mirror of
https://github.com/DrBeef/JKXR.git
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965 lines
26 KiB
C
965 lines
26 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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#include "b_local.h"
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#include "g_nav.h"
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#include "icarus/Q3_Interface.h"
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extern qboolean NPC_SomeoneLookingAtMe(gentity_t *ent);
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/*
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void NPC_LostEnemyDecideChase(void)
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We lost our enemy and want to drop him but see if we should chase him if we are in the proper bState
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*/
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void NPC_LostEnemyDecideChase(void)
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{
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switch( NPCS.NPCInfo->behaviorState )
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{
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case BS_HUNT_AND_KILL:
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//We were chasing him and lost him, so try to find him
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if ( NPCS.NPC->enemy == NPCS.NPCInfo->goalEntity && NPCS.NPC->enemy->lastWaypoint != WAYPOINT_NONE )
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{//Remember his last valid Wp, then check it out
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//FIXME: Should we only do this if there's no other enemies or we've got LOCKED_ENEMY on?
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NPC_BSSearchStart( NPCS.NPC->enemy->lastWaypoint, BS_SEARCH );
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}
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//If he's not our goalEntity, we're running somewhere else, so lose him
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break;
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default:
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break;
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}
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G_ClearEnemy( NPCS.NPC );
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}
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/*
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-------------------------
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NPC_StandIdle
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-------------------------
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*/
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void NPC_StandIdle( void )
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{
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/*
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//Must be done with any other animations
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if ( NPC->client->ps.legsAnimTimer != 0 )
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return;
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//Not ready to do another one
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if ( TIMER_Done( NPC, "idleAnim" ) == false )
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return;
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int anim = NPC->client->ps.legsAnim;
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if ( anim != BOTH_STAND1 && anim != BOTH_STAND2 )
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return;
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//FIXME: Account for STAND1 or STAND2 here and set the base anim accordingly
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int baseSeq = ( anim == BOTH_STAND1 ) ? BOTH_STAND1_RANDOM1 : BOTH_STAND2_RANDOM1;
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//Must have at least one random idle animation
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//NOTENOTE: This relies on proper ordering of animations, which SHOULD be okay
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if ( PM_HasAnimation( NPC, baseSeq ) == false )
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return;
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int newIdle = Q_irand( 0, MAX_IDLE_ANIMS-1 );
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//FIXME: Technically this could never complete.. but that's not really too likely
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while( 1 )
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{
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if ( PM_HasAnimation( NPC, baseSeq + newIdle ) )
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break;
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newIdle = Q_irand( 0, MAX_IDLE_ANIMS );
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}
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//Start that animation going
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NPC_SetAnim( NPC, SETANIM_BOTH, baseSeq + newIdle, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
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int newTime = PM_AnimLength( NPC->client->clientInfo.animFileIndex, (animNumber_t) (baseSeq + newIdle) );
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//Don't do this again for a random amount of time
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TIMER_Set( NPC, "idleAnim", newTime + Q_irand( 2000, 10000 ) );
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*/
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}
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qboolean NPC_StandTrackAndShoot (gentity_t *NPC, qboolean canDuck)
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{
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qboolean attack_ok = qfalse;
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qboolean duck_ok = qfalse;
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qboolean faced = qfalse;
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float attack_scale = 1.0;
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//First see if we're hurt bad- if so, duck
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//FIXME: if even when ducked, we can shoot someone, we should.
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//Maybe is can be shot even when ducked, we should run away to the nearest cover?
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if ( canDuck )
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{
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if ( NPC->health < 20 )
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{
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// if( NPC->svFlags&SVF_HEALING || Q_flrand(0.0f, 1.0f) )
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if( Q_flrand(0.0f, 1.0f) )
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{
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duck_ok = qtrue;
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}
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}
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else if ( NPC->health < 40 )
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{
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// if ( NPC->svFlags&SVF_HEALING )
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// {//Medic is on the way, get down!
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// duck_ok = qtrue;
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// }
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}
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}
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//NPC_CheckEnemy( qtrue, qfalse, qtrue );
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if ( !duck_ok )
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{//made this whole part a function call
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attack_ok = NPC_CheckCanAttack( attack_scale, qtrue );
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faced = qtrue;
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}
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if ( canDuck && (duck_ok || (!attack_ok && NPCS.client->ps.weaponTime <= 0)) && NPCS.ucmd.upmove != -127 )
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{//if we didn't attack check to duck if we're not already
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if( !duck_ok )
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{
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if ( NPC->enemy->client )
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{
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if ( NPC->enemy->enemy == NPC )
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{
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if ( NPC->enemy->client->buttons & BUTTON_ATTACK )
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{//FIXME: determine if enemy fire angles would hit me or get close
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if ( NPC_CheckDefend( 1.0 ) )//FIXME: Check self-preservation? Health?
