sin-sdk/behavior.cpp

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1998-12-20 00:00:00 +00:00
//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/behavior.cpp $
// $Revision:: 117 $
// $Author:: Markd $
// $Date:: 11/20/98 7:17p $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// $Log:: /Quake 2 Engine/Sin/code/game/behavior.cpp $
//
// 117 11/20/98 7:17p Markd
// Fixed Hide behavior
//
// 116 11/18/98 8:53p Markd
// Made nearestnode check for one without bounding box for thrall
//
// 115 11/18/98 7:47p Markd
// made it so FindNearEnemy doesn't use bounding box mainly for THrall
//
// 114 11/15/98 8:02p Jimdose
// Swimming monsters no longer choose random directions that are in air
// Flying monsters no longer choose random directions that are in water
// Actors using FindEnemy no longer get stuck when the nearest node to them is
// the same as the nearest node to the enemy.
//
// 113 11/15/98 1:24a Jimdose
// monsters don't play snd_sightenemy now unless DoAction( "sightenemy" )
// succeeds.
//
// 112 11/13/98 3:29p Markd
// Fixed some ChooseRandomDirection stuff
//
// 111 11/07/98 8:14p Jimdose
// Made it so Hide and FleeAndRemove ensure the guy either runs away or
// crouches down
//
// 110 10/27/98 7:48p Jimdose
// Added PlayAnimSeekEnemy
//
// 109 10/27/98 3:52a Markd
// put in state = 0 if can't resolve FindEnemy
//
// 108 10/27/98 12:42a Jimdose
// added animprefix to AimAndShoot
//
// 107 10/26/98 2:18p Markd
// Put in last_jump_time support
//
// 106 10/25/98 4:56a Jimdose
// Fixed bug with chase where guys would do a spin at the end of a path
// Changed wait time in opendoor
// made FindEnemy check if the enemy has moved far before doing another search
//
// 105 10/23/98 4:44a Markd
// made jump early exit if no land animation
//
// 104 10/23/98 12:30a Markd
// Fixed up Flee behavior
//
// 103 10/22/98 11:36p Jimdose
// Added GetCloseToEnemy
// Changed FindEnemy's seektime
//
// 102 10/20/98 11:29p Markd
// guys won't get stuck aiming anymore
//
// 101 10/20/98 4:05a Markd
// made snd_idle more frequent in wander
//
// 100 10/20/98 3:52a Markd
// Added idle chatter to Wander
//
// 99 10/20/98 2:37a Markd
// Put in ClearEnemies and JumpTo modifications
//
// 98 10/19/98 12:07a Jimdose
// made all code use fast checks for inheritance (no text lookups when
// possible)
// isSubclassOf no longer requires ::_classinfo()
//
// 97 10/18/98 4:11p Markd
// Made FindEnemy not use FindClosestSightNode
//
// 96 10/18/98 12:34a Markd
// Added randomness to AimAndShoot and AimAndMelee
//
// 95 10/17/98 11:01p Markd
// Added code to AimAndShoot
//
// 94 10/17/98 4:43p Markd
// Added curious time and xydist to Investigate
//
// 93 10/17/98 4:05p Markd
// replaced OpenDOor initial trace with vec_zero's again
//
// 92 10/17/98 3:30p Markd
// Fixed OpenDoor code not taking into account bounding boxes
//
// 91 10/17/98 12:34a Markd
// Commented out warning for the time being
//
// 90 10/16/98 7:20p Markd
// put in numshots for AimAndMelee, also tweaked PlayAnim warning reporting
//
// 89 10/14/98 11:53p Markd
// If PlayAnim doesn't resolve an anim, make sure and post and EndBehavior
//
// 88 10/14/98 9:02p Markd
// Made the Jump behavior more robust, and added landing
//
// 87 10/14/98 5:20p Markd
// Updated Jump behavior
//
// 86 10/14/98 2:17a Markd
// Took out can_melee code
//
// 85 10/14/98 1:27a Markd
// Put in can_melee in FindEnemy
//
// 84 10/13/98 11:13p Markd
// Scaled anim_deltas and fixed closeattacks not waiting long enough to reach
// player
//
// 83 10/13/98 9:11p Markd
// Fixed RandomChooseDirection bug
//
// 82 10/13/98 7:38p Markd
// Created behaviors for Wander, Fly, FLyCloseAttack, and WanderCloseAttack
//
// 81 10/13/98 12:25a Markd
// Fixed swimming creatures AGAIN!
//
// 80 10/10/98 6:08p Markd
// Added FleeAndRemove, FindFlee, fixed max_ainode bug
//
// 79 10/10/98 5:01p Markd
// Changed trace masks to edict->clipmasks
//
// 78 10/10/98 3:27p Markd
// Fixed FindEnemy behavior
//
// 77 10/09/98 11:57p Markd
// Fixed up melee close range attacks
//
// 76 10/06/98 5:25p Markd
// Added ForceAction, hopefully fixed some sightEnemy issues
//
// 75 10/05/98 10:32p Markd
// Made Strafe Attack use a random strafe direction, also tweaked
// SwimCloseAttack
//
// 74 10/05/98 4:36p Markd
// Clear out seenEnemy
//
// 73 10/05/98 3:04p Markd
// Added miss detection to AimAndShoot
//
// 72 10/05/98 12:29a Jimdose
// moved angledist to q_shared
//
// 71 10/04/98 7:49p Markd
// When done GotoPathNode, play the idle animation if no animation exists at
// the movegoal
//
// 70 10/04/98 5:32p Markd
// Fixed ChooseRandomDirection problems
//
// 69 10/04/98 3:47p Markd
// fixed swimming getting stuck
//
// 68 10/04/98 3:01p Markd
// fixed swimming behavior
//
// 67 10/03/98 7:19p Markd
// Added SwimCloseAttack and Melee behaviors
//
// 66 10/01/98 8:00p Markd
// Added AimAndMelee
//
// 65 10/01/98 4:14p Jimdose
// Improved Aim::Evaluate so that it properly targets partially obscured guys.
//
// 64 9/22/98 4:16a Jimdose
// Made GotoPathNode check new paths every 4 seconds instead of every 20.
//
// 63 9/22/98 1:54a Jimdose
// Completed ShowInfo for all behaviors
// Added StrafeTo
//
// 62 9/18/98 10:56p Jimdose
// Separated steering behaviors into their own file
// Made AimAndShoot exit when enemy is killed while aiming
//
// 61 9/14/98 5:29p Jimdose
// Added SetPathRate to Chase so that actors can choose how often they search
// for a new path.
// NearestNode now requires that you pass in the entity that is going to use
// the path.
//
// 60 8/31/98 7:48p Jimdose
// Removed unused variables from FollowPath
//
// 59 8/31/98 7:46p Jimdose
// Simplified FollowPath
//
// 58 8/29/98 9:39p Jimdose
// Added call info to G_Trace
//
// 57 8/26/98 11:13p Jimdose
// Added StrafeAttack
//
// 56 8/24/98 6:57p Jimdose
// Moved hueristics for path finding to actor
// Modified how closely actors follow paths
//
// 55 8/19/98 8:47p Jimdose
// Added Jump behavior
//
// 54 8/19/98 7:58p Jimdose
// took out debug print
// starting jump node support
//
// 53 8/19/98 4:00p Jimdose
// Made PickupAndThrow exit if it has a NULL pickup_target
//
// 52 8/19/98 2:31p Jimdose
// Changed Chase so that if the target is an entity, it ends when it touches
// that entity.
//
// 51 8/18/98 10:00p Jimdose
// Actors follow paths tighter when near doors
//
// 50 8/15/98 11:18p Jimdose
// Extended reach for opening doors
//
// 49 8/14/98 8:30p Jimdose
// TurnTo now doesn't return false when turning to ents. (need to change
// eventually).
// FindEnemy now searches based on CanShoot rather than CanSee
//
// 48 8/14/98 6:26p Jimdose
// Got rid of decelleration for steering
// Added GoalEnt to GotoPathNode
// Added check for arrival to seek. Reduces running in circles
//
// 47 8/12/98 2:12p Markd
// fixed initialization of bestnode parameter in FindWanderNode
//
// 46 8/10/98 6:51p Aldie
// Modified wander behavior a little to make it less intensive
//
// 45 8/09/98 5:49p Markd
// Rewrote ThrowObjects pickup and throw
//
// 44 8/08/98 8:39p Markd
// fixed throwing bug
//
// 43 8/08/98 8:41p Jimdose
// Fixed oscillating problem in Aim
//
// 42 8/08/98 8:24p Markd
// working on pickupandthrow behavior
//
// 41 8/07/98 8:47p Markd
// working on pickupandthrow
//
// 40 8/07/98 6:01p Jimdose
// Rewrote AimAndShoot
//
// 39 8/06/98 6:57p Jimdose
// Removed FireFromCover (now done in script)
// Added SetArgs to AimAndShoot
//
// 38 8/05/98 7:18p Jimdose
// Renamed states
//
// 37 8/03/98 7:58p Aldie
// Added a first attempt at wander behavior
//
// 36 7/26/98 11:43a Jimdose
// Tweaked hiding behavior
//
// 35 7/26/98 6:39a Jimdose
// Avoiding occupied nodes now works
//
// 34 7/26/98 3:48a Jimdose
// Modified aim based on skill
//
// 33 7/26/98 2:45a Jimdose
// Changed pathway_t structure
//
// 32 7/25/98 2:09a Jimdose
// FindCoverNode now uses the closest cover node to search from, rather than
// choosing a random node and letting the search algorithm find a closer one.
//
// 31 7/22/98 10:51p Jimdose
// Added repel behavior
//
// 30 7/21/98 4:14p Jimdose
// disabled the - operator on Vectors
//
// 29 7/19/98 9:19p Jimdose
// Fixed bug in FindCoverNode where the actor would try searching for a path
// to every cover node in the level.
//
// 28 7/08/98 9:00p Jimdose
// Made OpenDoor script callable
//
// 27 7/06/98 1:06p Jimdose
// working on ai
//
// 26 6/30/98 6:03p Jimdose
// Chase and GotoPathNode now can use vectors for goals
// Investigate no longer needs currentEnemy to be set
//
// 25 6/25/98 8:11p Jimdose
// Changed Idle stuff
//
// 24 6/24/98 4:26p Jimdose
// Fixed bugs in TurnTo
//
// 23 6/17/98 9:59p Jimdose
// Changed path radius
//
// 22 6/17/98 3:03p Markd
// Changed NumArgs back to previous behavior
//
// 21 6/17/98 1:19a Jimdose
// Removed TargetEnemies. Moved it back into actor
// Working on weapon firing and sighting enemies
//
// 20 6/15/98 10:47p Jimdose
// Added Hide, and CoverFire
//
// 19 6/13/98 8:23p Jimdose
// Added FindCover
//
// 18 6/11/98 12:44a Jimdose
// behaviors now get info from the script at startup
//
// 17 6/10/98 10:25p Jimdose
// Added priority based state system
//
// 16 6/09/98 5:34p Jimdose
// made flee better at finding a random node.
//
// 15 6/09/98 4:18p Jimdose
// worked on ai
//
// 14 6/04/98 10:48p Jimdose
// Fixed a bunch of things that got broken just in time for E3. Paths and
// scripting actually work now.
//
// 13 6/03/98 5:43p Jimdose
// Fixed spelling of behavior. :)
//
// 12 5/27/98 7:12a Jimdose
// ai ai ai
//
// 11 5/27/98 6:39a Jimdose
// working on ai
//
// 10 5/27/98 5:11a Jimdose
// working on ai
//
// 9 5/25/98 5:31p Jimdose
// Pathnodes are no longer a subclass of Entity. This was done to save on
// edicts
//
// 8 5/25/98 1:06a Jimdose
// Added chatter
//
// 7 5/24/98 1:02a Jimdose
// added Investigate
//
// 6 5/23/98 6:27p Jimdose
// improved steering code
//
// 5 5/22/98 9:45p Jimdose
// Disabled debug lines for forces
//
// 4 5/22/98 9:36p Jimdose
// AI Scripting works again (somewhat)
//
// 3 5/20/98 6:36p Jimdose
// Working on ai
//
// 2 5/18/98 8:15p Jimdose
// Created file
//
// DESCRIPTION:
// Behaviors used by the AI.
