Finalized actor_grenade

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smallmodel 2023-10-22 15:41:19 +02:00
parent 0b0d053044
commit f076e7609e
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@ -27,51 +27,47 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
bool Actor::Grenade_Acquire(eGrenadeState eNextState, const_str csReturnAnim)
{
vec3_t vDest;
bool bRetVal = false;
Vector vDest;
if (m_bGrenadeBounced) {
m_bGrenadeBounced = false;
bRetVal = true;
vDest = origin - m_vGrenadePos;
vDest = vDest * 16 + m_vGrenadePos;
SetPath(vDest, NULL, 0, NULL, 0.0);
}
if (PathExists()) {
if (PathComplete()) {
m_bHasDesiredLookAngles = false;
if (m_pGrenade->velocity.lengthXYSquared() >= 1024) {
Anim_Stand();
} else {
m_pGrenade->velocity = vec_zero;
m_eNextAnimMode = ANIM_MODE_NORMAL;
m_eGrenadeState = eNextState;
m_bNextForceStart = false;
m_csNextAnimString = csReturnAnim;
}
} else {
Anim_RunToCasual(3);
VectorSubtract(origin, m_vGrenadePos, vDest);
VectorNormalizeFast(vDest);
vec2_t delta;
VectorSub2D(origin, m_vGrenadePos, delta);
VectorMA(m_vGrenadePos, 16, vDest, vDest);
if (VectorLength2DSquared(delta) > 1024.0) {
FaceMotion();
} else {
{
vec2_t facedir;
facedir[0] = m_vGrenadePos[0] - origin[0];
facedir[1] = m_vGrenadePos[1] - origin[1];
if (facedir[0] != 0 || facedir[1] != 0) {
SetDesiredYawDir(facedir);
SetPath(vDest, NULL, 0, NULL, 0);
}
}
}
}
} else {
if (!PathExists()) {
m_bGrenadeBounced = true;
m_eGrenadeState = AI_GRENSTATE_FLEE;
Grenade_Flee();
bRetVal = false;
return false;
}
if (PathComplete()) {
ForwardLook();
if (VectorLength2DSquared(m_pGrenade->velocity) >= Square(32)) {
Anim_Stand();
} else {
m_pGrenade->velocity = vec_zero;
m_eGrenadeState = eNextState;
DesiredAnimation(ANIM_MODE_NORMAL, csReturnAnim);
}
} else {
Anim_RunToCasual(ANIM_MODE_PATH_GOAL);
VectorSub2D(origin, m_vGrenadePos, vDest);
if (VectorLength2DSquared(vDest) > Square(32)) {
FaceMotion();
} else {
SetDesiredYawDest(m_vGrenadePos);
}
}
return bRetVal;
@ -91,141 +87,160 @@ void Actor::InitGrenade(GlobalFuncs_t *func)
void Actor::Grenade_Flee(void)
{
//float origin_ratio;
float fMinCloseDistSquared;
float fCosAngle;
float fSinAngle;
float fAngle;
vec2_t vDirAway;
vec2_t vDirPreferred;
vec2_t vDirAway;
float fAngle, fSinAngle, fCosAngle;
float fMinCloseDistSquared;
vec2_t grenade_offset;
float origin_ratio;
PathInfo *current_node;
if (m_bGrenadeBounced) {
fAngle = (rand() - 0x3FFFFFFF) * -0.00000000146291807926716;
fAngle = (rand() - 0x3FFFFFFF) / 683565275.f;
fSinAngle = sin(fAngle);
fCosAngle = cos(fAngle);
VectorSub2D(origin, m_vGrenadePos, vDirAway);
vDirPreferred[0] = vDirAway[0] * fCosAngle - fSinAngle * vDirAway[1];
vDirPreferred[0] = vDirAway[0] * fCosAngle - vDirAway[1] * fSinAngle;
