// g_ai.c #include "g_local.h" qboolean FindTarget (edict_t *self); extern cvar_t *maxclients; qboolean ai_checkattack (edict_t *self, float dist); qboolean enemy_vis; qboolean enemy_infront; int enemy_range; float enemy_yaw; // ROGUE STUFF #define SLIDING_TROOPS 1 #define MAX_SIDESTEP 8.0 // //============================================================================ /* ================= AI_SetSightClient Called once each frame to set level.sight_client to the player to be checked for in findtarget. If all clients are either dead or in notarget, sight_client will be null. In coop games, sight_client will cycle between the clients. ================= */ void AI_SetSightClient (void) { edict_t *ent; int start, check; if (level.sight_client == NULL) start = 1; else start = level.sight_client - g_edicts; check = start; while (1) { check++; if (check > game.maxclients) check = 1; ent = &g_edicts[check]; if (ent->inuse && ent->health > 0 && !(ent->flags & (FL_NOTARGET|FL_DISGUISED)) ) { level.sight_client = ent; return; // got one } if (check == start) { level.sight_client = NULL; return; // nobody to see } } } //============================================================================ /* ============= ai_move Move the specified distance at current facing. This replaces the QC functions: ai_forward, ai_back, ai_pain, and ai_painforward ============== */ void ai_move (edict_t *self, float dist) { M_walkmove (self, self->s.angles[YAW], dist); } /* ============= ai_stand Used for standing around and looking for players Distance is for slight position adjustments needed by the animations ============== */ void ai_stand (edict_t *self, float dist) { vec3_t v; // PMM qboolean retval; if (dist) M_walkmove (self, self->s.angles[YAW], dist); if (self->monsterinfo.aiflags & AI_STAND_GROUND) { if (self->enemy) { VectorSubtract (self->enemy->s.origin, self->s.origin, v); self->ideal_yaw = vectoyaw(v); if (self->s.angles[YAW] != self->ideal_yaw && self->monsterinfo.aiflags & AI_TEMP_STAND_GROUND) { self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_TEMP_STAND_GROUND); self->monsterinfo.run (self); } if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING)) M_ChangeYaw (self); // PMM // find out if we're going to be shooting retval = ai_checkattack (self, 0); // record sightings of player if ((self->enemy) && (self->enemy->inuse) && (visible(self, self->enemy))) { self->monsterinfo.aiflags &= ~AI_LOST_SIGHT; VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting); VectorCopy (self->enemy->s.origin, self->monsterinfo.blind_fire_target); self->monsterinfo.trail_time = level.time; self->monsterinfo.blind_fire_delay = 0; } // check retval to make sure we're not blindfiring else if (!retval) { FindTarget (self); return; } // ai_checkattack (self, 0); // pmm } else FindTarget (self); return; } if (FindTarget (self)) return; if (level.time > self->monsterinfo.pausetime) { self->monsterinfo.walk (self); return; } if (!(self->spawnflags & 1) && (self->monsterinfo.idle) && (level.time > self->monsterinfo.idle_time)) { if (self->monsterinfo.idle_time) { self->monsterinfo.idle (self); self->monsterinfo.idle_time = level.time + 15 + random() * 15; } else { self->monsterinfo.idle_time = level.time + random() * 15; } } } /* ============= ai_walk The monster is walking it's beat ============= */ void ai_walk (edict_t *self, float dist) { M_MoveToGoal (self, dist); // check for noticing a player if (FindTarget (self)) return; if ((self->monsterinfo.search) && (level.time > self->monsterinfo.idle_time)) { if (self->monsterinfo.idle_time) { self->monsterinfo.search (self); self->monsterinfo.idle_time = level.time + 15 + random() * 15; } else { self->monsterinfo.idle_time = level.time + random() * 15; } } } /* ============= ai_charge Turns towards target and advances Use this call with a distance of 0 to replace ai_face ============== */ void ai_charge (edict_t *self, float dist) { vec3_t v; // PMM float ofs; // PMM // PMM - made AI_MANUAL_STEERING affect things differently here .. they turn, but // don't set the ideal_yaw // This is put in there so monsters won't move towards the origin after killing // a tesla. This could be problematic, so keep an eye on it. if(!self->enemy || !self->enemy->inuse) //PGM return; //PGM // PMM - save blindfire target if (visible(self, self->enemy)) VectorCopy (self->enemy->s.origin, self->monsterinfo.blind_fire_target); // pmm if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING)) { VectorSubtract (self->enemy->s.origin, self->s.origin, v); self->ideal_yaw = vectoyaw(v); // gi.dprintf ("enemy = %s\n", vtos (self->enemy->s.origin)); // gi.dprintf ("enemy: ideal yaw is %f\n", self->ideal_yaw); } // if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING)) M_ChangeYaw (self); // PMM // if (dist) // M_walkmove (self, self->s.angles[YAW], dist); if (dist) { if (self->monsterinfo.aiflags & AI_CHARGING) { M_MoveToGoal (self, dist); return; } // circle strafe support if (self->monsterinfo.attack_state == AS_SLIDING) { // if we're fighting a tesla, NEVER circle strafe if ((self->enemy) && (self->enemy->classname) && (!strcmp(self->enemy->classname, "tesla"))) ofs = 0; else if (self->monsterinfo.lefty) ofs = 90; else ofs = -90; if (M_walkmove (self, self->ideal_yaw + ofs, dist)) return; self->monsterinfo.lefty = 1 - self->monsterinfo.lefty; M_walkmove (self, self->ideal_yaw - ofs, dist); } else M_walkmove (self, self->s.angles[YAW], dist); } // PMM } /* ============= ai_turn don't move, but turn towards ideal_yaw Distance is for slight position adjustments needed by the animations ============= */ void ai_turn (edict_t *self, float dist) { if (dist) M_walkmove (self, self->s.angles[YAW], dist); if (FindTarget (self)) return; if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING)) M_ChangeYaw (self); } /* .enemy Will be world if not currently angry at anyone. .movetarget The next path spot to walk toward. If .enemy, ignore .movetarget. When an enemy is killed, the monster will try to return to it's path. .hunt_time Set to time + something when the player is in sight, but movement straight for him is blocked. This causes the monster to use wall following code for movement direction instead of sighting on the player. .ideal_yaw A yaw angle of the intended direction, which will be turned towards at up to 45 deg / state. If the enemy is in view and hunt_time is not active, this will be the exact line towards the enemy. .pausetime A monster will leave it's stand state and head towards it's .movetarget when time > .pausetime. walkmove(angle, speed) primitive is all or nothing */ /* ============= range returns the range catagorization of an entity reletive to self 0 melee range, will become hostile even if back is turned 1 visibility and infront, or visibility and show hostile 2 infront and show hostile 3 only triggered by damage ============= */ int range (edict_t *self, edict_t *other) { vec3_t v; float len; VectorSubtract (self->s.origin, other->s.origin, v); len = VectorLength (v); if (len < MELEE_DISTANCE) return RANGE_MELEE; if (len < 500) return RANGE_NEAR; if (len < 1000) return RANGE_MID; return RANGE_FAR; } /* ============= visible returns 1 if the entity is visible to self, even if not infront () ============= */ qboolean visible (edict_t *self, edict_t *other) { vec3_t spot1; vec3_t spot2; trace_t trace; VectorCopy (self->s.origin, spot1); spot1[2] += self->viewheight; VectorCopy (other->s.origin, spot2); spot2[2] += other->viewheight; trace = gi.trace (spot1, vec3_origin, vec3_origin, spot2, self, MASK_OPAQUE); if (trace.fraction == 1.0 || trace.ent == other) // PGM return true; return false; } /* ============= infront returns 1 if the entity is in front (in sight) of self ============= */ qboolean infront (edict_t *self, edict_t *other) { vec3_t vec; float dot; vec3_t forward; AngleVectors (self->s.angles, forward, NULL, NULL); VectorSubtract (other->s.origin, self->s.origin, vec); VectorNormalize (vec); dot = DotProduct (vec, forward); if (dot > 0.3) return true; return false; } //============================================================================ void HuntTarget (edict_t *self) { vec3_t vec; self->goalentity = self->enemy; if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.stand (self); else self->monsterinfo.run (self); VectorSubtract (self->enemy->s.origin, self->s.origin, vec); self->ideal_yaw = vectoyaw(vec); // wait a while before first attack if (!(self->monsterinfo.aiflags & AI_STAND_GROUND)) AttackFinished (self, 1); } void FoundTarget (edict_t *self) { // let other monsters see this monster for a while if (self->enemy->client) { if(self->enemy->flags & FL_DISGUISED) { // level.disguise_violator = self->enemy; // level.disguise_violation_framenum = level.framenum + 5; self->enemy->flags &= ~FL_DISGUISED; } level.sight_entity = self; level.sight_entity_framenum = level.framenum; level.sight_entity->light_level = 128; } self->show_hostile = level.time + 1; // wake up other monsters VectorCopy(self->enemy->s.origin, self->monsterinfo.last_sighting); self->monsterinfo.trail_time = level.time; // PMM VectorCopy (self->enemy->s.origin, self->monsterinfo.blind_fire_target); self->monsterinfo.blind_fire_delay = 0; // PMM if (!self->combattarget) { HuntTarget (self); return; } self->goalentity = self->movetarget = G_PickTarget(self->combattarget); if (!self->movetarget) { self->goalentity = self->movetarget = self->enemy; HuntTarget (self); gi.dprintf("%s at %s, combattarget %s not found\n", self->classname, vtos(self->s.origin), self->combattarget); return; } // clear out our combattarget, these are a one shot deal self->combattarget = NULL; self->monsterinfo.aiflags |= AI_COMBAT_POINT; // clear the targetname, that point is ours! self->movetarget->targetname = NULL; self->monsterinfo.pausetime = 0; // run for it self->monsterinfo.run (self); } /* =========== FindTarget Self is currently not attacking anything, so try to find a target Returns TRUE if an enemy was sighted When a player fires a missile, the point of impact becomes a fakeplayer so that monsters that see the impact will respond as if they had seen the player. To avoid spending too much time, only a single client (or fakeclient) is checked each frame. This means multi player games will have slightly slower noticing monsters. ============ */ qboolean FindTarget (edict_t *self) { edict_t *client; qboolean heardit; int r; if (self->monsterinfo.aiflags & AI_GOOD_GUY) { if (self->goalentity && self->goalentity->inuse && self->goalentity->classname) { if (strcmp(self->goalentity->classname, "target_actor") == 0) return false; } //FIXME look for monsters? return false; } // if we're going to a combat point, just proceed if (self->monsterinfo.aiflags & AI_COMBAT_POINT) return false; // if the first spawnflag bit is set, the monster will only wake up on // really seeing the player, not another monster getting angry or hearing // something // revised behavior so they will wake up if they "see" a player make a noise // but not weapon impact/explosion noises heardit = false; if ((level.sight_entity_framenum >= (level.framenum - 1)) && !(self->spawnflags & 1) ) { client = level.sight_entity; if (client->enemy == self->enemy) { return false; } } else if (level.disguise_violation_framenum > level.framenum) { client = level.disguise_violator; } else if (level.sound_entity_framenum >= (level.framenum - 1)) { client = level.sound_entity; heardit = true; } else if (!(self->enemy) && (level.sound2_entity_framenum >= (level.framenum - 1)) && !(self->spawnflags & 1) ) { client = level.sound2_entity; heardit = true; } else { client = level.sight_client; if (!client) return false; // no clients to get mad at } // if the entity went away, forget it if (!client->inuse) return false; if (client == self->enemy) return true; // JDC false; //PMM - hintpath coop fix if ((self->monsterinfo.aiflags & AI_HINT_PATH) && (coop) && (coop->value)) { // if ((heardit) && (g_showlogic) && (g_showlogic->value)) // gi.dprintf ("ignoring coop sound target\n"); heardit = false; } // pmm if (client->client) { if (client->flags & FL_NOTARGET) return false; } else if (client->svflags & SVF_MONSTER) { if (!client->enemy) return false; if (client->enemy->flags & FL_NOTARGET) return false; } else if (heardit) { // pgm - a little more paranoia won't hurt.... if ((client->owner) && (client->owner->flags & FL_NOTARGET)) return false; } else return false; if (!heardit) { r = range (self, client); if (r == RANGE_FAR) return false; // this is where we would check invisibility // is client in an spot too dark to be seen? if (client->light_level <= 5) return false; if (!visible (self, client)) { return false; } if (r == RANGE_NEAR) { if (client->show_hostile < level.time && !infront (self, client)) { return false; } } else if (r == RANGE_MID) { if (!infront (self, client)) { return false; } } self->enemy = client; if (strcmp(self->enemy->classname, "player_noise") != 0) { self->monsterinfo.aiflags &= ~AI_SOUND_TARGET; if (!self->enemy->client) { self->enemy = self->enemy->enemy; if (!self->enemy->client) { self->enemy = NULL; return false; } } } } else // heardit { vec3_t temp; if (self->spawnflags & 1) { if (!visible (self, client)) return false; } else { if (!gi.inPHS(self->s.origin, client->s.origin)) return false; } VectorSubtract (client->s.origin, self->s.origin, temp); if (VectorLength(temp) > 1000) // too far to hear { return false; } // check area portals - if they are different and not connected then we can't hear it if (client->areanum != self->areanum) if (!gi.AreasConnected(self->areanum, client->areanum)) return false; self->ideal_yaw = vectoyaw(temp); if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING)) M_ChangeYaw (self); // hunt the sound for a bit; hopefully find the real player self->monsterinfo.aiflags |= AI_SOUND_TARGET; self->enemy = client; } // // got one // // PMM - if we got an enemy, we need to bail out of hint paths, so take over here if (self->monsterinfo.aiflags & AI_HINT_PATH) { // if(g_showlogic && g_showlogic->value) // gi.dprintf("stopped following hint paths in FindTarget\n"); // this calls foundtarget for us hintpath_stop (self); } else { FoundTarget (self); } // pmm if (!