2067 lines
No EOL
57 KiB
C++
2067 lines
No EOL
57 KiB
C++
//NPC_behavior.cpp
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/*
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FIXME - MCG:
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These all need to make use of the snapshots. Write something that can look for only specific
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things in a snapshot or just go through the snapshot every frame and save the info in case
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we need it...
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*/
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// leave this line at the top for all NPC_xxxx.cpp files...
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#include "g_headers.h"
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#include "g_navigator.h"
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#include "Q3_Interface.h"
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extern cvar_t *g_AIsurrender;
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extern qboolean showBBoxes;
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static vec3_t NPCDEBUG_BLUE = {0.0, 0.0, 1.0};
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extern void CG_Cube( vec3_t mins, vec3_t maxs, vec3_t color, float alpha );
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extern void NPC_CheckGetNewWeapon( void );
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extern qboolean PM_InKnockDown( playerState_t *ps );
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extern void NPC_AimAdjust( int change );
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extern qboolean G_StandardHumanoid( gentity_t *self );
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/*
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void NPC_BSAdvanceFight (void)
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Advance towards your captureGoal and shoot anyone you can along the way.
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*/
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void NPC_BSAdvanceFight (void)
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{//FIXME: IMPLEMENT
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//Head to Goal if I can
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//Make sure we're still headed where we want to capture
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if ( NPCInfo->captureGoal )
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{//FIXME: if no captureGoal, what do we do?
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//VectorCopy( NPCInfo->captureGoal->currentOrigin, NPCInfo->tempGoal->currentOrigin );
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//NPCInfo->goalEntity = NPCInfo->tempGoal;
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NPC_SetMoveGoal( NPC, NPCInfo->captureGoal->currentOrigin, 16, qtrue );
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NPCInfo->goalTime = level.time + 100000;
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}
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// NPC_BSRun();
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NPC_CheckEnemy(qtrue, qfalse);
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//FIXME: Need melee code
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if( NPC->enemy )
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{//See if we can shoot him
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vec3_t delta, forward;
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vec3_t angleToEnemy;
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vec3_t hitspot, muzzle, diff, enemy_org, enemy_head;
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float distanceToEnemy;
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qboolean attack_ok = qfalse;
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qboolean dead_on = qfalse;
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float attack_scale = 1.0;
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float aim_off;
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float max_aim_off = 64;
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//Yaw to enemy
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VectorMA(NPC->enemy->absmin, 0.5, NPC->enemy->maxs, enemy_org);
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CalcEntitySpot( NPC, SPOT_WEAPON, muzzle );
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VectorSubtract (enemy_org, muzzle, delta);
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vectoangles ( delta, angleToEnemy );
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distanceToEnemy = VectorNormalize(delta);
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if(!NPC_EnemyTooFar(NPC->enemy, distanceToEnemy*distanceToEnemy, qtrue))
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{
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attack_ok = qtrue;
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}
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if(attack_ok)
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{
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NPC_UpdateShootAngles(angleToEnemy, qfalse, qtrue);
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NPCInfo->enemyLastVisibility = enemyVisibility;
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enemyVisibility = NPC_CheckVisibility ( NPC->enemy, CHECK_FOV);//CHECK_360|//CHECK_PVS|
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if(enemyVisibility == VIS_FOV)
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{//He's in our FOV
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attack_ok = qtrue;
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CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_head);
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if(attack_ok)
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{
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trace_t tr;
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gentity_t *traceEnt;
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//are we gonna hit him if we shoot at his center?
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gi.trace ( &tr, muzzle, NULL, NULL, enemy_org, NPC->s.number, MASK_SHOT );
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traceEnt = &g_entities[tr.entityNum];
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if( traceEnt != NPC->enemy &&
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(!traceEnt || !traceEnt->client || !NPC->client->enemyTeam || NPC->client->enemyTeam != traceEnt->client->playerTeam) )
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{//no, so shoot for the head
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attack_scale *= 0.75;
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gi.trace ( &tr, muzzle, NULL, NULL, enemy_head, NPC->s.number, MASK_SHOT );
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traceEnt = &g_entities[tr.entityNum];
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}
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VectorCopy( tr.endpos, hitspot );
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if( traceEnt == NPC->enemy || (traceEnt->client && NPC->client->enemyTeam && NPC->client->enemyTeam == traceEnt->client->playerTeam) )
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{
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dead_on = qtrue;
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}
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else
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{
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attack_scale *= 0.5;
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if(NPC->client->playerTeam)
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{
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if(traceEnt && traceEnt->client && traceEnt->client->playerTeam)
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{
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if(NPC->client->playerTeam == traceEnt->client->playerTeam)
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{//Don't shoot our own team
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attack_ok = qfalse;
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}
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}
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}
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}
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}
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if( attack_ok )
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{
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//ok, now adjust pitch aim
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VectorSubtract (hitspot, muzzle, delta);
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vectoangles ( delta, angleToEnemy );
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NPC->NPC->desiredPitch = angleToEnemy[PITCH];
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NPC_UpdateShootAngles(angleToEnemy, qtrue, qfalse);
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if( !dead_on )
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{//We're not going to hit him directly, try a suppressing fire
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//see if where we're going to shoot is too far from his origin
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AngleVectors (NPCInfo->shootAngles, forward, NULL, NULL);
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VectorMA ( muzzle, distanceToEnemy, forward, hitspot);
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VectorSubtract(hitspot, enemy_org, diff);
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aim_off = VectorLength(diff);
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if(aim_off > random() * max_aim_off)//FIXME: use aim value to allow poor aim?
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{
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attack_scale *= 0.75;
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//see if where we're going to shoot is too far from his head
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VectorSubtract(hitspot, enemy_head, diff);
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aim_off = VectorLength(diff);
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if(aim_off > random() * max_aim_off)
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{
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attack_ok = qfalse;
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}
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}
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attack_scale *= (max_aim_off - aim_off + 1)/max_aim_off;
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}
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}
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}
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}
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if( attack_ok )
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{
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if( NPC_CheckAttack( attack_scale ))
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{//check aggression to decide if we should shoot
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enemyVisibility = VIS_SHOOT;
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WeaponThink(qtrue);
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}
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else
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attack_ok = qfalse;
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}
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//Don't do this- only for when stationary and trying to shoot an enemy
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// else
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// NPC->cantHitEnemyCounter++;
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}
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else
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{//FIXME:
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NPC_UpdateShootAngles(NPC->client->ps.viewangles, qtrue, qtrue);
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}
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if(!ucmd.forwardmove && !ucmd.rightmove)
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{//We reached our captureGoal
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if( NPC->m_iIcarusID != IIcarusInterface::ICARUS_INVALID /*NPC->taskManager*/ )
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{
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Q3_TaskIDComplete( NPC, TID_BSTATE );
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}
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}
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}
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void Disappear(gentity_t *self)
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{
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// ClientDisconnect(self);
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self->s.eFlags |= EF_NODRAW;
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self->e_ThinkFunc = thinkF_NULL;
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self->nextthink = -1;
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}
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void MakeOwnerInvis (gentity_t *self);
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void BeamOut (gentity_t *self)
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{
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// gentity_t *tent = G_Spawn();
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/*
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tent->owner = self;
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tent->think = MakeOwnerInvis;
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tent->nextthink = level.time + 1800;
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//G_AddEvent( ent, EV_PLAYER_TELEPORT, 0 );
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tent = G_TempEntity( self->client->pcurrentOrigin, EV_PLAYER_TELEPORT );
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*/
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//fixme: doesn't actually go away!
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self->nextthink = level.time + 1500;
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self->e_ThinkFunc = thinkF_Disappear;
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self->client->playerTeam = TEAM_FREE;
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self->svFlags |= SVF_BEAMING;
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}
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void NPC_BSCinematic( void )
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{
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if( NPCInfo->scriptFlags & SCF_FIRE_WEAPON )
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{
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WeaponThink( qtrue );
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}
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if (NPCInfo->scriptFlags&SCF_FIRE_WEAPON_NO_ANIM)
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{
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if (TIMER_Done(NPC, "NoAnimFireDelay"))
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{
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TIMER_Set(NPC, "NoAnimFireDelay", NPC_AttackDebounceForWeapon());
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FireWeapon(NPC, (NPCInfo->scriptFlags&SCF_ALT_FIRE)) ;
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}
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}
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if ( UpdateGoal() )
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{//have a goalEntity
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//move toward goal, should also face that goal
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NPC_MoveToGoal( qtrue );
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}
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if ( NPCInfo->watchTarget )
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{//have an entity which we want to keep facing
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//NOTE: this will override any angles set by NPC_MoveToGoal
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vec3_t eyes, viewSpot, viewvec, viewangles;
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CalcEntitySpot( NPC, SPOT_HEAD_LEAN, eyes );
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CalcEntitySpot( NPCInfo->watchTarget, SPOT_HEAD_LEAN, viewSpot );
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VectorSubtract( viewSpot, eyes, viewvec );
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vectoangles( viewvec, viewangles );
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NPCInfo->lockedDesiredYaw = NPCInfo->desiredYaw = viewangles[YAW];
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NPCInfo->lockedDesiredPitch = NPCInfo->desiredPitch = viewangles[PITCH];
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}
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NPC_UpdateAngles( qtrue, qtrue );
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}
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void NPC_BSWait( void )
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{
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NPC_UpdateAngles( qtrue, qtrue );
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}
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void NPC_BSInvestigate (void)
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{
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/*
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//FIXME: maybe allow this to be set as a tempBState in a script? Just specify the
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//investigateGoal, investigateDebounceTime and investigateCount? (Needs a macro)
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vec3_t invDir, invAngles, spot;
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gentity_t *saveGoal;
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//BS_INVESTIGATE would turn toward goal, maybe take a couple steps towards it,
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//look for enemies, then turn away after your investigate counter was down-
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//investigate counter goes up every time you set it...
