/* * Copyright (C) 1997-2001 Id Software, Inc. * * This program is free software; you can redistribute it and/or modify it under * the terms of the GNU General Public License as published by the Free Software * Foundation; either version 2 of the License, or (at your option) any later * version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS * FOR A PARTICULAR PURPOSE. * * See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with * this program; if not, write to the Free Software Foundation, Inc., 59 Temple * Place - Suite 330, Boston, MA 02111-1307, USA. * */ // Created on 02.11.2003 by RST. // $Id: GameAI.java,v 1.8 2005-11-16 22:24:53 salomo Exp $ package jake2.game; import jake2.Defines; import jake2.Globals; import jake2.client.M; import jake2.util.Lib; import jake2.util.Math3D; public class GameAI { public static void AttackFinished(edict_t self, float time) { self.monsterinfo.attack_finished = GameBase.level.time + time; } /* * ============= ai_turn * * don't move, but turn towards ideal_yaw Distance is for slight position * adjustments needed by the animations ============= */ public static void ai_turn(edict_t self, float dist) { if (dist != 0) M.M_walkmove(self, self.s.angles[Defines.YAW], dist); if (GameUtil.FindTarget(self)) return; M.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 */ /* * ============ FacingIdeal * * ============ */ public static boolean FacingIdeal(edict_t self) { float delta; delta = Math3D.anglemod(self.s.angles[Defines.YAW] - self.ideal_yaw); if (delta > 45 && delta < 315) return false; return true; } /* * ============= ai_run_melee * * Turn and close until within an angle to launch a melee attack * ============= */ public static void ai_run_melee(edict_t self) { self.ideal_yaw = enemy_yaw; M.M_ChangeYaw(self); if (FacingIdeal(self)) { self.monsterinfo.melee.think(self); self.monsterinfo.attack_state = Defines.AS_STRAIGHT; } } /* * ============= ai_run_missile * * Turn in place until within an angle to launch a missile attack * ============= */ public static void ai_run_missile(edict_t self) { self.ideal_yaw = enemy_yaw; M.M_ChangeYaw(self); if (FacingIdeal(self)) { self.monsterinfo.attack.think(self); self.monsterinfo.attack_state = Defines.AS_STRAIGHT; } }; /* * ============= ai_run_slide * * Strafe sideways, but stay at aproximately the same range ============= */ public static void ai_run_slide(edict_t self, float distance) { float ofs; self.ideal_yaw = enemy_yaw; M.M_ChangeYaw(self); if (self.monsterinfo.lefty != 0) ofs = 90; else ofs = -90; if (M.M_walkmove(self, self.ideal_yaw + ofs, distance)) return; self.monsterinfo.lefty = 1 - self.monsterinfo.lefty; M.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 ============= */ public static boolean ai_checkattack(edict_t self, float dist) { float temp[] = { 0, 0, 0 }; boolean hesDeadJim; // this causes monsters to run blindly to the combat point w/o firing if (self.goalentity != null) { if ((self.monsterinfo.aiflags & Defines.AI_COMBAT_POINT) != 0) return false; if ((self.monsterinfo.aiflags & Defines.AI_SOUND_TARGET) != 0) { if ((GameBase.level.time - self.enemy.teleport_time) > 5.0) { if (self.goalentity == self.enemy) if (self.movetarget != null) self.goalentity = self.movetarget; else self.goalentity = null; self.monsterinfo.aiflags &= ~Defines.AI_SOUND_TARGET; if ((self.monsterinfo.aiflags & Defines.AI_TEMP_STAND_GROUND) != 0) self.monsterinfo.aiflags &= ~(Defines.AI_STAND_GROUND | Defines.AI_TEMP_STAND_GROUND); } else { self.show_hostile = (int) GameBase.level.time + 1; return false; } } } enemy_vis = false; // see if the enemy is dead hesDeadJim = false; if ((null == self.enemy) || (!self.enemy.inuse)) { hesDeadJim = true; } else if ((self.monsterinfo.aiflags & Defines.AI_MEDIC) != 0) { if (self.enemy.health > 0) { hesDeadJim = true; self.monsterinfo.aiflags &= ~Defines.AI_MEDIC; } } else { if ((self.monsterinfo.aiflags & Defines.AI_BRUTAL) != 0) { if (self.enemy.health <= -80) 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 != null && self.oldenemy.health > 0) { self.enemy = self.oldenemy; self.oldenemy = null; HuntTarget(self); } else { if (self.movetarget != null) { self.goalentity = self.movetarget; self.monsterinfo.walk.think(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 = GameBase.level.time + 100000000; self.monsterinfo.stand.think(self); } return true; } } self.show_hostile = (int) GameBase.level.time + 1; // wake up other // monsters // check knowledge of enemy enemy_vis = GameUtil.visible(self, self.enemy); if (enemy_vis) { self.monsterinfo.search_time = GameBase.level.time + 5; Math3D.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; // } enemy_infront = GameUtil.infront(self, self.enemy); enemy_range = GameUtil.range(self, self.enemy); Math3D.VectorSubtract(self.enemy.s.origin, self.s.origin, temp); enemy_yaw = Math3D.vectoyaw(temp); // JDC self.ideal_yaw = enemy_yaw; if (self.monsterinfo.attack_state == Defines.AS_MISSILE) { ai_run_missile(self); return true; } if (self.monsterinfo.attack_state == Defines.AS_MELEE) { ai_run_melee(self); return true; } // if enemy is not currently visible, we will never attack if (!enemy_vis) return false; return self.monsterinfo.checkattack.think(self); } /** * The monster is walking it's beat. * */ static void ai_walk(edict_t self, float dist) { M.M_MoveToGoal(self, dist); // check for noticing a player if (GameUtil.FindTarget(self)) return; if ((self.monsterinfo.search != null) && (GameBase.level.time > self.monsterinfo.idle_time)) { if (self.monsterinfo.idle_time != 0) { self.monsterinfo.search.think(self); self.monsterinfo.idle_time = GameBase.level.time + 15 + Lib.random() * 15; } else { self.monsterinfo.idle_time = GameBase.level.time + Lib.random() * 15; } } } /* * ================= * 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. * ================= */ static void AI_SetSightClient() { edict_t ent; int start, check; if (GameBase.level.sight_client == null) start = 1; else start = GameBase.level.sight_client.index; check = start; while (true) { check++; if (check > GameBase.game.maxclients) check = 1; ent = GameBase.g_edicts[check]; if (ent.inuse && ent.health > 0 && (ent.flags & Defines.FL_NOTARGET) == 0) { GameBase.level.sight_client = ent; return; // got one } if (check == start) { GameBase.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 * ============== */ static void ai_move(edict_t self, float dist) { M.M_walkmove(self, self.s.angles[Defines.YAW], dist); } // ============================================================================ //ok static void HuntTarget(edict_t self) { float[] vec = { 0, 0, 0 }; self.goalentity = self.enemy; if ((self.monsterinfo.aiflags & Defines.AI_STAND_GROUND) != 0) self.monsterinfo.stand.think(self); else self.monsterinfo.run.think(self); Math3D.VectorSubtract(self.enemy.s.origin, self.s.origin, vec); self.ideal_yaw = Math3D.vectoyaw(vec); // wait a while before first attack if (0 == (self.monsterinfo.aiflags & Defines.AI_STAND_GROUND)) GameUtil.AttackFinished(self, 1); } public static EntThinkAdapter walkmonster_start_go = new EntThinkAdapter() { public boolean think(edict_t self) { if (0 == (self.spawnflags & 2) && GameBase.level.time < 1) { M.M_droptofloor.think(self); if (self.groundentity != null) if (!M.M_walkmove(self, 0, 0)) GameBase.gi.dprintf(self.classname + " in solid at " + Lib.vtos(self.s.origin) + "\n"); } if (0 == self.yaw_speed) self.yaw_speed = 40; self.viewheight = 25; Monster.monster_start_go(self); if ((self.spawnflags & 2) != 0) Monster.monster_triggered_start.think(self); return true; } }; public static EntThinkAdapter walkmonster_start = new EntThinkAdapter() { public boolean think(edict_t self) { self.think = walkmonster_start_go; Monster.monster_start(self); return true; } }; public static EntThinkAdapter flymonster_start_go = new EntThinkAdapter() { public boolean think(edict_t self) { if (!M.M_walkmove(self, 0, 0)) GameBase.gi.dprintf(self.classname + " in solid at " + Lib.vtos(self.s.origin) + "\n"); if (0 == self.yaw_speed) self.yaw_speed = 20; self.viewheight = 25; Monster.monster_start_go(self); if ((self.spawnflags & 2) != 0) Monster.monster_triggered_start.think(self); return true; } }; public static EntThinkAdapter flymonster_start = new EntThinkAdapter() { public boolean think(edict_t self) { self.flags |= Defines.FL_FLY; self.think = flymonster_start_go; Monster.monster_start(self); return true; } }; public static EntThinkAdapter swimmonster_start_go = new EntThinkAdapter() { public boolean think(edict_t self) { if (0 == self.yaw_speed) self.yaw_speed = 20; self.viewheight = 10; Monster.monster_start_go(self); if ((self.spawnflags & 2) != 0) Monster.monster_triggered_start.think(self); return true; } }; public static EntThinkAdapter swimmonster_start = new EntThinkAdapter() { public boolean think(edict_t self) { self.flags |= Defines.FL_SWIM; self.think = swimmonster_start_go; Monster.monster_start(self); return true; } }; /* * ============= ai_turn * * don't move, but turn towards ideal_yaw Distance is for slight position * adjustments needed by the animations ============= */ public static AIAdapter ai_turn = new AIAdapter() { public void ai(edict_t self, float dist) { if (dist != 0) M.M_walkmove(self, self.s.angles[Defines.YAW], dist); if (GameUtil.FindTarget(self)) return; M.M_ChangeYaw(self); } }; /* * ============= * ai_move * * Move the specified distance at current facing. This replaces the QC * functions: ai_forward, ai_back, ai_pain, and ai_painforward * ============== */ public static AIAdapter ai_move = new AIAdapter() { public void ai(edict_t self, float dist) { M.M_walkmove(self, self.s.angles[Defines.YAW], dist); } }; /* * ============= * ai_walk * * The monster is walking it's beat * ============= */ public static AIAdapter ai_walk = new AIAdapter() { public void ai(edict_t self, float dist) { if (self.index == 312) self.index = 312; M.M_MoveToGoal(self, dist); // check for noticing a player if (GameUtil.FindTarget(self)) return; if ((self.monsterinfo.search != null) && (GameBase.level.time > self.monsterinfo.idle_time)) { if (self.monsterinfo.idle_time != 0) { self.monsterinfo.search.think(self); self.monsterinfo.idle_time = GameBase.level.time + 15 + Globals.rnd.nextFloat() * 15; } else { self.monsterinfo.idle_time = GameBase.level.time + Globals.rnd.nextFloat() * 15; } } } }; /* * ============= * ai_stand * * Used for standing around and looking for players Distance is for slight * position adjustments needed by the animations * ============== */ public static AIAdapter ai_stand = new AIAdapter() { public void ai(edict_t self, float dist) { float[] v = { 0, 0, 0 }; if (dist != 0) M.M_walkmove(self, self.s.angles[Defines.YAW], dist); if ((self.monsterinfo.aiflags & Defines.AI_STAND_GROUND) != 0) { if (self.enemy != null) { Math3D .VectorSubtract(self.enemy.s.origin, self.s.origin, v); self.ideal_yaw = Math3D.vectoyaw(v); if (self.s.angles[Defines.YAW] != self.ideal_yaw && 0 != (self.monsterinfo.aiflags & Defines.AI_TEMP_STAND_GROUND)) { self.monsterinfo.aiflags &= ~(Defines.AI_STAND_GROUND | Defines.AI_TEMP_STAND_GROUND); self.monsterinfo.run.think(self); } M.M_ChangeYaw(self); ai_checkattack(self, 