1998-12-20 00:00:00 +00:00
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/actor.h $
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1999-03-20 00:00:00 +00:00
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// $Revision:: 90 $
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// $Author:: Jimdose $
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// $Date:: 1/29/99 7:02p $
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1998-12-20 00:00:00 +00:00
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//
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// Copyright (C) 1998 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// $Log:: /Quake 2 Engine/Sin/code/game/actor.h $
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//
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1999-03-20 00:00:00 +00:00
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// 90 1/29/99 7:02p Jimdose
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// added 2015 changes
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//
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1998-12-20 00:00:00 +00:00
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// 89 11/09/98 6:23p Markd
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// Added turnspeed event
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//
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// 88 11/08/98 7:07p Markd
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// added nochatter command
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//
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// 87 11/08/98 6:57p Jimdose
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// reordered some variables in archive and unarchive so that they match the
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// order they're defined in the class
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//
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// 86 11/07/98 3:34p Markd
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// Added nodeathfade command
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//
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// 85 11/06/98 8:25p Jimdose
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// made visiondistance adjustable from script
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//
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// 84 10/27/98 9:41p Jimdose
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// made gun orienting functions virtual
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//
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// 83 10/27/98 7:53p Jimdose
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// added IfEnemyWithinEvent
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//
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// 82 10/27/98 1:50a Markd
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// Made Chatter a virtual void function
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//
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// 81 10/26/98 2:19p Markd
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// Added last_jump_time
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//
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// 80 10/25/98 11:52p Jimdose
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// added EXPORT_TEMPLATE
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//
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// 79 10/25/98 4:43a Markd
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// Added animal events
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//
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// 78 10/24/98 3:10p Markd
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// Put in eyeoffset command
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//
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// 77 10/22/98 9:29p Aldie
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// Added support for deathgib animations
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//
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// 76 10/20/98 2:37a Markd
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// Added additional JumpTo methods
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//
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// 75 10/20/98 12:44a Markd
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// Added setSize and setHealth
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//
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// 74 10/17/98 11:02p Markd
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// Added ifcanshoot
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//
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// 73 10/17/98 4:59p Markd
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// Added Attackmode event
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//
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// 72 10/16/98 7:19p Markd
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// Added a bunch of new events
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//
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// 71 10/16/98 1:41a Jimdose
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// Added goto command for actors. This helps the all too common mistake of
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// typing "local.self goto label"
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//
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// 70 10/14/98 5:22p Markd
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// Added jumpto and jumpto function
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//
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// 69 10/14/98 2:17a Markd
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// Added in ifcanmeleeattack event
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//
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// 68 10/14/98 1:27a Markd
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// Added HasWeapon method
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//
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// 67 10/13/98 9:11p Markd
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// Externed Actor_AttackEntity Actor_AttackPlayer
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//
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// 66 10/11/98 5:01p Markd
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// Added variables to keep track of drowning and lack of oxygen
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//
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// 65 10/11/98 12:32a Markd
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// Added AirMove
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//
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// 64 10/10/98 7:59p Markd
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// Added painthreshold and snd_pain_taunt
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//
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// 63 10/10/98 6:08p Markd
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// Added FleeAndRemove, FindFlee, fixed max_ainode bug
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//
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// 62 10/10/98 1:25a Jimdose
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// Did some bulletproofing against possible NULL actorthread
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// Prethink kills actors with NULL threads
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// added SetVariable for setting thread variables safely
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// stateStack is now properly archived without destroying its contents
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//
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// 61 10/06/98 5:26p Markd
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// Made MakeEnemy and DoAction take the force parameter
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//
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// 60 10/06/98 12:14p Markd
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// Added ForceAction
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//
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// 59 10/05/98 10:33p Markd
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// Added nostrafe and canstrafe
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//
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// 58 10/05/98 2:25a Jimdose
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// Made archive functions properly handle NULL behaviors
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//
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// 57 10/04/98 10:26p Markd
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// Added AttackFinishedEvent
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//
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// 56 10/03/98 7:27p Markd
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// working on swimming character and redid some weapon aiming stuff
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//
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// 55 10/01/98 8:01p Markd
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// Added melee variables
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//
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// 54 9/30/98 1:18p Markd
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// Added actor melee variables
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//
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// 53 9/29/98 5:58p Markd
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// put in archive and unarchive
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//
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// 52 9/24/98 7:10p Jimdose
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// Added MyGunAngles
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//
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// 51 9/22/98 5:11p Jimdose
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// made the anim variables public
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//
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// 50 9/22/98 5:31a Jimdose
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// Added attackmode
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//
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// 49 9/22/98 1:58a Jimdose
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// Added lastmove and forwardspeed
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// Regrouped functions by functionality
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//
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// 48 9/19/98 6:16p Jimdose
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// Added AttackPlayer
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//
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// 47 9/18/98 10:55p Jimdose
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// Added inanimate actor type
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// started work on swimming monsters
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// added showinfo
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//
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// 46 9/14/98 5:26p Jimdose
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// ProcessScript now allows events to be passed in
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//
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// 45 8/26/98 11:13p Jimdose
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// Began strafe support
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//
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// 44 8/24/98 6:56p Jimdose
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// Added crouching pain and death animations
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// Added path
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// Moved hueristics for path finding to actor
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//
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// 43 8/19/98 3:59p Jimdose
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// Added IfNearEvent and CopyStateEvent
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//
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// 42 8/19/98 2:30p Jimdose
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// Can no longer alias "alert" to "idle" so I've added a hasalert variable
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//
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// 41 8/14/98 11:34p Jimdose
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// added seenenemy
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//
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// 40 8/14/98 6:24p Jimdose
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// Got rid of decelleration for steering
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//
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// 39 8/07/98 7:57p Markd
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// Added ForwardToBehavior event
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//
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// 38 8/07/98 6:02p Jimdose
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// Added NotifyBehavior
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//
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// 37 8/06/98 6:59p Jimdose
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// Added IfEnemyVisible
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//
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// 36 8/05/98 7:19p Jimdose
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// Added definestate, ignoresounds, respondtosounds, respondtoall
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// Added StateInfo
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//
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// 35 7/29/98 6:32p Jimdose
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// Added MonsterStart
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//
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// 34 7/26/98 11:43a Jimdose
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// Added EnemyCanSeeMeFrom
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//
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// 33 7/26/98 3:49a Jimdose
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// Modified aim based on skill
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//
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// 32 7/25/98 2:12a Jimdose
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// Made trig a TouchFieldPtr
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//
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// 31 7/24/98 3:10p Jimdose
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// Removed ignore enemies stuff
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//
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// 30 7/22/98 7:03p Aldie
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// Remove useless bodies
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//
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// 29 7/14/98 11:49p Jimdose
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// Made PopState return whether a new state was popped off the stack
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//
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// 28 7/08/98 12:58p Jimdose
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// added min and max for crouch and stand sizes
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//
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// 27 7/08/98 12:56p Jimdose
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// added crouchsize and standsize
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//
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// 26 7/07/98 11:37p Jimdose
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// Replaced priority-based system with full script-based state system
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//
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// 25 7/06/98 1:06p Jimdose
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// working on ai
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//
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// 24 7/06/98 1:06p Jimdose
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// working on ai
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//
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// 23 6/30/98 6:49p Aldie
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// Added Gib event
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//
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// 22 6/30/98 6:00p Jimdose
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// Added more states and state detection code.
