mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-29 23:42:38 +00:00
1580 lines
42 KiB
C++
1580 lines
42 KiB
C++
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/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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////////////////////////////////////////////////////////////////////////////////////////
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// RAVEN SOFTWARE - STAR WARS: JK II
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// (c) 2002 Activision
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//
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// Troopers
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//
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// TODO
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// ----
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//
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//
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//
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//
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////////////////////////////////////////////////////////////////////////////////////////
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// Includes
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////////////////////////////////////////////////////////////////////////////////////////
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#include "b_local.h"
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#include "g_navigator.h"
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#if !defined(RAVL_VEC_INC)
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#include "../Ravl/CVec.h"
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#endif
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#if !defined(RATL_ARRAY_VS_INC)
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#include "../Ratl/array_vs.h"
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#endif
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#if !defined(RATL_VECTOR_VS_INC)
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#include "../Ratl/vector_vs.h"
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#endif
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#if !defined(RATL_HANDLE_POOL_VS_INC)
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#include "../Ratl/handle_pool_vs.h"
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#endif
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#if !defined(RUFL_HSTRING_INC)
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#include "../Rufl/hstring.h"
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#endif
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////////////////////////////////////////////////////////////////////////////////////////
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// Defines
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////////////////////////////////////////////////////////////////////////////////////////
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#define MAX_TROOPS 100
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#define MAX_ENTS_PER_TROOP 7
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#define MAX_TROOP_JOIN_DIST2 1000000 //1000 units
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#define MAX_TROOP_MERGE_DIST2 250000 //500 units
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#define TARGET_POS_VISITED 10000 //100 units
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bool NPC_IsTrooper(gentity_t* actor);
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enum
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{
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SPEECH_CHASE,
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SPEECH_CONFUSED,
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SPEECH_COVER,
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SPEECH_DETECTED,
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SPEECH_GIVEUP,
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SPEECH_LOOK,
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SPEECH_LOST,
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SPEECH_OUTFLANK,
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SPEECH_ESCAPING,
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SPEECH_SIGHT,
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SPEECH_SOUND,
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SPEECH_SUSPICIOUS,
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SPEECH_YELL,
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SPEECH_PUSHED
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};
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extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
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extern void CG_DrawEdge( vec3_t start, vec3_t end, int type );
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static void HT_Speech( gentity_t *self, int speechType, float failChance )
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{
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if ( Q_flrand(0.0f, 1.0f) < failChance )
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{
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return;
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}
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if ( failChance >= 0 )
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{//a negative failChance makes it always talk
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if ( self->NPC->group )
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{//group AI speech debounce timer
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if ( self->NPC->group->speechDebounceTime > level.time )
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{
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return;
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}
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/*
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else if ( !self->NPC->group->enemy )
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{
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if ( groupSpeechDebounceTime[self->client->playerTeam] > level.time )
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{
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return;
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}
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}
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*/
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}
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else if ( !TIMER_Done( self, "chatter" ) )
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{//personal timer
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return;
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}
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}
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TIMER_Set( self, "chatter", Q_irand( 2000, 4000 ) );
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if ( self->NPC->blockedSpeechDebounceTime > level.time )
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{
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return;
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}
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switch( speechType )
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{
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case SPEECH_CHASE:
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G_AddVoiceEvent( self, Q_irand(EV_CHASE1, EV_CHASE3), 2000 );
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break;
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case SPEECH_CONFUSED:
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G_AddVoiceEvent( self, Q_irand(EV_CONFUSE1, EV_CONFUSE3), 2000 );
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break;
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case SPEECH_COVER:
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G_AddVoiceEvent( self, Q_irand(EV_COVER1, EV_COVER5), 2000 );
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break;
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case SPEECH_DETECTED:
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G_AddVoiceEvent( self, Q_irand(EV_DETECTED1, EV_DETECTED5), 2000 );
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break;
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case SPEECH_GIVEUP:
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G_AddVoiceEvent( self, Q_irand(EV_GIVEUP1, EV_GIVEUP4), 2000 );
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break;
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case SPEECH_LOOK:
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G_AddVoiceEvent( self, Q_irand(EV_LOOK1, EV_LOOK2), 2000 );
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break;
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case SPEECH_LOST:
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G_AddVoiceEvent( self, EV_LOST1, 2000 );
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break;
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case SPEECH_OUTFLANK:
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G_AddVoiceEvent( self, Q_irand(EV_OUTFLANK1, EV_OUTFLANK2), 2000 );
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break;
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case SPEECH_ESCAPING:
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G_AddVoiceEvent( self, Q_irand(EV_ESCAPING1, EV_ESCAPING3), 2000 );
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break;
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case SPEECH_SIGHT:
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G_AddVoiceEvent( self, Q_irand(EV_SIGHT1, EV_SIGHT3), 2000 );
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break;
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case SPEECH_SOUND:
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G_AddVoiceEvent( self, Q_irand(EV_SOUND1, EV_SOUND3), 2000 );
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break;
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case SPEECH_SUSPICIOUS:
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G_AddVoiceEvent( self, Q_irand(EV_SUSPICIOUS1, EV_SUSPICIOUS5), 2000 );
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break;
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case SPEECH_YELL:
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G_AddVoiceEvent( self, Q_irand( EV_ANGER1, EV_ANGER3 ), 2000 );
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break;
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case SPEECH_PUSHED:
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G_AddVoiceEvent( self, Q_irand( EV_PUSHED1, EV_PUSHED3 ), 2000 );
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break;
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default:
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break;
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}
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self->NPC->blockedSpeechDebounceTime = level.time + 2000;
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}
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////////////////////////////////////////////////////////////////////////////////////////
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// The Troop
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//
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// Troopers primarly derive their behavior from cooperation as a collective group of
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// individuals. They join Troops, each of which has a leader responsible for direcing
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// the movement of the rest of the group.
