mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-22 12:22:23 +00:00
844 lines
22 KiB
C++
844 lines
22 KiB
C++
//
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// NPC_move.cpp
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//
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// leave this line at the top for all NPC_xxxx.cpp files...
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#include "g_headers.h"
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#include "b_local.h"
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#include "g_nav.h"
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#include "anims.h"
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extern qboolean NPC_ClearPathToGoal( vec3_t dir, gentity_t *goal );
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extern qboolean NAV_MoveDirSafe( gentity_t *self, usercmd_t *cmd, float distScale = 1.0f );
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void CG_Cylinder( vec3_t start, vec3_t end, float radius, vec3_t color );
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qboolean G_BoundsOverlap(const vec3_t mins1, const vec3_t maxs1, const vec3_t mins2, const vec3_t maxs2);
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extern int GetTime ( int lastTime );
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navInfo_t frameNavInfo;
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extern qboolean FlyingCreature( gentity_t *ent );
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extern qboolean PM_InKnockDown( playerState_t *ps );
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extern cvar_t *g_navSafetyChecks;
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extern qboolean Boba_Flying( gentity_t *self );
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extern qboolean PM_InRoll( playerState_t *ps );
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#define APEX_HEIGHT 200.0f
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#define PARA_WIDTH (sqrt(APEX_HEIGHT)+sqrt(APEX_HEIGHT))
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#define JUMP_SPEED 200.0f
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static qboolean NPC_TryJump();
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static qboolean NPC_Jump( vec3_t dest, int goalEntNum )
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{//FIXME: if land on enemy, knock him down & jump off again
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float targetDist, travelTime, impactDist, bestImpactDist = Q3_INFINITE;//fireSpeed,
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float originalShotSpeed, shotSpeed, speedStep = 50.0f, minShotSpeed = 30.0f, maxShotSpeed = 500.0f;
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qboolean belowBlocked = qfalse, aboveBlocked = qfalse;
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vec3_t targetDir, shotVel, failCase;
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trace_t trace;
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trajectory_t tr;
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qboolean blocked;
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int elapsedTime, timeStep = 250, hitCount = 0, aboveTries = 0, belowTries = 0, maxHits = 10;
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vec3_t lastPos, testPos, bottom;
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VectorSubtract( dest, NPC->currentOrigin, targetDir );
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targetDist = VectorNormalize( targetDir );
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//make our shotSpeed reliant on the distance
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originalShotSpeed = targetDist;//DistanceHorizontal( dest, NPC->currentOrigin )/2.0f;
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if ( originalShotSpeed > maxShotSpeed )
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{
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originalShotSpeed = maxShotSpeed;
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}
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else if ( originalShotSpeed < minShotSpeed )
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{
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originalShotSpeed = minShotSpeed;
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}
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shotSpeed = originalShotSpeed;
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while ( hitCount < maxHits )
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{
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VectorScale( targetDir, shotSpeed, shotVel );
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travelTime = targetDist/shotSpeed;
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shotVel[2] += travelTime * 0.5 * NPC->client->ps.gravity;
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if ( !hitCount )
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{//save the first one as the worst case scenario
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VectorCopy( shotVel, failCase );
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}
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if ( 1 )//tracePath )
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{//do a rough trace of the path
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blocked = qfalse;
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VectorCopy( NPC->currentOrigin, tr.trBase );
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VectorCopy( shotVel, tr.trDelta );
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tr.trType = TR_GRAVITY;
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tr.trTime = level.time;
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travelTime *= 1000.0f;
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VectorCopy( NPC->currentOrigin, lastPos );
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//This may be kind of wasteful, especially on long throws... use larger steps? Divide the travelTime into a certain hard number of slices? Trace just to apex and down?
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for ( elapsedTime = timeStep; elapsedTime < floor(travelTime)+timeStep; elapsedTime += timeStep )
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{
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if ( (float)elapsedTime > travelTime )
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{//cap it
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elapsedTime = floor( travelTime );
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}
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EvaluateTrajectory( &tr, level.time + elapsedTime, testPos );
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//FUCK IT, always check for do not enter...
