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AI_Functions.d
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AI_Functions.d
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/*
* AI functions
* - dependencies:
EngineClasses_G1/2\zEventMan.d
EngineClasses_G1/2\zCVobSpot.d
vectors.d
vobFunctions.d
ScriptBin\insertAnything.d
ObjectFactory\oCMsgMovement.d
ObjectFactory\oCMsgManipulate.d
eventManager_engine.d
eventManager.d
world_engine.d
*/
/*
* AI_TurnToPos
* - same as AI_TurnToNPC, but allows us to use position
*/
func void AI_TurnToPos (var int slfInstance, var int posPtr) {
/*
if (!posPtr) { return; };
var oCNPC slf; slf = Hlp_GetNPC (slfInstance);
if (!Hlp_IsValidNPC (slf)) { return; };
slf.soundPosition[0] = MEM_ReadIntArray(posPtr, 0);
slf.soundPosition[1] = MEM_ReadIntArray(posPtr, 1);
slf.soundPosition[2] = MEM_ReadIntArray(posPtr, 2);
AI_TurnToSound (slf);
*/
var oCNpc slf; slf = Hlp_GetNPC (slfInstance);
if (!Hlp_IsValidNPC (slf)) { return; };
if (!posPtr) { return; };
//Create new message
var int eMsg; eMsg = oCMsgMovement_Create (EV_TURNTOPOS, "", 0, posPtr, mkf (0), 0);
//Get Event Manager
var int eMgr; eMgr = zCVob_GetEM (_@ (slf));
//Add new msg to Event Manager
zCEventManager_OnMessage (eMgr, eMsg, _@ (slf));
};
/*
* AI_TurnAwayPos
* - same as AI_TurnAway, but allows us to use position
*/
func void AI_TurnAwayPos (var int slfInstance, var int posPtr) {
var oCNPC slf; slf = Hlp_GetNPC (slfInstance);
if (!Hlp_IsValidNPC (slf)) { return; };
if (!posPtr) { return; };
var int posSelf[3]; //position - slf
var int dir[3]; //direction - slf - wp
var int pos[3]; //position - vob
copyVector (posPtr, _@ (pos));
//get position of slf
TrfToPos (_@ (slf._zCVob_trafoObjToWorld), _@ (posSelf));
//subtract posSelf from pos - to get 'direction vector'
SubVectors (_@ (dir), _@(pos), _@ (posSelf));
//subtract direction vector from posSelf - should be basically pos rotated by 180 around self pos
SubVectors (_@ (pos), _@ (posSelf), _@ (dir));
AI_TurnToPos (slf, _@ (pos));
};
/*
AI_TurnAwayWP
- same as AI_TurnAway, but allows us to use waypoint
[waypoint]
/
/
[self] ([dir vector] = [waypoint] - [self])
/
/
[pos] (pos = [self] - [dir vector])
*/
func void AI_TurnAwayWP (var int slfInstance, var string waypoint) {
var oCNPC slf; slf = Hlp_GetNPC (slfInstance);
if (!Hlp_IsValidNPC (slf)) { return; };
var int wpPtr; wpPtr = SearchWaypointByName (waypoint);
if (!wpPtr) { return; };
var zCWaypoint wp; wp = _^ (wpPtr);
AI_TurnAwayPos (slf, _@ (wp.pos));
};
/*
* AI_TurnToVobPtr
* - same as AI_TurnToNPC, but allows us to use vob pointer
*/
func void AI_TurnToVobPtr (var int slfInstance, var int vobPtr) {
if (!vobPtr) { return; };
var oCNPC slf; slf = Hlp_GetNPC (slfInstance);
if (!Hlp_IsValidNPC (slf)) { return; };
var zCVob vob; vob = _^(vobPtr);
var int pos[3];
TrfToPos (_@(vob.trafoObjToWorld), _@ (pos));
AI_TurnToPos (slf, _@ (pos));
};
/*
* AI_TurnAwayVobPtr
* - same as AI_TurnAway, but allows us to use vob pointer
*/
func void AI_TurnAwayVobPtr (var int slfInstance, var int vobPtr) {
if (!vobPtr) { return; };
var oCNPC slf; slf = Hlp_GetNPC (slfInstance);
if (!Hlp_IsValidNPC (slf)) { return; };
var zCVob vob; vob = _^(vobPtr);
var int pos[3]; //position - vob
TrfToPos (_@ (vob.trafoObjToWorld), _@ (pos));
AI_TurnAwayPos (slf, _@ (pos));
};
/*
* AI_GotoPos
* - same as AI_GotoNPC, but allows us to define position to which NPC should walk to
*/
func void AI_GotoPos (var int slfInstance, var int posPtr) {
