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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_think.c
// Function: Wolfenstein AI Character Thinking
// 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"
/*
The lowest level of Cast AI thinking.
*/
/*
============
AICast_ProcessAIFunctions
============
*/
void AICast_ProcessAIFunctions( cast_state_t *cs, float thinktime ) {
int i;
char *funcname;
//check for air
BotCheckAir( cs->bs );
//if the cast has no ai function
if ( !cs->aifunc ) {
AIFunc_DefaultStart( cs );
}
//
// call AI funcs for this cast
//
AICast_DBG_InitAIFuncs();
//
// only allow looping in debug mode (since it's much slower)
for ( i = 0; i < ( aicast_debug.integer ? MAX_AIFUNCS : 1 ); i++ )
{
if ( !( funcname = cs->aifunc( cs ) ) ) {
break;
} else {
trap_BotResetAvoidReach( cs->bs->ms ); // reset avoidreach
cs->thinkFuncChangeTime = level.time;
AICast_DBG_AddAIFunc( cs, funcname );
}
}
//
//if the cast executed too many AI functions
//
if ( aicast_debug.integer && i >= MAX_AIFUNCS ) {
AICast_DBG_ListAIFuncs( cs, 10 ); // print the last 10 funcs called
}
}
/*
==============
AICast_ChangeViewAngles
==============
*/
void AICast_ChangeViewAngles( cast_state_t *cs, float thinktime ) {
float diff, factor, maxchange, anglespeed;
int i;
bot_state_t *bs;
bs = cs->bs;
//
// restore locked viewangles if required
if ( cs->aiFlags & AIFL_VIEWLOCKED ) {
VectorCopy( cs->viewlock_viewangles, bs->ideal_viewangles );
}
//
if ( bs->ideal_viewangles[PITCH] > 180 ) {
bs->ideal_viewangles[PITCH] -= 360;
}
//
maxchange = cs->attributes[YAW_SPEED]; //300;
if ( cs->aiState >= AISTATE_COMBAT ) {
factor = 2.0;
maxchange *= 2.0;
} else {
factor = 0.7;
}
//
if ( cs->lockViewAnglesTime < level.time ) {
maxchange *= thinktime;
for ( i = 0; i < 3; i++ ) {
diff = fabs( AngleDifference( bs->viewangles[i], bs->ideal_viewangles[i] ) );
anglespeed = diff * factor;
if ( anglespeed > maxchange ) {
anglespeed = maxchange;
}
bs->viewangles[i] = BotChangeViewAngle( bs->viewangles[i],
bs->ideal_viewangles[i], anglespeed );
//BotAI_Print(PRT_MESSAGE, "ideal_angles %f %f\n", bs->ideal_viewangles[0], bs->ideal_viewangles[1], bs->ideal_viewangles[2]);`
//bs->viewangles[i] = bs->ideal_viewangles[i];
}
}
if ( bs->viewangles[PITCH] > 180 ) {
bs->viewangles[PITCH] -= 360;
}
//elementary action: view
trap_EA_View( bs->client, bs->viewangles );
}
/*
==============
AICast_InputToUserCommand
==============
*/
static int serverTime;
void AICast_InputToUserCommand( cast_state_t *cs, bot_input_t *bi, usercmd_t *ucmd, int delta_angles[3] ) {
vec3_t angles, forward, right, up;
short temp;
int j;
signed char movechar;
//clear the whole structure
memset( ucmd, 0, sizeof( usercmd_t ) );
//
//Com_Printf("dir = %f %f %f speed = %f\n", bi->dir[0], bi->dir[1], bi->dir[2], bi->speed);
//the duration for the user command in milli seconds
ucmd->serverTime = serverTime;
//crouch/movedown
if ( aiDefaults[cs->aiCharacter].attributes[ATTACK_CROUCH] ) { // only crouch if this character is physically able to
//RF, disabled this bit so truck guy in forest_6 doesn't get stuck and then gib
if ( /*cs->bs->cur_ps.groundEntityNum != ENTITYNUM_NONE &&*/ bi->actionflags & ACTION_CROUCH ) {
ucmd->upmove -= 127;
}
}
//
// actions not effected by script pausing
//
// set zoom button
if ( cs->aiFlags & AIFL_ZOOMING ) {
ucmd->wbuttons |= WBUTTON_ZOOM;
}
//set the buttons
if ( bi->actionflags & ACTION_ATTACK ) {
vec3_t ofs;
// don't fire if we are not facing the right direction yet
if ( ( cs->triggerReleaseTime < level.time ) &&
( ( cs->lockViewAnglesTime >= level.time ) ||
( fabs( AngleDifference( cs->bs->ideal_viewangles[YAW], cs->bs->viewangles[YAW] ) ) < 20 ) ) &&
// check for radid luger firing by skilled users (release fire between shots)
( ( ( level.time + cs->entityNum * 500 ) / 2000 ) % 2 || !( rand() % ( 1 + g_gameskill.integer ) ) || ( cs->attributes[ATTACK_SKILL] < 0.5 ) || ( cs->bs->weaponnum != WP_LUGER ) || ( cs->bs->cur_ps.weaponTime == 0 ) || ( cs->bs->cur_ps.releasedFire ) ) ) {
ucmd->buttons |= BUTTON_ATTACK;
// do some swaying around for some weapons
AICast_WeaponSway( cs, ofs );
VectorAdd( bi->viewangles, ofs, bi->viewangles );
}
}
//
//set the view angles
//NOTE: the ucmd->angles are the angles WITHOUT the delta angles
ucmd->angles[PITCH] = ANGLE2SHORT( bi->viewangles[PITCH] );
ucmd->angles[YAW] = ANGLE2SHORT( bi->viewangles[YAW] );
ucmd->angles[ROLL] = ANGLE2SHORT( bi->viewangles[ROLL] );
//subtract the delta angles
for ( j = 0; j < 3; j++ ) {
temp = ucmd->angles[j] - delta_angles[j];
ucmd->angles[j] = temp;
}
//----(SA) modified slightly for DM/DK
ucmd->weapon = bi->weapon;
//
// relaxed mode show no weapons
if ( cs->aiState <= AISTATE_QUERY ) {
if ( WEAPS_ONE_HANDED & ( 1 << ucmd->weapon ) ) { // one-handed wepons don't draw, others do
ucmd->weapon = WP_NONE;
}
}
//----(SA) end
//
if ( bi->actionflags & ACTION_GESTURE ) {
ucmd->buttons |= BUTTON_GESTURE;
}
if ( bi->actionflags & ACTION_RELOAD ) {
ucmd->wbuttons |= WBUTTON_RELOAD;
}
//
// if we are locked down, don't do anything
//
if ( cs->pauseTime > level.time ) {
return;
}
//
