2009-03-12 20:03:41 +00:00
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// g_ai.c
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2011-10-11 11:40:43 +00:00
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#include "header/local.h"
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2009-03-12 20:03:41 +00:00
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qboolean FindTarget (edict_t *self);
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extern cvar_t *maxclients;
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qboolean ai_checkattack (edict_t *self, float dist);
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qboolean enemy_vis;
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qboolean enemy_infront;
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int enemy_range;
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float enemy_yaw;
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// ROGUE STUFF
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#define SLIDING_TROOPS 1
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#define MAX_SIDESTEP 8.0
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//
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//============================================================================
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/*
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=================
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AI_SetSightClient
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Called once each frame to set level.sight_client to the
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player to be checked for in findtarget.
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If all clients are either dead or in notarget, sight_client
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will be null.
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In coop games, sight_client will cycle between the clients.
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=================
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*/
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void AI_SetSightClient (void)
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{
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edict_t *ent;
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int start, check;
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if (level.sight_client == NULL)
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start = 1;
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else
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start = level.sight_client - g_edicts;
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check = start;
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while (1)
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{
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check++;
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if (check > game.maxclients)
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check = 1;
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ent = &g_edicts[check];
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if (ent->inuse
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&& ent->health > 0
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&& !(ent->flags & (FL_NOTARGET|FL_DISGUISED)) )
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{
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level.sight_client = ent;
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return; // got one
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}
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if (check == start)
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{
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level.sight_client = NULL;
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return; // nobody to see
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}
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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_move
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Move the specified distance at current facing.
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This replaces the QC functions: ai_forward, ai_back, ai_pain, and ai_painforward
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==============
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*/
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void ai_move (edict_t *self, float dist)
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{
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M_walkmove (self, self->s.angles[YAW], dist);
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}
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/*
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=============
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ai_stand
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Used for standing around and looking for players
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Distance is for slight position adjustments needed by the animations
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==============
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*/
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void ai_stand (edict_t *self, float dist)
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{
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vec3_t v;
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// PMM
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qboolean retval;
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if (dist)
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M_walkmove (self, self->s.angles[YAW], dist);
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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{
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if (self->enemy)
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{
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VectorSubtract (self->enemy->s.origin, self->s.origin, v);
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self->ideal_yaw = vectoyaw(v);
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if (self->s.angles[YAW] != self->ideal_yaw && self->monsterinfo.aiflags & AI_TEMP_STAND_GROUND)
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{
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self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_TEMP_STAND_GROUND);
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self->monsterinfo.run (self);
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}
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if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING))
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M_ChangeYaw (self);
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// PMM
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// find out if we're going to be shooting
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retval = ai_checkattack (self, 0);
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// record sightings of player
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if ((self->enemy) && (self->enemy->inuse) && (visible(self, self->enemy)))
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{
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self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
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VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting);
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VectorCopy (self->enemy->s.origin, self->monsterinfo.blind_fire_target);
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self->monsterinfo.trail_time = level.time;
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self->monsterinfo.blind_fire_delay = 0;
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}
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// check retval to make sure we're not blindfiring
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else if (!retval)
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{
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FindTarget (self);
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return;
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}
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// pmm
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}
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else
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FindTarget (self);
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return;
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}
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if (FindTarget (self))
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return;
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if (level.time > self->monsterinfo.pausetime)
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{
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self->monsterinfo.walk (self);
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return;
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}
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if (!(self->spawnflags & 1) && (self->monsterinfo.idle) && (level.time > self->monsterinfo.idle_time))
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{
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if (self->monsterinfo.idle_time)
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{
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self->monsterinfo.idle (self);
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self->monsterinfo.idle_time = level.time + 15 + random() * 15;
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}
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else
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{
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self->monsterinfo.idle_time = level.time + random() * 15;
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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_walk
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The monster is walking it's beat
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=============
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*/
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void ai_walk (edict_t *self, float dist)
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{
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M_MoveToGoal (self, dist);
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// check for noticing a player
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if (FindTarget (self))
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return;
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if ((self->monsterinfo.search) && (level.time > self->monsterinfo.idle_time))
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{
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if (self->monsterinfo.idle_time)
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{
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self->monsterinfo.search (self);
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self->monsterinfo.idle_time = level.time + 15 + random() * 15;
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}
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else
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{
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self->monsterinfo.idle_time = level.time + random() * 15;
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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_charge
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Turns towards target and advances
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Use this call with a distance of 0 to replace ai_face
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==============
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*/
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void ai_charge (edict_t *self, float dist)
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{
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vec3_t v;
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// PMM
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float ofs;
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// PMM
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// PMM - made AI_MANUAL_STEERING affect things differently here .. they turn, but
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// don't set the ideal_yaw
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// This is put in there so monsters won't move towards the origin after killing
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// a tesla. This could be problematic, so keep an eye on it.
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if(!self->enemy || !self->enemy->inuse) //PGM
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return; //PGM
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// PMM - save blindfire target
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if (visible(self, self->enemy))
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VectorCopy (self->enemy->s.origin, self->monsterinfo.blind_fire_target);
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// pmm
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if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING))
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{
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VectorSubtract (self->enemy->s.origin, self->s.origin, v);
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self->ideal_yaw = vectoyaw(v);
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}
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M_ChangeYaw (self);
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if (dist)
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{
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if (self->monsterinfo.aiflags & AI_CHARGING)
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{
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M_MoveToGoal (self, dist);
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return;
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}
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// circle strafe support
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if (self->monsterinfo.attack_state == AS_SLIDING)
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{
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// if we're fighting a tesla, NEVER circle strafe
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if ((self->enemy) && (self->enemy->classname) && (!strcmp(self->enemy->classname, "tesla")))
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ofs = 0;
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else if (self->monsterinfo.lefty)
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ofs = 90;
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else
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ofs = -90;
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if (M_walkmove (self, self->ideal_yaw + ofs, dist))
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return;
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self->monsterinfo.lefty = 1 - self->monsterinfo.lefty;
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M_walkmove (self, self->ideal_yaw - ofs, dist);
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}
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else
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M_walkmove (self, self->s.angles[YAW], dist);
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}
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2009-03-30 14:11:48 +00:00
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// PMM
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2009-03-12 20:03:41 +00:00
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}
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/*
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=============
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ai_turn
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don't move, but turn towards ideal_yaw
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Distance is for slight position adjustments needed by the animations
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=============
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*/
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void ai_turn (edict_t *self, float dist)
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{
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if (dist)
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M_walkmove (self, self->s.angles[YAW], dist);
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if (FindTarget (self))
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return;
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if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING))
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M_ChangeYaw (self);
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}
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/*
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.enemy
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Will be world if not currently angry at anyone.