/*
if (!posPtr) { return; };
var oCNPC slf; slf = Hlp_GetNPC (slfInstance);
if (!Hlp_IsValidNPC (slf)) { return; };
slf.soundPosition[0] = MEM_ReadIntArray(posPtr, 0);
slf.soundPosition[1] = MEM_ReadIntArray(posPtr, 1);
slf.soundPosition[2] = MEM_ReadIntArray(posPtr, 2);
AI_GotoSound (slf);
*/
var oCNpc slf; slf = Hlp_GetNPC (slfInstance);
if (!Hlp_IsValidNPC (slf)) { return; };
if (!posPtr) { return; };
//Create new message
var int eMsg; eMsg = oCMsgMovement_Create (EV_GOTOPOS, "", 0, posPtr, mkf (0), 0);
//Get Event Manager
var int eMgr; eMgr = zCVob_GetEM (_@ (slf));
//Add new msg to Event Manager
zCEventManager_OnMessage (eMgr, eMsg, _@ (slf));
};
/*
* AI_GotoPos_Ext
* - same as AI_GotoPos, but allows us to define maxTargetDist
*/
func void AI_GotoPos_Ext (var int slfInstance, var int posPtr, var int maxTargetDist) {
var oCNpc slf; slf = Hlp_GetNPC (slfInstance);
if (!Hlp_IsValidNPC (slf)) { return; };
if (!posPtr) { return; };
//Create new message
var int eMsg; eMsg = oCMsgMovement_Create (EV_GOTOPOS, "", 0, posPtr, mkf (0), 0);
//Init robust trace
oCNpc_RbtInit (slfInstance, posPtr, 0);
//Setup additional parameters for robust trace
//Define locally (G1 class def has different naming convention than the one in G2A ... values are same though)
const int oTRobustTrace_bitfield_exactPosition = ((1 << 1) - 1) << 2;
const int oTRobustTrace_bitfield_standIfTargetReached = ((1 << 1) - 1) << 4;
//const int oCNpc_oTRobustTrace_bitfield_exactPosition = ((1 << 1) - 1) << 2;
//const int oCNpc_oTRobustTrace_bitfield_standIfTargetReached = ((1 << 1) - 1) << 4;
slf.rbt_bitfield = slf.rbt_bitfield | oTRobustTrace_bitfield_standIfTargetReached;
slf.rbt_bitfield = slf.rbt_bitfield & ~ oTRobustTrace_bitfield_exactPosition;
slf.rbt_maxTargetDist = mkf (maxTargetDist * maxTargetDist);
//Set inUse
oCNpcMessage_SetInUse (eMsg, 1);
//Get Event Manager
var int eMgr; eMgr = zCVob_GetEM (_@ (slf));
//Add new msg to Event Manager
zCEventManager_OnMessage (eMgr, eMsg, _@ (slf));
};
/*
* AI_GotoVobPtr_EvalWaynetUse
* - function evaluates whether to use or not waynet system to navigate to vob (this way Npc should be behaving slightly more inteligent)
*
* Rules:
* - Npc has to be standing close to waypoint (x meters), waypoint has to be visible to Npc
* - vob has to be close to waypoint (x meters), waypoint has to be visible to vob
* - if vob is visible to Npc - then waynet distance cannot be longer than 120% of 'air' distance to vob
* - if any chasm is detected - then waynet will be used by default
* - if vob is not visible to Npc - then waynet will be used by default
*/
func void AI_GotoVobPtr_EvalWaynetUse (var int slfInstance, var int vobPtr) {
var oCNpc slf; slf = Hlp_GetNPC (slfInstance);
var int posNpc[3];
var int posVob[3];
if (!zCVob_GetPositionWorldToPos (_@ (slf), _@ (posNpc)))
|| (!zCVob_GetPositionWorldToPos (vobPtr, _@ (posVob)))
{
return;
};
//-- Get nearest waypoint to vob
//var string toWp; toWp = WP_GetNearestWPAtVob (vobPtr);
var string toWp; toWp = WP_GetByPosAndPortalRoom (_@ (posVob), "", "", SEARCHVOBLIST_CANSEE, vobPtr, 500, 500, 400);
//if vob is not visible from waypoint ... ignore
if (!STR_Len (toWp)) {
//zSpy_Info ("... target waypoint - can't see vob. Waynet might not be reliable.");
//zSpy_Info ("<--");
return;
};
var int wpDistToVob;
wpDistToVob = WP_GetDistToVob (toWp, vobPtr); //float
wpDistToVob = RoundF (wpDistToVob);
//-- Get nearest waypoint to Npc
