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Diffstat (limited to 'src/baseq2/g_ai.c')
-rw-r--r-- | src/baseq2/g_ai.c | 1119 |
1 files changed, 1119 insertions, 0 deletions
diff --git a/src/baseq2/g_ai.c b/src/baseq2/g_ai.c new file mode 100644 index 0000000..52e5048 --- /dev/null +++ b/src/baseq2/g_ai.c @@ -0,0 +1,1119 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program 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. + +This program 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 this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ +// g_ai.c + +#include "g_local.h" + +qboolean FindTarget (edict_t *self); +extern cvar_t *maxclients; + +qboolean ai_checkattack (edict_t *self, float dist); + +qboolean enemy_vis; +qboolean enemy_infront; +int enemy_range; +float enemy_yaw; + +//============================================================================ + + +/* +================= +AI_SetSightClient + +Called once each frame to set level.sight_client to the +player to be checked for in findtarget. + +If all clients are either dead or in notarget, sight_client +will be null. + +In coop games, sight_client will cycle between the clients. +================= +*/ +void AI_SetSightClient (void) +{ + edict_t *ent; + int start, check; + + if (level.sight_client == NULL) + start = 1; + else + start = level.sight_client - g_edicts; + + check = start; + while (1) + { + check++; + if (check > game.maxclients) + check = 1; + ent = &g_edicts[check]; + if (ent->inuse + && ent->health > 0 + && !(ent->flags & FL_NOTARGET) ) + { + level.sight_client = ent; + return; // got one + } + if (check == start) + { + level.sight_client = NULL; + return; // nobody to see + } + } +} + +//============================================================================ + +/* +============= +ai_move + +Move the specified distance at current facing. +This replaces the QC functions: ai_forward, ai_back, ai_pain, and ai_painforward +============== +*/ +void ai_move (edict_t *self, float dist) +{ + M_walkmove (self, self->s.angles[YAW], dist); +} + + +/* +============= +ai_stand + +Used for standing around and looking for players +Distance is for slight position adjustments needed by the animations +============== +*/ +void ai_stand (edict_t *self, float dist) +{ + vec3_t v; + + if (dist) + M_walkmove (self, self->s.angles[YAW], dist); + + if (self->monsterinfo.aiflags & AI_STAND_GROUND) + { + if (self->enemy) + { + VectorSubtract (self->enemy->s.origin, self->s.origin, v); + self->ideal_yaw = vectoyaw(v); + if (self->s.angles[YAW] != self->ideal_yaw && self->monsterinfo.aiflags & AI_TEMP_STAND_GROUND) + { + self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_TEMP_STAND_GROUND); + self->monsterinfo.run (self); + } + M_ChangeYaw (self); + ai_checkattack (self, 0); + } + else + FindTarget (self); + return; + } + + if (FindTarget (self)) + return; + + if (level.time > self->monsterinfo.pausetime) + { + self->monsterinfo.walk (self); + return; + } + + if (!(self->spawnflags & 1) && (self->monsterinfo.idle) && (level.time > self->monsterinfo.idle_time)) + { + if (self->monsterinfo.idle_time) + { + self->monsterinfo.idle (self); + self->monsterinfo.idle_time = level.time + 15 + random() * 15; + } + else + { + self->monsterinfo.idle_time = level.time + random() * 15; + } + } +} + + +/* +============= +ai_walk + +The monster is walking it's beat +============= +*/ +void ai_walk (edict_t *self, float dist) +{ + M_MoveToGoal (self, dist); + + // check for noticing a player + if (FindTarget (self)) + return; + + if ((self->monsterinfo.search) && (level.time > self->monsterinfo.idle_time)) + { + if (self->monsterinfo.idle_time) + { + self->monsterinfo.search (self); + self->monsterinfo.idle_time = level.time + 15 + random() * 15; + } + else + { + self->monsterinfo.idle_time = level.time + random() * 15; + } + } +} + + +/* +============= +ai_charge + +Turns towards target and advances +Use this call with a distnace of 0 to replace ai_face +============== +*/ +void ai_charge (edict_t *self, float dist) +{ + vec3_t v; + + VectorSubtract (self->enemy->s.origin, self->s.origin, v); + self->ideal_yaw = vectoyaw(v); + M_ChangeYaw (self); + + if (dist) + M_walkmove (self, self->s.angles[YAW], dist); +} + + +/* +============= +ai_turn + +don't move, but turn towards ideal_yaw +Distance is for slight position adjustments needed by the animations +============= +*/ +void ai_turn (edict_t *self, float dist) +{ + if (dist) + M_walkmove (self, self->s.angles[YAW], dist); + + if (FindTarget (self)) + return; + + M_ChangeYaw (self); +} + + +/* + +.enemy +Will be world if not currently angry at anyone. + +.movetarget +The next path spot to walk toward. If .enemy, ignore .movetarget. +When an enemy is killed, the monster will try to return to it's path. + +.hunt_time +Set to time + something when the player is in sight, but movement straight for +him is blocked. This causes the monster to use wall following code for +movement direction instead of sighting on the player. + +.ideal_yaw +A yaw angle of the intended direction, which will be turned towards at up +to 45 deg / state. If the enemy is in view and hunt_time is not active, +this will be the exact line towards the enemy. + +.pausetime +A monster will leave it's stand state and head towards it's .movetarget when +time > .pausetime. + +walkmove(angle, speed) primitive is all or nothing +*/ + +/* +============= +range + +returns the range catagorization of an entity reletive to self +0 melee range, will become hostile even if back is turned +1 visibility and infront, or visibility and show hostile +2 infront and show hostile +3 only triggered by damage +============= +*/ +int range (edict_t *self, edict_t *other) +{ + vec3_t v; + float len; + + VectorSubtract (self->s.origin, other->s.origin, v); + len = VectorLength (v); + if (len < MELEE_DISTANCE) + return RANGE_MELEE; + if (len < 500) + return RANGE_NEAR; + if (len < 1000) + return RANGE_MID; + return RANGE_FAR; +} + +/* +============= +visible + +returns 1 if the entity is visible to self, even if not infront () +============= +*/ +qboolean visible (edict_t *self, edict_t *other) +{ + vec3_t spot1; + vec3_t spot2; + trace_t trace; + + VectorCopy (self->s.origin, spot1); + spot1[2] += self->viewheight; + VectorCopy (other->s.origin, spot2); + spot2[2] += other->viewheight; + trace = gi.trace (spot1, vec3_origin, vec3_origin, spot2, self, MASK_OPAQUE); + + if (trace.fraction == 1.0) + return qtrue; + return qfalse; +} + + +/* +============= +infront + +returns 1 if the entity is in front (in sight) of self +============= +*/ +qboolean infront (edict_t *self, edict_t *other) +{ + vec3_t vec; + float dot; + vec3_t forward; + + AngleVectors (self->s.angles, forward, NULL, NULL); + VectorSubtract (other->s.origin, self->s.origin, vec); + VectorNormalize (vec); + dot = DotProduct (vec, forward); + + if (dot > 0.3) + return qtrue; + return qfalse; +} + + +//============================================================================ + +void HuntTarget (edict_t *self) +{ + vec3_t vec; + + self->goalentity = self->enemy; + if (self->monsterinfo.aiflags & AI_STAND_GROUND) + self->monsterinfo.stand (self); + else + self->monsterinfo.run (self); + VectorSubtract (self->enemy->s.origin, self->s.origin, vec); + self->ideal_yaw = vectoyaw(vec); + // wait a while before first attack + if (!