rogue/src/g_newai.c

1748 lines
30 KiB
C

/*
* =======================================================================
*
* Rogue specific AI code
*
* =======================================================================
*/
#include "header/local.h"
#define STATE_TOP 0
#define STATE_BOTTOM 1
#define STATE_UP 2
#define STATE_DOWN 3
#define HINT_ENDPOINT 0x0001
#define MAX_HINT_CHAINS 100
#define TESLA_DAMAGE_RADIUS 128
edict_t *hint_path_start[MAX_HINT_CHAINS];
int hint_paths_present;
int num_hint_paths;
qboolean face_wall(edict_t *self);
qboolean monsterlost_checkhint2(edict_t *self);
void HuntTarget(edict_t *self);
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)
{
return false;
}
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;
}
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)
{
return false;
}
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->absmin[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;
}
qboolean
blocked_checknewenemy(edict_t *self)
{
return false;
}
edict_t *
hintpath_findstart(edict_t *ent)
{
edict_t *e;
edict_t *last;
int field;
if (!ent)
{
return NULL;
}
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;
}
edict_t *
hintpath_other_end(edict_t *ent)
{
edict_t *e;
edict_t *last;
int field;
if (!ent)
{
return NULL;
}
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;
}
void
hintpath_go(edict_t *self, edict_t *point)
{
vec3_t dir;
vec3_t angles;
if (!self || !point)
{
return;
}
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);
}
void
hintpath_stop(edict_t *self)
{
if (!self)
{
return;
}
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);
}
qboolean
monsterlost_checkhint(edict_t *self)
{
edict_t *e, *monster_pathchain, *target_pathchain;
edict_t *checkpoint = NULL;
edict_t *closest;
float closest_range = 1000000;
edict_t *start, *destination;
int count1 = 0, count2 = 0, count4 = 0, count5 = 0;
float r;
int i;
qboolean hint_path_represented[MAX_HINT_CHAINS];
if (!self)
{
return false;
}
/* 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;
/* find all the hint_paths. */
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;
}
count2 = 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;
}
void
hint_path_touch(edict_t *self, edict_t *other, cplane_t *plane /* unused */,
csurface_t *surf /* unused */)
{
edict_t *e, *goal;
edict_t *next = NULL;
qboolean goalFound = false;
if (!self || !other)
{
return;
}
/* 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 e
xample, 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 (!self)
{
return;
}
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);
}
void
InitHintPaths(void)
{
edict_t *e, *current;
int field, i, count2;
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);
}
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;
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;
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;
break;
}
}
}
}
qboolean
inback(edict_t *self, edict_t *other)
{
vec3_t vec;
float dot;
vec3_t forward;
if (!self || !other)
{
return false;
}
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;
if (!self || !other)
{
return 0;
}
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;
if (!self)
{
return false;
}
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;
}
void
badarea_touch(edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
}
edict_t *
SpawnBadArea(vec3_t mins, vec3_t maxs, float lifespan, edict_t *owner)
{
edict_t *badarea;
vec3_t origin;
if (!owner)
{
return NULL;
}
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;
}
badarea->owner = owner;
return badarea;
}
edict_t *
CheckForBadArea(edict_t *ent)
{
int i, num;
edict_t *touch[MAX_EDICTS], *hit;
vec3_t mins, maxs;
if (!ent)
{
return NULL;
}
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;
}
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;
}
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;
if (!self || !other)
{
return false;
}
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}
};
if (!self)
{
return;
}
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);
}
void
M_MonsterDodge(edict_t *self, edict_t *attacker, float eta, trace_t *tr)
{
float r = random();
float height;
qboolean ducker = false, dodger = false;
if (!self || !attacker || !tr)
{
return;
}
/* 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);
}
if ((eta < 0.1) || (eta > 5))
{
return;
}
/* skill level determination.. */
if (r > (0.25 * ((skill->value) + 1)))
{
return;
}
if (ducker)
{
height = self->absmax[2] - 32 - 1; /* the -1 is because the absmax is s.origin + maxs + 1 */
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)
{
if (!self)
{
return;
}
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 (!self)
{
return;
}
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)
{
if (!self)
{
return;
}
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)
{
return false;
}
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;
}
/* 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);
}
}
}
edict_t *
PickCoopTarget(edict_t *self)
{
if (!self)
{
return NULL;
}
/* 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];
}
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;
}
void
monster_jump_start(edict_t *self)
{
if (!self)
{
return;
}
self->timestamp = level.time;
}
qboolean
monster_jump_finished(edict_t *self)
{
if (!self)
{
return false;
}
if ((level.time - self->timestamp) > 3)
{
return true;
}
return false;
}