(self->monsterinfo.aiflags & AI_SOUND_TARGET) && (self->monsterinfo.sight)) self->monsterinfo.sight (self, self->enemy); return true; } //============================================================================= /* ============ FacingIdeal ============ */ qboolean FacingIdeal(edict_t *self) { float delta; delta = anglemod(self->s.angles[YAW] - self->ideal_yaw); if (delta > 45 && delta < 315) return false; return true; } //============================================================================= qboolean M_CheckAttack (edict_t *self) { vec3_t spot1, spot2; float chance; trace_t tr; if (self->enemy->health > 0) { // see if any entities are in the way of the shot VectorCopy (self->s.origin, spot1); spot1[2] += self->viewheight; VectorCopy (self->enemy->s.origin, spot2); spot2[2] += self->enemy->viewheight; tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA|CONTENTS_WINDOW); // do we have a clear shot? if (tr.ent != self->enemy) { // PGM - we want them to go ahead and shoot at info_notnulls if they can. if(self->enemy->solid != SOLID_NOT || tr.fraction < 1.0) //PGM { // PMM - if we can't see our target, and we're not blocked by a monster, go into blind fire if available if ((!(tr.ent->svflags & SVF_MONSTER)) && (!visible(self, self->enemy))) { if ((self->monsterinfo.blindfire) && (self->monsterinfo.blind_fire_delay <= 20.0)) { if (level.time < self->monsterinfo.attack_finished) { return false; } if (level.time < (self->monsterinfo.trail_time + self->monsterinfo.blind_fire_delay)) { // wait for our time return false; } else { // gi.WriteByte (svc_temp_entity); // gi.WriteByte (TE_DEBUGTRAIL); // gi.WritePosition (spot1); // gi.WritePosition (self->monsterinfo.blind_fire_target); // gi.multicast (self->s.origin, MULTICAST_ALL); // make sure we're not going to shoot a monster tr = gi.trace (spot1, NULL, NULL, self->monsterinfo.blind_fire_target, self, CONTENTS_MONSTER); if (tr.allsolid || tr.startsolid || ((tr.fraction < 1.0) && (tr.ent != self->enemy))) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("blindfire blocked\n"); return false; } self->monsterinfo.attack_state = AS_BLIND; return true; } } } // pmm return false; } } } // melee attack if (enemy_range == RANGE_MELEE) { // don't always melee in easy mode if (skill->value == 0 && (rand()&3) ) { // PMM - fix for melee only monsters & strafing self->monsterinfo.attack_state = AS_STRAIGHT; return false; } if (self->monsterinfo.melee) self->monsterinfo.attack_state = AS_MELEE; else self->monsterinfo.attack_state = AS_MISSILE; return true; } // missile attack if (!self->monsterinfo.attack) { // PMM - fix for melee only monsters & strafing self->monsterinfo.attack_state = AS_STRAIGHT; return false; } if (level.time < self->monsterinfo.attack_finished) return false; if (enemy_range == RANGE_FAR) return false; if (self->monsterinfo.aiflags & AI_STAND_GROUND) { chance = 0.4; } else if (enemy_range == RANGE_MELEE) { chance = 0.2; } else if (enemy_range == RANGE_NEAR) { chance = 0.1; } else if (enemy_range == RANGE_MID) { chance = 0.02; } else { return false; } if (skill->value == 0) chance *= 0.5; else if (skill->value >= 2) chance *= 2; // PGM - go ahead and shoot every time if it's a info_notnull if ((random () < chance) || (self->enemy->solid == SOLID_NOT)) { self->monsterinfo.attack_state = AS_MISSILE; self->monsterinfo.attack_finished = level.time + 2*random(); return true; } // PMM -daedalus should strafe more .. this can be done here or in a customized // check_attack code for the hover. if (self->flags & FL_FLY) { // originally, just 0.3 float strafe_chance; if (!