dhewm3/neo/game/ai/AI.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

5099 lines
134 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 "idlib/math/Quat.h"
#include "gamesys/SysCvar.h"
#include "Moveable.h"
#include "SmokeParticles.h"
#include "ai/AI.h"
static const char *moveCommandString[ NUM_MOVE_COMMANDS ] = {
"MOVE_NONE",
"MOVE_FACE_ENEMY",
"MOVE_FACE_ENTITY",
"MOVE_TO_ENEMY",
"MOVE_TO_ENEMYHEIGHT",
"MOVE_TO_ENTITY",
"MOVE_OUT_OF_RANGE",
"MOVE_TO_ATTACK_POSITION",
"MOVE_TO_COVER",
"MOVE_TO_POSITION",
"MOVE_TO_POSITION_DIRECT",
"MOVE_SLIDE_TO_POSITION",
"MOVE_WANDER"
};
/*
=====================
idMoveState::idMoveState
=====================
*/
idMoveState::idMoveState() {
moveType = MOVETYPE_ANIM;
moveCommand = MOVE_NONE;
moveStatus = MOVE_STATUS_DONE;
moveDest.Zero();
moveDir.Set( 1.0f, 0.0f, 0.0f );
goalEntity = NULL;
goalEntityOrigin.Zero();
toAreaNum = 0;
startTime = 0;
duration = 0;
speed = 0.0f;
range = 0.0f;
wanderYaw = 0;
nextWanderTime = 0;
blockTime = 0;
obstacle = NULL;
lastMoveOrigin = vec3_origin;
lastMoveTime = 0;
anim = 0;
}
/*
=====================
idMoveState::Save
=====================
*/
void idMoveState::Save( idSaveGame *savefile ) const {
savefile->WriteInt( (int)moveType );
savefile->WriteInt( (int)moveCommand );
savefile->WriteInt( (int)moveStatus );
savefile->WriteVec3( moveDest );
savefile->WriteVec3( moveDir );
goalEntity.Save( savefile );
savefile->WriteVec3( goalEntityOrigin );
savefile->WriteInt( toAreaNum );
savefile->WriteInt( startTime );
savefile->WriteInt( duration );
savefile->WriteFloat( speed );
savefile->WriteFloat( range );
savefile->WriteFloat( wanderYaw );
savefile->WriteInt( nextWanderTime );
savefile->WriteInt( blockTime );
obstacle.Save( savefile );
savefile->WriteVec3( lastMoveOrigin );
savefile->WriteInt( lastMoveTime );
savefile->WriteInt( anim );
}
/*
=====================
idMoveState::Restore
=====================
*/
void idMoveState::Restore( idRestoreGame *savefile ) {
savefile->ReadInt( (int &)moveType );
savefile->ReadInt( (int &)moveCommand );
savefile->ReadInt( (int &)moveStatus );
savefile->ReadVec3( moveDest );
savefile->ReadVec3( moveDir );
goalEntity.Restore( savefile );
savefile->ReadVec3( goalEntityOrigin );
savefile->ReadInt( toAreaNum );
savefile->ReadInt( startTime );
savefile->ReadInt( duration );
savefile->ReadFloat( speed );
savefile->ReadFloat( range );
savefile->ReadFloat( wanderYaw );
savefile->ReadInt( nextWanderTime );
savefile->ReadInt( blockTime );
obstacle.Restore( savefile );
savefile->ReadVec3( lastMoveOrigin );
savefile->ReadInt( lastMoveTime );
savefile->ReadInt( anim );
}
/*
============
idAASFindCover::idAASFindCover
============
*/
idAASFindCover::idAASFindCover( const idVec3 &hideFromPos ) {
int numPVSAreas;
idBounds bounds( hideFromPos - idVec3( 16, 16, 0 ), hideFromPos + idVec3( 16, 16, 64 ) );
// setup PVS
numPVSAreas = gameLocal.pvs.GetPVSAreas( bounds, PVSAreas, idEntity::MAX_PVS_AREAS );
hidePVS = gameLocal.pvs.SetupCurrentPVS( PVSAreas, numPVSAreas );
}
/*
============
idAASFindCover::~idAASFindCover
============
*/
idAASFindCover::~idAASFindCover() {
gameLocal.pvs.FreeCurrentPVS( hidePVS );
}
/*
============
idAASFindCover::TestArea
============
*/
bool idAASFindCover::TestArea( const idAAS *aas, int areaNum ) {
idVec3 areaCenter;
int numPVSAreas;
int PVSAreas[ idEntity::MAX_PVS_AREAS ];
areaCenter = aas->AreaCenter( areaNum );
areaCenter[ 2 ] += 1.0f;
numPVSAreas = gameLocal.pvs.GetPVSAreas( idBounds( areaCenter ).Expand( 16.0f ), PVSAreas, idEntity::MAX_PVS_AREAS );
if ( !gameLocal.pvs.InCurrentPVS( hidePVS, PVSAreas, numPVSAreas ) ) {
return true;
}
return false;
}
/*
============
idAASFindAreaOutOfRange::idAASFindAreaOutOfRange
============
*/
idAASFindAreaOutOfRange::idAASFindAreaOutOfRange( const idVec3 &targetPos, float maxDist ) {
this->targetPos = targetPos;
this->maxDistSqr = maxDist * maxDist;
}
/*
============
idAASFindAreaOutOfRange::TestArea
============
*/
bool idAASFindAreaOutOfRange::TestArea( const idAAS *aas, int areaNum ) {
const idVec3 &areaCenter = aas->AreaCenter( areaNum );
trace_t trace;
float dist;
dist = ( targetPos.ToVec2() - areaCenter.ToVec2() ).LengthSqr();
if ( ( maxDistSqr > 0.0f ) && ( dist < maxDistSqr ) ) {
return false;
}
gameLocal.clip.TracePoint( trace, targetPos, areaCenter + idVec3( 0.0f, 0.0f, 1.0f ), MASK_OPAQUE, NULL );
if ( trace.fraction < 1.0f ) {
return false;
}
return true;
}
/*
============
idAASFindAttackPosition::idAASFindAttackPosition
============
*/
idAASFindAttackPosition::idAASFindAttackPosition( const idAI *self, const idMat3 &gravityAxis, idEntity *target, const idVec3 &targetPos, const idVec3 &fireOffset ) {
int numPVSAreas;
this->target = target;
this->targetPos = targetPos;
this->fireOffset = fireOffset;
this->self = self;
this->gravityAxis = gravityAxis;
excludeBounds = idBounds( idVec3( -64.0, -64.0f, -8.0f ), idVec3( 64.0, 64.0f, 64.0f ) );
excludeBounds.TranslateSelf( self->GetPhysics()->GetOrigin() );
// setup PVS
idBounds bounds( targetPos - idVec3( 16, 16, 0 ), targetPos + idVec3( 16, 16, 64 ) );
numPVSAreas = gameLocal.pvs.GetPVSAreas( bounds, PVSAreas, idEntity::MAX_PVS_AREAS );
targetPVS = gameLocal.pvs.SetupCurrentPVS( PVSAreas, numPVSAreas );
}
/*
============
idAASFindAttackPosition::~idAASFindAttackPosition
============
*/
idAASFindAttackPosition::~idAASFindAttackPosition() {
gameLocal.pvs.FreeCurrentPVS( targetPVS );
}
/*
============
idAASFindAttackPosition::TestArea
============
*/
bool idAASFindAttackPosition::TestArea( const idAAS *aas, int areaNum ) {
idVec3 dir;
idVec3 local_dir;
idVec3 fromPos;
idMat3 axis;
idVec3 areaCenter;
int numPVSAreas;
int PVSAreas[ idEntity::MAX_PVS_AREAS ];
areaCenter = aas->AreaCenter( areaNum );
areaCenter[ 2 ] += 1.0f;
if ( excludeBounds.ContainsPoint( areaCenter ) ) {
// too close to where we already are
return false;
}
numPVSAreas = gameLocal.pvs.GetPVSAreas( idBounds( areaCenter ).Expand( 16.0f ), PVSAreas, idEntity::MAX_PVS_AREAS );
if ( !gameLocal.pvs.InCurrentPVS( targetPVS, PVSAreas, numPVSAreas ) ) {
return false;
}
// calculate the world transform of the launch position
dir = targetPos - areaCenter;
gravityAxis.ProjectVector( dir, local_dir );
local_dir.z = 0.0f;
local_dir.ToVec2().Normalize();
axis = local_dir.ToMat3();
fromPos = areaCenter + fireOffset * axis;
return self->GetAimDir( fromPos, target, self, dir );
}
/*
=====================
idAI::idAI
=====================
*/
idAI::idAI() {
aas = NULL;
travelFlags = TFL_WALK|TFL_AIR;
kickForce = 2048.0f;
ignore_obstacles = false;
blockedRadius = 0.0f;
blockedMoveTime = 750;
blockedAttackTime = 750;
turnRate = 360.0f;
turnVel = 0.0f;
anim_turn_yaw = 0.0f;
anim_turn_amount = 0.0f;
anim_turn_angles = 0.0f;
fly_offset = 0;
fly_seek_scale = 1.0f;
fly_roll_scale = 0.0f;
fly_roll_max = 0.0f;
fly_roll = 0.0f;
fly_pitch_scale = 0.0f;
fly_pitch_max = 0.0f;
fly_pitch = 0.0f;
allowMove = false;
allowHiddenMovement = false;
fly_speed = 0.0f;
fly_bob_strength = 0.0f;
fly_bob_vert = 0.0f;
fly_bob_horz = 0.0f;
lastHitCheckResult = false;
lastHitCheckTime = 0;
lastAttackTime = 0;
melee_range = 0.0f;
projectile_height_to_distance_ratio = 1.0f;
projectileDef = NULL;
projectile = NULL;
projectileClipModel = NULL;
projectileRadius = 0.0f;
projectileVelocity = vec3_origin;
projectileGravity = vec3_origin;
projectileSpeed = 0.0f;
chat_snd = NULL;
chat_min = 0;
chat_max = 0;
chat_time = 0;
talk_state = TALK_NEVER;
talkTarget = NULL;
particles.Clear();
restartParticles = true;
useBoneAxis = false;
wakeOnFlashlight = false;
memset( &worldMuzzleFlash, 0, sizeof ( worldMuzzleFlash ) );
worldMuzzleFlashHandle = -1;
enemy = NULL;
lastVisibleEnemyPos.Zero();
lastVisibleEnemyEyeOffset.Zero();
lastVisibleReachableEnemyPos.Zero();
lastReachableEnemyPos.Zero();
shrivel_rate = 0.0f;
shrivel_start = 0;
fl.neverDormant = false; // AI's can go dormant
current_yaw = 0.0f;
ideal_yaw = 0.0f;
num_cinematics = 0;
current_cinematic = 0;
allowEyeFocus = true;
allowPain = true;
allowJointMod = true;
focusEntity = NULL;
focusTime = 0;
alignHeadTime = 0;
forceAlignHeadTime = 0;
currentFocusPos.Zero();
eyeAng.Zero();
lookAng.Zero();
destLookAng.Zero();
lookMin.Zero();
lookMax.Zero();
eyeMin.Zero();
eyeMax.Zero();
muzzleFlashEnd = 0;
flashTime = 0;
flashJointWorld = INVALID_JOINT;
focusJoint = INVALID_JOINT;
orientationJoint = INVALID_JOINT;
flyTiltJoint = INVALID_JOINT;
eyeVerticalOffset = 0.0f;
eyeHorizontalOffset = 0.0f;
eyeFocusRate = 0.0f;
headFocusRate = 0.0f;
focusAlignTime = 0;
}
/*
=====================
idAI::~idAI
=====================
*/
idAI::~idAI() {
delete projectileClipModel;
DeconstructScriptObject();
scriptObject.Free();
if ( worldMuzzleFlashHandle != -1 ) {
gameRenderWorld->FreeLightDef( worldMuzzleFlashHandle );
worldMuzzleFlashHandle = -1;
}
}
/*
=====================
idAI::Save
=====================
*/
void idAI::Save( idSaveGame *savefile ) const {
int i;
savefile->WriteInt( travelFlags );
move.Save( savefile );
savedMove.Save( savefile );
savefile->WriteFloat( kickForce );
savefile->WriteBool( ignore_obstacles );
savefile->WriteFloat( blockedRadius );
savefile->WriteInt( blockedMoveTime );
savefile->WriteInt( blockedAttackTime );
savefile->WriteFloat( ideal_yaw );
savefile->WriteFloat( current_yaw );
savefile->WriteFloat( turnRate );
savefile->WriteFloat( turnVel );
savefile->WriteFloat( anim_turn_yaw );
savefile->WriteFloat( anim_turn_amount );
savefile->WriteFloat( anim_turn_angles );
savefile->WriteStaticObject( physicsObj );
savefile->WriteFloat( fly_speed );
savefile->WriteFloat( fly_bob_strength );
savefile->WriteFloat( fly_bob_vert );
savefile->WriteFloat( fly_bob_horz );
savefile->WriteInt( fly_offset );
savefile->WriteFloat( fly_seek_scale );
savefile->WriteFloat( fly_roll_scale );
savefile->WriteFloat( fly_roll_max );
savefile->WriteFloat( fly_roll );
savefile->WriteFloat( fly_pitch_scale );
savefile->WriteFloat( fly_pitch_max );
savefile->WriteFloat( fly_pitch );
savefile->WriteBool( allowMove );
savefile->WriteBool( allowHiddenMovement );
savefile->WriteBool( disableGravity );
savefile->WriteBool( af_push_moveables );
savefile->WriteBool( lastHitCheckResult );
savefile->WriteInt( lastHitCheckTime );
savefile->WriteInt( lastAttackTime );
savefile->WriteFloat( melee_range );
savefile->WriteFloat( projectile_height_to_distance_ratio );
savefile->WriteInt( missileLaunchOffset.Num() );
for( i = 0; i < missileLaunchOffset.Num(); i++ ) {
savefile->WriteVec3( missileLaunchOffset[ i ] );
}
idStr projectileName;
spawnArgs.GetString( "def_projectile", "", projectileName );
savefile->WriteString( projectileName );
savefile->WriteFloat( projectileRadius );
savefile->WriteFloat( projectileSpeed );
savefile->WriteVec3( projectileVelocity );
savefile->WriteVec3( projectileGravity );
projectile.Save( savefile );
savefile->WriteString( attack );
savefile->WriteSoundShader( chat_snd );
savefile->WriteInt( chat_min );
savefile->WriteInt( chat_max );
savefile->WriteInt( chat_time );
savefile->WriteInt( talk_state );
talkTarget.Save( savefile );
savefile->WriteInt( num_cinematics );
savefile->WriteInt( current_cinematic );
savefile->WriteBool( allowJointMod );
focusEntity.Save( savefile );
savefile->WriteVec3( currentFocusPos );
savefile->WriteInt( focusTime );
savefile->WriteInt( alignHeadTime );
savefile->WriteInt( forceAlignHeadTime );
savefile->WriteAngles( eyeAng );
savefile->WriteAngles( lookAng );
savefile->WriteAngles( destLookAng );
savefile->WriteAngles( lookMin );
savefile->WriteAngles( lookMax );
savefile->WriteInt( lookJoints.Num() );
for( i = 0; i < lookJoints.Num(); i++ ) {
savefile->WriteJoint( lookJoints[ i ] );
savefile->WriteAngles( lookJointAngles[ i ] );
}
savefile->WriteFloat( shrivel_rate );
savefile->WriteInt( shrivel_start );
savefile->WriteInt( particles.Num() );
for ( i = 0; i < particles.Num(); i++ ) {
savefile->WriteParticle( particles[i].particle );
savefile->WriteInt( particles[i].time );
savefile->WriteJoint( particles[i].joint );
}
savefile->WriteBool( restartParticles );
savefile->WriteBool( useBoneAxis );
enemy.Save( savefile );
savefile->WriteVec3( lastVisibleEnemyPos );
savefile->WriteVec3( lastVisibleEnemyEyeOffset );
savefile->WriteVec3( lastVisibleReachableEnemyPos );
savefile->WriteVec3( lastReachableEnemyPos );
savefile->WriteBool( wakeOnFlashlight );
savefile->WriteAngles( eyeMin );
savefile->WriteAngles( eyeMax );
savefile->WriteFloat( eyeVerticalOffset );
savefile->WriteFloat( eyeHorizontalOffset );
savefile->WriteFloat( eyeFocusRate );
savefile->WriteFloat( headFocusRate );
savefile->WriteInt( focusAlignTime );
savefile->WriteJoint( flashJointWorld );
savefile->WriteInt( muzzleFlashEnd );
savefile->WriteJoint( focusJoint );
savefile->WriteJoint( orientationJoint );
savefile->WriteJoint( flyTiltJoint );
savefile->WriteBool( GetPhysics() == static_cast<const idPhysics *>(&physicsObj) );
}
/*
=====================
idAI::Restore
=====================
*/
void idAI::Restore( idRestoreGame *savefile ) {
bool restorePhysics;
int i;
int num;
idBounds bounds;
savefile->ReadInt( travelFlags );
move.Restore( savefile );
savedMove.Restore( savefile );
savefile->ReadFloat( kickForce );
savefile->ReadBool( ignore_obstacles );
savefile->ReadFloat( blockedRadius );
savefile->ReadInt( blockedMoveTime );
savefile->ReadInt( blockedAttackTime );
savefile->ReadFloat( ideal_yaw );
savefile->ReadFloat( current_yaw );
savefile->ReadFloat( turnRate );
savefile->ReadFloat( turnVel );
savefile->ReadFloat( anim_turn_yaw );
savefile->ReadFloat( anim_turn_amount );
savefile->ReadFloat( anim_turn_angles );
savefile->ReadStaticObject( physicsObj );
savefile->ReadFloat( fly_speed );
savefile->ReadFloat( fly_bob_strength );
savefile->ReadFloat( fly_bob_vert );
savefile->ReadFloat( fly_bob_horz );
savefile->ReadInt( fly_offset );
savefile->ReadFloat( fly_seek_scale );
savefile->ReadFloat( fly_roll_scale );
savefile->ReadFloat( fly_roll_max );
savefile->ReadFloat( fly_roll );
savefile->ReadFloat( fly_pitch_scale );
savefile->ReadFloat( fly_pitch_max );
savefile->ReadFloat( fly_pitch );
savefile->ReadBool( allowMove );
savefile->ReadBool( allowHiddenMovement );
savefile->ReadBool( disableGravity );
savefile->ReadBool( af_push_moveables );
savefile->ReadBool( lastHitCheckResult );
savefile->ReadInt( lastHitCheckTime );
savefile->ReadInt( lastAttackTime );
savefile->ReadFloat( melee_range );
savefile->ReadFloat( projectile_height_to_distance_ratio );
savefile->ReadInt( num );
missileLaunchOffset.SetGranularity( 1 );
missileLaunchOffset.SetNum( num );
for( i = 0; i < num; i++ ) {
savefile->ReadVec3( missileLaunchOffset[ i ] );
}
idStr projectileName;
savefile->ReadString( projectileName );
if ( projectileName.Length() ) {
projectileDef = gameLocal.FindEntityDefDict( projectileName );
} else {
projectileDef = NULL;
}
savefile->ReadFloat( projectileRadius );
savefile->ReadFloat( projectileSpeed );
savefile->ReadVec3( projectileVelocity );
savefile->ReadVec3( projectileGravity );
projectile.Restore( savefile );
savefile->ReadString( attack );
savefile->ReadSoundShader( chat_snd );
savefile->ReadInt( chat_min );
savefile->ReadInt( chat_max );
savefile->ReadInt( chat_time );
savefile->ReadInt( i );
talk_state = static_cast<talkState_t>( i );
talkTarget.Restore( savefile );
savefile->ReadInt( num_cinematics );
savefile->ReadInt( current_cinematic );
savefile->ReadBool( allowJointMod );
focusEntity.Restore( savefile );
savefile->ReadVec3( currentFocusPos );
savefile->ReadInt( focusTime );
savefile->ReadInt( alignHeadTime );
savefile->ReadInt( forceAlignHeadTime );
savefile->ReadAngles( eyeAng );
savefile->ReadAngles( lookAng );
savefile->ReadAngles( destLookAng );
savefile->ReadAngles( lookMin );
savefile->ReadAngles( lookMax );
savefile->ReadInt( num );
lookJoints.SetGranularity( 1 );
lookJoints.SetNum( num );
lookJointAngles.SetGranularity( 1 );
lookJointAngles.SetNum( num );
for( i = 0; i < num; i++ ) {
savefile->ReadJoint( lookJoints[ i ] );
savefile->ReadAngles( lookJointAngles[ i ] );
}
savefile->ReadFloat( shrivel_rate );
savefile->ReadInt( shrivel_start );
savefile->ReadInt( num );
particles.SetNum( num );
for ( i = 0; i < particles.Num(); i++ ) {
savefile->ReadParticle( particles[i].particle );
savefile->ReadInt( particles[i].time );
savefile->ReadJoint( particles[i].joint );
}
savefile->ReadBool( restartParticles );
savefile->ReadBool( useBoneAxis );
enemy.Restore( savefile );
savefile->ReadVec3( lastVisibleEnemyPos );
savefile->ReadVec3( lastVisibleEnemyEyeOffset );
savefile->ReadVec3( lastVisibleReachableEnemyPos );
savefile->ReadVec3( lastReachableEnemyPos );
savefile->ReadBool( wakeOnFlashlight );
savefile->ReadAngles( eyeMin );
savefile->ReadAngles( eyeMax );
savefile->ReadFloat( eyeVerticalOffset );
savefile->ReadFloat( eyeHorizontalOffset );
savefile->ReadFloat( eyeFocusRate );
savefile->ReadFloat( headFocusRate );
savefile->ReadInt( focusAlignTime );
savefile->ReadJoint( flashJointWorld );
savefile->ReadInt( muzzleFlashEnd );
savefile->ReadJoint( focusJoint );
savefile->ReadJoint( orientationJoint );
savefile->ReadJoint( flyTiltJoint );
savefile->ReadBool( restorePhysics );
// Set the AAS if the character has the correct gravity vector
idVec3 gravity = spawnArgs.GetVector( "gravityDir", "0 0 -1" );
gravity *= g_gravity.GetFloat();
if ( gravity == gameLocal.GetGravity() ) {
SetAAS();
}
SetCombatModel();
LinkCombat();
InitMuzzleFlash();
// Link the script variables back to the scriptobject
LinkScriptVariables();
if ( restorePhysics ) {
RestorePhysics( &physicsObj );
}
}
/*
=====================
idAI::Spawn
=====================
*/
void idAI::Spawn( void ) {
const char *jointname;
const idKeyValue *kv;
idStr jointName;
idAngles jointScale;
jointHandle_t joint;
idVec3 local_dir;
bool talks;
if ( !g_monsters.GetBool() ) {
PostEventMS( &EV_Remove, 0 );
return;
}
spawnArgs.GetInt( "team", "1", team );
spawnArgs.GetInt( "rank", "0", rank );
spawnArgs.GetInt( "fly_offset", "0", fly_offset );
spawnArgs.GetFloat( "fly_speed", "100", fly_speed );
spawnArgs.GetFloat( "fly_bob_strength", "50", fly_bob_strength );
spawnArgs.GetFloat( "fly_bob_vert", "2", fly_bob_horz );
spawnArgs.GetFloat( "fly_bob_horz", "2.7", fly_bob_vert );
spawnArgs.GetFloat( "fly_seek_scale", "4", fly_seek_scale );
spawnArgs.GetFloat( "fly_roll_scale", "90", fly_roll_scale );
spawnArgs.GetFloat( "fly_roll_max", "60", fly_roll_max );
spawnArgs.GetFloat( "fly_pitch_scale", "45", fly_pitch_scale );
spawnArgs.GetFloat( "fly_pitch_max", "30", fly_pitch_max );
spawnArgs.GetFloat( "melee_range", "64", melee_range );
spawnArgs.GetFloat( "projectile_height_to_distance_ratio", "1", projectile_height_to_distance_ratio );
spawnArgs.GetFloat( "turn_rate", "360", turnRate );
spawnArgs.GetBool( "talks", "0", talks );
if ( spawnArgs.GetString( "npc_name", NULL ) != NULL ) {
if ( talks ) {
talk_state = TALK_OK;
} else {
talk_state = TALK_BUSY;
}
} else {
talk_state = TALK_NEVER;
}
spawnArgs.GetBool( "animate_z", "0", disableGravity );
spawnArgs.GetBool( "af_push_moveables", "0", af_push_moveables );
spawnArgs.GetFloat( "kick_force", "4096", kickForce );
spawnArgs.GetBool( "ignore_obstacles", "0", ignore_obstacles );
spawnArgs.GetFloat( "blockedRadius", "-1", blockedRadius );
spawnArgs.GetInt( "blockedMoveTime", "750", blockedMoveTime );
spawnArgs.GetInt( "blockedAttackTime", "750", blockedAttackTime );
spawnArgs.GetInt( "num_cinematics", "0", num_cinematics );
current_cinematic = 0;
LinkScriptVariables();
fl.takedamage = !spawnArgs.GetBool( "noDamage" );
enemy = NULL;
allowMove = true;
allowHiddenMovement = false;
animator.RemoveOriginOffset( true );
// create combat collision hull for exact collision detection
SetCombatModel();
lookMin = spawnArgs.GetAngles( "look_min", "-80 -75 0" );
lookMax = spawnArgs.GetAngles( "look_max", "80 75 0" );
lookJoints.SetGranularity( 1 );
lookJointAngles.SetGranularity( 1 );
kv = spawnArgs.MatchPrefix( "look_joint", NULL );
while( kv ) {
jointName = kv->GetKey();
jointName.StripLeadingOnce( "look_joint " );
joint = animator.GetJointHandle( jointName );
if ( joint == INVALID_JOINT ) {
gameLocal.Warning( "Unknown look_joint '%s' on entity %s", jointName.c_str(), name.c_str() );
} else {
jointScale = spawnArgs.GetAngles( kv->GetKey(), "0 0 0" );
jointScale.roll = 0.0f;
// if no scale on any component, then don't bother adding it. this may be done to
// zero out rotation from an inherited entitydef.
