// leave this line at the top of all AI_xxxx.cpp files for PCH reasons... #include "g_headers.h" #include "b_local.h" #include "g_nav.h" #include "anims.h" #include "g_navigator.h" extern void CG_DrawAlert( vec3_t origin, float rating ); extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime ); extern void G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath ); extern void NPC_TempLookTarget( gentity_t *self, int lookEntNum, int minLookTime, int maxLookTime ); extern qboolean G_ExpandPointToBBox( vec3_t point, const vec3_t mins, const vec3_t maxs, int ignore, int clipmask ); extern qboolean FlyingCreature( gentity_t *ent ); extern CNavigator navigator; #define SPF_NO_HIDE 2 #define MAX_VIEW_DIST 1024 #define MAX_VIEW_SPEED 250 #define MAX_LIGHT_INTENSITY 255 #define MIN_LIGHT_THRESHOLD 0.1 #define DISTANCE_SCALE 0.25f #define DISTANCE_THRESHOLD 0.075f #define SPEED_SCALE 0.25f #define FOV_SCALE 0.5f #define LIGHT_SCALE 0.25f #define REALIZE_THRESHOLD 0.6f #define CAUTIOUS_THRESHOLD ( REALIZE_THRESHOLD * 0.75 ) qboolean NPC_CheckPlayerTeamStealth( void ); static qboolean enemyLOS; static qboolean enemyCS; static qboolean faceEnemy; static qboolean move; static qboolean shoot; static float enemyDist; //Local state enums enum { LSTATE_NONE = 0, LSTATE_UNDERFIRE, LSTATE_INVESTIGATE, }; void Sniper_ClearTimers( gentity_t *ent ) { TIMER_Set( ent, "chatter", 0 ); TIMER_Set( ent, "duck", 0 ); TIMER_Set( ent, "stand", 0 ); TIMER_Set( ent, "shuffleTime", 0 ); TIMER_Set( ent, "sleepTime", 0 ); TIMER_Set( ent, "enemyLastVisible", 0 ); TIMER_Set( ent, "roamTime", 0 ); TIMER_Set( ent, "hideTime", 0 ); TIMER_Set( ent, "attackDelay", 0 ); //FIXME: Slant for difficulty levels TIMER_Set( ent, "stick", 0 ); TIMER_Set( ent, "scoutTime", 0 ); TIMER_Set( ent, "flee", 0 ); } void NPC_Sniper_PlayConfusionSound( gentity_t *self ) {//FIXME: make this a custom sound in sound set if ( self->health > 0 ) { G_AddVoiceEvent( self, Q_irand(EV_CONFUSE1, EV_CONFUSE3), 2000 ); } //reset him to be totally unaware again TIMER_Set( self, "enemyLastVisible", 0 ); TIMER_Set( self, "flee", 0 ); self->NPC->squadState = SQUAD_IDLE; self->NPC->tempBehavior = BS_DEFAULT; //self->NPC->behaviorState = BS_PATROL; G_ClearEnemy( self );//FIXME: or just self->enemy = NULL;? self->NPC->investigateCount = 0; } /* ------------------------- NPC_ST_Pain ------------------------- */ void NPC_Sniper_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, vec3_t point, int damage, int mod ) { self->NPC->localState = LSTATE_UNDERFIRE; TIMER_Set( self, "duck", -1 ); TIMER_Set( self, "stand", 2000 ); NPC_Pain( self, inflictor, other, point, damage, mod ); if ( !damage && self->health > 0 ) {//FIXME: better way to know I was pushed G_AddVoiceEvent( self, Q_irand(EV_PUSHED1, EV_PUSHED3), 2000 ); } } /* ------------------------- ST_HoldPosition ------------------------- */ static void Sniper_HoldPosition( void ) { NPC_FreeCombatPoint( NPCInfo->combatPoint, qtrue ); NPCInfo->goalEntity = NULL; /*if ( TIMER_Done( NPC, "stand" ) ) {//FIXME: what if can't shoot from this pos? TIMER_Set( NPC, "duck", Q_irand( 2000, 4000 ) ); } */ } /* ------------------------- ST_Move ------------------------- */ static qboolean Sniper_Move( void ) { NPCInfo->combatMove = qtrue;//always move straight toward our goal qboolean moved = NPC_MoveToGoal( qtrue ); navInfo_t info; //Get the move info NAV_GetLastMove( info ); //FIXME: if we bump into another one of our guys and can't get around him, just stop! //If we hit our target, then stop