2009-03-12 20:03:41 +00:00
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#include "g_local.h"
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//===============================
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// BLOCKED Logic
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//===============================
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// plat states, copied from g_func.c
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#define STATE_TOP 0
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#define STATE_BOTTOM 1
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#define STATE_UP 2
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#define STATE_DOWN 3
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qboolean face_wall (edict_t *self);
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void HuntTarget (edict_t *self);
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// PMM
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qboolean parasite_drain_attack_ok (vec3_t start, vec3_t end);
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// blocked_checkshot
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// shotchance: 0-1, chance they'll take the shot if it's clear.
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qboolean blocked_checkshot (edict_t *self, float shotChance)
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{
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qboolean playerVisible;
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if(!self->enemy)
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return false;
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// blocked checkshot is only against players. this will
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// filter out player sounds and other shit they should
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// not be firing at.
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if(!(self->enemy->client))
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return false;
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if (random() < shotChance)
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return false;
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// PMM - special handling for the parasite
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if (!strcmp(self->classname, "monster_parasite"))
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{
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vec3_t f, r, offset, start, end;
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trace_t tr;
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AngleVectors (self->s.angles, f, r, NULL);
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VectorSet (offset, 24, 0, 6);
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G_ProjectSource (self->s.origin, offset, f, r, start);
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VectorCopy (self->enemy->s.origin, end);
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if (!parasite_drain_attack_ok(start, end))
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{
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end[2] = self->enemy->s.origin[2] + self->enemy->maxs[2] - 8;
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if (!parasite_drain_attack_ok(start, end))
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{
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end[2] = self->enemy->s.origin[2] + self->enemy->mins[2] + 8;
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if (!parasite_drain_attack_ok(start, end))
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return false;
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}
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}
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VectorCopy (self->enemy->s.origin, end);
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tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT);
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if (tr.ent != self->enemy)
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{
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self->monsterinfo.aiflags |= AI_BLOCKED;
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if(self->monsterinfo.attack)
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self->monsterinfo.attack(self);
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self->monsterinfo.aiflags &= ~AI_BLOCKED;
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return true;
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}
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}
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playerVisible = visible (self, self->enemy);
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// always shoot at teslas
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if(playerVisible)
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{
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if (!strcmp(self->enemy->classname, "tesla"))
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{
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// turn on AI_BLOCKED to let the monster know the attack is being called
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// by the blocked functions...
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self->monsterinfo.aiflags |= AI_BLOCKED;
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if(self->monsterinfo.attack)
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self->monsterinfo.attack(self);
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self->monsterinfo.aiflags &= ~AI_BLOCKED;
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return true;
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}
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}
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return false;
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}
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// blocked_checkplat
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// dist: how far they are trying to walk.
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qboolean blocked_checkplat (edict_t *self, float dist)
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{
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int playerPosition;
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trace_t trace;
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vec3_t pt1, pt2;
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vec3_t forward;
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edict_t *plat;
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if(!self->enemy)
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return false;
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// check player's relative altitude
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if(self->enemy->absmin[2] >= self->absmax[2])
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playerPosition = 1;
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else if(self->enemy->absmax[2] <= self->absmin[2])
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playerPosition = -1;
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else
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playerPosition = 0;
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// if we're close to the same position, don't bother trying plats.
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if(playerPosition == 0)
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return false;
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plat = NULL;
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// see if we're already standing on a plat.
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if(self->groundentity && self->groundentity != world)
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{
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if(!strncmp(self->groundentity->classname, "func_plat", 8))
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plat = self->groundentity;
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}
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// if we're not, check to see if we'll step onto one with this move
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if(!plat)
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{
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AngleVectors (self->s.angles, forward, NULL, NULL);
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VectorMA(self->s.origin, dist, forward, pt1);
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VectorCopy (pt1, pt2);
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pt2[2] -= 384;
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trace = gi.trace(pt1, vec3_origin, vec3_origin, pt2, self, MASK_MONSTERSOLID);
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if(trace.fraction < 1 && !trace.allsolid && !trace.startsolid)
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{
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if(!strncmp(trace.ent->classname, "func_plat", 8))
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{
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plat = trace.ent;
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}
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}
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}
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// if we've found a plat, trigger it.
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if(plat && plat->use)
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{
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if (playerPosition == 1)
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{
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if((self->groundentity == plat && plat->moveinfo.state == STATE_BOTTOM) ||
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(self->groundentity != plat && plat->moveinfo.state == STATE_TOP))
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{
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plat->use (plat, self, self);
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return true;
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}
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}
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else if(playerPosition == -1)
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{
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if((self->groundentity == plat && plat->moveinfo.state == STATE_TOP) ||
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(self->groundentity != plat && plat->moveinfo.state == STATE_BOTTOM))
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{
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plat->use (plat, self, self);
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return true;
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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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// blocked_checkjump
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// dist: how far they are trying to walk.
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// maxDown/maxUp: how far they'll ok a jump for. set to 0 to disable that direction.
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qboolean blocked_checkjump (edict_t *self, float dist, float maxDown, float maxUp)
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{
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int playerPosition;
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trace_t trace;
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vec3_t pt1, pt2;
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vec3_t forward, up;
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if(!self->enemy)
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return false;
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AngleVectors (self->s.angles, forward, NULL, up);
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if(self->enemy->absmin[2] > (self->absmin[2] + 16))
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playerPosition = 1;
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else if(self->enemy->absmin[2] < (self->absmin[2] - 16))
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playerPosition = -1;
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else
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playerPosition = 0;
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if(playerPosition == -1 && maxDown)
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{
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// check to make sure we can even get to the spot we're going to "fall" from
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VectorMA(self->s.origin, 48, forward, pt1);
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trace = gi.trace(self->s.origin, self->mins, self->maxs, pt1, self, MASK_MONSTERSOLID);
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if(trace.fraction < 1)
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{
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return false;
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}
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VectorCopy (pt1, pt2);
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pt2[2] = self->mins[2] - maxDown - 1;
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trace = gi.trace(pt1, vec3_origin, vec3_origin, pt2, self, MASK_MONSTERSOLID | MASK_WATER);
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if(trace.fraction < 1 && !trace.allsolid && !trace.startsolid)
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{
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if((self->absmin[2] - trace.endpos[2]) >= 24 && trace.contents & MASK_SOLID)
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{
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if( (self->enemy->absmin[2] - trace.endpos[2]) > 32)
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{
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return false;
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}
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if(trace.plane.normal[2] < 0.9)
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{
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return false;
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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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else if(playerPosition == 1 && maxUp)
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{
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VectorMA(self->s.origin, 48, forward, pt1);
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VectorCopy(pt1, pt2);
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pt1[2] = self->absmax[2] + maxUp;
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trace = gi.trace(pt1, vec3_origin, vec3_origin, pt2, self, MASK_MONSTERSOLID | MASK_WATER);
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if(trace.fraction < 1 && !trace.allsolid && !trace.startsolid)
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{
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if((trace.endpos[2] - self->absmin[2]) <= maxUp && trace.contents & MASK_SOLID)
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{
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face_wall(self);
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return true;
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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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// checks to see if another coop player is nearby, and will switch.