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//
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////////////////////////////////////////////////////////////////////////////////////////
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class CTroop
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{
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////////////////////////////////////////////////////////////////////////////////////
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// Various Troop Wide Data
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////////////////////////////////////////////////////////////////////////////////////
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int mTroopHandle;
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int mTroopTeam;
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bool mTroopReform;
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float mFormSpacingFwd;
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float mFormSpacingRight;
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public:
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bool Empty() {return mActors.empty();}
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int Team() {return mTroopTeam;}
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int Handle() {return mTroopHandle;}
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////////////////////////////////////////////////////////////////////////////////////
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// Initialize - Clear out all data, all actors, reset all variables
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////////////////////////////////////////////////////////////////////////////////////
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void Initialize(int TroopHandle=0)
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{
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mActors.clear();
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mTarget = 0;
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mState = TS_NONE;
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mTroopHandle = TroopHandle;
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mTroopTeam = 0;
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mTroopReform = false;
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}
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////////////////////////////////////////////////////////////////////////////////////
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// DistanceSq - Quick Operation to see how far an ent is from the rest of the troop
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////////////////////////////////////////////////////////////////////////////////////
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float DistanceSq(gentity_t* ent)
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{
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if (mActors.size())
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{
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return DistanceSquared(ent->currentOrigin, mActors[0]->currentOrigin);
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}
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return 0.0f;
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}
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private:
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////////////////////////////////////////////////////////////////////////////////////
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// The Actors
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//
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// Actors are all the troopers who belong to the group, their positions in this
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// vector affect their positions in the troop, whith the first actor as the leader
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////////////////////////////////////////////////////////////////////////////////////
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ratl::vector_vs<gentity_t*, MAX_ENTS_PER_TROOP> mActors;
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////////////////////////////////////////////////////////////////////////////////////
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// MakeActorLeader - Move A Given Index To A Leader Position
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////////////////////////////////////////////////////////////////////////////////////
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void MakeActorLeader(int index)
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{
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if (index!=0)
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{
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mActors[0]->client->leader = 0;
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mActors.swap(index, 0);
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}
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mActors[0]->client->leader = mActors[0];
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if (mActors[0])
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{
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if (mActors[0]->client->NPC_class==CLASS_HAZARD_TROOPER)
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{
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mFormSpacingFwd = 75.0f;
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mFormSpacingRight = 50.0f;
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}
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else
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{
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mFormSpacingFwd = 75.0f;
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mFormSpacingRight = 20.0f;
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}
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}
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}
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public:
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////////////////////////////////////////////////////////////////////////////////////
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// AddActor - Adds a new actor to the troop & automatically promote to leader
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////////////////////////////////////////////////////////////////////////////////////
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void AddActor(gentity_t* actor)
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{
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assert(actor->NPC->troop==0 && !mActors.full());
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actor->NPC->troop = mTroopHandle;
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mActors.push_back(actor);
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mTroopReform = true;
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if ((mActors.size()==1) || (actor->NPC->rank > mActors[0]->NPC->rank))
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{
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MakeActorLeader(mActors.size()-1);
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}
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if (!mTroopTeam)
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{
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mTroopTeam = actor->client->playerTeam;
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}
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}
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////////////////////////////////////////////////////////////////////////////////////
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// RemoveActor - Removes an actor from the troop & automatically promote leader
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////////////////////////////////////////////////////////////////////////////////////
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void RemoveActor(gentity_t* actor)
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{
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assert(actor->NPC->troop==mTroopHandle);
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int bestNewLeader=-1;
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int numEnts = mActors.size();
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//bool found = false;
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mTroopReform = true;
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// Find The Actor
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//----------------
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for (int i=0; i<numEnts; i++)
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{
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if (mActors[i]==actor)
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{
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//found = true;
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mActors.erase_swap(i);
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numEnts --;
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if (i==0 && !mActors.empty())
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{
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bestNewLeader = 0;
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}
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}
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if (bestNewLeader>=0 && (mActors[i]->NPC->rank > mActors[bestNewLeader]->NPC->rank))
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{
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bestNewLeader = i;
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}
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}
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if (!mActors.empty() && bestNewLeader>=0)
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{
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MakeActorLeader(bestNewLeader);
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}
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//assert(found);
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actor->NPC->troop = 0;
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}
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private:
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////////////////////////////////////////////////////////////////////////////////////
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// Enemy
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//
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// The troop has a collective enemy that it knows about, which is updated by all
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// the members of the group;
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////////////////////////////////////////////////////////////////////////////////////
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gentity_t* mTarget;
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bool mTargetVisable;
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int mTargetVisableStartTime;
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int mTargetVisableStopTime;
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CVec3 mTargetVisablePosition;
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int mTargetIndex;
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int mTargetLastKnownTime;
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CVec3 mTargetLastKnownPosition;
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bool mTargetLastKnownPositionVisited;
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////////////////////////////////////////////////////////////////////////////////////
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// RegisterTarget - Records That the target is seen, when and where
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////////////////////////////////////////////////////////////////////////////////////
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void RegisterTarget(gentity_t* target, int index, bool visable)
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{
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if (!mTarget)
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{
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HT_Speech(mActors[0], SPEECH_DETECTED, 0);
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}
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else if ((level.time - mTargetLastKnownTime)>8000)
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{
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HT_Speech(mActors[0], SPEECH_SIGHT, 0);
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}
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if (visable)
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{
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mTargetVisableStopTime = level.time;
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if (!mTargetVisable)
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{
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mTargetVisableStartTime = level.time;
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}
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|
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CalcEntitySpot(target, SPOT_HEAD, mTargetVisablePosition.v);
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mTargetVisablePosition[2] -= 10.0f;
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}
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mTarget = target;
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mTargetVisable = visable;
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mTargetIndex = index;
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mTargetLastKnownTime = level.time;
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mTargetLastKnownPosition = target->currentOrigin;
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mTargetLastKnownPositionVisited = false;
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}
|
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|
|
||
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////////////////////////////////////////////////////////////////////////////////////
|
||
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// RegisterTarget - Records That the target is seen, when and where
|
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////////////////////////////////////////////////////////////////////////////////////
|
||
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bool TargetLastKnownPositionVisited()
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{
|
||
|
if (!mTargetLastKnownPositionVisited)
|
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{
|
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float dist = DistanceSquared(mTargetLastKnownPosition.v, mActors[0]->currentOrigin);
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mTargetLastKnownPositionVisited = (dist<TARGET_POS_VISITED);
|
||
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}
|
||
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return mTargetLastKnownPositionVisited;
|
||
|
}
|
||
|
|
||
|
float ClampScale(float val)
|
||
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{
|
||
|
if (val>1.0f)
|
||
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{
|
||
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val = 1.0f;
|
||
|
}
|
||
|
if (val<0.0f)
|
||
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{
|
||
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val = 0.0f;
|
||
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}
|
||
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return val;
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
// Target Visibility
|
||
|
//
|
||
|
// Compute all factors that can add visibility to a target
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
float TargetVisibility(gentity_t* target)
|
||
|
{
|
||
|
float Scale = 0.8f;
|
||
|
if (target->client && target->client->ps.weapon==WP_SABER && target->client->ps.SaberActive())
|
||
|
{
|
||
|
Scale += 0.1f;
|
||
|
}
|
||
|
return ClampScale(Scale);
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
float TargetNoiseLevel(gentity_t* target)
|
||
|
{
|
||
|
float Scale = 0.1f;
|
||
|
Scale += target->resultspeed / (float)g_speed->integer;
|
||
|
if (target->client && target->client->ps.weapon==WP_SABER && target->client->ps.SaberActive())
|
||
|
{
|
||
|
Scale += 0.2f;
|
||
|
}
|
||
|
return ClampScale(Scale);
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
// Scan For Enemies
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
void ScanForTarget(int scannerIndex)
|
||
|
{
|
||
|
gentity_t* target;
|
||
|
int targetIndex=0;
|
||
|
int targetStop=ENTITYNUM_WORLD;
|
||
|
CVec3 targetPos;
|
||
|
CVec3 targetDirection;
|
||
|
float targetDistance;
|
||
|
float targetVisibility;
|
||
|
float targetNoiseLevel;
|
||
|
|
||
|
gentity_t* scanner = mActors[scannerIndex];
|
||
|
gNPCstats_t* scannerStats = &(scanner->NPC->stats);
|
||
|
float scannerMaxViewDist = scannerStats->visrange;
|
||
|
float scannerMinVisability = 0.1f;//1.0f - scannerStats->vigilance;
|
||
|
float scannerMaxHearDist = scannerStats->earshot;
|
||
|
float scannerMinNoiseLevel = 0.3f;//1.0f - scannerStats->vigilance;
|
||
|
CVec3 scannerPos(scanner->currentOrigin);
|
||
|
CVec3 scannerFwd(scanner->currentAngles);
|
||
|
scannerFwd.AngToVec();
|
||
|
|
||
|
// If Existing Target, Only Check It
|
||
|
//-----------------------------------
|
||
|
if (mTarget)
|
||
|
{
|
||
|
targetIndex = mTargetIndex;
|
||
|
targetStop = mTargetIndex+1;
|
||
|
}
|
||
|
|
||
|
SaveNPCGlobals();
|
||
|
SetNPCGlobals(scanner);
|
||
|
|
||
|
|
||
|
for (; targetIndex<targetStop; targetIndex++)
|
||
|
{
|
||
|
target = &g_entities[targetIndex];
|
||
|
if (!NPC_ValidEnemy(target))
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
targetPos = target->currentOrigin;
|
||
|
if (target->client && target->client->ps.leanofs)
|
||
|
{
|
||
|
targetPos = target->client->renderInfo.eyePoint;
|
||
|
}
|
||
|
|
||
|
targetDirection = (targetPos - scannerPos);
|
||
|
targetDistance = targetDirection.SafeNorm();
|
||
|
|
||
|
// Can The Scanner SEE The Target?
