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Xash3DArchive/server/global/g_ai.c

1936 lines
48 KiB
C

// g_ai.c
#include "g_local.h"
bool FindTarget (edict_t *self);
extern cvar_t *maxclients;
bool ai_checkattack (edict_t *self, float dist);
edict_t *medic_FindDeadMonster (edict_t *self);
bool enemy_vis;
bool enemy_infront;
int enemy_range;
float enemy_yaw;
// SeekEnemy is used to help a monster/actor navigate to its enemy. It's
// not by any means a complete solution - zigzag routes aren't handled at
// all. But in many situations this is a big improvement over standard AI
bool SeekEnemy(edict_t *self)
{
float angle, yaw, yaw_0;
int i;
trace_t tr1, tr2;
vec3_t target, vec;
VectorSubtract(self->enemy->s.origin,self->s.origin,vec);
yaw_0 = vectoyaw(vec);
yaw_0 = anglemod( (int)(yaw_0/45)*45 );
target[2] = self->enemy->s.origin[2];
for(i=0; i<8; i++)
{
if(i % 2)
yaw = yaw_0 - (i+1)*22.5;
else
yaw = yaw_0 + i*22.5;
angle = yaw * (M_PI*2 / 360);
vec[0] = cos(angle);
vec[1] = sin(angle);
vec[2] = 0;
VectorMA(self->s.origin,256.,vec,target);
tr1 = gi.trace(self->s.origin,NULL,NULL,target,self,MASK_OPAQUE);
tr2 = gi.trace(self->enemy->s.origin,NULL,NULL,tr1.endpos,self->enemy,MASK_OPAQUE);
if(tr2.fraction == 1.0)
{
edict_t *thing;
thing = SpawnThing();
VectorCopy(tr1.endpos,thing->s.origin);
thing->touch_debounce_time = level.time + 5.0;
thing->target_ent = self;
ED_CallSpawn(thing);
// make it think a bit faster than normal 2 sec. so if monster
// sees enemy enroute he'll face enemy
thing->nextthink = level.time + 1.0;
self->movetarget = self->goalentity = thing;
self->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
self->monsterinfo.aiflags |= (AI_CHASE_THING | AI_SEEK_ENEMY);
VectorSubtract(thing->s.origin,self->s.origin,vec);
self->ideal_yaw = vectoyaw(vec);
// wait a while before first attack
if (!(self->monsterinfo.aiflags & AI_STAND_GROUND))
AttackFinished (self, 1);
return true;
}
}
return false;
}
/*
=================
AI_SetSightClient
Called once each frame to set level.sight_client to the
player to be checked for in findtarget.
If all clients are either dead or in notarget, sight_client
will be null.
In coop games, sight_client will cycle between the clients.
=================
*/
void AI_SetSightClient (void)
{
edict_t *ent;
int start, check;
if (level.sight_client == NULL)
start = 1;
else
start = level.sight_client - g_edicts;
check = start;
while (1)
{
check++;
if (check > game.maxclients)
check = 1;
ent = &g_edicts[check];
if (ent->inuse
&& ent->health > 0
&& !(ent->flags & (FL_NOTARGET|FL_DISGUISED) ) )
{
// If player is using func_monitor, make
// the sight_client = the fake player at the
// monitor currently taking the player's place.
// Do NOT do this for players using a
// target_monitor, though... in this case
// both player and fake player are ignored.
if(ent->client && ent->client->camplayer)
{
if(ent->client->spycam)
{
level.sight_client = ent->client->camplayer;
return;
}
}
else
{
level.sight_client = ent;
return; // got one
}
}
if (check == start)
{
level.sight_client = NULL;
return; // nobody to see
}
}
}
//============================================================================
/*
=============
ai_move
Move the specified distance at current facing.
This replaces the QC functions: ai_forward, ai_back, ai_pain, and ai_painforward
==============
*/
void ai_move (edict_t *self, float dist)
{
M_walkmove (self, self->s.angles[YAW], dist);
}
/*
=============
ai_stand
Used for standing around and looking for players
Distance is for slight position adjustments needed by the animations
==============
*/
void ai_stand (edict_t *self, float dist)
{
vec3_t v;
if (dist)
M_walkmove (self, self->s.angles[YAW], dist);
if(self->monsterinfo.aiflags & AI_FOLLOW_LEADER)
{
if(!self->enemy || !self->enemy->inuse)
{
self->movetarget = self->goalentity = self->monsterinfo.leader;
self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_TEMP_STAND_GROUND);
self->monsterinfo.pausetime = 0;
}
}
if ( (self->monsterinfo.aiflags & AI_CHICKEN) )
{
if ( (level.framenum - self->monsterinfo.chicken_framenum > 200) ||
(self->enemy && (self->enemy->last_attacked_framenum > level.framenum - 2) ) )
{
self->monsterinfo.aiflags &= ~(AI_CHICKEN | AI_STAND_GROUND);
self->monsterinfo.pausetime = 0;
if(self->enemy)
FoundTarget(self);
}
}
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
if (self->enemy && self->enemy->inuse)
{
float length;
VectorSubtract (self->enemy->s.origin, self->s.origin, v);
length = VectorLength(v);
self->ideal_yaw = vectoyaw(v);
if((level.time >= self->monsterinfo.rangetime) && (self->monsterinfo.aiflags & AI_RANGE_PAUSE))
{
if((length < self->monsterinfo.ideal_range[0]) && (rand() & 3))
self->monsterinfo.rangetime = level.time + 0.5;
if((length < self->monsterinfo.ideal_range[1]) && (length > self->monsterinfo.ideal_range[0]) && (rand() & 1))
self->monsterinfo.rangetime = level.time + 0.2;
}
if (self->s.angles[YAW] != self->ideal_yaw && self->monsterinfo.aiflags & AI_RANGE_PAUSE)
{
if(self->monsterinfo.rangetime < level.time)
{
// Lazarus: Don't run if we're still too close
if(self->monsterinfo.min_range > 0)
{
if(length > self->monsterinfo.min_range)
{
self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_RANGE_PAUSE);
self->monsterinfo.run (self);
}
}
else
{
self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_RANGE_PAUSE);
self->monsterinfo.run (self);
}
}
}
M_ChangeYaw (self);
ai_checkattack (self, 0);
if(!enemy_vis && (self->monsterinfo.aiflags & AI_RANGE_PAUSE))
{
self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_RANGE_PAUSE);
self->monsterinfo.run (self);
}
}
else
FindTarget (self);
return;
}
if (FindTarget (self))
return;
if (level.time > self->monsterinfo.pausetime)
{
// Lazarus: Solve problem of monsters pausing at path_corners, taking off in
// original direction
if(self->enemy && self->enemy->inuse)
{
VectorSubtract (self->enemy->s.origin, self->s.origin, v);
}
else if(self->goalentity)
{
VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
}
else
{
self->monsterinfo.pausetime = level.time + random() * 15;
return;
}
self->ideal_yaw = vectoyaw (v);
// Lazarus: Let misc_actors who are following their leader RUN even when not mad
if( (self->monsterinfo.aiflags & AI_FOLLOW_LEADER) && (self->movetarget) &&
