/* =========================================================================== 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 . =========================================================================== */ // // NPC.cpp - generic functions // #include "b_local.h" #include "anims.h" #include "g_functions.h" #include "say.h" #include "Q3_Interface.h" #include "g_vehicles.h" extern vec3_t playerMins; extern vec3_t playerMaxs; extern void PM_SetTorsoAnimTimer( gentity_t *ent, int *torsoAnimTimer, int time ); extern void PM_SetLegsAnimTimer( gentity_t *ent, int *legsAnimTimer, int time ); extern void NPC_BSNoClip ( void ); extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime ); extern void NPC_ApplyRoff (void); extern void NPC_TempLookTarget ( gentity_t *self, int lookEntNum, int minLookTime, int maxLookTime ); extern void NPC_CheckPlayerAim ( void ); extern void NPC_CheckAllClear ( void ); extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime ); extern qboolean NPC_CheckLookTarget( gentity_t *self ); extern void NPC_SetLookTarget( gentity_t *self, int entNum, int clearTime ); extern void Mark1_dying( gentity_t *self ); extern void NPC_BSCinematic( void ); extern int GetTime ( int lastTime ); extern void G_CheckCharmed( gentity_t *self ); extern qboolean Boba_Flying( gentity_t *self ); extern qboolean RT_Flying( gentity_t *self ); extern qboolean Jedi_CultistDestroyer( gentity_t *self ); extern void Boba_Update(); extern bool Boba_Flee(); extern bool Boba_Tactics(); extern void BubbleShield_Update(); extern qboolean PM_LockedAnim( int anim ); extern cvar_t *g_dismemberment; extern cvar_t *g_saberRealisticCombat; extern cvar_t *g_corpseRemovalTime; extern cvar_t *debug_subdivision; //Local Variables // ai debug cvars cvar_t *debugNPCAI; // used to print out debug info about the bot AI cvar_t *debugNPCFreeze; // set to disable bot ai and temporarily freeze them in place cvar_t *debugNPCName; cvar_t *d_saberCombat; cvar_t *d_JediAI; cvar_t *d_noGroupAI; cvar_t *d_asynchronousGroupAI; cvar_t *d_slowmodeath; extern qboolean stop_icarus; gentity_t *NPC; gNPC_t *NPCInfo; gclient_t *client; usercmd_t ucmd; visibility_t enemyVisibility; void NPC_SetAnim(gentity_t *ent,int setAnimParts,int anim,int setAnimFlags, int iBlend); static bState_t G_CurrentBState( gNPC_t *gNPC ); extern int eventClearTime; void CorpsePhysics( gentity_t *self ) { // run the bot through the server like it was a real client memset( &ucmd, 0, sizeof( ucmd ) ); ClientThink( self->s.number, &ucmd ); VectorCopy( self->s.origin, self->s.origin2 ); //FIXME: match my pitch and roll for the slope of my groundPlane if ( self->client->ps.groundEntityNum != ENTITYNUM_NONE && !(self->flags&FL_DISINTEGRATED) ) {//on the ground //FIXME: check 4 corners pitch_roll_for_slope( self ); } if ( eventClearTime == level.time + ALERT_CLEAR_TIME ) {//events were just cleared out so add me again if ( !(self->client->ps.eFlags&EF_NODRAW) ) { AddSightEvent( self->enemy, self->currentOrigin, 384, AEL_DISCOVERED ); } } if ( level.time - self->s.time > 3000 ) {//been dead for 3 seconds if ( !debug_subdivision->integer && !g_saberRealisticCombat->integer ) {//can't be dismembered once dead if ( self->client->NPC_class != CLASS_PROTOCOL ) { self->client->dismembered = true; } } } if ( level.time - self->s.time > 500 ) {//don't turn "nonsolid" until about 1 second after actual death if ((self->client->NPC_class != CLASS_MARK1) && (self->client->NPC_class != CLASS_INTERROGATOR)) // The Mark1 & Interrogator stays solid. { self->contents = CONTENTS_CORPSE; } if ( self->message ) { self->contents |= CONTENTS_TRIGGER; } } } /* ---------------------------------------- NPC_RemoveBody Determines when it's ok to ditch the corpse ---------------------------------------- */ #define REMOVE_DISTANCE 128 #define REMOVE_DISTANCE_SQR (REMOVE_DISTANCE * REMOVE_DISTANCE) extern qboolean InFOVFromPlayerView ( gentity_t *ent, int hFOV, int vFOV ); qboolean G_OkayToRemoveCorpse( gentity_t *self ) { //if we're still on a vehicle, we won't remove ourselves until we get ejected if ( self->client && self->client->NPC_class != CLASS_VEHICLE && self->s.m_iVehicleNum != 0 ) { Vehicle_t *pVeh = g_entities[self->s.m_iVehicleNum].m_pVehicle; if ( pVeh ) { if ( !pVeh->m_pVehicleInfo->Eject( pVeh, self, qtrue ) ) {//dammit, still can't get off the vehicle... return qfalse; } } else { assert(0); #ifndef FINAL_BUILD Com_Printf(S_COLOR_RED"ERROR: Dead pilot's vehicle removed while corpse was riding it (pilot: %s)???\n",self->targetname); #endif } } if ( self->message ) {//I still have a key return qfalse; } if ( IIcarusInterface::GetIcarus()->IsRunning( self->m_iIcarusID ) ) {//still running a script return qfalse; } if ( self->activator && self->activator->client && ((self->activator->client->ps.eFlags&EF_HELD_BY_RANCOR) || (self->activator->client->ps.eFlags&EF_HELD_BY_SAND_CREATURE) || (self->activator->client->ps.eFlags&EF_HELD_BY_WAMPA)) ) {//still holding a victim? return qfalse; } if ( self->client && ((self->client->ps.eFlags&EF_HELD_BY_RANCOR) || (self->client->ps.eFlags&EF_HELD_BY_SAND_CREATURE) || (self->client->ps.eFlags&EF_HELD_BY_WAMPA) ) ) {//being held by a creature return qfalse; } if ( self->client->ps.heldByClient < ENTITYNUM_WORLD ) {//being dragged return qfalse; } //okay, well okay to remove us...? return qtrue; } void NPC_RemoveBody( gentity_t *self ) { self->nextthink = level.time + FRAMETIME/2; //run physics at 20fps CorpsePhysics( self ); if ( self->NPC->nextBStateThink <= level.time ) {//run logic at 10 fps if( self->m_iIcarusID != IIcarusInterface::ICARUS_INVALID && !stop_icarus ) { IIcarusInterface::GetIcarus()->Update( self->m_iIcarusID ); } self->NPC->nextBStateThink = level.time + FRAMETIME; if ( !G_OkayToRemoveCorpse( self ) ) { return; } // I don't consider this a hack, it's creative coding . . . // I agree, very creative... need something like this for ATST and GALAKMECH too! if (self->client->NPC_class == CLASS_MARK1) { Mark1_dying( self ); } // Since these blow up, remove the bounding box. if ( self->client->NPC_class == CLASS_REMOTE || self->client->NPC_class == CLASS_SENTRY || self->client->NPC_class == CLASS_PROBE || self->client->NPC_class == CLASS_INTERROGATOR || self->client->NPC_class == CLASS_PROBE || self->client->NPC_class == CLASS_MARK2 ) { G_FreeEntity( self ); return; } //FIXME: don't ever inflate back up? self->maxs[2] = self->client->renderInfo.eyePoint[2] - self->currentOrigin[2] + 4; if ( self->maxs[2] < -8 ) { self->maxs[2] = -8; } if ( (self->NPC->aiFlags&NPCAI_HEAL_ROSH) ) {//kothos twins' bodies are never removed return; } if ( self->client->NPC_class == CLASS_GALAKMECH ) {//never disappears return; } if ( self->NPC && self->NPC->timeOfDeath <= level.time ) { self->NPC->timeOfDeath = level.time + 1000; // Only do all of this nonsense for Scav boys ( and girls ) /// if ( self->client->playerTeam == TEAM_SCAVENGERS || self->client->playerTeam == TEAM_KLINGON // || self->client->playerTeam == TEAM_HIROGEN || self->client->playerTeam == TEAM_MALON ) // should I check NPC_class here instead of TEAM ? - dmv if( self->client->playerTeam == TEAM_ENEMY || self->client->NPC_class == CLASS_PROTOCOL ) { self->nextthink = level.time + FRAMETIME; // try back in a second if ( DistanceSquared( g_entities[0].currentOrigin, self->currentOrigin ) <= REMOVE_DISTANCE_SQR ) { return; } if ( (InFOVFromPlayerView( self, 110, 90 )) ) // generous FOV check { if ( (NPC_ClearLOS( &g_entities[0], self->currentOrigin )) ) { return; } } } //FIXME: there are some conditions - such as heavy combat - in which we want // to remove the bodies... but in other cases it's just weird, like // when they're right