|
||
|
//---------------------------------
|
||
|
if (targetDistance<scannerMaxViewDist)
|
||
|
{
|
||
|
targetVisibility = TargetVisibility(target);
|
||
|
targetVisibility *= targetDirection.Dot(scannerFwd);
|
||
|
if (targetVisibility>scannerMinVisability)
|
||
|
{
|
||
|
if (NPC_ClearLOS(targetPos.v))
|
||
|
{
|
||
|
RegisterTarget(target, targetIndex, true);
|
||
|
RestoreNPCGlobals();
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Can The Scanner HEAR The Target?
|
||
|
//----------------------------------
|
||
|
if (targetDistance<scannerMaxHearDist)
|
||
|
{
|
||
|
targetNoiseLevel = TargetNoiseLevel(target);
|
||
|
targetNoiseLevel *= (1.0f - (targetDistance/scannerMaxHearDist)); // scale by distance
|
||
|
if (targetNoiseLevel>scannerMinNoiseLevel)
|
||
|
{
|
||
|
RegisterTarget(target, targetIndex, false);
|
||
|
RestoreNPCGlobals();
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
RestoreNPCGlobals();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
private:
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
// Troop State
|
||
|
//
|
||
|
// The troop as a whole can be acting under a number of different "behavior states"
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
enum ETroopState
|
||
|
{
|
||
|
TS_NONE = 0, // No troop wide activity active
|
||
|
|
||
|
TS_ADVANCE, // CHOOSE A NEW ADVANCE TACTIC
|
||
|
TS_ADVANCE_REGROUP, // All ents move into squad position
|
||
|
TS_ADVANCE_SEARCH, // Slow advance, looking left to right, in formation
|
||
|
TS_ADVANCE_COVER, // One at a time moves forward, goes off path, provides cover
|
||
|
TS_ADVANCE_FORMATION, // In formation jog to goal location
|
||
|
|
||
|
TS_ATTACK, // CHOOSE A NEW ATTACK TACTIC
|
||
|
TS_ATTACK_LINE, // Form 2 lines, front kneel, back stand
|
||
|
TS_ATTACK_FLANK, // Same As Line, except scouting group attemts to get around other side of target
|
||
|
TS_ATTACK_SURROUND, // Get on all sides of target
|
||
|
TS_ATTACK_COVER, //
|
||
|
|
||
|
TS_MAX
|
||
|
};
|
||
|
ETroopState mState;
|
||
|
|
||
|
CVec3 mFormHead;
|
||
|
CVec3 mFormFwd;
|
||
|
CVec3 mFormRight;
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
// TroopInFormation - A quick check to see if the troop is currently in formation
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
bool TroopInFormation()
|
||
|
{
|
||
|
float maxActorRangeSq = ((mActors.size()/2) + 2) * mFormSpacingFwd;
|
||
|
maxActorRangeSq *= maxActorRangeSq;
|
||
|
for (int actorIndex=1; actorIndex<mActors.size(); actorIndex++)
|
||
|
{
|
||
|
if (DistanceSq(mActors[actorIndex])>maxActorRangeSq)
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
// SActorOrder
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
struct SActorOrder
|
||
|
{
|
||
|
CVec3 mPosition;
|
||
|
int mCombatPoint;
|
||
|
bool mKneelAndShoot;
|
||
|
};
|
||
|
ratl::array_vs<SActorOrder, MAX_ENTS_PER_TROOP> mOrders;
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
// LeaderIssueAndUpdateOrders - Tell Everyone Where To Go
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
void LeaderIssueAndUpdateOrders(ETroopState NextState)
|
||
|
{
|
||
|
int actorIndex;
|
||
|
int actorCount = mActors.size();
|
||
|
|
||
|
// Always Put Guys Closest To The Order Locations In Those Locations
|
||
|
//-------------------------------------------------------------------
|
||
|
for (int orderIndex=1; orderIndex<actorCount; orderIndex++)
|
||
|
{
|
||
|
// Don't re-assign points combat point related orders
|
||
|
//----------------------------------------------------
|
||
|
if (mOrders[orderIndex].mCombatPoint==-1)
|
||
|
{
|
||
|
int closestActorIndex = orderIndex;
|
||
|
float closestActorDistance = DistanceSquared(mOrders[orderIndex].mPosition.v, mActors[orderIndex]->currentOrigin);
|
||
|
float currentDistance = closestActorDistance;
|
||
|
for (actorIndex=orderIndex+1; actorIndex<actorCount; actorIndex++)
|
||
|
{
|
||
|
currentDistance = DistanceSquared(mOrders[orderIndex].mPosition.v, mActors[actorIndex]->currentOrigin);
|
||
|
if (currentDistance<closestActorDistance)
|
||
|
{
|
||
|
closestActorDistance = currentDistance;
|
||
|
closestActorIndex = actorIndex;
|
||
|
}
|
||
|
}
|
||
|
if (orderIndex!=closestActorIndex)
|
||
|
{
|
||
|
mActors.swap(orderIndex, closestActorIndex);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Now Copy The Orders Out To The Actors
|
||
|
//---------------------------------------
|
||
|
for (actorIndex=1; actorIndex<actorCount; actorIndex++)
|
||
|
{
|
||
|
VectorCopy(mOrders[actorIndex].mPosition.v, mActors[actorIndex]->pos1);
|
||
|
}
|
||
|
|
||
|
// PHASE I - VOICE COMMANDS & ANIMATIONS
|
||
|
//=======================================
|
||
|
gentity_t* leader = mActors[0];
|
||
|
|
||
|
if (NextState!=mState)
|
||
|
{
|
||
|
if (mActors.size()>0)
|
||
|
{
|
||
|
switch (NextState)
|
||
|
{
|
||
|
case (TS_ADVANCE_REGROUP) :
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
case (TS_ADVANCE_SEARCH) :
|
||
|
{
|
||
|
HT_Speech(leader, SPEECH_LOOK, 0);
|
||
|
break;
|
||
|
}
|
||
|
case (TS_ADVANCE_COVER) :
|
||
|
{
|
||
|
HT_Speech(leader, SPEECH_COVER, 0);
|
||
|
NPC_SetAnim(leader, SETANIM_TORSO, TORSO_HANDSIGNAL4, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLDLESS);
