openmohaa/code/fgame/actor.cpp
2023-07-05 20:52:55 +02:00

14818 lines
260 KiB
C++

/*
===========================================================================
Copyright (C) 2015 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.cpp: Base class for character AI.
#include "g_local.h"
#include "actor.h"
#include "scriptthread.h"
#include "scriptclass.h"
#include "doors.h"
#include "gibs.h"
#include "misc.h"
#include "specialfx.h"
#include "object.h"
#include "scriptslave.h"
#include "explosion.h"
#include "misc.h"
#include "playerstart.h"
#include "characterstate.h"
#include "weaputils.h"
#include "player.h"
#include "bg_local.h"
#include "weapturret.h"
#include "sentient.h"
#include "g_phys.h"
#include "debuglines.h"
#include "scriptexception.h"
#include "parm.h"
#include "../qcommon/tiki.h"
#include <cmath>
Vector MINS(-15.0,-15.0,0.0);
Vector MAXS(15.0,15.0,96.0);
extern Vector PLAYER_BASE_MIN;
extern Vector PLAYER_BASE_MAX;
bool bEntinfoInit = false;
cvar_t *g_showinfo;
const char * gAmericanVoices[] = {"a", "c", "h"};
const char * gGermanVoices[] = {"a", "c", "d"};
Event EV_Actor_SetGun
(
"gun",
EV_DEFAULT,
"s",
"s",
"specifies the gun to use"
);
Event EV_Actor_SetGun2
(
"gun",
EV_DEFAULT,
"s",
"s",
"specifies the gun to use",
EV_SETTER
);
Event EV_Actor_GetGun
(
"gun",
EV_DEFAULT,
NULL,
NULL,
"gets the gun to being used",
2
);
Event EV_Actor_WeaponInternal
(
"weapon_internal",
EV_DEFAULT,
"s",
"s",
"internal use"
);
Event EV_Actor_TestAnim
(
"testanim",
EV_DEFAULT,
NULL,
NULL,
"",
0
);
Event EV_Actor_DistToEnemy
(
"distancetoenemy",
EV_DEFAULT,
NULL,
NULL,
"Get the distance from the Actor to its enemy",
EV_GETTER
);
Event EV_Actor_MoveTo
(
"moveto",
EV_DEFAULT,
"ss",
"anim dest",
"Specify the location to move to, with animation anim."
);
Event EV_Actor_WalkTo
(
"walkto",
EV_DEFAULT,
"s",
"dest",
"Specify the location to walk to."
);
Event EV_Actor_RunTo
(
"runto",
EV_DEFAULT,
"s",
"dest",
"Specify the location to run to."
);
Event EV_Actor_CrouchTo
(
"crouchto",
EV_DEFAULT,
"s",
"dest",
"Specify the location to crouch to."
);
Event EV_Actor_CrawlTo
(
"crawlto",
EV_DEFAULT,
"s",
"dest",
"Specify the location to crawl to."
);
Event EV_Actor_AimAt
(
"aimat",
EV_DEFAULT,
"s",
"target",
"Specify the target to aim at."
);
Event EV_Actor_Follow
(
"follow",
EV_DEFAULT,
"e",
"entity",
"Specify the entity to follow."
);
Event EV_Actor_DeathEmbalm
(
"deathembalm",
EV_DEFAULT,
NULL,
NULL,
"preps the dead actor for turning nonsolid gradually over time"
);
Event EV_Actor_Anim
(
"anim",
EV_DEFAULT,
"s",
"name",
"Play animation."
);
Event EV_Actor_Anim_Scripted
(
"anim_scripted",
EV_DEFAULT,
"s",
"name",
"Play scripted animation."
);
Event EV_Actor_Anim_Noclip
(
"anim_noclip",
EV_DEFAULT,
"s",
"name",
"Play noclip animation."
);
Event EV_Actor_AnimLoop
(
"animloop",
EV_DEFAULT,
"s",
"name",
"Loop animation."
);
Event EV_Actor_AnimScript
(
"animscript",
EV_DEFAULT,
"s",
"name",
"Play the animation script"
);
Event EV_Actor_AnimScript_Scripted
(
"animscript_scripted",
EV_DEFAULT,
"s",
"name",
"Play the scripted animation script"
);
Event EV_Actor_AnimScript_Noclip
(
"animscript_noclip",
EV_DEFAULT,
"s",
"name",
"Play the noclip animation script"
);
Event EV_Actor_Reload_mg42
(
"reload_mg42",
EV_DEFAULT,
NULL,
NULL,
"Reload the mg42 - only used by machinegunner"
);
Event EV_Actor_Dumb
(
"dumb",
EV_DEFAULT,
NULL,
NULL,
"Make Actor dumb."
);
Event EV_Actor_Physics_On
(
"physics_on",
EV_DEFAULT,
NULL,
NULL,
"turn physics on."
);
Event EV_Actor_Physics_Off
(
"physics_off",
EV_DEFAULT,
NULL,
NULL,
"turn physics off."
);
Event EV_Actor_SetAnim
(
"setanim",
EV_DEFAULT,
"sifs",
"anim slot weight flagged",
"Set animation slot"
);
Event EV_Actor_SetAnimLength
(
"setanimlength",
EV_DEFAULT,
"f",
"time",
"Set the maximum time an animation will play"
);
Event EV_Actor_EndActionAnim
(
"endactionanim",
EV_DEFAULT,
"",
"",
"End any aiming/action animation which is currently playing"
);
Event EV_Actor_SetMotionAnim
(
"setmotionanim",
EV_DEFAULT,
"s",
"anim",
"Set motion animation (handler scripts only)"
);
Event EV_Actor_SetAimMotionAnim
(
"setaimmotionanim",
EV_DEFAULT,
"sss",
"anim_crouch anim_stand anim_high",
"Set aim motion animation (handler scripts only)"
);
Event EV_Actor_SetActionAnim
(
"setactionanim",
EV_DEFAULT,
"sff",
"base_anim lower_limit upper_limit",
"Set the base action animation and range that they cover"
);
Event EV_Actor_UpperAnim
(
"upperanim",
EV_DEFAULT,
"s",
"anim",
"Set the upper body "
);
Event EV_Actor_SetUpperAnim
(
"setupperanim",
EV_DEFAULT,
"s",
"anim",
"Set the upper body animation - used by animation script only"
);
Event EV_Actor_SetCrossblendTime
(
"blendtime",
EV_DEFAULT,
NULL,
NULL,
"Set the crossblend time to something other than the default, in seconds",
EV_SETTER
);
Event EV_Actor_GetCrossblendTime
(
"blendtime",
EV_DEFAULT,
NULL,
NULL,
"Get the crossblend time",
EV_GETTER
);
Event EV_Actor_SetPosition
(
"position",
EV_DEFAULT,
NULL,
NULL,
"The Position the Actor wants to be and should animate towards",
EV_SETTER
);
Event EV_Actor_GetPosition
(
"position",
EV_DEFAULT,
NULL,
NULL,
"The Position the Actor wants to be and should animate towards",
EV_GETTER
);
Event EV_Actor_SetEmotion
(
"emotion",
EV_DEFAULT,
NULL,
NULL,
"The method of setting the facial expression of the Actor",
EV_SETTER
);
Event EV_Actor_SetAnimFinal
(
"animfinal",
EV_DEFAULT,
NULL,
NULL,
"Whether the animation was succesfully finished",
EV_SETTER
);
Event EV_Actor_GetWeaponType
(
"weapontype",
EV_DEFAULT,
NULL,
NULL,
"The Weapon Type of the ",
EV_GETTER
);
Event EV_Actor_GetWeaponGroup
(
"weapongroup",
EV_DEFAULT,
NULL,
NULL,
"Specifies weapon animation set to use in anim scripts",
EV_GETTER
);
Event EV_Entity_Start
(
"entitystart",
EV_DEFAULT,
NULL,
NULL,
"Initialize a Actor."
);
Event EV_Actor_LookAt
(
"lookat",
EV_DEFAULT,
"e",
"entity",
"The actor will look at this entity."
);
Event EV_Actor_EyesLookAt
(
"eyeslookat",
EV_DEFAULT,
"e",
"entity",
"The actor will look at this entity."
);
Event EV_Actor_PointAt
(
"pointat",
EV_DEFAULT,
"e",
"entity",
"The actor will point at this entity."
);
Event EV_Actor_TurnTo
(
"turnto",
EV_DEFAULT,
"e",
"entity",
"The actor will turn to this entity."
);
Event EV_Actor_SetTurnDoneError
(
"turndoneerror",
EV_DEFAULT,
"f",
"error",
"The error amount that turndone will occur for the turnto command."
);
Event EV_Actor_SetTurnDoneError2
(
"turndoneerror",
EV_DEFAULT,
"f",
"error",
"The error amount that turndone will occur for the turnto command.",
EV_SETTER
);
Event EV_Actor_GetTurnDoneError
(
"turndoneerror",
EV_DEFAULT,
NULL,
NULL,
"The error amount that turndone will occur for the turnto command.",
EV_GETTER
);
Event EV_Actor_IdleSayAnim
(
"idlesay",
EV_DEFAULT,
"s",
"animation",
"The name of an idle dialog animation to play"
);
Event EV_Actor_SayAnim
(
"say",
EV_DEFAULT,
"s",
"animation",
"The name of a dialog animation to play"
);
Event EV_Actor_SetSayAnim
(
"setsay",
EV_DEFAULT,
"s",
"animation",
"The name of a dialog animation to play - used by animation script only"
);
Event EV_Actor_DamagePuff
(
"damagepuff",
EV_DEFAULT,
"vv",
"position direction",
"Spawns a puff of 'blood' smoke at the speficied location in the specified direction."
);
Event EV_Actor_SetAngleYawSpeed
(
"turnspeed",
EV_DEFAULT,
"f",
"speed",
"The turn speed of the actor.",
EV_SETTER
);
Event EV_Actor_SetAngleYawSpeed2
(
"turnspeed",
EV_DEFAULT,
"f",
"speed",
"The turn speed of the actor."
);
Event EV_Actor_GetAngleYawSpeed
(
"turnspeed",
EV_DEFAULT,
NULL,
NULL,
"The turn speed of the actor.",
EV_GETTER
);
Event EV_Actor_SetAimTarget
(
"setaimtarget",
EV_DEFAULT,
"e",
"entity",
"Sets the primary weapon's aim target."
);
Event EV_Actor_ReadyToFire
(
"ReadyToFire",
EV_DEFAULT,
NULL,
NULL,
"Returns if ready to fire",
EV_RETURN
);
Event EV_Actor_AIOff
(
"ai_off",
EV_DEFAULT,
NULL,
NULL,
"Turns the AI off for this actor."
);
Event EV_Actor_AIOn
(
"ai_on",
EV_DEFAULT,
NULL,
NULL,
"Turns the AI on for this actor."
);
Event EV_Actor_GetLocalYawFromVector
(
"GetLocalYawFromVector",
EV_DEFAULT,
NULL,
NULL,
"Turn a worldspace vector into a local space yaw",
EV_RETURN
);
Event EV_Actor_GetSight
(
"sight",
EV_DEFAULT,
NULL,
NULL,
"Gets the vision distance of the actor.",
EV_GETTER
);
Event EV_Actor_SetSight
(
"sight",
EV_DEFAULT,
"f",
"max_sight_range",
"Sets the vision distance of the actor.",
EV_SETTER
);
Event EV_Actor_SetSight2
(
"sight",
EV_DEFAULT,
"f",
"max_sight_range",
"Sets the vision distance of the actor."
);
Event EV_Actor_GetHearing
(
"hearing",
EV_DEFAULT,
"f",
"radius",
"The hearing radius of the actor",
EV_GETTER
);
Event EV_Actor_SetHearing
(
"hearing",
EV_DEFAULT,
"f",
"radius",
"The hearing radius of the actor"
);
Event EV_Actor_SetHearing2
(
"hearing",
EV_DEFAULT,
"f",
"radius",
"The hearing radius of the actor",
EV_SETTER
);
Event EV_Actor_GetFov
(
"fov",
EV_DEFAULT,
NULL,
NULL,
"The fov angle of the actor",
EV_GETTER
);
Event EV_Actor_SetFov
(
"fov",
EV_DEFAULT,
"f",
"angle",
"The fov angle of the actor"
);
Event EV_Actor_SetFov2
(
"fov",
EV_DEFAULT,
"f",
"angle",
"The fov angle of the actor",
EV_SETTER
);
Event EV_Actor_SetTypeIdle
(
"type_idle",
EV_DEFAULT,
"s",
"value",
"Sets the idle type of the actor."
);
Event EV_Actor_SetTypeIdle2
(
"type_idle",
EV_DEFAULT,
"s",
"value",
"Sets the idle type of the actor.",
EV_SETTER
);
Event EV_Actor_GetTypeIdle
(
"type_idle",
EV_DEFAULT,
NULL,
NULL,
"Gets the idle type of the actor.",
EV_GETTER
);
Event EV_Actor_SetTypeAttack
(
"type_attack",
EV_DEFAULT,
"s",
"value",
"Sets the attack type of the actor."
);
Event EV_Actor_SetTypeAttack2
(
"type_attack",
EV_DEFAULT,
"s",
"value",
"Sets the attack type of the actor.",
EV_SETTER
);
Event EV_Actor_GetTypeAttack
(
"type_attack",
EV_DEFAULT,
NULL,
NULL,
"Gets the attack type of the actor.",
EV_GETTER
);
Event EV_Actor_SetTypeDisguise
(
"type_disguise",
EV_DEFAULT,
"s",
"value",
"Sets the disguise type of the actor."
);
Event EV_Actor_SetTypeDisguise2
(
"type_disguise",
EV_DEFAULT,
"s",
"value",
"Sets the disguise type of the actor.",
EV_SETTER
);
Event EV_Actor_GetTypeDisguise
(
"type_disguise",
EV_DEFAULT,
NULL,
NULL,
"Gets the disguise type of the actor.",
EV_GETTER
);
Event EV_Actor_SetDisguiseLevel
(
"disguise_level",
EV_DEFAULT,
"i",
"value",
"Sets the disguise level of the actor. May be 1 or 2"
);
Event EV_Actor_SetDisguiseLevel2
(
"disguise_level",
EV_DEFAULT,
"i",
"value",
"Sets the disguise level of the actor. May be 1 or 2",
EV_SETTER
);
Event EV_Actor_GetDisguiseLevel
(
"disguise_level",
EV_DEFAULT,
NULL,
NULL,
"Gets the disguise level of the actor. May be 1 or 2",
EV_GETTER
);
Event EV_Actor_SetTypeGrenade
(
"type_grenade",
EV_DEFAULT,
"s",
"value",
"Sets the grenade type of the actor."
);
Event EV_Actor_SetTypeGrenade2
(
"type_grenade",
EV_DEFAULT,
"s",
"value",
"Sets the grenade type of the actor.",
EV_SETTER
);
Event EV_Actor_GetTypeGrenade
(
"type_grenade",
EV_DEFAULT,
NULL,
NULL,
"Gets the grenade type of the actor.",
EV_GETTER
);
Event EV_Actor_SetPatrolPath
(
"patrolpath",
EV_DEFAULT,
"s",
"value",
"Sets the name of the patrol path for the actor (must have type set to patrol for effect)"
);
Event EV_Actor_SetPatrolPath2
(
"patrolpath",
EV_DEFAULT,
"s",
"value",
"Sets the name of the patrol path for the actor (must have type set to patrol for effect)",
EV_SETTER
);
Event EV_Actor_GetPatrolPath
(
"patrolpath",
EV_DEFAULT,
NULL,
NULL,
"Gets the name of the patrol path for the actor (must have type set to patrol for effect)",
EV_GETTER
);
Event EV_Actor_SetPatrolWaitTrigger
(
"waittrigger",
EV_DEFAULT,
"b",
"bool",
"If true, patrol guys and running men wait until triggered to move"
);
Event EV_Actor_SetPatrolWaitTrigger2
(
"waittrigger",
EV_DEFAULT,
"b",
"bool",
"If true, patrol guys and running men wait until triggered to move",
EV_SETTER
);
Event EV_Actor_GetPatrolWaitTrigger
(
"waittrigger",
EV_DEFAULT,
NULL,
NULL,
"If true, patrol guys and running men wait until triggered to move",
EV_GETTER
);
Event EV_Actor_SetAlarmNode
(
"alarmnode",
EV_DEFAULT,
"s",
"value",
"Sets the name of the alarm node for the actor (must have type set to alarm for effect)"
);
Event EV_Actor_SetAlarmNode2
(
"alarmnode",
EV_DEFAULT,
"s",
"value",
"Sets the name of the alarm node for the actor (must have type set to alarm for effect)",
EV_SETTER
);
Event EV_Actor_GetAlarmNode
(
"alarmnode",
EV_DEFAULT,
NULL,
NULL,
"Gets the name of the alarm node for the actor (must have type set to alarm for effect)",
EV_GETTER
);
Event EV_Actor_SetAlarmThread
(
"alarmthread",
EV_DEFAULT,
"s",
"value",
"Sets the name of the alarm thread for the actor (must have type set to alarm for effect)"
);
Event EV_Actor_SetAlarmThread2
(
"alarmthread",
EV_DEFAULT,
"s",
"value",
"Sets the name of the alarm thread for the actor (must have type set to alarm for effect)",
EV_SETTER
);
Event EV_Actor_GetAlarmThread
(
"alarmthread",
EV_DEFAULT,
NULL,
NULL,
"Gets the name of the alarm thread for the actor (must have type set to alarm for effect)",
EV_GETTER
);
Event EV_Actor_SetDisguiseAcceptThread
(
"disguise_accept_thread",
EV_DEFAULT,
"s",
"value",
"Sets the name of the thread for the actor to start when accepting papers"
);
Event EV_Actor_SetDisguiseAcceptThread2
(
"disguise_accept_thread",
EV_DEFAULT,
"s",
"value",
"Sets the name of the thread for the actor to start when accepting papers",
EV_SETTER
);
Event EV_Actor_GetDisguiseAcceptThread
(
"disguise_accept_thread",
EV_DEFAULT,
NULL,
NULL,
"Gets the name of the thread for the actor to start when accepting papers",
EV_GETTER
);
Event EV_Actor_SetAccuracy
(
"accuracy",
EV_DEFAULT,
"f",
"value",
"Set percent to hit"
);
Event EV_Actor_SetAccuracy2
(
"accuracy",
EV_DEFAULT,
"f",
"value",
"Set percent to hit",
EV_SETTER
);
Event EV_Actor_GetAccuracy
(
"accuracy",
EV_DEFAULT,
NULL,
NULL,
"Set percent to hit",
EV_GETTER
);
Event EV_Actor_SetMinDistance
(
"mindist",
EV_DEFAULT,
"f",
"distance",
"Sets the minimum distance the AI tries to keep between itself and the player"
);
Event EV_Actor_SetMinDistance2
(
"mindist",
EV_DEFAULT,
"f",
"distance",
"Sets the minimum distance the AI tries to keep between itself and the player",
EV_SETTER
);
Event EV_Actor_GetMinDistance
(
"mindist",
EV_DEFAULT,
NULL,
NULL,
"Gets the minimum distance the AI tries to keep between itself and the player",
EV_GETTER
);
Event EV_Actor_SetMaxDistance
(
"maxdist",
EV_DEFAULT,
"f",
"distance",
"Sets the maximum distance the AI tries to allow between itself and the player"
);
Event EV_Actor_SetMaxDistance2
(
"maxdist",
EV_DEFAULT,
"f",
"distance",
"Sets the maximum distance the AI tries to allow between itself and the player",
EV_SETTER
);
Event EV_Actor_GetMaxDistance
(
"maxdist",
EV_DEFAULT,
NULL,
NULL,
"Gets the maximum distance the AI tries to keep between itself and the player",
EV_GETTER
);
Event EV_Actor_GetLeash
(
"leash",
EV_DEFAULT,
NULL,
NULL,
"Gets the maximum distance the AI will wander from its leash home",
EV_GETTER
);
Event EV_Actor_SetLeash
(
"leash",
EV_DEFAULT,
"f",
"distance",
"Sets the maximum distance the AI will wander from its leash home",
EV_SETTER
);
Event EV_Actor_SetLeash2
(
"leash",
EV_DEFAULT,
"f",
"distance",
"Sets the maximum distance the AI will wander from its leash home"
);
Event EV_Actor_GetInterval
(
"interval",
EV_DEFAULT,
NULL,
NULL,
"Gets the distance AI tries to keep between squadmates while moving.",
EV_GETTER
);
Event EV_Actor_SetInterval
(
"interval",
EV_DEFAULT,
"f",
"distance",
"Sets the distance AI tries to keep between squadmates while moving.",
EV_SETTER
);
Event EV_Actor_SetInterval2
(
"interval",
EV_DEFAULT,
"f",
"distance",
"Sets the distance AI tries to keep between squadmates while moving."
);
Event EV_Actor_GetRunAnim
(
"GetRunAnim",
EV_DEFAULT,
NULL,
NULL,
"Internal usage",
EV_RETURN
);
Event EV_Actor_GetWalkAnim
(
"GetWalkAnim",
EV_DEFAULT,
NULL,
NULL,
"Internal usage",
EV_RETURN
);
Event EV_Actor_GetAnimName
(
"animname",
EV_DEFAULT,
NULL,
NULL,
"Gets the animname.",
EV_GETTER
);
Event EV_Actor_SetAnimName
(
"animname",
EV_DEFAULT,
NULL,
NULL,
"Sets the animname.",
EV_SETTER
);
Event EV_Actor_SetDisguiseRange
(
"disguise_range",
EV_DEFAULT,
"f",
"range_in_units",
"Sets the maximum distance for disguise behavior to get triggered",
EV_SETTER
);
Event EV_Actor_SetDisguiseRange2
(
"disguise_range",
EV_DEFAULT,
"f",
"range_in_units",
"Sets the maximum distance for disguise behavior to get triggered"
);
Event EV_Actor_GetDisguiseRange
(
"disguise_range",
EV_DEFAULT,
NULL,
NULL,
"Gets the maximum distance for disguise behavior to get triggered",
EV_GETTER
);
Event EV_Actor_SetDisguisePeriod
(
"disguise_period",
EV_DEFAULT,
"f",
"period_in_seconds",
"Sets the time between the end of one disguise behavior and start of the next",
EV_SETTER
);
Event EV_Actor_SetDisguisePeriod2
(
"disguise_period",
EV_DEFAULT,
"f",
"period_in_seconds",
"Sets the time between the end of one disguise behavior and start of the next"
);
Event EV_Actor_GetDisguisePeriod
(
"disguise_period",
EV_DEFAULT,
NULL,
NULL,
"Gets the time between the end of one disguise behavior and start of the next",
EV_GETTER
);
Event EV_Actor_AttackPlayer
(
"attackplayer",
EV_DEFAULT,
NULL,
NULL,
"Force Actor to attack the player"
);
Event EV_Actor_SetSoundAwareness
(
"sound_awareness",
EV_DEFAULT,
"f",
"awareness_percent",
"sets the awareness of sounds in 0-100 percent chance of hearing a sound withinhalf of the sound's radius' fades to zero outside sound's radius"
);
Event EV_Actor_SetSoundAwareness2
(
"sound_awareness",
EV_DEFAULT,
"f",
"awareness_percent",
"sets the awareness of sounds in 0-100 percent chance of hearing a sound withinhalf of the sound's radius' fades to zero outside sound's radius",
EV_SETTER
);
Event EV_Actor_GetSoundAwareness
(
"sound_awareness",
EV_DEFAULT,
NULL,
NULL,
"gets the awareness of sounds in 0-100 percent chance of hearing a sound withinhalf of the sound's radius' fades to zero outside sound's radius",
EV_GETTER
);
Event EV_Actor_SetGrenadeAwareness
(
"gren_awareness",
EV_DEFAULT,
"f",
"awareness_percent",
"sets the awareness of grenades in 0-100 percent chance of responding to a grenadewhen the AI sees it (applied once every 0.4 seconds)"
);
Event EV_Actor_SetGrenadeAwareness2
(
"gren_awareness",
EV_DEFAULT,
"f",
"awareness_percent",
"sets the awareness of grenades in 0-100 percent chance of responding to a grenadewhen the AI sees it (applied once every 0.4 seconds)",
EV_SETTER
);
Event EV_Actor_GetGrenadeAwareness
(
"gren_awareness",
EV_DEFAULT,
NULL,
NULL,
"gets the awareness of grenades in 0-100 percent chance of responding to a grenadewhen the AI sees it (applied once every 0.4 seconds)",
EV_GETTER
);
Event EV_Actor_SetTurret
(
"turret",
EV_DEFAULT,
"s",
"turret",
"Sets the turret of the actor."
);
Event EV_Actor_SetTurret2
(
"turret",
EV_DEFAULT,
"s",
"turret",
"Sets the turret of the actor.",
EV_SETTER
);
Event EV_Actor_GetTurret
(
"turret",
EV_DEFAULT,
NULL,
NULL,
"Gets the turret of the actor.",
EV_GETTER
);
Event EV_Actor_AttachGrenade
(
"attachgrenade",
EV_DEFAULT,
NULL,
NULL,
"Used only by grenade return animations to tell the code when to attach the grenade to the actor"
);
Event EV_Actor_DetachGrenade
(
"detachgrenade",
EV_DEFAULT,
NULL,
NULL,
"Used only by grenade return animations to tell the code when to throw the grenade"
);
Event EV_Actor_FireGrenade
(
"fire_grenade",
EV_DEFAULT,
NULL,
NULL,
"Used only by grenade throw animations to tell the code when to throw a grenade"
);
Event EV_Actor_EnableEnemy
(
"enableEnemy",
EV_DEFAULT,
NULL,
NULL,
"sets enableEnemy variable",
EV_SETTER
);
Event EV_Actor_EnablePain
(
"enablePain",
EV_DEFAULT,
NULL,
NULL,
"sets enablePain variable",
EV_SETTER
);
Event EV_Actor_SetPainHandler
(
"painhandler",
EV_DEFAULT,
NULL,
NULL,
"Sets the current script that will handle pain events",
EV_SETTER
);
Event EV_Actor_GetPainHandler
(
"painhandler",
EV_DEFAULT,
NULL,
NULL,
"Gets the current script that will handle pain events",
EV_GETTER
);
Event EV_Actor_SetDeathHandler
(
"deathhandler",
EV_DEFAULT,
NULL,
NULL,
"Sets the current script that will handle death events",
EV_SETTER
);
Event EV_Actor_GetDeathHandler
(
"deathhandler",
EV_DEFAULT,
NULL,
NULL,
"Gets the current script that will handle death events",
EV_GETTER
);
Event EV_Actor_SetAttackHandler
(
"attackhandler",
EV_DEFAULT,
NULL,
NULL,
"Sets the current script that will handle attack events",
EV_SETTER
);
Event EV_Actor_GetAttackHandler
(
"attackhandler",
EV_DEFAULT,
NULL,
NULL,
"Gets the current script that will handle attack events",
EV_GETTER
);
Event EV_Actor_SetAmmoGrenade
(
"ammo_grenade",
EV_DEFAULT,
"i",
"grenade_count",
"Gives the AI some grenades"
);
Event EV_Actor_SetAmmoGrenade2
(
"ammo_grenade",
EV_DEFAULT,
"i",
"grenade_count",
"Gives the AI some grenades",
EV_SETTER
);
Event EV_Actor_GetAmmoGrenade
(
"ammo_grenade",
EV_DEFAULT,
NULL,
NULL,
"Returns how many grenades an AI has",
EV_GETTER
);
Event EV_Actor_SetMood
(
"mood",
EV_DEFAULT,
"s",
"new_mood",
"sets the AI mood... must be 'bored', 'nervous', 'curious', or 'alert'.",
EV_SETTER
);
Event EV_Actor_GetMood
(
"mood",
EV_DEFAULT,
NULL,
NULL,
"gets the AI mood: 'bored', 'nervous', 'curious', or 'alert'.",
EV_GETTER
);
Event EV_Actor_SetHeadModel
(
"headmodel",
EV_DEFAULT,
"s",
"headmodel",
"sets the head model"
);
Event EV_Actor_GetHeadModel
(
"headmodel",
EV_DEFAULT,
NULL,
NULL,
"gets the head model",
EV_GETTER
);
Event EV_Actor_SetHeadSkin
(
"headskin",
EV_DEFAULT,
"s",
"headskin",
"sets the head skin"
);
Event EV_Actor_GetHeadSkin
(
"headskin",
EV_DEFAULT,
NULL,
NULL,
"gets the head skin",
EV_GETTER
);
Event EV_Actor_ShareEnemy
(
"share_enemy",
EV_DEFAULT,
NULL,
NULL,
"internal code use only - shares an AI's enemy with his squad mates."
);
Event EV_Actor_ShareGrenade
(
"share_grenade",
EV_DEFAULT,
NULL,
NULL,
"internal code use only - shares an AI's grenade with his squad mates."
);
Event EV_Actor_InterruptPoint
(
"interrupt_point",
EV_DEFAULT,
NULL,
NULL,
"hint from animation scripts to AI code that now is a good time to switch animations"
);
Event EV_Actor_SetNoIdle
(
"no_idle",
EV_DEFAULT,
NULL,
NULL,
"Specifies if the actor will not go into idle after playing an animation",
EV_SETTER
);
Event EV_Actor_GetNoIdle
(
"no_idle",
EV_DEFAULT,
NULL,
NULL,
"Gets if the actor will not go into idle after playing an animation",
EV_GETTER
);
Event EV_Actor_GetEnemy
(
"enemy",
EV_DEFAULT,
NULL,
NULL,
"Get the actor's current enemy",
EV_GETTER
);
Event EV_Actor_GetMaxNoticeTimeScale
(
"noticescale",
EV_DEFAULT,
NULL,
NULL,
"Get the max multiplier in time to notice an enemy (default 100, half as big notices twice as fast)",
EV_GETTER
);
Event EV_Actor_SetMaxNoticeTimeScale
(
"noticescale",
EV_DEFAULT,
"f",
"multiplier",
"Set the max multiplier in time to notice an enemy (default 100, half as big notices twice as fast)",
EV_SETTER
);
Event EV_Actor_SetMaxNoticeTimeScale2
(
"noticescale",
EV_DEFAULT,
"f",
"multiplier",
"Set the max multiplier in time to notice an enemy (default 100, half as big notices twice as fast)"
);
Event EV_Actor_GetFixedLeash
(
"fixedleash",
EV_DEFAULT,
NULL,
NULL,
"if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset",
EV_GETTER
);
Event EV_Actor_SetFixedLeash
(
"fixedleash",
EV_DEFAULT,
"f",
"multiplier",
"if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset",
EV_SETTER
);
Event EV_Actor_SetFixedLeash2
(
"fixedleash",
EV_DEFAULT,
"f",
"multiplier",
"if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset"
);
Event EV_Actor_Holster
(
"holster",
EV_DEFAULT,
NULL,
NULL,
"Holster weapon"
);
Event EV_Actor_Unholster
(
"unholster",
EV_DEFAULT,
NULL,
NULL,
"Unholster weapon"
);
Event EV_Actor_IsEnemyVisible
(
"is_enemy_visible",
EV_DEFAULT,
NULL,
NULL,
"0 if the enemy is not currently visible, 1 if he is"
);
Event EV_Actor_GetEnemyVisibleChangeTime
(
"enemy_visible_change_time",
EV_DEFAULT,
NULL,
NULL,
"Get the last time whether or not the enemy is visible changed, in seconds"
);
Event EV_Actor_GetLastEnemyVisibleTime
(
"last_enemy_visible_time",
EV_DEFAULT,
NULL,
NULL,
"Get the last time the enemy was visible, in seconds"
);
Event EV_Actor_SetFallHeight
(
"fallheight",
EV_DEFAULT,
"f",
"height",
"Set the fallheight",
EV_SETTER
);
Event EV_Actor_SetFallHeight2
(
"fallheight",
EV_DEFAULT,
"f",
"height",
"Set the fallheight"
);
Event EV_Actor_GetFallHeight
(
"fallheight",
EV_DEFAULT,
NULL,
NULL,
"Set the fallheight",
EV_GETTER
);
Event EV_Actor_CanMoveTo
(
"canmoveto",
EV_DEFAULT,
"v",
"position",
"returns a boolean if the AI can move to a point; for use in anim scripts",
EV_RETURN
);
Event EV_Actor_MoveDir
(
"movedir",
EV_DEFAULT,
NULL,
NULL,
"Returns a unit vector pointing in the current direction of motion, or zero if not moving.This still has meaning if velocity is zero but the AI is starting to move on a path.",
EV_GETTER
);
Event EV_Actor_ResetLeash
(
"resetleash",
EV_DEFAULT,
NULL,
NULL,
"resets the AI's leash to their current position"
);
Event EV_Actor_IntervalDir
(
"intervaldir",
EV_DEFAULT,
NULL,
NULL,
"the direction the AI would like to move to maintain its interval",
EV_GETTER
);
Event EV_Actor_Tether
(
"tether",
EV_DEFAULT,
"e",
"entity",
"the entity to which the AI's leash should be tethered"
);
Event EV_Actor_GetThinkState
(
"thinkstate",
EV_DEFAULT,
NULL,
NULL,
"current ai think state; can be void, idle, pain, killed, attack, curious, disguise, or grenade.",
EV_GETTER
);
Event EV_Actor_GetEnemyShareRange
(
"enemysharerange",
EV_DEFAULT,
NULL,
NULL,
"gets the range outside which the AI will not receive notification that a teammate has a new enemy",
EV_GETTER
);
Event EV_Actor_SetEnemyShareRange
(
"enemysharerange",
EV_DEFAULT,
"f",
"range",
"sets the range outside which the AI will not receive notification that a teammate has a new enemy",
EV_SETTER
);
Event EV_Actor_SetEnemyShareRange2
(
"enemysharerange",
EV_DEFAULT,
"f",
"range",
"sets the range outside which the AI will not receive notification that a teammate has a new enemy"
);
Event EV_Actor_SetWeapon
(
"weapon",
EV_DEFAULT,
"s",
"weapon_modelname",
"Sets the weapon.",
EV_SETTER
);
Event EV_Actor_GetWeapon
(
"weapon",
EV_DEFAULT,
NULL,
NULL,
"Gets the weapon.",
EV_GETTER
);
Event EV_Actor_GetVoiceType
(
"voicetype",
EV_DEFAULT,
NULL,
NULL,
"Gets the voice type",
EV_GETTER
);
Event EV_Actor_SetVoiceType
(
"voicetype",
EV_DEFAULT,
NULL,
NULL,
"Set voicetype to magic letter postfix"
);
Event EV_Actor_SetVoiceType2
(
"voicetype",
EV_DEFAULT,
NULL,
NULL,
"Set voicetype to magic letter postfix",
EV_SETTER
);
Event EV_Actor_KickDir
(
"kickdir",
EV_DEFAULT,
NULL,
NULL,
"Gets the direction the AI wants to kick",
EV_GETTER
);
Event EV_Actor_GetNoLongPain
(
"nolongpain",
EV_DEFAULT,
NULL,
NULL,
"Returns 1 if long pain is not allowed, or 0 if long pain is allowed.",
EV_GETTER
);
Event EV_Actor_SetNoLongPain
(
"nolongpain",
EV_DEFAULT,
"i",
"allow",
"Set to 1 if long pain is not allowed, or 0 if long pain is allowed.",
EV_SETTER
);
Event EV_Actor_SetNoLongPain2
(
"nolongpain",
EV_DEFAULT,
"i",
"allow",
"Set to 1 if long pain is not allowed, or 0 if long pain is allowed."