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if(level.time > NPCInfo->enemyCheckDebounceTime)
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{
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NPCInfo->enemyCheckDebounceTime = level.time + (NPCInfo->stats.vigilance * 1000);
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NPC_CheckEnemy(qtrue, qfalse);
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if(NPC->enemy)
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{//FIXME: do anger script
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NPCInfo->goalEntity = NPC->enemy;
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NPCInfo->behaviorState = BS_RUN_AND_SHOOT;
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NPCInfo->tempBehavior = BS_DEFAULT;
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NPC_AngerSound();
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return;
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}
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}
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NPC_SetAnim( NPC, SETANIM_TORSO, TORSO_WEAPONREADY3, SETANIM_FLAG_NORMAL );
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if(NPCInfo->stats.vigilance <= 1.0 && NPCInfo->eventOwner)
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{
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VectorCopy(NPCInfo->eventOwner->currentOrigin, NPCInfo->investigateGoal);
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}
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saveGoal = NPCInfo->goalEntity;
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if( level.time > NPCInfo->walkDebounceTime )
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{
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vec3_t vec;
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VectorSubtract(NPCInfo->investigateGoal, NPC->currentOrigin, vec);
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vec[2] = 0;
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if(VectorLength(vec) > 64)
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{
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if(Q_irand(0, 100) < NPCInfo->investigateCount)
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{//take a full step
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//NPCInfo->walkDebounceTime = level.time + 1400;
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//actually finds length of my BOTH_WALK anim
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NPCInfo->walkDebounceTime = PM_AnimLength( NPC->client->clientInfo.animFileIndex, BOTH_WALK1 );
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}
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}
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}
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if( level.time < NPCInfo->walkDebounceTime )
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{//walk toward investigateGoal
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/*
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NPCInfo->goalEntity = NPCInfo->tempGoal;
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VectorCopy(NPCInfo->investigateGoal, NPCInfo->tempGoal->currentOrigin);
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*/
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/* NPC_SetMoveGoal( NPC, NPCInfo->investigateGoal, 16, qtrue );
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NPC_MoveToGoal( qtrue );
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//FIXME: walk2?
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NPC_SetAnim(NPC,SETANIM_LEGS,BOTH_WALK1,SETANIM_FLAG_NORMAL);
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ucmd.buttons |= BUTTON_WALKING;
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}
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else
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{
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NPC_SetAnim(NPC,SETANIM_LEGS,BOTH_STAND1,SETANIM_FLAG_NORMAL);
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if(NPCInfo->hlookCount > 30)
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{
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if(Q_irand(0, 10) > 7)
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{
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NPCInfo->hlookCount = 0;
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}
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}
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else if(NPCInfo->hlookCount < -30)
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{
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if(Q_irand(0, 10) > 7)
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{
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NPCInfo->hlookCount = 0;
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}
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}
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else if(NPCInfo->hlookCount == 0)
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{
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NPCInfo->hlookCount = Q_irand(-1, 1);
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}
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else if(Q_irand(0, 10) > 7)
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{
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if(NPCInfo->hlookCount > 0)
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{
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NPCInfo->hlookCount++;
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}
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else//lookCount < 0
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{
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NPCInfo->hlookCount--;
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}
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}
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if(NPCInfo->vlookCount >= 15)
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{
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if(Q_irand(0, 10) > 7)
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{
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NPCInfo->vlookCount = 0;
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}
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}
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else if(NPCInfo->vlookCount <= -15)
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{
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if(Q_irand(0, 10) > 7)
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{
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NPCInfo->vlookCount = 0;
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}
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}
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else if(NPCInfo->vlookCount == 0)
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{
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NPCInfo->vlookCount = Q_irand(-1, 1);
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}
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else if(Q_irand(0, 10) > 8)
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{
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if(NPCInfo->vlookCount > 0)
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{
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NPCInfo->vlookCount++;
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}
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else//lookCount < 0
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{
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NPCInfo->vlookCount--;
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}
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}
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//turn toward investigateGoal
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CalcEntitySpot( NPC, SPOT_HEAD, spot );
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VectorSubtract(NPCInfo->investigateGoal, spot, invDir);
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VectorNormalize(invDir);
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vectoangles(invDir, invAngles);
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NPCInfo->desiredYaw = AngleNormalize360(invAngles[YAW] + NPCInfo->hlookCount);
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NPCInfo->desiredPitch = AngleNormalize360(invAngles[PITCH] + NPCInfo->hlookCount);
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}
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NPC_UpdateAngles(qtrue, qtrue);
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NPCInfo->goalEntity = saveGoal;
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if(level.time > NPCInfo->investigateDebounceTime)
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{
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NPCInfo->tempBehavior = BS_DEFAULT;
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}
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NPC_CheckSoundEvents();
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*/
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}
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qboolean NPC_CheckInvestigate( int alertEventNum )
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{
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gentity_t *owner = level.alertEvents[alertEventNum].owner;
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int invAdd = level.alertEvents[alertEventNum].level;
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vec3_t soundPos;
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float soundRad = level.alertEvents[alertEventNum].radius;
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float earshot = NPCInfo->stats.earshot;
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VectorCopy( level.alertEvents[alertEventNum].position, soundPos );
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//NOTE: Trying to preserve previous investigation behavior
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if ( !owner )
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{
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return qfalse;
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}
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if ( owner->s.eType != ET_PLAYER && owner == NPCInfo->goalEntity )
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{
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return qfalse;
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}
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if ( owner->s.eFlags & EF_NODRAW )
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{
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return qfalse;
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}
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if ( owner->flags & FL_NOTARGET )
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{
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return qfalse;
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}
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if ( soundRad < earshot )
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{
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return qfalse;
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}
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//if(!gi.inPVSIgnorePortals(ent->currentOrigin, NPC->currentOrigin))//should we be able to hear through areaportals?
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if ( !gi.inPVS( soundPos, NPC->currentOrigin ) )
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{//can hear through doors?
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return qfalse;
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}
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if ( owner->client && owner->client->playerTeam && NPC->client->playerTeam && owner->client->playerTeam != NPC->client->playerTeam )
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{
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if( (float)NPCInfo->investigateCount >= (NPCInfo->stats.vigilance*200) && owner )
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{//If investigateCount == 10, just take it as enemy and go
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if ( NPC_ValidEnemy( owner ) )
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{//FIXME: run angerscript
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G_SetEnemy( NPC, owner );
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NPCInfo->goalEntity = NPC->enemy;
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NPCInfo->goalRadius = 12;
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NPCInfo->behaviorState = BS_HUNT_AND_KILL;
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return qtrue;
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}
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}
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else
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{
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NPCInfo->investigateCount += invAdd;
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}
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//run awakescript
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G_ActivateBehavior(NPC, BSET_AWAKE);
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/*
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if ( Q_irand(0, 10) > 7 )
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{
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NPC_AngerSound();
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}
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*/
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//NPCInfo->hlookCount = NPCInfo->vlookCount = 0;