|
||
|
break;
|
||
|
}
|
||
|
case (TS_ADVANCE_FORMATION) :
|
||
|
{
|
||
|
HT_Speech(leader, SPEECH_ESCAPING, 0);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
|
||
|
case (TS_ATTACK_LINE) :
|
||
|
{
|
||
|
HT_Speech(leader, SPEECH_CHASE, 0);
|
||
|
NPC_SetAnim(leader, SETANIM_TORSO, TORSO_HANDSIGNAL1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLDLESS);
|
||
|
break;
|
||
|
}
|
||
|
case (TS_ATTACK_FLANK) :
|
||
|
{
|
||
|
HT_Speech(leader, SPEECH_OUTFLANK, 0);
|
||
|
NPC_SetAnim(leader, SETANIM_TORSO, TORSO_HANDSIGNAL3, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLDLESS);
|
||
|
break;
|
||
|
}
|
||
|
case (TS_ATTACK_SURROUND) :
|
||
|
{
|
||
|
HT_Speech(leader, SPEECH_GIVEUP, 0);
|
||
|
NPC_SetAnim(leader, SETANIM_TORSO, TORSO_HANDSIGNAL2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLDLESS);
|
||
|
break;
|
||
|
}
|
||
|
case (TS_ATTACK_COVER) :
|
||
|
{
|
||
|
HT_Speech(leader, SPEECH_COVER, 0);
|
||
|
break;
|
||
|
}
|
||
|
default:
|
||
|
{
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// If Attacking, And Not Forced To Reform, Don't Recalculate Orders
|
||
|
//------------------------------------------------------------------
|
||
|
else if (NextState>TS_ATTACK && !mTroopReform)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
// PHASE II - COMPUTE THE NEW FORMATION HEAD, FORWARD, AND RIGHT VECTORS
|
||
|
//=======================================================================
|
||
|
mFormHead = leader->currentOrigin;
|
||
|
mFormFwd = (NAV::HasPath(leader))?(NAV::NextPosition(leader)):(mTargetLastKnownPosition);
|
||
|
mFormFwd -= mFormHead;
|
||
|
mFormFwd[2] = 0;
|
||
|
mFormFwd *= -1.0f; // Form Forward Goes Behind The Leader
|
||
|
mFormFwd.Norm();
|
||
|
|
||
|
mFormRight = mFormFwd;
|
||
|
mFormRight.Cross(CVec3::mZ);
|
||
|
|
||
|
|
||
|
// Scale Vectors By Spacing Distances
|
||
|
//------------------------------------
|
||
|
mFormFwd *= mFormSpacingFwd;
|
||
|
mFormRight *= mFormSpacingRight;
|
||
|
|
||
|
// If Attacking, Move Head Forward Some To Center On Target
|
||
|
//----------------------------------------------------------
|
||
|
if (NextState>TS_ATTACK)
|
||
|
{
|
||
|
if (!mTroopReform)
|
||
|
{
|
||
|
int FwdNum = ((actorCount/2)+1);
|
||
|
for (int i=0; i<FwdNum; i++)
|
||
|
{
|
||
|
mFormHead -= mFormFwd;
|
||
|
}
|
||
|
}
|
||
|
trace_t trace;
|
||
|
|
||
|
mOrders[0].mPosition = mFormHead;
|
||
|
|
||
|
gi.trace(&trace,
|
||
|
mActors[0]->currentOrigin,
|
||
|
mActors[0]->mins,
|
||
|
mActors[0]->maxs,
|
||
|
mOrders[0].mPosition.v,
|
||
|
mActors[0]->s.number,
|
||
|
mActors[0]->clipmask,
|
||
|
(EG2_Collision)0,
|
||
|
0
|
||
|
);
|
||
|
|
||
|
if (trace.fraction<1.0f)
|
||
|
{
|
||
|
mOrders[0].mPosition = trace.endpos;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
mOrders[0].mPosition = mTargetLastKnownPosition;
|
||
|
}
|
||
|
|
||
|
VectorCopy(mOrders[0].mPosition.v, mActors[0]->pos1);
|
||
|
|
||
|
CVec3 FormTgtToHead(mFormHead);
|
||
|
FormTgtToHead -= mTargetLastKnownPosition;
|
||
|
/*float FormTgtToHeadDist = */FormTgtToHead.SafeNorm();
|
||
|
|
||
|
CVec3 BaseAngleToHead(FormTgtToHead);
|
||
|
BaseAngleToHead.VecToAng();
|
||
|
|
||
|
// int NumPerSide = mActors.size()/2;
|
||
|
// float WidestAngle = FORMATION_SURROUND_FAN * (NumPerSide+1);
|
||
|
|
||
|
|
||
|
|
||
|
// PHASE III - USE FORMATION VECTORS TO COMPUTE ORDERS FOR ALL ACTORS
|
||
|
//====================================================================
|
||
|
for (actorIndex=1; actorIndex<actorCount; actorIndex++)
|
||
|
{
|
||
|
SaveNPCGlobals();
|
||
|
SetNPCGlobals(mActors[actorIndex]);
|
||
|
|
||
|
SActorOrder& Order = mOrders[actorIndex];
|
||
|
float FwdScale = (float)((int)((actorIndex+1)/2));
|
||
|
float SideScale = ((actorIndex%2)==0)?(-1.0f):(1.0f);
|
||
|
|
||
|
if (mActors[actorIndex]->NPC->combatPoint!=-1)
|
||
|
{
|
||
|
NPC_FreeCombatPoint(mActors[actorIndex]->NPC->combatPoint, qfalse);
|
||
|
mActors[actorIndex]->NPC->combatPoint = -1;
|
||
|
}
|
||
|
|
||
|
|
||
|
Order.mPosition = mFormHead;
|
||
|
Order.mCombatPoint = -1;
|
||
|
Order.mKneelAndShoot= false;
|
||
|
|
||
|
|
||
|
// Advance Orders
|
||
|
//----------------
|
||
|
if (NextState<TS_ATTACK)
|
||
|
{
|
||
|
if ((NextState==TS_ADVANCE_REGROUP) || (NextState==TS_ADVANCE_SEARCH) || (NextState==TS_ADVANCE_FORMATION))
|
||
|
{
|
||
|
Order.mPosition.ScaleAdd(mFormFwd, FwdScale);
|
||
|
Order.mPosition.ScaleAdd(mFormRight, SideScale);
|
||
|
}
|
||
|
else if (NextState==TS_ADVANCE_COVER)
|
||
|
{
|
||
|
// TODO: Take Turns Switching Who Is In Front
|
||
|
Order.mPosition.ScaleAdd(mFormFwd, FwdScale);
|
||
|
Order.mPosition.ScaleAdd(mFormRight, SideScale);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Setup Initial Attack Orders
|
||
|
//-----------------------------
|
||
|
else
|
||
|
{
|
||
|
if (NextState==TS_ATTACK_LINE || (NextState==TS_ATTACK_FLANK && actorIndex<4))
|
||
|
{
|
||
|
Order.mPosition.ScaleAdd(mFormFwd, FwdScale);
|
||
|
Order.mPosition.ScaleAdd(mFormRight, SideScale);
|
||
|
}
|
||
|
else if (NextState==TS_ATTACK_FLANK && actorIndex>=4)
|
||
|
{
|
||
|