vDirPreferred[1] = vDirAway[0] * fSinAngle + vDirAway[1] * fCosAngle;
FindPathAway(m_vGrenadePos, vDirPreferred, 512);
if (PathExists() && !PathComplete()) {
fMinCloseDistSquared = VectorLength2DSquared(vDirAway) * 0.63999999;
fMinCloseDistSquared = VectorLength2DSquared(vDirAway) * 0.64f;
if (fMinCloseDistSquared < 1024) {
if (fMinCloseDistSquared < Square(64)) {
fMinCloseDistSquared = 0;
}
vec2_t grenade_offset;
for (auto current_node = CurrentPathNode(); current_node >= LastPathNode(); current_node--) {
for (current_node = CurrentPathNode(); current_node >= LastPathNode(); current_node--) {
VectorSub2D(m_vGrenadePos, current_node->point, grenade_offset);
if (current_node->dist > 0 && DotProduct2D(grenade_offset, current_node->dir) <= current_node->dist) {
origin_ratio = DotProduct2D(grenade_offset, current_node->dir);
if (origin_ratio <= 0) {
continue;
}
if (origin_ratio > current_node->dist) {
continue;
}
if (Square(CrossProduct2D(grenade_offset, current_node->dir)) < fMinCloseDistSquared) {
ClearPath();
break;
}
}
}
}
m_bGrenadeBounced = false;
}
if (PathExists() && !PathComplete()) {
Sentient *pOwner = NULL;
if (m_pGrenade && m_pGrenade->IsSubclassOfProjectile()) {
pOwner = ((Projectile *)m_pGrenade.Pointer())->GetOwner();
pOwner = static_cast<Projectile *>(m_pGrenade.Pointer())->GetOwner();
}
if (pOwner && pOwner->m_Team == m_Team) {
Anim_RunTo(3);
Anim_RunTo(ANIM_MODE_PATH_GOAL);
} else {
Anim_RunToFlee(3);
Anim_RunToFlee(ANIM_MODE_PATH_GOAL);
}
FaceMotion();
} else {
if ((origin - m_vGrenadePos).lengthXYSquared() >= 100352
}
else if ((origin - m_vGrenadePos).lengthXYSquared() >= 100352
|| !G_SightTrace(
centroid, vec_zero, vec_zero, m_vGrenadePos, this, m_pGrenade, 33819417, 0, "Actor::Grenade_Flee"
centroid, vec_zero, vec_zero, m_vGrenadePos, this, m_pGrenade, MASK_CANSEE, 0, "Actor::Grenade_Flee"
)) {
m_eGrenadeState = AI_GRENSTATE_FLEE_SUCCESS;
Anim_Attack();
AimAtTargetPos();
} else {
m_bHasDesiredLookAngles = false;
m_eGrenadeState = AI_GRENSTATE_FLEE_FAIL;
ForwardLook();
Anim_Cower();
}
}
}
void Actor::Grenade_ThrowAcquire(void)
{
if (!Grenade_Acquire(AI_GRENSTATE_THROW, STRING_ANIM_GRENADERETURN_SCR)
&& !CanGetGrenadeFromAToB(m_vGrenadePos, m_vLastEnemyPos, true, &m_vGrenadeVel, &m_eGrenadeMode)) {
m_bGrenadeBounced = true;
m_eGrenadeState = AI_GRENSTATE_FLEE;
Grenade_Flee();
if (Grenade_Acquire(AI_GRENSTATE_THROW, STRING_ANIM_GRENADERETURN_SCR)) {
return;
}
if (CanGetGrenadeFromAToB(m_vGrenadePos, m_vLastEnemyPos, true, &m_vGrenadeVel, &m_eGrenadeMode)) {
return;
}
m_eGrenadeState = AI_GRENSTATE_FLEE;
m_bGrenadeBounced = true;
Grenade_Flee();
}
void Actor::Grenade_Throw(void)
{
m_bHasDesiredLookAngles = false;
ForwardLook();
SetDesiredYawDir(m_vGrenadeVel);
ContinueAnimation();
}
void Actor::Grenade_KickAcquire(void)
{