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.movetarget
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The next path spot to walk toward. If .enemy, ignore .movetarget.
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When an enemy is killed, the monster will try to return to it's path.
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.hunt_time
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Set to time + something when the player is in sight, but movement straight for
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him is blocked. This causes the monster to use wall following code for
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movement direction instead of sighting on the player.
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.ideal_yaw
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A yaw angle of the intended direction, which will be turned towards at up
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to 45 deg / state. If the enemy is in view and hunt_time is not active,
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this will be the exact line towards the enemy.
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.pausetime
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A monster will leave it's stand state and head towards it's .movetarget when
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time > .pausetime.
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walkmove(angle, speed) primitive is all or nothing
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*/
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/*
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=============
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range
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returns the range catagorization of an entity reletive to self
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0 melee range, will become hostile even if back is turned
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1 visibility and infront, or visibility and show hostile
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2 infront and show hostile
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3 only triggered by damage
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=============
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*/
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int range (edict_t *self, edict_t *other)
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{
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vec3_t v;
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float len;
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VectorSubtract (self->s.origin, other->s.origin, v);
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len = VectorLength (v);
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if (len < MELEE_DISTANCE)
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return RANGE_MELEE;
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if (len < 500)
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return RANGE_NEAR;
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if (len < 1000)
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return RANGE_MID;
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return RANGE_FAR;
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}
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/*
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=============
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visible
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returns 1 if the entity is visible to self, even if not infront ()
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=============
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*/
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qboolean visible (edict_t *self, edict_t *other)
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{
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vec3_t spot1;
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vec3_t spot2;
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trace_t trace;
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VectorCopy (self->s.origin, spot1);
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spot1[2] += self->viewheight;
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VectorCopy (other->s.origin, spot2);
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spot2[2] += other->viewheight;
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trace = gi.trace (spot1, vec3_origin, vec3_origin, spot2, self, MASK_OPAQUE);
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2009-03-30 14:11:48 +00:00
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if (trace.fraction == 1.0 || trace.ent == other)
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2009-03-12 20:03:41 +00:00
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return true;
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return false;
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}
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/*
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=============
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infront
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returns 1 if the entity is in front (in sight) of self
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=============
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*/
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qboolean infront (edict_t *self, edict_t *other)
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{
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vec3_t vec;
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float dot;
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vec3_t forward;
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2011-01-23 14:40:50 +00:00
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if ((self == NULL) || (other == NULL))
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return false;
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2009-03-12 20:03:41 +00:00
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AngleVectors (self->s.angles, forward, NULL, NULL);
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2011-01-23 14:40:50 +00:00
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if ((self == NULL) || (other == NULL))
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return false;
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2009-03-12 20:03:41 +00:00
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VectorSubtract (other->s.origin, self->s.origin, vec);
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VectorNormalize (vec);
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dot = DotProduct (vec, forward);
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if (dot > 0.3)
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return true;
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return false;
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}
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//============================================================================
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void HuntTarget (edict_t *self)
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{
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vec3_t vec;
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self->goalentity = self->enemy;
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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self->monsterinfo.stand (self);
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else
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2010-12-27 15:47:09 +00:00
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if(self->monsterinfo.run)
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self->monsterinfo.run (self);
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2009-03-12 20:03:41 +00:00
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VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
|
|
|
|
self->ideal_yaw = vectoyaw(vec);
|
|
|
|
// wait a while before first attack
|
|
|
|
if (!(self->monsterinfo.aiflags & AI_STAND_GROUND))
|
|
|
|
AttackFinished (self, 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
void FoundTarget (edict_t *self)
|
|
|
|
{
|
|
|
|
// let other monsters see this monster for a while
|
|
|
|
if (self->enemy->client)
|
|
|
|
{
|
|
|
|
if(self->enemy->flags & FL_DISGUISED)
|
|
|
|
{
|
|
|
|
self->enemy->flags &= ~FL_DISGUISED;
|
|
|
|
}
|
|
|
|
|
|
|
|
level.sight_entity = self;
|
|
|
|
level.sight_entity_framenum = level.framenum;
|
|
|
|
level.sight_entity->light_level = 128;
|
|
|
|
}
|
|
|
|
|
|
|
|
self->show_hostile = level.time + 1; // wake up other monsters
|
|
|
|
|
|
|
|
VectorCopy(self->enemy->s.origin, self->monsterinfo.last_sighting);
|
|
|
|
self->monsterinfo.trail_time = level.time;
|
|
|
|
// PMM
|
|
|
|
VectorCopy (self->enemy->s.origin, self->monsterinfo.blind_fire_target);
|
|
|
|
self->monsterinfo.blind_fire_delay = 0;
|
|
|
|
// PMM
|
|
|
|
|
|
|
|
if (!self->combattarget)
|
|
|
|
{
|
|
|
|
HuntTarget (self);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
self->goalentity = self->movetarget = G_PickTarget(self->combattarget);
|
|
|
|
if (!self->movetarget)
|
|
|
|
{
|
|
|
|
self->goalentity = self->movetarget = self->enemy;
|
|
|
|
HuntTarget (self);
|
|
|
|
gi.dprintf("%s at %s, combattarget %s not found\n", self->classname, vtos(self->s.origin), self->combattarget);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// clear out our combattarget, these are a one shot deal
|
|
|
|
self->combattarget = NULL;
|
|
|
|
self->monsterinfo.aiflags |= AI_COMBAT_POINT;
|
|
|
|
|
|
|
|
// clear the targetname, that point is ours!
|
|
|
|
self->movetarget->targetname = NULL;
|
|
|
|
self->monsterinfo.pausetime = 0;
|
|
|
|
|
|
|
|
// run for it
|
|
|
|
self->monsterinfo.run (self);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===========
|
|
|
|
FindTarget
|
|
|
|
|
|
|
|
Self is currently not attacking anything, so try to find a target
|
|
|
|
|
|
|
|
Returns TRUE if an enemy was sighted
|
|
|
|
|
|
|
|
When a player fires a missile, the point of impact becomes a fakeplayer so
|
|
|
|
that monsters that see the impact will respond as if they had seen the
|
|
|
|
player.
|
|
|
|
|
|
|
|
To avoid spending too much time, only a single client (or fakeclient) is
|
|
|
|
checked each frame. This means multi player games will have slightly
|
|
|
|
slower noticing monsters.
