mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-29 15:32:10 +00:00
3275 lines
81 KiB
C++
3275 lines
81 KiB
C++
/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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//NPC_combat.cpp
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#include "b_local.h"
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#include "g_nav.h"
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#include "g_navigator.h"
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#include "wp_saber.h"
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#include "g_functions.h"
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#include "../cgame/cg_local.h" // Evil? Maybe. Necessary? Absolutely.
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extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
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extern void G_SetEnemy( gentity_t *self, gentity_t *enemy );
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extern qboolean NPC_CheckLookTarget( gentity_t *self );
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extern void NPC_ClearLookTarget( gentity_t *self );
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extern void NPC_Jedi_RateNewEnemy( gentity_t *self, gentity_t *enemy );
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extern qboolean PM_DroidMelee( int npc_class );
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extern int delayedShutDown;
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extern qboolean G_ValidEnemy( gentity_t *self, gentity_t *enemy );
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void ChangeWeapon( gentity_t *ent, int newWeapon );
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void G_ClearEnemy (gentity_t *self)
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{
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NPC_CheckLookTarget( self );
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if ( self->enemy )
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{
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if ( ( G_ValidEnemy(self, self->enemy ) ) && ( self->svFlags & SVF_LOCKEDENEMY ) )
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{
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return;
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}
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if( self->client && self->client->renderInfo.lookTarget == self->enemy->s.number )
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{
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NPC_ClearLookTarget( self );
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}
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if ( self->NPC && self->enemy == self->NPC->goalEntity )
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{
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self->NPC->goalEntity = NULL;
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}
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//FIXME: set last enemy?
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}
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self->enemy = NULL;
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}
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/*
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-------------------------
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NPC_AngerAlert
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-------------------------
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*/
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#define ANGER_ALERT_RADIUS 512
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#define ANGER_ALERT_SOUND_RADIUS 256
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void G_AngerAlert( gentity_t *self )
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{
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if ( self && self->NPC && (self->NPC->scriptFlags&SCF_NO_GROUPS) )
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{//I'm not a team playa...
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return;
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}
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if ( !TIMER_Done( self, "interrogating" ) )
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{//I'm interrogating, don't wake everyone else up yet... FIXME: this may never wake everyone else up, though!
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return;
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}
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//FIXME: hmm.... with all the other new alerts now, is this still neccesary or even a good idea...?
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G_AlertTeam( self, self->enemy, ANGER_ALERT_RADIUS, ANGER_ALERT_SOUND_RADIUS );
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}
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/*
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-------------------------
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G_TeamEnemy
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-------------------------
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*/
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qboolean G_TeamEnemy( gentity_t *self )
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{//FIXME: Probably a better way to do this, is a linked list of your teammates already available?
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int i;
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gentity_t *ent;
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if ( !self->client || self->client->playerTeam == TEAM_FREE )
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{
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return qfalse;
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}
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if ( self && self->NPC && (self->NPC->scriptFlags&SCF_NO_GROUPS) )
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{//I'm not a team playa...
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return qfalse;
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}
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for( i = 1; i < MAX_GENTITIES; i++ )
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{
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ent = &g_entities[i];
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if ( ent == self )
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{
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continue;
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}
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if ( ent->health <= 0 )
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{
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continue;
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}
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if ( !ent->client )
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{
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continue;
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}
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if ( ent->client->playerTeam != self->client->playerTeam )
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{//ent is not on my team
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continue;
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}
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if ( ent->enemy )
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{//they have an enemy
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if ( !ent->enemy->client || ent->enemy->client->playerTeam != self->client->playerTeam )
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{//the ent's enemy is either a normal ent or is a player/NPC that is not on my team
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return qtrue;
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}
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}
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}
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return qfalse;
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}
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qboolean G_CheckSaberAllyAttackDelay( gentity_t *self, gentity_t *enemy )
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{
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if ( !self || !self->enemy )
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{
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return qfalse;
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}
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if ( self->NPC
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&& self->client->leader == player
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&& self->enemy
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&& self->enemy->s.weapon != WP_SABER
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&& self->s.weapon == WP_SABER )
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{//assisting the player and I'm using a saber and my enemy is not
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TIMER_Set( self, "allyJediDelay", -level.time );
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//use the distance to the enemy to determine how long to delay
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float distance = Distance( enemy->currentOrigin, self->currentOrigin );
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if ( distance < 256 )
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{
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return qtrue;
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}
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int delay = 500;
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if ( distance > 2048 )
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{//the farther they are, the shorter the delay
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delay = 5000-floor(distance);//(6-g_spskill->integer));
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if ( delay < 500 )
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{
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delay = 500;
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}
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}
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else
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{//the close they are, the shorter the delay
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delay = floor(distance*4);//(6-g_spskill->integer));
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if ( delay > 5000 )
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{
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delay = 5000;
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}
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}
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TIMER_Set( self, "allyJediDelay", delay );
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return qtrue;
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}
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return qfalse;
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}
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void G_AttackDelay( gentity_t *self, gentity_t *enemy )
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{
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if ( enemy && self->client && self->NPC )
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{//delay their attack based on how far away they're facing from enemy
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vec3_t fwd, dir;
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int attDelay;
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VectorSubtract( self->client->renderInfo.eyePoint, enemy->currentOrigin, dir );//purposely backwards
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VectorNormalize( dir );
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AngleVectors( self->client->renderInfo.eyeAngles, fwd, NULL, NULL );
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//dir[2] = fwd[2] = 0;//ignore z diff?
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attDelay = (4-g_spskill->integer)*500;//initial: from 1000ms delay on hard to 2000ms delay on easy
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if ( self->client->playerTeam == TEAM_PLAYER )
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{//invert
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attDelay = 2000-attDelay;
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}
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attDelay += floor( (DotProduct( fwd, dir )+1.0f) * 2000.0f );//add up to 4000ms delay if they're facing away
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//FIXME: should distance matter, too?
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//Now modify the delay based on NPC_class, weapon, and team
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//NOTE: attDelay should be somewhere between 1000 to 6000 milliseconds
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switch ( self->client->NPC_class )
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{
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case CLASS_IMPERIAL://they give orders and hang back
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attDelay += Q_irand( 500, 1500 );
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break;
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case CLASS_STORMTROOPER://stormtroopers shoot sooner
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if ( self->NPC->rank >= RANK_LT )
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{//officers shoot even sooner
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attDelay -= Q_irand( 500, 1500 );
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}
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else
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{//normal stormtroopers don't have as fast reflexes as officers
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attDelay -= Q_irand( 0, 1000 );
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}
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break;
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case CLASS_SWAMPTROOPER://shoot very quickly? What about guys in water?
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attDelay -= Q_irand( 1000, 2000 );
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break;
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case CLASS_IMPWORKER://they panic, don't fire right away
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attDelay += Q_irand( 1000, 2500 );
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break;
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case CLASS_TRANDOSHAN:
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attDelay -= Q_irand( 500, 1500 );
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break;
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case CLASS_JAN:
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case CLASS_LANDO:
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case CLASS_PRISONER:
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case CLASS_REBEL:
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attDelay -= Q_irand( 500, 1500 );
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break;
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case CLASS_GALAKMECH:
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case CLASS_ATST:
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attDelay -= Q_irand( 1000, 2000 );
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break;
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case CLASS_REELO:
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case CLASS_UGNAUGHT:
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case CLASS_JAWA:
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return;
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break;
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case CLASS_MINEMONSTER:
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case CLASS_MURJJ:
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return;
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break;
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case CLASS_INTERROGATOR:
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case CLASS_PROBE:
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case CLASS_MARK1:
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case CLASS_MARK2:
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case CLASS_SENTRY:
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return;
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break;
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case CLASS_REMOTE:
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case CLASS_SEEKER:
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return;
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break;
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/*
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case CLASS_GRAN:
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case CLASS_RODIAN:
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case CLASS_WEEQUAY:
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case CLASS_TUSKEN:
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break;
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case CLASS_JEDI:
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case CLASS_SHADOWTROOPER:
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case CLASS_TAVION:
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case CLASS_REBORN:
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case CLASS_LUKE:
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case CLASS_KYLE:
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case CLASS_DESANN:
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break;
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*/
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default:
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break;
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}
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switch ( self->s.weapon )
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{
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case WP_NONE:
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case WP_SABER:
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return;
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break;
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case WP_BRYAR_PISTOL:
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break;
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case WP_BLASTER:
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if ( self->NPC->scriptFlags & SCF_ALT_FIRE )
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{//rapid-fire blasters
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attDelay += Q_irand( 0, 500 );
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}
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else
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{//regular blaster
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attDelay -= Q_irand( 0, 500 );
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}
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break;
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case WP_BOWCASTER:
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attDelay += Q_irand( 0, 500 );
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break;
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case WP_REPEATER:
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if ( !(self->NPC->scriptFlags&SCF_ALT_FIRE) )
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{//rapid-fire blasters
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attDelay += Q_irand( 0, 500 );
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}
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break;
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case WP_FLECHETTE:
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attDelay += Q_irand( 500, 1500 );
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break;
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case WP_ROCKET_LAUNCHER:
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attDelay += Q_irand( 500, 1500 );
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break;
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case WP_CONCUSSION:
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attDelay += Q_irand( 500, 1500 );
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break;
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case WP_BLASTER_PISTOL: // apparently some enemy only version of the blaster
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attDelay -= Q_irand( 500, 1500 );
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break;
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case WP_DISRUPTOR://sniper's don't delay?
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return;
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break;
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case WP_THERMAL://grenade-throwing has a built-in delay
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return;
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break;
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case WP_MELEE: // Any ol' melee attack
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return;
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break;
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case WP_EMPLACED_GUN:
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return;
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break;
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case WP_TURRET: // turret guns
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return;
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break;
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case WP_BOT_LASER: // Probe droid - Laser blast
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return;
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break;
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case WP_NOGHRI_STICK:
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attDelay += Q_irand( 0, 500 );
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break;
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/*
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case WP_DEMP2:
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break;
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case WP_TRIP_MINE:
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break;
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case WP_DET_PACK:
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break;
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case WP_STUN_BATON:
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break;
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case WP_ATST_MAIN:
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break;
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case WP_ATST_SIDE:
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break;
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case WP_TIE_FIGHTER:
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break;
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case WP_RAPID_FIRE_CONC:
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break;
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*/
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}
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if ( self->client->playerTeam == TEAM_PLAYER )
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{//clamp it
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if ( attDelay > 2000 )
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{
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attDelay = 2000;
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}
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}
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//don't shoot right away
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if ( attDelay > 4000+((2-g_spskill->integer)*3000) )
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{
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attDelay = 4000+((2-g_spskill->integer)*3000);
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}
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TIMER_Set( self, "attackDelay", attDelay );//Q_irand( 1500, 4500 ) );
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//don't move right away either
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if ( attDelay > 4000 )
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{
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attDelay = 4000 - Q_irand(500, 1500);
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}
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else
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{
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attDelay -= Q_irand(500, 1500);
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}
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TIMER_Set( self, "roamTime", attDelay );//was Q_irand( 1000, 3500 );
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}
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}
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/*
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-------------------------
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G_SetEnemy
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-------------------------
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*/
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extern gentity_t *G_CheckControlledTurretEnemy(gentity_t *self, gentity_t *enemy, qboolean validate );
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void Saboteur_Cloak( gentity_t *self );
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void G_AimSet( gentity_t *self, int aim );
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void G_SetEnemy( gentity_t *self, gentity_t *enemy )
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{
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int event = 0;
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//Must be valid
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if ( enemy == NULL )
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return;
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//Must be valid
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if ( enemy->inuse == 0 )
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{
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return;
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}
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enemy = G_CheckControlledTurretEnemy(self, enemy, qtrue);
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if (!enemy)
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{
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return;
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}
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//Don't take the enemy if in notarget
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if ( enemy->flags & FL_NOTARGET )
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return;
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if ( !self->NPC )
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{
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self->enemy = enemy;
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return;
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}
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if ( self->NPC->confusionTime > level.time )
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{//can't pick up enemies if confused
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return;
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}
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#ifdef _DEBUG
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if ( self->s.number )
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{
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assert( enemy != self );
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}
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#endif// _DEBUG
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// if ( enemy->client && enemy->client->playerTeam == TEAM_DISGUISE )
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// {//unmask the player
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// enemy->client->playerTeam = TEAM_PLAYER;
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// }
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if ( self->client && self->NPC && enemy->client && enemy->client->playerTeam == self->client->playerTeam )
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{//Probably a damn script!
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if ( self->NPC->charmedTime > level.time )
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{//Probably a damn script!
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return;
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}
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}
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if ( self->NPC && self->client && self->client->ps.weapon == WP_SABER )
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{
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//when get new enemy, set a base aggression based on what that enemy is using, how far they are, etc.
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NPC_Jedi_RateNewEnemy( self, enemy );
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}
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//NOTE: this is not necessarily true!