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NPCInfo->eventOwner = owner;
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VectorCopy( soundPos, NPCInfo->investigateGoal );
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if ( NPCInfo->investigateCount > 20 )
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{
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NPCInfo->investigateDebounceTime = level.time + 10000;
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}
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else
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{
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NPCInfo->investigateDebounceTime = level.time + (NPCInfo->investigateCount*500);
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}
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NPCInfo->tempBehavior = BS_INVESTIGATE;
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return qtrue;
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}
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return qfalse;
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}
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/*
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void NPC_BSSleep( void )
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*/
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void NPC_BSSleep( void )
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{
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int alertEvent = NPC_CheckAlertEvents( qtrue, qfalse );
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//There is an event to look at
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if ( alertEvent >= 0 )
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{
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G_ActivateBehavior(NPC, BSET_AWAKE);
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return;
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}
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/*
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if ( level.time > NPCInfo->enemyCheckDebounceTime )
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{
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if ( NPC_CheckSoundEvents() != -1 )
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{//only 1 alert per second per 0.1 of vigilance
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NPCInfo->enemyCheckDebounceTime = level.time + (NPCInfo->stats.vigilance * 10000);
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G_ActivateBehavior(NPC, BSET_AWAKE);
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}
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}
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*/
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|
}
|
|
|
|
|
|
extern qboolean NPC_MoveDirClear( int forwardmove, int rightmove, qboolean reset );
|
|
|
|
bool NPC_BSFollowLeader_UpdateLeader(void)
|
|
{
|
|
if ( NPC->client->leader//have a leader
|
|
&& NPC->client->leader->s.number < MAX_CLIENTS //player
|
|
&& NPC->client->leader->client//player is a client
|
|
&& !NPC->client->leader->client->pers.enterTime )//player has not finished spawning in yet
|
|
{//don't do anything just yet, but don't clear the leader either
|
|
return false;
|
|
}
|
|
|
|
if (NPC->client->leader && NPC->client->leader->health<=0)
|
|
{
|
|
NPC->client->leader = NULL;
|
|
}
|
|
|
|
if ( !NPC->client->leader )
|
|
{//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();
|
|
}
|
|
if ( NPCInfo->behaviorState == BS_FOLLOW_LEADER )
|
|
{
|
|
NPCInfo->behaviorState = BS_DEFAULT;
|
|
}
|
|
if ( NPCInfo->defaultBehavior == BS_FOLLOW_LEADER )
|
|
{
|
|
NPCInfo->defaultBehavior = BS_DEFAULT;
|
|
}
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
void NPC_BSFollowLeader_UpdateEnemy(void)
|
|
{
|
|
if ( !NPC->enemy )
|
|
{//no enemy, find one
|
|
NPC_CheckEnemy( NPCInfo->confusionTime<level.time, qfalse );//don't find new enemy if this is tempbehav
|
|
if ( NPC->enemy )
|
|
{//just found one
|
|
NPCInfo->enemyCheckDebounceTime = level.time + Q_irand( 3000, 10000 );
|
|
}
|
|
else
|
|
{
|
|
if ( !(NPCInfo->scriptFlags&SCF_IGNORE_ALERTS) )
|
|
{
|
|
int eventID = NPC_CheckAlertEvents( qtrue, qtrue );
|
|
if ( eventID > -1 && level.alertEvents[eventID].level >= AEL_SUSPICIOUS && (NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES) )
|
|
{
|
|
//NPCInfo->lastAlertID = level.alertEvents[eventID].ID;
|
|
if ( !level.alertEvents[eventID].owner ||
|
|
!level.alertEvents[eventID].owner->client ||
|
|
level.alertEvents[eventID].owner->health <= 0 ||
|
|
level.alertEvents[eventID].owner->client->playerTeam != NPC->client->enemyTeam )
|
|
{//not an enemy
|
|
}
|
|
else
|
|
{
|
|
//FIXME: what if can't actually see enemy, don't know where he is... should we make them just become very alert and start looking for him? Or just let combat AI handle this... (act as if you lost him)
|
|
G_SetEnemy( NPC, level.alertEvents[eventID].owner );
|
|
NPCInfo->enemyCheckDebounceTime = level.time + Q_irand( 3000, 10000 );
|
|
NPCInfo->enemyLastSeenTime = level.time;
|
|
TIMER_Set( NPC, "attackDelay", Q_irand( 500, 1000 ) );
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
if ( !NPC->enemy )
|
|
{
|
|
if ( NPC->client->leader
|
|
&& NPC->client->leader->enemy
|
|
&& NPC->client->leader->enemy != NPC
|
|
&& ( (NPC->client->leader->enemy->client&&NPC->client->leader->enemy->client->playerTeam==NPC->client->enemyTeam)
|
|
||(NPC->client->leader->enemy->svFlags&SVF_NONNPC_ENEMY&&NPC->client->leader->enemy->noDamageTeam==NPC->client->enemyTeam) )
|
|
&& NPC->client->leader->enemy->health > 0 )
|
|
{
|
|
G_SetEnemy( NPC, NPC->client->leader->enemy );
|
|
NPCInfo->enemyCheckDebounceTime = level.time + Q_irand( 3000, 10000 );
|
|
NPCInfo->enemyLastSeenTime = level.time;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( NPC->enemy->health <= 0 || (NPC->enemy->flags&FL_NOTARGET) )
|
|
{
|
|
G_ClearEnemy( NPC );
|
|
if ( NPCInfo->enemyCheckDebounceTime > level.time + 1000 )
|
|
{
|
|
NPCInfo->enemyCheckDebounceTime = level.time + Q_irand( 1000, 2000 );
|
|
}
|
|
}
|
|
else if ( NPC->client->ps.weapon && NPCInfo->enemyCheckDebounceTime < level.time )
|
|
{
|
|
NPC_CheckEnemy( (NPCInfo->confusionTime<level.time||NPCInfo->tempBehavior!=BS_FOLLOW_LEADER), qfalse );//don't find new enemy if this is tempbehav
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
bool NPC_BSFollowLeader_AttackEnemy(void)
|
|
{
|
|
if ( NPC->client->ps.weapon == WP_SABER )//|| NPCInfo->confusionTime>level.time )
|
|
{//lightsaber user or charmed enemy
|
|
if ( NPCInfo->tempBehavior != BS_FOLLOW_LEADER )
|
|
{//not already in a temp bState
|
|
//go after the guy
|
|
NPCInfo->tempBehavior = BS_HUNT_AND_KILL;
|
|
NPC_UpdateAngles(qtrue, qtrue);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
enemyVisibility = NPC_CheckVisibility ( NPC->enemy, CHECK_FOV|CHECK_SHOOT );//CHECK_360|CHECK_PVS|
|
|
if ( enemyVisibility > VIS_PVS )
|
|
{//face
|
|
vec3_t enemy_org, muzzle, delta, angleToEnemy;
|
|
float distanceToEnemy;
|
|
|
|
CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_org );
|
|
NPC_AimWiggle( enemy_org );
|
|
|
|
CalcEntitySpot( NPC, SPOT_WEAPON, muzzle );
|
|
|
|
VectorSubtract( enemy_org, muzzle, delta);
|
|
vectoangles( delta, angleToEnemy );
|
|
distanceToEnemy = VectorNormalize( delta );
|
|
|
|
NPCInfo->desiredYaw = angleToEnemy[YAW];
|
|
NPCInfo->desiredPitch = angleToEnemy[PITCH];
|
|
NPC_UpdateFiringAngles( qtrue, qtrue );
|
|
|
|
if ( enemyVisibility >= VIS_SHOOT )
|
|
{//shoot
|
|
NPC_AimAdjust( 2 );
|
|
if ( NPC_GetHFOVPercentage( NPC->enemy->currentOrigin, NPC->currentOrigin, NPC->client->ps.viewangles, NPCInfo->stats.hfov ) > 0.6f
|
|
&& NPC_GetHFOVPercentage( NPC->enemy->currentOrigin, NPC->currentOrigin, NPC->client->ps.viewangles, NPCInfo->stats.vfov ) > 0.5f )
|
|
{//actually withing our front cone
|
|
WeaponThink( qtrue );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
NPC_AimAdjust( 1 );
|
|
}
|
|
|
|
//NPC_CheckCanAttack(1.0, qfalse);
|
|
}
|
|
else
|
|
{
|
|
NPC_AimAdjust( -1 );
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool NPC_BSFollowLeader_CanAttack(void)
|
|
{
|
|
return (NPC->enemy
|
|
&& NPC->client->ps.weapon
|
|
&& !(NPCInfo->aiFlags&NPCAI_HEAL_ROSH) //Kothos twins never go after their enemy
|
|
);
|
|
}
|
|
|
|
bool NPC_BSFollowLeader_InFullBodyAttack(void)
|
|
{
|
|
return (
|
|
NPC->client->ps.legsAnim==BOTH_ATTACK1 ||
|
|
NPC->client->ps.legsAnim==BOTH_ATTACK2 ||
|
|
NPC->client->ps.legsAnim==BOTH_ATTACK3 ||
|
|
NPC->client->ps.legsAnim==BOTH_MELEE1 ||
|
|
NPC->client->ps.legsAnim==BOTH_MELEE2
|
|
);
|
|
}
|
|
|
|
void NPC_BSFollowLeader_LookAtLeader(void)
|
|
{
|
|
vec3_t head, leaderHead, delta, angleToLeader;
|
|
|
|
CalcEntitySpot( NPC->client->leader, SPOT_HEAD, leaderHead );
|
|
CalcEntitySpot( NPC, SPOT_HEAD, head );
|
|
VectorSubtract (leaderHead, head, delta);
|
|
vectoangles ( delta, angleToLeader );
|
|
VectorNormalize(delta);
|
|
NPC->NPC->desiredYaw = angleToLeader[YAW];
|
|
NPC->NPC->desiredPitch = angleToLeader[PITCH];
|
|
|
|
NPC_UpdateAngles(qtrue, qtrue);
|
|
}
|
|
|
|
void NPC_BSFollowLeader (void)
|
|
{
|
|
// If In A Jump, Return
|
|
//----------------------
|
|
if (NPC_Jumping())
|
|
{
|
|
return;
|
|
}
|
|
|
|
// If There Is No Leader, Return
|
|
//-------------------------------
|
|
if (!NPC_BSFollowLeader_UpdateLeader())
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Don't Do Anything Else If In A Full Body Attack
|
|
//-------------------------------------------------
|
|
if (NPC_BSFollowLeader_InFullBodyAttack())
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Update The Enemy
|
|
//------------------
|
|
NPC_BSFollowLeader_UpdateEnemy();
|
|
|
|
|
|
// Do Any Attacking
|
|
//------------------
|
|
if (NPC_BSFollowLeader_CanAttack())
|
|
{
|
|
if (NPC_BSFollowLeader_AttackEnemy())
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
NPC_BSFollowLeader_LookAtLeader();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
float followDist = (NPCInfo->followDist)?(NPCInfo->followDist):(110.0f);
|
|
bool moveSuccess;
|
|
|
|
STEER::Activate(NPC);
|
|
{
|
|
if (NPC->client->leader->client && NPC->client->leader->client->ps.groundEntityNum!=ENTITYNUM_NONE)
|
|
{
|
|
// If Too Close, Back Away Some
|
|
//------------------------------
|
|
if (STEER::Reached(NPC, NPC->client->leader, 65.0f))
|
|
{
|
|
STEER::Evade(NPC, NPC->client->leader);
|
|
}
|
|
else
|
|
{
|
|
// Attempt To Steer Directly To Our Goal
|
|
//---------------------------------------
|
|
moveSuccess = STEER::GoTo(NPC, NPC->client->leader, followDist);
|
|
|
|
// Perhaps Not Close Enough? Try To Use The Navigation Grid
|
|
//-----------------------------------------------------------
|
|
if (!moveSuccess)
|
|
{
|
|
moveSuccess = NAV::GoTo(NPC, NPC->client->leader);
|
|
if (!moveSuccess)
|
|
{
|
|
STEER::Stop(NPC);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
STEER::Stop(NPC);
|
|
}
|
|
}
|
|
STEER::DeActivate(NPC, &ucmd);
|
|
}
|
|
|
|
|
|
|
|
#define APEX_HEIGHT 200.0f
|
|
#define PARA_WIDTH (sqrt(APEX_HEIGHT)+sqrt(APEX_HEIGHT))
|
|
#define JUMP_SPEED 200.0f
|
|
void NPC_BSJump (void)
|
|
{
|
|
vec3_t dir, angles, p1, p2, apex;
|
|
float time, height, forward, z, xy, dist, yawError, apexHeight;
|
|
|
|
if( !NPCInfo->goalEntity )
|
|
{//Should have task completed the navgoal
|
|
return;
|
|
}
|
|
|
|
if ( NPCInfo->jumpState != JS_JUMPING && NPCInfo->jumpState != JS_LANDING )
|
|
{
|
|
//Face navgoal
|
|
VectorSubtract(NPCInfo->goalEntity->currentOrigin, NPC->currentOrigin, dir);
|
|
vectoangles(dir, angles);
|
|
NPCInfo->desiredPitch = NPCInfo->lockedDesiredPitch = AngleNormalize360(angles[PITCH]);
|
|
NPCInfo->desiredYaw = NPCInfo->lockedDesiredYaw = AngleNormalize360(angles[YAW]);
|
|
}
|
|
|
|
NPC_UpdateAngles ( qtrue, qtrue );
|
|
yawError = AngleDelta ( NPC->client->ps.viewangles[YAW], NPCInfo->desiredYaw );
|
|
//We don't really care about pitch here
|
|
|
|
switch ( NPCInfo->jumpState )
|
|
{
|
|
case JS_FACING:
|
|
if ( yawError < MIN_ANGLE_ERROR )
|
|
{//Facing it, Start crouching
|
|
NPC_SetAnim(NPC, SETANIM_LEGS, BOTH_CROUCH1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
|
|
NPCInfo->jumpState = JS_CROUCHING;
|
|
}
|
|
break;
|
|
case JS_CROUCHING:
|
|
if ( NPC->client->ps.legsAnimTimer > 0 )
|
|
{//Still playing crouching anim
|
|
return;
|
|
}
|
|
|
|
//Create a parabola
|
|
|
|
if ( NPC->currentOrigin[2] > NPCInfo->goalEntity->currentOrigin[2] )
|
|
{
|
|
VectorCopy( NPC->currentOrigin, p1 );
|
|
VectorCopy( NPCInfo->goalEntity->currentOrigin, p2 );
|
|
}
|
|
else if ( NPC->currentOrigin[2] < NPCInfo->goalEntity->currentOrigin[2] )
|
|
{
|
|
VectorCopy( NPCInfo->goalEntity->currentOrigin, p1 );
|
|
VectorCopy( NPC->currentOrigin, p2 );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( NPC->currentOrigin, p1 );
|
|
VectorCopy( NPCInfo->goalEntity->currentOrigin, p2 );
|
|
}
|
|
|
|
//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
|
|
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;
|
|
}
|
|
*/
|
|
|
|
//FIXME: length of xy will change curve of parabola, need to account for this
|
|
//somewhere... PARA_WIDTH
|
|
|
|
z = (sqrt(apexHeight + z) - sqrt(apexHeight));
|
|
|
|
assert(z >= 0);
|
|
|
|
// gi.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->currentOrigin[2];
|
|
time = sqrt( height / ( .5 * NPC->client->ps.gravity ) );
|
|
if ( !time )
|
|
{
|
|
// gi.Printf("ERROR no time in jump\n");
|
|
return;
|
|
}
|
|
|
|
// set s.origin2 to the push velocity
|
|
VectorSubtract ( apex, NPC->currentOrigin, NPC->client->ps.velocity );
|
|
NPC->client->ps.velocity[2] = 0;
|
|
dist = VectorNormalize( NPC->client->ps.velocity );
|
|
|
|
forward = dist / time;
|
|
VectorScale( NPC->client->ps.velocity, forward, NPC->client->ps.velocity );
|
|
|
|
NPC->client->ps.velocity[2] = time * NPC->client->ps.gravity;
|
|
|
|
// gi.Printf( "%s jumping %s, gravity at %4.0f percent\n", NPC->targetname, vtos(NPC->client->ps.velocity), NPC->client->ps.gravity/8.0f );
|
|
|
|
NPCInfo->jumpState = JS_JUMPING;
|
|
//FIXME: jumpsound?
