jedioutcast/code/game/NPC_combat.cpp

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//NPC_combat.cpp
// leave this line at the top for all NPC_xxxx.cpp files...
#include "g_headers.h"
#include "b_local.h"
#include "g_nav.h"
#include "g_navigator.h"
extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
extern void G_SetEnemy( gentity_t *self, gentity_t *enemy );
extern qboolean NPC_CheckLookTarget( gentity_t *self );
extern void NPC_ClearLookTarget( gentity_t *self );
extern void NPC_Jedi_RateNewEnemy( gentity_t *self, gentity_t *enemy );
extern int NAV_FindClosestWaypointForPoint( vec3_t point );
extern int NAV_GetNearestNode( gentity_t *self, int lastNode );
extern void G_CreateG2AttachedWeaponModel( gentity_t *ent, const char *weaponModel );
extern qboolean PM_DroidMelee( int npc_class );
extern CNavigator navigator;
void ChangeWeapon( gentity_t *ent, int newWeapon );
void G_ClearEnemy (gentity_t *self)
{
NPC_CheckLookTarget( self );
if ( self->enemy )
{
if( self->client && self->client->renderInfo.lookTarget == self->enemy->s.number )
{
NPC_ClearLookTarget( self );
}
if ( self->NPC && self->enemy == self->NPC->goalEntity )
{
self->NPC->goalEntity = NULL;
}
//FIXME: set last enemy?
}
self->enemy = NULL;
}
/*
-------------------------
NPC_AngerAlert
-------------------------
*/
#define ANGER_ALERT_RADIUS 512
#define ANGER_ALERT_SOUND_RADIUS 256
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void G_AngerAlert( gentity_t *self )
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{
if ( self && self->NPC && (self->NPC->scriptFlags&SCF_NO_GROUPS) )
{//I'm not a team playa...
return;
}
if ( !TIMER_Done( self, "interrogating" ) )
{//I'm interrogating, don't wake everyone else up yet... FIXME: this may never wake everyone else up, though!
return;
}
//FIXME: hmm.... with all the other new alerts now, is this still neccesary or even a good idea...?
G_AlertTeam( self, self->enemy, ANGER_ALERT_RADIUS, ANGER_ALERT_SOUND_RADIUS );
}
/*
-------------------------
G_TeamEnemy
-------------------------
*/
qboolean G_TeamEnemy( gentity_t *self )
{//FIXME: Probably a better way to do this, is a linked list of your teammates already available?
int i;
gentity_t *ent;
if ( !self->client || self->client->playerTeam == TEAM_FREE )
{
return qfalse;
}
if ( self && self->NPC && (self->NPC->scriptFlags&SCF_NO_GROUPS) )
{//I'm not a team playa...
return qfalse;
}
for( i = 1; i < MAX_GENTITIES; i++ )
{
ent = &g_entities[i];
if ( ent == self )
{
continue;
}
if ( ent->health <= 0 )
{
continue;
}
if ( !ent->client )
{
continue;
}
if ( ent->client->playerTeam != self->client->playerTeam )
{//ent is not on my team
continue;
}
if ( ent->enemy )
{//they have an enemy
if ( !ent->enemy->client || ent->enemy->client->playerTeam != self->client->playerTeam )
{//the ent's enemy is either a normal ent or is a player/NPC that is not on my team
return qtrue;
}
}
}
return qfalse;
}
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void G_AttackDelay( gentity_t *self, gentity_t *enemy )
{
if ( enemy && self->client && self->NPC )
{//delay their attack based on how far away they're facing from enemy
vec3_t fwd, dir;
int attDelay;
VectorSubtract( self->client->renderInfo.eyePoint, enemy->currentOrigin, dir );//purposely backwards
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VectorNormalize( dir );
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AngleVectors( self->client->renderInfo.eyeAngles, fwd, NULL, NULL );
//dir[2] = fwd[2] = 0;//ignore z diff?
attDelay = (4-g_spskill->integer)*500;//initial: from 1000ms delay on hard to 2000ms delay on easy
if ( self->client->playerTeam == TEAM_PLAYER )
{//invert
attDelay = 2000-attDelay;
}
attDelay += floor( (DotProduct( fwd, dir )+1.0f) * 2000.0f );//add up to 4000ms delay if they're facing away
//FIXME: should distance matter, too?
//Now modify the delay based on NPC_class, weapon, and team
//NOTE: attDelay should be somewhere between 1000 to 6000 milliseconds
switch ( self->client->NPC_class )
{
case CLASS_IMPERIAL://they give orders and hang back
attDelay += Q_irand( 500, 1500 );
break;
case CLASS_STORMTROOPER://stormtroopers shoot sooner
if ( self->NPC->rank >= RANK_LT )
{//officers shoot even sooner
attDelay -= Q_irand( 500, 1500 );
}
else
{//normal stormtroopers don't have as fast reflexes as officers
attDelay -= Q_irand( 0, 1000 );
}
break;
case CLASS_SWAMPTROOPER://shoot very quickly? What about guys in water?
attDelay -= Q_irand( 1000, 2000 );
break;
case CLASS_IMPWORKER://they panic, don't fire right away
attDelay += Q_irand( 1000, 2500 );
break;
case CLASS_TRANDOSHAN:
attDelay -= Q_irand( 500, 1500 );
break;
case CLASS_JAN:
case CLASS_LANDO:
case CLASS_PRISONER:
case CLASS_REBEL:
attDelay -= Q_irand( 500, 1500 );
break;
case CLASS_GALAKMECH:
case CLASS_ATST:
attDelay -= Q_irand( 1000, 2000 );
break;
case CLASS_REELO:
case CLASS_UGNAUGHT:
return;
break;
case CLASS_MINEMONSTER:
case CLASS_MURJJ:
return;
break;
case CLASS_INTERROGATOR:
case CLASS_PROBE:
case CLASS_MARK1:
case CLASS_MARK2:
case CLASS_SENTRY:
return;
break;
case CLASS_REMOTE:
case CLASS_SEEKER:
return;
break;
/*
case CLASS_GRAN:
case CLASS_RODIAN:
case CLASS_WEEQUAY:
break;
case CLASS_JEDI:
case CLASS_SHADOWTROOPER:
case CLASS_TAVION:
case CLASS_REBORN:
case CLASS_LUKE:
case CLASS_DESANN:
break;
*/
}
switch ( self->s.weapon )
{
case WP_NONE:
case WP_SABER:
return;
break;
case WP_BRYAR_PISTOL:
break;
case WP_BLASTER:
if ( self->NPC->scriptFlags & SCF_ALT_FIRE )
{//rapid-fire blasters
attDelay += Q_irand( 0, 500 );
}
else
{//regular blaster
attDelay -= Q_irand( 0, 500 );
}
break;
case WP_BOWCASTER:
attDelay += Q_irand( 0, 500 );
break;
case WP_REPEATER:
if ( !(self->NPC->scriptFlags&SCF_ALT_FIRE) )
{//rapid-fire blasters
attDelay += Q_irand( 0, 500 );
}
break;
case WP_FLECHETTE:
attDelay += Q_irand( 500, 1500 );
break;
case WP_ROCKET_LAUNCHER:
attDelay += Q_irand( 500, 1500 );
break;
case WP_BLASTER_PISTOL: // apparently some enemy only version of the blaster
attDelay -= Q_irand( 500, 1500 );
break;
case WP_DISRUPTOR://sniper's don't delay?
return;
break;
case WP_THERMAL://grenade-throwing has a built-in delay
return;
break;
case WP_MELEE: // Any ol' melee attack
return;
break;
case WP_EMPLACED_GUN:
return;
break;
case WP_TURRET: // turret guns
return;
break;
case WP_BOT_LASER: // Probe droid - Laser blast
return;
break;
/*
case WP_DEMP2:
break;
case WP_TRIP_MINE:
break;
case WP_DET_PACK:
break;
case WP_STUN_BATON:
break;
case WP_ATST_MAIN:
break;
case WP_ATST_SIDE:
break;
case WP_TIE_FIGHTER:
break;
case WP_RAPID_FIRE_CONC:
break;
*/
}
if ( self->client->playerTeam == TEAM_PLAYER )
{//clamp it
if ( attDelay > 2000 )
{
attDelay = 2000;
}
}
//don't shoot right away
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if ( attDelay > 4000+((2-g_spskill->integer)*3000) )
{
attDelay = 4000+((2-g_spskill->integer)*3000);
}
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TIMER_Set( self, "attackDelay", attDelay );//Q_irand( 1500, 4500 ) );
//don't move right away either
if ( attDelay > 4000 )
{
attDelay = 4000 - Q_irand(500, 1500);
}
else
{
attDelay -= Q_irand(500, 1500);
}
TIMER_Set( self, "roamTime", attDelay );//was Q_irand( 1000, 3500 );
}
}
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/*
-------------------------
G_SetEnemy
-------------------------
*/
void G_AimSet( gentity_t *self, int aim );
void G_SetEnemy( gentity_t *self, gentity_t *enemy )
{
int event = 0;
//Must be valid
if ( enemy == NULL )
return;
//Must be valid
if ( enemy->inuse == 0 )
{
return;
}
//Don't take the enemy if in notarget
if ( enemy->flags & FL_NOTARGET )
return;
if ( !self->NPC )
{
self->enemy = enemy;
return;
}
if ( self->NPC->confusionTime > level.time )
{//can't pick up enemies if confused
return;
}
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#ifdef _DEBUG
if ( self->s.number )
{
assert( enemy != self );
}
#endif// _DEBUG
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// if ( enemy->client && enemy->client->playerTeam == TEAM_DISGUISE )
// {//unmask the player
// enemy->client->playerTeam = TEAM_PLAYER;
// }
if ( self->client && self->NPC && enemy->client && enemy->client->playerTeam == self->client->playerTeam )
{//Probably a damn script!
if ( self->NPC->charmedTime > level.time )
{//Probably a damn script!
return;
}
}
if ( self->NPC && self->client && self->client->ps.weapon == WP_SABER )
{
//when get new enemy, set a base aggression based on what that enemy is using, how far they are, etc.
NPC_Jedi_RateNewEnemy( self, enemy );
}
//NOTE: this is not necessarily true!
//self->NPC->enemyLastSeenTime = level.time;
if ( self->enemy == NULL )
{
//TEMP HACK: turn on our saber
if ( self->health > 0 )
{
self->client->ps.saberActive = qtrue;
}
//FIXME: Have to do this to prevent alert cascading
G_ClearEnemy( self );
self->enemy = enemy;
//Special case- if player is being hunted by his own people, set their enemy team correctly
if ( self->client->playerTeam == TEAM_PLAYER && enemy->s.number == 0 )
{
self->client->enemyTeam = TEAM_PLAYER;
}
//If have an anger script, run that instead of yelling
if( G_ActivateBehavior( self, BSET_ANGER ) )
{
}
else if ( self->client && enemy->client && self->client->playerTeam != enemy->client->playerTeam )
{
//FIXME: Use anger when entire team has no enemy.
