jkxr/Projects/Android/jni/OpenJK/code/game/NPC_behavior.cpp
Simon 4597b03873 Initial Commit
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
2022-09-18 16:37:21 +01:00

2097 lines
56 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
===========================================================================
*/
//NPC_behavior.cpp
/*
FIXME - MCG:
These all need to make use of the snapshots. Write something that can look for only specific
things in a snapshot or just go through the snapshot every frame and save the info in case
we need it...
*/
#include "../qcommon/q_shared.h"
#include "../cgame/cg_local.h"
#include "g_navigator.h"
#include "Q3_Interface.h"
#include "b_local.h"
#include "g_functions.h"
#include "g_nav.h"
extern cvar_t *g_AIsurrender;
extern qboolean showBBoxes;
static vec3_t NPCDEBUG_BLUE = {0.0, 0.0, 1.0};
extern void CG_Cube( vec3_t mins, vec3_t maxs, vec3_t color, float alpha );
extern void NPC_CheckGetNewWeapon( void );
extern qboolean PM_InKnockDown( playerState_t *ps );
extern void NPC_AimAdjust( int change );
extern qboolean G_StandardHumanoid( gentity_t *self );
/*
void NPC_BSAdvanceFight (void)
Advance towards your captureGoal and shoot anyone you can along the way.
*/
void NPC_BSAdvanceFight (void)
{//FIXME: IMPLEMENT
//Head to Goal if I can
//Make sure we're still headed where we want to capture
if ( NPCInfo->captureGoal )
{//FIXME: if no captureGoal, what do we do?
//VectorCopy( NPCInfo->captureGoal->currentOrigin, NPCInfo->tempGoal->currentOrigin );
//NPCInfo->goalEntity = NPCInfo->tempGoal;
NPC_SetMoveGoal( NPC, NPCInfo->captureGoal->currentOrigin, 16, qtrue );
NPCInfo->goalTime = level.time + 100000;
}
// NPC_BSRun();
NPC_CheckEnemy(qtrue, qfalse);
//FIXME: Need melee code
if( NPC->enemy )
{//See if we can shoot him
vec3_t delta, forward;
vec3_t angleToEnemy;
vec3_t hitspot, muzzle, diff, enemy_org, enemy_head;
float distanceToEnemy;
qboolean attack_ok = qfalse;
qboolean dead_on = qfalse;
float attack_scale = 1.0;
float aim_off;
float max_aim_off = 64;
//Yaw to enemy
VectorMA(NPC->enemy->absmin, 0.5, NPC->enemy->maxs, enemy_org);
CalcEntitySpot( NPC, SPOT_WEAPON, muzzle );
VectorSubtract (enemy_org, muzzle, delta);
vectoangles ( delta, angleToEnemy );
distanceToEnemy = VectorNormalize(delta);
if(!NPC_EnemyTooFar(NPC->enemy, distanceToEnemy*distanceToEnemy, qtrue))
{
attack_ok = qtrue;
}
if(attack_ok)
{
NPC_UpdateShootAngles(angleToEnemy, qfalse, qtrue);
NPCInfo->enemyLastVisibility = enemyVisibility;
enemyVisibility = NPC_CheckVisibility ( NPC->enemy, CHECK_FOV);//CHECK_360|//CHECK_PVS|
if(enemyVisibility == VIS_FOV)
{//He's in our FOV
attack_ok = qtrue;
CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_head);
if(attack_ok)
{
trace_t tr;
gentity_t *traceEnt;
//are we gonna hit him if we shoot at his center?
gi.trace ( &tr, muzzle, NULL, NULL, enemy_org, NPC->s.number, MASK_SHOT, (EG2_Collision)0, 0 );
traceEnt = &g_entities[tr.entityNum];
if( traceEnt != NPC->enemy &&
(!traceEnt || !traceEnt->client || !NPC->client->enemyTeam || NPC->client->enemyTeam != traceEnt->client->playerTeam) )
{//no, so shoot for the head
attack_scale *= 0.75;
gi.trace ( &tr, muzzle, NULL, NULL, enemy_head, NPC->s.number, MASK_SHOT, (EG2_Collision)0, 0 );
traceEnt = &g_entities[tr.entityNum];
}
VectorCopy( tr.endpos, hitspot );
if( traceEnt == NPC->enemy || (traceEnt->client && NPC->client->enemyTeam && NPC->client->enemyTeam == traceEnt->client->playerTeam) )
{
dead_on = qtrue;
}
else
{
attack_scale *= 0.5;
if(NPC->client->playerTeam)
{
if(traceEnt && traceEnt->client && traceEnt->client->playerTeam)
{
if(NPC->client->playerTeam == traceEnt->client->playerTeam)
{//Don't shoot our own team
attack_ok = qfalse;
}
}
}
}
}
if( attack_ok )
{
//ok, now adjust pitch aim
VectorSubtract (hitspot, muzzle, delta);
vectoangles ( delta, angleToEnemy );
NPC->NPC->desiredPitch = angleToEnemy[PITCH];
NPC_UpdateShootAngles(angleToEnemy, qtrue, qfalse);
if( !dead_on )
{//We're not going to hit him directly, try a suppressing fire
//see if where we're going to shoot is too far from his origin
AngleVectors (NPCInfo->shootAngles, forward, NULL, NULL);
VectorMA ( muzzle, distanceToEnemy, forward, hitspot);
VectorSubtract(hitspot, enemy_org, diff);
aim_off = VectorLength(diff);
if(aim_off > Q_flrand(0.0f, 1.0f) * max_aim_off)//FIXME: use aim value to allow poor aim?
{
attack_scale *= 0.75;
//see if where we're going to shoot is too far from his head
VectorSubtract(hitspot, enemy_head, diff);
aim_off = VectorLength(diff);
if(aim_off > Q_flrand(0.0f, 1.0f) * max_aim_off)
{
attack_ok = qfalse;
}
}
attack_scale *= (max_aim_off - aim_off + 1)/max_aim_off;
}
}
}
}
if( attack_ok )
{
if( NPC_CheckAttack( attack_scale ))
{//check aggression to decide if we should shoot
enemyVisibility = VIS_SHOOT;
WeaponThink(qtrue);
}
else
attack_ok = qfalse;
}
//Don't do this- only for when stationary and trying to shoot an enemy
// else
// NPC->cantHitEnemyCounter++;
}
else
{//FIXME:
NPC_UpdateShootAngles(NPC->client->ps.viewangles, qtrue, qtrue);
}
if(!ucmd.forwardmove && !ucmd.rightmove)
{//We reached our captureGoal
if( NPC->m_iIcarusID != IIcarusInterface::ICARUS_INVALID /*NPC->taskManager*/ )
{
Q3_TaskIDComplete( NPC, TID_BSTATE );
}
}
}
void Disappear(gentity_t *self)
{
// ClientDisconnect(self);
self->s.eFlags |= EF_NODRAW;
self->e_ThinkFunc = thinkF_NULL;
self->nextthink = -1;
}
void MakeOwnerInvis (gentity_t *self);
void BeamOut (gentity_t *self)
{
// gentity_t *tent = G_Spawn();
/*
tent->owner = self;
tent->think = MakeOwnerInvis;
tent->nextthink = level.time + 1800;
//G_AddEvent( ent, EV_PLAYER_TELEPORT, 0 );
tent = G_TempEntity( self->client->pcurrentOrigin, EV_PLAYER_TELEPORT );
*/
//fixme: doesn't actually go away!
self->nextthink = level.time + 1500;
self->e_ThinkFunc = thinkF_Disappear;
self->client->playerTeam = TEAM_FREE;
self->svFlags |= SVF_BEAMING;
}
void NPC_BSCinematic( void )
{
if( NPCInfo->scriptFlags & SCF_FIRE_WEAPON )
{
WeaponThink( qtrue );
}
if (NPCInfo->scriptFlags&SCF_FIRE_WEAPON_NO_ANIM)
{
if (TIMER_Done(NPC, "NoAnimFireDelay"))
{
TIMER_Set(NPC, "NoAnimFireDelay", NPC_AttackDebounceForWeapon());
FireWeapon(NPC, (qboolean)((NPCInfo->scriptFlags&SCF_ALT_FIRE) != 0));
}
}
if ( UpdateGoal() )
{//have a goalEntity
//move toward goal, should also face that goal
NPC_MoveToGoal( qtrue );
}
if ( NPCInfo->watchTarget )
{//have an entity which we want to keep facing
//NOTE: this will override any angles set by NPC_MoveToGoal
vec3_t eyes, viewSpot, viewvec, viewangles;
CalcEntitySpot( NPC, SPOT_HEAD_LEAN, eyes );
CalcEntitySpot( NPCInfo->watchTarget, SPOT_HEAD_LEAN, viewSpot );
VectorSubtract( viewSpot, eyes, viewvec );
vectoangles( viewvec, viewangles );
NPCInfo->lockedDesiredYaw = NPCInfo->desiredYaw = viewangles[YAW];
NPCInfo->lockedDesiredPitch = NPCInfo->desiredPitch = viewangles[PITCH];
}
NPC_UpdateAngles( qtrue, qtrue );
}
void NPC_BSWait( void )
{
NPC_UpdateAngles( qtrue, qtrue );
}
void NPC_BSInvestigate (void)
{
/*
//FIXME: maybe allow this to be set as a tempBState in a script? Just specify the
//investigateGoal, investigateDebounceTime and investigateCount? (Needs a macro)
vec3_t invDir, invAngles, spot;
gentity_t *saveGoal;
//BS_INVESTIGATE would turn toward goal, maybe take a couple steps towards it,
//look for enemies, then turn away after your investigate counter was down-
//investigate counter goes up every time you set it...
