2016-03-27 11:49:47 +02:00
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/*
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===========================================================================
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2023-10-12 18:19:22 +02:00
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Copyright (C) 2023 the OpenMoHAA team
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2016-03-27 11:49:47 +02:00
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// actor_turret.cpp
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#include "actor.h"
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2023-10-12 18:19:22 +02:00
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void Actor::InitTurret(GlobalFuncs_t *func)
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{
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func->ThinkState = &Actor::Think_Turret;
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func->BeginState = &Actor::Begin_Turret;
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func->EndState = &Actor::End_Turret;
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func->SuspendState = &Actor::Suspend_Turret;
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func->RestartState = NULL;
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func->FinishedAnimation = &Actor::FinishedAnimation_Turret;
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func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Attack;
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func->PostShoot = &Actor::InterruptPoint_Turret;
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func->ReceiveAIEvent = &Actor::ReceiveAIEvent_Turret;
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func->IsState = &Actor::IsAttackState;
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func->PathnodeClaimRevoked = &Actor::PathnodeClaimRevoked_Turret;
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}
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bool Actor::Turret_IsRetargeting(void) const
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{
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return m_State <= 120;
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}
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bool Actor::Turret_DecideToSelectState(void)
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{
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switch (m_State) {
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case 100:
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if (level.inttime > m_iStateTime + 5000) {
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InterruptPoint_Turret();
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}
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return false;
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case 101:
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case 107:
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case 102:
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case 109:
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return false;
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}
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return !Turret_IsRetargeting();
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}
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void Actor::Turret_SelectState(void)
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{
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vec2_t vDelta;
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float fDistSquared;
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if (!m_Enemy) {
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TransitionState(109, rand() & 0x7FF + 250);
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return;
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}
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VectorSub2D(origin, m_vHome, vDelta);
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fDistSquared = VectorLength2DSquared(vDelta);
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if (m_State == 104 && fDistSquared > m_fLeashSquared * 0.64 + 64.0) {
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if (PathExists() && !PathComplete()) {
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return;
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}
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} else if (fDistSquared <= m_fLeashSquared * 1.21 + 256.0) {
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m_iRunHomeTime = 0;
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} else if (m_iRunHomeTime == 0) {
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m_iRunHomeTime = level.inttime + (rand() & 0xFFF) + 1000;
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} else if (level.inttime >= m_iRunHomeTime) {
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m_iRunHomeTime = 0;
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ClearPath();
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SetPath(m_vHome, NULL, 0, NULL, 0.0);