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gi.trace( &trace, lastPos, NPC->mins, NPC->maxs, testPos, NPC->s.number, NPC->clipmask|CONTENTS_BOTCLIP );
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/*
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if ( testPos[2] < lastPos[2]
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&& elapsedTime < floor( travelTime ) )
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{//going down, haven't reached end, ignore botclip
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gi.trace( &trace, lastPos, NPC->mins, NPC->maxs, testPos, NPC->s.number, NPC->clipmask );
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}
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else
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{//going up, check for botclip
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gi.trace( &trace, lastPos, NPC->mins, NPC->maxs, testPos, NPC->s.number, NPC->clipmask|CONTENTS_BOTCLIP );
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}
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*/
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if ( trace.allsolid || trace.startsolid )
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{//started in solid
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if ( NAVDEBUG_showCollision )
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{
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CG_DrawEdge( lastPos, trace.endpos, EDGE_RED_TWOSECOND );
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}
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return qfalse;//you're hosed, dude
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}
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if ( trace.fraction < 1.0f )
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{//hit something
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if ( NAVDEBUG_showCollision )
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{
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CG_DrawEdge( lastPos, trace.endpos, EDGE_RED_TWOSECOND ); // TryJump
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}
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if ( trace.entityNum == goalEntNum )
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{//hit the enemy, that's bad!
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blocked = qtrue;
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/*
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if ( g_entities[goalEntNum].client && g_entities[goalEntNum].client->ps.groundEntityNum == ENTITYNUM_NONE )
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{//bah, would collide in mid-air, no good
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blocked = qtrue;
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}
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else
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{//he's on the ground, good enough, I guess
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//Hmm, don't want to land on him, though...?
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}
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*/
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break;
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}
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else
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{
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if ( trace.contents & CONTENTS_BOTCLIP )
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{//hit a do-not-enter brush
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blocked = qtrue;
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break;
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}
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if ( trace.plane.normal[2] > 0.7 && DistanceSquared( trace.endpos, dest ) < 4096 )//hit within 64 of desired location, should be okay
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{//close enough!
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break;
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}
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else
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{//FIXME: maybe find the extents of this brush and go above or below it on next try somehow?
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impactDist = DistanceSquared( trace.endpos, dest );
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if ( impactDist < bestImpactDist )
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{
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bestImpactDist = impactDist;
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VectorCopy( shotVel, failCase );
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}
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blocked = qtrue;
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break;
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}
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}
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}
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else
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{
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if ( NAVDEBUG_showCollision )
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{
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CG_DrawEdge( lastPos, testPos, EDGE_WHITE_TWOSECOND ); // TryJump
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}
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}
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if ( elapsedTime == floor( travelTime ) )
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{//reached end, all clear
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if ( trace.fraction >= 1.0f )
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{//hmm, make sure we'll land on the ground...
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//FIXME: do we care how far below ourselves or our dest we'll land?
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VectorCopy( trace.endpos, bottom );
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bottom[2] -= 128;
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gi.trace( &trace, trace.endpos, NPC->mins, NPC->maxs, bottom, NPC->s.number, NPC->clipmask );
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if ( trace.fraction >= 1.0f )
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{//would fall too far
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blocked = qtrue;
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}
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}
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break;
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}
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else
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{
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//all clear, try next slice
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VectorCopy( testPos, lastPos );
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}
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}
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if ( blocked )
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{//hit something, adjust speed (which will change arc)
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hitCount++;
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//alternate back and forth between trying an arc slightly above or below the ideal
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if ( (hitCount%2) && !belowBlocked )
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{//odd
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belowTries++;
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shotSpeed = originalShotSpeed - (belowTries*speedStep);
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}
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else if ( !aboveBlocked )
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{//even
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aboveTries++;
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shotSpeed = originalShotSpeed + (aboveTries*speedStep);
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}
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else
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{//can't go any higher or lower
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hitCount = maxHits;
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break;
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}
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if ( shotSpeed > maxShotSpeed )
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{
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shotSpeed = maxShotSpeed;
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aboveBlocked = qtrue;
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}
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else if ( shotSpeed < minShotSpeed )
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{
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shotSpeed = minShotSpeed;
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belowBlocked = qtrue;
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}
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}
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else
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{//made it!