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{
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duck_ok = qtrue;
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}
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}
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}
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}
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}
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if ( duck_ok )
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{//duck and don't shoot
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NPCS.ucmd.upmove = -127;
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NPCS.NPCInfo->duckDebounceTime = level.time + 1000;//duck for a full second
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}
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}
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return faced;
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}
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void NPC_BSIdle( void )
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{
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//FIXME if there is no nav data, we need to do something else
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// if we're stuck, try to move around it
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if ( UpdateGoal() )
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{
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NPC_MoveToGoal( qtrue );
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}
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if ( ( NPCS.ucmd.forwardmove == 0 ) && ( NPCS.ucmd.rightmove == 0 ) && ( NPCS.ucmd.upmove == 0 ) )
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{
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// NPC_StandIdle();
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}
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NPC_UpdateAngles( qtrue, qtrue );
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NPCS.ucmd.buttons |= BUTTON_WALKING;
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}
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void NPC_BSRun (void)
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{
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//FIXME if there is no nav data, we need to do something else
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// if we're stuck, try to move around it
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if ( UpdateGoal() )
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{
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NPC_MoveToGoal( qtrue );
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}
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NPC_UpdateAngles( qtrue, qtrue );
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}
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void NPC_BSStandGuard (void)
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{
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//FIXME: Use Snapshot info
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if ( NPCS.NPC->enemy == NULL )
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{//Possible to pick one up by being shot
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if( Q_flrand(0.0f, 1.0f) < 0.5 )
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{
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if(NPCS.NPC->client->enemyTeam)
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{
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gentity_t *newenemy = NPC_PickEnemy(NPCS.NPC, NPCS.NPC->client->enemyTeam, (NPCS.NPC->cantHitEnemyCounter < 10), (NPCS.NPC->client->enemyTeam == NPCTEAM_PLAYER), qtrue);
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//only checks for vis if couldn't hit last enemy
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if(newenemy)
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{
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G_SetEnemy( NPCS.NPC, newenemy );
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}
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}
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}
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}
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if ( NPCS.NPC->enemy != NULL )
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{
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if( NPCS.NPCInfo->tempBehavior == BS_STAND_GUARD )
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{
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NPCS.NPCInfo->tempBehavior = BS_DEFAULT;
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}
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if( NPCS.NPCInfo->behaviorState == BS_STAND_GUARD )
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{
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NPCS.NPCInfo->behaviorState = BS_STAND_AND_SHOOT;
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}
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}
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NPC_UpdateAngles( qtrue, qtrue );
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}
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/*
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-------------------------
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NPC_BSHuntAndKill
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-------------------------
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*/
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void NPC_BSHuntAndKill( void )
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{
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qboolean turned = qfalse;
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vec3_t vec;
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float enemyDist;
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visibility_t oEVis;
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int curAnim;
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NPC_CheckEnemy( NPCS.NPCInfo->tempBehavior != BS_HUNT_AND_KILL, qfalse, qtrue );//don't find new enemy if this is tempbehav
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if ( NPCS.NPC->enemy )
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{
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oEVis = NPCS.enemyVisibility = NPC_CheckVisibility ( NPCS.NPC->enemy, CHECK_FOV|CHECK_SHOOT );//CHECK_360|//CHECK_PVS|
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if(NPCS.enemyVisibility > VIS_PVS)
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{
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if ( !NPC_EnemyTooFar( NPCS.NPC->enemy, 0, qtrue ) )
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{//Enemy is close enough to shoot - FIXME: this next func does this also, but need to know here for info on whether ot not to turn later
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NPC_CheckCanAttack( 1.0, qfalse );
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turned = qtrue;
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}
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}
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curAnim = NPCS.NPC->client->ps.legsAnim;
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if(curAnim != BOTH_ATTACK1 && curAnim != BOTH_ATTACK2 && curAnim != BOTH_ATTACK3 && curAnim != BOTH_MELEE1 && curAnim != BOTH_MELEE2 )
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{//Don't move toward enemy if we're in a full-body attack anim
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//FIXME, use IdealDistance to determin if we need to close distance
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VectorSubtract(NPCS.NPC->enemy->r.currentOrigin, NPCS.NPC->r.currentOrigin, vec);
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enemyDist = VectorLength(vec);
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if( enemyDist > 48 && ((enemyDist*1.5)*(enemyDist*1.5) >= NPC_MaxDistSquaredForWeapon() ||
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oEVis != VIS_SHOOT ||
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//!(ucmd.buttons & BUTTON_ATTACK) ||
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enemyDist > IdealDistance(NPCS.NPC)*3 ) )
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{//We should close in?
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NPCS.NPCInfo->goalEntity = NPCS.NPC->enemy;
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NPC_MoveToGoal( qtrue );
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}
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else if(enemyDist < IdealDistance(NPCS.NPC))
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{//We should back off?