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ShortenPathToAvoidSquadMates();
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if (PathExists() && !PathComplete()) {
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TransitionState(104, 0);
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return;
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} else {
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Com_Printf(
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"^~^~^ (entnum %i, radnum %d, targetname '%s') cannot reach his leash home\n",
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entnum,
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radnum,
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targetname.c_str()
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);
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}
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}
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2018-08-29 14:41:48 +02:00
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2023-10-12 18:19:22 +02:00
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VectorSub2D(origin, m_Enemy->origin, vDelta);
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fDistSquared = VectorLength2DSquared(vDelta);
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2018-09-05 16:55:10 +02:00
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2023-10-12 18:19:22 +02:00
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if (m_State == 105) {
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if (m_fMinDistanceSquared * 2.25 > fDistSquared) {
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return;
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}
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}
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if (m_fMinDistanceSquared > fDistSquared) {
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ClearPath();
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TransitionState(105, 0);
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return;
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}
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if (fDistSquared > m_fMaxDistanceSquared) {
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bool bSmthing = false;
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if (m_Team == TEAM_GERMAN) {
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if ((m_Enemy->origin - m_vHome).lengthSquared() >= Square(m_fLeash + m_fMaxDistance) && !CanSeeEnemy(200)) {
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bSmthing = true;
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}
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}
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if (bSmthing) {
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ClearPath();
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TransitionState(112, 0);
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} else {
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if (m_State == 106) {
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return;
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}
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ClearPath();
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TransitionState(106, 0);
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}
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return;
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}
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if (DecideToThrowGrenade(m_Enemy->velocity + m_vLastEnemyPos, &m_vGrenadeVel, &m_eGrenadeMode)) {
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m_bNextForceStart = false;
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SetDesiredYawDir(m_vGrenadeVel);
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2023-10-14 14:10:16 +02:00
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m_eNextAnimMode = ANIM_MODE_NORMAL;
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2023-10-12 18:19:22 +02:00
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m_csNextAnimString =
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(m_eGrenadeMode == AI_GREN_TOSS_ROLL) ? STRING_ANIM_GRENADETOSS_SCR : STRING_ANIM_GRENADETHROW_SCR;
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TransitionState(107, 0);
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return;
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}
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if (m_State != 100 && m_State != 103 && m_State != 112) {
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ClearPath();
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TransitionState(100, 0);
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}
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}
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bool Actor::Turret_CheckRetarget(void)
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{