//var string fromWp; fromWp = WP_GetNearestWPAtVob (_@ (slf));
var string fromWp; fromWp = WP_GetByPosAndPortalRoom (_@ (posNpc), "", "", SEARCHVOBLIST_CANSEE, _@ (slf), 500, 500, 400);
//if vob is not visible from waypoint ... ignore
if (!STR_Len (fromWp)) {
//zSpy_Info ("... npc waypoint - can't see npc. Waynet might not be reliable.");
//zSpy_Info ("<--");
return;
};
//If nearest fromWp & toWp are one and the same - exit
if (Hlp_StrCmp (fromWp, toWp)) {
return;
};
var int wpDistToNpc;
wpDistToNpc = WP_GetDistToVob (fromWp, _@ (slf)); //float
wpDistToNpc = RoundF (wpDistToNpc);
//-- Get 'air' distance to vob
var int distToVob;
distToVob = zCVob_GetDistanceToVob (_@ (slf), vobPtr); //float
var int npcDistToVobWp;
npcDistToVobWp = Npc_GetDistToWP (slf, toWp); //int
var int vobDistToFromWp;
vobDistToFromWp = WP_GetDistToVob (fromWp, vobPtr); //float
//-- Evaluate waynet route
//multiply by 120%
var int distToVobTolerance; distToVobTolerance = distToVob;
distToVobTolerance = mulf (distToVobTolerance, mkf (120));
distToVobTolerance = divf (distToVobTolerance, mkf (100));
distToVobTolerance = RoundF (distToVobTolerance);
var int fromWpPtr; fromWpPtr = SearchWaypointByName (fromWp);
var int toWpPtr; toWpPtr = SearchWaypointByName (toWp);
var int routePtr; routePtr = zCWayNet_FindRoute_Waypoints (fromWpPtr, toWpPtr, 0);
var int distWaynet; distWaynet = zCRoute_GetLength (routePtr); //float
zCRoute_Delete (routePtr);
distWaynet = RoundF (distWaynet);
var int isTooFar; isTooFar = (distWaynet > distToVobTolerance);
//zSpy_Info (ConcatStrings ("... dist air: ", IntToString (RoundF (distToVob))));
//zSpy_Info (ConcatStrings ("... dist tolerance (120% air dist): ", IntToString (distToVobTolerance)));
//zSpy_Info (ConcatStrings ("... dist waynet: ", IntToString (distWaynet)));
//zSpy_Info (ConcatStrings ("... ", zCRoute_GetDesc (routePtr)));
//-- Detect chasms
/*
* Here we will create waypoint - move it towards vob and detect possible issues with ground. (chasm detection)
* It is more convenient to use waypoint, because we can move it around and use zCWaypoint_CorrectHeight to easily align it to ground.
*/
var int dir[3];
var int chasmDetected; chasmDetected = 0;
//Get direction vector (total distance)
SubVectors (_@ (dir), _@ (posVob), _@ (posNpc));
//Copy vector - we will use vec to move waypoint towards vob
var int vec[3];
CopyVector (_@ (dir), _@ (vec));
//Normalize vector
zVEC3_NormalizeSafe (_@ (vec));
//Multiply by 50 (to get 0.5 m length)
MulVector (_@ (vec), mkf (50));
//Waypoint pointer
var int wpPtr; wpPtr = 0;
var int lastPos[3];
var int newPos[3];
var int i; i = 0;
var int newDistToVob;
CopyVector (_@ (posNpc), _@ (newPos));
//Debugging - generate and leave waypoints for investigation :)
const int Debug_GenerateWaypoints = 0;
var string wpName;
if (!STR_Len (wpName)) {
wpName = "WP_TEMP_DETECTCHASM_001";
};
while (true);
var zCWaypoint wp;
if (Debug_GenerateWaypoints) {
//Create new waypoint
if (i == 0) {
//First waypoint
wpPtr = zCWayNet_GetNearestWaypoint (_@ (posNpc));
} else {
//Generate new name
wpName = WP_GenerateNewName (wpName);
};
wpPtr = WP_Create (wpName, _@ (newPos), wpPtr);
wp = _^ (wpPtr);
//Get last position of waypoint
CopyVector (_@ (wp.pos), _@ (lastPos));
} else {
//Create single waypoint
if (!wpPtr) {
wpPtr = WP_Create (wpName, _@ (newPos), 0);
wp = _^ (wpPtr);
};
};
//Move waypoint towards vob
AddVectors (_@ (wp.pos), _@ (wp.pos), _@ (vec));
//Correct waypoint height - align to ground properly
