//NPC_senses.cpp // leave this line at the top for all NPC_xxxx.cpp files... #include "g_headers.h" #include "b_local.h" #ifdef _DEBUG #include #endif extern int eventClearTime; /* qboolean G_ClearLineOfSight(const vec3_t point1, const vec3_t point2, int ignore, int clipmask) returns true if can see from point 1 to 2, even through glass (1 pane)- doesn't work with portals */ qboolean G_ClearLineOfSight(const vec3_t point1, const vec3_t point2, int ignore, int clipmask) { trace_t tr; gi.trace ( &tr, point1, NULL, NULL, point2, ignore, clipmask ); if ( tr.fraction == 1.0 ) { return qtrue; } gentity_t *hit = &g_entities[ tr.entityNum ]; if(EntIsGlass(hit)) { vec3_t newpoint1; VectorCopy(tr.endpos, newpoint1); gi.trace (&tr, newpoint1, NULL, NULL, point2, hit->s.number, clipmask ); if ( tr.fraction == 1.0 ) { return qtrue; } } return qfalse; } /* CanSee determine if NPC can see an entity This is a straight line trace check. This function does not look at PVS or FOV, or take any AI related factors (for example, the NPC's reaction time) into account FIXME do we need fat and thin version of this? */ qboolean CanSee ( gentity_t *ent ) { trace_t tr; vec3_t eyes; vec3_t spot; CalcEntitySpot( NPC, SPOT_HEAD_LEAN, eyes ); CalcEntitySpot( ent, SPOT_ORIGIN, spot ); gi.trace ( &tr, eyes, NULL, NULL, spot, NPC->s.number, MASK_OPAQUE ); ShotThroughGlass (&tr, ent, spot, MASK_OPAQUE); if ( tr.fraction == 1.0 ) { return qtrue; } CalcEntitySpot( ent, SPOT_HEAD, spot ); gi.trace ( &tr, eyes, NULL, NULL, spot, NPC->s.number, MASK_OPAQUE ); ShotThroughGlass (&tr, ent, spot, MASK_OPAQUE); if ( tr.fraction == 1.0 ) { return qtrue; } CalcEntitySpot( ent, SPOT_LEGS, spot ); gi.trace ( &tr, eyes, NULL, NULL, spot, NPC->s.number, MASK_OPAQUE ); ShotThroughGlass (&tr, ent, spot, MASK_OPAQUE); if ( tr.fraction == 1.0 ) { return qtrue; } return qfalse; } qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold = 0.0f ) { vec3_t dir, forward, angles; float dot; VectorSubtract( spot, from, dir ); dir[2] = 0; VectorNormalize( dir ); VectorCopy( fromAngles, angles ); angles[0] = 0; AngleVectors( angles, forward, NULL, NULL ); dot = DotProduct( dir, forward ); return (dot > threshHold); } float DotToSpot( vec3_t spot, vec3_t from, vec3_t fromAngles ) { vec3_t dir, forward, angles; float dot; VectorSubtract( spot, from, dir ); dir[2] = 0; VectorNormalize( dir ); VectorCopy( fromAngles, angles ); angles[0] = 0; AngleVectors( angles, forward, NULL, NULL ); dot = DotProduct( dir, forward ); return dot; } /* InFOV IDEA: further off to side of FOV range, higher chance of failing even if technically in FOV, keep core of 50% to sides as always succeeding */ //Position compares qboolean InFOV( vec3_t spot, vec3_t from, vec3_t fromAngles, int hFOV, int vFOV ) { vec3_t deltaVector, angles, deltaAngles; VectorSubtract ( spot, from, deltaVector ); vectoangles ( deltaVector, angles ); deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] ); deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] ); if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV ) { return qtrue; } return qfalse; } //NPC to position qboolean InFOV( vec3_t origin, gentity_t *from, int hFOV, int vFOV ) { vec3_t fromAngles, eyes; if( from->client ) { VectorCopy(from->client->ps.viewangles, fromAngles); } else { VectorCopy(from->s.angles, fromAngles); } CalcEntitySpot( from, SPOT_HEAD, eyes ); return InFOV( origin, eyes, fromAngles, hFOV, vFOV ); } //Entity to entity qboolean InFOVFromPlayerView ( gentity_t *ent, int hFOV, int vFOV ) { vec3_t eyes; vec3_t spot; vec3_t deltaVector; vec3_t angles, fromAngles; vec3_t deltaAngles; if ( !player || !player->client ) { return qfalse; } if ( cg.time ) { VectorCopy( cg.refdefViewAngles, fromAngles ); } else { VectorCopy( player->client->ps.viewangles, fromAngles ); } if( cg.time ) { VectorCopy( cg.refdef.vieworg, eyes ); } else { CalcEntitySpot( player, SPOT_HEAD_LEAN, eyes ); } CalcEntitySpot( ent, SPOT_ORIGIN, spot ); VectorSubtract ( spot, eyes, deltaVector); vectoangles ( deltaVector, angles ); deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] ); deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] ); if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV ) { return qtrue; } CalcEntitySpot( ent, SPOT_HEAD, spot ); VectorSubtract ( spot, eyes, deltaVector); vectoangles ( deltaVector, angles ); deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] ); deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] ); if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV ) { return qtrue; } CalcEntitySpot( ent, SPOT_LEGS, spot ); VectorSubtract ( spot, eyes, deltaVector); vectoangles ( deltaVector, angles ); deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] ); deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] ); if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV ) { return qtrue; } return qfalse; } qboolean InFOV ( gentity_t *ent, gentity_t *from, int hFOV, int vFOV ) { vec3_t eyes; vec3_t spot; vec3_t deltaVector; vec3_t angles, fromAngles; vec3_t deltaAngles; if( from->client ) { if( from->client->NPC_class != CLASS_RANCOR && from->client->NPC_class != CLASS_WAMPA && !VectorCompare( from->client->renderInfo.eyeAngles, vec3_origin ) ) {//Actual facing of tag_head! //NOTE: Stasis aliens may have a problem with this? VectorCopy( from->client->renderInfo.eyeAngles, fromAngles ); } else { VectorCopy( from->client->ps.viewangles, fromAngles ); } } else { VectorCopy(from->s.angles, fromAngles); } CalcEntitySpot( from, SPOT_HEAD_LEAN, eyes ); CalcEntitySpot( ent, SPOT_ORIGIN, spot ); VectorSubtract ( spot, eyes, deltaVector); vectoangles ( deltaVector, angles ); deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] ); deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] ); if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV ) { return qtrue; } CalcEntitySpot( ent, SPOT_HEAD, spot ); VectorSubtract ( spot, eyes, deltaVector); vectoangles ( deltaVector, angles ); deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] ); deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] ); if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV ) { return qtrue; } CalcEntitySpot( ent, SPOT_LEGS, spot ); VectorSubtract ( spot, eyes, deltaVector); vectoangles ( deltaVector, angles ); deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] ); deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] ); if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV ) { return qtrue; } return qfalse; } qboolean InVisrange ( gentity_t *ent ) {//FIXME: make a calculate visibility for ents that takes into account //lighting, movement, turning, crouch/stand up, other anims, hide brushes, etc. vec3_t eyes; vec3_t spot; vec3_t deltaVector; float visrange = (NPCInfo->stats.visrange*NPCInfo->stats.visrange); CalcEntitySpot( NPC, SPOT_HEAD_LEAN, eyes ); CalcEntitySpot( ent, SPOT_ORIGIN, spot ); VectorSubtract ( spot, eyes, deltaVector); /*if(ent->client) { float vel, avel; if(ent->client->ps.velocity[0] || ent->client->ps.velocity[1] || ent->client->ps.velocity[2]) { vel = VectorLength(ent->client->ps.velocity); if(vel > 128) { visrange += visrange * (vel/256); } } if(ent->avelocity[0] || ent->avelocity[1] || ent->avelocity[2]) {//FIXME: shouldn't they need to have line of sight to you to detect this? avel = VectorLength(ent->avelocity); if(avel > 15) { visrange += visrange * (avel/60); } } }*/ if(VectorLengthSquared(deltaVector) > visrange) { return qfalse; } return qtrue; } /* NPC_CheckVisibility */ visibility_t NPC_CheckVisibility ( gentity_t *ent, int flags ) { // flags should never be 0 if ( !flags ) { return VIS_NOT; } // check PVS if ( flags & CHECK_PVS ) { if ( !gi.inPVS ( ent->currentOrigin, NPC->currentOrigin ) ) { return VIS_NOT; } } if ( !