);
Event EV_Actor_GetFavoriteEnemy
(
"favoriteenemy",
EV_DEFAULT,
NULL,
NULL,
"Gets this AI's favorite enemy",
EV_GETTER
);
Event EV_Actor_SetFavoriteEnemy
(
"favoriteenemy",
EV_DEFAULT,
"e",
"ai_or_player",
"Gets this AI's favorite enemy",
EV_SETTER
);
Event EV_Actor_SetFavoriteEnemy2
(
"favoriteenemy",
EV_DEFAULT,
"e",
"ai_or_player",
"Gets this AI's favorite enemy"
);
Event EV_Actor_GetMumble
(
"mumble",
EV_DEFAULT,
NULL,
NULL,
"Returns 1 if this guy is allowed to mumble, or 0 if he is not",
EV_GETTER
);
Event EV_Actor_SetMumble
(
"mumble",
EV_DEFAULT,
"i",
"can_mumble",
"Set to 1 if this guy is allowed to mumble, or 0 if he is not",
EV_SETTER
);
Event EV_Actor_SetMumble2
(
"mumble",
EV_DEFAULT,
"i",
"can_mumble",
"Set to 1 if this guy is allowed to mumble, or 0 if he is not"
);
Event EV_Actor_GetBreathSteam
(
"breathsteam",
EV_DEFAULT,
NULL,
NULL,
"Returns 1 if this guy is allowed to have steamy breath, or 0 if he is not",
EV_GETTER
);
Event EV_Actor_SetBreathSteam
(
"breathsteam",
EV_DEFAULT,
"i",
"can_breathe_out",
"Set to 1 if this guy is allowed to have steamy breath, or 0 if he is not",
EV_SETTER
);
Event EV_Actor_SetBreathSteam2
(
"breathsteam",
EV_DEFAULT,
"i",
"can_breathe_out",
"Set to 1 if this guy is allowed to have steamy breath, or 0 if he is not"
);
Event EV_Actor_SetNextBreathTime
(
"nextbreathtime",
EV_DEFAULT,
"f",
"time_in_sec",
"Sets the next time the guy will breath out"
);
Event EV_Actor_CalcGrenadeToss
(
"calcgrenadetoss",
EV_DEFAULT,
"v",
"target_position",
"Called to calculate a grenade toss. Must be called before a grenade throwing animation.\nReturns the name of the script to call with animscript if the toss can succeed, or if the toss won't work.\nShould be called infrequently, and never during the middle of a grenade toss.",
EV_RETURN
);
Event EV_Actor_GetNoSurprise
(
"nosurprise",
EV_DEFAULT,
NULL,
NULL,
"gets whether or not this guy is allowed to play a surprised animation when first encountering an enemy.\n",
EV_GETTER
);
Event EV_Actor_SetNoSurprise
(
"nosurprise",
EV_DEFAULT,
"i",
"nosurprise",
"set to 0 to allow this guy to play a surprised animation when first encountering an enemy.\n",
EV_SETTER
);
Event EV_Actor_SetNoSurprise2
(
"nosurprise",
EV_DEFAULT,
"i",
"nosurprise",
"set to 0 to allow this guy to play a surprised animation when first encountering an enemy.\n"
);
Event EV_Actor_GetSilent
(
"silent",
EV_DEFAULT,
NULL,
NULL,
"gets whether or not this guy is allowed to say stuff besides pain and death sounds",
EV_GETTER
);
Event EV_Actor_SetSilent
(
"silent",
EV_DEFAULT,
"i",
"silent",
"set to 0 to prevent this guy from saying stuff besides pain and death sounds.\n",
EV_SETTER
);
Event EV_Actor_SetSilent2
(
"silent",
EV_DEFAULT,
"i",
"silent",
"set to 0 to prevent this guy from saying stuff besides pain and death sounds.\n"
);
Event EV_Actor_GetAvoidPlayer
(
"avoidplayer",
EV_DEFAULT,
NULL,
NULL,
"is 0 if this AI won't automatically get out of the way, non-zero if he will\n",
EV_GETTER
);
Event EV_Actor_SetAvoidPlayer
(
"avoidplayer",
EV_DEFAULT,
"i",
"allowavoid",
"set to 0 if this AI shouldn't automatically get out of the way, non-zero if he should.\n",
EV_SETTER
);
Event EV_Actor_SetAvoidPlayer2
(
"avoidplayer",
EV_DEFAULT,
"i",
"allowavoid",
"set to 0 if this AI shouldn't automatically get out of the way, non-zero if he should.\n"
);
Event EV_Actor_SetMoveDoneRadius
(
"movedoneradius",
EV_DEFAULT,
"f",
"radius",
"Set the waittill movedone radius, default 0 means don't use manual radius",
EV_SETTER
);
Event EV_Actor_BeDead
(
"bedead",
EV_DEFAULT,
NULL,
NULL,
"Forces the actor to be instantly and totally dead; no death animation is played"
);
Event EV_Actor_GetLookAroundAngle
(
"lookaround",
EV_DEFAULT,
NULL,
NULL,
"gets the angle in degrees left or right of center that the AI will look around while patrolling",
EV_GETTER
);
Event EV_Actor_SetLookAroundAngle
(
"lookaround",
EV_DEFAULT,
"f",
"angle",
"gets the angle in degrees left or right of center that the AI will look around while patrolling",
EV_SETTER
);
Event EV_Actor_SetLookAroundAngle2
(
"lookaround",
EV_DEFAULT,
"f",
"angle",
"gets the angle in degrees left or right of center that the AI will look around while patrolling"
);
Event EV_Actor_HasCompleteLookahead
(
"hascompletelookahead",
EV_DEFAULT,
NULL,
NULL,
"returns true if there are no corners to turn on the rest of the AI's current path",
EV_GETTER
);
Event EV_Actor_PathDist
(
"pathdist",
EV_DEFAULT,
NULL,
NULL,
"returns total distance along current path to the path goal",
EV_GETTER
);
Event EV_Actor_CanShootEnemyFrom
(
"canshootenemyfrom",
EV_DEFAULT,
"v",
"shootOrigin",
"Determines if it would be possible to shoot the sentient's enemy from the given position.",
EV_RETURN
);
Event EV_Actor_CanShoot
(
"canshoot",
EV_DEFAULT,
"v",
"shootOrigin",
"Determines if it would be possible to shoot the sentient's enemy from the given position.",
EV_RETURN
);
Event EV_Actor_GetInReload
(
"inreload",
EV_DEFAULT,
NULL,
NULL,
"returns non-zero if the AI is in a reload",
EV_GETTER
);
Event EV_Actor_SetInReload
(
"inreload",
EV_DEFAULT,
"i",
"reloading",
"set to non-zero to indicate the AI is in a reload",
EV_SETTER
);
Event EV_Actor_SetReloadCover
(
"setreloadcover",
EV_DEFAULT,
NULL,
NULL,
"do this command to let the ai know it needs to reload; used to reload while going to cover"
);
Event EV_Actor_BreakSpecial
(
"breakspecial",
EV_DEFAULT,
NULL,
NULL,
"tell ai to break special attack"
);
Event EV_Actor_SetBalconyHeight
(
"balconyheight",
EV_DEFAULT,
"f",
"height",
"minimum height a balcony guy must fall to do special balcony death"
);
Event EV_Actor_SetBalconyHeight2
(
"balconyheight",
EV_DEFAULT,
"f",
"height",
"minimum height a balcony guy must fall to do special balcony death",
EV_SETTER
);
Event EV_Actor_GetBalconyHeight
(
"balconyheight",
EV_DEFAULT,
NULL,
NULL,
"minimum height a balcony guy must fall to do special balcony death",
EV_GETTER
);
CLASS_DECLARATION( SimpleActor, Actor, "Actor" )
{
{ &EV_Entity_Start, &Actor::EventStart },
{ &EV_Actor_MoveTo, &Actor::MoveTo },
{ &EV_Actor_WalkTo, &Actor::WalkTo },
{ &EV_Actor_RunTo, &Actor::RunTo },
{ &EV_Actor_CrouchTo, &Actor::CrouchTo },
{ &EV_Actor_CrawlTo, &Actor::CrawlTo },
{ &EV_Actor_AimAt, &Actor::AimAt },
{ &EV_Pain, &Actor::EventPain },
{ &EV_Killed, &Actor::EventKilled },
{ &EV_Actor_DeathEmbalm, &Actor::DeathEmbalm },
{ &EV_Actor_Anim, &Actor::PlayAnimation },
{ &EV_Actor_AnimLoop, &Actor::PlayAnimation },
{ &EV_Actor_Anim_Scripted, &Actor::PlayScriptedAnimation },
{ &EV_Actor_Anim_Noclip, &Actor::PlayNoclipAnimation },
{ &EV_Actor_AnimScript, &Actor::EventAnimScript },
{ &EV_Actor_AnimScript_Scripted, &Actor::EventAnimScript_Scripted },
{ &EV_Actor_AnimScript_Noclip, &Actor::EventAnimScript_Noclip },
{ &EV_Actor_Reload_mg42, &Actor::EventReload_mg42 },
{ &EV_Actor_Dumb, &Actor::Dumb },
{ &EV_Actor_Physics_On, &Actor::PhysicsOn },
{ &EV_Actor_Physics_Off, &Actor::PhysicsOff },
{ &EV_Actor_SetAnim, &Actor::EventSetAnim },
{ &EV_Actor_SetAnimLength, &SimpleActor::EventSetAnimLength },
{ &EV_Actor_EndActionAnim, &Actor::EventEndActionAnim },
{ &EV_Actor_SetMotionAnim, &Actor::EventSetMotionAnim },
{ &EV_Actor_SetAimMotionAnim, &Actor::EventSetAimMotionAnim },
{ &EV_Actor_SetActionAnim, &Actor::EventSetActionAnim },
{ &EV_Actor_UpperAnim, &Actor::EventUpperAnim },
{ &EV_Actor_SetUpperAnim, &Actor::EventSetUpperAnim },
{ &EV_Actor_SetCrossblendTime, &SimpleActor::EventSetCrossblendTime },
{ &EV_Actor_GetCrossblendTime, &SimpleActor::EventGetCrossblendTime },
{ &EV_Actor_GetPosition, &SimpleActor::EventGetPosition },
{ &EV_Actor_SetPosition, &SimpleActor::EventSetPosition },
{ &EV_Actor_SetEmotion, &SimpleActor::EventSetEmotion },
{ &EV_Actor_SetAnimFinal, &SimpleActor::EventSetAnimFinal },
{ &EV_Actor_GetWeaponType, &SimpleActor::EventGetWeaponType },
{ &EV_Actor_GetWeaponGroup, &SimpleActor::EventGetWeaponGroup },
{ &EV_Actor_LookAt, &Actor::EventLookAt },
{ &EV_Actor_EyesLookAt, &Actor::EventEyesLookAt },
{ &EV_Actor_PointAt, &Actor::EventPointAt },
{ &EV_Actor_TurnTo, &Actor::EventTurnTo },
{ &EV_Actor_SetTurnDoneError, &Actor::EventSetTurnDoneError },
{ &EV_Actor_SetTurnDoneError2, &Actor::EventSetTurnDoneError },
{ &EV_Actor_GetTurnDoneError, &Actor::EventGetTurnDoneError },
{ &EV_Actor_IdleSayAnim, &Actor::EventIdleSayAnim },
{ &EV_Actor_SayAnim, &Actor::EventSayAnim },
{ &EV_Actor_SetSayAnim, &Actor::EventSetSayAnim },
{ &EV_Sentient_UseItem, &Actor::EventGiveWeapon },
{ &EV_Sentient_GiveWeapon, &Actor::EventGiveWeapon },
{ &EV_Actor_SetWeapon, &Actor::EventGiveWeapon },
{ &EV_Actor_GetWeapon, &Actor::EventGetWeapon },
{ &EV_Actor_SetGun, &Actor::EventGiveWeapon },
{ &EV_Actor_SetGun2, &Actor::EventGiveWeapon },
{ &EV_Actor_GetGun, &Actor::EventGetWeapon },
{ &EV_Actor_WeaponInternal, &Actor::EventGiveWeaponInternal },
{ &EV_Actor_DamagePuff, &Actor::EventDamagePuff },
{ &EV_Actor_SetAngleYawSpeed, &Actor::EventSetAngleYawSpeed },
{ &EV_Actor_SetAngleYawSpeed2, &Actor::EventSetAngleYawSpeed },
{ &EV_Actor_GetAngleYawSpeed, &Actor::EventGetAngleYawSpeed },
{ &EV_Actor_SetAimTarget, &Actor::EventSetAimTarget },
{ &EV_Actor_ReadyToFire, &Actor::ReadyToFire },
{ &EV_Actor_AIOn, &SimpleActor::EventAIOn },
{ &EV_Actor_AIOff, &SimpleActor::EventAIOff },
{ &EV_Actor_GetLocalYawFromVector, &Actor::GetLocalYawFromVector },
{ &EV_DeathSinkStart, &Actor::DeathSinkStart },
{ &EV_Actor_GetSight, &Actor::EventGetSight },
{ &EV_Actor_SetSight, &Actor::EventSetSight },
{ &EV_Actor_SetSight2, &Actor::EventSetSight },
{ &EV_Actor_GetHearing, &Actor::EventGetHearing },
{ &EV_Actor_SetHearing, &Actor::EventSetHearing },
{ &EV_Actor_SetHearing2, &Actor::EventSetHearing },
{ &EV_Actor_SetFov, &Actor::EventSetFov },
{ &EV_Actor_SetFov2, &Actor::EventSetFov },
{ &EV_Actor_GetFov, &Actor::EventGetFov },
{ &EV_Actor_DistToEnemy, &Actor::EventDistToEnemy },
{ &EV_Actor_SetPatrolPath, &Actor::EventSetPatrolPath },
{ &EV_Actor_SetPatrolPath2, &Actor::EventSetPatrolPath },
{ &EV_Actor_GetPatrolPath, &Actor::EventGetPatrolPath },
{ &EV_Actor_SetPatrolWaitTrigger, &Actor::EventSetPatrolWaitTrigger },
{ &EV_Actor_SetPatrolWaitTrigger2, &Actor::EventSetPatrolWaitTrigger },
{ &EV_Actor_GetPatrolWaitTrigger, &Actor::EventGetPatrolWaitTrigger },
{ &EV_Actor_SetAccuracy, &Actor::EventSetAccuracy },
{ &EV_Actor_SetAccuracy2, &Actor::EventSetAccuracy },
{ &EV_Actor_GetAccuracy, &Actor::EventGetAccuracy },
{ &EV_Actor_SetTypeIdle, &Actor::EventSetTypeIdle },
{ &EV_Actor_SetTypeIdle2, &Actor::EventSetTypeIdle },
{ &EV_Actor_GetTypeIdle, &Actor::EventGetTypeIdle },
{ &EV_Actor_SetTypeAttack, &Actor::EventSetTypeAttack },
{ &EV_Actor_SetTypeAttack2, &Actor::EventSetTypeAttack },
{ &EV_Actor_GetTypeAttack, &Actor::EventGetTypeAttack },
{ &EV_Actor_SetTypeDisguise, &Actor::EventSetTypeDisguise },
{ &EV_Actor_SetTypeDisguise2, &Actor::EventSetTypeDisguise },
{ &EV_Actor_GetTypeDisguise, &Actor::EventGetTypeDisguise },
{ &EV_Actor_SetDisguiseLevel, &Actor::EventSetDisguiseLevel },
{ &EV_Actor_SetDisguiseLevel2, &Actor::EventSetDisguiseLevel },
{ &EV_Actor_GetDisguiseLevel, &Actor::EventGetDisguiseLevel },
{ &EV_Actor_SetTypeGrenade, &Actor::EventSetTypeGrenade },
{ &EV_Actor_SetTypeGrenade2, &Actor::EventSetTypeGrenade },
{ &EV_Actor_GetTypeGrenade, &Actor::EventGetTypeGrenade },
{ &EV_Actor_SetMinDistance, &Actor::EventSetMinDistance },
{ &EV_Actor_SetMinDistance2, &Actor::EventSetMinDistance },
{ &EV_Actor_GetMinDistance, &Actor::EventGetMinDistance },
{ &EV_Actor_SetMaxDistance, &Actor::EventSetMaxDistance },
{ &EV_Actor_SetMaxDistance2, &Actor::EventSetMaxDistance },
{ &EV_Actor_GetMaxDistance, &Actor::EventGetMaxDistance },
{ &EV_Actor_GetLeash, &Actor::EventGetLeash },
{ &EV_Actor_SetLeash, &Actor::EventSetLeash },
{ &EV_Actor_SetLeash2, &Actor::EventSetLeash },
{ &EV_Actor_GetInterval, &Actor::EventGetInterval },
{ &EV_Actor_SetInterval, &Actor::EventSetInterval },
{ &EV_Actor_SetInterval2, &Actor::EventSetInterval },
{ &EV_Actor_GetRunAnim, &Actor::EventGetRunAnim },
{ &EV_Actor_GetWalkAnim, &Actor::EventGetWalkAnim },
{ &EV_Actor_GetAnimName, &Actor::EventGetAnimName },
{ &EV_Actor_SetAnimName, &Actor::EventSetAnimName },
{ &EV_Actor_SetDisguiseRange, &Actor::EventSetDisguiseRange },
{ &EV_Actor_SetDisguiseRange2, &Actor::EventSetDisguiseRange },
{ &EV_Actor_GetDisguiseRange, &Actor::EventGetDisguiseRange },
{ &EV_Actor_SetDisguisePeriod, &Actor::EventSetDisguisePeriod },
{ &EV_Actor_SetDisguisePeriod2, &Actor::EventSetDisguisePeriod },
{ &EV_Actor_GetDisguisePeriod, &Actor::EventGetDisguisePeriod },
{ &EV_Actor_SetDisguiseAcceptThread, &Actor::EventSetDisguiseAcceptThread },
{ &EV_Actor_SetDisguiseAcceptThread2, &Actor::EventSetDisguiseAcceptThread },
{ &EV_Actor_GetDisguiseAcceptThread, &Actor::EventGetDisguiseAcceptThread },
{ &EV_Actor_AttackPlayer, &Actor::EventAttackPlayer },
{ &EV_Actor_SetAlarmNode, &Actor::EventSetAlarmNode },
{ &EV_Actor_SetAlarmNode2, &Actor::EventSetAlarmNode },
{ &EV_Actor_GetAlarmNode, &Actor::EventGetAlarmNode },
{ &EV_Actor_SetAlarmThread, &Actor::EventSetAlarmThread },
{ &EV_Actor_SetAlarmThread2, &Actor::EventSetAlarmThread },
{ &EV_Actor_GetAlarmThread, &Actor::EventGetAlarmThread },
{ &EV_Actor_SetSoundAwareness, &Actor::EventSetSoundAwareness },
{ &EV_Actor_SetSoundAwareness2, &Actor::EventSetSoundAwareness },
{ &EV_Actor_GetSoundAwareness, &Actor::EventGetSoundAwareness },
{ &EV_Actor_SetGrenadeAwareness, &Actor::EventSetGrenadeAwareness },
{ &EV_Actor_SetGrenadeAwareness2, &Actor::EventSetGrenadeAwareness },
{ &EV_Actor_GetGrenadeAwareness, &Actor::EventGetGrenadeAwareness },
{ &EV_Actor_SetTurret, &Actor::EventSetTurret },
{ &EV_Actor_SetTurret2, &Actor::EventSetTurret },
{ &EV_Actor_GetTurret, &Actor::EventGetTurret },
{ &EV_Actor_AttachGrenade, &Actor::Grenade_EventAttach },
{ &EV_Actor_DetachGrenade, &Actor::Grenade_EventDetach },
{ &EV_Actor_FireGrenade, &Actor::Grenade_EventFire },
{ &EV_Actor_EnableEnemy, &Actor::EventEnableEnemy },
{ &EV_Actor_EnablePain, &Actor::EventEnablePain },
{ &EV_Activate, &Actor::EventActivate },
{ &EV_Actor_GetAmmoGrenade, &Actor::EventGetAmmoGrenade },
{ &EV_Actor_SetAmmoGrenade, &Actor::EventSetAmmoGrenade },
{ &EV_Actor_SetAmmoGrenade2, &Actor::EventSetAmmoGrenade },
{ &EV_Actor_GetMood, &Actor::EventGetMood },
{ &EV_Actor_SetMood, &Actor::EventSetMood },
{ &EV_Actor_ShareEnemy, &Actor::EventShareEnemy },
{ &EV_Actor_ShareGrenade, &Actor::EventShareGrenade },
{ &EV_Actor_InterruptPoint, &Actor::EventInterruptPoint },
{ &EV_Actor_GetPainHandler, &SimpleActor::EventGetPainHandler },
{ &EV_Actor_SetPainHandler, &SimpleActor::EventSetPainHandler },
{ &EV_Actor_GetDeathHandler, &SimpleActor::EventGetDeathHandler },
{ &EV_Actor_SetDeathHandler, &SimpleActor::EventSetDeathHandler },
{ &EV_Actor_GetAttackHandler, &SimpleActor::EventGetAttackHandler },
{ &EV_Actor_SetAttackHandler, &SimpleActor::EventSetAttackHandler },
{ &EV_Actor_SetHeadModel, &Actor::EventSetHeadModel },
{ &EV_Actor_GetHeadModel, &Actor::EventGetHeadModel },
{ &EV_Actor_SetHeadSkin, &Actor::EventSetHeadSkin },
{ &EV_Actor_GetHeadSkin, &Actor::EventGetHeadSkin },
{ &EV_Actor_SetNoIdle, &Actor::EventSetNoIdle },
{ &EV_Actor_GetNoIdle, &Actor::EventGetNoIdle },
{ &EV_Actor_GetEnemy, &Actor::EventGetEnemy },
{ &EV_Actor_GetMaxNoticeTimeScale, &Actor::EventGetMaxNoticeTimeScale },
{ &EV_Actor_SetMaxNoticeTimeScale, &Actor::EventSetMaxNoticeTimeScale },
{ &EV_Actor_SetMaxNoticeTimeScale2, &Actor::EventSetMaxNoticeTimeScale },
{ &EV_Actor_GetFixedLeash, &Actor::EventGetFixedLeash },
{ &EV_Actor_SetFixedLeash, &Actor::EventSetFixedLeash },
{ &EV_Actor_SetFixedLeash2, &Actor::EventSetFixedLeash },
{ &EV_Actor_Holster, &Actor::EventHolster },
{ &EV_Actor_Unholster, &Actor::EventUnholster },
{ &EV_SoundDone, &Actor::EventSoundDone },
{ &EV_Sound, &Actor::EventSound },
{ &EV_Actor_IsEnemyVisible, &Actor::EventIsEnemyVisible },
{ &EV_Actor_GetEnemyVisibleChangeTime, &Actor::EventGetEnemyVisibleChangeTime },
{ &EV_Actor_GetLastEnemyVisibleTime, &Actor::EventGetLastEnemyVisibleTime },
{ &EV_Actor_SetFallHeight, &Actor::EventSetFallHeight },
{ &EV_Actor_GetFallHeight, &Actor::EventGetFallHeight },
{ &EV_Actor_CanMoveTo, &Actor::EventCanMoveTo },
{ &EV_Actor_MoveDir, &Actor::EventMoveDir },
{ &EV_Actor_IntervalDir, &Actor::EventIntervalDir },
{ &EV_Actor_ResetLeash, &Actor::EventResetLeash },
{ &EV_Actor_Tether, &Actor::EventTether },
{ &EV_Actor_GetThinkState, &Actor::EventGetThinkState },
{ &EV_Actor_GetEnemyShareRange, &Actor::EventGetEnemyShareRange },
{ &EV_Actor_SetEnemyShareRange, &Actor::EventSetEnemyShareRange },
{ &EV_Actor_SetEnemyShareRange2, &Actor::EventSetEnemyShareRange },
{ &EV_Actor_GetVoiceType, &Actor::GetVoiceType },
{ &EV_Actor_SetVoiceType, &Actor::SetVoiceType },
{ &EV_Actor_SetVoiceType2, &Actor::SetVoiceType },
{ &EV_Remove, &Actor::Remove },
{ &EV_Delete, &Actor::Remove },
{ &EV_ScriptRemove, &Actor::Remove },
{ &EV_Actor_KickDir, &Actor::EventGetKickDir },
{ &EV_Actor_GetNoLongPain, &Actor::EventGetNoLongPain },
{ &EV_Actor_SetNoLongPain, &Actor::EventSetNoLongPain },
{ &EV_Actor_SetNoLongPain2, &Actor::EventSetNoLongPain },
{ &EV_Actor_GetFavoriteEnemy, &Actor::EventGetFavoriteEnemy },
{ &EV_Actor_SetFavoriteEnemy, &Actor::EventSetFavoriteEnemy },
{ &EV_Actor_SetFavoriteEnemy2, &Actor::EventSetFavoriteEnemy },
{ &EV_Actor_GetMumble, &Actor::EventGetMumble },
{ &EV_Actor_SetMumble, &Actor::EventSetMumble },
{ &EV_Actor_SetMumble2, &Actor::EventSetMumble },
{ &EV_Actor_GetBreathSteam, &Actor::EventGetBreathSteam },
{ &EV_Actor_SetBreathSteam, &Actor::EventSetBreathSteam },
{ &EV_Actor_SetBreathSteam2, &Actor::EventSetBreathSteam },
{ &EV_Actor_CalcGrenadeToss, &Actor::EventCalcGrenadeToss },
{ &EV_Actor_GetNoSurprise, &Actor::EventGetNoSurprise },
{ &EV_Actor_SetNoSurprise, &Actor::EventSetNoSurprise },
{ &EV_Actor_SetNoSurprise2, &Actor::EventSetNoSurprise },
{ &EV_Actor_GetSilent, &Actor::EventGetSilent },
{ &EV_Actor_SetSilent, &Actor::EventSetSilent },
{ &EV_Actor_SetSilent2, &Actor::EventSetSilent },
{ &EV_Actor_GetAvoidPlayer, &Actor::EventGetAvoidPlayer },
{ &EV_Actor_SetAvoidPlayer, &Actor::EventSetAvoidPlayer },
{ &EV_Actor_SetAvoidPlayer2, &Actor::EventSetAvoidPlayer },
{ &EV_Actor_SetMoveDoneRadius, &Actor::EventSetMoveDoneRadius },
{ &EV_Actor_BeDead, &Actor::EventBeDead },
{ &EV_Actor_GetLookAroundAngle, &Actor::EventGetLookAroundAngle },
{ &EV_Actor_SetLookAroundAngle, &Actor::EventSetLookAroundAngle },
{ &EV_Actor_SetLookAroundAngle2, &Actor::EventSetLookAroundAngle },
{ &EV_Actor_HasCompleteLookahead, &Actor::EventHasCompleteLookahead },
{ &EV_Actor_PathDist, &Actor::EventPathDist },
{ &EV_Actor_CanShootEnemyFrom, &Actor::EventCanShootEnemyFrom },
{ &EV_Actor_CanShoot, &Actor::EventCanShoot },
{ &EV_Actor_GetInReload, &Actor::EventGetInReload },
{ &EV_Actor_SetInReload, &Actor::EventSetInReload },
{ &EV_Actor_SetReloadCover, &Actor::EventSetReloadCover },
{ &EV_Actor_BreakSpecial, &Actor::EventBreakSpecial },
{ &EV_Actor_SetBalconyHeight, &Actor::EventSetBalconyHeight },
{ &EV_Actor_SetBalconyHeight2, &Actor::EventSetBalconyHeight },
{ &EV_Actor_GetBalconyHeight, &Actor::EventGetBalconyHeight },
{ &EV_CanSee, &Actor::CanSee },
{ NULL, NULL }
};
Actor::GlobalFuncs_t Actor::GlobalFuncs[NUM_THINKS];
const_str Actor::m_csThinkNames[NUM_THINKS] = {
STRING_VOID,
STRING_TURRET,
STRING_COVER,
STRING_PATROL,
STRING_RUNNER,
STRING_PAIN,
STRING_KILLED,
STRING_MOVETO,
STRING_IDLE,
STRING_CURIOUS,
STRING_DISGUISE_SALUTE,
STRING_DISGUISE_SENTRY,
STRING_DISGUISE_OFFICER,
STRING_DISGUISE_ROVER,
STRING_DISGUISE_NONE,
STRING_ALARM,
STRING_GRENADE,
STRING_MACHINEGUNNER,
STRING_DOG_IDLE,
STRING_DOG_ATTACK,
STRING_DOG_CURIOUS,
STRING_DOG_GRENADE,
STRING_ANIM,
STRING_ANIM_CURIOUS,
STRING_AIM,
STRING_BALCONY_IDLE,
STRING_BALCONY_CURIOUS,
STRING_BALCONY_ATTACK,
STRING_BALCONY_DISGUISE,
STRING_BALCONY_GRENADE,
STRING_BALCONY_PAIN,
STRING_BALCONY_KILLED,
STRING_WEAPONLESS,
STRING_NOCLIP,
STRING_DEAD
};
const_str Actor::m_csThinkStateNames[ NUM_THINKSTATES ] = {
STRING_VOID,
STRING_IDLE,
STRING_PAIN,
STRING_KILLED,
STRING_ATTACK,
STRING_CURIOUS,
STRING_DISGUISE,
STRING_GRENADE,
STRING_NOCLIP
};
SafePtr< Actor > Actor::mBodyQueue[MAX_BODYQUEUE];
int Actor::mCurBody;
/*
===============
Actor::Actor
Constructor
===============
*/
Actor::Actor()
{
entflags |= EF_ACTOR;
if( LoadingSavegame )
{
return;
}
edict->s.eType = ET_MODELANIM;
edict->r.svFlags |= SVF_USE_CURRENT_ORIGIN;
edict->r.ownerNum = ENTITYNUM_NONE;
edict->clipmask = MASK_MONSTERSOLID;
setMoveType( MOVETYPE_WALK );
mass = 175;
flags |= FL_THINK;
flags &= ~FL_UNKNOWN;
setContentsSolid();
setSolidType( SOLID_BBOX );
m_fFov = 90.0f;
takedamage = DAMAGE_AIM;
m_fFovDot = cos( 0.5 * m_fFov * M_PI / 180 );
m_eAnimMode = 0;
Anim_Emotion(EMOTION_NONE);
m_bDoPhysics = true;
path_failed_time = 0;
health = 100;
max_health = 100;
m_fAngleYawSpeed = 360;
m_fHeadMaxTurnSpeed = 520;
m_bHeadAnglesAchieved = true;
VectorClear( m_vHeadDesiredAngles );
m_fLUpperArmTurnSpeed = 360;
m_bLUpperArmAnglesAchieved = true;
VectorClear( m_vLUpperArmDesiredAngles );
m_fTorsoMaxTurnSpeed = 120;
m_fTorsoCurrentTurnSpeed = 0;
m_bTorsoAnglesAchieved = true;
VectorClear( m_vTorsoDesiredAngles );
m_pLookEntity = NULL;
m_pPointEntity = NULL;
m_pTurnEntity = NULL;
VectorClear( edict->s.eyeVector );
m_bDoAI = true;
m_bTurretNoInitialCover = false;
m_bThink = false;
m_bAutoAvoidPlayer = true;
m_fHearing = 2048;
m_PainTime = 0;
m_fSight = world->m_fAIVisionDistance;
m_bNoLongPain = false;
hit_obstacle_time = 0;
VectorClear2D( obstacle_vel );
m_bLockThinkState = false;
InitThinkStates();
SetThinkState(THINKSTATE_IDLE, THINKLEVEL_NORMAL);
m_fMinDistance = 128;
m_fMinDistanceSquared = Square(128);
m_fMaxDistance = 1024;
m_fMaxDistanceSquared = Square(1024);
m_fLeash = 512;
m_fLeashSquared = Square(512);
m_iEyeUpdateTime = level.inttime;
if( m_iEyeUpdateTime < 1000 )
m_iEyeUpdateTime = 1000;
m_iEyeUpdateTime += rand() % 100 + 100;
m_vIntervalDir = vec_zero;
m_iIntervalDirTime = 0;
edict->r.lastNetTime = -10000000;
m_iEnemyCheckTime = 0;
m_iEnemyChangeTime = 0;
m_iEnemyVisibleCheckTime = 0;
m_bNewEnemy = false;
m_bEnemyIsDisguised = false;
m_bEnemyVisible = false;
m_iEnemyVisibleChangeTime = 0;
m_iLastEnemyVisibleTime = 0;
m_iEnemyFovCheckTime = 0;
m_iEnemyFovChangeTime = 0;
m_bEnemyInFOV = false;
m_iIgnoreSoundsMask = 0;
m_State = -1;
m_iStateTime = 0;
m_iGunPositionCheckTime = 0;
m_vLastEnemyPos = vec_origin;
m_iLastEnemyPosChangeTime = 0;
m_vScriptGoal = vec_origin;
m_iNextWatchStepTime = 0;
m_iCuriousTime = 0;
m_iCuriousLevel = 0;
SetCuriousAnimHint(0);
m_bScriptGoalValid = false;
m_bNoSurprise = false;
memset( &m_pPotentialCoverNode, 0, sizeof( m_pPotentialCoverNode ) );
m_iPotentialCoverCount = 0;
m_pCoverNode = NULL;
m_csSpecialAttack = STRING_NULL;
m_sCurrentPathNodeIndex = -1;
m_iDisguiseLevel = 1;
m_iNextDisguiseTime = 1;
m_iDisguisePeriod = 30000;
m_bNeedReload = false;
m_bInReload = false;
m_bFaceEnemy = true;
m_fMaxDisguiseDistSquared = 256 * 256;
m_patrolCurrentNode = NULL;
m_csPatrolCurrentAnim = STRING_ANIM_RUN_SCR;
m_iSquadStandTime = 0;
m_bPatrolWaitTrigger = false;
m_fInterval = 128;
m_aimNode = NULL;
m_vHome = vec_origin;
m_bFixedLeash = false;
m_pTetherEnt = NULL;
m_pGrenade = NULL;
m_vGrenadePos = vec_origin;
m_eGrenadeMode = AI_GREN_TOSS_NONE;
m_iFirstGrenadeTime = 0;
m_bGrenadeBounced = false;
m_vGrenadeVel = vec_zero;
m_vKickDir = vec_zero;
m_fNoticeTimeScale = 1.0f;
m_iCanShootCheckTime = 0;
m_csAnimScript = STRING_ANIM_IDLE_SCR;
m_fSoundAwareness = 100;
m_fGrenadeAwareness = 20;
m_fMaxNoticeTimeScale = 1.0f;
m_bCanShootEnemy = false;
m_bEnableEnemy = true;
m_bDesiredEnableEnemy = true;
m_bEnablePain = true;
m_bAnimScriptSet = false;
m_AnimMode = 0;
m_csAnimName = STRING_EMPTY;
m_csSayAnim = STRING_EMPTY;
m_csUpperAnim = STRING_EMPTY;
m_fDfwRequestedYaw = 0;
m_fDfwDerivedYaw = 0;
m_vDfwPos = vec_zero;
m_fDfwTime = 0;
m_AlarmNode = NULL;
m_csHeadSkin = STRING_EMPTY;
m_iWallDodgeTimeout = 0;
m_csHeadModel = STRING_EMPTY;
m_csLoadOut = STRING_EMPTY;
m_iRunHomeTime = 0;
m_iLookFlags = 0;
m_csWeapon = STRING_EMPTY;
m_eDontFaceWallMode = 0;
m_WallDir = 0;
VectorClear2D( m_PrevObstacleNormal );
m_bNoIdleAfterAnim = false;
m_fMaxShareDistSquared = 0;
m_bBreathSteam = false;
m_fMoveDoneRadiusSquared = 0;
m_bForceAttackPlayer = false;
m_iNextLookTime = 0;
m_fLookAroundFov = 45;
m_bHasDesiredLookDest = false;
m_bHasDesiredLookAngles = false;
m_iLastFaceDecideTime = 0;
m_iOriginTime = -1;
m_fTurnDoneError = 0;
m_fBalconyHeight = 128;
m_bNoPlayerCollision = false;
m_pFallPath = NULL;
for( int i = 0; i < MAX_ORIGIN_HISTORY; i++ )
{
VectorClear2D( m_vOriginHistory[ i ] );
}
m_bAnimating = false;
m_iCurrentHistory = 0;
m_bDog = false;
m_bBecomeRunner = false;
mVoiceType = -1;
}
/*
===============
Actor::ShowInfo
Prints basic actor information.
===============
*/
void Actor::ShowInfo
(
void
)
{
Com_Printf( "-------------------------------------------------------------------------------\n" );
Com_Printf( "Info for Actor:\n" );
Com_Printf( "Current think type: %s %s\n", ThinkName().c_str(), ThinkStateName().c_str() );
Com_Printf( "leash: %f\n", m_fLeash );
Com_Printf( "mindist: %f\n", m_fMinDistance );
Com_Printf( "maxdist: %f\n", m_fMaxDistance );
GlobalFuncs_t *func = &GlobalFuncs[ m_Think[ m_ThinkLevel ] ];
if( func->ShowInfo )
( this->*func->ShowInfo )( );
Com_Printf( "-------------------------------------------------------------------------------\n" );
}
/*
===============
Actor::MoveTo
Move actor to specific location/listener with specific animation.
===============
*/
void Actor::MoveTo
(
Event *ev
)
{
m_csPatrolCurrentAnim = ev->GetConstString( 1 );
if( ev->IsVectorAt( 2 ) )
{
Vector vec = ev->GetVector( 2 );
SetPatrolCurrentNode( vec );
}
else
{
SetPatrolCurrentNode( ev->GetListener( 2 ) );
}
if( m_patrolCurrentNode )
{
m_vScriptGoal = origin;
m_bScriptGoalValid = true;
}
SetThinkIdle(THINK_RUNNER);
}
/*
===============
Actor::WalkTo
Walk to specific location.
===============
*/
void Actor::WalkTo
(
Event *ev
)
{
Event event = EV_Listener_ExecuteScript;
event.AddConstString( STRING_GLOBAL_WALKTO_SCR );
event.AddValue( ev->GetValue( 1 ) );
ExecuteScript( &event );
}
/*
===============
Actor::RunTo
Run to specific location.
===============
*/
void Actor::RunTo
(
Event *ev
)
{
Event event = EV_Listener_ExecuteScript;
event.AddConstString( STRING_GLOBAL_RUNTO_SCR );
event.AddValue( ev->GetValue( 1 ) );
ExecuteScript( &event );
}
/*
===============
Actor::CrouchTo
Crouch to specific location.
===============
*/
void Actor::CrouchTo
(
Event *ev
)
{
Event event = EV_Listener_ExecuteScript;
event.AddConstString( STRING_GLOBAL_CROUCHTO_SCR );
event.AddValue( ev->GetValue( 1 ) );
ExecuteScript( &event );
}
/*
===============
Actor::CrawlTo
Crawl to specific location.
===============
*/
void Actor::CrawlTo
(
Event *ev
)
{
Event event = EV_Listener_ExecuteScript;
event.AddConstString( STRING_GLOBAL_CRAWLTO_SCR );
event.AddValue( ev->GetValue( 1 ) );
ExecuteScript( &event );
}
/*
===============
Actor::AimAt
Aim at specified target.
===============
*/
void Actor::AimAt
(
Event *ev
)
{
if( ev->IsVectorAt( 1 ) )
{
Vector orig = ev->GetVector(1);
if (m_aimNode)
{
if (m_aimNode->IsSubclassOfTempWaypoint())
{
delete m_aimNode;
}
m_aimNode = NULL;
}
TempWaypoint * twp = new TempWaypoint;
m_aimNode = twp;
m_aimNode->setOrigin(orig);
}
else
{
SetAimNode(ev->GetListener(1));
}
SetThinkIdle( m_aimNode != NULL ? THINK_AIM : THINK_IDLE);
}
/*
===============
Actor::DefaultRestart
Default restart of current think state.
===============
*/
void Actor::DefaultRestart
(
void
)
{
EndState( m_ThinkLevel );
BeginState();
}
/*
===============
Actor::SuspendState
Suspend current think state.
===============
*/
void Actor::SuspendState
(
void
)
{
GlobalFuncs_t *func = &GlobalFuncs[ m_Think[ m_ThinkLevel ] ];
if( func->SuspendState )
( this->*func->SuspendState )( );
}
/*
===============
Actor::ResumeState
Resume current think state.
===============
*/
void Actor::ResumeState
(
void
)
{
GlobalFuncs_t *func = &GlobalFuncs[ m_Think[ m_ThinkLevel ] ];
if( func->ResumeState )
( this->*func->ResumeState )( );
}
/*
===============
Actor::BeginState
Begin current think state.
===============
*/
void Actor::BeginState
(
void
)
{
m_Think[ m_ThinkLevel ] = m_ThinkMap[ m_ThinkState ];
GlobalFuncs_t *func = &GlobalFuncs[ m_Think[ m_ThinkLevel ] ];
if( func->BeginState )
( this->*func->BeginState )();
m_Think[ m_ThinkLevel ] = m_ThinkMap[ m_ThinkState ];
}
/*
===============
Actor::EndState
End current think state.
===============
*/
void Actor::EndState
(
int level
)
{
GlobalFuncs_t *func = &GlobalFuncs[ m_Think[ level ] ];
m_Think[ level ] = THINK_VOID;
if( func->EndState )
( this->*func->EndState )();
if( m_pAnimThread )
m_pAnimThread->AbortRegistration( STRING_EMPTY, this );
}
/*
===============
Actor::RestartState
Restart current think state.
===============
*/
void Actor::RestartState
(
void
)
{
GlobalFuncs_t *func = &GlobalFuncs[ m_Think[ m_ThinkLevel ] ];
if( func->RestartState)
( this->*func->RestartState)();
}
/*
===============
Actor::setContentsSolid
===============
*/
void Actor::setContentsSolid
(
void
)
{
setContents(CONTENTS_NOBOTCLIP);
}
/*
===============
Actor::InitThinkStates
Initialize think related stuff.
===============
*/
void Actor::InitThinkStates
(
void
)
{
for (size_t i = 0; i < NUM_THINKSTATES; i++)
{
m_ThinkMap[i] = THINK_VOID;
}
for (size_t i = 0; i < NUM_THINKLEVELS; i++)
{
m_Think[i] = THINK_VOID;
m_ThinkStates[i] = THINKSTATE_VOID;
}
m_ThinkMap[THINKSTATE_VOID] = THINK_VOID;
m_ThinkMap[THINKSTATE_IDLE] = THINK_IDLE;
m_ThinkMap[THINKSTATE_PAIN] = THINK_PAIN;
m_ThinkMap[THINKSTATE_KILLED] = THINK_KILLED;
m_ThinkMap[THINKSTATE_ATTACK] = THINK_TURRET;
m_ThinkMap[THINKSTATE_CURIOUS] = THINK_CURIOUS;
m_ThinkMap[THINKSTATE_DISGUISE] = THINK_DISGUISE_SALUTE;
m_ThinkMap[THINKSTATE_GRENADE] = THINK_GRENADE;
m_ThinkMap[THINKSTATE_NOCLIP] = THINK_NOCLIP;
m_ThinkLevel = THINKLEVEL_NORMAL;
m_ThinkState = THINKSTATE_VOID;
m_bDirtyThinkState = false;
}
/*
===============
Actor::UpdateEyeOrigin
Update eye position.
===============
*/
void Actor::UpdateEyeOrigin
(
void
)
{
Vector eyeTag = vec_zero;
int currLvlTime = level.inttime;
int currTime = m_iEyeUpdateTime;
if (currLvlTime > currTime)
{
m_iEyeUpdateTime = NextUpdateTime(currTime, 100);
GetTag( "eyes bone", &eyeTag, &m_vEyeDir);
eyeposition = eyeTag - origin;
m_vEyeDir[2] = 0.0;
VectorNormalizeFast(m_vEyeDir);
if (eyeposition[0] < -10.5)
{
eyeposition[0] = -10.5;
}
if (eyeposition[0] > 10.5)
eyeposition[0] = 10.5;
if (eyeposition[1] < -10.5)
{
eyeposition[1] = -10.5;
}
if (eyeposition[1] > 10.5)
eyeposition[1] = 10.5;
if (eyeposition[2] < 4.5)
{
eyeposition[2] = 4.5;
}
if (eyeposition[2] > 89.5)
eyeposition[2] = 89.5;
}
}
/*
===============
Actor::RequireThink
Do I need to think ?
===============
*/
bool Actor::RequireThink
(
void
)
{
if(G_GetEntity(0))
return ( level.inttime < edict->r.lastNetTime + 60000 );
else
return false;
}
/*
===============
Actor::UpdateEnemy
Update enemy w.r.t m_iEnemyCheckTime.
===============
*/
void Actor::UpdateEnemy
(
int iMaxDirtyTime
)
{
if (level.inttime > iMaxDirtyTime + m_iEnemyCheckTime)
UpdateEnemyInternal();
}
/*
===============
Actor::UpdateEnemyInternal
Real update enemy.
===============
*/
void Actor::UpdateEnemyInternal
(
void
)
{
for (Sentient *pSent = level.m_HeadSentient[1 - m_Team]; pSent; pSent = pSent->m_NextSentient)
{
m_PotentialEnemies.AddPotentialEnemy(pSent);
}
m_PotentialEnemies.CheckEnemies(this);
if (m_Enemy != m_PotentialEnemies.GetCurrentEnemy())
SetEnemy(m_PotentialEnemies.GetCurrentEnemy(), false);
m_fNoticeTimeScale += (level.inttime - m_iEnemyCheckTime) / 10000;
if (m_fNoticeTimeScale > m_fMaxNoticeTimeScale)
m_fNoticeTimeScale = m_fMaxNoticeTimeScale;
m_iEnemyCheckTime = level.inttime;
}
/*
===============
Actor::SetEnemy
Set current enemy.
===============
*/
void Actor::SetEnemy
(
Sentient *pEnemy,
bool bForceConfirmed
)
{
if (pEnemy == m_Enemy)
{
return;
}
if (m_Enemy)
{
m_Enemy->m_iAttackerCount--;
}
m_bNewEnemy = m_Enemy == NULL;
//delete m_Enemy;
m_Enemy = pEnemy;
m_iEnemyChangeTime = level.inttime;
if (m_Enemy)
{
Event e1(EV_Actor_ShareEnemy);
//FIXME: macro
PostEvent(e1, 0.75);
if (m_Enemy->m_bHasDisguise)
{
if (level.inttime > m_iEnemyVisibleCheckTime)
{
//this cansee call changes m_bEnemyVisible and m_bEnemyInFOV
//FIXME: macro
CanSee(m_Enemy, 0, 0.828 * world->farplane_distance);
}
}
m_bEnemyIsDisguised = m_Enemy->m_bHasDisguise && (m_Enemy->m_bIsDisguised || !m_bEnemyVisible);
SetEnemyPos(m_Enemy->origin);
m_Enemy->m_iAttackerCount++;
if (bForceConfirmed)
{
m_PotentialEnemies.ConfirmEnemy(this, m_Enemy);
}
}
}
/*
===============
Actor::SetEnemyPos
Update stored enemy position information.
===============
*/
void Actor::SetEnemyPos
(
Vector vPos
)
{
if (m_vLastEnemyPos != vPos)
{
m_iLastEnemyPosChangeTime = level.inttime;
m_vLastEnemyPos = vPos;
mTargetPos = m_vLastEnemyPos;
if (m_Enemy)
{
mTargetPos += m_Enemy->eyeposition;
}
else
{
mTargetPos.z += 88;
}
if (mTargetPos.z - EyePosition().z < 128)
{
mTargetPos.z -= 16;
}
}
}
/*
===============
Actor::ResetBodyQueue
Clear body queue.
Called upon Level::Cleanup()
===============
*/
void Actor::ResetBodyQueue
(
void
)
{
//weird useless loop ?
for (int i = MAX_BODYQUEUE-1; i >= 0; i--)
{
//do nothing.
}
//mBodyQueue
//this resets curBody, but all the magic happens in AddToBodyQue
mCurBody = 0;
}
/*
===============
Actor::AddToBodyQue
Add this to body queue.
===============
*/
void Actor::AddToBodyQue
(
void
)
{
SafePtr<Actor> lastActor = mBodyQueue[mCurBody + 3];
if (lastActor)
{
Event ev(EV_Remove);
lastActor->PostEvent(ev, 0);
}
mBodyQueue[mCurBody] = this;
//update current body index
mCurBody = (mCurBody + 1) % 5;
}
/*
===============
Actor::GetAntiBunchPoint
===============
*/
Vector Actor::GetAntiBunchPoint
(
void
)
{
int count = 0;
Vector ret = vec_origin;
if (m_pNextSquadMate != this)
{
for (auto pSquadMate = m_pNextSquadMate; pSquadMate != this; pSquadMate = pSquadMate->m_pNextSquadMate)
{
Vector dist = origin - pSquadMate->origin;
float distSq = dist * dist;
if (distSq != 0)
{
if (Square(m_fInterval) > distSq)
{
count++;
ret += origin + (dist/sqrt(distSq)) * (m_fInterval - sqrt(distSq));
}
}
}
if (count)
{
if (count != 1)
{
ret /= count;
}
}
else
{
ret = origin;
}
}
return ret;
}
/*
===============
Actor::InitVoid
Init void global func
===============
*/
void Actor::InitVoid
(
GlobalFuncs_t *func
)
{
func->IsState = &Actor::IsVoidState;
}
/*
===============
Actor::DumpCallTrace
Dump useful debug info.
===============
*/
const char *Actor::DumpCallTrace
(
const char *pszFmt,
...
