/* =========================================================================== Copyright (C) 2000 - 2013, Raven Software, Inc. Copyright (C) 2001 - 2013, Activision, Inc. Copyright (C) 2013 - 2015, OpenJK contributors This file is part of the OpenJK source code. OpenJK is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, see . =========================================================================== */ #include "b_local.h" #include "g_nav.h" #include "anims.h" extern qboolean BG_SabersOff( playerState_t *ps ); extern void CG_DrawAlert( vec3_t origin, float rating ); extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime ); extern void G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath ); extern void NPC_TempLookTarget( gentity_t *self, int lookEntNum, int minLookTime, int maxLookTime ); extern qboolean G_ExpandPointToBBox( vec3_t point, const vec3_t mins, const vec3_t maxs, int ignore, int clipmask ); extern void NPC_AimAdjust( int change ); extern qboolean FlyingCreature( gentity_t *ent ); #define MAX_VIEW_DIST 1024 #define MAX_VIEW_SPEED 250 #define MAX_LIGHT_INTENSITY 255 #define MIN_LIGHT_THRESHOLD 0.1 #define DISTANCE_SCALE 0.25f #define DISTANCE_THRESHOLD 0.075f #define SPEED_SCALE 0.25f #define FOV_SCALE 0.5f #define LIGHT_SCALE 0.25f #define REALIZE_THRESHOLD 0.6f #define CAUTIOUS_THRESHOLD ( REALIZE_THRESHOLD * 0.75 ) qboolean NPC_CheckPlayerTeamStealth( void ); static qboolean enemyLOS3; static qboolean enemyCS3; static qboolean faceEnemy3; static qboolean move3; static qboolean shoot3; static float enemyDist3; //Local state enums enum { LSTATE_NONE = 0, LSTATE_UNDERFIRE, LSTATE_INVESTIGATE, }; void Grenadier_ClearTimers( gentity_t *ent ) { TIMER_Set( ent, "chatter", 0 ); TIMER_Set( ent, "duck", 0 ); TIMER_Set( ent, "stand", 0 ); TIMER_Set( ent, "shuffleTime", 0 ); TIMER_Set( ent, "sleepTime", 0 ); TIMER_Set( ent, "enemyLastVisible", 0 ); TIMER_Set( ent, "roamTime", 0 ); TIMER_Set( ent, "hideTime", 0 ); TIMER_Set( ent, "attackDelay", 0 ); //FIXME: Slant for difficulty levels TIMER_Set( ent, "stick", 0 ); TIMER_Set( ent, "scoutTime", 0 ); TIMER_Set( ent, "flee", 0 ); } void NPC_Grenadier_PlayConfusionSound( gentity_t *self ) {//FIXME: make this a custom sound in sound set if ( self->health > 0 ) { G_AddVoiceEvent( self, Q_irand(EV_CONFUSE1, EV_CONFUSE3), 2000 ); } //reset him to be totally unaware again TIMER_Set( self, "enemyLastVisible", 0 ); TIMER_Set( self, "flee", 0 ); self->NPC->squadState = SQUAD_IDLE; self->NPC->tempBehavior = BS_DEFAULT; //self->NPC->behaviorState = BS_PATROL; G_ClearEnemy( self );//FIXME: or just self->enemy = NULL;? self->NPC->investigateCount = 0; } /* ------------------------- NPC_ST_Pain ------------------------- */ void NPC_Grenadier_Pain(gentity_t *self, gentity_t *attacker, int damage) { self->NPC->localState = LSTATE_UNDERFIRE; TIMER_Set( self, "duck", -1 ); TIMER_Set( self, "stand", 2000 ); NPC_Pain( self, attacker, damage ); if ( !damage && self->health > 0 ) {//FIXME: better way to know I was pushed G_AddVoiceEvent( self, Q_irand(EV_PUSHED1, EV_PUSHED3), 2000 ); } } /* ------------------------- ST_HoldPosition ------------------------- */ static void Grenadier_HoldPosition( void ) { NPC_FreeCombatPoint( NPCS.NPCInfo->combatPoint, qtrue ); NPCS.NPCInfo->goalEntity = NULL; /*if ( TIMER_Done( NPC, "stand" ) ) {//FIXME: what if can't shoot from this pos? TIMER_Set( NPC, "duck", Q_irand( 2000, 4000 ) ); } */ } /* ------------------------- ST_Move ------------------------- */ static qboolean Grenadier_Move( void ) { qboolean moved; navInfo_t info; NPCS.NPCInfo->combatMove = qtrue;//always move straight toward our goal moved = NPC_MoveToGoal( qtrue ); //Get the move info NAV_GetLastMove( &info ); //FIXME: if we bump into another one of our guys and can't get around him, just stop! //If we hit our target, then stop and fire! if ( info.flags & NIF_COLLISION ) { if ( info.blocker == NPCS.NPC->enemy ) { Grenadier_HoldPosition(); } } //If our move failed, then reset if ( moved == qfalse ) {//couldn't get to enemy if ( (NPCS.NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) && NPCS.NPC->client->ps.weapon == WP_THERMAL && NPCS.NPCInfo->goalEntity && NPCS.NPCInfo->goalEntity == NPCS.NPC->enemy ) {//we were running after enemy //Try to find a combat point that can hit the enemy int cpFlags = (CP_CLEAR|CP_HAS_ROUTE); int cp; if ( NPCS.NPCInfo->scriptFlags&SCF_USE_CP_NEAREST ) { cpFlags &= ~(CP_FLANK|CP_APPROACH_ENEMY|CP_CLOSEST); cpFlags |= CP_NEAREST; } cp = NPC_FindCombatPoint( NPCS.NPC->r.currentOrigin, NPCS.NPC->r.currentOrigin, NPCS.NPC->r.currentOrigin, cpFlags, 32, -1 ); if ( cp == -1 && !(NPCS.NPCInfo->scriptFlags&SCF_USE_CP_NEAREST) ) {//okay, try one by the enemy cp = NPC_FindCombatPoint( NPCS.NPC->r.currentOrigin, NPCS.NPC->r.currentOrigin, NPCS.NPC->enemy->r.currentOrigin, CP_CLEAR|CP_HAS_ROUTE|CP_HORZ_DIST_COLL, 32, -1 ); } //NOTE: there may be a perfectly valid one, just not one within CP_COLLECT_RADIUS of either me or him... if ( cp != -1 ) {//found a combat point that has a clear shot to enemy NPC_SetCombatPoint( cp ); NPC_SetMoveGoal( NPCS.NPC, level.combatPoints[cp].origin, 8, qtrue, cp, NULL ); return moved; } } //just hang here Grenadier_HoldPosition(); } return moved; } /* ------------------------- NPC_BSGrenadier_Patrol ------------------------- */ void NPC_BSGrenadier_Patrol( void ) {//FIXME: pick up on bodies of dead buddies? if ( NPCS.NPCInfo->confusionTime < level.time ) { //Look for any enemies if ( NPCS.NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES ) { if ( NPC_CheckPlayerTeamStealth() ) { //NPCInfo->behaviorState = BS_HUNT_AND_KILL;//should be automatic now //NPC_AngerSound(); NPC_UpdateAngles( qtrue, qtrue ); return; } } if ( !