2013-04-19 02:52:48 +00:00
// leave this line at the top of all AI_xxxx.cpp files for PCH reasons...
# include "g_headers.h"
# include "b_local.h"
# include "g_nav.h"
# include "anims.h"
# include "g_navigator.h"
extern void CG_DrawAlert ( vec3_t origin , float rating ) ;
extern void G_AddVoiceEvent ( gentity_t * self , int event , int speakDebounceTime ) ;
extern void NPC_TempLookTarget ( gentity_t * self , int lookEntNum , int minLookTime , int maxLookTime ) ;
extern qboolean G_ExpandPointToBBox ( vec3_t point , const vec3_t mins , const vec3_t maxs , int ignore , int clipmask ) ;
extern qboolean FlyingCreature ( gentity_t * ent ) ;
extern void Saboteur_Cloak ( gentity_t * self ) ;
//extern CNavigator navigator;
# define SPF_NO_HIDE 2
# define MAX_VIEW_DIST 1024
# define MAX_VIEW_SPEED 250
# define MAX_LIGHT_INTENSITY 255
# define MIN_LIGHT_THRESHOLD 0.1
# define DISTANCE_SCALE 0.25f
# define DISTANCE_THRESHOLD 0.075f
# define SPEED_SCALE 0.25f
# define FOV_SCALE 0.5f
# define LIGHT_SCALE 0.25f
# define REALIZE_THRESHOLD 0.6f
# define CAUTIOUS_THRESHOLD ( REALIZE_THRESHOLD * 0.75 )
extern void NPC_Tusken_Taunt ( void ) ;
qboolean NPC_CheckPlayerTeamStealth ( void ) ;
static qboolean enemyLOS ;
static qboolean enemyCS ;
static qboolean faceEnemy ;
static qboolean move ;
static qboolean shoot ;
static float enemyDist ;
//Local state enums
enum
{
LSTATE_NONE = 0 ,
LSTATE_UNDERFIRE ,
LSTATE_INVESTIGATE ,
} ;
void Sniper_ClearTimers ( gentity_t * ent )
{
TIMER_Set ( ent , " chatter " , 0 ) ;
TIMER_Set ( ent , " duck " , 0 ) ;
TIMER_Set ( ent , " stand " , 0 ) ;
TIMER_Set ( ent , " shuffleTime " , 0 ) ;
TIMER_Set ( ent , " sleepTime " , 0 ) ;
TIMER_Set ( ent , " enemyLastVisible " , 0 ) ;
TIMER_Set ( ent , " roamTime " , 0 ) ;
TIMER_Set ( ent , " hideTime " , 0 ) ;
TIMER_Set ( ent , " attackDelay " , 0 ) ; //FIXME: Slant for difficulty levels
TIMER_Set ( ent , " stick " , 0 ) ;
TIMER_Set ( ent , " scoutTime " , 0 ) ;
TIMER_Set ( ent , " flee " , 0 ) ;
TIMER_Set ( ent , " taunting " , 0 ) ;
}
void NPC_Sniper_PlayConfusionSound ( gentity_t * self )
{ //FIXME: make this a custom sound in sound set
if ( self - > health > 0 )
{
G_AddVoiceEvent ( self , Q_irand ( EV_CONFUSE1 , EV_CONFUSE3 ) , 2000 ) ;
}
//reset him to be totally unaware again
TIMER_Set ( self , " enemyLastVisible " , 0 ) ;
TIMER_Set ( self , " flee " , 0 ) ;
self - > NPC - > squadState = SQUAD_IDLE ;
self - > NPC - > tempBehavior = BS_DEFAULT ;
//self->NPC->behaviorState = BS_PATROL;
G_ClearEnemy ( self ) ; //FIXME: or just self->enemy = NULL;?
self - > NPC - > investigateCount = 0 ;
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
NPC_ST_Pain
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
void NPC_Sniper_Pain ( gentity_t * self , gentity_t * inflictor , gentity_t * other , vec3_t point , int damage , int mod )
{
self - > NPC - > localState = LSTATE_UNDERFIRE ;
if ( self - > client - > NPC_class = = CLASS_SABOTEUR )
{
Saboteur_Decloak ( self ) ;
}
TIMER_Set ( self , " duck " , - 1 ) ;
TIMER_Set ( self , " stand " , 2000 ) ;
NPC_Pain ( self , inflictor , other , point , damage , mod ) ;
if ( ! damage & & self - > health > 0 )
{ //FIXME: better way to know I was pushed
G_AddVoiceEvent ( self , Q_irand ( EV_PUSHED1 , EV_PUSHED3 ) , 2000 ) ;
}
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
ST_HoldPosition
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
static void Sniper_HoldPosition ( void )
{
NPC_FreeCombatPoint ( NPCInfo - > combatPoint , qtrue ) ;
NPCInfo - > goalEntity = NULL ;
/*if ( TIMER_Done( NPC, "stand" ) )
{ //FIXME: what if can't shoot from this pos?
