jedi-academy/code/game/NPC_utils.cpp

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2013-04-04 22:35:38 +00:00
//NPC_utils.cpp
// leave this line at the top for all NPC_xxxx.cpp files...
#include "g_headers.h"
#include "b_local.h"
#include "Q3_Interface.h"
extern Vehicle_t *G_IsRidingVehicle( gentity_t *pEnt );
int teamNumbers[TEAM_NUM_TEAMS];
int teamStrength[TEAM_NUM_TEAMS];
int teamCounter[TEAM_NUM_TEAMS];
#define VALID_ATTACK_CONE 2.0f //Degrees
void GetAnglesForDirection( const vec3_t p1, const vec3_t p2, vec3_t out );
/*
void CalcEntitySpot ( gentity_t *ent, spot_t spot, vec3_t point )
Added: Uses shootAngles if a NPC has them
*/
extern void ViewHeightFix(const gentity_t *const ent);
extern void AddLeanOfs(const gentity_t *const ent, vec3_t point);
extern void SubtractLeanOfs(const gentity_t *const ent, vec3_t point);
void CalcEntitySpot ( const gentity_t *ent, const spot_t spot, vec3_t point )
{
vec3_t forward, up, right;
vec3_t start, end;
trace_t tr;
if ( !ent )
{
return;
}
ViewHeightFix(ent);
switch ( spot )
{
case SPOT_ORIGIN:
if(VectorCompare(ent->currentOrigin, vec3_origin))
{//brush
VectorSubtract(ent->absmax, ent->absmin, point);//size
VectorMA(ent->absmin, 0.5, point, point);
}
else
{
VectorCopy ( ent->currentOrigin, point );
}
break;
case SPOT_CHEST:
case SPOT_HEAD:
if ( ent->client && VectorLengthSquared( ent->client->renderInfo.eyePoint ) && (ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD) )
{//Actual tag_head eyespot!
//FIXME: Stasis aliens may have a problem here...
VectorCopy( ent->client->renderInfo.eyePoint, point );
if ( ent->client->NPC_class == CLASS_ATST )
{//adjust up some
point[2] += 28;//magic number :)
}
if ( ent->NPC )
{//always aim from the center of my bbox, so we don't wiggle when we lean forward or backwards
point[0] = ent->currentOrigin[0];
point[1] = ent->currentOrigin[1];
}
else if ( !ent->s.number )
{
SubtractLeanOfs( ent, point );
}
}
else
{
VectorCopy ( ent->currentOrigin, point );
if ( ent->client )
{
point[2] += ent->client->ps.viewheight;
}
}
if ( spot == SPOT_CHEST && ent->client )
{
if ( ent->client->NPC_class != CLASS_ATST )
{//adjust up some
point[2] -= ent->maxs[2]*0.2f;
}
}
break;
case SPOT_HEAD_LEAN:
if ( ent->client && VectorLengthSquared( ent->client->renderInfo.eyePoint ) && (ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD) )
{//Actual tag_head eyespot!
//FIXME: Stasis aliens may have a problem here...
VectorCopy( ent->client->renderInfo.eyePoint, point );
if ( ent->client->NPC_class == CLASS_ATST )
{//adjust up some
point[2] += 28;//magic number :)
}
if ( ent->NPC )
{//always aim from the center of my bbox, so we don't wiggle when we lean forward or backwards
point[0] = ent->currentOrigin[0];
point[1] = ent->currentOrigin[1];
}
else if ( !ent->s.number )
{
SubtractLeanOfs( ent, point );
}
//NOTE: automatically takes leaning into account!
}
else
{
VectorCopy ( ent->currentOrigin, point );
if ( ent->client )
{
point[2] += ent->client->ps.viewheight;
}
//AddLeanOfs ( ent, point );
}
break;
//FIXME: implement...
//case SPOT_CHEST:
//Returns point 3/4 from tag_torso to tag_head?
//break;
case SPOT_LEGS:
VectorCopy ( ent->currentOrigin, point );
point[2] += (ent->mins[2] * 0.5);
break;
case SPOT_WEAPON:
if( ent->NPC && !VectorCompare( ent->NPC->shootAngles, vec3_origin ) && !VectorCompare( ent->NPC->shootAngles, ent->client->ps.viewangles ))
{
AngleVectors( ent->NPC->shootAngles, forward, right, up );
}
else
{
AngleVectors( ent->client->ps.viewangles, forward, right, up );
}
CalcMuzzlePoint( (gentity_t*)ent, forward, right, up, point, 0 );
//NOTE: automatically takes leaning into account!
break;
case SPOT_GROUND:
// if entity is on the ground, just use it's absmin
if ( ent->s.groundEntityNum != -1 )
{
VectorCopy( ent->currentOrigin, point );
point[2] = ent->absmin[2];
break;
}
// if it is reasonably close to the ground, give the point underneath of it
VectorCopy( ent->currentOrigin, start );
start[2] = ent->absmin[2];
VectorCopy( start, end );
end[2] -= 64;
gi.trace( &tr, start, ent->mins, ent->maxs, end, ent->s.number, MASK_PLAYERSOLID );
if ( tr.fraction < 1.0 )
{
VectorCopy( tr.endpos, point);
break;
}
// otherwise just use the origin
VectorCopy( ent->currentOrigin, point );
break;
default:
VectorCopy ( ent->currentOrigin, point );
break;
}
}
//===================================================================================
/*
qboolean NPC_UpdateAngles ( qboolean doPitch, qboolean doYaw )
Added: option to do just pitch or just yaw
Does not include "aim" in it's calculations
FIXME: stop compressing angles into shorts!!!!