) const
{
cvar_t *sv_mapname;
tm *ptm;
time_t t;
Vector vPlayer = vec_zero;
char szFile[64];
int i2;
//int i1;
int i;
char szTemp[65536];
char szTemp2[1024];
va_list va;
va_start(va, pszFmt);
sv_mapname = gi.Cvar_Get("mapname", "unknown", 0);
Player *p = (Player *)G_GetEntity(0);
if (p)
{
vPlayer = p->origin;
}
i = sprintf(
szTemp,
"map = %s\n"
"time = %i (%i:%02i)\n"
"entnum = %i, targetname = '%s'\n"
"origin = (%g %g %g)\n"
"think = %s, thinkstate = %s\n"
"type_idle = %s\n"
"type_attack = %s\n"
"m_State = %i, m_pszDebugState = %s\n"
"player is at (%g %g %g)\n"
"--------------------------------------\n",
sv_mapname->string,
level.inttime,
level.inttime / 60000,
level.inttime / 1000 - 60 * (level.inttime / 60000),
entnum,
targetname.c_str(),
origin[0],
origin[1],
origin[2],
ThinkName().c_str(),
ThinkStateName().c_str(),
Director.GetString(m_csThinkNames[m_ThinkMap[THINKSTATE_IDLE]]).c_str(),
Director.GetString(m_csThinkNames[m_ThinkMap[THINKSTATE_ATTACK]]).c_str(),
m_State,
m_pszDebugState,
vPlayer[0],
vPlayer[1],
vPlayer[2]);
if (pszFmt)
{
i2 = i + vsprintf(&szTemp[i], pszFmt, va);
}
if (i2 != i)
{
strcpy(&szTemp[i2], "\n--------------------------------------\n");
}
t = time(0);
ptm = localtime(&t);
sprintf(
szFile,
"main\\ai_trace_%s_%i_%i_%02i%02i.log",
sv_mapname->string,
ptm->tm_mon + 1,
ptm->tm_mday,
ptm->tm_hour,
ptm->tm_min);
for (i=0; szFile[i]; i++)
{
if (szFile[i] == '\\' || szFile[i] == '/')
szFile[i] = '_';
}
sprintf(szTemp2, "Include '%s' in your bug report!", szFile);
//PreAssertMessage:
fprintf(stderr, "IMPORTANT: %s\n", szTemp2);
va_end(va);
return ::va(
"\n"
"\t-------------------------- IMPORTANT REMINDER --------------------------\n"
"\n"
"\tinclude '%s' in your bug report! \n"
"\n"
"\t----------------------- END IMPORTANT REMINDER -----------------------\n"
"\n"
"%s",
szFile,
szTemp);
}
/*
===============
Actor::Init
Initialize global actor variables.
Called from G_InitGame()
===============
*/
void Actor::Init
(
void
)
{
g_showinfo = gi.Cvar_Get("g_showinfo", "0", 0);
for (int i = 0; i < NUM_THINKS; i++)
{
GlobalFuncs[i].ThinkState = NULL;
GlobalFuncs[i].BeginState = NULL;
GlobalFuncs[i].ResumeState = NULL;
GlobalFuncs[i].EndState = NULL;
GlobalFuncs[i].SuspendState = NULL;
GlobalFuncs[i].RestartState = &Actor::DefaultRestart;
GlobalFuncs[i].FinishedAnimation = NULL;
GlobalFuncs[i].PostShoot = NULL;
GlobalFuncs[i].Pain = &Actor::DefaultPain;
GlobalFuncs[i].Killed = &Actor::DefaultKilled;
GlobalFuncs[i].PassesTransitionConditions = NULL;
GlobalFuncs[i].ShowInfo = NULL;
GlobalFuncs[i].ReceiveAIEvent = &Actor::DefaultReceiveAIEvent;
GlobalFuncs[i].IsState = NULL;
GlobalFuncs[i].PathnodeClaimRevoked = NULL;
}
InitVoid(&GlobalFuncs[THINK_VOID]);
InitTurret(&GlobalFuncs[THINK_TURRET]);
InitCover(&GlobalFuncs[THINK_COVER]);
InitPatrol(&GlobalFuncs[THINK_PATROL]);
InitRunner(&GlobalFuncs[THINK_RUNNER]);
InitPain(&GlobalFuncs[THINK_PAIN]);
InitKilled(&GlobalFuncs[THINK_KILLED]);
InitIdle(&GlobalFuncs[THINK_IDLE]);
InitCurious(&GlobalFuncs[THINK_CURIOUS]);
InitDisguiseSalute(&GlobalFuncs[THINK_DISGUISE_SALUTE]);
InitDisguiseSentry(&GlobalFuncs[THINK_DISGUISE_SENTRY]);
InitDisguiseOfficer(&GlobalFuncs[THINK_DISGUISE_OFFICER]);
InitDisguiseRover(&GlobalFuncs[THINK_DISGUISE_ROVER]);
InitDisguiseNone(&GlobalFuncs[THINK_DISGUISE_NONE]);
InitAlarm(&GlobalFuncs[THINK_ALARM]);
InitGrenade(&GlobalFuncs[THINK_GRENADE]);
InitMachineGunner(&GlobalFuncs[THINK_MACHINEGUNNER]);
InitDogIdle(&GlobalFuncs[THINK_DOG_IDLE]);
InitDogAttack(&GlobalFuncs[THINK_DOG_ATTACK]);
InitDogCurious(&GlobalFuncs[THINK_DOG_CURIOUS]);
InitAnim(&GlobalFuncs[THINK_ANIM]);
InitAnimCurious(&GlobalFuncs[THINK_ANIM_CURIOUS]);
InitAim(&GlobalFuncs[THINK_AIM]);
InitBalconyIdle(&GlobalFuncs[THINK_BALCONY_IDLE]);
InitBalconyCurious(&GlobalFuncs[THINK_BALCONY_CURIOUS]);
InitBalconyAttack(&GlobalFuncs[THINK_BALCONY_ATTACK]);
InitBalconyDisguise(&GlobalFuncs[THINK_BALCONY_DISGUISE]);
InitBalconyGrenade(&GlobalFuncs[THINK_BALCONY_GRENADE]);
InitBalconyPain(&GlobalFuncs[THINK_BALCONY_PAIN]);
InitBalconyKilled(&GlobalFuncs[THINK_BALCONY_KILLED]);
InitWeaponless(&GlobalFuncs[THINK_WEAPONLESS]);
InitNoClip(&GlobalFuncs[THINK_NOCLIP]);
InitDead(&GlobalFuncs[THINK_DEAD]);
AddWaitTill(STRING_TRIGGER);
AddWaitTill(STRING_MOVE);
AddWaitTill(STRING_ANIMDONE);
AddWaitTill(STRING_VISIBLE);
AddWaitTill(STRING_UPPERANIMDONE);
AddWaitTill(STRING_SAYDONE);
AddWaitTill(STRING_FLAGGEDANIMDONE);
AddWaitTill(STRING_DEATH);
AddWaitTill(STRING_PAIN);
AddWaitTill(STRING_HASENEMY);
AddWaitTill(STRING_MOVEDONE);
AddWaitTill(STRING_SOUNDDONE);
AddWaitTill(STRING_TURNDONE);
gi.DPrintf("actor waittills registered\n");
if (developer->integer)
{
Com_Printf("sizeof(Actor) == %zi\n", sizeof(Actor));
//FIXME: magic ??
Com_Printf("Magic sizeof actor number: %zd\n", sizeof(Actor));
}
}
/*
===============
Actor::FixAIParameters
Fix path related parameters.
===============
*/
void Actor::FixAIParameters
(
void
)
{
//FIXME: needs revision(silly mistakes)
float distmin, distmin2, distmax;
if (m_pTetherEnt)
{
float leash = 64;
if ( m_pTetherEnt->IsSubclassOfEntity() )
{
leash = m_pTetherEnt->angles.y - m_pTetherEnt->origin.y + m_pTetherEnt->angles.z + m_pTetherEnt->origin.z;
}
if ( leash <= m_fLeash)
{
distmin = m_fLeash;
}
else
{
Com_Printf("^~^~^ LD ERROR: (entnum %i, radnum %i, targetname '%s'): increasing leash from %g to %g.\n"
"^~^~^ Leash must be larger than the size of the entity to which an AI is tethered.\n"
"\n",
entnum,
radnum,
targetname.c_str(),
m_fLeash,
leash);
m_fLeash = leash;
distmin = leash;
m_fLeashSquared = Square(leash);
}
}
else
{
distmin = m_fLeash;
}
if (m_fMinDistance <= distmin)
{
distmax = m_fMinDistance;
}
else
{
Com_Printf("^~^~^ LD ERROR: (entnum %i, radnum %i, targetname '%s'): reducing mindist from %g to %g to match leash.\n"
"^~^~^ Leash must be greater than mindist, or the AI will want to both run away and stay put.\n"
"\n",
entnum,
radnum,
targetname.c_str(),
m_fMinDistance,
distmin);
m_fMinDistance = distmin;
distmax = distmin;
m_fMinDistanceSquared = distmin * distmin;
}
distmax += 128;
if (distmax - 1 > m_fMaxDistance)
{
Com_Printf("^~^~^ LD ERROR: (entnum %i, radnum %i, targetname '%s'): increasing maxdist from %g to %g to exceed mindist.\n"
"^~^~^ Maxdist should be %i greater than mindist, or the AI will want to both run away and charge, or just do oscillatory behavior.\n"
"\n",
entnum,
radnum,
targetname.c_str(),
m_fMaxDistance,
distmax,
128);
m_fMaxDistance = distmax;
m_fMaxDistanceSquared = distmax * distmax;
}
if (world->farplane_distance > 0)
{
//FIXME: macro and floats
if (m_fMaxDistance > world->farplane_distance * 0.828 +1)
{
Com_Printf(
"^~^~^ LD ERROR: (entnum %i, radnum %i, targetname '%s'): reducing maxdist from %g to %g to be %g%% of farplane.\n"
"^~^~^ Maxdist should be this distance within fog, or AI will be able to see and attack through fog.\n"
"\n",
entnum,
radnum,
targetname.c_str(),
m_fMaxDistance,
world->farplane_distance * 0.828,
2.0);
distmin2 = m_fMinDistance;
m_fMaxDistance = world->farplane_distance * 0.828;
m_fMaxDistanceSquared = m_fMaxDistance * m_fMaxDistance;
if (distmin2 + 128.0 - 1.0 > m_fMaxDistance)
{
Com_Printf(
"^~^~^ LD ERROR: (entnum %i, radnum %i, targetname '%s'): reducing mindist from %g to %g to be less than maxdist "
"after fog adjustment.\n"
"\n",
entnum,
radnum,
targetname.c_str(),
distmin2,
m_fMaxDistance <= 128 ? 0 : m_fMaxDistance - 128);
m_fMinDistance = m_fMaxDistance - 128.0;
if (m_fMaxDistance - 128.0 < 0)
{
m_fMinDistance = 0.0;
}
m_fMinDistanceSquared = Square(m_fMinDistance);
}
}
}
}
/*
===============
Actor::AttackEntryAnimation
Returns true if actor stands/draws his weapon.
===============
*/
bool Actor::AttackEntryAnimation
(
void
)
{
if (m_Enemy)
{
if (level.inttime >= level.m_iAttackEntryAnimTime + 3000)
{
float distSq = (m_Enemy->origin - origin).lengthXYSquared();
if (m_bNoSurprise || distSq >= Square(256))
{
if (distSq > Square(1024) && !(rand() & 3))
{
if (m_pNextSquadMate != this)
{
for (auto pSquadMate = m_pNextSquadMate; ; pSquadMate = pSquadMate->m_pNextSquadMate)
{
if (Square(m_fInterval) * Square(2) > (pSquadMate->origin - origin).lengthSquared())
{
break;
}
if (pSquadMate == this)
{
if (m_bNewEnemy)
Anim_Say(STRING_ANIM_SAY_SIGHTED_SCR, 200, false);
m_bNoSurprise = true;
m_bNewEnemy = false;
return false;
}
}
vec2_t vDelta;
vDelta[0] = m_Enemy->origin.x - origin.x;
vDelta[1] = m_Enemy->origin.y - origin.y;
if (vDelta[0] != 0 || vDelta[1] != 0)
{
SetDesiredYawDir(vDelta);
}
SetDesiredLookDir(m_Enemy->origin - origin);
m_csNextAnimString = STRING_ANIM_STANDIDENTIFY_SCR;
m_bNextForceStart = true;
m_bNoSurprise = true;
m_bNewEnemy = false;
return true;
}
}
}
else
{
//FIXME: macro
if ( rand() > distSq * 0.0026041667) //rand() / 0x17F
{
//FIXME: macro
StartAnimation(1, STRING_ANIM_STANDSHOCK_SCR);
m_bNoSurprise = true;
m_bNewEnemy = false;
return true;
}
}
}
//FIXME: macro
if (m_bNewEnemy)
Anim_Say(STRING_ANIM_SAY_SIGHTED_SCR, 200, false);
m_bNoSurprise = true;
m_bNewEnemy = false;
}
return false;
}
/*
===============
Actor::CheckForThinkStateTransition
Check for all thinkstates transitions.
===============
*/
void Actor::CheckForThinkStateTransition
(
void
)
{
if (!CheckForTransition(THINKSTATE_GRENADE, THINKLEVEL_NORMAL))
{
if (!m_bEnableEnemy)
{
CheckForTransition(THINKSTATE_IDLE, THINKLEVEL_NORMAL);
}
else
{
if (!CheckForTransition(THINKSTATE_ATTACK, THINKLEVEL_NORMAL))
{
if (!CheckForTransition(THINKSTATE_DISGUISE, THINKLEVEL_NORMAL))
{
if (CheckForTransition(THINKSTATE_CURIOUS, THINKLEVEL_NORMAL))
{
m_pszDebugState = "from_sight";
}
else
{
CheckForTransition(THINKSTATE_IDLE, THINKLEVEL_NORMAL);
}
}
}
}
}
}
/*
===============
Actor::CheckForTransition
Check for thinkstate transition.
===============
*/
bool Actor::CheckForTransition
(
eThinkState state,
eThinkLevel level
)
{
GlobalFuncs_t *func;
if( m_ThinkStates[ level ] != state )
{
func = &GlobalFuncs[ m_ThinkMap[ state ] ];
if( func->PassesTransitionConditions && ( this->*( func->PassesTransitionConditions ) )() )
{
SetThinkState( state, THINKLEVEL_NORMAL);
return true;
}
}
return false;
}
/*
===============
Actor::PassesTransitionConditions_Grenade
Should actor transition think state to grenade ?
===============
*/
bool Actor::PassesTransitionConditions_Grenade
(
void
)
{
if( !m_bLockThinkState && m_bEnableEnemy && m_pGrenade )
{
return m_fGrenadeAwareness >= random();
}
return false;
}
/*
===============
Actor::PassesTransitionConditions_Attack
Should actor transition think state to attack ?
===============
*/
bool Actor::PassesTransitionConditions_Attack
(
void
)
{
UpdateEnemy(0);
if( m_bLockThinkState )
return false;
if( m_Enemy && !( m_Enemy->flags & FL_NOTARGET ) )
{
if(EnemyIsDisguised())
{
return true;
}
if( m_PotentialEnemies.GetCurrentVisibility() > 0.999f )
return true;
}
return false;
}
/*
===============
Actor::PassesTransitionConditions_Disguise
Should actor transition think state to disguise ?
===============
*/
bool Actor::PassesTransitionConditions_Disguise
(
void
)
{
if( m_bLockThinkState )
return false;
if( m_iNextDisguiseTime > level.inttime )
return false;
m_iNextDisguiseTime = level.inttime + 200;
UpdateEnemy(200);
if( !m_Enemy )
return false;
if(EnemyIsDisguised())
{
{
if( m_PotentialEnemies.GetCurrentVisibility() > 0.999f )
{
if( fabs( m_Enemy->origin[ 2 ] - origin[ 2 ] ) <= 48.0f )
{
vec2_t delta;
float fHorzDistanceSquared;
VectorSub2D(m_Enemy->origin, origin, delta);
fHorzDistanceSquared = VectorLength2DSquared(delta);
if(fHorzDistanceSquared > Square(32) && fHorzDistanceSquared < m_fMaxDisguiseDistSquared)
{
Player *player = ( Player * )G_GetEntity( 0 );
Vector pos = EyePosition();
return G_SightTrace(
pos,
vec_zero,
vec_zero,
player->centroid,
this,
player,
MASK_TRANSITION,
qfalse,
"Actor::PassesTransitionConditions_Disguise" );
}
}
}
}
}
return false;
}
/*
===============
Actor::PassesTransitionConditions_Curious
Should actor transition think state to curious ?
===============
*/
bool Actor::PassesTransitionConditions_Curious
(
void
)
{
UpdateEnemy(200);
if( m_bLockThinkState )
return false;
if( !m_Enemy && m_iCuriousTime )
{
SetCuriousAnimHint(6);
return true;
}
if(m_Enemy && !EnemyIsDisguised() && m_PotentialEnemies.GetCurrentVisibility() <= 0.999f )
{
//THINKSTATE_CURIOUS
SetCuriousAnimHint(6);
return true;
}
return false;
}
/*
===============
Actor::UpdateEnableEnemy
Enable/disable enemy based on desired value.
Can be changed from script.
===============
*/
void Actor::UpdateEnableEnemy
(
void
)
{
if (m_bEnableEnemy != m_bDesiredEnableEnemy)
{
m_bEnableEnemy = m_bDesiredEnableEnemy;
if (m_bDesiredEnableEnemy)
{
SetLeashHome(origin);
}
else
{
if (m_ThinkStates[THINKLEVEL_NORMAL] <= THINKSTATE_DISGUISE)
{
SetThinkState(THINKSTATE_IDLE, THINKLEVEL_NORMAL);
}
SetEnemy(NULL, false);
}
}
}
/*
===============
Actor::ThinkStateTransitions
Transition think state and level.
Called when thinkstate/level are change.
===============
*/
void Actor::ThinkStateTransitions
(
void
)
{
int newThinkLevel;
int newThinkState;
//GlobalFuncs_t *func;// = &GlobalFuncs[m_Think[m_ThinkLevel]];
//loop on all think levels.
for (newThinkLevel = NUM_THINKLEVELS -1; newThinkLevel >= 0 ; newThinkLevel--)
{
newThinkState = m_ThinkStates[newThinkLevel];
//a new think level is found if it's think state is not THINKSTATE_VOID
if (newThinkState != THINKSTATE_VOID)
{
break;
}
}
if (m_ThinkMap[newThinkState] == m_Think[m_ThinkLevel])
{
if (newThinkLevel != m_ThinkLevel || m_ThinkState != newThinkState)
{
m_ThinkLevel = (eThinkLevel)newThinkLevel;
m_ThinkState = (eThinkState)newThinkState;
m_Think[newThinkLevel] = m_ThinkMap[newThinkState];
}
else
{
RestartState();
}
}
else
{
if (newThinkLevel > THINKLEVEL_NORMAL)
{
for (int i = 0 ; i < newThinkLevel; i++)
{
if (m_ThinkStates[i] == THINKSTATE_VOID)
EndState(i);
}
}
if (newThinkLevel > m_ThinkLevel)
{
SuspendState();
m_ThinkLevel = (eThinkLevel)newThinkLevel;
m_ThinkState = m_ThinkStates[newThinkLevel];
m_Think[newThinkLevel] = m_ThinkMap[m_ThinkState];
BeginState();
m_Think[m_ThinkLevel] = m_ThinkMap[m_ThinkState];
}
else
{
EndState(m_ThinkLevel);
if (newThinkLevel == m_ThinkLevel)
{
m_ThinkState = m_ThinkStates[newThinkLevel];
m_Think[newThinkLevel] = m_ThinkMap[m_ThinkState];
BeginState();
m_Think[m_ThinkLevel] = m_ThinkMap[m_ThinkState];
}
else
{
m_ThinkLevel = (eThinkLevel)newThinkLevel;
m_ThinkState = m_ThinkStates[newThinkLevel];
if (m_Think[newThinkLevel] != m_ThinkMap[m_ThinkState])
{
EndState(newThinkLevel);
m_Think[m_ThinkLevel] = m_ThinkMap[m_ThinkState];
BeginState();
m_Think[m_ThinkLevel] = m_ThinkMap[m_ThinkState];
}
else
{
ResumeState();
}
}
}
}
}
/*
===============
Actor::TransitionState
===============
*/
void Actor::TransitionState
(
int iNewState,
int iPadTime
)
{
//fixme: this is an inline function.
m_State = iNewState;
m_iStateTime = level.inttime + iPadTime;
}
/*
===============
Actor::ChangeAnim
Change current animation.
===============
*/
void Actor::ChangeAnim
(
void
)
{
bool v3; // zf
if (m_pAnimThread)
{
if (g_scripttrace->integer)
{
if (m_pAnimThread->CanScriptTracePrint())
Com_Printf("--- Change Anim\n");
}
m_pAnimThread->AbortRegistration(
STRING_EMPTY,
this);
ScriptClass * sc = m_pAnimThread->GetScriptClass();
if (sc)
{
delete sc;
}
Com_Printf("ChangeAnim: m_pAnimThread aborted\n");
}
if (m_ThinkState != 4) // THINKSTATE_ATTACK
{
if (m_ThinkState <= 4) // THINKSTATE_ATTACK
{
if (m_ThinkState >= 2) // THINKSTATE_PAIN
{
if (m_bMotionAnimSet)
AnimFinished(m_iMotionSlot, true);
if (m_bActionAnimSet)
AnimFinished(m_iActionSlot, true);
v3 = m_bSayAnimSet == 0;
LABEL_13:
if (v3)
goto LABEL_14;
goto LABEL_20;
}
goto LABEL_21;
}
if (m_ThinkState != 7) // m_ThinkState != THINKSTATE_GRENADE
{
LABEL_21:
if (m_bMotionAnimSet)
{
if (!m_bLevelMotionAnim)
AnimFinished(m_iMotionSlot, true);
}
if (m_bActionAnimSet)
{
if (!m_bLevelActionAnim)
AnimFinished(m_iActionSlot, true);
}
if (m_bSayAnimSet && !m_bLevelSayAnim)
{
LABEL_20:
AnimFinished(m_iSaySlot, true);
goto LABEL_14;
}
goto LABEL_14;
}
}
if (m_bMotionAnimSet)
AnimFinished(m_iMotionSlot, true);
if (m_bActionAnimSet)
AnimFinished(m_iActionSlot, true);
if (m_bSayAnimSet)
{
v3 = m_bLevelSayAnim == 2;
goto LABEL_13;
}
LABEL_14:
m_fCrossblendTime = 0.5;
m_pAnimThread = m_Anim.Create(this);
if (m_pAnimThread)
{
if (g_scripttrace->integer)
{
if (m_pAnimThread->CanScriptTracePrint())
Com_Printf("+++ Change Anim\n");
}
m_pAnimThread->Register(STRING_EMPTY, this);
m_pAnimThread->StartTiming();
Com_Printf("ChangeAnim: m_pAnimThread started\n");
}
}
/*
void Actor::ChangeAnim
(
void
)
{
if (m_pAnimThread)
{
if (g_scripttrace->integer && m_pAnimThread->CanScriptTracePrint())
{
Com_Printf("--- Change Anim\n");
}
m_pAnimThread->AbortRegistration(STRING_EMPTY, this);
ScriptClass * sc = m_pAnimThread->GetScriptClass();
if (sc)
{
delete sc;
}
Com_Printf("ChangeAnim: m_pAnimThread aborted\n");
}
if (m_ThinkState != THINKSTATE_ATTACK)
{
if (m_ThinkState > THINKSTATE_ATTACK)
{
if (m_ThinkState != THINKSTATE_GRENADE)
{
if (m_bMotionAnimSet && !m_bLevelMotionAnim)
AnimFinished(m_iMotionSlot, true);
if (m_bActionAnimSet && !m_bLevelActionAnim)
AnimFinished(m_iActionSlot, true);
if (m_bSayAnimSet && !m_bLevelSayAnim)
AnimFinished(m_iSaySlot, true);
}
else
{
if (m_bMotionAnimSet)
AnimFinished(m_iMotionSlot, true);
if (m_bActionAnimSet)
AnimFinished(m_iActionSlot, true);
if (m_bSayAnimSet && m_bLevelSayAnim != 2)
AnimFinished(m_iSaySlot, true);
}
}
else
{
if (m_ThinkState < THINKSTATE_PAIN)
{
if (m_bMotionAnimSet && !m_bLevelMotionAnim)
AnimFinished(m_iMotionSlot, true);
if (m_bActionAnimSet && !m_bLevelActionAnim)
AnimFinished(m_iActionSlot, true);
if (m_bSayAnimSet && !m_bLevelSayAnim)
AnimFinished(m_iSaySlot, true);
}
else
{
if (m_bMotionAnimSet)
AnimFinished(m_iMotionSlot, true);
if (m_bActionAnimSet)
AnimFinished(m_iActionSlot, true);
if (m_bSayAnimSet)
AnimFinished(m_iSaySlot, true);
}
}
}
else
{
if (m_bMotionAnimSet)
AnimFinished(m_iMotionSlot, true);
if (m_bActionAnimSet)
AnimFinished(m_iActionSlot, true);
if (m_bSayAnimSet && m_bLevelSayAnim != 2)
AnimFinished(m_iSaySlot, true);
}
//FIXME: macro
m_fCrossblendTime = 0.5;
m_pAnimThread = m_Anim.Create(this);
if (m_pAnimThread)
{
if (g_scripttrace->integer)
{
if (m_pAnimThread->CanScriptTracePrint())
Com_Printf("+++ Change Anim\n");
}
m_pAnimThread->Register(STRING_EMPTY, this);
m_pAnimThread->StartTiming();
Com_Printf("ChangeAnim: m_pAnimThread started\n");
}
}
*/
/*
===============
Actor::UpdateSayAnim
Update say animation.
===============
*/
void Actor::UpdateSayAnim
(
void
)
{
gi.DPrintf("Actor::UpdateSayAnim 1\n");
if (m_ThinkState > THINKSTATE_KILLED)
{
gi.DPrintf("Actor::UpdateSayAnim 2\n");
int animnum = gi.Anim_NumForName(edict->tiki, Director.GetString(m_csSayAnim).c_str());
if (animnum == -1)
{
return;
}
gi.DPrintf("Actor::UpdateSayAnim 3\n");
int flags = gi.Anim_FlagsSkel(edict->tiki, animnum);
//FIXME: macro
if (flags & 256)
{
gi.DPrintf("Actor::UpdateSayAnim 4\n");
if ( !IsAttackState(m_ThinkState) && !IsGrenadeState(m_ThinkState) )
{
ChangeActionAnim();
if (flags & ANIM_NOACTION)
{
ChangeMotionAnim();
StartMotionAnimSlot(0, animnum, 1);
m_bLevelActionAnim = true;
m_bLevelMotionAnim = true;
m_iMotionSlot = m_iActionSlot = GetMotionSlot(0);
}
else
{
m_bActionAnimSet = true;
StartActionAnimSlot(animnum);
m_bLevelActionAnim = true;
m_iActionSlot = GetActionSlot(0);
}
ChangeSayAnim();
m_bSayAnimSet = true;
m_bLevelSayAnim = m_bNextLevelSayAnim;
m_bNextLevelSayAnim = 0;
m_iSaySlot = m_iActionSlot;
return;
}
gi.DPrintf("Actor::UpdateSayAnim 4\n");
}
else if (m_bNextLevelSayAnim == 2 || (!IsAttackState(m_ThinkState) && !IsGrenadeState(m_ThinkState)) )
{
gi.DPrintf("Actor::UpdateSayAnim 6\n");
ChangeSayAnim();
m_bSayAnimSet = true;
StartSayAnimSlot(animnum);
m_bLevelSayAnim = m_bNextLevelSayAnim;
m_bNextLevelSayAnim = 0;
m_iSaySlot = GetSaySlot();
gi.DPrintf("Actor::UpdateSayAnim 7\n");
return;
}
}
if (!m_bSayAnimSet)
{
Unregister(STRING_SAYDONE);
gi.DPrintf("Actor::UpdateSayAnim 8\n");
}
}
/*
===============
Actor::UpdateUpperAnim
Update upper animation.
===============
*/
void Actor::UpdateUpperAnim
(
void
)
{
int animnum = gi.Anim_NumForName(edict->tiki, Director.GetString(m_csUpperAnim).c_str());
if (animnum != -1)
{
if (IsAttackState(m_ThinkState) || IsGrenadeState(m_ThinkState) || IsKilledState(m_ThinkState) || IsPainState(m_ThinkState))
{
if (!m_bActionAnimSet)
{
Unregister(STRING_UPPERANIMDONE);
}
}
else
{
ChangeActionAnim();
m_bActionAnimSet = true;
StartActionAnimSlot(animnum);
m_bLevelActionAnim = true;
m_iActionSlot = SimpleActor::GetActionSlot(0);
}
}
}
/*
===============
Actor::UpdateAnim
Update animation.
===============
*/
void Actor::UpdateAnim
(
void
)
{
m_bAnimating = true;
SimpleActor::UpdateAim();
if (SimpleActor::UpdateSelectedAnimation())
{
Com_Printf("ChangeAnim\n");
ChangeAnim();
}
Director.iPaused--;
if (!Director.iPaused)
{
Director.ExecuteRunning();
}
Director.iPaused++;
if (m_csSayAnim != STRING_EMPTY)
{
UpdateSayAnim();
m_csSayAnim = STRING_EMPTY;
}
if (m_csUpperAnim != STRING_EMPTY)
{
UpdateUpperAnim();
m_csUpperAnim = STRING_EMPTY;
}
if (!m_bSayAnimSet && !m_bDog)
{
SimpleActor::UpdateEmotion();
}
//FIXME: macro
for (int slot = 0; slot < 14; slot++)
{
//FIXME: better notation
if (!((m_bUpdateAnimDoneFlags >> slot) & 1) )
{
SimpleActor::UpdateAnimSlot(slot);
}
}
float fAnimTime, fAnimWeight, total_weight = 0, time = 0;
for (int slot = 0; slot < 14; slot++)
{
if ((m_weightType[slot] == 1 || m_weightType[slot] == 4) && animFlags[slot] & ANIM_LOOP)
{
UseSyncTime(slot, 1);
fAnimTime = AnimTime(slot);
fAnimWeight = edict->s.frameInfo[slot].weight;
time += fAnimTime * fAnimWeight;
if (std::isinf(time))
{
Com_Printf("ent %i, targetname '%s', anim '%s', slot %i, fAnimTime %f, fAnimWeight %f\n",
entnum,
targetname.c_str(),
AnimName(slot),
slot,
fAnimTime,
fAnimWeight);
}
total_weight += fAnimWeight;
}
else
{
UseSyncTime(slot, 0);
}
}
if (total_weight != 0)
{
SetSyncRate(time / total_weight);
}
PostAnimate();
}
/*
===============
Actor::StoppedWaitFor
Called when stopped wait for an actor.
===============
*/
void Actor::StoppedWaitFor
(
const_str name,
bool bDeleting
)
{
g_iInThinks++;
GlobalFuncs_t *func = &GlobalFuncs[m_Think[m_ThinkLevel]];
if (func->FinishedAnimation)
{
(this->*func->FinishedAnimation)();
}
g_iInThinks--;
}
/*
===============
Actor::ValidGrenadePath
Returns true if grenade trajectory is valid.
i.e grenade can get from vFrom to vTo with vVel with any obstacles.
===============
*/
bool Actor::ValidGrenadePath
(
const Vector& vFrom,
const Vector& vTo,
Vector& vVel
)
{
//FIXME: macros
float fGravity, fTime1, fTime2, fTime3, fTimeLand;
Vector mins(-4, -4, -4);
Vector maxs(4, 4, 4);
Vector vPoint1, vPoint2, vPoint3;
if (vVel.lengthSquared() > 589824)
{
return false;
}
fGravity = 0.8 * sv_gravity->value;
fTime1 = vVel.z * fGravity / 0.5;
vPoint1.x = vVel.x * fTime1 + vFrom.x;
vPoint1.y = vVel.y * fTime1 + vFrom.y;
vPoint1.z = vVel.z * fTime1 * 0.75 + vFrom.z;
maxs.z = fGravity * 0.125 * fTime1 * fTime1 + 4;
if (ai_debug_grenades->integer)
{
G_DebugLine(vFrom, vPoint1, 1.0, 0.5, 0.5, 1.0);
}
if (G_SightTrace(vFrom,
mins,
maxs,
vPoint1,
this,
NULL,
//FIXME: macro
1107569409,
qfalse,
"Actor::ValidGrenadePath 1"))
{
fTime2 = fTime1 + fTime1;
vPoint2.x = vVel.x * fTime2 + vFrom.x;
vPoint2.y = vVel.y * fTime2 + vFrom.y;
vPoint2.z = vVel.z * fTime2 * 0.5 + vFrom.z;
if (ai_debug_grenades->integer)
{
G_DebugLine(vPoint1, vPoint2, 1.0, 0.5, 0.5, 1.0);
}
if (G_SightTrace(vPoint1,
mins,
maxs,
vPoint2,
this,
NULL,
//FIXME: macro
1107569409,
qfalse,
"Actor::ValidGrenadePath 2"))
{
if (fabs(vVel.y) >= fabs(vVel.x))
{
fTimeLand = (vTo.y - vFrom.y) / vVel.y;
}
else
{
fTimeLand = (vTo.x - vFrom.x) / vVel.x;
}
fTime3 = (fTime2 + fTimeLand) / 2;
maxs.z = fGravity * 0.03125 * (fTimeLand - fTime2) * (fTimeLand - fTime2) + 4;
vPoint3.x = vVel.x * fTime3 + vFrom.x;
vPoint3.y = vVel.y * fTime3 + vFrom.y;
vPoint3.z = (vVel.z - fGravity * 0.5 * fTime3) * fTime3 + vFrom.z;
if (ai_debug_grenades->integer)
{
G_DebugLine(vPoint2, vPoint3, 1.0, 0.5, 0.5, 1.0);
}
if (G_SightTrace(vPoint2,
mins,
maxs,
vPoint3,
this,
NULL,
//FIXME: macro
1107569409,
qfalse,
"Actor::ValidGrenadePath 3"))
{
if (ai_debug_grenades->integer)
{
G_DebugLine(vPoint3, vTo, 1.0, 0.5, 0.5, 1.0);
}
trace_t trace = G_Trace(vPoint3, mins, maxs, vTo, this, 1107569409, qfalse, "Actor::ValidGrenadePath 4");
if (!trace.allsolid)
{
if (trace.ent)
{
if (trace.ent->entity->IsSubclassOfSentient())
{
Sentient *sen = (Sentient *)trace.ent->entity;
if (sen->m_Team != m_Team)
{
return true;
}
}
}
}
else if(trace.entityNum == 1022 && trace.plane.normal[2] >= 1)
{
return true;
}
}
}
}
return false;
}
/*
===============
Actor::CalcThrowVelocity
Calculates required grenade throw velocity to get grenade from vFrom to vTo.
===============
*/
Vector Actor::CalcThrowVelocity
(
const Vector& vFrom,
const Vector& vTo
)
{
Vector ret;
Vector vDelta;
float v10; // ST0C_4
float v11; // fst3
//////
float fGravity;
float fVelHorz;
float fVelVert;
float fDeltaZ;
float fDistance;
float fHorzDistSquared;
float fOOTime;
fGravity = 0.8 * sv_gravity->value;
vDelta = vTo - vFrom;
fVelHorz = vDelta.x;
fVelVert = vDelta.y;
fDeltaZ = vDelta.z;
fHorzDistSquared = fVelVert * fVelVert + fVelHorz * fVelHorz;
fDistance = sqrt(fDeltaZ * fDeltaZ + fHorzDistSquared);
// original irl equation: v10 = sqrt(fGravity * 0.5 * fHorzDistSquared / (fDistance * trigMult ))
// trigMult = (cos(th)/ tan(al) - sin(th)/tanSquared(al))
// al = inital velocity angle with ground plane.
// th = angle between vDelta and ground plane.
// mohaa devs decided to let trigMult be 1, for the sake of simplicity I guess.
v10 = sqrt(fGravity * 0.5 * fHorzDistSquared / fDistance);
// no I dea what this means.
// maybe it's related to their angle choice.
// calculates the 1/distanceSquared necessary for fOOTime calculation.
v11 = (fDistance + fDeltaZ) / (fDistance - fDeltaZ) / fHorzDistSquared;
// 1/(speed * sqrt(1/distanceSquared))
// 1/(speed * 1/distance)
// 1/(1/time)
// time
fOOTime = 1 / (v10 * sqrt(v11));
ret.z = v10;
ret.x = fVelHorz / fOOTime;
ret.y = fVelVert / fOOTime;
return ret;
}
/*
===============
Actor::CanThrowGrenade
Returns required velocity to throw grenade from vFrom to vTo.
Or vec_zero if it's not possible.
===============
*/
Vector Actor::CanThrowGrenade
(
const Vector& vFrom,
const Vector& vTo
)
{
Vector vVel = vec_zero;
vVel = CalcThrowVelocity(vFrom, vTo);
if ( vVel == vec_zero || !ValidGrenadePath(vFrom, vTo, vVel))
{
return vec_zero;
}
else
{
return vVel;
}
}
/*
===============
Actor::CalcRollVelocity
Calculates required grenade roll velocity to get grenade from vFrom to vTo.
Roll here means a low toss.
===============
*/
Vector Actor::CalcRollVelocity
(
const Vector& vFrom,
const Vector& vTo
)
{
float fOOTime, fVelVert, fVelHorz, fGravity;
Vector vDelta = vFrom - vTo, vRet;
// you must throw from above.
// start point must be above (higher) than end point.
if (vDelta.z > 0)
{
fGravity = 0.8 * sv_gravity->value;
// Required down velocity to hit the ground twice as fast as freefall time.
vRet.z = sqrt(vDelta.z * fGravity);
// accel = speed / time, hence : time = speed / accel, 0.21961521 is an arbitary scalar.
// since the scalar is way less than 1, it will take more time to hit the ground than to arrive to target dest.
// this is kinda like a low toss rather than a roll. if I understand correctly.
fOOTime = vRet.z / fGravity * 0.21961521;
// speed = distance / time
vRet.x = fVelHorz = -vDelta.x / fOOTime;
vRet.y = fVelVert = -vDelta.y / fOOTime;
return vRet;
}
else
{
return vec_zero;
}
}
/*
===============
Actor::CanRollGrenade
Returns required velocity to roll grenade from vFrom to vTo.
Or vec_zero if it's not possible.
Roll here means a low toss.
===============
*/
Vector Actor::CanRollGrenade
(
const Vector& vFrom,
const Vector& vTo
)
{
Vector vVel = vec_zero;
vVel = CalcRollVelocity(vFrom, vTo);
if (vVel == vec_zero || !ValidGrenadePath(vFrom, vTo, vVel))
{
return vec_zero;
}
else
{
return vVel;
}
}
/*
===============
Actor::CanTossGrenadeThroughHint
Returns true if actor can toss grenade through specified hint.
pvVel and peMode are modified.
===============
*/
bool Actor::CanTossGrenadeThroughHint
(
GrenadeHint *pHint,
const Vector& vFrom,
const Vector& vTo,
bool bDesperate,
Vector *pvVel,
eGrenadeTossMode *peMode
)
{
float fGravity = 0.8 * sv_gravity->value;
float fAngle, fTemp, fTemp2, fTemp3, fTemp4, /*fVelVert, fVelHorz,*/ fRange, fRangeSquared, fDist, fDistSquared, fHeight;
bool bSuccess = false;
Vector vDelta, vHintDelta;
if (!bDesperate)
{
vHintDelta = pHint->origin - vFrom;
vDelta = vFrom - vTo;
fDist = vDelta.lengthXY();
fDistSquared = fDist * fDist;
fRange = vHintDelta.z * fDist - vDelta.z * vHintDelta.lengthXY();
if (fRange == 0)
{
return false;
}
fTemp4 = 1 / fRange;
fRange = (fDist - vHintDelta.lengthXY()) / fRange;
if (fRange <= 0)
{
return false;
}
fTemp = sqrt(fRange * (fDist * (fGravity * 0.5 * vHintDelta.lengthXY())));
fTemp2 = (vHintDelta.z * fDistSquared - vDelta.z * vHintDelta.lengthXYSquared()) * fGravity * 0.5;
fTemp3 = fTemp / vHintDelta.lengthXY();
pvVel->x = vHintDelta.x * fTemp3;
pvVel->y = vHintDelta.y * fTemp3;
pvVel->z = 0.5 * fTemp2 / fTemp * fTemp4;
*peMode = AI_GREN_TOSS_HINT;
return ValidGrenadePath(vFrom, pHint->origin, *pvVel);
}
vHintDelta = pHint->origin - vFrom;
fRange = vHintDelta.lengthXY();
fRangeSquared = fRange * fRange;
if (fRangeSquared != 0)
{
fDist = vHintDelta.length();
fHeight = fRangeSquared * fGravity / 589824.0 + vHintDelta.z;
if (-fHeight <= -fDist)
{
fAngle = (atan2(vHintDelta.z / fRangeSquared, 1.0) + atan2(fHeight / fDist, sqrt(1.0 - fHeight / fDist * (fHeight / fDist)))) / 2;
pvVel->x = vHintDelta.x * 768.0 / fRangeSquared * cos(fAngle);
pvVel->y = vHintDelta.y * 768.0 / fRangeSquared * cos(fAngle);
pvVel->z = 768.0 * cos(fAngle);
return ValidGrenadePath(vFrom, pHint->origin, *pvVel);
}
}
return bSuccess;
}
/*
===============
Actor::GrenadeThrowPoint
Returns real grenade throw point.
===============
*/
Vector Actor::GrenadeThrowPoint
(
const Vector& vFrom,
const Vector& vDelta,
const_str csAnim
)
{
vec2_t axis;
Vector vRet;
VectorCopy2D(vDelta, axis);
VectorNormalize2D(axis);
if (csAnim == STRING_ANIM_GRENADEKICK_SCR)
{
vRet = vFrom;
vRet.z += 8;
return vRet;
}
else
{
if (csAnim > STRING_ANIM_GRENADEKICK_SCR)
{
if (csAnim != STRING_ANIM_GRENADETHROW_SCR && csAnim != STRING_ANIM_GRENADETOSS_SCR)
{
vRet = vFrom;
vRet.z += 80;
return vRet;
}
else
{
vRet.x = vFrom.x - axis[0] * 34 + axis[1] * 8;
vRet.y = vFrom.y - axis[0] * 8 - axis[1] * 34;
vRet.z = 52 + vFrom.z;
return vRet;
}
}
else
{
if (csAnim != STRING_ANIM_GRENADERETURN_SCR)
{
vRet = vFrom;
vRet.z += 80;
return vRet;
}
else
{
vRet.x = vFrom.x + axis[0] * 25 + axis[1] * 2;
vRet.y = vFrom.y - axis[0] * 2 + axis[1] * 25;
vRet.z = 89 + vFrom.z;
return vRet;
}
}
}
}
/*
===============
Actor::CalcKickVelocity
Calculates required grenade kick velocity.
