1 /*
2 ===========================================================================
3
4 Doom 3 GPL Source Code
5 Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
6
7 This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
8
9 Doom 3 Source Code is free software: you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by
11 the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version.
13
14 Doom 3 Source Code is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details.
18
19 You should have received a copy of the GNU General Public License
20 along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
21
22 In addition, the Doom 3 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 Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
23
24 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.
25
26 ===========================================================================
27 */
28 /***********************************************************************
29
30 game/ai/AI_Vagary.cpp
31
32 Vagary specific AI code
33
34 ***********************************************************************/
35
36 #include "sys/platform.h"
37 #include "script/Script_Thread.h"
38
39 #include "gamesys/SysCvar.h"
40 #include "Moveable.h"
41
42 #include "ai/AI.h"
43
44 class idAI_Vagary : public idAI {
45 public:
46 CLASS_PROTOTYPE( idAI_Vagary );
47
48 private:
49 void Event_ChooseObjectToThrow( const idVec3 &mins, const idVec3 &maxs, float speed, float minDist, float offset );
50 void Event_ThrowObjectAtEnemy( idEntity *ent, float speed );
51 };
52
53 const idEventDef AI_Vagary_ChooseObjectToThrow( "vagary_ChooseObjectToThrow", "vvfff", 'e' );
54 const idEventDef AI_Vagary_ThrowObjectAtEnemy( "vagary_ThrowObjectAtEnemy", "ef" );
55
CLASS_DECLARATION(idAI,idAI_Vagary)56 CLASS_DECLARATION( idAI, idAI_Vagary )
57 EVENT( AI_Vagary_ChooseObjectToThrow, idAI_Vagary::Event_ChooseObjectToThrow )
58 EVENT( AI_Vagary_ThrowObjectAtEnemy, idAI_Vagary::Event_ThrowObjectAtEnemy )
59 END_CLASS
60
61 /*
62 ================
63 idAI_Vagary::Event_ChooseObjectToThrow
64 ================
65 */
66 void idAI_Vagary::Event_ChooseObjectToThrow( const idVec3 &mins, const idVec3 &maxs, float speed, float minDist, float offset ) {
67 idEntity * ent;
68 idEntity * entityList[ MAX_GENTITIES ];
69 int numListedEntities;
70 int i, index;
71 float dist;
72 idVec3 vel;
73 idVec3 offsetVec( 0, 0, offset );
74 idEntity *enemyEnt = enemy.GetEntity();
75
76 if ( !enemyEnt ) {
77 idThread::ReturnEntity( NULL );
78 }
79
80 idVec3 enemyEyePos = lastVisibleEnemyPos + lastVisibleEnemyEyeOffset;
81 const idBounds &myBounds = physicsObj.GetAbsBounds();
82 idBounds checkBounds( mins, maxs );
83 checkBounds.TranslateSelf( physicsObj.GetOrigin() );
84 numListedEntities = gameLocal.clip.EntitiesTouchingBounds( checkBounds, -1, entityList, MAX_GENTITIES );
85
86 index = gameLocal.random.RandomInt( numListedEntities );
87 for ( i = 0; i < numListedEntities; i++, index++ ) {
88 if ( index >= numListedEntities ) {
89 index = 0;
90 }
91 ent = entityList[ index ];
92 if ( !ent->IsType( idMoveable::Type ) ) {
93 continue;
94 }
95
96 if ( ent->fl.hidden ) {
97 // don't throw hidden objects
98 continue;
99 }
100
101 idPhysics *entPhys = ent->GetPhysics();
102 const idVec3 &entOrg = entPhys->GetOrigin();
103 dist = ( entOrg - enemyEyePos ).LengthFast();
104 if ( dist < minDist ) {
105 continue;
106 }
107
108 idBounds expandedBounds = myBounds.Expand( entPhys->GetBounds().GetRadius() );
109 if ( expandedBounds.LineIntersection( entOrg, enemyEyePos ) ) {
110 // ignore objects that are behind us
111 continue;
112 }
113
114 if ( PredictTrajectory( entPhys->GetOrigin() + offsetVec, enemyEyePos, speed, entPhys->GetGravity(),
115 entPhys->GetClipModel(), entPhys->GetClipMask(), MAX_WORLD_SIZE, NULL, enemyEnt, ai_debugTrajectory.GetBool() ? 4000 : 0, vel ) ) {
116 idThread::ReturnEntity( ent );
117 return;
118 }
119 }
120
121 idThread::ReturnEntity( NULL );
122 }
123
124 /*
125 ================
126 idAI_Vagary::Event_ThrowObjectAtEnemy
127 ================
128 */
Event_ThrowObjectAtEnemy(idEntity * ent,float speed)129 void idAI_Vagary::Event_ThrowObjectAtEnemy( idEntity *ent, float speed ) {
130 idVec3 vel;
131 idEntity *enemyEnt;
132 idPhysics *entPhys;
133
134 entPhys = ent->GetPhysics();
135 enemyEnt = enemy.GetEntity();
136 if ( !enemyEnt ) {
137 vel = ( viewAxis[ 0 ] * physicsObj.GetGravityAxis() ) * speed;
138 } else {
139 PredictTrajectory( entPhys->GetOrigin(), lastVisibleEnemyPos + lastVisibleEnemyEyeOffset, speed, entPhys->GetGravity(),
140 entPhys->GetClipModel(), entPhys->GetClipMask(), MAX_WORLD_SIZE, NULL, enemyEnt, ai_debugTrajectory.GetBool() ? 4000 : 0, vel );
141 vel *= speed;
142 }
143
144 entPhys->SetLinearVelocity( vel );
145
146 if ( ent->IsType( idMoveable::Type ) ) {
147 idMoveable *ment = static_cast<idMoveable*>( ent );
148 ment->EnableDamage( true, 2.5f );
149 }
150 }
151