*/
extern cvar_t *g_timescale;
extern bool NPC_IsTrooper( gentity_t *ent );
qboolean NPC_UpdateAngles ( qboolean doPitch, qboolean doYaw )
{
#if 1
float error;
float decay;
float targetPitch = 0;
float targetYaw = 0;
float yawSpeed;
qboolean exact = qtrue;
// if angle changes are locked; just keep the current angles
// aimTime isn't even set anymore... so this code was never reached, but I need a way to lock NPC's yaw, so instead of making a new SCF_ flag, just use the existing render flag... - dmv
if ( !NPC->enemy && ( (level.time < NPCInfo->aimTime) || NPC->client->renderInfo.renderFlags & RF_LOCKEDANGLE) )
{
if(doPitch)
targetPitch = NPCInfo->lockedDesiredPitch;
if(doYaw)
targetYaw = NPCInfo->lockedDesiredYaw;
}
else
{
// we're changing the lockedDesired Pitch/Yaw below so it's lost it's original meaning, get rid of the lock flag
NPC->client->renderInfo.renderFlags &= ~RF_LOCKEDANGLE;
if(doPitch)
{
targetPitch = NPCInfo->desiredPitch;
NPCInfo->lockedDesiredPitch = NPCInfo->desiredPitch;
}
if(doYaw)
{
targetYaw = NPCInfo->desiredYaw;
NPCInfo->lockedDesiredYaw = NPCInfo->desiredYaw;
}
}
if ( NPC->s.weapon == WP_EMPLACED_GUN )
{
// FIXME: this seems to do nothing, actually...
yawSpeed = 20;
}
else
{
if ( NPC->client->NPC_class == CLASS_ROCKETTROOPER
&& !NPC->enemy )
{//just slowly lookin' around
yawSpeed = 1;
}
else
{
yawSpeed = NPCInfo->stats.yawSpeed;
}
}
if ( NPC->s.weapon == WP_SABER && NPC->client->ps.forcePowersActive&(1<<FP_SPEED) )
{
yawSpeed *= 1.0f/g_timescale->value;
}
if (!NPC_IsTrooper(NPC)
&& NPC->enemy
&& !G_IsRidingVehicle( NPC )
&& NPC->client->NPC_class != CLASS_VEHICLE )
{
if (NPC->s.weapon==WP_BLASTER_PISTOL ||
NPC->s.weapon==WP_BLASTER ||
NPC->s.weapon==WP_BOWCASTER ||
NPC->s.weapon==WP_REPEATER ||
NPC->s.weapon==WP_FLECHETTE ||
NPC->s.weapon==WP_BRYAR_PISTOL ||
NPC->s.weapon==WP_NOGHRI_STICK)
{
yawSpeed *= 10.0f;
}
}
if( doYaw )
{
// decay yaw error
error = AngleDelta ( NPC->client->ps.viewangles[YAW], targetYaw );
if( fabs(error) > MIN_ANGLE_ERROR )
{
if ( error )
{
exact = qfalse;
decay = 60.0 + yawSpeed * 3;
decay *= 50.0f / 1000.0f;//msec
if ( error < 0.0 )
{
error += decay;
if ( error > 0.0 )
{
error = 0.0;
}
}
else
{
error -= decay;
if ( error < 0.0 )
{
error = 0.0;
}
}
}
}
ucmd.angles[YAW] = ANGLE2SHORT( targetYaw + error ) - client->ps.delta_angles[YAW];
}
//FIXME: have a pitchSpeed?
if( doPitch )
{
// decay pitch error
error = AngleDelta ( NPC->client->ps.viewangles[PITCH], targetPitch );
if ( fabs(error) > MIN_ANGLE_ERROR )
{
if ( error )
{
exact = qfalse;
decay = 60.0 + yawSpeed * 3;
decay *= 50.0f / 1000.0f;//msec
if ( error < 0.0 )
{
error += decay;
if ( error > 0.0 )
{
error = 0.0;
}
}
else
{
error -= decay;
if ( error < 0.0 )
{
error = 0.0;
}
}
}
}
ucmd.angles[PITCH] = ANGLE2SHORT( targetPitch + error ) - client->ps.delta_angles[PITCH];
}
ucmd.angles[ROLL] = ANGLE2SHORT ( NPC->client->ps.viewangles[ROLL] ) - client->ps.delta_angles[ROLL];
if ( exact && Q3_TaskIDPending( NPC, TID_ANGLE_FACE ) )
{
Q3_TaskIDComplete( NPC, TID_ANGLE_FACE );
}
return exact;
#else
float error;
float decay;
float targetPitch = 0;
float targetYaw = 0;
float yawSpeed;
//float runningMod = NPCInfo->currentSpeed/100.0f;
qboolean exact = qtrue;
qboolean doSound = qfalse;
// if angle changes are locked; just keep the current angles
if ( level.time < NPCInfo->aimTime )
{
if(doPitch)
targetPitch = NPCInfo->lockedDesiredPitch;
if(doYaw)
targetYaw = NPCInfo->lockedDesiredYaw;
}
else
{
if(doPitch)
targetPitch = NPCInfo->desiredPitch;
if(doYaw)
targetYaw = NPCInfo->desiredYaw;
// NPCInfo->aimTime = level.time + 250;
if(doPitch)
NPCInfo->lockedDesiredPitch = NPCInfo->desiredPitch;
if(doYaw)
NPCInfo->lockedDesiredYaw = NPCInfo->desiredYaw;
}
yawSpeed = NPCInfo->stats.yawSpeed;
if(doYaw)
{
// decay yaw error
error = AngleDelta ( NPC->client->ps.viewangles[YAW], targetYaw );
if( fabs(error) > MIN_ANGLE_ERROR )
{
/*
if(NPC->client->playerTeam == TEAM_BORG&&
NPCInfo->behaviorState != BS_FACE&&NPCInfo->tempBehavior!= BS_FACE)
{//HACK - borg turn more jittery
if ( error )
{
exact = qfalse;
decay = 60.0 + yawSpeed * 3;
decay *= 50.0 / 1000.0;//msec
//Snap to
if(fabs(error) > 10)
{
if(random() > 0.6)
{
doSound = qtrue;
}
}
if ( error < 0.0)//-10.0 )
{
error += decay;
if ( error > 0.0 )
{
error = 0.0;
}
}
else if ( error > 0.0)//10.0 )
{
error -= decay;
if ( error < 0.0 )
{
error = 0.0;
}
}
}
}
else*/
if ( error )
{
exact = qfalse;
decay = 60.0 + yawSpeed * 3;
decay *= 50.0 / 1000.0;//msec
if ( error < 0.0 )
{
error += decay;
if ( error > 0.0 )
{
error = 0.0;
}
}
else
{
error -= decay;
if ( error < 0.0 )
{
error = 0.0;
}
}
}
}
ucmd.angles[YAW] = ANGLE2SHORT( targetYaw + error ) - client->ps.delta_angles[YAW];
}
//FIXME: have a pitchSpeed?