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qboolean blocked_checknewenemy (edict_t *self)
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{
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return false;
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}
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// *************************
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// HINT PATHS
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// *************************
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#define HINT_ENDPOINT 0x0001
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#define MAX_HINT_CHAINS 100
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int hint_paths_present;
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edict_t *hint_path_start[MAX_HINT_CHAINS];
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int num_hint_paths;
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//
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// AI code
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//
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// =============
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// hintpath_findstart - given any hintpath node, finds the start node
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// =============
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edict_t *hintpath_findstart(edict_t *ent)
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{
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edict_t *e;
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edict_t *last;
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int field;
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if(ent->target) // starting point
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{
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last = world;
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field = FOFS(targetname);
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e = G_Find(NULL, field, ent->target);
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while(e)
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{
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last = e;
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if(!e->target)
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break;
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e = G_Find(NULL, field, e->target);
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}
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}
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else // end point
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{
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last = world;
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field = FOFS(target);
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e = G_Find(NULL, field, ent->targetname);
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while(e)
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{
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last = e;
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if(!e->targetname)
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break;
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e = G_Find(NULL, field, e->targetname);
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}
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}
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if(!(last->spawnflags & HINT_ENDPOINT))
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{
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return NULL;
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}
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if(last == world)
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last = NULL;
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return last;
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}
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// =============
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// hintpath_other_end - given one endpoint of a hintpath, returns the other end.
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// =============
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edict_t *hintpath_other_end(edict_t *ent)
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{
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edict_t *e;
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edict_t *last;
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int field;
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if(ent->target) // starting point
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{
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last = world;
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field = FOFS(targetname);
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e = G_Find(NULL, field, ent->target);
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while(e)
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{
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last = e;
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if(!e->target)
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break;
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e = G_Find(NULL, field, e->target);
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}
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}
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else // end point
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{
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last = world;
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field = FOFS(target);
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e = G_Find(NULL, field, ent->targetname);
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while(e)
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{
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last = e;
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if(!e->targetname)
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break;
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e = G_Find(NULL, field, e->targetname);
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}
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}
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if(!(last->spawnflags & HINT_ENDPOINT))
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{
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return NULL;
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}
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if(last == world)
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last = NULL;
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return last;
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}
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// =============
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// hintpath_go - starts a monster (self) moving towards the hintpath (point)
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// disables all contrary AI flags.
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// =============
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void hintpath_go (edict_t *self, edict_t *point)
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{
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vec3_t dir;
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vec3_t angles;
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VectorSubtract(point->s.origin, self->s.origin, dir);
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vectoangles2(dir, angles);
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self->ideal_yaw = angles[YAW];
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self->goalentity = self->movetarget = point;
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self->monsterinfo.pausetime = 0;
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self->monsterinfo.aiflags |= AI_HINT_PATH;
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self->monsterinfo.aiflags &= ~(AI_SOUND_TARGET | AI_PURSUIT_LAST_SEEN | AI_PURSUE_NEXT | AI_PURSUE_TEMP);
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// run for it
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self->monsterinfo.search_time = level.time;
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self->monsterinfo.run (self);
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}
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// =============
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// hintpath_stop - bails a monster out of following hint paths
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// =============
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void hintpath_stop (edict_t *self)
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{
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self->goalentity = NULL;
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self->movetarget = NULL;
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self->monsterinfo.last_hint_time = level.time;
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self->monsterinfo.goal_hint = NULL;
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self->monsterinfo.aiflags &= ~AI_HINT_PATH;
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if (has_valid_enemy(self))
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{
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// if we can see our target, go nuts
|
|
|
|
if (visible(self, self->enemy))
|
|
|
|
{
|
|
|
|
FoundTarget (self);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
// otherwise, keep chasing
|
|
|
|
HuntTarget (self);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
// if our enemy is no longer valid, forget about our enemy and go into stand
|
|
|
|
self->enemy = NULL;
|
|
|
|
// 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);
|
|
|
|
}
|
|
|
|
|
|
|
|
// =============
|
|
|
|
// monsterlost_checkhint - the monster (self) will check around for valid hintpaths.
|
|
|
|
// a valid hintpath is one where the two endpoints can see both the monster
|
|
|
|
// and the monster's enemy. if only one person is visible from the endpoints,
|
|
|
|
// it will not go for it.
|
|
|
|
// =============
|
|
|
|
qboolean monsterlost_checkhint2 (edict_t *self);
|
|
|
|
|
|
|
|
qboolean monsterlost_checkhint (edict_t *self)
|
|
|
|
{
|
2009-03-31 09:18:35 +00:00
|
|
|
edict_t *e, *monster_pathchain, *target_pathchain;
|
|
|
|
edict_t *checkpoint = NULL;
|
2009-03-12 20:03:41 +00:00
|
|
|
edict_t *closest;
|
|
|
|
float closest_range = 1000000;
|
|
|
|
edict_t *start, *destination;
|
|
|
|
int field;
|
|
|
|
int count1=0, count2=0, count3=0, count4=0, count5=0;
|
|
|
|
float r;
|
|
|
|
int i;
|
|
|
|
qboolean hint_path_represented[MAX_HINT_CHAINS];
|
|
|
|
|
|
|
|
// if there are no hint paths on this map, exit immediately.
|
|
|
|
if(!hint_paths_present)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if(!self->enemy)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if (!strcmp(self->classname, "monster_turret"))
|
|
|
|
return false;
|
|
|
|
|
|
|
|
monster_pathchain = NULL;
|
|
|
|
|
|
|
|
field = FOFS(classname);
|
|
|
|
|
|
|
|
// find all the hint_paths.
|
|
|
|
// FIXME - can we not do this every time?
