jediacademy/codemp/game/NPC_AI_Default.c

958 lines
26 KiB
C

#include "b_local.h"
#include "g_nav.h"
#include "../icarus/Q3_Interface.h"
//#include "anims.h"
//extern int PM_AnimLength( int index, animNumber_t anim );
//extern int PM_AnimLength( int index, animNumber_t anim );
//#define MAX_IDLE_ANIMS 8
extern qboolean NPC_SomeoneLookingAtMe(gentity_t *ent);
/*
void NPC_LostEnemyDecideChase(void)
We lost our enemy and want to drop him but see if we should chase him if we are in the proper bState
*/
void NPC_LostEnemyDecideChase(void)
{
switch( NPCInfo->behaviorState )
{
case BS_HUNT_AND_KILL:
//We were chasing him and lost him, so try to find him
if ( NPC->enemy == NPCInfo->goalEntity && NPC->enemy->lastWaypoint != WAYPOINT_NONE )
{//Remember his last valid Wp, then check it out
//FIXME: Should we only do this if there's no other enemies or we've got LOCKED_ENEMY on?
NPC_BSSearchStart( NPC->enemy->lastWaypoint, BS_SEARCH );
}
//If he's not our goalEntity, we're running somewhere else, so lose him
break;
default:
break;
}
G_ClearEnemy( NPC );
}
/*
-------------------------
NPC_StandIdle
-------------------------
*/
void NPC_StandIdle( void )
{
/*
//Must be done with any other animations
if ( NPC->client->ps.legsAnimTimer != 0 )
return;
//Not ready to do another one
if ( TIMER_Done( NPC, "idleAnim" ) == false )
return;
int anim = NPC->client->ps.legsAnim;
if ( anim != BOTH_STAND1 && anim != BOTH_STAND2 )
return;
//FIXME: Account for STAND1 or STAND2 here and set the base anim accordingly
int baseSeq = ( anim == BOTH_STAND1 ) ? BOTH_STAND1_RANDOM1 : BOTH_STAND2_RANDOM1;
//Must have at least one random idle animation
//NOTENOTE: This relies on proper ordering of animations, which SHOULD be okay
if ( PM_HasAnimation( NPC, baseSeq ) == false )
return;
int newIdle = Q_irand( 0, MAX_IDLE_ANIMS-1 );
//FIXME: Technically this could never complete.. but that's not really too likely
while( 1 )
{
if ( PM_HasAnimation( NPC, baseSeq + newIdle ) )
break;
newIdle = Q_irand( 0, MAX_IDLE_ANIMS );
}
//Start that animation going
NPC_SetAnim( NPC, SETANIM_BOTH, baseSeq + newIdle, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
int newTime = PM_AnimLength( NPC->client->clientInfo.animFileIndex, (animNumber_t) (baseSeq + newIdle) );
//Don't do this again for a random amount of time
TIMER_Set( NPC, "idleAnim", newTime + Q_irand( 2000, 10000 ) );
*/
}
qboolean NPC_StandTrackAndShoot (gentity_t *NPC, qboolean canDuck)
{
qboolean attack_ok = qfalse;
qboolean duck_ok = qfalse;
qboolean faced = qfalse;
float attack_scale = 1.0;
//First see if we're hurt bad- if so, duck
//FIXME: if even when ducked, we can shoot someone, we should.
//Maybe is can be shot even when ducked, we should run away to the nearest cover?
if ( canDuck )
{
if ( NPC->health < 20 )
{
// if( NPC->svFlags&SVF_HEALING || random() )
if( random() )
{
duck_ok = qtrue;
}
}
else if ( NPC->health < 40 )
{
// if ( NPC->svFlags&SVF_HEALING )
// {//Medic is on the way, get down!
