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https://github.com/id-Software/quake2-rerelease-dll.git
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1117 lines
24 KiB
C
1117 lines
24 KiB
C
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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.
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See the 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 this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// g_ai.c
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#include "g_local.h"
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qboolean FindTarget (edict_t *self);
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extern cvar_t *maxclients;
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qboolean ai_checkattack (edict_t *self, float dist);
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qboolean enemy_vis;
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qboolean enemy_infront;
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int enemy_range;
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float enemy_yaw;
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//============================================================================
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/*
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=================
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AI_SetSightClient
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Called once each frame to set level.sight_client to the
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player to be checked for in findtarget.
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If all clients are either dead or in notarget, sight_client
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will be null.
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In coop games, sight_client will cycle between the clients.
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=================
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*/
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void AI_SetSightClient (void)
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{
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edict_t *ent;
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int start, check;
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if (level.sight_client == NULL)
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start = 1;
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else
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start = level.sight_client - g_edicts;
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check = start;
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while (1)
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{
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check++;
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if (check > game.maxclients)
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check = 1;
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ent = &g_edicts[check];
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if (ent->inuse
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&& ent->health > 0
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&& !(ent->flags & FL_NOTARGET) )
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{
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level.sight_client = ent;
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return; // got one
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}
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if (check == start)
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{
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level.sight_client = NULL;
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return; // nobody to see
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}
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}
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}
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//============================================================================
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/*
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=============
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ai_move
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Move the specified distance at current facing.
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This replaces the QC functions: ai_forward, ai_back, ai_pain, and ai_painforward
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==============
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*/
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void ai_move (edict_t *self, float dist)
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{
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M_walkmove (self, self->s.angles[YAW], dist);
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}
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/*
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=============
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ai_stand
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Used for standing around and looking for players
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Distance is for slight position adjustments needed by the animations
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==============
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*/
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void ai_stand (edict_t *self, float dist)
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{
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vec3_t v;
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if (dist)
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M_walkmove (self, self->s.angles[YAW], dist);
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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{
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if (self->enemy)
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{
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VectorSubtract (self->enemy->s.origin, self->s.origin, v);
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self->ideal_yaw = vectoyaw(v);
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if (self->s.angles[YAW] != self->ideal_yaw && self->monsterinfo.aiflags & AI_TEMP_STAND_GROUND)
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{
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self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_TEMP_STAND_GROUND);
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self->monsterinfo.run (self);
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}
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M_ChangeYaw (self);
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ai_checkattack (self, 0);
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}
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else
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FindTarget (self);
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return;
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}
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if (FindTarget (self))
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return;
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if (level.time > self->monsterinfo.pausetime)
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{
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self->monsterinfo.walk (self);
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return;
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}
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if (!(self->spawnflags & 1) && (self->monsterinfo.idle) && (level.time > self->monsterinfo.idle_time))
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{
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if (self->monsterinfo.idle_time)
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{
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self->monsterinfo.idle (self);
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self->monsterinfo.idle_time = level.time + 15 + random() * 15;
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}
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else
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{
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self->monsterinfo.idle_time = level.time + random() * 15;
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}
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}
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}
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/*
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=============
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ai_walk
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The monster is walking it's beat
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=============
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*/
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void ai_walk (edict_t *self, float dist)
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{
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M_MoveToGoal (self, dist);
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// check for noticing a player
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if (FindTarget (self))
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return;
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if ((self->monsterinfo.search) && (level.time > self->monsterinfo.idle_time))
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{
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if (self->monsterinfo.idle_time)
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{
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self->monsterinfo.search (self);
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self->monsterinfo.idle_time = level.time + 15 + random() * 15;
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}
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else
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{
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self->monsterinfo.idle_time = level.time + random() * 15;
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}
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}
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}
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/*
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=============
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ai_charge
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Turns towards target and advances
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Use this call with a distnace of 0 to replace ai_face
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==============
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*/
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void ai_charge (edict_t *self, float dist)
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{
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vec3_t v;
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VectorSubtract (self->enemy->s.origin, self->s.origin, v);
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self->ideal_yaw = vectoyaw(v);
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M_ChangeYaw (self);
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if (dist)
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M_walkmove (self, self->s.angles[YAW], dist);
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}
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/*
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=============
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ai_turn
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don't move, but turn towards ideal_yaw
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Distance is for slight position adjustments needed by the animations
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=============
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*/
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void ai_turn (edict_t *self, float dist)
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{
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if (dist)
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M_walkmove (self, self->s.angles[YAW], dist);
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if (FindTarget (self))
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return;
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M_ChangeYaw (self);
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}
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/*
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.enemy
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Will be world if not currently angry at anyone.