|
|
break;
|
|
case JS_JUMPING:
|
|
|
|
if ( showBBoxes )
|
|
{
|
|
VectorAdd(NPC->mins, NPC->pos1, p1);
|
|
VectorAdd(NPC->maxs, NPC->pos1, p2);
|
|
CG_Cube( p1, p2, NPCDEBUG_BLUE, 0.5 );
|
|
}
|
|
|
|
if ( NPC->s.groundEntityNum != ENTITYNUM_NONE)
|
|
{//Landed, start landing anim
|
|
//FIXME: if the
|
|
VectorClear(NPC->client->ps.velocity);
|
|
NPC_SetAnim(NPC, SETANIM_BOTH, BOTH_LAND1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
|
|
NPCInfo->jumpState = JS_LANDING;
|
|
//FIXME: landsound?
|
|
}
|
|
else if ( NPC->client->ps.legsAnimTimer > 0 )
|
|
{//Still playing jumping anim
|
|
//FIXME: apply jump velocity here, a couple frames after start, not right away
|
|
return;
|
|
}
|
|
else
|
|
{//still in air, but done with jump anim, play inair anim
|
|
NPC_SetAnim(NPC, SETANIM_BOTH, BOTH_INAIR1, SETANIM_FLAG_OVERRIDE);
|
|
}
|
|
break;
|
|
case JS_LANDING:
|
|
if ( NPC->client->ps.legsAnimTimer > 0 )
|
|
{//Still playing landing anim
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
NPCInfo->jumpState = JS_WAITING;
|
|
|
|
NPCInfo->goalEntity = UpdateGoal();
|
|
// If he made it to his goal or his task is no longer pending.
|
|
if ( !NPCInfo->goalEntity || !Q3_TaskIDPending( NPC, TID_MOVE_NAV ) )
|
|
{
|
|
NPC_ClearGoal();
|
|
NPCInfo->goalTime = level.time;
|
|
NPCInfo->aiFlags &= ~NPCAI_MOVING;
|
|
ucmd.forwardmove = 0;
|
|
NPC->flags &= ~FL_NO_KNOCKBACK;
|
|
//Return that the goal was reached
|
|
Q3_TaskIDComplete( NPC, TID_MOVE_NAV );
|
|
}
|
|
}
|
|
break;
|
|
case JS_WAITING:
|
|
default:
|
|
NPCInfo->jumpState = JS_FACING;
|
|
break;
|
|
}
|
|
}
|
|
|
|
void NPC_BSRemove (void)
|
|
{
|
|
NPC_UpdateAngles ( qtrue, qtrue );
|
|
if( !gi.inPVS( NPC->currentOrigin, g_entities[0].currentOrigin ) )//FIXME: use cg.vieworg?
|
|
{
|
|
G_UseTargets2( NPC, NPC, NPC->target3 );
|
|
NPC->s.eFlags |= EF_NODRAW;
|
|
NPC->svFlags &= ~SVF_NPC;
|
|
NPC->s.eType = ET_INVISIBLE;
|
|
NPC->contents = 0;
|
|
NPC->health = 0;
|
|
NPC->targetname = NULL;
|
|
|
|
//Disappear in half a second
|
|
NPC->e_ThinkFunc = thinkF_G_FreeEntity;
|
|
NPC->nextthink = level.time + FRAMETIME;
|
|
}//FIXME: else allow for out of FOV???
|
|
}
|
|
|
|
void NPC_BSSearch (void)
|
|
{
|
|
NPC_CheckAlertEvents(qtrue, qtrue, -1, qfalse, AEL_DANGER, qfalse);
|
|
//FIXME: do something with these alerts...?
|
|
//FIXME: do the Stormtrooper alert reaction? (investigation)
|
|
if ( (NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES)
|
|
&& NPC->client->enemyTeam != TEAM_NEUTRAL )
|
|
{//look for enemies
|
|
NPC_CheckEnemy(qtrue, qfalse);
|
|
if ( NPC->enemy )
|
|
{//found one
|
|
if( NPCInfo->tempBehavior == BS_SEARCH )
|
|
{//if tempbehavior, set tempbehavior to default
|
|
NPCInfo->tempBehavior = BS_DEFAULT;
|
|
}
|
|
else
|
|
{//if bState, change to run and shoot
|
|
NPCInfo->behaviorState = BS_DEFAULT;//BS_HUNT_AND_KILL;
|
|
//NPC_BSRunAndShoot();
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
//FIXME: what if our goalEntity is not NULL and NOT our tempGoal - they must
|
|
//want us to do something else? If tempBehavior, just default, else set
|
|
//to run and shoot...?
|
|
|
|
//FIXME: Reimplement
|
|
|
|
if ( !NPCInfo->investigateDebounceTime )
|
|
{//On our way to a tempGoal
|
|
float minGoalReachedDistSquared = 32*32;
|
|
vec3_t vec;
|
|
|
|
//Keep moving toward our tempGoal
|
|
NPCInfo->goalEntity = NPCInfo->tempGoal;
|
|
|
|
VectorSubtract ( NPCInfo->tempGoal->currentOrigin, NPC->currentOrigin, vec);
|
|
if ( vec[2] < 24 )
|
|
{
|
|
vec[2] = 0;
|
|
}
|
|
|
|
if ( NPCInfo->tempGoal->waypoint != WAYPOINT_NONE )
|
|
{
|
|
/*
|
|
//FIXME: can't get the radius...
|
|
float wpRadSq = waypoints[NPCInfo->tempGoal->waypoint].radius * waypoints[NPCInfo->tempGoal->waypoint].radius;
|
|
if ( minGoalReachedDistSquared > wpRadSq )
|
|
{
|
|
minGoalReachedDistSquared = wpRadSq;
|
|
}
|
|
*/
|
|
|
|
minGoalReachedDistSquared = 32*32;//12*12;
|
|
}
|
|
|
|
if ( VectorLengthSquared( vec ) < minGoalReachedDistSquared )
|
|
{
|
|
//Close enough, just got there
|
|
NPC->waypoint = NAV::GetNearestNode(NPC);
|
|
|
|
if ( ( NPCInfo->homeWp == WAYPOINT_NONE ) || ( NPC->waypoint == WAYPOINT_NONE ) )
|
|
{
|
|
//Heading for or at an invalid waypoint, get out of this bState
|
|
if( NPCInfo->tempBehavior == BS_SEARCH )
|
|
{//if tempbehavior, set tempbehavior to default
|
|
NPCInfo->tempBehavior = BS_DEFAULT;
|
|
}
|
|
else
|
|
{//if bState, change to stand guard
|
|
NPCInfo->behaviorState = BS_STAND_GUARD;
|
|
NPC_BSRunAndShoot();
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( NPC->waypoint == NPCInfo->homeWp )
|
|
{
|
|
//Just Reached our homeWp, if this is the first time, run your lostenemyscript
|
|
if ( NPCInfo->aiFlags & NPCAI_ENROUTE_TO_HOMEWP )
|
|
{
|
|
NPCInfo->aiFlags &= ~NPCAI_ENROUTE_TO_HOMEWP;
|
|
G_ActivateBehavior( NPC, BSET_LOSTENEMY );
|
|
}
|
|
|
|
}
|
|
|
|
//gi.Printf("Got there.\n");
|
|
//gi.Printf("Looking...");
|
|
if( !Q_irand(0, 1) )
|
|
{
|
|
NPC_SetAnim(NPC, SETANIM_BOTH, BOTH_GUARD_LOOKAROUND1, SETANIM_FLAG_NORMAL);
|
|
}
|
|
else
|
|
{
|
|
NPC_SetAnim(NPC, SETANIM_BOTH, BOTH_GUARD_IDLE1, SETANIM_FLAG_NORMAL);
|
|
}
|
|
NPCInfo->investigateDebounceTime = level.time + Q_irand(3000, 10000);
|
|
}
|
|
else
|
|
{
|
|
NPC_MoveToGoal( qtrue );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//We're there
|
|
if ( NPCInfo->investigateDebounceTime > level.time )
|
|
{
|
|
//Still waiting around for a bit
|
|
//Turn angles every now and then to look around
|
|
if ( NPCInfo->tempGoal->waypoint != WAYPOINT_NONE )
|
|
{
|
|
if ( !Q_irand( 0, 30 ) )
|
|
{
|
|
// NAV_TODO: What if there are no neighbors?