if(doPitch)
{
// decay pitch error
error = AngleDelta ( NPC->client->ps.viewangles[PITCH], targetPitch );
if ( fabs(error) > MIN_ANGLE_ERROR )
{
/*
if(NPC->client->playerTeam == TEAM_BORG&&
NPCInfo->behaviorState != BS_FACE&&NPCInfo->tempBehavior!= BS_FACE)
{//HACK - borg turn more jittery
if ( error )
{
exact = qfalse;
decay = 60.0 + yawSpeed * 3;
decay *= 50.0 / 1000.0;//msec
//Snap to
if(fabs(error) > 10)
{
if(random() > 0.6)
{
doSound = qtrue;
}
}
if ( error < 0.0)//-10.0 )
{
error += decay;
if ( error > 0.0 )
{
error = 0.0;
}
}
else if ( error > 0.0)//10.0 )
{
error -= decay;
if ( error < 0.0 )
{
error = 0.0;
}
}
}
}
else*/
if ( error )
{
exact = qfalse;
decay = 60.0 + yawSpeed * 3;
decay *= 50.0 / 1000.0;//msec
if ( error < 0.0 )
{
error += decay;
if ( error > 0.0 )
{
error = 0.0;
}
}
else
{
error -= decay;
if ( error < 0.0 )
{
error = 0.0;
}
}
}
}
ucmd.angles[PITCH] = ANGLE2SHORT( targetPitch + error ) - client->ps.delta_angles[PITCH];
}
ucmd.angles[ROLL] = ANGLE2SHORT ( NPC->client->ps.viewangles[ROLL] ) - client->ps.delta_angles[ROLL];
/*
if(doSound)
{
G_Sound(NPC, G_SoundIndex(va("sound/enemies/borg/borgservo%d.wav", Q_irand(1, 8))));
}
*/
return exact;
#endif
}
void NPC_AimWiggle( vec3_t enemy_org )
{
//shoot for somewhere between the head and torso
//NOTE: yes, I know this looks weird, but it works
if ( NPCInfo->aimErrorDebounceTime < level.time )
{
NPCInfo->aimOfs[0] = 0.3*Q_flrand(NPC->enemy->mins[0], NPC->enemy->maxs[0]);
NPCInfo->aimOfs[1] = 0.3*Q_flrand(NPC->enemy->mins[1], NPC->enemy->maxs[1]);
if ( NPC->enemy->maxs[2] > 0 )
{
NPCInfo->aimOfs[2] = NPC->enemy->maxs[2]*Q_flrand(0.0f, -1.0f);
}
}
VectorAdd( enemy_org, NPCInfo->aimOfs, enemy_org );
}
/*
qboolean NPC_UpdateFiringAngles ( qboolean doPitch, qboolean doYaw )
Includes aim when determining angles - so they don't always hit...
