Esempio n. 1
0
/*
===========
AICast_DBG_RouteTable_f
===========
*/
void AICast_DBG_RouteTable_f( vec3_t org, char *param ) {
	static int srcarea = 0, dstarea = 0;
//	extern botlib_export_t botlib; // TTimo: unused

	if ( !param || strlen( param ) < 1 ) {
		trap_Print( "You must specify 'src', 'dest' or 'show'\n" );
		return;
	}

	trap_AAS_SetCurrentWorld( 0 );  // use the default world, which should have a routetable

	if ( Q_stricmp( param, "toggle" ) == 0 ) {
		trap_AAS_RT_ShowRoute( vec3_origin, -666, -666 );   // stupid toggle hack
		return;
	}

	if ( Q_stricmp( param, "src" ) == 0 ) { // set the src
		srcarea = 1 + trap_AAS_PointAreaNum( org );
		return;
	} else if ( Q_stricmp( param, "dest" ) == 0 )        {
		dstarea = 1 + trap_AAS_PointAreaNum( org );
	}

	if ( srcarea && dstarea ) { // show the path
		trap_AAS_RT_ShowRoute( org, srcarea - 1, dstarea - 1 );
	} else
	{
		trap_Print( "You must specify 'src' & 'dest' first\n" );
	}
}
Esempio n. 2
0
void AICast_Init (void)
{
	vmCvar_t	cvar;
	int	i;

	numSecrets = 0;
	numcast = 0;
	numSpawningCast = 0;
	saveGamePending = qtrue;

	trap_Cvar_Register( &aicast_debug, "aicast_debug", "0", 0 );
	trap_Cvar_Register( &aicast_debugname, "aicast_debugname", "", 0 );
	trap_Cvar_Register( &aicast_scripts, "aicast_scripts", "1", 0 );

	// (aicast_thinktime / sv_fps) * aicast_maxthink = number of cast's to think between each aicast frame
	// so..
	// (100 / 20) * 6 = 30
	//
	// so if the level has more than 30 AI cast's, they could start to bunch up, resulting in slower thinks

	trap_Cvar_Register( &cvar, "aicast_thinktime", "50", 0 );
	aicast_thinktime = trap_Cvar_VariableIntegerValue( "aicast_thinktime" );

	trap_Cvar_Register( &cvar, "aicast_maxthink", "12", 0 );
	aicast_maxthink = trap_Cvar_VariableIntegerValue( "aicast_maxthink" );

	aicast_maxclients = trap_Cvar_VariableIntegerValue( "sv_maxclients" );

	aicast_skillscale = (float)trap_Cvar_VariableIntegerValue( "g_gameSkill" ) / (float)GSKILL_MAX;

	caststates = G_Alloc( aicast_maxclients * sizeof(cast_state_t) );
	memset( caststates, 0, sizeof(caststates) );
	for (i=0; i<MAX_CLIENTS; i++) {
		caststates[i].entityNum = i;
	}

	// try and load in the AAS now, so we can interact with it during spawning of entities
	i = 0;
	trap_AAS_SetCurrentWorld(0);
	while (!trap_AAS_Initialized() && (i++ < 10)) {
		trap_BotLibStartFrame((float) level.time / 1000);
	}
}
Esempio n. 3
0
/*
==================
BotAIStartFrame
==================
*/
int BotAIStartFrame( int time ) {
	int i;
	gentity_t   *ent;
	bot_entitystate_t state;
	//entityState_t entitystate;
	//vec3_t mins = {-15, -15, -24}, maxs = {15, 15, 32};
	int elapsed_time, thinktime;
	static int local_time;
	static int botlib_residual;
	static int lastbotthink_time;

	if ( g_gametype.integer != GT_SINGLE_PLAYER ) {
		G_CheckBotSpawn();
	}

	trap_Cvar_Update( &bot_rocketjump );
	trap_Cvar_Update( &bot_grapple );
	trap_Cvar_Update( &bot_fastchat );
	trap_Cvar_Update( &bot_nochat );
	trap_Cvar_Update( &bot_testrchat );
	trap_Cvar_Update( &bot_thinktime );
	// Ridah, set the default AAS world
	trap_AAS_SetCurrentWorld( 0 );
	trap_Cvar_Update( &memorydump );

	if ( memorydump.integer ) {
		trap_BotLibVarSet( "memorydump", "1" );
		trap_Cvar_Set( "memorydump", "0" );
	}