// Basically, you're first one to notice enemies
if ( self->forcePushTime < level.time ) // not currently being pushed
{
if ( !G_TeamEnemy( self ) )
{//team did not have an enemy previously
event = Q_irand(EV_ANGER1, EV_ANGER3);
}
}
if ( event )
{//yell
G_AddVoiceEvent( self, event, 2000 );
}
}
if ( self->s.weapon == WP_BLASTER || self->s.weapon == WP_REPEATER ||
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self->s.weapon == WP_THERMAL || self->s.weapon == WP_BLASTER_PISTOL
|| self->s.weapon == WP_BOWCASTER )
{//Hmm, how about sniper and bowcaster?
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//When first get mad, aim is bad
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//Hmm, base on game difficulty, too? Rank?
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if ( self->client->playerTeam == TEAM_PLAYER )
{
G_AimSet( self, Q_irand( self->NPC->stats.aim - (5*(g_spskill->integer)), self->NPC->stats.aim - g_spskill->integer ) );
}
else
{
int minErr = 3;
int maxErr = 12;
if ( self->client->NPC_class == CLASS_IMPWORKER )
{
minErr = 15;
maxErr = 30;
}
else if ( self->client->NPC_class == CLASS_STORMTROOPER && self->NPC && self->NPC->rank <= RANK_CREWMAN )
{
minErr = 5;
maxErr = 15;
}
G_AimSet( self, Q_irand( self->NPC->stats.aim - (maxErr*(3-g_spskill->integer)), self->NPC->stats.aim - (minErr*(3-g_spskill->integer)) ) );
}
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}
//Alert anyone else in the area
if ( Q_stricmp( "desperado", self->NPC_type ) != 0 && Q_stricmp( "paladin", self->NPC_type ) != 0 )
{//special holodeck enemies exception
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if ( !(self->client->ps.eFlags&EF_FORCE_GRIPPED) )
{//gripped people can't call for help
G_AngerAlert( self );
}
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}
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//Stormtroopers don't fire right away!
G_AttackDelay( self, enemy );
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//FIXME: this is a disgusting hack that is supposed to make the Imperials start with their weapon holstered- need a better way
if ( self->client->ps.weapon == WP_NONE && !Q_strncmp( self->NPC_type, "imp", 3 ) && !(self->NPC->scriptFlags & SCF_FORCED_MARCH) )
{
if ( self->client->ps.stats[STAT_WEAPONS] & ( 1 << WP_BLASTER ) )
{
ChangeWeapon( self, WP_BLASTER );
self->client->ps.weapon = WP_BLASTER;
self->client->ps.weaponstate = WEAPON_READY;
G_CreateG2AttachedWeaponModel( self, weaponData[WP_BLASTER].weaponMdl );
}
else if ( self->client->ps.stats[STAT_WEAPONS] & ( 1 << WP_BLASTER_PISTOL ) )
{
ChangeWeapon( self, WP_BLASTER_PISTOL );
self->client->ps.weapon = WP_BLASTER_PISTOL;
self->client->ps.weaponstate = WEAPON_READY;
G_CreateG2AttachedWeaponModel( self, weaponData[WP_BLASTER_PISTOL].weaponMdl );
}
}
return;
}
//Otherwise, just picking up another enemy
if ( event )
{
G_AddVoiceEvent( self, event, 2000 );
}
//Take the enemy
G_ClearEnemy(self);
self->enemy = enemy;
}
/*
int ChooseBestWeapon( void )
{
int n;
int weapon;
// check weapons in the NPC's weapon preference order
for ( n = 0; n < MAX_WEAPONS; n++ )
{
weapon = NPCInfo->weaponOrder[n];
if ( weapon == WP_NONE )
{
break;
}
if ( !HaveWeapon( weapon ) )
{
continue;
}
if ( client->ps.ammo[weaponData[weapon].ammoIndex] )
{
return weapon;
}
}
// check weapons serially (mainly in case a weapon is not on the NPC's list)
for ( weapon = 1; weapon < WP_NUM_WEAPONS; weapon++ )
{
if ( !HaveWeapon( weapon ) )
{
continue;
}
if ( client->ps.ammo[weaponData[weapon].ammoIndex] )
{
return weapon;
}
}
return client->ps.weapon;
}
*/
void ChangeWeapon( gentity_t *ent, int newWeapon )
{
if ( !ent || !ent->client || !ent->NPC )
{
return;
}
ent->client->ps.weapon = newWeapon;
ent->NPC->shotTime = 0;
ent->NPC->burstCount = 0;
ent->NPC->attackHold = 0;
ent->NPC->currentAmmo = ent->client->ps.ammo[weaponData[newWeapon].ammoIndex];
switch ( newWeapon )
{
case WP_BRYAR_PISTOL://prifle
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
ent->NPC->burstSpacing = 1000;//attackdebounce
break;
case WP_BLASTER_PISTOL:
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
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// ent->NPC->burstSpacing = 1000;//attackdebounce
if ( g_spskill->integer == 0 )
ent->NPC->burstSpacing = 1000;//attack debounce
else if ( g_spskill->integer == 1 )
ent->NPC->burstSpacing = 750;//attack debounce
else
ent->NPC->burstSpacing = 500;//attack debounce
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break;
case WP_BOT_LASER://probe attack
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
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// ent->NPC->burstSpacing = 600;//attackdebounce
if ( g_spskill->integer == 0 )
ent->NPC->burstSpacing = 600;//attack debounce
else if ( g_spskill->integer == 1 )
ent->NPC->burstSpacing = 400;//attack debounce
else
ent->NPC->burstSpacing = 200;//attack debounce
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break;
case WP_SABER:
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
ent->NPC->burstSpacing = 0;//attackdebounce
break;
case WP_DISRUPTOR:
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
if ( ent->NPC->scriptFlags & SCF_ALT_FIRE )
{
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switch( g_spskill->integer )
{
case 0:
ent->NPC->burstSpacing = 2500;//attackdebounce
break;
case 1:
ent->NPC->burstSpacing = 2000;//attackdebounce
break;
case 2:
ent->NPC->burstSpacing = 1500;//attackdebounce
break;
}
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}
else
{
ent->NPC->burstSpacing = 1000;//attackdebounce
}
break;
case WP_BOWCASTER:
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
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// ent->NPC->burstSpacing = 1000;//attackdebounce
if ( g_spskill->integer == 0 )
ent->NPC->burstSpacing = 1000;//attack debounce
else if ( g_spskill->integer == 1 )
ent->NPC->burstSpacing = 750;//attack debounce
else
ent->NPC->burstSpacing = 500;//attack debounce
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break;
case WP_REPEATER:
if ( ent->NPC->scriptFlags & SCF_ALT_FIRE )
{
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
ent->NPC->burstSpacing = 2000;//attackdebounce
}
else
{
ent->NPC->aiFlags |= NPCAI_BURST_WEAPON;
ent->NPC->burstMin = 3;
ent->NPC->burstMean = 6;
ent->NPC->burstMax = 10;
if ( g_spskill->integer == 0 )
ent->NPC->burstSpacing = 1500;//attack debounce
else if ( g_spskill->integer == 1 )
ent->NPC->burstSpacing = 1000;//attack debounce
else
ent->NPC->burstSpacing = 500;//attack debounce
}
break;
case WP_DEMP2:
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
ent->NPC->burstSpacing = 1000;//attackdebounce
break;
case WP_FLECHETTE:
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
if ( ent->NPC->scriptFlags & SCF_ALT_FIRE )
{
ent->NPC->burstSpacing = 2000;//attackdebounce
}
else
{
ent->NPC->burstSpacing = 1000;//attackdebounce
}
break;
case WP_ROCKET_LAUNCHER:
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
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// ent->NPC->burstSpacing = 2500;//attackdebounce
if ( g_spskill->integer == 0 )
ent->NPC->burstSpacing = 2500;//attack debounce
else if ( g_spskill->integer == 1 )
ent->NPC->burstSpacing = 2000;//attack debounce
else
ent->NPC->burstSpacing = 1500;//attack debounce
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break;
case WP_THERMAL:
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
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// ent->NPC->burstSpacing = 3000;//attackdebounce
if ( g_spskill->integer == 0 )
ent->NPC->burstSpacing = 3000;//attack debounce
else if ( g_spskill->integer == 1 )
ent->NPC->burstSpacing = 2500;//attack debounce
else
ent->NPC->burstSpacing = 2000;//attack debounce
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break;
/*
case WP_SABER:
ent->NPC->aiFlags |= NPCAI_BURST_WEAPON;
ent->NPC->burstMin = 5;//0.5 sec
ent->NPC->burstMean = 10;//1 second
ent->NPC->burstMax = 20;//3 seconds
ent->NPC->burstSpacing = 2000;//2 seconds
ent->NPC->attackHold = 1000;//Hold attack button for a 1-second burst
break;
case WP_TRICORDER:
ent->NPC->aiFlags |= NPCAI_BURST_WEAPON;
ent->NPC->burstMin = 5;
ent->NPC->burstMean = 10;
ent->NPC->burstMax = 30;
ent->NPC->burstSpacing = 1000;
break;
*/
case WP_BLASTER:
if ( ent->NPC->scriptFlags & SCF_ALT_FIRE )
{
ent->NPC->aiFlags |= NPCAI_BURST_WEAPON;
ent->NPC->burstMin = 3;
ent->NPC->burstMean = 3;
ent->NPC->burstMax = 3;
if ( g_spskill->integer == 0 )
ent->NPC->burstSpacing = 1500;//attack debounce
else if ( g_spskill->integer == 1 )
ent->NPC->burstSpacing = 1000;//attack debounce
else
ent->NPC->burstSpacing = 500;//attack debounce
}
else
{
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
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if ( g_spskill->integer == 0 )
ent->NPC->burstSpacing = 1000;//attack debounce
else if ( g_spskill->integer == 1 )
ent->NPC->burstSpacing = 750;//attack debounce
else
ent->NPC->burstSpacing = 500;//attack debounce
// ent->NPC->burstSpacing = 1000;//attackdebounce
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}
break;
case WP_MELEE:
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
ent->NPC->burstSpacing = 1000;//attackdebounce
break;
case WP_ATST_MAIN:
case WP_ATST_SIDE:
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
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// ent->NPC->burstSpacing = 1000;//attackdebounce
if ( g_spskill->integer == 0 )
ent->NPC->burstSpacing = 1000;//attack debounce
else if ( g_spskill->integer == 1 )
ent->NPC->burstSpacing = 750;//attack debounce
else
ent->NPC->burstSpacing = 500;//attack debounce
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break;
case WP_EMPLACED_GUN:
//FIXME: give some designer-control over this?
if ( ent->client && ent->client->NPC_class == CLASS_REELO )
{
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
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ent->NPC->burstSpacing = 1000;//attack debounce
// if ( g_spskill->integer == 0 )
// ent->NPC->burstSpacing = 300;//attack debounce
// else if ( g_spskill->integer == 1 )
// ent->NPC->burstSpacing = 200;//attack debounce
// else
// ent->NPC->burstSpacing = 100;//attack debounce
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}
else
{
ent->NPC->aiFlags |= NPCAI_BURST_WEAPON;
ent->NPC->burstMin = 2; // 3 shots, really
ent->NPC->burstMean = 2;
ent->NPC->burstMax = 2;
if ( ent->owner ) // if we have an owner, it should be the chair at this point...so query the chair for its shot debounce times, etc.