if(level.time > NPCInfo->enemyCheckDebounceTime)
{
NPCInfo->enemyCheckDebounceTime = level.time + (NPCInfo->stats.vigilance * 1000);
NPC_CheckEnemy(qtrue, qfalse);
if(NPC->enemy)
{//FIXME: do anger script
NPCInfo->goalEntity = NPC->enemy;
NPCInfo->behaviorState = BS_RUN_AND_SHOOT;
NPCInfo->tempBehavior = BS_DEFAULT;
NPC_AngerSound();
return;
}
}
NPC_SetAnim( NPC, SETANIM_TORSO, TORSO_WEAPONREADY3, SETANIM_FLAG_NORMAL );
if(NPCInfo->stats.vigilance <= 1.0 && NPCInfo->eventOwner)
{
VectorCopy(NPCInfo->eventOwner->currentOrigin, NPCInfo->investigateGoal);
}
saveGoal = NPCInfo->goalEntity;
if( level.time > NPCInfo->walkDebounceTime )
{
vec3_t vec;
VectorSubtract(NPCInfo->investigateGoal, NPC->currentOrigin, vec);
vec[2] = 0;
if(VectorLength(vec) > 64)
{
if(Q_irand(0, 100) < NPCInfo->investigateCount)
{//take a full step
//NPCInfo->walkDebounceTime = level.time + 1400;
//actually finds length of my BOTH_WALK anim
NPCInfo->walkDebounceTime = PM_AnimLength( NPC->client->clientInfo.animFileIndex, BOTH_WALK1 );
}
}
}
if( level.time < NPCInfo->walkDebounceTime )
{//walk toward investigateGoal
/ *
NPCInfo->goalEntity = NPCInfo->tempGoal;
VectorCopy(NPCInfo->investigateGoal, NPCInfo->tempGoal->currentOrigin);
*/
/* NPC_SetMoveGoal( NPC, NPCInfo->investigateGoal, 16, qtrue );
NPC_MoveToGoal( qtrue );
//FIXME: walk2?
NPC_SetAnim(NPC,SETANIM_LEGS,BOTH_WALK1,SETANIM_FLAG_NORMAL);
ucmd.buttons |= BUTTON_WALKING;
}
else
{
NPC_SetAnim(NPC,SETANIM_LEGS,BOTH_STAND1,SETANIM_FLAG_NORMAL);
if(NPCInfo->hlookCount > 30)
{
if(Q_irand(0, 10) > 7)
{
NPCInfo->hlookCount = 0;
}
}
else if(NPCInfo->hlookCount < -30)
{
if(Q_irand(0, 10) > 7)
{
NPCInfo->hlookCount = 0;
}
}
else if(NPCInfo->hlookCount == 0)
{
NPCInfo->hlookCount = Q_irand(-1, 1);
}
else if(Q_irand(0, 10) > 7)
{
if(NPCInfo->hlookCount > 0)
{
NPCInfo->hlookCount++;
}
else//lookCount < 0
{
NPCInfo->hlookCount--;
}
}
if(NPCInfo->vlookCount >= 15)
{
if(Q_irand(0, 10) > 7)
{
NPCInfo->vlookCount = 0;
}
}
else if(NPCInfo->vlookCount <= -15)
{
if(Q_irand(0, 10) > 7)
{
NPCInfo->vlookCount = 0;
}
}
else if(NPCInfo->vlookCount == 0)
{
NPCInfo->vlookCount = Q_irand(-1, 1);
}
else if(Q_irand(0, 10) > 8)
{
if(NPCInfo->vlookCount > 0)
{
NPCInfo->vlookCount++;
}
else//lookCount < 0
{
NPCInfo->vlookCount--;
}
}
//turn toward investigateGoal
CalcEntitySpot( NPC, SPOT_HEAD, spot );
VectorSubtract(NPCInfo->investigateGoal, spot, invDir);
VectorNormalize(invDir);
vectoangles(invDir, invAngles);
NPCInfo->desiredYaw = AngleNormalize360(invAngles[YAW] + NPCInfo->hlookCount);
NPCInfo->desiredPitch = AngleNormalize360(invAngles[PITCH] + NPCInfo->hlookCount);
}
NPC_UpdateAngles(qtrue, qtrue);
NPCInfo->goalEntity = saveGoal;
if(level.time > NPCInfo->investigateDebounceTime)
{
NPCInfo->tempBehavior = BS_DEFAULT;
}
NPC_CheckSoundEvents();
*/
}
qboolean NPC_CheckInvestigate( int alertEventNum )
{
gentity_t *owner = level.alertEvents[alertEventNum].owner;
int invAdd = level.alertEvents[alertEventNum].level;
vec3_t soundPos;
float soundRad = level.alertEvents[alertEventNum].radius;
float earshot = NPCInfo->stats.earshot;
VectorCopy( level.alertEvents[alertEventNum].position, soundPos );
//NOTE: Trying to preserve previous investigation behavior
if ( !owner )
{
return qfalse;
}
if ( owner->s.eType != ET_PLAYER && owner == NPCInfo->goalEntity )
{
return qfalse;
}
if ( owner->s.eFlags & EF_NODRAW )
{
return qfalse;
}
if ( owner->flags & FL_NOTARGET )
{
return qfalse;
}
if ( soundRad < earshot )
{
return qfalse;
}
//if(!gi.inPVSIgnorePortals(ent->currentOrigin, NPC->currentOrigin))//should we be able to hear through areaportals?
if ( !gi.inPVS( soundPos, NPC->currentOrigin ) )
{//can hear through doors?
