587 lines
14 KiB
C
587 lines
14 KiB
C
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//==============================================================
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// g_ai_fight.c
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//
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// Combat oriented AI routines
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//==============================================================
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#include "g_local.h"
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//============================================================================
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void AI_CheckMakeEnemy( edict_t *self, edict_t *other )
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{
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if (other != self->enemy && other->cast_group != self->cast_group && other->enemy == self)
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{ // make them our enemy now
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if ( !self->enemy
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|| !(self->cast_info.aiflags & AI_MELEE)
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|| VectorDistance(self->s.origin, other->s.origin) < 128)
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{
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if (level.global_cast_memory[self->character_index][other->character_index])
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self->enemy = other;
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}
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}
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}
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/*
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==================
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AI_BeginAttack
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Returns true if OK to attack, false otherwise
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May start a new movement for the character, to straighten up, or avoid something/someone
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==================
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*/
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qboolean AI_BeginAttack( edict_t *self )
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{
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vec3_t vec;
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float dist;
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// Ridah, 7-5-99, If they've been ordered to attack us by a client, get mad at them also
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if (self->enemy && self->enemy->leader)
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AI_MakeEnemy( self, self->enemy->leader, 0 );
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if (!self->enemy || (self->enemy->health <= 0))
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{
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self->cast_info.currentmove = self->cast_info.move_stand;
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return false;
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}
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dist = VectorDistance( self->s.origin, self->enemy->s.origin );
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// Ridah, 19-may-99, Grenade AI
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if (self->cast_info.aiflags & AI_GRENADE_GUY)
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{
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if (( self->s.origin[2] - self->enemy->s.origin[2] ) < -256)
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{
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if (self->cast_info.currentmove != self->cast_info.move_avoid_run)
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AI_EndAttack(self); // try find something else to do
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return false;
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}
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}
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if ( !(self->cast_info.aiflags & AI_SIDE_ATTACK))
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// Ridah 7/5/99, fixes shooting with back to player (happens in SR1 courtyard sometimes)
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// && ( (dist > FACE_ANIM_DIST)
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// || (self->cast_info.aiflags & AI_FACE_ATTACK)))
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{
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if (!directly_infront(self, self->enemy))
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{ // we need to straighten up
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float dist;
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VectorSubtract( self->enemy->s.origin, self->s.origin, vec );
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dist = VectorNormalize( vec );
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self->ideal_yaw = vectoyaw( vec );
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if ((dist > 384) && (self->maxs[2] == self->cast_info.standing_max_z))
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{
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int side_result;
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side_result = AI_SideTrace( self, 48, 90, SIDE_RANDOM );
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if (side_result && self->cast_info.move_lside_step)
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{
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if (side_result < 0)
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self->cast_info.currentmove = self->cast_info.move_lside_step;
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else
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self->cast_info.currentmove = self->cast_info.move_rside_step;
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}
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else
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{
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self->cast_info.currentmove = self->cast_info.move_avoid_walk;
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}
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return false;
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}
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else
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{
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M_ChangeYaw(self);
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}
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}
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}
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/*
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if ( (self->cast_info.move_avoid_reverse_run)
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&& (self->cast_info.last_reverse < (level.time - 5))
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&& (dist < 64))
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{
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// trace a line backwards, make sure we can move there
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if ( AI_YawTrace( self, 64, 180 ) )
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{
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self->cast_info.currentmove = self->cast_info.move_avoid_reverse_run;
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self->cast_info.last_reverse = level.time;
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return false;
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}
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}
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*/
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if (!AI_ClearSight(self, self->enemy, true))
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{ // can't see them directly, will we hit another enemy? if so keep firing
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static vec3_t mins = { -8, -8, -4 };
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static vec3_t maxs = { 8, 8, 4 };
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vec3_t start, end;
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trace_t tr;
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cast_memory_t *tr_memory;
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VectorCopy( self->s.origin, start );
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start[2] += self->viewheight - 8;
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VectorCopy( self->enemy->s.origin, end );
