2692 lines
68 KiB
C++
2692 lines
68 KiB
C++
//NPC_combat.cpp
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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 "b_local.h"
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#include "g_nav.h"
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#include "g_navigator.h"
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extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
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extern void G_SetEnemy( gentity_t *self, gentity_t *enemy );
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extern qboolean NPC_CheckLookTarget( gentity_t *self );
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extern void NPC_ClearLookTarget( gentity_t *self );
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extern void NPC_Jedi_RateNewEnemy( gentity_t *self, gentity_t *enemy );
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extern int NAV_FindClosestWaypointForPoint( vec3_t point );
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extern int NAV_GetNearestNode( gentity_t *self, int lastNode );
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extern void G_CreateG2AttachedWeaponModel( gentity_t *ent, const char *weaponModel );
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extern qboolean PM_DroidMelee( int npc_class );
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extern CNavigator navigator;
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void ChangeWeapon( gentity_t *ent, int newWeapon );
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void G_ClearEnemy (gentity_t *self)
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{
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NPC_CheckLookTarget( self );
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if ( self->enemy )
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{
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if( self->client && self->client->renderInfo.lookTarget == self->enemy->s.number )
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{
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NPC_ClearLookTarget( self );
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}
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if ( self->NPC && self->enemy == self->NPC->goalEntity )
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{
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self->NPC->goalEntity = NULL;
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}
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//FIXME: set last enemy?
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}
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self->enemy = NULL;
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}
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/*
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-------------------------
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NPC_AngerAlert
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-------------------------
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*/
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#define ANGER_ALERT_RADIUS 512
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#define ANGER_ALERT_SOUND_RADIUS 256
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static void G_AngerAlert( gentity_t *self )
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{
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if ( self && self->NPC && (self->NPC->scriptFlags&SCF_NO_GROUPS) )
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{//I'm not a team playa...
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return;
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}
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if ( !TIMER_Done( self, "interrogating" ) )
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{//I'm interrogating, don't wake everyone else up yet... FIXME: this may never wake everyone else up, though!
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return;
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}
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//FIXME: hmm.... with all the other new alerts now, is this still neccesary or even a good idea...?
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G_AlertTeam( self, self->enemy, ANGER_ALERT_RADIUS, ANGER_ALERT_SOUND_RADIUS );
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}
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/*
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-------------------------
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G_TeamEnemy
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-------------------------
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*/
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qboolean G_TeamEnemy( gentity_t *self )
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{//FIXME: Probably a better way to do this, is a linked list of your teammates already available?
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int i;
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gentity_t *ent;
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if ( !self->client || self->client->playerTeam == TEAM_FREE )
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{
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return qfalse;
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}
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if ( self && self->NPC && (self->NPC->scriptFlags&SCF_NO_GROUPS) )
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{//I'm not a team playa...
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return qfalse;
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}
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for( i = 1; i < MAX_GENTITIES; i++ )
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{
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ent = &g_entities[i];
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if ( ent == self )
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{
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continue;
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}
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if ( ent->health <= 0 )
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{
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continue;
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}
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if ( !ent->client )
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{
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continue;
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}
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if ( ent->client->playerTeam != self->client->playerTeam )
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{//ent is not on my team
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continue;
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}
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if ( ent->enemy )
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{//they have an enemy
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if ( !ent->enemy->client || ent->enemy->client->playerTeam != self->client->playerTeam )
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{//the ent's enemy is either a normal ent or is a player/NPC that is not on my team
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return qtrue;
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}
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}
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}
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return qfalse;
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}
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/*
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-------------------------
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G_SetEnemy
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-------------------------
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*/
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void G_AimSet( gentity_t *self, int aim );
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void G_SetEnemy( gentity_t *self, gentity_t *enemy )
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{
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int event = 0;
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//Must be valid
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if ( enemy == NULL )
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return;
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//Must be valid
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if ( enemy->inuse == 0 )
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{
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return;
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}
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//Don't take the enemy if in notarget
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if ( enemy->flags & FL_NOTARGET )
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return;
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if ( !self->NPC )
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{
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self->enemy = enemy;
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return;
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}
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if ( self->NPC->confusionTime > level.time )
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{//can't pick up enemies if confused
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return;
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}
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// if ( enemy->client && enemy->client->playerTeam == TEAM_DISGUISE )
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// {//unmask the player
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// enemy->client->playerTeam = TEAM_PLAYER;
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// }
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if ( self->client && self->NPC && enemy->client && enemy->client->playerTeam == self->client->playerTeam )
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{//Probably a damn script!
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if ( self->NPC->charmedTime > level.time )
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{//Probably a damn script!
