#include "b_local.h" #include "g_nav.h" #include "../icarus/Q3_Interface.h" //#include "anims.h" //extern int PM_AnimLength( int index, animNumber_t anim ); //extern int PM_AnimLength( int index, animNumber_t anim ); //#define MAX_IDLE_ANIMS 8 extern qboolean NPC_SomeoneLookingAtMe(gentity_t *ent); /* void NPC_LostEnemyDecideChase(void) We lost our enemy and want to drop him but see if we should chase him if we are in the proper bState */ void NPC_LostEnemyDecideChase(void) { switch( NPCInfo->behaviorState ) { case BS_HUNT_AND_KILL: //We were chasing him and lost him, so try to find him if ( NPC->enemy == NPCInfo->goalEntity && NPC->enemy->lastWaypoint != WAYPOINT_NONE ) {//Remember his last valid Wp, then check it out //FIXME: Should we only do this if there's no other enemies or we've got LOCKED_ENEMY on? NPC_BSSearchStart( NPC->enemy->lastWaypoint, BS_SEARCH ); } //If he's not our goalEntity, we're running somewhere else, so lose him break; default: break; } G_ClearEnemy( NPC ); } /* ------------------------- NPC_StandIdle ------------------------- */ void NPC_StandIdle( void ) { /* //Must be done with any other animations if ( NPC->client->ps.legsAnimTimer != 0 ) return; //Not ready to do another one if ( TIMER_Done( NPC, "idleAnim" ) == false ) return; int anim = NPC->client->ps.legsAnim; if ( anim != BOTH_STAND1 && anim != BOTH_STAND2 ) return; //FIXME: Account for STAND1 or STAND2 here and set the base anim accordingly int baseSeq = ( anim == BOTH_STAND1 ) ? BOTH_STAND1_RANDOM1 : BOTH_STAND2_RANDOM1; //Must have at least one random idle animation //NOTENOTE: This relies on proper ordering of animations, which SHOULD be okay if ( PM_HasAnimation( NPC, baseSeq ) == false ) return; int newIdle = Q_irand( 0, MAX_IDLE_ANIMS-1 ); //FIXME: Technically this could never complete.. but that's not really too likely while( 1 ) { if ( PM_HasAnimation( NPC, baseSeq + newIdle ) ) break; newIdle = Q_irand( 0, MAX_IDLE_ANIMS ); } //Start that animation going NPC_SetAnim( NPC, SETANIM_BOTH, baseSeq + newIdle, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); int newTime = PM_AnimLength( NPC->client->clientInfo.animFileIndex, (animNumber_t) (baseSeq + newIdle) ); //Don't do this again for a random amount of time TIMER_Set( NPC, "idleAnim", newTime + Q_irand( 2000, 10000 ) ); */ } qboolean NPC_StandTrackAndShoot (gentity_t *NPC, qboolean canDuck) { qboolean attack_ok = qfalse; qboolean duck_ok = qfalse; qboolean faced = qfalse; float attack_scale = 1.0; //First see if we're hurt bad- if so, duck //FIXME: if even when ducked, we can shoot someone, we should. //Maybe is can be shot even when ducked, we should run away to the nearest cover? if ( canDuck ) { if ( NPC->health < 20 ) { // if( NPC->svFlags&SVF_HEALING || random() ) if( random() ) { duck_ok = qtrue; } } else if ( NPC->health < 40 ) { // if ( NPC->svFlags&SVF_HEALING ) // {//Medic is on the way, get down! // duck_ok = qtrue; // } // no more borg /// if ( NPC->client->playerTeam!