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if (level.inttime < m_iStateTime + 5000 || level.inttime < m_iLastHitTime + 5000) {
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return false;
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}
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Turret_BeginRetarget();
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return true;
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}
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2023-10-12 20:17:09 +02:00
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void Actor::Begin_Turret(void)
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2023-10-12 18:19:22 +02:00
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{
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2023-10-12 20:17:09 +02:00
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DoForceActivate();
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m_csMood = STRING_ALERT;
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ClearPath();
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if (m_Enemy) {
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TransitionState(110, 0);
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} else {
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TransitionState(109, (rand() & 0x7FF) + 250);
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}
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}
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void Actor::End_Turret(void)
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{
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if (m_pCoverNode && m_State != 111) {
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m_pCoverNode->Relinquish();
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m_pCoverNode = NULL;
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}
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TransitionState(-1, 0);
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}
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void Actor::Suspend_Turret(void)
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{
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if (!m_Enemy) {
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TransitionState(110, 0);
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} else {
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if (m_State <= 108) {
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SetEnemyPos(m_Enemy->origin);
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AimAtEnemyBehavior();
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TransitionState(113, 0);
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}
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}
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}
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void Actor::State_Turret_Combat(void)
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{
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if (CanSeeEnemy(200)) {
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ClearPath();
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Anim_Attack();
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AimAtTargetPos();
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Turret_CheckRetarget();
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return;
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}
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if (!PathExists() || PathComplete() || !PathAvoidsSquadMates()) {
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SetPathWithLeash(m_vLastEnemyPos, NULL, 0);
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ShortenPathToAvoidSquadMates();
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}
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if (!PathExists() || PathComplete() || !PathAvoidsSquadMates()) {
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FindPathNearWithLeash(m_vLastEnemyPos, 4.0 * m_fMinDistanceSquared);
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if (!ShortenPathToAttack(0.0)) {
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ClearPath();
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}
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ShortenPathToAvoidSquadMates();
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}
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if (!PathExists() || PathComplete() || !PathAvoidsSquadMates()) {
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m_pszDebugState = "combat->chill";
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Turret_BeginRetarget();
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} else {
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m_pszDebugState = "combat->move";
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if (!MovePathWithLeash()) {
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m_pszDebugState = "combat->move->aim";
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Turret_BeginRetarget();
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} else {
