#include "b_local.h" #include "g_nav.h" #include "anims.h" #include "w_saber.h" #include "../namespace_begin.h" extern qboolean BG_SabersOff( playerState_t *ps ); #include "../namespace_end.h" extern void CG_DrawAlert( vec3_t origin, float rating ); extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime ); extern void ForceJump( gentity_t *self, usercmd_t *ucmd ); extern vmCvar_t g_saberRealisticCombat; extern vmCvar_t d_slowmodeath; void G_StartMatrixEffect( gentity_t *ent ) { //perhaps write this at some point? } #define MAX_VIEW_DIST 2048 #define MAX_VIEW_SPEED 100 #define JEDI_MAX_LIGHT_INTENSITY 64 #define JEDI_MIN_LIGHT_THRESHOLD 10 #define JEDI_MAX_LIGHT_THRESHOLD 50 #define DISTANCE_SCALE 0.25f //#define DISTANCE_THRESHOLD 0.075f #define SPEED_SCALE 0.25f #define FOV_SCALE 0.5f #define LIGHT_SCALE 0.25f #define REALIZE_THRESHOLD 0.6f #define CAUTIOUS_THRESHOLD ( REALIZE_THRESHOLD * 0.3 ) #define MAX_CHECK_THRESHOLD 1 extern void NPC_ClearLookTarget( gentity_t *self ); extern void NPC_SetLookTarget( gentity_t *self, int entNum, int clearTime ); extern void NPC_TempLookTarget( gentity_t *self, int lookEntNum, int minLookTime, int maxLookTime ); extern qboolean G_ExpandPointToBBox( vec3_t point, const vec3_t mins, const vec3_t maxs, int ignore, int clipmask ); extern qboolean NPC_CheckEnemyStealth( void ); extern void G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath ); #include "../namespace_begin.h" extern gitem_t *BG_FindItemForAmmo( ammo_t ammo ); #include "../namespace_end.h" extern void ForceThrow( gentity_t *self, qboolean pull ); extern void ForceLightning( gentity_t *self ); extern void ForceHeal( gentity_t *self ); extern void ForceRage( gentity_t *self ); extern void ForceProtect( gentity_t *self ); extern void ForceAbsorb( gentity_t *self ); extern int WP_MissileBlockForBlock( int saberBlock ); extern qboolean G_GetHitLocFromSurfName( gentity_t *ent, const char *surfName, int *hitLoc, vec3_t point, vec3_t dir, vec3_t bladeDir, int mod ); extern qboolean WP_ForcePowerUsable( gentity_t *self, forcePowers_t forcePower, int overrideAmt ); extern qboolean WP_ForcePowerAvailable( gentity_t *self, forcePowers_t forcePower, int overrideAmt ); extern void WP_ForcePowerStop( gentity_t *self, forcePowers_t forcePower ); extern void WP_DeactivateSaber( gentity_t *self, qboolean clearLength ); //clearLength = qfalse extern void WP_ActivateSaber( gentity_t *self ); //extern void WP_SaberBlock(gentity_t *saber, vec3_t hitloc); #include "../namespace_begin.h" extern qboolean PM_SaberInStart( int move ); extern qboolean BG_SaberInSpecialAttack( int anim ); extern qboolean BG_SaberInAttack( int move ); extern qboolean PM_SaberInBounce( int move ); extern qboolean PM_SaberInParry( int move ); extern qboolean PM_SaberInKnockaway( int move ); extern qboolean PM_SaberInBrokenParry( int move ); extern qboolean PM_SaberInDeflect( int move ); extern qboolean BG_SpinningSaberAnim( int anim ); extern qboolean BG_FlippingAnim( int anim ); extern qboolean PM_RollingAnim( int anim ); extern qboolean PM_InKnockDown( playerState_t *ps ); extern qboolean BG_InRoll( playerState_t *ps, int anim ); extern qboolean BG_CrouchAnim( int anim ); #include "../namespace_end.h" extern qboolean NPC_SomeoneLookingAtMe(gentity_t *ent); extern int WP_GetVelocityForForceJump( gentity_t *self, vec3_t jumpVel, usercmd_t *ucmd ); extern void G_TestLine(vec3_t start, vec3_t end, int color, int time); static void Jedi_Aggression( gentity_t *self, int change ); qboolean Jedi_WaitingAmbush( gentity_t *self ); #include "../namespace_begin.h" extern int bg_parryDebounce[]; #include "../namespace_end.h" static int jediSpeechDebounceTime[TEAM_NUM_TEAMS];//used to stop several jedi from speaking all at once //Local state enums enum { LSTATE_NONE = 0, LSTATE_UNDERFIRE, LSTATE_INVESTIGATE, }; void NPC_ShadowTrooper_Precache( void ) { RegisterItem( BG_FindItemForAmmo( AMMO_FORCE ) ); G_SoundIndex( "sound/chars/shadowtrooper/cloak.wav" ); G_SoundIndex( "sound/chars/shadowtrooper/decloak.wav" ); } void Jedi_ClearTimers( gentity_t *ent ) { TIMER_Set( ent, "roamTime", 0 ); TIMER_Set( ent, "chatter", 0 ); TIMER_Set( ent, "strafeLeft", 0 ); TIMER_Set( ent, "strafeRight", 0 ); TIMER_Set( ent, "noStrafe", 0 ); TIMER_Set( ent, "walking", 0 ); TIMER_Set( ent, "taunting", 0 ); TIMER_Set( ent, "parryTime", 0 ); TIMER_Set( ent, "parryReCalcTime", 0 ); TIMER_Set( ent, "forceJumpChasing", 0 ); TIMER_Set( ent, "jumpChaseDebounce", 0 ); TIMER_Set( ent, "moveforward", 0 ); TIMER_Set( ent, "moveback", 0 ); TIMER_Set( ent, "movenone", 0 ); TIMER_Set( ent, "moveright", 0 ); TIMER_Set( ent, "moveleft", 0 ); TIMER_Set( ent, "movecenter", 0 ); TIMER_Set( ent, "saberLevelDebounce", 0 ); TIMER_Set( ent, "noRetreat", 0 ); TIMER_Set( ent, "holdLightning", 0 ); TIMER_Set( ent, "gripping", 0 ); TIMER_Set( ent, "draining", 0 ); TIMER_Set( ent, "noturn", 0 ); } void Jedi_PlayBlockedPushSound( gentity_t *self ) { if ( !self->s.number ) { G_AddVoiceEvent( self, EV_PUSHFAIL, 3000 ); } else if ( self->health > 0 && self->NPC && self->NPC->blockedSpeechDebounceTime < level.time ) { G_AddVoiceEvent( self, EV_PUSHFAIL, 3000 ); self->NPC->blockedSpeechDebounceTime = level.time + 3000; } } void Jedi_PlayDeflectSound( gentity_t *self ) { if ( !self->s.number ) { G_AddVoiceEvent( self, Q_irand( EV_DEFLECT1, EV_DEFLECT3 ), 3000 ); } else if ( self->health > 0 && self->NPC && self->NPC->blockedSpeechDebounceTime < level.time ) { G_AddVoiceEvent( self, Q_irand( EV_DEFLECT1, EV_DEFLECT3 ), 3000 ); self->NPC->blockedSpeechDebounceTime = level.time + 3000; } } void NPC_Jedi_PlayConfusionSound( gentity_t *self ) { if ( self->health > 0 ) { if ( self->client && ( self->client->NPC_class == CLASS_TAVION || self->client->NPC_class == CLASS_DESANN ) ) { G_AddVoiceEvent( self, Q_irand( EV_CONFUSE1, EV_CONFUSE3 ), 2000 ); } else if ( Q_irand( 0, 1 ) ) { G_AddVoiceEvent( self, Q_irand( EV_TAUNT1, EV_TAUNT3 ), 2000 ); } else { G_AddVoiceEvent( self, Q_irand( EV_GLOAT1, EV_GLOAT3 ), 2000 ); } } } void Boba_Precache( void ) { G_SoundIndex( "sound/boba/jeton.wav" ); G_SoundIndex( "sound/boba/jethover.wav" ); G_SoundIndex( "sound/effects/combustfire.mp3" ); G_EffectIndex( "boba/jet" ); G_EffectIndex( "boba/fthrw" ); } extern void G_CreateG2AttachedWeaponModel( gentity_t *ent, const char *weaponModel, int boltNum, int weaponNum ); extern void ChangeWeapon( gentity_t *ent, int newWeapon ); void Boba_ChangeWeapon( int wp ) { if ( NPC->s.weapon == wp ) { return; } NPC_ChangeWeapon( wp ); G_AddEvent( NPC, EV_GENERAL_SOUND, G_SoundIndex( "sound/weapons/change.wav" )); } void WP_ResistForcePush( gentity_t *self, gentity_t *pusher, qboolean noPenalty ) { int parts; qboolean runningResist = qfalse; if ( !self || self->health <= 0 || !self->client || !pusher || !pusher->client ) { return; } if ( (!self->s.number || self->client->NPC_class == CLASS_DESANN || !Q_stricmp("Yoda",self->NPC_type) || self->client->NPC_class == CLASS_LUKE) && (VectorLengthSquared( self->client->ps.velocity ) > 10000 || self->client->ps.fd.forcePowerLevel[FP_PUSH] >= FORCE_LEVEL_3 || self->client->ps.fd.forcePowerLevel[FP_PULL] >= FORCE_LEVEL_3 ) ) { runningResist = qtrue; } if ( !runningResist && self->client->ps.groundEntityNum != ENTITYNUM_NONE && !BG_SpinningSaberAnim( self->client->ps.legsAnim ) && !BG_FlippingAnim( self->client->ps.legsAnim ) && !PM_RollingAnim( self->client->ps.legsAnim ) && !PM_InKnockDown( &self->client->ps ) && !BG_CrouchAnim( self->client->ps.legsAnim )) {//if on a surface and not in a spin or flip, play full body resist parts = SETANIM_BOTH; } else {//play resist just in torso parts = SETANIM_TORSO; } NPC_SetAnim( self, parts, BOTH_RESISTPUSH, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); if ( !noPenalty ) { char buf[128]; float tFVal = 0; trap_Cvar_VariableStringBuffer("timescale", buf, sizeof(buf)); tFVal = atof(buf); if ( !runningResist ) { VectorClear( self->client->ps.velocity ); //still stop them from attacking or moving for a bit, though //FIXME: maybe push just a little (like, slide)? self->client->ps.weaponTime = 1000; if ( self->client->ps.fd.forcePowersActive&(1<client->ps.weaponTime = floor( self->client->ps.weaponTime * tFVal ); } self->client->ps.pm_time = self->client->ps.weaponTime; self->client->ps.pm_flags |= PMF_TIME_KNOCKBACK; //play the full body push effect on me //self->forcePushTime = level.time + 600; // let the push effect last for 600 ms //rwwFIXMEFIXME: Do this? } else { self->client->ps.weaponTime = 600; if ( self->client->ps.fd.forcePowersActive&(1<client->ps.weaponTime = floor( self->client->ps.weaponTime * tFVal ); } } } //play my force push effect on my hand self->client->ps.powerups[PW_DISINT_4] = level.time + self->client->ps.torsoTimer + 500; self->client->ps.powerups[PW_PULL] = 0; Jedi_PlayBlockedPushSound( self ); } qboolean Boba_StopKnockdown( gentity_t *self, gentity_t *pusher, vec3_t pushDir, qboolean forceKnockdown ) //forceKnockdown = qfalse { vec3_t pDir, fwd, right, ang; float fDot, rDot; int strafeTime; if ( self->client->NPC_class != CLASS_BOBAFETT ) { return qfalse; } if ( (self->client->ps.eFlags2&EF2_FLYING) )//moveType == MT_FLYSWIM ) {//can't knock me down when I'm flying return qtrue; } VectorSet(ang, 0, self->r.currentAngles[YAW], 0); strafeTime = Q_irand( 1000, 2000 ); AngleVectors( ang, fwd, right, NULL ); VectorNormalize2( pushDir, pDir ); fDot = DotProduct( pDir, fwd ); rDot = DotProduct( pDir, right ); if ( Q_irand( 0, 2 ) ) {//flip or roll with it usercmd_t tempCmd; if ( fDot >= 0.4f ) { tempCmd.forwardmove = 127; TIMER_Set( self, "moveforward", strafeTime ); } else if ( fDot <= -0.4f ) { tempCmd.forwardmove = -127; TIMER_Set( self, "moveback", strafeTime ); } else if ( rDot > 0 ) { tempCmd.rightmove = 127; TIMER_Set( self, "strafeRight", strafeTime ); TIMER_Set( self, "strafeLeft", -1 ); } else { tempCmd.rightmove = -127; TIMER_Set( self, "strafeLeft", strafeTime ); TIMER_Set( self, "strafeRight", -1 ); } G_AddEvent( self, EV_JUMP, 0 ); if ( !Q_irand( 0, 1 ) ) {//flip self->client->ps.fd.forceJumpCharge = 280;//FIXME: calc this intelligently? ForceJump( self, &tempCmd ); } else {//roll TIMER_Set( self, "duck", strafeTime ); } self->painDebounceTime = 0;//so we do something } else if ( !Q_irand( 0, 1 ) && forceKnockdown ) {//resist WP_ResistForcePush( self, pusher, qtrue ); } else {//fall down return qfalse; } return qtrue; } void Boba_FlyStart( gentity_t *self ) {//switch to seeker AI for a while if ( TIMER_Done( self, "jetRecharge" ) ) { self->client->ps.gravity = 0; if ( self->NPC ) { self->NPC->aiFlags |= NPCAI_CUSTOM_GRAVITY; } self->client->ps.eFlags2 |= EF2_FLYING;//moveType = MT_FLYSWIM; self->client->jetPackTime = level.time + Q_irand( 3000, 10000 ); //take-off sound G_SoundOnEnt( self, CHAN_ITEM, "sound/boba/jeton.wav" ); //jet loop sound self->s.loopSound = G_SoundIndex( "sound/boba/jethover.wav" ); if ( self->NPC ) { self->count = Q3_INFINITE; // SEEKER shot ammo count } } } void Boba_FlyStop( gentity_t *self ) { self->client->ps.gravity = g_gravity.value; if ( self->NPC ) { self->NPC->aiFlags &= ~NPCAI_CUSTOM_GRAVITY; } self->client->ps.eFlags2 &= ~EF2_FLYING; self->client->jetPackTime = 0; //stop jet loop sound self->s.loopSound = 0; if ( self->NPC ) { self->count = 0; // SEEKER shot ammo count TIMER_Set( self, "jetRecharge", Q_irand( 1000, 5000 ) ); TIMER_Set( self, "jumpChaseDebounce", Q_irand( 500, 2000 ) ); } } qboolean Boba_Flying( gentity_t *self ) { return ((qboolean)(self->client->ps.eFlags2&EF2_FLYING));//moveType==MT_FLYSWIM)); } void Boba_FireFlameThrower( gentity_t *self ) { int damage = Q_irand( 20, 30 ); trace_t tr; gentity_t *traceEnt = NULL; mdxaBone_t boltMatrix; vec3_t start, end, dir, traceMins = {-4, -4, -4}, traceMaxs = {4, 4, 4}; trap_G2API_GetBoltMatrix( self->ghoul2, 0, self->client->renderInfo.handLBolt, &boltMatrix, self->r.currentAngles, self->r.currentOrigin, level.time, NULL, self->modelScale ); BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, start ); BG_GiveMeVectorFromMatrix( &boltMatrix, NEGATIVE_Y, dir ); //G_PlayEffect( "boba/fthrw", start, dir ); VectorMA( start, 128, dir, end ); trap_Trace( &tr, start, traceMins, traceMaxs, end, self->s.number, MASK_SHOT ); traceEnt = &g_entities[tr.entityNum]; if ( tr.entityNum < ENTITYNUM_WORLD && traceEnt->takedamage ) { G_Damage( traceEnt, self, self, dir, tr.endpos, damage, DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK|/*DAMAGE_NO_HIT_LOC|*/DAMAGE_IGNORE_TEAM, MOD_LAVA ); //rwwFIXMEFIXME: add DAMAGE_NO_HIT_LOC? } } //extern void SP_fx_explosion_trail( gentity_t *ent ); void Boba_StartFlameThrower( gentity_t *self ) { int flameTime = 4000;//Q_irand( 1000, 3000 ); mdxaBone_t boltMatrix; vec3_t org, dir; self->client->ps.torsoTimer = flameTime;//+1000; if ( self->NPC ) { TIMER_Set( self, "nextAttackDelay", flameTime ); TIMER_Set( self, "walking", 0 ); } TIMER_Set( self, "flameTime", flameTime ); /* gentity_t *fire = G_Spawn(); if ( fire != NULL ) { mdxaBone_t boltMatrix; vec3_t org, dir, ang; gi.G2API_GetBoltMatrix( NPC->ghoul2, NPC->playerModel, NPC->handRBolt, &boltMatrix, NPC->r.currentAngles, NPC->r.currentOrigin, (cg.time?cg.time:level.time), NULL, NPC->s.modelScale ); gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, org ); gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, dir ); vectoangles( dir, ang ); VectorCopy( org, fire->s.origin ); VectorCopy( ang, fire->s.angles ); fire->targetname = "bobafire"; SP_fx_explosion_trail( fire ); fire->damage = 1; fire->radius = 10; fire->speed = 200; fire->fxID = G_EffectIndex( "boba/fthrw" );//"env/exp_fire_trail" );//"env/small_fire" fx_explosion_trail_link( fire ); fx_explosion_trail_use( fire, NPC, NPC ); } */ G_SoundOnEnt( self, CHAN_WEAPON, "sound/effects/combustfire.mp3" ); trap_G2API_GetBoltMatrix(NPC->ghoul2, 0, NPC->client->renderInfo.handRBolt, &boltMatrix, NPC->r.currentAngles, NPC->r.currentOrigin, level.time, NULL, NPC->modelScale); BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, org ); BG_GiveMeVectorFromMatrix( &boltMatrix, NEGATIVE_Y, dir ); G_PlayEffectID( G_EffectIndex("boba/fthrw"), org, dir); } void Boba_DoFlameThrower( gentity_t *self ) { NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCELIGHTNING_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); if ( TIMER_Done( self, "nextAttackDelay" ) && TIMER_Done( self, "flameTime" ) ) { Boba_StartFlameThrower( self ); } Boba_FireFlameThrower( self ); } void Boba_FireDecide( void ) { qboolean enemyLOS = qfalse; qboolean enemyCS = qfalse; qboolean enemyInFOV = qfalse; //qboolean move = qtrue; qboolean faceEnemy = qfalse; qboolean shoot = qfalse; qboolean hitAlly = qfalse; vec3_t impactPos; float enemyDist; float dot; vec3_t enemyDir, shootDir; if ( NPC->client->ps.groundEntityNum == ENTITYNUM_NONE && NPC->client->ps.fd.forceJumpZStart && !BG_FlippingAnim( NPC->client->ps.legsAnim ) && !Q_irand( 0, 10 ) ) {//take off Boba_FlyStart( NPC ); } if ( !NPC->enemy ) { return; } /* if ( NPC->enemy->enemy != NPC && NPC->health == NPC->client->pers.maxHealth ) { NPCInfo->scriptFlags |= SCF_ALT_FIRE; Boba_ChangeWeapon( WP_DISRUPTOR ); } else */if ( NPC->enemy->s.weapon == WP_SABER ) { NPCInfo->scriptFlags &= ~SCF_ALT_FIRE; Boba_ChangeWeapon( WP_ROCKET_LAUNCHER ); } else { if ( NPC->health < NPC->client->pers.maxHealth*0.5f ) { NPCInfo->scriptFlags |= SCF_ALT_FIRE; Boba_ChangeWeapon( WP_BLASTER ); NPCInfo->burstMin = 3; NPCInfo->burstMean = 12; NPCInfo->burstMax = 20; NPCInfo->burstSpacing = Q_irand( 300, 750 );//attack debounce } else { NPCInfo->scriptFlags &= ~SCF_ALT_FIRE; Boba_ChangeWeapon( WP_BLASTER ); } } VectorClear( impactPos ); enemyDist = DistanceSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin ); VectorSubtract( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, enemyDir ); VectorNormalize( enemyDir ); AngleVectors( NPC->client->ps.viewangles, shootDir, NULL, NULL ); dot = DotProduct( enemyDir, shootDir ); if ( dot > 0.5f ||( enemyDist * (1.0f-dot)) < 10000 ) {//enemy is in front of me or they're very close and not behind me enemyInFOV = qtrue; } if ( (enemyDist < (128*128)&&enemyInFOV) || !TIMER_Done( NPC, "flameTime" ) ) {//flamethrower Boba_DoFlameThrower( NPC ); enemyCS = qfalse; shoot = qfalse; NPCInfo->enemyLastSeenTime = level.time; faceEnemy = qtrue; ucmd.buttons &= ~(BUTTON_ATTACK|BUTTON_ALT_ATTACK); } else if ( enemyDist < MIN_ROCKET_DIST_SQUARED )//128 {//enemy within 128 if ( (NPC->client->ps.weapon == WP_FLECHETTE || NPC->client->ps.weapon == WP_REPEATER) && (NPCInfo->scriptFlags & SCF_ALT_FIRE) ) {//shooting an explosive, but enemy too close, switch to primary fire NPCInfo->scriptFlags &= ~SCF_ALT_FIRE; //FIXME: we can never go back to alt-fire this way since, after this, we don't know if we were initially supposed to use alt-fire or not... } } else if ( enemyDist > 65536 )//256 squared { if ( NPC->client->ps.weapon == WP_DISRUPTOR ) {//sniping... should be assumed if ( !(NPCInfo->scriptFlags&SCF_ALT_FIRE) ) {//use primary fire NPCInfo->scriptFlags |= SCF_ALT_FIRE; //reset fire-timing variables NPC_ChangeWeapon( WP_DISRUPTOR ); NPC_UpdateAngles( qtrue, qtrue ); return; } } } //can we see our target? if ( TIMER_Done( NPC, "nextAttackDelay" ) && TIMER_Done( NPC, "flameTime" ) ) { if ( NPC_ClearLOS4( NPC->enemy ) ) { NPCInfo->enemyLastSeenTime = level.time; enemyLOS = qtrue; if ( NPC->client->ps.weapon == WP_NONE ) { enemyCS = qfalse;//not true, but should stop us from firing } else {//can we shoot our target? if ( (NPC->client->ps.weapon == WP_ROCKET_LAUNCHER || (NPC->client->ps.weapon == WP_FLECHETTE && (NPCInfo->scriptFlags&SCF_ALT_FIRE))) && enemyDist < MIN_ROCKET_DIST_SQUARED )//128*128 { enemyCS = qfalse;//not true, but should stop us from firing hitAlly = qtrue;//us! //FIXME: if too close, run away! } else if ( enemyInFOV ) {//if enemy is FOV, go ahead and check for shooting int hit = NPC_ShotEntity( NPC->enemy, impactPos ); gentity_t *hitEnt = &g_entities[hit]; if ( hit == NPC->enemy->s.number || ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPC->client->enemyTeam ) || ( hitEnt && hitEnt->takedamage && ((hitEnt->r.svFlags&SVF_GLASS_BRUSH)||hitEnt->health < 40||NPC->s.weapon == WP_EMPLACED_GUN) ) ) {//can hit enemy or enemy ally or will hit glass or other minor breakable (or in emplaced gun), so shoot anyway enemyCS = qtrue; //NPC_AimAdjust( 2 );//adjust aim better longer we have clear shot at enemy VectorCopy( NPC->enemy->r.currentOrigin, NPCInfo->enemyLastSeenLocation ); } else {//Hmm, have to get around this bastard //NPC_AimAdjust( 1 );//adjust aim better longer we can see enemy if ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPC->client->playerTeam ) {//would hit an ally, don't fire!!! hitAlly = qtrue; } else {//Check and see where our shot *would* hit... if it's not close to the enemy (within 256?), then don't fire } } } else { enemyCS = qfalse;//not true, but should stop us from firing } } } else if ( trap_InPVS( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin ) ) { NPCInfo->enemyLastSeenTime = level.time; faceEnemy = qtrue; //NPC_AimAdjust( -1 );//adjust aim worse longer we cannot see enemy } if ( NPC->client->ps.weapon == WP_NONE ) { faceEnemy = qfalse; shoot = qfalse; } else { if ( enemyLOS ) {//FIXME: no need to face enemy if we're moving to some other goal and he's too far away to shoot? faceEnemy = qtrue; } if ( enemyCS ) { shoot = qtrue; } } if ( !enemyCS ) {//if have a clear shot, always try //See if we should continue to fire on their last position //!TIMER_Done( NPC, "stick" ) || if ( !hitAlly //we're not going to hit an ally && enemyInFOV //enemy is in our FOV //FIXME: or we don't have a clear LOS? && NPCInfo->enemyLastSeenTime > 0 )//we've seen the enemy { if ( level.time - NPCInfo->enemyLastSeenTime < 10000 )//we have seem the enemy in the last 10 seconds { if ( !Q_irand( 0, 10 ) ) { //Fire on the last known position vec3_t muzzle, dir, angles; qboolean tooClose = qfalse; qboolean tooFar = qfalse; float distThreshold; float dist; CalcEntitySpot( NPC, SPOT_HEAD, muzzle ); if ( VectorCompare( impactPos, vec3_origin ) ) {//never checked ShotEntity this frame, so must do a trace... trace_t tr; //vec3_t mins = {-2,-2,-2}, maxs = {2,2,2}; vec3_t forward, end; AngleVectors( NPC->client->ps.viewangles, forward, NULL, NULL ); VectorMA( muzzle, 8192, forward, end ); trap_Trace( &tr, muzzle, vec3_origin, vec3_origin, end, NPC->s.number, MASK_SHOT ); VectorCopy( tr.endpos, impactPos ); } //see if impact would be too close to me distThreshold = 16384/*128*128*/;//default switch ( NPC->s.weapon ) { case WP_ROCKET_LAUNCHER: case WP_FLECHETTE: case WP_THERMAL: case WP_TRIP_MINE: case WP_DET_PACK: distThreshold = 65536/*256*256*/; break; case WP_REPEATER: if ( NPCInfo->scriptFlags&SCF_ALT_FIRE ) { distThreshold = 65536/*256*256*/; } break; default: break; } dist = DistanceSquared( impactPos, muzzle ); if ( dist < distThreshold ) {//impact would be too close to me tooClose = qtrue; } else if ( level.time - NPCInfo->enemyLastSeenTime > 5000 || (NPCInfo->group && level.time - NPCInfo->group->lastSeenEnemyTime > 5000 )) {//we've haven't seen them in the last 5 seconds //see if it's too far from where he is distThreshold = 65536/*256*256*/;//default switch ( NPC->s.weapon ) { case WP_ROCKET_LAUNCHER: case WP_FLECHETTE: case WP_THERMAL: case WP_TRIP_MINE: case WP_DET_PACK: distThreshold = 262144/*512*512*/; break; case WP_REPEATER: if ( NPCInfo->scriptFlags&SCF_ALT_FIRE ) { distThreshold = 262144/*512*512*/; } break; default: break; } dist = DistanceSquared( impactPos, NPCInfo->enemyLastSeenLocation ); if ( dist > distThreshold ) {//impact would be too far from enemy tooFar = qtrue; } } if ( !tooClose && !tooFar ) {//okay too shoot at last pos VectorSubtract( NPCInfo->enemyLastSeenLocation, muzzle, dir ); VectorNormalize( dir ); vectoangles( dir, angles ); NPCInfo->desiredYaw = angles[YAW]; NPCInfo->desiredPitch = angles[PITCH]; shoot = qtrue; faceEnemy = qfalse; } } } } } //FIXME: don't shoot right away! if ( NPC->client->ps.weaponTime > 0 ) { if ( NPC->s.weapon == WP_ROCKET_LAUNCHER ) { if ( !enemyLOS || !enemyCS ) {//cancel it NPC->client->ps.weaponTime = 0; } else {//delay our next attempt TIMER_Set( NPC, "nextAttackDelay", Q_irand( 500, 1000 ) ); } } } else if ( shoot ) {//try to shoot if it's time if ( TIMER_Done( NPC, "nextAttackDelay" ) ) { if( !