===============
*/
Vector Actor::CalcKickVelocity
(
Vector& vDelta,
float fDist
) const
{
float fScale, fGravity;
Vector ret;
float v4;
fGravity = 0.8 * sv_gravity->value;
fScale = 0.57735032 * fDist;
v4 = sqrt(fGravity * 0.5 / (fScale - vDelta[2]));
ret[0] = vDelta[0] * v4;
ret[1] = vDelta[1] * v4;
ret[2] = fScale * v4;
return ret;
}
/*
===============
Actor::CanKickGrenade
Returns true if actor can kick grenade from vFrom to vTo.
Or false if it's not possible.
pvVel is changed.
===============
*/
bool Actor::CanKickGrenade
(
Vector &vFrom,
Vector &vTo,
Vector &vFace,
Vector *pvVel
)
{
Vector vEnd, vStart, vDelta, vVel;
float fDist, fGravity, fScale;
fGravity = sv_gravity->value * 0.8;
if (fGravity <= 0.0)
{
return false;
}
vStart = GrenadeThrowPoint(vFrom, vFace, STRING_ANIM_GRENADEKICK_SCR);
vDelta = vTo - vStart;
fDist = vDelta.lengthXY();
if (vDelta.z >= 0 || Vector::Dot(vDelta, vFace) < 0.0 || fDist < 256 || fDist >= 255401.28 / fGravity + 192.0)
{
return false;
}
if (fDist < 512)
fScale = 192.0 / fDist + 0.25;
else
fScale = 1.0 - 192.0 / fDist;
vEnd = vStart + vDelta;
vDelta[0] *= fScale;
vDelta[1] *= fScale;
*pvVel = CalcKickVelocity(vDelta, fScale * fDist);
if (*pvVel == vec_zero || !ValidGrenadePath(vStart, vEnd, *pvVel))
{
return false;
}
else
{
return true;
}
}
/*
===============
Actor::GrenadeWillHurtTeamAt
Returns true if grenade will hurt team at vTo.
===============
*/
bool Actor::GrenadeWillHurtTeamAt
(
const Vector& vTo
)
{
if (m_pNextSquadMate == this)
{
return false;
}
for (Actor * pSquadMate = (Actor *)m_pNextSquadMate.Pointer(); pSquadMate != this; pSquadMate = (Actor *)pSquadMate->m_pNextSquadMate.Pointer())
{
if ((pSquadMate->origin-vTo).length() <= 65536)
{
return true;
}
}
return false;
}
/*
===============
Actor::CanGetGrenadeFromAToB
Returns true if actor can get a grenade from vFrom to vTo.
pvVel is the kick/roll/throw velocity.
peMode is the possible toss mode.
===============
*/
bool Actor::CanGetGrenadeFromAToB
(
const Vector& vFrom,
const Vector& vTo,
bool bDesperate,
Vector *pvVel,
eGrenadeTossMode *peMode
)
{
float fDot;
Vector vHint;
Vector vStart;
Vector vAxisY;
Vector vAxisX;
Vector vDelta;
Vector vDelta2 = vec_zero;
int nHints;
GrenadeHint *apHint[4];
float fRangeSquared;
if (sv_gravity->value <= 0)
return false;
vDelta = vTo - vFrom;
fRangeSquared = vDelta.lengthSquared();
//range < 256
if (fRangeSquared < Square(256))
return false;
if (bDesperate)
{
vStart = GrenadeThrowPoint(vFrom, vDelta, STRING_ANIM_GRENADERETURN_SCR);
}
//range < 32
if (fRangeSquared < Square(1024))
{
if (!bDesperate)
{
vStart = GrenadeThrowPoint(vFrom, vDelta, STRING_ANIM_GRENADETOSS_SCR);
}
*pvVel = CanRollGrenade(vStart, vTo);
if (*pvVel != vec_zero)
{
*peMode = AI_GREN_TOSS_ROLL;
return true;
}
if (!bDesperate)
{
vStart = GrenadeThrowPoint(vFrom, vDelta, STRING_ANIM_GRENADETHROW_SCR);
}
*pvVel = CanThrowGrenade(vStart, vTo);
if (*pvVel != vec_zero)
{
*peMode = AI_GREN_TOSS_THROW;
return true;
}
}
if (!bDesperate)
{
return false;
}
nHints = GrenadeHint::GetClosestSet(apHint, 4, vStart, Square(1024));
for (int i = 0; i <= nHints; i++)
{
if (bDesperate)
{
vStart = GrenadeThrowPoint(vFrom, vDelta2, STRING_ANIM_GRENADERETURN_SCR);
if (CanTossGrenadeThroughHint(apHint[i], vStart, vTo, bDesperate, pvVel, peMode))
return true;
continue;
}
vHint = apHint[i]->origin;
vDelta2 = vHint - vFrom;
fDot = DotProduct2D(vDelta2, vDelta);
if (fDot >= 0 && fDot * fDot <= vDelta.lengthXYSquared() * vDelta2.lengthXYSquared() * 0.89999998)
{
vStart = GrenadeThrowPoint(vFrom, vDelta2, STRING_ANIM_GRENADETOSS_SCR);
if (CanTossGrenadeThroughHint(apHint[i], vStart, vTo, bDesperate, pvVel, peMode))
return true;
}
}
*peMode = AI_GREN_TOSS_NONE;
return false;
}
/*
===============
Actor::DecideToThrowGrenade
Returns true if actor will throw grenade to vTo.
pvVel is the kick/roll/throw velocity.
peMode is the toss mode.
===============
*/
bool Actor::DecideToThrowGrenade
(
const Vector& vTo,
Vector *pvVel,
eGrenadeTossMode *peMode
)
{
if (Sentient::AmmoCount("grenade"))
{
if (!GrenadeWillHurtTeamAt(vTo))
{
return CanGetGrenadeFromAToB(origin, vTo, false, pvVel, peMode);
}
}
return false;
}
/*
===============
Actor::Grenade_EventFire
Throw grenade animation
===============
*/
void Actor::Grenade_EventFire
(
Event *ev
)
{
const_str csAnim;
str strGrenade;
float speed;
Vector pos, dir, vStart;
gi.Tag_NumForName(edict->tiki, "tag_weapon_right");
if (m_eGrenadeMode == AI_GREN_TOSS_ROLL)
{
csAnim = STRING_ANIM_GRENADETHROW_SCR;
}
else
{
csAnim = STRING_ANIM_GRENADETOSS_SCR;
}
vStart = GrenadeThrowPoint(origin, orientation[0], csAnim);
dir = m_vGrenadeVel;
speed = VectorNormalize(dir);
if (m_Team == TEAM_AMERICAN)
{
strGrenade = "models/projectiles/M2FGrenade.tik";
}
else
{
strGrenade = "models/projectiles/steilhandgranate.tik";
}
ProjectileAttack(vStart, dir, this, strGrenade, 0, speed);
UseAmmo("grenade", 1);
}
/*
===============
Actor::GenericGrenadeTossThink
Called when actor in grenade state.
i.e. actor noticed a grenade and must think fast.
===============
*/
void Actor::GenericGrenadeTossThink
(
void
)
{
Vector vGrenadeVel = vec_zero;
eGrenadeTossMode eGrenadeMode;
if (m_Enemy && level.inttime >= m_iStateTime + 200)
{
if (CanGetGrenadeFromAToB(
origin,
m_Enemy->velocity - m_Enemy->origin,
false,
&vGrenadeVel,
&eGrenadeMode))
{
m_vGrenadeVel = vGrenadeVel;
m_eGrenadeMode = eGrenadeMode;
}
m_iStateTime = level.inttime;
}
SetDesiredYawDir(m_vGrenadeVel);
ContinueAnimation();
}
/*
===============
Actor::CanSee
Returns true to script if actor cansee entity.
===============
*/
void Actor::CanSee
(
Event *ev
)
{
float fov = 0;
float vision_distance = 0;
if (m_Think[m_ThinkLevel] != THINK_MACHINEGUNNER || !m_pTurret)
{
return Entity::CanSee(ev);
}
switch (ev->NumArgs())
{
case 1:
{
//do nothing
}
break;
case 2:
{
fov = ev->GetFloat(2);
if (fov < 0 || fov> 360)
{
ScriptError("fov must be in range 0 <= fov <= 360");
}
}
break;
case 3:
{
vision_distance = ev->GetFloat(3);
if (vision_distance < 0)
{
ScriptError("vision distance must be >= 0");
}
}
break;
default:
{
ScriptError("cansee should have 1, 2, or 3 arguments");
}
break;
}
Entity *ent = ev->GetEntity(1);
if (!ent)
{
ScriptError("NULL entity in parameter 1");
}
else
{
int cansee = MachineGunner_CanSee(ent, fov, vision_distance);
ev->AddInteger(cansee);
}
}
/*
===============
Actor::Think
Think function for actor.
Calls think function related to the current thinkstate.
===============
*/
void Actor::Think
(
void
)
{
int v1, v2, v3, tempHistory,ohIndex;
m_bAnimating = false;
if (g_ai->integer
&& m_bDoAI
&& edict->tiki)
{
//gi.DPrintf("Actor::Think 1\n");
Director.iPaused++;
v1 = level.inttime;
v2 = v1 / 125;
v3 = v1 / 125;
if (v1 / 125 < 0)
v3 = v2 + 3;
tempHistory = v2 - (v3 & 0xFFFFFFFC);
if (m_iCurrentHistory != tempHistory)
{
m_iCurrentHistory = tempHistory;
ohIndex = tempHistory - 1;
if (ohIndex < 0)
{
ohIndex = 3;
}
VectorCopy2D(origin, m_vOriginHistory[ohIndex]);
}
if (m_bNoPlayerCollision)
{
Entity *ent = G_GetEntity(0);
if (!IsTouching(ent))
{
Com_Printf("(entnum %d, radnum %d) is going solid after not getting stuck in the player\n", entnum, radnum);
setSolidType(SOLID_BBOX);
m_bNoPlayerCollision = false;
}
}
//gi.DPrintf("Actor::Think 2\n");
m_eNextAnimMode = -1;
FixAIParameters();
UpdateEnableEnemy();
if (m_pTetherEnt)
{
m_vHome = m_pTetherEnt->origin;
}
//gi.DPrintf("Actor::Think 3\n");
if (m_bBecomeRunner)
{
parm.movefail = false;
if (m_ThinkMap[THINKSTATE_IDLE] != THINK_RUNNER && m_ThinkMap[THINKSTATE_IDLE] != THINK_PATROL)
{
parm.movefail = true;
}
}
if (m_bDirtyThinkState)
{
m_bDirtyThinkState = false;
ThinkStateTransitions();
}
//gi.DPrintf("Actor::Think 4\n");
GlobalFuncs_t *func = &GlobalFuncs[m_Think[m_ThinkLevel]];
if (func->ThinkState)
(this->*func->ThinkState)();
m_bNeedReload = false;
mbBreakSpecialAttack = false;
Director.iPaused--;
if (!Director.iPaused)
Director.ExecuteRunning();
//gi.DPrintf("Actor::Think 5: entnum %d, classname: %s\n", entnum, G_GetEntity(0) ? G_GetEntity(0)->getClassname() : "");
}
}
/*
===============
Actor::PostThink
Called after think is finished.
===============
*/
void Actor::PostThink
(
bool bDontFaceWall
)
{
CheckUnregister();
if (bDontFaceWall)
{
if (!m_pTurnEntity || m_ThinkState != THINKSTATE_IDLE)
{
DontFaceWall();
}
}
UpdateAngles();
UpdateAnim();
DoMove();
//gi.DPrintf("Actor::PostThink 1\n");
UpdateBoneControllers();
//gi.DPrintf("Actor::PostThink 2\n");
UpdateFootsteps();
}
/*
===============
Actor::SetMoveInfo
Copies current move information to mm.
===============
*/
void Actor::SetMoveInfo
(
mmove_t *mm
)
{
memset(mm, 0, sizeof(mmove_t));
mm->velocity[0] = velocity.x;
mm->velocity[1] = velocity.y;
mm->velocity[2] = velocity.z;
mm->origin[0] = origin.x;
mm->origin[1] = origin.y;
mm->origin[2] = origin.z;
mm->entityNum = entnum;
mm->walking = m_walking;
mm->groundPlane = m_groundPlane;
mm->groundPlaneNormal[0] = m_groundPlaneNormal[0];
mm->groundPlaneNormal[1] = m_groundPlaneNormal[1];
mm->groundPlaneNormal[2] = m_groundPlaneNormal[2];
mm->frametime = level.frametime;
mm->mins[0] = MINS.x;
mm->mins[1] = MINS.y;
mm->mins[2] = MINS.z;
mm->maxs[0] = MAXS.x;
mm->maxs[1] = MAXS.y;
mm->maxs[2] = MAXS.z;
mm->tracemask = m_bNoPlayerCollision == false ? MASK_PATHSOLID : MASK_TARGETPATH;
}
/*
===============
Actor::GetMoveInfo
Fetch current move information from mm.
===============
*/
void Actor::GetMoveInfo
(
mmove_t *mm
)
{
//FIXME: macros
m_walking = mm->walking;
m_groundPlane = mm->groundPlane;
m_groundPlaneNormal = mm->groundPlaneNormal;
groundentity = NULL;
TouchStuff(mm);
if (m_eAnimMode >= 2)
{
if (m_eAnimMode <= 3)
{
if (mm->hit_temp_obstacle)
{
if (mm->hit_temp_obstacle & 1)
{
m_Path.Clear();
Player *p = (Player *)G_GetEntity(0);
if (!IsTeamMate(p))
{
if (!m_bEnableEnemy)
{
m_bDesiredEnableEnemy = true;
m_bEnableEnemy = true;
SetLeashHome(origin);
}
BecomeTurretGuy();
m_PotentialEnemies.ConfirmEnemy(this, p);
m_bForceAttackPlayer = true;
}
}
velocity = vec_zero;
return;
}
if (mm->hit_obstacle)
{
if (level.inttime >= m_Path.Time() + 1000)
{
m_Path.ReFindPath(origin, this);
}
else
{
if (!m_Path.NextNode() ||
(!(m_Path.NextNode()->bAccurate && m_Path.IsSide())
&& m_Path.NextNode() == m_Path.CurrentNode()
&& m_Path.CurrentNode() != m_Path.StartNode())
)
{
m_Path.Clear();
velocity = vec_zero;
return;
}
if (m_Path.CurrentNode() == m_Path.StartNode())
{
Com_Printf(
"^~^~^ BAD FAILSAFE: %.2f %.2f %.2f, '%s'\n",
origin[0],
origin[1],
origin[2],
targetname.c_str());
}
DoFailSafeMove(m_Path.NextNode()->point);
}
}
else if (velocity.lengthXYSquared() < -0.69999999 && level.inttime >= m_Path.Time() + 1000)
{
m_Path.ReFindPath(origin, this);
}
}
else if (m_eAnimMode == 4)
{
if (mm->hit_temp_obstacle)
{
if (mm->hit_temp_obstacle & 1)
{
m_Path.Clear();
Player *p = (Player *)G_GetEntity(0);
if (!IsTeamMate(p))
{
if (!m_bEnableEnemy)
{
m_bDesiredEnableEnemy = true;
m_bEnableEnemy = true;
SetLeashHome(origin);
}
BecomeTurretGuy();
m_PotentialEnemies.ConfirmEnemy(this, p);
m_bForceAttackPlayer = true;
}
}
}
else if (mm->hit_obstacle)
{
Vector end = m_Dest;
end.z -= 16384.0;
trace_t trace = G_Trace(
Vector(m_Dest),
Vector(PLAYER_BASE_MIN),
Vector(PLAYER_BASE_MAX),
Vector(end),
NULL,
1,
qfalse,
"Actor::GetMoveInfo");
DoFailSafeMove(trace.endpos);
}
}
}
setOrigin(mm->origin);
if (VectorLengthSquared(mm->velocity) < 1)
{
velocity = vec_zero;
}
else
{
velocity = mm->velocity;
}
}
/*
===============
Actor::DoFailSafeMove
===============
*/
void Actor::DoFailSafeMove
(
vec3_t dest
)
{
Com_Printf("(entnum %d, radnum %d) blocked, doing failsafe\n", entnum, radnum);
VectorCopy(dest, m_NoClipDest);
SetThinkState(THINKSTATE_NOCLIP, THINKLEVEL_NOCLIP);
}
/*
===============
Actor::TouchStuff
===============
*/
void Actor::TouchStuff
(
mmove_t *mm
)
{
int i, j;
gentity_t *other;
Event *event;
if (getMoveType() != MOVETYPE_NOCLIP)
{
G_TouchTriggers( this );
}
for (i = 0; i < mm->numtouch; i++)
{
other = &g_entities[mm->touchents[i]];
for (j = 0; j < i; j++)
{
gentity_t *ge = &g_entities[j];
if (ge == other)
break;
}
if (j != i)
{
// duplicated
continue;
}
// Don't bother touching the world
if ((!other->entity) || (other->entity == world))
{
continue;
}
event = new Event(EV_Touch);
event->AddEntity(this);
other->entity->ProcessEvent(event);
event = new Event(EV_Touch);
event->AddEntity(other->entity);
ProcessEvent(event);
}
}
/*
===============
Actor::ExtractConstraints
===============
*/
void Actor::ExtractConstraints
(
mmove_t *mm
)
{
// not found in ida
}
/*
===============
Actor::EventGiveWeaponInternal
Give weapon to actor.
Called from STRING_GLOBAL_WEAPON_SCR.
===============
*/
void Actor::EventGiveWeaponInternal
(
Event *ev
)
{
Holster();
RemoveWeapons();
str weapName = ev->GetString(1);
if (giveItem(weapName))
{
Unholster();
}
}
/*
===============
Actor::EventGiveWeapon
Give weapon to actor.
===============
*/
void Actor::EventGiveWeapon
(
Event *ev
)
{
Event e1(EV_Listener_ExecuteScript);
str weapName = ev->GetString(1);
weapName.tolower();
const_str csWeapName = Director.AddString(weapName);
m_csLoadOut = csWeapName;
if (csWeapName == STRING_MG42)
{
csWeapName = STRING_MP40;
}
m_csWeapon = csWeapName;
setModel();
e1.AddConstString(STRING_GLOBAL_WEAPON_SCR);
e1.AddString(weapName);
glbs.Printf("EventGiveWeapon script: %s weapName: %s \n", Director.GetString(STRING_GLOBAL_WEAPON_SCR).c_str(), weapName.c_str());
ExecuteScript(&e1);
}
/*
===============
Actor::EventGetWeapon
Returns weapon path to script.
===============
*/
void Actor::EventGetWeapon
(
Event *ev
)
{
ev->AddConstString(m_csWeapon);
}
/*
===============
Actor::FireWeapon
Fire weapon from script.
===============
*/
void Actor::FireWeapon
(
Event *ev
)
{
Sentient::FireWeapon(WEAPON_MAIN, FIRE_PRIMARY);
}
/*
===============
Actor::CanTarget
Actor can target.
===============
*/
bool Actor::CanTarget
(
void
)
{
return true;
}
/*
===============
Actor::IsImmortal
Actor is immortal ?
===============
*/
bool Actor::IsImmortal
(
void
)
{
return false;
}
bool Actor::IsVoidState
(
int state
)
{
return true;
}
bool Actor::IsCuriousState
(
int state
)
{
return state == THINKSTATE_CURIOUS;
}
bool Actor::IsDisguiseState
(
int state
)
{
return state == THINKSTATE_DISGUISE;
}
bool Actor::IsAttackState
(
int state
)
{
return state == THINKSTATE_ATTACK;
}
bool Actor::IsGrenadeState
(
int state
)
{
return state == THINKSTATE_GRENADE;
}
bool Actor::IsPainState
(
int state
)
{
return state == THINKSTATE_PAIN;
}
bool Actor::IsKilledState
(
int state
)
{
return state == THINKSTATE_KILLED;
}
bool Actor::IsMachineGunnerState
(
int state
)
{
return true;
}
bool Actor::IsDogState
(
int state
)
{
return true;
}
/*
===============
Actor::IgnoreSoundSet
Make actor ignore iType sound.
===============
*/
void Actor::IgnoreSoundSet
(
int iType
)
{
m_iIgnoreSoundsMask |= 1 << iType;
}
/*
===============
Actor::IgnoreSoundSetAll
Make actor ignore all types of sound.
===============
*/
void Actor::IgnoreSoundSetAll
(
void
)
{
m_iIgnoreSoundsMask = ~AI_EVENT_NONE;
}
/*
===============
Actor::IgnoreSoundClear
Don't ignore iType of sound.
===============
*/
void Actor::IgnoreSoundClear
(
int iType
)
{
m_iIgnoreSoundsMask &= ~iType;
}
/*
===============
Actor::IgnoreSoundClearAll
Make actor ignore no type of sound.
===============
*/
void Actor::IgnoreSoundClearAll
(
void
)
{
m_iIgnoreSoundsMask = 0;
}
/*
===============
Actor::IgnoreSoundClearAll
returns true if actor should ignore iType of sound.
===============
*/
bool Actor::IgnoreSound
(
int iType
)
{
return ( m_iIgnoreSoundsMask >> iType ) & 1;
}
/*
===============
Actor::EventShareEnemy
Share enemy with squad mates.
===============
*/
void Actor::EventShareEnemy
(
Event *ev
)
{
if (m_Enemy)
{
if (!EnemyIsDisguised())
{
for (Actor * pSquadMate = (Actor *)m_pNextSquadMate.Pointer(); pSquadMate != this; pSquadMate = (Actor *)pSquadMate->m_pNextSquadMate.Pointer())
{
if (pSquadMate->IsSubclassOfActor())
{
Vector dist = pSquadMate->origin - origin;
float distSq = dist * dist;
if (pSquadMate->m_fMaxShareDistSquared == 0.0 || distSq <= pSquadMate->m_fMaxShareDistSquared)
{
pSquadMate->m_PotentialEnemies.ConfirmEnemyIfCanSeeSharerOrEnemy(pSquadMate, this, m_Enemy);
}
}
}
}
}
}
/*
===============
Actor::EventShareGrenade
Share grenade with squad mates.
===============
*/
void Actor::EventShareGrenade
(
Event *ev
)
{
if (m_pGrenade)
{
for (Actor * pSquadMate = (Actor *)m_pNextSquadMate.Pointer(); pSquadMate != this; pSquadMate = (Actor *)pSquadMate->m_pNextSquadMate.Pointer())
{
if (pSquadMate->IsSubclassOfActor())
{
if (!pSquadMate->m_pGrenade)
{
Vector dist = pSquadMate->origin - origin;
float distSq = Square(dist);
if (distSq < Square(768))
{
if (DoesTheoreticPathExist(pSquadMate->origin, 1536))
{
pSquadMate->SetGrenade(m_pGrenade);
}
}
}
}
}
}
}
/*
===============
Actor::ReceiveAIEvent
Calls proper RecieveAIEvent for current ThinkState.
===============
*/
void Actor::ReceiveAIEvent
(
vec3_t event_origin,
int iType,
Entity *originator,
float fDistSquared,
float fMaxDistSquared
)
{
if (originator != this && originator != GetActiveWeapon(WEAPON_MAIN))
{
GlobalFuncs_t *func = &GlobalFuncs[m_Think[m_ThinkLevel]];
if (func->ReceiveAIEvent)
(this->*func->ReceiveAIEvent)(event_origin, iType, originator, fDistSquared, fMaxDistSquared);
}
}
/*
===============
Actor::DefaultReceiveAIEvent
Default AI event handler.
===============
*/
void Actor::DefaultReceiveAIEvent
(
vec3_t event_origin,
int iType,
Entity *originator,
float fDistSquared,
float fMaxDistSquared
)
{
if (!IsDead())
{
if (!originator->IsDead() && originator->IsSubclassOfSentient() && ((Sentient *)originator)->m_Team == m_Team && !IsSquadMate((Sentient *)originator))
{
MergeWithSquad((Sentient *)originator);
}
switch (iType)
{
case AI_EVENT_WEAPON_FIRE:
case AI_EVENT_WEAPON_IMPACT:
if ( Square(m_fHearing) > fDistSquared)
WeaponSound(iType, event_origin, fDistSquared, fMaxDistSquared, originator);
break;
case AI_EVENT_EXPLOSION:
case AI_EVENT_MISC:
case AI_EVENT_MISC_LOUD:
if ( Square(m_fHearing) > fDistSquared)
CuriousSound(iType, event_origin, fDistSquared, fMaxDistSquared);
break;
case AI_EVENT_AMERICAN_VOICE:
case AI_EVENT_GERMAN_VOICE:
case AI_EVENT_AMERICAN_URGENT:
case AI_EVENT_GERMAN_URGENT:
if ( Square(m_fHearing) > fDistSquared)
VoiceSound(iType, event_origin, fDistSquared, fMaxDistSquared, originator);
break;
case AI_EVENT_FOOTSTEP:
if ( Square(m_fHearing) > fDistSquared)
FootstepSound(event_origin, fDistSquared, fMaxDistSquared, originator);
break;
case AI_EVENT_GRENADE:
GrenadeNotification(originator);
break;
default:
{
char assertStr[16317] = { 0 };
strcpy(assertStr, "\"unknown ai_event type\"\n\tMessage: ");
Q_strcat(assertStr, sizeof(assertStr), DumpCallTrace("iType = %i", iType));
assert(false && assertStr);
}
break;
}
}
}
/*
===============
Actor::PriorityForEventType
Returns priority for event type.
===============
*/
int Actor::PriorityForEventType
(
int iType
)
{
switch( iType )
{
//FIXME: return macros
case AI_EVENT_WEAPON_FIRE:
return 7;
case AI_EVENT_WEAPON_IMPACT:
return 5;
case AI_EVENT_EXPLOSION:
return 6;
case AI_EVENT_AMERICAN_VOICE:
case AI_EVENT_GERMAN_VOICE:
return 3;
case AI_EVENT_AMERICAN_URGENT:
case AI_EVENT_GERMAN_URGENT:
return 4;
case AI_EVENT_MISC:
return 1;
case AI_EVENT_MISC_LOUD:
case AI_EVENT_FOOTSTEP:
return 2;
case AI_EVENT_GRENADE:
return 8;
default:
assert( !"PriorityForEventType: unknown ai_event type" );
return 0;
}
}
/*
===============
Actor::CuriousSound
Handles curious sound.
===============
*/
void Actor::CuriousSound
(
int iType,
vec3_t sound_origin,
float fDistSquared,
float fMaxDistSquared
)
{
float v7, v8, fRangeFactor = 1.0;
int iPriority;
if (m_bEnableEnemy)
{
if (m_ThinkStates[THINKLEVEL_NORMAL] == THINKSTATE_IDLE || m_ThinkStates[THINKLEVEL_NORMAL] == THINKSTATE_CURIOUS)
{
//FIXME: name variables.
if (fMaxDistSquared != 0.0)
{
v7 = 1*(1.0/3) - fDistSquared * (1*(1.0 / 3)) / fMaxDistSquared;
if (v7 <= 1.0)
fRangeFactor = v7;
}
v8 = fRangeFactor * m_fSoundAwareness;
//FIXME: macro
if (v8 >= rand() * 0.000000046566129)
{
RaiseAlertnessForEventType(iType);
iPriority = PriorityForEventType(iType);
if (iPriority >= m_iCuriousLevel)
{
m_iCuriousLevel = iPriority;
if (iType == AI_EVENT_WEAPON_IMPACT)
{
//FIXME: macro
if (fDistSquared <= Square(192))
SetCuriousAnimHint(1);
}
else if (iType > AI_EVENT_WEAPON_IMPACT)
{
if (iType == AI_EVENT_EXPLOSION)
{
//FIXME: macro
if (fDistSquared <= Square(768))
SetCuriousAnimHint(3);
}
else
{
SetCuriousAnimHint(5);
}
}
else if (iType == AI_EVENT_WEAPON_FIRE)
{
//FIXME: macro
if (fDistSquared <= Square(512))
SetCuriousAnimHint(2);
}
else
{
SetCuriousAnimHint(5);
}
SetEnemyPos(sound_origin);
EndCurrentThinkState();
SetThinkState(THINKSTATE_CURIOUS, THINKLEVEL_NORMAL);
m_pszDebugState = G_AIEventStringFromType(iType);
}
}
}
}
}
/*
===============
Actor::WeaponSound
Handles weapon sound.
===============
*/
void Actor::WeaponSound
(
int iType,
vec3_t sound_origin,
float fDistSquared,
float fMaxDistSquared,
Entity *originator
)
{
Sentient *pOwner;
gi.Printf("Actor::WeaponSound");
if (originator->IsSubclassOfWeapon())
{
pOwner = ((Weapon *)originator)->GetOwner();
}
else
{
if (!originator->IsSubclassOfProjectile())
{
char assertStr[16317] = { 0 };
strcpy(assertStr, "\"Actor::WeaponSound: non-weapon made a weapon sound.\\n\"\n\tMessage: ");
Q_strcat(assertStr, sizeof(assertStr), DumpCallTrace("class = %s", originator->getClassname()));
assert(false && assertStr);
return;
}
pOwner = ((Projectile *)originator)->GetOwner();
}
if (!pOwner)
{
return;
}
Sentient *pEnemy;
pEnemy = pOwner->m_Enemy;
if (pOwner->m_Team == m_Team)
{
if (!pEnemy)
{
if (pOwner->IsSubclassOfActor())
{
Actor *pAOwner = (Actor *)pOwner;
//FIXME: macro
if (originator->IsSubclassOfWeapon() && pAOwner->m_Think[0] == THINK_MACHINEGUNNER)
{
Weapon *pWOriginator = (Weapon *)originator;
if (pWOriginator->aim_target)
{
if (pWOriginator->aim_target->IsSubclassOfSentient())
{
if (((Sentient *)(pWOriginator->aim_target.Pointer()))->m_Team != pAOwner->m_Team)
pEnemy = (Sentient *)(pWOriginator->aim_target.Pointer());
}
else if (pAOwner->m_Team == TEAM_GERMAN)
{
for (pEnemy = level.m_HeadSentient[1]; ; pEnemy = pEnemy->m_NextSentient)
{
if (!pEnemy)
{
return;
}
Vector vDist = pEnemy->centroid - pWOriginator->aim_target->origin;
if (vDist.lengthSquared() <= 2304 || vDist.lengthSquared() != 2304)
{
break;
}
}
}
}
}
}
}
if (!pEnemy)
return;
}
else
{
if (!pEnemy)
return;
}
//v14 = &this->m_PotentialEnemies;
if (m_PotentialEnemies.CaresAboutPerfectInfo(pEnemy))
{
float fDist = sqrt(fDistSquared);
if (NoticeShot(pOwner, pEnemy, fDist))
{
m_PotentialEnemies.ConfirmEnemy(this, pOwner);
CuriousSound(iType, sound_origin, fDistSquared, fMaxDistSquared);
}
}
}
/*
===============
Actor::FootstepSound
Handles footstep sound.
===============
*/
void Actor::FootstepSound
(
vec3_t sound_origin,
float fDistSquared,
float fMaxDistSquared,
Entity *originator
)
{
if (originator->IsSubclassOfSentient())
{
if ( (m_ThinkStates[THINKLEVEL_NORMAL] == THINKSTATE_IDLE || m_ThinkStates[THINKLEVEL_NORMAL] == THINKSTATE_CURIOUS ) && m_bEnableEnemy)
{
if (NoticeFootstep((Sentient *)originator))
{
CuriousSound(AI_EVENT_FOOTSTEP, sound_origin, fDistSquared, fMaxDistSquared);
}
}
}
else
{
char assertStr[16317] = { 0 };
strcpy(assertStr, "\"'ai_event footstep' in a tiki used by something besides AI or player.\\n\"\n\tMessage: ");
Q_strcat(assertStr, sizeof(assertStr), DumpCallTrace(""));
assert(false && assertStr);
}
}
/*
===============
Actor::VoiceSound
Handles voice sound.
===============
*/
void Actor::VoiceSound
(
int iType,
vec3_t sound_origin,
float fDistSquared,
float fMaxDistSquared,
Entity *originator
)
{
bool bFriendly;
//FIXME: macros
if ((m_ThinkStates[THINKLEVEL_NORMAL] != THINKSTATE_IDLE && m_ThinkStates[THINKLEVEL_NORMAL] != THINKSTATE_CURIOUS) || !m_bEnableEnemy)
return;
bFriendly = m_Team == TEAM_GERMAN;
if (iType <= AI_EVENT_GERMAN_VOICE)
{
assert(iType == AI_EVENT_AMERICAN_VOICE);
}
else
{
assert(iType <= AI_EVENT_GERMAN_URGENT);
if (iType == AI_EVENT_AMERICAN_URGENT)
{
bFriendly = m_Team == TEAM_AMERICAN;
}
}
if (bFriendly)
{
if (NoticeVoice((Sentient *)originator))
{
CuriousSound(iType, sound_origin, fDistSquared, fMaxDistSquared);
}
}
}
/*
===============
Actor::GrenadeNotification
Handles grenade notification.
===============
*/
void Actor::GrenadeNotification
(
Entity *originator
)
{
if (!m_pGrenade)
{
if (CanSeeFOV(originator))
{
assert(originator->IsSubclassOfProjectile());
SetGrenade(originator);
Event e1(EV_Actor_ShareGrenade);
PostEvent(e1, 0.5);
Anim_Say(STRING_ANIM_SAY_GRENADE_SIGHTED_SCR, 0, true);
}
}
if (m_pGrenade == originator)
{
float fGrav, fDeltaZ, fVelDivGrav, fTimeLand;
vec2_t vLand;
vec2_t vMove;
fGrav = sv_gravity->value * m_pGrenade->gravity;
fDeltaZ = originator->origin[2] - origin[2];
fVelDivGrav = originator->velocity[2] / fGrav;
//from s=v*t + 0.5*a*t^2, apply for z velocity, solve.
fTimeLand = fVelDivGrav + sqrt((fDeltaZ + fDeltaZ) / fGrav + Square(fVelDivGrav));
VectorMA2D(originator->origin, fTimeLand, originator->velocity, vLand);
VectorSub2D(m_vGrenadePos, vLand, vMove);
if (VectorLength2D(vMove) > 16)
{
m_vGrenadePos = Vector(vLand[0], vLand[1], origin[2]);
m_bGrenadeBounced = true;
}
}
}
/*
===============
Actor::SetGrenade
Set current grenade.
===============
*/
void Actor::SetGrenade
(
Entity *pGrenade
)
{
m_pGrenade = pGrenade;
m_bGrenadeBounced = true;
m_iFirstGrenadeTime = level.inttime;
m_vGrenadePos = pGrenade->origin;
}
/*
===============
Actor::NotifySquadmateKilled
Handle squadmate killed notification.
===============
*/
void Actor::NotifySquadmateKilled
(
Sentient *pSquadMate,
Sentient *pAttacker
)
{
if (m_PotentialEnemies.CaresAboutPerfectInfo(pAttacker))
{
Vector dist = pSquadMate->origin - origin;
float distSq = dist * dist;
if (distSq < m_fSight*m_fSight)
{
bool shouldConfirm = false;
if (gi.AreasConnected(edict->r.areanum,pSquadMate->edict->r.areanum))
{
shouldConfirm = G_SightTrace(
EyePosition(),
vec_zero,
vec_zero,
pSquadMate->EyePosition(),
this,
pSquadMate,
MASK_TRANSITION,
qfalse,
"Actor::NotifySquadmateKilled");
}
//FIXME: macro for that constant
if (!shouldConfirm)
{
if (distSq <= Square(768))
{
Vector start, end;
if (origin.z <= pSquadMate->origin.z)
{
start = origin;
end = pSquadMate->origin;
}
else
{
start = pSquadMate->origin;
end = origin;
}
shouldConfirm = m_Path.DoesTheoreticPathExist(start, end, this, 1536, 0, 0);
}
}
if (shouldConfirm)
{
m_PotentialEnemies.ConfirmEnemy(this, pAttacker);
}
}
}
}
/*
===============
Actor::RaiseAlertnessForEventType
Raise alertness(enemy notice) for specifc event.
===============
*/
void Actor::RaiseAlertnessForEventType
(
int iType
)
{
float fAmount;
switch (iType)
{
case AI_EVENT_WEAPON_FIRE:
fAmount = 0.2f;
case AI_EVENT_WEAPON_IMPACT:
fAmount = 0.1f;
case AI_EVENT_EXPLOSION:
fAmount = 0.4f;
case AI_EVENT_AMERICAN_VOICE:
case AI_EVENT_AMERICAN_URGENT:
if (m_Team == TEAM_AMERICAN)
return;
fAmount = 0.25f;
case AI_EVENT_MISC:
fAmount = 0.02f;
case AI_EVENT_MISC_LOUD:
case AI_EVENT_FOOTSTEP:
fAmount = 0.05f;
case AI_EVENT_GRENADE:
fAmount = 0.04f;
break;
case AI_EVENT_GERMAN_VOICE:
case AI_EVENT_GERMAN_URGENT:
if (m_Team == TEAM_AMERICAN)
{
RaiseAlertness(0.25);
}
default:
char assertStr[16317] = { 0 };
strcpy(assertStr, "\"Actor::RaiseAlertnessForEventType: unknown event type\\n\"\n\tMessage: ");
Q_strcat(assertStr, sizeof(assertStr), DumpCallTrace(""));
assert(false && assertStr);
return;
break;
}
RaiseAlertness(fAmount);
}
/*
===============
Actor::RaiseAlertness
Lower enemy notice time by fAmount.
===============
*/
void Actor::RaiseAlertness
(
float fAmount
)
{
float fMaxAmount;
fMaxAmount = m_fNoticeTimeScale * 2/3;
m_fNoticeTimeScale -= fAmount <= fMaxAmount ? fAmount : fMaxAmount;
}
/*
===============
Actor::CanSee
Returns true if actor cansee entity through fov and vision_distance.
===============
*/
bool Actor::CanSee
(
Entity *e1,
float fov,
float vision_distance
)
{
bool canSee = Sentient::CanSee(e1, fov, vision_distance);
if (e1 == m_Enemy)
{
m_iEnemyVisibleCheckTime = level.inttime;
if (canSee)
{
SetEnemyPos(e1->origin);
m_bEnemyIsDisguised = m_Enemy->m_bIsDisguised;
m_iEnemyCheckTime = level.inttime;
m_iLastEnemyVisibleTime = level.inttime;
}
if (canSee != m_bEnemyVisible)
{
m_bEnemyVisible = true;
m_iEnemyVisibleChangeTime = level.inttime;
}
if (fov != 0)
{
m_iEnemyFovCheckTime = level.inttime;
if (canSee != m_bEnemyInFOV)
{
m_bEnemyInFOV = true;
m_iEnemyFovChangeTime = level.inttime;
}
}
}
return canSee;
}
/*
===============
Actor::GunPosition
Returns current gun position.
===============
*/
Vector Actor::GunPosition
(
void
)
{
if (m_iGunPositionCheckTime < level.inttime)
{
m_iGunPositionCheckTime = level.inttime;
Weapon *weap = GetActiveWeapon(WEAPON_MAIN);
if (weap)
{
weap->GetMuzzlePosition(&m_vGunPosition);
}
else
{
m_vGunPosition = vec_zero;
}
}
return m_vGunPosition;
}
/*
===============
Actor::WithinVisionDistance
Returns true if entity is witthin vision distance.
===============
*/
bool Actor::WithinVisionDistance
(
Entity *ent
) const
{
float fRadius = world->m_fAIVisionDistance;
if(fRadius == 0 )
{
fRadius = m_fSight;
}
else if( m_fSight <= fRadius )
{
fRadius = m_fSight;
}
if( ent )
{
Vector vDelta = ent->origin - origin;
//it's basically the same as vDelta.length() < fRadius,
//but this is faster because sqrt in vDelta.length() is slower than multiplication.
return vDelta.lengthSquared() < Square(fRadius);
}
return false;
}
/*
===============
Actor::InFOV
Returns true if positin is within fov.
===============
*/
bool Actor::InFOV
(
Vector pos,
float check_fov,
float check_fovdot
)
{
bool bInFov = true;
if (check_fov != 360.0)
{
Vector delta = pos - EyePosition();
if (delta.x == 0 && delta.y == 0)
{
return bInFov;
}
bInFov = false;
float fDot = DotProduct2D(delta, orientation[0]);
if (fDot >= 0)
{
bInFov = Square(fDot) > delta.lengthXYSquared() * Square(check_fovdot);
}
}
return bInFov;
}
/*
===============
Actor::EnemyInFOV
Returns true if enemy is within fov.
===============
*/
bool Actor::EnemyInFOV
(
int iMaxDirtyTime
)
{
if (level.inttime > iMaxDirtyTime + m_iEnemyFovCheckTime)
{
bool bInFov = InFOV(m_Enemy->centroid, m_fFov, m_fFovDot);
if (m_bEnemyInFOV != bInFov)
{
m_bEnemyInFOV = !m_bEnemyInFOV;
m_iEnemyFovChangeTime = level.inttime;
}
m_iEnemyFovCheckTime = level.inttime;
}
return m_iEnemyFovCheckTime;
}
/*
===============
Actor::InFOV
Returns true if pos is within fov.
===============
*/
bool Actor::InFOV
(
Vector pos
)
{
return InFOV(pos, m_fFov, m_fFovDot);
}
/*
===============
Actor::InFOV
Returns true if ent is within fov.
