openmohaa/code/fgame/actor_grenade.cpp
2023-10-24 22:55:22 +02:00

554 lines
15 KiB
C++

/*
===========================================================================
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_grenade.cpp
#include "actor.h"
#include "weaputils.h"
bool Actor::Grenade_Acquire(eGrenadeState eNextState, const_str csReturnAnim)
{
vec3_t vDest;
bool bRetVal = false;
if (m_bGrenadeBounced) {
m_bGrenadeBounced = false;
bRetVal = true;
VectorSubtract(origin, m_vGrenadePos, vDest);
VectorNormalizeFast(vDest);
VectorMA(m_vGrenadePos, 16, vDest, vDest);
SetPath(vDest, NULL, 0, NULL, 0);
}
if (!PathExists()) {
m_bGrenadeBounced = true;
m_eGrenadeState = AI_GRENSTATE_FLEE;
Grenade_Flee();
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;
}
void Actor::InitGrenade(GlobalFuncs_t *func)
{
func->ThinkState = &Actor::Think_Grenade;
func->BeginState = &Actor::Begin_Grenade;
func->EndState = &Actor::End_Grenade;
func->ResumeState = &Actor::Resume_Grenade;
func->SuspendState = &Actor::End_Grenade;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Grenade;
func->FinishedAnimation = &Actor::FinishedAnimation_Grenade;
func->IsState = &Actor::IsGrenadeState;
}
void Actor::Grenade_Flee(void)
{
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) / 683565275.f;
fSinAngle = sin(fAngle);
fCosAngle = cos(fAngle);
VectorSub2D(origin, m_vGrenadePos, vDirAway);
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) * 0.64f;
if (fMinCloseDistSquared < Square(64)) {
fMinCloseDistSquared = 0;
}
for (current_node = CurrentPathNode(); current_node >= LastPathNode(); current_node--) {
VectorSub2D(m_vGrenadePos, current_node->point, grenade_offset);
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 = static_cast<Projectile *>(m_pGrenade.Pointer())->GetOwner();
}
if (pOwner && pOwner->m_Team == m_Team) {
Anim_RunTo(ANIM_MODE_PATH_GOAL);
} else {
Anim_RunToFlee(ANIM_MODE_PATH_GOAL);
}
FaceMotion();
}
else if ((origin - m_vGrenadePos).lengthXYSquared() >= 100352
|| !G_SightTrace(
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_eGrenadeState = AI_GRENSTATE_FLEE_FAIL;
ForwardLook();
Anim_Cower();
}
}
void Actor::Grenade_ThrowAcquire(void)
{
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)
{
ForwardLook();
SetDesiredYawDir(m_vGrenadeVel);
ContinueAnimation();
}
void Actor::Grenade_KickAcquire(void)
{
Vector vDelta;
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)
{
ForwardLook();
ContinueAnimation();
}
void Actor::Grenade_MartyrAcquire(void)
{
vec3_t vDest;
if (m_bGrenadeBounced) {
m_bGrenadeBounced = false;
VectorSubtract(origin, m_vGrenadePos, vDest);
VectorNormalizeFast(vDest);
VectorMA(m_vGrenadePos, 88, vDest, vDest);
SetPath(vDest, NULL, 0, NULL, 0.0);
}
if (!PathExists()) {
m_bGrenadeBounced = true;
m_eGrenadeState = AI_GRENSTATE_FLEE;
Grenade_Flee();
return;
}
if (PathComplete()) {
ForwardLook();
m_pGrenade->velocity = vec_zero;
if (m_pGrenade->velocity.lengthXYSquared() < Square(32)) {
m_pGrenade->velocity = vec_zero;
m_eGrenadeState = AI_GRENSTATE_MARTYR;
m_iStateTime = level.inttime;
Grenade_Martyr();
}
} else {
Anim_RunToCasual(ANIM_MODE_PATH_GOAL);
SetPathGoalEndAnim(STRING_ANIM_GRENADEMARTYR_SCR);
VectorSub2D(origin, m_vGrenadePos, vDest);
if (VectorLength2DSquared(vDest) > Square(128)) {
FaceMotion();
} else {
SetDesiredYawDest(m_vGrenadePos);
}
}
}
void Actor::Grenade_Martyr(void)
{
if (m_pGrenade && level.inttime >= (m_iStateTime + 1000) - 0.5) {
static_cast<Projectile *>(m_pGrenade.Pointer())->SetMartyr(entnum);
}
ForwardLook();
ContinueAnimation();
}
void Actor::Grenade_Wait(void)
{
if (rand() & 0xF) {
Anim_Cower();
} else {
Anim_Stand();
Grenade_NextThinkState();
}
}
void Actor::Grenade_NextThinkState(void)
{
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) {
return;
}
int tagnum;
Vector vVel;
eGrenadeTossMode eMode;
tagnum = gi.Tag_NumForName(edict->tiki, "tag_weapon_right");
if (tagnum >= 0) {
m_pGrenade->attach(entnum, tagnum, qtrue, vec3_origin);
}
m_pGrenade->avelocity = vec3_origin;
