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Excluding 3rd party files.
691 lines
24 KiB
C++
691 lines
24 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __AI_H__
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#define __AI_H__
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/*
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===============================================================================
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idAI
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===============================================================================
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*/
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const float SQUARE_ROOT_OF_2 = 1.414213562f;
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const float AI_TURN_PREDICTION = 0.2f;
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const float AI_TURN_SCALE = 60.0f;
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const float AI_SEEK_PREDICTION = 0.3f;
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const float AI_FLY_DAMPENING = 0.15f;
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const float AI_HEARING_RANGE = 2048.0f;
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const int DEFAULT_FLY_OFFSET = 68;
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#define ATTACK_IGNORE 0
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#define ATTACK_ON_DAMAGE 1
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#define ATTACK_ON_ACTIVATE 2
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#define ATTACK_ON_SIGHT 4
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// defined in script/ai_base.script. please keep them up to date.
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typedef enum {
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MOVETYPE_DEAD,
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MOVETYPE_ANIM,
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MOVETYPE_SLIDE,
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MOVETYPE_FLY,
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MOVETYPE_STATIC,
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NUM_MOVETYPES
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} moveType_t;
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typedef enum {
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MOVE_NONE,
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MOVE_FACE_ENEMY,
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MOVE_FACE_ENTITY,
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// commands < NUM_NONMOVING_COMMANDS don't cause a change in position
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NUM_NONMOVING_COMMANDS,
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MOVE_TO_ENEMY = NUM_NONMOVING_COMMANDS,
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MOVE_TO_ENEMYHEIGHT,
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MOVE_TO_ENTITY,
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MOVE_OUT_OF_RANGE,
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MOVE_TO_ATTACK_POSITION,
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MOVE_TO_COVER,
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MOVE_TO_POSITION,
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MOVE_TO_POSITION_DIRECT,
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MOVE_SLIDE_TO_POSITION,
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MOVE_WANDER,
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NUM_MOVE_COMMANDS
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} moveCommand_t;
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typedef enum {
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TALK_NEVER,
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TALK_DEAD,
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TALK_OK,
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TALK_BUSY,
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NUM_TALK_STATES
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} talkState_t;
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//
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// status results from move commands
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// make sure to change script/doom_defs.script if you add any, or change their order
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//
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typedef enum {
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MOVE_STATUS_DONE,
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MOVE_STATUS_MOVING,
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MOVE_STATUS_WAITING,
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MOVE_STATUS_DEST_NOT_FOUND,
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MOVE_STATUS_DEST_UNREACHABLE,
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MOVE_STATUS_BLOCKED_BY_WALL,
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MOVE_STATUS_BLOCKED_BY_OBJECT,
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MOVE_STATUS_BLOCKED_BY_ENEMY,
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MOVE_STATUS_BLOCKED_BY_MONSTER
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} moveStatus_t;
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#define DI_NODIR -1
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// obstacle avoidance
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typedef struct obstaclePath_s {
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idVec3 seekPos; // seek position avoiding obstacles
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idEntity * firstObstacle; // if != NULL the first obstacle along the path
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idVec3 startPosOutsideObstacles; // start position outside obstacles
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idEntity * startPosObstacle; // if != NULL the obstacle containing the start position
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idVec3 seekPosOutsideObstacles; // seek position outside obstacles
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idEntity * seekPosObstacle; // if != NULL the obstacle containing the seek position
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} obstaclePath_t;
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// path prediction
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typedef enum {
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SE_BLOCKED = BIT(0),
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SE_ENTER_LEDGE_AREA = BIT(1),
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SE_ENTER_OBSTACLE = BIT(2),
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SE_FALL = BIT(3),
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SE_LAND = BIT(4)
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} stopEvent_t;
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typedef struct predictedPath_s {
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idVec3 endPos; // final position
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idVec3 endVelocity; // velocity at end position
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idVec3 endNormal; // normal of blocking surface
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int endTime; // time predicted
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int endEvent; // event that stopped the prediction
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const idEntity * blockingEntity; // entity that blocks the movement
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} predictedPath_t;
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//
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// events
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//
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extern const idEventDef AI_BeginAttack;
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extern const idEventDef AI_EndAttack;
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extern const idEventDef AI_MuzzleFlash;
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extern const idEventDef AI_CreateMissile;
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extern const idEventDef AI_AttackMissile;
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extern const idEventDef AI_FireMissileAtTarget;
