3_identity, MASK_SHOT_BOUNDINGBOX, this );
if ( tr.fraction >= 1.0f || ( gameLocal.GetTraceEntity( tr ) == enemyEnt ) ) {
lastHitCheckResult = true;
} else {
lastHitCheckResult = false;
}
idThread::ReturnInt( lastHitCheckResult );
}
/*
=====================
idAI::Event_EnemyPositionValid
=====================
*/
void idAI::Event_EnemyPositionValid( void ) {
bool result;
result = EnemyPositionValid();
idThread::ReturnInt( result );
}
/*
=====================
idAI::Event_ChargeAttack
=====================
*/
void idAI::Event_ChargeAttack( const char *damageDef ) {
idActor *enemyEnt = enemy.GetEntity();
StopMove( MOVE_STATUS_DEST_NOT_FOUND );
if ( enemyEnt ) {
idVec3 enemyOrg;
if ( move.moveType == MOVETYPE_FLY ) {
// position destination so that we're in the enemy's view
enemyOrg = enemyEnt->GetEyePosition();
enemyOrg -= enemyEnt->GetPhysics()->GetGravityNormal() * fly_offset;
} else {
enemyOrg = enemyEnt->GetPhysics()->GetOrigin();
}
BeginAttack( damageDef );
DirectMoveToPosition( enemyOrg );
TurnToward( enemyOrg );
}
}
/*
=====================
idAI::Event_TestChargeAttack
=====================
*/
void idAI::Event_TestChargeAttack( void ) {
idActor *enemyEnt = enemy.GetEntity();
predictedPath_t path;
idVec3 end;
if ( !enemyEnt ) {
idThread::ReturnFloat( 0.0f );
return;
}
if ( move.moveType == MOVETYPE_FLY ) {
// position destination so that we're in the enemy's view
end = enemyEnt->GetEyePosition();
end -= enemyEnt->GetPhysics()->GetGravityNormal() * fly_offset;
} else {
end = enemyEnt->GetPhysics()->GetOrigin();
}
idAI::PredictPath( this, aas, physicsObj.GetOrigin(), end - physicsObj.GetOrigin(), 1000, 1000, ( move.moveType == MOVETYPE_FLY ) ? SE_BLOCKED : ( SE_ENTER_OBSTACLE | SE_BLOCKED | SE_ENTER_LEDGE_AREA ), path );
if ( ai_debugMove.GetBool() ) {
gameRenderWorld->DebugLine( colorGreen, physicsObj.GetOrigin(), end, gameLocal.msec );
gameRenderWorld->DebugBounds( path.endEvent == 0 ? colorYellow : colorRed, physicsObj.GetBounds(), end, gameLocal.msec );
}
if ( ( path.endEvent == 0 ) || ( path.blockingEntity == enemyEnt ) ) {
idVec3 delta = end - physicsObj.GetOrigin();
float time = delta.LengthFast();
idThread::ReturnFloat( time );
} else {
idThread::ReturnFloat( 0.0f );
}
}
/*
=====================
idAI::Event_TestAnimMoveTowardEnemy
=====================
*/
void idAI::Event_TestAnimMoveTowardEnemy( const char *animname ) {
int anim;
predictedPath_t path;
idVec3 moveVec;
float yaw;
idVec3 delta;
idActor *enemyEnt;
enemyEnt = enemy.GetEntity();
if ( !enemyEnt ) {
idThread::ReturnInt( false );
return;
}
anim = GetAnim( ANIMCHANNEL_LEGS, animname );
if ( !anim ) {
gameLocal.DWarning( "missing '%s' animation on '%s' (%s)", animname, name.c_str(), GetEntityDefName() );
idThread::ReturnInt( false );
return;
}
delta = enemyEnt->GetPhysics()->GetOrigin() - physicsObj.GetOrigin();
yaw = delta.ToYaw();
moveVec = animator.TotalMovementDelta( anim ) * idAngles( 0.0f, yaw, 0.0f ).ToMat3() * physicsObj.GetGravityAxis();
idAI::PredictPath( this, aas, physicsObj.GetOrigin(), moveVec, 1000, 1000, ( move.moveType == MOVETYPE_FLY ) ? SE_BLOCKED : ( SE_ENTER_OBSTACLE | SE_BLOCKED | SE_ENTER_LEDGE_AREA ), path );
if ( ai_debugMove.GetBool() ) {
gameRenderWorld->DebugLine( colorGreen, physicsObj.GetOrigin(), physicsObj.GetOrigin() + moveVec, gameLocal.msec );
gameRenderWorld->DebugBounds( path.endEvent == 0 ? colorYellow : colorRed, physicsObj.GetBounds(), physicsObj.GetOrigin() + moveVec, gameLocal.msec );