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// Added range detection
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// added health level detection
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//
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// 21 6/25/98 8:11p Jimdose
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// Added global actor scripts
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//
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// 20 6/19/98 9:29p Jimdose
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// Added GetGunOrientation
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//
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// 19 6/19/98 5:53p Jimdose
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// Added InFOV
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//
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// 18 6/18/98 8:45p Jimdose
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// Removed string based SetBehavior and PushState functions
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//
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// 17 6/17/98 1:16a Jimdose
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// Moved setOwner to Item.
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// Added EV_Item_Pickup
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//
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// 16 6/13/98 8:22p Jimdose
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// Added some enemy visibility functions for FindCover
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//
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// 15 6/11/98 12:44a Jimdose
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// behaviors now get info from the script at startup
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//
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// 14 6/10/98 10:25p Jimdose
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// Added priority based state system
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//
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// 13 6/09/98 4:24p Jimdose
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// worked on ai
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//
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// 12 6/04/98 10:48p Jimdose
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// Fixed a bunch of things that got broken just in time for E3. Paths and
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// scripting actually work now.
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//
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// 11 6/03/98 5:44p Jimdose
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// Fixed spelling of behavior. :)
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//
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// 10 5/27/98 5:11a Jimdose
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// working on ai
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//
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// 9 5/25/98 6:47p Jimdose
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// Made animateframe, prethink and posthink into functions built into the base
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// entity class
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//
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// 8 5/25/98 5:31p Jimdose
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// Pathnodes are no longer a subclass of Entity. This was done to save on
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// edicts
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//
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// 7 5/25/98 1:06a Jimdose
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// Added chatter
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//
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// 6 5/24/98 1:02a Jimdose
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// Added monster hearing
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//
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// 5 5/23/98 6:29p Jimdose
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// changed waitfordoor to a float
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//
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// 4 5/22/98 9:39p Jimdose
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// Worked on ai
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//
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// 3 5/20/98 6:38p Jimdose
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// working on ai
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//
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// 2 5/18/98 8:15p Jimdose
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// Created file
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//
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// DESCRIPTION:
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// Base class for character AI.
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//
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#ifndef __ACTOR_H__
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#define __ACTOR_H__
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#include "g_local.h"
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#include "weapon.h"
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#include "sentient.h"
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#include "container.h"
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#include "stack.h"
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#include "navigate.h"
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#include "behavior.h"
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#include "scriptmaster.h"
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#include "prioritystack.h"
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extern Event EV_Actor_Start;
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extern Event EV_Actor_Dead;
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extern Event EV_Actor_PopAnim;
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extern Event EV_Actor_LookAt;
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extern Event EV_Actor_TurnTo;
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extern Event EV_Actor_FinishedBehavior;
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extern Event EV_Actor_NotifyBehavior;
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extern Event EV_Actor_FinishedMove;
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extern Event EV_Actor_FinishedAnim;
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extern Event EV_Actor_WalkTo;
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extern Event EV_Actor_RunTo;
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extern Event EV_Actor_Anim;
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extern Event EV_Actor_Attack;
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extern Event EV_Actor_InPain;
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extern Event EV_Actor_Gib;
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extern Event EV_Actor_ForwardToBehavior;