(NPCInfo->scriptFlags & SCF_FIRE_WEAPON) ) // we've already fired, no need to do it again here { WeaponThink( qtrue ); } //NASTY if ( NPC->s.weapon == WP_ROCKET_LAUNCHER && (ucmd.buttons&BUTTON_ATTACK) && !Q_irand( 0, 3 ) ) {//every now and then, shoot a homing rocket ucmd.buttons &= ~BUTTON_ATTACK; ucmd.buttons |= BUTTON_ALT_ATTACK; NPC->client->ps.weaponTime = Q_irand( 500, 1500 ); } } } } } void Jedi_Cloak( gentity_t *self ) { if ( self ) { self->flags |= FL_NOTARGET; if ( self->client ) { if ( !self->client->ps.powerups[PW_CLOAKED] ) {//cloak self->client->ps.powerups[PW_CLOAKED] = Q3_INFINITE; //FIXME: debounce attacks? //FIXME: temp sound G_Sound( self, CHAN_ITEM, G_SoundIndex("sound/chars/shadowtrooper/cloak.wav") ); } } } } void Jedi_Decloak( gentity_t *self ) { if ( self ) { self->flags &= ~FL_NOTARGET; if ( self->client ) { if ( self->client->ps.powerups[PW_CLOAKED] ) {//Uncloak self->client->ps.powerups[PW_CLOAKED] = 0; G_Sound( self, CHAN_ITEM, G_SoundIndex("sound/chars/shadowtrooper/decloak.wav") ); } } } } void Jedi_CheckCloak( void ) { if ( NPC && NPC->client && NPC->client->NPC_class == CLASS_SHADOWTROOPER ) { if ( !NPC->client->ps.saberHolstered || NPC->health <= 0 || NPC->client->ps.saberInFlight || // (NPC->client->ps.eFlags&EF_FORCE_GRIPPED) || // (NPC->client->ps.eFlags&EF_FORCE_DRAINED) || NPC->painDebounceTime > level.time ) {//can't be cloaked if saber is on, or dead or saber in flight or taking pain or being gripped Jedi_Decloak( NPC ); } else if ( NPC->health > 0 && !NPC->client->ps.saberInFlight // && !(NPC->client->ps.eFlags&EF_FORCE_GRIPPED) // && !(NPC->client->ps.eFlags&EF_FORCE_DRAINED) && NPC->painDebounceTime < level.time ) {//still alive, have saber in hand, not taking pain and not being gripped Jedi_Cloak( NPC ); } } } /* ========================================================================================== AGGRESSION ========================================================================================== */ static void Jedi_Aggression( gentity_t *self, int change ) { int upper_threshold, lower_threshold; self->NPC->stats.aggression += change; //FIXME: base this on initial NPC stats if ( self->client->playerTeam == NPCTEAM_PLAYER ) {//good guys are less aggressive upper_threshold = 7; lower_threshold = 1; } else {//bad guys are more aggressive if ( self->client->NPC_class == CLASS_DESANN ) { upper_threshold = 20; lower_threshold = 5; } else { upper_threshold = 10; lower_threshold = 3; } } if ( self->NPC->stats.aggression > upper_threshold ) { self->NPC->stats.aggression = upper_threshold; } else if ( self->NPC->stats.aggression < lower_threshold ) { self->NPC->stats.aggression = lower_threshold; } //Com_Printf( "(%d) %s agg %d change: %d\n", level.time, self->NPC_type, self->NPC->stats.aggression, change ); } static void Jedi_AggressionErosion( int amt ) { if ( TIMER_Done( NPC, "roamTime" ) ) {//the longer we're not alerted and have no enemy, the more our aggression goes down TIMER_Set( NPC, "roamTime", Q_irand( 2000, 5000 ) ); Jedi_Aggression( NPC, amt ); } if ( NPCInfo->stats.aggression < 4 || (NPCInfo->stats.aggression < 6&&NPC->client->NPC_class == CLASS_DESANN)) {//turn off the saber WP_DeactivateSaber( NPC, qfalse ); } } void NPC_Jedi_RateNewEnemy( gentity_t *self, gentity_t *enemy ) { float healthAggression; float weaponAggression; int newAggression; switch( enemy->s.weapon ) { case WP_SABER: healthAggression = (float)self->health/200.0f*6.0f; weaponAggression = 7;//go after him break; case WP_BLASTER: if ( DistanceSquared( self->r.currentOrigin, enemy->r.currentOrigin ) < 65536 )//256 squared { healthAggression = (float)self->health/200.0f*8.0f; weaponAggression = 8;//go after him } else { healthAggression = 8.0f - ((float)self->health/200.0f*8.0f); weaponAggression = 2;//hang back for a second } break; default: healthAggression = (float)self->health/200.0f*8.0f; weaponAggression = 6;//approach break; } //Average these with current aggression newAggression = ceil( (healthAggression + weaponAggression + (float)self->NPC->stats.aggression )/3.0f); //Com_Printf( "(%d) new agg %d - new enemy\n", level.time, newAggression ); Jedi_Aggression( self, newAggression - self->NPC->stats.aggression ); //don't taunt right away TIMER_Set( self, "chatter", Q_irand( 4000, 7000 ) ); } static void Jedi_Rage( void ) { Jedi_Aggression( NPC, 10 - NPCInfo->stats.aggression + Q_irand( -2, 2 ) ); TIMER_Set( NPC, "roamTime", 0 ); TIMER_Set( NPC, "chatter", 0 ); TIMER_Set( NPC, "walking", 0 ); TIMER_Set( NPC, "taunting", 0 ); TIMER_Set( NPC, "jumpChaseDebounce", 0 ); TIMER_Set( NPC, "movenone", 0 ); TIMER_Set( NPC, "movecenter", 0 ); TIMER_Set( NPC, "noturn", 0 ); ForceRage( NPC ); } void Jedi_RageStop( gentity_t *self ) { if ( self->NPC ) {//calm down and back off TIMER_Set( self, "roamTime", 0 ); Jedi_Aggression( self, Q_irand( -5, 0 ) ); } } /* ========================================================================================== SPEAKING ========================================================================================== */ static qboolean Jedi_BattleTaunt( void ) { if ( TIMER_Done( NPC, "chatter" ) && !Q_irand( 0, 3 ) && NPCInfo->blockedSpeechDebounceTime < level.time && jediSpeechDebounceTime[NPC->client->playerTeam] < level.time ) { int event = -1; if ( NPC->client->playerTeam == NPCTEAM_PLAYER && NPC->enemy && NPC->enemy->client && NPC->enemy->client->NPC_class == CLASS_JEDI ) {//a jedi fighting a jedi - training if ( NPC->client->NPC_class == CLASS_JEDI && NPCInfo->rank == RANK_COMMANDER ) {//only trainer taunts event = EV_TAUNT1; } } else {//reborn or a jedi fighting an enemy event = Q_irand( EV_TAUNT1, EV_TAUNT3 ); } if ( event != -1 ) { G_AddVoiceEvent( NPC, event, 3000 ); jediSpeechDebounceTime[NPC->client->playerTeam] = NPCInfo->blockedSpeechDebounceTime = level.time + 6000; TIMER_Set( NPC, "chatter", Q_irand( 5000, 10000 ) ); if ( NPC->enemy && NPC->enemy->NPC && NPC->enemy->s.weapon == WP_SABER && NPC->enemy->client && NPC->enemy->client->NPC_class == CLASS_JEDI ) {//Have the enemy jedi say something in response when I'm done? } return qtrue; } } return qfalse; } /* ========================================================================================== MOVEMENT ========================================================================================== */ static qboolean Jedi_ClearPathToSpot( vec3_t dest, int impactEntNum ) { trace_t trace; vec3_t mins, start, end, dir; float dist, drop; float i; //Offset the step height VectorSet( mins, NPC->r.mins[0], NPC->r.mins[1], NPC->r.mins[2] + STEPSIZE ); trap_Trace( &trace, NPC->r.currentOrigin, mins, NPC->r.maxs, dest, NPC->s.number, NPC->clipmask ); //Do a simple check if ( trace.allsolid || trace.startsolid ) {//inside solid return qfalse; } if ( trace.fraction < 1.0f ) {//hit something if ( impactEntNum != ENTITYNUM_NONE && trace.entityNum == impactEntNum ) {//hit what we're going after return qtrue; } else { return qfalse; } } //otherwise, clear path in a straight line. //Now at intervals of my size, go along the trace and trace down STEPSIZE to make sure there is a solid floor. VectorSubtract( dest, NPC->r.currentOrigin, dir ); dist = VectorNormalize( dir ); if ( dest[2] > NPC->r.currentOrigin[2] ) {//going up, check for steps drop = STEPSIZE; } else {//going down or level, check for moderate drops drop = 64; } for ( i = NPC->r.maxs[0]*2; i < dist; i += NPC->r.maxs[0]*2 ) {//FIXME: does this check the last spot, too? We're assuming that should be okay since the enemy is there? VectorMA( NPC->r.currentOrigin, i, dir, start ); VectorCopy( start, end ); end[2] -= drop; trap_Trace( &trace, start, mins, NPC->r.maxs, end, NPC->s.number, NPC->clipmask );//NPC->r.mins? if ( trace.fraction < 1.0f || trace.allsolid || trace.startsolid ) {//good to go continue; } //no floor here! (or a long drop?) return qfalse; } //we made it! return qtrue; } qboolean NPC_MoveDirClear( int forwardmove, int rightmove, qboolean reset ) { vec3_t forward, right, testPos, angles, mins; trace_t trace; float fwdDist, rtDist; float bottom_max = -STEPSIZE*4 - 1; if ( !forwardmove && !rightmove ) {//not even moving //Com_Printf( "%d skipping walk-cliff check (not moving)\n", level.time ); return qtrue; } if ( ucmd.upmove > 0 || NPC->client->ps.fd.forceJumpCharge ) {//Going to jump //Com_Printf( "%d skipping walk-cliff check (going to jump)\n", level.time ); return qtrue; } if ( NPC->client->ps.groundEntityNum == ENTITYNUM_NONE ) {//in the air //Com_Printf( "%d skipping walk-cliff check (in air)\n", level.time ); return qtrue; } /* if ( fabs( AngleDelta( NPC->r.currentAngles[YAW], NPCInfo->desiredYaw ) ) < 5.0 )//!ucmd.angles[YAW] ) {//Not turning much, don't do this //NOTE: Should this not happen only if you're not turning AT ALL? // You could be turning slowly but moving fast, so that would // still let you walk right off a cliff... //NOTE: Or maybe it is a good idea to ALWAYS do this, regardless // of whether ot not we're turning? But why would we be walking // straight into a wall or off a cliff unless we really wanted to? return; } */ //FIXME: to really do this right, we'd have to actually do a pmove to predict where we're //going to be... maybe this should be a flag and pmove handles it and sets a flag so AI knows //NEXT frame? Or just incorporate current velocity, runspeed and possibly friction? VectorCopy( NPC->r.mins, mins ); mins[2] += STEPSIZE; angles[PITCH] = angles[ROLL] = 0; angles[YAW] = NPC->client->ps.viewangles[YAW];//Add ucmd.angles[YAW]? AngleVectors( angles, forward, right, NULL ); fwdDist = ((float)forwardmove)/2.0f; rtDist = ((float)rightmove)/2.0f; VectorMA( NPC->r.currentOrigin, fwdDist, forward, testPos ); VectorMA( testPos, rtDist, right, testPos ); trap_Trace( &trace, NPC->r.currentOrigin, mins, NPC->r.maxs, testPos, NPC->s.number, NPC->clipmask|CONTENTS_BOTCLIP ); if ( trace.allsolid || trace.startsolid ) {//hmm, trace started inside this brush... how do we decide if we should continue? //FIXME: what do we do if we start INSIDE a CONTENTS_BOTCLIP? Try the trace again without that in the clipmask? if ( reset ) { trace.fraction = 1.0f; } VectorCopy( testPos, trace.endpos ); //return qtrue; } if ( trace.fraction < 0.6 ) {//Going to bump into something very close, don't move, just turn if ( (NPC->enemy && trace.entityNum == NPC->enemy->s.number) || (NPCInfo->goalEntity && trace.entityNum == NPCInfo->goalEntity->s.number) ) {//okay to bump into enemy or goal //Com_Printf( "%d bump into enemy/goal okay\n", level.time ); return qtrue; } else if ( reset ) {//actually want to screw with the ucmd //Com_Printf( "%d avoiding walk into wall (entnum %d)\n", level.time, trace.entityNum ); ucmd.forwardmove = 0; ucmd.rightmove = 0; VectorClear( NPC->client->ps.moveDir ); } return qfalse; } if ( NPCInfo->goalEntity ) { if ( NPCInfo->goalEntity->r.currentOrigin[2] < NPC->r.currentOrigin[2] ) {//goal is below me, okay to step off at least that far plus stepheight bottom_max += NPCInfo->goalEntity->r.currentOrigin[2] - NPC->r.currentOrigin[2]; } } VectorCopy( trace.endpos, testPos ); testPos[2] += bottom_max; trap_Trace( &trace, trace.endpos, mins, NPC->r.maxs, testPos, NPC->s.number, NPC->clipmask ); //FIXME:Should we try to see if we can still get to our goal using the waypoint network from this trace.endpos? //OR: just put NPC clip brushes on these edges (still fall through when die) if ( trace.allsolid || trace.startsolid ) {//Not going off a cliff //Com_Printf( "%d walk off cliff okay (droptrace in solid)\n", level.time ); return qtrue; } if ( trace.fraction < 1.0 ) {//Not going off a cliff //FIXME: what if plane.normal is sloped? We'll slide off, not land... plus this doesn't account for slide-movement... //Com_Printf( "%d walk off cliff okay will hit entnum %d at dropdist of %4.2f\n", level.time, trace.entityNum, (trace.fraction*bottom_max) ); return qtrue; } //going to fall at least bottom_max, don't move, just turn... is this bad, though? What if we want them to drop off? if ( reset ) {//actually want to screw with the ucmd //Com_Printf( "%d avoiding walk off cliff\n", level.time ); ucmd.forwardmove *= -1.0;//= 0; ucmd.rightmove *= -1.0;//= 0; VectorScale( NPC->client->ps.moveDir, -1, NPC->client->ps.moveDir ); } return qfalse; } /* ------------------------- Jedi_HoldPosition ------------------------- */ static void Jedi_HoldPosition( void ) { //NPCInfo->squadState = SQUAD_STAND_AND_SHOOT; NPCInfo->goalEntity = NULL; /* if ( TIMER_Done( NPC, "stand" ) ) { TIMER_Set( NPC, "duck", Q_irand( 2000, 4000 ) ); } */ } /* ------------------------- Jedi_Move ------------------------- */ static void Jedi_Move( gentity_t *goal, qboolean retreat ) { qboolean moved; navInfo_t info; NPCInfo->combatMove = qtrue; NPCInfo->goalEntity = goal; moved = NPC_MoveToGoal( qtrue ); //FIXME: temp retreat behavior- should really make this toward a safe spot or maybe to outflank enemy if ( retreat ) {//FIXME: should we trace and make sure we can go this way? Or somehow let NPC_MoveToGoal know we want to retreat and have it handle it? ucmd.forwardmove *= -1; ucmd.rightmove *= -1; VectorScale( NPC->client->ps.moveDir, -1, NPC->client->ps.moveDir ); } //Get the move info NAV_GetLastMove( &info ); //If we hit our target, then stop and fire! if ( ( info.flags & NIF_COLLISION ) && ( info.blocker == NPC->enemy ) ) { Jedi_HoldPosition(); } //If our move failed, then reset if ( moved == qfalse ) { Jedi_HoldPosition(); } } static qboolean Jedi_Hunt( void ) { //Com_Printf( "Hunting\n" ); //if we're at all interested in fighting, go after him if ( NPCInfo->stats.aggression > 1 ) {//approach enemy NPCInfo->combatMove = qtrue; if ( !(NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) ) { NPC_UpdateAngles( qtrue, qtrue ); return qtrue; } else { if ( NPCInfo->goalEntity == NULL ) {//hunt NPCInfo->goalEntity = NPC->enemy; } //Jedi_Move( NPC->enemy, qfalse ); if ( NPC_MoveToGoal( qfalse ) ) { NPC_UpdateAngles( qtrue, qtrue ); return qtrue; } } } return qfalse; } /* static qboolean Jedi_Track( void ) { //if we're at all interested in fighting, go after him if ( NPCInfo->stats.aggression > 1 ) {//approach enemy NPCInfo->combatMove = qtrue; NPC_SetMoveGoal( NPC, NPCInfo->enemyLastSeenLocation, 16, qtrue ); if ( NPC_MoveToGoal( qfalse ) ) { NPC_UpdateAngles( qtrue, qtrue ); return qtrue; } } return qfalse; } */ static void Jedi_Retreat( void ) { if ( !TIMER_Done( NPC, "noRetreat" ) ) {//don't actually move return; } //FIXME: when retreating, we should probably see if we can retreat //in the direction we want. If not...? Evade? //Com_Printf( "Retreating\n" ); Jedi_Move( NPC->enemy, qtrue ); } static void Jedi_Advance( void ) { if ( !NPC->client->ps.saberInFlight ) { //NPC->client->ps.SaberActivate(); WP_ActivateSaber(NPC); } //Com_Printf( "Advancing\n" ); Jedi_Move( NPC->enemy, qfalse ); //TIMER_Set( NPC, "roamTime", Q_irand( 2000, 4000 ) ); //TIMER_Set( NPC, "attackDelay", Q_irand( 250, 500 ) ); //TIMER_Set( NPC, "duck", 0 ); } static void Jedi_AdjustSaberAnimLevel( gentity_t *self, int newLevel ) { if ( !self || !self->client ) { return; } //FIXME: each NPC shold have a unique pattern of behavior for the order in which they if ( self->client->NPC_class == CLASS_TAVION ) {//special attacks self->client->ps.fd.saberAnimLevel = FORCE_LEVEL_5; return; } else if ( self->client->NPC_class == CLASS_DESANN ) {//special attacks self->client->ps.fd.saberAnimLevel = FORCE_LEVEL_4; return; } if ( self->client->playerTeam == NPCTEAM_ENEMY ) { if ( self->NPC->rank == RANK_CIVILIAN || self->NPC->rank == RANK_LT_JG ) {//grunt and fencer always uses quick attacks self->client->ps.fd.saberAnimLevel = FORCE_LEVEL_1; return; } if ( self->NPC->rank == RANK_CREWMAN || self->NPC->rank == RANK_ENSIGN ) {//acrobat & force-users always use medium attacks self->client->ps.fd.saberAnimLevel = FORCE_LEVEL_2; return; } /* if ( self->NPC->rank == RANK_LT ) {//boss always uses strong attacks self->client->ps.fd.saberAnimLevel = FORCE_LEVEL_3; return; } */ } //use the different attacks, how often they switch and under what circumstances if ( newLevel > self->client->ps.fd.forcePowerLevel[FP_SABER_OFFENSE] ) {//cap it self->client->ps.fd.saberAnimLevel = self->client->ps.fd.forcePowerLevel[FP_SABER_OFFENSE]; } else if ( newLevel < FORCE_LEVEL_1 ) { self->client->ps.fd.saberAnimLevel = FORCE_LEVEL_1; } else {//go ahead and set it self->client->ps.fd.saberAnimLevel = newLevel; } if ( d_JediAI.integer ) { switch ( self->client->ps.fd.saberAnimLevel ) { case FORCE_LEVEL_1: Com_Printf( S_COLOR_GREEN"%s Saber Attack Set: fast\n", self->NPC_type ); break; case FORCE_LEVEL_2: Com_Printf( S_COLOR_YELLOW"%s Saber Attack Set: medium\n", self->NPC_type ); break; case FORCE_LEVEL_3: Com_Printf( S_COLOR_RED"%s Saber Attack Set: strong\n", self->NPC_type ); break; } } } static void Jedi_CheckDecreaseSaberAnimLevel( void ) { if ( !NPC->client->ps.weaponTime && !(ucmd.buttons&(BUTTON_ATTACK|BUTTON_ALT_ATTACK)) ) {//not attacking if ( TIMER_Done( NPC, "saberLevelDebounce" ) && !Q_irand( 0, 10 ) ) { //Jedi_AdjustSaberAnimLevel( NPC, (NPC->client->ps.fd.saberAnimLevel-1) );//drop Jedi_AdjustSaberAnimLevel( NPC, Q_irand( FORCE_LEVEL_1, FORCE_LEVEL_3 ));//random TIMER_Set( NPC, "saberLevelDebounce", Q_irand( 3000, 10000 ) ); } } else { TIMER_Set( NPC, "saberLevelDebounce", Q_irand( 1000, 5000 ) ); } } static void Jedi_CombatDistance( int enemy_dist ) {//FIXME: for many of these checks, what we really want is horizontal distance to enemy if ( NPC->client->ps.fd.forcePowersActive&(1<client->ps.fd.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 ) {//when gripping, don't move return; } else if ( !TIMER_Done( NPC, "gripping" ) ) {//stopped gripping, clear timers just in case TIMER_Set( NPC, "gripping", -level.time ); TIMER_Set( NPC, "attackDelay", Q_irand( 0, 1000 ) ); } if ( NPC->client->ps.fd.forcePowersActive&(1<client->ps.fd.forcePowerLevel[FP_DRAIN] > FORCE_LEVEL_1 ) {//when draining, don't move return; } else if ( !TIMER_Done( NPC, "draining" ) ) {//stopped draining, clear timers just in case TIMER_Set( NPC, "draining", -level.time ); TIMER_Set( NPC, "attackDelay", Q_irand( 0, 1000 ) ); } if ( NPC->client->NPC_class == CLASS_BOBAFETT ) { if ( !TIMER_Done( NPC, "flameTime" ) ) { if ( enemy_dist > 50 ) { Jedi_Advance(); } else if ( enemy_dist <= 0 ) { Jedi_Retreat(); } } else if ( enemy_dist < 200 ) { Jedi_Retreat(); } else if ( enemy_dist > 1024 ) { Jedi_Advance(); } } else if ( NPC->client->ps.saberInFlight && !PM_SaberInBrokenParry( NPC->client->ps.saberMove ) && NPC->client->ps.saberBlocked != BLOCKED_PARRY_BROKEN ) {//maintain distance if ( enemy_dist < NPC->client->ps.saberEntityDist ) { Jedi_Retreat(); } else if ( enemy_dist > NPC->client->ps.saberEntityDist && enemy_dist > 100 ) { Jedi_Advance(); } if ( NPC->client->ps.weapon == WP_SABER //using saber && NPC->client->ps.saberEntityState == SES_LEAVING //not returning yet && NPC->client->ps.fd.forcePowerLevel[FP_SABERTHROW] > FORCE_LEVEL_1 //2nd or 3rd level lightsaber && !(NPC->client->ps.fd.forcePowersActive&(1 << FP_SPEED)) && !