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/*
===========================================================================
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_sight.c
// Function: Wolfenstein AI Character Visiblity
// 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"
/*
Does sight checking for Cast AI's.
*/
static float aiStateFovScales[] =
{
1.0, // relaxed
1.5, // query
1.5, // alert
2.0, // combat
};
/*
==============
AICast_InFieldOfVision
==============
*/
qboolean AICast_InFieldOfVision( vec3_t viewangles, float fov, vec3_t angles ) {
int i;
float diff, angle;
for ( i = 0; i < 2; i++ )
{
angle = AngleMod( viewangles[i] );
angles[i] = AngleMod( angles[i] );
diff = angles[i] - angle;
if ( angles[i] > angle ) {
if ( diff > 180.0 ) {
diff -= 360.0;
}
} else
{
if ( diff < -180.0 ) {
diff += 360.0;
}
}
if ( diff > 0 ) {
if ( diff > fov * 0.5 ) {
return qfalse;
}
} else
{
if ( diff < -fov * 0.5 ) {
return qfalse;
}
}
}
return qtrue;
}
/*
==============
AICast_VisibleFromPos
==============
*/
qboolean AICast_VisibleFromPos( vec3_t srcpos, int srcnum,
vec3_t destpos, int destnum, qboolean updateVisPos ) {
int i, contents_mask, passent, hitent;
trace_t trace;
vec3_t start, end, middle, eye;
cast_state_t *cs = NULL;
int srcviewheight;
vec3_t destmins, destmaxs;
vec3_t right, vec;
qboolean inPVS;
if ( g_entities[destnum].flags & FL_NOTARGET ) {
return qfalse;
}
if ( srcnum < aicast_maxclients ) {
cs = AICast_GetCastState( srcnum );
}
//
if ( cs && cs->bs ) {
srcviewheight = cs->bs->cur_ps.viewheight;
} else if ( g_entities[srcnum].client ) {
srcviewheight = g_entities[srcnum].client->ps.viewheight;
} else {
srcviewheight = 0;
}
//
VectorCopy( g_entities[destnum].r.mins, destmins );
VectorCopy( g_entities[destnum].r.maxs, destmaxs );
//
//calculate middle of bounding box
VectorAdd( destmins, destmaxs, middle );
VectorScale( middle, 0.5, middle );
VectorAdd( destpos, middle, middle );
// calculate eye position
VectorCopy( srcpos, eye );
eye[2] += srcviewheight;
//
// set the right vector
VectorSubtract( middle, eye, vec );
VectorNormalize( vec );
right[0] = vec[1];
right[1] = vec[0];
right[2] = 0;
//
inPVS = qfalse;
//
for ( i = 0; i < 5; i++ )
{
if ( cs && updateVisPos ) { // if it's a grenade or something, PVS checks don't work very well
//if the point is not in potential visible sight
if ( i < 3 ) { // don't do PVS check for left/right checks
if ( !trap_InPVS( eye, middle ) ) {
continue;
} else {
inPVS = qtrue;
}
} else if ( !inPVS ) {
break; // wasn't in potential view in either of the previous tests
} // so don't bother doing left/right
}
//
contents_mask = MASK_SHOT & ~CONTENTS_BODY; // we can see anything that a bullet can pass through
passent = srcnum;
hitent = destnum;
VectorCopy( eye, start );
VectorCopy( middle, end );
//if the entity is in water, lava or slime
if ( trap_PointContents( middle, destnum ) & ( CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_WATER ) ) {
contents_mask |= ( CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_WATER );
} //end if
//if eye is in water, lava or slime
if ( trap_PointContents( eye, srcnum ) & ( CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_WATER ) ) {
if ( !( contents_mask & ( CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_WATER ) ) ) {
passent = destnum;
hitent = srcnum;
VectorCopy( middle, start );
VectorCopy( eye, end );
} //end if
contents_mask ^= ( CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_WATER );
} //end if
//trace from start to end
trap_Trace( &trace, start, NULL, NULL, end, ENTITYNUM_NONE /*passent*/, contents_mask );
//if water was hit
if ( trace.contents & ( CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_WATER ) ) {
//if the water surface is translucent
// if (trace.surface.flags & (SURF_TRANS33|SURF_TRANS66))
{
//trace through the water