(flags & (CHECK_360|CHECK_FOV|CHECK_SHOOT)) ) { return VIS_PVS; } // check within visrange if (flags & CHECK_VISRANGE) { if( !InVisrange ( ent ) ) { return VIS_PVS; } } // check 360 degree visibility //Meaning has to be a direct line of site if ( flags & CHECK_360 ) { if ( !CanSee ( ent ) ) { return VIS_PVS; } } if ( !(flags & (CHECK_FOV|CHECK_SHOOT)) ) { return VIS_360; } // check FOV if ( flags & CHECK_FOV ) { if ( !InFOV ( ent, NPC, NPCInfo->stats.hfov, NPCInfo->stats.vfov) ) { return VIS_360; } } if ( !(flags & CHECK_SHOOT) ) { return VIS_FOV; } // check shootability if ( flags & CHECK_SHOOT ) { if ( !CanShoot ( ent, NPC ) ) { return VIS_FOV; } } return VIS_SHOOT; } /* ------------------------- NPC_CheckSoundEvents ------------------------- */ static int G_CheckSoundEvents( gentity_t *self, float maxHearDist, int ignoreAlert, qboolean mustHaveOwner, int minAlertLevel, qboolean onGroundOnly ) { int bestEvent = -1; int bestAlert = -1; int bestTime = -1; float dist, radius; maxHearDist *= maxHearDist; for ( int i = 0; i < level.numAlertEvents; i++ ) { //are we purposely ignoring this alert? if ( level.alertEvents[i].ID == ignoreAlert ) continue; //We're only concerned about sounds if ( level.alertEvents[i].type != AET_SOUND ) continue; //must be at least this noticable if ( level.alertEvents[i].level < minAlertLevel ) continue; //must have an owner? if ( mustHaveOwner && !level.alertEvents[i].owner ) continue; //must be on the ground? if ( onGroundOnly && !level.alertEvents[i].onGround ) continue; //Must be within range dist = DistanceSquared( level.alertEvents[i].position, self->currentOrigin ); //can't hear it if ( dist > maxHearDist ) continue; if ( self->client && self->client->NPC_class != CLASS_SAND_CREATURE ) {//sand creatures hear all in within their earshot, regardless of quietness and alert sound radius! radius = level.alertEvents[i].radius * level.alertEvents[i].radius; if ( dist > radius ) continue; if ( level.alertEvents[i].addLight ) {//a quiet sound, must have LOS to hear it if ( G_ClearLOS( self, level.alertEvents[i].position ) == qfalse ) {//no LOS, didn't hear it continue; } } } //See if this one takes precedence over the previous one if ( level.alertEvents[i].level >= bestAlert //higher alert level || (level.alertEvents[i].level==bestAlert&&level.alertEvents[i].timestamp >= bestTime) )//same alert level, but this one is newer {//NOTE: equal is better because it's later in the array bestEvent = i; bestAlert = level.alertEvents[i].level; bestTime = level.alertEvents[i].timestamp; } } return bestEvent; } float G_GetLightLevel( vec3_t pos, vec3_t fromDir ) { vec3_t ambient={0}, directed, lightDir; float lightLevel; cgi_R_GetLighting( pos, ambient, directed, lightDir ); lightLevel = VectorLength( ambient ) + (VectorLength( directed )*DotProduct( lightDir, fromDir )); return lightLevel; } /* ------------------------- NPC_CheckSightEvents ------------------------- */ static int G_CheckSightEvents( gentity_t *self, int hFOV, int vFOV, float maxSeeDist, int ignoreAlert, qboolean mustHaveOwner, int minAlertLevel ) { int