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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;
}