if ( jointScale != ang_zero ) {
lookJoints.Append( joint );
lookJointAngles.Append( jointScale );
}
}
kv = spawnArgs.MatchPrefix( "look_joint", kv );
}
// calculate joint positions on attack frames so we can do proper "can hit" tests
CalculateAttackOffsets();
eyeMin = spawnArgs.GetAngles( "eye_turn_min", "-10 -30 0" );
eyeMax = spawnArgs.GetAngles( "eye_turn_max", "10 30 0" );
eyeVerticalOffset = spawnArgs.GetFloat( "eye_verticle_offset", "5" );
eyeHorizontalOffset = spawnArgs.GetFloat( "eye_horizontal_offset", "-8" );
eyeFocusRate = spawnArgs.GetFloat( "eye_focus_rate", "0.5" );
headFocusRate = spawnArgs.GetFloat( "head_focus_rate", "0.1" );
focusAlignTime = SEC2MS( spawnArgs.GetFloat( "focus_align_time", "1" ) );
flashJointWorld = animator.GetJointHandle( "flash" );
if ( head.GetEntity() ) {
idAnimator *headAnimator = head.GetEntity()->GetAnimator();
jointname = spawnArgs.GetString( "bone_focus" );
if ( *jointname ) {
focusJoint = headAnimator->GetJointHandle( jointname );
if ( focusJoint == INVALID_JOINT ) {
gameLocal.Warning( "Joint '%s' not found on head on '%s'", jointname, name.c_str() );
}
}
} else {
jointname = spawnArgs.GetString( "bone_focus" );
if ( *jointname ) {
focusJoint = animator.GetJointHandle( jointname );
if ( focusJoint == INVALID_JOINT ) {
gameLocal.Warning( "Joint '%s' not found on '%s'", jointname, name.c_str() );
}
}
}
jointname = spawnArgs.GetString( "bone_orientation" );
if ( *jointname ) {
orientationJoint = animator.GetJointHandle( jointname );
if ( orientationJoint == INVALID_JOINT ) {
gameLocal.Warning( "Joint '%s' not found on '%s'", jointname, name.c_str() );
}
}
jointname = spawnArgs.GetString( "bone_flytilt" );
if ( *jointname ) {
flyTiltJoint = animator.GetJointHandle( jointname );
if ( flyTiltJoint == INVALID_JOINT ) {
gameLocal.Warning( "Joint '%s' not found on '%s'", jointname, name.c_str() );
}
}
InitMuzzleFlash();
physicsObj.SetSelf( this );
physicsObj.SetClipModel( new idClipModel( GetPhysics()->GetClipModel() ), 1.0f );
physicsObj.SetMass( spawnArgs.GetFloat( "mass", "100" ) );
if ( spawnArgs.GetBool( "big_monster" ) ) {
physicsObj.SetContents( 0 );
physicsObj.SetClipMask( MASK_MONSTERSOLID & ~CONTENTS_BODY );
} else {
if ( use_combat_bbox ) {
physicsObj.SetContents( CONTENTS_BODY|CONTENTS_SOLID );
} else {
physicsObj.SetContents( CONTENTS_BODY );
}
physicsObj.SetClipMask( MASK_MONSTERSOLID );
}
// move up to make sure the monster is at least an epsilon above the floor
physicsObj.SetOrigin( GetPhysics()->GetOrigin() + idVec3( 0, 0, CM_CLIP_EPSILON ) );
if ( num_cinematics ) {
physicsObj.SetGravity( vec3_origin );
} else {
idVec3 gravity = spawnArgs.GetVector( "gravityDir", "0 0 -1" );
gravity *= g_gravity.GetFloat();
physicsObj.SetGravity( gravity );
}
SetPhysics( &physicsObj );
physicsObj.GetGravityAxis().ProjectVector( viewAxis[ 0 ], local_dir );
current_yaw = local_dir.ToYaw();
ideal_yaw = idMath::AngleNormalize180( current_yaw );
move.blockTime = 0;
SetAAS();
projectile = NULL;
projectileDef = NULL;
projectileClipModel = NULL;
idStr projectileName;
if ( spawnArgs.GetString( "def_projectile", "", projectileName ) && projectileName.Length() ) {
projectileDef = gameLocal.FindEntityDefDict( projectileName );
CreateProjectile( vec3_origin, viewAxis[ 0 ] );
projectileRadius = projectile.GetEntity()->GetPhysics()->GetClipModel()->GetBounds().GetRadius();
projectileVelocity = idProjectile::GetVelocity( projectileDef );
projectileGravity = idProjectile::GetGravity( projectileDef );
projectileSpeed = projectileVelocity.Length();
delete projectile.GetEntity();
projectile = NULL;
}
particles.Clear();
restartParticles = true;
useBoneAxis = spawnArgs.GetBool( "useBoneAxis" );
SpawnParticles( "smokeParticleSystem" );
if ( num_cinematics || spawnArgs.GetBool( "hide" ) || spawnArgs.GetBool( "teleport" ) || spawnArgs.GetBool( "trigger_anim" ) ) {
fl.takedamage = false;
physicsObj.SetContents( 0 );
physicsObj.GetClipModel()->Unlink();
Hide();
} else {
// play a looping ambient sound if we have one
StartSound( "snd_ambient", SND_CHANNEL_AMBIENT, 0, false, NULL );
}
if ( health <= 0 ) {
gameLocal.Warning( "entity '%s' doesn't have health set", name.c_str() );
health = 1;
}
// set up monster chatter
SetChatSound();
BecomeActive( TH_THINK );
if ( af_push_moveables ) {
af.SetupPose( this, gameLocal.time );
af.GetPhysics()->EnableClip();
}
// init the move variables
StopMove( MOVE_STATUS_DONE );
}
/*
===================
idAI::InitMuzzleFlash
===================
*/
void idAI::InitMuzzleFlash( void ) {
const char *shader;
idVec3 flashColor;
spawnArgs.GetString( "mtr_flashShader", "muzzleflash", &shader );
spawnArgs.GetVector( "flashColor", "0 0 0", flashColor );
float flashRadius = spawnArgs.GetFloat( "flashRadius" );
flashTime = SEC2MS( spawnArgs.GetFloat( "flashTime", "0.25" ) );
memset( &worldMuzzleFlash, 0, sizeof ( worldMuzzleFlash ) );
worldMuzzleFlash.pointLight = true;
worldMuzzleFlash.shader = declManager->FindMaterial( shader, false );
worldMuzzleFlash.shaderParms[ SHADERPARM_RED ] = flashColor[0];
worldMuzzleFlash.shaderParms[ SHADERPARM_GREEN ] = flashColor[1];
worldMuzzleFlash.shaderParms[ SHADERPARM_BLUE ] = flashColor[2];
worldMuzzleFlash.shaderParms[ SHADERPARM_ALPHA ] = 1.0f;
worldMuzzleFlash.shaderParms[ SHADERPARM_TIMESCALE ] = 1.0f;
worldMuzzleFlash.lightRadius[0] = flashRadius;
worldMuzzleFlash.lightRadius[1] = flashRadius;
worldMuzzleFlash.lightRadius[2] = flashRadius;
worldMuzzleFlashHandle = -1;
}
/*
===================
idAI::List_f
===================
*/
void idAI::List_f( const idCmdArgs &args ) {
int e;
idAI *check;
int count;
const char *statename;
count = 0;
gameLocal.Printf( "%-4s %-20s %s\n", " Num", "EntityDef", "Name" );
gameLocal.Printf( "------------------------------------------------\n" );
for( e = 0; e < MAX_GENTITIES; e++ ) {
check = static_cast<idAI *>(gameLocal.entities[ e ]);
if ( !check || !check->IsType( idAI::Type ) ) {
continue;
}
if ( check->state ) {
statename = check->state->Name();
} else {
statename = "NULL state";
}
gameLocal.Printf( "%4i: %-20s %-20s %s move: %d\n", e, check->GetEntityDefName(), check->name.c_str(), statename, check->allowMove );
count++;
}
gameLocal.Printf( "...%d monsters\n", count );
}
/*
================
idAI::DormantBegin
called when entity becomes dormant
================
*/
void idAI::DormantBegin( void ) {
// since dormant happens on a timer, we wont get to update particles to
// hidden through the think loop, but we need to hide them though.
if ( particles.Num() ) {
for ( int i = 0; i < particles.Num(); i++ ) {
particles[i].time = 0;
}
}
if ( enemyNode.InList() ) {
// remove ourselves from the enemy's enemylist
enemyNode.Remove();
}
idActor::DormantBegin();
}
/*
================
idAI::DormantEnd
called when entity wakes from being dormant
================
*/
void idAI::DormantEnd( void ) {
if ( enemy.GetEntity() && !enemyNode.InList() ) {
// let our enemy know we're back on the trail
enemyNode.AddToEnd( enemy.GetEntity()->enemyList );
}
if ( particles.Num() ) {
for ( int i = 0; i < particles.Num(); i++ ) {
particles[i].time = gameLocal.time;
}
}
idActor::DormantEnd();
}
/*
=====================
idAI::Think
=====================
*/
void idAI::Think( void ) {
// if we are completely closed off from the player, don't do anything at all
if ( CheckDormant() ) {
return;
}
if ( thinkFlags & TH_THINK ) {
// clear out the enemy when he dies or is hidden
idActor *enemyEnt = enemy.GetEntity();
if ( enemyEnt ) {
if ( enemyEnt->health <= 0 ) {
EnemyDead();
}
}
current_yaw += deltaViewAngles.yaw;
ideal_yaw = idMath::AngleNormalize180( ideal_yaw + deltaViewAngles.yaw );
deltaViewAngles.Zero();
viewAxis = idAngles( 0, current_yaw, 0 ).ToMat3();
if ( num_cinematics ) {
if ( !IsHidden() && torsoAnim.AnimDone( 0 ) ) {
PlayCinematic();
}
RunPhysics();
} else if ( !allowHiddenMovement && IsHidden() ) {
// hidden monsters
UpdateAIScript();
} else {
// clear the ik before we do anything else so the skeleton doesn't get updated twice
walkIK.ClearJointMods();
switch( move.moveType ) {
case MOVETYPE_DEAD :
// dead monsters
UpdateAIScript();
DeadMove();
break;
case MOVETYPE_FLY :
// flying monsters
UpdateEnemyPosition();
UpdateAIScript();
FlyMove();
PlayChatter();
CheckBlink();
break;
case MOVETYPE_STATIC :
// static monsters
UpdateEnemyPosition();
UpdateAIScript();
StaticMove();
PlayChatter();
CheckBlink();
break;
case MOVETYPE_ANIM :
// animation based movement
UpdateEnemyPosition();
UpdateAIScript();
AnimMove();
PlayChatter();
CheckBlink();
break;
case MOVETYPE_SLIDE :
// velocity based movement
UpdateEnemyPosition();
UpdateAIScript();
SlideMove();
PlayChatter();
CheckBlink();
break;
}
}
// clear pain flag so that we recieve any damage between now and the next time we run the script
AI_PAIN = false;
AI_SPECIAL_DAMAGE = 0;
AI_PUSHED = false;
} else if ( thinkFlags & TH_PHYSICS ) {
RunPhysics();
}
if ( af_push_moveables ) {
PushWithAF();
}
if ( fl.hidden && allowHiddenMovement ) {
// UpdateAnimation won't call frame commands when hidden, so call them here when we allow hidden movement
animator.ServiceAnims( gameLocal.previousTime, gameLocal.time );
}
/* this still draws in retail builds.. not sure why.. don't care at this point.