//
#include "g_local.h"
#include "behavior.h"
#include "actor.h"
#include "doors.h"
#include "object.h"
Event EV_Behavior_Args( "args" );
Event EV_Behavior_AnimDone( "animdone" );
/****************************************************************************
Behavior Class Definition
****************************************************************************/
CLASS_DECLARATION( Listener, Behavior, NULL );
ResponseDef Behavior::Responses[] =
{
{ NULL, NULL }
};
Behavior::Behavior()
{
}
void Behavior::ShowInfo
(
Actor &self
)
{
if ( movegoal )
{
gi.printf( "movegoal: ( %f, %f, %f ) - '%s'\n",
movegoal->worldorigin.x, movegoal->worldorigin.y, movegoal->worldorigin.z, movegoal->targetname.c_str() );
}
else
{
gi.printf( "movegoal: NULL\n" );
}
}
void Behavior::Begin
(
Actor &self
)
{
}
qboolean Behavior::Evaluate
(
Actor &self
)
{
return false;
}
void Behavior::End
(
Actor &self
)
{
}
/****************************************************************************
Idle Class Definition
****************************************************************************/
CLASS_DECLARATION( Behavior, Idle, NULL );
ResponseDef Idle::Responses[] =
{
{ &EV_Behavior_Args, ( Response )Idle::SetArgs },
{ NULL, NULL }
};
void Idle::SetArgs
(
Event *ev
)
{
anim = ev->GetString( 2 );
}
void Idle::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "\nnexttwitch : %f\n", nexttwitch );
gi.printf( "anim : %s\n", anim.c_str() );
}
void Idle::Begin
(
Actor &self
)
{
self.currentEnemy = NULL;
self.seenEnemy = false;
nexttwitch = level.time + 10 + G_Random( 30 );
if ( anim.length() )
{
self.SetAnim( anim );
}
}
qboolean Idle::Evaluate
(
Actor &self
)
{
if ( self.currentEnemy )
{
if ( self.DoAction( "sightenemy" ) )
{
self.seenEnemy = true;
self.Chatter( "snd_sightenemy", 5 );
}
else
{
self.currentEnemy = NULL;
}
return true;
}
if ( nexttwitch < level.time )
{
self.chattime += 10;
self.DoAction( "twitch" );
return true;
}
else
{
self.Chatter( "snd_idle", 1 );
}
return true;
}
void Idle::End
(
Actor &self
)
{
}
/****************************************************************************
Aim Class Definition
****************************************************************************/
CLASS_DECLARATION( Behavior, Aim, NULL );
ResponseDef Aim::Responses[] =
{
{ NULL, NULL }
};
void Aim::SetTarget
(
Entity *ent
)
{
target = ent;
}
void Aim::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "\nseek:\n" );
seek.ShowInfo( self );
if ( target )
{
gi.printf( "\ntarget : #%d '%s'\n", target->entnum, target->targetname.c_str() );
}
else
{
gi.printf( "\ntarget : NULL\n" );
}
}
void Aim::Begin
(
Actor &self
)
{
seek.Begin( self );
}
qboolean Aim::Evaluate
(
Actor &self
)
{
Vector dir;
Vector ang;
Vector pos;
if ( !target )
{
return false;
}
//
// get my gun pos
//
pos = self.GunPosition();
ang = self.MyGunAngles( pos, false );
//
// invert PITCH
//
ang[ PITCH ] = -ang[ PITCH ];
ang.AngleVectors( &dir, NULL, NULL );
seek.SetTargetPosition( target->centroid );
seek.SetTargetVelocity( target->velocity );
seek.SetPosition( self.centroid );
seek.SetDir( dir );
seek.SetMaxSpeed( 1400 + skill->value * 600 );
seek.Evaluate( self );
if ( ( fabs( seek.steeringforce.y ) > 5 ) && ( self.enemyRange > RANGE_MELEE ) )
{
seek.steeringforce.y *= 2;
}
self.Accelerate( seek.steeringforce );
if ( seek.steeringforce.y < 0.25f )
{
// dead on
return false;
}
return true;
}
void Aim::End
(
Actor &self
)
{
seek.End( self );
}
/****************************************************************************
FireOnSight Class Definition
****************************************************************************/
CLASS_DECLARATION( Behavior, FireOnSight, NULL );
ResponseDef FireOnSight::Responses[] =
{
{ &EV_Behavior_Args, ( Response )FireOnSight::SetArgs },
{ NULL, NULL }
};
void FireOnSight::SetArgs
(
Event *ev
)
{
if ( ev->NumArgs() > 1 )
{
anim = ev->GetString( 1 );
}
}
void FireOnSight::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "\nchase:\n" );
chase.ShowInfo( self );
gi.printf( "\naim:\n" );
aim.ShowInfo( self );
gi.printf( "\nmode : %d\n", mode );
gi.printf( "anim : %s\n", anim.c_str() );
}
void FireOnSight::Begin
(
Actor &self
)
{
mode = 0;
if ( !anim.length() )
{
anim = "run";
}
}
qboolean FireOnSight::Evaluate
(
Actor &self
)
{
if ( !self.currentEnemy || self.currentEnemy->deadflag || self.currentEnemy->health <= 0 )
{
return false;
}
switch( mode )
{
case 0 :
// Start chasing
self.SetAnim( anim );
chase.Begin( self );
mode = 1;
case 1 :
// Chasing
if ( self.WeaponReady() && self.CanShoot( self.currentEnemy, false ) )
{
chase.End( self );
self.SetAnim( "readyfire" );
aim.Begin( self );
mode = 2;
break;
}
else
{
self.Chatter( "snd_pursuit", 1 );
}
chase.SetTarget( self.currentEnemy );
chase.Evaluate( self );
break;
case 2 :
// Aiming
aim.SetTarget( self.currentEnemy );
aim.Evaluate( self );
if ( self.WeaponReady() && self.CanShoot( self.currentEnemy, true ) )
{
self.Chatter( "snd_inmysights", 5 );
self.SetAnim( "fire" );
mode = 3;
}
else if ( !self.WeaponReady() || !self.CanShoot( self.currentEnemy, false ) )
{
aim.End( self );
mode = 0;
break;
}
break;
case 3 :
// Fire
aim.SetTarget( self.currentEnemy );
aim.Evaluate( self );
if ( !self.CanShoot( self.currentEnemy, true ) )
{
self.SetAnim( "aim" );
mode = 2;
}
else
{
self.Chatter( "snd_attacktaunt", 4 );
}
break;
}
return true;
}
void FireOnSight::End
(
Actor &self
)
{
chase.End( self );
aim.End( self );
}
/****************************************************************************
TurnTo Class Definition
****************************************************************************/
CLASS_DECLARATION( Behavior, TurnTo, NULL );
ResponseDef TurnTo::Responses[] =
{
{ NULL, NULL }
};
TurnTo::TurnTo()
{
dir = Vector( 1, 0, 0 );
mode = 0;
ent = NULL;
yaw = 0;
}
void TurnTo::SetDirection
(
float yaw
)
{
Vector ang;
ang = Vector( 0, yaw, 0 );
this->yaw = anglemod( yaw );
ang.AngleVectors( &dir, NULL, NULL );
mode = 1;
}
void TurnTo::SetTarget
(
Entity *ent
)
{
this->ent = ent;
mode = 2;
}
void TurnTo::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "\nseek:\n" );
seek.ShowInfo( self );
if ( ent )
{
gi.printf( "\nent: #%d '%s'\n", ent->entnum, ent->targetname.c_str() );
}
else
{
gi.printf( "\nent: NULL\n" );
}
gi.printf( "dir: ( %f, %f, %f )\n", dir.x, dir.y, dir.z );
gi.printf( "yaw: %f\n", yaw );
gi.printf( "mode: %d\n", mode );
}
void TurnTo::Begin
(
Actor &self
)
{
seek.Begin( self );
}
qboolean TurnTo::Evaluate
(
Actor &self
)
{
Vector delta;
float ang;
switch( mode )
{
case 1 :
ang = angledist( yaw - self.angles.yaw() );
if ( fabs( ang ) < 1 )
{
self.Accelerate( Vector( 0, ang, 0 ) );
return false;
}
seek.SetTargetPosition( self.worldorigin + dir );
seek.SetTargetVelocity( vec_zero );
break;
case 2 :
if ( !ent )
{
return false;
}
delta = ent->worldorigin - self.worldorigin;
yaw = delta.toYaw();
//if ( self.angles.yaw() == yaw )
// {
// return false;
// }
seek.SetTargetPosition( ent->worldorigin );
seek.SetTargetVelocity( vec_zero );
break;
default :
return false;
}
seek.SetPosition( self.worldorigin );
seek.SetDir( self.movedir );
seek.SetMaxSpeed( self.movespeed );
seek.Evaluate( self );
//seek.DrawForces();
self.Accelerate( seek.steeringforce );
return true;
}
void TurnTo::End
(
Actor &self
)
{
seek.End( self );
}
/****************************************************************************
GotoPathNode Class Definition
****************************************************************************/
CLASS_DECLARATION( Behavior, GotoPathNode, NULL );
ResponseDef GotoPathNode::Responses[] =
{
{ &EV_Behavior_Args, ( Response )GotoPathNode::SetArgs },
{ NULL, NULL }
};
GotoPathNode::GotoPathNode()
{
usevec = false;
movegoal = NULL;
goal = vec_zero;
goalent = NULL;
}
void GotoPathNode::SetArgs
(
Event *ev
)
{
anim = ev->GetString( 2 );
if ( ev->IsVectorAt( 3 ) )
{
goal = ev->GetVector( 3 );
usevec = true;
}
else
{
usevec = false;
movegoal = AI_FindNode( ev->GetString( 3 ) );
if ( !movegoal )
{
goalent = ev->GetEntity( 3 );
}
}
}
void GotoPathNode::SetGoal
(
PathNode *node
)
{
usevec = false;
movegoal = node;
}
void GotoPathNode::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "\nturnto:\n" );
turnto.ShowInfo( self );
gi.printf( "\nchase:\n" );
chase.ShowInfo( self );
gi.printf( "\nstate: %d\n", state );
gi.printf( "usevec: %d\n", usevec );
gi.printf( "time: %f\n", time );
gi.printf( "anim: %s\n", anim.c_str() );
if ( goalent )
{
gi.printf( "\ngoalent: #%d '%s'\n", goalent->entnum, goalent->targetname.c_str() );
}
else
{
gi.printf( "\ngoalent: NULL\n" );
}
gi.printf( "goal: ( %f, %f, %f )\n", goal.x, goal.y, goal.z );
}
void GotoPathNode::Begin
(
Actor &self
)
{
state = 0;
chase.Begin( self );
turnto.Begin( self );
if ( goalent )
{
chase.SetTarget( goalent );
}
else if ( movegoal )
{
chase.SetGoal( movegoal );
}
else
{
chase.SetGoalPos( goal );
}
// don't check for new paths as often
chase.SetPathRate( 4 );
if ( anim.length() )
{
self.SetAnim( anim );
}
}
qboolean GotoPathNode::Evaluate
(
Actor &self
)
{
float yaw;
if ( !usevec && !goalent && !movegoal )
{
return false;
}
switch( state )
{
case 0 :
if ( chase.Evaluate( self ) )
{
break;
}
state = 1;
self.SetAnim( "idle" );
// cascade down to case 1
case 1 :
if ( !movegoal )
{
return false;
}
if ( movegoal->setangles )
{
yaw = movegoal->worldangles.yaw();
turnto.SetDirection( yaw );
if ( turnto.Evaluate( self ) )
{
break;
}
}
if ( movegoal->animname == "" )
{
self.SetAnim( "idle" );
return false;
}
self.SetAnim( movegoal->animname, EV_Actor_FinishedBehavior );
state = 2;
break;
case 2 :
break;
}
return true;
}
void GotoPathNode::End
(
Actor &self
)
{
chase.End( self );
}
/****************************************************************************
Investigate Class Definition
****************************************************************************/
CLASS_DECLARATION( Behavior, Investigate, NULL );
ResponseDef Investigate::Responses[] =
{
{ &EV_Behavior_Args, ( Response )Investigate::SetArgs },
{ NULL, NULL }
};
void Investigate::SetArgs
(
Event *ev
)
{
Entity *ent;
Actor *self;
ent = ev->GetEntity( 1 );
if ( ent && ent->isSubclassOf( Actor ) )
{
self = ( Actor * )ent;
}
anim = ev->GetString( 2 );
goal = ev->GetVector( 3 );
}
void Investigate::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "\nchase:\n" );
chase.ShowInfo( self );
gi.printf( "\nanim: %s\n", anim.c_str() );
gi.printf( "curioustime: %f\n", curioustime );
gi.printf( "goal: ( %f, %f, %f )\n", goal.x, goal.y, goal.z );