// if scripted pause, no movement
//
if ( cs->castScriptStatus.scriptNoMoveTime > level.time ) {
return;
}
//
// if viewlock, wait until we are facing ideal angles before we move
if ( cs->aiFlags & AIFL_VIEWLOCKED ) {
if ( fabs( AngleDifference( cs->bs->ideal_viewangles[YAW], cs->bs->viewangles[YAW] ) ) > 10 ) {
return;
}
}
//
if ( bi->actionflags & ACTION_DELAYEDJUMP ) {
bi->actionflags |= ACTION_JUMP;
bi->actionflags &= ~ACTION_DELAYEDJUMP;
}
//
// only move if we are in combat or we are facing where our ideal angles
if ( bi->speed ) {
if ( ( !( cs->aiFlags & AIFL_WALKFORWARD ) && cs->bs->enemy >= 0 ) || ( fabs( AngleDifference( cs->bs->ideal_viewangles[YAW], cs->bs->viewangles[YAW] ) ) < 60 ) ) {
//NOTE: movement is relative to the REAL view angles
//get the horizontal forward and right vector
//get the pitch in the range [-180, 180]
if ( bi->dir[2] ) {
angles[PITCH] = bi->viewangles[PITCH];
} else { angles[PITCH] = 0;}
angles[YAW] = bi->viewangles[YAW];
angles[ROLL] = 0;
AngleVectors( angles, forward, right, up );
//bot input speed is in the range [0, 400]
bi->speed = bi->speed * 127 / 400;
//set the view independent movement
ucmd->forwardmove = DotProduct( forward, bi->dir ) * bi->speed;
ucmd->rightmove = DotProduct( right, bi->dir ) * bi->speed;
// RF, changed this to fix stim soldier flying attack
if ( !ucmd->upmove ) { // only change it if we don't already have an upmove set
ucmd->upmove = DotProduct( up, bi->dir ) * bi->speed;
}
//if (!ucmd->upmove) // only change it if we don't already have an upmove set
// ucmd->upmove = abs(forward[2]) * bi->dir[2] * bi->speed;
}
}
//
//normal keyboard movement
if ( cs->actionFlags & CASTACTION_WALK ) {
movechar = 70;
} else {
movechar = 127;
}
if ( bi->actionflags & ACTION_MOVEFORWARD ) {
ucmd->forwardmove = movechar;
}
if ( !( cs->aiFlags & AIFL_WALKFORWARD ) ) { // only do other movements if we are allowed to
if ( bi->actionflags & ACTION_MOVEBACK ) {
ucmd->forwardmove = -movechar;
}
if ( bi->actionflags & ACTION_MOVELEFT ) {
ucmd->rightmove = -movechar;
}
if ( bi->actionflags & ACTION_MOVERIGHT ) {
ucmd->rightmove = movechar;
}
}
//jump/moveup
if ( bi->actionflags & ACTION_JUMP ) {
ucmd->upmove = 127; // JUMP always takes preference over ducking
}
if ( bi->actionflags & ACTION_MOVEDOWN ) {
ucmd->upmove = -127; // JUMP always takes preference over ducking
}
if ( bi->actionflags & ACTION_MOVEUP ) {
ucmd->upmove = 127; // JUMP always takes preference over ducking
}
//
//Com_Printf("forward = %d right = %d up = %d\n", ucmd.forwardmove, ucmd.rightmove, ucmd.upmove);
}
/*
==============
AICast_UpdateInput
==============
*/
void AICast_UpdateInput( cast_state_t *cs, int time ) {
bot_input_t bi;
bot_state_t *bs;
int j;
float speed;
bs = cs->bs;
//add the delta angles to the bot's current view angles
for ( j = 0; j < 3; j++ ) {
bs->viewangles[j] = AngleMod( bs->viewangles[j] + SHORT2ANGLE( bs->cur_ps.delta_angles[j] ) );
}
//
AICast_ChangeViewAngles( cs, (float) time / 1000 );
//
if ( cs->pauseTime > level.time ) {
trap_EA_View( bs->client, bs->viewangles );
trap_EA_GetInput( bs->client, (float) time / 1000, &bi );
AICast_InputToUserCommand( cs, &bi, &bs->lastucmd, bs->cur_ps.delta_angles );
g_entities[cs->bs->entitynum].client->ps.pm_flags &= ~PMF_RESPAWNED;
//
//subtract the delta angles
for ( j = 0; j < 3; j++ ) {
bs->viewangles[j] = AngleMod( bs->viewangles[j] - SHORT2ANGLE( bs->cur_ps.delta_angles[j] ) );
}
//
return;
}
//
trap_EA_GetInput( bs->client, (float) time / 1000, &bi );
//
// restrict the speed according to the character and their current speedScale
// HACK, don't slow down while crouching
if ( bi.actionflags & ACTION_CROUCH && cs->speedScale < 1.0 ) {
cs->speedScale = 1.0;
}
//
// check some Cast AI specific movement flags
if ( cs->actionFlags & CASTACTION_WALK ) {
if ( cs->speedScale > ( cs->attributes[WALKING_SPEED] / cs->attributes[RUNNING_SPEED] ) ) {
cs->speedScale = ( cs->attributes[WALKING_SPEED] / cs->attributes[RUNNING_SPEED] );
}
}
// don't ever let the speed get too low
if ( cs->speedScale < 0.25 ) {
cs->speedScale = 0.25;
}
if ( cs->speedScale > 1.2 ) {
cs->speedScale = 1.2;
}
//
speed = cs->speedScale * cs->attributes[RUNNING_SPEED];
//
//if (speed <= (cs->attributes[WALKING_SPEED] + (cs->attributes[WALKING_SPEED] + 50 < cs->attributes[RUNNING_SPEED] ? 50 : -1))) // do a fast shuffle if slightly over walking speed
if ( speed <= cs->attributes[WALKING_SPEED] ) {
cs->actionFlags |= CASTACTION_WALK;
}
//
// we use 300 here, because the default player speed is 300, so Cast AI's can't move faster than that
if ( ( bi.speed / 400.0 ) > ( speed / 300.0 ) ) {
bi.speed = 400.0 * ( speed / 300.0 );
if ( bi.speed > 400.0 ) {
bi.speed = 400.0; // just in case, we should never exceed this
}
}
//
// do a fast shuffle if slightly over walking speed
if ( bi.speed <= ( 400.0 / 300.0 ) * ( cs->attributes[WALKING_SPEED] + ( cs->attributes[WALKING_SPEED] + 50 < cs->attributes[RUNNING_SPEED] ? 50 : -1 ) ) ) {
cs->actionFlags |= CASTACTION_WALK;
}
//
AICast_InputToUserCommand( cs, &bi, &bs->lastucmd, bs->cur_ps.delta_angles );
//