Vector vFace = vec_zero;
if (!Grenade_Acquire(AI_GRENSTATE_KICK, STRING_ANIM_GRENADEKICK_SCR)) {
VectorSub2D(m_vGrenadePos, origin, vFace);
if (CanKickGrenade(m_vGrenadePos, m_vLastEnemyPos, vFace, &m_vGrenadeVel)) {
m_vKickDir = Vector(m_vGrenadeVel[0], m_vGrenadeVel[1], 0);
Vector vDelta;
VectorNormalizeFast(m_vKickDir);
} else {
m_bGrenadeBounced = true;
m_eGrenadeState = AI_GRENSTATE_FLEE;
Grenade_Flee();
if (Grenade_Acquire(AI_GRENSTATE_KICK, STRING_ANIM_GRENADEKICK_SCR)) {
return;
}
vDelta = m_vGrenadePos - origin;
vDelta.z = 0;
if (CanKickGrenade(m_vGrenadePos, m_vLastEnemyPos, vDelta, &m_vGrenadeVel)) {
m_vKickDir = m_vGrenadeVel;
m_vKickDir.z = 0;
m_vKickDir.normalizefast();
} else {
m_eGrenadeState = AI_GRENSTATE_FLEE;
m_bGrenadeBounced = true;
Grenade_Flee();
}
}
void Actor::Grenade_Kick(void)
{
m_bHasDesiredLookAngles = false;
ForwardLook();
ContinueAnimation();
}
void Actor::Grenade_MartyrAcquire(void)
{
Vector vDest;
vec3_t vDest;
if (m_bGrenadeBounced) {
m_bGrenadeBounced = false;
vDest = origin - m_vGrenadePos;
VectorSubtract(origin, m_vGrenadePos, vDest);
VectorNormalizeFast(vDest);
vDest = vDest * 88 + m_vGrenadePos;
VectorMA(m_vGrenadePos, 88, vDest, vDest);
SetPath(vDest, NULL, 0, NULL, 0.0);
}
if (PathExists()) {
if (PathComplete()) {
m_bHasDesiredLookAngles = false;
if (!PathExists()) {
m_bGrenadeBounced = true;
m_eGrenadeState = AI_GRENSTATE_FLEE;
Grenade_Flee();
return;
}
vDest = vec_zero;
if (PathComplete()) {
ForwardLook();
m_pGrenade->velocity = vec_zero;
//weird ? m_pGrenade->velocity is vec_zero ???
if (m_pGrenade->velocity.lengthXYSquared() < 1024) {
if (m_pGrenade->velocity.lengthXYSquared() < Square(32)) {
m_pGrenade->velocity = vec_zero;
m_eGrenadeState = AI_GRENSTATE_MARTYR;
@ -233,33 +248,25 @@ void Actor::Grenade_MartyrAcquire(void)
Grenade_Martyr();
}
} else {
Anim_RunToCasual(3);
m_csPathGoalEndAnimScript = STRING_ANIM_GRENADEMARTYR_SCR;
if ((origin - m_vGrenadePos).lengthXYSquared() > 16384) {
Anim_RunToCasual(ANIM_MODE_PATH_GOAL);
SetPathGoalEndAnim(STRING_ANIM_GRENADEMARTYR_SCR);
VectorSub2D(origin, m_vGrenadePos, vDest);
if (VectorLength2DSquared(vDest) > Square(128)) {
FaceMotion();
} else {
if (m_vGrenadePos - origin != vec_zero) {
SetDesiredYawDir(m_vGrenadePos - origin);
SetDesiredYawDest(m_vGrenadePos);
}
}
}
} else {
m_bGrenadeBounced = true;
m_eGrenadeState = AI_GRENSTATE_FLEE;
Grenade_Flee();
}
}
void Actor::Grenade_Martyr(void)
{
if (m_pGrenade && level.inttime >= (m_iStateTime + 1000) - 0.5) {
Projectile *m_pPGrenade = (Projectile *)m_pGrenade.Pointer();
m_pPGrenade->m_bHurtOwnerOnly = true;
m_pPGrenade->owner = entnum;
static_cast<Projectile *>(m_pGrenade.Pointer())->SetMartyr(entnum);
}
m_bHasDesiredLookAngles = false;
ForwardLook();
ContinueAnimation();
}