{
if ( g_spskill->integer == 0 )
{
ent->NPC->burstSpacing = ent->owner->wait + 400;//attack debounce
ent->NPC->burstMin = ent->NPC->burstMax = 1; // two shots
}
else if ( g_spskill->integer == 1 )
{
ent->NPC->burstSpacing = ent->owner->wait + 200;//attack debounce
}
else
{
ent->NPC->burstSpacing = ent->owner->wait;//attack debounce
}
}
else
{
if ( g_spskill->integer == 0 )
{
ent->NPC->burstSpacing = 1200;//attack debounce
ent->NPC->burstMin = ent->NPC->burstMax = 1; // two shots
}
else if ( g_spskill->integer == 1 )
{
ent->NPC->burstSpacing = 1000;//attack debounce
}
else
{
ent->NPC->burstSpacing = 800;//attack debounce
}
}
}
break;
default:
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
break;
}
}
void NPC_ChangeWeapon( int newWeapon )
{
qboolean changing = qfalse;
if ( newWeapon != NPC->client->ps.weapon )
{
changing = qtrue;
}
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if ( changing && NPC->weaponModel >= 9 )
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{
gi.G2API_RemoveGhoul2Model( NPC->ghoul2, NPC->weaponModel );
}
ChangeWeapon( NPC, newWeapon );
if ( changing && NPC->client->ps.weapon != WP_NONE )
{
if ( NPC->client->ps.weapon == WP_SABER )
{
G_CreateG2AttachedWeaponModel( NPC, NPC->client->ps.saberModel );
}
else
{
G_CreateG2AttachedWeaponModel( NPC, weaponData[NPC->client->ps.weapon].weaponMdl );
}
}
}
/*
void NPC_ApplyWeaponFireDelay(void)
How long, if at all, in msec the actual fire should delay from the time the attack was started
*/
void NPC_ApplyWeaponFireDelay(void)
{
if ( NPC->attackDebounceTime > level.time )
{//Just fired, if attacking again, must be a burst fire, so don't add delay
//NOTE: Borg AI uses attackDebounceTime "incorrectly", so this will always return for them!
return;
}
switch(client->ps.weapon)
{
case WP_BOT_LASER:
NPCInfo->burstCount = 0;
client->fireDelay = 500;
break;
case WP_THERMAL:
if ( client->ps.clientNum )
{//NPCs delay...
//FIXME: player should, too, but would feel weird in 1st person, even though it
// would look right in 3rd person. Really should have a wind-up anim
// for player as he holds down the fire button to throw, then play
// the actual throw when he lets go...
2013-04-04 18:24:26 +00:00
client->fireDelay = 700;
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}
break;
case WP_MELEE:
if ( !PM_DroidMelee( client->NPC_class ) )
{//FIXME: should be unique per melee anim
client->fireDelay = 300;
}
break;
default:
client->fireDelay = 0;
break;
}
};
/*
-------------------------
ShootThink
-------------------------
*/
void ShootThink( void )
{
int delay;
ucmd.buttons &= ~BUTTON_ATTACK;
/*
if ( enemyVisibility != VIS_SHOOT)
return;
*/
if ( client->ps.weapon == WP_NONE )
return;
if ( client->ps.weaponstate != WEAPON_READY && client->ps.weaponstate != WEAPON_FIRING && client->ps.weaponstate != WEAPON_IDLE)
return;
if ( level.time < NPCInfo->shotTime )
{
return;
}
ucmd.buttons |= BUTTON_ATTACK;
NPCInfo->currentAmmo = client->ps.ammo[weaponData[client->ps.weapon].ammoIndex]; // checkme
NPC_ApplyWeaponFireDelay();
if ( NPCInfo->aiFlags & NPCAI_BURST_WEAPON )
{
if ( !NPCInfo->burstCount )
{
NPCInfo->burstCount = Q_irand( NPCInfo->burstMin, NPCInfo->burstMax );
/*
NPCInfo->burstCount = erandom( NPCInfo->burstMean );
if ( NPCInfo->burstCount < NPCInfo->burstMin )
{
NPCInfo->burstCount = NPCInfo->burstMin;
}
else if ( NPCInfo->burstCount > NPCInfo->burstMax )
{
NPCInfo->burstCount = NPCInfo->burstMax;
}
*/
delay = 0;
}
else
{
NPCInfo->burstCount--;
if ( NPCInfo->burstCount == 0 )
{
delay = NPCInfo->burstSpacing;
}
else
{
delay = 0;
}
}
if ( !delay )
{
// HACK: dirty little emplaced bits, but is done because it would otherwise require some sort of new variable...
if ( client->ps.weapon == WP_EMPLACED_GUN )
{
if ( NPC->owner ) // try and get the debounce values from the chair if we can
{
if ( g_spskill->integer == 0 )
{
delay = NPC->owner->random + 150;
}
else if ( g_spskill->integer == 1 )
{
delay = NPC->owner->random + 100;
}
else
{
delay = NPC->owner->random;
}
}
else
{
if ( g_spskill->integer == 0 )
{
delay = 350;
}
else if ( g_spskill->integer == 1 )
{
delay = 300;
}
else
{
delay = 200;
}
}
}
}
}
else
{
delay = NPCInfo->burstSpacing;
}
NPCInfo->shotTime = level.time + delay;
NPC->attackDebounceTime = level.time + NPC_AttackDebounceForWeapon();
}
/*
static void WeaponThink( qboolean inCombat )
FIXME makes this so there's a delay from event that caused us to check to actually doing it
Added: hacks for Borg
*/
void WeaponThink( qboolean inCombat )
{
if ( client->ps.weaponstate == WEAPON_RAISING || client->ps.weaponstate == WEAPON_DROPPING )
{
ucmd.weapon = client->ps.weapon;
ucmd.buttons &= ~BUTTON_ATTACK;
return;
}
//MCG - Begin
//For now, no-one runs out of ammo
if(NPC->client->ps.ammo[ weaponData[client->ps.weapon].ammoIndex ] < 10) // checkme
// if(NPC->client->ps.ammo[ client->ps.weapon ] < 10)
{
Add_Ammo (NPC, client->ps.weapon, 100);
}
/*if ( NPC->playerTeam == TEAM_BORG )
{//HACK!!!
if(!(NPC->client->ps.stats[STAT_WEAPONS] & ( 1 << WP_BORG_WEAPON )))
NPC->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_BORG_WEAPON );
if ( client->ps.weapon != WP_BORG_WEAPON )
{
NPC_ChangeWeapon( WP_BORG_WEAPON );
Add_Ammo (NPC, client->ps.weapon, 10);
NPCInfo->currentAmmo = client->ps.ammo[client->ps.weapon];
}
}
else */
/*if ( NPC->client->playerTeam == TEAM_SCAVENGERS )
{//HACK!!!
if(!(NPC->client->ps.stats[STAT_WEAPONS] & ( 1 << WP_BLASTER )))
NPC->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_BLASTER );
if ( client->ps.weapon != WP_BLASTER )
{
NPC_ChangeWeapon( WP_BLASTER );
Add_Ammo (NPC, client->ps.weapon, 10);
// NPCInfo->currentAmmo = client->ps.ammo[client->ps.weapon];
NPCInfo->currentAmmo = client->ps.ammo[weaponData[client->ps.weapon].ammoIndex]; // checkme
}
}
else*/
//MCG - End
{
// if the gun in our hands is out of ammo, we need to change
/*if ( client->ps.ammo[client->ps.weapon] == 0 )
{
NPCInfo->aiFlags |= NPCAI_CHECK_WEAPON;
}
if ( NPCInfo->aiFlags & NPCAI_CHECK_WEAPON )
{
NPCInfo->aiFlags &= ~NPCAI_CHECK_WEAPON;
bestWeapon = ChooseBestWeapon();
if ( bestWeapon != client->ps.weapon )
{
NPC_ChangeWeapon( bestWeapon );
}
}*/
}
ucmd.weapon = client->ps.weapon;
ShootThink();
}
/*
HaveWeapon
*/
qboolean HaveWeapon( int weapon )
{
return ( client->ps.stats[STAT_WEAPONS] & ( 1 << weapon ) );
}
qboolean EntIsGlass (gentity_t *check)
{
if(check->classname &&
!Q_stricmp("func_breakable", check->classname) &&
check->count == 1 && check->health <= 100)
{
return qtrue;
}
return qfalse;
}
qboolean ShotThroughGlass (trace_t *tr, gentity_t *target, vec3_t spot, int mask)
{
gentity_t *hit = &g_entities[ tr->entityNum ];
if(hit != target && EntIsGlass(hit))
{//ok to shoot through breakable glass
int skip = hit->s.number;
vec3_t muzzle;
VectorCopy(tr->endpos, muzzle);
gi.trace (tr, muzzle, NULL, NULL, spot, skip, mask );
return qtrue;
}
return qfalse;
}
/*
CanShoot
determine if NPC can directly target enemy
this function does not check teams, invulnerability, notarget, etc....
Added: If can't shoot center, try head, if not, see if it's close enough to try anyway.