*/
qboolean NPC_UpdateFiringAngles ( qboolean doPitch, qboolean doYaw )
{
#if 0
float diff;
float error;
float targetPitch = 0;
float targetYaw = 0;
qboolean exact = qtrue;
if ( level.time < NPCInfo->aimTime )
{
if( doPitch )
targetPitch = NPCInfo->lockedDesiredPitch;
if( doYaw )
targetYaw = NPCInfo->lockedDesiredYaw;
}
else
{
if( doPitch )
{
targetPitch = NPCInfo->desiredPitch;
NPCInfo->lockedDesiredPitch = NPCInfo->desiredPitch;
}
if( doYaw )
{
targetYaw = NPCInfo->desiredYaw;
NPCInfo->lockedDesiredYaw = NPCInfo->desiredYaw;
}
}
if( doYaw )
{
// add yaw error based on NPCInfo->aim value
error = ((float)(6 - NPCInfo->stats.aim)) * Q_flrand(-1, 1);
if(Q_irand(0, 1))
error *= -1;
diff = AngleDelta ( NPC->client->ps.viewangles[YAW], targetYaw );
if ( diff )
exact = qfalse;
ucmd.angles[YAW] = ANGLE2SHORT( targetYaw + diff + error ) - client->ps.delta_angles[YAW];
}
if( doPitch )
{
// add pitch error based on NPCInfo->aim value
error = ((float)(6 - NPCInfo->stats.aim)) * Q_flrand(-1, 1);
diff = AngleDelta ( NPC->client->ps.viewangles[PITCH], targetPitch );
if ( diff )
exact = qfalse;
ucmd.angles[PITCH] = ANGLE2SHORT( targetPitch + diff + error ) - client->ps.delta_angles[PITCH];
}
ucmd.angles[ROLL] = ANGLE2SHORT ( NPC->client->ps.viewangles[ROLL] ) - client->ps.delta_angles[ROLL];
return exact;
#else
float error, diff;
float decay;
float targetPitch = 0;
float targetYaw = 0;
qboolean exact = qtrue;
// if angle changes are locked; just keep the current angles
if ( level.time < NPCInfo->aimTime )
{
if(doPitch)
targetPitch = NPCInfo->lockedDesiredPitch;
if(doYaw)
targetYaw = NPCInfo->lockedDesiredYaw;
}
else
{
if(doPitch)
targetPitch = NPCInfo->desiredPitch;
if(doYaw)
targetYaw = NPCInfo->desiredYaw;
// NPCInfo->aimTime = level.time + 250;
if(doPitch)
NPCInfo->lockedDesiredPitch = NPCInfo->desiredPitch;
if(doYaw)
NPCInfo->lockedDesiredYaw = NPCInfo->desiredYaw;
}
if ( NPCInfo->aimErrorDebounceTime < level.time )
{
if ( Q_irand(0, 1 ) )
{
NPCInfo->lastAimErrorYaw = ((float)(6 - NPCInfo->stats.aim)) * Q_flrand(-1, 1);
}
if ( Q_irand(0, 1 ) )
{
NPCInfo->lastAimErrorPitch = ((float)(6 - NPCInfo->stats.aim)) * Q_flrand(-1, 1);
}
NPCInfo->aimErrorDebounceTime = level.time + Q_irand(250, 2000);
}
if(doYaw)
{
// decay yaw diff
diff = AngleDelta ( NPC->client->ps.viewangles[YAW], targetYaw );
if ( diff)
{
exact = qfalse;
decay = 60.0 + 80.0;
decay *= 50.0f / 1000.0f;//msec
if ( diff < 0.0 )
{
diff += decay;
if ( diff > 0.0 )
{
diff = 0.0;
}
}
else
{
diff -= decay;
if ( diff < 0.0 )
{
diff = 0.0;
}
}
}
// add yaw error based on NPCInfo->aim value
error = NPCInfo->lastAimErrorYaw;
/*
if(Q_irand(0, 1))
{
error *= -1;
}
*/
ucmd.angles[YAW] = ANGLE2SHORT( targetYaw + diff + error ) - client->ps.delta_angles[YAW];
}
if(doPitch)
{
// decay pitch diff
diff = AngleDelta ( NPC->client->ps.viewangles[PITCH], targetPitch );
if ( diff)
{
exact = qfalse;
decay = 60.0 + 80.0;
decay *= 50.0f / 1000.0f;//msec
if ( diff < 0.0 )
{
diff += decay;
if ( diff > 0.0 )
{
diff = 0.0;
}
}
else
{
diff -= decay;
if ( diff < 0.0 )
{
diff = 0.0;
}
}
}
error = NPCInfo->lastAimErrorPitch;
ucmd.angles[PITCH] = ANGLE2SHORT( targetPitch + diff + error ) - client->ps.delta_angles[PITCH];
}
ucmd.angles[ROLL] = ANGLE2SHORT ( NPC->client->ps.viewangles[ROLL] ) - client->ps.delta_angles[ROLL];
return exact;
#endif
}
//===================================================================================
/*
static void NPC_UpdateShootAngles (vec3_t angles, qboolean doPitch, qboolean doYaw )
Does update angles on shootAngles
*/
void NPC_UpdateShootAngles (vec3_t angles, qboolean doPitch, qboolean doYaw )
{//FIXME: shoot angles either not set right or not used!
float error;
float decay;
float targetPitch = 0;
float targetYaw = 0;
if(doPitch)
targetPitch = angles[PITCH];
if(doYaw)
targetYaw = angles[YAW];
if(doYaw)
{
// decay yaw error
error = AngleDelta ( NPCInfo->shootAngles[YAW], targetYaw );
if ( error )
{
decay = 60.0 + 80.0 * NPCInfo->stats.aim;
decay *= 100.0f / 1000.0f;//msec
if ( error < 0.0 )
{
error += decay;
if ( error > 0.0 )
{
error = 0.0;
}
}
else
{
error -= decay;
if ( error < 0.0 )
{
error = 0.0;
}
}
}
NPCInfo->shootAngles[YAW] = targetYaw + error;
}
if(doPitch)
{
// decay pitch error
error = AngleDelta ( NPCInfo->shootAngles[PITCH], targetPitch );
if ( error )
{
decay = 60.0 + 80.0 * NPCInfo->stats.aim;
decay *= 100.0f / 1000.0f;//msec
if ( error < 0.0 )
{
error += decay;
if ( error > 0.0 )
{
error = 0.0;
}
}
else
{
error -= decay;
if ( error < 0.0 )
{
error = 0.0;
}
}
}
NPCInfo->shootAngles[PITCH] = targetPitch + error;
}
}
/*
void SetTeamNumbers (void)
Sets the number of living clients on each team
FIXME: Does not account for non-respawned players!
FIXME: Don't include medics?