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extern Event EV_Actor_Aim;
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extern Event EV_Actor_MeleeRange;
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extern Event EV_Actor_MeleeDamage;
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extern Event EV_Actor_AttackFinished;
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extern Event EV_Actor_Attack;
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extern Event EV_Actor_AttackPlayer;
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typedef enum
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{
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RANGE_MELEE,
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RANGE_NEAR,
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RANGE_MID,
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RANGE_FAR
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} range_t;
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typedef enum
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{
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ON_SIGHT,
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ON_ATTACK
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};
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typedef enum
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{
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IGNORE,
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ATTACK,
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FLEE,
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} reaction_t;
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typedef enum
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{
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LIKES, // Will not fire at, even if attacked
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TOLERATES, // Will attack when attacked
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HATES, // Will attack on sight
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WARY, // Will flee when attacked
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FEARS, // Will flee on sight
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NUM_DISPOSITIONS
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} disposition_t;
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typedef enum
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{
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IS_INANIMATE,
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IS_MONSTER,
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IS_ENEMY,
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IS_CIVILIAN,
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IS_FRIEND,
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IS_ANIMAL,
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NUM_ACTORTYPES
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} actortype_t;
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#define AI_CANWALK 0x00000001
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#define AI_CANSWIM 0x00000002
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#define AI_CANFLY 0x00000004
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#define WEAK_WEIGHT 0.5
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#define WEAK_HEALTH 20
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#define STRONGER_WEIGHT 0.9
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#define VISIBLE_WEIGHT 0.5
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#define NEWENEMY_WEIGHT 0.75 // if he's a new enemy
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//#define DAMAGE_WEIGHT 0.5 // If he's done a lot of damage to you
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//#define WEAPON_WEIGHT 1.5 // How much the weapon influences you
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class EXPORT_FROM_DLL StateInfo : public Class
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|
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{
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public:
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CLASS_PROTOTYPE( StateInfo );
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StateInfo();
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str action;
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str response;
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qboolean ignore;
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virtual void Archive( Archiver &arc );
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virtual void Unarchive( Archiver &arc );
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};
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inline EXPORT_FROM_DLL void StateInfo::Archive
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(
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Archiver &arc
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)
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{
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Class::Archive( arc );
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arc.WriteString( action );
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arc.WriteString( response );
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arc.WriteBoolean( ignore );
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}
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inline EXPORT_FROM_DLL void StateInfo::Unarchive
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(
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Archiver &arc
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)
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{
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Class::Unarchive( arc );
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arc.ReadString( &action );
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arc.ReadString( &response );
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arc.ReadBoolean( &ignore );
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}
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|
|
#ifdef EXPORT_TEMPLATE
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template class EXPORT_FROM_DLL Container<StateInfo *>;
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#endif
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class EXPORT_FROM_DLL ActorState : public Class
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|
{
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public:
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CLASS_PROTOTYPE( ActorState );
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str name;
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str anim;
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Event *animDoneEvent;
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Behavior *behavior;
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PathPtr path;
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int thread;
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|
ThreadMarker marker;
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Container<StateInfo *> actionList;
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|
virtual void Archive( Archiver &arc );
