Exemplo n.º 1
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] ) );
	}
}
/*
================
AIFunc_WarriorZombieDefense
================
*/
char *AIFunc_WarriorZombieDefense( cast_state_t *cs ) {
	gentity_t *ent, *enemy;
	vec3_t enemyDir, vec;
	float dist;

	ent = &g_entities[cs->entityNum];

	if ( !( ent->flags & FL_DEFENSE_GUARD ) ) {
		if ( cs->weaponFireTimes[cs->bs->weaponnum] < level.time - 100 ) {
			return AIFunc_DefaultStart( cs );
		}
		return NULL;
	}

	if ( cs->bs->enemy < 0 ) {
		ent->flags &= ~FL_DEFENSE_GUARD;
		ent->client->ps.torsoTimer = 0;
		ent->client->ps.legsTimer = 0;
		return NULL;
	}

	enemy = &g_entities[cs->bs->enemy];

	if ( cs->thinkFuncChangeTime < level.time - 1500 ) {
		// if we cant see them
		if ( !AICast_EntityVisible( cs, cs->bs->enemy, qtrue ) ) {
			ent->flags &= ~FL_DEFENSE_GUARD;
			ent->client->ps.torsoTimer = 0;
			ent->client->ps.legsTimer = 0;
			return NULL;
		}

		// if our enemy isn't using a dangerous weapon
		if ( enemy->client->ps.weapon < WP_LUGER || enemy->client->ps.weapon > WP_CROSS ) {
			ent->flags &= ~FL_DEFENSE_GUARD;
			ent->client->ps.torsoTimer = 0;
			ent->client->ps.legsTimer = 0;
			return NULL;
		}

		// if our enemy isn't looking right at us, abort
		VectorSubtract( ent->client->ps.origin, enemy->client->ps.origin, vec );
		dist = VectorNormalize( vec );
		if ( dist > 512 ) {
			dist = 512;
		}
		AngleVectors( enemy->client->ps.viewangles, enemyDir, NULL, NULL );
		if ( DotProduct( vec, enemyDir ) < ( 0.98 - 0.2 * ( dist / 512 ) ) ) {
			ent->flags &= ~FL_DEFENSE_GUARD;
			ent->client->ps.torsoTimer = 0;
			ent->client->ps.legsTimer = 0;
			return NULL;
		}
	}

	cs->weaponFireTimes[cs->bs->weaponnum] = level.time;

	if ( !ent->client->ps.torsoTimer ) {
		ent->flags &= ~FL_DEFENSE_GUARD;
		ent->client->ps.torsoTimer = 0;
		ent->client->ps.legsTimer = 0;
		return NULL;
	}

	// face them
	AICast_AimAtEnemy( cs );
	// crouching position, use smaller bounding box
	trap_EA_Crouch( cs->bs->client );

	return NULL;
}