quake4-sdk/source/game/ai/AI_Actions.cpp

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2007-06-15 00:00:00 +00:00
#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
/*
===============================================================================
rvAIActionTimer
===============================================================================
*/
/*
================
rvAIActionTimer::rvAIActionTimer
================
*/
rvAIActionTimer::rvAIActionTimer ( void ) {
time = 0;
}
/*
================
rvAIActionTimer::Init
================
*/
bool rvAIActionTimer::Init ( const idDict& args, const char* name ) {
rate = SEC2MS ( args.GetFloat ( va("%s_rate",name), "0" ) );
return true;
}
/*
================
rvAIActionTimer::Save
================
*/
void rvAIActionTimer::Save ( idSaveGame *savefile ) const {
savefile->WriteInt ( rate );
savefile->WriteInt ( time );
}
/*
================
rvAIActionTimer::Restore
================
*/
void rvAIActionTimer::Restore ( idRestoreGame *savefile ) {
savefile->ReadInt ( rate );
savefile->ReadInt ( time );
}
/*
================
rvAIActionTimer::Reset
================
*/
void rvAIActionTimer::Reset ( int currentTime, float diversity, float scale ) {
float _rate = rate * scale;
time = currentTime + (-gameLocal.random.RandomInt( 2.0f * _rate * diversity ) + _rate * diversity + _rate);
}
/*
================
rvAIActionTimer::Clear
================
*/
void rvAIActionTimer::Clear ( int currentTime ) {
time = currentTime;
}
/*
================
rvAIActionTimer::Add
================
*/
void rvAIActionTimer::Add ( int _time, float diversity ) {
time += (-gameLocal.random.RandomInt( 2.0f * _time * diversity ) + _time * diversity + _time);
}
/*
===============================================================================
rvAIAction
===============================================================================
*/
/*
================
rvAIAction::rvAIAction
================
*/
rvAIAction::rvAIAction ( void ) {
memset ( &fl, 0, sizeof(fl) );
status = STATUS_UNUSED;
}
/*
================
rvAIAction::Init
================
*/
bool rvAIAction::Init ( const idDict& args, const char* name, const char* defaultState, int _flags ) {
const idKeyValue* kv;
if ( _flags & AIACTIONF_ATTACK ) {
fl.isAttack = true;
}
if ( _flags & AIACTIONF_MELEE ) {
fl.isMelee = true;
}
// Initialize timer
timer.Init ( args, name );
// Is this action enabled?
fl.disabled = !args.GetBool ( va("%s",name), "0" );
fl.noPain = args.GetBool ( va("%s_nopain",name), "0" );
fl.noTurn = args.GetBool ( va("%s_noturn",name), "1" );
fl.overrideLegs = args.GetBool ( va("%s_overrideLegs",name), "1" );
fl.noSimpleThink = args.GetBool ( va("%s_nosimplethink",name), "0" );
blendFrames = args.GetInt ( va("%s_blendFrames",name), "4" );
failRate = SEC2MS ( args.GetInt ( va("%s_failRate",name), ".1" ) );
minRange = args.GetInt ( va("%s_minRange",name), "0" );
maxRange = args.GetInt ( va("%s_maxRange",name), (_flags & AIACTIONF_ATTACK ) ? "-1" : "0" );
minRange2d = args.GetInt ( va("%s_minRange2d",name), "0" );
maxRange2d = args.GetInt ( va("%s_maxRange2d",name), "0" );
chance = args.GetFloat ( va("%s_chance",name), "1" );
diversity = args.GetFloat ( va("%s_diversity", name ), ".5" );
// action state
state = args.GetString ( va("%s_state",name), (!defaultState||!*defaultState) ? "Torso_Action" : defaultState );
// allow for multiple animations
const char* prefix = va("%s_anim",name);
for ( kv = args.MatchPrefix ( prefix, NULL ); kv; kv = args.MatchPrefix ( prefix, kv ) ) {
if ( kv->GetValue ( ).Length ( ) ) {
anims.Append ( kv->GetValue ( ) );
}
}
return true;
}
/*
================
rvAIAction::Save
================
*/
void rvAIAction::Save ( idSaveGame *savefile ) const {
int i;
savefile->Write( &fl, sizeof( fl ) );
savefile->WriteInt ( anims.Num ( ) );
for ( i = 0; i < anims.Num(); i ++ ) {
savefile->WriteString ( anims[i] );
}
savefile->WriteString ( state );
timer.Save ( savefile );
savefile->WriteInt ( blendFrames );
savefile->WriteInt ( failRate );
savefile->WriteFloat ( minRange );
savefile->WriteFloat ( maxRange );