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|
virtual void Unarchive( Archiver &arc );
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|
|
};
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|
|
inline EXPORT_FROM_DLL void ActorState::Archive
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|
|
|
(
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|
|
Archiver &arc
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|
|
|
)
|
|
|
|
{
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|
|
|
int i, num;
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|
|
Class::Archive( arc );
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|
|
|
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|
|
arc.WriteString( name );
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|
arc.WriteString( anim );
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|
|
arc.WriteEvent( *animDoneEvent );
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|
|
//FIXME
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|
|
arc.WriteBoolean( behavior != NULL );
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|
|
if ( behavior )
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|
|
{
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|
|
|
arc.WriteObject( behavior );
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|
|
|
}
|
|
|
|
arc.WriteSafePointer( path );
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|
|
|
arc.WriteInteger( thread );
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|
|
|
arc.WriteObject( &marker );
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|
|
|
num = actionList.NumObjects();
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|
|
|
arc.WriteInteger( num );
|
|
|
|
for ( i = 1; i <= num; i++ )
|
|
|
|
{
|
|
|
|
arc.WriteObject( actionList.ObjectAt( i ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
inline EXPORT_FROM_DLL void ActorState::Unarchive
|
|
|
|
(
|
|
|
|
Archiver &arc
|
|
|
|
)
|
|
|
|
{
|
|
|
|
Event * ev;
|
|
|
|
int i, num;
|
|
|
|
|
|
|
|
Class::Unarchive( arc );
|
|
|
|
|
|
|
|
arc.ReadString( &name );
|
|
|
|
arc.ReadString( &anim );
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|
|
|
ev = new Event;
|
|
|
|
arc.ReadEvent( ev );
|
|
|
|
animDoneEvent = ev;
|
|
|
|
|
|
|
|
//FIXME
|
|
|
|
behavior = NULL;
|
|
|
|
if ( arc.ReadBoolean() )
|
|
|
|
{
|
|
|
|
behavior = ( Behavior * )arc.ReadObject();
|
|
|
|
}
|
|
|
|
|
|
|
|
arc.ReadSafePointer( &path );
|
|
|
|
arc.ReadInteger( &thread );
|
|
|
|
arc.ReadObject( &marker );
|
|
|
|
actionList.FreeObjectList();
|
|
|
|
arc.ReadInteger( &num );
|
|
|
|
for ( i = 1; i <= num; i++ )
|
|
|
|
{
|
|
|
|
StateInfo * info;
|
|
|
|
|
|
|
|
info = new StateInfo;
|
|
|
|
arc.ReadObject( info );
|
|
|
|
actionList.AddObject( info );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Exported templated classes must be explicitly instantiated
|
|
|
|
//
|
|
|
|
#ifdef EXPORT_TEMPLATE
|
|
|
|
template class EXPORT_FROM_DLL Container<EntityPtr>;
|
|
|
|
template class EXPORT_FROM_DLL Stack<ActorState *>;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
class EXPORT_FROM_DLL Actor : public Sentient
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
str newanim;
|
|
|
|
Event *newanimevent;
|
|
|
|
int newanimnum;
|
|
|
|
|
|
|
|
str spawngroup;
|
|
|
|
|
|
|
|
int movement;
|
|
|
|
stepmoveresult_t lastmove;
|
|
|
|
float forwardspeed;
|
|
|
|
|
|
|
|
actortype_t actortype;
|
|
|
|
int attackmode;
|
|
|
|
|
|
|
|
Vector standsize_min;
|
|
|
|
Vector standsize_max;
|
|
|
|
Vector crouchsize_min;
|
|
|
|
Vector crouchsize_max;
|
|
|
|
|
|
|
|
str state;
|
|
|
|
str animname;
|
|
|
|
Container<StateInfo *> actionList;
|
|
|
|
int numonstack;
|
|
|
|
Stack<ActorState *> stateStack;
|
|
|
|
|
|
|
|
BehaviorPtr behavior;
|
|
|
|
str currentBehavior;
|
|
|
|
|
|
|
|
PathPtr path;
|
|
|
|
|
|
|
|
Container<EntityPtr> targetList;
|
|
|
|
Container<EntityPtr> nearbyList;
|
|
|
|
Container<EntityPtr> enemyList;
|
|
|
|
EntityPtr currentEnemy;
|
|
|
|
qboolean seenEnemy;
|
|
|
|
range_t enemyRange;
|
|
|
|
EntityPtr lastEnemy;
|
|
|
|
|
|
|
|
float fov;
|
|
|
|
float fovdot;
|
|
|
|
float vision_distance;
|
|
|
|
|
|
|
|
Vector startpos;
|
|
|
|
|
|
|
|
Vector move;
|
|
|
|
Vector movedir;
|
|
|
|
float movespeed;
|
|
|
|
Vector movevelocity;
|
|
|
|
float totallen;
|
|
|
|
float turnspeed;
|
|
|
|
Vector animdir;
|
|
|
|
|
|
|
|
float chattime;
|
|
|
|
float nextsoundtime;
|
|
|
|
|
|
|
|
qboolean hasalert;
|
|
|
|
|
|
|
|
PathNodePtr movegoal;
|
|
|
|
PathNodePtr soundnode;
|
|
|
|
ThreadPtr thread;
|
|
|
|
|
|
|
|
ThreadPtr actorthread;
|
|
|
|
str actorscript;
|
|
|
|
str actorstart;
|
|
|
|
TouchFieldPtr trig;
|
|
|
|
|
|
|
|
qboolean has_melee;
|
|
|
|
float melee_damage;
|
|
|
|
float melee_range;
|
|
|
|
float aim;
|
|
|
|
float pain_threshold;
|
|
|
|
|
|
|
|
qboolean checkStrafe;
|
|
|
|
|
|
|
|
float next_drown_time;
|
|
|
|
float air_finished;
|
|
|
|
float attack_range;
|
|
|
|
float shots_per_attack;
|
|
|
|
qboolean deathgib;
|
|
|
|
|
|
|
|
str kill_thread;
|
|
|
|
Vector eyeoffset;
|
|
|
|
float last_jump_time;
|
|
|
|
qboolean nodeathfade;
|
|
|
|
qboolean nochatter;
|
|
|
|
|
|
|
|
CLASS_PROTOTYPE( Actor );
|
|
|
|
|
|
|
|
// Initialization functions
|
|
|
|
Actor();
|
|
|
|
~Actor();
|
|
|
|
void Start( Event *ev );
|
|
|
|
|
|
|
|
// Vision functions
|
|
|
|
range_t Range( Entity *ent );
|
|
|
|
qboolean InFOV( Vector pos );
|
|
|
|
qboolean InFOV( Entity *ent );
|
|
|
|
qboolean CanSeeFOV( Entity *ent );
|
|
|
|
qboolean CanSeeFrom( Vector pos, Entity *ent );
|
|
|
|
qboolean CanSee( Entity *ent );
|
|
|
|
int EnemyCanSeeMeFrom( Vector pos );
|
|
|
|
qboolean CanSeeEnemyFrom( Vector pos );
|
|
|
|
|
|
|
|
// Weapon functions
|
|
|
|
qboolean WeaponReady( void );
|
|
|
|
void Attack( Event *ev );
|
|
|
|
virtual Vector GunPosition( void );
|
|
|
|
virtual Vector MyGunAngles( Vector muzzlepos, qboolean firing );
|
|
|
|
virtual void GetGunOrientation( Vector muzzlepos, Vector *forward, Vector *right, Vector *up );
|
|
|
|
virtual qboolean CanShootFrom( Vector pos, Entity *ent, qboolean usecurrentangles );
|
|
|
|
virtual qboolean CanShoot( Entity *ent, qboolean usecurrentangles );
|
|
|
|
|
|
|
|
// Actor type script commands
|
|
|
|
void FriendEvent( Event *ev );
|
|
|
|
void CivilianEvent( Event *ev );
|
|
|
|
void EnemyEvent( Event *ev );
|
|
|
|
void InanimateEvent( Event *ev );
|
|
|
|
void MonsterEvent( Event *ev );
|
|
|
|
void AnimalEvent( Event *ev );
|
|
|
|
|
|
|
|
// Enemy management
|
|
|
|
qboolean HasEnemies( void );
|
|
|
|
qboolean IsEnemy( Entity *ent );
|
|
|
|
void MakeEnemy( Entity *ent, qboolean force = false );
|
|
|
|
qboolean Likes( Entity *ent );
|
|
|
|
qboolean Hates( Entity *ent );
|
|
|
|
|
|
|
|
// Targeting functions
|
|
|
|
qboolean GetVisibleTargets( void );
|
|
|
|
void TargetEnemies( Event *ev );
|
|
|
|
Entity *BestTarget( void );
|
|
|
|
Sentient *NearFriend( void );
|
|
|
|
qboolean CloseToEnemy( Vector pos, float howclose );
|
|
|
|
float AttackRange( void );
|
|
|
|
float MinimumAttackRange( void );
|
|
|
|
|
|
|
|
// State control functions
|
|
|
|
void EnableState( str action );
|
|
|
|
void DisableState( str action );
|
|
|
|
StateInfo *SetResponse( str action, str response, qboolean ignore = false );
|
|
|
|
const char *GetResponse( str action, qboolean force = false );
|
|