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//self->NPC->enemyLastSeenTime = level.time;
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if ( self->enemy == NULL )
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{
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//TEMP HACK: turn on our saber
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if ( self->health > 0 )
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{
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self->client->ps.SaberActivate();
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}
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//FIXME: Have to do this to prevent alert cascading
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G_ClearEnemy( self );
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self->enemy = enemy;
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if (self->client && self->client->NPC_class == CLASS_SABOTEUR)
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{
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Saboteur_Cloak(NPC); // Cloak
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TIMER_Set(self, "decloakwait", 3000); // Wait 3 sec before decloak and attack
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}
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|
|
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//Special case- if player is being hunted by his own people, set the player's team to team_free
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if ( self->client->playerTeam == TEAM_PLAYER
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&& enemy->s.number == 0
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&& enemy->client
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&& enemy->client->playerTeam == TEAM_PLAYER )
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{//make the player "evil" so that everyone goes after him
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enemy->client->enemyTeam = TEAM_FREE;
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enemy->client->playerTeam = TEAM_FREE;
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}
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//If have an anger script, run that instead of yelling
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if( G_ActivateBehavior( self, BSET_ANGER ) )
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{
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}
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else if ( self->client
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&& self->client->NPC_class == CLASS_KYLE
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&& self->client->leader == player
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&& !TIMER_Done( self, "kyleAngerSoundDebounce" ) )
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|
{//don't yell that you have an enemy more than once every five seconds
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|
}
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else if ( self->client && enemy->client && self->client->playerTeam != enemy->client->playerTeam )
|
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{
|
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//FIXME: Use anger when entire team has no enemy.
|
|
// Basically, you're first one to notice enemies
|
|
if ( self->forcePushTime < level.time ) // not currently being pushed
|
|
{
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if ( !G_TeamEnemy( self ) && self->client->NPC_class != CLASS_BOBAFETT)
|
|
{//team did not have an enemy previously
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|
if ( self->NPC
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&& self->client->playerTeam == TEAM_PLAYER
|
|
&& enemy->s.number < MAX_CLIENTS
|
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&& self->client->clientInfo.customBasicSoundDir
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|
&& self->client->clientInfo.customBasicSoundDir[0]
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&& Q_stricmp( "jedi2", self->client->clientInfo.customBasicSoundDir ) == 0 )
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|
{
|
|
switch ( Q_irand( 0, 2 ) )
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|
{
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case 0:
|
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G_SoundOnEnt( self, CHAN_VOICE, "sound/chars/jedi2/28je2008.wav" );
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break;
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case 1:
|
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G_SoundOnEnt( self, CHAN_VOICE, "sound/chars/jedi2/28je2009.wav" );
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break;
|
|
case 2:
|
|
G_SoundOnEnt( self, CHAN_VOICE, "sound/chars/jedi2/28je2012.wav" );
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break;
|
|
}
|
|
self->NPC->blockedSpeechDebounceTime = level.time + 2000;
|
|
}
|
|
else
|
|
{
|
|
if ( Q_irand( 0, 1 ))
|
|
{//hell, we're loading them, might as well use them!
|
|
event = Q_irand(EV_CHASE1, EV_CHASE3);
|
|
}
|
|
else
|
|
{
|
|
event = Q_irand(EV_ANGER1, EV_ANGER3);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( event )
|
|
{//yell
|
|
if ( self->client
|
|
&& self->client->NPC_class == CLASS_KYLE
|
|
&& self->client->leader == player )
|
|
{//don't yell that you have an enemy more than once every 4-8 seconds
|
|
TIMER_Set( self, "kyleAngerSoundDebounce", Q_irand( 4000, 8000 ) );
|
|
}
|
|
G_AddVoiceEvent( self, event, 2000 );
|
|
}
|
|
}
|
|
|
|
if ( self->s.weapon == WP_BLASTER || self->s.weapon == WP_REPEATER ||
|
|
self->s.weapon == WP_THERMAL || self->s.weapon == WP_BLASTER_PISTOL
|
|
|| self->s.weapon == WP_BOWCASTER )
|
|
{//Hmm, how about sniper and bowcaster?
|
|
//When first get mad, aim is bad
|
|
//Hmm, base on game difficulty, too? Rank?
|
|
if ( self->client->playerTeam == TEAM_PLAYER )
|
|
{
|
|
G_AimSet( self, Q_irand( self->NPC->stats.aim - (5*(g_spskill->integer)), self->NPC->stats.aim - g_spskill->integer ) );
|
|
}
|
|
else
|
|
{
|
|
int minErr = 3;
|
|
int maxErr = 12;
|
|
if ( self->client->NPC_class == CLASS_IMPWORKER )
|
|
{
|
|
minErr = 15;
|
|
maxErr = 30;
|
|
}
|
|
else if ( self->client->NPC_class == CLASS_STORMTROOPER && self->NPC && self->NPC->rank <= RANK_CREWMAN )
|
|
{
|
|
minErr = 5;
|
|
maxErr = 15;
|
|
}
|
|
|
|
G_AimSet( self, Q_irand( self->NPC->stats.aim - (maxErr*(3-g_spskill->integer)), self->NPC->stats.aim - (minErr*(3-g_spskill->integer)) ) );
|
|
}
|
|
}
|
|
|
|
//Alert anyone else in the area
|
|
if ( Q_stricmp( "desperado", self->NPC_type ) != 0 && Q_stricmp( "paladin", self->NPC_type ) != 0 )
|
|
{//special holodeck enemies exception
|
|
if ( !(self->client->ps.eFlags&EF_FORCE_GRIPPED) )
|
|
{//gripped people can't call for help
|
|
G_AngerAlert( self );
|
|
}
|
|
}
|
|
|
|
if ( !G_CheckSaberAllyAttackDelay( self, enemy ) )
|
|
{//not a saber ally holding back
|
|
//Stormtroopers don't fire right away!
|
|
G_AttackDelay( self, enemy );
|
|
}
|
|
|
|
//FIXME: this is a disgusting hack that is supposed to make the Imperials start with their weapon holstered- need a better way
|
|
if ( self->client->ps.weapon == WP_NONE && !Q_stricmpn( self->NPC_type, "imp", 3 ) && !(self->NPC->scriptFlags & SCF_FORCED_MARCH) )
|
|
{
|
|
if ( self->client->ps.stats[STAT_WEAPONS] & ( 1 << WP_BLASTER ) )
|
|
{
|
|
ChangeWeapon( self, WP_BLASTER );
|
|
self->client->ps.weapon = WP_BLASTER;
|
|
self->client->ps.weaponstate = WEAPON_READY;
|
|
G_CreateG2AttachedWeaponModel( self, weaponData[WP_BLASTER].weaponMdl, self->handRBolt, 0 );
|
|
}
|
|
else if ( self->client->ps.stats[STAT_WEAPONS] & ( 1 << WP_BLASTER_PISTOL ) )
|
|
{
|
|
ChangeWeapon( self, WP_BLASTER_PISTOL );
|
|
self->client->ps.weapon = WP_BLASTER_PISTOL;
|
|
self->client->ps.weaponstate = WEAPON_READY;
|
|
G_CreateG2AttachedWeaponModel( self, weaponData[WP_BLASTER_PISTOL].weaponMdl, self->handRBolt, 0 );
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
//Otherwise, just picking up another enemy
|
|
|
|
if ( event )
|
|
{
|
|
G_AddVoiceEvent( self, event, 2000 );
|
|
}
|
|
|
|
//Take the enemy
|
|
G_ClearEnemy(self);
|
|
self->enemy = enemy;
|
|
}
|
|
|
|
|
|
/*
|
|
int ChooseBestWeapon( void )
|
|
{
|
|
int n;
|
|
int weapon;
|
|
|
|
// check weapons in the NPC's weapon preference order
|
|
for ( n = 0; n < MAX_WEAPONS; n++ )
|
|
{
|
|
weapon = NPCInfo->weaponOrder[n];
|
|
|
|
if ( weapon == WP_NONE )
|
|
{
|
|
break;
|
|
}
|
|
|
|
if ( !HaveWeapon( weapon ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( client->ps.ammo[weaponData[weapon].ammoIndex] )
|
|
{
|
|
return weapon;
|
|
}
|
|
}
|
|
|
|
// check weapons serially (mainly in case a weapon is not on the NPC's list)
|
|
for ( weapon = 1; weapon < WP_NUM_WEAPONS; weapon++ )
|
|
{
|
|
if ( !HaveWeapon( weapon ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( client->ps.ammo[weaponData[weapon].ammoIndex] )
|
|
{
|
|
return weapon;
|
|
}
|
|
}
|
|
|
|
return client->ps.weapon;
|
|
}
|
|
*/
|
|
|
|
void ChangeWeapon( gentity_t *ent, int newWeapon )
|
|
{
|
|
if ( !ent || !ent->client || !ent->NPC )
|
|
{
|
|
return;
|
|
}
|
|
|
|
ent->client->ps.weapon = newWeapon;
|
|
ent->NPC->shotTime = 0;
|
|
ent->NPC->burstCount = 0;
|
|
ent->NPC->attackHold = 0;
|
|
ent->NPC->currentAmmo = ent->client->ps.ammo[weaponData[newWeapon].ammoIndex];
|
|
|
|
switch ( newWeapon )
|
|
{
|
|
case WP_BRYAR_PISTOL://prifle
|
|
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
|
|
ent->NPC->burstSpacing = 1000;//attackdebounce
|
|
break;
|
|
|
|
case WP_BLASTER_PISTOL:
|
|
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
|
|
if ( ent->weaponModel[1] > 0 )
|
|
{//commando
|
|
ent->NPC->aiFlags |= NPCAI_BURST_WEAPON;
|
|
ent->NPC->burstMin = 4;
|
|
#ifdef BASE_SAVE_COMPAT
|
|
ent->NPC->burstMean = 8;
|
|
#endif
|
|
ent->NPC->burstMax = 12;
|
|
if ( g_spskill->integer == 0 )
|
|
ent->NPC->burstSpacing = 600;//attack debounce
|
|
else if ( g_spskill->integer == 1 )
|
|
ent->NPC->burstSpacing = 400;//attack debounce
|
|
else
|
|
ent->NPC->burstSpacing = 250;//attack debounce
|
|
}
|
|
else if ( ent->client->NPC_class == CLASS_SABOTEUR )
|
|
{
|
|
if ( g_spskill->integer == 0 )
|
|
ent->NPC->burstSpacing = 900;//attack debounce
|
|
else if ( g_spskill->integer == 1 )
|
|
ent->NPC->burstSpacing = 600;//attack debounce
|
|
else
|
|
ent->NPC->burstSpacing = 400;//attack debounce
|
|
}
|
|
else
|
|
{
|
|
// ent->NPC->burstSpacing = 1000;//attackdebounce
|
|
if ( g_spskill->integer == 0 )
|
|
ent->NPC->burstSpacing = 1000;//attack debounce
|
|
else if ( g_spskill->integer == 1 )
|
|
ent->NPC->burstSpacing = 750;//attack debounce
|
|
else
|
|
ent->NPC->burstSpacing = 500;//attack debounce
|
|
}
|
|
break;
|
|
|
|
case WP_BOT_LASER://probe attack
|
|
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
|
|
// ent->NPC->burstSpacing = 600;//attackdebounce
|
|
if ( g_spskill->integer == 0 )
|
|
ent->NPC->burstSpacing = 600;//attack debounce
|
|
else if ( g_spskill->integer == 1 )
|
|
ent->NPC->burstSpacing = 400;//attack debounce
|
|
else
|
|
ent->NPC->burstSpacing = 200;//attack debounce
|
|
break;
|
|
|
|
case WP_SABER:
|
|
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
|
|
ent->NPC->burstSpacing = 0;//attackdebounce
|
|
break;
|
|
|
|
case WP_DISRUPTOR:
|
|
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
|
|
if ( ent->NPC->scriptFlags & SCF_ALT_FIRE )
|
|
{
|
|
switch( g_spskill->integer )
|
|
{
|
|
case 0:
|
|
ent->NPC->burstSpacing = 2500;//attackdebounce
|
|
break;
|
|
case 1:
|
|
ent->NPC->burstSpacing = 2000;//attackdebounce
|
|
break;
|
|
case 2:
|
|
ent->NPC->burstSpacing = 1500;//attackdebounce
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ent->NPC->burstSpacing = 1000;//attackdebounce
|
|
}
|
|
break;
|
|
|
|
case WP_TUSKEN_RIFLE:
|
|
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
|
|
if ( ent->NPC->scriptFlags & SCF_ALT_FIRE )
|
|
{
|
|
switch( g_spskill->integer )
|
|
{
|
|
case 0:
|
|
ent->NPC->burstSpacing = 2500;//attackdebounce
|
|
break;
|
|
case 1:
|
|
ent->NPC->burstSpacing = 2000;//attackdebounce
|
|
break;
|
|
case 2:
|
|
ent->NPC->burstSpacing = 1500;//attackdebounce
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ent->NPC->burstSpacing = 1000;//attackdebounce
|
|
}
|
|
break;
|
|
|
|
case WP_BOWCASTER:
|
|
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
|
|
// ent->NPC->burstSpacing = 1000;//attackdebounce
|
|
if ( g_spskill->integer == 0 )
|
|
ent->NPC->burstSpacing = 1000;//attack debounce
|
|
else if ( g_spskill->integer == 1 )
|
|
ent->NPC->burstSpacing = 750;//attack debounce
|
|
else
|
|
ent->NPC->burstSpacing = 500;//attack debounce
|
|
break;
|
|
|
|
case WP_REPEATER:
|
|
if ( ent->NPC->scriptFlags & SCF_ALT_FIRE )
|
|
{
|
|
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
|
|
ent->NPC->burstSpacing = 2000;//attackdebounce
|
|
}
|
|
else
|
|
{
|
|
ent->NPC->aiFlags |= NPCAI_BURST_WEAPON;
|
|
ent->NPC->burstMin = 3;
|
|
#ifdef BASE_SAVE_COMPAT
|
|
ent->NPC->burstMean = 6;
|
|
#endif
|
|
ent->NPC->burstMax = 10;
|
|
if ( g_spskill->integer == 0 )
|
|
ent->NPC->burstSpacing = 1500;//attack debounce
|
|
else if ( g_spskill->integer == 1 )
|
|
ent->NPC->burstSpacing = 1000;//attack debounce
|
|
else
|
|
ent->NPC->burstSpacing = 500;//attack debounce
|
|
}
|
|
break;
|
|
|
|
case WP_DEMP2:
|
|
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
|
|
ent->NPC->burstSpacing = 1000;//attackdebounce
|
|
break;
|
|
|
|
case WP_FLECHETTE:
|
|
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
|
|
if ( ent->NPC->scriptFlags & SCF_ALT_FIRE )
|
|
{
|
|
ent->NPC->burstSpacing = 2000;//attackdebounce
|
|
}
|
|
else
|
|
{
|
|
ent->NPC->burstSpacing = 1000;//attackdebounce
|
|
}
|
|
break;
|
|
|
|
case WP_ROCKET_LAUNCHER:
|
|
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
|
|
// ent->NPC->burstSpacing = 2500;//attackdebounce
|
|
if ( g_spskill->integer == 0 )
|
|
ent->NPC->burstSpacing = 2500;//attack debounce
|
|
else if ( g_spskill->integer == 1 )
|
|
ent->NPC->burstSpacing = 2000;//attack debounce
|
|
else
|
|
ent->NPC->burstSpacing = 1500;//attack debounce
|
|
break;
|
|
|
|
case WP_CONCUSSION:
|
|
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
|
|
if ( ent->NPC->scriptFlags & SCF_ALT_FIRE )
|
|
{//beam
|
|
ent->NPC->burstSpacing = 1200;//attackdebounce
|
|
}
|
|
else
|
|
{//rocket
|
|
if ( g_spskill->integer == 0 )
|
|
ent->NPC->burstSpacing = 2300;//attack debounce
|
|
else if ( g_spskill->integer == 1 )
|
|
ent->NPC->burstSpacing = 1800;//attack debounce
|
|
else
|
|
ent->NPC->burstSpacing = 1200;//attack debounce
|
|
}
|
|
break;
|
|
|
|
case WP_THERMAL:
|
|
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
|
|
// ent->NPC->burstSpacing = 3000;//attackdebounce
|
|
if ( g_spskill->integer == 0 )
|
|
// ent->NPC->burstSpacing = 3000;//attack debounce
|
|
ent->NPC->burstSpacing = 4500;//attack debounce
|
|
else if ( g_spskill->integer == 1 )
|
|
// ent->NPC->burstSpacing = 2500;//attack debounce
|
|
ent->NPC->burstSpacing = 3000;//attack debounce
|
|
else
|
|
ent->NPC->burstSpacing = 2000;//attack debounce
|
|
break;
|
|
|
|
/*
|
|
case WP_SABER:
|
|
ent->NPC->aiFlags |= NPCAI_BURST_WEAPON;
|
|
ent->NPC->burstMin = 5;//0.5 sec
|
|
ent->NPC->burstMax = 20;//3 seconds
|
|
ent->NPC->burstSpacing = 2000;//2 seconds
|
|
ent->NPC->attackHold = 1000;//Hold attack button for a 1-second burst
|
|
break;
|
|
*/
|
|
|
|
case WP_BLASTER:
|
|
if ( ent->NPC->scriptFlags & SCF_ALT_FIRE )
|
|
{
|
|
ent->NPC->aiFlags |= NPCAI_BURST_WEAPON;
|
|
ent->NPC->burstMin = 3;
|
|
#ifdef BASE_SAVE_COMPAT
|
|
ent->NPC->burstMean = 3;
|
|
#endif
|
|
ent->NPC->burstMax = 3;
|
|
if ( g_spskill->integer == 0 )
|
|
ent->NPC->burstSpacing = 1500;//attack debounce
|
|
else if ( g_spskill->integer == 1 )
|
|
ent->NPC->burstSpacing = 1000;//attack debounce
|
|
else
|
|
ent->NPC->burstSpacing = 500;//attack debounce
|
|
}
|
|
else
|
|
{
|
|
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
|
|
if ( g_spskill->integer == 0 )
|
|
ent->NPC->burstSpacing = 1000;//attack debounce
|
|
else if ( g_spskill->integer == 1 )
|
|
ent->NPC->burstSpacing = 750;//attack debounce
|
|
else
|
|
ent->NPC->burstSpacing = 500;//attack debounce
|
|
// ent->NPC->burstSpacing = 1000;//attackdebounce
|
|
}
|
|
break;
|
|
|
|
case WP_MELEE:
|
|
case WP_TUSKEN_STAFF:
|
|
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
|
|
ent->NPC->burstSpacing = 1000;//attackdebounce
|
|
break;
|
|
|
|
case WP_ATST_MAIN:
|
|
case WP_ATST_SIDE:
|
|
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
|
|
// ent->NPC->burstSpacing = 1000;//attackdebounce
|
|
if ( g_spskill->integer == 0 )
|
|
ent->NPC->burstSpacing = 1000;//attack debounce
|
|
else if ( g_spskill->integer == 1 )
|
|
ent->NPC->burstSpacing = 750;//attack debounce
|
|
else
|
|
ent->NPC->burstSpacing = 500;//attack debounce
|
|
break;
|
|
|
|
case WP_EMPLACED_GUN:
|
|
//FIXME: give some designer-control over this?
