示例#1
0
/**
* CAIManager::CAIManager
* @date Modified March 30, 2006
*/
CAIManager::CAIManager(void) : m_bUpdateGoalLinks(true), m_bSkipCurrentObjective(false)
{
	// go to the object manager and get the players and create nodes for them
	CObjectManager* poObjectManager = CObjectManager::getInstancePtr();
	CObjectManager::ObjectList loPlayers;
	poObjectManager->getObjects(OBJ_PLAYER, &loPlayers);

	CObjectManager::ObjectList::iterator oPlayerIter = loPlayers.begin();

	while (oPlayerIter != loPlayers.end())
	{
		CAINode* newNode = new CAINode;
		newNode->setPosition(ACTOR_PTR(oPlayerIter)->getBV().centerPt);
		newNode->setRadius(1.0f);
		m_loGoals.push_back(newNode);
		oPlayerIter++;
	}

	m_oLeaderTimer.setInterval(0.1f);
	m_oObjectiveTimer.setInterval(0.15f);
	m_poCurrentObjective = NULL;

	m_poObjectiveEmitter = (CParticleEmitter*)CObjectManager::getInstance().createObject(OBJ_PARTICLE_EMITTER);
	m_poObjectiveEmitter->setSystem((CParticleSystem*)CResourceManager::getInstance().loadResource(RES_PARTICLEEMITTER, "objective.xml"));
}
/**
* CAIStateQBRangeAttack::update
* @date Modified May 9, 2006
*/
void CAIStateQBRangeAttack::update(CAIEntity* poAIEntity, CCharacter* poCharacter)
{
	((CAnimatedMesh*)poCharacter->getMesh())->setAnimationSetByName("Attack");
	// look at the player
	D3DXVECTOR3 vAtGoal;
	CAINode* poGoalNode = CAIManager::getInstancePtr()->findBestGoal(poCharacter);
	D3DXVec3Subtract(&vAtGoal, &poGoalNode->getPosition(), &poCharacter->getPosition());
	D3DXVec3Normalize(&vAtGoal, &vAtGoal);
	poCharacter->setOrientation(vAtGoal);

	// wait for the animation to play
	if (poAIEntity->getCurrentStateTime() < ((CAnimatedMesh*)poCharacter->getMesh())->getAnimationLength())
		return;

	// spawn projectile
	CFootBall* poBall = (CFootBall*)CObjectManager::getInstancePtr()->createObject(OBJ_WEAPONPROJ_FOOTBALL);
	vAtGoal = poCharacter->getBV().centerPt;
	vAtGoal.y += 10.0f;
	poBall->setPosition(vAtGoal);
	D3DXVec3Subtract(&vAtGoal, &poGoalNode->getPosition(), &vAtGoal);
	D3DXVec3Normalize(NULL, &vAtGoal, &vAtGoal);
	poBall->setOrientation(vAtGoal);
	poBall->setVelocity(*D3DXVec3Scale(&vAtGoal, &vAtGoal, 50.0f));
	poBall->setBV(poBall->getPosition(), 2.0f);
	poBall->setPlayer((CPlayer*)poCharacter);
	
	((CEnemy*)(poCharacter))->setAIState(CAIStateQBMeleeAttack::getInstancePtr());
}
void CAIVolume::EnumerateSearchNodes(uint32* aiSearchNodes, uint32* pcSearchNodes, const uint32 nMaxSearchNodes) const
{
	for ( uint32 iNode = 0 ; iNode < g_pAINodeMgr->GetNumNodes() && *pcSearchNodes < nMaxSearchNodes ; iNode++ )
	{
		CAINode* pNode = g_pAINodeMgr->GetNode(iNode);

		if ( pNode && pNode->IsSearchable() && Inside(pNode->GetPos(), 53.0f) )
		{
			aiSearchNodes[(*pcSearchNodes)++] = pNode->GetID();
		}
	}
}
CAINode* CAIVolume::FindViewNode() const
{
	for ( uint32 iViewNode = 0 ; iViewNode < kMaxViewNodes ; iViewNode++ )
	{
		uint32 dwViewNode = m_adwViewNodes[iViewNode];
		CAINode* pNode = (dwViewNode == CAINode::kInvalidNodeID ? LTNULL : g_pAINodeMgr->GetNode(dwViewNode));
		if ( pNode )
		{
			if ( !pNode->IsLocked() )
			{
				return pNode;
			}
		}
	}

