mirror of
https://github.com/ioquake/jedi-outcast.git
synced 2024-11-10 07:11:42 +00:00
2298 lines
56 KiB
C++
2298 lines
56 KiB
C++
//
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// NPC.cpp - generic functions
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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 "anims.h"
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#include "g_functions.h"
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#include "say.h"
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#include "Q3_Interface.h"
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extern vec3_t playerMins;
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extern vec3_t playerMaxs;
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//extern void PM_SetAnimFinal(int *torsoAnim,int *legsAnim,int type,int anim,int priority,int *torsoAnimTimer,int *legsAnimTimer,gentity_t *gent);
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extern void G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath );
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extern void PM_SetTorsoAnimTimer( gentity_t *ent, int *torsoAnimTimer, int time );
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extern void PM_SetLegsAnimTimer( gentity_t *ent, int *legsAnimTimer, int time );
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extern void NPC_BSNoClip ( void );
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extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
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extern void NPC_ApplyRoff (void);
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extern void NPC_TempLookTarget ( gentity_t *self, int lookEntNum, int minLookTime, int maxLookTime );
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extern void NPC_CheckPlayerAim ( void );
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extern void NPC_CheckAllClear ( void );
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extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
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extern qboolean NPC_CheckLookTarget( gentity_t *self );
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extern void NPC_SetLookTarget( gentity_t *self, int entNum, int clearTime );
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extern void Mark1_dying( gentity_t *self );
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extern void NPC_BSCinematic( void );
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extern int GetTime ( int lastTime );
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extern void NPC_BSGM_Default( void );
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extern void NPC_CheckCharmed( void );
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extern cvar_t *g_dismemberment;
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extern cvar_t *g_saberRealisticCombat;
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//Local Variables
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// ai debug cvars
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cvar_t *debugNPCAI; // used to print out debug info about the bot AI
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cvar_t *debugNPCFreeze; // set to disable bot ai and temporarily freeze them in place
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cvar_t *debugNPCAimingBeam;
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cvar_t *debugBreak;
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cvar_t *debugNoRoam;
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cvar_t *debugNPCName;
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cvar_t *d_saberCombat;
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cvar_t *d_JediAI;
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cvar_t *d_noGroupAI;
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cvar_t *d_asynchronousGroupAI;
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cvar_t *d_altRoutes;
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cvar_t *d_patched;
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cvar_t *d_slowmodeath;
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extern qboolean stop_icarus;
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gentity_t *NPC;
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gNPC_t *NPCInfo;
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gclient_t *client;
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usercmd_t ucmd;
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visibility_t enemyVisibility;
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void NPC_SetAnim(gentity_t *ent,int type,int anim,int priority);
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void pitch_roll_for_slope( gentity_t *forwhom, vec3_t pass_slope );
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extern void GM_Dying( gentity_t *self );
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extern int eventClearTime;
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void CorpsePhysics( gentity_t *self )
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{
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// run the bot through the server like it was a real client
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memset( &ucmd, 0, sizeof( ucmd ) );
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ClientThink( self->s.number, &ucmd );
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VectorCopy( self->s.origin, self->s.origin2 );
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if ( self->client->NPC_class == CLASS_GALAKMECH )
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{
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GM_Dying( self );
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}
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//FIXME: match my pitch and roll for the slope of my groundPlane
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if ( self->client->ps.groundEntityNum != ENTITYNUM_NONE && !(self->flags&FL_DISINTEGRATED) )
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{//on the ground
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//FIXME: check 4 corners
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pitch_roll_for_slope( self, NULL );
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}
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if ( eventClearTime == level.time + ALERT_CLEAR_TIME )
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{//events were just cleared out so add me again
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if ( !(self->client->ps.eFlags&EF_NODRAW) )
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{
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AddSightEvent( self->enemy, self->currentOrigin, 384, AEL_DISCOVERED );
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}
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}
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if ( level.time - self->s.time > 3000 )
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{//been dead for 3 seconds
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if ( g_dismemberment->integer < 11381138 && !g_saberRealisticCombat->integer )
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{//can't be dismembered once dead
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if ( self->client->NPC_class != CLASS_PROTOCOL )
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{
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self->client->dismembered = qtrue;
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}
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}
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}
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if ( level.time - self->s.time > 500 )
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{//don't turn "nonsolid" until about 1 second after actual death
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if ((self->client->NPC_class != CLASS_MARK1) && (self->client->NPC_class != CLASS_INTERROGATOR)) // The Mark1 & Interrogator stays solid.
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{
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self->contents = CONTENTS_CORPSE;
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}
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if ( self->message )
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{
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self->contents |= CONTENTS_TRIGGER;
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}
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}
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}
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/*
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----------------------------------------
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NPC_RemoveBody
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Determines when it's ok to ditch the corpse
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----------------------------------------
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*/
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#define REMOVE_DISTANCE 128
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#define REMOVE_DISTANCE_SQR (REMOVE_DISTANCE * REMOVE_DISTANCE)
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void NPC_RemoveBody( gentity_t *self )
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{
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CorpsePhysics( self );
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self->nextthink = level.time + FRAMETIME;
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if ( self->NPC->nextBStateThink <= level.time )
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{
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if( self->taskManager && !stop_icarus )
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{
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self->taskManager->Update( );
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}
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}
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self->NPC->nextBStateThink = level.time + FRAMETIME;
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if ( self->message )
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{//I still have a key
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return;
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}
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// I don't consider this a hack, it's creative coding . . .
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// I agree, very creative... need something like this for ATST and GALAKMECH too!
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if (self->client->NPC_class == CLASS_MARK1)
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{
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Mark1_dying( self );
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}
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// Since these blow up, remove the bounding box.
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if ( self->client->NPC_class == CLASS_REMOTE
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|| self->client->NPC_class == CLASS_SENTRY
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|| self->client->NPC_class == CLASS_PROBE
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|| self->client->NPC_class == CLASS_INTERROGATOR
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|| self->client->NPC_class == CLASS_PROBE
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|| self->client->NPC_class == CLASS_MARK2 )
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{
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if ( !self->taskManager || !self->taskManager->IsRunning() )
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{
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G_FreeEntity( self );
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}
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return;
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}
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//FIXME: don't ever inflate back up?
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self->maxs[2] = self->client->renderInfo.eyePoint[2] - self->currentOrigin[2] + 4;
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if ( self->maxs[2] < -8 )
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{
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self->maxs[2] = -8;
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}
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if ( self->client->NPC_class == CLASS_GALAKMECH )
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{//never disappears
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return;
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}
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if ( self->NPC && self->NPC->timeOfDeath <= level.time )
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{
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self->NPC->timeOfDeath = level.time + 1000;
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// Only do all of this nonsense for Scav boys ( and girls )
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/// if ( self->client->playerTeam == TEAM_SCAVENGERS || self->client->playerTeam == TEAM_KLINGON
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// || self->client->playerTeam == TEAM_HIROGEN || self->client->playerTeam == TEAM_MALON )
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// should I check NPC_class here instead of TEAM ? - dmv
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if( self->client->playerTeam == TEAM_ENEMY || self->client->NPC_class == CLASS_PROTOCOL )
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{
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self->nextthink = level.time + FRAMETIME; // try back in a second
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if ( DistanceSquared( g_entities[0].currentOrigin, self->currentOrigin ) <= REMOVE_DISTANCE_SQR )
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{
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return;
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}
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if ( (InFOV( self, &g_entities[0], 110, 90 )) ) // generous FOV check
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{
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if ( (NPC_ClearLOS( &g_entities[0], self->currentOrigin )) )
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{
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return;
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}
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}
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}
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//FIXME: there are some conditions - such as heavy combat - in which we want
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// to remove the bodies... but in other cases it's just weird, like
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// when they're right behind you in a closed room and when they've been
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// placed as dead NPCs by a designer...
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// For now we just assume that a corpse with no enemy was
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// placed in the map as a corpse
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if ( self->enemy )
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{
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if ( !self->taskManager || !self->taskManager->IsRunning() )
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{
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if ( self->client && self->client->ps.saberEntityNum > 0 && self->client->ps.saberEntityNum < ENTITYNUM_WORLD )
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{
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gentity_t *saberent = &g_entities[self->client->ps.saberEntityNum];
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if ( saberent )
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{
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G_FreeEntity( saberent );
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}
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}
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G_FreeEntity( self );
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}
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}
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}
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}
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/*
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----------------------------------------
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NPC_RemoveBody
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Determines when it's ok to ditch the corpse
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----------------------------------------
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*/
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int BodyRemovalPadTime( gentity_t *ent )
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{
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int time;
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if ( !ent || !ent->client )
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return 0;
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/*
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switch ( ent->client->playerTeam )
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{
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case TEAM_KLINGON: // no effect, we just remove them when the player isn't looking
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case TEAM_SCAVENGERS:
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case TEAM_HIROGEN:
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case TEAM_MALON:
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case TEAM_IMPERIAL:
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case TEAM_STARFLEET:
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time = 10000; // 15 secs.
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break;
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case TEAM_BORG:
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time = 2000;
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break;
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case TEAM_STASIS:
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return qtrue;
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break;
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case TEAM_FORGE:
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time = 1000;
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break;
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case TEAM_BOTS:
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// if (!Q_stricmp( ent->NPC_type, "mouse" ))
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// {
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time = 0;
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// }
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// else
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// {
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// time = 10000;
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// }
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break;
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case TEAM_8472:
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time = 2000;
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break;
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default:
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// never go away
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time = Q3_INFINITE;
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break;
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}
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*/
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// team no longer indicates species/race, so in this case we'd use NPC_class, but
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switch( ent->client->NPC_class )
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{
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case CLASS_MOUSE:
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case CLASS_GONK:
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case CLASS_R2D2:
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case CLASS_R5D2:
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//case CLASS_PROTOCOL:
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case CLASS_MARK1:
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case CLASS_MARK2:
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case CLASS_PROBE:
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case CLASS_SEEKER:
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case CLASS_REMOTE:
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case CLASS_SENTRY:
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case CLASS_INTERROGATOR:
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time = 0;
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break;
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default:
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// never go away
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// time = Q3_INFINITE;
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// for now I'm making default 10000
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time = 10000;
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break;
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}
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return time;
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}
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/*
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----------------------------------------
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NPC_RemoveBodyEffect
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Effect to be applied when ditching the corpse
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----------------------------------------
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*/
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static void NPC_RemoveBodyEffect(void)
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{
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// vec3_t org;
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// gentity_t *tent;
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if ( !NPC || !NPC->client || (NPC->s.eFlags & EF_NODRAW) )
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return;
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/*
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switch(NPC->client->playerTeam)
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{
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case TEAM_STARFLEET:
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//FIXME: Starfleet beam out
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break;
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case TEAM_BOTS:
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// VectorCopy( NPC->currentOrigin, org );
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// org[2] -= 16;
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// tent = G_TempEntity( org, EV_BOT_EXPLODE );
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// tent->owner = NPC;
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break;
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default:
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break;
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}
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*/
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// team no longer indicates species/race, so in this case we'd use NPC_class, but
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// stub code
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switch(NPC->client->NPC_class)
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{
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case CLASS_PROBE:
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case CLASS_SEEKER:
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case CLASS_REMOTE:
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case CLASS_SENTRY:
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case CLASS_GONK:
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case CLASS_R2D2:
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case CLASS_R5D2:
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//case CLASS_PROTOCOL:
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case CLASS_MARK1:
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case CLASS_MARK2:
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case CLASS_INTERROGATOR:
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case CLASS_ATST: // yeah, this is a little weird, but for now I'm listing all droids
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// VectorCopy( NPC->currentOrigin, org );
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// org[2] -= 16;
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// tent = G_TempEntity( org, EV_BOT_EXPLODE );
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// tent->owner = NPC;
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break;
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default:
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break;
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}
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}
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/*
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====================================================================
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void pitch_roll_for_slope (edict_t *forwhom, vec3_t *slope)
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MG
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This will adjust the pitch and roll of a monster to match
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a given slope - if a non-'0 0 0' slope is passed, it will
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use that value, otherwise it will use the ground underneath
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the monster. If it doesn't find a surface, it does nothinh\g
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and returns.