// check some Cast AI specific movement flags
if ( cs->actionFlags & CASTACTION_WALK ) {
bs->lastucmd.buttons |= BUTTON_WALKING; // play the walking animation
}
//
//subtract the delta angles
for ( j = 0; j < 3; j++ ) {
bs->viewangles[j] = AngleMod( bs->viewangles[j] - SHORT2ANGLE( bs->cur_ps.delta_angles[j] ) );
}
//
// make sure the respawn flag is disabled (causes problems after multiple "map xxx" commands)
g_entities[cs->bs->entitynum].client->ps.pm_flags &= ~PMF_RESPAWNED;
// set the aiState
g_entities[cs->bs->entitynum].client->ps.aiState = cs->aiState;
}
/*
============
AICast_Think
entry point for all cast AI
============
*/
void AICast_Think( int client, float thinktime ) {
gentity_t *ent;
cast_state_t *cs;
int i;
int animIndex;
animation_t *anim;
// if (saveGamePending || (strlen( g_missionStats.string ) > 2 )) {
// return;
// }
//
// get the cast ready for processing
//
cs = AICast_GetCastState( client );
ent = &g_entities[client];
//
// 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 );
//
// make sure we have a valid navigation system
//
if ( !trap_AAS_Initialized() ) {
return;
}
//
trap_EA_ResetInput( client, NULL );
cs->aiFlags &= ~AIFL_VIEWLOCKED;
//cs->bs->weaponnum = ent->client->ps.weapon;
//
// turn off flags that are set each frame if needed
ent->client->ps.eFlags &= ~( EF_NOSWINGANGLES | EF_MONSTER_EFFECT | EF_MONSTER_EFFECT2 | EF_MONSTER_EFFECT3 );
// conditional flags
if ( ent->aiCharacter == AICHAR_ZOMBIE ) {
if ( COM_BitCheck( ent->client->ps.weapons, WP_MONSTER_ATTACK1 ) ) {
cs->aiFlags |= AIFL_NO_FLAME_DAMAGE;
SET_FLAMING_ZOMBIE( ent->s, 1 );
} else {
SET_FLAMING_ZOMBIE( ent->s, 0 );
}
}
//
// if we're dead, do special stuff only
if ( ent->health <= 0 || cs->revivingTime || cs->rebirthTime ) {
//
if ( cs->revivingTime && cs->revivingTime < level.time ) {
// start us thinking again
ent->client->ps.pm_type = PM_NORMAL;
cs->revivingTime = 0;
}
//
if ( cs->rebirthTime && cs->rebirthTime < level.time ) {
vec3_t mins, maxs;
int touch[10], numTouch;
float oldmaxZ;
oldmaxZ = ent->r.maxs[2];
// make sure the area is clear
AIChar_SetBBox( ent, cs );
VectorAdd( ent->r.currentOrigin, ent->r.mins, mins );
VectorAdd( ent->r.currentOrigin, ent->r.maxs, maxs );
trap_UnlinkEntity( ent );
numTouch = trap_EntitiesInBox( mins, maxs, touch, 10 );
if ( numTouch ) {
for ( i = 0; i < numTouch; i++ ) {
//if (!g_entities[touch[i]].client || g_entities[touch[i]].r.contents == CONTENTS_BODY)
if ( g_entities[touch[i]].r.contents & MASK_PLAYERSOLID ) {
break;
}
}
if ( i == numTouch ) {
numTouch = 0;
}
}
if ( numTouch == 0 ) { // ok to spawn
// give them health when they start reviving, so we won't gib after
// just a couple shots while reviving
ent->health =
ent->client->ps.stats[STAT_HEALTH] =
ent->client->ps.stats[STAT_MAX_HEALTH] =
( ( cs->attributes[STARTING_HEALTH] - 50 ) > 30 ? ( cs->attributes[STARTING_HEALTH] - 50 ) : 30 );
ent->r.contents = CONTENTS_BODY;
ent->clipmask = MASK_PLAYERSOLID;
ent->takedamage = qtrue;
ent->waterlevel = 0;
ent->watertype = 0;
ent->flags = 0;
ent->die = AICast_Die;
ent->client->ps.eFlags &= ~EF_DEAD;
ent->s.eFlags &= ~EF_DEAD;
cs->rebirthTime = 0;
cs->deathTime = 0;
// play the revive animation
cs->revivingTime = level.time + BG_AnimScriptEvent( &ent->client->ps, ANIM_ET_REVIVE, qfalse, qtrue );;
} else {
// can't spawn yet, so set bbox back, and wait
ent->r.maxs[2] = oldmaxZ;
ent->client->ps.maxs[2] = ent->r.maxs[2];
}
trap_LinkEntity( ent );
}
// ZOMBIE should set effect flag if really dead
if ( cs->aiCharacter == AICHAR_ZOMBIE && !ent->r.contents ) {
ent->client->ps.eFlags |= EF_MONSTER_EFFECT2;
}
//
if ( ent->health > GIB_HEALTH && cs->deathTime && cs->deathTime < ( level.time - 3000 ) ) {
/*
// been dead for long enough, set our animation to the end frame
switch ( ent->s.legsAnim & ~ANIM_TOGGLEBIT ) {
case BOTH_DEATH1:
case BOTH_DEAD1:
anim = BOTH_DEAD1;
break;
case BOTH_DEATH2:
case BOTH_DEAD2:
anim = BOTH_DEAD2;
break;
case BOTH_DEATH3:
case BOTH_DEAD3:
anim = BOTH_DEAD3;
break;
default:
G_Error( "%s has unknown death animation\n", ent->classname);
}
ent->client->ps.torsoAnim = ( ( ent->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
ent->client->ps.legsAnim = ( ( ent->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
*/
cs->deathTime = 0;
ent->r.svFlags &= ~SVF_BROADCAST;
}
//
// no more thinking required
return;
}
//
// set some anim conditions
if ( cs->secondDeadTime ) {
BG_UpdateConditionValue( cs->entityNum, ANIM_COND_SECONDLIFE, qtrue, qfalse );
} else {
BG_UpdateConditionValue( cs->entityNum, ANIM_COND_SECONDLIFE, qfalse, qfalse );
}
// set health value
if ( ent->health <= 0.25 * cs->attributes[STARTING_HEALTH] ) {
BG_UpdateConditionValue( cs->entityNum, ANIM_COND_HEALTH_LEVEL, 3, qfalse );
} else if ( ent->health <= 0.5 * cs->attributes[STARTING_HEALTH] ) {
BG_UpdateConditionValue( cs->entityNum, ANIM_COND_HEALTH_LEVEL, 2, qfalse );
} else {
BG_UpdateConditionValue( cs->entityNum, ANIM_COND_HEALTH_LEVEL, 1, qfalse );
}
//
cs->speedScale = 1.0; // reset each frame, set if required
cs->actionFlags = 0; // FIXME: move this to a Cast AI movement init function!
