2013-04-04 22:35:38 +00:00
//NPC_combat.cpp
# include "b_local.h"
# include "g_nav.h"
extern void G_AddVoiceEvent ( gentity_t * self , int event , int speakDebounceTime ) ;
extern void G_SetEnemy ( gentity_t * self , gentity_t * enemy ) ;
extern qboolean NPC_CheckLookTarget ( gentity_t * self ) ;
extern void NPC_ClearLookTarget ( gentity_t * self ) ;
extern void NPC_Jedi_RateNewEnemy ( gentity_t * self , gentity_t * enemy ) ;
extern int NAV_FindClosestWaypointForPoint2 ( vec3_t point ) ;
extern int NAV_GetNearestNode ( gentity_t * self , int lastNode ) ;
extern void G_CreateG2AttachedWeaponModel ( gentity_t * ent , const char * weaponModel , int boltNum , int weaponNum ) ;
extern qboolean PM_DroidMelee ( int npc_class ) ;
void ChangeWeapon ( gentity_t * ent , int newWeapon ) ;
void G_ClearEnemy ( gentity_t * self )
{
NPC_CheckLookTarget ( self ) ;
if ( self - > enemy )
{
if ( self - > client & & self - > client - > renderInfo . lookTarget = = self - > enemy - > s . number )
{
NPC_ClearLookTarget ( self ) ;
}
if ( self - > NPC & & self - > enemy = = self - > NPC - > goalEntity )
{
self - > NPC - > goalEntity = NULL ;
}
//FIXME: set last enemy?
}
self - > enemy = NULL ;
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
NPC_AngerAlert
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
# define ANGER_ALERT_RADIUS 512
# define ANGER_ALERT_SOUND_RADIUS 256
void G_AngerAlert ( gentity_t * self )
{
if ( self & & self - > NPC & & ( self - > NPC - > scriptFlags & SCF_NO_GROUPS ) )
{ //I'm not a team playa...
return ;
}
if ( ! TIMER_Done ( self , " interrogating " ) )
{ //I'm interrogating, don't wake everyone else up yet... FIXME: this may never wake everyone else up, though!
return ;
}
//FIXME: hmm.... with all the other new alerts now, is this still neccesary or even a good idea...?
G_AlertTeam ( self , self - > enemy , ANGER_ALERT_RADIUS , ANGER_ALERT_SOUND_RADIUS ) ;
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
G_TeamEnemy
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
qboolean G_TeamEnemy ( gentity_t * self )
{ //FIXME: Probably a better way to do this, is a linked list of your teammates already available?
int i ;
gentity_t * ent ;
if ( ! self - > client | | self - > client - > playerTeam = = TEAM_FREE )
{
return qfalse ;
}
if ( self & & self - > NPC & & ( self - > NPC - > scriptFlags & SCF_NO_GROUPS ) )
{ //I'm not a team playa...
return qfalse ;
}
for ( i = 1 ; i < level . num_entities ; i + + )
{
ent = & g_entities [ i ] ;
if ( ent = = self )
{
continue ;
}
if ( ent - > health < = 0 )
{
continue ;
}
if ( ! ent - > client )
{
continue ;
}
if ( ent - > client - > playerTeam ! = self - > client - > playerTeam )
{ //ent is not on my team
continue ;
}
if ( ent - > enemy )
{ //they have an enemy
if ( ! ent - > enemy - > client | | ent - > enemy - > client - > playerTeam ! = self - > client - > playerTeam )
{ //the ent's enemy is either a normal ent or is a player/NPC that is not on my team
return qtrue ;
}
}
}
return qfalse ;
}
void G_AttackDelay ( gentity_t * self , gentity_t * enemy )
{
if ( enemy & & self - > client & & self - > NPC )
{ //delay their attack based on how far away they're facing from enemy
vec3_t fwd , dir ;
int attDelay ;
VectorSubtract ( self - > client - > renderInfo . eyePoint , enemy - > r . currentOrigin , dir ) ; //purposely backwards
VectorNormalize ( dir ) ;
AngleVectors ( self - > client - > renderInfo . eyeAngles , fwd , NULL , NULL ) ;
//dir[2] = fwd[2] = 0;//ignore z diff?
attDelay = ( 4 - g_spskill . integer ) * 500 ; //initial: from 1000ms delay on hard to 2000ms delay on easy
if ( self - > client - > playerTeam = = NPCTEAM_PLAYER )
{ //invert
attDelay = 2000 - attDelay ;
}
attDelay + = floor ( ( DotProduct ( fwd , dir ) + 1.0f ) * 2000.0f ) ; //add up to 4000ms delay if they're facing away
//FIXME: should distance matter, too?
//Now modify the delay based on NPC_class, weapon, and team
//NOTE: attDelay should be somewhere between 1000 to 6000 milliseconds
switch ( self - > client - > NPC_class )
{
case CLASS_IMPERIAL : //they give orders and hang back
attDelay + = Q_irand ( 500 , 1500 ) ;
break ;
case CLASS_STORMTROOPER : //stormtroopers shoot sooner
if ( self - > NPC - > rank > = RANK_LT )
{ //officers shoot even sooner
attDelay - = Q_irand ( 500 , 1500 ) ;
}
else
{ //normal stormtroopers don't have as fast reflexes as officers
attDelay - = Q_irand ( 0 , 1000 ) ;
}
break ;
case CLASS_SWAMPTROOPER : //shoot very quickly? What about guys in water?
attDelay - = Q_irand ( 1000 , 2000 ) ;
break ;
case CLASS_IMPWORKER : //they panic, don't fire right away
attDelay + = Q_irand ( 1000 , 2500 ) ;
break ;
case CLASS_TRANDOSHAN :
attDelay - = Q_irand ( 500 , 1500 ) ;
break ;
case CLASS_JAN :
case CLASS_LANDO :
case CLASS_PRISONER :
case CLASS_REBEL :
attDelay - = Q_irand ( 500 , 1500 ) ;
break ;
case CLASS_GALAKMECH :
case CLASS_ATST :
attDelay - = Q_irand ( 1000 , 2000 ) ;
break ;
case CLASS_REELO :
case CLASS_UGNAUGHT :
case CLASS_JAWA :
return ;
break ;
case CLASS_MINEMONSTER :
case CLASS_MURJJ :
return ;
break ;
case CLASS_INTERROGATOR :
case CLASS_PROBE :
case CLASS_MARK1 :
case CLASS_MARK2 :
case CLASS_SENTRY :
return ;
break ;
case CLASS_REMOTE :
case CLASS_SEEKER :
return ;
break ;
/*
case CLASS_GRAN :
case CLASS_RODIAN :
case CLASS_WEEQUAY :
break ;
case CLASS_JEDI :
case CLASS_SHADOWTROOPER :
case CLASS_TAVION :
case CLASS_REBORN :
case CLASS_LUKE :
case CLASS_DESANN :
break ;
*/
}
switch ( self - > s . weapon )
{
case WP_NONE :
case WP_SABER :
return ;
break ;
case WP_BRYAR_PISTOL :
break ;
case WP_BLASTER :
if ( self - > NPC - > scriptFlags & SCF_ALT_FIRE )
{ //rapid-fire blasters
attDelay + = Q_irand ( 0 , 500 ) ;
}
else
{ //regular blaster
attDelay - = Q_irand ( 0 , 500 ) ;
}
break ;
case WP_BOWCASTER :
attDelay + = Q_irand ( 0 , 500 ) ;
break ;
case WP_REPEATER :
if ( ! ( self - > NPC - > scriptFlags & SCF_ALT_FIRE ) )
{ //rapid-fire blasters
attDelay + = Q_irand ( 0 , 500 ) ;
}
break ;
case WP_FLECHETTE :
attDelay + = Q_irand ( 500 , 1500 ) ;
break ;
case WP_ROCKET_LAUNCHER :
attDelay + = Q_irand ( 500 , 1500 ) ;
break ;
// case WP_BLASTER_PISTOL: // apparently some enemy only version of the blaster
// attDelay -= Q_irand( 500, 1500 );
// break;
//rwwFIXMEFIXME: Have this weapon for NPCs?
case WP_DISRUPTOR : //sniper's don't delay?
return ;
break ;
case WP_THERMAL : //grenade-throwing has a built-in delay
return ;
break ;
case WP_STUN_BATON : // Any ol' melee attack
return ;
break ;
case WP_EMPLACED_GUN :
return ;
break ;
case WP_TURRET : // turret guns
return ;
break ;
// case WP_BOT_LASER: // Probe droid - Laser blast
// return; //rwwFIXMEFIXME: Have this weapon for NPCs?
break ;
/*
case WP_DEMP2 :
break ;
case WP_TRIP_MINE :
break ;
case WP_DET_PACK :
break ;
case WP_STUN_BATON :
break ;
case WP_ATST_MAIN :
break ;
case WP_ATST_SIDE :
break ;
case WP_TIE_FIGHTER :
break ;
case WP_RAPID_FIRE_CONC :
break ;
*/
}
if ( self - > client - > playerTeam = = NPCTEAM_PLAYER )
{ //clamp it
if ( attDelay > 2000 )
{
attDelay = 2000 ;
}
}
//don't shoot right away
if ( attDelay > 4000 + ( ( 2 - g_spskill . integer ) * 3000 ) )
{
attDelay = 4000 + ( ( 2 - g_spskill . integer ) * 3000 ) ;
}
TIMER_Set ( self , " attackDelay " , attDelay ) ; //Q_irand( 1500, 4500 ) );
//don't move right away either
if ( attDelay > 4000 )
{
attDelay = 4000 - Q_irand ( 500 , 1500 ) ;
}
else
{
attDelay - = Q_irand ( 500 , 1500 ) ;
}
TIMER_Set ( self , " roamTime " , attDelay ) ; //was Q_irand( 1000, 3500 );
}
}
void G_ForceSaberOn ( gentity_t * ent )
{
if ( ent - > client - > ps . saberInFlight )
{ //alright, can't turn it on now in any case, so forget it.
return ;
}
if ( ! ent - > client - > ps . saberHolstered )
{ //it's already on!
return ;
}
if ( ent - > client - > ps . weapon ! = WP_SABER )
{ //This probably should never happen. But if it does we'll just return without complaining.
return ;
}
//Well then, turn it on.
ent - > client - > ps . saberHolstered = 0 ;
if ( ent - > client - > saber [ 0 ] . soundOn )
{
G_Sound ( ent , CHAN_AUTO , ent - > client - > saber [ 0 ] . soundOn ) ;
}
if ( ent - > client - > saber [ 1 ] . soundOn )
{
G_Sound ( ent , CHAN_AUTO , ent - > client - > saber [ 1 ] . soundOn ) ;
}
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
G_SetEnemy
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
void G_AimSet ( gentity_t * self , int aim ) ;
void G_SetEnemy ( gentity_t * self , gentity_t * enemy )
{
int event = 0 ;
//Must be valid
if ( enemy = = NULL )
return ;
//Must be valid
if ( enemy - > inuse = = 0 )
{
return ;
}
//Don't take the enemy if in notarget
if ( enemy - > flags & FL_NOTARGET )
return ;
if ( ! self - > NPC )
{
self - > enemy = enemy ;
return ;
}
if ( self - > NPC - > confusionTime > level . time )
{ //can't pick up enemies if confused
return ;
}
# ifdef _DEBUG
if ( self - > s . number )
{
assert ( enemy ! = self ) ;
}
# endif // _DEBUG
// if ( enemy->client && enemy->client->playerTeam == TEAM_DISGUISE )
// {//unmask the player
// enemy->client->playerTeam = TEAM_PLAYER;
// }
if ( self - > client & & self - > NPC & & enemy - > client & & enemy - > client - > playerTeam = = self - > client - > playerTeam )
{ //Probably a damn script!
if ( self - > NPC - > charmedTime > level . time )
{ //Probably a damn script!
return ;
}
}
if ( self - > NPC & & self - > client & & self - > client - > ps . weapon = = WP_SABER )
{
//when get new enemy, set a base aggression based on what that enemy is using, how far they are, etc.
NPC_Jedi_RateNewEnemy ( self , enemy ) ;
}
//NOTE: this is not necessarily true!
//self->NPC->enemyLastSeenTime = level.time;
if ( self - > enemy = = NULL )
{
//TEMP HACK: turn on our saber
if ( self - > health > 0 )
{
G_ForceSaberOn ( self ) ;
}
//FIXME: Have to do this to prevent alert cascading
G_ClearEnemy ( self ) ;
self - > enemy = enemy ;
//Special case- if player is being hunted by his own people, set their enemy team correctly
if ( self - > client - > playerTeam = = NPCTEAM_PLAYER & & enemy - > s . number = = 0 )
{
self - > client - > enemyTeam = NPCTEAM_PLAYER ;
}
//If have an anger script, run that instead of yelling
if ( G_ActivateBehavior ( self , BSET_ANGER ) )
{
}
else if ( self - > client & & enemy - > client & & self - > client - > playerTeam ! = enemy - > client - > playerTeam )
{
//FIXME: Use anger when entire team has no enemy.
