Prototype AI_Zombie faces player and walks forward

Fleshes out AI_Chase and AI_Zombie classes
Fixes footstep frame numbers
Adds unclamped_lerp util function
This commit is contained in:
blubs 2023-07-29 01:13:22 -07:00
parent e4de7e2f86
commit 646dbf021c
3 changed files with 423 additions and 343 deletions

View file

@ -36,6 +36,7 @@
../source/server/weapons/weapon_core.qc
../source/server/entities/powerups.qc
../source/server/ai/chase_ai.qc
../source/server/ai/ai_core.qc
../source/server/ai/standard/waypoints_func.qc
../source/server/ai/standard/waypoints_core.qc

View file

@ -2,114 +2,275 @@ var struct framegroup {
float start_frame;
float end_frame;
float duration;
void() start_callback; // Called at the first frame of the range
void() frame_callback; // Called at every frame of the range (after start / finish callbacks)
void() finish_callback; // Called at the last frame of the range
// void() think_callback // Called at each think invocation
// void(entity) start_callback; // Called at the first frame of the range
void(entity) frame_callback; // Called at every frame of the range (after start / finish callbacks)
// void(entity) end_callback; // Called at the last frame of the range
// FIXME - Increasing the size of this framegroup by one more function pointer causes chaos...
// I assume I run out of space to pass framegroups along as arguments at any point...
// It starts to write into weird memory locations, like overriding self / world... things just break down.
// TODO - How can I refactor this to work?
void(entity) think_callback; // Called at each think invocation
// -- Maybe I can get rid of start / end callbacks? idk
// I should think about how I actually plan on using these...
// TODO - Get rid of start / end callback, add fields to the AI_Chase class that denotes
// TODO - These callbacks will be executed at the same time as frame anyways.
};
// #define MAX_FRAMEGROUP_CATEGORY_SIZE 4
// var struct framegroup_registry_category {
// framegroup framegroups[MAX_FRAMEGROUP_CATEGORY_SIZE];
// float num_framegroups;
// };
// FIXME - This framegroup nonsense is causing chaos... the struct is too large apparently... what can I cut out?
// var struct framegroup_registry {
// framegroup_registry_category fg_die;
// framegroup_registry_category fg_walk;
// framegroup_registry_category fg_idle;
// framegroup_registry_category fg_attack;
// };
framegroup make_empty_framegroup(__out framegroup fg) {
fg.start_frame = -1;
fg.end_frame = -1;
fg.duration = 1.0;
// fg.start_callback = SUB_Null;
fg.frame_callback = SUB_Null;
// fg.end_callback = SUB_Null;
fg.think_callback = SUB_Null;
}
// framegroup_registry zombie_th_reg;
// framegroup_registry crawler_th_reg;
// framegroup_registry dog_th_reg;
framegroup zombie_attack_0;
framegroup zombie_attack_1;
framegroup zombie_idle_0;
framegroup zombie_die_0;
framegroup zombie_die_1;
framegroup zombie_die_2;
framegroup zombie_walk_0;
framegroup zombie_walk_1;
framegroup zombie_walk_2;
framegroup zombie_jog_0;
framegroup zombie_run_1;
framegroup zombie_run_2;
framegroup zombie_run_3;
void create_framegroup(float start_frame, float end_frame, float duration, void() start_callback,
void() frame_callback, void() finish_callback, __out framegroup fg) {
void init_framegroup( float start_frame, float end_frame, float duration,
void(entity) frame_callback,
void(entity) think_callback,
__out framegroup fg) {
fg.start_frame = start_frame;
fg.end_frame = end_frame;
fg.duration = duration;
fg.start_callback = start_callback;
fg.frame_callback = frame_callback;
fg.finish_callback = finish_callback;
// fg.think_callback = think_callback;
// TODO - Add think_callback to function args
};
fg.think_callback = think_callback;