*/
void SetTeamNumbers (void)
{
gentity_t *found;
int i;
for( i = 0; i < TEAM_NUM_TEAMS; i++ )
{
teamNumbers[i] = 0;
teamStrength[i] = 0;
}
for( i = 0; i < 1 ; i++ )
{
found = &g_entities[i];
if( found->client )
{
if( found->health > 0 )//FIXME: or if a player!
{
teamNumbers[found->client->playerTeam]++;
teamStrength[found->client->playerTeam] += found->health;
}
}
}
for( i = 0; i < TEAM_NUM_TEAMS; i++ )
{//Get the average health
teamStrength[i] = floor( ((float)(teamStrength[i])) / ((float)(teamNumbers[i])) );
}
}
extern stringID_table_t BSTable[];
extern stringID_table_t BSETTable[];
qboolean G_ActivateBehavior (gentity_t *self, int bset )
{
bState_t bSID = (bState_t)-1;
char *bs_name = NULL;
if ( !self )
{
return qfalse;
}
bs_name = self->behaviorSet[bset];
if( !(VALIDSTRING( bs_name )) )
{
return qfalse;
}
if ( self->NPC )
{
bSID = (bState_t)(GetIDForString( BSTable, bs_name ));
}
if(bSID > -1)
{
self->NPC->tempBehavior = BS_DEFAULT;
self->NPC->behaviorState = bSID;
if ( bSID == BS_SEARCH || bSID == BS_WANDER )
{
//FIXME: Reimplement?
if( self->waypoint != WAYPOINT_NONE )
{
NPC_BSSearchStart( self->waypoint, bSID );
}
else
{
self->waypoint = NAV::GetNearestNode(self);
if( self->waypoint != WAYPOINT_NONE )
{
NPC_BSSearchStart( self->waypoint, bSID );
}
}
}
}
else
{
Quake3Game()->DebugPrint( IGameInterface::WL_VERBOSE, "%s attempting to run bSet %s (%s)\n", self->targetname, GetStringForID( BSETTable, bset ), bs_name );
Quake3Game()->RunScript( self, bs_name );
}
return qtrue;
}
/*
=============================================================================
Extended Functions
=============================================================================
*/
/*
-------------------------
NPC_ValidEnemy
-------------------------
*/
qboolean G_ValidEnemy( gentity_t *self, gentity_t *enemy )
{
//Must be a valid pointer
if ( enemy == NULL )
return qfalse;
//Must not be me
if ( enemy == self )
return qfalse;
//Must not be deleted
if ( enemy->inuse == qfalse )
return qfalse;
//Must be alive
if ( enemy->health <= 0 )
return qfalse;
//In case they're in notarget mode
if ( enemy->flags & FL_NOTARGET )
return qfalse;
//Must be an NPC
if ( enemy->client == NULL )
{
if ( enemy->svFlags&SVF_NONNPC_ENEMY )
{//still potentially valid
if (self->client)
{
if ( enemy->noDamageTeam == self->client->playerTeam )
{
return qfalse;
}
else
{
return qtrue;
}
}
else
{
if ( enemy->noDamageTeam == self->noDamageTeam )
{
return qfalse;
}
else
{
return qtrue;
}
}
}
else
{
return qfalse;
}
}
if ( enemy->client->playerTeam == TEAM_FREE && enemy->s.number < MAX_CLIENTS )
{//An evil player, everyone attacks him
return qtrue;
}
//Can't be on the same team
if ( enemy->client->playerTeam == self->client->playerTeam )
{
return qfalse;
}
//if haven't seen him in a while, give up
//if ( NPCInfo->enemyLastSeenTime != 0 && level.time - NPCInfo->enemyLastSeenTime > 7000 )//FIXME: make a stat?
// return qfalse;
if ( enemy->client->playerTeam == self->client->enemyTeam //simplest case: they're on my enemy team
|| (self->client->enemyTeam == TEAM_FREE && enemy->client->NPC_class != self->client->NPC_class )//I get mad at anyone and this guy isn't the same class as me
|| (enemy->client->NPC_class == CLASS_WAMPA && enemy->enemy )//a rampaging wampa
|| (enemy->client->NPC_class == CLASS_RANCOR && enemy->enemy )//a rampaging rancor
|| (enemy->client->playerTeam == TEAM_FREE && enemy->client->enemyTeam == TEAM_FREE && enemy->enemy && enemy->enemy->client && (enemy->enemy->client->playerTeam == self->client->playerTeam||(enemy->enemy->client->playerTeam != TEAM_ENEMY&&self->client->playerTeam==TEAM_PLAYER))) //enemy is a rampaging non-aligned creature who is attacking someone on our team or a non-enemy (this last condition is used only if we're a good guy - in effect, we protect the innocent)
)
{
return qtrue;
}
//all other cases = false?