TIMER_Set ( NPC , " duck " , Q_irand ( 2000 , 4000 ) ) ;
}
*/
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
ST_Move
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
static qboolean Sniper_Move ( void )
{
NPCInfo - > combatMove = qtrue ; //always move straight toward our goal
qboolean moved = NPC_MoveToGoal ( qtrue ) ;
// navInfo_t info;
//Get the move info
// NAV_GetLastMove( info );
//FIXME: if we bump into another one of our guys and can't get around him, just stop!
//If we hit our target, then stop and fire!
// if ( info.flags & NIF_COLLISION )
// {
// if ( info.blocker == NPC->enemy )
// {
// Sniper_HoldPosition();
// }
// }
//If our move failed, then reset
if ( moved = = qfalse )
{ //couldn't get to enemy
if ( ( NPCInfo - > scriptFlags & SCF_CHASE_ENEMIES ) & & NPCInfo - > goalEntity & & NPCInfo - > goalEntity = = NPC - > enemy )
{ //we were running after enemy
//Try to find a combat point that can hit the enemy
int cpFlags = ( CP_CLEAR | CP_HAS_ROUTE ) ;
if ( NPCInfo - > scriptFlags & SCF_USE_CP_NEAREST )
{
cpFlags & = ~ ( CP_FLANK | CP_APPROACH_ENEMY | CP_CLOSEST ) ;
cpFlags | = CP_NEAREST ;
}
int cp = NPC_FindCombatPoint ( NPC - > currentOrigin , NPC - > currentOrigin , NPC - > currentOrigin , cpFlags , 32 ) ;
if ( cp = = - 1 & & ! ( NPCInfo - > scriptFlags & SCF_USE_CP_NEAREST ) )
{ //okay, try one by the enemy
cp = NPC_FindCombatPoint ( NPC - > currentOrigin , NPC - > currentOrigin , NPC - > enemy - > currentOrigin , CP_CLEAR | CP_HAS_ROUTE | CP_HORZ_DIST_COLL , 32 ) ;
}
//NOTE: there may be a perfectly valid one, just not one within CP_COLLECT_RADIUS of either me or him...
if ( cp ! = - 1 )
{ //found a combat point that has a clear shot to enemy
NPC_SetCombatPoint ( cp ) ;
NPC_SetMoveGoal ( NPC , level . combatPoints [ cp ] . origin , 8 , qtrue , cp ) ;
return moved ;
}
}
//just hang here
Sniper_HoldPosition ( ) ;
}
return moved ;
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
NPC_BSSniper_Patrol
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
void NPC_BSSniper_Patrol ( void )
{ //FIXME: pick up on bodies of dead buddies?
NPC - > count = 0 ;
if ( NPCInfo - > confusionTime < level . time )
{
//Look for any enemies
if ( NPCInfo - > scriptFlags & SCF_LOOK_FOR_ENEMIES )
{
if ( NPC_CheckPlayerTeamStealth ( ) )
{
//NPCInfo->behaviorState = BS_HUNT_AND_KILL;//Should be auto now
//NPC_AngerSound();
NPC_UpdateAngles ( qtrue , qtrue ) ;
return ;
}
}
if ( ! ( NPCInfo - > scriptFlags & SCF_IGNORE_ALERTS ) )
{
//Is there danger nearby
int alertEvent = NPC_CheckAlertEvents ( qtrue , qtrue , - 1 , qfalse , AEL_SUSPICIOUS ) ;
if ( NPC_CheckForDanger ( alertEvent ) )
{
NPC_UpdateAngles ( qtrue , qtrue ) ;
return ;
}
else
{ //check for other alert events
//There is an event to look at
if ( alertEvent > = 0 ) //&& level.alertEvents[alertEvent].ID != NPCInfo->lastAlertID )
{
//NPCInfo->lastAlertID = level.alertEvents[alertEvent].ID;
if ( level . alertEvents [ alertEvent ] . level = = AEL_DISCOVERED )
{
if ( level . alertEvents [ alertEvent ] . owner & &
level . alertEvents [ alertEvent ] . owner - > client & &
level . alertEvents [ alertEvent ] . owner - > health > = 0 & &
level . alertEvents [ alertEvent ] . owner - > client - > playerTeam = = NPC - > client - > enemyTeam )
{ //an enemy
G_SetEnemy ( NPC , level . alertEvents [ alertEvent ] . owner ) ;
//NPCInfo->enemyLastSeenTime = level.time;
TIMER_Set ( NPC , " attackDelay " , Q_irand ( ( 6 - NPCInfo - > stats . aim ) * 100 , ( 6 - NPCInfo - > stats . aim ) * 500 ) ) ;
}
}
else
{ //FIXME: get more suspicious over time?