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end[2] += self->enemy->viewheight - 8;
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tr = gi.trace( start, mins, maxs, end, self, MASK_PLAYERSOLID );
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if (tr.fraction < 1)
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{
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if (tr.ent == world)
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{
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if (self->cast_info.currentmove != self->cast_info.move_avoid_run)
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AI_EndAttack(self); // try find something else to do
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return false;
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}
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else if (tr.ent->svflags & SVF_MONSTER || tr.ent->client)
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{
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tr_memory = level.global_cast_memory[self->character_index][tr.ent->character_index];
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if (!tr_memory || !(tr_memory->flags & MEMORY_HOSTILE_ENEMY))
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{
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if (self->cast_info.currentmove != self->cast_info.move_avoid_run)
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AI_EndAttack(self); // try find something else to do
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return false;
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}
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}
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}
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}
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if (self->dont_takecover_time == 99999)
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{ // attack for at least 2 seconds
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if (!(self->cast_info.aiflags & AI_MELEE))
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self->dont_takecover_time = level.time + 2 + random()*4;
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else
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self->dont_takecover_time = 0;
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}
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return true;
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}
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/*
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=============
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AI_AvoidDangerousEntity
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Alerts all AI in vaccinity of the given ent, so they can flee if possible
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=============
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*/
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void AI_AvoidDangerousEntity( edict_t *ent )
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{
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int i;
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float old_time;
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if (deathmatch->value)
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return;
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ent->s.origin[2] += 4;
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old_time = level.time;
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for (i=1; i<level.num_characters; i++)
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{
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if (!level.characters[i] || level.characters[i]->health <= 0)
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continue;
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if (level.characters[i] == ent)
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continue;
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if (!ent->client && VectorDistance( level.characters[i]->s.origin, ent->s.origin ) > ent->dmg_radius*2)
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continue;
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// if they are already fleeing this ent, check our fleeing position
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if (level.characters[i]->cast_info.aiflags & AI_TAKE_COVER)
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{
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if (level.characters[i]->combat_goalent && !CanDamage( level.characters[i]->combat_goalent, ent ))
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continue;
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}
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if (!gi.inPVS( level.characters[i]->s.origin, ent->s.origin ))
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continue;
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if ((VectorDistance( level.characters[i]->s.origin, ent->s.origin ) > 64) && !CanDamage( level.characters[i], ent))
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continue;
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// gi.dprintf( "RUN FOR YOUR LIVES!!!!\n" );
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level.characters[i]->last_gethidepos = 0;
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level.time -= 0.1; // so we bypass speed optimization
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AI_ForceTakeCover( level.characters[i], ent, (ent->client == NULL) );
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ent->noise_time = level.time;
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}
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level.time = old_time;
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ent->s.origin[2] -= 4;
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}
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/*
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=============
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AI_CheckAttack
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Generic check for ability and willingness to attack our enemy
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=============
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*/
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qboolean AI_CheckAttack(edict_t *self)
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{
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float dist;
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// Ridah, 17-may-99, fixes health_threshold not working
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if (self->goal_ent && (self->cast_info.aiflags & AI_GOAL_IGNOREENEMY) && (VectorDistance(self->s.origin, self->goal_ent->s.origin) > 256))
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{
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self->cast_info.currentmove = self->cast_info.move_run;
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return false;
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}
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if ( !self->cast_info.attack || !self->cast_info.long_attack )
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return false; // never attack if we are unable to
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if (!self->cast_info.move_run)
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return false;
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if (self->cast_info.pausetime > (level.time - 1))
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return false;
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if (self->combat_goalent && (VectorDistance(self->s.origin, self->combat_goalent->s.origin) > 128))
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return false;
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if (!AI_HasLeaderButGoForEnemy(self, self->enemy))
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{
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return false;
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}
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if ( !self->enemy || (self->enemy->health <= 0) || !self->enemy->inuse )
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{
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self->enemy = NULL;
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return false;
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}
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if ( !AI_ClearSight( self, self->enemy, true ) )
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{
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route_t route;
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// we can't hit them from here, should we pursue them?