	return LTNULL;
}
示例#5
0
void CAIHelicopterStateGoto::HandleNameValuePair(char *szName, char *szValue)
{
	CAIHelicopterState::HandleNameValuePair(szName, szValue);

	if ( !_stricmp(szName, "PT") )
	{
		sscanf(szValue, "%f,%f,%f", &m_vDest.x, &m_vDest.y, &m_vDest.z);
		m_cNodes = 0;
	}
	else if ( !_stricmp(szName, "PTS") )
	{
		m_cNodes = 0;

		char *szPoint = strtok(szValue, ",");
		while ( szPoint )
		{
			if ( m_cNodes == kMaxGotoNodes )
			{
                g_pLTServer->CPrint("Max # Goto waypoints exceeded %s=%s", szName, szValue);
			}

			CAINode* pNode = g_pAINodeMgr->GetNode(szPoint);

			if ( pNode )
			{
				m_adwNodes[m_cNodes++] = pNode->GetID();
			}
			else
			{
                g_pLTServer->CPrint("Unknown Goto waypoint ''%s''", szPoint);
			}

			szPoint = strtok(NULL, ",");
		}
	}
	else if ( !_stricmp(szName, "LOOP") )
	{
		m_bLoop = IsTrueChar(*szValue);
	}
}
/**
* CAIStateAcidicAttack::update
* @date Modified May 4, 2006
*/
void CAIStateAcidicAttack::update(CAIEntity* poAIEntity, CCharacter* poCharacter)
{
	D3DCOLOR color = poCharacter->getColor();
	if (color == 0xff000000)
		poCharacter->setColor(0xff005555);
	else
		poCharacter->setColor(0xff000000);

	// look at the player
	D3DXVECTOR3 vAtGoal;
	CAINode* poGoalNode = CAIManager::getInstancePtr()->findBestGoal(poCharacter);
	D3DXVec3Subtract(&vAtGoal, &poGoalNode->getPosition(), &poCharacter->getPosition());
	D3DXVec3Normalize(&vAtGoal, &vAtGoal);
	poCharacter->setOrientation(vAtGoal);

	// wait so we can flash a bit and then throw
	if (poAIEntity->getCurrentStateTime() < 0.5)
		return;

	((CAnimatedMesh*)poCharacter->getMesh())->setAnimationSetByName("Attack");

	// wait for the animation to play
	if (poAIEntity->getCurrentStateTime() < (((CAnimatedMesh*)poCharacter->getMesh())->getAnimationLength() + 0.5))
		return;

	// spawn projectile
	CIceCream* poBall = (CIceCream*)CObjectManager::getInstancePtr()->createObject(OBJ_WEAPONPROJ_ACIDICE);
	vAtGoal = poCharacter->getBV().centerPt;
	vAtGoal.y += 10.0f;
	poBall->setPosition(vAtGoal);
	D3DXVec3Subtract(&vAtGoal, &poGoalNode->getPosition(), &vAtGoal);
	D3DXVec3Normalize(NULL, &vAtGoal, &vAtGoal);
	poBall->setOrientation(vAtGoal);
	poBall->setVelocity(*D3DXVec3Scale(&vAtGoal, &vAtGoal, 50.0f));
	poBall->setBV(poBall->getPosition(), 2.0f);
	poBall->setPlayer((CPlayer*)poCharacter);
	
	((CEnemy*)(poCharacter))->setAIState(CAIStateAcidicFollow::getInstancePtr());
}
示例#7
0
/**
* CAIGroup::disband
* @date Modified April 26, 2006
*/
void CAIGroup::disband(bool bDisperse)
{
	std::list<CEnemy*>::iterator oEnemyIter = m_loEnemies.begin();
	CAIStatePathPlan* poPlan = CAIStatePathPlan::getInstancePtr();