int cpFlags = (CP_HAS_ROUTE|CP_AVOID_ENEMY|CP_CLEAR|CP_COVER|CP_FLANK|CP_APPROACH_ENEMY);
|
||
|
float avoidDist = 128.0f;
|
||
|
|
||
|
Order.mCombatPoint = NPC_FindCombatPointRetry(
|
||
|
mActors[actorIndex]->currentOrigin,
|
||
|
mActors[actorIndex]->currentOrigin,
|
||
|
mActors[actorIndex]->currentOrigin,
|
||
|
&cpFlags,
|
||
|
avoidDist,
|
||
|
0);
|
||
|
|
||
|
if (Order.mCombatPoint!=-1 && (cpFlags&CP_CLEAR))
|
||
|
{
|
||
|
Order.mPosition = level.combatPoints[Order.mCombatPoint].origin;
|
||
|
NPC_SetCombatPoint(Order.mCombatPoint);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Order.mPosition.ScaleAdd(mFormFwd, FwdScale);
|
||
|
Order.mPosition.ScaleAdd(mFormRight, SideScale);
|
||
|
}
|
||
|
}
|
||
|
else if (NextState==TS_ATTACK_SURROUND)
|
||
|
{
|
||
|
Order.mPosition.ScaleAdd(mFormFwd, FwdScale);
|
||
|
Order.mPosition.ScaleAdd(mFormRight, SideScale);
|
||
|
|
||
|
/* CVec3 FanAngles = BaseAngleToHead;
|
||
|
FanAngles[YAW] += (SideScale * (WidestAngle-(FwdScale*FORMATION_SURROUND_FAN)));
|
||
|
FanAngles.AngToVec();
|
||
|
|
||
|
Order.mPosition = mTargetLastKnownPosition;
|
||
|
Order.mPosition.ScaleAdd(FanAngles, FormTgtToHeadDist);
|
||
|
*/
|
||
|
}
|
||
|
else if (NextState==TS_ATTACK_COVER)
|
||
|
{
|
||
|
Order.mPosition.ScaleAdd(mFormFwd, FwdScale);
|
||
|
Order.mPosition.ScaleAdd(mFormRight, SideScale);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (NextState>=TS_ATTACK)
|
||
|
{
|
||
|
trace_t trace;
|
||
|
CVec3 OrderUp(Order.mPosition);
|
||
|
OrderUp[2] += 10.0f;
|
||
|
|
||
|
gi.trace(&trace,
|
||
|
Order.mPosition.v,
|
||
|
mActors[actorIndex]->mins,
|
||
|
mActors[actorIndex]->maxs,
|
||
|
OrderUp.v,
|
||
|
mActors[actorIndex]->s.number,
|
||
|
CONTENTS_SOLID|CONTENTS_TERRAIN|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP,
|
||
|
(EG2_Collision)0,
|
||
|
0);
|
||
|
|
||
|
if (trace.startsolid || trace.allsolid)
|
||
|
{
|
||
|
int cpFlags = (CP_HAS_ROUTE|CP_AVOID_ENEMY|CP_CLEAR|CP_COVER|CP_FLANK|CP_APPROACH_ENEMY);
|
||
|
float avoidDist = 128.0f;
|
||
|
|
||
|
Order.mCombatPoint = NPC_FindCombatPointRetry(
|
||
|
mActors[actorIndex]->currentOrigin,
|
||
|
mActors[actorIndex]->currentOrigin,
|
||
|
mActors[actorIndex]->currentOrigin,
|
||
|
&cpFlags,
|
||
|
avoidDist,
|
||
|
0);
|
||
|
|
||
|
if (Order.mCombatPoint!=-1)
|
||
|
{
|
||
|
Order.mPosition = level.combatPoints[Order.mCombatPoint].origin;
|
||
|
NPC_SetCombatPoint(Order.mCombatPoint);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Order.mPosition = mOrders[0].mPosition;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
RestoreNPCGlobals();
|
||
|
}
|
||
|
|
||
|
mTroopReform = false;
|
||
|
mState = NextState;
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
// SufficientCoverNearby - Look at nearby combat points, see if there is enough
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
bool SufficientCoverNearby()
|
||
|
{
|
||
|
// TODO: Evaluate Available Combat Points
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
public:
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
// Update - This is the primary "think" function from the troop
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
void Update()
|
||
|
{
|
||
|
if (mActors.empty())
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
ScanForTarget(0 /*Q_irand(0, (mActors.size()-1))*/);
|
||
|
if (mTarget)
|
||
|
{
|
||
|
ETroopState NextState = mState;
|
||
|
int TimeSinceLastSeen = (level.time - mTargetVisableStopTime);
|
||
|
// int TimeVisable = (mTargetVisableStopTime - mTargetVisableStartTime);
|
||
|
bool Attack = (TimeSinceLastSeen<2000);
|
||
|
|
||
|
if (Attack)
|
||
|
{
|
||
|
// If Not Currently Attacking, Or We Want To Pick A New Attack Tactic
|
||
|
//--------------------------------------------------------------------
|
||
|
if (mState<TS_ATTACK /*|| TODO: Timer To Pick New Tactic */)
|
||
|
{
|
||
|
if (TroopInFormation())
|
||
|
{
|
||
|
NextState = (mActors.size()>4)?(TS_ATTACK_FLANK):(TS_ATTACK_LINE);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
NextState = (SufficientCoverNearby())?(TS_ATTACK_COVER):(TS_ATTACK_SURROUND);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (!TroopInFormation())
|
||
|
{
|
||
|
NextState = TS_ADVANCE_REGROUP;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (TargetLastKnownPositionVisited())
|
||
|
{
|
||
|
NextState = TS_ADVANCE_SEARCH;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
NextState = (TimeSinceLastSeen<10000)?(TS_ADVANCE_COVER):(TS_ADVANCE_FORMATION);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
LeaderIssueAndUpdateOrders(NextState);
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
// MergeInto - Merges all actors into anther troop
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
void MergeInto(CTroop& Other)
|
||
|
{
|
||
|
int numEnts = mActors.size();
|
||
|
for (int i=0; i<numEnts; i++)
|
||
|
{
|
||
|
mActors[i]->client->leader = 0;
|
||
|
mActors[i]->NPC->troop = 0;
|
||
|
Other.AddActor(mActors[i]);
|
||
|
}
|
||
|
mActors.clear();
|
||
|
|
||
|
if (!Other.mTarget && mTarget)
|
||
|
{
|
||
|
Other.mTarget = mTarget;
|
||
|
Other.mTargetIndex = mTargetIndex;
|
||
|
Other.mTargetLastKnownPosition = mTargetLastKnownPosition;
|
||
|