zCWaypoint_CorrectHeight (wpPtr);
//Get new position of waypoint
CopyVector (_@ (wp.pos), _@ (newPos));
//Get vector from Npc to new position of waypoint (to get length)
SubVectors (_@ (dir), _@ (newPos), _@ (posNpc));
//Get length
var int distNew; distNew = zVEC3_LengthApprox (_@ (dir));
//If we are behind vob position - we can exit loop - no chasms detected so far
if (gef (distNew, distToVob)) {
break;
};
//Detect chasms underneath waypoint
dir[0] = FLOATNULL;
dir[1] = mkf (100);
dir[2] = FLOATNULL;
var int distF; distF = mkf (100);
var int cdNormal[3];
//oCAniCtrl_Human_DetectChasm (var int aniCtrlPtr, var int posPtr, var int dirPtr, var int distPtrF, var int cdNormalPtr) {
chasmDetected = oCAniCtrl_Human_DetectChasm (slf.aniCtrl, _@ (newPos), _@ (dir), _@ (distF), _@ (cdNormal));
//Chasm detected - exit loop
if (chasmDetected) {
break;
};
if (Debug_GenerateWaypoints) {
//zSpy_Info (ConcatStrings ("... chasmDetected", IntToString (chasmDetected)));
//zSpy_Info (ConcatStrings ("... distF", toStringF (distF)));
if (i > 0) {
var int heightDelta;
var int lastHeightDelta;
heightDelta = roundf (subf (lastPos[1], newPos[1]));
//heightDelta = heightDelta - lastHeightDelta;
//zSpy_Info (ConcatStrings ("... height check ", IntToString (heightDelta)));
if (abs (heightDelta) > 50) {
chasmDetected = TRUE;
//break;
};
};
lastHeightDelta = heightDelta;
CopyVector (_@ (wp.pos), _@ (newPos));
};
i += 1;
end;
if (!Debug_GenerateWaypoints) {
//Delete waypoint
zCWayNet_DeleteWaypoint_ByPtr (wpPtr);
} else {
//Connect last waypoint to vob waypoint
if (!chasmDetected) {
zCWayNet_CreateWay (wpPtr, SearchWaypointByName (toWp));
};
};
//--
if (!chasmDetected) {
//if waypoint is too far from vob & it is not on the way to vob ... ignore
if ((wpDistToVob > 300) && (npcDistToVobWp > RoundF (distToVob))) {
//zSpy_Info ("... target waypoint too far");
//zSpy_Info ("<--");
return;
};
//if waypoint is too far from Npc & it is not on the way to vob ... ignore
if ((wpDistToNpc > 300) && (RoundF (vobDistToFromWp) > RoundF (distToVob))) {
//zSpy_Info ("... npc waypoint too far");
//zSpy_Info ("<--");
return;
};
//If Npc can see vob - and if waynet navigation is longer then air distance - ignore ...
if (oCNpc_CanSee (slfInstance, vobPtr, 1) && isTooFar) {
//zSpy_Info ("... npc can see vob + distance through waynet navigation > air distance");
//zSpy_Info ("<--");
return;
};
if (isTooFar) {
//zSpy_Info ("... distance through waynet navigation > air distance ... but npc can't see vob - using waynet");
};
} else {
//zSpy_Info ("... chasm detected!");
};
//var string s; s = "... navigating using waynet, from: ";
//s = ConcatStrings (s, fromWp);
//s = ConcatStrings (s, " to: ");
//s = ConcatStrings (s, toWp);
//zSpy_Info (s);
AI_GotoWp (slf, toWp);
//zSpy_Info ("<--");
};
/*
* AI_GotoFpPtr
* - same as AI_GotoFP, but allows us to define freePoint pointer
*/
func void AI_GotoFpPtr (var int slfInstance, var int vobSpotPtr) {
var oCNpc slf; slf = Hlp_GetNPC (slfInstance);
if (!Hlp_IsValidNPC (slf)) { return; };
if (!Hlp_Is_zCVobSpot (vobSpotPtr)) { return; };
AI_GotoVobPtr_EvalWaynetUse (slfInstance, vobSpotPtr);
//Flag temporarily as used - so no other NPC will try to go to the same freePoint
var int timeDeltaF; timeDeltaF = mkf (6000);
var int vobPtr; vobPtr = _@ (slf);
//func void zCVobSpot_MarkAsUsed (var int vobSpotPtr, var int timeDeltaF, var int vobPtr) {
//0x007094A0 public: void __thiscall zCVobSpot::MarkAsUsed(float,class zCVob *)