*/
qboolean CanShoot ( gentity_t *ent, gentity_t *shooter )
{
trace_t tr;
vec3_t muzzle;
vec3_t spot, diff;
gentity_t *traceEnt;
CalcEntitySpot( shooter, SPOT_WEAPON, muzzle );
CalcEntitySpot( ent, SPOT_ORIGIN, spot ); //FIXME preferred target locations for some weapons (feet for R/L)
gi.trace ( &tr, muzzle, NULL, NULL, spot, shooter->s.number, MASK_SHOT );
traceEnt = &g_entities[ tr.entityNum ];
// point blank, baby!
if (tr.startsolid && (shooter->NPC) && (shooter->NPC->touchedByPlayer) )
{
traceEnt = shooter->NPC->touchedByPlayer;
}
if ( ShotThroughGlass( &tr, ent, spot, MASK_SHOT ) )
{
traceEnt = &g_entities[ tr.entityNum ];
}
// shot is dead on
if ( traceEnt == ent )
{
return qtrue;
}
//MCG - Begin
else
{//ok, can't hit them in center, try their head
CalcEntitySpot( ent, SPOT_HEAD, spot );
gi.trace ( &tr, muzzle, NULL, NULL, spot, shooter->s.number, MASK_SHOT );
traceEnt = &g_entities[ tr.entityNum ];
if ( traceEnt == ent)
{
return qtrue;
}
}
//Actually, we should just check to fire in dir we're facing and if it's close enough,
//and we didn't hit someone on our own team, shoot
VectorSubtract(spot, tr.endpos, diff);
if(VectorLength(diff) < random() * 32)
{
return qtrue;
}
//MCG - End
// shot would hit a non-client
if ( !traceEnt->client )
{
return qfalse;
}
// shot is blocked by another player
// he's already dead, so go ahead
if ( traceEnt->health <= 0 )
{
return qtrue;
}
// don't deliberately shoot a teammate
if ( traceEnt->client && ( traceEnt->client->playerTeam == shooter->client->playerTeam ) )
{
return qfalse;
}
// he's just in the wrong place, go ahead
return qtrue;
}
/*
void NPC_CheckPossibleEnemy( gentity_t *other, visibility_t vis )
Added: hacks for scripted NPCs
*/
void NPC_CheckPossibleEnemy( gentity_t *other, visibility_t vis )
{
// is he is already our enemy?
if ( other == NPC->enemy )
return;
if ( other->flags & FL_NOTARGET )
return;
// we already have an enemy and this guy is in our FOV, see if this guy would be better
if ( NPC->enemy && vis == VIS_FOV )
{
if ( NPCInfo->enemyLastSeenTime - level.time < 2000 )
{
return;
}
if ( enemyVisibility == VIS_UNKNOWN )
{
enemyVisibility = NPC_CheckVisibility ( NPC->enemy, CHECK_360|CHECK_FOV );
}
if ( enemyVisibility == VIS_FOV )
{
return;
}
}
if ( !NPC->enemy )
{//only take an enemy if you don't have one yet
G_SetEnemy( NPC, other );
}
if ( vis == VIS_FOV )
{
NPCInfo->enemyLastSeenTime = level.time;
VectorCopy( other->currentOrigin, NPCInfo->enemyLastSeenLocation );
NPCInfo->enemyLastHeardTime = 0;
VectorClear( NPCInfo->enemyLastHeardLocation );
}
else
{
NPCInfo->enemyLastSeenTime = 0;
VectorClear( NPCInfo->enemyLastSeenLocation );
NPCInfo->enemyLastHeardTime = level.time;
VectorCopy( other->currentOrigin, NPCInfo->enemyLastHeardLocation );
}
}
//==========================================
//MCG Added functions:
//==========================================
/*
int NPC_AttackDebounceForWeapon (void)
DOES NOT control how fast you can fire
Only makes you keep your weapon up after you fire
*/
int NPC_AttackDebounceForWeapon (void)
{
switch ( NPC->client->ps.weapon )
{
/*
case WP_BLASTER://scav rifle
return 1000;
break;
case WP_BRYAR_PISTOL://prifle
return 3000;
break;
case WP_SABER:
return 100;
break;
case WP_TRICORDER:
return 0;//tricorder
break;
*/
case WP_SABER:
return 0;
break;
case WP_BOT_LASER:
if ( g_spskill->integer == 0 )
return 2000;
if ( g_spskill->integer == 1 )
return 1500;
return 1000;
break;
default:
return NPCInfo->burstSpacing;//was 100 by default
break;
}
}
//FIXME: need a mindist for explosive weapons
float NPC_MaxDistSquaredForWeapon (void)
{
if(NPCInfo->stats.shootDistance > 0)
{//overrides default weapon dist
return NPCInfo->stats.shootDistance * NPCInfo->stats.shootDistance;
}
switch ( NPC->s.weapon )
{
case WP_BLASTER://scav rifle
return 1024 * 1024;//should be shorter?
break;
case WP_BRYAR_PISTOL://prifle
return 1024 * 1024;
break;
case WP_BLASTER_PISTOL://prifle
return 1024 * 1024;
break;
case WP_DISRUPTOR://disruptor
if ( NPCInfo->scriptFlags & SCF_ALT_FIRE )
{
return ( 4096 * 4096 );
}
else
{
return 1024 * 1024;
}
break;
/*
case WP_SABER:
return 1024 * 1024;
break;
case WP_TRICORDER:
return 0;//tricorder
break;
*/
case WP_SABER:
if ( NPC->client && NPC->client->ps.saberLength )
{//FIXME: account for whether enemy and I are heading towards each other!
return (NPC->client->ps.saberLength + NPC->maxs[0]*1.5)*(NPC->client->ps.saberLength + NPC->maxs[0]*1.5);
}
else
{
return 48*48;
}
break;
default:
return 1024 * 1024;//was 0
break;
}
}
/*
-------------------------
ValidEnemy
-------------------------
*/
qboolean ValidEnemy(gentity_t *ent)
{
if ( ent == NULL )
return qfalse;
2013-04-04 21:05:53 +00:00
if ( ent == NPC )
return qfalse;
2013-04-04 14:52:42 +00:00
//if team_free, maybe everyone is an enemy?
if ( !NPC->client->enemyTeam )
return qfalse;
if ( !(ent->flags & FL_NOTARGET) )
{
if( ent->health > 0 )
{
if( !ent->client )
{
return qtrue;
}
else if( ent->client->playerTeam == NPC->client->enemyTeam )
{
return qtrue;
}
}
}
return qfalse;
}
qboolean NPC_EnemyTooFar(gentity_t *enemy, float dist, qboolean toShoot)
{
vec3_t vec;
if ( !toShoot )
{//Not trying to actually press fire button with this check
if ( NPC->client->ps.weapon == WP_SABER )
{//Just have to get to him
return qfalse;
}
}
if(!dist)
{
VectorSubtract(NPC->currentOrigin, enemy->currentOrigin, vec);
dist = VectorLengthSquared(vec);
}
if(dist > NPC_MaxDistSquaredForWeapon())
return qtrue;
return qfalse;
}
/*
NPC_PickEnemy
Randomly picks a living enemy from the specified team and returns it
FIXME: For now, you MUST specify an enemy team
If you specify choose closest, it will find only the closest enemy
If you specify checkVis, it will return and enemy that is visible
If you specify findPlayersFirst, it will try to find players first
You can mix and match any of those options (example: find closest visible players first)
FIXME: this should go through the snapshot and find the closest enemy
*/
gentity_t *NPC_PickEnemy( gentity_t *closestTo, int enemyTeam, qboolean checkVis, qboolean findPlayersFirst, qboolean findClosest )
{
int num_choices = 0;
int choice[128];//FIXME: need a different way to determine how many choices?
gentity_t *newenemy = NULL;
gentity_t *closestEnemy = NULL;
int entNum;
vec3_t diff;
float relDist;
float bestDist = Q3_INFINITE;
qboolean failed = qfalse;
int visChecks = (CHECK_360|CHECK_FOV|CHECK_VISRANGE);
int minVis = VIS_FOV;
if (!enemyTeam)
{
return NULL;
}
if ( NPCInfo->behaviorState == BS_STAND_AND_SHOOT ||
NPCInfo->behaviorState == BS_HUNT_AND_KILL )
{//Formations guys don't require inFov to pick up a target
//These other behavior states are active battle states and should not
//use FOV. FOV checks are for enemies who are patrolling, guarding, etc.
visChecks &= ~CHECK_FOV;
minVis = VIS_360;
}
if( findPlayersFirst )
{//try to find a player first
newenemy = &g_entities[0];
if( newenemy->client && !(newenemy->flags & FL_NOTARGET) && !(newenemy->s.eFlags & EF_NODRAW))
{
if( newenemy->health > 0 )
{
if( enemyTeam == TEAM_PLAYER || newenemy->client->playerTeam == enemyTeam ||
( enemyTeam == TEAM_PLAYER ) )
{//FIXME: check for range and FOV or vis?
if( newenemy != NPC->lastEnemy )
{//Make sure we're not just going back and forth here
if ( gi.inPVS(newenemy->currentOrigin, NPC->currentOrigin) )
{
if(NPCInfo->behaviorState == BS_INVESTIGATE || NPCInfo->behaviorState == BS_PATROL)
{
if(!NPC->enemy)
{
if(!InVisrange(newenemy))
{
failed = qtrue;
}
else if(NPC_CheckVisibility ( newenemy, CHECK_360|CHECK_FOV|CHECK_VISRANGE ) != VIS_FOV)
{
failed = qtrue;
}
}
}
if ( !failed )
{
VectorSubtract( closestTo->currentOrigin, newenemy->currentOrigin, diff );
relDist = VectorLengthSquared(diff);
if ( newenemy->client->hiddenDist > 0 )
{
if( relDist > newenemy->client->hiddenDist*newenemy->client->hiddenDist )
{
//out of hidden range
if ( VectorLengthSquared( newenemy->client->hiddenDir ) )
{//They're only hidden from a certain direction, check
float dot;
VectorNormalize( diff );
dot = DotProduct( newenemy->client->hiddenDir, diff );
if ( dot > 0.5 )
{//I'm not looking in the right dir toward them to see them
failed = qtrue;
}
else
{
Debug_Printf(debugNPCAI, DEBUG_LEVEL_INFO, "%s saw %s trying to hide - hiddenDir %s targetDir %s dot %f\n", NPC->targetname, newenemy->targetname, vtos(newenemy->client->hiddenDir), vtos(diff), dot );
}
}
else
{
failed = qtrue;
}
}
else
{
Debug_Printf(debugNPCAI, DEBUG_LEVEL_INFO, "%s saw %s trying to hide - hiddenDist %f\n", NPC->targetname, newenemy->targetname, newenemy->client->hiddenDist );
}
}
if(!failed)
{
if(findClosest)
{
if(relDist < bestDist)
{
if(!NPC_EnemyTooFar(newenemy, relDist, qfalse))
{
if(checkVis)
{
if( NPC_CheckVisibility ( newenemy, visChecks ) == minVis )
{
bestDist = relDist;
closestEnemy = newenemy;
}
}
else
{
bestDist = relDist;
closestEnemy = newenemy;
}
}
}
}
else if(!NPC_EnemyTooFar(newenemy, 0, qfalse))
{
if(checkVis)
{
if( NPC_CheckVisibility ( newenemy, CHECK_360|CHECK_FOV|CHECK_VISRANGE ) == VIS_FOV )
{
choice[num_choices++] = newenemy->s.number;
}
}
else
{
choice[num_choices++] = newenemy->s.number;
}
}
}
}
}
}
}
}
}
}
if (findClosest && closestEnemy)
{
return closestEnemy;
}
if (num_choices)
{
return &g_entities[ choice[rand() % num_choices] ];
}
/*
//FIXME: used to have an option to look *only* for the player... now...? Still need it?
if ( enemyTeam == TEAM_PLAYER )
{//couldn't find the player
return NULL;
}
*/
num_choices = 0;
bestDist = Q3_INFINITE;
closestEnemy = NULL;
for ( entNum = 0; entNum < globals.num_entities; entNum++ )
{
newenemy = &g_entities[entNum];
2013-04-04 21:05:53 +00:00
if ( newenemy != NPC && (newenemy->client || newenemy->svFlags & SVF_NONNPC_ENEMY) && !(newenemy->flags & FL_NOTARGET) && !(newenemy->s.eFlags & EF_NODRAW))
2013-04-04 14:52:42 +00:00
{
if ( newenemy->health > 0 )
{
if ( (newenemy->client && newenemy->client->playerTeam == enemyTeam) || (!newenemy->client && newenemy->noDamageTeam == enemyTeam) )
{//FIXME: check for range and FOV or vis?