// Basically, you're first one to notice enemies
//if ( self->forcePushTime < level.time ) // not currently being pushed
if ( 1 ) //rwwFIXMEFIXME: Set forcePushTime
{
if ( ! G_TeamEnemy ( self ) )
{ //team did not have an enemy previously
event = Q_irand ( EV_ANGER1 , EV_ANGER3 ) ;
}
}
if ( event )
{ //yell
G_AddVoiceEvent ( self , event , 2000 ) ;
}
}
if ( self - > s . weapon = = WP_BLASTER | | self - > s . weapon = = WP_REPEATER | |
self - > s . weapon = = WP_THERMAL /*|| self->s.weapon == WP_BLASTER_PISTOL */ //rwwFIXMEFIXME: Blaster pistol useable by npcs?
| | self - > s . weapon = = WP_BOWCASTER )
{ //Hmm, how about sniper and bowcaster?
//When first get mad, aim is bad
//Hmm, base on game difficulty, too? Rank?
if ( self - > client - > playerTeam = = NPCTEAM_PLAYER )
{
G_AimSet ( self , Q_irand ( self - > NPC - > stats . aim - ( 5 * ( g_spskill . integer ) ) , self - > NPC - > stats . aim - g_spskill . integer ) ) ;
}
else
{
int minErr = 3 ;
int maxErr = 12 ;
if ( self - > client - > NPC_class = = CLASS_IMPWORKER )
{
minErr = 15 ;
maxErr = 30 ;
}
else if ( self - > client - > NPC_class = = CLASS_STORMTROOPER & & self - > NPC & & self - > NPC - > rank < = RANK_CREWMAN )
{
minErr = 5 ;
maxErr = 15 ;
}
G_AimSet ( self , Q_irand ( self - > NPC - > stats . aim - ( maxErr * ( 3 - g_spskill . integer ) ) , self - > NPC - > stats . aim - ( minErr * ( 3 - g_spskill . integer ) ) ) ) ;
}
}
//Alert anyone else in the area
if ( Q_stricmp ( " desperado " , self - > NPC_type ) ! = 0 & & Q_stricmp ( " paladin " , self - > NPC_type ) ! = 0 )
{ //special holodeck enemies exception
if ( self - > client - > ps . fd . forceGripBeingGripped < level . time )
{ //gripped people can't call for help
G_AngerAlert ( self ) ;
}
}
//Stormtroopers don't fire right away!
G_AttackDelay ( self , enemy ) ;
//rwwFIXMEFIXME: Deal with this some other way.
/*
//FIXME: this is a disgusting hack that is supposed to make the Imperials start with their weapon holstered- need a better way
if ( self - > client - > ps . weapon = = WP_NONE & & ! Q_strncmp ( self - > NPC_type , " imp " , 3 ) & & ! ( self - > NPC - > scriptFlags & SCF_FORCED_MARCH ) )
{
if ( self - > client - > ps . stats [ STAT_WEAPONS ] & ( 1 < < WP_BLASTER ) )
{
ChangeWeapon ( self , WP_BLASTER ) ;
self - > client - > ps . weapon = WP_BLASTER ;
self - > client - > ps . weaponstate = WEAPON_READY ;
G_CreateG2AttachedWeaponModel ( self , weaponData [ WP_BLASTER ] . weaponMdl , self - > handRBolt , 0 ) ;
}
else if ( self - > client - > ps . stats [ STAT_WEAPONS ] & ( 1 < < WP_BLASTER_PISTOL ) )
{
ChangeWeapon ( self , WP_BLASTER_PISTOL ) ;
self - > client - > ps . weapon = WP_BLASTER_PISTOL ;
self - > client - > ps . weaponstate = WEAPON_READY ;
G_CreateG2AttachedWeaponModel ( self , weaponData [ WP_BLASTER_PISTOL ] . weaponMdl , self - > handRBolt , 0 ) ;
}
}
*/
return ;
}
//Otherwise, just picking up another enemy
if ( event )
{
G_AddVoiceEvent ( self , event , 2000 ) ;
}
//Take the enemy
G_ClearEnemy ( self ) ;
self - > enemy = enemy ;
}
/*
int ChooseBestWeapon ( void )
{
int n ;
int weapon ;
// check weapons in the NPC's weapon preference order
for ( n = 0 ; n < MAX_WEAPONS ; n + + )
{
weapon = NPCInfo - > weaponOrder [ n ] ;
if ( weapon = = WP_NONE )
{
break ;
}
if ( ! HaveWeapon ( weapon ) )
{
continue ;
}
if ( client - > ps . ammo [ weaponData [ weapon ] . ammoIndex ] )
{
return weapon ;
}
}
// check weapons serially (mainly in case a weapon is not on the NPC's list)
for ( weapon = 1 ; weapon < WP_NUM_WEAPONS ; weapon + + )
{
if ( ! HaveWeapon ( weapon ) )
{
continue ;
}
if ( client - > ps . ammo [ weaponData [ weapon ] . ammoIndex ] )
{
return weapon ;
}
}
return client - > ps . weapon ;
}
*/
void ChangeWeapon ( gentity_t * ent , int newWeapon )
{
if ( ! ent | | ! ent - > client | | ! ent - > NPC )
{
return ;
}
ent - > client - > ps . weapon = newWeapon ;
2013-04-04 23:21:13 +00:00
ent - > client - > pers . cmd . weapon = newWeapon ;
2013-04-04 22:35:38 +00:00
ent - > NPC - > shotTime = 0 ;
ent - > NPC - > burstCount = 0 ;
ent - > NPC - > attackHold = 0 ;
ent - > NPC - > currentAmmo = ent - > client - > ps . ammo [ weaponData [ newWeapon ] . ammoIndex ] ;
switch ( newWeapon )
{
case WP_BRYAR_PISTOL : //prifle
ent - > NPC - > aiFlags & = ~ NPCAI_BURST_WEAPON ;
ent - > NPC - > burstSpacing = 1000 ; //attackdebounce
break ;
/*
case WP_BLASTER_PISTOL :
ent - > NPC - > aiFlags & = ~ NPCAI_BURST_WEAPON ;
// ent->NPC->burstSpacing = 1000;//attackdebounce
if ( g_spskill . integer = = 0 )
ent - > NPC - > burstSpacing = 1000 ; //attack debounce
else if ( g_spskill . integer = = 1 )
ent - > NPC - > burstSpacing = 750 ; //attack debounce
else
ent - > NPC - > burstSpacing = 500 ; //attack debounce
break ;
*/
//rwwFIXMEFIXME: support WP_BLASTER_PISTOL and WP_BOT_LASER
/*
case WP_BOT_LASER : //probe attack
ent - > NPC - > aiFlags & = ~ NPCAI_BURST_WEAPON ;
// ent->NPC->burstSpacing = 600;//attackdebounce
if ( g_spskill . integer = = 0 )
ent - > NPC - > burstSpacing = 600 ; //attack debounce
else if ( g_spskill . integer = = 1 )
ent - > NPC - > burstSpacing = 400 ; //attack debounce
else
ent - > NPC - > burstSpacing = 200 ; //attack debounce
break ;
*/
case WP_SABER :
ent - > NPC - > aiFlags & = ~ NPCAI_BURST_WEAPON ;
ent - > NPC - > burstSpacing = 0 ; //attackdebounce
break ;
case WP_DISRUPTOR :
ent - > NPC - > aiFlags & = ~ NPCAI_BURST_WEAPON ;
if ( ent - > NPC - > scriptFlags & SCF_ALT_FIRE )
{
switch ( g_spskill . integer )
{
case 0 :
ent - > NPC - > burstSpacing = 2500 ; //attackdebounce
break ;
case 1 :
ent - > NPC - > burstSpacing = 2000 ; //attackdebounce
break ;
case 2 :
ent - > NPC - > burstSpacing = 1500 ; //attackdebounce
break ;
}
}
else
{
ent - > NPC - > burstSpacing = 1000 ; //attackdebounce
}
break ;
case WP_BOWCASTER :
ent - > NPC - > aiFlags & = ~ NPCAI_BURST_WEAPON ;
// ent->NPC->burstSpacing = 1000;//attackdebounce
if ( g_spskill . integer = = 0 )
ent - > NPC - > burstSpacing = 1000 ; //attack debounce
else if ( g_spskill . integer = = 1 )
ent - > NPC - > burstSpacing = 750 ; //attack debounce
else
ent - > NPC - > burstSpacing = 500 ; //attack debounce
break ;
case WP_REPEATER :
if ( ent - > NPC - > scriptFlags & SCF_ALT_FIRE )
{
ent - > NPC - > aiFlags & = ~ NPCAI_BURST_WEAPON ;
ent - > NPC - > burstSpacing = 2000 ; //attackdebounce
}
else
{
ent - > NPC - > aiFlags | = NPCAI_BURST_WEAPON ;
ent - > NPC - > burstMin = 3 ;
ent - > NPC - > burstMean = 6 ;
ent - > NPC - > burstMax = 10 ;
if ( g_spskill . integer = = 0 )
ent - > NPC - > burstSpacing = 1500 ; //attack debounce
else if ( g_spskill . integer = = 1 )
ent - > NPC - > burstSpacing = 1000 ; //attack debounce
else
ent - > NPC - > burstSpacing = 500 ; //attack debounce
}
break ;
case WP_DEMP2 :
ent - > NPC - > aiFlags & = ~ NPCAI_BURST_WEAPON ;
ent - > NPC - > burstSpacing = 1000 ; //attackdebounce
break ;
case WP_FLECHETTE :
ent - > NPC - > aiFlags & = ~ NPCAI_BURST_WEAPON ;
if ( ent - > NPC - > scriptFlags & SCF_ALT_FIRE )
{
ent - > NPC - > burstSpacing = 2000 ; //attackdebounce
}
else
{
ent - > NPC - > burstSpacing = 1000 ; //attackdebounce
}
break ;
case WP_ROCKET_LAUNCHER :
ent - > NPC - > aiFlags & = ~ NPCAI_BURST_WEAPON ;
// ent->NPC->burstSpacing = 2500;//attackdebounce
if ( g_spskill . integer = = 0 )
ent - > NPC - > burstSpacing = 2500 ; //attack debounce
else if ( g_spskill . integer = = 1 )
ent - > NPC - > burstSpacing = 2000 ; //attack debounce
else
ent - > NPC - > burstSpacing = 1500 ; //attack debounce
break ;
case WP_THERMAL :
ent - > NPC - > aiFlags & = ~ NPCAI_BURST_WEAPON ;
// ent->NPC->burstSpacing = 3000;//attackdebounce
if ( g_spskill . integer = = 0 )
ent - > NPC - > burstSpacing = 3000 ; //attack debounce
else if ( g_spskill . integer = = 1 )
ent - > NPC - > burstSpacing = 2500 ; //attack debounce
else
ent - > NPC - > burstSpacing = 2000 ; //attack debounce
break ;
/*
case WP_SABER :
ent - > NPC - > aiFlags | = NPCAI_BURST_WEAPON ;
ent - > NPC - > burstMin = 5 ; //0.5 sec
ent - > NPC - > burstMean = 10 ; //1 second
ent - > NPC - > burstMax = 20 ; //3 seconds
ent - > NPC - > burstSpacing = 2000 ; //2 seconds
ent - > NPC - > attackHold = 1000 ; //Hold attack button for a 1-second burst
break ;
case WP_TRICORDER :
ent - > NPC - > aiFlags | = NPCAI_BURST_WEAPON ;
ent - > NPC - > burstMin = 5 ;
ent - > NPC - > burstMean = 10 ;
ent - > NPC - > burstMax = 30 ;
ent - > NPC - > burstSpacing = 1000 ;
break ;
*/
case WP_BLASTER :
if ( ent - > NPC - > scriptFlags & SCF_ALT_FIRE )
{
ent - > NPC - > aiFlags | = NPCAI_BURST_WEAPON ;
ent - > NPC - > burstMin = 3 ;
ent - > NPC - > burstMean = 3 ;
ent - > NPC - > burstMax = 3 ;
if ( g_spskill . integer = = 0 )
ent - > NPC - > burstSpacing = 1500 ; //attack debounce
else if ( g_spskill . integer = = 1 )
ent - > NPC - > burstSpacing = 1000 ; //attack debounce
else
ent - > NPC - > burstSpacing = 500 ; //attack debounce
}
else
{
ent - > NPC - > aiFlags & = ~ NPCAI_BURST_WEAPON ;
if ( g_spskill . integer = = 0 )
ent - > NPC - > burstSpacing = 1000 ; //attack debounce
else if ( g_spskill . integer = = 1 )
ent - > NPC - > burstSpacing = 750 ; //attack debounce
else
ent - > NPC - > burstSpacing = 500 ; //attack debounce
// ent->NPC->burstSpacing = 1000;//attackdebounce
}
break ;
case WP_STUN_BATON :
ent - > NPC - > aiFlags & = ~ NPCAI_BURST_WEAPON ;
ent - > NPC - > burstSpacing = 1000 ; //attackdebounce
break ;
/*
case WP_ATST_MAIN :
case WP_ATST_SIDE :
ent - > NPC - > aiFlags & = ~ NPCAI_BURST_WEAPON ;
// ent->NPC->burstSpacing = 1000;//attackdebounce
if ( g_spskill . integer = = 0 )
ent - > NPC - > burstSpacing = 1000 ; //attack debounce
else if ( g_spskill . integer = = 1 )
ent - > NPC - > burstSpacing = 750 ; //attack debounce
else
ent - > NPC - > burstSpacing = 500 ; //attack debounce
break ;
*/
//rwwFIXMEFIXME: support for atst weaps
case WP_EMPLACED_GUN :
//FIXME: give some designer-control over this?