}
// float register_framegroup(framegroup_registry_category *reg_cat, framegroup *fgroup) {
// if(reg_cat->num_framegroups >= MAX_FRAMEGROUP_CATEGORY_SIZE)
// return -1;
// reg_cat->framegroups[reg_cat->num_framegroups] = fgroup;
// reg_cat->num_framegroups++;
// return 0;
// }
// void register_framegroup(__out framegroup_registry_category reg_cat, framegroup fgroup) {
// print(strcat("\tinside before:",ftos(reg_cat.num_framegroups),", "));
// if(reg_cat.num_framegroups >= MAX_FRAMEGROUP_CATEGORY_SIZE) {
// return -1;
// }
// reg_cat.framegroups[reg_cat.num_framegroups] = fgroup;
// reg_cat.num_framegroups += 1;
// print(strcat(" added one!"));
// print(strcat(" after:",ftos(reg_cat.num_framegroups),"\n"));
// return 0;
// }
// void(framegroup_registry_category reg_cat) random_dispatch = {
// float chosen_action = rand() * reg_cat.num_actions; // FTEQCC rounds down floats when used as indices
// framegroup chosen_framegroup = reg_cat[chosen_action];
// do_something(chosen_framegroup);
// };
class AI_Chase : entity {
// framegroup_registry *th_reg;
entity path_target; // If specified, path towards entity
vector path_pos; // Otherwise, path towards location specified
float think_delta_time; // Delta time (seconds) between each `this.think();`
nonvirtual float () fg_die = {
// random_dispatch(th_reg->th_die);
// ------------------------------
// Current Framegroup value vars
// ------------------------------
float cur_fg_start_time;
float cur_fg_start_frame;
float cur_fg_end_frame;
float cur_fg_duration;
// void() endanimfunc = SUB_Null;
// virtual void(entity) cur_fg_start_callback = SUB_Null;
virtual void(entity) cur_fg_frame_callback = SUB_Null;
// virtual void(entity) cur_fg_end_callback = SUB_Null;
virtual void(entity) cur_fg_think_callback = SUB_Null;
// ------------------------------
// Framegroup state vars
// ------------------------------
float cur_fg_idx; // Counter for checking when the framegroup has been changed
float cur_fg_frame_callback_next_frame;
float cur_fg_frame_callback_is_start_frame; // Is set to true when performing cur_fg_frame_callback for the first framegroup frame
float cur_fg_frame_callback_is_end_frame; // Is set to true when performing cur_fg_frame_callback for the final framegroup frame
// ------------------------------
// Constructor. Called when calling `spawn(AI_Chase);`
virtual void() AI_Chase = {
this.path_target = world;
this.path_pos = world.origin;
this.think_delta_time = 0.1; // Call `this.think();` 10x per second
this.cur_fg_idx = 0;
};
nonvirtual float () fg_walk = {
// random_dispatch(th_reg->th_die);
virtual void() think = {
if(this.cur_fg_start_time >= 0) {
float cur_framegroup_idx = this.cur_fg_idx;
float dt = time - this.cur_fg_start_time;
float lerp_frac = (dt / this.cur_fg_duration);
// Frame ranges are inclusive, do an un-clamped interpolation to include the final frame
float cur_frame = unclamped_lerp(this.cur_fg_start_frame, this.cur_fg_end_frame, lerp_frac);
// For rendering, keep frame number always within current animation
if(this.cur_fg_end_frame > this.cur_fg_start_frame) {
this.frame = clamp(cur_frame, this.cur_fg_start_frame, this.cur_fg_end_frame);
}
else {
this.frame = clamp(cur_frame, this.cur_fg_end_frame, this.cur_fg_start_frame);
}
// print("Cur frame: ");
// print(ftos(this.frame));
// print(", start_frame: ");
// print(ftos(this.cur_fg_start_frame));
// print(", end_frame: ");
// print(ftos(this.cur_fg_end_frame));
// print(", cur_frame: ");
// print(ftos(cur_frame));
// print(", next frame callback: ");
// print(ftos(this.cur_fg_frame_callback_next_frame));
// print(", duration: ");
// print(ftos(this.cur_fg_duration));
// print("\n");
// TODO - round frame to nearest frame?