(NPC->client->ps.saberEventFlags&SEF_INWATER) )//saber not in water {//hold it out there ucmd.buttons |= BUTTON_ALT_ATTACK; //FIXME: time limit? } } else if ( !TIMER_Done( NPC, "taunting" ) ) { if ( enemy_dist <= 64 ) {//he's getting too close ucmd.buttons |= BUTTON_ATTACK; if ( !NPC->client->ps.saberInFlight ) { WP_ActivateSaber(NPC); } TIMER_Set( NPC, "taunting", -level.time ); } //else if ( NPC->client->ps.torsoAnim == BOTH_GESTURE1 && NPC->client->ps.torsoTimer < 2000 ) else if (NPC->client->ps.forceHandExtend == HANDEXTEND_JEDITAUNT && (NPC->client->ps.forceHandExtendTime - level.time) < 200) {//we're almost done with our special taunt //FIXME: this doesn't always work, for some reason if ( !NPC->client->ps.saberInFlight ) { WP_ActivateSaber(NPC); } } } else if ( NPC->client->ps.saberEventFlags&SEF_LOCK_WON ) {//we won a saber lock, press the advantage if ( enemy_dist > 0 ) {//get closer so we can hit! Jedi_Advance(); } if ( enemy_dist > 128 ) {//lost 'em NPC->client->ps.saberEventFlags &= ~SEF_LOCK_WON; } if ( NPC->enemy->painDebounceTime + 2000 < level.time ) {//the window of opportunity is gone NPC->client->ps.saberEventFlags &= ~SEF_LOCK_WON; } //don't strafe? TIMER_Set( NPC, "strafeLeft", -1 ); TIMER_Set( NPC, "strafeRight", -1 ); } else if ( NPC->enemy->client && NPC->enemy->s.weapon == WP_SABER && NPC->enemy->client->ps.saberLockTime > level.time && NPC->client->ps.saberLockTime < level.time ) {//enemy is in a saberLock and we are not if ( enemy_dist < 64 ) {//FIXME: maybe just pick another enemy? Jedi_Retreat(); } } /* else if ( NPC->enemy->s.weapon == WP_TURRET && !Q_stricmp( "PAS", NPC->enemy->classname ) && NPC->enemy->s.apos.trType == TR_STATIONARY ) { int testlevel; if ( enemy_dist > forcePushPullRadius[FORCE_LEVEL_1] - 16 ) { Jedi_Advance(); } if ( NPC->client->ps.fd.forcePowerLevel[FP_PUSH] < FORCE_LEVEL_1 ) {// testlevel = FORCE_LEVEL_1; } else { testlevel = NPC->client->ps.fd.forcePowerLevel[FP_PUSH]; } if ( enemy_dist < forcePushPullRadius[testlevel] - 16 ) {//close enough to push if ( InFront( NPC->enemy->r.currentOrigin, NPC->client->renderInfo.eyePoint, NPC->client->renderInfo.eyeAngles, 0.6f ) ) {//knock it down WP_KnockdownTurret( NPC, NPC->enemy ); //do the forcethrow call just for effect ForceThrow( NPC, qfalse ); } } } */ //rwwFIXMEFIXME: Give them the ability to do this again (turret needs to be fixed up to allow it) else if ( enemy_dist <= 64 && ((NPCInfo->scriptFlags&SCF_DONT_FIRE)||(!Q_stricmp("Yoda",NPC->NPC_type)&&!Q_irand(0,10))) ) {//can't use saber and they're in striking range if ( !Q_irand( 0, 5 ) && InFront( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, NPC->client->ps.viewangles, 0.2f ) ) { if ( ((NPCInfo->scriptFlags&SCF_DONT_FIRE)||NPC->client->pers.maxHealth - NPC->health > NPC->client->pers.maxHealth*0.25f)//lost over 1/4 of our health or not firing && NPC->client->ps.fd.forcePowersKnown&(1<client->pers.maxHealth - NPC->health > NPC->client->pers.maxHealth*0.25f//lost over 1/4 of our health && NPC->client->ps.fd.forcePowersKnown&(1<enemy->r.currentOrigin, NPC->r.currentOrigin, NPC->client->ps.viewangles, 0.2f ) ) { TIMER_Set( NPC, "draining", 3000 ); TIMER_Set( NPC, "attackDelay", 3000 ); Jedi_Advance(); return; } else if ( enemy_dist <= -16 ) {//we're too damn close! Jedi_Retreat(); } else if ( enemy_dist <= 0 ) {//we're within striking range //if we are attacking, see if we should stop if ( NPCInfo->stats.aggression < 4 ) {//back off and defend Jedi_Retreat(); } } else if ( enemy_dist > 256 ) {//we're way out of range qboolean usedForce = qfalse; if ( NPCInfo->stats.aggression < Q_irand( 0, 20 ) && NPC->health < NPC->client->pers.maxHealth*0.75f && !Q_irand( 0, 2 ) ) { if ( (NPC->client->ps.fd.forcePowersKnown&(1<client->ps.fd.forcePowersActive&(1<client->ps.fd.forcePowersKnown&(1<client->ps.fd.forcePowersActive&(1<client->ps.fd.forcePowersKnown&(1<client->ps.fd.forcePowersActive&(1<client->ps.fd.forcePowersKnown&(1<client->ps.fd.forcePowersActive&(1< 384 ) {//FIXME: check for enemy facing away and/or moving away if ( !Q_irand( 0, 10 ) && NPCInfo->blockedSpeechDebounceTime < level.time && jediSpeechDebounceTime[NPC->client->playerTeam] < level.time ) { if ( NPC_ClearLOS4( NPC->enemy ) ) { G_AddVoiceEvent( NPC, Q_irand( EV_JCHASE1, EV_JCHASE3 ), 3000 ); } jediSpeechDebounceTime[NPC->client->playerTeam] = NPCInfo->blockedSpeechDebounceTime = level.time + 3000; } } //Unless we're totally hiding, go after him if ( NPCInfo->stats.aggression > 0 ) {//approach enemy if ( !usedForce ) { Jedi_Advance(); } } } /* else if ( enemy_dist < 96 && NPC->enemy && NPC->enemy->client && NPC->enemy->client->ps.groundEntityNum == ENTITYNUM_NONE ) {//too close and in air, so retreat Jedi_Retreat(); } */ //FIXME: enemy_dist calc needs to include all blade lengths, and include distance from hand to start of blade.... else if ( enemy_dist > 50 )//FIXME: not hardcoded- base on our reach (modelScale?) and saberLengthMax {//we're out of striking range and we are allowed to attack //first, check some tactical force power decisions if ( NPC->enemy && NPC->enemy->client && (NPC->enemy->client->ps.fd.forceGripBeingGripped > level.time) ) {//They're being gripped, rush them! if ( NPC->enemy->client->ps.groundEntityNum != ENTITYNUM_NONE ) {//they're on the ground, so advance if ( TIMER_Done( NPC, "parryTime" ) || NPCInfo->rank > RANK_LT ) {//not parrying if ( enemy_dist > 200 || !(NPCInfo->scriptFlags&SCF_DONT_FIRE) ) {//far away or allowed to use saber Jedi_Advance(); } } } if ( NPCInfo->rank >= RANK_LT_JG && !Q_irand( 0, 5 ) && !(NPC->client->ps.fd.forcePowersActive&(1 << FP_SPEED)) && !(NPC->client->ps.saberEventFlags&SEF_INWATER) )//saber not in water {//throw saber ucmd.buttons |= BUTTON_ALT_ATTACK; } } else if ( NPC->enemy && NPC->enemy->client && //valid enemy NPC->enemy->client->ps.saberInFlight && /*NPC->enemy->client->ps.saber[0].Active()*/ NPC->enemy->client->ps.saberEntityNum && //enemy throwing saber NPC->client->ps.weaponTime <= 0 && //I'm not busy WP_ForcePowerAvailable( NPC, FP_GRIP, 0 ) && //I can use the power !Q_irand( 0, 10 ) && //don't do it all the time, averages to 1 check a second Q_irand( 0, 6 ) < g_spskill.integer && //more likely on harder diff Q_irand( RANK_CIVILIAN, RANK_CAPTAIN ) < NPCInfo->rank )//more likely against harder enemies {//They're throwing their saber, grip them! //taunt if ( TIMER_Done( NPC, "chatter" ) && jediSpeechDebounceTime[NPC->client->playerTeam] < level.time && NPCInfo->blockedSpeechDebounceTime < level.time ) { G_AddVoiceEvent( NPC, Q_irand( EV_TAUNT1, EV_TAUNT3 ), 3000 ); jediSpeechDebounceTime[NPC->client->playerTeam] = NPCInfo->blockedSpeechDebounceTime = level.time + 3000; TIMER_Set( NPC, "chatter", 3000 ); } //grip TIMER_Set( NPC, "gripping", 3000 ); TIMER_Set( NPC, "attackDelay", 3000 ); } else { int chanceScale; if ( NPC->enemy && NPC->enemy->client && (NPC->enemy->client->ps.fd.forcePowersActive&(1<enemy->client->ps.groundEntityNum != ENTITYNUM_NONE ) {//they're on the ground, so advance if ( TIMER_Done( NPC, "parryTime" ) || NPCInfo->rank > RANK_LT ) {//not parrying if ( enemy_dist > 200 || !(NPCInfo->scriptFlags&SCF_DONT_FIRE) ) {//far away or allowed to use saber Jedi_Advance(); } } } } chanceScale = 0; if ( NPC->client->NPC_class == CLASS_DESANN || !Q_stricmp("Yoda",NPC->NPC_type) ) { chanceScale = 1; } else if ( NPCInfo->rank == RANK_ENSIGN ) { chanceScale = 2; } else if ( NPCInfo->rank >= RANK_LT_JG ) { chanceScale = 5; } if ( chanceScale && (enemy_dist > Q_irand( 100, 200 ) || (NPCInfo->scriptFlags&SCF_DONT_FIRE) || (!Q_stricmp("Yoda",NPC->NPC_type)&&!Q_irand(0,3)) ) && enemy_dist < 500 && (Q_irand( 0, chanceScale*10 )<5 || (NPC->enemy->client && NPC->enemy->client->ps.weapon != WP_SABER && !Q_irand( 0, chanceScale ) ) ) ) {//else, randomly try some kind of attack every now and then if ( (NPCInfo->rank == RANK_ENSIGN || NPCInfo->rank > RANK_LT_JG) && !Q_irand( 0, 1 ) ) { if ( WP_ForcePowerAvailable( NPC, FP_PULL, 0 ) && !Q_irand( 0, 2 ) ) { //force pull the guy to me! //FIXME: check forcePushRadius[NPC->client->ps.fd.forcePowerLevel[FP_PUSH]] ForceThrow( NPC, qtrue ); //maybe strafe too? TIMER_Set( NPC, "duck", enemy_dist*3 ); if ( Q_irand( 0, 1 ) ) { ucmd.buttons |= BUTTON_ATTACK; } } else if ( WP_ForcePowerAvailable( NPC, FP_LIGHTNING, 0 ) && Q_irand( 0, 1 ) ) { ForceLightning( NPC ); if ( NPC->client->ps.fd.forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_1 ) { NPC->client->ps.weaponTime = Q_irand( 1000, 3000+(g_spskill.integer*500) ); TIMER_Set( NPC, "holdLightning", NPC->client->ps.weaponTime ); } TIMER_Set( NPC, "attackDelay", NPC->client->ps.weaponTime ); } /*else if ( NPC->health < NPC->client->pers.maxHealth * 0.75f && Q_irand( FORCE_LEVEL_0, NPC->client->ps.fd.forcePowerLevel[FP_DRAIN] ) > FORCE_LEVEL_1 && WP_ForcePowerAvailable( NPC, FP_DRAIN, 0 ) && Q_irand( 0, 1 ) ) { ForceDrain2( NPC ); NPC->client->ps.weaponTime = Q_irand( 1000, 3000+(g_spskill.integer*500) ); TIMER_Set( NPC, "draining", NPC->client->ps.weaponTime ); TIMER_Set( NPC, "attackDelay", NPC->client->ps.weaponTime ); }*/ //rwwFIXMEFIXME: After new drain stuff from SP is in re-enable this. else if ( WP_ForcePowerAvailable( NPC, FP_GRIP, 0 ) ) { //taunt if ( TIMER_Done( NPC, "chatter" ) && jediSpeechDebounceTime[NPC->client->playerTeam] < level.time && NPCInfo->blockedSpeechDebounceTime < level.time ) { G_AddVoiceEvent( NPC, Q_irand( EV_TAUNT1, EV_TAUNT3 ), 3000 ); jediSpeechDebounceTime[NPC->client->playerTeam] = NPCInfo->blockedSpeechDebounceTime = level.time + 3000; TIMER_Set( NPC, "chatter", 3000 ); } //grip TIMER_Set( NPC, "gripping", 3000 ); TIMER_Set( NPC, "attackDelay", 3000 ); } else { if ( WP_ForcePowerAvailable( NPC, FP_SABERTHROW, 0 ) && !(NPC->client->ps.fd.forcePowersActive&(1 << FP_SPEED)) && !(NPC->client->ps.saberEventFlags&SEF_INWATER) )//saber not in water {//throw saber ucmd.buttons |= BUTTON_ALT_ATTACK; } } } else { if ( NPCInfo->rank >= RANK_LT_JG && !(NPC->client->ps.fd.forcePowersActive&(1 << FP_SPEED)) && !(NPC->client->ps.saberEventFlags&SEF_INWATER) )//saber not in water {//throw saber ucmd.buttons |= BUTTON_ALT_ATTACK; } } } //see if we should advance now else if ( NPCInfo->stats.aggression > 5 ) {//approach enemy if ( TIMER_Done( NPC, "parryTime" ) || NPCInfo->rank > RANK_LT ) {//not parrying if ( !NPC->enemy->client || NPC->enemy->client->ps.groundEntityNum != ENTITYNUM_NONE ) {//they're on the ground, so advance if ( enemy_dist > 200 || !(NPCInfo->scriptFlags&SCF_DONT_FIRE) ) {//far away or allowed to use saber Jedi_Advance(); } } } } else {//maintain this distance? //walk? } } } else {//we're not close enough to attack, but not far enough away to be safe if ( NPCInfo->stats.aggression < 4 ) {//back off and defend Jedi_Retreat(); } else if ( NPCInfo->stats.aggression > 5 ) {//try to get closer if ( enemy_dist > 0 && !(NPCInfo->scriptFlags&SCF_DONT_FIRE)) {//we're allowed to use our lightsaber, get closer if ( TIMER_Done( NPC, "parryTime" ) || NPCInfo->rank > RANK_LT ) {//not parrying if ( !NPC->enemy->client || NPC->enemy->client->ps.groundEntityNum != ENTITYNUM_NONE ) {//they're on the ground, so advance Jedi_Advance(); } } } } else {//agression is 4 or 5... somewhere in the middle //what do we do here? Nothing? //Move forward and back? } } //if really really mad, rage! if ( NPCInfo->stats.aggression > Q_irand( 5, 15 ) && NPC->health < NPC->client->pers.maxHealth*0.75f && !Q_irand( 0, 2 ) ) { if ( (NPC->client->ps.fd.forcePowersKnown&(1<client->ps.fd.forcePowersActive&(1<client->ps.saberEventFlags&SEF_LOCK_WON && NPC->enemy && NPC->enemy->painDebounceTime > level.time ) {//don't strafe if pressing the advantage of winning a saberLock return qfalse; } if ( TIMER_Done( NPC, "strafeLeft" ) && TIMER_Done( NPC, "strafeRight" ) ) { qboolean strafed = qfalse; //TODO: make left/right choice a tactical decision rather than random: // try to keep own back away from walls and ledges, // try to keep enemy's back to a ledge or wall // Maybe try to strafe toward designer-placed "safe spots" or "goals"? int strafeTime = Q_irand( strafeTimeMin, strafeTimeMax ); if ( Q_irand( 0, 1 ) ) { if ( NPC_MoveDirClear( ucmd.forwardmove, -127, qfalse ) ) { TIMER_Set( NPC, "strafeLeft", strafeTime ); strafed = qtrue; } else if ( NPC_MoveDirClear( ucmd.forwardmove, 127, qfalse ) ) { TIMER_Set( NPC, "strafeRight", strafeTime ); strafed = qtrue; } } else { if ( NPC_MoveDirClear( ucmd.forwardmove, 127, qfalse ) ) { TIMER_Set( NPC, "strafeRight", strafeTime ); strafed = qtrue; } else if ( NPC_MoveDirClear( ucmd.forwardmove, -127, qfalse ) ) { TIMER_Set( NPC, "strafeLeft", strafeTime ); strafed = qtrue; } } if ( strafed ) { TIMER_Set( NPC, "noStrafe", strafeTime + Q_irand( nextStrafeTimeMin, nextStrafeTimeMax ) ); if ( walking ) {//should be a slow strafe TIMER_Set( NPC, "walking", strafeTime ); } return qtrue; } } return qfalse; } /* static void Jedi_FaceEntity( gentity_t *self, gentity_t *other, qboolean doPitch ) { vec3_t entPos; vec3_t muzzle; //Get the positions CalcEntitySpot( other, SPOT_ORIGIN, entPos ); //Get the positions CalcEntitySpot( self, SPOT_HEAD_LEAN, muzzle );//SPOT_HEAD //Find the desired angles vec3_t angles; GetAnglesForDirection( muzzle, entPos, angles ); self->NPC->desiredYaw = AngleNormalize360( angles[YAW] ); if ( doPitch ) { self->NPC->desiredPitch = AngleNormalize360( angles[PITCH] ); } } */ /* qboolean Jedi_DodgeEvasion( gentity_t *self, gentity_t *shooter, trace_t *tr, int hitLoc ) Jedi will play a dodge anim, blur, and make the force speed noise. Right now used to dodge instant-hit weapons. FIXME: possibly call this for saber melee evasion and/or missile evasion? FIXME: possibly let player do this too? */ //rwwFIXMEFIXME: Going to use qboolean Jedi_DodgeEvasion( gentity_t *self, gentity_t *shooter, trace_t *tr, int hitLoc ) from //w_saber.c.. maybe use seperate one for NPCs or add cases to that one? evasionType_t Jedi_CheckFlipEvasions( gentity_t *self, float rightdot, float zdiff ) { if ( self->NPC && (self->NPC->scriptFlags&SCF_NO_ACROBATICS) ) { return EVASION_NONE; } if ( self->client && (self->client->ps.fd.forceRageRecoveryTime > level.time || (self->client->ps.fd.forcePowersActive&(1<client->ps.legsAnim == BOTH_WALL_RUN_LEFT || self->client->ps.legsAnim == BOTH_WALL_RUN_RIGHT ) {//already running on a wall vec3_t right, fwdAngles; int anim = -1; float animLength; VectorSet(fwdAngles, 0, self->client->ps.viewangles[YAW], 0); AngleVectors( fwdAngles, NULL, right, NULL ); animLength = BG_AnimLength( self->localAnimIndex, (animNumber_t)self->client->ps.legsAnim ); if ( self->client->ps.legsAnim == BOTH_WALL_RUN_LEFT && rightdot < 0 ) {//I'm running on a wall to my left and the attack is on the left if ( animLength - self->client->ps.legsTimer > 400 && self->client->ps.legsTimer > 400 ) {//not at the beginning or end of the anim anim = BOTH_WALL_RUN_LEFT_FLIP; } } else if ( self->client->ps.legsAnim == BOTH_WALL_RUN_RIGHT && rightdot > 0 ) {//I'm running on a wall to my right and the attack is on the right if ( animLength - self->client->ps.legsTimer > 400 && self->client->ps.legsTimer > 400 ) {//not at the beginning or end of the anim anim = BOTH_WALL_RUN_RIGHT_FLIP; } } if ( anim != -1 ) {//flip off the wall! int parts; //FIXME: check the direction we will flip towards for do-not-enter/walls/drops? //NOTE: we presume there is still a wall there! if ( anim == BOTH_WALL_RUN_LEFT_FLIP ) { self->client->ps.velocity[0] *= 0.5f; self->client->ps.velocity[1] *= 0.5f; VectorMA( self->client->ps.velocity, 150, right, self->client->ps.velocity ); } else if ( anim == BOTH_WALL_RUN_RIGHT_FLIP ) { self->client->ps.velocity[0] *= 0.5f; self->client->ps.velocity[1] *= 0.5f; VectorMA( self->client->ps.velocity, -150, right, self->client->ps.velocity ); } parts = SETANIM_LEGS; if ( !self->client->ps.weaponTime ) { parts = SETANIM_BOTH; } NPC_SetAnim( self, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); //self->client->ps.pm_flags |= (PMF_JUMPING|PMF_SLOW_MO_FALL); //rwwFIXMEFIXME: Add these pm flags? G_AddEvent( self, EV_JUMP, 0 ); return EVASION_OTHER; } } else if ( self->client->NPC_class != CLASS_DESANN //desann doesn't do these kind of frilly acrobatics && (self->NPC->rank == RANK_CREWMAN || self->NPC->rank >= RANK_LT) && Q_irand( 0, 1 ) && !BG_InRoll( &self->client->ps, self->client->ps.legsAnim ) && !PM_InKnockDown( &self->client->ps ) && !BG_SaberInSpecialAttack( self->client->ps.torsoAnim ) ) { vec3_t fwd, right, traceto, mins, maxs, fwdAngles; trace_t trace; int parts, anim; float speed, checkDist; qboolean allowCartWheels = qtrue; qboolean allowWallFlips = qtrue; if ( self->client->ps.weapon == WP_SABER ) { if ( self->client->saber[0].model && self->client->saber[0].model[0] && (self->client->saber[0].saberFlags&SFL_NO_CARTWHEELS) ) { allowCartWheels = qfalse; } else if ( self->client->saber[1].model && self->client->saber[1].model[0] && (self->client->saber[1].saberFlags&SFL_NO_CARTWHEELS) ) { allowCartWheels = qfalse; } if ( self->client->saber[0].model && self->client->saber[0].model[0] && (self->client->saber[0].saberFlags&SFL_NO_WALL_FLIPS) ) { allowWallFlips = qfalse; } else if ( self->client->saber[1].model && self->client->saber[1].model[0] && (self->client->saber[1].saberFlags&SFL_NO_WALL_FLIPS) ) { allowWallFlips = qfalse; } } VectorSet(mins, self->r.mins[0],self->r.mins[1],0); VectorSet(maxs, self->r.maxs[0],self->r.maxs[1],24); VectorSet(fwdAngles, 0, self->client->ps.viewangles[YAW], 0); AngleVectors( fwdAngles, fwd, right, NULL ); parts = SETANIM_BOTH; if ( BG_SaberInAttack( self->client->ps.saberMove ) || PM_SaberInStart( self->client->ps.saberMove ) ) { parts = SETANIM_LEGS; } if ( rightdot >= 0 ) { if ( Q_irand( 0, 1 ) ) { anim = BOTH_ARIAL_LEFT; } else { anim = BOTH_CARTWHEEL_LEFT; } checkDist = -128; speed = -200; } else { if ( Q_irand( 0, 1 ) ) { anim = BOTH_ARIAL_RIGHT; } else { anim = BOTH_CARTWHEEL_RIGHT; } checkDist = 128; speed = 200; } //trace in the dir that we want to go VectorMA( self->r.currentOrigin, checkDist, right, traceto ); trap_Trace( &trace, self->r.currentOrigin, mins, maxs, traceto, self->s.number, CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP ); if ( trace.fraction >= 1.0f && allowCartWheels ) {//it's clear, let's do it //FIXME: check for drops? vec3_t fwdAngles, jumpRt; NPC_SetAnim( self, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); self->client->ps.weaponTime = self->client->ps.legsTimer;//don't attack again until this anim is done VectorCopy( self->client->ps.viewangles, fwdAngles ); fwdAngles[PITCH] = fwdAngles[ROLL] = 0; //do the flip AngleVectors( fwdAngles, NULL, jumpRt, NULL ); VectorScale( jumpRt, speed, self->client->ps.velocity ); self->client->ps.fd.forceJumpCharge = 0;//so we don't play the force flip anim self->client->ps.velocity[2] = 200; self->client->ps.fd.forceJumpZStart = self->r.currentOrigin[2];//so we don't take damage if we land at same height //self->client->ps.pm_flags |= PMF_JUMPING; if ( self->client->NPC_class == CLASS_BOBAFETT ) { G_AddEvent( self, EV_JUMP, 0 ); } else { G_SoundOnEnt( self, CHAN_BODY, "sound/weapons/force/jump.wav" ); } //ucmd.upmove = 0; return EVASION_CARTWHEEL; } else if ( !(trace.contents&CONTENTS_BOTCLIP) ) {//hit a wall, not a do-not-enter brush //FIXME: before we check any of these jump-type evasions, we should check for headroom, right? //Okay, see if we can flip *off* the wall and go the other way vec3_t idealNormal; gentity_t *traceEnt; VectorSubtract( self->r.currentOrigin, traceto, idealNormal ); VectorNormalize( idealNormal ); traceEnt = &g_entities[trace.entityNum]; if ( (trace.entityNums.solid!=SOLID_BMODEL) || DotProduct( trace.plane.normal, idealNormal ) > 0.7f ) {//it's a ent of some sort or it's a wall roughly facing us float bestCheckDist = 0; //hmm, see if we're moving forward if ( DotProduct( self->client->ps.velocity, fwd ) < 200 ) {//not running forward very fast //check to see if it's okay to move the other way if ( (trace.fraction*checkDist) <= 32 ) {//wall on that side is close enough to wall-flip off of or wall-run on bestCheckDist = checkDist; checkDist *= -1.0f; VectorMA( self->r.currentOrigin, checkDist, right, traceto ); //trace in the dir that we want to go trap_Trace( &trace, self->r.currentOrigin, mins, maxs, traceto, self->s.number, CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP ); if ( trace.fraction >= 1.0f ) {//it's clear, let's do it if ( allowWallFlips ) {//okay to do wall-flips with this saber int parts; //FIXME: check for drops? //turn the cartwheel into a wallflip in the other dir if ( rightdot > 0 ) { anim = BOTH_WALL_FLIP_LEFT; self->client->ps.velocity[0] = self->client->ps.velocity[1] = 0; VectorMA( self->client->ps.velocity, 150, right, self->client->ps.velocity ); } else { anim = BOTH_WALL_FLIP_RIGHT; self->client->ps.velocity[0] = self->client->ps.velocity[1] = 0; VectorMA( self->client->ps.velocity, -150, right, self->client->ps.velocity ); } self->client->ps.velocity[2] = forceJumpStrength[FORCE_LEVEL_2]/2.25f; //animate me parts = SETANIM_LEGS; if ( !self->client->ps.weaponTime ) { parts = SETANIM_BOTH; } NPC_SetAnim( self, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); self->client->ps.fd.forceJumpZStart = self->r.currentOrigin[2];//so we don't take damage if we land at same height //self->client->ps.pm_flags |= (PMF_JUMPING|PMF_SLOW_MO_FALL); if ( self->client->NPC_class == CLASS_BOBAFETT ) { G_AddEvent( self, EV_JUMP, 0 ); } else { G_SoundOnEnt( self, CHAN_BODY, "sound/weapons/force/jump.wav" ); } return EVASION_OTHER; } } else {//boxed in on both sides if ( DotProduct( self->client->ps.velocity, fwd ) < 0 ) {//moving backwards return EVASION_NONE; } if ( (trace.fraction*checkDist) <= 32 && (trace.fraction*checkDist) < bestCheckDist ) { bestCheckDist = checkDist; } } } else {//too far from that wall to flip or run off it, check other side checkDist *= -1.0f; VectorMA( self->r.currentOrigin, checkDist, right, traceto ); //trace in the dir that we want to go trap_Trace( &trace, self->r.currentOrigin, mins, maxs, traceto, self->s.number, CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP ); if ( (trace.fraction*checkDist) <= 32 ) {//wall on this side is close enough bestCheckDist = checkDist; } else {//neither side has a wall within 32 return EVASION_NONE; } } } //Try wall run? if ( bestCheckDist ) {//one of the walls was close enough to wall-run on qboolean allowWallRuns = qtrue; if ( self->client->ps.weapon == WP_SABER ) { if ( self->client->saber[0].model && self->client->saber[0].model[0] && (self->client->saber[0].saberFlags&SFL_NO_WALL_RUNS) ) { allowWallRuns = qfalse; } else if ( self->client->saber[1].model && self->client->saber[1].model[0] && (self->client->saber[1].saberFlags&SFL_NO_WALL_RUNS) ) { allowWallRuns = qfalse; } } if ( allowWallRuns ) {//okay to do wallruns with this saber int parts; //FIXME: check for long enough wall and a drop at the end? if ( bestCheckDist > 0 ) {//it was to the right anim = BOTH_WALL_RUN_RIGHT; } else {//it was to the left anim = BOTH_WALL_RUN_LEFT; } self->client->ps.velocity[2] = forceJumpStrength[FORCE_LEVEL_2]/2.25f; //animate me parts = SETANIM_LEGS; if ( !self->client->ps.weaponTime ) { parts = SETANIM_BOTH; } NPC_SetAnim( self, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); self->client->ps.fd.forceJumpZStart = self->r.currentOrigin[2];//so we don't take damage if we land at same height //self->client->ps.pm_flags |= (PMF_JUMPING|PMF_SLOW_MO_FALL); if ( self->client->NPC_class == CLASS_BOBAFETT ) { G_AddEvent( self, EV_JUMP, 0 ); } else { G_SoundOnEnt( self, CHAN_BODY, "sound/weapons/force/jump.wav" ); } return EVASION_OTHER; } } //else check for wall in front, do backflip off wall } } } return EVASION_NONE; } int Jedi_ReCalcParryTime( gentity_t *self, evasionType_t evasionType ) { if ( !self->client ) { return 0; } if ( !self->s.number ) {//player return bg_parryDebounce[self->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE]]; } else if ( self->NPC ) { if ( !g_saberRealisticCombat.integer && ( g_spskill.integer == 2 || (g_spskill.integer == 1 && self->client->NPC_class == CLASS_TAVION) ) ) { if ( self->client->NPC_class == CLASS_TAVION ) { return 0; } else { return Q_irand( 0, 150 ); } } else { int baseTime; if ( evasionType == EVASION_DODGE ) { baseTime = self->client->ps.torsoTimer; } else if ( evasionType == EVASION_CARTWHEEL ) { baseTime = self->client->ps.torsoTimer; } else if ( self->client->ps.saberInFlight ) { baseTime = Q_irand( 1, 3 ) * 50; } else { if ( g_saberRealisticCombat.integer ) { baseTime = 500; switch ( g_spskill.integer ) { case 0: baseTime = 500; break; case 1: baseTime = 300; break; case 2: default: baseTime = 100; break; } } else { baseTime = 150;//500; switch ( g_spskill.integer ) { case 0: baseTime = 200;//500; break; case 1: baseTime = 100;//300; break; case 2: default: baseTime = 50;//100; break; } } if ( self->client->NPC_class == CLASS_TAVION ) {//Tavion is faster baseTime = ceil(baseTime/2.0f); } else if ( self->NPC->rank >= RANK_LT_JG ) {//fencers, bosses, shadowtroopers, luke, desann, et al use the norm if ( Q_irand( 0, 2 ) ) {//medium speed parry baseTime = baseTime; } else {//with the occasional fast parry baseTime = ceil(baseTime/2.0f); } } else if ( self->NPC->rank == RANK_CIVILIAN ) {//grunts are slowest baseTime = baseTime*Q_irand(1,3); } else if ( self->NPC->rank == RANK_CREWMAN ) {//acrobats aren't so bad if ( evasionType == EVASION_PARRY || evasionType == EVASION_DUCK_PARRY || evasionType == EVASION_JUMP_PARRY ) {//slower with parries baseTime = baseTime*Q_irand(1,2); } else {//faster with acrobatics //baseTime = baseTime; } } else {//force users are kinda slow baseTime = baseTime*Q_irand(1,2); } if ( evasionType == EVASION_DUCK || evasionType == EVASION_DUCK_PARRY ) { baseTime += 100; } else if ( evasionType == EVASION_JUMP || evasionType == EVASION_JUMP_PARRY ) { baseTime += 50; } else if ( evasionType == EVASION_OTHER ) { baseTime += 100; } else if ( evasionType == EVASION_FJUMP ) { baseTime += 100; } } return baseTime; } } return 0; } qboolean Jedi_QuickReactions( gentity_t *self ) { if ( ( self->client->NPC_class == CLASS_JEDI && NPCInfo->rank == RANK_COMMANDER ) || self->client->NPC_class == CLASS_TAVION || (self->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE]>FORCE_LEVEL_1&&g_spskill.integer>1) || (self->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE]>FORCE_LEVEL_2&&g_spskill.integer>0) ) { return qtrue; } return qfalse; } qboolean Jedi_SaberBusy( gentity_t *self ) { if ( self->client->ps.torsoTimer > 300 && ( (BG_SaberInAttack( self->client->ps.saberMove )&&self->client->ps.fd.saberAnimLevel==FORCE_LEVEL_3) || BG_SpinningSaberAnim( self->client->ps.torsoAnim ) || BG_SaberInSpecialAttack( self->client->ps.torsoAnim ) //|| PM_SaberInBounce( self->client->ps.saberMove ) || PM_SaberInBrokenParry( self->client->ps.saberMove ) //|| PM_SaberInDeflect( self->client->ps.saberMove ) || BG_FlippingAnim( self->client->ps.torsoAnim ) || PM_RollingAnim( self->client->ps.torsoAnim ) ) ) {//my saber is not in a parrying position return qtrue; } return qfalse; } /* ------------------------- Jedi_SaberBlock Pick proper block anim FIXME: Based on difficulty level/enemy saber combat skill, make this decision-making more/less effective NOTE: always blocking projectiles in this func! ------------------------- */ extern qboolean G_FindClosestPointOnLineSegment( const vec3_t start, const vec3_t end, const vec3_t from, vec3_t result ); evasionType_t Jedi_SaberBlockGo( gentity_t *self, usercmd_t *cmd, vec3_t pHitloc, vec3_t phitDir, gentity_t *incoming, float dist ) //dist = 0.0f { vec3_t hitloc, hitdir, diff, fwdangles={0,0,0}, right; float rightdot; float zdiff; int duckChance = 0; int dodgeAnim = -1; qboolean saberBusy = qfalse, evaded = qfalse, doDodge = qfalse; evasionType_t evasionType = EVASION_NONE; //FIXME: if we don't have our saber in hand, pick the force throw option or a jump or strafe! //FIXME: reborn don't block enough anymore if ( !incoming ) { VectorCopy( pHitloc, hitloc ); VectorCopy( phitDir, hitdir ); //FIXME: maybe base this on rank some? And/or g_spskill? if ( self->client->ps.saberInFlight ) {//DOH! do non-saber evasion! saberBusy = qtrue; } else if ( Jedi_QuickReactions( self ) ) {//jedi trainer and tavion are must faster at parrying and can do it whenever they like //Also, on medium, all level 3 people can parry any time and on hard, all level 2 or 3 people can parry any time } else { saberBusy = Jedi_SaberBusy( self ); } } else { if ( incoming->s.weapon == WP_SABER ) {//flying lightsaber, face it! //FIXME: for this to actually work, we'd need to call update angles too? //Jedi_FaceEntity( self, incoming, qtrue ); } VectorCopy( incoming->r.currentOrigin, hitloc ); VectorNormalize2( incoming->s.pos.trDelta, hitdir ); } if ( self->client && self->client->NPC_class == CLASS_BOBAFETT ) { saberBusy = qtrue; } VectorSubtract( hitloc, self->client->renderInfo.eyePoint, diff ); diff[2] = 0; //VectorNormalize( diff ); fwdangles[1] = self->client->ps.viewangles[1]; // Ultimately we might care if the shot was ahead or behind, but for now, just quadrant is fine. AngleVectors( fwdangles, NULL, right, NULL ); rightdot = DotProduct(right, diff);// + flrand(-0.10f,0.10f); //totalHeight = self->client->renderInfo.eyePoint[2] - self->r.absmin[2]; zdiff = hitloc[2] - self->client->renderInfo.eyePoint[2];// + Q_irand(-6,6); //see if we can dodge if need-be if ( (dist>16&&(Q_irand( 0, 2 )||saberBusy)) || self->client->ps.saberInFlight || BG_SabersOff( &self->client->ps ) || self->client->NPC_class == CLASS_BOBAFETT ) {//either it will miss by a bit (and 25% chance) OR our saber is not in-hand OR saber is off if ( self->NPC && (self->NPC->rank == RANK_CREWMAN || self->NPC->rank >= RANK_LT_JG) ) {//acrobat or fencer or above if ( self->client->ps.groundEntityNum != ENTITYNUM_NONE &&//on the ground !(self->client->ps.pm_flags&PMF_DUCKED)&&cmd->upmove>=0&&TIMER_Done( self, "duck" )//not ducking && !BG_InRoll( &self->client->ps, self->client->ps.legsAnim )//not rolling && !PM_InKnockDown( &self->client->ps )//not knocked down && ( self->client->ps.saberInFlight || self->client->NPC_class == CLASS_BOBAFETT || (!BG_SaberInAttack( self->client->ps.saberMove )//not attacking && !PM_SaberInStart( self->client->ps.saberMove )//not starting an attack && !BG_SpinningSaberAnim( self->client->ps.torsoAnim )//not in a saber spin && !BG_SaberInSpecialAttack( self->client->ps.torsoAnim ))//not in a special attack ) ) {//need to check all these because it overrides both torso and legs with the dodge doDodge = qtrue; } } } // Figure out what quadrant the block was in. if ( d_JediAI.integer ) { Com_Printf( "(%d) evading attack from height %4.2f, zdiff: %4.2f, rightdot: %4.2f\n", level.time, hitloc[2]-self->r.absmin[2],zdiff,rightdot); } //UL = > -1//-6 //UR = > -6//-9 //TOP = > +6//+4 //FIXME: take FP_SABER_DEFENSE into account here somehow? if ( zdiff >= -5 )//was 0 { if ( incoming || !saberBusy ) { if ( rightdot > 12 || (rightdot > 3 && zdiff < 5) || (!incoming&&fabs(hitdir[2])<0.25f) )//was normalized, 0.3 {//coming from right if ( doDodge ) { if ( self->client->NPC_class == CLASS_BOBAFETT && !Q_irand( 0, 2 ) ) {//roll! TIMER_Start( self, "duck", Q_irand( 500, 1500 ) ); TIMER_Start( self, "strafeLeft", Q_irand( 500, 1500 ) ); TIMER_Set( self, "strafeRight", 0 ); evasionType = EVASION_DUCK; evaded = qtrue; } else if ( Q_irand( 0, 1 ) ) { dodgeAnim = BOTH_DODGE_FL; } else { dodgeAnim = BOTH_DODGE_BL; } } else { self->client->ps.saberBlocked = BLOCKED_UPPER_RIGHT; evasionType = EVASION_PARRY; if ( self->client->ps.groundEntityNum != ENTITYNUM_NONE ) { if ( zdiff > 5 ) { TIMER_Start( self, "duck", Q_irand( 500, 1500 ) ); evasionType = EVASION_DUCK_PARRY; evaded = qtrue; if ( d_JediAI.integer ) { Com_Printf( "duck " ); } } else { duckChance = 6; } } } if ( d_JediAI.integer ) { Com_Printf( "UR block\n" ); } } else if ( rightdot < -12 || (rightdot < -3 && zdiff < 5) || (!incoming&&fabs(hitdir[2])<0.25f) )//was normalized, -0.3 {//coming from left if ( doDodge ) { if ( self->client->NPC_class == CLASS_BOBAFETT && !Q_irand( 0, 2 ) ) {//roll! TIMER_Start( self, "duck", Q_irand( 500, 1500 ) ); TIMER_Start( self, "strafeRight", Q_irand( 500, 1500 ) ); TIMER_Set( self, "strafeLeft", 0 ); evasionType = EVASION_DUCK; evaded = qtrue; } else if ( Q_irand( 0, 1 ) ) { dodgeAnim = BOTH_DODGE_FR; } else { dodgeAnim = BOTH_DODGE_BR; } } else { self->client->ps.saberBlocked = BLOCKED_UPPER_LEFT; evasionType = EVASION_PARRY; if ( self->client->ps.groundEntityNum != ENTITYNUM_NONE ) { if ( zdiff > 5 ) { TIMER_Start( self, "duck", Q_irand( 500, 1500 ) ); evasionType = EVASION_DUCK_PARRY; evaded = qtrue; if ( d_JediAI.integer ) { Com_Printf( "duck " ); } } else { duckChance = 6; } } } if ( d_JediAI.integer ) { Com_Printf( "UL block\n" ); } } else { self->client->ps.saberBlocked = BLOCKED_TOP; evasionType = EVASION_PARRY; if ( self->client->ps.groundEntityNum != ENTITYNUM_NONE ) { duckChance = 4; } if ( d_JediAI.integer ) { Com_Printf( "TOP block\n" ); } } evaded = qtrue; } else { if ( self->client->ps.groundEntityNum != ENTITYNUM_NONE ) { //duckChance = 2; TIMER_Start( self, "duck", Q_irand( 500, 1500 ) ); evasionType = EVASION_DUCK; evaded = qtrue; if ( d_JediAI.integer ) { Com_Printf( "duck " ); } } } } //LL = -22//= -18 to -39 //LR = -23//= -20 to -41 else if ( zdiff > -22 )//was-15 ) { if ( 1 )//zdiff < -10 ) {//hmm, pretty low, but not low enough to use the low block, so we need to duck if ( self->client->ps.groundEntityNum != ENTITYNUM_NONE ) { //duckChance = 2; TIMER_Start( self, "duck", Q_irand( 500, 1500 ) ); evasionType = EVASION_DUCK; evaded = qtrue; if ( d_JediAI.integer ) { Com_Printf( "duck " ); } } else {//in air! Ducking does no good } } if ( incoming || !saberBusy ) { if ( rightdot > 8 || (rightdot > 3 && zdiff < -11) )//was normalized, 0.2 { if ( doDodge ) { if ( self->client->NPC_class == CLASS_BOBAFETT && !Q_irand( 0, 2 ) ) {//roll! TIMER_Start( self, "strafeLeft", Q_irand( 500, 1500 ) ); TIMER_Set( self, "strafeRight", 0 ); } else { dodgeAnim = BOTH_DODGE_L; } } else { self->client->ps.saberBlocked = BLOCKED_UPPER_RIGHT; if ( evasionType == EVASION_DUCK ) { evasionType = EVASION_DUCK_PARRY; } else { evasionType = EVASION_PARRY; } } if ( d_JediAI.integer ) { Com_Printf( "mid-UR block\n" ); } } else if ( rightdot < -8 || (rightdot < -3 && zdiff < -11) )//was normalized, -0.2 { if ( doDodge ) { if ( self->client->NPC_class == CLASS_BOBAFETT && !Q_irand( 0, 2 ) ) {//roll! TIMER_Start( self, "strafeLeft", Q_irand( 500, 1500 ) ); TIMER_Set( self, "strafeRight", 0 ); } else { dodgeAnim = BOTH_DODGE_R; } } else { self->client->ps.saberBlocked = BLOCKED_UPPER_LEFT; if ( evasionType == EVASION_DUCK ) { evasionType = EVASION_DUCK_PARRY; } else { evasionType = EVASION_PARRY; } } if ( d_JediAI.integer ) { Com_Printf( "mid-UL block\n" ); } } else { self->client->ps.saberBlocked = BLOCKED_TOP; if ( evasionType == EVASION_DUCK ) { evasionType = EVASION_DUCK_PARRY; } else { evasionType = EVASION_PARRY; } if ( d_JediAI.integer ) { Com_Printf( "mid-TOP block\n" ); } } evaded = qtrue; } } else if ( saberBusy || (zdiff < -36 && ( zdiff < -44 || !Q_irand( 0, 2 ) ) ) )//was -30 and -40//2nd one was -46 {//jump! if ( self->client->ps.groundEntityNum == ENTITYNUM_NONE ) {//already in air, duck to pull up legs TIMER_Start( self, "duck", Q_irand( 500, 1500 ) ); evasionType = EVASION_DUCK; evaded = qtrue; if ( d_JediAI.integer ) { Com_Printf( "legs up\n" ); } if ( incoming || !saberBusy ) { //since the jump may be cleared if not safe, set a lower block too if ( rightdot >= 0 ) { self->client->ps.saberBlocked = BLOCKED_LOWER_RIGHT; evasionType = EVASION_DUCK_PARRY; if ( d_JediAI.integer ) { Com_Printf( "LR block\n" ); } } else { self->client->ps.saberBlocked = BLOCKED_LOWER_LEFT; evasionType = EVASION_DUCK_PARRY; if ( d_JediAI.integer ) { Com_Printf( "LL block\n" ); } } evaded = qtrue; } } else {//gotta jump! if ( self->NPC && (self->NPC->rank == RANK_CREWMAN || self->NPC->rank > RANK_LT_JG ) && (!Q_irand( 0, 10 ) || (!Q_irand( 0, 2 ) && (cmd->forwardmove || cmd->rightmove))) ) {//superjump //FIXME: check the jump, if can't, then block if ( self->NPC && !(self->NPC->scriptFlags&SCF_NO_ACROBATICS) && self->client->ps.fd.forceRageRecoveryTime < level.time && !(self->client->ps.fd.forcePowersActive&(1<client->ps ) ) { self->client->ps.fd.forceJumpCharge = 320;//FIXME: calc this intelligently evasionType = EVASION_FJUMP; evaded = qtrue; if ( d_JediAI.integer ) { Com_Printf( "force jump + " ); } } } else {//normal jump //FIXME: check the jump, if can't, then block if ( self->NPC && !(self->NPC->scriptFlags&SCF_NO_ACROBATICS) && self->client->ps.fd.forceRageRecoveryTime < level.time && !(self->client->ps.fd.forcePowersActive&(1<client->NPC_class == CLASS_BOBAFETT && !Q_irand( 0, 1 ) ) {//roll! if ( rightdot > 0 ) { TIMER_Start( self, "strafeLeft", Q_irand( 500, 1500 ) ); TIMER_Set( self, "strafeRight", 0 ); TIMER_Set( self, "walking", 0 ); } else { TIMER_Start( self, "strafeRight", Q_irand( 500, 1500 ) ); TIMER_Set( self, "strafeLeft", 0 ); TIMER_Set( self, "walking", 0 ); } } else { if ( self == NPC ) { cmd->upmove = 127; } else { self->client->ps.velocity[2] = JUMP_VELOCITY; } } evasionType = EVASION_JUMP; evaded = qtrue; if ( d_JediAI.integer ) { Com_Printf( "jump + " ); } } if ( self->client->NPC_class == CLASS_TAVION ) { if ( !incoming && self->client->ps.groundEntityNum < ENTITYNUM_NONE && !Q_irand( 0, 2 ) ) { if ( !BG_SaberInAttack( self->client->ps.saberMove ) && !PM_SaberInStart( self->client->ps.saberMove ) && !BG_InRoll( &self->client->ps, self->client->ps.legsAnim ) && !PM_InKnockDown( &self->client->ps ) && !BG_SaberInSpecialAttack( self->client->ps.torsoAnim ) ) {//do the butterfly! int butterflyAnim; if ( Q_irand( 0, 1 ) ) { butterflyAnim = BOTH_BUTTERFLY_LEFT; } else { butterflyAnim = BOTH_BUTTERFLY_RIGHT; } evasionType = EVASION_CARTWHEEL; NPC_SetAnim( self, SETANIM_BOTH, butterflyAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); self->client->ps.velocity[2] = 225; self->client->ps.fd.forceJumpZStart = self->r.currentOrigin[2];//so we don't take damage if we land at same height // self->client->ps.pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL; // self->client->ps.SaberActivateTrail( 300 );//FIXME: reset this when done! //Ah well. No hacking from the server for now. if ( self->client->NPC_class == CLASS_BOBAFETT ) { G_AddEvent( self, EV_JUMP, 0 ); } else { G_Sound( self, CHAN_BODY, G_SoundIndex("sound/weapons/force/jump.wav") ); } cmd->upmove = 0; saberBusy = qtrue; evaded = qtrue; } } } } if ( ((evasionType = Jedi_CheckFlipEvasions( self, rightdot, zdiff ))!=EVASION_NONE) ) { if ( d_slowmodeath.integer > 5 && self->enemy && !self->enemy->s.number ) { G_StartMatrixEffect( self ); } saberBusy = qtrue; evaded = qtrue; } else if ( incoming || !saberBusy ) { //since the jump may be cleared if not safe, set a lower block too if ( rightdot >= 0 ) { self->client->ps.saberBlocked = BLOCKED_LOWER_RIGHT; if ( evasionType == EVASION_JUMP ) { evasionType = EVASION_JUMP_PARRY; } else if ( evasionType == EVASION_NONE ) { evasionType = EVASION_PARRY; } if ( d_JediAI.integer ) { Com_Printf( "LR block\n" ); } } else { self->client->ps.saberBlocked = BLOCKED_LOWER_LEFT; if ( evasionType == EVASION_JUMP ) { evasionType = EVASION_JUMP_PARRY; } else if ( evasionType == EVASION_NONE ) { evasionType = EVASION_PARRY; } if ( d_JediAI.integer ) { Com_Printf( "LL block\n" ); } } evaded = qtrue; } } } else { if ( incoming || !saberBusy ) { if ( rightdot >= 0 ) { self->client->ps.saberBlocked = BLOCKED_LOWER_RIGHT; evasionType = EVASION_PARRY; if ( d_JediAI.integer ) { Com_Printf( "LR block\n" ); } } else { self->client->ps.saberBlocked = BLOCKED_LOWER_LEFT; evasionType = EVASION_PARRY; if ( d_JediAI.integer ) { Com_Printf( "LL block\n" ); } } if ( incoming && incoming->s.weapon == WP_SABER ) {//thrown saber! if ( self->NPC && (self->NPC->rank == RANK_CREWMAN || self->NPC->rank > RANK_LT_JG ) && (!Q_irand( 0, 10 ) || (!Q_irand( 0, 2 ) && (cmd->forwardmove || cmd->rightmove))) ) {//superjump //FIXME: check the jump, if can't, then block if ( self->NPC && !(self->NPC->scriptFlags&SCF_NO_ACROBATICS) && self->client->ps.fd.forceRageRecoveryTime < level.time && !(self->client->ps.fd.forcePowersActive&(1<client->ps ) ) { self->client->ps.fd.forceJumpCharge = 320;//FIXME: calc this intelligently evasionType = EVASION_FJUMP; if ( d_JediAI.integer ) { Com_Printf( "force jump + " ); } } } else {//normal jump //FIXME: check the jump, if can't, then block if ( self->NPC && !(self->NPC->scriptFlags&SCF_NO_ACROBATICS) && self->client->ps.fd.forceRageRecoveryTime < level.time && !(self->client->ps.fd.forcePowersActive&(1<upmove = 127; } else { self->client->ps.velocity[2] = JUMP_VELOCITY; } evasionType = EVASION_JUMP_PARRY; if ( d_JediAI.integer ) { Com_Printf( "jump + " ); } } } } evaded = qtrue; } } if ( evasionType == EVASION_NONE ) { return EVASION_NONE; } //stop taunting TIMER_Set( self, "taunting", 0 ); //stop gripping TIMER_Set( self, "gripping", -level.time ); WP_ForcePowerStop( self, FP_GRIP ); //stop draining TIMER_Set( self, "draining", -level.time ); WP_ForcePowerStop( self, FP_DRAIN ); if ( dodgeAnim != -1 ) {//dodged evasionType = EVASION_DODGE; NPC_SetAnim( self, SETANIM_BOTH, dodgeAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); self->client->ps.weaponTime = self->client->ps.torsoTimer; //force them to stop moving in this case self->client->ps.pm_time = self->client->ps.torsoTimer; //FIXME: maybe make a sound? Like a grunt? EV_JUMP? self->client->ps.pm_flags |= PMF_TIME_KNOCKBACK; //dodged, not block if ( d_slowmodeath.integer > 5 && self->enemy && !self->enemy->s.number ) { G_StartMatrixEffect( self ); } } else { if ( duckChance ) { if ( !Q_irand( 0, duckChance ) ) { TIMER_Start( self, "duck", Q_irand( 500, 1500 ) ); if ( evasionType == EVASION_PARRY ) { evasionType = EVASION_DUCK_PARRY; } else { evasionType = EVASION_DUCK; } /* if ( d_JediAI.integer ) { Com_Printf( "duck " ); } */ } } if ( incoming ) { self->client->ps.saberBlocked = WP_MissileBlockForBlock( self->client->ps.saberBlocked ); } } //if ( self->client->ps.saberBlocked != BLOCKED_NONE ) { int parryReCalcTime = Jedi_ReCalcParryTime( self, evasionType ); if ( self->client->ps.fd.forcePowerDebounce[FP_SABER_DEFENSE] < level.time + parryReCalcTime ) { self->client->ps.fd.forcePowerDebounce[FP_SABER_DEFENSE] = level.time + parryReCalcTime; } } return evasionType; } extern float ShortestLineSegBewteen2LineSegs( vec3_t start1, vec3_t end1, vec3_t start2, vec3_t end2, vec3_t close_pnt1, vec3_t close_pnt2 ); extern int WPDEBUG_SaberColor( saber_colors_t saberColor ); static qboolean Jedi_SaberBlock( int saberNum, int bladeNum ) //saberNum = 0, bladeNum = 0 { vec3_t hitloc, saberTipOld, saberTip, top, bottom, axisPoint, saberPoint, dir;//saberBase, vec3_t pointDir, baseDir, tipDir, saberHitPoint, saberMins, saberMaxs; float pointDist, baseDirPerc, dist; float bladeLen = 0; trace_t tr; evasionType_t evasionType; //FIXME: reborn don't block enough anymore /* //maybe do this on easy only... or only on grunt-level reborn if ( NPC->client->ps.weaponTime ) {//i'm attacking right now return qfalse; } */ if ( !TIMER_Done( NPC, "parryReCalcTime" ) ) {//can't do our own re-think of which parry to use yet return qfalse; } if ( NPC->client->ps.fd.forcePowerDebounce[FP_SABER_DEFENSE] > level.time ) {//can't move the saber to another position yet return qfalse; } /* if ( NPCInfo->rank < RANK_LT_JG && Q_irand( 0, (2 - g_spskill.integer) ) ) {//lower rank reborn have a random chance of not doing it at all NPC->client->ps.fd.forcePowerDebounce[FP_SABER_DEFENSE] = level.time + 300; return qfalse; } */ if ( NPC->enemy->health <= 0 || !NPC->enemy->client ) {//don't keep blocking him once he's dead (or if not a client) return qfalse; } /* //VectorMA( NPC->enemy->client->renderInfo.muzzlePoint, NPC->enemy->client->ps.saberLength, NPC->enemy->client->renderInfo.muzzleDir, saberTip ); //VectorMA( NPC->enemy->client->renderInfo.muzzlePointNext, NPC->enemy->client->ps.saberLength, NPC->enemy->client->renderInfo.muzzleDirNext, saberTipNext ); VectorMA( NPC->enemy->client->renderInfo.muzzlePointOld, NPC->enemy->client->ps.saberLength, NPC->enemy->client->renderInfo.muzzleDirOld, saberTipOld ); VectorMA( NPC->enemy->client->renderInfo.muzzlePoint, NPC->enemy->client->ps.saberLength, NPC->enemy->client->renderInfo.muzzleDir, saberTip ); VectorSubtract( NPC->enemy->client->renderInfo.muzzlePoint, NPC->enemy->client->renderInfo.muzzlePointOld, dir );//get the dir VectorAdd( dir, NPC->enemy->client->renderInfo.muzzlePoint, saberBase );//extrapolate VectorSubtract( saberTip, saberTipOld, dir );//get the dir VectorAdd( dir, saberTip, saberTipOld );//extrapolate VectorCopy( NPC->r.currentOrigin, top ); top[2] = NPC->r.absmax[2]; VectorCopy( NPC->r.currentOrigin, bottom ); bottom[2] = NPC->r.absmin[2]; float dist = ShortestLineSegBewteen2LineSegs( saberBase, saberTipOld, bottom, top, saberPoint, axisPoint ); if ( 0 )//dist > NPC->r.maxs[0]*4 )//was *3 {//FIXME: sometimes he reacts when you're too far away to actually hit him if ( d_JediAI.integer ) { Com_Printf( "enemy saber dist: %4.2f\n", dist ); } TIMER_Set( NPC, "parryTime", -1 ); return qfalse; } //get the actual point of impact trace_t tr; trap_Trace( &tr, saberPoint, vec3_origin, vec3_origin, axisPoint, NPC->enemy->s.number, MASK_SHOT, G2_RETURNONHIT, 10 ); if ( tr.allsolid || tr.startsolid ) {//estimate VectorSubtract( saberPoint, axisPoint, dir ); VectorNormalize( dir ); VectorMA( axisPoint, NPC->r.maxs[0]*1.22, dir, hitloc ); } else { VectorCopy( tr.endpos, hitloc ); } */ VectorSet(saberMins,-4,-4,-4); VectorSet(saberMaxs,4,4,4); VectorMA( NPC->enemy->client->saber[saberNum].blade[bladeNum].muzzlePointOld, NPC->enemy->client->saber[saberNum].blade[bladeNum].length, NPC->enemy->client->saber[saberNum].blade[bladeNum].muzzleDirOld, saberTipOld ); VectorMA( NPC->enemy->client->saber[saberNum].blade[bladeNum].muzzlePoint, NPC->enemy->client->saber[saberNum].blade[bladeNum].length, NPC->enemy->client->saber[saberNum].blade[bladeNum].muzzleDir, saberTip ); // VectorCopy(NPC->enemy->client->lastSaberBase_Always, muzzlePoint); // VectorMA(muzzlePoint, GAME_SABER_LENGTH, NPC->enemy->client->lastSaberDir_Always, saberTip); // VectorCopy(saberTip, saberTipOld); VectorCopy( NPC->r.currentOrigin, top ); top[2] = NPC->r.absmax[2]; VectorCopy( NPC->r.currentOrigin, bottom ); bottom[2] = NPC->r.absmin[2]; dist = ShortestLineSegBewteen2LineSegs( NPC->enemy->client->renderInfo.muzzlePoint, saberTip, bottom, top, saberPoint, axisPoint ); if ( dist > NPC->r.maxs[0]*5 )//was *3 {//FIXME: sometimes he reacts when you're too far away to actually hit him if ( d_JediAI.integer ) { Com_Printf( S_COLOR_RED"enemy saber dist: %4.2f\n", dist ); } /* if ( dist < 300 //close && !Jedi_QuickReactions( NPC )//quick reaction people can interrupt themselves && (PM_SaberInStart( NPC->enemy->client->ps.saberMove ) || BG_SaberInAttack( NPC->enemy->client->ps.saberMove )) )//enemy is swinging at me {//he's swinging at me and close enough to be a threat, don't start an attack right now TIMER_Set( NPC, "parryTime", 100 ); } else */ { TIMER_Set( NPC, "parryTime", -1 ); } return qfalse; } if ( d_JediAI.integer ) { Com_Printf( S_COLOR_GREEN"enemy saber dist: %4.2f\n", dist ); } VectorSubtract( saberPoint, NPC->enemy->client->renderInfo.muzzlePoint, pointDir ); pointDist = VectorLength( pointDir ); bladeLen = NPC->enemy->client->saber[saberNum].blade[bladeNum].length; if ( bladeLen <= 0 ) { baseDirPerc = 0.5f; } else { baseDirPerc = pointDist/bladeLen; } VectorSubtract( NPC->enemy->client->renderInfo.muzzlePoint, NPC->enemy->client->renderInfo.muzzlePointOld, baseDir ); VectorSubtract( saberTip, saberTipOld, tipDir ); VectorScale( baseDir, baseDirPerc, baseDir ); VectorMA( baseDir, 1.0f-baseDirPerc, tipDir, dir ); VectorMA( saberPoint, 200, dir, hitloc ); //get the actual point of impact trap_Trace( &tr, saberPoint, saberMins, saberMaxs, hitloc, NPC->enemy->s.number, CONTENTS_BODY );//, G2_RETURNONHIT, 10 ); if ( tr.allsolid || tr.startsolid || tr.fraction >= 1.0f ) {//estimate vec3_t dir2Me; VectorSubtract( axisPoint, saberPoint, dir2Me ); dist = VectorNormalize( dir2Me ); if ( DotProduct( dir, dir2Me ) < 0.2f ) {//saber is not swinging in my direction /* if ( dist < 300 //close && !Jedi_QuickReactions( NPC )//quick reaction people can interrupt themselves && (PM_SaberInStart( NPC->enemy->client->ps.saberMove ) || BG_SaberInAttack( NPC->enemy->client->ps.saberMove )) )//enemy is swinging at me {//he's swinging at me and close enough to be a threat, don't start an attack right now TIMER_Set( NPC, "parryTime", 100 ); } else */ { TIMER_Set( NPC, "parryTime", -1 ); } return qfalse; } ShortestLineSegBewteen2LineSegs( saberPoint, hitloc, bottom, top, saberHitPoint, hitloc ); /* VectorSubtract( saberPoint, axisPoint, dir ); VectorNormalize( dir ); VectorMA( axisPoint, NPC->r.maxs[0]*1.22, dir, hitloc ); */ } else { VectorCopy( tr.endpos, hitloc ); } if ( d_JediAI.integer ) { //G_DebugLine( saberPoint, hitloc, FRAMETIME, WPDEBUG_SaberColor( NPC->enemy->client->ps.saber[saberNum].blade[bladeNum].color ), qtrue ); G_TestLine(saberPoint, hitloc, 0x0000ff, FRAMETIME); } //FIXME: if saber is off and/or we have force speed and want to be really cocky, // and the swing misses by some amount, we can use the dodges here... :) if ( (evasionType=Jedi_SaberBlockGo( NPC, &ucmd, hitloc, dir, NULL, dist )) != EVASION_DODGE ) {//we did block (not dodge) int parryReCalcTime; if ( !NPC->client->ps.saberInFlight ) {//make sure saber is on WP_ActivateSaber(NPC); } //debounce our parry recalc time parryReCalcTime = Jedi_ReCalcParryTime( NPC, evasionType ); TIMER_Set( NPC, "parryReCalcTime", Q_irand( 0, parryReCalcTime ) ); if ( d_JediAI.integer ) { Com_Printf( "Keep parry choice until: %d\n", level.time + parryReCalcTime ); } //determine how long to hold this anim if ( TIMER_Done( NPC, "parryTime" ) ) { if ( NPC->client->NPC_class == CLASS_TAVION ) { TIMER_Set( NPC, "parryTime", Q_irand( parryReCalcTime/2, parryReCalcTime*1.5 ) ); } else if ( NPCInfo->rank >= RANK_LT_JG ) {//fencers and higher hold a parry less TIMER_Set( NPC, "parryTime", parryReCalcTime ); } else {//others hold it longer TIMER_Set( NPC, "parryTime", Q_irand( 1, 2 )*parryReCalcTime ); } } } else { int dodgeTime = NPC->client->ps.torsoTimer; if ( NPCInfo->rank > RANK_LT_COMM && NPC->client->NPC_class != CLASS_DESANN ) {//higher-level guys can dodge faster dodgeTime -= 200; } TIMER_Set( NPC, "parryReCalcTime", dodgeTime ); TIMER_Set( NPC, "parryTime", dodgeTime ); } return qtrue; } /* ------------------------- Jedi_EvasionSaber defend if other is using saber and attacking me! ------------------------- */ static void Jedi_EvasionSaber( vec3_t enemy_movedir, float enemy_dist, vec3_t enemy_dir ) { vec3_t dirEnemy2Me; int evasionChance = 30;//only step aside 30% if he's moving at me but not attacking qboolean enemy_attacking = qfalse; qboolean throwing_saber = qfalse; qboolean shooting_lightning = qfalse; if ( !NPC->enemy->client ) { return; } else if ( NPC->enemy->client && NPC->enemy->s.weapon == WP_SABER && NPC->enemy->client->ps.saberLockTime > level.time ) {//don't try to block/evade an enemy who is in a saberLock return; } else if ( NPC->client->ps.saberEventFlags&SEF_LOCK_WON && NPC->enemy->painDebounceTime > level.time ) {//pressing the advantage of winning a saber lock return; } if ( NPC->enemy->client->ps.saberInFlight && !TIMER_Done( NPC, "taunting" ) ) {//if he's throwing his saber, stop taunting TIMER_Set( NPC, "taunting", -level.time ); if ( !NPC->client->ps.saberInFlight ) { WP_ActivateSaber(NPC); } } if ( TIMER_Done( NPC, "parryTime" ) ) { if ( NPC->client->ps.saberBlocked != BLOCKED_ATK_BOUNCE && NPC->client->ps.saberBlocked != BLOCKED_PARRY_BROKEN ) {//wasn't blocked myself NPC->client->ps.saberBlocked = BLOCKED_NONE; } } if ( NPC->enemy->client->ps.weaponTime && NPC->enemy->client->ps.weaponstate == WEAPON_FIRING ) { if ( !NPC->client->ps.saberInFlight && Jedi_SaberBlock(0, 0) ) { return; } } VectorSubtract( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin, dirEnemy2Me ); VectorNormalize( dirEnemy2Me ); if ( NPC->enemy->client->ps.weaponTime && NPC->enemy->client->ps.weaponstate == WEAPON_FIRING ) {//enemy is attacking enemy_attacking = qtrue; evasionChance = 90; } if ( (NPC->enemy->client->ps.fd.forcePowersActive&(1<enemy->client->ps.saberInFlight && NPC->enemy->client->ps.saberEntityNum != ENTITYNUM_NONE && NPC->enemy->client->ps.saberEntityState != SES_RETURNING ) {//enemy is shooting lightning enemy_attacking = qtrue; throwing_saber = qtrue; } //FIXME: this needs to take skill and rank(reborn type) into account much more if ( Q_irand( 0, 100 ) < evasionChance ) {//check to see if he's coming at me float facingAmt; if ( VectorCompare( enemy_movedir, vec3_origin ) || shooting_lightning || throwing_saber ) {//he's not moving (or he's using a ranged attack), see if he's facing me vec3_t enemy_fwd; AngleVectors( NPC->enemy->client->ps.viewangles, enemy_fwd, NULL, NULL ); facingAmt = DotProduct( enemy_fwd, dirEnemy2Me ); } else {//he's moving facingAmt = DotProduct( enemy_movedir, dirEnemy2Me ); } if ( flrand( 0.25, 1 ) < facingAmt ) {//coming at/facing me! int whichDefense = 0; if ( NPC->client->ps.weaponTime || NPC->client->ps.saberInFlight || NPC->client->NPC_class == CLASS_BOBAFETT ) {//I'm attacking or recovering from a parry, can only try to strafe/jump right now if ( Q_irand( 0, 10 ) < NPCInfo->stats.aggression ) { return; } whichDefense = 100; } else { if ( shooting_lightning ) {//check for lightning attack //only valid defense is strafe and/or jump whichDefense = 100; } else if ( throwing_saber ) {//he's thrown his saber! See if it's coming at me float saberDist; vec3_t saberDir2Me; vec3_t saberMoveDir; gentity_t *saber = &g_entities[NPC->enemy->client->ps.saberEntityNum]; VectorSubtract( NPC->r.currentOrigin, saber->r.currentOrigin, saberDir2Me ); saberDist = VectorNormalize( saberDir2Me ); VectorCopy( saber->s.pos.trDelta, saberMoveDir ); VectorNormalize( saberMoveDir ); if ( !Q_irand( 0, 3 ) ) { //Com_Printf( "(%d) raise agg - enemy threw saber\n", level.time ); Jedi_Aggression( NPC, 1 ); } if ( DotProduct( saberMoveDir, saberDir2Me ) > 0.5 ) {//it's heading towards me if ( saberDist < 100 ) {//it's close whichDefense = Q_irand( 3, 6 ); } else if ( saberDist < 200 ) {//got some time, yet, try pushing whichDefense = Q_irand( 0, 8 ); } } } if ( whichDefense ) {//already chose one } else if ( enemy_dist > 80 || !enemy_attacking ) {//he's pretty far, or not swinging, just strafe if ( VectorCompare( enemy_movedir, vec3_origin ) ) {//if he's not moving, not swinging and far enough away, no evasion necc. return; } if ( Q_irand( 0, 10 ) < NPCInfo->stats.aggression ) { return; } whichDefense = 100; } else {//he's getting close and swinging at me vec3_t fwd; //see if I'm facing him AngleVectors( NPC->client->ps.viewangles, fwd, NULL, NULL ); if ( DotProduct( enemy_dir, fwd ) < 0.5 ) {//I'm not really facing him, best option is to strafe whichDefense = Q_irand( 5, 16 ); } else if ( enemy_dist < 56 ) {//he's very close, maybe we should be more inclined to block or throw whichDefense = Q_irand( NPCInfo->stats.aggression, 12 ); } else { whichDefense = Q_irand( 2, 16 ); } } } if ( whichDefense >= 4 && whichDefense <= 12 ) {//would try to block if ( NPC->client->ps.saberInFlight ) {//can't, saber in not in hand, so fall back to strafe/jump whichDefense = 100; } } switch( whichDefense ) { case 0: case 1: case 2: case 3: //use jedi force push? //FIXME: try to do this if health low or enemy back to a cliff? if ( (NPCInfo->rank == RANK_ENSIGN || NPCInfo->rank > RANK_LT_JG) && TIMER_Done( NPC, "parryTime" ) ) {//FIXME: check forcePushRadius[NPC->client->ps.fd.forcePowerLevel[FP_PUSH]] ForceThrow( NPC, qfalse ); } break; case 4: case 5: case 6: case 7: case 8: case 9: case 10: case 11: case 12: //try to parry the blow //Com_Printf( "blocking\n" ); Jedi_SaberBlock(0, 0); break; default: //Evade! //start a strafe left/right if not already if ( !Q_irand( 0, 5 ) || !Jedi_Strafe( 300, 1000, 0, 1000, qfalse ) ) {//certain chance they will pick an alternative evasion //if couldn't strafe, try a different kind of evasion... if ( shooting_lightning || throwing_saber || enemy_dist < 80 ) { //FIXME: force-jump+forward - jump over the guy! if ( shooting_lightning || (!Q_irand( 0, 2 ) && NPCInfo->stats.aggression < 4 && TIMER_Done( NPC, "parryTime" ) ) ) { if ( (NPCInfo->rank == RANK_ENSIGN || NPCInfo->rank > RANK_LT_JG) && !shooting_lightning && Q_irand( 0, 2 ) ) {//FIXME: check forcePushRadius[NPC->client->ps.fd.forcePowerLevel[FP_PUSH]] ForceThrow( NPC, qfalse ); } else if ( (NPCInfo->rank==RANK_CREWMAN||NPCInfo->rank>RANK_LT_JG) && !(NPCInfo->scriptFlags&SCF_NO_ACROBATICS) && NPC->client->ps.fd.forceRageRecoveryTime < level.time && !(NPC->client->ps.fd.forcePowersActive&(1<client->ps ) ) {//FIXME: make this a function call? //FIXME: check for clearance, safety of landing spot? NPC->client->ps.fd.forceJumpCharge = 480; //Don't jump again for another 2 to 5 seconds TIMER_Set( NPC, "jumpChaseDebounce", Q_irand( 2000, 5000 ) ); if ( Q_irand( 0, 2 ) ) { ucmd.forwardmove = 127; VectorClear( NPC->client->ps.moveDir ); } else { ucmd.forwardmove = -127; VectorClear( NPC->client->ps.moveDir ); } //FIXME: if this jump is cleared, we can't block... so pick a random lower block? if ( Q_irand( 0, 1 ) )//FIXME: make intelligent { NPC->client->ps.saberBlocked = BLOCKED_LOWER_RIGHT; } else { NPC->client->ps.saberBlocked = BLOCKED_LOWER_LEFT; } } } else if ( enemy_attacking ) { Jedi_SaberBlock(0, 0); } } } else {//strafed if ( d_JediAI.integer ) { Com_Printf( "def strafe\n" ); } if ( !(NPCInfo->scriptFlags&SCF_NO_ACROBATICS) && NPC->client->ps.fd.forceRageRecoveryTime < level.time && !(NPC->client->ps.fd.forcePowersActive&(1<rank == RANK_CREWMAN || NPCInfo->rank > RANK_LT_JG ) && !PM_InKnockDown( &NPC->client->ps ) && !Q_irand( 0, 5 ) ) {//FIXME: make this a function call? //FIXME: check for clearance, safety of landing spot? if ( NPC->client->NPC_class == CLASS_BOBAFETT ) { NPC->client->ps.fd.forceJumpCharge = 280;//FIXME: calc this intelligently? } else { NPC->client->ps.fd.forceJumpCharge = 320; } //Don't jump again for another 2 to 5 seconds TIMER_Set( NPC, "jumpChaseDebounce", Q_irand( 2000, 5000 ) ); } } break; } //turn off slow walking no matter what TIMER_Set( NPC, "walking", -level.time ); TIMER_Set( NPC, "taunting", -level.time ); } } } /* ------------------------- Jedi_Flee ------------------------- */ /* static qboolean Jedi_Flee( void ) { return qfalse; } */ /* ========================================================================================== INTERNAL AI ROUTINES ========================================================================================== */ gentity_t *Jedi_FindEnemyInCone( gentity_t *self, gentity_t *fallback, float minDot ) { vec3_t forward, mins, maxs, dir; float dist, bestDist = Q3_INFINITE; gentity_t *enemy = fallback; gentity_t *check = NULL; int entityList[MAX_GENTITIES]; int e, numListedEntities; trace_t tr; if ( !self->client ) { return enemy; } AngleVectors( self->client->ps.viewangles, forward, NULL, NULL ); for ( e = 0 ; e < 3 ; e++ ) { mins[e] = self->r.currentOrigin[e] - 1024; maxs[e] = self->r.currentOrigin[e] + 1024; } numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for ( e = 0 ; e < numListedEntities ; e++ ) { check = &g_entities[entityList[e]]; if ( check == self ) {//me continue; } if ( !(check->inuse) ) {//freed continue; } if ( !check->client ) {//not a client - FIXME: what about turrets? continue; } if ( check->client->playerTeam != self->client->enemyTeam ) {//not an enemy - FIXME: what about turrets? continue; } if ( check->health <= 0 ) {//dead continue; } if ( !trap_InPVS( check->r.currentOrigin, self->r.currentOrigin ) ) {//can't potentially see them continue; } VectorSubtract( check->r.currentOrigin, self->r.currentOrigin, dir ); dist = VectorNormalize( dir ); if ( DotProduct( dir, forward ) < minDot ) {//not in front continue; } //really should have a clear LOS to this thing... trap_Trace( &tr, self->r.currentOrigin, vec3_origin, vec3_origin, check->r.currentOrigin, self->s.number, MASK_SHOT ); if ( tr.fraction < 1.0f && tr.entityNum != check->s.number ) {//must have clear shot continue; } if ( dist < bestDist ) {//closer than our last best one dist = bestDist; enemy = check; } } return enemy; } static void Jedi_SetEnemyInfo( vec3_t enemy_dest, vec3_t enemy_dir, float *enemy_dist, vec3_t enemy_movedir, float *enemy_movespeed, int prediction ) { if ( !NPC || !NPC->enemy ) {//no valid enemy return; } if ( !NPC->enemy->client ) { VectorClear( enemy_movedir ); *enemy_movespeed = 0; VectorCopy( NPC->enemy->r.currentOrigin, enemy_dest ); enemy_dest[2] += NPC->enemy->r.mins[2] + 24;//get it's origin to a height I can work with VectorSubtract( enemy_dest, NPC->r.currentOrigin, enemy_dir ); //FIXME: enemy_dist calc needs to include all blade lengths, and include distance from hand to start of blade.... *enemy_dist = VectorNormalize( enemy_dir );// - (NPC->client->ps.saberLengthMax + NPC->r.maxs[0]*1.5 + 16); } else {//see where enemy is headed VectorCopy( NPC->enemy->client->ps.velocity, enemy_movedir ); *enemy_movespeed = VectorNormalize( enemy_movedir ); //figure out where he'll be, say, 3 frames from now VectorMA( NPC->enemy->r.currentOrigin, *enemy_movespeed * 0.001 * prediction, enemy_movedir, enemy_dest ); //figure out what dir the enemy's estimated position is from me and how far from the tip of my saber he is VectorSubtract( enemy_dest, NPC->r.currentOrigin, enemy_dir );//NPC->client->renderInfo.muzzlePoint //FIXME: enemy_dist calc needs to include all blade lengths, and include distance from hand to start of blade.... *enemy_dist = VectorNormalize( enemy_dir ) - (NPC->client->saber[0].blade[0].lengthMax + NPC->r.maxs[0]*1.5 + 16); //just use the blade 0 len I guess //FIXME: keep a group of enemies around me and use that info to make decisions... // For instance, if there are multiple enemies, evade more, push them away // and use medium attacks. If enemies are using blasters, switch to fast. // If one jedi enemy, use strong attacks. Use grip when fighting one or // two enemies, use lightning spread when fighting multiple enemies, etc. // Also, when kill one, check rest of group instead of walking up to victim. } } extern float WP_SpeedOfMissileForWeapon( int wp, qboolean alt_fire ); static void Jedi_FaceEnemy( qboolean doPitch ) { vec3_t enemy_eyes, eyes, angles; if ( NPC == NULL ) return; if ( NPC->enemy == NULL ) return; if ( NPC->client->ps.fd.forcePowersActive & (1<client->ps.fd.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 ) {//don't update? NPCInfo->desiredPitch = NPC->client->ps.viewangles[PITCH]; NPCInfo->desiredYaw = NPC->client->ps.viewangles[YAW]; return; } CalcEntitySpot( NPC, SPOT_HEAD, eyes ); CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_eyes ); if ( NPC->client->NPC_class == CLASS_BOBAFETT && TIMER_Done( NPC, "flameTime" ) && NPC->s.weapon != WP_NONE && NPC->s.weapon != WP_DISRUPTOR && (NPC->s.weapon != WP_ROCKET_LAUNCHER||!