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/*
* 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;
}
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