return qfalse;
}
if ( owner->client && owner->client->playerTeam && NPC->client->playerTeam && owner->client->playerTeam != NPC->client->playerTeam )
{
if( (float)NPCInfo->investigateCount >= (NPCInfo->stats.vigilance*200) && owner )
{//If investigateCount == 10, just take it as enemy and go
if ( NPC_ValidEnemy( owner ) )
{//FIXME: run angerscript
G_SetEnemy( NPC, owner );
NPCInfo->goalEntity = NPC->enemy;
NPCInfo->goalRadius = 12;
NPCInfo->behaviorState = BS_HUNT_AND_KILL;
return qtrue;
}
}
else
{
NPCInfo->investigateCount += invAdd;
}
//run awakescript
G_ActivateBehavior(NPC, BSET_AWAKE);
/*
if ( Q_irand(0, 10) > 7 )
{
NPC_AngerSound();
}
*/
//NPCInfo->hlookCount = NPCInfo->vlookCount = 0;
NPCInfo->eventOwner = owner;
VectorCopy( soundPos, NPCInfo->investigateGoal );
if ( NPCInfo->investigateCount > 20 )
{
NPCInfo->investigateDebounceTime = level.time + 10000;
}
else
{
NPCInfo->investigateDebounceTime = level.time + (NPCInfo->investigateCount*500);
}
NPCInfo->tempBehavior = BS_INVESTIGATE;
return qtrue;
}
return qfalse;
}
/*
void NPC_BSSleep( void )
*/
void NPC_BSSleep( void )
{
int alertEvent = NPC_CheckAlertEvents( qtrue, qfalse );
//There is an event to look at
if ( alertEvent >= 0 )
{
G_ActivateBehavior(NPC, BSET_AWAKE);
return;
}
/*
if ( level.time > NPCInfo->enemyCheckDebounceTime )
{
if ( NPC_CheckSoundEvents() != -1 )
{//only 1 alert per second per 0.1 of vigilance
NPCInfo->enemyCheckDebounceTime = level.time + (NPCInfo->stats.vigilance * 10000);
G_ActivateBehavior(NPC, BSET_AWAKE);
}
}
*/
}
extern qboolean NPC_MoveDirClear( int forwardmove, int rightmove, qboolean reset );
bool NPC_BSFollowLeader_UpdateLeader(void)
{
if ( NPC->client->leader//have a leader
&& NPC->client->leader->s.number < MAX_CLIENTS //player
&& NPC->client->leader->client//player is a client
&& !NPC->client->leader->client->pers.enterTime )//player has not finished spawning in yet
{//don't do anything just yet, but don't clear the leader either
return false;
}
if (NPC->client->leader && NPC->client->leader->health<=0)
{
NPC->client->leader = NULL;
}
if ( !NPC->client->leader )
{//ok, stand guard until we find an enemy
if( NPCInfo->tempBehavior == BS_HUNT_AND_KILL )
{
NPCInfo->tempBehavior = BS_DEFAULT;
}
else
{
NPCInfo->tempBehavior = BS_STAND_GUARD;
NPC_BSStandGuard();
}
if ( NPCInfo->behaviorState == BS_FOLLOW_LEADER )
{
NPCInfo->behaviorState = BS_DEFAULT;
}
if ( NPCInfo->defaultBehavior == BS_FOLLOW_LEADER )
{
NPCInfo->defaultBehavior = BS_DEFAULT;
}
return false;
}
return true;
}
void NPC_BSFollowLeader_UpdateEnemy(void)
{
if ( !NPC->enemy )
{//no enemy, find one
NPC_CheckEnemy( (qboolean)(NPCInfo->confusionTime<level.time), qfalse );//don't find new enemy if this is tempbehav
if ( NPC->enemy )
{//just found one
NPCInfo->enemyCheckDebounceTime = level.time + Q_irand( 3000, 10000 );
}
else
{
if ( !(NPCInfo->scriptFlags&SCF_IGNORE_ALERTS) )
{
int eventID = NPC_CheckAlertEvents( qtrue, qtrue );
if ( eventID > -1 && level.alertEvents[eventID].level >= AEL_SUSPICIOUS && (NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES) )
{
//NPCInfo->lastAlertID = level.alertEvents[eventID].ID;
if ( !level.alertEvents[eventID].owner ||
!level.alertEvents[eventID].owner->client ||
level.alertEvents[eventID].owner->health <= 0 ||
level.alertEvents[eventID].owner->client->playerTeam != NPC->client->enemyTeam )
{//not an enemy
}
else
{
//FIXME: what if can't actually see enemy, don't know where he is... should we make them just become very alert and start looking for him? Or just let combat AI handle this... (act as if you lost him)
G_SetEnemy( NPC, level.alertEvents[eventID].owner );
NPCInfo->enemyCheckDebounceTime = level.time + Q_irand( 3000, 10000 );
NPCInfo->enemyLastSeenTime = level.time;
TIMER_Set( NPC, "attackDelay", Q_irand( 500, 1000 ) );
}
}
}
}
if ( !NPC->enemy )
{
if ( NPC->client->leader
&& NPC->client->leader->enemy
&& NPC->client->leader->enemy != NPC
&& ( (NPC->client->leader->enemy->client&&NPC->client->leader->enemy->client->playerTeam==NPC->client->enemyTeam)
||(NPC->client->leader->enemy->svFlags&SVF_NONNPC_ENEMY&&NPC->client->leader->enemy->noDamageTeam==NPC->client->enemyTeam) )
&& NPC->client->leader->enemy->health > 0 )
{
G_SetEnemy( NPC, NPC->client->leader->enemy );
NPCInfo->enemyCheckDebounceTime = level.time + Q_irand( 3000, 10000 );
NPCInfo->enemyLastSeenTime = level.time;
}
}
}
else
{
if ( NPC->enemy->health <= 0 || (NPC->enemy->flags&FL_NOTARGET) )
{
G_ClearEnemy( NPC );
if ( NPCInfo->enemyCheckDebounceTime > level.time + 1000 )
{
NPCInfo->enemyCheckDebounceTime = level.time + Q_irand( 1000, 2000 );
}
}
else if ( NPC->client->ps.weapon && NPCInfo->enemyCheckDebounceTime < level.time )
{
NPC_CheckEnemy( (qboolean)(NPCInfo->confusionTime<level.time||NPCInfo->tempBehavior!=BS_FOLLOW_LEADER), qfalse );//don't find new enemy if this is tempbehav
}
}
}
bool NPC_BSFollowLeader_AttackEnemy(void)
{
if ( NPC->client->ps.weapon == WP_SABER )//|| NPCInfo->confusionTime>level.time )
{//lightsaber user or charmed enemy
if ( NPCInfo->tempBehavior != BS_FOLLOW_LEADER )
{//not already in a temp bState
//go after the guy
NPCInfo->tempBehavior = BS_HUNT_AND_KILL;
NPC_UpdateAngles(qtrue, qtrue);
return true;
}
}
enemyVisibility = NPC_CheckVisibility ( NPC->enemy, CHECK_FOV|CHECK_SHOOT );//CHECK_360|CHECK_PVS|
if ( enemyVisibility > VIS_PVS )
{//face
vec3_t enemy_org, muzzle, delta, angleToEnemy;
CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_org );
NPC_AimWiggle( enemy_org );
CalcEntitySpot( NPC, SPOT_WEAPON, muzzle );
VectorSubtract( enemy_org, muzzle, delta);
vectoangles( delta, angleToEnemy );
VectorNormalize( delta );
NPCInfo->desiredYaw = angleToEnemy[YAW];
NPCInfo->desiredPitch = angleToEnemy[PITCH];
NPC_UpdateFiringAngles( qtrue, qtrue );
if ( enemyVisibility >= VIS_SHOOT )
{//shoot
NPC_AimAdjust( 2 );
if ( NPC_GetHFOVPercentage( NPC->enemy->currentOrigin, NPC->currentOrigin, NPC->client->ps.viewangles, NPCInfo->stats.hfov ) > 0.6f
&& NPC_GetHFOVPercentage( NPC->enemy->currentOrigin, NPC->currentOrigin, NPC->client->ps.viewangles, NPCInfo->stats.vfov ) > 0.5f )
{//actually withing our front cone
WeaponThink( qtrue );
}
}
else
{
NPC_AimAdjust( 1 );
}
//NPC_CheckCanAttack(1.0, qfalse);
}
else
{
NPC_AimAdjust( -1 );
}
return false;
}
bool NPC_BSFollowLeader_CanAttack(void)
{
return (NPC->enemy
&& NPC->client->ps.weapon
&& !(NPCInfo->aiFlags&NPCAI_HEAL_ROSH) //Kothos twins never go after their enemy
);
}
bool NPC_BSFollowLeader_InFullBodyAttack(void)
{
return (
NPC->client->ps.legsAnim==BOTH_ATTACK1 ||
NPC->client->ps.legsAnim==BOTH_ATTACK2 ||
NPC->client->ps.legsAnim==BOTH_ATTACK3 ||
NPC->client->ps.legsAnim==BOTH_MELEE1 ||
NPC->client->ps.legsAnim==BOTH_MELEE2
);
}
void NPC_BSFollowLeader_LookAtLeader(void)
{
vec3_t head, leaderHead, delta, angleToLeader;
CalcEntitySpot( NPC->client->leader, SPOT_HEAD, leaderHead );
CalcEntitySpot( NPC, SPOT_HEAD, head );
VectorSubtract (leaderHead, head, delta);
vectoangles ( delta, angleToLeader );
VectorNormalize(delta);
NPC->NPC->desiredYaw = angleToLeader[YAW];
NPC->NPC->desiredPitch = angleToLeader[PITCH];