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====================================================================
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*/
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void pitch_roll_for_slope( gentity_t *forwhom, vec3_t pass_slope )
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{
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vec3_t slope;
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vec3_t nvf, ovf, ovr, startspot, endspot, new_angles = { 0, 0, 0 };
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float pitch, mod, dot;
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//if we don't have a slope, get one
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if( !pass_slope || VectorCompare( vec3_origin, pass_slope ) )
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{
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trace_t trace;
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VectorCopy( forwhom->currentOrigin, startspot );
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startspot[2] += forwhom->mins[2] + 4;
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VectorCopy( startspot, endspot );
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endspot[2] -= 300;
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gi.trace( &trace, forwhom->currentOrigin, vec3_origin, vec3_origin, endspot, forwhom->s.number, MASK_SOLID );
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// if(trace_fraction>0.05&&forwhom.movetype==MOVETYPE_STEP)
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// forwhom.flags(-)FL_ONGROUND;
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if ( trace.fraction >= 1.0 )
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return;
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if( !( &trace.plane ) )
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return;
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if ( VectorCompare( vec3_origin, trace.plane.normal ) )
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return;
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VectorCopy( trace.plane.normal, slope );
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}
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else
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{
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VectorCopy( pass_slope, slope );
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}
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AngleVectors( forwhom->currentAngles, ovf, ovr, NULL );
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vectoangles( slope, new_angles );
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pitch = new_angles[PITCH] + 90;
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new_angles[ROLL] = new_angles[PITCH] = 0;
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AngleVectors( new_angles, nvf, NULL, NULL );
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mod = DotProduct( nvf, ovr );
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if ( mod<0 )
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mod = -1;
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else
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mod = 1;
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dot = DotProduct( nvf, ovf );
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if ( forwhom->client )
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{
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forwhom->client->ps.viewangles[PITCH] = dot * pitch;
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forwhom->client->ps.viewangles[ROLL] = ((1-Q_fabs(dot)) * pitch * mod);
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float oldmins2 = forwhom->mins[2];
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forwhom->mins[2] = -24 + 12 * fabs(forwhom->client->ps.viewangles[PITCH])/180.0f;
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//FIXME: if it gets bigger, move up
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if ( oldmins2 > forwhom->mins[2] )
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{//our mins is now lower, need to move up
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//FIXME: trace?
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forwhom->client->ps.origin[2] += (oldmins2 - forwhom->mins[2]);
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forwhom->currentOrigin[2] = forwhom->client->ps.origin[2];
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gi.linkentity( forwhom );
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}
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}
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else
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{
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forwhom->currentAngles[PITCH] = dot * pitch;
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forwhom->currentAngles[ROLL] = ((1-Q_fabs(dot)) * pitch * mod);
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}
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}
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/*
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void NPC_PostDeathThink( void )
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{
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float mostdist;
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trace_t trace1, trace2, trace3, trace4, movetrace;
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vec3_t org, endpos, startpos, forward, right;
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int whichtrace = 0;
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float cornerdist[4];
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qboolean frontbackbothclear = false;
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qboolean rightleftbothclear = false;
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if( NPC->client->ps.groundEntityNum == ENTITYNUM_NONE || !VectorCompare( vec3_origin, NPC->client->ps.velocity ) )
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{
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if ( NPC->client->ps.groundEntityNum != ENTITYNUM_NONE && NPC->client->ps.friction == 1.0 )//check avelocity?
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{
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pitch_roll_for_slope( NPC, NULL );
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}
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return;
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}
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cornerdist[FRONT] = cornerdist[BACK] = cornerdist[RIGHT] = cornerdist[LEFT] = 0.0f;
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mostdist = MIN_DROP_DIST;
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AngleVectors( NPC->currentAngles, forward, right, NULL );
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VectorCopy( NPC->currentOrigin, org );
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org[2] += NPC->mins[2];
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VectorMA( org, NPC->dead_size, forward, startpos );
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VectorCopy( startpos, endpos );
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endpos[2] -= 128;
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gi.trace( &trace1, startpos, vec3_origin, vec3_origin, endpos, NPC->s.number, MASK_SOLID, );
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if( !trace1.allsolid && !trace1.startsolid )
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{
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cornerdist[FRONT] = trace1.fraction;
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if ( trace1.fraction > mostdist )
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{
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mostdist = trace1.fraction;
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whichtrace = 1;
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}
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}
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VectorMA( org, -NPC->dead_size, forward, startpos );
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VectorCopy( startpos, endpos );
|
|
endpos[2] -= 128;
|
|
gi.trace( &trace2, startpos, vec3_origin, vec3_origin, endpos, NPC->s.number, MASK_SOLID );
|
|
if( !trace2.allsolid && !trace2.startsolid )
|
|
{
|
|
cornerdist[BACK] = trace2.fraction;
|
|
if ( trace2.fraction > mostdist )
|
|
{
|
|
mostdist = trace2.fraction;
|
|
whichtrace = 2;
|
|
}
|
|
}
|
|
|
|
VectorMA( org, NPC->dead_size/2, right, startpos );
|
|
VectorCopy( startpos, endpos );
|
|
endpos[2] -= 128;
|
|
gi.trace( &trace3, startpos, vec3_origin, vec3_origin, endpos, NPC->s.number, MASK_SOLID );
|
|
if ( !trace3.allsolid && !trace3.startsolid )
|
|
{
|
|
cornerdist[RIGHT] = trace3.fraction;
|
|
if ( trace3.fraction>mostdist )
|
|
{
|
|
mostdist = trace3.fraction;
|
|
whichtrace = 3;
|
|
}
|
|
}
|
|
|
|
VectorMA( org, -NPC->dead_size/2, right, startpos );
|
|
VectorCopy( startpos, endpos );
|
|
endpos[2] -= 128;
|
|
gi.trace( &trace4, startpos, vec3_origin, vec3_origin, endpos, NPC->s.number, MASK_SOLID );
|
|
if ( !trace4.allsolid && !trace4.startsolid )
|
|
{
|
|
cornerdist[LEFT] = trace4.fraction;
|
|
if ( trace4.fraction > mostdist )
|
|
{
|
|
mostdist = trace4.fraction;
|
|
whichtrace = 4;
|
|
}
|
|
}
|
|
|
|
//OK! Now if two opposite sides are hanging, use a third if any, else, do nothing
|
|
if ( cornerdist[FRONT] > MIN_DROP_DIST && cornerdist[BACK] > MIN_DROP_DIST )
|
|
frontbackbothclear = true;
|
|
|
|
if ( cornerdist[RIGHT] > MIN_DROP_DIST && cornerdist[LEFT] > MIN_DROP_DIST )
|
|
rightleftbothclear = true;
|
|
|
|
if ( frontbackbothclear && rightleftbothclear )
|
|
return;
|
|
|
|
if ( frontbackbothclear )
|
|
{
|
|
if ( cornerdist[RIGHT] > MIN_DROP_DIST )
|
|
whichtrace = 3;
|
|
else if ( cornerdist[LEFT] > MIN_DROP_DIST )
|
|
whichtrace = 4;
|
|
else
|
|
return;
|
|
}
|
|
|
|
if ( rightleftbothclear )
|
|
{
|
|
if ( cornerdist[FRONT] > MIN_DROP_DIST )
|
|
whichtrace = 1;
|
|
else if ( cornerdist[BACK] > MIN_DROP_DIST )
|
|
whichtrace = 2;
|
|
else
|
|
return;
|
|
}
|
|
|
|
switch ( whichtrace )
|
|
{//check for stuck
|
|
case 1:
|
|
VectorMA( NPC->currentOrigin, NPC->maxs[0], forward, endpos );
|
|
gi.trace( &movetrace, NPC->currentOrigin, NPC->mins, NPC->maxs, endpos, NPC->s.number, MASK_MONSTERSOLID );
|
|
if ( movetrace.allsolid || movetrace.startsolid || movetrace.fraction < 1.0 )
|
|
if ( canmove( movetrace.ent ) )
|
|
whichtrace = -1;
|
|
else
|
|
whichtrace = 0;
|
|
break;
|
|
case 2:
|
|
VectorMA( NPC->currentOrigin, -NPC->maxs[0], forward, endpos );
|
|
gi.trace( &movetrace, NPC->currentOrigin, NPC->mins, NPC->maxs, endpos, NPC->s.number, MASK_MONSTERSOLID );
|
|
if ( movetrace.allsolid || movetrace.startsolid || movetrace.fraction < 1.0 )
|
|
if ( canmove( movetrace.ent ) )
|
|
whichtrace = -1;
|
|
else
|
|
whichtrace = 0;
|
|
break;
|
|
case 3:
|
|
VectorMA( NPC->currentOrigin, NPC->maxs[0], right, endpos );
|
|
gi.trace( &movetrace, NPC->currentOrigin, NPC->mins, NPC->maxs, endpos, NPC->s.number, MASK_MONSTERSOLID );
|
|
if ( movetrace.allsolid || movetrace.startsolid || movetrace.fraction < 1.0 )
|
|
if ( canmove( movetrace.ent ) )
|
|
whichtrace = -1;
|
|
else
|
|
whichtrace = 0;
|
|
break;
|
|
case 4:
|
|
VectorMA( NPC->currentOrigin, -NPC->maxs[0], right, endpos );
|
|
gi.trace( &movetrace, NPC->currentOrigin, NPC->mins, NPC->maxs, endpos, NPC->s.number, MASK_MONSTERSOLID );
|
|
if (movetrace.allsolid || movetrace.startsolid || movetrace.fraction < 1.0 )
|
|
if ( canmove( movetrace.ent ) )
|
|
whichtrace = -1;
|
|
else
|
|
whichtrace = 0;
|
|
break;
|
|
}
|
|
|
|
switch ( whichtrace )
|
|
{
|
|
case 1:
|
|
VectorMA( NPC->client->ps.velocity, 200, forward, NPC->client->ps.velocity );
|
|
if ( trace1.fraction >= 0.9 )
|
|
{
|
|
//can't anymore, origin not in center of deathframe!