|
|
StateInfo *GetState( str action );
|
|
|
|
|
|
|
|
// State stack management
|
|
|
|
void ClearStateStack( void );
|
|
|
|
qboolean PopState( void );
|
|
|
|
void PushState( const char *newstate, ScriptThread *newthread = NULL, ThreadMarker *marker = NULL );
|
|
|
|
|
|
|
|
// State control script commands
|
|
|
|
void DefineStateEvent( Event *ev );
|
|
|
|
void CopyStateEvent( Event *ev );
|
|
|
|
void IgnoreAllEvent( Event *ev );
|
|
|
|
void IgnoreEvent( Event *ev );
|
|
|
|
void RespondToAllEvent( Event *ev );
|
|
|
|
void RespondToEvent( Event *ev );
|
|
|
|
void ClearStateEvent( Event *ev );
|
|
|
|
void StateDoneEvent( Event *ev );
|
|
|
|
void SetStateEvent( Event *ev );
|
|
|
|
|
|
|
|
// Thread management
|
|
|
|
void SetupThread( void );
|
|
|
|
qboolean DoAction( str name, qboolean force = false );
|
|
|
|
qboolean ForceAction( str name );
|
|
|
|
void ProcessScript( ScriptThread *thread, Event *ev = NULL );
|
|
|
|
void StartMove( Event *ev );
|
|
|
|
ScriptVariable *SetVariable( const char *name, float value );
|
|
|
|
ScriptVariable *SetVariable( const char *name, int value );
|
|
|
|
ScriptVariable *SetVariable( const char *name, const char *text );
|
|
|
|
ScriptVariable *SetVariable( const char *name, str &text );
|
|
|
|
ScriptVariable *SetVariable( const char *name, Entity *ent );
|
|
|
|
ScriptVariable *SetVariable( const char *name, Vector &vec );
|
|
|
|
|
|
|
|
// Thread based script commands
|
|
|
|
void SetScript( Event *ev );
|
|
|
|
void SetThread( Event *ev );
|
|
|
|
|
|
|
|
// Behavior management
|
|
|
|
void EndBehavior( void );
|
|
|
|
void SetBehaviorEvent( Event *ev );
|
|
|
|
void SetBehavior( Behavior *newbehavior, Event *argevent = NULL, ScriptThread *thread = NULL );
|
|
|
|
void FinishedBehavior( Event *ev );
|
|
|
|
void NotifyBehavior( Event *ev );
|
|
|
|
void ForwardBehaviorEvent( Event *ev );
|
|
|
|
|
|
|
|
// Path and node management
|
|
|
|
void SetPath( Path *newpath );
|
|
|
|
void ReserveNodeEvent( Event *ev );
|
|
|
|
void ReleaseNodeEvent( Event *ev );
|
|
|
|
|
|
|
|
// Animation control functions
|
|
|
|
void ChangeAnim( void );
|
|
|
|
qboolean SetAnim( str anim, Event *ev = NULL );
|
|
|
|
qboolean SetAnim( str anim, Event &ev );
|
|
|
|
void Anim( Event *ev );
|
|
|
|
|
|
|
|
// Script commands
|
|
|
|
void CrouchSize( Event *ev );
|
|
|
|
void SetFov( Event *ev );
|
|
|
|
void SetVisionDistance( Event *ev );
|
|
|
|
void LookAt( Event *ev );
|
|
|
|
void TurnToEvent( Event *ev );
|
|
|
|
void IdleEvent( Event *ev );
|
|
|
|
void WalkTo( Event *ev );
|
|
|
|
void RunTo( Event *ev );
|
|
|
|
void AttackEntity( Event *ev );
|
|
|
|
void AttackPlayer( Event *ev );
|
|
|
|
void JumpToEvent( Event *ev );
|
|
|
|
void GotoEvent( Event *ev );
|
|
|
|
|
|
|
|
// Script conditionals
|
|
|
|
void IfEnemyVisibleEvent( Event *ev );
|
|
|
|
void IfNearEvent( Event *ev );
|
|
|
|
void IfCanHideAtEvent( Event *ev );
|
|
|
|
void IfCanStrafeAttackEvent( Event *ev );
|
|
|
|
void IfCanMeleeAttackEvent( Event *ev );
|
|
|
|
void IfCanShootEvent( Event *ev );
|
|
|
|
void IfEnemyWithinEvent( Event *ev );
|
|
|
|
|
|
|
|
// Sound reaction functions
|
|
|
|
void IgnoreSoundsEvent( Event *ev );
|
|
|
|
void RespondToSoundsEvent( Event *ev );
|
|
|
|
void InvestigateWeaponSound( Event *ev );
|
|
|
|
void InvestigateMovementSound( Event *ev );
|
|
|
|
void InvestigatePainSound( Event *ev );
|
|
|
|
void InvestigateDeathSound( Event *ev );
|
|
|
|
void InvestigateBreakingSound( Event *ev );
|
|
|
|
void InvestigateDoorSound( Event *ev );
|
|
|
|
void InvestigateMutantSound( Event *ev );
|
|
|
|
void InvestigateVoiceSound( Event *ev );
|
|
|
|
void InvestigateMachineSound( Event *ev );
|
|
|
|
void InvestigateRadioSound( Event *ev );
|
|
|
|
|
|
|
|
// Pain and death related functions
|
|
|
|
void Pain( Event *ev );
|
|
|
|
void Dead( Event *ev );
|
|
|
|
void Killed( Event *ev );
|
|
|
|
void GibEvent( Event *ev );
|
|
|
|
void RemoveUselessBody( Event *ev );
|
|
|
|
|
|
|
|
// Movement functions
|
|
|
|
void ForwardSpeedEvent( Event *ev );
|
|
|
|
void SwimEvent( Event *ev );
|
|
|
|
void FlyEvent( Event *ev );
|
|
|
|
void NotLandEvent( Event *ev );
|
|
|
|
qboolean CanMoveTo( Vector pos );
|
|
|
|
void Accelerate( Vector steering );
|
|
|
|
void CalcMove( void );
|
|
|
|
void setAngles( Vector ang );
|
|
|
|
stepmoveresult_t WaterMove( void );
|
|
|
|
stepmoveresult_t AirMove( void );
|
|
|
|
stepmoveresult_t TryMove( void );
|
|
|
|
void CheckWater( void );
|
|
|
|
virtual void setSize( Vector min, Vector max );
|
|
|
|
|
|
|
|
// Debug functions
|
|
|
|
void ShowInfo( void );
|
|
|
|
|
|
|
|
// General functions
|
|
|
|
virtual void Chatter( const char *sound, float chance = 10, float volume = 1.0f, int channel = CHAN_VOICE );
|
|
|
|
void ActivateEvent( Event *ev );
|
|
|
|
void UseEvent( Event *ev );
|
|
|
|
void Prethink( void );
|
|
|
|
|
|
|
|
virtual void Archive( Archiver &arc );
|
|
|
|
virtual void Unarchive( Archiver &arc );
|
|
|
|
|
|
|
|
void SetAim( Event *ev );
|
|
|
|
void SetMeleeRange( Event *ev );
|
|
|
|
void SetMeleeDamage( Event *ev );
|
|
|
|
void MeleeEvent( Event *ev );
|
|
|
|
void AttackFinishedEvent( Event *ev );
|
|
|
|
|
|
|
|
void CanStrafeEvent( Event *ev );
|
|
|
|
void NoStrafeEvent( Event *ev );
|
|
|
|
void SetPainThresholdEvent( Event *ev );
|
|
|
|
void SetKillThreadEvent( Event *ev );
|
|
|
|
void AttackRangeEvent( Event *ev );
|
|
|
|
void AttackModeEvent( Event *ev );
|
|
|
|
void ShotsPerAttackEvent( Event *ev );
|
|
|
|
void ClearEnemyEvent( Event *ev );
|
|
|
|
void SetHealth( Event *ev );
|
|
|
|
void ClearEnemies( void );
|
|
|
|
void EyeOffset( Event *ev );
|
|
|
|
void NoDeathFadeEvent( Event *ev );
|
|
|
|
void NoChatterEvent( Event *ev );
|
|
|
|
void TurnSpeedEvent( Event *ev );
|
|
|
|
|
|
|
|
qboolean HasWeapon( void );
|
|
|
|
float JumpTo( PathNode * goal, float speed );
|
|
|
|
float JumpTo( Entity * goal, float speed );
|
|
|
|
float JumpTo( Vector targ, float speed );
|
|
|
|
};
|
|
|
|
|
|
|
|
inline EXPORT_FROM_DLL void Actor::Archive
|
|
|
|
(
|
|
|
|
Archiver &arc
|
|
|
|
)
|
|
|
|
{
|
|
|
|
int i, num;
|
|
|
|
Stack<ActorState *> tempStack;
|
|
|
|
ActorState *s;
|
|
|
|
|
|
|
|
Sentient::Archive( arc );
|
|
|
|
|
|
|
|
arc.WriteString( newanim );
|
|
|
|
arc.WriteEvent( *newanimevent );
|
|
|
|
arc.WriteInteger( newanimnum );
|
|
|
|
|
|
|
|
arc.WriteString( spawngroup );
|
|
|
|
|
|
|
|
arc.WriteInteger( movement );
|
|
|
|
// cast as stepmoveresult_t on read
|
|
|
|
arc.WriteInteger( ( int )lastmove );
|
|
|
|
arc.WriteFloat( forwardspeed );
|
|
|
|
|
|
|
|
// cast as actortype_t on read
|
|
|
|
arc.WriteInteger( ( int )actortype );
|
|
|
|
arc.WriteInteger( attackmode );
|
|
|
|
|
|
|
|
arc.WriteVector( standsize_min );
|
|
|
|
arc.WriteVector( standsize_max );
|
|
|
|
arc.WriteVector( crouchsize_min );
|
|
|
|
arc.WriteVector( crouchsize_max );
|
|
|
|
|
|
|
|
arc.WriteString( state );
|
|
|
|
arc.WriteString( animname );
|
|
|
|
|
|
|
|
num = actionList.NumObjects();
|
|
|
|
arc.WriteInteger( num );
|
|
|
|
for ( i = 1; i <= num; i++ )
|
|
|
|
{
|
|
|
|
arc.WriteObject( actionList.ObjectAt( i ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
arc.WriteInteger( numonstack );
|
|
|
|
|
|
|
|
// We have to push all the states onto another stack in order to
|
|
|
|
// save them out in the proper order and to restore them after
|
|
|
|
// saving the game.