===============
*/
bool Actor::InFOV
(
Entity *ent
)
{
if (ent == m_Enemy)
{
return EnemyInFOV(0);
}
else
{
return InFOV(ent->centroid, m_fFov, m_fFovDot);
}
}
bool Actor::CanSeeNoFOV
(
Entity *ent
)
{
if (ent == m_Enemy)
{
return CanSeeEnemy(0);
}
else
{
bool bCanSee = false;
if (gi.AreasConnected(edict->r.areanum, ent->edict->r.areanum))
{
bCanSee = CanSeeFrom(EyePosition(), ent);
}
return bCanSee;
}
}
bool Actor::CanSeeFOV
(
Entity *ent
)
{
//fixme: this is an inline function.
if (ent == m_Enemy)
{
return CanSeeEnemyFOV(0, 0);
}
else
{
bool bCanSee = false;
if (InFOV(ent->centroid, m_fFov, m_fFovDot) && gi.AreasConnected(edict->r.areanum, ent->edict->r.areanum))
{
bCanSee = CanSeeFrom(EyePosition(), ent);
}
return bCanSee;
}
}
bool Actor::CanSeeEnemyFOV
(
int iMaxFovDirtyTime,
int iMaxSightDirtyTime
)
{
return EnemyInFOV(iMaxFovDirtyTime) && CanSeeEnemy(iMaxSightDirtyTime);
}
/*
===============
Actor::CanShoot
Returns true if actor can shoot entity.
===============
*/
bool Actor::CanShoot
(
Entity *ent
)
{
bool bCanShootEnemy = false;
if (ent->IsSubclassOfSentient())
{
Sentient * sen = (Sentient *)ent;
//FIXME: macro.
if (world->farplane_distance == 0 || Square(world->farplane_distance * 0.828) > (origin - sen->origin).lengthSquared())
{
if (gi.AreasConnected(
edict->r.areanum,
sen->edict->r.areanum))
{
if (G_SightTrace(
GunPosition(),
vec_zero,
vec_zero,
sen->centroid,
this,
sen,
MASK_CANSEE,
qfalse,
"Actor::CanShoot centroid")
|| G_SightTrace(
GunPosition(),
vec_zero,
vec_zero,
sen->EyePosition(),
this,
sen,
MASK_CANSEE,
qfalse,
"Actor::CanShoot eyes"))
{
bCanShootEnemy = true;
}
}
}
if (m_Enemy)
{
m_bCanShootEnemy = bCanShootEnemy;
m_iCanShootCheckTime = level.inttime;
}
}
else
{
if (gi.AreasConnected(
edict->r.areanum,
ent->edict->r.areanum))
{
if (CanSeeFrom(GunPosition(), ent))
{
bCanShootEnemy = true;
}
}
}
return bCanShootEnemy;
}
/*
===============
Actor::CanSeeFrom
Returns true if actor can see entity from pos.
===============
*/
bool Actor::CanSeeFrom
(
vec3_t pos,
Entity *ent
)
{
Vector vPos(pos);
bool bCanSee = false;
if (world->farplane_distance == 0 || Square(world->farplane_distance * 0.828) > (origin - ent->origin).lengthSquared())
{
if (!ent->IsSubclassOfActor() && G_SightTrace(vPos, vec_zero, vec_zero, ent->centroid, this, ent, MASK_CANSEE, qfalse, "Actor::CanSeeFrom"))
{
bCanSee = true;
}
}
return bCanSee;
}
/*
===============
Actor::CanSeeEnemy
Returns true if actor can see enemy.
===============
*/
bool Actor::CanSeeEnemy
(
int iMaxDirtyTime
)
{
//FIXME: macro
if (level.inttime > iMaxDirtyTime + m_iEnemyVisibleCheckTime)
CanSee(m_Enemy, 0, 0.828 * world->farplane_distance);
return m_bEnemyVisible;
}
/*
===============
Actor::CanShootEnemy
Returns true if actor can shoot enemy.
===============
*/
bool Actor::CanShootEnemy
(
int iMaxDirtyTime
)
{
if( level.inttime > iMaxDirtyTime + m_iCanShootCheckTime )
CanShoot( m_Enemy );
return m_bCanShootEnemy;
}
/*
===============
Actor::ShowInfo
Display actor info.
===============
*/
void Actor::ShowInfo
(
float fDot,
float fDist
)
{
float fMaxDist, fMinDot;
static cvar_t *g_entinfo_max;
if (!bEntinfoInit)
{
g_entinfo_max = gi.Cvar_Get("g_entinfo_max", "2048", 0);
bEntinfoInit = true;
}
fMinDot = 0.9f;
fMaxDist = g_entinfo_max->value;
if ( IsKilledState(m_ThinkState) )
{
fMinDot = 0.99f;
fMaxDist = 512;
}
if (g_entinfo->integer != 4)
{
if (fDot <= fMinDot)
{
if (fDot <= 0 || fDist >= 256)
return;
}
if (fMaxDist <= fDist || fDist <= 64)
return;
}
if (!m_bEnableEnemy)
{
Vector a = origin;
a.z += maxs.z + 74;
G_DebugString(a, 1.0, 1.0, 1.0, 1.0, "DISABLED");
}
{
Vector a = origin;
a.z += maxs.z + 56;
G_DebugString(
a,
1.0,
1.0,
1.0,
1.0,
"%i:%i:%s:%.1f",
entnum,
radnum,
targetname.c_str(),
health);
}
if (m_Enemy)
{
Vector a = origin;
a.z += maxs.z + 38;
G_DebugString(
a,
1.0,
1.0,
1.0,
1.0,
"%i:%s:%.1f:%i",
m_Enemy->entnum,
m_Enemy->targetname.c_str(),
m_Enemy->health,
m_PotentialEnemies.GetCurrentThreat());
}
if ( IsCuriousState(m_ThinkState) )
{
Vector a = origin;
a.z += maxs.z + 20;
G_DebugString(
a,
1.0,
1.0,
1.0,
1.0,
"%s:%%%.1f",
Director.GetString(m_csThinkStateNames[THINKSTATE_CURIOUS]).c_str(),
m_PotentialEnemies.GetCurrentVisibility() * 100);
}
else
{
Vector a = origin;
a.z += maxs.z + 20;
G_DebugString(
a,
1.0,
1.0,
1.0,
1.0,
"%s",
ThinkStateName().c_str());
}
{
Vector a = origin;
a.z += maxs.z + 2;
str sAnimThreadFile = m_pAnimThread ? m_pAnimThread->FileName() : "(null)";
G_DebugString(
a,
1.0,
1.0,
1.0,
1.0,
"%s:%s:%i - %s",
ThinkName().c_str(),
m_pszDebugState,
m_State,
sAnimThreadFile.c_str());
}
if (g_entinfo->integer == 1)
{
if (m_pGrenade)
G_DebugLine(m_pGrenade->origin, m_vGrenadePos, 1.0, 0.0, 0.0, 1.0);
Vector a = m_vHome;
a.z += maxs.z + 18;
G_DebugLine(centroid, a, 0.0, 1.0, 0.0, 1.0);
G_DebugCircle(a, m_fLeash, 0.0, 1.0, 0.0, 1.0, qtrue);
G_DebugCircle(
centroid,
m_fMinDistance,
1.0,
0.0,
0.0,
1.0,
qtrue);
G_DebugCircle(
centroid,
m_fMaxDistance,
0.0,
0.0,
1.0,
1.0,
qtrue);
}
else if (g_entinfo->integer == 2)
{
G_DebugCircle(
centroid,
m_fHearing,
1.0,
0.0,
0.0,
1.0,
qtrue);
G_DebugCircle(
centroid,
m_fSight,
0.0,
0.0,
1.0,
1.0,
qtrue);
}
}
/*
===============
Actor::DefaultPain
Default pain handler.
===============
*/
void Actor::DefaultPain
(
Event *ev
)
{
gi.Printf("DefaultPain event");
SetThink(THINKSTATE_PAIN, THINK_PAIN);
HandlePain(ev);
}
/*
===============
Actor::HandlePain
Hangled pain event.
===============
*/
void Actor::HandlePain
(
Event *ev
)
{
gi.Printf("HandlePain");
Event e1(EV_Listener_ExecuteScript);
if (m_bEnablePain)
{
e1.AddConstString(STRING_GLOBAL_PAIN_SCR);
for (int i = 1; i <= ev->NumArgs(); i++)
{
e1.AddValue(ev->GetValue(i));
}
ExecuteScript(&e1);
SetThinkState(THINKSTATE_PAIN, THINKLEVEL_PAIN);
RaiseAlertness(0.5);
m_PainTime = level.inttime;
Entity *ent = ev->GetEntity(1);
if (ent && ent->IsSubclassOfSentient() && !IsTeamMate((Sentient *)ent))
{
m_pLastAttacker = ent;
m_iCuriousLevel = 9;
//FIXME: macro
SetCuriousAnimHint(7);
if (m_bEnableEnemy && m_ThinkStates[THINKLEVEL_NORMAL] == THINKSTATE_IDLE)
{
SetEnemyPos(ent->origin);
m_pszDebugState = "from_pain";
SetThinkState(THINKSTATE_CURIOUS, THINKLEVEL_NORMAL);
}
}
Unregister(STRING_PAIN);
}
}
/*
===============
Actor::EventPain
Pain event.
===============
*/
void Actor::EventPain
(
Event *ev
)
{
ShowInfo();
GlobalFuncs_t *func = &GlobalFuncs[m_Think[m_ThinkLevel]];
gi.Printf("pain event");
if (func->Pain)
(this->*func->Pain)(ev);
}
/*
===============
Actor::DefaultKilled
Default killed handler.
===============
*/
void Actor::DefaultKilled
(
Event *ev,
bool bPlayDeathAnim
)
{
ClearStates();
SetThink(THINKSTATE_KILLED, THINK_KILLED);
HandleKilled(ev, bPlayDeathAnim);
}
/*
===============
Actor::HandleKilled
Hangled killed event.
===============
*/
void Actor::HandleKilled
(
Event *ev,
bool bPlayDeathAnim
)
{
deadflag = DEAD_DEAD;
health = 0.0;
if (bPlayDeathAnim)
{
Event e1(EV_Listener_ExecuteScript);
e1.AddConstString(STRING_GLOBAL_KILLED_SCR);
for (int i = 1; i < ev->NumArgs(); i++)
{
e1.AddValue(ev->GetValue(i));
}
ExecuteScript(&e1);
}
else
{
SetThink(THINKSTATE_KILLED, THINK_DEAD);
}
ClearThinkStates();
SetThinkState(THINKSTATE_KILLED, THINKLEVEL_KILLED);
gi.DPrintf("Waittill death unregisterd\n");
Unregister(STRING_DEATH);
Unregister(STRING_PAIN);
}
/*
===============
Actor::DispatchEventKilled
Dispatch killed event.
===============
*/
void Actor::DispatchEventKilled
(
Event *ev,
bool bPlayDeathAnim
)
{
GlobalFuncs_t *func = &GlobalFuncs[m_Think[m_ThinkLevel]];
if (func->Killed)
(this->*func->Killed)(ev, bPlayDeathAnim);
SetEnemy(NULL, false);
DisbandSquadMate(this);
if (bPlayDeathAnim)
{
DropInventoryItems();
}
}
/*
===============
Actor::EventKilled
Killed event.
===============
*/
void Actor::EventKilled
(
Event *ev
)
{
DispatchEventKilled(ev, true);
Player *p1 = (Player *)ev->GetEntity(1);
if (p1)
{
if (p1->IsSubclassOfPlayer() && p1->m_Team == m_Team)
{
p1->m_iNumEnemiesKilled++;
}
if (p1->IsSubclassOfSentient())
{
for (Sentient *pSent = level.m_HeadSentient[m_Team]; pSent; pSent = pSent->m_NextSentient)
{
if (pSent != this)
{
if (pSent->IsSubclassOfActor())
NotifySquadmateKilled(pSent, p1);
}
}
}
}
}
/*
===============
Actor::EventBeDead
Become dead.
===============
*/
void Actor::EventBeDead
(
Event *ev
)
{
DispatchEventKilled(ev, false);
}
/*
===============
Actor::DeathEmbalm
preps the dead actor for turning nonsolid gradually over time
===============
*/
void Actor::DeathEmbalm
(
Event *ev
)
{
if (maxs[2] > 8)
{
maxs[2] -= 4;
if (maxs[2] > 8)
{
Event e1(EV_Actor_DeathEmbalm);
PostEvent(e1, 0.5);
}
else
{
maxs[2] = 8.0;
}
setSize(mins, maxs);
}
}
/*
===============
Actor::DeathSinkStart
Makes the actor sink into the ground and then get removed(this starts it).
===============
*/
void Actor::DeathSinkStart
(
Event *ev
)
{
flags &= ~FL_BLOOD;
setMoveType(MOVETYPE_NONE);
Entity::DeathSinkStart(ev);
}
/*
===============
Actor::NoticeShot
Returns true if shooter is an enemy.
Otherwise the shooter is a team mate and target is registered an enemy if he's visible/reachable.
===============
*/
bool Actor::NoticeShot
(
Sentient *pShooter,
Sentient *pTarget,
float fDist
)
{
gi.Printf("Notice shot");
if (pShooter->m_Team != m_Team)
{
return true;
}
m_bEnemyIsDisguised = false;
if (pTarget)
{
if (DoesTheoreticPathExist(pShooter->origin, fDist * 1.5) || CanSee(pTarget, 0, 0.828 * world->farplane_distance))
{
m_PotentialEnemies.ConfirmEnemy(this, pTarget);
}
}
return false;
}
/*
===============
Actor::NoticeFootstep
Returns true if actor should notice this footstep sound (pedestrian is not visible for actor).
Otherwise returns false.
===============
*/
bool Actor::NoticeFootstep
(
Sentient *pPedestrian
)
{
if (m_Team == pPedestrian->m_Team || pPedestrian->m_bIsDisguised)
return false;
return !CanSeeFOV(pPedestrian);
}
/*
===============
Actor::NoticeVoice
Returns true if actor should notice this voice sound (vocalist is not visible for actor).
Otherwise returns false.
===============
*/
bool Actor::NoticeVoice
(
Sentient *pVocallist
)
{
if (IsSquadMate(pVocallist))
return false;
return !CanSeeFOV(pVocallist);
}
/*
===============
Actor::ClearLookEntity
Clear look entity.
===============
*/
void Actor::ClearLookEntity
(
void
)
{
if (m_pLookEntity)
{
if (m_pLookEntity->IsSubclassOfTempWaypoint())
{
delete m_pLookEntity;
}
m_pLookEntity = NULL;
}
}
/*
===============
Actor::LookAt
Change current look entity.
===============
*/
void Actor::LookAt
(
const Vector& vec
)
{
if (g_showlookat->integer == entnum || g_showlookat->integer == -1)
{
Com_Printf(
"Script lookat: %i %i %s looking at point %.0f %.0f %.0f\n",
entnum,
radnum,
targetname.c_str(),
vec.x,
vec.y,
vec.z);
}
ClearLookEntity();
TempWaypoint *twp = new TempWaypoint();
m_pLookEntity = twp;
m_pLookEntity->setOrigin(vec);
}
/*
===============
Actor::LookAt
Change current look entity.
===============
*/
void Actor::LookAt
(
Listener *l
)
{
ClearLookEntity();
if ( l )
{
if (!l->inheritsFrom(&SimpleEntity::ClassInfo))
{
ScriptError("Bad look entity with classname '%s' specified for '%s' at (%f %f %f)\n",
l->getClassname(),
targetname.c_str(),
origin.x,
origin.y,
origin.z
);
}
if (l != this)
{
l = (SimpleEntity*)l;
if (g_showlookat->integer == entnum || g_showlookat->integer == -1)
{
Com_Printf(
"Script lookat: %i %i %s looking at point %.0f %.0f %.0f\n",
entnum,
radnum,
targetname.c_str(),
((SimpleEntity*)l)->origin.x,
((SimpleEntity*)l)->origin.y,
((SimpleEntity*)l)->origin.z);
}
m_pLookEntity = (SimpleEntity*)l;
}
}
}
/*
===============
Actor::ForwardLook
===============
*/
void Actor::ForwardLook
(
void
)
{
//fixme: this is an inline function.
m_bHasDesiredLookAngles = false;
}
/*
===============
Actor::LookAtLookEntity
Change current look entity.
===============
*/
void Actor::LookAtLookEntity
(
void
)
{
Vector dir;
if (m_pLookEntity->IsSubclassOfSentient())
{
dir = ((Sentient *)m_pLookEntity.Pointer())->EyePosition() - EyePosition();
}
else
{
dir = m_pLookEntity->centroid - EyePosition();
}
SetDesiredLookDir(dir);
}
/*
===============
Actor::IdleLook
Idle look behaviour.
===============
*/
void Actor::IdleLook
(
void
)
{
if (m_pLookEntity)
{
LookAtLookEntity();
}
else
{
m_bHasDesiredLookAngles = false;
}
}
/*
===============
Actor::IdleLook
Idle look behaviour.
===============
*/
void Actor::IdleLook
(
vec3_t dir
)
{
if (m_pLookEntity)
{
LookAtLookEntity();
}
else
{
SetDesiredLookDir(dir);
}
}
/*
===============
Actor::SetDesiredLookDir
Change desired look direction.
===============
*/
void Actor::SetDesiredLookDir
(
vec3_t dir
)
{
m_bHasDesiredLookAngles = true;
vectoangles( dir, m_DesiredLookAngles );
m_DesiredLookAngles[ 1 ] = m_DesiredLookAngles[ 1 ] - angles[ 1 ];
m_DesiredLookAngles[ 1 ] = AngleNormalize180( m_DesiredLookAngles[ 1 ] );
m_DesiredLookAngles[ 0 ] = AngleNormalize180( m_DesiredLookAngles[ 0 ] );
}
/*
===============
Actor::SetDesiredLookAnglesRelative
Change desired look angles relatively.
===============
*/
void Actor::SetDesiredLookAnglesRelative
(
vec3_t ang
)
{
m_bHasDesiredLookAngles = true;
m_DesiredLookAngles[ 0 ] = AngleNormalize180( ang[ 0 ] );
m_DesiredLookAngles[ 1 ] = AngleNormalize180( ang[ 1 ] );
m_DesiredLookAngles[ 2 ] = AngleNormalize180( ang[ 2 ] );
}
/*
===============
Actor::EventLookAt
Look at event.
===============
*/
void Actor::EventLookAt
(
Event *ev
)
{
if (ev->IsVectorAt(1))
{
LookAt(ev->GetVector(1));
}
else
{
LookAt(ev->GetListener(1));
}
m_iLookFlags = 0;//LOOK_NORMAL
}
/*
===============
Actor::EventEyesLookAt
Eyes look at event.
===============
*/
void Actor::EventEyesLookAt
(
Event *ev
)
{
EventLookAt(ev);
m_iLookFlags = 1;//LOOK_EYE
}
/*
===============
Actor::NoPoint
Don't point at anything.
===============
*/
void Actor::NoPoint
(
void
)
{
VectorClear(m_vLUpperArmDesiredAngles);
}
/*
===============
Actor::IdlePoint
Idle point behaviour.
===============
*/
void Actor::IdlePoint
(
void
)
{
if (m_pPointEntity)
{
Vector delta = m_pPointEntity->centroid - origin;
Vector v2;
VectorNormalize(delta);
v2 = delta.toAngles();
float yaw = AngleNormalize180(v2[1] - angles[1] + 30);
if (yaw > 100)
yaw = 100;
if (yaw < -80)
yaw = -80;
m_vLUpperArmDesiredAngles[0] = v2[0];
m_vLUpperArmDesiredAngles[1] = yaw;
m_vLUpperArmDesiredAngles[2] = v2[2];
}
else
{
NoPoint();
}
}
/*
===============
Actor::ClearPointEntity
Clear point entity.
===============
*/
void Actor::ClearPointEntity
(
void
)
{
if (m_pPointEntity)
{
if (m_pPointEntity->IsSubclassOfTempWaypoint())
{
delete m_pPointEntity;
}
m_pPointEntity = NULL;
}
}
/*
===============
Actor::PointAt
Change point entity.
===============
*/
void Actor::PointAt
(
const Vector& vec
)
{
ClearPointEntity();
TempWaypoint *twp = new TempWaypoint();
m_pPointEntity = twp;
m_pPointEntity->setOrigin(vec);
}
/*
===============
Actor::PointAt
Change point entity.
===============
*/
void Actor::PointAt
(
Listener* l
)
{
ClearPointEntity();
if (l)
{
if (l->inheritsFrom(&SimpleEntity::ClassInfo))
{
ScriptError("Bad point entity with classname '%s' specified for '%s' at (%f %f %f)\n",
l->getClassname(),
targetname.c_str(),
origin.x,
origin.y,
origin.z);
}
if (l != this)
{
m_pPointEntity = (SimpleEntity *)l;
}
}
}
/*
===============
Actor::EventPointAt
Point at event.
===============
*/
void Actor::EventPointAt
(
Event *ev
)
{
if (ev->IsVectorAt(1))
{
PointAt(ev->GetVector(1));
}
else
{
PointAt(ev->GetListener(1));
}
}
/*
===============
Actor::ClearTurnEntity
Clear turn entity.
===============
*/
void Actor::ClearTurnEntity
(
void
)
{
if (m_pTurnEntity)
{
if (m_pTurnEntity->IsSubclassOfTempWaypoint())
{
delete m_pTurnEntity;
}
m_pTurnEntity = NULL;
}
}
/*
===============
Actor::TurnTo
Change turn entity.
===============
*/
void Actor::TurnTo
(
const Vector& vec
)
{
ClearTurnEntity();
TempWaypoint *twp = new TempWaypoint();
m_pTurnEntity = twp;
m_pTurnEntity->setOrigin(vec);
}
/*
===============
Actor::TurnTo
Change turn entity.
===============
*/
void Actor::TurnTo
(
Listener *l
)
{
ClearTurnEntity();
if (l)
{
if (!l->inheritsFrom(&SimpleEntity::ClassInfo))
{
ScriptError("Bad turn entity with classname '%s' specified for '%s' at (%f %f %f)\n",
l->getClassname(),
targetname.c_str(),
origin.x,
origin.y,
origin.z);
}
m_pTurnEntity = (SimpleEntity *)l;
}
else
{
m_pTurnEntity = this;
}
}
/*
===============
Actor::IdleTurn
Idle turn behaviour.
===============
*/
void Actor::IdleTurn
(
void
)
{
if (m_pTurnEntity)
{
for (int i = 0; i <= 1; i++)
{
if (m_pTurnEntity == this)
{
StopTurning();
m_pTurnEntity = NULL;
return;
}
vec2_t facedir;
VectorSub2D(m_pTurnEntity->centroid, origin, facedir);
if (facedir[0] || facedir[1])
{
SetDesiredYawDir(facedir);
}
float error = AngleNormalize180(m_DesiredYaw - angles[1]);
if (error >= m_fTurnDoneError + 0.001 || -(m_fTurnDoneError + 0.001) >= error)
{
return;
}
SafePtr<SimpleEntity> prevTurnEntity = m_pTurnEntity;
Director.iPaused--;
if (!Director.iPaused)
{
Director.ExecuteRunning();
}
Unregister(STRING_TURNDONE);
Director.iPaused++;
if (m_pTurnEntity == prevTurnEntity)
{
break;
}
}
}
}
/*
===============
Actor::EventTurnTo
Turn to event.
===============
*/
void Actor::EventTurnTo
(
Event *ev
)
{
if (ev->IsVectorAt(1))
{
TurnTo(ev->GetVector(1));
}
else
{
TurnTo(ev->GetListener(1));
}
}
/*
===============
Actor::EventSetTurnDoneError
Set the error amount that turndone will occur for the turnto command.
===============
*/
void Actor::EventSetTurnDoneError
(
Event *ev
)
{
m_fTurnDoneError = ev->GetFloat(1);
if (m_fTurnDoneError < 0)
{
m_fTurnDoneError = 0;
ScriptError("turndoneerror was set to a negative value - capped to 0");
}
}
/*
===============
Actor::EventGetTurnDoneError
Get the error amount that turndone will occur for the turnto command.
===============
*/
void Actor::EventGetTurnDoneError
(
Event *ev
)
{
ev->AddFloat(m_fTurnDoneError);
}
/*
===============
Actor::LookAround
Look around behaviour.
===============
*/
void Actor::LookAround
(
float fFovAdd
)
{
Vector vDest, vAngle;
float fModTime;
if (level.inttime >= m_iNextLookTime)
{
fModTime = level.time;
vAngle = angles;
vAngle.y += fFovAdd * (2*(fModTime * 0.125 - floor(fModTime * 0.125)) - 1.0);
vAngle.x += (noise1(fModTime * 1.005309626678312 + entnum) + 1.0) * 15.0;
AngleVectors(vAngle, vDest, NULL, NULL);
vDest += EyePosition() * 1024;
trace_t trace = G_Trace(EyePosition(), vec_zero, vec_zero, vDest, this, 25, qfalse, "Actor::LookAround");
if (trace.fraction > 0.125)
{
m_bHasDesiredLookDest = true;
VectorCopy(trace.endpos, m_vDesiredLookDest);
m_iNextLookTime = level.inttime + rand() % 500 + 750;
}
else
{
m_bHasDesiredLookDest = false;
m_iNextLookTime = level.inttime + 187;
}
}
if (m_bHasDesiredLookDest)
{
SetDesiredLookDir(m_vDesiredLookDest - EyePosition());
}
else
{
m_bHasDesiredLookAngles = false;
}
}
/*
===============
Actor::SoundSayAnim
Returns true if animation not found.
===============
*/
bool Actor::SoundSayAnim
(
const_str name,
byte bLevelSayAnim
)
{
int animnum = gi.Anim_NumForName(edict->tiki, Director.GetString(name).c_str());
if (animnum == -1)
{
ChangeSayAnim();
m_bSayAnimSet = true;
m_iSaySlot = -2;
m_bLevelSayAnim = bLevelSayAnim;
Com_Printf(
"Couldn't find animation '%s' in '%s' - trying sound alias instead.\n",
Director.GetString(name).c_str(),
edict->tiki->a->name);
Sound(Director.GetString(name), 0, 0, 0, NULL, 0, 1, 1, -1);
return true;
}
return false;
}
static bool UnknownAnim(const char *name, dtiki_t *tiki)
{
ScriptException::next_bIsForAnim = true;
ScriptError("unknown animation '%s' in '%s'", name, tiki->a->name);
}
/*
===============
Actor::EventSetAnim
Set animation event.
===============
*/
void Actor::EventSetAnim
(
Event *ev
)
{
//"anim slot weight flagged"
int numArgs = ev->NumArgs(), slot = 0, animnum;
float weight = 1;
const_str anim, flagVal;
qboolean flagged = qfalse;
//FIXME: better notation, but this works for now.
if (numArgs < 1 || numArgs > 4)
{
ScriptError("bad number of arguments");
}
else if (numArgs == 1)
{
anim = ev->GetConstString(1);
animnum = gi.Anim_NumForName(edict->tiki, Director.GetString(anim).c_str());
if (animnum == -1)
{
UnknownAnim(Director.GetString(anim).c_str(), edict->tiki);
}
}
else if (numArgs == 2)
{
anim = ev->GetConstString(1);
animnum = gi.Anim_NumForName(edict->tiki, Director.GetString(anim).c_str());
if (animnum == -1)
{
UnknownAnim(Director.GetString(anim).c_str(), edict->tiki);
}
slot = ev->GetInteger(2);
if (slot > 2)
{
ScriptError("Bad animation slot, only 0 and 1 supported");
}
}
else if (numArgs == 3)
{
weight = ev->GetFloat(3);
if (weight < 0)
{
ScriptError("Negative anim weight not allowed");
}
if (weight != 0)
{
slot = ev->GetInteger(2);
if (slot > 2)
{
ScriptError("Bad animation slot, only 0 and 1 supported");
}
}
anim = ev->GetConstString(1);
animnum = gi.Anim_NumForName(edict->tiki, Director.GetString(anim).c_str());
if (animnum == -1)
{
UnknownAnim(Director.GetString(anim).c_str(), edict->tiki);
}
}
else if (numArgs == 4)
{
flagVal = ev->GetConstString(4);
flagged = qtrue;
if (flagVal != STRING_FLAGGED)
{
ScriptError("unknown keyword '%s', expected 'flagged'", Director.GetString(flagVal).c_str());
}
weight = ev->GetFloat(3);
if (weight < 0)
{
ScriptError("Negative anim weight not allowed");
}
if (weight != 0)
{
slot = ev->GetInteger(2);
if (slot > 2)
{
ScriptError("Bad animation slot, only 0 and 1 supported");
}
}
anim = ev->GetConstString(1);
animnum = gi.Anim_NumForName(edict->tiki, Director.GetString(anim).c_str());
if (animnum == -1)
{
UnknownAnim(Director.GetString(anim).c_str(), edict->tiki);
}
}
if (!slot)
{
flagged = qtrue;
}
if (flagged)
{
parm.motionfail = qtrue;
}
if (!m_bLevelMotionAnim)
{
if (slot)
{
m_weightType[GetMotionSlot(slot)] = 0;
}
else
{
ChangeMotionAnim();
m_bMotionAnimSet = true;
}
StartMotionAnimSlot(slot, animnum, weight);
if (flagged)
{
m_iMotionSlot = GetMotionSlot(slot);
parm.motionfail = qfalse;
}
}
}
/*
===============
Actor::EventIdleSayAnim
Play idle say dialogue.
===============
*/
void Actor::EventIdleSayAnim
(
Event *ev
)
{
const_str name;
if (ev->NumArgs())
{
if (ev->NumArgs() != 1)
{
ScriptError("bad number of arguments");
}
name = ev->GetConstString(1);
if (m_ThinkState <= THINKSTATE_ATTACK || IsGrenadeState(m_ThinkState))
{
m_csSayAnim = name;
//FIXME: macro
m_bNextLevelSayAnim = 1;
}
else
{
if (!SoundSayAnim(name, 1) )
{
m_csSayAnim = name;
//FIXME: macro
m_bNextLevelSayAnim = 1;
}
}
}
else if (m_bLevelSayAnim == 1)
{
AnimFinished(m_iSaySlot, true);
}
}
/*
===============
Actor::EventSayAnim
Play idle dialogue.
===============
*/
void Actor::EventSayAnim
(
Event *ev
)
{
const_str name;
if (ev->NumArgs())
{
if (ev->NumArgs() != 1)
{
ScriptError("bad number of arguments");
}
name = ev->GetConstString(1);
if (m_ThinkState <= THINKSTATE_KILLED || !SoundSayAnim(name, 2))
{
m_csSayAnim = name;
//FIXME: macro
m_bNextLevelSayAnim = 2;
gi.DPrintf("Actor::EventSayAnim: 1 %s\n", targetname.c_str());
}
gi.DPrintf("Actor::EventSayAnim: 2 %s\n", targetname.c_str());
}
else if (m_bLevelSayAnim == 1)
{
AnimFinished(m_iSaySlot, true);
gi.DPrintf("Actor::EventSayAnim: 3 %s\n", targetname.c_str());
}
gi.DPrintf("Actor::EventSayAnim: 4 %s\n", targetname.c_str());
}
/*
===============
Actor::EventSetSayAnim
Set say animation.
===============
*/
void Actor::EventSetSayAnim
(
Event *ev
)
{
const_str name;
str sName;
if (ev->NumArgs() != 1)
{
ScriptError("bad number of arguments");
}
if (m_bLevelSayAnim == 0)
{
name = ev->GetConstString(1);
parm.sayfail = qtrue;
sName = Director.GetString(name);
int animnum = gi.Anim_NumForName(edict->tiki, sName.c_str());
Com_Printf("EventSetSayAnim sName: %s, animnum: %d, mVoiceType: %d\n", sName.c_str(), animnum, mVoiceType);
if (!SoundSayAnim(name, m_bLevelSayAnim))
{
int flags = gi.Anim_FlagsSkel(edict->tiki, animnum);
if (flags & TAF_HASUPPER)
{
if (m_bLevelActionAnim)
{
if (!m_bSayAnimSet)
{
m_iSaySlot = m_iActionSlot;
}
return;
}
if (flags & TAF_HASDELTA)
{
if (m_bLevelMotionAnim)
{
if (!m_bSayAnimSet)
{
m_iSaySlot = m_iMotionSlot;
}
return;
}
ChangeActionAnim();
ChangeMotionAnim();
StartMotionAnimSlot(0, animnum, 1.0);
m_iMotionSlot = m_iActionSlot = GetMotionSlot(0);
}
else
{
ChangeActionAnim();
m_bActionAnimSet = true;
StartActionAnimSlot(animnum);
m_iActionSlot = GetActionSlot(0);
}
ChangeSayAnim();
m_bSayAnimSet = true;
m_iSaySlot = m_iActionSlot;
}
else
{
ChangeSayAnim();
m_bSayAnimSet = true;
StartSayAnimSlot(animnum);
m_iSaySlot = GetSaySlot();
}
}
parm.sayfail = qfalse;
}
}
/*
===============
Actor::EventSetMotionAnim
Set motion animation.
===============
*/
void Actor::EventSetMotionAnim
(
Event *ev
)
{
gi.DPrintf("Actor::EventSetMotionAnim\n");
if (ev->NumArgs() != 1)
{
ScriptError("bad number of arguments");
}
const_str anim = ev->GetConstString(1);
str animstr = Director.GetString(anim);
int animnum = gi.Anim_NumForName(edict->tiki, animstr.c_str());
if (animnum == -1)
{
UnknownAnim(animstr.c_str(), edict->tiki);
}
gi.DPrintf("Actor::EventSetMotionAnim %s %d\n", animstr.c_str(), animnum);
parm.motionfail = qtrue;
if (!m_bLevelMotionAnim)
{
ChangeMotionAnim();
m_bMotionAnimSet = true;
StartMotionAnimSlot(0, animnum, 1.0);
m_iMotionSlot = GetMotionSlot(0);
parm.motionfail = qfalse;
}
}
/*
===============
Actor::EventSetAimMotionAnim
Set aim motion animation.
===============
*/
void Actor::EventSetAimMotionAnim
(
Event *ev
)
{
int anim_crouch, anim_stand, anim_high;
const_str name;
if (ev->NumArgs() != 3)
{
ScriptError("bad number of arguments");
}
//FIXME: maybe inline func ?
name = ev->GetConstString(1);
anim_crouch = gi.Anim_NumForName(edict->tiki, Director.GetString(name).c_str());
if (anim_crouch == -1)
{
UnknownAnim(Director.GetString(name).c_str(), edict->tiki);
}
name = ev->GetConstString(2);
anim_stand = gi.Anim_NumForName(edict->tiki, Director.GetString(name).c_str());
if (anim_stand == -1)
{
UnknownAnim(Director.GetString(name).c_str(), edict->tiki);
}
name = ev->GetConstString(3);
anim_high = gi.Anim_NumForName(edict->tiki, Director.GetString(name).c_str());
if (anim_high == -1)
{
UnknownAnim(Director.GetString(name).c_str(), edict->tiki);
}
parm.motionfail = qtrue;
if (!m_bLevelMotionAnim)
{
ChangeMotionAnim();
m_bMotionAnimSet = true;
UpdateAimMotion();
StartAimMotionAnimSlot(0, anim_crouch);
StartAimMotionAnimSlot(1, anim_stand);
StartAimMotionAnimSlot(2, anim_high);
m_iMotionSlot = GetMotionSlot(1);
parm.motionfail = qfalse;
}
}
/*
===============
Actor::EventSetActionAnim
Set action animation.
===============
*/
void Actor::EventSetActionAnim
(
Event *ev
)
{
if (ev->NumArgs() != 3)
{
ScriptError("bad number of arguments");
}
m_fAimLimit_down = ev->GetFloat(2);
if (m_fAimLimit_down > 0)
{
m_fAimLimit_down = -0.001f;
ScriptError("Positive lower_limit not allowed");
}
m_fAimLimit_up = ev->GetFloat(3);
if (m_fAimLimit_up <= 0)
{
m_fAimLimit_up = 0.001f;
ScriptError("Negative upper_limit not allowed");
}
const_str anim = ev->GetConstString(1);
int animnum = gi.Anim_NumForName(edict->tiki, Director.GetString(anim).c_str());
if (animnum == -1)
{
UnknownAnim(Director.GetString(anim).c_str(), edict->tiki);
}
const_str anim2 = ev->GetConstString(2);
int animnum2 = gi.Anim_NumForName(edict->tiki, Director.GetString(anim2));
if (animnum2 == -1)
{
UnknownAnim(Director.GetString(anim2).c_str(), edict->tiki);
}
const_str anim3 = ev->GetConstString(3);
int animnum3 = gi.Anim_NumForName(edict->tiki, Director.GetString(anim3));
if (animnum3 == -1)
{
UnknownAnim(Director.GetString(anim3).c_str(), edict->tiki);
}
parm.upperfail = qtrue;
if (!m_bLevelActionAnim)
{
ChangeActionAnim();
m_bAimAnimSet = true;
m_bActionAnimSet = true;
UpdateAim();
StartAimAnimSlot(0, animnum);
StartAimAnimSlot(1, anim2);
StartAimAnimSlot(2, anim3);
m_iActionSlot = GetActionSlot(0);
parm.upperfail = qfalse;
}
}
/*
===============
Actor::EventUpperAnim
Set upper body.
===============
*/
void Actor::EventUpperAnim
(
Event *ev
)
{
if (ev->NumArgs())
{
if (ev->NumArgs() != 1)
{
ScriptError("bad number of arguments");
}
const_str anim = ev->GetConstString(1);
int animnum = gi.Anim_NumForName(edict->tiki, Director.GetString(anim).c_str());
if (animnum == -1)
{
UnknownAnim(Director.GetString(anim).c_str(), edict->tiki);
}
m_csUpperAnim = anim;
}
else if (m_bLevelActionAnim)
{
AnimFinished(m_iActionSlot, true);
}
}
/*
===============
Actor::EventSetUpperAnim
Set upper body animation.
===============
*/
void Actor::EventSetUpperAnim
(
Event *ev
)
{
if (ev->NumArgs() != 1)
{
ScriptError("bad number of arguments");
}
const_str anim = ev->GetConstString(1);
int animnum = gi.Anim_NumForName(edict->tiki, Director.GetString(anim).c_str());
if (animnum == -1)
{
UnknownAnim(Director.GetString(anim).c_str(), edict->tiki);
}
parm.upperfail = qtrue;
if (!m_bLevelActionAnim)
{
ChangeActionAnim();
m_bActionAnimSet = true;
StartActionAnimSlot(animnum);
m_iActionSlot = SimpleActor::GetActionSlot(0);
parm.upperfail = qfalse;
}
}
/*
===============
Actor::EventSetUpperAnim
End action animation.
===============
*/
void Actor::EventEndActionAnim
(
Event *ev
)
{
parm.upperfail = qtrue;
if (!m_bLevelActionAnim)
{
ChangeActionAnim();
parm.upperfail = qfalse;
}
}
/*
===============
Actor::EventDamagePuff
Spawns a puff of 'blood' smoke at the speficied location in the specified direction.
===============
*/
void Actor::EventDamagePuff
(
Event *ev
)
{
Vector pos = ev->GetVector(1), dir = ev->GetVector(2);
gi.SetBroadcastVisible(pos, NULL);
//FIXME: macro
gi.MSG_StartCGM(7);
gi.MSG_WriteCoord(pos.x);
gi.MSG_WriteCoord(pos.y);
gi.MSG_WriteCoord(pos.z);
gi.MSG_WriteDir(dir);
gi.MSG_WriteBits(0, 1);
gi.MSG_EndCGM();
}
/*
===============
Actor::SafeSetOrigin
Safe set origin.
===============
*/
void Actor::SafeSetOrigin
(
vec3_t newOrigin
)
{
if (newOrigin == origin)
{
return;
}
setOrigin(newOrigin);
if (!m_bNoPlayerCollision)
{
Player *p = (Player *)G_GetEntity(0);
if (p && IsTouching(p))
{
Com_Printf("(entnum %d, radnum %d) is going not solid to not get stuck in the player\n", entnum, radnum);
m_bNoPlayerCollision = true;
setSolidType(SOLID_NOT);
}
}
}
/*
===============
Actor::DoMove
Move the actor based on m_eAnimMode.
===============
*/
void Actor::DoMove
(
void
)
{
mmove_t mm;
//FIXME: macros
if (m_bDoPhysics
&& m_iOriginTime != level.inttime
&& !m_pGlueMaster
&& !bindmaster)
{
switch (m_eAnimMode)
{
case 1://normal i guess ?
{
SetMoveInfo(&mm);
VectorCopy2D(frame_delta, mm.desired_dir);
float frameDeltaLen = VectorNormalize2D(mm.desired_dir);
mm.desired_speed = frameDeltaLen / level.frametime;
if (mm.desired_speed > m_maxspeed)
mm.desired_speed = m_maxspeed;
MmoveSingle(&mm);
GetMoveInfo(&mm);
}
break;
case 2://path
{
MovePath(frame_delta.length() / level.frametime);
}
break;
case 3://path_goal (end) ?