//retrieve the current client state
BotAI_GetClientState( client, &( cs->bs->cur_ps ) );
//
// setup movement speeds for the given state
// walking
animIndex = BG_GetAnimScriptAnimation( cs->entityNum, ent->client->ps.aiState, ANIM_MT_WALK );
if ( animIndex >= 0 ) {
anim = BG_GetAnimationForIndex( cs->entityNum, animIndex );
cs->attributes[WALKING_SPEED] = anim->moveSpeed;
}
// crouching
animIndex = BG_GetAnimScriptAnimation( cs->entityNum, ent->client->ps.aiState, ANIM_MT_WALKCR );
if ( animIndex >= 0 ) {
anim = BG_GetAnimationForIndex( cs->entityNum, animIndex );
cs->attributes[CROUCHING_SPEED] = anim->moveSpeed;
}
// running
animIndex = BG_GetAnimScriptAnimation( cs->entityNum, ent->client->ps.aiState, ANIM_MT_RUN );
if ( animIndex >= 0 ) {
anim = BG_GetAnimationForIndex( cs->entityNum, animIndex );
cs->attributes[RUNNING_SPEED] = anim->moveSpeed;
}
// update crouch speed scale
ent->client->ps.crouchSpeedScale = cs->attributes[CROUCHING_SPEED] / cs->attributes[RUNNING_SPEED];
//
// only enable headlook if we want to this frame
ent->client->ps.eFlags &= ~EF_HEADLOOK;
if ( cs->bs->enemy >= 0 ) {
ent->client->ps.eFlags &= ~EF_STAND_IDLE2; // never use alt idle if fighting
}
//
// check for dead leader
if ( cs->leaderNum >= 0 && g_entities[cs->leaderNum].health <= 0 ) {
cs->leaderNum = -1;
}
//
#if 0
// HACK for village2, if they are stuck, find a good position (there is a friendly guy placed inside a table)
{
trace_t tr;
vec3_t org;
trap_Trace( &tr, cs->bs->cur_ps.origin, cs->bs->cur_ps.mins, cs->bs->cur_ps.maxs, cs->bs->cur_ps.origin, cs->entityNum, CONTENTS_SOLID );
while ( tr.startsolid ) {
VectorCopy( cs->bs->cur_ps.origin, org );
org[0] += 96 * crandom();
org[1] += 96 * crandom();
org[2] += 16 * crandom();
trap_Trace( &tr, org, cs->bs->cur_ps.mins, cs->bs->cur_ps.maxs, org, cs->entityNum, CONTENTS_SOLID );
G_SetOrigin( &g_entities[cs->entityNum], org );
VectorCopy( org, g_entities[cs->entityNum].client->ps.origin );
}
}
#endif
//add the delta angles to the cast's current view angles
for ( i = 0; i < 3; i++ ) {
cs->bs->viewangles[i] = AngleMod( cs->bs->viewangles[i] + SHORT2ANGLE( cs->bs->cur_ps.delta_angles[i] ) );
}
//
//increase the local time of the cast
cs->bs->ltime += thinktime;
//
cs->bs->thinktime = thinktime;
//origin of the cast
VectorCopy( cs->bs->cur_ps.origin, cs->bs->origin );
//eye coordinates of the cast
VectorCopy( cs->bs->cur_ps.origin, cs->bs->eye );
cs->bs->eye[2] += cs->bs->cur_ps.viewheight;
//get the area the cast is in
cs->bs->areanum = BotPointAreaNum( cs->bs->origin );
// clear flags each frame
cs->bs->flags = 0;
//
// check enemy health
if ( cs->bs->enemy >= 0 && g_entities[cs->bs->enemy].health <= 0 ) {
cs->bs->enemy = -1;
}
//
// if the previous movetype was temporary, set it back
if ( cs->movestateType == MSTYPE_TEMPORARY ) {
cs->movestate = MS_DEFAULT;
cs->movestateType = MSTYPE_NONE;
}
// crouching?
if ( ( cs->bs->attackcrouch_time > trap_AAS_Time() ) &&
( ( cs->lastAttackCrouch > level.time - 500 ) || ( cs->thinkFuncChangeTime < level.time - 1000 ) ) ) {
// if we are not moving, and we are firing, always stand, unless we are allowed to crouch + fire
if ( VectorLength( cs->bs->cur_ps.velocity ) || ( cs->lastWeaponFired < level.time - 2000 ) || ( cs->aiFlags & AIFL_ATTACK_CROUCH ) ) {
cs->lastAttackCrouch = level.time;
trap_EA_Crouch( cs->bs->client );
}
}
//
//if (cs->bs->enemy >= 0) {
//update the attack inventory values
AICast_UpdateBattleInventory( cs, cs->bs->enemy );
//}
//
// if we don't have ammo for the current weapon, get rid of it
if ( !( COM_BitCheck( cs->bs->cur_ps.weapons, cs->bs->weaponnum ) ) || !AICast_GotEnoughAmmoForWeapon( cs, cs->bs->weaponnum ) ) {
// select a weapon
AICast_ChooseWeapon( cs, qfalse );
// if still no ammo, select a blank weapon
//if (!AICast_GotEnoughAmmoForWeapon( cs, cs->bs->weaponnum )) {
// cs->bs->weaponnum = WP_NONE;
//}
}
//
// in query mode, we do special handling (pause scripting, check for transition to alert/combat, etc)
if ( cs->aiState == AISTATE_QUERY ) {
AICast_QueryThink( cs );
} else if ( cs->pauseTime < level.time ) {
// do the thinking
AICast_ProcessAIFunctions( cs, thinktime );
//
// make sure the correct weapon is selected
trap_EA_SelectWeapon( cs->bs->client, cs->bs->weaponnum );
//
// process current script if it exists
cs->castScriptStatusCurrent = cs->castScriptStatus;
AICast_ScriptRun( cs, qfalse );
}
//
// set special movestate if necessary
if ( cs->movestateType != MSTYPE_NONE ) {
switch ( cs->movestate ) {
case MS_WALK:
cs->actionFlags |= CASTACTION_WALK;
break;
case MS_CROUCH:
trap_EA_Crouch( cs->entityNum );
break;
default:
break;
}
}
//
//subtract the delta angles
for ( i = 0; i < 3; i++ ) {
cs->bs->viewangles[i] = AngleMod( cs->bs->viewangles[i] - SHORT2ANGLE( cs->bs->cur_ps.delta_angles[i] ) );
}
}
/*
============
AICast_StartFrame
Think any clients that need thinking
============
*/
void CopyToBodyQue( gentity_t *ent );
void AICast_StartFrame( int time ) {
int i, elapsed, count, clCount;
cast_state_t *cs;
int castcount;
static int lasttime;
static vmCvar_t aicast_disable;
gentity_t *ent;
if ( trap_Cvar_VariableIntegerValue( "savegame_loading" ) ) {
return;
}
if ( saveGamePending ) {
return;
}
// if waiting at intermission, don't think
if ( strlen( g_missionStats.string ) > 1 ) {
return;
}
if ( !aicast_disable.handle ) {
trap_Cvar_Register( &aicast_disable, "aicast_disable", "0", CVAR_CHEAT );
} else
{
trap_Cvar_Update( &aicast_disable );
if ( aicast_disable.integer ) {
return;
}
}
trap_Cvar_Update( &aicast_debug );
trap_Cvar_Update( &aicast_debugname );
trap_Cvar_Update( &aicast_scripts );
// no need to think during the intermission
if ( level.intermissiontime ) {
return;
}
//
// make sure the AAS gets updated
trap_BotLibStartFrame( (float) time / 1000 );
//
//
elapsed = time - lasttime;
if ( elapsed == 0 ) {
return; // no time has elapsed
}
//G_Printf( "AI startframe: %i\n", time );
if ( elapsed < 0 ) {
// elapsed = 0;
lasttime = time;
}
// don't let the framerate drop below 10
// if ( elapsed > 100 ) {
// elapsed = 100;
// }
// AICast_SightUpdate( (int)((float)SIGHT_PER_SEC * ((float)elapsed / 1000)) );
//
count = 0;
castcount = 0;
clCount = 0;
ent = g_entities;
//
//update the AI characters
for ( i = 0; ( i < aicast_maxclients ) && ( clCount < level.numPlayingClients ) ; i++, ent++ )
{
if ( ent->client ) {
clCount++;
}
//
cs = AICast_GetCastState( i );
// is this a cast AI?