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Turret_CheckRetarget();
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}
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2023-10-12 18:19:22 +02:00
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}
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}
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void Actor::Turret_BeginRetarget(void)
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{
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SetEnemyPos(m_Enemy->origin);
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AimAtEnemyBehavior();
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TransitionState(113, 0);
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}
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void Actor::Turret_NextRetarget(void)
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{
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vec2_t vDelta;
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float fDistSquared;
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m_State++;
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if (Turret_IsRetargeting()) {
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m_iStateTime = level.inttime;
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return;
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}
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VectorSub2D(origin, m_vHome, vDelta);
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fDistSquared = VectorLength2DSquared(vDelta);
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if (fDistSquared >= m_fLeashSquared) {
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SetPath(m_vHome, NULL, 0, NULL, 0.0);
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ShortenPathToAvoidSquadMates();
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if (PathExists() && !PathComplete()) {
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TransitionState(104, 0);
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State_Turret_RunHome(true);
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return;
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}
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}
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if (m_Team == TEAM_AMERICAN) {
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if (!CanSeeEnemy(200)) {
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m_PotentialEnemies.FlagBadEnemy(m_Enemy);
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UpdateEnemy(-1);
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}
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if (!m_Enemy) {
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Anim_Stand();
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return;
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}
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TransitionState(100, 0);
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State_Turret_Combat();
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} else {
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if (CanSeeEnemy(200)) {
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m_pszDebugState = "Retarget->Combat";
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TransitionState(100, 0);
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State_Turret_Combat();
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} else {
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TransitionState(112, 0);
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State_Turret_Wait();
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}
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}
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}
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void Actor::Turret_SideStep(int iStepSize, vec3_t vDir)
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{
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AimAtEnemyBehavior();
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//v3 = iStepSize;
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StrafeToAttack(iStepSize, vDir);
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if ((PathExists() && !PathComplete() && PathAvoidsSquadMates())
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|| ((StrafeToAttack(-iStepSize, vDir), PathExists()) && !PathComplete() && PathAvoidsSquadMates())) {
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TransitionState(101, 0);
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} else {
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Turret_NextRetarget();
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}
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}
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2023-10-12 20:17:09 +02:00
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void Actor::State_Turret_Shoot(void)
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2023-10-12 18:19:22 +02:00
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{
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2023-10-12 20:17:09 +02:00