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.movetarget
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The next path spot to walk toward. If .enemy, ignore .movetarget.
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When an enemy is killed, the monster will try to return to it's path.
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.hunt_time
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Set to time + something when the player is in sight, but movement straight for
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him is blocked. This causes the monster to use wall following code for
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movement direction instead of sighting on the player.
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.ideal_yaw
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A yaw angle of the intended direction, which will be turned towards at up
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to 45 deg / state. If the enemy is in view and hunt_time is not active,
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this will be the exact line towards the enemy.
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.pausetime
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A monster will leave it's stand state and head towards it's .movetarget when
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time > .pausetime.
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walkmove(angle, speed) primitive is all or nothing
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*/
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/*
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=============
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range
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returns the range catagorization of an entity reletive to self
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0 melee range, will become hostile even if back is turned
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1 visibility and infront, or visibility and show hostile
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2 infront and show hostile
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3 only triggered by damage
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=============
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*/
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int range (edict_t *self, edict_t *other)
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{
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vec3_t v;
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float len;
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VectorSubtract (self->s.origin, other->s.origin, v);
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len = VectorLength (v);
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if (len < MELEE_DISTANCE)
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return RANGE_MELEE;
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if (len < 500)
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return RANGE_NEAR;
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if (len < 1000)
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return RANGE_MID;
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return RANGE_FAR;
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}
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/*
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=============
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visible
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returns 1 if the entity is visible to self, even if not infront ()
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=============
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*/
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qboolean visible (edict_t *self, edict_t *other)
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{
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vec3_t spot1;
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vec3_t spot2;
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trace_t trace;
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VectorCopy (self->s.origin, spot1);
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spot1[2] += self->viewheight;
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VectorCopy (other->s.origin, spot2);
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spot2[2] += other->viewheight;
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trace = gi.trace (spot1, vec3_origin, vec3_origin, spot2, self, MASK_OPAQUE);
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if (trace.fraction == 1.0)
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return true;
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return false;
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}
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/*
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=============
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infront
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returns 1 if the entity is in front (in sight) of self
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=============
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*/
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qboolean infront (edict_t *self, edict_t *other)
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{
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vec3_t vec;
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float dot;
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vec3_t forward;
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AngleVectors (self->s.angles, forward, NULL, NULL);
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VectorSubtract (other->s.origin, self->s.origin, vec);
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VectorNormalize (vec);
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dot = DotProduct (vec, forward);
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if (dot > 0.3)
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return true;
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return false;
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}
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//============================================================================
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void HuntTarget (edict_t *self)
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{
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vec3_t vec;
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self->goalentity = self->enemy;
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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self->monsterinfo.stand (self);
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else
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self->monsterinfo.run (self);
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VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
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self->ideal_yaw = vectoyaw(vec);
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// wait a while before first attack
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if (!(self->monsterinfo.aiflags & AI_STAND_GROUND))
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AttackFinished (self, 1);
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}
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void FoundTarget (edict_t *self)
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{
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// let other monsters see this monster for a while
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if (self->enemy->client)
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{
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level.sight_entity = self;
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level.sight_entity_framenum = level.framenum;
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level.sight_entity->light_level = 128;
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}
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self->show_hostile = level.time + 1; // wake up other monsters
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VectorCopy(self->enemy->s.origin, self->monsterinfo.last_sighting);
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self->monsterinfo.trail_time = level.time;
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if (!self->combattarget)
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{
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HuntTarget (self);
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return;
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}
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self->goalentity = self->movetarget = G_PickTarget(self->combattarget);
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if (!self->movetarget)
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{
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self->goalentity = self->movetarget = self->enemy;
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HuntTarget (self);
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gi.dprintf("%s at %s, combattarget %s not found\n", self->classname, vtos(self->s.origin), self->combattarget);
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return;
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}
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// clear out our combattarget, these are a one shot deal
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self->combattarget = NULL;
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self->monsterinfo.aiflags |= AI_COMBAT_POINT;
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// clear the targetname, that point is ours!