//Save the position for movement (if necessary)
//FIXME: sound?
VectorCopy ( level . alertEvents [ alertEvent ] . position , NPCInfo - > investigateGoal ) ;
NPCInfo - > investigateDebounceTime = level . time + Q_irand ( 500 , 1000 ) ;
if ( level . alertEvents [ alertEvent ] . level = = AEL_SUSPICIOUS )
{ //suspicious looks longer
NPCInfo - > investigateDebounceTime + = Q_irand ( 500 , 2500 ) ;
}
}
}
}
if ( NPCInfo - > investigateDebounceTime > level . time )
{ //FIXME: walk over to it, maybe? Not if not chase enemies flag
//NOTE: stops walking or doing anything else below
vec3_t dir , angles ;
float o_yaw , o_pitch ;
VectorSubtract ( NPCInfo - > investigateGoal , NPC - > client - > renderInfo . eyePoint , dir ) ;
vectoangles ( dir , angles ) ;
o_yaw = NPCInfo - > desiredYaw ;
o_pitch = NPCInfo - > desiredPitch ;
NPCInfo - > desiredYaw = angles [ YAW ] ;
NPCInfo - > desiredPitch = angles [ PITCH ] ;
NPC_UpdateAngles ( qtrue , qtrue ) ;
NPCInfo - > desiredYaw = o_yaw ;
NPCInfo - > desiredPitch = o_pitch ;
return ;
}
}
}
//If we have somewhere to go, then do that
if ( UpdateGoal ( ) )
{
ucmd . buttons | = BUTTON_WALKING ;
NPC_MoveToGoal ( qtrue ) ;
}
NPC_UpdateAngles ( qtrue , qtrue ) ;
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
NPC_BSSniper_Idle
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
/*
void NPC_BSSniper_Idle ( void )
{
//reset our shotcount
NPC - > count = 0 ;
//FIXME: check for other alert events?
//Is there danger nearby?
if ( NPC_CheckForDanger ( NPC_CheckAlertEvents ( qtrue , qtrue ) ) )
{
NPC_UpdateAngles ( qtrue , qtrue ) ;
return ;
}
TIMER_Set ( NPC , " roamTime " , 2000 + Q_irand ( 1000 , 2000 ) ) ;
NPC_UpdateAngles ( qtrue , qtrue ) ;
}
*/
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
ST_CheckMoveState
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
static void Sniper_CheckMoveState ( void )
{
//See if we're a scout
if ( ! ( NPCInfo - > scriptFlags & SCF_CHASE_ENEMIES ) ) //NPCInfo->behaviorState == BS_STAND_AND_SHOOT )
{
if ( NPCInfo - > goalEntity = = NPC - > enemy )
{
move = qfalse ;
return ;
}
}
//See if we're running away
else if ( NPCInfo - > squadState = = SQUAD_RETREAT )
{
if ( TIMER_Done ( NPC , " flee " ) )
{
NPCInfo - > squadState = SQUAD_IDLE ;
}
else
{
faceEnemy = qfalse ;
}
}
else if ( NPCInfo - > squadState = = SQUAD_IDLE )
{
if ( ! NPCInfo - > goalEntity )
{
move = qfalse ;
return ;
}
}
if ( ! TIMER_Done ( NPC , " taunting " ) )
{ //no move while taunting
move = qfalse ;
return ;
}
//See if we're moving towards a goal, not the enemy
if ( ( NPCInfo - > goalEntity ! = NPC - > enemy ) & & ( NPCInfo - > goalEntity ! = NULL ) )
{
//Did we make it?