= TEAM_BORG ) // {//Borg don't care if they're about to die //attack_scale will be a max of .66 // attack_scale = NPC->health/60; // } } } //NPC_CheckEnemy( qtrue, qfalse, qtrue ); if ( !duck_ok ) {//made this whole part a function call attack_ok = NPC_CheckCanAttack( attack_scale, qtrue ); faced = qtrue; } if ( canDuck && (duck_ok || (!attack_ok && client->ps.weaponTime <= 0)) && ucmd.upmove != -127 ) {//if we didn't attack check to duck if we're not already if( !duck_ok ) { if ( NPC->enemy->client ) { if ( NPC->enemy->enemy == NPC ) { if ( NPC->enemy->client->buttons & BUTTON_ATTACK ) {//FIXME: determine if enemy fire angles would hit me or get close if ( NPC_CheckDefend( 1.0 ) )//FIXME: Check self-preservation? Health? { duck_ok = qtrue; } } } } } if ( duck_ok ) {//duck and don't shoot attack_ok = qfalse; ucmd.upmove = -127; NPCInfo->duckDebounceTime = level.time + 1000;//duck for a full second } } return faced; } void NPC_BSIdle( void ) { //FIXME if there is no nav data, we need to do something else // if we're stuck, try to move around it if ( UpdateGoal() ) { NPC_MoveToGoal( qtrue ); } if ( ( ucmd.forwardmove == 0 ) && ( ucmd.rightmove == 0 ) && ( ucmd.upmove == 0 ) ) { // NPC_StandIdle(); } NPC_UpdateAngles( qtrue, qtrue ); ucmd.buttons |= BUTTON_WALKING; } void NPC_BSRun (void) { //FIXME if there is no nav data, we need to do something else // if we're stuck, try to move around it if ( UpdateGoal() ) { NPC_MoveToGoal( qtrue ); } NPC_UpdateAngles( qtrue, qtrue ); } void NPC_BSStandGuard (void) { //FIXME: Use Snapshot info if ( NPC->enemy == NULL ) {//Possible to pick one up by being shot if( random() < 0.5 ) { if(NPC->client->enemyTeam) { gentity_t *newenemy = NPC_PickEnemy(NPC, NPC->client->enemyTeam, (NPC->cantHitEnemyCounter < 10), (NPC->client->enemyTeam == NPCTEAM_PLAYER), qtrue); //only checks for vis if couldn't hit last enemy if(newenemy) { G_SetEnemy( NPC, newenemy ); } } } } if ( NPC->enemy != NULL ) { if( NPCInfo->tempBehavior == BS_STAND_GUARD ) { NPCInfo->tempBehavior = BS_DEFAULT; } if( NPCInfo->behaviorState == BS_STAND_GUARD ) { NPCInfo->behaviorState = BS_STAND_AND_SHOOT; } } NPC_UpdateAngles( qtrue, qtrue ); } /* ------------------------- NPC_BSHuntAndKill ------------------------- */ void NPC_BSHuntAndKill( void ) { qboolean turned = qfalse; vec3_t vec; float enemyDist; visibility_t oEVis; int curAnim; NPC_CheckEnemy( NPCInfo->tempBehavior != BS_HUNT_AND_KILL, qfalse, qtrue );//don't find new enemy if this is tempbehav if ( NPC->enemy ) { oEVis = enemyVisibility = NPC_CheckVisibility ( NPC->enemy, CHECK_FOV|CHECK_SHOOT );//CHECK_360|//CHECK_PVS| if(enemyVisibility > VIS_PVS) { if ( !NPC_EnemyTooFar( NPC->enemy, 0, qtrue ) ) {//Enemy is close enough to shoot - FIXME: this next func does this also, but need to know here for info on whether ot not to turn later NPC_CheckCanAttack( 1.0, qfalse ); turned = qtrue; } } curAnim = NPC->client->ps.legsAnim; if(curAnim != BOTH_ATTACK1 && curAnim != BOTH_ATTACK2 && curAnim != BOTH_ATTACK3 && curAnim != BOTH_MELEE1 && curAnim != BOTH_MELEE2 ) {//Don't move toward enemy if we're in a full-body attack anim //FIXME, use IdealDistance to determin if we need to close distance VectorSubtract(NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, vec); enemyDist = VectorLength(vec); if( enemyDist > 48 && ((enemyDist*1.5)*(enemyDist*1.5) >= NPC_MaxDistSquaredForWeapon() || oEVis != VIS_SHOOT || //!