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// FIXME: unimplemented
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}
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void Actor::State_Turret_Retarget_Suppress(void)
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{
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// FIXME: unimplemented
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}
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void Actor::State_Turret_Retarget_Sniper_Node(void)
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{
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PathNode *pSniperNode;
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bool bTryAgain;
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AimAtEnemyBehavior();
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if (m_pCoverNode) {
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m_pCoverNode->Relinquish();
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m_pCoverNode = NULL;
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2023-10-12 18:19:22 +02:00
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}
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2023-10-12 20:17:09 +02:00
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pSniperNode = FindSniperNodeAndSetPath(&bTryAgain);
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if (pSniperNode) {
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m_pCoverNode = pSniperNode;
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pSniperNode->Claim(this);
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TransitionState(102, 0);
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State_Turret_TakeSniperNode();
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} else if (bTryAgain) {
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ContinueAnimation();
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} else {
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Turret_NextRetarget();
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2023-10-12 18:19:22 +02:00
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}
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2023-10-12 20:17:09 +02:00
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}
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void Actor::State_Turret_Retarget_Step_Side_Small(void)
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{
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int iRand; // esi
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iRand = (rand() & 64) - 32;
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AimAtEnemyBehavior();
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StrafeToAttack(iRand, orientation[1]);
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if ((PathExists() && !PathComplete() && PathAvoidsSquadMates())
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|| ((Actor::StrafeToAttack(-iRand, orientation[1]), PathExists()) && !PathComplete() && PathAvoidsSquadMates()
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)) {
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TransitionState(101, 0);
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} else {
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Turret_NextRetarget();
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2023-10-12 18:19:22 +02:00
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}
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2023-10-12 20:17:09 +02:00
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}
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void Actor::State_Turret_Retarget_Path_Exact(void)
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{
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AimAtEnemyBehavior();
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SetPathWithLeash(m_vLastEnemyPos, NULL, 0);
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if (ShortenPathToAttack(128) && (ShortenPathToAvoidSquadMates(), PathExists())) {
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TransitionState(101, 0);
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2023-10-12 18:19:22 +02:00
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} else {
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2023-10-12 20:17:09 +02:00
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Turret_NextRetarget();
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}
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}
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void Actor::State_Turret_Retarget_Path_Near(void)
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{
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AimAtEnemyBehavior();
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|
FindPathNearWithLeash(m_vLastEnemyPos, m_fMinDistanceSquared);
|
|
|
|
if (ShortenPathToAttack(128)) {
|
|
|
|
TransitionState(101, 0);
|
|
|
|
} else {
|
|
|
|
Turret_NextRetarget();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actor::State_Turret_Retarget_Step_Side_Medium(void)