0); } else GameUtil.FindTarget(self); return; } if (GameUtil.FindTarget(self)) return; if (GameBase.level.time > self.monsterinfo.pausetime) { self.monsterinfo.walk.think(self); return; } if (0 == (self.spawnflags & 1) && (self.monsterinfo.idle != null) && (GameBase.level.time > self.monsterinfo.idle_time)) { if (self.monsterinfo.idle_time != 0) { self.monsterinfo.idle.think(self); self.monsterinfo.idle_time = GameBase.level.time + 15 + Globals.rnd.nextFloat() * 15; } else { self.monsterinfo.idle_time = GameBase.level.time + Globals.rnd.nextFloat() * 15; } } } }; /* * ============= * ai_charge * * Turns towards target and advances Use this call with a distnace of 0 to * replace ai_face * ============== */ public static AIAdapter ai_charge = new AIAdapter() { public void ai(edict_t self, float dist) { float[] v = { 0, 0, 0 }; Math3D.VectorSubtract(self.enemy.s.origin, self.s.origin, v); self.ideal_yaw = Math3D.vectoyaw(v); M.M_ChangeYaw(self); if (dist != 0) M.M_walkmove(self, self.s.angles[Defines.YAW], dist); } }; /* * ============= * ai_run * * The monster has an enemy it is trying to kill * ============= */ public static AIAdapter ai_run = new AIAdapter() { public void ai(edict_t self, float dist) { float[] v = { 0, 0, 0 }; edict_t tempgoal; edict_t save; boolean new1; edict_t marker; float d1, d2; trace_t tr; // mem float[] v_forward = { 0, 0, 0 }, v_right = { 0, 0, 0 }; float left, center, right; float[] left_target = { 0, 0, 0 }, right_target = { 0, 0, 0 }; // if we're going to a combat point, just proceed if ((self.monsterinfo.aiflags & Defines.AI_COMBAT_POINT) != 0) { M.M_MoveToGoal(self, dist); return; } // rst: monster heard a sound.... if ((self.monsterinfo.aiflags & Defines.AI_SOUND_TARGET) != 0) { Math3D.VectorSubtract(self.s.origin, self.enemy.s.origin, v); // ...and reached it if (Math3D.VectorLength(v) < 64) { //don't move, just stand and listen. //self.monsterinfo.aiflags |= (Defines.AI_STAND_GROUND | Defines.AI_TEMP_STAND_GROUND); self.monsterinfo.stand.think(self); // since now it is aware and does not to be triggered again. self.spawnflags &= ~1; self.enemy = null; } else M.M_MoveToGoal(self, dist); // look for new targets if (!GameUtil.FindTarget(self)) return; } if (ai_checkattack(self, dist)) return; if (self.monsterinfo.attack_state == Defines.AS_SLIDING) { ai_run_slide(self, dist); return; } if (enemy_vis) { // if (self.aiflags & AI_LOST_SIGHT) // dprint("regained sight\n"); M.M_MoveToGoal(self, dist); self.monsterinfo.aiflags &= ~Defines.AI_LOST_SIGHT; Math3D.VectorCopy(self.enemy.s.origin, self.monsterinfo.last_sighting); self.monsterinfo.trail_time = GameBase.level.time; return; } // coop will change to another enemy if visible^ if (GameBase.coop.value != 0) { // FIXME: insane guys get mad with this, which causes crashes! if (GameUtil.FindTarget(self)) return; } if ((self.monsterinfo.search_time != 0) && (GameBase.level.time > (self.monsterinfo.search_time + 20))) { M.M_MoveToGoal(self, dist); self.monsterinfo.search_time = 0; //dprint("search timeout\n"); return; } save = self.goalentity; tempgoal = GameUtil.G_Spawn(); self.goalentity = tempgoal; new1 = false; if (0 == (self.monsterinfo.aiflags & Defines.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 |= (Defines.AI_LOST_SIGHT | Defines.AI_PURSUIT_LAST_SEEN); self.monsterinfo.aiflags &= ~(Defines.AI_PURSUE_NEXT | Defines.AI_PURSUE_TEMP); new1 = true; } if ((self.monsterinfo.aiflags & Defines.AI_PURSUE_NEXT) != 0) { self.monsterinfo.aiflags &= ~Defines.