//////////////////////////////////////////////////////////////////////////////////////// // RAVEN SOFTWARE - STAR WARS: JK III // (c) 2002 Activision // // April 3, 2003 - This file has been commandeered for use by AI vehicle pilots. // //////////////////////////////////////////////////////////////////////////////////////// #include "g_headers.h" //////////////////////////////////////////////////////////////////////////////////////// // Includes //////////////////////////////////////////////////////////////////////////////////////// #include "b_local.h" #include "anims.h" #include "g_navigator.h" #include "g_Vehicles.h" #if !defined(RATL_VECTOR_VS_INC) #include "..\Ratl\vector_vs.h" #endif //////////////////////////////////////////////////////////////////////////////////////// // Defines //////////////////////////////////////////////////////////////////////////////////////// #define MAX_VEHICLES_REGISTERED 100 #define ATTACK_FWD 0.95f #define ATTACK_SIDE 0.20f #define AIM_SIDE 0.60f #define FUTURE_PRED_DIST 20.0f #define FUTURE_SIDE_DIST 60.0f #define ATTACK_FLANK_SLOWING 1000.0f #define RAM_DIST 150.0f #define MIN_STAY_VIEWABLE_TIME 20000 //////////////////////////////////////////////////////////////////////////////////////// // Externs //////////////////////////////////////////////////////////////////////////////////////// extern Vehicle_t *G_IsRidingVehicle( gentity_t *ent ); extern void G_SoundAtSpot( vec3_t org, int soundIndex, qboolean broadcast ); trace_t mPilotViewTrace; int mPilotViewTraceCount; int mActivePilotCount; ratl::vector_vs mRegistered; //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// void Pilot_Reset(void) { mPilotViewTraceCount = 0; mActivePilotCount = 0; mRegistered.clear(); } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// int Pilot_ActivePilotCount() { return mActivePilotCount; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// void Pilot_Update(void) { mActivePilotCount = 0; mRegistered.clear(); for (int i=0; igreetEnt && g_entities[i].NPC->greetEnt->owner==(&g_entities[i]) ) { mActivePilotCount++; } if ( g_entities[i].inuse && g_entities[i].client && g_entities[i].m_pVehicle && !g_entities[i].owner && g_entities[i].health>0 && g_entities[i].m_pVehicle->m_pVehicleInfo->type==VH_SPEEDER && !mRegistered.full()) { mRegistered.push_back(&g_entities[i]); } } if (player && player->inuse && TIMER_Done(player, "FlybySoundArchitectureDebounce")) { TIMER_Set(player, "FlybySoundArchitectureDebounce", 300); Vehicle_t* pVeh = G_IsRidingVehicle(player); if (pVeh && (pVeh->m_pVehicleInfo->soundFlyBy || pVeh->m_pVehicleInfo->soundFlyBy2) && //fabsf(pVeh->m_pParentEntity->currentAngles[2])<15.0f && VectorLength(pVeh->m_pParentEntity->client->ps.velocity)>500.0f) { vec3_t projectedPosition; vec3_t projectedDirection; vec3_t projectedRight; vec3_t anglesNoRoll; VectorCopy(pVeh->m_pParentEntity->currentAngles, anglesNoRoll); anglesNoRoll[2] = 0; AngleVectors(anglesNoRoll, projectedDirection, projectedRight, 0); VectorMA(player->currentOrigin, 1.2f, pVeh->m_pParentEntity->client->ps.velocity, projectedPosition); VectorMA(projectedPosition, Q_flrand(-200.0f, 200.0f), projectedRight, projectedPosition); gi.trace(&mPilotViewTrace, player->currentOrigin, 0, 