|
|
|
|
============
|
|
|
|
*/
|
|
|
|
qboolean FindTarget (edict_t *self)
|
|
|
|
{
|
|
|
|
edict_t *client;
|
|
|
|
qboolean heardit;
|
|
|
|
int r;
|
|
|
|
|
|
|
|
if (self->monsterinfo.aiflags & AI_GOOD_GUY)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// if we're going to a combat point, just proceed
|
|
|
|
if (self->monsterinfo.aiflags & AI_COMBAT_POINT)
|
|
|
|
return false;
|
|
|
|
|
2009-03-30 14:11:48 +00:00
|
|
|
// if the first spawnflag bit is set, the monster will only wake up on
|
|
|
|
// really seeing the player, not another monster getting angry or hearing
|
|
|
|
// something
|
2009-03-12 20:03:41 +00:00
|
|
|
|
2009-03-30 14:11:48 +00:00
|
|
|
// revised behavior so they will wake up if they "see" a player make a noise
|
|
|
|
// but not weapon impact/explosion noises
|
2009-03-12 20:03:41 +00:00
|
|
|
|
|
|
|
heardit = false;
|
|
|
|
if ((level.sight_entity_framenum >= (level.framenum - 1)) && !(self->spawnflags & 1) )
|
|
|
|
{
|
|
|
|
client = level.sight_entity;
|
|
|
|
if (client->enemy == self->enemy)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (level.disguise_violation_framenum > level.framenum)
|
|
|
|
{
|
|
|
|
client = level.disguise_violator;
|
|
|
|
}
|
|
|
|
else if (level.sound_entity_framenum >= (level.framenum - 1))
|
|
|
|
{
|
|
|
|
client = level.sound_entity;
|
|
|
|
heardit = true;
|
|
|
|
}
|
|
|
|
else if (!(self->enemy) && (level.sound2_entity_framenum >= (level.framenum - 1)) && !(self->spawnflags & 1) )
|
|
|
|
{
|
|
|
|
client = level.sound2_entity;
|
|
|
|
heardit = true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
client = level.sight_client;
|
|
|
|
if (!client)
|
|
|
|
return false; // no clients to get mad at
|
|
|
|
}
|
|
|
|
|
|
|
|
// if the entity went away, forget it
|
|
|
|
if (!client->inuse)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if (client == self->enemy)
|
|
|
|
return true; // JDC false;
|
|
|
|
|
|
|
|
//PMM - hintpath coop fix
|
|
|
|
if ((self->monsterinfo.aiflags & AI_HINT_PATH) && (coop) && (coop->value))
|
|
|
|
{
|
|
|
|
heardit = false;
|
|
|
|
}
|
|
|
|
// pmm
|
|
|
|
|
|
|
|
if (client->client)
|
|
|
|
{
|
|
|
|
if (client->flags & FL_NOTARGET)
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
else if (client->svflags & SVF_MONSTER)
|
|
|
|
{
|
|
|
|
if (!client->enemy)
|
|
|
|
return false;
|
|
|
|
if (client->enemy->flags & FL_NOTARGET)
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
else if (heardit)
|
|
|
|
{
|
|
|
|
// pgm - a little more paranoia won't hurt....
|
|
|
|
if ((client->owner) && (client->owner->flags & FL_NOTARGET))
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if (!heardit)
|
|
|
|
{
|
|
|
|
r = range (self, client);
|
|
|
|
|
|
|
|
if (r == RANGE_FAR)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
// is client in an spot too dark to be seen?
|
|
|
|
if (client->light_level <= 5)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if (!visible (self, client))
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (r == RANGE_NEAR)
|
|
|
|
{
|
|
|
|
if (client->show_hostile < level.time && !infront (self, client))
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (r == RANGE_MID)
|
|
|
|
{
|
|
|
|
if (!infront (self, client))
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
self->enemy = client;
|
|
|
|
|
|
|
|
if (strcmp(self->enemy->classname, "player_noise") != 0)
|
|
|
|
{
|
|
|
|
self->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
|
|
|
|
|
|
|
|
if (!self->enemy->client)
|
|
|
|
{
|
|
|
|
self->enemy = self->enemy->enemy;
|
|
|
|
if (!self->enemy->client)
|
|
|
|
{
|
|
|
|
self->enemy = NULL;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else // heardit
|
|
|
|
{
|
|
|
|
vec3_t temp;
|
|
|
|
|
|
|
|
if (self->spawnflags & 1)
|
|
|
|
{
|
|
|
|
if (!visible (self, client))
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (!gi.inPHS(self->s.origin, client->s.origin))
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
VectorSubtract (client->s.origin, self->s.origin, temp);
|
|
|
|
|
|
|
|
if (VectorLength(temp) > 1000) // too far to hear
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// check area portals - if they are different and not connected then we can't hear it
|
|
|
|
if (client->areanum != self->areanum)
|
|
|
|
if (!gi.AreasConnected(self->areanum, client->areanum))
|
|
|
|
return false;
|
2009-03-30 14:11:48 +00:00
|
|
|
|
2009-03-12 20:03:41 +00:00
|
|
|
self->ideal_yaw = vectoyaw(temp);
|
|
|
|
if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING))
|
|
|
|
M_ChangeYaw (self);
|
|
|
|
|
|
|
|
// hunt the sound for a bit; hopefully find the real player
|
|
|
|
self->monsterinfo.aiflags |= AI_SOUND_TARGET;
|
|
|
|
self->enemy = client;
|
|
|
|
}
|
|
|
|
|
2009-03-30 14:11:48 +00:00
|
|
|
//
|
|
|
|
// got one
|
|
|
|
//
|
2009-03-12 20:03:41 +00:00
|
|
|
// PMM - if we got an enemy, we need to bail out of hint paths, so take over here
|
|
|
|
if (self->monsterinfo.aiflags & AI_HINT_PATH)
|
|
|
|
{
|
|
|
|
// this calls foundtarget for us
|
|
|
|
hintpath_stop (self);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FoundTarget (self);
|
|
|
|
}
|
|
|
|
// pmm
|
|
|
|
if (!(self->monsterinfo.aiflags & AI_SOUND_TARGET) && (self->monsterinfo.sight))
|
|
|
|
self->monsterinfo.sight (self, self->enemy);
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
/*
|
|
|
|
============
|
|
|
|
FacingIdeal
|
|
|
|
|
|
|
|
============
|
|
|
|
*/
|
|
|
|
qboolean FacingIdeal(edict_t *self)
|
|
|
|
{
|
|
|
|
float delta;
|
|
|
|
|
|
|
|
delta = anglemod(self->s.angles[YAW] - self->ideal_yaw);
|
|
|
|
if (delta > 45 && delta < 315)
|
|
|
|
return false;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
qboolean M_CheckAttack (edict_t *self)
|
|
|
|
{
|
|
|
|
vec3_t spot1, spot2;
|
|
|
|
float chance;
|
|
|
|
trace_t tr;
|
|
|
|
|
|
|
|
if (self->enemy->health > 0)
|
|
|
|
{
|
|
|
|
// see if any entities are in the way of the shot
|
|
|
|
VectorCopy (self->s.origin, spot1);
|
|
|
|
spot1[2] += self->viewheight;
|
|
|
|
VectorCopy (self->enemy->s.origin, spot2);
|
|
|
|
spot2[2] += self->enemy->viewheight;
|
|
|
|
|
|
|
|
tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA|CONTENTS_WINDOW);
|
|
|
|
|
|
|
|
// do we have a clear shot?