if ( cs->bs ) {
if ( ent->inuse ) {
if ( ent->aiInactive == qfalse ) {
//
elapsed = time - cs->lastThink;
//
// if they're moving/firing think every frame
if ( ( elapsed >= 50 ) &&
( ( ( ( !VectorCompare( ent->client->ps.velocity, vec3_origin ) ) ||
( ent->client->buttons ) ||
( elapsed >= aicast_thinktime ) ) &&
( count <= aicast_maxthink ) ) ||
( elapsed >= aicast_thinktime * 2 ) ) ) {
// make it think now
AICast_Think( i, (float)elapsed / 1000 );
cs->lastThink = time;
//
count++;
}
// check for any debug info updates
AICast_DebugFrame( cs );
} else if ( cs->aiFlags & AIFL_WAITINGTOSPAWN ) {
// check f the space is clear yet
ent->AIScript_AlertEntity( ent );
}
} else {
trap_UnlinkEntity( ent );
}
//
// see if we've checked all cast AI's
if ( ++castcount >= numcast ) {
break;
}
}
}
//
lasttime = time;
}
/*
============
AICast_StartServerFrame
Do movements, sighting, etc
============
*/
void AICast_StartServerFrame( int time ) {
int i, elapsed, clCount;
cast_state_t *cs;
int castcount;
static int lasttime;
static vmCvar_t aicast_disable;
gentity_t *ent;
cast_state_t *pcs;
// int oldLegsTimer;
if ( trap_Cvar_VariableIntegerValue( "savegame_loading" ) ) {
return;
}
if ( g_gametype.integer != GT_SINGLE_PLAYER ) {
return;
}
if ( saveGamePending ) {
return;
}
// if waiting at intermission, don't think
if ( strlen( g_missionStats.string ) > 1 ) {
return;
}
if ( !aicast_disable.handle ) {
trap_Cvar_Register( &aicast_disable, "aicast_disable", "0", CVAR_CHEAT );
} else
{
trap_Cvar_Update( &aicast_disable );
if ( aicast_disable.integer ) {
return;
}
}
trap_Cvar_Update( &aicast_debug );
// no need to think during the intermission
if ( level.intermissiontime ) {
return;
}
//
// make sure the AAS gets updated
trap_BotLibStartFrame( (float) time / 1000 );
//
//
elapsed = time - lasttime;
if ( elapsed == 0 ) {
return; // no time has elapsed
}
pcs = AICast_GetCastState( 0 );
// G_Printf( "AI startserverframe: %i\n", time );
if ( elapsed < 0 ) {
elapsed = 0;
lasttime = time;
}
// don't let the framerate drop below 10
if ( elapsed > 100 ) {
elapsed = 100;
}
//
// process player's current script if it exists
AICast_ScriptRun( AICast_GetCastState( 0 ), qfalse );
//
AICast_SightUpdate( (int)( (float)SIGHT_PER_SEC * ( (float)elapsed / 1000 ) ) );
//
castcount = 0;
clCount = 0;
ent = g_entities;
//
//update the AI characters
for ( i = 0; ( i < aicast_maxclients ) && ( clCount < level.numPlayingClients ) ; i++, ent++ )
{
if ( ent->client ) {
clCount++;
}
//
cs = AICast_GetCastState( i );
// is this a cast AI?
if ( cs->bs ) {
if ( ent->aiInactive == qfalse && ent->inuse ) {
//
elapsed = level.time - cs->lastMoveThink;
//
// optimization, if they're not in the player's PVS, and they aren't trying to move, then don't bother thinking
if ( ( ( ent->health > 0 ) && ( elapsed > 300 ) )
|| ( g_entities[0].client && g_entities[0].client->cameraPortal )
|| ( cs->vislist[0].visible_timestamp == cs->vislist[0].lastcheck_timestamp )
|| ( pcs->vislist[cs->entityNum].visible_timestamp == pcs->vislist[cs->entityNum].lastcheck_timestamp )
|| ( VectorLength( ent->client->ps.velocity ) > 0 )
|| ( cs->bs->lastucmd.forwardmove || cs->bs->lastucmd.rightmove || cs->bs->lastucmd.upmove > 0 || cs->bs->lastucmd.buttons || cs->bs->lastucmd.wbuttons )
|| ( trap_InPVS( cs->bs->origin, g_entities[0].s.pos.trBase ) ) ) { // do pvs check last, since it's the most expensive to call
// oldLegsTimer = ent->client->ps.legsTimer;
//
// send it's movement commands
//
serverTime = time;
AICast_UpdateInput( cs, elapsed );
trap_BotUserCommand( cs->bs->client, &( cs->bs->lastucmd ) );
cs->lastMoveThink = level.time;
//
// check for anim changes that may require us to stay still
//
/* if (oldLegsTimer != ent->client->ps.legsTimer) {
// dont move until they are finished
if (cs->castScriptStatus.scriptNoMoveTime < level.time + ent->client->ps.legsTimer) {
cs->castScriptStatus.scriptNoMoveTime = level.time + ent->client->ps.legsTimer;
}
}
*/ }
} else {
trap_UnlinkEntity( ent );
}
//
// see if we've checked all cast AI's
if ( ++castcount >= numcast ) {
break;
}
}
}
//
lasttime = time;
}
/*
==============
AICast_PredictMovement
Simulates movement over a number of frames, returning the end position
==============
*/
void AICast_PredictMovement( cast_state_t *cs, int numframes, float frametime, aicast_predictmove_t *move, usercmd_t *ucmd, int checkHitEnt ) {
int frame, i;
playerState_t ps;
pmove_t pm;
trace_t tr;
vec3_t end, startHitVec, thisHitVec, lastOrg, projPoint;
qboolean checkReachMarker;
// int pretime = Sys_MilliSeconds();
// G_Printf("PredictMovement: %f duration, %i frames\n", frametime, numframes );
VectorCopy( vec3_origin, startHitVec );
if ( cs->bs ) {
ps = cs->bs->cur_ps;
} else {
ps = g_entities[cs->entityNum].client->ps;
}
ps.eFlags |= EF_DUMMY_PMOVE;
move->stopevent = PREDICTSTOP_NONE;
if ( checkHitEnt >= 0 && !Q_stricmp( g_entities[checkHitEnt].classname, "ai_marker" ) ) {
checkReachMarker = qtrue;
VectorSubtract( g_entities[checkHitEnt].r.currentOrigin, ps.origin, startHitVec );
VectorCopy( ps.origin, lastOrg );
} else {
checkReachMarker = qfalse;
}
// don't let the frametime be too high
// while (frametime > 0.2) {
// numframes *= 2;
// frametime /= 2;
// }
for ( frame = 0; frame < numframes; frame++ )
{
memset( &pm, 0, sizeof( pm ) );
pm.ps = &ps;
pm.cmd = *ucmd;
pm.oldcmd = *ucmd;
pm.ps->commandTime = 0;
pm.cmd.serverTime = (int)( 1000.0 * frametime );
pm.tracemask = g_entities[cs->entityNum].clipmask; //MASK_PLAYERSOLID;
pm.trace = trap_TraceCapsule; //trap_Trace;
pm.pointcontents = trap_PointContents;
pm.debugLevel = qfalse;
pm.noFootsteps = qtrue;
// RF, not needed for prediction
//pm.noWeapClips = qtrue; // (SA) AI's ignore weapon clips
// perform a pmove
Pmove( &pm );
if ( checkHitEnt >= 0 ) {
// if we've hit the checkent, abort
if ( checkReachMarker ) {
VectorSubtract( g_entities[checkHitEnt].r.currentOrigin, pm.ps->origin, thisHitVec );
if ( DotProduct( startHitVec, thisHitVec ) < 0 ) {
// project the marker onto the movement vec, and check distance