(strcmp(self->classname, "monster_daedalus"))) strafe_chance = 0.8; else strafe_chance = 0.6; // if enemy is tesla, never strafe if ((self->enemy) && (self->enemy->classname) && (!strcmp(self->enemy->classname, "tesla"))) strafe_chance = 0; if (random() < strafe_chance) self->monsterinfo.attack_state = AS_SLIDING; else self->monsterinfo.attack_state = AS_STRAIGHT; } // do we want the monsters strafing? #ifdef SLIDING_TROOPS else { if (random() < 0.4) self->monsterinfo.attack_state = AS_SLIDING; else self->monsterinfo.attack_state = AS_STRAIGHT; } #endif //-PMM return false; } /* ============= ai_run_melee Turn and close until within an angle to launch a melee attack ============= */ void ai_run_melee(edict_t *self) { self->ideal_yaw = enemy_yaw; if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING)) M_ChangeYaw (self); if (FacingIdeal(self)) { self->monsterinfo.melee (self); self->monsterinfo.attack_state = AS_STRAIGHT; } } /* ============= ai_run_missile Turn in place until within an angle to launch a missile attack ============= */ void ai_run_missile(edict_t *self) { self->ideal_yaw = enemy_yaw; if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING)) M_ChangeYaw (self); if (FacingIdeal(self)) { self->monsterinfo.attack (self); // if (self->monsterinfo.attack_state == AS_MISSILE) if ((self->monsterinfo.attack_state == AS_MISSILE) || (self->monsterinfo.attack_state == AS_BLIND)) self->monsterinfo.attack_state = AS_STRAIGHT; // else if (self->monsterinfo.attack_state != AS_SLIDING) // gi.dprintf ("ai_run_missile: Unexpected attack state %d !\n", self->monsterinfo.attack_state); } }; /* ============= ai_run_slide Strafe sideways, but stay at aproximately the same range ============= */ void ai_run_slide(edict_t *self, float distance) { float ofs; float angle; self->ideal_yaw = enemy_yaw; // if (self->flags & FL_FLY) // angle = 90; // else // angle = 45; angle = 90; if (self->monsterinfo.lefty) ofs = angle; else ofs = -angle; // // if (!(self->flags & FL_FLY)) // { // // non fliers should actually turn towards the direction their trying to run // self->ideal_yaw += ofs; // } // if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING)) M_ChangeYaw (self); /* if (!(self->flags & FL_FLY)) { if (M_walkmove (self, self->ideal_yaw + ofs, distance)) return; } else { if (M_walkmove (self, self->ideal_yaw, distance)) return; } */ // PMM - clamp maximum sideways move for non flyers to make them look less jerky if (!self->flags & FL_FLY) distance = min (distance, MAX_SIDESTEP); if (M_walkmove (self, self->ideal_yaw + ofs, distance)) return; // PMM - if we're dodging, give up on it and go straight if (self->monsterinfo.aiflags & AI_DODGING) { monster_done_dodge (self); // by setting as_straight, caller will know to try straight move self->monsterinfo.attack_state = AS_STRAIGHT; return; } self->monsterinfo.lefty = 1 - self->monsterinfo.lefty; if (M_walkmove (self, self->ideal_yaw - ofs, distance)) return; // PMM - if we're dodging, give up on it and go straight if (self->monsterinfo.aiflags & AI_DODGING) monster_done_dodge (self); // PMM - the move failed, so signal the caller (ai_run) to try going straight self->monsterinfo.attack_state = AS_STRAIGHT; /* if (!(self->flags & FL_FLY)) { M_walkmove (self, self->ideal_yaw + ofs, distance); } else { M_walkmove (self, self->ideal_yaw, distance); }*/ } /* ============= ai_checkattack Decides if we're going to attack or do something else used by ai_run and ai_stand ============= */ qboolean ai_checkattack (edict_t *self, float dist) { vec3_t temp; qboolean hesDeadJim; // PMM qboolean retval; // this causes monsters to run blindly to the combat point w/o firing if (self->goalentity) { if (self->monsterinfo.aiflags & AI_COMBAT_POINT) return false; if (self->monsterinfo.aiflags & AI_SOUND_TARGET) { if ((level.time - self->enemy->teleport_time) > 5.0) { if (self->goalentity == self->enemy) if (self->movetarget) self->goalentity = self->movetarget; else self->goalentity = NULL; self->monsterinfo.aiflags &= ~AI_SOUND_TARGET; if (self->monsterinfo.aiflags & AI_TEMP_STAND_GROUND) self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_TEMP_STAND_GROUND); } else { self->show_hostile = level.time + 1; return false; } } } enemy_vis = false; // see if the enemy is dead hesDeadJim = false; if ((!self->enemy) || (!self->enemy->inuse)) { hesDeadJim = true; } else if (self->monsterinfo.aiflags & AI_MEDIC) { if (!(self->enemy->inuse) || (self->enemy->health > 0)) { hesDeadJim = true; // self->monsterinfo.aiflags &= ~AI_MEDIC; } } else { if (self->monsterinfo.aiflags & AI_BRUTAL) { if (self->enemy->health <= -80) hesDeadJim = true; } else { if (self->enemy->health <= 0) hesDeadJim = true; } } if (hesDeadJim) { self->monsterinfo.aiflags &= ~AI_MEDIC; self->enemy = NULL; // FIXME: look all around for other targets if (self->oldenemy && self->oldenemy->health > 0) { self->enemy = self->oldenemy; self->oldenemy = NULL; HuntTarget (self); } //ROGUE - multiple teslas make monsters lose track of the player. else if(self->monsterinfo.last_player_enemy && self->monsterinfo.last_player_enemy->health > 0) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf("resorting to last_player_enemy...