|
|
vec3_t branchPos, lookDir;
|
|
|
|
NAV::GetNodePosition(NAV::ChooseRandomNeighbor(NPCInfo->tempGoal->waypoint), branchPos);
|
|
|
|
VectorSubtract( branchPos, NPCInfo->tempGoal->currentOrigin, lookDir );
|
|
NPCInfo->desiredYaw = AngleNormalize360( vectoyaw( lookDir ) + Q_flrand( -45, 45 ) );
|
|
}
|
|
}
|
|
//gi.Printf(".");
|
|
}
|
|
else
|
|
{//Just finished waiting
|
|
NPC->waypoint = NAV::GetNearestNode(NPC);
|
|
|
|
if ( NPC->waypoint == NPCInfo->homeWp )
|
|
{
|
|
// NAV_TODO: What if there are no neighbors?
|
|
|
|
int nextWp = NAV::ChooseRandomNeighbor(NPCInfo->tempGoal->waypoint);
|
|
NAV::GetNodePosition(nextWp, NPCInfo->tempGoal->currentOrigin);
|
|
NPCInfo->tempGoal->waypoint = nextWp;
|
|
|
|
}
|
|
else
|
|
{//At a branch, so return home
|
|
NAV::GetNodePosition(NPCInfo->homeWp, NPCInfo->tempGoal->currentOrigin);
|
|
NPCInfo->tempGoal->waypoint = NPCInfo->homeWp;
|
|
}
|
|
|
|
NPCInfo->investigateDebounceTime = 0;
|
|
//Start moving toward our tempGoal
|
|
NPCInfo->goalEntity = NPCInfo->tempGoal;
|
|
NPC_MoveToGoal( qtrue );
|
|
}
|
|
}
|
|
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_BSSearchStart
|
|
-------------------------
|
|
*/
|
|
|
|
void NPC_BSSearchStart( int homeWp, bState_t bState )
|
|
{
|
|
//FIXME: Reimplement
|
|
NPCInfo->homeWp = homeWp;
|
|
NPCInfo->tempBehavior = bState;
|
|
NPCInfo->aiFlags |= NPCAI_ENROUTE_TO_HOMEWP;
|
|
NPCInfo->investigateDebounceTime = 0;
|
|
NAV::GetNodePosition(homeWp, NPCInfo->tempGoal->currentOrigin);
|
|
NPCInfo->tempGoal->waypoint = homeWp;
|
|
//gi.Printf("\nHeading for wp %d...\n", NPCInfo->homeWp);
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_BSNoClip
|
|
|
|
Use in extreme circumstances only
|
|
-------------------------
|
|
*/
|
|
|
|
void NPC_BSNoClip ( void )
|
|
{
|
|
if ( UpdateGoal() )
|
|
{
|
|
vec3_t dir, forward, right, angles, up = {0, 0, 1};
|
|
float fDot, rDot, uDot;
|
|
|
|
VectorSubtract( NPCInfo->goalEntity->currentOrigin, NPC->currentOrigin, dir );
|
|
|
|
vectoangles( dir, angles );
|
|
NPCInfo->desiredYaw = angles[YAW];
|
|
|
|
AngleVectors( NPC->currentAngles, forward, right, NULL );
|
|
|
|
VectorNormalize( dir );
|
|
|
|
fDot = DotProduct(forward, dir) * 127;
|
|
rDot = DotProduct(right, dir) * 127;
|
|
uDot = DotProduct(up, dir) * 127;
|
|
|
|
ucmd.forwardmove = floor(fDot);
|
|
ucmd.rightmove = floor(rDot);
|
|
ucmd.upmove = floor(uDot);
|
|
}
|
|
else
|
|
{
|
|
//Cut velocity?
|
|
VectorClear( NPC->client->ps.velocity );
|
|
}
|
|
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
}
|
|
|
|
void NPC_BSWander (void)
|
|
{//FIXME: don't actually go all the way to the next waypoint, just move in fits and jerks...?
|
|
|
|
NPC_CheckAlertEvents(qtrue, qtrue, -1, qfalse, AEL_DANGER, qfalse);
|
|
//FIXME: do something with these alerts...?
|
|
//FIXME: do the Stormtrooper alert reaction? (investigation)
|
|
if ( (NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES)
|
|
&& NPC->client->enemyTeam != TEAM_NEUTRAL )
|
|
{//look for enemies
|
|
NPC_CheckEnemy(qtrue, qfalse);
|
|
if ( NPC->enemy )
|
|
{//found one
|
|
if( NPCInfo->tempBehavior == BS_WANDER )
|
|
{//if tempbehavior, set tempbehavior to default
|
|
NPCInfo->tempBehavior = BS_DEFAULT;
|
|
}
|
|
else
|
|
{//if bState, change to run and shoot
|
|
NPCInfo->behaviorState = BS_DEFAULT;//BS_HUNT_AND_KILL;
|
|
//NPC_BSRunAndShoot();
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
STEER::Activate(NPC);
|
|
|
|
|
|
// Are We Doing A Path?
|
|
//----------------------
|
|
bool HasPath = NAV::HasPath(NPC);
|
|
if (HasPath)
|
|
{
|
|
HasPath = NAV::UpdatePath(NPC);
|
|
if (HasPath)
|
|
{
|
|
STEER::Path(NPC); // Follow The Path
|
|
STEER::AvoidCollisions(NPC);
|
|
|
|
if ((NPCInfo->aiFlags&NPCAI_BLOCKED) && (level.time-NPCInfo->blockedDebounceTime)>1000)
|
|
{
|
|
HasPath = false;// find a new one
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!HasPath)
|
|
{
|
|
// If Debounce Time Has Expired, Choose A New Sub State
|
|
//------------------------------------------------------
|
|
if (NPCInfo->investigateDebounceTime<level.time ||
|
|
((NPCInfo->aiFlags&NPCAI_BLOCKED) && (level.time-NPCInfo->blockedDebounceTime)>1000))
|
|
{
|
|
// Clear Out Flags From The Previous Substate
|
|
//--------------------------------------------
|
|
NPCInfo->aiFlags &= ~NPCAI_OFF_PATH;
|
|
NPCInfo->aiFlags &= ~NPCAI_WALKING;
|
|
|
|
|
|
// Pick Another Spot
|
|
//-------------------
|
|
int NEXTSUBSTATE = Q_irand(0, 10);
|
|
|
|
bool RandomPathNode = (NEXTSUBSTATE<9); //(NEXTSUBSTATE<4);
|
|
bool PathlessWander = false; //(NEXTSUBSTATE<9)
|
|
|
|
|
|
|
|
// Random Path Node
|
|
//------------------
|
|
if (RandomPathNode)
|
|
{
|
|
// Sometimes, Walk
|
|
//-----------------
|
|
if (Q_irand(0, 1)==0)
|
|
{
|
|
NPCInfo->aiFlags |= NPCAI_WALKING;
|
|
}
|
|
|
|
NPCInfo->investigateDebounceTime = level.time + Q_irand(3000, 10000);
|
|
NAV::FindPath(NPC, NAV::ChooseRandomNeighbor(NAV::GetNearestNode(NPC)));
|
|
}
|
|
|
|
// Pathless Wandering
|
|
//--------------------
|
|
else if (PathlessWander)
|
|
{
|
|
// Sometimes, Walk
|
|
//-----------------
|
|
if (Q_irand(0, 1)==0)
|
|
{
|
|
NPCInfo->aiFlags |= NPCAI_WALKING;
|
|
}
|
|
|
|
NPCInfo->investigateDebounceTime = level.time + Q_irand(3000, 10000);
|
|
NPCInfo->aiFlags |= NPCAI_OFF_PATH;
|
|
}
|
|
|
|
// Just Stand Here
|
|
//-----------------
|
|
else
|
|
{
|
|
NPCInfo->investigateDebounceTime = level.time + Q_irand(2000, 10000);
|
|
NPC_SetAnim(NPC, SETANIM_BOTH, ((Q_irand(0, 1)==0)?(BOTH_GUARD_LOOKAROUND1):(BOTH_GUARD_IDLE1)), SETANIM_FLAG_NORMAL);
|
|
}
|
|
}
|
|
|
|
// Ok, So We Don't Have A Path, And Debounce Time Is Still Active, So We Are Either Wandering Or Looking Around
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
else
|
|
{
|
|
if (NPCInfo->aiFlags & NPCAI_OFF_PATH)
|
|
{
|
|
STEER::Wander(NPC);
|
|
STEER::AvoidCollisions(NPC);
|
|
}
|
|
else
|
|
{
|
|
STEER::Stop(NPC);
|
|
}
|
|
}
|
|
}
|
|
STEER::DeActivate(NPC, &ucmd);
|
|
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
return;
|
|
}
|
|
|
|
/*
|
|
void NPC_BSFaceLeader (void)
|
|
{
|
|
vec3_t head, leaderHead, delta, angleToLeader;
|
|
|
|
if ( !NPC->client->leader )
|
|
{//uh.... okay.