if ( !aas && developer.GetBool() && !fl.hidden && !num_cinematics ) {
gameRenderWorld->DrawText( "No AAS", physicsObj.GetAbsBounds().GetCenter(), 0.1f, colorWhite, gameLocal.GetLocalPlayer()->viewAngles.ToMat3(), 1, gameLocal.msec );
}
*/
UpdateMuzzleFlash();
UpdateAnimation();
UpdateParticles();
Present();
UpdateDamageEffects();
LinkCombat();
}
/***********************************************************************
AI script state management
***********************************************************************/
/*
=====================
idAI::LinkScriptVariables
=====================
*/
void idAI::LinkScriptVariables( void ) {
AI_TALK.LinkTo( scriptObject, "AI_TALK" );
AI_DAMAGE.LinkTo( scriptObject, "AI_DAMAGE" );
AI_PAIN.LinkTo( scriptObject, "AI_PAIN" );
AI_SPECIAL_DAMAGE.LinkTo( scriptObject, "AI_SPECIAL_DAMAGE" );
AI_DEAD.LinkTo( scriptObject, "AI_DEAD" );
AI_ENEMY_VISIBLE.LinkTo( scriptObject, "AI_ENEMY_VISIBLE" );
AI_ENEMY_IN_FOV.LinkTo( scriptObject, "AI_ENEMY_IN_FOV" );
AI_ENEMY_DEAD.LinkTo( scriptObject, "AI_ENEMY_DEAD" );
AI_MOVE_DONE.LinkTo( scriptObject, "AI_MOVE_DONE" );
AI_ONGROUND.LinkTo( scriptObject, "AI_ONGROUND" );
AI_ACTIVATED.LinkTo( scriptObject, "AI_ACTIVATED" );
AI_FORWARD.LinkTo( scriptObject, "AI_FORWARD" );
AI_JUMP.LinkTo( scriptObject, "AI_JUMP" );
AI_BLOCKED.LinkTo( scriptObject, "AI_BLOCKED" );
AI_DEST_UNREACHABLE.LinkTo( scriptObject, "AI_DEST_UNREACHABLE" );
AI_HIT_ENEMY.LinkTo( scriptObject, "AI_HIT_ENEMY" );
AI_OBSTACLE_IN_PATH.LinkTo( scriptObject, "AI_OBSTACLE_IN_PATH" );
AI_PUSHED.LinkTo( scriptObject, "AI_PUSHED" );
}
/*
=====================
idAI::UpdateAIScript
=====================
*/
void idAI::UpdateAIScript( void ) {
UpdateScript();
// clear the hit enemy flag so we catch the next time we hit someone
AI_HIT_ENEMY = false;
if ( allowHiddenMovement || !IsHidden() ) {
// update the animstate if we're not hidden
UpdateAnimState();
}
}
/***********************************************************************
navigation
***********************************************************************/
/*
============
idAI::KickObstacles
============
*/
void idAI::KickObstacles( const idVec3 &dir, float force, idEntity *alwaysKick ) {
int i, numListedClipModels;
idBounds clipBounds;
idEntity *obEnt;
idClipModel *clipModel;
idClipModel *clipModelList[ MAX_GENTITIES ];
int clipmask;
idVec3 org;
idVec3 forceVec;
idVec3 delta;
idVec2 perpendicular;
org = physicsObj.GetOrigin();
// find all possible obstacles
clipBounds = physicsObj.GetAbsBounds();
clipBounds.TranslateSelf( dir * 32.0f );
clipBounds.ExpandSelf( 8.0f );
clipBounds.AddPoint( org );
clipmask = physicsObj.GetClipMask();
numListedClipModels = gameLocal.clip.ClipModelsTouchingBounds( clipBounds, clipmask, clipModelList, MAX_GENTITIES );
for ( i = 0; i < numListedClipModels; i++ ) {
clipModel = clipModelList[i];
obEnt = clipModel->GetEntity();
if ( obEnt == alwaysKick ) {
// we'll kick this one outside the loop
continue;
}
if ( !clipModel->IsTraceModel() ) {
continue;
}
if ( obEnt->IsType( idMoveable::Type ) && obEnt->GetPhysics()->IsPushable() ) {
delta = obEnt->GetPhysics()->GetOrigin() - org;
delta.NormalizeFast();
perpendicular.x = -delta.y;
perpendicular.y = delta.x;
delta.z += 0.5f;
delta.ToVec2() += perpendicular * gameLocal.random.CRandomFloat() * 0.5f;
forceVec = delta * force * obEnt->GetPhysics()->GetMass();
obEnt->ApplyImpulse( this, 0, obEnt->GetPhysics()->GetOrigin(), forceVec );
}
}
if ( alwaysKick ) {
delta = alwaysKick->GetPhysics()->GetOrigin() - org;
delta.NormalizeFast();
perpendicular.x = -delta.y;
perpendicular.y = delta.x;
delta.z += 0.5f;
delta.ToVec2() += perpendicular * gameLocal.random.CRandomFloat() * 0.5f;
forceVec = delta * force * alwaysKick->GetPhysics()->GetMass();
alwaysKick->ApplyImpulse( this, 0, alwaysKick->GetPhysics()->GetOrigin(), forceVec );
}
}
/*
============
ValidForBounds
============
*/
bool ValidForBounds( const idAASSettings *settings, const idBounds &bounds ) {
int i;
for ( i = 0; i < 3; i++ ) {
if ( bounds[0][i] < settings->boundingBoxes[0][0][i] ) {
return false;
}
if ( bounds[1][i] > settings->boundingBoxes[0][1][i] ) {
return false;
}
}
return true;
}
/*
=====================
idAI::SetAAS
=====================
*/
void idAI::SetAAS( void ) {
idStr use_aas;
spawnArgs.GetString( "use_aas", NULL, use_aas );
aas = gameLocal.GetAAS( use_aas );
if ( aas ) {
const idAASSettings *settings = aas->GetSettings();
if ( settings ) {
if ( !ValidForBounds( settings, physicsObj.GetBounds() ) ) {
gameLocal.Error( "%s cannot use use_aas %s\n", name.c_str(), use_aas.c_str() );
}
float height = settings->maxStepHeight;
physicsObj.SetMaxStepHeight( height );
return;
} else {
aas = NULL;
}
}
gameLocal.Printf( "WARNING: %s has no AAS file\n", name.c_str() );
}
/*
=====================
idAI::DrawRoute
=====================
*/
void idAI::DrawRoute( void ) const {
if ( aas && move.toAreaNum && move.moveCommand != MOVE_NONE && move.moveCommand != MOVE_WANDER && move.moveCommand != MOVE_FACE_ENEMY && move.moveCommand != MOVE_FACE_ENTITY && move.moveCommand != MOVE_TO_POSITION_DIRECT ) {
if ( move.moveType == MOVETYPE_FLY ) {
aas->ShowFlyPath( physicsObj.GetOrigin(), move.toAreaNum, move.moveDest );
} else {
aas->ShowWalkPath( physicsObj.GetOrigin(), move.toAreaNum, move.moveDest );
}
}
}
/*
=====================
idAI::ReachedPos
=====================
*/
bool idAI::ReachedPos( const idVec3 &pos, const moveCommand_t moveCommand ) const {
if ( move.moveType == MOVETYPE_SLIDE ) {
idBounds bnds( idVec3( -4, -4.0f, -8.0f ), idVec3( 4.0f, 4.0f, 64.0f ) );
bnds.TranslateSelf( physicsObj.GetOrigin() );
if ( bnds.ContainsPoint( pos ) ) {
return true;
}
} else {
if ( ( moveCommand == MOVE_TO_ENEMY ) || ( moveCommand == MOVE_TO_ENTITY ) ) {
if ( physicsObj.GetAbsBounds().IntersectsBounds( idBounds( pos ).Expand( 8.0f ) ) ) {
return true;
}
} else {
idBounds bnds( idVec3( -16.0, -16.0f, -8.0f ), idVec3( 16.0, 16.0f, 64.0f ) );
bnds.TranslateSelf( physicsObj.GetOrigin() );
if ( bnds.ContainsPoint( pos ) ) {
return true;
}
}
}
return false;
}
/*
=====================
idAI::PointReachableAreaNum
=====================
*/
int idAI::PointReachableAreaNum( const idVec3 &pos, const float boundsScale ) const {
int areaNum;
idVec3 size;
idBounds bounds;
if ( !aas ) {
return 0;
}
size = aas->GetSettings()->boundingBoxes[0][1] * boundsScale;
bounds[0] = -size;
size.z = 32.0f;
bounds[1] = size;
if ( move.moveType == MOVETYPE_FLY ) {
areaNum = aas->PointReachableAreaNum( pos, bounds, AREA_REACHABLE_WALK | AREA_REACHABLE_FLY );
} else {
areaNum = aas->PointReachableAreaNum( pos, bounds, AREA_REACHABLE_WALK );
}
return areaNum;
}
/*
=====================
idAI::PathToGoal
=====================
*/
bool idAI::PathToGoal( aasPath_t &path, int areaNum, const idVec3 &origin, int goalAreaNum, const idVec3 &goalOrigin ) const {
idVec3 org;
idVec3 goal;
if ( !aas ) {
return false;
}
org = origin;
aas->PushPointIntoAreaNum( areaNum, org );
if ( !areaNum ) {
return false;
}
goal = goalOrigin;
aas->PushPointIntoAreaNum( goalAreaNum, goal );
if ( !goalAreaNum ) {
return false;
}
if ( move.moveType == MOVETYPE_FLY ) {
return aas->FlyPathToGoal( path, areaNum, org, goalAreaNum, goal, travelFlags );
} else {
return aas->WalkPathToGoal( path, areaNum, org, goalAreaNum, goal, travelFlags );
}
}
/*
=====================
idAI::TravelDistance
Returns the approximate travel distance from one position to the goal, or if no AAS, the straight line distance.
This is feakin' slow, so it's not good to do it too many times per frame. It also is slower the further you
are from the goal, so try to break the goals up into shorter distances.
=====================
*/
float idAI::TravelDistance( const idVec3 &start, const idVec3 &end ) const {
int fromArea;
int toArea;
float dist;
idVec2 delta;
if ( !aas ) {
// no aas, so just take the straight line distance
delta = end.ToVec2() - start.ToVec2();
dist = delta.LengthFast();
if ( ai_debugMove.GetBool() ) {
gameRenderWorld->DebugLine( colorBlue, start, end, gameLocal.msec, false );
gameRenderWorld->DrawText( va( "%d", ( int )dist ), ( start + end ) * 0.5f, 0.1f, colorWhite, gameLocal.GetLocalPlayer()->viewAngles.ToMat3() );
}
return dist;
}
fromArea = PointReachableAreaNum( start );
toArea = PointReachableAreaNum( end );
if ( !fromArea || !toArea ) {
// can't seem to get there
return -1;
}
if ( fromArea == toArea ) {
// same area, so just take the straight line distance
delta = end.ToVec2() - start.ToVec2();
dist = delta.LengthFast();
if ( ai_debugMove.GetBool() ) {
gameRenderWorld->DebugLine( colorBlue, start, end, gameLocal.msec, false );
gameRenderWorld->DrawText( va( "%d", ( int )dist ), ( start + end ) * 0.5f, 0.1f, colorWhite, gameLocal.GetLocalPlayer()->viewAngles.ToMat3() );
}
return dist;
}
idReachability *reach;
int travelTime;
if ( !aas->RouteToGoalArea( fromArea, start, toArea, travelFlags, travelTime, &reach ) ) {
return -1;
}
if ( ai_debugMove.GetBool() ) {
if ( move.moveType == MOVETYPE_FLY ) {
aas->ShowFlyPath( start, toArea, end );
} else {
aas->ShowWalkPath( start, toArea, end );
}
}
return travelTime;
}
/*
=====================
idAI::StopMove
=====================
*/
void idAI::StopMove( moveStatus_t status ) {
AI_MOVE_DONE = true;
AI_FORWARD = false;
move.moveCommand = MOVE_NONE;
move.moveStatus = status;
move.toAreaNum = 0;
move.goalEntity = NULL;
move.moveDest = physicsObj.GetOrigin();
AI_DEST_UNREACHABLE = false;
AI_OBSTACLE_IN_PATH = false;
AI_BLOCKED = false;
move.startTime = gameLocal.time;
move.duration = 0;
move.range = 0.0f;
move.speed = 0.0f;
move.anim = 0;
move.moveDir.Zero();
move.lastMoveOrigin.Zero();
move.lastMoveTime = gameLocal.time;
}
/*
=====================
idAI::FaceEnemy
Continually face the enemy's last known position. MoveDone is always true in this case.
=====================
*/
bool idAI::FaceEnemy( void ) {
idActor *enemyEnt = enemy.GetEntity();
if ( !enemyEnt ) {
StopMove( MOVE_STATUS_DEST_NOT_FOUND );
return false;
}
TurnToward( lastVisibleEnemyPos );
move.goalEntity = enemyEnt;
move.moveDest = physicsObj.GetOrigin();
move.moveCommand = MOVE_FACE_ENEMY;
move.moveStatus = MOVE_STATUS_WAITING;
move.startTime = gameLocal.time;
move.speed = 0.0f;
AI_MOVE_DONE = true;
AI_FORWARD = false;
AI_DEST_UNREACHABLE = false;
return true;
}
/*
=====================
idAI::FaceEntity
Continually face the entity position. MoveDone is always true in this case.
=====================
*/
bool idAI::FaceEntity( idEntity *ent ) {
if ( !ent ) {
StopMove( MOVE_STATUS_DEST_NOT_FOUND );
return false;
}
idVec3 entityOrg = ent->GetPhysics()->GetOrigin();
TurnToward( entityOrg );
move.goalEntity = ent;
move.moveDest = physicsObj.GetOrigin();
move.moveCommand = MOVE_FACE_ENTITY;
move.moveStatus = MOVE_STATUS_WAITING;
move.startTime = gameLocal.time;
move.speed = 0.0f;
AI_MOVE_DONE = true;
AI_FORWARD = false;
AI_DEST_UNREACHABLE = false;
return true;
}
/*
=====================
idAI::DirectMoveToPosition
=====================
*/
bool idAI::DirectMoveToPosition( const idVec3 &pos ) {
if ( ReachedPos( pos, move.moveCommand ) ) {
StopMove( MOVE_STATUS_DONE );
return true;
}
move.moveDest = pos;
move.goalEntity = NULL;
move.moveCommand = MOVE_TO_POSITION_DIRECT;
move.moveStatus = MOVE_STATUS_MOVING;
move.startTime = gameLocal.time;
move.speed = fly_speed;
AI_MOVE_DONE = false;
AI_DEST_UNREACHABLE = false;
AI_FORWARD = true;
if ( move.moveType == MOVETYPE_FLY ) {
idVec3 dir = pos - physicsObj.GetOrigin();
dir.Normalize();
dir *= fly_speed;
physicsObj.SetLinearVelocity( dir );
}
return true;
}
/*
=====================
idAI::MoveToEnemyHeight
=====================
*/
bool idAI::MoveToEnemyHeight( void ) {
idActor *enemyEnt = enemy.GetEntity();
if ( !enemyEnt || ( move.moveType != MOVETYPE_FLY ) ) {
StopMove( MOVE_STATUS_DEST_NOT_FOUND );
return false;
}
move.moveDest.z = lastVisibleEnemyPos.z + enemyEnt->EyeOffset().z + fly_offset;
move.goalEntity = enemyEnt;
move.moveCommand = MOVE_TO_ENEMYHEIGHT;
move.moveStatus = MOVE_STATUS_MOVING;
move.startTime = gameLocal.time;
move.speed = 0.0f;
AI_MOVE_DONE = false;
AI_DEST_UNREACHABLE = false;
AI_FORWARD = false;
return true;
}
/*
=====================
idAI::MoveToEnemy
=====================
*/
bool idAI::MoveToEnemy( void ) {
int areaNum;
aasPath_t path;
idActor *enemyEnt = enemy.GetEntity();
if ( !enemyEnt ) {
StopMove( MOVE_STATUS_DEST_NOT_FOUND );
return false;
}
if ( ReachedPos( lastVisibleReachableEnemyPos, MOVE_TO_ENEMY ) ) {
if ( !ReachedPos( lastVisibleEnemyPos, MOVE_TO_ENEMY ) || !AI_ENEMY_VISIBLE ) {
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
AI_DEST_UNREACHABLE = true;
return false;
}
StopMove( MOVE_STATUS_DONE );
return true;
}
idVec3 pos = lastVisibleReachableEnemyPos;
move.toAreaNum = 0;
if ( aas ) {
move.toAreaNum = PointReachableAreaNum( pos );
aas->PushPointIntoAreaNum( move.toAreaNum, pos );
areaNum = PointReachableAreaNum( physicsObj.GetOrigin() );
if ( !PathToGoal( path, areaNum, physicsObj.GetOrigin(), move.toAreaNum, pos ) ) {
AI_DEST_UNREACHABLE = true;
return false;
}
}
if ( !move.toAreaNum ) {
// if only trying to update the enemy position
if ( move.moveCommand == MOVE_TO_ENEMY ) {
if ( !aas ) {
// keep the move destination up to date for wandering
move.moveDest = pos;
}
return false;
}
if ( !NewWanderDir( pos ) ) {
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
AI_DEST_UNREACHABLE = true;
return false;
}
}
if ( move.moveCommand != MOVE_TO_ENEMY ) {
move.moveCommand = MOVE_TO_ENEMY;
move.startTime = gameLocal.time;
}
move.moveDest = pos;
move.goalEntity = enemyEnt;
move.speed = fly_speed;
move.moveStatus = MOVE_STATUS_MOVING;
AI_MOVE_DONE = false;
AI_DEST_UNREACHABLE = false;
AI_FORWARD = true;
return true;
}
/*
=====================
idAI::MoveToEntity
=====================
*/
bool idAI::MoveToEntity( idEntity *ent ) {
int areaNum;
aasPath_t path;
idVec3 pos;
if ( !ent ) {
StopMove( MOVE_STATUS_DEST_NOT_FOUND );
return false;
}
pos = ent->GetPhysics()->GetOrigin();
if ( ( move.moveType != MOVETYPE_FLY ) && ( ( move.moveCommand != MOVE_TO_ENTITY ) || ( move.goalEntityOrigin != pos ) ) ) {
ent->GetFloorPos( 64.0f, pos );
}
if ( ReachedPos( pos, MOVE_TO_ENTITY ) ) {
StopMove( MOVE_STATUS_DONE );
return true;
}
move.toAreaNum = 0;
if ( aas ) {
move.toAreaNum = PointReachableAreaNum( pos );
aas->PushPointIntoAreaNum( move.toAreaNum, pos );
areaNum = PointReachableAreaNum( physicsObj.GetOrigin() );
if ( !PathToGoal( path, areaNum, physicsObj.GetOrigin(), move.toAreaNum, pos ) ) {
AI_DEST_UNREACHABLE = true;
return false;
}
}
if ( !move.toAreaNum ) {
// if only trying to update the entity position
if ( move.moveCommand == MOVE_TO_ENTITY ) {
if ( !aas ) {
// keep the move destination up to date for wandering
move.moveDest = pos;
}
return false;
}
if ( !NewWanderDir( pos ) ) {
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
AI_DEST_UNREACHABLE = true;
return false;
}
}
if ( ( move.moveCommand != MOVE_TO_ENTITY ) || ( move.goalEntity.GetEntity() != ent ) ) {
move.startTime = gameLocal.time;
move.goalEntity = ent;
move.moveCommand = MOVE_TO_ENTITY;
}
move.moveDest = pos;
move.goalEntityOrigin = ent->GetPhysics()->GetOrigin();
move.moveStatus = MOVE_STATUS_MOVING;
move.speed = fly_speed;
AI_MOVE_DONE = false;
AI_DEST_UNREACHABLE = false;
AI_FORWARD = true;
return true;
}
/*
=====================
idAI::MoveOutOfRange
=====================
*/
bool idAI::MoveOutOfRange( idEntity *ent, float range ) {
int areaNum;
aasObstacle_t obstacle;
aasGoal_t goal;
idBounds bounds;
idVec3 pos;
if ( !aas || !ent ) {
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
AI_DEST_UNREACHABLE = true;
return false;
}
const idVec3 &org = physicsObj.GetOrigin();
areaNum = PointReachableAreaNum( org );
// consider the entity the monster is getting close to as an obstacle
obstacle.absBounds = ent->GetPhysics()->GetAbsBounds();
if ( ent == enemy.GetEntity() ) {
pos = lastVisibleEnemyPos;
} else {
pos = ent->GetPhysics()->GetOrigin();
}
idAASFindAreaOutOfRange findGoal( pos, range );
if ( !aas->FindNearestGoal( goal, areaNum, org, pos, travelFlags, &obstacle, 1, findGoal ) ) {
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
AI_DEST_UNREACHABLE = true;
return false;
}
if ( ReachedPos( goal.origin, move.moveCommand ) ) {
StopMove( MOVE_STATUS_DONE );
return true;
}
move.moveDest = goal.origin;
move.toAreaNum = goal.areaNum;
move.goalEntity = ent;
move.moveCommand = MOVE_OUT_OF_RANGE;
move.moveStatus = MOVE_STATUS_MOVING;
move.range = range;
move.speed = fly_speed;
move.startTime = gameLocal.time;
AI_MOVE_DONE = false;
AI_DEST_UNREACHABLE = false;
AI_FORWARD = true;
return true;
}
/*
=====================
idAI::MoveToAttackPosition
=====================
*/
bool idAI::MoveToAttackPosition( idEntity *ent, int attack_anim ) {
int areaNum;
aasObstacle_t obstacle;
aasGoal_t goal;