	//if the bot think time changed we should reschedule the bots
	if ( bot_thinktime.integer != lastbotthink_time ) {
		lastbotthink_time = bot_thinktime.integer;
		BotScheduleBotThink();
	}

	elapsed_time = time - local_time;
	local_time = time;

	botlib_residual += elapsed_time;

	if ( elapsed_time > bot_thinktime.integer ) {
		thinktime = elapsed_time;
	} else { thinktime = bot_thinktime.integer;}

	// update the bot library
	if ( botlib_residual >= thinktime ) {
		botlib_residual -= thinktime;

		trap_BotLibStartFrame( (float) time / 1000 );

		// Ridah, only check the default world
		trap_AAS_SetCurrentWorld( 0 );

		if ( !trap_AAS_Initialized() ) {
			return BLERR_NOERROR;
		}

		//update entities in the botlib
		for ( i = 0; i < MAX_GENTITIES; i++ ) {

			// Ridah, in single player, we only need client entity information
			if ( g_gametype.integer == GT_SINGLE_PLAYER && i > level.maxclients ) {
				break;
			}

			ent = &g_entities[i];
			if ( !ent->inuse ) {
				continue;
			}
			if ( !ent->r.linked ) {
				continue;
			}
			if ( ent->r.svFlags & SVF_NOCLIENT ) {
				continue;
			}
			//
			memset( &state, 0, sizeof( bot_entitystate_t ) );
			//
			VectorCopy( ent->r.currentOrigin, state.origin );
			VectorCopy( ent->r.currentAngles, state.angles );
			VectorCopy( ent->s.origin2, state.old_origin );
			VectorCopy( ent->r.mins, state.mins );
			VectorCopy( ent->r.maxs, state.maxs );
			state.type = ent->s.eType;
			state.flags = ent->s.eFlags;
			if ( ent->r.bmodel ) {
				state.solid = SOLID_BSP;
			} else { state.solid = SOLID_BBOX;}
			state.groundent = ent->s.groundEntityNum;
			state.modelindex = ent->s.modelindex;
			state.modelindex2 = ent->s.modelindex2;
			state.frame = ent->s.frame;
			//state.event = ent->s.event;
			//state.eventParm = ent->s.eventParm;
			state.powerups = ent->s.powerups;
			state.legsAnim = ent->s.legsAnim;
			state.torsoAnim = ent->s.torsoAnim;
//			state.weapAnim = ent->s.weapAnim;	//----(SA)
//----(SA)	didn't want to comment in as I wasn't sure of any implications of changing the aas_entityinfo_t and bot_entitystate_t structures.
			state.weapon = ent->s.weapon;
			/*
			if (!BotAI_GetEntityState(i, &entitystate)) continue;
			//
			memset(&state, 0, sizeof(bot_entitystate_t));
			//
			VectorCopy(entitystate.pos.trBase, state.origin);
			VectorCopy(entitystate.angles, state.angles);
			VectorCopy(ent->s.origin2, state.old_origin);
			//VectorCopy(ent->r.mins, state.mins);
			//VectorCopy(ent->r.maxs, state.maxs);
			state.type = entitystate.eType;
			state.flags = entitystate.eFlags;
			if (ent->r.bmodel) state.solid = SOLID_BSP;
			else state.solid = SOLID_BBOX;
			state.modelindex = entitystate.modelindex;
			state.modelindex2 = entitystate.modelindex2;
			state.frame = entitystate.frame;
			state.event = entitystate.event;
			state.eventParm = entitystate.eventParm;
			state.powerups = entitystate.powerups;
			state.legsAnim = entitystate.legsAnim;
			state.torsoAnim = entitystate.torsoAnim;
			state.weapon = entitystate.weapon;
			*/
			//
			trap_BotLibUpdateEntity( i, &state );
		}