(NPCInfo->scriptFlags&SCF_ALT_FIRE)) && NPC->s.weapon != WP_THERMAL && NPC->s.weapon != WP_TRIP_MINE && NPC->s.weapon != WP_DET_PACK && NPC->s.weapon != WP_STUN_BATON /*&& NPC->s.weapon != WP_MELEE*/ ) {//boba leads his enemy if ( NPC->health < NPC->client->pers.maxHealth*0.5f ) {//lead float missileSpeed = WP_SpeedOfMissileForWeapon( NPC->s.weapon, ((qboolean)(NPCInfo->scriptFlags&SCF_ALT_FIRE)) ); if ( missileSpeed ) { float eDist = Distance( eyes, enemy_eyes ); eDist /= missileSpeed;//How many seconds it will take to get to the enemy VectorMA( enemy_eyes, eDist*flrand(0.95f,1.25f), NPC->enemy->client->ps.velocity, enemy_eyes ); } } } //Find the desired angles if ( !NPC->client->ps.saberInFlight && (NPC->client->ps.legsAnim == BOTH_A2_STABBACK1 || NPC->client->ps.legsAnim == BOTH_CROUCHATTACKBACK1 || NPC->client->ps.legsAnim == BOTH_ATTACK_BACK) ) {//point *away* GetAnglesForDirection( enemy_eyes, eyes, angles ); } else {//point towards him GetAnglesForDirection( eyes, enemy_eyes, angles ); } NPCInfo->desiredYaw = AngleNormalize360( angles[YAW] ); /* if ( NPC->client->ps.saberBlocked == BLOCKED_UPPER_LEFT ) {//temp hack- to make up for poor coverage on left side NPCInfo->desiredYaw += 30; } */ if ( doPitch ) { NPCInfo->desiredPitch = AngleNormalize360( angles[PITCH] ); if ( NPC->client->ps.saberInFlight ) {//tilt down a little NPCInfo->desiredPitch += 10; } } //FIXME: else desiredPitch = 0? Or keep previous? } static void Jedi_DebounceDirectionChanges( void ) { //FIXME: check these before making fwd/back & right/left decisions? //Time-debounce changes in forward/back dir if ( ucmd.forwardmove > 0 ) { if ( !TIMER_Done( NPC, "moveback" ) || !TIMER_Done( NPC, "movenone" ) ) { ucmd.forwardmove = 0; //now we have to normalize the total movement again if ( ucmd.rightmove > 0 ) { ucmd.rightmove = 127; } else if ( ucmd.rightmove < 0 ) { ucmd.rightmove = -127; } VectorClear( NPC->client->ps.moveDir ); TIMER_Set( NPC, "moveback", -level.time ); if ( TIMER_Done( NPC, "movenone" ) ) { TIMER_Set( NPC, "movenone", Q_irand( 1000, 2000 ) ); } } else if ( TIMER_Done( NPC, "moveforward" ) ) {//FIXME: should be if it's zero? TIMER_Set( NPC, "moveforward", Q_irand( 500, 2000 ) ); } } else if ( ucmd.forwardmove < 0 ) { if ( !TIMER_Done( NPC, "moveforward" ) || !TIMER_Done( NPC, "movenone" ) ) { ucmd.forwardmove = 0; //now we have to normalize the total movement again if ( ucmd.rightmove > 0 ) { ucmd.rightmove = 127; } else if ( ucmd.rightmove < 0 ) { ucmd.rightmove = -127; } VectorClear( NPC->client->ps.moveDir ); TIMER_Set( NPC, "moveforward", -level.time ); if ( TIMER_Done( NPC, "movenone" ) ) { TIMER_Set( NPC, "movenone", Q_irand( 1000, 2000 ) ); } } else if ( TIMER_Done( NPC, "moveback" ) ) {//FIXME: should be if it's zero? TIMER_Set( NPC, "moveback", Q_irand( 250, 1000 ) ); } } else if ( !TIMER_Done( NPC, "moveforward" ) ) {//NOTE: edge checking should stop me if this is bad... but what if it sends us colliding into the enemy? ucmd.forwardmove = 127; VectorClear( NPC->client->ps.moveDir ); } else if ( !TIMER_Done( NPC, "moveback" ) ) {//NOTE: edge checking should stop me if this is bad... ucmd.forwardmove = -127; VectorClear( NPC->client->ps.moveDir ); } //Time-debounce changes in right/left dir if ( ucmd.rightmove > 0 ) { if ( !TIMER_Done( NPC, "moveleft" ) || !TIMER_Done( NPC, "movecenter" ) ) { ucmd.rightmove = 0; //now we have to normalize the total movement again if ( ucmd.forwardmove > 0 ) { ucmd.forwardmove = 127; } else if ( ucmd.forwardmove < 0 ) { ucmd.forwardmove = -127; } VectorClear( NPC->client->ps.moveDir ); TIMER_Set( NPC, "moveleft", -level.time ); if ( TIMER_Done( NPC, "movecenter" ) ) { TIMER_Set( NPC, "movecenter", Q_irand( 1000, 2000 ) ); } } else if ( TIMER_Done( NPC, "moveright" ) ) {//FIXME: should be if it's zero? TIMER_Set( NPC, "moveright", Q_irand( 250, 1500 ) ); } } else if ( ucmd.rightmove < 0 ) { if ( !TIMER_Done( NPC, "moveright" ) || !TIMER_Done( NPC, "movecenter" ) ) { ucmd.rightmove = 0; //now we have to normalize the total movement again if ( ucmd.forwardmove > 0 ) { ucmd.forwardmove = 127; } else if ( ucmd.forwardmove < 0 ) { ucmd.forwardmove = -127; } VectorClear( NPC->client->ps.moveDir ); TIMER_Set( NPC, "moveright", -level.time ); if ( TIMER_Done( NPC, "movecenter" ) ) { TIMER_Set( NPC, "movecenter", Q_irand( 1000, 2000 ) ); } } else if ( TIMER_Done( NPC, "moveleft" ) ) {//FIXME: should be if it's zero? TIMER_Set( NPC, "moveleft", Q_irand( 250, 1500 ) ); } } else if ( !TIMER_Done( NPC, "moveright" ) ) {//NOTE: edge checking should stop me if this is bad... ucmd.rightmove = 127; VectorClear( NPC->client->ps.moveDir ); } else if ( !TIMER_Done( NPC, "moveleft" ) ) {//NOTE: edge checking should stop me if this is bad... ucmd.rightmove = -127; VectorClear( NPC->client->ps.moveDir ); } } static void Jedi_TimersApply( void ) { if ( !ucmd.rightmove ) {//only if not already strafing //FIXME: if enemy behind me and turning to face enemy, don't strafe in that direction, too if ( !TIMER_Done( NPC, "strafeLeft" ) ) { if ( NPCInfo->desiredYaw > NPC->client->ps.viewangles[YAW] + 60 ) {//we want to turn left, don't apply the strafing } else {//go ahead and strafe left ucmd.rightmove = -127; VectorClear( NPC->client->ps.moveDir ); } } else if ( !TIMER_Done( NPC, "strafeRight" ) ) { if ( NPCInfo->desiredYaw < NPC->client->ps.viewangles[YAW] - 60 ) {//we want to turn right, don't apply the strafing } else {//go ahead and strafe left ucmd.rightmove = 127; VectorClear( NPC->client->ps.moveDir ); } } } Jedi_DebounceDirectionChanges(); //use careful anim/slower movement if not already moving if ( !ucmd.forwardmove && !TIMER_Done( NPC, "walking" ) ) { ucmd.buttons |= (BUTTON_WALKING); } if ( !TIMER_Done( NPC, "taunting" ) ) { ucmd.buttons |= (BUTTON_WALKING); } if ( !TIMER_Done( NPC, "gripping" ) ) {//FIXME: what do we do if we ran out of power? NPC's can't? //FIXME: don't keep turning to face enemy or we'll end up spinning around ucmd.buttons |= BUTTON_FORCEGRIP; } if ( !TIMER_Done( NPC, "draining" ) ) {//FIXME: what do we do if we ran out of power? NPC's can't? //FIXME: don't keep turning to face enemy or we'll end up spinning around ucmd.buttons |= BUTTON_FORCE_DRAIN; } if ( !TIMER_Done( NPC, "holdLightning" ) ) {//hold down the lightning key ucmd.buttons |= BUTTON_FORCE_LIGHTNING; } } static void Jedi_CombatTimersUpdate( int enemy_dist ) { if ( TIMER_Done( NPC, "roamTime" ) ) { TIMER_Set( NPC, "roamTime", Q_irand( 2000, 5000 ) ); //okay, now mess with agression if ( NPC->client->ps.fd.forcePowersActive&(1<client->ps.fd.forceRageRecoveryTime > level.time ) {//recovering Jedi_Aggression( NPC, Q_irand( 0, -2 ) ); } if ( NPC->enemy && NPC->enemy->client ) { switch( NPC->enemy->client->ps.weapon ) { case WP_SABER: //If enemy has a lightsaber, always close in if ( BG_SabersOff( &NPC->enemy->client->ps ) ) {//fool! Standing around unarmed, charge! //Com_Printf( "(%d) raise agg - enemy saber off\n", level.time ); Jedi_Aggression( NPC, 2 ); } else { //Com_Printf( "(%d) raise agg - enemy saber\n", level.time ); Jedi_Aggression( NPC, 1 ); } break; case WP_BLASTER: case WP_BRYAR_PISTOL: case WP_DISRUPTOR: case WP_BOWCASTER: case WP_REPEATER: case WP_DEMP2: case WP_FLECHETTE: case WP_ROCKET_LAUNCHER: //if he has a blaster, move in when: //They're not shooting at me if ( NPC->enemy->attackDebounceTime < level.time ) {//does this apply to players? //Com_Printf( "(%d) raise agg - enemy not shooting ranged weap\n", level.time ); Jedi_Aggression( NPC, 1 ); } //He's closer than a dist that gives us time to deflect if ( enemy_dist < 256 ) { //Com_Printf( "(%d) raise agg - enemy ranged weap- too close\n", level.time ); Jedi_Aggression( NPC, 1 ); } break; default: break; } } } if ( TIMER_Done( NPC, "noStrafe" ) && TIMER_Done( NPC, "strafeLeft" ) && TIMER_Done( NPC, "strafeRight" ) ) { //FIXME: Maybe more likely to do this if aggression higher? Or some other stat? if ( !Q_irand( 0, 4 ) ) {//start a strafe if ( Jedi_Strafe( 1000, 3000, 0, 4000, qtrue ) ) { if ( d_JediAI.integer ) { Com_Printf( "off strafe\n" ); } } } else {//postpone any strafing for a while TIMER_Set( NPC, "noStrafe", Q_irand( 1000, 3000 ) ); } } if ( NPC->client->ps.saberEventFlags ) {//some kind of saber combat event is still pending int newFlags = NPC->client->ps.saberEventFlags; if ( NPC->client->ps.saberEventFlags&SEF_PARRIED ) {//parried TIMER_Set( NPC, "parryTime", -1 ); /* if ( NPCInfo->rank >= RANK_LT_JG ) { NPC->client->ps.fd.forcePowerDebounce[FP_SABER_DEFENSE] = level.time + 100; } else { NPC->client->ps.fd.forcePowerDebounce[FP_SABER_DEFENSE] = level.time + 500; } */ if ( NPC->enemy && PM_SaberInKnockaway( NPC->enemy->client->ps.saberMove ) ) {//advance! Jedi_Aggression( NPC, 1 );//get closer Jedi_AdjustSaberAnimLevel( NPC, (NPC->client->ps.fd.saberAnimLevel-1) );//use a faster attack } else { if ( !Q_irand( 0, 1 ) )//FIXME: dependant on rank/diff? { //Com_Printf( "(%d) drop agg - we parried\n", level.time ); Jedi_Aggression( NPC, -1 ); } if ( !Q_irand( 0, 1 ) ) { Jedi_AdjustSaberAnimLevel( NPC, (NPC->client->ps.fd.saberAnimLevel-1) ); } } if ( d_JediAI.integer ) { Com_Printf( "(%d) PARRY: agg %d, no parry until %d\n", level.time, NPCInfo->stats.aggression, level.time + 100 ); } newFlags &= ~SEF_PARRIED; } if ( !NPC->client->ps.weaponTime && (NPC->client->ps.saberEventFlags&SEF_HITENEMY) )//hit enemy {//we hit our enemy last time we swung, drop our aggression if ( !Q_irand( 0, 1 ) )//FIXME: dependant on rank/diff? { //Com_Printf( "(%d) drop agg - we hit enemy\n", level.time ); Jedi_Aggression( NPC, -1 ); if ( d_JediAI.integer ) { Com_Printf( "(%d) HIT: agg %d\n", level.time, NPCInfo->stats.aggression ); } if ( !Q_irand( 0, 3 ) && NPCInfo->blockedSpeechDebounceTime < level.time && jediSpeechDebounceTime[NPC->client->playerTeam] < level.time && NPC->painDebounceTime < level.time - 1000 ) { G_AddVoiceEvent( NPC, Q_irand( EV_GLOAT1, EV_GLOAT3 ), 3000 ); jediSpeechDebounceTime[NPC->client->playerTeam] = NPCInfo->blockedSpeechDebounceTime = level.time + 3000; } } if ( !Q_irand( 0, 2 ) ) { Jedi_AdjustSaberAnimLevel( NPC, (NPC->client->ps.fd.saberAnimLevel+1) ); } newFlags &= ~SEF_HITENEMY; } if ( (NPC->client->ps.saberEventFlags&SEF_BLOCKED) ) {//was blocked whilst attacking if ( PM_SaberInBrokenParry( NPC->client->ps.saberMove ) || NPC->client->ps.saberBlocked == BLOCKED_PARRY_BROKEN ) { //Com_Printf( "(%d) drop agg - we were knock-blocked\n", level.time ); if ( NPC->client->ps.saberInFlight ) {//lost our saber, too!!! Jedi_Aggression( NPC, -5 );//really really really should back off!!! } else { Jedi_Aggression( NPC, -2 );//really should back off! } Jedi_AdjustSaberAnimLevel( NPC, (NPC->client->ps.fd.saberAnimLevel+1) );//use a stronger attack if ( d_JediAI.integer ) { Com_Printf( "(%d) KNOCK-BLOCKED: agg %d\n", level.time, NPCInfo->stats.aggression ); } } else { if ( !Q_irand( 0, 2 ) )//FIXME: dependant on rank/diff? { //Com_Printf( "(%d) drop agg - we were blocked\n", level.time ); Jedi_Aggression( NPC, -1 ); if ( d_JediAI.integer ) { Com_Printf( "(%d) BLOCKED: agg %d\n", level.time, NPCInfo->stats.aggression ); } } if ( !Q_irand( 0, 1 ) ) { Jedi_AdjustSaberAnimLevel( NPC, (NPC->client->ps.fd.saberAnimLevel+1) ); } } newFlags &= ~SEF_BLOCKED; //FIXME: based on the type of parry the enemy is doing and my skill, // choose an attack that is likely to get around the parry? // right now that's generic in the saber animation code, auto-picks // a next anim for me, but really should be AI-controlled. } if ( NPC->client->ps.saberEventFlags&SEF_DEFLECTED ) {//deflected a shot newFlags &= ~SEF_DEFLECTED; if ( !Q_irand( 0, 3 ) ) { Jedi_AdjustSaberAnimLevel( NPC, (NPC->client->ps.fd.saberAnimLevel-1) ); } } if ( NPC->client->ps.saberEventFlags&SEF_HITWALL ) {//hit a wall newFlags &= ~SEF_HITWALL; } if ( NPC->client->ps.saberEventFlags&SEF_HITOBJECT ) {//hit some other damagable object if ( !Q_irand( 0, 3 ) ) { Jedi_AdjustSaberAnimLevel( NPC, (NPC->client->ps.fd.saberAnimLevel-1) ); } newFlags &= ~SEF_HITOBJECT; } NPC->client->ps.saberEventFlags = newFlags; } } static void Jedi_CombatIdle( int enemy_dist ) { if ( !TIMER_Done( NPC, "parryTime" ) ) { return; } if ( NPC->client->ps.saberInFlight ) {//don't do this idle stuff if throwing saber return; } if ( NPC->client->ps.fd.forcePowersActive&(1<client->ps.fd.forceRageRecoveryTime > level.time ) {//never taunt while raging or recovering from rage return; } //FIXME: make these distance numbers defines? if ( enemy_dist >= 64 ) {//FIXME: only do this if standing still? //based on aggression, flaunt/taunt int chance = 20; if ( NPC->client->NPC_class == CLASS_SHADOWTROOPER ) { chance = 10; } //FIXME: possibly throw local objects at enemy? if ( Q_irand( 2, chance ) < NPCInfo->stats.aggression ) { if ( TIMER_Done( NPC, "chatter" ) && NPC->client->ps.forceHandExtend == HANDEXTEND_NONE ) {//FIXME: add more taunt behaviors //FIXME: sometimes he turns it off, then turns it right back on again??? if ( enemy_dist > 200 && NPC->client->NPC_class != CLASS_BOBAFETT && !NPC->client->ps.saberHolstered && !Q_irand( 0, 5 ) ) {//taunt even more, turn off the saber //FIXME: don't do this if health low? WP_DeactivateSaber( NPC, qfalse ); //Don't attack for a bit NPCInfo->stats.aggression = 3; //FIXME: maybe start strafing? //debounce this if ( NPC->client->playerTeam != NPCTEAM_PLAYER && !Q_irand( 0, 1 )) { //NPC->client->ps.taunting = level.time + 100; NPC->client->ps.forceHandExtend = HANDEXTEND_JEDITAUNT; NPC->client->ps.forceHandExtendTime = level.time + 5000; TIMER_Set( NPC, "chatter", Q_irand( 5000, 10000 ) ); TIMER_Set( NPC, "taunting", 5500 ); } else { Jedi_BattleTaunt(); TIMER_Set( NPC, "taunting", Q_irand( 5000, 10000 ) ); } } else if ( Jedi_BattleTaunt() ) {//FIXME: pick some anims } } } } } static qboolean Jedi_AttackDecide( int enemy_dist ) { if ( NPC->enemy->client && NPC->enemy->s.weapon == WP_SABER && NPC->enemy->client->ps.saberLockTime > level.time && NPC->client->ps.saberLockTime < level.time ) {//enemy is in a saberLock and we are not return qfalse; } if ( NPC->client->ps.saberEventFlags&SEF_LOCK_WON ) {//we won a saber lock, press the advantage with an attack! int chance = 0; if ( NPC->client->NPC_class == CLASS_DESANN || NPC->client->NPC_class == CLASS_LUKE || !Q_stricmp("Yoda",NPC->NPC_type) ) {//desann and luke chance = 20; } else if ( NPC->client->NPC_class == CLASS_TAVION ) {//tavion chance = 10; } else if ( NPC->client->NPC_class == CLASS_REBORN && NPCInfo->rank == RANK_LT_JG ) {//fencer chance = 5; } else { chance = NPCInfo->rank; } if ( Q_irand( 0, 30 ) < chance ) {//based on skill with some randomness NPC->client->ps.saberEventFlags &= ~SEF_LOCK_WON;//clear this now that we are using the opportunity TIMER_Set( NPC, "noRetreat", Q_irand( 500, 2000 ) ); //FIXME: check enemy_dist? NPC->client->ps.weaponTime = NPCInfo->shotTime = NPC->attackDebounceTime = 0; //NPC->client->ps.fd.forcePowerDebounce[FP_SABER_DEFENSE] = level.time + 500; NPC->client->ps.saberBlocked = BLOCKED_NONE; WeaponThink( qtrue ); return qtrue; } } if ( NPC->client->NPC_class == CLASS_TAVION || ( NPC->client->NPC_class == CLASS_REBORN && NPCInfo->rank == RANK_LT_JG ) || ( NPC->client->NPC_class == CLASS_JEDI && NPCInfo->rank == RANK_COMMANDER ) ) {//tavion, fencers, jedi trainer are all good at following up a parry with an attack if ( ( PM_SaberInParry( NPC->client->ps.saberMove ) || PM_SaberInKnockaway( NPC->client->ps.saberMove ) ) && NPC->client->ps.saberBlocked != BLOCKED_PARRY_BROKEN ) {//try to attack straight from a parry NPC->client->ps.weaponTime = NPCInfo->shotTime = NPC->attackDebounceTime = 0; //NPC->client->ps.fd.forcePowerDebounce[FP_SABER_DEFENSE] = level.time + 500; NPC->client->ps.saberBlocked = BLOCKED_NONE; Jedi_AdjustSaberAnimLevel( NPC, FORCE_LEVEL_1 );//try to follow-up with a quick attack WeaponThink( qtrue ); return qtrue; } } //try to hit them if we can if ( enemy_dist >= 64 ) { return qfalse; } if ( !TIMER_Done( NPC, "parryTime" ) ) { return qfalse; } if ( (NPCInfo->scriptFlags&SCF_DONT_FIRE) ) {//not allowed to attack return qfalse; } if ( !(ucmd.buttons&BUTTON_ATTACK) && !(ucmd.buttons&BUTTON_ALT_ATTACK) ) {//not already attacking //Try to attack WeaponThink( qtrue ); } //FIXME: Maybe try to push enemy off a ledge? //close enough to step forward //FIXME: an attack debounce timer other than the phaser debounce time? // or base it on aggression? if ( ucmd.buttons&BUTTON_ATTACK ) {//attacking /* if ( enemy_dist > 32 && NPCInfo->stats.aggression >= 4 ) {//move forward if we're too far away and we're chasing him ucmd.forwardmove = 127; } else if ( enemy_dist < 0 ) {//move back if we're too close ucmd.forwardmove = -127; } */ //FIXME: based on the type of parry/attack the enemy is doing and my skill, // choose an attack that is likely to get around the parry? // right now that's generic in the saber animation code, auto-picks // a next anim for me, but really should be AI-controlled. //FIXME: have this interact with/override above strafing code? if ( !ucmd.rightmove ) {//not already strafing if ( !Q_irand( 0, 3 ) ) {//25% chance of doing this vec3_t right, dir2enemy; AngleVectors( NPC->r.currentAngles, NULL, right, NULL ); VectorSubtract( NPC->enemy->r.currentOrigin, NPC->r.currentAngles, dir2enemy ); if ( DotProduct( right, dir2enemy ) > 0 ) {//he's to my right, strafe left ucmd.rightmove = -127; VectorClear( NPC->client->ps.moveDir ); } else {//he's to my left, strafe right ucmd.rightmove = 127; VectorClear( NPC->client->ps.moveDir ); } } } return qtrue; } return qfalse; } #define APEX_HEIGHT 200.0f #define PARA_WIDTH (sqrt(APEX_HEIGHT)+sqrt(APEX_HEIGHT)) #define JUMP_SPEED 200.0f static qboolean Jedi_Jump( vec3_t dest, int goalEntNum ) {//FIXME: if land on enemy, knock him down & jump off again /* if ( dest[2] - NPC->r.currentOrigin[2] < 64 && DistanceHorizontal( NPC->r.currentOrigin, dest ) > 256 ) {//a pretty horizontal jump, easy to fake: vec3_t enemy_diff; VectorSubtract( dest, NPC->r.currentOrigin, enemy_diff ); float enemy_z_diff = enemy_diff[2]; enemy_diff[2] = 0; float enemy_xy_diff = VectorNormalize( enemy_diff ); VectorScale( enemy_diff, enemy_xy_diff*0.8, NPC->client->ps.velocity ); if ( enemy_z_diff < 64 ) { NPC->client->ps.velocity[2] = enemy_xy_diff; } else { NPC->client->ps.velocity[2] = enemy_z_diff*2+enemy_xy_diff/2; } } else */ if ( 1 ) { float targetDist, shotSpeed = 300, travelTime, impactDist, bestImpactDist = Q3_INFINITE;//fireSpeed, vec3_t targetDir, shotVel, failCase; trace_t trace; trajectory_t tr; qboolean blocked; int elapsedTime, timeStep = 500, hitCount = 0, maxHits = 7; vec3_t lastPos, testPos, bottom; while ( hitCount < maxHits ) { VectorSubtract( dest, NPC->r.currentOrigin, targetDir ); targetDist = VectorNormalize( targetDir ); VectorScale( targetDir, shotSpeed, shotVel ); travelTime = targetDist/shotSpeed; shotVel[2] += travelTime * 0.5 * NPC->client->ps.gravity; if ( !hitCount ) {//save the first one as the worst case scenario VectorCopy( shotVel, failCase ); } if ( 1 )//tracePath ) {//do a rough trace of the path blocked = qfalse; VectorCopy( NPC->r.currentOrigin, tr.trBase ); VectorCopy( shotVel, tr.trDelta ); tr.trType = TR_GRAVITY; tr.trTime = level.time; travelTime *= 1000.0f; VectorCopy( NPC->r.currentOrigin, lastPos ); //This may be kind of wasteful, especially on long throws... use larger steps? Divide the travelTime into a certain hard number of slices? Trace just to apex and down? for ( elapsedTime = timeStep; elapsedTime < floor(travelTime)+timeStep; elapsedTime += timeStep ) { if ( (float)elapsedTime > travelTime ) {//cap it elapsedTime = floor( travelTime ); } BG_EvaluateTrajectory( &tr, level.time + elapsedTime, testPos ); if ( testPos[2] < lastPos[2] ) {//going down, ignore botclip trap_Trace( &trace, lastPos, NPC->r.mins, NPC->r.maxs, testPos, NPC->s.number, NPC->clipmask ); } else {//going up, check for botclip trap_Trace( &trace, lastPos, NPC->r.mins, NPC->r.maxs, testPos, NPC->s.number, NPC->clipmask|CONTENTS_BOTCLIP ); } if ( trace.allsolid || trace.startsolid ) { blocked = qtrue; break; } if ( trace.fraction < 1.0f ) {//hit something if ( trace.entityNum == goalEntNum ) {//hit the enemy, that's perfect! //Hmm, don't want to land on him, though... break; } else { if ( trace.contents & CONTENTS_BOTCLIP ) {//hit a do-not-enter brush blocked = qtrue; break; } if ( trace.plane.normal[2] > 0.7 && DistanceSquared( trace.endpos, dest ) < 4096 )//hit within 64 of desired location, should be okay {//close enough! break; } else {//FIXME: maybe find the extents of this brush and go above or below it on next try somehow? impactDist = DistanceSquared( trace.endpos, dest ); if ( impactDist < bestImpactDist ) { bestImpactDist = impactDist; VectorCopy( shotVel, failCase ); } blocked = qtrue; break; } } } if ( elapsedTime == floor( travelTime ) ) {//reached end, all clear if ( trace.fraction >= 1.0f ) {//hmm, make sure we'll land on the ground... //FIXME: do we care how far below ourselves or our dest we'll land? VectorCopy( trace.endpos, bottom ); bottom[2] -= 128; trap_Trace( &trace, trace.endpos, NPC->r.mins, NPC->r.maxs, bottom, NPC->s.number, NPC->clipmask ); if ( trace.fraction >= 1.0f ) {//would fall too far blocked = qtrue; } } break; } else { //all clear, try next slice VectorCopy( testPos, lastPos ); } } if ( blocked ) {//hit something, adjust speed (which will change arc) hitCount++; shotSpeed = 300 + ((hitCount-2) * 100);//from 100 to 900 (skipping 300) if ( hitCount >= 2 ) {//skip 300 since that was the first value we tested shotSpeed += 100; } } else {//made it! break; } } else {//no need to check the path, go with first calc break; } } if ( hitCount >= maxHits ) {//NOTE: worst case scenario, use the one that impacted closest to the target (or just use the first try...?) //NOTE: or try failcase? VectorCopy( failCase, NPC->client->ps.velocity ); } VectorCopy( shotVel, NPC->client->ps.velocity ); } else {//a more complicated jump vec3_t dir, p1, p2, apex; float time, height, forward, z, xy, dist, apexHeight; if ( NPC->r.currentOrigin[2] > dest[2] )//NPCInfo->goalEntity->r.currentOrigin { VectorCopy( NPC->r.currentOrigin, p1 ); VectorCopy( dest, p2 );//NPCInfo->goalEntity->r.currentOrigin } else if ( NPC->r.currentOrigin[2] < dest[2] )//NPCInfo->goalEntity->r.currentOrigin { VectorCopy( dest, p1 );//NPCInfo->goalEntity->r.currentOrigin VectorCopy( NPC->r.currentOrigin, p2 ); } else { VectorCopy( NPC->r.currentOrigin, p1 ); VectorCopy( dest, p2 );//NPCInfo->goalEntity->r.currentOrigin } //z = xy*xy VectorSubtract( p2, p1, dir ); dir[2] = 0; //Get xy and z diffs xy = VectorNormalize( dir ); z = p1[2] - p2[2]; apexHeight = APEX_HEIGHT/2; //Determine most desirable apex height //FIXME: length of xy will change curve of parabola, need to account for this //somewhere... PARA_WIDTH /* apexHeight = (APEX_HEIGHT * PARA_WIDTH/xy) + (APEX_HEIGHT * z/128); if ( apexHeight < APEX_HEIGHT * 0.5 ) { apexHeight = APEX_HEIGHT*0.5; } else if ( apexHeight > APEX_HEIGHT * 2 ) { apexHeight = APEX_HEIGHT*2; } */ z = (sqrt(apexHeight + z) - sqrt(apexHeight)); assert(z >= 0); // Com_Printf("apex is %4.2f percent from p1: ", (xy-z)*0.5/xy*100.0f); xy -= z; xy *= 0.5; assert(xy > 0); VectorMA( p1, xy, dir, apex ); apex[2] += apexHeight; VectorCopy(apex, NPC->pos1); //Now we have the apex, aim for it height = apex[2] - NPC->r.currentOrigin[2]; time = sqrt( height / ( .5 * NPC->client->ps.gravity ) );//was 0.5, but didn't work well for very long jumps if ( !time ) { //Com_Printf( S_COLOR_RED"ERROR: no time in jump\n" ); return qfalse; } VectorSubtract ( apex, NPC->r.currentOrigin, NPC->client->ps.velocity ); NPC->client->ps.velocity[2] = 0; dist = VectorNormalize( NPC->client->ps.velocity ); forward = dist / time * 1.25;//er... probably bad, but... VectorScale( NPC->client->ps.velocity, forward, NPC->client->ps.velocity ); //FIXME: Uh.... should we trace/EvaluateTrajectory this to make sure we have clearance and we land where we want? NPC->client->ps.velocity[2] = time * NPC->client->ps.gravity; //Com_Printf("Jump Velocity: %4.2f, %4.2f, %4.2f\n", NPC->client->ps.velocity[0], NPC->client->ps.velocity[1], NPC->client->ps.velocity[2] ); } return qtrue; } static qboolean Jedi_TryJump( gentity_t *goal ) {//FIXME: never does a simple short, regular jump... //FIXME: I need to be on ground too! if ( (NPCInfo->scriptFlags&SCF_NO_ACROBATICS) ) { return qfalse; } if ( TIMER_Done( NPC, "jumpChaseDebounce" ) ) { if ( (!goal->client || goal->client->ps.groundEntityNum != ENTITYNUM_NONE) ) { if ( !PM_InKnockDown( &NPC->client->ps ) && !BG_InRoll( &NPC->client->ps, NPC->client->ps.legsAnim ) ) {//enemy is on terra firma vec3_t goal_diff; float goal_z_diff; float goal_xy_dist; VectorSubtract( goal->r.currentOrigin, NPC->r.currentOrigin, goal_diff ); goal_z_diff = goal_diff[2]; goal_diff[2] = 0; goal_xy_dist = VectorNormalize( goal_diff ); if ( goal_xy_dist < 550 && goal_z_diff > -400/*was -256*/ )//for now, jedi don't take falling damage && (NPC->health > 20 || goal_z_diff > 0 ) && (NPC->health >= 100 || goal_z_diff > -128 ))//closer than @512 { qboolean debounce = qfalse; if ( NPC->health < 150 && ((NPC->health < 30 && goal_z_diff < 0) || goal_z_diff < -128 ) ) {//don't jump, just walk off... doesn't help with ledges, though debounce = qtrue; } else if ( goal_z_diff < 32 && goal_xy_dist < 200 ) {//what is their ideal jump height? ucmd.upmove = 127; debounce = qtrue; } else { /* //NO! All Jedi can jump-navigate now... if ( NPCInfo->rank != RANK_CREWMAN && NPCInfo->rank <= RANK_LT_JG ) {//can't do acrobatics return qfalse; } */ if ( goal_z_diff > 0 || goal_xy_dist > 128 ) {//Fake a force-jump //Screw it, just do my own calc & throw vec3_t dest; VectorCopy( goal->r.currentOrigin, dest ); if ( goal == NPC->enemy ) { int sideTry = 0; while( sideTry < 10 ) {//FIXME: make it so it doesn't try the same spot again? trace_t trace; vec3_t bottom; if ( Q_irand( 0, 1 ) ) { dest[0] += NPC->enemy->r.maxs[0]*1.25; } else { dest[0] += NPC->enemy->r.mins[0]*1.25; } if ( Q_irand( 0, 1 ) ) { dest[1] += NPC->enemy->r.maxs[1]*1.25; } else { dest[1] += NPC->enemy->r.mins[1]*1.25; } VectorCopy( dest, bottom ); bottom[2] -= 128; trap_Trace( &trace, dest, NPC->r.mins, NPC->r.maxs, bottom, goal->s.number, NPC->clipmask ); if ( trace.fraction < 1.0f ) {//hit floor, okay to land here break; } sideTry++; } if ( sideTry >= 10 ) {//screw it, just jump right at him? VectorCopy( goal->r.currentOrigin, dest ); } } if ( Jedi_Jump( dest, goal->s.number ) ) { //Com_Printf( "(%d) pre-checked force jump\n", level.time ); //FIXME: store the dir we;re going in in case something gets in the way of the jump? //? = vectoyaw( NPC->client->ps.velocity ); /* if ( NPC->client->ps.velocity[2] < 320 ) { NPC->client->ps.velocity[2] = 320; } else */ {//FIXME: make this a function call int jumpAnim; //FIXME: this should be more intelligent, like the normal force jump anim logic if ( NPC->client->NPC_class == CLASS_BOBAFETT ||( NPCInfo->rank != RANK_CREWMAN && NPCInfo->rank <= RANK_LT_JG ) ) {//can't do acrobatics jumpAnim = BOTH_FORCEJUMP1; } else { jumpAnim = BOTH_FLIP_F; } NPC_SetAnim( NPC, SETANIM_BOTH, jumpAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } NPC->client->ps.fd.forceJumpZStart = NPC->r.currentOrigin[2]; //NPC->client->ps.pm_flags |= PMF_JUMPING; NPC->client->ps.weaponTime = NPC->client->ps.torsoTimer; NPC->client->ps.fd.forcePowersActive |= ( 1 << FP_LEVITATION ); if ( NPC->client->NPC_class == CLASS_BOBAFETT ) { G_SoundOnEnt( NPC, CHAN_ITEM, "sound/boba/jeton.wav" ); NPC->client->jetPackTime = level.time + Q_irand( 1000, 3000 ); } else { G_SoundOnEnt( NPC, CHAN_BODY, "sound/weapons/force/jump.wav" ); } TIMER_Set( NPC, "forceJumpChasing", Q_irand( 2000, 3000 ) ); debounce = qtrue; } } } if ( debounce ) { //Don't jump again for another 2 to 5 seconds TIMER_Set( NPC, "jumpChaseDebounce", Q_irand( 2000, 5000 ) ); ucmd.forwardmove = 127; VectorClear( NPC->client->ps.moveDir ); TIMER_Set( NPC, "duck", -level.time ); return qtrue; } } } } } return qfalse; } static qboolean Jedi_Jumping( gentity_t *goal ) { if ( !TIMER_Done( NPC, "forceJumpChasing" ) && goal ) {//force-jumping at the enemy // if ( !(NPC->client->ps.pm_flags & PMF_JUMPING )//forceJumpZStart ) // && !(NPC->client->ps.pm_flags&PMF_TRIGGER_PUSHED)) if (NPC->client->ps.groundEntityNum != ENTITYNUM_NONE) //rwwFIXMEFIXME: Not sure if this is gonna work, use the PM flags ideally. {//landed TIMER_Set( NPC, "forceJumpChasing", 0 ); } else { NPC_FaceEntity( goal, qtrue ); //FIXME: push me torward where I was heading //FIXME: if hit a ledge as soon as we jumped, we need to push toward our goal... must remember original jump dir and/or original jump dest /* vec3_t viewangles_xy={0,0,0}, goal_dir, goal_xy_dir, forward, right; float goal_dist; //gert horz dir to goal VectorSubtract( goal->r.currentOrigin, NPC->r.currentOrigin, goal_dir ); VectorCopy( goal_dir, goal_xy_dir ); goal_dist = VectorNormalize( goal_dir ); goal_xy_dir[2] = 0; VectorNormalize( goal_xy_dir ); //get horz facing viewangles_xy[1] = NPC->client->ps.viewangles[1]; AngleVectors( viewangles_xy, forward, right, NULL ); //get movement commands to push me toward enemy float fDot = DotProduct( forward, goal_dir ) * 127; float rDot = DotProduct( right, goal_dir ) * 127; ucmd.forwardmove = floor(fDot); ucmd.rightmove = floor(rDot); ucmd.upmove = 0;//don't duck //Cheat: if ( goal_dist < 128 && goal->r.currentOrigin[2] > NPC->r.currentOrigin[2] && NPC->client->ps.velocity[2] <= 0 ) { NPC->client->ps.velocity[2] += 320; } */ return qtrue; } } return qfalse; } extern void G_UcmdMoveForDir( gentity_t *self, usercmd_t *cmd, vec3_t dir ); static void Jedi_CheckEnemyMovement( float enemy_dist ) { if ( !NPC->enemy || !NPC->enemy->client ) { return; } if ( NPC->client->NPC_class != CLASS_TAVION && NPC->client->NPC_class != CLASS_DESANN && NPC->client->NPC_class != CLASS_LUKE && Q_stricmp("Yoda",NPC->NPC_type) ) { if ( NPC->enemy->enemy && NPC->enemy->enemy == NPC ) {//enemy is mad at *me* if ( NPC->enemy->client->ps.legsAnim == BOTH_JUMPFLIPSLASHDOWN1 || NPC->enemy->client->ps.legsAnim == BOTH_JUMPFLIPSTABDOWN ) {//enemy is flipping over me if ( Q_irand( 0, NPCInfo->rank ) < RANK_LT ) {//be nice and stand still for him... ucmd.forwardmove = ucmd.rightmove = ucmd.upmove = 0; VectorClear( NPC->client->ps.moveDir ); NPC->client->ps.fd.forceJumpCharge = 0; TIMER_Set( NPC, "strafeLeft", -1 ); TIMER_Set( NPC, "strafeRight", -1 ); TIMER_Set( NPC, "noStrafe", Q_irand( 500, 1000 ) ); TIMER_Set( NPC, "movenone", Q_irand( 500, 1000 ) ); TIMER_Set( NPC, "movecenter", Q_irand( 500, 1000 ) ); } } else if ( NPC->enemy->client->ps.legsAnim == BOTH_WALL_FLIP_BACK1 || NPC->enemy->client->ps.legsAnim == BOTH_WALL_FLIP_RIGHT || NPC->enemy->client->ps.legsAnim == BOTH_WALL_FLIP_LEFT || NPC->enemy->client->ps.legsAnim == BOTH_WALL_RUN_LEFT_FLIP || NPC->enemy->client->ps.legsAnim == BOTH_WALL_RUN_RIGHT_FLIP ) {//he's flipping off a wall if ( NPC->enemy->client->ps.groundEntityNum == ENTITYNUM_NONE ) {//still in air if ( enemy_dist < 256 ) {//close if ( Q_irand( 0, NPCInfo->rank ) < RANK_LT ) {//be nice and stand still for him... vec3_t enemyFwd, dest, dir; /* ucmd.forwardmove = ucmd.rightmove = ucmd.upmove = 0; VectorClear( NPC->client->ps.moveDir ); NPC->client->ps.fd.forceJumpCharge = 0; TIMER_Set( NPC, "strafeLeft", -1 ); TIMER_Set( NPC, "strafeRight", -1 ); TIMER_Set( NPC, "noStrafe", Q_irand( 500, 1000 ) ); TIMER_Set( NPC, "movenone", Q_irand( 500, 1000 ) ); TIMER_Set( NPC, "movecenter", Q_irand( 500, 1000 ) ); TIMER_Set( NPC, "noturn", Q_irand( 200, 500 ) ); */ //stop current movement ucmd.forwardmove = ucmd.rightmove = ucmd.upmove = 0; VectorClear( NPC->client->ps.moveDir ); NPC->client->ps.fd.forceJumpCharge = 0; TIMER_Set( NPC, "strafeLeft", -1 ); TIMER_Set( NPC, "strafeRight", -1 ); TIMER_Set( NPC, "noStrafe", Q_irand( 500, 1000 ) ); TIMER_Set( NPC, "noturn", Q_irand( 250, 500 )*(3-g_spskill.integer) ); VectorCopy( NPC->enemy->client->ps.velocity, enemyFwd ); VectorNormalize( enemyFwd ); VectorMA( NPC->enemy->r.currentOrigin, -64, enemyFwd, dest ); VectorSubtract( dest, NPC->r.currentOrigin, dir ); if ( VectorNormalize( dir ) > 32 ) { G_UcmdMoveForDir( NPC, &ucmd, dir ); } else { TIMER_Set( NPC, "movenone", Q_irand( 500, 1000 ) ); TIMER_Set( NPC, "movecenter", Q_irand( 500, 1000 ) ); } } } } } else if ( NPC->enemy->client->ps.legsAnim == BOTH_A2_STABBACK1 ) {//he's stabbing backwards if ( enemy_dist < 256 && enemy_dist > 64 ) {//close if ( !InFront( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin, NPC->enemy->r.currentAngles, 0.0f ) ) {//behind him if ( !Q_irand( 0, NPCInfo->rank ) ) {//be nice and stand still for him... vec3_t enemyFwd, dest, dir; //stop current movement ucmd.forwardmove = ucmd.rightmove = ucmd.upmove = 0; VectorClear( NPC->client->ps.moveDir ); NPC->client->ps.fd.forceJumpCharge = 0; TIMER_Set( NPC, "strafeLeft", -1 ); TIMER_Set( NPC, "strafeRight", -1 ); TIMER_Set( NPC, "noStrafe", Q_irand( 500, 1000 ) ); AngleVectors( NPC->enemy->r.currentAngles, enemyFwd, NULL, NULL ); VectorMA( NPC->enemy->r.currentOrigin, -32, enemyFwd, dest ); VectorSubtract( dest, NPC->r.currentOrigin, dir ); if ( VectorNormalize( dir ) > 64 ) { G_UcmdMoveForDir( NPC, &ucmd, dir ); } else { TIMER_Set( NPC, "movenone", Q_irand( 500, 1000 ) ); TIMER_Set( NPC, "movecenter", Q_irand( 500, 1000 ) ); } } } } } } } //FIXME: also: // If enemy doing wall flip, keep running forward // If enemy doing back-attack and we're behind him keep running forward toward his back, don't strafe } static void Jedi_CheckJumps( void ) { vec3_t jumpVel; trace_t trace; trajectory_t tr; vec3_t lastPos, testPos, bottom; int elapsedTime; if ( (NPCInfo->scriptFlags&SCF_NO_ACROBATICS) ) { NPC->client->ps.fd.forceJumpCharge = 0; ucmd.upmove = 0; return; } //FIXME: should probably check this before AI decides that best move is to jump? Otherwise, they may end up just standing there and looking dumb //FIXME: all this work and he still jumps off ledges... *sigh*... need CONTENTS_BOTCLIP do-not-enter brushes...? VectorClear(jumpVel); if ( NPC->client->ps.fd.forceJumpCharge ) { //Com_Printf( "(%d) force jump\n", level.time ); WP_GetVelocityForForceJump( NPC, jumpVel, &ucmd ); } else if ( ucmd.upmove > 0 ) { //Com_Printf( "(%d) regular jump\n", level.time ); VectorCopy( NPC->client->ps.velocity, jumpVel ); jumpVel[2] = JUMP_VELOCITY; } else { return; } //NOTE: for now, we clear ucmd.forwardmove & ucmd.rightmove while in air to avoid jumps going awry... if ( !jumpVel[0] && !jumpVel[1] )//FIXME: && !ucmd.forwardmove && !ucmd.rightmove? {//we assume a jump straight up is safe //Com_Printf( "(%d) jump straight up is safe\n", level.time ); return; } //Now predict where this is going //in steps, keep evaluating the trajectory until the new z pos is <= than current z pos, trace down from there VectorCopy( NPC->r.currentOrigin, tr.trBase ); VectorCopy( jumpVel, tr.trDelta ); tr.trType = TR_GRAVITY; tr.trTime = level.time; VectorCopy( NPC->r.currentOrigin, lastPos ); VectorClear(trace.endpos); //shut the compiler up //This may be kind of wasteful, especially on long throws... use larger steps? Divide the travelTime into a certain hard number of slices? Trace just to apex and down? for ( elapsedTime = 500; elapsedTime <= 4000; elapsedTime += 500 ) { BG_EvaluateTrajectory( &tr, level.time + elapsedTime, testPos ); //FIXME: account for PM_AirMove if ucmd.forwardmove and/or ucmd.rightmove is non-zero... if ( testPos[2] < lastPos[2] ) {//going down, don't check for BOTCLIP trap_Trace( &trace, lastPos, NPC->r.mins, NPC->r.maxs, testPos, NPC->s.number, NPC->clipmask );//FIXME: include CONTENTS_BOTCLIP? } else {//going up, check for BOTCLIP trap_Trace( &trace, lastPos, NPC->r.mins, NPC->r.maxs, testPos, NPC->s.number, NPC->clipmask|CONTENTS_BOTCLIP ); } if ( trace.allsolid || trace.startsolid ) {//WTF? //FIXME: what do we do when we start INSIDE the CONTENTS_BOTCLIP? Do the trace again without that clipmask? goto jump_unsafe; return; } if ( trace.fraction < 1.0f ) {//hit something if ( trace.contents & CONTENTS_BOTCLIP ) {//hit a do-not-enter brush goto jump_unsafe; return; } //FIXME: trace through func_glass? break; } VectorCopy( testPos, lastPos ); } //okay, reached end of jump, now trace down from here for a floor VectorCopy( trace.endpos, bottom ); if ( bottom[2] > NPC->r.currentOrigin[2] ) {//only care about dist down from current height or lower bottom[2] = NPC->r.currentOrigin[2]; } else if ( NPC->r.currentOrigin[2] - bottom[2] > 400 ) {//whoa, long drop, don't do it! //probably no floor at end of jump, so don't jump goto jump_unsafe; return; } bottom[2] -= 128; trap_Trace( &trace, trace.endpos, NPC->r.mins, NPC->r.maxs, bottom, NPC->s.number, NPC->clipmask ); if ( trace.allsolid || trace.startsolid || trace.fraction < 1.0f ) {//hit ground! if ( trace.entityNum < ENTITYNUM_WORLD ) {//landed on an ent gentity_t *groundEnt = &g_entities[trace.entityNum]; if ( groundEnt->r.svFlags&SVF_GLASS_BRUSH ) {//don't land on breakable glass! goto jump_unsafe; return; } } //Com_Printf( "(%d) jump is safe\n", level.time ); return; } jump_unsafe: //probably no floor at end of jump, so don't jump //Com_Printf( "(%d) unsafe jump cleared\n", level.time ); NPC->client->ps.fd.forceJumpCharge = 0; ucmd.upmove = 0; } static void Jedi_Combat( void ) { vec3_t enemy_dir, enemy_movedir, enemy_dest; float enemy_dist, enemy_movespeed; qboolean enemy_lost = qfalse; //See where enemy will be 300 ms from now Jedi_SetEnemyInfo( enemy_dest, enemy_dir, &enemy_dist, enemy_movedir, &enemy_movespeed, 300 ); if ( Jedi_Jumping( NPC->enemy ) ) {//I'm in the middle of a jump, so just see if I should attack Jedi_AttackDecide( enemy_dist ); return; } if ( !(NPC->client->ps.fd.forcePowersActive&(1<client->ps.fd.forcePowerLevel[FP_GRIP] < FORCE_LEVEL_2 ) {//not gripping //If we can't get straight at him if ( !Jedi_ClearPathToSpot( enemy_dest, NPC->enemy->s.number ) ) {//hunt him down //Com_Printf( "No Clear Path\n" ); if ( (NPC_ClearLOS4( NPC->enemy )||NPCInfo->enemyLastSeenTime>level.time-500) && NPC_FaceEnemy( qtrue ) )//( NPCInfo->rank == RANK_CREWMAN || NPCInfo->rank > RANK_LT_JG ) && { //try to jump to him? /* vec3_t end; VectorCopy( NPC->r.currentOrigin, end ); end[2] += 36; trap_Trace( &trace, NPC->r.currentOrigin, NPC->r.mins, NPC->r.maxs, end, NPC->s.number, NPC->clipmask|CONTENTS_BOTCLIP ); if ( !trace.allsolid && !trace.startsolid && trace.fraction >= 1.0 ) { vec3_t angles, forward; VectorCopy( NPC->client->ps.viewangles, angles ); angles[0] = 0; AngleVectors( angles, forward, NULL, NULL ); VectorMA( end, 64, forward, end ); trap_Trace( &trace, NPC->r.currentOrigin, NPC->r.mins, NPC->r.maxs, end, NPC->s.number, NPC->clipmask|CONTENTS_BOTCLIP ); if ( !trace.allsolid && !trace.startsolid ) { if ( trace.fraction >= 1.0 || trace.plane.normal[2] > 0 ) { ucmd.upmove = 127; ucmd.forwardmove = 127; return; } } } */ //FIXME: about every 1 second calc a velocity, //run a loop of traces with evaluate trajectory //for gravity with my size, see if it makes it... //this will also catch misacalculations that send you off ledges! //Com_Printf( "Considering Jump\n" ); if ( Jedi_TryJump( NPC->enemy ) ) {//FIXME: what about jumping to his enemyLastSeenLocation? return; } } //Check for evasion if ( TIMER_Done( NPC, "parryTime" ) ) {//finished parrying if ( NPC->client->ps.saberBlocked != BLOCKED_ATK_BOUNCE && NPC->client->ps.saberBlocked != BLOCKED_PARRY_BROKEN ) {//wasn't blocked myself NPC->client->ps.saberBlocked = BLOCKED_NONE; } } if ( Jedi_Hunt() && !(NPCInfo->aiFlags&NPCAI_BLOCKED) )//FIXME: have to do this because they can ping-pong forever {//can macro-navigate to him if ( enemy_dist < 384 && !Q_irand( 0, 10 ) && NPCInfo->blockedSpeechDebounceTime < level.time && jediSpeechDebounceTime[NPC->client->playerTeam] < level.time && !NPC_ClearLOS4( NPC->enemy ) ) { G_AddVoiceEvent( NPC, Q_irand( EV_JLOST1, EV_JLOST3 ), 3000 ); jediSpeechDebounceTime[NPC->client->playerTeam] = NPCInfo->blockedSpeechDebounceTime = level.time + 3000; } return; } //well, try to head for his last seen location /* else if ( Jedi_Track() ) { return; } */ else {//FIXME: try to find a waypoint that can see enemy, jump from there if ( NPCInfo->aiFlags & NPCAI_BLOCKED ) {//try to jump to the blockedDest gentity_t *tempGoal = G_Spawn();//ugh, this is NOT good...? G_SetOrigin( tempGoal, NPCInfo->blockedDest ); trap_LinkEntity( tempGoal ); if ( Jedi_TryJump( tempGoal ) ) {//going to jump to the dest G_FreeEntity( tempGoal ); return; } G_FreeEntity( tempGoal ); } enemy_lost = qtrue; } } } //else, we can see him or we can't track him at all //every few seconds, decide if we should we advance or retreat? Jedi_CombatTimersUpdate( enemy_dist ); //We call this even if lost enemy to keep him moving and to update the taunting behavior //maintain a distance from enemy appropriate for our aggression level Jedi_CombatDistance( enemy_dist ); //if ( !enemy_lost ) { //Update our seen enemy position if ( !NPC->enemy->client || ( NPC->enemy->client->ps.groundEntityNum != ENTITYNUM_NONE && NPC->client->ps.groundEntityNum != ENTITYNUM_NONE ) ) { VectorCopy( NPC->enemy->r.currentOrigin, NPCInfo->enemyLastSeenLocation ); } NPCInfo->enemyLastSeenTime = level.time; } //Turn to face the enemy if ( TIMER_Done( NPC, "noturn" ) ) { Jedi_FaceEnemy( qtrue ); } NPC_UpdateAngles( qtrue, qtrue ); //Check for evasion if ( TIMER_Done( NPC, "parryTime" ) ) {//finished parrying if ( NPC->client->ps.saberBlocked != BLOCKED_ATK_BOUNCE && NPC->client->ps.saberBlocked != BLOCKED_PARRY_BROKEN ) {//wasn't blocked myself NPC->client->ps.saberBlocked = BLOCKED_NONE; } } if ( NPC->enemy->s.weapon == WP_SABER ) { Jedi_EvasionSaber( enemy_movedir, enemy_dist, enemy_dir ); } else {//do we need to do any evasion for other kinds of enemies? } //apply strafing/walking timers, etc. Jedi_TimersApply(); if ( !NPC->client->ps.saberInFlight && (!(NPC->client->ps.fd.forcePowersActive&(1<client->ps.fd.forcePowerLevel[FP_GRIP] < FORCE_LEVEL_2) ) {//not throwing saber or using force grip //see if we can attack if ( !Jedi_AttackDecide( enemy_dist ) ) {//we're not attacking, decide what else to do Jedi_CombatIdle( enemy_dist ); //FIXME: lower aggression when actually strike offensively? Or just when do damage? } else {//we are attacking //stop taunting TIMER_Set( NPC, "taunting", -level.time ); } } else { } if ( NPC->client->NPC_class == CLASS_BOBAFETT ) { Boba_FireDecide(); } //Check for certain enemy special moves Jedi_CheckEnemyMovement( enemy_dist ); //Make sure that we don't jump off ledges over long drops Jedi_CheckJumps(); //Just make sure we don't strafe into walls or off cliffs if ( !NPC_MoveDirClear( ucmd.forwardmove, ucmd.rightmove, qtrue ) ) {//uh-oh, we are going to fall or hit something navInfo_t info; //Get the move info NAV_GetLastMove( &info ); if ( !(info.flags & NIF_MACRO_NAV) ) {//micro-navigation told us to step off a ledge, try using macronav for now NPC_MoveToGoal( qfalse ); } //reset the timers. TIMER_Set( NPC, "strafeLeft", 0 ); TIMER_Set( NPC, "strafeRight", 0 ); } } /* ========================================================================================== EXTERNALLY CALLED BEHAVIOR STATES ========================================================================================== */ /* ------------------------- NPC_Jedi_Pain ------------------------- */ void NPC_Jedi_Pain(gentity_t *self, gentity_t *attacker, int damage) { gentity_t *other = attacker; vec3_t point; VectorCopy(gPainPoint, point); //FIXME: base the actual aggression add/subtract on health? //FIXME: don't do this more than once per frame? //FIXME: when take pain, stop force gripping....? if ( other->s.weapon == WP_SABER ) {//back off TIMER_Set( self, "parryTime", -1 ); if ( self->client->NPC_class == CLASS_DESANN || !Q_stricmp("Yoda",self->NPC_type) ) {//less for Desann self->client->ps.fd.forcePowerDebounce[FP_SABER_DEFENSE] = level.time + (3-g_spskill.integer)*50; } else if ( self->NPC->rank >= RANK_LT_JG ) { self->client->ps.fd.forcePowerDebounce[FP_SABER_DEFENSE] = level.time + (3-g_spskill.integer)*100;//300 } else { self->client->ps.fd.forcePowerDebounce[FP_SABER_DEFENSE] = level.time + (3-g_spskill.integer)*200;//500 } if ( !Q_irand( 0, 3 ) ) {//ouch... maybe switch up which saber power level we're using Jedi_AdjustSaberAnimLevel( self, Q_irand( FORCE_LEVEL_1, FORCE_LEVEL_3 ) ); } if ( !Q_irand( 0, 1 ) )//damage > 20 || self->health < 40 || { //Com_Printf( "(%d) drop agg - hit by saber\n", level.time ); Jedi_Aggression( self, -1 ); } if ( d_JediAI.integer ) { Com_Printf( "(%d) PAIN: agg %d, no parry until %d\n", level.time, self->NPC->stats.aggression, level.time+500 ); } //for testing only // Figure out what quadrant the hit was in. if ( d_JediAI.integer ) { vec3_t diff, fwdangles, right; float rightdot, zdiff; VectorSubtract( point, self->client->renderInfo.eyePoint, diff ); diff[2] = 0; fwdangles[1] = self->client->ps.viewangles[1]; AngleVectors( fwdangles, NULL, right, NULL ); rightdot = DotProduct(right, diff); zdiff = point[2] - self->client->renderInfo.eyePoint[2]; Com_Printf( "(%d) saber hit at height %4.2f, zdiff: %4.2f, rightdot: %4.2f\n", level.time, point[2]-self->r.absmin[2],zdiff,rightdot); } } else {//attack //Com_Printf( "(%d) raise agg - hit by ranged\n", level.time ); Jedi_Aggression( self, 1 ); } self->NPC->enemyCheckDebounceTime = 0; WP_ForcePowerStop( self, FP_GRIP ); //NPC_Pain( self, inflictor, other, point, damage, mod ); NPC_Pain(self, attacker, damage); if ( !damage && self->health > 0 ) {//FIXME: better way to know I was pushed G_AddVoiceEvent( self, Q_irand(EV_PUSHED1, EV_PUSHED3), 2000 ); } //drop me from the ceiling if I'm on it if ( Jedi_WaitingAmbush( self ) ) { self->client->noclip = qfalse; } if ( self->client->ps.legsAnim == BOTH_CEILING_CLING ) { NPC_SetAnim( self, SETANIM_LEGS, BOTH_CEILING_DROP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } if ( self->client->ps.torsoAnim == BOTH_CEILING_CLING ) { NPC_SetAnim( self, SETANIM_TORSO, BOTH_CEILING_DROP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } } qboolean Jedi_CheckDanger( void ) { int alertEvent = NPC_CheckAlertEvents( qtrue, qtrue, -1, qfalse, AEL_MINOR ); if ( level.alertEvents[alertEvent].level >= AEL_DANGER ) {//run away! if ( !level.alertEvents[alertEvent].owner || !level.alertEvents[alertEvent].owner->client || (level.alertEvents[alertEvent].owner!