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

716 lines
14 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
===========================================================================
*/
// actorenemy.cpp:
#include "actorenemy.h"
#include "world.h"
#include "sentient.h"
#include "actor.h"
ActorEnemy::ActorEnemy()
{
m_pEnemy = NULL;
m_vLastKnownPos = vec_zero;
}
ActorEnemy::~ActorEnemy()
{
//no need
}
float ActorEnemy::UpdateVisibility
(
Actor *pSelf,
bool *pbInFovAndRange,
bool *pbVisible
)
{
float fLMRF, fFrameTime;
fFrameTime = level.time - m_fLastLookTime;
m_fLastLookTime = level.time;
fLMRF = UpdateLMRF(pSelf, pbInFovAndRange, pbVisible);
if (fLMRF < 8.0)
{
m_fVisibility += fFrameTime / fLMRF;
}
else
{
if (m_fVisibility < 1.0)
{
m_fVisibility -= fFrameTime * 0.25;
if (m_fVisibility < 0.0)
m_fVisibility = 0.0;
}
}
m_fTotalVisibility = m_fVisibility + GetEnemy()->m_fPlayerSightLevel;
if (m_fTotalVisibility > 1)
{
m_fVisibility = 1;
m_fTotalVisibility = 1;
}
return m_fTotalVisibility;
}
int ActorEnemy::UpdateThreat
(
Actor *pSelf
)
{
//FIXME: macro
static float fRangeThreatSquared[15];
static int iWeaponThreat[7][5];
int iWeapon;
int iZone;
Vector vDelta;
m_iThreat = 0;
m_fCurrentRangeSquared = 1e38f;
if (m_pEnemy->m_bIsDisguised || m_fTotalVisibility < 1)
return m_iThreat;
m_iThreat = 10000;
if (m_bVisible == true)
m_iThreat = 10500;
vDelta = m_pEnemy->origin - pSelf->origin;
m_fCurrentRangeSquared = vDelta.lengthSquared();
if (m_fCurrentRangeSquared >= 65536.0)
{
if (m_fCurrentRangeSquared >= 589824.0)
{
if (m_fCurrentRangeSquared >= 1638400.0)
{
if (m_fCurrentRangeSquared >= 4194304.0)
iZone = 4;
else
iZone = 3;
}
else
{
iZone = 2;
}
}
else
{
iZone = 1;
}
}
else
{
iZone = 0;
}
Weapon *pEnemyWeapon = m_pEnemy->GetActiveWeapon(WEAPON_MAIN);
iWeapon = 0;
if (pEnemyWeapon)
{
int iWeapClass = pEnemyWeapon->GetWeaponClass();
if (iWeapClass & WEAPON_CLASS_PISTOL)
{
iWeapon = 1;
}
else if (iWeapClass & WEAPON_CLASS_RIFLE)
{
iWeapon = 2;
}
else if (iWeapClass & WEAPON_CLASS_SMG)
{
iWeapon = 3;
}
else if (iWeapClass & WEAPON_CLASS_MG)
{
iWeapon = 4;
}
else if(iWeapClass & WEAPON_CLASS_GRENADE)
{
iWeapon = 5;
}
else
{
iWeapon = 6;
}
}
int i=0;
if (m_fCurrentRangeSquared > 4194304)
{
for (; i < 15 && fRangeThreatSquared[i] > m_fCurrentRangeSquared; i++)
{
}
}
m_iThreat += iWeaponThreat[iZone][iWeapon] + m_pEnemy->m_iThreatBias + i;
float fMinSafeDistSquared = 1.21 * pSelf->m_fMinDistanceSquared + 16384;
if (m_fCurrentRangeSquared < fMinSafeDistSquared)
{
m_iThreat -= (sqrt(m_fCurrentRangeSquared / fMinSafeDistSquared) * 500) + 500;
}
Vector vLine = m_vLastKnownPos - pSelf->origin;
float fDot = DotProduct2D(vLine, m_vLastKnownPos);
for (Sentient *pSquadMate = m_pEnemy->m_pNextSquadMate; pSquadMate != m_pEnemy; pSquadMate = pSquadMate->m_pNextSquadMate)
{
if (fDot > DotProduct2D(vLine, pSquadMate->origin))
{
m_iThreat -= 4;
}
}
Actor *pAEnemy = (Actor *)m_pEnemy.Pointer();
if (pAEnemy->IsSubclassOfActor() && pAEnemy->m_ThinkState == THINKSTATE_PAIN)