|
|
|
|
for (i=0; i < num_hint_paths; i++)
|
|
|
|
{
|
|
|
|
e = hint_path_start[i];
|
|
|
|
while(e)
|
|
|
|
{
|
|
|
|
count1++;
|
|
|
|
if (e->monster_hint_chain)
|
|
|
|
{
|
|
|
|
e->monster_hint_chain = NULL;
|
|
|
|
}
|
|
|
|
if (monster_pathchain)
|
|
|
|
{
|
|
|
|
checkpoint->monster_hint_chain = e;
|
|
|
|
checkpoint = e;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
monster_pathchain = e;
|
|
|
|
checkpoint = e;
|
|
|
|
}
|
|
|
|
e = e->hint_chain;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// filter them by distance and visibility to the monster
|
|
|
|
e = monster_pathchain;
|
|
|
|
checkpoint = NULL;
|
|
|
|
while (e)
|
|
|
|
{
|
|
|
|
r = realrange (self, e);
|
|
|
|
|
|
|
|
if (r > 512)
|
|
|
|
{
|
|
|
|
count2++;
|
|
|
|
if (checkpoint)
|
|
|
|
{
|
|
|
|
checkpoint->monster_hint_chain = e->monster_hint_chain;
|
|
|
|
e->monster_hint_chain = NULL;
|
|
|
|
e = checkpoint->monster_hint_chain;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// use checkpoint as temp pointer
|
|
|
|
checkpoint = e;
|
|
|
|
e = e->monster_hint_chain;
|
|
|
|
checkpoint->monster_hint_chain = NULL;
|
|
|
|
// and clear it again
|
|
|
|
checkpoint = NULL;
|
|
|
|
// since we have yet to find a valid one (or else checkpoint would be set) move the
|
|
|
|
// start of monster_pathchain
|
|
|
|
monster_pathchain = e;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!visible(self, e))
|
|
|
|
{
|
|
|
|
count4++;
|
|
|
|
if (checkpoint)
|
|
|
|
{
|
|
|
|
checkpoint->monster_hint_chain = e->monster_hint_chain;
|
|
|
|
e->monster_hint_chain = NULL;
|
|
|
|
e = checkpoint->monster_hint_chain;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// use checkpoint as temp pointer
|
|
|
|
checkpoint = e;
|
|
|
|
e = e->monster_hint_chain;
|
|
|
|
checkpoint->monster_hint_chain = NULL;
|
|
|
|
// and clear it again
|
|
|
|
checkpoint = NULL;
|
|
|
|
// since we have yet to find a valid one (or else checkpoint would be set) move the
|
|
|
|
// start of monster_pathchain
|
|
|
|
monster_pathchain = e;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// if it passes all the tests, it's a keeper
|
|
|
|
count5++;
|
|
|
|
checkpoint = e;
|
|
|
|
e = e->monster_hint_chain;
|
|
|
|
}
|
|
|
|
|
|
|
|
// at this point, we have a list of all of the eligible hint nodes for the monster
|
|
|
|
// we now take them, figure out what hint chains they're on, and traverse down those chains,
|
|
|
|
// seeing whether any can see the player
|
|
|
|
//
|
|
|
|
// first, we figure out which hint chains we have represented in monster_pathchain
|
|
|
|
if (count5 == 0)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (i=0; i < num_hint_paths; i++)
|
|
|
|
{
|
|
|
|
hint_path_represented[i] = false;
|
|
|
|
}
|
|
|
|
e = monster_pathchain;
|
|
|
|
checkpoint = NULL;
|
|
|
|
while (e)
|
|
|
|
{
|
|
|
|
if ((e->hint_chain_id < 0) || (e->hint_chain_id > num_hint_paths))
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
hint_path_represented[e->hint_chain_id] = true;
|
|
|
|
e = e->monster_hint_chain;
|
|
|
|
}
|
|
|
|
|
|
|
|
count1 = 0;
|
|
|
|
count2 = 0;
|
|
|
|
count3 = 0;
|
|
|
|
count4 = 0;
|
|
|
|
count5 = 0;
|
|
|
|
|
|
|
|
// now, build the target_pathchain which contains all of the hint_path nodes we need to check for
|
|
|
|
// validity (within range, visibility)
|
|
|
|
target_pathchain = NULL;
|
|
|
|
checkpoint = NULL;
|
|
|
|
for (i=0; i < num_hint_paths; i++)
|
|
|
|
{
|
|
|
|
// if this hint chain is represented in the monster_hint_chain, add all of it's nodes to the target_pathchain
|
|
|
|
// for validity checking
|
|
|
|
if (hint_path_represented[i])
|
|
|
|
{
|
|
|
|
e = hint_path_start[i];
|
|
|
|
while (e)
|
|
|
|
{
|
|
|
|
if (target_pathchain)
|
|
|
|
{
|
|
|
|
checkpoint->target_hint_chain = e;
|
|
|
|
checkpoint = e;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
target_pathchain = e;
|
|
|
|
checkpoint = e;
|
|
|
|
}
|
|
|
|
e = e->hint_chain;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// target_pathchain is a list of all of the hint_path nodes we need to check for validity relative to the target
|
|
|
|
e = target_pathchain;
|
|
|
|
checkpoint = NULL;
|
|
|
|
while (e)
|
|
|
|
{
|
|
|
|
r = realrange (self->enemy, e);
|
|
|
|
|
|
|
|
if (r > 512)
|
|
|
|
{
|
|
|
|
count2++;
|
|
|
|
if (checkpoint)
|
|
|
|
{
|
|
|
|
checkpoint->target_hint_chain = e->target_hint_chain;
|
|
|
|
e->target_hint_chain = NULL;
|
|
|
|
e = checkpoint->target_hint_chain;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// use checkpoint as temp pointer
|
|
|
|
checkpoint = e;
|
|
|
|
e = e->target_hint_chain;
|
|
|
|
checkpoint->target_hint_chain = NULL;
|
|
|
|
// and clear it again
|
|
|
|
checkpoint = NULL;
|
|
|
|
target_pathchain = e;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!visible(self->enemy, e))
|
|
|
|
{
|
|
|
|
count4++;
|
|
|
|
if (checkpoint)
|
|
|
|
{
|
|
|
|
checkpoint->target_hint_chain = e->target_hint_chain;
|
|
|
|
e->target_hint_chain = NULL;
|
|
|
|
e = checkpoint->target_hint_chain;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// use checkpoint as temp pointer
|
|
|
|
checkpoint = e;
|
|
|
|
e = e->target_hint_chain;
|
|
|
|
checkpoint->target_hint_chain = NULL;
|
|
|
|
// and clear it again
|
|
|
|
checkpoint = NULL;
|
|
|
|
target_pathchain = e;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// if it passes all the tests, it's a keeper
|
|
|
|
count5++;
|
|
|
|
checkpoint = e;
|
|
|
|
e = e->target_hint_chain;
|
|
|
|
}
|
|
|
|
|
|
|
|
// at this point we should have:
|
|
|
|
// monster_pathchain - a list of "monster valid" hint_path nodes linked together by monster_hint_chain
|
|
|
|
// target_pathcain - a list of "target valid" hint_path nodes linked together by target_hint_chain. these
|
|
|
|
// are filtered such that only nodes which are on the same chain as "monster valid" nodes
|
|
|
|
//
|
|
|
|
// Now, we figure out which "monster valid" node we want to use
|
|
|
|
//
|
|
|
|
// To do this, we first off make sure we have some target nodes. If we don't, there are no valid hint_path nodes
|
|
|
|
// for us to take
|
|
|
|
//
|
|
|
|
// If we have some, we filter all of our "monster valid" nodes by which ones have "target valid" nodes on them
|
|
|
|
//
|
|
|
|
// Once this filter is finished, we select the closest "monster valid" node, and go to it.