=NPC&&level.alertEvents[alertEvent].owner->client->playerTeam!=NPC->client->playerTeam) ) {//no owner return qfalse; } G_SetEnemy( NPC, level.alertEvents[alertEvent].owner ); NPCInfo->enemyLastSeenTime = level.time; TIMER_Set( NPC, "attackDelay", Q_irand( 500, 2500 ) ); return qtrue; } return qfalse; } qboolean Jedi_CheckAmbushPlayer( void ) { int i = 0; gentity_t *player; float target_dist; float zDiff; for ( i = 0; i < MAX_CLIENTS; i++ ) { player = &g_entities[i]; if ( !player || !player->client ) { continue; } if ( !NPC_ValidEnemy( player ) ) { continue; } // if ( NPC->client->ps.powerups[PW_CLOAKED] || g_crosshairEntNum != NPC->s.number ) if (NPC->client->ps.powerups[PW_CLOAKED] || !NPC_SomeoneLookingAtMe(NPC)) //rwwFIXMEFIXME: Need to pay attention to who is under crosshair for each player or something. {//if I'm not cloaked and the player's crosshair is on me, I will wake up, otherwise do this stuff down here... if ( !trap_InPVS( player->r.currentOrigin, NPC->r.currentOrigin ) ) {//must be in same room continue; } else { if ( !NPC->client->ps.powerups[PW_CLOAKED] ) { NPC_SetLookTarget( NPC, 0, 0 ); } } zDiff = NPC->r.currentOrigin[2]-player->r.currentOrigin[2]; if ( zDiff <= 0 || zDiff > 512 ) {//never ambush if they're above me or way way below me continue; } //If the target is this close, then wake up regardless if ( (target_dist = DistanceHorizontalSquared( player->r.currentOrigin, NPC->r.currentOrigin )) > 4096 ) {//closer than 64 - always ambush if ( target_dist > 147456 ) {//> 384, not close enough to ambush continue; } //Check FOV first if ( NPC->client->ps.powerups[PW_CLOAKED] ) { if ( InFOV( player, NPC, 30, 90 ) == qfalse ) { continue; } } else { if ( InFOV( player, NPC, 45, 90 ) == qfalse ) { continue; } } } if ( !NPC_ClearLOS4( player ) ) { continue; } } //Got him, return true; G_SetEnemy( NPC, player ); NPCInfo->enemyLastSeenTime = level.time; TIMER_Set( NPC, "attackDelay", Q_irand( 500, 2500 ) ); return qtrue; } //Didn't get anyone. return qfalse; } void Jedi_Ambush( gentity_t *self ) { self->client->noclip = qfalse; // self->client->ps.pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL; NPC_SetAnim( self, SETANIM_BOTH, BOTH_CEILING_DROP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); self->client->ps.weaponTime = self->client->ps.torsoTimer; //NPC->client->ps.torsoTimer; //what the? if ( self->client->NPC_class != CLASS_BOBAFETT ) { WP_ActivateSaber(self); } Jedi_Decloak( self ); G_AddVoiceEvent( self, Q_irand( EV_ANGER1, EV_ANGER3 ), 1000 ); } qboolean Jedi_WaitingAmbush( gentity_t *self ) { if ( (self->spawnflags&JSF_AMBUSH) && self->client->noclip ) { return qtrue; } return qfalse; } /* ------------------------- Jedi_Patrol ------------------------- */ static void Jedi_Patrol( void ) { NPC->client->ps.saberBlocked = BLOCKED_NONE; if ( Jedi_WaitingAmbush( NPC ) ) {//hiding on the ceiling NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_CEILING_CLING, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); if ( NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES ) {//look for enemies if ( Jedi_CheckAmbushPlayer() || Jedi_CheckDanger() ) {//found him! Jedi_Ambush( NPC ); NPC_UpdateAngles( qtrue, qtrue ); return; } } } else if ( NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES )//NPCInfo->scriptFlags & SCF_CHASE_ENEMIES ) {//look for enemies gentity_t *best_enemy = NULL; float best_enemy_dist = Q3_INFINITE; int i; for ( i = 0; i < ENTITYNUM_WORLD; i++ ) { gentity_t *enemy = &g_entities[i]; float enemy_dist; if ( enemy && enemy->client && NPC_ValidEnemy( enemy ) && enemy->client->playerTeam == NPC->client->enemyTeam ) { if ( trap_InPVS( NPC->r.currentOrigin, enemy->r.currentOrigin ) ) {//we could potentially see him enemy_dist = DistanceSquared( NPC->r.currentOrigin, enemy->r.currentOrigin ); if ( enemy->s.eType == ET_PLAYER || enemy_dist < best_enemy_dist ) { //if the enemy is close enough, or threw his saber, take him as the enemy //FIXME: what if he throws a thermal detonator? if ( enemy_dist < (220*220) || ( NPCInfo->investigateCount>= 3 && !NPC->client->ps.saberHolstered ) ) { G_SetEnemy( NPC, enemy ); //NPCInfo->behaviorState = BS_HUNT_AND_KILL;//should be auto now NPCInfo->stats.aggression = 3; break; } else if ( enemy->client->ps.saberInFlight && !enemy->client->ps.saberHolstered ) {//threw his saber, see if it's heading toward me and close enough to consider a threat float saberDist; vec3_t saberDir2Me; vec3_t saberMoveDir; gentity_t *saber = &g_entities[enemy->client->ps.saberEntityNum]; VectorSubtract( NPC->r.currentOrigin, saber->r.currentOrigin, saberDir2Me ); saberDist = VectorNormalize( saberDir2Me ); VectorCopy( saber->s.pos.trDelta, saberMoveDir ); VectorNormalize( saberMoveDir ); if ( DotProduct( saberMoveDir, saberDir2Me ) > 0.5 ) {//it's heading towards me if ( saberDist < 200 ) {//incoming! G_SetEnemy( NPC, enemy ); //NPCInfo->behaviorState = BS_HUNT_AND_KILL;//should be auto now NPCInfo->stats.aggression = 3; break; } } } best_enemy_dist = enemy_dist; best_enemy = enemy; } } } } if ( !NPC->enemy ) {//still not mad if ( !best_enemy ) { //Com_Printf( "(%d) drop agg - no enemy (patrol)\n", level.time ); Jedi_AggressionErosion(-1); //FIXME: what about alerts? But not if ignore alerts } else {//have one to consider if ( NPC_ClearLOS4( best_enemy ) ) {//we have a clear (of architecture) LOS to him if ( best_enemy->s.number ) {//just attack G_SetEnemy( NPC, best_enemy ); NPCInfo->stats.aggression = 3; } else if ( NPC->client->NPC_class != CLASS_BOBAFETT ) {//the player, toy with him //get progressively more interested over time if ( TIMER_Done( NPC, "watchTime" ) ) {//we want to pick him up in stages if ( TIMER_Get( NPC, "watchTime" ) == -1 ) {//this is the first time, we'll ignore him for a couple seconds TIMER_Set( NPC, "watchTime", Q_irand( 3000, 5000 ) ); goto finish; } else {//okay, we've ignored him, now start to notice him if ( !NPCInfo->investigateCount ) { G_AddVoiceEvent( NPC, Q_irand( EV_JDETECTED1, EV_JDETECTED3 ), 3000 ); } NPCInfo->investigateCount++; TIMER_Set( NPC, "watchTime", Q_irand( 4000, 10000 ) ); } } //while we're waiting, do what we need to do if ( best_enemy_dist < (440*440) || NPCInfo->investigateCount >= 2 ) {//stage three: keep facing him NPC_FaceEntity( best_enemy, qtrue ); if ( best_enemy_dist < (330*330) ) {//stage four: turn on the saber if ( !NPC->client->ps.saberInFlight ) { WP_ActivateSaber(NPC); } } } else if ( best_enemy_dist < (550*550) || NPCInfo->investigateCount == 1 ) {//stage two: stop and face him every now and then if ( TIMER_Done( NPC, "watchTime" ) ) { NPC_FaceEntity( best_enemy, qtrue ); } } else {//stage one: look at him. NPC_SetLookTarget( NPC, best_enemy->s.number, 0 ); } } } else if ( TIMER_Done( NPC, "watchTime" ) ) {//haven't seen him in a bit, clear the lookTarget NPC_ClearLookTarget( NPC ); } } } } finish: //If we have somewhere to go, then do that if ( UpdateGoal() ) { ucmd.buttons |= BUTTON_WALKING; //Jedi_Move( NPCInfo->goalEntity ); NPC_MoveToGoal( qtrue ); } NPC_UpdateAngles( qtrue, qtrue ); if ( NPC->enemy ) {//just picked one up NPCInfo->enemyCheckDebounceTime = level.time + Q_irand( 3000, 10000 ); } } qboolean Jedi_CanPullBackSaber( gentity_t *self ) { if ( self->client->ps.saberBlocked == BLOCKED_PARRY_BROKEN && !TIMER_Done( self, "parryTime" ) ) { return qfalse; } if ( self->client->NPC_class == CLASS_SHADOWTROOPER || self->client->NPC_class == CLASS_TAVION || self->client->NPC_class == CLASS_LUKE || self->client->NPC_class == CLASS_DESANN || !Q_stricmp( "Yoda", self->NPC_type ) ) { return qtrue; } if ( self->painDebounceTime > level.time )//|| self->client->ps.weaponTime > 0 ) { return qfalse; } return qtrue; } /* ------------------------- NPC_BSJedi_FollowLeader ------------------------- */ void NPC_BSJedi_FollowLeader( void ) { NPC->client->ps.saberBlocked = BLOCKED_NONE; if ( !NPC->enemy ) { //Com_Printf( "(%d) drop agg - no enemy (follow)\n", level.time ); Jedi_AggressionErosion(-1); } //did we drop our saber? If so, go after it! if ( NPC->client->ps.saberInFlight ) {//saber is not in hand if ( NPC->client->ps.saberEntityNum < ENTITYNUM_NONE && NPC->client->ps.saberEntityNum > 0 )//player is 0 {// if ( g_entities[NPC->client->ps.saberEntityNum].s.pos.trType == TR_STATIONARY ) {//fell to the ground, try to pick it up... if ( Jedi_CanPullBackSaber( NPC ) ) { //FIXME: if it's on the ground and we just pulled it back to us, should we // stand still for a bit to make sure it gets to us...? // otherwise we could end up running away from it while it's on its // way back to us and we could lose it again. NPC->client->ps.saberBlocked = BLOCKED_NONE; NPCInfo->goalEntity = &g_entities[NPC->client->ps.saberEntityNum]; ucmd.buttons |= BUTTON_ATTACK; if ( NPC->enemy && NPC->enemy->health > 0 ) {//get our saber back NOW! if ( !NPC_MoveToGoal( qtrue ) )//Jedi_Move( NPCInfo->goalEntity, qfalse ); {//can't nav to it, try jumping to it NPC_FaceEntity( NPCInfo->goalEntity, qtrue ); Jedi_TryJump( NPCInfo->goalEntity ); } NPC_UpdateAngles( qtrue, qtrue ); return; } } } } } if ( NPCInfo->goalEntity ) { trace_t trace; if ( Jedi_Jumping( NPCInfo->goalEntity ) ) {//in mid-jump return; } if ( !NAV_CheckAhead( NPC, NPCInfo->goalEntity->r.currentOrigin, &trace, ( NPC->clipmask & ~CONTENTS_BODY )|CONTENTS_BOTCLIP ) ) {//can't get straight to him if ( NPC_ClearLOS4( NPCInfo->goalEntity ) && NPC_FaceEntity( NPCInfo->goalEntity, qtrue ) ) {//no line of sight if ( Jedi_TryJump( NPCInfo->goalEntity ) ) {//started a jump return; } } } if ( NPCInfo->aiFlags & NPCAI_BLOCKED ) {//try to jump to the blockedDest if ( fabs(NPCInfo->blockedDest[2]-NPC->r.currentOrigin[2]) > 64 ) { gentity_t *tempGoal = G_Spawn();//ugh, this is NOT good...? G_SetOrigin( tempGoal, NPCInfo->blockedDest ); trap_LinkEntity( tempGoal ); TIMER_Set( NPC, "jumpChaseDebounce", -1 ); if ( Jedi_TryJump( tempGoal ) ) {//going to jump to the dest G_FreeEntity( tempGoal ); return; } G_FreeEntity( tempGoal ); } } } //try normal movement NPC_BSFollowLeader(); } /* ------------------------- Jedi_Attack ------------------------- */ static void Jedi_Attack( void ) { //Don't do anything if we're in a pain anim if ( NPC->painDebounceTime > level.time ) { if ( Q_irand( 0, 1 ) ) { Jedi_FaceEnemy( qtrue ); } NPC_UpdateAngles( qtrue, qtrue ); return; } if ( NPC->client->ps.saberLockTime > level.time ) { //FIXME: maybe if I'm losing I should try to force-push out of it? Very rarely, though... if ( NPC->client->ps.fd.forcePowerLevel[FP_PUSH] > FORCE_LEVEL_2 && NPC->client->ps.saberLockTime < level.time + 5000 && !Q_irand( 0, 10 )) { ForceThrow( NPC, qfalse ); } //based on my skill, hit attack button every other to every several frames in order to push enemy back else { float chance; if ( NPC->client->NPC_class == CLASS_DESANN || !Q_stricmp("Yoda",NPC->NPC_type) ) { if ( g_spskill.integer ) { chance = 4.0f;//he pushes *hard* } else { chance = 3.0f;//he pushes *hard* } } else if ( NPC->client->NPC_class == CLASS_TAVION ) { chance = 2.0f+g_spskill.value;//from 2 to 4 } else {//the escalation in difficulty is nice, here, but cap it so it doesn't get *impossible* on hard float maxChance = (float)(RANK_LT)/2.0f+3.0f;//5? if ( !g_spskill.value ) { chance = (float)(NPCInfo->rank)/2.0f; } else { chance = (float)(NPCInfo->rank)/2.0f+1.0f; } if ( chance > maxChance ) { chance = maxChance; } } // if ( flrand( -4.0f, chance ) >= 0.0f && !(NPC->client->ps.pm_flags&PMF_ATTACK_HELD) ) // { // ucmd.buttons |= BUTTON_ATTACK; // } if ( flrand( -4.0f, chance ) >= 0.0f ) { ucmd.buttons |= BUTTON_ATTACK; } //rwwFIXMEFIXME: support for PMF_ATTACK_HELD } NPC_UpdateAngles( qtrue, qtrue ); return; } //did we drop our saber? If so, go after it! if ( NPC->client->ps.saberInFlight ) {//saber is not in hand // if ( NPC->client->ps.saberEntityNum < ENTITYNUM_NONE && NPC->client->ps.saberEntityNum > 0 )//player is 0 if (!NPC->client->ps.saberEntityNum && NPC->client->saberStoredIndex) //this is valid, it's 0 when our saber is gone -rww (mp-specific) {// //if ( g_entities[NPC->client->ps.saberEntityNum].s.pos.trType == TR_STATIONARY ) if (1) //no matter {//fell to the ground, try to pick it up // if ( Jedi_CanPullBackSaber( NPC ) ) if (1) //no matter { NPC->client->ps.saberBlocked = BLOCKED_NONE; NPCInfo->goalEntity = &g_entities[NPC->client->saberStoredIndex]; ucmd.buttons |= BUTTON_ATTACK; if ( NPC->enemy && NPC->enemy->health > 0 ) {//get our saber back NOW! Jedi_Move( NPCInfo->goalEntity, qfalse ); NPC_UpdateAngles( qtrue, qtrue ); if ( NPC->enemy->s.weapon == WP_SABER ) {//be sure to continue evasion vec3_t enemy_dir, enemy_movedir, enemy_dest; float enemy_dist, enemy_movespeed; Jedi_SetEnemyInfo( enemy_dest, enemy_dir, &enemy_dist, enemy_movedir, &enemy_movespeed, 300 ); Jedi_EvasionSaber( enemy_movedir, enemy_dist, enemy_dir ); } return; } } } } } //see if our enemy was killed by us, gloat and turn off saber after cool down. //FIXME: don't do this if we have other enemies to fight...? if ( NPC->enemy ) { if ( NPC->enemy->health <= 0 && NPC->enemy->enemy == NPC && NPC->client->playerTeam != NPCTEAM_PLAYER )//good guys don't gloat {//my enemy is dead and I killed him NPCInfo->enemyCheckDebounceTime = 0;//keep looking for others if ( NPC->client->NPC_class == CLASS_BOBAFETT ) { if ( NPCInfo->walkDebounceTime < level.time && NPCInfo->walkDebounceTime >= 0 ) { TIMER_Set( NPC, "gloatTime", 10000 ); NPCInfo->walkDebounceTime = -1; } if ( !TIMER_Done( NPC, "gloatTime" ) ) { if ( DistanceHorizontalSquared( NPC->client->renderInfo.eyePoint, NPC->enemy->r.currentOrigin ) > 4096 && (NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) )//64 squared { NPCInfo->goalEntity = NPC->enemy; Jedi_Move( NPC->enemy, qfalse ); ucmd.buttons |= BUTTON_WALKING; } else { TIMER_Set( NPC, "gloatTime", 0 ); } } else if ( NPCInfo->walkDebounceTime == -1 ) { NPCInfo->walkDebounceTime = -2; G_AddVoiceEvent( NPC, Q_irand( EV_VICTORY1, EV_VICTORY3 ), 3000 ); jediSpeechDebounceTime[NPC->client->playerTeam] = level.time + 3000; NPCInfo->desiredPitch = 0; NPCInfo->goalEntity = NULL; } Jedi_FaceEnemy( qtrue ); NPC_UpdateAngles( qtrue, qtrue ); return; } else { if ( !TIMER_Done( NPC, "parryTime" ) ) { TIMER_Set( NPC, "parryTime", -1 ); NPC->client->ps.fd.forcePowerDebounce[FP_SABER_DEFENSE] = level.time + 500; } NPC->client->ps.saberBlocked = BLOCKED_NONE; if ( !NPC->client->ps.saberHolstered && NPC->client->ps.saberInFlight ) {//saber is still on (or we're trying to pull it back), count down erosion and keep facing the enemy //FIXME: need to stop this from happening over and over again when they're blocking their victim's saber //FIXME: turn off saber sooner so we get cool walk anim? //Com_Printf( "(%d) drop agg - enemy dead\n", level.time ); Jedi_AggressionErosion(-3); if ( BG_SabersOff( &NPC->client->ps ) && !NPC->client->ps.saberInFlight ) {//turned off saber (in hand), gloat G_AddVoiceEvent( NPC, Q_irand( EV_VICTORY1, EV_VICTORY3 ), 3000 ); jediSpeechDebounceTime[NPC->client->playerTeam] = level.time + 3000; NPCInfo->desiredPitch = 0; NPCInfo->goalEntity = NULL; } TIMER_Set( NPC, "gloatTime", 10000 ); } if ( !NPC->client->ps.saberHolstered || NPC->client->ps.saberInFlight || !TIMER_Done( NPC, "gloatTime" ) ) {//keep walking if ( DistanceHorizontalSquared( NPC->client->renderInfo.eyePoint, NPC->enemy->r.currentOrigin ) > 4096 && (NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) )//64 squared { NPCInfo->goalEntity = NPC->enemy; Jedi_Move( NPC->enemy, qfalse ); ucmd.buttons |= BUTTON_WALKING; } else {//got there if ( NPC->health < NPC->client->pers.maxHealth && (NPC->client->ps.fd.forcePowersKnown&(1<client->ps.fd.forcePowersActive&(1<enemy->s.weapon == WP_TURRET && !Q_stricmp( "PAS", NPC->enemy->classname ) ) { if ( NPC->enemy->count <= 0 ) {//it's out of ammo if ( NPC->enemy->activator && NPC_ValidEnemy( NPC->enemy->activator ) ) { gentity_t *turretOwner = NPC->enemy->activator; G_ClearEnemy( NPC ); G_SetEnemy( NPC, turretOwner ); } else { G_ClearEnemy( NPC ); } } } NPC_CheckEnemy( qtrue, qtrue, qtrue ); if ( !NPC->enemy ) { NPC->client->ps.saberBlocked = BLOCKED_NONE; if ( NPCInfo->tempBehavior == BS_HUNT_AND_KILL ) {//lost him, go back to what we were doing before NPCInfo->tempBehavior = BS_DEFAULT; NPC_UpdateAngles( qtrue, qtrue ); return; } Jedi_Patrol();//was calling Idle... why? return; } //always face enemy if have one NPCInfo->combatMove = qtrue; //Track the player and kill them if possible Jedi_Combat(); if ( !(NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) || ((NPC->client->ps.fd.forcePowersActive&(1<client->ps.fd.forcePowerLevel[FP_HEAL] 0 ) { ucmd.upmove = 0; } NPC->client->ps.fd.forceJumpCharge = 0; VectorClear( NPC->client->ps.moveDir ); } //NOTE: for now, we clear ucmd.forwardmove & ucmd.rightmove while in air to avoid jumps going awry... if ( NPC->client->ps.groundEntityNum == ENTITYNUM_NONE ) {//don't push while in air, throws off jumps! //FIXME: if we are in the air over a drop near a ledge, should we try to push back towards the ledge? ucmd.forwardmove = 0; ucmd.rightmove = 0; VectorClear( NPC->client->ps.moveDir ); } if ( !TIMER_Done( NPC, "duck" ) ) { ucmd.upmove = -127; } if ( NPC->client->NPC_class != CLASS_BOBAFETT ) { if ( PM_SaberInBrokenParry( NPC->client->ps.saberMove ) || NPC->client->ps.saberBlocked == BLOCKED_PARRY_BROKEN ) {//just make sure they don't pull their saber to them if they're being blocked ucmd.buttons &= ~BUTTON_ATTACK; } } if( (NPCInfo->scriptFlags&SCF_DONT_FIRE) //not allowed to attack || ((NPC->client->ps.fd.forcePowersActive&(1<client->ps.fd.forcePowerLevel[FP_HEAL]client->ps.saberEventFlags&SEF_INWATER)&&!NPC->client->ps.saberInFlight) )//saber in water { ucmd.buttons &= ~(BUTTON_ATTACK|BUTTON_ALT_ATTACK); } if ( NPCInfo->scriptFlags&SCF_NO_ACROBATICS ) { ucmd.upmove = 0; NPC->client->ps.fd.forceJumpCharge = 0; } if ( NPC->client->NPC_class != CLASS_BOBAFETT ) { Jedi_CheckDecreaseSaberAnimLevel(); } if ( ucmd.buttons & BUTTON_ATTACK && NPC->client->playerTeam == NPCTEAM_ENEMY ) { if ( Q_irand( 0, NPC->client->ps.fd.saberAnimLevel ) > 0 && Q_irand( 0, NPC->client->pers.maxHealth+10 ) > NPC->health && !Q_irand( 0, 3 )) {//the more we're hurt and the stronger the attack we're using, the more likely we are to make a anger noise when we swing G_AddVoiceEvent( NPC, Q_irand( EV_COMBAT1, EV_COMBAT3 ), 1000 ); } } if ( NPC->client->NPC_class != CLASS_BOBAFETT ) { if ( NPC->client->NPC_class == CLASS_TAVION || (g_spskill.integer && ( NPC->client->NPC_class == CLASS_DESANN || NPCInfo->rank >= Q_irand( RANK_CREWMAN, RANK_CAPTAIN )))) {//Tavion will kick in force speed if the player does... if ( NPC->enemy && !NPC->enemy->s.number && NPC->enemy->client && (NPC->enemy->client->ps.fd.forcePowersActive & (1<client->ps.fd.forcePowersActive & (1<enemy ) {//don't have an enemy, look for one if ( NPC->client->NPC_class == CLASS_BOBAFETT ) { NPC_BSST_Patrol(); } else { Jedi_Patrol(); } } else//if ( NPC->enemy ) {//have an enemy if ( Jedi_WaitingAmbush( NPC ) ) {//we were still waiting to drop down - must have had enemy set on me outside my AI Jedi_Ambush( NPC ); } if ( NPC->client->NPC_class == CLASS_BOBAFETT ) { if ( NPC->enemy->enemy != NPC && NPC->health == NPC->client->pers.maxHealth && DistanceSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin )>(800*800) ) { NPCInfo->scriptFlags |= SCF_ALT_FIRE; Boba_ChangeWeapon( WP_DISRUPTOR ); NPC_BSSniper_Default(); return; } } Jedi_Attack(); //if we have multiple-jedi combat, probably need to keep checking (at certain debounce intervals) for a better (closer, more active) enemy and switch if needbe... if ( ((!ucmd.buttons&&!NPC->client->ps.fd.forcePowersActive)||(NPC->enemy&&NPC->enemy->health<=0)) && NPCInfo->enemyCheckDebounceTime < level.time ) {//not doing anything (or walking toward a vanquished enemy - fixme: always taunt the player?), not using force powers and it's time to look again //FIXME: build a list of all local enemies (since we have to find best anyway) for other AI factors- like when to use group attacks, determine when to change tactics, when surrounded, when blocked by another in the enemy group, etc. Should we build this group list or let the enemies maintain their own list and we just access it? gentity_t *sav_enemy = NPC->enemy;//FIXME: what about NPC->lastEnemy? gentity_t *newEnemy; NPC->enemy = NULL; newEnemy = NPC_CheckEnemy( NPCInfo->confusionTime < level.time, qfalse, qfalse ); NPC->enemy = sav_enemy; if ( newEnemy && newEnemy != sav_enemy ) {//picked up a new enemy! NPC->lastEnemy = NPC->enemy; G_SetEnemy( NPC, newEnemy ); } NPCInfo->enemyCheckDebounceTime = level.time + Q_irand( 1000, 3000 ); } } }