}
void Investigate::Begin
(
Actor &self
)
{
//
// we are only interested for about 10 seconds, if we can't get there, lets go back to what we were doing
//
curioustime = level.time + 10;
self.Chatter( "snd_investigate", 10 );
chase.Begin( self );
chase.SetGoalPos( goal );
// Don't allow guys to change their anim if we're already close enough to the goal
if ( !Done( self ) && anim.length() )
{
self.SetAnim( anim );
}
}
qboolean Investigate::Done
(
Actor &self
)
{
Vector delta;
float xydist;
if ( curioustime < level.time )
{
return true;
}
if ( self.CanSeeEnemyFrom( self.worldorigin ) )
{
return true;
}
if ( self.lastmove == STEPMOVE_STUCK )
{
return true;
}
delta = goal - self.worldorigin;
//
// get rid of Z variance
//
delta[ 2 ] = 0;
xydist = delta.length();
if ( xydist < 100 )
{
return true;
}
return false;
}
qboolean Investigate::Evaluate
(
Actor &self
)
{
if ( Done( self ) || !chase.Evaluate( self ) )
{
return false;
}
return true;
}
void Investigate::End
(
Actor &self
)
{
chase.End( self );
}
/****************************************************************************
Flee Class Definition
****************************************************************************/
CLASS_DECLARATION( Behavior, Flee, NULL );
ResponseDef Flee::Responses[] =
{
{ &EV_Behavior_Args, ( Response )Flee::SetArgs },
{ NULL, NULL }
};
void Flee::SetArgs
(
Event *ev
)
{
anim = ev->GetString( 2 );
}
void Flee::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "\nfollow:\n" );
follow.ShowInfo( self );
if ( path )
{
gi.printf( "\npath : ( %f, %f, %f ) to ( %f, %f, %f )\n",
path->Start()->worldorigin.x, path->Start()->worldorigin.y, path->Start()->worldorigin.z,
path->End()->worldorigin.x, path->End()->worldorigin.y, path->End()->worldorigin.z );
}
else
{
gi.printf( "\npath : NULL\n" );
}
gi.printf( "\navoid:\n" );
avoid.ShowInfo( self );
gi.printf( "\navoidtime: %f\n", avoidtime );
gi.printf( "anim: %s\n", anim.c_str() );
}
void Flee::Begin
(
Actor &self
)
{
follow.Begin( self );
avoid.AvoidWalls( false );
avoid.Begin( self );
avoidtime = 0;
path = NULL;
if ( anim.length() )
{
self.SetAnim( anim );
}
}
qboolean Flee::Evaluate
(
Actor &self
)
{
PathNode *node;
int i;
self.Chatter( "snd_panic", 3 );
if ( path && follow.DoneWithPath( self ) )
{
path = NULL;
if ( !self.currentEnemy || !self.CanSee( self.currentEnemy ) )
{
return false;
}
}
if ( !path )
{
for( i = 0; i < 5; i++ )
{
node = AI_GetNode( ( int )G_Random( ai_maxnode + 1 ) );
if ( node )
{
break;
}
}
if ( node )
{
path = follow.SetPath( self, self.worldorigin, node->worldorigin );
}
else
{
return false;
}
}
follow.SetPosition( self.worldorigin );
follow.SetDir( self.movedir );
follow.SetMaxSpeed( self.movespeed );
follow.Evaluate( self );
if ( avoidtime < level.time )
{
avoidtime = level.time + 0.4;
avoid.SetMaxSpeed( self.movespeed );
avoid.SetPosition( self.worldorigin );
avoid.SetDir( self.movedir );
avoid.Evaluate( self );
follow.steeringforce += avoid.steeringforce;
}
self.Accelerate( follow.steeringforce );
return true;
}
void Flee::End
(
Actor &self
)
{
avoid.End( self );
follow.End( self );
path = NULL;
}
/****************************************************************************
OpenDoor Class Definition
****************************************************************************/
CLASS_DECLARATION( Behavior, OpenDoor, NULL );
ResponseDef OpenDoor::Responses[] =
{
{ NULL, NULL }
};
OpenDoor::OpenDoor()
{
usedir = false;
}
void OpenDoor::SetArgs
(
Event *ev
)
{
if ( ev->NumArgs() > 1 )
{
dir = ev->GetVector( 2 );
//usedir = true;
}
}
void OpenDoor::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "\ntime: %f\n", time );
gi.printf( "endtime: %f\n", endtime );
gi.printf( "usedir: %d\n", usedir );
gi.printf( "dir: ( %f, %f, %f )\n", dir.x, dir.y, dir.z );
}
void OpenDoor::Begin
(
Actor &self
)
{
Event *e;
trace_t trace;
Entity *ent;
Vector pos;
Vector end;
endtime = 0;
pos = self.worldorigin + self.eyeposition;
if ( usedir )
{
end = pos + dir;
}
else
{
end = pos + Vector( self.orientation[ 0 ] ) * 64;
}
trace = G_Trace( pos, vec_zero, vec_zero, end, &self, self.edict->clipmask, "OpenDoor 1" );
ent = trace.ent->entity;
if ( ent && ent->isSubclassOf( Door ) )
{
self.SetAnim( "idle" );
time = level.time + 0.1;
endtime = time + 1;
e = new Event( EV_Use );
e->AddEntity( &self );
ent->ProcessEvent( e );
}
}
qboolean OpenDoor::Evaluate
(
Actor &self
)
{
trace_t trace;
Vector pos;
if ( level.time > endtime )
{
return false;
}
if ( time < level.time )
{
pos = self.worldorigin + self.eyeposition;
trace = G_Trace( pos, self.mins, self.maxs, pos + Vector( self.orientation[ 0 ] ) * 32, &self, self.edict->clipmask, "OpenDoor 2" );
if ( trace.fraction == 1 )
{
return false;
}
}
return true;
}
void OpenDoor::End
(
Actor &self
)
{
}
/****************************************************************************
PlayAnim Class Definition
****************************************************************************/
CLASS_DECLARATION( Behavior, PlayAnim, NULL );
ResponseDef PlayAnim::Responses[] =
{
{ &EV_Behavior_Args, ( Response )PlayAnim::SetArgs },
{ NULL, NULL }
};
void PlayAnim::SetArgs
(
Event *ev
)
{
anim = ev->GetString( 2 );
}
void PlayAnim::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "\nanim: %s\n", anim.c_str() );
}
void PlayAnim::Begin
(
Actor &self
)
{
if ( anim.length() )
{
if ( !self.SetAnim( anim, EV_Actor_FinishedBehavior ) )
{
//warning( "Begin", "%s does not exist for %s.", anim.c_str(), self.targetname.c_str() );
self.PostEvent( EV_Actor_FinishedBehavior, 0 );
}
}
}
qboolean PlayAnim::Evaluate
(
Actor &self
)
{
return true;
}
void PlayAnim::End
(
Actor &self
)
{
}
/****************************************************************************
Wander Class Definition
****************************************************************************/
/*
CLASS_DECLARATION( Behavior, Wander, NULL );
ResponseDef Wander::Responses[] =
{
{ &EV_Behavior_Args, ( Response )Wander::SetArgs },
{ NULL, NULL }
};
void Wander::SetArgs
(
Event *ev
)
{
anim = ev->GetString( 2 );
maxdistance = ev->GetFloat( 3 );
maxdistance *= maxdistance;
}
PathNode *Wander::FindWanderNode
(
Actor &self
)
{
int i;
PathNode *bestnode;
PathNode *node;
FindCoverPath find;
Path *path;
Vector delta;
float dist;
Vector pos;
int count = 0;
pos = self.worldorigin;
bestnode = NULL;
for ( i = 0; i < 5; i++ )
{
node = AI_GetNode( G_Random( ai_maxnode + 1 ) );
if ( !node )
continue;
delta = node->worldorigin - pos;
dist = delta * delta;
if ( ( dist > 1024 ) && ( dist < maxdistance ) )
{
bestnode = node;
break;
}
}
if ( bestnode )
{
find.heuristic.self = &self;
find.heuristic.setSize( self.size );
find.heuristic.entnum = self.entnum;
path = find.FindPath( self.worldorigin, bestnode->worldorigin );
if ( path )
{
node = path->End();
// Mark node as occupied for a short time
node->occupiedTime = level.time + 1.5;
node->entnum = self.entnum;
chase.SetGoal( node );
chase.SetPath( path );
return node;
}
}
return NULL;
}
void Wander::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "\nchase:\n" );
chase.ShowInfo( self );
gi.printf( "\nanim: %s\n", anim.c_str() );
gi.printf( "state: %d\n", state );
gi.printf( "maxdistance: %f\n", maxdistance );
}
void Wander::Begin
(
Actor &self
)
{
if ( !anim.length() )
{
anim = "walk";
}
movegoal = NULL;
state = 0;
}
qboolean Wander::Evaluate
(
Actor &self
)
{
if ( !movegoal )
{
state = 0;
}
switch( state )
{
case 0 :
chase.Begin( self );
movegoal = FindWanderNode( self );
if ( !movegoal )
{
return false;
}
if ( anim.length() && ( anim != self.animname ) )
{
self.SetAnim( anim );
}
state = 1;
case 1 :
if ( chase.Evaluate( self ) )
{
return true;
}
// Look for another wander node
state = 0;
chase.End( self );
return false;
break;
}
return true;
}
void Wander::End
(
Actor &self
)
{
chase.End( self );
}
*/
/****************************************************************************
FindCover Class Definition
****************************************************************************/
CLASS_DECLARATION( Behavior, FindCover, NULL );
ResponseDef FindCover::Responses[] =
{
{ &EV_Behavior_Args, ( Response )FindCover::SetArgs },
{ NULL, NULL }
};
void FindCover::SetArgs
(
Event *ev
)
{
anim = ev->GetString( 2 );
}
PathNode *FindCover::FindCoverNode
(
Actor &self
)
{
int i;
PathNode *bestnode;
float bestdist;
PathNode *desperatebestnode;
float desperatebestdist;
PathNode *node;
FindCoverPath find;
Path *path;
Vector delta;
float dist;
Vector pos;
pos = self.worldorigin;
bestnode = NULL;
bestdist = 999999999; // greater than ( 8192 * sqr(2) ) ^ 2 -- maximum squared distance
desperatebestnode = NULL;
desperatebestdist = 999999999; // greater than ( 8192 * sqr(2) ) ^ 2 -- maximum squared distance
for( i = 0; i <= ai_maxnode; i++ )
{
node = AI_GetNode( i );
if ( node && ( node->nodeflags & ( AI_DUCK | AI_COVER ) ) &&
( ( node->occupiedTime <= level.time ) || ( node->entnum == self.entnum ) ) )
{
// get the distance squared (faster than getting real distance)
delta = node->worldorigin - pos;
dist = delta * delta;
if ( ( dist < bestdist ) && ( !self.CanSeeEnemyFrom( node->worldorigin ) ||//) )//||
( ( node->nodeflags & AI_DUCK ) && !self.CanSeeEnemyFrom( node->worldorigin - Vector( 0, 0, 32 ) ) ) ) )
{
bestnode = node;
bestdist = dist;
}
else if ( ( dist < desperatebestdist ) && ( desperatebestdist > ( 64 * 64 ) ) )
{
desperatebestnode = node;
desperatebestdist = dist;
}
}
}
if ( !bestnode )
{
bestnode = desperatebestnode;
}
if ( bestnode )
{
find.heuristic.self = &self;
find.heuristic.setSize( self.size );
find.heuristic.entnum = self.entnum;
path = find.FindPath( self.worldorigin, bestnode->worldorigin );
if ( path )
{
node = path->End();
// Mark node as occupied for a short time
node->occupiedTime = level.time + 1.5;
node->entnum = self.entnum;
chase.SetGoal( node );
chase.SetPath( path );
return node;
}
}
return NULL;
}
void FindCover::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "\nchase:\n" );
chase.ShowInfo( self );
gi.printf( "\nstate: %d\n", state );
gi.printf( "anim: %s\n", anim.c_str() );
gi.printf( "nextsearch: %f\n", nextsearch );
}
void FindCover::Begin
(
Actor &self
)
{
if ( !anim.length() )
{
anim = "run";
}
movegoal = NULL;
state = 0;
}
qboolean FindCover::Evaluate
(
Actor &self
)
{
if ( !movegoal )
{
state = 0;
}
switch( state )
{
case 0 :
// Checking for cover
chase.Begin( self );
movegoal = FindCoverNode( self );
if ( !movegoal )
{
// Couldn't find any!