behind you in a closed room and when they've been // placed as dead NPCs by a designer... // For now we just assume that a corpse with no enemy was // placed in the map as a corpse if ( self->enemy ) { if ( self->client && self->client->ps.saberEntityNum > 0 && self->client->ps.saberEntityNum < ENTITYNUM_WORLD ) { gentity_t *saberent = &g_entities[self->client->ps.saberEntityNum]; if ( saberent ) { G_FreeEntity( saberent ); } } G_FreeEntity( self ); } } } } /* ---------------------------------------- NPC_RemoveBody Determines when it's ok to ditch the corpse ---------------------------------------- */ int BodyRemovalPadTime( gentity_t *ent ) { int time; if ( !ent || !ent->client ) return 0; // team no longer indicates species/race, so in this case we'd use NPC_class, but switch( ent->client->NPC_class ) { case CLASS_MOUSE: case CLASS_GONK: case CLASS_R2D2: case CLASS_R5D2: //case CLASS_PROTOCOL: case CLASS_MARK1: case CLASS_MARK2: case CLASS_PROBE: case CLASS_SEEKER: case CLASS_REMOTE: case CLASS_SENTRY: case CLASS_INTERROGATOR: time = 0; break; default: // never go away if ( g_corpseRemovalTime->integer <= 0 ) { time = Q3_INFINITE; } else { time = g_corpseRemovalTime->integer*1000; } break; } return time; } /* ---------------------------------------- NPC_RemoveBodyEffect Effect to be applied when ditching the corpse ---------------------------------------- */ static void NPC_RemoveBodyEffect(void) { // vec3_t org; // gentity_t *tent; if ( !NPC || !NPC->client || (NPC->s.eFlags & EF_NODRAW) ) return; // team no longer indicates species/race, so in this case we'd use NPC_class, but // stub code switch(NPC->client->NPC_class) { case CLASS_PROBE: case CLASS_SEEKER: case CLASS_REMOTE: case CLASS_SENTRY: case CLASS_GONK: case CLASS_R2D2: case CLASS_R5D2: //case CLASS_PROTOCOL: case CLASS_MARK1: case CLASS_MARK2: case CLASS_INTERROGATOR: case CLASS_ATST: // yeah, this is a little weird, but for now I'm listing all droids // VectorCopy( NPC->currentOrigin, org ); // org[2] -= 16; // tent = G_TempEntity( org, EV_BOT_EXPLODE ); // tent->owner = NPC; break; default: break; } } /* ==================================================================== void pitch_roll_for_slope (edict_t *forwhom, vec3_t *slope, vec3_t storeAngles ) MG This will adjust the pitch and roll of a monster to match a given slope - if a non-'0 0 0' slope is passed, it will use that value, otherwise it will use the ground underneath the monster. If it doesn't find a surface, it does nothinh\g and returns. ==================================================================== */ void pitch_roll_for_slope( gentity_t *forwhom, vec3_t pass_slope, vec3_t storeAngles, qboolean keepPitch ) { vec3_t slope; vec3_t nvf, ovf, ovr, startspot, endspot, new_angles = { 0, 0, 0 }; float pitch, mod, dot; //if we don't have a slope, get one if( !pass_slope || VectorCompare( vec3_origin, pass_slope ) ) { trace_t trace; VectorCopy( forwhom->currentOrigin, startspot ); startspot[2] += forwhom->mins[2] + 4; VectorCopy( startspot, endspot ); endspot[2] -= 300; gi.trace( &trace, forwhom->currentOrigin, vec3_origin, vec3_origin, endspot, forwhom->s.number, MASK_SOLID, (EG2_Collision)0, 0 ); // if(trace_fraction>0.05&&forwhom.movetype==MOVETYPE_STEP) // forwhom.flags(-)FL_ONGROUND; if ( trace.fraction >= 1.0 ) return; if( !( &trace.plane ) ) return; if ( VectorCompare( vec3_origin, trace.plane.normal ) ) return; VectorCopy( trace.plane.normal, slope ); } else { VectorCopy( pass_slope, slope ); } float oldPitch = 0; if ( forwhom->client && forwhom->client->NPC_class == CLASS_VEHICLE ) {//special code for vehicles Vehicle_t *pVeh = forwhom->m_pVehicle; vec3_t tempAngles; tempAngles[PITCH] = tempAngles[ROLL] = 0; tempAngles[YAW] = pVeh->m_vOrientation[YAW]; AngleVectors( tempAngles, ovf, ovr, NULL ); } else { oldPitch = forwhom->currentAngles[PITCH]; AngleVectors( forwhom->currentAngles, ovf, ovr, NULL ); } vectoangles( slope, new_angles ); pitch = new_angles[PITCH] + 90; if ( keepPitch ) { pitch += oldPitch; } new_angles[ROLL] = new_angles[PITCH] = 0; AngleVectors( new_angles, nvf, NULL, NULL ); mod = DotProduct( nvf, ovr ); if ( mod<0 ) mod = -1; else mod = 1; dot = DotProduct( nvf, ovf ); if ( storeAngles ) { storeAngles[PITCH] = dot * pitch; storeAngles[ROLL] = ((1-Q_fabs(dot)) * pitch * mod); } else if ( forwhom->client ) { forwhom->client->ps.viewangles[PITCH] = dot * pitch; forwhom->client->ps.viewangles[ROLL] = ((1-Q_fabs(dot)) * pitch * mod); float oldmins2 = forwhom->mins[2]; forwhom->mins[2] = -24 + 12 * fabs(forwhom->client->ps.viewangles[PITCH])/180.0f; //FIXME: if it gets bigger, move up if ( oldmins2 > forwhom->mins[2] ) {//our mins is now lower, need to move up //FIXME: trace? forwhom->client->ps.origin[2] += (oldmins2 - forwhom->mins[2]); forwhom->currentOrigin[2] = forwhom->client->ps.origin[2]; gi.linkentity( forwhom ); } } else { forwhom->currentAngles[PITCH] = dot * pitch; forwhom->currentAngles[ROLL] = ((1-Q_fabs(dot)) * pitch * mod); } } /* void NPC_PostDeathThink( void ) { float mostdist; trace_t trace1, trace2, trace3, trace4, movetrace; vec3_t org, endpos, startpos, forward, right; int whichtrace = 0; float cornerdist[4]; qboolean frontbackbothclear = false; qboolean rightleftbothclear = false; if( NPC->client->ps.groundEntityNum == ENTITYNUM_NONE || !VectorCompare( vec3_origin, NPC->client->ps.velocity ) ) { if ( NPC->client->ps.groundEntityNum != ENTITYNUM_NONE && NPC->client->ps.friction == 1.0 )//check avelocity? { pitch_roll_for_slope( NPC ); } return; } cornerdist[FRONT] = cornerdist[BACK] = cornerdist[RIGHT] = cornerdist[LEFT] = 0.0f; mostdist = MIN_DROP_DIST; AngleVectors( NPC->currentAngles, forward, right, NULL ); VectorCopy( NPC->currentOrigin, org ); org[2] += NPC->mins[2]; VectorMA( org, NPC->dead_size, forward, startpos ); VectorCopy( startpos, endpos ); endpos[2] -= 128; gi.trace( &trace1, startpos, vec3_origin, vec3_origin, endpos, NPC->s.number, MASK_SOLID, ); if( !trace1.allsolid && !trace1.startsolid ) { cornerdist[FRONT] = trace1.fraction; if ( trace1.fraction > mostdist ) { mostdist = trace1.fraction; whichtrace = 1; } } VectorMA( org, -NPC->dead_size, forward, startpos ); VectorCopy( startpos, endpos ); endpos[2] -= 128; gi.trace( &trace2, startpos, vec3_origin, vec3_origin, endpos, NPC->s.number, MASK_SOLID ); if( !trace2.allsolid && !trace2.startsolid ) { cornerdist[BACK] = trace2.fraction; if ( trace2.fraction > mostdist ) { mostdist = trace2.fraction; whichtrace = 2; } } VectorMA( org, NPC->dead_size/2, right, startpos ); VectorCopy( startpos, endpos ); endpos[2] -= 128; gi.trace( &trace3, startpos, vec3_origin, vec3_origin, endpos, NPC->s.number, MASK_SOLID ); if ( !trace3.allsolid && !trace3.startsolid ) { cornerdist[RIGHT] = trace3.fraction; if ( trace3.fraction>mostdist ) { mostdist = trace3.fraction; whichtrace = 3; } } VectorMA( org, -NPC->dead_size/2, right, startpos ); VectorCopy( startpos, endpos ); endpos[2] -= 128; gi.trace( &trace4, startpos, vec3_origin, vec3_origin, endpos, NPC->s.number, MASK_SOLID ); if ( !trace4.allsolid && !trace4.startsolid ) { cornerdist[LEFT] = trace4.fraction; if ( trace4.fraction > mostdist ) { mostdist = trace4.fraction; whichtrace = 4; } } //OK! Now if two opposite sides are hanging, use a third if any, else, do nothing if ( cornerdist[FRONT] > MIN_DROP_DIST && cornerdist[BACK] > MIN_DROP_DIST ) frontbackbothclear = true; if ( cornerdist[RIGHT] > MIN_DROP_DIST && cornerdist[LEFT] > MIN_DROP_DIST ) rightleftbothclear = true; if ( frontbackbothclear && rightleftbothclear ) return; if ( frontbackbothclear ) { if ( cornerdist[RIGHT] > MIN_DROP_DIST ) whichtrace = 3; else if ( cornerdist[LEFT] > MIN_DROP_DIST ) whichtrace = 4; else return; } if ( rightleftbothclear ) { if ( cornerdist[FRONT] > MIN_DROP_DIST ) whichtrace = 1; else if ( cornerdist[BACK] > MIN_DROP_DIST ) whichtrace = 2; else return; } switch ( whichtrace ) {//check for stuck case 1: VectorMA( NPC->currentOrigin, NPC->maxs[0], forward, endpos ); gi.trace( &movetrace, NPC->currentOrigin, NPC->mins, NPC->maxs, endpos, NPC->s.number, MASK_MONSTERSOLID ); if ( movetrace.allsolid || movetrace.startsolid || movetrace.fraction < 1.0 ) if ( canmove( movetrace.ent ) ) whichtrace = -1; else whichtrace = 0; break; case 2: VectorMA( NPC->currentOrigin, -NPC->maxs[0], forward, endpos ); gi.trace( &movetrace, NPC->currentOrigin, NPC->mins, NPC->maxs, endpos, NPC->s.number, MASK_MONSTERSOLID ); if ( movetrace.allsolid || movetrace.startsolid || movetrace.fraction < 1.0 ) if ( canmove( movetrace.ent ) ) whichtrace = -1; else whichtrace = 0; break; case 3: VectorMA( NPC->currentOrigin, NPC->maxs[0], right, endpos ); gi.trace( &movetrace, NPC->currentOrigin, NPC->mins, NPC->maxs, endpos, NPC->s.number, MASK_MONSTERSOLID ); if ( movetrace.allsolid || movetrace.startsolid || movetrace.fraction < 1.0 ) if ( canmove( movetrace.ent ) ) whichtrace = -1; else whichtrace = 0; break; case 4: VectorMA( NPC->currentOrigin, -NPC->maxs[0], right, endpos ); gi.trace( &movetrace, NPC->currentOrigin, NPC->mins, NPC->maxs, endpos, NPC->s.number, MASK_MONSTERSOLID ); if (movetrace.allsolid || movetrace.startsolid || movetrace.fraction < 1.0 ) if ( canmove( movetrace.ent ) ) whichtrace = -1; else whichtrace = 0; break; } switch ( whichtrace ) { case 1: VectorMA( NPC->client->ps.velocity, 200, forward, NPC->client->ps.velocity ); if ( trace1.fraction >= 0.9 ) { //can't anymore, origin not in center of deathframe! // NPC->avelocity[PITCH] = -300; NPC->client->ps.friction = 1.0; } else { pitch_roll_for_slope( NPC, &trace1.plane.normal ); NPC->client->ps.friction = trace1.plane.normal[2] * 0.1; } return; break; case 2: VectorMA( NPC->client->ps.velocity, -200, forward, NPC->client->ps.velocity ); if(trace2.fraction >= 0.9) { //can't anymore, origin not in center of deathframe! // NPC->avelocity[PITCH] = 300; NPC->client->ps.friction = 1.0; } else { pitch_roll_for_slope( NPC, &trace2.plane.normal ); NPC->client->ps.friction = trace2.plane.normal[2] * 0.1; } return; break; case 3: VectorMA( NPC->client->ps.velocity, 200, right, NPC->client->ps.velocity ); if ( trace3.fraction >= 0.9 ) { //can't anymore, origin not in center of deathframe! // NPC->avelocity[ROLL] = -300; NPC->client->ps.friction = 1.0; } else { pitch_roll_for_slope( NPC, &trace3.plane.normal ); NPC->client->ps.friction = trace3.plane.normal[2] * 0.1; } return; break; case 4: VectorMA( NPC->client->ps.velocity, -200, right, NPC->client->ps.velocity ); if ( trace4.fraction >= 0.9 ) { //can't anymore, origin not in center of deathframe! // NPC->avelocity[ROLL] = 300; NPC->client->ps.friction = 1.0; } else { pitch_roll_for_slope( NPC, &trace4.plane.normal ); NPC->client->ps.friction = trace4.plane.normal[2] * 0.1; } return; break; } //on solid ground if ( whichtrace == -1 ) { return; } NPC->client->ps.friction = 1.0; //VectorClear( NPC->avelocity ); pitch_roll_for_slope( NPC ); //gi.linkentity (NPC); } */ /* ---------------------------------------- DeadThink ---------------------------------------- */ static void DeadThink ( void ) { trace_t trace; //HACKHACKHACKHACKHACK //We should really have a seperate G2 bounding box (seperate from the physics bbox) for G2 collisions only //FIXME: don't ever inflate back up? //GAH! With Ragdoll, they get stuck in the ceiling float oldMaxs2 = NPC->maxs[2]; NPC->maxs[2] = NPC->client->renderInfo.eyePoint[2] - NPC->currentOrigin[2] + 4; if ( NPC->maxs[2] < -8 ) { NPC->maxs[2] = -8; } if ( NPC->maxs[2] > oldMaxs2 ) {//inflating maxs, make sure we're not inflating into solid gi.trace (&trace, NPC->currentOrigin, NPC->mins, NPC->maxs, NPC->currentOrigin, NPC->s.number, NPC->clipmask, (EG2_Collision)0, 0 ); if ( trace.allsolid ) {//must be inflating NPC->maxs[2] = oldMaxs2; } } /* { if ( VectorCompare( NPC->client->ps.velocity, vec3_origin ) ) {//not flying through the air if ( NPC->mins[0] > -32 ) { NPC->mins[0] -= 1; gi.trace (&trace, NPC->currentOrigin, NPC->mins, NPC->maxs, NPC->currentOrigin, NPC->s.number, NPC->clipmask ); if ( trace.allsolid ) { NPC->mins[0] += 1; } } if ( NPC->maxs[0] < 32 ) { NPC->maxs[0] += 1; gi.trace (&trace, NPC->currentOrigin, NPC->mins, NPC->maxs, NPC->currentOrigin, NPC->s.number, NPC->clipmask ); if ( trace.allsolid ) { NPC->maxs[0] -= 1; } } if ( NPC->mins[1] > -32 ) { NPC->mins[1] -= 1; gi.trace (&trace, NPC->currentOrigin, NPC->mins, NPC->maxs, NPC->currentOrigin, NPC->s.number, NPC->clipmask ); if ( trace.allsolid ) { NPC->mins[1] += 1; } } if ( NPC->maxs[1] < 32 ) { NPC->maxs[1] += 1; gi.trace (&trace, NPC->currentOrigin, NPC->mins, NPC->maxs, NPC->currentOrigin, NPC->s.number, NPC->clipmask ); if ( trace.allsolid ) { NPC->maxs[1] -= 1; } } } } //HACKHACKHACKHACKHACK */ //FIXME: tilt and fall off of ledges? //NPC_PostDeathThink(); /* if ( !NPCInfo->timeOfDeath && NPC->client != NULL && NPCInfo != NULL ) { //haven't finished death anim yet and were NOT given a specific amount of time to wait before removal int legsAnim = NPC->client->ps.legsAnim; animation_t *animations = knownAnimFileSets[NPC->client->clientInfo.animFileIndex].animations; NPC->bounceCount = -1; // This is a cheap hack for optimizing the pointcontents check below //ghoul doesn't tell us this anymore //if ( NPC->client->renderInfo.legsFrame == animations[legsAnim].firstFrame + (animations[legsAnim].numFrames - 1) ) { //reached the end of the death anim NPCInfo->timeOfDeath = level.time + BodyRemovalPadTime( NPC ); } } else */ { //death anim done (or were given a specific amount of time to wait before removal), wait the requisite amount of time them remove if ( level.time >= NPCInfo->timeOfDeath + BodyRemovalPadTime( NPC ) ) { if ( NPC->client->ps.eFlags & EF_NODRAW ) { if ( !IIcarusInterface::GetIcarus()->IsRunning( NPC->m_iIcarusID ) ) { NPC->e_ThinkFunc = thinkF_G_FreeEntity; NPC->nextthink = level.time + FRAMETIME; } } else { // Start the body effect first, then delay 400ms before ditching the corpse NPC_RemoveBodyEffect(); //FIXME: keep it running through physics somehow? NPC->e_ThinkFunc = thinkF_NPC_RemoveBody; NPC->nextthink = level.time + FRAMETIME/2; // if ( NPC->client->playerTeam == TEAM_FORGE ) // NPCInfo->timeOfDeath = level.time + FRAMETIME * 8; // else if ( NPC->client->playerTeam == TEAM_BOTS ) class_t npc_class = NPC->client->NPC_class; // check for droids if ( npc_class == CLASS_SEEKER || npc_class == CLASS_REMOTE || npc_class == CLASS_PROBE || npc_class == CLASS_MOUSE || npc_class == CLASS_GONK || npc_class == CLASS_R2D2 || npc_class == CLASS_R5D2 || npc_class == CLASS_MARK2 || npc_class == CLASS_SENTRY )//npc_class == CLASS_PROTOCOL || { NPC->client->ps.eFlags |= EF_NODRAW; NPCInfo->timeOfDeath = level.time + FRAMETIME * 8; } else { NPCInfo->timeOfDeath = level.time + FRAMETIME * 4; } } return; } } // If the player is on the ground and the resting position contents haven't been set yet...