NPC_UpdateAngles(qtrue, qtrue);
}
void NPC_BSFollowLeader (void)
{
// If In A Jump, Return
//----------------------
if (NPC_Jumping())
{
return;
}
// If There Is No Leader, Return
//-------------------------------
if (!NPC_BSFollowLeader_UpdateLeader())
{
return;
}
// Don't Do Anything Else If In A Full Body Attack
//-------------------------------------------------
if (NPC_BSFollowLeader_InFullBodyAttack())
{
return;
}
// Update The Enemy
//------------------
NPC_BSFollowLeader_UpdateEnemy();
// Do Any Attacking
//------------------
if (NPC_BSFollowLeader_CanAttack())
{
if (NPC_BSFollowLeader_AttackEnemy())
{
return;
}
}
else
{
NPC_BSFollowLeader_LookAtLeader();
}
float followDist = (NPCInfo->followDist)?(NPCInfo->followDist):(110.0f);
bool moveSuccess;
STEER::Activate(NPC);
{
if (NPC->client->leader->client && NPC->client->leader->client->ps.groundEntityNum!=ENTITYNUM_NONE)
{
// If Too Close, Back Away Some
//------------------------------
if (STEER::Reached(NPC, NPC->client->leader, 65.0f))
{
STEER::Evade(NPC, NPC->client->leader);
}
else
{
// Attempt To Steer Directly To Our Goal
//---------------------------------------
moveSuccess = STEER::GoTo(NPC, NPC->client->leader, followDist);
// Perhaps Not Close Enough? Try To Use The Navigation Grid
//-----------------------------------------------------------
if (!moveSuccess)
{
moveSuccess = NAV::GoTo(NPC, NPC->client->leader);
if (!moveSuccess)
{
STEER::Stop(NPC);
}
}
}
}
else
{
STEER::Stop(NPC);
}
}
STEER::DeActivate(NPC, &ucmd);
}
#define APEX_HEIGHT 200.0f
#define PARA_WIDTH (sqrt(APEX_HEIGHT)+sqrt(APEX_HEIGHT))
#define JUMP_SPEED 200.0f
void NPC_BSJump (void)
{
vec3_t dir, angles, p1, p2, apex;
float time, height, forward, z, xy, dist, yawError, apexHeight;
if( !NPCInfo->goalEntity )
{//Should have task completed the navgoal
return;
}
if ( NPCInfo->jumpState != JS_JUMPING && NPCInfo->jumpState != JS_LANDING )
{
//Face navgoal
VectorSubtract(NPCInfo->goalEntity->currentOrigin, NPC->currentOrigin, dir);
vectoangles(dir, angles);
NPCInfo->desiredPitch = NPCInfo->lockedDesiredPitch = AngleNormalize360(angles[PITCH]);
NPCInfo->desiredYaw = NPCInfo->lockedDesiredYaw = AngleNormalize360(angles[YAW]);
}
NPC_UpdateAngles ( qtrue, qtrue );
yawError = AngleDelta ( NPC->client->ps.viewangles[YAW], NPCInfo->desiredYaw );
//We don't really care about pitch here
switch ( NPCInfo->jumpState )
{
case JS_FACING:
if ( yawError < MIN_ANGLE_ERROR )
{//Facing it, Start crouching
NPC_SetAnim(NPC, SETANIM_LEGS, BOTH_CROUCH1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
NPCInfo->jumpState = JS_CROUCHING;
}
break;
case JS_CROUCHING:
if ( NPC->client->ps.legsAnimTimer > 0 )
{//Still playing crouching anim
return;
}
//Create a parabola
if ( NPC->currentOrigin[2] > NPCInfo->goalEntity->currentOrigin[2] )
{
VectorCopy( NPC->currentOrigin, p1 );
VectorCopy( NPCInfo->goalEntity->currentOrigin, p2 );
}
else if ( NPC->currentOrigin[2] < NPCInfo->goalEntity->currentOrigin[2] )
{
VectorCopy( NPCInfo->goalEntity->currentOrigin, p1 );
VectorCopy( NPC->currentOrigin, p2 );
}
else
{
VectorCopy( NPC->currentOrigin, p1 );
VectorCopy( NPCInfo->goalEntity->currentOrigin, p2 );
}
//z = xy*xy
VectorSubtract( p2, p1, dir );
dir[2] = 0;
//Get xy and z diffs
xy = VectorNormalize( dir );
z = p1[2] - p2[2];
apexHeight = APEX_HEIGHT/2;
/*
//Determine most desirable apex height
apexHeight = (APEX_HEIGHT * PARA_WIDTH/xy) + (APEX_HEIGHT * z/128);
if ( apexHeight < APEX_HEIGHT * 0.5 )
{
apexHeight = APEX_HEIGHT*0.5;
}
else if ( apexHeight > APEX_HEIGHT * 2 )
{
apexHeight = APEX_HEIGHT*2;
}
*/
//FIXME: length of xy will change curve of parabola, need to account for this
//somewhere... PARA_WIDTH
z = (sqrt(apexHeight + z) - sqrt(apexHeight));
assert(z >= 0);
// gi.Printf("apex is %4.2f percent from p1: ", (xy-z)*0.5/xy*100.0f);
// Don't need to set apex xy if NPC is jumping directly up.
if ( xy > 0.0f )
{
xy -= z;
xy *= 0.5;
assert(xy > 0);
}
VectorMA( p1, xy, dir, apex );
apex[2] += apexHeight;
VectorCopy(apex, NPC->pos1);
//Now we have the apex, aim for it
height = apex[2] - NPC->currentOrigin[2];
time = sqrt( height / ( .5 * NPC->client->ps.gravity ) );
if ( !time )
{
// gi.Printf("ERROR no time in jump\n");
return;
}
// set s.origin2 to the push velocity
VectorSubtract ( apex, NPC->currentOrigin, NPC->client->ps.velocity );
NPC->client->ps.velocity[2] = 0;
dist = VectorNormalize( NPC->client->ps.velocity );
forward = dist / time;
VectorScale( NPC->client->ps.velocity, forward, NPC->client->ps.velocity );
NPC->client->ps.velocity[2] = time * NPC->client->ps.gravity;
// gi.Printf( "%s jumping %s, gravity at %4.0f percent\n", NPC->targetname, vtos(NPC->client->ps.velocity), NPC->client->ps.gravity/8.0f );
NPCInfo->jumpState = JS_JUMPING;
//FIXME: jumpsound?
break;
case JS_JUMPING:
if ( showBBoxes )
{
VectorAdd(NPC->mins, NPC->pos1, p1);
VectorAdd(NPC->maxs, NPC->pos1, p2);
CG_Cube( p1, p2, NPCDEBUG_BLUE, 0.5 );
}
if ( NPC->s.groundEntityNum != ENTITYNUM_NONE)
{//Landed, start landing anim
//FIXME: if the
VectorClear(NPC->client->ps.velocity);
NPC_SetAnim(NPC, SETANIM_BOTH, BOTH_LAND1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
NPCInfo->jumpState = JS_LANDING;
//FIXME: landsound?
}
else if ( NPC->client->ps.legsAnimTimer > 0 )
{//Still playing jumping anim
//FIXME: apply jump velocity here, a couple frames after start, not right away
return;
}
else
{//still in air, but done with jump anim, play inair anim
NPC_SetAnim(NPC, SETANIM_BOTH, BOTH_INAIR1, SETANIM_FLAG_OVERRIDE);
}
break;
case JS_LANDING:
if ( NPC->client->ps.legsAnimTimer > 0 )
{//Still playing landing anim
return;
}
else
{
NPCInfo->jumpState = JS_WAITING;
NPCInfo->goalEntity = UpdateGoal();
// If he made it to his goal or his task is no longer pending.
if ( !NPCInfo->goalEntity || !Q3_TaskIDPending( NPC, TID_MOVE_NAV ) )
{
NPC_ClearGoal();
NPCInfo->goalTime = level.time;
NPCInfo->aiFlags &= ~NPCAI_MOVING;
ucmd.forwardmove = 0;
NPC->flags &= ~FL_NO_KNOCKBACK;
//Return that the goal was reached
Q3_TaskIDComplete( NPC, TID_MOVE_NAV );
}
}
break;
case JS_WAITING:
default:
NPCInfo->jumpState = JS_FACING;
break;
}
}
void NPC_BSRemove (void)
{
NPC_UpdateAngles ( qtrue, qtrue );
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???
}
void NPC_BSSearch (void)
{
NPC_CheckAlertEvents(qtrue, qtrue, -1, qfalse, AEL_DANGER, qfalse);
//FIXME: do something with these alerts...?
//FIXME: do the Stormtrooper alert reaction? (investigation)
if ( (NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES)
&& NPC->client->enemyTeam != TEAM_NEUTRAL )
{//look for enemies
NPC_CheckEnemy(qtrue, qfalse);
if ( NPC->enemy )
{//found one
if( NPCInfo->tempBehavior == BS_SEARCH )
{//if tempbehavior, set tempbehavior to default
NPCInfo->tempBehavior = BS_DEFAULT;
}
else
{//if bState, change to run and shoot
NPCInfo->behaviorState = BS_DEFAULT;//BS_HUNT_AND_KILL;
//NPC_BSRunAndShoot();
}
return;
}
}
//FIXME: what if our goalEntity is not NULL and NOT our tempGoal - they must
//want us to do something else? If tempBehavior, just default, else set
//to run and shoot...?