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//if(ucmd.buttons & BUTTON_ATTACK)
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{
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NPCS.NPCInfo->goalEntity = NPCS.NPC->enemy;
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NPCS.NPCInfo->goalRadius = 12;
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NPC_MoveToGoal( qtrue );
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NPCS.ucmd.forwardmove *= -1;
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NPCS.ucmd.rightmove *= -1;
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VectorScale( NPCS.NPC->client->ps.moveDir, -1, NPCS.NPC->client->ps.moveDir );
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NPCS.ucmd.buttons |= BUTTON_WALKING;
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}
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}//otherwise, stay where we are
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}
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}
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else
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{//ok, stand guard until we find an enemy
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if( NPCS.NPCInfo->tempBehavior == BS_HUNT_AND_KILL )
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{
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NPCS.NPCInfo->tempBehavior = BS_DEFAULT;
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}
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else
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{
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NPCS.NPCInfo->tempBehavior = BS_STAND_GUARD;
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NPC_BSStandGuard();
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}
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return;
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}
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if(!turned)
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{
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NPC_UpdateAngles(qtrue, qtrue);
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}
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}
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void NPC_BSStandAndShoot (void)
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{
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//FIXME:
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//When our numbers outnumber enemies 3 to 1, or only one of them,
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//go into hunt and kill mode
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//FIXME:
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//When they're all dead, go to some script or wander off to sickbay?
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if(NPCS.NPC->client->playerTeam && NPCS.NPC->client->enemyTeam)
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{
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//FIXME: don't realize this right away- or else enemies show up and we're standing around
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/*
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if( teamNumbers[NPC->enemyTeam] == 0 )
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{//ok, stand guard until we find another enemy
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//reset our rush counter
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teamCounter[NPC->playerTeam] = 0;
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NPCInfo->tempBehavior = BS_STAND_GUARD;
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NPC_BSStandGuard();
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return;
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}*/
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/*
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//FIXME: whether to do this or not should be settable
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else if( NPC->playerTeam != TEAM_BORG )//Borg don't rush
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{
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//FIXME: In case reinforcements show up, we should wait a few seconds
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//and keep checking before rushing!
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//Also: what if not everyone on our team is going after playerTeam?
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//Also: our team count includes medics!
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if(NPC->health > 25)
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{//Can we rush the enemy?
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if(teamNumbers[NPC->enemyTeam] == 1 ||
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teamNumbers[NPC->playerTeam] >= teamNumbers[NPC->enemyTeam]*3)
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{//Only one of them or we outnumber 3 to 1
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if(teamStrength[NPC->playerTeam] >= 75 ||
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(teamStrength[NPC->playerTeam] >= 50 && teamStrength[NPC->playerTeam] > teamStrength[NPC->enemyTeam]))
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{//Our team is strong enough to rush
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teamCounter[NPC->playerTeam]++;
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if(teamNumbers[NPC->playerTeam] * 17 <= teamCounter[NPC->playerTeam])
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{//ok, we waited 1.7 think cycles on average and everyone is go, let's do it!
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//FIXME: Should we do this to everyone on our team?
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NPCInfo->behaviorState = BS_HUNT_AND_KILL;
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//FIXME: if the tide changes, we should retreat!
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//FIXME: when do we reset the counter?
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NPC_BSHuntAndKill ();
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return;
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}
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}
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else//Oops! Something's wrong, reset the counter to rush
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teamCounter[NPC->playerTeam] = 0;
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}
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else//Oops! Something's wrong, reset the counter to rush
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teamCounter[NPC->playerTeam] = 0;
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}
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}
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*/
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}
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NPC_CheckEnemy(qtrue, qfalse, qtrue);
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if(NPCS.NPCInfo->duckDebounceTime > level.time && NPCS.NPC->client->ps.weapon != WP_SABER )
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{
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NPCS.ucmd.upmove = -127;
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if(NPCS.NPC->enemy)
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{
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NPC_CheckCanAttack(1.0, qtrue);
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}
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return;
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}
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if(NPCS.NPC->enemy)
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{
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if(!NPC_StandTrackAndShoot( NPCS.NPC, qtrue ))
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{//That func didn't update our angles
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NPCS.NPCInfo->desiredYaw = NPCS.NPC->client->ps.viewangles[YAW];
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NPCS.NPCInfo->desiredPitch = NPCS.NPC->client->ps.viewangles[PITCH];
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NPC_UpdateAngles(qtrue, qtrue);
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}
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}
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else
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{
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NPCS.NPCInfo->desiredYaw = NPCS.NPC->client->ps.viewangles[YAW];
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NPCS.NPCInfo->desiredPitch = NPCS.NPC->client->ps.viewangles[PITCH];
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NPC_UpdateAngles(qtrue, qtrue);
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// NPC_BSIdle();//only moves if we have a goal
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}
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}
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void NPC_BSRunAndShoot (void)
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{
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/*if(NPC->playerTeam && NPC->enemyTeam)
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{
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//FIXME: don't realize this right away- or else enemies show up and we're standing around
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if( teamNumbers[NPC->enemyTeam] == 0 )
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{//ok, stand guard until we find another enemy
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//reset our rush counter
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teamCounter[NPC->playerTeam] = 0;
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NPCInfo->tempBehavior = BS_STAND_GUARD;
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NPC_BSStandGuard();
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return;
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}
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}*/
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//NOTE: are we sure we want ALL run and shoot people to move this way?