|
|
|
|
if (tr.ent != self->enemy)
|
|
|
|
{
|
|
|
|
// PGM - we want them to go ahead and shoot at info_notnulls if they can.
|
|
|
|
if(self->enemy->solid != SOLID_NOT || tr.fraction < 1.0) //PGM
|
|
|
|
{
|
|
|
|
// PMM - if we can't see our target, and we're not blocked by a monster, go into blind fire if available
|
|
|
|
if ((!(tr.ent->svflags & SVF_MONSTER)) && (!visible(self, self->enemy)))
|
|
|
|
{
|
|
|
|
if ((self->monsterinfo.blindfire) && (self->monsterinfo.blind_fire_delay <= 20.0))
|
|
|
|
{
|
|
|
|
if (level.time < self->monsterinfo.attack_finished)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
if (level.time < (self->monsterinfo.trail_time + self->monsterinfo.blind_fire_delay))
|
|
|
|
{
|
|
|
|
// wait for our time
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// make sure we're not going to shoot a monster
|
|
|
|
tr = gi.trace (spot1, NULL, NULL, self->monsterinfo.blind_fire_target, self, CONTENTS_MONSTER);
|
|
|
|
if (tr.allsolid || tr.startsolid || ((tr.fraction < 1.0) && (tr.ent != self->enemy)))
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
self->monsterinfo.attack_state = AS_BLIND;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// pmm
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// melee attack
|
|
|
|
if (enemy_range == RANGE_MELEE)
|
|
|
|
{
|
|
|
|
// don't always melee in easy mode
|
|
|
|
if (skill->value == 0 && (rand()&3) )
|
|
|
|
{
|
|
|
|
// PMM - fix for melee only monsters & strafing
|
|
|
|
self->monsterinfo.attack_state = AS_STRAIGHT;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
if (self->monsterinfo.melee)
|
|
|
|
self->monsterinfo.attack_state = AS_MELEE;
|
|
|
|
else
|
|
|
|
self->monsterinfo.attack_state = AS_MISSILE;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2009-03-30 14:11:48 +00:00
|
|
|
// missile attack
|
2009-03-12 20:03:41 +00:00
|
|
|
if (!self->monsterinfo.attack)
|
|
|
|
{
|
|
|
|
// PMM - fix for melee only monsters & strafing
|
|
|
|
self->monsterinfo.attack_state = AS_STRAIGHT;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (level.time < self->monsterinfo.attack_finished)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if (enemy_range == RANGE_FAR)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
|
|
|
|
{
|
|
|
|
chance = 0.4;
|
|
|
|
}
|
|
|
|
else if (enemy_range == RANGE_MELEE)
|
|
|
|
{
|
|
|
|
chance = 0.2;
|
|
|
|
}
|
|
|
|
else if (enemy_range == RANGE_NEAR)
|
|
|
|
{
|
|
|
|
chance = 0.1;
|
|
|
|
}
|
|
|
|
else if (enemy_range == RANGE_MID)
|
|
|
|
{
|
|
|
|
chance = 0.02;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (skill->value == 0)
|
|
|
|
chance *= 0.5;
|
|
|
|
else if (skill->value >= 2)
|
|
|
|
chance *= 2;
|
|
|
|
|
|
|
|
// PGM - go ahead and shoot every time if it's a info_notnull
|
|
|
|
if ((random () < chance) || (self->enemy->solid == SOLID_NOT))
|
|
|
|
{
|
|
|
|
self->monsterinfo.attack_state = AS_MISSILE;
|
|
|
|
self->monsterinfo.attack_finished = level.time + 2*random();
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// PMM -daedalus should strafe more .. this can be done here or in a customized
|
|
|
|
// check_attack code for the hover.
|
|
|
|
if (self->flags & FL_FLY)
|
|
|
|
{
|
|
|
|
// originally, just 0.3
|
|
|
|
float strafe_chance;
|
|
|
|
if (!(strcmp(self->classname, "monster_daedalus")))
|
|
|
|
strafe_chance = 0.8;
|
|
|
|
else
|
|
|
|
strafe_chance = 0.6;
|
|
|
|
|
|
|
|
// if enemy is tesla, never strafe
|
|
|
|
if ((self->enemy) && (self->enemy->classname) && (!strcmp(self->enemy->classname, "tesla")))
|
|
|
|
strafe_chance = 0;
|
|
|
|
|
|
|
|
if (random() < strafe_chance)
|
|
|
|
self->monsterinfo.attack_state = AS_SLIDING;
|
|
|
|
else
|
|
|
|
self->monsterinfo.attack_state = AS_STRAIGHT;
|
|
|
|
}
|
2009-03-30 14:11:48 +00:00
|
|
|
// do we want the monsters strafing?