bestEvent = -1; int bestAlert = -1; int bestTime = -1; float dist, radius; maxSeeDist *= maxSeeDist; for ( int i = 0; i < level.numAlertEvents; i++ ) { //are we purposely ignoring this alert? if ( level.alertEvents[i].ID == ignoreAlert ) continue; //We're only concerned about sounds if ( level.alertEvents[i].type != AET_SIGHT ) continue; //must be at least this noticable if ( level.alertEvents[i].level < minAlertLevel ) continue; //must have an owner? if ( mustHaveOwner && !level.alertEvents[i].owner ) continue; //Must be within range dist = DistanceSquared( level.alertEvents[i].position, self->currentOrigin ); //can't see it if ( dist > maxSeeDist ) continue; radius = level.alertEvents[i].radius * level.alertEvents[i].radius; if ( dist > radius ) continue; //Must be visible if ( InFOV( level.alertEvents[i].position, self, hFOV, vFOV ) == qfalse ) continue; if ( G_ClearLOS( self, level.alertEvents[i].position ) == qfalse ) continue; //FIXME: possibly have the light level at this point affect the // visibility/alert level of this event? Would also // need to take into account how bright the event // itself is. A lightsaber would stand out more // in the dark... maybe pass in a light level that // is added to the actual light level at this position? //See if this one takes precedence over the previous one if ( level.alertEvents[i].level >= bestAlert //higher alert level || (level.alertEvents[i].level==bestAlert&&level.alertEvents[i].timestamp >= bestTime) )//same alert level, but this one is newer {//NOTE: equal is better because it's later in the array bestEvent = i; bestAlert = level.alertEvents[i].level; bestTime = level.alertEvents[i].timestamp; } } return bestEvent; } qboolean G_RememberAlertEvent( gentity_t *self, int alertIndex ) { if ( !self || !self->NPC ) {//not a valid ent return qfalse; } if ( alertIndex == -1 ) {//not a valid event return qfalse; } // Get The Event Struct //---------------------- alertEvent_t& at = level.alertEvents[alertIndex]; if ( at.ID == self->NPC->lastAlertID ) {//already know this one return qfalse; } if (at.owner==self) {//don't care about events that I made return false; } self->NPC->lastAlertID = at.ID; // Now, If It Is Dangerous Enough, We Want To Register This With The Pathfinding System //-------------------------------------------------------------------------------------- bool IsDangerous = (at.level >= AEL_DANGER); bool IsFromNPC = (at.owner && at.owner->client); bool IsFromEnemy = (IsFromNPC && at.owner->client->playerTeam!=self->client->playerTeam); if (IsDangerous && (!IsFromNPC || IsFromEnemy)) { NAV::RegisterDangerSense(self, alertIndex); } return qtrue; } /* ------------------------- NPC_CheckAlertEvents NOTE: Should all NPCs create alertEvents too so they can detect each other? ------------------------- */ int G_CheckAlertEvents( gentity_t *self, qboolean checkSight, qboolean checkSound, float maxSeeDist, float maxHearDist, int ignoreAlert, qboolean mustHaveOwner, int minAlertLevel, qboolean onGroundOnly ) { if ( &g_entities[0] == NULL || g_entities[0].health <= 0 ) { //player is dead return -1; } int bestSoundEvent = -1; int bestSightEvent = -1; int bestSoundAlert = -1; int bestSightAlert = -1; if ( checkSound ) { //get sound event bestSoundEvent = G_CheckSoundEvents( self, maxHearDist, ignoreAlert, mustHaveOwner, minAlertLevel, onGroundOnly ); //get sound event alert level if ( bestSoundEvent >= 0 ) { bestSoundAlert = level.alertEvents[bestSoundEvent].level; } } if ( checkSight ) { //get sight event if ( self->NPC ) { bestSightEvent = G_CheckSightEvents( self, self->NPC->stats.hfov, self->NPC->stats.vfov, maxSeeDist, ignoreAlert, mustHaveOwner, minAlertLevel ); } else { bestSightEvent = G_CheckSightEvents( self, 80, 80, maxSeeDist, ignoreAlert, mustHaveOwner, minAlertLevel );//FIXME: look at cg_view to get more accurate numbers? } //get sight event alert level if ( bestSightEvent >= 0 ) { bestSightAlert = level.alertEvents[bestSightEvent].level; } //return the one that has a higher alert (or sound if equal) //FIXME: This doesn't take the distance of the event into account if ( bestSightEvent >= 0 && bestSightAlert > bestSoundAlert ) {//valid best sight event, more important than the sound event //get the light level of the alert event for this checker vec3_t eyePoint, sightDir; //get eye point CalcEntitySpot( self, SPOT_HEAD_LEAN, eyePoint ); VectorSubtract( level.alertEvents[bestSightEvent].position, eyePoint, sightDir ); level.alertEvents[bestSightEvent].light = level.alertEvents[bestSightEvent].addLight + G_GetLightLevel( level.alertEvents[bestSightEvent].position, sightDir ); //return the sight event if ( G_RememberAlertEvent( self, bestSightEvent ) ) { return bestSightEvent; } } } //return the sound event if ( G_RememberAlertEvent( self, bestSoundEvent ) ) { return bestSoundEvent; } //no event or no new event return -1; } int NPC_CheckAlertEvents( qboolean checkSight, qboolean checkSound, int ignoreAlert, qboolean mustHaveOwner, int minAlertLevel, qboolean onGroundOnly ) { return G_CheckAlertEvents( NPC, checkSight, checkSound, NPCInfo->stats.visrange, NPCInfo->stats.earshot, ignoreAlert, mustHaveOwner, minAlertLevel, onGroundOnly ); } extern void WP_ForcePowerStop( gentity_t *self, forcePowers_t forcePower ); qboolean G_CheckForDanger( gentity_t *self, int alertEvent ) {//FIXME: more bStates need to call this? if ( alertEvent == -1 ) { return qfalse; } if ( level.alertEvents[alertEvent].level >= AEL_DANGER ) {//run away! if ( !level.alertEvents[alertEvent].owner || !level.alertEvents[alertEvent].owner->client || (level.alertEvents[alertEvent].owner!=self&&level.alertEvents[alertEvent].owner->client->playerTeam!=self->client->playerTeam) ) { if ( self->NPC ) { if ( self->NPC->scriptFlags & SCF_DONT_FLEE ) {//can't flee return qfalse; } else { if ( level.alertEvents[alertEvent].level >= AEL_DANGER_GREAT || self->s.weapon == WP_NONE || self->s.weapon == WP_MELEE ) {//flee for a longer period of time NPC_StartFlee( level.alertEvents[alertEvent].owner, level.alertEvents[alertEvent].position, level.alertEvents[alertEvent].level, 3000, 6000 ); } else if ( !Q_irand( 0, 10 ) )//FIXME: base on rank? aggression? {//just normal danger and I have a weapon, so just a 25% chance of fleeing only for a few seconds //FIXME: used to just find a better combat point, need that functionality back NPC_StartFlee( level.alertEvents[alertEvent].owner, level.alertEvents[alertEvent].position, level.alertEvents[alertEvent].level, 1000, 3000 ); } else {//didn't flee TIMER_Set( NPC, "duck", 2000); // something dangerous going on... return qfalse; } return qtrue; } } else { return qtrue; } } } return qfalse; } qboolean NPC_CheckForDanger( int alertEvent ) {//FIXME: more bStates need to call this? return G_CheckForDanger( NPC, alertEvent ); } /* ------------------------- AddSoundEvent ------------------------- */ qboolean RemoveOldestAlert( void ); void AddSoundEvent( gentity_t *owner, vec3_t position, float radius, alertEventLevel_e alertLevel, qboolean needLOS, qboolean onGround ) { //FIXME: Handle this in another manner? if ( level.numAlertEvents >= MAX_ALERT_EVENTS ) { if ( !RemoveOldestAlert() ) {//how could that fail? return; } } if ( owner == NULL && alertLevel < AEL_DANGER ) //allows un-owned danger alerts return; //FIXME: why are Sand creatures suddenly crashlanding? if ( owner && owner->client && owner->client->NPC_class == CLASS_SAND_CREATURE ) { return; } //FIXME: if owner is not a player or player ally, and there are no player allies present, // perhaps we don't need to store the alert... unless we want the player to // react to enemy alert events in some way? #ifdef _DEBUG assert( !