0, projectedPosition, player->s.number, MASK_SHOT); if ((mPilotViewTrace.allsolid==qfalse) && (mPilotViewTrace.startsolid==qfalse) && (mPilotViewTrace.fraction<0.99f) && (mPilotViewTrace.plane.normal[2]<0.5f) && (DotProduct(projectedDirection, mPilotViewTrace.plane.normal)<-0.5f) ) { // CG_DrawEdge(player->currentOrigin, mPilotViewTrace.endpos, EDGE_IMPACT_POSSIBLE); TIMER_Set(player, "FlybySoundArchitectureDebounce", Q_irand(1000, 2000)); int soundFlyBy = pVeh->m_pVehicleInfo->soundFlyBy; if (pVeh->m_pVehicleInfo->soundFlyBy2 && (!soundFlyBy || !Q_irand(0,1))) { soundFlyBy = pVeh->m_pVehicleInfo->soundFlyBy2; } G_SoundAtSpot(mPilotViewTrace.endpos, soundFlyBy, qtrue); } else { // CG_DrawEdge(player->currentOrigin, mPilotViewTrace.endpos, EDGE_IMPACT_SAFE); } } } } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// bool Pilot_AnyVehiclesRegistered() { return (!mRegistered.empty()); } //////////////////////////////////////////////////////////////////////////////////////// // Vehicle Registration // // Any vehicles that can be ridden by NPCs should be registered here // //////////////////////////////////////////////////////////////////////////////////////// void Vehicle_Register(gentity_t *ent) { } //////////////////////////////////////////////////////////////////////////////////////// // Vehicle Remove From The List Of Valid //////////////////////////////////////////////////////////////////////////////////////// void Vehicle_Remove(gentity_t *ent) { } //////////////////////////////////////////////////////////////////////////////////////// // Vehicle_Find // // Will look through all registered vehicles and choose the closest one that the given // entity can get to. // //////////////////////////////////////////////////////////////////////////////////////// gentity_t* Vehicle_Find(gentity_t *ent) { gentity_t* closest = 0; float closestDist = 0; float curDist = 0; for (int i=0; iowner) { curDist = Distance(mRegistered[i]->currentOrigin, ent->currentOrigin); if (curDist<1000 && (!closest || curDistenemy) { // If Still On A Vehicle, Jump Off //--------------------------------- if (NPCInfo->greetEnt) { ucmd.upmove = 128.0f; if (NPCInfo->greetEnt && NPCInfo->greetEnt->m_pVehicle && level.timeconfusionTime) { Vehicle_t* pVeh = NPCInfo->greetEnt->m_pVehicle; if (!(pVeh->m_ulFlags&VEH_OUTOFCONTROL)) { gentity_t* parent = pVeh->m_pParentEntity; float CurSpeed = VectorLength(parent->client->ps.velocity); pVeh->m_pVehicleInfo->StartDeathDelay(pVeh, 10000); pVeh->m_ulFlags |= (VEH_OUTOFCONTROL); VectorScale(parent->client->ps.velocity, 1.25f, parent->pos3); if (CurSpeedm_pVehicleInfo->speedMax) { VectorNormalize(parent->pos3); if (fabsf(parent->pos3[2])<0.25f) { VectorScale(parent->pos3, (pVeh->m_pVehicleInfo->speedMax * 1.25f), parent->pos3); } else { VectorScale(parent->client->ps.velocity, 1.25f, parent->pos3); } } } } if (NPCInfo->greetEnt->owner==NPC) { return true; } NPCInfo->greetEnt = 0; } // Otherwise Nothing To See Here //------------------------------- return false; } // If We Already Have A Target Vehicle, Make Sure It Is Still Valid //------------------------------------------------------------------ if (NPCInfo->greetEnt) { if (!NPCInfo->greetEnt->inuse || !NPCInfo->greetEnt->m_pVehicle || !NPCInfo->greetEnt->m_pVehicle->m_pVehicleInfo) { NPCInfo->greetEnt = Vehicle_Find(NPC); } else { if (NPCInfo->greetEnt->owner && NPCInfo->greetEnt->owner!