|
2009-03-12 20:03:41 +00:00
|
|
|
#ifdef SLIDING_TROOPS
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (random() < 0.4)
|
|
|
|
self->monsterinfo.attack_state = AS_SLIDING;
|
|
|
|
else
|
|
|
|
self->monsterinfo.attack_state = AS_STRAIGHT;
|
|
|
|
}
|
|
|
|
#endif
|
2009-03-30 14:11:48 +00:00
|
|
|
//-PMM
|
2009-03-12 20:03:41 +00:00
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============
|
|
|
|
ai_run_melee
|
|
|
|
|
|
|
|
Turn and close until within an angle to launch a melee attack
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
void ai_run_melee(edict_t *self)
|
|
|
|
{
|
|
|
|
self->ideal_yaw = enemy_yaw;
|
|
|
|
if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING))
|
|
|
|
M_ChangeYaw (self);
|
|
|
|
|
|
|
|
if (FacingIdeal(self))
|
|
|
|
{
|
|
|
|
self->monsterinfo.melee (self);
|
|
|
|
self->monsterinfo.attack_state = AS_STRAIGHT;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============
|
|
|
|
ai_run_missile
|
|
|
|
|
|
|
|
Turn in place until within an angle to launch a missile attack
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
void ai_run_missile(edict_t *self)
|
|
|
|
{
|
|
|
|
self->ideal_yaw = enemy_yaw;
|
|
|
|
if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING))
|
|
|
|
M_ChangeYaw (self);
|
|
|
|
|
|
|
|
if (FacingIdeal(self))
|
|
|
|
{
|
|
|
|
self->monsterinfo.attack (self);
|
|
|
|
if ((self->monsterinfo.attack_state == AS_MISSILE) || (self->monsterinfo.attack_state == AS_BLIND))
|
|
|
|
self->monsterinfo.attack_state = AS_STRAIGHT;
|
|
|
|
}
|
2009-03-30 14:11:48 +00:00
|
|
|
}
|
2009-03-12 20:03:41 +00:00
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============
|
|
|
|
ai_run_slide
|
|
|
|
|
|
|
|
Strafe sideways, but stay at aproximately the same range
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
void ai_run_slide(edict_t *self, float distance)
|
|
|
|
{
|
|
|
|
float ofs;
|
|
|
|
float angle;
|
|
|
|
|
|
|
|
self->ideal_yaw = enemy_yaw;
|
|
|
|
angle = 90;
|
2009-03-30 14:11:48 +00:00
|
|
|
|
2009-03-12 20:03:41 +00:00
|
|
|
if (self->monsterinfo.lefty)
|
|
|
|
ofs = angle;
|
|
|
|
else
|
|
|
|
ofs = -angle;
|
2009-03-30 14:11:48 +00:00
|
|
|
|
2009-03-12 20:03:41 +00:00
|
|
|
if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING))
|
|
|
|
M_ChangeYaw (self);
|
|
|
|
|
|
|
|
// PMM - clamp maximum sideways move for non flyers to make them look less jerky
|
|
|
|
if (!self->flags & FL_FLY)
|
|
|
|
distance = min (distance, MAX_SIDESTEP);
|
|
|
|
if (M_walkmove (self, self->ideal_yaw + ofs, distance))
|
|
|
|
return;
|
|
|
|
// PMM - if we're dodging, give up on it and go straight
|
|
|
|
if (self->monsterinfo.aiflags & AI_DODGING)
|
|
|
|
{
|
|
|
|
monster_done_dodge (self);
|
|
|
|
// by setting as_straight, caller will know to try straight move
|
|
|
|
self->monsterinfo.attack_state = AS_STRAIGHT;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
self->monsterinfo.lefty = 1 - self->monsterinfo.lefty;
|
|
|
|
if (M_walkmove (self, self->ideal_yaw - ofs, distance))
|
|
|
|
return;
|
|
|
|
// PMM - if we're dodging, give up on it and go straight
|
|
|
|
if (self->monsterinfo.aiflags & AI_DODGING)
|
|
|
|
monster_done_dodge (self);
|
|
|
|
|
|
|
|
// PMM - the move failed, so signal the caller (ai_run) to try going straight
|
|
|
|
self->monsterinfo.attack_state = AS_STRAIGHT;
|
|
|
|
/*
|
|
|
|
if (!(self->flags & FL_FLY))
|
|
|
|
{
|
|
|
|
M_walkmove (self, self->ideal_yaw + ofs, distance);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
M_walkmove (self, self->ideal_yaw, distance);
|
|
|
|
}*/
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============
|
|
|
|
ai_checkattack
|
|
|
|
|
|
|
|
Decides if we're going to attack or do something else
|
|
|
|
used by ai_run and ai_stand
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
qboolean ai_checkattack (edict_t *self, float dist)
|
|
|
|
{
|
|
|
|
vec3_t temp;
|
|
|
|
qboolean hesDeadJim;
|
|
|
|
// PMM
|
|
|
|
qboolean retval;
|
|
|
|
|
2009-03-30 14:11:48 +00:00
|
|
|
// this causes monsters to run blindly to the combat point w/o firing
|
2009-03-12 20:03:41 +00:00
|
|
|
if (self->goalentity)
|
|
|
|
{
|
|
|
|
if (self->monsterinfo.aiflags & AI_COMBAT_POINT)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if (self->monsterinfo.aiflags & AI_SOUND_TARGET)
|
|
|
|
{
|
|
|
|
if ((level.time - self->enemy->teleport_time) > 5.0)
|
|
|
|
{
|
|
|
|
if (self->goalentity == self->enemy)
|
2009-03-30 14:11:48 +00:00
|
|
|
{
|
2009-03-12 20:03:41 +00:00
|
|
|
if (self->movetarget)
|
|
|
|
self->goalentity = self->movetarget;
|
|
|
|
else
|
|
|
|
self->goalentity = NULL;
|
2009-03-30 14:11:48 +00:00
|
|
|
}
|
2009-03-12 20:03:41 +00:00
|
|
|
self->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
|
|
|
|
if (self->monsterinfo.aiflags & AI_TEMP_STAND_GROUND)
|
|
|
|
self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_TEMP_STAND_GROUND);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
self->show_hostile = level.time + 1;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
enemy_vis = false;
|
|
|
|
|
|
|
|
// see if the enemy is dead
|
|
|
|
hesDeadJim = false;
|
|
|
|
if ((!self->enemy) || (!self->enemy->inuse))
|
|
|
|
{
|
|
|
|
hesDeadJim = true;
|
|
|
|
}
|
|
|
|
else if (self->monsterinfo.aiflags & AI_MEDIC)
|
|
|
|
{
|
|
|
|
if (!(self->enemy->inuse) || (self->enemy->health > 0))
|
|
|
|
{
|
|
|
|
hesDeadJim = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (self->monsterinfo.aiflags & AI_BRUTAL)
|
|
|
|
{
|
|
|
|
if (self->enemy->health <= -80)
|
|
|
|
hesDeadJim = true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (self->enemy->health <= 0)
|
|
|
|
hesDeadJim = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (hesDeadJim)
|
|
|
|
{
|
|
|
|
self->monsterinfo.aiflags &= ~AI_MEDIC;
|
|
|
|
self->enemy = NULL;
|
|
|
|
// FIXME: look all around for other targets
|
|
|
|
if (self->oldenemy && self->oldenemy->health > 0)
|
|
|
|
{
|
|
|
|
self->enemy = self->oldenemy;
|
|
|
|
self->oldenemy = NULL;
|
|
|
|
HuntTarget (self);
|
|
|
|
}
|
2009-03-30 14:11:48 +00:00
|
|
|
//ROGUE - multiple teslas make monsters lose track of the player.