//FIXME: Reimplement
if ( !NPCInfo->investigateDebounceTime )
{//On our way to a tempGoal
float minGoalReachedDistSquared = 32*32;
vec3_t vec;
//Keep moving toward our tempGoal
NPCInfo->goalEntity = NPCInfo->tempGoal;
VectorSubtract ( NPCInfo->tempGoal->currentOrigin, NPC->currentOrigin, vec);
if ( vec[2] < 24 )
{
vec[2] = 0;
}
if ( NPCInfo->tempGoal->waypoint != WAYPOINT_NONE )
{
/*
//FIXME: can't get the radius...
float wpRadSq = waypoints[NPCInfo->tempGoal->waypoint].radius * waypoints[NPCInfo->tempGoal->waypoint].radius;
if ( minGoalReachedDistSquared > wpRadSq )
{
minGoalReachedDistSquared = wpRadSq;
}
*/
minGoalReachedDistSquared = 32*32;//12*12;
}
if ( VectorLengthSquared( vec ) < minGoalReachedDistSquared )
{
//Close enough, just got there
NPC->waypoint = NAV::GetNearestNode(NPC);
if ( ( NPCInfo->homeWp == WAYPOINT_NONE ) || ( NPC->waypoint == WAYPOINT_NONE ) )
{
//Heading for or at an invalid waypoint, get out of this bState
if( NPCInfo->tempBehavior == BS_SEARCH )
{//if tempbehavior, set tempbehavior to default
NPCInfo->tempBehavior = BS_DEFAULT;
}
else
{//if bState, change to stand guard
NPCInfo->behaviorState = BS_STAND_GUARD;
NPC_BSRunAndShoot();
}
return;
}
if ( NPC->waypoint == NPCInfo->homeWp )
{
//Just Reached our homeWp, if this is the first time, run your lostenemyscript
if ( NPCInfo->aiFlags & NPCAI_ENROUTE_TO_HOMEWP )
{
NPCInfo->aiFlags &= ~NPCAI_ENROUTE_TO_HOMEWP;
G_ActivateBehavior( NPC, BSET_LOSTENEMY );
}
}
//gi.Printf("Got there.\n");
//gi.Printf("Looking...");
if( !Q_irand(0, 1) )
{
NPC_SetAnim(NPC, SETANIM_BOTH, BOTH_GUARD_LOOKAROUND1, SETANIM_FLAG_NORMAL);
}
else
{
NPC_SetAnim(NPC, SETANIM_BOTH, BOTH_GUARD_IDLE1, SETANIM_FLAG_NORMAL);
}
NPCInfo->investigateDebounceTime = level.time + Q_irand(3000, 10000);
}
else
{
NPC_MoveToGoal( qtrue );
}
}
else
{
//We're there
if ( NPCInfo->investigateDebounceTime > level.time )
{
//Still waiting around for a bit
//Turn angles every now and then to look around
if ( NPCInfo->tempGoal->waypoint != WAYPOINT_NONE )
{
if ( !Q_irand( 0, 30 ) )
{
// NAV_TODO: What if there are no neighbors?
vec3_t branchPos, lookDir;
NAV::GetNodePosition(NAV::ChooseRandomNeighbor(NPCInfo->tempGoal->waypoint), branchPos);
VectorSubtract( branchPos, NPCInfo->tempGoal->currentOrigin, lookDir );
NPCInfo->desiredYaw = AngleNormalize360( vectoyaw( lookDir ) + Q_flrand( -45, 45 ) );
}
}
//gi.Printf(".");
}
else
{//Just finished waiting
NPC->waypoint = NAV::GetNearestNode(NPC);
if ( NPC->waypoint == NPCInfo->homeWp )
{
// NAV_TODO: What if there are no neighbors?
int nextWp = NAV::ChooseRandomNeighbor(NPCInfo->tempGoal->waypoint);
NAV::GetNodePosition(nextWp, NPCInfo->tempGoal->currentOrigin);
NPCInfo->tempGoal->waypoint = nextWp;
}
else
{//At a branch, so return home
NAV::GetNodePosition(NPCInfo->homeWp, NPCInfo->tempGoal->currentOrigin);
NPCInfo->tempGoal->waypoint = NPCInfo->homeWp;
}
NPCInfo->investigateDebounceTime = 0;
//Start moving toward our tempGoal
NPCInfo->goalEntity = NPCInfo->tempGoal;
NPC_MoveToGoal( qtrue );
}
}
NPC_UpdateAngles( qtrue, qtrue );
}
/*
-------------------------
NPC_BSSearchStart
-------------------------
*/
void NPC_BSSearchStart( int homeWp, bState_t bState )
{
//FIXME: Reimplement
NPCInfo->homeWp = homeWp;
NPCInfo->tempBehavior = bState;
NPCInfo->aiFlags |= NPCAI_ENROUTE_TO_HOMEWP;
NPCInfo->investigateDebounceTime = 0;
NAV::GetNodePosition(homeWp, NPCInfo->tempGoal->currentOrigin);
NPCInfo->tempGoal->waypoint = homeWp;
//gi.Printf("\nHeading for wp %d...\n", NPCInfo->homeWp);
}
/*
-------------------------
NPC_BSNoClip
Use in extreme circumstances only
-------------------------
*/
void NPC_BSNoClip ( void )
{
if ( UpdateGoal() )
{
vec3_t dir, forward, right, angles, up = {0, 0, 1};
float fDot, rDot, uDot;
VectorSubtract( NPCInfo->goalEntity->currentOrigin, NPC->currentOrigin, dir );
vectoangles( dir, angles );
NPCInfo->desiredYaw = angles[YAW];
AngleVectors( NPC->currentAngles, forward, right, NULL );
VectorNormalize( dir );
fDot = DotProduct(forward, dir) * 127;
rDot = DotProduct(right, dir) * 127;
uDot = DotProduct(up, dir) * 127;
ucmd.forwardmove = floor(fDot);
ucmd.rightmove = floor(rDot);
ucmd.upmove = floor(uDot);
}
else
{
//Cut velocity?
VectorClear( NPC->client->ps.velocity );
}
NPC_UpdateAngles( qtrue, qtrue );
}
void NPC_BSWander (void)
{//FIXME: don't actually go all the way to the next waypoint, just move in fits and jerks...?
NPC_CheckAlertEvents(qtrue, qtrue, -1, qfalse, AEL_DANGER, qfalse);
//FIXME: do something with these alerts...?
//FIXME: do the Stormtrooper alert reaction? (investigation)
if ( (NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES)
&& NPC->client->enemyTeam != TEAM_NEUTRAL )
{//look for enemies
NPC_CheckEnemy(qtrue, qfalse);
if ( NPC->enemy )
{//found one
if( NPCInfo->tempBehavior == BS_WANDER )
{//if tempbehavior, set tempbehavior to default
NPCInfo->tempBehavior = BS_DEFAULT;
}
else
{//if bState, change to run and shoot
NPCInfo->behaviorState = BS_DEFAULT;//BS_HUNT_AND_KILL;
//NPC_BSRunAndShoot();
}
return;
}
}
STEER::Activate(NPC);
// Are We Doing A Path?
//----------------------
bool HasPath = NAV::HasPath(NPC);
if (HasPath)
{
HasPath = NAV::UpdatePath(NPC);
if (HasPath)
{
STEER::Path(NPC); // Follow The Path
STEER::AvoidCollisions(NPC);
if ((NPCInfo->aiFlags&NPCAI_BLOCKED) && (level.time-NPCInfo->blockedDebounceTime)>1000)
{
HasPath = false;// find a new one
}
}
}
if (!HasPath)
{
// If Debounce Time Has Expired, Choose A New Sub State
//------------------------------------------------------
if (NPCInfo->investigateDebounceTime<level.time ||
((NPCInfo->aiFlags&NPCAI_BLOCKED) && (level.time-NPCInfo->blockedDebounceTime)>1000))
{
// Clear Out Flags From The Previous Substate
//--------------------------------------------
NPCInfo->aiFlags &= ~NPCAI_OFF_PATH;
NPCInfo->aiFlags &= ~NPCAI_WALKING;
// Pick Another Spot
//-------------------
int NEXTSUBSTATE = Q_irand(0, 10);
bool RandomPathNode = (NEXTSUBSTATE<9); //(NEXTSUBSTATE<4);
bool PathlessWander = false; //(NEXTSUBSTATE<9)
// Random Path Node
//------------------
if (RandomPathNode)
{
// Sometimes, Walk
//-----------------
if (Q_irand(0, 1)==0)
{
NPCInfo->aiFlags |= NPCAI_WALKING;
}
NPCInfo->investigateDebounceTime = level.time + Q_irand(3000, 10000);
NAV::FindPath(NPC, NAV::ChooseRandomNeighbor(NAV::GetNearestNode(NPC)));
}
// Pathless Wandering
//--------------------
else if (PathlessWander)
{
// Sometimes, Walk
//-----------------
if (Q_irand(0, 1)==0)
{
NPCInfo->aiFlags |= NPCAI_WALKING;
}
NPCInfo->investigateDebounceTime = level.time + Q_irand(3000, 10000);
NPCInfo->aiFlags |= NPCAI_OFF_PATH;
}
// Just Stand Here
//-----------------
else
{
NPCInfo->investigateDebounceTime = level.time + Q_irand(2000, 10000);
NPC_SetAnim(NPC, SETANIM_BOTH, ((Q_irand(0, 1)==0)?(BOTH_GUARD_LOOKAROUND1):(BOTH_GUARD_IDLE1)), SETANIM_FLAG_NORMAL);
}
}
// Ok, So We Don't Have A Path, And Debounce Time Is Still Active, So We Are Either Wandering Or Looking Around
//--------------------------------------------------------------------------------------------------------------
else
{
if (NPCInfo->aiFlags & NPCAI_OFF_PATH)
{
STEER::Wander(NPC);
STEER::AvoidCollisions(NPC);
}
else
{
STEER::Stop(NPC);
}
}
}
STEER::DeActivate(NPC, &ucmd);
NPC_UpdateAngles( qtrue, qtrue );
return;
}
/*
void NPC_BSFaceLeader (void)
{
vec3_t head, leaderHead, delta, angleToLeader;
if ( !NPC->client->leader )
{//uh.... okay.