	// for dispersal
	CAIStateMove* poMove = NULL;
	D3DXVECTOR3 vFrontBack(0.0f, 0.0f, 0.0f), vLeftRight(0.0f, 0.0f, 0.0f), vTemp(0.0f, 0.0f, 0.0f);
	CAINode* poGoalNode = NULL;
	float fDot = 0.0f;

	// if the enemies are to disperse, this information is needed
	if (bDisperse)
	{
		poMove = CAIStateMove::getInstancePtr();

		calculateAvgPos();
		poGoalNode = CAIManager::getInstancePtr()->findBestGoal(*oEnemyIter);
		// calculate vectors to perform a halfspace tests to determine members' position in the group
		D3DXVec3Subtract(&vFrontBack, &poGoalNode->getPosition(), &m_vAvgPos);
		D3DXVec3Normalize(NULL, &vFrontBack, &vFrontBack);
		D3DXVec3Cross(&vLeftRight, &D3DXVECTOR3(0.0f, 1.0f, 0.0f), &vLeftRight);
		D3DXVec3Normalize(NULL, &vLeftRight, &vLeftRight);
	}

	while (oEnemyIter != m_loEnemies.end())
	{
		(*oEnemyIter)->getAI()->setGroup(NULL);

		if (bDisperse)
		{
			if ((*oEnemyIter)->getType() == OBJ_ENEMY_ZOMBIECITIZEN)
			{
				D3DXVec3Subtract(&vTemp, &ENEMY_PTR(oEnemyIter)->getBV().centerPt, &m_vAvgPos);
				D3DXVec3Normalize(NULL, &vTemp, &vTemp);
				fDot = D3DXVec3Dot(&vTemp, &vFrontBack);

				// if this enemy is in back send him straight to the goal
				if (fDot <= 0.0f)
				{
					(*oEnemyIter)->setAIState(poPlan);
				}
				// if this enemy is in front, make him move forward
				else
				{
					ENEMY_PTR(oEnemyIter)->setOrientation(vTemp);
					D3DXVec3Scale(&vTemp, &vFrontBack, 10.0f);
					ENEMY_PTR(oEnemyIter)->setVelocity(vTemp);
					(*oEnemyIter)->setAIState(poMove);
				}
			}
			else
			{
				(*oEnemyIter)->setAIState(poPlan);
			}

		}
		else
		{
			(*oEnemyIter)->setAIState(poPlan);
		}
		
		oEnemyIter = m_loEnemies.erase(oEnemyIter);
	}
}
示例#8
0
void CAIBrain::GetDodgeStatus(DodgeStatus* peDodgeStatus, Direction* peDirection, DodgeAction* peDodgeAction, uint32* pdwNode)
{
	if ( !GetAI()->HasTarget() || !GetAI()->HasLastVolume() ) 
	{
		*peDodgeStatus = m_eDodgeStatusLast = eDodgeStatusOk;
		return;
	}

	if ( g_pLTServer->GetTime() >= m_fDodgeStatusCheckTimeVector )
	{
		m_fDodgeStatusCheckTimeVector = g_pLTServer->GetTime() + LOWER_BY_DIFFICULTY(m_pBrain->fDodgeVectorCheckTime);

		if ( GetRandom(0.0f, 1.0f) <= RAISE_BY_DIFFICULTY(m_pBrain->fDodgeVectorCheckChance) )
		{
			if ( GetAI()->GetTarget()->IsVisiblePartially() )
			{
				CCharacter* pCharacter = (CCharacter*)g_pLTServer->HandleToObject(GetAI()->GetTarget()->GetObject());
				if ( pCharacter->HasDangerousWeapon() )
				{
					LTRotation rRot;
					LTVector vNull, vForward;
					g_pLTServer->GetObjectRotation(GetAI()->GetTarget()->GetObject(), &rRot);
					g_pMathLT->GetRotationVectors(rRot, vNull, vNull, vForward);

					LTVector vDir;
					vDir = GetAI()->GetPosition() - GetAI()->GetTarget()->GetPosition();
					vDir.y = 0;
					vDir.Norm();

					// TODO: bute this

					const static LTFLOAT fThreshhold = 0.95f;

					if ( (vDir.Dot(vForward) > fThreshhold) && (GetAI()->GetForwardVector().Dot(vForward) < -fThreshhold) )
					{
						LTFLOAT fCheckDistance;