idBounds bounds;
idVec3 pos;
if ( !aas || !ent ) {
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
AI_DEST_UNREACHABLE = true;
return false;
}
const idVec3 &org = physicsObj.GetOrigin();
areaNum = PointReachableAreaNum( org );
// consider the entity the monster is getting close to as an obstacle
obstacle.absBounds = ent->GetPhysics()->GetAbsBounds();
if ( ent == enemy.GetEntity() ) {
pos = lastVisibleEnemyPos;
} else {
pos = ent->GetPhysics()->GetOrigin();
}
idAASFindAttackPosition findGoal( this, physicsObj.GetGravityAxis(), ent, pos, missileLaunchOffset[ attack_anim ] );
if ( !aas->FindNearestGoal( goal, areaNum, org, pos, travelFlags, &obstacle, 1, findGoal ) ) {
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
AI_DEST_UNREACHABLE = true;
return false;
}
move.moveDest = goal.origin;
move.toAreaNum = goal.areaNum;
move.goalEntity = ent;
move.moveCommand = MOVE_TO_ATTACK_POSITION;
move.moveStatus = MOVE_STATUS_MOVING;
move.speed = fly_speed;
move.startTime = gameLocal.time;
move.anim = attack_anim;
AI_MOVE_DONE = false;
AI_DEST_UNREACHABLE = false;
AI_FORWARD = true;
return true;
}
/*
=====================
idAI::MoveToPosition
=====================
*/
bool idAI::MoveToPosition( const idVec3 &pos ) {
idVec3 org;
int areaNum;
aasPath_t path;
if ( ReachedPos( pos, move.moveCommand ) ) {
StopMove( MOVE_STATUS_DONE );
return true;
}
org = pos;
move.toAreaNum = 0;
if ( aas ) {
move.toAreaNum = PointReachableAreaNum( org );
aas->PushPointIntoAreaNum( move.toAreaNum, org );
areaNum = PointReachableAreaNum( physicsObj.GetOrigin() );
if ( !PathToGoal( path, areaNum, physicsObj.GetOrigin(), move.toAreaNum, org ) ) {
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
AI_DEST_UNREACHABLE = true;
return false;
}
}
if ( !move.toAreaNum && !NewWanderDir( org ) ) {
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
AI_DEST_UNREACHABLE = true;
return false;
}
move.moveDest = org;
move.goalEntity = NULL;
move.moveCommand = MOVE_TO_POSITION;
move.moveStatus = MOVE_STATUS_MOVING;
move.startTime = gameLocal.time;
move.speed = fly_speed;
AI_MOVE_DONE = false;
AI_DEST_UNREACHABLE = false;
AI_FORWARD = true;
return true;
}
/*
=====================
idAI::MoveToCover
=====================
*/
bool idAI::MoveToCover( idEntity *entity, const idVec3 &hideFromPos ) {
int areaNum;
aasObstacle_t obstacle;
aasGoal_t hideGoal;
idBounds bounds;
if ( !aas || !entity ) {
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
AI_DEST_UNREACHABLE = true;
return false;
}
const idVec3 &org = physicsObj.GetOrigin();
areaNum = PointReachableAreaNum( org );
// consider the entity the monster tries to hide from as an obstacle
obstacle.absBounds = entity->GetPhysics()->GetAbsBounds();
idAASFindCover findCover( hideFromPos );
if ( !aas->FindNearestGoal( hideGoal, areaNum, org, hideFromPos, travelFlags, &obstacle, 1, findCover ) ) {
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
AI_DEST_UNREACHABLE = true;
return false;
}
if ( ReachedPos( hideGoal.origin, move.moveCommand ) ) {
StopMove( MOVE_STATUS_DONE );
return true;
}
move.moveDest = hideGoal.origin;
move.toAreaNum = hideGoal.areaNum;
move.goalEntity = entity;
move.moveCommand = MOVE_TO_COVER;
move.moveStatus = MOVE_STATUS_MOVING;
move.startTime = gameLocal.time;
move.speed = fly_speed;
AI_MOVE_DONE = false;
AI_DEST_UNREACHABLE = false;
AI_FORWARD = true;
return true;
}
/*
=====================
idAI::SlideToPosition
=====================
*/
bool idAI::SlideToPosition( const idVec3 &pos, float time ) {
StopMove( MOVE_STATUS_DONE );
move.moveDest = pos;
move.goalEntity = NULL;
move.moveCommand = MOVE_SLIDE_TO_POSITION;
move.moveStatus = MOVE_STATUS_MOVING;
move.startTime = gameLocal.time;
move.duration = idPhysics::SnapTimeToPhysicsFrame( SEC2MS( time ) );
AI_MOVE_DONE = false;
AI_DEST_UNREACHABLE = false;
AI_FORWARD = false;
if ( move.duration > 0 ) {
move.moveDir = ( pos - physicsObj.GetOrigin() ) / MS2SEC( move.duration );
if ( move.moveType != MOVETYPE_FLY ) {
move.moveDir.z = 0.0f;
}
move.speed = move.moveDir.LengthFast();
}
return true;
}
/*
=====================
idAI::WanderAround
=====================
*/
bool idAI::WanderAround( void ) {
StopMove( MOVE_STATUS_DONE );
move.moveDest = physicsObj.GetOrigin() + viewAxis[ 0 ] * physicsObj.GetGravityAxis() * 256.0f;
if ( !NewWanderDir( move.moveDest ) ) {
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
AI_DEST_UNREACHABLE = true;
return false;
}
move.moveCommand = MOVE_WANDER;
move.moveStatus = MOVE_STATUS_MOVING;
move.startTime = gameLocal.time;
move.speed = fly_speed;
AI_MOVE_DONE = false;
AI_FORWARD = true;
return true;
}
/*
=====================
idAI::MoveDone
=====================
*/
bool idAI::MoveDone( void ) const {
return ( move.moveCommand == MOVE_NONE );
}
/*
================
idAI::StepDirection
================
*/
bool idAI::StepDirection( float dir ) {
predictedPath_t path;
idVec3 org;
move.wanderYaw = dir;
move.moveDir = idAngles( 0, move.wanderYaw, 0 ).ToForward();
org = physicsObj.GetOrigin();
idAI::PredictPath( this, aas, org, move.moveDir * 48.0f, 1000, 1000, ( move.moveType == MOVETYPE_FLY ) ? SE_BLOCKED : ( SE_ENTER_OBSTACLE | SE_BLOCKED | SE_ENTER_LEDGE_AREA ), path );
if ( path.blockingEntity && ( ( move.moveCommand == MOVE_TO_ENEMY ) || ( move.moveCommand == MOVE_TO_ENTITY ) ) && ( path.blockingEntity == move.goalEntity.GetEntity() ) ) {
// don't report being blocked if we ran into our goal entity
return true;
}
if ( ( move.moveType == MOVETYPE_FLY ) && ( path.endEvent == SE_BLOCKED ) ) {
float z;
move.moveDir = path.endVelocity * 1.0f / 48.0f;
// trace down to the floor and see if we can go forward
idAI::PredictPath( this, aas, org, idVec3( 0.0f, 0.0f, -1024.0f ), 1000, 1000, SE_BLOCKED, path );
idVec3 floorPos = path.endPos;
idAI::PredictPath( this, aas, floorPos, move.moveDir * 48.0f, 1000, 1000, SE_BLOCKED, path );
if ( !path.endEvent ) {
move.moveDir.z = -1.0f;
return true;
}
// trace up to see if we can go over something and go forward
idAI::PredictPath( this, aas, org, idVec3( 0.0f, 0.0f, 256.0f ), 1000, 1000, SE_BLOCKED, path );
idVec3 ceilingPos = path.endPos;
for( z = org.z; z <= ceilingPos.z + 64.0f; z += 64.0f ) {
idVec3 start;
if ( z <= ceilingPos.z ) {
start.x = org.x;
start.y = org.y;
start.z = z;
} else {
start = ceilingPos;
}
idAI::PredictPath( this, aas, start, move.moveDir * 48.0f, 1000, 1000, SE_BLOCKED, path );
if ( !path.endEvent ) {
move.moveDir.z = 1.0f;
return true;
}
}
return false;
}
return ( path.endEvent == 0 );
}
/*
================
idAI::NewWanderDir
================
*/
bool idAI::NewWanderDir( const idVec3 &dest ) {
float deltax, deltay;
float d[ 3 ];
float tdir, olddir, turnaround;
move.nextWanderTime = gameLocal.time + ( gameLocal.random.RandomFloat() * 500 + 500 );
olddir = idMath::AngleNormalize360( ( int )( current_yaw / 45 ) * 45 );
turnaround = idMath::AngleNormalize360( olddir - 180 );
idVec3 org = physicsObj.GetOrigin();
deltax = dest.x - org.x;
deltay = dest.y - org.y;
if ( deltax > 10 ) {
d[ 1 ]= 0;
} else if ( deltax < -10 ) {
d[ 1 ] = 180;
} else {
d[ 1 ] = DI_NODIR;
}
if ( deltay < -10 ) {
d[ 2 ] = 270;
} else if ( deltay > 10 ) {
d[ 2 ] = 90;
} else {
d[ 2 ] = DI_NODIR;
}
// try direct route
if ( d[ 1 ] != DI_NODIR && d[ 2 ] != DI_NODIR ) {
if ( d[ 1 ] == 0 ) {
tdir = d[ 2 ] == 90 ? 45 : 315;
} else {
tdir = d[ 2 ] == 90 ? 135 : 215;
}
if ( tdir != turnaround && StepDirection( tdir ) ) {
return true;
}
}
// try other directions
if ( ( gameLocal.random.RandomInt() & 1 ) || abs( deltay ) > abs( deltax ) ) {
tdir = d[ 1 ];
d[ 1 ] = d[ 2 ];
d[ 2 ] = tdir;
}
if ( d[ 1 ] != DI_NODIR && d[ 1 ] != turnaround && StepDirection( d[1] ) ) {
return true;
}
if ( d[ 2 ] != DI_NODIR && d[ 2 ] != turnaround && StepDirection( d[ 2 ] ) ) {
return true;
}
// there is no direct path to the player, so pick another direction
if ( olddir != DI_NODIR && StepDirection( olddir ) ) {
return true;
}
// randomly determine direction of search
if ( gameLocal.random.RandomInt() & 1 ) {
for( tdir = 0; tdir <= 315; tdir += 45 ) {
if ( tdir != turnaround && StepDirection( tdir ) ) {
return true;
}
}
} else {
for ( tdir = 315; tdir >= 0; tdir -= 45 ) {
if ( tdir != turnaround && StepDirection( tdir ) ) {
return true;
}
}
}
if ( turnaround != DI_NODIR && StepDirection( turnaround ) ) {
return true;
}
// can't move
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
return false;
}
/*
=====================
idAI::GetMovePos
=====================
*/
bool idAI::GetMovePos( idVec3 &seekPos ) {
int areaNum;
aasPath_t path;
bool result;
idVec3 org;
org = physicsObj.GetOrigin();
seekPos = org;
switch( move.moveCommand ) {
case MOVE_NONE :
seekPos = move.moveDest;
return false;
break;
case MOVE_FACE_ENEMY :
case MOVE_FACE_ENTITY :
seekPos = move.moveDest;
return false;
break;
case MOVE_TO_POSITION_DIRECT :
seekPos = move.moveDest;
if ( ReachedPos( move.moveDest, move.moveCommand ) ) {
StopMove( MOVE_STATUS_DONE );
}
return false;
break;
case MOVE_SLIDE_TO_POSITION :
seekPos = org;
return false;
break;
}
if ( move.moveCommand == MOVE_TO_ENTITY ) {
MoveToEntity( move.goalEntity.GetEntity() );
}
move.moveStatus = MOVE_STATUS_MOVING;
result = false;
if ( gameLocal.time > move.blockTime ) {
if ( move.moveCommand == MOVE_WANDER ) {
move.moveDest = org + viewAxis[ 0 ] * physicsObj.GetGravityAxis() * 256.0f;
} else {
if ( ReachedPos( move.moveDest, move.moveCommand ) ) {
StopMove( MOVE_STATUS_DONE );
seekPos = org;
return false;
}
}
if ( aas && move.toAreaNum ) {
areaNum = PointReachableAreaNum( org );
if ( PathToGoal( path, areaNum, org, move.toAreaNum, move.moveDest ) ) {
seekPos = path.moveGoal;
result = true;
move.nextWanderTime = 0;
} else {
AI_DEST_UNREACHABLE = true;
}
}
}
if ( !result ) {
// wander around
if ( ( gameLocal.time > move.nextWanderTime ) || !StepDirection( move.wanderYaw ) ) {
result = NewWanderDir( move.moveDest );
if ( !result ) {
StopMove( MOVE_STATUS_DEST_UNREACHABLE );
AI_DEST_UNREACHABLE = true;
seekPos = org;
return false;
}
} else {
result = true;
}
seekPos = org + move.moveDir * 2048.0f;
if ( ai_debugMove.GetBool() ) {
gameRenderWorld->DebugLine( colorYellow, org, seekPos, gameLocal.msec, true );
}
} else {
AI_DEST_UNREACHABLE = false;
}
if ( result && ( ai_debugMove.GetBool() ) ) {
gameRenderWorld->DebugLine( colorCyan, physicsObj.GetOrigin(), seekPos );
}
return result;
}
/*
=====================
idAI::EntityCanSeePos
=====================
*/
bool idAI::EntityCanSeePos( idActor *actor, const idVec3 &actorOrigin, const idVec3 &pos ) {
idVec3 eye, point;
trace_t results;
pvsHandle_t handle;
handle = gameLocal.pvs.SetupCurrentPVS( actor->GetPVSAreas(), actor->GetNumPVSAreas() );
if ( !gameLocal.pvs.InCurrentPVS( handle, GetPVSAreas(), GetNumPVSAreas() ) ) {
gameLocal.pvs.FreeCurrentPVS( handle );
return false;
}
gameLocal.pvs.FreeCurrentPVS( handle );
eye = actorOrigin + actor->EyeOffset();
point = pos;
point[2] += 1.0f;
physicsObj.DisableClip();
gameLocal.clip.TracePoint( results, eye, point, MASK_SOLID, actor );
if ( results.fraction >= 1.0f || ( gameLocal.GetTraceEntity( results ) == this ) ) {
physicsObj.EnableClip();
return true;
}
const idBounds &bounds = physicsObj.GetBounds();
point[2] += bounds[1][2] - bounds[0][2];
gameLocal.clip.TracePoint( results, eye, point, MASK_SOLID, actor );
physicsObj.EnableClip();
if ( results.fraction >= 1.0f || ( gameLocal.GetTraceEntity( results ) == this ) ) {
return true;
}
return false;
}
/*
=====================
idAI::BlockedFailSafe
=====================
*/
void idAI::BlockedFailSafe( void ) {
if ( !ai_blockedFailSafe.GetBool() || blockedRadius < 0.0f ) {
return;
}
if ( !physicsObj.OnGround() || enemy.GetEntity() == NULL ||
( physicsObj.GetOrigin() - move.lastMoveOrigin ).LengthSqr() > Square( blockedRadius ) ) {
move.lastMoveOrigin = physicsObj.GetOrigin();
move.lastMoveTime = gameLocal.time;
}
if ( move.lastMoveTime < gameLocal.time - blockedMoveTime ) {
if ( lastAttackTime < gameLocal.time - blockedAttackTime ) {
AI_BLOCKED = true;
move.lastMoveTime = gameLocal.time;
}
}
}
/***********************************************************************
turning
***********************************************************************/
/*
=====================
idAI::Turn
=====================
*/
void idAI::Turn( void ) {
float diff;
float diff2;
float turnAmount;
animFlags_t animflags;
if ( !turnRate ) {
return;
}
// check if the animator has marker this anim as non-turning
if ( !legsAnim.Disabled() && !legsAnim.AnimDone( 0 ) ) {
animflags = legsAnim.GetAnimFlags();
} else {
animflags = torsoAnim.GetAnimFlags();
}
if ( animflags.ai_no_turn ) {
return;
}
if ( anim_turn_angles && animflags.anim_turn ) {
idMat3 rotateAxis;
// set the blend between no turn and full turn
float frac = anim_turn_amount / anim_turn_angles;
animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( 0, 1.0f - frac );
animator.CurrentAnim( ANIMCHANNEL_LEGS )->SetSyncedAnimWeight( 1, frac );
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 0, 1.0f - frac );
animator.CurrentAnim( ANIMCHANNEL_TORSO )->SetSyncedAnimWeight( 1, frac );
// get the total rotation from the start of the anim
animator.GetDeltaRotation( 0, gameLocal.time, rotateAxis );
current_yaw = idMath::AngleNormalize180( anim_turn_yaw + rotateAxis[ 0 ].ToYaw() );
} else {
diff = idMath::AngleNormalize180( ideal_yaw - current_yaw );
turnVel += AI_TURN_SCALE * diff * MS2SEC( gameLocal.msec );
if ( turnVel > turnRate ) {
turnVel = turnRate;
} else if ( turnVel < -turnRate ) {
turnVel = -turnRate;
}
turnAmount = turnVel * MS2SEC( gameLocal.msec );
if ( ( diff >= 0.0f ) && ( turnAmount >= diff ) ) {
turnVel = diff / MS2SEC( gameLocal.msec );
turnAmount = diff;
} else if ( ( diff <= 0.0f ) && ( turnAmount <= diff ) ) {
turnVel = diff / MS2SEC( gameLocal.msec );
turnAmount = diff;
}
current_yaw += turnAmount;
current_yaw = idMath::AngleNormalize180( current_yaw );
diff2 = idMath::AngleNormalize180( ideal_yaw - current_yaw );
if ( idMath::Fabs( diff2 ) < 0.1f ) {
current_yaw = ideal_yaw;
}
}
viewAxis = idAngles( 0, current_yaw, 0 ).ToMat3();
if ( ai_debugMove.GetBool() ) {
const idVec3 &org = physicsObj.GetOrigin();
gameRenderWorld->DebugLine( colorRed, org, org + idAngles( 0, ideal_yaw, 0 ).ToForward() * 64, gameLocal.msec );
gameRenderWorld->DebugLine( colorGreen, org, org + idAngles( 0, current_yaw, 0 ).ToForward() * 48, gameLocal.msec );
gameRenderWorld->DebugLine( colorYellow, org, org + idAngles( 0, current_yaw + turnVel, 0 ).ToForward() * 32, gameLocal.msec );
}
}
/*
=====================
idAI::FacingIdeal
=====================
*/
bool idAI::FacingIdeal( void ) {
float diff;
if ( !turnRate ) {
return true;
}
diff = idMath::AngleNormalize180( current_yaw - ideal_yaw );
if ( idMath::Fabs( diff ) < 0.01f ) {
// force it to be exact
current_yaw = ideal_yaw;
return true;
}
return false;
}
/*
=====================
idAI::TurnToward
=====================
*/
bool idAI::TurnToward( float yaw ) {
ideal_yaw = idMath::AngleNormalize180( yaw );
bool result = FacingIdeal();
return result;
}
/*
=====================
idAI::TurnToward
=====================
*/
bool idAI::TurnToward( const idVec3 &pos ) {
idVec3 dir;
idVec3 local_dir;
float lengthSqr;
dir = pos - physicsObj.GetOrigin();
physicsObj.GetGravityAxis().ProjectVector( dir, local_dir );
local_dir.z = 0.0f;
lengthSqr = local_dir.LengthSqr();
if ( lengthSqr > Square( 2.0f ) || ( lengthSqr > Square( 0.1f ) && enemy.GetEntity() == NULL ) ) {
ideal_yaw = idMath::AngleNormalize180( local_dir.ToYaw() );
}
bool result = FacingIdeal();
return result;
}
/***********************************************************************
Movement
***********************************************************************/
/*
================
idAI::ApplyImpulse
================
*/
void idAI::ApplyImpulse( idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse ) {
// FIXME: Jim take a look at this and see if this is a reasonable thing to do
// instead of a spawnArg flag.. Sabaoth is the only slide monster ( and should be the only one for D3 )
// and we don't want him taking physics impulses as it can knock him off the path
if ( move.moveType != MOVETYPE_STATIC && move.moveType != MOVETYPE_SLIDE ) {
idActor::ApplyImpulse( ent, id, point, impulse );
}
}
/*
=====================
idAI::GetMoveDelta
=====================
*/
void idAI::GetMoveDelta( const idMat3 &oldaxis, const idMat3 &axis, idVec3 &delta ) {
idVec3 oldModelOrigin;
idVec3 modelOrigin;
animator.GetDelta( gameLocal.time - gameLocal.msec, gameLocal.time, delta );
delta = axis * delta;
if ( modelOffset != vec3_zero ) {
// the pivot of the monster's model is around its origin, and not around the bounding
// box's origin, so we have to compensate for this when the model is offset so that
// the monster still appears to rotate around it's origin.