2013-04-04 18:24:26 +00:00
if ( NPC->client->playerTeam == TEAM_PLAYER && enemyTeam == TEAM_PLAYER )
{//player allies turning on ourselves? How?
if ( newenemy->s.number )
{//only turn on the player, not other player allies
continue;
}
}
2013-04-04 14:52:42 +00:00
if ( newenemy != NPC->lastEnemy )
{//Make sure we're not just going back and forth here
if(!gi.inPVS(newenemy->currentOrigin, NPC->currentOrigin))
{
continue;
}
if ( NPCInfo->behaviorState == BS_INVESTIGATE || NPCInfo->behaviorState == BS_PATROL )
{
if ( !NPC->enemy )
{
if ( !InVisrange( newenemy ) )
{
continue;
}
else if ( NPC_CheckVisibility ( newenemy, CHECK_360|CHECK_FOV|CHECK_VISRANGE ) != VIS_FOV )
{
continue;
}
}
}
VectorSubtract( closestTo->currentOrigin, newenemy->currentOrigin, diff );
relDist = VectorLengthSquared(diff);
if ( newenemy->client && newenemy->client->hiddenDist > 0 )
{
if( relDist > newenemy->client->hiddenDist*newenemy->client->hiddenDist )
{
//out of hidden range
if ( VectorLengthSquared( newenemy->client->hiddenDir ) )
{//They're only hidden from a certain direction, check
float dot;
VectorNormalize( diff );
dot = DotProduct( newenemy->client->hiddenDir, diff );
if ( dot > 0.5 )
{//I'm not looking in the right dir toward them to see them
continue;
}
else
{
Debug_Printf(debugNPCAI, DEBUG_LEVEL_INFO, "%s saw %s trying to hide - hiddenDir %s targetDir %s dot %f\n", NPC->targetname, newenemy->targetname, vtos(newenemy->client->hiddenDir), vtos(diff), dot );
}
}
else
{
continue;
}
}
else
{
Debug_Printf(debugNPCAI, DEBUG_LEVEL_INFO, "%s saw %s trying to hide - hiddenDist %f\n", NPC->targetname, newenemy->targetname, newenemy->client->hiddenDist );
}
}
if ( findClosest )
{
if ( relDist < bestDist )
{
if ( !NPC_EnemyTooFar( newenemy, relDist, qfalse ) )
{
if ( checkVis )
{
//FIXME: NPCs need to be able to pick up other NPCs behind them,
//but for now, commented out because it was picking up enemies it shouldn't
//if ( NPC_CheckVisibility ( newenemy, CHECK_360|CHECK_VISRANGE ) >= VIS_360 )
if ( NPC_CheckVisibility ( newenemy, visChecks ) == minVis )
{
bestDist = relDist;
closestEnemy = newenemy;
}
}
else
{
bestDist = relDist;
closestEnemy = newenemy;
}
}
}
}
else if ( !NPC_EnemyTooFar( newenemy, 0, qfalse ) )
{
if ( checkVis )
{
//if( NPC_CheckVisibility ( newenemy, CHECK_360|CHECK_FOV|CHECK_VISRANGE ) == VIS_FOV )
if ( NPC_CheckVisibility ( newenemy, CHECK_360|CHECK_VISRANGE ) >= VIS_360 )
{
choice[num_choices++] = newenemy->s.number;
}
}
else
{
choice[num_choices++] = newenemy->s.number;
}
}
}
}
}
}
}
if (findClosest)
{//FIXME: you can pick up an enemy around a corner this way.
return closestEnemy;
}
if (!num_choices)
{
return NULL;
}
return &g_entities[ choice[rand() % num_choices] ];
}
/*
gentity_t *NPC_PickAlly ( void )
Simply returns closest visible ally
*/
gentity_t *NPC_PickAlly ( qboolean facingEachOther, float range, qboolean ignoreGroup, qboolean movingOnly )
{
gentity_t *ally = NULL;
gentity_t *closestAlly = NULL;
int entNum;
vec3_t diff;
float relDist;
float bestDist = range;
for ( entNum = 0; entNum < globals.num_entities; entNum++ )
{
ally = &g_entities[entNum];
if ( ally->client )
{
if ( ally->health > 0 )
{
if ( ally->client && ( ally->client->playerTeam == NPC->client->playerTeam ||
NPC->client->playerTeam == TEAM_ENEMY ) )// && ally->client->playerTeam == TEAM_DISGUISE ) ) )
{//if on same team or if player is disguised as your team
if ( ignoreGroup )
{
if ( ally == NPC->client->leader )
{
//reject
continue;
}
if ( ally->client && ally->client->leader && ally->client->leader == NPC )
{
//reject
continue;
}
}
if(!gi.inPVS(ally->currentOrigin, NPC->currentOrigin))
{
continue;
}
if ( movingOnly && ally->client && NPC->client )
{//They have to be moving relative to each other
if ( !DistanceSquared( ally->client->ps.velocity, NPC->client->ps.velocity ) )
{
continue;
}
}
VectorSubtract( NPC->currentOrigin, ally->currentOrigin, diff );
relDist = VectorNormalize( diff );
if ( relDist < bestDist )
{
if ( facingEachOther )
{
vec3_t vf;
float dot;
AngleVectors( ally->client->ps.viewangles, vf, NULL, NULL );
VectorNormalize(vf);
dot = DotProduct(diff, vf);
if ( dot < 0.5 )
{//Not facing in dir to me
continue;
}
//He's facing me, am I facing him?
AngleVectors( NPC->client->ps.viewangles, vf, NULL, NULL );
VectorNormalize(vf);
dot = DotProduct(diff, vf);
if ( dot > -0.5 )
{//I'm not facing opposite of dir to me
continue;
}
//I am facing him
}
if ( NPC_CheckVisibility ( ally, CHECK_360|CHECK_VISRANGE ) >= VIS_360 )
{
bestDist = relDist;
closestAlly = ally;
}
}
}
}
}
}
return closestAlly;
}
gentity_t *NPC_CheckEnemy( qboolean findNew, qboolean tooFarOk, qboolean setEnemy )
{
qboolean forcefindNew = qfalse;
gentity_t *closestTo;
gentity_t *newEnemy = NULL;
//FIXME: have a "NPCInfo->persistance" we can set to determine how long to try to shoot
//someone we can't hit? Rather than hard-coded 10?
//FIXME they shouldn't recognize enemy's death instantly
//TEMP FIX:
//if(NPC->enemy->client)
//{
// NPC->enemy->health = NPC->enemy->client->ps.stats[STAT_HEALTH];
//}
if ( NPC->enemy )
{
2013-04-04 18:24:26 +00:00
if ( !NPC->enemy->inuse )//|| NPC->enemy == NPC )//wtf? NPCs should never get mad at themselves!
2013-04-04 14:52:42 +00:00
{
if ( setEnemy )
{
G_ClearEnemy( NPC );
}
}
}
if ( NPC->svFlags & SVF_IGNORE_ENEMIES )
{//We're ignoring all enemies for now
if ( setEnemy )
{
G_ClearEnemy( NPC );
}
return NULL;
}
if ( NPC->svFlags & SVF_LOCKEDENEMY )
{//keep this enemy until dead
if ( NPC->enemy )
{
if ( (!NPC->NPC && !(NPC->svFlags & SVF_NONNPC_ENEMY) ) || NPC->enemy->health > 0 )
{//Enemy never had health (a train or info_not_null, etc) or did and is now dead (NPCs, turrets, etc)
return NULL;
}
}
NPC->svFlags &= ~SVF_LOCKEDENEMY;
}
if ( NPC->enemy )
{
if ( NPC_EnemyTooFar(NPC->enemy, 0, qfalse) )
{
if(findNew)
{//See if there is a close one and take it if so, else keep this one
forcefindNew = qtrue;
}
else if(!tooFarOk)//FIXME: don't need this extra bool any more
{
if ( setEnemy )
{
G_ClearEnemy( NPC );
}
}
}
else if ( !gi.inPVS(NPC->currentOrigin, NPC->enemy->currentOrigin ) )
{//FIXME: should this be a line-of site check?
//FIXME: a lot of things check PVS AGAIN when deciding whether
//or not to shoot, redundant!
//Should we lose the enemy?
//FIXME: if lose enemy, run lostenemyscript
if ( NPC->enemy->client && NPC->enemy->client->hiddenDist )
{//He ducked into shadow while we weren't looking
//Drop enemy and see if we should search for him
NPC_LostEnemyDecideChase();
}
else
{//If we're not chasing him, we need to lose him
//NOTE: since we no longer have bStates, really, this logic doesn't work, so never give him up
/*
switch( NPCInfo->behaviorState )
{
case BS_HUNT_AND_KILL:
//Okay to lose PVS, we're chasing them
break;
case BS_RUN_AND_SHOOT:
//FIXME: only do this if !(NPCInfo->scriptFlags&SCF_CHASE_ENEMY)
//If he's not our goalEntity, we're running somewhere else, so lose him
if ( NPC->enemy != NPCInfo->goalEntity )
{
G_ClearEnemy( NPC );
}
break;
default:
//We're not chasing him, so lose him as an enemy
G_ClearEnemy( NPC );
break;
}
*/
}
}
}
if ( NPC->enemy )
{
if ( NPC->enemy->health <= 0 || NPC->enemy->flags & FL_NOTARGET )
{
if ( setEnemy )
{
G_ClearEnemy( NPC );
}
}
}
closestTo = NPC;
//FIXME: check your defendEnt, if you have one, see if their enemy is different
//than yours, or, if they don't have one, pick the closest enemy to THEM?
if ( NPCInfo->defendEnt )
{//Trying to protect someone
if ( NPCInfo->defendEnt->health > 0 )
{//Still alive, We presume we're close to them, navigation should handle this?
if ( NPCInfo->defendEnt->enemy )
{//They were shot or acquired an enemy
if ( NPC->enemy != NPCInfo->defendEnt->enemy )
{//They have a different enemy, take it!
