jedioutcast/code/game/NPC_senses.cpp
2013-04-04 16:05:53 -05:00

940 lines
25 KiB
C++

//NPC_senses.cpp
// leave this line at the top for all NPC_xxxx.cpp files...
#include "g_headers.h"
#include "b_local.h"
#ifdef _DEBUG
#include <float.h>
#endif
extern int eventClearTime;
/*
qboolean G_ClearLineOfSight(const vec3_t point1, const vec3_t point2, int ignore, int clipmask)
returns true if can see from point 1 to 2, even through glass (1 pane)- doesn't work with portals
*/
qboolean G_ClearLineOfSight(const vec3_t point1, const vec3_t point2, int ignore, int clipmask)
{
trace_t tr;
gi.trace ( &tr, point1, NULL, NULL, point2, ignore, clipmask );
if ( tr.fraction == 1.0 )
{
return qtrue;
}
gentity_t *hit = &g_entities[ tr.entityNum ];
if(EntIsGlass(hit))
{
vec3_t newpoint1;
VectorCopy(tr.endpos, newpoint1);
gi.trace (&tr, newpoint1, NULL, NULL, point2, hit->s.number, clipmask );
if ( tr.fraction == 1.0 )
{
return qtrue;
}
}
return qfalse;
}
/*
CanSee
determine if NPC can see an entity
This is a straight line trace check. This function does not look at PVS or FOV,
or take any AI related factors (for example, the NPC's reaction time) into account
FIXME do we need fat and thin version of this?
*/
qboolean CanSee ( gentity_t *ent )
{
trace_t tr;
vec3_t eyes;
vec3_t spot;
CalcEntitySpot( NPC, SPOT_HEAD_LEAN, eyes );
CalcEntitySpot( ent, SPOT_ORIGIN, spot );
gi.trace ( &tr, eyes, NULL, NULL, spot, NPC->s.number, MASK_OPAQUE );
ShotThroughGlass (&tr, ent, spot, MASK_OPAQUE);
if ( tr.fraction == 1.0 )
{
return qtrue;
}
CalcEntitySpot( ent, SPOT_HEAD, spot );
gi.trace ( &tr, eyes, NULL, NULL, spot, NPC->s.number, MASK_OPAQUE );
ShotThroughGlass (&tr, ent, spot, MASK_OPAQUE);
if ( tr.fraction == 1.0 )
{
return qtrue;
}
CalcEntitySpot( ent, SPOT_LEGS, spot );
gi.trace ( &tr, eyes, NULL, NULL, spot, NPC->s.number, MASK_OPAQUE );
ShotThroughGlass (&tr, ent, spot, MASK_OPAQUE);
if ( tr.fraction == 1.0 )
{
return qtrue;
}
return qfalse;
}
qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold = 0.0f )
{
vec3_t dir, forward, angles;
float dot;
VectorSubtract( spot, from, dir );
dir[2] = 0;
VectorNormalize( dir );
VectorCopy( fromAngles, angles );
angles[0] = 0;
AngleVectors( angles, forward, NULL, NULL );
dot = DotProduct( dir, forward );
return (dot > threshHold);
}
/*
InFOV
IDEA: further off to side of FOV range, higher chance of failing even if technically in FOV,
keep core of 50% to sides as always succeeding
*/
//Position compares
qboolean InFOV( vec3_t spot, vec3_t from, vec3_t fromAngles, int hFOV, int vFOV )
{
vec3_t deltaVector, angles, deltaAngles;
VectorSubtract ( spot, from, deltaVector );
vectoangles ( deltaVector, angles );
deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] );
deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] );
if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV )
{
return qtrue;
}
return qfalse;
}
//NPC to position
qboolean InFOV( vec3_t origin, gentity_t *from, int hFOV, int vFOV )
{
vec3_t fromAngles, eyes;
if( from->client )
{
VectorCopy(from->client->ps.viewangles, fromAngles);
}
else
{
VectorCopy(from->s.angles, fromAngles);
}
CalcEntitySpot( from, SPOT_HEAD, eyes );
return InFOV( origin, eyes, fromAngles, hFOV, vFOV );
}
//Entity to entity
qboolean InFOV ( gentity_t *ent, gentity_t *from, int hFOV, int vFOV )
{
vec3_t eyes;
vec3_t spot;
vec3_t deltaVector;
vec3_t angles, fromAngles;
vec3_t deltaAngles;
if( from->client )
{
if( !VectorCompare( from->client->renderInfo.eyeAngles, vec3_origin ) )
{//Actual facing of tag_head!
