123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148 |
- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 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 3 of the License, or
- (at your option) any later version.
- Doom 3 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- /***********************************************************************
- game/ai/AI_Vagary.cpp
- Vagary specific AI code
- ***********************************************************************/
- #include "../../idlib/precompiled.h"
- #pragma hdrstop
- #include "../Game_local.h"
- class idAI_Vagary : public idAI {
- public:
- CLASS_PROTOTYPE( idAI_Vagary );
- private:
- void Event_ChooseObjectToThrow( const idVec3 &mins, const idVec3 &maxs, float speed, float minDist, float offset );
- void Event_ThrowObjectAtEnemy( idEntity *ent, float speed );
- };
- const idEventDef AI_Vagary_ChooseObjectToThrow( "vagary_ChooseObjectToThrow", "vvfff", 'e' );
- const idEventDef AI_Vagary_ThrowObjectAtEnemy( "vagary_ThrowObjectAtEnemy", "ef" );
- CLASS_DECLARATION( idAI, idAI_Vagary )
- EVENT( AI_Vagary_ChooseObjectToThrow, idAI_Vagary::Event_ChooseObjectToThrow )
- EVENT( AI_Vagary_ThrowObjectAtEnemy, idAI_Vagary::Event_ThrowObjectAtEnemy )
- END_CLASS
- /*
- ================
- idAI_Vagary::Event_ChooseObjectToThrow
- ================
- */
- void idAI_Vagary::Event_ChooseObjectToThrow( const idVec3 &mins, const idVec3 &maxs, float speed, float minDist, float offset ) {
- idEntity * ent;
- idEntity * entityList[ MAX_GENTITIES ];
- int numListedEntities;
- int i, index;
- float dist;
- idVec3 vel;
- idVec3 offsetVec( 0, 0, offset );
- idEntity *enemyEnt = enemy.GetEntity();
- if ( !enemyEnt ) {
- idThread::ReturnEntity( NULL );
- }
- idVec3 enemyEyePos = lastVisibleEnemyPos + lastVisibleEnemyEyeOffset;
- const idBounds &myBounds = physicsObj.GetAbsBounds();
- idBounds checkBounds( mins, maxs );
- checkBounds.TranslateSelf( physicsObj.GetOrigin() );
- numListedEntities = gameLocal.clip.EntitiesTouchingBounds( checkBounds, -1, entityList, MAX_GENTITIES );
- index = gameLocal.random.RandomInt( numListedEntities );
- for ( i = 0; i < numListedEntities; i++, index++ ) {
- if ( index >= numListedEntities ) {
- index = 0;
- }
- ent = entityList[ index ];
- if ( !ent->IsType( idMoveable::Type ) ) {
- continue;
- }
- if ( ent->fl.hidden ) {
- // don't throw hidden objects
- continue;
- }
- idPhysics *entPhys = ent->GetPhysics();
- const idVec3 &entOrg = entPhys->GetOrigin();
- dist = ( entOrg - enemyEyePos ).LengthFast();
- if ( dist < minDist ) {
- continue;
- }
- idBounds expandedBounds = myBounds.Expand( entPhys->GetBounds().GetRadius() );
- if ( expandedBounds.LineIntersection( entOrg, enemyEyePos ) ) {
- // ignore objects that are behind us
- continue;
- }
- if ( PredictTrajectory( entPhys->GetOrigin() + offsetVec, enemyEyePos, speed, entPhys->GetGravity(),
- entPhys->GetClipModel(), entPhys->GetClipMask(), MAX_WORLD_SIZE, NULL, enemyEnt, ai_debugTrajectory.GetBool() ? 4000 : 0, vel ) ) {
- idThread::ReturnEntity( ent );
- return;
- }
- }
- idThread::ReturnEntity( NULL );
- }
- /*
- ================
- idAI_Vagary::Event_ThrowObjectAtEnemy
- ================
- */
- void idAI_Vagary::Event_ThrowObjectAtEnemy( idEntity *ent, float speed ) {
- idVec3 vel;
- idEntity *enemyEnt;
- idPhysics *entPhys;
- entPhys = ent->GetPhysics();
- enemyEnt = enemy.GetEntity();
- if ( !enemyEnt ) {
- vel = ( viewAxis[ 0 ] * physicsObj.GetGravityAxis() ) * speed;
- } else {
- PredictTrajectory( entPhys->GetOrigin(), lastVisibleEnemyPos + lastVisibleEnemyEyeOffset, speed, entPhys->GetGravity(),
- entPhys->GetClipModel(), entPhys->GetClipMask(), MAX_WORLD_SIZE, NULL, enemyEnt, ai_debugTrajectory.GetBool() ? 4000 : 0, vel );
- vel *= speed;
- }
- entPhys->SetLinearVelocity( vel );
- if ( ent->IsType( idMoveable::Type ) ) {
- idMoveable *ment = static_cast<idMoveable*>( ent );
- ment->EnableDamage( true, 2.5f );
- }
- }
|