|
|
return;
|
|
}
|
|
|
|
CalcEntitySpot( NPC->client->leader, SPOT_HEAD, leaderHead );
|
|
CalcEntitySpot( NPC, SPOT_HEAD, head );
|
|
VectorSubtract( leaderHead, head, delta );
|
|
vectoangles( delta, angleToLeader );
|
|
VectorNormalize( delta );
|
|
NPC->NPC->desiredYaw = angleToLeader[YAW];
|
|
NPC->NPC->desiredPitch = angleToLeader[PITCH];
|
|
|
|
NPC_UpdateAngles(qtrue, qtrue);
|
|
}
|
|
*/
|
|
/*
|
|
-------------------------
|
|
NPC_BSFlee
|
|
-------------------------
|
|
*/
|
|
extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
|
|
extern void WP_DropWeapon( gentity_t *dropper, vec3_t velocity );
|
|
extern void ChangeWeapon( gentity_t *ent, int newWeapon );
|
|
extern int g_crosshairEntNum;
|
|
qboolean NPC_CanSurrender( void )
|
|
{
|
|
if ( NPC->client )
|
|
{
|
|
switch ( NPC->client->NPC_class )
|
|
{
|
|
case CLASS_ATST:
|
|
case CLASS_CLAW:
|
|
case CLASS_DESANN:
|
|
case CLASS_FISH:
|
|
case CLASS_FLIER2:
|
|
case CLASS_GALAK:
|
|
case CLASS_GLIDER:
|
|
case CLASS_GONK: // droid
|
|
case CLASS_HOWLER:
|
|
case CLASS_RANCOR:
|
|
case CLASS_SAND_CREATURE:
|
|
case CLASS_WAMPA:
|
|
case CLASS_INTERROGATOR: // droid
|
|
case CLASS_JAN:
|
|
case CLASS_JEDI:
|
|
case CLASS_KYLE:
|
|
case CLASS_LANDO:
|
|
case CLASS_LIZARD:
|
|
case CLASS_LUKE:
|
|
case CLASS_MARK1: // droid
|
|
case CLASS_MARK2: // droid
|
|
case CLASS_GALAKMECH: // droid
|
|
case CLASS_MINEMONSTER:
|
|
case CLASS_MONMOTHA:
|
|
case CLASS_MORGANKATARN:
|
|
case CLASS_MOUSE: // droid
|
|
case CLASS_MURJJ:
|
|
case CLASS_PROBE: // droid
|
|
case CLASS_PROTOCOL: // droid
|
|
case CLASS_R2D2: // droid
|
|
case CLASS_R5D2: // droid
|
|
case CLASS_REBORN:
|
|
case CLASS_REELO:
|
|
case CLASS_REMOTE:
|
|
case CLASS_SEEKER: // droid
|
|
case CLASS_SENTRY:
|
|
case CLASS_SHADOWTROOPER:
|
|
case CLASS_SWAMP:
|
|
case CLASS_TAVION:
|
|
case CLASS_ALORA:
|
|
case CLASS_TUSKEN:
|
|
case CLASS_BOBAFETT:
|
|
case CLASS_ROCKETTROOPER:
|
|
case CLASS_SABER_DROID:
|
|
case CLASS_ASSASSIN_DROID:
|
|
case CLASS_HAZARD_TROOPER:
|
|
case CLASS_PLAYER:
|
|
case CLASS_VEHICLE:
|
|
return qfalse;
|
|
break;
|
|
}
|
|
if ( !G_StandardHumanoid( NPC ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( NPC->client->ps.weapon == WP_SABER )
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
if ( NPCInfo )
|
|
{
|
|
if ( (NPCInfo->aiFlags&NPCAI_BOSS_CHARACTER) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( (NPCInfo->aiFlags&NPCAI_SUBBOSS_CHARACTER) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( (NPCInfo->aiFlags&NPCAI_ROSH) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( (NPCInfo->aiFlags&NPCAI_HEAL_ROSH) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
void NPC_Surrender( void )
|
|
{//FIXME: say "don't shoot!" if we weren't already surrendering
|
|
if ( NPC->client->ps.weaponTime || PM_InKnockDown( &NPC->client->ps ) )
|
|
{
|
|
return;
|
|
}
|
|
if ( !NPC_CanSurrender() )
|
|
{
|
|
return;
|
|
}
|
|
if ( NPC->s.weapon != WP_NONE &&
|
|
NPC->s.weapon != WP_MELEE &&
|
|
NPC->s.weapon != WP_SABER )
|
|
{
|
|
WP_DropWeapon( NPC, NULL );
|
|
}
|
|
if ( NPCInfo->surrenderTime < level.time - 5000 )
|
|
{//haven't surrendered for at least 6 seconds, tell them what you're doing
|
|
//FIXME: need real dialogue EV_SURRENDER
|
|
NPCInfo->blockedSpeechDebounceTime = 0;//make sure we say this
|
|
G_AddVoiceEvent( NPC, Q_irand( EV_PUSHED1, EV_PUSHED3 ), 3000 );
|
|
}
|
|
|
|
// Already Surrendering? If So, Just Update Animations
|
|
//------------------------------------------------------
|
|
if (NPCInfo->surrenderTime>level.time)
|
|
{
|
|
if (NPC->client->ps.torsoAnim==BOTH_COWER1_START && NPC->client->ps.torsoAnimTimer<=100)
|
|
{
|
|
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_COWER1, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE );
|
|
NPCInfo->surrenderTime = level.time + NPC->client->ps.torsoAnimTimer;
|
|
}
|
|
if (NPC->client->ps.torsoAnim==BOTH_COWER1 && NPC->client->ps.torsoAnimTimer<=100)
|
|
{
|
|
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_COWER1_STOP, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE );
|
|
NPCInfo->surrenderTime = level.time + NPC->client->ps.torsoAnimTimer;
|
|
}
|
|
}
|
|
|
|
// New To The Surrender, So Start The Animation
|
|
//----------------------------------------------
|
|
else
|
|
{
|
|
if ( NPC->client->NPC_class == CLASS_JAWA && NPC->client->ps.weapon == WP_NONE )
|
|
{//an unarmed Jawa is very scared
|
|
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_COWER1, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE );
|
|
//FIXME: stop doing this if decide to take off and run
|
|
}
|
|
else
|
|
{
|
|
// A Big Monster? OR: Being Tracked By A Homing Rocket? So Do The Cower Sequence
|
|
//------------------------------------------
|
|
if ( (NPC->enemy && NPC->enemy->client && NPC->enemy->client->NPC_class==CLASS_RANCOR) || !TIMER_Done( NPC, "rocketChasing" ) )
|
|
{
|
|
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_COWER1_START, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE );
|
|
}
|
|
|
|
// Otherwise, Use The Old Surrender "Arms In Air" Animation
|
|
//----------------------------------------------------------
|
|
else
|
|
{
|
|
NPC_SetAnim( NPC, SETANIM_TORSO, TORSO_SURRENDER_START, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE );
|
|
NPC->client->ps.torsoAnimTimer = Q_irand(3000, 8000); // Pretend the anim lasts longer
|
|
}
|
|
}
|
|
NPCInfo->surrenderTime = level.time + NPC->client->ps.torsoAnimTimer + 1000;
|
|
}
|
|
}
|
|
|
|
qboolean NPC_CheckSurrender( void )
|
|
{
|
|
if ( !g_AIsurrender->integer
|
|
&& NPC->client->NPC_class != CLASS_UGNAUGHT
|
|
&& NPC->client->NPC_class != CLASS_JAWA )
|
|
{//not enabled
|
|
return qfalse;
|
|
}
|
|
if ( !Q3_TaskIDPending( NPC, TID_MOVE_NAV ) //not scripted to go somewhere
|
|
&& NPC->client->ps.groundEntityNum != ENTITYNUM_NONE //not in the air
|
|
&& !NPC->client->ps.weaponTime && !PM_InKnockDown( &NPC->client->ps )//not firing and not on the ground
|
|
&& NPC->enemy && NPC->enemy->client && NPC->enemy->enemy == NPC && NPC->enemy->s.weapon != WP_NONE && (NPC->enemy->s.weapon != WP_MELEE || (NPC->enemy->client->NPC_class == CLASS_RANCOR||NPC->enemy->client->NPC_class == CLASS_WAMPA) )//enemy is using a weapon or is a Rancor or Wampa
|
|
&& NPC->enemy->health > 20 && NPC->enemy->painDebounceTime < level.time - 3000 && NPC->enemy->client->ps.forcePowerDebounce[FP_SABER_DEFENSE] < level.time - 1000 )
|
|
{//don't surrender if scripted to run somewhere or if we're in the air or if we're busy or if we don't have an enemy or if the enemy is not mad at me or is hurt or not a threat or busy being attacked
|
|
//FIXME: even if not in a group, don't surrender if there are other enemies in the PVS and within a certain range?
|
|
if ( NPC->s.weapon != WP_ROCKET_LAUNCHER
|
|
&& NPC->s.weapon != WP_CONCUSSION
|
|
&& NPC->s.weapon != WP_REPEATER
|
|
&& NPC->s.weapon != WP_FLECHETTE
|
|
&& NPC->s.weapon != WP_SABER )
|
|
{//jedi and heavy weapons guys never surrender
|
|
//FIXME: rework all this logic into some orderly fashion!!!
|
|
if ( NPC->s.weapon != WP_NONE )
|
|
{//they have a weapon so they'd have to drop it to surrender
|
|
//don't give up unless low on health
|
|
if ( NPC->health > 25 || NPC->health >= NPC->max_health )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( g_crosshairEntNum == NPC->s.number && NPC->painDebounceTime > level.time )
|
|
{//if he just shot me, always give up
|
|
//fall through
|
|
}
|
|
else
|
|
{//don't give up unless facing enemy and he's very close
|
|
if ( !InFOV( player, NPC, 60, 30 ) )
|
|
{//I'm not looking at them
|
|
return qfalse;
|
|
}
|
|
else if ( DistanceSquared( NPC->currentOrigin, player->currentOrigin ) < 65536/*256*256*/ )
|
|
{//they're not close
|
|
return qfalse;
|
|
}
|
|
else if ( !gi.inPVS( NPC->currentOrigin, player->currentOrigin ) )
|
|
{//they're not in the same room
|
|
return qfalse;
|
|
}
|
|
}
|
|
}
|
|
if ( !NPCInfo->group || (NPCInfo->group && NPCInfo->group->numGroup <= 1) )
|
|
{//I'm alone but I was in a group//FIXME: surrender anyway if just melee or no weap?