if ( ent - > client & & ent - > client - > NPC_class = = CLASS_REELO )
{
ent - > NPC - > aiFlags & = ~ NPCAI_BURST_WEAPON ;
ent - > NPC - > burstSpacing = 1000 ; //attack debounce
// if ( g_spskill.integer == 0 )
// ent->NPC->burstSpacing = 300;//attack debounce
// else if ( g_spskill.integer == 1 )
// ent->NPC->burstSpacing = 200;//attack debounce
// else
// ent->NPC->burstSpacing = 100;//attack debounce
}
else
{
ent - > NPC - > aiFlags | = NPCAI_BURST_WEAPON ;
ent - > NPC - > burstMin = 2 ; // 3 shots, really
ent - > NPC - > burstMean = 2 ;
ent - > NPC - > burstMax = 2 ;
if ( ent - > parent ) // if we have an owner, it should be the chair at this point...so query the chair for its shot debounce times, etc.
{
if ( g_spskill . integer = = 0 )
{
ent - > NPC - > burstSpacing = ent - > parent - > wait + 400 ; //attack debounce
ent - > NPC - > burstMin = ent - > NPC - > burstMax = 1 ; // two shots
}
else if ( g_spskill . integer = = 1 )
{
ent - > NPC - > burstSpacing = ent - > parent - > wait + 200 ; //attack debounce
}
else
{
ent - > NPC - > burstSpacing = ent - > parent - > wait ; //attack debounce
}
}
else
{
if ( g_spskill . integer = = 0 )
{
ent - > NPC - > burstSpacing = 1200 ; //attack debounce
ent - > NPC - > burstMin = ent - > NPC - > burstMax = 1 ; // two shots
}
else if ( g_spskill . integer = = 1 )
{
ent - > NPC - > burstSpacing = 1000 ; //attack debounce
}
else
{
ent - > NPC - > burstSpacing = 800 ; //attack debounce
}
}
}
break ;
default :
ent - > NPC - > aiFlags & = ~ NPCAI_BURST_WEAPON ;
break ;
}
}
void NPC_ChangeWeapon ( int newWeapon )
{
/*
qboolean changing = qfalse ;
if ( newWeapon ! = NPC - > client - > ps . weapon )
{
changing = qtrue ;
}
if ( changing & & NPC - > weaponModel [ 0 ] > 9 )
{
trap_G2API_RemoveGhoul2Model ( NPC - > ghoul2 , NPC - > weaponModel [ 0 ] ) ;
}
ChangeWeapon ( NPC , newWeapon ) ;
if ( changing & & NPC - > client - > ps . weapon ! = WP_NONE )
{
if ( NPC - > client - > ps . weapon = = WP_SABER )
{
G_CreateG2AttachedWeaponModel ( NPC , NPC - > client - > ps . saber [ 0 ] . model , NPC - > handRBolt , 0 ) ;
if ( NPC - > client - > ps . dualSabers )
{
G_CreateG2AttachedWeaponModel ( NPC , NPC - > client - > ps . saber [ 1 ] . model , NPC - > handLBolt , 0 ) ;
}
}
else
{
G_CreateG2AttachedWeaponModel ( NPC , weaponData [ NPC - > client - > ps . weapon ] . weaponMdl , NPC - > handRBolt , 0 ) ;
}
} */
//rwwFIXMEFIXME: Change the same way as players, all this stuff is just crazy.
}
/*
void NPC_ApplyWeaponFireDelay ( void )
How long , if at all , in msec the actual fire should delay from the time the attack was started
*/
void NPC_ApplyWeaponFireDelay ( void )
{
if ( NPC - > attackDebounceTime > level . time )
{ //Just fired, if attacking again, must be a burst fire, so don't add delay
//NOTE: Borg AI uses attackDebounceTime "incorrectly", so this will always return for them!
return ;
}
switch ( client - > ps . weapon )
{
/*
case WP_BOT_LASER :
NPCInfo - > burstCount = 0 ;
client - > ps . weaponTime = 500 ;
break ;
*/ //rwwFIXMEFIXME: support for this
case WP_THERMAL :
if ( client - > ps . clientNum )
{ //NPCs delay...
//FIXME: player should, too, but would feel weird in 1st person, even though it
// would look right in 3rd person. Really should have a wind-up anim
// for player as he holds down the fire button to throw, then play
// the actual throw when he lets go...
client - > ps . weaponTime = 700 ;
}
break ;
case WP_STUN_BATON :
//if ( !PM_DroidMelee( client->NPC_class ) )
if ( 1 ) //rwwFIXMEFIXME: ...
{ //FIXME: should be unique per melee anim
client - > ps . weaponTime = 300 ;
}
break ;
default :
client - > ps . weaponTime = 0 ;
break ;
}
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
ShootThink
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
void ShootThink ( void )
{
int delay ;
ucmd . buttons & = ~ BUTTON_ATTACK ;
/*
if ( enemyVisibility ! = VIS_SHOOT )
return ;
*/
if ( client - > ps . weapon = = WP_NONE )
return ;
if ( client - > ps . weaponstate ! = WEAPON_READY & & client - > ps . weaponstate ! = WEAPON_FIRING & & client - > ps . weaponstate ! = WEAPON_IDLE )
return ;
if ( level . time < NPCInfo - > shotTime )
{
return ;
}
ucmd . buttons | = BUTTON_ATTACK ;
NPCInfo - > currentAmmo = client - > ps . ammo [ weaponData [ client - > ps . weapon ] . ammoIndex ] ; // checkme
NPC_ApplyWeaponFireDelay ( ) ;
if ( NPCInfo - > aiFlags & NPCAI_BURST_WEAPON )
{
if ( ! NPCInfo - > burstCount )
{
NPCInfo - > burstCount = Q_irand ( NPCInfo - > burstMin , NPCInfo - > burstMax ) ;
/*
NPCInfo - > burstCount = erandom ( NPCInfo - > burstMean ) ;
if ( NPCInfo - > burstCount < NPCInfo - > burstMin )
{
NPCInfo - > burstCount = NPCInfo - > burstMin ;
}
else if ( NPCInfo - > burstCount > NPCInfo - > burstMax )
{
NPCInfo - > burstCount = NPCInfo - > burstMax ;
}
*/
delay = 0 ;
}
else
{
NPCInfo - > burstCount - - ;
if ( NPCInfo - > burstCount = = 0 )
{
delay = NPCInfo - > burstSpacing ;
}
else
{
delay = 0 ;
}
}
if ( ! delay )
{
// HACK: dirty little emplaced bits, but is done because it would otherwise require some sort of new variable...
if ( client - > ps . weapon = = WP_EMPLACED_GUN )
{
if ( NPC - > parent ) // try and get the debounce values from the chair if we can
{
if ( g_spskill . integer = = 0 )
{
delay = NPC - > parent - > random + 150 ;
}
else if ( g_spskill . integer = = 1 )
{
delay = NPC - > parent - > random + 100 ;
}
else
{
delay = NPC - > parent - > random ;
}
}
else
{
if ( g_spskill . integer = = 0 )
{
delay = 350 ;
}
else if ( g_spskill . integer = = 1 )
{
delay = 300 ;
}
else
{
delay = 200 ;
}
}
}
}
}
else
{
delay = NPCInfo - > burstSpacing ;
}
NPCInfo - > shotTime = level . time + delay ;
NPC - > attackDebounceTime = level . time + NPC_AttackDebounceForWeapon ( ) ;
}
/*
static void WeaponThink ( qboolean inCombat )
FIXME makes this so there ' s a delay from event that caused us to check to actually doing it
Added : hacks for Borg
*/
void WeaponThink ( qboolean inCombat )
{
if ( client - > ps . weaponstate = = WEAPON_RAISING | | client - > ps . weaponstate = = WEAPON_DROPPING )
{
ucmd . weapon = client - > ps . weapon ;
ucmd . buttons & = ~ BUTTON_ATTACK ;
return ;
}
//MCG - Begin
//For now, no-one runs out of ammo
if ( NPC - > client - > ps . ammo [ weaponData [ client - > ps . weapon ] . ammoIndex ] < 10 ) // checkme
// if(NPC->client->ps.ammo[ client->ps.weapon ] < 10)
{
Add_Ammo ( NPC , client - > ps . weapon , 100 ) ;
}
/*if ( NPC->playerTeam == TEAM_BORG )
{ //HACK!!!
if ( ! ( NPC - > client - > ps . stats [ STAT_WEAPONS ] & ( 1 < < WP_BORG_WEAPON ) ) )
NPC - > client - > ps . stats [ STAT_WEAPONS ] | = ( 1 < < WP_BORG_WEAPON ) ;
if ( client - > ps . weapon ! = WP_BORG_WEAPON )
{
NPC_ChangeWeapon ( WP_BORG_WEAPON ) ;
Add_Ammo ( NPC , client - > ps . weapon , 10 ) ;
NPCInfo - > currentAmmo = client - > ps . ammo [ client - > ps . weapon ] ;
}
}
else */
/*if ( NPC->client->playerTeam == TEAM_SCAVENGERS )
{ //HACK!!!
if ( ! ( NPC - > client - > ps . stats [ STAT_WEAPONS ] & ( 1 < < WP_BLASTER ) ) )
NPC - > client - > ps . stats [ STAT_WEAPONS ] | = ( 1 < < WP_BLASTER ) ;
if ( client - > ps . weapon ! = WP_BLASTER )
{
NPC_ChangeWeapon ( WP_BLASTER ) ;
Add_Ammo ( NPC , client - > ps . weapon , 10 ) ;
// NPCInfo->currentAmmo = client->ps.ammo[client->ps.weapon];
NPCInfo - > currentAmmo = client - > ps . ammo [ weaponData [ client - > ps . weapon ] . ammoIndex ] ; // checkme
}
}
else */
//MCG - End
{
// if the gun in our hands is out of ammo, we need to change
/*if ( client->ps.ammo[client->ps.weapon] == 0 )
{
NPCInfo - > aiFlags | = NPCAI_CHECK_WEAPON ;
}
if ( NPCInfo - > aiFlags & NPCAI_CHECK_WEAPON )
{
NPCInfo - > aiFlags & = ~ NPCAI_CHECK_WEAPON ;
bestWeapon = ChooseBestWeapon ( ) ;
if ( bestWeapon ! = client - > ps . weapon )
{
NPC_ChangeWeapon ( bestWeapon ) ;
}
} */
}
ucmd . weapon = client - > ps . weapon ;
ShootThink ( ) ;
}
/*
HaveWeapon
*/
qboolean HaveWeapon ( int weapon )
{
return ( client - > ps . stats [ STAT_WEAPONS ] & ( 1 < < weapon ) ) ;
}
qboolean EntIsGlass ( gentity_t * check )
{
if ( check - > classname & &
! Q_stricmp ( " func_breakable " , check - > classname ) & &
check - > count = = 1 & & check - > health < = 100 )
{
return qtrue ;
}
return qfalse ;
}
qboolean ShotThroughGlass ( trace_t * tr , gentity_t * target , vec3_t spot , int mask )
{
gentity_t * hit = & g_entities [ tr - > entityNum ] ;
if ( hit ! = target & & EntIsGlass ( hit ) )
{ //ok to shoot through breakable glass
int skip = hit - > s . number ;
vec3_t muzzle ;
VectorCopy ( tr - > endpos , muzzle ) ;
trap_Trace ( tr , muzzle , NULL , NULL , spot , skip , mask ) ;
return qtrue ;
}
return qfalse ;
}
/*
CanShoot
determine if NPC can directly target enemy
this function does not check teams , invulnerability , notarget , etc . . . .
Added : If can ' t shoot center , try head , if not , see if it ' s close enough to try anyway .
