예제 #1
0
파일: ai_nodes.c 프로젝트: Racenet/racesow
/*
* AI_InitEntitiesData
*/
void AI_InitEntitiesData( void )
{
	int newlinks, newjumplinks;
	edict_t *ent;

	if( !nav.num_nodes )
	{
		if( g_numbots->integer ) trap_Cvar_Set( "g_numbots", "0" );
		return;
	}

	// create nodes for navigable map entities ( must happen after finding teams )
	for( ent = game.edicts + 1 + gs.maxclients; ENTNUM( ent ) < game.numentities; ent++ )
		AI_AddNavigableEntity( ent );

	// add all clients to goalEntities so they can be tracked as enemies
	for( ent = game.edicts + 1; PLAYERNUM( ent ) < gs.maxclients; ent++ )
		AI_AddGoalEntity( ent );

	// link all newly added nodes
	newlinks = AI_LinkServerNodes( nav.serverNodesStart );
	newjumplinks = AI_LinkCloseNodes_JumpPass( nav.serverNodesStart );

	if( developer->integer )
	{
		G_Printf( "       : added nodes:%i.\n", nav.num_nodes - nav.serverNodesStart );
		G_Printf( "       : total nodes:%i.\n", nav.num_nodes );
		G_Printf( "       : added links:%i.\n", newlinks );
		G_Printf( "       : added jump links:%i.\n", newjumplinks );
	}

	G_Printf( "       : AI Navigation Initialized.\n" );

	nav.loaded = qtrue;
}
예제 #2
0
파일: ai_items.c 프로젝트: Racenet/racesow
//==========================================
// AI_EnemyAdded
// Add the Player to our list
//==========================================
void AI_EnemyAdded( edict_t *ent )
{
	AI_AddGoalEntity( ent );
}
예제 #3
0
파일: g_items.c 프로젝트: hettoo/racesow
/*
* Finish_SpawningItem
*/
static void Finish_SpawningItem( edict_t *ent )
{
	trace_t	tr;
	vec3_t dest;
	gsitem_t *item = ent->item;

	assert( item );

	ent->s.itemNum = item->tag;
	VectorCopy( item_box_mins, ent->r.mins );
	VectorCopy( item_box_maxs, ent->r.maxs );

	if( ent->model )
	{
		ent->s.modelindex = trap_ModelIndex( ent->model );
	}
	else
	{
		if( item->world_model[0] )
			ent->s.modelindex = trap_ModelIndex( item->world_model[0] );
		if( item->world_model[1] )
			ent->s.modelindex2 = trap_ModelIndex( item->world_model[1] );
	}

	ent->r.solid = SOLID_TRIGGER;
	ent->r.svflags &= ~SVF_NOCLIENT;
	ent->movetype = MOVETYPE_TOSS;
	ent->touch = Touch_Item;
	ent->attenuation = 1;

	if( ent->spawnflags & 1 )
		ent->gravity = 0;

	G_Trace( &tr, ent->s.origin, ent->r.mins, ent->r.maxs, ent->s.origin, ent, MASK_SOLID );
	if( tr.startsolid )
	{
		vec3_t end;

		// move it 16 units up, cause it's typical they share the leaf with the floor
		VectorCopy( ent->s.origin, end );
		end[2] += 16;

		G_Trace( &tr, end, ent->r.mins, ent->r.maxs, ent->s.origin, ent, MASK_SOLID );
		if( tr.startsolid )
		{
			G_Printf( "Warning: %s %s spawns inside solid. Inhibited\n", ent->classname, vtos( ent->s.origin ) );
			G_FreeEdict( ent );
			return;
		}

		VectorCopy( tr.endpos, ent->s.origin );
	}

	// drop the item to floor
	if( ent->gravity )
	{
		VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 128 );
		G_Trace( &tr, ent->s.origin, ent->r.mins, ent->r.maxs, dest, ent, MASK_SOLID );
		VectorCopy( tr.endpos, ent->s.origin );
	}

	if( item->type & IT_HEALTH )
	{
		if( item->tag == HEALTH_SMALL || item->tag == HEALTH_ULTRA )
			ent->style = HEALTH_IGNORE_MAX;
		else if( item->tag == HEALTH_MEGA )
			ent->style = HEALTH_IGNORE_MAX|HEALTH_TIMED;
	}

	if( ent->team )
	{
		ent->flags &= ~FL_TEAMSLAVE;
		ent->chain = ent->teamchain;
		ent->teamchain = NULL;

		ent->r.svflags |= SVF_NOCLIENT;
		ent->r.solid = SOLID_NOT;

		// team slaves and targeted items aren't present at start
		if( ent == ent->teammaster && !ent->targetname )
		{
			ent->nextThink = level.time + 1;
			ent->think = DoRespawn;
			GClip_LinkEntity( ent );
		}
	}
	else if( ent->targetname )
	{
		ent->r.svflags |= SVF_NOCLIENT;
		ent->r.solid = SOLID_NOT;
	}

	GClip_LinkEntity( ent );

	AI_AddGoalEntity( ent );
}