{
m_iThreat -= 2;
}
fDot = Vector::Dot(vDelta, pSelf->orientation[0]);
if (fDot <= 0 )
{
if (m_fCurrentRangeSquared * 0.5 > Square(fDot))
{
m_iThreat++;
}
}
else
{
if (m_fCurrentRangeSquared * 0.5 >= Square(fDot))
{
if (m_fCurrentRangeSquared * 0.5 > Square(fDot))
{
m_iThreat++;
}
}
}
int iEnemyDiscount = m_pEnemy->m_iAttackerCount;
if (m_pEnemy == pSelf->m_Enemy)
{
iEnemyDiscount -= 2;
if (level.inttime < pSelf->m_iEnemyChangeTime + 1000)
m_iThreat += 5;
}
if (iEnemyDiscount > 4)
iEnemyDiscount = 4;
m_iThreat -= iEnemyDiscount;
if (m_pEnemy == pSelf->m_pLastAttacker)
{
m_iThreat += 5;
}
if (m_pEnemy == pSelf->m_FavoriteEnemy)
m_iThreat += 250;
return m_iThreat;
}
Sentient *ActorEnemy::GetEnemy
(
void
) const
{
return m_pEnemy;
}
float ActorEnemy::GetVisibility
(
void
) const
{
return m_fVisibility;
}
int ActorEnemy::GetThreat
(
void
) const
{
return m_iThreat;
}
float ActorEnemy::GetRangeSquared
(
void
) const
{
return m_fCurrentRangeSquared;
}
float ActorEnemy::UpdateLMRF
(
Actor *pSelf,
bool *pbInFovAndRange,
bool *pbVisible
)
{
//FIXME: variable names, I did my best
Vector vDelta;
float fFarPlane, fLMRF, /*fMinSightTime,*/ fFovScale, fForward, /*fNormalizedRange,*/ fRangeScale, fRange/*, fMaxRange*/ ;
float fTmp1, fTmp2, fTmp3;
*pbInFovAndRange = false;
*pbVisible = false;
vDelta = pSelf->EyePosition() - GetEnemy()->origin;
fFarPlane = world->farplane_distance;
fRange = pSelf->m_fSight;
if (fFarPlane > 0)
{
fRange = fFarPlane * 0.828;
if (pSelf->m_fSight <= fRange)
fRange = pSelf->m_fSight;
}
if (vDelta.lengthXYSquared() > Square(fRange))
{
return 8.0;
}
fForward = vDelta.lengthXY();
if (-DotProduct2D(vDelta, pSelf->m_vEyeDir) < 0)
{
return 8.0;
}
fTmp2 = 128.0 - DotProduct2D(vDelta, pSelf->m_vEyeDir);
if (fForward * pSelf->m_fFovDot > fTmp2)
{
return 8.0;
}
*pbInFovAndRange = true;
if (!pSelf->CanSee(m_pEnemy, 0, 0))
{
return 8.0;
}
*pbVisible = true;
fTmp1 = fForward + 128.0;
*pbVisible = true;
fTmp3 = fTmp1 / fTmp2;
fRangeScale = fForward
/ fRange
* (((fForward / fRange * 16.0 + -16.0) * (fForward / fRange) + -1.0) * (fForward / fRange) + 7.0)
/ 3.0
* GetEnemy()->stealthMovementScale;
fFovScale = (1 / fTmp3 * -1.3 - (pSelf->m_fFovDot * 0.2 - 1.5)) / (1.0 - pSelf->m_fFovDot);
fLMRF = g_ai_noticescale->value * pSelf->m_fNoticeTimeScale * (fTmp3 * fRangeScale + fTmp3 * fRangeScale);
if (fFovScale > fLMRF)
fLMRF = fFovScale;
return fLMRF;
}
ActorEnemySet::ActorEnemySet()
{
m_pCurrentEnemy = NULL;
m_iCheckCount = 0;
if (m_pCurrentEnemy)
{
//delete m_pCurrentEnemy;
m_pCurrentEnemy = NULL;
}
m_iCurrentThreat = 0;
m_fCurrentVisibility = 0.0;
}
ActorEnemySet::~ActorEnemySet()
{
}
ActorEnemy *ActorEnemySet::AddPotentialEnemy
(
Sentient *pEnemy
)
{
ActorEnemy NewEnemy;
if (pEnemy->IsDead() || pEnemy->m_iThreatBias == THREATBIAS_IGNOREME)
{
return NULL;
}
for (int i = 0; i < m_Enemies.NumObjects(); i++)
{
ActorEnemy *pActorEnemy = &m_Enemies[i];
if (pActorEnemy->m_pEnemy == pEnemy)
{
pActorEnemy->m_iAddTime = level.inttime;
return pActorEnemy;
}
}
