rogue/src/g_newai.c

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2009-03-12 20:03:41 +00:00
#include "g_local.h"
//===============================
// BLOCKED Logic
//===============================
// plat states, copied from g_func.c
#define STATE_TOP 0
#define STATE_BOTTOM 1
#define STATE_UP 2
#define STATE_DOWN 3
qboolean face_wall (edict_t *self);
void HuntTarget (edict_t *self);
// PMM
qboolean parasite_drain_attack_ok (vec3_t start, vec3_t end);
// blocked_checkshot
// shotchance: 0-1, chance they'll take the shot if it's clear.
qboolean blocked_checkshot (edict_t *self, float shotChance)
{
qboolean playerVisible;
if(!self->enemy)
return false;
// blocked checkshot is only against players. this will
// filter out player sounds and other shit they should
// not be firing at.
if(!(self->enemy->client))
return false;
if (random() < shotChance)
return false;
// PMM - special handling for the parasite
if (!strcmp(self->classname, "monster_parasite"))
{
vec3_t f, r, offset, start, end;
trace_t tr;
AngleVectors (self->s.angles, f, r, NULL);
VectorSet (offset, 24, 0, 6);
G_ProjectSource (self->s.origin, offset, f, r, start);
VectorCopy (self->enemy->s.origin, end);
if (!parasite_drain_attack_ok(start, end))
{
end[2] = self->enemy->s.origin[2] + self->enemy->maxs[2] - 8;
if (!parasite_drain_attack_ok(start, end))
{
end[2] = self->enemy->s.origin[2] + self->enemy->mins[2] + 8;
if (!parasite_drain_attack_ok(start, end))
return false;
}
}
VectorCopy (self->enemy->s.origin, end);
tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT);
if (tr.ent != self->enemy)
{
self->monsterinfo.aiflags |= AI_BLOCKED;
if(self->monsterinfo.attack)
self->monsterinfo.attack(self);
self->monsterinfo.aiflags &= ~AI_BLOCKED;
return true;
}
}
playerVisible = visible (self, self->enemy);
// always shoot at teslas
if(playerVisible)
{
if (!strcmp(self->enemy->classname, "tesla"))
{
// turn on AI_BLOCKED to let the monster know the attack is being called
// by the blocked functions...
self->monsterinfo.aiflags |= AI_BLOCKED;
if(self->monsterinfo.attack)
self->monsterinfo.attack(self);
self->monsterinfo.aiflags &= ~AI_BLOCKED;
return true;
}
}
return false;
}
// blocked_checkplat
// dist: how far they are trying to walk.
qboolean blocked_checkplat (edict_t *self, float dist)
{
int playerPosition;
trace_t trace;
vec3_t pt1, pt2;
vec3_t forward;
edict_t *plat;
if(!self->enemy)
return false;
// check player's relative altitude
if(self->enemy->absmin[2] >= self->absmax[2])
playerPosition = 1;
else if(self->enemy->absmax[2] <= self->absmin[2])
playerPosition = -1;
else
playerPosition = 0;
// if we're close to the same position, don't bother trying plats.
if(playerPosition == 0)
return false;
plat = NULL;
// see if we're already standing on a plat.
if(self->groundentity && self->groundentity != world)
{
if(!strncmp(self->groundentity->classname, "func_plat", 8))
plat = self->groundentity;
}
// if we're not, check to see if we'll step onto one with this move
if(!plat)
{
AngleVectors (self->s.angles, forward, NULL, NULL);
VectorMA(self->s.origin, dist, forward, pt1);
VectorCopy (pt1, pt2);
pt2[2] -= 384;
trace = gi.trace(pt1, vec3_origin, vec3_origin, pt2, self, MASK_MONSTERSOLID);
if(trace.fraction < 1 && !trace.allsolid && !trace.startsolid)
{
if(!strncmp(trace.ent->classname, "func_plat", 8))
{
plat = trace.ent;
}
}
}
// if we've found a plat, trigger it.
if(plat && plat->use)
{
if (playerPosition == 1)
{
if((self->groundentity == plat && plat->moveinfo.state == STATE_BOTTOM) ||
(self->groundentity != plat && plat->moveinfo.state == STATE_TOP))
{
plat->use (plat, self, self);
return true;
}
}
else if(playerPosition == -1)
{
if((self->groundentity == plat && plat->moveinfo.state == STATE_TOP) ||
(self->groundentity != plat && plat->moveinfo.state == STATE_BOTTOM))
{
plat->use (plat, self, self);
return true;
}
}
}
return false;
}
// blocked_checkjump
// dist: how far they are trying to walk.