|
|
// NPC->avelocity[PITCH] = -300;
|
|
NPC->client->ps.friction = 1.0;
|
|
}
|
|
else
|
|
{
|
|
pitch_roll_for_slope( NPC, &trace1.plane.normal );
|
|
NPC->client->ps.friction = trace1.plane.normal[2] * 0.1;
|
|
}
|
|
return;
|
|
break;
|
|
|
|
case 2:
|
|
VectorMA( NPC->client->ps.velocity, -200, forward, NPC->client->ps.velocity );
|
|
if(trace2.fraction >= 0.9)
|
|
{
|
|
//can't anymore, origin not in center of deathframe!
|
|
// NPC->avelocity[PITCH] = 300;
|
|
NPC->client->ps.friction = 1.0;
|
|
}
|
|
else
|
|
{
|
|
pitch_roll_for_slope( NPC, &trace2.plane.normal );
|
|
NPC->client->ps.friction = trace2.plane.normal[2] * 0.1;
|
|
}
|
|
return;
|
|
break;
|
|
|
|
case 3:
|
|
VectorMA( NPC->client->ps.velocity, 200, right, NPC->client->ps.velocity );
|
|
if ( trace3.fraction >= 0.9 )
|
|
{
|
|
//can't anymore, origin not in center of deathframe!
|
|
// NPC->avelocity[ROLL] = -300;
|
|
NPC->client->ps.friction = 1.0;
|
|
}
|
|
else
|
|
{
|
|
pitch_roll_for_slope( NPC, &trace3.plane.normal );
|
|
NPC->client->ps.friction = trace3.plane.normal[2] * 0.1;
|
|
}
|
|
return;
|
|
break;
|
|
|
|
case 4:
|
|
VectorMA( NPC->client->ps.velocity, -200, right, NPC->client->ps.velocity );
|
|
if ( trace4.fraction >= 0.9 )
|
|
{
|
|
//can't anymore, origin not in center of deathframe!
|
|
// NPC->avelocity[ROLL] = 300;
|
|
NPC->client->ps.friction = 1.0;
|
|
}
|
|
else
|
|
{
|
|
pitch_roll_for_slope( NPC, &trace4.plane.normal );
|
|
NPC->client->ps.friction = trace4.plane.normal[2] * 0.1;
|
|
}
|
|
return;
|
|
break;
|
|
}
|
|
|
|
//on solid ground
|
|
if ( whichtrace == -1 )
|
|
{
|
|
return;
|
|
}
|
|
NPC->client->ps.friction = 1.0;
|
|
|
|
//VectorClear( NPC->avelocity );
|
|
pitch_roll_for_slope( NPC, NULL );
|
|
|
|
//gi.linkentity (NPC);
|
|
}
|
|
*/
|
|
|
|
/*
|
|
----------------------------------------
|
|
DeadThink
|
|
----------------------------------------
|
|
*/
|
|
static void DeadThink ( void )
|
|
{
|
|
trace_t trace;
|
|
|
|
//HACKHACKHACKHACKHACK
|
|
//We should really have a seperate G2 bounding box (seperate from the physics bbox) for G2 collisions only
|
|
//FIXME: don't ever inflate back up?
|
|
NPC->maxs[2] = NPC->client->renderInfo.eyePoint[2] - NPC->currentOrigin[2] + 4;
|
|
if ( NPC->maxs[2] < -8 )
|
|
{
|
|
NPC->maxs[2] = -8;
|
|
}
|
|
if ( VectorCompare( NPC->client->ps.velocity, vec3_origin ) )
|
|
{//not flying through the air
|
|
if ( NPC->mins[0] > -32 )
|
|
{
|
|
NPC->mins[0] -= 1;
|
|
gi.trace (&trace, NPC->currentOrigin, NPC->mins, NPC->maxs, NPC->currentOrigin, NPC->s.number, NPC->clipmask );
|
|
if ( trace.allsolid )
|
|
{
|
|
NPC->mins[0] += 1;
|
|
}
|
|
}
|
|
if ( NPC->maxs[0] < 32 )
|
|
{
|
|
NPC->maxs[0] += 1;
|
|
gi.trace (&trace, NPC->currentOrigin, NPC->mins, NPC->maxs, NPC->currentOrigin, NPC->s.number, NPC->clipmask );
|
|
if ( trace.allsolid )
|
|
{
|
|
NPC->maxs[0] -= 1;
|
|
}
|
|
}
|
|
if ( NPC->mins[1] > -32 )
|
|
{
|
|
NPC->mins[1] -= 1;
|
|
gi.trace (&trace, NPC->currentOrigin, NPC->mins, NPC->maxs, NPC->currentOrigin, NPC->s.number, NPC->clipmask );
|
|
if ( trace.allsolid )
|
|
{
|
|
NPC->mins[1] += 1;
|
|
}
|
|
}
|
|
if ( NPC->maxs[1] < 32 )
|
|
{
|
|
NPC->maxs[1] += 1;
|
|
gi.trace (&trace, NPC->currentOrigin, NPC->mins, NPC->maxs, NPC->currentOrigin, NPC->s.number, NPC->clipmask );
|
|
if ( trace.allsolid )
|
|
{
|
|
NPC->maxs[1] -= 1;
|
|
}
|
|
}
|
|
}
|
|
//HACKHACKHACKHACKHACK
|
|
|
|
//FIXME: tilt and fall off of ledges?
|
|
//NPC_PostDeathThink();
|
|
|
|
/*
|
|
if ( !NPCInfo->timeOfDeath && NPC->client != NULL && NPCInfo != NULL )
|
|
{
|
|
//haven't finished death anim yet and were NOT given a specific amount of time to wait before removal
|
|
int legsAnim = NPC->client->ps.legsAnim;
|
|
animation_t *animations = knownAnimFileSets[NPC->client->clientInfo.animFileIndex].animations;
|
|
|
|
NPC->bounceCount = -1; // This is a cheap hack for optimizing the pointcontents check below
|
|
|
|
//ghoul doesn't tell us this anymore
|
|
//if ( NPC->client->renderInfo.legsFrame == animations[legsAnim].firstFrame + (animations[legsAnim].numFrames - 1) )
|
|
{
|
|
//reached the end of the death anim
|
|
NPCInfo->timeOfDeath = level.time + BodyRemovalPadTime( NPC );
|
|
}
|
|
}
|
|
else
|
|
*/
|
|
{
|
|
//death anim done (or were given a specific amount of time to wait before removal), wait the requisite amount of time them remove
|
|
if ( level.time >= NPCInfo->timeOfDeath + BodyRemovalPadTime( NPC ) )
|
|
{
|
|
if ( NPC->client->ps.eFlags & EF_NODRAW )
|
|
{
|
|
if ( !NPC->taskManager || !NPC->taskManager->IsRunning() )
|
|
{
|
|
NPC->e_ThinkFunc = thinkF_G_FreeEntity;
|
|
NPC->nextthink = level.time + FRAMETIME;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Start the body effect first, then delay 400ms before ditching the corpse
|
|
NPC_RemoveBodyEffect();
|
|
|
|
//FIXME: keep it running through physics somehow?
|
|
NPC->e_ThinkFunc = thinkF_NPC_RemoveBody;
|
|
NPC->nextthink = level.time + FRAMETIME;
|
|
// if ( NPC->client->playerTeam == TEAM_FORGE )
|
|
// NPCInfo->timeOfDeath = level.time + FRAMETIME * 8;
|
|
// else if ( NPC->client->playerTeam == TEAM_BOTS )
|
|
class_t npc_class = NPC->client->NPC_class;
|
|
// check for droids
|
|
if ( npc_class == CLASS_SEEKER || npc_class == CLASS_REMOTE || npc_class == CLASS_PROBE || npc_class == CLASS_MOUSE ||
|
|
npc_class == CLASS_GONK || npc_class == CLASS_R2D2 || npc_class == CLASS_R5D2 ||
|
|
npc_class == CLASS_MARK2 || npc_class == CLASS_SENTRY )//npc_class == CLASS_PROTOCOL ||
|
|
{
|
|
NPC->client->ps.eFlags |= EF_NODRAW;
|
|
NPCInfo->timeOfDeath = level.time + FRAMETIME * 8;
|
|
}
|
|
else
|
|
NPCInfo->timeOfDeath = level.time + FRAMETIME * 4;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
// If the player is on the ground and the resting position contents haven't been set yet...(BounceCount tracks the contents)
|
|
if ( NPC->bounceCount < 0 && NPC->s.groundEntityNum >= 0 )
|
|
{
|
|
// if client is in a nodrop area, make him/her nodraw
|
|
int contents = NPC->bounceCount = gi.pointcontents( NPC->currentOrigin, -1 );
|
|
|
|
if ( ( contents & CONTENTS_NODROP ) )
|
|
{
|
|
NPC->client->ps.eFlags |= EF_NODRAW;
|
|
}
|
|
}
|
|
|
|
CorpsePhysics( NPC );
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
SetNPCGlobals
|
|
|
|
local function to set globals used throughout the AI code
|
|
===============
|
|
*/
|
|
void SetNPCGlobals( gentity_t *ent )
|
|
{
|
|
NPC = ent;
|
|
NPCInfo = ent->NPC;
|
|
client = ent->client;
|
|
memset( &ucmd, 0, sizeof( usercmd_t ) );
|
|
}
|
|
|
|
gentity_t *_saved_NPC;
|
|
gNPC_t *_saved_NPCInfo;
|
|
gclient_t *_saved_client;
|
|
usercmd_t _saved_ucmd;
|
|
|
|
void SaveNPCGlobals()
|
|
{
|
|
_saved_NPC = NPC;
|
|
_saved_NPCInfo = NPCInfo;
|
|
_saved_client = client;
|
|
memcpy( &_saved_ucmd, &ucmd, sizeof( usercmd_t ) );
|
|
}
|
|
|
|
void RestoreNPCGlobals()
|
|
{
|
|
NPC = _saved_NPC;
|
|
NPCInfo = _saved_NPCInfo;
|
|
client = _saved_client;
|
|
memcpy( &ucmd, &_saved_ucmd, sizeof( usercmd_t ) );
|
|
}
|
|
|
|
//We MUST do this, other funcs were using NPC illegally when "self" wasn't the global NPC
|
|
void ClearNPCGlobals( void )
|
|
{
|
|
NPC = NULL;
|
|
NPCInfo = NULL;
|
|
client = NULL;
|
|
}
|
|
//===============
|
|
|
|
extern qboolean showBBoxes;
|
|
vec3_t NPCDEBUG_RED = {1.0, 0.0, 0.0};
|
|
vec3_t NPCDEBUG_GREEN = {0.0, 1.0, 0.0};
|
|
vec3_t NPCDEBUG_BLUE = {0.0, 0.0, 1.0};
|
|
vec3_t NPCDEBUG_LIGHT_BLUE = {0.3f, 0.7f, 1.0};
|
|
extern void CG_Cube( vec3_t mins, vec3_t maxs, vec3_t color, float alpha );
