jedi-academy/codemp/game/NPC_AI_Sniper.c

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2013-04-19 02:52:48 +00:00
#include "b_local.h"
#include "g_nav.h"
#include "anims.h"
extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
extern void G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath );
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 );
#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 )
qboolean NPC_CheckPlayerTeamStealth( void );
static qboolean enemyLOS2;
static qboolean enemyCS2;
static qboolean faceEnemy2;
static qboolean move2;
static qboolean shoot2;
static float enemyDist2;
//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 );
}
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 *attacker, int damage)
{
self->NPC->localState = LSTATE_UNDERFIRE;
TIMER_Set( self, "duck", -1 );
TIMER_Set( self, "stand", 2000 );
NPC_Pain( self, attacker, damage );
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 )
{
qboolean moved;
navInfo_t info;
NPCInfo->combatMove = qtrue;//always move straight toward our goal
moved = NPC_MoveToGoal( qtrue );
//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);
int cp;
if ( NPCInfo->scriptFlags&SCF_USE_CP_NEAREST )
{
cpFlags &= ~(CP_FLANK|CP_APPROACH_ENEMY|CP_CLOSEST);
cpFlags |= CP_NEAREST;
}
cp = NPC_FindCombatPoint( NPC->r.currentOrigin, NPC->r.currentOrigin, NPC->r.currentOrigin, cpFlags, 32, -1 );
if ( cp == -1 && !(NPCInfo->scriptFlags&SCF_USE_CP_NEAREST) )
{//okay, try one by the enemy
cp = NPC_FindCombatPoint( NPC->r.currentOrigin, NPC->r.currentOrigin, NPC->enemy->r.currentOrigin, CP_CLEAR|CP_HAS_ROUTE|CP_HORZ_DIST_COLL, 32, -1 );
}
//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, NULL );
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 )
{
move2 = qfalse;
return;
}
}
//See if we're running away
else if ( NPCInfo->squadState == SQUAD_RETREAT )
{
if ( TIMER_Done( NPC, "flee" ) )
{
NPCInfo->squadState = SQUAD_IDLE;
}
else
{
faceEnemy2 = qfalse;
}
}
else if ( NPCInfo->squadState == SQUAD_IDLE )
{
if ( !NPCInfo->goalEntity )
{
move2 = 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 ( NAV_HitNavGoal( NPC->r.currentOrigin, NPC->r.mins, NPC->r.maxs, NPCInfo->goalEntity->r.currentOrigin, 16, FlyingCreature( NPC ) ) ||
( NPCInfo->squadState == SQUAD_SCOUT && enemyLOS2 && enemyDist2 <= 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
TIMER_Set( NPC, "duck", (NPC->client->pers.maxHealth - 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);
int cp;
if ( NPCInfo->scriptFlags&SCF_USE_CP_NEAREST )
{
cpFlags &= ~(CP_FLANK|CP_APPROACH_ENEMY|CP_CLOSEST);
cpFlags |= CP_NEAREST;
}
cp = NPC_FindCombatPoint( NPC->r.currentOrigin, NPC->r.currentOrigin, NPC->r.currentOrigin, cpFlags, 32, -1 );
if ( cp == -1 && !(NPCInfo->scriptFlags&SCF_USE_CP_NEAREST) )
{//okay, try one by the enemy
cp = NPC_FindCombatPoint( NPC->r.currentOrigin, NPC->r.currentOrigin, NPC->enemy->r.currentOrigin, CP_CLEAR|CP_HAS_ROUTE|CP_HORZ_DIST_COLL, 32, -1 );
}
//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, NULL );
TIMER_Set( NPC, "duck", -1 );
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 ( enemyCS2 )
{//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;
}
//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];
shoot2 = qtrue;
//faceEnemy2 = 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 )
{
gentity_t *hitEnt;
if ( !NPC->enemy )
{
return qfalse;
}
hitEnt = &g_entities[hit];
if ( hit == NPC->enemy->s.number
|| ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPC->client->enemyTeam )
|| ( hitEnt && hitEnt->takedamage && ((hitEnt->r.svFlags&SVF_GLASS_BRUSH)||hitEnt->health < 40||NPC->s.weapon == WP_EMPLACED_GUN) )
|| ( hitEnt && (hitEnt->r.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 );
//CalcEntitySpot( NPC, SPOT_WEAPON, muzzle );
CalcEntitySpot( NPC->enemy, SPOT_ORIGIN, target );
if ( enemyDist2 > 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 ( shoot2 && 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->r.maxs[2]*flrand(1.5, 4), right, target );
}
else
{
VectorMA( target, NPC->enemy->r.mins[2]*flrand(1.5, 4), right, target );
}
}
if ( !aimError || !Q_irand( 0, 1 ) )
{
if ( !Q_irand( 0, 1 ) )
{
VectorMA( target, NPC->enemy->r.maxs[2]*flrand(1.5, 4), up, target );
}
else
{
VectorMA( target, NPC->enemy->r.mins[2]*flrand(1.5, 4), up, target );
}
}
trap_Trace( &trace, muzzle, vec3_origin, vec3_origin, target, NPC->s.number, MASK_SHOT );
hit = Sniper_EvaluateShot( trace.entityNum );
}
NPC->count++;
}
else
{
if ( !enemyLOS2 )
{
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] += flrand( 0, NPC->enemy->r.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;
int i;
for ( 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] -= 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 );
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) == qfalse )//!NPC->enemy )//
{
NPC->enemy = NULL;
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;
}
enemyLOS2 = enemyCS2 = qfalse;
move2 = qtrue;
faceEnemy2 = qfalse;
shoot2 = qfalse;
enemyDist2 = DistanceSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );
if ( enemyDist2 < 16384 )//128 squared
{//too close, so switch to primary fire
if ( NPC->client->ps.weapon == WP_DISRUPTOR )
{//sniping... should be assumed
if ( NPCInfo->scriptFlags & SCF_ALT_FIRE )
{//use primary fire
trace_t trace;
trap_Trace ( &trace, NPC->enemy->r.currentOrigin, NPC->enemy->r.mins, NPC->enemy->r.maxs, NPC->r.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( WP_DISRUPTOR );
NPC_UpdateAngles( qtrue, qtrue );
return;
}
}
//FIXME: switch back if he gets far away again?