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//Shouldn't it check to see if we have an enemy and our enemy is our goal?!
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//Moved that check into NPC_MoveToGoal
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//NPCInfo->combatMove = qtrue;
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NPC_CheckEnemy( qtrue, qfalse, qtrue );
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if ( NPCS.NPCInfo->duckDebounceTime > level.time ) // && NPCInfo->hidingGoal )
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{
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NPCS.ucmd.upmove = -127;
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if ( NPCS.NPC->enemy )
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{
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NPC_CheckCanAttack( 1.0, qfalse );
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}
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return;
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}
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if ( NPCS.NPC->enemy )
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{
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int monitor = NPCS.NPC->cantHitEnemyCounter;
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NPC_StandTrackAndShoot( NPCS.NPC, qfalse );//(NPCInfo->hidingGoal != NULL) );
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if ( !(NPCS.ucmd.buttons & BUTTON_ATTACK) && NPCS.ucmd.upmove >= 0 && NPCS.NPC->cantHitEnemyCounter > monitor )
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{//not crouching and not firing
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vec3_t vec;
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VectorSubtract( NPCS.NPC->enemy->r.currentOrigin, NPCS.NPC->r.currentOrigin, vec );
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vec[2] = 0;
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if ( VectorLength( vec ) > 128 || NPCS.NPC->cantHitEnemyCounter >= 10 )
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{//run at enemy if too far away
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//The cantHitEnemyCounter getting high has other repercussions
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//100 (10 seconds) will make you try to pick a new enemy...
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//But we're chasing, so we clamp it at 50 here
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if ( NPCS.NPC->cantHitEnemyCounter > 60 )
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{
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NPCS.NPC->cantHitEnemyCounter = 60;
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}
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if ( NPCS.NPC->cantHitEnemyCounter >= (NPCS.NPCInfo->stats.aggression+1) * 10 )
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{
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NPC_LostEnemyDecideChase();
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}
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//chase and face
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NPCS.ucmd.angles[YAW] = 0;
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NPCS.ucmd.angles[PITCH] = 0;
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NPCS.NPCInfo->goalEntity = NPCS.NPC->enemy;
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NPCS.NPCInfo->goalRadius = 12;
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//NAV_ClearLastRoute(NPC);
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NPC_MoveToGoal( qtrue );
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NPC_UpdateAngles(qtrue, qtrue);
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}
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else
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{
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//FIXME: this could happen if they're just on the other side
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//of a thin wall or something else blocking out shot. That
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//would make us just stand there and not go around it...
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//but maybe it's okay- might look like we're waiting for
|
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//him to come out...?
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//Current solution: runs around if cantHitEnemyCounter gets
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//to 10 (1 second).
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}
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}
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else
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{//Clear the can't hit enemy counter here
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NPCS.NPC->cantHitEnemyCounter = 0;
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}
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|
}
|
|
else
|
|
{
|
|
if ( NPCS.NPCInfo->tempBehavior == BS_HUNT_AND_KILL )
|
|
{//lost him, go back to what we were doing before
|
|
NPCS.NPCInfo->tempBehavior = BS_DEFAULT;
|
|
return;
|
|
}
|
|
|
|
// NPC_BSRun();//only moves if we have a goal
|
|
}
|
|
}
|
|
|
|
//Simply turn until facing desired angles
|
|
void NPC_BSFace (void)
|
|
{
|
|
//FIXME: once you stop sending turning info, they reset to whatever their delta_angles was last????
|
|
//Once this is over, it snaps back to what it was facing before- WHY???
|
|
if( NPC_UpdateAngles ( qtrue, qtrue ) )
|
|
{
|
|
trap->ICARUS_TaskIDComplete( (sharedEntity_t *)NPCS.NPC, TID_BSTATE );
|
|
|
|
NPCS.NPCInfo->desiredYaw = NPCS.client->ps.viewangles[YAW];
|
|
NPCS.NPCInfo->desiredPitch = NPCS.client->ps.viewangles[PITCH];
|
|
|
|
NPCS.NPCInfo->aimTime = 0;//ok to turn normally now
|
|
}
|
|
}
|
|
|
|
void NPC_BSPointShoot (qboolean shoot)
|
|
{//FIXME: doesn't check for clear shot...
|
|
vec3_t muzzle, dir, angles, org;
|
|
|
|
if ( !NPCS.NPC->enemy || !NPCS.NPC->enemy->inuse || (NPCS.NPC->enemy->NPC && NPCS.NPC->enemy->health <= 0) )
|
|
{//FIXME: should still keep shooting for a second or two after they actually die...