|
|
|
|
for( i = 1; i <= numonstack; i++ )
|
|
|
|
{
|
|
|
|
tempStack.Push( stateStack.Pop() );
|
|
|
|
}
|
|
|
|
|
|
|
|
// put them back on the stateStack as we write them out.
|
|
|
|
for( i = 1; i <= numonstack; i++ )
|
|
|
|
{
|
|
|
|
s = tempStack.Pop();
|
|
|
|
stateStack.Push( s );
|
|
|
|
arc.WriteObject( s );
|
|
|
|
}
|
|
|
|
|
|
|
|
// FIXME
|
|
|
|
arc.WriteBoolean( behavior != NULL );
|
|
|
|
if ( behavior )
|
|
|
|
{
|
|
|
|
arc.WriteObject( behavior );
|
|
|
|
}
|
|
|
|
|
|
|
|
arc.WriteString( currentBehavior );
|
|
|
|
|
|
|
|
arc.WriteSafePointer( path );
|
|
|
|
|
|
|
|
num = targetList.NumObjects();
|
|
|
|
arc.WriteInteger( num );
|
|
|
|
for ( i = 1; i <= num; i++ )
|
|
|
|
{
|
|
|
|
arc.WriteSafePointer( targetList.ObjectAt( i ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
num = nearbyList.NumObjects();
|
|
|
|
arc.WriteInteger( num );
|
|
|
|
for ( i = 1; i <= num; i++ )
|
|
|
|
{
|
|
|
|
arc.WriteSafePointer( nearbyList.ObjectAt( i ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
num = enemyList.NumObjects();
|
|
|
|
arc.WriteInteger( num );
|
|
|
|
for ( i = 1; i <= num; i++ )
|
|
|
|
{
|
|
|
|
arc.WriteSafePointer( enemyList.ObjectAt( i ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
arc.WriteSafePointer( currentEnemy );
|
|
|
|
arc.WriteBoolean( seenEnemy );
|
|
|
|
// cast as range_t on read
|
|
|
|
arc.WriteInteger( ( int )enemyRange );
|
|
|
|
arc.WriteSafePointer( lastEnemy );
|
|
|
|
|
|
|
|
arc.WriteFloat( fov );
|
|
|
|
arc.WriteFloat( fovdot );
|
|
|
|
arc.WriteFloat( vision_distance );
|
|
|
|
|
|
|
|
arc.WriteVector( startpos );
|
|
|
|
|
|
|
|
arc.WriteVector( move );
|
|
|
|
arc.WriteVector( movedir );
|
|
|
|
arc.WriteFloat( movespeed );
|
|
|
|
arc.WriteVector( movevelocity );
|
|
|
|
arc.WriteFloat( totallen );
|
|
|
|
arc.WriteFloat( turnspeed );
|
|
|
|
arc.WriteVector( animdir );
|
|
|
|
|
|
|
|
arc.WriteFloat( chattime );
|
|
|
|
arc.WriteFloat( nextsoundtime );
|
|
|
|
|
|
|
|
arc.WriteBoolean( hasalert );
|
|
|
|
|
|
|
|
arc.WriteSafePointer( movegoal );
|
|
|
|
arc.WriteSafePointer( soundnode );
|
|
|
|
arc.WriteSafePointer( thread );
|
|
|
|
|
|
|
|
arc.WriteSafePointer( actorthread );
|
|
|
|
arc.WriteString( actorscript );
|
|
|
|
arc.WriteString( actorstart );
|
|
|
|
arc.WriteSafePointer( trig );
|
|
|
|
|
|
|
|
arc.WriteBoolean( has_melee );
|
|
|
|
arc.WriteFloat( melee_damage );
|
|
|
|
arc.WriteFloat( melee_range );
|
|
|
|
arc.WriteFloat( aim );
|
|
|
|
arc.WriteFloat( pain_threshold );
|
|
|
|
|
|
|
|
arc.WriteBoolean( checkStrafe );
|
|
|
|
|
|
|
|
arc.WriteFloat( next_drown_time );
|
|
|
|
arc.WriteFloat( air_finished );
|
|
|
|
arc.WriteFloat( attack_range );
|
|
|
|
arc.WriteFloat( shots_per_attack );
|
|
|
|
arc.WriteBoolean( deathgib );
|
|
|
|
|
|
|
|
arc.WriteString( kill_thread );
|
|
|
|
arc.WriteVector( eyeoffset );
|
|
|
|
arc.WriteFloat( last_jump_time );
|
|
|
|
arc.WriteBoolean( nodeathfade );
|
|
|
|
arc.WriteBoolean( nochatter );
|
|
|
|
}
|
|
|
|
|
|
|
|
inline EXPORT_FROM_DLL void Actor::Unarchive
|
|
|
|
(
|
|
|
|
Archiver &arc
|
|
|
|
)
|
|
|
|
{
|
|
|
|
Event * ev;
|
|
|
|
int i, num, temp;
|
|
|
|
|
|
|
|
Sentient::Unarchive( arc );
|
|
|
|
|
|
|
|
arc.ReadString( &newanim );
|
|
|
|
ev = new Event;
|
|
|
|
arc.ReadEvent( ev );
|
|
|
|
newanimevent = ev;
|
|
|
|
arc.ReadInteger( &newanimnum );
|
|
|
|
|
|
|
|
arc.ReadString( &spawngroup );
|
|
|
|
|
|
|
|
arc.ReadInteger( &movement );
|
|
|
|
// cast as stepmoveresult_t on read
|
|
|
|
temp = arc.ReadInteger();
|
|
|
|
lastmove = ( stepmoveresult_t )temp;
|
|
|
|
arc.ReadFloat( &forwardspeed );
|
|
|
|
|
|
|
|
// cast as actortype_t on read
|
|
|
|
temp = arc.ReadInteger();
|
|
|
|
actortype = ( actortype_t )temp;
|
|
|
|
arc.ReadInteger( &attackmode );
|
|
|
|
|
|
|
|
arc.ReadVector( &standsize_min );
|
|
|
|
arc.ReadVector( &standsize_max );
|
|
|
|
arc.ReadVector( &crouchsize_min );
|
|
|
|
arc.ReadVector( &crouchsize_max );
|
|
|
|
|
|
|
|
arc.ReadString( &state );
|
|
|
|
arc.ReadString( &animname );
|
|
|
|
|
|
|
|
arc.ReadInteger( &num );
|
|
|
|
for( i = 1; i <= num; i++ )
|
|
|
|
{
|
|
|
|
StateInfo * info;
|
|
|
|
|
|
|
|