						LTFLOAT fRandom = GetRandom(0.0f, 1.0f);

						if ( fRandom > m_pBrain->fDodgeVectorCoverChance )
						{
							if ( fRandom > (m_pBrain->fDodgeVectorCoverChance + m_pBrain->fDodgeVectorRollChance) )
							{
								*peDodgeAction = eDodgeActionShuffle;
								fCheckDistance = 109.0f;
							}
							else
							{
								*peDodgeAction = eDodgeActionRoll;
								fCheckDistance = 140.0f;
							}

							// MAKE SURE WE WON'T DODGE OUT OF THE VOLUME 
							if ( GetAI()->GetLastVolume()->Inside2d(GetAI()->GetPosition()+GetAI()->GetRightVector()*fCheckDistance, GetAI()->GetRadius()) )
							{
								*peDirection = eDirectionRight;
								*peDodgeStatus = m_eDodgeStatusLast = eDodgeStatusVector;
								return;
							}
							else if ( GetAI()->GetLastVolume()->Inside2d(GetAI()->GetPosition()-GetAI()->GetRightVector()*fCheckDistance, GetAI()->GetRadius()) )
							{
								*peDirection = eDirectionLeft;
								*peDodgeStatus = m_eDodgeStatusLast = eDodgeStatusVector;
								return;
							}
							else
							{
								*peDodgeStatus = m_eDodgeStatusLast = eDodgeStatusOk;
								return;
							}
						}
						else
						{
							CAINode* pNode = g_pAINodeMgr->FindNearestCoverFromThreat(GetAI()->GetPosition(), GetAI()->GetTarget()->GetObject());

							if ( pNode )
							{
								*peDodgeAction = eDodgeActionCover;
								*peDodgeStatus = m_eDodgeStatusLast = eDodgeStatusVector;
								*pdwNode = pNode->GetID();
							}
							else
							{
								*peDodgeStatus = m_eDodgeStatusLast = eDodgeStatusOk;
							}
							return;
						}
					}
				}
			}
		}
	}

	if ( g_pLTServer->GetTime() >= m_fDodgeStatusCheckTimeProjectile )
	{
		m_fDodgeStatusCheckTimeProjectile = g_pLTServer->GetTime() + RAISE_BY_DIFFICULTY(m_pBrain->fDodgeProjectileCheckTime);

		if ( GetRandom(0.0f, 1.0f) <= RAISE_BY_DIFFICULTY(m_pBrain->fDodgeProjectileCheckChance) )
		{
			CGrenade* pGrenade;
			if ( FindGrenadeDangerPosition(GetAI()->GetPosition(), 40000.0f, &m_vDodgeProjectilePosition, &pGrenade) )
			{
				FREE_HSTRING(m_hstrDodgeProjectileName);
				// $STRING
				m_hstrDodgeProjectileName = g_pLTServer->CreateString(g_pLTServer->GetObjectName(pGrenade->m_hObject));

				*peDodgeStatus = m_eDodgeStatusLast = eDodgeStatusProjectile;
				*peDodgeAction = eDodgeActionFlee;

				return;
			}
		}
	}

	*peDodgeStatus = m_eDodgeStatusLast = eDodgeStatusOk;
	return;
}
示例#9
0
/**
* CAIManager::update
* @date Modified April 26, 2006
*/
void CAIManager::update(void)
{
	// go to the object manager and get the players and update the nodes corresponding to them
	CObjectManager* poObjectManager = CObjectManager::getInstancePtr();
	CObjectManager::ObjectList loPlayers;
	poObjectManager->getObjects(OBJ_PLAYER, &loPlayers);
	CObjectManager::ObjectList::iterator oPlayerIter = loPlayers.begin();