newEnemy = NPCInfo->defendEnt->enemy;
if ( setEnemy )
{
G_SetEnemy( NPC, NPCInfo->defendEnt->enemy );
}
}
}
else if ( NPC->enemy == NULL )
{//We don't have an enemy, so find closest to defendEnt
closestTo = NPCInfo->defendEnt;
}
}
}
if (!NPC->enemy || ( NPC->enemy && NPC->enemy->health <= 0 ) || forcefindNew )
{//FIXME: NPCs that are moving after an enemy should ignore the can't hit enemy counter- that should only be for NPCs that are standing still
//NOTE: cantHitEnemyCounter >= 100 means we couldn't hit enemy for a full
// 10 seconds, so give up. This means even if we're chasing him, we would
// try to find another enemy after 10 seconds (assuming the cantHitEnemyCounter
// is allowed to increment in a chasing bState)
qboolean foundenemy = qfalse;
if(!findNew)
{
if ( setEnemy )
{
NPC->lastEnemy = NPC->enemy;
G_ClearEnemy(NPC);
}
return NULL;
}
//If enemy dead or unshootable, look for others on out enemy's team
if ( NPC->client->enemyTeam )
{
//NOTE: this only checks vis if can't hit enemy for 10 tries, which I suppose
// means they need to find one that in more than just PVS
//newenemy = NPC_PickEnemy( closestTo, NPC->client->enemyTeam, (NPC->cantHitEnemyCounter > 10), qfalse, qtrue );//3rd parm was (NPC->enemyTeam == TEAM_STARFLEET)
//For now, made it so you ALWAYS have to check VIS
newEnemy = NPC_PickEnemy( closestTo, NPC->client->enemyTeam, qtrue, qfalse, qtrue );//3rd parm was (NPC->enemyTeam == TEAM_STARFLEET)
if ( newEnemy )
{
foundenemy = qtrue;
if ( setEnemy )
{
G_SetEnemy( NPC, newEnemy );
}
}
}
if ( !forcefindNew )
{
if ( !foundenemy )
{
if ( setEnemy )
{
NPC->lastEnemy = NPC->enemy;
G_ClearEnemy(NPC);
}
}
NPC->cantHitEnemyCounter = 0;
}
//FIXME: if we can't find any at all, go into INdependant NPC AI, pursue and kill
}
if ( NPC->enemy && NPC->enemy->client )
{
if(NPC->enemy->client->playerTeam)
{
// assert( NPC->client->playerTeam != NPC->enemy->client->playerTeam);
if( NPC->client->playerTeam != NPC->enemy->client->playerTeam )
{
NPC->client->enemyTeam = NPC->enemy->client->playerTeam;
}
}
}
return newEnemy;
}
/*
-------------------------
NPC_ClearShot
-------------------------
*/
qboolean NPC_ClearShot( gentity_t *ent )
{
if ( ( NPC == NULL ) || ( ent == NULL ) )
return qfalse;
vec3_t muzzle;
trace_t tr;
CalcEntitySpot( NPC, SPOT_WEAPON, muzzle );
// add aim error
// use weapon instead of specific npc types, although you could add certain npc classes if you wanted
// if ( NPC->client->playerTeam == TEAM_SCAVENGERS )
if( NPC->s.weapon == WP_BLASTER || NPC->s.weapon == WP_BLASTER_PISTOL ) // any other guns to check for?
{
vec3_t mins = { -2, -2, -2 };
vec3_t maxs = { 2, 2, 2 };
gi.trace ( &tr, muzzle, mins, maxs, ent->currentOrigin, NPC->s.number, MASK_SHOT );
}
else
{
gi.trace ( &tr, muzzle, NULL, NULL, ent->currentOrigin, NPC->s.number, MASK_SHOT );
}
if ( tr.startsolid || tr.allsolid )
{
return qfalse;
}
if ( tr.entityNum == ent->s.number )
return qtrue;
return qfalse;
}
/*
-------------------------
NPC_ShotEntity
-------------------------
*/
int NPC_ShotEntity( gentity_t *ent, vec3_t impactPos )
{
if ( ( NPC == NULL ) || ( ent == NULL ) )
return qfalse;
vec3_t muzzle;
vec3_t targ;
trace_t tr;
if ( NPC->s.weapon == WP_THERMAL )
{//thermal aims from slightly above head
//FIXME: what about low-angle shots, rolling the thermal under something?
vec3_t angles, forward, end;
CalcEntitySpot( NPC, SPOT_HEAD, muzzle );
VectorSet( angles, 0, NPC->client->ps.viewangles[1], 0 );
AngleVectors( angles, forward, NULL, NULL );
VectorMA( muzzle, 8, forward, end );
end[2] += 24;
gi.trace ( &tr, muzzle, vec3_origin, vec3_origin, end, NPC->s.number, MASK_SHOT );
VectorCopy( tr.endpos, muzzle );
}
else
{
CalcEntitySpot( NPC, SPOT_WEAPON, muzzle );
}
CalcEntitySpot( ent, SPOT_CHEST, targ );
// add aim error
// use weapon instead of specific npc types, although you could add certain npc classes if you wanted
// if ( NPC->client->playerTeam == TEAM_SCAVENGERS )
if( NPC->s.weapon == WP_BLASTER || NPC->s.weapon == WP_BLASTER_PISTOL ) // any other guns to check for?
{
vec3_t mins = { -2, -2, -2 };
vec3_t maxs = { 2, 2, 2 };
gi.trace ( &tr, muzzle, mins, maxs, targ, NPC->s.number, MASK_SHOT );
}
else
{
gi.trace ( &tr, muzzle, NULL, NULL, targ, NPC->s.number, MASK_SHOT );
}
//FIXME: if using a bouncing weapon like the bowcaster, should we check the reflection of the wall, too?
if ( impactPos )
{//they want to know *where* the hit would be, too
VectorCopy( tr.endpos, impactPos );
}
2013-04-04 18:02:27 +00:00
/* // NPCs should be able to shoot even if the muzzle would be inside their target
2013-04-04 14:52:42 +00:00
if ( tr.startsolid || tr.allsolid )
{
return ENTITYNUM_NONE;
}
2013-04-04 18:02:27 +00:00
*/
2013-04-04 14:52:42 +00:00
return tr.entityNum;
}
qboolean NPC_EvaluateShot( int hit, qboolean glassOK )
{
if ( !NPC->enemy )
{
return qfalse;
}
if ( hit == NPC->enemy->s.number || (&g_entities[hit] != NULL && (g_entities[hit].svFlags&SVF_GLASS_BRUSH)) )
{//can hit enemy or will hit glass, so shoot anyway
return qtrue;
}
return qfalse;
}
/*
NPC_CheckAttack
Simply checks aggression and returns true or false
*/
qboolean NPC_CheckAttack (float scale)
{
if(!scale)
scale = 1.0;
if(((float)NPCInfo->stats.aggression) * scale < Q_flrand(0, 4))
{
return qfalse;
}
if(NPCInfo->shotTime > level.time)
return qfalse;
return qtrue;
}
/*
NPC_CheckDefend
Simply checks evasion and returns true or false
*/
qboolean NPC_CheckDefend (float scale)
{
if(!scale)
scale = 1.0;
if((float)(NPCInfo->stats.evasion) > random() * 4 * scale)
return qtrue;
return qfalse;
}
//NOTE: BE SURE TO CHECK PVS BEFORE THIS!
qboolean NPC_CheckCanAttack (float attack_scale, qboolean stationary)
{
vec3_t delta, forward;
vec3_t angleToEnemy;
vec3_t hitspot, muzzle, diff, enemy_org;//, enemy_head;
float distanceToEnemy;
qboolean attack_ok = qfalse;
// qboolean duck_ok = qfalse;
qboolean dead_on = qfalse;
float aim_off;
float max_aim_off = 128 - (16 * (float)NPCInfo->stats.aim);
trace_t tr;
gentity_t *traceEnt = NULL;
if(NPC->enemy->flags & FL_NOTARGET)
{
return qfalse;
}
//FIXME: only check to see if should duck if that provides cover from the
//enemy!!!
if(!attack_scale)
{
attack_scale = 1.0;
}
//Yaw to enemy
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);
NPC->NPC->desiredYaw = angleToEnemy[YAW];
NPC_UpdateFiringAngles(qfalse, qtrue);
if( NPC_EnemyTooFar(NPC->enemy, distanceToEnemy*distanceToEnemy, qtrue) )
{//Too far away? Do not attack
return qfalse;
}
if(client->fireDelay > 0)
{//already waiting for a shot to fire
NPC->NPC->desiredPitch = angleToEnemy[PITCH];
NPC_UpdateFiringAngles(qtrue, qfalse);
return qfalse;
}
if(NPCInfo->scriptFlags & SCF_DONT_FIRE)
{
return qfalse;
}
NPCInfo->enemyLastVisibility = enemyVisibility;
//See if they're in our FOV and we have a clear shot to them
enemyVisibility = NPC_CheckVisibility ( NPC->enemy, CHECK_360|CHECK_FOV);////CHECK_PVS|
if(enemyVisibility >= VIS_FOV)
{//He's in our FOV
attack_ok = qtrue;
//CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_head);
//Check to duck
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 and don't shoot
attack_ok = qfalse;
ucmd.upmove = -127;
}
}
}
}
if(attack_ok)
{
//are we gonna hit him
//NEW: use actual forward facing
AngleVectors( client->ps.viewangles, forward, NULL, NULL );
VectorMA( muzzle, distanceToEnemy, forward, hitspot );
gi.trace( &tr, muzzle, NULL, NULL, hitspot, NPC->s.number, MASK_SHOT );
ShotThroughGlass( &tr, NPC->enemy, hitspot, MASK_SHOT );
/*
//OLD: trace regardless of facing
gi.trace ( &tr, muzzle, NULL, NULL, enemy_org, NPC->s.number, MASK_SHOT );
ShotThroughGlass(&tr, NPC->enemy, enemy_org, MASK_SHOT);
*/
traceEnt = &g_entities[tr.entityNum];
/*
if( traceEnt != NPC->enemy &&//FIXME: if someone on our team is in the way, suggest that they duck if possible
(!traceEnt || !traceEnt->client || !NPC->client->enemyTeam || NPC->client->enemyTeam != traceEnt->client->playerTeam) )
{//no, so shoot for somewhere between the head and torso
//NOTE: yes, I know this looks weird, but it works
enemy_org[0] += 0.3*Q_flrand(NPC->enemy->mins[0], NPC->enemy->maxs[0]);
enemy_org[1] += 0.3*Q_flrand(NPC->enemy->mins[1], NPC->enemy->maxs[1]);
enemy_org[2] -= NPC->enemy->maxs[2]*Q_flrand(0.0f, 1.0f);
attack_scale *= 0.75;
gi.trace ( &tr, muzzle, NULL, NULL, enemy_org, NPC->s.number, MASK_SHOT );
ShotThroughGlass(&tr, NPC->enemy, enemy_org, MASK_SHOT);
traceEnt = &g_entities[tr.entityNum];
}
*/
VectorCopy( tr.endpos, hitspot );
if( traceEnt == NPC->enemy || (traceEnt->client && NPC->client->enemyTeam && NPC->client->enemyTeam == traceEnt->client->playerTeam) )
{
dead_on = qtrue;
}
else
{
attack_scale *= 0.5;
if(NPC->client->playerTeam)
{
if(traceEnt && traceEnt->client && traceEnt->client->playerTeam)
{
if(NPC->client->playerTeam == traceEnt->client->playerTeam)
{//Don't shoot our own team
attack_ok = qfalse;
}
}
}
}
}
if( attack_ok )
{
//ok, now adjust pitch aim
VectorSubtract (hitspot, muzzle, delta);
vectoangles ( delta, angleToEnemy );
NPC->NPC->desiredPitch = angleToEnemy[PITCH];
NPC_UpdateFiringAngles(qtrue, qfalse);
if( !dead_on )
{//We're not going to hit him directly, try a suppressing fire
//see if where we're going to shoot is too far from his origin
if(traceEnt && (traceEnt->health <= 30 || EntIsGlass(traceEnt)))
{//easy to kill - go for it
if(traceEnt->e_DieFunc == dieF_ExplodeDeath_Wait && traceEnt->splashDamage)
{//going to explode, don't shoot if close to self
VectorSubtract(NPC->currentOrigin, traceEnt->currentOrigin, diff);
if(VectorLengthSquared(diff) < traceEnt->splashRadius*traceEnt->splashRadius)
{//Too close to shoot!
attack_ok = qfalse;
}
else
{//Hey, it might kill him, do it!
attack_scale *= 2;//
}
}
}
else
{
AngleVectors (client->ps.viewangles, forward, NULL, NULL);
VectorMA ( muzzle, distanceToEnemy, forward, hitspot);
VectorSubtract(hitspot, enemy_org, diff);
aim_off = VectorLength(diff);
if(aim_off > random() * max_aim_off)//FIXME: use aim value to allow poor aim?