oldModelOrigin = modelOffset * oldaxis;
modelOrigin = modelOffset * axis;
delta += oldModelOrigin - modelOrigin;
}
delta *= physicsObj.GetGravityAxis();
}
/*
=====================
idAI::CheckObstacleAvoidance
=====================
*/
void idAI::CheckObstacleAvoidance( const idVec3 &goalPos, idVec3 &newPos ) {
idEntity *obstacle;
obstaclePath_t path;
idVec3 dir;
float dist;
bool foundPath;
if ( ignore_obstacles ) {
newPos = goalPos;
move.obstacle = NULL;
return;
}
const idVec3 &origin = physicsObj.GetOrigin();
obstacle = NULL;
AI_OBSTACLE_IN_PATH = false;
foundPath = FindPathAroundObstacles( &physicsObj, aas, enemy.GetEntity(), origin, goalPos, path );
if ( ai_showObstacleAvoidance.GetBool() ) {
gameRenderWorld->DebugLine( colorBlue, goalPos + idVec3( 1.0f, 1.0f, 0.0f ), goalPos + idVec3( 1.0f, 1.0f, 64.0f ), gameLocal.msec );
gameRenderWorld->DebugLine( foundPath ? colorYellow : colorRed, path.seekPos, path.seekPos + idVec3( 0.0f, 0.0f, 64.0f ), gameLocal.msec );
}
if ( !foundPath ) {
// couldn't get around obstacles
if ( path.firstObstacle ) {
AI_OBSTACLE_IN_PATH = true;
if ( physicsObj.GetAbsBounds().Expand( 2.0f ).IntersectsBounds( path.firstObstacle->GetPhysics()->GetAbsBounds() ) ) {
obstacle = path.firstObstacle;
}
} else if ( path.startPosObstacle ) {
AI_OBSTACLE_IN_PATH = true;
if ( physicsObj.GetAbsBounds().Expand( 2.0f ).IntersectsBounds( path.startPosObstacle->GetPhysics()->GetAbsBounds() ) ) {
obstacle = path.startPosObstacle;
}
} else {
// Blocked by wall
move.moveStatus = MOVE_STATUS_BLOCKED_BY_WALL;
}
#if 0
} else if ( path.startPosObstacle ) {
// check if we're past where the our origin was pushed out of the obstacle
dir = goalPos - origin;
dir.Normalize();
dist = ( path.seekPos - origin ) * dir;
if ( dist < 1.0f ) {
AI_OBSTACLE_IN_PATH = true;
obstacle = path.startPosObstacle;
}
#endif
} else if ( path.seekPosObstacle ) {
// if the AI is very close to the path.seekPos already and path.seekPosObstacle != NULL
// then we want to push the path.seekPosObstacle entity out of the way
AI_OBSTACLE_IN_PATH = true;
// check if we're past where the goalPos was pushed out of the obstacle
dir = goalPos - origin;
dir.Normalize();
dist = ( path.seekPos - origin ) * dir;
if ( dist < 1.0f ) {
obstacle = path.seekPosObstacle;
}
}
// if we had an obstacle, set our move status based on the type, and kick it out of the way if it's a moveable
if ( obstacle ) {
if ( obstacle->IsType( idActor::Type ) ) {
// monsters aren't kickable
if ( obstacle == enemy.GetEntity() ) {
move.moveStatus = MOVE_STATUS_BLOCKED_BY_ENEMY;
} else {
move.moveStatus = MOVE_STATUS_BLOCKED_BY_MONSTER;
}
} else {
// try kicking the object out of the way
move.moveStatus = MOVE_STATUS_BLOCKED_BY_OBJECT;
}
newPos = obstacle->GetPhysics()->GetOrigin();
//newPos = path.seekPos;
move.obstacle = obstacle;
} else {
newPos = path.seekPos;
move.obstacle = NULL;
}
}
/*
=====================
idAI::DeadMove
=====================
*/
void idAI::DeadMove( void ) {
idVec3 delta;
GetMoveDelta( viewAxis, viewAxis, delta );
physicsObj.SetDelta( delta );
RunPhysics();
AI_ONGROUND = physicsObj.OnGround();
}
/*
=====================
idAI::AnimMove
=====================
*/
void idAI::AnimMove( void ) {
idVec3 goalPos;
idVec3 delta;
idVec3 goalDelta;
float goalDist;
idVec3 newDest;
idVec3 oldorigin = physicsObj.GetOrigin();
idMat3 oldaxis = viewAxis;
AI_BLOCKED = false;
if ( move.moveCommand < NUM_NONMOVING_COMMANDS ){
move.lastMoveOrigin.Zero();
move.lastMoveTime = gameLocal.time;
}
move.obstacle = NULL;
if ( ( move.moveCommand == MOVE_FACE_ENEMY ) && enemy.GetEntity() ) {
TurnToward( lastVisibleEnemyPos );
goalPos = oldorigin;
} else if ( ( move.moveCommand == MOVE_FACE_ENTITY ) && move.goalEntity.GetEntity() ) {
TurnToward( move.goalEntity.GetEntity()->GetPhysics()->GetOrigin() );
goalPos = oldorigin;
} else if ( GetMovePos( goalPos ) ) {
if ( move.moveCommand != MOVE_WANDER ) {
CheckObstacleAvoidance( goalPos, newDest );
TurnToward( newDest );
} else {
TurnToward( goalPos );
}
}
Turn();
if ( move.moveCommand == MOVE_SLIDE_TO_POSITION ) {
if ( gameLocal.time < move.startTime + move.duration ) {
goalPos = move.moveDest - move.moveDir * MS2SEC( move.startTime + move.duration - gameLocal.time );
delta = goalPos - oldorigin;
delta.z = 0.0f;
} else {
delta = move.moveDest - oldorigin;
delta.z = 0.0f;
StopMove( MOVE_STATUS_DONE );
}
} else if ( allowMove ) {
GetMoveDelta( oldaxis, viewAxis, delta );
} else {
delta.Zero();
}
if ( move.moveCommand == MOVE_TO_POSITION ) {
goalDelta = move.moveDest - oldorigin;
goalDist = goalDelta.LengthFast();
if ( goalDist < delta.LengthFast() ) {
delta = goalDelta;
}
}
physicsObj.SetDelta( delta );
physicsObj.ForceDeltaMove( disableGravity );
RunPhysics();
if ( ai_debugMove.GetBool() ) {
gameRenderWorld->DebugLine( colorCyan, oldorigin, physicsObj.GetOrigin(), 5000 );
}
if ( !af_push_moveables && attack.Length() && TestMelee() ) {
DirectDamage( attack, enemy.GetEntity() );
} else {
idEntity *blockEnt = physicsObj.GetSlideMoveEntity();
if ( blockEnt && blockEnt->IsType( idMoveable::Type ) && blockEnt->GetPhysics()->IsPushable() ) {
KickObstacles( viewAxis[ 0 ], kickForce, blockEnt );
}
}
BlockedFailSafe();
AI_ONGROUND = physicsObj.OnGround();
idVec3 org = physicsObj.GetOrigin();
if ( oldorigin != org ) {
TouchTriggers();
}
if ( ai_debugMove.GetBool() ) {
gameRenderWorld->DebugBounds( colorMagenta, physicsObj.GetBounds(), org, gameLocal.msec );
gameRenderWorld->DebugBounds( colorMagenta, physicsObj.GetBounds(), move.moveDest, gameLocal.msec );
gameRenderWorld->DebugLine( colorYellow, org + EyeOffset(), org + EyeOffset() + viewAxis[ 0 ] * physicsObj.GetGravityAxis() * 16.0f, gameLocal.msec, true );
DrawRoute();
}
}
/*
=====================
Seek
=====================
*/
idVec3 Seek( idVec3 &vel, const idVec3 &org, const idVec3 &goal, float prediction ) {
idVec3 predictedPos;
idVec3 goalDelta;
idVec3 seekVel;
// predict our position
predictedPos = org + vel * prediction;
goalDelta = goal - predictedPos;
seekVel = goalDelta * MS2SEC( gameLocal.msec );
return seekVel;
}
/*
=====================
idAI::SlideMove
=====================
*/
void idAI::SlideMove( void ) {
idVec3 goalPos;
idVec3 delta;
idVec3 goalDelta;
float goalDist;
idVec3 newDest;
idVec3 oldorigin = physicsObj.GetOrigin();
AI_BLOCKED = false;
if ( move.moveCommand < NUM_NONMOVING_COMMANDS ){
move.lastMoveOrigin.Zero();
move.lastMoveTime = gameLocal.time;
}
move.obstacle = NULL;
if ( ( move.moveCommand == MOVE_FACE_ENEMY ) && enemy.GetEntity() ) {
TurnToward( lastVisibleEnemyPos );
goalPos = move.moveDest;
} else if ( ( move.moveCommand == MOVE_FACE_ENTITY ) && move.goalEntity.GetEntity() ) {
TurnToward( move.goalEntity.GetEntity()->GetPhysics()->GetOrigin() );
goalPos = move.moveDest;
} else if ( GetMovePos( goalPos ) ) {
CheckObstacleAvoidance( goalPos, newDest );
TurnToward( newDest );
goalPos = newDest;
}
if ( move.moveCommand == MOVE_SLIDE_TO_POSITION ) {
if ( gameLocal.time < move.startTime + move.duration ) {
goalPos = move.moveDest - move.moveDir * MS2SEC( move.startTime + move.duration - gameLocal.time );
} else {
goalPos = move.moveDest;
StopMove( MOVE_STATUS_DONE );
}
}
if ( move.moveCommand == MOVE_TO_POSITION ) {
goalDelta = move.moveDest - oldorigin;
goalDist = goalDelta.LengthFast();
if ( goalDist < delta.LengthFast() ) {
delta = goalDelta;
}
}
idVec3 vel = physicsObj.GetLinearVelocity();
float z = vel.z;
idVec3 predictedPos = oldorigin + vel * AI_SEEK_PREDICTION;
// seek the goal position
goalDelta = goalPos - predictedPos;
vel -= vel * AI_FLY_DAMPENING * MS2SEC( gameLocal.msec );
vel += goalDelta * MS2SEC( gameLocal.msec );
// cap our speed
vel.Truncate( fly_speed );
vel.z = z;
physicsObj.SetLinearVelocity( vel );
physicsObj.UseVelocityMove( true );
RunPhysics();
if ( ( move.moveCommand == MOVE_FACE_ENEMY ) && enemy.GetEntity() ) {
TurnToward( lastVisibleEnemyPos );
} else if ( ( move.moveCommand == MOVE_FACE_ENTITY ) && move.goalEntity.GetEntity() ) {
TurnToward( move.goalEntity.GetEntity()->GetPhysics()->GetOrigin() );
} else if ( move.moveCommand != MOVE_NONE ) {
if ( vel.ToVec2().LengthSqr() > 0.1f ) {
TurnToward( vel.ToYaw() );
}
}
Turn();
if ( ai_debugMove.GetBool() ) {
gameRenderWorld->DebugLine( colorCyan, oldorigin, physicsObj.GetOrigin(), 5000 );
}
if ( !af_push_moveables && attack.Length() && TestMelee() ) {
DirectDamage( attack, enemy.GetEntity() );
} else {
idEntity *blockEnt = physicsObj.GetSlideMoveEntity();
if ( blockEnt && blockEnt->IsType( idMoveable::Type ) && blockEnt->GetPhysics()->IsPushable() ) {
KickObstacles( viewAxis[ 0 ], kickForce, blockEnt );
}
}
BlockedFailSafe();
AI_ONGROUND = physicsObj.OnGround();
idVec3 org = physicsObj.GetOrigin();
if ( oldorigin != org ) {
TouchTriggers();
}
if ( ai_debugMove.GetBool() ) {
gameRenderWorld->DebugBounds( colorMagenta, physicsObj.GetBounds(), org, gameLocal.msec );
gameRenderWorld->DebugBounds( colorMagenta, physicsObj.GetBounds(), move.moveDest, gameLocal.msec );
gameRenderWorld->DebugLine( colorYellow, org + EyeOffset(), org + EyeOffset() + viewAxis[ 0 ] * physicsObj.GetGravityAxis() * 16.0f, gameLocal.msec, true );
DrawRoute();
}
}
/*
=====================
idAI::AdjustFlyingAngles
=====================
*/
void idAI::AdjustFlyingAngles( void ) {
idVec3 vel;
float speed;
float roll;
float pitch;
vel = physicsObj.GetLinearVelocity();
speed = vel.Length();
if ( speed < 5.0f ) {
roll = 0.0f;
pitch = 0.0f;
} else {
roll = vel * viewAxis[ 1 ] * -fly_roll_scale / fly_speed;
if ( roll > fly_roll_max ) {
roll = fly_roll_max;
} else if ( roll < -fly_roll_max ) {
roll = -fly_roll_max;
}
pitch = vel * viewAxis[ 2 ] * -fly_pitch_scale / fly_speed;
if ( pitch > fly_pitch_max ) {
pitch = fly_pitch_max;
} else if ( pitch < -fly_pitch_max ) {
pitch = -fly_pitch_max;
}
}
fly_roll = fly_roll * 0.95f + roll * 0.05f;
fly_pitch = fly_pitch * 0.95f + pitch * 0.05f;
if ( flyTiltJoint != INVALID_JOINT ) {
animator.SetJointAxis( flyTiltJoint, JOINTMOD_WORLD, idAngles( fly_pitch, 0.0f, fly_roll ).ToMat3() );
} else {
viewAxis = idAngles( fly_pitch, current_yaw, fly_roll ).ToMat3();
}
}
/*
=====================
idAI::AddFlyBob
=====================
*/
void idAI::AddFlyBob( idVec3 &vel ) {
idVec3 fly_bob_add;
float t;
if ( fly_bob_strength ) {
t = MS2SEC( gameLocal.time + entityNumber * 497 );
fly_bob_add = ( viewAxis[ 1 ] * idMath::Sin16( t * fly_bob_horz ) + viewAxis[ 2 ] * idMath::Sin16( t * fly_bob_vert ) ) * fly_bob_strength;
vel += fly_bob_add * MS2SEC( gameLocal.msec );
if ( ai_debugMove.GetBool() ) {
const idVec3 &origin = physicsObj.GetOrigin();
gameRenderWorld->DebugArrow( colorOrange, origin, origin + fly_bob_add, 0 );
}
}
}
/*
=====================
idAI::AdjustFlyHeight
=====================
*/
void idAI::AdjustFlyHeight( idVec3 &vel, const idVec3 &goalPos ) {
const idVec3 &origin = physicsObj.GetOrigin();
predictedPath_t path;
idVec3 end;
idVec3 dest;
trace_t trace;
idActor *enemyEnt;
bool goLower;
// make sure we're not flying too high to get through doors
goLower = false;
if ( origin.z > goalPos.z ) {
dest = goalPos;
dest.z = origin.z + 128.0f;
idAI::PredictPath( this, aas, goalPos, dest - origin, 1000, 1000, SE_BLOCKED, path );
if ( path.endPos.z < origin.z ) {
idVec3 addVel = Seek( vel, origin, path.endPos, AI_SEEK_PREDICTION );
vel.z += addVel.z;
goLower = true;
}
if ( ai_debugMove.GetBool() ) {
gameRenderWorld->DebugBounds( goLower ? colorRed : colorGreen, physicsObj.GetBounds(), path.endPos, gameLocal.msec );
}
}
if ( !goLower ) {
// make sure we don't fly too low
end = origin;
enemyEnt = enemy.GetEntity();
if ( enemyEnt ) {
end.z = lastVisibleEnemyPos.z + lastVisibleEnemyEyeOffset.z + fly_offset;
} else {
// just use the default eye height for the player
end.z = goalPos.z + DEFAULT_FLY_OFFSET + fly_offset;
}
gameLocal.clip.Translation( trace, origin, end, physicsObj.GetClipModel(), mat3_identity, MASK_MONSTERSOLID, this );
vel += Seek( vel, origin, trace.endpos, AI_SEEK_PREDICTION );
}
}
/*
=====================
idAI::FlySeekGoal
=====================
*/
void idAI::FlySeekGoal( idVec3 &vel, idVec3 &goalPos ) {
idVec3 seekVel;
// seek the goal position
seekVel = Seek( vel, physicsObj.GetOrigin(), goalPos, AI_SEEK_PREDICTION );
seekVel *= fly_seek_scale;
vel += seekVel;
}
/*
=====================
idAI::AdjustFlySpeed
=====================
*/
void idAI::AdjustFlySpeed( idVec3 &vel ) {
float speed;
// apply dampening
vel -= vel * AI_FLY_DAMPENING * MS2SEC( gameLocal.msec );
// gradually speed up/slow down to desired speed
speed = vel.Normalize();
speed += ( move.speed - speed ) * MS2SEC( gameLocal.msec );
if ( speed < 0.0f ) {
speed = 0.0f;
} else if ( move.speed && ( speed > move.speed ) ) {
speed = move.speed;
}
vel *= speed;
}
/*
=====================
idAI::FlyTurn
=====================
*/
void idAI::FlyTurn( void ) {
if ( move.moveCommand == MOVE_FACE_ENEMY ) {
TurnToward( lastVisibleEnemyPos );
} else if ( ( move.moveCommand == MOVE_FACE_ENTITY ) && move.goalEntity.GetEntity() ) {
TurnToward( move.goalEntity.GetEntity()->GetPhysics()->GetOrigin() );
} else if ( move.speed > 0.0f ) {
const idVec3 &vel = physicsObj.GetLinearVelocity();
if ( vel.ToVec2().LengthSqr() > 0.1f ) {
TurnToward( vel.ToYaw() );
}
}
Turn();
}
/*
=====================
idAI::FlyMove
=====================
*/
void idAI::FlyMove( void ) {
idVec3 goalPos;
idVec3 oldorigin;
idVec3 newDest;
AI_BLOCKED = false;
if ( ( move.moveCommand != MOVE_NONE ) && ReachedPos( move.moveDest, move.moveCommand ) ) {
StopMove( MOVE_STATUS_DONE );
}
if ( ai_debugMove.GetBool() ) {
gameLocal.Printf( "%d: %s: %s, vel = %.2f, sp = %.2f, maxsp = %.2f\n", gameLocal.time, name.c_str(), moveCommandString[ move.moveCommand ], physicsObj.GetLinearVelocity().Length(), move.speed, fly_speed );
}
if ( move.moveCommand != MOVE_TO_POSITION_DIRECT ) {
idVec3 vel = physicsObj.GetLinearVelocity();
if ( GetMovePos( goalPos ) ) {
CheckObstacleAvoidance( goalPos, newDest );
goalPos = newDest;
}
if ( move.speed ) {
FlySeekGoal( vel, goalPos );
}
// add in bobbing
AddFlyBob( vel );
if ( enemy.GetEntity() && ( move.moveCommand != MOVE_TO_POSITION ) ) {
AdjustFlyHeight( vel, goalPos );
}
AdjustFlySpeed( vel );
physicsObj.SetLinearVelocity( vel );
}
// turn
FlyTurn();
// run the physics for this frame
oldorigin = physicsObj.GetOrigin();
physicsObj.UseFlyMove( true );
physicsObj.UseVelocityMove( false );
physicsObj.SetDelta( vec3_zero );
physicsObj.ForceDeltaMove( disableGravity );
RunPhysics();
monsterMoveResult_t moveResult = physicsObj.GetMoveResult();
if ( !af_push_moveables && attack.Length() && TestMelee() ) {
DirectDamage( attack, enemy.GetEntity() );
} else {
idEntity *blockEnt = physicsObj.GetSlideMoveEntity();
if ( blockEnt && blockEnt->IsType( idMoveable::Type ) && blockEnt->GetPhysics()->IsPushable() ) {
KickObstacles( viewAxis[ 0 ], kickForce, blockEnt );
} else if ( moveResult == MM_BLOCKED ) {
move.blockTime = gameLocal.time + 500;
AI_BLOCKED = true;
}
}
idVec3 org = physicsObj.GetOrigin();
if ( oldorigin != org ) {
TouchTriggers();
}
if ( ai_debugMove.GetBool() ) {
gameRenderWorld->DebugLine( colorCyan, oldorigin, physicsObj.GetOrigin(), 4000 );
gameRenderWorld->DebugBounds( colorOrange, physicsObj.GetBounds(), org, gameLocal.msec );
gameRenderWorld->DebugBounds( colorMagenta, physicsObj.GetBounds(), move.moveDest, gameLocal.msec );
gameRenderWorld->DebugLine( colorRed, org, org + physicsObj.GetLinearVelocity(), gameLocal.msec, true );
gameRenderWorld->DebugLine( colorBlue, org, goalPos, gameLocal.msec, true );
gameRenderWorld->DebugLine( colorYellow, org + EyeOffset(), org + EyeOffset() + viewAxis[ 0 ] * physicsObj.GetGravityAxis() * 16.0f, gameLocal.msec, true );
DrawRoute();
}
}
/*
=====================
idAI::StaticMove
=====================
*/
void idAI::StaticMove( void ) {
idActor *enemyEnt = enemy.GetEntity();
if ( AI_DEAD ) {
return;
}
if ( ( move.moveCommand == MOVE_FACE_ENEMY ) && enemyEnt ) {
TurnToward( lastVisibleEnemyPos );
} else if ( ( move.moveCommand == MOVE_FACE_ENTITY ) && move.goalEntity.GetEntity() ) {
TurnToward( move.goalEntity.GetEntity()->GetPhysics()->GetOrigin() );
} else if ( move.moveCommand != MOVE_NONE ) {
TurnToward( move.moveDest );
}
Turn();
physicsObj.ForceDeltaMove( true ); // disable gravity
RunPhysics();
AI_ONGROUND = false;
if ( !af_push_moveables && attack.Length() && TestMelee() ) {
DirectDamage( attack, enemyEnt );
}
if ( ai_debugMove.GetBool() ) {
const idVec3 &org = physicsObj.GetOrigin();
gameRenderWorld->DebugBounds( colorMagenta, physicsObj.GetBounds(), org, gameLocal.msec );
gameRenderWorld->DebugLine( colorBlue, org, move.moveDest, gameLocal.msec, true );
gameRenderWorld->DebugLine( colorYellow, org + EyeOffset(), org + EyeOffset() + viewAxis[ 0 ] * physicsObj.GetGravityAxis() * 16.0f, gameLocal.msec, true );
}
}
/***********************************************************************
Damage
***********************************************************************/
/*
=====================
idAI::ReactionTo
=====================
*/
int idAI::ReactionTo( const idEntity *ent ) {
if ( ent->fl.hidden ) {
// ignore hidden entities
return ATTACK_IGNORE;
}
if ( !ent->IsType( idActor::Type ) ) {
return ATTACK_IGNORE;
}
const idActor *actor = static_cast<const idActor *>( ent );
if ( actor->IsType( idPlayer::Type ) && static_cast<const idPlayer *>(actor)->noclip ) {
// ignore players in noclip mode
return ATTACK_IGNORE;
}
// actors on different teams will always fight each other
if ( actor->team != team ) {
if ( actor->fl.notarget ) {
// don't attack on sight when attacker is notargeted
return ATTACK_ON_DAMAGE | ATTACK_ON_ACTIVATE;
}
return ATTACK_ON_SIGHT | ATTACK_ON_DAMAGE | ATTACK_ON_ACTIVATE;
}
// monsters will fight when attacked by lower ranked monsters. rank 0 never fights back.
