/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition 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 BFG Edition 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. =========================================================================== */ #ifndef __AI_H__ #define __AI_H__ /* =============================================================================== idAI =============================================================================== */ const float SQUARE_ROOT_OF_2 = 1.414213562f; const float AI_TURN_PREDICTION = 0.2f; const float AI_TURN_SCALE = 60.0f; const float AI_SEEK_PREDICTION = 0.3f; const float AI_FLY_DAMPENING = 0.15f; const float AI_HEARING_RANGE = 2048.0f; const int DEFAULT_FLY_OFFSET = 68; #define ATTACK_IGNORE 0 #define ATTACK_ON_DAMAGE 1 #define ATTACK_ON_ACTIVATE 2 #define ATTACK_ON_SIGHT 4 typedef struct ballistics_s { float angle; // angle in degrees in the range [-180, 180] float time; // time it takes before the projectile arrives } ballistics_t; extern int Ballistics( const idVec3& start, const idVec3& end, float speed, float gravity, ballistics_t bal[2] ); // defined in script/ai_base.script. please keep them up to date. typedef enum { MOVETYPE_DEAD, MOVETYPE_ANIM, MOVETYPE_SLIDE, MOVETYPE_FLY, MOVETYPE_STATIC, NUM_MOVETYPES } moveType_t; typedef enum { MOVE_NONE, MOVE_FACE_ENEMY, MOVE_FACE_ENTITY, // commands < NUM_NONMOVING_COMMANDS don't cause a change in position NUM_NONMOVING_COMMANDS, MOVE_TO_ENEMY = NUM_NONMOVING_COMMANDS, 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, NUM_MOVE_COMMANDS } moveCommand_t; typedef enum { TALK_NEVER, TALK_DEAD, TALK_OK, TALK_BUSY, NUM_TALK_STATES } talkState_t; // // status results from move commands // make sure to change script/doom_defs.script if you add any, or change their order // typedef enum { MOVE_STATUS_DONE, MOVE_STATUS_MOVING, MOVE_STATUS_WAITING, MOVE_STATUS_DEST_NOT_FOUND, MOVE_STATUS_DEST_UNREACHABLE, MOVE_STATUS_BLOCKED_BY_WALL, MOVE_STATUS_BLOCKED_BY_OBJECT, MOVE_STATUS_BLOCKED_BY_ENEMY, MOVE_STATUS_BLOCKED_BY_MONSTER } moveStatus_t; #define DI_NODIR -1 // obstacle avoidance typedef struct obstaclePath_s { idVec3 seekPos; // seek position avoiding obstacles idEntity* firstObstacle; // if != NULL the first obstacle along the path idVec3 startPosOutsideObstacles; // start position outside obstacles idEntity* startPosObstacle; // if != NULL the obstacle containing the start position idVec3 seekPosOutsideObstacles; // seek position outside obstacles idEntity* seekPosObstacle; // if != NULL the obstacle containing the seek position } obstaclePath_t; // path prediction typedef enum { SE_BLOCKED = BIT( 0 ), SE_ENTER_LEDGE_AREA = BIT( 1 ), SE_ENTER_OBSTACLE = BIT( 2 ), SE_FALL = BIT( 3 ), SE_LAND = BIT( 4 ) } stopEvent_t; typedef struct predictedPath_s { idVec3 endPos; // final position idVec3 endVelocity; // velocity at end position idVec3 endNormal; // normal of blocking surface int endTime; // time predicted int endEvent; // event that stopped the prediction const idEntity* blockingEntity; // entity that blocks the movement } predictedPath_t; // // events // extern const idEventDef AI_BeginAttack; extern const idEventDef AI_EndAttack; extern const idEventDef AI_MuzzleFlash; extern const idEventDef AI_CreateMissile; extern const idEventDef AI_AttackMissile; extern const idEventDef AI_FireMissileAtTarget; extern const idEventDef AI_LaunchProjectile; extern const idEventDef AI_TriggerFX; extern const idEventDef AI_StartEmitter; extern const idEventDef AI_StopEmitter; extern const idEventDef