(self->movetarget->inuse) )
{
float R;
R = realrange(self,self->movetarget);
if(R > ACTOR_FOLLOW_RUN_RANGE)
self->monsterinfo.run (self);
else if(R > ACTOR_FOLLOW_STAND_RANGE || !self->movetarget->client)
self->monsterinfo.walk (self);
}
else
self->monsterinfo.walk (self);
return;
}
if (!(self->spawnflags & SF_MONSTER_SIGHT) && (self->monsterinfo.idle) && (level.time > self->monsterinfo.idle_time))
{
if(self->monsterinfo.aiflags & AI_MEDIC)
abortHeal(self,false);
if (self->monsterinfo.idle_time)
{
self->monsterinfo.idle (self);
self->monsterinfo.idle_time = level.time + 15 + random() * 15;
}
else
{
self->monsterinfo.idle_time = level.time + random() * 15;
}
}
}
void ai_walk (edict_t *self, float dist)
{
// Lazarus: If we're following the leader and have no enemy, run to him
if ((!self->enemy) && (self->monsterinfo.aiflags & AI_FOLLOW_LEADER))
self->movetarget = self->goalentity = self->monsterinfo.leader;
M_MoveToGoal (self, dist);
// check for noticing a player
if (FindTarget (self))
return;
if ((self->monsterinfo.search) && (level.time > self->monsterinfo.idle_time))
{
if(self->monsterinfo.aiflags & AI_MEDIC)
abortHeal(self,false);
if (self->monsterinfo.idle_time)
{
self->monsterinfo.search (self);
self->monsterinfo.idle_time = level.time + 15 + random() * 15;
}
else
{
self->monsterinfo.idle_time = level.time + random() * 15;
}
}
}
/*
=============
ai_charge
Turns towards target and advances
Use this call with a distnace of 0 to replace ai_face
==============
*/
void ai_charge (edict_t *self, float dist)
{
vec3_t v;
// Lazarus: Check for existence and validity of enemy.
// This is normally not necessary, but target_anger making
// monster mad at a static object (a pickup, for example)
// previously resulted in weirdness here
if(!self->enemy || !self->enemy->inuse)
return;
VectorSubtract (self->enemy->s.origin, self->s.origin, v);
self->ideal_yaw = vectoyaw(v);
M_ChangeYaw (self);
if (dist)
M_walkmove (self, self->s.angles[YAW], dist);
}
/*
=============
ai_turn
don't move, but turn towards ideal_yaw
Distance is for slight position adjustments needed by the animations
=============
*/
void ai_turn (edict_t *self, float dist)
{
if (dist)
M_walkmove (self, self->s.angles[YAW], dist);
if (FindTarget (self))
return;
M_ChangeYaw (self);
}
/*
.enemy
Will be world if not currently angry at anyone.
.movetarget
The next path spot to walk toward. If .enemy, ignore .movetarget.
When an enemy is killed, the monster will try to return to it's path.
.hunt_time
Set to time + something when the player is in sight, but movement straight for
him is blocked. This causes the monster to use wall following code for
movement direction instead of sighting on the player.
.ideal_yaw
A yaw angle of the intended direction, which will be turned towards at up
to 45 deg / state. If the enemy is in view and hunt_time is not active,
this will be the exact line towards the enemy.
.pausetime
A monster will leave it's stand state and head towards it's .movetarget when
time > .pausetime.
walkmove(angle, speed) primitive is all or nothing
*/
/*
=============
range
returns the range catagorization of an entity reletive to self
0 melee range, will become hostile even if back is turned
1 visibility and infront, or visibility and show hostile
2 infront and show hostile
3 only triggered by damage
=============
*/
int range (edict_t *self, edict_t *other)
{
vec3_t v;
float len;
VectorSubtract (self->s.origin, other->s.origin, v);
len = VectorLength (v);
if (len < MELEE_DISTANCE)
return RANGE_MELEE;
if (len < 500)
return RANGE_NEAR;
if (len < self->monsterinfo.max_range)
return RANGE_MID;
return RANGE_FAR;
}
/*
=============
visible
returns 1 if the entity is visible to self, even if not infront ()
=============
*/
bool visible (edict_t *self, edict_t *other)
{
vec3_t spot1;
vec3_t spot2;
trace_t trace;
VectorCopy (self->s.origin, spot1);
spot1[2] += self->viewheight;
VectorCopy (other->s.origin, spot2);
spot2[2] += other->viewheight;
trace = gi.trace (spot1, vec3_origin, vec3_origin, spot2, self, MASK_OPAQUE);
// Lazarus: Take fog into account for monsters
if ( (trace.fraction == 1.0) || (trace.ent == other))
{
if( (level.active_fog) && (self->svflags & SVF_MONSTER) )
{
fog_t *pfog;
float r;
float dw;
vec3_t v;
pfog = &level.fog;
VectorSubtract(spot2,spot1,v);
r = VectorLength(v);
switch(pfog->Model)
{
case 1:
dw = pfog->Density/10000. * r;
self->monsterinfo.visibility = exp( -dw );
break;
case 2:
dw = pfog->Density/10000. * r;
self->monsterinfo.visibility = exp( -dw*dw );
break;
default:
if((r < pfog->Near) || (pfog->Near == pfog->Far))
self->monsterinfo.visibility = 1.0;
else if(r > pfog->Far)
self->monsterinfo.visibility = 0.0;
else
self->monsterinfo.visibility = 1.0 - (r - pfog->Near)/(pfog->Far - pfog->Near);
break;
}
// if(developer->value)
// gi.dprintf("r=%g, vis=%g\n",r,self->monsterinfo.visibility);
if(self->monsterinfo.visibility < 0.05)
return false;
else
return true;
}
else
{
self->monsterinfo.visibility = 1.0;
return true;
}
}
return false;
}
/*
=============
infront
returns 1 if the entity is in front (in sight) of self
=============
*/
bool infront (edict_t *self, edict_t *other)
{
vec3_t vec;
float dot;
vec3_t forward;
AngleVectors (self->s.angles, forward, NULL, NULL);
VectorSubtract (other->s.origin, self->s.origin, vec);
VectorNormalize (vec);
dot = DotProduct (vec, forward);
if (dot > 0.3)
return true;
return false;
}
/*
=============
canReach
similar to visible, but uses a different mask
=============
*/
bool canReach (edict_t *self, edict_t *other)
{
vec3_t spot1;
vec3_t spot2;
trace_t trace;
VectorCopy (self->s.origin, spot1);
spot1[2] += self->viewheight;
VectorCopy (other->s.origin, spot2);
spot2[2] += other->viewheight;
trace = gi.trace (spot1, vec3_origin, vec3_origin, spot2, self, MASK_SHOT|MASK_WATER);
if (trace.fraction == 1.0 || trace.ent == other) // PGM
return true;
return false;
}
//============================================================================
void HuntTarget (edict_t *self)
{
vec3_t vec;
// Lazarus: avert impending disaster
if (self->monsterinfo.aiflags & AI_DUCKED)
return;
self->goalentity = self->enemy;
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.stand (self);
else
self->monsterinfo.run (self);
// Lazarus - help dummies find their enemy, maybe.