|
|
|
|
|
|
|
|
if (count5 == 0)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// reuse the hint_chain_represented array, this time to see which chains are represented by the target
|
|
|
|
for (i=0; i < num_hint_paths; i++)
|
|
|
|
{
|
|
|
|
hint_path_represented[i] = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
e = target_pathchain;
|
|
|
|
checkpoint = NULL;
|
|
|
|
while (e)
|
|
|
|
{
|
|
|
|
if ((e->hint_chain_id < 0) || (e->hint_chain_id > num_hint_paths))
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
hint_path_represented[e->hint_chain_id] = true;
|
|
|
|
e = e->target_hint_chain;
|
|
|
|
}
|
|
|
|
|
|
|
|
// traverse the monster_pathchain - if the hint_node isn't represented in the "target valid" chain list,
|
|
|
|
// remove it
|
|
|
|
// if it is on the list, check it for range from the monster. If the range is the closest, keep it
|
|
|
|
//
|
|
|
|
closest = NULL;
|
|
|
|
e = monster_pathchain;
|
|
|
|
while (e)
|
|
|
|
{
|
|
|
|
if (!(hint_path_represented[e->hint_chain_id]))
|
|
|
|
{
|
|
|
|
checkpoint = e->monster_hint_chain;
|
|
|
|
e->monster_hint_chain = NULL;
|
|
|
|
e = checkpoint;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
r = realrange(self, e);
|
|
|
|
if (r < closest_range)
|
|
|
|
closest = e;
|
|
|
|
e = e->monster_hint_chain;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!closest)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
start = closest;
|
|
|
|
// now we know which one is the closest to the monster .. this is the one the monster will go to
|
|
|
|
// we need to finally determine what the DESTINATION node is for the monster .. walk down the hint_chain,
|
|
|
|
// and find the closest one to the player
|
|
|
|
|
|
|
|
closest = NULL;
|
|
|
|
closest_range = 10000000;
|
|
|
|
e = target_pathchain;
|
|
|
|
while (e)
|
|
|
|
{
|
|
|
|
if (start->hint_chain_id == e->hint_chain_id)
|
|
|
|
{
|
|
|
|
r = realrange(self, e);
|
|
|
|
if (r < closest_range)
|
|
|
|
closest = e;
|
|
|
|
}
|
|
|
|
e = e->target_hint_chain;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!closest)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
destination = closest;
|
|
|
|
|
|
|
|
self->monsterinfo.goal_hint = destination;
|
|
|
|
hintpath_go(self, start);
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Path code
|
|
|
|
//
|
|
|
|
|
|
|
|
// =============
|
|
|
|
// hint_path_touch - someone's touched the hint_path
|
|
|
|
// =============
|
|
|
|
void hint_path_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
|
|
|
|
{
|
2009-03-31 09:18:35 +00:00
|
|
|
edict_t *e, *goal;
|
|
|
|
edict_t *next = NULL;
|
2009-03-12 20:03:41 +00:00
|
|
|
qboolean goalFound = false;
|
|
|
|
|
|
|
|
// make sure we're the target of it's obsession
|
|
|
|
if(other->movetarget == self)
|
|
|
|
{
|
|
|
|
goal = other->monsterinfo.goal_hint;
|
|
|
|
|
|
|
|
// if the monster is where he wants to be
|
|
|
|
if (goal == self)
|
|
|
|
{
|
|
|
|
hintpath_stop (other);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// if we aren't, figure out which way we want to go
|
|
|
|
e = hint_path_start[self->hint_chain_id];
|
|
|
|
while (e)
|
|
|
|
{
|
|
|
|
// if we get up to ourselves on the hint chain, we're going down it
|
|
|
|
if (e == self)
|
|
|
|
{
|
|
|
|
next = e->hint_chain;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (e == goal)
|
|
|
|
goalFound = true;
|
|
|
|
// if we get to where the next link on the chain is this hint_path and have found the goal on the way
|
|
|
|
// we're going upstream, so remember who the previous link is
|
|
|
|
if ((e->hint_chain == self) && goalFound)
|
|
|
|
{
|
|
|
|
next = e;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
e = e->hint_chain;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// if we couldn't find it, have the monster go back to normal hunting.
|
|
|
|
if(!next)
|
|
|
|
{
|
|
|
|
hintpath_stop(other);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// set the last_hint entry to this hint_path, and
|
|
|
|
// send him on his way
|
|
|
|
hintpath_go(other, next);
|
|
|
|
|
|
|
|
// have the monster freeze if the hint path we just touched has a wait time
|
|
|
|
// on it, for example, when riding a plat.
|
|
|
|
if(self->wait)
|
|
|
|
{
|
|
|
|
other->nextthink = level.time + self->wait;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*QUAKED hint_path (.5 .3 0) (-8 -8 -8) (8 8 8) END
|
|
|
|
Target: next hint path
|
|
|
|
|
|
|
|
END - set this flag on the endpoints of each hintpath.
|
|
|
|
|
|
|
|
"wait" - set this if you want the monster to freeze when they touch this hintpath
|
|
|
|
*/
|
|
|
|
void SP_hint_path (edict_t *self)
|
|
|
|
{
|
|
|
|
if (deathmatch->value)
|
|
|
|
{
|
|
|
|
G_FreeEdict(self);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!self->targetname && !self->target)
|
|
|
|
{
|
|
|
|
gi.dprintf ("unlinked hint_path at %s\n", vtos(self->s.origin));
|
|
|
|
G_FreeEdict (self);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
self->solid = SOLID_TRIGGER;
|
|
|
|
self->touch = hint_path_touch;
|
|
|
|
VectorSet (self->mins, -8, -8, -8);
|
|
|
|
VectorSet (self->maxs, 8, 8, 8);
|
|
|
|
self->svflags |= SVF_NOCLIENT;
|
|
|
|
gi.linkentity (self);
|
|
|
|
}
|
|
|
|
|
|
|
|
// ============
|
|
|
|
// InitHintPaths - Called by InitGame (g_save) to enable quick exits if valid
|
|
|
|
// ============
|
|
|
|
void InitHintPaths (void)
|
|
|
|
{
|
|
|
|
edict_t *e, *current;
|
|
|
|
int field, i, count2;
|
|
|
|
qboolean errors = false;
|
|
|
|
|
|
|
|
hint_paths_present = 0;
|
|
|
|
|
|
|
|
// check all the hint_paths.