// duck_ok = qtrue;
// }
// no more borg
/// if ( NPC->client->playerTeam!= TEAM_BORG )
// {//Borg don't care if they're about to die
//attack_scale will be a max of .66
// attack_scale = NPC->health/60;
// }
}
}
//NPC_CheckEnemy( qtrue, qfalse, qtrue );
if ( !duck_ok )
{//made this whole part a function call
attack_ok = NPC_CheckCanAttack( attack_scale, qtrue );
faced = qtrue;
}
if ( canDuck && (duck_ok || (!attack_ok && client->ps.weaponTime <= 0)) && ucmd.upmove != -127 )
{//if we didn't attack check to duck if we're not already
if( !duck_ok )
{
if ( NPC->enemy->client )
{
if ( NPC->enemy->enemy == NPC )
{
if ( NPC->enemy->client->buttons & BUTTON_ATTACK )
{//FIXME: determine if enemy fire angles would hit me or get close
if ( NPC_CheckDefend( 1.0 ) )//FIXME: Check self-preservation? Health?
{
duck_ok = qtrue;
}
}
}
}
}
if ( duck_ok )
{//duck and don't shoot
attack_ok = qfalse;
ucmd.upmove = -127;
NPCInfo->duckDebounceTime = level.time + 1000;//duck for a full second
}
}
return faced;
}
void NPC_BSIdle( void )
{
//FIXME if there is no nav data, we need to do something else
// if we're stuck, try to move around it
if ( UpdateGoal() )
{
NPC_MoveToGoal( qtrue );
}
if ( ( ucmd.forwardmove == 0 ) && ( ucmd.rightmove == 0 ) && ( ucmd.upmove == 0 ) )
{
// NPC_StandIdle();
}
NPC_UpdateAngles( qtrue, qtrue );
ucmd.buttons |= BUTTON_WALKING;
}
void NPC_BSRun (void)
{
//FIXME if there is no nav data, we need to do something else
// if we're stuck, try to move around it
if ( UpdateGoal() )
{
NPC_MoveToGoal( qtrue );
}
NPC_UpdateAngles( qtrue, qtrue );
}
void NPC_BSStandGuard (void)
{
//FIXME: Use Snapshot info
if ( NPC->enemy == NULL )
{//Possible to pick one up by being shot
if( random() < 0.5 )
{
if(NPC->client->enemyTeam)
{
gentity_t *newenemy = NPC_PickEnemy(NPC, NPC->client->enemyTeam, (NPC->cantHitEnemyCounter < 10), (NPC->client->enemyTeam == NPCTEAM_PLAYER), qtrue);
//only checks for vis if couldn't hit last enemy
if(newenemy)
{
G_SetEnemy( NPC, newenemy );
}
}
}
}
if ( NPC->enemy != NULL )
{
if( NPCInfo->tempBehavior == BS_STAND_GUARD )
{
NPCInfo->tempBehavior = BS_DEFAULT;
}
if( NPCInfo->behaviorState == BS_STAND_GUARD )
{
NPCInfo->behaviorState = BS_STAND_AND_SHOOT;
}
}
NPC_UpdateAngles( qtrue, qtrue );
}
/*
-------------------------
NPC_BSHuntAndKill
-------------------------
*/
void NPC_BSHuntAndKill( void )
{
qboolean turned = qfalse;
vec3_t vec;
float enemyDist;
visibility_t oEVis;
int curAnim;
NPC_CheckEnemy( NPCInfo->tempBehavior != BS_HUNT_AND_KILL, qfalse, qtrue );//don't find new enemy if this is tempbehav
if ( NPC->enemy )
{
oEVis = enemyVisibility = NPC_CheckVisibility ( NPC->enemy, CHECK_FOV|CHECK_SHOOT );//CHECK_360|//CHECK_PVS|
if(enemyVisibility > VIS_PVS)
{
if ( !NPC_EnemyTooFar( NPC->enemy, 0, qtrue ) )
{//Enemy is close enough to shoot - FIXME: this next func does this also, but need to know here for info on whether ot not to turn later
NPC_CheckCanAttack( 1.0, qfalse );
turned = qtrue;
}
}
curAnim = NPC->client->ps.legsAnim;
if(curAnim != BOTH_ATTACK1 && curAnim != BOTH_ATTACK2 && curAnim != BOTH_ATTACK3 && curAnim != BOTH_MELEE1 && curAnim != BOTH_MELEE2 )
{//Don't move toward enemy if we're in a full-body attack anim
//FIXME, use IdealDistance to determin if we need to close distance
VectorSubtract(NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, vec);
enemyDist = VectorLength(vec);
if( enemyDist > 48 && ((enemyDist*1.5)*(enemyDist*1.5) >= NPC_MaxDistSquaredForWeapon() ||
oEVis != VIS_SHOOT ||
//!(ucmd.buttons & BUTTON_ATTACK) ||
enemyDist > IdealDistance(NPC)*3 ) )
{//We should close in?