|
|
if ( NPC->s.weapon == WP_NONE
|
|
//NPC has a weapon
|
|
|| NPC->enemy == player
|
|
|| (NPC->enemy->s.weapon == WP_SABER&&NPC->enemy->client&&NPC->enemy->client->ps.SaberActive())
|
|
|| (NPC->enemy->NPC && NPC->enemy->NPC->group && NPC->enemy->NPC->group->numGroup > 2) )
|
|
{//surrender only if have no weapon or fighting a player or jedi or if we are outnumbered at least 3 to 1
|
|
if ( NPC->enemy == player )
|
|
{//player is the guy I'm running from
|
|
if ( g_crosshairEntNum == NPC->s.number )
|
|
{//give up if player is aiming at me
|
|
NPC_Surrender();
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
return qtrue;
|
|
}
|
|
else if ( player->s.weapon == WP_SABER )
|
|
{//player is using saber
|
|
if ( InFOV( NPC, player, 60, 30 ) )
|
|
{//they're looking at me
|
|
if ( DistanceSquared( NPC->currentOrigin, player->currentOrigin ) < 16384/*128*128*/ )
|
|
{//they're close
|
|
if ( gi.inPVS( NPC->currentOrigin, player->currentOrigin ) )
|
|
{//they're in the same room
|
|
NPC_Surrender();
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
return qtrue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( NPC->enemy )
|
|
{//???
|
|
//should NPC's surrender to others?
|
|
if ( InFOV( NPC, NPC->enemy, 30, 30 ) )
|
|
{//they're looking at me
|
|
float maxDist = (64+(NPC->maxs[0]*1.5)+(NPC->enemy->maxs[0]*1.5));
|
|
maxDist *= maxDist;
|
|
if ( DistanceSquared( NPC->currentOrigin, NPC->enemy->currentOrigin ) < maxDist )
|
|
{//they're close
|
|
if ( gi.inPVS( NPC->currentOrigin, NPC->enemy->currentOrigin ) )
|
|
{//they're in the same room
|
|
//FIXME: should player-team NPCs not fire on surrendered NPCs?
|
|
NPC_Surrender();
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
return qtrue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
void NPC_JawaFleeSound( void )
|
|
{
|
|
if ( NPC
|
|
&& NPC->client
|
|
&& NPC->client->NPC_class == CLASS_JAWA
|
|
&& !Q_irand( 0, 3 )
|
|
&& NPCInfo->blockedSpeechDebounceTime < level.time
|
|
&& !Q3_TaskIDPending(NPC, TID_CHAN_VOICE ) )
|
|
{//ooteenee!!!!
|
|
//Com_Printf( "ooteenee!!!!\n" );
|
|
G_SoundOnEnt(NPC, CHAN_VOICE, "sound/chars/jawa/misc/ooh-tee-nee.wav" );
|
|
NPCInfo->blockedSpeechDebounceTime = level.time + 2000;
|
|
}
|
|
}
|
|
|
|
extern gentity_t *NPC_SearchForWeapons( void );
|
|
extern qboolean G_CanPickUpWeapons( gentity_t *other );
|
|
qboolean NPC_BSFlee( void )
|
|
{
|
|
bool enemyRecentlySeen = false;
|
|
float enemyTooCloseDist = 50.0f;
|
|
bool reachedEscapePoint = false;
|
|
bool hasEscapePoint = false;
|
|
bool moveSuccess = false;
|
|
bool inSurrender = (level.time<NPCInfo->surrenderTime);
|
|
|
|
|
|
|
|
// Check For Enemies And Alert Events
|
|
//------------------------------------
|
|
NPC_CheckEnemy(qtrue, qfalse);
|
|
NPC_CheckAlertEvents(qtrue, qtrue, -1, qfalse, AEL_DANGER, qfalse);
|
|
if (NPC->enemy && G_ClearLOS(NPC, NPC->enemy))
|
|
{
|
|
NPCInfo->enemyLastSeenTime = level.time;
|
|
}
|
|
enemyRecentlySeen = (NPC->enemy && (level.time - NPCInfo->enemyLastSeenTime)<3000);
|
|
if (enemyRecentlySeen)
|
|
{
|
|
if (NPC->enemy->client && NPC->enemy->client->NPC_class==CLASS_RANCOR)
|
|
{
|
|
enemyTooCloseDist = 400.0f;
|
|
}
|
|
enemyTooCloseDist += NPC->maxs[0] + NPC->enemy->maxs[0];
|
|
}
|
|
|
|
|
|
// Look For Weapons To Pick Up
|
|
//-----------------------------
|
|
if (enemyRecentlySeen && // Is There An Enemy Near?
|
|
NPC->client->NPC_class!=CLASS_PRISONER && // Prisoners can't pickup weapons
|
|
NPCInfo->rank>RANK_CIVILIAN && // Neither can civilians
|
|
TIMER_Done(NPC, "panic") && // Panic causes him to run for a bit, don't pickup weapons
|
|
TIMER_Done(NPC, "CheckForWeaponToPickup") &&
|
|
G_CanPickUpWeapons( NPC ) //Allowed To Pick Up Dropped Weapons
|
|
)
|
|
{
|
|
gentity_t *foundWeap = NPC_SearchForWeapons();
|
|
|
|
// Ok, There Is A Weapon! Try Going To It!
|
|
//------------------------------------------
|
|
if (foundWeap && NAV::SafePathExists(NPC->currentOrigin, foundWeap->currentOrigin, NPC->enemy->currentOrigin, 150.0f))
|
|
{
|
|
NAV::ClearPath(NPC); // Remove Any Old Path
|
|
|
|
NPCInfo->goalEntity = foundWeap; // Change Our Target Goal
|
|
NPCInfo->goalRadius = 30.0f; // 30 good enough?
|
|
|
|
TIMER_Set(NPC, "CheckForWeaponToPickup", Q_irand(10000, 50000));
|
|
}
|
|
|
|
// Look Again Soon
|
|
//-----------------
|
|
else
|
|
{
|
|
TIMER_Set(NPC, "CheckForWeaponToPickup", Q_irand(1000, 5000));
|
|
}
|
|
}
|
|
|
|
// If Attempting To Get To An Entity That Is Gone, Clear The Pointer
|
|
//-------------------------------------------------------------------
|
|
if ( NPCInfo->goalEntity
|
|
&& !Q3_TaskIDPending(NPC, TID_MOVE_NAV)
|
|
&& NPC->enemy
|
|
&& Distance( NPCInfo->goalEntity->currentOrigin, NPC->enemy->currentOrigin ) < enemyTooCloseDist )
|
|
{
|
|
//our goal is too close to our enemy, dump it...
|
|
NPCInfo->goalEntity = NULL;
|
|
}
|
|
if (NPCInfo->goalEntity && !NPCInfo->goalEntity->inuse)
|
|
{
|
|
NPCInfo->goalEntity = 0;
|
|
}
|
|
hasEscapePoint = (NPCInfo->goalEntity && NPCInfo->goalRadius!=0.0f);
|
|
|
|
|
|
|
|
|
|
STEER::Activate(NPC);
|
|
{
|
|
// Have We Reached The Escape Point?
|
|
//-----------------------------------
|
|
if (hasEscapePoint && STEER::Reached(NPC, NPCInfo->goalEntity, NPCInfo->goalRadius, false))
|
|
{
|
|
if (Q3_TaskIDPending(NPC, TID_MOVE_NAV))
|
|
{
|
|
Q3_TaskIDComplete(NPC, TID_MOVE_NAV);
|
|
}
|
|
reachedEscapePoint = true;
|
|
}
|
|
|
|
|
|
// If Super Close To The Enemy, Run In The Other Direction
|
|
//---------------------------------------------------------
|
|
if (enemyRecentlySeen &&
|
|
Distance(NPC->enemy->currentOrigin, NPC->currentOrigin)<enemyTooCloseDist)
|
|
{
|
|
STEER::Evade(NPC, NPC->enemy);
|
|
STEER::AvoidCollisions(NPC);
|
|
}
|
|
|
|
// If Already At The Escape Point, Or Surrendering, Don't Move
|
|
//-------------------------------------------------------------
|
|
else if (reachedEscapePoint || inSurrender)
|
|
{
|
|
STEER::Stop(NPC);
|
|
}
|
|
else
|
|
{
|
|
// Try To Get To The Escape Point
|
|
//--------------------------------
|
|
if (hasEscapePoint)
|
|
{
|
|
moveSuccess = STEER::GoTo(NPC, NPCInfo->goalEntity, true);
|
|
if (!moveSuccess)
|
|
{
|
|
moveSuccess = NAV::GoTo(NPC, NPCInfo->goalEntity, 0.3f);
|
|
}
|
|
}
|
|
|
|
// Cant Get To The Escape Point, So If There Is An Enemy
|
|
//-------------------------------------------------------
|
|
if (!moveSuccess && enemyRecentlySeen)
|
|
{
|
|
// Try To Get To The Farthest Combat Point From Him
|
|
//--------------------------------------------------
|
|
NAV::TNodeHandle Nbr = NAV::ChooseFarthestNeighbor(NPC, NPC->enemy->currentOrigin, 0.25f);
|
|
if (Nbr>0)
|
|
{
|
|
moveSuccess = STEER::GoTo(NPC, NAV::GetNodePosition(Nbr), true);
|
|
if (!moveSuccess)
|
|
{
|
|
moveSuccess = NAV::GoTo(NPC, Nbr, 0.3f);
|
|
}
|
|
}
|
|
}
|
|
|
|
// If We Still Can't (Or Don't Need To) Move, Just Stop
|
|
//------------------------------------------------------
|
|
if (!moveSuccess)
|
|
{
|
|
STEER::Stop(NPC);
|
|
}
|
|
}
|
|
}
|
|
STEER::DeActivate(NPC, &ucmd);
|
|
|
|
|
|
// Is There An Enemy Around?
|
|
//---------------------------
|
|
if (enemyRecentlySeen)
|
|
{
|
|
// Time To Surrender?