//NOTE: Stasis aliens may have a problem with this?
VectorCopy( from->client->renderInfo.eyeAngles, fromAngles );
}
else
{
VectorCopy( from->client->ps.viewangles, fromAngles );
}
}
else
{
VectorCopy(from->s.angles, fromAngles);
}
CalcEntitySpot( from, SPOT_HEAD_LEAN, eyes );
CalcEntitySpot( ent, SPOT_ORIGIN, spot );
VectorSubtract ( spot, eyes, deltaVector);
vectoangles ( deltaVector, angles );
deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] );
deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] );
if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV )
{
return qtrue;
}
CalcEntitySpot( ent, SPOT_HEAD, spot );
VectorSubtract ( spot, eyes, deltaVector);
vectoangles ( deltaVector, angles );
deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] );
deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] );
if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV )
{
return qtrue;
}
CalcEntitySpot( ent, SPOT_LEGS, spot );
VectorSubtract ( spot, eyes, deltaVector);
vectoangles ( deltaVector, angles );
deltaAngles[PITCH] = AngleDelta ( fromAngles[PITCH], angles[PITCH] );
deltaAngles[YAW] = AngleDelta ( fromAngles[YAW], angles[YAW] );
if ( fabs ( deltaAngles[PITCH] ) <= vFOV && fabs ( deltaAngles[YAW] ) <= hFOV )
{
return qtrue;
}
return qfalse;
}
qboolean InVisrange ( gentity_t *ent )
{//FIXME: make a calculate visibility for ents that takes into account
//lighting, movement, turning, crouch/stand up, other anims, hide brushes, etc.
vec3_t eyes;
vec3_t spot;
vec3_t deltaVector;
float visrange = (NPCInfo->stats.visrange*NPCInfo->stats.visrange);
CalcEntitySpot( NPC, SPOT_HEAD_LEAN, eyes );
CalcEntitySpot( ent, SPOT_ORIGIN, spot );
VectorSubtract ( spot, eyes, deltaVector);
/*if(ent->client)
{
float vel, avel;
if(ent->client->ps.velocity[0] || ent->client->ps.velocity[1] || ent->client->ps.velocity[2])
{
vel = VectorLength(ent->client->ps.velocity);
if(vel > 128)
{
visrange += visrange * (vel/256);
}
}
if(ent->avelocity[0] || ent->avelocity[1] || ent->avelocity[2])
{//FIXME: shouldn't they need to have line of sight to you to detect this?
avel = VectorLength(ent->avelocity);
if(avel > 15)
{
visrange += visrange * (avel/60);
}
}
}*/
if(VectorLengthSquared(deltaVector) > visrange)
{
return qfalse;
}
return qtrue;
}
/*
NPC_CheckVisibility
*/
visibility_t NPC_CheckVisibility ( gentity_t *ent, int flags )
{
// flags should never be 0
if ( !flags )
{
return VIS_NOT;
}
// check PVS
if ( flags & CHECK_PVS )
{
if ( !gi.inPVS ( ent->currentOrigin, NPC->currentOrigin ) )
{
return VIS_NOT;
}
}
if ( !(flags & (CHECK_360|CHECK_FOV|CHECK_SHOOT)) )
{
return VIS_PVS;
}
// check within visrange
if (flags & CHECK_VISRANGE)
{
if( !InVisrange ( ent ) )
{
return VIS_PVS;
}
}
// check 360 degree visibility
//Meaning has to be a direct line of site
if ( flags & CHECK_360 )
{
if ( !CanSee ( ent ) )
{
return VIS_PVS;
}
}
if ( !(flags & (CHECK_FOV|CHECK_SHOOT)) )
{
return VIS_360;
}
// check FOV
if ( flags & CHECK_FOV )
{
if ( !InFOV ( ent, NPC, NPCInfo->stats.hfov, NPCInfo->stats.vfov) )
{
return VIS_360;
}
}
if ( !(flags & CHECK_SHOOT) )
{
return VIS_FOV;
}
// check shootability
if ( flags & CHECK_SHOOT )
{
if ( !CanShoot ( ent, NPC ) )
{
return VIS_FOV;
}
}
return VIS_SHOOT;
}
/*
-------------------------
NPC_CheckSoundEvents
-------------------------
*/
static int G_CheckSoundEvents( gentity_t *self, float maxHearDist, int ignoreAlert, qboolean mustHaveOwner, int minAlertLevel )
{
int bestEvent = -1;
int bestAlert = -1;
int bestTime = -1;
float dist, radius;
maxHearDist *= maxHearDist;
for ( int i = 0; i < level.numAlertEvents; i++ )
{
//are we purposely ignoring this alert?