|
|
extern void CG_Line( vec3_t start, vec3_t end, vec3_t color, float alpha );
|
|
extern void CG_Cylinder( vec3_t start, vec3_t end, float radius, vec3_t color );
|
|
|
|
void NPC_ShowDebugInfo (void)
|
|
{
|
|
if ( showBBoxes )
|
|
{
|
|
gentity_t *found = NULL;
|
|
vec3_t mins, maxs;
|
|
|
|
while( (found = G_Find( found, FOFS(classname), "NPC" ) ) != NULL )
|
|
{
|
|
if ( gi.inPVS( found->currentOrigin, g_entities[0].currentOrigin ) )
|
|
{
|
|
VectorAdd( found->currentOrigin, found->mins, mins );
|
|
VectorAdd( found->currentOrigin, found->maxs, maxs );
|
|
CG_Cube( mins, maxs, NPCDEBUG_RED, 0.25 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void NPC_ApplyScriptFlags (void)
|
|
{
|
|
if ( NPCInfo->scriptFlags & SCF_CROUCHED )
|
|
{
|
|
if ( NPCInfo->charmedTime > level.time && (ucmd.forwardmove || ucmd.rightmove) )
|
|
{//ugh, if charmed and moving, ignore the crouched command
|
|
}
|
|
else
|
|
{
|
|
ucmd.upmove = -127;
|
|
}
|
|
}
|
|
|
|
if(NPCInfo->scriptFlags & SCF_RUNNING)
|
|
{
|
|
ucmd.buttons &= ~BUTTON_WALKING;
|
|
}
|
|
else if(NPCInfo->scriptFlags & SCF_WALKING)
|
|
{
|
|
if ( NPCInfo->charmedTime > level.time && (ucmd.forwardmove || ucmd.rightmove) )
|
|
{//ugh, if charmed and moving, ignore the walking command
|
|
}
|
|
else
|
|
{
|
|
ucmd.buttons |= BUTTON_WALKING;
|
|
}
|
|
}
|
|
/*
|
|
if(NPCInfo->scriptFlags & SCF_CAREFUL)
|
|
{
|
|
ucmd.buttons |= BUTTON_CAREFUL;
|
|
}
|
|
*/
|
|
if(NPCInfo->scriptFlags & SCF_LEAN_RIGHT)
|
|
{
|
|
ucmd.buttons |= BUTTON_USE;
|
|
ucmd.rightmove = 127;
|
|
ucmd.forwardmove = 0;
|
|
ucmd.upmove = 0;
|
|
}
|
|
else if(NPCInfo->scriptFlags & SCF_LEAN_LEFT)
|
|
{
|
|
ucmd.buttons |= BUTTON_USE;
|
|
ucmd.rightmove = -127;
|
|
ucmd.forwardmove = 0;
|
|
ucmd.upmove = 0;
|
|
}
|
|
|
|
if ( (NPCInfo->scriptFlags & SCF_ALT_FIRE) && (ucmd.buttons & BUTTON_ATTACK) )
|
|
{//Use altfire instead
|
|
ucmd.buttons |= BUTTON_ALT_ATTACK;
|
|
}
|
|
}
|
|
|
|
void Q3_DebugPrint( int level, const char *format, ... );
|
|
void NPC_HandleAIFlags (void)
|
|
{
|
|
//FIXME: make these flags checks a function call like NPC_CheckAIFlagsAndTimers
|
|
if ( NPCInfo->aiFlags & NPCAI_LOST )
|
|
{//Print that you need help!
|
|
//FIXME: shouldn't remove this just yet if cg_draw needs it
|
|
NPCInfo->aiFlags &= ~NPCAI_LOST;
|
|
|
|
/*
|
|
if ( showWaypoints )
|
|
{
|
|
Q3_DebugPrint(WL_WARNING, "%s can't navigate to target %s (my wp: %d, goal wp: %d)\n", NPC->targetname, NPCInfo->goalEntity->targetname, NPC->waypoint, NPCInfo->goalEntity->waypoint );
|
|
}
|
|
*/
|
|
|
|
if ( NPCInfo->goalEntity && NPCInfo->goalEntity == NPC->enemy )
|
|
{//We can't nav to our enemy
|
|
//Drop enemy and see if we should search for him
|
|
NPC_LostEnemyDecideChase();
|
|
}
|
|
}
|
|
|
|
//MRJ Request:
|
|
/*
|
|
if ( NPCInfo->aiFlags & NPCAI_GREET_ALLIES && !NPC->enemy )//what if "enemy" is the greetEnt?
|
|
{//If no enemy, look for teammates to greet
|
|
//FIXME: don't say hi to the same guy over and over again.
|
|
if ( NPCInfo->greetingDebounceTime < level.time )
|
|
{//Has been at least 2 seconds since we greeted last
|
|
if ( !NPCInfo->greetEnt )
|
|
{//Find a teammate whom I'm facing and who is facing me and within 128
|
|
NPCInfo->greetEnt = NPC_PickAlly( qtrue, 128, qtrue, qtrue );
|
|
}
|
|
|
|
if ( NPCInfo->greetEnt && !Q_irand(0, 5) )
|
|
{//Start greeting someone
|
|
qboolean greeted = qfalse;
|
|
|
|
//TODO: If have a greetscript, run that instead?
|
|
|
|
//FIXME: make them greet back?
|
|
if( !Q_irand( 0, 2 ) )
|
|
{//Play gesture anim (press gesture button?)
|
|
greeted = qtrue;
|
|
NPC_SetAnim( NPC, SETANIM_TORSO, Q_irand( BOTH_GESTURE1, BOTH_GESTURE3 ), SETANIM_FLAG_NORMAL|SETANIM_FLAG_HOLD );
|
|
//NOTE: play full-body gesture if not moving?
|
|
}
|
|
|
|
if( !Q_irand( 0, 2 ) )
|
|
{//Play random voice greeting sound
|
|
greeted = qtrue;
|
|
//FIXME: need NPC sound sets
|
|
|
|
//G_AddVoiceEvent( NPC, Q_irand(EV_GREET1, EV_GREET3), 2000 );
|
|
}
|
|
|
|
if( !Q_irand( 0, 1 ) )
|
|
{//set looktarget to them for a second or two
|
|
greeted = qtrue;
|
|
NPC_TempLookTarget( NPC, NPCInfo->greetEnt->s.number, 1000, 3000 );
|
|
}
|
|
|
|
if ( greeted )
|
|
{//Did at least one of the things above
|
|
//Don't greet again for 2 - 4 seconds
|
|
NPCInfo->greetingDebounceTime = level.time + Q_irand( 2000, 4000 );
|
|
NPCInfo->greetEnt = NULL;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
//been told to play a victory sound after a delay
|
|
if ( NPCInfo->greetingDebounceTime && NPCInfo->greetingDebounceTime < level.time )
|
|
{
|
|
G_AddVoiceEvent( NPC, Q_irand(EV_VICTORY1, EV_VICTORY3), Q_irand( 2000, 4000 ) );
|
|
NPCInfo->greetingDebounceTime = 0;
|
|
}
|
|
|
|
if ( NPCInfo->ffireCount > 0 )
|
|
{
|
|
if ( NPCInfo->ffireFadeDebounce < level.time )
|
|
{
|
|
NPCInfo->ffireCount--;
|
|
//Com_Printf( "drop: %d < %d\n", NPCInfo->ffireCount, 3+((2-g_spskill->integer)*2) );
|
|
NPCInfo->ffireFadeDebounce = level.time + 3000;
|
|
}
|
|
}
|
|
if ( d_patched->integer )
|
|
{//use patch-style navigation
|
|
if ( NPCInfo->consecutiveBlockedMoves > 20 )
|
|
{//been stuck for a while, try again?
|
|
NPCInfo->consecutiveBlockedMoves = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
void NPC_AvoidWallsAndCliffs (void)
|
|
{
|
|
/*
|
|
vec3_t forward, right, testPos, angles, mins;
|
|
trace_t trace;
|
|
float fwdDist, rtDist;
|
|
//FIXME: set things like this forward dir once at the beginning
|
|
//of a frame instead of over and over again
|
|
if ( NPCInfo->aiFlags & NPCAI_NO_COLL_AVOID )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( ucmd.upmove > 0 || NPC->client->ps.groundEntityNum == ENTITYNUM_NONE )
|
|
{//Going to jump or in the air
|
|
return;
|
|
}
|
|
|
|
if ( !ucmd.forwardmove && !ucmd.rightmove )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( fabs( AngleDelta( NPC->currentAngles[YAW], NPCInfo->desiredYaw ) ) < 5.0 )//!ucmd.angles[YAW] )
|
|
{//Not turning much, don't do this
|
|
//NOTE: Should this not happen only if you're not turning AT ALL?
|
|
// You could be turning slowly but moving fast, so that would
|
|
// still let you walk right off a cliff...
|
|
//NOTE: Or maybe it is a good idea to ALWAYS do this, regardless
|
|
// of whether ot not we're turning? But why would we be walking
|
|
// straight into a wall or off a cliff unless we really wanted to?
|
|
return;
|
|
}
|
|
|
|
VectorCopy( NPC->mins, mins );
|
|
mins[2] += STEPSIZE;
|
|
angles[YAW] = NPC->client->ps.viewangles[YAW];//Add ucmd.angles[YAW]?
|
|
AngleVectors( angles, forward, right, NULL );
|
|
fwdDist = ((float)ucmd.forwardmove)/16.0f;
|
|
rtDist = ((float)ucmd.rightmove)/16.0f;
|
|
VectorMA( NPC->currentOrigin, fwdDist, forward, testPos );
|
|
VectorMA( testPos, rtDist, right, testPos );
|
|
gi.trace( &trace, NPC->currentOrigin, mins, NPC->maxs, testPos, NPC->s.number, NPC->clipmask );
|
|
if ( trace.allsolid || trace.startsolid || trace.fraction < 1.0 )
|
|
{//Going to bump into something, don't move, just turn
|
|
ucmd.forwardmove = 0;
|
|
ucmd.rightmove = 0;
|
|
return;
|
|
}
|
|
|
|
VectorCopy(trace.endpos, testPos);
|
|
testPos[2] -= 128;
|
|
|
|
gi.trace( &trace, trace.endpos, mins, NPC->maxs, testPos, NPC->s.number, NPC->clipmask );
|
|
if ( trace.allsolid || trace.startsolid || trace.fraction < 1.0 )
|
|
{//Not going off a cliff
|
|
return;
|
|
}
|
|
|
|
//going to fall at least 128, don't move, just turn... is this bad, though? What if we want them to drop off?