{
MovePathGoal(frame_delta.length() / level.frametime);
}
break;
case 4://dest
{
MoveDest(frame_delta.length() / level.frametime);
}
break;
case 5://scripted
{
trace_t trace;
trace = G_Trace(origin, mins, maxs, frame_delta + origin, this, edict->clipmask & 0xF9FFE47D, qtrue, "Actor");
SafeSetOrigin(trace.endpos);
velocity = frame_delta / level.frametime;
}
break;
case 6://noclip
{
SafeSetOrigin(frame_delta+origin);
velocity = frame_delta / level.frametime;
}
break;
case 7://falling path
{
SafeSetOrigin(m_pFallPath->pos[m_pFallPath->currentPos]);
m_pFallPath->currentPos++;
velocity = vec_zero;
}
break;
default:
break;
}
m_maxspeed = 1000000.0f;
}
}
/*
===============
Actor::AnimFinished
===============
*/
void Actor::AnimFinished
(
int slot,
bool stop
)
{
if (stop && slot >= 0)
animFlags[slot] |= ANIM_NOACTION;
if (slot == m_iMotionSlot)
{
if (stop)
{
m_bLevelMotionAnim = false;
m_iMotionSlot = -1;
}
MPrintf("flagged anim finished slot %d\n", slot);
Unregister(STRING_FLAGGEDANIMDONE);
}
if (slot == m_iActionSlot)
{
if (stop)
ChangeActionAnim();
if (m_csUpperAnim == STRING_EMPTY)
{
MPrintf("upper anim finished slot %d\n", slot);
Unregister(STRING_UPPERANIMDONE);
}
}
if (slot == m_iSaySlot)
{
if (stop)
ChangeSayAnim();
if (m_csSayAnim == STRING_EMPTY)
{
MPrintf("say anim finished slot %d\n", slot);
//gi.DPrintf("unregister STRING_SAYDONE\n");
Unregister(STRING_SAYDONE);
}
}
else if (slot == GetSaySlot() && stop)
{
ChangeSayAnim();
}
}
/*
===============
Actor::AnimFinished
===============
*/
void Actor::AnimFinished
(
int slot
)
{
animFlags[slot] &= ~ANIM_FINISHED;
AnimFinished(slot, ((animFlags[slot] & ANIM_LOOP) != ANIM_LOOP));
}
/*
===============
Actor::PlayAnimation
Play animation
===============
*/
void Actor::PlayAnimation
(
Event *ev
)
{
Event e1(EV_Listener_ExecuteScript);
e1.AddConstString(STRING_GLOBAL_ANIM_SCR);
e1.AddValue(ev->GetValue(1));
ExecuteScript(&e1);
}
/*
===============
Actor::PlayScriptedAnimation
Play scripted animation
===============
*/
void Actor::PlayScriptedAnimation
(
Event *ev
)
{
Event e1(EV_Listener_ExecuteScript);
e1.AddConstString(STRING_GLOBAL_ANIM_SCRIPTED_SCR);
e1.AddValue(ev->GetValue(1));
ExecuteScript(&e1);
}
/*
===============
Actor::PlayNoclipAnimation
Play noclip animation
===============
*/
void Actor::PlayNoclipAnimation
(
Event *ev
)
{
Event e1(EV_Listener_ExecuteScript);
e1.AddConstString(STRING_GLOBAL_ANIM_NOCLIP_SCR);
e1.AddValue(ev->GetValue(1));
ExecuteScript(&e1);
}
/*
===============
Actor::MoveDest
Play noclip animation
===============
*/
void Actor::MoveDest
(
float fMoveSpeed
)
{
mmove_t mm;
vec2_t offset;
SetMoveInfo(&mm);
if (fMoveSpeed > m_maxspeed)
fMoveSpeed = m_maxspeed;
mm.desired_speed = fMoveSpeed;
VectorSub2D(m_Dest, origin, offset);
VectorNormalize2D2(offset, mm.desired_dir);
MmoveSingle(&mm);
GetMoveInfo(&mm);
}
/*
===============
Actor::MovePath
Move on path.
===============
*/
void Actor::MovePath
(
float fMoveSpeed
)
{
//FIXME: macros
mmove_t mm;
SetMoveInfo(&mm);
mm.desired_speed = fMoveSpeed;
if (mm.desired_speed > m_maxspeed)
{
mm.desired_speed = m_maxspeed;
}
m_Path.UpdatePos(origin);
if (ai_debugpath->integer)
{
Vector pos, dest;
pos = origin;
pos.z += 32;
dest = m_Path.CurrentDelta();
dest += origin;
dest.z += 32;
G_DebugLine(pos, dest, 1, 0, 0, 1);
for (PathInfo *current_path = m_Path.CurrentNode(); current_path != m_Path.LastNode(); current_path = m_Path.NextNode())
{
pos = current_path->point;
pos.z += 32;
dest = m_Path.NextNode()->point;
dest.z += 32;
G_DebugLine(pos, dest, 0, 1, 0, 1);
}
}
VectorCopy2D(m_Path.CurrentDelta(), mm.desired_dir);
MmoveSingle(&mm);
if (!mm.hit_obstacle)
{
if (m_WallDir)
{
if (level.inttime >= m_iWallDodgeTimeout)
{
m_WallDir = 0;
}
else
{
if (DotProduct2D(mm.desired_dir, m_PrevObstacleNormal) > 0 && CrossProduct2D(mm.desired_dir, m_PrevObstacleNormal) < 0)
{
m_iWallDodgeTimeout = level.inttime + 1000;
m_WallDir = -m_WallDir;
}
}
}
GetMoveInfo(&mm);
return;
}
velocity.copyTo(mm.velocity);
origin.copyTo(mm.origin);
mm.groundPlane = m_groundPlane;
mm.walking = m_walking;
m_groundPlaneNormal.copyTo(mm.groundPlaneNormal);
VectorCopy2D(mm.obstacle_normal, m_PrevObstacleNormal);
m_Path.UpdatePos(mm.hit_origin);
if (!m_Path.NextNode())
{
if (!m_WallDir)
{
auto dir = m_Path.CurrentDelta();
if (m_Path.NextNode())
{
dir = m_Path.NextNode()->dir;
}
if (dir[1] * mm.obstacle_normal[0] < dir[0] * mm.obstacle_normal[1])
{
mm.desired_dir[0] = mm.obstacle_normal[0];
mm.desired_dir[1] = -mm.obstacle_normal[1];
m_WallDir = 1;
}
else
{
mm.desired_dir[0] = -mm.obstacle_normal[0];
mm.desired_dir[1] = mm.obstacle_normal[1];
m_WallDir = -1;
}
MmoveSingle(&mm);
if (!mm.hit_obstacle)
{
m_iWallDodgeTimeout = level.inttime + 1000;
}
else
{
m_WallDir = 0;
m_iWallDodgeTimeout = 0;
}
GetMoveInfo(&mm);
return;
}
}
if (! (m_Path.NextNode() && m_Path.NextNode()->bAccurate && m_Path.IsSide()) )
{
if (m_WallDir)
{
if (m_WallDir < 0)
{
mm.desired_dir[0] = -mm.obstacle_normal[1];
mm.desired_dir[1] = mm.obstacle_normal[0];
}
else
{
mm.desired_dir[0] = mm.obstacle_normal[1];
mm.desired_dir[1] = -mm.obstacle_normal[0];
}
MmoveSingle(&mm);
if (mm.hit_obstacle)
{
m_WallDir = 0;
m_iWallDodgeTimeout = 0;
}
GetMoveInfo(&mm);
return;
}
else
{
auto dir = m_Path.CurrentDelta();
auto pNextNode = m_Path.NextNode();
if (pNextNode)
{
dir = pNextNode->dir;
}
vec2_t vDelta;
vDelta[0] = pNextNode->point[1] - mm.hit_origin[0];
vDelta[1] = pNextNode->point[0] - mm.hit_origin[1];
if (DotProduct2D(dir, vDelta) >= 0)
{
float fCross = CrossProduct2D(dir, vDelta);
if (fCross <= -16)
{
mm.desired_dir[1] = mm.obstacle_normal[0];
mm.desired_dir[0] = -mm.obstacle_normal[1];
}
else
{
if (fCross >= 16)
{
mm.desired_dir[0] = mm.obstacle_normal[1];
mm.desired_dir[1] = -mm.obstacle_normal[0];
MmoveSingle(&mm);
GetMoveInfo(&mm);
return;
}
}
}
{
if (!m_WallDir)
{
auto dir = m_Path.CurrentDelta();
if (m_Path.NextNode())
{
dir = m_Path.NextNode()->dir;
}
if (dir[1] * mm.obstacle_normal[0] < dir[0] * mm.obstacle_normal[1])
{
mm.desired_dir[0] = mm.obstacle_normal[1];
mm.desired_dir[1] = -mm.obstacle_normal[0];
m_WallDir = 1;
}
else
{
mm.desired_dir[0] = -mm.obstacle_normal[1];
mm.desired_dir[1] = mm.obstacle_normal[0];
m_WallDir = -1;
}
MmoveSingle(&mm);
if (!mm.hit_obstacle)
{
m_iWallDodgeTimeout = level.inttime + 1000;
}
else
{
m_WallDir = 0;
m_iWallDodgeTimeout = 0;
}
GetMoveInfo(&mm);
return;
}
else if (m_WallDir < 0)
{
mm.desired_dir[0] = -mm.obstacle_normal[1];
mm.desired_dir[1] = mm.obstacle_normal[0];
}
else
{
mm.desired_dir[0] = mm.obstacle_normal[1];
mm.desired_dir[1] = -mm.obstacle_normal[0];
}
MmoveSingle(&mm);
if (mm.hit_obstacle)
{
m_WallDir = 0;
m_iWallDodgeTimeout = 0;
}
GetMoveInfo(&mm);
return;
}
}
}
m_iWallDodgeTimeout = level.inttime + 1000;
{
auto dir = m_Path.CurrentDelta();
auto pNextNode = m_Path.NextNode();
if (pNextNode)
{
dir = pNextNode->dir;
}
vec2_t vDelta;
vDelta[0] = pNextNode->point[1] - mm.hit_origin[0];
vDelta[1] = pNextNode->point[0] - mm.hit_origin[1];
if (vDelta[0] * dir[1] <= vDelta[1] * dir[0])
{
mm.desired_dir[0] = mm.obstacle_normal[1];
mm.desired_dir[1] = -mm.obstacle_normal[0];
m_WallDir = 1;
}
else
{
mm.desired_dir[0] = -mm.obstacle_normal[1];
mm.desired_dir[1] = mm.obstacle_normal[0];
m_WallDir = -1;
}
MmoveSingle(&mm);
if (mm.hit_obstacle)
{
VectorCopy(velocity, mm.velocity);
VectorCopy(origin, mm.origin);
mm.groundPlane = m_groundPlane;
mm.walking = m_walking;
VectorCopy(m_groundPlaneNormal, mm.groundPlaneNormal);
VectorCopy2D(mm.obstacle_normal, m_PrevObstacleNormal);
if (m_WallDir == char(-1))
{
mm.desired_dir[0] = -mm.obstacle_normal[1];
mm.desired_dir[1] = mm.obstacle_normal[0];
}
else
{
mm.desired_dir[0] = mm.obstacle_normal[1];
mm.desired_dir[1] = -mm.obstacle_normal[0];
}
MmoveSingle(&mm);
}
}
GetMoveInfo(&mm);
}
/*
===============
Actor::MovePathGoal
Move on path end(goal).
===============
*/
void Actor::MovePathGoal
(
float fMoveSpeed
)
{
float fTimeToGo, fDeltaSquareLen, fSlowdownSpeed;
vec2_t vDelta;
if (!m_Path.HasCompleteLookahead())
{
MovePath(fMoveSpeed);
m_fPathGoalTime = 0;
return;
}
fTimeToGo = m_fPathGoalTime - level.time;
VectorSub2D(origin, m_Path.LastNode()->point, vDelta);
fDeltaSquareLen = VectorLength2DSquared(vDelta);
if (fTimeToGo <= -0.001)
{
if (fDeltaSquareLen < (Square(fMoveSpeed * Square(0.5))))
{
fTimeToGo = 0.5;
m_fPathGoalTime = level.time + fTimeToGo;
if (m_csPathGoalEndAnimScript == STRING_EMPTY)
{
m_csPathGoalEndAnimScript = STRING_ANIM_IDLE_SCR;
}
m_bStartPathGoalEndAnim = true;
}
else
{
MovePath(fMoveSpeed);
m_fPathGoalTime = 0;
return;
}
}
fSlowdownSpeed = sqrt(fDeltaSquareLen) * (2 / (fTimeToGo + level.frametime));
if (fSlowdownSpeed > fMoveSpeed + 0.001 && fSlowdownSpeed > 0.4 * sv_runspeed->value)
{
m_fPathGoalTime = 0;
StartAnimation(3, m_Anim);
MovePath(fMoveSpeed);
}
else
{
MovePath(fSlowdownSpeed);
if (level.time >= m_fPathGoalTime)
{
m_eAnimMode = 1;
Com_Printf("m_eAnimMode MovePathGoal \n");
}
}
}
/*
===============
Actor::Dumb
Make actor dumb.
===============
*/
void Actor::Dumb
(
Event *ev
)
{
Event e1(EV_Listener_ExecuteScript);
e1.AddConstString(STRING_GLOBAL_DISABLE_AI_SCR);
ExecuteScript(&e1);
}
/*
===============
Actor::PhysicsOn
Enable physics.
===============
*/
void Actor::PhysicsOn
(
Event *ev
)
{
m_bDoPhysics = true;
}
/*
===============
Actor::PhysicsOn
Disable PhysicsOff.
===============
*/
void Actor::PhysicsOff
(
Event *ev
)
{
m_bDoPhysics = false;
}
/*
===============
Actor::EventStart
Initialize actor.
===============
*/
void Actor::EventStart
(
Event *ev
)
{
ResolveVoiceType();
setSize(MINS, MAXS);//notsure
droptofloor(16384);
SetControllerTag( HEAD_TAG, gi.Tag_NumForName( edict->tiki, "Bip01 Head" ) );
SetControllerTag( TORSO_TAG, gi.Tag_NumForName( edict->tiki, "Bip01" ) );
SetControllerTag( ARMS_TAG, gi.Tag_NumForName( edict->tiki, "Bip01 L UpperArm" ) );
JoinNearbySquads();
if (level.Spawned())
{
Unregister(STRING_SPAWN);
}
}
/*
===============
Actor::EventGetMood
Get current mood.
===============
*/
void Actor::EventGetMood
(
Event *ev
)
{
ev->AddConstString(m_csMood);
}
/*
===============
Actor::EventSetMood
Set current mood.
===============
*/
void Actor::EventSetMood
(
Event *ev
)
{
m_csMood = ev->GetConstString(1);
if (m_csMood > STRING_ALERT)
{
m_csMood = STRING_BORED;
ScriptError("invalid mood - setting to bored");
}
}
/*
===============
Actor::EventGetAngleYawSpeed
Get current AngleYawSpeed.
===============
*/
void Actor::EventGetAngleYawSpeed
(
Event *ev
)
{
ev->AddFloat(m_fAngleYawSpeed);
}
/*
===============
Actor::EventSetAngleYawSpeed
Set current AngleYawSpeed.
===============
*/
void Actor::EventSetAngleYawSpeed
(
Event *ev
)
{
float speed = ev->GetFloat(1);
if (speed <= 0)
{
ScriptError("Attempting to set illegal turnspeed %f", speed);
}
m_fAngleYawSpeed = speed;
}
/*
===============
Actor::EventSetAimTarget
Set current weapon's aim tagret.
===============
*/
void Actor::EventSetAimTarget
(
Event *ev
)
{
Weapon *weap = GetActiveWeapon(WEAPON_MAIN);
weap->SetAimTarget(ev->GetEntity(1));
}
/*
===============
Actor::UpdateAngles
Update current angles.
===============
*/
void Actor::UpdateAngles
(
void
)
{
float max_change, error, dist;
if (!m_YawAchieved)
{
error = m_DesiredYaw - angles[1];
if (error <= 180)
{
if (error < -180.0)
error += 360;
}
else
{
error -= 360;
}
dist = m_fAngleYawSpeed * level.frametime;
if (-dist <= error)
{
max_change = dist;
if (error <= dist)
{
max_change = error;
StopTurning();
}
}
else
{
max_change = -dist;
}
setAngles(Vector{0, angles[1] + max_change, 0});
}
}
/*
===============
Actor::SetLeashHome
Set leash home.
===============
*/
void Actor::SetLeashHome
(
Vector vHome
)
{
if (!m_bFixedLeash)
{
m_vHome = vHome;
}
}
/*
===============
Actor::AimAtTargetPos
Aim at mTargetPos.
===============
*/
void Actor::AimAtTargetPos
(
void
)
{
Vector vDir = mTargetPos - EyePosition() + Vector(0, 0, 16);
SetDesiredLookDir(vDir);
m_DesiredGunDir[0] = 360.0f - vDir.toPitch();
m_DesiredGunDir[1] = vDir.toYaw();
m_DesiredGunDir[2] = 0;
SetDesiredYawDir(vDir);
}
/*
===============
Actor::AimAtAimNode
Aim at m_aimNode.
===============
*/
void Actor::AimAtAimNode
(
void
)
{
mTargetPos = m_aimNode->origin;
AimAtTargetPos();
}
/*
===============
Actor::AimAtEnemyBehavior
Aiming at enemy behaviour.
Usally called after SetEnemyPos()
===============
*/
void Actor::AimAtEnemyBehavior
(
void
)
{
AimAtTargetPos();
Anim_Aim();
}
/*
===============
Actor::FaceMotion
===============
*/
void Actor::FaceMotion
(
void
)
{
Vector delta;
if (VectorLength2DSquared(velocity) > 1)
{
vec3_t dir;
velocity.copyTo(dir);
delta = origin - m_vOriginHistory[m_iCurrentHistory];
if (delta.lengthXYSquared() >= 1)
{
if (DotProduct2D(velocity, delta) > 0)
{
delta.copyTo(dir);
}
}
if (IsIdleState(m_ThinkState))
{
IdleLook(dir);
}
else
{
SetDesiredLookDir(dir);
}
SetDesiredYawDir(dir);
}
else if (IsIdleState(m_ThinkState) && m_pLookEntity)
{
LookAtLookEntity();
}
else
{
m_bHasDesiredLookAngles = false;
}
}
/*
===============
Actor::FaceDirectionDuringMotion
Face direction during motion.
===============
*/
void Actor::FaceDirectionDuringMotion
(
vec3_t vLook
)
{
float yaw;
SetDesiredLookDir(vLook);
if (velocity[0] != 0 || velocity[1] != 0)
{
float fMagsSquared = VectorLength2DSquared(vLook) * VectorLength2DSquared(velocity);
float fDot = DotProduct2D(velocity, vLook);
float fDotSquared = Square(fDot);
yaw = velocity.toYaw();
float fYaw2;
if (fMagsSquared * 0.5 < fDotSquared)
{
if (fDot >= 0)
{
fYaw2 = yaw;
}
else if (yaw - 180 >= 0)
{
fYaw2 = yaw - 180;
}
else
{
fYaw2 = yaw - 180 + 360;
}
}
else
{
if (vLook[0] * velocity[1] <= vLook[1] * velocity[0])
{
fYaw2 = yaw - 270;
}
else
{
fYaw2 = yaw - 90;
}
if (fYaw2 < 0)
{
fYaw2 += 360;
}
}
SetDesiredYaw(fYaw2);
}
else
{
SetDesiredYawDir(vLook);
}
}
/*
===============
Actor::PathDistanceAlongVector
Returns projected distance from vDir along path.
===============
*/
float Actor::PathDistanceAlongVector
(
vec3_t vDir
)
{
Vector vDelta = m_Path.CurrentDelta();
return DotProduct2D( vDelta, vDir );
}
/*
===============
Actor::FaceEnemyOrMotion
===============
*/
void Actor::FaceEnemyOrMotion
(
int iTimeIntoMove
)
{
Vector vDelta = origin - m_vLastEnemyPos;
vDelta.z = 0;
if (iTimeIntoMove > 999)
{
if (m_Path.CurrentNodeIndex() != m_sCurrentPathNodeIndex)
{
float fDist = PathDistanceAlongVector(vDelta);
m_bFaceEnemy = fDist <= 0 || vDelta.lengthXYSquared() * Square(64) >= Square(fDist);
m_sCurrentPathNodeIndex = m_Path.CurrentNodeIndex();
}
}
else
{
m_bFaceEnemy = true;
}
if (m_bFaceEnemy && (vDelta.x >= 15.0 || vDelta.x <= -15.0 || vDelta.y >= 15.0 || vDelta.y <= -15.0))
{
vDelta.x = -vDelta.x;
vDelta.y = -vDelta.y;
FaceDirectionDuringMotion(vDelta);
}
else
{
FaceMotion();
}
}
/*
===============
Actor::NextUpdateTime
Returns next update time.
===============
*/
int Actor::NextUpdateTime
(
int iLastUpdateTime,
int iUpdatePeriod
)
{
int i = iLastUpdateTime;
do
i += iUpdatePeriod;
while( i < level.inttime );
return i;
}
/*
===============
Actor::ResetBoneControllers
Reset Bone Controllers.
===============
*/
void Actor::ResetBoneControllers
(
void
)
{
if (edict->s.bone_tag[HEAD_TAG] != -1)
{
SetControllerAngles(HEAD_TAG, vec_zero);
}
if (edict->s.bone_tag[TORSO_TAG] != -1)
{
SetControllerAngles(TORSO_TAG, vec_zero);
}
if (edict->s.bone_tag[ARMS_TAG] != -1)
{
SetControllerAngles(ARMS_TAG, vec_zero);
}
}
/*
===============
Actor::UpdateBoneControllers
Update Bone Controllers.
Reversed incorrectly, since decompiled output has different behaviour as reversed output.
===============
*/
void Actor::UpdateBoneControllers
(
void
)
{
int v1; // eax
float v2; // fst7
float v3; // ebx
float v4; // fst7
float error; // fst5
float v6; // fst3
float v7; // ST34_4
float torsoYawError; // edx
float fErr1; // fst7
float v10; // tt
float v11; // fst5
float v12; // fst7
float v13; // fst5
float fErr2; // fst3
float fAng1; // fst4
float fAng2; // fst5
float v17; // fst1
float fAng3; // fst4
float v19; // fst3
float fAng3_; // fst5
float fFrameTorsoDist; // fst4
float fAng4; // fst5
float v23; // fst4
float fAng5; // fst6
float v25; // ST48_4
float v26; // ST38_4
float fAng6; // fst6
float v28; // fst5
float v29; // fst4
float fAng7; // fst5
float fAng8; // fst2
float v32; // fst1
float fAng9; // fst6
float v34; // fst6
float v35; // fst3
float v36; // fst1
float fAng10; // fst5
float v38; // fst3
float v39; // fst6
float v40; // fst3
float v41; // fst5
float v42; // fst5
float v43; // t1
float v44; // fst4
float v45; // t2
float v46; // fst5
float v47; // fst7
float v48; // fst5
float fAng11; // fst5
float v50; // fst5
float fAng12; // fst5
float v52; // t0
float v53; // fst5
float v54; // fst7
float v55; // fst6
float fAng13; // fst7
float v57; // fst6
float v58; // fst7
float v59; // fst6
float v60; // fst7
float v61; // fst6
float fAng15; // fst7
float v63; // tt
float v64; // fst6
float v65; // t0
float v66; // fst6
float v67; // fst2
float v68; // tt
float v69; // fst4
float v70; // t1
float v71; // fst4
float v72; // t2
float v73; // fst4
float v74; // tt
float v75; // fst4
int16_t tagnum; // ax
signed int v77; // ebx
float v78; // fst7
float v79; // fst6
float v80; // fst5
int *v81; // eax
float v82; // fst4
float v83; // fst3
float v84; // fst4
float v85; // t2
float v86; // tt
float v87; // fst4
float v88; // fst5
float v89; // fst6
float v90; // t0
float v91; // eax
signed int v92; // edx
float *v93; // eax
float v94; // fst7
float v95; // fst5
float v96; // t0
float v97; // fst5
float v98; // t1
float v99; // fst5
float v100; // fst6
signed int fAlpha; // ebx
float fAlpha2; // ST34_4 MAPDST
int *v104; // eax
signed int v105; // edx
float v106; // fst6
float v107; // fst5
float v108; // fst4
float v109; // fst3
float v110; // fst7
float v111; // fst2
float v112; // fst0
float v113; // fst1
float v114; // fst2
float v115; // t1
float v116; // fst1
float v117; // fst3
float v118; // tt
float v119; // fst2
float v120; // fst5
float v121; // t0
float v122; // fst2
float v123; // fst7
float v124; // fst6
float v125; // t1
float v126; // fst3
float v127; // t2
float v128; // fst3
float v129; // tt
int *v130; // eax
signed int v131; // edx
float v132; // fst6
float v133; // fst5
float v134; // fst4
float v135; // fst3
float v136; // fst7
float v137; // fst2
float v138; // fst0
float v139; // fst1
float v140; // fst2
float v141; // tt
float v142; // fst1
float v143; // fst3
float v144; // t1
float v145; // fst2
float v146; // fst5
float v147; // t2
float v148; // fst2
float v149; // fst7
float v150; // fst6
float v151; // tt
float v152; // fst3
float v153; // t0
float v154; // fst3
float v155; // t1
signed int v156; // ebx
float v157; // fst7
float v158; // fst6
float v159; // fst5
int *v160; // eax
float v161; // fst4
float v162; // fst3
float v163; // fst4
float v164; // t1
float v165; // t2
float v166; // fst4
float v167; // fst5
float v168; // fst6
float v169; // tt
SimpleEntityPtr v170; // ecx
struct gentity_s *v171; // esi
float v172; // [esp+2Ch] [ebp-20Ch]
float v173; // [esp+2Ch] [ebp-20Ch]
float v174; // [esp+7Ch] [ebp-1BCh]
float v175; // [esp+80h] [ebp-1B8h]
float v176; // [esp+84h] [ebp-1B4h]
Vector v177; // [esp+90h] [ebp-1A8h]
Vector v178; // [esp+A0h] [ebp-198h]
float v179; // [esp+B0h] [ebp-188h]
float v180; // [esp+B4h] [ebp-184h]
float v181; // [esp+B8h] [ebp-180h]
float v182[3]; // [esp+C0h] [ebp-178h]
float fDist; // [esp+DCh] [ebp-15Ch]
float v184; // [esp+E0h] [ebp-158h]
float v185; // [esp+E4h] [ebp-154h]
float v186; // [esp+E8h] [ebp-150h]
float v187[3]; // [esp+F0h] [ebp-148h]
float v188; // [esp+100h] [ebp-138h]
float v189; // [esp+104h] [ebp-134h]
float v190; // [esp+108h] [ebp-130h]
float vLookDest[3]; // [esp+110h] [ebp-128h]
orientation_t tag_or; // [esp+120h] [ebp-118h]
float v193[3]; // [esp+150h] [ebp-E8h]
float v194[4]; // [esp+160h] [ebp-D8h]
float v195[3]; // [esp+170h] [ebp-C8h]
float lookAxis[3][3]; // [esp+180h] [ebp-B8h]
float v197[3]; // [esp+1B0h] [ebp-88h]
float myAxis[3][3]; // [esp+1C0h] [ebp-78h]
float LocalLookAngles[3]; // [esp+1F0h] [ebp-48h]
float torsoAngles[3]; // [esp+200h] [ebp-38h]
float headAngles[3]; // [esp+210h] [ebp-28h]
int v202; // [esp+220h] [ebp-18h]
torsoAngles[2] = 0.0;
headAngles[0] = 0.0;
headAngles[1] = 0.0;
headAngles[2] = 0.0;
torsoAngles[0] = 0.0;
torsoAngles[1] = 0.0;
if (m_bHasDesiredLookAngles)
{
v1 = g_showlookat->integer;
if (v1 != entnum && v1 != -1)
{
ACTOR_UPDATEBONECONTROLLERS_4:
v2 = m_DesiredLookAngles[0];
LocalLookAngles[0] = m_DesiredLookAngles[0];
LocalLookAngles[1] = m_DesiredLookAngles[1];
v3 = m_DesiredLookAngles[2];
v178[0] = 0.0;
LocalLookAngles[2] = v3;
v177[2] = v3;
v178[1] = 0.0;
v178[2] = 0.0;
v177[0] = v2;
v177[1] = LocalLookAngles[1];
v177.AngleVectorsLeft(&v178);
edict->s.eyeVector[0] = v178[0];
edict->s.eyeVector[1] = v178[1];
edict->s.eyeVector[2] = v178[2];
goto ACTOR_UPDATEBONECONTROLLERS_5;
}
tagnum = gi.Tag_NumForName(edict->tiki, "eyes bone");
v77 = 0;
tag_or = G_TIKI_Orientation(edict, tagnum & 0x3FF);
AnglesToAxis(angles, myAxis);
v197[0] = origin[0];
v197[1] = origin[1];
v78 = v197[0];
v79 = v197[1];
v80 = origin[2];
v197[2] = origin[2];
v81 = &v202;
while (1)
{
v82 = tag_or.origin[v77++];
v78 = v78 + *(v81 - 24) * v82;
v83 = v82;
v84 = *(v81 - 23) * v82;
v85 = v83 * *(v81 - 22);
v81 += 3;
v86 = v84 + v79;
v87 = v80;
v88 = v86;
v89 = v85 + v87;
if (v77 > 2)
break;
v90 = v88;
v80 = v89;
v79 = v90;
}
v197[2] = v89;
v197[1] = v88;
v197[0] = v78;
vLookDest[0] = 0.0;
vLookDest[1] = 0.0;
vLookDest[2] = 0.0;
if (m_bHasDesiredLookDest)
{
v188 = m_vDesiredLookDest[0];
v189 = m_vDesiredLookDest[1];
v91 = m_vDesiredLookDest[2];
ACTOR_UPDATEBONECONTROLLERS_105:
v190 = v91;
vLookDest[0] = v188;
vLookDest[2] = v91;
vLookDest[1] = v189;
goto ACTOR_UPDATEBONECONTROLLERS_106;
}
v170 = this->m_pLookEntity;
if (v170)
{
if (!v170->IsSubclassOfSentient())
{
v188 = v170->centroid[0];
v189 = v170->centroid[1];
v91 = v170->centroid[2];
goto ACTOR_UPDATEBONECONTROLLERS_105;
}
((Sentient *)v170.Pointer())->EyePosition().copyTo(vLookDest);
}
ACTOR_UPDATEBONECONTROLLERS_106:
v92 = 0;
v93 = angles;
do
{
v94 = *v93;
++v93;
v194[v92] = v94 + m_DesiredLookAngles[v92];
++v92;
} while (v92 <= 2);
AnglesToAxis(v194, lookAxis);
v188 = vLookDest[0] - v197[0];
v189 = vLookDest[1] - v197[1];
v190 = vLookDest[2] - v197[2];
VectorNormalize(&v188);
v187[0] = v188;
v187[1] = v189;
v187[2] = v190;
v95 = v188 - lookAxis[0][0];
v184 = v95;
v96 = v95 * v95;
v97 = v189 - lookAxis[0][1];
v185 = v97;
v98 = v97 * v97;
v99 = v190 - lookAxis[0][2];
v186 = v99;
v100 = v99 * v99 + v98 + v96;
fDist = sqrt(v100);
if (fDist >= 0.1)
{
v193[0] = 128.0;
v156 = 0;
v193[1] = 0.0;
v157 = v197[0];
v158 = v197[1];
v159 = v197[2];
v195[1] = v197[1];
v160 = &v202;
v193[2] = 0.0;
v195[0] = v197[0];
v195[2] = v197[2];
while (1)
{
v161 = v193[v156++];
v157 = v157 + *(v160 - 40) * v161;
v162 = v161;
v163 = *(v160 - 39) * v161;
v164 = v162 * *(v160 - 38);
v160 += 3;
v165 = v163 + v158;
v166 = v159;
v167 = v165;
v168 = v164 + v166;
if (v156 > 2)
break;
v169 = v167;
v159 = v168;
v158 = v169;
}
v195[2] = v168;
v195[1] = v167;
v195[0] = v157;
}
else
{
v195[0] = vLookDest[0];
v195[1] = vLookDest[1];
v195[2] = vLookDest[2];
fDist = sqrt(v100);
if (fDist >= 0.039999999)
{
fDist = sqrt(v184 * v184 + v185 * v185 + v186 * v186);
fAlpha = ((0.1 - fDist) / 0.060000002);
}
else
{
fAlpha = 1;
}
v187[0] = vLookDest[0] + 8.0;
v182[0] = vLookDest[0] + 8.0;
v187[1] = vLookDest[1] + 8.0;
v187[2] = vLookDest[2] + -8.0;
fAlpha2 = fAlpha;
v182[1] = vLookDest[1] + 8.0;
v182[2] = vLookDest[2] + 8.0;
G_DebugLine(v182, v187, 0.0, 0.0, fAlpha2, fAlpha2);
v187[0] = vLookDest[0];
v187[1] = vLookDest[1];
v187[2] = vLookDest[2];
v177[0] = vLookDest[0] + 8.0;
v177[1] = vLookDest[1] + -8.0;
v177[2] = vLookDest[2] + -8.0;
v179 = 8.0;
v180 = -8.0;
v181 = -8.0;
v182[0] = 8.0;
v182[1] = -8.0;
v182[2] = 8.0;
v178[0] = vLookDest[0] + 8.0;
v178[1] = vLookDest[1] + -8.0;
v178[2] = vLookDest[2] + 8.0;
G_DebugLine(v178, v177, 0.0, 0.0, fAlpha2, fAlpha2);
v187[0] = vLookDest[0];
v187[1] = vLookDest[1];
v187[2] = vLookDest[2];
v177[0] = vLookDest[0] + -8.0;
v177[1] = vLookDest[1] + 8.0;
v177[2] = vLookDest[2] + -8.0;
v179 = -8.0;
v180 = 8.0;
v181 = -8.0;
v182[0] = -8.0;
v182[1] = 8.0;
v182[2] = 8.0;
v178[0] = vLookDest[0] + -8.0;
v178[1] = vLookDest[1] + 8.0;
v178[2] = vLookDest[2] + 8.0;
G_DebugLine(v178, v177, 0.0, 0.0, fAlpha2, fAlpha2);
v187[0] = vLookDest[0];
v187[1] = vLookDest[1];
v187[2] = vLookDest[2];
v177[0] = vLookDest[0] + -8.0;
v177[1] = vLookDest[1] + -8.0;
v177[2] = vLookDest[2] + -8.0;
v179 = -8.0;
v180 = -8.0;
v181 = -8.0;
v182[0] = -8.0;
v182[1] = -8.0;
v182[2] = 8.0;
v178[0] = vLookDest[0] + -8.0;
v178[1] = vLookDest[1] + -8.0;
v178[2] = vLookDest[2] + 8.0;
G_DebugLine(v178, v177, 0.0, 0.0, fAlpha2, fAlpha2);
v187[0] = vLookDest[0];
v187[1] = vLookDest[1];
v187[2] = vLookDest[2];
v177[0] = vLookDest[0] + 8.0;
v177[1] = vLookDest[1] + -8.0;
v177[2] = vLookDest[2] + 8.0;
v179 = 8.0;
v180 = -8.0;
v181 = 8.0;
v182[0] = 8.0;
v182[1] = 8.0;
v182[2] = 8.0;
v178[0] = vLookDest[0] + 8.0;
v178[1] = vLookDest[1] + 8.0;
v178[2] = vLookDest[2] + 8.0;
G_DebugLine(v178, v177, 0.0, 0.0, fAlpha2, fAlpha2);
v187[0] = vLookDest[0];
v187[1] = vLookDest[1];
v187[2] = vLookDest[2];
v177[0] = vLookDest[0] + 8.0;
v177[1] = vLookDest[1] + -8.0;
v177[2] = vLookDest[2] + -8.0;
v179 = 8.0;
v180 = -8.0;
v181 = -8.0;
v182[0] = 8.0;
v182[1] = 8.0;
v182[2] = -8.0;
v178[0] = vLookDest[0] + 8.0;
v178[1] = vLookDest[1] + 8.0;
v178[2] = vLookDest[2] + -8.0;
G_DebugLine(v178, v177, 0.0, 0.0, fAlpha2, fAlpha2);
v187[0] = vLookDest[0];
v187[1] = vLookDest[1];
v187[2] = vLookDest[2];
v177[0] = vLookDest[0] + -8.0;
v177[1] = vLookDest[1] + -8.0;
v177[2] = vLookDest[2] + 8.0;
v179 = -8.0;
v180 = -8.0;
v181 = 8.0;
v182[0] = -8.0;
v182[1] = 8.0;
v182[2] = 8.0;
v178[0] = vLookDest[0] + -8.0;
v178[1] = vLookDest[1] + 8.0;
v178[2] = vLookDest[2] + 8.0;
G_DebugLine(v178, v177, 0.0, 0.0, fAlpha2, fAlpha2);
v187[0] = vLookDest[0];
v187[1] = vLookDest[1];
v187[2] = vLookDest[2];
v177[0] = vLookDest[0] + -8.0;
v177[1] = vLookDest[1] + -8.0;
v177[2] = vLookDest[2] + -8.0;
v179 = -8.0;
v180 = -8.0;
v181 = -8.0;
v182[0] = -8.0;
v182[1] = 8.0;
v182[2] = -8.0;
v178[0] = vLookDest[0] + -8.0;
v178[1] = vLookDest[1] + 8.0;
v178[2] = vLookDest[2] + -8.0;
G_DebugLine(v178, v177, 0.0, 0.0, fAlpha2, fAlpha2);
v187[0] = vLookDest[0];
v187[1] = vLookDest[1];
v187[2] = vLookDest[2];
v177[0] = vLookDest[0] + -8.0;
v177[1] = vLookDest[1] + 8.0;
v177[2] = vLookDest[2] + 8.0;
v179 = -8.0;
v180 = 8.0;
v181 = 8.0;
v182[0] = 8.0;
v182[1] = 8.0;
v182[2] = 8.0;
v178[0] = vLookDest[0] + 8.0;
v178[1] = vLookDest[1] + 8.0;
v178[2] = vLookDest[2] + 8.0;
G_DebugLine(v178, v177, 0.0, 0.0, fAlpha2, fAlpha2);
v187[0] = vLookDest[0];
v187[1] = vLookDest[1];
v187[2] = vLookDest[2];
v177[0] = vLookDest[0] + -8.0;
v177[1] = vLookDest[1] + 8.0;
v177[2] = vLookDest[2] + -8.0;
v179 = -8.0;
v180 = 8.0;
v181 = -8.0;
v182[0] = 8.0;
v182[1] = 8.0;
v182[2] = -8.0;
v178[0] = vLookDest[0] + 8.0;
v178[1] = vLookDest[1] + 8.0;
v178[2] = vLookDest[2] + -8.0;
G_DebugLine(v178, v177, 0.0, 0.0, fAlpha2, fAlpha2);
v187[0] = vLookDest[0];
v187[1] = vLookDest[1];
v187[2] = vLookDest[2];
v177[0] = vLookDest[0] + -8.0;
v177[1] = vLookDest[1] + -8.0;
v177[2] = vLookDest[2] + 8.0;
v179 = -8.0;
v180 = -8.0;
v181 = 8.0;
v182[0] = 8.0;
v182[1] = -8.0;
v182[2] = 8.0;
v178[0] = vLookDest[0] + 8.0;
v178[1] = vLookDest[1] + -8.0;
v178[2] = vLookDest[2] + 8.0;
G_DebugLine(v178, v177, 0.0, 0.0, fAlpha2, fAlpha2);
v187[1] = vLookDest[1];
v177[0] = vLookDest[0] + -8.0;
v187[0] = vLookDest[0];
v187[2] = vLookDest[2];
v179 = -8.0;
v180 = -8.0;
v181 = -8.0;
v182[0] = 8.0;
v182[1] = -8.0;
v182[2] = -8.0;
v177[1] = vLookDest[1] + -8.0;
v177[2] = vLookDest[2] + -8.0;
v178[0] = 8.0 + vLookDest[0];
v178[1] = vLookDest[1] + -8.0;
v178[2] = -8.0 + vLookDest[2];
G_DebugLine(v178, v177, 0.0, 0.0, fAlpha2, fAlpha2);