contents_mask &= ~( CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_WATER );
trap_Trace( &trace, trace.endpos, NULL, NULL, end, passent, contents_mask );
} //end if
} //end if
//if a full trace or the hitent was hit
if ( trace.fraction >= 1 || trace.entityNum == hitent ) {
return qtrue;
}
//check bottom and top of bounding box as well
if ( i == 0 ) {
middle[2] -= ( destmaxs[2] - destmins[2] ) * 0.5;
} else if ( i == 1 ) {
middle[2] += destmaxs[2] - destmins[2];
} else if ( i == 2 ) { // right side
middle[2] -= ( destmaxs[2] - destmins[2] ) / 2.0;
VectorMA( eye, destmaxs[0] - 0.5, right, eye );
} else if ( i == 3 ) { // left side
VectorMA( eye, -2.0 * ( destmaxs[0] - 0.5 ), right, eye );
}
} //end for
return qfalse;
}
/*
==============
AICast_CheckVisibility
==============
*/
qboolean AICast_CheckVisibility( gentity_t *srcent, gentity_t *destent ) {
vec3_t dir, entangles, middle, eye, viewangles;
cast_state_t *cs;
float fov, dist;
int viewer, ent;
orientation_t or;
if ( destent->flags & FL_NOTARGET ) {
return qfalse;
}
//
viewer = srcent->s.number;
ent = destent->s.number;
//
cs = AICast_GetCastState( viewer );
AICast_GetCastState( ent );
// set the FOV
fov = cs->attributes[FOV] * aiStateFovScales[cs->aiState];
if ( !fov ) { // assume it's a player, give them a generic fov
fov = 180;
}
if ( cs->aiFlags & AIFL_ZOOMING ) {
fov *= 0.8;
}
//calculate middle of bounding box
VectorAdd( destent->r.mins, destent->r.maxs, middle );
VectorScale( middle, 0.5, middle );
VectorAdd( destent->client->ps.origin, middle, middle );
// calculate eye position
if ( srcent->r.svFlags & SVF_CASTAI ) {
if ( trap_GetTag( srcent->s.number, "tag_head", &or ) ) {
// use the actual direction the head is facing
vectoangles( or.axis[0], viewangles );
// and the actual position of the head
VectorCopy( or.origin, eye );
} else {
VectorCopy( srcent->client->ps.origin, eye );
eye[2] += srcent->client->ps.viewheight;
VectorCopy( srcent->client->ps.viewangles, viewangles );
}
} else {
VectorCopy( srcent->client->ps.origin, eye );
eye[2] += srcent->client->ps.viewheight;
VectorCopy( srcent->client->ps.viewangles, viewangles );
}
//check if entity is within field of vision
VectorSubtract( middle, eye, dir );
vectoangles( dir, entangles );
//
dist = VectorLength( dir );
//
// alertness is visible range
if ( cs->bs && dist > cs->attributes[ALERTNESS] ) {
return qfalse;
}
// check FOV
if ( !AICast_InFieldOfVision( viewangles, fov, entangles ) ) {
return qfalse;
}
//
if ( !AICast_VisibleFromPos( srcent->client->ps.origin, srcent->s.number, destent->client->ps.origin, destent->s.number, qtrue ) ) {
return qfalse;
}
//
return qtrue;
}
/*
==============
AICast_UpdateVisibility
==============
*/
void AICast_UpdateVisibility( gentity_t *srcent, gentity_t *destent, qboolean shareVis, qboolean directview ) {
cast_visibility_t *vis, *ovis, *svis, oldvis;
cast_state_t *cs, *ocs;
qboolean shareRange;
int cnt, i;
if ( destent->flags & FL_NOTARGET ) {
return;
}
cs = AICast_GetCastState( srcent->s.number );
ocs = AICast_GetCastState( destent->s.number );
if ( cs->castScriptStatus.scriptNoSightTime >= level.time ) {
return; // absolutely no sight (or hear) information allowed
}
shareRange = ( VectorDistance( srcent->client->ps.origin, destent->client->ps.origin ) < AIVIS_SHARE_RANGE );
vis = &cs->vislist[destent->s.number];
vis->chase_marker_count = 0;
if ( aicast_debug.integer == 1 ) {
if ( !vis->visible_timestamp || vis->visible_timestamp < level.time - 5000 ) {
if ( directview ) {
G_Printf( "SIGHT (direct): %s sees %s\n", srcent->aiName, destent->aiName );
} else {
G_Printf( "SIGHT (non-direct/audible): %s sees %s\n", srcent->aiName, destent->aiName );
}
}
}
// trigger the sight event
AICast_Sight( srcent, destent, vis->visible_timestamp );
// update the values
vis->lastcheck_timestamp = level.time;
