jkxr/Projects/Android/jni/OpenJK/codemp/game/NPC_AI_Jedi.c

6335 lines
198 KiB
C

/*
===========================================================================
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
#include "b_local.h"
#include "g_nav.h"
#include "anims.h"
#include "w_saber.h"
extern qboolean BG_SabersOff( playerState_t *ps );
extern void CG_DrawAlert( vec3_t origin, float rating );
extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
extern void ForceJump( gentity_t *self, usercmd_t *ucmd );
#define MAX_VIEW_DIST 2048
#define MAX_VIEW_SPEED 100
#define JEDI_MAX_LIGHT_INTENSITY 64
#define JEDI_MIN_LIGHT_THRESHOLD 10
#define JEDI_MAX_LIGHT_THRESHOLD 50
#define DISTANCE_SCALE 0.25f
#define SPEED_SCALE 0.25f
#define FOV_SCALE 0.5f
#define LIGHT_SCALE 0.25f
#define REALIZE_THRESHOLD 0.6f
#define CAUTIOUS_THRESHOLD ( REALIZE_THRESHOLD * 0.3 )
#define MAX_CHECK_THRESHOLD 1
extern void NPC_ClearLookTarget( gentity_t *self );
extern void NPC_SetLookTarget( gentity_t *self, int entNum, int clearTime );
extern void NPC_TempLookTarget( gentity_t *self, int lookEntNum, int minLookTime, int maxLookTime );
extern qboolean G_ExpandPointToBBox( vec3_t point, const vec3_t mins, const vec3_t maxs, int ignore, int clipmask );
extern qboolean NPC_CheckEnemyStealth( void );
extern void G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath );
extern gitem_t *BG_FindItemForAmmo( ammo_t ammo );
extern void ForceThrow( gentity_t *self, qboolean pull );
extern void ForceLightning( gentity_t *self );
extern void ForceHeal( gentity_t *self );
extern void ForceRage( gentity_t *self );
extern void ForceProtect( gentity_t *self );
extern void ForceAbsorb( gentity_t *self );
extern int WP_MissileBlockForBlock( int saberBlock );
extern qboolean G_GetHitLocFromSurfName( gentity_t *ent, const char *surfName, int *hitLoc, vec3_t point, vec3_t dir, vec3_t bladeDir, int mod );
extern qboolean WP_ForcePowerUsable( gentity_t *self, forcePowers_t forcePower );
extern qboolean WP_ForcePowerAvailable( gentity_t *self, forcePowers_t forcePower, int overrideAmt );
extern void WP_ForcePowerStop( gentity_t *self, forcePowers_t forcePower );
extern void WP_DeactivateSaber( gentity_t *self, qboolean clearLength ); //clearLength = qfalse
extern void WP_ActivateSaber( gentity_t *self );
extern qboolean PM_SaberInStart( int move );
extern qboolean BG_SaberInSpecialAttack( int anim );
extern qboolean BG_SaberInAttack( int move );
extern qboolean PM_SaberInBounce( int move );
extern qboolean PM_SaberInParry( int move );
extern qboolean PM_SaberInKnockaway( int move );
extern qboolean PM_SaberInBrokenParry( int move );
extern qboolean PM_SaberInDeflect( int move );
extern qboolean BG_SpinningSaberAnim( int anim );
extern qboolean BG_FlippingAnim( int anim );
extern qboolean PM_RollingAnim( int anim );
extern qboolean PM_InKnockDown( playerState_t *ps );
extern qboolean BG_InRoll( playerState_t *ps, int anim );
extern qboolean BG_CrouchAnim( int anim );
extern qboolean NPC_SomeoneLookingAtMe(gentity_t *ent);
extern int WP_GetVelocityForForceJump( gentity_t *self, vec3_t jumpVel, usercmd_t *ucmd );
extern void G_TestLine(vec3_t start, vec3_t end, int color, int time);
static void Jedi_Aggression( gentity_t *self, int change );
qboolean Jedi_WaitingAmbush( gentity_t *self );
extern int bg_parryDebounce[];
static int jediSpeechDebounceTime[TEAM_NUM_TEAMS];//used to stop several jedi from speaking all at once
//Local state enums
enum
{
LSTATE_NONE = 0,
LSTATE_UNDERFIRE,
LSTATE_INVESTIGATE,
};
void NPC_ShadowTrooper_Precache( void )
{
RegisterItem( BG_FindItemForAmmo( AMMO_FORCE ) );
G_SoundIndex( "sound/chars/shadowtrooper/cloak.wav" );
G_SoundIndex( "sound/chars/shadowtrooper/decloak.wav" );
}
void Jedi_ClearTimers( gentity_t *ent )
{
TIMER_Set( ent, "roamTime", 0 );
TIMER_Set( ent, "chatter", 0 );
TIMER_Set( ent, "strafeLeft", 0 );
TIMER_Set( ent, "strafeRight", 0 );
TIMER_Set( ent, "noStrafe", 0 );
TIMER_Set( ent, "walking", 0 );
TIMER_Set( ent, "taunting", 0 );
TIMER_Set( ent, "parryTime", 0 );
TIMER_Set( ent, "parryReCalcTime", 0 );
TIMER_Set( ent, "forceJumpChasing", 0 );
TIMER_Set( ent, "jumpChaseDebounce", 0 );
TIMER_Set( ent, "moveforward", 0 );
TIMER_Set( ent, "moveback", 0 );
TIMER_Set( ent, "movenone", 0 );
TIMER_Set( ent, "moveright", 0 );
TIMER_Set( ent, "moveleft", 0 );
TIMER_Set( ent, "movecenter", 0 );
TIMER_Set( ent, "saberLevelDebounce", 0 );
TIMER_Set( ent, "noRetreat", 0 );
TIMER_Set( ent, "holdLightning", 0 );
TIMER_Set( ent, "gripping", 0 );
TIMER_Set( ent, "draining", 0 );
TIMER_Set( ent, "noturn", 0 );
}
void Jedi_PlayBlockedPushSound( gentity_t *self )
{
if ( self->s.number >= 0 && self->s.number < MAX_CLIENTS )
{
G_AddVoiceEvent( self, EV_PUSHFAIL, 3000 );
}
else if ( self->health > 0 && self->NPC && self->NPC->blockedSpeechDebounceTime < level.time )
{
G_AddVoiceEvent( self, EV_PUSHFAIL, 3000 );
self->NPC->blockedSpeechDebounceTime = level.time + 3000;
}
}
void Jedi_PlayDeflectSound( gentity_t *self )
{
if ( self->s.number >= 0 && self->s.number < MAX_CLIENTS )
{
G_AddVoiceEvent( self, Q_irand( EV_DEFLECT1, EV_DEFLECT3 ), 3000 );
}
else if ( self->health > 0 && self->NPC && self->NPC->blockedSpeechDebounceTime < level.time )
{
G_AddVoiceEvent( self, Q_irand( EV_DEFLECT1, EV_DEFLECT3 ), 3000 );
self->NPC->blockedSpeechDebounceTime = level.time + 3000;
}
}
void NPC_Jedi_PlayConfusionSound( gentity_t *self )
{
if ( self->health > 0 )
{
if ( self->client && ( self->client->NPC_class == CLASS_TAVION || self->client->NPC_class == CLASS_DESANN ) )
{
G_AddVoiceEvent( self, Q_irand( EV_CONFUSE1, EV_CONFUSE3 ), 2000 );
}
else if ( Q_irand( 0, 1 ) )
{
G_AddVoiceEvent( self, Q_irand( EV_TAUNT1, EV_TAUNT3 ), 2000 );
}
else
{
G_AddVoiceEvent( self, Q_irand( EV_GLOAT1, EV_GLOAT3 ), 2000 );
}
}
}
qboolean Jedi_CultistDestroyer( gentity_t *self )
{
if ( !self || !self->client )
{
return qfalse;
}
if( self->client->NPC_class == CLASS_REBORN &&
self->s.weapon == WP_MELEE &&
!Q_stricmp( "cultist_destroyer", self->NPC_type ) )
{
return qtrue;
}
return qfalse;
}
void Boba_Precache( void )
{
G_SoundIndex( "sound/boba/jeton.wav" );
G_SoundIndex( "sound/boba/jethover.wav" );
G_SoundIndex( "sound/effects/combustfire.mp3" );
G_EffectIndex( "boba/jet" );
G_EffectIndex( "boba/fthrw" );
}
extern void G_CreateG2AttachedWeaponModel( gentity_t *ent, const char *weaponModel, int boltNum, int weaponNum );
extern void ChangeWeapon( gentity_t *ent, int newWeapon );
void Boba_ChangeWeapon( int wp )
{
if ( NPCS.NPC->s.weapon == wp )
{
return;
}
NPC_ChangeWeapon( wp );
G_AddEvent( NPCS.NPC, EV_GENERAL_SOUND, G_SoundIndex( "sound/weapons/change.wav" ));
}
void WP_ResistForcePush( gentity_t *self, gentity_t *pusher, qboolean noPenalty )
{
int parts;
qboolean runningResist = qfalse;
if ( !self || self->health <= 0 || !self->client || !pusher || !pusher->client )
{
return;
}
if ( ((self->s.number >= 0 && self->s.number < MAX_CLIENTS) || self->client->NPC_class == CLASS_DESANN || !Q_stricmp("Yoda",self->NPC_type) || self->client->NPC_class == CLASS_LUKE)
&& (VectorLengthSquared( self->client->ps.velocity ) > 10000 || self->client->ps.fd.forcePowerLevel[FP_PUSH] >= FORCE_LEVEL_3 || self->client->ps.fd.forcePowerLevel[FP_PULL] >= FORCE_LEVEL_3 ) )
{
runningResist = qtrue;
}
if ( !runningResist
&& self->client->ps.groundEntityNum != ENTITYNUM_NONE
&& !BG_SpinningSaberAnim( self->client->ps.legsAnim )
&& !BG_FlippingAnim( self->client->ps.legsAnim )
&& !PM_RollingAnim( self->client->ps.legsAnim )
&& !PM_InKnockDown( &self->client->ps )
&& !BG_CrouchAnim( self->client->ps.legsAnim ))
{//if on a surface and not in a spin or flip, play full body resist
parts = SETANIM_BOTH;
}
else
{//play resist just in torso
parts = SETANIM_TORSO;
}
NPC_SetAnim( self, parts, BOTH_RESISTPUSH, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
if ( !noPenalty )
{
char buf[128];
float tFVal = 0;
trap->Cvar_VariableStringBuffer("timescale", buf, sizeof(buf));
tFVal = atof(buf);
if ( !runningResist )
{
VectorClear( self->client->ps.velocity );
//still stop them from attacking or moving for a bit, though
//FIXME: maybe push just a little (like, slide)?
self->client->ps.weaponTime = 1000;
if ( self->client->ps.fd.forcePowersActive&(1<<FP_SPEED) )
{
self->client->ps.weaponTime = floor( self->client->ps.weaponTime * tFVal );
}
self->client->ps.pm_time = self->client->ps.weaponTime;
self->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
//play the full body push effect on me
//self->forcePushTime = level.time + 600; // let the push effect last for 600 ms
//rwwFIXMEFIXME: Do this?
}
else
{
self->client->ps.weaponTime = 600;
if ( self->client->ps.fd.forcePowersActive&(1<<FP_SPEED) )
{
self->client->ps.weaponTime = floor( self->client->ps.weaponTime * tFVal );
}
}
}
//play my force push effect on my hand
self->client->ps.powerups[PW_DISINT_4] = level.time + self->client->ps.torsoTimer + 500;
self->client->ps.powerups[PW_PULL] = 0;
Jedi_PlayBlockedPushSound( self );
}
qboolean Boba_StopKnockdown( gentity_t *self, gentity_t *pusher, vec3_t pushDir, qboolean forceKnockdown ) //forceKnockdown = qfalse
{
vec3_t pDir, fwd, right, ang;
float fDot, rDot;
int strafeTime;
if ( self->client->NPC_class != CLASS_BOBAFETT )
{
return qfalse;
}
if ( (self->client->ps.eFlags2&EF2_FLYING) )//moveType == MT_FLYSWIM )
{//can't knock me down when I'm flying
return qtrue;
}
VectorSet(ang, 0, self->r.currentAngles[YAW], 0);
strafeTime = Q_irand( 1000, 2000 );
AngleVectors( ang, fwd, right, NULL );
VectorNormalize2( pushDir, pDir );
fDot = DotProduct( pDir, fwd );
rDot = DotProduct( pDir, right );
if ( Q_irand( 0, 2 ) )
{//flip or roll with it
usercmd_t tempCmd;
if ( fDot >= 0.4f )
{
tempCmd.forwardmove = 127;
TIMER_Set( self, "moveforward", strafeTime );
}
else if ( fDot <= -0.4f )
{
tempCmd.forwardmove = -127;
TIMER_Set( self, "moveback", strafeTime );
}
else if ( rDot > 0 )
{
tempCmd.rightmove = 127;
TIMER_Set( self, "strafeRight", strafeTime );
TIMER_Set( self, "strafeLeft", -1 );
}
else
{
tempCmd.rightmove = -127;
TIMER_Set( self, "strafeLeft", strafeTime );
TIMER_Set( self, "strafeRight", -1 );
}
G_AddEvent( self, EV_JUMP, 0 );
if ( !Q_irand( 0, 1 ) )
{//flip
self->client->ps.fd.forceJumpCharge = 280;//FIXME: calc this intelligently?
ForceJump( self, &tempCmd );
}
else
{//roll
TIMER_Set( self, "duck", strafeTime );
}
self->painDebounceTime = 0;//so we do something
}
else if ( !Q_irand( 0, 1 ) && forceKnockdown )
{//resist
WP_ResistForcePush( self, pusher, qtrue );
}
else
{//fall down
return qfalse;
}
return qtrue;
}
void Boba_FlyStart( gentity_t *self )
{//switch to seeker AI for a while
if ( TIMER_Done( self, "jetRecharge" ) )
{
self->client->ps.gravity = 0;
if ( self->NPC )
{
self->NPC->aiFlags |= NPCAI_CUSTOM_GRAVITY;
}
self->client->ps.eFlags2 |= EF2_FLYING;//moveType = MT_FLYSWIM;
self->client->jetPackTime = level.time + Q_irand( 3000, 10000 );
//take-off sound
G_SoundOnEnt( self, CHAN_ITEM, "sound/boba/jeton.wav" );
//jet loop sound
self->s.loopSound = G_SoundIndex( "sound/boba/jethover.wav" );
if ( self->NPC )
{
self->count = Q3_INFINITE; // SEEKER shot ammo count
}
}
}
void Boba_FlyStop( gentity_t *self )
{
self->client->ps.gravity = g_gravity.value;
if ( self->NPC )
{
self->NPC->aiFlags &= ~NPCAI_CUSTOM_GRAVITY;
}
self->client->ps.eFlags2 &= ~EF2_FLYING;
self->client->jetPackTime = 0;
//stop jet loop sound
self->s.loopSound = 0;
if ( self->NPC )
{
self->count = 0; // SEEKER shot ammo count
TIMER_Set( self, "jetRecharge", Q_irand( 1000, 5000 ) );
TIMER_Set( self, "jumpChaseDebounce", Q_irand( 500, 2000 ) );
}
}
qboolean Boba_Flying( gentity_t *self )
{
return ((qboolean)(self->client->ps.eFlags2&EF2_FLYING));//moveType==MT_FLYSWIM));
}
void Boba_FireFlameThrower( gentity_t *self )
{
int damage = Q_irand( 20, 30 );
trace_t tr;
gentity_t *traceEnt = NULL;
mdxaBone_t boltMatrix;
vec3_t start, end, dir, traceMins = {-4, -4, -4}, traceMaxs = {4, 4, 4};
trap->G2API_GetBoltMatrix( self->ghoul2, 0, self->client->renderInfo.handLBolt,
&boltMatrix, self->r.currentAngles, self->r.currentOrigin, level.time,
NULL, self->modelScale );
BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, start );
BG_GiveMeVectorFromMatrix( &boltMatrix, NEGATIVE_Y, dir );
//G_PlayEffect( "boba/fthrw", start, dir );
VectorMA( start, 128, dir, end );
trap->Trace( &tr, start, traceMins, traceMaxs, end, self->s.number, MASK_SHOT, qfalse, 0, 0 );
traceEnt = &g_entities[tr.entityNum];
if ( tr.entityNum < ENTITYNUM_WORLD && traceEnt->takedamage )
{
G_Damage( traceEnt, self, self, dir, tr.endpos, damage, DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK|/*DAMAGE_NO_HIT_LOC|*/DAMAGE_IGNORE_TEAM, MOD_LAVA );
//rwwFIXMEFIXME: add DAMAGE_NO_HIT_LOC?