|
|
|
|
{
|
|
|
|
int iRand; // esi
|
|
|
|
|
|
|
|
iRand = (rand() & 256) - 128;
|
|
|
|
AimAtEnemyBehavior();
|
|
|
|
StrafeToAttack(iRand, orientation[1]);
|
|
|
|
if ((PathExists() && !PathComplete() && PathAvoidsSquadMates())
|
|
|
|
|| ((Actor::StrafeToAttack(-iRand, orientation[1]), PathExists()) && !PathComplete() && PathAvoidsSquadMates()
|
|
|
|
)) {
|
|
|
|
TransitionState(101, 0);
|
|
|
|
} else {
|
|
|
|
Turret_NextRetarget();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actor::State_Turret_Retarget_Step_Side_Large(void)
|
|
|
|
{
|
|
|
|
int iRand; // esi
|
|
|
|
|
|
|
|
iRand = (rand() & 512) - 256;
|
|
|
|
AimAtEnemyBehavior();
|
|
|
|
StrafeToAttack(iRand, orientation[1]);
|
|
|
|
if ((PathExists() && !PathComplete() && PathAvoidsSquadMates())
|
|
|
|
|| ((Actor::StrafeToAttack(-iRand, orientation[1]), PathExists()) && !PathComplete() && PathAvoidsSquadMates()
|
|
|
|
)) {
|
|
|
|
TransitionState(101, 0);
|
|
|
|
} else {
|
|
|
|
Turret_NextRetarget();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actor::State_Turret_Retarget_Step_Face_Medium(void)
|
|
|
|
{
|
|
|
|
int iRand; // esi
|
|
|
|
|
|
|
|
iRand = (rand() & 256) - 128;
|
|
|
|
AimAtEnemyBehavior();
|
|
|
|
StrafeToAttack(iRand, orientation[0]);
|
|
|
|
if ((PathExists() && !PathComplete() && PathAvoidsSquadMates())
|
|
|
|
|| ((Actor::StrafeToAttack(-iRand, orientation[0]), PathExists()) && !PathComplete() && PathAvoidsSquadMates()
|
|
|
|
)) {
|
|
|
|
TransitionState(101, 0);
|
|
|
|
} else {
|
|
|
|
Turret_NextRetarget();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actor::State_Turret_Retarget_Step_Face_Large(void)
|
|
|
|
{
|
|
|
|
int iRand; // esi
|
|
|
|
|
|
|
|
iRand = (rand() & 512) - 256;
|
|
|
|
AimAtEnemyBehavior();
|
|
|
|
StrafeToAttack(iRand, orientation[0]);
|
|
|
|
if ((PathExists() && !PathComplete() && PathAvoidsSquadMates())
|
|
|
|
|| ((Actor::StrafeToAttack(-iRand, orientation[0]), PathExists()) && !PathComplete() && PathAvoidsSquadMates()
|
|
|
|
)) {
|
|
|
|
TransitionState(101, 0);
|
|
|
|
} else {
|
|
|
|
Turret_NextRetarget();
|
2023-10-12 18:19:22 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actor::State_Turret_Reacquire(void)
|
|
|
|
{
|
|
|
|
/*Sentient *v1; // ecx
|
2018-08-29 14:41:48 +02:00
|
|
|
float v2; // ST08_4
|
|
|
|
float v3; // ST0C_4
|
|
|
|
Sentient *v4; // ecx
|
|
|
|
float v5; // ST08_4
|
|
|
|
float v6; // ST0C_4
|
2019-06-29 23:43:30 +02:00
|
|
|
*/
|
2023-10-12 18:19:22 +02:00
|
|
|
if (PathExists() && !PathComplete()) {
|
|
|
|
if (CanMovePathWithLeash()) {
|
|
|
|
Anim_RunToInOpen(3);
|
|
|
|
FaceEnemyOrMotion(level.inttime - m_iStateTime);
|
|
|
|
} else {
|
|
|
|
Turret_BeginRetarget();
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
m_pszDebugState = "Retarget->Cheat";
|
|
|
|
SetEnemyPos(m_Enemy->origin);
|
|
|
|
TransitionState(100, 0);
|
|
|
|
State_Turret_Combat();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actor::State_Turret_TakeSniperNode(void)
|
|
|
|
{
|
|
|
|
if (PathExists() && !PathComplete()) {
|
|
|
|
FaceMotion();
|
|
|
|
Anim_RunToDanger(3);
|
|
|
|
} else {
|
|
|
|
AimAtEnemyBehavior();
|
|
|
|
TransitionState(103, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actor::State_Turret_SniperNode(void)
|
|
|
|
{
|
|
|
|
AimAtTargetPos();
|
|
|
|
Anim_Sniper();
|
|
|
|
if (Turret_CheckRetarget()) {
|
|
|
|
m_pCoverNode->Relinquish();
|
|
|
|
m_pCoverNode->MarkTemporarilyBad();
|
|
|
|
m_pCoverNode = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Actor::State_Turret_RunHome(bool bAttackOnFail)
|
|
|
|
{
|
|
|
|
SetPath(m_vHome, NULL, 0, NULL, 0.0);
|
|
|
|
ShortenPathToAvoidSquadMates();
|
|
|
|
if (!PathExists() || PathComplete()) {
|
|
|
|
Com_Printf(
|
|
|
|
"^~^~^ (entnum %i, radnum %i, targetname '%s') cannot reach his leash home\n",
|
|
|
|
entnum,
|
|
|
|
radnum,
|
|
|
|
targetname.c_str()
|
|
|
|
);
|
|
|
|
if (bAttackOnFail) {
|
|
|
|
m_pszDebugState = "home->combat";
|
|
|
|
State_Turret_Combat();
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
} else {
|
|
|
|
FaceMotion();
|
|
|
|
Anim_RunToInOpen(2);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actor::State_Turret_RunAway(void)
|
|
|
|
{
|
|
|
|
if (!PathExists() || PathComplete()) {
|
|
|
|
FindPathAwayWithLeash(m_vLastEnemyPos, origin - m_Enemy->origin, 1.5 * m_fMinDistance);
|
|
|
|
}
|
|
|
|
if (!PathExists() || PathComplete()) {
|
|
|
|
m_pszDebugState = "runaway->combat";
|
|
|
|
State_Turret_Combat();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (!CanMovePathWithLeash()) {
|
|
|
|
m_pszDebugState = "runaway->leash->combat";
|
|
|
|
State_Turret_Combat();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
Anim_RunAwayFiring(2);
|
|
|
|
FaceEnemyOrMotion(level.inttime - m_iStateTime);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actor::State_Turret_Charge(void)
|
|
|
|
{
|
|
|
|
SetPathWithLeash(m_vLastEnemyPos, NULL, 0);
|
|
|
|
ShortenPathToAvoidSquadMates();
|
|
|
|
if (!PathExists()) {
|
|
|
|
m_pszDebugState = "charge->near";
|
|
|
|
FindPathNearWithLeash(m_vLastEnemyPos, m_fMaxDistanceSquared);
|
|
|
|
if (!ShortenPathToAttack(0)) {
|
|