|
|
trap->ICARUS_TaskIDComplete( (sharedEntity_t *)NPCS.NPC, TID_BSTATE );
|
|
goto finished;
|
|
}
|
|
|
|
CalcEntitySpot(NPCS.NPC, SPOT_WEAPON, muzzle);
|
|
CalcEntitySpot(NPCS.NPC->enemy, SPOT_HEAD, org);//Was spot_org
|
|
//Head is a little high, so let's aim for the chest:
|
|
if ( NPCS.NPC->enemy->client )
|
|
{
|
|
org[2] -= 12;//NOTE: is this enough?
|
|
}
|
|
|
|
VectorSubtract(org, muzzle, dir);
|
|
vectoangles(dir, angles);
|
|
|
|
switch( NPCS.NPC->client->ps.weapon )
|
|
{
|
|
case WP_NONE:
|
|
case WP_STUN_BATON:
|
|
case WP_SABER:
|
|
//don't do any pitch change if not holding a firing weapon
|
|
break;
|
|
default:
|
|
NPCS.NPCInfo->desiredPitch = NPCS.NPCInfo->lockedDesiredPitch = AngleNormalize360(angles[PITCH]);
|
|
break;
|
|
}
|
|
|
|
NPCS.NPCInfo->desiredYaw = NPCS.NPCInfo->lockedDesiredYaw = AngleNormalize360(angles[YAW]);
|
|
|
|
if ( NPC_UpdateAngles ( qtrue, qtrue ) )
|
|
{//FIXME: if angles clamped, this may never work!
|
|
//NPCInfo->shotTime = NPC->attackDebounceTime = 0;
|
|
|
|
if ( shoot )
|
|
{//FIXME: needs to hold this down if using a weapon that requires it, like phaser...
|
|
NPCS.ucmd.buttons |= BUTTON_ATTACK;
|
|
}
|
|
|
|
//if ( !shoot || !(NPC->svFlags & SVF_LOCKEDENEMY) )
|
|
if (1)
|
|
{//If locked_enemy is on, dont complete until it is destroyed...
|
|
trap->ICARUS_TaskIDComplete( (sharedEntity_t *)NPCS.NPC, TID_BSTATE );
|
|
goto finished;
|
|
}
|
|
}
|
|
//else if ( shoot && (NPC->svFlags & SVF_LOCKEDENEMY) )
|
|
if (0)
|
|
{//shooting them till their dead, not aiming right at them yet...
|
|
/*
|
|
qboolean movingTarget = qfalse;
|
|
|
|
if ( NPC->enemy->client )
|
|
{
|
|
if ( VectorLengthSquared( NPC->enemy->client->ps.velocity ) )
|
|
{
|
|
movingTarget = qtrue;
|
|
}
|
|
}
|
|
else if ( VectorLengthSquared( NPC->enemy->s.pos.trDelta ) )
|
|
{
|
|
movingTarget = qtrue;
|
|
}
|
|
|
|
if (movingTarget )
|
|
*/
|
|
{
|
|
float dist = VectorLength( dir );
|
|
float yawMiss, yawMissAllow = NPCS.NPC->enemy->r.maxs[0];
|
|
float pitchMiss, pitchMissAllow = (NPCS.NPC->enemy->r.maxs[2] - NPCS.NPC->enemy->r.mins[2])/2;
|
|
|
|
if ( yawMissAllow < 8.0f )
|
|
{
|
|
yawMissAllow = 8.0f;
|
|
}
|
|
|
|
if ( pitchMissAllow < 8.0f )
|
|
{
|
|
pitchMissAllow = 8.0f;
|
|
}
|
|
|
|
yawMiss = tan(DEG2RAD(AngleDelta ( NPCS.NPC->client->ps.viewangles[YAW], NPCS.NPCInfo->desiredYaw ))) * dist;
|
|
pitchMiss = tan(DEG2RAD(AngleDelta ( NPCS.NPC->client->ps.viewangles[PITCH], NPCS.NPCInfo->desiredPitch))) * dist;
|
|
|
|
if ( yawMissAllow >= yawMiss && pitchMissAllow > pitchMiss )
|
|
{
|
|
NPCS.ucmd.buttons |= BUTTON_ATTACK;
|
|
}
|
|
}
|
|
}
|
|
|
|
return;
|
|
|
|
finished:
|
|
NPCS.NPCInfo->desiredYaw = NPCS.client->ps.viewangles[YAW];
|
|
NPCS.NPCInfo->desiredPitch = NPCS.client->ps.viewangles[PITCH];
|
|
|
|
NPCS.NPCInfo->aimTime = 0;//ok to turn normally now
|
|
}
|
|
|
|
/*
|
|
void NPC_BSMove(void)
|
|
Move in a direction, face another
|
|
*/
|
|
void NPC_BSMove(void)
|
|
{
|
|
gentity_t *goal = NULL;
|
|
|
|
NPC_CheckEnemy(qtrue, qfalse, qtrue);
|
|
if(NPCS.NPC->enemy)
|
|
{
|
|
NPC_CheckCanAttack(1.0, qfalse);
|
|
}
|
|
else
|
|
{
|
|
NPC_UpdateAngles(qtrue, qtrue);
|
|
}
|
|
|
|
goal = UpdateGoal();
|
|
if(goal)
|
|
{
|
|
// NPCInfo->moveToGoalMod = 1.0;
|
|
|
|
NPC_SlideMoveToGoal();
|
|
}
|
|
}
|
|
|
|
/*
|
|
void NPC_BSShoot(void)
|
|
Move in a direction, face another
|
|
*/
|
|
|
|
void NPC_BSShoot(void)
|
|
{
|
|
// NPC_BSMove();
|
|
|
|
NPCS.enemyVisibility = VIS_SHOOT;
|
|
|
|
if ( NPCS.client->ps.weaponstate != WEAPON_READY && NPCS.client->ps.weaponstate != WEAPON_FIRING )
|
|