|
2009-03-12 20:03:41 +00:00
|
|
|
else if(self->monsterinfo.last_player_enemy && self->monsterinfo.last_player_enemy->health > 0)
|
|
|
|
{
|
|
|
|
self->enemy = self->monsterinfo.last_player_enemy;
|
|
|
|
self->oldenemy = NULL;
|
|
|
|
self->monsterinfo.last_player_enemy = NULL;
|
|
|
|
HuntTarget (self);
|
|
|
|
}
|
2009-03-30 14:11:48 +00:00
|
|
|
//ROGUE
|
2009-03-12 20:03:41 +00:00
|
|
|
else
|
|
|
|
{
|
|
|
|
if (self->movetarget)
|
|
|
|
{
|
|
|
|
self->goalentity = self->movetarget;
|
|
|
|
self->monsterinfo.walk (self);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// we need the pausetime otherwise the stand code
|
|
|
|
// will just revert to walking with no target and
|
|
|
|
// the monsters will wonder around aimlessly trying
|
|
|
|
// to hunt the world entity
|
|
|
|
self->monsterinfo.pausetime = level.time + 100000000;
|
|
|
|
self->monsterinfo.stand (self);
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
self->show_hostile = level.time + 1; // wake up other monsters
|
|
|
|
|
2009-03-30 14:11:48 +00:00
|
|
|
// check knowledge of enemy
|
2009-03-12 20:03:41 +00:00
|
|
|
enemy_vis = visible(self, self->enemy);
|
|
|
|
if (enemy_vis)
|
|
|
|
{
|
|
|
|
self->monsterinfo.search_time = level.time + 5;
|
|
|
|
VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting);
|
|
|
|
// PMM
|
|
|
|
self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
|
|
|
|
self->monsterinfo.trail_time = level.time;
|
|
|
|
VectorCopy (self->enemy->s.origin, self->monsterinfo.blind_fire_target);
|
|
|
|
self->monsterinfo.blind_fire_delay = 0;
|
|
|
|
// pmm
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
enemy_infront = infront(self, self->enemy);
|
|
|
|
enemy_range = range(self, self->enemy);
|
|
|
|
VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
|
|
|
|
enemy_yaw = vectoyaw(temp);
|
|
|
|
|
|
|
|
|
|
|
|
// JDC self->ideal_yaw = enemy_yaw;
|
|
|
|
|
|
|
|
// PMM -- reordered so the monster specific checkattack is called before the run_missle/melee/checkvis
|
|
|
|
// stuff .. this allows for, among other things, circle strafing and attacking while in ai_run
|
|
|
|
retval = self->monsterinfo.checkattack (self);
|
|
|
|
if (retval)
|
|
|
|
{
|
|
|
|
// PMM
|
|
|
|
if (self->monsterinfo.attack_state == AS_MISSILE)
|
|
|
|
{
|
|
|
|
ai_run_missile (self);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
if (self->monsterinfo.attack_state == AS_MELEE)
|
|
|
|
{
|
|
|
|
ai_run_melee (self);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
// PMM -- added so monsters can shoot blind
|
|
|
|
if (self->monsterinfo.attack_state == AS_BLIND)
|
|
|
|
{
|
|
|
|
ai_run_missile (self);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
// pmm
|
|
|
|
|
|
|
|
// if enemy is not currently visible, we will never attack
|
|
|
|
if (!enemy_vis)
|
|
|
|
return false;
|
|
|
|
// PMM
|
|
|
|
}
|
|
|
|
return retval;
|
|
|
|
// PMM
|
|
|
|
// return self->monsterinfo.checkattack (self);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============
|
|
|
|
ai_run
|
|
|
|
|
|
|
|
The monster has an enemy it is trying to kill
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
void ai_run (edict_t *self, float dist)
|
|
|
|
{
|
|
|
|
vec3_t v;
|
|
|
|
edict_t *tempgoal;
|
|
|
|
edict_t *save;
|
|
|
|
qboolean new;
|
|
|
|
edict_t *marker;
|
|
|
|
float d1, d2;
|
|
|
|
trace_t tr;
|
|
|
|
vec3_t v_forward, v_right;
|
|
|
|
float left, center, right;
|
|
|
|
vec3_t left_target, right_target;
|
|
|
|
//PMM
|
|
|
|
qboolean retval;
|
|
|
|
qboolean alreadyMoved = false;
|
|
|
|
qboolean gotcha = false;
|
|
|
|
edict_t *realEnemy;
|
|
|
|
|
|
|
|
// if we're going to a combat point, just proceed
|
|
|
|
if (self->monsterinfo.aiflags & AI_COMBAT_POINT)
|
|
|
|
{
|
|
|
|
M_MoveToGoal (self, dist);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// PMM
|
|
|
|
if (self->monsterinfo.aiflags & AI_DUCKED)
|
|
|
|
{
|
|
|
|
self->monsterinfo.aiflags &= ~AI_DUCKED;
|
|
|
|
}
|
|
|
|
if (self->maxs[2] != self->monsterinfo.base_height)
|
|
|
|
{
|
|
|
|
monster_duck_up (self);
|
|
|
|
}
|
|
|
|
|
2009-03-30 14:11:48 +00:00
|
|
|
//==========
|
|
|
|
//PGM
|
2009-03-12 20:03:41 +00:00
|
|
|
// if we're currently looking for a hint path
|
|
|
|
if (self->monsterinfo.aiflags & AI_HINT_PATH)
|
|
|
|
{
|
|
|
|
// determine direction to our destination hintpath.
|
|
|
|
// FIXME - is this needed EVERY time? I was having trouble with them
|
|
|
|
// sometimes not going after it, and this fixed it.
|
|
|
|
M_MoveToGoal (self, dist);
|
|
|
|
if(!self->inuse)
|
|
|
|
return; // PGM - g_touchtrigger free problem
|
|
|
|
|
|
|
|
// first off, make sure we're looking for the player, not a noise he made
|
|
|
|
if (self->enemy)
|
|
|
|
{
|
|
|
|
if (self->enemy->inuse)
|
|
|
|
{
|
|
|
|
if (strcmp(self->enemy->classname, "player_noise") != 0)
|
|
|
|
realEnemy = self->enemy;
|
|
|
|
else if (self->enemy->owner)
|
|
|
|
realEnemy = self->enemy->owner;
|
|
|
|
else // uh oh, can't figure out enemy, bail
|
|
|
|
{
|
|
|
|
self->enemy = NULL;
|
|
|
|
hintpath_stop (self);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
self->enemy = NULL;
|
|
|
|
hintpath_stop (self);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
hintpath_stop (self);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (coop && coop->value)
|
|
|
|
{
|
|
|
|
// if we're in coop, check my real enemy first .. if I SEE him, set gotcha to true
|
|
|
|
if (self->enemy && visible(self, realEnemy))
|
|
|
|
gotcha = true;
|
|
|
|
else // otherwise, let FindTarget bump us out of hint paths, if appropriate
|
|
|
|
FindTarget(self);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if(self->enemy && visible(self, realEnemy))
|
|
|
|
gotcha = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// if we see the player, stop following hintpaths.
