/* =========================================================================== Copyright (C) 2023 the OpenMoHAA team This file is part of OpenMoHAA source code. OpenMoHAA source code 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. OpenMoHAA source code 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 OpenMoHAA source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // actor_cover.cpp #include "actor.h" static int Cover_HideTime(int iTeam) { if (iTeam == TEAM_AMERICAN) { return rand() % 2001 + 2000; } else { return rand() % 11001 + 4000; } } bool Actor::Cover_IsValid(PathNode *node) { Vector sight_origin = node->origin + eyeposition; if (node->IsClaimedByOther(this)) { return false; } if (node->nodeflags & (AI_CONCEALMENT | AI_LOW_WALL_ARC)) { return true; } if (!CanSeeFrom(sight_origin, m_Enemy)) { return true; } if (!(node->nodeflags & AI_DUCK)) { return false; } if (CanSee(sight_origin - Vector(0, 0, 32), 0, 0, false)) { return false; } return true; } bool Actor::Cover_SetPath(PathNode *node) { float origin_ratio; Vector enemy_offset; PathInfo *current_node; Vector enemy_origin; vec2_t vDelta; float fMinDistSquared; float fPathDist; SetPathWithLeash(node, NULL, 0); if (!PathExists()) { return false; } fPathDist = PathDist(); fMinDistSquared = Square(fPathDist); if ((node->origin - origin).lengthSquared() * 4 <= fMinDistSquared && fPathDist > 128.0f) { return false; } if (PathComplete()) { return true; } enemy_origin = m_Enemy->origin; VectorSub2D(enemy_origin, origin, vDelta); origin_ratio = VectorLength2DSquared(vDelta) * 0.64f; if (origin_ratio > Square(192)) { origin_ratio = Square(192); } for (current_node = CurrentPathNode() - 1; current_node >= LastPathNode(); current_node--) { VectorSub2D(enemy_origin, current_node->point, enemy_offset); if (VectorLength2DSquared(enemy_offset) <= origin_ratio) { return false; } if (DotProduct2D(enemy_offset, current_node->dir) >= 0) { continue; } if (DotProduct2D(enemy_offset, current_node->dir) < -current_node->dist) { continue; } if (Square(CrossProduct2D(enemy_offset, current_node->dir)) <= origin_ratio) { return false; } } return PathAvoidsSquadMates() != false; } void Actor::Cover_FindCover(bool bCheckAll) { if (m_pCoverNode) { if (Cover_IsValid(m_pCoverNode) && Cover_SetPath(m_pCoverNode)) { return; } m_pCoverNode->Relinquish(); m_pCoverNode = NULL; } if (!m_iPotentialCoverCount) { m_iPotentialCoverCount = PathManager.FindPotentialCover(this, origin, m_Enemy, m_pPotentialCoverNode, MAX_COVER_NODES); } if (!m_iPotentialCoverCount) { return; } PathNode *pNode; while (m_iPotentialCoverCount) { m_iPotentialCoverCount--; pNode = m_pPotentialCoverNode[m_iPotentialCoverCount]; m_pPotentialCoverNode[m_iPotentialCoverCount] = NULL; if (Cover_IsValid(pNode) && Cover_SetPath(pNode)) { break; } if (!bCheckAll || !m_iPotentialCoverCount) { return; } } m_pCoverNode = pNode; m_pCoverNode->Claim(this); memset(m_pPotentialCoverNode, 0, sizeof(m_pPotentialCoverNode)); m_iPotentialCoverCount = 0; } void Actor::InitCover(GlobalFuncs_t *func) { func->ThinkState = &Actor::Think_Cover; func->BeginState = &Actor::Begin_Cover; func->EndState = &Actor::End_Cover; func->SuspendState = &Actor::Suspend_Cover; func->FinishedAnimation = &Actor::FinishedAnimation_Cover; func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Attack; func->IsState = &Actor::IsAttackState; func->PathnodeClaimRevoked = &Actor::PathnodeClaimRevoked_Cover; } void Actor::Begin_Cover(void) { DoForceActivate(); m_csIdleMood = STRING_NERVOUS; m_csMood = STRING_ALERT; if (m_pCoverNode) { TransitionState(ACTOR_STATE_COVER_TAKE_COVER, 0); return; } TransitionState(ACTOR_STATE_COVER_NEW_ENEMY, 0); if (level.inttime < m_iEnemyChangeTime + 200) { SetLeashHome(origin); if (AttackEntryAnimation()) { m_bLockThinkState = true; TransitionState(ACTOR_STATE_COVER_LOOP, 0); } } } void Actor::End_Cover(void) { m_pszDebugState = ""; if (m_pCoverNode) { m_pCoverNode->Relinquish(); m_pCoverNode = NULL; } TransitionState(-1, 0); } void Actor::Suspend_Cover(void) { if (m_pCoverNode) { m_pCoverNode->Relinquish(); m_pCoverNode->MarkTemporarilyBad(); m_pCoverNode = NULL; } TransitionState(ACTOR_STATE_COVER_FIND_COVER, 0); } void Actor::State_Cover_NewEnemy(void) { ForwardLook(); Cover_FindCover(true); if (m_pCoverNode && PathExists() && !PathComplete()) { Anim_RunToCover(ANIM_MODE_PATH_GOAL); TransitionState(ACTOR_STATE_COVER_TAKE_COVER, 0); } else { Anim_Aim(); AimAtTargetPos(); TransitionState(ACTOR_STATE_COVER_TARGET, 0); } } void Actor::State_Cover_FindCover(void) { Anim_Aim(); AimAtTargetPos(); Cover_FindCover(false); if (m_pCoverNode) { if (PathExists() && !PathComplete()) { Anim_RunToCover(ANIM_MODE_PATH_GOAL); TransitionState(ACTOR_STATE_COVER_TAKE_COVER, 0); } else { TransitionState(ACTOR_STATE_COVER_TARGET, 0); } } else if (!m_iPotentialCoverCount) { SetThink(THINKSTATE_ATTACK, THINK_TURRET); } } void Actor::State_Cover_TakeCover(void) { if (PathExists() && !PathComplete()) { FaceEnemyOrMotion(level.inttime - m_iStateTime); Anim_RunToCover(ANIM_MODE_PATH_GOAL); SetPathGoalEndAnim(m_bInReload ? STRING_ANIM_RUNTO_COVER_SCR : STRING_ANIM_IDLE_SCR); } else { ClearPath(); m_eAnimMode = ANIM_MODE_NORMAL; TransitionState(ACTOR_STATE_COVER_FINISH_RELOADING, 0); State_Cover_FinishReloading(); } } void Actor::State_Cover_FinishReloading(void) { Weapon *pWeapon; firetype_t eFireType; if (m_bInReload) { ContinueAnimation(); AimAtTargetPos(); return; } pWeapon = GetWeapon(WEAPON_MAIN); if (pWeapon) { eFireType = pWeapon->GetFireType(FIRE_PRIMARY); } if (pWeapon && eFireType != FT_PROJECTILE && eFireType != FT_SPECIAL_PROJECTILE && (m_csSpecialAttack = m_pCoverNode->GetSpecialAttack(this)) != 0) { SetDesiredYaw(m_pCoverNode->angles.yaw()); SafeSetOrigin(m_pCoverNode->origin); DesiredAnimation(ANIM_MODE_NORMAL, m_csSpecialAttack); TransitionState(ACTOR_STATE_COVER_SPECIAL_ATTACK, 0); } else { if (m_pCoverNode->nodeflags & AI_DUCK) { Anim_Crouch(); } else { Anim_Stand(); } TransitionState(ACTOR_STATE_COVER_HIDE, Cover_HideTime(m_Team)); Anim_Aim(); AimAtTargetPos(); } } void