if ( rank && ( actor->rank < rank ) ) {
return ATTACK_ON_DAMAGE;
}
// don't fight back
return ATTACK_IGNORE;
}
/*
=====================
idAI::Pain
=====================
*/
bool idAI::Pain( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
idActor *actor;
AI_PAIN = idActor::Pain( inflictor, attacker, damage, dir, location );
AI_DAMAGE = true;
// force a blink
blink_time = 0;
// ignore damage from self
if ( attacker != this ) {
if ( inflictor ) {
AI_SPECIAL_DAMAGE = inflictor->spawnArgs.GetInt( "special_damage" );
} else {
AI_SPECIAL_DAMAGE = 0;
}
if ( enemy.GetEntity() != attacker && attacker->IsType( idActor::Type ) ) {
actor = ( idActor * )attacker;
if ( ReactionTo( actor ) & ATTACK_ON_DAMAGE ) {
gameLocal.AlertAI( actor );
SetEnemy( actor );
}
}
}
return ( AI_PAIN != 0 );
}
/*
=====================
idAI::SpawnParticles
=====================
*/
void idAI::SpawnParticles( const char *keyName ) {
const idKeyValue *kv = spawnArgs.MatchPrefix( keyName, NULL );
while ( kv ) {
particleEmitter_t pe;
idStr particleName = kv->GetValue();
if ( particleName.Length() ) {
idStr jointName = kv->GetValue();
int dash = jointName.Find('-');
if ( dash > 0 ) {
particleName = particleName.Left( dash );
jointName = jointName.Right( jointName.Length() - dash - 1 );
}
SpawnParticlesOnJoint( pe, particleName, jointName );
particles.Append( pe );
}
kv = spawnArgs.MatchPrefix( keyName, kv );
}
}
/*
=====================
idAI::SpawnParticlesOnJoint
=====================
*/
const idDeclParticle *idAI::SpawnParticlesOnJoint( particleEmitter_t &pe, const char *particleName, const char *jointName ) {
idVec3 origin;
idMat3 axis;
if ( *particleName == '\0' ) {
memset( &pe, 0, sizeof( pe ) );
return pe.particle;
}
pe.joint = animator.GetJointHandle( jointName );
if ( pe.joint == INVALID_JOINT ) {
gameLocal.Warning( "Unknown particleJoint '%s' on '%s'", jointName, name.c_str() );
pe.time = 0;
pe.particle = NULL;
} else {
animator.GetJointTransform( pe.joint, gameLocal.time, origin, axis );
origin = renderEntity.origin + origin * renderEntity.axis;
BecomeActive( TH_UPDATEPARTICLES );
if ( !gameLocal.time ) {
// particles with time of 0 don't show, so set the time differently on the first frame
pe.time = 1;
} else {
pe.time = gameLocal.time;
}
pe.particle = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, particleName ) );
gameLocal.smokeParticles->EmitSmoke( pe.particle, pe.time, gameLocal.random.CRandomFloat(), origin, axis );
}
return pe.particle;
}
/*
=====================
idAI::Killed
=====================
*/
void idAI::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
idAngles ang;
const char *modelDeath;
// make sure the monster is activated
EndAttack();
if ( g_debugDamage.GetBool() ) {
gameLocal.Printf( "Damage: joint: '%s', zone '%s'\n", animator.GetJointName( ( jointHandle_t )location ),
GetDamageGroup( location ) );
}
if ( inflictor ) {
AI_SPECIAL_DAMAGE = inflictor->spawnArgs.GetInt( "special_damage" );
} else {
AI_SPECIAL_DAMAGE = 0;
}
if ( AI_DEAD ) {
AI_PAIN = true;
AI_DAMAGE = true;
return;
}
// stop all voice sounds
StopSound( SND_CHANNEL_VOICE, false );
if ( head.GetEntity() ) {
head.GetEntity()->StopSound( SND_CHANNEL_VOICE, false );
head.GetEntity()->GetAnimator()->ClearAllAnims( gameLocal.time, 100 );
}
disableGravity = false;
move.moveType = MOVETYPE_DEAD;
af_push_moveables = false;
physicsObj.UseFlyMove( false );
physicsObj.ForceDeltaMove( false );
// end our looping ambient sound
StopSound( SND_CHANNEL_AMBIENT, false );
if ( attacker && attacker->IsType( idActor::Type ) ) {
gameLocal.AlertAI( ( idActor * )attacker );
}
// activate targets
ActivateTargets( attacker );
RemoveAttachments();
RemoveProjectile();
StopMove( MOVE_STATUS_DONE );
ClearEnemy();
AI_DEAD = true;
// make monster nonsolid
physicsObj.SetContents( 0 );
physicsObj.GetClipModel()->Unlink();
Unbind();
if ( StartRagdoll() ) {
StartSound( "snd_death", SND_CHANNEL_VOICE, 0, false, NULL );
}
if ( spawnArgs.GetString( "model_death", "", &modelDeath ) ) {
// lost soul is only case that does not use a ragdoll and has a model_death so get the death sound in here
StartSound( "snd_death", SND_CHANNEL_VOICE, 0, false, NULL );
renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
SetModel( modelDeath );
physicsObj.SetLinearVelocity( vec3_zero );
physicsObj.PutToRest();
physicsObj.DisableImpact();
}
restartParticles = false;
state = GetScriptFunction( "state_Killed" );
SetState( state );
SetWaitState( "" );
const idKeyValue *kv = spawnArgs.MatchPrefix( "def_drops", NULL );
while( kv ) {
idDict args;
args.Set( "classname", kv->GetValue() );
args.Set( "origin", physicsObj.GetOrigin().ToString() );
gameLocal.SpawnEntityDef( args );
kv = spawnArgs.MatchPrefix( "def_drops", kv );
}
if ( ( attacker && attacker->IsType( idPlayer::Type ) ) && ( inflictor && !inflictor->IsType( idSoulCubeMissile::Type ) ) ) {
static_cast< idPlayer* >( attacker )->AddAIKill();
}
}
/***********************************************************************
Targeting/Combat
***********************************************************************/
/*
=====================
idAI::PlayCinematic
=====================
*/
void idAI::PlayCinematic( void ) {
const char *animname;
if ( current_cinematic >= num_cinematics ) {
if ( g_debugCinematic.GetBool() ) {
gameLocal.Printf( "%d: '%s' stop\n", gameLocal.framenum, GetName() );
}
if ( !spawnArgs.GetBool( "cinematic_no_hide" ) ) {
Hide();
}
current_cinematic = 0;
ActivateTargets( gameLocal.GetLocalPlayer() );
fl.neverDormant = false;
return;
}
Show();
current_cinematic++;
allowJointMod = false;
allowEyeFocus = false;
spawnArgs.GetString( va( "anim%d", current_cinematic ), NULL, &animname );
if ( !animname ) {
gameLocal.Warning( "missing 'anim%d' key on %s", current_cinematic, name.c_str() );
return;
}
if ( g_debugCinematic.GetBool() ) {
gameLocal.Printf( "%d: '%s' start '%s'\n", gameLocal.framenum, GetName(), animname );
}
headAnim.animBlendFrames = 0;
headAnim.lastAnimBlendFrames = 0;
headAnim.BecomeIdle();
legsAnim.animBlendFrames = 0;
legsAnim.lastAnimBlendFrames = 0;
legsAnim.BecomeIdle();
torsoAnim.animBlendFrames = 0;
torsoAnim.lastAnimBlendFrames = 0;
ProcessEvent( &AI_PlayAnim, ANIMCHANNEL_TORSO, animname );
// make sure our model gets updated
animator.ForceUpdate();
// update the anim bounds
UpdateAnimation();
UpdateVisuals();
Present();
if ( head.GetEntity() ) {
// since the body anim was updated, we need to run physics to update the position of the head
RunPhysics();
// make sure our model gets updated
head.GetEntity()->GetAnimator()->ForceUpdate();
// update the anim bounds
head.GetEntity()->UpdateAnimation();
head.GetEntity()->UpdateVisuals();
head.GetEntity()->Present();
}
fl.neverDormant = true;
}
/*
=====================
idAI::Activate
Notifies the script that a monster has been activated by a trigger or flashlight
=====================
*/
void idAI::Activate( idEntity *activator ) {
idPlayer *player;
if ( AI_DEAD ) {
// ignore it when they're dead
return;
}
// make sure he's not dormant
dormantStart = 0;
if ( num_cinematics ) {
PlayCinematic();
} else {
AI_ACTIVATED = true;
if ( !activator || !activator->IsType( idPlayer::Type ) ) {
player = gameLocal.GetLocalPlayer();
} else {
player = static_cast<idPlayer *>( activator );
}
if ( ReactionTo( player ) & ATTACK_ON_ACTIVATE ) {
SetEnemy( player );
}
// update the script in cinematics so that entities don't start anims or show themselves a frame late.
if ( cinematic ) {
UpdateAIScript();
// make sure our model gets updated
animator.ForceUpdate();
// update the anim bounds
UpdateAnimation();
UpdateVisuals();
Present();
if ( head.GetEntity() ) {
// since the body anim was updated, we need to run physics to update the position of the head
RunPhysics();
// make sure our model gets updated
head.GetEntity()->GetAnimator()->ForceUpdate();
// update the anim bounds
head.GetEntity()->UpdateAnimation();
head.GetEntity()->UpdateVisuals();
head.GetEntity()->Present();
}
}
}
}
/*
=====================
idAI::EnemyDead
=====================
*/
void idAI::EnemyDead( void ) {
ClearEnemy();
AI_ENEMY_DEAD = true;
}
/*
=====================
idAI::TalkTo
=====================
*/
void idAI::TalkTo( idActor *actor ) {
if ( talk_state != TALK_OK ) {
return;
}
talkTarget = actor;
if ( actor ) {
AI_TALK = true;
} else {
AI_TALK = false;
}
}
/*
=====================
idAI::GetEnemy
=====================
*/
idActor *idAI::GetEnemy( void ) const {
return enemy.GetEntity();
}
/*
=====================
idAI::GetTalkState
=====================
*/
talkState_t idAI::GetTalkState( void ) const {
if ( ( talk_state != TALK_NEVER ) && AI_DEAD ) {
return TALK_DEAD;
}
if ( IsHidden() ) {
return TALK_NEVER;
}
return talk_state;
}
/*
=====================
idAI::TouchedByFlashlight
=====================
*/
void idAI::TouchedByFlashlight( idActor *flashlight_owner ) {
if ( wakeOnFlashlight ) {
Activate( flashlight_owner );
}
}
/*
=====================
idAI::ClearEnemy
=====================
*/
void idAI::ClearEnemy( void ) {
if ( move.moveCommand == MOVE_TO_ENEMY ) {
StopMove( MOVE_STATUS_DEST_NOT_FOUND );
}
enemyNode.Remove();
enemy = NULL;
AI_ENEMY_IN_FOV = false;
AI_ENEMY_VISIBLE = false;
AI_ENEMY_DEAD = true;
SetChatSound();
}
/*
=====================
idAI::EnemyPositionValid
=====================
*/
bool idAI::EnemyPositionValid( void ) const {
trace_t tr;
idVec3 muzzle;
idMat3 axis;
if ( !enemy.GetEntity() ) {
return false;
}
if ( AI_ENEMY_VISIBLE ) {
return true;
}
gameLocal.clip.TracePoint( tr, GetEyePosition(), lastVisibleEnemyPos + lastVisibleEnemyEyeOffset, MASK_OPAQUE, this );
if ( tr.fraction < 1.0f ) {
// can't see the area yet, so don't know if he's there or not
return true;
}
return false;
}
/*
=====================
idAI::SetEnemyPosition
=====================
*/
void idAI::SetEnemyPosition( void ) {
idActor *enemyEnt = enemy.GetEntity();
int enemyAreaNum;
int areaNum;
int lastVisibleReachableEnemyAreaNum;
aasPath_t path;
idVec3 pos;
bool onGround;
if ( !enemyEnt ) {
return;
}
lastVisibleReachableEnemyPos = lastReachableEnemyPos;
lastVisibleEnemyEyeOffset = enemyEnt->EyeOffset();
lastVisibleEnemyPos = enemyEnt->GetPhysics()->GetOrigin();
if ( move.moveType == MOVETYPE_FLY ) {
pos = lastVisibleEnemyPos;
onGround = true;
} else {
onGround = enemyEnt->GetFloorPos( 64.0f, pos );
if ( enemyEnt->OnLadder() ) {
onGround = false;
}
}
if ( !onGround ) {
if ( move.moveCommand == MOVE_TO_ENEMY ) {
AI_DEST_UNREACHABLE = true;
}
return;
}
// when we don't have an AAS, we can't tell if an enemy is reachable or not,
// so just assume that he is.
if ( !aas ) {
lastVisibleReachableEnemyPos = lastVisibleEnemyPos;
if ( move.moveCommand == MOVE_TO_ENEMY ) {
AI_DEST_UNREACHABLE = false;
}
enemyAreaNum = 0;
areaNum = 0;
} else {
lastVisibleReachableEnemyAreaNum = move.toAreaNum;
enemyAreaNum = PointReachableAreaNum( lastVisibleEnemyPos, 1.0f );
if ( !enemyAreaNum ) {
enemyAreaNum = PointReachableAreaNum( lastReachableEnemyPos, 1.0f );
pos = lastReachableEnemyPos;
}
if ( !enemyAreaNum ) {
if ( move.moveCommand == MOVE_TO_ENEMY ) {
AI_DEST_UNREACHABLE = true;
}
areaNum = 0;
} else {
const idVec3 &org = physicsObj.GetOrigin();
areaNum = PointReachableAreaNum( org );
if ( PathToGoal( path, areaNum, org, enemyAreaNum, pos ) ) {
lastVisibleReachableEnemyPos = pos;
lastVisibleReachableEnemyAreaNum = enemyAreaNum;
if ( move.moveCommand == MOVE_TO_ENEMY ) {
AI_DEST_UNREACHABLE = false;
}
} else if ( move.moveCommand == MOVE_TO_ENEMY ) {
AI_DEST_UNREACHABLE = true;
}
}
}
if ( move.moveCommand == MOVE_TO_ENEMY ) {
if ( !aas ) {
// keep the move destination up to date for wandering
move.moveDest = lastVisibleReachableEnemyPos;
} else if ( enemyAreaNum ) {
move.toAreaNum = lastVisibleReachableEnemyAreaNum;
move.moveDest = lastVisibleReachableEnemyPos;
}
if ( move.moveType == MOVETYPE_FLY ) {
predictedPath_t path;
idVec3 end = move.moveDest;
end.z += enemyEnt->EyeOffset().z + fly_offset;
idAI::PredictPath( this, aas, move.moveDest, end - move.moveDest, 1000, 1000, SE_BLOCKED, path );
move.moveDest = path.endPos;
move.toAreaNum = PointReachableAreaNum( move.moveDest, 1.0f );
}
}
}
/*
=====================
idAI::UpdateEnemyPosition
=====================
*/
void idAI::UpdateEnemyPosition( void ) {
idActor *enemyEnt = enemy.GetEntity();
int enemyAreaNum;
int areaNum;
aasPath_t path;
idVec3 enemyPos;
bool onGround;
if ( !enemyEnt ) {
return;
}
const idVec3 &org = physicsObj.GetOrigin();
if ( move.moveType == MOVETYPE_FLY ) {
enemyPos = enemyEnt->GetPhysics()->GetOrigin();
onGround = true;
} else {
onGround = enemyEnt->GetFloorPos( 64.0f, enemyPos );
if ( enemyEnt->OnLadder() ) {
onGround = false;
}
}
if ( onGround ) {
// when we don't have an AAS, we can't tell if an enemy is reachable or not,
// so just assume that he is.
if ( !aas ) {
enemyAreaNum = 0;
lastReachableEnemyPos = enemyPos;
} else {
enemyAreaNum = PointReachableAreaNum( enemyPos, 1.0f );
if ( enemyAreaNum ) {
areaNum = PointReachableAreaNum( org );
if ( PathToGoal( path, areaNum, org, enemyAreaNum, enemyPos ) ) {
lastReachableEnemyPos = enemyPos;
}
}
}
}
AI_ENEMY_IN_FOV = false;
AI_ENEMY_VISIBLE = false;
if ( CanSee( enemyEnt, false ) ) {
AI_ENEMY_VISIBLE = true;
if ( CheckFOV( enemyEnt->GetPhysics()->GetOrigin() ) ) {
AI_ENEMY_IN_FOV = true;
}
SetEnemyPosition();
} else {
// check if we heard any sounds in the last frame
if ( enemyEnt == gameLocal.GetAlertEntity() ) {
float dist = ( enemyEnt->GetPhysics()->GetOrigin() - org ).LengthSqr();
if ( dist < Square( AI_HEARING_RANGE ) ) {
SetEnemyPosition();
}
}
}
if ( ai_debugMove.GetBool() ) {
gameRenderWorld->DebugBounds( colorLtGrey, enemyEnt->GetPhysics()->GetBounds(), lastReachableEnemyPos, gameLocal.msec );
gameRenderWorld->DebugBounds( colorWhite, enemyEnt->GetPhysics()->GetBounds(), lastVisibleReachableEnemyPos, gameLocal.msec );
}
}
/*
=====================
idAI::SetEnemy
=====================
*/
void idAI::SetEnemy( idActor *newEnemy ) {
int enemyAreaNum;
if ( AI_DEAD ) {
ClearEnemy();
return;
}
AI_ENEMY_DEAD = false;
if ( !newEnemy ) {
ClearEnemy();
} else if ( enemy.GetEntity() != newEnemy ) {
enemy = newEnemy;
enemyNode.AddToEnd( newEnemy->enemyList );
if ( newEnemy->health <= 0 ) {
EnemyDead();
return;
}
// let the monster know where the enemy is
newEnemy->GetAASLocation( aas, lastReachableEnemyPos, enemyAreaNum );
SetEnemyPosition();
SetChatSound();
lastReachableEnemyPos = lastVisibleEnemyPos;
lastVisibleReachableEnemyPos = lastReachableEnemyPos;
enemyAreaNum = PointReachableAreaNum( lastReachableEnemyPos, 1.0f );
if ( aas && enemyAreaNum ) {
aas->PushPointIntoAreaNum( enemyAreaNum, lastReachableEnemyPos );
lastVisibleReachableEnemyPos = lastReachableEnemyPos;
}
}
}
/*
============
idAI::FirstVisiblePointOnPath
============
*/
idVec3 idAI::FirstVisiblePointOnPath( const idVec3 origin, const idVec3 &target, int travelFlags ) const {
int i, areaNum, targetAreaNum, curAreaNum, travelTime;
idVec3 curOrigin;
idReachability *reach;
if ( !aas ) {
return origin;
}
areaNum = PointReachableAreaNum( origin );
targetAreaNum = PointReachableAreaNum( target );
if ( !areaNum || !targetAreaNum ) {
return origin;
}
if ( ( areaNum == targetAreaNum ) || PointVisible( origin ) ) {
return origin;
}
curAreaNum = areaNum;
curOrigin = origin;
for( i = 0; i < 10; i++ ) {
if ( !aas->RouteToGoalArea( curAreaNum, curOrigin, targetAreaNum, travelFlags, travelTime, &reach ) ) {
break;
}
if ( !reach ) {
return target;
}
curAreaNum = reach->toAreaNum;
curOrigin = reach->end;
if ( PointVisible( curOrigin ) ) {
return curOrigin;
}
}
return origin;
}
/*
===================
idAI::CalculateAttackOffsets
calculate joint positions on attack frames so we can do proper "can hit" tests
===================
*/
void idAI::CalculateAttackOffsets( void ) {
const idDeclModelDef *modelDef;
int num;
int i;
int frame;
const frameCommand_t *command;
idMat3 axis;
const idAnim *anim;
jointHandle_t joint;
modelDef = animator.ModelDef();
if ( !modelDef ) {
return;
}
num = modelDef->NumAnims();
// needs to be off while getting the offsets so that we account for the distance the monster moves in the attack anim
animator.RemoveOriginOffset( false );
// anim number 0 is reserved for non-existant anims. to avoid off by one issues, just allocate an extra spot for
// launch offsets so that anim number can be used without subtracting 1.