=NPC) { NPCInfo->greetEnt = Vehicle_Find(NPC); } } } // If We Have An Enemy, Try To Find A Vehicle Nearby //--------------------------------------------------- else { NPCInfo->greetEnt = Vehicle_Find(NPC); } // If No Vehicle Available, Continue As Usual //-------------------------------------------- if (!NPCInfo->greetEnt) { return false; } if (NPCInfo->greetEnt->owner==NPC) { Pilot_Steer_Vehicle(); } else { Pilot_Goto_Vehicle(); } Pilot_Update_Enemy(); return true; } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// void Pilot_Update_Enemy() { if (!TIMER_Exists(NPC, "PilotRemoveTime")) { TIMER_Set(NPC, "PilotRemoveTime", MIN_STAY_VIEWABLE_TIME); } if (TIMER_Done(NPC, "NextPilotCheckEnemyTime")) { TIMER_Set(NPC, "NextPilotCheckEnemyTime", Q_irand(1000,2000)); if (NPC->enemy && Distance(NPC->currentOrigin, NPC->enemy->currentOrigin)>1000.0f) { mPilotViewTraceCount ++; gi.trace(&mPilotViewTrace, NPC->currentOrigin, 0, 0, NPC->enemy->currentOrigin, NPC->s.number, MASK_SHOT); if ((mPilotViewTrace.allsolid==qfalse) && (mPilotViewTrace.startsolid==qfalse ) && ((mPilotViewTrace.entityNum==NPC->enemy->s.number)||(mPilotViewTrace.entityNum==NPC->enemy->s.m_iVehicleNum))) { TIMER_Set(NPC, "PilotRemoveTime", MIN_STAY_VIEWABLE_TIME); } } else { TIMER_Set(NPC, "PilotRemoveTime", MIN_STAY_VIEWABLE_TIME); } } if (TIMER_Done(NPC, "PilotRemoveTime")) { if (NPCInfo->greetEnt->owner==NPC) { NPCInfo->greetEnt->e_ThinkFunc = thinkF_G_FreeEntity; NPCInfo->greetEnt->nextthink = level.time; } NPC->e_ThinkFunc = thinkF_G_FreeEntity; NPC->nextthink = level.time; } } //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// void Pilot_Goto_Vehicle() { STEER::Activate(NPC); { if (STEER::Reached(NPC, NPCInfo->greetEnt, 80.0f)) { NPC_Use(NPCInfo->greetEnt, NPC, NPC); } else if (NAV::OnNeighboringPoints(NPC, NPCInfo->greetEnt)) { STEER::Persue(NPC, NPCInfo->greetEnt, 50.0f, 0.0f, 30.0f, 0.0f, true); } else { if (!NAV::GoTo(NPC, NPCInfo->greetEnt)) { STEER::Stop(NPC); } } } STEER::AvoidCollisions(NPC); STEER::DeActivate(NPC, &ucmd); NPC_UpdateAngles(qtrue, qtrue); } extern bool VEH_StartStrafeRam(Vehicle_t *pVeh, bool Right); //////////////////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////////////////// void Pilot_Steer_Vehicle() { if (!NPC->enemy || !NPC->enemy->client) { return; } // SETUP //======= // Setup Actor Data //------------------ CVec3 ActorPos(NPC->currentOrigin); CVec3 ActorAngles(NPC->currentAngles); ActorAngles[2] = 0; Vehicle_t* ActorVeh = NPCInfo->greetEnt->m_pVehicle; bool ActorInTurbo = (ActorVeh->m_iTurboTime>level.time); float ActorSpeed = (ActorVeh)?(VectorLength(ActorVeh->m_pParentEntity->client->ps.velocity)):(NPC->client->ps.speed); // If my vehicle is spinning out of control, just hold on, we're going to die!!!!! //--------------------------------------------------------------------------------- if (ActorVeh && (ActorVeh->m_ulFlags & VEH_OUTOFCONTROL)) { if (NPC->client->ps.weapon!