return;
}
CalcEntitySpot( NPC->client->leader, SPOT_HEAD, leaderHead );
CalcEntitySpot( NPC, SPOT_HEAD, head );
VectorSubtract( leaderHead, head, delta );
vectoangles( delta, angleToLeader );
VectorNormalize( delta );
NPC->NPC->desiredYaw = angleToLeader[YAW];
NPC->NPC->desiredPitch = angleToLeader[PITCH];
NPC_UpdateAngles(qtrue, qtrue);
}
*/
/*
-------------------------
NPC_BSFlee
-------------------------
*/
extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
extern void WP_DropWeapon( gentity_t *dropper, vec3_t velocity );
extern void ChangeWeapon( gentity_t *ent, int newWeapon );
extern int g_crosshairEntNum;
qboolean NPC_CanSurrender( void )
{
if ( NPC->client )
{
switch ( NPC->client->NPC_class )
{
case CLASS_ATST:
case CLASS_CLAW:
case CLASS_DESANN:
case CLASS_FISH:
case CLASS_FLIER2:
case CLASS_GALAK:
case CLASS_GLIDER:
case CLASS_GONK: // droid
case CLASS_HOWLER:
case CLASS_RANCOR:
case CLASS_SAND_CREATURE:
case CLASS_WAMPA:
case CLASS_INTERROGATOR: // droid
case CLASS_JAN:
case CLASS_JEDI:
case CLASS_KYLE:
case CLASS_LANDO:
case CLASS_LIZARD:
case CLASS_LUKE:
case CLASS_MARK1: // droid
case CLASS_MARK2: // droid
case CLASS_GALAKMECH: // droid
case CLASS_MINEMONSTER:
case CLASS_MONMOTHA:
case CLASS_MORGANKATARN:
case CLASS_MOUSE: // droid
case CLASS_MURJJ:
case CLASS_PROBE: // droid
case CLASS_PROTOCOL: // droid
case CLASS_R2D2: // droid
case CLASS_R5D2: // droid
case CLASS_REBORN:
case CLASS_REELO:
case CLASS_REMOTE:
case CLASS_SEEKER: // droid
case CLASS_SENTRY:
case CLASS_SHADOWTROOPER:
case CLASS_SWAMP:
case CLASS_TAVION:
case CLASS_ALORA:
case CLASS_TUSKEN:
case CLASS_BOBAFETT:
case CLASS_ROCKETTROOPER:
case CLASS_SABER_DROID:
case CLASS_ASSASSIN_DROID:
case CLASS_HAZARD_TROOPER:
case CLASS_PLAYER:
case CLASS_VEHICLE:
return qfalse;
break;
default:
break;
}
if ( !G_StandardHumanoid( NPC ) )
{
return qfalse;
}
if ( NPC->client->ps.weapon == WP_SABER )
{
return qfalse;
}
}
if ( NPCInfo )
{
if ( (NPCInfo->aiFlags&NPCAI_BOSS_CHARACTER) )
{
return qfalse;
}
if ( (NPCInfo->aiFlags&NPCAI_SUBBOSS_CHARACTER) )
{
return qfalse;
}
if ( (NPCInfo->aiFlags&NPCAI_ROSH) )
{
return qfalse;
}
if ( (NPCInfo->aiFlags&NPCAI_HEAL_ROSH) )
{
return qfalse;
}
}
return qtrue;
}
void NPC_Surrender( void )
{//FIXME: say "don't shoot!" if we weren't already surrendering
if ( NPC->client->ps.weaponTime || PM_InKnockDown( &NPC->client->ps ) )
{
return;
}
if ( !NPC_CanSurrender() )
{
return;
}
if ( NPC->s.weapon != WP_NONE &&
NPC->s.weapon != WP_MELEE &&
NPC->s.weapon != WP_SABER )
{
WP_DropWeapon( NPC, NULL );
}
if ( NPCInfo->surrenderTime < level.time - 5000 )
{//haven't surrendered for at least 6 seconds, tell them what you're doing
//FIXME: need real dialogue EV_SURRENDER
NPCInfo->blockedSpeechDebounceTime = 0;//make sure we say this
G_AddVoiceEvent( NPC, Q_irand( EV_PUSHED1, EV_PUSHED3 ), 3000 );
}
// Already Surrendering? If So, Just Update Animations
//------------------------------------------------------
if (NPCInfo->surrenderTime>level.time)
{
if (NPC->client->ps.torsoAnim==BOTH_COWER1_START && NPC->client->ps.torsoAnimTimer<=100)
{
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_COWER1, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE );
NPCInfo->surrenderTime = level.time + NPC->client->ps.torsoAnimTimer;
}
if (NPC->client->ps.torsoAnim==BOTH_COWER1 && NPC->client->ps.torsoAnimTimer<=100)
{
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_COWER1_STOP, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE );
NPCInfo->surrenderTime = level.time + NPC->client->ps.torsoAnimTimer;
}
}
// New To The Surrender, So Start The Animation
//----------------------------------------------
else
{
if ( NPC->client->NPC_class == CLASS_JAWA && NPC->client->ps.weapon == WP_NONE )
{//an unarmed Jawa is very scared
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_COWER1, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE );
//FIXME: stop doing this if decide to take off and run
}
else
{
// A Big Monster? OR: Being Tracked By A Homing Rocket? So Do The Cower Sequence
//------------------------------------------
if ( (NPC->enemy && NPC->enemy->client && NPC->enemy->client->NPC_class==CLASS_RANCOR) || !TIMER_Done( NPC, "rocketChasing" ) )
{
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_COWER1_START, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE );
}
// Otherwise, Use The Old Surrender "Arms In Air" Animation
//----------------------------------------------------------
else
{
NPC_SetAnim( NPC, SETANIM_TORSO, TORSO_SURRENDER_START, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE );
NPC->client->ps.torsoAnimTimer = Q_irand(3000, 8000); // Pretend the anim lasts longer
}
}
NPCInfo->surrenderTime = level.time + NPC->client->ps.torsoAnimTimer + 1000;
}
}
qboolean NPC_CheckSurrender( void )
{
if ( !g_AIsurrender->integer
&& NPC->client->NPC_class != CLASS_UGNAUGHT
&& NPC->client->NPC_class != CLASS_JAWA )
{//not enabled
return qfalse;
}
if ( !Q3_TaskIDPending( NPC, TID_MOVE_NAV ) //not scripted to go somewhere
&& NPC->client->ps.groundEntityNum != ENTITYNUM_NONE //not in the air
&& !NPC->client->ps.weaponTime && !PM_InKnockDown( &NPC->client->ps )//not firing and not on the ground
&& NPC->enemy && NPC->enemy->client && NPC->enemy->enemy == NPC && NPC->enemy->s.weapon != WP_NONE && (NPC->enemy->s.weapon != WP_MELEE || (NPC->enemy->client->NPC_class == CLASS_RANCOR||NPC->enemy->client->NPC_class == CLASS_WAMPA) )//enemy is using a weapon or is a Rancor or Wampa
&& NPC->enemy->health > 20 && NPC->enemy->painDebounceTime < level.time - 3000 && NPC->enemy->client->ps.forcePowerDebounce[FP_SABER_DEFENSE] < level.time - 1000 )
{//don't surrender if scripted to run somewhere or if we're in the air or if we're busy or if we don't have an enemy or if the enemy is not mad at me or is hurt or not a threat or busy being attacked
//FIXME: even if not in a group, don't surrender if there are other enemies in the PVS and within a certain range?
if ( NPC->s.weapon != WP_ROCKET_LAUNCHER
&& NPC->s.weapon != WP_CONCUSSION
&& NPC->s.weapon != WP_REPEATER
&& NPC->s.weapon != WP_FLECHETTE
&& NPC->s.weapon != WP_SABER )
{//jedi and heavy weapons guys never surrender
//FIXME: rework all this logic into some orderly fashion!!!
if ( NPC->s.weapon != WP_NONE )
{//they have a weapon so they'd have to drop it to surrender
//don't give up unless low on health
if ( NPC->health > 25 || NPC->health >= NPC->max_health )
{
return qfalse;
}
if ( g_crosshairEntNum == NPC->s.number && NPC->painDebounceTime > level.time )
{//if he just shot me, always give up
//fall through
}
else
{//don't give up unless facing enemy and he's very close
if ( !InFOV( player, NPC, 60, 30 ) )
{//I'm not looking at them
return qfalse;
}
else if ( DistanceSquared( NPC->currentOrigin, player->currentOrigin ) < 65536/*256*256*/ )
{//they're not close
return qfalse;
}
else if ( !gi.inPVS( NPC->currentOrigin, player->currentOrigin ) )
{//they're not in the same room
return qfalse;
}
}
}
if ( !NPCInfo->group || (NPCInfo->group && NPCInfo->group->numGroup <= 1) )
{//I'm alone but I was in a group//FIXME: surrender anyway if just melee or no weap?