const int zCVobSpot__MarkAsUsed_G1 = 7378080;
//0x007B31A0 public: void __thiscall zCVobSpot::MarkAsUsed(float,class zCVob *)
const int zCVobSpot__MarkAsUsed_G2 = 8073632;
const int call = 0;
if (CALL_Begin(call)) {
CALL_PtrParam (_@ (vobPtr));
CALL_FloatParam (_@ (timeDeltaF));
CALL__thiscall (_@ (vobSpotPtr), MEMINT_SwitchG1G2 (zCVobSpot__MarkAsUsed_G1, zCVobSpot__MarkAsUsed_G2));
call = CALL_End();
};
//};
var zCVobSpot vobSpot; vobSpot = _^ (vobSpotPtr);
//Create new message
//EV_GOTOFP does not save targetVob into savefile! we have to use targetName
var int eMsg; eMsg = oCMsgMovement_Create (EV_GOTOFP, vobSpot._zCObject_objectName, vobSpotPtr, 0, mkf (0), 0);
//Get Event Manager
var int eMgr; eMgr = zCVob_GetEM (_@ (slf));
//Add new msg to Event Manager
zCEventManager_OnMessage (eMgr, eMsg, _@ (slf));
};
/*
* AI_GotoVobPtr
* - same as AI_GotoNPC, but allows us to use any vob pointer
*/
func void AI_GotoVobPtr (var int slfInstance, var int vobPtr) {
if (!vobPtr) { return; };
var oCNPC slf; slf = Hlp_GetNPC (slfInstance);
if (!Hlp_IsValidNPC (slf)) { return; };
var zCVob vob; vob = _^(vobPtr);
var int pos[3];
TrfToPos (_@ (vob.trafoObjToWorld), _@ (pos));
AI_GotoVobPtr_EvalWaynetUse (slfInstance, vobPtr);
AI_GotoPos (slf, _@ (pos));
};
func void _AI_TeleportKeepQueue (var string vobName) {
self = _^ (ECX); //wont be required with future LeGo version (> 2.7.1)
Npc_BeamToKeepQueue (self, vobName);
Wld_PlayEffect ("SPELLFX_TELEPORT_RING", self, self, 0, 0, 0, FALSE);
Snd_Play ("MFX_TELEPORT_CAST");
};
func string _AI_GetAniName_T_MAGRUN_2_HEASHOOT () {
//G1 version has much cooler teleportation animation with particle effects ;-)
if (MEMINT_SwitchG1G2 (1, 0)) {
return "T_STAND_2_TELEPORT";
};
//G2A teleportation animation
return "T_MAGRUN_2_HEASHOOT";
};
func string _AI_GetAniName_T_HEASHOOT_2_STAND () {
//G1 version has much cooler teleportation animation with particle effects ;-)
if (MEMINT_SwitchG1G2 (1, 0)) {
return "T_TELEPORT_2_STAND";
};
//G2A teleportation animation
return "T_HEASHOOT_2_STAND";
};
/*
* AI_TeleportKeepQueue
* - function performs teleportation without clearing AI queue (use carefully!)
*/
func void AI_TeleportKeepQueue (var int slfInstance, var string vobName) {
var C_NPC slf; slf = Hlp_GetNPC (slfInstance);
if (!Hlp_IsValidNPC (slf)) { return; };
var string aniTeleportationStart; aniTeleportationStart = _AI_GetAniName_T_MAGRUN_2_HEASHOOT ();
if (!Npc_HasAni (slf, aniTeleportationStart)) {
AI_PlayAni (slf, aniTeleportationStart);
};
AI_Function_S (slf, _AI_TeleportKeepQueue, vobName);
AI_PlayAni (slf, _AI_GetAniName_T_HEASHOOT_2_STAND ());
};
func void _AI_BeamToKeepQueue (var string vobName) {
self = _^ (ECX); //wont be required with future LeGo version (> 2.7.1)
Npc_BeamToKeepQueue (self, vobName);
};
/*
* AI_BeamToKeepQueue
* - function beams Npc to target vobName / waypoint without clearing AI queue
*/
func void AI_BeamToKeepQueue (var int slfInstance, var string vobName) {
var C_NPC slf; slf = Hlp_GetNPC (slfInstance);
if (!Hlp_IsValidNPC (slf)) { return; };
AI_Function_S (slf, _AI_BeamToKeepQueue, vobName);
};
/*
* AI_TeleportToWorld
* - function allows teleportation between worlds
*/
func void AI_TeleportToWorld (var int slfInstance, var string levelName, var string vobName) {
var C_NPC slf; slf = Hlp_GetNPC (slfInstance);
if (!Hlp_IsValidNPC (slf)) { return; };
var string thisLevelName; thisLevelName = oCWorld_GetWorldFilename ();
if (Hlp_StrCmp (thisLevelName, levelName)) {