if ( STEER : : Reached ( NPC , NPCInfo - > goalEntity , 16 , ! ! FlyingCreature ( NPC ) ) | |
( NPCInfo - > squadState = = SQUAD_SCOUT & & enemyLOS & & enemyDist < = 10000 ) )
{
int newSquadState = SQUAD_STAND_AND_SHOOT ;
//we got where we wanted to go, set timers based on why we were running
switch ( NPCInfo - > squadState )
{
case SQUAD_RETREAT : //was running away
if ( NPC - > client - > NPC_class = = CLASS_SABOTEUR )
{
Saboteur_Cloak ( NPC ) ;
}
TIMER_Set ( NPC , " duck " , ( NPC - > max_health - NPC - > health ) * 100 ) ;
TIMER_Set ( NPC , " hideTime " , Q_irand ( 3000 , 7000 ) ) ;
newSquadState = SQUAD_COVER ;
break ;
case SQUAD_TRANSITION : //was heading for a combat point
TIMER_Set ( NPC , " hideTime " , Q_irand ( 2000 , 4000 ) ) ;
break ;
case SQUAD_SCOUT : //was running after player
break ;
default :
break ;
}
NPC_ReachedGoal ( ) ;
//don't attack right away
TIMER_Set ( NPC , " attackDelay " , Q_irand ( ( 6 - NPCInfo - > stats . aim ) * 50 , ( 6 - NPCInfo - > stats . aim ) * 100 ) ) ; //FIXME: Slant for difficulty levels, too?
//don't do something else just yet
TIMER_Set ( NPC , " roamTime " , Q_irand ( 1000 , 4000 ) ) ;
//stop fleeing
if ( NPCInfo - > squadState = = SQUAD_RETREAT )
{
TIMER_Set ( NPC , " flee " , - level . time ) ;
NPCInfo - > squadState = SQUAD_IDLE ;
}
return ;
}
//keep going, hold of roamTimer until we get there
TIMER_Set ( NPC , " roamTime " , Q_irand ( 4000 , 8000 ) ) ;
}
}
static void Sniper_ResolveBlockedShot ( void )
{
if ( TIMER_Done ( NPC , " duck " ) )
{ //we're not ducking
if ( TIMER_Done ( NPC , " roamTime " ) )
{ //not roaming
//FIXME: try to find another spot from which to hit the enemy
if ( ( NPCInfo - > scriptFlags & SCF_CHASE_ENEMIES ) & & ( ! NPCInfo - > goalEntity | | NPCInfo - > goalEntity = = NPC - > enemy ) )
{ //we were running after enemy
//Try to find a combat point that can hit the enemy
int cpFlags = ( CP_CLEAR | CP_HAS_ROUTE ) ;
if ( NPCInfo - > scriptFlags & SCF_USE_CP_NEAREST )
{
cpFlags & = ~ ( CP_FLANK | CP_APPROACH_ENEMY | CP_CLOSEST ) ;
cpFlags | = CP_NEAREST ;
}
int cp = NPC_FindCombatPoint ( NPC - > currentOrigin , NPC - > currentOrigin , NPC - > currentOrigin , cpFlags , 32 ) ;
if ( cp = = - 1 & & ! ( NPCInfo - > scriptFlags & SCF_USE_CP_NEAREST ) )
{ //okay, try one by the enemy
cp = NPC_FindCombatPoint ( NPC - > currentOrigin , NPC - > currentOrigin , NPC - > enemy - > currentOrigin , CP_CLEAR | CP_HAS_ROUTE | CP_HORZ_DIST_COLL , 32 ) ;
}
//NOTE: there may be a perfectly valid one, just not one within CP_COLLECT_RADIUS of either me or him...
if ( cp ! = - 1 )
{ //found a combat point that has a clear shot to enemy
NPC_SetCombatPoint ( cp ) ;
NPC_SetMoveGoal ( NPC , level . combatPoints [ cp ] . origin , 8 , qtrue , cp ) ;
TIMER_Set ( NPC , " duck " , - 1 ) ;
if ( NPC - > client - > NPC_class = = CLASS_SABOTEUR )
{
Saboteur_Decloak ( NPC ) ;
}
TIMER_Set ( NPC , " attackDelay " , Q_irand ( 1000 , 3000 ) ) ;
return ;
}
}
}
}
/*
else
{ //maybe we should stand
if ( TIMER_Done ( NPC , " stand " ) )
{ //stand for as long as we'll be here
TIMER_Set ( NPC , " stand " , Q_irand ( 500 , 2000 ) ) ;
return ;
}
}
//Hmm, can't resolve this by telling them to duck or telling me to stand
//We need to move!