}
}
void Boba_StartFlameThrower( gentity_t *self )
{
int flameTime = 4000;//Q_irand( 1000, 3000 );
mdxaBone_t boltMatrix;
vec3_t org, dir;
self->client->ps.torsoTimer = flameTime;//+1000;
if ( self->NPC )
{
TIMER_Set( self, "nextAttackDelay", flameTime );
TIMER_Set( self, "walking", 0 );
}
TIMER_Set( self, "flameTime", flameTime );
/*
gentity_t *fire = G_Spawn();
if ( fire != NULL )
{
mdxaBone_t boltMatrix;
vec3_t org, dir, ang;
trap->G2API_GetBoltMatrix( NPC->ghoul2, NPC->playerModel, NPC->handRBolt,
&boltMatrix, NPC->r.currentAngles, NPC->r.currentOrigin, (cg.time?cg.time:level.time),
NULL, NPC->s.modelScale );
trap->G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, org );
trap->G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, dir );
vectoangles( dir, ang );
VectorCopy( org, fire->s.origin );
VectorCopy( ang, fire->s.angles );
fire->targetname = "bobafire";
SP_fx_explosion_trail( fire );
fire->damage = 1;
fire->radius = 10;
fire->speed = 200;
fire->fxID = G_EffectIndex( "boba/fthrw" );//"env/exp_fire_trail" );//"env/small_fire"
fx_explosion_trail_link( fire );
fx_explosion_trail_use( fire, NPC, NPC );
}
*/
G_SoundOnEnt( self, CHAN_WEAPON, "sound/effects/combustfire.mp3" );
trap->G2API_GetBoltMatrix(NPCS.NPC->ghoul2, 0, NPCS.NPC->client->renderInfo.handRBolt, &boltMatrix, NPCS.NPC->r.currentAngles,
NPCS.NPC->r.currentOrigin, level.time, NULL, NPCS.NPC->modelScale);
BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, org );
BG_GiveMeVectorFromMatrix( &boltMatrix, NEGATIVE_Y, dir );
G_PlayEffectID( G_EffectIndex("boba/fthrw"), org, dir);
}
void Boba_DoFlameThrower( gentity_t *self )
{
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCELIGHTNING_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
if ( TIMER_Done( self, "nextAttackDelay" ) && TIMER_Done( self, "flameTime" ) )
{
Boba_StartFlameThrower( self );
}
Boba_FireFlameThrower( self );
}
void Boba_FireDecide( void )
{
qboolean enemyLOS = qfalse, enemyCS = qfalse, enemyInFOV = qfalse;
//qboolean move = qtrue;
qboolean shoot = qfalse, hitAlly = qfalse;
vec3_t impactPos, enemyDir, shootDir;
float enemyDist, dot;
if ( NPCS.NPC->client->ps.groundEntityNum == ENTITYNUM_NONE
&& NPCS.NPC->client->ps.fd.forceJumpZStart
&& !BG_FlippingAnim( NPCS.NPC->client->ps.legsAnim )
&& !Q_irand( 0, 10 ) )
{//take off
Boba_FlyStart( NPCS.NPC );
}
if ( !NPCS.NPC->enemy )
{
return;
}
/*
if ( NPC->enemy->enemy != NPC && NPC->health == NPC->client->pers.maxHealth )
{
NPCInfo->scriptFlags |= SCF_ALT_FIRE;
Boba_ChangeWeapon( WP_DISRUPTOR );
}
else */if ( NPCS.NPC->enemy->s.weapon == WP_SABER )
{
NPCS.NPCInfo->scriptFlags &= ~SCF_ALT_FIRE;
Boba_ChangeWeapon( WP_ROCKET_LAUNCHER );
}
else
{
if ( NPCS.NPC->health < NPCS.NPC->client->pers.maxHealth*0.5f )
{
NPCS.NPCInfo->scriptFlags |= SCF_ALT_FIRE;
Boba_ChangeWeapon( WP_BLASTER );
NPCS.NPCInfo->burstMin = 3;
NPCS.NPCInfo->burstMean = 12;
NPCS.NPCInfo->burstMax = 20;
NPCS.NPCInfo->burstSpacing = Q_irand( 300, 750 );//attack debounce
}
else
{
NPCS.NPCInfo->scriptFlags &= ~SCF_ALT_FIRE;
Boba_ChangeWeapon( WP_BLASTER );
}
}
VectorClear( impactPos );
enemyDist = DistanceSquared( NPCS.NPC->r.currentOrigin, NPCS.NPC->enemy->r.currentOrigin );
VectorSubtract( NPCS.NPC->enemy->r.currentOrigin, NPCS.NPC->r.currentOrigin, enemyDir );
VectorNormalize( enemyDir );
AngleVectors( NPCS.NPC->client->ps.viewangles, shootDir, NULL, NULL );
dot = DotProduct( enemyDir, shootDir );
if ( dot > 0.5f ||( enemyDist * (1.0f-dot)) < 10000 )
{//enemy is in front of me or they're very close and not behind me
enemyInFOV = qtrue;
}
if ( (enemyDist < (128*128)&&enemyInFOV) || !TIMER_Done( NPCS.NPC, "flameTime" ) )
{//flamethrower
Boba_DoFlameThrower( NPCS.NPC );
enemyCS = qfalse;
shoot = qfalse;
NPCS.NPCInfo->enemyLastSeenTime = level.time;
NPCS.ucmd.buttons &= ~(BUTTON_ATTACK|BUTTON_ALT_ATTACK);
}
else if ( enemyDist < MIN_ROCKET_DIST_SQUARED )//128
{//enemy within 128
if ( (NPCS.NPC->client->ps.weapon == WP_FLECHETTE || NPCS.NPC->client->ps.weapon == WP_REPEATER) &&
(NPCS.NPCInfo->scriptFlags & SCF_ALT_FIRE) )
{//shooting an explosive, but enemy too close, switch to primary fire
NPCS.NPCInfo->scriptFlags &= ~SCF_ALT_FIRE;
//FIXME: we can never go back to alt-fire this way since, after this, we don't know if we were initially supposed to use alt-fire or not...
}
}
else if ( enemyDist > 65536 )//256 squared
{
if ( NPCS.NPC->client->ps.weapon == WP_DISRUPTOR )
{//sniping... should be assumed
if ( !(NPCS.NPCInfo->scriptFlags&SCF_ALT_FIRE) )
{//use primary fire
NPCS.NPCInfo->scriptFlags |= SCF_ALT_FIRE;
//reset fire-timing variables
NPC_ChangeWeapon( WP_DISRUPTOR );
NPC_UpdateAngles( qtrue, qtrue );
return;
}
}
}
//can we see our target?
if ( TIMER_Done( NPCS.NPC, "nextAttackDelay" ) && TIMER_Done( NPCS.NPC, "flameTime" ) )
{
if ( NPC_ClearLOS4( NPCS.NPC->enemy ) )
{
NPCS.NPCInfo->enemyLastSeenTime = level.time;
enemyLOS = qtrue;
if ( NPCS.NPC->client->ps.weapon == WP_NONE )
{
enemyCS = qfalse;//not true, but should stop us from firing
}
else
{//can we shoot our target?
if ( (NPCS.NPC->client->ps.weapon == WP_ROCKET_LAUNCHER || (NPCS.NPC->client->ps.weapon == WP_FLECHETTE && (NPCS.NPCInfo->scriptFlags&SCF_ALT_FIRE))) && enemyDist < MIN_ROCKET_DIST_SQUARED )//128*128
{
enemyCS = qfalse;//not true, but should stop us from firing
hitAlly = qtrue;//us!
//FIXME: if too close, run away!
}
else if ( enemyInFOV )
{//if enemy is FOV, go ahead and check for shooting
int hit = NPC_ShotEntity( NPCS.NPC->enemy, impactPos );
gentity_t *hitEnt = &g_entities[hit];
if ( hit == NPCS.NPC->enemy->s.number
|| ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPCS.NPC->client->enemyTeam )
|| ( hitEnt && hitEnt->takedamage && ((hitEnt->r.svFlags&SVF_GLASS_BRUSH)||hitEnt->health < 40||NPCS.NPC->s.weapon == WP_EMPLACED_GUN) ) )
{//can hit enemy or enemy ally or will hit glass or other minor breakable (or in emplaced gun), so shoot anyway
enemyCS = qtrue;
//NPC_AimAdjust( 2 );//adjust aim better longer we have clear shot at enemy
VectorCopy( NPCS.NPC->enemy->r.currentOrigin, NPCS.NPCInfo->enemyLastSeenLocation );
}
else
{//Hmm, have to get around this bastard
//NPC_AimAdjust( 1 );//adjust aim better longer we can see enemy
if ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPCS.NPC->client->playerTeam )
{//would hit an ally, don't fire!!!
hitAlly = qtrue;
}
else
{//Check and see where our shot *would* hit... if it's not close to the enemy (within 256?), then don't fire
}
}
}
else
{
enemyCS = qfalse;//not true, but should stop us from firing
}
}
}
else if ( trap->InPVS( NPCS.NPC->enemy->r.currentOrigin, NPCS.NPC->r.currentOrigin ) )
{
NPCS.NPCInfo->enemyLastSeenTime = level.time;
//NPC_AimAdjust( -1 );//adjust aim worse longer we cannot see enemy
}
if ( NPCS.NPC->client->ps.weapon == WP_NONE )
{
shoot = qfalse;
}
else
{
if ( enemyCS )
{
shoot = qtrue;
}
}
if ( !enemyCS )
{//if have a clear shot, always try
//See if we should continue to fire on their last position
//!TIMER_Done( NPC, "stick" ) ||
if ( !hitAlly //we're not going to hit an ally
&& enemyInFOV //enemy is in our FOV //FIXME: or we don't have a clear LOS?
&& NPCS.NPCInfo->enemyLastSeenTime > 0 )//we've seen the enemy
{
if ( level.time - NPCS.NPCInfo->enemyLastSeenTime < 10000 )//we have seem the enemy in the last 10 seconds
{
if ( !Q_irand( 0, 10 ) )
{
//Fire on the last known position
vec3_t muzzle, dir, angles;
qboolean tooClose = qfalse;
qboolean tooFar = qfalse;
float distThreshold;
float dist;
CalcEntitySpot( NPCS.NPC, SPOT_HEAD, muzzle );
if ( VectorCompare( impactPos, vec3_origin ) )
{//never checked ShotEntity this frame, so must do a trace...
trace_t tr;
//vec3_t mins = {-2,-2,-2}, maxs = {2,2,2};
vec3_t forward, end;
AngleVectors( NPCS.NPC->client->ps.viewangles, forward, NULL, NULL );
VectorMA( muzzle, 8192, forward, end );
trap->Trace( &tr, muzzle, vec3_origin, vec3_origin, end, NPCS.NPC->s.number, MASK_SHOT, qfalse, 0, 0 );
VectorCopy( tr.endpos, impactPos );
}
//see if impact would be too close to me
distThreshold = 16384/*128*128*/;//default
switch ( NPCS.NPC->s.weapon )
{
case WP_ROCKET_LAUNCHER:
case WP_FLECHETTE:
case WP_THERMAL:
case WP_TRIP_MINE:
case WP_DET_PACK:
distThreshold = 65536/*256*256*/;
break;
case WP_REPEATER:
if ( NPCS.NPCInfo->scriptFlags&SCF_ALT_FIRE )
{
distThreshold = 65536/*256*256*/;
}
break;
default:
break;
}
dist = DistanceSquared( impactPos, muzzle );
if ( dist < distThreshold )
{//impact would be too close to me
tooClose = qtrue;
}
else if ( level.time - NPCS.NPCInfo->enemyLastSeenTime > 5000 ||
(NPCS.NPCInfo->group && level.time - NPCS.NPCInfo->group->lastSeenEnemyTime > 5000 ))
{//we've haven't seen them in the last 5 seconds
//see if it's too far from where he is
distThreshold = 65536/*256*256*/;//default
switch ( NPCS.NPC->s.weapon )
{
case WP_ROCKET_LAUNCHER:
case WP_FLECHETTE:
case WP_THERMAL:
case WP_TRIP_MINE:
case WP_DET_PACK:
distThreshold = 262144/*512*512*/;
break;
case WP_REPEATER:
if ( NPCS.NPCInfo->scriptFlags&SCF_ALT_FIRE )
{
distThreshold = 262144/*512*512*/;
}
break;
default:
break;
}
dist = DistanceSquared( impactPos, NPCS.NPCInfo->enemyLastSeenLocation );
if ( dist > distThreshold )
{//impact would be too far from enemy
tooFar = qtrue;
}
}
if ( !tooClose && !tooFar )
{//okay too shoot at last pos
VectorSubtract( NPCS.NPCInfo->enemyLastSeenLocation, muzzle, dir );
VectorNormalize( dir );
vectoangles( dir, angles );
NPCS.NPCInfo->desiredYaw = angles[YAW];
NPCS.NPCInfo->desiredPitch = angles[PITCH];
shoot = qtrue;
}
}
}
}
}
//FIXME: don't shoot right away!
if ( NPCS.NPC->client->ps.weaponTime > 0 )
{
if ( NPCS.NPC->s.weapon == WP_ROCKET_LAUNCHER )
{
if ( !enemyLOS || !enemyCS )
{//cancel it
NPCS.NPC->client->ps.weaponTime = 0;
}
else
{//delay our next attempt
TIMER_Set( NPCS.NPC, "nextAttackDelay", Q_irand( 500, 1000 ) );
}
}
}
else if ( shoot )
{//try to shoot if it's time
if ( TIMER_Done( NPCS.NPC, "nextAttackDelay" ) )
{
if( !(NPCS.NPCInfo->scriptFlags & SCF_FIRE_WEAPON) ) // we've already fired, no need to do it again here
{
WeaponThink( qtrue );
}
//NASTY
if ( NPCS.NPC->s.weapon == WP_ROCKET_LAUNCHER
&& (NPCS.ucmd.buttons&BUTTON_ATTACK)
&& !Q_irand( 0, 3 ) )
{//every now and then, shoot a homing rocket
NPCS.ucmd.buttons &= ~BUTTON_ATTACK;
NPCS.ucmd.buttons |= BUTTON_ALT_ATTACK;
NPCS.NPC->client->ps.weaponTime = Q_irand( 500, 1500 );
}
}
}
}
}
void Jedi_Cloak( gentity_t *self )
{
if ( self )
{
self->flags |= FL_NOTARGET;
if ( self->client )
{
if ( !self->client->ps.powerups[PW_CLOAKED] )
{//cloak
self->client->ps.powerups[PW_CLOAKED] = Q3_INFINITE;
//FIXME: debounce attacks?
//FIXME: temp sound
G_Sound( self, CHAN_ITEM, G_SoundIndex("sound/chars/shadowtrooper/cloak.wav") );
}
}
}
}
void Jedi_Decloak( gentity_t *self )
{
if ( self )
{
self->flags &= ~FL_NOTARGET;
if ( self->client )
{
if ( self->client->ps.powerups[PW_CLOAKED] )
{//Uncloak
self->client->ps.powerups[PW_CLOAKED] = 0;
G_Sound( self, CHAN_ITEM, G_SoundIndex("sound/chars/shadowtrooper/decloak.wav") );
}
}
}
}
void Jedi_CheckCloak( void )
{
if ( NPCS.NPC && NPCS.NPC->client && NPCS.NPC->client->NPC_class == CLASS_SHADOWTROOPER )
{
if ( !NPCS.NPC->client->ps.saberHolstered ||
NPCS.NPC->health <= 0 ||
NPCS.NPC->client->ps.saberInFlight ||
// (NPC->client->ps.eFlags&EF_FORCE_GRIPPED) ||
// (NPC->client->ps.eFlags&EF_FORCE_DRAINED) ||
NPCS.NPC->painDebounceTime > level.time )
{//can't be cloaked if saber is on, or dead or saber in flight or taking pain or being gripped
Jedi_Decloak( NPCS.NPC );
}
else if ( NPCS.NPC->health > 0
&& !NPCS.NPC->client->ps.saberInFlight
// && !(NPC->client->ps.eFlags&EF_FORCE_GRIPPED)
// && !(NPC->client->ps.eFlags&EF_FORCE_DRAINED)
&& NPCS.NPC->painDebounceTime < level.time )
{//still alive, have saber in hand, not taking pain and not being gripped
Jedi_Cloak( NPCS.NPC );
}
}
}
/*
==========================================================================================
AGGRESSION
==========================================================================================
*/
static void Jedi_Aggression( gentity_t *self, int change )
{
int upper_threshold, lower_threshold;
self->NPC->stats.aggression += change;
//FIXME: base this on initial NPC stats
if ( self->client->playerTeam == NPCTEAM_PLAYER )
{//good guys are less aggressive
upper_threshold = 7;
lower_threshold = 1;
}
else
{//bad guys are more aggressive
if ( self->client->NPC_class == CLASS_DESANN )
{
upper_threshold = 20;
lower_threshold = 5;
}
else
{
upper_threshold = 10;
lower_threshold = 3;
}
}
if ( self->NPC->stats.aggression > upper_threshold )
{
self->NPC->stats.aggression = upper_threshold;
}
else if ( self->NPC->stats.aggression < lower_threshold )
{
self->NPC->stats.aggression = lower_threshold;
}
//Com_Printf( "(%d) %s agg %d change: %d\n", level.time, self->NPC_type, self->NPC->stats.aggression, change );
}
static void Jedi_AggressionErosion( int amt )
{
if ( TIMER_Done( NPCS.NPC, "roamTime" ) )
{//the longer we're not alerted and have no enemy, the more our aggression goes down
TIMER_Set( NPCS.NPC, "roamTime", Q_irand( 2000, 5000 ) );
Jedi_Aggression( NPCS.NPC, amt );
}
if ( NPCS.NPCInfo->stats.aggression < 4 || (NPCS.NPCInfo->stats.aggression < 6&&NPCS.NPC->client->NPC_class == CLASS_DESANN))
{//turn off the saber
WP_DeactivateSaber( NPCS.NPC, qfalse );
}
}
void NPC_Jedi_RateNewEnemy( gentity_t *self, gentity_t *enemy )
{
float healthAggression;
float weaponAggression;
int newAggression;
switch( enemy->s.weapon )
{
case WP_SABER:
healthAggression = (float)self->health/200.0f*6.0f;
weaponAggression = 7;//go after him
break;
case WP_BLASTER:
if ( DistanceSquared( self->r.currentOrigin, enemy->r.currentOrigin ) < 65536 )//256 squared
{
healthAggression = (float)self->health/200.0f*8.0f;
weaponAggression = 8;//go after him
}
else
{
healthAggression = 8.0f - ((float)self->health/200.0f*8.0f);
weaponAggression = 2;//hang back for a second
}
break;
default:
healthAggression = (float)self->health/200.0f*8.0f;
weaponAggression = 6;//approach
break;
}
//Average these with current aggression
newAggression = ceil( (healthAggression + weaponAggression + (float)self->NPC->stats.aggression )/3.0f);
//Com_Printf( "(%d) new agg %d - new enemy\n", level.time, newAggression );
Jedi_Aggression( self, newAggression - self->NPC->stats.aggression );
//don't taunt right away
TIMER_Set( self, "chatter", Q_irand( 4000, 7000 ) );
}
static void Jedi_Rage( void )
{
Jedi_Aggression( NPCS.NPC, 10 - NPCS.NPCInfo->stats.aggression + Q_irand( -2, 2 ) );
TIMER_Set( NPCS.NPC, "roamTime", 0 );
TIMER_Set( NPCS.NPC, "chatter", 0 );
TIMER_Set( NPCS.NPC, "walking", 0 );
TIMER_Set( NPCS.NPC, "taunting", 0 );
TIMER_Set( NPCS.NPC, "jumpChaseDebounce", 0 );
TIMER_Set( NPCS.NPC, "movenone", 0 );
TIMER_Set( NPCS.NPC, "movecenter", 0 );
TIMER_Set( NPCS.NPC, "noturn", 0 );
ForceRage( NPCS.NPC );
}
void Jedi_RageStop( gentity_t *self )
{
if ( self->NPC )
{//calm down and back off
TIMER_Set( self, "roamTime", 0 );
Jedi_Aggression( self, Q_irand( -5, 0 ) );
}
}
/*
==========================================================================================
SPEAKING
==========================================================================================
*/
static qboolean Jedi_BattleTaunt( void )
{
if ( TIMER_Done( NPCS.NPC, "chatter" )
&& !Q_irand( 0, 3 )
&& NPCS.NPCInfo->blockedSpeechDebounceTime < level.time
&& jediSpeechDebounceTime[NPCS.NPC->client->playerTeam] < level.time )
{
int event = -1;
if ( NPCS.NPC->client->playerTeam == NPCTEAM_PLAYER
&& NPCS.NPC->enemy && NPCS.NPC->enemy->client && NPCS.NPC->enemy->client->NPC_class == CLASS_JEDI )
{//a jedi fighting a jedi - training
if ( NPCS.NPC->client->NPC_class == CLASS_JEDI && NPCS.NPCInfo->rank == RANK_COMMANDER )
{//only trainer taunts
event = EV_TAUNT1;
}
}
else
{//reborn or a jedi fighting an enemy
event = Q_irand( EV_TAUNT1, EV_TAUNT3 );
}
if ( event != -1 )
{
G_AddVoiceEvent( NPCS.NPC, event, 3000 );
jediSpeechDebounceTime[NPCS.NPC->client->playerTeam] = NPCS.NPCInfo->blockedSpeechDebounceTime = level.time + 6000;
TIMER_Set( NPCS.NPC, "chatter", Q_irand( 5000, 10000 ) );
if ( NPCS.NPC->enemy && NPCS.NPC->enemy->NPC && NPCS.NPC->enemy->s.weapon == WP_SABER && NPCS.NPC->enemy->client && NPCS.NPC->enemy->client->NPC_class == CLASS_JEDI )
{//Have the enemy jedi say something in response when I'm done?