if (!visible(self,self->enemy) && !(self->monsterinfo.aiflags & AI_SEEK_ENEMY))
{
if(SeekEnemy(self))
return;
}
VectorSubtract (self->enemy->s.origin, self->s.origin, vec);
self->ideal_yaw = vectoyaw(vec);
// wait a while before first attack
if (!(self->monsterinfo.aiflags & AI_STAND_GROUND))
AttackFinished (self, 1);
}
void FoundTarget (edict_t *self)
{
edict_t *goodguy;
vec3_t v;
// trace_t tr;
// Lazarus: avert impending disaster
if (self->monsterinfo.aiflags & AI_DUCKED)
return;
if (self->monsterinfo.aiflags & AI_CHICKEN)
return;
// let other monsters see this monster for a while, but not if
// it's simply a reflection
if (self->enemy->client && !(self->enemy->flags & FL_REFLECT))
{
self->enemy->flags &= ~FL_DISGUISED;
level.sight_entity = self;
level.sight_entity_framenum = level.framenum;
level.sight_entity->light_level = 128;
goodguy = NULL;
goodguy = G_Find(NULL,FOFS(dmgteam),"player");
while(goodguy)
{
if(goodguy->health > 0)
{
if(!goodguy->enemy)
{
if(goodguy->monsterinfo.aiflags & AI_ACTOR)
{
// Can he see enemy?
// tr = gi.trace(goodguy->s.origin,vec3_origin,vec3_origin,self->enemy->s.origin,goodguy,MASK_OPAQUE);
// if(tr.fraction == 1.0)
if(gi.inPVS(goodguy->s.origin,self->enemy->s.origin))
{
goodguy->monsterinfo.aiflags |= AI_FOLLOW_LEADER;
goodguy->monsterinfo.old_leader = NULL;
goodguy->monsterinfo.leader = self->enemy;
}
}
}
}
goodguy = G_Find(goodguy,FOFS(dmgteam),"player");
}
}
self->show_hostile = level.time + 1; // wake up other monsters
VectorCopy(self->enemy->s.origin, self->monsterinfo.last_sighting);
self->monsterinfo.trail_time = level.time;
if (!self->combattarget)
{
HuntTarget (self);
return;
}
self->goalentity = self->movetarget = G_PickTarget(self->combattarget);
if (!self->movetarget)
{
self->goalentity = self->movetarget = self->enemy;
HuntTarget (self);
gi.dprintf("%s at %s, combattarget %s not found\n", self->classname, vtos(self->s.origin), self->combattarget);
return;
}
// Lazarus: Huh? How come yaw for combattarget isn't set?
VectorSubtract(self->movetarget->s.origin,self->s.origin,v);
self->ideal_yaw = vectoyaw(v);
// clear out our combattarget, these are a one shot deal
self->combattarget = NULL;
self->monsterinfo.aiflags |= AI_COMBAT_POINT;
// clear the targetname, that point is ours!
// Lazarus: Why, why, why???? This doesn't remove the point_combat, only makes it inaccessible
// to other monsters.
//self->movetarget->targetname = NULL;
self->monsterinfo.pausetime = 0;
// run for it
self->monsterinfo.run (self);
}
/*
===========
FindTarget
Self is currently not attacking anything, so try to find a target
Returns TRUE if an enemy was sighted
When a player fires a missile, the point of impact becomes a fakeplayer so
that monsters that see the impact will respond as if they had seen the
player.
To avoid spending too much time, only a single client (or fakeclient) is
checked each frame. This means multi player games will have slightly
slower noticing monsters.