{
|
|
NPCS.client->ps.weaponstate = WEAPON_READY;
|
|
}
|
|
|
|
WeaponThink(qtrue);
|
|
}
|
|
|
|
/*
|
|
void NPC_BSPatrol( void )
|
|
|
|
Same as idle, but you look for enemies every "vigilance"
|
|
using your angles, HFOV, VFOV and visrange, and listen for sounds within earshot...
|
|
*/
|
|
void NPC_BSPatrol( void )
|
|
{
|
|
//int alertEventNum;
|
|
|
|
if(level.time > NPCS.NPCInfo->enemyCheckDebounceTime)
|
|
{
|
|
NPCS.NPCInfo->enemyCheckDebounceTime = level.time + (NPCS.NPCInfo->stats.vigilance * 1000);
|
|
NPC_CheckEnemy(qtrue, qfalse, qtrue);
|
|
if(NPCS.NPC->enemy)
|
|
{//FIXME: do anger script
|
|
NPCS.NPCInfo->behaviorState = BS_HUNT_AND_KILL;
|
|
//NPC_AngerSound();
|
|
return;
|
|
}
|
|
}
|
|
|
|
//FIXME: Implement generic sound alerts
|
|
/*
|
|
alertEventNum = NPC_CheckAlertEvents( qtrue, qtrue );
|
|
if( alertEventNum != -1 )
|
|
{//If we heard something, see if we should check it out
|
|
if ( NPC_CheckInvestigate( alertEventNum ) )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
*/
|
|
|
|
NPCS.NPCInfo->investigateSoundDebounceTime = 0;
|
|
//FIXME if there is no nav data, we need to do something else
|
|
// if we're stuck, try to move around it
|
|
if ( UpdateGoal() )
|
|
{
|
|
NPC_MoveToGoal( qtrue );
|
|
}
|
|
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
|
|
NPCS.ucmd.buttons |= BUTTON_WALKING;
|
|
}
|
|
|
|
/*
|
|
void NPC_BSDefault(void)
|
|
uses various scriptflags to determine how an npc should behave
|
|
*/
|
|
extern void NPC_CheckGetNewWeapon( void );
|
|
extern void NPC_BSST_Attack( void );
|
|
|
|
void NPC_BSDefault( void )
|
|
{
|
|
// vec3_t enemyDir;
|
|
// float enemyDist;
|
|
// float shootDist;
|
|
// qboolean enemyFOV = qfalse;
|
|
// qboolean enemyShotFOV = qfalse;
|
|
// qboolean enemyPVS = qfalse;
|
|
// vec3_t enemyHead;
|
|
// vec3_t muzzle;
|
|
// qboolean enemyLOS = qfalse;
|
|
// qboolean enemyCS = qfalse;
|
|
qboolean move = qtrue;
|
|
// qboolean shoot = qfalse;
|
|
|
|
|
|
if( NPCS.NPCInfo->scriptFlags & SCF_FIRE_WEAPON )
|
|
{
|
|
WeaponThink( qtrue );
|
|
}
|
|
|
|
if ( NPCS.NPCInfo->scriptFlags & SCF_FORCED_MARCH )
|
|
{//being forced to walk
|
|
if( NPCS.NPC->client->ps.torsoAnim != TORSO_SURRENDER_START )
|
|
{
|
|
NPC_SetAnim( NPCS.NPC, SETANIM_TORSO, TORSO_SURRENDER_START, SETANIM_FLAG_HOLD );
|
|
}
|
|
}
|
|
//look for a new enemy if don't have one and are allowed to look, validate current enemy if have one
|
|
NPC_CheckEnemy( (NPCS.NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES), qfalse, qtrue );
|
|
if ( !NPCS.NPC->enemy )
|
|
{//still don't have an enemy
|
|
if ( !(NPCS.NPCInfo->scriptFlags&SCF_IGNORE_ALERTS) )
|
|
{//check for alert events
|
|
//FIXME: Check Alert events, see if we should investigate or just look at it
|
|
int alertEvent = NPC_CheckAlertEvents( qtrue, qtrue, -1, qtrue, AEL_DISCOVERED );
|
|
|
|
//There is an event to look at
|
|
if ( alertEvent >= 0 && level.alertEvents[alertEvent].ID != NPCS.NPCInfo->lastAlertID )
|
|
{//heard/saw something
|
|
if ( level.alertEvents[alertEvent].level >= AEL_DISCOVERED && (NPCS.NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES) )
|
|
{//was a big event
|
|
if ( level.alertEvents[alertEvent].owner && level.alertEvents[alertEvent].owner->client && level.alertEvents[alertEvent].owner->health >= 0 && level.alertEvents[alertEvent].owner->client->playerTeam == NPCS.NPC->client->enemyTeam )
|
|
{//an enemy
|
|
G_SetEnemy( NPCS.NPC, level.alertEvents[alertEvent].owner );
|
|
}
|
|
}
|
|
else
|
|
{//FIXME: investigate lesser events
|
|
}
|
|
}
|
|
//FIXME: also check our allies' condition?