}
return qtrue;
}
}
return qfalse;
}
/*
==========================================================================================
MOVEMENT
==========================================================================================
*/
static qboolean Jedi_ClearPathToSpot( vec3_t dest, int impactEntNum )
{
trace_t trace;
vec3_t mins, start, end, dir;
float dist, drop, i;
//Offset the step height
VectorSet( mins, NPCS.NPC->r.mins[0], NPCS.NPC->r.mins[1], NPCS.NPC->r.mins[2] + STEPSIZE );
trap->Trace( &trace, NPCS.NPC->r.currentOrigin, mins, NPCS.NPC->r.maxs, dest, NPCS.NPC->s.number, NPCS.NPC->clipmask, qfalse, 0, 0 );
//Do a simple check
if ( trace.allsolid || trace.startsolid )
{//inside solid
return qfalse;
}
if ( trace.fraction < 1.0f )
{//hit something
if ( impactEntNum != ENTITYNUM_NONE && trace.entityNum == impactEntNum )
{//hit what we're going after
return qtrue;
}
else
{
return qfalse;
}
}
//otherwise, clear path in a straight line.
//Now at intervals of my size, go along the trace and trace down STEPSIZE to make sure there is a solid floor.
VectorSubtract( dest, NPCS.NPC->r.currentOrigin, dir );
dist = VectorNormalize( dir );
if ( dest[2] > NPCS.NPC->r.currentOrigin[2] )
{//going up, check for steps
drop = STEPSIZE;
}
else
{//going down or level, check for moderate drops
drop = 64;
}
for ( i = NPCS.NPC->r.maxs[0]*2; i < dist; i += NPCS.NPC->r.maxs[0]*2 )
{//FIXME: does this check the last spot, too? We're assuming that should be okay since the enemy is there?
VectorMA( NPCS.NPC->r.currentOrigin, i, dir, start );
VectorCopy( start, end );
end[2] -= drop;
trap->Trace( &trace, start, mins, NPCS.NPC->r.maxs, end, NPCS.NPC->s.number, NPCS.NPC->clipmask, qfalse, 0, 0 );//NPC->r.mins?
if ( trace.fraction < 1.0f || trace.allsolid || trace.startsolid )
{//good to go
continue;
}
//no floor here! (or a long drop?)
return qfalse;
}
//we made it!
return qtrue;
}
qboolean NPC_MoveDirClear( int forwardmove, int rightmove, qboolean reset )
{
vec3_t forward, right, testPos, angles, mins;
trace_t trace;
float fwdDist, rtDist;
float bottom_max = -STEPSIZE*4 - 1;
if ( !forwardmove && !rightmove )
{//not even moving
//Com_Printf( "%d skipping walk-cliff check (not moving)\n", level.time );
return qtrue;
}
if ( NPCS.ucmd.upmove > 0 || NPCS.NPC->client->ps.fd.forceJumpCharge )
{//Going to jump
//Com_Printf( "%d skipping walk-cliff check (going to jump)\n", level.time );
return qtrue;
}
if ( NPCS.NPC->client->ps.groundEntityNum == ENTITYNUM_NONE )
{//in the air
//Com_Printf( "%d skipping walk-cliff check (in air)\n", level.time );
return qtrue;
}
/*
if ( fabs( AngleDelta( NPC->r.currentAngles[YAW], NPCInfo->desiredYaw ) ) < 5.0 )//!ucmd.angles[YAW] )
{//Not turning much, don't do this
//NOTE: Should this not happen only if you're not turning AT ALL?
// You could be turning slowly but moving fast, so that would
// still let you walk right off a cliff...
//NOTE: Or maybe it is a good idea to ALWAYS do this, regardless
// of whether ot not we're turning? But why would we be walking
// straight into a wall or off a cliff unless we really wanted to?
return;
}
*/
//FIXME: to really do this right, we'd have to actually do a pmove to predict where we're
//going to be... maybe this should be a flag and pmove handles it and sets a flag so AI knows
//NEXT frame? Or just incorporate current velocity, runspeed and possibly friction?
VectorCopy( NPCS.NPC->r.mins, mins );
mins[2] += STEPSIZE;
angles[PITCH] = angles[ROLL] = 0;
angles[YAW] = NPCS.NPC->client->ps.viewangles[YAW];//Add ucmd.angles[YAW]?
AngleVectors( angles, forward, right, NULL );
fwdDist = ((float)forwardmove)/2.0f;
rtDist = ((float)rightmove)/2.0f;
VectorMA( NPCS.NPC->r.currentOrigin, fwdDist, forward, testPos );
VectorMA( testPos, rtDist, right, testPos );
trap->Trace( &trace, NPCS.NPC->r.currentOrigin, mins, NPCS.NPC->r.maxs, testPos, NPCS.NPC->s.number, NPCS.NPC->clipmask|CONTENTS_BOTCLIP, qfalse, 0, 0 );
if ( trace.allsolid || trace.startsolid )
{//hmm, trace started inside this brush... how do we decide if we should continue?
//FIXME: what do we do if we start INSIDE a CONTENTS_BOTCLIP? Try the trace again without that in the clipmask?
if ( reset )
{
trace.fraction = 1.0f;
}
VectorCopy( testPos, trace.endpos );
//return qtrue;
}
if ( trace.fraction < 0.6 )
{//Going to bump into something very close, don't move, just turn
if ( (NPCS.NPC->enemy && trace.entityNum == NPCS.NPC->enemy->s.number) || (NPCS.NPCInfo->goalEntity && trace.entityNum == NPCS.NPCInfo->goalEntity->s.number) )
{//okay to bump into enemy or goal
//Com_Printf( "%d bump into enemy/goal okay\n", level.time );
return qtrue;
}
else if ( reset )
{//actually want to screw with the ucmd
//Com_Printf( "%d avoiding walk into wall (entnum %d)\n", level.time, trace.entityNum );
NPCS.ucmd.forwardmove = 0;
NPCS.ucmd.rightmove = 0;
VectorClear( NPCS.NPC->client->ps.moveDir );
}
return qfalse;
}
if ( NPCS.NPCInfo->goalEntity )
{
if ( NPCS.NPCInfo->goalEntity->r.currentOrigin[2] < NPCS.NPC->r.currentOrigin[2] )
{//goal is below me, okay to step off at least that far plus stepheight
bottom_max += NPCS.NPCInfo->goalEntity->r.currentOrigin[2] - NPCS.NPC->r.currentOrigin[2];
}
}
VectorCopy( trace.endpos, testPos );
testPos[2] += bottom_max;
trap->Trace( &trace, trace.endpos, mins, NPCS.NPC->r.maxs, testPos, NPCS.NPC->s.number, NPCS.NPC->clipmask, qfalse, 0, 0 );
//FIXME:Should we try to see if we can still get to our goal using the waypoint network from this trace.endpos?
//OR: just put NPC clip brushes on these edges (still fall through when die)
if ( trace.allsolid || trace.startsolid )
{//Not going off a cliff
//Com_Printf( "%d walk off cliff okay (droptrace in solid)\n", level.time );
return qtrue;
}
if ( trace.fraction < 1.0 )
{//Not going off a cliff
//FIXME: what if plane.normal is sloped? We'll slide off, not land... plus this doesn't account for slide-movement...
//Com_Printf( "%d walk off cliff okay will hit entnum %d at dropdist of %4.2f\n", level.time, trace.entityNum, (trace.fraction*bottom_max) );
return qtrue;
}
//going to fall at least bottom_max, don't move, just turn... is this bad, though? What if we want them to drop off?
if ( reset )
{//actually want to screw with the ucmd
//Com_Printf( "%d avoiding walk off cliff\n", level.time );
NPCS.ucmd.forwardmove *= -1.0;//= 0;
NPCS.ucmd.rightmove *= -1.0;//= 0;
VectorScale( NPCS.NPC->client->ps.moveDir, -1, NPCS.NPC->client->ps.moveDir );
}
return qfalse;
}
/*
-------------------------
Jedi_HoldPosition
-------------------------
*/
static void Jedi_HoldPosition( void )
{
//NPCInfo->squadState = SQUAD_STAND_AND_SHOOT;
NPCS.NPCInfo->goalEntity = NULL;
/*
if ( TIMER_Done( NPC, "stand" ) )
{
TIMER_Set( NPC, "duck", Q_irand( 2000, 4000 ) );
}
*/
}
/*
-------------------------
Jedi_Move
-------------------------
*/
static void Jedi_Move( gentity_t *goal, qboolean retreat )
{
qboolean moved;
navInfo_t info;
NPCS.NPCInfo->combatMove = qtrue;
NPCS.NPCInfo->goalEntity = goal;
moved = NPC_MoveToGoal( qtrue );
//FIXME: temp retreat behavior- should really make this toward a safe spot or maybe to outflank enemy
if ( retreat )
{//FIXME: should we trace and make sure we can go this way? Or somehow let NPC_MoveToGoal know we want to retreat and have it handle it?
NPCS.ucmd.forwardmove *= -1;
NPCS.ucmd.rightmove *= -1;
VectorScale( NPCS.NPC->client->ps.moveDir, -1, NPCS.NPC->client->ps.moveDir );
}
//Get the move info
NAV_GetLastMove( &info );
//If we hit our target, then stop and fire!
if ( ( info.flags & NIF_COLLISION ) && ( info.blocker == NPCS.NPC->enemy ) )
{
Jedi_HoldPosition();
}
//If our move failed, then reset
if ( moved == qfalse )
{
Jedi_HoldPosition();
}
}
static qboolean Jedi_Hunt( void )
{
//Com_Printf( "Hunting\n" );
//if we're at all interested in fighting, go after him
if ( NPCS.NPCInfo->stats.aggression > 1 )
{//approach enemy
NPCS.NPCInfo->combatMove = qtrue;
if ( !(NPCS.NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) )
{
NPC_UpdateAngles( qtrue, qtrue );
return qtrue;
}
else
{
if ( NPCS.NPCInfo->goalEntity == NULL )
{//hunt
NPCS.NPCInfo->goalEntity = NPCS.NPC->enemy;
}
//Jedi_Move( NPC->enemy, qfalse );
if ( NPC_MoveToGoal( qfalse ) )
{
NPC_UpdateAngles( qtrue, qtrue );
return qtrue;
}
}
}
return qfalse;
}
/*
static qboolean Jedi_Track( void )
{
//if we're at all interested in fighting, go after him
if ( NPCInfo->stats.aggression > 1 )
{//approach enemy
NPCInfo->combatMove = qtrue;
NPC_SetMoveGoal( NPC, NPCInfo->enemyLastSeenLocation, 16, qtrue );
if ( NPC_MoveToGoal( qfalse ) )
{
NPC_UpdateAngles( qtrue, qtrue );
return qtrue;
}
}
return qfalse;
}
*/
static void Jedi_Retreat( void )
{
if ( !TIMER_Done( NPCS.NPC, "noRetreat" ) )
{//don't actually move
return;
}
//FIXME: when retreating, we should probably see if we can retreat
//in the direction we want. If not...? Evade?
//Com_Printf( "Retreating\n" );
Jedi_Move( NPCS.NPC->enemy, qtrue );
}
static void Jedi_Advance( void )
{
if ( !NPCS.NPC->client->ps.saberInFlight )
{
//NPC->client->ps.SaberActivate();
WP_ActivateSaber(NPCS.NPC);
}
//Com_Printf( "Advancing\n" );
Jedi_Move( NPCS.NPC->enemy, qfalse );
//TIMER_Set( NPC, "roamTime", Q_irand( 2000, 4000 ) );
//TIMER_Set( NPC, "attackDelay", Q_irand( 250, 500 ) );
//TIMER_Set( NPC, "duck", 0 );
}
static void Jedi_AdjustSaberAnimLevel( gentity_t *self, int newLevel )
{
if ( !self || !self->client )
{
return;
}
//FIXME: each NPC shold have a unique pattern of behavior for the order in which they
if ( self->client->NPC_class == CLASS_TAVION )
{//special attacks
self->client->ps.fd.saberAnimLevel = FORCE_LEVEL_5;
return;
}
else if ( self->client->NPC_class == CLASS_DESANN )
{//special attacks
self->client->ps.fd.saberAnimLevel = FORCE_LEVEL_4;
return;
}
if ( self->client->playerTeam == NPCTEAM_ENEMY )
{
if ( self->NPC->rank == RANK_CIVILIAN || self->NPC->rank == RANK_LT_JG )
{//grunt and fencer always uses quick attacks
self->client->ps.fd.saberAnimLevel = FORCE_LEVEL_1;
return;
}
if ( self->NPC->rank == RANK_CREWMAN
|| self->NPC->rank == RANK_ENSIGN )
{//acrobat & force-users always use medium attacks
self->client->ps.fd.saberAnimLevel = FORCE_LEVEL_2;
return;
}
/*
if ( self->NPC->rank == RANK_LT )
{//boss always uses strong attacks
self->client->ps.fd.saberAnimLevel = FORCE_LEVEL_3;
return;
}
*/
}
//use the different attacks, how often they switch and under what circumstances
if ( newLevel > self->client->ps.fd.forcePowerLevel[FP_SABER_OFFENSE] )
{//cap it
self->client->ps.fd.saberAnimLevel = self->client->ps.fd.forcePowerLevel[FP_SABER_OFFENSE];
}
else if ( newLevel < FORCE_LEVEL_1 )
{
self->client->ps.fd.saberAnimLevel = FORCE_LEVEL_1;
}
else
{//go ahead and set it
self->client->ps.fd.saberAnimLevel = newLevel;
}
if ( d_JediAI.integer )
{
switch ( self->client->ps.fd.saberAnimLevel )
{
case FORCE_LEVEL_1:
Com_Printf( S_COLOR_GREEN"%s Saber Attack Set: fast\n", self->NPC_type );
break;
case FORCE_LEVEL_2:
Com_Printf( S_COLOR_YELLOW"%s Saber Attack Set: medium\n", self->NPC_type );
break;
case FORCE_LEVEL_3:
Com_Printf( S_COLOR_RED"%s Saber Attack Set: strong\n", self->NPC_type );
break;
}
}
}
static void Jedi_CheckDecreaseSaberAnimLevel( void )
{
if ( !NPCS.NPC->client->ps.weaponTime && !(NPCS.ucmd.buttons&(BUTTON_ATTACK|BUTTON_ALT_ATTACK)) )
{//not attacking
if ( TIMER_Done( NPCS.NPC, "saberLevelDebounce" ) && !Q_irand( 0, 10 ) )
{
//Jedi_AdjustSaberAnimLevel( NPC, (NPC->client->ps.fd.saberAnimLevel-1) );//drop
Jedi_AdjustSaberAnimLevel( NPCS.NPC, Q_irand( FORCE_LEVEL_1, FORCE_LEVEL_3 ));//random
TIMER_Set( NPCS.NPC, "saberLevelDebounce", Q_irand( 3000, 10000 ) );
}
}
else
{
TIMER_Set( NPCS.NPC, "saberLevelDebounce", Q_irand( 1000, 5000 ) );
}
}
extern void ForceDrain( gentity_t *self );
static void Jedi_CombatDistance( int enemy_dist )
{//FIXME: for many of these checks, what we really want is horizontal distance to enemy
if ( NPCS.NPC->client->ps.fd.forcePowersActive&(1<<FP_GRIP) &&
NPCS.NPC->client->ps.fd.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 )
{//when gripping, don't move
return;
}
else if ( !TIMER_Done( NPCS.NPC, "gripping" ) )
{//stopped gripping, clear timers just in case
TIMER_Set( NPCS.NPC, "gripping", -level.time );
TIMER_Set( NPCS.NPC, "attackDelay", Q_irand( 0, 1000 ) );
}
if ( Jedi_CultistDestroyer( NPCS.NPC ) )
{
Jedi_Advance();
NPCS.NPC->client->ps.speed = NPCS.NPCInfo->stats.runSpeed;
NPCS.ucmd.buttons &= ~BUTTON_WALKING;
}
if ( NPCS.NPC->client->ps.fd.forcePowersActive&(1<<FP_DRAIN) &&
NPCS.NPC->client->ps.fd.forcePowerLevel[FP_DRAIN] > FORCE_LEVEL_1 )
{//when draining, don't move
return;
}
else if ( !TIMER_Done( NPCS.NPC, "draining" ) )
{//stopped draining, clear timers just in case
TIMER_Set( NPCS.NPC, "draining", -level.time );
TIMER_Set( NPCS.NPC, "attackDelay", Q_irand( 0, 1000 ) );
}
if ( NPCS.NPC->client->NPC_class == CLASS_BOBAFETT )
{
if ( !TIMER_Done( NPCS.NPC, "flameTime" ) )
{
if ( enemy_dist > 50 )
{
Jedi_Advance();
}
else if ( enemy_dist <= 0 )
{
Jedi_Retreat();
}
}
else if ( enemy_dist < 200 )
{
Jedi_Retreat();
}
else if ( enemy_dist > 1024 )
{
Jedi_Advance();
}
}
else if ( NPCS.NPC->client->ps.saberInFlight &&
!PM_SaberInBrokenParry( NPCS.NPC->client->ps.saberMove )
&& NPCS.NPC->client->ps.saberBlocked != BLOCKED_PARRY_BROKEN )
{//maintain distance
if ( enemy_dist < NPCS.NPC->client->ps.saberEntityDist )
{
Jedi_Retreat();
}
else if ( enemy_dist > NPCS.NPC->client->ps.saberEntityDist && enemy_dist > 100 )
{
Jedi_Advance();
}
if ( NPCS.NPC->client->ps.weapon == WP_SABER //using saber
&& NPCS.NPC->client->ps.saberEntityState == SES_LEAVING //not returning yet
&& NPCS.NPC->client->ps.fd.forcePowerLevel[FP_SABERTHROW] > FORCE_LEVEL_1 //2nd or 3rd level lightsaber
&& !(NPCS.NPC->client->ps.fd.forcePowersActive&(1 << FP_SPEED))
&& !(NPCS.NPC->client->ps.saberEventFlags&SEF_INWATER) )//saber not in water
{//hold it out there
NPCS.ucmd.buttons |= BUTTON_ALT_ATTACK;
//FIXME: time limit?
}
}
else if ( !TIMER_Done( NPCS.NPC, "taunting" ) )
{
if ( enemy_dist <= 64 )
{//he's getting too close
NPCS.ucmd.buttons |= BUTTON_ATTACK;
if ( !NPCS.NPC->client->ps.saberInFlight )
{
WP_ActivateSaber(NPCS.NPC);
}
TIMER_Set( NPCS.NPC, "taunting", -level.time );
}
//else if ( NPC->client->ps.torsoAnim == BOTH_GESTURE1 && NPC->client->ps.torsoTimer < 2000 )
else if (NPCS.NPC->client->ps.forceHandExtend == HANDEXTEND_JEDITAUNT && (NPCS.NPC->client->ps.forceHandExtendTime - level.time) < 200)
{//we're almost done with our special taunt
//FIXME: this doesn't always work, for some reason
if ( !NPCS.NPC->client->ps.saberInFlight )
{
WP_ActivateSaber(NPCS.NPC);
}
}
}
else if ( NPCS.NPC->client->ps.saberEventFlags&SEF_LOCK_WON )
{//we won a saber lock, press the advantage
if ( enemy_dist > 0 )
{//get closer so we can hit!
Jedi_Advance();
}
if ( enemy_dist > 128 )
{//lost 'em
NPCS.NPC->client->ps.saberEventFlags &= ~SEF_LOCK_WON;
}
if ( NPCS.NPC->enemy->painDebounceTime + 2000 < level.time )
{//the window of opportunity is gone
NPCS.NPC->client->ps.saberEventFlags &= ~SEF_LOCK_WON;
}
//don't strafe?
