mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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164 lines
5.1 KiB
C++
164 lines
5.1 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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/***********************************************************************
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game/ai/AI_Vagary.cpp
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Vagary specific AI code
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***********************************************************************/
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#pragma hdrstop
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#include "../../idlib/precompiled.h"
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#include "../Game_local.h"
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class idAI_Vagary : public idAI
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{
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public:
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CLASS_PROTOTYPE( idAI_Vagary );
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private:
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void Event_ChooseObjectToThrow( const idVec3& mins, const idVec3& maxs, float speed, float minDist, float offset );
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void Event_ThrowObjectAtEnemy( idEntity* ent, float speed );
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};
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const idEventDef AI_Vagary_ChooseObjectToThrow( "vagary_ChooseObjectToThrow", "vvfff", 'e' );
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const idEventDef AI_Vagary_ThrowObjectAtEnemy( "vagary_ThrowObjectAtEnemy", "ef" );
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CLASS_DECLARATION( idAI, idAI_Vagary )
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EVENT( AI_Vagary_ChooseObjectToThrow, idAI_Vagary::Event_ChooseObjectToThrow )
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EVENT( AI_Vagary_ThrowObjectAtEnemy, idAI_Vagary::Event_ThrowObjectAtEnemy )
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END_CLASS
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/*
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================
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idAI_Vagary::Event_ChooseObjectToThrow
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================
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*/
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void idAI_Vagary::Event_ChooseObjectToThrow( const idVec3& mins, const idVec3& maxs, float speed, float minDist, float offset )
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{
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idEntity* ent;
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idEntity* entityList[ MAX_GENTITIES ];
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int numListedEntities;
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int i, index;
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float dist;
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idVec3 vel;
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idVec3 offsetVec( 0, 0, offset );
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idEntity* enemyEnt = enemy.GetEntity();
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if( !enemyEnt )
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{
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idThread::ReturnEntity( NULL );
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return;
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}
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idVec3 enemyEyePos = lastVisibleEnemyPos + lastVisibleEnemyEyeOffset;
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const idBounds& myBounds = physicsObj.GetAbsBounds();
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idBounds checkBounds( mins, maxs );
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checkBounds.TranslateSelf( physicsObj.GetOrigin() );
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numListedEntities = gameLocal.clip.EntitiesTouchingBounds( checkBounds, -1, entityList, MAX_GENTITIES );
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index = gameLocal.random.RandomInt( numListedEntities );
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for( i = 0; i < numListedEntities; i++, index++ )
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{
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if( index >= numListedEntities )
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{
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index = 0;
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}
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ent = entityList[ index ];
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if( !ent->IsType( idMoveable::Type ) )
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{
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continue;
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}
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if( ent->fl.hidden )
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{
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// don't throw hidden objects
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continue;
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}
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idPhysics* entPhys = ent->GetPhysics();
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const idVec3& entOrg = entPhys->GetOrigin();
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dist = ( entOrg - enemyEyePos ).LengthFast();
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if( dist < minDist )
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{
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continue;
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}
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idBounds expandedBounds = myBounds.Expand( entPhys->GetBounds().GetRadius() );
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if( expandedBounds.LineIntersection( entOrg, enemyEyePos ) )
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{
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// ignore objects that are behind us
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continue;
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}
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if( PredictTrajectory( entPhys->GetOrigin() + offsetVec, enemyEyePos, speed, entPhys->GetGravity(),
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entPhys->GetClipModel(), entPhys->GetClipMask(), MAX_WORLD_SIZE, NULL, enemyEnt, ai_debugTrajectory.GetBool() ? 4000 : 0, vel ) )
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{
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idThread::ReturnEntity( ent );
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return;
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}
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}
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idThread::ReturnEntity( NULL );
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}
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/*
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================
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idAI_Vagary::Event_ThrowObjectAtEnemy
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================
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*/
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void idAI_Vagary::Event_ThrowObjectAtEnemy( idEntity* ent, float speed )
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{
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idVec3 vel;
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idEntity* enemyEnt;
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idPhysics* entPhys;
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entPhys = ent->GetPhysics();
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enemyEnt = enemy.GetEntity();
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if( !enemyEnt )
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{
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vel = ( viewAxis[ 0 ] * physicsObj.GetGravityAxis() ) * speed;
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}
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else
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{
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PredictTrajectory( entPhys->GetOrigin(), lastVisibleEnemyPos + lastVisibleEnemyEyeOffset, speed, entPhys->GetGravity(),
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entPhys->GetClipModel(), entPhys->GetClipMask(), MAX_WORLD_SIZE, NULL, enemyEnt, ai_debugTrajectory.GetBool() ? 4000 : 0, vel );
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vel *= speed;
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}
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entPhys->SetLinearVelocity( vel );
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if( ent->IsType( idMoveable::Type ) )
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{
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idMoveable* ment = static_cast<idMoveable*>( ent );
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ment->EnableDamage( true, 2.5f );
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}
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}
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