============
*/
bool FindTarget (edict_t *self)
{
edict_t *client=NULL;
bool heardit;
edict_t *reflection;
edict_t *self_reflection;
int r;
if(self->monsterinfo.aiflags & (AI_CHASE_THING | AI_HINT_TEST))
return false;
if (self->monsterinfo.aiflags & AI_GOOD_GUY)
{
if (self->goalentity && self->goalentity->inuse && self->goalentity->classname)
{
if (self->goalentity->class_id == ENTITY_TARGET_ACTOR)
return false;
}
// Lazarus: Look for monsters
if( !self->enemy )
{
if( self->monsterinfo.aiflags & AI_FOLLOW_LEADER )
{
int i;
edict_t *e;
edict_t *best=NULL;
vec_t dist, best_dist;
best_dist = self->monsterinfo.max_range;
for(i=game.maxclients+1; i<globals.num_edicts; i++) {
e = &g_edicts[i];
if(!e->inuse)
continue;
if(!(e->svflags & SVF_MONSTER))
continue;
if(e->svflags & SVF_NOCLIENT)
continue;
if(e->solid == SOLID_NOT)
continue;
if(e->monsterinfo.aiflags & AI_GOOD_GUY)
continue;
if(!visible(self,e))
continue;
if ( self->monsterinfo.aiflags & AI_BRUTAL )
{
if (e->health <= e->gib_health)
continue;
}
else if (e->health <= 0)
continue;
dist = realrange(self,e);
if(dist < best_dist)
{
best_dist = dist;
best = e;
}
}
if(best)
{
self->enemy = best;
FoundTarget(self);
return true;
}
}
return false;
}
else if (level.time < self->monsterinfo.pausetime )
return false;
else {
if (!visible (self, self->enemy))
return false;
else {
FoundTarget(self);
return true;
}
}
}
// if we're going to a combat point, just proceed
if (self->monsterinfo.aiflags & AI_COMBAT_POINT)
return false;
// if the first spawnflag bit is set, the monster will only wake up on
// really seeing the player, not another monster getting angry or hearing
// something
// revised behavior so they will wake up if they "see" a player make a noise
// but not weapon impact/explosion noises
heardit = false;
if ((level.sight_entity_framenum >= (level.framenum - 1)) && !(self->spawnflags & SF_MONSTER_SIGHT) )
{
client = level.sight_entity;
if (client->enemy == self->enemy)
{
return false;
}
}
else if (level.disguise_violation_framenum > level.framenum)
{
client = level.disguise_violator;
}
else if (level.sound_entity_framenum >= (level.framenum - 1))
{
client = level.sound_entity;
heardit = true;
}
else if (!(self->enemy) && (level.sound2_entity_framenum >= (level.framenum - 1)) && !(self->spawnflags & SF_MONSTER_SIGHT) )
{
client = level.sound2_entity;
heardit = true;
}
else
{
client = level.sight_client;
if (!client)
return false; // no clients to get mad at
}
// if the entity went away, forget it
if (!client || !client->inuse)
return false;
// Lazarus
if(client->client && client->client->camplayer)
client = client->client->camplayer;
if (client == self->enemy)
return true; // JDC false;
// Lazarus: Force idle medics to look for dead monsters
if (!self->enemy && (self->class_id == ENTITY_MONSTER_MEDIC))
{
if(medic_FindDeadMonster(self))
return true;
}
//PMM - hintpath coop fix
if ((self->monsterinfo.aiflags & AI_HINT_PATH) && (coop) && (coop->value))
heardit = false;
// pmm
if (client->client)
{
if (client->flags & FL_NOTARGET)
return false;
}
else if (client->svflags & SVF_MONSTER)
{
if (!client->enemy)
return false;
if (client->enemy->flags & FL_NOTARGET)
return false;
}
else if (heardit)
{
if (client->owner && (client->owner->flags & FL_NOTARGET))
return false;
}
else
return false;
reflection = NULL;
self_reflection = NULL;
if (level.num_reflectors)
{
int i;
edict_t *ref;
for(i=0; i<6 && !reflection; i++)
{
ref = client->reflection[i];
if(ref && visible(self,ref) && infront(self,ref))
{
reflection = ref;
self_reflection = self->reflection[i];
}
}
}
if (!heardit)
{
r = range (self, client);
if (r == RANGE_FAR)
return false;
// this is where we would check invisibility
// is client in a spot too dark to be seen?
if (client->light_level <= 5)
return false;
if (!visible (self, client))
{
vec3_t temp;
if (!reflection)
return false;
self->goalentity = self->movetarget = reflection;
VectorSubtract(reflection->s.origin,self->s.origin,temp);
self->ideal_yaw = vectoyaw(temp);
M_ChangeYaw (self);
// If MORON (=4) is set, then the reflection becomes the
// enemy. Otherwise if DUMMY (=8) is set, reflection
// becomes the enemy ONLY if the monster cannot see his
// own reflection in the same mirror. And if neither situation
// applies, then reflection is treated identically
// to a player noise.
// Don't do the MORON/DUMMY bit if SF_MONSTER_KNOWS_MIRRORS
// is set (set automatically for melee-only monsters, and
// turned on once other monsters have figured out the truth)
if(!(self->spawnflags & SF_MONSTER_KNOWS_MIRRORS))
{
if(reflection->activator->spawnflags & 4)
{
self->monsterinfo.attack_state = 0;
self->enemy = reflection;
goto got_one;
}
if(reflection->activator->spawnflags & 8)
{
if(!self_reflection || !visible(self,self_reflection))
{
self->monsterinfo.attack_state = 0;
self->enemy = reflection;
goto got_one;
}
}
}
self->monsterinfo.pausetime = 0;
self->monsterinfo.aiflags &= ~AI_STAND_GROUND;
self->monsterinfo.run(self);
return false;
}
if (reflection && !(self->spawnflags & SF_MONSTER_KNOWS_MIRRORS) &&
!infront(self,client))
{
// Client is visible but behind monster.
// If MORON or DUMMY for the parent func_reflect is set,
// attack the reflection (in the case of DUMMY, only
// if monster doesn't see himself in the same mirror)
if( (reflection->activator->spawnflags & 4) ||
( (reflection->activator->spawnflags & 8) &&
(!self_reflection || !visible(self,self_reflection)) ) )
{
vec3_t temp;
self->goalentity = self->movetarget = reflection;
VectorSubtract(reflection->s.origin,self->s.origin,temp);
self->ideal_yaw = vectoyaw(temp);
M_ChangeYaw (self);
self->enemy = reflection;
goto got_one;
}
}
if (!reflection)
{
if (r == RANGE_NEAR)
{
if (client->show_hostile < level.time && !infront (self, client))
return false;
}
else if (r == RANGE_MID)
{
if (!infront (self, client))
return false;
}
}
self->enemy = client;
if (self->enemy->class_id != ENTITY_PLAYER_NOISE)
{
self->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
if (!self->enemy->client)
{
self->enemy = self->enemy->enemy;
if (!self->enemy->client)
{
self->enemy = NULL;
return false;
}
}
}
}
else // heardit
{
vec3_t temp;
if (self->spawnflags & SF_MONSTER_SIGHT)
{
if (!visible (self, client))
return false;
}
else if(!(client->flags & FL_REFLECT))
{
if (!gi.inPHS(self->s.origin, client->s.origin))
return false;
}
VectorSubtract (client->s.origin, self->s.origin, temp);
if (VectorLength(temp) > 1000) // too far to hear
{
return false;
}
// check area portals - if they are different and not connected then we can't hear it
if (!(client->flags & FL_REFLECT))
{
if (client->areanum != self->areanum)
if (!gi.AreasConnected(self->areanum, client->areanum))
return false;
}
self->ideal_yaw = vectoyaw(temp);
M_ChangeYaw (self);
// hunt the sound for a bit; hopefully find the real player
self->monsterinfo.aiflags |= AI_SOUND_TARGET;
self->enemy = client;
}
got_one:
//
// got one
//
// PMM - if we got an enemy, we need to bail out of hint paths, so take over here
if (self->monsterinfo.aiflags & AI_HINT_PATH)
{
// this calls foundtarget for us
hintpath_stop (self);
}
else if(self->monsterinfo.aiflags & AI_MEDIC_PATROL)
{
medic_StopPatrolling (self);
}
else
{
FoundTarget (self);
}
// pmm
if (!(self->monsterinfo.aiflags & AI_SOUND_TARGET) && (self->monsterinfo.sight))
self->monsterinfo.sight (self, self->enemy);
return true;
}
//=============================================================================
/*
============
FacingIdeal
============
*/
bool FacingIdeal(edict_t *self)
{
float delta;
delta = anglemod(self->s.angles[YAW] - self->ideal_yaw);
if (delta > 45 && delta < 315)
return false;
return true;
}
//=============================================================================
bool M_CheckAttack (edict_t *self)
{
vec3_t spot1, spot2;
float chance;
trace_t tr;
// Lazarus: Paranoia check
if (!self->enemy)
return false;
if (self->enemy->health > 0)
{
// see if any entities are in the way of the shot
VectorCopy (self->s.origin, spot1);
spot1[2] += self->viewheight;
VectorCopy (self->enemy->s.origin, spot2);
spot2[2] += self->enemy->viewheight;
tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA|CONTENTS_WINDOW);
// do we have a clear shot?