info = new StateInfo;
|
|
|
|
arc.ReadObject( info );
|
|
|
|
actionList.AddObject( info );
|
|
|
|
}
|
|
|
|
|
|
|
|
arc.ReadInteger( &numonstack );
|
|
|
|
|
|
|
|
for( i = 1; i <= numonstack; i++ )
|
|
|
|
{
|
|
|
|
ActorState * state;
|
|
|
|
|
|
|
|
state = new ActorState;
|
|
|
|
arc.ReadObject( state );
|
|
|
|
stateStack.Push( state );
|
|
|
|
}
|
|
|
|
|
|
|
|
behavior = NULL;
|
|
|
|
if ( arc.ReadBoolean() )
|
|
|
|
{
|
|
|
|
behavior = ( Behavior * )arc.ReadObject();
|
|
|
|
}
|
|
|
|
|
|
|
|
arc.ReadString( ¤tBehavior );
|
|
|
|
|
|
|
|
arc.ReadSafePointer( &path );
|
|
|
|
|
|
|
|
arc.ReadInteger( &num );
|
|
|
|
targetList.FreeObjectList();
|
|
|
|
targetList.Resize( num );
|
|
|
|
for( i = 1; i <= num; i++ )
|
|
|
|
{
|
|
|
|
EntityPtr tmp, *ptr;
|
|
|
|
|
|
|
|
targetList.AddObject( tmp );
|
|
|
|
ptr = targetList.AddressOfObjectAt( i );
|
|
|
|
arc.ReadSafePointer( ptr );
|
|
|
|
}
|
|
|
|
|
|
|
|
arc.ReadInteger( &num );
|
|
|
|
nearbyList.FreeObjectList();
|
|
|
|
nearbyList.Resize( num );
|
|
|
|
for( i = 1; i <= num; i++ )
|
|
|
|
{
|
|
|
|
EntityPtr tmp, *ptr;
|
|
|
|
|
|
|
|
nearbyList.AddObject( tmp );
|
|
|
|
ptr = nearbyList.AddressOfObjectAt( i );
|
|
|
|
arc.ReadSafePointer( ptr );
|
|
|
|
}
|
|
|
|
|
|
|
|
arc.ReadInteger( &num );
|
|
|
|
enemyList.FreeObjectList();
|
|
|
|
enemyList.Resize( num );
|
|
|
|
for( i = 1; i <= num; i++ )
|
|
|
|
{
|
|
|
|
EntityPtr tmp, *ptr;
|
|
|
|
|
|
|
|
enemyList.AddObject( tmp );
|
|
|
|
ptr = enemyList.AddressOfObjectAt( i );
|
|
|
|
arc.ReadSafePointer( ptr );
|
|
|
|
}
|
|
|
|
|
|
|
|
arc.ReadSafePointer( ¤tEnemy );
|
|
|
|
arc.ReadBoolean( &seenEnemy );
|
|
|
|
// cast as range_t on read
|
|
|
|
temp = arc.ReadInteger();
|
|
|
|
enemyRange = ( range_t )temp;
|
|
|
|
arc.ReadSafePointer( &lastEnemy );
|
|
|
|
|
|
|
|
arc.ReadFloat( &fov );
|
|
|
|
arc.ReadFloat( &fovdot );
|
|
|
|
arc.ReadFloat( &vision_distance );
|
|
|
|
|
|
|
|
arc.ReadVector( &startpos );
|
|
|
|
|
|
|
|
arc.ReadVector( &move );
|
|
|
|
arc.ReadVector( &movedir );
|
|
|
|
arc.ReadFloat( &movespeed );
|
|
|
|
arc.ReadVector( &movevelocity );
|
|
|
|
arc.ReadFloat( &totallen );
|
|
|
|
arc.ReadFloat( &turnspeed );
|
|
|
|
arc.ReadVector( &animdir );
|
|
|
|
|
|
|
|
arc.ReadFloat( &chattime );
|
|
|
|
arc.ReadFloat( &nextsoundtime );
|
|
|
|
|
|
|
|
arc.ReadBoolean( &hasalert );
|
|
|
|
|
|
|
|
arc.ReadSafePointer( &movegoal );
|
|
|
|
arc.ReadSafePointer( &soundnode );
|
|
|
|
arc.ReadSafePointer( &thread );
|
|
|
|
|
|
|
|
arc.ReadSafePointer( &actorthread );
|
|
|
|
arc.ReadString( &actorscript );
|
|
|
|
arc.ReadString( &actorstart );
|
|
|
|
arc.ReadSafePointer( &trig );
|
|
|
|
|
|
|
|
arc.ReadBoolean( &has_melee );
|
|
|
|
arc.ReadFloat( &melee_damage );
|
|
|
|
arc.ReadFloat( &melee_range );
|
|
|
|
arc.ReadFloat( &aim );
|
|
|
|
arc.ReadFloat( &pain_threshold );
|
|
|
|
|
|
|
|
arc.ReadBoolean( &checkStrafe );
|
|
|
|
|
|
|
|
arc.ReadFloat( &next_drown_time );
|
|
|
|
arc.ReadFloat( &air_finished );
|
|
|
|
arc.ReadFloat( &attack_range );
|
|
|
|
arc.ReadFloat( &shots_per_attack );
|
|
|
|
arc.ReadBoolean( &deathgib );
|
|
|
|
|
|
|
|
arc.ReadString( &kill_thread );
|
|
|
|
arc.ReadVector( &eyeoffset );
|
|
|
|
arc.ReadFloat( &last_jump_time );
|
|
|
|
arc.ReadBoolean( &nodeathfade );
|
|
|
|
arc.ReadBoolean( &nochatter );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
class EXPORT_FROM_DLL MonsterStart : public PathNode
|
|
|
|
{
|
|
|
|
private:
|
|
|
|
str spawngroup;
|
|
|
|
MonsterStart *groupchain;
|
|
|
|
MonsterStart *leader;
|
|
|
|
static MonsterStart *GetGroupLeader( str& groupname );
|
|
|
|
|
|
|
|
public:
|
|
|
|
CLASS_PROTOTYPE( MonsterStart );
|
|
|
|
|
|
|
|
MonsterStart();
|
|
|
|
static MonsterStart *GetRandomSpot( str& groupname );
|
|
|
|
virtual void Archive( Archiver &arc );
|
|
|
|
virtual void Unarchive( Archiver &arc );
|
|
|
|
};
|
|
|
|
|
|
|
|
inline EXPORT_FROM_DLL void MonsterStart::Archive
|
|
|
|
(
|
|
|
|
Archiver &arc
|
|
|
|
)
|
|
|
|
{
|
|
|
|
PathNode::Archive( arc );
|
|
|
|
|
|
|
|
arc.WriteString( spawngroup );
|
|
|
|
arc.WriteObjectPointer( groupchain );
|
|
|
|
arc.WriteObjectPointer( leader );