|
|
//--------------------
|
|
if ( TIMER_Done( NPC, "panic" ) )
|
|
{
|
|
//done panicking, time to realize we're dogmeat, if we haven't been able to flee for a few seconds
|
|
if ((level.time-NPC->lastMoveTime)>3000
|
|
&& (level.time-NPCInfo->surrenderTime) > 3000 )//and haven't just finished surrendering
|
|
{
|
|
NPC_FaceEnemy();
|
|
NPC_Surrender();
|
|
}
|
|
}
|
|
|
|
// Time To Choose A New Escape Point?
|
|
//------------------------------------
|
|
if ((!hasEscapePoint || reachedEscapePoint) && TIMER_Done(NPC, "FindNewEscapePointDebounce"))
|
|
{
|
|
TIMER_Set(NPC, "FindNewEscapePointDebounce", 2500);
|
|
|
|
int escapePoint = NPC_FindCombatPoint(
|
|
NPC->currentOrigin,
|
|
NPC->enemy->currentOrigin,
|
|
NPC->currentOrigin,
|
|
CP_COVER|CP_AVOID_ENEMY|CP_HAS_ROUTE,
|
|
128 );
|
|
if (escapePoint!=-1)
|
|
{
|
|
NPC_JawaFleeSound();
|
|
NPC_SetCombatPoint(escapePoint);
|
|
NPC_SetMoveGoal(NPC, level.combatPoints[escapePoint].origin, 8, qtrue, escapePoint);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// If Only Temporarly In Flee, Think About Perhaps Returning To Combat
|
|
//---------------------------------------------------------------------
|
|
if (NPCInfo->tempBehavior==BS_FLEE &&
|
|
TIMER_Done(NPC, "flee") &&
|
|
NPC->s.weapon != WP_NONE &&
|
|
NPC->s.weapon != WP_MELEE
|
|
)
|
|
{
|
|
NPCInfo->tempBehavior = BS_DEFAULT;
|
|
}
|
|
|
|
// Always Update Angles
|
|
//----------------------
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
if (reachedEscapePoint)
|
|
{
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
void NPC_StartFlee( gentity_t *enemy, vec3_t dangerPoint, int dangerLevel, int fleeTimeMin, int fleeTimeMax )
|
|
{
|
|
if ( Q3_TaskIDPending( NPC, TID_MOVE_NAV ) )
|
|
{//running somewhere that a script requires us to go, don't interrupt that!
|
|
return;
|
|
}
|
|
|
|
if (NPCInfo->scriptFlags & SCF_DONT_FLEE ) // no flee for you
|
|
{
|
|
return;
|
|
}
|
|
|
|
|
|
//if have a fleescript, run that instead
|
|
if ( G_ActivateBehavior( NPC, BSET_FLEE ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
//FIXME: play a flee sound? Appropriate to situation?
|
|
if ( enemy )
|
|
{
|
|
NPC_JawaFleeSound();
|
|
G_SetEnemy( NPC, enemy );
|
|
}
|
|
|
|
|
|
//FIXME: if don't have a weapon, find nearest one we have a route to and run for it?
|
|
int cp = -1;
|
|
if ( dangerLevel > AEL_DANGER || NPC->s.weapon == WP_NONE || ((!NPCInfo->group || NPCInfo->group->numGroup <= 1) && NPC->health <= 10 ) )
|
|
{//IF either great danger OR I have no weapon OR I'm alone and low on health, THEN try to find a combat point out of PVS
|
|
cp = NPC_FindCombatPoint( NPC->currentOrigin, dangerPoint, NPC->currentOrigin, CP_COVER|CP_AVOID|CP_HAS_ROUTE|CP_NO_PVS, 128 );
|
|
}
|
|
//FIXME: still happens too often...
|
|
if ( cp == -1 )
|
|
{//okay give up on the no PVS thing
|
|
cp = NPC_FindCombatPoint( NPC->currentOrigin, dangerPoint, NPC->currentOrigin, CP_COVER|CP_AVOID|CP_HAS_ROUTE, 128 );
|
|
if ( cp == -1 )
|
|
{//okay give up on the avoid
|
|
cp = NPC_FindCombatPoint( NPC->currentOrigin, dangerPoint, NPC->currentOrigin, CP_COVER|CP_HAS_ROUTE, 128 );
|
|
if ( cp == -1 )
|
|
{//okay give up on the cover
|
|
cp = NPC_FindCombatPoint( NPC->currentOrigin, dangerPoint, NPC->currentOrigin, CP_HAS_ROUTE, 128 );
|
|
}
|
|
}
|
|
}
|
|
|
|
//see if we got a valid one
|
|
if ( cp != -1 )
|
|
{//found a combat point
|
|
NPC_SetCombatPoint( cp );
|
|
NPC_SetMoveGoal( NPC, level.combatPoints[cp].origin, 8, qtrue, cp );
|
|
}
|
|
else
|
|
{//couldn't find a place to hide
|
|
//FIXME: re-implement the old BS_FLEE behavior of following any the waypoint edge
|
|
// that leads away from the danger point.
|
|
NPC_SetMoveGoal( NPC, NPC->currentOrigin, 0/*goalRadius*/, qtrue, cp );
|
|
}
|
|
|
|
if ( dangerLevel > AEL_DANGER//geat danger always makes people turn and run
|
|
|| NPC->s.weapon == WP_NONE //melee/unarmed guys turn and run, others keep facing you and shooting
|
|
|| NPC->s.weapon == WP_MELEE
|
|
|| NPC->s.weapon == WP_TUSKEN_STAFF )
|
|
{
|
|
NPCInfo->tempBehavior = BS_FLEE;//we don't want to do this forever!
|
|
//FIXME: only make it temp if you have a weapon? Otherwise, permanent?
|
|
// NPCInfo->behaviorState = BS_FLEE;
|
|
// NPCInfo->tempBehavior = BS_DEFAULT;
|
|
}
|
|
|
|
//FIXME: localize this Timer?
|
|
TIMER_Set( NPC, "attackDelay", Q_irand( 500, 2500 ) );
|
|
//FIXME: is this always applicable?
|
|
NPCInfo->squadState = SQUAD_RETREAT;
|
|
TIMER_Set( NPC, "flee", Q_irand( fleeTimeMin, fleeTimeMax ) );
|
|
TIMER_Set( NPC, "panic", Q_irand( 1000, 4000 ) );//how long to wait before trying to nav to a dropped weapon
|
|
TIMER_Set( NPC, "duck", 0 );
|
|
}
|
|
|
|
void G_StartFlee( gentity_t *self, gentity_t *enemy, vec3_t dangerPoint, int dangerLevel, int fleeTimeMin, int fleeTimeMax )
|
|
{
|
|
if ( !self->NPC )
|
|
{//player
|
|
return;
|
|
}
|
|
SaveNPCGlobals();
|
|
SetNPCGlobals( self );
|
|
|
|
NPC_StartFlee( enemy, dangerPoint, dangerLevel, fleeTimeMin, fleeTimeMax );
|
|
|
|
RestoreNPCGlobals();
|
|
}
|
|
|
|
void NPC_BSEmplaced( void )
|
|
{
|
|
//Don't do anything if we're hurt
|
|
if ( NPC->painDebounceTime > level.time )
|
|
{
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
return;
|
|
}
|
|
|
|
if( NPCInfo->scriptFlags & SCF_FIRE_WEAPON )
|
|
{
|
|
WeaponThink( qtrue );
|
|
}
|
|
|
|
//If we don't have an enemy, just idle
|
|
if ( NPC_CheckEnemyExt() == qfalse )
|
|
{
|
|
if ( !Q_irand( 0, 30 ) )
|
|
{
|
|
NPCInfo->desiredYaw = NPC->s.angles[1] + Q_irand( -90, 90 );
|
|
}
|
|
if ( !Q_irand( 0, 30 ) )
|
|
{
|
|
NPCInfo->desiredPitch = Q_irand( -20, 20 );
|
|
}
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
return;
|
|
}
|
|
|
|
qboolean enemyLOS = qfalse;
|
|
qboolean enemyCS = qfalse;
|
|
qboolean faceEnemy = qfalse;
|
|
qboolean shoot = qfalse;
|
|
vec3_t impactPos;
|
|
|
|
if ( NPC_ClearLOS( NPC->enemy ) )
|
|
{
|
|
enemyLOS = qtrue;
|
|
|
|
int hit = NPC_ShotEntity( NPC->enemy, impactPos );
|
|
gentity_t *hitEnt = &g_entities[hit];
|
|
|
|
if ( hit == NPC->enemy->s.number || ( hitEnt && hitEnt->takedamage ) )
|
|
{//can hit enemy 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->currentOrigin, NPCInfo->enemyLastSeenLocation );
|
|
}
|
|
}
|
|
/*
|
|
else if ( gi.inPVS( NPC->enemy->currentOrigin, NPC->currentOrigin ) )
|
|
{
|
|
NPCInfo->enemyLastSeenTime = level.time;
|
|
faceEnemy = qtrue;
|
|
NPC_AimAdjust( -1 );//adjust aim worse longer we cannot see enemy
|
|
}
|
|
*/
|
|
|
|
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 ( faceEnemy )
|
|
{//face the enemy
|
|
NPC_FaceEnemy( qtrue );
|
|
}
|
|
else
|
|
{//we want to face in the dir we're running
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
}
|
|
|
|
if ( NPCInfo->scriptFlags & SCF_DONT_FIRE )
|
|
{
|
|
shoot = qfalse;
|
|
}
|
|
|
|
if ( NPC->enemy && NPC->enemy->enemy )
|
|
{
|
|
if ( NPC->enemy->s.weapon == WP_SABER && NPC->enemy->enemy->s.weapon == WP_SABER )
|
|
{//don't shoot at an enemy jedi who is fighting another jedi, for fear of injuring one or causing rogue blaster deflections (a la Obi Wan/Vader duel at end of ANH)
|
|
shoot = qfalse;
|
|
}
|
|
}
|
|
if ( shoot )
|
|
{//try to shoot if it's time
|
|
if( !(NPCInfo->scriptFlags & SCF_FIRE_WEAPON) ) // we've already fired, no need to do it again here
|
|
{
|
|
WeaponThink( qtrue );
|
|
}
|
|
}
|
|
} |