	// now that we have the players, check to see it there are any cluckin bombs to add as goals
	CObjectManager::ObjectList loBombs;
	poObjectManager->getObjects(OBJ_WEAPON_BIGCLUCKINGBOMB, &loBombs);
	CObjectManager::ObjectList::iterator oBombIter = loBombs.begin();
	while (oBombIter != loBombs.end())
	{
		loPlayers.push_back((*oBombIter));
		oBombIter++;
	}

	std::list<CAINode*>::iterator oNodeIter = m_loGoals.begin();

	bool bUpdateGoalLinks = false;
	if (m_bUpdateGoalLinks)
	{
		bUpdateGoalLinks = true;
		m_bUpdateGoalLinks = false;
	}

	while (oNodeIter != m_loGoals.end() && oPlayerIter != loPlayers.end())
	{
		// to cover the case of a big cluckin bomb, keep the goal node off the ground
		(*oNodeIter)->setPosition(D3DXVECTOR3(ACTOR_PTR(oPlayerIter)->getBV().centerPt.x, ((CPlayer*)loPlayers.front())->getBV().centerPt.y, ACTOR_PTR(oPlayerIter)->getBV().centerPt.z));

		if (bUpdateGoalLinks)
		{
			unlinkNode(*oNodeIter);
			linkNode(*oNodeIter);
		}			

		oNodeIter++;
		oPlayerIter++;
	}

	// cases where a player quits
	if (oNodeIter != m_loGoals.end())
	{
		while (oNodeIter != m_loGoals.end())
		{
			unlinkNode(*oNodeIter);
			delete *oNodeIter;
			oNodeIter = m_loGoals.erase(oNodeIter);
		}
	}
	
	// case where a player joins
	if (oPlayerIter != loPlayers.end())
	{
		while (oPlayerIter != loPlayers.end())
		{
			CAINode* newNode = new CAINode;
			// to cover the case of a big cluckin bomb, keep the goal node off the ground
			newNode->setPosition(D3DXVECTOR3(ACTOR_PTR(oPlayerIter)->getBV().centerPt.x, ((CPlayer*)loPlayers.front())->getBV().centerPt.y, ACTOR_PTR(oPlayerIter)->getBV().centerPt.z));
			newNode->setRadius(1.0f);
			m_loGoals.push_back(newNode);
			linkNode(newNode);
			oPlayerIter++;
		}
	}

	updateGroupLeaders();
	updateSpawnTriggers();
	updateCurrentObjective();

	// make sure this gets reset every time or the objectives will skip to gameover
	m_bSkipCurrentObjective = false;
}
void CAIVolume::Init(int32 iVolume, const AIVolume& vol)
{
	char szName[128];
    g_pLTServer->GetObjectName(vol.m_hObject, szName, 127);
    m_hstrName = g_pLTServer->CreateString(szName);

	m_iVolume = iVolume;

    LTVector vVolumePos;
    LTVector vVolumeDims;

    g_pLTServer->GetObjectPos(vol.m_hObject, &vVolumePos);
    g_pLTServer->GetObjectDims(vol.m_hObject, &vVolumeDims);

    m_vFrontTopRight    = vVolumePos + LTVector(vVolumeDims.x,   vVolumeDims.y,  vVolumeDims.z);
    m_vFrontTopLeft     = vVolumePos + LTVector(-vVolumeDims.x,  vVolumeDims.y,  vVolumeDims.z);
    m_vBackTopRight     = vVolumePos + LTVector(vVolumeDims.x,   vVolumeDims.y,  -vVolumeDims.z);
    m_vBackTopLeft      = vVolumePos + LTVector(-vVolumeDims.x,  vVolumeDims.y,  -vVolumeDims.z);
    m_vFrontBottomRight = vVolumePos + LTVector(vVolumeDims.x,   -vVolumeDims.y, vVolumeDims.z);
    m_vFrontBottomLeft  = vVolumePos + LTVector(-vVolumeDims.x,  -vVolumeDims.y, vVolumeDims.z);
    m_vBackBottomRight  = vVolumePos + LTVector(vVolumeDims.x,   -vVolumeDims.y, -vVolumeDims.z);
    m_vBackBottomLeft   = vVolumePos + LTVector(-vVolumeDims.x,  -vVolumeDims.y, -vVolumeDims.z);

	// Get the view volumes

	for ( uint32 iViewNode = 0 ; iViewNode < kMaxViewNodes ; iViewNode++ )
	{
		if ( vol.GetViewNode(iViewNode) )
		{
			CAINode* pNode = g_pAINodeMgr->GetNode(vol.GetViewNode(iViewNode));

			if ( pNode )
			{
				m_adwViewNodes[iViewNode] = pNode->GetID();
			}
			else
			{
				g_pLTServer->CPrint("********** Volume ''%s'' has a view node that does not exist!", GetName());
			}
		}
	}