|
|
ClearPath();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!PathExists() || PathComplete() || !PathAvoidsSquadMates()) {
|
|
|
|
ClearPath();
|
|
|
|
if (CanSeeEnemy(500)) {
|
|
|
|
m_pszDebugState = "charge->combat";
|
|
|
|
State_Turret_Combat();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
m_bHasDesiredLookAngles = false;
|
|
|
|
m_pszDebugState = "charge->chill";
|
|
|
|
Anim_Idle();
|
|
|
|
if (m_Team != TEAM_AMERICAN) {
|
|
|
|
//v1 = &this->m_PotentialEnemies;
|
|
|
|
if (!m_PotentialEnemies.HasAlternateEnemy()) {
|
|
|
|
if (m_Enemy) {
|
|
|
|
Turret_CheckRetarget();
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
m_PotentialEnemies.FlagBadEnemy(m_Enemy);
|
|
|
|
UpdateEnemy(-1);
|
|
|
|
if (m_Enemy) {
|
|
|
|
Turret_CheckRetarget();
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (!MovePathWithLeash()) {
|
|
|
|
m_pszDebugState = "charge->leash->combat";
|
|
|
|
TransitionState(100, 0);
|
|
|
|
State_Turret_Combat();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actor::State_Turret_Grenade(void)
|
|
|
|
{
|
|
|
|
GenericGrenadeTossThink();
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actor::State_Turret_FakeEnemy(void)
|
|
|
|
{
|
|
|
|
AimAtTargetPos();
|
|
|
|
Anim_Aim();
|
|
|
|
if (level.inttime >= m_iStateTime) {
|
|
|
|
SetThinkState(THINKSTATE_IDLE, THINKLEVEL_NORMAL);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actor::State_Turret_Wait(void)
|
|
|
|
{
|
|
|
|
PathNode *pNode;
|
|
|
|
if (CanSeeEnemy(500) || CanShootEnemy(500)) {
|
|
|
|
bool bSmth;
|
|
|
|
|
|
|
|
pNode = m_pCoverNode;
|
|
|
|
Cover_FindCover(true);
|
|
|
|
|
|
|
|
if (m_pCoverNode) {
|
|
|
|
TransitionState(111, 0);
|
|
|
|
SetThink(THINKSTATE_ATTACK, THINK_COVER);
|
|
|
|
bSmth = true;
|
|
|
|
} else {
|
|
|
|
if (pNode) {
|
|
|
|
m_pCoverNode = pNode;
|
|
|
|
m_pCoverNode->Claim(this);
|
|
|
|
}
|
|
|
|
bSmth = false;
|
|
|
|
}
|
|
|
|
if (bSmth) {
|
|
|
|
m_pszDebugState = "Wait->CoverInstead";
|
|
|
|
ContinueAnimation();
|
|
|
|
} else {
|
|
|
|
m_pszDebugState = "Wait->Combat";
|
|
|
|
TransitionState(100, 0);
|
|
|
|
State_Turret_Combat();
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (level.inttime >= m_iLastFaceDecideTime + 1500) {
|
|
|
|
m_iLastFaceDecideTime = level.inttime + (rand() & 0x1FF);
|
|
|
|
|
|
|
|
pNode = PathManager.FindCornerNodeForExactPath(this, m_Enemy, 0);
|
|
|
|
|
|
|
|
if (pNode) {
|
|
|
|
if (pNode->m_PathPos - origin != vec_zero) {
|
|
|
|
SetDesiredYawDir(pNode->m_PathPos - origin);
|
|
|
|
}
|
|
|
|
m_eDontFaceWallMode = 6;
|
|
|
|
} else {
|
|
|
|
AimAtTargetPos();
|
|
|
|
DontFaceWall();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (m_eDontFaceWallMode > 8) {
|
|
|
|
Anim_Aim();
|
|
|
|
} else {
|
|
|
|
Anim_Stand();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-10-12 20:17:09 +02:00
|
|
|
void Actor::Think_Turret(void)
|
2023-10-12 19:21:41 +02:00
|
|
|
{
|
2023-10-12 20:17:09 +02:00
|
|
|
if (RequireThink()) {
|
|
|
|
UpdateEyeOrigin();
|
|
|
|
NoPoint();
|
|
|
|
UpdateEnemy(200);
|
2023-10-12 19:21:41 +02:00
|
|
|
|
2023-10-12 20:17:09 +02:00
|
|
|
if (m_Enemy && m_State == 110) {
|
|
|
|
if (!m_bTurretNoInitialCover && Turret_TryToBecomeCoverGuy()) {
|
|
|
|
m_pszDebugState = "CoverInstead";
|
|
|
|
CheckUnregister();
|
|
|
|
UpdateAngles();
|
|
|
|
DoMove();
|
|
|
|
UpdateBoneControllers();
|
|
|
|
UpdateFootsteps();
|
|
|
|
return;
|
|
|
|
}
|
2023-10-12 19:21:41 +02:00
|
|
|
|
2023-10-12 20:17:09 +02:00
|
|
|
m_bTurretNoInitialCover = false;
|
2023-10-12 18:19:22 +02:00
|
|
|
|
2023-10-12 20:17:09 +02:00
|
|
|
Turret_SelectState();
|
2023-10-12 18:19:22 +02:00
|
|
|
|
2023-10-12 20:17:09 +02:00
|
|
|
if (m_State == 100 && !CanSeeEnemy(0)) {
|
|
|
|
Turret_BeginRetarget();
|
|
|
|
}
|
2023-10-12 18:19:22 +02:00
|
|
|
|
2023-10-12 20:17:09 +02:00
|
|
|
SetLeashHome(origin);
|
2023-10-12 18:19:22 +02:00
|
|
|
|
2023-10-12 20:17:09 +02:00
|
|
|
if (level.inttime < m_iEnemyChangeTime + 200) {
|
|
|
|
if (AttackEntryAnimation()) {
|
|
|
|
m_bLockThinkState = true;
|
|
|
|
TransitionState(108, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (level.inttime > m_iStateTime + 3000) {
|
|
|
|
Turret_SelectState();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (m_State == 108) {
|
|
|
|
m_pszDebugState = "IntroAnim";
|
|
|
|
AimAtTargetPos();
|
|
|
|
ContinueAnimation();
|
|
|
|
} else {
|
|
|
|
m_bLockThinkState = false;
|
|
|
|
if (!m_Enemy && m_State != 109 && m_State != 104) {
|
|
|
|
TransitionState(109, ((rand() + 250) & 0x7FF));
|
|
|
|
}
|
|
|
|
if (!m_Enemy) {
|
|
|
|
if (m_State != 109) {
|
|
|
|
if (m_State != 104 || (origin - m_vHome).lengthXYSquared() <= 0.64f * m_fLeashSquared + 64.0f
|
|
|
|
|| !State_Turret_RunHome(false)) {
|
|
|
|
m_pszDebugState = "Idle";
|
|
|
|
SetThinkState(THINKSTATE_IDLE, THINKLEVEL_NORMAL);
|
|
|
|
IdleThink();
|
|
|
|
} else {
|
|
|
|
m_pszDebugState = "Idle->RunHome";
|
|
|
|
PostThink(true);
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (m_Enemy && m_State == 109) {
|
|
|
|
Turret_BeginRetarget();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (Turret_DecideToSelectState()) {
|
|
|
|
Turret_SelectState();