(BounceCount tracks the contents) if ( NPC->bounceCount < 0 && NPC->s.groundEntityNum >= 0 ) { // if client is in a nodrop area, make him/her nodraw int contents = NPC->bounceCount = gi.pointcontents( NPC->currentOrigin, -1 ); if ( ( contents & CONTENTS_NODROP ) ) { NPC->client->ps.eFlags |= EF_NODRAW; } } CorpsePhysics( NPC ); } /* =============== SetNPCGlobals local function to set globals used throughout the AI code =============== */ void SetNPCGlobals( gentity_t *ent ) { NPC = ent; NPCInfo = ent->NPC; client = ent->client; memset( &ucmd, 0, sizeof( usercmd_t ) ); } gentity_t *_saved_NPC; gNPC_t *_saved_NPCInfo; gclient_t *_saved_client; usercmd_t _saved_ucmd; void SaveNPCGlobals() { _saved_NPC = NPC; _saved_NPCInfo = NPCInfo; _saved_client = client; memcpy( &_saved_ucmd, &ucmd, sizeof( usercmd_t ) ); } void RestoreNPCGlobals() { NPC = _saved_NPC; NPCInfo = _saved_NPCInfo; client = _saved_client; memcpy( &ucmd, &_saved_ucmd, sizeof( usercmd_t ) ); } //We MUST do this, other funcs were using NPC illegally when "self" wasn't the global NPC void ClearNPCGlobals( void ) { NPC = NULL; NPCInfo = NULL; client = NULL; } //=============== extern qboolean showBBoxes; vec3_t NPCDEBUG_RED = {1.0, 0.0, 0.0}; vec3_t NPCDEBUG_GREEN = {0.0, 1.0, 0.0}; vec3_t NPCDEBUG_BLUE = {0.0, 0.0, 1.0}; vec3_t NPCDEBUG_LIGHT_BLUE = {0.3f, 0.7f, 1.0}; extern void CG_Cube( vec3_t mins, vec3_t maxs, vec3_t color, float alpha ); extern void CG_Line( vec3_t start, vec3_t end, vec3_t color, float alpha ); void NPC_ShowDebugInfo (void) { if ( showBBoxes ) { gentity_t *found = NULL; vec3_t mins, maxs; //do player, too VectorAdd( player->currentOrigin, player->mins, mins ); VectorAdd( player->currentOrigin, player->maxs, maxs ); CG_Cube( mins, maxs, NPCDEBUG_RED, 0.25 ); //do NPCs while( (found = G_Find( found, FOFS(classname), "NPC" ) ) != NULL ) { if ( gi.inPVS( found->currentOrigin, g_entities[0].currentOrigin ) ) { VectorAdd( found->currentOrigin, found->mins, mins ); VectorAdd( found->currentOrigin, found->maxs, maxs ); CG_Cube( mins, maxs, NPCDEBUG_RED, 0.25 ); } } } } void NPC_ApplyScriptFlags (void) { if ( NPCInfo->scriptFlags & SCF_CROUCHED ) { if ( NPCInfo->charmedTime > level.time && (ucmd.forwardmove || ucmd.rightmove) ) {//ugh, if charmed and moving, ignore the crouched command } else { ucmd.upmove = -127; } } if(NPCInfo->scriptFlags & SCF_RUNNING) { ucmd.buttons &= ~BUTTON_WALKING; } else if(NPCInfo->scriptFlags & SCF_WALKING) { if ( NPCInfo->charmedTime > level.time && (ucmd.forwardmove || ucmd.rightmove) ) {//ugh, if charmed and moving, ignore the walking command } else { ucmd.buttons |= BUTTON_WALKING; } } /* if(NPCInfo->scriptFlags & SCF_CAREFUL) { ucmd.buttons |= BUTTON_CAREFUL; } */ if(NPCInfo->scriptFlags & SCF_LEAN_RIGHT) { ucmd.buttons |= BUTTON_USE; ucmd.rightmove = 127; ucmd.forwardmove = 0; ucmd.upmove = 0; } else if(NPCInfo->scriptFlags & SCF_LEAN_LEFT) { ucmd.buttons |= BUTTON_USE; ucmd.rightmove = -127; ucmd.forwardmove = 0; ucmd.upmove = 0; } if ( (NPCInfo->scriptFlags & SCF_ALT_FIRE) && (ucmd.buttons & BUTTON_ATTACK) ) {//Use altfire instead ucmd.buttons |= BUTTON_ALT_ATTACK; } // only removes NPC when it's safe too (Player is out of PVS) if( NPCInfo->scriptFlags & SCF_SAFE_REMOVE ) { // take from BSRemove if( !gi.inPVS( NPC->currentOrigin, g_entities[0].currentOrigin ) )//FIXME: use cg.vieworg? { G_UseTargets2( NPC, NPC, NPC->target3 ); NPC->s.eFlags |= EF_NODRAW; NPC->svFlags &= ~SVF_NPC; NPC->s.eType = ET_INVISIBLE; NPC->contents = 0; NPC->health = 0; NPC->targetname = NULL; //Disappear in half a second NPC->e_ThinkFunc = thinkF_G_FreeEntity; NPC->nextthink = level.time + FRAMETIME; }//FIXME: else allow for out of FOV??? } } extern qboolean JET_Flying( gentity_t *self ); extern void JET_FlyStart( gentity_t *self ); extern void JET_FlyStop( gentity_t *self ); void NPC_HandleAIFlags (void) { // Update Guys With Jet Packs //---------------------------- if (NPCInfo->scriptFlags & SCF_FLY_WITH_JET) { bool ShouldFly = !!(NPCInfo->aiFlags & NPCAI_FLY); bool IsFlying = !!(JET_Flying(NPC)); bool IsInTheAir = (NPC->client->ps.groundEntityNum==ENTITYNUM_NONE); if (IsFlying) { // Don't Stop Flying Until Near The Ground //----------------------------------------- if (IsInTheAir) { vec3_t ground; trace_t trace; VectorCopy(NPC->currentOrigin, ground); ground[2] -= 60.0f; gi.trace(&trace, NPC->currentOrigin, 0, 0, ground, NPC->s.number, NPC->clipmask, (EG2_Collision)0, 0); IsInTheAir = (!trace.allsolid && !trace.startsolid && trace.fraction>0.9f); } // If Flying, Remember The Last Time //----------------------------------- if (IsInTheAir) { NPC->lastInAirTime = level.time; ShouldFly = true; } // Auto Turn Off Jet Pack After 1 Second On The Ground //----------------------------------------------------- else if (!ShouldFly && (level.time - NPC->lastInAirTime)>3000) { NPCInfo->aiFlags &= ~NPCAI_FLY; } } // If We Should Be Flying And Are Not, Start Er Up //------------------------------------------------- if (ShouldFly && !IsFlying) { JET_FlyStart(NPC); // EVENTUALLY, Remove All Other Calls } // Otherwise, If Needed, Shut It Off //----------------------------------- else if (!ShouldFly && IsFlying) { JET_FlyStop(NPC); // EVENTUALLY, Remove All Other Calls } } //FIXME: make these flags checks a function call like NPC_CheckAIFlagsAndTimers if ( NPCInfo->aiFlags & NPCAI_LOST ) {//Print that you need help! //FIXME: shouldn't remove this just yet if cg_draw needs it NPCInfo->aiFlags &= ~NPCAI_LOST; /* if ( showWaypoints ) { Quake3Game()->DebugPrint(WL_WARNING, "%s can't navigate to target %s (my wp: %d, goal wp: %d)\n", NPC->targetname, NPCInfo->goalEntity->targetname, NPC->waypoint, NPCInfo->goalEntity->waypoint ); } */ if ( NPCInfo->goalEntity && NPCInfo->goalEntity == NPC->enemy ) {//We can't nav to our enemy //Drop enemy and see if we should search for him NPC_LostEnemyDecideChase(); } } //been told to play a victory sound after a delay if ( NPCInfo->greetingDebounceTime && NPCInfo->greetingDebounceTime < level.time ) { G_AddVoiceEvent( NPC, Q_irand(EV_VICTORY1, EV_VICTORY3), Q_irand( 2000, 4000 ) ); NPCInfo->greetingDebounceTime = 0; } if ( NPCInfo->ffireCount > 0 ) { if ( NPCInfo->ffireFadeDebounce < level.time ) { NPCInfo->ffireCount--; //Com_Printf( "drop: %d < %d\n", NPCInfo->ffireCount, 3+((2-g_spskill->integer)*2) ); NPCInfo->ffireFadeDebounce = level.time + 3000; } } } void NPC_AvoidWallsAndCliffs (void) { /* vec3_t forward, right, testPos, angles, mins; trace_t trace; float fwdDist, rtDist; //FIXME: set things like this forward dir once at the beginning //of a frame instead of over and over again if ( NPCInfo->aiFlags & NPCAI_NO_COLL_AVOID ) { return; } if ( ucmd.upmove > 0 || NPC->client->ps.groundEntityNum == ENTITYNUM_NONE ) {//Going to jump or in the air return; } if ( !ucmd.forwardmove && !ucmd.rightmove ) { return; } if ( fabs( AngleDelta( NPC->currentAngles[YAW], NPCInfo->desiredYaw ) ) < 5.0 )//!ucmd.angles[YAW] ) {//Not turning much, don't do this //NOTE: Should this not happen only if you're not turning AT ALL? // You could be turning slowly but moving fast, so that would // still let you walk right off a cliff... //NOTE: Or maybe it is a good idea to ALWAYS do this, regardless // of whether ot not we're turning? But why would we be walking // straight into a wall or off a cliff unless we really wanted to? return; } VectorCopy( NPC->mins, mins ); mins[2] += STEPSIZE; angles[YAW] = NPC->client->ps.viewangles[YAW];//Add ucmd.angles[YAW]? AngleVectors( angles, forward, right, NULL ); fwdDist = ((float)ucmd.forwardmove)/16.0f; rtDist = ((float)ucmd.rightmove)/16.0f; VectorMA( NPC->currentOrigin, fwdDist, forward, testPos ); VectorMA( testPos, rtDist, right, testPos ); gi.trace( &trace, NPC->currentOrigin, mins, NPC->maxs, testPos, NPC->s.number, NPC->clipmask ); if ( trace.allsolid || trace.startsolid || trace.fraction < 1.0 ) {//Going to bump into something, don't move, just turn ucmd.forwardmove = 0; ucmd.rightmove = 0; return; } VectorCopy(trace.endpos, testPos); testPos[2] -= 128; gi.trace( &trace, trace.endpos, mins, NPC->maxs, testPos, NPC->s.number, NPC->clipmask ); if ( trace.allsolid || trace.startsolid || trace.fraction < 1.0 ) {//Not going off a cliff return; } //going to fall at least 128, don't move, just turn... is this bad, though? What if we want them to drop off? ucmd.forwardmove = 0; ucmd.rightmove = 0; return; */ } void NPC_CheckAttackScript(void) { if(!