		BotAIRegularUpdate();

	}

	// Ridah, in single player, don't need bot's thinking
	if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
		return BLERR_NOERROR;
	}

	// execute scheduled bot AI
	for ( i = 0; i < MAX_CLIENTS; i++ ) {
		if ( !botstates[i] || !botstates[i]->inuse ) {
			continue;
		}
		// Ridah
		if ( g_entities[i].r.svFlags & SVF_CASTAI ) {
			continue;
		}
		// done.
		//
		botstates[i]->botthink_residual += elapsed_time;
		//
		if ( botstates[i]->botthink_residual >= thinktime ) {
			botstates[i]->botthink_residual -= thinktime;

			if ( !trap_AAS_Initialized() ) {
				return BLERR_NOERROR;
			}

			if ( g_entities[i].client->pers.connected == CON_CONNECTED ) {
				BotAI( i, (float) thinktime / 1000 );
			}
		}
	}


	// execute bot user commands every frame
	for ( i = 0; i < MAX_CLIENTS; i++ ) {
		if ( !botstates[i] || !botstates[i]->inuse ) {
			continue;
		}
		// Ridah
		if ( g_entities[i].r.svFlags & SVF_CASTAI ) {
			continue;
		}
		// done.
		if ( g_entities[i].client->pers.connected != CON_CONNECTED ) {
			continue;
		}

		BotUpdateInput( botstates[i], time );
		trap_BotUserCommand( botstates[i]->client, &botstates[i]->lastucmd );
	}

	return BLERR_NOERROR;
}
Esempio n. 4
0
/*
============
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; // TTimo gcc: MS_DEFAULT MS_RUN not handled in switch
		}
	}
	//
	//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] ) );
	}
}
Esempio n. 5
0
/*
================
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] );
				}

			}
		}
	}
}
Esempio n. 6
0
void AICast_SightUpdate( int numchecks ) {
	int count = 0, destcount, srccount;
	int src, dest;
	gentity_t       *srcent, *destent;
	cast_state_t    *cs, *dcs;
	//static int	lastNumUpdated; // TTimo: unused
	cast_visibility_t *vis;
	#define SIGHT_MIN_DELAY 200

	src = 0;
	dest = 0;
	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;
				//dest < aicast_maxclients && destcount < level.numPlayingClients;
				destent == g_entities;  // only check the player
				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];

			// OPTIMIZATION: if we have seen the player, abort checking each frame
			//if (vis->real_visible_timestamp && cs->aiState > AISTATE_QUERY && AICast_HostileEnemy(cs, destent->s.number))
			//	continue;

			// 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 - ( 40 + rand() % 40 ) ) {
				continue;
			}

			// 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;
			}

			dcs = AICast_GetCastState( destent->s.number );

			vis = &cs->vislist[destent->s.number];

			// don't check too often
			if ( vis->lastcheck_timestamp > ( level.time - SIGHT_MIN_DELAY ) ) {
				continue;
			}

			if ( destent->health <= 0 ) {
				// only check dead guys until they are sighted
				if ( vis->lastcheck_health < 0 ) {
					continue;
				}
			}

			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 + 1 ) ) {
				if ( dcs->aiState < AISTATE_COMBAT ) {
					if ( vis->lastcheck_timestamp > ( level.time - ( 2000 + rand() % 1000 ) ) ) {
						continue;   // dont check too often
					}
				} else {    // check a little more frequently
					if ( vis->lastcheck_timestamp > ( level.time - ( 500 + rand() % 500 ) ) ) {
						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;
}