|
|
if ( ent->client && ent->client->NPC_class == CLASS_REELO )
|
|
{
|
|
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
|
|
ent->NPC->burstSpacing = 1000;//attack debounce
|
|
// if ( g_spskill->integer == 0 )
|
|
// ent->NPC->burstSpacing = 300;//attack debounce
|
|
// else if ( g_spskill->integer == 1 )
|
|
// ent->NPC->burstSpacing = 200;//attack debounce
|
|
// else
|
|
// ent->NPC->burstSpacing = 100;//attack debounce
|
|
}
|
|
else
|
|
{
|
|
ent->NPC->aiFlags |= NPCAI_BURST_WEAPON;
|
|
ent->NPC->burstMin = 2; // 3 shots, really
|
|
#ifdef BASE_SAVE_COMPAT
|
|
ent->NPC->burstMean = 2;
|
|
#endif
|
|
ent->NPC->burstMax = 2;
|
|
|
|
if ( ent->owner ) // if we have an owner, it should be the chair at this point...so query the chair for its shot debounce times, etc.
|
|
{
|
|
if ( g_spskill->integer == 0 )
|
|
{
|
|
ent->NPC->burstSpacing = ent->owner->wait + 400;//attack debounce
|
|
ent->NPC->burstMin = ent->NPC->burstMax = 1; // two shots
|
|
}
|
|
else if ( g_spskill->integer == 1 )
|
|
{
|
|
ent->NPC->burstSpacing = ent->owner->wait + 200;//attack debounce
|
|
}
|
|
else
|
|
{
|
|
ent->NPC->burstSpacing = ent->owner->wait;//attack debounce
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( g_spskill->integer == 0 )
|
|
{
|
|
ent->NPC->burstSpacing = 1200;//attack debounce
|
|
ent->NPC->burstMin = ent->NPC->burstMax = 1; // two shots
|
|
}
|
|
else if ( g_spskill->integer == 1 )
|
|
{
|
|
ent->NPC->burstSpacing = 1000;//attack debounce
|
|
}
|
|
else
|
|
{
|
|
ent->NPC->burstSpacing = 800;//attack debounce
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case WP_NOGHRI_STICK:
|
|
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
|
|
if ( g_spskill->integer == 0 )
|
|
ent->NPC->burstSpacing = 2250;//attack debounce
|
|
else if ( g_spskill->integer == 1 )
|
|
ent->NPC->burstSpacing = 1500;//attack debounce
|
|
else
|
|
ent->NPC->burstSpacing = 750;//attack debounce
|
|
break;
|
|
|
|
default:
|
|
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
|
|
break;
|
|
}
|
|
}
|
|
|
|
void NPC_ChangeWeapon( int newWeapon )
|
|
{
|
|
qboolean changing = qfalse;
|
|
if ( newWeapon != NPC->client->ps.weapon )
|
|
{
|
|
changing = qtrue;
|
|
}
|
|
if ( changing )
|
|
{
|
|
G_RemoveWeaponModels( NPC );
|
|
}
|
|
ChangeWeapon( NPC, newWeapon );
|
|
if ( changing && NPC->client->ps.weapon != WP_NONE )
|
|
{
|
|
if ( NPC->client->ps.weapon == WP_SABER )
|
|
{
|
|
WP_SaberAddG2SaberModels( NPC );
|
|
}
|
|
else
|
|
{
|
|
G_CreateG2AttachedWeaponModel( NPC, weaponData[NPC->client->ps.weapon].weaponMdl, NPC->handRBolt, 0 );
|
|
}
|
|
}
|
|
}
|
|
/*
|
|
void NPC_ApplyWeaponFireDelay(void)
|
|
How long, if at all, in msec the actual fire should delay from the time the attack was started
|
|
*/
|
|
void NPC_ApplyWeaponFireDelay(void)
|
|
{
|
|
if ( NPC->attackDebounceTime > level.time )
|
|
{//Just fired, if attacking again, must be a burst fire, so don't add delay
|
|
//NOTE: Borg AI uses attackDebounceTime "incorrectly", so this will always return for them!
|
|
return;
|
|
}
|
|
|
|
switch(client->ps.weapon)
|
|
{
|
|
case WP_BOT_LASER:
|
|
NPCInfo->burstCount = 0;
|
|
client->fireDelay = 500;
|
|
break;
|
|
|
|
case WP_THERMAL:
|
|
if ( client->ps.clientNum )
|
|
{//NPCs delay...
|
|
//FIXME: player should, too, but would feel weird in 1st person, even though it
|
|
// would look right in 3rd person. Really should have a wind-up anim
|
|
// for player as he holds down the fire button to throw, then play
|
|
// the actual throw when he lets go...
|
|
client->fireDelay = 700;
|
|
}
|
|
break;
|
|
|
|
case WP_MELEE:
|
|
case WP_TUSKEN_STAFF:
|
|
if ( !PM_DroidMelee( client->NPC_class ) )
|
|
{//FIXME: should be unique per melee anim
|
|
client->fireDelay = 300;
|
|
}
|
|
break;
|
|
|
|
case WP_TUSKEN_RIFLE:
|
|
if ( !(NPCInfo->scriptFlags&SCF_ALT_FIRE) )
|
|
{//FIXME: should be unique per melee anim
|
|
client->fireDelay = 300;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
client->fireDelay = 0;
|
|
break;
|
|
}
|
|
};
|
|
|
|
/*
|
|
-------------------------
|
|
ShootThink
|
|
-------------------------
|
|
*/
|
|
void ShootThink( void )
|
|
{
|
|
int delay;
|
|
|
|
ucmd.buttons |= BUTTON_ATTACK;
|
|
|
|
NPCInfo->currentAmmo = client->ps.ammo[weaponData[client->ps.weapon].ammoIndex]; // checkme
|
|
|
|
NPC_ApplyWeaponFireDelay();
|
|
|
|
if ( NPCInfo->aiFlags & NPCAI_BURST_WEAPON )
|
|
{
|
|
if ( !NPCInfo->burstCount )
|
|
{
|
|
NPCInfo->burstCount = Q_irand( NPCInfo->burstMin, NPCInfo->burstMax );
|
|
delay = 0;
|
|
}
|
|
else
|
|
{
|
|
NPCInfo->burstCount--;
|
|
if ( NPCInfo->burstCount == 0 )
|
|
{
|
|
delay = NPCInfo->burstSpacing + Q_irand(-150, 150);
|
|
}
|
|
else
|
|
{
|
|
delay = 0;
|
|
}
|
|
}
|
|
|
|
if ( !delay )
|
|
{
|
|
// HACK: dirty little emplaced bits, but is done because it would otherwise require some sort of new variable...
|
|
if ( client->ps.weapon == WP_EMPLACED_GUN )
|
|
{
|
|
if ( NPC->owner ) // try and get the debounce values from the chair if we can
|
|
{
|
|
if ( g_spskill->integer == 0 )
|
|
{
|
|
delay = NPC->owner->random + 150;
|
|
}
|
|
else if ( g_spskill->integer == 1 )
|
|
{
|
|
delay = NPC->owner->random + 100;
|
|
}
|
|
else
|
|
{
|
|
delay = NPC->owner->random;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( g_spskill->integer == 0 )
|
|
{
|
|
delay = 350;
|
|
}
|
|
else if ( g_spskill->integer == 1 )
|
|
{
|
|
delay = 300;
|
|
}
|
|
else
|
|
{
|
|
delay = 200;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
delay = NPCInfo->burstSpacing + Q_irand(-150, 150);
|
|
}
|
|
|
|
NPCInfo->shotTime = level.time + delay;
|
|
NPC->attackDebounceTime = level.time + NPC_AttackDebounceForWeapon();
|
|
}
|
|
|
|
/*
|
|
static void WeaponThink( qboolean inCombat )
|
|
FIXME makes this so there's a delay from event that caused us to check to actually doing it
|
|
|
|
Added: hacks for Borg
|
|
*/
|
|
void WeaponThink( qboolean inCombat )
|
|
{
|
|
ucmd.buttons &= ~BUTTON_ATTACK;
|
|
if ( client->ps.weaponstate == WEAPON_RAISING || client->ps.weaponstate == WEAPON_DROPPING )
|
|
{
|
|
ucmd.weapon = client->ps.weapon;
|
|
return;
|
|
}
|
|
|
|
// can't shoot while shield is up
|
|
if (NPC->flags&FL_SHIELDED && NPC->client->NPC_class==CLASS_ASSASSIN_DROID)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Can't Fire While Cloaked
|
|
if (NPC->client &&
|
|
(NPC->client->ps.powerups[PW_CLOAKED] || (level.time<NPC->client->ps.powerups[PW_UNCLOAKING])))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( client->ps.weapon == WP_NONE )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( client->ps.weaponstate != WEAPON_READY && client->ps.weaponstate != WEAPON_FIRING && client->ps.weaponstate != WEAPON_IDLE)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( level.time < NPCInfo->shotTime )
|
|
{
|
|
return;
|
|
}
|
|
|
|
|
|
//MCG - Begin
|
|
//For now, no-one runs out of ammo
|
|
if ( NPC->client->ps.ammo[ weaponData[client->ps.weapon].ammoIndex ] < weaponData[client->ps.weapon].energyPerShot )
|
|
{
|
|
Add_Ammo( NPC, client->ps.weapon, weaponData[client->ps.weapon].energyPerShot*10 );
|
|
}
|
|
else if ( NPC->client->ps.ammo[ weaponData[client->ps.weapon].ammoIndex ] < weaponData[client->ps.weapon].altEnergyPerShot )
|
|
{
|
|
Add_Ammo( NPC, client->ps.weapon, weaponData[client->ps.weapon].altEnergyPerShot*5 );
|
|
}
|
|
|
|
ucmd.weapon = client->ps.weapon;
|
|
ShootThink();
|
|
}
|
|
|
|
/*
|
|
HaveWeapon
|
|
*/
|
|
|
|
qboolean HaveWeapon( int weapon )
|
|
{
|
|
return (qboolean)( client->ps.stats[STAT_WEAPONS] & ( 1 << weapon ) );
|
|
}
|
|
|
|
qboolean EntIsGlass (gentity_t *check)
|
|
{
|
|
if(check->classname &&
|
|
!Q_stricmp("func_breakable", check->classname) &&
|
|
check->count == 1 && check->health <= 100)
|
|
{
|
|
return qtrue;
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean ShotThroughGlass (trace_t *tr, gentity_t *target, vec3_t spot, int mask)
|
|
{
|
|
gentity_t *hit = &g_entities[ tr->entityNum ];
|
|
if(hit != target && EntIsGlass(hit))
|
|
{//ok to shoot through breakable glass
|
|
int skip = hit->s.number;
|
|
vec3_t muzzle;
|
|
|
|
VectorCopy(tr->endpos, muzzle);
|
|
gi.trace (tr, muzzle, NULL, NULL, spot, skip, mask, (EG2_Collision)0, 0 );
|
|
return qtrue;
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
CanShoot
|
|
determine if NPC can directly target enemy
|
|
|
|
this function does not check teams, invulnerability, notarget, etc....