TIMER_Set ( NPC , " roamTime " , - 1 ) ;
TIMER_Set ( NPC , " stick " , - 1 ) ;
TIMER_Set ( NPC , " duck " , - 1 ) ;
TIMER_Set ( NPC , " attackDelay " , Q_irand ( 1000 , 3000 ) ) ;
*/
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
ST_CheckFireState
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
static void Sniper_CheckFireState ( void )
{
if ( enemyCS )
{ //if have a clear shot, always try
return ;
}
if ( NPCInfo - > squadState = = SQUAD_RETREAT | | NPCInfo - > squadState = = SQUAD_TRANSITION | | NPCInfo - > squadState = = SQUAD_SCOUT )
{ //runners never try to fire at the last pos
return ;
}
if ( ! VectorCompare ( NPC - > client - > ps . velocity , vec3_origin ) )
{ //if moving at all, don't do this
return ;
}
if ( ! TIMER_Done ( NPC , " taunting " ) )
{ //no shoot while taunting
return ;
}
//continue to fire on their last position
if ( ! Q_irand ( 0 , 1 )
& & NPCInfo - > enemyLastSeenTime
& & level . time - NPCInfo - > enemyLastSeenTime < ( ( 5 - NPCInfo - > stats . aim ) * 1000 ) ) //FIXME: incorporate skill too?
{
if ( ! VectorCompare ( vec3_origin , NPCInfo - > enemyLastSeenLocation ) )
{
//Fire on the last known position
vec3_t muzzle , dir , angles ;
CalcEntitySpot ( NPC , SPOT_WEAPON , muzzle ) ;
VectorSubtract ( NPCInfo - > enemyLastSeenLocation , muzzle , dir ) ;
VectorNormalize ( dir ) ;
vectoangles ( dir , angles ) ;
NPCInfo - > desiredYaw = angles [ YAW ] ;
NPCInfo - > desiredPitch = angles [ PITCH ] ;
shoot = qtrue ;
//faceEnemy = qfalse;
}
return ;
}
else if ( level . time - NPCInfo - > enemyLastSeenTime > 10000 )
{ //next time we see him, we'll miss few times first
NPC - > count = 0 ;
}
}
qboolean Sniper_EvaluateShot ( int hit )
{
if ( ! NPC - > enemy )
{
return qfalse ;
}
gentity_t * hitEnt = & g_entities [ hit ] ;
if ( hit = = NPC - > enemy - > s . number
| | ( hitEnt & & hitEnt - > client & & hitEnt - > client - > playerTeam = = NPC - > client - > enemyTeam )
| | ( hitEnt & & hitEnt - > takedamage & & ( ( hitEnt - > svFlags & SVF_GLASS_BRUSH ) | | hitEnt - > health < 40 | | NPC - > s . weapon = = WP_EMPLACED_GUN ) )
| | ( hitEnt & & ( hitEnt - > svFlags & SVF_GLASS_BRUSH ) ) )
{ //can hit enemy or will hit glass, so shoot anyway
return qtrue ;
}
return qfalse ;
}
void Sniper_FaceEnemy ( void )
{
//FIXME: the ones behind kill holes are facing some arbitrary direction and not firing
//FIXME: If actually trying to hit enemy, don't fire unless enemy is at least in front of me?