if ( NPC->s.weapon == WP_NONE
//NPC has a weapon
|| NPC->enemy == player
|| (NPC->enemy->s.weapon == WP_SABER&&NPC->enemy->client&&NPC->enemy->client->ps.SaberActive())
|| (NPC->enemy->NPC && NPC->enemy->NPC->group && NPC->enemy->NPC->group->numGroup > 2) )
{//surrender only if have no weapon or fighting a player or jedi or if we are outnumbered at least 3 to 1
if ( NPC->enemy == player )
{//player is the guy I'm running from
if ( g_crosshairEntNum == NPC->s.number )
{//give up if player is aiming at me
NPC_Surrender();
NPC_UpdateAngles( qtrue, qtrue );
return qtrue;
}
else if ( player->s.weapon == WP_SABER )
{//player is using saber
if ( InFOV( NPC, player, 60, 30 ) )
{//they're looking at me
if ( DistanceSquared( NPC->currentOrigin, player->currentOrigin ) < 16384/*128*128*/ )
{//they're close
if ( gi.inPVS( NPC->currentOrigin, player->currentOrigin ) )
{//they're in the same room
NPC_Surrender();
NPC_UpdateAngles( qtrue, qtrue );
return qtrue;
}
}
}
}
}
else if ( NPC->enemy )
{//???
//should NPC's surrender to others?
if ( InFOV( NPC, NPC->enemy, 30, 30 ) )
{//they're looking at me
float maxDist = (64+(NPC->maxs[0]*1.5)+(NPC->enemy->maxs[0]*1.5));
maxDist *= maxDist;
if ( DistanceSquared( NPC->currentOrigin, NPC->enemy->currentOrigin ) < maxDist )
{//they're close
if ( gi.inPVS( NPC->currentOrigin, NPC->enemy->currentOrigin ) )
{//they're in the same room
//FIXME: should player-team NPCs not fire on surrendered NPCs?
NPC_Surrender();
NPC_UpdateAngles( qtrue, qtrue );
return qtrue;
}
}
}
}
}
}
}
}
return qfalse;
}
void NPC_JawaFleeSound( void )
{
if ( NPC
&& NPC->client
&& NPC->client->NPC_class == CLASS_JAWA
&& !Q_irand( 0, 3 )
&& NPCInfo->blockedSpeechDebounceTime < level.time
&& !Q3_TaskIDPending(NPC, TID_CHAN_VOICE ) )
{//ooteenee!!!!
//Com_Printf( "ooteenee!!!!\n" );
G_SoundOnEnt(NPC, CHAN_VOICE, "sound/chars/jawa/misc/ooh-tee-nee.wav" );
NPCInfo->blockedSpeechDebounceTime = level.time + 2000;
}
}
extern gentity_t *NPC_SearchForWeapons( void );
extern qboolean G_CanPickUpWeapons( gentity_t *other );
qboolean NPC_BSFlee( void )
{
bool enemyRecentlySeen = false;
float enemyTooCloseDist = 50.0f;
bool reachedEscapePoint = false;
bool hasEscapePoint = false;
bool moveSuccess = false;
bool inSurrender = (level.time<NPCInfo->surrenderTime);
// Check For Enemies And Alert Events
//------------------------------------
NPC_CheckEnemy(qtrue, qfalse);
NPC_CheckAlertEvents(qtrue, qtrue, -1, qfalse, AEL_DANGER, qfalse);
if (NPC->enemy && G_ClearLOS(NPC, NPC->enemy))
{
NPCInfo->enemyLastSeenTime = level.time;
}
enemyRecentlySeen = (NPC->enemy && (level.time - NPCInfo->enemyLastSeenTime)<3000);
if (enemyRecentlySeen)
{
if (NPC->enemy->client && NPC->enemy->client->NPC_class==CLASS_RANCOR)
{
enemyTooCloseDist = 400.0f;
}
enemyTooCloseDist += NPC->maxs[0] + NPC->enemy->maxs[0];
}
// Look For Weapons To Pick Up
//-----------------------------
if (enemyRecentlySeen && // Is There An Enemy Near?
NPC->client->NPC_class!=CLASS_PRISONER && // Prisoners can't pickup weapons
NPCInfo->rank>RANK_CIVILIAN && // Neither can civilians
TIMER_Done(NPC, "panic") && // Panic causes him to run for a bit, don't pickup weapons
TIMER_Done(NPC, "CheckForWeaponToPickup") &&
G_CanPickUpWeapons( NPC ) //Allowed To Pick Up Dropped Weapons
)
{
gentity_t *foundWeap = NPC_SearchForWeapons();
// Ok, There Is A Weapon! Try Going To It!
//------------------------------------------
if (foundWeap && NAV::SafePathExists(NPC->currentOrigin, foundWeap->currentOrigin, NPC->enemy->currentOrigin, 150.0f))
{
NAV::ClearPath(NPC); // Remove Any Old Path
NPCInfo->goalEntity = foundWeap; // Change Our Target Goal
NPCInfo->goalRadius = 30.0f; // 30 good enough?
TIMER_Set(NPC, "CheckForWeaponToPickup", Q_irand(10000, 50000));
}
// Look Again Soon
//-----------------
else
{
TIMER_Set(NPC, "CheckForWeaponToPickup", Q_irand(1000, 5000));
}
}
// If Attempting To Get To An Entity That Is Gone, Clear The Pointer
//-------------------------------------------------------------------
if ( NPCInfo->goalEntity
&& !Q3_TaskIDPending(NPC, TID_MOVE_NAV)
&& NPC->enemy
&& Distance( NPCInfo->goalEntity->currentOrigin, NPC->enemy->currentOrigin ) < enemyTooCloseDist )
{
//our goal is too close to our enemy, dump it...
NPCInfo->goalEntity = NULL;
}
if (NPCInfo->goalEntity && !NPCInfo->goalEntity->inuse)
{
NPCInfo->goalEntity = 0;
}
hasEscapePoint = (NPCInfo->goalEntity && NPCInfo->goalRadius!=0.0f);
STEER::Activate(NPC);
{
// Have We Reached The Escape Point?
//-----------------------------------
if (hasEscapePoint && STEER::Reached(NPC, NPCInfo->goalEntity, NPCInfo->goalRadius, false))
{
if (Q3_TaskIDPending(NPC, TID_MOVE_NAV))
{
Q3_TaskIDComplete(NPC, TID_MOVE_NAV);
}
reachedEscapePoint = true;
}
// If Super Close To The Enemy, Run In The Other Direction
//---------------------------------------------------------
if (enemyRecentlySeen &&
Distance(NPC->enemy->currentOrigin, NPC->currentOrigin)<enemyTooCloseDist)
{
STEER::Evade(NPC, NPC->enemy);
STEER::AvoidCollisions(NPC);
}
// If Already At The Escape Point, Or Surrendering, Don't Move
//-------------------------------------------------------------
else if (reachedEscapePoint || inSurrender)
{
STEER::Stop(NPC);
}
else
{
// Try To Get To The Escape Point
//--------------------------------
if (hasEscapePoint)
{
moveSuccess = STEER::GoTo(NPC, NPCInfo->goalEntity, true);
if (!moveSuccess)
{
moveSuccess = NAV::GoTo(NPC, NPCInfo->goalEntity, 0.3f);
}
}
// Cant Get To The Escape Point, So If There Is An Enemy
//-------------------------------------------------------
if (!moveSuccess && enemyRecentlySeen)
{
// Try To Get To The Farthest Combat Point From Him
//--------------------------------------------------
NAV::TNodeHandle Nbr = NAV::ChooseFarthestNeighbor(NPC, NPC->enemy->currentOrigin, 0.25f);
if (Nbr>0)
{
moveSuccess = STEER::GoTo(NPC, NAV::GetNodePosition(Nbr), true);
if (!moveSuccess)
{
moveSuccess = NAV::GoTo(NPC, Nbr, 0.3f);
}
}
}
// If We Still Can't (Or Don't Need To) Move, Just Stop
//------------------------------------------------------
if (!moveSuccess)
{
STEER::Stop(NPC);
}
}
}
STEER::DeActivate(NPC, &ucmd);
// Is There An Enemy Around?
//---------------------------
if (enemyRecentlySeen)
{
// Time To Surrender?