|
|
ucmd.forwardmove = 0;
|
|
ucmd.rightmove = 0;
|
|
return;
|
|
*/
|
|
}
|
|
|
|
void NPC_CheckAttackScript(void)
|
|
{
|
|
if(!(ucmd.buttons & BUTTON_ATTACK))
|
|
{
|
|
return;
|
|
}
|
|
|
|
G_ActivateBehavior(NPC, BSET_ATTACK);
|
|
}
|
|
|
|
float NPC_MaxDistSquaredForWeapon (void);
|
|
void NPC_CheckAttackHold(void)
|
|
{
|
|
vec3_t vec;
|
|
|
|
// If they don't have an enemy they shouldn't hold their attack anim.
|
|
if ( !NPC->enemy )
|
|
{
|
|
NPCInfo->attackHoldTime = 0;
|
|
return;
|
|
}
|
|
|
|
/* if ( ( NPC->client->ps.weapon == WP_BORG_ASSIMILATOR ) || ( NPC->client->ps.weapon == WP_BORG_DRILL ) )
|
|
{//FIXME: don't keep holding this if can't hit enemy?
|
|
|
|
// If they don't have shields ( been disabled) they shouldn't hold their attack anim.
|
|
if ( !(NPC->NPC->aiFlags & NPCAI_SHIELDS) )
|
|
{
|
|
NPCInfo->attackHoldTime = 0;
|
|
return;
|
|
}
|
|
|
|
VectorSubtract(NPC->enemy->currentOrigin, NPC->currentOrigin, vec);
|
|
if( VectorLengthSquared(vec) > NPC_MaxDistSquaredForWeapon() )
|
|
{
|
|
NPCInfo->attackHoldTime = 0;
|
|
PM_SetTorsoAnimTimer(NPC, &NPC->client->ps.torsoAnimTimer, 0);
|
|
}
|
|
else if( NPCInfo->attackHoldTime && NPCInfo->attackHoldTime > level.time )
|
|
{
|
|
ucmd.buttons |= BUTTON_ATTACK;
|
|
}
|
|
else if ( ( NPCInfo->attackHold ) && ( ucmd.buttons & BUTTON_ATTACK ) )
|
|
{
|
|
NPCInfo->attackHoldTime = level.time + NPCInfo->attackHold;
|
|
PM_SetTorsoAnimTimer(NPC, &NPC->client->ps.torsoAnimTimer, NPCInfo->attackHold);
|
|
}
|
|
else
|
|
{
|
|
NPCInfo->attackHoldTime = 0;
|
|
PM_SetTorsoAnimTimer(NPC, &NPC->client->ps.torsoAnimTimer, 0);
|
|
}
|
|
}
|
|
else*/
|
|
{//everyone else...? FIXME: need to tie this into AI somehow?
|
|
VectorSubtract(NPC->enemy->currentOrigin, NPC->currentOrigin, vec);
|
|
if( VectorLengthSquared(vec) > NPC_MaxDistSquaredForWeapon() )
|
|
{
|
|
NPCInfo->attackHoldTime = 0;
|
|
}
|
|
else if( NPCInfo->attackHoldTime && NPCInfo->attackHoldTime > level.time )
|
|
{
|
|
ucmd.buttons |= BUTTON_ATTACK;
|
|
}
|
|
else if ( ( NPCInfo->attackHold ) && ( ucmd.buttons & BUTTON_ATTACK ) )
|
|
{
|
|
NPCInfo->attackHoldTime = level.time + NPCInfo->attackHold;
|
|
}
|
|
else
|
|
{
|
|
NPCInfo->attackHoldTime = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
void NPC_KeepCurrentFacing(void)
|
|
|
|
Fills in a default ucmd to keep current angles facing
|
|
*/
|
|
void NPC_KeepCurrentFacing(void)
|
|
{
|
|
if(!ucmd.angles[YAW])
|
|
{
|
|
ucmd.angles[YAW] = ANGLE2SHORT( client->ps.viewangles[YAW] ) - client->ps.delta_angles[YAW];
|
|
}
|
|
|
|
if(!ucmd.angles[PITCH])
|
|
{
|
|
ucmd.angles[PITCH] = ANGLE2SHORT( client->ps.viewangles[PITCH] ) - client->ps.delta_angles[PITCH];
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_BehaviorSet_Charmed
|
|
-------------------------
|
|
*/
|
|
|
|
void NPC_BehaviorSet_Charmed( int bState )
|
|
{
|
|
switch( bState )
|
|
{
|
|
case BS_FOLLOW_LEADER://# 40: Follow your leader and shoot any enemies you come across
|
|
NPC_BSFollowLeader();
|
|
break;
|
|
case BS_REMOVE:
|
|
NPC_BSRemove();
|
|
break;
|
|
case BS_SEARCH: //# 43: Using current waypoint as a base, search the immediate branches of waypoints for enemies
|
|
NPC_BSSearch();
|
|
break;
|
|
case BS_WANDER: //# 46: Wander down random waypoint paths
|
|
NPC_BSWander();
|
|
break;
|
|
case BS_FLEE:
|
|
NPC_BSFlee();
|
|
break;
|
|
default:
|
|
case BS_DEFAULT://whatever
|
|
NPC_BSDefault();
|
|
break;
|
|
}
|
|
}
|
|
/*
|
|
-------------------------
|
|
NPC_BehaviorSet_Default
|
|
-------------------------
|
|
*/
|
|
|
|
void NPC_BehaviorSet_Default( int bState )
|
|
{
|
|
switch( bState )
|
|
{
|
|
case BS_ADVANCE_FIGHT://head toward captureGoal, shoot anything that gets in the way
|
|
NPC_BSAdvanceFight ();
|
|
break;
|
|
case BS_SLEEP://Follow a path, looking for enemies
|
|
NPC_BSSleep ();
|
|
break;
|
|
case BS_FOLLOW_LEADER://# 40: Follow your leader and shoot any enemies you come across
|
|
NPC_BSFollowLeader();
|
|
break;
|
|
case BS_JUMP: //41: Face navgoal and jump to it.
|
|
NPC_BSJump();
|
|
break;
|
|
case BS_REMOVE:
|
|
NPC_BSRemove();
|
|
break;
|
|
case BS_SEARCH: //# 43: Using current waypoint as a base, search the immediate branches of waypoints for enemies
|
|
NPC_BSSearch();
|
|
break;
|
|
case BS_NOCLIP:
|
|
NPC_BSNoClip();
|
|
break;
|
|
case BS_WANDER: //# 46: Wander down random waypoint paths
|
|
NPC_BSWander();
|
|
break;
|
|
case BS_FLEE:
|
|
NPC_BSFlee();
|
|
break;
|
|
case BS_WAIT:
|
|
NPC_BSWait();
|
|
break;
|
|
case BS_CINEMATIC:
|
|
NPC_BSCinematic();
|
|
break;
|
|
default:
|
|
case BS_DEFAULT://whatever
|
|
NPC_BSDefault();
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_BehaviorSet_Interrogator
|
|
-------------------------
|
|
*/
|
|
void NPC_BehaviorSet_Interrogator( int bState )
|
|
{
|
|
switch( bState )
|
|
{
|
|
case BS_STAND_GUARD:
|
|
case BS_PATROL:
|
|
case BS_STAND_AND_SHOOT:
|
|
case BS_HUNT_AND_KILL:
|
|
case BS_DEFAULT:
|
|
NPC_BSInterrogator_Default();
|
|
break;
|
|
default:
|
|
NPC_BehaviorSet_Default( bState );
|
|
break;
|
|
}
|
|
}
|
|
|
|
void NPC_BSImperialProbe_Attack( void );
|
|
void NPC_BSImperialProbe_Patrol( void );
|
|
void NPC_BSImperialProbe_Wait(void);
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_BehaviorSet_ImperialProbe
|
|
-------------------------
|
|
*/
|
|
void NPC_BehaviorSet_ImperialProbe( int bState )
|
|
{
|
|
switch( bState )
|
|
{
|
|
case BS_STAND_GUARD:
|
|
case BS_PATROL:
|
|
case BS_STAND_AND_SHOOT:
|
|
case BS_HUNT_AND_KILL:
|
|
case BS_DEFAULT:
|
|
NPC_BSImperialProbe_Default();
|
|
break;
|
|
default:
|
|
NPC_BehaviorSet_Default( bState );
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
void NPC_BSSeeker_Default( void );
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_BehaviorSet_Seeker
|
|
-------------------------
|
|
*/
|
|
void NPC_BehaviorSet_Seeker( int bState )
|
|
{
|
|
switch( bState )
|
|
{
|
|
case BS_STAND_GUARD:
|
|
case BS_PATROL:
|
|
case BS_STAND_AND_SHOOT:
|
|
case BS_HUNT_AND_KILL:
|
|
case BS_DEFAULT:
|
|
NPC_BSSeeker_Default();
|
|
break;
|
|
default:
|
|
NPC_BehaviorSet_Default( bState );
|
|
break;
|
|
}
|
|
}
|
|
|
|
void NPC_BSRemote_Default( void );
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_BehaviorSet_Remote
|
|
-------------------------
|
|
*/
|
|
void NPC_BehaviorSet_Remote( int bState )
|
|
{
|
|
switch( bState )
|
|
{
|
|
case BS_STAND_GUARD:
|
|
case BS_PATROL:
|
|
case BS_STAND_AND_SHOOT:
|
|
case BS_HUNT_AND_KILL:
|
|
case BS_DEFAULT:
|
|
NPC_BSRemote_Default();
|
|
break;
|
|
default:
|
|
NPC_BehaviorSet_Default( bState );
|
|
break;
|
|
}
|
|
}
|
|
|
|
void NPC_BSSentry_Default( void );
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_BehaviorSet_Sentry
|
|
-------------------------
|
|
*/
|
|
void NPC_BehaviorSet_Sentry( int bState )
|
|
{
|
|
switch( bState )
|
|
{
|
|
case BS_STAND_GUARD:
|
|
case BS_PATROL:
|
|
case BS_STAND_AND_SHOOT:
|
|
case BS_HUNT_AND_KILL:
|
|
case BS_DEFAULT:
|
|
NPC_BSSentry_Default();
|
|
break;
|
|
default:
|
|
NPC_BehaviorSet_Default( bState );
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_BehaviorSet_Grenadier
|
|
-------------------------
|
|
*/
|
|
void NPC_BehaviorSet_Grenadier( int bState )
|
|
{
|
|
switch( bState )
|
|
{
|
|
case BS_STAND_GUARD:
|
|
case BS_PATROL:
|
|
case BS_STAND_AND_SHOOT:
|
|
case BS_HUNT_AND_KILL:
|
|
case BS_DEFAULT:
|
|
NPC_BSGrenadier_Default();
|
|
break;
|
|
|
|
default:
|
|
NPC_BehaviorSet_Default( bState );
|
|
break;
|
|
}
|
|
}
|
|
/*
|
|
-------------------------
|
|
NPC_BehaviorSet_Sniper
|
|
-------------------------
|
|
*/
|
|
void NPC_BehaviorSet_Sniper( int bState )
|
|
{
|
|
switch( bState )
|
|
{
|
|
case BS_STAND_GUARD:
|
|
case BS_PATROL:
|
|
case BS_STAND_AND_SHOOT:
|
|
case BS_HUNT_AND_KILL:
|
|
case BS_DEFAULT:
|
|
NPC_BSSniper_Default();
|
|
break;
|
|
|
|
default:
|
|
NPC_BehaviorSet_Default( bState );
|
|
break;
|
|
}
|
|
}
|
|
/*
|
|
-------------------------
|
|
NPC_BehaviorSet_Stormtrooper
|
|
-------------------------
|
|
*/
|
|
|
|
void NPC_BehaviorSet_Stormtrooper( int bState )
|
|
{
|
|
switch( bState )
|
|
{
|
|
case BS_STAND_GUARD:
|
|
case BS_PATROL:
|
|
case BS_STAND_AND_SHOOT:
|
|
case BS_HUNT_AND_KILL:
|
|