return false;
}
// Found cover, going to it
if ( anim.length() && ( anim != self.animname ) )
{
self.SetAnim( anim );
}
state = 1;
nextsearch = level.time + 1;
case 1 :
if ( chase.Evaluate( self ) )
{
if ( nextsearch < level.time )
{
state = 0;
}
return true;
}
// Reached cover
if ( self.CanSeeEnemyFrom( self.worldorigin ) )
{
state = 0;
}
if ( movegoal->nodeflags & AI_DUCK )
{
// ducking
self.SetAnim( "crouch_down" );
}
else
{
// standing
self.SetAnim( "idle" );
}
chase.End( self );
return false;
break;
}
return true;
}
void FindCover::End
(
Actor &self
)
{
chase.End( self );
}
/****************************************************************************
FindFlee Class Definition
****************************************************************************/
CLASS_DECLARATION( Behavior, FindFlee, NULL );
ResponseDef FindFlee::Responses[] =
{
{ &EV_Behavior_Args, ( Response )FindFlee::SetArgs },
{ NULL, NULL }
};
void FindFlee::SetArgs
(
Event *ev
)
{
anim = ev->GetString( 2 );
}
PathNode *FindFlee::FindFleeNode
(
Actor &self
)
{
int i;
PathNode *bestnode;
float bestdist;
PathNode *desperatebestnode;
float desperatebestdist;
PathNode *node;
FindFleePath find;
Path *path;
Vector delta;
float dist;
Vector pos;
pos = self.worldorigin;
bestnode = NULL;
bestdist = 999999999; // greater than ( 8192 * sqr(2) ) ^ 2 -- maximum squared distance
desperatebestnode = NULL;
desperatebestdist = 999999999; // greater than ( 8192 * sqr(2) ) ^ 2 -- maximum squared distance
for( i = 0; i <= ai_maxnode; i++ )
{
node = AI_GetNode( i );
if ( node && ( node->nodeflags & AI_FLEE ) &&
( ( node->occupiedTime <= level.time ) || ( node->entnum == self.entnum ) ) )
{
// get the distance squared (faster than getting real distance)
delta = node->worldorigin - pos;
dist = delta * delta;
if ( ( dist < bestdist ) && !self.CanSeeEnemyFrom( node->worldorigin ) )
{
bestnode = node;
bestdist = dist;
}
else if ( ( dist < desperatebestdist ) && ( desperatebestdist > ( 64 * 64 ) ) )
{
desperatebestnode = node;
desperatebestdist = dist;
}
}
}
if ( !bestnode )
{
bestnode = desperatebestnode;
}
if ( bestnode )
{
find.heuristic.self = &self;
find.heuristic.setSize( self.size );
find.heuristic.entnum = self.entnum;
path = find.FindPath( self.worldorigin, bestnode->worldorigin );
if ( path )
{
node = path->End();
// Mark node as occupied for a short time
node->occupiedTime = level.time + 1.5;
node->entnum = self.entnum;
chase.SetGoal( node );
chase.SetPath( path );
return node;
}
}
return NULL;
}
void FindFlee::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "\nchase:\n" );
chase.ShowInfo( self );
gi.printf( "\nstate: %d\n", state );
gi.printf( "anim: %s\n", anim.c_str() );
gi.printf( "nextsearch: %f\n", nextsearch );
}
void FindFlee::Begin
(
Actor &self
)
{
if ( !anim.length() )
{
anim = "run";
}
movegoal = NULL;
state = 0;
}
qboolean FindFlee::Evaluate
(
Actor &self
)
{
if ( !movegoal )
{
state = 0;
}
switch( state )
{
case 0 :
// Checking for flee node
chase.Begin( self );
movegoal = FindFleeNode( self );
if ( !movegoal )
{
// Couldn't find any!
return false;
}
// Found flee node, going to it
if ( anim.length() && ( anim != self.animname ) )
{
self.SetAnim( anim );
}
state = 1;
nextsearch = level.time + 1;
case 1 :
if ( chase.Evaluate( self ) )
{
if ( nextsearch < level.time )
{
state = 0;
}
return true;
}
// Reached cover
if ( self.CanSeeEnemyFrom( self.worldorigin ) )
{
state = 0;
}
else
{
// standing
self.SetAnim( "idle" );
chase.End( self );
return false;
}
break;
}
return true;
}
void FindFlee::End
(
Actor &self
)
{
chase.End( self );
}
/****************************************************************************
FindEnemy Class Definition
****************************************************************************/
CLASS_DECLARATION( Behavior, FindEnemy, NULL );
ResponseDef FindEnemy::Responses[] =
{
{ &EV_Behavior_Args, ( Response )FindEnemy::SetArgs },
{ NULL, NULL }
};
void FindEnemy::SetArgs
(
Event *ev
)
{
anim = ev->GetString( 2 );
}
void FindEnemy::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "\nchase:\n" );
chase.ShowInfo( self );
gi.printf( "\nstate: %d\n", state );
gi.printf( "nextsearch: %f\n", nextsearch );
gi.printf( "anim: %s\n", anim.c_str() );
}
void FindEnemy::Begin
(
Actor &self
)
{
if ( !anim.length() )
{
anim = "run";
}
movegoal = NULL;
lastSearchNode = NULL;
state = 0;
}
PathNode *FindEnemy::FindClosestSightNode
(
Actor &self
)
{
int i;
PathNode *bestnode;
float bestdist;
PathNode *node;
Vector delta;
float dist;
Vector pos;
if ( self.currentEnemy )
{
pos = self.currentEnemy->worldorigin;
}
else
{
pos = self.worldorigin;
}
bestnode = NULL;
bestdist = 999999999; // greater than ( 8192 * sqr(2) ) ^ 2 -- maximum squared distance
for( i = 0; i <= ai_maxnode; i++ )
{
node = AI_GetNode( i );
if ( node && ( ( node->occupiedTime <= level.time ) || ( node->entnum != self.entnum ) ) )
{
// get the distance squared (faster than getting real distance)
delta = node->worldorigin - pos;
dist = delta * delta;
if ( ( dist < bestdist ) && self.CanSeeFrom( node->worldorigin, self.currentEnemy ) )
{
bestnode = node;
bestdist = dist;
}
}
}
return bestnode;
}
qboolean FindEnemy::Evaluate
(
Actor &self
)
{
if ( !self.currentEnemy )
{
return false;
}
if ( nextsearch < level.time )
{
// check if we should search for the first time
if ( !lastSearchNode )
{
//gi.dprintf( "%d: %s(%d) first time\n", level.framenum, self.targetname.c_str(), self.entnum );
state = 0;
}
else
{
// search less often if we're far away
nextsearch = self.DistanceTo( self.currentEnemy ) * ( 1.0 / 512.0 );
if ( nextsearch < 1 )
{
nextsearch = 1;
}
nextsearch += level.time;
// don't search again if our enemy hasn't moved very far
if ( !self.currentEnemy->WithinDistance( lastSearchPos, 256 ) )
{
//gi.dprintf( "%d: %s(%d) searching again\n", level.framenum, self.targetname.c_str(), self.entnum );
state = 0;
}
}
}
switch( state )
{
case 0 :
// Searching for enemy
chase.Begin( self );
lastSearchPos = self.currentEnemy->worldorigin;
movegoal = PathManager.NearestNode( lastSearchPos, &self );
if ( !movegoal )
{
movegoal = PathManager.NearestNode( lastSearchPos, &self, false );
}
lastSearchNode = movegoal;
if ( movegoal )
{
Path *path;
FindEnemyPath find;
PathNode *from;
find.heuristic.self = &self;
find.heuristic.setSize( self.size );
find.heuristic.entnum = self.entnum;
from = PathManager.NearestNode( self.worldorigin, &self );
if ( ( from == movegoal ) && ( self.DistanceTo( from->worldorigin ) < 8 ) )
{
movegoal = NULL;
from = NULL;
}
if ( from )
{
path = find.FindPath( from, movegoal );
if ( path )
{
chase.SetGoal( movegoal );
chase.SetPath( path );
}
else
{
movegoal = NULL;
}
}
}
if ( !movegoal )
{
if ( self.CanSee( self.currentEnemy ) || ( !self.currentEnemy->groundentity && !self.waterlevel ) )
{
chase.SetGoalPos( self.currentEnemy->worldorigin );
}
else
{
// Couldn't find enemy
// since we can't reach em
// clear out enemy state
//
self.ClearEnemies();
return false;
}
}
// Found enemy, going to it
if ( anim.length() && ( anim != self.animname ) )
{
self.SetAnim( anim );
}
state = 1;
case 1 :
if ( self.CanShoot( self.currentEnemy, false ) )
{
// Reached enemy
chase.End( self );
return false;
}
if ( !chase.Evaluate( self ) )
{
state = 0;
nextsearch = 0;
}
break;
}
return true;
}
void FindEnemy::End
(
Actor &self
)
{
chase.End( self );
}
/****************************************************************************
Hide Class Definition
****************************************************************************/
CLASS_DECLARATION( Behavior, Hide, NULL );
ResponseDef Hide::Responses[] =
{
{ &EV_Behavior_Args, ( Response )Hide::SetArgs },
{ NULL, NULL }
};
void Hide::SetArgs
(
Event *ev
)
{
anim = ev->GetString( 2 );
}
void Hide::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "\nhide:\n" );
hide.ShowInfo( self );
gi.printf( "\nanim: %s\n", anim.c_str() );
gi.printf( "state: %d\n", state );
gi.printf( "checktime: %f\n", checktime );
}
void Hide::Begin
(
Actor &self
)
{
if ( !anim.length() )
{
anim = "run";
}
state = 0;
}
qboolean Hide::Evaluate
(
Actor &self
)
{
switch( state )
{
// init run for cover
case 0 :
state = 1;
hide.Begin( self );
if ( hide.Evaluate( self ) && anim.length() )
{
self.SetAnim( anim );
}
else
{
hide.End( self );
self.SetAnim( "crouch_down" );
state = 2;
checktime = level.time + 1;
}
break;
// running for cover
case 1 :
if ( !hide.Evaluate( self ) )
{
hide.End( self );
self.SetAnim( "crouch_down" );
state = 2;
checktime = level.time + 1;
}
break;
// wait for a bit
case 2 :
if ( checktime < level.time )
{
checktime = level.time + 0.5f;
if ( self.CanSeeEnemyFrom( self.worldorigin ) )
{
hide.Begin( self );
if ( hide.Evaluate( self ) && anim.length() )
{
self.SetAnim( anim );
state = 1;
}
else
{
hide.End( self );
checktime = level.time + 2;
}
}
}
break;
}
return true;
}
void Hide::End
(
Actor &self
)
{
hide.End( self );
self.SetAnim( "crouch_down" );
}
/****************************************************************************
FleeAndRemove Class Definition
****************************************************************************/
CLASS_DECLARATION( Behavior, FleeAndRemove, NULL );
ResponseDef FleeAndRemove::Responses[] =
{
{ &EV_Behavior_Args, ( Response )FleeAndRemove::SetArgs },
{ NULL, NULL }
};
void FleeAndRemove::SetArgs
(
Event *ev
)
{
anim = ev->GetString( 2 );
}
void FleeAndRemove::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "\nfindflee:\n" );
flee.ShowInfo( self );
gi.printf( "\nanim: %s\n", anim.c_str() );
gi.printf( "state: %d\n", state );
gi.printf( "checktime: %f\n", checktime );
}
void FleeAndRemove::Begin
(
Actor &self
)
{
if ( !anim.length() )
{
anim = "run";
}
state = 0;
}
qboolean FleeAndRemove::Evaluate
(
Actor &self
)
{
if ( !self.currentEnemy )
{
return false;
}
switch( state )
{
// init run for cover
case 0 :
state = 1;
if ( anim.length() )
{
self.SetAnim( anim );
}
flee.Begin( self );
// if we fail on the first try, probably can't flee.