TIMER_Set( NPCS.NPC, "strafeLeft", -1 );
TIMER_Set( NPCS.NPC, "strafeRight", -1 );
}
else if ( NPCS.NPC->enemy->client
&& NPCS.NPC->enemy->s.weapon == WP_SABER
&& NPCS.NPC->enemy->client->ps.saberLockTime > level.time
&& NPCS.NPC->client->ps.saberLockTime < level.time )
{//enemy is in a saberLock and we are not
if ( enemy_dist < 64 )
{//FIXME: maybe just pick another enemy?
Jedi_Retreat();
}
}
//rwwFIXMEFIXME: Give them the ability to do this again (turret needs to be fixed up to allow it)
else if ( enemy_dist <= 64
&& ((NPCS.NPCInfo->scriptFlags&SCF_DONT_FIRE)||(!Q_stricmp("Yoda",NPCS.NPC->NPC_type)&&!Q_irand(0,10))) )
{//can't use saber and they're in striking range
if ( !Q_irand( 0, 5 ) && InFront( NPCS.NPC->enemy->r.currentOrigin, NPCS.NPC->r.currentOrigin, NPCS.NPC->client->ps.viewangles, 0.2f ) )
{
if ( ((NPCS.NPCInfo->scriptFlags&SCF_DONT_FIRE)||NPCS.NPC->client->pers.maxHealth - NPCS.NPC->health > NPCS.NPC->client->pers.maxHealth*0.25f)//lost over 1/4 of our health or not firing
&& NPCS.NPC->client->ps.fd.forcePowersKnown&(1<<FP_DRAIN) //know how to drain
&& WP_ForcePowerAvailable( NPCS.NPC, FP_DRAIN, 20 )//have enough power
&& !Q_irand( 0, 2 ) )
{//drain
TIMER_Set( NPCS.NPC, "draining", 3000 );
TIMER_Set( NPCS.NPC, "attackDelay", 3000 );
Jedi_Advance();
return;
}
else
{
ForceThrow( NPCS.NPC, qfalse );
}
}
Jedi_Retreat();
}
else if ( enemy_dist <= 64
&& NPCS.NPC->client->pers.maxHealth - NPCS.NPC->health > NPCS.NPC->client->pers.maxHealth*0.25f//lost over 1/4 of our health
&& NPCS.NPC->client->ps.fd.forcePowersKnown&(1<<FP_DRAIN) //know how to drain
&& WP_ForcePowerAvailable( NPCS.NPC, FP_DRAIN, 20 )//have enough power
&& !Q_irand( 0, 10 )
&& InFront( NPCS.NPC->enemy->r.currentOrigin, NPCS.NPC->r.currentOrigin, NPCS.NPC->client->ps.viewangles, 0.2f ) )
{
TIMER_Set( NPCS.NPC, "draining", 3000 );
TIMER_Set( NPCS.NPC, "attackDelay", 3000 );
Jedi_Advance();
return;
}
else if ( enemy_dist <= -16 )
{//we're too damn close!
Jedi_Retreat();
}
else if ( enemy_dist <= 0 )
{//we're within striking range
//if we are attacking, see if we should stop
if ( NPCS.NPCInfo->stats.aggression < 4 )
{//back off and defend
Jedi_Retreat();
}
}
else if ( enemy_dist > 256 )
{//we're way out of range
qboolean usedForce = qfalse;
if ( NPCS.NPCInfo->stats.aggression < Q_irand( 0, 20 )
&& NPCS.NPC->health < NPCS.NPC->client->pers.maxHealth*0.75f
&& !Q_irand( 0, 2 ) )
{
if ( (NPCS.NPC->client->ps.fd.forcePowersKnown&(1<<FP_HEAL)) != 0
&& (NPCS.NPC->client->ps.fd.forcePowersActive&(1<<FP_HEAL)) == 0
&& Q_irand( 0, 1 ) )
{
ForceHeal( NPCS.NPC );
usedForce = qtrue;
//FIXME: check level of heal and know not to move or attack when healing
}
else if ( (NPCS.NPC->client->ps.fd.forcePowersKnown&(1<<FP_PROTECT)) != 0
&& (NPCS.NPC->client->ps.fd.forcePowersActive&(1<<FP_PROTECT)) == 0
&& Q_irand( 0, 1 ) )
{
ForceProtect( NPCS.NPC );
usedForce = qtrue;
}
else if ( (NPCS.NPC->client->ps.fd.forcePowersKnown&(1<<FP_ABSORB)) != 0
&& (NPCS.NPC->client->ps.fd.forcePowersActive&(1<<FP_ABSORB)) == 0
&& Q_irand( 0, 1 ) )
{
ForceAbsorb( NPCS.NPC );
usedForce = qtrue;
}
else if ( (NPCS.NPC->client->ps.fd.forcePowersKnown&(1<<FP_RAGE)) != 0
&& (NPCS.NPC->client->ps.fd.forcePowersActive&(1<<FP_RAGE)) == 0
&& Q_irand( 0, 1 ) )
{
Jedi_Rage();
usedForce = qtrue;
}
//FIXME: what about things like mind tricks and force sight?
}
if ( enemy_dist > 384 )
{//FIXME: check for enemy facing away and/or moving away
if ( !Q_irand( 0, 10 ) && NPCS.NPCInfo->blockedSpeechDebounceTime < level.time && jediSpeechDebounceTime[NPCS.NPC->client->playerTeam] < level.time )
{
if ( NPC_ClearLOS4( NPCS.NPC->enemy ) )
{
G_AddVoiceEvent( NPCS.NPC, Q_irand( EV_JCHASE1, EV_JCHASE3 ), 3000 );
}
jediSpeechDebounceTime[NPCS.NPC->client->playerTeam] = NPCS.NPCInfo->blockedSpeechDebounceTime = level.time + 3000;
}
}
//Unless we're totally hiding, go after him
if ( NPCS.NPCInfo->stats.aggression > 0 )
{//approach enemy
if ( !usedForce )
{
Jedi_Advance();
}
}
}
//FIXME: enemy_dist calc needs to include all blade lengths, and include distance from hand to start of blade....
else if ( enemy_dist > 50 )//FIXME: not hardcoded- base on our reach (modelScale?) and saberLengthMax
{//we're out of striking range and we are allowed to attack
//first, check some tactical force power decisions
if ( NPCS.NPC->enemy && NPCS.NPC->enemy->client && (NPCS.NPC->enemy->client->ps.fd.forceGripBeingGripped > level.time) )
{//They're being gripped, rush them!
if ( NPCS.NPC->enemy->client->ps.groundEntityNum != ENTITYNUM_NONE )
{//they're on the ground, so advance
if ( TIMER_Done( NPCS.NPC, "parryTime" ) || NPCS.NPCInfo->rank > RANK_LT )
{//not parrying
if ( enemy_dist > 200 || !(NPCS.NPCInfo->scriptFlags&SCF_DONT_FIRE) )
{//far away or allowed to use saber
Jedi_Advance();
}
}
}
if ( NPCS.NPCInfo->rank >= RANK_LT_JG
&& !Q_irand( 0, 5 )
&& !(NPCS.NPC->client->ps.fd.forcePowersActive&(1 << FP_SPEED))
&& !(NPCS.NPC->client->ps.saberEventFlags&SEF_INWATER) )//saber not in water
{//throw saber
NPCS.ucmd.buttons |= BUTTON_ALT_ATTACK;
}
}
else if ( NPCS.NPC->enemy && NPCS.NPC->enemy->client && //valid enemy
NPCS.NPC->enemy->client->ps.saberInFlight && /*NPC->enemy->client->ps.saber[0].Active()*/ NPCS.NPC->enemy->client->ps.saberEntityNum && //enemy throwing saber
NPCS.NPC->client->ps.weaponTime <= 0 && //I'm not busy
WP_ForcePowerAvailable( NPCS.NPC, FP_GRIP, 0 ) && //I can use the power
!Q_irand( 0, 10 ) && //don't do it all the time, averages to 1 check a second
Q_irand( 0, 6 ) < g_npcspskill.integer && //more likely on harder diff
Q_irand( RANK_CIVILIAN, RANK_CAPTAIN ) < NPCS.NPCInfo->rank )//more likely against harder enemies
{//They're throwing their saber, grip them!
//taunt
if ( TIMER_Done( NPCS.NPC, "chatter" ) && jediSpeechDebounceTime[NPCS.NPC->client->playerTeam] < level.time && NPCS.NPCInfo->blockedSpeechDebounceTime < level.time )
{
G_AddVoiceEvent( NPCS.NPC, Q_irand( EV_TAUNT1, EV_TAUNT3 ), 3000 );
jediSpeechDebounceTime[NPCS.NPC->client->playerTeam] = NPCS.NPCInfo->blockedSpeechDebounceTime = level.time + 3000;
TIMER_Set( NPCS.NPC, "chatter", 3000 );
}
//grip
TIMER_Set( NPCS.NPC, "gripping", 3000 );
TIMER_Set( NPCS.NPC, "attackDelay", 3000 );
}
else
{
int chanceScale;
if ( NPCS.NPC->enemy && NPCS.NPC->enemy->client && (NPCS.NPC->enemy->client->ps.fd.forcePowersActive&(1<<FP_GRIP)) )
{//They're choking someone, probably an ally, run at them and do some sort of attack
if ( NPCS.NPC->enemy->client->ps.groundEntityNum != ENTITYNUM_NONE )
{//they're on the ground, so advance
if ( TIMER_Done( NPCS.NPC, "parryTime" ) || NPCS.NPCInfo->rank > RANK_LT )
{//not parrying
if ( enemy_dist > 200 || !(NPCS.NPCInfo->scriptFlags&SCF_DONT_FIRE) )
{//far away or allowed to use saber
Jedi_Advance();
}
}
}
}
chanceScale = 0;
if ( NPCS.NPC->client->NPC_class == CLASS_DESANN || !Q_stricmp("Yoda",NPCS.NPC->NPC_type) )
{
chanceScale = 1;
}
else if ( NPCS.NPCInfo->rank == RANK_ENSIGN )
{
chanceScale = 2;
}
else if ( NPCS.NPCInfo->rank >= RANK_LT_JG )
{
chanceScale = 5;
}
if ( chanceScale
&& (enemy_dist > Q_irand( 100, 200 ) || (NPCS.NPCInfo->scriptFlags&SCF_DONT_FIRE) || (!Q_stricmp("Yoda",NPCS.NPC->NPC_type)&&!Q_irand(0,3)) )
&& enemy_dist < 500
&& (Q_irand( 0, chanceScale*10 )<5 || (NPCS.NPC->enemy->client && NPCS.NPC->enemy->client->ps.weapon != WP_SABER && !Q_irand( 0, chanceScale ) ) ) )
{//else, randomly try some kind of attack every now and then
if ( ((NPCS.NPCInfo->rank == RANK_ENSIGN || NPCS.NPCInfo->rank > RANK_LT_JG) && !Q_irand( 0, 1 )) || NPCS.NPC->s.weapon != WP_SABER )
{
if ( WP_ForcePowerUsable( NPCS.NPC, FP_PULL ) && !Q_irand( 0, 2 ) )
{
//force pull the guy to me!
//FIXME: check forcePushRadius[NPC->client->ps.fd.forcePowerLevel[FP_PUSH]]
ForceThrow( NPCS.NPC, qtrue );
//maybe strafe too?
TIMER_Set( NPCS.NPC, "duck", enemy_dist*3 );
if ( Q_irand( 0, 1 ) )
{
NPCS.ucmd.buttons |= BUTTON_ATTACK;
}
}
else if ( (WP_ForcePowerUsable( NPCS.NPC, FP_LIGHTNING )
&& ((NPCS.NPCInfo->scriptFlags & SCF_DONT_FIRE) && Q_stricmp("cultist_lightning",NPCS.NPC->NPC_type))) || Q_irand( 0, 1 ))
{
ForceLightning( NPCS.NPC );
if ( NPCS.NPC->client->ps.fd.forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_1 )
{
NPCS.NPC->client->ps.weaponTime = Q_irand( 1000, 3000+(g_npcspskill.integer*500) );
TIMER_Set( NPCS.NPC, "holdLightning", NPCS.NPC->client->ps.weaponTime );
}
TIMER_Set( NPCS.NPC, "attackDelay", NPCS.NPC->client->ps.weaponTime );
}
//rwwFIXMEFIXME: After new drain stuff from SP is in re-enable this.
else if ( (NPCS.NPC->health < NPCS.NPC->client->ps.stats[STAT_MAX_HEALTH] * 0.75f
&& Q_irand( FORCE_LEVEL_0, NPCS.NPC->client->ps.fd.forcePowerLevel[FP_DRAIN] ) > FORCE_LEVEL_1
&& WP_ForcePowerUsable( NPCS.NPC, FP_DRAIN )
&& ((NPCS.NPCInfo->scriptFlags&SCF_DONT_FIRE)&&Q_stricmp("cultist_drain",NPCS.NPC->NPC_type))) || Q_irand( 0, 1 ) )
{
ForceDrain( NPCS.NPC );
NPCS.NPC->client->ps.weaponTime = Q_irand( 1000, 3000+(g_npcspskill.integer*500) );
TIMER_Set( NPCS.NPC, "draining", NPCS.NPC->client->ps.weaponTime );
TIMER_Set( NPCS.NPC, "attackDelay", NPCS.NPC->client->ps.weaponTime );
}
else if ( WP_ForcePowerUsable( NPCS.NPC, FP_GRIP )
&& NPCS.NPC->enemy && InFOV( NPCS.NPC->enemy, NPCS.NPC, 20, 30 ) )
{
//taunt
if ( TIMER_Done( NPCS.NPC, "chatter" ) && jediSpeechDebounceTime[NPCS.NPC->client->playerTeam] < level.time && NPCS.NPCInfo->blockedSpeechDebounceTime < level.time )
{
G_AddVoiceEvent( NPCS.NPC, Q_irand( EV_TAUNT1, EV_TAUNT3 ), 3000 );
jediSpeechDebounceTime[NPCS.NPC->client->playerTeam] = NPCS.NPCInfo->blockedSpeechDebounceTime = level.time + 3000;
TIMER_Set( NPCS.NPC, "chatter", 3000 );
}
//grip
TIMER_Set( NPCS.NPC, "gripping", 3000 );
TIMER_Set( NPCS.NPC, "attackDelay", 3000 );
}
else
{
if ( WP_ForcePowerUsable( NPCS.NPC, FP_SABERTHROW )
&& !(NPCS.NPC->client->ps.fd.forcePowersActive&(1 << FP_SPEED))
&& !(NPCS.NPC->client->ps.saberEventFlags&SEF_INWATER) )//saber not in water
{//throw saber
NPCS.ucmd.buttons |= BUTTON_ALT_ATTACK;
}
}
}
else
{
if ( NPCS.NPCInfo->rank >= RANK_LT_JG
&& !(NPCS.NPC->client->ps.fd.forcePowersActive&(1 << FP_SPEED))
&& !(NPCS.NPC->client->ps.saberEventFlags&SEF_INWATER) )//saber not in water
{//throw saber
NPCS.ucmd.buttons |= BUTTON_ALT_ATTACK;
}
}
}
//see if we should advance now
else if ( NPCS.NPCInfo->stats.aggression > 5 )
{//approach enemy
if ( TIMER_Done( NPCS.NPC, "parryTime" ) || NPCS.NPCInfo->rank > RANK_LT )
{//not parrying
if ( !NPCS.NPC->enemy->client || NPCS.NPC->enemy->client->ps.groundEntityNum != ENTITYNUM_NONE )
{//they're on the ground, so advance
if ( enemy_dist > 200 || !(NPCS.NPCInfo->scriptFlags&SCF_DONT_FIRE) )
{//far away or allowed to use saber
Jedi_Advance();
}
}
}
}
else
{//maintain this distance?
//walk?
}
}
}
else
{//we're not close enough to attack, but not far enough away to be safe
if ( NPCS.NPCInfo->stats.aggression < 4 )
{//back off and defend
Jedi_Retreat();
}
else if ( NPCS.NPCInfo->stats.aggression > 5 )
{//try to get closer
if ( enemy_dist > 0 && !(NPCS.NPCInfo->scriptFlags&SCF_DONT_FIRE))
{//we're allowed to use our lightsaber, get closer
if ( TIMER_Done( NPCS.NPC, "parryTime" ) || NPCS.NPCInfo->rank > RANK_LT )
{//not parrying
if ( !NPCS.NPC->enemy->client || NPCS.NPC->enemy->client->ps.groundEntityNum != ENTITYNUM_NONE )
{//they're on the ground, so advance
Jedi_Advance();
}
}
}
}
else
{//agression is 4 or 5... somewhere in the middle
//what do we do here? Nothing?
//Move forward and back?
}
}
//if really really mad, rage!
if ( NPCS.NPCInfo->stats.aggression > Q_irand( 5, 15 )
&& NPCS.NPC->health < NPCS.NPC->client->pers.maxHealth*0.75f
&& !Q_irand( 0, 2 ) )
{
if ( (NPCS.NPC->client->ps.fd.forcePowersKnown&(1<<FP_RAGE)) != 0
&& (NPCS.NPC->client->ps.fd.forcePowersActive&(1<<FP_RAGE)) == 0 )
{
Jedi_Rage();
}
}
}
static qboolean Jedi_Strafe( int strafeTimeMin, int strafeTimeMax, int nextStrafeTimeMin, int nextStrafeTimeMax, qboolean walking )
{
if( Jedi_CultistDestroyer( NPCS.NPC ) )
{
return qfalse;
}
if ( NPCS.NPC->client->ps.saberEventFlags&SEF_LOCK_WON && NPCS.NPC->enemy && NPCS.NPC->enemy->painDebounceTime > level.time )
{//don't strafe if pressing the advantage of winning a saberLock
return qfalse;
}
if ( TIMER_Done( NPCS.NPC, "strafeLeft" ) && TIMER_Done( NPCS.NPC, "strafeRight" ) )
{
qboolean strafed = qfalse;
//TODO: make left/right choice a tactical decision rather than random:
// try to keep own back away from walls and ledges,
// try to keep enemy's back to a ledge or wall
// Maybe try to strafe toward designer-placed "safe spots" or "goals"?
int strafeTime = Q_irand( strafeTimeMin, strafeTimeMax );
if ( Q_irand( 0, 1 ) )
{
if ( NPC_MoveDirClear( NPCS.ucmd.forwardmove, -127, qfalse ) )
{
TIMER_Set( NPCS.NPC, "strafeLeft", strafeTime );
strafed = qtrue;
}
else if ( NPC_MoveDirClear( NPCS.ucmd.forwardmove, 127, qfalse ) )
{
TIMER_Set( NPCS.NPC, "strafeRight", strafeTime );
strafed = qtrue;
}
}
else
{
if ( NPC_MoveDirClear( NPCS.ucmd.forwardmove, 127, qfalse ) )
{
TIMER_Set( NPCS.NPC, "strafeRight", strafeTime );
strafed = qtrue;
}
else if ( NPC_MoveDirClear( NPCS.ucmd.forwardmove, -127, qfalse ) )
{
TIMER_Set( NPCS.NPC, "strafeLeft", strafeTime );
strafed = qtrue;
}
}
if ( strafed )
{
TIMER_Set( NPCS.NPC, "noStrafe", strafeTime + Q_irand( nextStrafeTimeMin, nextStrafeTimeMax ) );
if ( walking )
{//should be a slow strafe
TIMER_Set( NPCS.NPC, "walking", strafeTime );
}
return qtrue;
}
}
return qfalse;
}
/*
static void Jedi_FaceEntity( gentity_t *self, gentity_t *other, qboolean doPitch )
{
vec3_t entPos;
vec3_t muzzle;
//Get the positions
CalcEntitySpot( other, SPOT_ORIGIN, entPos );
//Get the positions
CalcEntitySpot( self, SPOT_HEAD_LEAN, muzzle );//SPOT_HEAD
//Find the desired angles
vec3_t angles;
GetAnglesForDirection( muzzle, entPos, angles );
self->NPC->desiredYaw = AngleNormalize360( angles[YAW] );
if ( doPitch )
{
self->NPC->desiredPitch = AngleNormalize360( angles[PITCH] );
}
}
*/
/*
qboolean Jedi_DodgeEvasion( gentity_t *self, gentity_t *shooter, trace_t *tr, int hitLoc )
Jedi will play a dodge anim, blur, and make the force speed noise.