AI_AttackMelee; extern const idEventDef AI_DirectDamage; extern const idEventDef AI_JumpFrame; extern const idEventDef AI_EnableClip; extern const idEventDef AI_DisableClip; extern const idEventDef AI_EnableGravity; extern const idEventDef AI_DisableGravity; extern const idEventDef AI_TriggerParticles; extern const idEventDef AI_RandomPath; class idPathCorner; typedef struct particleEmitter_s { particleEmitter_s() { particle = NULL; time = 0; joint = INVALID_JOINT; }; const idDeclParticle* particle; int time; jointHandle_t joint; } particleEmitter_t; typedef struct funcEmitter_s { char name[64]; idFuncEmitter* particle; jointHandle_t joint; } funcEmitter_t; class idMoveState { public: idMoveState(); void Save( idSaveGame* savefile ) const; void Restore( idRestoreGame* savefile ); moveType_t moveType; moveCommand_t moveCommand; moveStatus_t moveStatus; idVec3 moveDest; idVec3 moveDir; // used for wandering and slide moves idEntityPtr goalEntity; idVec3 goalEntityOrigin; // move to entity uses this to avoid checking the floor position every frame int toAreaNum; int startTime; int duration; float speed; // only used by flying creatures float range; float wanderYaw; int nextWanderTime; int blockTime; idEntityPtr obstacle; idVec3 lastMoveOrigin; int lastMoveTime; int anim; }; class idAASFindCover : public idAASCallback { public: idAASFindCover( const idVec3& hideFromPos ); ~idAASFindCover(); virtual bool TestArea( const idAAS* aas, int areaNum ); private: pvsHandle_t hidePVS; int PVSAreas[ idEntity::MAX_PVS_AREAS ]; }; class idAASFindAreaOutOfRange : public idAASCallback { public: idAASFindAreaOutOfRange( const idVec3& targetPos, float maxDist ); virtual bool TestArea( const idAAS* aas, int areaNum ); private: idVec3 targetPos; float maxDistSqr; }; class idAASFindAttackPosition : public idAASCallback { public: idAASFindAttackPosition( const idAI* self, const idMat3& gravityAxis, idEntity* target, const idVec3& targetPos, const idVec3& fireOffset ); ~idAASFindAttackPosition(); virtual bool TestArea( const idAAS* aas, int areaNum ); private: const idAI* self; idEntity* target; idBounds excludeBounds; idVec3 targetPos; idVec3 fireOffset; idMat3 gravityAxis; pvsHandle_t targetPVS; int PVSAreas[ idEntity::MAX_PVS_AREAS ]; }; class idAI : public idActor { public: CLASS_PROTOTYPE( idAI ); idAI(); ~idAI(); void Save( idSaveGame* savefile ) const; void Restore( idRestoreGame* savefile ); void Spawn(); void HeardSound( idEntity* ent, const char* action ); idActor* GetEnemy() const; void TalkTo( idActor* actor ); talkState_t GetTalkState() const; bool GetAimDir( const idVec3& firePos, idEntity* aimAtEnt, const idEntity* ignore, idVec3& aimDir ) const; void TouchedByFlashlight( idActor* flashlight_owner ); // Outputs a list of all monsters to the console. static void List_f( const idCmdArgs& args ); // Finds a path around dynamic obstacles. static bool FindPathAroundObstacles( const idPhysics* physics, const idAAS* aas, const idEntity* ignore, const idVec3& startPos, const idVec3& seekPos, obstaclePath_t& path ); // Frees any nodes used for the dynamic obstacle avoidance. static void FreeObstacleAvoidanceNodes(); // Predicts movement, returns true if a stop event was triggered. static bool PredictPath( const idEntity* ent, const idAAS* aas, const idVec3& start, const idVec3& velocity, int totalTime, int frameTime, int stopEvent, predictedPath_t& path ); // Return true if the trajectory of the clip model is collision free. static bool TestTrajectory( const idVec3& start, const idVec3& end, float zVel, float gravity, float