dhewm3/neo/d3xp/ai/AI_Vagary.cpp
dhewg 736ec20d4d 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.
2011-12-19 23:21:47 +01:00

150 lines
5 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.
===========================================================================
*/
/***********************************************************************
game/ai/AI_Vagary.cpp
Vagary specific AI code
***********************************************************************/
#include "sys/platform.h"
#include "script/Script_Thread.h"
#include "gamesys/SysCvar.h"
#include "Moveable.h"
#include "ai/AI.h"
class idAI_Vagary : public idAI {
public:
CLASS_PROTOTYPE( idAI_Vagary );
private:
void Event_ChooseObjectToThrow( const idVec3 &mins, const idVec3 &maxs, float speed, float minDist, float offset );
void Event_ThrowObjectAtEnemy( idEntity *ent, float speed );
};
const idEventDef AI_Vagary_ChooseObjectToThrow( "vagary_ChooseObjectToThrow", "vvfff", 'e' );
const idEventDef AI_Vagary_ThrowObjectAtEnemy( "vagary_ThrowObjectAtEnemy", "ef" );
CLASS_DECLARATION( idAI, idAI_Vagary )
EVENT( AI_Vagary_ChooseObjectToThrow, idAI_Vagary::Event_ChooseObjectToThrow )
EVENT( AI_Vagary_ThrowObjectAtEnemy, idAI_Vagary::Event_ThrowObjectAtEnemy )
END_CLASS
/*
================
idAI_Vagary::Event_ChooseObjectToThrow
================
*/
void idAI_Vagary::Event_ChooseObjectToThrow( const idVec3 &mins, const idVec3 &maxs, float speed, float minDist, float offset ) {
idEntity * ent;
idEntity * entityList[ MAX_GENTITIES ];
int numListedEntities;
int i, index;
float dist;
idVec3 vel;
idVec3 offsetVec( 0, 0, offset );
idEntity *enemyEnt = enemy.GetEntity();
if ( !enemyEnt ) {
idThread::ReturnEntity( NULL );
}
idVec3 enemyEyePos = lastVisibleEnemyPos + lastVisibleEnemyEyeOffset;
const idBounds &myBounds = physicsObj.GetAbsBounds();
idBounds checkBounds( mins, maxs );
checkBounds.TranslateSelf( physicsObj.GetOrigin() );
numListedEntities = gameLocal.clip.EntitiesTouchingBounds( checkBounds, -1, entityList, MAX_GENTITIES );
index = gameLocal.random.RandomInt( numListedEntities );
for ( i = 0; i < numListedEntities; i++, index++ ) {
if ( index >= numListedEntities ) {
index = 0;
}
ent = entityList[ index ];
if ( !ent->IsType( idMoveable::Type ) ) {
continue;
}
if ( ent->fl.hidden ) {
// don't throw hidden objects
continue;
}
idPhysics *entPhys = ent->GetPhysics();
const idVec3 &entOrg = entPhys->GetOrigin();
dist = ( entOrg - enemyEyePos ).LengthFast();
if ( dist < minDist ) {
continue;
}
idBounds expandedBounds = myBounds.Expand( entPhys->GetBounds().GetRadius() );
if ( expandedBounds.LineIntersection( entOrg, enemyEyePos ) ) {
// ignore objects that are behind us
continue;
}
if ( PredictTrajectory( entPhys->GetOrigin() + offsetVec, enemyEyePos, speed, entPhys->GetGravity(),
entPhys->GetClipModel(), entPhys->GetClipMask(), MAX_WORLD_SIZE, NULL, enemyEnt, ai_debugTrajectory.GetBool() ? 4000 : 0, vel ) ) {
idThread::ReturnEntity( ent );
return;
}
}
idThread::ReturnEntity( NULL );
}
/*
================
idAI_Vagary::Event_ThrowObjectAtEnemy
================
*/
void idAI_Vagary::Event_ThrowObjectAtEnemy( idEntity *ent, float speed ) {
idVec3 vel;
idEntity *enemyEnt;
idPhysics *entPhys;
entPhys = ent->GetPhysics();
enemyEnt = enemy.GetEntity();
if ( !enemyEnt ) {
vel = ( viewAxis[ 0 ] * physicsObj.GetGravityAxis() ) * speed;
} else {
PredictTrajectory( entPhys->GetOrigin(), lastVisibleEnemyPos + lastVisibleEnemyEyeOffset, speed, entPhys->GetGravity(),
entPhys->GetClipModel(), entPhys->GetClipMask(), MAX_WORLD_SIZE, NULL, enemyEnt, ai_debugTrajectory.GetBool() ? 4000 : 0, vel );
vel *= speed;
}
entPhys->SetLinearVelocity( vel );
if ( ent->IsType( idMoveable::Type ) ) {
idMoveable *ment = static_cast<idMoveable*>( ent );
ment->EnableDamage( true, 2.5f );
}
}