Other.mTargetLastKnownPositionVisited = mTargetLastKnownPositionVisited;
|
||
|
Other.mTargetLastKnownTime = mTargetLastKnownTime;
|
||
|
Other.mTargetVisableStartTime = mTargetVisableStartTime;
|
||
|
Other.mTargetVisableStopTime = mTargetVisableStopTime;
|
||
|
Other.mTargetVisable = mTargetVisable;
|
||
|
Other.mTargetVisablePosition = mTargetVisablePosition;
|
||
|
Other.LeaderIssueAndUpdateOrders(mState);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
gentity_t* TrackingTarget()
|
||
|
{
|
||
|
return mTarget;
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
gentity_t* TroopLeader()
|
||
|
{
|
||
|
return mActors[0];
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
int TimeSinceSeenTarget()
|
||
|
{
|
||
|
return (level.time - mTargetVisableStopTime);
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
CVec3& TargetVisablePosition()
|
||
|
{
|
||
|
return mTargetVisablePosition;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
float FormSpacingFwd()
|
||
|
{
|
||
|
return mFormSpacingFwd;
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////////////////////////
|
||
|
gentity_t* TooCloseToTroopMember(gentity_t* actor)
|
||
|
{
|
||
|
for (int i=0; i<mActors.size(); i++)
|
||
|
{
|
||
|
// Only avoid guys ahead of us in the formation
|
||
|
//----------------------------------------------
|
||
|
if (actor==mActors[i])
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
// if (mActors[i]->resultspeed<10.0f)
|
||
|
// {
|
||
|
// continue;
|
||
|
// }
|
||
|
|
||
|
if (i==0)
|
||
|
{
|
||
|
if (Distance(actor->currentOrigin, mActors[i]->currentOrigin)<(mFormSpacingFwd*0.5f))
|
||
|
{
|
||
|
return mActors[i];
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (Distance(actor->currentOrigin, mActors[i]->currentOrigin)<(mFormSpacingFwd*0.5f))
|
||
|
{
|
||
|
return mActors[i];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
assert("Somehow this actor is not actually in the troop..."==0);
|
||
|
return 0;
|
||
|
}
|
||
|
};
|
||
|
typedef ratl::handle_pool_vs<CTroop, MAX_TROOPS> TTroopPool;
|
||
|
TTroopPool mTroops;
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////////
|
||
|
// Erase All Data, Set To Default Vals Before Entities Spawn
|
||
|
////////////////////////////////////////////////////////////////////////////////////////
|
||
|
void Troop_Reset()
|
||
|
{
|
||
|
mTroops.clear();
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////////
|
||
|
// Entities Have Just Spawned, Initialize
|
||
|
////////////////////////////////////////////////////////////////////////////////////////
|
||
|
void Troop_Initialize()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////////
|
||
|
// Global Update Of All Troops
|
||
|
////////////////////////////////////////////////////////////////////////////////////////
|
||
|
void Troop_Update()
|
||
|
{
|
||
|
for (TTroopPool::iterator i=mTroops.begin(); i!=mTroops.end(); ++i)
|
||
|
{
|
||
|
i->Update();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////////
|
||
|
// Erase All Data, Set To Default Vals Before Entities Spawn
|
||
|
////////////////////////////////////////////////////////////////////////////////////////
|
||
|
void Trooper_UpdateTroop(gentity_t* actor)
|
||
|
{
|
||
|
// Try To Join A Troop
|
||
|
//---------------------
|
||
|
if (!actor->NPC->troop)
|
||
|
{
|
||
|
float curDist = 0;
|
||
|
float closestDist = 0;
|
||
|
TTroopPool::iterator closestTroop = mTroops.end();
|
||
|
trace_t trace;
|
||
|
|
||
|
for (TTroopPool::iterator iTroop=mTroops.begin(); iTroop!=mTroops.end(); ++iTroop)
|
||
|
{
|
||
|
if (iTroop->Team()==actor->client->playerTeam)
|
||
|
{
|
||
|
curDist = iTroop->DistanceSq(actor);
|
||
|
if (curDist<MAX_TROOP_JOIN_DIST2 && (!closestDist || curDist<closestDist))
|
||
|
{
|
||
|
// Only Join A Troop If You Can See The Leader
|
||
|
//---------------------------------------------
|
||
|
gi.trace(&trace,
|
||
|
actor->currentOrigin,
|
||
|
actor->mins,
|
||
|
actor->maxs,
|
||
|
iTroop->TroopLeader()->currentOrigin,
|
||
|
actor->s.number,
|
||
|
CONTENTS_SOLID|CONTENTS_TERRAIN|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP,
|
||
|
(EG2_Collision)0,
|
||
|
0);
|
||
|
|
||
|
if (!trace.allsolid &&
|
||
|
!trace.startsolid &&
|
||
|
(trace.fraction>=1.0f || trace.entityNum==iTroop->TroopLeader()->s.number))
|
||
|
{
|
||
|
closestDist = curDist;
|
||
|
closestTroop = iTroop;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// If Found, Add The Actor To It
|
||
|
//--------------------------------
|
||
|
if (closestTroop!=mTroops.end())
|
||
|
{
|
||
|
closestTroop->AddActor(actor);
|
||
|
}
|
||
|
|
||
|
// If We Couldn't Find One, Create A New Troop
|
||
|
//---------------------------------------------
|
||
|
else if (!mTroops.full())
|
||
|
{
|
||
|
int nTroopHandle = mTroops.alloc();
|
||
|
mTroops[nTroopHandle].Initialize(nTroopHandle);
|
||
|
mTroops[nTroopHandle].AddActor(actor);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// If This Is A Leader, Then He Is Responsible For Merging Troops
|
||
|
//----------------------------------------------------------------
|
||
|
else if (actor->client->leader==actor)
|
||
|
{
|
||
|
float curDist = 0;