Actor::State_Cover_Target(void) { DontFaceWall(); if (AvoidingFacingWall()) { TransitionState(ACTOR_STATE_COVER_FIND_ENEMY, 0); State_Cover_FindEnemy(); return; } Anim_Aim(); AimAtTargetPos(); if (level.inttime <= m_iStateTime + 300) { return; } if (fabs(m_DesiredYaw - angles[1]) >= 0.001f) { return; } if (DecideToThrowGrenade(m_vLastEnemyPos + velocity, &m_vGrenadeVel, &m_eGrenadeMode, false)) { SetDesiredYawDir(m_vGrenadeVel); DesiredAnimation( ANIM_MODE_NORMAL, m_eGrenadeMode == AI_GREN_TOSS_ROLL ? STRING_ANIM_GRENADETOSS_SCR : STRING_ANIM_GRENADETHROW_SCR ); TransitionState(ACTOR_STATE_COVER_GRENADE); } else if (CanSeeEnemy(500) && CanShootEnemy(500)) { TransitionState(ACTOR_STATE_COVER_SHOOT, 0); } else { TransitionState(ACTOR_STATE_COVER_HIDE, Cover_HideTime(m_Team)); } } void Actor::State_Cover_Hide(void) { PathNode *pNode; trace_t trace; bool bCanShoot, bCanSee; if (m_Enemy) { SetEnemyPos(m_Enemy->origin); } if (!m_pCoverNode) { TransitionState(ACTOR_STATE_COVER_FIND_COVER, 0); State_Cover_FindCover(); return; } m_csSpecialAttack = m_pCoverNode->GetSpecialAttack(this); MPrintf("special: %d", m_csSpecialAttack); if (m_csSpecialAttack) { SetDesiredYaw(m_pCoverNode->angles.yaw()); SafeSetOrigin(m_pCoverNode->origin); DesiredAnimation(ANIM_MODE_NORMAL, m_csSpecialAttack); TransitionState(ACTOR_STATE_COVER_SPECIAL_ATTACK, 0); return; } bCanSee = CanSeeEnemy(500); bCanShoot = CanShootEnemy(500); if (bCanSee && bCanShoot) { vec2_t vDelta; VectorSub2D(m_Enemy->origin, origin, vDelta); if (VectorLength2DSquared(vDelta) * 0.75f > Square(DotProduct2D(vDelta, orientation[0]))) { TransitionState(ACTOR_STATE_COVER_SHOOT); } else { TransitionState(ACTOR_STATE_COVER_TARGET); } State_Cover_Shoot(); return; } if (bCanShoot || bCanShoot) { m_pCoverNode->Relinquish(); m_pCoverNode->MarkTemporarilyBad(); m_pCoverNode = NULL; TransitionState(ACTOR_STATE_COVER_FIND_ENEMY); State_Cover_FindEnemy(); return; } if (m_Team == TEAM_AMERICAN) { if (level.inttime >= m_iLastFaceDecideTime + 1000) { m_iLastFaceDecideTime = level.inttime; pNode = PathManager.FindCornerNodeForExactPath(this, m_Enemy, m_fLeash + m_fMaxDistance); if (!pNode) { ForwardLook(); Anim_Stand(); m_PotentialEnemies.FlagBadEnemy(m_Enemy); UpdateEnemy(-1); return; } SetDesiredYawDest(pNode->m_PathPos); } Anim_Aim(); } else { if (level.inttime >= m_iLastFaceDecideTime + 1000) { m_iLastFaceDecideTime = level.inttime; trace = G_Trace( EyePosition(), vec_zero, vec_zero, m_vLastEnemyPos + eyeposition, this, MASK_LOOK, false, "State_Cover" ); pNode = PathManager.FindCornerNodeForWall(origin, m_vLastEnemyPos, this, 0.0f, trace.plane.normal); if (pNode) { SetDesiredYawDest(pNode->m_PathPos); m_eDontFaceWallMode = 6; } else { AimAtTargetPos(); DontFaceWall(); } } if (m_eDontFaceWallMode == 7 || m_eDontFaceWallMode == 8) { Anim_Stand(); } else { Anim_Aim(); } } if (level.inttime <= m_iStateTime) { return; } pNode = (PathNode *)G_FindRandomSimpleTarget(m_pCoverNode->Target()); m_pCoverNode->Relinquish(); m_pCoverNode = NULL; if (!pNode) { Anim_Stand(); TransitionState(ACTOR_STATE_COVER_FIND_ENEMY, rand() & 