if ( !flee.Evaluate( self ) )
{
flee.End( self );
return false;
}
return true;
// running for cover
case 1 :
if ( !flee.Evaluate( self ) )
{
flee.End( self );
state = 2;
checktime = 0;
self.SetAnim( "crouch_down" );
}
break;
// wait for a bit
case 2 :
if ( checktime < level.time )
{
checktime = level.time + 1;
if ( self.CanSeeEnemyFrom( self.worldorigin ) )
{
state = 0;
}
else
{
self.PostEvent( EV_Remove, 0 );
}
}
break;
}
return true;
}
void FleeAndRemove::End
(
Actor &self
)
{
flee.End( self );
self.SetAnim( "crouch_down" );
}
/****************************************************************************
AimAndShoot Class Definition
****************************************************************************/
CLASS_DECLARATION( Behavior, AimAndShoot, NULL );
ResponseDef AimAndShoot::Responses[] =
{
{ &EV_Behavior_Args, ( Response )AimAndShoot::SetArgs },
{ &EV_Behavior_AnimDone, ( Response )AimAndShoot::AnimDone },
{ NULL, NULL }
};
AimAndShoot::AimAndShoot()
{
maxshots = 1;
numshots = 0;
}
void AimAndShoot::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "\naim:\n" );
aim.ShowInfo( self );
gi.printf( "\nmode: %d\n", mode );
gi.printf( "maxshots: %d\n", maxshots );
gi.printf( "numshots: %d\n", numshots );
gi.printf( "animdone: %d\n", animdone );
}
void AimAndShoot::Begin
(
Actor &self
)
{
enemy_health = 0;
mode = 0;
animdone = false;
readyfireanim = animprefix + "readyfire";
if ( !self.HasAnim( readyfireanim.c_str() ) )
{
readyfireanim = "";
}
aimanim = animprefix + "aim";
if ( !self.HasAnim( aimanim.c_str() ) )
{
aimanim = "";
}
fireanim = animprefix + "fire";
if ( !self.HasAnim( fireanim.c_str() ) )
{
fireanim = "";
}
}
void AimAndShoot::SetMaxShots
(
int num
)
{
maxshots = (num>>1) + G_Random( num );
}
void AimAndShoot::SetArgs
(
Event *ev
)
{
SetMaxShots( ev->GetInteger( 2 ) );
if ( ev->NumArgs() > 2 )
{
animprefix = ev->GetString( 3 );
}
}
void AimAndShoot::AnimDone
(
Event *ev
)
{
animdone = true;
}
qboolean AimAndShoot::Evaluate
(
Actor &self
)
{
switch( mode )
{
case 0 :
if ( !self.currentEnemy )
{
return false;
}
if ( !self.CanShoot( self.currentEnemy, false ) )
{
return false;
}
if ( readyfireanim.length() )
{
animdone = false;
self.SetAnim( readyfireanim.c_str(), EV_Actor_NotifyBehavior );
aim.Begin( self );
mode = 1;
}
else
{
// skip the ready fire animation
animdone = true;
}
case 1 :
// readying gun
if ( !animdone )
{
aim.SetTarget( self.currentEnemy );
aim.Evaluate( self );
break;
}
// start Aiming
animdone = false;
if ( aimanim.length() )
{
self.SetAnim( aimanim.c_str() );
}
//
// save off time, in case we aim for too long
//
aim_time = level.time + 1;
mode = 2;
case 2 :
// Aiming
if ( !self.currentEnemy )
{
return false;
}
//
// see if we aimed for too long
//
if ( aim_time < level.time )
{
return false;
}
aim.SetTarget( self.currentEnemy );
aim.Evaluate( self );
// don't go into our firing animation until our weapon is ready, and we are on target
if ( self.WeaponReady() && self.currentEnemy && self.CanShoot( self.currentEnemy, true ) )
{
animdone = false;
self.Chatter( "snd_inmysights", 5 );
self.SetAnim( fireanim.c_str(), EV_Actor_NotifyBehavior );
enemy_health = self.currentEnemy->health;
mode = 3;
}
else if ( !self.currentEnemy || self.currentEnemy->deadflag ||
( self.currentEnemy->health <= 0 ) || !self.CanShoot( self.currentEnemy, false ) )
{
// either our enemy is dead, or we can't shoot the enemy from here
if ( self.CurrentWeapon() )
{
self.CurrentWeapon()->ForceReload();
}
return false;
}
break;
case 3 :
// Fire
aim.SetTarget( self.currentEnemy );
aim.Evaluate( self );
if ( animdone )
{
if ( !self.currentEnemy || ( self.currentEnemy->health < enemy_health ) )
self.Chatter( "snd_attacktaunt", 4 );
else
self.Chatter( "snd_missed", 7 );
animdone = false;
numshots++;
if ( ( numshots >= maxshots ) || !self.currentEnemy || self.currentEnemy->deadflag ||
( self.currentEnemy->health <= 0 ) || !self.CanShoot( self.currentEnemy, false ) )
{
// either we're out of shots, our enemy is dead, or we can't shoot the enemy from here
if ( self.CurrentWeapon() )
{
self.CurrentWeapon()->ForceReload();
}
return false;
}
else if ( !self.WeaponReady() || !self.CanShoot( self.currentEnemy, false ) )
{
// weapon not ready or not aimed at enemy, so just keep trying to get enemy in our sights
if ( aimanim.length() )
{
self.SetAnim( aimanim.c_str() );
}
//
// save off time, in case we aim for too long
//
aim_time = level.time + 1;
mode = 2;
}
else
{
// keep firing
self.SetAnim( fireanim.c_str(), EV_Actor_NotifyBehavior );
enemy_health = self.currentEnemy->health;
}
}
break;
}
return true;
}
void AimAndShoot::End
(
Actor &self
)
{
aim.End( self );
self.SetAnim( "idle" );
}
/****************************************************************************
AimAndMelee Class Definition
****************************************************************************/
CLASS_DECLARATION( Behavior, AimAndMelee, NULL );
ResponseDef AimAndMelee::Responses[] =
{
{ &EV_Behavior_Args, ( Response )AimAndMelee::SetArgs },
{ &EV_Behavior_AnimDone, ( Response )AimAndMelee::AnimDone },
{ NULL, NULL }
};
AimAndMelee::AimAndMelee()
{
}
void AimAndMelee::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "\naim:\n" );
aim.ShowInfo( self );
gi.printf( "\nmode: %d\n", mode );
gi.printf( "maxshots: %d\n", maxshots );
gi.printf( "numshots: %d\n", numshots );
gi.printf( "animdone: %d\n", animdone );
}
void AimAndMelee::Begin
(
Actor &self
)
{
mode = 0;
numshots = 0;
maxshots = 2 + G_Random( 4 );
animdone = false;
}
void AimAndMelee::SetArgs
(
Event *ev
)
{
int num;
num = ev->GetInteger( 2 );
maxshots = (num>>1) + G_Random( num );
}
void AimAndMelee::AnimDone
(
Event *ev
)
{
animdone = true;
}
qboolean AimAndMelee::Evaluate
(
Actor &self
)
{
float r;
Vector delta;
switch( mode )
{
case 0 :
if ( !self.has_melee || !self.currentEnemy )
{
return false;
}
delta = self.centroid - self.currentEnemy->centroid;
r = delta.length();
if ( r > self.melee_range )
{
return false;
}
aim.SetTarget( self.currentEnemy );
if ( aim.Evaluate( self ) )
{
break;
}
numshots++;
animdone = false;
// melee
self.SetAnim( "melee", EV_Actor_NotifyBehavior );
self.Chatter( "snd_attacktaunt", 4 );
mode = 1;
case 1 :
// finish up the attack
if ( animdone )
{
if ( numshots < maxshots )
{
mode = 0;
}
else
{
return false;
}
}
break;
}
return true;
}
void AimAndMelee::End
(
Actor &self
)
{
aim.End( self );
self.SetAnim( "idle" );
}
/****************************************************************************
Melee Class Definition
****************************************************************************/
CLASS_DECLARATION( Behavior, Melee, NULL );
ResponseDef Melee::Responses[] =
{
{ &EV_Behavior_Args, ( Response )Melee::SetArgs },
{ &EV_Behavior_AnimDone, ( Response )Melee::AnimDone },
{ NULL, NULL }
};
Melee::Melee()
{
}
void Melee::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "\nmode: %d\n", mode );
gi.printf( "animdone: %d\n", animdone );
}
void Melee::Begin
(
Actor &self
)
{
mode = 0;
animdone = false;
}
void Melee::SetArgs
(
Event *ev
)
{
}
void Melee::AnimDone
(
Event *ev
)
{
animdone = true;
}
qboolean Melee::Evaluate
(
Actor &self
)
{
float r;
Vector delta;
Vector ang;
switch( mode )
{
case 0 :
if ( !self.has_melee || !self.currentEnemy )
{
return false;
}
delta = self.currentEnemy->worldorigin - self.worldorigin;
r = delta.length();
if ( r > self.melee_range )
{
return false;
}
animdone = false;
// melee
ang = delta.toAngles();
ang[ PITCH ] = -ang[ PITCH ];
self.setAngles( ang );
self.SetAnim( "melee", EV_Actor_NotifyBehavior );
self.Chatter( "snd_attacktaunt", 4 );
mode = 1;
case 1 :
// finsh up the attack
if ( animdone )
{
return false;
}
break;
}
return true;
}
void Melee::End
(
Actor &self
)
{
self.SetAnim( "idle" );
}
/****************************************************************************
Repel Class Definition
****************************************************************************/
CLASS_DECLARATION( Behavior, Repel, NULL );
ResponseDef Repel::Responses[] =
{
{ &EV_Behavior_Args, ( Response )Repel::SetArgs },
{ NULL, NULL }
};
void Repel::SetArgs
(
Event *ev
)
{
anim = ev->GetString( 2 );
movegoal = AI_FindNode( ev->GetString( 3 ) );
if ( movegoal )
{
goal = movegoal->worldorigin;
}
speed = ev->GetFloat( 4 );
}
void Repel::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "\nanim: %s\n", anim.c_str() );
gi.printf( "dist: %f\n", dist );
gi.printf( "len: %f\n", len );
gi.printf( "speed: %f\n", speed );
gi.printf( "goal: ( %f, %f, %f )\n", goal.x, goal.y, goal.z );
gi.printf( "start: ( %f, %f, %f )\n", start.x, start.y, start.z );
gi.printf( "dir: ( %f, %f, %f )\n", dir.x, dir.y, dir.z );
}
void Repel::Begin
(
Actor &self
)
{
start.x = goal.x;
start.y = goal.y;
start.z = self.worldorigin.z;
dir = goal - start;
len = dir.length();
dir *= 1 / len;
if ( speed <= 0 )
{
speed = 32;
}
if ( anim.length() )
{
self.SetAnim( anim );
}
dist = -1;
}
qboolean Repel::Evaluate
(
Actor &self
)
{
Vector pos;
qboolean done;
float sp;
trace_t trace;
done = false;
// this is silly, but it works
if ( dist < 0 )
{
sp = 0;
}
else if ( dist < 32 )
{
sp = dist * speed / 32;
}
else if ( ( len - dist ) < 32 )
{
sp = ( len - dist ) * speed / 32;
}
else
{
sp = speed;
}
pos = start + dir * ( dist + sp );
dist = ( pos - start ) * dir;
if ( dist >= (len-1) )
{
pos = goal;
done = true;
}
else if ( dist < 1 )
{
dist = 1;
}
trace = G_Trace( self.worldorigin, self.mins, self.maxs, pos, &self, self.edict->clipmask, "Repel" );
self.setOrigin( trace.endpos );
return !done;
}
void Repel::End
(
Actor &self
)
{
self.SetAnim( "idle" );
}
/****************************************************************************
Pickup Behavior Class Definition
****************************************************************************/
CLASS_DECLARATION( Behavior, PickupAndThrow, NULL );
Event EV_PickupAndThrow_Pickup( "pickup" );
Event EV_PickupAndThrow_Throw( "throw" );
ResponseDef PickupAndThrow::Responses[] =
{
{ &EV_Behavior_Args, ( Response )PickupAndThrow::SetArgs },
{ &EV_Behavior_AnimDone, ( Response )PickupAndThrow::AnimDone },
