Пример #1
0
/*
============
AICast_Sight
============
*/
void AICast_Sight( gentity_t *ent, gentity_t *other, int lastSight ) {
	cast_state_t    *cs, *ocs;

	cs = AICast_GetCastState( ent->s.number );
	ocs = AICast_GetCastState( other->s.number );

	//
	// call the sightfunc for this cast, so we can play associated sounds, or do any character-specific things
	//
	if ( cs->sightfunc ) {
		// factor in the reaction time
		if ( AICast_EntityVisible( cs, other->s.number, qfalse ) ) {
			cs->sightfunc( ent, other, lastSight );
		}
	}

	if ( other->aiName && other->health <= 0 ) {

		// they died since we last saw them
		if ( ocs->deathTime > lastSight ) {
			if ( !AICast_SameTeam( cs, other->s.number ) ) {
				AICast_ScriptEvent( cs, "enemysightcorpse", other->aiName );
			} else if ( !( cs->castScriptStatus.scriptFlags & SFL_FRIENDLYSIGHTCORPSE_TRIGGERED ) ) {
				cs->castScriptStatus.scriptFlags |= SFL_FRIENDLYSIGHTCORPSE_TRIGGERED;
				AICast_ScriptEvent( cs, "friendlysightcorpse", "" );
			}
		}

		// if this is the first time, call the sight script event
	} else if ( !lastSight && other->aiName ) {
		if ( !AICast_SameTeam( cs, other->s.number ) ) {
			// disabled.. triggered when entering combat mode
			//AICast_ScriptEvent( cs, "enemysight", other->aiName );
		} else {
			AICast_ScriptEvent( cs, "sight", other->aiName );
		}
	}
}
Пример #2
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] );
				}

			}
		}
	}
}
/*
================
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;
}