//FIXME: need to give designers option to make them not miss first few shots
if ( NPC - > enemy )
{
vec3_t muzzle , target , angles , forward , right , up ;
//Get the positions
AngleVectors ( NPC - > client - > ps . viewangles , forward , right , up ) ;
CalcMuzzlePoint ( NPC , forward , right , up , muzzle , 0 ) ;
//CalcEntitySpot( NPC, SPOT_WEAPON, muzzle );
CalcEntitySpot ( NPC - > enemy , SPOT_ORIGIN , target ) ;
if ( enemyDist > 65536 & & NPCInfo - > stats . aim < 5 ) //is 256 squared, was 16384 (128*128)
{
if ( NPC - > count < ( 5 - NPCInfo - > stats . aim ) )
{ //miss a few times first
if ( shoot & & TIMER_Done ( NPC , " attackDelay " ) & & level . time > = NPCInfo - > shotTime )
{ //ready to fire again
qboolean aimError = qfalse ;
qboolean hit = qtrue ;
int tryMissCount = 0 ;
trace_t trace ;
GetAnglesForDirection ( muzzle , target , angles ) ;
AngleVectors ( angles , forward , right , up ) ;
while ( hit & & tryMissCount < 10 )
{
tryMissCount + + ;
if ( ! Q_irand ( 0 , 1 ) )
{
aimError = qtrue ;
if ( ! Q_irand ( 0 , 1 ) )
{
VectorMA ( target , NPC - > enemy - > maxs [ 2 ] * Q_flrand ( 1.5 , 4 ) , right , target ) ;
}
else
{
VectorMA ( target , NPC - > enemy - > mins [ 2 ] * Q_flrand ( 1.5 , 4 ) , right , target ) ;
}
}
if ( ! aimError | | ! Q_irand ( 0 , 1 ) )
{
if ( ! Q_irand ( 0 , 1 ) )
{
VectorMA ( target , NPC - > enemy - > maxs [ 2 ] * Q_flrand ( 1.5 , 4 ) , up , target ) ;
}
else
{
VectorMA ( target , NPC - > enemy - > mins [ 2 ] * Q_flrand ( 1.5 , 4 ) , up , target ) ;
}
}
gi . trace ( & trace , muzzle , vec3_origin , vec3_origin , target , NPC - > s . number , MASK_SHOT ) ;
hit = Sniper_EvaluateShot ( trace . entityNum ) ;
}
NPC - > count + + ;
}
else
{
if ( ! enemyLOS )
{
NPC_UpdateAngles ( qtrue , qtrue ) ;
return ;
}
}
}
else
{ //based on distance, aim value, difficulty and enemy movement, miss
//FIXME: incorporate distance as a factor?
int missFactor = 8 - ( NPCInfo - > stats . aim + g_spskill - > integer ) * 3 ;
if ( missFactor > ENEMY_POS_LAG_STEPS )
{
missFactor = ENEMY_POS_LAG_STEPS ;
}
else if ( missFactor < 0 )
{ //???
missFactor = 0 ;
}
VectorCopy ( NPCInfo - > enemyLaggedPos [ missFactor ] , target ) ;
}
GetAnglesForDirection ( muzzle , target , angles ) ;
}
else
{
target [ 2 ] + = Q_flrand ( 0 , NPC - > enemy - > maxs [ 2 ] ) ;
//CalcEntitySpot( NPC->enemy, SPOT_HEAD_LEAN, target );
GetAnglesForDirection ( muzzle , target , angles ) ;
}
NPCInfo - > desiredYaw = AngleNormalize360 ( angles [ YAW ] ) ;
NPCInfo - > desiredPitch = AngleNormalize360 ( angles [ PITCH ] ) ;
}
NPC_UpdateAngles ( qtrue , qtrue ) ;
}
void Sniper_UpdateEnemyPos ( void )
{
int index ;
for ( int i = MAX_ENEMY_POS_LAG - ENEMY_POS_LAG_INTERVAL ; i > = 0 ; i - = ENEMY_POS_LAG_INTERVAL )
{
index = i / ENEMY_POS_LAG_INTERVAL ;
if ( ! index )
{
CalcEntitySpot ( NPC - > enemy , SPOT_HEAD_LEAN , NPCInfo - > enemyLaggedPos [ index ] ) ;
NPCInfo - > enemyLaggedPos [ index ] [ 2 ] - = Q_flrand ( 2 , 16 ) ;
}
else
{
VectorCopy ( NPCInfo - > enemyLaggedPos [ index - 1 ] , NPCInfo - > enemyLaggedPos [ index ] ) ;
}
}
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
NPC_BSSniper_Attack
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
void Sniper_StartHide ( void )
{
int duckTime = Q_irand ( 2000 , 5000 ) ;
TIMER_Set ( NPC , " duck " , duckTime ) ;
if ( NPC - > client - > NPC_class = = CLASS_SABOTEUR )
{
Saboteur_Cloak ( NPC ) ;
}
TIMER_Set ( NPC , " watch " , 500 ) ;
TIMER_Set ( NPC , " attackDelay " , duckTime + Q_irand ( 500 , 2000 ) ) ;
}
void NPC_BSSniper_Attack ( void )
{
//Don't do anything if we're hurt
if ( NPC - > painDebounceTime > level . time )
{
NPC_UpdateAngles ( qtrue , qtrue ) ;
return ;
}
//NPC_CheckEnemy( qtrue, qfalse );
//If we don't have an enemy, just idle
if ( NPC_CheckEnemyExt ( ) = = qfalse ) //!NPC->enemy )//
{
NPC_BSSniper_Patrol ( ) ; //FIXME: or patrol?
return ;
}
if ( TIMER_Done ( NPC , " flee " ) & & NPC_CheckForDanger ( NPC_CheckAlertEvents ( qtrue , qtrue , - 1 , qfalse , AEL_DANGER ) ) )
{ //going to run
NPC_UpdateAngles ( qtrue , qtrue ) ;
return ;
}
if ( ! NPC - > enemy )
{ //WTF? somehow we lost our enemy?
