mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 05:01:25 +00:00
748 lines
25 KiB
C++
748 lines
25 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
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 <http://www.gnu.org/licenses/>.
|
|
|
|
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<idEntity> 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<idEntity> 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<idVec3, TAG_AI> missileLaunchOffset;
|
|
|
|
const idDict* projectileDef;
|
|
mutable idClipModel* projectileClipModel;
|
|
float projectileRadius;
|
|
float projectileSpeed;
|
|
idVec3 projectileVelocity;
|
|
idVec3 projectileGravity;
|
|
idEntityPtr<idProjectile> 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<idActor> talkTarget;
|
|
|
|
// cinematics
|
|
int num_cinematics;
|
|
int current_cinematic;
|
|
|
|
bool allowJointMod;
|
|
idEntityPtr<idEntity> focusEntity;
|
|
idVec3 currentFocusPos;
|
|
int focusTime;
|
|
int alignHeadTime;
|
|
int forceAlignHeadTime;
|
|
idAngles eyeAng;
|
|
idAngles lookAng;
|
|
idAngles destLookAng;
|
|
idAngles lookMin;
|
|
idAngles lookMax;
|
|
idList<jointHandle_t, TAG_AI> lookJoints;
|
|
idList<idAngles, TAG_AI> 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<particleEmitter_t, TAG_AI> 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<idActor> enemy;
|
|
idVec3 lastVisibleEnemyPos;
|
|
idVec3 lastVisibleEnemyEyeOffset;
|
|
idVec3 lastVisibleReachableEnemyPos;
|
|
idVec3 lastReachableEnemyPos;
|
|
bool wakeOnFlashlight;
|
|
|
|
bool spawnClearMoveables;
|
|
|
|
idHashTable<funcEmitter_t> funcEmitters;
|
|
|
|
idEntityPtr<idHarvestable> 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__ */
|