(ucmd.buttons & BUTTON_ATTACK) || enemyDist > IdealDistance(NPC)*3 ) ) {//We should close in? NPCInfo->goalEntity = NPC->enemy; NPC_MoveToGoal( qtrue ); } else if(enemyDist < IdealDistance(NPC)) {//We should back off? //if(ucmd.buttons & BUTTON_ATTACK) { NPCInfo->goalEntity = NPC->enemy; NPCInfo->goalRadius = 12; NPC_MoveToGoal( qtrue ); ucmd.forwardmove *= -1; ucmd.rightmove *= -1; VectorScale( NPC->client->ps.moveDir, -1, NPC->client->ps.moveDir ); ucmd.buttons |= BUTTON_WALKING; } }//otherwise, stay where we are } } else {//ok, stand guard until we find an enemy if( NPCInfo->tempBehavior == BS_HUNT_AND_KILL ) { NPCInfo->tempBehavior = BS_DEFAULT; } else { NPCInfo->tempBehavior = BS_STAND_GUARD; NPC_BSStandGuard(); } return; } if(!turned) { NPC_UpdateAngles(qtrue, qtrue); } } void NPC_BSStandAndShoot (void) { //FIXME: //When our numbers outnumber enemies 3 to 1, or only one of them, //go into hunt and kill mode //FIXME: //When they're all dead, go to some script or wander off to sickbay? if(NPC->client->playerTeam && NPC->client->enemyTeam) { //FIXME: don't realize this right away- or else enemies show up and we're standing around /* if( teamNumbers[NPC->enemyTeam] == 0 ) {//ok, stand guard until we find another enemy //reset our rush counter teamCounter[NPC->playerTeam] = 0; NPCInfo->tempBehavior = BS_STAND_GUARD; NPC_BSStandGuard(); return; }*/ /* //FIXME: whether to do this or not should be settable else if( NPC->playerTeam != TEAM_BORG )//Borg don't rush { //FIXME: In case reinforcements show up, we should wait a few seconds //and keep checking before rushing! //Also: what if not everyone on our team is going after playerTeam? //Also: our team count includes medics! if(NPC->health > 25) {//Can we rush the enemy? if(teamNumbers[NPC->enemyTeam] == 1 || teamNumbers[NPC->playerTeam] >= teamNumbers[NPC->enemyTeam]*3) {//Only one of them or we outnumber 3 to 1 if(teamStrength[NPC->playerTeam] >= 75 || (teamStrength[NPC->playerTeam] >= 50 && teamStrength[NPC->playerTeam] > teamStrength[NPC->enemyTeam])) {//Our team is strong enough to rush teamCounter[NPC->playerTeam]++; if(teamNumbers[NPC->playerTeam] * 17 <= teamCounter[NPC->playerTeam]) {//ok, we waited 1.7 think cycles on average and everyone is go, let's do it! //FIXME: Should we do this to everyone on our team? NPCInfo->behaviorState = BS_HUNT_AND_KILL; //FIXME: if the tide changes, we should retreat! //FIXME: when do we reset the counter? NPC_BSHuntAndKill (); return; } } else//Oops! Something's wrong, reset the counter to rush teamCounter[NPC->playerTeam] = 0; } else//Oops! Something's wrong, reset the counter to rush teamCounter[NPC->playerTeam] = 0; } } */ } NPC_CheckEnemy(qtrue, qfalse, qtrue); if(NPCInfo->duckDebounceTime > level.time && NPC->client->ps.weapon != WP_SABER ) { ucmd.upmove = -127; if(NPC->enemy) { NPC_CheckCanAttack(1.0, qtrue); } return; } if(NPC->enemy) { if(!NPC_StandTrackAndShoot( NPC, qtrue )) {//That func didn't update our angles NPCInfo->desiredYaw = NPC->client->ps.viewangles[YAW]; NPCInfo->desiredPitch = NPC->client->ps.viewangles[PITCH]; NPC_UpdateAngles(qtrue, qtrue); } } else { NPCInfo->desiredYaw = NPC->client->ps.viewangles[YAW]; NPCInfo->desiredPitch = NPC->client->ps.viewangles[PITCH]; NPC_UpdateAngles(qtrue, qtrue); // NPC_BSIdle();//only moves if we have a goal } } void NPC_BSRunAndShoot (void) { /*if(NPC->playerTeam && NPC->enemyTeam) { //FIXME: don't realize this right away- or else enemies show up and we're standing around if( teamNumbers[NPC->enemyTeam] == 0 ) {//ok, stand guard until we find another enemy //reset our rush counter teamCounter[NPC->playerTeam] = 0; NPCInfo->tempBehavior = BS_STAND_GUARD; NPC_BSStandGuard(); return; } }*/ //NOTE: are we sure we want ALL run and shoot people to move this way? //Shouldn't it check to see if we have an enemy and our enemy is our goal?! //Moved that check into NPC_MoveToGoal //NPCInfo->combatMove = qtrue; NPC_CheckEnemy( qtrue, qfalse, qtrue ); if ( NPCInfo->duckDebounceTime > level.time ) // && NPCInfo->hidingGoal ) { ucmd.upmove = -127; if ( NPC->enemy ) { NPC_CheckCanAttack( 1.0, qfalse ); } return; } if ( NPC->enemy ) { int monitor = NPC->cantHitEnemyCounter; NPC_StandTrackAndShoot( NPC, qfalse );//(NPCInfo->hidingGoal != NULL) ); if ( !(ucmd.buttons & BUTTON_ATTACK) && ucmd.upmove >= 0 && NPC->cantHitEnemyCounter > monitor ) {//not crouching and not firing vec3_t vec; VectorSubtract( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, vec ); vec[2] = 0; if ( VectorLength( vec ) > 128 || NPC->cantHitEnemyCounter >= 10 ) {//run at enemy if too far away //The cantHitEnemyCounter getting high has other repercussions //100 (10 seconds) will make you try to pick a new enemy... //But we're chasing, so we clamp it at 50 here if ( NPC->cantHitEnemyCounter > 60 ) { NPC->cantHitEnemyCounter = 60; } if ( NPC->cantHitEnemyCounter >= (NPCInfo->stats.aggression+1) * 10 ) { NPC_LostEnemyDecideChase(); } //chase and face ucmd.angles[YAW] = 0; ucmd.angles[PITCH] = 0; NPCInfo->goalEntity = NPC->enemy; NPCInfo->goalRadius = 12; //NAV_ClearLastRoute(NPC); NPC_MoveToGoal( qtrue ); NPC_UpdateAngles(qtrue, qtrue); } else { //FIXME: this could happen if they're just on the other side //of a thin wall or something else blocking out shot. That //would make us just stand there and not go around it... //but maybe it's okay- might look like we're waiting for //him to come out...? //Current solution: runs around if cantHitEnemyCounter gets //to 10 (1 second). } } else {//Clear the can't hit enemy counter here NPC->cantHitEnemyCounter = 0; } } else { if ( NPCInfo->tempBehavior == BS_HUNT_AND_KILL ) {//lost him, go back to what we were doing before NPCInfo->tempBehavior = BS_DEFAULT; return; } // NPC_BSRun();//only moves if we have a goal } } //Simply turn until facing desired angles void NPC_BSFace (void) { //FIXME: once you stop sending turning info, they reset to whatever their delta_angles was last???? //Once this is over, it snaps back to what it was facing before- WHY??? if( NPC_UpdateAngles ( qtrue, qtrue ) ) { trap_ICARUS_TaskIDComplete( NPC, TID_BSTATE ); NPCInfo->desiredYaw = client->ps.viewangles[YAW]; NPCInfo->desiredPitch = client->ps.viewangles[PITCH]; NPCInfo->aimTime = 0;//ok to turn normally now } } void NPC_BSPointShoot (qboolean shoot) {//FIXME: doesn't check for clear shot... vec3_t muzzle, dir, angles, org; if ( !NPC->enemy || !NPC->enemy->inuse || (NPC->enemy->NPC && NPC->enemy->health <= 0) ) {//FIXME: should still keep shooting for a second or two after they actually die... trap_ICARUS_TaskIDComplete( NPC, TID_BSTATE ); goto finished; return; } CalcEntitySpot(NPC, SPOT_WEAPON, muzzle); CalcEntitySpot(NPC->enemy, SPOT_HEAD, org);//Was spot_org //Head is a little high, so let's aim for the chest: if ( NPC->enemy->client ) { org[2] -= 12;//NOTE: is this