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extern const idEventDef AI_AttackMelee;
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extern const idEventDef AI_DirectDamage;
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extern const idEventDef AI_JumpFrame;
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extern const idEventDef AI_EnableClip;
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extern const idEventDef AI_DisableClip;
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extern const idEventDef AI_EnableGravity;
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extern const idEventDef AI_DisableGravity;
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extern const idEventDef AI_TriggerParticles;
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extern const idEventDef AI_RandomPath;
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class idPathCorner;
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typedef struct particleEmitter_s {
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particleEmitter_s() {
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particle = NULL;
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time = 0;
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joint = INVALID_JOINT;
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};
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const idDeclParticle *particle;
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int time;
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jointHandle_t joint;
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} particleEmitter_t;
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class idMoveState {
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public:
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idMoveState();
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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moveType_t moveType;
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moveCommand_t moveCommand;
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moveStatus_t moveStatus;
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idVec3 moveDest;
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idVec3 moveDir; // used for wandering and slide moves
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idEntityPtr<idEntity> goalEntity;
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idVec3 goalEntityOrigin; // move to entity uses this to avoid checking the floor position every frame
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int toAreaNum;
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int startTime;
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int duration;
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float speed; // only used by flying creatures
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float range;
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float wanderYaw;
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int nextWanderTime;
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int blockTime;
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idEntityPtr<idEntity> obstacle;
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idVec3 lastMoveOrigin;
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int lastMoveTime;
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int anim;
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};
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class idAASFindCover : public idAASCallback {
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public:
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idAASFindCover( const idVec3 &hideFromPos );
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~idAASFindCover();
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virtual bool TestArea( const idAAS *aas, int areaNum );
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private:
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pvsHandle_t hidePVS;
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int PVSAreas[ idEntity::MAX_PVS_AREAS ];
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};
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class idAASFindAreaOutOfRange : public idAASCallback {
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public:
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idAASFindAreaOutOfRange( const idVec3 &targetPos, float maxDist );
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virtual bool TestArea( const idAAS *aas, int areaNum );
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private:
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idVec3 targetPos;
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float maxDistSqr;
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};
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class idAASFindAttackPosition : public idAASCallback {
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public:
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idAASFindAttackPosition( const idAI *self, const idMat3 &gravityAxis, idEntity *target, const idVec3 &targetPos, const idVec3 &fireOffset );
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~idAASFindAttackPosition();
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virtual bool TestArea( const idAAS *aas, int areaNum );
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private:
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const idAI *self;
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idEntity *target;
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idBounds excludeBounds;
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idVec3 targetPos;
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idVec3 fireOffset;
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idMat3 gravityAxis;
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pvsHandle_t targetPVS;
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int PVSAreas[ idEntity::MAX_PVS_AREAS ];
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};
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class idAI : public idActor {
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public:
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CLASS_PROTOTYPE( idAI );
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idAI();
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~idAI();
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Spawn( void );
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void HeardSound( idEntity *ent, const char *action );
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idActor *GetEnemy( void ) const;
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void TalkTo( idActor *actor );
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talkState_t GetTalkState( void ) const;
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bool GetAimDir( const idVec3 &firePos, idEntity *aimAtEnt, const idEntity *ignore, idVec3 &aimDir ) const;
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void TouchedByFlashlight( idActor *flashlight_owner );
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// Outputs a list of all monsters to the console.
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static void List_f( const idCmdArgs &args );
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// Finds a path around dynamic obstacles.
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static bool FindPathAroundObstacles( const idPhysics *physics, const idAAS *aas, const idEntity *ignore, const idVec3 &startPos, const idVec3 &seekPos, obstaclePath_t &path );
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// Frees any nodes used for the dynamic obstacle avoidance.
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static void FreeObstacleAvoidanceNodes( void );
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// Predicts movement, returns true if a stop event was triggered.
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static bool PredictPath( const idEntity *ent, const idAAS *aas, const idVec3 &start, const idVec3 &velocity, int totalTime, int frameTime, int stopEvent, predictedPath_t &path );
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// Return true if the trajectory of the clip model is collision free.