time, float max_height, const idClipModel* clip, int clipmask, const idEntity* ignore, const idEntity* targetEntity, int drawtime ); // Finds the best collision free trajectory for a clip model. static bool PredictTrajectory( const idVec3& firePos, const idVec3& target, float projectileSpeed, const idVec3& projGravity, const idClipModel* clip, int clipmask, float max_height, const idEntity* ignore, const idEntity* targetEntity, int drawtime, idVec3& aimDir ); virtual void Gib( const idVec3& dir, const char* damageDefName ); protected: // navigation idAAS* aas; int travelFlags; idMoveState move; idMoveState savedMove; float kickForce; bool ignore_obstacles; float blockedRadius; int blockedMoveTime; int blockedAttackTime; // turning float ideal_yaw; float current_yaw; float turnRate; float turnVel; float anim_turn_yaw; float anim_turn_amount; float anim_turn_angles; // physics idPhysics_Monster physicsObj; // flying jointHandle_t flyTiltJoint; float fly_speed; float fly_bob_strength; float fly_bob_vert; float fly_bob_horz; int fly_offset; // prefered offset from player's view float fly_seek_scale; float fly_roll_scale; float fly_roll_max; float fly_roll; float fly_pitch_scale; float fly_pitch_max; float fly_pitch; bool allowMove; // disables any animation movement bool allowHiddenMovement; // allows character to still move around while hidden bool disableGravity; // disables gravity and allows vertical movement by the animation bool af_push_moveables; // allow the articulated figure to push moveable objects // weapon/attack vars bool lastHitCheckResult; int lastHitCheckTime; int lastAttackTime; float melee_range; float projectile_height_to_distance_ratio; // calculates the maximum height a projectile can be thrown idList missileLaunchOffset; const idDict* projectileDef; mutable idClipModel* projectileClipModel; float projectileRadius; float projectileSpeed; idVec3 projectileVelocity; idVec3 projectileGravity; idEntityPtr projectile; idStr attack; idVec3 homingMissileGoal; // chatter/talking const idSoundShader* chat_snd; int chat_min; int chat_max; int chat_time; talkState_t talk_state; idEntityPtr talkTarget; // cinematics int num_cinematics; int current_cinematic; bool allowJointMod; idEntityPtr focusEntity; idVec3 currentFocusPos; int focusTime; int alignHeadTime; int forceAlignHeadTime; idAngles eyeAng; idAngles lookAng; idAngles destLookAng; idAngles lookMin; idAngles lookMax; idList lookJoints; idList lookJointAngles; float eyeVerticalOffset; float eyeHorizontalOffset; float eyeFocusRate; float headFocusRate; int focusAlignTime; // special fx bool restartParticles; // should smoke emissions restart bool useBoneAxis; // use the bone vs the model axis idList particles; // particle data renderLight_t worldMuzzleFlash; // positioned on world weapon bone int worldMuzzleFlashHandle; jointHandle_t flashJointWorld; int muzzleFlashEnd; int flashTime; // joint controllers idAngles eyeMin; idAngles eyeMax; jointHandle_t focusJoint; jointHandle_t orientationJoint; // enemy variables idEntityPtr enemy; idVec3 lastVisibleEnemyPos; idVec3 lastVisibleEnemyEyeOffset; idVec3 lastVisibleReachableEnemyPos; idVec3 lastReachableEnemyPos; bool wakeOnFlashlight; bool spawnClearMoveables; idHashTable funcEmitters; idEntityPtr harvestEnt; // script variables idScriptBool AI_TALK; idScriptBool AI_DAMAGE; idScriptBool AI_PAIN; idScriptFloat AI_SPECIAL_DAMAGE; idScriptBool AI_DEAD; idScriptBool AI_ENEMY_VISIBLE; idScriptBool AI_ENEMY_IN_FOV; idScriptBool AI_ENEMY_DEAD; idScriptBool AI_MOVE_DONE; idScriptBool AI_ONGROUND; idScriptBool