{
attack_scale *= 0.75;
//see if where we're going to shoot is too far from his head
VectorSubtract(hitspot, enemy_org, diff);
aim_off = VectorLength(diff);
if(aim_off > random() * max_aim_off)
{
attack_ok = qfalse;
}
}
attack_scale *= (max_aim_off - aim_off + 1)/max_aim_off;
}
}
}
}
else
{//Update pitch anyway
NPC->NPC->desiredPitch = angleToEnemy[PITCH];
NPC_UpdateFiringAngles(qtrue, qfalse);
}
if( attack_ok )
{
if( NPC_CheckAttack( attack_scale ))
{//check aggression to decide if we should shoot
enemyVisibility = VIS_SHOOT;
WeaponThink(qtrue);
}
else
attack_ok = qfalse;
}
return attack_ok;
}
//========================================================================================
//OLD id-style hunt and kill
//========================================================================================
/*
IdealDistance
determines what the NPC's ideal distance from it's enemy should
be in the current situation
*/
float IdealDistance ( gentity_t *self )
{
float ideal;
ideal = 225 - 20 * NPCInfo->stats.aggression;
switch ( NPC->s.weapon )
{
case WP_ROCKET_LAUNCHER:
ideal += 200;
break;
case WP_THERMAL:
ideal += 50;
break;
/* case WP_TRICORDER:
ideal = 0;
break;
*/
case WP_SABER:
case WP_BRYAR_PISTOL:
case WP_BLASTER_PISTOL:
case WP_BLASTER:
default:
break;
}
return ideal;
}
/*QUAKED point_combat (0.7 0 0.7) (-16 -16 -24) (16 16 32) DUCK FLEE INVESTIGATE SQUAD LEAN SNIPE
NPCs in bState BS_COMBAT_POINT will find their closest empty combat_point
DUCK - NPC will duck and fire from this point, NOT IMPLEMENTED?
FLEE - Will choose this point when running
INVESTIGATE - Will look here if a sound is heard near it
SQUAD - NOT IMPLEMENTED
LEAN - Lean-type cover, NOT IMPLEMENTED
SNIPE - Snipers look for these first, NOT IMPLEMENTED
*/
void SP_point_combat( gentity_t *self )
{
if(level.numCombatPoints >= MAX_COMBAT_POINTS)
{
#ifndef FINAL_BUILD
gi.Printf(S_COLOR_RED"ERROR: Too many combat points, limit is %d\n", MAX_COMBAT_POINTS);
#endif
G_FreeEntity(self);
return;
}
self->s.origin[2] += 0.125;
G_SetOrigin(self, self->s.origin);
gi.linkentity(self);
if ( G_CheckInSolid( self, qtrue ) )
{
#ifndef FINAL_BUILD
gi.Printf( S_COLOR_RED"ERROR: combat point at %s in solid!\n", vtos(self->currentOrigin) );
#endif
}
VectorCopy( self->currentOrigin, level.combatPoints[level.numCombatPoints].origin );
level.combatPoints[level.numCombatPoints].flags = self->spawnflags;
level.combatPoints[level.numCombatPoints].occupied = qfalse;
level.numCombatPoints++;
G_FreeEntity(self);
};
void CP_FindCombatPointWaypoints( void )
{
for ( int i = 0; i < level.numCombatPoints; i++ )
{
level.combatPoints[i].waypoint = NAV_FindClosestWaypointForPoint( level.combatPoints[i].origin );
#ifndef FINAL_BUILD
if ( level.combatPoints[i].waypoint == WAYPOINT_NONE )
{
gi.Printf( S_COLOR_RED"ERROR: Combat Point at %s has no waypoint!\n", vtos(level.combatPoints[i].origin) );
}
#endif
}
}
/*
-------------------------
NPC_CollectCombatPoints
-------------------------
*/
typedef map< float, int > combatPoint_m;
static int NPC_CollectCombatPoints( const vec3_t origin, const float radius, combatPoint_m &points, const int flags )
{
float radiusSqr = (radius*radius);
float distance;
//Collect all nearest
for ( int i = 0; i < level.numCombatPoints; i++ )
{
//Must be vacant
if ( level.combatPoints[i].occupied == (int) qtrue )
continue;
//If we want a duck space, make sure this is one
if ( ( flags & CP_DUCK ) && ( level.combatPoints[i].flags & CPF_DUCK ) )
continue;
//If we want a duck space, make sure this is one
if ( ( flags & CP_FLEE ) && ( level.combatPoints[i].flags & CPF_FLEE ) )
continue;
///Make sure this is an investigate combat point
if ( ( flags & CP_INVESTIGATE ) && ( level.combatPoints[i].flags & CPF_INVESTIGATE ) )
continue;
//Squad points are only valid if we're looking for them
if ( ( level.combatPoints[i].flags & CPF_SQUAD ) && ( ( flags & CP_SQUAD ) == qfalse ) )
continue;
if ( flags&CP_NO_PVS )
{//must not be within PVS of mu current origin
if ( gi.inPVS( origin, level.combatPoints[i].origin ) )
{
continue;
}
}
if ( flags&CP_HORZ_DIST_COLL )
{
distance = DistanceHorizontalSquared( origin, level.combatPoints[i].origin );
}
else
{
distance = DistanceSquared( origin, level.combatPoints[i].origin );
}
if ( distance < radiusSqr )
{
//Using a map will sort nearest automatically
points[ distance ] = i;
}
}
return points.size();
}
/*
-------------------------
NPC_FindCombatPoint
-------------------------
*/
#define MIN_AVOID_DOT 0.75f
#define MIN_AVOID_DISTANCE 128
#define MIN_AVOID_DISTANCE_SQUARED ( MIN_AVOID_DISTANCE * MIN_AVOID_DISTANCE )
#define CP_COLLECT_RADIUS 512.0f
int NPC_FindCombatPoint( const vec3_t position, const vec3_t avoidPosition, vec3_t enemyPosition, const int flags, float avoidDist, const int ignorePoint )
{
combatPoint_m points;
int best = -1, cost, bestCost = Q3_INFINITE, waypoint = WAYPOINT_NONE;
float dist;
trace_t tr;
float collRad = CP_COLLECT_RADIUS;
if ( avoidDist <= 0 )
{
avoidDist = MIN_AVOID_DISTANCE_SQUARED;
}
else
{
avoidDist *= avoidDist;
}
if ( (flags & CP_HAS_ROUTE) || (flags & CP_NEAREST) )
{//going to be doing macro nav tests
if ( NPC->waypoint == WAYPOINT_NONE )
{
waypoint = NAV_GetNearestNode( NPC, NPC->lastWaypoint );
}
else
{
waypoint = NPC->waypoint;
}
}
//Collect our nearest points
if ( flags & CP_NO_PVS )
{//much larger radius since most will be dropped?
collRad = CP_COLLECT_RADIUS*4;
}
NPC_CollectCombatPoints( enemyPosition, collRad, points, flags );//position
combatPoint_m::iterator cpi;
STL_ITERATE( cpi, points )
{
const int i = (*cpi).second;
//Must not be one we want to ignore
if ( i == ignorePoint )
continue;
//FIXME: able to mark certain ones as too dangerous to go to for now? Like a tripmine/thermal/detpack is near or something?
//If we need a cover point, check this point
if ( ( flags & CP_COVER ) && ( NPC_ClearLOS( level.combatPoints[i].origin, enemyPosition ) == qtrue ) )//Used to use NPC->enemy
continue;
//Need a clear LOS to our target... and be within shot range to enemy position (FIXME: make this a separate CS_ flag? and pass in a range?)
if ( flags & CP_CLEAR )
{
if ( NPC_ClearLOS( level.combatPoints[i].origin, NPC->enemy ) == qfalse )
{
continue;
}
if ( NPC->s.weapon == WP_THERMAL )
{//horizontal
dist = DistanceHorizontalSquared( level.combatPoints[i].origin, NPC->enemy->currentOrigin );
}
else
{//actual
dist = DistanceSquared( level.combatPoints[i].origin, NPC->enemy->currentOrigin );
}
if ( dist > (NPCInfo->stats.visrange*NPCInfo->stats.visrange) )
{
continue;
}
}
//Avoid this position?