case BS_DEFAULT:
|
|
NPC_BSST_Default();
|
|
break;
|
|
|
|
case BS_INVESTIGATE:
|
|
NPC_BSST_Investigate();
|
|
break;
|
|
|
|
case BS_SLEEP:
|
|
NPC_BSST_Sleep();
|
|
break;
|
|
|
|
default:
|
|
NPC_BehaviorSet_Default( bState );
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_BehaviorSet_Jedi
|
|
-------------------------
|
|
*/
|
|
|
|
void NPC_BehaviorSet_Jedi( int bState )
|
|
{
|
|
switch( bState )
|
|
{
|
|
case BS_STAND_GUARD:
|
|
case BS_PATROL:
|
|
case BS_STAND_AND_SHOOT:
|
|
case BS_HUNT_AND_KILL:
|
|
case BS_DEFAULT:
|
|
NPC_BSJedi_Default();
|
|
break;
|
|
|
|
case BS_FOLLOW_LEADER:
|
|
NPC_BSJedi_FollowLeader();
|
|
break;
|
|
|
|
default:
|
|
NPC_BehaviorSet_Default( bState );
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_BehaviorSet_Droid
|
|
-------------------------
|
|
*/
|
|
void NPC_BehaviorSet_Droid( int bState )
|
|
{
|
|
switch( bState )
|
|
{
|
|
case BS_DEFAULT:
|
|
case BS_STAND_GUARD:
|
|
case BS_PATROL:
|
|
NPC_BSDroid_Default();
|
|
break;
|
|
default:
|
|
NPC_BehaviorSet_Default( bState );
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_BehaviorSet_Mark1
|
|
-------------------------
|
|
*/
|
|
void NPC_BehaviorSet_Mark1( int bState )
|
|
{
|
|
switch( bState )
|
|
{
|
|
case BS_DEFAULT:
|
|
case BS_STAND_GUARD:
|
|
case BS_PATROL:
|
|
NPC_BSMark1_Default();
|
|
break;
|
|
default:
|
|
NPC_BehaviorSet_Default( bState );
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_BehaviorSet_Mark2
|
|
-------------------------
|
|
*/
|
|
void NPC_BehaviorSet_Mark2( int bState )
|
|
{
|
|
switch( bState )
|
|
{
|
|
case BS_DEFAULT:
|
|
case BS_PATROL:
|
|
case BS_STAND_AND_SHOOT:
|
|
case BS_HUNT_AND_KILL:
|
|
NPC_BSMark2_Default();
|
|
break;
|
|
default:
|
|
NPC_BehaviorSet_Default( bState );
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_BehaviorSet_ATST
|
|
-------------------------
|
|
*/
|
|
void NPC_BehaviorSet_ATST( int bState )
|
|
{
|
|
switch( bState )
|
|
{
|
|
case BS_DEFAULT:
|
|
case BS_PATROL:
|
|
case BS_STAND_AND_SHOOT:
|
|
case BS_HUNT_AND_KILL:
|
|
NPC_BSATST_Default();
|
|
break;
|
|
default:
|
|
NPC_BehaviorSet_Default( bState );
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_BehaviorSet_MineMonster
|
|
-------------------------
|
|
*/
|
|
void NPC_BehaviorSet_MineMonster( int bState )
|
|
{
|
|
switch( bState )
|
|
{
|
|
case BS_STAND_GUARD:
|
|
case BS_PATROL:
|
|
case BS_STAND_AND_SHOOT:
|
|
case BS_HUNT_AND_KILL:
|
|
case BS_DEFAULT:
|
|
NPC_BSMineMonster_Default();
|
|
break;
|
|
default:
|
|
NPC_BehaviorSet_Default( bState );
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_BehaviorSet_Howler
|
|
-------------------------
|
|
*/
|
|
void NPC_BehaviorSet_Howler( int bState )
|
|
{
|
|
switch( bState )
|
|
{
|
|
case BS_STAND_GUARD:
|
|
case BS_PATROL:
|
|
case BS_STAND_AND_SHOOT:
|
|
case BS_HUNT_AND_KILL:
|
|
case BS_DEFAULT:
|
|
NPC_BSHowler_Default();
|
|
break;
|
|
default:
|
|
NPC_BehaviorSet_Default( bState );
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_RunBehavior
|
|
-------------------------
|
|
*/
|
|
extern void NPC_BSEmplaced( void );
|
|
extern qboolean NPC_CheckSurrender( void );
|
|
void NPC_RunBehavior( int team, int bState )
|
|
{
|
|
qboolean dontSetAim = qfalse;
|
|
|
|
if ( bState == BS_CINEMATIC )
|
|
{
|
|
NPC_BSCinematic();
|
|
}
|
|
else if ( NPC->client->ps.weapon == WP_EMPLACED_GUN )
|
|
{
|
|
NPC_BSEmplaced();
|
|
NPC_CheckCharmed();
|
|
return;
|
|
}
|
|
else if ( NPC->client->ps.weapon == WP_SABER )
|
|
{//jedi
|
|
NPC_BehaviorSet_Jedi( bState );
|
|
dontSetAim = qtrue;
|
|
}
|
|
else if ( NPCInfo->scriptFlags & SCF_FORCED_MARCH )
|
|
{//being forced to march
|
|
NPC_BSDefault();
|
|
}
|
|
else
|
|
{
|
|
switch( team )
|
|
{
|
|
|
|
// case TEAM_SCAVENGERS:
|
|
// case TEAM_IMPERIAL:
|
|
// case TEAM_KLINGON:
|
|
// case TEAM_HIROGEN:
|
|
// case TEAM_MALON:
|
|
// not sure if TEAM_ENEMY is appropriate here, I think I should be using NPC_class to check for behavior - dmv
|
|
case TEAM_ENEMY:
|
|
// special cases for enemy droids
|
|
switch( NPC->client->NPC_class)
|
|
{
|
|
case CLASS_ATST:
|
|
NPC_BehaviorSet_ATST( bState );
|
|
return;
|
|
case CLASS_PROBE:
|
|
NPC_BehaviorSet_ImperialProbe(bState);
|
|
return;
|
|
case CLASS_REMOTE:
|
|
NPC_BehaviorSet_Remote( bState );
|
|
return;
|
|
case CLASS_SENTRY:
|
|
NPC_BehaviorSet_Sentry(bState);
|
|
return;
|
|
case CLASS_INTERROGATOR:
|
|
NPC_BehaviorSet_Interrogator( bState );
|
|
return;
|
|
case CLASS_MINEMONSTER:
|
|
NPC_BehaviorSet_MineMonster( bState );
|
|
return;
|
|
case CLASS_HOWLER:
|
|
NPC_BehaviorSet_Howler( bState );
|
|
return;
|
|
case CLASS_MARK1:
|
|
NPC_BehaviorSet_Mark1( bState );
|
|
return;
|
|
case CLASS_MARK2:
|
|
NPC_BehaviorSet_Mark2( bState );
|
|
return;
|
|
case CLASS_GALAKMECH:
|
|
NPC_BSGM_Default();
|
|
return;
|
|
|
|
}
|
|
|
|
if ( NPC->enemy && NPC->s.weapon == WP_NONE && bState != BS_HUNT_AND_KILL && !Q3_TaskIDPending( NPC, TID_MOVE_NAV ) )
|
|
{//if in battle and have no weapon, run away, fixme: when in BS_HUNT_AND_KILL, they just stand there
|
|
if ( bState != BS_FLEE )
|
|
{
|
|
NPC_StartFlee( NPC->enemy, NPC->enemy->currentOrigin, AEL_DANGER_GREAT, 5000, 10000 );
|
|
}
|
|
else
|
|
{
|
|
NPC_BSFlee();
|
|
}
|
|
return;
|
|
}
|
|
if ( NPC->client->ps.weapon == WP_SABER )
|
|
{//special melee exception
|
|
NPC_BehaviorSet_Default( bState );
|
|
return;
|
|
}
|
|
if ( NPC->client->ps.weapon == WP_DISRUPTOR && (NPCInfo->scriptFlags & SCF_ALT_FIRE) )
|
|
{//a sniper
|
|
NPC_BehaviorSet_Sniper( bState );
|
|
return;
|
|
}
|
|
if ( NPC->client->ps.weapon == WP_THERMAL || NPC->client->ps.weapon == WP_MELEE )//FIXME: separate AI for melee fighters
|
|
{//a grenadier
|
|
NPC_BehaviorSet_Grenadier( bState );
|
|
return;
|
|
}
|
|
if ( NPC_CheckSurrender() )
|
|
{
|
|
return;
|
|
}
|
|
NPC_BehaviorSet_Stormtrooper( bState );
|
|
break;
|
|
|
|
case TEAM_NEUTRAL:
|
|
|
|
// special cases for enemy droids
|
|
if ( NPC->client->NPC_class == CLASS_PROTOCOL || NPC->client->NPC_class == CLASS_UGNAUGHT)
|
|
{
|
|
NPC_BehaviorSet_Default(bState);
|
|
}
|
|
else
|
|
{
|
|
// Just one of the average droids
|
|
NPC_BehaviorSet_Droid( bState );
|
|
}
|
|
break;
|
|
|
|
default:
|
|
if ( NPC->client->NPC_class == CLASS_SEEKER )
|
|
{
|
|
NPC_BehaviorSet_Seeker(bState);
|
|
}
|
|
else
|
|
{
|
|
if ( NPCInfo->charmedTime > level.time )
|
|
{
|
|
NPC_BehaviorSet_Charmed( bState );
|
|
}
|
|
else
|
|
{
|
|
NPC_BehaviorSet_Default( bState );
|
|
}
|
|
NPC_CheckCharmed();
|
|
dontSetAim = qtrue;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
NPC_ExecuteBState
|
|
|
|
MCG
|
|
|
|
NPC Behavior state thinking
|
|
|
|
===============
|
|
*/
|
|
void NPC_ExecuteBState ( gentity_t *self)//, int msec )
|
|
{
|
|
bState_t bState;
|
|
|
|
NPC_HandleAIFlags();
|
|
|
|
//FIXME: these next three bits could be a function call, some sort of setup/cleanup func
|
|
//Lookmode must be reset every think cycle
|
|
if(NPC->delayScriptTime && NPC->delayScriptTime <= level.time)
|
|
{
|
|
G_ActivateBehavior( NPC, BSET_DELAYED);
|
|
NPC->delayScriptTime = 0;
|
|
}
|
|
|
|
//Clear this and let bState set it itself, so it automatically handles changing bStates... but we need a set bState wrapper func
|
|
NPCInfo->combatMove = qfalse;
|
|
|
|
//Execute our bState
|
|
if(NPCInfo->tempBehavior)
|
|
{//Overrides normal behavior until cleared
|
|
bState = NPCInfo->tempBehavior;
|
|
}
|
|
else
|
|
{
|
|
if(!NPCInfo->behaviorState)
|
|
NPCInfo->behaviorState = NPCInfo->defaultBehavior;
|
|
|
|
bState = NPCInfo->behaviorState;
|
|
}
|
|
|
|
//Pick the proper bstate for us and run it
|
|
NPC_RunBehavior( self->client->playerTeam, bState );
|
|
|
|
|
|
// if(bState != BS_POINT_COMBAT && NPCInfo->combatPoint != -1)
|
|
// {
|
|
//level.combatPoints[NPCInfo->combatPoint].occupied = qfalse;
|
|
//NPCInfo->combatPoint = -1;
|
|
// }
|
|
|
|
//Here we need to see what the scripted stuff told us to do
|
|
//Only process snapshot if independant and in combat mode- this would pick enemies and go after needed items
|
|
// ProcessSnapshot();
|
|
|
|
//Ignore my needs if I'm under script control- this would set needs for items
|
|
// CheckSelf();
|
|
|
|
//Back to normal? All decisions made?
