mirror of
https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-25 19:29:13 +01:00
196 lines
6.0 KiB
C++
196 lines
6.0 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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/*
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h_ai.cpp - halflife specific ai code
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*/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "game.h"
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#define NUM_LATERAL_CHECKS 13 // how many checks are made on each side of a monster looking for lateral cover
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#define NUM_LATERAL_LOS_CHECKS 6 // how many checks are made on each side of a monster looking for lateral cover
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//float flRandom = RANDOM_FLOAT( 0, 1 );
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DLL_GLOBAL BOOL g_fDrawLines = FALSE;
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//=========================================================
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//
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// AI UTILITY FUNCTIONS
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//
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// !!!UNDONE - move CBaseMonster functions to monsters.cpp
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//=========================================================
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//=========================================================
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// FBoxVisible - a more accurate ( and slower ) version
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// of FVisible.
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//
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// !!!UNDONE - make this CBaseMonster?
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//=========================================================
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BOOL FBoxVisible( entvars_t *pevLooker, entvars_t *pevTarget, Vector &vecTargetOrigin, float flSize )
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{
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// don't look through water
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if( ( pevLooker->waterlevel != 3 && pevTarget->waterlevel == 3 )
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|| ( pevLooker->waterlevel == 3 && pevTarget->waterlevel == 0 ) )
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return FALSE;
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TraceResult tr;
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Vector vecLookerOrigin = pevLooker->origin + pevLooker->view_ofs;//look through the monster's 'eyes'
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for( int i = 0; i < 5; i++ )
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{
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Vector vecTarget = pevTarget->origin;
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vecTarget.x += RANDOM_FLOAT( pevTarget->mins.x + flSize, pevTarget->maxs.x - flSize );
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vecTarget.y += RANDOM_FLOAT( pevTarget->mins.y + flSize, pevTarget->maxs.y - flSize );
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vecTarget.z += RANDOM_FLOAT( pevTarget->mins.z + flSize, pevTarget->maxs.z - flSize );
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UTIL_TraceLine( vecLookerOrigin, vecTarget, ignore_monsters, ignore_glass, ENT( pevLooker )/*pentIgnore*/, &tr );
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if( tr.flFraction == 1.0f )
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{
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vecTargetOrigin = vecTarget;
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return TRUE;// line of sight is valid.
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}
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}
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return FALSE;// Line of sight is not established
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}
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//
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// VecCheckToss - returns the velocity at which an object should be lobbed from vecspot1 to land near vecspot2.
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// returns g_vecZero if toss is not feasible.
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//
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Vector VecCheckToss( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flGravityAdj )
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{
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TraceResult tr;
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Vector vecMidPoint;// halfway point between Spot1 and Spot2
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Vector vecApex;// highest point
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Vector vecScale;
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Vector vecGrenadeVel;
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Vector vecTemp;
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float flGravity = g_psv_gravity->value * flGravityAdj;
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if( vecSpot2.z - vecSpot1.z > 500 )
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{
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// to high, fail
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return g_vecZero;
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}
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UTIL_MakeVectors( pev->angles );
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// toss a little bit to the left or right, not right down on the enemy's bean (head).
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vecSpot2 = vecSpot2 + gpGlobals->v_right * ( RANDOM_FLOAT( -8, 8 ) + RANDOM_FLOAT( -16, 16 ) );
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vecSpot2 = vecSpot2 + gpGlobals->v_forward * ( RANDOM_FLOAT( -8, 8 ) + RANDOM_FLOAT( -16, 16 ) );
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// calculate the midpoint and apex of the 'triangle'
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// UNDONE: normalize any Z position differences between spot1 and spot2 so that triangle is always RIGHT
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// How much time does it take to get there?
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// get a rough idea of how high it can be thrown
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vecMidPoint = vecSpot1 + ( vecSpot2 - vecSpot1 ) * 0.5;
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UTIL_TraceLine(vecMidPoint, vecMidPoint + Vector( 0, 0, 500 ), ignore_monsters, ENT( pev ), &tr );
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vecMidPoint = tr.vecEndPos;
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// (subtract 15 so the grenade doesn't hit the ceiling)
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vecMidPoint.z -= 15;
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if( vecMidPoint.z < vecSpot1.z || vecMidPoint.z < vecSpot2.z )
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{
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// to not enough space, fail
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return g_vecZero;
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}
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// How high should the grenade travel to reach the apex
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float distance1 = vecMidPoint.z - vecSpot1.z;
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float distance2 = vecMidPoint.z - vecSpot2.z;
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// How long will it take for the grenade to travel this distance
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float time1 = sqrt( distance1 / ( 0.5f * flGravity ) );
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float time2 = sqrt( distance2 / ( 0.5f * flGravity ) );
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if( time1 < 0.1f )
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{
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// too close
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return g_vecZero;
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}
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// how hard to throw sideways to get there in time.
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vecGrenadeVel = ( vecSpot2 - vecSpot1 ) / ( time1 + time2 );
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// how hard upwards to reach the apex at the right time.
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vecGrenadeVel.z = flGravity * time1;
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// find the apex
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vecApex = vecSpot1 + vecGrenadeVel * time1;
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vecApex.z = vecMidPoint.z;
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UTIL_TraceLine( vecSpot1, vecApex, dont_ignore_monsters, ENT( pev ), &tr );
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if( tr.flFraction != 1.0f )
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{
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// fail!
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return g_vecZero;
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}
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// UNDONE: either ignore monsters or change it to not care if we hit our enemy
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UTIL_TraceLine( vecSpot2, vecApex, ignore_monsters, ENT( pev ), &tr );
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if( tr.flFraction != 1.0f )
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{
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// fail!
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return g_vecZero;
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}
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return vecGrenadeVel;
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}
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//
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// VecCheckThrow - returns the velocity vector at which an object should be thrown from vecspot1 to hit vecspot2.
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// returns g_vecZero if throw is not feasible.
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//
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Vector VecCheckThrow( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flSpeed, float flGravityAdj )
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{
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float flGravity = g_psv_gravity->value * flGravityAdj;
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Vector vecGrenadeVel = vecSpot2 - vecSpot1;
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// throw at a constant time
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float time = vecGrenadeVel.Length() / flSpeed;
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vecGrenadeVel = vecGrenadeVel * ( 1.0f / time );
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// adjust upward toss to compensate for gravity loss
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vecGrenadeVel.z += flGravity * time * 0.5f;
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Vector vecApex = vecSpot1 + ( vecSpot2 - vecSpot1 ) * 0.5f;
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vecApex.z += 0.5f * flGravity * ( time * 0.5f ) * ( time * 0.5f );
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TraceResult tr;
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UTIL_TraceLine( vecSpot1, vecApex, dont_ignore_monsters, ENT( pev ), &tr );
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if( tr.flFraction != 1.0f )
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{
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// fail!
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return g_vecZero;
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}
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UTIL_TraceLine( vecSpot2, vecApex, ignore_monsters, ENT( pev ), &tr );
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if( tr.flFraction != 1.0f )
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{
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// fail!
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return g_vecZero;
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}
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return vecGrenadeVel;
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}
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