|
|
|
|
if (gotcha)
|
|
|
|
{
|
|
|
|
|
|
|
|
// disconnect from hintpaths and start looking normally for players.
|
|
|
|
hintpath_stop (self);
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
2009-03-30 14:11:48 +00:00
|
|
|
//PGM
|
|
|
|
//==========
|
2009-03-12 20:03:41 +00:00
|
|
|
|
|
|
|
if (self->monsterinfo.aiflags & AI_SOUND_TARGET)
|
|
|
|
{
|
|
|
|
// PMM - paranoia checking
|
|
|
|
if (self->enemy)
|
|
|
|
VectorSubtract (self->s.origin, self->enemy->s.origin, v);
|
|
|
|
|
|
|
|
if ((!self->enemy) || (VectorLength(v) < 64))
|
|
|
|
// pmm
|
|
|
|
{
|
|
|
|
self->monsterinfo.aiflags |= (AI_STAND_GROUND | AI_TEMP_STAND_GROUND);
|
|
|
|
self->monsterinfo.stand (self);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
M_MoveToGoal (self, dist);
|
|
|
|
// PMM - prevent double moves for sound_targets
|
|
|
|
alreadyMoved = true;
|
|
|
|
// pmm
|
|
|
|
if(!self->inuse)
|
|
|
|
return; // PGM - g_touchtrigger free problem
|
|
|
|
|
|
|
|
if (!FindTarget (self))
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// PMM -- moved ai_checkattack up here so the monsters can attack while strafing or charging
|
|
|
|
|
|
|
|
// PMM -- if we're dodging, make sure to keep the attack_state AS_SLIDING
|
|
|
|
|
|
|
|
retval = ai_checkattack (self, dist);
|
|
|
|
|
|
|
|
// PMM - don't strafe if we can't see our enemy
|
|
|
|
if ((!enemy_vis) && (self->monsterinfo.attack_state == AS_SLIDING))
|
|
|
|
self->monsterinfo.attack_state = AS_STRAIGHT;
|
|
|
|
// unless we're dodging (dodging out of view looks smart)
|
|
|
|
if (self->monsterinfo.aiflags & AI_DODGING)
|
|
|
|
self->monsterinfo.attack_state = AS_SLIDING;
|
|
|
|
// pmm
|
|
|
|
|
|
|
|
if (self->monsterinfo.attack_state == AS_SLIDING)
|
|
|
|
{
|
|
|
|
// PMM - protect against double moves
|
|
|
|
if (!alreadyMoved)
|
|
|
|
ai_run_slide (self, dist);
|
|
|
|
// PMM
|
|
|
|
// we're using attack_state as the return value out of ai_run_slide to indicate whether or not the
|
|
|
|
// move succeeded. If the move succeeded, and we're still sliding, we're done in here (since we've
|
|
|
|
// had our chance to shoot in ai_checkattack, and have moved).
|
|
|
|
// if the move failed, our state is as_straight, and it will be taken care of below
|
|
|
|
if ((!retval) && (self->monsterinfo.attack_state == AS_SLIDING))
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
else if (self->monsterinfo.aiflags & AI_CHARGING)
|
|
|
|
{
|
|
|
|
self->ideal_yaw = enemy_yaw;
|
|
|
|
if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING))
|
|
|
|
M_ChangeYaw (self);
|
|
|
|
}
|
|
|
|
if (retval)
|
|
|
|
{
|
|
|
|
// PMM - is this useful? Monsters attacking usually call the ai_charge routine..
|
|
|
|
// the only monster this affects should be the soldier
|
|
|
|
if ((dist != 0) && (!alreadyMoved) && (self->monsterinfo.attack_state == AS_STRAIGHT) && (!(self->monsterinfo.aiflags & AI_STAND_GROUND)))
|
|
|
|
{
|
|
|
|
M_MoveToGoal (self, dist);
|
|
|
|
}
|
|
|
|
if ((self->enemy) && (self->enemy->inuse) && (enemy_vis))
|
|
|
|
{
|
|
|
|
self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
|
|
|
|
VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting);
|
|
|
|
self->monsterinfo.trail_time = level.time;
|
|
|
|
//PMM
|
|
|
|
VectorCopy (self->enemy->s.origin, self->monsterinfo.blind_fire_target);
|
|
|
|
self->monsterinfo.blind_fire_delay = 0;
|
|
|
|
//pmm
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
//PMM
|
|
|
|
|
|
|
|
// PGM - added a little paranoia checking here... 9/22/98
|
|
|
|
if ((self->enemy) && (self->enemy->inuse) && (enemy_vis))
|
|
|
|
{
|
|
|
|
// PMM - check for alreadyMoved
|
|
|
|
if (!alreadyMoved)
|
|
|
|
M_MoveToGoal (self, dist);
|
|
|
|
if(!self->inuse)
|
|
|
|
return; // PGM - g_touchtrigger free problem
|
|
|
|
|
|
|
|
self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
|
|
|
|
VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting);
|
|
|
|
self->monsterinfo.trail_time = level.time;
|
|
|
|
// PMM
|
|
|
|
VectorCopy (self->enemy->s.origin, self->monsterinfo.blind_fire_target);
|
|
|
|
self->monsterinfo.blind_fire_delay = 0;
|
|
|
|
// pmm
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2009-03-30 14:11:48 +00:00
|
|
|
//=======
|
|
|
|
//PGM
|
2009-03-12 20:03:41 +00:00
|
|
|
// if we've been looking (unsuccessfully) for the player for 10 seconds
|
|
|
|
// PMM - reduced to 5, makes them much nastier
|
|
|
|
if((self->monsterinfo.trail_time + 5) <= level.time)
|
|
|
|
{
|
|
|
|
// and we haven't checked for valid hint paths in the last 10 seconds
|
|
|
|
if((self->monsterinfo.last_hint_time + 10) <= level.time)
|
|
|
|
{
|
|
|
|
// check for hint_paths.
|
|
|
|
self->monsterinfo.last_hint_time = level.time;
|
|
|
|
if(monsterlost_checkhint(self))
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
2009-03-30 14:11:48 +00:00
|
|
|
//PGM
|
|
|
|
//=======
|
2009-03-12 20:03:41 +00:00
|
|
|
|
2009-03-30 14:11:48 +00:00
|
|
|
// PMM - moved down here to allow monsters to get on hint paths
|
2009-03-12 20:03:41 +00:00
|
|
|
// coop will change to another enemy if visible
|
|
|
|
if (coop->value)
|
|
|
|
{ // FIXME: insane guys get mad with this, which causes crashes!