}
idThread::ReturnInt( path.endEvent == 0 );
}
/*
=====================
idAI::Event_TestAnimMove
=====================
*/
void idAI::Event_TestAnimMove( const char *animname ) {
int anim;
predictedPath_t path;
idVec3 moveVec;
anim = GetAnim( ANIMCHANNEL_LEGS, animname );
if ( !anim ) {
gameLocal.DWarning( "missing '%s' animation on '%s' (%s)", animname, name.c_str(), GetEntityDefName() );
idThread::ReturnInt( false );
return;
}
moveVec = animator.TotalMovementDelta( anim ) * idAngles( 0.0f, ideal_yaw, 0.0f ).ToMat3() * physicsObj.GetGravityAxis();
idAI::PredictPath( this, aas, physicsObj.GetOrigin(), moveVec, 1000, 1000, ( move.moveType == MOVETYPE_FLY ) ? SE_BLOCKED : ( SE_ENTER_OBSTACLE | SE_BLOCKED | SE_ENTER_LEDGE_AREA ), path );
if ( ai_debugMove.GetBool() ) {
gameRenderWorld->DebugLine( colorGreen, physicsObj.GetOrigin(), physicsObj.GetOrigin() + moveVec, gameLocal.msec );
gameRenderWorld->DebugBounds( path.endEvent == 0 ? colorYellow : colorRed, physicsObj.GetBounds(), physicsObj.GetOrigin() + moveVec, gameLocal.msec );
}
idThread::ReturnInt( path.endEvent == 0 );
}
/*
=====================
idAI::Event_TestMoveToPosition
=====================
*/
void idAI::Event_TestMoveToPosition( const idVec3 &position ) {
predictedPath_t path;
idAI::PredictPath( this, aas, physicsObj.GetOrigin(), position - physicsObj.GetOrigin(), 1000, 1000, ( move.moveType == MOVETYPE_FLY ) ? SE_BLOCKED : ( SE_ENTER_OBSTACLE | SE_BLOCKED | SE_ENTER_LEDGE_AREA ), path );
if ( ai_debugMove.GetBool() ) {
gameRenderWorld->DebugLine( colorGreen, physicsObj.GetOrigin(), position, gameLocal.msec );
gameRenderWorld->DebugBounds( colorYellow, physicsObj.GetBounds(), position, gameLocal.msec );
if ( path.endEvent ) {
gameRenderWorld->DebugBounds( colorRed, physicsObj.GetBounds(), path.endPos, gameLocal.msec );
}
}
idThread::ReturnInt( path.endEvent == 0 );
}
/*
=====================
idAI::Event_TestMeleeAttack
=====================
*/
void idAI::Event_TestMeleeAttack( void ) {
bool result = TestMelee();
idThread::ReturnInt( result );
}
/*
=====================
idAI::Event_TestAnimAttack
=====================
*/
void idAI::Event_TestAnimAttack( const char *animname ) {
int anim;
predictedPath_t path;
anim = GetAnim( ANIMCHANNEL_LEGS, animname );
if ( !anim ) {
gameLocal.DWarning( "missing '%s' animation on '%s' (%s)", animname, name.c_str(), GetEntityDefName() );
idThread::ReturnInt( false );
return;
}
idAI::PredictPath( this, aas, physicsObj.GetOrigin(), animator.TotalMovementDelta( anim ), 1000, 1000, ( move.moveType == MOVETYPE_FLY ) ? SE_BLOCKED : ( SE_ENTER_OBSTACLE | SE_BLOCKED | SE_ENTER_LEDGE_AREA ), path );
idThread::ReturnInt( path.blockingEntity && ( path.blockingEntity == enemy.GetEntity() ) );
}
/*
=====================
idAI::Event_Shrivel
=====================
*/
void idAI::Event_Shrivel( float shrivel_time ) {
float t;
if ( idThread::BeginMultiFrameEvent( this, &AI_Shrivel ) ) {
if ( shrivel_time <= 0.0f ) {
idThread::EndMultiFrameEvent( this, &AI_Shrivel );
return;
}
shrivel_rate = 0.001f / shrivel_time;
shrivel_start = gameLocal.time;
}
t = ( gameLocal.time - shrivel_start ) * shrivel_rate;
if ( t > 0.25f ) {
renderEntity.noShadow = true;
}
if ( t > 1.0f ) {
t = 1.0f;
idThread::EndMultiFrameEvent( this, &AI_Shrivel );
}
renderEntity.shaderParms[ SHADERPARM_MD5_SKINSCALE ] = 1.0f - t * 0.5f;