savefile->WriteFloat ( minRange2d );
savefile->WriteFloat ( maxRange2d );
savefile->WriteFloat ( chance );
savefile->WriteFloat ( diversity );
savefile->WriteInt ( (int)status );
}
/*
================
rvAIAction::Restore
================
*/
void rvAIAction::Restore ( idRestoreGame *savefile ) {
int num;
savefile->Read( &fl, sizeof( fl ) );
savefile->ReadInt ( num );
anims.Clear ( );
anims.SetNum ( num );
for ( num--; num >= 0; num -- ) {
savefile->ReadString ( anims[num] );
}
savefile->ReadString ( state );
timer.Restore ( savefile );
savefile->ReadInt ( blendFrames );
savefile->ReadInt ( failRate );
savefile->ReadFloat ( minRange );
savefile->ReadFloat ( maxRange );
savefile->ReadFloat ( minRange2d );
savefile->ReadFloat ( maxRange2d );
savefile->ReadFloat ( chance );
savefile->ReadFloat ( diversity );
savefile->ReadInt ( (int&)status );
}
/*
===============================================================================
Actions
===============================================================================
*/
/*
================
idAI::CheckAction_EvadeLeft
================
*/
bool idAI::CheckAction_EvadeLeft ( rvAIAction* action, int animNum ) {
if( combat.shotAtAngle >= 0 || gameLocal.time - combat.shotAtTime > 100 ) {
return false;
}
// TODO: dont evade unless it was coming from directly in front of us
if ( animNum != -1 && !TestAnimMove ( animNum ) ) {
return false;
}
return true;
}
/*
================
idAI::CheckAction_EvadeRight
================
*/
bool idAI::CheckAction_EvadeRight ( rvAIAction* action, int animNum ) {
if( combat.shotAtAngle < 0 || gameLocal.time - combat.shotAtTime > 100 ){
return false;
}
// TODO: Dont eveade unless it was coming from directly in front of us
if ( animNum != -1 && !TestAnimMove ( animNum ) ) {
return false;
}
return true;
}
/*
================
idAI::CheckAction_JumpBack
================
*/
bool idAI::CheckAction_JumpBack ( rvAIAction* action, int animNum ) {
// Jump back after taking damage
if ( !aifl.damage ) {
return false;
}
// TODO: enemy must be in front to jump backwards
// Can we actually move backwards?
if ( !TestAnimMove ( animNum ) ) {
return false;
}
return true;
}
/*
================
idAI::CheckAction_RangedAttack
================
*/
bool idAI::CheckAction_RangedAttack ( rvAIAction* action, int animNum ) {
if ( !enemy.ent || !enemy.fl.inFov ) {
return false;
}
if ( !IsEnemyRecentlyVisible ( ) || enemy.ent->DistanceTo ( enemy.lastKnownPosition ) > 128.0f ) {
return false;
}
if ( animNum != -1 && !CanHitEnemyFromAnim( animNum ) ) {
return false;
}
return true;
}
/*
================
idAI::CheckAction_MeleeAttack
================
*/
bool idAI::CheckAction_MeleeAttack ( rvAIAction* action, int animNum ) {
if ( !enemy.ent || !enemy.fl.inFov ) {
return false;
}
if ( !CheckFOV ( enemy.ent->GetPhysics()->GetOrigin(), 10 ) ) {
return false;
}
return true;
}
/*
================
idAI::CheckAction_LeapAttack
================
*/
bool idAI::CheckAction_LeapAttack ( rvAIAction* action, int animNum ) {
if ( !enemy.ent || !enemy.fl.inFov ) {
return false;
}
if ( enemy.range > 64.0f && !TestAnimMove ( animNum, enemy.ent ) ) {
return false;
}
// Must be looking right at the enemy to leap
if ( !CheckFOV ( enemy.ent->GetPhysics()->GetOrigin(), 4 ) ) {
return false;
}
return true;
}
/*
================
idAI::UpdateAction
================
*/
bool idAI::UpdateAction ( void ) {
// Update action MUST be called from the main state loop
assert ( stateThread.IsExecuting ( ) );
// If an action is already running then dont let another start
if ( aifl.action ) {
return false;
}
return CheckActions ( );
}
/*
================
idAI::CheckPainActions
================
*/
bool idAI::CheckPainActions ( void ) {
if ( !pain.takenThisFrame || !actionTimerPain.IsDone ( actionTime ) ) {
return false;
}
if ( !pain.threshold || pain.takenThisFrame < pain.threshold ) {
return false;
}
PerformAction ( "Torso_Pain", 2, true );
actionTimerPain.Reset ( actionTime );
return true;
}
/*
================
idAI::CheckActions
================
*/
bool idAI::CheckActions ( void ) {
// Pain?