if (tr.ent != self->enemy)
{
if (!(self->enemy->flags & FL_REFLECT))
return false;
if (tr.ent != world)
return false;
}
}
// melee attack
if (enemy_range == RANGE_MELEE)
{
// don't always melee in easy mode
if (skill->value == 0 && (rand()&3) )
return false;
if (self->monsterinfo.melee)
self->monsterinfo.attack_state = AS_MELEE;
else
self->monsterinfo.attack_state = AS_MISSILE;
return true;
}
// missile attack
if (!self->monsterinfo.attack)
return false;
if (level.time < self->monsterinfo.attack_finished)
return false;
if (enemy_range == RANGE_FAR)
return false;
if (self->enemy->flags == FL_REFLECT)
{
// no waiting for reflections - shoot 'em NOW
chance = 2.0;
}
else if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
chance = 0.4;
}
else if (enemy_range == RANGE_MELEE)
{
chance = 0.2;
}
else if (enemy_range == RANGE_NEAR)
{
chance = 0.1;
}
else if (enemy_range == RANGE_MID)
{
chance = 0.02;
}
else
return false;
if (skill->value == 0)
chance *= 0.5;
else if (skill->value >= 2)
chance *= 2;
if (random () < chance)
{
self->monsterinfo.attack_state = AS_MISSILE;
self->monsterinfo.attack_finished = level.time + 2*random();
return true;
}
if (self->flags & FL_FLY)
{
if (random() < 0.3)
self->monsterinfo.attack_state = AS_SLIDING;
else
self->monsterinfo.attack_state = AS_STRAIGHT;
}
return false;
}
/*
=============
ai_run_melee
Turn and close until within an angle to launch a melee attack
=============
*/
void ai_run_melee(edict_t *self)
{
self->ideal_yaw = enemy_yaw;
M_ChangeYaw (self);
if (FacingIdeal(self))
{
self->monsterinfo.melee (self);
self->monsterinfo.attack_state = AS_STRAIGHT;
}
}
/*
=============
ai_run_missile
Turn in place until within an angle to launch a missile attack
=============
*/
void ai_run_missile(edict_t *self)
{
self->ideal_yaw = enemy_yaw;
M_ChangeYaw (self);
if (FacingIdeal(self))
{
self->monsterinfo.attack (self);
self->monsterinfo.attack_state = AS_STRAIGHT;
}
};
/*
=============
ai_run_slide
Strafe sideways, but stay at aproximately the same range
=============
*/
void ai_run_slide(edict_t *self, float distance)
{
float ofs;
self->ideal_yaw = enemy_yaw;
M_ChangeYaw (self);
if (self->monsterinfo.lefty)
ofs = 90;
else
ofs = -90;
if (M_walkmove (self, self->ideal_yaw + ofs, distance))
return;
self->monsterinfo.lefty = 1 - self->monsterinfo.lefty;
M_walkmove (self, self->ideal_yaw - ofs, distance);
}
/*
=============
ai_checkattack
Decides if we're going to attack or do something else
used by ai_run and ai_stand
=============
*/
bool ai_checkattack (edict_t *self, float dist)
{
vec3_t temp;
bool hesDeadJim;
// this causes monsters to run blindly to the combat point w/o firing
if (self->goalentity)
{
if (self->monsterinfo.aiflags & AI_COMBAT_POINT)
return false;
if (self->monsterinfo.aiflags & AI_SOUND_TARGET)
{
if ((level.time - self->enemy->teleport_time) > 5.0)
{
if (self->goalentity == self->enemy)
if (self->movetarget)
self->goalentity = self->movetarget;
else
self->goalentity = NULL;
self->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
if (self->monsterinfo.aiflags & AI_TEMP_STAND_GROUND)
self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_TEMP_STAND_GROUND);
}
else
{
self->show_hostile = level.time + 1;
return false;
}
}
}
enemy_vis = false;
// see if the enemy is dead
hesDeadJim = false;
if ((!self->enemy) || (!self->enemy->inuse))
{
hesDeadJim = true;
}
else if (self->monsterinfo.aiflags & AI_MEDIC)
{
if (self->enemy->health > 0)
{
hesDeadJim = true;
self->monsterinfo.aiflags &= ~AI_MEDIC;
}
}
else if (self->enemy->flags & FL_REFLECT)
{
hesDeadJim = false;
}
else
{
if (self->monsterinfo.aiflags & AI_BRUTAL)
{
// Lazarus: This value should be enemy class-dependent
//if (self->enemy->health <= -80)
if (self->enemy->health <= self->enemy->gib_health)
hesDeadJim = true;
}
else
{
if (self->enemy->health <= 0)
hesDeadJim = true;
}
}
if (hesDeadJim)
{
self->enemy = NULL;
// FIXME: look all around for other targets
if (self->oldenemy && self->oldenemy->health > 0)
{
self->enemy = self->oldenemy;
self->oldenemy = NULL;
HuntTarget (self);
}
else
{
if (self->movetarget)
{
self->goalentity = self->movetarget;
// Lazarus: Let misc_actors who are following their leader RUN even when not mad
if( (self->monsterinfo.aiflags & AI_FOLLOW_LEADER) &&
(self->movetarget) &&
(self->movetarget->inuse) )
{
float R;
R = realrange(self,self->movetarget);
if(R > ACTOR_FOLLOW_RUN_RANGE)
self->monsterinfo.run (self);
else if(R > ACTOR_FOLLOW_STAND_RANGE || !self->movetarget->client)
self->monsterinfo.walk (self);
else {
self->monsterinfo.pausetime = level.time + 0.5;
self->monsterinfo.stand (self);
}
}
else
self->monsterinfo.walk (self);
}
else
{
// we need the pausetime otherwise the stand code
// will just revert to walking with no target and
// the monsters will wonder around aimlessly trying
// to hunt the world entity
self->monsterinfo.pausetime = level.time + 100000000;
self->monsterinfo.stand (self);