return qfalse;
}
qboolean NPC_ValidEnemy( gentity_t *ent )
{
return G_ValidEnemy( NPC, ent );
}
/*
-------------------------
NPC_TargetVisible
-------------------------
*/
qboolean NPC_TargetVisible( gentity_t *ent )
{
//Make sure we're in a valid range
if ( DistanceSquared( ent->currentOrigin, NPC->currentOrigin ) > ( NPCInfo->stats.visrange * NPCInfo->stats.visrange ) )
return qfalse;
//Check our FOV
if ( InFOV( ent, NPC, NPCInfo->stats.hfov, NPCInfo->stats.vfov ) == qfalse )
return qfalse;
//Check for sight
if ( NPC_ClearLOS( ent ) == qfalse )
return qfalse;
return qtrue;
}
/*
-------------------------
NPC_GetCheckDelta
-------------------------
*/
/*
#define CHECK_TIME_BASE 250
#define CHECK_TIME_BASE_SQUARED ( CHECK_TIME_BASE * CHECK_TIME_BASE )
static int NPC_GetCheckDelta( void )
{
if ( NPC_ValidEnemy( NPC->enemy ) == qfalse )
{
int distance = DistanceSquared( NPC->currentOrigin, g_entities[0].currentOrigin );
distance /= CHECK_TIME_BASE_SQUARED;
return ( CHECK_TIME_BASE * distance );
}
return 0;
}
*/
/*
-------------------------
NPC_FindNearestEnemy
-------------------------
*/
#define MAX_RADIUS_ENTS 256 //NOTE: This can cause entities to be lost
#define NEAR_DEFAULT_RADIUS 256
extern gentity_t *G_CheckControlledTurretEnemy(gentity_t *self, gentity_t *enemy, qboolean validate );
int NPC_FindNearestEnemy( gentity_t *ent )
{
gentity_t *radiusEnts[ MAX_RADIUS_ENTS ];
gentity_t *nearest;
vec3_t mins, maxs;
int nearestEntID = -1;
float nearestDist = (float)WORLD_SIZE*(float)WORLD_SIZE;
float distance;
int numEnts, numChecks = 0;
//Setup the bbox to search in
for ( int i = 0; i < 3; i++ )
{
mins[i] = ent->currentOrigin[i] - NPCInfo->stats.visrange;
maxs[i] = ent->currentOrigin[i] + NPCInfo->stats.visrange;
}
//Get a number of entities in a given space
numEnts = gi.EntitiesInBox( mins, maxs, radiusEnts, MAX_RADIUS_ENTS );
for ( i = 0; i < numEnts; i++ )
{
nearest = G_CheckControlledTurretEnemy(ent, radiusEnts[i], qtrue);
//Don't consider self
if ( nearest == ent )
continue;
//Must be valid
if ( NPC_ValidEnemy( nearest ) == qfalse )
continue;
numChecks++;
//Must be visible
if ( NPC_TargetVisible( nearest ) == qfalse )
continue;
distance = DistanceSquared( ent->currentOrigin, nearest->currentOrigin );
//Found one closer to us
if ( distance < nearestDist )
{
nearestEntID = nearest->s.number;
nearestDist = distance;
}
}
return nearestEntID;
}
/*
-------------------------
NPC_PickEnemyExt
-------------------------
*/
gentity_t *NPC_PickEnemyExt( qboolean checkAlerts = qfalse )
{
//Check for Hazard Team status and remove this check
/*
if ( NPC->client->playerTeam != TEAM_STARFLEET )
{
//If we've found the player, return it
if ( NPC_FindPlayer() )
return &g_entities[0];
}
*/
//If we've asked for the closest enemy
int entID = NPC_FindNearestEnemy( NPC );
//If we have a valid enemy, use it
if ( entID >= 0 )
return &g_entities[entID];
if ( checkAlerts )
{
int alertEvent = NPC_CheckAlertEvents( qtrue, qtrue, -1, qtrue, AEL_DISCOVERED );
//There is an event to look at
if ( alertEvent >= 0 )
{
alertEvent_t *event = &level.alertEvents[alertEvent];
//Don't pay attention to our own alerts
if ( event->owner == NPC )
return NULL;
if ( event->level >= AEL_DISCOVERED )
{
//If it's the player, attack him
if ( event->owner == &g_entities[0] )
return event->owner;
//If it's on our team, then take its enemy as well
if ( ( event->owner->client ) && ( event->owner->client->playerTeam == NPC->client->playerTeam ) )
return event->owner->enemy;
}
}
}
return NULL;
}
/*
-------------------------
NPC_FindPlayer
-------------------------
*/
qboolean NPC_FindPlayer( void )
{
return NPC_TargetVisible( &g_entities[0] );
}
/*
-------------------------
NPC_CheckPlayerDistance
-------------------------
*/
static qboolean NPC_CheckPlayerDistance( void )
{
//Make sure we have an enemy
if ( NPC->enemy == NULL )
return qfalse;
//Only do this for non-players
if ( NPC->enemy->s.number == 0 )
return qfalse;
//must be set up to get mad at player
if ( !NPC->client || NPC->client->enemyTeam != TEAM_PLAYER )
return qfalse;
//Must be within our FOV
if ( InFOV( &g_entities[0], NPC, NPCInfo->stats.hfov, NPCInfo->stats.vfov ) == qfalse )
return qfalse;
float distance = DistanceSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );
if ( distance > DistanceSquared( NPC->currentOrigin, g_entities[0].currentOrigin ) )
{
G_SetEnemy( NPC, &g_entities[0] );
return qtrue;
}
return qfalse;
}
/*
-------------------------
NPC_FindEnemy
-------------------------
*/
qboolean NPC_FindEnemy( qboolean checkAlerts = qfalse )
{
//We're ignoring all enemies for now
if( NPC->svFlags & SVF_IGNORE_ENEMIES )
{
G_ClearEnemy( NPC );
return qfalse;
}
//we can't pick up any enemies for now
if( NPCInfo->confusionTime > level.time )
{
G_ClearEnemy( NPC );
return qfalse;
}
//Don't want a new enemy
if ( ( NPC_ValidEnemy( NPC->enemy ) ) && ( NPC->svFlags & SVF_LOCKEDENEMY ) )
return qtrue;
//See if the player is closer than our current enemy
if ( NPC->client->NPC_class != CLASS_RANCOR
&& NPC->client->NPC_class != CLASS_WAMPA
&& NPC->client->NPC_class != CLASS_SAND_CREATURE
&& NPC_CheckPlayerDistance() )
{//rancors, wampas & sand creatures don't care if player is closer, they always go with closest