|
|
|
|
field = FOFS(classname);
|
|
|
|
e = G_Find(NULL, field, "hint_path");
|
|
|
|
if(e)
|
|
|
|
{
|
|
|
|
hint_paths_present = 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
memset (hint_path_start, 0, MAX_HINT_CHAINS*sizeof (edict_t *));
|
|
|
|
num_hint_paths = 0;
|
|
|
|
while(e)
|
|
|
|
{
|
|
|
|
if(e->spawnflags & HINT_ENDPOINT)
|
|
|
|
{
|
|
|
|
if (e->target) // start point
|
|
|
|
{
|
|
|
|
if (e->targetname) // this is a bad end, ignore it
|
|
|
|
{
|
|
|
|
gi.dprintf ("Hint path at %s marked as endpoint with both target (%s) and targetname (%s)\n",
|
|
|
|
vtos (e->s.origin), e->target, e->targetname);
|
|
|
|
errors = true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (num_hint_paths >= MAX_HINT_CHAINS)
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
hint_path_start[num_hint_paths++] = e;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
e = G_Find(e, field, "hint_path");
|
|
|
|
}
|
|
|
|
|
|
|
|
field = FOFS(targetname);
|
|
|
|
for (i=0; i< num_hint_paths; i++)
|
|
|
|
{
|
|
|
|
count2 = 1;
|
|
|
|
current = hint_path_start[i];
|
|
|
|
current->hint_chain_id = i;
|
|
|
|
e = G_Find(NULL, field, current->target);
|
|
|
|
if (G_Find(e, field, current->target))
|
|
|
|
{
|
|
|
|
gi.dprintf ("\nForked hint path at %s detected for chain %d, target %s\n",
|
|
|
|
vtos (current->s.origin), num_hint_paths, current->target);
|
|
|
|
hint_path_start[i]->hint_chain = NULL;
|
|
|
|
count2 = 0;
|
|
|
|
errors = true;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
while (e)
|
|
|
|
{
|
|
|
|
if (e->hint_chain)
|
|
|
|
{
|
|
|
|
gi.dprintf ("\nCircular hint path at %s detected for chain %d, targetname %s\n",
|
|
|
|
vtos (e->s.origin), num_hint_paths, e->targetname);
|
|
|
|
hint_path_start[i]->hint_chain = NULL;
|
|
|
|
count2 = 0;
|
|
|
|
errors = true;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
count2++;
|
|
|
|
current->hint_chain = e;
|
|
|
|
current = e;
|
|
|
|
current->hint_chain_id = i;
|
|
|
|
if (!current->target)
|
|
|
|
break;
|
|
|
|
e = G_Find(NULL, field, current->target);
|
|
|
|
if (G_Find(e, field, current->target))
|
|
|
|
{
|
|
|
|
gi.dprintf ("\nForked hint path at %s detected for chain %d, target %s\n",
|
|
|
|
vtos (current->s.origin), num_hint_paths, current->target);
|
|
|
|
hint_path_start[i]->hint_chain = NULL;
|
|
|
|
count2 = 0;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// *****************************
|
|
|
|
// MISCELLANEOUS STUFF
|
|
|
|
// *****************************
|
|
|
|
|
|
|
|
// PMM - inback
|
|
|
|
// use to see if opponent is behind you (not to side)
|
|
|
|
// if it looks a lot like infront, well, there's a reason
|
|
|
|
|
|
|
|
qboolean inback (edict_t *self, edict_t *other)
|
|
|
|
{
|
|
|
|
vec3_t vec;
|
|
|
|
float dot;
|
|
|
|
vec3_t forward;
|
|
|
|
|
|
|
|
AngleVectors (self->s.angles, forward, NULL, NULL);
|
|
|
|
VectorSubtract (other->s.origin, self->s.origin, vec);
|
|
|
|
VectorNormalize (vec);
|
|
|
|
dot = DotProduct (vec, forward);
|
|
|
|
|
|
|
|
if (dot < -0.3)
|
|
|
|
return true;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
float realrange (edict_t *self, edict_t *other)
|
|
|
|
{
|
|
|
|
vec3_t dir;
|
|
|
|
|
|
|
|
VectorSubtract (self->s.origin, other->s.origin, dir);
|
|
|
|
|
|
|
|
return VectorLength(dir);
|
|
|
|
}
|
|
|
|
|
|
|
|
qboolean face_wall (edict_t *self)
|
|
|
|
{
|
|
|
|
vec3_t pt;
|
|
|
|
vec3_t forward;
|
|
|
|
vec3_t ang;
|
|
|
|
trace_t tr;
|
|
|
|
|
|
|
|
AngleVectors (self->s.angles, forward, NULL, NULL);
|
|
|
|
VectorMA(self->s.origin, 64, forward, pt);
|
|
|
|
tr = gi.trace(self->s.origin, vec3_origin, vec3_origin, pt, self, MASK_MONSTERSOLID);
|
|
|
|
if(tr.fraction < 1 && !tr.allsolid && !tr.startsolid)
|
|
|
|
{
|
|
|
|
vectoangles2(tr.plane.normal, ang);
|
|
|
|
self->ideal_yaw = ang[YAW] + 180;
|
|
|
|
if(self->ideal_yaw > 360)
|
|
|
|
self->ideal_yaw -= 360;
|
|
|
|
|
|
|
|
M_ChangeYaw(self);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Monster "Bad" Areas
|
|
|
|
//
|
|
|
|
|
|
|
|
void badarea_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
|
|
|
|
{
|
|
|
|
// drawbbox(ent);
|
|
|
|
}
|
|
|
|
|
|
|
|
edict_t *SpawnBadArea(vec3_t mins, vec3_t maxs, float lifespan, edict_t *owner)
|
|
|
|
{
|
|
|
|
edict_t *badarea;
|
|
|
|
vec3_t origin;
|
|
|
|
|
|
|
|
VectorAdd(mins, maxs, origin);
|
|
|
|
VectorScale(origin, 0.5, origin);
|
|
|
|
|
|
|
|
VectorSubtract(maxs, origin, maxs);
|
|
|
|
VectorSubtract(mins, origin, mins);
|
|
|
|
|
|
|
|
badarea = G_Spawn();
|
|
|
|
VectorCopy(origin, badarea->s.origin);
|
|
|
|
VectorCopy(maxs, badarea->maxs);
|
|
|
|
VectorCopy(mins, badarea->mins);
|
|
|
|
badarea->touch = badarea_touch;
|
|
|
|
badarea->movetype = MOVETYPE_NONE;
|
|
|
|
badarea->solid = SOLID_TRIGGER;
|
|
|
|
badarea->classname = "bad_area";
|
|
|
|
gi.linkentity (badarea);
|
|
|
|
|
|
|
|
|
|
|
|
if(lifespan)
|
|
|
|
{
|
|
|
|
badarea->think = G_FreeEdict;
|
|
|
|
badarea->nextthink = level.time + lifespan;
|
|
|
|
}
|
|
|
|
if(owner)
|
|
|
|
{
|
|
|
|
badarea->owner = owner;
|
|
|
|
}
|
|
|
|
|
|
|
|
return badarea;
|
|
|
|
}
|
|
|
|
|
|
|
|
// CheckForBadArea
|
|
|
|
// This is a customized version of G_TouchTriggers that will check
|
|
|
|
// for bad area triggers and return them if they're touched.