|
||
|
float closestDist = 0;
|
||
|
TTroopPool::iterator closestTroop = mTroops.end();
|
||
|
|
||
|
for (TTroopPool::iterator iTroop=mTroops.begin(); iTroop!=mTroops.end(); ++iTroop)
|
||
|
{
|
||
|
curDist = iTroop->DistanceSq(actor);
|
||
|
if ((curDist<MAX_TROOP_MERGE_DIST2) &&
|
||
|
(!closestDist || curDist<closestDist) &&
|
||
|
(mTroops.index_to_handle(iTroop.index())!=actor->NPC->troop))
|
||
|
{
|
||
|
closestDist = curDist;
|
||
|
closestTroop = iTroop;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (closestTroop!=mTroops.end())
|
||
|
{
|
||
|
int oldTroopNum = actor->NPC->troop;
|
||
|
mTroops[oldTroopNum].MergeInto(*closestTroop);
|
||
|
mTroops.free(oldTroopNum);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////////////////////////////
|
||
|
bool Trooper_UpdateSmackAway(gentity_t* actor, gentity_t* target)
|
||
|
{
|
||
|
if (actor->client->ps.legsAnim==BOTH_MELEE1)
|
||
|
{
|
||
|
if (TIMER_Done(actor, "Trooper_SmackAway"))
|
||
|
{
|
||
|
CVec3 ActorPos(actor->currentOrigin);
|
||
|
CVec3 ActorToTgt(target->currentOrigin);
|
||
|
ActorToTgt -= ActorPos;
|
||
|
float ActorToTgtDist = ActorToTgt.SafeNorm();
|
||
|
|
||
|
if (ActorToTgtDist<100.0f)
|
||
|
{
|
||
|
G_Throw(target, ActorToTgt.v, 200.0f);
|
||
|
}
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////////////////////////////
|
||
|
void Trooper_SmackAway(gentity_t* actor, gentity_t* target)
|
||
|
{
|
||
|
assert(actor && actor->NPC);
|
||
|
if (actor->client->ps.legsAnim!=BOTH_MELEE1)
|
||
|
{
|
||
|
NPC_SetAnim(actor, SETANIM_BOTH, BOTH_MELEE1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
|
||
|
TIMER_Set(actor, "Trooper_SmackAway", actor->client->ps.torsoAnimTimer/4.0f);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////////////////////////////
|
||
|
bool Trooper_Kneeling(gentity_t* actor)
|
||
|
{
|
||
|
return (actor->NPC->aiFlags&NPCAI_KNEEL || actor->client->ps.legsAnim==BOTH_STAND_TO_KNEEL);
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////////////////////////////
|
||
|
void Trooper_KneelDown(gentity_t* actor)
|
||
|
{
|
||
|
assert(actor && actor->NPC);
|
||
|
if (!Trooper_Kneeling(actor) && level.time>actor->NPC->kneelTime)
|
||
|
{
|
||
|
NPC_SetAnim(actor, SETANIM_BOTH, BOTH_STAND_TO_KNEEL, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
|
||
|
actor->NPC->aiFlags |= NPCAI_KNEEL;
|
||
|
actor->NPC->kneelTime = level.time + Q_irand(3000, 6000);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////////////////////////////
|
||
|
void Trooper_StandUp(gentity_t* actor, bool always=false)
|
||
|
{
|
||
|
assert(actor && actor->NPC);
|
||
|
if (Trooper_Kneeling(actor) && (always || level.time>actor->NPC->kneelTime))
|
||
|
{
|
||
|
actor->NPC->aiFlags &= ~NPCAI_KNEEL;
|
||
|
NPC_SetAnim(actor, SETANIM_BOTH, BOTH_KNEEL_TO_STAND, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
|
||
|
actor->NPC->kneelTime = level.time + Q_irand(3000, 6000);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////////////////////////////
|
||
|
int Trooper_CanHitTarget(gentity_t* actor, gentity_t* target, CTroop& troop, float& MuzzleToTargetDistance, CVec3& MuzzleToTarget)
|
||
|
{
|
||
|
trace_t tr;
|
||
|
CVec3 MuzzlePoint(actor->currentOrigin);
|
||
|
CalcEntitySpot(actor, SPOT_WEAPON, MuzzlePoint.v);
|
||
|
|
||
|
MuzzleToTarget = troop.TargetVisablePosition();
|
||
|
MuzzleToTarget -= MuzzlePoint;
|
||
|
MuzzleToTargetDistance = MuzzleToTarget.SafeNorm();
|
||
|
|
||
|
|
||
|
CVec3 MuzzleDirection(actor->currentAngles);
|
||
|
MuzzleDirection.AngToVec();
|
||
|
|
||
|
// Aiming In The Right Direction?
|
||
|
//--------------------------------
|
||
|
if (MuzzleDirection.Dot(MuzzleToTarget)>0.95)
|
||
|
{
|
||
|
// Clear Line Of Sight To Target?
|
||
|
//--------------------------------
|
||
|
gi.trace(&tr, MuzzlePoint.v, NULL, NULL, troop.TargetVisablePosition().v, actor->s.number, MASK_SHOT, (EG2_Collision)0, 0);
|
||
|
if (tr.startsolid || tr.allsolid)
|
||
|
{
|
||
|
return ENTITYNUM_NONE;
|
||
|
}
|
||
|
if (tr.entityNum==target->s.number || tr.fraction>0.9f)
|
||
|
{
|
||
|
return target->s.number;
|
||
|
}
|
||
|
return tr.entityNum;
|
||
|
}
|
||
|
return ENTITYNUM_NONE;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////////
|
||
|
// Run The Per Trooper Update
|
||
|
////////////////////////////////////////////////////////////////////////////////////////
|
||
|
void Trooper_Think(gentity_t* actor)
|
||
|
{
|
||
|
gentity_t* target = (actor->NPC->troop)?(mTroops[actor->NPC->troop].TrackingTarget()):(0);
|
||
|
if (target)
|
||
|
{
|
||
|
G_SetEnemy(actor, target);
|
||
|
|
||
|
CTroop& troop = mTroops[actor->NPC->troop];
|
||
|
bool AtPos = STEER::Reached(actor, actor->pos1, 10.0f);
|
||
|
int traceTgt = ENTITYNUM_NONE;
|
||
|
bool traced = false;
|
||
|
bool inSmackAway = false;
|
||
|
|
||
|
float MuzzleToTargetDistance = 0.0f;
|
||
|
CVec3 MuzzleToTarget;
|
||
|
|
||
|
if (actor->NPC->combatPoint!=-1)
|
||
|
{
|
||
|
traceTgt = Trooper_CanHitTarget(actor, target, troop, MuzzleToTargetDistance, MuzzleToTarget);
|
||
|
traced = true;
|
||
|
if (traceTgt==target->s.number)
|
||
|
{
|
||
|
AtPos = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// Smack!