missileLaunchOffset.SetGranularity( 1 );
missileLaunchOffset.SetNum( num + 1 );
missileLaunchOffset[ 0 ].Zero();
for( i = 1; i <= num; i++ ) {
missileLaunchOffset[ i ].Zero();
anim = modelDef->GetAnim( i );
if ( anim ) {
frame = anim->FindFrameForFrameCommand( FC_LAUNCHMISSILE, &command );
if ( frame >= 0 ) {
joint = animator.GetJointHandle( command->string->c_str() );
if ( joint == INVALID_JOINT ) {
gameLocal.Error( "Invalid joint '%s' on 'launch_missile' frame command on frame %d of model '%s'", command->string->c_str(), frame, modelDef->GetName() );
}
GetJointTransformForAnim( joint, i, FRAME2MS( frame ), missileLaunchOffset[ i ], axis );
}
}
}
animator.RemoveOriginOffset( true );
}
/*
=====================
idAI::CreateProjectileClipModel
=====================
*/
void idAI::CreateProjectileClipModel( void ) const {
if ( projectileClipModel == NULL ) {
idBounds projectileBounds( vec3_origin );
projectileBounds.ExpandSelf( projectileRadius );
projectileClipModel = new idClipModel( idTraceModel( projectileBounds ) );
}
}
/*
=====================
idAI::GetAimDir
=====================
*/
bool idAI::GetAimDir( const idVec3 &firePos, idEntity *aimAtEnt, const idEntity *ignore, idVec3 &aimDir ) const {
idVec3 targetPos1;
idVec3 targetPos2;
idVec3 delta;
float max_height;
bool result;
// if no aimAtEnt or projectile set
if ( !aimAtEnt || !projectileDef ) {
aimDir = viewAxis[ 0 ] * physicsObj.GetGravityAxis();
return false;
}
if ( projectileClipModel == NULL ) {
CreateProjectileClipModel();
}
if ( aimAtEnt == enemy.GetEntity() ) {
static_cast<idActor *>( aimAtEnt )->GetAIAimTargets( lastVisibleEnemyPos, targetPos1, targetPos2 );
} else if ( aimAtEnt->IsType( idActor::Type ) ) {
static_cast<idActor *>( aimAtEnt )->GetAIAimTargets( aimAtEnt->GetPhysics()->GetOrigin(), targetPos1, targetPos2 );
} else {
targetPos1 = aimAtEnt->GetPhysics()->GetAbsBounds().GetCenter();
targetPos2 = targetPos1;
}
// try aiming for chest
delta = firePos - targetPos1;
max_height = delta.LengthFast() * projectile_height_to_distance_ratio;
result = PredictTrajectory( firePos, targetPos1, projectileSpeed, projectileGravity, projectileClipModel, MASK_SHOT_RENDERMODEL, max_height, ignore, aimAtEnt, ai_debugTrajectory.GetBool() ? 1000 : 0, aimDir );
if ( result || !aimAtEnt->IsType( idActor::Type ) ) {
return result;
}
// try aiming for head
delta = firePos - targetPos2;
max_height = delta.LengthFast() * projectile_height_to_distance_ratio;
result = PredictTrajectory( firePos, targetPos2, projectileSpeed, projectileGravity, projectileClipModel, MASK_SHOT_RENDERMODEL, max_height, ignore, aimAtEnt, ai_debugTrajectory.GetBool() ? 1000 : 0, aimDir );
return result;
}
/*
=====================
idAI::BeginAttack
=====================
*/
void idAI::BeginAttack( const char *name ) {
attack = name;
lastAttackTime = gameLocal.time;
}
/*
=====================
idAI::EndAttack
=====================
*/
void idAI::EndAttack( void ) {
attack = "";
}
/*
=====================
idAI::CreateProjectile
=====================
*/
idProjectile *idAI::CreateProjectile( const idVec3 &pos, const idVec3 &dir ) {
idEntity *ent;
const char *clsname;
if ( !projectile.GetEntity() ) {
gameLocal.SpawnEntityDef( *projectileDef, &ent, false );
if ( !ent ) {
clsname = projectileDef->GetString( "classname" );
gameLocal.Error( "Could not spawn entityDef '%s'", clsname );
}
if ( !ent->IsType( idProjectile::Type ) ) {
clsname = ent->GetClassname();
gameLocal.Error( "'%s' is not an idProjectile", clsname );
}
projectile = ( idProjectile * )ent;
}
projectile.GetEntity()->Create( this, pos, dir );
return projectile.GetEntity();
}
/*
=====================
idAI::RemoveProjectile
=====================
*/
void idAI::RemoveProjectile( void ) {
if ( projectile.GetEntity() ) {
projectile.GetEntity()->PostEventMS( &EV_Remove, 0 );
projectile = NULL;
}
}
/*
=====================
idAI::LaunchProjectile
=====================
*/
idProjectile *idAI::LaunchProjectile( const char *jointname, idEntity *target, bool clampToAttackCone ) {
idVec3 muzzle;
idVec3 dir;
idVec3 start;
trace_t tr;
idBounds projBounds;
float distance;
const idClipModel *projClip;
float attack_accuracy;
float attack_cone;
float projectile_spread;
float diff;
float angle;
float spin;
idAngles ang;
int num_projectiles;
int i;
idMat3 axis;
idVec3 tmp;
idProjectile *lastProjectile;
if ( !projectileDef ) {
gameLocal.Warning( "%s (%s) doesn't have a projectile specified", name.c_str(), GetEntityDefName() );
return NULL;
}
attack_accuracy = spawnArgs.GetFloat( "attack_accuracy", "7" );
attack_cone = spawnArgs.GetFloat( "attack_cone", "70" );
projectile_spread = spawnArgs.GetFloat( "projectile_spread", "0" );
num_projectiles = spawnArgs.GetInt( "num_projectiles", "1" );
GetMuzzle( jointname, muzzle, axis );
if ( !projectile.GetEntity() ) {
CreateProjectile( muzzle, axis[ 0 ] );
}
lastProjectile = projectile.GetEntity();
if ( target != NULL ) {
tmp = target->GetPhysics()->GetAbsBounds().GetCenter() - muzzle;
tmp.Normalize();
axis = tmp.ToMat3();
} else {
axis = viewAxis;
}
// rotate it because the cone points up by default
tmp = axis[2];
axis[2] = axis[0];
axis[0] = -tmp;
// make sure the projectile starts inside the monster bounding box
const idBounds &ownerBounds = physicsObj.GetAbsBounds();
projClip = lastProjectile->GetPhysics()->GetClipModel();
projBounds = projClip->GetBounds().Rotate( axis );
// 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( muzzle, viewAxis[ 0 ], distance ) ) {
start = muzzle + 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, projClip, axis, MASK_SHOT_RENDERMODEL, this );
muzzle = tr.endpos;
// set aiming direction
GetAimDir( muzzle, target, this, dir );
ang = dir.ToAngles();
// adjust his aim so it's not perfect. uses sine based movement so the tracers appear less random in their spread.
float t = MS2SEC( gameLocal.time + entityNumber * 497 );
ang.pitch += idMath::Sin16( t * 5.1 ) * attack_accuracy;
ang.yaw += idMath::Sin16( t * 6.7 ) * attack_accuracy;
if ( clampToAttackCone ) {
// clamp the attack direction to be within monster's attack cone so he doesn't do
// things like throw the missile backwards if you're behind him
diff = idMath::AngleDelta( ang.yaw, current_yaw );
if ( diff > attack_cone ) {
ang.yaw = current_yaw + attack_cone;
} else if ( diff < -attack_cone ) {
ang.yaw = current_yaw - attack_cone;
}
}
axis = ang.ToMat3();
float spreadRad = DEG2RAD( projectile_spread );
for( i = 0; i < num_projectiles; i++ ) {
// spread the projectiles out
angle = idMath::Sin( spreadRad * gameLocal.random.RandomFloat() );
spin = (float)DEG2RAD( 360.0f ) * gameLocal.random.RandomFloat();
dir = axis[ 0 ] + axis[ 2 ] * ( angle * idMath::Sin( spin ) ) - axis[ 1 ] * ( angle * idMath::Cos( spin ) );
dir.Normalize();
// launch the projectile
if ( !projectile.GetEntity() ) {
CreateProjectile( muzzle, dir );
}
lastProjectile = projectile.GetEntity();
lastProjectile->Launch( muzzle, dir, vec3_origin );
projectile = NULL;
}
TriggerWeaponEffects( muzzle );
lastAttackTime = gameLocal.time;
return lastProjectile;
}
/*
================
idAI::DamageFeedback
callback function for when another entity received damage from this entity. damage can be adjusted and returned to the caller.
FIXME: This gets called when we call idPlayer::CalcDamagePoints from idAI::AttackMelee, which then checks for a saving throw,
possibly forcing a miss. This is harmless behavior ATM, but is not intuitive.
================
*/
void idAI::DamageFeedback( idEntity *victim, idEntity *inflictor, int &damage ) {
if ( ( victim == this ) && inflictor->IsType( idProjectile::Type ) ) {
// monsters only get half damage from their own projectiles
damage = ( damage + 1 ) / 2; // round up so we don't do 0 damage
} else if ( victim == enemy.GetEntity() ) {
AI_HIT_ENEMY = true;
}
}
/*
=====================
idAI::DirectDamage
Causes direct damage to an entity
kickDir is specified in the monster's coordinate system, and gives the direction
that the view kick and knockback should go
=====================
*/
void idAI::DirectDamage( const char *meleeDefName, idEntity *ent ) {
const idDict *meleeDef;
const char *p;
const idSoundShader *shader;
meleeDef = gameLocal.FindEntityDefDict( meleeDefName, false );
if ( !meleeDef ) {
gameLocal.Error( "Unknown damage def '%s' on '%s'", meleeDefName, name.c_str() );
}
if ( !ent->fl.takedamage ) {
const idSoundShader *shader = declManager->FindSound(meleeDef->GetString( "snd_miss" ));
StartSoundShader( shader, SND_CHANNEL_DAMAGE, 0, false, NULL );
return;
}
//
// do the damage
//
p = meleeDef->GetString( "snd_hit" );
if ( p && *p ) {
shader = declManager->FindSound( p );
StartSoundShader( shader, SND_CHANNEL_DAMAGE, 0, false, NULL );
}
idVec3 kickDir;
meleeDef->GetVector( "kickDir", "0 0 0", kickDir );
idVec3 globalKickDir;
globalKickDir = ( viewAxis * physicsObj.GetGravityAxis() ) * kickDir;
ent->Damage( this, this, globalKickDir, meleeDefName, 1.0f, INVALID_JOINT );
// end the attack if we're a multiframe attack
EndAttack();
}
/*
=====================
idAI::TestMelee
=====================
*/
bool idAI::TestMelee( void ) const {
trace_t trace;
idActor *enemyEnt = enemy.GetEntity();
if ( !enemyEnt || !melee_range ) {
return false;
}
//FIXME: make work with gravity vector
idVec3 org = physicsObj.GetOrigin();
const idBounds &myBounds = physicsObj.GetBounds();
idBounds bounds;
// expand the bounds out by our melee range
bounds[0][0] = -melee_range;
bounds[0][1] = -melee_range;
bounds[0][2] = myBounds[0][2] - 4.0f;
bounds[1][0] = melee_range;
bounds[1][1] = melee_range;
bounds[1][2] = myBounds[1][2] + 4.0f;
bounds.TranslateSelf( org );
idVec3 enemyOrg = enemyEnt->GetPhysics()->GetOrigin();
idBounds enemyBounds = enemyEnt->GetPhysics()->GetBounds();
enemyBounds.TranslateSelf( enemyOrg );
if ( ai_debugMove.GetBool() ) {
gameRenderWorld->DebugBounds( colorYellow, bounds, vec3_zero, gameLocal.msec );
}
if ( !bounds.IntersectsBounds( enemyBounds ) ) {
return false;
}
idVec3 start = GetEyePosition();
idVec3 end = enemyEnt->GetEyePosition();
gameLocal.clip.TracePoint( trace, start, end, MASK_SHOT_BOUNDINGBOX, this );
if ( ( trace.fraction == 1.0f ) || ( gameLocal.GetTraceEntity( trace ) == enemyEnt ) ) {
return true;
}
return false;
}
/*
=====================
idAI::AttackMelee
jointname allows the endpoint to be exactly specified in the model,
as for the commando tentacle. If not specified, it will be set to
the facing direction + melee_range.
kickDir is specified in the monster's coordinate system, and gives the direction
that the view kick and knockback should go
=====================
*/
bool idAI::AttackMelee( const char *meleeDefName ) {
const idDict *meleeDef;
idActor *enemyEnt = enemy.GetEntity();
const char *p;
const idSoundShader *shader;
meleeDef = gameLocal.FindEntityDefDict( meleeDefName, false );
if ( !meleeDef ) {
gameLocal.Error( "Unknown melee '%s'", meleeDefName );
}
if ( !enemyEnt ) {
p = meleeDef->GetString( "snd_miss" );
if ( p && *p ) {
shader = declManager->FindSound( p );
StartSoundShader( shader, SND_CHANNEL_DAMAGE, 0, false, NULL );
}
return false;
}
// check for the "saving throw" automatic melee miss on lethal blow
// stupid place for this.
bool forceMiss = false;
if ( enemyEnt->IsType( idPlayer::Type ) && g_skill.GetInteger() < 2 ) {
int damage, armor;
idPlayer *player = static_cast<idPlayer*>( enemyEnt );
player->CalcDamagePoints( this, this, meleeDef, 1.0f, INVALID_JOINT, &damage, &armor );
if ( enemyEnt->health <= damage ) {
int t = gameLocal.time - player->lastSavingThrowTime;
if ( t > SAVING_THROW_TIME ) {
player->lastSavingThrowTime = gameLocal.time;
t = 0;
}
if ( t < 1000 ) {
gameLocal.Printf( "Saving throw.\n" );
forceMiss = true;
}
}
}
// make sure the trace can actually hit the enemy
if ( forceMiss || !TestMelee() ) {
// missed
p = meleeDef->GetString( "snd_miss" );
if ( p && *p ) {
shader = declManager->FindSound( p );
StartSoundShader( shader, SND_CHANNEL_DAMAGE, 0, false, NULL );
}
return false;
}
//
// do the damage
//
p = meleeDef->GetString( "snd_hit" );
if ( p && *p ) {
shader = declManager->FindSound( p );
StartSoundShader( shader, SND_CHANNEL_DAMAGE, 0, false, NULL );
}
idVec3 kickDir;
meleeDef->GetVector( "kickDir", "0 0 0", kickDir );
idVec3 globalKickDir;
globalKickDir = ( viewAxis * physicsObj.GetGravityAxis() ) * kickDir;
enemyEnt->Damage( this, this, globalKickDir, meleeDefName, 1.0f, INVALID_JOINT );
lastAttackTime = gameLocal.time;
return true;
}
/*
================
idAI::PushWithAF
================
*/
void idAI::PushWithAF( void ) {
int i, j;
afTouch_t touchList[ MAX_GENTITIES ];
idEntity *pushed_ents[ MAX_GENTITIES ];
idEntity *ent;
idVec3 vel;
int num_pushed;
num_pushed = 0;
af.ChangePose( this, gameLocal.time );
int num = af.EntitiesTouchingAF( touchList );
for( i = 0; i < num; i++ ) {
if ( touchList[ i ].touchedEnt->IsType( idProjectile::Type ) ) {
// skip projectiles
continue;
}
// make sure we havent pushed this entity already. this avoids causing double damage
for( j = 0; j < num_pushed; j++ ) {
if ( pushed_ents[ j ] == touchList[ i ].touchedEnt ) {
break;
}
}
if ( j >= num_pushed ) {
ent = touchList[ i ].touchedEnt;
pushed_ents[num_pushed++] = ent;
vel = ent->GetPhysics()->GetAbsBounds().GetCenter() - touchList[ i ].touchedByBody->GetWorldOrigin();
vel.Normalize();
if ( attack.Length() && ent->IsType( idActor::Type ) ) {
ent->Damage( this, this, vel, attack, 1.0f, INVALID_JOINT );
} else {
ent->GetPhysics()->SetLinearVelocity( 100.0f * vel, touchList[ i ].touchedClipModel->GetId() );
}
}
}
}
/***********************************************************************
Misc
***********************************************************************/
/*
================
idAI::GetMuzzle
================
*/
void idAI::GetMuzzle( const char *jointname, idVec3 &muzzle, idMat3 &axis ) {
jointHandle_t joint;
if ( !jointname || !jointname[ 0 ] ) {
muzzle = physicsObj.GetOrigin() + viewAxis[ 0 ] * physicsObj.GetGravityAxis() * 14;
muzzle -= physicsObj.GetGravityNormal() * physicsObj.GetBounds()[ 1 ].z * 0.5f;
} else {
joint = animator.GetJointHandle( jointname );
if ( joint == INVALID_JOINT ) {
gameLocal.Error( "Unknown joint '%s' on %s", jointname, GetEntityDefName() );
}
GetJointWorldTransform( joint, gameLocal.time, muzzle, axis );
}
}
/*
================
idAI::TriggerWeaponEffects
================
*/
void idAI::TriggerWeaponEffects( const idVec3 &muzzle ) {
idVec3 org;
idMat3 axis;
if ( !g_muzzleFlash.GetBool() ) {
return;
}
// muzzle flash
// offset the shader parms so muzzle flashes show up
renderEntity.shaderParms[SHADERPARM_TIMEOFFSET] = -MS2SEC( gameLocal.time );
renderEntity.shaderParms[ SHADERPARM_DIVERSITY ] = gameLocal.random.CRandomFloat();
if ( flashJointWorld != INVALID_JOINT ) {
GetJointWorldTransform( flashJointWorld, gameLocal.time, org, axis );
if ( worldMuzzleFlash.lightRadius.x > 0.0f ) {
worldMuzzleFlash.axis = axis;
worldMuzzleFlash.shaderParms[SHADERPARM_TIMEOFFSET] = -MS2SEC( gameLocal.time );
if ( worldMuzzleFlashHandle != - 1 ) {
gameRenderWorld->UpdateLightDef( worldMuzzleFlashHandle, &worldMuzzleFlash );
} else {
worldMuzzleFlashHandle = gameRenderWorld->AddLightDef( &worldMuzzleFlash );
}
muzzleFlashEnd = gameLocal.time + flashTime;
UpdateVisuals();
}
}
}
/*
================
idAI::UpdateMuzzleFlash
================
*/
void idAI::UpdateMuzzleFlash( void ) {
if ( worldMuzzleFlashHandle != -1 ) {
if ( gameLocal.time >= muzzleFlashEnd ) {
gameRenderWorld->FreeLightDef( worldMuzzleFlashHandle );
worldMuzzleFlashHandle = -1;
} else {
idVec3 muzzle;
animator.GetJointTransform( flashJointWorld, gameLocal.time, muzzle, worldMuzzleFlash.axis );
animator.GetJointTransform( flashJointWorld, gameLocal.time, muzzle, worldMuzzleFlash.axis );
muzzle = physicsObj.GetOrigin() + ( muzzle + modelOffset ) * viewAxis * physicsObj.GetGravityAxis();
worldMuzzleFlash.origin = muzzle;
gameRenderWorld->UpdateLightDef( worldMuzzleFlashHandle, &worldMuzzleFlash );
}
}
}
/*
================
idAI::Hide
================
*/
void idAI::Hide( void ) {
idActor::Hide();
fl.takedamage = false;
physicsObj.SetContents( 0 );
physicsObj.GetClipModel()->Unlink();
StopSound( SND_CHANNEL_AMBIENT, false );
SetChatSound();
AI_ENEMY_IN_FOV = false;
AI_ENEMY_VISIBLE = false;
StopMove( MOVE_STATUS_DONE );
}
/*
================
idAI::Show
================
*/
void idAI::Show( void ) {
idActor::Show();
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" );
SetChatSound();
StartSound( "snd_ambient", SND_CHANNEL_AMBIENT, 0, false, NULL );
}
/*
=====================
idAI::SetChatSound
=====================
*/
void idAI::SetChatSound( void ) {
const char *snd;
if ( IsHidden() ) {
snd = NULL;
} else if ( enemy.GetEntity() ) {
snd = spawnArgs.GetString( "snd_chatter_combat", NULL );
chat_min = SEC2MS( spawnArgs.GetFloat( "chatter_combat_min", "5" ) );
chat_max = SEC2MS( spawnArgs.GetFloat( "chatter_combat_max", "10" ) );
} else if ( !spawnArgs.GetBool( "no_idle_chatter" ) ) {
snd = spawnArgs.GetString( "snd_chatter", NULL );
chat_min = SEC2MS( spawnArgs.GetFloat( "chatter_min", "5" ) );
chat_max = SEC2MS( spawnArgs.GetFloat( "chatter_max", "10" ) );
} else {
snd = NULL;
}
if ( snd && *snd ) {
chat_snd = declManager->FindSound( snd );
// set the next chat time
chat_time = gameLocal.time + chat_min + gameLocal.random.RandomFloat() * ( chat_max - chat_min );
} else {
chat_snd = NULL;
}
}
/*
================
idAI::CanPlayChatterSounds
Used for playing chatter sounds on monsters.