// If the animation is playing forward (low frame num to high frame num)
if(this.cur_fg_end_frame > this.cur_fg_start_frame) {
if(cur_frame >= this.cur_fg_frame_callback_next_frame) {
if(cur_frame >= this.cur_fg_end_frame + 1) {
this.cur_fg_frame_callback_is_end_frame = true;
}
this.cur_fg_frame_callback(this); // FIXME - This can override and invoke new things, need to be careful
// Callback may have assigned new framegroup
if(this.cur_fg_idx == cur_framegroup_idx) {
this.cur_fg_frame_callback_is_start_frame = false;
this.cur_fg_frame_callback_is_end_frame = false;
this.cur_fg_frame_callback_next_frame = floor(cur_frame) + 1;
}
// print("\tSet next frame callback frame to: ");
// print(ftos(this.cur_fg_frame_callback_next_frame));
// print("\n");
}
}
// else the animation is playing in reverse (high frame num to low frame num)
else {
if(cur_frame <= this.cur_fg_frame_callback_next_frame) {
if(cur_frame <= this.cur_fg_end_frame - 1) {
this.cur_fg_frame_callback_is_end_frame = true;
}
this.cur_fg_frame_callback(this);
// Callback may have assigned new framegroup
if(this.cur_fg_idx == cur_fg_idx) {
this.cur_fg_frame_callback_is_start_frame = false;
this.cur_fg_frame_callback_is_end_frame = false;
this.cur_fg_frame_callback_next_frame = ceil(cur_frame) - 1;
}
}
}
// Callback may have assigned new framegroup
// if(this.cur_fg_idx == cur_fg_idx) {
this.cur_fg_think_callback(this);
// }
}
this.nextthink = time + this.think_delta_time;
};
nonvirtual float () fg_attack = {
// random_dispatch(th_reg->th_die);
virtual void (float duration) set_framegroup_duration = {
// If no current framegroup, stop
if(this.cur_fg_start_time < 0) {
print("Warning: Attempted to set framegroup duration without an active framegroup.\n");
return;
}
this.cur_fg_duration = duration;
// --------------------------------------------------------------------
// Adjust think_delta_time so no frames are skipped
// --------------------------------------------------------------------
float n_anim_frames = fabs(this.cur_fg_end_frame - this.cur_fg_start_frame);
float time_per_frame = duration / n_anim_frames;
// If faster than 10FPS, make thinks be called more often to not miss a frame callback
if(time_per_frame < 0.10) {
this.think_delta_time = time_per_frame * 0.5;
}
else {
this.think_delta_time = 0.1;
}
// --------------------------------------------------------------------
};
nonvirtual float () fg_idle = {
// random_dispatch(th_reg->th_die);
virtual void (framegroup fgroup) set_framegroup = {
// Increment framegroup counter. Reset every 100, we only use this to check when it has changed
this.cur_fg_idx = (this.cur_fg_idx + 1) % 100;
// FIXME - frame callback isn't guaranteed to be called for every frame because sometimes we skip over frames
// FIXME - I should modify the think delta time to run at 80% of the time between frames, or 0.10 seconds, whichever is greater.
// FIXME - That way, if are playing an animation really fast, it'll call think more often
this.cur_fg_start_frame = fgroup.start_frame;
this.cur_fg_end_frame = fgroup.end_frame;
this.cur_fg_frame_callback = fgroup.frame_callback;
this.cur_fg_think_callback = fgroup.think_callback;
this.set_framegroup_duration(fgroup.duration);
// Start the animation now
this.cur_fg_frame_callback_is_start_frame = true;
this.cur_fg_frame_callback_is_end_frame = false;
this.frame = this.cur_fg_start_frame;
this.cur_fg_start_time = time;
this.cur_fg_frame_callback_next_frame = this.cur_fg_start_frame;
// print("Done setting framegroup! Start frame: ");
// print(ftos(fgroup.start_frame));
// print(", End frame: ");
// print(ftos(fgroup.end_frame));
// print("\n");
};
virtual void () fg_die = {};
virtual void () fg_walk = {};
virtual void () fg_attack = {};
virtual void () fg_idle = {};
virtual void (float dist) do_walk_to_goal = {
if(dist == 0) {
return;
}
vector goal_pos = path_pos;
if(this.path_target != world) {
goal_pos = this.path_target.origin;
}
this.ideal_yaw = vectoyaw(goal_pos - this.origin);
ChangeYaw();
vector new_velocity;
float dist_to_goal = vlen(goal_pos - this.origin);
if(dist > dist_to_goal) {
dist = dist_to_goal;
}
new_velocity = normalize(goal_pos - this.origin) * dist;
new_velocity_z = this.velocity_z;
this.velocity = new_velocity;
};
};
class AI_Zombie : AI_Chase {
entity enemy; // If near, attack
// Constructor. Called when calling `spawn(AI_Zombie);`
// virtual void() AI_Zombie = {};
// This should be called explicitly:
virtual void(vector org) init;
virtual void () fg_die;
virtual void () fg_walk;
virtual void () fg_attack;
virtual void () fg_idle;
};
framegroup fg_zombie_walk_0;
framegroup fg_zombie_walk_1;
framegroup fg_zombie_walk_2;
framegroup fg_zombie_jog_0;
framegroup fg_zombie_run_0;
// framegroup fg_zombie_run_1; // TODO - Either add new anims, or make new run FG with different speed?