{ &EV_PickupAndThrow_Pickup,( Response )PickupAndThrow::Pickup },
{ &EV_PickupAndThrow_Throw,( Response )PickupAndThrow::Throw },
{ NULL, NULL }
};
PickupAndThrow::PickupAndThrow()
{
}
void PickupAndThrow::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "\naim:\n" );
aim.ShowInfo( self );
gi.printf( "\nmode: %d\n", mode );
gi.printf( "animdone: %d\n", animdone );
if ( pickup_target )
{
gi.printf( "\npickup_target: #%d '%s'\n", pickup_target->entnum, pickup_target->targetname.c_str() );
}
else
{
gi.printf( "\npickup_target: NULL\n" );
}
}
void PickupAndThrow::Begin
(
Actor &self
)
{
mode = 0;
animdone = false;
}
void PickupAndThrow::SetArgs
(
Event *ev
)
{
pickup_target = ev->GetEntity( 2 );
}
void PickupAndThrow::AnimDone
(
Event *ev
)
{
animdone = true;
}
void PickupAndThrow::Pickup
(
Event *ev
)
{
Entity * ent;
Event * e;
ent = ev->GetEntity( 1 );
if ( pickup_target )
{
e = new Event( EV_ThrowObject_Pickup );
e->AddEntity( ent );
e->AddString( ev->GetString( 2 ) );
pickup_target->ProcessEvent( e );
}
}
void PickupAndThrow::Throw
(
Event *ev
)
{
Actor * act;
Event * e;
act = (Actor *)ev->GetEntity( 1 );
if ( pickup_target )
{
if ( !act->currentEnemy )
return;
e = new Event( EV_ThrowObject_Throw );
e->AddEntity( act );
e->AddFloat( 500 );
e->AddEntity( act->currentEnemy );
e->AddFloat( 1 );
pickup_target->ProcessEvent( e );
}
}
qboolean PickupAndThrow::Evaluate
(
Actor &self
)
{
Event * ev;
if ( !self.currentEnemy || !pickup_target )
return false;
switch( mode )
{
case 0 :
if ( self.HasAnim( "pickup" ) )
{
animdone = false;
self.SetAnim( "pickup", EV_Actor_NotifyBehavior );
mode = 1;
}
else
{
// skip the pickup animation
ev = new Event( EV_PickupAndThrow_Pickup );
ev->AddEntity( &self );
ev->AddString( "gun" );
ProcessEvent( ev );
animdone = true;
}
case 1 :
if ( !animdone )
break;
aim.Begin( self );
mode = 2;
if ( self.HasAnim( "throw_aim" ) )
{
self.SetAnim( "throw_aim", EV_Actor_NotifyBehavior );
}
else
{
self.SetAnim( "idle" );
}
case 2 :
// aim towards our target
aim.SetTarget( self.currentEnemy );
if ( aim.Evaluate( self ) )
{
break;
}
mode = 3;
case 3 :
// Throwing
mode = 4;
if ( self.HasAnim( "throw" ) )
{
animdone = false;
self.SetAnim( "throw", EV_Actor_NotifyBehavior );
mode = 4;
}
else
{
// skip the pickup animation
ev = new Event( EV_PickupAndThrow_Throw );
ev->AddEntity( &self );
ProcessEvent( ev );
animdone = true;
}
break;
case 4 :
if ( !animdone )
break;
return false;
break;
}
return true;
}
void PickupAndThrow::End
(
Actor &self
)
{
aim.End( self );
self.SetAnim( "idle" );
}
/****************************************************************************
Jump Class Definition
****************************************************************************/
CLASS_DECLARATION( Behavior, Jump, NULL );
ResponseDef Jump::Responses[] =
{
{ &EV_Behavior_Args, ( Response )Jump::SetArgs },
{ &EV_Behavior_AnimDone, ( Response )Jump::AnimDone },
{ NULL, NULL }
};
Jump::Jump()
{
endtime = 0;
speed = 200;
state = 0;
}
void Jump::AnimDone
(
Event *ev
)
{
animdone = true;
}
void Jump::SetArgs
(
Event *ev
)
{
anim = ev->GetString( 2 );
//
// see if it is an entity first
//
movegoal = AI_FindNode( ev->GetString( 3 ) );
if ( movegoal )
{
goal = movegoal->worldorigin;
}
else
{
Entity *ent;
ent = ev->GetEntity( 3 );
if ( ent )
{
goal = ent->worldorigin;
}
else
{
gi.dprintf("Jump::SetArgs invalid target %s", ev->GetString( 3 ) );
}
}
if ( ev->NumArgs() >= 4 )
speed = ev->GetFloat( 4 );
else
speed = 0;
}
void Jump::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "\nendtime: %f\n", endtime );
gi.printf( "speed: %f\n", speed );
gi.printf( "state: %d\n", state );
gi.printf( "animdone: %d\n", animdone );
gi.printf( "anim: %s\n", anim.c_str() );
}
void Jump::Begin
(
Actor &self
)
{
float traveltime;
if ( anim.length() )
{
self.SetAnim( anim );
}
traveltime = self.JumpTo( goal, speed );
endtime = traveltime + level.time;
self.last_jump_time = endtime;
state = 0;
}
qboolean Jump::Evaluate
(
Actor &self
)
{
switch( state )
{
case 0:
state = 1;
// this is here so that we at least hit this function at least once
// this gaves the character the chance to leave the ground, nulling out
// self.groundentity
break;
case 1:
//
// wait for the character to hit the ground
//
if ( self.groundentity )
{
state = 2;
//
// if we have an anim, we go to state 3
//
if ( self.HasAnim( "land" ) )
{
animdone = false;
self.SetAnim( "land", EV_Actor_NotifyBehavior );
state = 3;
}
else
{
return false;
}
}
break;
case 2:
//
// we are on the ground and waiting to timeout
//
if ( level.time > endtime )
return false;
break;
case 3:
//
// we are on the ground and waiting for our landing animation to finish
//
if ( animdone )
{
return false;
}
break;
}
return true;
}
void Jump::End
(
Actor &self
)
{
//turn.End( self );
self.SetAnim( "idle" );
}
/****************************************************************************
StrafeAttack Class Definition
****************************************************************************/
CLASS_DECLARATION( Behavior, StrafeAttack, NULL );
ResponseDef StrafeAttack::Responses[] =
{
{ NULL, NULL }
};
void StrafeAttack::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "\nturn:\n" );
turn.ShowInfo( self );
gi.printf( "\nstate: %d\n", state );
}
void StrafeAttack::Begin
(
Actor &self
)
{
state = 0;
}
qboolean StrafeAttack::Evaluate
(
Actor &self
)
{
int num;
Vector delta;
Vector left;
Vector pos;
if ( !self.currentEnemy )
{
return false;
}
switch( state )
{
case 0 :
delta = self.currentEnemy->worldorigin - self.worldorigin;
turn.SetDirection( delta.toYaw() );
turn.Begin( self );
state = 1;
break;
case 1 :
if ( turn.Evaluate( self ) )
{
return true;
}
turn.End( self );
state = 2;
case 2 :
delta = self.currentEnemy->worldorigin - self.worldorigin;
left.x = -delta.y;
left.y = delta.x;
left.normalize();
if ( G_Random( 10 ) < 5 )
{
num = gi.Anim_Random( self.edict->s.modelindex, "step_left" );
if ( num != -1 )
{
gi.Anim_Delta( self.edict->s.modelindex, num, delta.vec3() );
delta *= self.edict->s.scale;
pos = self.worldorigin + left * delta.length();
if ( self.CanMoveTo( pos ) && self.CanShootFrom( pos, self.currentEnemy, false ) )
{
self.SetAnim( "step_left", EV_Actor_FinishedBehavior );
state = 3;
return true;
}
}
num = gi.Anim_Random( self.edict->s.modelindex, "step_right" );
if ( num != -1 )
{
gi.Anim_Delta( self.edict->s.modelindex, num, delta.vec3() );
delta *= self.edict->s.scale;
pos = self.worldorigin - left * delta.length();
if ( self.CanMoveTo( pos ) && self.CanShootFrom( pos, self.currentEnemy, false ) )
{
self.SetAnim( "step_right", EV_Actor_FinishedBehavior );
state = 3;
return true;
}
}
}
else
{
num = gi.Anim_Random( self.edict->s.modelindex, "step_right" );
if ( num != -1 )
{
gi.Anim_Delta( self.edict->s.modelindex, num, delta.vec3() );
delta *= self.edict->s.scale;
pos = self.worldorigin - left * delta.length();
if ( self.CanMoveTo( pos ) && self.CanShootFrom( pos, self.currentEnemy, false ) )
{
self.SetAnim( "step_right", EV_Actor_FinishedBehavior );
state = 3;
return true;
}
}
num = gi.Anim_Random( self.edict->s.modelindex, "step_left" );
if ( num != -1 )
{
gi.Anim_Delta( self.edict->s.modelindex, num, delta.vec3() );
delta *= self.edict->s.scale;
pos = self.worldorigin + left * delta.length();
if ( self.CanMoveTo( pos ) && self.CanShootFrom( pos, self.currentEnemy, false ) )
{
self.SetAnim( "step_left", EV_Actor_FinishedBehavior );
state = 3;
return true;
}
}
}
return false;
break;
}
return true;
}
void StrafeAttack::End
(
Actor &self
)
{
turn.End( self );
self.SetAnim( "idle" );
}
/****************************************************************************
StrafeTo Class Definition
****************************************************************************/
CLASS_DECLARATION( Behavior, StrafeTo, NULL );
ResponseDef StrafeTo::Responses[] =
{
{ &EV_Behavior_Args, ( Response )StrafeTo::SetArgs },
{ NULL, NULL }
};
void StrafeTo::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "goal: ( %f, %f, %f )\n", goal.x, goal.y, goal.z );
gi.printf( "fail: %d\n", fail );
gi.printf( "\nseek:\n" );
seek.ShowInfo( self );
}
void StrafeTo::SetArgs
(
Event *ev
)
{
Entity *ent;
if ( ev->IsVectorAt( 2 ) )
{
goal = ev->GetVector( 2 );
}
else
{
movegoal = AI_FindNode( ev->GetString( 2 ) );
if ( movegoal )
{
goal = movegoal->worldorigin;
}
else
{
ent = ev->GetEntity( 2 );
if ( ent )
{
goal = ent->worldorigin;
}
}
}
}
void StrafeTo::Begin
(
Actor &self
)
{
Vector delta;
float dot;
seek.Begin( self );
delta = goal - self.worldorigin;
dot = delta * self.orientation[ 1 ];
if ( dot < 0 )
{
self.SetAnim( "step_right" );
}
else
{
self.SetAnim( "step_left" );
}
fail = 0;
}
qboolean StrafeTo::Evaluate
(
Actor &self
)
{
seek.SetMaxSpeed( self.movespeed );
seek.SetPosition( self.worldorigin );
seek.SetDir( self.movedir );
seek.SetTargetPosition( goal );
if ( !seek.Evaluate( self ) )
{
return false;
}
self.Accelerate( seek.steeringforce );
// prevent him from trying to strafing forever if he's stuck
if ( self.lastmove != STEPMOVE_OK )
{
if ( fail )
{
return false;
}
fail++;
}
else
{
fail = 0;
}
return true;
}
void StrafeTo::End
(
Actor &self
)
{
seek.End( self );
self.SetAnim( "idle" );
}
/****************************************************************************
Random Direction Utility function
****************************************************************************/
Vector ChooseRandomDirection
(
Actor &self,
Vector previousdir,
float *time,
int allowcontentsmask,
int disallowcontentsmask,
qboolean usepitch
)
{
static float x[ 9 ] = { 0, 22, -22, 45, -45, 0, 22, -22, 45 };
Vector dir;
Vector ang;
Vector bestdir;
Vector newdir;
Vector s;
float bestfraction;
trace_t trace;
int i;
int j;
int k;
int t;
int u;
int contents;
qboolean checkmask;
Vector centroid;
centroid = self.centroid - self.worldorigin;
checkmask = allowcontentsmask || disallowcontentsmask;
s = Vector( 0, 0, STEPSIZE );
bestfraction = -1;
bestdir = self.worldorigin;
for( i = 0; i <= 4; i++ )
{
t = i * 45;
if ( rand() < 0.5 )
{
// sometimes we choose left first, other times right.