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self->movetarget->targetname = NULL;
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self->monsterinfo.pausetime = 0;
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// run for it
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self->monsterinfo.run (self);
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}
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/*
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===========
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FindTarget
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Self is currently not attacking anything, so try to find a target
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Returns TRUE if an enemy was sighted
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When a player fires a missile, the point of impact becomes a fakeplayer so
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that monsters that see the impact will respond as if they had seen the
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player.
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To avoid spending too much time, only a single client (or fakeclient) is
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checked each frame. This means multi player games will have slightly
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slower noticing monsters.
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============
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*/
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qboolean FindTarget (edict_t *self)
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{
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edict_t *client;
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qboolean heardit;
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int r;
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if (self->monsterinfo.aiflags & AI_GOOD_GUY)
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{
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if (self->goalentity && self->goalentity->inuse && self->goalentity->classname)
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{
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if (strcmp(self->goalentity->classname, "target_actor") == 0)
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return false;
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}
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//FIXME look for monsters?
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return false;
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}
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// if we're going to a combat point, just proceed
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if (self->monsterinfo.aiflags & AI_COMBAT_POINT)
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return false;
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// if the first spawnflag bit is set, the monster will only wake up on
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// really seeing the player, not another monster getting angry or hearing
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// something
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// revised behavior so they will wake up if they "see" a player make a noise
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// but not weapon impact/explosion noises
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heardit = false;
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if ((level.sight_entity_framenum >= (level.framenum - 1)) && !(self->spawnflags & 1) )
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{
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client = level.sight_entity;
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if (client->enemy == self->enemy)
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{
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return false;
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}
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}
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else if (level.sound_entity_framenum >= (level.framenum - 1))
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{
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client = level.sound_entity;
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heardit = true;
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}
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else if (!(self->enemy) && (level.sound2_entity_framenum >= (level.framenum - 1)) && !(self->spawnflags & 1) )
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{
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client = level.sound2_entity;
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heardit = true;
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}
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else
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{
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client = level.sight_client;
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if (!client)
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return false; // no clients to get mad at
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}
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// if the entity went away, forget it
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if (!client->inuse)
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return false;
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if (client == self->enemy)
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return true; // JDC false;
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if (client->client)
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{
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if (client->flags & FL_NOTARGET)
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return false;
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}
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else if (client->svflags & SVF_MONSTER)
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{
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if (!client->enemy)
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return false;
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if (client->enemy->flags & FL_NOTARGET)
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return false;
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}
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else if (heardit)
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{
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if (client->owner->flags & FL_NOTARGET)
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return false;
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}
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else
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return false;
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if (!heardit)
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{
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r = range (self, client);
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if (r == RANGE_FAR)
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return false;
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// this is where we would check invisibility
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// is client in an spot too dark to be seen?