if (CanGetGrenadeFromAToB(origin, m_vLastEnemyPos, true, &vVel, &eMode)) {
m_vGrenadeVel = vVel;
m_eGrenadeMode = eMode;
}
SetDesiredYawDir(m_vGrenadeVel);
}
void Actor::Grenade_EventDetach(Event *ev)
{
if (!m_pGrenade) {
return;
}
const_str csAnim;
m_pGrenade->detach();
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)
{
DoForceActivate();
m_csMood = STRING_ALERT;
m_csIdleMood = STRING_NERVOUS;
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;
Grenade_Flee();
return;
}
if (m_pGrenade) {
vec3_t vDelta;
float fDistSquared;
bool bHasThrowTarget;
bHasThrowTarget = true;
if (!m_Enemy) {
Sentient *pEnemy = static_cast<Sentient *>(G_GetEntity(m_pGrenade->edict->r.ownerNum));
if (pEnemy && pEnemy->m_Team != m_Team) {
SetEnemyPos(pEnemy->origin);
} else {
bHasThrowTarget = false;
}
}
if (!bHasThrowTarget) {
m_eGrenadeState = AI_GRENSTATE_FLEE;
Grenade_Flee();
return;
}
VectorSub2D(m_vGrenadePos, origin, vDelta);
fDistSquared = VectorLength2DSquared(vDelta);
if (fDistSquared >= Square(256)) {
m_eGrenadeState = AI_GRENSTATE_FLEE;
Grenade_Flee();
return;
}
if (fDistSquared > 16384 && GrenadeWillHurtTeamAt(m_vGrenadePos)) {
m_pGrenade->enemy = this;
m_eGrenadeState = AI_GRENSTATE_MARTYR_ACQUIRE;
Grenade_MartyrAcquire();
return;
}
if (GrenadeWillHurtTeamAt(m_vLastEnemyPos)) {
m_eGrenadeState = AI_GRENSTATE_FLEE;
Grenade_Flee();
return;
}
Vector vFace = vDelta;
if (CanKickGrenade(m_vGrenadePos, m_vLastEnemyPos, vFace, &m_vGrenadeVel)) {
m_eGrenadeMode = AI_GREN_KICK;
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;
}
if (!CanGetGrenadeFromAToB(m_vGrenadePos, m_vLastEnemyPos, true, &m_vGrenadeVel, &m_eGrenadeMode)) {
m_eGrenadeState = AI_GRENSTATE_FLEE;
Grenade_Flee();
return;
}
m_pGrenade->enemy = this;
m_eGrenadeState = AI_GRENSTATE_THROW_ACQUIRE;
PostponeEvent(EV_Projectile_Explode, 0.75);
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);
} else {
if (!IsTeamMate((Sentient *)G_GetEntity(0))) {
ForceAttackPlayer();
}
}
}
void Actor::End_Grenade(void)
{
m_pszDebugState = "";
}
void Actor::Resume_Grenade(void)
{
if (m_pGrenade) {
Begin_Grenade();
} else {
Grenade_NextThinkState();
}
}
void Actor::FinishedAnimation_Grenade(void)
{
switch (m_eGrenadeState) {
case AI_GRENSTATE_FLEE:
case AI_GRENSTATE_THROW_ACQUIRE:
case AI_GRENSTATE_KICK_ACQUIRE:
case AI_GRENSTATE_MARTYR_ACQUIRE:
case AI_GRENSTATE_MARTYR:
case AI_GRENSTATE_FLEE_SUCCESS:
case AI_GRENSTATE_FLEE_FAIL:
return;
case AI_GRENSTATE_THROW:
case AI_GRENSTATE_KICK:
Grenade_NextThinkState();
break;
default:
char assertStr[16317] = {0};
strcpy(assertStr, "\"invalid grenade state in FinishedAnimation()\"\n\tMessage: ");
Q_strcat(assertStr, sizeof(assertStr), DumpCallTrace("state = %i", m_eGrenadeState));
assert(!assertStr);
break;
}
}
void Actor::Think_Grenade(void)
{
if (m_bEnableEnemy) {
UpdateEnemy(200);
}
m_pszDebugState = "";
NoPoint();
if (level.inttime - m_iFirstGrenadeTime > 8000) {
Anim_Stand();
Grenade_NextThinkState();
PostThink(false);
return;
}
if (m_pGrenade) {
switch (m_eGrenadeState) {
case AI_GRENSTATE_FLEE:
case AI_GRENSTATE_FLEE_SUCCESS:
case AI_GRENSTATE_FLEE_FAIL:
m_pszDebugState = "RunAway";
Grenade_Flee();
break;
case AI_GRENSTATE_THROW_ACQUIRE:
m_pszDebugState = "ThrowAcquire";
Grenade_ThrowAcquire();
break;
case AI_GRENSTATE_THROW:
m_pszDebugState = "Throw";
Grenade_Throw();
break;
case AI_GRENSTATE_KICK_ACQUIRE:
m_pszDebugState = "KickAcquire";
Grenade_KickAcquire();
break;
case AI_GRENSTATE_KICK:
m_pszDebugState = "Kick";
m_bHasDesiredLookAngles = false;
ContinueAnimation();
break;
case AI_GRENSTATE_MARTYR_ACQUIRE:
m_pszDebugState = "MartyrAcquire";
Grenade_MartyrAcquire();
break;
case AI_GRENSTATE_MARTYR:
m_pszDebugState = "Martyr";
Grenade_Martyr();
break;
default:
m_pszDebugState = "***Invalid***";
char assertStr[16317] = {0};
strcpy(assertStr, "\"invalid grenade state\"\n\tMessage: ");
Q_strcat(assertStr, sizeof(assertStr), DumpCallTrace("thinkstate = %i", m_State));
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);
}