enough? } VectorSubtract(org, muzzle, dir); vectoangles(dir, angles); switch( NPC->client->ps.weapon ) { case WP_NONE: // case WP_TRICORDER: case WP_STUN_BATON: case WP_SABER: //don't do any pitch change if not holding a firing weapon break; default: NPCInfo->desiredPitch = NPCInfo->lockedDesiredPitch = AngleNormalize360(angles[PITCH]); break; } NPCInfo->desiredYaw = NPCInfo->lockedDesiredYaw = AngleNormalize360(angles[YAW]); if ( NPC_UpdateAngles ( qtrue, qtrue ) ) {//FIXME: if angles clamped, this may never work! //NPCInfo->shotTime = NPC->attackDebounceTime = 0; if ( shoot ) {//FIXME: needs to hold this down if using a weapon that requires it, like phaser... ucmd.buttons |= BUTTON_ATTACK; } //if ( !shoot || !(NPC->svFlags & SVF_LOCKEDENEMY) ) if (1) {//If locked_enemy is on, dont complete until it is destroyed... trap_ICARUS_TaskIDComplete( NPC, TID_BSTATE ); goto finished; } } //else if ( shoot && (NPC->svFlags & SVF_LOCKEDENEMY) ) if (0) {//shooting them till their dead, not aiming right at them yet... /* qboolean movingTarget = qfalse; if ( NPC->enemy->client ) { if ( VectorLengthSquared( NPC->enemy->client->ps.velocity ) ) { movingTarget = qtrue; } } else if ( VectorLengthSquared( NPC->enemy->s.pos.trDelta ) ) { movingTarget = qtrue; } if (movingTarget ) */ { float dist = VectorLength( dir ); float yawMiss, yawMissAllow = NPC->enemy->r.maxs[0]; float pitchMiss, pitchMissAllow = (NPC->enemy->r.maxs[2] - NPC->enemy->r.mins[2])/2; if ( yawMissAllow < 8.0f ) { yawMissAllow = 8.0f; } if ( pitchMissAllow < 8.0f ) { pitchMissAllow = 8.0f; } yawMiss = tan(DEG2RAD(AngleDelta ( NPC->client->ps.viewangles[YAW], NPCInfo->desiredYaw ))) * dist; pitchMiss = tan(DEG2RAD(AngleDelta ( NPC->client->ps.viewangles[PITCH], NPCInfo->desiredPitch))) * dist; if ( yawMissAllow >= yawMiss && pitchMissAllow > pitchMiss ) { ucmd.buttons |= BUTTON_ATTACK; } } } return; finished: NPCInfo->desiredYaw = client->ps.viewangles[YAW]; NPCInfo->desiredPitch = client->ps.viewangles[PITCH]; NPCInfo->aimTime = 0;//ok to turn normally now } /* void NPC_BSMove(void) Move in a direction, face another */ void NPC_BSMove(void) { gentity_t *goal = NULL; NPC_CheckEnemy(qtrue, qfalse, qtrue); if(NPC->enemy) { NPC_CheckCanAttack(1.0, qfalse); } else { NPC_UpdateAngles(qtrue, qtrue); } goal = UpdateGoal(); if(goal) { // NPCInfo->moveToGoalMod = 1.0; NPC_SlideMoveToGoal(); } } /* void NPC_BSShoot(void) Move in a direction, face another */ void NPC_BSShoot(void) { // NPC_BSMove(); enemyVisibility = VIS_SHOOT; if ( client->ps.weaponstate != WEAPON_READY && client->ps.weaponstate != WEAPON_FIRING ) { client->ps.weaponstate = WEAPON_READY; } WeaponThink(qtrue); } /* void NPC_BSPatrol( void ) Same as idle, but you look for enemies every "vigilance" using your angles, HFOV, VFOV and visrange, and listen for sounds within earshot... */ void NPC_BSPatrol( void ) { //int alertEventNum; if(level.time > NPCInfo->enemyCheckDebounceTime) { NPCInfo->enemyCheckDebounceTime = level.time + (NPCInfo->stats.vigilance * 1000); NPC_CheckEnemy(qtrue, qfalse, qtrue); if(NPC->enemy) {//FIXME: do anger script NPCInfo->behaviorState = BS_HUNT_AND_KILL; //NPC_AngerSound(); return; } } //FIXME: Implement generic sound alerts /* alertEventNum = NPC_CheckAlertEvents( qtrue, qtrue ); if( alertEventNum != -1 ) {//If we heard something, see