}
return true;
}
}
self->show_hostile = level.time + 1; // wake up other monsters
// check knowledge of enemy
enemy_vis = visible(self, self->enemy);
if (enemy_vis)
{
self->monsterinfo.search_time = level.time + 5;
VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting);
}
// look for other coop players here
// if (coop && self->monsterinfo.search_time < level.time)
// {
// if (FindTarget (self))
// return true;
// }
if (self->monsterinfo.aiflags & AI_CHICKEN)
{
if (enemy_vis)
{
if (ai_chicken(self,self->enemy))
return false;
else
{
self->monsterinfo.aiflags &= ~(AI_CHICKEN | AI_STAND_GROUND);
self->monsterinfo.pausetime = 0;
FoundTarget(self);
}
}
else
return false;
}
enemy_infront = infront(self, self->enemy);
enemy_range = range(self, self->enemy);
VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
enemy_yaw = vectoyaw(temp);
// JDC self->ideal_yaw = enemy_yaw;
if (self->monsterinfo.attack_state == AS_MISSILE)
{
ai_run_missile (self);
return true;
}
if (self->monsterinfo.attack_state == AS_MELEE)
{
ai_run_melee (self);
return true;
}
// if enemy is not currently visible, we will never attack
if (!enemy_vis)
return false;
if( self->monsterinfo.checkattack (self) )
{
self->enemy->last_attacked_framenum = level.framenum;
return true;
}
else
return false;
}
#define HINT_PATH_START_TIME 3
#define HINT_PATH_RESTART_TIME 5
/*
=============
ai_run
The monster has an enemy it is trying to kill
=============
*/
void ai_run (edict_t *self, float dist)
{
vec3_t v;
edict_t *tempgoal;
edict_t *save;
bool new;
edict_t *marker;
float d1, d2;
trace_t tr;
vec3_t v_forward, v_right;
float left, center, right;
vec3_t left_target, right_target;
bool alreadyMoved = false;
bool gotcha=false;
edict_t *realEnemy;
// if we're going to a combat point, just proceed
if ( self->monsterinfo.aiflags & (AI_COMBAT_POINT | AI_CHASE_THING | AI_HINT_TEST))
{
M_MoveToGoal (self, dist);
return;
}
if ( self->monsterinfo.aiflags & AI_MEDIC_PATROL )
{
if (!FindTarget(self))
{
M_MoveToGoal(self,dist);
return;
}
}
// If currently mad at a reflection, AND we've already shot at it once, set
// flag indicating that this monster got suddenly smarter about mirrors, and
// turn him on the real enemy
if (self->enemy && (self->enemy->flags & FL_REFLECT))
{
if( (self->enemy->last_attacked_framenum > 0) &&
(self->enemy->last_attacked_framenum < level.framenum-5) )
{
self->enemy->last_attacked_framenum = 0;
self->spawnflags |= SF_MONSTER_KNOWS_MIRRORS;
self->enemy = self->enemy->owner;
self->movetarget = self->goalentity = self->enemy;
VectorSubtract(self->enemy->s.origin,self->s.origin,v);
self->ideal_yaw = vectoyaw(v);
if(!alreadyMoved)
M_MoveToGoal(self,dist);
return;
}
}
// Lazarus: If running at a reflection, go ahead, until source of reflection
// is visible
if (!self->enemy && self->movetarget && (self->movetarget->flags & FL_REFLECT))
{
if( !visible(self,self->movetarget->owner))
{
M_MoveToGoal(self,dist);
return;
}
}
// Lazarus: If we're following the leader and have no enemy, go ahead
if ((!self->enemy) && (self->monsterinfo.aiflags & AI_FOLLOW_LEADER))
{
self->movetarget = self->goalentity = self->monsterinfo.leader;
if(!self->movetarget)
{
self->monsterinfo.pausetime = level.time + 2;
self->monsterinfo.stand(self);
return;
}
self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_TEMP_STAND_GROUND);
self->monsterinfo.pausetime = 0;
M_MoveToGoal (self, dist);
return;
}
//==========
//PGM
// if we're currently looking for a hint path
if (self->monsterinfo.aiflags & AI_HINT_PATH)
{
// determine direction to our destination hintpath.
// FIXME - is this needed EVERY time? I was having trouble with them
// sometimes not going after it, and this fixed it.
// VectorSubtract(self->movetarget->s.origin, self->s.origin, v);
// vectoangles(v, v_forward);
// self->ideal_yaw = v_forward[YAW];
// gi.dprintf("seeking hintpath. origin: %s %0.1f\n", vtos(v), self->ideal_yaw);
M_MoveToGoal (self, dist);
if(!self->inuse)
return; // PGM - g_touchtrigger free problem
// return;
// first off, make sure we're looking for the player, not a noise he made
if (self->enemy)
{
if (self->enemy->inuse)
{
if (self->enemy->class_id != ENTITY_PLAYER_NOISE)
realEnemy = self->enemy;
else if (self->enemy->owner)
realEnemy = self->enemy->owner;
else // uh oh, can't figure out enemy, bail
{
self->enemy = NULL;
hintpath_stop (self);
return;
}
}
else
{
self->enemy = NULL;
hintpath_stop (self);
return;
}
}
else
{
hintpath_stop (self);
return;
}
if (coop && coop->value)
{
// if we're in coop, check my real enemy first .. if I SEE him, set gotcha to true
if (self->enemy && visible(self, realEnemy))
gotcha = true;
else // otherwise, let FindTarget bump us out of hint paths, if appropriate
FindTarget(self);
}
else
{
// Lazarus: special case for medics with AI_MEDIC and AI_HINT_PATH set. If
// range is farther than MEDIC_MAX_HEAL_DISTANCE we essentially
// lie... pretend the enemy isn't seen.