}
}
else if ( enemyDist2 > 65536 )//256 squared
{
if ( NPC->client->ps.weapon == WP_DISRUPTOR )
{//sniping... should be assumed
if ( !(NPCInfo->scriptFlags&SCF_ALT_FIRE) )
{//use primary fire
NPCInfo->scriptFlags |= SCF_ALT_FIRE;
//reset fire-timing variables
NPC_ChangeWeapon( WP_DISRUPTOR );
NPC_UpdateAngles( qtrue, qtrue );
return;
}
}
}
Sniper_UpdateEnemyPos();
//can we see our target?
if ( NPC_ClearLOS4( NPC->enemy ) )//|| (NPCInfo->stats.aim >= 5 && gi.inPVS( NPC->client->renderInfo.eyePoint, NPC->enemy->currentOrigin )) )
{
float maxShootDist;
NPCInfo->enemyLastSeenTime = level.time;
VectorCopy( NPC->enemy->r.currentOrigin, NPCInfo->enemyLastSeenLocation );
enemyLOS2 = qtrue;
maxShootDist = NPC_MaxDistSquaredForWeapon();
if ( enemyDist2 < maxShootDist )
{
vec3_t fwd, right, up, muzzle, end;
trace_t tr;
int hit;
AngleVectors( NPC->client->ps.viewangles, fwd, right, up );
CalcMuzzlePoint( NPC, fwd, right, up, muzzle );
VectorMA( muzzle, 8192, fwd, end );
trap_Trace ( &tr, muzzle, NULL, NULL, end, NPC->s.number, MASK_SHOT );
hit = tr.entityNum;
//can we shoot our target?
if ( Sniper_EvaluateShot( hit ) )
{
enemyCS2 = qtrue;
}
}
}
/*
else if ( gi.inPVS( NPC->enemy->currentOrigin, NPC->currentOrigin ) )
{
NPCInfo->enemyLastSeenTime = level.time;
faceEnemy2 = qtrue;
}
*/
if ( enemyLOS2 )
{//FIXME: no need to face enemy if we're moving to some other goal and he's too far away to shoot?
faceEnemy2 = qtrue;
}
if ( enemyCS2 )
{
shoot2 = 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();
}
//Check for movement to take care of
Sniper_CheckMoveState();
//See if we should override shooting decision with any special considerations
Sniper_CheckFireState();
if ( move2 )
{//move toward goal
if ( NPCInfo->goalEntity )//&& ( NPCInfo->goalEntity != NPC->enemy || enemyDist2 > 10000 ) )//100 squared
{
move2 = Sniper_Move();
}
else
{
move2 = qfalse;
}
}
if ( !move2 )
{
if ( !TIMER_Done( NPC, "duck" ) )
{
if ( TIMER_Done( NPC, "watch" ) )
{//not while watching
ucmd.upmove = -127;
}
}
//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 ( TIMER_Done( NPC, "duck" )
&& TIMER_Done( NPC, "watch" )
&& (TIMER_Get( NPC, "attackDelay" )-level.time) > 1000
&& NPC->attackDebounceTime < level.time )
{
if ( enemyLOS2 && (NPCInfo->scriptFlags&SCF_ALT_FIRE) )
{
if ( NPC->fly_sound_debounce_time < level.time )
{
NPC->fly_sound_debounce_time = level.time + 2000;
}
}
}
if ( !faceEnemy2 )
{//we want to face in the dir we're running
if ( move2 )
{//don't run away and shoot
NPCInfo->desiredYaw = NPCInfo->lastPathAngles[YAW];
NPCInfo->desiredPitch = 0;
shoot2 = qfalse;
}
NPC_UpdateAngles( qtrue, qtrue );
}
else// if ( faceEnemy2 )
{//face the enemy
Sniper_FaceEnemy();
}
if ( NPCInfo->scriptFlags&SCF_DONT_FIRE )
{
shoot2 = qfalse;
}
//FIXME: don't shoot right away!
if ( shoot2 )
{//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();
}
}