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break;
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}
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}
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else
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{//no need to check the path, go with first calc
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break;
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}
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}
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if ( hitCount >= maxHits )
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{//NOTE: worst case scenario, use the one that impacted closest to the target (or just use the first try...?)
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return qfalse;
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//NOTE: or try failcase?
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//VectorCopy( failCase, NPC->client->ps.velocity );
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//return qtrue;
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}
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VectorCopy( shotVel, NPC->client->ps.velocity );
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return qtrue;
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}
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#define NPC_JUMP_PREP_BACKUP_DIST 34.0f
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trace_t mJumpTrace;
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qboolean NPC_CanTryJump()
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{
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if (!(NPCInfo->scriptFlags&SCF_NAV_CAN_JUMP) || // Can't Jump
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(NPCInfo->scriptFlags&SCF_NO_ACROBATICS) || // If Can't Jump At All
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(level.time<NPCInfo->jumpBackupTime) || // If Backing Up, Don't Try The Jump Again
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(level.time<NPCInfo->jumpNextCheckTime) || // Don't Even Try To Jump Again For This Amount Of Time
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(NPCInfo->jumpTime) || // Don't Jump If Already Going
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(PM_InKnockDown(&NPC->client->ps)) || // Don't Jump If In Knockdown
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(PM_InRoll(&NPC->client->ps)) || // ... Or Roll
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(NPC->client->ps.groundEntityNum==ENTITYNUM_NONE) // ... Or In The Air
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)
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{
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return qfalse;
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}
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return qtrue;
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}
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qboolean NPC_TryJump(const vec3_t& pos, float max_xy_dist, float max_z_diff)
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{
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if (NPC_CanTryJump())
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{
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NPCInfo->jumpNextCheckTime = level.time + Q_irand(1000, 2000);
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VectorCopy(pos, NPCInfo->jumpDest);
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// Can't Try To Jump At A Point In The Air
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//-----------------------------------------
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{
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vec3_t groundTest;
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VectorCopy(pos, groundTest);
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groundTest[2] += (NPC->mins[2]*3);
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gi.trace(&mJumpTrace, NPCInfo->jumpDest, vec3_origin, vec3_origin, groundTest, NPC->s.number, NPC->clipmask );
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if (mJumpTrace.fraction >= 1.0f)
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{
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return qfalse; //no ground = no jump
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}
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}
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NPCInfo->jumpTarget = 0;
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NPCInfo->jumpMaxXYDist = (max_xy_dist)?(max_xy_dist):((NPC->client->NPC_class==CLASS_ROCKETTROOPER)?1200:750);
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NPCInfo->jumpMazZDist = (max_z_diff)?(max_z_diff):((NPC->client->NPC_class==CLASS_ROCKETTROOPER)?-1000:-450);
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NPCInfo->jumpTime = 0;
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NPCInfo->jumpBackupTime = 0;
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return NPC_TryJump();
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}
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return qfalse;
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}
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qboolean NPC_TryJump(gentity_t *goal, float max_xy_dist, float max_z_diff)
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{
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if (NPC_CanTryJump())
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{
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NPCInfo->jumpNextCheckTime = level.time + Q_irand(1000, 3000);
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// Can't Jump At Targets In The Air
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//---------------------------------
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if (goal->client && goal->client->ps.groundEntityNum==ENTITYNUM_NONE)
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{
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return qfalse;
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}
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VectorCopy(goal->currentOrigin, NPCInfo->jumpDest);
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NPCInfo->jumpTarget = goal;
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NPCInfo->jumpMaxXYDist = (max_xy_dist)?(max_xy_dist):((NPC->client->NPC_class==CLASS_ROCKETTROOPER)?1200:750);
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NPCInfo->jumpMazZDist = (max_z_diff)?(max_z_diff):((NPC->client->NPC_class==CLASS_ROCKETTROOPER)?-1000:-400);