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return;
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}
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}
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if ( self->NPC && self->client && self->client->ps.weapon == WP_SABER )
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{
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//when get new enemy, set a base aggression based on what that enemy is using, how far they are, etc.
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NPC_Jedi_RateNewEnemy( self, enemy );
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}
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//NOTE: this is not necessarily true!
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//self->NPC->enemyLastSeenTime = level.time;
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if ( self->enemy == NULL )
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{
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//TEMP HACK: turn on our saber
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if ( self->health > 0 )
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{
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self->client->ps.saberActive = qtrue;
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}
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//FIXME: Have to do this to prevent alert cascading
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G_ClearEnemy( self );
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self->enemy = enemy;
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//Special case- if player is being hunted by his own people, set their enemy team correctly
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if ( self->client->playerTeam == TEAM_PLAYER && enemy->s.number == 0 )
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{
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self->client->enemyTeam = TEAM_PLAYER;
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}
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//If have an anger script, run that instead of yelling
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if( G_ActivateBehavior( self, BSET_ANGER ) )
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{
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}
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else if ( self->client && enemy->client && self->client->playerTeam != enemy->client->playerTeam )
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{
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//FIXME: Use anger when entire team has no enemy.
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// Basically, you're first one to notice enemies
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if ( self->forcePushTime < level.time ) // not currently being pushed
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{
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if ( !G_TeamEnemy( self ) )
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{//team did not have an enemy previously
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event = Q_irand(EV_ANGER1, EV_ANGER3);
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}
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}
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if ( event )
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{//yell
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G_AddVoiceEvent( self, event, 2000 );
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}
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}
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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 )
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{
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//When first get mad, aim is bad
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G_AimSet( self, Q_irand( self->NPC->stats.aim - 9, self->NPC->stats.aim - 3 ) );
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}
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//Alert anyone else in the area
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if ( Q_stricmp( "desperado", self->NPC_type ) != 0 && Q_stricmp( "paladin", self->NPC_type ) != 0 )
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{//special holodeck enemies exception
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G_AngerAlert( self );
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}
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//TEMP HACK: Stormtroopers don't fire right away!
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if ( self->s.weapon == WP_BLASTER )
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{
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if ( self->NPC && self->NPC->rank == RANK_LT )
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{
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TIMER_Set( self, "attackDelay", Q_irand( 400, 1000 ) );
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}
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else
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{
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TIMER_Set( self, "attackDelay", Q_irand( 750, 2500 ) );
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}
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}
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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
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if ( self->client->ps.weapon == WP_NONE && !Q_strncmp( self->NPC_type, "imp", 3 ) && !(self->NPC->scriptFlags & SCF_FORCED_MARCH) )
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{
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if ( self->client->ps.stats[STAT_WEAPONS] & ( 1 << WP_BLASTER ) )
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{
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ChangeWeapon( self, WP_BLASTER );
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self->client->ps.weapon = WP_BLASTER;
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self->client->ps.weaponstate = WEAPON_READY;
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G_CreateG2AttachedWeaponModel( self, weaponData[WP_BLASTER].weaponMdl );
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}
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else if ( self->client->ps.stats[STAT_WEAPONS] & ( 1 << WP_BLASTER_PISTOL ) )
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{
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ChangeWeapon( self, WP_BLASTER_PISTOL );
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self->client->ps.weapon = WP_BLASTER_PISTOL;
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self->client->ps.weaponstate = WEAPON_READY;
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G_CreateG2AttachedWeaponModel( self, weaponData[WP_BLASTER_PISTOL].weaponMdl );
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}
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}
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return;
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}
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//Otherwise, just picking up another enemy
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if ( event )
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{
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G_AddVoiceEvent( self, event, 2000 );
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}
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//Take the enemy
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G_ClearEnemy(self);
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self->enemy = enemy;
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}
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/*
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int ChooseBestWeapon( void )
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{
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int n;
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int weapon;
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// check weapons in the NPC's weapon preference order
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for ( n = 0; n < MAX_WEAPONS; n++ )
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{
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weapon = NPCInfo->weaponOrder[n];
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if ( weapon == WP_NONE )
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{
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break;
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}
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if ( !HaveWeapon( weapon ) )
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{
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continue;
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}
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if ( client->ps.ammo[weaponData[weapon].ammoIndex] )
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{
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return weapon;
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}
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}
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// check weapons serially (mainly in case a weapon is not on the NPC's list)
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for ( weapon = 1; weapon < WP_NUM_WEAPONS; weapon++ )
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{
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if ( !HaveWeapon( weapon ) )
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{
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continue;
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}
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if ( client->ps.ammo[weaponData[weapon].ammoIndex] )
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{
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return weapon;
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}
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}
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return client->ps.weapon;
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}
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*/
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void ChangeWeapon( gentity_t *ent, int newWeapon )
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{