if ( i == ignoreAlert )
continue;
//We're only concerned about sounds
if ( level.alertEvents[i].type != AET_SOUND )
continue;
//must be at least this noticable
if ( level.alertEvents[i].level < minAlertLevel )
continue;
//must have an owner?
if ( mustHaveOwner && !level.alertEvents[i].owner )
continue;
//Must be within range
dist = DistanceSquared( level.alertEvents[i].position, self->currentOrigin );
//can't hear it
if ( dist > maxHearDist )
continue;
radius = level.alertEvents[i].radius * level.alertEvents[i].radius;
if ( dist > radius )
continue;
if ( level.alertEvents[i].addLight )
{//a quiet sound, must have LOS to hear it
if ( G_ClearLOS( self, level.alertEvents[i].position ) == qfalse )
{//no LOS, didn't hear it
continue;
}
}
//See if this one takes precedence over the previous one
if ( level.alertEvents[i].level >= bestAlert //higher alert level
|| (level.alertEvents[i].level==bestAlert&&level.alertEvents[i].timestamp >= bestTime) )//same alert level, but this one is newer
{//NOTE: equal is better because it's later in the array
bestEvent = i;
bestAlert = level.alertEvents[i].level;
bestTime = level.alertEvents[i].timestamp;
}
}
return bestEvent;
}
float G_GetLightLevel( vec3_t pos, vec3_t fromDir )
{
vec3_t ambient={0}, directed, lightDir;
float lightLevel;
cgi_R_GetLighting( pos, ambient, directed, lightDir );
lightLevel = VectorLength( ambient ) + (VectorLength( directed )*DotProduct( lightDir, fromDir ));
return lightLevel;
}
/*
-------------------------
NPC_CheckSightEvents
-------------------------
*/
static int G_CheckSightEvents( gentity_t *self, int hFOV, int vFOV, float maxSeeDist, int ignoreAlert, qboolean mustHaveOwner, int minAlertLevel )
{
int bestEvent = -1;
int bestAlert = -1;
int bestTime = -1;
float dist, radius;
maxSeeDist *= maxSeeDist;
for ( int i = 0; i < level.numAlertEvents; i++ )
{
//are we purposely ignoring this alert?
if ( i == ignoreAlert )
continue;
//We're only concerned about sounds
if ( level.alertEvents[i].type != AET_SIGHT )
continue;
//must be at least this noticable
if ( level.alertEvents[i].level < minAlertLevel )
continue;
//must have an owner?
if ( mustHaveOwner && !level.alertEvents[i].owner )
continue;
//Must be within range
dist = DistanceSquared( level.alertEvents[i].position, self->currentOrigin );
//can't see it
if ( dist > maxSeeDist )
continue;
radius = level.alertEvents[i].radius * level.alertEvents[i].radius;
if ( dist > radius )
continue;
//Must be visible
if ( InFOV( level.alertEvents[i].position, self, hFOV, vFOV ) == qfalse )
continue;
if ( G_ClearLOS( self, level.alertEvents[i].position ) == qfalse )
continue;
//FIXME: possibly have the light level at this point affect the
// visibility/alert level of this event? Would also
// need to take into account how bright the event
// itself is. A lightsaber would stand out more
// in the dark... maybe pass in a light level that
// is added to the actual light level at this position?