|
|
|
|
Added: If can't shoot center, try head, if not, see if it's close enough to try anyway.
|
|
*/
|
|
qboolean CanShoot ( gentity_t *ent, gentity_t *shooter )
|
|
{
|
|
trace_t tr;
|
|
vec3_t muzzle;
|
|
vec3_t spot, diff;
|
|
gentity_t *traceEnt;
|
|
|
|
CalcEntitySpot( shooter, SPOT_WEAPON, muzzle );
|
|
CalcEntitySpot( ent, SPOT_ORIGIN, spot ); //FIXME preferred target locations for some weapons (feet for R/L)
|
|
|
|
gi.trace ( &tr, muzzle, NULL, NULL, spot, shooter->s.number, MASK_SHOT, (EG2_Collision)0, 0 );
|
|
traceEnt = &g_entities[ tr.entityNum ];
|
|
|
|
// point blank, baby!
|
|
if (tr.startsolid && (shooter->NPC) && (shooter->NPC->touchedByPlayer) )
|
|
{
|
|
traceEnt = shooter->NPC->touchedByPlayer;
|
|
}
|
|
|
|
if ( ShotThroughGlass( &tr, ent, spot, MASK_SHOT ) )
|
|
{
|
|
traceEnt = &g_entities[ tr.entityNum ];
|
|
}
|
|
|
|
// shot is dead on
|
|
if ( traceEnt == ent )
|
|
{
|
|
return qtrue;
|
|
}
|
|
//MCG - Begin
|
|
else
|
|
{//ok, can't hit them in center, try their head
|
|
CalcEntitySpot( ent, SPOT_HEAD, spot );
|
|
gi.trace ( &tr, muzzle, NULL, NULL, spot, shooter->s.number, MASK_SHOT, (EG2_Collision)0, 0 );
|
|
traceEnt = &g_entities[ tr.entityNum ];
|
|
if ( traceEnt == ent)
|
|
{
|
|
return qtrue;
|
|
}
|
|
}
|
|
|
|
//Actually, we should just check to fire in dir we're facing and if it's close enough,
|
|
//and we didn't hit someone on our own team, shoot
|
|
VectorSubtract(spot, tr.endpos, diff);
|
|
if(VectorLength(diff) < Q_flrand(0.0f, 1.0f) * 32)
|
|
{
|
|
return qtrue;
|
|
}
|
|
//MCG - End
|
|
// shot would hit a non-client
|
|
if ( !traceEnt->client )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
// shot is blocked by another player
|
|
|
|
// he's already dead, so go ahead
|
|
if ( traceEnt->health <= 0 )
|
|
{
|
|
return qtrue;
|
|
}
|
|
|
|
// don't deliberately shoot a teammate
|
|
if ( traceEnt->client && ( traceEnt->client->playerTeam == shooter->client->playerTeam ) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
// he's just in the wrong place, go ahead
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
/*
|
|
void NPC_CheckPossibleEnemy( gentity_t *other, visibility_t vis )
|
|
|
|
Added: hacks for scripted NPCs
|
|
*/
|
|
void NPC_CheckPossibleEnemy( gentity_t *other, visibility_t vis )
|
|
{
|
|
// is he is already our enemy?
|
|
if ( other == NPC->enemy )
|
|
return;
|
|
|
|
if ( other->flags & FL_NOTARGET )
|
|
return;
|
|
|
|
// we already have an enemy and this guy is in our FOV, see if this guy would be better
|
|
if ( NPC->enemy && vis == VIS_FOV )
|
|
{
|
|
if ( NPCInfo->enemyLastSeenTime - level.time < 2000 )
|
|
{
|
|
return;
|
|
}
|
|
if ( enemyVisibility == VIS_UNKNOWN )
|
|
{
|
|
enemyVisibility = NPC_CheckVisibility ( NPC->enemy, CHECK_360|CHECK_FOV );
|
|
}
|
|
if ( enemyVisibility == VIS_FOV )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( !NPC->enemy )
|
|
{//only take an enemy if you don't have one yet
|
|
G_SetEnemy( NPC, other );
|
|
}
|
|
|
|
if ( vis == VIS_FOV )
|
|
{
|
|
NPCInfo->enemyLastSeenTime = level.time;
|
|
VectorCopy( other->currentOrigin, NPCInfo->enemyLastSeenLocation );
|
|
NPCInfo->enemyLastHeardTime = 0;
|
|
VectorClear( NPCInfo->enemyLastHeardLocation );
|
|
}
|
|
else
|
|
{
|
|
NPCInfo->enemyLastSeenTime = 0;
|
|
VectorClear( NPCInfo->enemyLastSeenLocation );
|
|
NPCInfo->enemyLastHeardTime = level.time;
|
|
VectorCopy( other->currentOrigin, NPCInfo->enemyLastHeardLocation );
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================
|
|
//MCG Added functions:
|
|
//==========================================
|
|
|
|
/*
|
|
int NPC_AttackDebounceForWeapon (void)
|
|
|
|
DOES NOT control how fast you can fire
|
|
Only makes you keep your weapon up after you fire
|
|
|
|
*/
|
|
int NPC_AttackDebounceForWeapon (void)
|
|
{
|
|
switch ( NPC->client->ps.weapon )
|
|
{
|
|
/*
|
|
case WP_BLASTER://scav rifle
|
|
return 1000;
|
|
break;
|
|
|
|
case WP_BRYAR_PISTOL://prifle
|
|
return 3000;
|
|
break;
|
|
|
|
case WP_SABER:
|
|
return 100;
|
|
break;
|
|
*/
|
|
case WP_SABER:
|
|
if ( NPC->client->NPC_class == CLASS_KYLE
|
|
&& (NPC->spawnflags&1) )
|
|
{
|
|
return Q_irand( 1500, 5000 );
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
break;
|
|
|
|
case WP_BOT_LASER:
|
|
|
|
if ( g_spskill->integer == 0 )
|
|
return 2000;
|
|
|
|
if ( g_spskill->integer == 1 )
|
|
return 1500;
|
|
|
|
return 1000;
|
|
break;
|
|
|
|
default:
|
|
return NPCInfo->burstSpacing + Q_irand(-100, 100);//was 100 by default
|
|
break;
|
|
}
|
|
}
|
|
|
|
//FIXME: need a mindist for explosive weapons
|
|
float NPC_MaxDistSquaredForWeapon (void)
|
|
{
|
|
if(NPCInfo->stats.shootDistance > 0)
|
|
{//overrides default weapon dist
|
|
return NPCInfo->stats.shootDistance * NPCInfo->stats.shootDistance;
|
|
}
|
|
|
|
switch ( NPC->s.weapon )
|
|
{
|
|
case WP_BLASTER://scav rifle
|
|
return 1024 * 1024;//should be shorter?
|
|
break;
|
|
|
|
case WP_BRYAR_PISTOL://prifle
|
|
return 1024 * 1024;
|
|
break;
|
|
|
|
case WP_BLASTER_PISTOL://prifle
|
|
return 1024 * 1024;
|
|
break;
|
|
|
|
case WP_DISRUPTOR://disruptor
|
|
case WP_TUSKEN_RIFLE:
|
|
if ( NPCInfo->scriptFlags & SCF_ALT_FIRE )
|
|
{
|
|
return ( 4096 * 4096 );
|
|
}
|
|
else
|
|
{
|
|
return 1024 * 1024;
|
|
}
|
|
break;
|
|
/*
|
|
case WP_SABER:
|
|
return 1024 * 1024;
|
|
break;
|
|
*/
|
|
case WP_SABER:
|
|
if ( NPC->client && NPC->client->ps.SaberLength() )
|
|
{//FIXME: account for whether enemy and I are heading towards each other!
|
|
return (NPC->client->ps.SaberLength() + NPC->maxs[0]*1.5)*(NPC->client->ps.SaberLength() + NPC->maxs[0]*1.5);
|
|
}
|
|
else
|
|
{
|
|
return 48*48;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
return 1024 * 1024;//was 0
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
qboolean NPC_EnemyTooFar(gentity_t *enemy, float dist, qboolean toShoot)
|
|
{
|
|
vec3_t vec;
|
|
|
|
|
|
if ( !toShoot )
|
|
{//Not trying to actually press fire button with this check
|
|
if ( NPC->client->ps.weapon == WP_SABER )
|
|
{//Just have to get to him
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
|
|
if(!dist)
|
|
{
|
|
VectorSubtract(NPC->currentOrigin, enemy->currentOrigin, vec);
|
|
dist = VectorLengthSquared(vec);
|
|
}
|
|
|
|
if(dist > NPC_MaxDistSquaredForWeapon())
|
|
return qtrue;
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
NPC_PickEnemy
|
|
|
|
Randomly picks a living enemy from the specified team and returns it
|
|
|
|
FIXME: For now, you MUST specify an enemy team
|
|
|
|
If you specify choose closest, it will find only the closest enemy
|
|
|
|
If you specify checkVis, it will return and enemy that is visible
|
|
|
|
If you specify findPlayersFirst, it will try to find players first
|
|
|
|
You can mix and match any of those options (example: find closest visible players first)
|
|
|
|
FIXME: this should go through the snapshot and find the closest enemy
|
|
*/
|
|
gentity_t *NPC_PickEnemy( gentity_t *closestTo, int enemyTeam, qboolean checkVis, qboolean findPlayersFirst, qboolean findClosest )
|
|
{
|
|
int num_choices = 0;
|
|
int choice[128];//FIXME: need a different way to determine how many choices?
|
|
gentity_t *newenemy = NULL;
|
|
gentity_t *closestEnemy = NULL;
|
|
int entNum;
|
|
vec3_t diff;
|
|
float relDist;
|
|
float bestDist = Q3_INFINITE;
|
|
qboolean failed = qfalse;
|
|
int visChecks = (CHECK_360|CHECK_FOV|CHECK_VISRANGE);
|
|
int minVis = VIS_FOV;
|
|
|
|
if ( enemyTeam == TEAM_NEUTRAL )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
if ( NPCInfo->behaviorState == BS_STAND_AND_SHOOT ||
|
|
NPCInfo->behaviorState == BS_HUNT_AND_KILL )
|
|
{//Formations guys don't require inFov to pick up a target
|
|
//These other behavior states are active battle states and should not
|
|
//use FOV. FOV checks are for enemies who are patrolling, guarding, etc.
|
|
visChecks &= ~CHECK_FOV;
|
|
minVis = VIS_360;
|
|
}
|
|
|
|
if( findPlayersFirst )
|
|
{//try to find a player first
|
|
newenemy = &g_entities[0];
|
|
if( newenemy->client && !(newenemy->flags & FL_NOTARGET) && !(newenemy->s.eFlags & EF_NODRAW))
|
|
{
|
|
if( newenemy->health > 0 )
|
|
{
|
|
if( NPC_ValidEnemy( newenemy) )//enemyTeam == TEAM_PLAYER || newenemy->client->playerTeam == enemyTeam || ( enemyTeam == TEAM_PLAYER ) )
|
|
{//FIXME: check for range and FOV or vis?
|
|
if( newenemy != NPC->lastEnemy )
|
|
{//Make sure we're not just going back and forth here
|
|
if ( gi.inPVS(newenemy->currentOrigin, NPC->currentOrigin) )
|
|
{
|
|
if(NPCInfo->behaviorState == BS_INVESTIGATE || NPCInfo->behaviorState == BS_PATROL)
|
|
{
|
|
if(!NPC->enemy)
|
|
{
|
|
if(!InVisrange(newenemy))
|
|
{
|
|
failed = qtrue;
|
|
}
|
|
else if(NPC_CheckVisibility ( newenemy, CHECK_360|CHECK_FOV|CHECK_VISRANGE ) != VIS_FOV)
|
|
{
|
|
failed = qtrue;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !failed )
|
|
{
|
|
VectorSubtract( closestTo->currentOrigin, newenemy->currentOrigin, diff );
|
|
relDist = VectorLengthSquared(diff);
|
|
if ( newenemy->client->hiddenDist > 0 )
|
|
{
|
|
if( relDist > newenemy->client->hiddenDist*newenemy->client->hiddenDist )
|
|
{
|
|
//out of hidden range
|
|
if ( VectorLengthSquared( newenemy->client->hiddenDir ) )
|
|
{//They're only hidden from a certain direction, check
|
|
float dot;
|
|
VectorNormalize( diff );
|
|
dot = DotProduct( newenemy->client->hiddenDir, diff );
|
|
if ( dot > 0.5 )
|
|
{//I'm not looking in the right dir toward them to see them
|
|
failed = qtrue;
|
|
}
|
|
else
|
|
{
|
|
Debug_Printf(debugNPCAI, DEBUG_LEVEL_INFO, "%s saw %s trying to hide - hiddenDir %s targetDir %s dot %f\n", NPC->targetname, newenemy->targetname, vtos(newenemy->client->hiddenDir), vtos(diff), dot );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
failed = qtrue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Debug_Printf(debugNPCAI, DEBUG_LEVEL_INFO, "%s saw %s trying to hide - hiddenDist %f\n", NPC->targetname, newenemy->targetname, newenemy->client->hiddenDist );
|
|
}
|
|
}
|
|
|
|
if(!failed)
|
|
{
|
|
if(findClosest)
|
|
{
|
|
if(relDist < bestDist)
|
|
{
|
|
if(!NPC_EnemyTooFar(newenemy, relDist, qfalse))
|
|
{
|
|
if(checkVis)
|
|
{
|
|
if( NPC_CheckVisibility ( newenemy, visChecks ) == minVis )
|
|
{
|
|
bestDist = relDist;
|
|
closestEnemy = newenemy;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bestDist = relDist;
|
|
closestEnemy = newenemy;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if(!NPC_EnemyTooFar(newenemy, 0, qfalse))
|
|
{
|
|
if(checkVis)
|
|
{
|
|
if( NPC_CheckVisibility ( newenemy, CHECK_360|CHECK_FOV|CHECK_VISRANGE ) == VIS_FOV )
|
|
{
|
|
choice[num_choices++] = newenemy->s.number;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
choice[num_choices++] = newenemy->s.number;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (findClosest && closestEnemy)
|
|
{
|
|
return closestEnemy;
|
|
}
|
|
|
|
if (num_choices)
|
|
{
|
|
return &g_entities[ choice[rand() % num_choices] ];
|
|
}
|
|
|
|
/*
|
|
//FIXME: used to have an option to look *only* for the player... now...? Still need it?