(self->monsterinfo.aiflags & AI_STAND_GROUND)) + AttackFinished (self, 1); +} + +void FoundTarget (edict_t *self) +{ + // let other monsters see this monster for a while + if (self->enemy->client) + { + level.sight_entity = self; + level.sight_entity_framenum = level.framenum; + level.sight_entity->light_level = 128; + } + + self->show_hostile = level.time + 1; // wake up other monsters + + VectorCopy(self->enemy->s.origin, self->monsterinfo.last_sighting); + self->monsterinfo.trail_time = level.time; + + if (!self->combattarget) + { + HuntTarget (self); + return; + } + + self->goalentity = self->movetarget = G_PickTarget(self->combattarget); + if (!self->movetarget) + { + self->goalentity = self->movetarget = self->enemy; + HuntTarget (self); + gi.dprintf("%s at %s, combattarget %s not found\n", self->classname, vtos(self->s.origin), self->combattarget); + return; + } + + // clear out our combattarget, these are a one shot deal + self->combattarget = NULL; + self->monsterinfo.aiflags |= AI_COMBAT_POINT; + + // clear the targetname, that point is ours! + self->movetarget->targetname = NULL; + self->monsterinfo.pausetime = 0; + + // run for it + self->monsterinfo.run (self); +} + + +/* +=========== +FindTarget + +Self is currently not attacking anything, so try to find a target + +Returns TRUE if an enemy was sighted + +When a player fires a missile, the point of impact becomes a fakeplayer so +that monsters that see the impact will respond as if they had seen the +player. + +To avoid spending too much time, only a single client (or fakeclient) is +checked each frame. This means multi player games will have slightly +slower noticing monsters. +============ +*/ +qboolean FindTarget (edict_t *self) +{ + edict_t *client; + qboolean heardit; + int r; + + if (self->monsterinfo.aiflags & AI_GOOD_GUY) + { + if (self->goalentity && self->goalentity->inuse && self->goalentity->classname) + { + if (strcmp(self->goalentity->classname, "target_actor") == 0) + return qfalse; + } + + //FIXME look for monsters? + return qfalse; + } + + // if we're going to a combat point, just proceed + if (self->monsterinfo.aiflags & AI_COMBAT_POINT) + return qfalse; + +// if the first spawnflag bit is set, the monster will only wake up on +// really seeing the player, not another monster getting angry or hearing +// something + +// revised behavior so they will wake up if they "see" a player make a noise +// but not weapon impact/explosion noises + + heardit = qfalse; + if ((level.sight_entity_framenum >= (level.framenum - 1)) && !(self->spawnflags & 1) ) + { + client = level.sight_entity; + if (client->enemy == self->enemy) + { + return qfalse; + } + } + else if (level.sound_entity_framenum >= (level.framenum - 1)) + { + client = level.sound_entity; + heardit = qtrue; + } + else if (!(self->enemy) && (level.sound2_entity_framenum >= (level.framenum - 1)) && !(self->spawnflags & 1) ) + { + client = level.sound2_entity; + heardit = qtrue; + } + else + { + client = level.sight_client; + if (!client) + return qfalse; // no clients to get mad at + } + + // if the entity went away, forget it + if (!client->inuse) + return qfalse; + + if (client == self->enemy) + return qtrue; // JDC qfalse; + + if (client->client) + { + if (client->flags & FL_NOTARGET) + return qfalse; + } + else if (client->svflags & SVF_MONSTER) + { + if (!client->enemy) + return qfalse; + if (client->enemy->flags & FL_NOTARGET) + return qfalse; + } + else if (heardit) + { + if (client->owner->flags & FL_NOTARGET) + return qfalse; + } + else + return qfalse; + + if (!heardit) + { + r = range (self, client); + + if (r == RANGE_FAR) + return qfalse; + +// this is where we would check invisibility + + // is client in an spot too dark to be seen? + if (client->light_level <= 5) + return qfalse; + + if (!visible (self, client)) + { + return qfalse; + } + + if (r == RANGE_NEAR) + { + if (client->show_hostile < level.time && !infront (self, client)) + { + return qfalse; + } + } + else if (r == RANGE_MID) + { + if (!infront (self, client)) + { + return qfalse; + } + } + + self->enemy = client; + + if (strcmp(self->enemy->classname, "player_noise") != 0) + { + self->monsterinfo.aiflags &= ~AI_SOUND_TARGET; + + if (!self->enemy->client) + { + self->enemy = self->enemy->enemy; + if (!self->enemy->client) + { + self->enemy = NULL; + return qfalse; + } + } + } + } + else // heardit + { + vec3_t temp; + + if (self->spawnflags & 1) + { + if (!visible (self, client)) + return qfalse; + } + else + { + if (!gi.inPHS(self->s.origin, client->s.origin)) + return qfalse; + } + + VectorSubtract (client->s.origin, self->s.origin, temp); + + if (VectorLength(temp) > 1000) // too far to hear + { + return qfalse; + } + + // check area portals - if they are different and not connected then we can't hear it + if (client->areanum != self->areanum) + if (!gi.AreasConnected(self->areanum, client->areanum)) + return qfalse; + + self->ideal_yaw = vectoyaw(temp); + M_ChangeYaw (self); + + // hunt the sound for a bit; hopefully find the real player + self->monsterinfo.aiflags |= AI_SOUND_TARGET; + self->enemy = client; + } + +// +// got one +// + FoundTarget (self); + + if (!(self->monsterinfo.aiflags & AI_SOUND_TARGET) && (self->monsterinfo.sight)) + self->monsterinfo.sight (self, self->enemy); + + return qtrue; +} + + +//============================================================================= + +/* +============ +FacingIdeal + +============ +*/ +qboolean FacingIdeal(edict_t *self) +{ + float delta; + + delta = anglemod(self->s.angles[YAW] - self->ideal_yaw); + if (delta > 45 && delta < 315) + return qfalse; + return qtrue; +} + + +//============================================================================= + +qboolean M_CheckAttack (edict_t *self) +{ + vec3_t spot1, spot2; + float chance; + trace_t tr; + + if (self->enemy->health > 0) + { + // see if any entities are in the way of the shot + VectorCopy (self->s.origin, spot1); + spot1[2] += self->viewheight; + VectorCopy (self->enemy->s.origin, spot2); + spot2[2] += self->enemy->viewheight; + + tr = gi.trace (spot1, NULL, NULL, spot2, self, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_SLIME|CONTENTS_LAVA|CONTENTS_WINDOW); + + // do we have a clear shot? + if (tr.ent != self->enemy) + return qfalse; + } + + // melee attack + if (enemy_range == RANGE_MELEE) + { + // don't always melee in easy mode + if (skill->value == 0 && (rand()&3) ) + return qfalse; + if (self->monsterinfo.melee) + self->monsterinfo.attack_state = AS_MELEE; + else + self->monsterinfo.attack_state = AS_MISSILE; + return qtrue; + } + +// missile attack + if (!self->monsterinfo.attack) + return qfalse; + + if (level.time < self->monsterinfo.attack_finished) + return qfalse; + + if (enemy_range == RANGE_FAR) + return qfalse; + + if (self->monsterinfo.aiflags & AI_STAND_GROUND) + { + chance = 0.4; + } + else if (enemy_range == RANGE_MELEE) + { + chance = 0.2; + } + else if (enemy_range == RANGE_NEAR) + { + chance = 0.1; + } + else if (enemy_range == RANGE_MID) + { + chance = 0.02; + } + else + { + return qfalse; + } + + if (skill->value == 