}
G_DebugLine(v197, v195, 0.0, 0.0, 1.0, 1.0);
v104 = &v202;
v105 = 0;
v106 = v197[1];
v107 = v197[2];
v108 = v195[0];
v109 = v195[1];
v110 = v195[2];
v193[0] = 0.0;
v193[1] = 0.0;
v193[2] = -2.0;
v174 = v197[0];
while (1)
{
v111 = v193[v105++];
v112 = *(v104 - 40) * v111;
v108 = v108 + v112;
v174 = v174 + v112;
v113 = v111;
v114 = *(v104 - 39) * v111;
v115 = v113 * *(v104 - 38);
v104 += 3;
v116 = v109;
v117 = v106 + v114;
v118 = v114 + v116;
v119 = v107;
v120 = v118;
v121 = v119 + v115;
v122 = v110;
v123 = v121;
v124 = v115 + v122;
if (v105 > 2)
break;
v125 = v117;
v126 = v124;
v106 = v125;
v127 = v126;
v128 = v123;
v110 = v127;
v129 = v128;
v109 = v120;
v107 = v129;
}
v195[2] = v124;
v195[1] = v120;
v195[0] = v108;
v197[2] = v123;
v197[1] = v117;
v197[0] = v174;
G_DebugLine(v197, v195, 0.0, 0.0, 1.0, 1.0);
v130 = &v202;
v131 = 0;
v132 = v197[1];
v133 = v197[2];
v134 = v195[0];
v135 = v195[1];
v136 = v195[2];
v193[0] = 0.0;
v193[1] = 2.0;
v193[2] = 0.0;
v175 = v197[0];
while (1)
{
v137 = v193[v131++];
v138 = *(v130 - 40) * v137;
v134 = v134 + v138;
v175 = v175 + v138;
v139 = v137;
v140 = *(v130 - 39) * v137;
v141 = v139 * *(v130 - 38);
v130 += 3;
v142 = v135;
v143 = v132 + v140;
v144 = v140 + v142;
v145 = v133;
v146 = v144;
v147 = v145 + v141;
v148 = v136;
v149 = v147;
v150 = v141 + v148;
if (v131 > 2)
break;
v151 = v143;
v152 = v150;
v132 = v151;
v153 = v152;
v154 = v149;
v136 = v153;
v155 = v154;
v135 = v146;
v133 = v155;
}
v195[2] = v150;
v195[1] = v146;
v195[0] = v134;
v197[2] = v149;
v197[1] = v143;
v197[0] = v175;
G_DebugLine(v197, v195, 0.0, 0.0, 1.0, 1.0);
goto ACTOR_UPDATEBONECONTROLLERS_4;
}
v171 = edict;
v171->s.eyeVector[2] = 0.0;
v171->s.eyeVector[1] = 0.0;
v171->s.eyeVector[0] = 0.0;
LocalLookAngles[2] = 0.0;
LocalLookAngles[1] = 0.0;
LocalLookAngles[0] = 0.0;
ACTOR_UPDATEBONECONTROLLERS_5:
GetControllerAngles(1).copyTo(v177);
torsoAngles[2] = v177[2];
torsoAngles[0] = v177[0];
torsoAngles[1] = v177[1];
GetControllerAngles(0).copyTo(v177);
v4 = LocalLookAngles[0];
headAngles[2] = v177[2];
headAngles[1] = v177[1];
headAngles[0] = v177[0];
error = LocalLookAngles[1] - (torsoAngles[1] + v177[1]);
v6 = LocalLookAngles[1] - torsoAngles[1];
v176 = LocalLookAngles[0] - v177[0];
v7 = v6;
torsoYawError = v7;
if (v6 > 180.0)
{
v172 = v6 - 360.0;
ACTOR_UPDATEBONECONTROLLERS_7:
torsoYawError = v172;
goto ACTOR_UPDATEBONECONTROLLERS_8;
}
if (v6 < -180.0)
{
v172 = v6 + 360.0;
goto ACTOR_UPDATEBONECONTROLLERS_7;
}
ACTOR_UPDATEBONECONTROLLERS_8:
if (torsoYawError >= 0.0)
{
if (error < -120.0)
error = error + 360.0;
}
else if (error > 120.0)
{
error = error - 360.0;
}
if (!((((uint8_t)this->m_iLookFlags) ^ 1) & 1))
{
fAng6 = error;
goto ACTOR_UPDATEBONECONTROLLERS_25;
}
if (error <= 25.0)
{
if (-25.0 <= error)
{
v12 = error;
v13 = 0.0;
goto ACTOR_UPDATEBONECONTROLLERS_15;
}
fErr1 = 0.2 * (error + 25.0);
}
else
{
fErr1 = (error - 25.0) * 0.2;
}
v10 = error;
v11 = fErr1;
v12 = v10;
fDist = v11;
v13 = fDist;
ACTOR_UPDATEBONECONTROLLERS_15:
fErr2 = v12 + headAngles[1];
fAng1 = -torsoAngles[1];
v173 = fErr2;
if (fErr2 > fAng1)
{
fErr2 = fAng1;
fAng1 = v173;
}
if (fErr2 <= v13)
{
v74 = fAng1;
v75 = v13;
fAng2 = v74;
if (v75 <= v74)
fAng2 = v75;
}
else
{
fAng2 = fErr2;
}
v17 = level.frametime * 15.0;
fAng3 = this->m_fTorsoCurrentTurnSpeed + v17;
v19 = this->m_fTorsoCurrentTurnSpeed - v17;
if (fAng2 <= fAng3)
{
fAng3 = fAng2;
if (v19 > fAng2)
fAng3 = v19;
}
fAng3_ = fAng3;
fFrameTorsoDist = level.frametime * this->m_fTorsoMaxTurnSpeed;
if (-fFrameTorsoDist <= fAng3_)
{
v72 = fFrameTorsoDist;
v73 = fAng3_;
fAng4 = v72;
if (v73 <= v72)
fAng4 = v73;
}
else
{
fAng4 = -fFrameTorsoDist;
}
v23 = torsoAngles[1] + fAng4;
torsoAngles[1] = v23;
if (v23 <= 30.0)
{
v71 = torsoAngles[1];
if (torsoAngles[1] >= -30.0)
{
fAng5 = fAng4;
}
else
{
torsoAngles[1] = -30.0;
fAng5 = fAng4 - (v71 + 30.0);
}
}
else
{
torsoAngles[1] = 30.0;
fAng5 = fAng4 - (v23 - 30.0);
}
this->m_fTorsoCurrentTurnSpeed = fAng5;
v25 = fAng5;
v26 = v12;
torsoAngles[0] = 0.0;
torsoAngles[2] = 0.0;
SetControllerAngles(1, torsoAngles);
v4 = LocalLookAngles[0];
fAng6 = v26 - v25;
ACTOR_UPDATEBONECONTROLLERS_25:
if (fAng6 > 15.0)
{
v28 = fAng6 - 15.0;
ACTOR_UPDATEBONECONTROLLERS_27:
v29 = level.frametime;
fAng7 = v28 * 4.0 * v29;
goto ACTOR_UPDATEBONECONTROLLERS_28;
}
if (-15.0 > fAng6)
{
v28 = fAng6 + 15.0;
goto ACTOR_UPDATEBONECONTROLLERS_27;
}
v29 = level.frametime;
fAng7 = 0.0;
ACTOR_UPDATEBONECONTROLLERS_28:
fAng8 = fAng6;
v32 = fAng6;
fAng9 = -headAngles[1];
if (v32 > fAng9)
{
fAng8 = fAng9;
fAng9 = v32;
}
if (fAng8 <= fAng7)
{
if (fAng7 <= fAng9)
{
v34 = headAngles[1];
}
else
{
v68 = v29;
v69 = fAng9;
v34 = headAngles[1];
v70 = v69;
v29 = v68;
fAng7 = v70;
}
}
else
{
fAng7 = fAng8;
v34 = headAngles[1];
}
v35 = this->m_fHeadMaxTurnSpeed;
v36 = -(v29 * v35);
if (v36 <= fAng7)
{
v67 = fAng7;
fAng10 = v29 * v35;
if (v67 <= fAng10)
fAng10 = v67;
}
else
{
fAng10 = v36;
}
v38 = v34;
v39 = this->m_fHeadMaxTurnSpeed;
v40 = fAng10 + v38;
v41 = 60.0;
headAngles[1] = v40;
if (v40 > 60.0)
goto ACTOR_UPDATEBONECONTROLLERS_37;
v42 = v29;
if (headAngles[1] < -60.0)
{
v41 = -60.0;
ACTOR_UPDATEBONECONTROLLERS_37:
v43 = v29;
v44 = v41;
v42 = v43;
headAngles[1] = v44;
}
v45 = v42;
v46 = v4;
v47 = v45;
v48 = fabs(v46);
if (v48 >= 15.0)
{
fAng11 = 15.0;
}
else
{
fDist = v48;
fAng11 = fDist;
}
if (v176 > fAng11)
{
v50 = v176 - fAng11;
ACTOR_UPDATEBONECONTROLLERS_42:
fDist = 0.2 * v50;
fAng12 = fDist;
goto ACTOR_UPDATEBONECONTROLLERS_43;
}
if (-fAng11 > v176)
{
v50 = fAng11 + v176;
goto ACTOR_UPDATEBONECONTROLLERS_42;
}
fAng12 = 0.0;
ACTOR_UPDATEBONECONTROLLERS_43:
v52 = fAng12;
v53 = v47;
v54 = v52;
v55 = v39 * v53;
if (-v55 <= v52)
{
v65 = v55;
v66 = v54;
fAng13 = v65;
if (v66 <= v65)
fAng13 = v66;
}
else
{
fAng13 = -v55;
}
v57 = fAng13 + headAngles[0];
v58 = 35.0;
headAngles[0] = v57;
if (v57 > 35.0 || (v58 = -35.0, headAngles[0] < -35.0))
headAngles[0] = v58;
headAngles[2] = 0.0;
if (this->m_iLookFlags & 1)
{
headAngles[0] = 0.5 * headAngles[0];
headAngles[1] = 0.5 * headAngles[1];
}
SetControllerAngles(0, headAngles);
v177[0] = 0.0;
v177[1] = 0.0;
v177[2] = 0.0;
v178[0] = 0.0;
v178[1] = 0.0;
v178[2] = 0.0;
GetControllerAngles(2).copyTo(v177);
v179 = v177[0];
v180 = v177[1];
v181 = v177[2];
v59 = m_vLUpperArmDesiredAngles[1] - v180;
v60 = v59;
if (v59 <= 180.0)
{
if (v59 < -180.0)
v60 = v59 + 360.0;
}
else
{
v60 = v59 - 360.0;
}
v61 = this->m_fLUpperArmTurnSpeed * level.frametime;
if (-v61 <= v60)
{
v63 = v61;
v64 = v60;
fAng15 = v63;
if (v64 <= v63)
fAng15 = v64;
}
else
{
fAng15 = -v61;
}
v178[0] = this->m_vLUpperArmDesiredAngles[0];
v178[1] = fAng15 + v177[1];
v178[2] = 0.0;
SetControllerAngles(2, v178);
}
/*
void Actor::UpdateBoneControllers()
{
Vector torsoAngles, headAngles, LocalLookAngles, vec1, vLookDest, vec2, vLookDir, lineVec, eyePosition;
float error, pitchError, torsoYawError, fAlpha; //, min_accel_change, max_accel_change, max_change, yawError, tolerable_error
if (m_bHasDesiredLookAngles)
{
if (g_showlookat->integer == entnum || g_showlookat->integer == -1)
{
float myAxis[3][3], lookAxis[3][3];
orientation_t tag_or;
GetRawTag("eyes bone", &tag_or);
AnglesToAxis(angles, myAxis);
vec1 = origin;
for (int i = 0; i < 3; i++)
{
//sizeof(orientation_t);
VectorMA(vec1, tag_or.origin[i], myAxis[i], vec1);
}
if (m_bHasDesiredLookDest)
{
vLookDest = m_vDesiredLookDest;
}
else if (m_pLookEntity)
{
if (m_pLookEntity->IsSubclassOfSentient())
{
vLookDest = ((Sentient *)m_pLookEntity.Pointer())->EyePosition();
}
else
{
vLookDest = m_pLookEntity->centroid;
}
}
else
{
vLookDest = vec_zero;
}
AnglesToAxis(angles + m_DesiredLookAngles, lookAxis);
vec2 = vLookDest - vec1;
VectorNormalize(vec2);
float fDist = (vec2 - lookAxis[0]).length();
if (fDist >= 0.1)
{
lineVec = Vector(128, 0, 0);
for (int i = 0; i < 3; i++)
{
VectorMA(vec1, lineVec[i], lookAxis[i], vLookDir);
}
}
else
{
vLookDir = vLookDest;
if (fDist >= 0.04)
{
fAlpha = ((0.1 - fDist) / 0.06);
}
else
{
fAlpha = 1;
}
G_DebugLine(vLookDest + Vector(8, 8, 8), vLookDest + Vector(8, 8, -8), 0, 0, fAlpha, fAlpha);
G_DebugLine(vLookDest + Vector(8, -8, 8), vLookDest + Vector(8, -8, -8), 0, 0, fAlpha, fAlpha);
G_DebugLine(vLookDest + Vector(-8, 8, 8), vLookDest + Vector(-8, 8, -8), 0, 0, fAlpha, fAlpha);
G_DebugLine(vLookDest + Vector(8, 8, 8), vLookDest + Vector(8, -8, 8), 0, 0, fAlpha, fAlpha);
G_DebugLine(vLookDest + Vector(-8, 8, -8), vLookDest + Vector(-8, -8, -8), 0, 0, fAlpha, fAlpha);
G_DebugLine(vLookDest + Vector(8, 8, 8), vLookDest + Vector(-8, 8, 8), 0, 0, fAlpha, fAlpha);
G_DebugLine(vLookDest + Vector(8, 8, -8), vLookDest + Vector(-8, 8, -8), 0, 0, fAlpha, fAlpha);
G_DebugLine(vLookDest + Vector(8, -8, 8), vLookDest + Vector(-8, -8, 8), 0, 0, fAlpha, fAlpha);
G_DebugLine(vLookDest + Vector(8, -8, -8), vLookDest + Vector(-8, -8, -8), 0, 0, fAlpha, fAlpha);
}
G_DebugLine(vec1, vLookDir, 0, 0, 1, 1);
for (int i = 0; i < 3; i++)
{
//sizeof(orientation_t);
VectorMA(vLookDir, Vector(0, 0, -2)[i], lookAxis[i], vLookDir);
VectorMA(vec1, Vector(0, 0, -2)[i], lookAxis[i], vec1);
}
G_DebugLine(vec1, vLookDir, 0, 0, 1, 1);
for (int i = 0; i < 3; i++)
{
//sizeof(orientation_t);
VectorMA(vLookDir, Vector(0, 2, 0)[i], lookAxis[i], vLookDir);
VectorMA(vec1, Vector(0, 2, 0)[i], lookAxis[i], vec1);
}
G_DebugLine(vec1, vLookDir, 0, 0, 1, 1);
}
LocalLookAngles = m_DesiredLookAngles;
eyePosition = vec_zero;
VectorClear(edict->s.eyeVector);
LocalLookAngles.AngleVectorsLeft(&eyePosition, NULL, NULL);
VectorCopy(eyePosition, edict->s.eyeVector);
}
else
{
VectorClear(edict->s.eyeVector);
LocalLookAngles = vec_zero;
}
headAngles = GetControllerAngles(HEAD_TAG);
torsoAngles = GetControllerAngles(TORSO_TAG);
torsoYawError = LocalLookAngles[1] - torsoAngles[1];
error = torsoYawError - headAngles[1];
pitchError = LocalLookAngles[0] - headAngles[0];
if (torsoYawError <= 180)
{
if (torsoYawError < -180.0)
torsoYawError += 360;
}
else
{
torsoYawError -= 360;
}
if (torsoYawError >= 0.0)
{
if (error < -120.0)
error += 360.0;
}
else if (error > 120.0)
{
error -= 360.0;
}
float fErr1, fErr2, fAng1, fAng2, fAng3, fFrameTorsoDist, fAng4, fAng5, fAng6, fAng7;
float fAng8, fAng9, fAng10;
if (m_iLookFlags)
{
fAng6 = error;
}
else
{
if (error <= 25.0)
{
if (error >= -25.0)
{
fErr1 = 0.0;
//goto LABEL_15;
}
else
{
fErr1 = (error + 25.0) * 0.2;
}
}
else
{
fErr1 = (error - 25.0) * 0.2;
}
fErr2 = error + headAngles[1];
fAng1 = -torsoAngles[1];
if (fErr2 > fAng1)
{
fErr2 = -torsoAngles[1];
fAng1 = error + headAngles[1];
}
if (fErr2 <= error)
{
fAng2 = fAng1;
if (error <= fAng1)
fAng2 = error;
}
else
{
fAng2 = fErr2;
}
fAng3 = m_fTorsoCurrentTurnSpeed + level.frametime * 15.0;
if (fAng2 <= fAng3)
{
fAng3 = fAng2;
if (fAng2 < m_fTorsoCurrentTurnSpeed - level.frametime * 15.0)
fAng3 = m_fTorsoCurrentTurnSpeed + level.frametime * 15.0;
}
fFrameTorsoDist = level.frametime * m_fTorsoMaxTurnSpeed;
if (-fFrameTorsoDist <= fAng3)
{
fAng4 = fFrameTorsoDist;
if (fAng3 <= fFrameTorsoDist)
fAng4 = fAng3;
}
else
{
fAng4 = -fFrameTorsoDist;
}
torsoAngles[1] += fAng4;
if (torsoAngles[1] <= 30.0)
{
if (torsoAngles[1] >= -30.0)
{
fAng5 = fAng4;
}
else
{
torsoAngles[1] = -30.0;
fAng5 = fAng4 - (torsoAngles[1] + 30.0);
}
}
else
{
torsoAngles[1] = 30.0;
fAng5 = fAng4 - (torsoAngles[1] - 30.0);
}
m_fTorsoCurrentTurnSpeed = fAng5;
//only yaw (left/right) angles are allowed.
torsoAngles[0] = 0.0;
torsoAngles[2] = 0.0;
SetControllerAngles(TORSO_TAG, torsoAngles);
//gi.Printf("Torso angles: %f %f %f\n", torsoAngles.x, torsoAngles.y, torsoAngles.z);
fAng6 = error - fAng5;
}
if (fAng6 > 15.0)
{
fAng7 = (fAng6 - 15.0) * 4.0 * level.frametime;
}
else if (-15.0 > fAng6)
{
fAng7 = (fAng6 + 15.0) * 4.0 * level.frametime;
}
else
{
fAng7 = 0.0;
}
fAng8 = fAng6;
fAng9 = -headAngles[1];
if (fAng8 > fAng9)
{
fAng8 = -headAngles[1];
fAng9 = fAng6;
}
if (fAng8 > fAng7)
{
fAng7 = fAng8;
}
else if (fAng7 > fAng9)
{
fAng7 = fAng9;
}
if (-(level.frametime * m_fHeadMaxTurnSpeed) <= fAng7)
{
fAng10 = (level.frametime * m_fHeadMaxTurnSpeed);
if (fAng7 <= fAng10)
fAng10 = fAng7;
}
else
{
fAng10 = -(level.frametime * m_fHeadMaxTurnSpeed);
}
headAngles[1] += fAng10;
if (headAngles[1] > 60)
{
headAngles[1] = 60;
}
else if (headAngles[1] < -60)
{
headAngles[1] = -60;
}
float fAng11, fAng12, fAng13;
fAng11 = fabs(LocalLookAngles[0]);
if (fAng11 > 15)
{
fAng11 = 15;
}
if (pitchError > fAng11)
{
fAng12 = 0.2 * (pitchError - fAng11);
}
else if (-fAng11 > pitchError)
{
fAng12 = 0.2 * (pitchError + fAng11);
}
else
{
fAng12 = 0;
}
if (-(level.frametime * m_fHeadMaxTurnSpeed) <= fAng12)
{
fAng13 = (level.frametime * m_fHeadMaxTurnSpeed);
if (fAng12 <= fAng13)
fAng13 = fAng12;
}
else
{
fAng13 = -(level.frametime * m_fHeadMaxTurnSpeed);
}
headAngles[0] += fAng13;
if (headAngles[0] > 35.0)
headAngles[0] = 35.0;
else if (headAngles[0] < -35.0)
headAngles[0] = -35.0;
headAngles[2] = 0.0;
if (m_iLookFlags)
{
headAngles[0] *= 0.5;
headAngles[1] *= 0.5;
}
SetControllerAngles(HEAD_TAG, headAngles);
//gi.Printf("Head angles: %f %f %f\n", headAngles.x, headAngles.y, headAngles.z);
Vector armAngles = GetControllerAngles(ARMS_TAG);
float fAng14 = m_vLUpperArmDesiredAngles[1] - armAngles[1];
if (fAng14 <= 180.0)
{
if (fAng14 < -180.0)
fAng14 += 360.0;
}
else
{
fAng14 -= 360.0;
}
float fAng15;
if (-(level.frametime * m_fLUpperArmTurnSpeed) <= fAng14)
{
fAng15 = (level.frametime * m_fLUpperArmTurnSpeed);
if (fAng14 <= fAng15)
fAng15 = fAng14;
}
else
{
fAng15 = -(level.frametime * m_fLUpperArmTurnSpeed);
}
Vector newArmAngles(m_vLUpperArmDesiredAngles[0], fAng15 + armAngles[1], 0);
SetControllerAngles(ARMS_TAG, newArmAngles);
//gi.Printf("Arm angles: %f %f %f\n", newArmAngles.x, newArmAngles.y, newArmAngles.z);
/////////////////////////////////////////////
return;
/////////////////////////////////////////////
}
*/
/*
===============
Actor::ReadyToFire
Returns true if weapon is ready to fire.
===============
*/
void Actor::ReadyToFire
(
Event *ev
)
{
bool ready;
Weapon *weap = GetActiveWeapon(WEAPON_MAIN);
ready = weap && weap->ReadyToFire(FIRE_PRIMARY, true);
ev->AddInteger(ready);
}
/*
===============
Actor::GetLocalYawFromVector
Returns local yaw from vector. EV_Actor_GetLocalYawFromVector
===============
*/
void Actor::GetLocalYawFromVector
(
Event *ev
)
{
float yaw;
Vector vec;
vec = ev->GetVector(1);
yaw = vectoyaw(vec) + 180.0f;
yaw = AngleSubtract(yaw, angles[1]);
ev->AddFloat(yaw);
}
/*
===============
Actor::EventGetSight
Return current sight (vision distance).
===============
*/
void Actor::EventGetSight
(
Event *ev
)
{
ev->AddFloat(m_fSight);
}
/*
===============
Actor::EventSetSight
Set current sight (vision distance).
===============
*/
void Actor::EventSetSight
(
Event *ev
)
{
m_fSight = ev->GetFloat(1);
}
/*
===============
Actor::EventGetHearing
Get current hearing distance.
===============
*/
void Actor::EventGetHearing
(
Event *ev
)
{
ev->AddFloat(m_fHearing);
}
/*
===============
Actor::EventSetHearing
Set current hearing distance.
===============
*/
void Actor::EventSetHearing
(
Event *ev
)
{
m_fHearing = ev->GetFloat(1);
}
/*
===============
Actor::ClearPatrolCurrentNode
Clear current patrol node.
===============
*/
void Actor::ClearPatrolCurrentNode
(
void
)
{
if (m_patrolCurrentNode)
{
if (m_patrolCurrentNode->IsSubclassOfTempWaypoint())
{
delete m_patrolCurrentNode;
}
m_patrolCurrentNode = NULL;
}
}
/*
===============
Actor::NextPatrolCurrentNode
Switch to next patrol node.
===============
*/
void Actor::NextPatrolCurrentNode
(
void
)
{
if (m_bScriptGoalValid)
{
if (m_patrolCurrentNode->origin == m_vScriptGoal)
{
m_bScriptGoalValid = false;
}
}
if (m_patrolCurrentNode->IsSubclassOfTempWaypoint())
{
ClearPatrolCurrentNode();
}
else
{
m_patrolCurrentNode = m_patrolCurrentNode->Next();
}
}
/*
===============
Actor::SetPatrolCurrentNode
Set current patrol node.
===============
*/
void Actor::SetPatrolCurrentNode
(
Vector& vec
)
{
ClearPatrolCurrentNode();
TempWaypoint * twp = new TempWaypoint();
m_patrolCurrentNode = twp;
m_patrolCurrentNode->setOrigin(vec);
}
/*
===============
Actor::SetPatrolCurrentNode
Set current patrol node.
===============
*/
void Actor::SetPatrolCurrentNode
(
Listener *l
)
{
ClearPatrolCurrentNode();
if (!l->inheritsFrom(&SimpleEntity::ClassInfo))
{
ScriptError("Bad patrol path with classname '%s' specified for '%s' at (%f %f %f)\n",
l->getClassname(),
targetname.c_str(),
origin.x,
origin.y,
origin.z
);
}
m_patrolCurrentNode = (SimpleEntity *)l;
}
/*
===============
Actor::EventSetPatrolPath
Set current patrol path.
===============
*/
void Actor::EventSetPatrolPath
(
Event *ev
)
{
SetPatrolCurrentNode(ev->GetListener(1));
}
/*
===============
Actor::EventGetPatrolPath
Get current patrol path.
===============
*/
void Actor::EventGetPatrolPath
(
Event *ev
)
{
ev->AddListener(m_patrolCurrentNode);
}
/*
===============
Actor::EventSetPatrolWaitTrigger
Set m_bPatrolWaitTrigger.
===============
*/
void Actor::EventSetPatrolWaitTrigger
(
Event *ev
)
{
m_bPatrolWaitTrigger = ev->GetBoolean(1);
}
/*
===============
Actor::EventGetPatrolWaitTrigger
Get m_bPatrolWaitTrigger.
===============
*/
void Actor::EventGetPatrolWaitTrigger
(
Event *ev
)
{
ev->AddInteger(m_bPatrolWaitTrigger);
}
/*
===============
Actor::ShowInfo_PatrolCurrentNode
Show current patrol node info.
===============
*/
void Actor::ShowInfo_PatrolCurrentNode
(
void
)
{
if (m_patrolCurrentNode)
{
Com_Printf("current patrol node: %s\n", m_patrolCurrentNode->targetname.c_str());
}
else
{
Com_Printf("no current patrol node\n");
}
}
/*
===============
Actor::MoveOnPathWithSquad
Move on path with squad.
===============
*/
bool Actor::MoveOnPathWithSquad
(
void
)
{
float fDistSquared, fIntervalSquared;
vec2_t vMyNormalDir, vDelta, vHisDir;
Player *p;
//FIXMEL: macro
if (level.inttime < m_iSquadStandTime + 500 || !PathExists() || PathComplete())
{
return false;
}
fIntervalSquared = Square(m_fInterval);
if (m_iSquadStandTime)
{
fIntervalSquared *= 2;
}
p = (Player *)G_GetEntity(0);
if (IsTeamMate(p))
{
VectorSub2D(p->origin, origin, vDelta);
fDistSquared = VectorLength2DSquared(vDelta);
if (fIntervalSquared > fDistSquared && DotProduct2D(vDelta, PathDelta()) > 0)
{
VectorSub2D(velocity, p->velocity, vMyNormalDir);
VectorNormalize2D(vMyNormalDir);
if (fDistSquared - DotProduct2D(vDelta, vMyNormalDir) < 2304)
{
m_iSquadStandTime = level.inttime;
return false;
}
}
}
for (Actor *pSquadMate = (Actor *)m_pNextSquadMate.Pointer(); pSquadMate != this; pSquadMate = (Actor *)pSquadMate->m_pNextSquadMate.Pointer())
{
if (!pSquadMate->IsSubclassOfActor())
{
continue;
}
VectorSub2D(pSquadMate->origin, origin, vDelta);
fDistSquared = VectorLength2DSquared(vDelta);
if (fDistSquared >= fIntervalSquared || DotProduct2D(vDelta, PathDelta()) <= 0)
{
continue;
}
if (pSquadMate->PathExists() || pSquadMate->PathComplete())
{
VectorCopy2D(pSquadMate->velocity, vHisDir);
if (VectorLength2DSquared(vHisDir) <= 8)
{
continue;
}
}
else
{
VectorCopy2D(pSquadMate->PathDelta(), vHisDir);
}
if (DotProduct2D(PathDelta(), vHisDir) >= 0 && (entnum == pSquadMate->entnum || DotProduct2D(vHisDir, vDelta) >= 0))
{
m_iSquadStandTime = level.inttime;
return false;
}
}
m_iSquadStandTime = 0;
return true;
}
/*
===============
Actor::MoveToWaypointWithPlayer
Move to waypoint with player.
===============
*/
bool Actor::MoveToWaypointWithPlayer
(
void
)
{
float fIntervalSquared, fDistSquared;
vec2_t vMyNormalDir, vDelta, vMyDir;
if (level.inttime < m_iSquadStandTime + 500)
{
return false;
}
fIntervalSquared = Square(m_fInterval);
if (m_iSquadStandTime)
{
fIntervalSquared += fIntervalSquared;
}
Player *p = (Player *)G_GetEntity(0);
if (IsTeamMate(p))
{
vDelta[0] = p->origin[0] - origin[0];
vDelta[1] = p->origin[1] - origin[1];
fDistSquared = VectorLength2DSquared(vDelta);
if (fDistSquared >= fIntervalSquared)
{
m_iSquadStandTime = 0;
return true;
}
vMyDir[0] = m_patrolCurrentNode->origin[0] - origin[0];
vMyDir[1] = m_patrolCurrentNode->origin[1] - origin[1];
if (DotProduct2D(vDelta, vMyDir) < 0)
{
m_iSquadStandTime = 0;
return true;
}
vMyNormalDir[0] = velocity[0] - p->velocity[0];
vMyNormalDir[1] = velocity[1] - p->velocity[1];
VectorNormalize2D(vMyNormalDir);
if (fDistSquared - DotProduct2D(vDelta, vMyNormalDir) > 2304)
{
m_iSquadStandTime = 0;
return true;
}
m_iSquadStandTime = level.inttime;
}
return false;
}
/*
===============
Actor::PatrolNextNodeExists
Returns true if next patrol node exits.
===============
*/
bool Actor::PatrolNextNodeExists
(
void
)
{
return m_patrolCurrentNode && !( m_patrolCurrentNode->IsSubclassOfTempWaypoint() ) && m_patrolCurrentNode->Next();
}
/*
===============
Actor::UpdatePatrolCurrentNode
Update current patrol node.
===============
*/
void Actor::UpdatePatrolCurrentNode
(
void
)
{
bool next = false;
if (m_patrolCurrentNode)
{
if (m_patrolCurrentNode->IsSubclassOfTempWaypoint())
{
if (fabs(origin[0] - m_patrolCurrentNode->origin[0]) < 16.0
&& fabs(origin[1] - m_patrolCurrentNode->origin[1]) < 16.0)
{
next = true;
}
}
else if(PathExists() && PathComplete())
{
next = true;
}
}
if (next)
{
NextPatrolCurrentNode();
}
}
/*
===============
Actor::MoveToPatrolCurrentNode
===============
*/
bool Actor::MoveToPatrolCurrentNode
(
void
)
{
UpdatePatrolCurrentNode();
if (m_patrolCurrentNode && !m_bPatrolWaitTrigger)
{
Vector delta;
if (m_patrolCurrentNode->IsSubclassOfWaypoint())
{
if (MoveToWaypointWithPlayer())
{
m_bNextForceStart = false;
m_eNextAnimMode = 4;
m_csNextAnimString = m_csPatrolCurrentAnim;
FaceMotion();
}
else
{
Anim_Stand();
IdleLook();
}
SetDest(m_patrolCurrentNode->origin);
if (m_fMoveDoneRadiusSquared == 0.0 || m_patrolCurrentNode->Next())
return false;
delta = m_patrolCurrentNode->origin - origin;
}
else
{
SimpleActor::SetPath(
m_patrolCurrentNode->origin,
"Actor::MoveToPatrolCurrentNode",
0,
NULL,
0);
if (!PathExists())
{
IdleLook();
Anim_Idle();
parm.movefail = qtrue;
return false;
}
if (MoveOnPathWithSquad())
{
if (PatrolNextNodeExists())
{
m_eNextAnimMode = 2;
}
else
{
m_eNextAnimMode = 3;
}
m_csNextAnimString = m_csPatrolCurrentAnim;
m_bNextForceStart = false;
FaceMotion();
}
else
{
Anim_Stand();
IdleLook();
}
if (m_fMoveDoneRadiusSquared == 0)
return false;
if (PathComplete())
{
return true;
}
if (!m_Path.HasCompleteLookahead() || m_patrolCurrentNode->Next())
{
return false;
}
delta = PathDelta();
}
return m_fMoveDoneRadiusSquared >= delta.lengthXYSquared();
}
IdleLook();
Anim_Idle();
return false;
}
/*
===============
Actor::ClearAimNode
Clear aim node.
===============
*/
void Actor::ClearAimNode
(
void
)
{
if (m_aimNode)
{
if (m_aimNode->IsSubclassOfTempWaypoint())
{
delete m_aimNode;
}
m_aimNode = NULL;
}
}
/*
===============
Actor::SetAimNode
Change aim node.
===============
*/
void Actor::SetAimNode
(
Vector& vec
)
{
ClearAimNode();
TempWaypoint * twp = new TempWaypoint();
m_aimNode = twp;
m_aimNode->setOrigin(vec);
}
/*
===============
Actor::SetAimNode
Change aim node.
===============
*/
void Actor::SetAimNode
(
Listener *l
)
{
ClearAimNode();
if (l)
{
if (!l->inheritsFrom(&SimpleEntity::ClassInfo))
{
ScriptError(
"Bad aim node with classname '%s' specified for '%s' at (%f %f %f)\n",
l->getClassname(),
targetname.c_str(),
origin.x,
origin.y,
origin.z);
}
m_aimNode = (SimpleEntity *)l;
}
}
/*
===============
Actor::ShowInfo_AimNode
Show current aim node info.
===============
*/
void Actor::ShowInfo_AimNode
(
void
)
{
if (m_aimNode)
{
Com_Printf("aim node: %s\n", m_aimNode->targetname.c_str());
}
else
{
Com_Printf("no current aim node\n");
}
}
/*
===============
Actor::EventSetAccuracy
Set current accuracy.
===============
*/
void Actor::EventSetAccuracy
(
Event *ev
)
{
mAccuracy = ev->GetFloat(1) / 100;
}
/*
===============
Actor::EventGetAccuracy
Get current accuracy.
===============
*/
void Actor::EventGetAccuracy
(
Event *ev
)
{
ev->AddFloat(mAccuracy * 100);
}
/*
===============
Actor::GetThinkType
Get think for csName.
===============
*/
int Actor::GetThinkType
(
const_str csName
)
{
int result = 0;
while (m_csThinkNames[result] != csName)
{
if (++result > NUM_THINKS - 1)
{
ScriptError("unknown think type '%s'", Director.GetString(csName).c_str());
}
}
return result;
}
/*
===============
Actor::SetThink
Modifies think num of current thinkstate inside m_ThinkMap.
===============
*/
void Actor::SetThink
(
eThinkState state,
eThinkNum think
)
{
m_ThinkMap[state] = think;
if (m_ThinkState == state)
m_bDirtyThinkState = true;
}
/*
===============
Actor::SetThink
Set think to idle.
===============
*/
void Actor::SetThinkIdle
(
eThinkNum think_idle
)
{
eThinkNum think_curious;
switch (think_idle)
{
case THINK_PATROL:
case THINK_RUNNER:
m_bBecomeRunner = true;
think_curious = THINK_CURIOUS;
break;
case THINK_MACHINEGUNNER:
think_curious = THINK_MACHINEGUNNER;
break;
case THINK_DOG_IDLE:
think_curious = THINK_DOG_CURIOUS;
SetThink(THINKSTATE_GRENADE, think_curious);
break;
case THINK_ANIM:
think_curious = THINK_ANIM_CURIOUS;
break;
case THINK_BALCONY_IDLE:
think_curious = THINK_BALCONY_CURIOUS;
break;
default:
think_curious = THINK_CURIOUS;
break;
}
SetThink(THINKSTATE_IDLE, think_idle);
SetThink(THINKSTATE_CURIOUS, think_curious);
}
/*
===============
Actor::SetThinkState
Set thinkstate.
===============
*/
void Actor::SetThinkState
(
eThinkState state,
eThinkLevel level
)
{
if (IsAttackState(state))
{
m_csIdleMood = STRING_NERVOUS;
if (m_ThinkMap[THINKSTATE_ATTACK] != THINK_ALARM && m_ThinkMap[THINKSTATE_ATTACK] != THINK_WEAPONLESS && m_ThinkMap[THINKSTATE_ATTACK] != THINK_DOG_ATTACK && !GetWeapon(WEAPON_MAIN))
{
Com_Printf(
"^~^~^ LD ERROR: (entnum %i, radnum %i, targetname '%s'): forcing weaponless attack state.\n"
"^~^~^ Level designers should specify 'type_attack weaponless' for this guy.\n",
entnum,
radnum,
targetname.c_str());
SetThink(THINKSTATE_ATTACK, THINK_WEAPONLESS);
}
}
m_ThinkStates[level] = state;
if (level >= m_ThinkLevel)
{
m_bDirtyThinkState = true;
}
}
/*
===============
Actor::EndCurrentThinkState
End current think state.
===============
*/
void Actor::EndCurrentThinkState
(
void
)
{
SetThinkState(THINKSTATE_VOID, m_ThinkLevel);
}
/*
===============
Actor::ClearThinkStates
Clear all thinkstates.
===============
*/
void Actor::ClearThinkStates
(
void
)
{
for (int i = 0; i <= NUM_THINKLEVELS -1; i++)
{
SetThinkState(THINKSTATE_VOID, (eThinkLevel)i);
}
}
/*
===============
Actor::CurrentThink
Current think.
===============
*/
int Actor::CurrentThink
(
void
) const
{
return m_Think[ m_ThinkLevel ];
}
/*
===============
Actor::IsAttacking
Returns true if actor is in attack state.
===============
*/
bool Actor::IsAttacking
(
void
) const
{
return m_ThinkStates[ THINKLEVEL_NORMAL ] == THINKSTATE_ATTACK;
}
/*
===============
Actor::EventGetFov
Get current fov.
===============
*/
void Actor::EventGetFov
(
Event *ev
)
{
ev->AddFloat(m_fFov);
}
/*
===============
Actor::EventSetFov
Set current fov.
============
*/
void Actor::EventSetFov
(
Event *ev
)
{
float fov = ev->GetFloat(1);
if (fov < 0 || fov > 360)
{
ScriptError("fov must be in the range [0,360]");
}
m_fFov = fov;
m_fFovDot = cos(0.5 * fov * M_PI / 180.0);
}
void Actor::EventSetDestIdle
(
Event *ev
)
{
// not found in ida
}
void Actor::EventSetDestIdle2
(
Event *ev
)
{
// not found in ida
}
void Actor::EventSetTypeIdle
(
Event *ev
)
{
eThinkNum think = (eThinkNum)GetThinkType(ev->GetConstString(1));
glbs.Printf("EventSetTypeIdle %s : %d\n", ev->GetString(1).c_str(), think);
if (!Actor::GlobalFuncs[think].IsState(THINKSTATE_IDLE))
{
SetThinkIdle(THINK_IDLE);
ScriptError("Invalid idle think '%s'", Director.GetString(m_csThinkNames[think]).c_str());
}
SetThinkIdle(think);
}
void Actor::EventGetTypeIdle
(
Event *ev
)
{
ev->AddConstString(m_csThinkNames[m_ThinkMap[THINKSTATE_IDLE]]);
}
void Actor::EventSetTypeAttack
(
Event *ev
)
{
eThinkNum think = (eThinkNum)GetThinkType(ev->GetConstString(1));
glbs.Printf("EventSetTypeAttack %s : %d\n", ev->GetString(1).c_str(), think);
//check if the wanted think is an attack one.