NPCInfo->goalEntity = NPC->enemy;
NPC_MoveToGoal( qtrue );
}
else if(enemyDist < IdealDistance(NPC))
{//We should back off?
//if(ucmd.buttons & BUTTON_ATTACK)
{
NPCInfo->goalEntity = NPC->enemy;
NPCInfo->goalRadius = 12;
NPC_MoveToGoal( qtrue );
ucmd.forwardmove *= -1;
ucmd.rightmove *= -1;
VectorScale( NPC->client->ps.moveDir, -1, NPC->client->ps.moveDir );
ucmd.buttons |= BUTTON_WALKING;
}
}//otherwise, stay where we are
}
}
else
{//ok, stand guard until we find an enemy
if( NPCInfo->tempBehavior == BS_HUNT_AND_KILL )
{
NPCInfo->tempBehavior = BS_DEFAULT;
}
else
{
NPCInfo->tempBehavior = BS_STAND_GUARD;
NPC_BSStandGuard();
}
return;
}
if(!turned)
{
NPC_UpdateAngles(qtrue, qtrue);
}
}
void NPC_BSStandAndShoot (void)
{
//FIXME:
//When our numbers outnumber enemies 3 to 1, or only one of them,
//go into hunt and kill mode
//FIXME:
//When they're all dead, go to some script or wander off to sickbay?
if(NPC->client->playerTeam && NPC->client->enemyTeam)
{
//FIXME: don't realize this right away- or else enemies show up and we're standing around
/*
if( teamNumbers[NPC->enemyTeam] == 0 )
{//ok, stand guard until we find another enemy
//reset our rush counter
teamCounter[NPC->playerTeam] = 0;
NPCInfo->tempBehavior = BS_STAND_GUARD;
NPC_BSStandGuard();
return;
}*/
/*
//FIXME: whether to do this or not should be settable
else if( NPC->playerTeam != TEAM_BORG )//Borg don't rush
{
//FIXME: In case reinforcements show up, we should wait a few seconds
//and keep checking before rushing!
//Also: what if not everyone on our team is going after playerTeam?
//Also: our team count includes medics!
if(NPC->health > 25)
{//Can we rush the enemy?
if(teamNumbers[NPC->enemyTeam] == 1 ||
teamNumbers[NPC->playerTeam] >= teamNumbers[NPC->enemyTeam]*3)
{//Only one of them or we outnumber 3 to 1
if(teamStrength[NPC->playerTeam] >= 75 ||
(teamStrength[NPC->playerTeam] >= 50 && teamStrength[NPC->playerTeam] > teamStrength[NPC->enemyTeam]))
{//Our team is strong enough to rush
teamCounter[NPC->playerTeam]++;
if(teamNumbers[NPC->playerTeam] * 17 <= teamCounter[NPC->playerTeam])
{//ok, we waited 1.7 think cycles on average and everyone is go, let's do it!
//FIXME: Should we do this to everyone on our team?
NPCInfo->behaviorState = BS_HUNT_AND_KILL;
//FIXME: if the tide changes, we should retreat!
//FIXME: when do we reset the counter?