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if (client->light_level <= 5)
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return false;
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if (!visible (self, client))
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{
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return false;
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}
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if (r == RANGE_NEAR)
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{
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if (client->show_hostile < level.time && !infront (self, client))
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{
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return false;
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}
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}
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else if (r == RANGE_MID)
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{
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if (!infront (self, client))
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{
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return false;
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}
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}
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self->enemy = client;
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if (strcmp(self->enemy->classname, "player_noise") != 0)
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{
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self->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
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if (!self->enemy->client)
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{
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self->enemy = self->enemy->enemy;
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if (!self->enemy->client)
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{
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self->enemy = NULL;
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return false;
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}
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}
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}
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}
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else // heardit
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{
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vec3_t temp;
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if (self->spawnflags & 1)
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{
|
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if (!visible (self, client))
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return false;
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}
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else
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{
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if (!gi.inPHS(self->s.origin, client->s.origin))
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return false;
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}
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VectorSubtract (client->s.origin, self->s.origin, temp);
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if (VectorLength(temp) > 1000) // too far to hear
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{
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return false;
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}
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// check area portals - if they are different and not connected then we can't hear it
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if (client->areanum != self->areanum)
|
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if (!gi.AreasConnected(self->areanum, client->areanum))
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return false;
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self->ideal_yaw = vectoyaw(temp);
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M_ChangeYaw (self);
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// hunt the sound for a bit; hopefully find the real player
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self->monsterinfo.aiflags |= AI_SOUND_TARGET;
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self->enemy = client;
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}
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|
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//
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// got one