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if ( !ent || !ent->client || !ent->NPC )
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{
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return;
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}
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ent->client->ps.weapon = newWeapon;
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ent->NPC->shotTime = 0;
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ent->NPC->burstCount = 0;
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ent->NPC->attackHold = 0;
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ent->NPC->currentAmmo = ent->client->ps.ammo[weaponData[newWeapon].ammoIndex];
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switch ( newWeapon )
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{
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case WP_BRYAR_PISTOL://prifle
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ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
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ent->NPC->burstSpacing = 1000;//attackdebounce
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break;
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case WP_BLASTER_PISTOL:
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ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
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ent->NPC->burstSpacing = 1000;//attackdebounce
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break;
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case WP_BOT_LASER://probe attack
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ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
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ent->NPC->burstSpacing = 600;//attackdebounce
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break;
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case WP_SABER:
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ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
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ent->NPC->burstSpacing = 0;//attackdebounce
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break;
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case WP_DISRUPTOR:
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ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
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if ( ent->NPC->scriptFlags & SCF_ALT_FIRE )
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{
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ent->NPC->burstSpacing = 2000;//attackdebounce
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}
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else
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{
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ent->NPC->burstSpacing = 1000;//attackdebounce
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}
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break;
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case WP_BOWCASTER:
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ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
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ent->NPC->burstSpacing = 1000;//attackdebounce
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break;
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case WP_REPEATER:
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if ( ent->NPC->scriptFlags & SCF_ALT_FIRE )
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{
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ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
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ent->NPC->burstSpacing = 2000;//attackdebounce
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}
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else
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{
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ent->NPC->aiFlags |= NPCAI_BURST_WEAPON;
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ent->NPC->burstMin = 3;
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ent->NPC->burstMean = 6;
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ent->NPC->burstMax = 10;
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if ( g_spskill->integer == 0 )
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ent->NPC->burstSpacing = 1500;//attack debounce
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else if ( g_spskill->integer == 1 )
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ent->NPC->burstSpacing = 1000;//attack debounce
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else
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ent->NPC->burstSpacing = 500;//attack debounce
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}
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break;
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case WP_DEMP2:
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ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
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ent->NPC->burstSpacing = 1000;//attackdebounce
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break;
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case WP_FLECHETTE:
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ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
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if ( ent->NPC->scriptFlags & SCF_ALT_FIRE )
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{
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ent->NPC->burstSpacing = 2000;//attackdebounce
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}
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else
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{
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ent->NPC->burstSpacing = 1000;//attackdebounce
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}
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break;
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case WP_ROCKET_LAUNCHER:
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ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
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ent->NPC->burstSpacing = 2500;//attackdebounce
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break;
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case WP_THERMAL:
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ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
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ent->NPC->burstSpacing = 3000;//attackdebounce
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break;
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/*
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case WP_SABER:
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ent->NPC->aiFlags |= NPCAI_BURST_WEAPON;
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ent->NPC->burstMin = 5;//0.5 sec
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ent->NPC->burstMean = 10;//1 second
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ent->NPC->burstMax = 20;//3 seconds
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ent->NPC->burstSpacing = 2000;//2 seconds
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ent->NPC->attackHold = 1000;//Hold attack button for a 1-second burst
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break;
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case WP_TRICORDER:
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ent->NPC->aiFlags |= NPCAI_BURST_WEAPON;
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ent->NPC->burstMin = 5;
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ent->NPC->burstMean = 10;
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ent->NPC->burstMax = 30;
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ent->NPC->burstSpacing = 1000;
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break;
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*/
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case WP_BLASTER:
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if ( ent->NPC->scriptFlags & SCF_ALT_FIRE )
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{
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ent->NPC->aiFlags |= NPCAI_BURST_WEAPON;
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ent->NPC->burstMin = 3;
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ent->NPC->burstMean = 3;
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ent->NPC->burstMax = 3;
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if ( g_spskill->integer == 0 )
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ent->NPC->burstSpacing = 1500;//attack debounce
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else if ( g_spskill->integer == 1 )
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ent->NPC->burstSpacing = 1000;//attack debounce
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else
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ent->NPC->burstSpacing = 500;//attack debounce
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}
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else
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{
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ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
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ent->NPC->burstSpacing = 1000;//attackdebounce
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}
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break;
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case WP_MELEE:
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ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
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ent->NPC->burstSpacing = 1000;//attackdebounce
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break;
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case WP_ATST_MAIN:
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case WP_ATST_SIDE:
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ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
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ent->NPC->burstSpacing = 1000;//attackdebounce
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break;
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case WP_EMPLACED_GUN:
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//FIXME: give some designer-control over this?