NPC_BSSniper_Patrol ( ) ; //FIXME: or patrol?
return ;
}
enemyLOS = enemyCS = qfalse ;
move = qtrue ;
faceEnemy = qfalse ;
shoot = qfalse ;
enemyDist = DistanceSquared ( NPC - > currentOrigin , NPC - > enemy - > currentOrigin ) ;
if ( enemyDist < 16384 ) //128 squared
{ //too close, so switch to primary fire
if ( NPC - > client - > ps . weapon = = WP_DISRUPTOR
| | NPC - > client - > ps . weapon = = WP_TUSKEN_RIFLE )
{ //sniping... should be assumed
if ( NPCInfo - > scriptFlags & SCF_ALT_FIRE )
{ //use primary fire
trace_t trace ;
gi . trace ( & trace , NPC - > enemy - > currentOrigin , NPC - > enemy - > mins , NPC - > enemy - > maxs , NPC - > currentOrigin , NPC - > enemy - > s . number , NPC - > enemy - > clipmask ) ;
if ( ! trace . allsolid & & ! trace . startsolid & & ( trace . fraction = = 1.0 | | trace . entityNum = = NPC - > s . number ) )
{ //he can get right to me
NPCInfo - > scriptFlags & = ~ SCF_ALT_FIRE ;
//reset fire-timing variables
NPC_ChangeWeapon ( NPC - > client - > ps . weapon ) ;
NPC_UpdateAngles ( qtrue , qtrue ) ;
return ;
}
}
//FIXME: switch back if he gets far away again?
}
}
else if ( enemyDist > 65536 ) //256 squared
{
if ( NPC - > client - > ps . weapon = = WP_DISRUPTOR
| | NPC - > client - > ps . weapon = = WP_TUSKEN_RIFLE )
{ //sniping... should be assumed
if ( ! ( NPCInfo - > scriptFlags & SCF_ALT_FIRE ) )
{ //use primary fire
NPCInfo - > scriptFlags | = SCF_ALT_FIRE ;
//reset fire-timing variables
NPC_ChangeWeapon ( NPC - > client - > ps . weapon ) ;
NPC_UpdateAngles ( qtrue , qtrue ) ;
return ;
}
}
}
Sniper_UpdateEnemyPos ( ) ;
//can we see our target?
if ( NPC_ClearLOS ( NPC - > enemy ) ) //|| (NPCInfo->stats.aim >= 5 && gi.inPVS( NPC->client->renderInfo.eyePoint, NPC->enemy->currentOrigin )) )
{
NPCInfo - > enemyLastSeenTime = level . time ;
VectorCopy ( NPC - > enemy - > currentOrigin , NPCInfo - > enemyLastSeenLocation ) ;
enemyLOS = qtrue ;
float maxShootDist = NPC_MaxDistSquaredForWeapon ( ) ;
if ( enemyDist < maxShootDist )
{
vec3_t fwd , right , up , muzzle , end ;
trace_t tr ;
AngleVectors ( NPC - > client - > ps . viewangles , fwd , right , up ) ;
CalcMuzzlePoint ( NPC , fwd , right , up , muzzle , 0 ) ;
VectorMA ( muzzle , 8192 , fwd , end ) ;
gi . trace ( & tr , muzzle , NULL , NULL , end , NPC - > s . number , MASK_SHOT , G2_RETURNONHIT , 0 ) ;
int hit = tr . entityNum ;
//can we shoot our target?
if ( Sniper_EvaluateShot ( hit ) )
{
enemyCS = qtrue ;
}
}
}
/*
else if ( gi . inPVS ( NPC - > enemy - > currentOrigin , NPC - > currentOrigin ) )
{
NPCInfo - > enemyLastSeenTime = level . time ;
faceEnemy = qtrue ;
}
*/
if ( enemyLOS )
{ //FIXME: no need to face enemy if we're moving to some other goal and he's too far away to shoot?