// framegroup fg_zombie_run_2; // TODO - Either add new anims, or make new run FG with different speed?
framegroup fg_zombie_idle_0;
framegroup fg_zombie_attack_0;
framegroup fg_zombie_attack_1;
@ -119,16 +280,120 @@ framegroup fg_zombie_die_2;
void start_callback() {
print("start called\n");
float get_zombie_walk_is_footstep(float frame) {
frame = floor(frame);
switch(frame) {
// ------------ Zombie Walk 1 --------------
case 39: // Right foot
case 44: // Left foot
case 47: // Right foot
case 51: // Left foot
return 1;
default:
return 0;
}
}
float get_zombie_walk_dist_for_frame(float frame) {
frame = floor(frame);
switch(frame) {
// ------------ Zombie Walk 1 --------------
case 37:
return 8;
case 38:
case 39:
case 40:
case 41:
case 42:
return 3.5;
case 43:
return 8.8;
case 44:
return 9;
case 45:
case 46:
return 4;
case 47:
return 7.8;
case 48:
return 5.2;
case 49:
return 2.4;
case 50:
return 2.8;
case 51:
return 6.5;
case 52:
return 7.7;
default:
return 0.0;
}
}
// Called at the first frame of the current animation
void zombie_walk_start_callback(entity ent) {
// print("start called\n");
};
void frame_callback() {
print("frame called\n");
// Called once per animation frame:
void zombie_walk_frame_callback(entity ent) {
AI_Zombie zombie_ent = (AI_Zombie) ent;
// print("frame called\n");
// print("frame called. At frame: ");
// print(ftos(ent.frame));
// // print(", is first frame? ");
// // print(ftos(zombie_ent.cur_fg_frame_callback_is_start_frame));
// // print(", is final frame? ");
// // print(ftos(zombie_ent.cur_fg_frame_callback_is_end_frame));
// print("\n");
if(get_zombie_walk_is_footstep(ent.frame)) {
if(random() < 0.5) {
sound(self, 5, "sounds/zombie/s0.wav", 1, ATTN_NORM);
}
else {
sound(self, 5, "sounds/zombie/s1.wav", 1, ATTN_NORM);
}
}
if(zombie_ent.cur_fg_frame_callback_is_end_frame) {
// print("At final frame, restarting walk\n");
zombie_ent.fg_walk();
}
// TODO - If at final frame, call fg_walk again...
// AI_Zombie zombie_ent = (AI_Zombie) ent;
// zombie_ent.fg_walk();
// ent.fg_walk();
};
void end_callback() {
print("end called\n");
// Called once per ent.think invocation
void zombie_walk_think_callback(entity ent) {
// print("Think called\n");
// print("Think called for frame: ");
// print(ftos(ent.frame));
// print("\n");
AI_Zombie zombie_ent = (AI_Zombie) ent;
// zombie_ent.fg_walk();
// "::classname" denotes the global ".string classname" field.
