/* =========================================================================== 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" bool Actor::Cover_IsValid(PathNode *node) { if (!node->IsClaimedByOther(this)) { if (node->nodeflags & AI_CONCEALMENT) { return true; } else if (CanSeeFrom(origin + eyeposition, m_Enemy)) { if (!(node->nodeflags & AI_DUCK)) { return false; } else if (CanSeeFrom(origin + eyeposition - Vector(0, 0, 32), m_Enemy)) { return false; } else { return true; } } else { return true; } } else { return false; } } bool Actor::Cover_SetPath(PathNode *node) { SetPathWithLeash(node, NULL, 0); if (!PathExists()) { return false; } float origin_ratio; Vector enemy_offset; PathInfo *current_node; Vector enemy_origin; Vector vDelta; float fMinDistSquared; float fPathDist; fPathDist = PathDist(); fMinDistSquared = fPathDist * fPathDist; vDelta = node->origin - origin; if (fMinDistSquared >= vDelta.lengthSquared() * 4.0f) { if (fPathDist > 128.0f) { return false; } } if (!PathComplete()) { enemy_origin = m_Enemy->origin; vDelta = enemy_origin - origin; if (VectorLength2DSquared(vDelta) * 0.64f > 192 * 192) { origin_ratio = 192 * 192; } for (current_node = CurrentPathNode() - 1; current_node >= LastPathNode(); current_node--) { vDelta[0] = origin[0] - current_node->point[0]; vDelta[1] = origin[1] - current_node->point[1]; if (origin_ratio >= VectorLength2DSquared(vDelta)) { return false; } float fDot = DotProduct2D(vDelta, current_node->dir); if (fDot < 0.0f && -current_node->dist <= fDot) { if ((vDelta[0] * current_node->dir[0] - vDelta[1] * current_node->dir[1]) * (vDelta[0] * current_node->dir[0] - vDelta[1] * current_node->dir[1])) { return false; } } } } return true; } 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, 16); } if (m_iPotentialCoverCount) { PathNode *pNode = NULL; 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) { 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(302, 0); return; } TransitionState(300, 0); if (level.inttime < m_iEnemyChangeTime + 200) { SetLeashHome(origin); if (AttackEntryAnimation()) { m_bLockThinkState = true; TransitionState(312, 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(301, 0); } void Actor::State_Cover_NewEnemy(void) { m_bHasDesiredLookAngles = true; Cover_FindCover(true); if (m_pCoverNode && PathExists() && PathComplete()) { Anim_RunToCover(3); TransitionState(302, 0); } else { Anim_Aim(); AimAtTargetPos(); TransitionState(307, 0); } } void Actor::State_Cover_FindCover(void) { Anim_Aim(); AimAtTargetPos(); Cover_FindCover(false); if (m_pCoverNode) { if (PathExists() && !PathComplete()) { Anim_RunToCover(3); TransitionState(302, 0); } else { TransitionState(307, 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(3); m_csPathGoalEndAnimScript = m_bInReload ? STRING_ANIM_RUNTO_COVER_SCR : STRING_ANIM_IDLE_SCR; } else { ClearPath(); m_eAnimMode = ANIM_MODE_NORMAL; TransitionState(303, 0); State_Cover_FinishReloading(); } } static int Cover_HideTime(int iTeam) { if (iTeam == TEAM_AMERICAN) { return rand() % 2001 + 2000; } else { return rand() % 11001 + 4000; } } void Actor::State_Cover_FinishReloading(void) { if (m_bInReload) { ContinueAnimation(); AimAtTargetPos(); return; } Weapon *pWeap = GetWeapon(0); if (!pWeap || pWeap->GetFireType(FIRE_PRIMARY) == FT_PROJECTILE || pWeap->GetFireType(FIRE_PRIMARY) == FT_SPECIAL_PROJECTILE) { if (m_pCoverNode->nodeflags & AI_DUCK) { Anim_Crouch(); } else { Anim_Stand(); } m_sCurrentPathNodeIndex = -1; TransitionState(308, Cover_HideTime(m_Team)); Anim_Aim(); AimAtTargetPos(); return; } SetDesiredYaw(angles[1]); SafeSetOrigin(origin); m_eNextAnimMode = ANIM_MODE_NORMAL; m_bNextForceStart = false; m_csNextAnimString = m_csSpecialAttack; TransitionState(304, 0); } void Actor::State_Cover_Target(void) { DontFaceWall(); if (m_eDontFaceWallMode <= 8) { TransitionState(305, 0); State_Cover_FindEnemy(); return; } Anim_Aim(); AimAtTargetPos(); if (level.inttime > m_iStateTime + 300 && fabs(m_DesiredYaw - angles[1]) < 0.001f) { Vector end = m_vLastEnemyPos + velocity; if (DecideToThrowGrenade(end, &m_vGrenadeVel, &m_eGrenadeMode)) { SetDesiredYawDir(m_vGrenadeVel); m_eNextAnimMode = ANIM_MODE_NORMAL; m_bNextForceStart = false; m_csNextAnimString = m_eGrenadeMode == AI_GREN_TOSS_ROLL ? STRING_ANIM_GRENADETOSS_SCR : STRING_ANIM_GRENADETHROW_SCR; TransitionState(310, 0); } else if (CanSeeEnemy(500) && CanShootEnemy(500)) { TransitionState(309, 0); } else { TransitionState(308, Cover_HideTime(m_Team)); } } } void Actor::State_Cover_Hide(void) { if (m_Enemy) { SetEnemyPos(origin); } if (!m_pCoverNode) { TransitionState(301, 0); State_Cover_FindCover(); return; } m_csSpecialAttack = m_pCoverNode->GetSpecialAttack(this); MPrintf("special: %d", m_csSpecialAttack); if (m_csSpecialAttack) { SetDesiredYaw(m_pCoverNode->angles[1]); SafeSetOrigin(m_pCoverNode->origin); m_eNextAnimMode = ANIM_MODE_NORMAL; m_bNextForceStart = false; m_csNextAnimString = m_csSpecialAttack; TransitionState(304, 0); return; } bool bCanShoot = CanShootEnemy(500); if (CanSeeEnemy(500)) { if (bCanShoot) { Vector vDelta = m_Enemy->origin - origin; if (VectorLength2DSquared(vDelta) * 0.75f <= Square(DotProduct2D(vDelta, orientation[0]))) { TransitionState(307, 0); } else { TransitionState(309, 0); State_Cover_Shoot(); } return; } m_pCoverNode->Relinquish(); m_pCoverNode->MarkTemporarilyBad(); m_pCoverNode = NULL; TransitionState(305, 0); State_Cover_FindEnemy(); return; } if (bCanShoot) { m_pCoverNode->Relinquish(); m_pCoverNode->MarkTemporarilyBad(); m_pCoverNode = NULL; TransitionState(305, 0); State_Cover_FindEnemy(); return; } if (m_Team == TEAM_AMERICAN) { if (level.inttime >= m_iLastFaceDecideTime + 1000) { m_iLastFaceDecideTime = level.inttime; PathNode *node = PathManager.FindCornerNodeForExactPath(this, m_Enemy, m_fLeash + m_fMaxDistance); if (!node) { m_bHasDesiredLookAngles = false; Anim_Stand(); m_PotentialEnemies.FlagBadEnemy(m_Enemy); UpdateEnemy(-1); return; } Vector vDelta = node->m_PathPos - origin; if (vDelta[0] || vDelta[1]) { SetDesiredYawDir(vDelta); } } Anim_Aim(); } else { if (level.inttime >= m_iLastFaceDecideTime + 1000) { m_iLastFaceDecideTime = level.inttime; Vector eyepos = EyePosition(); Vector end = m_vLastEnemyPos + eyeposition; trace_t trace = G_Trace( eyepos, vec_zero, vec_zero, end, this, (CONTENTS_SOLID | CONTENTS_SLIME | CONTENTS_LAVA), false, "State_Cover" ); PathNode *node = PathManager.FindCornerNodeForWall(origin, m_vLastEnemyPos, this, 0.0f, trace.plane.normal); if (node) { Vector vDelta = node->m_PathPos - origin; if (vDelta[0] || vDelta[1]) { SetDesiredYawDir(vDelta); } m_eDontFaceWallMode = 6; } else { AimAtTargetPos(); DontFaceWall(); } } if (m_eDontFaceWallMode <= 8) { Anim_Stand(); } else { Anim_Aim(); } } if (level.inttime <= m_iStateTime) { return; } PathNode *pNode = (PathNode *)G_FindRandomSimpleTarget(m_pCoverNode->target); m_pCoverNode->Relinquish(); m_pCoverNode = NULL; if (!pNode) { Anim_Stand(); TransitionState(305, rand() & 0x7FF); return; } assert(pNode->IsSubclassOfPathNode()); if (pNode->IsSubclassOfPathNode()) { if (!pNode->IsClaimedByOther(this)) { SetPath(pNode, "Actor::State_Cover_Target", 0); if (PathExists()) { m_pCoverNode = pNode; pNode->Claim(this); Anim_RunToDanger(3); TransitionState(306, 0); } } } } void Actor::State_Cover_Shoot(void) { if (m_bNeedReload) { Cover_FindCover(true); if (m_pCoverNode) { Anim_RunToCover(3); FaceEnemyOrMotion(0); TransitionState(302, 0); return; } } Anim_Shoot(); AimAtTargetPos(); 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) { m_bHasDesiredLookAngles = false; assert(m_pCoverNode); if (!m_pCoverNode) { TransitionState(305, 