=WP_NONE) { NPC_ChangeWeapon(WP_NONE); } ucmd.buttons &=~BUTTON_ATTACK; ucmd.buttons &=~BUTTON_ALT_ATTACK; return; } CVec3 ActorDirection; AngleVectors(ActorAngles.v, ActorDirection.v, 0, 0); CVec3 ActorFuturePos(ActorPos); ActorFuturePos.ScaleAdd(ActorDirection, FUTURE_PRED_DIST); bool ActorDoTurbo = false; bool ActorAccelerate = false; bool ActorAimAtTarget= true; float ActorYawOffset = 0.0f; // Setup Enemy Data //------------------ CVec3 EnemyPos(NPC->enemy->currentOrigin); CVec3 EnemyAngles(NPC->enemy->currentAngles); EnemyAngles[2] = 0; Vehicle_t* EnemyVeh = (NPC->enemy->s.m_iVehicleNum)?(g_entities[NPC->enemy->s.m_iVehicleNum].m_pVehicle):(0); bool EnemyInTurbo = (EnemyVeh && EnemyVeh->m_iTurboTime>level.time); float EnemySpeed = (EnemyVeh)?(EnemyVeh->m_pParentEntity->client->ps.speed):(NPC->enemy->resultspeed); bool EnemySlideBreak = (EnemyVeh && (EnemyVeh->m_ulFlags&VEH_SLIDEBREAKING || EnemyVeh->m_ulFlags&VEH_STRAFERAM)); bool EnemyDead = (NPC->enemy->health<=0); bool ActorFlank = (NPCInfo->lastAvoidSteerSideDebouncer>level.time && EnemyVeh && EnemySpeed>10.0f); CVec3 EnemyDirection; CVec3 EnemyRight; AngleVectors(EnemyAngles.v, EnemyDirection.v, EnemyRight.v, 0); CVec3 EnemyFuturePos(EnemyPos); EnemyFuturePos.ScaleAdd(EnemyDirection, FUTURE_PRED_DIST); ESide EnemySide = ActorPos.LRTest(EnemyPos, EnemyFuturePos); CVec3 EnemyFlankPos(EnemyFuturePos); EnemyFlankPos.ScaleAdd(EnemyRight, (EnemySide==Side_Right)?(FUTURE_SIDE_DIST):(-FUTURE_SIDE_DIST)); // Debug Draw Enemy Data //----------------------- if (false) { CG_DrawEdge(EnemyPos.v, EnemyFuturePos.v, EDGE_IMPACT_SAFE); CG_DrawEdge(EnemyFuturePos.v, EnemyFlankPos.v, EDGE_IMPACT_SAFE); } // Setup Move And Aim Directions //------------------------------- CVec3 MoveDirection((ActorFlank)?(EnemyFlankPos):(EnemyFuturePos)); MoveDirection -= ActorPos; float MoveDistance = MoveDirection.SafeNorm(); float MoveAccuracy = MoveDirection.Dot(ActorDirection); CVec3 AimDirection(EnemyPos); AimDirection -= ActorPos; float AimDistance = AimDirection.SafeNorm(); float AimAccuracy = AimDirection.Dot(ActorDirection); if (!ActorFlank && TIMER_Done(NPC, "FlankAttackCheck")) { TIMER_Set(NPC, "FlankAttackCheck", Q_irand(1000, 3000)); if (MoveDistance<4000 && Q_irand(0, 1)==0) { NPCInfo->lastAvoidSteerSideDebouncer = level.time + Q_irand(8000, 14000); } } // Fly By Sounds //--------------- if ((ActorVeh->m_pVehicleInfo->soundFlyBy || ActorVeh->m_pVehicleInfo->soundFlyBy2) && EnemyVeh && MoveDistance<800 && ActorSpeed>500.0f && TIMER_Done(NPC, "FlybySoundDebouncer") ) { if (EnemySpeed<100.0f || (ActorDirection.Dot(EnemyDirection)*(MoveDistance/800.0f))<-0.5f) { TIMER_Set(NPC, "FlybySoundDebouncer", 2000); int soundFlyBy = ActorVeh->m_pVehicleInfo->soundFlyBy; if (ActorVeh->m_pVehicleInfo->soundFlyBy2 && (!soundFlyBy || !Q_irand(0,1))) { soundFlyBy = ActorVeh->m_pVehicleInfo->soundFlyBy2; } G_Sound(ActorVeh->m_pParentEntity, soundFlyBy); } } // FLY PAST BEHAVIOR //=================== if (EnemySlideBreak || !TIMER_Done(NPC, "MinHoldDirectionTime")) { if (TIMER_Done(NPC, "MinHoldDirectionTime")) { TIMER_Set(NPC, "MinHoldDirectionTime", 500); // Hold For At Least 500 ms } ActorAccelerate = true; // Go ActorAimAtTarget = false; // Don't Alter Our Aim Direction ucmd.buttons &=~BUTTON_VEH_SPEED; // Let Normal Vehicle Controls Go } // FLANKING BEHAVIOR //=================== else if (ActorFlank) { ActorAccelerate = true; ActorDoTurbo = (MoveDistance>2500 || EnemyInTurbo); ucmd.buttons |= BUTTON_VEH_SPEED; // Tells PMove to use the ps.speed we calculate here, not the one from g_vehicles.c // For Flanking, We Calculate The Speed By Hand, Rather Than Using Pure Accelerate / No Accelerate Functionality //--------------------------------------------------------------------------------------------------------------- NPC->client->ps.speed = ActorVeh->m_pVehicleInfo->speedMax * ((ActorInTurbo)?