ProjectPointOntoVector( g_entities[checkHitEnt].r.currentOrigin, lastOrg, pm.ps->origin, projPoint );
if ( VectorDistance( g_entities[checkHitEnt].r.currentOrigin, projPoint ) < 8 ) {
move->stopevent = PREDICTSTOP_HITENT;
goto done;
}
}
// use this position as the base for the next test
//VectorCopy( thisHitVec, startHitVec );
VectorCopy( pm.ps->origin, lastOrg );
}
// if we didn't reach the marker, then check for something that blocked us
for ( i = 0; i < pm.numtouch; i++ ) {
if ( pm.touchents[i] == pm.ps->groundEntityNum ) {
continue;
}
if ( pm.touchents[i] == checkHitEnt ) {
move->stopevent = PREDICTSTOP_HITENT;
goto done;
} else if ( pm.touchents[i] < MAX_CLIENTS ||
( pm.touchents[i] != ENTITYNUM_WORLD && ( g_entities[pm.touchents[i]].s.eType != ET_MOVER || g_entities[pm.touchents[i]].moverState != MOVER_POS1 ) ) ) {
// we have hit another entity, so abort
move->stopevent = PREDICTSTOP_HITCLIENT;
goto done;
} else if ( !Q_stricmp( g_entities[pm.touchents[i]].classname, "script_mover" ) ) {
// avoid script_mover's
move->stopevent = PREDICTSTOP_HITCLIENT;
goto done;
}
}
}
}
done:
// hack, if we are above ground, chances are it's because we only did one frame, and gravity isn't applied until
// after the frame, so try and drop us down some
if ( pm.ps->groundEntityNum == ENTITYNUM_NONE ) {
VectorCopy( pm.ps->origin, end );
end[2] -= 32;
trap_Trace( &tr, pm.ps->origin, pm.mins, pm.maxs, end, pm.ps->clientNum, pm.tracemask );
if ( !tr.startsolid && !tr.allsolid && tr.fraction < 1 ) {
VectorCopy( tr.endpos, pm.ps->origin );
pm.ps->groundEntityNum = tr.entityNum;
}
}
// copy off the results
VectorCopy( pm.ps->origin, move->endpos );
move->frames = numframes;
//move->presencetype = cs->bs->presencetype;
VectorCopy( pm.ps->velocity, move->velocity );
move->numtouch = pm.numtouch;
memcpy( move->touchents, pm.touchents, sizeof( pm.touchents ) );
move->groundEntityNum = pm.ps->groundEntityNum;
//G_Printf("PredictMovement: %i ms\n", -pretime + Sys_MilliSeconds() );
}
/*
============
AICast_GetAvoid
============
*/
qboolean AICast_GetAvoid( cast_state_t *cs, bot_goal_t *goal, vec3_t outpos, qboolean reverse, int blockEnt ) {
float yaw, oldyaw, distmoved, bestmoved;
vec3_t bestpos;
aicast_predictmove_t castmove;
usercmd_t ucmd;
qboolean enemyVisible;
float angleDiff;
int starttraveltime = 0, traveltime;
int invert;
float inc;
qboolean averting = qfalse;
float maxYaw;
static int lastTime;
VectorCopy( vec3_origin, bestpos );
//
// if we are in the air, no chance of avoiding
if ( cs->bs->cur_ps.groundEntityNum == ENTITYNUM_NONE && g_entities[cs->entityNum].waterlevel <= 1 ) {
return qfalse;
}
//
if ( cs->lastAvoid > level.time - rand() % 500 ) {
return qfalse;
}
cs->lastAvoid = level.time + 50 + rand() % 500;
//
if ( lastTime == level.time ) {
return qfalse;
}
lastTime = level.time;
// if they have an enemy, and can currently see them, don't move out of their view
enemyVisible = ( cs->bs->enemy >= 0 ) &&
( AICast_CheckAttack( cs, cs->bs->enemy, qfalse ) );
//
// look for a good direction to move out of the way
bestmoved = 0;
if ( goal ) {
starttraveltime = trap_AAS_AreaTravelTimeToGoalArea( cs->bs->areanum, cs->bs->origin, goal->areanum, cs->travelflags );
}
memcpy( &ucmd, &cs->bs->lastucmd, sizeof( usercmd_t ) );
ucmd.forwardmove = 127;
ucmd.rightmove = 0;
ucmd.upmove = 0;
if ( cs->dangerEntity >= 0 && cs->dangerEntityValidTime >= level.time ) {
averting = qtrue;
} else if ( !goal ) {
averting = qtrue; // not heading for a goal, so we must be getting out of someone's way
}
//
maxYaw = 0;
//
if ( averting ) {
// avoiding danger, go anywhere!
angleDiff = 300;
inc = 60;
invert = 1;
} else {
if ( level.time % 1000 < 500 ) {
invert = 1;
} else {
invert = -1;
}
angleDiff = 140;
inc = 35;
}
if ( blockEnt > aicast_maxclients ) {
maxYaw = angleDiff;
}
//
for ( yaw = -angleDiff * invert; yaw*invert <= maxYaw; yaw += inc * invert ) {
if ( !averting && !yaw ) {
continue;
}
oldyaw = cs->bs->cur_ps.viewangles[YAW];
cs->bs->cur_ps.viewangles[YAW] += yaw + reverse * 180;
//
ucmd.angles[YAW] = ANGLE2SHORT( AngleMod( cs->bs->cur_ps.viewangles[YAW] ) );
//
AICast_PredictMovement( cs, 5, 0.4, &castmove, &ucmd, -1 );
// if we have a danger entity, try and get away from it at all costs
if ( cs->dangerEntity >= 0 && cs->dangerEntityValidTime >= level.time ) {
distmoved = Distance( castmove.endpos, cs->dangerEntityPos );
} else if ( goal ) {
//distmoved = 99999 - trap_AAS_AreaTravelTimeToGoalArea( BotPointAreaNum(castmove.endpos), castmove.endpos, goal->areanum, cs->travelflags );
distmoved = 99999 - Distance( castmove.endpos, goal->origin );
} else {
distmoved = Distance( castmove.endpos, cs->bs->cur_ps.origin );
}
if ( ( distmoved > bestmoved )
//&& ((cs->bs->origin[2] - castmove.endpos[2]) < 64) // allow up, but not down (falling)
&& ( castmove.groundEntityNum != ENTITYNUM_NONE ) ) {
// they all passed, check any other stuff
if ( !enemyVisible || AICast_CheckAttackAtPos( cs->entityNum, cs->bs->enemy, castmove.endpos, qfalse, qfalse ) ) {
if ( !goal || ( traveltime = trap_AAS_AreaTravelTimeToGoalArea( BotPointAreaNum( castmove.endpos ), castmove.endpos, goal->areanum, cs->travelflags ) ) < ( starttraveltime + 200 ) ) {
bestmoved = distmoved;
VectorCopy( castmove.endpos, bestpos );
}
}
}
//
cs->bs->cur_ps.viewangles[YAW] = oldyaw;
}
//
if ( bestmoved > 0 ) {
VectorCopy( bestpos, outpos );
return qtrue;
} else {
return qfalse;
}
//G_Printf("GetAvoid: %i ms\n", -pretime + Sys_MilliSeconds() );
}
/*
============
AICast_Blocked
============
*/
void AICast_Blocked( cast_state_t *cs, bot_moveresult_t *moveresult, int activate, bot_goal_t *goal ) {
vec3_t pos, dir;
aicast_predictmove_t move;
usercmd_t ucmd;
bot_input_t bi;
cast_state_t *ocs;
int i, blockEnt = -1;
bot_goal_t ogoal;
if ( cs->blockedAvoidTime < level.time ) {
if ( cs->blockedAvoidTime < level.time - 300 ) {
if ( VectorCompare( cs->bs->cur_ps.velocity, vec3_origin ) && !cs->bs->lastucmd.forwardmove && !cs->bs->lastucmd.rightmove ) {
// not moving, don't bother checking
cs->blockedAvoidTime = level.time - 1;
return;
}
// are we going to hit someone soon?