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NPCInfo->jumpTime = 0;
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NPCInfo->jumpBackupTime = 0;
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return NPC_TryJump();
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}
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return qfalse;
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}
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void NPC_JumpAnimation()
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{
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int jumpAnim = BOTH_JUMP1;
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if ( NPC->client->NPC_class == CLASS_BOBAFETT
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|| (NPC->client->NPC_class == CLASS_REBORN && NPC->s.weapon != WP_SABER)
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|| NPC->client->NPC_class == CLASS_ROCKETTROOPER
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||( NPCInfo->rank != RANK_CREWMAN && NPCInfo->rank <= RANK_LT_JG ) )
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{//can't do acrobatics
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jumpAnim = BOTH_FORCEJUMP1;
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}
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else if (NPC->client->NPC_class != CLASS_HOWLER)
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{
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if ( NPC->client->NPC_class == CLASS_ALORA && Q_irand( 0, 3 ) )
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{
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jumpAnim = Q_irand( BOTH_ALORA_FLIP_1, BOTH_ALORA_FLIP_3 );
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}
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else
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{
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jumpAnim = BOTH_FLIP_F;
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}
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}
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NPC_SetAnim( NPC, SETANIM_BOTH, jumpAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
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}
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extern void JET_FlyStart(gentity_t* actor);
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void NPC_JumpSound()
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{
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if ( NPC->client->NPC_class == CLASS_HOWLER )
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{
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//FIXME: can I delay the actual jump so that it matches the anim...?
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}
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else if ( NPC->client->NPC_class == CLASS_BOBAFETT
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|| NPC->client->NPC_class == CLASS_ROCKETTROOPER )
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{
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// does this really need to be here?
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JET_FlyStart(NPC);
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}
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else
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{
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G_SoundOnEnt( NPC, CHAN_BODY, "sound/weapons/force/jump.wav" );
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}
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}
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qboolean NPC_TryJump()
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{
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vec3_t targetDirection;
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float targetDistanceXY;
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float targetDistanceZ;
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// Get The Direction And Distances To The Target
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//-----------------------------------------------
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VectorSubtract(NPCInfo->jumpDest, NPC->currentOrigin, targetDirection);
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targetDirection[2] = 0.0f;
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targetDistanceXY = VectorNormalize(targetDirection);
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targetDistanceZ = NPCInfo->jumpDest[2] - NPC->currentOrigin[2];
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if ((targetDistanceXY>NPCInfo->jumpMaxXYDist) ||
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(targetDistanceZ<NPCInfo->jumpMazZDist))
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{
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return qfalse;
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}
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// Test To See If There Is A Wall Directly In Front Of Actor, If So, Backup Some
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//-------------------------------------------------------------------------------
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if (TIMER_Done(NPC, "jumpBackupDebounce"))
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{
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vec3_t actorProjectedTowardTarget;
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VectorMA(NPC->currentOrigin, NPC_JUMP_PREP_BACKUP_DIST, targetDirection, actorProjectedTowardTarget);
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gi.trace(&mJumpTrace, NPC->currentOrigin, vec3_origin, vec3_origin, actorProjectedTowardTarget, NPC->s.number, NPC->clipmask);
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if ((mJumpTrace.fraction < 1.0f) ||
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(mJumpTrace.allsolid) ||
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(mJumpTrace.startsolid))
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{
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if (NAVDEBUG_showCollision)
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{
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CG_DrawEdge(NPC->currentOrigin, actorProjectedTowardTarget, EDGE_RED_TWOSECOND); // TryJump
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}
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// TODO: We may want to test to see if it is safe to back up here?