//See if this one takes precedence over the previous one
if ( level.alertEvents[i].level >= bestAlert //higher alert level
|| (level.alertEvents[i].level==bestAlert&&level.alertEvents[i].timestamp >= bestTime) )//same alert level, but this one is newer
{//NOTE: equal is better because it's later in the array
bestEvent = i;
bestAlert = level.alertEvents[i].level;
bestTime = level.alertEvents[i].timestamp;
}
}
return bestEvent;
}
/*
-------------------------
NPC_CheckAlertEvents
NOTE: Should all NPCs create alertEvents too so they can detect each other?
-------------------------
*/
int G_CheckAlertEvents( gentity_t *self, qboolean checkSight, qboolean checkSound, float maxSeeDist, float maxHearDist, int ignoreAlert, qboolean mustHaveOwner, int minAlertLevel )
{
if ( &g_entities[0] == NULL || g_entities[0].health <= 0 )
{
//player is dead
return -1;
}
int bestSoundEvent = -1;
int bestSightEvent = -1;
int bestSoundAlert = -1;
int bestSightAlert = -1;
//get sound event
bestSoundEvent = G_CheckSoundEvents( self, maxHearDist, ignoreAlert, mustHaveOwner, minAlertLevel );
//get sound event alert level
if ( bestSoundEvent >= 0 )
{
bestSoundAlert = level.alertEvents[bestSoundEvent].level;
}
//get sight event
if ( self->NPC )
{
bestSightEvent = G_CheckSightEvents( self, self->NPC->stats.hfov, self->NPC->stats.vfov, maxSeeDist, ignoreAlert, mustHaveOwner, minAlertLevel );
}
else
{
bestSightEvent = G_CheckSightEvents( self, 80, 80, maxSeeDist, ignoreAlert, mustHaveOwner, minAlertLevel );//FIXME: look at cg_view to get more accurate numbers?
}
//get sight event alert level
if ( bestSightEvent >= 0 )
{
bestSightAlert = level.alertEvents[bestSightEvent].level;
}
//return the one that has a higher alert (or sound if equal)
//FIXME: This doesn't take the distance of the event into account
if ( bestSightEvent >= 0 && bestSightAlert > bestSoundAlert )
{//valid best sight event, more important than the sound event
//get the light level of the alert event for this checker
vec3_t eyePoint, sightDir;
//get eye point
CalcEntitySpot( self, SPOT_HEAD_LEAN, eyePoint );
VectorSubtract( level.alertEvents[bestSightEvent].position, eyePoint, sightDir );
level.alertEvents[bestSightEvent].light = level.alertEvents[bestSightEvent].addLight + G_GetLightLevel( level.alertEvents[bestSightEvent].position, sightDir );
//return the sight event
return bestSightEvent;
}
//return the sound event
return bestSoundEvent;
}
int NPC_CheckAlertEvents( qboolean checkSight, qboolean checkSound, int ignoreAlert, qboolean mustHaveOwner, int minAlertLevel )
{
return G_CheckAlertEvents( NPC, checkSight, checkSound, NPCInfo->stats.visrange, NPCInfo->stats.earshot, ignoreAlert, mustHaveOwner, minAlertLevel );
}
qboolean G_CheckForDanger( gentity_t *self, int alertEvent )
{//FIXME: more bStates need to call this?
if ( alertEvent == -1 )
{
return qfalse;
}
if ( level.alertEvents[alertEvent].level >= AEL_DANGER )
{//run away!
if ( !level.alertEvents[alertEvent].owner || !level.alertEvents[alertEvent].owner->client || (level.alertEvents[alertEvent].owner!=self&&level.alertEvents[alertEvent].owner->client->playerTeam!=self->client->playerTeam) )
{
if ( self->NPC )
{
if ( self->NPC->scriptFlags & SCF_DONT_FLEE )
{//can't flee
return qfalse;
}
else
{
NPC_StartFlee( level.alertEvents[alertEvent].owner, level.alertEvents[alertEvent].position, level.alertEvents[alertEvent].level, 3000, 6000 );
return qtrue;
}
}
else
{
return qtrue;
}
}
}
return qfalse;
}
qboolean NPC_CheckForDanger( int alertEvent )
{//FIXME: more bStates need to call this?