Right now used to dodge instant-hit weapons.
FIXME: possibly call this for saber melee evasion and/or missile evasion?
FIXME: possibly let player do this too?
*/
//rwwFIXMEFIXME: Going to use qboolean Jedi_DodgeEvasion( gentity_t *self, gentity_t *shooter, trace_t *tr, int hitLoc ) from
//w_saber.c.. maybe use seperate one for NPCs or add cases to that one?
evasionType_t Jedi_CheckFlipEvasions( gentity_t *self, float rightdot, float zdiff )
{
if ( self->NPC && (self->NPC->scriptFlags&SCF_NO_ACROBATICS) )
{
return EVASION_NONE;
}
if ( self->client
&& (self->client->ps.fd.forceRageRecoveryTime > level.time || (self->client->ps.fd.forcePowersActive&(1<<FP_RAGE))) )
{//no fancy dodges when raging
return EVASION_NONE;
}
//Check for:
//ARIALS/CARTWHEELS
//WALL-RUNS
//WALL-FLIPS
//FIXME: if facing a wall, do forward wall-walk-backflip
if ( self->client->ps.legsAnim == BOTH_WALL_RUN_LEFT || self->client->ps.legsAnim == BOTH_WALL_RUN_RIGHT )
{//already running on a wall
vec3_t right, fwdAngles;
int anim = -1;
float animLength;
VectorSet(fwdAngles, 0, self->client->ps.viewangles[YAW], 0);
AngleVectors( fwdAngles, NULL, right, NULL );
animLength = BG_AnimLength( self->localAnimIndex, (animNumber_t)self->client->ps.legsAnim );
if ( self->client->ps.legsAnim == BOTH_WALL_RUN_LEFT && rightdot < 0 )
{//I'm running on a wall to my left and the attack is on the left
if ( animLength - self->client->ps.legsTimer > 400
&& self->client->ps.legsTimer > 400 )
{//not at the beginning or end of the anim
anim = BOTH_WALL_RUN_LEFT_FLIP;
}
}
else if ( self->client->ps.legsAnim == BOTH_WALL_RUN_RIGHT && rightdot > 0 )
{//I'm running on a wall to my right and the attack is on the right
if ( animLength - self->client->ps.legsTimer > 400
&& self->client->ps.legsTimer > 400 )
{//not at the beginning or end of the anim
anim = BOTH_WALL_RUN_RIGHT_FLIP;
}
}
if ( anim != -1 )
{//flip off the wall!
int parts;
//FIXME: check the direction we will flip towards for do-not-enter/walls/drops?
//NOTE: we presume there is still a wall there!
if ( anim == BOTH_WALL_RUN_LEFT_FLIP )
{
self->client->ps.velocity[0] *= 0.5f;
self->client->ps.velocity[1] *= 0.5f;
VectorMA( self->client->ps.velocity, 150, right, self->client->ps.velocity );
}
else if ( anim == BOTH_WALL_RUN_RIGHT_FLIP )
{
self->client->ps.velocity[0] *= 0.5f;
self->client->ps.velocity[1] *= 0.5f;
VectorMA( self->client->ps.velocity, -150, right, self->client->ps.velocity );
}
parts = SETANIM_LEGS;
if ( !self->client->ps.weaponTime )
{
parts = SETANIM_BOTH;
}
NPC_SetAnim( self, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
//self->client->ps.pm_flags |= (PMF_JUMPING|PMF_SLOW_MO_FALL);
//rwwFIXMEFIXME: Add these pm flags?
G_AddEvent( self, EV_JUMP, 0 );
return EVASION_OTHER;
}
}
else if ( self->client->NPC_class != CLASS_DESANN //desann doesn't do these kind of frilly acrobatics
&& (self->NPC->rank == RANK_CREWMAN || self->NPC->rank >= RANK_LT)
&& Q_irand( 0, 1 )
&& !BG_InRoll( &self->client->ps, self->client->ps.legsAnim )
&& !PM_InKnockDown( &self->client->ps )
&& !BG_SaberInSpecialAttack( self->client->ps.torsoAnim ) )
{
vec3_t fwd, right, traceto, mins, maxs, fwdAngles;
trace_t trace;
int parts, anim;
float speed, checkDist;
qboolean allowCartWheels = qtrue;
qboolean allowWallFlips = qtrue;
if ( self->client->ps.weapon == WP_SABER )
{
if ( self->client->saber[0].model[0]
&& (self->client->saber[0].saberFlags&SFL_NO_CARTWHEELS) )
{
allowCartWheels = qfalse;
}
else if ( self->client->saber[1].model[0]
&& (self->client->saber[1].saberFlags&SFL_NO_CARTWHEELS) )
{
allowCartWheels = qfalse;
}
if ( self->client->saber[0].model[0]
&& (self->client->saber[0].saberFlags&SFL_NO_WALL_FLIPS) )
{
allowWallFlips = qfalse;
}
else if ( self->client->saber[1].model[0]
&& (self->client->saber[1].saberFlags&SFL_NO_WALL_FLIPS) )
{
allowWallFlips = qfalse;
}
}
VectorSet(mins, self->r.mins[0],self->r.mins[1],0);
VectorSet(maxs, self->r.maxs[0],self->r.maxs[1],24);
VectorSet(fwdAngles, 0, self->client->ps.viewangles[YAW], 0);
AngleVectors( fwdAngles, fwd, right, NULL );
parts = SETANIM_BOTH;
if ( BG_SaberInAttack( self->client->ps.saberMove )
|| PM_SaberInStart( self->client->ps.saberMove ) )
{
parts = SETANIM_LEGS;
}
if ( rightdot >= 0 )
{
if ( Q_irand( 0, 1 ) )
{
anim = BOTH_ARIAL_LEFT;
}
else
{
anim = BOTH_CARTWHEEL_LEFT;
}
checkDist = -128;
speed = -200;
}
else
{
if ( Q_irand( 0, 1 ) )
{
anim = BOTH_ARIAL_RIGHT;
}
else
{
anim = BOTH_CARTWHEEL_RIGHT;
}
checkDist = 128;
speed = 200;
}
//trace in the dir that we want to go
VectorMA( self->r.currentOrigin, checkDist, right, traceto );
trap->Trace( &trace, self->r.currentOrigin, mins, maxs, traceto, self->s.number, CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP, qfalse, 0, 0 );
if ( trace.fraction >= 1.0f && allowCartWheels )
{//it's clear, let's do it
//FIXME: check for drops?
vec3_t jumpRt;
NPC_SetAnim( self, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
self->client->ps.weaponTime = self->client->ps.legsTimer;//don't attack again until this anim is done
VectorCopy( self->client->ps.viewangles, fwdAngles );
fwdAngles[PITCH] = fwdAngles[ROLL] = 0;
//do the flip
AngleVectors( fwdAngles, NULL, jumpRt, NULL );
VectorScale( jumpRt, speed, self->client->ps.velocity );
self->client->ps.fd.forceJumpCharge = 0;//so we don't play the force flip anim
self->client->ps.velocity[2] = 200;
self->client->ps.fd.forceJumpZStart = self->r.currentOrigin[2];//so we don't take damage if we land at same height
//self->client->ps.pm_flags |= PMF_JUMPING;
if ( self->client->NPC_class == CLASS_BOBAFETT )
{
G_AddEvent( self, EV_JUMP, 0 );
}
else
{
G_SoundOnEnt( self, CHAN_BODY, "sound/weapons/force/jump.wav" );
}
//ucmd.upmove = 0;
return EVASION_CARTWHEEL;
}
else if ( !(trace.contents&CONTENTS_BOTCLIP) )
{//hit a wall, not a do-not-enter brush
//FIXME: before we check any of these jump-type evasions, we should check for headroom, right?
//Okay, see if we can flip *off* the wall and go the other way
vec3_t idealNormal;
gentity_t *traceEnt;
VectorSubtract( self->r.currentOrigin, traceto, idealNormal );
VectorNormalize( idealNormal );
traceEnt = &g_entities[trace.entityNum];
if ( (trace.entityNum<ENTITYNUM_WORLD&&traceEnt&&traceEnt->s.solid!=SOLID_BMODEL) || DotProduct( trace.plane.normal, idealNormal ) > 0.7f )
{//it's a ent of some sort or it's a wall roughly facing us
float bestCheckDist = 0;
//hmm, see if we're moving forward
if ( DotProduct( self->client->ps.velocity, fwd ) < 200 )
{//not running forward very fast
//check to see if it's okay to move the other way
if ( (trace.fraction*checkDist) <= 32 )
{//wall on that side is close enough to wall-flip off of or wall-run on
bestCheckDist = checkDist;
checkDist *= -1.0f;
VectorMA( self->r.currentOrigin, checkDist, right, traceto );
//trace in the dir that we want to go
trap->Trace( &trace, self->r.currentOrigin, mins, maxs, traceto, self->s.number, CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP, qfalse, 0, 0 );
if ( trace.fraction >= 1.0f )
{//it's clear, let's do it
if ( allowWallFlips )
{//okay to do wall-flips with this saber
//FIXME: check for drops?
//turn the cartwheel into a wallflip in the other dir
if ( rightdot > 0 )
{
anim = BOTH_WALL_FLIP_LEFT;
self->client->ps.velocity[0] = self->client->ps.velocity[1] = 0;
VectorMA( self->client->ps.velocity, 150, right, self->client->ps.velocity );
}
else
{
anim = BOTH_WALL_FLIP_RIGHT;
self->client->ps.velocity[0] = self->client->ps.velocity[1] = 0;
VectorMA( self->client->ps.velocity, -150, right, self->client->ps.velocity );
}
self->client->ps.velocity[2] = forceJumpStrength[FORCE_LEVEL_2]/2.25f;
//animate me
parts = SETANIM_LEGS;
if ( !self->client->ps.weaponTime )
{
parts = SETANIM_BOTH;
}
NPC_SetAnim( self, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
self->client->ps.fd.forceJumpZStart = self->r.currentOrigin[2];//so we don't take damage if we land at same height
//self->client->ps.pm_flags |= (PMF_JUMPING|PMF_SLOW_MO_FALL);
if ( self->client->NPC_class == CLASS_BOBAFETT )
{
G_AddEvent( self, EV_JUMP, 0 );
}
else
{
G_SoundOnEnt( self, CHAN_BODY, "sound/weapons/force/jump.wav" );
}
return EVASION_OTHER;
}
}
else
{//boxed in on both sides
if ( DotProduct( self->client->ps.velocity, fwd ) < 0 )
{//moving backwards
return EVASION_NONE;
}
if ( (trace.fraction*checkDist) <= 32 && (trace.fraction*checkDist) < bestCheckDist )
{
bestCheckDist = checkDist;
}
}
}
else
{//too far from that wall to flip or run off it, check other side
checkDist *= -1.0f;
VectorMA( self->r.currentOrigin, checkDist, right, traceto );
//trace in the dir that we want to go
trap->Trace( &trace, self->r.currentOrigin, mins, maxs, traceto, self->s.number, CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP, qfalse, 0, 0 );
if ( (trace.fraction*checkDist) <= 32 )
{//wall on this side is close enough
bestCheckDist = checkDist;
}
else
{//neither side has a wall within 32
return EVASION_NONE;
}
}
}
//Try wall run?
if ( bestCheckDist )
{//one of the walls was close enough to wall-run on
qboolean allowWallRuns = qtrue;
if ( self->client->ps.weapon == WP_SABER )
{
if ( self->client->saber[0].model[0]
&& (self->client->saber[0].saberFlags&SFL_NO_WALL_RUNS) )
{
allowWallRuns = qfalse;
}
else if ( self->client->saber[1].model[0]
&& (self->client->saber[1].saberFlags&SFL_NO_WALL_RUNS) )
{
allowWallRuns = qfalse;
}
}
if ( allowWallRuns )
{//okay to do wallruns with this saber
//FIXME: check for long enough wall and a drop at the end?
if ( bestCheckDist > 0 )
{//it was to the right
anim = BOTH_WALL_RUN_RIGHT;
}
else
{//it was to the left
anim = BOTH_WALL_RUN_LEFT;
}
self->client->ps.velocity[2] = forceJumpStrength[FORCE_LEVEL_2]/2.25f;
//animate me
parts = SETANIM_LEGS;
if ( !self->client->ps.weaponTime )
{
parts = SETANIM_BOTH;
}
NPC_SetAnim( self, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
self->client->ps.fd.forceJumpZStart = self->r.currentOrigin[2];//so we don't take damage if we land at same height
//self->client->ps.pm_flags |= (PMF_JUMPING|PMF_SLOW_MO_FALL);
if ( self->client->NPC_class == CLASS_BOBAFETT )
{
G_AddEvent( self, EV_JUMP, 0 );
}
else
{
G_SoundOnEnt( self, CHAN_BODY, "sound/weapons/force/jump.wav" );
}
return EVASION_OTHER;
}
}
//else check for wall in front, do backflip off wall
}
}
}
return EVASION_NONE;
}
int Jedi_ReCalcParryTime( gentity_t *self, evasionType_t evasionType )
{
if ( !self->client )
{
return 0;
}
if ( self->s.number >= 0 && self->s.number < MAX_CLIENTS )
{//player
return bg_parryDebounce[self->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE]];
}
else if ( self->NPC )
{
if ( !g_saberRealisticCombat.integer
&& ( g_npcspskill.integer == 2 || (g_npcspskill.integer == 1 && self->client->NPC_class == CLASS_TAVION) ) )
{
if ( self->client->NPC_class == CLASS_TAVION )
{
return 0;
}
else
{
return Q_irand( 0, 150 );
}
}
else
{
int baseTime;
if ( evasionType == EVASION_DODGE )
{
baseTime = self->client->ps.torsoTimer;
}
else if ( evasionType == EVASION_CARTWHEEL )
{
baseTime = self->client->ps.torsoTimer;
}
else if ( self->client->ps.saberInFlight )
{
baseTime = Q_irand( 1, 3 ) * 50;
}
else
{
if ( g_saberRealisticCombat.integer )
{
baseTime = 500;
switch ( g_npcspskill.integer )
{
case 0:
baseTime = 500;
break;
case 1:
baseTime = 300;
break;
case 2:
default:
baseTime = 100;
break;
}
}
else
{
baseTime = 150;//500;
switch ( g_npcspskill.integer )
{
case 0:
baseTime = 200;//500;
break;
case 1:
baseTime = 100;//300;
break;
case 2:
default:
baseTime = 50;//100;
break;
}
}
if ( self->client->NPC_class == CLASS_TAVION )
{//Tavion is faster
baseTime = ceil(baseTime/2.0f);
}
else if ( self->NPC->rank >= RANK_LT_JG )
{//fencers, bosses, shadowtroopers, luke, desann, et al use the norm
if ( !Q_irand( 0, 2 ) )
{//with the occasional fast parry
baseTime = ceil(baseTime/2.0f);
}
}
else if ( self->NPC->rank == RANK_CIVILIAN )
{//grunts are slowest
baseTime = baseTime*Q_irand(1,3);
}
else if ( self->NPC->rank == RANK_CREWMAN )
{//acrobats aren't so bad
if ( evasionType == EVASION_PARRY
|| evasionType == EVASION_DUCK_PARRY
|| evasionType == EVASION_JUMP_PARRY )
{//slower with parries
baseTime = baseTime*Q_irand(1,2);
}
else
{//faster with acrobatics
//baseTime = baseTime;
}
}
else
{//force users are kinda slow
baseTime = baseTime*Q_irand(1,2);
}
if ( evasionType == EVASION_DUCK || evasionType == EVASION_DUCK_PARRY )
{
baseTime += 100;
}
else if ( evasionType == EVASION_JUMP || evasionType == EVASION_JUMP_PARRY )
{
baseTime += 50;
}
else if ( evasionType == EVASION_OTHER )
{
baseTime += 100;
}
else if ( evasionType == EVASION_FJUMP )
{
baseTime += 100;
}
}
return baseTime;
}
}
return 0;
}
qboolean Jedi_QuickReactions( gentity_t *self )
{
if ( ( self->client->NPC_class == CLASS_JEDI && NPCS.NPCInfo->rank == RANK_COMMANDER ) ||
self->client->NPC_class == CLASS_TAVION ||
(self->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE]>FORCE_LEVEL_1&&g_npcspskill.integer>1) ||
(self->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE]>FORCE_LEVEL_2&&g_npcspskill.integer>0) )
{
return qtrue;
}
return qfalse;
}
qboolean Jedi_SaberBusy( gentity_t *self )
{
if ( self->client->ps.torsoTimer > 300
&& ( (BG_SaberInAttack( self->client->ps.saberMove )&&self->client->ps.fd.saberAnimLevel==FORCE_LEVEL_3)
|| BG_SpinningSaberAnim( self->client->ps.torsoAnim )
|| BG_SaberInSpecialAttack( self->client->ps.torsoAnim )
//|| PM_SaberInBounce( self->client->ps.saberMove )
|| PM_SaberInBrokenParry( self->client->ps.saberMove )
//|| PM_SaberInDeflect( self->client->ps.saberMove )
|| BG_FlippingAnim( self->client->ps.torsoAnim )
|| PM_RollingAnim( self->client->ps.torsoAnim ) ) )
{//my saber is not in a parrying position
return qtrue;
}
return qfalse;
}
/*
-------------------------
Jedi_SaberBlock
Pick proper block anim
FIXME: Based on difficulty level/enemy saber combat skill, make this decision-making more/less effective
NOTE: always blocking projectiles in this func!
-------------------------
*/
extern qboolean G_FindClosestPointOnLineSegment( const vec3_t start, const vec3_t end, const vec3_t from, vec3_t result );
evasionType_t Jedi_SaberBlockGo( gentity_t *self, usercmd_t *cmd, vec3_t pHitloc, vec3_t phitDir, gentity_t *incoming, float dist ) //dist = 0.0f
{
vec3_t hitloc, hitdir, diff, fwdangles={0,0,0}, right;
float rightdot;
float zdiff;
int duckChance = 0;
int dodgeAnim = -1;
qboolean saberBusy = qfalse, doDodge = qfalse;
evasionType_t evasionType = EVASION_NONE;
//FIXME: if we don't have our saber in hand, pick the force throw option or a jump or strafe!
//FIXME: reborn don't block enough anymore
if ( !incoming )
{
VectorCopy( pHitloc, hitloc );
VectorCopy( phitDir, hitdir );
//FIXME: maybe base this on rank some? And/or g_npcspskill?
if ( self->client->ps.saberInFlight )
{//DOH! do non-saber evasion!
saberBusy = qtrue;
}
else if ( Jedi_QuickReactions( self ) )
{//jedi trainer and tavion are must faster at parrying and can do it whenever they like
//Also, on medium, all level 3 people can parry any time and on hard, all level 2 or 3 people can parry any time
}
else
{
saberBusy = Jedi_SaberBusy( self );
}
}
else
{
if ( incoming->s.weapon == WP_SABER )
{//flying lightsaber, face it!