(1.35f):(1.15f)); // If In Slowing Distance, Scale Down The Speed As We Approach Our Move Target //----------------------------------------------------------------------------- if (MoveDistanceclient->ps.speed *= (MoveDistance/ATTACK_FLANK_SLOWING); NPC->client->ps.speed += EnemySpeed; // Match Enemy Speed //------------------- if (NPC->client->ps.speed<5.0f && EnemySpeed<5.0f) { NPC->client->ps.speed = EnemySpeed; } // Extra Slow Down When Out In Front //----------------------------------- if (MoveAccuracy<0.0f) { NPC->client->ps.speed *= (MoveAccuracy + 1.0f); } MoveDirection *= (MoveDistance/ATTACK_FLANK_SLOWING); EnemyDirection *= 1.0f - (MoveDistance/ATTACK_FLANK_SLOWING); MoveDirection += EnemyDirection; if (TIMER_Done(NPC, "RamCheck")) { TIMER_Set(NPC, "RamCheck", Q_irand(1000, 3000)); if (MoveDistance0.99f && MoveDistance<500 && !EnemyDead) { ActorAccelerate = true; ActorDoTurbo = false; } else { ActorAccelerate = ((MoveDistance>500 && EnemySpeed>20.0f) || MoveDistance>1000); ActorDoTurbo = (MoveDistance>3000 && EnemySpeed>20.0f); } ucmd.buttons &=~BUTTON_VEH_SPEED; } // APPLY RESULTS //======================= // Decide Turbo //-------------- if (ActorDoTurbo || ActorInTurbo) { ucmd.buttons |= BUTTON_ALT_ATTACK; } else { ucmd.buttons &=~BUTTON_ALT_ATTACK; } // Decide Acceleration //--------------------- ucmd.forwardmove = (ActorAccelerate)?(127):(0); // Decide To Shoot //----------------- ucmd.buttons &=~BUTTON_ATTACK; ucmd.rightmove = 0; if (AimDistance<2000 && !EnemyDead) { // If Doing A Ram Attack //----------------------- if (ActorYawOffset!=0) { if (NPC->client->ps.weapon!=WP_NONE) { NPC_ChangeWeapon(WP_NONE); } ucmd.buttons &=~BUTTON_ATTACK; } else if (AimAccuracy>ATTACK_FWD) { if (NPC->client->ps.weapon!=WP_NONE) { NPC_ChangeWeapon(WP_NONE); } ucmd.buttons |= BUTTON_ATTACK; } else if (AimAccuracy-AIM_SIDE) { if (NPC->client->ps.weapon!=WP_BLASTER) { NPC_ChangeWeapon(WP_BLASTER); } if (AimAccuracy-ATTACK_SIDE) { //if (!TIMER_Done(NPC, "RiderAltAttack")) //{ // ucmd.buttons |= BUTTON_ALT_ATTACK; //} //else //{ ucmd.buttons |= BUTTON_ATTACK; /* if (TIMER_Done(NPC, "RiderAltAttackCheck")) { TIMER_Set(NPC, "RiderAltAttackCheck", Q_irand(1000, 3000)); if (Q_irand(0, 2)==0) { TIMER_Set(NPC, "RiderAltAttack", 300); } }*/ //} WeaponThink(true); } ucmd.rightmove = (EnemySide==Side_Left)?( 127):(-127); } else { if (NPC->client->ps.weapon!=WP_NONE) { NPC_ChangeWeapon(WP_NONE); } } } else { if (NPC->client->ps.weapon!=WP_NONE) { NPC_ChangeWeapon(WP_NONE); } } // Aim At Target //--------------- if (ActorAimAtTarget) { MoveDirection.VecToAng(); NPCInfo->desiredPitch = AngleNormalize360(MoveDirection[PITCH]); NPCInfo->desiredYaw = AngleNormalize360(MoveDirection[YAW] + ActorYawOffset); } NPC_UpdateAngles(qtrue, qtrue); }