NPC_BSHuntAndKill ();
return;
}
}
else//Oops! Something's wrong, reset the counter to rush
teamCounter[NPC->playerTeam] = 0;
}
else//Oops! Something's wrong, reset the counter to rush
teamCounter[NPC->playerTeam] = 0;
}
}
*/
}
NPC_CheckEnemy(qtrue, qfalse, qtrue);
if(NPCInfo->duckDebounceTime > level.time && NPC->client->ps.weapon != WP_SABER )
{
ucmd.upmove = -127;
if(NPC->enemy)
{
NPC_CheckCanAttack(1.0, qtrue);
}
return;
}
if(NPC->enemy)
{
if(!NPC_StandTrackAndShoot( NPC, qtrue ))
{//That func didn't update our angles
NPCInfo->desiredYaw = NPC->client->ps.viewangles[YAW];
NPCInfo->desiredPitch = NPC->client->ps.viewangles[PITCH];
NPC_UpdateAngles(qtrue, qtrue);
}
}
else
{
NPCInfo->desiredYaw = NPC->client->ps.viewangles[YAW];
NPCInfo->desiredPitch = NPC->client->ps.viewangles[PITCH];
NPC_UpdateAngles(qtrue, qtrue);
// NPC_BSIdle();//only moves if we have a goal
}
}
void NPC_BSRunAndShoot (void)
{
/*if(NPC->playerTeam && NPC->enemyTeam)
{
//FIXME: don't realize this right away- or else enemies show up and we're standing around
if( teamNumbers[NPC->enemyTeam] == 0 )
{//ok, stand guard until we find another enemy
//reset our rush counter
teamCounter[NPC->playerTeam] = 0;
NPCInfo->tempBehavior = BS_STAND_GUARD;
NPC_BSStandGuard();
return;
}
}*/
//NOTE: are we sure we want ALL run and shoot people to move this way?
//Shouldn't it check to see if we have an enemy and our enemy is our goal?!
//Moved that check into NPC_MoveToGoal
//NPCInfo->combatMove = qtrue;
NPC_CheckEnemy( qtrue, qfalse, qtrue );
if ( NPCInfo->duckDebounceTime > level.time ) // && NPCInfo->hidingGoal )
{
ucmd.upmove = -127;
if ( NPC->enemy )
{
NPC_CheckCanAttack( 1.0, qfalse );
}
return;
}
if ( NPC->enemy )
{
int monitor = NPC->cantHitEnemyCounter;
NPC_StandTrackAndShoot( NPC, qfalse );//(NPCInfo->hidingGoal != NULL) );
if ( !(ucmd.buttons & BUTTON_ATTACK) && ucmd.upmove >= 0 && NPC->cantHitEnemyCounter > monitor )
{//not crouching and not firing
vec3_t vec;
VectorSubtract( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, vec );
vec[2] = 0;
if ( VectorLength( vec ) > 128 || NPC->cantHitEnemyCounter >= 10 )
{//run at enemy if too far away
//The cantHitEnemyCounter getting high has other repercussions
//100 (10 seconds) will make you try to pick a new enemy...
//But we're chasing, so we clamp it at 50 here
if ( NPC->cantHitEnemyCounter > 60 )
{
NPC->cantHitEnemyCounter = 60;
}
if ( NPC->cantHitEnemyCounter >= (NPCInfo->stats.aggression+1) * 10 )
{
NPC_LostEnemyDecideChase();
}
//chase and face
ucmd.angles[YAW] = 0;
ucmd.angles[PITCH] = 0;
NPCInfo->goalEntity = NPC->enemy;
NPCInfo->goalRadius = 12;
//NAV_ClearLastRoute(NPC);
NPC_MoveToGoal( qtrue );
NPC_UpdateAngles(qtrue, qtrue);
}
else
{
//FIXME: this could happen if they're just on the other side
//of a thin wall or something else blocking out shot. That
//would make us just stand there and not go around it...