|
|
if ( enemyTeam == TEAM_PLAYER )
|
|
{//couldn't find the player
|
|
return NULL;
|
|
}
|
|
*/
|
|
|
|
num_choices = 0;
|
|
bestDist = Q3_INFINITE;
|
|
closestEnemy = NULL;
|
|
|
|
for ( entNum = 0; entNum < globals.num_entities; entNum++ )
|
|
{
|
|
newenemy = &g_entities[entNum];
|
|
|
|
if ( newenemy != NPC && (newenemy->client || newenemy->svFlags & SVF_NONNPC_ENEMY) && !(newenemy->flags & FL_NOTARGET) && !(newenemy->s.eFlags & EF_NODRAW))
|
|
{
|
|
if ( newenemy->health > 0 )
|
|
{
|
|
if ( (newenemy->client && NPC_ValidEnemy( newenemy))
|
|
|| (!newenemy->client && newenemy->noDamageTeam == enemyTeam) )
|
|
{//FIXME: check for range and FOV or vis?
|
|
if ( NPC->client->playerTeam == TEAM_PLAYER && enemyTeam == TEAM_PLAYER )
|
|
{//player allies turning on ourselves? How?
|
|
if ( newenemy->s.number )
|
|
{//only turn on the player, not other player allies
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if ( newenemy != NPC->lastEnemy )
|
|
{//Make sure we're not just going back and forth here
|
|
if(!gi.inPVS(newenemy->currentOrigin, NPC->currentOrigin))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( NPCInfo->behaviorState == BS_INVESTIGATE || NPCInfo->behaviorState == BS_PATROL )
|
|
{
|
|
if ( !NPC->enemy )
|
|
{
|
|
if ( !InVisrange( newenemy ) )
|
|
{
|
|
continue;
|
|
}
|
|
else if ( NPC_CheckVisibility ( newenemy, CHECK_360|CHECK_FOV|CHECK_VISRANGE ) != VIS_FOV )
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
VectorSubtract( closestTo->currentOrigin, newenemy->currentOrigin, diff );
|
|
relDist = VectorLengthSquared(diff);
|
|
if ( newenemy->client && newenemy->client->hiddenDist > 0 )
|
|
{
|
|
if( relDist > newenemy->client->hiddenDist*newenemy->client->hiddenDist )
|
|
{
|
|
//out of hidden range
|
|
if ( VectorLengthSquared( newenemy->client->hiddenDir ) )
|
|
{//They're only hidden from a certain direction, check
|
|
float dot;
|
|
|
|
VectorNormalize( diff );
|
|
dot = DotProduct( newenemy->client->hiddenDir, diff );
|
|
if ( dot > 0.5 )
|
|
{//I'm not looking in the right dir toward them to see them
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
Debug_Printf(debugNPCAI, DEBUG_LEVEL_INFO, "%s saw %s trying to hide - hiddenDir %s targetDir %s dot %f\n", NPC->targetname, newenemy->targetname, vtos(newenemy->client->hiddenDir), vtos(diff), dot );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Debug_Printf(debugNPCAI, DEBUG_LEVEL_INFO, "%s saw %s trying to hide - hiddenDist %f\n", NPC->targetname, newenemy->targetname, newenemy->client->hiddenDist );
|
|
}
|
|
}
|
|
|
|
if ( findClosest )
|
|
{
|
|
if ( relDist < bestDist )
|
|
{
|
|
if ( !NPC_EnemyTooFar( newenemy, relDist, qfalse ) )
|
|
{
|
|
if ( checkVis )
|
|
{
|
|
//FIXME: NPCs need to be able to pick up other NPCs behind them,
|
|
//but for now, commented out because it was picking up enemies it shouldn't
|
|
//if ( NPC_CheckVisibility ( newenemy, CHECK_360|CHECK_VISRANGE ) >= VIS_360 )
|
|
if ( NPC_CheckVisibility ( newenemy, visChecks ) == minVis )
|
|
{
|
|
bestDist = relDist;
|
|
closestEnemy = newenemy;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bestDist = relDist;
|
|
closestEnemy = newenemy;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( !NPC_EnemyTooFar( newenemy, 0, qfalse ) )
|
|
{
|
|
if ( checkVis )
|
|
{
|
|
//if( NPC_CheckVisibility ( newenemy, CHECK_360|CHECK_FOV|CHECK_VISRANGE ) == VIS_FOV )
|
|
if ( NPC_CheckVisibility ( newenemy, CHECK_360|CHECK_VISRANGE ) >= VIS_360 )
|
|
{
|
|
choice[num_choices++] = newenemy->s.number;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
choice[num_choices++] = newenemy->s.number;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
if (findClosest)
|
|
{//FIXME: you can pick up an enemy around a corner this way.
|
|
return closestEnemy;
|
|
}
|
|
|
|
if (!num_choices)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
return &g_entities[ choice[rand() % num_choices] ];
|
|
}
|
|
|
|
/*
|
|
gentity_t *NPC_PickAlly ( void )
|
|
|
|
Simply returns closest visible ally
|
|
*/
|
|
|
|
gentity_t *NPC_PickAlly ( qboolean facingEachOther, float range, qboolean ignoreGroup, qboolean movingOnly )
|
|
{
|
|
gentity_t *ally = NULL;
|
|
gentity_t *closestAlly = NULL;
|
|
int entNum;
|
|
vec3_t diff;
|
|
float relDist;
|
|
float bestDist = range;
|
|
|
|
for ( entNum = 0; entNum < globals.num_entities; entNum++ )
|
|
{
|
|
ally = &g_entities[entNum];
|
|
|
|
if ( ally->client )
|
|
{
|
|
if ( ally->health > 0 )
|
|
{
|
|
if ( ally->client && ( ally->client->playerTeam == NPC->client->playerTeam ||
|
|
NPC->client->playerTeam == TEAM_ENEMY ) )// && ally->client->playerTeam == TEAM_DISGUISE ) ) )
|
|
{//if on same team or if player is disguised as your team
|
|
if ( ignoreGroup )
|
|
{
|
|
if ( ally == NPC->client->leader )
|
|
{
|
|
//reject
|
|
continue;
|
|
}
|
|
if ( ally->client && ally->client->leader && ally->client->leader == NPC )
|
|
{
|
|
//reject
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if(!gi.inPVS(ally->currentOrigin, NPC->currentOrigin))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( movingOnly && ally->client && NPC->client )
|
|
{//They have to be moving relative to each other
|
|
if ( !DistanceSquared( ally->client->ps.velocity, NPC->client->ps.velocity ) )
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
VectorSubtract( NPC->currentOrigin, ally->currentOrigin, diff );
|
|
relDist = VectorNormalize( diff );
|
|
if ( relDist < bestDist )
|
|
{
|
|
if ( facingEachOther )
|
|
{
|
|
vec3_t vf;
|
|
float dot;
|
|
|
|
AngleVectors( ally->client->ps.viewangles, vf, NULL, NULL );
|
|
VectorNormalize(vf);
|
|
dot = DotProduct(diff, vf);
|
|
|
|
if ( dot < 0.5 )
|
|
{//Not facing in dir to me
|
|
continue;
|
|
}
|
|
//He's facing me, am I facing him?
|
|
AngleVectors( NPC->client->ps.viewangles, vf, NULL, NULL );
|
|
VectorNormalize(vf);
|
|
dot = DotProduct(diff, vf);
|
|
|
|
if ( dot > -0.5 )
|
|
{//I'm not facing opposite of dir to me
|
|
continue;
|
|
}
|
|
//I am facing him
|
|
}
|
|
|
|
if ( NPC_CheckVisibility ( ally, CHECK_360|CHECK_VISRANGE ) >= VIS_360 )
|
|
{
|
|
bestDist = relDist;
|
|
closestAlly = ally;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
return closestAlly;
|
|
}
|
|
|
|
gentity_t *NPC_CheckEnemy( qboolean findNew, qboolean tooFarOk, qboolean setEnemy )
|
|
{
|
|
qboolean forcefindNew = qfalse;
|
|
gentity_t *closestTo;
|
|
gentity_t *newEnemy = NULL;
|
|
//FIXME: have a "NPCInfo->persistance" we can set to determine how long to try to shoot
|
|
//someone we can't hit? Rather than hard-coded 10?
|
|
|
|
//FIXME they shouldn't recognize enemy's death instantly
|
|
|
|
//TEMP FIX:
|
|
//if(NPC->enemy->client)
|
|
//{
|
|
// NPC->enemy->health = NPC->enemy->client->ps.stats[STAT_HEALTH];
|
|
//}
|
|
|
|
if ( NPC->enemy )
|
|
{
|
|
if ( !NPC->enemy->inuse )//|| NPC->enemy == NPC )//wtf? NPCs should never get mad at themselves!
|
|
{
|
|
if ( setEnemy )
|
|
{
|
|
G_ClearEnemy( NPC );
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( NPC->svFlags & SVF_IGNORE_ENEMIES )
|
|
{//We're ignoring all enemies for now
|
|
if ( setEnemy )
|
|
{
|
|
G_ClearEnemy( NPC );
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
// Kyle does not get new enemies if not close to his leader
|
|
if (NPC->client->NPC_class==CLASS_KYLE &&
|
|
NPC->client->leader &&
|
|
Distance(NPC->client->leader->currentOrigin, NPC->currentOrigin)>3000
|
|
)
|
|
{
|
|
if (NPC->enemy)
|
|
{
|
|
G_ClearEnemy( NPC );
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
|
|
if ( NPC->svFlags & SVF_LOCKEDENEMY )
|
|
{//keep this enemy until dead
|
|
if ( NPC->enemy )
|
|
{
|
|
if ( (!NPC->NPC && !(NPC->svFlags & SVF_NONNPC_ENEMY) ) || NPC->enemy->health > 0 )
|
|
{//Enemy never had health (a train or info_not_null, etc) or did and is now dead (NPCs, turrets, etc)
|
|
return NULL;
|
|
}
|
|
}
|
|
NPC->svFlags &= ~SVF_LOCKEDENEMY;
|
|
}
|
|
|
|
if ( NPC->enemy )
|
|
{
|
|
if ( NPC_EnemyTooFar(NPC->enemy, 0, qfalse) )
|
|
{
|
|
if(findNew)
|
|
{//See if there is a close one and take it if so, else keep this one
|
|
forcefindNew = qtrue;
|
|
}
|
|
else if(!tooFarOk)//FIXME: don't need this extra bool any more
|
|
{
|
|
if ( setEnemy )
|
|
{
|
|
G_ClearEnemy( NPC );
|
|
}
|
|
}
|
|
}
|
|
else if ( !gi.inPVS(NPC->currentOrigin, NPC->enemy->currentOrigin ) )
|
|
{//FIXME: should this be a line-of site check?
|
|
//FIXME: a lot of things check PVS AGAIN when deciding whether
|
|
//or not to shoot, redundant!
|
|
//Should we lose the enemy?
|
|
//FIXME: if lose enemy, run lostenemyscript
|
|
if ( NPC->enemy->client && NPC->enemy->client->hiddenDist )
|
|
{//He ducked into shadow while we weren't looking
|
|
//Drop enemy and see if we should search for him
|
|
NPC_LostEnemyDecideChase();
|
|
}
|
|
else
|
|
{//If we're not chasing him, we need to lose him
|
|
//NOTE: since we no longer have bStates, really, this logic doesn't work, so never give him up
|
|
|
|
/*
|
|
switch( NPCInfo->behaviorState )
|
|
{
|
|
case BS_HUNT_AND_KILL:
|
|
//Okay to lose PVS, we're chasing them
|
|
break;
|
|
case BS_RUN_AND_SHOOT:
|
|
//FIXME: only do this if !(NPCInfo->scriptFlags&SCF_CHASE_ENEMY)
|
|
//If he's not our goalEntity, we're running somewhere else, so lose him
|
|
if ( NPC->enemy != NPCInfo->goalEntity )
|
|
{
|
|
G_ClearEnemy( NPC );
|
|
}
|
|
break;
|
|
default:
|
|
//We're not chasing him, so lose him as an enemy
|
|
G_ClearEnemy( NPC );
|
|
break;
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( NPC->enemy )
|
|
{
|
|
if ( NPC->enemy->health <= 0 || NPC->enemy->flags & FL_NOTARGET )
|
|
{
|
|
if ( setEnemy )
|
|
{
|
|
G_ClearEnemy( NPC );
|
|
}
|
|
}
|
|
}
|
|
|
|
closestTo = NPC;
|
|
//FIXME: check your defendEnt, if you have one, see if their enemy is different
|
|
//than yours, or, if they don't have one, pick the closest enemy to THEM?
|
|
if ( NPCInfo->defendEnt )
|
|
{//Trying to protect someone
|
|
if ( NPCInfo->defendEnt->health > 0 )
|
|
{//Still alive, We presume we're close to them, navigation should handle this?
|
|
if ( NPCInfo->defendEnt->enemy )
|
|
{//They were shot or acquired an enemy
|
|
if ( NPC->enemy != NPCInfo->defendEnt->enemy )
|
|
{//They have a different enemy, take it!