and fire! if ( info.flags & NIF_COLLISION ) { if ( info.blocker == NPC->enemy ) { Sniper_HoldPosition(); } } //If our move failed, then reset if ( moved == qfalse ) {//couldn't get to enemy if ( (NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) && NPCInfo->goalEntity && NPCInfo->goalEntity == NPC->enemy ) {//we were running after enemy //Try to find a combat point that can hit the enemy int cpFlags = (CP_CLEAR|CP_HAS_ROUTE); if ( NPCInfo->scriptFlags&SCF_USE_CP_NEAREST ) { cpFlags &= ~(CP_FLANK|CP_APPROACH_ENEMY|CP_CLOSEST); cpFlags |= CP_NEAREST; } int cp = NPC_FindCombatPoint( NPC->currentOrigin, NPC->currentOrigin, NPC->currentOrigin, cpFlags, 32 ); if ( cp == -1 && !(NPCInfo->scriptFlags&SCF_USE_CP_NEAREST) ) {//okay, try one by the enemy cp = NPC_FindCombatPoint( NPC->currentOrigin, NPC->currentOrigin, NPC->enemy->currentOrigin, CP_CLEAR|CP_HAS_ROUTE|CP_HORZ_DIST_COLL, 32 ); } //NOTE: there may be a perfectly valid one, just not one within CP_COLLECT_RADIUS of either me or him... if ( cp != -1 ) {//found a combat point that has a clear shot to enemy NPC_SetCombatPoint( cp ); NPC_SetMoveGoal( NPC, level.combatPoints[cp].origin, 8, qtrue, cp ); return moved; } } //just hang here Sniper_HoldPosition(); } return moved; } /* ------------------------- NPC_BSSniper_Patrol ------------------------- */ void NPC_BSSniper_Patrol( void ) {//FIXME: pick up on bodies of dead buddies? NPC->count = 0; if ( NPCInfo->confusionTime < level.time ) { //Look for any enemies if ( NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES ) { if ( NPC_CheckPlayerTeamStealth() ) { //NPCInfo->behaviorState = BS_HUNT_AND_KILL;//Should be auto now //NPC_AngerSound(); NPC_UpdateAngles( qtrue, qtrue ); return; } } if ( !(NPCInfo->scriptFlags&SCF_IGNORE_ALERTS) ) { //Is there danger nearby int alertEvent = NPC_CheckAlertEvents( qtrue, qtrue, -1, qfalse, AEL_SUSPICIOUS ); if ( NPC_CheckForDanger( alertEvent ) ) { NPC_UpdateAngles( qtrue, qtrue ); return; } else {//check for other alert events //There is an event to look at if ( alertEvent >= 0 && level.alertEvents[alertEvent].ID != NPCInfo->lastAlertID ) { NPCInfo->lastAlertID = level.alertEvents[alertEvent].ID; if ( level.alertEvents[alertEvent].level == AEL_DISCOVERED ) { if ( level.alertEvents[alertEvent].owner && level.alertEvents[alertEvent].owner->client && level.alertEvents[alertEvent].owner->health >= 0 && level.alertEvents[alertEvent].owner->client->playerTeam == NPC->client->enemyTeam ) {//an enemy G_SetEnemy( NPC, level.alertEvents[alertEvent].owner ); //NPCInfo->enemyLastSeenTime = level.time; TIMER_Set( NPC, "attackDelay", Q_irand( (6-NPCInfo->stats.aim)*100, (6-NPCInfo->stats.aim)*500 ) ); } } else {//FIXME: get more suspicious over time? //Save the position for movement (if necessary) //FIXME: sound? VectorCopy( level.alertEvents[alertEvent].position, NPCInfo->investigateGoal ); NPCInfo->investigateDebounceTime = level.time + Q_irand( 500, 1000 ); if ( level.alertEvents[alertEvent].level == AEL_SUSPICIOUS ) {//suspicious looks longer NPCInfo->investigateDebounceTime += Q_irand( 500, 2500 ); } } } } if ( NPCInfo->investigateDebounceTime > level.time ) {//FIXME: walk over to it, maybe? Not if not chase enemies flag //NOTE: stops walking or doing anything else below vec3_t dir, angles; float o_yaw, o_pitch; VectorSubtract( NPCInfo->investigateGoal, NPC->client->renderInfo.eyePoint, dir ); vectoangles( dir, angles ); o_yaw = NPCInfo->desiredYaw; o_pitch = NPCInfo->desiredPitch; NPCInfo->desiredYaw = angles[YAW]; NPCInfo->desiredPitch = angles[PITCH]; NPC_UpdateAngles( qtrue, qtrue ); NPCInfo->desiredYaw = o_yaw; NPCInfo->desiredPitch = o_pitch; return; } } } //If we have somewhere to go, then do that if ( UpdateGoal() ) { ucmd.buttons |= BUTTON_WALKING; NPC_MoveToGoal( qtrue ); } NPC_UpdateAngles( qtrue, qtrue ); } /* ------------------------- NPC_BSSniper_Idle ------------------------- */ /* void NPC_BSSniper_Idle( void ) { //reset our shotcount NPC->count = 0; //FIXME: check for other alert events? //Is there danger nearby? if ( NPC_CheckForDanger( NPC_CheckAlertEvents( qtrue, qtrue ) ) ) { NPC_UpdateAngles( qtrue, qtrue ); return; } TIMER_Set( NPC, "roamTime", 2000 + Q_irand( 1000, 2000 ) ); NPC_UpdateAngles( qtrue, qtrue ); } */ /* ------------------------- ST_CheckMoveState ------------------------- */ static void Sniper_CheckMoveState( void ) { //See if we're a scout if ( !(NPCInfo->scriptFlags & SCF_CHASE_ENEMIES) )//NPCInfo->behaviorState == BS_STAND_AND_SHOOT ) { if ( NPCInfo->goalEntity == NPC->enemy ) { move = qfalse; return; } } //See if we're running away else if ( NPCInfo->squadState == SQUAD_RETREAT ) { if ( TIMER_Done( NPC, "flee" ) ) { NPCInfo->squadState = SQUAD_IDLE; } else { faceEnemy = qfalse; } } else if ( NPCInfo->squadState == SQUAD_IDLE ) { if ( !NPCInfo->goalEntity ) { move = qfalse; return; } } //See if we're moving towards a goal, not the enemy if ( ( NPCInfo->goalEntity != NPC->enemy ) && ( NPCInfo->goalEntity != NULL ) ) { //Did we make it? if ( NAV_HitNavGoal( NPC->currentOrigin, NPC->mins, NPC->maxs, NPCInfo->goalEntity->currentOrigin, 16, FlyingCreature( NPC ) ) || ( NPCInfo->squadState == SQUAD_SCOUT && enemyLOS && enemyDist <= 10000 ) ) { int newSquadState = SQUAD_STAND_AND_SHOOT; //we got where we wanted to go, set timers based on why we were running switch ( NPCInfo->squadState ) { case SQUAD_RETREAT://was running away TIMER_Set( NPC, "duck", (NPC->max_health - NPC->health) * 100 ); TIMER_Set( NPC, "hideTime", Q_irand( 3000, 7000 ) ); newSquadState = SQUAD_COVER; break; case SQUAD_TRANSITION://was heading for a combat point TIMER_Set( NPC, "hideTime", Q_irand( 2000, 4000 ) ); break; case SQUAD_SCOUT://was running after player break; default: break; } NPC_ReachedGoal(); //don't attack right away TIMER_Set( NPC, "attackDelay", Q_irand( (6-NPCInfo->stats.aim)*50, (6-NPCInfo->stats.aim)*100 ) ); //FIXME: Slant for difficulty levels, too? //don't do something else just yet TIMER_Set( NPC, "roamTime", Q_irand( 1000, 4000 ) ); //stop fleeing if ( NPCInfo->squadState == SQUAD_RETREAT ) { TIMER_Set( NPC, "flee", -level.time ); NPCInfo->squadState = SQUAD_IDLE; } return; } //keep going, hold of roamTimer until we get there TIMER_Set( NPC, "roamTime", Q_irand( 4000, 8000 ) ); } } static void Sniper_ResolveBlockedShot( void ) { if ( TIMER_Done( NPC, "duck" ) ) {//we're not ducking if ( TIMER_Done( NPC, "roamTime" ) ) {//not roaming //FIXME: try to find another spot from which to hit the enemy if ( (NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) && (!NPCInfo->goalEntity || NPCInfo->goalEntity == NPC->enemy) ) {//we were running after enemy //Try to find a combat point that can hit the enemy int cpFlags = (CP_CLEAR|CP_HAS_ROUTE); if ( NPCInfo->scriptFlags&SCF_USE_CP_NEAREST ) { cpFlags &= ~(CP_FLANK|CP_APPROACH_ENEMY|CP_CLOSEST); cpFlags |= CP_NEAREST; } int cp = NPC_FindCombatPoint( NPC->currentOrigin, NPC->currentOrigin, NPC->currentOrigin, cpFlags, 32 ); if ( cp == -1 && !