0x7FF); return; } assert(pNode->IsSubclassOfPathNode()); if (pNode->IsSubclassOfPathNode() && !pNode->IsClaimedByOther(this)) { SetPath(pNode, "Actor::State_Cover_Target", 0); if (PathExists()) { m_pCoverNode = pNode; pNode->Claim(this); Anim_RunToDanger(ANIM_MODE_PATH_GOAL); TransitionState(ACTOR_STATE_COVER_SEARCH_NODE, 0); } } } void Actor::State_Cover_Shoot(void) { if (m_bNeedReload) { Cover_FindCover(true); if (m_pCoverNode) { Anim_RunToCover(ANIM_MODE_PATH_GOAL); FaceEnemyOrMotion(0); TransitionState(ACTOR_STATE_COVER_TAKE_COVER, 0); return; } } Anim_Shoot(); AimAtTargetPos(); // FIXME: debug build only? if (level.inttime > m_iStateTime + 10000) { gi.cvar_set("g_monitornum", va("%i", entnum)); assert(!"anim/shoot.scr took over 10 seconds"); Com_Error( ERR_DROP, "anim/shoot.scr took over 10 seconds, entnum = %i, targetname = %s", entnum, TargetName().c_str() ); } } void Actor::State_Cover_Grenade(void) { GenericGrenadeTossThink(); } void Actor::State_Cover_SpecialAttack(void) { ForwardLook(); assert(m_pCoverNode); if (!m_pCoverNode) { TransitionState(ACTOR_STATE_COVER_FIND_ENEMY, 0); State_Cover_FindEnemy(); return; } if (mbBreakSpecialAttack) { if (m_pCoverNode) { m_pCoverNode->Relinquish(); m_pCoverNode = NULL; } TransitionState(ACTOR_STATE_COVER_FIND_ENEMY, 0); State_Cover_FindEnemy(); return; } if (level.inttime >= m_iLastEnemyPosChangeTime + level.intframetime || !m_csSpecialAttack) { m_csSpecialAttack = m_pCoverNode->GetSpecialAttack(this); } if (!m_csSpecialAttack) { TransitionState(ACTOR_STATE_COVER_FIND_ENEMY, 0); State_Cover_FindEnemy(); return; } if (m_csSpecialAttack > STRING_ANIM_HIGHWALL_SCR || m_csSpecialAttack < STRING_ANIM_LOWWALL_SCR) { SetDesiredYaw(m_pCoverNode->angles.yaw()); } else { AimAtTargetPos(); } DesiredAnimation(ANIM_MODE_NORMAL, m_csSpecialAttack); } void Actor::State_Cover_FindEnemy(void) { if (m_Team == TEAM_AMERICAN) { ForwardLook(); Anim_Stand(); } else { AimAtTargetPos(); Anim_Aim(); DontFaceWall(); if (CanSeeEnemy(200) && !AvoidingFacingWall()) { TransitionState(ACTOR_STATE_COVER_TARGET); } else if (!AvoidingFacingWall() && level.inttime <= m_iStateTime + 500) { return; } } SetPathWithLeash(m_vLastEnemyPos, NULL, 0); ShortenPathToAvoidSquadMates(); if (PathExists() && !PathComplete() && PathAvoidsSquadMates()) { TransitionState(ACTOR_STATE_COVER_HUNT_ENEMY); } else { m_bTurretNoInitialCover = true; SetThink(THINKSTATE_ATTACK, THINK_TURRET); } } void Actor::State_Cover_SearchNode(void) { ForwardLook(); if (CanSeeEnemy(200)) { Anim_Aim(); AimAtTargetPos(); TransitionState(ACTOR_STATE_COVER_TARGET, 0); return; } if (PathExists() && !PathComplete()) { FaceEnemyOrMotion(level.inttime - m_iStateTime); Anim_RunToDanger(ANIM_MODE_PATH_GOAL); return; } Anim_Aim(); AimAtTargetPos(); if (level.inttime > m_iStateTime + 3000) { TransitionState(ACTOR_STATE_COVER_FIND_COVER, 0); } } void Actor::State_Cover_HuntEnemy(void) { FaceEnemyOrMotion(level.inttime - m_iStateTime); MovePathWithLeash(); if (PathExists() && !PathComplete()) { if (CanSeeEnemy(300)) { TransitionState(ACTOR_STATE_COVER_TARGET, 0); } return; } TransitionState(ACTOR_STATE_COVER_FIND_ENEMY, rand() & 0x7FF); if (m_pCoverNode) { m_pCoverNode->Relinquish(); m_pCoverNode = NULL; } } void Actor::State_Cover_FakeEnemy(void) { AimAtTargetPos(); Anim_Aim(); if (level.inttime >= m_iStateTime) { SetThinkState(THINKSTATE_IDLE, THINKLEVEL_IDLE); } } void Actor::Think_Cover(void) { if (!RequireThink()) { return; } UpdateEyeOrigin(); NoPoint(); UpdateEnemy(500); if (m_State == ACTOR_STATE_COVER_LOOP) { ContinueAnimation(); } else { m_bLockThinkState = false; if (m_Enemy) { if (m_State == ACTOR_STATE_COVER_FAKE_ENEMY) { TransitionState(ACTOR_STATE_COVER_NEW_ENEMY, 0); } } else { if (m_State != ACTOR_STATE_COVER_FAKE_ENEMY) { TransitionState(ACTOR_STATE_COVER_FAKE_ENEMY, (rand() & 0x7FF) + 1000); } } switch (m_State) { case ACTOR_STATE_COVER_START: m_pszDebugState = "NewEnemy"; State_Cover_NewEnemy(); break; case ACTOR_STATE_COVER_FIND_COVER: m_pszDebugState = "FindCover"; State_Cover_FindCover(); break; case ACTOR_STATE_COVER_TAKE_COVER: m_pszDebugState = "TakeCover"; State_Cover_TakeCover(); break; case ACTOR_STATE_COVER_FINISH_RELOADING: m_pszDebugState = "FinishReloading"; State_Cover_FinishReloading(); break; case ACTOR_STATE_COVER_SPECIAL_ATTACK: m_pszDebugState = "SpecialAttack"; State_Cover_SpecialAttack(); break; case ACTOR_STATE_COVER_FIND_ENEMY: m_pszDebugState = "FindEnemy"; State_Cover_FindEnemy(); break; case ACTOR_STATE_COVER_SEARCH_NODE: m_pszDebugState = "SearchNode"; State_Cover_SearchNode(); break; case ACTOR_STATE_COVER_TARGET: m_pszDebugState = "Target"; State_Cover_Target(); break; case ACTOR_STATE_COVER_HIDE: m_pszDebugState = "Hide"; State_Cover_Hide(); break; case ACTOR_STATE_COVER_SHOOT: m_pszDebugState = "Shoot"; State_Cover_Shoot(); break; case ACTOR_STATE_COVER_GRENADE: m_pszDebugState = "Grenade"; State_Cover_Grenade(); break; case ACTOR_STATE_COVER_HUNT_ENEMY: m_pszDebugState = "HuntEnemy"; State_Cover_HuntEnemy(); break; case ACTOR_STATE_COVER_FAKE_ENEMY: m_pszDebugState = "FakeEnemy"; State_Cover_FakeEnemy(); break; default: Com_Printf("Actor::Think_Cover: invalid think state %i\n", m_State); assert(0); break; } if (!CheckForTransition(THINKSTATE_GRENADE, THINKLEVEL_IDLE)) { CheckForTransition(THINKSTATE_BADPLACE, THINKLEVEL_IDLE); } } if (m_State == ACTOR_STATE_COVER_HIDE || m_State == ACTOR_STATE_COVER_FIND_ENEMY || m_State == ACTOR_STATE_COVER_TARGET || m_State == ACTOR_STATE_COVER_SHOOT) { PostThink(false); } else { PostThink(true); } } void Actor::FinishedAnimation_Cover(void) { if (m_State == ACTOR_STATE_COVER_SHOOT) { if (m_Enemy && !m_Enemy->IsDead() && CanSeeEnemy(500) && CanShootEnemy(500)) { TransitionState(ACTOR_STATE_COVER_SHOOT, 0); } else { TransitionState(ACTOR_STATE_COVER_FIND_COVER, 0); } } else if (m_State == ACTOR_STATE_COVER_GRENADE || m_State == ACTOR_STATE_COVER_LOOP) { TransitionState(ACTOR_STATE_COVER_FIND_COVER, 0); } } void Actor::PathnodeClaimRevoked_Cover(void) { TransitionState(ACTOR_STATE_COVER_FIND_COVER, 0); }