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if ( NAV_Route_EntityToEntity( self, NULL, self->enemy, VIS_PARTIAL, false, &route ) )
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{
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AI_StartRun( self );
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}
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return false;
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}
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if ( self->cast_info.aiflags & AI_MELEE )
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{
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if ( (fabs( self->s.origin[2] - self->enemy->s.origin[2] ) > 32)
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|| (VectorDistance( self->s.origin, self->enemy->s.origin ) > 96 ))
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{
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return false;
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}
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}
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dist = VectorDistance(self->enemy->s.origin, self->s.origin);
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/*
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if ( ((dist < FACE_ANIM_DIST) && !infront(self, self->enemy))
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|| ((dist >= FACE_ANIM_DIST) && !directly_infront(self, self->enemy)))
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{
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vec3_t vec;
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float dist;
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// just straighten up
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VectorSubtract( self->enemy->s.origin, self->s.origin, vec );
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dist = VectorNormalize( vec );
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if ( self->maxs[2] == self->cast_info.standing_max_z )
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{
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self->ideal_yaw = vectoyaw( vec );
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if (dist < AI_GUARDING_DIST)
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{
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if (self->cast_info.move_avoid_reverse_walk)
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self->cast_info.currentmove = self->cast_info.move_avoid_reverse_walk;
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}
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else
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self->cast_info.avoid(self, self->enemy, true);
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return true;
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}
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else
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{
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if (self->cast_info.move_avoid_crwalk)
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{
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self->ideal_yaw = vectoyaw( vec );
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self->cast_info.currentmove = self->cast_info.move_avoid_crwalk;
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return true;
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}
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else // just keep using ai_run()
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{
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self->cast_info.currentmove = self->cast_info.move_crwalk;
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return false;
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}
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}
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}
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*/
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if (dist < self->cast_info.max_attack_distance)
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{
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// we can attack from here
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return self->cast_info.attack(self);
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}
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else if (!(self->cast_info.aiflags & AI_MELEE))
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{ // attack from far away
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self->cast_info.long_attack(self);
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return false;
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}
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return false;
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}
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/*
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===========
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AI_Goto_CombatTarget
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===========
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*/
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qboolean AI_Goto_CombatTarget( edict_t *self )
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{
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if (self->combattarget)
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{
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edict_t *target, *oldtarget;
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target = NULL;
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while ((target = G_Find (target, FOFS(targetname), self->combattarget)) != NULL)
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{
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if (strcmp(target->classname, "path_corner") == 0)
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{
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if (self->health > 0)
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{
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self->combat_goalent = target;
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target->cast_info.aiflags |= AI_GOAL_RUN;
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self->cast_info.aiflags |= AI_RUN_LIKE_HELL;
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self->cast_info.currentmove = self->cast_info.move_run;
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self->combattarget = NULL;
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return true;
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}
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else // we're dead, but check for pathtarget's
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{
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oldtarget = target;
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// check all items in chain
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while (target)
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{
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if (target->pathtarget)
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{ // fire it in 2 seconds (otherwise we might cause a loop)
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char *savetarget;
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if (target->delay < 2)
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target->delay = 2;
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savetarget = target->target;
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target->target = target->pathtarget;
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G_UseTargets (target, self);
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target->target = savetarget;
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}
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if (!target->target)
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return false;
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target = G_Find (NULL, FOFS(targetname), target->target);
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if (target == oldtarget) // looped around
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return false;
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}
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}
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}
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}
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}
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return false;
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}
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void GotoCombatTargetThink( edict_t *self )
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{
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if (self->owner->health > 0)
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AI_Goto_CombatTarget( self->owner );
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G_FreeEdict( self );
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}
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/*
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===========
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AI_StartAttack
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Begins an attack on enemy
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===========
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*/
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void AI_StartAttack(edict_t *self, edict_t *enemy)
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{
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mmove_t *oldmove;
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cast_memory_t *mem;
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if (!self->pain_debounce_time)
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self->pain_debounce_time = 0.1; // so we attack them from now on
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// FIXME: remember the current enemy, if it exists?