if (!Actor::GlobalFuncs[think].IsState(THINKSTATE_ATTACK))
{
SetThink(THINKSTATE_ATTACK, THINK_TURRET);
ScriptError("Invalid attack think '%s'", Director.GetString(m_csThinkNames[think]).c_str());
}
SetThink(THINKSTATE_ATTACK, think);
}
void Actor::EventGetTypeAttack
(
Event *ev
)
{
ev->AddConstString(m_csThinkNames[m_ThinkMap[THINKSTATE_ATTACK]]);
}
void Actor::EventSetTypeDisguise
(
Event *ev
)
{
eThinkNum think = (eThinkNum)GetThinkType(ev->GetConstString(1));
glbs.Printf("EventSetTypeDisguise %s : %d\n", ev->GetString(1).c_str(), think);
if (!Actor::GlobalFuncs[think].IsState(THINKSTATE_DISGUISE))
{
SetThink(THINKSTATE_DISGUISE, THINK_DISGUISE_SALUTE);
ScriptError("Invalid disguise think '%s'", Director.GetString(m_csThinkNames[think]).c_str());
}
SetThink(THINKSTATE_DISGUISE, think);
}
void Actor::EventGetTypeDisguise
(
Event *ev
)
{
ev->AddConstString(m_csThinkNames[m_ThinkMap[THINKSTATE_DISGUISE]]);
}
void Actor::EventSetDisguiseLevel
(
Event *ev
)
{
m_iDisguiseLevel = ev->GetInteger(1);
if (m_iDisguiseLevel -1 > 1)
{
m_iDisguiseLevel = 1;
ScriptError("bad disguise level %d for %s, setting to 1\n", m_iDisguiseLevel, targetname.c_str());
}
}
void Actor::EventGetDisguiseLevel
(
Event *ev
)
{
ev->AddInteger(m_iDisguiseLevel);
}
void Actor::EventSetTypeGrenade
(
Event *ev
)
{
eThinkNum think = (eThinkNum)GetThinkType(ev->GetConstString(1));
glbs.Printf("EventSetTypeGrenade %s : %d\n", ev->GetString(1).c_str(), think);
if (!Actor::GlobalFuncs[think].IsState(THINKSTATE_GRENADE))
{
SetThink(THINKSTATE_GRENADE, THINK_GRENADE);
ScriptError("Invalid grenade think '%s'", Director.GetString(m_csThinkNames[m_ThinkMap[THINKSTATE_GRENADE]]).c_str());
}
SetThink(THINKSTATE_GRENADE, think);
}
void Actor::EventGetTypeGrenade
(
Event *ev
)
{
ev->AddConstString(m_csThinkNames[m_ThinkMap[THINKSTATE_GRENADE]]);
}
void Actor::EventSetMinDistance
(
Event *ev
)
{
m_fMinDistance = ev->GetFloat(1);
if (m_fMinDistance < 0)
{
m_fMinDistance = 0;
Com_Printf(
"^~^~^ Warning: mindist negative, forcing to %g for entity %i, targetname '%s'\n",
m_fMinDistance,
entnum,
targetname.c_str());
}
m_fMinDistanceSquared = m_fMinDistance * m_fMinDistance;
}
void Actor::EventGetMinDistance
(
Event *ev
)
{
ev->AddFloat(m_fMinDistance);
}
void Actor::EventSetMaxDistance
(
Event *ev
)
{
m_fMaxDistance = ev->GetFloat(1);
//FIXME: macro
if (m_fMaxDistance < 256)
{
m_fMaxDistance = 256;
Com_Printf(
"^~^~^ Warning: maxdist too small, forcing to %g for entity %i, targetname '%s'\n",
m_fMaxDistance,
entnum,
targetname.c_str());
}
m_fMaxDistanceSquared = m_fMaxDistance * m_fMaxDistance;
}
void Actor::EventGetMaxDistance
(
Event *ev
)
{
ev->AddFloat(m_fMaxDistance);
}
void Actor::EventSetLeash
(
Event *ev
)
{
m_fLeash = ev->GetFloat(1);
m_fLeashSquared = Square(m_fLeash);
}
void Actor::EventGetLeash
(
Event *ev
)
{
ev->AddFloat(m_fLeash);
}
void Actor::EventSetInterval
(
Event *ev
)
{
m_fInterval = ev->GetFloat(1);
}
void Actor::EventDistToEnemy
(
Event *ev
)
{
float dist = 0;
if (m_Enemy)
{
Vector distV = origin - m_Enemy->origin;
dist = distV.length();
}
ev->AddFloat(dist);
}
void Actor::EventGetInterval
(
Event *ev
)
{
ev->AddFloat(m_fInterval);
}
void Actor::EventGetRunAnim
(
Event *ev
)
{
ev->AddConstString(GetRunAnim());
}
void Actor::EventGetWalkAnim
(
Event *ev
)
{
ev->AddConstString(GetWalkAnim());
}
void Actor::EventSetAnimName
(
Event *ev
)
{
m_csAnimName = ev->GetConstString(1);
}
void Actor::EventGetAnimName
(
Event *ev
)
{
ev->AddConstString(m_csAnimName);
}
void Actor::EventSetDisguiseRange
(
Event *ev
)
{
float range = ev->GetFloat(1);
m_fMaxDisguiseDistSquared = Square(range);
}
void Actor::EventGetDisguiseRange
(
Event *ev
)
{
ev->AddFloat(sqrt(m_fMaxDisguiseDistSquared));
}
void Actor::EventSetDisguisePeriod
(
Event *ev
)
{
m_iDisguisePeriod = ev->GetFloat(1) * 1000 + 0.5;
}
void Actor::EventGetDisguisePeriod
(
Event *ev
)
{
ev->AddFloat(m_iDisguisePeriod / 1000.0);
}
void Actor::EventSetDisguiseAcceptThread
(
Event *ev
)
{
if (ev->IsFromScript())
{
m_DisguiseAcceptThread.SetThread(ev->GetValue());
}
else
{
m_DisguiseAcceptThread.Set(ev->GetString(1));
}
}
void Actor::EventGetDisguiseAcceptThread
(
Event *ev
)
{
m_DisguiseAcceptThread.GetScriptValue(&ev->GetValue());
}
void Actor::EventAttackPlayer
(
Event *ev
)
{
Player *pPlayer = (Player *)G_GetEntity(0);
if (!pPlayer)
{
ScriptError("player doesn't exist");
}
else
{
m_PotentialEnemies.ConfirmEnemy(this, pPlayer);
m_bForceAttackPlayer = true;
}
}
void Actor::ForceAttackPlayer
(
void
)
{
m_PotentialEnemies.ConfirmEnemy(this, (Sentient *)G_GetEntity(0));
}
void Actor::EventSetAlarmNode
(
Event *ev
)
{
Listener *l = ev->GetListener(1);
if (l)
{
if (!l->inheritsFrom(&SimpleEntity::ClassInfo))
{
ScriptError("Alarm node must be an entity");
}
}
m_AlarmNode = (SimpleEntity *)l;
}
void Actor::EventGetAlarmNode
(
Event *ev
)
{
ev->AddListener(m_AlarmNode);
}
void Actor::EventSetAlarmThread
(
Event *ev
)
{
if (ev->IsFromScript())
{
m_AlarmThread.SetThread(ev->GetValue());
}
else
{
m_AlarmThread.Set(ev->GetString(1));
}
}
void Actor::EventGetAlarmThread
(
Event *ev
)
{
m_AlarmThread.GetScriptValue(&ev->GetValue());
}
void Actor::EventSetSoundAwareness
(
Event *ev
)
{
m_fSoundAwareness = ev->GetFloat(1);
}
void Actor::EventGetSoundAwareness
(
Event *ev
)
{
ev->AddFloat(m_fSoundAwareness);
}
void Actor::EventSetGrenadeAwareness
(
Event *ev
)
{
m_fGrenadeAwareness = ev->GetFloat(1);
}
void Actor::EventGetGrenadeAwareness
(
Event *ev
)
{
ev->AddFloat(m_fGrenadeAwareness);
}
str Actor::ThinkName
(
void
) const
{
return Director.GetString( m_csThinkNames[ m_Think[ m_ThinkLevel ] ] );
}
str Actor::ThinkStateName
(
void
) const
{
return Director.GetString( m_csThinkStateNames[ m_ThinkState ] );
}
void Actor::EventSetTurret
(
Event *ev
)
{
Listener *l = ev->GetListener(1);
if (l->inheritsFrom(&TurretGun::ClassInfo))
{
m_pTurret = (TurretGun *)l;
}
}
void Actor::EventGetTurret
(
Event *ev
)
{
ev->AddListener(m_pTurret);
}
void Actor::EventEnableEnemy
(
Event *ev
)
{
m_bDesiredEnableEnemy = ev->GetBoolean(1);
}
void Actor::EventEnablePain
(
Event *ev
)
{
m_bEnablePain = ev->GetBoolean(1);
}
void Actor::EventActivate
(
Event *ev
)
{
m_bPatrolWaitTrigger = false;
Unregister(STRING_TRIGGER);
}
void Actor::EventGetAmmoGrenade
(
Event *ev
)
{
ev->AddInteger(AmmoCount("grenade"));
}
void Actor::EventSetAmmoGrenade
(
Event *ev
)
{
GiveAmmo("grenade", ev->GetInteger(1));
}
void Actor::EventInterruptPoint
(
Event *ev
)
{
GlobalFuncs_t *func = &GlobalFuncs[m_Think[m_ThinkLevel]];
if (func->PostShoot)
(this->*func->PostShoot)();
}
void Actor::EventAnimScript
(
Event *ev
)
{
m_bAnimScriptSet = true;
m_csAnimScript = ev->GetConstString(1);
//FIXME: macro
m_AnimMode = 1;
SetThinkIdle(THINK_ANIM);
}
void Actor::EventAnimScript_Scripted
(
Event *ev
)
{
m_bAnimScriptSet = true;
m_csAnimScript = ev->GetConstString(1);
//FIXME: macro
m_AnimMode = 5;
SetThinkIdle(THINK_ANIM);
}
void Actor::EventAnimScript_Noclip
(
Event *ev
)
{
m_bAnimScriptSet = true;
m_csAnimScript = ev->GetConstString(1);
//FIXME: macro
m_AnimMode = 6;
SetThinkIdle(THINK_ANIM);
}
void Actor::EventReload_mg42
(
Event *ev
)
{
//FIXME: macos/enum
if (m_State != 1201)
{
if (m_State == 1200)
{
m_bAnimScriptSet = true;
TransitionState(1201, 0);
}
else
{
Unregister(STRING_ANIMDONE);
}
}
}
void Actor::SetPathWithLeash
(
Vector vDestPos,
const char *description,
int iMaxDirtyTime
)
{
vec2_t dist = { vDestPos[0] - m_vHome[0], vDestPos[1] - m_vHome[1] };
float distSq = DotProduct2D(dist, dist);
if (distSq <= m_fLeashSquared)
{
dist[0] = origin[0] - m_vHome[0];
dist[1] = origin[1] - m_vHome[1];
distSq = DotProduct2D(dist, dist);
if (distSq <= m_fLeashSquared)
{
SetPath(
vDestPos,
description,
iMaxDirtyTime,
m_vHome,
m_fLeashSquared);
}
}
else
{
ClearPath();
}
}
void Actor::SetPathWithLeash
(
SimpleEntity *pDestNode,
const char *description,
int iMaxDirtyTime
)
{
if (pDestNode)
{
SetPathWithLeash(
pDestNode->origin,
description,
iMaxDirtyTime);
}
else
{
if (m_bPathErrorTime + 5000 < level.inttime)
{
m_bPathErrorTime = level.inttime;
Com_Printf(
"^~^~^ No destination node specified for '%s' at (%f %f %f)\n",
targetname.c_str(),
origin[0],
origin[1],
origin[2]);
}
ClearPath();
}
}
void Actor::FindPathAwayWithLeash
(
vec3_t vAwayFrom,
vec3_t vDirPreferred,
float fMinSafeDist
)
{
m_Path.FindPathAway(
origin,
vAwayFrom,
vDirPreferred,
this,
fMinSafeDist,
m_vHome,
m_fLeashSquared);
ShortenPathToAvoidSquadMates();
}
void Actor::FindPathNearWithLeash
(
vec3_t vNearbyTo,
float fCloseDistSquared
)
{
vec2_t dist = {vNearbyTo[0] - m_vHome[0], vNearbyTo[1] - m_vHome[1]};
float distSq = DotProduct2D(dist,dist);
if (distSq <= m_fLeashSquared + fCloseDistSquared + 2 * sqrt(m_fLeashSquared * fCloseDistSquared))
{
dist[0] = origin[0] - m_vHome[0];
dist[1] = origin[1] - m_vHome[1];
distSq = DotProduct2D(dist, dist);
if (distSq <= m_fLeashSquared)
{
m_Path.FindPathNear(
origin,
vNearbyTo,
this,
0,
fCloseDistSquared,
m_vHome,
m_fLeashSquared);
ShortenPathToAvoidSquadMates();
}
}
}
bool Actor::CanMovePathWithLeash
(
void
) const
{
vec2_t delta;
if( PathExists() )
{
delta[ 0 ] = origin[ 0 ] - m_vHome[ 0 ];
delta[ 1 ] = origin[ 1 ] - m_vHome[ 1 ];
return ( VectorLength2DSquared( delta ) < m_fLeashSquared ) || ( DotProduct2D( delta, m_Path.CurrentDelta() ) < 0.0f );
}
return false;
}
bool Actor::MovePathWithLeash
(
void
)
{
if( CanMovePathWithLeash() )
{
Anim_RunToInOpen( 2 );
FaceMotion();
return true;
}
else
{
Anim_Aim();
return false;
}
}
bool Actor::ShortenPathToAttack
(
float fMinDist
)
{
if (PathExists() && !PathComplete() && PathAvoidsSquadMates())
{
for (auto current_node = CurrentPathNode(); current_node >= LastPathNode(); current_node--)
{
Vector dist = current_node->point - origin;
if (dist * dist >= fMinDist * fMinDist)
{
if (CanSeeFrom(eyeposition + current_node->point, m_Enemy))
{
m_Path.TrimPathFromEnd((current_node - LastPathNode()) / 32);
return true;
}
}
}
}
return false;
}
void Actor::StrafeToAttack
(
float fDist,
vec3_t vDir
)
{
Vector vEnemyCentroid, vDelta, vSpot, vDestPos;
Vector mins(-16,-16,16);
Vector maxs(16,16,128);
vDestPos = vDir;
vDestPos *= fDist;
vDestPos += origin;
vDelta = vDestPos - m_vLastEnemyPos;
if (m_fMaxDistanceSquared <= vDelta.lengthSquared() || vDelta.lengthSquared() <= m_fMinDistanceSquared )
{
ClearPath();
return;
}
if (!G_SightTrace(
origin,
mins,
maxs,
vDestPos,
this,
NULL,
//FIXME: macro
1107437825,
qtrue,
"Actor::StrafeToAttack 1"))
{
ClearPath();
return;
}
vSpot = vDir;
vSpot *= fDist;
vDelta = m_vLastEnemyPos;
vDelta.z += m_Enemy->centroid.z - m_Enemy->origin.z;
if (!G_SightTrace(
EyePosition() + vSpot,
vec_zero,
vec_zero,
vDelta,
this,
m_Enemy,
//FIXME: macro
33819417,
qfalse,
"Actor::StrafeToAttack 1"))
{
SetPathWithLeash(vDestPos, NULL, 0);
}
else
{
ClearPath();
}
}
Vector Actor::GunTarget
(
bool bNoCollision
)
{
float accuracy;
static bool doInit = true;
static cvar_t *aiRanges[4];
Vector vRet;
if (doInit)
{
aiRanges[0] = gi.Cvar_Get("g_aishortrange", "500", 0);
aiRanges[1] = gi.Cvar_Get("g_aimediumrange", "700", 0);
aiRanges[2] = gi.Cvar_Get("g_ailongrange", "1000", 0);
aiRanges[3] = gi.Cvar_Get("g_aisniperrange", "2200", 0);
doInit = false;
}
if (mTargetPos == vec_zero)
{
AnglesToAxis(origin, orientation);
vRet = Vector(orientation[0]) * 2048 + EyePosition();
return vRet;
}
float scatterMult = 1;
Player *player = NULL;
if (m_Enemy)
{
if (m_Enemy->IsSubclassOfPlayer())
{
player = (Player *)m_Enemy.Pointer();
Weapon *weap = GetActiveWeapon(WEAPON_MAIN);
Vector dir;
dir = player->centroid - centroid;
if (weap)
{
MPrintf("WEAPON RANGE: %f dist: %f\n", aiRanges[weap->mAIRange]->value, dir.length());
scatterMult = dir.length() / aiRanges[weap->mAIRange]->value;
if (dir.length() > aiRanges[weap->mAIRange]->value)
{
if (scatterMult > 1)
{
accuracy = mAccuracy / scatterMult;
}
MPrintf("OUT OF RANGE - scatterMult: %f\n", scatterMult);
}
}
else
{
char assertStr[16317] = { 0 };
strcpy(assertStr, "\"ERROR Actor::GunTarget without a weapon\\n\"\n\tMessage: ");
Q_strcat(assertStr, sizeof(assertStr), DumpCallTrace(""));
assert(false && assertStr);
}
}
else if (fabs(m_Enemy->origin[2] - origin[2]) >= 128)
{
scatterMult = 0.5;
}
}
if (random2() > accuracy)
{
MPrintf("MISS - scatterMult: %f\n", scatterMult);
if (player)
{
static cvar_t *scatterHeight;
static cvar_t *scatterWide;
static bool doInitScatters = false;
int lastTrail;
lastTrail = player->mCurTrailOrigin - 1;
if (lastTrail < 0)
lastTrail = 1;
vRet = player->mvTrail[lastTrail];
//continue here:
//Player *tPlayer = player + 12*lastTrail;//weird
if (!G_SightTrace(GunPosition(), vec_zero, vec_zero, player->mvTrail[lastTrail], this, player, 33819417, 0, "Actor::GunTarget 1"))
{
vRet = player->mvTrailEyes[lastTrail];
}
if (!doInitScatters)
{
scatterWide = gi.Cvar_Get("g_aiScatterWide", "16.0", 0);
scatterHeight = gi.Cvar_Get("g_aiScatterHeight", "45.0", 0);
doInitScatters = true;
}
vRet.x += crandom() * scatterWide->value * scatterMult;
vRet.y += crandom() * scatterWide->value * scatterMult;
vRet.z += crandom() * scatterHeight->value * scatterMult;
if (player && player->GetVehicleTank())
{
vRet.z -= 128;
}
}
else
{
int sign;
if (random() > 0.5)
sign = 1;
else
sign = -1;
vRet.x = sign * 32 * (random() + 1);
if (random() > 0.5)
sign = 1;
else
sign = -1;
vRet.y = sign * 32 * (random() + 1);
if (random() > 0.5)
sign = 1;
else
sign = -1;
vRet.z = sign * 48 * (random() + 1);
vRet += mTargetPos;
if (player && player->GetVehicleTank())
{
vRet.z -= 128;
}
}
return vRet;
}
MPrintf("HIT\n");
if (player)
{
vRet = player->centroid;
}
else
{
vRet = mTargetPos;
}
if (m_Enemy)
{
if (!G_SightTrace(GunPosition(), vec_zero, vec_zero, vRet, this, m_Enemy, 33819417, qfalse, "Actor::GunTarget 1"))
{
vRet = EyePosition();
}
}
if (player && player->GetVehicleTank())
{
vRet.z -= 128;
}
return vRet;
}
qboolean Actor::setModel
(
void
)
{
str headModel, headSkin, weapon;
headModel = level.GetRandomHeadModel(model);
headSkin = level.GetRandomHeadSkin(model);
//qboolean bSuccess;
str name = "", tempstr;
if (model != "")
{
if (m_csLoadOut != STRING_EMPTY)
{
name = "weapon|" + Director.GetString(m_csLoadOut) + "|";
}
if (m_csHeadModel == STRING_EMPTY)
{
m_csHeadModel = Director.AddString(level.GetRandomHeadModel(model));
}
if (m_csHeadModel != STRING_EMPTY)
{
name += "headmodel|" + Director.GetString(m_csHeadModel) + "|";
}
if (m_csHeadSkin == STRING_EMPTY)
{
m_csHeadSkin = Director.AddString(level.GetRandomHeadSkin(model));
}
if (m_csHeadSkin != STRING_EMPTY)
{
name += "headskin|" + Director.GetString(m_csHeadSkin) + "|";//FIXME: not sure of this last "|"
}
name += model;
}
gi.DPrintf2("Actor::setModel(): name: %s, model: %s, headModel: %s, headSkin: %s\n", name.c_str(), model.c_str(), headModel.c_str(), headSkin.c_str());
level.skel_index[edict->s.number] = -1;
return gi.setmodel(edict, name);
}
void Actor::EventSetHeadModel
(
Event *ev
)
{
m_csHeadModel = ev->GetConstString(1);
setModel();
}
void Actor::EventGetHeadModel
(
Event *ev
)
{
ev->AddConstString(m_csHeadModel);
}
void Actor::EventSetHeadSkin
(
Event *ev
)
{
m_csHeadSkin = ev->GetConstString(1);
setModel();
}
void Actor::EventGetHeadSkin
(
Event *ev
)
{
ev->AddConstString(m_csHeadSkin);
}
void Actor::EventSetNoIdle
(
Event *ev
)
{
m_bNoIdleAfterAnim = ev->GetInteger(1);
}
void Actor::EventGetNoIdle
(
Event *ev
)
{
ev->AddInteger(m_bNoIdleAfterAnim);
}
void Actor::EventGetEnemy
(
Event *ev
)
{
ev->AddListener(m_Enemy);
}
void Actor::EventSetMaxNoticeTimeScale
(
Event *ev
)
{
float noticeScale; // fst7
noticeScale = ev->GetFloat(1);
if (noticeScale <= 0.0)
{
Com_Printf("^~^~^ ERROR: noticescale: value must be greater than 0\n");
}
else
{
m_fMaxNoticeTimeScale = noticeScale / 100;
}
}
void Actor::EventGetMaxNoticeTimeScale
(
Event *ev
)
{
ev->AddFloat(m_fMaxNoticeTimeScale * 100);
}
void Actor::EventSetFixedLeash
(
Event *ev
)
{
m_bFixedLeash = ev->GetBoolean(1);
}
void Actor::EventGetFixedLeash
(
Event *ev
)
{
ev->AddInteger(m_bFixedLeash);
}
void Actor::Holster
(
void
)
{
if (activeWeaponList[0])
{
DeactivateWeapon(WEAPON_MAIN);
}
}
void Actor::Unholster
(
void
)
{
Weapon *weap;
if (!activeWeaponList[0])
{
weap = GetWeapon(WEAPON_MAIN);
if (weap)
{
useWeapon(weap, WEAPON_MAIN);
ActivateNewWeapon();
}
}
}
void Actor::EventHolster
(
Event *ev
)
{
if (activeWeaponList[WEAPON_MAIN])
{
DeactivateWeapon(WEAPON_MAIN);
}
}
void Actor::EventUnholster
(
Event *ev
)
{
Unholster();
}
void Actor::EventSoundDone
(
Event *ev
)
{
//soundChannel_t
int channel = ev->GetInteger(1);
str name = ev->GetString(2);
if (gi.S_IsSoundPlaying(channel, name))
{
Event e1(EV_SoundDone);
e1.AddInteger(channel);
e1.AddString(name);
PostEvent(e1, level.frametime);
}
else if (m_bSayAnimSet && m_iSaySlot == -2) //FIXME: macro
{
ChangeSayAnim();
if (m_csSayAnim == STRING_EMPTY)
{
//gi.DPrintf("unregister STRING_SAYDONE\n");
Unregister(STRING_SAYDONE);
}
}
else
{
Unregister(STRING_SOUNDDONE);
}
}
void Actor::EventSound
(
Event *ev
)
{
ProcessSoundEvent(ev, m_Team == TEAM_AMERICAN);
}
void Actor::EventIsEnemyVisible
(
Event *ev
)
{
ev->AddInteger(m_bEnemyVisible);
}
void Actor::EventGetEnemyVisibleChangeTime
(
Event *ev
)
{
//FIXME: /100 ??
ev->AddFloat(m_iEnemyVisibleChangeTime / 100);
}
void Actor::EventGetLastEnemyVisibleTime
(
Event *ev
)
{
//FIXME: /100 ??
ev->AddFloat(m_iLastEnemyVisibleTime / 100 );
}
void Actor::EventSetFallHeight
(
Event *ev
)
{
float fHeight = ev->GetFloat(1);
if (fHeight < MIN_FALLHEIGHT)
{
ScriptError("value less than %d not allowed", MIN_FALLHEIGHT);
}
if (fHeight > MAX_FALLHEIGHT)
{
ScriptError("value greater than %d not allowed", MAX_FALLHEIGHT);
}
m_Path.SetFallHeight(fHeight);
}
void Actor::EventGetFallHeight
(
Event *ev
)
{
ev->AddFloat(m_Path.GetFallHeight());
}
void Actor::EventCanMoveTo
(
Event *ev
)
{
float fIntervalSquared, fDistSquared;
vec2_t vDelta;
Vector vDest;
vDest = ev->GetVector(1);
VectorSub2D(vDest, m_vHome, vDelta);
fDistSquared = VectorLength2DSquared(vDelta);
if (fDistSquared >= m_fLeashSquared)
{
ev->AddInteger(0);
return;
}
else if(m_Enemy != NULL)
{
VectorSub2D(vDest, m_Enemy->origin, vDelta);
fDistSquared = VectorLength2DSquared(vDelta);
if (m_fMinDistanceSquared >= fDistSquared || fDistSquared >= m_fMaxDistanceSquared)
{
ev->AddInteger(qfalse);
return;
}
}
if (m_fInterval == 0)
{
for (auto pSquadMate = m_pNextSquadMate; pSquadMate != this ; pSquadMate = pSquadMate->m_pNextSquadMate)
{
float v27, v29, v30, v32, v33, v34, v35, v37, v38;
if (pSquadMate->IsSubclassOfActor())
{
Sentient *pEnemy = pSquadMate->m_Enemy;
if (pEnemy)
{
v27 = pSquadMate->origin[0];
v29 = pEnemy->origin[0] - v27;
v30 = pSquadMate->origin[1];
v32 = pEnemy->origin[1] - v30;
}
else
{
continue;
}
}
else
{
v27 = pSquadMate->origin[0];
v29 = pSquadMate->orientation[0][0];
v32 = pSquadMate->orientation[0][1];
v30 = pSquadMate->origin[1];
}
v33 = v32 * origin[0];
v34 = v27 * v32 - v30 * v29;
v35 = v33 - v29 * origin[1] - v34;
v37 = v32 * vDest[0];
v38 = v37 - v29 * vDest[1] - v34;
// check if they both have different sign.
if (((int)v38 ^ (int)v35) < 0)
{
ev->AddInteger(qfalse);
return;
}
}
ev->AddInteger(qtrue);
return;
}
fIntervalSquared = Square(m_fInterval);
for (auto pSquadMate = m_pNextSquadMate; pSquadMate != this; pSquadMate = pSquadMate->m_pNextSquadMate)
{
Vector vDel;
vDel = vDest - pSquadMate->origin;
if (fIntervalSquared <= vDest.lengthSquared())
{
continue;
}
if ((origin-pSquadMate->origin).lengthSquared() > vDest.lengthSquared())
{
break;
}
}
ev->AddInteger(qfalse);
}
void Actor::EventMoveDir
(
Event *ev
)
{
vec2_t vec;
if (!PathGoalSlowdownStarted())
{
vec[0] = velocity.x;
vec[1] = velocity.y;
if ( velocity.x == 0 && velocity.y == 0 && PathExists() && !PathComplete())
{
vec[0] = PathDelta()[0];
vec[1] = PathDelta()[1];
}
VectorNormalize2D(vec);
}
ev->AddVector(vec);
}
void Actor::EventIntervalDir
(
Event *ev
)
{
//FIXME: macro
if (level.inttime >= m_iIntervalDirTime + 250)
{
m_vIntervalDir = vec_zero;
m_iIntervalDirTime = level.inttime;
if (m_Enemy)
{
m_vIntervalDir = GetAntiBunchPoint() - origin;
if (m_vIntervalDir.x != 0 || m_vIntervalDir.y != 0)
{
VectorNormalizeFast(m_vIntervalDir);
}
}
}
ev->AddVector(m_vIntervalDir);
}
void Actor::EventResetLeash
(
Event *ev
)
{
m_vHome = origin;
//delete m_pTetherEnt;
m_pTetherEnt = NULL;
}
void Actor::EventTether
(
Event *ev
)
{
m_pTetherEnt = ev->GetSimpleEntity(1);
}
void Actor::EventGetThinkState
(
Event *ev
)
{
ev->AddConstString(m_csThinkStateNames[m_ThinkState]);
}
void Actor::EventGetEnemyShareRange
(
Event *ev
)
{
ev->AddFloat(m_fMaxShareDistSquared);
}
void Actor::EventSetEnemyShareRange
(
Event *ev
)
{
float fRange = ev->GetFloat(1);
m_fMaxShareDistSquared = fRange * fRange;
}
void Actor::EventGetKickDir
(
Event *ev
)
{
ev->AddVector(m_vKickDir);
}
void Actor::EventGetNoLongPain
(
Event *ev
)
{
ev->AddInteger(m_bNoLongPain);
}
void Actor::EventSetNoLongPain
(
Event *ev
)
{
m_bNoLongPain = ev->GetBoolean(1);
}
void Actor::EventGetFavoriteEnemy
(
Event *ev
)
{
ev->AddEntity(m_FavoriteEnemy);
}
void Actor::EventSetFavoriteEnemy
(
Event *ev
)
{
Sentient *fEnemy = (Sentient*)ev->GetEntity(1);
m_FavoriteEnemy = fEnemy;
}
void Actor::EventGetMumble
(
Event *ev
)
{
ev->AddInteger(m_bMumble);
}
void Actor::EventSetMumble
(
Event *ev
)
{
m_bMumble = ev->GetInteger(1);
}
void Actor::EventGetBreathSteam
(
Event *ev
)
{
ev->AddInteger(m_bBreathSteam);
}
void Actor::EventSetBreathSteam
(
Event *ev
)
{
m_bBreathSteam = ev->GetInteger(1);
}
void Actor::EventSetNextBreathTime
(
Event *ev
)
{
ScriptVariable sVar;
ScriptThread *t = Director.CreateThread("global/breathe.scr", "nextbreathtime");
sVar.setFloatValue(ev->GetFloat(1));
t->Execute(&sVar, 1);
}
void Actor::EventCalcGrenadeToss
(
Event *ev
)
{
//FIXME: macros
Vector vTarget;
vTarget = ev->GetVector(1);
if (DecideToThrowGrenade(vTarget, &m_vGrenadeVel, &m_eGrenadeMode))
{
if (m_eGrenadeMode == AI_GREN_TOSS_ROLL)
{
ev->AddConstString(STRING_ANIM_GRENADETOSS_SCR);
}
else
{
if (m_eGrenadeMode > AI_GREN_TOSS_ROLL ? m_eGrenadeMode == AI_GREN_TOSS_HINT : m_eGrenadeMode == AI_GREN_TOSS_THROW)
{
ev->AddConstString(STRING_ANIM_GRENADETHROW_SCR);
}
else
{
char assertStr[16317] = { 0 };
strcpy(assertStr, "\"invalid return condition for Actor::EventCalcGrenadeToss\"\n\tMessage: ");
Q_strcat(assertStr, sizeof(assertStr), DumpCallTrace(""));
assert(false && assertStr);
}
}
SetDesiredYawDir(m_vGrenadeVel);
}
else
{
ev->AddConstString(STRING_EMPTY);
}
}
void Actor::EventGetNoSurprise
(
Event *ev
)
{
ev->AddInteger(m_bNoSurprise);
}
void Actor::EventSetNoSurprise
(
Event *ev
)
{
m_bNoSurprise = ev->GetBoolean(1);
}
void Actor::EventGetSilent
(
Event *ev
)
{
ev->AddInteger(m_bSilent);
}
void Actor::EventSetSilent
(
Event *ev
)
{
m_bSilent = ev->GetBoolean(1);
}
void Actor::EventGetAvoidPlayer
(
Event *ev
)
{
ev->AddInteger(m_bAutoAvoidPlayer);
}
void Actor::EventSetAvoidPlayer
(
Event *ev
)
{
m_bAutoAvoidPlayer = ev->GetBoolean(1);
}
void Actor::EventGetLookAroundAngle
(
Event *ev
)
{
//FIXME: weird
//ev->GetFloat(m_fLookAroundFov);
ev->AddFloat(m_fLookAroundFov);
}
void Actor::EventSetLookAroundAngle
(
Event *ev
)
{
float angle = ev->GetFloat(1);
if (angle < 0.0 || angle > 60.0)
{
ScriptError("lookaroundangle must be >= 0 and <= 60");
}
m_fLookAroundFov = angle;
}
void Actor::EventHasCompleteLookahead
(
Event *ev
)
{
int completeLH = PathExists() && PathHasCompleteLookahead();
ev->AddInteger(completeLH);
}
void Actor::EventPathDist
(
Event *ev
)
{
float dist = 0;
if (PathExists() && !PathComplete())
{
dist = PathDist();
}
ev->AddFloat(dist);
}
void Actor::EventCanShootEnemyFrom
(
Event *ev
)
{
int canShoot = false;
if (m_Enemy)
{
canShoot = CanSeeFrom(ev->GetVector(1), m_Enemy);
}
ev->AddInteger(canShoot);
}
void Actor::EventCanShoot
(
Event *ev
)
{
Entity *target = ev->GetEntity(1);
if (!target)
{
ScriptError("canshoot applied to null listener");
}
ev->AddInteger(CanShoot(target));
}
void Actor::EventSetInReload
(
Event *ev
)
{
m_bInReload = ev->GetBoolean(1);
}
void Actor::EventGetInReload
(
Event *ev
)
{
ev->AddInteger(m_bInReload);
}
void Actor::EventSetReloadCover
(
Event *ev
)
{
m_bNeedReload = ev->GetBoolean(1);
}
void Actor::EventBreakSpecial
(
Event *ev
)
{
mbBreakSpecialAttack = true;
}
void Actor::GetVoiceType
(
Event *ev
)
{
//voice type in actor is a char.
const char *vType = va("%c", mVoiceType);
str vTypeStr = vType;
ev->AddString(vTypeStr);
}
void Actor::SetVoiceType
(
Event *ev
)
{
//voice type in actor is a char.
str vType = ev->GetString(1);
if (vType[0])
{
mVoiceType = vType[0];
}
else
{
//FIXME: enum
mVoiceType = -1;
}
}
void Actor::ResolveVoiceType
(
void
)
{
char validVoice[128];
if (mVoiceType == -1)
{
int d = 3.0 * 0.99 * random();
if (m_Team == TEAM_AMERICAN)
{
mVoiceType = gAmericanVoices[d][0];
}
else
{
mVoiceType = gGermanVoices[d][0];
}
}
else
{
if (m_Team == TEAM_AMERICAN)
{
for (int i = 0; i < 3 ; i++)
{
if (gAmericanVoices[i][0] == mVoiceType)
{
return;
}
}
validVoice[0] = '\0';
for (int i = 0; i < 3; i++)
{
strcat(validVoice, gAmericanVoices[i]);
strcat(validVoice, " ");
}
Com_Printf("ERROR: Bad voice type %c. Valid American voicetypes are: %s\n", mVoiceType, validVoice);
mVoiceType = -1;
int d = 3.0 * 0.99 * random();
mVoiceType = gAmericanVoices[d][0];
}
else
{
for (int i = 0; i < 3; i++)
{
if (gGermanVoices[i][0] == mVoiceType)
{
return;
}
}
validVoice[0] = '\0';
for (int i = 0; i < 3; i++)
{
strcat(validVoice, gGermanVoices[i]);
strcat(validVoice, " ");
}
Com_Printf("ERROR: Bad voice type %c. Valid German voicetypes are: %s\n", mVoiceType, validVoice);
mVoiceType = -1;
int d = 3.0 * 0.99 * random();
mVoiceType = gGermanVoices[d][0];
}
}
}
void Actor::EventSetBalconyHeight
(
Event *ev
)
{
m_fBalconyHeight = ev->GetFloat(1);
}
void Actor::EventGetBalconyHeight
(
Event *ev
)
{
ev->AddFloat(m_fBalconyHeight);
}
PathNode *Actor::FindSniperNodeAndSetPath
(
bool *pbTryAgain
)
{
PathNode *pSniperNode = PathManager.FindNearestSniperNode( this, origin, m_Enemy );
if( pSniperNode )
{
SetPathWithLeash( pSniperNode, NULL, 0 );
if( PathExists() && ( PathComplete() || PathAvoidsSquadMates() ) )
{
*pbTryAgain = true;
return pSniperNode;
}
pSniperNode->MarkTemporarilyBad();
*pbTryAgain = false;
}
else
{
*pbTryAgain = true;
}
return NULL;
}
void Actor::Remove
(
Event *ev
)
{
EndStates();
if (deadflag != DEAD_DEAD)
{
health = 0;
deadflag = DEAD_DEAD;
}
Delete();
}
void Actor::DontFaceWall
(
void
)
{
//PathNode *pNode;
vec2_t vDelta;
float /*fErrorLerp,*/ fEyeRadius, fCosAngle, fSinAngle, fAngle, fAngleRad, fTime;
Vector start;
Vector end;
//FIXME: macro: AI_*
if (m_pCoverNode && m_pCoverNode->nodeflags & (AI_CORNER_LEFT | AI_CORNER_RIGHT | AI_SNIPER | AI_CRATE))
{
m_eDontFaceWallMode = 1;
return;
}
if (velocity.lengthXYSquared() > Square(8))
{
m_eDontFaceWallMode = 2;
return;
}
fAngle = AngleNormalize360(m_YawAchieved ? angles.y : m_DesiredYaw);
fTime = (level.time - m_fDfwTime) * 0.5;
if (fTime > 1)
{
fTime = 1;
}
VectorSub2D(m_vDfwPos, origin, vDelta);
if (Square(fTime * -14.0 + 16.0) > VectorLength2DSquared(vDelta)
&& (fabs(AngleNormalize180(m_fDfwRequestedYaw - m_DesiredYaw)) <= fTime * -29.0 + 30.0
|| fabs(AngleNormalize180(m_fDfwDerivedYaw - m_DesiredYaw)) <= fTime * -29.0 + 30.0)
)
{
if (m_eDontFaceWallMode <= 8)
{
SetDesiredYaw(m_fDfwDerivedYaw);
}
}
else
{
m_vDfwPos = origin;
m_fDfwRequestedYaw = fAngle;
m_fDfwTime = level.time;
fAngleRad = fAngle * M_PI / 180;
fSinAngle = sin(fAngleRad);
fCosAngle = cos(fAngleRad);
VectorSub2D(EyePosition(), origin, vDelta);
fEyeRadius = VectorLength2D(vDelta);
start = vec_zero;
start.x = fEyeRadius * fCosAngle + origin.x;
start.y = fEyeRadius * fSinAngle + origin.y;
end = vec_zero;
end.x = 64 * fCosAngle + start.x;
end.x = 64 * fSinAngle + start.y;
trace_t trace = G_Trace(start, vec_zero, vec_zero, end, this, 33819417, qfalse, "Actor::DontFaceWall");
if (trace.entityNum == 1023 || trace.fraction >= 1 || trace.startsolid)
{
m_eDontFaceWallMode = 3;
}
else if (trace.entityNum == 1022 || trace.ent->entity->AIDontFace())
{
if (trace.plane.normal[2] < -0.69999999 || trace.plane.normal[2] > 0.69999999)
{
m_eDontFaceWallMode = 5;
}
else
{
if (m_Enemy && Vector::Dot(trace.plane.normal, m_Enemy->origin) - trace.plane.dist < 0 )
{
end = m_Enemy->origin;
}
else
{
end = start + (end - start)*128;
}
PathNode *node = PathManager.FindCornerNodeForWall(origin, end, this, 0.0f, trace.plane.normal);
if (node)
{
VectorSub2D(node->m_PathPos, origin, vDelta);
if (vDelta[0] != 0 || vDelta[1] != 0)
{
SetDesiredYawDir(vDelta);
}
m_eDontFaceWallMode = 6;
}
else if (trace.fraction <= 0.46875)
{
SetDesiredYawDir(trace.plane.normal);
m_eDontFaceWallMode = 7;
}
else
{
if (m_DesiredYaw < 90.0)
m_DesiredYaw += 270.0;
else
m_DesiredYaw -= 90.0;
m_YawAchieved = false;
m_eDontFaceWallMode = 8;
}
m_fDfwDerivedYaw = m_DesiredYaw;
return;
}
}
else
{
m_eDontFaceWallMode = 4;
}
m_fDfwDerivedYaw = m_fDfwRequestedYaw;
}
}
bool Actor::AvoidingFacingWall
(
void
) const
{
return m_eDontFaceWallMode <= 8;
}
void Actor::EndStates
(
void
)
{
for (int i = 0; i < NUM_THINKLEVELS; i++)
{
GlobalFuncs_t *func = &GlobalFuncs[m_Think[i]];
if (func->EndState)
(this->*func->EndState)();
if (m_pAnimThread)
{
m_pAnimThread->AbortRegistration(STRING_EMPTY, this);
}
}
}
void Actor::ClearStates
(
void
)
{
for (int i = 0; i < NUM_THINKSTATES; i++)
{
SetThink((eThinkState)i, THINK_VOID);
}
}
void Actor::CheckUnregister
(
void
)
{
m_bBecomeRunner = false;
if (parm.movefail)
{
parm.movedone = false;
Unregister(STRING_MOVEDONE);
}
if (m_Enemy)
{
Unregister(STRING_HASENEMY);
}
if (m_bEnemyVisible)
{
Unregister(STRING_VISIBLE);
}
}
void Actor::BecomeCorpse
(
void
)
{
Event e1(EV_DeathSinkStart);
AddToBodyQue();
edict->r.contents = CONTENTS_TRIGGER;
edict->r.svFlags &= ~SVF_USE_CURRENT_ORIGIN;
setSolidType(SOLID_NOT);
movetype = MOVETYPE_NONE;
edict->s.renderfx &= ~RF_SHADOW;
PostEvent(e1, 20);
}
void Actor::PathnodeClaimRevoked
(
PathNode *node
)
{
for (int i = m_ThinkLevel; i >= 0; --i)
{
GlobalFuncs_t *func = &GlobalFuncs[m_Think[i]];
if (func->PathnodeClaimRevoked)
(this->*func->PathnodeClaimRevoked)();
}
node->Relinquish();
m_pCoverNode = NULL;
}
void Actor::SetPathToNotBlockSentient
(
Sentient *pOther
)
{
Vector vDest, vPerp, vAway;
if (pOther)
{
if (!pOther->IsDead())
{
if (IsTeamMate(pOther))
{
if (pOther->velocity.lengthSquared() > 1)
{
vDest = origin - pOther->origin;
if (vDest.lengthSquared() < 2304 && DotProduct2D(pOther->velocity, vDest) > 0)
{
if (CrossProduct2D(vDest, pOther->velocity) >= 0)
{
vPerp.x = -pOther->velocity.y;
vPerp.y = pOther->velocity.x;
vPerp.z = 0;
}
else
{
vPerp.x = pOther->velocity.y;
vPerp.y = -pOther->velocity.x;
vPerp.z = 0;
}
VectorNormalizeFast(vPerp);
vAway = vPerp * 48 + origin;
if (G_SightTrace(
vAway,
mins,
maxs,
vAway,
this,
pOther,
33557249,
0,
"Actor::SetPathToNotBlockSentient 1"))
{
SetPathWithinDistance(vAway, NULL, 96, 0);
}
if (!PathExists())
{
vAway = vDest;
VectorNormalizeFast(vAway);
vAway = vAway * 48 + origin;
if (G_SightTrace(
vAway,
mins,
maxs,
vAway,
this,
pOther,
33557249,
0,
"Actor::SetPathToNotBlockSentient 2"))
{
SetPathWithinDistance(vAway, NULL, 96, 0);
}
if (!PathExists())
{
vAway = vPerp * 48 - origin;
if (G_SightTrace(
vAway,
mins,
maxs,
vAway,
this,
pOther,
33557249,
0,
"Actor::SetPathToNotBlockSentient 3"))
{
SetPathWithinDistance(vAway, NULL, 96, 0);
}
if (!PathExists())
{
vAway = vDest;
VectorNormalizeFast(vAway);
FindPathAway(origin, vAway * 100, 96);
}
}
}
}
}
}
}
}
}
void Actor::EventSetMoveDoneRadius
(
Event *ev
)
{
float moveDoneR = ev->GetFloat(1);
m_fMoveDoneRadiusSquared = Square(moveDoneR);
}
bool Actor::CalcFallPath
(
void
)
{
float startTime, animTime, startDeltaTime, nextTime;
vec3_t vAbsDelta, vRelDelta, pos[200];
int anim, loop, /*currentPos,*/ i;
mmove_t mm;
SetMoveInfo(&mm);
mm.desired_speed = 80;
mm.tracemask &= 0xFDFFF4FF;
VectorCopy2D(orientation[0], mm.desired_dir);
anim = gi.Anim_NumForName(edict->tiki, "death_balcony_intro");
animTime = gi.Anim_Time(edict->tiki, anim);
startTime = 0.65F;
i = 0;
while (true)
{
MmoveSingle(&mm);
i++;
VectorCopy(mm.origin, pos[i]);
if (i >= 200)
{
break;
}
if (mm.hit_obstacle)
{
for (float j = 0.65f; j < animTime; j = nextTime)
{
nextTime = j + level.frametime;
if (nextTime >= animTime - 0.01f)
nextTime = animTime;
startDeltaTime = j;
gi.Anim_DeltaOverTime(
edict->tiki,
anim,
startDeltaTime,
nextTime,
vAbsDelta);
MatrixTransformVector(vAbsDelta, orientation, vRelDelta);
i++;
VectorAdd(vRelDelta, mm.origin, mm.origin);
VectorCopy(mm.origin, pos[i]);
if (i >= 200)
return false;
}
mm.desired_speed = 0;
mm.groundPlane = qfalse;
mm.walking = qfalse;
mm.velocity[0] = 0;
mm.velocity[1] = 0;
mm.velocity[2] = -171;
loop = i;
while (true)
{
MmoveSingle(&mm);
i++;
VectorCopy(mm.origin, pos[i]);
if (i >= 200)
{
break;
}
if (mm.hit_obstacle)
return false;
if (mm.groundPlane)
{
if (m_fBalconyHeight > origin[2] - pos[i][2])
return false;
m_pFallPath = (FallPath *)gi.Malloc((sizeof(FallPath::pos)) * i + (sizeof(FallPath) - sizeof(FallPath::pos)));
m_pFallPath->length = i;
m_pFallPath->currentPos = 0;
m_pFallPath->startTime = startTime;
m_pFallPath->loop = loop;
if (i > 0)
{
for (int j = i; j ; j--)
{
VectorCopy(pos[j], m_pFallPath->pos[j]);
}
}
return true;
}
}
return false;
}
if (mm.groundPlane)
{
startTime -= level.frametime;
if (startTime >= 0)
continue;
}
return false;
}
return false;
}
void Actor::ClearEnemies
(
void
)
{
m_PotentialEnemies.RemoveAll();
SetEnemy( NULL, false );
}
bool Actor::EnemyIsDisguised
(
void
)
{
return ( m_bEnemyIsDisguised || (m_Enemy && m_Enemy->m_bIsDisguised) ) && ( !m_bForceAttackPlayer && m_ThinkState != THINKSTATE_ATTACK );
}
void Actor::setOriginEvent
(
Vector org
)
{
bool bRejoin = false;
//FIXME: macro
if ((org - origin).lengthSquared() > Square(1024))
{
bRejoin = true;
DisbandSquadMate(this);
}
m_iOriginTime = level.inttime;
VectorCopy2D(org, m_vOriginHistory[0]);
VectorCopy2D(org, m_vOriginHistory[1]);
VectorCopy2D(org, m_vOriginHistory[2]);
VectorClear(velocity);
if (level.Spawned())
{
SafeSetOrigin(org);
}
else
{
setOrigin(org);
}
m_vHome = origin;
if (bRejoin)
{
//FIXME: macro
JoinNearbySquads();
}
}
void Actor::DumpAnimInfo
(
void
)
{
Animate::DumpAnimInfo();
Vector desiredLook = m_bHasDesiredLookAngles ? m_DesiredLookAngles : vec_zero;
//FIXME: macros: bones
Vector head = GetControllerAngles(HEAD_TAG);
Vector torso = GetControllerAngles(TORSO_TAG);
MPrintf("Desired look yaw: %.1f, pitch: %.1f. Head yaw: %.1f, pitch %.1f. Torso yaw: %.1f, pitch: %.1f\n",
desiredLook.x,
desiredLook.y,
head.x,
head.y,
torso.x,
torso.y
);
}
bool Actor::AutoArchiveModel
(
void
)
{
return false;
}