return G_CheckForDanger( NPC, alertEvent );
}
/*
-------------------------
AddSoundEvent
-------------------------
*/
qboolean RemoveOldestAlert( void );
void AddSoundEvent( gentity_t *owner, vec3_t position, float radius, alertEventLevel_e alertLevel, qboolean needLOS )
{
//FIXME: Handle this in another manner?
if ( level.numAlertEvents >= MAX_ALERT_EVENTS )
{
if ( !RemoveOldestAlert() )
{//how could that fail?
return;
}
}
if ( owner == NULL && alertLevel < AEL_DANGER ) //allows un-owned danger alerts
return;
//FIXME: if owner is not a player or player ally, and there are no player allies present,
// perhaps we don't need to store the alert... unless we want the player to
// react to enemy alert events in some way?
#ifdef _DEBUG
assert( !_isnan(position[0]) && !_isnan(position[1]) && !_isnan(position[2]) );
#endif
VectorCopy( position, level.alertEvents[ level.numAlertEvents ].position );
level.alertEvents[ level.numAlertEvents ].radius = radius;
level.alertEvents[ level.numAlertEvents ].level = alertLevel;
level.alertEvents[ level.numAlertEvents ].type = AET_SOUND;
level.alertEvents[ level.numAlertEvents ].owner = owner;
if ( needLOS )
{//a very low-level sound, when check this sound event, check for LOS
level.alertEvents[ level.numAlertEvents ].addLight = 1; //will force an LOS trace on this sound
}
else
{
level.alertEvents[ level.numAlertEvents ].addLight = 0; //will force an LOS trace on this sound
}
level.alertEvents[ level.numAlertEvents ].ID = level.curAlertID++;
level.alertEvents[ level.numAlertEvents ].timestamp = level.time;
level.numAlertEvents++;
}
/*
-------------------------
AddSightEvent
-------------------------
*/
void AddSightEvent( gentity_t *owner, vec3_t position, float radius, alertEventLevel_e alertLevel, float addLight )
{
//FIXME: Handle this in another manner?
if ( level.numAlertEvents >= MAX_ALERT_EVENTS )
{
if ( !RemoveOldestAlert() )
{//how could that fail?
return;
}
}
if ( owner == NULL && alertLevel < AEL_DANGER ) //allows un-owned danger alerts
return;
//FIXME: if owner is not a player or player ally, and there are no player allies present,
// perhaps we don't need to store the alert... unless we want the player to
// react to enemy alert events in some way?
#ifdef _DEBUG
assert( !_isnan(position[0]) && !_isnan(position[1]) && !_isnan(position[2]) );
#endif
VectorCopy( position, level.alertEvents[ level.numAlertEvents ].position );
level.alertEvents[ level.numAlertEvents ].radius = radius;
level.alertEvents[ level.numAlertEvents ].level = alertLevel;
level.alertEvents[ level.numAlertEvents ].type = AET_SIGHT;
level.alertEvents[ level.numAlertEvents ].owner = owner;
level.alertEvents[ level.numAlertEvents ].addLight = addLight; //will get added to actual light at that point when it's checked
level.alertEvents[ level.numAlertEvents ].ID = level.curAlertID++;
level.alertEvents[ level.numAlertEvents ].timestamp = level.time;
level.numAlertEvents++;
}
/*
-------------------------
ClearPlayerAlertEvents
-------------------------
*/
void ClearPlayerAlertEvents( void )
{
int curNumAlerts = level.numAlertEvents;
//loop through them all (max 32)
for ( int i = 0; i < curNumAlerts; i++ )
{
//see if the event is old enough to delete
if ( level.alertEvents[i].timestamp && level.alertEvents[i].timestamp + ALERT_CLEAR_TIME < level.time )
{//this event has timed out
//drop the count
level.numAlertEvents--;
//shift the rest down
if ( level.numAlertEvents > 0 )
{//still have more in the array
if ( (i+1) < MAX_ALERT_EVENTS )
{
memmove( &level.alertEvents[i], &level.alertEvents[i+1], sizeof(alertEvent_t)*(MAX_ALERT_EVENTS-(i+1) ) );
}
}
else
{//just clear this one... or should we clear the whole array?