|
|
|
|
if (FindTarget (self))
|
|
|
|
return;
|
|
|
|
}
|
2009-03-30 14:11:48 +00:00
|
|
|
// pmm
|
2009-03-12 20:03:41 +00:00
|
|
|
|
|
|
|
if ((self->monsterinfo.search_time) && (level.time > (self->monsterinfo.search_time + 20)))
|
|
|
|
{
|
|
|
|
// PMM - double move protection
|
|
|
|
if (!alreadyMoved)
|
|
|
|
M_MoveToGoal (self, dist);
|
|
|
|
self->monsterinfo.search_time = 0;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
save = self->goalentity;
|
|
|
|
tempgoal = G_Spawn();
|
|
|
|
self->goalentity = tempgoal;
|
|
|
|
|
|
|
|
new = false;
|
|
|
|
|
|
|
|
if (!(self->monsterinfo.aiflags & AI_LOST_SIGHT))
|
|
|
|
{
|
|
|
|
// just lost sight of the player, decide where to go first
|
|
|
|
self->monsterinfo.aiflags |= (AI_LOST_SIGHT | AI_PURSUIT_LAST_SEEN);
|
|
|
|
self->monsterinfo.aiflags &= ~(AI_PURSUE_NEXT | AI_PURSUE_TEMP);
|
|
|
|
new = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (self->monsterinfo.aiflags & AI_PURSUE_NEXT)
|
|
|
|
{
|
|
|
|
self->monsterinfo.aiflags &= ~AI_PURSUE_NEXT;
|
|
|
|
|
|
|
|
// give ourself more time since we got this far
|
|
|
|
self->monsterinfo.search_time = level.time + 5;
|
|
|
|
|
|
|
|
if (self->monsterinfo.aiflags & AI_PURSUE_TEMP)
|
|
|
|
{
|
|
|
|
self->monsterinfo.aiflags &= ~AI_PURSUE_TEMP;
|
|
|
|
marker = NULL;
|
|
|
|
VectorCopy (self->monsterinfo.saved_goal, self->monsterinfo.last_sighting);
|
|
|
|
new = true;
|
|
|
|
}
|
|
|
|
else if (self->monsterinfo.aiflags & AI_PURSUIT_LAST_SEEN)
|
|
|
|
{
|
|
|
|
self->monsterinfo.aiflags &= ~AI_PURSUIT_LAST_SEEN;
|
|
|
|
marker = PlayerTrail_PickFirst (self);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
marker = PlayerTrail_PickNext (self);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (marker)
|
|
|
|
{
|
|
|
|
VectorCopy (marker->s.origin, self->monsterinfo.last_sighting);
|
|
|
|
self->monsterinfo.trail_time = marker->timestamp;
|
|
|
|
self->s.angles[YAW] = self->ideal_yaw = marker->s.angles[YAW];
|
|
|
|
new = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
VectorSubtract (self->s.origin, self->monsterinfo.last_sighting, v);
|
|
|
|
d1 = VectorLength(v);
|
|
|
|
if (d1 <= dist)
|
|
|
|
{
|
|
|
|
self->monsterinfo.aiflags |= AI_PURSUE_NEXT;
|
|
|
|
dist = d1;
|
|
|
|
}
|
|
|
|
|
|
|
|
VectorCopy (self->monsterinfo.last_sighting, self->goalentity->s.origin);
|
|
|
|
|
|
|
|
if (new)
|
|
|
|
{
|
|
|
|
tr = gi.trace(self->s.origin, self->mins, self->maxs, self->monsterinfo.last_sighting, self, MASK_PLAYERSOLID);
|
|
|
|
if (tr.fraction < 1)
|
|
|
|
{
|
|
|
|
VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
|
|
|
|
d1 = VectorLength(v);
|
|
|
|
center = tr.fraction;
|
|
|
|
d2 = d1 * ((center+1)/2);
|
|
|
|
self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v);
|
|
|
|
AngleVectors(self->s.angles, v_forward, v_right, NULL);
|
|
|
|
|
|
|
|
VectorSet(v, d2, -16, 0);
|
|
|
|
G_ProjectSource (self->s.origin, v, v_forward, v_right, left_target);
|
|
|
|
tr = gi.trace(self->s.origin, self->mins, self->maxs, left_target, self, MASK_PLAYERSOLID);
|
|
|
|
left = tr.fraction;
|
|
|
|
|
|
|
|
VectorSet(v, d2, 16, 0);
|
|
|
|
G_ProjectSource (self->s.origin, v, v_forward, v_right, right_target);
|
|
|
|
tr = gi.trace(self->s.origin, self->mins, self->maxs, right_target, self, MASK_PLAYERSOLID);
|
|
|
|
right = tr.fraction;
|
|
|
|
|
|
|
|
center = (d1*center)/d2;
|
|
|
|
if (left >= center && left > right)
|
|
|
|
{
|
|
|
|
if (left < 1)
|
|
|
|
{
|
|
|
|
VectorSet(v, d2 * left * 0.5, -16, 0);
|
|
|
|
G_ProjectSource (self->s.origin, v, v_forward, v_right, left_target);
|
|
|
|
}
|
|
|
|
VectorCopy (self->monsterinfo.last_sighting, self->monsterinfo.saved_goal);
|
|
|
|
self->monsterinfo.aiflags |= AI_PURSUE_TEMP;
|
|
|
|
VectorCopy (left_target, self->goalentity->s.origin);
|
|
|
|
VectorCopy (left_target, self->monsterinfo.last_sighting);
|
|
|
|
VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
|
|
|
|
self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v);
|
|
|
|
}
|
|
|
|
else if (right >= center && right > left)
|
|
|
|
{
|
|
|
|
if (right < 1)
|
|
|
|
{
|
|
|
|
VectorSet(v, d2 * right * 0.5, 16, 0);
|
|
|
|
G_ProjectSource (self->s.origin, v, v_forward, v_right, right_target);
|
|
|
|
}
|
|
|
|
VectorCopy (self->monsterinfo.last_sighting, self->monsterinfo.saved_goal);
|
|
|
|
self->monsterinfo.aiflags |= AI_PURSUE_TEMP;
|
|
|
|
VectorCopy (right_target, self->goalentity->s.origin);
|
|
|
|
VectorCopy (right_target, self->monsterinfo.last_sighting);
|
|
|
|
VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
|
|
|
|
self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
M_MoveToGoal (self, dist);
|
|
|
|
if(!self->inuse)
|
|
|
|
return; // PGM - g_touchtrigger free problem
|
|
|
|
|
|
|
|
G_FreeEdict(tempgoal);
|
|
|
|
|
|
|
|
if (self)
|
|
|
|
self->goalentity = save;
|
|
|
|
}
|
2009-03-30 14:11:48 +00:00
|
|
|
|