|
|
newEnemy = NPCInfo->defendEnt->enemy;
|
|
if ( setEnemy )
|
|
{
|
|
G_SetEnemy( NPC, NPCInfo->defendEnt->enemy );
|
|
}
|
|
}
|
|
}
|
|
else if ( NPC->enemy == NULL )
|
|
{//We don't have an enemy, so find closest to defendEnt
|
|
closestTo = NPCInfo->defendEnt;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!NPC->enemy || ( NPC->enemy && NPC->enemy->health <= 0 ) || forcefindNew )
|
|
{//FIXME: NPCs that are moving after an enemy should ignore the can't hit enemy counter- that should only be for NPCs that are standing still
|
|
//NOTE: cantHitEnemyCounter >= 100 means we couldn't hit enemy for a full
|
|
// 10 seconds, so give up. This means even if we're chasing him, we would
|
|
// try to find another enemy after 10 seconds (assuming the cantHitEnemyCounter
|
|
// is allowed to increment in a chasing bState)
|
|
qboolean foundenemy = qfalse;
|
|
|
|
if(!findNew)
|
|
{
|
|
if ( setEnemy )
|
|
{
|
|
NPC->lastEnemy = NPC->enemy;
|
|
G_ClearEnemy(NPC);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//If enemy dead or unshootable, look for others on out enemy's team
|
|
if ( NPC->client->enemyTeam != TEAM_NEUTRAL)
|
|
{
|
|
//NOTE: this only checks vis if can't hit enemy for 10 tries, which I suppose
|
|
// means they need to find one that in more than just PVS
|
|
//newenemy = NPC_PickEnemy( closestTo, NPC->client->enemyTeam, (NPC->cantHitEnemyCounter > 10), qfalse, qtrue );//3rd parm was (NPC->enemyTeam == TEAM_STARFLEET)
|
|
//For now, made it so you ALWAYS have to check VIS
|
|
newEnemy = NPC_PickEnemy( closestTo, NPC->client->enemyTeam, qtrue, qfalse, qtrue );//3rd parm was (NPC->enemyTeam == TEAM_STARFLEET)
|
|
if ( newEnemy )
|
|
{
|
|
foundenemy = qtrue;
|
|
if ( setEnemy )
|
|
{
|
|
G_SetEnemy( NPC, newEnemy );
|
|
}
|
|
}
|
|
}
|
|
|
|
//if ( !forcefindNew )
|
|
{
|
|
if ( !foundenemy )
|
|
{
|
|
if ( setEnemy )
|
|
{
|
|
NPC->lastEnemy = NPC->enemy;
|
|
G_ClearEnemy(NPC);
|
|
}
|
|
}
|
|
|
|
NPC->cantHitEnemyCounter = 0;
|
|
}
|
|
//FIXME: if we can't find any at all, go into INdependant NPC AI, pursue and kill
|
|
}
|
|
|
|
if ( NPC->enemy && NPC->enemy->client )
|
|
{
|
|
if(NPC->enemy->client->playerTeam
|
|
&& NPC->enemy->client->playerTeam != TEAM_FREE)
|
|
{
|
|
// assert( NPC->client->playerTeam != NPC->enemy->client->playerTeam);
|
|
if( NPC->client->playerTeam != NPC->enemy->client->playerTeam
|
|
&& NPC->client->enemyTeam != TEAM_FREE
|
|
&& NPC->client->enemyTeam != NPC->enemy->client->playerTeam )
|
|
{
|
|
NPC->client->enemyTeam = NPC->enemy->client->playerTeam;
|
|
}
|
|
}
|
|
}
|
|
return newEnemy;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_ClearShot
|
|
-------------------------
|
|
*/
|
|
|
|
qboolean NPC_ClearShot( gentity_t *ent )
|
|
{
|
|
if ( ( NPC == NULL ) || ( ent == NULL ) )
|
|
return qfalse;
|
|
|
|
vec3_t muzzle;
|
|
trace_t tr;
|
|
|
|
CalcEntitySpot( NPC, SPOT_WEAPON, muzzle );
|
|
|
|
// add aim error
|
|
// use weapon instead of specific npc types, although you could add certain npc classes if you wanted
|
|
// if ( NPC->client->playerTeam == TEAM_SCAVENGERS )
|
|
if( NPC->s.weapon == WP_BLASTER || NPC->s.weapon == WP_BLASTER_PISTOL ) // any other guns to check for?
|
|
{
|
|
vec3_t mins = { -2, -2, -2 };
|
|
vec3_t maxs = { 2, 2, 2 };
|
|
|
|
gi.trace ( &tr, muzzle, mins, maxs, ent->currentOrigin, NPC->s.number, MASK_SHOT, (EG2_Collision)0, 0 );
|
|
}
|
|
else
|
|
{
|
|
gi.trace ( &tr, muzzle, NULL, NULL, ent->currentOrigin, NPC->s.number, MASK_SHOT, (EG2_Collision)0, 0 );
|
|
}
|
|
|
|
if ( tr.startsolid || tr.allsolid )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if ( tr.entityNum == ent->s.number )
|
|
return qtrue;
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_ShotEntity
|
|
-------------------------
|
|
*/
|
|
|
|
int NPC_ShotEntity( gentity_t *ent, vec3_t impactPos )
|
|
{
|
|
if ( ( NPC == NULL ) || ( ent == NULL ) )
|
|
return qfalse;
|
|
|
|
vec3_t muzzle;
|
|
vec3_t targ;
|
|
trace_t tr;
|
|
|
|
if ( NPC->s.weapon == WP_THERMAL )
|
|
{//thermal aims from slightly above head
|
|
//FIXME: what about low-angle shots, rolling the thermal under something?
|
|
vec3_t angles, forward, end;
|
|
|
|
CalcEntitySpot( NPC, SPOT_HEAD, muzzle );
|
|
VectorSet( angles, 0, NPC->client->ps.viewangles[1], 0 );
|
|
AngleVectors( angles, forward, NULL, NULL );
|
|
VectorMA( muzzle, 8, forward, end );
|
|
end[2] += 24;
|
|
gi.trace ( &tr, muzzle, vec3_origin, vec3_origin, end, NPC->s.number, MASK_SHOT, (EG2_Collision)0, 0 );
|
|
VectorCopy( tr.endpos, muzzle );
|
|
}
|
|
else
|
|
{
|
|
CalcEntitySpot( NPC, SPOT_WEAPON, muzzle );
|
|
}
|
|
|
|
int location = Q_irand(0, 99);
|
|
if (location < 65 || cg.renderingThirdPerson ||
|
|
ent->client == NULL || ent->client->ps.clientNum != 0) {
|
|
// 65% chance (unless ent is not the player, then always go for chest, which is original behaviour)
|
|
CalcEntitySpot(ent, SPOT_CHEST, targ);
|
|
} else if (location < 85) {
|
|
// 20% chance
|
|
CalcEntitySpot(ent, SPOT_LEGS, targ);
|
|
} else {
|
|
// 15% chance
|
|
CalcEntitySpot(ent, SPOT_HEAD, targ);
|
|
}
|
|
|
|
// add aim error
|
|
// use weapon instead of specific npc types, although you could add certain npc classes if you wanted
|
|
// if ( NPC->client->playerTeam == TEAM_SCAVENGERS )
|
|
if( NPC->s.weapon == WP_BLASTER || NPC->s.weapon == WP_BLASTER_PISTOL ) // any other guns to check for?
|
|
{
|
|
vec3_t mins = { -2, -2, -2 };
|
|
vec3_t maxs = { 2, 2, 2 };
|
|
|
|
gi.trace ( &tr, muzzle, mins, maxs, targ, NPC->s.number, MASK_SHOT, (EG2_Collision)0, 0 );
|
|
}
|
|
else
|
|
{
|
|
gi.trace ( &tr, muzzle, NULL, NULL, targ, NPC->s.number, MASK_SHOT, (EG2_Collision)0, 0 );
|
|
}
|
|
//FIXME: if using a bouncing weapon like the bowcaster, should we check the reflection of the wall, too?
|
|
if ( impactPos )
|
|
{//they want to know *where* the hit would be, too
|
|
VectorCopy( tr.endpos, impactPos );
|
|
}
|
|
/* // NPCs should be able to shoot even if the muzzle would be inside their target
|
|
if ( tr.startsolid || tr.allsolid )
|
|
{
|
|
return ENTITYNUM_NONE;
|
|
}
|
|
*/
|
|
return tr.entityNum;
|
|
}
|
|
|
|
qboolean NPC_EvaluateShot( int hit, qboolean glassOK )
|
|
{
|
|
if ( !NPC->enemy )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if ( hit == NPC->enemy->s.number || (&g_entities[hit] != NULL && (g_entities[hit].svFlags&SVF_GLASS_BRUSH)) )
|
|
{//can hit enemy or will hit glass, so shoot anyway
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
NPC_CheckAttack
|
|
|
|
Simply checks aggression and returns true or false
|
|
*/
|
|
|
|
qboolean NPC_CheckAttack (float scale)
|
|
{
|
|
if(!scale)
|
|
scale = 1.0;
|
|
|
|
if(((float)NPCInfo->stats.aggression) * scale < Q_flrand(0, 4))
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if(NPCInfo->shotTime > level.time)
|
|
return qfalse;
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
NPC_CheckDefend
|
|
|
|
Simply checks evasion and returns true or false
|
|
*/
|
|
|
|
qboolean NPC_CheckDefend (float scale)
|
|
{
|
|
if(!scale)
|
|
scale = 1.0;
|
|
|
|
if((float)(NPCInfo->stats.evasion) > Q_flrand(0.0f, 1.0f) * 4 * scale)
|
|
return qtrue;
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
|
|
//NOTE: BE SURE TO CHECK PVS BEFORE THIS!
|
|
qboolean NPC_CheckCanAttack (float attack_scale, qboolean stationary)
|
|
{
|
|
vec3_t delta, forward;
|
|
vec3_t angleToEnemy;
|
|
vec3_t hitspot, muzzle, diff, enemy_org;//, enemy_head;
|
|
float distanceToEnemy;
|
|
qboolean attack_ok = qfalse;
|
|
// qboolean duck_ok = qfalse;
|
|
qboolean dead_on = qfalse;
|
|
float aim_off;
|
|
float max_aim_off = 128 - (16 * (float)NPCInfo->stats.aim);
|
|
trace_t tr;
|
|
gentity_t *traceEnt = NULL;
|
|
|
|
if(NPC->enemy->flags & FL_NOTARGET)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
//FIXME: only check to see if should duck if that provides cover from the
|
|
//enemy!!!
|
|
if(!attack_scale)
|
|
{
|
|
attack_scale = 1.0;
|
|
}
|
|
//Yaw to enemy
|
|
CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_org );
|
|
NPC_AimWiggle( enemy_org );
|
|
|
|
CalcEntitySpot( NPC, SPOT_WEAPON, muzzle );
|
|
|
|
VectorSubtract (enemy_org, muzzle, delta);
|
|
vectoangles ( delta, angleToEnemy );
|
|
distanceToEnemy = VectorNormalize(delta);
|
|
|
|
NPC->NPC->desiredYaw = angleToEnemy[YAW];
|
|
NPC_UpdateFiringAngles(qfalse, qtrue);
|
|
|
|
if( NPC_EnemyTooFar(NPC->enemy, distanceToEnemy*distanceToEnemy, qtrue) )
|
|
{//Too far away? Do not attack
|
|
return qfalse;
|
|
}
|
|
|
|
if(client->fireDelay > 0)
|
|
{//already waiting for a shot to fire
|
|
NPC->NPC->desiredPitch = angleToEnemy[PITCH];
|
|
NPC_UpdateFiringAngles(qtrue, qfalse);
|
|
return qfalse;
|
|
}
|
|
|
|
if(NPCInfo->scriptFlags & SCF_DONT_FIRE)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
NPCInfo->enemyLastVisibility = enemyVisibility;
|
|
//See if they're in our FOV and we have a clear shot to them
|
|
enemyVisibility = NPC_CheckVisibility ( NPC->enemy, CHECK_360|CHECK_FOV);////CHECK_PVS|
|
|
|
|
if(enemyVisibility >= VIS_FOV)
|
|
{//He's in our FOV
|
|
|
|
attack_ok = qtrue;
|
|
//CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_head);
|
|
|
|
//Check to duck
|
|
if ( NPC->enemy->client )
|
|
{
|
|
if ( NPC->enemy->enemy == NPC )
|
|
{
|
|
if ( NPC->enemy->client->buttons & BUTTON_ATTACK )
|
|
{//FIXME: determine if enemy fire angles would hit me or get close
|
|
if ( NPC_CheckDefend( 1.0 ) )//FIXME: Check self-preservation? Health?
|
|
{//duck and don't shoot
|
|
attack_ok = qfalse;
|
|
ucmd.upmove = -127;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if(attack_ok)
|
|
{
|
|
//are we gonna hit him
|
|
//NEW: use actual forward facing
|
|
AngleVectors( client->ps.viewangles, forward, NULL, NULL );
|
|
VectorMA( muzzle, distanceToEnemy, forward, hitspot );
|
|
gi.trace( &tr, muzzle, NULL, NULL, hitspot, NPC->s.number, MASK_SHOT, (EG2_Collision)0, 0 );
|
|
ShotThroughGlass( &tr, NPC->enemy, hitspot, MASK_SHOT );
|
|
/*
|
|
//OLD: trace regardless of facing
|
|
gi.trace ( &tr, muzzle, NULL, NULL, enemy_org, NPC->s.number, MASK_SHOT );
|
|
ShotThroughGlass(&tr, NPC->enemy, enemy_org, MASK_SHOT);
|
|
*/
|
|
|
|
traceEnt = &g_entities[tr.entityNum];
|
|
|
|
/*
|
|
if( traceEnt != NPC->enemy &&//FIXME: if someone on our team is in the way, suggest that they duck if possible
|
|
(!traceEnt || !traceEnt->client || !NPC->client->enemyTeam || NPC->client->enemyTeam != traceEnt->client->playerTeam) )
|
|
{//no, so shoot for somewhere between the head and torso
|
|
//NOTE: yes, I know this looks weird, but it works
|
|
enemy_org[0] += 0.3*Q_flrand(NPC->enemy->mins[0], NPC->enemy->maxs[0]);
|
|
enemy_org[1] += 0.3*Q_flrand(NPC->enemy->mins[1], NPC->enemy->maxs[1]);
|
|
enemy_org[2] -= NPC->enemy->maxs[2]*Q_flrand(0.0f, 1.0f);
|
|
|
|
attack_scale *= 0.75;
|
|
gi.trace ( &tr, muzzle, NULL, NULL, enemy_org, NPC->s.number, MASK_SHOT );
|
|
ShotThroughGlass(&tr, NPC->enemy, enemy_org, MASK_SHOT);
|
|
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_UpdateFiringAngles(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
|
|
if(traceEnt && (traceEnt->health <= 30 || EntIsGlass(traceEnt)))
|
|
{//easy to kill - go for it
|
|
if(traceEnt->e_DieFunc == dieF_ExplodeDeath_Wait && traceEnt->splashDamage)
|
|
{//going to explode, don't shoot if close to self
|
|
VectorSubtract(NPC->currentOrigin, traceEnt->currentOrigin, diff);
|
|
if(VectorLengthSquared(diff) < traceEnt->splashRadius*traceEnt->splashRadius)
|
|
{//Too close to shoot!