if we should check it out if ( NPC_CheckInvestigate( alertEventNum ) ) { return; } } */ NPCInfo->investigateSoundDebounceTime = 0; //FIXME if there is no nav data, we need to do something else // if we're stuck, try to move around it if ( UpdateGoal() ) { NPC_MoveToGoal( qtrue ); } NPC_UpdateAngles( qtrue, qtrue ); ucmd.buttons |= BUTTON_WALKING; } /* void NPC_BSDefault(void) uses various scriptflags to determine how an npc should behave */ extern void NPC_CheckGetNewWeapon( void ); extern void NPC_BSST_Attack( void ); void NPC_BSDefault( void ) { // vec3_t enemyDir; // float enemyDist; // float shootDist; // qboolean enemyFOV = qfalse; // qboolean enemyShotFOV = qfalse; // qboolean enemyPVS = qfalse; // vec3_t enemyHead; // vec3_t muzzle; // qboolean enemyLOS = qfalse; // qboolean enemyCS = qfalse; qboolean move = qtrue; // qboolean shoot = qfalse; if( NPCInfo->scriptFlags & SCF_FIRE_WEAPON ) { WeaponThink( qtrue ); } if ( NPCInfo->scriptFlags & SCF_FORCED_MARCH ) {//being forced to walk if( NPC->client->ps.torsoAnim != TORSO_SURRENDER_START ) { NPC_SetAnim( NPC, SETANIM_TORSO, TORSO_SURRENDER_START, SETANIM_FLAG_HOLD ); } } //look for a new enemy if don't have one and are allowed to look, validate current enemy if have one NPC_CheckEnemy( (NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES), qfalse, qtrue ); if ( !NPC->enemy ) {//still don't have an enemy if ( !(NPCInfo->scriptFlags&SCF_IGNORE_ALERTS) ) {//check for alert events //FIXME: Check Alert events, see if we should investigate or just look at it int alertEvent = NPC_CheckAlertEvents( qtrue, qtrue, -1, qtrue, AEL_DISCOVERED ); //There is an event to look at if ( alertEvent >= 0 && level.alertEvents[alertEvent].ID != NPCInfo->lastAlertID ) {//heard/saw something if ( level.alertEvents[alertEvent].level >= AEL_DISCOVERED && (NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES) ) {//was a big event 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 ); } } else {//FIXME: investigate lesser events } } //FIXME: also check our allies' condition? } } if ( NPC->enemy && !(NPCInfo->scriptFlags&SCF_FORCED_MARCH) ) { // just use the stormtrooper attack AI... NPC_CheckGetNewWeapon(); if ( NPC->client->leader && NPCInfo->goalEntity == NPC->client->leader && !trap_ICARUS_TaskIDPending( NPC, TID_MOVE_NAV ) ) { NPC_ClearGoal(); } NPC_BSST_Attack(); return; /* //have an enemy //FIXME: if one of these fails, meaning we can't shoot, do we really need to do the rest? VectorSubtract( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, enemyDir ); enemyDist = VectorNormalize( enemyDir ); enemyDist *= enemyDist; shootDist = NPC_MaxDistSquaredForWeapon(); enemyFOV = InFOV( NPC->enemy, NPC, NPCInfo->stats.hfov, NPCInfo->stats.vfov ); enemyShotFOV = InFOV( NPC->enemy, NPC, 20, 20 ); enemyPVS = gi.inPVS( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin ); if ( enemyPVS ) {//in the pvs trace_t tr; CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemyHead ); enemyHead[2] -= Q_flrand( 0.0f, NPC->enemy->maxs[2]*0.5f ); CalcEntitySpot( NPC, SPOT_WEAPON, muzzle ); enemyLOS = NPC_ClearLOS( muzzle, enemyHead ); gi.trace ( &tr, muzzle, vec3_origin, vec3_origin, enemyHead, NPC->s.number, MASK_SHOT ); enemyCS = NPC_EvaluateShot( tr.entityNum, qtrue ); } else {//skip thr 2 traces since they would