//but maybe it's okay- might look like we're waiting for
//him to come out...?
//Current solution: runs around if cantHitEnemyCounter gets
//to 10 (1 second).
}
}
else
{//Clear the can't hit enemy counter here
NPC->cantHitEnemyCounter = 0;
}
}
else
{
if ( NPCInfo->tempBehavior == BS_HUNT_AND_KILL )
{//lost him, go back to what we were doing before
NPCInfo->tempBehavior = BS_DEFAULT;
return;
}
// NPC_BSRun();//only moves if we have a goal
}
}
//Simply turn until facing desired angles
void NPC_BSFace (void)
{
//FIXME: once you stop sending turning info, they reset to whatever their delta_angles was last????
//Once this is over, it snaps back to what it was facing before- WHY???
if( NPC_UpdateAngles ( qtrue, qtrue ) )
{
trap_ICARUS_TaskIDComplete( NPC, TID_BSTATE );
NPCInfo->desiredYaw = client->ps.viewangles[YAW];
NPCInfo->desiredPitch = client->ps.viewangles[PITCH];
NPCInfo->aimTime = 0;//ok to turn normally now
}
}
void NPC_BSPointShoot (qboolean shoot)
{//FIXME: doesn't check for clear shot...
vec3_t muzzle, dir, angles, org;
if ( !NPC->enemy || !NPC->enemy->inuse || (NPC->enemy->NPC && NPC->enemy->health <= 0) )
{//FIXME: should still keep shooting for a second or two after they actually die...
trap_ICARUS_TaskIDComplete( NPC, TID_BSTATE );
goto finished;
return;
}
CalcEntitySpot(NPC, SPOT_WEAPON, muzzle);
CalcEntitySpot(NPC->enemy, SPOT_HEAD, org);//Was spot_org
//Head is a little high, so let's aim for the chest:
if ( NPC->enemy->client )
{
org[2] -= 12;//NOTE: is this enough?
}
VectorSubtract(org, muzzle, dir);
vectoangles(dir, angles);
switch( NPC->client->ps.weapon )
{
case WP_NONE:
// case WP_TRICORDER:
case WP_STUN_BATON:
case WP_SABER:
//don't do any pitch change if not holding a firing weapon
break;
default:
NPCInfo->desiredPitch = NPCInfo->lockedDesiredPitch = AngleNormalize360(angles[PITCH]);
break;
}
NPCInfo->desiredYaw = NPCInfo->lockedDesiredYaw = AngleNormalize360(angles[YAW]);
if ( NPC_UpdateAngles ( qtrue, qtrue ) )
{//FIXME: if angles clamped, this may never work!
//NPCInfo->shotTime = NPC->attackDebounceTime = 0;
if ( shoot )
{//FIXME: needs to hold this down if using a weapon that requires it, like phaser...
ucmd.buttons |= BUTTON_ATTACK;
}
//if ( !shoot || !(NPC->svFlags & SVF_LOCKEDENEMY) )
if (1)
{//If locked_enemy is on, dont complete until it is destroyed...
trap_ICARUS_TaskIDComplete( NPC, TID_BSTATE );
goto finished;
}
}
//else if ( shoot && (NPC->svFlags & SVF_LOCKEDENEMY) )
if (0)
{//shooting them till their dead, not aiming right at them yet...