@ -269,30 +276,35 @@ void Actor::Grenade_Wait(void)
Anim_Cower();
} else {
Anim_Stand();
Grenade_NextThinkState();
}
}
void Actor::Grenade_NextThinkState(void)
{
if (m_Enemy && !(m_Enemy->IsSubclassOfActor())) {
SetThinkState(THINKSTATE_ATTACK, THINKLEVEL_IDLE);
} else {
if (!m_Enemy || (m_Enemy->flags & FL_NOTARGET)) {
SetThinkState(THINKSTATE_IDLE, THINKLEVEL_IDLE);
return;
}
SetThinkState(THINKSTATE_ATTACK, THINKLEVEL_IDLE);
}
void Actor::Grenade_EventAttach(Event *ev)
{
if (m_pGrenade) {
eGrenadeTossMode eMode;
if (!m_pGrenade) {
return;
}
int tagnum;
Vector vVel;
int tagnum = gi.Tag_NumForName(edict->tiki, "tag_weapon_right");
eGrenadeTossMode eMode;
tagnum = gi.Tag_NumForName(edict->tiki, "tag_weapon_right");
if (tagnum >= 0) {
vVel = vec_zero;
m_pGrenade->attach(entnum, tagnum, qtrue, vec3_origin);
}
m_pGrenade->avelocity = vec3_origin;
if (CanGetGrenadeFromAToB(origin, m_vLastEnemyPos, true, &vVel, &eMode)) {
@ -301,23 +313,24 @@ void Actor::Grenade_EventAttach(Event *ev)
}
SetDesiredYawDir(m_vGrenadeVel);
}
}
void Actor::Grenade_EventDetach(Event *ev)
{
if (m_pGrenade) {
if (!m_pGrenade) {
return;
}
const_str csAnim;
m_pGrenade->detach();
m_pGrenade->setOrigin(GrenadeThrowPoint(
origin,
orientation[0],
m_eGrenadeMode == AI_GREN_KICK ? STRING_ANIM_GRENADEKICK_SCR : STRING_ANIM_GRENADERETURN_SCR
));
csAnim = m_eGrenadeMode == AI_GREN_KICK ? STRING_ANIM_GRENADEKICK_SCR : STRING_ANIM_GRENADERETURN_SCR;
m_pGrenade->setOrigin(GrenadeThrowPoint(origin, orientation[0], csAnim));
m_pGrenade->velocity = m_vGrenadeVel;
m_pGrenade->edict->r.ownerNum = edict->s.number;
m_pGrenade->groundentity = NULL;
}
}
void Actor::Begin_Grenade(void)
@ -326,24 +339,33 @@ void Actor::Begin_Grenade(void)
m_csMood = STRING_ALERT;
m_csIdleMood = STRING_NERVOUS;
if (m_pGrenade) {
if (m_pGrenade->enemy) {
if (!m_pGrenade) {
if (m_Enemy && (m_Enemy->flags & FL_NOTARGET)) {
SetThinkState(THINKSTATE_ATTACK, THINKLEVEL_IDLE);
} else if (m_Team != TEAM_GERMAN) {
SetThinkState(THINKSTATE_IDLE, THINKLEVEL_IDLE);
} else {
if (!IsTeamMate(static_cast<Sentient *>(G_GetEntity(0)))) {
ForceAttackPlayer();
}
}
return;
}
if (m_pGrenade->enemy || m_pGrenade->edict->r.ownerNum == entnum) {
m_eGrenadeState = AI_GRENSTATE_FLEE;
//LABEL_4:
Grenade_Flee();
return;
}
if (m_pGrenade->edict->r.ownerNum == entnum) {
m_eGrenadeState = AI_GRENSTATE_FLEE;
Grenade_Flee();
return;
}
bool bHasThrowTarget = true;
if (m_pGrenade) {
vec3_t vDelta;
float fDistSquared;
Vector vDelta;
bool bHasThrowTarget;
if (!m_Enemy) {
Sentient *pEnemy = (Sentient *)G_GetEntity(m_pGrenade->edict->r.ownerNum);
Sentient *pEnemy = static_cast<Sentient *>(G_GetEntity(m_pGrenade->edict->r.ownerNum));
if (pEnemy && pEnemy->m_Team != m_Team) {
SetEnemyPos(pEnemy->origin);
@ -351,15 +373,17 @@ void Actor::Begin_Grenade(void)