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self->enemy = enemy;
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if (mem = level.global_cast_memory[self->character_index][enemy->character_index])
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{
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mem->flags |= MEMORY_STARTED_ATTACK;
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}
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if (self->combattarget)
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{
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if (self->delay)
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{ // set a thinker to get us moving
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edict_t *thinker;
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thinker = G_Spawn();
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thinker->owner = self;
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thinker->think = GotoCombatTargetThink;
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thinker->nextthink = level.time + self->delay;
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}
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else // go now
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{
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if (AI_Goto_CombatTarget( self ))
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
oldmove = self->cast_info.currentmove;
|
||
|
|
||
|
self->cast_info.checkattack(self);
|
||
|
|
||
|
if (oldmove == self->cast_info.currentmove)
|
||
|
{ // start running
|
||
|
self->cast_info.currentmove = self->cast_info.move_run;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//============================================================================
|
||
|
// General Combat AI routines
|
||
|
|
||
|
#define COMBAT_FORCED_HIDE 1
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
CombatHideThink
|
||
|
=============
|
||
|
*/
|
||
|
/*
|
||
|
void CombatHideThink ( edict_t *thinker )
|
||
|
{
|
||
|
edict_t *ent;
|
||
|
|
||
|
ent = thinker->owner;
|
||
|
|
||
|
if (!(ent->cast_info.aiflags & AI_TAKE_COVER))
|
||
|
{ // not hiding anymore so free ourself
|
||
|
G_FreeEdict( thinker );
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
/*
|
||
|
=============
|
||
|
AI_ProcessCombat
|
||
|
|
||
|
For each AI character, take a look at what they're currently doing, and look
|
||
|
for something they could be doing that would be better for them.
|
||
|
=============
|
||
|
*/
|
||
|
void CheckStillHiding( edict_t *self );
|
||
|
|
||
|
void AI_ProcessCombat (void)
|
||
|
{
|
||
|
int i;
|
||
|
edict_t *ent;
|
||
|
|
||
|
for (i=0; i<level.num_characters; i++)
|
||
|
{
|
||
|
ent = level.characters[i];
|
||
|
|
||
|
if (!ent || ent->client)
|
||
|
continue;
|
||
|
|
||
|
if (!ent->enemy)
|
||
|
continue;
|
||
|
|
||
|
if (ent->health <= 0)
|
||
|
continue;
|
||
|
|
||
|
if (ent->enemy->health <= 0)
|
||
|
continue;
|
||
|
|
||
|
if (AI_ClearSight( ent, ent->enemy, false ))
|
||
|
{ // visible
|
||
|
|
||
|
ent->combat_last_visible = level.time;
|
||
|
VectorCopy( ent->enemy->s.origin, ent->combat_last_visible_pos );
|
||
|
|
||
|
}
|
||
|
else // not visible
|
||
|
{
|
||
|
|
||
|
if (!(ent->cast_info.aiflags & AI_TAKE_COVER))
|
||
|
{ // not currently hiding
|
||
|
|
||
|
// should we start hiding, rather than walk straight into their trap?
|
||
|
|
||
|
if ( (ent->combat_last_visible > (level.time - 0.5))
|
||
|
&& ( (!ent->enemy->client && !(ent->enemy->cast_info.aiflags & AI_MELEE))
|
||
|
|| (ent->enemy->client && ent->enemy->client->pers.weapon && ent->enemy->client->pers.weapon->ammo))) // they have a weapon capable of doing some damage
|
||
|
{
|
||
|
// ok so start hiding, but should we hide from the position they were last visible from? or just them?
|
||
|
|
||
|
if ((ent->moral < MORAL_PSYCOTIC) /*&& (VectorDistance( ent->enemy->s.origin, ent->combat_last_visible_pos ) < (256 * ent->moral))*/)
|
||
|
{ // hide from last visible position
|
||
|
|
||
|
{
|
||
|
vec3_t org;
|
||
|
|
||
|
VectorCopy( ent->enemy->s.origin, org );
|
||
|
VectorCopy( ent->combat_last_visible_pos, ent->enemy->s.origin );
|
||
|
AI_ForceTakeCover( ent, ent->enemy, true );
|
||
|
VectorCopy( org, ent->enemy->s.origin );
|
||
|
|
||
|
if (ent->moral > 2) // don't wait there forever
|
||
|
{
|
||
|
ent->cast_info.aiflags &= ~AI_TAKECOVER_IGNOREHEALTH;
|
||
|
|
||
|
ent->take_cover_time = level.time + (float)(ent->moral * 2);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
else // we are currently hiding, yell something out perhaps?
|
||
|
{
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|
||
|
}
|