|
|
attack_ok = qfalse;
|
|
}
|
|
else
|
|
{//Hey, it might kill him, do it!
|
|
attack_scale *= 2;//
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
AngleVectors (client->ps.viewangles, 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_org, 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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//Update pitch anyway
|
|
NPC->NPC->desiredPitch = angleToEnemy[PITCH];
|
|
NPC_UpdateFiringAngles(qtrue, qfalse);
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
return attack_ok;
|
|
}
|
|
//========================================================================================
|
|
//OLD id-style hunt and kill
|
|
//========================================================================================
|
|
/*
|
|
IdealDistance
|
|
|
|
determines what the NPC's ideal distance from it's enemy should
|
|
be in the current situation
|
|
*/
|
|
float IdealDistance ( gentity_t *self )
|
|
{
|
|
float ideal;
|
|
|
|
ideal = 225 - 20 * NPCInfo->stats.aggression;
|
|
switch ( NPC->s.weapon )
|
|
{
|
|
case WP_ROCKET_LAUNCHER:
|
|
ideal += 200;
|
|
break;
|
|
|
|
case WP_CONCUSSION:
|
|
ideal += 200;
|
|
break;
|
|
|
|
case WP_THERMAL:
|
|
ideal += 50;
|
|
break;
|
|
|
|
case WP_SABER:
|
|
case WP_BRYAR_PISTOL:
|
|
case WP_BLASTER_PISTOL:
|
|
case WP_BLASTER:
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return ideal;
|
|
}
|
|
|
|
/*QUAKED point_combat (0.7 0 0.7) (-20 -20 -24) (20 20 45) DUCK FLEE INVESTIGATE SQUAD LEAN SNIPE
|
|
NPCs in bState BS_COMBAT_POINT will find their closest empty combat_point
|
|
|
|
DUCK - NPC will duck and fire from this point, NOT IMPLEMENTED?
|
|
FLEE - Will choose this point when running
|
|
INVESTIGATE - Will look here if a sound is heard near it
|
|
SQUAD - NOT IMPLEMENTED
|
|
LEAN - Lean-type cover, NOT IMPLEMENTED
|
|
SNIPE - Snipers look for these first, NOT IMPLEMENTED
|
|
*/
|
|
|
|
void SP_point_combat( gentity_t *self )
|
|
{
|
|
if(level.numCombatPoints >= MAX_COMBAT_POINTS)
|
|
{
|
|
#ifndef FINAL_BUILD
|
|
gi.Printf(S_COLOR_RED"ERROR: Too many combat points, limit is %d\n", MAX_COMBAT_POINTS);
|
|
#endif
|
|
G_FreeEntity(self);
|
|
return;
|
|
}
|
|
|
|
self->s.origin[2] += 0.125;
|
|
G_SetOrigin(self, self->s.origin);
|
|
gi.linkentity(self);
|
|
|
|
if ( G_CheckInSolid( self, qtrue ) )
|
|
{
|
|
#ifndef FINAL_BUILD
|
|
gi.Printf( S_COLOR_RED"ERROR: combat point at %s in solid!\n", vtos(self->currentOrigin) );
|
|
#endif
|
|
}
|
|
|
|
VectorCopy( self->currentOrigin, level.combatPoints[level.numCombatPoints].origin );
|
|
|
|
level.combatPoints[level.numCombatPoints].flags = self->spawnflags;
|
|
level.combatPoints[level.numCombatPoints].occupied = qfalse;
|
|
|
|
level.numCombatPoints++;
|
|
|
|
NAV::SpawnedPoint(self, NAV::PT_COMBATNODE);
|
|
|
|
G_FreeEntity(self);
|
|
};
|
|
|
|
void CP_FindCombatPointWaypoints( void )
|
|
{
|
|
for ( int i = 0; i < level.numCombatPoints; i++ )
|
|
{
|
|
level.combatPoints[i].waypoint = NAV::GetNearestNode(level.combatPoints[i].origin);
|
|
if ( level.combatPoints[i].waypoint == WAYPOINT_NONE )
|
|
{
|
|
assert(0);
|
|
level.combatPoints[i].waypoint = NAV::GetNearestNode(level.combatPoints[i].origin);
|
|
gi.Printf( S_COLOR_RED"ERROR: Combat Point at %s has no waypoint!\n", vtos(level.combatPoints[i].origin) );
|
|
delayedShutDown = level.time + 100;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_CollectCombatPoints
|
|
-------------------------
|
|
*/
|
|
|
|
typedef std::map< float, int > combatPoint_m;
|
|
|
|
static int NPC_CollectCombatPoints( const vec3_t origin, const float radius, combatPoint_m &points, const int flags )
|
|
{
|
|
float radiusSqr = (radius*radius);
|
|
float distance;
|
|
|
|
//Collect all nearest
|
|
for ( int i = 0; i < level.numCombatPoints; i++ )
|
|
{
|
|
//Must be vacant
|
|
if ( level.combatPoints[i].occupied == (int) qtrue )
|
|
continue;
|
|
|
|
//If we want a duck space, make sure this is one
|
|
if ( ( flags & CP_DUCK ) && !( level.combatPoints[i].flags & CPF_DUCK ) )
|
|
continue;
|
|
|
|
//If we want a flee point, make sure this is one
|
|
if ( ( flags & CP_FLEE ) && !( level.combatPoints[i].flags & CPF_FLEE ) )
|
|
continue;
|
|
|
|
//If we want a snipe point, make sure this is one
|
|
if ( ( flags & CP_SNIPE ) && !( level.combatPoints[i].flags & CPF_SNIPE ) )
|
|
continue;
|
|
|
|
///Make sure this is an investigate combat point
|
|
if ( ( flags & CP_INVESTIGATE ) && ( level.combatPoints[i].flags & CPF_INVESTIGATE ) )
|
|
continue;
|
|
|
|
//Squad points are only valid if we're looking for them
|
|
if ( ( level.combatPoints[i].flags & CPF_SQUAD ) && ( ( flags & CP_SQUAD ) == qfalse ) )
|
|
continue;
|
|
|
|
if ( flags&CP_NO_PVS )
|
|
{//must not be within PVS of mu current origin
|
|
if ( gi.inPVS( origin, level.combatPoints[i].origin ) )
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if ( flags&CP_HORZ_DIST_COLL )
|
|
{
|
|
distance = DistanceHorizontalSquared( origin, level.combatPoints[i].origin );
|
|
}
|
|
else
|
|
{
|
|
distance = DistanceSquared( origin, level.combatPoints[i].origin );
|
|
}
|
|
|
|
if ( distance < radiusSqr )
|
|
{
|
|
//Using a map will sort nearest automatically
|
|
points[ distance ] = i;
|
|
}
|
|
}
|
|
|
|
return points.size();
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_FindCombatPoint
|
|
-------------------------
|
|
*/
|
|
|
|
#define MIN_AVOID_DOT 0.7f
|
|
#define MIN_AVOID_DISTANCE 128
|
|
#define MIN_AVOID_DISTANCE_SQUARED ( MIN_AVOID_DISTANCE * MIN_AVOID_DISTANCE )
|
|
#define CP_COLLECT_RADIUS 512.0f
|
|
|
|
int NPC_FindCombatPoint( const vec3_t position, const vec3_t avoidPosition, vec3_t destPosition, const int flags, float avoidDist, const int ignorePoint )
|
|
{
|
|
combatPoint_m points;
|
|
combatPoint_m::iterator cpi;
|
|
|
|
int best = -1;//, cost, bestCost = Q3_INFINITE, waypoint = WAYPOINT_NONE, destWaypoint = WAYPOINT_NONE;
|
|
trace_t tr;
|
|
float collRad = CP_COLLECT_RADIUS;
|
|
vec3_t eDir2Me, eDir2CP, weaponOffset;
|
|
vec3_t enemyPosition;
|
|
float dotToCp;
|
|
//float distSqPointToNPC;
|
|
float distSqPointToEnemy;
|
|
float distSqPointToEnemyHoriz;
|
|
float distSqPointToEnemyCheck;
|
|
float distSqNPCToEnemy;
|
|
float distSqNPCToEnemyHoriz;
|
|
float distSqNPCToEnemyCheck;
|
|
float visRangeSq = (NPCInfo->stats.visrange*NPCInfo->stats.visrange);
|
|
bool useHorizDist = (NPC->s.weapon==WP_THERMAL) || (flags & CP_HORZ_DIST_COLL);
|
|
|
|
if (NPC->enemy)
|
|
{
|
|
VectorCopy(NPC->enemy->currentOrigin, enemyPosition);
|
|
}
|
|
else if (avoidPosition)
|
|
{
|
|
VectorCopy(avoidPosition, enemyPosition);
|
|
}
|
|
else if (destPosition)
|
|
{
|
|
VectorCopy(destPosition, enemyPosition);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(NPC->currentOrigin, enemyPosition);
|
|
}
|
|
|
|
if ( avoidDist <= 0 )
|
|
{
|
|
avoidDist = MIN_AVOID_DISTANCE_SQUARED;
|
|
}
|
|
else
|
|
{
|
|
avoidDist *= avoidDist;
|
|
}
|
|
|
|
|
|
//Collect our nearest points
|
|
if ( (flags & CP_NO_PVS) || (flags & CP_TRYFAR))
|
|
{//much larger radius since most will be dropped?
|
|
collRad = CP_COLLECT_RADIUS*4;
|
|
}
|
|
NPC_CollectCombatPoints( destPosition, collRad, points, flags );//position
|
|
|
|
for ( cpi = points.begin(); cpi != points.end(); ++cpi )
|
|
{
|
|
const int i = (*cpi).second;
|
|
|
|
//Must not be one we want to ignore
|
|
if ( i == ignorePoint )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
//Get some distances for reasoning
|
|
//distSqPointToNPC = (*cpi).first;
|
|
|
|
distSqPointToEnemy = DistanceSquared (level.combatPoints[i].origin, enemyPosition);
|
|
distSqPointToEnemyHoriz = DistanceHorizontalSquared(level.combatPoints[i].origin, enemyPosition);
|
|
distSqPointToEnemyCheck = (useHorizDist)?(distSqPointToEnemyHoriz):(distSqPointToEnemy);
|
|
|
|
distSqNPCToEnemy = DistanceSquared (NPC->currentOrigin, enemyPosition);
|
|
distSqNPCToEnemyHoriz = DistanceHorizontalSquared(NPC->currentOrigin, enemyPosition);
|
|
distSqNPCToEnemyCheck = (useHorizDist)?(distSqNPCToEnemyHoriz ):(distSqNPCToEnemy);
|
|
|
|
|
|
|
|
//Ignore points that are farther than currently located
|
|
if ( (flags & CP_APPROACH_ENEMY) && (distSqPointToEnemyCheck > distSqNPCToEnemyCheck))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
//Ignore points that are closer than currently located
|
|
if ( (flags & CP_RETREAT) && (distSqPointToEnemyCheck < distSqNPCToEnemyCheck))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
//Ignore points that are out of vis range
|
|
if ( (flags & CP_CLEAR) && (distSqPointToEnemyCheck > visRangeSq))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
//Avoid this position?