UpdateVisuals();
}
/*
=====================
idAI::Event_PreBurn
=====================
*/
void idAI::Event_PreBurn( void ) {
// for now this just turns shadows off
renderEntity.noShadow = true;
}
/*
=====================
idAI::Event_Burn
=====================
*/
void idAI::Event_Burn( void ) {
renderEntity.shaderParms[ SHADERPARM_TIME_OF_DEATH ] = gameLocal.time * 0.001f;
SpawnParticles( "smoke_burnParticleSystem" );
UpdateVisuals();
}
/*
=====================
idAI::Event_ClearBurn
=====================
*/
void idAI::Event_ClearBurn( void ) {
renderEntity.noShadow = spawnArgs.GetBool( "noshadows" );
renderEntity.shaderParms[ SHADERPARM_TIME_OF_DEATH ] = 0.0f;
UpdateVisuals();
}
/*
=====================
idAI::Event_SetSmokeVisibility
=====================
*/
void idAI::Event_SetSmokeVisibility( int num, int on ) {
int i;
int time;
if ( num >= particles.Num() ) {
gameLocal.Warning( "Particle #%d out of range (%d particles) on entity '%s'", num, particles.Num(), name.c_str() );
return;
}
if ( on != 0 ) {
time = gameLocal.time;
BecomeActive( TH_UPDATEPARTICLES );
} else {
time = 0;
}
if ( num >= 0 ) {
particles[ num ].time = time;
} else {
for ( i = 0; i < particles.Num(); i++ ) {
particles[ i ].time = time;
}
}
UpdateVisuals();
}
/*
=====================
idAI::Event_NumSmokeEmitters
=====================
*/
void idAI::Event_NumSmokeEmitters( void ) {
idThread::ReturnInt( particles.Num() );
}
/*
=====================
idAI::Event_StopThinking
=====================
*/
void idAI::Event_StopThinking( void ) {
BecomeInactive( TH_THINK );
idThread *thread = idThread::CurrentThread();
if ( thread ) {
thread->DoneProcessing();
}
}
/*
=====================
idAI::Event_GetTurnDelta
=====================
*/
void idAI::Event_GetTurnDelta( void ) {
float amount;
if ( turnRate ) {
amount = idMath::AngleNormalize180( ideal_yaw - current_yaw );
idThread::ReturnFloat( amount );
} else {
idThread::ReturnFloat( 0.0f );
}
}
/*
=====================
idAI::Event_GetMoveType
=====================
*/
void idAI::Event_GetMoveType( void ) {
idThread::ReturnInt( move.moveType );
}
/*
=====================
idAI::Event_SetMoveTypes
=====================
*/
void idAI::Event_SetMoveType( int moveType ) {
if ( ( moveType < 0 ) || ( moveType >= NUM_MOVETYPES ) ) {
gameLocal.Error( "Invalid movetype %d", moveType );
}
move.moveType = static_cast<moveType_t>( moveType );
if ( move.moveType == MOVETYPE_FLY ) {
travelFlags = TFL_WALK|TFL_AIR|TFL_FLY;
} else {
travelFlags = TFL_WALK|TFL_AIR;
}
}
/*
=====================
idAI::Event_SaveMove
=====================
*/
void idAI::Event_SaveMove( void ) {
savedMove = move;
}
/*
=====================
idAI::Event_RestoreMove
=====================
*/
void idAI::Event_RestoreMove( void ) {
idVec3 goalPos;
idVec3 dest;
switch( savedMove.moveCommand ) {
case MOVE_NONE :
StopMove( savedMove.moveStatus );
break;
case MOVE_FACE_ENEMY :
FaceEnemy();
break;
case MOVE_FACE_ENTITY :
FaceEntity( savedMove.goalEntity.GetEntity() );
break;
case MOVE_TO_ENEMY :
MoveToEnemy();
break;
case MOVE_TO_ENEMYHEIGHT :
MoveToEnemyHeight();
break;
case MOVE_TO_ENTITY :
MoveToEntity( savedMove.goalEntity.GetEntity() );
break;
case MOVE_OUT_OF_RANGE :
MoveOutOfRange( savedMove.goalEntity.GetEntity(), savedMove.range );
break;
case MOVE_TO_ATTACK_POSITION :
MoveToAttackPosition( savedMove.goalEntity.GetEntity(), savedMove.anim );
break;