if ( self->monsterinfo.aiflags & AI_MEDIC )
{
if(realrange(self,realEnemy) > MEDIC_MAX_HEAL_DISTANCE)
{
// Since we're on a hint_path trying to get in position to
// heal monster, rather than actually healing him,
// allow more time
self->timestamp = level.time + MEDIC_TRY_TIME;
return;
}
}
if(self->enemy && visible(self, realEnemy))
gotcha = true;
}
// if we see the player, stop following hintpaths.
if (gotcha)
{
// disconnect from hintpaths and start looking normally for players.
hintpath_stop (self);
}
return;
}
//PGM
//==========
if (self->monsterinfo.aiflags & AI_SOUND_TARGET)
{
if (self->enemy)
VectorSubtract (self->s.origin, self->enemy->s.origin, v);
if ((!self->enemy) || (VectorLength(v) < 64))
{
self->monsterinfo.aiflags |= (AI_STAND_GROUND | AI_TEMP_STAND_GROUND);
self->monsterinfo.stand (self);
return;
}
if (!(self->monsterinfo.aiflags & AI_SEEK_ENEMY))
{
if(SeekEnemy(self))
{
if(!alreadyMoved)
M_MoveToGoal(self,dist);
return;
}
}
M_MoveToGoal (self, dist);
// PMM - prevent double moves for sound_targets
alreadyMoved = true;
// pmm
if(!self->inuse)
return; // PGM - g_touchtrigger free problem
if (!FindTarget (self))
return;
}
if(ai_checkattack (self, dist))
return;
if (self->monsterinfo.attack_state == AS_SLIDING)
{
ai_run_slide (self, dist);
return;
}
// Lazarus: If enemy is currently unseen, try our random vector
// business.
if (self->enemy && self->enemy->inuse && !enemy_vis &&
!(self->monsterinfo.aiflags & (AI_SOUND_TARGET | AI_SEEK_ENEMY)) )
{
if(SeekEnemy(self))
{
if(!alreadyMoved)
M_MoveToGoal(self,dist);
return;
}
}
if ((self->enemy) && (self->enemy->inuse) && (enemy_vis))
{
// if (self.aiflags & AI_LOST_SIGHT)
// dprint("regained sight\n");
if(!alreadyMoved)
M_MoveToGoal (self, dist);
if(!self->inuse)
return;
self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting);
self->monsterinfo.trail_time = level.time;
return;
}
//=======
//PGM
// if we've been looking (unsuccessfully) for the player for 3 seconds
if((self->monsterinfo.trail_time + HINT_PATH_START_TIME) <= level.time)
{
// and we haven't checked for valid hint paths in the last 5 seconds
if((self->monsterinfo.last_hint_time + HINT_PATH_RESTART_TIME) <= level.time)
{
// check for hint_paths.
self->monsterinfo.last_hint_time = level.time;
if(monsterlost_checkhint(self))
return;
}
}
//PGM
//=======
// coop will change to another enemy if visible
if (coop->value)
{ // FIXME: insane guys get mad with this, which causes crashes!
if (FindTarget (self))
return;
}
// Lazarus: for medics, IF hint_paths are present then cut back a bit on max
// search time and let him go idle so he'll start tracking hint_paths
if (self->monsterinfo.search_time)
{
if ((self->class_id == ENTITY_MONSTER_MEDIC) && hint_paths_present)
{
if(developer->value)
gi.dprintf("medic search_time=%g\n",level.time - self->monsterinfo.search_time);
if (level.time > (self->monsterinfo.search_time + 15))
{
if(developer->value)
gi.dprintf("medic search timeout, going idle\n");
if(!alreadyMoved)
M_MoveToGoal (self, dist);
self->monsterinfo.search_time = 0;
if(self->goalentity == self->enemy)
self->goalentity = NULL;
if(self->movetarget == self->enemy)
self->movetarget = NULL;
self->enemy = self->oldenemy = NULL;
self->monsterinfo.pausetime = level.time + 2;
self->monsterinfo.stand(self);
return;
}
}
else if (level.time > (self->monsterinfo.search_time + 20))
{
if(!alreadyMoved)
M_MoveToGoal (self, dist);
self->monsterinfo.search_time = 0;
return;
}
}
save = self->goalentity;
tempgoal = G_Spawn();
self->goalentity = tempgoal;
new = false;
if (!(self->monsterinfo.aiflags & AI_LOST_SIGHT))
{
// just lost sight of the player, decide where to go first
// dprint("lost sight of player, last seen at "); dprint(vtos(self.last_sighting)); dprint("\n");
self->monsterinfo.aiflags |= (AI_LOST_SIGHT | AI_PURSUIT_LAST_SEEN);
self->monsterinfo.aiflags &= ~(AI_PURSUE_NEXT | AI_PURSUE_TEMP);
new = true;
}
if (self->monsterinfo.aiflags & AI_PURSUE_NEXT)
{
self->monsterinfo.aiflags &= ~AI_PURSUE_NEXT;
// dprint("reached current goal: "); dprint(vtos(self.origin)); dprint(" "); dprint(vtos(self.last_sighting)); dprint(" "); dprint(ftos(vlen(self.origin - self.last_sighting))); dprint("\n");
// give ourself more time since we got this far
self->monsterinfo.search_time = level.time + 5;
if (self->monsterinfo.aiflags & AI_PURSUE_TEMP)
{
// dprint("was temp goal; retrying original\n");
self->monsterinfo.aiflags &= ~AI_PURSUE_TEMP;
marker = NULL;
VectorCopy (self->monsterinfo.saved_goal, self->monsterinfo.last_sighting);
new = true;
}
else if (self->monsterinfo.aiflags & AI_PURSUIT_LAST_SEEN)
{
self->monsterinfo.aiflags &= ~AI_PURSUIT_LAST_SEEN;
marker = PlayerTrail_PickFirst (self);
}
else
{
marker = PlayerTrail_PickNext (self);
}
if (marker)
{
VectorCopy (marker->s.origin, self->monsterinfo.last_sighting);
self->monsterinfo.trail_time = marker->timestamp;
self->s.angles[YAW] = self->ideal_yaw = marker->s.angles[YAW];
// dprint("heading is "); dprint(ftos(self.ideal_yaw)); dprint("\n");