*/
qboolean CanShoot ( gentity_t * ent , gentity_t * shooter )
{
trace_t tr ;
vec3_t muzzle ;
vec3_t spot , diff ;
gentity_t * traceEnt ;
CalcEntitySpot ( shooter , SPOT_WEAPON , muzzle ) ;
CalcEntitySpot ( ent , SPOT_ORIGIN , spot ) ; //FIXME preferred target locations for some weapons (feet for R/L)
trap_Trace ( & tr , muzzle , NULL , NULL , spot , shooter - > s . number , MASK_SHOT ) ;
traceEnt = & g_entities [ tr . entityNum ] ;
// point blank, baby!
if ( tr . startsolid & & ( shooter - > NPC ) & & ( shooter - > NPC - > touchedByPlayer ) )
{
traceEnt = shooter - > NPC - > touchedByPlayer ;
}
if ( ShotThroughGlass ( & tr , ent , spot , MASK_SHOT ) )
{
traceEnt = & g_entities [ tr . entityNum ] ;
}
// shot is dead on
if ( traceEnt = = ent )
{
return qtrue ;
}
//MCG - Begin
else
{ //ok, can't hit them in center, try their head
CalcEntitySpot ( ent , SPOT_HEAD , spot ) ;
trap_Trace ( & tr , muzzle , NULL , NULL , spot , shooter - > s . number , MASK_SHOT ) ;
traceEnt = & g_entities [ tr . entityNum ] ;
if ( traceEnt = = ent )
{
return qtrue ;
}
}
//Actually, we should just check to fire in dir we're facing and if it's close enough,
//and we didn't hit someone on our own team, shoot
VectorSubtract ( spot , tr . endpos , diff ) ;
if ( VectorLength ( diff ) < random ( ) * 32 )
{
return qtrue ;
}
//MCG - End
// shot would hit a non-client
if ( ! traceEnt - > client )
{
return qfalse ;
}
// shot is blocked by another player
// he's already dead, so go ahead
if ( traceEnt - > health < = 0 )
{
return qtrue ;
}
// don't deliberately shoot a teammate
if ( traceEnt - > client & & ( traceEnt - > client - > playerTeam = = shooter - > client - > playerTeam ) )
{
return qfalse ;
}
// he's just in the wrong place, go ahead
return qtrue ;
}
/*
void NPC_CheckPossibleEnemy ( gentity_t * other , visibility_t vis )
Added : hacks for scripted NPCs
*/
void NPC_CheckPossibleEnemy ( gentity_t * other , visibility_t vis )
{
// is he is already our enemy?
if ( other = = NPC - > enemy )
return ;
if ( other - > flags & FL_NOTARGET )
return ;
// we already have an enemy and this guy is in our FOV, see if this guy would be better
if ( NPC - > enemy & & vis = = VIS_FOV )
{
if ( NPCInfo - > enemyLastSeenTime - level . time < 2000 )
{
return ;
}
if ( enemyVisibility = = VIS_UNKNOWN )
{
enemyVisibility = NPC_CheckVisibility ( NPC - > enemy , CHECK_360 | CHECK_FOV ) ;
}
if ( enemyVisibility = = VIS_FOV )
{
return ;
}
}
if ( ! NPC - > enemy )
{ //only take an enemy if you don't have one yet
G_SetEnemy ( NPC , other ) ;
}
if ( vis = = VIS_FOV )
{
NPCInfo - > enemyLastSeenTime = level . time ;
VectorCopy ( other - > r . currentOrigin , NPCInfo - > enemyLastSeenLocation ) ;
NPCInfo - > enemyLastHeardTime = 0 ;
VectorClear ( NPCInfo - > enemyLastHeardLocation ) ;
}
else
{
NPCInfo - > enemyLastSeenTime = 0 ;
VectorClear ( NPCInfo - > enemyLastSeenLocation ) ;
NPCInfo - > enemyLastHeardTime = level . time ;
VectorCopy ( other - > r . currentOrigin , NPCInfo - > enemyLastHeardLocation ) ;
}
}
//==========================================
//MCG Added functions:
//==========================================
/*
int NPC_AttackDebounceForWeapon ( void )
DOES NOT control how fast you can fire
Only makes you keep your weapon up after you fire
*/
int NPC_AttackDebounceForWeapon ( void )
{
switch ( NPC - > client - > ps . weapon )
{
/*
case WP_BLASTER : //scav rifle
return 1000 ;
break ;
case WP_BRYAR_PISTOL : //prifle
return 3000 ;
break ;
case WP_SABER :
return 100 ;
break ;
case WP_TRICORDER :
return 0 ; //tricorder
break ;
*/
case WP_SABER :
return 0 ;
break ;
/*
case WP_BOT_LASER :
if ( g_spskill . integer = = 0 )
return 2000 ;
if ( g_spskill . integer = = 1 )
return 1500 ;
return 1000 ;
break ;
*/
//rwwFIXMEFIXME: support
default :
return NPCInfo - > burstSpacing ; //was 100 by default
break ;
}
}
//FIXME: need a mindist for explosive weapons
float NPC_MaxDistSquaredForWeapon ( void )
{
if ( NPCInfo - > stats . shootDistance > 0 )
{ //overrides default weapon dist
return NPCInfo - > stats . shootDistance * NPCInfo - > stats . shootDistance ;
}
switch ( NPC - > s . weapon )
{
case WP_BLASTER : //scav rifle
return 1024 * 1024 ; //should be shorter?
break ;
case WP_BRYAR_PISTOL : //prifle
return 1024 * 1024 ;
break ;
/*
case WP_BLASTER_PISTOL : //prifle
return 1024 * 1024 ;
break ;
*/
case WP_DISRUPTOR : //disruptor
if ( NPCInfo - > scriptFlags & SCF_ALT_FIRE )
{
return ( 4096 * 4096 ) ;
}
else
{
return 1024 * 1024 ;
}
break ;
/*
case WP_SABER :
return 1024 * 1024 ;
break ;
case WP_TRICORDER :
return 0 ; //tricorder
break ;
*/
case WP_SABER :
if ( NPC - > client & & NPC - > client - > saber [ 0 ] . blade [ 0 ] . lengthMax )
{ //FIXME: account for whether enemy and I are heading towards each other!
return ( NPC - > client - > saber [ 0 ] . blade [ 0 ] . lengthMax + NPC - > r . maxs [ 0 ] * 1.5 ) * ( NPC - > client - > saber [ 0 ] . blade [ 0 ] . lengthMax + NPC - > r . maxs [ 0 ] * 1.5 ) ;
}
else
{
return 48 * 48 ;
}
break ;
default :
return 1024 * 1024 ; //was 0
break ;
}
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
ValidEnemy
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
qboolean ValidEnemy ( gentity_t * ent )
{
if ( ent = = NULL )
return qfalse ;
if ( ent = = NPC )
return qfalse ;
//if team_free, maybe everyone is an enemy?
//if ( !NPC->client->enemyTeam )
// return qfalse;
if ( ! ( ent - > flags & FL_NOTARGET ) )
{
if ( ent - > health > 0 )
{
if ( ! ent - > client )
{
return qtrue ;
}
else if ( ent - > client - > sess . sessionTeam = = TEAM_SPECTATOR )
{ //don't go after spectators
return qfalse ;
}
else
{
int entTeam = TEAM_FREE ;
if ( ent - > NPC & & ent - > client )
{
entTeam = ent - > client - > playerTeam ;
}
else if ( ent - > client )
{
if ( ent - > client - > sess . sessionTeam = = TEAM_BLUE )
{
entTeam = NPCTEAM_PLAYER ;
}
else if ( ent - > client - > sess . sessionTeam = = TEAM_RED )
{
entTeam = NPCTEAM_ENEMY ;
}
else
{
entTeam = NPCTEAM_NEUTRAL ;
}
}
if ( entTeam = = NPCTEAM_FREE
| | NPC - > client - > enemyTeam = = NPCTEAM_FREE
| | entTeam = = NPC - > client - > enemyTeam )
{
if ( entTeam ! = NPC - > client - > playerTeam )
{
return qtrue ;
}
}
}
}
}
return qfalse ;
}
qboolean NPC_EnemyTooFar ( gentity_t * enemy , float dist , qboolean toShoot )
{
vec3_t vec ;
if ( ! toShoot )
{ //Not trying to actually press fire button with this check
if ( NPC - > client - > ps . weapon = = WP_SABER )
{ //Just have to get to him
return qfalse ;
}
}
if ( ! dist )
{
VectorSubtract ( NPC - > r . currentOrigin , enemy - > r . currentOrigin , vec ) ;
dist = VectorLengthSquared ( vec ) ;
}
if ( dist > NPC_MaxDistSquaredForWeapon ( ) )
return qtrue ;
return qfalse ;
}
/*
NPC_PickEnemy
Randomly picks a living enemy from the specified team and returns it
FIXME : For now , you MUST specify an enemy team
If you specify choose closest , it will find only the closest enemy
If you specify checkVis , it will return and enemy that is visible
If you specify findPlayersFirst , it will try to find players first
You can mix and match any of those options ( example : find closest visible players first )
FIXME : this should go through the snapshot and find the closest enemy
*/
gentity_t * NPC_PickEnemy ( gentity_t * closestTo , int enemyTeam , qboolean checkVis , qboolean findPlayersFirst , qboolean findClosest )
{
int num_choices = 0 ;
int choice [ 128 ] ; //FIXME: need a different way to determine how many choices?
gentity_t * newenemy = NULL ;
gentity_t * closestEnemy = NULL ;
int entNum ;
vec3_t diff ;
float relDist ;
float bestDist = Q3_INFINITE ;
qboolean failed = qfalse ;
int visChecks = ( CHECK_360 | CHECK_FOV | CHECK_VISRANGE ) ;
int minVis = VIS_FOV ;
if ( enemyTeam = = NPCTEAM_NEUTRAL )
{
return NULL ;
}
if ( NPCInfo - > behaviorState = = BS_STAND_AND_SHOOT | |
NPCInfo - > behaviorState = = BS_HUNT_AND_KILL )
{ //Formations guys don't require inFov to pick up a target
//These other behavior states are active battle states and should not
//use FOV. FOV checks are for enemies who are patrolling, guarding, etc.
visChecks & = ~ CHECK_FOV ;
minVis = VIS_360 ;
}
if ( findPlayersFirst )
{ //try to find a player first
newenemy = & g_entities [ 0 ] ;
if ( newenemy - > client & & ! ( newenemy - > flags & FL_NOTARGET ) & & ! ( newenemy - > s . eFlags & EF_NODRAW ) )
{
if ( newenemy - > health > 0 )
{
if ( NPC_ValidEnemy ( newenemy ) ) //enemyTeam == TEAM_PLAYER || newenemy->client->playerTeam == enemyTeam || ( enemyTeam == TEAM_PLAYER ) )
{ //FIXME: check for range and FOV or vis?
if ( newenemy ! = NPC - > lastEnemy )
{ //Make sure we're not just going back and forth here
if ( trap_InPVS ( newenemy - > r . currentOrigin , NPC - > r . currentOrigin ) )
{
if ( NPCInfo - > behaviorState = = BS_INVESTIGATE | | NPCInfo - > behaviorState = = BS_PATROL )
{
if ( ! NPC - > enemy )
{
if ( ! InVisrange ( newenemy ) )
{
failed = qtrue ;
}
else if ( NPC_CheckVisibility ( newenemy , CHECK_360 | CHECK_FOV | CHECK_VISRANGE ) ! = VIS_FOV )
{
failed = qtrue ;
}
}
}
if ( ! failed )
{
VectorSubtract ( closestTo - > r . currentOrigin , newenemy - > r . currentOrigin , diff ) ;
relDist = VectorLengthSquared ( diff ) ;
if ( newenemy - > client - > hiddenDist > 0 )
{
if ( relDist > newenemy - > client - > hiddenDist * newenemy - > client - > hiddenDist )
{
//out of hidden range
if ( VectorLengthSquared ( newenemy - > client - > hiddenDir ) )
{ //They're only hidden from a certain direction, check
float dot ;
VectorNormalize ( diff ) ;
dot = DotProduct ( newenemy - > client - > hiddenDir , diff ) ;
if ( dot > 0.5 )
{ //I'm not looking in the right dir toward them to see them
failed = qtrue ;
}
else
{
Debug_Printf ( & debugNPCAI , DEBUG_LEVEL_INFO , " %s saw %s trying to hide - hiddenDir %s targetDir %s dot %f \n " , NPC - > targetname , newenemy - > targetname , vtos ( newenemy - > client - > hiddenDir ) , vtos ( diff ) , dot ) ;
}
}
else
{
failed = qtrue ;
}
}
else
{
Debug_Printf ( & debugNPCAI , DEBUG_LEVEL_INFO , " %s saw %s trying to hide - hiddenDist %f \n " , NPC - > targetname , newenemy - > targetname , newenemy - > client - > hiddenDist ) ;
}
}
if ( ! failed )
{
if ( findClosest )
{
if ( relDist < bestDist )
{
if ( ! NPC_EnemyTooFar ( newenemy , relDist , qfalse ) )
{
if ( checkVis )
{
if ( NPC_CheckVisibility ( newenemy , visChecks ) = = minVis )
{
bestDist = relDist ;
closestEnemy = newenemy ;
}
}
else
{
bestDist = relDist ;
closestEnemy = newenemy ;
}
}
}
}
else if ( ! NPC_EnemyTooFar ( newenemy , 0 , qfalse ) )
{
if ( checkVis )
{
if ( NPC_CheckVisibility ( newenemy , CHECK_360 | CHECK_FOV | CHECK_VISRANGE ) = = VIS_FOV )
{
choice [ num_choices + + ] = newenemy - > s . number ;
}
}
else
{
choice [ num_choices + + ] = newenemy - > s . number ;
}
}
}
}
}
}
}
}
}
}
if ( findClosest & & closestEnemy )
{
return closestEnemy ;
}
if ( num_choices )
{
return & g_entities [ choice [ rand ( ) % num_choices ] ] ;
}
/*
//FIXME: used to have an option to look *only* for the player... now...? Still need it?