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NPCInfo->jumpBackupTime = level.time + 1000;
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TIMER_Set(NPC, "jumpBackupDebounce", 5000);
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return qtrue;
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}
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}
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// bool Wounded = (NPC->health < 150);
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// bool OnLowerLedge = ((targetDistanceZ<-80.0f) && (targetDistanceZ>-200.0f));
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// bool WithinNormalJumpRange = ((targetDistanceZ<32.0f) && (targetDistanceXY<200.0f));
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bool WithinForceJumpRange = ((fabsf(targetDistanceZ)>0) || (targetDistanceXY>128));
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/* if (Wounded && OnLowerLedge)
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{
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ucmd.forwardmove = 127;
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VectorClear(NPC->client->ps.moveDir);
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TIMER_Set(NPC, "duck", -level.time);
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return qtrue;
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}
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if (WithinNormalJumpRange)
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{
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ucmd.upmove = 127;
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ucmd.forwardmove = 127;
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VectorClear(NPC->client->ps.moveDir);
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TIMER_Set(NPC, "duck", -level.time);
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return qtrue;
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}
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*/
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if (!WithinForceJumpRange)
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{
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return qfalse;
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}
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// If There Is Any Chance That This Jump Will Land On An Enemy, Try 8 Different Traces Around The Target
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//-------------------------------------------------------------------------------------------------------
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if (NPCInfo->jumpTarget)
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{
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float minSafeRadius = (NPC->maxs[0]*1.5f) + (NPCInfo->jumpTarget->maxs[0]*1.5f);
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float minSafeRadiusSq = (minSafeRadius * minSafeRadius);
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if (DistanceSquared(NPCInfo->jumpDest, NPCInfo->jumpTarget->currentOrigin)<minSafeRadiusSq)
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{
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vec3_t startPos;
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vec3_t floorPos;
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VectorCopy(NPCInfo->jumpDest, startPos);
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floorPos[2] = NPCInfo->jumpDest[2] + (NPC->mins[2]-32);
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for (int sideTryCount=0; sideTryCount<8; sideTryCount++)
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{
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NPCInfo->jumpSide++;
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if ( NPCInfo->jumpSide > 7 )
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{
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NPCInfo->jumpSide = 0;
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}
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switch ( NPCInfo->jumpSide )
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{
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case 0:
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NPCInfo->jumpDest[0] = startPos[0] + minSafeRadius;
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NPCInfo->jumpDest[1] = startPos[1];
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break;
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case 1:
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NPCInfo->jumpDest[0] = startPos[0] + minSafeRadius;
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NPCInfo->jumpDest[1] = startPos[1] + minSafeRadius;
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break;