have to fail enemyLOS = qfalse; enemyCS = qfalse; } if ( enemyCS && enemyShotFOV ) {//can hit enemy if we want NPC->cantHitEnemyCounter = 0; } else {//can't hit NPC->cantHitEnemyCounter++; } if ( enemyCS && enemyShotFOV && enemyDist < shootDist ) {//can shoot shoot = qtrue; if ( NPCInfo->goalEntity == NPC->enemy ) {//my goal is my enemy and I have a clear shot, no need to chase right now move = qfalse; } } else {//don't shoot yet, keep chasing shoot = qfalse; move = qtrue; } //shoot decision if ( !(NPCInfo->scriptFlags&SCF_DONT_FIRE) ) {//try to shoot if ( NPC->enemy ) { if ( shoot ) { if( !(NPCInfo->scriptFlags & SCF_FIRE_WEAPON) ) // we've already fired, no need to do it again here { WeaponThink( qtrue ); } } } } //chase decision if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES ) {//go after him NPCInfo->goalEntity = NPC->enemy; //FIXME: don't need to chase when have a clear shot and in range? if ( !enemyCS && NPC->cantHitEnemyCounter > 60 ) {//haven't been able to shoot enemy for about 6 seconds, need to do something //FIXME: combat points? Just chase? if ( enemyPVS ) {//in my PVS, just pick a combat point //FIXME: implement } else {//just chase him } } //FIXME: in normal behavior, should we use combat Points? Do we care? Is anyone actually going to ever use this AI? } else if ( NPC->cantHitEnemyCounter > 60 ) {//pick a new one NPC_CheckEnemy( qtrue, qfalse, qtrue ); } if ( enemyPVS && enemyLOS )//&& !enemyShotFOV ) {//have a clear LOS to him//, but not looking at him //Find the desired angles vec3_t angles; GetAnglesForDirection( muzzle, enemyHead, angles ); NPCInfo->desiredYaw = AngleNormalize180( angles[YAW] ); NPCInfo->desiredPitch = AngleNormalize180( angles[PITCH] ); } */ } if ( UpdateGoal() ) {//have a goal if ( !NPC->enemy && NPC->client->leader && NPCInfo->goalEntity == NPC->client->leader && !trap_ICARUS_TaskIDPending( NPC, TID_MOVE_NAV ) ) { NPC_BSFollowLeader(); } else { //set angles if ( (NPCInfo->scriptFlags & SCF_FACE_MOVE_DIR) || NPCInfo->goalEntity != NPC->enemy ) {//face direction of movement, NOTE: default behavior when not chasing enemy NPCInfo->combatMove = qfalse; } else {//face goal.. FIXME: what if have a navgoal but want to face enemy while moving? Will this do that? vec3_t dir, angles; NPCInfo->combatMove = qfalse; VectorSubtract( NPCInfo->goalEntity->r.currentOrigin, NPC->r.currentOrigin, dir ); vectoangles( dir, angles ); NPCInfo->desiredYaw = angles[YAW]; if ( NPCInfo->goalEntity == NPC->enemy ) { NPCInfo->desiredPitch = angles[PITCH]; } } //set movement //override default walk/run behavior //NOTE: redundant, done in NPC_ApplyScriptFlags if ( NPCInfo->scriptFlags & SCF_RUNNING ) { ucmd.buttons &= ~BUTTON_WALKING; } else if ( NPCInfo->scriptFlags & SCF_WALKING ) { ucmd.buttons |= BUTTON_WALKING; } else if ( NPCInfo->goalEntity == NPC->enemy ) { ucmd.buttons &= ~BUTTON_WALKING; } else { ucmd.buttons |= BUTTON_WALKING; } if ( NPCInfo->scriptFlags & SCF_FORCED_MARCH ) {//being forced to walk //if ( g_crosshairEntNum != NPC->s.number ) if (!NPC_SomeoneLookingAtMe(NPC)) {//don't walk if player isn't aiming at me move = qfalse; } } if ( move ) { //move toward goal NPC_MoveToGoal( qtrue ); } } } else if ( !NPC->enemy && NPC->client->leader ) { NPC_BSFollowLeader(); } //update angles NPC_UpdateAngles( qtrue, qtrue ); }