|
|
|
|
//FIXME: don't walk off ledges unless we can get to our goal faster that way, or that's our goal's surface
|
|
//NPCPredict();
|
|
|
|
if ( NPC->enemy )
|
|
{
|
|
if ( !NPC->enemy->inuse )
|
|
{//just in case bState doesn't catch this
|
|
G_ClearEnemy( NPC );
|
|
}
|
|
}
|
|
|
|
if ( NPC->client->ps.saberLockTime && NPC->client->ps.saberLockEnemy != ENTITYNUM_NONE )
|
|
{
|
|
NPC_SetLookTarget( NPC, NPC->client->ps.saberLockEnemy, level.time+1000 );
|
|
}
|
|
else if ( !NPC_CheckLookTarget( NPC ) )
|
|
{
|
|
if ( NPC->enemy )
|
|
{
|
|
NPC_SetLookTarget( NPC, NPC->enemy->s.number, 0 );
|
|
}
|
|
}
|
|
|
|
if ( NPC->enemy )
|
|
{
|
|
if(NPC->enemy->flags & FL_DONT_SHOOT)
|
|
{
|
|
ucmd.buttons &= ~BUTTON_ATTACK;
|
|
ucmd.buttons &= ~BUTTON_ALT_ATTACK;
|
|
}
|
|
else if ( NPC->client->playerTeam != TEAM_ENEMY && NPC->enemy->NPC && (NPC->enemy->NPC->surrenderTime > level.time || (NPC->enemy->NPC->scriptFlags&SCF_FORCED_MARCH)) )
|
|
{//don't shoot someone who's surrendering if you're a good guy
|
|
ucmd.buttons &= ~BUTTON_ATTACK;
|
|
ucmd.buttons &= ~BUTTON_ALT_ATTACK;
|
|
}
|
|
|
|
if(client->ps.weaponstate == WEAPON_IDLE)
|
|
{
|
|
client->ps.weaponstate = WEAPON_READY;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(client->ps.weaponstate == WEAPON_READY)
|
|
{
|
|
client->ps.weaponstate = WEAPON_IDLE;
|
|
}
|
|
}
|
|
|
|
if(!(ucmd.buttons & BUTTON_ATTACK) && NPC->attackDebounceTime > level.time)
|
|
{//We just shot but aren't still shooting, so hold the gun up for a while
|
|
if(client->ps.weapon == WP_SABER )
|
|
{//One-handed
|
|
NPC_SetAnim(NPC,SETANIM_TORSO,TORSO_WEAPONREADY1,SETANIM_FLAG_NORMAL);
|
|
}
|
|
else if(client->ps.weapon == WP_BRYAR_PISTOL)
|
|
{//Sniper pose
|
|
NPC_SetAnim(NPC,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL);
|
|
}
|
|
/*//FIXME: What's the proper solution here?
|
|
else
|
|
{//heavy weapon
|
|
NPC_SetAnim(NPC,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL);
|
|
}
|
|
*/
|
|
}
|
|
else if ( !NPC->enemy )//HACK!
|
|
{
|
|
// if(client->ps.weapon != WP_TRICORDER)
|
|
{
|
|
if( NPC->s.torsoAnim == TORSO_WEAPONREADY1 || NPC->s.torsoAnim == TORSO_WEAPONREADY3 )
|
|
{//we look ready for action, using one of the first 2 weapon, let's rest our weapon on our shoulder
|
|
NPC_SetAnim(NPC,SETANIM_TORSO,TORSO_WEAPONIDLE1,SETANIM_FLAG_NORMAL);
|
|
}
|
|
}
|
|
}
|
|
|
|
NPC_CheckAttackHold();
|
|
NPC_ApplyScriptFlags();
|
|
|
|
//cliff and wall avoidance
|
|
NPC_AvoidWallsAndCliffs();
|
|
|
|
// run the bot through the server like it was a real client
|
|
//=== Save the ucmd for the second no-think Pmove ============================
|
|
ucmd.serverTime = level.time - 50;
|
|
memcpy( &NPCInfo->last_ucmd, &ucmd, sizeof( usercmd_t ) );
|
|
if ( !NPCInfo->attackHoldTime )
|
|
{
|
|
NPCInfo->last_ucmd.buttons &= ~(BUTTON_ATTACK|BUTTON_ALT_ATTACK);//so we don't fire twice in one think
|
|
}
|
|
//============================================================================
|
|
NPC_CheckAttackScript();
|
|
NPC_KeepCurrentFacing();
|
|
|
|
if ( !NPC->next_roff_time || NPC->next_roff_time < level.time )
|
|
{//If we were following a roff, we don't do normal pmoves.
|
|
ClientThink( NPC->s.number, &ucmd );
|
|
}
|
|
else
|
|
{
|
|
NPC_ApplyRoff();
|
|
}
|
|
|
|
// end of thinking cleanup
|
|
NPCInfo->touchedByPlayer = NULL;
|
|
|
|
NPC_CheckPlayerAim();
|
|
NPC_CheckAllClear();
|
|
|
|
/*if( ucmd.forwardmove || ucmd.rightmove )
|
|
{
|
|
int i, la = -1, ta = -1;
|
|
|
|
for(i = 0; i < MAX_ANIMATIONS; i++)
|
|
{
|
|
if( NPC->client->ps.legsAnim == i )
|
|
{
|
|
la = i;
|
|
}
|
|
|
|
if( NPC->client->ps.torsoAnim == i )
|
|
{
|
|
ta = i;
|
|
}
|
|
|
|
if(la != -1 && ta != -1)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(la != -1 && ta != -1)
|
|
{//FIXME: should never play same frame twice or restart an anim before finishing it
|
|
gi.Printf("LegsAnim: %s(%d) TorsoAnim: %s(%d)\n", animTable[la].name, NPC->renderInfo.legsFrame, animTable[ta].name, NPC->client->renderInfo.torsoFrame);
|
|
}
|
|
}*/
|
|
}
|
|
|
|
void NPC_CheckInSolid(void)
|
|
{
|
|
trace_t trace;
|
|
vec3_t point;
|
|
VectorCopy(NPC->currentOrigin, point);
|
|
point[2] -= 0.25;
|
|
|
|
gi.trace(&trace, NPC->currentOrigin, NPC->mins, NPC->maxs, point, NPC->s.number, NPC->clipmask);
|
|
if(!trace.startsolid && !trace.allsolid)
|
|
{
|
|
VectorCopy(NPC->currentOrigin, NPCInfo->lastClearOrigin);
|
|
}
|
|
else
|
|
{
|
|
if(VectorLengthSquared(NPCInfo->lastClearOrigin))
|
|
{
|
|
// gi.Printf("%s stuck in solid at %s: fixing...\n", NPC->script_targetname, vtos(NPC->currentOrigin));
|
|
G_SetOrigin(NPC, NPCInfo->lastClearOrigin);
|
|
gi.linkentity(NPC);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
NPC_Think
|
|
|
|
Main NPC AI - called once per frame
|
|
===============
|
|
*/
|
|
#if AI_TIMERS
|
|
extern int AITime;
|
|
#endif// AI_TIMERS
|
|
void NPC_Think ( gentity_t *self)//, int msec )
|
|
{
|
|
vec3_t oldMoveDir;
|
|
|
|
self->nextthink = level.time + FRAMETIME;
|
|
|
|
SetNPCGlobals( self );
|
|
|
|
memset( &ucmd, 0, sizeof( ucmd ) );
|
|
|
|
VectorCopy( self->client->ps.moveDir, oldMoveDir );
|
|
VectorClear( self->client->ps.moveDir );
|
|
// see if NPC ai is frozen
|
|
if ( debugNPCFreeze->value || (NPC->svFlags&SVF_ICARUS_FREEZE) )
|
|
{
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
ClientThink(self->s.number, &ucmd);
|
|
VectorCopy(self->s.origin, self->s.origin2 );
|
|
return;
|
|
}
|
|
|
|
if(!self || !self->NPC || !self->client)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// dead NPCs have a special think, don't run scripts (for now)
|
|
//FIXME: this breaks deathscripts
|
|
if ( self->health <= 0 )
|
|
{
|
|
DeadThink();
|
|
if ( NPCInfo->nextBStateThink <= level.time )
|
|
{
|
|
if( self->taskManager && !stop_icarus )
|
|
{
|
|
self->taskManager->Update( );
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
self->nextthink = level.time + FRAMETIME/2;
|
|
|
|
if ( player->client->ps.viewEntity == self->s.number )
|
|
{//being controlled by player
|
|
if ( self->client )
|
|
{//make the noises
|
|
if ( TIMER_Done( self, "patrolNoise" ) && !Q_irand( 0, 20 ) )
|
|
{
|
|
switch( self->client->NPC_class )
|
|
{
|
|
case CLASS_R2D2: // droid
|
|
G_SoundOnEnt(self, CHAN_AUTO, va("sound/chars/r2d2/misc/r2d2talk0%d.wav",Q_irand(1, 3)) );
|
|
break;
|
|
case CLASS_R5D2: // droid
|
|
G_SoundOnEnt(self, CHAN_AUTO, va("sound/chars/r5d2/misc/r5talk%d.wav",Q_irand(1, 4)) );
|
|
break;
|
|
case CLASS_PROBE: // droid
|
|
G_SoundOnEnt(self, CHAN_AUTO, va("sound/chars/probe/misc/probetalk%d.wav",Q_irand(1, 3)) );
|
|
break;
|
|
case CLASS_MOUSE: // droid
|
|
G_SoundOnEnt(self, CHAN_AUTO, va("sound/chars/mouse/misc/mousego%d.wav",Q_irand(1, 3)) );
|
|
break;
|
|
case CLASS_GONK: // droid
|
|
G_SoundOnEnt(self, CHAN_AUTO, va("sound/chars/gonk/misc/gonktalk%d.wav",Q_irand(1, 2)) );
|
|
break;
|
|
}
|
|
TIMER_Set( self, "patrolNoise", Q_irand( 2000, 4000 ) );
|
|
}
|
|
}
|
|
//FIXME: might want to at least make sounds or something?