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//
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FoundTarget (self);
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if (!(self->monsterinfo.aiflags & AI_SOUND_TARGET) && (self->monsterinfo.sight))
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self->monsterinfo.sight (self, self->enemy);
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return true;
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}
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//=============================================================================
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|
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/*
|
|
============
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|
FacingIdeal
|
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|
|
============
|
|
*/
|
|
qboolean FacingIdeal(edict_t *self)
|
|
{
|
|
float delta;
|
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|
|
delta = anglemod(self->s.angles[YAW] - self->ideal_yaw);
|
|
if (delta > 45 && delta < 315)
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
|
|
qboolean M_CheckAttack (edict_t *self)
|
|
{
|
|
vec3_t spot1, spot2;
|
|
float chance;
|
|
trace_t tr;
|
|
|
|
if (self->enemy->health > 0)
|
|
{
|
|
// see if any entities are in the way of the shot
|
|
VectorCopy (self->s.origin, spot1);
|
|
spot1[2] += self->viewheight;
|
|
VectorCopy (self->enemy->s.origin, spot2);
|
|
spot2[2] += self->enemy->viewheight;
|
|
|
|
tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA|CONTENTS_WINDOW);
|
|
|
|
// do we have a clear shot?
|
|
if (tr.ent != self->enemy)
|
|
return false;
|
|
}
|
|
|
|
// melee attack
|
|
if (enemy_range == RANGE_MELEE)
|
|
{
|
|
// don't always melee in easy mode
|
|
if (skill->value == 0 && (rand()&3) )
|
|
return false;
|
|
if (self->monsterinfo.melee)
|
|
self->monsterinfo.attack_state = AS_MELEE;
|
|
else
|
|
self->monsterinfo.attack_state = AS_MISSILE;
|
|
return true;
|
|
}
|
|
|
|
// missile attack
|
|
if (!self->monsterinfo.attack)
|
|
return false;
|
|
|
|
if (level.time < self->monsterinfo.attack_finished)
|
|
return false;
|
|
|
|
if (enemy_range == RANGE_FAR)
|
|
return false;
|
|
|
|
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
|
|
{
|
|
chance = 0.4;
|
|
}
|
|
else if (enemy_range == RANGE_MELEE)
|
|
{
|
|
chance = 0.2;
|
|
}
|
|
else if (enemy_range == RANGE_NEAR)
|
|
{
|
|
chance = 0.1;
|
|
}
|
|
else if (enemy_range == RANGE_MID)
|
|
{
|
|
chance = 0.02;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (skill->value == 0)
|
|
chance *= 0.5;
|
|
else if (skill->value >= 2)
|
|
chance *= 2;
|
|
|
|
if (random () < chance)
|
|
{
|
|
self->monsterinfo.attack_state = AS_MISSILE;
|
|
self->monsterinfo.attack_finished = level.time + 2*random();
|
|
return true;
|
|
}
|
|
|
|
if (self->flags & FL_FLY)
|
|
{
|
|
if (random() < 0.3)
|
|
self->monsterinfo.attack_state = AS_SLIDING;
|
|
else
|
|
self->monsterinfo.attack_state = AS_STRAIGHT;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
ai_run_melee
|
|
|
|
Turn and close until within an angle to launch a melee attack
|
|
=============
|
|
*/
|
|
void ai_run_melee(edict_t *self)
|
|
{
|
|
self->ideal_yaw = enemy_yaw;
|
|
M_ChangeYaw (self);
|
|
|
|
if (FacingIdeal(self))
|
|
{
|
|
self->monsterinfo.melee (self);
|
|
self->monsterinfo.attack_state = AS_STRAIGHT;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
ai_run_missile
|
|
|
|
Turn in place until within an angle to launch a missile attack
|
|
=============
|
|
*/
|
|
void ai_run_missile(edict_t *self)
|
|
{
|
|
self->ideal_yaw = enemy_yaw;
|
|
M_ChangeYaw (self);
|
|
|
|
if (FacingIdeal(self))
|
|
{
|
|
self->monsterinfo.attack (self);
|
|
self->monsterinfo.attack_state = AS_STRAIGHT;
|
|
}
|
|
};
|
|
|
|
|
|
/*
|
|
=============
|
|
ai_run_slide
|
|
|
|
Strafe sideways, but stay at aproximately the same range
|
|
=============
|
|
*/
|
|
void ai_run_slide(edict_t *self, float distance)
|
|
{
|
|
float ofs;
|
|
|
|
self->ideal_yaw = enemy_yaw;
|
|
M_ChangeYaw (self);
|
|
|
|
if (self->monsterinfo.lefty)
|
|
ofs = 90;
|
|
else
|
|
ofs = -90;
|
|
|
|
if (M_walkmove (self, self->ideal_yaw + ofs, distance))
|
|
return;
|
|
|
|
self->monsterinfo.lefty = 1 - self->monsterinfo.lefty;
|
|
M_walkmove (self, self->ideal_yaw - ofs, distance);
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
ai_checkattack
|
|
|
|
Decides if we're going to attack or do something else
|
|
used by ai_run and ai_stand
|
|
=============
|
|
*/
|
|
qboolean ai_checkattack (edict_t *self, float dist)
|
|
{
|
|
vec3_t temp;
|
|
qboolean hesDeadJim;
|
|
|
|
// this causes monsters to run blindly to the combat point w/o firing