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case 2:
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NPCInfo->jumpDest[0] = startPos[0];
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NPCInfo->jumpDest[1] = startPos[1] + minSafeRadius;
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break;
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case 3:
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NPCInfo->jumpDest[0] = startPos[0] - minSafeRadius;
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NPCInfo->jumpDest[1] = startPos[1] + minSafeRadius;
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break;
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case 4:
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NPCInfo->jumpDest[0] = startPos[0] - minSafeRadius;
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NPCInfo->jumpDest[1] = startPos[1];
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break;
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case 5:
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NPCInfo->jumpDest[0] = startPos[0] - minSafeRadius;
|
|
NPCInfo->jumpDest[1] = startPos[1] - minSafeRadius;
|
|
break;
|
|
case 6:
|
|
NPCInfo->jumpDest[0] = startPos[0];
|
|
NPCInfo->jumpDest[1] = startPos[1] - minSafeRadius;
|
|
break;
|
|
case 7:
|
|
NPCInfo->jumpDest[0] = startPos[0] + minSafeRadius;
|
|
NPCInfo->jumpDest[1] = startPos[1] -=minSafeRadius;
|
|
break;
|
|
}
|
|
|
|
floorPos[0] = NPCInfo->jumpDest[0];
|
|
floorPos[1] = NPCInfo->jumpDest[1];
|
|
|
|
gi.trace(&mJumpTrace, NPCInfo->jumpDest, NPC->mins, NPC->maxs, floorPos, (NPCInfo->jumpTarget)?(NPCInfo->jumpTarget->s.number):(NPC->s.number), (NPC->clipmask|CONTENTS_BOTCLIP));
|
|
if ((mJumpTrace.fraction<1.0f) &&
|
|
(!mJumpTrace.allsolid) &&
|
|
(!mJumpTrace.startsolid))
|
|
{
|
|
break;
|
|
}
|
|
|
|
if ( NAVDEBUG_showCollision )
|
|
{
|
|
CG_DrawEdge( NPCInfo->jumpDest, floorPos, EDGE_RED_TWOSECOND );
|
|
}
|
|
}
|
|
|
|
// If All Traces Failed, Just Try Going Right Back At The Target Location
|
|
//------------------------------------------------------------------------
|
|
if ((mJumpTrace.fraction>=1.0f) ||
|
|
(mJumpTrace.allsolid) ||
|
|
(mJumpTrace.startsolid))
|
|
{
|
|
VectorCopy(startPos, NPCInfo->jumpDest);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Now, Actually Try The Jump To The Dest Target
|
|
//-----------------------------------------------
|
|
if (NPC_Jump(NPCInfo->jumpDest, (NPCInfo->jumpTarget)?(NPCInfo->jumpTarget->s.number):(NPC->s.number)))
|
|
{
|
|
// We Made IT!
|
|
//-------------
|
|
NPC_JumpAnimation();
|
|
NPC_JumpSound();
|
|
|
|
NPC->client->ps.forceJumpZStart = NPC->currentOrigin[2];
|
|
NPC->client->ps.pm_flags |= PMF_JUMPING;
|
|
NPC->client->ps.weaponTime = NPC->client->ps.torsoAnimTimer;
|
|
NPC->client->ps.forcePowersActive |= ( 1 << FP_LEVITATION );
|
|
ucmd.forwardmove = 0;
|
|
NPCInfo->jumpTime = 1;
|
|
|
|
VectorClear(NPC->client->ps.moveDir);
|
|
TIMER_Set(NPC, "duck", -level.time);
|
|
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean NPC_Jumping()
|
|
{
|
|
if ( NPCInfo->jumpTime )
|
|
{
|
|
if ( !(NPC->client->ps.pm_flags & PMF_JUMPING )//forceJumpZStart )
|
|
&& !(NPC->client->ps.pm_flags&PMF_TRIGGER_PUSHED))
|
|
{//landed
|
|
NPCInfo->jumpTime = 0;
|
|
}
|
|
else
|
|
{
|
|
// if (NPCInfo->jumpTarget)
|
|
// {
|
|
// NPC_FaceEntity(NPCInfo->jumpTarget, qtrue);
|
|
// }
|
|
// else
|
|
{
|
|
NPC_FacePosition(NPCInfo->jumpDest, qtrue);
|
|
}
|
|
return qtrue;
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean NPC_JumpBackingUp()
|
|
{
|
|
if (NPCInfo->jumpBackupTime)
|
|
{
|
|
if (level.time<NPCInfo->jumpBackupTime)
|
|
{
|
|
STEER::Activate(NPC);
|
|
STEER::Flee(NPC, NPCInfo->jumpDest);
|
|
STEER::DeActivate(NPC, &ucmd);
|
|
NPC_FacePosition(NPCInfo->jumpDest, qtrue);
|
|
NPC_UpdateAngles( qfalse, qtrue );
|
|
return qtrue;
|
|
}
|
|
|
|
NPCInfo->jumpBackupTime = 0;
|
|
return NPC_TryJump();
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_CheckCombatMove
|
|
-------------------------
|
|
*/
|
|
|
|
inline qboolean NPC_CheckCombatMove( void )
|
|
{
|
|
//return NPCInfo->combatMove;
|
|
if ( ( NPCInfo->goalEntity && NPC->enemy && NPCInfo->goalEntity == NPC->enemy ) || ( NPCInfo->combatMove ) )
|
|
{
|
|
return qtrue;
|
|
}
|
|
|
|
if ( NPCInfo->goalEntity && NPCInfo->watchTarget )
|
|
{
|
|
if ( NPCInfo->goalEntity != NPCInfo->watchTarget )
|
|
{
|
|
return qtrue;
|
|
}
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_LadderMove
|
|
-------------------------
|
|
*/
|
|
|
|
static void NPC_LadderMove( vec3_t dir )
|
|
{
|
|
//FIXME: this doesn't guarantee we're facing ladder
|
|
//ALSO: Need to be able to get off at top
|
|
//ALSO: Need to play an anim
|
|
//ALSO: Need transitionary anims?