if ( enemyTeam = = TEAM_PLAYER )
{ //couldn't find the player
return NULL ;
}
*/
num_choices = 0 ;
bestDist = Q3_INFINITE ;
closestEnemy = NULL ;
for ( entNum = 0 ; entNum < level . num_entities ; entNum + + )
{
newenemy = & g_entities [ entNum ] ;
if ( newenemy ! = NPC & & ( newenemy - > client /*|| newenemy->svFlags & SVF_NONNPC_ENEMY*/ ) & & ! ( newenemy - > flags & FL_NOTARGET ) & & ! ( newenemy - > s . eFlags & EF_NODRAW ) )
{
if ( newenemy - > health > 0 )
{
if ( ( newenemy - > client & & NPC_ValidEnemy ( newenemy ) )
| | ( ! newenemy - > client & & newenemy - > alliedTeam = = enemyTeam ) )
{ //FIXME: check for range and FOV or vis?
if ( NPC - > client - > playerTeam = = NPCTEAM_PLAYER & & enemyTeam = = NPCTEAM_PLAYER )
{ //player allies turning on ourselves? How?
if ( newenemy - > s . number )
{ //only turn on the player, not other player allies
continue ;
}
}
if ( newenemy ! = NPC - > lastEnemy )
{ //Make sure we're not just going back and forth here
if ( ! trap_InPVS ( newenemy - > r . currentOrigin , NPC - > r . currentOrigin ) )
{
continue ;
}
if ( NPCInfo - > behaviorState = = BS_INVESTIGATE | | NPCInfo - > behaviorState = = BS_PATROL )
{
if ( ! NPC - > enemy )
{
if ( ! InVisrange ( newenemy ) )
{
continue ;
}
else if ( NPC_CheckVisibility ( newenemy , CHECK_360 | CHECK_FOV | CHECK_VISRANGE ) ! = VIS_FOV )
{
continue ;
}
}
}
VectorSubtract ( closestTo - > r . currentOrigin , newenemy - > r . currentOrigin , diff ) ;
relDist = VectorLengthSquared ( diff ) ;
if ( newenemy - > client & & newenemy - > client - > hiddenDist > 0 )
{
if ( relDist > newenemy - > client - > hiddenDist * newenemy - > client - > hiddenDist )
{
//out of hidden range
if ( VectorLengthSquared ( newenemy - > client - > hiddenDir ) )
{ //They're only hidden from a certain direction, check
float dot ;
VectorNormalize ( diff ) ;
dot = DotProduct ( newenemy - > client - > hiddenDir , diff ) ;
if ( dot > 0.5 )
{ //I'm not looking in the right dir toward them to see them
continue ;
}
else
{
Debug_Printf ( & debugNPCAI , DEBUG_LEVEL_INFO , " %s saw %s trying to hide - hiddenDir %s targetDir %s dot %f \n " , NPC - > targetname , newenemy - > targetname , vtos ( newenemy - > client - > hiddenDir ) , vtos ( diff ) , dot ) ;
}
}
else
{
continue ;
}
}
else
{
Debug_Printf ( & debugNPCAI , DEBUG_LEVEL_INFO , " %s saw %s trying to hide - hiddenDist %f \n " , NPC - > targetname , newenemy - > targetname , newenemy - > client - > hiddenDist ) ;
}
}
if ( findClosest )
{
if ( relDist < bestDist )
{
if ( ! NPC_EnemyTooFar ( newenemy , relDist , qfalse ) )
{
if ( checkVis )
{
//FIXME: NPCs need to be able to pick up other NPCs behind them,
//but for now, commented out because it was picking up enemies it shouldn't
//if ( NPC_CheckVisibility ( newenemy, CHECK_360|CHECK_VISRANGE ) >= VIS_360 )
if ( NPC_CheckVisibility ( newenemy , visChecks ) = = minVis )
{
bestDist = relDist ;
closestEnemy = newenemy ;
}
}
else
{
bestDist = relDist ;
closestEnemy = newenemy ;
}
}
}
}
else if ( ! NPC_EnemyTooFar ( newenemy , 0 , qfalse ) )
{
if ( checkVis )
{
//if( NPC_CheckVisibility ( newenemy, CHECK_360|CHECK_FOV|CHECK_VISRANGE ) == VIS_FOV )
if ( NPC_CheckVisibility ( newenemy , CHECK_360 | CHECK_VISRANGE ) > = VIS_360 )
{
choice [ num_choices + + ] = newenemy - > s . number ;
}
}
else
{
choice [ num_choices + + ] = newenemy - > s . number ;
}
}
}
}
}
}
}
if ( findClosest )
{ //FIXME: you can pick up an enemy around a corner this way.
return closestEnemy ;
}
if ( ! num_choices )
{
return NULL ;
}
return & g_entities [ choice [ rand ( ) % num_choices ] ] ;
}
/*
gentity_t * NPC_PickAlly ( void )
Simply returns closest visible ally
*/
gentity_t * NPC_PickAlly ( qboolean facingEachOther , float range , qboolean ignoreGroup , qboolean movingOnly )
{
gentity_t * ally = NULL ;
gentity_t * closestAlly = NULL ;
int entNum ;
vec3_t diff ;
float relDist ;
float bestDist = range ;
for ( entNum = 0 ; entNum < level . num_entities ; entNum + + )
{
ally = & g_entities [ entNum ] ;
if ( ally - > client )
{
if ( ally - > health > 0 )
{
if ( ally - > client & & ( ally - > client - > playerTeam = = NPC - > client - > playerTeam | |
NPC - > client - > playerTeam = = NPCTEAM_ENEMY ) ) // && ally->client->playerTeam == TEAM_DISGUISE ) ) )
{ //if on same team or if player is disguised as your team
if ( ignoreGroup )
{
if ( ally = = NPC - > client - > leader )
{
//reject
continue ;
}
if ( ally - > client & & ally - > client - > leader & & ally - > client - > leader = = NPC )
{
//reject
continue ;
}
}
if ( ! trap_InPVS ( ally - > r . currentOrigin , NPC - > r . currentOrigin ) )
{
continue ;
}
if ( movingOnly & & ally - > client & & NPC - > client )
{ //They have to be moving relative to each other
if ( ! DistanceSquared ( ally - > client - > ps . velocity , NPC - > client - > ps . velocity ) )
{
continue ;
}
}
VectorSubtract ( NPC - > r . currentOrigin , ally - > r . currentOrigin , diff ) ;
relDist = VectorNormalize ( diff ) ;
if ( relDist < bestDist )
{
if ( facingEachOther )
{
vec3_t vf ;
float dot ;
AngleVectors ( ally - > client - > ps . viewangles , vf , NULL , NULL ) ;
VectorNormalize ( vf ) ;
dot = DotProduct ( diff , vf ) ;
if ( dot < 0.5 )
{ //Not facing in dir to me
continue ;
}
//He's facing me, am I facing him?
AngleVectors ( NPC - > client - > ps . viewangles , vf , NULL , NULL ) ;
VectorNormalize ( vf ) ;
dot = DotProduct ( diff , vf ) ;
if ( dot > - 0.5 )
{ //I'm not facing opposite of dir to me
continue ;
}
//I am facing him
}
if ( NPC_CheckVisibility ( ally , CHECK_360 | CHECK_VISRANGE ) > = VIS_360 )
{
bestDist = relDist ;
closestAlly = ally ;
}
}
}
}
}
}
return closestAlly ;
}
gentity_t * NPC_CheckEnemy ( qboolean findNew , qboolean tooFarOk , qboolean setEnemy )
{
qboolean forcefindNew = qfalse ;
gentity_t * closestTo ;
gentity_t * newEnemy = NULL ;
//FIXME: have a "NPCInfo->persistance" we can set to determine how long to try to shoot
//someone we can't hit? Rather than hard-coded 10?
//FIXME they shouldn't recognize enemy's death instantly
//TEMP FIX:
//if(NPC->enemy->client)
//{
// NPC->enemy->health = NPC->enemy->client->ps.stats[STAT_HEALTH];
//}
if ( NPC - > enemy )
{
if ( ! NPC - > enemy - > inuse ) //|| NPC->enemy == NPC )//wtf? NPCs should never get mad at themselves!
{
if ( setEnemy )
{
G_ClearEnemy ( NPC ) ;
}
}
}
//if ( NPC->svFlags & SVF_IGNORE_ENEMIES )
if ( 0 ) //rwwFIXMEFIXME: support for this flag
{ //We're ignoring all enemies for now
if ( setEnemy )
{
G_ClearEnemy ( NPC ) ;
}
return NULL ;
}
//rwwFIXMEFIXME: support for this flag
/*
if ( NPC - > svFlags & SVF_LOCKEDENEMY )
{ //keep this enemy until dead
if ( NPC - > enemy )
{
if ( ( ! NPC - > NPC & & ! ( NPC - > svFlags & SVF_NONNPC_ENEMY ) ) | | NPC - > enemy - > health > 0 )
{ //Enemy never had health (a train or info_not_null, etc) or did and is now dead (NPCs, turrets, etc)
return NULL ;
}
}
NPC - > svFlags & = ~ SVF_LOCKEDENEMY ;
}
*/
if ( NPC - > enemy )
{
if ( NPC_EnemyTooFar ( NPC - > enemy , 0 , qfalse ) )
{
if ( findNew )
{ //See if there is a close one and take it if so, else keep this one
forcefindNew = qtrue ;
}
else if ( ! tooFarOk ) //FIXME: don't need this extra bool any more
{
if ( setEnemy )
{
G_ClearEnemy ( NPC ) ;
}
}
}
else if ( ! trap_InPVS ( NPC - > r . currentOrigin , NPC - > enemy - > r . currentOrigin ) )
{ //FIXME: should this be a line-of site check?
//FIXME: a lot of things check PVS AGAIN when deciding whether
//or not to shoot, redundant!
//Should we lose the enemy?