/*
qboolean movingTarget = qfalse;
if ( NPC->enemy->client )
{
if ( VectorLengthSquared( NPC->enemy->client->ps.velocity ) )
{
movingTarget = qtrue;
}
}
else if ( VectorLengthSquared( NPC->enemy->s.pos.trDelta ) )
{
movingTarget = qtrue;
}
if (movingTarget )
*/
{
float dist = VectorLength( dir );
float yawMiss, yawMissAllow = NPC->enemy->r.maxs[0];
float pitchMiss, pitchMissAllow = (NPC->enemy->r.maxs[2] - NPC->enemy->r.mins[2])/2;
if ( yawMissAllow < 8.0f )
{
yawMissAllow = 8.0f;
}
if ( pitchMissAllow < 8.0f )
{
pitchMissAllow = 8.0f;
}
yawMiss = tan(DEG2RAD(AngleDelta ( NPC->client->ps.viewangles[YAW], NPCInfo->desiredYaw ))) * dist;
pitchMiss = tan(DEG2RAD(AngleDelta ( NPC->client->ps.viewangles[PITCH], NPCInfo->desiredPitch))) * dist;
if ( yawMissAllow >= yawMiss && pitchMissAllow > pitchMiss )
{
ucmd.buttons |= BUTTON_ATTACK;
}
}
}
return;
finished:
NPCInfo->desiredYaw = client->ps.viewangles[YAW];
NPCInfo->desiredPitch = client->ps.viewangles[PITCH];
NPCInfo->aimTime = 0;//ok to turn normally now
}
/*
void NPC_BSMove(void)
Move in a direction, face another
*/
void NPC_BSMove(void)
{
gentity_t *goal = NULL;
NPC_CheckEnemy(qtrue, qfalse, qtrue);
if(NPC->enemy)
{
NPC_CheckCanAttack(1.0, qfalse);
}
else
{
NPC_UpdateAngles(qtrue, qtrue);
}
goal = UpdateGoal();
if(goal)
{
// NPCInfo->moveToGoalMod = 1.0;
NPC_SlideMoveToGoal();
}
}
/*
void NPC_BSShoot(void)
Move in a direction, face another
*/
void NPC_BSShoot(void)
{
// NPC_BSMove();
enemyVisibility = VIS_SHOOT;
if ( client->ps.weaponstate != WEAPON_READY && client->ps.weaponstate != WEAPON_FIRING )
{
client->ps.weaponstate = WEAPON_READY;
}
WeaponThink(qtrue);
}
/*
void NPC_BSPatrol( void )
Same as idle, but you look for enemies every "vigilance"
using your angles, HFOV, VFOV and visrange, and listen for sounds within earshot...
*/
void NPC_BSPatrol( void )
{
//int alertEventNum;
if(level.time > NPCInfo->enemyCheckDebounceTime)
{
NPCInfo->enemyCheckDebounceTime = level.time + (NPCInfo->stats.vigilance * 1000);
NPC_CheckEnemy(qtrue, qfalse, qtrue);
if(NPC->enemy)
{//FIXME: do anger script
NPCInfo->behaviorState = BS_HUNT_AND_KILL;
//NPC_AngerSound();
return;
}
}
//FIXME: Implement generic sound alerts
/*
alertEventNum = NPC_CheckAlertEvents( qtrue, qtrue );
if( alertEventNum != -1 )
{//If we heard something, see if we should check it out
if ( NPC_CheckInvestigate( alertEventNum ) )
{
return;
}
}
*/
NPCInfo->investigateSoundDebounceTime = 0;
//FIXME if there is no nav data, we need to do something else
// if we're stuck, try to move around it
if ( UpdateGoal() )
{
NPC_MoveToGoal( qtrue );
}
NPC_UpdateAngles( qtrue, qtrue );
ucmd.buttons |= BUTTON_WALKING;
}
/*
void NPC_BSDefault(void)
uses various scriptflags to determine how an npc should behave
*/
extern void NPC_CheckGetNewWeapon( void );
extern void NPC_BSST_Attack( void );
void NPC_BSDefault( void )
{
// vec3_t enemyDir;
// float enemyDist;
// float shootDist;
// qboolean enemyFOV = qfalse;
// qboolean enemyShotFOV = qfalse;
// qboolean enemyPVS = qfalse;
// vec3_t enemyHead;
// vec3_t muzzle;
// qboolean enemyLOS = qfalse;
// qboolean enemyCS = qfalse;
qboolean move = qtrue;
// qboolean shoot = qfalse;
if( NPCInfo->scriptFlags & SCF_FIRE_WEAPON )
{
WeaponThink( qtrue );
}
if ( NPCInfo->scriptFlags & SCF_FORCED_MARCH )
{//being forced to walk
if( NPC->client->ps.torsoAnim != TORSO_SURRENDER_START )
{