entity player_ent = find( world, ::classname, "player");
if(player_ent != world) {
zombie_ent.path_target = player_ent;
ent.enemy = player_ent;
}
float n_anim_frames = fabs(zombie_ent.cur_fg_end_frame - zombie_ent.cur_fg_start_frame);
// float dist_per_frame = 5.23125; // qu
float dist_per_frame = get_zombie_walk_dist_for_frame(zombie_ent.frame);
float time_per_frame = zombie_ent.cur_fg_duration / n_anim_frames;
float speed = dist_per_frame / time_per_frame;
zombie_ent.do_walk_to_goal(speed);
};
// TODO - Add `think` callback
void create_framegroups() {
@ -144,289 +409,97 @@ void create_framegroups() {
// death1 134 138
// death2 139 148
create_framegroup( 38, 53, 10.0, start_callback, frame_callback, end_callback, fg_zombie_walk_0);
// create_framegroup( 53, 38, 10.0, start_callback, frame_callback, end_callback, fg_zombie_walk_0);
create_framegroup( 53, 66, 10.0, SUB_Null, SUB_Null, SUB_Null, fg_zombie_walk_1);
create_framegroup( 67, 82, 10.0, SUB_Null, SUB_Null, SUB_Null, fg_zombie_walk_2);
create_framegroup( 116, 129, 10.0, SUB_Null, SUB_Null, SUB_Null, fg_zombie_jog_0);
create_framegroup( 78, 85, 10.0, SUB_Null, SUB_Null, SUB_Null, fg_zombie_run_0);
create_framegroup( 0, 12, 10.0, SUB_Null, SUB_Null, SUB_Null, fg_zombie_idle_0);
create_framegroup( 86, 90, 10.0, SUB_Null, SUB_Null, SUB_Null, fg_zombie_attack_0);
create_framegroup( 91, 96, 10.0, SUB_Null, SUB_Null, SUB_Null, fg_zombie_attack_1);
create_framegroup( 123, 133, 10.0, SUB_Null, SUB_Null, SUB_Null, fg_zombie_die_0);
create_framegroup( 134, 138, 10.0, SUB_Null, SUB_Null, SUB_Null, fg_zombie_die_1);
create_framegroup( 139, 148, 10.0, SUB_Null, SUB_Null, SUB_Null, fg_zombie_die_2);
// In blender, it's frames 38 to 53, inclusive
// make_empty_framegroup(fg_zombie_walk_0);
init_framegroup( 38, 53, 1.0, zombie_walk_frame_callback, zombie_walk_think_callback, fg_zombie_walk_0);
init_framegroup( 53, 66, 10.0, SUB_Null, SUB_Null, fg_zombie_walk_1);
init_framegroup( 67, 82, 10.0, SUB_Null, SUB_Null, fg_zombie_walk_2);
init_framegroup( 116, 129, 10.0, SUB_Null, SUB_Null, fg_zombie_jog_0);
init_framegroup( 78, 85, 10.0, SUB_Null, SUB_Null, fg_zombie_run_0);
init_framegroup( 0, 12, 10.0, SUB_Null, SUB_Null, fg_zombie_idle_0);
init_framegroup( 86, 90, 10.0, SUB_Null, SUB_Null, fg_zombie_attack_0);
init_framegroup( 91, 96, 10.0, SUB_Null, SUB_Null, fg_zombie_attack_1);
init_framegroup( 123, 133, 10.0, SUB_Null, SUB_Null, fg_zombie_die_0);
init_framegroup( 134, 138, 10.0, SUB_Null, SUB_Null, fg_zombie_die_1);
init_framegroup( 139, 148, 10.0, SUB_Null, SUB_Null, fg_zombie_die_2);
};
// class Zombie : Chase_AI {
// // Constructor after calling `spawn(Zombie, ...);`
// void initialize() {
// }
// // void () init_class {
// // // Define the framegroups
// // // // Register `die` framegroups
// // // register_framegroup(&zombie_th_reg, zombie_th_reg.th_die, zombie_die_0);
// // // register_framegroup(&zombie_th_reg, zombie_th_reg.th_die, zombie_die_1);
// // // register_framegroup(&zombie_th_reg, zombie_th_reg.th_die, zombie_die_2);
// // // // Register `walk` framegroups
// // // register_framegroup(&zombie_th_reg, zombie_th_reg.th_walk, zombie_walk_0);
// // // register_framegroup(&zombie_th_reg, zombie_th_reg.th_walk, zombie_walk_1);
// // // register_framegroup(&zombie_th_reg, zombie_th_reg.th_walk, zombie_walk_2);
// // };
// // // Instance constructor
// // void () init {
// // this.th_reg =
// // }
// float () fg_die = {
// // random_dispatch(th_reg->th_die);
// }
// float () fg_walk = {
// // random_dispatch(th_reg->th_die);
// }
// float () fg_attack = {
// // random_dispatch(th_reg->th_die);
// }
// float () fg_idle = {
// // random_dispatch(th_reg->th_die);
// }
// // // float () th_walk = {
// // // // random_dispatch(th_reg->th_die);
// // // // TODO - Check what round we're on, and manually choose which walk routine to perform....