AI_ACTIVATED; idScriptBool AI_FORWARD; idScriptBool AI_JUMP; idScriptBool AI_ENEMY_REACHABLE; idScriptBool AI_BLOCKED; idScriptBool AI_OBSTACLE_IN_PATH; idScriptBool AI_DEST_UNREACHABLE; idScriptBool AI_HIT_ENEMY; idScriptBool AI_PUSHED; // // ai/ai.cpp // void SetAAS(); virtual void DormantBegin(); // called when entity becomes dormant virtual void DormantEnd(); // called when entity wakes from being dormant void Think(); void Activate( idEntity* activator ); public: int ReactionTo( const idEntity* ent ); protected: bool CheckForEnemy(); void EnemyDead(); virtual bool CanPlayChatterSounds() const; void SetChatSound(); void PlayChatter(); virtual void Hide(); virtual void Show(); idVec3 FirstVisiblePointOnPath( const idVec3 origin, const idVec3& target, int travelFlags ) const; void CalculateAttackOffsets(); void PlayCinematic(); // movement virtual void ApplyImpulse( idEntity* ent, int id, const idVec3& point, const idVec3& impulse ); void GetMoveDelta( const idMat3& oldaxis, const idMat3& axis, idVec3& delta ); void CheckObstacleAvoidance( const idVec3& goalPos, idVec3& newPos ); void DeadMove(); void AnimMove(); void SlideMove(); void AdjustFlyingAngles(); void AddFlyBob( idVec3& vel ); void AdjustFlyHeight( idVec3& vel, const idVec3& goalPos ); void FlySeekGoal( idVec3& vel, idVec3& goalPos ); void AdjustFlySpeed( idVec3& vel ); void FlyTurn(); void FlyMove(); void StaticMove(); // damage virtual bool Pain( idEntity* inflictor, idEntity* attacker, int damage, const idVec3& dir, int location ); virtual void Killed( idEntity* inflictor, idEntity* attacker, int damage, const idVec3& dir, int location ); // navigation void KickObstacles( const idVec3& dir, float force, idEntity* alwaysKick ); bool ReachedPos( const idVec3& pos, const moveCommand_t moveCommand ) const; float TravelDistance( const idVec3& start, const idVec3& end ) const; int PointReachableAreaNum( const idVec3& pos, const float boundsScale = 2.0f ) const; bool PathToGoal( aasPath_t& path, int areaNum, const idVec3& origin, int goalAreaNum, const idVec3& goalOrigin ) const; void DrawRoute() const; bool GetMovePos( idVec3& seekPos ); bool MoveDone() const; bool EntityCanSeePos( idActor* actor, const idVec3& actorOrigin, const idVec3& pos ); void BlockedFailSafe(); // movement control void StopMove( moveStatus_t status ); bool FaceEnemy(); bool FaceEntity( idEntity* ent ); bool DirectMoveToPosition( const idVec3& pos ); bool MoveToEnemyHeight(); bool MoveOutOfRange( idEntity* entity, float range ); bool MoveToAttackPosition( idEntity* ent, int attack_anim ); bool MoveToEnemy(); bool MoveToEntity( idEntity* ent ); bool MoveToPosition( const idVec3& pos ); bool MoveToCover( idEntity* entity, const idVec3& pos ); bool SlideToPosition( const idVec3& pos, float time ); bool WanderAround(); bool StepDirection( float dir ); bool NewWanderDir( const idVec3& dest ); // effects const idDeclParticle* SpawnParticlesOnJoint( particleEmitter_t& pe, const char* particleName, const char* jointName ); void SpawnParticles( const char* keyName ); bool ParticlesActive(); // turning bool FacingIdeal(); void Turn(); bool TurnToward( float yaw ); bool TurnToward( const idVec3& pos ); // enemy management void ClearEnemy(); bool EnemyPositionValid() const; void SetEnemyPosition(); void UpdateEnemyPosition(); void SetEnemy( idActor* newEnemy ); // attacks void CreateProjectileClipModel() const; idProjectile* CreateProjectile( const idVec3& pos, const idVec3& dir ); void RemoveProjectile(); idProjectile* LaunchProjectile( const char* jointname, idEntity* target, bool