|
|
if (self->goalentity)
|
|
{
|
|
if (self->monsterinfo.aiflags & AI_COMBAT_POINT)
|
|
return false;
|
|
|
|
if (self->monsterinfo.aiflags & AI_SOUND_TARGET)
|
|
{
|
|
if ((level.time - self->enemy->teleport_time) > 5.0)
|
|
{
|
|
if (self->goalentity == self->enemy)
|
|
if (self->movetarget)
|
|
self->goalentity = self->movetarget;
|
|
else
|
|
self->goalentity = NULL;
|
|
self->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
|
|
if (self->monsterinfo.aiflags & AI_TEMP_STAND_GROUND)
|
|
self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_TEMP_STAND_GROUND);
|
|
}
|
|
else
|
|
{
|
|
self->show_hostile = level.time + 1;
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
enemy_vis = false;
|
|
|
|
// see if the enemy is dead
|
|
hesDeadJim = false;
|
|
if ((!self->enemy) || (!self->enemy->inuse))
|
|
{
|
|
hesDeadJim = true;
|
|
}
|
|
else if (self->monsterinfo.aiflags & AI_MEDIC)
|
|
{
|
|
if (self->enemy->health > 0)
|
|
{
|
|
hesDeadJim = true;
|
|
self->monsterinfo.aiflags &= ~AI_MEDIC;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (self->monsterinfo.aiflags & AI_BRUTAL)
|
|
{
|
|
if (self->enemy->health <= -80)
|
|
hesDeadJim = true;
|
|
}
|
|
else
|
|
{
|
|
if (self->enemy->health <= 0)
|
|
hesDeadJim = true;
|
|
}
|
|
}
|
|
|
|
if (hesDeadJim)
|
|
{
|
|
self->enemy = NULL;
|
|
// FIXME: look all around for other targets
|
|
if (self->oldenemy && self->oldenemy->health > 0)
|
|
{
|
|
self->enemy = self->oldenemy;
|
|
self->oldenemy = NULL;
|
|
HuntTarget (self);
|
|
}
|
|
else
|
|
{
|
|
if (self->movetarget)
|
|
{
|
|
self->goalentity = self->movetarget;
|
|
self->monsterinfo.walk (self);
|
|
}
|
|
else
|
|
{
|
|
// we need the pausetime otherwise the stand code
|
|
// will just revert to walking with no target and
|
|
// the monsters will wonder around aimlessly trying
|
|
// to hunt the world entity
|
|
self->monsterinfo.pausetime = level.time + 100000000;
|
|
self->monsterinfo.stand (self);
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
|
|
self->show_hostile = level.time + 1; // wake up other monsters
|
|
|
|
// check knowledge of enemy
|
|
enemy_vis = visible(self, self->enemy);
|
|
if (enemy_vis)
|
|
{
|
|
self->monsterinfo.search_time = level.time + 5;
|
|
VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting);
|
|
}
|
|
|
|
// look for other coop players here
|
|
// if (coop && self->monsterinfo.search_time < level.time)
|
|
// {
|
|
// if (FindTarget (self))
|
|
// return true;
|
|
// }
|
|
|
|
enemy_infront = infront(self, self->enemy);
|
|
enemy_range = range(self, self->enemy);
|
|
VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
|
|
enemy_yaw = vectoyaw(temp);
|
|
|
|
|
|
// JDC self->ideal_yaw = enemy_yaw;
|
|
|
|
if (self->monsterinfo.attack_state == AS_MISSILE)
|
|
{
|
|
ai_run_missile (self);
|
|
return true;
|
|
}
|
|
if (self->monsterinfo.attack_state == AS_MELEE)
|
|
{
|
|
ai_run_melee (self);
|
|
return true;
|
|
}
|
|
|
|
// if enemy is not currently visible, we will never attack
|
|
if (!enemy_vis)
|
|
return false;
|
|
|
|
return self->monsterinfo.checkattack (self);
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
ai_run
|
|
|
|
The monster has an enemy it is trying to kill
|
|
=============
|
|
*/
|
|
void ai_run (edict_t *self, float dist)
|
|
{
|
|
vec3_t v;
|
|
edict_t *tempgoal;
|
|
edict_t *save;
|
|
qboolean new;
|
|
edict_t *marker;
|
|
float d1, d2;
|
|
trace_t tr;
|
|
vec3_t v_forward, v_right;
|
|
float left, center, right;
|
|
vec3_t left_target, right_target;
|
|
|
|
// if we're going to a combat point, just proceed
|
|
if (self->monsterinfo.aiflags & AI_COMBAT_POINT)
|
|
{
|
|
M_MoveToGoal (self, dist);
|
|
return;
|
|
}
|
|
|
|
if (self->monsterinfo.aiflags & AI_SOUND_TARGET)
|
|
{
|
|
VectorSubtract (self->s.origin, self->enemy->s.origin, v);
|
|
if (VectorLength(v) < 64)
|
|
{
|
|
self->monsterinfo.aiflags |= (AI_STAND_GROUND | AI_TEMP_STAND_GROUND);
|
|
self->monsterinfo.stand (self);
|
|
return;
|
|
}
|
|
|
|
M_MoveToGoal (self, dist);
|
|
|
|
if (!FindTarget (self))
|
|
return;
|
|
}
|
|
|
|
if (ai_checkattack (self, dist))
|
|
return;
|
|
|
|
if (self->monsterinfo.attack_state == AS_SLIDING)
|
|
{
|
|
ai_run_slide (self, dist);
|
|
return;
|
|
}
|
|
|
|
if (enemy_vis)
|
|
{
|
|
// if (self.aiflags & AI_LOST_SIGHT)
|
|
// dprint("regained sight\n");
|
|
M_MoveToGoal (self, dist);
|
|
self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
|
|
VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting);
|
|
self->monsterinfo.trail_time = level.time;
|
|
return;
|
|
}
|
|
|
|
// coop will change to another enemy if visible
|
|
if (coop->value)
|
|
{ // FIXME: insane guys get mad with this, which causes crashes!
