/
actor.cpp
15183 lines (13100 loc) · 261 KB
/
actor.cpp
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/*
===========================================================================
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 "scriptmaster.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 <parm.h>
#include "bg_local.h"
#include "weapturret.h"
#include "sentient.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,