//FIXME: for this to actually work, we'd need to call update angles too?
//Jedi_FaceEntity( self, incoming, qtrue );
}
VectorCopy( incoming->r.currentOrigin, hitloc );
VectorNormalize2( incoming->s.pos.trDelta, hitdir );
}
if ( self->client && self->client->NPC_class == CLASS_BOBAFETT )
{
saberBusy = qtrue;
}
VectorSubtract( hitloc, self->client->renderInfo.eyePoint, diff );
diff[2] = 0;
//VectorNormalize( diff );
fwdangles[1] = self->client->ps.viewangles[1];
// Ultimately we might care if the shot was ahead or behind, but for now, just quadrant is fine.
AngleVectors( fwdangles, NULL, right, NULL );
rightdot = DotProduct(right, diff);// + flrand(-0.10f,0.10f);
//totalHeight = self->client->renderInfo.eyePoint[2] - self->r.absmin[2];
zdiff = hitloc[2] - self->client->renderInfo.eyePoint[2];// + Q_irand(-6,6);
//see if we can dodge if need-be
if ( (dist>16&&(Q_irand( 0, 2 )||saberBusy))
|| self->client->ps.saberInFlight
|| BG_SabersOff( &self->client->ps )
|| self->client->NPC_class == CLASS_BOBAFETT )
{//either it will miss by a bit (and 25% chance) OR our saber is not in-hand OR saber is off
if ( self->NPC && (self->NPC->rank == RANK_CREWMAN || self->NPC->rank >= RANK_LT_JG) )
{//acrobat or fencer or above
if ( self->client->ps.groundEntityNum != ENTITYNUM_NONE &&//on the ground
!(self->client->ps.pm_flags&PMF_DUCKED)&&cmd->upmove>=0&&TIMER_Done( self, "duck" )//not ducking
&& !BG_InRoll( &self->client->ps, self->client->ps.legsAnim )//not rolling
&& !PM_InKnockDown( &self->client->ps )//not knocked down
&& ( self->client->ps.saberInFlight ||
self->client->NPC_class == CLASS_BOBAFETT ||
(!BG_SaberInAttack( self->client->ps.saberMove )//not attacking
&& !PM_SaberInStart( self->client->ps.saberMove )//not starting an attack
&& !BG_SpinningSaberAnim( self->client->ps.torsoAnim )//not in a saber spin
&& !BG_SaberInSpecialAttack( self->client->ps.torsoAnim ))//not in a special attack
)
)
{//need to check all these because it overrides both torso and legs with the dodge
doDodge = qtrue;
}
}
}
// Figure out what quadrant the block was in.
if ( d_JediAI.integer )
{
Com_Printf( "(%d) evading attack from height %4.2f, zdiff: %4.2f, rightdot: %4.2f\n", level.time, hitloc[2]-self->r.absmin[2],zdiff,rightdot);
}
//UL = > -1//-6
//UR = > -6//-9
//TOP = > +6//+4
//FIXME: take FP_SABER_DEFENSE into account here somehow?
if ( zdiff >= -5 )//was 0
{
if ( incoming || !saberBusy )
{
if ( rightdot > 12
|| (rightdot > 3 && zdiff < 5)
|| (!incoming&&fabs(hitdir[2])<0.25f) )//was normalized, 0.3
{//coming from right
if ( doDodge )
{
if ( self->client->NPC_class == CLASS_BOBAFETT && !Q_irand( 0, 2 ) )
{//roll!
TIMER_Start( self, "duck", Q_irand( 500, 1500 ) );
TIMER_Start( self, "strafeLeft", Q_irand( 500, 1500 ) );
TIMER_Set( self, "strafeRight", 0 );
evasionType = EVASION_DUCK;
}
else if ( Q_irand( 0, 1 ) )
{
dodgeAnim = BOTH_DODGE_FL;
}
else
{
dodgeAnim = BOTH_DODGE_BL;
}
}
else
{
self->client->ps.saberBlocked = BLOCKED_UPPER_RIGHT;
evasionType = EVASION_PARRY;
if ( self->client->ps.groundEntityNum != ENTITYNUM_NONE )
{
if ( zdiff > 5 )
{
TIMER_Start( self, "duck", Q_irand( 500, 1500 ) );
evasionType = EVASION_DUCK_PARRY;
if ( d_JediAI.integer )
{
Com_Printf( "duck " );
}
}
else
{
duckChance = 6;
}
}
}
if ( d_JediAI.integer )
{
Com_Printf( "UR block\n" );
}
}
else if ( rightdot < -12
|| (rightdot < -3 && zdiff < 5)
|| (!incoming&&fabs(hitdir[2])<0.25f) )//was normalized, -0.3
{//coming from left
if ( doDodge )
{
if ( self->client->NPC_class == CLASS_BOBAFETT && !Q_irand( 0, 2 ) )
{//roll!
TIMER_Start( self, "duck", Q_irand( 500, 1500 ) );
TIMER_Start( self, "strafeRight", Q_irand( 500, 1500 ) );
TIMER_Set( self, "strafeLeft", 0 );
evasionType = EVASION_DUCK;
}
else if ( Q_irand( 0, 1 ) )
{
dodgeAnim = BOTH_DODGE_FR;
}
else
{
dodgeAnim = BOTH_DODGE_BR;
}
}
else
{
self->client->ps.saberBlocked = BLOCKED_UPPER_LEFT;
evasionType = EVASION_PARRY;
if ( self->client->ps.groundEntityNum != ENTITYNUM_NONE )
{
if ( zdiff > 5 )
{
TIMER_Start( self, "duck", Q_irand( 500, 1500 ) );
evasionType = EVASION_DUCK_PARRY;
if ( d_JediAI.integer )
{
Com_Printf( "duck " );
}
}
else
{
duckChance = 6;
}
}
}
if ( d_JediAI.integer )
{
Com_Printf( "UL block\n" );
}
}
else
{
self->client->ps.saberBlocked = BLOCKED_TOP;
evasionType = EVASION_PARRY;
if ( self->client->ps.groundEntityNum != ENTITYNUM_NONE )
{
duckChance = 4;
}
if ( d_JediAI.integer )
{
Com_Printf( "TOP block\n" );
}
}
}
else
{
if ( self->client->ps.groundEntityNum != ENTITYNUM_NONE )
{
//duckChance = 2;
TIMER_Start( self, "duck", Q_irand( 500, 1500 ) );
evasionType = EVASION_DUCK;
if ( d_JediAI.integer )
{
Com_Printf( "duck " );
}
}
}
}
//LL = -22//= -18 to -39
//LR = -23//= -20 to -41
else if ( zdiff > -22 )//was-15 )
{
if ( 1 )//zdiff < -10 )
{//hmm, pretty low, but not low enough to use the low block, so we need to duck
if ( self->client->ps.groundEntityNum != ENTITYNUM_NONE )
{
//duckChance = 2;
TIMER_Start( self, "duck", Q_irand( 500, 1500 ) );
evasionType = EVASION_DUCK;
if ( d_JediAI.integer )
{
Com_Printf( "duck " );
}
}
else
{//in air! Ducking does no good
}
}
if ( incoming || !saberBusy )
{
if ( rightdot > 8 || (rightdot > 3 && zdiff < -11) )//was normalized, 0.2
{
if ( doDodge )
{
if ( self->client->NPC_class == CLASS_BOBAFETT && !Q_irand( 0, 2 ) )
{//roll!
TIMER_Start( self, "strafeLeft", Q_irand( 500, 1500 ) );
TIMER_Set( self, "strafeRight", 0 );
}
else
{
dodgeAnim = BOTH_DODGE_L;
}
}
else
{
self->client->ps.saberBlocked = BLOCKED_UPPER_RIGHT;
if ( evasionType == EVASION_DUCK )
{
evasionType = EVASION_DUCK_PARRY;
}
else
{
evasionType = EVASION_PARRY;
}
}
if ( d_JediAI.integer )
{
Com_Printf( "mid-UR block\n" );
}
}
else if ( rightdot < -8 || (rightdot < -3 && zdiff < -11) )//was normalized, -0.2
{
if ( doDodge )
{
if ( self->client->NPC_class == CLASS_BOBAFETT && !Q_irand( 0, 2 ) )
{//roll!
TIMER_Start( self, "strafeLeft", Q_irand( 500, 1500 ) );
TIMER_Set( self, "strafeRight", 0 );
}
else
{
dodgeAnim = BOTH_DODGE_R;
}
}
else
{
self->client->ps.saberBlocked = BLOCKED_UPPER_LEFT;
if ( evasionType == EVASION_DUCK )
{
evasionType = EVASION_DUCK_PARRY;
}
else
{
evasionType = EVASION_PARRY;
}
}
if ( d_JediAI.integer )
{
Com_Printf( "mid-UL block\n" );
}
}
else
{
self->client->ps.saberBlocked = BLOCKED_TOP;
if ( evasionType == EVASION_DUCK )
{
evasionType = EVASION_DUCK_PARRY;
}
else
{
evasionType = EVASION_PARRY;
}
if ( d_JediAI.integer )
{
Com_Printf( "mid-TOP block\n" );
}
}
}
}
else if ( saberBusy || (zdiff < -36 && ( zdiff < -44 || !Q_irand( 0, 2 ) ) ) )//was -30 and -40//2nd one was -46
{//jump!
if ( self->client->ps.groundEntityNum == ENTITYNUM_NONE )
{//already in air, duck to pull up legs
TIMER_Start( self, "duck", Q_irand( 500, 1500 ) );
evasionType = EVASION_DUCK;
if ( d_JediAI.integer )
{
Com_Printf( "legs up\n" );
}
if ( incoming || !saberBusy )
{
//since the jump may be cleared if not safe, set a lower block too
if ( rightdot >= 0 )
{
self->client->ps.saberBlocked = BLOCKED_LOWER_RIGHT;
evasionType = EVASION_DUCK_PARRY;
if ( d_JediAI.integer )
{
Com_Printf( "LR block\n" );
}
}
else
{
self->client->ps.saberBlocked = BLOCKED_LOWER_LEFT;
evasionType = EVASION_DUCK_PARRY;
if ( d_JediAI.integer )
{
Com_Printf( "LL block\n" );
}
}
}
}
else
{//gotta jump!
if ( self->NPC && (self->NPC->rank == RANK_CREWMAN || self->NPC->rank > RANK_LT_JG ) &&
(!Q_irand( 0, 10 ) || (!Q_irand( 0, 2 ) && (cmd->forwardmove || cmd->rightmove))) )
{//superjump
//FIXME: check the jump, if can't, then block
if ( self->NPC
&& !(self->NPC->scriptFlags&SCF_NO_ACROBATICS)
&& self->client->ps.fd.forceRageRecoveryTime < level.time
&& !(self->client->ps.fd.forcePowersActive&(1<<FP_RAGE))
&& !PM_InKnockDown( &self->client->ps ) )
{
self->client->ps.fd.forceJumpCharge = 320;//FIXME: calc this intelligently
evasionType = EVASION_FJUMP;
if ( d_JediAI.integer )
{
Com_Printf( "force jump + " );
}
}
}
else
{//normal jump
//FIXME: check the jump, if can't, then block
if ( self->NPC
&& !(self->NPC->scriptFlags&SCF_NO_ACROBATICS)
&& self->client->ps.fd.forceRageRecoveryTime < level.time
&& !(self->client->ps.fd.forcePowersActive&(1<<FP_RAGE)) )
{
if ( self->client->NPC_class == CLASS_BOBAFETT && !Q_irand( 0, 1 ) )
{//roll!
if ( rightdot > 0 )
{
TIMER_Start( self, "strafeLeft", Q_irand( 500, 1500 ) );
TIMER_Set( self, "strafeRight", 0 );
TIMER_Set( self, "walking", 0 );
}
else
{
TIMER_Start( self, "strafeRight", Q_irand( 500, 1500 ) );
TIMER_Set( self, "strafeLeft", 0 );
TIMER_Set( self, "walking", 0 );
}
}
else
{
if ( self == NPCS.NPC )
{
cmd->upmove = 127;
}
else
{
self->client->ps.velocity[2] = JUMP_VELOCITY;
}
}
evasionType = EVASION_JUMP;
if ( d_JediAI.integer )
{
Com_Printf( "jump + " );
}
}
if ( self->client->NPC_class == CLASS_TAVION )
{
if ( !incoming
&& self->client->ps.groundEntityNum < ENTITYNUM_NONE
&& !Q_irand( 0, 2 ) )
{
if ( !BG_SaberInAttack( self->client->ps.saberMove )
&& !PM_SaberInStart( self->client->ps.saberMove )
&& !BG_InRoll( &self->client->ps, self->client->ps.legsAnim )
&& !PM_InKnockDown( &self->client->ps )
&& !BG_SaberInSpecialAttack( self->client->ps.torsoAnim ) )
{//do the butterfly!
int butterflyAnim;
if ( Q_irand( 0, 1 ) )
{
butterflyAnim = BOTH_BUTTERFLY_LEFT;
}
else
{
butterflyAnim = BOTH_BUTTERFLY_RIGHT;
}
evasionType = EVASION_CARTWHEEL;
NPC_SetAnim( self, SETANIM_BOTH, butterflyAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
self->client->ps.velocity[2] = 225;
self->client->ps.fd.forceJumpZStart = self->r.currentOrigin[2];//so we don't take damage if we land at same height
// self->client->ps.pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
// self->client->ps.SaberActivateTrail( 300 );//FIXME: reset this when done!
//Ah well. No hacking from the server for now.
if ( self->client->NPC_class == CLASS_BOBAFETT )
{
G_AddEvent( self, EV_JUMP, 0 );
}
else
{
G_Sound( self, CHAN_BODY, G_SoundIndex("sound/weapons/force/jump.wav") );
}
cmd->upmove = 0;
saberBusy = qtrue;
}
}
}
}
if ( ((evasionType = Jedi_CheckFlipEvasions( self, rightdot, zdiff ))!=EVASION_NONE) )
{
saberBusy = qtrue;
}
else if ( incoming || !saberBusy )
{
//since the jump may be cleared if not safe, set a lower block too
if ( rightdot >= 0 )
{
self->client->ps.saberBlocked = BLOCKED_LOWER_RIGHT;
if ( evasionType == EVASION_JUMP )
{
evasionType = EVASION_JUMP_PARRY;
}
else if ( evasionType == EVASION_NONE )
{
evasionType = EVASION_PARRY;
}
if ( d_JediAI.integer )
{
Com_Printf( "LR block\n" );
}
}
else
{
self->client->ps.saberBlocked = BLOCKED_LOWER_LEFT;
if ( evasionType == EVASION_JUMP )
{
evasionType = EVASION_JUMP_PARRY;
}
else if ( evasionType == EVASION_NONE )
{
evasionType = EVASION_PARRY;
}
if ( d_JediAI.integer )
{
Com_Printf( "LL block\n" );
}
}
}
}
}
else
{
if ( incoming || !saberBusy )
{
if ( rightdot >= 0 )
{
self->client->ps.saberBlocked = BLOCKED_LOWER_RIGHT;
evasionType = EVASION_PARRY;
if ( d_JediAI.integer )
{
Com_Printf( "LR block\n" );
}
}
else
{
self->client->ps.saberBlocked = BLOCKED_LOWER_LEFT;
evasionType = EVASION_PARRY;
if ( d_JediAI.integer )
{
Com_Printf( "LL block\n" );
}
}
if ( incoming && incoming->s.weapon == WP_SABER )
{//thrown saber!
if ( self->NPC && (self->NPC->rank == RANK_CREWMAN || self->NPC->rank > RANK_LT_JG ) &&
(!Q_irand( 0, 10 ) || (!Q_irand( 0, 2 ) && (cmd->forwardmove || cmd->rightmove))) )
{//superjump
//FIXME: check the jump, if can't, then block
if ( self->NPC
&& !(self->NPC->scriptFlags&SCF_NO_ACROBATICS)
&& self->client->ps.fd.forceRageRecoveryTime < level.time
&& !(self->client->ps.fd.forcePowersActive&(1<<FP_RAGE))
&& !PM_InKnockDown( &self->client->ps ) )
{
self->client->ps.fd.forceJumpCharge = 320;//FIXME: calc this intelligently
evasionType = EVASION_FJUMP;
if ( d_JediAI.integer )
{
Com_Printf( "force jump + " );
}
}
}
else
{//normal jump
//FIXME: check the jump, if can't, then block
if ( self->NPC
&& !(self->NPC->scriptFlags&SCF_NO_ACROBATICS)
&& self->client->ps.fd.forceRageRecoveryTime < level.time
&& !(self->client->ps.fd.forcePowersActive&(1<<FP_RAGE)))
{
if ( self == NPCS.NPC )
{
cmd->upmove = 127;
}
else
{
self->client->ps.velocity[2] = JUMP_VELOCITY;
}
evasionType = EVASION_JUMP_PARRY;
if ( d_JediAI.integer )
{
Com_Printf( "jump + " );
}
}
}
}
}
}
if ( evasionType == EVASION_NONE )
{
return EVASION_NONE;
}
//stop taunting
TIMER_Set( self, "taunting", 0 );
//stop gripping
TIMER_Set( self, "gripping", -level.time );
WP_ForcePowerStop( self, FP_GRIP );
//stop draining
TIMER_Set( self, "draining", -level.time );
WP_ForcePowerStop( self, FP_DRAIN );
if ( dodgeAnim != -1 )
{//dodged
evasionType = EVASION_DODGE;
NPC_SetAnim( self, SETANIM_BOTH, dodgeAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
self->client->ps.weaponTime = self->client->ps.torsoTimer;
//force them to stop moving in this case
self->client->ps.pm_time = self->client->ps.torsoTimer;
//FIXME: maybe make a sound? Like a grunt? EV_JUMP?