|
|
if (FindTarget (self))
|
|
return;
|
|
}
|
|
|
|
if ((self->monsterinfo.search_time) && (level.time > (self->monsterinfo.search_time + 20)))
|
|
{
|
|
M_MoveToGoal (self, dist);
|
|
self->monsterinfo.search_time = 0;
|
|
// dprint("search timeout\n");
|
|
return;
|
|
}
|
|
|
|
save = self->goalentity;
|
|
tempgoal = G_Spawn();
|
|
self->goalentity = tempgoal;
|
|
|
|
new = false;
|
|
|
|
if (!(self->monsterinfo.aiflags & AI_LOST_SIGHT))
|
|
{
|
|
// just lost sight of the player, decide where to go first
|
|
// dprint("lost sight of player, last seen at "); dprint(vtos(self.last_sighting)); dprint("\n");
|
|
self->monsterinfo.aiflags |= (AI_LOST_SIGHT | AI_PURSUIT_LAST_SEEN);
|
|
self->monsterinfo.aiflags &= ~(AI_PURSUE_NEXT | AI_PURSUE_TEMP);
|
|
new = true;
|
|
}
|
|
|
|
if (self->monsterinfo.aiflags & AI_PURSUE_NEXT)
|
|
{
|
|
self->monsterinfo.aiflags &= ~AI_PURSUE_NEXT;
|
|
// dprint("reached current goal: "); dprint(vtos(self.origin)); dprint(" "); dprint(vtos(self.last_sighting)); dprint(" "); dprint(ftos(vlen(self.origin - self.last_sighting))); dprint("\n");
|
|
|
|
// give ourself more time since we got this far
|
|
self->monsterinfo.search_time = level.time + 5;
|
|
|
|
if (self->monsterinfo.aiflags & AI_PURSUE_TEMP)
|
|
{
|
|
// dprint("was temp goal; retrying original\n");
|
|
self->monsterinfo.aiflags &= ~AI_PURSUE_TEMP;
|
|
marker = NULL;
|
|
VectorCopy (self->monsterinfo.saved_goal, self->monsterinfo.last_sighting);
|
|
new = true;
|
|
}
|
|
else if (self->monsterinfo.aiflags & AI_PURSUIT_LAST_SEEN)
|
|
{
|
|
self->monsterinfo.aiflags &= ~AI_PURSUIT_LAST_SEEN;
|
|
marker = PlayerTrail_PickFirst (self);
|
|
}
|
|
else
|
|
{
|
|
marker = PlayerTrail_PickNext (self);
|
|
}
|
|
|
|
if (marker)
|
|
{
|
|
VectorCopy (marker->s.origin, self->monsterinfo.last_sighting);
|
|
self->monsterinfo.trail_time = marker->timestamp;
|
|
self->s.angles[YAW] = self->ideal_yaw = marker->s.angles[YAW];
|
|
// dprint("heading is "); dprint(ftos(self.ideal_yaw)); dprint("\n");
|
|
|
|
// debug_drawline(self.origin, self.last_sighting, 52);
|
|
new = true;
|
|
}
|
|
}
|
|
|
|
VectorSubtract (self->s.origin, self->monsterinfo.last_sighting, v);
|
|
d1 = VectorLength(v);
|
|
if (d1 <= dist)
|
|
{
|
|
self->monsterinfo.aiflags |= AI_PURSUE_NEXT;
|
|
dist = d1;
|
|
}
|
|
|
|
VectorCopy (self->monsterinfo.last_sighting, self->goalentity->s.origin);
|
|
|
|
if (new)
|
|
{
|
|
// gi.dprintf("checking for course correction\n");
|
|
|
|