return qtrue;
}
//Otherwise, turn off the flag
NPC->svFlags &= ~SVF_LOCKEDENEMY;
//If we've gotten here alright, then our target it still valid
if ( NPC_ValidEnemy( NPC->enemy ) )
return qtrue;
gentity_t *newenemy = NPC_PickEnemyExt( checkAlerts );
//if we found one, take it as the enemy
if( NPC_ValidEnemy( newenemy ) )
{
G_SetEnemy( NPC, newenemy );
return qtrue;
}
G_ClearEnemy( NPC );
return qfalse;
}
/*
-------------------------
NPC_CheckEnemyExt
-------------------------
*/
qboolean NPC_CheckEnemyExt( qboolean checkAlerts )
{
//Make sure we're ready to think again
/*
if ( NPCInfo->enemyCheckDebounceTime > level.time )
return qfalse;
//Get our next think time
NPCInfo->enemyCheckDebounceTime = level.time + NPC_GetCheckDelta();
//Attempt to find an enemy
return NPC_FindEnemy();
*/
return NPC_FindEnemy( checkAlerts );
}
/*
-------------------------
NPC_FacePosition
-------------------------
*/
qboolean NPC_FacePosition( vec3_t position, qboolean doPitch )
{
vec3_t muzzle;
qboolean facing = qtrue;
//Get the positions
if ( NPC->client && (NPC->client->NPC_class == CLASS_RANCOR || NPC->client->NPC_class == CLASS_WAMPA || NPC->client->NPC_class == CLASS_SAND_CREATURE) )
{
CalcEntitySpot( NPC, SPOT_ORIGIN, muzzle );
muzzle[2] += NPC->maxs[2] * 0.75f;
}
else if ( NPC->client && NPC->client->NPC_class == CLASS_GALAKMECH )
{
CalcEntitySpot( NPC, SPOT_WEAPON, muzzle );
}
else
{
CalcEntitySpot( NPC, SPOT_HEAD_LEAN, muzzle );//SPOT_HEAD
if ( NPC->client->NPC_class == CLASS_ROCKETTROOPER )
{//*sigh*, look down more
position[2] -= 32;
}
}
//Find the desired angles
vec3_t angles;
GetAnglesForDirection( muzzle, position, angles );
NPCInfo->desiredYaw = AngleNormalize360( angles[YAW] );
NPCInfo->desiredPitch = AngleNormalize360( angles[PITCH] );
if ( NPC->enemy && NPC->enemy->client && NPC->enemy->client->NPC_class == CLASS_ATST )
{
// FIXME: this is kind of dumb, but it was the easiest way to get it to look sort of ok
NPCInfo->desiredYaw += Q_flrand( -5, 5 ) + sin( level.time * 0.004f ) * 7;
NPCInfo->desiredPitch += Q_flrand( -2, 2 );
}
//Face that yaw
NPC_UpdateAngles( qtrue, qtrue );
//Find the delta between our goal and our current facing
float yawDelta = AngleNormalize360( NPCInfo->desiredYaw - ( SHORT2ANGLE( ucmd.angles[YAW] + client->ps.delta_angles[YAW] ) ) );
//See if we are facing properly
if ( fabs( yawDelta ) > VALID_ATTACK_CONE )
facing = qfalse;
if ( doPitch )
{
//Find the delta between our goal and our current facing
float currentAngles = ( SHORT2ANGLE( ucmd.angles[PITCH] + client->ps.delta_angles[PITCH] ) );
float pitchDelta = NPCInfo->desiredPitch - currentAngles;
//See if we are facing properly
if ( fabs( pitchDelta ) > VALID_ATTACK_CONE )
facing = qfalse;
}
return facing;
}
/*
-------------------------
NPC_FaceEntity
-------------------------
*/
qboolean NPC_FaceEntity( gentity_t *ent, qboolean doPitch )
{
vec3_t entPos;
//Get the positions
CalcEntitySpot( ent, SPOT_HEAD_LEAN, entPos );
return NPC_FacePosition( entPos, doPitch );
}
/*
-------------------------
NPC_FaceEnemy
-------------------------
*/
qboolean NPC_FaceEnemy( qboolean doPitch )
{
if ( NPC == NULL )
return qfalse;
if ( NPC->enemy == NULL )
return qfalse;
return NPC_FaceEntity( NPC->enemy, doPitch );
}
/*
-------------------------
NPC_CheckCanAttackExt
-------------------------
*/
qboolean NPC_CheckCanAttackExt( void )
{
//We don't want them to shoot
if( NPCInfo->scriptFlags & SCF_DONT_FIRE )
return qfalse;
//Turn to face
if ( NPC_FaceEnemy( qtrue ) == qfalse )
return qfalse;
//Must have a clear line of sight to the target
if ( NPC_ClearShot( NPC->enemy ) == qfalse )
return qfalse;
return qtrue;
}
/*
-------------------------
NPC_ClearLookTarget
-------------------------
*/
void NPC_ClearLookTarget( gentity_t *self )
{
if ( !self->client )
{
return;
}
self->client->renderInfo.lookTarget = ENTITYNUM_NONE;//ENTITYNUM_WORLD;
self->client->renderInfo.lookTargetClearTime = 0;
}
/*
-------------------------
NPC_SetLookTarget
-------------------------
*/
void NPC_SetLookTarget( gentity_t *self, int entNum, int clearTime )
{
if ( !self->client )
{
return;
}
self->client->renderInfo.lookTarget = entNum;
self->client->renderInfo.lookTargetClearTime = clearTime;
}
/*
-------------------------
NPC_CheckLookTarget
-------------------------
*/
qboolean NPC_CheckLookTarget( gentity_t *self )
{
if ( self->client )
{
if ( self->client->renderInfo.lookTarget >= 0 && self->client->renderInfo.lookTarget < ENTITYNUM_WORLD )
{//within valid range
if ( (&g_entities[self->client->renderInfo.lookTarget] == NULL) || !g_entities[self->client->renderInfo.lookTarget].inuse )
{//lookTarget not inuse or not valid anymore
NPC_ClearLookTarget( self );
}
else if ( self->client->renderInfo.lookTargetClearTime && self->client->renderInfo.lookTargetClearTime < level.time )
{//Time to clear lookTarget
NPC_ClearLookTarget( self );
}
else if ( g_entities[self->client->renderInfo.lookTarget].client && self->enemy && (&g_entities[self->client->renderInfo.lookTarget] != self->enemy) )
{//should always look at current enemy if engaged in battle... FIXME: this could override certain scripted lookTargets...???