self->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
//dodged, not block
}
else
{
if ( duckChance )
{
if ( !Q_irand( 0, duckChance ) )
{
TIMER_Start( self, "duck", Q_irand( 500, 1500 ) );
if ( evasionType == EVASION_PARRY )
{
evasionType = EVASION_DUCK_PARRY;
}
else
{
evasionType = EVASION_DUCK;
}
/*
if ( d_JediAI.integer )
{
Com_Printf( "duck " );
}
*/
}
}
if ( incoming )
{
self->client->ps.saberBlocked = WP_MissileBlockForBlock( self->client->ps.saberBlocked );
}
}
//if ( self->client->ps.saberBlocked != BLOCKED_NONE )
{
int parryReCalcTime = Jedi_ReCalcParryTime( self, evasionType );
if ( self->client->ps.fd.forcePowerDebounce[FP_SABER_DEFENSE] < level.time + parryReCalcTime )
{
self->client->ps.fd.forcePowerDebounce[FP_SABER_DEFENSE] = level.time + parryReCalcTime;
}
}
return evasionType;
}
extern float ShortestLineSegBewteen2LineSegs( vec3_t start1, vec3_t end1, vec3_t start2, vec3_t end2, vec3_t close_pnt1, vec3_t close_pnt2 );
extern int WPDEBUG_SaberColor( saber_colors_t saberColor );
static qboolean Jedi_SaberBlock( int saberNum, int bladeNum ) //saberNum = 0, bladeNum = 0
{
vec3_t hitloc, saberTipOld, saberTip, top, bottom, axisPoint, saberPoint, dir;//saberBase,
vec3_t pointDir, baseDir, tipDir, saberHitPoint, saberMins, saberMaxs;
float pointDist, baseDirPerc, dist;
float bladeLen = 0;
trace_t tr;
evasionType_t evasionType;
//FIXME: reborn don't block enough anymore
/*
//maybe do this on easy only... or only on grunt-level reborn
if ( NPC->client->ps.weaponTime )
{//i'm attacking right now
return qfalse;
}
*/
if ( !TIMER_Done( NPCS.NPC, "parryReCalcTime" ) )
{//can't do our own re-think of which parry to use yet
return qfalse;
}
if ( NPCS.NPC->client->ps.fd.forcePowerDebounce[FP_SABER_DEFENSE] > level.time )
{//can't move the saber to another position yet
return qfalse;
}
/*
if ( NPCInfo->rank < RANK_LT_JG && Q_irand( 0, (2 - g_npcspskill.integer) ) )
{//lower rank reborn have a random chance of not doing it at all
NPC->client->ps.fd.forcePowerDebounce[FP_SABER_DEFENSE] = level.time + 300;
return qfalse;
}
*/
if ( NPCS.NPC->enemy->health <= 0 || !NPCS.NPC->enemy->client )
{//don't keep blocking him once he's dead (or if not a client)
return qfalse;
}
/*
//VectorMA( NPC->enemy->client->renderInfo.muzzlePoint, NPC->enemy->client->ps.saberLength, NPC->enemy->client->renderInfo.muzzleDir, saberTip );
//VectorMA( NPC->enemy->client->renderInfo.muzzlePointNext, NPC->enemy->client->ps.saberLength, NPC->enemy->client->renderInfo.muzzleDirNext, saberTipNext );
VectorMA( NPC->enemy->client->renderInfo.muzzlePointOld, NPC->enemy->client->ps.saberLength, NPC->enemy->client->renderInfo.muzzleDirOld, saberTipOld );
VectorMA( NPC->enemy->client->renderInfo.muzzlePoint, NPC->enemy->client->ps.saberLength, NPC->enemy->client->renderInfo.muzzleDir, saberTip );
VectorSubtract( NPC->enemy->client->renderInfo.muzzlePoint, NPC->enemy->client->renderInfo.muzzlePointOld, dir );//get the dir
VectorAdd( dir, NPC->enemy->client->renderInfo.muzzlePoint, saberBase );//extrapolate
VectorSubtract( saberTip, saberTipOld, dir );//get the dir
VectorAdd( dir, saberTip, saberTipOld );//extrapolate
VectorCopy( NPC->r.currentOrigin, top );
top[2] = NPC->r.absmax[2];
VectorCopy( NPC->r.currentOrigin, bottom );
bottom[2] = NPC->r.absmin[2];
float dist = ShortestLineSegBewteen2LineSegs( saberBase, saberTipOld, bottom, top, saberPoint, axisPoint );
if ( 0 )//dist > NPC->r.maxs[0]*4 )//was *3
{//FIXME: sometimes he reacts when you're too far away to actually hit him
if ( d_JediAI.integer )
{
Com_Printf( "enemy saber dist: %4.2f\n", dist );
}
TIMER_Set( NPC, "parryTime", -1 );
return qfalse;
}
//get the actual point of impact
trace_t tr;
trap->Trace( &tr, saberPoint, vec3_origin, vec3_origin, axisPoint, NPC->enemy->s.number, MASK_SHOT, G2_RETURNONHIT, 10 );
if ( tr.allsolid || tr.startsolid )
{//estimate
VectorSubtract( saberPoint, axisPoint, dir );
VectorNormalize( dir );
VectorMA( axisPoint, NPC->r.maxs[0]*1.22, dir, hitloc );
}
else
{
VectorCopy( tr.endpos, hitloc );
}
*/
VectorSet(saberMins,-4,-4,-4);
VectorSet(saberMaxs,4,4,4);
VectorMA( NPCS.NPC->enemy->client->saber[saberNum].blade[bladeNum].muzzlePointOld, NPCS.NPC->enemy->client->saber[saberNum].blade[bladeNum].length, NPCS.NPC->enemy->client->saber[saberNum].blade[bladeNum].muzzleDirOld, saberTipOld );
VectorMA( NPCS.NPC->enemy->client->saber[saberNum].blade[bladeNum].muzzlePoint, NPCS.NPC->enemy->client->saber[saberNum].blade[bladeNum].length, NPCS.NPC->enemy->client->saber[saberNum].blade[bladeNum].muzzleDir, saberTip );
// VectorCopy(NPC->enemy->client->lastSaberBase_Always, muzzlePoint);
// VectorMA(muzzlePoint, GAME_SABER_LENGTH, NPC->enemy->client->lastSaberDir_Always, saberTip);
// VectorCopy(saberTip, saberTipOld);
VectorCopy( NPCS.NPC->r.currentOrigin, top );
top[2] = NPCS.NPC->r.absmax[2];
VectorCopy( NPCS.NPC->r.currentOrigin, bottom );
bottom[2] = NPCS.NPC->r.absmin[2];
dist = ShortestLineSegBewteen2LineSegs( NPCS.NPC->enemy->client->renderInfo.muzzlePoint, saberTip, bottom, top, saberPoint, axisPoint );
if ( dist > NPCS.NPC->r.maxs[0]*5 )//was *3
{//FIXME: sometimes he reacts when you're too far away to actually hit him
if ( d_JediAI.integer )
{
Com_Printf( S_COLOR_RED"enemy saber dist: %4.2f\n", dist );
}
/*
if ( dist < 300 //close
&& !Jedi_QuickReactions( NPC )//quick reaction people can interrupt themselves
&& (PM_SaberInStart( NPC->enemy->client->ps.saberMove ) || BG_SaberInAttack( NPC->enemy->client->ps.saberMove )) )//enemy is swinging at me
{//he's swinging at me and close enough to be a threat, don't start an attack right now
TIMER_Set( NPC, "parryTime", 100 );
}
else
*/
{
TIMER_Set( NPCS.NPC, "parryTime", -1 );
}
return qfalse;
}
if ( d_JediAI.integer )
{
Com_Printf( S_COLOR_GREEN"enemy saber dist: %4.2f\n", dist );
}
VectorSubtract( saberPoint, NPCS.NPC->enemy->client->renderInfo.muzzlePoint, pointDir );
pointDist = VectorLength( pointDir );
bladeLen = NPCS.NPC->enemy->client->saber[saberNum].blade[bladeNum].length;
if ( bladeLen <= 0 )
{
baseDirPerc = 0.5f;
}
else
{
baseDirPerc = pointDist/bladeLen;
}
VectorSubtract( NPCS.NPC->enemy->client->renderInfo.muzzlePoint, NPCS.NPC->enemy->client->renderInfo.muzzlePointOld, baseDir );
VectorSubtract( saberTip, saberTipOld, tipDir );
VectorScale( baseDir, baseDirPerc, baseDir );
VectorMA( baseDir, 1.0f-baseDirPerc, tipDir, dir );
VectorMA( saberPoint, 200, dir, hitloc );
//get the actual point of impact
trap->Trace( &tr, saberPoint, saberMins, saberMaxs, hitloc, NPCS.NPC->enemy->s.number, CONTENTS_BODY, qfalse, 0, 0 );//, G2_RETURNONHIT, 10 );
if ( tr.allsolid || tr.startsolid || tr.fraction >= 1.0f )
{//estimate
vec3_t dir2Me;
VectorSubtract( axisPoint, saberPoint, dir2Me );
dist = VectorNormalize( dir2Me );
if ( DotProduct( dir, dir2Me ) < 0.2f )
{//saber is not swinging in my direction
/*
if ( dist < 300 //close
&& !Jedi_QuickReactions( NPC )//quick reaction people can interrupt themselves
&& (PM_SaberInStart( NPC->enemy->client->ps.saberMove ) || BG_SaberInAttack( NPC->enemy->client->ps.saberMove )) )//enemy is swinging at me
{//he's swinging at me and close enough to be a threat, don't start an attack right now
TIMER_Set( NPC, "parryTime", 100 );
}
else
*/
{
TIMER_Set( NPCS.NPC, "parryTime", -1 );
}
return qfalse;
}
ShortestLineSegBewteen2LineSegs( saberPoint, hitloc, bottom, top, saberHitPoint, hitloc );
/*
VectorSubtract( saberPoint, axisPoint, dir );
VectorNormalize( dir );
VectorMA( axisPoint, NPC->r.maxs[0]*1.22, dir, hitloc );
*/
}
else
{
VectorCopy( tr.endpos, hitloc );
}
if ( d_JediAI.integer )
{
//G_DebugLine( saberPoint, hitloc, FRAMETIME, WPDEBUG_SaberColor( NPC->enemy->client->ps.saber[saberNum].blade[bladeNum].color ), qtrue );
G_TestLine(saberPoint, hitloc, 0x0000ff, FRAMETIME);
}
//FIXME: if saber is off and/or we have force speed and want to be really cocky,
// and the swing misses by some amount, we can use the dodges here... :)
if ( (evasionType=Jedi_SaberBlockGo( NPCS.NPC, &NPCS.ucmd, hitloc, dir, NULL, dist )) != EVASION_DODGE )
{//we did block (not dodge)
int parryReCalcTime;
if ( !NPCS.NPC->client->ps.saberInFlight )
{//make sure saber is on
WP_ActivateSaber(NPCS.NPC);
}
//debounce our parry recalc time
parryReCalcTime = Jedi_ReCalcParryTime( NPCS.NPC, evasionType );
TIMER_Set( NPCS.NPC, "parryReCalcTime", Q_irand( 0, parryReCalcTime ) );
if ( d_JediAI.integer )
{
Com_Printf( "Keep parry choice until: %d\n", level.time + parryReCalcTime );
}
//determine how long to hold this anim
if ( TIMER_Done( NPCS.NPC, "parryTime" ) )
{
if ( NPCS.NPC->client->NPC_class == CLASS_TAVION )
{
TIMER_Set( NPCS.NPC, "parryTime", Q_irand( parryReCalcTime/2, parryReCalcTime*1.5 ) );
}
else if ( NPCS.NPCInfo->rank >= RANK_LT_JG )
{//fencers and higher hold a parry less
TIMER_Set( NPCS.NPC, "parryTime", parryReCalcTime );
}
else
{//others hold it longer
TIMER_Set( NPCS.NPC, "parryTime", Q_irand( 1, 2 )*parryReCalcTime );
}
}
}
else
{
int dodgeTime = NPCS.NPC->client->ps.torsoTimer;
if ( NPCS.NPCInfo->rank > RANK_LT_COMM && NPCS.NPC->client->NPC_class != CLASS_DESANN )
{//higher-level guys can dodge faster
dodgeTime -= 200;
}
TIMER_Set( NPCS.NPC, "parryReCalcTime", dodgeTime );
TIMER_Set( NPCS.NPC, "parryTime", dodgeTime );
}
return qtrue;
}
/*
-------------------------
Jedi_EvasionSaber
defend if other is using saber and attacking me!
-------------------------
*/
static void Jedi_EvasionSaber( vec3_t enemy_movedir, float enemy_dist, vec3_t enemy_dir )
{
vec3_t dirEnemy2Me;
int evasionChance = 30;//only step aside 30% if he's moving at me but not attacking
qboolean enemy_attacking = qfalse;
qboolean throwing_saber = qfalse;
qboolean shooting_lightning = qfalse;
if ( !NPCS.NPC->enemy->client )
{
return;
}
else if ( NPCS.NPC->enemy->client
&& NPCS.NPC->enemy->s.weapon == WP_SABER
&& NPCS.NPC->enemy->client->ps.saberLockTime > level.time )
{//don't try to block/evade an enemy who is in a saberLock
return;
}
else if ( NPCS.NPC->client->ps.saberEventFlags&SEF_LOCK_WON && NPCS.NPC->enemy->painDebounceTime > level.time )
{//pressing the advantage of winning a saber lock
return;
}
if ( NPCS.NPC->enemy->client->ps.saberInFlight && !TIMER_Done( NPCS.NPC, "taunting" ) )
{//if he's throwing his saber, stop taunting
TIMER_Set( NPCS.NPC, "taunting", -level.time );
if ( !NPCS.NPC->client->ps.saberInFlight )
{
WP_ActivateSaber(NPCS.NPC);
}
}
if ( TIMER_Done( NPCS.NPC, "parryTime" ) )
{
if ( NPCS.NPC->client->ps.saberBlocked != BLOCKED_ATK_BOUNCE &&
NPCS.NPC->client->ps.saberBlocked != BLOCKED_PARRY_BROKEN )
{//wasn't blocked myself
NPCS.NPC->client->ps.saberBlocked = BLOCKED_NONE;
}
}
if ( NPCS.NPC->enemy->client->ps.weaponTime && NPCS.NPC->enemy->client->ps.weaponstate == WEAPON_FIRING )
{
if ( !NPCS.NPC->client->ps.saberInFlight && Jedi_SaberBlock(0, 0) )
{
return;
}
}
VectorSubtract( NPCS.NPC->r.currentOrigin, NPCS.NPC->enemy->r.currentOrigin, dirEnemy2Me );
VectorNormalize( dirEnemy2Me );
if ( NPCS.NPC->enemy->client->ps.weaponTime && NPCS.NPC->enemy->client->ps.weaponstate == WEAPON_FIRING )
{//enemy is attacking
enemy_attacking = qtrue;
evasionChance = 90;
}
if ( (NPCS.NPC->enemy->client->ps.fd.forcePowersActive&(1<<FP_LIGHTNING) ) )
{//enemy is shooting lightning
enemy_attacking = qtrue;
shooting_lightning = qtrue;
evasionChance = 50;
}
if ( NPCS.NPC->enemy->client->ps.saberInFlight && NPCS.NPC->enemy->client->ps.saberEntityNum != ENTITYNUM_NONE && NPCS.NPC->enemy->client->ps.saberEntityState != SES_RETURNING )
{//enemy is shooting lightning
enemy_attacking = qtrue;
throwing_saber = qtrue;
}
//FIXME: this needs to take skill and rank(reborn type) into account much more
if ( Q_irand( 0, 100 ) < evasionChance )
{//check to see if he's coming at me
float facingAmt;
if ( VectorCompare( enemy_movedir, vec3_origin ) || shooting_lightning || throwing_saber )
{//he's not moving (or he's using a ranged attack), see if he's facing me
vec3_t enemy_fwd;
AngleVectors( NPCS.NPC->enemy->client->ps.viewangles, enemy_fwd, NULL, NULL );
facingAmt = DotProduct( enemy_fwd, dirEnemy2Me );
}
else
{//he's moving
facingAmt = DotProduct( enemy_movedir, dirEnemy2Me );
}
if ( flrand( 0.25, 1 ) < facingAmt )
{//coming at/facing me!
int whichDefense = 0;
if ( NPCS.NPC->client->ps.weaponTime || NPCS.NPC->client->ps.saberInFlight || NPCS.NPC->client->NPC_class == CLASS_BOBAFETT )
{//I'm attacking or recovering from a parry, can only try to strafe/jump right now
if ( Q_irand( 0, 10 ) < NPCS.NPCInfo->stats.aggression )
{
return;
}
whichDefense = 100;
}
else
{
if ( shooting_lightning )
{//check for lightning attack
//only valid defense is strafe and/or jump
whichDefense = 100;
}
else if ( throwing_saber )
{//he's thrown his saber! See if it's coming at me
float saberDist;
vec3_t saberDir2Me;
vec3_t saberMoveDir;
gentity_t *saber = &g_entities[NPCS.NPC->enemy->client->ps.saberEntityNum];
VectorSubtract( NPCS.NPC->r.currentOrigin, saber->r.currentOrigin, saberDir2Me );
saberDist = VectorNormalize( saberDir2Me );
VectorCopy( saber->s.pos.trDelta, saberMoveDir );
VectorNormalize( saberMoveDir );
if ( !Q_irand( 0, 3 ) )
{
//Com_Printf( "(%d) raise agg - enemy threw saber\n", level.time );
Jedi_Aggression( NPCS.NPC, 1 );
}
if ( DotProduct( saberMoveDir, saberDir2Me ) > 0.5 )
{//it's heading towards me
if ( saberDist < 100 )
{//it's close
whichDefense = Q_irand( 3, 6 );
}
else if ( saberDist < 200 )
{//got some time, yet, try pushing
whichDefense = Q_irand( 0, 8 );
}
}
}
if ( whichDefense )
{//already chose one
}
else if ( enemy_dist > 80 || !enemy_attacking )
{//he's pretty far, or not swinging, just strafe
if ( VectorCompare( enemy_movedir, vec3_origin ) )
{//if he's not moving, not swinging and far enough away, no evasion necc.
return;
}
if ( Q_irand( 0, 10 ) < NPCS.NPCInfo->stats.aggression )
{
return;
}
whichDefense = 100;
}
else
{//he's getting close and swinging at me
vec3_t fwd;
//see if I'm facing him
AngleVectors( NPCS.NPC->client->ps.viewangles, fwd, NULL, NULL );
if ( DotProduct( enemy_dir, fwd ) < 0.5 )
{//I'm not really facing him, best option is to strafe
whichDefense = Q_irand( 5, 16 );
}
else if ( enemy_dist < 56 )
{//he's very close, maybe we should be more inclined to block or throw
whichDefense = Q_irand( NPCS.NPCInfo->stats.aggression, 12 );
}
else
{
whichDefense = Q_irand( 2, 16 );
}
}
}
if ( whichDefense >= 4 && whichDefense <= 12 )
{//would try to block
if ( NPCS.NPC->client->ps.saberInFlight )
{//can't, saber in not in hand, so fall back to strafe/jump
whichDefense = 100;
}
}
switch( whichDefense )
{
case 0:
case 1:
case 2:
case 3:
//use jedi force push?
//FIXME: try to do this if health low or enemy back to a cliff?
if ( (NPCS.NPCInfo->rank == RANK_ENSIGN || NPCS.NPCInfo->rank > RANK_LT_JG) && TIMER_Done( NPCS.NPC, "parryTime" ) )
{//FIXME: check forcePushRadius[NPC->client->ps.fd.forcePowerLevel[FP_PUSH]]
ForceThrow( NPCS.NPC, qfalse );
}
break;
case 4:
case 5:
case 6:
case 7:
case 8:
case 9:
case 10:
case 11:
case 12:
//try to parry the blow
//Com_Printf( "blocking\n" );
Jedi_SaberBlock(0, 0);
break;
default:
//Evade!
//start a strafe left/right if not already
if ( !Q_irand( 0, 5 ) || !Jedi_Strafe( 300, 1000, 0, 1000, qfalse ) )
{//certain chance they will pick an alternative evasion
//if couldn't strafe, try a different kind of evasion...
if ( shooting_lightning || throwing_saber || enemy_dist < 80 )
{
//FIXME: force-jump+forward - jump over the guy!
if ( shooting_lightning || (!Q_irand( 0, 2 ) && NPCS.NPCInfo->stats.aggression < 4 && TIMER_Done( NPCS.NPC, "parryTime" ) ) )
{
if ( (NPCS.NPCInfo->rank == RANK_ENSIGN || NPCS.NPCInfo->rank > RANK_LT_JG) && !shooting_lightning && Q_irand( 0, 2 ) )
{//FIXME: check forcePushRadius[NPC->client->ps.fd.forcePowerLevel[FP_PUSH]]
ForceThrow( NPCS.NPC, qfalse );
}
else if ( (NPCS.NPCInfo->rank==RANK_CREWMAN||NPCS.NPCInfo->rank>RANK_LT_JG)
&& !(NPCS.NPCInfo->scriptFlags&SCF_NO_ACROBATICS)
&& NPCS.NPC->client->ps.fd.forceRageRecoveryTime < level.time
&& !(NPCS.NPC->client->ps.fd.forcePowersActive&(1<<FP_RAGE))
&& !PM_InKnockDown( &NPCS.NPC->client->ps ) )
{//FIXME: make this a function call?