|
|
}
|
|
}
|
|
|
|
if ( NPCS.NPC->enemy && !(NPCS.NPCInfo->scriptFlags&SCF_FORCED_MARCH) )
|
|
{
|
|
// just use the stormtrooper attack AI...
|
|
NPC_CheckGetNewWeapon();
|
|
if ( NPCS.NPC->client->leader
|
|
&& NPCS.NPCInfo->goalEntity == NPCS.NPC->client->leader
|
|
&& !trap->ICARUS_TaskIDPending( (sharedEntity_t *)NPCS.NPC, TID_MOVE_NAV ) )
|
|
{
|
|
NPC_ClearGoal();
|
|
}
|
|
NPC_BSST_Attack();
|
|
return;
|
|
/*
|
|
//have an enemy
|
|
//FIXME: if one of these fails, meaning we can't shoot, do we really need to do the rest?
|
|
VectorSubtract( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, enemyDir );
|
|
enemyDist = VectorNormalize( enemyDir );
|
|
enemyDist *= enemyDist;
|
|
shootDist = NPC_MaxDistSquaredForWeapon();
|
|
|
|
enemyFOV = InFOV( NPC->enemy, NPC, NPCInfo->stats.hfov, NPCInfo->stats.vfov );
|
|
enemyShotFOV = InFOV( NPC->enemy, NPC, 20, 20 );
|
|
enemyPVS = trap->inPVS( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin );
|
|
|
|
if ( enemyPVS )
|
|
{//in the pvs
|
|
trace_t tr;
|
|
|
|
CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemyHead );
|
|
enemyHead[2] -= Q_flrand( 0.0f, NPC->enemy->maxs[2]*0.5f );
|
|
CalcEntitySpot( NPC, SPOT_WEAPON, muzzle );
|
|
enemyLOS = NPC_ClearLOS( muzzle, enemyHead );
|
|
|
|
trap->trace ( &tr, muzzle, vec3_origin, vec3_origin, enemyHead, NPC->s.number, MASK_SHOT );
|
|
enemyCS = NPC_EvaluateShot( tr.entityNum, qtrue );
|
|
}
|
|
else
|
|
{//skip thr 2 traces since they would have to fail
|
|
enemyLOS = qfalse;
|
|
enemyCS = qfalse;
|
|
}
|
|
|
|
if ( enemyCS && enemyShotFOV )
|
|
{//can hit enemy if we want
|
|
NPC->cantHitEnemyCounter = 0;
|
|
}
|
|
else
|
|
{//can't hit
|
|
NPC->cantHitEnemyCounter++;
|
|
}
|
|
|
|
if ( enemyCS && enemyShotFOV && enemyDist < shootDist )
|
|
{//can shoot
|
|
shoot = qtrue;
|
|
if ( NPCInfo->goalEntity == NPC->enemy )
|
|
{//my goal is my enemy and I have a clear shot, no need to chase right now
|
|
move = qfalse;
|
|
}
|
|
}
|
|
else
|
|
{//don't shoot yet, keep chasing
|
|
shoot = qfalse;
|
|
move = qtrue;
|
|
}
|
|
|
|
//shoot decision
|
|
if ( !(NPCInfo->scriptFlags&SCF_DONT_FIRE) )
|
|
{//try to shoot
|
|
if ( NPC->enemy )
|
|
{
|
|
if ( shoot )
|
|
{
|
|
if( !(NPCInfo->scriptFlags & SCF_FIRE_WEAPON) ) // we've already fired, no need to do it again here
|
|
{
|
|
WeaponThink( qtrue );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//chase decision
|
|
if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
|
|
{//go after him
|
|
NPCInfo->goalEntity = NPC->enemy;
|
|
//FIXME: don't need to chase when have a clear shot and in range?
