1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229
|
/*
===========================================================================
Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (RTCW MP Source Code).
RTCW MP Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
RTCW MP Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with RTCW MP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
//===========================================================================
//
// Name: ai_cast_script_ents.c
// Function: Wolfenstein AI Character Scripting
// Programmer: Ridah
// Tab Size: 4 (real tabs)
//===========================================================================
#include "g_local.h"
#include "../qcommon/q_shared.h"
#include "../botlib/botlib.h" //bot lib interface
#include "../botlib/be_aas.h"
#include "../botlib/be_ea.h"
#include "../botlib/be_ai_gen.h"
#include "../botlib/be_ai_goal.h"
#include "../botlib/be_ai_move.h"
#include "../botlib/botai.h" //bot ai interface
#include "ai_cast.h"
/*QUAKED ai_marker (1 0.5 0) (-18 -18 -24) (18 18 48) NODROP
AI marker
NODROP means dont drop it to the ground
"targetname" : identifier for this marker
*/
/*
============
SP_ai_marker
============
*/
extern vec3_t playerMins, playerMaxs;
void SP_ai_marker( gentity_t *ent ) {
vec3_t dest;
trace_t tr;
vec3_t checkMins, checkMaxs;
if ( g_gametype.integer != GT_SINGLE_PLAYER ) {
G_FreeEntity( ent );
return;
}
//----(SA) move the bounding box for the check in 1 unit on each side so they can butt up against a wall and not startsolid
VectorCopy( playerMins, checkMins );
checkMins[0] += 1;
checkMins[1] += 1;
VectorCopy( playerMaxs, checkMaxs );
checkMaxs[0] -= 1;
checkMaxs[1] -= 1;
//----(SA) end
if ( !( ent->spawnflags & 1 ) ) {
// drop to floor
ent->r.currentOrigin[2] += 1.0; // fixes QErad -> engine bug?
VectorSet( dest, ent->r.currentOrigin[0], ent->r.currentOrigin[1], ent->r.currentOrigin[2] - 4096 );
trap_Trace( &tr, ent->r.currentOrigin, checkMins, checkMaxs, dest, ent->s.number, MASK_PLAYERSOLID );
if ( tr.startsolid ) {
G_Printf( "WARNING: ai_marker (%s) in solid at %s\n", ent->targetname, vtos( ent->r.currentOrigin ) );
return;
}
G_SetOrigin( ent, tr.endpos );
}
}
/*QUAKED ai_effect (0.3 0.8 0.2) (-4 -4 -4) (4 4 4)
AI effect entity
"ainame" is the name of the AI character that uses this entity for effects
*/
/*
============
SP_ai_effect
============
*/
void ai_effect_think( gentity_t *ent ) {
gentity_t *targ;
// find the client number that uses this entity
targ = AICast_FindEntityForName( ent->aiName );
if ( !targ ) {
// keep waiting until they enter, if they never do, then we have no purpose, therefore no harm can be done
ent->think = ai_effect_think;
ent->nextthink = level.time + 200;
return;
//G_Error( "ai_effect with invalid aiName at %s\n", vtos(ent->s.origin) );
}
// make sure the clients can use this association
ent->s.otherEntityNum = targ->s.number;
ent->s.eType = ET_AI_EFFECT;
G_SetOrigin( ent, ent->s.origin );
trap_LinkEntity( ent );
ent->r.svFlags |= SVF_BROADCAST; // make sure all clients are aware of this entity
}
void SP_ai_effect( gentity_t *ent ) {
if ( g_gametype.integer != GT_SINGLE_PLAYER ) {
G_FreeEntity( ent );
return;
}
ent->think = ai_effect_think;
ent->nextthink = level.time + 500;
}
//===========================================================
// the wait time has passed, so set back up for another activation
void AICast_trigger_wait( gentity_t *ent ) {
ent->nextthink = 0;
}
// the trigger was just activated
// ent->activator should be set to the activator so it can be held through a delay
// so wait for the delay time before firing
void AICast_trigger_trigger( gentity_t *ent, gentity_t *activator ) {
if ( ent->nextthink ) {
return; // can't retrigger until the wait is over
}
ent->activator = AICast_FindEntityForName( ent->aiName );
if ( ent->activator ) { // they might be dead
// trigger the script event
AICast_ScriptEvent( AICast_GetCastState( ent->activator->s.number ), "trigger", ent->target );
}
if ( ent->wait > 0 ) {
ent->think = AICast_trigger_wait;
ent->nextthink = level.time + ( ent->wait + ent->random * crandom() ) * 1000;
} else {
// we can't just remove (self) here, because this is a touch function
// called while looping through area links...
ent->touch = 0;
ent->nextthink = level.time + FRAMETIME;
ent->think = G_FreeEntity;
}
}
void AICast_Touch_Trigger( gentity_t *self, gentity_t *other, trace_t *trace ) {
if ( !other->client || ( other->r.svFlags & SVF_CASTAI ) ) {
return;
}
AICast_trigger_trigger( self, other );
}
/*QUAKED ai_trigger (1 0.5 0) ? Startoff
Triggered only by the player touching it
"wait" : Seconds between triggerings, -1 = one time only (default).
"ainame" : name of AI to target (use "player" for the.. player)
"target" : trigger identifier for that AI script
*/
extern void InitTrigger( gentity_t *self );
void ai_trigger_activate( gentity_t *self ) {
if ( self->r.linked ) {
return;
}
self->use = 0;
self->AIScript_AlertEntity = 0;
self->touch = AICast_Touch_Trigger;
InitTrigger( self );
trap_LinkEntity( self );
}
void ai_trigger_use( gentity_t *self, gentity_t *other, gentity_t *activator ) {
ai_trigger_activate( self );
}
void SP_ai_trigger( gentity_t *ent ) {
if ( g_gametype.integer != GT_SINGLE_PLAYER ) {
G_FreeEntity( ent );
return;
}
G_SpawnFloat( "wait", "-1", &ent->wait );
if ( !ent->aiName ) {
G_Error( "ai_trigger without \"ainame\"\n" );
}
if ( !ent->target ) {
G_Error( "ai_trigger without \"target\"\n" );
}
if ( ent->spawnflags & 1 ) { // TriggerSpawn
ent->AIScript_AlertEntity = ai_trigger_activate;
ent->use = ai_trigger_use;
trap_UnlinkEntity( ent );
} else {
ai_trigger_activate( ent );
}
}
|