AI_TeleportKeepQueue (slfInstance, vobName);
} else {
AI_PlayAni (slf, _AI_GetAniName_T_MAGRUN_2_HEASHOOT ());
AI_Function_SS (slf, oCGame_TriggerChangeLevel, levelName, vobName);
};
};
/*
* An alternative that will turn to vob only when not within acceptable angle
*/
func void AI_TurnToVobPtrAngleX (var int slfInstance, var int vobPtr, var int angle) {
var int angleX; var int angleXPtr; angleXPtr = _@ (angleX);
var int angleY; var int angleYPtr; angleYPtr = _@ (angleY);
//func void oCNpc_GetAnglesVob (var int slfInstance, var int vobPtr, var int angleXPtr, var int angleYPtr) {
//0x0074C0D0 public: void __thiscall oCNpc::GetAngles(class zCVob *,float &,float &)
const int oCNPC__GetAnglesVob_G1 = 7651536;
//0x00681680 public: void __thiscall oCNpc::GetAngles(class zCVob *,float &,float &)
const int oCNPC__GetAnglesVob_G2 = 6821504;
if (!vobPtr) { return; };
var oCNPC slf; slf = Hlp_GetNPC (slfInstance);
if (!Hlp_IsValidNPC (slf)) { return; };
var int slfPtr; slfPtr = _@ (slf);
const int call = 0;
if (CALL_Begin(call)) {
CALL_PtrParam (_@ (angleYPtr));
CALL_PtrParam (_@ (angleXPtr));
CALL_PtrParam (_@ (vobPtr));
CALL__thiscall (_@ (slfPtr), MEMINT_SwitchG1G2 (oCNPC__GetAnglesVob_G1, oCNPC__GetAnglesVob_G2));
call = CALL_End();
};
//};
//func int NPC_IsVobPtrInAngleX (var int slfInstance, var int vobPtr, var int angle) {
// var oCNPC slf; slf = Hlp_GetNPC (slfInstance);
// if (!Hlp_IsValidNPC (slf)) { return FALSE; };
// if (!vobPtr) { return FALSE; };
// var int angleX;
// var int angleY;
// oCNpc_GetAnglesVob (slfInstance, vobPtr, _@ (angleX), _@ (angleY));
if (gef (angleX, negf (mkf (angle))))
&& (lef (angleX, mkf (angle)))
{
return;
};
AI_TurnToVobPtr (slfInstance, vobPtr);
};
/*
* Scans for ideal positions, finds free positions and sends there NPC
* Function returns TRUE if successfull, FALSE if not
*/
func int AI_GotoMobPtr (var int slfInstance, var int mobPtr) {
//func void oCMobInter_ScanIdealPositions (var int mobPtr) {
//0x0067C9C0 protected: void __thiscall oCMobInter::ScanIdealPositions(void)
const int oCMobInter__ScanIdealPositions_G1 = 6801856;
//0x0071DC30 public: void __thiscall oCMobInter::ScanIdealPositions(void)
const int oCMobInter__ScanIdealPositions_G2 = 7461936;
if (!Hlp_Is_oCMobInter (mobPtr)) { return FALSE; };
var oCNPC slf; slf = Hlp_GetNPC (slfInstance);
if (!Hlp_IsValidNPC (slf)) { return FALSE; };
var int slfPtr; slfPtr = _@ (slf);
const int call = 0;
if (CALL_Begin(call)) {
CALL__thiscall (_@ (mobPtr), MEMINT_SwitchG1G2 (oCMobInter__ScanIdealPositions_G1, oCMobInter__ScanIdealPositions_G2));
call = CALL_End();
};
//};
/*
//func int oCMobInter_SearchFreePosition (var int mobPtr, var int slfInstance) {
var int freePosPtr;
//0x0067CD60 protected: virtual struct TMobOptPos * __thiscall oCMobInter::SearchFreePosition(class oCNpc *)
const int oCMobInter__SearchFreePosition_G1 = 6802784;
//0x0071DFC0 public: virtual struct TMobOptPos * __thiscall oCMobInter::SearchFreePosition(class oCNpc *,float)
const int oCMobInter__SearchFreePosition_G2 = 7462848;
var int rangeF; rangeF = mkf (1000);
const int call2 = 0;
if (CALL_Begin(call2)) {
//G2A has 1 extra parameter - I assume range
if (MEMINT_SwitchG1G2 (0, 1)) {
CALL_PtrParam (_@ (rangeF));
};
CALL_PtrParam (_@ (slfPtr));
CALL__thiscall (_@ (mobPtr), MEMINT_SwitchG1G2 (oCMobInter__SearchFreePosition_G1, oCMobInter__SearchFreePosition_G2));
call2 = CALL_End();
};
freePosPtr = CALL_RetValAsPtr ();
//};