clampToAttackCone ); virtual void DamageFeedback( idEntity* victim, idEntity* inflictor, int& damage ); void DirectDamage( const char* meleeDefName, idEntity* ent ); bool TestMelee() const; bool AttackMelee( const char* meleeDefName ); void BeginAttack( const char* name ); void EndAttack(); void PushWithAF(); // special effects void GetMuzzle( const char* jointname, idVec3& muzzle, idMat3& axis ); void InitMuzzleFlash(); void TriggerWeaponEffects( const idVec3& muzzle ); void UpdateMuzzleFlash(); virtual bool UpdateAnimationControllers(); void UpdateParticles(); void TriggerParticles( const char* jointName ); void TriggerFX( const char* joint, const char* fx ); idEntity* StartEmitter( const char* name, const char* joint, const char* particle ); idEntity* GetEmitter( const char* name ); void StopEmitter( const char* name ); // AI script state management void LinkScriptVariables(); void UpdateAIScript(); // // ai/ai_events.cpp // void Event_Activate( idEntity* activator ); void Event_Touch( idEntity* other, trace_t* trace ); void Event_FindEnemy( int useFOV ); void Event_FindEnemyAI( int useFOV ); void Event_FindEnemyInCombatNodes(); void Event_ClosestReachableEnemyOfEntity( idEntity* team_mate ); void Event_HeardSound( int ignore_team ); void Event_SetEnemy( idEntity* ent ); void Event_ClearEnemy(); void Event_MuzzleFlash( const char* jointname ); void Event_CreateMissile( const char* jointname ); void Event_AttackMissile( const char* jointname ); void Event_FireMissileAtTarget( const char* jointname, const char* targetname ); void Event_LaunchMissile( const idVec3& muzzle, const idAngles& ang ); void Event_LaunchHomingMissile(); void Event_SetHomingMissileGoal(); void Event_LaunchProjectile( const char* entityDefName ); void Event_AttackMelee( const char* meleeDefName ); void Event_DirectDamage( idEntity* damageTarget, const char* damageDefName ); void Event_RadiusDamageFromJoint( const char* jointname, const char* damageDefName ); void Event_BeginAttack( const char* name ); void Event_EndAttack(); void Event_MeleeAttackToJoint( const char* jointname, const char* meleeDefName ); void Event_RandomPath(); void Event_CanBecomeSolid(); void Event_BecomeSolid(); void Event_BecomeNonSolid(); void Event_BecomeRagdoll(); void Event_StopRagdoll(); void Event_SetHealth( float newHealth ); void Event_GetHealth(); void Event_AllowDamage(); void Event_IgnoreDamage(); void Event_GetCurrentYaw(); void Event_TurnTo( float angle ); void Event_TurnToPos( const idVec3& pos ); void Event_TurnToEntity( idEntity* ent ); void Event_MoveStatus(); void Event_StopMove(); void Event_MoveToCover(); void Event_MoveToEnemy(); void Event_MoveToEnemyHeight(); void Event_MoveOutOfRange( idEntity* entity, float range ); void Event_MoveToAttackPosition( idEntity* entity, const char* attack_anim ); void Event_MoveToEntity( idEntity* ent ); void Event_MoveToPosition( const idVec3& pos ); void Event_SlideTo( const idVec3& pos, float time ); void Event_Wander(); void Event_FacingIdeal(); void Event_FaceEnemy(); void Event_FaceEntity( idEntity* ent ); void Event_WaitAction( const char* waitForState ); void Event_GetCombatNode(); void Event_EnemyInCombatCone( idEntity* ent, int use_current_enemy_location ); void Event_WaitMove(); void Event_GetJumpVelocity( const idVec3& pos, float speed, float max_height ); void Event_EntityInAttackCone( idEntity* ent ); void Event_CanSeeEntity( idEntity* ent ); void Event_SetTalkTarget( idEntity* target ); void Event_GetTalkTarget(); void Event_SetTalkState( int state ); void