	// Find any doors located in our volume

    HCLASS  hDoor = g_pLTServer->GetClass("Door");
    HCLASS  hSwitch = g_pLTServer->GetClass("Switch");
    HOBJECT hCurObject = LTNULL;
    while (hCurObject = g_pLTServer->GetNextObject(hCurObject))
	{
        if (g_pLTServer->IsKindOf(g_pLTServer->GetObjectClass(hCurObject), hDoor) && !g_pLTServer->IsKindOf(g_pLTServer->GetObjectClass(hCurObject), hSwitch))
		{
            Door* pDoor = (Door*)g_pLTServer->HandleToObject(hCurObject);
			if ( !pDoor->IsAITriggerable() ) continue;

            LTVector vPos;
            LTVector vDims;

            g_pLTServer->GetObjectPos(hCurObject, &vPos);
            g_pLTServer->GetObjectDims(hCurObject, &vDims);

			if ( Inside(vPos, vDims.y*2.0f) )
			{
				if ( m_cDoors == cm_nMaxDoors )
				{
					_ASSERT(!"Max number of doors in a volume exceeded!!!!");
                    g_pLTServer->CPrint("Max number of doors in a volume exceeded!!!!");
				}
				else
				{
                    m_bHadDoors = LTTRUE;
					g_pAIVolumeMgr->Link(hCurObject);
					m_ahDoors[m_cDoors++] = hCurObject;
				}
			}
		}
	}

    hCurObject = LTNULL;
    while (hCurObject = g_pLTServer->GetNextInactiveObject(hCurObject))
	{
        if (g_pLTServer->IsKindOf(g_pLTServer->GetObjectClass(hCurObject), hDoor) && !g_pLTServer->IsKindOf(g_pLTServer->GetObjectClass(hCurObject), hSwitch))
		{
            Door* pDoor = (Door*)g_pLTServer->HandleToObject(hCurObject);
			if ( !pDoor->IsAITriggerable() ) continue;

            LTVector vPos;
            LTVector vDims;

            g_pLTServer->GetObjectPos(hCurObject, &vPos);
            g_pLTServer->GetObjectDims(hCurObject, &vDims);

			if ( Inside(vPos, vDims.y*2.0f) )
			{
				if ( m_cDoors == cm_nMaxDoors )
				{
					_ASSERT(!"Max number of doors in a volume exceeded!!!!");
                    g_pLTServer->CPrint("Max number of doors in a volume exceeded!!!!");
				}
				else
				{
                    m_bHadDoors = LTTRUE;
					g_pAIVolumeMgr->Link(hCurObject);
					m_ahDoors[m_cDoors++] = hCurObject;
				}
			}
		}
	}

	// Validate volume dims. Must be 64x64 if there's no doors. One side must be <= 128 if there are doors
#ifndef _FINAL // Don't spam multiplayer server with warnings...
	if ( m_cDoors == 0 )
	{
		if ( vVolumeDims.x < 32 )
            g_pLTServer->CPrint("WARNING: Volume \"%s\" is only %d units wide/x (should be at least 64)", GetName(), (int)vVolumeDims.x*2);

		if ( vVolumeDims.z < 32 )
            g_pLTServer->CPrint("WARNING: Volume \"%s\" is only %d units deep/z (should be at least 64)", GetName(), (int)vVolumeDims.z*2);
	}
	else //	if ( m_cDoors != 0 )
	{
		if ( vVolumeDims.x >= 128 && vVolumeDims.z >= 128 )
            g_pLTServer->CPrint("WARNING: Volume \"%s\" is a suspiciously large door volume!", GetName());
	}
#endif

	// Misc flags that have been set

	m_bStairs = vol.HasStairs();
	m_vStairsDir = vol.GetStairsDir();

	m_bLedge = vol.HasLedge();
	m_vLedgeDir = vol.GetLedgeDir();

	m_bVertical = vol.IsVertical();
}