// // // if(rounds < 3) {
// // // // randomly choose between th_walk1, th_walk2, th_walk3
// // // }
// // // else if {
// // // //
// // // }
// // // }
// };
// Performs 1D linear interpolation between x1 and x2 on t=0 to t=1
// NOTE - the value of t is clamped to always be 0<=t<=1
// float(float x1, float x2, float t) lerp = {
// // t = min(max(t,0.0), 1.0);
// // Thanks, QC
// if(t < 0.0) {
// t = 0.0;
// }
// else if(t > 1.0) {
// t = 1.0;
// }
// return t * (x2 - x1) + x1;
// };
class AI_Zombie : AI_Chase {
float counter;
// ------------------------
float cur_fg_frame_callback_next_frame;
// ------------------------
float cur_fg_start_time;
float cur_fg_start_frame;
float cur_fg_end_frame;
float cur_fg_duration;
// void() endanimfunc = SUB_Null;
virtual void() cur_fg_start_callback = SUB_Null;
virtual void() cur_fg_frame_callback = SUB_Null;
virtual void() cur_fg_finish_callback = SUB_Null;
// virtual void() cur_fg_think_callback = SUB_Null;
// ------------------------
// Constructor after calling `spawn(Zombie, ...);`
nonvirtual void(vector org) init = {
setmodel(this, "models/ai/zfull.mdl");
// ---------------------------------
// Usual zombie setup stuff
// ---------------------------------
this.solid = SOLID_SLIDEBOX;
this.movetype = MOVETYPE_STEP;
setsize (this, '-8 -8 -32', '8 8 30');
this.origin = org;
setorigin(this, this.origin);
this.classname = "ai_zombie";
this.takedamage = DAMAGE_YES;
this.flags = this.flags | FL_PARTIALGROUND | FL_MONSTER;
this.health = 999999;
// SetUpHitBoxes(self);
// ---------------------------------
// this.cur_anim_end_frame = 227; // Zombie last frame
this.nextthink = time + 0.1;
this.counter = 0;
this.cur_fg_start_time = -1;
};
virtual void() think = {
if(this.cur_fg_start_time >= 0) {
float dt = time - this.cur_fg_start_time;
// float lerp_frac = (dt / this.cur_fg_duration);
float lerp_frac = (dt / this.cur_fg_duration) % 1.0; // LOOP
this.frame = lerp(this.cur_fg_start_frame, this.cur_fg_end_frame, lerp_frac);
// If the animation is playing forward (low frame num to high frame num)
if(this.cur_fg_end_frame > this.cur_fg_start_frame) {
if(this.frame >= this.cur_fg_frame_callback_next_frame) {
this.cur_fg_frame_callback_next_frame = floor(this.frame) + 1;
this.cur_fg_frame_callback();
if(this.frame >= this.cur_fg_end_frame) {
this.cur_fg_finish_callback();
}
}
}
// else the animation is playing in reverse (high frame num to low frame num)
else {
if(this.frame <= this.cur_fg_frame_callback_next_frame) {
this.cur_fg_frame_callback();
this.cur_fg_frame_callback_next_frame = ceil(this.frame) - 1;
if(this.frame <= this.cur_fg_end_frame) {
this.cur_fg_finish_callback();
}
}
}
}
// Need to compute the exact fractional frame that we should be on
// Knowns:
// - total duration of the animation
// - start and end frames
// print("test: ");
// print(ftos(time));
// print(", ");
// print(ftos(this.counter));
// print("\n");
// this.counter += 1;
// if(this.counter > 10) {
// this.frame = (this.frame + 20) % 227;
// this.counter = 0;
// }
this.nextthink = time + 0.1;
};
nonvirtual void (framegroup fgroup) set_frame_group = {
// float temp_anim_dur = 0.5 + (fgroup.duration * random()) * 0.5;
float temp_anim_dur = 10;
// float temp_anim_dur = 10;
this.cur_fg_start_frame = fgroup.start_frame;
this.cur_fg_end_frame = fgroup.end_frame;
this.cur_fg_duration = temp_anim_dur;
this.cur_fg_start_callback = fgroup.start_callback;
this.cur_fg_frame_callback = fgroup.frame_callback;
this.cur_fg_finish_callback = fgroup.finish_callback;
// Start the animation now