|
|
|
|
edict_t *CheckForBadArea(edict_t *ent)
|
|
|
|
{
|
|
|
|
int i, num;
|
|
|
|
edict_t *touch[MAX_EDICTS], *hit;
|
|
|
|
vec3_t mins, maxs;
|
|
|
|
|
|
|
|
VectorAdd(ent->s.origin, ent->mins, mins);
|
|
|
|
VectorAdd(ent->s.origin, ent->maxs, maxs);
|
|
|
|
|
|
|
|
num = gi.BoxEdicts (mins, maxs, touch, MAX_EDICTS, AREA_TRIGGERS);
|
|
|
|
|
|
|
|
// be careful, it is possible to have an entity in this
|
|
|
|
// list removed before we get to it (killtriggered)
|
|
|
|
for (i=0 ; i<num ; i++)
|
|
|
|
{
|
|
|
|
hit = touch[i];
|
|
|
|
if (!hit->inuse)
|
|
|
|
continue;
|
|
|
|
if (hit->touch == badarea_touch)
|
|
|
|
{
|
|
|
|
return hit;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
#define TESLA_DAMAGE_RADIUS 128
|
|
|
|
|
|
|
|
qboolean MarkTeslaArea(edict_t *self, edict_t *tesla)
|
|
|
|
{
|
|
|
|
vec3_t mins, maxs;
|
|
|
|
edict_t *e;
|
|
|
|
edict_t *tail;
|
|
|
|
edict_t *area;
|
|
|
|
|
|
|
|
if(!tesla || !self)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
area = NULL;
|
|
|
|
|
|
|
|
// make sure this tesla doesn't have a bad area around it already...
|
|
|
|
e = tesla->teamchain;
|
|
|
|
tail = tesla;
|
|
|
|
while (e)
|
|
|
|
{
|
|
|
|
tail = tail->teamchain;
|
|
|
|
if(!strcmp(e->classname, "bad_area"))
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
e = e->teamchain;
|
|
|
|
}
|
|
|
|
|
|
|
|
// see if we can grab the trigger directly
|
|
|
|
if(tesla->teamchain && tesla->teamchain->inuse)
|
|
|
|
{
|
|
|
|
edict_t *trigger;
|
|
|
|
|
|
|
|
trigger = tesla->teamchain;
|
|
|
|
|
|
|
|
VectorCopy(trigger->absmin, mins);
|
|
|
|
VectorCopy(trigger->absmax, maxs);
|
|
|
|
|
|
|
|
if(tesla->air_finished)
|
|
|
|
area = SpawnBadArea (mins, maxs, tesla->air_finished, tesla);
|
|
|
|
else
|
|
|
|
area = SpawnBadArea (mins, maxs, tesla->nextthink, tesla);
|
|
|
|
}
|
|
|
|
// otherwise we just guess at how long it'll last.
|
|
|
|
else
|
|
|
|
{
|
|
|
|
|
|
|
|
VectorSet (mins, -TESLA_DAMAGE_RADIUS, -TESLA_DAMAGE_RADIUS, tesla->mins[2]);
|
|
|
|
VectorSet (maxs, TESLA_DAMAGE_RADIUS, TESLA_DAMAGE_RADIUS, TESLA_DAMAGE_RADIUS);
|
|
|
|
|
|
|
|
area = SpawnBadArea(mins, maxs, 30, tesla);
|
|
|
|
}
|
|
|
|
|
|
|
|
// if we spawned a bad area, then link it to the tesla
|
|
|
|
if(area)
|
|
|
|
{
|
|
|
|
tail->teamchain = area;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// predictive calculator
|
|
|
|
// target is who you want to shoot
|
|
|
|
// start is where the shot comes from
|
|
|
|
// bolt_speed is how fast the shot is
|
|
|
|
// eye_height is a boolean to say whether or not to adjust to targets eye_height
|
|
|
|
// offset is how much time to miss by
|
|
|
|
// aimdir is the resulting aim direction (pass in NULL if you don't want it)
|
|
|
|
// aimpoint is the resulting aimpoint (pass in NULL if don't want it)
|
|
|
|
void PredictAim (edict_t *target, vec3_t start, float bolt_speed, qboolean eye_height, float offset, vec3_t aimdir, vec3_t aimpoint)
|
|
|
|
{
|
|
|
|
vec3_t dir, vec;
|
|
|
|
float dist, time;
|
|
|
|
|
|
|
|
if (!target || !target->inuse)
|
|
|
|
{
|
|
|
|
VectorCopy (vec3_origin, aimdir);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
VectorSubtract(target->s.origin, start, dir);
|
|
|
|
if (eye_height)
|
|
|
|
dir[2] += target->viewheight;
|
|
|
|
dist = VectorLength(dir);
|
|
|
|
time = dist / bolt_speed;
|
|
|
|
|
|
|
|
|
|
|
|
VectorMA(target->s.origin, time - offset, target->velocity, vec);
|
|
|
|
|
|
|
|
if (eye_height)
|
|
|
|
vec[2] += target->viewheight;
|
|
|
|
|
|
|
|
if (aimdir)
|
|
|
|
{
|
|
|
|
VectorSubtract (vec, start, aimdir);
|
|
|
|
VectorNormalize (aimdir);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (aimpoint)