|
|
|
|
}
|
|
|
|
|
|
|
|
inline EXPORT_FROM_DLL void MonsterStart::Unarchive
|
|
|
|
(
|
|
|
|
Archiver &arc
|
|
|
|
)
|
|
|
|
{
|
|
|
|
PathNode::Unarchive( arc );
|
|
|
|
|
|
|
|
arc.ReadString( &spawngroup );
|
|
|
|
arc.ReadObjectPointer( ( Class ** )&groupchain );
|
|
|
|
arc.ReadObjectPointer( ( Class ** )&leader );
|
|
|
|
}
|
|
|
|
|
|
|
|
// Set destination to node with duck or cover set. Class will find a path to that node, or a closer one.
|
|
|
|
class EXPORT_FROM_DLL FindCoverMovement : public StandardMovement
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
Actor *self;
|
|
|
|
|
|
|
|
inline qboolean validpath
|
|
|
|
(
|
|
|
|
PathNode *node,
|
|
|
|
int i
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
pathway_t *path;
|
|
|
|
PathNode *n;
|
|
|
|
|
|
|
|
path = &node->Child[ i ];
|
|
|
|
|
|
|
|
if ( !StandardMovement::validpath( node, i ) )
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
n = AI_GetNode( path->node );
|
|
|
|
if ( !n || self->CloseToEnemy( n->worldorigin, 128 ) )
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
inline qboolean done
|
|
|
|
(
|
|
|
|
PathNode *node,
|
|
|
|
PathNode *end
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if ( node == end )
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
//if ( node->reject )
|
|
|
|
if ( node->reject || !( node->nodeflags & ( AI_DUCK | AI_COVER ) ) )
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( self )
|
|
|
|
{
|
|
|
|
node->reject = self->CanSeeEnemyFrom( node->worldorigin );
|
|
|
|
return !node->reject;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
// Set destination to node with flee set. Class will find a path to that node, or a closer one.
|
|
|
|
class EXPORT_FROM_DLL FindFleeMovement : public StandardMovement
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
Actor *self;
|
|
|
|
|
|
|
|
inline qboolean validpath
|
|
|
|
(
|
|
|
|
PathNode *node,
|
|
|
|
int i
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
pathway_t *path;
|
|
|
|
PathNode *n;
|
|
|
|
|
|
|
|
path = &node->Child[ i ];
|
|
|
|
|
|
|
|
if ( !StandardMovement::validpath( node, i ) )
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
n = AI_GetNode( path->node );
|
|
|
|
if ( !n || self->CloseToEnemy( n->worldorigin, 128 ) )
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
inline qboolean done
|
|
|
|
(
|
|
|
|
PathNode *node,
|
|
|
|
PathNode *end
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if ( node == end )
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
//if ( node->reject )
|
|
|
|
if ( node->reject || !( node->nodeflags & AI_FLEE ) )
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( self )
|
|
|
|
{
|
|
|
|
node->reject = self->CanSeeEnemyFrom( node->worldorigin );
|
|
|
|
return !node->reject;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
class EXPORT_FROM_DLL FindEnemyMovement : public StandardMovement
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
Actor *self;
|
|
|
|
|
|
|
|
inline qboolean done
|
|
|
|
(
|
|
|
|
PathNode *node,
|
|
|
|
PathNode *end
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if ( node == end )
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( node->reject )
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( self )
|
|
|
|
{
|
1999-03-20 00:00:00 +00:00
|
|
|
if ( self->currentEnemy )
|
|
|
|
{
|
|
|
|
node->reject = !self->CanShootFrom( node->worldorigin, self->currentEnemy, false );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
node->reject = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
return !node->reject;
|
1998-12-20 00:00:00 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
#ifdef EXPORT_TEMPLATE
|
|
|
|
template class EXPORT_FROM_DLL PathFinder<FindCoverMovement>;
|
|
|
|
template class EXPORT_FROM_DLL PathFinder<FindFleeMovement>;
|
|
|
|
template class EXPORT_FROM_DLL PathFinder<FindEnemyMovement>;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
typedef PathFinder<FindCoverMovement> FindCoverPath;
|
|
|
|
typedef PathFinder<FindFleeMovement> FindFleePath;
|
|
|
|
typedef PathFinder<FindEnemyMovement> FindEnemyPath;
|
|
|
|
|
|
|
|
#endif /* actor.h */
|