|
|
if ( !enemyCS && NPC->cantHitEnemyCounter > 60 )
|
|
{//haven't been able to shoot enemy for about 6 seconds, need to do something
|
|
//FIXME: combat points? Just chase?
|
|
if ( enemyPVS )
|
|
{//in my PVS, just pick a combat point
|
|
//FIXME: implement
|
|
}
|
|
else
|
|
{//just chase him
|
|
}
|
|
}
|
|
//FIXME: in normal behavior, should we use combat Points? Do we care? Is anyone actually going to ever use this AI?
|
|
}
|
|
else if ( NPC->cantHitEnemyCounter > 60 )
|
|
{//pick a new one
|
|
NPC_CheckEnemy( qtrue, qfalse, qtrue );
|
|
}
|
|
|
|
if ( enemyPVS && enemyLOS )//&& !enemyShotFOV )
|
|
{//have a clear LOS to him//, but not looking at him
|
|
//Find the desired angles
|
|
vec3_t angles;
|
|
|
|
GetAnglesForDirection( muzzle, enemyHead, angles );
|
|
|
|
NPCInfo->desiredYaw = AngleNormalize180( angles[YAW] );
|
|
NPCInfo->desiredPitch = AngleNormalize180( angles[PITCH] );
|
|
}
|
|
*/
|
|
}
|
|
|
|
if ( UpdateGoal() )
|
|
{//have a goal
|
|
if ( !NPCS.NPC->enemy
|
|
&& NPCS.NPC->client->leader
|
|
&& NPCS.NPCInfo->goalEntity == NPCS.NPC->client->leader
|
|
&& !trap->ICARUS_TaskIDPending( (sharedEntity_t *)NPCS.NPC, TID_MOVE_NAV ) )
|
|
{
|
|
NPC_BSFollowLeader();
|
|
}
|
|
else
|
|
{
|
|
//set angles
|
|
if ( (NPCS.NPCInfo->scriptFlags & SCF_FACE_MOVE_DIR) || NPCS.NPCInfo->goalEntity != NPCS.NPC->enemy )
|
|
{//face direction of movement, NOTE: default behavior when not chasing enemy
|
|
NPCS.NPCInfo->combatMove = qfalse;
|
|
}
|
|
else
|
|
{//face goal.. FIXME: what if have a navgoal but want to face enemy while moving? Will this do that?
|
|
vec3_t dir, angles;
|
|
|
|
NPCS.NPCInfo->combatMove = qfalse;
|
|
|
|
VectorSubtract( NPCS.NPCInfo->goalEntity->r.currentOrigin, NPCS.NPC->r.currentOrigin, dir );
|
|
vectoangles( dir, angles );
|
|
NPCS.NPCInfo->desiredYaw = angles[YAW];
|
|
if ( NPCS.NPCInfo->goalEntity == NPCS.NPC->enemy )
|
|
{
|
|
NPCS.NPCInfo->desiredPitch = angles[PITCH];
|
|
}
|
|
}
|
|
|
|
//set movement
|
|
//override default walk/run behavior
|
|
//NOTE: redundant, done in NPC_ApplyScriptFlags
|
|
if ( NPCS.NPCInfo->scriptFlags & SCF_RUNNING )
|
|
{
|
|
NPCS.ucmd.buttons &= ~BUTTON_WALKING;
|
|
}
|
|
else if ( NPCS.NPCInfo->scriptFlags & SCF_WALKING )
|
|
{
|
|
NPCS.ucmd.buttons |= BUTTON_WALKING;
|
|
}
|
|
else if ( NPCS.NPCInfo->goalEntity == NPCS.NPC->enemy )
|
|
{
|
|
NPCS.ucmd.buttons &= ~BUTTON_WALKING;
|
|
}
|
|
else
|
|
{
|
|
NPCS.ucmd.buttons |= BUTTON_WALKING;
|
|
}
|
|
|
|
if ( NPCS.NPCInfo->scriptFlags & SCF_FORCED_MARCH )
|
|
{//being forced to walk
|
|
//if ( g_crosshairEntNum != NPC->s.number )
|
|
if (!NPC_SomeoneLookingAtMe(NPCS.NPC))
|
|
{//don't walk if player isn't aiming at me
|
|
move = qfalse;
|
|
}
|
|
}
|
|
|
|
if ( move )
|
|
{
|
|
//move toward goal
|
|
NPC_MoveToGoal( qtrue );
|
|
}
|
|
}
|
|
}
|
|
else if ( !NPCS.NPC->enemy && NPCS.NPC->client->leader )
|
|
{
|
|
NPC_BSFollowLeader();
|
|
}
|
|
|
|
//update angles
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
}
|