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static bool TestTrajectory( const idVec3 &start, const idVec3 &end, float zVel, float gravity, float time, float max_height, const idClipModel *clip, int clipmask, const idEntity *ignore, const idEntity *targetEntity, int drawtime );
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// Finds the best collision free trajectory for a clip model.
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static bool PredictTrajectory( const idVec3 &firePos, const idVec3 &target, float projectileSpeed, const idVec3 &projGravity, const idClipModel *clip, int clipmask, float max_height, const idEntity *ignore, const idEntity *targetEntity, int drawtime, idVec3 &aimDir );
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protected:
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// navigation
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idAAS * aas;
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int travelFlags;
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idMoveState move;
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idMoveState savedMove;
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float kickForce;
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bool ignore_obstacles;
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float blockedRadius;
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int blockedMoveTime;
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int blockedAttackTime;
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// turning
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float ideal_yaw;
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float current_yaw;
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float turnRate;
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float turnVel;
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float anim_turn_yaw;
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float anim_turn_amount;
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float anim_turn_angles;
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// physics
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idPhysics_Monster physicsObj;
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// flying
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jointHandle_t flyTiltJoint;
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float fly_speed;
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float fly_bob_strength;
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float fly_bob_vert;
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float fly_bob_horz;
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int fly_offset; // prefered offset from player's view
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float fly_seek_scale;
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float fly_roll_scale;
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float fly_roll_max;
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float fly_roll;
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float fly_pitch_scale;
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float fly_pitch_max;
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float fly_pitch;
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bool allowMove; // disables any animation movement
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bool allowHiddenMovement; // allows character to still move around while hidden
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bool disableGravity; // disables gravity and allows vertical movement by the animation
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bool af_push_moveables; // allow the articulated figure to push moveable objects
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// weapon/attack vars
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bool lastHitCheckResult;
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int lastHitCheckTime;
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int lastAttackTime;
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float melee_range;
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float projectile_height_to_distance_ratio; // calculates the maximum height a projectile can be thrown
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idList<idVec3> missileLaunchOffset;
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const idDict * projectileDef;
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mutable idClipModel *projectileClipModel;
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float projectileRadius;
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float projectileSpeed;
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idVec3 projectileVelocity;
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idVec3 projectileGravity;
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idEntityPtr<idProjectile> projectile;
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idStr attack;
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// chatter/talking
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const idSoundShader *chat_snd;
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int chat_min;
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int chat_max;
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int chat_time;
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talkState_t talk_state;
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idEntityPtr<idActor> talkTarget;
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// cinematics
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int num_cinematics;
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int current_cinematic;
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bool allowJointMod;
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idEntityPtr<idEntity> focusEntity;
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idVec3 currentFocusPos;
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int focusTime;
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int alignHeadTime;
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int forceAlignHeadTime;
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idAngles eyeAng;
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idAngles lookAng;
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idAngles destLookAng;
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idAngles lookMin;
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idAngles lookMax;
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idList<jointHandle_t> lookJoints;
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idList<idAngles> lookJointAngles;
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float eyeVerticalOffset;
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float eyeHorizontalOffset;
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float eyeFocusRate;
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float headFocusRate;
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int focusAlignTime;
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// special fx
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float shrivel_rate;
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int shrivel_start;
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bool restartParticles; // should smoke emissions restart
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bool useBoneAxis; // use the bone vs the model axis
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idList<particleEmitter_t> particles; // particle data
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renderLight_t worldMuzzleFlash; // positioned on world weapon bone
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int worldMuzzleFlashHandle;
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jointHandle_t flashJointWorld;
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int muzzleFlashEnd;
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int flashTime;
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// joint controllers
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idAngles eyeMin;
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idAngles eyeMax;
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jointHandle_t focusJoint;
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jointHandle_t orientationJoint;
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// enemy variables
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idEntityPtr<idActor> enemy;