case MOVE_TO_COVER :
MoveToCover( savedMove.goalEntity.GetEntity(), lastVisibleEnemyPos );
break;
case MOVE_TO_POSITION :
MoveToPosition( savedMove.moveDest );
break;
case MOVE_TO_POSITION_DIRECT :
DirectMoveToPosition( savedMove.moveDest );
break;
case MOVE_SLIDE_TO_POSITION :
SlideToPosition( savedMove.moveDest, savedMove.duration );
break;
case MOVE_WANDER :
WanderAround();
break;
}
if ( GetMovePos( goalPos ) ) {
CheckObstacleAvoidance( goalPos, dest );
}
}
/*
=====================
idAI::Event_AllowMovement
=====================
*/
void idAI::Event_AllowMovement( float flag ) {
allowMove = ( flag != 0.0f );
}
/*
=====================
idAI::Event_JumpFrame
=====================
*/
void idAI::Event_JumpFrame( void ) {
AI_JUMP = true;
}
/*
=====================
idAI::Event_EnableClip
=====================
*/
void idAI::Event_EnableClip( void ) {
physicsObj.SetClipMask( MASK_MONSTERSOLID );
disableGravity = false;
}
/*
=====================
idAI::Event_DisableClip
=====================
*/
void idAI::Event_DisableClip( void ) {
physicsObj.SetClipMask( 0 );
disableGravity = true;
}
/*
=====================
idAI::Event_EnableGravity
=====================
*/
void idAI::Event_EnableGravity( void ) {
disableGravity = false;
}
/*
=====================
idAI::Event_DisableGravity
=====================
*/
void idAI::Event_DisableGravity( void ) {
disableGravity = true;
}
/*
=====================
idAI::Event_EnableAFPush
=====================
*/
void idAI::Event_EnableAFPush( void ) {
af_push_moveables = true;
}
/*
=====================
idAI::Event_DisableAFPush
=====================
*/
void idAI::Event_DisableAFPush( void ) {
af_push_moveables = false;
}
/*
=====================
idAI::Event_SetFlySpeed
=====================
*/
void idAI::Event_SetFlySpeed( float speed ) {
if ( move.speed == fly_speed ) {
move.speed = speed;
}
fly_speed = speed;
}
/*
================
idAI::Event_SetFlyOffset
================
*/
void idAI::Event_SetFlyOffset( int offset ) {
fly_offset = offset;
}
/*
================
idAI::Event_ClearFlyOffset
================
*/
void idAI::Event_ClearFlyOffset( void ) {
spawnArgs.GetInt( "fly_offset", "0", fly_offset );
}
/*
=====================
idAI::Event_GetClosestHiddenTarget
=====================
*/
void idAI::Event_GetClosestHiddenTarget( const char *type ) {
int i;
idEntity *ent;
idEntity *bestEnt;
float time;
float bestTime;
const idVec3 &org = physicsObj.GetOrigin();
idActor *enemyEnt = enemy.GetEntity();
if ( !enemyEnt ) {
// no enemy to hide from
idThread::ReturnEntity( NULL );
return;
}
if ( targets.Num() == 1 ) {
ent = targets[ 0 ].GetEntity();
if ( ent && idStr::Cmp( ent->GetEntityDefName(), type ) == 0 ) {
if ( !EntityCanSeePos( enemyEnt, lastVisibleEnemyPos, ent->GetPhysics()->GetOrigin() ) ) {
idThread::ReturnEntity( ent );
return;
}
}
idThread::ReturnEntity( NULL );
return;
}
bestEnt = NULL;
bestTime = idMath::INFINITY;
for( i = 0; i < targets.Num(); i++ ) {
ent = targets[ i ].GetEntity();
if ( ent && idStr::Cmp( ent->GetEntityDefName(), type ) == 0 ) {
const idVec3 &destOrg = ent->GetPhysics()->GetOrigin();
time = TravelDistance( org, destOrg );
if ( ( time >= 0.0f ) && ( time < bestTime ) ) {
if ( !EntityCanSeePos( enemyEnt, lastVisibleEnemyPos, destOrg ) ) {
bestEnt = ent;
bestTime = time;
}
}
}
}
idThread::ReturnEntity( bestEnt );
}
/*
=====================
idAI::Event_GetRandomTarget
=====================
*/