|
|
|
|
if ( ( dir[2] > 0 ) || ( dir[2] < 0 && NPC->client->ps.groundEntityNum == ENTITYNUM_NONE ) )
|
|
{
|
|
//Set our movement direction
|
|
ucmd.upmove = (dir[2] > 0) ? 127 : -127;
|
|
|
|
//Don't move around on XY
|
|
ucmd.forwardmove = ucmd.rightmove = 0;
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_GetMoveInformation
|
|
-------------------------
|
|
*/
|
|
|
|
inline qboolean NPC_GetMoveInformation( vec3_t dir, float *distance )
|
|
{
|
|
//NOTENOTE: Use path stacks!
|
|
|
|
//Make sure we have somewhere to go
|
|
if ( NPCInfo->goalEntity == NULL )
|
|
return qfalse;
|
|
|
|
//Get our move info
|
|
VectorSubtract( NPCInfo->goalEntity->currentOrigin, NPC->currentOrigin, dir );
|
|
*distance = VectorNormalize( dir );
|
|
|
|
VectorCopy( NPCInfo->goalEntity->currentOrigin, NPCInfo->blockedTargetPosition );
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NAV_GetLastMove
|
|
-------------------------
|
|
*/
|
|
|
|
void NAV_GetLastMove( navInfo_t &info )
|
|
{
|
|
info = frameNavInfo;
|
|
}
|
|
|
|
|
|
void G_UcmdMoveForDir( gentity_t *self, usercmd_t *cmd, vec3_t dir )
|
|
{
|
|
vec3_t forward, right;
|
|
|
|
AngleVectors( self->currentAngles, forward, right, NULL );
|
|
|
|
dir[2] = 0;
|
|
VectorNormalize( dir );
|
|
//NPCs cheat and store this directly because converting movement into a ucmd loses precision
|
|
VectorCopy( dir, self->client->ps.moveDir );
|
|
|
|
float fDot = DotProduct( forward, dir ) * 127.0f;
|
|
float rDot = DotProduct( right, dir ) * 127.0f;
|
|
//Must clamp this because DotProduct is not guaranteed to return a number within -1 to 1, and that would be bad when we're shoving this into a signed byte
|
|
if ( fDot > 127.0f )
|
|
{
|
|
fDot = 127.0f;
|
|
}
|
|
if ( fDot < -127.0f )
|
|
{
|
|
fDot = -127.0f;
|
|
}
|
|
if ( rDot > 127.0f )
|
|
{
|
|
rDot = 127.0f;
|
|
}
|
|
if ( rDot < -127.0f )
|
|
{
|
|
rDot = -127.0f;
|
|
}
|
|
cmd->forwardmove = floor(fDot);
|
|
cmd->rightmove = floor(rDot);
|
|
|
|
/*
|
|
vec3_t wishvel;
|
|
for ( int i = 0 ; i < 3 ; i++ )
|
|
{
|
|
wishvel[i] = forward[i]*cmd->forwardmove + right[i]*cmd->rightmove;
|
|
}
|
|
VectorNormalize( wishvel );
|
|
if ( !VectorCompare( wishvel, dir ) )
|
|
{
|
|
Com_Printf( "PRECISION LOSS: %s != %s\n", vtos(wishvel), vtos(dir) );
|
|
}
|
|
*/
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_MoveToGoal
|
|
|
|
Now assumes goal is goalEntity, was no reason for it to be otherwise
|
|
-------------------------
|
|
*/
|
|
|
|
#if AI_TIMERS
|
|
extern int navTime;
|
|
#endif// AI_TIMERS
|
|
qboolean NPC_MoveToGoal( qboolean tryStraight ) //FIXME: tryStraight not even used! Stop passing it
|
|
{
|
|
#if AI_TIMERS
|
|
int startTime = GetTime(0);
|
|
#endif// AI_TIMERS
|
|
|
|
if ( PM_InKnockDown( &NPC->client->ps ) || ( ( NPC->client->ps.legsAnim >= BOTH_PAIN1 ) && ( NPC->client->ps.legsAnim <= BOTH_PAIN18 ) && NPC->client->ps.legsAnimTimer > 0 ) )
|
|
{//If taking full body pain, don't move
|
|
return qtrue;
|
|
}
|
|
|
|
if( NPC->s.eFlags & EF_LOCKED_TO_WEAPON )
|
|
{//If in an emplaced gun, never try to navigate!