_isnan(position[0]) && !_isnan(position[1]) && !_isnan(position[2]) ); #endif VectorCopy( position, level.alertEvents[ level.numAlertEvents ].position ); level.alertEvents[ level.numAlertEvents ].radius = radius; level.alertEvents[ level.numAlertEvents ].level = alertLevel; level.alertEvents[ level.numAlertEvents ].type = AET_SOUND; level.alertEvents[ level.numAlertEvents ].owner = owner; if ( needLOS ) {//a very low-level sound, when check this sound event, check for LOS level.alertEvents[ level.numAlertEvents ].addLight = 1; //will force an LOS trace on this sound } else { level.alertEvents[ level.numAlertEvents ].addLight = 0; //will force an LOS trace on this sound } level.alertEvents[ level.numAlertEvents ].onGround = onGround; level.alertEvents[ level.numAlertEvents ].ID = ++level.curAlertID; level.alertEvents[ level.numAlertEvents ].timestamp = level.time; level.numAlertEvents++; } /* ------------------------- AddSightEvent ------------------------- */ void AddSightEvent( gentity_t *owner, vec3_t position, float radius, alertEventLevel_e alertLevel, float addLight ) { //FIXME: Handle this in another manner? if ( level.numAlertEvents >= MAX_ALERT_EVENTS ) { if ( !RemoveOldestAlert() ) {//how could that fail? return; } } if ( owner == NULL && alertLevel < AEL_DANGER ) //allows un-owned danger alerts return; //FIXME: if owner is not a player or player ally, and there are no player allies present, // perhaps we don't need to store the alert... unless we want the player to // react to enemy alert events in some way? #ifdef _DEBUG assert( !_isnan(position[0]) && !_isnan(position[1]) && !_isnan(position[2]) ); #endif VectorCopy( position, level.alertEvents[ level.numAlertEvents ].position ); level.alertEvents[ level.numAlertEvents ].radius = radius; level.alertEvents[ level.numAlertEvents ].level = alertLevel; level.alertEvents[ level.numAlertEvents ].type = AET_SIGHT; level.alertEvents[ level.numAlertEvents ].owner = owner; level.alertEvents[ level.numAlertEvents ].addLight = addLight; //will get added to actual light at that point when it's checked level.alertEvents[ level.numAlertEvents ].ID = level.curAlertID++; level.alertEvents[ level.numAlertEvents ].timestamp = level.time; level.numAlertEvents++; } /* ------------------------- ClearPlayerAlertEvents ------------------------- */ void ClearPlayerAlertEvents( void ) { int curNumAlerts = level.numAlertEvents; //loop through them all (max 32) for ( int i = 0; i < curNumAlerts; i++ ) { //see if the event is old enough to delete if ( level.alertEvents[i].timestamp && level.alertEvents[i].timestamp + ALERT_CLEAR_TIME < level.time ) {//this event has timed out //drop the count level.numAlertEvents--; //shift the rest down if ( level.numAlertEvents > 0 ) {//still have more in the array if ( (i+1) < MAX_ALERT_EVENTS ) { memmove( &level.alertEvents[i], &level.alertEvents[i+1], sizeof(alertEvent_t)*(MAX_ALERT_EVENTS-(i+1) ) ); } } else {//just clear this one... or should we clear the whole array? memset( &level.alertEvents[i], 0, sizeof( alertEvent_t ) ); } } } //make sure this never drops below zero... if it does, something very very bad happened assert( level.numAlertEvents >= 0 ); if ( eventClearTime < level.time ) {//this is just a 200ms debouncer so things that generate constant alerts (like corpses and missiles) add an alert every 200 ms eventClearTime = level.time + ALERT_CLEAR_TIME; } } qboolean RemoveOldestAlert( void ) { int oldestEvent = -1, oldestTime = Q3_INFINITE; //loop through them all (max 32) for ( int i = 0; i < level.numAlertEvents; i++ ) { //see if the event is old enough to delete if ( level.alertEvents[i].timestamp < oldestTime ) { oldestEvent = i; oldestTime = level.alertEvents[i].timestamp; } } if ( oldestEvent != -1 ) { //drop the count level.numAlertEvents--; //shift the rest down if ( level.numAlertEvents > 0 ) {//still have more in the array if ( (oldestEvent+1) < MAX_ALERT_EVENTS ) { memmove( &level.alertEvents[oldestEvent], &level.alertEvents[oldestEvent+1], sizeof(alertEvent_t)*(MAX_ALERT_EVENTS-(oldestEvent+1) ) ); } } else {//just clear this one... or should we clear the whole array? memset( &level.alertEvents[oldestEvent], 0, sizeof( alertEvent_t ) ); } } //make sure this never drops below zero... if it does, something very very bad happened assert( level.numAlertEvents >= 0 ); //return true is have room for one now return (level.numAlertEvents hFOV ) return 0.0f; return ( ( hFOV - delta ) / hFOV ); } /* ------------------------- NPC_GetVFOVPercentage ------------------------- */ float NPC_GetVFOVPercentage( vec3_t spot, vec3_t from, vec3_t facing, float vFOV ) { vec3_t deltaVector, angles; float delta; VectorSubtract ( spot, from, deltaVector ); vectoangles ( deltaVector, angles ); delta = fabs( AngleDelta ( facing[PITCH], angles[PITCH] ) ); if ( delta > vFOV ) return 0.0f; return ( ( vFOV - delta ) / vFOV ); } #define MAX_INTEREST_DIST ( 256 * 256 ) /* ------------------------- NPC_FindLocalInterestPoint ------------------------- */ int G_FindLocalInterestPoint( gentity_t *self ) { int i, bestPoint = ENTITYNUM_NONE; float dist, bestDist = Q3_INFINITE; vec3_t diffVec, eyes; CalcEntitySpot( self, SPOT_HEAD_LEAN, eyes ); for ( i = 0; i < level.numInterestPoints; i++ ) { //Don't ignore portals? If through a portal, need to look at portal! if ( gi.inPVS( level.interestPoints[i].origin, eyes ) ) { VectorSubtract( level.interestPoints[i].origin, eyes, diffVec ); if ( (fabs(diffVec[0]) + fabs(diffVec[1])) / 2 < 48 && fabs(diffVec[2]) > (fabs(diffVec[0]) + fabs(diffVec[1])) / 2 ) {//Too close to look so far up or down continue; } dist = VectorLengthSquared( diffVec ); //Some priority to more interesting points //dist -= ((int)level.interestPoints[i].lookMode * 5) * ((int)level.interestPoints[i].lookMode * 5); if ( dist < MAX_INTEREST_DIST && dist < bestDist ) { if ( G_ClearLineOfSight( eyes, level.interestPoints[i].origin, self->s.number, MASK_OPAQUE ) ) { bestDist = dist; bestPoint = i; } } } } if ( bestPoint != ENTITYNUM_NONE && level.interestPoints[bestPoint].target ) { G_UseTargets2( self, self, level.interestPoints[bestPoint].target ); } return bestPoint; } /*QUAKED target_interest (1 0.8 0.5) (-4 -4 -4) (4 4 4) A point that a squadmate will look at if standing still target - thing to fire when someone looks at this thing */ void SP_target_interest( gentity_t *self ) {//FIXME: rename point_interest if(level.numInterestPoints >= MAX_INTEREST_POINTS) { gi.Printf("ERROR: Too many interest points, limit is %d\n", MAX_INTEREST_POINTS); G_FreeEntity(self); return; } VectorCopy(self->currentOrigin, level.interestPoints[level.numInterestPoints].origin); if(self->target && self->target[0]) { level.interestPoints[level.numInterestPoints].target = G_NewString( self->target ); } level.numInterestPoints++; G_FreeEntity(self); }