tr = gi.trace(self->s.origin, self->mins, self->maxs, self->monsterinfo.last_sighting, self, MASK_PLAYERSOLID);
|
|
if (tr.fraction < 1)
|
|
{
|
|
VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
|
|
d1 = VectorLength(v);
|
|
center = tr.fraction;
|
|
d2 = d1 * ((center+1)/2);
|
|
self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v);
|
|
AngleVectors(self->s.angles, v_forward, v_right, NULL);
|
|
|
|
VectorSet(v, d2, -16, 0);
|
|
G_ProjectSource (self->s.origin, v, v_forward, v_right, left_target);
|
|
tr = gi.trace(self->s.origin, self->mins, self->maxs, left_target, self, MASK_PLAYERSOLID);
|
|
left = tr.fraction;
|
|
|
|
VectorSet(v, d2, 16, 0);
|
|
G_ProjectSource (self->s.origin, v, v_forward, v_right, right_target);
|
|
tr = gi.trace(self->s.origin, self->mins, self->maxs, right_target, self, MASK_PLAYERSOLID);
|
|
right = tr.fraction;
|
|
|
|
center = (d1*center)/d2;
|
|
if (left >= center && left > right)
|
|
{
|
|
if (left < 1)
|
|
{
|
|
VectorSet(v, d2 * left * 0.5, -16, 0);
|
|
G_ProjectSource (self->s.origin, v, v_forward, v_right, left_target);
|
|
// gi.dprintf("incomplete path, go part way and adjust again\n");
|
|
}
|
|
VectorCopy (self->monsterinfo.last_sighting, self->monsterinfo.saved_goal);
|
|
self->monsterinfo.aiflags |= AI_PURSUE_TEMP;
|
|
VectorCopy (left_target, self->goalentity->s.origin);
|
|
VectorCopy (left_target, self->monsterinfo.last_sighting);
|
|
VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
|
|
self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v);
|
|
// gi.dprintf("adjusted left\n");
|
|
// debug_drawline(self.origin, self.last_sighting, 152);
|
|
}
|
|
else if (right >= center && right > left)
|
|
{
|
|
if (right < 1)
|
|
{
|
|
VectorSet(v, d2 * right * 0.5, 16, 0);
|
|
G_ProjectSource (self->s.origin, v, v_forward, v_right, right_target);
|
|
// gi.dprintf("incomplete path, go part way and adjust again\n");
|
|
}
|
|
VectorCopy (self->monsterinfo.last_sighting, self->monsterinfo.saved_goal);
|
|
self->monsterinfo.aiflags |= AI_PURSUE_TEMP;
|
|
VectorCopy (right_target, self->goalentity->s.origin);
|
|
VectorCopy (right_target, self->monsterinfo.last_sighting);
|
|
VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
|
|
self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v);
|
|
// gi.dprintf("adjusted right\n");
|
|
// debug_drawline(self.origin, self.last_sighting, 152);
|
|
}
|
|
}
|
|
// else gi.dprintf("course was fine\n");
|
|
}
|
|
|
|
M_MoveToGoal (self, dist);
|
|
|
|
G_FreeEdict(tempgoal);
|
|
|
|
if (self)
|
|
self->goalentity = save;
|
|
}
|