// debug_drawline(self.origin, self.last_sighting, 52);
new = true;
}
}
VectorSubtract (self->s.origin, self->monsterinfo.last_sighting, v);
d1 = VectorLength(v);
if (d1 <= dist)
{
self->monsterinfo.aiflags |= AI_PURSUE_NEXT;
dist = d1;
}
VectorCopy (self->monsterinfo.last_sighting, self->goalentity->s.origin);
if (new)
{
tr = gi.trace(self->s.origin, self->mins, self->maxs, self->monsterinfo.last_sighting, self, MASK_PLAYERSOLID);
if (tr.fraction < 1)
{
VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
d1 = VectorLength(v);
center = tr.fraction;
d2 = d1 * ((center+1)/2);
self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v);
AngleVectors(self->s.angles, v_forward, v_right, NULL);
VectorSet(v, d2, -16, 0);
G_ProjectSource (self->s.origin, v, v_forward, v_right, left_target);
tr = gi.trace(self->s.origin, self->mins, self->maxs, left_target, self, MASK_PLAYERSOLID);
left = tr.fraction;
VectorSet(v, d2, 16, 0);
G_ProjectSource (self->s.origin, v, v_forward, v_right, right_target);
tr = gi.trace(self->s.origin, self->mins, self->maxs, right_target, self, MASK_PLAYERSOLID);
right = tr.fraction;
center = (d1*center)/d2;
if (left >= center && left > right)
{
if (left < 1)
{
VectorSet(v, d2 * left * 0.5, -16, 0);
G_ProjectSource (self->s.origin, v, v_forward, v_right, left_target);
}
VectorCopy (self->monsterinfo.last_sighting, self->monsterinfo.saved_goal);
self->monsterinfo.aiflags |= AI_PURSUE_TEMP;
VectorCopy (left_target, self->goalentity->s.origin);
VectorCopy (left_target, self->monsterinfo.last_sighting);
VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v);
}
else if (right >= center && right > left)
{
if (right < 1)
{
VectorSet(v, d2 * right * 0.5, 16, 0);
G_ProjectSource (self->s.origin, v, v_forward, v_right, right_target);
}
VectorCopy (self->monsterinfo.last_sighting, self->monsterinfo.saved_goal);
self->monsterinfo.aiflags |= AI_PURSUE_TEMP;
VectorCopy (right_target, self->goalentity->s.origin);
VectorCopy (right_target, self->monsterinfo.last_sighting);
VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v);
}
}
}
M_MoveToGoal (self, dist);
if(!self->inuse)
return;
G_FreeEdict(tempgoal);
if (self)
self->goalentity = save;
}
static int chase_angle[] = {270,450,225,495,540};
bool ai_chicken (edict_t *self, edict_t *badguy)
{
int i;
edict_t *thing;
vec3_t atk, dir, best_dir, end, forward;
vec_t travel, yaw;
vec3_t mins, maxs;
vec3_t testpos;
vec_t best_dist=0;
trace_t trace1, trace2;
// No point in hiding from attacker if he's gone
if(!badguy || !badguy->inuse)
return false;
if(!self || !self->inuse || (self->health <= 0))
return false;
if(!actorchicken->value)
return false;
// If we've already been here, quit
if(self->monsterinfo.aiflags & AI_CHICKEN)
{
if(self->movetarget && (self->movetarget->class_id == ENTITY_THING))
return true;
}
VectorCopy(self->mins,mins);
mins[2] += 18;
if(mins[2] > 0) mins[2] = 0;
VectorCopy(self->maxs,maxs);
// Find a vector that will hide the actor from his enemy
VectorCopy(badguy->s.origin,atk);
atk[2] += badguy->viewheight;
VectorClear(best_dir);
AngleVectors(self->s.angles,forward,NULL,NULL);
dir[2] = 0;
for(travel=512; travel>63 && best_dist == 0; travel /= 2)
{
for(i=0; i<5 && best_dist == 0; i++)
{
yaw = self->s.angles[YAW] + chase_angle[i];
yaw = (int)(yaw/45)*45;
yaw = anglemod(yaw);
yaw *= M_PI/180;
dir[0] = cos(yaw);
dir[1] = sin(yaw);
VectorMA(self->s.origin,travel,dir,end);
trace1 = gi.trace(self->s.origin,mins,maxs,end,self,MASK_MONSTERSOLID);
// Test whether proposed position can be seen by badguy. Test
// isn't foolproof - tests against 1) new origin, 2) new origin + maxs,
// 3) new origin + mins, and 4) new origin + min x,y, max z.
trace2 = gi.trace(trace1.endpos,NULL,NULL,atk,self,MASK_SOLID);
if(trace2.fraction == 1.0) continue;
VectorAdd(trace1.endpos,self->maxs,testpos);
trace2 = gi.trace(testpos,NULL,NULL,atk,self,MASK_SOLID);
if(trace2.fraction == 1.0) continue;
VectorAdd(trace1.endpos,self->mins,testpos);
trace2 = gi.trace(testpos,NULL,NULL,atk,self,MASK_SOLID);
if(trace2.fraction == 1.0) continue;
testpos[2] = trace1.endpos[2] + self->maxs[2];
trace2 = gi.trace(testpos,NULL,NULL,atk,self,MASK_SOLID);
if(trace2.fraction == 1.0) continue;
best_dist = trace1.fraction * travel;
if(best_dist < 32) // not much point to this move
continue;
VectorCopy(dir,best_dir);
}
}
return false;
if(best_dist < 32)
return false;
// This snaps the angles, which may not be all that good but it sure
// is quicker than turning in place
vectoangles(best_dir,self->s.angles);
thing = SpawnThing();
VectorMA(self->s.origin,best_dist,best_dir,thing->s.origin);
thing->touch_debounce_time = level.time + 3.0;
thing->target_ent = self;
ED_CallSpawn(thing);
self->movetarget = self->goalentity = thing;
self->monsterinfo.aiflags &= ~(AI_SOUND_TARGET | AI_STAND_GROUND | AI_TEMP_STAND_GROUND);
self->monsterinfo.pausetime = 0;
self->monsterinfo.aiflags |= (AI_CHASE_THING | AI_CHICKEN);
gi.linkentity(self);
self->monsterinfo.run(self);
self->monsterinfo.chicken_framenum = level.framenum;
return true;
}