bHasThrowTarget = false;
}
}
if (!bHasThrowTarget) {
m_eGrenadeState = AI_GRENSTATE_FLEE;
Grenade_Flee();
return;
}
vDelta = m_vGrenadePos - origin;
vDelta.z = 0;
fDistSquared = vDelta.lengthXYSquared();
if (fDistSquared >= 65536) {
VectorSub2D(m_vGrenadePos, origin, vDelta);
fDistSquared = VectorLength2DSquared(vDelta);
if (fDistSquared >= Square(256)) {
m_eGrenadeState = AI_GRENSTATE_FLEE;
Grenade_Flee();
return;
@ -379,15 +403,17 @@ void Actor::Begin_Grenade(void)
return;
}
if (CanKickGrenade(m_vGrenadePos, m_vLastEnemyPos, vDelta, &m_vGrenadeVel)) {
Vector vFace = vDelta;
if (CanKickGrenade(m_vGrenadePos, m_vLastEnemyPos, vFace, &m_vGrenadeVel)) {
m_eGrenadeMode = AI_GREN_KICK;
m_vKickDir = Vector(m_vGrenadeVel[0], m_vGrenadeVel[1], 0);
VectorNormalizeFast(m_vKickDir);
m_vKickDir = m_vGrenadeVel;
m_vKickDir.z = 0;
m_vKickDir.normalizefast();
m_pGrenade->enemy = this;
m_eGrenadeState = AI_GRENSTATE_KICK_ACQUIRE;
PostponeEvent(EV_Projectile_Explode, 0.25);
Grenade_KickAcquire();
return;
@ -403,15 +429,9 @@ void Actor::Begin_Grenade(void)
m_eGrenadeState = AI_GRENSTATE_THROW_ACQUIRE;
PostponeEvent(EV_Projectile_Explode, 0.75);
if (!Grenade_Acquire(AI_GRENSTATE_THROW, STRING_ANIM_GRENADERETURN_SCR)
&& !Actor::CanGetGrenadeFromAToB(m_vGrenadePos, m_vLastEnemyPos, true, &m_vGrenadeVel, &m_eGrenadeMode)) {
m_bGrenadeBounced = true;
m_eGrenadeState = AI_GRENSTATE_FLEE;
Grenade_Flee();
return;
}
} else {
if (m_Enemy && !m_Enemy->IsSubclassOfActor()) {
Grenade_ThrowAcquire();
} else if (m_Enemy && !m_Enemy->IsSubclassOfActor()) {
SetThinkState(THINKSTATE_ATTACK, THINKLEVEL_IDLE);
} else if (m_Team == TEAM_AMERICAN) {
SetThinkState(THINKSTATE_IDLE, THINKLEVEL_IDLE);
@ -420,7 +440,6 @@ void Actor::Begin_Grenade(void)
ForceAttackPlayer();
}
}
}
}
void Actor::End_Grenade(void)
@ -466,6 +485,7 @@ void Actor::Think_Grenade(void)
if (m_bEnableEnemy) {
UpdateEnemy(200);
}
m_pszDebugState = "";
NoPoint();
@ -476,24 +496,7 @@ void Actor::Think_Grenade(void)
return;
}
if (!m_pGrenade) {
if (m_eGrenadeState && m_eGrenadeState != AI_GRENSTATE_FLEE_FAIL) {
// weird ? no such thing as 8 ?
// FIXME?
if (m_eGrenadeMode == (eGrenadeTossMode)8) {
Anim_Attack();
} else {
Anim_Stand();
}
Grenade_NextThinkState();
} else {
m_pszDebugState = "Wait";
Grenade_Wait();
}
PostThink(false);
return;
}
if (m_pGrenade) {
switch (m_eGrenadeState) {
case AI_GRENSTATE_FLEE:
case AI_GRENSTATE_FLEE_SUCCESS:
@ -534,6 +537,17 @@ void Actor::Think_Grenade(void)
assert(!assertStr);
break;
}
} else if (m_eGrenadeState && m_eGrenadeState != AI_GRENSTATE_FLEE_FAIL) {
if (m_eGrenadeMode == AI_GRENSTATE_FLEE_SUCCESS) {
Anim_Attack();
} else {
Anim_Stand();
}
Grenade_NextThinkState();
} else {
m_pszDebugState = "Wait";
Grenade_Wait();
}
PostThink(false);
}