trap_EA_GetInput( cs->entityNum, (float) level.time / 1000, &bi );
AICast_InputToUserCommand( cs, &bi, &ucmd, cs->bs->cur_ps.delta_angles );
AICast_PredictMovement( cs, 1, 0.6, &move, &ucmd, ( goal && goal->entitynum > -1 ) ? goal->entitynum : cs->entityNum );
// blocked if we hit a client (or non-stationary mover) other than our enemy or goal
if ( move.stopevent != PREDICTSTOP_HITCLIENT ) {
// not blocked
cs->blockedAvoidTime = level.time - 1;
return;
}
// if we stopped passed our goal, ignore it
if ( goal ) {
if ( VectorDistance( cs->bs->origin, goal->origin ) < VectorDistance( cs->bs->origin, move.endpos ) ) {
vec3_t v1, v2;
VectorSubtract( goal->origin, cs->bs->origin, v1 );
VectorSubtract( goal->origin, move.endpos, v2 );
VectorNormalize( v1 );
VectorNormalize( v2 );
if ( DotProduct( v1, v2 ) < 0 ) {
// we went passed the goal, so assume we can reach it
cs->blockedAvoidTime = level.time - 1;
return;
}
}
}
// try and get them to move, in case we can't get around them
blockEnt = -1;
for ( i = 0; i < move.numtouch; i++ ) {
if ( move.touchents[i] >= MAX_CLIENTS ) {
if ( !Q_stricmp( g_entities[move.touchents[i]].classname, "script_mover" ) ) {
// avoid script_mover's
blockEnt = move.touchents[i];
}
// if we are close to the impact point, then avoid this entity
else if ( VectorDistance( cs->bs->origin, move.endpos ) < 10 ) {
//G_Printf("AI (%s) avoiding %s\n", g_entities[cs->entityNum].aiName, g_entities[move.touchents[i]].classname );
blockEnt = move.touchents[i];
}
continue;
}
//
ocs = AICast_GetCastState( move.touchents[i] );
if ( !ocs->bs ) {
blockEnt = move.touchents[i];
}
// reject this blocker if we are following or going to them
else if ( cs->followEntity != ocs->entityNum ) {
// if they are moving away from us already, let them go
if ( VectorLength( ocs->bs->cur_ps.velocity ) > 10 ) {
vec3_t v1, v2;
VectorSubtract( ocs->bs->origin, cs->bs->origin, v2 );
VectorNormalize( v2 );
VectorNormalize2( ocs->bs->cur_ps.velocity, v1 );
if ( DotProduct( v1, v2 ) > 0.0 ) {
continue;
}
}
//
// if they recently were asked to avoid us, then they're probably not listening
if ( ocs->obstructingTime > level.time - 500 ) {
blockEnt = move.touchents[i];
}
//
// if they are not avoiding, ignore
if ( !( ocs->aiFlags & AIFL_NOAVOID ) ) {
continue;
}
//
// they should avoid us
if ( ocs->leaderNum >= 0 ) {
ogoal.entitynum = ocs->leaderNum;
VectorCopy( g_entities[ocs->leaderNum].r.currentOrigin, ogoal.origin );
if ( AICast_GetAvoid( ocs, &ogoal, ocs->obstructingPos, qfalse, cs->entityNum ) ) {
// give them time to move somewhere else
ocs->obstructingTime = level.time + 1000;
} else {
// make sure they don't call GetAvoid() for another few frames to let others avoid also
ocs->obstructingTime = level.time - 1;
blockEnt = move.touchents[i];
}
} else {
if ( AICast_GetAvoid( ocs, NULL, ocs->obstructingPos, qfalse, cs->entityNum ) ) {
// give them time to move somewhere else
ocs->obstructingTime = level.time + 1000;
} else {
// make sure they don't call GetAvoid() for another few frames to let others avoid also
ocs->obstructingTime = level.time - 1;
blockEnt = move.touchents[i];
}
}
}
}
} else {
return;
}
if ( blockEnt < 0 ) {
// nothing found to be worth avoding
cs->blockedAvoidTime = level.time - 1;
return;
}
// something is blocking our path
if ( g_entities[blockEnt].aiName && g_entities[blockEnt].client ) {
int oldId = cs->castScriptStatus.scriptId;
AICast_ScriptEvent( cs, "blocked", g_entities[blockEnt].aiName );
if ( oldId != cs->castScriptStatus.scriptId ) {
// the script has changed, so assume the scripting is handling the avoidance
return;
}
}
// avoid geometry and props, but assume clients will get out the way
if ( /*blockEnt > MAX_CLIENTS &&*/ AICast_GetAvoid( cs, goal, pos, qfalse, blockEnt ) ) {
VectorSubtract( pos, cs->bs->cur_ps.origin, dir );
VectorNormalize( dir );
cs->blockedAvoidYaw = vectoyaw( dir );
if ( blockEnt >= MAX_CLIENTS ) {
cs->blockedAvoidTime = level.time + 100 + rand() % 200;
} else {
cs->blockedAvoidTime = level.time + 300 + rand() % 400;
}
} else {
cs->blockedAvoidTime = level.time - 1; // don't look again for another few frames
return;
}
}
VectorClear( pos );
pos[YAW] = cs->blockedAvoidYaw;
AngleVectors( pos, dir, NULL, NULL );
if ( moveresult->flags & MOVERESULT_ONTOPOFOBSTACLE ) {
trap_EA_Jump( cs->bs->entitynum );
}
trap_EA_Move( cs->bs->entitynum, dir, 200 ); //400);
vectoangles( dir, cs->bs->ideal_viewangles );
cs->bs->ideal_viewangles[2] *= 0.5;
}
/*
================
AICast_EvaluatePmove
Avoidance after the event (leaders instruct AI's to get out the way, AI's instruct other non-moving AI's to get out the way)
================
*/
void AICast_EvaluatePmove( int clientnum, pmove_t *pm ) {
cast_state_t *cs, *ocs;
int i, ent;
bot_goal_t ogoal;
//vec3_t pos, dir;
cs = AICast_GetCastState( clientnum );
// 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 );
// NOTE: this is only enabled for real clients, so their followers get out of their way
//if (cs->bs)
// return;
// look through the touchent's to see if we've bumped into something we should avoid, or react to
for ( i = 0; i < pm->numtouch; i++ )
{
// mark the time, so they can deal with the obstruction in their own think functions
cs->blockedTime = level.time;
if ( pm->touchents[i] == pm->ps->groundEntityNum ) {
continue;
}
// if they are an AI Cast, inform them of our disposition, and hope that they are reasonable
// enough to assist us in our desire to move beyond our current position
if ( pm->touchents[i] < aicast_maxclients ) {