void idAI::Event_GetRandomTarget( const char *type ) {
int i;
int num;
int which;
idEntity *ent;
idEntity *ents[ MAX_GENTITIES ];
num = 0;
for( i = 0; i < targets.Num(); i++ ) {
ent = targets[ i ].GetEntity();
if ( ent && idStr::Cmp( ent->GetEntityDefName(), type ) == 0 ) {
ents[ num++ ] = ent;
if ( num >= MAX_GENTITIES ) {
break;
}
}
}
if ( !num ) {
idThread::ReturnEntity( NULL );
return;
}
which = gameLocal.random.RandomInt( num );
idThread::ReturnEntity( ents[ which ] );
}
/*
================
idAI::Event_TravelDistanceToPoint
================
*/
void idAI::Event_TravelDistanceToPoint( const idVec3 &pos ) {
float time;
time = TravelDistance( physicsObj.GetOrigin(), pos );
idThread::ReturnFloat( time );
}
/*
================
idAI::Event_TravelDistanceToEntity
================
*/
void idAI::Event_TravelDistanceToEntity( idEntity *ent ) {
float time;
time = TravelDistance( physicsObj.GetOrigin(), ent->GetPhysics()->GetOrigin() );
idThread::ReturnFloat( time );
}
/*
================
idAI::Event_TravelDistanceBetweenPoints
================
*/
void idAI::Event_TravelDistanceBetweenPoints( const idVec3 &source, const idVec3 &dest ) {
float time;
time = TravelDistance( source, dest );
idThread::ReturnFloat( time );
}
/*
================
idAI::Event_TravelDistanceBetweenEntities
================
*/
void idAI::Event_TravelDistanceBetweenEntities( idEntity *source, idEntity *dest ) {
float time;
assert( source );
assert( dest );
time = TravelDistance( source->GetPhysics()->GetOrigin(), dest->GetPhysics()->GetOrigin() );
idThread::ReturnFloat( time );
}
/*
=====================
idAI::Event_LookAtEntity
=====================
*/
void idAI::Event_LookAtEntity( idEntity *ent, float duration ) {
if ( ent == this ) {
ent = NULL;
}
if ( ( ent != focusEntity.GetEntity() ) || ( focusTime < gameLocal.time ) ) {
focusEntity = ent;
alignHeadTime = gameLocal.time;
forceAlignHeadTime = gameLocal.time + SEC2MS( 1 );
blink_time = 0;
}
focusTime = gameLocal.time + SEC2MS( duration );
}
/*
=====================
idAI::Event_LookAtEnemy
=====================
*/
void idAI::Event_LookAtEnemy( float duration ) {
idActor *enemyEnt;
enemyEnt = enemy.GetEntity();
if ( ( enemyEnt != focusEntity.GetEntity() ) || ( focusTime < gameLocal.time ) ) {
focusEntity = enemyEnt;
alignHeadTime = gameLocal.time;
forceAlignHeadTime = gameLocal.time + SEC2MS( 1 );
blink_time = 0;
}
focusTime = gameLocal.time + SEC2MS( duration );
}
/*
===============
idAI::Event_SetJointMod
===============
*/
void idAI::Event_SetJointMod( int allow ) {
allowJointMod = ( allow != 0 );
}
/*
================
idAI::Event_ThrowMoveable
================
*/
void idAI::Event_ThrowMoveable( void ) {
idEntity *ent;
idEntity *moveable = NULL;
for ( ent = GetNextTeamEntity(); ent != NULL; ent = ent->GetNextTeamEntity() ) {
if ( ent->GetBindMaster() == this && ent->IsType( idMoveable::Type ) ) {
moveable = ent;
break;
}
}
if ( moveable ) {
moveable->Unbind();
moveable->PostEventMS( &EV_SetOwner, 200, 0 );
}
}
/*
================
idAI::Event_ThrowAF
================
*/
void idAI::Event_ThrowAF( void ) {
idEntity *ent;
idEntity *af = NULL;
for ( ent = GetNextTeamEntity(); ent != NULL; ent = ent->GetNextTeamEntity() ) {
if ( ent->GetBindMaster() == this && ent->IsType( idAFEntity_Base::Type ) ) {
af = ent;
break;
}
}
if ( af ) {
af->Unbind();
af->PostEventMS( &EV_SetOwner, 200, 0 );
}
}
/*
================