this.frame = this.cur_fg_start_frame;
this.cur_fg_start_time = time;
this.cur_fg_start_callback();
this.cur_fg_frame_callback_next_frame = this.cur_fg_start_frame;
};
float () fg_walk = {
this.set_frame_group(fg_zombie_walk_0);
};
float () fg_die = {
// TODO - Execute -- zombie_die_0
};
float () fg_attack = {
// TODO - Execute an attack framegroup
};
float () fg_idle = {
// TODO - Execute the idle framegroup
};
};
// var struct test_struct {
// float x;
// float y[4];
// void() some_funcs[4];
// };
// void make_new_struct(__out test_struct s) {
// s.x = 10;
// s.y[0] = 20;
// s.y[1] = 21;
// s.y[2] = 22;
// s.y[3] = 23;
// s.some_funcs[0] = SUB_Null;
// s.some_funcs[1] = SUB_Null;
// s.some_funcs[2] = SUB_Null;
// s.some_funcs[3] = SUB_Null;
// };
// var struct awesome_struct {
// test_struct why[4];
// };
// #define TESTFUNCSIZE 30
// var struct struct_000 {
// float x[TESTFUNCSIZE];
// };
// void testfunc(__inout struct_000 s) {
// for(float i = 0; i < TESTFUNCSIZE; i++){
// s.x[i] *= 2.0;
// }
// };
// void() somefunc = {
// // Make the struct and fill it with indices
// struct_000 s;
// for(float i = 0; i < TESTFUNCSIZE; i++){
// s.x[i] = i;
// }
// // Print the vals before passing 'em in
// print("Outside before: ");
// for(float i = 0; i < TESTFUNCSIZE; i++){
// print(ftos(s.x[i]));
// print(", ");
// }
// print("\n");
// // Pass 'em in
// testfunc(s);
// // Print the vals after modifying them
// print("Outside after: ");
// for(float i = 0; i < TESTFUNCSIZE; i++){
// print(ftos(s.x[i]));
// print(", ");
// }
// print("\n");
// };
void(vector org) AI_Zombie::init = {
setmodel(this, "models/ai/zfull.mdl");
// ---------------------------------
// Usual zombie setup stuff
// ---------------------------------
this.solid = SOLID_CORPSE;
#ifdef PC
this.dimension_solid = HITBOX_DIM_ZOMBIES;
#endif // PC
// this.movetype = MOVETYPE_STEP;
this.movetype = MOVETYPE_WALK;
setsize (this, '-8 -8 -32', '8 8 30');
this.origin = org;
setorigin(this, this.origin);
this.classname = "ai_zombie";
this.gravity = 1.0;
this.takedamage = DAMAGE_YES;
this.flags = this.flags | FL_PARTIALGROUND | FL_MONSTER;
this.health = 999999;
// SetUpHitBoxes(self);
// ---------------------------------
this.yaw_speed = 20;
// ---------------------------------
this.think_delta_time = 0.1; // 10x per second
this.nextthink = time + this.think_delta_time;
this.cur_fg_start_time = -1;
}
// void() AI_Zombie::think = {
// print("we do be thinkin!\n");
// // TODO - how to call superclass think?
// }
void () AI_Zombie::fg_walk = {
this.set_framegroup(fg_zombie_walk_0);
this.set_framegroup_duration(fg_zombie_walk_0.duration * (1.0 + 3.0 * random()));
// print("Set anim duration to: ");
// print(ftos(this.cur_fg_duration));
// print("\n");
}
void () AI_Zombie::fg_die = {
// TODO - Execute -- zombie_die_0
}
void () AI_Zombie::fg_attack = {
// TODO - Execute an attack framegroup
}
void () AI_Zombie::fg_idle = {
// TODO - Execute the idle framegroup
}
void() test_new_ent = {
create_framegroups();
makevectors(self.v_angle);
// AI_Chase test_ent = spawn(AI_Chase);
AI_Zombie zombie = spawn(AI_Zombie);
zombie.init(self.origin + v_forward * 100);
zombie.fg_walk();
@ -514,7 +587,7 @@ void() test_new_ent = {
// print(ftos(result));
// print("\n");
}
};

View file

@ -102,6 +102,12 @@ float(float a, float b, float mix) lerp =
return (b * mix + a * ( 1 - mix ) );
}
float(float a, float b, float mix) unclamped_lerp =
{
return (b * mix + a * ( 1 - mix ) );
}
vector(vector a, vector b, float mix) lerpVector =
{
if (mix <= 0) return a;