NewEnemy.m_fVisibility = 0.0;
NewEnemy.m_fTotalVisibility = 0.0;
NewEnemy.m_iAddTime = level.inttime;
NewEnemy.m_fLastLookTime = level.time;
NewEnemy.m_iThreat = 0;
NewEnemy.m_pEnemy = pEnemy;
NewEnemy.m_fCurrentRangeSquared = 1e38f;
NewEnemy.m_iLastSightChangeTime = 0;
NewEnemy.m_vLastKnownPos = vec_zero;
NewEnemy.m_bVisible = false;
return &m_Enemies[m_Enemies.AddObject(NewEnemy)-1];
}
void ActorEnemySet::FlagBadEnemy
(
Sentient *pEnemy
)
{
ActorEnemy *pActorEnemy;
for (int i = 0; i < m_Enemies.NumObjects(); i++)
{
pActorEnemy = &m_Enemies[i];
if (pActorEnemy->m_pEnemy == pEnemy)
{
break;
}
if (i+1 == m_Enemies.NumObjects())
return;
}
pActorEnemy->m_iThreat = 0;
pActorEnemy->m_fVisibility = 0.0;
pActorEnemy->m_fTotalVisibility = 0.0;
pActorEnemy->m_fLastLookTime = level.time;
pActorEnemy->m_bVisible = false;
pActorEnemy->m_iLastSightChangeTime = level.inttime;
if (pEnemy == m_pCurrentEnemy)
{
if (m_pCurrentEnemy)
{
//delete m_pCurrentEnemy;
m_pCurrentEnemy = NULL;
}
m_fCurrentVisibility = 0.0;
m_iCurrentThreat = 0;
}
}
void ActorEnemySet::CheckEnemies
(
Actor *pSelf
)
{
float fRangeSquared;
bool bVisible;
bool bInFovAndRange;
//int nChecked;
//int iThreat;
float fVisibility;
ActorEnemy *pActorEnemy;
for (int i = 1; i <= m_Enemies.NumObjects();i++)
{
pActorEnemy = &m_Enemies[i-1];
if (!pActorEnemy->m_pEnemy
|| pActorEnemy->m_pEnemy->m_Team == pSelf->m_Team
|| pActorEnemy->m_pEnemy->IsDead()
|| level.inttime > pActorEnemy->m_iAddTime + 10000
|| pActorEnemy->m_pEnemy->m_iThreatBias == THREATBIAS_IGNOREME)
{
m_Enemies.RemoveObjectAt(i);
i--;//decrease i in order to not miss next object in container.
}
}
if (!m_Enemies.NumObjects())
{
m_iCurrentThreat = 0;
if (m_pCurrentEnemy)
{
//delete m_pCurrentEnemy;
m_pCurrentEnemy = NULL;
}
}
else
{
for (int i = 0; i < m_Enemies.NumObjects(); i++)
{
m_iCheckCount++;
if (m_iCheckCount > m_Enemies.NumObjects())
m_iCheckCount = 1;
pActorEnemy = &m_Enemies[m_iCheckCount-1];
fVisibility = pActorEnemy->UpdateVisibility(pSelf, &bInFovAndRange, &bVisible);
if (fVisibility <= 0.0)
{
if (pActorEnemy->m_pEnemy == m_pCurrentEnemy)
{
m_iCurrentThreat = 0;
m_pCurrentEnemy = NULL;
m_fCurrentVisibility = 0.0;
}
}
else
{
if (fVisibility < m_fCurrentVisibility)
{
if (pActorEnemy->m_pEnemy == m_pCurrentEnemy)
{
m_fCurrentVisibility = fVisibility;
}
}
else
{
m_pCurrentEnemy = pActorEnemy->m_pEnemy;
m_fCurrentVisibility = fVisibility;
}
if (g_showawareness->integer)
{
Com_Printf(
"ent #%3i: enemy #%i: awareness = %5.1f%%, threat = %i\n",
pSelf->entnum,
pActorEnemy->m_pEnemy->entnum,
(fVisibility * 100.0),
0);
}
}
if (bVisible)
{
if (!pActorEnemy->m_bVisible)
{
pActorEnemy->m_bVisible = true;
pActorEnemy->m_iLastSightChangeTime = level.inttime;
}
pActorEnemy->m_vLastKnownPos = pActorEnemy->m_pEnemy->origin;
}
else if (pActorEnemy->m_bVisible)
{
pActorEnemy->m_bVisible = false;
pActorEnemy->m_iLastSightChangeTime = level.inttime;
}
if (bInFovAndRange)
{
break;
}
}
if (m_pCurrentEnemy && m_pCurrentEnemy->IsDead())
{
m_pCurrentEnemy = NULL;