faceEnemy = qtrue ;
}
if ( ! TIMER_Done ( NPC , " taunting " ) )
{
move = qfalse ;
shoot = qfalse ;
}
else if ( enemyCS )
{
shoot = qtrue ;
}
else if ( level . time - NPCInfo - > enemyLastSeenTime > 3000 )
{ //Hmm, have to get around this bastard... FIXME: this NPCInfo->enemyLastSeenTime builds up when ducked seems to make them want to run when they uncrouch
Sniper_ResolveBlockedShot ( ) ;
}
else if ( NPC - > client - > ps . weapon = = WP_TUSKEN_RIFLE & & ! Q_irand ( 0 , 100 ) )
{ //start a taunt
NPC_Tusken_Taunt ( ) ;
TIMER_Set ( NPC , " duck " , - 1 ) ;
move = qfalse ;
}
//Check for movement to take care of
Sniper_CheckMoveState ( ) ;
//See if we should override shooting decision with any special considerations
Sniper_CheckFireState ( ) ;
if ( move )
{ //move toward goal
if ( NPCInfo - > goalEntity ) //&& ( NPCInfo->goalEntity != NPC->enemy || enemyDist > 10000 ) )//100 squared
{
move = Sniper_Move ( ) ;
}
else
{
move = qfalse ;
}
}
if ( ! move )
{
if ( ! TIMER_Done ( NPC , " duck " ) )
{
if ( TIMER_Done ( NPC , " watch " ) )
{ //not while watching
ucmd . upmove = - 127 ;
if ( NPC - > client - > NPC_class = = CLASS_SABOTEUR )
{
Saboteur_Cloak ( NPC ) ;
}
}
}
//FIXME: what about leaning?
//FIXME: also, when stop ducking, start looking, if enemy can see me, chance of ducking back down again
}
else
{ //stop ducking!
TIMER_Set ( NPC , " duck " , - 1 ) ;
if ( NPC - > client - > NPC_class = = CLASS_SABOTEUR )
{
Saboteur_Decloak ( NPC ) ;
}
}
if ( TIMER_Done ( NPC , " duck " )
& & TIMER_Done ( NPC , " watch " )
& & ( TIMER_Get ( NPC , " attackDelay " ) - level . time ) > 1000
& & NPC - > attackDebounceTime < level . time )
{
if ( enemyLOS & & ( NPCInfo - > scriptFlags & SCF_ALT_FIRE ) )
{
if ( NPC - > fly_sound_debounce_time < level . time )
{
NPC - > fly_sound_debounce_time = level . time + 2000 ;
}
}
}
if ( ! faceEnemy )
{ //we want to face in the dir we're running
if ( move )
{ //don't run away and shoot
NPCInfo - > desiredYaw = NPCInfo - > lastPathAngles [ YAW ] ;
NPCInfo - > desiredPitch = 0 ;
shoot = qfalse ;
}
NPC_UpdateAngles ( qtrue , qtrue ) ;
}
else // if ( faceEnemy )
{ //face the enemy
Sniper_FaceEnemy ( ) ;
}
if ( NPCInfo - > scriptFlags & SCF_DONT_FIRE )
{
shoot = qfalse ;
}
//FIXME: don't shoot right away!
if ( shoot )
{ //try to shoot if it's time
if ( TIMER_Done ( NPC , " attackDelay " ) )
{
WeaponThink ( qtrue ) ;
if ( ucmd . buttons & ( BUTTON_ATTACK | BUTTON_ALT_ATTACK ) )
{
G_SoundOnEnt ( NPC , CHAN_WEAPON , " sound/null.wav " ) ;
}
//took a shot, now hide
if ( ! ( NPC - > spawnflags & SPF_NO_HIDE ) & & ! Q_irand ( 0 , 1 ) )
{
//FIXME: do this if in combat point and combat point has duck-type cover... also handle lean-type cover
Sniper_StartHide ( ) ;
}
else
{
TIMER_Set ( NPC , " attackDelay " , NPCInfo - > shotTime - level . time ) ;
}
}
}
}
void NPC_BSSniper_Default ( void )
{
if ( ! NPC - > enemy )
{ //don't have an enemy, look for one
NPC_BSSniper_Patrol ( ) ;
}
else //if ( NPC->enemy )
{ //have an enemy
NPC_BSSniper_Attack ( ) ;
}
}