idAI::Event_SetAngles
================
*/
void idAI::Event_SetAngles( idAngles const &ang ) {
current_yaw = ang.yaw;
viewAxis = idAngles( 0, current_yaw, 0 ).ToMat3();
}
/*
================
idAI::Event_GetAngles
================
*/
void idAI::Event_GetAngles( void ) {
idThread::ReturnVector( idVec3( 0.0f, current_yaw, 0.0f ) );
}
/*
================
idAI::Event_RealKill
================
*/
void idAI::Event_RealKill( void ) {
health = 0;
if ( af.IsLoaded() ) {
// clear impacts
af.Rest();
// physics is turned off by calling af.Rest()
BecomeActive( TH_PHYSICS );
}
Killed( this, this, 0, vec3_zero, INVALID_JOINT );
}
/*
================
idAI::Event_Kill
================
*/
void idAI::Event_Kill( void ) {
PostEventMS( &AI_RealKill, 0 );
}
/*
================
idAI::Event_WakeOnFlashlight
================
*/
void idAI::Event_WakeOnFlashlight( int enable ) {
wakeOnFlashlight = ( enable != 0 );
}
/*
================
idAI::Event_LocateEnemy
================
*/
void idAI::Event_LocateEnemy( void ) {
idActor *enemyEnt;
int areaNum;
enemyEnt = enemy.GetEntity();
if ( !enemyEnt ) {
return;
}
enemyEnt->GetAASLocation( aas, lastReachableEnemyPos, areaNum );
SetEnemyPosition();
UpdateEnemyPosition();
}
/*
================
idAI::Event_KickObstacles
================
*/
void idAI::Event_KickObstacles( idEntity *kickEnt, float force ) {
idVec3 dir;
idEntity *obEnt;
if ( kickEnt ) {
obEnt = kickEnt;
} else {
obEnt = move.obstacle.GetEntity();
}
if ( obEnt ) {
dir = obEnt->GetPhysics()->GetOrigin() - physicsObj.GetOrigin();
dir.Normalize();
} else {
dir = viewAxis[ 0 ];
}
KickObstacles( dir, force, obEnt );
}
/*
================
idAI::Event_GetObstacle
================
*/
void idAI::Event_GetObstacle( void ) {
idThread::ReturnEntity( move.obstacle.GetEntity() );
}
/*
================
idAI::Event_PushPointIntoAAS
================
*/
void idAI::Event_PushPointIntoAAS( const idVec3 &pos ) {
int areaNum;
idVec3 newPos;
areaNum = PointReachableAreaNum( pos );
if ( areaNum ) {
newPos = pos;
aas->PushPointIntoAreaNum( areaNum, newPos );
idThread::ReturnVector( newPos );
} else {
idThread::ReturnVector( pos );
}
}
/*
================
idAI::Event_GetTurnRate
================
*/
void idAI::Event_GetTurnRate( void ) {
idThread::ReturnFloat( turnRate );
}
/*
================
idAI::Event_SetTurnRate
================
*/
void idAI::Event_SetTurnRate( float rate ) {
turnRate = rate;
}
/*
================
idAI::Event_AnimTurn
================
*/
void idAI::Event_AnimTurn( float angles ) {
turnVel = 0.0f;
anim_turn_angles = angles;
if ( angles ) {
anim_turn_yaw = current_yaw;
anim_turn_amount = idMath::Fabs( idMath::AngleNormalize180( current_yaw - ideal_yaw ) );
if ( anim_turn_amount > anim_turn_angles ) {
anim_turn_amount = anim_turn_angles;
}
} else {
anim_turn_amount = 0.0f;
animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( 0, 1.0f );
animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( 1, 0.0f );
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 0, 1.0f );
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 1, 0.0f );
}
}
/*
================
idAI::Event_AllowHiddenMovement
================
*/
void idAI::Event_AllowHiddenMovement( int enable ) {
allowHiddenMovement = ( enable != 0 );
}
/*
================
idAI::Event_TriggerParticles
================
*/
void idAI::Event_TriggerParticles( const char *jointName ) {
TriggerParticles( jointName );
}