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idVec3 lastVisibleEnemyPos;
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idVec3 lastVisibleEnemyEyeOffset;
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idVec3 lastVisibleReachableEnemyPos;
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idVec3 lastReachableEnemyPos;
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bool wakeOnFlashlight;
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// script variables
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idScriptBool AI_TALK;
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idScriptBool AI_DAMAGE;
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idScriptBool AI_PAIN;
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idScriptFloat AI_SPECIAL_DAMAGE;
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idScriptBool AI_DEAD;
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idScriptBool AI_ENEMY_VISIBLE;
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idScriptBool AI_ENEMY_IN_FOV;
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idScriptBool AI_ENEMY_DEAD;
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idScriptBool AI_MOVE_DONE;
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idScriptBool AI_ONGROUND;
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idScriptBool AI_ACTIVATED;
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idScriptBool AI_FORWARD;
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idScriptBool AI_JUMP;
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idScriptBool AI_ENEMY_REACHABLE;
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idScriptBool AI_BLOCKED;
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idScriptBool AI_OBSTACLE_IN_PATH;
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idScriptBool AI_DEST_UNREACHABLE;
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idScriptBool AI_HIT_ENEMY;
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idScriptBool AI_PUSHED;
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//
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// ai/ai.cpp
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//
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void SetAAS( void );
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virtual void DormantBegin( void ); // called when entity becomes dormant
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virtual void DormantEnd( void ); // called when entity wakes from being dormant
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void Think( void );
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void Activate( idEntity *activator );
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int ReactionTo( const idEntity *ent );
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bool CheckForEnemy( void );
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void EnemyDead( void );
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virtual bool CanPlayChatterSounds( void ) const;
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void SetChatSound( void );
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void PlayChatter( void );
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virtual void Hide( void );
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virtual void Show( void );
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idVec3 FirstVisiblePointOnPath( const idVec3 origin, const idVec3 &target, int travelFlags ) const;
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void CalculateAttackOffsets( void );
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void PlayCinematic( void );
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// movement
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virtual void ApplyImpulse( idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse );
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void GetMoveDelta( const idMat3 &oldaxis, const idMat3 &axis, idVec3 &delta );
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void CheckObstacleAvoidance( const idVec3 &goalPos, idVec3 &newPos );
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void DeadMove( void );
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void AnimMove( void );
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void SlideMove( void );
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void AdjustFlyingAngles( void );
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void AddFlyBob( idVec3 &vel );
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void AdjustFlyHeight( idVec3 &vel, const idVec3 &goalPos );
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void FlySeekGoal( idVec3 &vel, idVec3 &goalPos );
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void AdjustFlySpeed( idVec3 &vel );
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void FlyTurn( void );
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void FlyMove( void );
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void StaticMove( void );
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// damage
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virtual bool Pain( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
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virtual void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
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// navigation
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void KickObstacles( const idVec3 &dir, float force, idEntity *alwaysKick );
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bool ReachedPos( const idVec3 &pos, const moveCommand_t moveCommand ) const;
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float TravelDistance( const idVec3 &start, const idVec3 &end ) const;
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int PointReachableAreaNum( const idVec3 &pos, const float boundsScale = 2.0f ) const;
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bool PathToGoal( aasPath_t &path, int areaNum, const idVec3 &origin, int goalAreaNum, const idVec3 &goalOrigin ) const;
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void DrawRoute( void ) const;
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bool GetMovePos( idVec3 &seekPos );
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bool MoveDone( void ) const;
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bool EntityCanSeePos( idActor *actor, const idVec3 &actorOrigin, const idVec3 &pos );
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void BlockedFailSafe( void );
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// movement control
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void StopMove( moveStatus_t status );
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bool FaceEnemy( void );
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bool FaceEntity( idEntity *ent );
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bool DirectMoveToPosition( const idVec3 &pos );
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bool MoveToEnemyHeight( void );
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bool MoveOutOfRange( idEntity *entity, float range );
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bool MoveToAttackPosition( idEntity *ent, int attack_anim );
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bool MoveToEnemy( void );
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bool MoveToEntity( idEntity *ent );
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bool MoveToPosition( const idVec3 &pos );
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bool MoveToCover( idEntity *entity, const idVec3 &pos );
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bool SlideToPosition( const idVec3 &pos, float time );
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bool WanderAround( void );
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bool StepDirection( float dir );
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bool NewWanderDir( const idVec3 &dest );
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// effects
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const idDeclParticle *SpawnParticlesOnJoint( particleEmitter_t &pe, const char *particleName, const char *jointName );
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void SpawnParticles( const char *keyName );
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bool ParticlesActive( void );
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// turning