// maxDown/maxUp: how far they'll ok a jump for. set to 0 to disable that direction.
qboolean blocked_checkjump (edict_t *self, float dist, float maxDown, float maxUp)
{
int playerPosition;
trace_t trace;
vec3_t pt1, pt2;
vec3_t forward, up;
if(!self->enemy)
return false;
AngleVectors (self->s.angles, forward, NULL, up);
if(self->enemy->absmin[2] > (self->absmin[2] + 16))
playerPosition = 1;
else if(self->enemy->absmin[2] < (self->absmin[2] - 16))
playerPosition = -1;
else
playerPosition = 0;
if(playerPosition == -1 && maxDown)
{
// check to make sure we can even get to the spot we're going to "fall" from
VectorMA(self->s.origin, 48, forward, pt1);
trace = gi.trace(self->s.origin, self->mins, self->maxs, pt1, self, MASK_MONSTERSOLID);
if(trace.fraction < 1)
{
return false;
}
VectorCopy (pt1, pt2);
pt2[2] = self->mins[2] - maxDown - 1;
trace = gi.trace(pt1, vec3_origin, vec3_origin, pt2, self, MASK_MONSTERSOLID | MASK_WATER);
if(trace.fraction < 1 && !trace.allsolid && !trace.startsolid)
{
if((self->absmin[2] - trace.endpos[2]) >= 24 && trace.contents & MASK_SOLID)
{
if( (self->enemy->absmin[2] - trace.endpos[2]) > 32)
{
return false;
}
if(trace.plane.normal[2] < 0.9)
{
return false;
}
return true;
}
}
}
else if(playerPosition == 1 && maxUp)
{
VectorMA(self->s.origin, 48, forward, pt1);
VectorCopy(pt1, pt2);
pt1[2] = self->absmax[2] + maxUp;
trace = gi.trace(pt1, vec3_origin, vec3_origin, pt2, self, MASK_MONSTERSOLID | MASK_WATER);
if(trace.fraction < 1 && !trace.allsolid && !trace.startsolid)
{
if((trace.endpos[2] - self->absmin[2]) <= maxUp && trace.contents & MASK_SOLID)
{
face_wall(self);
return true;
}
}
}
return false;
}
// checks to see if another coop player is nearby, and will switch.
qboolean blocked_checknewenemy (edict_t *self)
{
return false;
}
// *************************
// HINT PATHS
// *************************
#define HINT_ENDPOINT 0x0001
#define MAX_HINT_CHAINS 100
int hint_paths_present;
edict_t *hint_path_start[MAX_HINT_CHAINS];
int num_hint_paths;
//
// AI code
//
// =============
// hintpath_findstart - given any hintpath node, finds the start node
// =============
edict_t *hintpath_findstart(edict_t *ent)
{
edict_t *e;
edict_t *last;
int field;
if(ent->target) // starting point
{
last = world;
field = FOFS(targetname);
e = G_Find(NULL, field, ent->target);
while(e)
{
last = e;
if(!e->target)
break;
e = G_Find(NULL, field, e->target);
}
}
else // end point
{
last = world;
field = FOFS(target);
e = G_Find(NULL, field, ent->targetname);
while(e)
{
last = e;
if(!e->targetname)
break;
e = G_Find(NULL, field, e->targetname);
}
}
if(!(last->spawnflags & HINT_ENDPOINT))
{
return NULL;
}
if(last == world)
last = NULL;
return last;
}
// =============
// hintpath_other_end - given one endpoint of a hintpath, returns the other end.
// =============
edict_t *hintpath_other_end(edict_t *ent)
{
edict_t *e;
edict_t *last;
int field;
if(ent->target) // starting point
{
last = world;
field = FOFS(targetname);
e = G_Find(NULL, field, ent->target);
while(e)
{
last = e;
if(!e->target)
break;
e = G_Find(NULL, field, e->target);
}
}
else // end point
{
last = world;
field = FOFS(target);
e = G_Find(NULL, field, ent->targetname);
while(e)
{
last = e;
if(!e->targetname)
break;
e = G_Find(NULL, field, e->targetname);
}
}
if(!(last->spawnflags & HINT_ENDPOINT))
{
return NULL;
}
if(last == world)
last = NULL;
return last;
}
// =============
// hintpath_go - starts a monster (self) moving towards the hintpath (point)
// disables all contrary AI flags.
// =============
void hintpath_go (edict_t *self, edict_t *point)
{
vec3_t dir;
vec3_t angles;
VectorSubtract(point->s.origin, self->s.origin, dir);
vectoangles2(dir, angles);
self->ideal_yaw = angles[YAW];
self->goalentity = self->movetarget = point;
self->monsterinfo.pausetime = 0;
self->monsterinfo.aiflags |= AI_HINT_PATH;
self->monsterinfo.aiflags &= ~(AI_SOUND_TARGET | AI_PURSUIT_LAST_SEEN | AI_PURSUE_NEXT | AI_PURSUE_TEMP);
// run for it
self->monsterinfo.search_time = level.time;
self->monsterinfo.run (self);
}
// =============
// hintpath_stop - bails a monster out of following hint paths
// =============
void hintpath_stop (edict_t *self)
{
self->goalentity = NULL;
self->movetarget = NULL;
self->monsterinfo.last_hint_time = level.time;
self->monsterinfo.goal_hint = NULL;
self->monsterinfo.aiflags &= ~AI_HINT_PATH;
if (has_valid_enemy(self))
{
// 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)
{
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edict_t *e, *monster_pathchain, *target_pathchain;
edict_t *checkpoint = NULL;
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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)
{
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edict_t *e, *goal;
edict_t *next = NULL;
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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
}