|
|
//NPC_UpdateAngles(qtrue, qtrue);
|
|
//Which ucmd should we send? Does it matter, since it gets overridden anyway?
|
|
NPCInfo->last_ucmd.serverTime = level.time - 50;
|
|
ClientThink( NPC->s.number, &ucmd );
|
|
VectorCopy(self->s.origin, self->s.origin2 );
|
|
return;
|
|
}
|
|
|
|
if ( NPCInfo->nextBStateThink <= level.time )
|
|
{
|
|
#if AI_TIMERS
|
|
int startTime = GetTime(0);
|
|
#endif// AI_TIMERS
|
|
if ( NPC->s.eType != ET_PLAYER )
|
|
{//Something drastic happened in our script
|
|
return;
|
|
}
|
|
|
|
if ( NPC->s.weapon == WP_SABER && g_spskill->integer >= 2 && NPCInfo->rank > RANK_LT_JG )
|
|
{//Jedi think faster on hard difficulty, except low-rank (reborn)
|
|
NPCInfo->nextBStateThink = level.time + FRAMETIME/2;
|
|
}
|
|
else
|
|
{//Maybe even 200 ms?
|
|
NPCInfo->nextBStateThink = level.time + FRAMETIME;
|
|
}
|
|
|
|
//nextthink is set before this so something in here can override it
|
|
NPC_ExecuteBState( self );
|
|
|
|
#if AI_TIMERS
|
|
int addTime = GetTime( startTime );
|
|
if ( addTime > 50 )
|
|
{
|
|
gi.Printf( S_COLOR_RED"ERROR: NPC number %d, %s %s at %s, weaponnum: %d, using %d of AI time!!!\n", NPC->s.number, NPC->NPC_type, NPC->targetname, vtos(NPC->currentOrigin), NPC->s.weapon, addTime );
|
|
}
|
|
AITime += addTime;
|
|
#endif// AI_TIMERS
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( oldMoveDir, self->client->ps.moveDir );
|
|
//or use client->pers.lastCommand?
|
|
NPCInfo->last_ucmd.serverTime = level.time - 50;
|
|
if ( !NPC->next_roff_time || NPC->next_roff_time < level.time )
|
|
{//If we were following a roff, we don't do normal pmoves.
|
|
//FIXME: firing angles (no aim offset) or regular angles?
|
|
NPC_UpdateAngles(qtrue, qtrue);
|
|
memcpy( &ucmd, &NPCInfo->last_ucmd, sizeof( usercmd_t ) );
|
|
ClientThink(NPC->s.number, &ucmd);
|
|
}
|
|
else
|
|
{
|
|
NPC_ApplyRoff();
|
|
}
|
|
VectorCopy(self->s.origin, self->s.origin2 );
|
|
}
|
|
//must update icarus *every* frame because of certain animation completions in the pmove stuff that can leave a 50ms gap between ICARUS animation commands
|
|
if( self->taskManager && !stop_icarus )
|
|
{
|
|
self->taskManager->Update();
|
|
}
|
|
}
|
|
|
|
void NPC_InitAI ( void )
|
|
{
|
|
debugNoRoam = gi.cvar ( "d_noroam", "0", CVAR_CHEAT );
|
|
debugNPCAimingBeam = gi.cvar ( "d_npcaiming", "0", CVAR_CHEAT );
|
|
debugBreak = gi.cvar ( "d_break", "0", CVAR_CHEAT );
|
|
|
|
debugNPCAI = gi.cvar ( "d_npcai", "0", CVAR_CHEAT );
|
|
debugNPCFreeze = gi.cvar ( "d_npcfreeze", "0", CVAR_CHEAT);
|
|
d_JediAI = gi.cvar ( "d_JediAI", "0", CVAR_CHEAT );
|
|
d_noGroupAI = gi.cvar ( "d_noGroupAI", "0", CVAR_CHEAT );
|
|
d_asynchronousGroupAI = gi.cvar ( "d_asynchronousGroupAI", "1", CVAR_CHEAT );
|
|
d_altRoutes = gi.cvar ( "d_altRoutes", "1", CVAR_CHEAT );
|
|
d_patched = gi.cvar ( "d_patched", "1", CVAR_CHEAT );
|
|
|
|
//0 = never (BORING)
|
|
//1 = kyle only
|
|
//2 = kyle and last enemy jedi
|
|
//3 = kyle and any enemy jedi
|
|
//4 = kyle and last enemy in a group
|
|
//5 = kyle and any enemy
|
|
//6 = also when kyle takes pain or enemy jedi dodges player saber swing or does an acrobatic evasion
|
|
d_slowmodeath = gi.cvar ( "d_slowmodeath", "3", CVAR_ARCHIVE );//save this setting
|
|
|
|
d_saberCombat = gi.cvar ( "d_saberCombat", "0", CVAR_CHEAT );
|
|
}
|
|
|
|
/*
|
|
==================================
|
|
void NPC_InitAnimTable( void )
|
|
|
|
Need to initialize this table.
|
|
If someone tried to play an anim
|
|
before table is filled in with
|
|
values, causes tasks that wait for
|
|
anim completion to never finish.
|
|
(frameLerp of 0 * numFrames of 0 = 0)
|
|
==================================
|
|
*/
|
|
void NPC_InitAnimTable( void )
|
|
{
|
|
for ( int i = 0; i < MAX_ANIM_FILES; i++ )
|
|
{
|
|
for ( int j = 0; j < MAX_ANIMATIONS; j++ )
|
|
{
|
|
level.knownAnimFileSets[i].animations[j].firstFrame = 0;
|
|
level.knownAnimFileSets[i].animations[j].frameLerp = 100;
|
|
level.knownAnimFileSets[i].animations[j].initialLerp = 100;
|
|
level.knownAnimFileSets[i].animations[j].numFrames = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
void NPC_InitGame( void )
|
|
{
|
|
// globals.NPCs = (gNPC_t *) gi.TagMalloc(game.maxclients * sizeof(game.bots[0]), TAG_GAME);
|
|
debugNPCName = gi.cvar ( "d_npc", "", 0 );
|
|
NPC_LoadParms();
|
|
NPC_InitAI();
|
|
NPC_InitAnimTable();
|
|
/*
|
|
ResetTeamCounters();
|
|
for ( int team = TEAM_FREE; team < TEAM_NUM_TEAMS; team++ )
|
|
{
|
|
teamLastEnemyTime[team] = -10000;
|
|
}
|
|
*/
|
|
}
|
|
|
|
void NPC_SetAnim(gentity_t *ent,int setAnimParts,int anim,int setAnimFlags)
|
|
{ // FIXME : once torsoAnim and legsAnim are in the same structure for NCP and Players
|
|
// rename PM_SETAnimFinal to PM_SetAnim and have both NCP and Players call PM_SetAnim
|
|
|
|
if(ent->client)
|
|
{//Players, NPCs
|
|
if (setAnimFlags&SETANIM_FLAG_OVERRIDE)
|
|
{
|
|
if (setAnimParts & SETANIM_TORSO)
|
|
{
|
|
if( (setAnimFlags & SETANIM_FLAG_RESTART) || ent->client->ps.torsoAnim != anim )
|
|
{
|
|
PM_SetTorsoAnimTimer( ent, &ent->client->ps.torsoAnimTimer, 0 );
|
|
}
|
|
}
|
|
if (setAnimParts & SETANIM_LEGS)
|
|
{
|
|
if( (setAnimFlags & SETANIM_FLAG_RESTART) || ent->client->ps.legsAnim != anim )
|
|
{
|
|
PM_SetLegsAnimTimer( ent, &ent->client->ps.legsAnimTimer, 0 );
|
|
}
|
|
}
|
|
}
|
|
|
|
PM_SetAnimFinal(&ent->client->ps.torsoAnim,&ent->client->ps.legsAnim,setAnimParts,anim,setAnimFlags,
|
|
&ent->client->ps.torsoAnimTimer,&ent->client->ps.legsAnimTimer,ent);
|
|
}
|
|
else
|
|
{//bodies, etc.
|
|
if (setAnimFlags&SETANIM_FLAG_OVERRIDE)
|
|
{
|
|
if (setAnimParts & SETANIM_TORSO)
|
|
{
|
|
if( (setAnimFlags & SETANIM_FLAG_RESTART) || ent->s.torsoAnim != anim )
|
|
{
|
|
PM_SetTorsoAnimTimer( ent, &ent->s.torsoAnimTimer, 0 );
|
|
}
|
|
}
|
|
if (setAnimParts & SETANIM_LEGS)
|
|
{
|
|
if( (setAnimFlags & SETANIM_FLAG_RESTART) || ent->s.legsAnim != anim )
|
|
{
|
|
PM_SetLegsAnimTimer( ent, &ent->s.legsAnimTimer, 0 );
|
|
}
|
|
}
|
|
}
|
|
|
|
PM_SetAnimFinal(&ent->s.torsoAnim,&ent->s.legsAnim,setAnimParts,anim,setAnimFlags,
|
|
&ent->s.torsoAnimTimer,&ent->s.legsAnimTimer,ent);
|
|
}
|
|
}
|