(NPCS.NPCInfo->scriptFlags&SCF_IGNORE_ALERTS) ) { //Is there danger nearby int alertEvent = NPC_CheckAlertEvents( qtrue, qtrue, -1, qfalse, AEL_SUSPICIOUS ); if ( NPC_CheckForDanger( alertEvent ) ) { NPC_UpdateAngles( qtrue, qtrue ); return; } else {//check for other alert events //There is an event to look at if ( alertEvent >= 0 && level.alertEvents[alertEvent].ID != NPCS.NPCInfo->lastAlertID ) { NPCS.NPCInfo->lastAlertID = level.alertEvents[alertEvent].ID; if ( level.alertEvents[alertEvent].level == AEL_DISCOVERED ) { if ( level.alertEvents[alertEvent].owner && level.alertEvents[alertEvent].owner->client && level.alertEvents[alertEvent].owner->health >= 0 && level.alertEvents[alertEvent].owner->client->playerTeam == NPCS.NPC->client->enemyTeam ) {//an enemy G_SetEnemy( NPCS.NPC, level.alertEvents[alertEvent].owner ); //NPCInfo->enemyLastSeenTime = level.time; TIMER_Set( NPCS.NPC, "attackDelay", Q_irand( 500, 2500 ) ); } } else {//FIXME: get more suspicious over time? //Save the position for movement (if necessary) VectorCopy( level.alertEvents[alertEvent].position, NPCS.NPCInfo->investigateGoal ); NPCS.NPCInfo->investigateDebounceTime = level.time + Q_irand( 500, 1000 ); if ( level.alertEvents[alertEvent].level == AEL_SUSPICIOUS ) {//suspicious looks longer NPCS.NPCInfo->investigateDebounceTime += Q_irand( 500, 2500 ); } } } } if ( NPCS.NPCInfo->investigateDebounceTime > level.time ) {//FIXME: walk over to it, maybe? Not if not chase enemies //NOTE: stops walking or doing anything else below vec3_t dir, angles; float o_yaw, o_pitch; VectorSubtract( NPCS.NPCInfo->investigateGoal, NPCS.NPC->client->renderInfo.eyePoint, dir ); vectoangles( dir, angles ); o_yaw = NPCS.NPCInfo->desiredYaw; o_pitch = NPCS.NPCInfo->desiredPitch; NPCS.NPCInfo->desiredYaw = angles[YAW]; NPCS.NPCInfo->desiredPitch = angles[PITCH]; NPC_UpdateAngles( qtrue, qtrue ); NPCS.NPCInfo->desiredYaw = o_yaw; NPCS.NPCInfo->desiredPitch = o_pitch; return; } } } //If we have somewhere to go, then do that if ( UpdateGoal() ) { NPCS.ucmd.buttons |= BUTTON_WALKING; NPC_MoveToGoal( qtrue ); } NPC_UpdateAngles( qtrue, qtrue ); } /* ------------------------- NPC_BSGrenadier_Idle ------------------------- */ /* void NPC_BSGrenadier_Idle( void ) { //FIXME: check for other alert events? //Is there danger nearby? if ( NPC_CheckForDanger( NPC_CheckAlertEvents( qtrue, qtrue, -1, qfalse, AEL_DANGER ) ) ) { NPC_UpdateAngles( qtrue, qtrue ); return; } TIMER_Set( NPC, "roamTime", 2000 + Q_irand( 1000, 2000 ) ); NPC_UpdateAngles( qtrue, qtrue ); } */ /* ------------------------- ST_CheckMoveState ------------------------- */ static void Grenadier_CheckMoveState( void ) { //See if we're a scout if ( !(NPCS.NPCInfo->scriptFlags & SCF_CHASE_ENEMIES) )//behaviorState == BS_STAND_AND_SHOOT ) { if ( NPCS.NPCInfo->goalEntity == NPCS.NPC->enemy ) { move3 = qfalse; return; } } //See if we're running away else if ( NPCS.NPCInfo->squadState == SQUAD_RETREAT ) { if ( TIMER_Done( NPCS.NPC, "flee" ) ) { NPCS.NPCInfo->squadState = SQUAD_IDLE; } else { faceEnemy3 = qfalse; } } /* else if ( NPCInfo->squadState == SQUAD_IDLE ) { if ( !NPCInfo->goalEntity ) { move3 = qfalse; return; } //Should keep moving toward player when we're out of range... right? } */ //See if we're moving towards a goal, not the enemy if ( ( NPCS.NPCInfo->goalEntity != NPCS.NPC->enemy ) && ( NPCS.NPCInfo->goalEntity != NULL ) ) { //Did we make it? if ( NAV_HitNavGoal( NPCS.NPC->r.currentOrigin, NPCS.NPC->r.mins, NPCS.NPC->r.maxs, NPCS.NPCInfo->goalEntity->r.currentOrigin, 16, FlyingCreature( NPCS.NPC ) ) || ( NPCS.NPCInfo->squadState == SQUAD_SCOUT && enemyLOS3 && enemyDist3 <= 10000 ) ) { // int newSquadState = SQUAD_STAND_AND_SHOOT; //we got where we wanted to go, set timers based on why we were running switch ( NPCS.NPCInfo->squadState ) { case SQUAD_RETREAT://was running away TIMER_Set( NPCS.NPC, "duck", (NPCS.NPC->client->pers.maxHealth - NPCS.NPC->health) * 100 ); TIMER_Set( NPCS.NPC, "hideTime", Q_irand( 3000, 7000 ) ); // newSquadState = SQUAD_COVER; break; case SQUAD_TRANSITION://was heading for a combat point TIMER_Set( NPCS.NPC, "hideTime", Q_irand( 2000, 4000 ) ); break; case SQUAD_SCOUT://was running after player break; default: break; } NPC_ReachedGoal(); //don't attack right away TIMER_Set( NPCS.NPC, "attackDelay", Q_irand( 250, 500 ) ); //FIXME: Slant for difficulty levels //don't do something else just yet TIMER_Set( NPCS.NPC, "roamTime", Q_irand( 1000, 4000 ) ); //stop fleeing if ( NPCS.NPCInfo->squadState == SQUAD_RETREAT ) { TIMER_Set( NPCS.NPC, "flee", -level.time ); NPCS.NPCInfo->squadState = SQUAD_IDLE; } return; } //keep going, hold of roamTimer until we get there TIMER_Set( NPCS.NPC, "roamTime", Q_irand( 4000, 8000 ) ); } if ( !NPCS.NPCInfo->goalEntity ) { if ( NPCS.NPCInfo->scriptFlags & SCF_CHASE_ENEMIES ) { NPCS.NPCInfo->goalEntity = NPCS.NPC->enemy; } } } /* ------------------------- ST_CheckFireState ------------------------- */ static void Grenadier_CheckFireState( void ) { if ( enemyCS3 ) {//if have a clear shot, always try return; } if ( NPCS.NPCInfo->squadState == SQUAD_RETREAT || NPCS.NPCInfo->squadState == SQUAD_TRANSITION || NPCS.NPCInfo->squadState == SQUAD_SCOUT ) {//runners never try to fire at the last pos return; } if ( !VectorCompare( NPCS.NPC->client->ps.velocity, vec3_origin ) ) {//if moving at all, don't do this return; } //continue to fire on their last position /* if ( !Q_irand( 0, 1 ) && NPCInfo->enemyLastSeenTime && level.time - NPCInfo->enemyLastSeenTime < 4000 ) { //Fire on the last known position vec3_t muzzle, dir, angles; CalcEntitySpot( NPC, SPOT_WEAPON, muzzle ); VectorSubtract( NPCInfo->enemyLastSeenLocation, muzzle, dir ); VectorNormalize( dir ); vectoangles( dir, angles ); NPCInfo->desiredYaw = angles[YAW]; NPCInfo->desiredPitch = angles[PITCH]; //FIXME: they always throw toward enemy, so this will be very odd... shoot3 = qtrue; faceEnemy3 = qfalse; return; } */ } qboolean Grenadier_EvaluateShot( int hit ) { if ( !NPCS.NPC->enemy ) { return qfalse; } if ( hit == NPCS.NPC->enemy->s.number || (&g_entities[hit] != NULL && (g_entities[hit].r.svFlags&SVF_GLASS_BRUSH)) ) {//can hit enemy or will hit glass, so shoot anyway return qtrue; } return qfalse; } /* ------------------------- NPC_BSGrenadier_Attack ------------------------- */ void NPC_BSGrenadier_Attack( void ) { //Don't do anything if we're hurt if ( NPCS.NPC->painDebounceTime > level.time ) { NPC_UpdateAngles( qtrue, qtrue ); return; } //NPC_CheckEnemy( qtrue, qfalse ); //If we don't have an enemy, just idle if ( NPC_CheckEnemyExt(qfalse) == qfalse )//!NPC->enemy )// { NPCS.NPC->enemy = NULL; NPC_BSGrenadier_Patrol();//FIXME: or patrol? return; } if ( TIMER_Done( NPCS.NPC, "flee" ) && NPC_CheckForDanger( NPC_CheckAlertEvents( qtrue, qtrue, -1, qfalse, AEL_DANGER ) ) ) {//going to run NPC_UpdateAngles( qtrue, qtrue ); return; } if ( !NPCS.NPC->enemy ) {//WTF? somehow we lost our enemy? NPC_BSGrenadier_Patrol();//FIXME: or patrol? return; } enemyLOS3 = enemyCS3 = qfalse; move3 = qtrue; faceEnemy3 = qfalse; shoot3 = qfalse; enemyDist3 = DistanceSquared( NPCS.NPC->enemy->r.currentOrigin, NPCS.NPC->r.currentOrigin ); //See if we should switch to melee attack if ( enemyDist3 < 16384 //128 && (!NPCS.NPC->enemy->client || NPCS.NPC->enemy->client->ps.weapon != WP_SABER || BG_SabersOff( &NPCS.NPC->enemy->client->ps ) ) ) {//enemy is close and not using saber if ( NPCS.NPC->client->ps.weapon == WP_THERMAL ) {//grenadier trace_t trace; trap->Trace ( &trace, NPCS.NPC->r.currentOrigin, NPCS.NPC->enemy->r.mins, NPCS.NPC->enemy->r.maxs, NPCS.NPC->enemy->r.currentOrigin, NPCS.NPC->s.number, NPCS.NPC->enemy->clipmask, qfalse, 0, 0 ); if ( !trace.allsolid && !trace.startsolid && (trace.fraction == 1.0 || trace.entityNum == NPCS.NPC->enemy->s.number ) ) {//I can get right to him //reset fire-timing variables NPC_ChangeWeapon( WP_STUN_BATON ); if ( !(NPCS.NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) )//NPCInfo->behaviorState == BS_STAND_AND_SHOOT ) {//FIXME: should we be overriding scriptFlags? NPCS.NPCInfo->scriptFlags |= SCF_CHASE_ENEMIES;//NPCInfo->behaviorState = BS_HUNT_AND_KILL; } } } } else if ( enemyDist3 > 65536 || (NPCS.NPC->enemy->client && NPCS.NPC->enemy->client->ps.weapon == WP_SABER && !NPCS.NPC->enemy->client->ps.saberHolstered) )//256 {//enemy is far or using saber if ( NPCS.NPC->client->ps.weapon == WP_STUN_BATON && (NPCS.NPC->client->ps.stats[STAT_WEAPONS]&(1<enemy ) ) { NPCS.NPCInfo->enemyLastSeenTime = level.time; enemyLOS3 = qtrue; if ( NPCS.NPC->client->ps.weapon == WP_STUN_BATON ) { if ( enemyDist3 <= 4096 && InFOV3( NPCS.NPC->enemy->r.currentOrigin, NPCS.NPC->r.currentOrigin, NPCS.NPC->client->ps.viewangles, 90, 45 ) )//within 64 & infront { VectorCopy( NPCS.NPC->enemy->r.currentOrigin, NPCS.NPCInfo->enemyLastSeenLocation ); enemyCS3 = qtrue; } } else if ( InFOV3( NPCS.NPC->enemy->r.currentOrigin, NPCS.NPC->r.currentOrigin, NPCS.NPC->client->ps.viewangles, 45, 90 ) ) {//in front of me //can we shoot our target? //FIXME: how accurate/necessary is this