(NPCInfo->scriptFlags&SCF_USE_CP_NEAREST) ) {//okay, try one by the enemy cp = NPC_FindCombatPoint( NPC->currentOrigin, NPC->currentOrigin, NPC->enemy->currentOrigin, CP_CLEAR|CP_HAS_ROUTE|CP_HORZ_DIST_COLL, 32 ); } //NOTE: there may be a perfectly valid one, just not one within CP_COLLECT_RADIUS of either me or him... if ( cp != -1 ) {//found a combat point that has a clear shot to enemy NPC_SetCombatPoint( cp ); NPC_SetMoveGoal( NPC, level.combatPoints[cp].origin, 8, qtrue, cp ); TIMER_Set( NPC, "duck", -1 ); TIMER_Set( NPC, "attackDelay", Q_irand( 1000, 3000 ) ); return; } } } } /* else {//maybe we should stand if ( TIMER_Done( NPC, "stand" ) ) {//stand for as long as we'll be here TIMER_Set( NPC, "stand", Q_irand( 500, 2000 ) ); return; } } //Hmm, can't resolve this by telling them to duck or telling me to stand //We need to move! TIMER_Set( NPC, "roamTime", -1 ); TIMER_Set( NPC, "stick", -1 ); TIMER_Set( NPC, "duck", -1 ); TIMER_Set( NPC, "attackDelay", Q_irand( 1000, 3000 ) ); */ } /* ------------------------- ST_CheckFireState ------------------------- */ static void Sniper_CheckFireState( void ) { if ( enemyCS ) {//if have a clear shot, always try return; } if ( NPCInfo->squadState == SQUAD_RETREAT || NPCInfo->squadState == SQUAD_TRANSITION || NPCInfo->squadState == SQUAD_SCOUT ) {//runners never try to fire at the last pos return; } if ( !VectorCompare( NPC->client->ps.velocity, vec3_origin ) ) {//if moving at all, don't do this return; } //continue to fire on their last position if ( !Q_irand( 0, 1 ) && NPCInfo->enemyLastSeenTime && level.time - NPCInfo->enemyLastSeenTime < ((5-NPCInfo->stats.aim)*1000) )//FIXME: incorporate skill too? { if ( !VectorCompare( vec3_origin, NPCInfo->enemyLastSeenLocation ) ) { //Fire on the last known position vec3_t muzzle, dir, angles; CalcEntitySpot( NPC, SPOT_WEAPON, muzzle ); VectorSubtract( NPCInfo->enemyLastSeenLocation, muzzle, dir ); VectorNormalize( dir ); vectoangles( dir, angles ); NPCInfo->desiredYaw = angles[YAW]; NPCInfo->desiredPitch = angles[PITCH]; 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 ); 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->enemy = NULL; NPC_BSSniper_Patrol();//FIXME: or patrol? return; } if ( TIMER_Done( NPC, "flee" ) && NPC_CheckForDanger( NPC_CheckAlertEvents( qtrue, qtrue, -1, qfalse, AEL_DANGER ) ) ) {//going to run NPC_UpdateAngles( qtrue, qtrue ); return; } if ( !NPC->enemy ) {//WTF? somehow we lost our enemy? NPC_BSSniper_Patrol();//FIXME: or patrol? return; } 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 ) {//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( WP_DISRUPTOR ); 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 ) {//sniping... should be assumed if ( !(NPCInfo->scriptFlags&SCF_ALT_FIRE) ) {//use primary fire NPCInfo->scriptFlags |= SCF_ALT_FIRE; //reset fire-timing variables NPC_ChangeWeapon( WP_DISRUPTOR ); NPC_UpdateAngles( qtrue, qtrue ); return; } } } Sniper_UpdateEnemyPos(); //can we see our target? if ( NPC_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 ( 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(); } //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; } } //FIXME: what about leaning? //FIXME: also, when stop ducking, start looking, if enemy can see me, chance of ducking back down again } else {//stop ducking! TIMER_Set( NPC, "duck", -1 ); } if ( TIMER_Done( NPC, "duck" ) && TIMER_Done( NPC, "watch" ) && (TIMER_Get( NPC, "attackDelay" )-level.time) > 1000 && NPC->attackDebounceTime < level.time ) { if ( 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(); } }