t = -t;
}
for( j = -1; j < 2; j += 2 )
{
ang.y = self.worldangles.y + ( t * j );
if ( usepitch )
{
u = ( int )G_Random( 5 );
for( k = 0; k < 5; k++ )
{
ang.x = x[ k + u ];
ang.AngleVectors( &dir, NULL, NULL );
dir *= self.movespeed * (*time);
dir += self.worldorigin;
trace = G_Trace( self.worldorigin, self.mins, self.maxs, dir, &self,
self.edict->clipmask, "ChooseRandomDirection 1" );
if ( !trace.startsolid && !trace.allsolid )
{
newdir = Vector( trace.endpos );
if ( checkmask )
{
contents = gi.pointcontents( ( newdir + centroid ).vec3() );
if (
( !allowcontentsmask || ( contents & allowcontentsmask ) ) &&
( !disallowcontentsmask || !( contents & disallowcontentsmask ) ) &&
( trace.fraction > bestfraction ) &&
( newdir != bestdir ) &&
( newdir != previousdir )
)
{
bestdir = newdir;
bestfraction = trace.fraction;
}
}
else
{
if (
( trace.fraction > bestfraction ) &&
( newdir != bestdir ) &&
( newdir != previousdir )
)
{
bestdir = newdir;
bestfraction = trace.fraction;
}
}
}
}
}
else
{
ang.x = 0;
ang.AngleVectors( &dir, NULL, NULL );
dir *= self.movespeed * (*time);
dir += self.worldorigin;
dir += s;
trace = G_Trace( self.worldorigin + s, self.mins, self.maxs, dir, &self,
self.edict->clipmask, "ChooseRandomDirection 2" );
if ( !trace.startsolid && !trace.allsolid )
{
newdir = Vector( trace.endpos );
if ( checkmask )
{
contents = gi.pointcontents( ( newdir + centroid ).vec3() );
if (
( !allowcontentsmask || ( contents & allowcontentsmask ) ) &&
( !disallowcontentsmask || !( contents & disallowcontentsmask ) ) &&
( trace.fraction > bestfraction ) &&
( newdir != bestdir ) &&
( newdir != previousdir )
)
{
bestdir = newdir;
bestfraction = trace.fraction;
}
}
else
{
if (
( trace.fraction > bestfraction ) &&
( newdir != bestdir ) &&
( newdir != previousdir )
)
{
bestdir = newdir;
bestfraction = trace.fraction;
}
}
}
}
if ( ( i == 4 ) || ( i == 0 ) )
{
break;
}
}
}
if ( bestfraction > 0 )
{
*time *= bestfraction;
}
else
{
*time = 0;
}
return bestdir;
}
/****************************************************************************
Swim Class Definition
****************************************************************************/
CLASS_DECLARATION( Behavior, Swim, NULL );
ResponseDef Swim::Responses[] =
{
{ &EV_Behavior_Args, ( Response )Swim::SetArgs },
{ NULL, NULL }
};
void Swim::SetArgs
(
Event *ev
)
{
if ( ev->NumArgs() > 1 )
anim = ev->GetString( 2 );
}
void Swim::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "\nseek:\n" );
seek.ShowInfo( self );
gi.printf( "\navoid:\n" );
avoid.ShowInfo( self );
}
void Swim::Begin
(
Actor &self
)
{
avoidtime = 0;
avoidvec = vec_zero;
avoid.Begin( self );
seek.Begin( self );
seek.SetTargetVelocity( vec_zero );
if ( anim.length() )
{
self.SetAnim( anim );
}
}
qboolean Swim::Evaluate
(
Actor &self
)
{
if ( ( self.lastmove != STEPMOVE_OK ) || ( avoidtime <= level.time ) )
{
Vector dir;
Vector ang;
float time;
time = 3;
avoidvec = ChooseRandomDirection( self, avoidvec, &time, MASK_WATER, 0, true );
avoidtime = level.time + time;
dir = avoidvec - self.worldorigin;
ang = dir.toAngles();
ang[ PITCH ] = -ang[ PITCH ];
self.setAngles( ang );
}
seek.SetMaxSpeed( self.movespeed );
seek.SetPosition( self.worldorigin );
seek.SetDir( self.movedir );
seek.SetTargetPosition( avoidvec );
// if we reached the goal, re-evaluate
if ( !seek.Evaluate( self ) )
{
avoidtime = 0;
}
avoid.SetMaxSpeed( self.movespeed * 2 );
avoid.SetPosition( self.worldorigin );
avoid.SetDir( self.movedir );
avoid.Evaluate( self );
self.Accelerate( seek.steeringforce + avoid.steeringforce );
return true;
}
void Swim::End
(
Actor &self
)
{
avoid.End( self );
seek.End( self );
}
/****************************************************************************
SwimCloseAttack Class Definition
****************************************************************************/
CLASS_DECLARATION( Behavior, SwimCloseAttack, NULL );
ResponseDef SwimCloseAttack::Responses[] =
{
{ &EV_Behavior_Args, ( Response )SwimCloseAttack::SetArgs },
{ NULL, NULL }
};
void SwimCloseAttack::SetArgs
(
Event *ev
)
{
anim = ev->GetString( 2 );
}
void SwimCloseAttack::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "\nseek:\n" );
seek.ShowInfo( self );
gi.printf( "\navoid:\n" );
avoid.ShowInfo( self );
gi.printf( "\navoidtime: %.2f\n", avoidtime );
}
void SwimCloseAttack::Begin
(
Actor &self
)
{
avoidtime = 0;
avoiding = false;
avoidvec = vec_zero;
avoid.Begin( self );
seek.Begin( self );
seek.SetTargetVelocity( vec_zero );
if ( anim.length() )
{
self.SetAnim( anim );
}
}
qboolean SwimCloseAttack::Evaluate
(
Actor &self
)
{
trace_t trace;
Vector dir;
Vector ang;
Vector goal;
Vector end;
if ( !self.currentEnemy )
{
return false;
}
//
// close enough
//
if ( self.CanShoot( self.currentEnemy, false ) )
{
if ( self.WeaponReady() )
return false;
else
return true;
}
if ( ( self.lastmove == STEPMOVE_STUCK ) || ( avoidtime <= level.time ) )
{
//
// see if we can get to the player
//
dir = self.currentEnemy->worldorigin - self.worldorigin;
dir.normalize();
goal = self.currentEnemy->worldorigin;
trace = G_Trace( self.worldorigin, self.mins, self.maxs, goal, &self, self.edict->clipmask, "SwimCloseAttack::Evaluate 2" );
if ( trace.fraction < 0.5f )
{
float time;
time = 2.5f;
goal = ChooseRandomDirection( self, goal, &time, MASK_WATER, 0, true );
avoidtime = level.time + time;
}
else
{
goal = trace.endpos;
avoidtime = level.time + 2.5f;
}
dir = goal - self.worldorigin;
dir.normalize();
//self.movedir = dir;
ang = dir.toAngles();
ang[ PITCH ] = -ang[ PITCH ];
self.setAngles( ang );
seek.SetTargetPosition( goal );
}
seek.SetMaxSpeed( self.movespeed );
seek.SetPosition( self.worldorigin );
seek.SetDir( self.movedir );
// if we reached the goal, re-evaluate
if ( !seek.Evaluate( self ) )
{
avoidtime = 0;
}
avoid.SetMaxSpeed( self.movespeed * 2 );
avoid.SetPosition( self.worldorigin );
avoid.SetDir( self.movedir );
avoid.Evaluate( self );
self.Accelerate( seek.steeringforce + avoid.steeringforce );
return true;
}
void SwimCloseAttack::End
(
Actor &self
)
{
seek.End( self );
}
/****************************************************************************
Fly Class Definition
****************************************************************************/
CLASS_DECLARATION( Behavior, Fly, NULL );
ResponseDef Fly::Responses[] =
{
{ &EV_Behavior_Args, ( Response )Fly::SetArgs },
{ NULL, NULL }
};
void Fly::SetArgs
(
Event *ev
)
{
if ( ev->NumArgs() > 1 )
anim = ev->GetString( 2 );
}
void Fly::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "\nseek:\n" );
seek.ShowInfo( self );
gi.printf( "\navoid:\n" );
avoid.ShowInfo( self );
}
void Fly::Begin
(
Actor &self
)
{
avoidtime = 0;
avoidvec = vec_zero;
avoid.Begin( self );
seek.Begin( self );
seek.SetTargetVelocity( vec_zero );
if ( anim.length() )
{
self.SetAnim( anim );
}
}
qboolean Fly::Evaluate
(
Actor &self
)
{
if ( ( self.lastmove != STEPMOVE_OK ) || ( avoidtime <= level.time ) )
{
Vector dir;
Vector ang;
float time;
time = 3;
avoidvec = ChooseRandomDirection( self, avoidvec, &time, 0, MASK_WATER, true );
avoidtime = level.time + time;
dir = avoidvec - self.worldorigin;
ang = dir.toAngles();
ang[ PITCH ] = -ang[ PITCH ];
self.setAngles( ang );
}
seek.SetMaxSpeed( self.movespeed );
seek.SetPosition( self.worldorigin );
seek.SetDir( self.movedir );
seek.SetTargetPosition( avoidvec );
// if we reached the goal, re-evaluate
if ( !seek.Evaluate( self ) )
{
avoidtime = 0;
}
avoid.SetMaxSpeed( self.movespeed * 2 );
avoid.SetPosition( self.worldorigin );
avoid.SetDir( self.movedir );
avoid.Evaluate( self );
self.Accelerate( seek.steeringforce + avoid.steeringforce );
return true;
}
void Fly::End
(
Actor &self
)
{
avoid.End( self );
seek.End( self );
}
/****************************************************************************
FlyCloseAttack Class Definition
****************************************************************************/
CLASS_DECLARATION( Behavior, FlyCloseAttack, NULL );
ResponseDef FlyCloseAttack::Responses[] =
{
{ &EV_Behavior_Args, ( Response )FlyCloseAttack::SetArgs },
{ NULL, NULL }
};
void FlyCloseAttack::SetArgs
(
Event *ev
)
{
anim = ev->GetString( 2 );
}
void FlyCloseAttack::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "\nseek:\n" );
seek.ShowInfo( self );
gi.printf( "\navoid:\n" );
avoid.ShowInfo( self );
gi.printf( "\navoidtime: %.2f\n", avoidtime );
}
void FlyCloseAttack::Begin
(
Actor &self
)
{
avoidtime = 0;
avoiding = false;
avoidvec = vec_zero;
avoid.Begin( self );
seek.Begin( self );
seek.SetTargetVelocity( vec_zero );
if ( anim.length() )
{
self.SetAnim( anim );
}
}
qboolean FlyCloseAttack::Evaluate
(
Actor &self
)
{
trace_t trace;
Vector dir;
Vector ang;
float minrange;
Vector goal;
Vector end;
Sentient *sent;
if ( !self.currentEnemy )
{
return false;
}
if ( !self.CurrentWeapon() && self.currentEnemy->isSubclassOf( Sentient ) )
{
sent = ( Sentient * )( Entity * )self.currentEnemy;
if ( sent->waterlevel > 1 )
{
// can no longer get to enemy
self.ClearEnemies();
return false;
}
}
minrange = self.MinimumAttackRange();
//
// close enough
//
if ( self.CanShoot( self.currentEnemy, false ) )
{
if ( self.WeaponReady() )
return false;
else
return true;
}
if ( ( self.lastmove == STEPMOVE_STUCK ) || ( avoidtime <= level.time ) )