//FIXME: if lose enemy, run lostenemyscript
if ( NPC - > enemy - > client & & NPC - > enemy - > client - > hiddenDist )
{ //He ducked into shadow while we weren't looking
//Drop enemy and see if we should search for him
NPC_LostEnemyDecideChase ( ) ;
}
else
{ //If we're not chasing him, we need to lose him
//NOTE: since we no longer have bStates, really, this logic doesn't work, so never give him up
/*
switch ( NPCInfo - > behaviorState )
{
case BS_HUNT_AND_KILL :
//Okay to lose PVS, we're chasing them
break ;
case BS_RUN_AND_SHOOT :
//FIXME: only do this if !(NPCInfo->scriptFlags&SCF_CHASE_ENEMY)
//If he's not our goalEntity, we're running somewhere else, so lose him
if ( NPC - > enemy ! = NPCInfo - > goalEntity )
{
G_ClearEnemy ( NPC ) ;
}
break ;
default :
//We're not chasing him, so lose him as an enemy
G_ClearEnemy ( NPC ) ;
break ;
}
*/
}
}
}
if ( NPC - > enemy )
{
if ( NPC - > enemy - > health < = 0 | | NPC - > enemy - > flags & FL_NOTARGET )
{
if ( setEnemy )
{
G_ClearEnemy ( NPC ) ;
}
}
}
closestTo = NPC ;
//FIXME: check your defendEnt, if you have one, see if their enemy is different
//than yours, or, if they don't have one, pick the closest enemy to THEM?
if ( NPCInfo - > defendEnt )
{ //Trying to protect someone
if ( NPCInfo - > defendEnt - > health > 0 )
{ //Still alive, We presume we're close to them, navigation should handle this?
if ( NPCInfo - > defendEnt - > enemy )
{ //They were shot or acquired an enemy
if ( NPC - > enemy ! = NPCInfo - > defendEnt - > enemy )
{ //They have a different enemy, take it!
newEnemy = NPCInfo - > defendEnt - > enemy ;
if ( setEnemy )
{
G_SetEnemy ( NPC , NPCInfo - > defendEnt - > enemy ) ;
}
}
}
else if ( NPC - > enemy = = NULL )
{ //We don't have an enemy, so find closest to defendEnt
closestTo = NPCInfo - > defendEnt ;
}
}
}
if ( ! NPC - > enemy | | ( NPC - > enemy & & NPC - > enemy - > health < = 0 ) | | forcefindNew )
{ //FIXME: NPCs that are moving after an enemy should ignore the can't hit enemy counter- that should only be for NPCs that are standing still
//NOTE: cantHitEnemyCounter >= 100 means we couldn't hit enemy for a full
// 10 seconds, so give up. This means even if we're chasing him, we would
// try to find another enemy after 10 seconds (assuming the cantHitEnemyCounter
// is allowed to increment in a chasing bState)
qboolean foundenemy = qfalse ;
if ( ! findNew )
{
if ( setEnemy )
{
NPC - > lastEnemy = NPC - > enemy ;
G_ClearEnemy ( NPC ) ;
}
return NULL ;
}
//If enemy dead or unshootable, look for others on out enemy's team
if ( NPC - > client - > enemyTeam ! = NPCTEAM_NEUTRAL )
{
//NOTE: this only checks vis if can't hit enemy for 10 tries, which I suppose
// means they need to find one that in more than just PVS
//newenemy = NPC_PickEnemy( closestTo, NPC->client->enemyTeam, (NPC->cantHitEnemyCounter > 10), qfalse, qtrue );//3rd parm was (NPC->enemyTeam == TEAM_STARFLEET)
//For now, made it so you ALWAYS have to check VIS
newEnemy = NPC_PickEnemy ( closestTo , NPC - > client - > enemyTeam , qtrue , qfalse , qtrue ) ; //3rd parm was (NPC->enemyTeam == TEAM_STARFLEET)
if ( newEnemy )
{
foundenemy = qtrue ;
if ( setEnemy )
{
G_SetEnemy ( NPC , newEnemy ) ;
}
}
}
if ( ! forcefindNew )
{
if ( ! foundenemy )
{
if ( setEnemy )
{
NPC - > lastEnemy = NPC - > enemy ;
G_ClearEnemy ( NPC ) ;
}
}
NPC - > cantHitEnemyCounter = 0 ;
}
//FIXME: if we can't find any at all, go into INdependant NPC AI, pursue and kill
}
if ( NPC - > enemy & & NPC - > enemy - > client )
{
if ( NPC - > enemy - > client - > playerTeam )
{
// assert( NPC->client->playerTeam != NPC->enemy->client->playerTeam);
if ( NPC - > client - > playerTeam ! = NPC - > enemy - > client - > playerTeam )
{
NPC - > client - > enemyTeam = NPC - > enemy - > client - > playerTeam ;
}
}
}
return newEnemy ;
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
NPC_ClearShot
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
qboolean NPC_ClearShot ( gentity_t * ent )
{
vec3_t muzzle ;
trace_t tr ;
if ( ( NPC = = NULL ) | | ( ent = = NULL ) )
return qfalse ;
CalcEntitySpot ( NPC , SPOT_WEAPON , muzzle ) ;
// add aim error
// use weapon instead of specific npc types, although you could add certain npc classes if you wanted
// if ( NPC->client->playerTeam == TEAM_SCAVENGERS )
if ( NPC - > s . weapon = = WP_BLASTER /*|| NPC->s.weapon == WP_BLASTER_PISTOL*/ ) // any other guns to check for?
{
vec3_t mins = { - 2 , - 2 , - 2 } ;
vec3_t maxs = { 2 , 2 , 2 } ;
trap_Trace ( & tr , muzzle , mins , maxs , ent - > r . currentOrigin , NPC - > s . number , MASK_SHOT ) ;
}
else
{
trap_Trace ( & tr , muzzle , NULL , NULL , ent - > r . currentOrigin , NPC - > s . number , MASK_SHOT ) ;
}
if ( tr . startsolid | | tr . allsolid )
{
return qfalse ;
}
if ( tr . entityNum = = ent - > s . number )
return qtrue ;
return qfalse ;
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
NPC_ShotEntity
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
int NPC_ShotEntity ( gentity_t * ent , vec3_t impactPos )
{
vec3_t muzzle ;
vec3_t targ ;
trace_t tr ;
if ( ( NPC = = NULL ) | | ( ent = = NULL ) )
return qfalse ;
if ( NPC - > s . weapon = = WP_THERMAL )
{ //thermal aims from slightly above head
//FIXME: what about low-angle shots, rolling the thermal under something?
vec3_t angles , forward , end ;
CalcEntitySpot ( NPC , SPOT_HEAD , muzzle ) ;
VectorSet ( angles , 0 , NPC - > client - > ps . viewangles [ 1 ] , 0 ) ;
AngleVectors ( angles , forward , NULL , NULL ) ;
VectorMA ( muzzle , 8 , forward , end ) ;
end [ 2 ] + = 24 ;
trap_Trace ( & tr , muzzle , vec3_origin , vec3_origin , end , NPC - > s . number , MASK_SHOT ) ;
VectorCopy ( tr . endpos , muzzle ) ;
}
else
{
CalcEntitySpot ( NPC , SPOT_WEAPON , muzzle ) ;
}
CalcEntitySpot ( ent , SPOT_CHEST , targ ) ;
// add aim error
// use weapon instead of specific npc types, although you could add certain npc classes if you wanted
// if ( NPC->client->playerTeam == TEAM_SCAVENGERS )
if ( NPC - > s . weapon = = WP_BLASTER /*|| NPC->s.weapon == WP_BLASTER_PISTOL*/ ) // any other guns to check for?
{
vec3_t mins = { - 2 , - 2 , - 2 } ;
vec3_t maxs = { 2 , 2 , 2 } ;
trap_Trace ( & tr , muzzle , mins , maxs , targ , NPC - > s . number , MASK_SHOT ) ;
}
else
{
trap_Trace ( & tr , muzzle , NULL , NULL , targ , NPC - > s . number , MASK_SHOT ) ;
}
//FIXME: if using a bouncing weapon like the bowcaster, should we check the reflection of the wall, too?
if ( impactPos )
{ //they want to know *where* the hit would be, too
VectorCopy ( tr . endpos , impactPos ) ;
}
/* // NPCs should be able to shoot even if the muzzle would be inside their target
if ( tr . startsolid | | tr . allsolid )
{
return ENTITYNUM_NONE ;
}
*/
return tr . entityNum ;
}
qboolean NPC_EvaluateShot ( int hit , qboolean glassOK )
{
if ( ! NPC - > enemy )
{
return qfalse ;
}
if ( hit = = NPC - > enemy - > s . number | | ( & g_entities [ hit ] ! = NULL & & ( g_entities [ hit ] . r . svFlags & SVF_GLASS_BRUSH ) ) )
{ //can hit enemy or will hit glass, so shoot anyway
return qtrue ;
}
return qfalse ;
}
/*
NPC_CheckAttack
Simply checks aggression and returns true or false
*/
qboolean NPC_CheckAttack ( float scale )
{
if ( ! scale )
scale = 1.0 ;
if ( ( ( float ) NPCInfo - > stats . aggression ) * scale < flrand ( 0 , 4 ) )
{
return qfalse ;
}
if ( NPCInfo - > shotTime > level . time )
return qfalse ;
return qtrue ;
}
/*
NPC_CheckDefend
Simply checks evasion and returns true or false
*/
qboolean NPC_CheckDefend ( float scale )
{
if ( ! scale )
scale = 1.0 ;
if ( ( float ) ( NPCInfo - > stats . evasion ) > random ( ) * 4 * scale )
return qtrue ;
return qfalse ;
}
//NOTE: BE SURE TO CHECK PVS BEFORE THIS!
qboolean NPC_CheckCanAttack ( float attack_scale , qboolean stationary )
{
vec3_t delta , forward ;
vec3_t angleToEnemy ;
vec3_t hitspot , muzzle , diff , enemy_org ; //, enemy_head;
float distanceToEnemy ;
qboolean attack_ok = qfalse ;
// qboolean duck_ok = qfalse;
qboolean dead_on = qfalse ;
float aim_off ;
float max_aim_off = 128 - ( 16 * ( float ) NPCInfo - > stats . aim ) ;
trace_t tr ;
gentity_t * traceEnt = NULL ;
if ( NPC - > enemy - > flags & FL_NOTARGET )
{
return qfalse ;
}
//FIXME: only check to see if should duck if that provides cover from the
//enemy!!!
if ( ! attack_scale )
{
attack_scale = 1.0 ;
}
//Yaw to enemy
CalcEntitySpot ( NPC - > enemy , SPOT_HEAD , enemy_org ) ;
NPC_AimWiggle ( enemy_org ) ;
CalcEntitySpot ( NPC , SPOT_WEAPON , muzzle ) ;
VectorSubtract ( enemy_org , muzzle , delta ) ;
vectoangles ( delta , angleToEnemy ) ;
distanceToEnemy = VectorNormalize ( delta ) ;
NPC - > NPC - > desiredYaw = angleToEnemy [ YAW ] ;
NPC_UpdateFiringAngles ( qfalse , qtrue ) ;
if ( NPC_EnemyTooFar ( NPC - > enemy , distanceToEnemy * distanceToEnemy , qtrue ) )
{ //Too far away? Do not attack
return qfalse ;
}
if ( client - > ps . weaponTime > 0 )
{ //already waiting for a shot to fire
NPC - > NPC - > desiredPitch = angleToEnemy [ PITCH ] ;
NPC_UpdateFiringAngles ( qtrue , qfalse ) ;
return qfalse ;
}
if ( NPCInfo - > scriptFlags & SCF_DONT_FIRE )
{
return qfalse ;
}
NPCInfo - > enemyLastVisibility = enemyVisibility ;
//See if they're in our FOV and we have a clear shot to them
enemyVisibility = NPC_CheckVisibility ( NPC - > enemy , CHECK_360 | CHECK_FOV ) ; ////CHECK_PVS|
if ( enemyVisibility > = VIS_FOV )
{ //He's in our FOV
attack_ok = qtrue ;
//CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_head);
//Check to duck
if ( NPC - > enemy - > client )
{
if ( NPC - > enemy - > enemy = = NPC )
{
if ( NPC - > enemy - > client - > buttons & BUTTON_ATTACK )
{ //FIXME: determine if enemy fire angles would hit me or get close
if ( NPC_CheckDefend ( 1.0 ) ) //FIXME: Check self-preservation? Health?
{ //duck and don't shoot
attack_ok = qfalse ;
ucmd . upmove = - 127 ;
}
}
}
}
if ( attack_ok )
{
//are we gonna hit him
//NEW: use actual forward facing
AngleVectors ( client - > ps . viewangles , forward , NULL , NULL ) ;
VectorMA ( muzzle , distanceToEnemy , forward , hitspot ) ;
trap_Trace ( & tr , muzzle , NULL , NULL , hitspot , NPC - > s . number , MASK_SHOT ) ;
ShotThroughGlass ( & tr , NPC - > enemy , hitspot , MASK_SHOT ) ;
/*
//OLD: trace regardless of facing
trap_Trace ( & tr , muzzle , NULL , NULL , enemy_org , NPC - > s . number , MASK_SHOT ) ;
ShotThroughGlass ( & tr , NPC - > enemy , enemy_org , MASK_SHOT ) ;
*/
traceEnt = & g_entities [ tr . entityNum ] ;
/*
if ( traceEnt ! = NPC - > enemy & & //FIXME: if someone on our team is in the way, suggest that they duck if possible
( ! traceEnt | | ! traceEnt - > client | | ! NPC - > client - > enemyTeam | | NPC - > client - > enemyTeam ! = traceEnt - > client - > playerTeam ) )
{ //no, so shoot for somewhere between the head and torso
//NOTE: yes, I know this looks weird, but it works
enemy_org [ 0 ] + = 0.3 * Q_flrand ( NPC - > enemy - > r . mins [ 0 ] , NPC - > enemy - > r . maxs [ 0 ] ) ;
enemy_org [ 1 ] + = 0.3 * Q_flrand ( NPC - > enemy - > r . mins [ 1 ] , NPC - > enemy - > r . maxs [ 1 ] ) ;
enemy_org [ 2 ] - = NPC - > enemy - > r . maxs [ 2 ] * Q_flrand ( 0.0f , 1.0f ) ;
attack_scale * = 0.75 ;
trap_Trace ( & tr , muzzle , NULL , NULL , enemy_org , NPC - > s . number , MASK_SHOT ) ;
ShotThroughGlass ( & tr , NPC - > enemy , enemy_org , MASK_SHOT ) ;
traceEnt = & g_entities [ tr . entityNum ] ;
}
*/
VectorCopy ( tr . endpos , hitspot ) ;
if ( traceEnt = = NPC - > enemy | | ( traceEnt - > client & & NPC - > client - > enemyTeam & & NPC - > client - > enemyTeam = = traceEnt - > client - > playerTeam ) )
{
dead_on = qtrue ;
}
else
{
attack_scale * = 0.5 ;
if ( NPC - > client - > playerTeam )
{
if ( traceEnt & & traceEnt - > client & & traceEnt - > client - > playerTeam )
{
if ( NPC - > client - > playerTeam = = traceEnt - > client - > playerTeam )
{ //Don't shoot our own team
attack_ok = qfalse ;
}
}
}
}
}
if ( attack_ok )
{
//ok, now adjust pitch aim
VectorSubtract ( hitspot , muzzle , delta ) ;
vectoangles ( delta , angleToEnemy ) ;
NPC - > NPC - > desiredPitch = angleToEnemy [ PITCH ] ;
NPC_UpdateFiringAngles ( qtrue , qfalse ) ;
if ( ! dead_on )
{ //We're not going to hit him directly, try a suppressing fire
//see if where we're going to shoot is too far from his origin
if ( traceEnt & & ( traceEnt - > health < = 30 | | EntIsGlass ( traceEnt ) ) )
{ //easy to kill - go for it
//if(traceEnt->die == ExplodeDeath_Wait && traceEnt->splashDamage)
if ( 0 ) //rwwFIXMEFIXME: ExplodeDeath_Wait?