0); State_Cover_FindEnemy(); return; } if (mbBreakSpecialAttack) { if (m_pCoverNode) { m_pCoverNode->Relinquish(); m_pCoverNode = NULL; } TransitionState(305, 0); State_Cover_FindEnemy(); return; } if (level.inttime >= m_iLastEnemyPosChangeTime + level.intframetime || !m_csSpecialAttack) { m_csSpecialAttack = m_pCoverNode->GetSpecialAttack(this); if (!m_csSpecialAttack) { TransitionState(305, 0); State_Cover_FindEnemy(); return; } } SetDesiredYaw(angles[1]); m_eNextAnimMode = ANIM_MODE_NORMAL; m_csNextAnimString = m_csSpecialAttack; m_bNextForceStart = false; } void Actor::State_Cover_FindEnemy(void) { if (m_Team == TEAM_AMERICAN) { m_bHasDesiredLookAngles = false; __setpath: Anim_Stand(); SetPathWithLeash(m_vLastEnemyPos, NULL, 0); ShortenPathToAvoidSquadMates(); if (PathExists() && !PathComplete() && PathAvoidsSquadMates()) { TransitionState(311, 0); } else { m_bTurretNoInitialCover = true; SetThink(THINKSTATE_ATTACK, THINK_TURRET); } return; } AimAtTargetPos(); Anim_Aim(); DontFaceWall(); if (CanSeeEnemy(200)) { if (m_eDontFaceWallMode > 8) { TransitionState(307, 0); } goto __setpath; } if (m_eDontFaceWallMode <= 8 || level.inttime > m_iStateTime + 500) { goto __setpath; } } void Actor::State_Cover_SearchNode(void) { m_bHasDesiredLookAngles = false; if (CanSeeEnemy(200)) { Anim_Aim(); AimAtTargetPos(); TransitionState(307, 0); return; } if (PathExists() && !PathComplete()) { FaceEnemyOrMotion(level.inttime - m_iStateTime); Anim_RunToDanger(3); } else { Anim_Aim(); AimAtTargetPos(); if (level.inttime > m_iStateTime + 3000) { TransitionState(301, 0); } } } void Actor::State_Cover_HuntEnemy(void) { FaceEnemyOrMotion(level.inttime - m_iStateTime); MovePathWithLeash(); if (PathExists() && !PathComplete()) { if (CanSeeEnemy(300)) { TransitionState(307, 0); } } else { TransitionState(305, 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_NORMAL); } } void Actor::Think_Cover(void) { if (!RequireThink()) { return; } UpdateEyeOrigin(); NoPoint(); UpdateEnemy(500); if (m_State == 312) { ContinueAnimation(); } else { m_bLockThinkState = false; if (m_Enemy) { if (m_State == 313) { TransitionState(300, 0); } } else { if (m_State != 313) { TransitionState(313, (rand() & 0x7FF) + 1000); } } switch (m_State) { case 300: m_pszDebugState = "NewEnemy"; State_Cover_NewEnemy(); break; case 301: m_pszDebugState = "FindCover"; State_Cover_FindCover(); break; case 302: m_pszDebugState = "TakeCover"; State_Cover_TakeCover(); break; case 303: m_pszDebugState = "FinishReloading"; State_Cover_FinishReloading(); break; case 304: m_pszDebugState = "SpecialAttack"; State_Cover_SpecialAttack(); break; case 305: m_pszDebugState = "FindEnemy"; State_Cover_FindEnemy(); break; case 306: m_pszDebugState = "SearchNode"; State_Cover_SearchNode(); break; case 307: m_pszDebugState = "Target"; State_Cover_Target(); break; case 308: m_pszDebugState = "Hide"; State_Cover_Hide(); break; case 309: m_pszDebugState = "Shoot"; State_Cover_Shoot(); break; case 310: m_pszDebugState = "Grenade"; State_Cover_Grenade(); break; case 311: m_pszDebugState = "HuntEnemy"; State_Cover_HuntEnemy(); break; case 313: m_pszDebugState = "FakeEnemy"; State_Cover_FakeEnemy(); break; default: Com_Printf("Actor::Think_Cover: invalid think state %i\n", m_State); assert(0); break; } CheckForTransition(THINKSTATE_GRENADE, THINKLEVEL_NORMAL); } if (m_State != 305 && m_State != 307 && m_State != 308 && m_State != 309) { PostThink(true); } else { PostThink(false); } } void Actor::FinishedAnimation_Cover(void) { if (m_State == 309) { if (m_Enemy && !m_Enemy->IsDead() && CanSeeEnemy(500) && CanShootEnemy(500)) { TransitionState(309, 0); } else { TransitionState(301, 0); } } else if (m_State == 310 || m_State == 312) { TransitionState(301, 0); } } void Actor::PathnodeClaimRevoked_Cover(void) { TransitionState(301, 0); }