if ( CheckPainActions ( ) ) {
return true;
}
// Actions are limited at a cover position to shooting and leaning
if ( IsBehindCover ( ) ) {
// Test ranged attack first
if ( PerformAction ( &actionRangedAttack, (checkAction_t)&idAI::CheckAction_RangedAttack, &actionTimerRangedAttack ) ) {
return true;
}
} else {
if ( PerformAction ( &actionEvadeLeft, (checkAction_t)&idAI::CheckAction_EvadeLeft, &actionTimerEvade ) ||
PerformAction ( &actionEvadeRight, (checkAction_t)&idAI::CheckAction_EvadeRight, &actionTimerEvade ) ||
PerformAction ( &actionJumpBack, (checkAction_t)&idAI::CheckAction_JumpBack, &actionTimerEvade ) ||
PerformAction ( &actionLeapAttack, (checkAction_t)&idAI::CheckAction_LeapAttack ) ) {
return true;
} else if ( PerformAction ( &actionRangedAttack,(checkAction_t)&idAI::CheckAction_RangedAttack, &actionTimerRangedAttack ) ||
PerformAction ( &actionMeleeAttack, (checkAction_t)&idAI::CheckAction_MeleeAttack ) ) {
return true;
}
}
return false;
}
/*
================
idAI::PerformAction
================
*/
void idAI::PerformAction ( const char* stateName, int blendFrames, bool noPain ) {
// Allow movement in actions
move.fl.allowAnimMove = true;
// Start the action
if ( legsAnim.Disabled() ) {
//MCG: Hmmm... I hope this doesn't break anything, but if an action happens *right*
// at the end of a trigger_anim, then the legs will be enabled (by the SetAnimState
// on the torso) with no state! The actor will then be stuck in place until
// something actually sets the legsAnim state... so let's check for disabled and
// set a default state right here...?
SetAnimState ( ANIMCHANNEL_LEGS, "Legs_Idle", 0 );
}
SetAnimState ( ANIMCHANNEL_TORSO, stateName, blendFrames );
// Always call finish action when the action is done, it will clear the action flag
aifl.action = true;
PostAnimState ( ANIMCHANNEL_TORSO, "Torso_FinishAction", 0, 0, SFLAG_ONCLEAR );
// Go back to idle when done
PostAnimState ( ANIMCHANNEL_TORSO, "Torso_Idle", blendFrames );
// Main state will wait until action is finished before continuing
if ( noPain ) {
InterruptState ( "Wait_ActionNoPain" );
} else {
InterruptState ( "Wait_Action" );
}
OnStartAction ( );
}
bool idAI::PerformAction ( rvAIAction* action, bool (idAI::*condition)(rvAIAction*,int), rvAIActionTimer* timer ) {
// If we arent ignoring simple think then dont perform this action on a simple think frame
if ( !action->fl.noSimpleThink && aifl.simpleThink ) {
return false;
}
// Is the action disabled?
if ( action->fl.disabled ) {
action->status = rvAIAction::STATUS_FAIL_DISABLED;
return false;
}
// Action timers still running?
if ( !action->timer.IsDone ( actionTime ) ) {
action->status = rvAIAction::STATUS_FAIL_TIMER;
return false;
}
if ( timer && !timer->IsDone ( actionTime ) ) {
action->status = rvAIAction::STATUS_FAIL_EXTERNALTIMER;
return false;
}
// Special code for attacks
if ( action->fl.isAttack ) {
// Attacks disabled?