{ //going to explode, don't shoot if close to self
VectorSubtract ( NPC - > r . currentOrigin , traceEnt - > r . currentOrigin , diff ) ;
if ( VectorLengthSquared ( diff ) < traceEnt - > splashRadius * traceEnt - > splashRadius )
{ //Too close to shoot!
attack_ok = qfalse ;
}
else
{ //Hey, it might kill him, do it!
attack_scale * = 2 ; //
}
}
}
else
{
AngleVectors ( client - > ps . viewangles , forward , NULL , NULL ) ;
VectorMA ( muzzle , distanceToEnemy , forward , hitspot ) ;
VectorSubtract ( hitspot , enemy_org , diff ) ;
aim_off = VectorLength ( diff ) ;
if ( aim_off > random ( ) * max_aim_off ) //FIXME: use aim value to allow poor aim?
{
attack_scale * = 0.75 ;
//see if where we're going to shoot is too far from his head
VectorSubtract ( hitspot , enemy_org , diff ) ;
aim_off = VectorLength ( diff ) ;
if ( aim_off > random ( ) * max_aim_off )
{
attack_ok = qfalse ;
}
}
attack_scale * = ( max_aim_off - aim_off + 1 ) / max_aim_off ;
}
}
}
}
else
{ //Update pitch anyway
NPC - > NPC - > desiredPitch = angleToEnemy [ PITCH ] ;
NPC_UpdateFiringAngles ( qtrue , qfalse ) ;
}
if ( attack_ok )
{
if ( NPC_CheckAttack ( attack_scale ) )
{ //check aggression to decide if we should shoot
enemyVisibility = VIS_SHOOT ;
WeaponThink ( qtrue ) ;
}
else
attack_ok = qfalse ;
}
return attack_ok ;
}
//========================================================================================
//OLD id-style hunt and kill
//========================================================================================
/*
IdealDistance
determines what the NPC ' s ideal distance from it ' s enemy should
be in the current situation
*/
float IdealDistance ( gentity_t * self )
{
float ideal ;
ideal = 225 - 20 * NPCInfo - > stats . aggression ;
switch ( NPC - > s . weapon )
{
case WP_ROCKET_LAUNCHER :
ideal + = 200 ;
break ;
case WP_THERMAL :
ideal + = 50 ;
break ;
/* case WP_TRICORDER:
ideal = 0 ;
break ;
*/
case WP_SABER :
case WP_BRYAR_PISTOL :
// case WP_BLASTER_PISTOL:
case WP_BLASTER :
default :
break ;
}
return ideal ;
}
/*QUAKED point_combat (0.7 0 0.7) (-16 -16 -24) (16 16 32) DUCK FLEE INVESTIGATE SQUAD LEAN SNIPE
NPCs in bState BS_COMBAT_POINT will find their closest empty combat_point
DUCK - NPC will duck and fire from this point , NOT IMPLEMENTED ?
FLEE - Will choose this point when running
INVESTIGATE - Will look here if a sound is heard near it
SQUAD - NOT IMPLEMENTED
LEAN - Lean - type cover , NOT IMPLEMENTED
SNIPE - Snipers look for these first , NOT IMPLEMENTED
*/
void SP_point_combat ( gentity_t * self )
{
if ( level . numCombatPoints > = MAX_COMBAT_POINTS )
{
# ifndef FINAL_BUILD
Com_Printf ( S_COLOR_RED " ERROR: Too many combat points, limit is %d \n " , MAX_COMBAT_POINTS ) ;
# endif
G_FreeEntity ( self ) ;
return ;
}
self - > s . origin [ 2 ] + = 0.125 ;
G_SetOrigin ( self , self - > s . origin ) ;
trap_LinkEntity ( self ) ;
if ( G_CheckInSolid ( self , qtrue ) )
{
# ifndef FINAL_BUILD
Com_Printf ( S_COLOR_RED " ERROR: combat point at %s in solid! \n " , vtos ( self - > r . currentOrigin ) ) ;
# endif
}
VectorCopy ( self - > r . currentOrigin , level . combatPoints [ level . numCombatPoints ] . origin ) ;
level . combatPoints [ level . numCombatPoints ] . flags = self - > spawnflags ;
level . combatPoints [ level . numCombatPoints ] . occupied = qfalse ;
level . numCombatPoints + + ;
G_FreeEntity ( self ) ;
}
void CP_FindCombatPointWaypoints ( void )
{
int i ;
for ( i = 0 ; i < level . numCombatPoints ; i + + )
{
level . combatPoints [ i ] . waypoint = NAV_FindClosestWaypointForPoint2 ( level . combatPoints [ i ] . origin ) ;
# ifndef FINAL_BUILD
if ( level . combatPoints [ i ] . waypoint = = WAYPOINT_NONE )
{
Com_Printf ( S_COLOR_RED " ERROR: Combat Point at %s has no waypoint! \n " , vtos ( level . combatPoints [ i ] . origin ) ) ;
}
# endif
}
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
NPC_CollectCombatPoints
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
typedef struct
{
float dist ;
int index ;
} combatPt_t ;
static int NPC_CollectCombatPoints ( const vec3_t origin , const float radius , combatPt_t * points , const int flags )
{
float radiusSqr = ( radius * radius ) ;
float distance ;
float bestDistance = Q3_INFINITE ;
int bestPoint = 0 ;
int numPoints = 0 ;
int i ;
//Collect all nearest
for ( i = 0 ; i < level . numCombatPoints ; i + + )
{
if ( numPoints > = MAX_COMBAT_POINTS )
{
break ;
}
//Must be vacant
if ( level . combatPoints [ i ] . occupied = = ( int ) qtrue )
continue ;
//If we want a duck space, make sure this is one
if ( ( flags & CP_DUCK ) & & ( level . combatPoints [ i ] . flags & CPF_DUCK ) )
continue ;
//If we want a duck space, make sure this is one
if ( ( flags & CP_FLEE ) & & ( level . combatPoints [ i ] . flags & CPF_FLEE ) )
continue ;
///Make sure this is an investigate combat point
if ( ( flags & CP_INVESTIGATE ) & & ( level . combatPoints [ i ] . flags & CPF_INVESTIGATE ) )
continue ;
//Squad points are only valid if we're looking for them
if ( ( level . combatPoints [ i ] . flags & CPF_SQUAD ) & & ( ( flags & CP_SQUAD ) = = qfalse ) )
continue ;
if ( flags & CP_NO_PVS )
{ //must not be within PVS of mu current origin
if ( trap_InPVS ( origin , level . combatPoints [ i ] . origin ) )
{
continue ;
}
}
if ( flags & CP_HORZ_DIST_COLL )
{
distance = DistanceHorizontalSquared ( origin , level . combatPoints [ i ] . origin ) ;
}
else
{
distance = DistanceSquared ( origin , level . combatPoints [ i ] . origin ) ;
}
if ( distance < radiusSqr )
{
if ( distance < bestDistance )
{
bestDistance = distance ;
bestPoint = numPoints ;
}
points [ numPoints ] . dist = distance ;
points [ numPoints ] . index = i ;
numPoints + + ;
}
}
return numPoints ; //bestPoint;
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
NPC_FindCombatPoint
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
# define MIN_AVOID_DOT 0.75f
# define MIN_AVOID_DISTANCE 128
# define MIN_AVOID_DISTANCE_SQUARED ( MIN_AVOID_DISTANCE * MIN_AVOID_DISTANCE )
# define CP_COLLECT_RADIUS 512.0f
int NPC_FindCombatPoint ( const vec3_t position , const vec3_t avoidPosition , vec3_t enemyPosition , const int flags , const float avoidDist , const int ignorePoint )
{
combatPt_t points [ MAX_COMBAT_POINTS ] ;
int best = - 1 , cost , bestCost = Q3_INFINITE , waypoint = WAYPOINT_NONE ;
float dist ;
trace_t tr ;
float collRad = CP_COLLECT_RADIUS ;
int numPoints ;
int j = 0 ;
float modifiedAvoidDist = avoidDist ;
if ( modifiedAvoidDist < = 0 )
{
modifiedAvoidDist = MIN_AVOID_DISTANCE_SQUARED ;
}
else
{
modifiedAvoidDist * = modifiedAvoidDist ;
}
if ( ( flags & CP_HAS_ROUTE ) | | ( flags & CP_NEAREST ) )
{ //going to be doing macro nav tests
if ( NPC - > waypoint = = WAYPOINT_NONE )
{
waypoint = NAV_GetNearestNode ( NPC , NPC - > lastWaypoint ) ;
}
else
{
waypoint = NPC - > waypoint ;
}
}
//Collect our nearest points
if ( flags & CP_NO_PVS )
{ //much larger radius since most will be dropped?
collRad = CP_COLLECT_RADIUS * 4 ;
}
numPoints = NPC_CollectCombatPoints ( enemyPosition , collRad , points , flags ) ; //position
for ( j = 0 ; j < numPoints ; j + + )
{
//const int i = (*cpi).second;
const int i = points [ j ] . index ;
const float pdist = points [ j ] . dist ;
//Must not be one we want to ignore
if ( i = = ignorePoint )
continue ;
//FIXME: able to mark certain ones as too dangerous to go to for now? Like a tripmine/thermal/detpack is near or something?
//If we need a cover point, check this point
if ( ( flags & CP_COVER ) & & ( NPC_ClearLOS ( level . combatPoints [ i ] . origin , enemyPosition ) = = qtrue ) ) //Used to use NPC->enemy
continue ;
//Need a clear LOS to our target... and be within shot range to enemy position (FIXME: make this a separate CS_ flag? and pass in a range?)
if ( flags & CP_CLEAR )
{
if ( NPC_ClearLOS3 ( level . combatPoints [ i ] . origin , NPC - > enemy ) = = qfalse )
{
continue ;
}
if ( NPC - > s . weapon = = WP_THERMAL )
{ //horizontal
dist = DistanceHorizontalSquared ( level . combatPoints [ i ] . origin , NPC - > enemy - > r . currentOrigin ) ;
}
else
{ //actual
dist = DistanceSquared ( level . combatPoints [ i ] . origin , NPC - > enemy - > r . currentOrigin ) ;
}
if ( dist > ( NPCInfo - > stats . visrange * NPCInfo - > stats . visrange ) )
{
continue ;
}
}
//Avoid this position?