NPC_SetAnim( NPC, SETANIM_TORSO, TORSO_SURRENDER_START, SETANIM_FLAG_HOLD );
}
}
//look for a new enemy if don't have one and are allowed to look, validate current enemy if have one
NPC_CheckEnemy( (NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES), qfalse, qtrue );
if ( !NPC->enemy )
{//still don't have an enemy
if ( !(NPCInfo->scriptFlags&SCF_IGNORE_ALERTS) )
{//check for alert events
//FIXME: Check Alert events, see if we should investigate or just look at it
int alertEvent = NPC_CheckAlertEvents( qtrue, qtrue, -1, qtrue, AEL_DISCOVERED );
//There is an event to look at
if ( alertEvent >= 0 && level.alertEvents[alertEvent].ID != NPCInfo->lastAlertID )
{//heard/saw something
if ( level.alertEvents[alertEvent].level >= AEL_DISCOVERED && (NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES) )
{//was a big event
if ( level.alertEvents[alertEvent].owner && level.alertEvents[alertEvent].owner->client && level.alertEvents[alertEvent].owner->health >= 0 && level.alertEvents[alertEvent].owner->client->playerTeam == NPC->client->enemyTeam )
{//an enemy
G_SetEnemy( NPC, level.alertEvents[alertEvent].owner );
}
}
else
{//FIXME: investigate lesser events
}
}
//FIXME: also check our allies' condition?
}
}
if ( NPC->enemy && !(NPCInfo->scriptFlags&SCF_FORCED_MARCH) )
{
// just use the stormtrooper attack AI...
NPC_CheckGetNewWeapon();
if ( NPC->client->leader
&& NPCInfo->goalEntity == NPC->client->leader
&& !trap_ICARUS_TaskIDPending( NPC, TID_MOVE_NAV ) )
{
NPC_ClearGoal();
}
NPC_BSST_Attack();
return;
/*
//have an enemy
//FIXME: if one of these fails, meaning we can't shoot, do we really need to do the rest?
VectorSubtract( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, enemyDir );
enemyDist = VectorNormalize( enemyDir );
enemyDist *= enemyDist;
shootDist = NPC_MaxDistSquaredForWeapon();
enemyFOV = InFOV( NPC->enemy, NPC, NPCInfo->stats.hfov, NPCInfo->stats.vfov );
enemyShotFOV = InFOV( NPC->enemy, NPC, 20, 20 );
enemyPVS = gi.inPVS( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin );
if ( enemyPVS )
{//in the pvs
trace_t tr;
CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemyHead );
enemyHead[2] -= Q_flrand( 0.0f, NPC->enemy->maxs[2]*0.5f );
CalcEntitySpot( NPC, SPOT_WEAPON, muzzle );
enemyLOS = NPC_ClearLOS( muzzle, enemyHead );
gi.trace ( &tr, muzzle, vec3_origin, vec3_origin, enemyHead, NPC->s.number, MASK_SHOT );
enemyCS = NPC_EvaluateShot( tr.entityNum, qtrue );
}
else
{//skip thr 2 traces since they would have to fail
enemyLOS = qfalse;
enemyCS = qfalse;
}
if ( enemyCS && enemyShotFOV )
{//can hit enemy if we want
NPC->cantHitEnemyCounter = 0;
}
else
{//can't hit
NPC->cantHitEnemyCounter++;
}
if ( enemyCS && enemyShotFOV && enemyDist < shootDist )
{//can shoot
shoot = qtrue;
if ( NPCInfo->goalEntity == NPC->enemy )
{//my goal is my enemy and I have a clear shot, no need to chase right now
move = qfalse;
}
}
else
{//don't shoot yet, keep chasing
shoot = qfalse;
move = qtrue;
}
//shoot decision
if ( !(NPCInfo->scriptFlags&SCF_DONT_FIRE) )
{//try to shoot
if ( NPC->enemy )
{
if ( shoot )
{
if( !(NPCInfo->scriptFlags & SCF_FIRE_WEAPON) ) // we've already fired, no need to do it again here
{
WeaponThink( qtrue );
}
}
}
}
//chase decision
if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
{//go after him
NPCInfo->goalEntity = NPC->enemy;
//FIXME: don't need to chase when have a clear shot and in range?