|
|
if ( avoidPosition && !(flags & CP_AVOID_ENEMY) && (flags & CP_AVOID) && (DistanceSquared(level.combatPoints[i].origin, avoidPosition)<avoidDist) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
//We want a point on other side of the enemy from current pos
|
|
if (flags & CP_FLANK )
|
|
{
|
|
VectorSubtract( position, enemyPosition, eDir2Me );
|
|
VectorNormalize( eDir2Me );
|
|
|
|
VectorSubtract( level.combatPoints[i].origin, enemyPosition, eDir2CP );
|
|
VectorNormalize( eDir2CP );
|
|
|
|
dotToCp = DotProduct( eDir2Me, eDir2CP );
|
|
|
|
//Not far enough behind enemy from current pos
|
|
if ( dotToCp >= 0.4 )
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
//we must have a route to the combat point
|
|
if ( (flags & CP_HAS_ROUTE) && !NAV::InSameRegion(NPC, level.combatPoints[i].origin))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
|
|
//See if we're trying to avoid our enemy
|
|
if (flags & CP_AVOID_ENEMY)
|
|
{
|
|
//Can't be too close to the enemy
|
|
if (distSqPointToEnemy<avoidDist)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// otherwise, if currently safe and the path is not safe, ignore this point
|
|
if (distSqNPCToEnemy>(avoidDist) &&
|
|
!NAV::SafePathExists(position, level.combatPoints[i].origin, enemyPosition, avoidDist))
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
//Okay, now make sure it's not blocked
|
|
gi.trace( &tr, level.combatPoints[i].origin, NPC->mins, NPC->maxs, level.combatPoints[i].origin, NPC->s.number, NPC->clipmask, (EG2_Collision)0, 0 );
|
|
if ( tr.allsolid || tr.startsolid )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (NPC->enemy)
|
|
{
|
|
// Ignore Points That Do Not Have A Clear LOS To The Player
|
|
if ( (flags & CP_CLEAR) )
|
|
{
|
|
CalcEntitySpot(NPC, SPOT_WEAPON, weaponOffset);
|
|
VectorSubtract(weaponOffset, NPC->currentOrigin, weaponOffset);
|
|
VectorAdd(weaponOffset, level.combatPoints[i].origin, weaponOffset);
|
|
|
|
if (NPC_ClearLOS(weaponOffset, NPC->enemy)==qfalse)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Ignore points that are not behind cover
|
|
if ( (flags & CP_COVER) && NPC_ClearLOS(level.combatPoints[i].origin, NPC->enemy)==qtrue)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
//they are sorted by this distance, so the first one to get this far is the closest
|
|
return i;
|
|
}
|
|
|
|
return best;
|
|
}
|
|
|
|
int NPC_FindCombatPointRetry( const vec3_t position,
|
|
const vec3_t avoidPosition,
|
|
vec3_t destPosition,
|
|
int *cpFlags,
|
|
float avoidDist,
|
|
const int ignorePoint )
|
|
{
|
|
int cp = -1;
|
|
cp = NPC_FindCombatPoint( position,
|
|
avoidPosition,
|
|
destPosition,
|
|
*cpFlags,
|
|
avoidDist,
|
|
ignorePoint );
|
|
while ( cp == -1 && (*cpFlags&~CP_HAS_ROUTE) != CP_ANY )
|
|
{//start "OR"ing out certain flags to see if we can find *any* point
|
|
if ( *cpFlags & CP_INVESTIGATE )
|
|
{//don't need to investigate
|
|
*cpFlags &= ~CP_INVESTIGATE;
|
|
}
|
|
else if ( *cpFlags & CP_SQUAD )
|
|
{//don't need to stick to squads
|
|
*cpFlags &= ~CP_SQUAD;
|
|
}
|
|
else if ( *cpFlags & CP_DUCK )
|
|
{//don't need to duck
|
|
*cpFlags &= ~CP_DUCK;
|
|
}
|
|
else if ( *cpFlags & CP_NEAREST )
|
|
{//don't need closest one to me
|
|
*cpFlags &= ~CP_NEAREST;
|
|
}
|
|
else if ( *cpFlags & CP_FLANK )
|
|
{//don't need to flank enemy
|
|
*cpFlags &= ~CP_FLANK;
|
|
}
|
|
else if ( *cpFlags & CP_SAFE )
|
|
{//don't need one that hasn't been shot at recently
|
|
*cpFlags &= ~CP_SAFE;
|
|
}
|
|
else if ( *cpFlags & CP_CLOSEST )
|
|
{//don't need to get closest to enemy
|
|
*cpFlags &= ~CP_CLOSEST;
|
|
//but let's try to approach at least
|
|
*cpFlags |= CP_APPROACH_ENEMY;
|
|
}
|
|
else if ( *cpFlags & CP_APPROACH_ENEMY )
|
|
{//don't need to approach enemy
|
|
*cpFlags &= ~CP_APPROACH_ENEMY;
|
|
}
|
|
else if ( *cpFlags & CP_COVER )
|
|
{//don't need cover
|
|
*cpFlags &= ~CP_COVER;
|
|
//but let's pick one that makes us duck
|
|
//*cpFlags |= CP_DUCK;
|
|
}
|
|
// else if ( *cpFlags & CP_CLEAR )
|
|
// {//don't need a clear shot to enemy
|
|
// *cpFlags &= ~CP_CLEAR;
|
|
// }
|
|
// Never Give Up On Avoiding The Enemy
|
|
// else if ( *cpFlags & CP_AVOID_ENEMY )
|
|
// {//don't need to avoid enemy
|
|
// *cpFlags &= ~CP_AVOID_ENEMY;
|
|
// }
|
|
else if ( *cpFlags & CP_RETREAT )
|
|
{//don't need to retreat
|
|
*cpFlags &= ~CP_RETREAT;
|
|
}
|
|
else if ( *cpFlags &CP_FLEE )
|
|
{//don't need to flee
|
|
*cpFlags &= ~CP_FLEE;
|
|
//but at least avoid enemy and pick one that gives cover
|
|
*cpFlags |= (CP_COVER|CP_AVOID_ENEMY);
|
|
}
|
|
else if ( *cpFlags & CP_AVOID )
|
|
{//okay, even pick one right by me
|
|
*cpFlags &= ~CP_AVOID;
|
|
}
|
|
else if ( *cpFlags & CP_SHORTEST_PATH )
|
|
{//okay, don't need the one with the shortest path
|
|
*cpFlags &= ~CP_SHORTEST_PATH;
|
|
}
|
|
else
|
|
{//screw it, we give up!
|
|
return -1;
|
|
/*
|
|
if ( *cpFlags & CP_HAS_ROUTE )
|
|
{//NOTE: this is really an absolute worst case scenario - will go to the first cp on the map!
|
|
*cpFlags &= ~CP_HAS_ROUTE;
|
|
}
|
|
else
|
|
{//NOTE: this is really an absolute worst case scenario - will go to the first cp on the map!
|
|
*cpFlags = CP_ANY;
|
|
}
|
|
*/
|
|
}
|
|
//now try again
|
|
cp = NPC_FindCombatPoint( position,
|
|
avoidPosition,
|
|
destPosition,
|
|
*cpFlags,
|
|
avoidDist,
|
|
ignorePoint );
|
|
}
|
|
return cp;
|
|
}
|
|
/*
|
|
-------------------------
|
|
NPC_FindSquadPoint
|
|
-------------------------
|
|
*/
|
|
|
|
int NPC_FindSquadPoint( vec3_t position )
|
|
{
|
|
float dist, nearestDist = (float)WORLD_SIZE*(float)WORLD_SIZE;
|
|
int nearestPoint = -1;
|
|
|
|
//float playerDist = DistanceSquared( g_entities[0].currentOrigin, NPC->currentOrigin );
|
|
|
|
for ( int i = 0; i < level.numCombatPoints; i++ )
|
|
{
|
|
//Squad points are only valid if we're looking for them
|
|
if ( ( level.combatPoints[i].flags & CPF_SQUAD ) == qfalse )
|
|
continue;
|
|
|
|
//Must be vacant
|
|
if ( level.combatPoints[i].occupied == qtrue )
|
|
continue;
|
|
|
|
dist = DistanceSquared( position, level.combatPoints[i].origin );
|
|
|
|
//The point cannot take us past the player
|
|
//if ( dist > ( playerDist * DotProduct( dirToPlayer, playerDir ) ) ) //FIXME: Retain this
|
|
// continue;
|
|
|
|
//See if this is closer than the others
|
|
if ( dist < nearestDist )
|
|
{
|
|
nearestPoint = i;
|
|
nearestDist = dist;
|
|
}
|
|
}
|
|
|
|
return nearestPoint;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_ReserveCombatPoint
|
|
-------------------------
|
|
*/
|
|
|
|
qboolean NPC_ReserveCombatPoint( int combatPointID )
|
|
{
|
|
//Make sure it's valid
|
|
if ( combatPointID > level.numCombatPoints )
|
|
return qfalse;
|
|
|
|
//Make sure it's not already occupied
|
|
if ( level.combatPoints[combatPointID].occupied )
|
|
return qfalse;
|
|
|
|
//Reserve it
|
|
level.combatPoints[combatPointID].occupied = qtrue;
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_FreeCombatPoint
|
|
-------------------------
|
|
*/
|
|
|
|
qboolean NPC_FreeCombatPoint( int combatPointID, qboolean failed )
|
|
{
|
|
if ( failed )
|
|
{//remember that this one failed for us
|
|
NPCInfo->lastFailedCombatPoint = combatPointID;
|
|
}
|
|
//Make sure it's valid
|
|
if ( combatPointID > level.numCombatPoints )
|
|
return qfalse;
|
|
|
|
//Make sure it's currently occupied
|
|
if ( level.combatPoints[combatPointID].occupied == qfalse )
|
|
return qfalse;
|
|
|
|
//Free it
|
|
level.combatPoints[combatPointID].occupied = qfalse;
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_SetCombatPoint
|
|
-------------------------
|
|
*/
|
|
|
|
qboolean NPC_SetCombatPoint( int combatPointID )
|
|
{
|
|
if (combatPointID==NPCInfo->combatPoint)
|
|
{
|
|
return qtrue;
|
|
}
|
|
|
|
//Free a combat point if we already have one
|
|
if ( NPCInfo->combatPoint != -1 )
|
|
{
|
|
NPC_FreeCombatPoint( NPCInfo->combatPoint );
|
|
}
|
|
|
|
if ( NPC_ReserveCombatPoint( combatPointID ) == qfalse )
|
|
return qfalse;
|
|
|
|
NPCInfo->combatPoint = combatPointID;
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
extern qboolean CheckItemCanBePickedUpByNPC( gentity_t *item, gentity_t *pickerupper );
|
|
gentity_t *NPC_SearchForWeapons( void )
|
|
{
|
|
gentity_t *found = g_entities, *bestFound = NULL;
|
|
float dist, bestDist = Q3_INFINITE;
|
|
int i;
|
|
// for ( found = g_entities; found < &g_entities[globals.num_entities] ; found++)
|
|
for ( i = 0; i<globals.num_entities; i++)
|
|
{
|
|
// if ( !found->inuse )
|
|
// {
|
|
// continue;
|
|
// }
|
|
if(!PInUse(i))
|
|
continue;
|
|
|
|
found=&g_entities[i];
|
|
|
|
//FIXME: Also look for ammo_racks that have weapons on them?
|
|
if ( found->s.eType != ET_ITEM )
|
|
{
|
|
continue;
|
|
}
|
|
if ( found->item->giType != IT_WEAPON )
|
|
{
|
|
continue;
|
|
}
|
|
if ( found->s.eFlags & EF_NODRAW )
|
|
{
|
|
continue;
|
|
}
|
|
if ( CheckItemCanBePickedUpByNPC( found, NPC ) )
|
|
{
|
|
if ( gi.inPVS( found->currentOrigin, NPC->currentOrigin ) )
|
|
{
|
|
dist = DistanceSquared( found->currentOrigin, NPC->currentOrigin );
|
|
if ( dist < bestDist )
|
|
{
|
|
if (NAV::InSameRegion(NPC, found))
|
|
{//can nav to it
|
|
bestDist = dist;
|
|
bestFound = found;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return bestFound;
|
|
}
|
|
|
|
void NPC_SetPickUpGoal( gentity_t *foundWeap )
|
|
{
|
|
vec3_t org;
|
|
|
|
//NPCInfo->goalEntity = foundWeap;
|
|
VectorCopy( foundWeap->currentOrigin, org );
|
|
org[2] += 24 - (foundWeap->mins[2]*-1);//adjust the origin so that I am on the ground
|
|
NPC_SetMoveGoal( NPC, org, foundWeap->maxs[0]*0.75, qfalse, -1, foundWeap );
|
|
NPCInfo->tempGoal->waypoint = foundWeap->waypoint;
|
|
NPCInfo->tempBehavior = BS_DEFAULT;
|
|
NPCInfo->squadState = SQUAD_TRANSITION;
|
|
}
|
|
|
|
extern void Q3_TaskIDComplete( gentity_t *ent, taskID_t taskType );
|
|
extern qboolean G_CanPickUpWeapons( gentity_t *other );
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void NPC_CheckGetNewWeapon( void )
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{
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if ( NPC->client
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&& !G_CanPickUpWeapons( NPC ) )
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{//this NPC can't pick up weapons...
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return;
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}
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if ( NPC->s.weapon == WP_NONE && NPC->enemy )
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{//if running away because dropped weapon...
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if ( NPCInfo->goalEntity
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&& NPCInfo->goalEntity == NPCInfo->tempGoal
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&& NPCInfo->goalEntity->enemy
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&& !NPCInfo->goalEntity->enemy->inuse )
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{//maybe was running at a weapon that was picked up
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NPC_ClearGoal();
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Q3_TaskIDComplete( NPC, TID_MOVE_NAV );
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//NPCInfo->goalEntity = NULL;
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}
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if ( TIMER_Done( NPC, "panic" ) && NPCInfo->goalEntity == NULL )
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{//need a weapon, any lying around?
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gentity_t *foundWeap = NPC_SearchForWeapons();
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if ( foundWeap )
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{
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NPC_SetPickUpGoal( foundWeap );
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}
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}
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}
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}
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void NPC_AimAdjust( int change )
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{
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if ( !TIMER_Exists( NPC, "aimDebounce" ) )
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{
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int debounce = 500+(3-g_spskill->integer)*100;
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TIMER_Set( NPC, "aimDebounce", Q_irand( debounce,debounce+1000 ) );
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//int debounce = 1000+(3-g_spskill->integer)*500;
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//TIMER_Set( NPC, "aimDebounce", Q_irand( debounce, debounce+2000 ) );
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return;
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}
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if ( TIMER_Done( NPC, "aimDebounce" ) )
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{
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NPCInfo->currentAim += change;
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if ( NPCInfo->currentAim > NPCInfo->stats.aim )
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{//can never be better than max aim
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NPCInfo->currentAim = NPCInfo->stats.aim;
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}
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else if ( NPCInfo->currentAim < -30 )
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{//can never be worse than this
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NPCInfo->currentAim = -30;
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}
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//Com_Printf( "%s new aim = %d\n", NPC->NPC_type, NPCInfo->currentAim );
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int debounce = 500+(3-g_spskill->integer)*100;
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TIMER_Set( NPC, "aimDebounce", Q_irand( debounce,debounce+1000 ) );
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//int debounce = 1000+(3-g_spskill->integer)*500;
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//TIMER_Set( NPC, "aimDebounce", Q_irand( debounce, debounce+2000 ) );
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}
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}
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void G_AimSet( gentity_t *self, int aim )
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{
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if ( self->NPC )
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{
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self->NPC->currentAim = aim;
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//Com_Printf( "%s new aim = %d\n", self->NPC_type, self->NPC->currentAim );
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int debounce = 500+(3-g_spskill->integer)*100;
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TIMER_Set( self, "aimDebounce", Q_irand( debounce,debounce+1000 ) );
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// int debounce = 1000+(3-g_spskill->integer)*500;
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// TIMER_Set( self, "aimDebounce", Q_irand( debounce,debounce+2000 ) );
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}
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}
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