Event_EnemyRange(); void Event_EnemyRange2D(); void Event_GetEnemy(); void Event_GetEnemyPos(); void Event_GetEnemyEyePos(); void Event_PredictEnemyPos( float time ); void Event_CanHitEnemy(); void Event_CanHitEnemyFromAnim( const char* animname ); void Event_CanHitEnemyFromJoint( const char* jointname ); void Event_EnemyPositionValid(); void Event_ChargeAttack( const char* damageDef ); void Event_TestChargeAttack(); void Event_TestAnimMoveTowardEnemy( const char* animname ); void Event_TestAnimMove( const char* animname ); void Event_TestMoveToPosition( const idVec3& position ); void Event_TestMeleeAttack(); void Event_TestAnimAttack( const char* animname ); void Event_Burn(); void Event_PreBurn(); void Event_ClearBurn(); void Event_SetSmokeVisibility( int num, int on ); void Event_NumSmokeEmitters(); void Event_StopThinking(); void Event_GetTurnDelta(); void Event_GetMoveType(); void Event_SetMoveType( int moveType ); void Event_SaveMove(); void Event_RestoreMove(); void Event_AllowMovement( float flag ); void Event_JumpFrame(); void Event_EnableClip(); void Event_DisableClip(); void Event_EnableGravity(); void Event_DisableGravity(); void Event_EnableAFPush(); void Event_DisableAFPush(); void Event_SetFlySpeed( float speed ); void Event_SetFlyOffset( int offset ); void Event_ClearFlyOffset(); void Event_GetClosestHiddenTarget( const char* type ); void Event_GetRandomTarget( const char* type ); void Event_TravelDistanceToPoint( const idVec3& pos ); void Event_TravelDistanceToEntity( idEntity* ent ); void Event_TravelDistanceBetweenPoints( const idVec3& source, const idVec3& dest ); void Event_TravelDistanceBetweenEntities( idEntity* source, idEntity* dest ); void Event_LookAtEntity( idEntity* ent, float duration ); void Event_LookAtEnemy( float duration ); void Event_SetJointMod( int allowJointMod ); void Event_ThrowMoveable(); void Event_ThrowAF(); void Event_SetAngles( idAngles const& ang ); void Event_GetAngles(); void Event_GetTrajectoryToPlayer(); void Event_RealKill(); void Event_Kill(); void Event_WakeOnFlashlight( int enable ); void Event_LocateEnemy(); void Event_KickObstacles( idEntity* kickEnt, float force ); void Event_GetObstacle(); void Event_PushPointIntoAAS( const idVec3& pos ); void Event_GetTurnRate(); void Event_SetTurnRate( float rate ); void Event_AnimTurn( float angles ); void Event_AllowHiddenMovement( int enable ); void Event_TriggerParticles( const char* jointName ); void Event_FindActorsInBounds( const idVec3& mins, const idVec3& maxs ); void Event_CanReachPosition( const idVec3& pos ); void Event_CanReachEntity( idEntity* ent ); void Event_CanReachEnemy(); void Event_GetReachableEntityPosition( idEntity* ent ); void Event_MoveToPositionDirect( const idVec3& pos ); void Event_AvoidObstacles( int ignore ); void Event_TriggerFX( const char* joint, const char* fx ); void Event_StartEmitter( const char* name, const char* joint, const char* particle ); void Event_GetEmitter( const char* name ); void Event_StopEmitter( const char* name ); }; class idCombatNode : public idEntity { public: CLASS_PROTOTYPE( idCombatNode ); idCombatNode(); void Save( idSaveGame* savefile ) const; void Restore( idRestoreGame* savefile ); void Spawn(); bool IsDisabled() const; bool EntityInView( idActor* actor, const idVec3& pos ); static void DrawDebugInfo(); private: float min_dist; float max_dist; float cone_dist; float min_height; float max_height; idVec3 cone_left; idVec3 cone_right; idVec3 offset; bool disabled; void Event_Activate( idEntity* activator ); void Event_MarkUsed(); }; #endif /* !__AI_H__ */