================
*/
bool idAI::CanPlayChatterSounds( void ) const {
if ( AI_DEAD ) {
return false;
}
if ( IsHidden() ) {
return false;
}
if ( enemy.GetEntity() ) {
return true;
}
if ( spawnArgs.GetBool( "no_idle_chatter" ) ) {
return false;
}
return true;
}
/*
=====================
idAI::PlayChatter
=====================
*/
void idAI::PlayChatter( void ) {
// check if it's time to play a chat sound
if ( AI_DEAD || !chat_snd || ( chat_time > gameLocal.time ) ) {
return;
}
StartSoundShader( chat_snd, SND_CHANNEL_VOICE, 0, false, NULL );
// set the next chat time
chat_time = gameLocal.time + chat_min + gameLocal.random.RandomFloat() * ( chat_max - chat_min );
}
/*
=====================
idAI::UpdateParticles
=====================
*/
void idAI::UpdateParticles( void ) {
if ( ( thinkFlags & TH_UPDATEPARTICLES) && !IsHidden() ) {
idVec3 realVector;
idMat3 realAxis;
int particlesAlive = 0;
for ( int i = 0; i < particles.Num(); i++ ) {
if ( particles[i].particle && particles[i].time ) {
particlesAlive++;
if (af.IsActive()) {
realAxis = mat3_identity;
realVector = GetPhysics()->GetOrigin();
} else {
animator.GetJointTransform( particles[i].joint, gameLocal.time, realVector, realAxis );
realAxis *= renderEntity.axis;
realVector = physicsObj.GetOrigin() + ( realVector + modelOffset ) * ( viewAxis * physicsObj.GetGravityAxis() );
}
if ( !gameLocal.smokeParticles->EmitSmoke( particles[i].particle, particles[i].time, gameLocal.random.CRandomFloat(), realVector, realAxis )) {
if ( restartParticles ) {
particles[i].time = gameLocal.time;
} else {
particles[i].time = 0;
particlesAlive--;
}
}
}
}
if ( particlesAlive == 0 ) {
BecomeInactive( TH_UPDATEPARTICLES );
}
}
}
/*
=====================
idAI::TriggerParticles
=====================
*/
void idAI::TriggerParticles( const char *jointName ) {
jointHandle_t jointNum;
jointNum = animator.GetJointHandle( jointName );
for ( int i = 0; i < particles.Num(); i++ ) {
if ( particles[i].joint == jointNum ) {
particles[i].time = gameLocal.time;
BecomeActive( TH_UPDATEPARTICLES );
}
}
}
/***********************************************************************
Head & torso aiming
***********************************************************************/
/*
================
idAI::UpdateAnimationControllers
================
*/
bool idAI::UpdateAnimationControllers( void ) {
idVec3 local;
idVec3 focusPos;
idQuat jawQuat;
idVec3 left;
idVec3 dir;
idVec3 orientationJointPos;
idVec3 localDir;
idAngles newLookAng;
idAngles diff;
idMat3 mat;
idMat3 axis;
idMat3 orientationJointAxis;
idAFAttachment *headEnt = head.GetEntity();
idVec3 eyepos;
idVec3 pos;
int i;
idAngles jointAng;
float orientationJointYaw;
if ( AI_DEAD ) {
return idActor::UpdateAnimationControllers();
}
if ( orientationJoint == INVALID_JOINT ) {
orientationJointAxis = viewAxis;
orientationJointPos = physicsObj.GetOrigin();
orientationJointYaw = current_yaw;
} else {
GetJointWorldTransform( orientationJoint, gameLocal.time, orientationJointPos, orientationJointAxis );
orientationJointYaw = orientationJointAxis[ 2 ].ToYaw();
orientationJointAxis = idAngles( 0.0f, orientationJointYaw, 0.0f ).ToMat3();
}
if ( focusJoint != INVALID_JOINT ) {
if ( headEnt ) {
headEnt->GetJointWorldTransform( focusJoint, gameLocal.time, eyepos, axis );
} else {
GetJointWorldTransform( focusJoint, gameLocal.time, eyepos, axis );
}
eyeOffset.z = eyepos.z - physicsObj.GetOrigin().z;
if ( ai_debugMove.GetBool() ) {
gameRenderWorld->DebugLine( colorRed, eyepos, eyepos + orientationJointAxis[ 0 ] * 32.0f, gameLocal.msec );
}
} else {
eyepos = GetEyePosition();
}
if ( headEnt ) {
CopyJointsFromBodyToHead();
}
// Update the IK after we've gotten all the joint positions we need, but before we set any joint positions.
// Getting the joint positions causes the joints to be updated. The IK gets joint positions itself (which
// are already up to date because of getting the joints in this function) and then sets their positions, which
// forces the heirarchy to be updated again next time we get a joint or present the model. If IK is enabled,
// or if we have a seperate head, we end up transforming the joints twice per frame. Characters with no
// head entity and no ik will only transform their joints once. Set g_debuganim to the current entity number
// in order to see how many times an entity transforms the joints per frame.
idActor::UpdateAnimationControllers();
idEntity *focusEnt = focusEntity.GetEntity();
if ( !allowJointMod || !allowEyeFocus || ( gameLocal.time >= focusTime ) ) {
focusPos = GetEyePosition() + orientationJointAxis[ 0 ] * 512.0f;
} else if ( focusEnt == NULL ) {
// keep looking at last position until focusTime is up
focusPos = currentFocusPos;
} else if ( focusEnt == enemy.GetEntity() ) {
focusPos = lastVisibleEnemyPos + lastVisibleEnemyEyeOffset - eyeVerticalOffset * enemy.GetEntity()->GetPhysics()->GetGravityNormal();
} else if ( focusEnt->IsType( idActor::Type ) ) {
focusPos = static_cast<idActor *>( focusEnt )->GetEyePosition() - eyeVerticalOffset * focusEnt->GetPhysics()->GetGravityNormal();
} else {
focusPos = focusEnt->GetPhysics()->GetOrigin();
}
currentFocusPos = currentFocusPos + ( focusPos - currentFocusPos ) * eyeFocusRate;
// determine yaw from origin instead of from focus joint since joint may be offset, which can cause us to bounce between two angles
dir = focusPos - orientationJointPos;
newLookAng.yaw = idMath::AngleNormalize180( dir.ToYaw() - orientationJointYaw );
newLookAng.roll = 0.0f;
newLookAng.pitch = 0.0f;
#if 0
gameRenderWorld->DebugLine( colorRed, orientationJointPos, focusPos, gameLocal.msec );
gameRenderWorld->DebugLine( colorYellow, orientationJointPos, orientationJointPos + orientationJointAxis[ 0 ] * 32.0f, gameLocal.msec );
gameRenderWorld->DebugLine( colorGreen, orientationJointPos, orientationJointPos + newLookAng.ToForward() * 48.0f, gameLocal.msec );
#endif
// determine pitch from joint position
dir = focusPos - eyepos;
dir.NormalizeFast();
orientationJointAxis.ProjectVector( dir, localDir );
newLookAng.pitch = -idMath::AngleNormalize180( localDir.ToPitch() );
newLookAng.roll = 0.0f;
diff = newLookAng - lookAng;
if ( eyeAng != diff ) {
eyeAng = diff;
eyeAng.Clamp( eyeMin, eyeMax );
idAngles angDelta = diff - eyeAng;
if ( !angDelta.Compare( ang_zero, 0.1f ) ) {
alignHeadTime = gameLocal.time;
} else {
alignHeadTime = gameLocal.time + ( 0.5f + 0.5f * gameLocal.random.RandomFloat() ) * focusAlignTime;
}
}
if ( idMath::Fabs( newLookAng.yaw ) < 0.1f ) {
alignHeadTime = gameLocal.time;
}
if ( ( gameLocal.time >= alignHeadTime ) || ( gameLocal.time < forceAlignHeadTime ) ) {
alignHeadTime = gameLocal.time + ( 0.5f + 0.5f * gameLocal.random.RandomFloat() ) * focusAlignTime;
destLookAng = newLookAng;
destLookAng.Clamp( lookMin, lookMax );
}
diff = destLookAng - lookAng;
if ( ( lookMin.pitch == -180.0f ) && ( lookMax.pitch == 180.0f ) ) {
if ( ( diff.pitch > 180.0f ) || ( diff.pitch <= -180.0f ) ) {
diff.pitch = 360.0f - diff.pitch;
}
}
if ( ( lookMin.yaw == -180.0f ) && ( lookMax.yaw == 180.0f ) ) {
if ( diff.yaw > 180.0f ) {
diff.yaw -= 360.0f;
} else if ( diff.yaw <= -180.0f ) {
diff.yaw += 360.0f;
}
}
lookAng = lookAng + diff * headFocusRate;
lookAng.Normalize180();
jointAng.roll = 0.0f;
for( i = 0; i < lookJoints.Num(); i++ ) {
jointAng.pitch = lookAng.pitch * lookJointAngles[ i ].pitch;
jointAng.yaw = lookAng.yaw * lookJointAngles[ i ].yaw;
animator.SetJointAxis( lookJoints[ i ], JOINTMOD_WORLD, jointAng.ToMat3() );
}
if ( move.moveType == MOVETYPE_FLY ) {
// lean into turns
AdjustFlyingAngles();
}
if ( headEnt ) {
idAnimator *headAnimator = headEnt->GetAnimator();
if ( allowEyeFocus ) {
idMat3 eyeAxis = ( lookAng + eyeAng ).ToMat3(); idMat3 headTranspose = headEnt->GetPhysics()->GetAxis().Transpose();
axis = eyeAxis * orientationJointAxis;
left = axis[ 1 ] * eyeHorizontalOffset;
eyepos -= headEnt->GetPhysics()->GetOrigin();
headAnimator->SetJointPos( leftEyeJoint, JOINTMOD_WORLD_OVERRIDE, eyepos + ( axis[ 0 ] * 64.0f + left ) * headTranspose );
headAnimator->SetJointPos( rightEyeJoint, JOINTMOD_WORLD_OVERRIDE, eyepos + ( axis[ 0 ] * 64.0f - left ) * headTranspose );
} else {
headAnimator->ClearJoint( leftEyeJoint );
headAnimator->ClearJoint( rightEyeJoint );
}
} else {
if ( allowEyeFocus ) {
idMat3 eyeAxis = ( lookAng + eyeAng ).ToMat3();
axis = eyeAxis * orientationJointAxis;
left = axis[ 1 ] * eyeHorizontalOffset;
eyepos += axis[ 0 ] * 64.0f - physicsObj.GetOrigin();
animator.SetJointPos( leftEyeJoint, JOINTMOD_WORLD_OVERRIDE, eyepos + left );
animator.SetJointPos( rightEyeJoint, JOINTMOD_WORLD_OVERRIDE, eyepos - left );
} else {
animator.ClearJoint( leftEyeJoint );
animator.ClearJoint( rightEyeJoint );
}
}
return true;
}
/***********************************************************************
idCombatNode
***********************************************************************/
const idEventDef EV_CombatNode_MarkUsed( "markUsed" );
CLASS_DECLARATION( idEntity, idCombatNode )
EVENT( EV_CombatNode_MarkUsed, idCombatNode::Event_MarkUsed )
EVENT( EV_Activate, idCombatNode::Event_Activate )
END_CLASS
/*
=====================
idCombatNode::idCombatNode
=====================
*/
idCombatNode::idCombatNode( void ) {
min_dist = 0.0f;
max_dist = 0.0f;
cone_dist = 0.0f;
min_height = 0.0f;
max_height = 0.0f;
cone_left.Zero();
cone_right.Zero();
offset.Zero();
disabled = false;
}
/*
=====================
idCombatNode::Save
=====================
*/
void idCombatNode::Save( idSaveGame *savefile ) const {
savefile->WriteFloat( min_dist );
savefile->WriteFloat( max_dist );
savefile->WriteFloat( cone_dist );
savefile->WriteFloat( min_height );
savefile->WriteFloat( max_height );
savefile->WriteVec3( cone_left );
savefile->WriteVec3( cone_right );
savefile->WriteVec3( offset );
savefile->WriteBool( disabled );
}
/*
=====================
idCombatNode::Restore
=====================
*/
void idCombatNode::Restore( idRestoreGame *savefile ) {
savefile->ReadFloat( min_dist );
savefile->ReadFloat( max_dist );
savefile->ReadFloat( cone_dist );
savefile->ReadFloat( min_height );
savefile->ReadFloat( max_height );
savefile->ReadVec3( cone_left );
savefile->ReadVec3( cone_right );
savefile->ReadVec3( offset );
savefile->ReadBool( disabled );
}
/*
=====================
idCombatNode::Spawn
=====================
*/
void idCombatNode::Spawn( void ) {
float fov;
float yaw;
float height;
min_dist = spawnArgs.GetFloat( "min" );
max_dist = spawnArgs.GetFloat( "max" );
height = spawnArgs.GetFloat( "height" );
fov = spawnArgs.GetFloat( "fov", "60" );
offset = spawnArgs.GetVector( "offset" );
const idVec3 &org = GetPhysics()->GetOrigin() + offset;
min_height = org.z - height * 0.5f;
max_height = min_height + height;
const idMat3 &axis = GetPhysics()->GetAxis();
yaw = axis[ 0 ].ToYaw();
idAngles leftang( 0.0f, yaw + fov * 0.5f - 90.0f, 0.0f );
cone_left = leftang.ToForward();
idAngles rightang( 0.0f, yaw - fov * 0.5f + 90.0f, 0.0f );
cone_right = rightang.ToForward();
disabled = spawnArgs.GetBool( "start_off" );
}
/*
=====================
idCombatNode::IsDisabled
=====================
*/
bool idCombatNode::IsDisabled( void ) const {
return disabled;
}
/*
=====================
idCombatNode::DrawDebugInfo
=====================
*/
void idCombatNode::DrawDebugInfo( void ) {
idEntity *ent;
idCombatNode *node;
idPlayer *player = gameLocal.GetLocalPlayer();
idVec4 color;
idBounds bounds( idVec3( -16, -16, 0 ), idVec3( 16, 16, 0 ) );
for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
if ( !ent->IsType( idCombatNode::Type ) ) {
continue;
}
node = static_cast<idCombatNode *>( ent );
if ( node->disabled ) {
color = colorMdGrey;
} else if ( player && node->EntityInView( player, player->GetPhysics()->GetOrigin() ) ) {
color = colorYellow;
} else {
color = colorRed;
}
idVec3 leftDir( -node->cone_left.y, node->cone_left.x, 0.0f );
idVec3 rightDir( node->cone_right.y, -node->cone_right.x, 0.0f );
idVec3 org = node->GetPhysics()->GetOrigin() + node->offset;
bounds[ 1 ].z = node->max_height;
leftDir.NormalizeFast();
rightDir.NormalizeFast();
const idMat3 &axis = node->GetPhysics()->GetAxis();
float cone_dot = node->cone_right * axis[ 1 ];
if ( idMath::Fabs( cone_dot ) > 0.1 ) {
float cone_dist = node->max_dist / cone_dot;
idVec3 pos1 = org + leftDir * node->min_dist;
idVec3 pos2 = org + leftDir * cone_dist;
idVec3 pos3 = org + rightDir * node->min_dist;
idVec3 pos4 = org + rightDir * cone_dist;
gameRenderWorld->DebugLine( color, node->GetPhysics()->GetOrigin(), ( pos1 + pos3 ) * 0.5f, gameLocal.msec );
gameRenderWorld->DebugLine( color, pos1, pos2, gameLocal.msec );
gameRenderWorld->DebugLine( color, pos1, pos3, gameLocal.msec );
gameRenderWorld->DebugLine( color, pos3, pos4, gameLocal.msec );
gameRenderWorld->DebugLine( color, pos2, pos4, gameLocal.msec );
gameRenderWorld->DebugBounds( color, bounds, org, gameLocal.msec );
}
}
}
/*
=====================
idCombatNode::EntityInView
=====================
*/
bool idCombatNode::EntityInView( idActor *actor, const idVec3 &pos ) {
if ( !actor || ( actor->health <= 0 ) ) {
return false;
}
const idBounds &bounds = actor->GetPhysics()->GetBounds();
if ( ( pos.z + bounds[ 1 ].z < min_height ) || ( pos.z + bounds[ 0 ].z >= max_height ) ) {
return false;
}
const idVec3 &org = GetPhysics()->GetOrigin() + offset;
const idMat3 &axis = GetPhysics()->GetAxis();
idVec3 dir = pos - org;
float dist = dir * axis[ 0 ];
if ( ( dist < min_dist ) || ( dist > max_dist ) ) {
return false;
}
float left_dot = dir * cone_left;
if ( left_dot < 0.0f ) {
return false;
}
float right_dot = dir * cone_right;
if ( right_dot < 0.0f ) {
return false;
}
return true;
}
/*
=====================
idCombatNode::Event_Activate
=====================
*/
void idCombatNode::Event_Activate( idEntity *activator ) {
disabled = !disabled;
}
/*
=====================
idCombatNode::Event_MarkUsed
=====================
*/
void idCombatNode::Event_MarkUsed( void ) {
if ( spawnArgs.GetBool( "use_once" ) ) {
disabled = true;
}
}