if ( ( flags & CP_AVOID ) && ( DistanceSquared( level.combatPoints[i].origin, position ) < avoidDist ) )//was using MIN_AVOID_DISTANCE_SQUARED, not passed in avoidDist
continue;
//Try to find a point closer to the enemy than where we are
if ( flags & CP_APPROACH_ENEMY )
{
if ( flags&CP_HORZ_DIST_COLL )
{
if ( (*cpi).first > DistanceHorizontalSquared( position, enemyPosition ) )
{
continue;
}
}
else
{
if ( (*cpi).first > DistanceSquared( position, enemyPosition ) )
{
continue;
}
}
}
//Try to find a point farther from the enemy than where we are
if ( flags & CP_RETREAT )
{
if ( flags&CP_HORZ_DIST_COLL )
{
if ( (*cpi).first < DistanceHorizontalSquared( position, enemyPosition ) )
{//it's closer, don't use it
continue;
}
}
else
{
if ( (*cpi).first < DistanceSquared( position, enemyPosition ) )
{//it's closer, don't use it
continue;
}
}
}
//We want a point on other side of the enemy from current pos
if ( flags & CP_FLANK )
{
vec3_t eDir2Me, eDir2CP;
VectorSubtract( position, enemyPosition, eDir2Me );
VectorNormalize( eDir2Me );
VectorSubtract( level.combatPoints[i].origin, enemyPosition, eDir2CP );
VectorNormalize( eDir2CP );
const float dot = DotProduct( eDir2Me, eDir2CP );
//Not far enough behind enemy from current pos
if ( dot >= 0.4 )
continue;
}
//See if we're trying to avoid our enemy
//FIXME: this needs to check for the waypoint you'll be taking to get to that combat point
if ( flags & CP_AVOID_ENEMY )
{
vec3_t eDir, gDir;
vec3_t wpOrg;
VectorSubtract( position, enemyPosition, eDir );
VectorNormalize( eDir );
/*
NAV_FindClosestWaypointForEnt( NPC, level.combatPoints[i].waypoint );
if ( NPC->waypoint != WAYPOINT_NONE && NPC->waypoint != level.combatPoints[i].waypoint )
{
navigator.GetNodePosition( NPC->waypoint, wpOrg );
}
else
*/
{
VectorCopy( level.combatPoints[i].origin, wpOrg );
}
VectorSubtract( position, wpOrg, gDir );
VectorNormalize( gDir );
float dot = DotProduct( gDir, eDir );
//Don't want to run at enemy
if ( dot >= MIN_AVOID_DOT )
continue;
//Can't be too close to the enemy
if ( DistanceSquared( wpOrg, enemyPosition ) < avoidDist )
continue;
}
//Okay, now make sure it's not blocked
gi.trace( &tr, level.combatPoints[i].origin, NPC->mins, NPC->maxs, level.combatPoints[i].origin, NPC->s.number, NPC->clipmask );
if ( tr.allsolid || tr.startsolid )
{
continue;
}
//we must have a route to the combat point
if ( flags & CP_HAS_ROUTE )
{
/*
if ( level.combatPoints[i].waypoint == WAYPOINT_NONE )
{
level.combatPoints[i].waypoint = NAV_FindClosestWaypointForPoint( level.combatPoints[i].origin );
}
*/
if ( waypoint == WAYPOINT_NONE || level.combatPoints[i].waypoint == WAYPOINT_NONE || navigator.GetBestNodeAltRoute( waypoint, level.combatPoints[i].waypoint ) == WAYPOINT_NONE )
{//can't possibly have a route to any OR can't possibly have a route to this one OR don't have a route to this one
if ( !NAV_ClearPathToPoint( NPC, NPC->mins, NPC->maxs, level.combatPoints[i].origin, NPC->clipmask, ENTITYNUM_NONE ) )
{//don't even have a clear straight path to this one
continue;
}
}
}
//We want the one with the shortest path from current pos
if ( flags & CP_NEAREST && waypoint != WAYPOINT_NONE && level.combatPoints[i].waypoint != WAYPOINT_NONE )
{
cost = navigator.GetPathCost( waypoint, level.combatPoints[i].waypoint );
if ( cost < bestCost )
{
bestCost = cost;
best = i;
}
continue;
}
//we want the combat point closest to the enemy
//if ( flags & CP_CLOSEST )
//they are sorted by this distance, so the first one to get this far is the closest
return i;
}
return best;
}
/*
-------------------------
NPC_FindSquadPoint
-------------------------
*/
int NPC_FindSquadPoint( vec3_t position )
{
float dist, nearestDist = (float)WORLD_SIZE*(float)WORLD_SIZE;
int nearestPoint = -1;
//float playerDist = DistanceSquared( g_entities[0].currentOrigin, NPC->currentOrigin );
for ( int i = 0; i < level.numCombatPoints; i++ )
{
//Squad points are only valid if we're looking for them
if ( ( level.combatPoints[i].flags & CPF_SQUAD ) == qfalse )
continue;
//Must be vacant
if ( level.combatPoints[i].occupied == qtrue )
continue;
dist = DistanceSquared( position, level.combatPoints[i].origin );
//The point cannot take us past the player
//if ( dist > ( playerDist * DotProduct( dirToPlayer, playerDir ) ) ) //FIXME: Retain this
// continue;
//See if this is closer than the others
if ( dist < nearestDist )
{
nearestPoint = i;
nearestDist = dist;
}
}
return nearestPoint;
}
/*
-------------------------
NPC_ReserveCombatPoint
-------------------------
*/
qboolean NPC_ReserveCombatPoint( int combatPointID )
{
//Make sure it's valid
if ( combatPointID > level.numCombatPoints )
return qfalse;
//Make sure it's not already occupied
if ( level.combatPoints[combatPointID].occupied )
return qfalse;
//Reserve it
level.combatPoints[combatPointID].occupied = qtrue;
return qtrue;
}
/*
-------------------------
NPC_FreeCombatPoint
-------------------------
*/
qboolean NPC_FreeCombatPoint( int combatPointID, qboolean failed )
{
if ( failed )
{//remember that this one failed for us
NPCInfo->lastFailedCombatPoint = combatPointID;
}
//Make sure it's valid
if ( combatPointID > level.numCombatPoints )
return qfalse;
//Make sure it's currently occupied
if ( level.combatPoints[combatPointID].occupied == qfalse )
return qfalse;
//Free it
level.combatPoints[combatPointID].occupied = qfalse;
return qtrue;
}
/*
-------------------------
NPC_SetCombatPoint
-------------------------
*/
qboolean NPC_SetCombatPoint( int combatPointID )
{
//Free a combat point if we already have one
if ( NPCInfo->combatPoint != -1 )
{
NPC_FreeCombatPoint( NPCInfo->combatPoint );
}
if ( NPC_ReserveCombatPoint( combatPointID ) == qfalse )
return qfalse;
NPCInfo->combatPoint = combatPointID;
return qtrue;
}
extern qboolean CheckItemCanBePickedUpByNPC( gentity_t *item, gentity_t *pickerupper );
gentity_t *NPC_SearchForWeapons( void )
{
gentity_t *found = g_entities, *bestFound = NULL;
float dist, bestDist = Q3_INFINITE;
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int i;
// for ( found = g_entities; found < &g_entities[globals.num_entities] ; found++)
for ( i = 0; i<globals.num_entities; i++)
{
// if ( !found->inuse )
// {
// continue;
// }
if(!PInUse(i))
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continue;
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found=&g_entities[i];
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//FIXME: Also look for ammo_racks that have weapons on them?
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if ( found->s.eType != ET_ITEM )
{
continue;
}
if ( found->item->giType != IT_WEAPON )
{
continue;
}
if ( found->s.eFlags & EF_NODRAW )
{
continue;
}
if ( CheckItemCanBePickedUpByNPC( found, NPC ) )
{
if ( gi.inPVS( found->currentOrigin, NPC->currentOrigin ) )
{
dist = DistanceSquared( found->currentOrigin, NPC->currentOrigin );
if ( dist < bestDist )
{
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if ( !navigator.GetBestPathBetweenEnts( NPC, found, NF_CLEAR_PATH )
|| navigator.GetBestNodeAltRoute( NPC->waypoint, found->waypoint ) == WAYPOINT_NONE )
{//can't possibly have a route to any OR can't possibly have a route to this one OR don't have a route to this one
if ( NAV_ClearPathToPoint( NPC, NPC->mins, NPC->maxs, found->currentOrigin, NPC->clipmask, ENTITYNUM_NONE ) )
{//have a clear straight path to this one
bestDist = dist;
bestFound = found;
}
}
else
{//can nav to it
bestDist = dist;
bestFound = found;
}
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}
}
}
}
return bestFound;
}
void NPC_SetPickUpGoal( gentity_t *foundWeap )
{
vec3_t org;
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//NPCInfo->goalEntity = foundWeap;
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VectorCopy( foundWeap->currentOrigin, org );
org[2] += 24 - (foundWeap->mins[2]*-1);//adjust the origin so that I am on the ground
NPC_SetMoveGoal( NPC, org, foundWeap->maxs[0]*0.75, qfalse, -1, foundWeap );
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NPCInfo->tempGoal->waypoint = foundWeap->waypoint;
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NPCInfo->tempBehavior = BS_DEFAULT;
NPCInfo->squadState = SQUAD_TRANSITION;
}
void NPC_CheckGetNewWeapon( void )
{
if ( NPC->s.weapon == WP_NONE && NPC->enemy )
{//if running away because dropped weapon...
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if ( NPCInfo->goalEntity
&& NPCInfo->goalEntity == NPCInfo->tempGoal
&& NPCInfo->goalEntity->enemy
&& !NPCInfo->goalEntity->enemy->inuse )
{//maybe was running at a weapon that was picked up
NPCInfo->goalEntity = NULL;
}
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if ( TIMER_Done( NPC, "panic" ) && NPCInfo->goalEntity == NULL )
{//need a weapon, any lying around?
gentity_t *foundWeap = NPC_SearchForWeapons();
if ( foundWeap )
{//try to nav to it
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/*
if ( !navigator.GetBestPathBetweenEnts( NPC, foundWeap, NF_CLEAR_PATH )
|| navigator.GetBestNodeAltRoute( NPC->waypoint, foundWeap->waypoint ) == WAYPOINT_NONE )
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{//can't possibly have a route to any OR can't possibly have a route to this one OR don't have a route to this one
if ( !NAV_ClearPathToPoint( NPC, NPC->mins, NPC->maxs, foundWeap->currentOrigin, NPC->clipmask, ENTITYNUM_NONE ) )
{//don't even have a clear straight path to this one
}
else
{
NPC_SetPickUpGoal( foundWeap );
}
}
else
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*/
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{
NPC_SetPickUpGoal( foundWeap );
}
}
}
}
}
void NPC_AimAdjust( int change )
{
if ( !TIMER_Exists( NPC, "aimDebounce" ) )
{
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int debounce = 500+(3-g_spskill->integer)*100;
TIMER_Set( NPC, "aimDebounce", Q_irand( debounce,debounce+1000 ) );
//int debounce = 1000+(3-g_spskill->integer)*500;
//TIMER_Set( NPC, "aimDebounce", Q_irand( debounce, debounce+2000 ) );
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return;
}
if ( TIMER_Done( NPC, "aimDebounce" ) )
{
NPCInfo->currentAim += change;
if ( NPCInfo->currentAim > NPCInfo->stats.aim )
{//can never be better than max aim
NPCInfo->currentAim = NPCInfo->stats.aim;
}
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else if ( NPCInfo->currentAim < -30 )
{//can never be worse than this
NPCInfo->currentAim = -30;
}
//Com_Printf( "%s new aim = %d\n", NPC->NPC_type, NPCInfo->currentAim );
int debounce = 500+(3-g_spskill->integer)*100;
TIMER_Set( NPC, "aimDebounce", Q_irand( debounce,debounce+1000 ) );
//int debounce = 1000+(3-g_spskill->integer)*500;
//TIMER_Set( NPC, "aimDebounce", Q_irand( debounce, debounce+2000 ) );
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}
}
void G_AimSet( gentity_t *self, int aim )
{
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if ( self->NPC )
{
self->NPC->currentAim = aim;
//Com_Printf( "%s new aim = %d\n", self->NPC_type, self->NPC->currentAim );
int debounce = 500+(3-g_spskill->integer)*100;
TIMER_Set( self, "aimDebounce", Q_irand( debounce,debounce+1000 ) );
// int debounce = 1000+(3-g_spskill->integer)*500;
// TIMER_Set( self, "aimDebounce", Q_irand( debounce,debounce+2000 ) );
}
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}