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bool FacingIdeal( void );
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void Turn( void );
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bool TurnToward( float yaw );
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bool TurnToward( const idVec3 &pos );
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// enemy management
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void ClearEnemy( void );
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bool EnemyPositionValid( void ) const;
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void SetEnemyPosition( void );
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void UpdateEnemyPosition( void );
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void SetEnemy( idActor *newEnemy );
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// attacks
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void CreateProjectileClipModel( void ) const;
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idProjectile *CreateProjectile( const idVec3 &pos, const idVec3 &dir );
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void RemoveProjectile( void );
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idProjectile *LaunchProjectile( const char *jointname, idEntity *target, bool clampToAttackCone );
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virtual void DamageFeedback( idEntity *victim, idEntity *inflictor, int &damage );
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void DirectDamage( const char *meleeDefName, idEntity *ent );
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bool TestMelee( void ) const;
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bool AttackMelee( const char *meleeDefName );
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void BeginAttack( const char *name );
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void EndAttack( void );
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void PushWithAF( void );
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// special effects
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void GetMuzzle( const char *jointname, idVec3 &muzzle, idMat3 &axis );
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void InitMuzzleFlash( void );
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void TriggerWeaponEffects( const idVec3 &muzzle );
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void UpdateMuzzleFlash( void );
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virtual bool UpdateAnimationControllers( void );
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void UpdateParticles( void );
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void TriggerParticles( const char *jointName );
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// AI script state management
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void LinkScriptVariables( void );
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void UpdateAIScript( void );
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//
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// ai/ai_events.cpp
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//
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void Event_Activate( idEntity *activator );
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void Event_Touch( idEntity *other, trace_t *trace );
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void Event_FindEnemy( int useFOV );
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void Event_FindEnemyAI( int useFOV );
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void Event_FindEnemyInCombatNodes( void );
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void Event_ClosestReachableEnemyOfEntity( idEntity *team_mate );
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void Event_HeardSound( int ignore_team );
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void Event_SetEnemy( idEntity *ent );
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void Event_ClearEnemy( void );
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void Event_MuzzleFlash( const char *jointname );
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void Event_CreateMissile( const char *jointname );
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void Event_AttackMissile( const char *jointname );
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void Event_FireMissileAtTarget( const char *jointname, const char *targetname );
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void Event_LaunchMissile( const idVec3 &muzzle, const idAngles &ang );
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void Event_AttackMelee( const char *meleeDefName );
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void Event_DirectDamage( idEntity *damageTarget, const char *damageDefName );
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void Event_RadiusDamageFromJoint( const char *jointname, const char *damageDefName );
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void Event_BeginAttack( const char *name );
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void Event_EndAttack( void );
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void Event_MeleeAttackToJoint( const char *jointname, const char *meleeDefName );
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void Event_RandomPath( void );
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void Event_CanBecomeSolid( void );
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void Event_BecomeSolid( void );
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void Event_BecomeNonSolid( void );
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void Event_BecomeRagdoll( void );
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void Event_StopRagdoll( void );
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void Event_SetHealth( float newHealth );
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void Event_GetHealth( void );
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void Event_AllowDamage( void );
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void Event_IgnoreDamage( void );
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void Event_GetCurrentYaw( void );
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void Event_TurnTo( float angle );
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void Event_TurnToPos( const idVec3 &pos );
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void Event_TurnToEntity( idEntity *ent );
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void Event_MoveStatus( void );
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void Event_StopMove( void );
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void Event_MoveToCover( void );
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void Event_MoveToEnemy( void );
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void Event_MoveToEnemyHeight( void );
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void Event_MoveOutOfRange( idEntity *entity, float range );
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void Event_MoveToAttackPosition( idEntity *entity, const char *attack_anim );
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void Event_MoveToEntity( idEntity *ent );
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void Event_MoveToPosition( const idVec3 &pos );
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void Event_SlideTo( const idVec3 &pos, float time );
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void Event_Wander( void );
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void Event_FacingIdeal( void );
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void Event_FaceEnemy( void );
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void Event_FaceEntity( idEntity *ent );
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void Event_WaitAction( const char *waitForState );
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void Event_GetCombatNode( void );
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void Event_EnemyInCombatCone( idEntity *ent, int use_current_enemy_location );
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void Event_WaitMove( void );
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void Event_GetJumpVelocity( const idVec3 &pos, float speed, float max_height );
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void Event_EntityInAttackCone( idEntity *ent );
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void Event_CanSeeEntity( idEntity *ent );