vis->visible_timestamp = level.time;
VectorCopy( destent->client->ps.origin, vis->visible_pos );
VectorCopy( destent->client->ps.velocity, vis->visible_vel );
// we may need to process this visibility at some point, even after they become not visible again
vis->flags |= AIVIS_PROCESS_SIGHTING;
if ( directview ) {
vis->real_visible_timestamp = level.time;
VectorCopy( destent->client->ps.origin, vis->real_visible_pos );
vis->real_update_timestamp = level.time;
}
// if we are on fire, then run away from anything we see
if ( cs->attributes[AGGRESSION] < 1.0 && srcent->s.onFireEnd > level.time && ( !destent->s.number || cs->dangerEntityValidTime < level.time + 2000 ) && !( cs->aiFlags & AIFL_NO_FLAME_DAMAGE ) ) {
cs->dangerEntity = destent->s.number;
VectorCopy( destent->r.currentOrigin, cs->dangerEntityPos );
cs->dangerEntityValidTime = level.time + 5000;
cs->dangerDist = 99999;
cs->dangerEntityTimestamp = level.time;
}
// Look for reasons to make this character an enemy of ours
// if they are an enemy and inside the detection radius, go hostile
if ( !( vis->flags & AIVIS_ENEMY ) && !AICast_SameTeam( cs, destent->s.number ) ) {
float idr;
idr = cs->attributes[INNER_DETECTION_RADIUS];
if ( cs->aiFlags & AIFL_ZOOMING ) {
idr *= 10;
}
if ( !( vis->flags & AIVIS_ENEMY ) && VectorDistance( vis->visible_pos, g_entities[cs->entityNum].r.currentOrigin ) < idr ) {
// RF, moved them over to AICast_ScanForEnemies()
//AICast_ScriptEvent( cs, "enemysight", destent->aiName );
vis->flags |= AIVIS_ENEMY;
}
// if we are in (or above) ALERT mode, then we now know this is an enemy
else if ( cs->aiState >= AISTATE_ALERT ) {
// RF, moved them over to AICast_ScanForEnemies()
//AICast_ScriptEvent( cs, "enemysight", destent->aiName );
vis->flags |= AIVIS_ENEMY;
}
}
// if they are friendly, then we should help them out if they are in trouble
if ( AICast_SameTeam( cs, destent->s.number ) && ( srcent->aiTeam == AITEAM_ALLIES || srcent->aiTeam == AITEAM_NAZI ) ) {
// if they are dead, we should check them out
if ( destent->health <= 0 ) {
// if we haven't already checked them out
if ( !( vis->flags & AIVIS_INSPECTED ) ) {
vis->flags |= AIVIS_INSPECT;
}
// if they are mad, we should help, or at least act concerned
} else if ( cs->aiState < AISTATE_COMBAT && ocs->aiState >= AISTATE_COMBAT && ocs->bs && ( ocs->bs->enemy >= 0 ) ) {
// if we haven't already checked them out
if ( !( vis->flags & AIVIS_INSPECTED ) ) {
vis->flags |= AIVIS_INSPECT;
}
// if they are alert, we should also go alert
} else if ( cs->aiState < AISTATE_ALERT && ocs->aiState == AISTATE_ALERT && ocs->bs ) {
AICast_StateChange( cs, AISTATE_ALERT );
}
}
// if this is a friendly, then check them for hostile's that we currently haven't upgraded so
if ( ( destent->health > 0 ) &&
( srcent->aiTeam == destent->aiTeam ) && // only share with exact same team, and non-neutrals
( srcent->aiTeam != AITEAM_NEUTRAL ) ) {
ocs = AICast_GetCastState( destent->s.number );
cnt = 0;
//
for ( i = 0; i < aicast_maxclients && cnt < level.numPlayingClients; i++ ) {
if ( !g_entities[i].inuse ) {
continue;
}
//
cnt++;
//
if ( i == srcent->s.number ) {
continue;
}
if ( i == destent->s.number ) {
continue;
}
//
ovis = &ocs->vislist[i];
svis = &cs->vislist[i];
//
// if we are close to the friendly, then we should share their visibility info
if ( destent->health > 0 && shareRange ) {
// if they have seen this character more recently than us, share
if ( ovis->visible_timestamp > svis->visible_timestamp ) {
// trigger an EVENT
// trigger the sight event
AICast_Sight( srcent, destent, ovis->visible_timestamp );
// we may need to process this visibility at some point, even after they become not visible again
svis->flags |= AIVIS_PROCESS_SIGHTING;
// if we are sharing information about an enemy, then trigger a scripted event