memset( &level.alertEvents[i], 0, sizeof( alertEvent_t ) );
}
}
}
//make sure this never drops below zero... if it does, something very very bad happened
assert( level.numAlertEvents >= 0 );
if ( eventClearTime < level.time )
{//this is just a 200ms debouncer so things that generate constant alerts (like corpses and missiles) add an alert every 200 ms
eventClearTime = level.time + ALERT_CLEAR_TIME;
}
}
qboolean RemoveOldestAlert( void )
{
int oldestEvent = -1, oldestTime = Q3_INFINITE;
//loop through them all (max 32)
for ( int i = 0; i < level.numAlertEvents; i++ )
{
//see if the event is old enough to delete
if ( level.alertEvents[i].timestamp < oldestTime )
{
oldestEvent = i;
oldestTime = level.alertEvents[i].timestamp;
}
}
if ( oldestEvent != -1 )
{
//drop the count
level.numAlertEvents--;
//shift the rest down
if ( level.numAlertEvents > 0 )
{//still have more in the array
if ( (oldestEvent+1) < MAX_ALERT_EVENTS )
{
memmove( &level.alertEvents[oldestEvent], &level.alertEvents[oldestEvent+1], sizeof(alertEvent_t)*(MAX_ALERT_EVENTS-(oldestEvent+1) ) );
}
}
else
{//just clear this one... or should we clear the whole array?
memset( &level.alertEvents[oldestEvent], 0, sizeof( alertEvent_t ) );
}
}
//make sure this never drops below zero... if it does, something very very bad happened
assert( level.numAlertEvents >= 0 );
//return true is have room for one now
return (level.numAlertEvents<MAX_ALERT_EVENTS);
}
/*
-------------------------
G_ClearLOS
-------------------------
*/
// Position to position
qboolean G_ClearLOS( gentity_t *self, const vec3_t start, const vec3_t end )
{
trace_t tr;
int traceCount = 0;
//FIXME: ENTITYNUM_NONE ok?
gi.trace ( &tr, start, NULL, NULL, end, ENTITYNUM_NONE, CONTENTS_OPAQUE/*CONTENTS_SOLID*//*(CONTENTS_SOLID|CONTENTS_MONSTERCLIP)*/ );
while ( tr.fraction < 1.0 && traceCount < 3 )
{//can see through 3 panes of glass
if ( tr.entityNum < ENTITYNUM_WORLD )
{
if ( &g_entities[tr.entityNum] != NULL && (g_entities[tr.entityNum].svFlags&SVF_GLASS_BRUSH) )
{//can see through glass, trace again, ignoring me
gi.trace ( &tr, tr.endpos, NULL, NULL, end, tr.entityNum, MASK_OPAQUE );
traceCount++;
continue;
}
}
return qfalse;
}
if ( tr.fraction == 1.0 )
return qtrue;
return qfalse;
}
//Entity to position
qboolean G_ClearLOS( gentity_t *self, gentity_t *ent, const vec3_t end )
{
vec3_t eyes;
CalcEntitySpot( ent, SPOT_HEAD_LEAN, eyes );
return G_ClearLOS( self, eyes, end );
}
//Position to entity
qboolean G_ClearLOS( gentity_t *self, const vec3_t start, gentity_t *ent )
{
vec3_t spot;
//Look for the chest first
CalcEntitySpot( ent, SPOT_ORIGIN, spot );
if ( G_ClearLOS( self, start, spot ) )
return qtrue;
//Look for the head next
CalcEntitySpot( ent, SPOT_HEAD_LEAN, spot );
if ( G_ClearLOS( self, start, spot ) )
return qtrue;
return qfalse;
}
//NPC's eyes to entity
qboolean G_ClearLOS( gentity_t *self, gentity_t *ent )
{
vec3_t eyes;
//Calculate my position
CalcEntitySpot( self, SPOT_HEAD_LEAN, eyes );
return G_ClearLOS( self, eyes, ent );