(ucmd.buttons & BUTTON_ATTACK)) { return; } G_ActivateBehavior(NPC, BSET_ATTACK); } float NPC_MaxDistSquaredForWeapon (void); void NPC_CheckAttackHold(void) { vec3_t vec; // If they don't have an enemy they shouldn't hold their attack anim. if ( !NPC->enemy ) { NPCInfo->attackHoldTime = 0; return; } //FIXME: need to tie this into AI somehow? VectorSubtract(NPC->enemy->currentOrigin, NPC->currentOrigin, vec); if( VectorLengthSquared(vec) > NPC_MaxDistSquaredForWeapon() ) { NPCInfo->attackHoldTime = 0; } else if( NPCInfo->attackHoldTime && NPCInfo->attackHoldTime > level.time ) { ucmd.buttons |= BUTTON_ATTACK; } else if ( ( NPCInfo->attackHold ) && ( ucmd.buttons & BUTTON_ATTACK ) ) { NPCInfo->attackHoldTime = level.time + NPCInfo->attackHold; } else { NPCInfo->attackHoldTime = 0; } } /* void NPC_KeepCurrentFacing(void) Fills in a default ucmd to keep current angles facing */ void NPC_KeepCurrentFacing(void) { if(!ucmd.angles[YAW]) { ucmd.angles[YAW] = ANGLE2SHORT( client->ps.viewangles[YAW] ) - client->ps.delta_angles[YAW]; } if(!ucmd.angles[PITCH]) { ucmd.angles[PITCH] = ANGLE2SHORT( client->ps.viewangles[PITCH] ) - client->ps.delta_angles[PITCH]; } } /* ------------------------- NPC_BehaviorSet_Charmed ------------------------- */ void NPC_BehaviorSet_Charmed( int bState ) { switch( bState ) { case BS_FOLLOW_LEADER://# 40: Follow your leader and shoot any enemies you come across NPC_BSFollowLeader(); break; case BS_REMOVE: NPC_BSRemove(); break; case BS_SEARCH: //# 43: Using current waypoint as a base, search the immediate branches of waypoints for enemies NPC_BSSearch(); break; case BS_WANDER: //# 46: Wander down random waypoint paths NPC_BSWander(); break; case BS_FLEE: NPC_BSFlee(); break; default: case BS_DEFAULT://whatever NPC_BSDefault(); break; } } /* ------------------------- NPC_BehaviorSet_Default ------------------------- */ void NPC_BehaviorSet_Default( int bState ) { switch( bState ) { case BS_ADVANCE_FIGHT://head toward captureGoal, shoot anything that gets in the way NPC_BSAdvanceFight (); break; case BS_SLEEP://Follow a path, looking for enemies NPC_BSSleep (); break; case BS_FOLLOW_LEADER://# 40: Follow your leader and shoot any enemies you come across NPC_BSFollowLeader(); break; case BS_JUMP: //41: Face navgoal and jump to it. NPC_BSJump(); break; case BS_REMOVE: NPC_BSRemove(); break; case BS_SEARCH: //# 43: Using current waypoint as a base, search the immediate branches of waypoints for enemies NPC_BSSearch(); break; case BS_NOCLIP: NPC_BSNoClip(); break; case BS_WANDER: //# 46: Wander down random waypoint paths NPC_BSWander(); break; case BS_FLEE: NPC_BSFlee(); break; case BS_WAIT: NPC_BSWait(); break; case BS_CINEMATIC: NPC_BSCinematic(); break; default: case BS_DEFAULT://whatever NPC_BSDefault(); break; } } /* ------------------------- NPC_BehaviorSet_Interrogator ------------------------- */ void NPC_BehaviorSet_Interrogator( int bState ) { switch( bState ) { case BS_STAND_GUARD: case BS_PATROL: case BS_STAND_AND_SHOOT: case BS_HUNT_AND_KILL: case BS_DEFAULT: NPC_BSInterrogator_Default(); break; default: NPC_BehaviorSet_Default( bState ); break; } } void NPC_BSImperialProbe_Attack( void ); void NPC_BSImperialProbe_Patrol( void ); void NPC_BSImperialProbe_Wait(void); /* ------------------------- NPC_BehaviorSet_ImperialProbe ------------------------- */ void NPC_BehaviorSet_ImperialProbe( int bState ) { switch( bState ) { case BS_STAND_GUARD: case BS_PATROL: case BS_STAND_AND_SHOOT: case BS_HUNT_AND_KILL: case BS_DEFAULT: NPC_BSImperialProbe_Default(); break; default: NPC_BehaviorSet_Default( bState ); break; } } void NPC_BSSeeker_Default( void ); /* ------------------------- NPC_BehaviorSet_Seeker ------------------------- */ void NPC_BehaviorSet_Seeker( int bState ) { switch( bState ) { case BS_STAND_GUARD: case BS_PATROL: case BS_STAND_AND_SHOOT: case BS_HUNT_AND_KILL: case BS_DEFAULT: default: NPC_BSSeeker_Default(); break; } } void NPC_BSRemote_Default( void ); /* ------------------------- NPC_BehaviorSet_Remote ------------------------- */ void NPC_BehaviorSet_Remote( int bState ) { switch( bState ) { case BS_STAND_GUARD: case BS_PATROL: case BS_STAND_AND_SHOOT: case BS_HUNT_AND_KILL: case BS_DEFAULT: NPC_BSRemote_Default(); break; default: NPC_BehaviorSet_Default( bState ); break; } } void NPC_BSSentry_Default( void ); /* ------------------------- NPC_BehaviorSet_Sentry ------------------------- */ void NPC_BehaviorSet_Sentry( int bState ) { switch( bState ) { case BS_STAND_GUARD: case BS_PATROL: case BS_STAND_AND_SHOOT: case BS_HUNT_AND_KILL: case BS_DEFAULT: NPC_BSSentry_Default(); break; default: NPC_BehaviorSet_Default( bState ); break; } } /* ------------------------- NPC_BehaviorSet_Grenadier ------------------------- */ void NPC_BehaviorSet_Grenadier( int bState ) { switch( bState ) { case BS_STAND_GUARD: case BS_PATROL: case BS_STAND_AND_SHOOT: case BS_HUNT_AND_KILL: case BS_DEFAULT: NPC_BSGrenadier_Default(); break; default: NPC_BehaviorSet_Default( bState ); break; } } /* ------------------------- NPC_BehaviorSet_Tusken ------------------------- */ void NPC_BehaviorSet_Tusken( int bState ) { switch( bState ) { case BS_STAND_GUARD: case BS_PATROL: case BS_STAND_AND_SHOOT: case BS_HUNT_AND_KILL: case BS_DEFAULT: NPC_BSTusken_Default(); break; default: NPC_BehaviorSet_Default( bState ); break; } } /* ------------------------- NPC_BehaviorSet_Sniper ------------------------- */ void NPC_BehaviorSet_Sniper( int bState ) { switch( bState ) { case BS_STAND_GUARD: case BS_PATROL: case BS_STAND_AND_SHOOT: case BS_HUNT_AND_KILL: case BS_DEFAULT: NPC_BSSniper_Default(); break; default: NPC_BehaviorSet_Default( bState ); break; } } /* ------------------------- NPC_BehaviorSet_Stormtrooper ------------------------- */ void NPC_BehaviorSet_Stormtrooper( int bState ) { switch( bState ) { case BS_STAND_GUARD: case BS_PATROL: case BS_STAND_AND_SHOOT: case BS_HUNT_AND_KILL: case BS_DEFAULT: NPC_BSST_Default(); break; case BS_INVESTIGATE: NPC_BSST_Investigate(); break; case BS_SLEEP: NPC_BSST_Sleep(); break; default: NPC_BehaviorSet_Default( bState ); break; } } /* ------------------------- NPC_BehaviorSet_Jedi ------------------------- */ void NPC_BehaviorSet_Jedi( int bState ) { switch( bState ) { case BS_STAND_GUARD: case BS_PATROL: case BS_STAND_AND_SHOOT: case BS_HUNT_AND_KILL: case BS_INVESTIGATE://WTF???!! case BS_DEFAULT: NPC_BSJedi_Default(); break; case BS_FOLLOW_LEADER: NPC_BSJedi_FollowLeader(); break; default: NPC_BehaviorSet_Default( bState ); break; } } qboolean G_JediInNormalAI( gentity_t *ent ) {//NOTE: should match above func's switch! //check our bState bState_t bState = G_CurrentBState( ent->NPC ); switch ( bState ) { case BS_STAND_GUARD: case BS_PATROL: case BS_STAND_AND_SHOOT: case BS_HUNT_AND_KILL: case BS_INVESTIGATE: case BS_DEFAULT: case BS_FOLLOW_LEADER: return qtrue; break; default: break; } return qfalse; } /* ------------------------- NPC_BehaviorSet_Droid ------------------------- */ void NPC_BehaviorSet_Droid( int bState ) { switch( bState ) { case BS_DEFAULT: case BS_STAND_GUARD: case BS_PATROL: NPC_BSDroid_Default(); break; default: NPC_BehaviorSet_Default( bState ); break; } } /* ------------------------- NPC_BehaviorSet_Mark1 ------------------------- */ void NPC_BehaviorSet_Mark1( int bState ) { switch( bState ) { case BS_DEFAULT: case BS_STAND_GUARD: case BS_PATROL: NPC_BSMark1_Default(); break; default: NPC_BehaviorSet_Default( bState ); break; } } /* ------------------------- NPC_BehaviorSet_Mark2 ------------------------- */ void NPC_BehaviorSet_Mark2( int bState ) { switch( bState ) { case BS_DEFAULT: case BS_PATROL: case BS_STAND_AND_SHOOT: case BS_HUNT_AND_KILL: NPC_BSMark2_Default(); break; default: NPC_BehaviorSet_Default( bState ); break; } } /* ------------------------- NPC_BehaviorSet_ATST ------------------------- */ void NPC_BehaviorSet_ATST( int bState ) { switch( bState ) { case BS_DEFAULT: case BS_PATROL: case BS_STAND_AND_SHOOT: case BS_HUNT_AND_KILL: NPC_BSATST_Default(); break; default: NPC_BehaviorSet_Default( bState ); break; } } /* ------------------------- NPC_BehaviorSet_MineMonster ------------------------- */ void NPC_BehaviorSet_MineMonster( int bState ) { switch( bState ) { case BS_STAND_GUARD: case BS_PATROL: case BS_STAND_AND_SHOOT: case BS_HUNT_AND_KILL: case BS_DEFAULT: NPC_BSMineMonster_Default(); break; default: NPC_BehaviorSet_Default( bState ); break; } } /* ------------------------- NPC_BehaviorSet_Howler ------------------------- */ void NPC_BehaviorSet_Howler( int bState ) { switch( bState ) { case BS_STAND_GUARD: case BS_PATROL: case BS_STAND_AND_SHOOT: case BS_HUNT_AND_KILL: case BS_DEFAULT: NPC_BSHowler_Default(); break; default: NPC_BehaviorSet_Default( bState ); break; } } /* ------------------------- NPC_BehaviorSet_Rancor ------------------------- */ void NPC_BehaviorSet_Rancor( int bState ) { switch( bState ) { case BS_STAND_GUARD: case BS_PATROL: case BS_STAND_AND_SHOOT: case BS_HUNT_AND_KILL: case BS_DEFAULT: NPC_BSRancor_Default(); break; default: NPC_BehaviorSet_Default( bState ); break; } } /* ------------------------- NPC_BehaviorSet_Wampa ------------------------- */ void NPC_BehaviorSet_Wampa( int bState ) { switch( bState ) { case BS_STAND_GUARD: case BS_PATROL: case BS_STAND_AND_SHOOT: case BS_HUNT_AND_KILL: case BS_DEFAULT: NPC_BSWampa_Default(); break; default: NPC_BehaviorSet_Default( bState ); break; } } /* ------------------------- NPC_BehaviorSet_SandCreature ------------------------- */ void NPC_BehaviorSet_SandCreature( int bState ) { switch( bState ) { case BS_STAND_GUARD: case BS_PATROL: case BS_STAND_AND_SHOOT: case BS_HUNT_AND_KILL: case BS_DEFAULT: NPC_BSSandCreature_Default(); break; default: NPC_BehaviorSet_Default( bState ); break; } } /* ------------------------- NPC_BehaviorSet_Droid ------------------------- */ // Added 01/21/03 by AReis. void NPC_BehaviorSet_Animal( int bState ) { switch( bState ) { case BS_DEFAULT: case BS_STAND_GUARD: case BS_PATROL: NPC_BSAnimal_Default(); //NPC_BSDroid_Default(); break; default: NPC_BehaviorSet_Default( bState ); break; } } /* ------------------------- NPC_RunBehavior ------------------------- */ extern void NPC_BSEmplaced( void ); extern qboolean NPC_CheckSurrender( void ); extern void NPC_BSRT_Default( void ); extern void NPC_BSCivilian_Default( int bState ); extern void NPC_BSSD_Default( void ); extern void NPC_BehaviorSet_Trooper( int bState ); extern bool NPC_IsTrooper( gentity_t *ent ); extern bool Pilot_MasterUpdate(); void NPC_RunBehavior( int team, int bState ) { // if ( bState == BS_CINEMATIC ) { NPC_BSCinematic(); } else if ( (NPCInfo->scriptFlags&SCF_PILOT) && Pilot_MasterUpdate()) { return; } else if ( NPC_JumpBackingUp() ) { return; } else if ( !TIMER_Done(NPC, "DEMP2_StunTime")) { NPC_UpdateAngles(qtrue, qtrue); return; } else if ( NPC->client->ps.weapon == WP_EMPLACED_GUN ) { NPC_BSEmplaced(); G_CheckCharmed( NPC ); return; } else if ( NPC->client->NPC_class == CLASS_HOWLER ) { NPC_BehaviorSet_Howler( bState ); return; } else if ( Jedi_CultistDestroyer( NPC ) ) { NPC_BSJedi_Default(); } else if ( NPC->client->NPC_class == CLASS_SABER_DROID ) {//saber droid NPC_BSSD_Default(); } else if ( NPC->client->ps.weapon == WP_SABER ) {//jedi NPC_BehaviorSet_Jedi( bState ); } else if ( NPC->client->NPC_class == CLASS_REBORN && NPC->client->ps.weapon == WP_MELEE ) {//force-only reborn NPC_BehaviorSet_Jedi( bState ); } else if ( NPC->client->NPC_class == CLASS_BOBAFETT ) { Boba_Update(); if (NPCInfo->surrenderTime) { Boba_Flee(); } else { if (!Boba_Tactics()) { if ( Boba_Flying( NPC ) ) { NPC_BehaviorSet_Seeker(bState); } else { NPC_BehaviorSet_Jedi( bState ); } } } } else if ( NPC->client->NPC_class == CLASS_ROCKETTROOPER ) {//bounty hunter if ( RT_Flying( NPC ) || NPC->enemy != NULL ) { NPC_BSRT_Default(); } else { NPC_BehaviorSet_Stormtrooper( bState ); } G_CheckCharmed( NPC ); } else if ( NPC->client->NPC_class == CLASS_RANCOR ) { NPC_BehaviorSet_Rancor( bState ); } else if ( NPC->client->NPC_class == CLASS_SAND_CREATURE ) { NPC_BehaviorSet_SandCreature( bState ); } else if ( NPC->client->NPC_class == CLASS_WAMPA ) { NPC_BehaviorSet_Wampa( bState ); G_CheckCharmed( NPC ); } else if ( NPCInfo->scriptFlags & SCF_FORCED_MARCH ) {//being forced to march NPC_BSDefault(); } else if ( NPC->client->ps.weapon == WP_TUSKEN_RIFLE ) { if ( (NPCInfo->scriptFlags & SCF_ALT_FIRE) ) { NPC_BehaviorSet_Sniper( bState ); G_CheckCharmed( NPC ); return; } else { NPC_BehaviorSet_Tusken( bState ); G_CheckCharmed( NPC ); return; } } else if ( NPC->client->ps.weapon == WP_TUSKEN_STAFF ) { NPC_BehaviorSet_Tusken( bState ); G_CheckCharmed( NPC ); return; } else if ( NPC->client->ps.weapon == WP_NOGHRI_STICK ) { NPC_BehaviorSet_Stormtrooper( bState ); G_CheckCharmed( NPC ); } else { switch( team ) { // case TEAM_SCAVENGERS: // case TEAM_IMPERIAL: // case TEAM_KLINGON: // case TEAM_HIROGEN: // case TEAM_MALON: // not sure if TEAM_ENEMY is appropriate here, I think I should be using NPC_class to check for behavior - dmv case TEAM_ENEMY: // special cases for enemy droids switch( NPC->client->NPC_class) { case CLASS_ATST: NPC_BehaviorSet_ATST( bState ); return; case CLASS_PROBE: NPC_BehaviorSet_ImperialProbe(bState); return; case CLASS_REMOTE: NPC_BehaviorSet_Remote( bState ); return; case CLASS_SENTRY: NPC_BehaviorSet_Sentry(bState); return; case CLASS_INTERROGATOR: NPC_BehaviorSet_Interrogator( bState ); return; case CLASS_MINEMONSTER: NPC_BehaviorSet_MineMonster( bState ); return; case CLASS_HOWLER: NPC_BehaviorSet_Howler( bState ); return; case CLASS_RANCOR: NPC_BehaviorSet_Rancor( bState ); return; case CLASS_SAND_CREATURE: NPC_BehaviorSet_SandCreature( bState ); return; case CLASS_MARK1: NPC_BehaviorSet_Mark1( bState ); return; case CLASS_MARK2: NPC_BehaviorSet_Mark2( bState ); return; default: break; } if (NPC->client->NPC_class==CLASS_ASSASSIN_DROID) { BubbleShield_Update(); } if (NPC_IsTrooper(NPC)) { NPC_BehaviorSet_Trooper( bState); return; } if ( NPC->enemy && NPC->client->ps.weapon == WP_NONE && bState != BS_HUNT_AND_KILL && !Q3_TaskIDPending( NPC, TID_MOVE_NAV ) ) {//if in battle and have no weapon, run away, fixme: when in BS_HUNT_AND_KILL, they just stand there if ( bState != BS_FLEE ) { NPC_StartFlee( NPC->enemy, NPC->enemy->currentOrigin, AEL_DANGER_GREAT, 5000, 10000 ); } else { NPC_BSFlee(); } return; } if ( NPC->client->ps.weapon == WP_SABER ) {//special melee exception NPC_BehaviorSet_Default( bState ); return; } if ( NPC->client->ps.weapon == WP_DISRUPTOR && (NPCInfo->scriptFlags & SCF_ALT_FIRE) ) {//a sniper NPC_BehaviorSet_Sniper( bState ); return; } if ( NPC->client->ps.weapon == WP_THERMAL || NPC->client->ps.weapon == WP_MELEE )//FIXME: separate AI for melee fighters {//a grenadier NPC_BehaviorSet_Grenadier( bState ); return; } if ( NPC_CheckSurrender() ) { return; } NPC_BehaviorSet_Stormtrooper( bState ); break; case TEAM_NEUTRAL: // special cases for enemy droids if ( NPC->client->NPC_class == CLASS_PROTOCOL ) { NPC_BehaviorSet_Default(bState); } else if ( NPC->client->NPC_class == CLASS_UGNAUGHT || NPC->client->NPC_class == CLASS_JAWA ) {//others, too? NPC_BSCivilian_Default( bState ); return; } // Add