\n"); self->enemy = self->monsterinfo.last_player_enemy; self->oldenemy = NULL; self->monsterinfo.last_player_enemy = NULL; HuntTarget (self); } //ROGUE else { if (self->movetarget) { self->goalentity = self->movetarget; self->monsterinfo.walk (self); } else { // 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); } return true; } } self->show_hostile = level.time + 1; // wake up other monsters // check knowledge of enemy enemy_vis = visible(self, self->enemy); if (enemy_vis) { self->monsterinfo.search_time = level.time + 5; VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting); // PMM self->monsterinfo.aiflags &= ~AI_LOST_SIGHT; self->monsterinfo.trail_time = level.time; VectorCopy (self->enemy->s.origin, self->monsterinfo.blind_fire_target); self->monsterinfo.blind_fire_delay = 0; // pmm } // look for other coop players here // if (coop && self->monsterinfo.search_time < level.time) // { // if (FindTarget (self)) // return true; // } enemy_infront = infront(self, self->enemy); enemy_range = range(self, self->enemy); VectorSubtract (self->enemy->s.origin, self->s.origin, temp); enemy_yaw = vectoyaw(temp); // JDC self->ideal_yaw = enemy_yaw; // PMM -- reordered so the monster specific checkattack is called before the run_missle/melee/checkvis // stuff .. this allows for, among other things, circle strafing and attacking while in ai_run retval = self->monsterinfo.checkattack (self); if (retval) { // PMM if (self->monsterinfo.attack_state == AS_MISSILE) { ai_run_missile (self); return true; } if (self->monsterinfo.attack_state == AS_MELEE) { ai_run_melee (self); return true; } // PMM -- added so monsters can shoot blind if (self->monsterinfo.attack_state == AS_BLIND) { ai_run_missile (self); return true; } // pmm // if enemy is not currently visible, we will never attack if (!enemy_vis) return false; // PMM } return retval; // PMM // return self->monsterinfo.checkattack (self); } /* ============= ai_run The monster has an enemy it is trying to kill ============= */ void ai_run (edict_t *self, float dist) { vec3_t v; edict_t *tempgoal; edict_t *save; qboolean new; edict_t *marker; float d1, d2; trace_t tr; vec3_t v_forward, v_right; float left, center, right; vec3_t left_target, right_target; //PMM qboolean retval; qboolean alreadyMoved = false; qboolean gotcha = false; edict_t *realEnemy; // if we're going to a combat point, just proceed if (self->monsterinfo.aiflags & AI_COMBAT_POINT) { M_MoveToGoal (self, dist); return; } // PMM if (self->monsterinfo.aiflags & AI_DUCKED) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("%s - duck flag cleaned up!\n", self->classname); self->monsterinfo.aiflags &= ~AI_DUCKED; } if (self->maxs[2] != self->monsterinfo.base_height) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("%s - ducked height corrected!\n", self->classname); monster_duck_up (self); } // if ((self->monsterinfo.aiflags & AI_MANUAL_STEERING) && (strcmp(self->classname, "monster_turret"))) // { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("%s - manual steering in ai_run!\n", self->classname); // } // pmm //========== //PGM // if we're currently looking for a hint path if (self->monsterinfo.aiflags & AI_HINT_PATH) { // determine direction to our destination hintpath. // FIXME - is this needed EVERY time? I was having trouble with them // sometimes not going after it, and this fixed it. // VectorSubtract(self->movetarget->s.origin, self->s.origin, v); // vectoangles(v, v_forward); // self->ideal_yaw = v_forward[YAW]; // gi.dprintf("seeking hintpath. origin: %s %0.1f\n", vtos(v), self->ideal_yaw); M_MoveToGoal (self, dist); if(!self->inuse) return; // PGM - g_touchtrigger free problem // return; // if we've already seen the player, and can't see him now, return // if(self->enemy && !visible(self, self->enemy)) // return; // if not and can't find the player, return // if(!FindTarget(self)) // return; // first off, make sure we're looking for the player, not a noise he made if (self->enemy) { if (self->enemy->inuse) { if (strcmp(self->enemy->classname, "player_noise") != 0) realEnemy = self->enemy; else if (self->enemy->owner) realEnemy = self->enemy->owner; else // uh oh, can't figure out enemy, bail { self->enemy = NULL; hintpath_stop (self); return; } } else { self->enemy = NULL; hintpath_stop (self); return; } } else { hintpath_stop (self); return; } if (coop && coop->value) { // if we're in coop, check