m_iCurrentThreat = 0;
m_fCurrentVisibility = 0.0;
}
m_iCurrentThreat = 0;
fRangeSquared = 1e37f;
if (m_fCurrentVisibility >= 1)
{
for (int i = 1;i <= m_Enemies.NumObjects(); i++)
{
pActorEnemy = &m_Enemies[i-1];
pActorEnemy->UpdateThreat(pSelf);
if (m_iCurrentThreat < pActorEnemy->m_iThreat || (m_iCheckCount == pActorEnemy->m_iThreat && fRangeSquared > pActorEnemy->m_fCurrentRangeSquared))
{
m_iCurrentThreat = pActorEnemy->m_iThreat;
m_pCurrentEnemy = pActorEnemy->m_pEnemy;
fRangeSquared = pActorEnemy->m_fCurrentRangeSquared;
}
}
}
if ((!m_pCurrentEnemy || !m_pCurrentEnemy->m_bIsDisguised) && m_iCurrentThreat <= 0)
{
m_pCurrentEnemy = NULL;
m_iCurrentThreat = 0;
m_fCurrentVisibility = 0.0;
}
}
}
Sentient *ActorEnemySet::GetCurrentEnemy
(
void
) const
{
return m_pCurrentEnemy;
}
float ActorEnemySet::GetCurrentVisibility
(
void
) const
{
return m_fCurrentVisibility;
}
int ActorEnemySet::GetCurrentThreat
(
void
) const
{
return m_iCurrentThreat;
}
qboolean ActorEnemySet::IsEnemyConfirmed
(
void
) const
{
// not found in ida
return false;
}
bool ActorEnemySet::HasAlternateEnemy
(
void
) const
{
ActorEnemy *pActorEnemy;
for (int i = 0; i < m_Enemies.NumObjects(); i++)
{
pActorEnemy = &m_Enemies[i];
if (pActorEnemy->m_pEnemy != m_pCurrentEnemy)
{
return true;
}
}
return false;
}
void ActorEnemySet::RemoveAll
(
void
)
{
m_Enemies.ClearObjectList();
m_iCheckCount = 0;
if (m_pCurrentEnemy)
{
//delete m_pCurrentEnemy;
m_pCurrentEnemy = NULL;
}
m_fCurrentVisibility = 0.0;
m_iCurrentThreat = 0;
}
void ActorEnemySet::ConfirmEnemy
(
Actor *pSelf,
Sentient *pEnemy
)
{
pSelf->m_bEnemyIsDisguised = false;
ActorEnemy *pActorEnemy = ActorEnemySet::AddPotentialEnemy(pEnemy);
if (pActorEnemy)
{
pActorEnemy->m_fVisibility = 1.0;
pActorEnemy->m_fTotalVisibility = 1.0;
pActorEnemy->m_vLastKnownPos = pEnemy->origin;
if (m_fCurrentVisibility < 1.0)
{
m_iCurrentThreat = pActorEnemy->UpdateThreat(pSelf);
m_fCurrentVisibility = 1.0;
m_pCurrentEnemy = pEnemy;
}
}
}
void ActorEnemySet::ConfirmEnemyIfCanSeeSharerOrEnemy
(
Actor *pSelf,
Actor *pSharer,
Sentient *pEnemy
)
{
pSelf->m_bEnemyIsDisguised = false;
ActorEnemy *pActorEnemy = ActorEnemySet::AddPotentialEnemy(pEnemy);
if (pActorEnemy)
{
if (pActorEnemy->m_fTotalVisibility > 0)
{
pActorEnemy->m_vLastKnownPos = pEnemy->origin;
return;
}
if (!pActorEnemy->m_bVisible)
{
if (!pSelf->CanSee(
pSharer,
pSelf->m_bSilent ? 90.0f : 0,
0.828 * world->farplane_distance))
return;
}
pActorEnemy->m_fVisibility = 1.0;
pActorEnemy->m_fTotalVisibility = 1.0;
pActorEnemy->m_vLastKnownPos = pEnemy->origin;
if (m_fCurrentVisibility < 1.0)
{
m_iCurrentThreat = pActorEnemy->UpdateThreat(pSelf);
m_fCurrentVisibility = 1.0;
m_pCurrentEnemy = pEnemy;
}
}
}
bool ActorEnemySet::CaresAboutPerfectInfo
(
Sentient *pEnemy
)
{
ActorEnemy *pActorEnemy = ActorEnemySet::AddPotentialEnemy(pEnemy);
if (pActorEnemy)
{
if (pActorEnemy->m_fTotalVisibility < 1.0 || (pEnemy->origin - pActorEnemy->m_vLastKnownPos).lengthSquared() > 262144)
{
return true;
}
}
return false;
}