if ( ai_disableAttacks.GetBool() ) {
action->status = rvAIAction::STATUS_FAIL_DISABLED;
return false;
}
// No attack actions if we have no enemy or our enemy cant be hurt
if ( !enemy.ent || enemy.ent->health <= 0 ) {
action->status = rvAIAction::STATUS_FAIL_NOENEMY;
return false;
}
}
// Min Range check
if ( action->minRange ) {
if ( !enemy.ent || !enemy.range || enemy.range < action->minRange ) {
action->status = rvAIAction::STATUS_FAIL_MINRANGE;
return false;
}
}
if ( action->minRange2d ) {
if ( !enemy.ent || !enemy.range2d || enemy.range2d < action->minRange2d ) {
action->status = rvAIAction::STATUS_FAIL_MINRANGE;
return false;
}
}
// Max Range check
if ( action->maxRange != 0 ) {
float maxrange = action->maxRange == -1 ? combat.attackRange[1] : action->maxRange;
if ( !enemy.ent || !enemy.range || enemy.range > maxrange ) {
if ( action->fl.isMelee && GetEnemy() ) {
//FIXME: make work with gravity vector
idVec3 org = physicsObj.GetOrigin();
const idBounds &myBounds = physicsObj.GetBounds();
idBounds bounds;
// expand the bounds out by our melee range
bounds[0][0] = -combat.meleeRange;
bounds[0][1] = -combat.meleeRange;
bounds[0][2] = myBounds[0][2] - 4.0f;
bounds[1][0] = combat.meleeRange;
bounds[1][1] = combat.meleeRange;
bounds[1][2] = myBounds[1][2] + 4.0f;
bounds.TranslateSelf( org );
idVec3 enemyOrg = GetEnemy()->GetPhysics()->GetOrigin();
idBounds enemyBounds = GetEnemy()->GetPhysics()->GetBounds();
enemyBounds.TranslateSelf( enemyOrg );
if ( !bounds.IntersectsBounds( enemyBounds ) ) {
action->status = rvAIAction::STATUS_FAIL_MAXRANGE;
return false;
}
} else {
action->status = rvAIAction::STATUS_FAIL_MAXRANGE;
return false;
}
}
}
if ( action->maxRange2d ) {
if ( !enemy.ent || !enemy.range2d || enemy.range2d > action->maxRange2d ) {
action->status = rvAIAction::STATUS_FAIL_MAXRANGE;
return false;
}
}
int animNum;
if ( action->anims.Num ( ) ) {
// Pick a random animation from the list
animNum = GetAnim ( ANIMCHANNEL_TORSO, action->anims[gameLocal.random.RandomInt(action->anims.Num())] );
if ( !animNum ) {
action->status = rvAIAction::STATUS_FAIL_ANIM;
return false;
}
} else {
animNum = -1;
}
// Random chance?
if ( action->chance < 1.0f && gameLocal.random.RandomFloat ( ) > action->chance ) {
action->status = rvAIAction::STATUS_FAIL_CHANCE;
action->timer.Clear ( actionTime );
action->timer.Add ( 100 );
return false;
}
// Check the condition
if ( condition && !(this->*(condition)) ( action, animNum ) ) {
action->status = rvAIAction::STATUS_FAIL_CONDITION;
action->timer.Clear ( actionTime );
action->timer.Add ( action->failRate );
return false;
}
// Disallow turning during action?
if ( action->fl.noTurn ) {
OverrideFlag ( AIFLAGOVERRIDE_NOTURN, true );
}
// Perform the raw action
PerformAction ( action->state, action->blendFrames, action->fl.noPain );
// Override legs for this state?
if ( action->fl.overrideLegs ) {
DisableAnimState ( ANIMCHANNEL_LEGS );
}
// When attacking scale the time by the aggression scale
float scale;
if ( action->fl.isAttack ) {
scale = 2.0f - combat.aggressiveScale;
} else {
scale = 1.0f;
}
// Restart the action timer using the length of the animation being played
action->timer.Reset ( actionTime, action->diversity, scale );
// If the action gets interrupted it will be skipped, if it is then move the action timers forward
// by half of its normal delay to allow it to be performed again quicker than usual. This also allows
// other actions that may be still pending to be performed and thus cause less of a pause after taking pain.
actionSkipTime = (action->timer.GetTime ( ) + actionTime) / 2;
// Restart the global action timer using the length of the animation being played
if ( timer ) {
timer->Reset ( actionTime, action->diversity, scale );
}
action->status = rvAIAction::STATUS_OK;
actionAnimNum = animNum;
return true;
}