check? int hit = NPC_ShotEntity( NPCS.NPC->enemy, NULL ); gentity_t *hitEnt = &g_entities[hit]; if ( hit == NPCS.NPC->enemy->s.number || ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPCS.NPC->client->enemyTeam ) ) { float enemyHorzDist; VectorCopy( NPCS.NPC->enemy->r.currentOrigin, NPCS.NPCInfo->enemyLastSeenLocation ); enemyHorzDist = DistanceHorizontalSquared( NPCS.NPC->enemy->r.currentOrigin, NPCS.NPC->r.currentOrigin ); if ( enemyHorzDist < 1048576 ) {//within 1024 enemyCS3 = qtrue; NPC_AimAdjust( 2 );//adjust aim better longer we have clear shot at enemy } else { NPC_AimAdjust( 1 );//adjust aim better longer we can see enemy } } } } else { NPC_AimAdjust( -1 );//adjust aim worse longer we cannot see enemy } /* else if ( trap->InPVS( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin ) ) { NPCInfo->enemyLastSeenTime = level.time; faceEnemy3 = qtrue; } */ if ( enemyLOS3 ) {//FIXME: no need to face enemy if we're moving to some other goal and he's too far away to shoot? faceEnemy3 = qtrue; } if ( enemyCS3 ) { shoot3 = qtrue; if ( NPCS.NPC->client->ps.weapon == WP_THERMAL ) {//don't chase and throw move3 = qfalse; } else if ( NPCS.NPC->client->ps.weapon == WP_STUN_BATON && enemyDist3 < (NPCS.NPC->r.maxs[0]+NPCS.NPC->enemy->r.maxs[0]+16)*(NPCS.NPC->r.maxs[0]+NPCS.NPC->enemy->r.maxs[0]+16) ) {//close enough move3 = qfalse; } }//this should make him chase enemy when out of range...? //Check for movement to take care of Grenadier_CheckMoveState(); //See if we should override shooting decision with any special considerations Grenadier_CheckFireState(); if ( move3 ) {//move toward goal if ( NPCS.NPCInfo->goalEntity )//&& ( NPCInfo->goalEntity != NPC->enemy || enemyDist3 > 10000 ) )//100 squared { move3 = Grenadier_Move(); } else { move3 = qfalse; } } if ( !move3 ) { if ( !TIMER_Done( NPCS.NPC, "duck" ) ) { NPCS.ucmd.upmove = -127; } //FIXME: what about leaning? } else {//stop ducking! TIMER_Set( NPCS.NPC, "duck", -1 ); } if ( !faceEnemy3 ) {//we want to face in the dir we're running if ( move3 ) {//don't run away and shoot NPCS.NPCInfo->desiredYaw = NPCS.NPCInfo->lastPathAngles[YAW]; NPCS.NPCInfo->desiredPitch = 0; shoot3 = qfalse; } NPC_UpdateAngles( qtrue, qtrue ); } else// if ( faceEnemy3 ) {//face the enemy NPC_FaceEnemy(qtrue); } if ( NPCS.NPCInfo->scriptFlags&SCF_DONT_FIRE ) { shoot3 = qfalse; } //FIXME: don't shoot right away! if ( shoot3 ) {//try to shoot if it's time if ( TIMER_Done( NPCS.NPC, "attackDelay" ) ) { if( !(NPCS.NPCInfo->scriptFlags & SCF_FIRE_WEAPON) ) // we've already fired, no need to do it again here { WeaponThink( qtrue ); TIMER_Set( NPCS.NPC, "attackDelay", NPCS.NPCInfo->shotTime-level.time ); } } } } void NPC_BSGrenadier_Default( void ) { if( NPCS.NPCInfo->scriptFlags & SCF_FIRE_WEAPON ) { WeaponThink( qtrue ); } if( !NPCS.NPC->enemy ) {//don't have an enemy, look for one NPC_BSGrenadier_Patrol(); } else//if ( NPC->enemy ) {//have an enemy NPC_BSGrenadier_Attack(); } }