if ( !AICast_EntityVisible( cs, pm->touchents[i], qtrue ) ) {
continue;
}
// if we are inspecting the body, abort if we touch anything
if ( cs->bs && cs->bs->enemy >= 0 && g_entities[cs->bs->enemy].health <= 0 ) {
cs->bs->enemy = -1;
}
// anything we touch, should see us
AICast_UpdateVisibility( &g_entities[pm->touchents[i]], &g_entities[cs->entityNum], qfalse, qtrue );
ocs = AICast_GetCastState( pm->touchents[i] );
if ( ( ocs->bs ) &&
( !( ocs->aiFlags & AIFL_NOAVOID ) ) &&
( ( ocs->leaderNum == cs->entityNum ) || ( VectorLength( ocs->bs->velocity ) < 5 ) ) &&
( ocs->obstructingTime < ( level.time + 100 ) ) ) {
// if they are moving away from us already, let them go
if ( VectorLength( ocs->bs->cur_ps.velocity ) > 10 ) {
vec3_t v1, v2;
VectorSubtract( ocs->bs->origin, g_entities[clientnum].client->ps.velocity, v2 );
VectorNormalize( v2 );
VectorNormalize2( ocs->bs->cur_ps.velocity, v1 );
if ( DotProduct( v1, v2 ) > 0.0 ) {
continue;
}
}
if ( ocs->leaderNum >= 0 ) {
VectorCopy( g_entities[ocs->leaderNum].r.currentOrigin, ogoal.origin );
ogoal.areanum = BotPointAreaNum( ogoal.origin );
ogoal.entitynum = ocs->leaderNum;
if ( ocs->bs && AICast_GetAvoid( ocs, &ogoal, ocs->obstructingPos, qfalse, cs->entityNum ) ) { // give them time to move somewhere else
ocs->obstructingTime = level.time + 1000;
}
} else {
if ( ocs->bs && AICast_GetAvoid( ocs, NULL, ocs->obstructingPos, qfalse, cs->entityNum ) ) { // give them time to move somewhere else
ocs->obstructingTime = level.time + 1000;
}
}
}
} else if ( cs->bs ) {
// if we are blocked by a brush entity, see if we can activate it
ent = pm->touchents[i];
if ( g_entities[ent].s.modelindex > 0 && g_entities[ent].s.eType == ET_MOVER ) {
//find the bsp entity which should be activated in order to remove
//the blocking entity
if ( !g_entities[ent].isProp
&& Q_stricmp( g_entities[ent].classname, "func_static" )
&& Q_stricmp( g_entities[ent].classname, "func_button" )
&& Q_stricmp( g_entities[ent].classname, "func_tram" ) ) {
G_Activate( &g_entities[ent], &g_entities[cs->entityNum] );
}
}
}
}
}
/*
==============
AICast_RequestCrouchAttack
==============
*/
qboolean AICast_RequestCrouchAttack( cast_state_t *cs, vec3_t org, float time ) {
if ( cs->attributes[ATTACK_CROUCH] > 0 && AICast_CheckAttackAtPos( cs->entityNum, cs->bs->enemy, org, qtrue, qfalse ) ) {
if ( time ) {
cs->bs->attackcrouch_time = trap_AAS_Time() + time;
}
return qtrue;
}
return qfalse;
}
/*
==============
AICast_QueryThink
==============
*/
void AICast_QueryThink( cast_state_t *cs ) {
gentity_t *ent;
qboolean visible;
cast_state_t *ocs;
vec3_t vec;
ent = &g_entities[cs->entityNum];
ocs = AICast_GetCastState( cs->bs->enemy );
// never crouch while in this state (by choice anyway)
cs->bs->attackcrouch_time = 0;
// look at where we last (thought we) saw them
VectorSubtract( cs->vislist[cs->bs->enemy].visible_pos, cs->bs->origin, vec );
VectorNormalize( vec );
vectoangles( vec, cs->bs->ideal_viewangles );
// are they visible now?
visible = AICast_VisibleFromPos( cs->bs->origin, cs->entityNum, g_entities[cs->bs->enemy].r.currentOrigin, cs->bs->enemy, qfalse );
// make sure we dont process the sighting of this enemy by going into query mode again, without them being visible again after we leave here
cs->vislist[cs->bs->enemy].flags &= ~AIVIS_PROCESS_SIGHTING;
// look towards where we last saw them
AICast_AimAtEnemy( cs );
// if visible and alert time has expired, go POSTAL
if ( ( cs->queryAlertSightTime < 0 ) || ( ( cs->queryAlertSightTime < level.time ) && visible ) ) {
if ( !cs->queryAlertSightTime ) {
// set the "short reaction" condition
BG_UpdateConditionValue( cs->entityNum, ANIM_COND_SHORT_REACTION, qtrue, qfalse );
}
AICast_StateChange( cs, AISTATE_COMBAT );
BG_UpdateConditionValue( cs->entityNum, ANIM_COND_SHORT_REACTION, qfalse, qfalse );
AIFunc_BattleStart( cs );
return;
}
// if they've fired since the start of the query mode, go POSTAL
if ( ocs->lastWeaponFired > cs->queryStartTime ) {
// set the "short reaction" condition
BG_UpdateConditionValue( cs->entityNum, ANIM_COND_SHORT_REACTION, qtrue, qfalse );
AICast_StateChange( cs, AISTATE_COMBAT );
BG_UpdateConditionValue( cs->entityNum, ANIM_COND_SHORT_REACTION, qfalse, qfalse );
AIFunc_BattleStart( cs );
return;
}
// if not visible, then kill the Lock On timer
if ( ( cs->queryAlertSightTime > 0 ) && !visible ) {
cs->queryAlertSightTime = 0;
}
// if the query has expired, go back to relaxed
if ( !ent->client->ps.legsTimer ) {
AICast_StateChange( cs, AISTATE_RELAXED );
}
}
/*
================
AICast_DeadClipWalls
================
*/
void AICast_DeadClipWalls( cast_state_t *cs ) {
/*
//animation_t *anim;
orientation_t or;
vec3_t src, vel;
trace_t tr;
// get the death animation we are currently playing
//anim = BG_GetAnimationForIndex( cs->entityNum, (cs->bs->cur_ps.torsoAnim & ~ANIM_TOGGLEBIT) );
// find the head position
trap_GetTag( cs->entityNum, "tag_head", &or );
// move up a tad
or.origin[2] += 3;
// trace from the base of our bounding box, to the head
VectorCopy( cs->bs->origin, src );
src[2] -= cs->bs->cur_ps.mins[2] + 3;
trap_Trace( &tr, src, vec3_origin, vec3_origin, or.origin, cs->entityNum, MASK_SOLID );
// if we hit something, move away from it
if (!tr.startsolid && !tr.allsolid && tr.fraction < 1.0) {
VectorScale( tr.plane.normal, 80, vel );
vel[2] = 0;
VectorAdd( g_entities[cs->entityNum].client->ps.velocity, vel, g_entities[cs->entityNum].client->ps.velocity );
}
*/
}
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