if ( ( flags & CP_AVOID ) & & ( DistanceSquared ( level . combatPoints [ i ] . origin , position ) < modifiedAvoidDist ) ) //was using MIN_AVOID_DISTANCE_SQUARED, not passed in modifiedAvoidDist
continue ;
//Try to find a point closer to the enemy than where we are
if ( flags & CP_APPROACH_ENEMY )
{
if ( flags & CP_HORZ_DIST_COLL )
{
if ( pdist > DistanceHorizontalSquared ( position , enemyPosition ) )
{
continue ;
}
}
else
{
if ( pdist > DistanceSquared ( position , enemyPosition ) )
{
continue ;
}
}
}
//Try to find a point farther from the enemy than where we are
if ( flags & CP_RETREAT )
{
if ( flags & CP_HORZ_DIST_COLL )
{
if ( pdist < DistanceHorizontalSquared ( position , enemyPosition ) )
{ //it's closer, don't use it
continue ;
}
}
else
{
if ( pdist < DistanceSquared ( position , enemyPosition ) )
{ //it's closer, don't use it
continue ;
}
}
}
//We want a point on other side of the enemy from current pos
if ( flags & CP_FLANK )
{
vec3_t eDir2Me , eDir2CP ;
float dot ;
VectorSubtract ( position , enemyPosition , eDir2Me ) ;
VectorNormalize ( eDir2Me ) ;
VectorSubtract ( level . combatPoints [ i ] . origin , enemyPosition , eDir2CP ) ;
VectorNormalize ( eDir2CP ) ;
dot = DotProduct ( eDir2Me , eDir2CP ) ;
//Not far enough behind enemy from current pos
if ( dot > = 0.4 )
continue ;
}
//See if we're trying to avoid our enemy
//FIXME: this needs to check for the waypoint you'll be taking to get to that combat point
if ( flags & CP_AVOID_ENEMY )
{
vec3_t eDir , gDir ;
vec3_t wpOrg ;
float dot ;
VectorSubtract ( position , enemyPosition , eDir ) ;
VectorNormalize ( eDir ) ;
/*
NAV_FindClosestWaypointForEnt ( NPC , level . combatPoints [ i ] . waypoint ) ;
if ( NPC - > waypoint ! = WAYPOINT_NONE & & NPC - > waypoint ! = level . combatPoints [ i ] . waypoint )
{
trap_Nav_GetNodePosition ( NPC - > waypoint , wpOrg ) ;
}
else
*/
{
VectorCopy ( level . combatPoints [ i ] . origin , wpOrg ) ;
}
VectorSubtract ( position , wpOrg , gDir ) ;
VectorNormalize ( gDir ) ;
dot = DotProduct ( gDir , eDir ) ;
//Don't want to run at enemy
if ( dot > = MIN_AVOID_DOT )
continue ;
//Can't be too close to the enemy
if ( DistanceSquared ( wpOrg , enemyPosition ) < modifiedAvoidDist )
continue ;
}
//Okay, now make sure it's not blocked
trap_Trace ( & tr , level . combatPoints [ i ] . origin , NPC - > r . mins , NPC - > r . maxs , level . combatPoints [ i ] . origin , NPC - > s . number , NPC - > clipmask ) ;
if ( tr . allsolid | | tr . startsolid )
{
continue ;
}
//we must have a route to the combat point
if ( flags & CP_HAS_ROUTE )
{
/*
if ( level . combatPoints [ i ] . waypoint = = WAYPOINT_NONE )
{
level . combatPoints [ i ] . waypoint = NAV_FindClosestWaypointForPoint ( level . combatPoints [ i ] . origin ) ;
}
*/
if ( waypoint = = WAYPOINT_NONE | | level . combatPoints [ i ] . waypoint = = WAYPOINT_NONE | | trap_Nav_GetBestNodeAltRoute2 ( waypoint , level . combatPoints [ i ] . waypoint , NODE_NONE ) = = WAYPOINT_NONE )
{ //can't possibly have a route to any OR can't possibly have a route to this one OR don't have a route to this one
if ( ! NAV_ClearPathToPoint ( NPC , NPC - > r . mins , NPC - > r . maxs , level . combatPoints [ i ] . origin , NPC - > clipmask , ENTITYNUM_NONE ) )
{ //don't even have a clear straight path to this one
continue ;
}
}
}
//We want the one with the shortest path from current pos
if ( flags & CP_NEAREST & & waypoint ! = WAYPOINT_NONE & & level . combatPoints [ i ] . waypoint ! = WAYPOINT_NONE )
{
cost = trap_Nav_GetPathCost ( waypoint , level . combatPoints [ i ] . waypoint ) ;
if ( cost < bestCost )
{
bestCost = cost ;
best = i ;
}
continue ;
}
//we want the combat point closest to the enemy
//if ( flags & CP_CLOSEST )
//they are sorted by this distance, so the first one to get this far is the closest
return i ;
}
return best ;
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
NPC_FindSquadPoint
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
int NPC_FindSquadPoint ( vec3_t position )
{
float dist , nearestDist = ( float ) WORLD_SIZE * ( float ) WORLD_SIZE ;
int nearestPoint = - 1 ;
int i ;
//float playerDist = DistanceSquared( g_entities[0].currentOrigin, NPC->r.currentOrigin );
for ( i = 0 ; i < level . numCombatPoints ; i + + )
{
//Squad points are only valid if we're looking for them
if ( ( level . combatPoints [ i ] . flags & CPF_SQUAD ) = = qfalse )
continue ;
//Must be vacant
if ( level . combatPoints [ i ] . occupied = = qtrue )
continue ;
dist = DistanceSquared ( position , level . combatPoints [ i ] . origin ) ;
//The point cannot take us past the player
//if ( dist > ( playerDist * DotProduct( dirToPlayer, playerDir ) ) ) //FIXME: Retain this
// continue;
//See if this is closer than the others
if ( dist < nearestDist )
{
nearestPoint = i ;
nearestDist = dist ;
}
}
return nearestPoint ;
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
NPC_ReserveCombatPoint
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
qboolean NPC_ReserveCombatPoint ( int combatPointID )
{
//Make sure it's valid
if ( combatPointID > level . numCombatPoints )
return qfalse ;
//Make sure it's not already occupied
if ( level . combatPoints [ combatPointID ] . occupied )
return qfalse ;
//Reserve it
level . combatPoints [ combatPointID ] . occupied = qtrue ;
return qtrue ;
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
NPC_FreeCombatPoint
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
qboolean NPC_FreeCombatPoint ( int combatPointID , qboolean failed )
{
if ( failed )
{ //remember that this one failed for us
NPCInfo - > lastFailedCombatPoint = combatPointID ;
}
//Make sure it's valid
if ( combatPointID > level . numCombatPoints )
return qfalse ;
//Make sure it's currently occupied
if ( level . combatPoints [ combatPointID ] . occupied = = qfalse )
return qfalse ;
//Free it
level . combatPoints [ combatPointID ] . occupied = qfalse ;
return qtrue ;
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
NPC_SetCombatPoint
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
qboolean NPC_SetCombatPoint ( int combatPointID )
{
//Free a combat point if we already have one
if ( NPCInfo - > combatPoint ! = - 1 )
{
NPC_FreeCombatPoint ( NPCInfo - > combatPoint , qfalse ) ;
}
if ( NPC_ReserveCombatPoint ( combatPointID ) = = qfalse )
return qfalse ;
NPCInfo - > combatPoint = combatPointID ;
return qtrue ;
}
extern qboolean CheckItemCanBePickedUpByNPC ( gentity_t * item , gentity_t * pickerupper ) ;
gentity_t * NPC_SearchForWeapons ( void )
{
gentity_t * found = g_entities , * bestFound = NULL ;
float dist , bestDist = Q3_INFINITE ;
int i ;
// for ( found = g_entities; found < &g_entities[globals.num_entities] ; found++)
for ( i = 0 ; i < level . num_entities ; i + + )
{
// if ( !found->inuse )
// {
// continue;
// }
if ( ! g_entities [ i ] . inuse )
continue ;
found = & g_entities [ i ] ;
//FIXME: Also look for ammo_racks that have weapons on them?
if ( found - > s . eType ! = ET_ITEM )
{
continue ;
}
if ( found - > item - > giType ! = IT_WEAPON )
{
continue ;
}
if ( found - > s . eFlags & EF_NODRAW )
{
continue ;
}
if ( CheckItemCanBePickedUpByNPC ( found , NPC ) )
{
if ( trap_InPVS ( found - > r . currentOrigin , NPC - > r . currentOrigin ) )
{
dist = DistanceSquared ( found - > r . currentOrigin , NPC - > r . currentOrigin ) ;
if ( dist < bestDist )
{
if ( ! trap_Nav_GetBestPathBetweenEnts ( NPC , found , NF_CLEAR_PATH )
| | trap_Nav_GetBestNodeAltRoute2 ( NPC - > waypoint , found - > waypoint , NODE_NONE ) = = WAYPOINT_NONE )
{ //can't possibly have a route to any OR can't possibly have a route to this one OR don't have a route to this one
if ( NAV_ClearPathToPoint ( NPC , NPC - > r . mins , NPC - > r . maxs , found - > r . currentOrigin , NPC - > clipmask , ENTITYNUM_NONE ) )
{ //have a clear straight path to this one
bestDist = dist ;
bestFound = found ;
}
}
else
{ //can nav to it
bestDist = dist ;
bestFound = found ;
}
}
}
}
}
return bestFound ;
}
void NPC_SetPickUpGoal ( gentity_t * foundWeap )
{
vec3_t org ;
//NPCInfo->goalEntity = foundWeap;
VectorCopy ( foundWeap - > r . currentOrigin , org ) ;
org [ 2 ] + = 24 - ( foundWeap - > r . mins [ 2 ] * - 1 ) ; //adjust the origin so that I am on the ground
NPC_SetMoveGoal ( NPC , org , foundWeap - > r . maxs [ 0 ] * 0.75 , qfalse , - 1 , foundWeap ) ;
NPCInfo - > tempGoal - > waypoint = foundWeap - > waypoint ;
NPCInfo - > tempBehavior = BS_DEFAULT ;
NPCInfo - > squadState = SQUAD_TRANSITION ;
}
void NPC_CheckGetNewWeapon ( void )
{
if ( NPC - > s . weapon = = WP_NONE & & NPC - > enemy )
{ //if running away because dropped weapon...
if ( NPCInfo - > goalEntity
& & NPCInfo - > goalEntity = = NPCInfo - > tempGoal
& & NPCInfo - > goalEntity - > enemy
& & ! NPCInfo - > goalEntity - > enemy - > inuse )
{ //maybe was running at a weapon that was picked up
NPCInfo - > goalEntity = NULL ;
}
if ( TIMER_Done ( NPC , " panic " ) & & NPCInfo - > goalEntity = = NULL )
{ //need a weapon, any lying around?
gentity_t * foundWeap = NPC_SearchForWeapons ( ) ;
if ( foundWeap )
{ //try to nav to it
/*
if ( ! trap_Nav_GetBestPathBetweenEnts ( NPC , foundWeap , NF_CLEAR_PATH )
| | trap_Nav_GetBestNodeAltRoute ( NPC - > waypoint , foundWeap - > waypoint ) = = WAYPOINT_NONE )
{ //can't possibly have a route to any OR can't possibly have a route to this one OR don't have a route to this one
if ( ! NAV_ClearPathToPoint ( NPC , NPC - > r . mins , NPC - > r . maxs , foundWeap - > r . currentOrigin , NPC - > clipmask , ENTITYNUM_NONE ) )
{ //don't even have a clear straight path to this one
}
else
{
NPC_SetPickUpGoal ( foundWeap ) ;
}
}
else
*/
{
NPC_SetPickUpGoal ( foundWeap ) ;
}
}
}
}
}
void NPC_AimAdjust ( int change )
{
if ( ! TIMER_Exists ( NPC , " aimDebounce " ) )
{
int debounce = 500 + ( 3 - g_spskill . integer ) * 100 ;
TIMER_Set ( NPC , " aimDebounce " , Q_irand ( debounce , debounce + 1000 ) ) ;
//int debounce = 1000+(3-g_spskill.integer)*500;
//TIMER_Set( NPC, "aimDebounce", Q_irand( debounce, debounce+2000 ) );
return ;
}
if ( TIMER_Done ( NPC , " aimDebounce " ) )
{
int debounce ;
NPCInfo - > currentAim + = change ;
if ( NPCInfo - > currentAim > NPCInfo - > stats . aim )
{ //can never be better than max aim
NPCInfo - > currentAim = NPCInfo - > stats . aim ;
}
else if ( NPCInfo - > currentAim < - 30 )
{ //can never be worse than this
NPCInfo - > currentAim = - 30 ;
}
//Com_Printf( "%s new aim = %d\n", NPC->NPC_type, NPCInfo->currentAim );
debounce = 500 + ( 3 - g_spskill . integer ) * 100 ;
TIMER_Set ( NPC , " aimDebounce " , Q_irand ( debounce , debounce + 1000 ) ) ;
//int debounce = 1000+(3-g_spskill.integer)*500;
//TIMER_Set( NPC, "aimDebounce", Q_irand( debounce, debounce+2000 ) );
}
}
void G_AimSet ( gentity_t * self , int aim )
{
if ( self - > NPC )
{
int debounce ;
self - > NPC - > currentAim = aim ;
//Com_Printf( "%s new aim = %d\n", self->NPC_type, self->NPC->currentAim );
debounce = 500 + ( 3 - g_spskill . integer ) * 100 ;
TIMER_Set ( self , " aimDebounce " , Q_irand ( debounce , debounce + 1000 ) ) ;
// int debounce = 1000+(3-g_spskill.integer)*500;
// TIMER_Set( self, "aimDebounce", Q_irand( debounce,debounce+2000 ) );
}
}