if ( !enemyCS && NPC->cantHitEnemyCounter > 60 )
{//haven't been able to shoot enemy for about 6 seconds, need to do something
//FIXME: combat points? Just chase?
if ( enemyPVS )
{//in my PVS, just pick a combat point
//FIXME: implement
}
else
{//just chase him
}
}
//FIXME: in normal behavior, should we use combat Points? Do we care? Is anyone actually going to ever use this AI?
}
else if ( NPC->cantHitEnemyCounter > 60 )
{//pick a new one
NPC_CheckEnemy( qtrue, qfalse, qtrue );
}
if ( enemyPVS && enemyLOS )//&& !enemyShotFOV )
{//have a clear LOS to him//, but not looking at him
//Find the desired angles
vec3_t angles;
GetAnglesForDirection( muzzle, enemyHead, angles );
NPCInfo->desiredYaw = AngleNormalize180( angles[YAW] );
NPCInfo->desiredPitch = AngleNormalize180( angles[PITCH] );
}
*/
}
if ( UpdateGoal() )
{//have a goal
if ( !NPC->enemy
&& NPC->client->leader
&& NPCInfo->goalEntity == NPC->client->leader
&& !trap_ICARUS_TaskIDPending( NPC, TID_MOVE_NAV ) )
{
NPC_BSFollowLeader();
}
else
{
//set angles
if ( (NPCInfo->scriptFlags & SCF_FACE_MOVE_DIR) || NPCInfo->goalEntity != NPC->enemy )
{//face direction of movement, NOTE: default behavior when not chasing enemy
NPCInfo->combatMove = qfalse;
}
else
{//face goal.. FIXME: what if have a navgoal but want to face enemy while moving? Will this do that?
vec3_t dir, angles;
NPCInfo->combatMove = qfalse;
VectorSubtract( NPCInfo->goalEntity->r.currentOrigin, NPC->r.currentOrigin, dir );
vectoangles( dir, angles );
NPCInfo->desiredYaw = angles[YAW];
if ( NPCInfo->goalEntity == NPC->enemy )
{
NPCInfo->desiredPitch = angles[PITCH];
}
}
//set movement
//override default walk/run behavior
//NOTE: redundant, done in NPC_ApplyScriptFlags
if ( NPCInfo->scriptFlags & SCF_RUNNING )
{
ucmd.buttons &= ~BUTTON_WALKING;
}
else if ( NPCInfo->scriptFlags & SCF_WALKING )
{
ucmd.buttons |= BUTTON_WALKING;
}
else if ( NPCInfo->goalEntity == NPC->enemy )
{
ucmd.buttons &= ~BUTTON_WALKING;
}
else
{
ucmd.buttons |= BUTTON_WALKING;
}
if ( NPCInfo->scriptFlags & SCF_FORCED_MARCH )
{//being forced to walk
//if ( g_crosshairEntNum != NPC->s.number )
if (!NPC_SomeoneLookingAtMe(NPC))
{//don't walk if player isn't aiming at me
move = qfalse;
}
}
if ( move )
{
//move toward goal
NPC_MoveToGoal( qtrue );
}
}
}
else if ( !NPC->enemy && NPC->client->leader )
{
NPC_BSFollowLeader();
}
//update angles
NPC_UpdateAngles( qtrue, qtrue );
}