{
//
// see if we can get to the player
//
goal = self.currentEnemy->centroid;
trace = G_Trace( self.worldorigin, self.mins, self.maxs, goal, &self, self.edict->clipmask, "FlyCloseAttack::Evaluate 2" );
if ( trace.fraction < 0.5f )
{
float time;
time = 2.5f;
goal = ChooseRandomDirection( self, goal, &time, 0, MASK_WATER, true );
avoidtime = level.time + time;
}
else
{
goal = trace.endpos;
avoidtime = level.time + 2.5f;
}
dir = goal - self.worldorigin;
dir.normalize();
//self.movedir = dir;
ang = dir.toAngles();
ang[ PITCH ] = -ang[ PITCH ];
self.setAngles( ang );
seek.SetTargetPosition( goal );
}
seek.SetMaxSpeed( self.movespeed );
seek.SetPosition( self.worldorigin );
seek.SetDir( self.movedir );
// if we reached the goal, re-evaluate
if ( !seek.Evaluate( self ) )
{
avoidtime = 0;
}
avoid.SetMaxSpeed( self.movespeed * 2 );
avoid.SetPosition( self.worldorigin );
avoid.SetDir( self.movedir );
avoid.Evaluate( self );
self.Accelerate( seek.steeringforce + avoid.steeringforce );
return true;
}
void FlyCloseAttack::End
(
Actor &self
)
{
seek.End( self );
}
/****************************************************************************
Wander Class Definition
****************************************************************************/
CLASS_DECLARATION( Behavior, Wander, NULL );
ResponseDef Wander::Responses[] =
{
{ &EV_Behavior_Args, ( Response )Wander::SetArgs },
{ NULL, NULL }
};
void Wander::SetArgs
(
Event *ev
)
{
if ( ev->NumArgs() > 1 )
anim = ev->GetString( 2 );
}
void Wander::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "\nseek:\n" );
seek.ShowInfo( self );
gi.printf( "\navoid:\n" );
avoid.ShowInfo( self );
}
void Wander::Begin
(
Actor &self
)
{
avoidtime = 0;
avoidvec = vec_zero;
avoid.Begin( self );
seek.Begin( self );
seek.SetTargetVelocity( vec_zero );
if ( anim.length() )
{
self.SetAnim( anim );
}
}
qboolean Wander::Evaluate
(
Actor &self
)
{
if ( ( self.lastmove != STEPMOVE_OK ) || ( avoidtime <= level.time ) )
{
Vector dir;
Vector ang;
float time;
time = 5;
self.Chatter( "snd_idle", 4 );
avoidvec = ChooseRandomDirection( self, avoidvec, &time, 0, 0, false );
avoidtime = level.time + time;
dir = avoidvec - self.worldorigin;
ang = dir.toAngles();
self.angles[ YAW ] = ang[ YAW ];
self.setAngles( self.angles );
}
seek.SetMaxSpeed( self.movespeed );
seek.SetPosition( self.worldorigin );
seek.SetDir( self.movedir );
seek.SetTargetPosition( avoidvec );
// if we reached the goal, re-evaluate
if ( !seek.Evaluate( self ) )
{
avoidtime = 0;
}
avoid.SetMaxSpeed( self.movespeed * 2 );
avoid.SetPosition( self.worldorigin );
avoid.SetDir( self.movedir );
avoid.Evaluate( self );
self.Accelerate( seek.steeringforce + avoid.steeringforce );
return true;
}
void Wander::End
(
Actor &self
)
{
avoid.End( self );
seek.End( self );
}
/****************************************************************************
WanderCloseAttack Class Definition
****************************************************************************/
CLASS_DECLARATION( Behavior, WanderCloseAttack, NULL );
ResponseDef WanderCloseAttack::Responses[] =
{
{ &EV_Behavior_Args, ( Response )WanderCloseAttack::SetArgs },
{ NULL, NULL }
};
void WanderCloseAttack::SetArgs
(
Event *ev
)
{
anim = ev->GetString( 2 );
}
void WanderCloseAttack::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "\nseek:\n" );
seek.ShowInfo( self );
gi.printf( "\navoid:\n" );
avoid.ShowInfo( self );
gi.printf( "\navoidtime: %.2f\n", avoidtime );
}
void WanderCloseAttack::Begin
(
Actor &self
)
{
avoidtime = 0;
avoiding = false;
avoidvec = vec_zero;
avoid.Begin( self );
seek.Begin( self );
seek.SetTargetVelocity( vec_zero );
if ( anim.length() )
{
self.SetAnim( anim );
}
}
qboolean WanderCloseAttack::Evaluate
(
Actor &self
)
{
trace_t trace;
Vector dir;
Vector ang;
float minrange;
Vector goal;
Vector end;
if ( !self.currentEnemy )
{
return false;
}
minrange = self.MinimumAttackRange();
//
// close enough
//
if ( self.CanShoot( self.currentEnemy, false ) )
{
if ( self.WeaponReady() )
return false;
else
return true;
}
if ( ( self.lastmove == STEPMOVE_STUCK ) || ( avoidtime <= level.time ) )
{
//
// see if we can get to the player
//
dir = self.currentEnemy->worldorigin - self.worldorigin;
dir.normalize();
goal = self.currentEnemy->worldorigin;
trace = G_Trace( self.worldorigin, self.mins, self.maxs, goal, &self, self.edict->clipmask, "WanderCloseAttack::Evaluate 2" );
if ( trace.fraction < 0.5f )
{
float time;
time = 2.5f;
goal = ChooseRandomDirection( self, goal, &time, 0, 0, false );
avoidtime = level.time + time;
}
else
{
goal = trace.endpos;
avoidtime = level.time + 2.5f;
}
dir = goal - self.worldorigin;
dir.normalize();
//self.movedir = dir;
ang = dir.toAngles();
ang[ PITCH ] = -ang[ PITCH ];
self.setAngles( ang );
seek.SetTargetPosition( goal );
}
seek.SetMaxSpeed( self.movespeed );
seek.SetPosition( self.worldorigin );
seek.SetDir( self.movedir );
// if we reached the goal, re-evaluate
if ( !seek.Evaluate( self ) )
{
avoidtime = 0;
}
avoid.SetMaxSpeed( self.movespeed * 2 );
avoid.SetPosition( self.worldorigin );
avoid.SetDir( self.movedir );
avoid.Evaluate( self );
self.Accelerate( seek.steeringforce + avoid.steeringforce );
return true;
}
void WanderCloseAttack::End
(
Actor &self
)
{
seek.End( self );
}
/****************************************************************************
GetCloseToEnemy Class Definition
****************************************************************************/
CLASS_DECLARATION( Behavior, GetCloseToEnemy, NULL );
ResponseDef GetCloseToEnemy::Responses[] =
{
{ &EV_Behavior_Args, ( Response )GetCloseToEnemy::SetArgs },
{ NULL, NULL }
};
GetCloseToEnemy::GetCloseToEnemy()
{
howclose = 32;
}
void GetCloseToEnemy::SetArgs
(
Event *ev
)
{
int num;
num = 2;
if ( !ev->IsNumericAt( num ) )
{
anim = ev->GetString( num );
num++;
}
howclose = 32;
if ( ev->IsNumericAt( num ) )
{
howclose = ev->GetFloat( num );
num++;
}
}
void GetCloseToEnemy::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "\nchase:\n" );
chase.ShowInfo( self );
gi.printf( "\nstate: %d\n", state );
gi.printf( "howclose: %f\n", howclose );
gi.printf( "nextsearch: %f\n", nextsearch );
gi.printf( "anim: %s\n", anim.c_str() );
}
void GetCloseToEnemy::Begin
(
Actor &self
)
{
if ( !anim.length() )
{
anim = "run";
}
movegoal = NULL;
state = 0;
}
qboolean GetCloseToEnemy::Evaluate
(
Actor &self
)
{
if ( !self.currentEnemy )
{
return false;
}
if ( nextsearch < level.time )
{
state = 0;
}
switch( state )
{
case 0 :
chase.Begin( self );
movegoal = PathManager.NearestNode( self.currentEnemy->worldorigin, &self, false );
if ( movegoal )
{
Path *path;
FindEnemyPath find;
find.heuristic.self = &self;
find.heuristic.setSize( self.size );
find.heuristic.entnum = self.entnum;
path = find.FindPath( self.worldorigin, movegoal->worldorigin );
movegoal = NULL;
if ( path )
{
float dist;
float movedist;
//
// check range
// if distance is less then total_delta, than lets go straight for him
//
dist = path->DistanceAlongPath( self.worldorigin );
movedist = self.total_delta.length();
if ( dist >= movedist )
{
movegoal = path->End();
chase.SetGoal( movegoal );
chase.SetPath( path );
}
}
}
if ( !movegoal )
{
if ( self.CanSee( self.currentEnemy ) )
{
chase.SetGoalPos( self.currentEnemy->worldorigin );
}
else
{
//
// since we can't reach em
// clear out enemy state
//
self.ClearEnemies();
return false;
}
}
if ( anim.length() && ( anim != self.animname ) )
{
self.SetAnim( anim );
}
state = 1;
nextsearch = level.time + 3;
case 1 :
if ( self.WithinDistance( self.currentEnemy, howclose ) )
{
chase.End( self );
return false;
}
if ( !chase.Evaluate( self ) || ( nextsearch < level.time ) )
{
state = 0;
}
break;
}
return true;
}
void GetCloseToEnemy::End
(
Actor &self
)
{
chase.End( self );
}
/****************************************************************************
PlayAnimSeekEnemy Class Definition
****************************************************************************/
CLASS_DECLARATION( Behavior, PlayAnimSeekEnemy, NULL );
ResponseDef PlayAnimSeekEnemy::Responses[] =
{
{ &EV_Behavior_Args, ( Response )PlayAnimSeekEnemy::SetArgs },
{ &EV_Behavior_AnimDone, ( Response )PlayAnimSeekEnemy::AnimDone },
{ NULL, NULL }
};
void PlayAnimSeekEnemy::ShowInfo
(
Actor &self
)
{
Behavior::ShowInfo( self );
gi.printf( "\naim:\n" );
aim.ShowInfo( self );
gi.printf( "\nmode: %d\n", mode );
gi.printf( "anim: %s\n", anim.c_str() );
gi.printf( "animdone: %d\n", animdone );
}
void PlayAnimSeekEnemy::Begin
(
Actor &self
)
{
oldanim = self.animname;
mode = 0;
animdone = false;
}
void PlayAnimSeekEnemy::SetArgs
(
Event *ev
)
{
anim = ev->GetString( 2 );
}
void PlayAnimSeekEnemy::AnimDone
(
Event *ev
)
{
animdone = true;
}
qboolean PlayAnimSeekEnemy::Evaluate
(
Actor &self
)
{
switch( mode )
{
case 0 :
if ( !anim.length() )
{
}
if ( !self.currentEnemy )
{
return false;
}
animdone = false;
self.SetAnim( anim.c_str(), EV_Actor_NotifyBehavior );
mode = 1;
case 1 :
aim.SetTarget( self.currentEnemy );
aim.Evaluate( self );
// finish up the attack
if ( animdone )
{
return false;
}
break;
}
return true;
}
void PlayAnimSeekEnemy::End
(
Actor &self
)
{
aim.End( self );
if ( oldanim.length() )
{
self.SetAnim( oldanim.c_str() );
}
}