/*
=====================
idAI::Event_FindActorsInBounds
=====================
*/
void idAI::Event_FindActorsInBounds( const idVec3 &mins, const idVec3 &maxs ) {
idEntity * ent;
idEntity * entityList[ MAX_GENTITIES ];
int numListedEntities;
int i;
numListedEntities = gameLocal.clip.EntitiesTouchingBounds( idBounds( mins, maxs ), CONTENTS_BODY, entityList, MAX_GENTITIES );
for( i = 0; i < numListedEntities; i++ ) {
ent = entityList[ i ];
if ( ent != this && !ent->IsHidden() && ( ent->health > 0 ) && ent->IsType( idActor::Type ) ) {
idThread::ReturnEntity( ent );
return;
}
}
idThread::ReturnEntity( NULL );
}
/*
================
idAI::Event_CanReachPosition
================
*/
void idAI::Event_CanReachPosition( const idVec3 &pos ) {
aasPath_t path;
int toAreaNum;
int areaNum;
toAreaNum = PointReachableAreaNum( pos );
areaNum = PointReachableAreaNum( physicsObj.GetOrigin() );
if ( !toAreaNum || !PathToGoal( path, areaNum, physicsObj.GetOrigin(), toAreaNum, pos ) ) {
idThread::ReturnInt( false );
} else {
idThread::ReturnInt( true );
}
}
/*
================
idAI::Event_CanReachEntity
================
*/
void idAI::Event_CanReachEntity( idEntity *ent ) {
aasPath_t path;
int toAreaNum;
int areaNum;
idVec3 pos;
if ( !ent ) {
idThread::ReturnInt( false );
return;
}
if ( move.moveType != MOVETYPE_FLY ) {
if ( !ent->GetFloorPos( 64.0f, pos ) ) {
idThread::ReturnInt( false );
return;
}
if ( ent->IsType( idActor::Type ) && static_cast<idActor *>( ent )->OnLadder() ) {
idThread::ReturnInt( false );
return;
}
} else {
pos = ent->GetPhysics()->GetOrigin();
}
toAreaNum = PointReachableAreaNum( pos );
if ( !toAreaNum ) {
idThread::ReturnInt( false );
return;
}
const idVec3 &org = physicsObj.GetOrigin();
areaNum = PointReachableAreaNum( org );
if ( !toAreaNum || !PathToGoal( path, areaNum, org, toAreaNum, pos ) ) {
idThread::ReturnInt( false );
} else {
idThread::ReturnInt( true );
}
}
/*
================
idAI::Event_CanReachEnemy
================
*/
void idAI::Event_CanReachEnemy( void ) {
aasPath_t path;
int toAreaNum;
int areaNum;
idVec3 pos;
idActor *enemyEnt;
enemyEnt = enemy.GetEntity();
if ( !enemyEnt ) {
idThread::ReturnInt( false );
return;
}
if ( move.moveType != MOVETYPE_FLY ) {
if ( enemyEnt->OnLadder() ) {
idThread::ReturnInt( false );
return;
}
enemyEnt->GetAASLocation( aas, pos, toAreaNum );
} else {
pos = enemyEnt->GetPhysics()->GetOrigin();
toAreaNum = PointReachableAreaNum( pos );
}
if ( !toAreaNum ) {
idThread::ReturnInt( false );
return;
}
const idVec3 &org = physicsObj.GetOrigin();
areaNum = PointReachableAreaNum( org );
if ( !PathToGoal( path, areaNum, org, toAreaNum, pos ) ) {
idThread::ReturnInt( false );
} else {
idThread::ReturnInt( true );
}
}
/*
================
idAI::Event_GetReachableEntityPosition
================
*/
void idAI::Event_GetReachableEntityPosition( idEntity *ent ) {
int toAreaNum;
idVec3 pos;
if ( move.moveType != MOVETYPE_FLY ) {
if ( !ent->GetFloorPos( 64.0f, pos ) ) {
// NOTE: not a good way to return 'false'
return idThread::ReturnVector( vec3_zero );
}
if ( ent->IsType( idActor::Type ) && static_cast<idActor *>( ent )->OnLadder() ) {
// NOTE: not a good way to return 'false'
return idThread::ReturnVector( vec3_zero );
}
} else {
pos = ent->GetPhysics()->GetOrigin();
}
if ( aas ) {
toAreaNum = PointReachableAreaNum( pos );
aas->PushPointIntoAreaNum( toAreaNum, pos );
}
idThread::ReturnVector( pos );
}