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if ( ent->client && ent->client->NPC_class == CLASS_REELO )
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{
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ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
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if ( g_spskill->integer == 0 )
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ent->NPC->burstSpacing = 300;//attack debounce
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else if ( g_spskill->integer == 1 )
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ent->NPC->burstSpacing = 200;//attack debounce
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else
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ent->NPC->burstSpacing = 100;//attack debounce
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}
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else
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{
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ent->NPC->aiFlags |= NPCAI_BURST_WEAPON;
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ent->NPC->burstMin = 2; // 3 shots, really
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ent->NPC->burstMean = 2;
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ent->NPC->burstMax = 2;
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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.
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{
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if ( g_spskill->integer == 0 )
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{
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ent->NPC->burstSpacing = ent->owner->wait + 400;//attack debounce
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ent->NPC->burstMin = ent->NPC->burstMax = 1; // two shots
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}
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else if ( g_spskill->integer == 1 )
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{
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ent->NPC->burstSpacing = ent->owner->wait + 200;//attack debounce
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}
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else
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{
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ent->NPC->burstSpacing = ent->owner->wait;//attack debounce
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}
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}
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else
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{
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if ( g_spskill->integer == 0 )
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{
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ent->NPC->burstSpacing = 1200;//attack debounce
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ent->NPC->burstMin = ent->NPC->burstMax = 1; // two shots
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}
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else if ( g_spskill->integer == 1 )
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{
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ent->NPC->burstSpacing = 1000;//attack debounce
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}
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else
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{
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ent->NPC->burstSpacing = 800;//attack debounce
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}
|
|
}
|
|
}
|
|
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;
|
|
}
|
|
if ( changing && NPC->weaponModel != -1 )
|
|
{
|
|
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...
|
|
client->fireDelay = 1300;
|
|
}
|
|
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;
|
|
|
|
//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];
|
|
|
|
if ( (newenemy->client || newenemy->svFlags & SVF_NONNPC_ENEMY) && !(newenemy->flags & FL_NOTARGET) && !(newenemy->s.eFlags & EF_NODRAW))
|
|
{
|
|
if ( newenemy->health > 0 )
|
|
{
|
|
if ( (newenemy->client && newenemy->client->playerTeam == enemyTeam) || (!newenemy->client && newenemy->noDamageTeam == enemyTeam) )
|
|
{//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))
|
|
{
|
|
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 )
|
|
{
|
|
if ( !NPC->enemy->inuse )
|
|
{
|
|
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 );
|
|
}
|
|
if ( tr.startsolid || tr.allsolid )
|
|
{
|
|
return ENTITYNUM_NONE;
|
|
}
|
|
|
|
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;
|
|
|
|
for ( found = g_entities; found < &g_entities[globals.num_entities] ; found++)
|
|
{
|
|
if ( !found->inuse )
|
|
{
|
|
continue;
|
|
}
|
|
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 )
|
|
{
|
|
bestDist = dist;
|
|
bestFound = found;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return bestFound;
|
|
}
|
|
|
|
void NPC_SetPickUpGoal( gentity_t *foundWeap )
|
|
{
|
|
vec3_t org;
|
|
|
|
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 );
|
|
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...
|
|
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
|
|
if ( !navigator.GetBestPathBetweenEnts( NPC, foundWeap, NF_CLEAR_PATH ) || navigator.GetBestNodeAltRoute( NPC->waypoint, foundWeap->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, foundWeap->currentOrigin, NPC->clipmask, ENTITYNUM_NONE ) )
|
|
{//don't even have a clear straight path to this one
|
|
}
|
|
else
|
|
{
|
|
NPC_SetPickUpGoal( foundWeap );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
NPC_SetPickUpGoal( foundWeap );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void NPC_AimAdjust( int change )
|
|
{
|
|
if ( !TIMER_Exists( NPC, "aimDebounce" ) )
|
|
{
|
|
TIMER_Set( NPC, "aimDebounce", Q_irand( 1500, 4000 ) );
|
|
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;
|
|
}
|
|
TIMER_Set( NPC, "aimDebounce", Q_irand( 1500, 4000 ) );
|
|
}
|
|
}
|
|
|
|
void G_AimSet( gentity_t *self, int aim )
|
|
{
|
|
self->NPC->currentAim = aim;
|
|
TIMER_Set( self, "aimDebounce", Q_irand( 1500, 4000 ) );
|
|
}
|