if ( !svis->real_visible_timestamp && ovis->real_visible_timestamp && ( ovis->flags & AIVIS_ENEMY ) ) {
// setup conditions
BG_UpdateConditionValue( ocs->entityNum, ANIM_COND_ENEMY_TEAM, g_entities[i].aiTeam, qfalse );
// call the event
BG_AnimScriptEvent( &g_entities[ocs->entityNum].client->ps, ANIM_ET_INFORM_FRIENDLY_OF_ENEMY, qfalse, qfalse );
}
oldvis = *svis;
// copy the whole structure
*svis = *ovis;
// minus the flags
svis->flags = oldvis.flags;
// check to see if we just made this character an enemy of ours
if ( ( cs->aiState == AISTATE_COMBAT ) && ( ovis->flags & AIVIS_ENEMY ) && !( oldvis.flags & AIVIS_ENEMY ) ) {
svis->flags |= AIVIS_ENEMY;
AICast_ScriptEvent( cs, "enemysight", g_entities[i].aiName );
if ( !( cs->aiFlags & AIFL_DENYACTION ) ) {
G_AddEvent( srcent, EV_GENERAL_SOUND, G_SoundIndex( aiDefaults[cs->aiCharacter].sightSoundScript ) );
}
}
}
} else {
// if either of us haven't seen this character yet, then ignore it
if ( !svis->visible_timestamp || !ovis->visible_timestamp ) {
continue;
}
}
//
// if they have marked this character as hostile, then we should also
if ( ( cs->aiState == AISTATE_COMBAT ) && AICast_HostileEnemy( ocs, i ) && !AICast_HostileEnemy( cs, i ) ) {
AICast_ScriptEvent( cs, "enemysight", g_entities[i].aiName );
if ( !( cs->aiFlags & AIFL_DENYACTION ) ) {
G_AddEvent( srcent, EV_GENERAL_SOUND, G_SoundIndex( aiDefaults[cs->aiCharacter].sightSoundScript ) );
}
svis->flags |= AIVIS_ENEMY;
}
}
}
}
/*
==============
AICast_UpdateNonVisibility
==============
*/
void AICast_UpdateNonVisibility( gentity_t *srcent, gentity_t *destent, qboolean directview ) {
cast_visibility_t *vis;
cast_state_t *cs;
cs = AICast_GetCastState( srcent->s.number );
vis = &cs->vislist[destent->s.number];
// update the values
vis->lastcheck_timestamp = level.time;
vis->notvisible_timestamp = level.time;
if ( directview ) {
vis->real_update_timestamp = level.time;
vis->real_notvisible_timestamp = level.time;
}
// if enough time has passed, and still within chase period, drop a marker
if ( vis->chase_marker_count < MAX_CHASE_MARKERS ) {
if ( ( level.time - vis->visible_timestamp ) > ( vis->chase_marker_count + 1 ) * CHASE_MARKER_INTERVAL ) {
VectorCopy( destent->client->ps.origin, vis->chase_marker[vis->chase_marker_count] );
vis->chase_marker_count++;
}
}
}
/*
==============
AICast_SightSoundEvent
this cast has made a sound which should be heard by others
==============
*/
void AICast_SightSoundEvent( cast_state_t *cs, float range ) {
int i;
cast_state_t *ocs;
gentity_t *oent, *ent;
ent = &g_entities[cs->entityNum];
if ( ent->flags & FL_NOTARGET ) {
return;
}
for ( i = 0, ocs = caststates, oent = g_entities; i < level.maxclients; i++, ocs++, oent++ ) {
if ( !oent->inuse ) {
continue;
}
if ( oent->aiInactive ) {
continue;
}
if ( !ocs->bs ) {
continue;
}
if ( oent->health <= 0 ) {
continue;
}
if ( Distance( oent->r.currentOrigin, ent->r.currentOrigin ) > range * ocs->attributes[HEARING_SCALE] ) {
continue;
}
// they heard us
AICast_UpdateVisibility( oent, ent, qfalse, qfalse );
}
}
/*
==============
AICast_SightUpdate
==============
*/
static int lastsrc = 0, lastdest = 0;
void AICast_SightUpdate( int numchecks ) {
int count = 0, destcount, srccount;
int src = 0, dest = 0;
gentity_t *srcent, *destent;
cast_state_t *cs;
cast_visibility_t *vis;
if ( numchecks < 5 ) {
numchecks = 5;
}
if ( trap_Cvar_VariableIntegerValue( "savegame_loading" ) ) {
return;
}
if ( saveGamePending ) {
return;
}
// First, check all REAL clients, so sighting player is only effected by reaction_time, not
// effected by framerate also
for ( srccount = 0, src = 0, srcent = &g_entities[0];
src < aicast_maxclients && srccount < level.numPlayingClients;
src++, srcent++ )
{
if ( !srcent->inuse ) {
continue;
}
srccount++;
if ( srcent->aiInactive ) {
continue;
}
if ( srcent->health <= 0 ) {
continue;
}