}
//NPC's eyes to position
qboolean G_ClearLOS( gentity_t *self, const vec3_t end )
{
vec3_t eyes;
//Calculate the my position
CalcEntitySpot( self, SPOT_HEAD_LEAN, eyes );
return G_ClearLOS( self, eyes, end );
}
/*
-------------------------
NPC_GetFOVPercentage
-------------------------
*/
float NPC_GetHFOVPercentage( vec3_t spot, vec3_t from, vec3_t facing, float hFOV )
{
vec3_t deltaVector, angles;
float delta;
VectorSubtract ( spot, from, deltaVector );
vectoangles ( deltaVector, angles );
delta = fabs( AngleDelta ( facing[YAW], angles[YAW] ) );
if ( delta > hFOV )
return 0.0f;
return ( ( hFOV - delta ) / hFOV );
}
/*
-------------------------
NPC_GetVFOVPercentage
-------------------------
*/
float NPC_GetVFOVPercentage( vec3_t spot, vec3_t from, vec3_t facing, float vFOV )
{
vec3_t deltaVector, angles;
float delta;
VectorSubtract ( spot, from, deltaVector );
vectoangles ( deltaVector, angles );
delta = fabs( AngleDelta ( facing[PITCH], angles[PITCH] ) );
if ( delta > vFOV )
return 0.0f;
return ( ( vFOV - delta ) / vFOV );
}
#define MAX_INTEREST_DIST ( 256 * 256 )
/*
-------------------------
NPC_FindLocalInterestPoint
-------------------------
*/
int G_FindLocalInterestPoint( gentity_t *self )
{
int i, bestPoint = ENTITYNUM_NONE;
float dist, bestDist = Q3_INFINITE;
vec3_t diffVec, eyes;
CalcEntitySpot( self, SPOT_HEAD_LEAN, eyes );
for ( i = 0; i < level.numInterestPoints; i++ )
{
//Don't ignore portals? If through a portal, need to look at portal!
if ( gi.inPVS( level.interestPoints[i].origin, eyes ) )
{
VectorSubtract( level.interestPoints[i].origin, eyes, diffVec );
if ( (fabs(diffVec[0]) + fabs(diffVec[1])) / 2 < 48 &&
fabs(diffVec[2]) > (fabs(diffVec[0]) + fabs(diffVec[1])) / 2 )
{//Too close to look so far up or down
continue;
}
dist = VectorLengthSquared( diffVec );
//Some priority to more interesting points
//dist -= ((int)level.interestPoints[i].lookMode * 5) * ((int)level.interestPoints[i].lookMode * 5);
if ( dist < MAX_INTEREST_DIST && dist < bestDist )
{
if ( G_ClearLineOfSight( eyes, level.interestPoints[i].origin, self->s.number, MASK_OPAQUE ) )
{
bestDist = dist;
bestPoint = i;
}
}
}
}
if ( bestPoint != ENTITYNUM_NONE && level.interestPoints[bestPoint].target )
{
G_UseTargets2( self, self, level.interestPoints[bestPoint].target );
}
return bestPoint;
}
/*QUAKED target_interest (1 0.8 0.5) (-4 -4 -4) (4 4 4)
A point that a squadmate will look at if standing still
target - thing to fire when someone looks at this thing
*/
void SP_target_interest( gentity_t *self )
{//FIXME: rename point_interest
if(level.numInterestPoints >= MAX_INTEREST_POINTS)
{
gi.Printf("ERROR: Too many interest points, limit is %d\n", MAX_INTEREST_POINTS);
G_FreeEntity(self);
return;
}
VectorCopy(self->currentOrigin, level.interestPoints[level.numInterestPoints].origin);
if(self->target && self->target[0])
{
level.interestPoints[level.numInterestPoints].target = G_NewString( self->target );
}
level.numInterestPoints++;
G_FreeEntity(self);
}