|
|
return qtrue;
|
|
}
|
|
|
|
if( NPC->s.eFlags & EF_HELD_BY_RANCOR )
|
|
{//If in a rancor's hand, never try to navigate!
|
|
return qtrue;
|
|
}
|
|
if( NPC->s.eFlags & EF_HELD_BY_WAMPA )
|
|
{//If in a wampa's hand, never try to navigate!
|
|
return qtrue;
|
|
}
|
|
if( NPC->s.eFlags & EF_HELD_BY_SAND_CREATURE )
|
|
{//If in a worm's mouth, never try to navigate!
|
|
return qtrue;
|
|
}
|
|
|
|
if ( NPC->watertype & CONTENTS_LADDER )
|
|
{//Do we still want to do this?
|
|
vec3_t dir;
|
|
VectorSubtract( NPCInfo->goalEntity->currentOrigin, NPC->currentOrigin, dir );
|
|
VectorNormalize( dir );
|
|
NPC_LadderMove( dir );
|
|
}
|
|
|
|
|
|
bool moveSuccess = true;
|
|
STEER::Activate(NPC);
|
|
{
|
|
// Attempt To Steer Directly To Our Goal
|
|
//---------------------------------------
|
|
moveSuccess = STEER::GoTo(NPC, NPCInfo->goalEntity, NPCInfo->goalRadius);
|
|
|
|
// Perhaps Not Close Enough? Try To Use The Navigation Grid
|
|
//-----------------------------------------------------------
|
|
if (!moveSuccess)
|
|
{
|
|
moveSuccess = NAV::GoTo(NPC, NPCInfo->goalEntity);
|
|
if (!moveSuccess)
|
|
{
|
|
STEER::Stop(NPC);
|
|
}
|
|
}
|
|
}
|
|
STEER::DeActivate(NPC, &ucmd);
|
|
|
|
|
|
#if AI_TIMERS
|
|
navTime += GetTime( startTime );
|
|
#endif// AI_TIMERS
|
|
return moveSuccess;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
void NPC_SlideMoveToGoal( void )
|
|
|
|
Now assumes goal is goalEntity, if want to use tempGoal, you set that before calling the func
|
|
-------------------------
|
|
*/
|
|
qboolean NPC_SlideMoveToGoal( void )
|
|
{
|
|
float saveYaw = NPC->client->ps.viewangles[YAW];
|
|
|
|
NPCInfo->combatMove = qtrue;
|
|
|
|
qboolean ret = NPC_MoveToGoal( qtrue );
|
|
|
|
NPCInfo->desiredYaw = saveYaw;
|
|
|
|
return ret;
|
|
}
|
|
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_ApplyRoff
|
|
-------------------------
|
|
*/
|
|
|
|
void NPC_ApplyRoff(void)
|
|
{
|
|
PlayerStateToEntityState( &NPC->client->ps, &NPC->s );
|
|
VectorCopy ( NPC->currentOrigin, NPC->lastOrigin );
|
|
|
|
// use the precise origin for linking
|
|
gi.linkentity(NPC);
|
|
}
|
|
|