special vehicle behavior here. else if ( NPC->client->NPC_class == CLASS_VEHICLE ) { Vehicle_t *pVehicle = NPC->m_pVehicle; if ( !pVehicle->m_pPilot && pVehicle->m_iBoarding==0 ) { if (pVehicle->m_pVehicleInfo->type == VH_ANIMAL) { NPC_BehaviorSet_Animal( bState ); } // TODO: The only other case were we want a vehicle to do something specifically is // perhaps in multiplayer where we want the shuttle to be able to lift off when not // occupied and in a landing zone. } } else { // Just one of the average droids NPC_BehaviorSet_Droid( bState ); } break; default: if ( NPC->client->NPC_class == CLASS_SEEKER ) { NPC_BehaviorSet_Seeker(bState); } else { if ( NPCInfo->charmedTime > level.time ) { NPC_BehaviorSet_Charmed( bState ); } else { NPC_BehaviorSet_Default( bState ); } G_CheckCharmed( NPC ); } break; } } } static bState_t G_CurrentBState( gNPC_t *gNPC ) { if ( gNPC->tempBehavior != BS_DEFAULT ) {//Overrides normal behavior until cleared return (gNPC->tempBehavior); } if( gNPC->behaviorState == BS_DEFAULT ) { gNPC->behaviorState = gNPC->defaultBehavior; } return (gNPC->behaviorState); } /* =============== NPC_ExecuteBState MCG NPC Behavior state thinking =============== */ void NPC_ExecuteBState ( gentity_t *self)//, int msec ) { bState_t bState; NPC_HandleAIFlags(); //FIXME: these next three bits could be a function call, some sort of setup/cleanup func //Lookmode must be reset every think cycle if(NPC->delayScriptTime && NPC->delayScriptTime <= level.time) { G_ActivateBehavior( NPC, BSET_DELAYED); NPC->delayScriptTime = 0; } //Clear this and let bState set it itself, so it automatically handles changing bStates... but we need a set bState wrapper func NPCInfo->combatMove = qfalse; //Execute our bState bState = G_CurrentBState( NPCInfo ); //Pick the proper bstate for us and run it NPC_RunBehavior( self->client->playerTeam, bState ); // if(bState != BS_POINT_COMBAT && NPCInfo->combatPoint != -1) // { //level.combatPoints[NPCInfo->combatPoint].occupied = qfalse; //NPCInfo->combatPoint = -1; // } //Here we need to see what the scripted stuff told us to do //Only process snapshot if independant and in combat mode- this would pick enemies and go after needed items // ProcessSnapshot(); //Ignore my needs if I'm under script control- this would set needs for items // CheckSelf(); //Back to normal? All decisions made? //FIXME: don't walk off ledges unless we can get to our goal faster that way, or that's our goal's surface //NPCPredict(); if ( NPC->enemy ) { if ( !NPC->enemy->inuse ) {//just in case bState doesn't catch this G_ClearEnemy( NPC ); } } if ( NPC->client->ps.saberLockTime && NPC->client->ps.saberLockEnemy != ENTITYNUM_NONE ) { NPC_SetLookTarget( NPC, NPC->client->ps.saberLockEnemy, level.time+1000 ); } else if ( !NPC_CheckLookTarget( NPC ) ) { if ( NPC->enemy ) { NPC_SetLookTarget( NPC, NPC->enemy->s.number, 0 ); } } if ( NPC->enemy ) { if(NPC->enemy->flags & FL_DONT_SHOOT) { ucmd.buttons &= ~BUTTON_ATTACK; ucmd.buttons &= ~BUTTON_ALT_ATTACK; } else if ( NPC->client->playerTeam != TEAM_ENEMY //not an enemy && (NPC->client->playerTeam != TEAM_FREE || (NPC->client->NPC_class == CLASS_TUSKEN && Q_irand( 0, 4 )))//not a rampaging creature or I'm a tusken and I feel generous (temporarily) && NPC->enemy->NPC && (NPC->enemy->NPC->surrenderTime > level.time || (NPC->enemy->NPC->scriptFlags&SCF_FORCED_MARCH)) ) {//don't shoot someone who's surrendering if you're a good guy ucmd.buttons &= ~BUTTON_ATTACK; ucmd.buttons &= ~BUTTON_ALT_ATTACK; } if(client->ps.weaponstate == WEAPON_IDLE) { client->ps.weaponstate = WEAPON_READY; } } else { if(client->ps.weaponstate == WEAPON_READY) { client->ps.weaponstate = WEAPON_IDLE; } } if(!(ucmd.buttons & BUTTON_ATTACK) && NPC->attackDebounceTime > level.time) {//We just shot but aren't still shooting, so hold the gun up for a while if(client->ps.weapon == WP_SABER ) {//One-handed NPC_SetAnim(NPC,SETANIM_TORSO,TORSO_WEAPONREADY1,SETANIM_FLAG_NORMAL); } else if(client->ps.weapon == WP_BRYAR_PISTOL) {//Sniper pose NPC_SetAnim(NPC,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL); } /*//FIXME: What's the proper solution here? else {//heavy weapon NPC_SetAnim(NPC,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL); } */ } NPC_CheckAttackHold(); NPC_ApplyScriptFlags(); //cliff and wall avoidance NPC_AvoidWallsAndCliffs(); // run the bot through the server like it was a real client //=== Save the ucmd for the second no-think Pmove ============================ ucmd.serverTime = level.time - 50; memcpy( &NPCInfo->last_ucmd, &ucmd, sizeof( usercmd_t ) ); if ( !NPCInfo->attackHoldTime ) { NPCInfo->last_ucmd.buttons &= ~(BUTTON_ATTACK|BUTTON_ALT_ATTACK|BUTTON_FORCE_FOCUS);//so we don't fire twice in one think } //============================================================================ NPC_CheckAttackScript(); NPC_KeepCurrentFacing(); if ( !NPC->next_roff_time || NPC->next_roff_time < level.time ) {//If we were following a roff, we don't do normal pmoves. ClientThink( NPC->s.number, &ucmd ); } else { NPC_ApplyRoff(); } // end of thinking cleanup NPCInfo->touchedByPlayer = NULL; NPC_CheckPlayerAim(); NPC_CheckAllClear(); /*if( ucmd.forwardmove || ucmd.rightmove ) { int i, la = -1, ta = -1; for(i = 0; i < MAX_ANIMATIONS; i++) { if( NPC->client->ps.legsAnim == i ) { la = i; } if( NPC->client->ps.torsoAnim == i ) { ta = i; } if(la != -1 && ta != -1) { break; } } if(la != -1 && ta != -1) {//FIXME: should never play same frame twice or restart an anim before finishing it gi.Printf("LegsAnim: %s(%d) TorsoAnim: %s(%d)\n", animTable[la].name, NPC->renderInfo.legsFrame, animTable[ta].name, NPC->client->renderInfo.torsoFrame); } }*/ } void NPC_CheckInSolid(void) { trace_t trace; vec3_t point; VectorCopy(NPC->currentOrigin, point); point[2] -= 0.25; gi.trace(&trace, NPC->currentOrigin, NPC->mins, NPC->maxs, point, NPC->s.number, NPC->clipmask, (EG2_Collision)0, 0); if(!trace.startsolid && !trace.allsolid) { VectorCopy(NPC->currentOrigin, NPCInfo->lastClearOrigin); } else { if(VectorLengthSquared(NPCInfo->lastClearOrigin)) { // gi.Printf("%s stuck in solid at %s: fixing...\n", NPC->script_targetname, vtos(NPC->currentOrigin)); G_SetOrigin(NPC, NPCInfo->lastClearOrigin); gi.linkentity(NPC); } } } /* =============== NPC_Think Main NPC AI - called once per frame =============== */ #if AI_TIMERS extern int AITime; #endif// AI_TIMERS void NPC_Think ( gentity_t *self)//, int msec ) { vec3_t oldMoveDir; self->nextthink = level.time + FRAMETIME/2; SetNPCGlobals( self ); memset( &ucmd, 0, sizeof( ucmd ) ); VectorCopy( self->client->ps.moveDir, oldMoveDir ); VectorClear( self->client->ps.moveDir ); // see if NPC ai is frozen if ( debugNPCFreeze->integer || (NPC->svFlags&SVF_ICARUS_FREEZE) ) { NPC_UpdateAngles( qtrue, qtrue ); ClientThink(self->s.number, &ucmd); VectorCopy(self->s.origin, self->s.origin2 ); return; } if(!self || !self->NPC || !self->client) { return; } // dead NPCs have a special think, don't run scripts (for now) //FIXME: this breaks deathscripts if ( self->health <= 0 ) { DeadThink(); if ( NPCInfo->nextBStateThink <= level.time ) { if( self->m_iIcarusID != IIcarusInterface::ICARUS_INVALID && !stop_icarus ) { IIcarusInterface::GetIcarus()->Update( self->m_iIcarusID ); } } return; } // TODO! Tauntaun's (and other creature vehicles?) think, we'll need to make an exception here to allow that. if ( self->client && self->client->NPC_class == CLASS_VEHICLE && self->NPC_type && ( !self->m_pVehicle->m_pVehicleInfo->Inhabited( self->m_pVehicle ) ) ) {//empty swoop logic if ( self->owner ) {//still have attached owner, check and see if can forget him (so he can use me later) vec3_t dir2owner; VectorSubtract( self->owner->currentOrigin, self->currentOrigin, dir2owner ); gentity_t *oldOwner = self->owner; self->owner = NULL;//clear here for that SpotWouldTelefrag check...? if ( VectorLengthSquared( dir2owner ) > 128*128 || !