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (m_State) {
|
|
|
|
case 100:
|
|
|
|
m_pszDebugState = "Combat";
|
|
|
|
State_Turret_Combat();
|
|
|
|
break;
|
|
|
|
case 101:
|
|
|
|
m_pszDebugState = "Reacquire";
|
|
|
|
State_Turret_Reacquire();
|
|
|
|
break;
|
|
|
|
case 102:
|
|
|
|
m_pszDebugState = "TakeSniperNode";
|
|
|
|
if (!PathExists() || PathComplete()) {
|
|
|
|
AimAtEnemyBehavior();
|
|
|
|
TransitionState(103, 0);
|
|
|
|
} else {
|
|
|
|
FaceMotion();
|
|
|
|
Anim_RunToDanger(3);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 103:
|
|
|
|
m_pszDebugState = "SniperNode";
|
|
|
|
State_Turret_SniperNode();
|
|
|
|
break;
|
|
|
|
case 104:
|
|
|
|
m_pszDebugState = "RunHome";
|
|
|
|
State_Turret_RunHome(true);
|
|
|
|
break;
|
|
|
|
case 105:
|
|
|
|
m_pszDebugState = "RunAway";
|
|
|
|
State_Turret_RunAway();
|
|
|
|
break;
|
|
|
|
case 106:
|
|
|
|
m_pszDebugState = "Charge";
|
|
|
|
State_Turret_Charge();
|
|
|
|
break;
|
|
|
|
case 107:
|
|
|
|
m_pszDebugState = "Grenade";
|
|
|
|
State_Turret_Grenade();
|
|
|
|
break;
|
|
|
|
case 109:
|
|
|
|
m_pszDebugState = "FakeEnemy";
|
|
|
|
State_Turret_FakeEnemy();
|
|
|
|
break;
|
|
|
|
case 111:
|
|
|
|
m_pszDebugState = "BecomeCover";
|
|
|
|
ContinueAnimation();
|
|
|
|
break;
|
|
|
|
case 112:
|
|
|
|
m_pszDebugState = "Wait";
|
|
|
|
State_Turret_Wait();
|
|
|
|
break;
|
|
|
|
case 113:
|
|
|
|
m_pszDebugState = "Retarget_Sniper_Node";
|
|
|
|
State_Turret_Retarget_Sniper_Node();
|
|
|
|
break;
|
|
|
|
case 114:
|
|
|
|
m_pszDebugState = "Retarget_Step_Side_Small";
|
|
|
|
State_Turret_Retarget_Step_Side_Small();
|
|
|
|
break;
|
|
|
|
case 115:
|
|
|
|
m_pszDebugState = "Retarget_Path_Exact";
|
|
|
|
State_Turret_Retarget_Path_Exact();
|
|
|
|
break;
|
|
|
|
case 116:
|
|
|
|
m_pszDebugState = "Retarget_Path_Near";
|
|
|
|
State_Turret_Retarget_Path_Near();
|
|
|
|
break;
|
|
|
|
case 117:
|
|
|
|
m_pszDebugState = "Retarget_Step_Side_Medium";
|
|
|
|
State_Turret_Retarget_Step_Side_Medium();
|
|
|
|
break;
|
|
|
|
case 118:
|
|
|
|
m_pszDebugState = "Retarget_Step_Side_Large";
|
|
|
|
State_Turret_Retarget_Step_Side_Large();
|
|
|
|
break;
|
|
|
|
case 119:
|
|
|
|
m_pszDebugState = "Retarget_Step_Face_Medium";
|
|
|
|
State_Turret_Retarget_Step_Face_Medium();
|
|
|
|
break;
|
|
|
|
case 120:
|
|
|
|
m_pszDebugState = "Retarget_Step_Face_Large";
|
|
|
|
State_Turret_Retarget_Step_Face_Large();
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
Com_Printf("Actor::Think_Turret: invalid think state %i\n", m_State);
|
|
|
|
assert(!"invalid think state");
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
CheckForTransition(THINKSTATE_GRENADE, THINKLEVEL_NORMAL);
|
|
|
|
}
|
|
|
|
if (m_State == 112) {
|
|
|
|
PostThink(false);
|
|
|
|
} else {
|
|
|
|
PostThink(true);
|
|
|
|
}
|
2023-10-12 18:19:22 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-10-12 20:17:09 +02:00
|
|
|
void Actor::ReceiveAIEvent_Turret(
|
|
|
|
vec3_t event_origin, int iType, Entity *originator, float fDistSquared, float fMaxDistSquared
|
|
|
|
)
|
2023-10-12 18:19:22 +02:00
|
|
|
{
|
2023-10-12 20:17:09 +02:00
|
|
|
if (iType == AI_EVENT_WEAPON_IMPACT) {
|
|
|
|
if (m_Enemy && fDistSquared <= Square(128)) {
|
|
|
|
Turret_TryToBecomeCoverGuy();
|
|
|
|
}
|
2023-10-12 18:19:22 +02:00
|
|
|
} else {
|
2023-10-12 20:17:09 +02:00
|
|
|
DefaultReceiveAIEvent(origin, iType, originator, fDistSquared, fMaxDistSquared);
|
2023-10-12 18:19:22 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-10-12 20:17:09 +02:00
|
|
|
bool Actor::Turret_TryToBecomeCoverGuy(void)
|
2023-10-12 18:19:22 +02:00
|
|
|
{
|
2023-10-12 20:17:09 +02:00
|
|
|
PathNode *pOldCover = m_pCoverNode;
|
|
|
|
Cover_FindCover(true);
|
|
|
|
if (m_pCoverNode) {
|
|
|
|
TransitionState(111, 0);
|
|
|
|
SetThink(THINKSTATE_ATTACK, THINK_COVER);
|
|
|
|
return true;
|
2023-10-12 18:19:22 +02:00
|
|
|
} else {
|
2023-10-12 20:17:09 +02:00
|
|
|
if (pOldCover) {
|
|
|
|
m_pCoverNode = pOldCover;
|
|
|
|
m_pCoverNode->Claim(this);
|
|
|
|
}
|
|
|
|
return false;
|
2023-10-12 18:19:22 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-10-12 20:17:09 +02:00
|
|
|
void Actor::FinishedAnimation_Turret(void)
|
2023-10-12 18:19:22 +02:00
|
|
|
{
|
2023-10-12 20:17:09 +02:00
|
|
|
if (m_State <= 108) {
|
|
|
|
Turret_SelectState();
|
2023-10-12 18:19:22 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-10-12 20:17:09 +02:00
|
|
|
void Actor::InterruptPoint_Turret(void)
|
2023-10-12 18:19:22 +02:00
|
|
|
{
|
2023-10-12 20:17:09 +02:00
|
|
|
if (m_Enemy && !Turret_TryToBecomeCoverGuy() && m_State == 100) {
|
|
|
|
m_iStateTime = level.inttime;
|
|
|
|
Turret_SelectState();
|
2023-10-12 18:19:22 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-10-12 20:17:09 +02:00
|
|
|
void Actor::PathnodeClaimRevoked_Turret(void)
|
2023-10-12 18:19:22 +02:00
|
|
|
{
|
2023-10-12 20:17:09 +02:00
|
|
|
if (m_Enemy == NULL) {
|
|
|
|
TransitionState(110, 0);
|
2023-10-12 18:19:22 +02:00
|
|
|
} else {
|
2023-10-12 20:17:09 +02:00
|
|
|
Turret_BeginRetarget();
|
2023-10-12 18:19:22 +02:00
|
|
|
}
|
2016-03-27 11:49:47 +02:00
|
|
|
}
|