if (!freePosPtr) { return FALSE; };
//class TMobOptPos {
// var int trafo[16]; //zMAT4
// var int distance; //int
// var int npc; //oCNpc*
// var string nodeName; //zSTRING
//};
//TMobOptPos.trafo is at offset 0, so we can read trafo directly from freePosPtr
var int pos[3];
TrfPosToVector (freePosPtr, _@ (pos));
AI_GotoPos (slf, _@ (pos));
*/
//func int oCMobInter_GetFreePosition (var int mobPtr, var int slfInstance, var int vecPtr) {
//0x0067CD00 public: int __thiscall oCMobInter::GetFreePosition(class oCNpc *,class zVEC3 &)
const int oCMobInter__GetFreePosition_G1 = 6802688;
//0x0071DF50 public: int __thiscall oCMobInter::GetFreePosition(class oCNpc *,class zVEC3 &)
const int oCMobInter__GetFreePosition_G2 = 7462736;
var int pos[3]; var int posPtr; posPtr = _@ (pos);
const int call2 = 0;
if (CALL_Begin(call2)) {
CALL_PtrParam (_@ (posPtr));
CALL_PtrParam (_@ (slfPtr));
CALL__thiscall (_@ (mobPtr), MEMINT_SwitchG1G2 (oCMobInter__GetFreePosition_G1, oCMobInter__GetFreePosition_G2));
call2 = CALL_End();
};
var int retVal; retVal = CALL_RetValAsInt ();
//};
if (!retVal) { return FALSE; };
AI_GotoVobPtr_EvalWaynetUse (slfInstance, mobPtr);
AI_GotoPos (slfInstance, _@ (pos));
return TRUE;
};
/*
* Scans for ideal positions, finds position with specified nodeName and sends there NPC
* Function returns TRUE if successfull, FALSE if not
*/
func int AI_GotoMobPtrNodeName (var int slfInstance, var int mobPtr, var string nodeName) {
//func void oCMobInter_ScanIdealPositions (var int mobPtr) {
//0x0067C9C0 protected: void __thiscall oCMobInter::ScanIdealPositions(void)
const int oCMobInter__ScanIdealPositions_G1 = 6801856;
//0x0071DC30 public: void __thiscall oCMobInter::ScanIdealPositions(void)
const int oCMobInter__ScanIdealPositions_G2 = 7461936;
if (!Hlp_Is_oCMobInter (mobPtr)) { return FALSE; };
var oCNPC slf; slf = Hlp_GetNPC (slfInstance);
if (!Hlp_IsValidNPC (slf)) { return FALSE; };
var int slfPtr; slfPtr = _@ (slf);
const int call = 0;
if (CALL_Begin(call)) {
CALL__thiscall (_@ (mobPtr), MEMINT_SwitchG1G2 (oCMobInter__ScanIdealPositions_G1, oCMobInter__ScanIdealPositions_G2));
call = CALL_End();
};
//};
var int pos[3];
var int nodeNameFound; nodeNameFound = FALSE;
//Search optimalPosList and find nodeName
var oCMobInter mob; mob = _^ (mobPtr);
var int ptr;
var zCList list;
ptr = mob.optimalPosList_next;
while (ptr);
list = _^ (ptr);
ptr = list.data;
if (ptr) {
var TMobOptPos mobOptPos;
mobOptPos = _^ (ptr);
//ZS_POS0_FRONT, ZS_POS0_BACK
if (STR_EndsWith (mobOptPos.nodeName, nodeName)) {
pos[0] = mobOptPos.trafo[03];
pos[1] = mobOptPos.trafo[07];
pos[2] = mobOptPos.trafo[11];
nodeNameFound = TRUE;
break;
};
};
ptr = list.next;
end;
if (!nodeNameFound) { return FALSE; };
AI_GotoVobPtr_EvalWaynetUse (slfInstance, mobPtr);
AI_GotoPos (slfInstance, _@ (pos));
return TRUE;
};
/*
*
*/
func void _AI_MobSetIdealPosition () {
//func void NPC_MobSetIdealPosition (var int slfInstance) {
//This function is called from AI_Function where ECX is pointer to NPC
if (!Hlp_Is_oCNpc (ECX)) { return; };
var oCNPC slf; slf = _^ (ECX);
if (!Hlp_IsValidNPC (slf)) { return; };
if (!slf.interactMob) { return; };
//oCMobInter_ScanIdealPositions (slf.interactMob);
var oCMobInter mob; mob = _^ (slf.interactMob);
if (mob.optimalPosList_next) {
var int ptr;
var zCList list;
ptr = mob.optimalPosList_next;
while (ptr);
list = _^ (ptr);
ptr = list.data;
if (ptr) {
//TMobOptPos.trafo is at offset 0, so we can read trafo directly from ptr