|
|
|
|
{
|
|
|
|
VectorCopy (vec, aimpoint);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
qboolean below (edict_t *self, edict_t *other)
|
|
|
|
{
|
|
|
|
vec3_t vec;
|
|
|
|
float dot;
|
|
|
|
vec3_t down;
|
|
|
|
|
|
|
|
VectorSubtract (other->s.origin, self->s.origin, vec);
|
|
|
|
VectorNormalize (vec);
|
|
|
|
VectorSet (down, 0, 0, -1);
|
|
|
|
dot = DotProduct (vec, down);
|
|
|
|
|
|
|
|
if (dot > 0.95) // 18 degree arc below
|
|
|
|
return true;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void drawbbox (edict_t *self)
|
|
|
|
{
|
|
|
|
int lines[4][3] = {
|
|
|
|
{1, 2, 4},
|
|
|
|
{1, 2, 7},
|
|
|
|
{1, 4, 5},
|
|
|
|
{2, 4, 7}
|
|
|
|
};
|
|
|
|
|
|
|
|
int starts[4] = {0, 3, 5, 6};
|
|
|
|
|
|
|
|
vec3_t pt[8];
|
|
|
|
int i, j, k;
|
|
|
|
vec3_t coords[2];
|
|
|
|
vec3_t newbox;
|
|
|
|
vec3_t f,r,u, dir;
|
|
|
|
|
|
|
|
VectorCopy (self->absmin, coords[0]);
|
|
|
|
VectorCopy (self->absmax, coords[1]);
|
|
|
|
|
|
|
|
for (i=0; i<=1; i++)
|
|
|
|
{
|
|
|
|
for (j=0; j<=1; j++)
|
|
|
|
{
|
|
|
|
for (k=0; k<=1; k++)
|
|
|
|
{
|
|
|
|
pt[4*i+2*j+k][0] = coords[i][0];
|
|
|
|
pt[4*i+2*j+k][1] = coords[j][1];
|
|
|
|
pt[4*i+2*j+k][2] = coords[k][2];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
for (i=0; i<= 3; i++)
|
|
|
|
{
|
|
|
|
for (j=0; j<= 2; j++)
|
|
|
|
{
|
|
|
|
gi.WriteByte (svc_temp_entity);
|
|
|
|
gi.WriteByte (TE_DEBUGTRAIL);
|
|
|
|
gi.WritePosition (pt[starts[i]]);
|
|
|
|
gi.WritePosition (pt[lines[i][j]]);
|
|
|
|
gi.multicast (pt[starts[i]], MULTICAST_ALL);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
vectoangles2 (self->s.angles, dir);
|
|
|
|
AngleVectors (dir, f, r, u);
|
|
|
|
|
|
|
|
VectorMA (self->s.origin, 50, f, newbox);
|
|
|
|
gi.WriteByte (svc_temp_entity);
|
|
|
|
gi.WriteByte (TE_DEBUGTRAIL);
|
|
|
|
gi.WritePosition (self->s.origin);
|
|
|
|
gi.WritePosition (newbox);
|
|
|
|
gi.multicast (self->s.origin, MULTICAST_PVS);
|
|
|
|
VectorClear (newbox);
|
|
|
|
|
|
|
|
VectorMA (self->s.origin, 50, r, newbox);
|
|
|
|
gi.WriteByte (svc_temp_entity);
|
|
|
|
gi.WriteByte (TE_DEBUGTRAIL);
|
|
|
|
gi.WritePosition (self->s.origin);
|
|
|
|
gi.WritePosition (newbox);
|
|
|
|
gi.multicast (self->s.origin, MULTICAST_PVS);
|
|
|
|
VectorClear (newbox);
|
|
|
|
|
|
|
|
VectorMA (self->s.origin, 50, u, newbox);
|
|
|
|
gi.WriteByte (svc_temp_entity);
|
|
|
|
gi.WriteByte (TE_DEBUGTRAIL);
|
|
|
|
gi.WritePosition (self->s.origin);
|
|
|
|
gi.WritePosition (newbox);
|
|
|
|
gi.multicast (self->s.origin, MULTICAST_PVS);
|
|
|
|
VectorClear (newbox);
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// New dodge code
|
|
|
|
//
|
|
|
|
void M_MonsterDodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr)
|
|
|
|
{
|
|
|
|
float r = random();
|
|
|
|
float height;
|
|
|
|
qboolean ducker = false, dodger = false;
|
|
|
|
|
|
|
|
// this needs to be here since this can be called after the monster has "died"
|
|
|
|
if (self->health < 1)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if ((self->monsterinfo.duck) && (self->monsterinfo.unduck))
|
|
|
|
ducker = true;
|
|
|
|
if ((self->monsterinfo.sidestep) && !(self->monsterinfo.aiflags & AI_STAND_GROUND))
|
|
|
|
dodger = true;
|
|
|
|
|
|
|
|
if ((!ducker) && (!dodger))
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (!self->enemy)
|
|
|
|
{
|
|
|
|
self->enemy = attacker;
|
|
|
|
FoundTarget (self);
|
|
|
|
}
|
|
|
|
|
|
|
|
// PMM - don't bother if it's going to hit anyway; fix for weird in-your-face etas (I was
|
|
|
|
// seeing numbers like 13 and 14)
|
|
|
|
if ((eta < 0.1) || (eta > 5))
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// skill level determination..