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 = GameBase.level.time + 5; if ((self.monsterinfo.aiflags & Defines.AI_PURSUE_TEMP) != 0) { // dprint("was temp goal; retrying original\n"); self.monsterinfo.aiflags &= ~Defines.AI_PURSUE_TEMP; marker = null; Math3D.VectorCopy(self.monsterinfo.saved_goal, self.monsterinfo.last_sighting); new1 = true; } else if ((self.monsterinfo.aiflags & Defines.AI_PURSUIT_LAST_SEEN) != 0) { self.monsterinfo.aiflags &= ~Defines.AI_PURSUIT_LAST_SEEN; marker = PlayerTrail.PickFirst(self); } else { marker = PlayerTrail.PickNext(self); } if (marker != null) { Math3D.VectorCopy(marker.s.origin, self.monsterinfo.last_sighting); self.monsterinfo.trail_time = marker.timestamp; self.s.angles[Defines.YAW] = self.ideal_yaw = marker.s.angles[Defines.YAW]; // dprint("heading is "); dprint(ftos(self.ideal_yaw)); // dprint("\n"); // debug_drawline(self.origin, self.last_sighting, 52); new1 = true; } } Math3D.VectorSubtract(self.s.origin, self.monsterinfo.last_sighting, v); d1 = Math3D.VectorLength(v); if (d1 <= dist) { self.monsterinfo.aiflags |= Defines.AI_PURSUE_NEXT; dist = d1; } Math3D.VectorCopy(self.monsterinfo.last_sighting, self.goalentity.s.origin); if (new1) { // gi.dprintf("checking for course correction\n"); tr = GameBase.gi.trace(self.s.origin, self.mins, self.maxs, self.monsterinfo.last_sighting, self, Defines.MASK_PLAYERSOLID); if (tr.fraction < 1) { Math3D.VectorSubtract(self.goalentity.s.origin, self.s.origin, v); d1 = Math3D.VectorLength(v); center = tr.fraction; d2 = d1 * ((center + 1) / 2); self.s.angles[Defines.YAW] = self.ideal_yaw = Math3D .vectoyaw(v); Math3D .AngleVectors(self.s.angles, v_forward, v_right, null); Math3D.VectorSet(v, d2, -16, 0); Math3D.G_ProjectSource(self.s.origin, v, v_forward, v_right, left_target); tr = GameBase.gi.trace(self.s.origin, self.mins, self.maxs, left_target, self, Defines.MASK_PLAYERSOLID); left = tr.fraction; Math3D.VectorSet(v, d2, 16, 0); Math3D.G_ProjectSource(self.s.origin, v, v_forward, v_right, right_target); tr = GameBase.gi.trace(self.s.origin, self.mins, self.maxs, right_target, self, Defines.MASK_PLAYERSOLID); right = tr.fraction; center = (d1 * center) / d2; if (left >= center && left > right) { if (left < 1) { Math3D.VectorSet(v, d2 * left * 0.5f, -16f, 0f); Math3D.G_ProjectSource(self.s.origin, v, v_forward, v_right, left_target); // gi.dprintf("incomplete path, go part way and // adjust again\n"); } Math3D.VectorCopy(self.monsterinfo.last_sighting, self.monsterinfo.saved_goal); self.monsterinfo.aiflags |= Defines.AI_PURSUE_TEMP; Math3D .VectorCopy(left_target, self.goalentity.s.origin); Math3D.VectorCopy(left_target, self.monsterinfo.last_sighting); Math3D.VectorSubtract(self.goalentity.s.origin, self.s.origin, v); self.s.angles[Defines.YAW] = self.ideal_yaw = Math3D .vectoyaw(v); // gi.dprintf("adjusted left\n"); // debug_drawline(self.origin, self.last_sighting, 152); } else if (right >= center && right > left) { if (right < 1) { Math3D.VectorSet(v, d2 * right * 0.5f, 16f, 0f); Math3D.G_ProjectSource(self.s.origin, v, v_forward, v_right, right_target); // gi.dprintf("incomplete path, go part way and // adjust again\n"); } Math3D.VectorCopy(self.monsterinfo.last_sighting, self.monsterinfo.saved_goal); self.monsterinfo.aiflags |= Defines.AI_PURSUE_TEMP; Math3D.VectorCopy(right_target, self.goalentity.s.origin); Math3D.VectorCopy(right_target, self.monsterinfo.last_sighting); Math3D.VectorSubtract(self.goalentity.s.origin, self.s.origin, v); self.s.angles[Defines.YAW] = self.ideal_yaw = Math3D .vectoyaw(v); // gi.dprintf("adjusted right\n"); // debug_drawline(self.origin, self.last_sighting, 152); } } // else gi.dprintf("course was fine\n"); } M.M_MoveToGoal(self, dist); GameUtil.G_FreeEdict(tempgoal); if (self != null) self.goalentity = save; } }; static boolean enemy_vis; static boolean enemy_infront; static int enemy_range; static float enemy_yaw; }