NPC_ClearLookTarget( self );
}
else
{
return qtrue;
}
}
}
return qfalse;
}
/*
-------------------------
NPC_CheckCharmed
-------------------------
*/
extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
void G_CheckCharmed( gentity_t *self )
{
if ( self
&& self->client
&& self->client->playerTeam == TEAM_PLAYER
&& self->NPC
&& self->NPC->charmedTime
&& (self->NPC->charmedTime < level.time ||self->health <= 0) )
{//we were charmed, set us back!
//NOTE: presumptions here...
team_t savTeam = self->client->enemyTeam;
self->client->enemyTeam = self->client->playerTeam;
self->client->playerTeam = savTeam;
self->client->leader = NULL;
self->NPC->charmedTime = 0;
if ( self->health > 0 )
{
if ( self->NPC->tempBehavior == BS_FOLLOW_LEADER )
{
self->NPC->tempBehavior = BS_DEFAULT;
}
G_ClearEnemy( self );
//say something to let player know you've snapped out of it
G_AddVoiceEvent( self, Q_irand(EV_CONFUSE1, EV_CONFUSE3), 2000 );
}
}
}
void G_GetBoltPosition( gentity_t *self, int boltIndex, vec3_t pos, int modelIndex = 0 )
{
if ( !self || !self->ghoul2.size() )
{
return;
}
mdxaBone_t boltMatrix;
vec3_t result, angles={0,self->currentAngles[YAW],0};
gi.G2API_GetBoltMatrix( self->ghoul2, modelIndex,
boltIndex,
&boltMatrix, angles, self->currentOrigin, (cg.time?cg.time:level.time),
NULL, self->s.modelScale );
if ( pos )
{
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, result );
VectorCopy( result, pos );
}
}
float NPC_EntRangeFromBolt( gentity_t *targEnt, int boltIndex )
{
vec3_t org;
if ( !targEnt )
{
return Q3_INFINITE;
}
G_GetBoltPosition( NPC, boltIndex, org );
return (Distance( targEnt->currentOrigin, org ));
}
float NPC_EnemyRangeFromBolt( int boltIndex )
{
return (NPC_EntRangeFromBolt( NPC->enemy, boltIndex ));
}
int G_GetEntsNearBolt( gentity_t *self, gentity_t **radiusEnts, float radius, int boltIndex, vec3_t boltOrg )
{
vec3_t mins, maxs;
int i;
//get my handRBolt's position
vec3_t org;
G_GetBoltPosition( self, boltIndex, org );
VectorCopy( org, boltOrg );
//Setup the bbox to search in
for ( i = 0; i < 3; i++ )
{
mins[i] = boltOrg[i] - radius;
maxs[i] = boltOrg[i] + radius;
}
//Get the number of entities in a given space
return (gi.EntitiesInBox( mins, maxs, radiusEnts, 128 ));
}
int NPC_GetEntsNearBolt( gentity_t **radiusEnts, float radius, int boltIndex, vec3_t boltOrg )
{
return (G_GetEntsNearBolt( NPC, radiusEnts, radius, boltIndex, boltOrg ));
}
extern qboolean RT_Flying( gentity_t *self );
extern void RT_FlyStart( gentity_t *self );
extern void RT_FlyStop( gentity_t *self );
extern qboolean Boba_Flying( gentity_t *self );
extern void Boba_FlyStart( gentity_t *self );
extern void Boba_FlyStop( gentity_t *self );
qboolean JET_Flying( gentity_t *self )
{
if ( !self || !self->client )
{
return qfalse;
}
if ( self->client->NPC_class == CLASS_BOBAFETT )
{
return (Boba_Flying(self));
}
else if ( self->client->NPC_class == CLASS_ROCKETTROOPER )
{
return (RT_Flying(self));
}
else
{
return qfalse;
}
}
void JET_FlyStart( gentity_t *self )
{
if ( !self || !self->client )
{
return;
}
self->lastInAirTime = level.time;
if ( self->client->NPC_class == CLASS_BOBAFETT )
{
Boba_FlyStart( self );
}
else if ( self->client->NPC_class == CLASS_ROCKETTROOPER )
{
RT_FlyStart( self );
}
}
void JET_FlyStop( gentity_t *self )
{
if ( !self || !self->client )
{
return;
}
if ( self->client->NPC_class == CLASS_BOBAFETT )
{
Boba_FlyStop( self );
}
else if ( self->client->NPC_class == CLASS_ROCKETTROOPER )
{
RT_FlyStop( self );
}
}