my real enemy first .. if I SEE him, set gotcha to true if (self->enemy && visible(self, realEnemy)) gotcha = true; else // otherwise, let FindTarget bump us out of hint paths, if appropriate FindTarget(self); } else { if(self->enemy && visible(self, realEnemy)) gotcha = true; } // if we see the player, stop following hintpaths. if (gotcha) { // if(g_showlogic && g_showlogic->value) // gi.dprintf("stopped following hint paths in ai_run\n"); // disconnect from hintpaths and start looking normally for players. hintpath_stop (self); // pmm - no longer needed, since hintpath_stop does it // HuntTarget(self); } return; } //PGM //========== if (self->monsterinfo.aiflags & AI_SOUND_TARGET) { // PMM - paranoia checking if (self->enemy) VectorSubtract (self->s.origin, self->enemy->s.origin, v); if ((!self->enemy) || (VectorLength(v) < 64)) // pmm { self->monsterinfo.aiflags |= (AI_STAND_GROUND | AI_TEMP_STAND_GROUND); self->monsterinfo.stand (self); return; } M_MoveToGoal (self, dist); // PMM - prevent double moves for sound_targets alreadyMoved = true; // pmm if(!self->inuse) return; // PGM - g_touchtrigger free problem if (!FindTarget (self)) return; } // PMM -- moved ai_checkattack up here so the monsters can attack while strafing or charging // PMM -- if we're dodging, make sure to keep the attack_state AS_SLIDING retval = ai_checkattack (self, dist); // PMM - don't strafe if we can't see our enemy if ((!enemy_vis) && (self->monsterinfo.attack_state == AS_SLIDING)) self->monsterinfo.attack_state = AS_STRAIGHT; // unless we're dodging (dodging out of view looks smart) if (self->monsterinfo.aiflags & AI_DODGING) self->monsterinfo.attack_state = AS_SLIDING; // pmm if (self->monsterinfo.attack_state == AS_SLIDING) { // PMM - protect against double moves if (!alreadyMoved) ai_run_slide (self, dist); // PMM // we're using attack_state as the return value out of ai_run_slide to indicate whether or not the // move succeeded. If the move succeeded, and we're still sliding, we're done in here (since we've // had our chance to shoot in ai_checkattack, and have moved). // if the move failed, our state is as_straight, and it will be taken care of below if ((!retval) && (self->monsterinfo.attack_state == AS_SLIDING)) return; } else if (self->monsterinfo.aiflags & AI_CHARGING) { self->ideal_yaw = enemy_yaw; if (!(self->monsterinfo.aiflags & AI_MANUAL_STEERING)) M_ChangeYaw (self); } if (retval) { // PMM - is this useful? Monsters attacking usually call the ai_charge routine.. // the only monster this affects should be the soldier if ((dist != 0) && (!alreadyMoved) && (self->monsterinfo.attack_state == AS_STRAIGHT) && (!(self->monsterinfo.aiflags & AI_STAND_GROUND))) { M_MoveToGoal (self, dist); } if ((self->enemy) && (self->enemy->inuse) && (enemy_vis)) { self->monsterinfo.aiflags &= ~AI_LOST_SIGHT; VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting); self->monsterinfo.trail_time = level.time; //PMM VectorCopy (self->enemy->s.origin, self->monsterinfo.blind_fire_target); self->monsterinfo.blind_fire_delay = 0; //pmm } return; } //PMM // if (ai_checkattack (self, dist)) // return; // if (self->monsterinfo.attack_state == AS_SLIDING) // { // ai_run_slide (self, dist); // return; // } // PGM - added a little paranoia checking here... 9/22/98 if ((self->enemy) && (self->enemy->inuse) && (enemy_vis)) { // if (self->monsterinfo.aiflags & AI_LOST_SIGHT) // gi.dprintf("regained sight\n"); // PMM - check for alreadyMoved if (!alreadyMoved) M_MoveToGoal (self, dist); if(!self->inuse) return; // PGM - g_touchtrigger free problem self->monsterinfo.aiflags &= ~AI_LOST_SIGHT; VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting); self->monsterinfo.trail_time = level.time; // PMM VectorCopy (self->enemy->s.origin, self->monsterinfo.blind_fire_target); self->monsterinfo.blind_fire_delay = 0; // pmm return; } //======= //PGM // if we've been looking (unsuccessfully) for the player for 10 seconds // PMM - reduced to 5, makes them much nastier if((self->monsterinfo.trail_time + 5) <= level.time) { // and we haven't checked for valid hint paths in the last 10 seconds if((self->monsterinfo.last_hint_time + 10) <= level.time) { // check for hint_paths. self->monsterinfo.last_hint_time = level.time; if(monsterlost_checkhint(self)) return; } } //PGM //======= // PMM - moved down here to allow monsters to get on hint paths // coop will change to another enemy if visible if (coop->value) { // FIXME: insane guys get mad with this, which causes crashes! if (FindTarget (self)) return; } // pmm if ((self->monsterinfo.search_time) && (level.time > (self->monsterinfo.search_time + 20))) { // PMM - double move protection if (!alreadyMoved) M_MoveToGoal (self, dist); self->monsterinfo.search_time = 0; // gi.dprintf("search timeout\n"); return; } save = self->goalentity; tempgoal = G_Spawn(); self->goalentity = tempgoal; new = false; if (!