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void Event_SetTalkTarget( idEntity *target );
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void Event_GetTalkTarget( void );
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void Event_SetTalkState( int state );
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void Event_EnemyRange( void );
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void Event_EnemyRange2D( void );
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void Event_GetEnemy( void );
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void Event_GetEnemyPos( void );
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void Event_GetEnemyEyePos( void );
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void Event_PredictEnemyPos( float time );
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void Event_CanHitEnemy( void );
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void Event_CanHitEnemyFromAnim( const char *animname );
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void Event_CanHitEnemyFromJoint( const char *jointname );
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void Event_EnemyPositionValid( void );
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void Event_ChargeAttack( const char *damageDef );
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void Event_TestChargeAttack( void );
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void Event_TestAnimMoveTowardEnemy( const char *animname );
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void Event_TestAnimMove( const char *animname );
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void Event_TestMoveToPosition( const idVec3 &position );
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void Event_TestMeleeAttack( void );
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void Event_TestAnimAttack( const char *animname );
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void Event_Shrivel( float shirvel_time );
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void Event_Burn( void );
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void Event_PreBurn( void );
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void Event_ClearBurn( void );
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void Event_SetSmokeVisibility( int num, int on );
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void Event_NumSmokeEmitters( void );
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void Event_StopThinking( void );
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void Event_GetTurnDelta( void );
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void Event_GetMoveType( void );
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void Event_SetMoveType( int moveType );
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void Event_SaveMove( void );
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void Event_RestoreMove( void );
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void Event_AllowMovement( float flag );
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void Event_JumpFrame( void );
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void Event_EnableClip( void );
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void Event_DisableClip( void );
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void Event_EnableGravity( void );
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void Event_DisableGravity( void );
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void Event_EnableAFPush( void );
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void Event_DisableAFPush( void );
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void Event_SetFlySpeed( float speed );
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void Event_SetFlyOffset( int offset );
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void Event_ClearFlyOffset( void );
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void Event_GetClosestHiddenTarget( const char *type );
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void Event_GetRandomTarget( const char *type );
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void Event_TravelDistanceToPoint( const idVec3 &pos );
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void Event_TravelDistanceToEntity( idEntity *ent );
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void Event_TravelDistanceBetweenPoints( const idVec3 &source, const idVec3 &dest );
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void Event_TravelDistanceBetweenEntities( idEntity *source, idEntity *dest );
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void Event_LookAtEntity( idEntity *ent, float duration );
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void Event_LookAtEnemy( float duration );
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void Event_SetJointMod( int allowJointMod );
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void Event_ThrowMoveable( void );
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void Event_ThrowAF( void );
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void Event_SetAngles( idAngles const &ang );
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void Event_GetAngles( void );
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void Event_RealKill( void );
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void Event_Kill( void );
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void Event_WakeOnFlashlight( int enable );
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void Event_LocateEnemy( void );
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void Event_KickObstacles( idEntity *kickEnt, float force );
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void Event_GetObstacle( void );
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void Event_PushPointIntoAAS( const idVec3 &pos );
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void Event_GetTurnRate( void );
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void Event_SetTurnRate( float rate );
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void Event_AnimTurn( float angles );
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void Event_AllowHiddenMovement( int enable );
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void Event_TriggerParticles( const char *jointName );
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void Event_FindActorsInBounds( const idVec3 &mins, const idVec3 &maxs );
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void Event_CanReachPosition( const idVec3 &pos );
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void Event_CanReachEntity( idEntity *ent );
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void Event_CanReachEnemy( void );
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void Event_GetReachableEntityPosition( idEntity *ent );
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};
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class idCombatNode : public idEntity {
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public:
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CLASS_PROTOTYPE( idCombatNode );
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idCombatNode();
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Spawn( void );
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bool IsDisabled( void ) const;
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bool EntityInView( idActor *actor, const idVec3 &pos );
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static void DrawDebugInfo( void );
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private:
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float min_dist;
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float max_dist;
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float cone_dist;
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float min_height;
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float max_height;
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idVec3 cone_left;
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idVec3 cone_right;
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idVec3 offset;
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bool disabled;
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void Event_Activate( idEntity *activator );
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void Event_MarkUsed( void );
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};
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#endif /* !__AI_H__ */
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