|
||
|
//-------
|
||
|
if (Trooper_UpdateSmackAway(actor, target))
|
||
|
{
|
||
|
traced = true;
|
||
|
AtPos = true;
|
||
|
inSmackAway = true;
|
||
|
}
|
||
|
|
||
|
|
||
|
if (false)
|
||
|
{
|
||
|
CG_DrawEdge(actor->currentOrigin, actor->pos1, EDGE_IMPACT_SAFE);
|
||
|
}
|
||
|
|
||
|
// If There, Stop Moving
|
||
|
//-----------------------
|
||
|
STEER::Activate(actor);
|
||
|
{
|
||
|
gentity_t* fleeFrom = troop.TooCloseToTroopMember(actor);
|
||
|
|
||
|
// If Too Close To The Leader, Get Out Of His Way
|
||
|
//------------------------------------------------
|
||
|
if (fleeFrom)
|
||
|
{
|
||
|
STEER::Flee(actor, fleeFrom->currentOrigin, 1.0f);
|
||
|
AtPos = false;
|
||
|
}
|
||
|
|
||
|
|
||
|
// If In Position, Stop Moving
|
||
|
//-----------------------------
|
||
|
if (AtPos)
|
||
|
{
|
||
|
NAV::ClearPath(actor);
|
||
|
STEER::Stop(actor);
|
||
|
}
|
||
|
|
||
|
// Otherwise, Try To Get To Position
|
||
|
//-----------------------------------
|
||
|
else
|
||
|
{
|
||
|
Trooper_StandUp(actor, true);
|
||
|
|
||
|
// If Close Enough, Persue Our Target Directly
|
||
|
//---------------------------------------------
|
||
|
bool moveSuccess = STEER::GoTo(NPC, actor->pos1, 10.0f, false);
|
||
|
|
||
|
// Otherwise
|
||
|
//-----------
|
||
|
if (!moveSuccess)
|
||
|
{
|
||
|
moveSuccess = NAV::GoTo(NPC, actor->pos1);
|
||
|
}
|
||
|
|
||
|
// If No Way To Get To Position, Stay Here
|
||
|
//-----------------------------------------
|
||
|
if (!moveSuccess || (level.time - actor->lastMoveTime)>4000)
|
||
|
{
|
||
|
AtPos = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
STEER::DeActivate(actor, &ucmd);
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
// If There And Target Was Recently Visable
|
||
|
//------------------------------------------
|
||
|
if (AtPos && (troop.TimeSinceSeenTarget()<1500))
|
||
|
{
|
||
|
if (!traced)
|
||
|
{
|
||
|
traceTgt = Trooper_CanHitTarget(actor, target, troop, MuzzleToTargetDistance, MuzzleToTarget);
|
||
|
}
|
||
|
|
||
|
// Shoot!
|
||
|
//--------
|
||
|
if (traceTgt==target->s.number)
|
||
|
{
|
||
|
WeaponThink(qtrue);
|
||
|
}
|
||
|
else if (!inSmackAway)
|
||
|
{
|
||
|
// Otherwise, If Kneeling, Get Up!
|
||
|
//---------------------------------
|
||
|
if (Trooper_Kneeling(actor))
|
||
|
{
|
||
|
Trooper_StandUp(actor);
|
||
|
}
|
||
|
|
||
|
// If The Enemy Is Close Enough, Smack Him Away
|
||
|
//----------------------------------------------
|
||
|
else if (MuzzleToTargetDistance<40.0f)
|
||
|
{
|
||
|
Trooper_SmackAway(actor, target);
|
||
|
}
|
||
|
|
||
|
// If We Would Have It A Friend, Ask Him To Kneel
|
||
|
//------------------------------------------------
|
||
|
else if (traceTgt!=ENTITYNUM_NONE &&
|
||
|
traceTgt!=ENTITYNUM_WORLD &&
|
||
|
g_entities[traceTgt].client &&
|
||
|
g_entities[traceTgt].NPC &&
|
||
|
g_entities[traceTgt].client->playerTeam==actor->client->playerTeam &&
|
||
|
NPC_IsTrooper(&g_entities[traceTgt]) &&
|
||
|
g_entities[traceTgt].resultspeed<1.0f &&
|
||
|
!(g_entities[traceTgt].NPC->aiFlags & NPCAI_KNEEL))
|
||
|
{
|
||
|
Trooper_KneelDown(&g_entities[traceTgt]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// Convert To Angles And Set That As Our Desired Look Direction
|
||
|
//--------------------------------------------------------------
|
||
|
if (MuzzleToTargetDistance>100)
|
||
|
{
|
||
|
MuzzleToTarget.VecToAng();
|
||
|
|
||
|
NPCInfo->desiredYaw = MuzzleToTarget[YAW];
|
||
|
NPCInfo->desiredPitch = MuzzleToTarget[PITCH];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
MuzzleToTarget = troop.TargetVisablePosition();
|
||
|
MuzzleToTarget.v[2] -= 20.0f; // Aim Lower
|
||
|
MuzzleToTarget -= actor->currentOrigin;
|
||
|
MuzzleToTarget.SafeNorm();
|
||
|
MuzzleToTarget.VecToAng();
|
||
|
|
||
|
NPCInfo->desiredYaw = MuzzleToTarget[YAW];
|
||
|
NPCInfo->desiredPitch = MuzzleToTarget[PITCH];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
NPC_UpdateFiringAngles( qtrue, qtrue );
|
||
|
NPC_UpdateAngles( qtrue, qtrue );
|
||
|
|
||
|
if (Trooper_Kneeling(actor))
|
||
|
{
|
||
|
ucmd.upmove = -127; // Set Crouch Height
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
else
|
||
|
{
|
||
|
NPC_BSST_Default();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////////
|
||
|
/*
|
||
|
-------------------------
|
||
|
NPC_BehaviorSet_Trooper
|
||
|
-------------------------
|
||
|
*/
|
||
|
////////////////////////////////////////////////////////////////////////////////////////
|
||
|
void NPC_BehaviorSet_Trooper( int bState )
|
||
|
{
|
||
|
Trooper_UpdateTroop(NPC);
|
||
|
switch( bState )
|
||
|
{
|
||
|
case BS_STAND_GUARD:
|
||
|
case BS_PATROL:
|
||
|
case BS_STAND_AND_SHOOT:
|
||
|
case BS_HUNT_AND_KILL:
|
||
|
case BS_DEFAULT:
|
||
|
Trooper_Think(NPC);
|
||
|
break;
|
||
|
|
||
|
case BS_INVESTIGATE:
|
||
|
NPC_BSST_Investigate();
|
||
|
break;
|
||
|
|
||
|
case BS_SLEEP:
|
||
|
NPC_BSST_Sleep();
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
Trooper_Think(NPC);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////////
|
||
|
// IsTrooper - return true if you want a given actor to use trooper AI
|
||
|
////////////////////////////////////////////////////////////////////////////////////////
|
||
|
bool NPC_IsTrooper(gentity_t* actor)
|
||
|
{
|
||
|
return (
|
||
|
actor &&
|
||
|
actor->NPC &&
|
||
|
actor->s.weapon &&
|
||
|
!!(actor->NPC->scriptFlags&SCF_NO_GROUPS)// &&
|
||
|
// !(actor->NPC->scriptFlags&SCF_CHASE_ENEMIES)
|
||
|
);
|
||
|
}
|
||
|
|
||
|
void NPC_LeaveTroop(gentity_t* actor)
|
||
|
{
|
||
|
assert(actor->NPC->troop);
|
||
|
int wasInTroop = actor->NPC->troop;
|
||
|
mTroops[actor->NPC->troop].RemoveActor(actor);
|
||
|
if (mTroops[wasInTroop].Empty())
|
||
|
{
|
||
|
mTroops.free(wasInTroop);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|