if ( !( srcent->r.svFlags & SVF_CASTAI ) ) { // only source check AI Cast
continue;
}
cs = AICast_GetCastState( src );
if ( cs->castScriptStatus.scriptNoSightTime >= level.time ) {
continue;
}
// make sure we are using the right AAS data for this entity (one's that don't get set will default to the player's AAS data)
trap_AAS_SetCurrentWorld( cs->aasWorldIndex );
for ( destcount = 0, dest = 0, destent = &g_entities[0];
dest < aicast_maxclients && destcount < level.numPlayingClients;
dest++, destent++ )
{
if ( !destent->inuse ) {
continue;
}
destcount++;
if ( destent->health <= 0 ) {
continue;
}
if ( destent->r.svFlags & SVF_CASTAI ) { // only dest check REAL clients
continue;
}
if ( src == dest ) {
continue;
}
vis = &cs->vislist[destent->s.number];
// if we saw them last frame, skip this test, so we only check initial sightings each frame
if ( vis->lastcheck_timestamp == vis->real_visible_timestamp ) {
continue;
}
// if we recently checked this vis, skip
if ( vis->lastcheck_timestamp >= level.time - 100 ) {
continue;
}
if ( vis->lastcheck_timestamp > level.time ) {
continue; // let the loadgame settle down
}
// check for visibility
if ( !( destent->flags & FL_NOTARGET )
&& ( AICast_CheckVisibility( srcent, destent ) ) ) {
// record the sighting
AICast_UpdateVisibility( srcent, destent, qtrue, qtrue );
} else // if (vis->lastcheck_timestamp == vis->real_update_timestamp)
{
AICast_UpdateNonVisibility( srcent, destent, qtrue );
}
}
}
// Now do the normal timeslice checks
for ( srccount = 0, src = lastsrc, srcent = &g_entities[lastsrc];
src < aicast_maxclients; // && srccount < level.numPlayingClients;
src++, srcent++ )
{
if ( !srcent->inuse ) {
continue;
}
srccount++;
if ( srcent->aiInactive ) {
continue;
}
if ( srcent->health <= 0 ) {
continue;
}
cs = AICast_GetCastState( src );
if ( cs->castScriptStatus.scriptNoSightTime >= level.time ) {
continue;
}
// make sure we are using the right AAS data for this entity (one's that don't get set will default to the player's AAS data)
trap_AAS_SetCurrentWorld( cs->aasWorldIndex );
if ( lastdest < 0 ) {
lastdest = 0;
}
for ( destcount = 0, dest = lastdest, destent = &g_entities[lastdest];
dest < aicast_maxclients; // && destcount < level.numPlayingClients;
dest++, destent++ )
{
if ( !destent->inuse ) {
continue;
}
destcount++;
if ( destent->aiInactive ) {
continue;
}
if ( src == dest ) {
continue;
}
vis = &cs->vislist[destent->s.number];
// we only check for initial sighting above
if ( !( destent->r.svFlags & SVF_CASTAI ) ) {
if ( vis->lastcheck_timestamp != vis->real_visible_timestamp ) {
continue;
}
}
if ( vis->lastcheck_timestamp == level.time ) {
continue; // already checked this frame
}
if ( vis->lastcheck_timestamp > level.time ) {
continue; // let the loadgame settle down
}
// if they are friends, only check very infrequently
if ( AICast_SameTeam( cs, destent->s.number ) && ( vis->lastcheck_timestamp == vis->visible_timestamp )
&& ( destent->health == vis->lastcheck_health ) ) {
if ( vis->lastcheck_timestamp > ( level.time - ( 2000 + rand() % 1000 ) ) ) {
continue; // dont check too often
}
}
// check for visibility
if ( !( destent->flags & FL_NOTARGET )
&& ( AICast_CheckVisibility( srcent, destent ) ) ) {
// make sure they are still with us
if ( destent->inuse ) {
// record the sighting
AICast_UpdateVisibility( srcent, destent, qtrue, qtrue );
}
} else // if (vis->lastcheck_timestamp == vis->real_update_timestamp)
{
AICast_UpdateNonVisibility( srcent, destent, qtrue );
}
// break if we've processed the maximum visibilities
if ( ++count > numchecks ) {
dest++;
if ( dest >= aicast_maxclients ) {
src++;
}
goto escape;
}
}
lastdest = 0;
}
escape:
if ( src >= aicast_maxclients ) {
src = 0;
}
lastsrc = src;
if ( dest >= aicast_maxclients ) {
dest = 0;
}
lastdest = dest;
}
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