//--------------------
if ( TIMER_Done( NPC, "panic" ) )
{
//done panicking, time to realize we're dogmeat, if we haven't been able to flee for a few seconds
if ((level.time-NPC->lastMoveTime)>3000
&& (level.time-NPCInfo->surrenderTime) > 3000 )//and haven't just finished surrendering
{
NPC_FaceEnemy();
NPC_Surrender();
}
}
// Time To Choose A New Escape Point?
//------------------------------------
if ((!hasEscapePoint || reachedEscapePoint) && TIMER_Done(NPC, "FindNewEscapePointDebounce"))
{
TIMER_Set(NPC, "FindNewEscapePointDebounce", 2500);
int escapePoint = NPC_FindCombatPoint(
NPC->currentOrigin,
NPC->enemy->currentOrigin,
NPC->currentOrigin,
CP_COVER|CP_AVOID_ENEMY|CP_HAS_ROUTE,
128 );
if (escapePoint!=-1)
{
NPC_JawaFleeSound();
NPC_SetCombatPoint(escapePoint);
NPC_SetMoveGoal(NPC, level.combatPoints[escapePoint].origin, 8, qtrue, escapePoint);
}
}
}
// If Only Temporarly In Flee, Think About Perhaps Returning To Combat
//---------------------------------------------------------------------
if (NPCInfo->tempBehavior==BS_FLEE &&
TIMER_Done(NPC, "flee") &&
NPC->s.weapon != WP_NONE &&
NPC->s.weapon != WP_MELEE
)
{
NPCInfo->tempBehavior = BS_DEFAULT;
}
// Always Update Angles
//----------------------
NPC_UpdateAngles( qtrue, qtrue );
if (reachedEscapePoint)
{
return qtrue;
}
return qfalse;
}
void NPC_StartFlee( gentity_t *enemy, vec3_t dangerPoint, int dangerLevel, int fleeTimeMin, int fleeTimeMax )
{
if ( Q3_TaskIDPending( NPC, TID_MOVE_NAV ) )
{//running somewhere that a script requires us to go, don't interrupt that!
return;
}
if (NPCInfo->scriptFlags & SCF_DONT_FLEE ) // no flee for you
{
return;
}
//if have a fleescript, run that instead
if ( G_ActivateBehavior( NPC, BSET_FLEE ) )
{
return;
}
//FIXME: play a flee sound? Appropriate to situation?
if ( enemy )
{
NPC_JawaFleeSound();
G_SetEnemy( NPC, enemy );
}
//FIXME: if don't have a weapon, find nearest one we have a route to and run for it?
int cp = -1;
if ( dangerLevel > AEL_DANGER || NPC->s.weapon == WP_NONE || ((!NPCInfo->group || NPCInfo->group->numGroup <= 1) && NPC->health <= 10 ) )
{//IF either great danger OR I have no weapon OR I'm alone and low on health, THEN try to find a combat point out of PVS
cp = NPC_FindCombatPoint( NPC->currentOrigin, dangerPoint, NPC->currentOrigin, CP_COVER|CP_AVOID|CP_HAS_ROUTE|CP_NO_PVS, 128 );
}
//FIXME: still happens too often...
if ( cp == -1 )
{//okay give up on the no PVS thing
cp = NPC_FindCombatPoint( NPC->currentOrigin, dangerPoint, NPC->currentOrigin, CP_COVER|CP_AVOID|CP_HAS_ROUTE, 128 );
if ( cp == -1 )
{//okay give up on the avoid
cp = NPC_FindCombatPoint( NPC->currentOrigin, dangerPoint, NPC->currentOrigin, CP_COVER|CP_HAS_ROUTE, 128 );
if ( cp == -1 )
{//okay give up on the cover
cp = NPC_FindCombatPoint( NPC->currentOrigin, dangerPoint, NPC->currentOrigin, CP_HAS_ROUTE, 128 );
}
}
}
//see if we got a valid one
if ( cp != -1 )
{//found a combat point
NPC_SetCombatPoint( cp );
NPC_SetMoveGoal( NPC, level.combatPoints[cp].origin, 8, qtrue, cp );
}
else
{//couldn't find a place to hide
//FIXME: re-implement the old BS_FLEE behavior of following any the waypoint edge
// that leads away from the danger point.
NPC_SetMoveGoal( NPC, NPC->currentOrigin, 0/*goalRadius*/, qtrue, cp );
}
if ( dangerLevel > AEL_DANGER//geat danger always makes people turn and run
|| NPC->s.weapon == WP_NONE //melee/unarmed guys turn and run, others keep facing you and shooting
|| NPC->s.weapon == WP_MELEE
|| NPC->s.weapon == WP_TUSKEN_STAFF )
{
NPCInfo->tempBehavior = BS_FLEE;//we don't want to do this forever!
//FIXME: only make it temp if you have a weapon? Otherwise, permanent?
// NPCInfo->behaviorState = BS_FLEE;
// NPCInfo->tempBehavior = BS_DEFAULT;
}
//FIXME: localize this Timer?
TIMER_Set( NPC, "attackDelay", Q_irand( 500, 2500 ) );
//FIXME: is this always applicable?
NPCInfo->squadState = SQUAD_RETREAT;
TIMER_Set( NPC, "flee", Q_irand( fleeTimeMin, fleeTimeMax ) );
TIMER_Set( NPC, "panic", Q_irand( 1000, 4000 ) );//how long to wait before trying to nav to a dropped weapon
TIMER_Set( NPC, "duck", 0 );
}
void G_StartFlee( gentity_t *self, gentity_t *enemy, vec3_t dangerPoint, int dangerLevel, int fleeTimeMin, int fleeTimeMax )
{
if ( !self->NPC )
{//player
return;
}
SaveNPCGlobals();
SetNPCGlobals( self );
NPC_StartFlee( enemy, dangerPoint, dangerLevel, fleeTimeMin, fleeTimeMax );
RestoreNPCGlobals();
}
void NPC_BSEmplaced( void )
{
//Don't do anything if we're hurt
if ( NPC->painDebounceTime > level.time )
{
NPC_UpdateAngles( qtrue, qtrue );
return;
}
if( NPCInfo->scriptFlags & SCF_FIRE_WEAPON )
{
WeaponThink( qtrue );
}
//If we don't have an enemy, just idle
if ( NPC_CheckEnemyExt() == qfalse )
{
if ( !Q_irand( 0, 30 ) )
{
NPCInfo->desiredYaw = NPC->s.angles[1] + Q_irand( -90, 90 );
}
if ( !Q_irand( 0, 30 ) )
{
NPCInfo->desiredPitch = Q_irand( -20, 20 );
}
NPC_UpdateAngles( qtrue, qtrue );
return;
}
qboolean enemyLOS = qfalse;
qboolean enemyCS = qfalse;
qboolean faceEnemy = qfalse;
qboolean shoot = qfalse;
vec3_t impactPos;
if ( NPC_ClearLOS( NPC->enemy ) )
{
enemyLOS = qtrue;
int hit = NPC_ShotEntity( NPC->enemy, impactPos );
gentity_t *hitEnt = &g_entities[hit];
if ( hit == NPC->enemy->s.number || ( hitEnt && hitEnt->takedamage ) )
{//can hit enemy or will hit glass or other minor breakable (or in emplaced gun), so shoot anyway
enemyCS = qtrue;
NPC_AimAdjust( 2 );//adjust aim better longer we have clear shot at enemy
VectorCopy( NPC->enemy->currentOrigin, NPCInfo->enemyLastSeenLocation );
}
}
/*
else if ( gi.inPVS( NPC->enemy->currentOrigin, NPC->currentOrigin ) )
{
NPCInfo->enemyLastSeenTime = level.time;
faceEnemy = qtrue;
NPC_AimAdjust( -1 );//adjust aim worse longer we cannot see enemy
}
*/
if ( enemyLOS )
{//FIXME: no need to face enemy if we're moving to some other goal and he's too far away to shoot?
faceEnemy = qtrue;
}
if ( enemyCS )
{
shoot = qtrue;
}
if ( faceEnemy )
{//face the enemy
NPC_FaceEnemy( qtrue );
}
else
{//we want to face in the dir we're running
NPC_UpdateAngles( qtrue, qtrue );
}
if ( NPCInfo->scriptFlags & SCF_DONT_FIRE )
{
shoot = qfalse;
}
if ( NPC->enemy && NPC->enemy->enemy )
{
if ( NPC->enemy->s.weapon == WP_SABER && NPC->enemy->enemy->s.weapon == WP_SABER )
{//don't shoot at an enemy jedi who is fighting another jedi, for fear of injuring one or causing rogue blaster deflections (a la Obi Wan/Vader duel at end of ANH)
shoot = qfalse;
}
}
if ( shoot )
{//try to shoot if it's time
if( !(NPCInfo->scriptFlags & SCF_FIRE_WEAPON) ) // we've already fired, no need to do it again here
{
WeaponThink( qtrue );
}
}
}