|
|
|
|
if (r > (0.25*((skill->value)+1)))
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// stop charging, since we're going to dodge (somehow) instead
|
|
|
|
// soldier_stop_charge (self);
|
|
|
|
|
|
|
|
if (ducker)
|
|
|
|
{
|
|
|
|
height = self->absmax[2]-32-1; // the -1 is because the absmax is s.origin + maxs + 1
|
|
|
|
|
|
|
|
// FIXME, make smarter
|
|
|
|
// if we only duck, and ducking won't help or we're already ducking, do nothing
|
|
|
|
//
|
|
|
|
// need to add monsterinfo.abort_duck() and monsterinfo.next_duck_time
|
|
|
|
|
|
|
|
if ((!dodger) && ((tr->endpos[2] <= height) || (self->monsterinfo.aiflags & AI_DUCKED)))
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
height = self->absmax[2];
|
|
|
|
|
|
|
|
if (dodger)
|
|
|
|
{
|
|
|
|
// if we're already dodging, just finish the sequence, i.e. don't do anything else
|
|
|
|
if (self->monsterinfo.aiflags & AI_DODGING)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// if we're ducking already, or the shot is at our knees
|
|
|
|
if ((tr->endpos[2] <= height) || (self->monsterinfo.aiflags & AI_DUCKED))
|
|
|
|
{
|
|
|
|
vec3_t right, diff;
|
|
|
|
|
|
|
|
AngleVectors (self->s.angles, NULL, right, NULL);
|
|
|
|
VectorSubtract (tr->endpos, self->s.origin, diff);
|
|
|
|
|
|
|
|
if (DotProduct (right, diff) < 0)
|
|
|
|
{
|
|
|
|
self->monsterinfo.lefty = 0;
|
|
|
|
} else {
|
|
|
|
self->monsterinfo.lefty = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// if we are currently ducked, unduck
|
|
|
|
|
|
|
|
if ((ducker) && (self->monsterinfo.aiflags & AI_DUCKED))
|
|
|
|
{
|
|
|
|
self->monsterinfo.unduck(self);
|
|
|
|
}
|
|
|
|
|
|
|
|
self->monsterinfo.aiflags |= AI_DODGING;
|
|
|
|
self->monsterinfo.attack_state = AS_SLIDING;
|
|
|
|
|
|
|
|
// call the monster specific code here
|
|
|
|
self->monsterinfo.sidestep (self);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ducker)
|
|
|
|
{
|
|
|
|
if (self->monsterinfo.next_duck_time > level.time)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
monster_done_dodge (self);
|
|
|
|
// set this prematurely; it doesn't hurt, and prevents extra iterations
|
|
|
|
self->monsterinfo.aiflags |= AI_DUCKED;
|
|
|
|
|
|
|
|
self->monsterinfo.duck (self, eta);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void monster_duck_down (edict_t *self)
|
|
|
|
{
|
|
|
|
self->monsterinfo.aiflags |= AI_DUCKED;
|
|
|
|
|
|
|
|
self->maxs[2] = self->monsterinfo.base_height - 32;
|
|
|
|
self->takedamage = DAMAGE_YES;
|
|
|
|
if (self->monsterinfo.duck_wait_time < level.time)
|
|
|
|
self->monsterinfo.duck_wait_time = level.time + 1;
|
|
|
|
gi.linkentity (self);
|
|
|
|
}
|
|
|
|
|
|
|
|
void monster_duck_hold (edict_t *self)
|
|
|
|
{
|
|
|
|
if (level.time >= self->monsterinfo.duck_wait_time)
|
|
|
|
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
|
|
|
|
else
|
|
|
|
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
|
|
|
|
}
|
|
|
|
|
|
|
|
void monster_duck_up (edict_t *self)
|
|
|
|
{
|
|
|
|
self->monsterinfo.aiflags &= ~AI_DUCKED;
|
|
|
|
self->maxs[2] = self->monsterinfo.base_height;
|
|
|
|
self->takedamage = DAMAGE_AIM;
|
|
|
|
self->monsterinfo.next_duck_time = level.time + DUCK_INTERVAL;
|
|
|
|
gi.linkentity (self);
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================
|
|
|
|
//=========================
|
|
|
|
qboolean has_valid_enemy (edict_t *self)
|
|
|
|
{
|
|
|
|
if (!self->enemy)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if (!self->enemy->inuse)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if (self->enemy->health < 1)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void TargetTesla (edict_t *self, edict_t *tesla)
|
|
|
|
{
|
|
|
|
if ((!self) || (!tesla))
|
|
|
|
return;
|
|
|
|
|
|
|
|
// PMM - medic bails on healing things
|
|
|
|
if (self->monsterinfo.aiflags & AI_MEDIC)
|
|
|
|
{
|
|
|
|
if (self->enemy)
|
|
|
|
cleanupHealTarget(self->enemy);
|
|
|
|
self->monsterinfo.aiflags &= ~AI_MEDIC;
|
|
|
|
}
|
|
|
|
|
|
|
|
// store the player enemy in case we lose track of him.
|
|
|
|
if(self->enemy && self->enemy->client)
|
|
|
|
self->monsterinfo.last_player_enemy = self->enemy;
|
|
|
|
|
|
|
|
if(self->enemy != tesla)
|
|
|
|
{
|
|
|
|
self->oldenemy = self->enemy;
|
|
|
|
self->enemy = tesla;
|
|
|
|
if(self->monsterinfo.attack)
|
|
|
|
{
|
|
|
|
if (self->health <= 0)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
self->monsterinfo.attack(self);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FoundTarget(self);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// this returns a randomly selected coop player who is visible to self
|
|
|
|
// returns NULL if bad
|
|
|
|
|
|
|
|
edict_t * PickCoopTarget (edict_t *self)
|
|
|
|
{
|
|
|
|
// no more than 4 players in coop, so..
|
|
|
|
edict_t *targets[4];
|
|
|
|
int num_targets = 0, targetID;
|
|
|
|
edict_t *ent;
|
|
|
|
int player;
|
|
|
|
|
|
|
|
// if we're not in coop, this is a noop
|
|
|
|
if (!coop || !coop->value)
|
|
|
|
return NULL;
|
|
|
|
|
|
|
|
memset (targets, 0, 4*sizeof(edict_t *));
|
|
|
|
|
|
|
|
for (player = 1; player <= game.maxclients; player++)
|
|
|
|
{
|
|
|
|
ent = &g_edicts[player];
|
|
|
|
if (!ent->inuse)
|
|
|
|
continue;
|
|
|
|
if (!ent->client)
|
|
|
|
continue;
|
|
|
|
if (visible(self, ent))
|
|
|
|
{
|
|
|
|
targets[num_targets++] = ent;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!num_targets)
|
|
|
|
return NULL;
|
|
|
|
|
|
|
|
// get a number from 0 to (num_targets-1)
|
|
|
|
targetID = (random() * (float)num_targets);
|
|
|
|
|
|
|
|
// just in case we got a 1.0 from random
|
|
|
|
if (targetID == num_targets)
|
|
|
|
targetID--;
|
|
|
|
|
|
|
|
return targets[targetID];
|
|
|
|
}
|
|
|
|
|
|
|
|
// only meant to be used in coop
|
|
|
|
int CountPlayers (void)
|
|
|
|
{
|
|
|
|
edict_t *ent;
|
|
|
|
int count = 0;
|
|
|
|
int player;
|
|
|
|
|
|
|
|
// if we're not in coop, this is a noop
|
|
|
|
if (!coop || !coop->value)
|
|
|
|
return 1;
|
|
|
|
|
|
|
|
for (player = 1; player <= game.maxclients; player++)
|
|
|
|
{
|
|
|
|
ent = &g_edicts[player];
|
|
|
|
if (!ent->inuse)
|
|
|
|
continue;
|
|
|
|
if (!ent->client)
|
|
|
|
continue;
|
|
|
|
count++;
|
|
|
|
}
|
|
|
|
return count;
|
|
|
|
}
|
|
|
|
|
|
|
|
//*******************
|
|
|
|
// JUMPING AIDS
|
|
|
|
//*******************
|
|
|
|
|
|
|
|
void monster_jump_start (edict_t *self)
|
|
|
|
{
|
|
|
|
self->timestamp = level.time;
|
|
|
|
}
|
|
|
|
|
|
|
|
qboolean monster_jump_finished (edict_t *self)
|
|
|
|
{
|
|
|
|
if ((level.time - self->timestamp) > 3)
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
2009-03-31 09:18:35 +00:00
|
|
|
return false;
|
2009-03-12 20:03:41 +00:00
|
|
|
}
|
|
|
|
|