(self->clipmask&oldOwner->clipmask) || (DotProduct( self->client->ps.velocity, oldOwner->client->ps.velocity ) < -200.0f &&!G_BoundsOverlap( self->absmin, self->absmin, oldOwner->absmin, oldOwner->absmax )) ) {//all clear, become solid to our owner now gi.linkentity( self ); } else {//blocked, retain owner self->owner = oldOwner; } } } if ( player->client->ps.viewEntity == self->s.number ) {//being controlled by player if ( self->client ) {//make the noises if ( TIMER_Done( self, "patrolNoise" ) && !Q_irand( 0, 20 ) ) { switch( self->client->NPC_class ) { case CLASS_R2D2: // droid G_SoundOnEnt(self, CHAN_AUTO, va("sound/chars/r2d2/misc/r2d2talk0%d.wav",Q_irand(1, 3)) ); break; case CLASS_R5D2: // droid G_SoundOnEnt(self, CHAN_AUTO, va("sound/chars/r5d2/misc/r5talk%d.wav",Q_irand(1, 4)) ); break; case CLASS_PROBE: // droid G_SoundOnEnt(self, CHAN_AUTO, va("sound/chars/probe/misc/probetalk%d.wav",Q_irand(1, 3)) ); break; case CLASS_MOUSE: // droid G_SoundOnEnt(self, CHAN_AUTO, va("sound/chars/mouse/misc/mousego%d.wav",Q_irand(1, 3)) ); break; case CLASS_GONK: // droid G_SoundOnEnt(self, CHAN_AUTO, va("sound/chars/gonk/misc/gonktalk%d.wav",Q_irand(1, 2)) ); break; default: break; } TIMER_Set( self, "patrolNoise", Q_irand( 2000, 4000 ) ); } } //FIXME: might want to at least make sounds or something? //NPC_UpdateAngles(qtrue, qtrue); //Which ucmd should we send? Does it matter, since it gets overridden anyway? NPCInfo->last_ucmd.serverTime = level.time - 50; ClientThink( NPC->s.number, &ucmd ); VectorCopy(self->s.origin, self->s.origin2 ); return; } if ( NPCInfo->nextBStateThink <= level.time ) { #if AI_TIMERS int startTime = GetTime(0); #endif// AI_TIMERS if ( NPC->s.eType != ET_PLAYER ) {//Something drastic happened in our script return; } if ( NPC->s.weapon == WP_SABER && g_spskill->integer >= 2 && NPCInfo->rank > RANK_LT_JG ) {//Jedi think faster on hard difficulty, except low-rank (reborn) NPCInfo->nextBStateThink = level.time + FRAMETIME/2; } else {//Maybe even 200 ms? NPCInfo->nextBStateThink = level.time + FRAMETIME; } //nextthink is set before this so something in here can override it NPC_ExecuteBState( self ); #if AI_TIMERS int addTime = GetTime( startTime ); if ( addTime > 50 ) { gi.Printf( S_COLOR_RED"ERROR: NPC number %d, %s %s at %s, weaponnum: %d, using %d of AI time!!!\n", NPC->s.number, NPC->NPC_type, NPC->targetname, vtos(NPC->currentOrigin), NPC->s.weapon, addTime ); } AITime += addTime; #endif// AI_TIMERS } else { if ( NPC->client && NPC->client->NPC_class == CLASS_ROCKETTROOPER && (NPC->client->ps.eFlags&EF_FORCE_GRIPPED) && NPC->client->moveType == MT_FLYSWIM && NPC->client->ps.groundEntityNum == ENTITYNUM_NONE ) {//reduce velocity VectorScale( NPC->client->ps.velocity, 0.75f, NPC->client->ps.velocity ); } VectorCopy( oldMoveDir, self->client->ps.moveDir ); //or use client->pers.lastCommand? NPCInfo->last_ucmd.serverTime = level.time - 50; if ( !NPC->next_roff_time || NPC->next_roff_time < level.time ) {//If we were following a roff, we don't do normal pmoves. //FIXME: firing angles (no aim offset) or regular angles? NPC_UpdateAngles(qtrue, qtrue); memcpy( &ucmd, &NPCInfo->last_ucmd, sizeof( usercmd_t ) ); ClientThink(NPC->s.number, &ucmd); } else { NPC_ApplyRoff(); } VectorCopy(self->s.origin, self->s.origin2 ); } //must update icarus *every* frame because of certain animation completions in the pmove stuff that can leave a 50ms gap between ICARUS animation commands if( self->m_iIcarusID != IIcarusInterface::ICARUS_INVALID && !stop_icarus ) { IIcarusInterface::GetIcarus()->Update( self->m_iIcarusID ); } } void NPC_InitAI ( void ) { debugNPCAI = gi.cvar ( "d_npcai", "0", CVAR_CHEAT ); debugNPCFreeze = gi.cvar ( "d_npcfreeze", "0", CVAR_CHEAT); d_JediAI = gi.cvar ( "d_JediAI", "0", CVAR_CHEAT ); d_noGroupAI = gi.cvar ( "d_noGroupAI", "0", CVAR_CHEAT ); d_asynchronousGroupAI = gi.cvar ( "d_asynchronousGroupAI", "1", CVAR_CHEAT ); //0 = never (BORING) //1 = kyle only //2 = kyle and last enemy jedi //3 = kyle and any enemy jedi //4 = kyle and last enemy in a group, special kicks //5 = kyle and any enemy //6 = also when kyle takes pain or enemy jedi dodges player saber swing or does an acrobatic evasion // NOTE : I also create this in UI_Init() d_slowmodeath = gi.cvar ( "d_slowmodeath", "3", CVAR_ARCHIVE );//save this setting d_saberCombat = gi.cvar ( "d_saberCombat", "0", CVAR_CHEAT ); } /* ================================== void NPC_InitAnimTable( void ) Need to initialize this table. If someone tried to play an anim before table is filled in with values, causes tasks that wait for anim completion to never finish. (frameLerp of 0 * numFrames of 0 = 0) ================================== */ void NPC_InitAnimTable( void ) { for ( int i = 0; i < MAX_ANIM_FILES; i++ ) { for ( int j = 0; j < MAX_ANIMATIONS; j++ ) { level.knownAnimFileSets[i].animations[j].firstFrame = 0; level.knownAnimFileSets[i].animations[j].frameLerp = 100; // level.knownAnimFileSets[i].animations[j].initialLerp = 100; level.knownAnimFileSets[i].animations[j].numFrames = 0; } } } extern int G_ParseAnimFileSet( const char *skeletonName, const char *modelName=0); void NPC_InitGame( void ) { // globals.NPCs = (gNPC_t *) gi.TagMalloc(game.maxclients * sizeof(game.bots[0]), TAG_GAME); debugNPCName = gi.cvar ( "d_npc", "", 0 ); NPC_LoadParms(); NPC_InitAI(); NPC_InitAnimTable(); G_ParseAnimFileSet("_humanoid"); //GET THIS CACHED NOW BEFORE CGAME STARTS /* ResetTeamCounters(); for ( int team = TEAM_FREE; team < TEAM_NUM_TEAMS; team++ ) { teamLastEnemyTime[team] = -10000; } */ } void NPC_SetAnim(gentity_t *ent,int setAnimParts,int anim,int setAnimFlags, int iBlend) { // FIXME : once torsoAnim and legsAnim are in the same structure for NCP and Players // rename PM_SETAnimFinal to PM_SetAnim and have both NCP and Players call PM_SetAnim if ( !ent ) { return; } if ( ent->health > 0 ) {//don't lock anims if the guy is dead if ( ent->client->ps.torsoAnimTimer && PM_LockedAnim( ent->client->ps.torsoAnim ) && !PM_LockedAnim( anim ) ) {//nothing can override these special anims setAnimParts &= ~SETANIM_TORSO; } if ( ent->client->ps.legsAnimTimer && PM_LockedAnim( ent->client->ps.legsAnim ) && !PM_LockedAnim( anim ) ) {//nothing can override these special anims setAnimParts &= ~SETANIM_LEGS; } } if ( !setAnimParts ) { return; } if(ent->client) {//Players, NPCs if (setAnimFlags&SETANIM_FLAG_OVERRIDE) { if (setAnimParts & SETANIM_TORSO) { if( (setAnimFlags & SETANIM_FLAG_RESTART) || ent->client->ps.torsoAnim != anim ) { PM_SetTorsoAnimTimer( ent, &ent->client->ps.torsoAnimTimer, 0 ); } } if (setAnimParts & SETANIM_LEGS) { if( (setAnimFlags & SETANIM_FLAG_RESTART) || ent->client->ps.legsAnim != anim ) { PM_SetLegsAnimTimer( ent, &ent->client->ps.legsAnimTimer, 0 ); } } } PM_SetAnimFinal(&ent->client->ps.torsoAnim,&ent->client->ps.legsAnim,setAnimParts,anim,setAnimFlags, &ent->client->ps.torsoAnimTimer,&ent->client->ps.legsAnimTimer,ent, iBlend ); } else {//bodies, etc. if (setAnimFlags&SETANIM_FLAG_OVERRIDE) { if (setAnimParts & SETANIM_TORSO) { if( (setAnimFlags & SETANIM_FLAG_RESTART) || ent->s.torsoAnim != anim ) { PM_SetTorsoAnimTimer( ent, &ent->s.torsoAnimTimer, 0 ); } } if (setAnimParts & SETANIM_LEGS) { if( (setAnimFlags & SETANIM_FLAG_RESTART) || ent->s.legsAnim != anim ) { PM_SetLegsAnimTimer( ent, &ent->s.legsAnimTimer, 0 ); } } } PM_SetAnimFinal(&ent->s.torsoAnim,&ent->s.legsAnim,setAnimParts,anim,setAnimFlags, &ent->s.torsoAnimTimer,&ent->s.legsAnimTimer,ent); } }