0) + chance *= 0.5; + else if (skill->value >= 2) + chance *= 2; + + if (random () < chance) + { + self->monsterinfo.attack_state = AS_MISSILE; + self->monsterinfo.attack_finished = level.time + 2*random(); + return qtrue; + } + + if (self->flags & FL_FLY) + { + if (random() < 0.3) + self->monsterinfo.attack_state = AS_SLIDING; + else + self->monsterinfo.attack_state = AS_STRAIGHT; + } + + return qfalse; +} + + +/* +============= +ai_run_melee + +Turn and close until within an angle to launch a melee attack +============= +*/ +void ai_run_melee(edict_t *self) +{ + self->ideal_yaw = enemy_yaw; + M_ChangeYaw (self); + + if (FacingIdeal(self)) + { + self->monsterinfo.melee (self); + self->monsterinfo.attack_state = AS_STRAIGHT; + } +} + + +/* +============= +ai_run_missile + +Turn in place until within an angle to launch a missile attack +============= +*/ +void ai_run_missile(edict_t *self) +{ + self->ideal_yaw = enemy_yaw; + M_ChangeYaw (self); + + if (FacingIdeal(self)) + { + self->monsterinfo.attack (self); + self->monsterinfo.attack_state = AS_STRAIGHT; + } +}; + + +/* +============= +ai_run_slide + +Strafe sideways, but stay at aproximately the same range +============= +*/ +void ai_run_slide(edict_t *self, float distance) +{ + float ofs; + + self->ideal_yaw = enemy_yaw; + M_ChangeYaw (self); + + if (self->monsterinfo.lefty) + ofs = 90; + else + ofs = -90; + + if (M_walkmove (self, self->ideal_yaw + ofs, distance)) + return; + + self->monsterinfo.lefty = 1 - self->monsterinfo.lefty; + M_walkmove (self, self->ideal_yaw - ofs, distance); +} + + +/* +============= +ai_checkattack + +Decides if we're going to attack or do something else +used by ai_run and ai_stand +============= +*/ +qboolean ai_checkattack (edict_t *self, float dist) +{ + vec3_t temp; + qboolean hesDeadJim; + +// this causes monsters to run blindly to the combat point w/o firing + if (self->goalentity) + { + if (self->monsterinfo.aiflags & AI_COMBAT_POINT) + return qfalse; + + if (self->monsterinfo.aiflags & AI_SOUND_TARGET) + { + if ((level.time - self->enemy->teleport_time) > 5.0) + { + if (self->goalentity == self->enemy) + { + if (self->movetarget) + self->goalentity = self->movetarget; + else + self->goalentity = NULL; + } + self->monsterinfo.aiflags &= ~AI_SOUND_TARGET; + if (self->monsterinfo.aiflags & AI_TEMP_STAND_GROUND) + self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_TEMP_STAND_GROUND); + } + else + { + self->show_hostile = level.time + 1; + return qfalse; + } + } + } + + enemy_vis = qfalse; + +// see if the enemy is dead + hesDeadJim = qfalse; + if ((!self->enemy) || (!self->enemy->inuse)) + { + hesDeadJim = qtrue; + } + else if (self->monsterinfo.aiflags & AI_MEDIC) + { + if (self->enemy->health > 0) + { + hesDeadJim = qtrue; + self->monsterinfo.aiflags &= ~AI_MEDIC; + } + } + else + { + if (self->monsterinfo.aiflags & AI_BRUTAL) + { + if (self->enemy->health <= -80) + hesDeadJim = qtrue; + } + else + { + if (self->enemy->health <= 0) + hesDeadJim = qtrue; + } + } + + if (hesDeadJim) + { + self->enemy = NULL; + // FIXME: look all around for other targets + if (self->oldenemy && self->oldenemy->health > 0) + { + self->enemy = self->oldenemy; + self->oldenemy = NULL; + HuntTarget (self); + } + else + { + if (self->movetarget) + { + self->goalentity = self->movetarget; + self->monsterinfo.walk (self); + } + else + { + // we need the pausetime otherwise the stand code + // will just revert to walking with no target and + // the monsters will wonder around aimlessly trying + // to hunt the world entity + self->monsterinfo.pausetime = level.time + 100000000; + self->monsterinfo.stand (self); + } + return qtrue; + } + } + + self->show_hostile = level.time + 1; // wake up other monsters + +// check knowledge of enemy + enemy_vis = visible(self, self->enemy); + if (enemy_vis) + { + self->monsterinfo.search_time = level.time + 5; + VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting); + } + +// look for other coop players here +// if (coop && self->monsterinfo.search_time < level.time) +// { +// if (FindTarget (self)) +// return qtrue; +// } + + enemy_infront = infront(self, self->enemy); + enemy_range = range(self, self->enemy); + VectorSubtract (self->enemy->s.origin, self->s.origin, temp); + enemy_yaw = vectoyaw(temp); + + + // JDC self->ideal_yaw = enemy_yaw; + + if (self->monsterinfo.attack_state == AS_MISSILE) + { + ai_run_missile (self); + return qtrue; + } + if (self->monsterinfo.attack_state == AS_MELEE) + { + ai_run_melee (self); + return qtrue; + } + + // if enemy is not currently visible, we will never attack + if (!enemy_vis) + return qfalse; + + return self->monsterinfo.checkattack (self); +} + + +/* +============= +ai_run + +The monster has an enemy it is trying to kill +============= +*/ +void ai_run (edict_t *self, float dist) +{ + vec3_t v; + edict_t *tempgoal; + edict_t *save; + qboolean new; + edict_t *marker; + float d1, d2; + trace_t tr; + vec3_t v_forward, v_right; + float left, center, right; + vec3_t left_target, right_target; + + // if we're going to a combat point, just proceed + if (self->monsterinfo.aiflags & AI_COMBAT_POINT) + { + M_MoveToGoal (self, dist); + return; + } + + if (self->monsterinfo.aiflags & AI_SOUND_TARGET) + { + VectorSubtract (self->s.origin, self->enemy->s.origin, v); + if (VectorLength(v) < 64) + { + self->monsterinfo.aiflags |= (AI_STAND_GROUND | AI_TEMP_STAND_GROUND); + self->monsterinfo.stand (self); + return; + } + + M_MoveToGoal (self, dist); + + if (!FindTarget (self)) + return; + } + + if (ai_checkattack (self, dist)) + return; + + if (self->monsterinfo.attack_state == AS_SLIDING) + { + ai_run_slide (self, dist); + return; + } + + if (enemy_vis) + { +// if (self.aiflags & AI_LOST_SIGHT) +// dprint("regained sight\n"); + M_MoveToGoal (self, dist); + self->monsterinfo.aiflags &= ~AI_LOST_SIGHT; + VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting); + self->monsterinfo.trail_time = level.time; + return; + } + + // coop will change to another enemy if visible + if (coop->value) + { // FIXME: insane guys get mad with this, which causes crashes! + if (FindTarget (self)) + return; + } + + if ((self->monsterinfo.search_time) && (level.time > (self->monsterinfo.search_time + 20))) + { + M_MoveToGoal (self, dist); + self->monsterinfo.search_time = 0; +// dprint("search timeout\n"); + return; + } + + save = self->goalentity; + tempgoal = G_Spawn(); + self->goalentity = tempgoal; + + new = qfalse; + + if (!(self->monsterinfo.aiflags & AI_LOST_SIGHT)) + { + // just lost sight of the player, decide where to go first +// dprint("lost sight of player, last seen at "); dprint(vtos(self.last_sighting)); dprint("\n"); + self->monsterinfo.aiflags |= (AI_LOST_SIGHT | AI_PURSUIT_LAST_SEEN); + self->monsterinfo.aiflags &= ~(AI_PURSUE_NEXT | AI_PURSUE_TEMP); + new = qtrue; + } + + if (self->monsterinfo.aiflags & AI_PURSUE_NEXT) + { + self->monsterinfo.aiflags &= ~AI_PURSUE_NEXT; +// dprint("reached current goal: "); dprint(vtos(self.origin)); dprint(" "); dprint(vtos(self.last_sighting)); dprint(" "); dprint(ftos(vlen(self.origin - self.last_sighting))); dprint("\n"); + + // give ourself more time since we got this far + self->monsterinfo.search_time = level.time + 5; + + if (self->monsterinfo.aiflags & AI_PURSUE_TEMP) + { +// dprint("was temp goal; retrying original\n"); + self->monsterinfo.aiflags &= ~AI_PURSUE_TEMP; + marker = NULL; + VectorCopy (self->monsterinfo.saved_goal, self->monsterinfo.last_sighting); + new = qtrue; + } + else if (self->monsterinfo.aiflags & AI_PURSUIT_LAST_SEEN) + { + self->monsterinfo.aiflags &= ~AI_PURSUIT_LAST_SEEN; + marker = PlayerTrail_PickFirst (self); + } + else + { + marker = PlayerTrail_PickNext (self); + } + + if (marker) + { + VectorCopy (marker->s.origin, self->monsterinfo.last_sighting); + self->monsterinfo.trail_time = marker->timestamp; + self->s.angles[YAW] = self->ideal_yaw = marker->s.angles[YAW]; +// dprint("heading is "); dprint(ftos(self.ideal_yaw)); dprint("\n"); + +// debug_drawline(self.origin, self.last_sighting, 52); + new = qtrue; + } + } + + VectorSubtract (self->s.origin, self->monsterinfo.last_sighting, v); + d1 = VectorLength(v); + if (d1 <= dist) + { + self->monsterinfo.aiflags |= AI_PURSUE_NEXT; + dist = d1; + } + + VectorCopy (self->monsterinfo.last_sighting, self->goalentity->s.origin); + + if (new) + { +// gi.dprintf("checking for course correction\n"); + + tr = gi.trace(self->s.origin, self->mins, self->maxs, self->monsterinfo.last_sighting, self, MASK_PLAYERSOLID); + if (tr.fraction < 1) + { + VectorSubtract (self->goalentity->s.origin, self->s.origin, v); + d1 = VectorLength(v); + center = tr.fraction; + d2 = d1 * ((center+1)/2); + self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v); + AngleVectors(self->s.angles, v_forward, v_right, NULL); + + VectorSet(v, d2, -16, 0); + G_ProjectSource (self->s.origin, v, v_forward, v_right, left_target); + tr = gi.trace(self->s.origin, self->mins, self->maxs, left_target, self, MASK_PLAYERSOLID); + left = tr.fraction; + + VectorSet(v, d2, 16, 0); + G_ProjectSource (self->s.origin, v, v_forward, v_right, right_target); + tr = gi.trace(self->s.origin, self->mins, self->maxs, right_target, self, MASK_PLAYERSOLID); + right = tr.fraction; + + center = (d1*center)/d2; + if (left >= center && left > right) + { + if (left < 1) + { + VectorSet(v, d2 * left * 0.5, -16, 0); + G_ProjectSource (self->s.origin, v, v_forward, v_right, left_target); +// gi.dprintf("incomplete path, go part way and adjust again\n"); + } + VectorCopy (self->monsterinfo.last_sighting, self->monsterinfo.saved_goal); + self->monsterinfo.aiflags |= AI_PURSUE_TEMP; + VectorCopy (left_target, self->goalentity->s.origin); + VectorCopy (left_target, self->monsterinfo.last_sighting); + VectorSubtract (self->goalentity->s.origin, self->s.origin, v); + self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v); +// gi.dprintf("adjusted left\n"); +// debug_drawline(self.origin, self.last_sighting, 152); + } + else if (right >= center && right > left) + { + if (right < 1) + { + VectorSet(v, d2 * right * 0.5, 16, 0); + G_ProjectSource (self->s.origin, v, v_forward, v_right, right_target); +// gi.dprintf("incomplete path, go part way and adjust again\n"); + } + VectorCopy (self->monsterinfo.last_sighting, self->monsterinfo.saved_goal); + self->monsterinfo.aiflags |= AI_PURSUE_TEMP; + VectorCopy (right_target, self->goalentity->s.origin); + VectorCopy (right_target, self->monsterinfo.last_sighting); + VectorSubtract (self->goalentity->s.origin, self->s.origin, v); + self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v); +// gi.dprintf("adjusted right\n"); +// debug_drawline(self.origin, self.last_sighting, 152); + } + } +// else gi.dprintf("course was fine\n"); + } + + M_MoveToGoal (self, dist); + + G_FreeEdict(tempgoal); + + if (self) + self->goalentity = save; +} |