(self->monsterinfo.aiflags & AI_LOST_SIGHT)) { // just lost sight of the player, decide where to go first // gi.dprintf("lost sight of player, last seen at %s\n", vtos(self->monsterinfo.last_sighting)); self->monsterinfo.aiflags |= (AI_LOST_SIGHT | AI_PURSUIT_LAST_SEEN); self->monsterinfo.aiflags &= ~(AI_PURSUE_NEXT | AI_PURSUE_TEMP); new = true; } if (self->monsterinfo.aiflags & AI_PURSUE_NEXT) { // vec3_t debug_vec; self->monsterinfo.aiflags &= ~AI_PURSUE_NEXT; // VectorSubtract(self->monsterinfo.last_sighting, self->s.origin, debug_vec); // gi.dprintf("reached current goal: %s %s %f", vtos(self->s.origin), vtos(self->monsterinfo.last_sighting), VectorLength(debug_vec)); // give ourself more time since we got this far self->monsterinfo.search_time = level.time + 5; if (self->monsterinfo.aiflags & AI_PURSUE_TEMP) { // gi.dprintf("was temp goal; retrying original\n"); self->monsterinfo.aiflags &= ~AI_PURSUE_TEMP; marker = NULL; VectorCopy (self->monsterinfo.saved_goal, self->monsterinfo.last_sighting); new = true; } else if (self->monsterinfo.aiflags & AI_PURSUIT_LAST_SEEN) { self->monsterinfo.aiflags &= ~AI_PURSUIT_LAST_SEEN; marker = PlayerTrail_PickFirst (self); } else { marker = PlayerTrail_PickNext (self); } if (marker) { VectorCopy (marker->s.origin, self->monsterinfo.last_sighting); self->monsterinfo.trail_time = marker->timestamp; self->s.angles[YAW] = self->ideal_yaw = marker->s.angles[YAW]; // gi.dprintf("heading is %0.1f\n", self->ideal_yaw); // debug_drawline(self.origin, self.last_sighting, 52); new = true; } } VectorSubtract (self->s.origin, self->monsterinfo.last_sighting, v); d1 = VectorLength(v); if (d1 <= dist) { self->monsterinfo.aiflags |= AI_PURSUE_NEXT; dist = d1; } VectorCopy (self->monsterinfo.last_sighting, self->goalentity->s.origin); if (new) { // gi.dprintf("checking for course correction\n"); tr = gi.trace(self->s.origin, self->mins, self->maxs, self->monsterinfo.last_sighting, self, MASK_PLAYERSOLID); if (tr.fraction < 1) { VectorSubtract (self->goalentity->s.origin, self->s.origin, v); d1 = VectorLength(v); center = tr.fraction; d2 = d1 * ((center+1)/2); self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v); AngleVectors(self->s.angles, v_forward, v_right, NULL); VectorSet(v, d2, -16, 0); G_ProjectSource (self->s.origin, v, v_forward, v_right, left_target); tr = gi.trace(self->s.origin, self->mins, self->maxs, left_target, self, MASK_PLAYERSOLID); left = tr.fraction; VectorSet(v, d2, 16, 0); G_ProjectSource (self->s.origin, v, v_forward, v_right, right_target); tr = gi.trace(self->s.origin, self->mins, self->maxs, right_target, self, MASK_PLAYERSOLID); right = tr.fraction; center = (d1*center)/d2; if (left >= center && left > right) { if (left < 1) { VectorSet(v, d2 * left * 0.5, -16, 0); G_ProjectSource (self->s.origin, v, v_forward, v_right, left_target); // gi.dprintf("incomplete path, go part way and adjust again\n"); } VectorCopy (self->monsterinfo.last_sighting, self->monsterinfo.saved_goal); self->monsterinfo.aiflags |= AI_PURSUE_TEMP; VectorCopy (left_target, self->goalentity->s.origin); VectorCopy (left_target, self->monsterinfo.last_sighting); VectorSubtract (self->goalentity->s.origin, self->s.origin, v); self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v); // gi.dprintf("adjusted left\n"); // debug_drawline(self.origin, self.last_sighting, 152); } else if (right >= center && right > left) { if (right < 1) { VectorSet(v, d2 * right * 0.5, 16, 0); G_ProjectSource (self->s.origin, v, v_forward, v_right, right_target); // gi.dprintf("incomplete path, go part way and adjust again\n"); } VectorCopy (self->monsterinfo.last_sighting, self->monsterinfo.saved_goal); self->monsterinfo.aiflags |= AI_PURSUE_TEMP; VectorCopy (right_target, self->goalentity->s.origin); VectorCopy (right_target, self->monsterinfo.last_sighting); VectorSubtract (self->goalentity->s.origin, self->s.origin, v); self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v); // gi.dprintf("adjusted right\n"); // debug_drawline(self.origin, self.last_sighting, 152); } } // else gi.dprintf("course was fine\n"); } M_MoveToGoal (self, dist); if(!self->inuse) return; // PGM - g_touchtrigger free problem G_FreeEdict(tempgoal); if (self) self->goalentity = save; }