//AlignVobAt (_@ (slf), ptr); --> copying whole function here - in order to have this file 'standalone'
var int trfPtr; trfPtr = ptr;
var int vobPtr; vobPtr = _@ (slf);
//0x005EE760 public: void __thiscall zCVob::SetTrafoObjToWorld(class zMAT4 const &)
const int zCVob__SetTrafoObjToWorld_G1 = 6219616;
//0x0061BC80 public: void __thiscall zCVob::SetTrafoObjToWorld(class zMAT4 const &)
const int zCVob__SetTrafoObjToWorld_G2 = 6405248;
// Lift collision
var zCVob vob; vob = _^ (vobPtr);
var int bits; bits = vob.bitfield[0];
vob.bitfield[0] = vob.bitfield[0] & ~zCVob_bitfield0_collDetectionStatic & ~zCVob_bitfield0_collDetectionDynamic;
const int call = 0;
if (CALL_Begin(call)) {
CALL_PtrParam(_@(trfPtr));
CALL__thiscall(_@(vobPtr), MEMINT_SwitchG1G2(zCVob__SetTrafoObjToWorld_G1, zCVob__SetTrafoObjToWorld_G2));
call = CALL_End();
};
// Restore bits
vob.bitfield[0] = bits;
//<--
return;
};
ptr = list.next;
end;
};
//};
};
/*
* Function alligns NPC at ideal position of mob
*/
func void AI_MobSetIdealPosition (var int slfInstance) {
var C_NPC slf; slf = Hlp_GetNPC (slfInstance);
AI_Function (slf, _AI_MobSetIdealPosition);
};
/*
* Same as AI_UseMob - but you can specify vob pointer
*/
func void AI_UseMobPtr (var int slfInstance, var int vobPtr, var int targetState) {
var oCNpc slf; slf = Hlp_GetNPC (slfInstance);
if (!Hlp_IsValidNPC (slf)) { return; };
if (!Hlp_Is_oCMobInter (vobPtr)) { return; };
//var oCMobInter mob; mob = _^ (vobPtr);
//Create new message
//var int eMsg; eMsg = oCMsgManipulate_Create (EV_USEMOB, mob.sceme, vobPtr, targetState, "", "");
var int eMsg; eMsg = oCMsgManipulate_Create (EV_USEMOB, oCMobInter_GetScemeName (vobPtr), vobPtr, targetState, "", "");
//Get Event Manager
var int eMgr; eMgr = zCVob_GetEM (_@ (slf));
//Add new msg to Event Manager
zCEventManager_OnMessage (eMgr, eMsg, _@ (slf));
};
/*
* Same as AI_UseMob - but you can specify vob pointer + additional action in name string (UNLOCK, LOCK)
*/
func void AI_UseMobPtr_Ext (var int slfInstance, var int vobPtr, var int targetState, var string name) {
var oCNpc slf; slf = Hlp_GetNPC (slfInstance);
if (!Hlp_IsValidNPC (slf)) { return; };
if (!Hlp_Is_oCMobInter (vobPtr)) { return; };
//var oCMobInter mob; mob = _^ (vobPtr);
//Create new message
//var int eMsg; eMsg = oCMsgManipulate_Create (EV_USEMOB, mob.sceme, vobPtr, targetState, "", "");
var int eMsg; eMsg = oCMsgManipulate_Create (EV_USEMOB, oCMobInter_GetScemeName (vobPtr), vobPtr, targetState, name, "");
//Get Event Manager
var int eMgr; eMgr = zCVob_GetEM (_@ (slf));
//Add new msg to Event Manager
zCEventManager_OnMessage (eMgr, eMsg, _@ (slf));
};
/*
* Same as AI_DropItem - but you can specify vob pointer
*/
func void AI_DropVobPtr (var int slfInstance, var int vobPtr) {
var oCNpc slf; slf = Hlp_GetNPC (slfInstance);
if (!Hlp_IsValidNPC (slf)) { return; };
if (!vobPtr) { return; };
//Create new message
var int eMsg; eMsg = oCMsgManipulate_Create (EV_DROPVOB, "", vobPtr, 0, "", "");
//Get Event Manager
var int eMgr; eMgr = zCVob_GetEM (_@ (slf));
//Add new msg to Event Manager
zCEventManager_OnMessage (eMgr, eMsg, _@ (slf));
};
/*
* Allows item equipping using AI queue
*/
func void AI_EquipItemPtr (var int slfInstance, var int vobPtr) {
var oCNpc slf; slf = Hlp_GetNPC (slfInstance);
if (!Hlp_IsValidNPC (slf)) { return; };
if (!vobPtr) { return; };
//Create new message
var int eMsg; eMsg = oCMsgManipulate_Create (EV_EQUIPITEM, "", vobPtr, 0, "", "");
//Get Event Manager