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