//FIXME: check for clearance, safety of landing spot?
NPCS.NPC->client->ps.fd.forceJumpCharge = 480;
//Don't jump again for another 2 to 5 seconds
TIMER_Set( NPCS.NPC, "jumpChaseDebounce", Q_irand( 2000, 5000 ) );
if ( Q_irand( 0, 2 ) )
{
NPCS.ucmd.forwardmove = 127;
VectorClear( NPCS.NPC->client->ps.moveDir );
}
else
{
NPCS.ucmd.forwardmove = -127;
VectorClear( NPCS.NPC->client->ps.moveDir );
}
//FIXME: if this jump is cleared, we can't block... so pick a random lower block?
if ( Q_irand( 0, 1 ) )//FIXME: make intelligent
{
NPCS.NPC->client->ps.saberBlocked = BLOCKED_LOWER_RIGHT;
}
else
{
NPCS.NPC->client->ps.saberBlocked = BLOCKED_LOWER_LEFT;
}
}
}
else if ( enemy_attacking )
{
Jedi_SaberBlock(0, 0);
}
}
}
else
{//strafed
if ( d_JediAI.integer )
{
Com_Printf( "def strafe\n" );
}
if ( !(NPCS.NPCInfo->scriptFlags&SCF_NO_ACROBATICS)
&& NPCS.NPC->client->ps.fd.forceRageRecoveryTime < level.time
&& !(NPCS.NPC->client->ps.fd.forcePowersActive&(1<<FP_RAGE))
&& (NPCS.NPCInfo->rank == RANK_CREWMAN || NPCS.NPCInfo->rank > RANK_LT_JG )
&& !PM_InKnockDown( &NPCS.NPC->client->ps )
&& !Q_irand( 0, 5 ) )
{//FIXME: make this a function call?
//FIXME: check for clearance, safety of landing spot?
if ( NPCS.NPC->client->NPC_class == CLASS_BOBAFETT )
{
NPCS.NPC->client->ps.fd.forceJumpCharge = 280;//FIXME: calc this intelligently?
}
else
{
NPCS.NPC->client->ps.fd.forceJumpCharge = 320;
}
//Don't jump again for another 2 to 5 seconds
TIMER_Set( NPCS.NPC, "jumpChaseDebounce", Q_irand( 2000, 5000 ) );
}
}
break;
}
//turn off slow walking no matter what
TIMER_Set( NPCS.NPC, "walking", -level.time );
TIMER_Set( NPCS.NPC, "taunting", -level.time );
}
}
}
/*
-------------------------
Jedi_Flee
-------------------------
*/
/*
static qboolean Jedi_Flee( void )
{
return qfalse;
}
*/
/*
==========================================================================================
INTERNAL AI ROUTINES
==========================================================================================
*/
gentity_t *Jedi_FindEnemyInCone( gentity_t *self, gentity_t *fallback, float minDot )
{
vec3_t forward, mins, maxs, dir;
float dist, bestDist = Q3_INFINITE;
gentity_t *enemy = fallback;
gentity_t *check = NULL;
int entityList[MAX_GENTITIES];
int e, numListedEntities;
trace_t tr;
if ( !self->client )
{
return enemy;
}
AngleVectors( self->client->ps.viewangles, forward, NULL, NULL );
for ( e = 0 ; e < 3 ; e++ )
{
mins[e] = self->r.currentOrigin[e] - 1024;
maxs[e] = self->r.currentOrigin[e] + 1024;
}
numListedEntities = trap->EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
for ( e = 0 ; e < numListedEntities ; e++ )
{
check = &g_entities[entityList[e]];
if ( check == self )
{//me
continue;
}
if ( !(check->inuse) )
{//freed
continue;
}
if ( !check->client )
{//not a client - FIXME: what about turrets?
continue;
}
if ( check->client->playerTeam != self->client->enemyTeam )
{//not an enemy - FIXME: what about turrets?
continue;
}
if ( check->health <= 0 )
{//dead
continue;
}
if ( !trap->InPVS( check->r.currentOrigin, self->r.currentOrigin ) )
{//can't potentially see them
continue;
}
VectorSubtract( check->r.currentOrigin, self->r.currentOrigin, dir );
dist = VectorNormalize( dir );
if ( DotProduct( dir, forward ) < minDot )
{//not in front
continue;
}
//really should have a clear LOS to this thing...
trap->Trace( &tr, self->r.currentOrigin, vec3_origin, vec3_origin, check->r.currentOrigin, self->s.number, MASK_SHOT, qfalse, 0, 0 );
if ( tr.fraction < 1.0f && tr.entityNum != check->s.number )
{//must have clear shot
continue;
}
if ( dist < bestDist )
{//closer than our last best one
dist = bestDist;
enemy = check;
}
}
return enemy;
}
static void Jedi_SetEnemyInfo( vec3_t enemy_dest, vec3_t enemy_dir, float *enemy_dist, vec3_t enemy_movedir, float *enemy_movespeed, int prediction )
{
if ( !NPCS.NPC || !NPCS.NPC->enemy )
{//no valid enemy
return;
}
if ( !NPCS.NPC->enemy->client )
{
VectorClear( enemy_movedir );
*enemy_movespeed = 0;
VectorCopy( NPCS.NPC->enemy->r.currentOrigin, enemy_dest );
enemy_dest[2] += NPCS.NPC->enemy->r.mins[2] + 24;//get it's origin to a height I can work with
VectorSubtract( enemy_dest, NPCS.NPC->r.currentOrigin, enemy_dir );
//FIXME: enemy_dist calc needs to include all blade lengths, and include distance from hand to start of blade....
*enemy_dist = VectorNormalize( enemy_dir );// - (NPC->client->ps.saberLengthMax + NPC->r.maxs[0]*1.5 + 16);
}
else
{//see where enemy is headed
VectorCopy( NPCS.NPC->enemy->client->ps.velocity, enemy_movedir );
*enemy_movespeed = VectorNormalize( enemy_movedir );
//figure out where he'll be, say, 3 frames from now
VectorMA( NPCS.NPC->enemy->r.currentOrigin, *enemy_movespeed * 0.001 * prediction, enemy_movedir, enemy_dest );
//figure out what dir the enemy's estimated position is from me and how far from the tip of my saber he is
VectorSubtract( enemy_dest, NPCS.NPC->r.currentOrigin, enemy_dir );//NPC->client->renderInfo.muzzlePoint
//FIXME: enemy_dist calc needs to include all blade lengths, and include distance from hand to start of blade....
*enemy_dist = VectorNormalize( enemy_dir ) - (NPCS.NPC->client->saber[0].blade[0].lengthMax + NPCS.NPC->r.maxs[0]*1.5 + 16); //just use the blade 0 len I guess
//FIXME: keep a group of enemies around me and use that info to make decisions...
// For instance, if there are multiple enemies, evade more, push them away
// and use medium attacks. If enemies are using blasters, switch to fast.
// If one jedi enemy, use strong attacks. Use grip when fighting one or
// two enemies, use lightning spread when fighting multiple enemies, etc.
// Also, when kill one, check rest of group instead of walking up to victim.
}
}
extern float WP_SpeedOfMissileForWeapon( int wp, qboolean alt_fire );
static void Jedi_FaceEnemy( qboolean doPitch )
{
vec3_t enemy_eyes, eyes, angles;
if ( NPCS.NPC == NULL )
return;
if ( NPCS.NPC->enemy == NULL )
return;
if ( NPCS.NPC->client->ps.fd.forcePowersActive & (1<<FP_GRIP) &&
NPCS.NPC->client->ps.fd.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 )
{//don't update?
NPCS.NPCInfo->desiredPitch = NPCS.NPC->client->ps.viewangles[PITCH];
NPCS.NPCInfo->desiredYaw = NPCS.NPC->client->ps.viewangles[YAW];
return;
}
CalcEntitySpot( NPCS.NPC, SPOT_HEAD, eyes );
CalcEntitySpot( NPCS.NPC->enemy, SPOT_HEAD, enemy_eyes );
if ( NPCS.NPC->client->NPC_class == CLASS_BOBAFETT
&& TIMER_Done( NPCS.NPC, "flameTime" )
&& NPCS.NPC->s.weapon != WP_NONE
&& NPCS.NPC->s.weapon != WP_DISRUPTOR
&& (NPCS.NPC->s.weapon != WP_ROCKET_LAUNCHER||!(NPCS.NPCInfo->scriptFlags&SCF_ALT_FIRE))
&& NPCS.NPC->s.weapon != WP_THERMAL
&& NPCS.NPC->s.weapon != WP_TRIP_MINE
&& NPCS.NPC->s.weapon != WP_DET_PACK
&& NPCS.NPC->s.weapon != WP_STUN_BATON
/*&& NPC->s.weapon != WP_MELEE*/ )
{//boba leads his enemy
if ( NPCS.NPC->health < NPCS.NPC->client->pers.maxHealth*0.5f )
{//lead
float missileSpeed = WP_SpeedOfMissileForWeapon( NPCS.NPC->s.weapon, ((qboolean)(NPCS.NPCInfo->scriptFlags&SCF_ALT_FIRE)) );
if ( missileSpeed )
{
float eDist = Distance( eyes, enemy_eyes );
eDist /= missileSpeed;//How many seconds it will take to get to the enemy
VectorMA( enemy_eyes, eDist*flrand(0.95f,1.25f), NPCS.NPC->enemy->client->ps.velocity, enemy_eyes );
}
}
}
//Find the desired angles
if ( !NPCS.NPC->client->ps.saberInFlight
&& (NPCS.NPC->client->ps.legsAnim == BOTH_A2_STABBACK1
|| NPCS.NPC->client->ps.legsAnim == BOTH_CROUCHATTACKBACK1
|| NPCS.NPC->client->ps.legsAnim == BOTH_ATTACK_BACK)
)
{//point *away*
GetAnglesForDirection( enemy_eyes, eyes, angles );
}
else
{//point towards him
GetAnglesForDirection( eyes, enemy_eyes, angles );
}
NPCS.NPCInfo->desiredYaw = AngleNormalize360( angles[YAW] );
/*
if ( NPC->client->ps.saberBlocked == BLOCKED_UPPER_LEFT )
{//temp hack- to make up for poor coverage on left side
NPCInfo->desiredYaw += 30;
}
*/
if ( doPitch )
{
NPCS.NPCInfo->desiredPitch = AngleNormalize360( angles[PITCH] );
if ( NPCS.NPC->client->ps.saberInFlight )
{//tilt down a little
NPCS.NPCInfo->desiredPitch += 10;
}
}
//FIXME: else desiredPitch = 0? Or keep previous?
}
static void Jedi_DebounceDirectionChanges( void )
{
//FIXME: check these before making fwd/back & right/left decisions?
//Time-debounce changes in forward/back dir
if ( NPCS.ucmd.forwardmove > 0 )
{
if ( !TIMER_Done( NPCS.NPC, "moveback" ) || !TIMER_Done( NPCS.NPC, "movenone" ) )
{
NPCS.ucmd.forwardmove = 0;
//now we have to normalize the total movement again
if ( NPCS.ucmd.rightmove > 0 )
{
NPCS.ucmd.rightmove = 127;
}
else if ( NPCS.ucmd.rightmove < 0 )
{
NPCS.ucmd.rightmove = -127;
}
VectorClear( NPCS.NPC->client->ps.moveDir );
TIMER_Set( NPCS.NPC, "moveback", -level.time );
if ( TIMER_Done( NPCS.NPC, "movenone" ) )
{
TIMER_Set( NPCS.NPC, "movenone", Q_irand( 1000, 2000 ) );
}
}
else if ( TIMER_Done( NPCS.NPC, "moveforward" ) )
{//FIXME: should be if it's zero?
TIMER_Set( NPCS.NPC, "moveforward", Q_irand( 500, 2000 ) );
}
}
else if ( NPCS.ucmd.forwardmove < 0 )
{
if ( !TIMER_Done( NPCS.NPC, "moveforward" ) || !TIMER_Done( NPCS.NPC, "movenone" ) )
{
NPCS.ucmd.forwardmove = 0;
//now we have to normalize the total movement again
if ( NPCS.ucmd.rightmove > 0 )
{
NPCS.ucmd.rightmove = 127;
}
else if ( NPCS.ucmd.rightmove < 0 )
{
NPCS.ucmd.rightmove = -127;
}
VectorClear( NPCS.NPC->client->ps.moveDir );
TIMER_Set( NPCS.NPC, "moveforward", -level.time );
if ( TIMER_Done( NPCS.NPC, "movenone" ) )
{
TIMER_Set( NPCS.NPC, "movenone", Q_irand( 1000, 2000 ) );
}
}
else if ( TIMER_Done( NPCS.NPC, "moveback" ) )
{//FIXME: should be if it's zero?
TIMER_Set( NPCS.NPC, "moveback", Q_irand( 250, 1000 ) );
}
}
else if ( !TIMER_Done( NPCS.NPC, "moveforward" ) )
{//NOTE: edge checking should stop me if this is bad... but what if it sends us colliding into the enemy?
NPCS.ucmd.forwardmove = 127;
VectorClear( NPCS.NPC->client->ps.moveDir );
}
else if ( !TIMER_Done( NPCS.NPC, "moveback" ) )
{//NOTE: edge checking should stop me if this is bad...
NPCS.ucmd.forwardmove = -127;
VectorClear( NPCS.NPC->client->ps.moveDir );
}
//Time-debounce changes in right/left dir
if ( NPCS.ucmd.rightmove > 0 )
{
if ( !TIMER_Done( NPCS.NPC, "moveleft" ) || !TIMER_Done( NPCS.NPC, "movecenter" ) )
{
NPCS.ucmd.rightmove = 0;
//now we have to normalize the total movement again
if ( NPCS.ucmd.forwardmove > 0 )
{
NPCS.ucmd.forwardmove = 127;
}
else if ( NPCS.ucmd.forwardmove < 0 )
{
NPCS.ucmd.forwardmove = -127;
}
VectorClear( NPCS.NPC->client->ps.moveDir );
TIMER_Set( NPCS.NPC, "moveleft", -level.time );
if ( TIMER_Done( NPCS.NPC, "movecenter" ) )
{
TIMER_Set( NPCS.NPC, "movecenter", Q_irand( 1000, 2000 ) );
}
}
else if ( TIMER_Done( NPCS.NPC, "moveright" ) )
{//FIXME: should be if it's zero?
TIMER_Set( NPCS.NPC, "moveright", Q_irand( 250, 1500 ) );
}
}
else if ( NPCS.ucmd.rightmove < 0 )
{
if ( !TIMER_Done( NPCS.NPC, "moveright" ) || !TIMER_Done( NPCS.NPC, "movecenter" ) )
{
NPCS.ucmd.rightmove = 0;
//now we have to normalize the total movement again
if ( NPCS.ucmd.forwardmove > 0 )
{
NPCS.ucmd.forwardmove = 127;
}
else if ( NPCS.ucmd.forwardmove < 0 )
{
NPCS.ucmd.forwardmove = -127;
}
VectorClear( NPCS.NPC->client->ps.moveDir );
TIMER_Set( NPCS.NPC, "moveright", -level.time );
if ( TIMER_Done( NPCS.NPC, "movecenter" ) )
{
TIMER_Set( NPCS.NPC, "movecenter", Q_irand( 1000, 2000 ) );
}
}
else if ( TIMER_Done( NPCS.NPC, "moveleft" ) )
{//FIXME: should be if it's zero?
TIMER_Set( NPCS.NPC, "moveleft", Q_irand( 250, 1500 ) );
}
}
else if ( !TIMER_Done( NPCS.NPC, "moveright" ) )
{//NOTE: edge checking should stop me if this is bad...
NPCS.ucmd.rightmove = 127;
VectorClear( NPCS.NPC->client->ps.moveDir );
}
else if ( !TIMER_Done( NPCS.NPC, "moveleft" ) )
{//NOTE: edge checking should stop me if this is bad...
NPCS.ucmd.rightmove = -127;
VectorClear( NPCS.NPC->client->ps.moveDir );
}
}
static void Jedi_TimersApply( void )
{
if ( !NPCS.ucmd.rightmove )
{//only if not already strafing
//FIXME: if enemy behind me and turning to face enemy, don't strafe in that direction, too
if ( !TIMER_Done( NPCS.NPC, "strafeLeft" ) )
{
if ( NPCS.NPCInfo->desiredYaw > NPCS.NPC->client->ps.viewangles[YAW] + 60 )
{//we want to turn left, don't apply the strafing
}
else
{//go ahead and strafe left
NPCS.ucmd.rightmove = -127;
VectorClear( NPCS.NPC->client->ps.moveDir );
}
}
else if ( !TIMER_Done( NPCS.NPC, "strafeRight" ) )
{
if ( NPCS.NPCInfo->desiredYaw < NPCS.NPC->client->ps.viewangles[YAW] - 60 )
{//we want to turn right, don't apply the strafing
}
else
{//go ahead and strafe left
NPCS.ucmd.rightmove = 127;
VectorClear( NPCS.NPC->client->ps.moveDir );
}
}
}
Jedi_DebounceDirectionChanges();
//use careful anim/slower movement if not already moving
if ( !NPCS.ucmd.forwardmove && !TIMER_Done( NPCS.NPC, "walking" ) )
{
NPCS.ucmd.buttons |= (BUTTON_WALKING);
}
if ( !TIMER_Done( NPCS.NPC, "taunting" ) )
{
NPCS.ucmd.buttons |= (BUTTON_WALKING);
}
if ( !TIMER_Done( NPCS.NPC, "gripping" ) )
{//FIXME: what do we do if we ran out of power? NPC's can't?
//FIXME: don't keep turning to face enemy or we'll end up spinning around
NPCS.ucmd.buttons |= BUTTON_FORCEGRIP;
}
if ( !TIMER_Done( NPCS.NPC, "draining" ) )
{//FIXME: what do we do if we ran out of power? NPC's can't?
//FIXME: don't keep turning to face enemy or we'll end up spinning around
NPCS.ucmd.buttons |= BUTTON_FORCE_DRAIN;
}
if ( !TIMER_Done( NPCS.NPC, "holdLightning" ) )
{//hold down the lightning key
NPCS.ucmd.buttons |= BUTTON_FORCE_LIGHTNING;
}
}
static void Jedi_CombatTimersUpdate( int enemy_dist )
{
if( Jedi_CultistDestroyer( NPCS.NPC ) )
{
Jedi_Aggression( NPCS.NPC, 5 );
return;
}
if ( TIMER_Done( NPCS.NPC, "roamTime" ) )
{
TIMER_Set( NPCS.NPC, "roamTime", Q_irand( 2000, 5000 ) );
//okay, now mess with agression
if ( NPCS.NPC->client->ps.fd.forcePowersActive&(1<<FP_RAGE) )
{//raging
Jedi_Aggression( NPCS.NPC, Q_irand( 0, 3 ) );
}
else if ( NPCS.NPC->client->ps.fd.forceRageRecoveryTime > level.time )
{//recovering
Jedi_Aggression( NPCS.NPC, Q_irand( -2, 0 ) );
}
if ( NPCS.NPC->enemy && NPCS.NPC->enemy->client )
{
switch( NPCS.NPC->enemy->client->ps.weapon )
{
case WP_SABER:
//If enemy has a lightsaber, always close in
if ( BG_SabersOff( &NPCS.NPC->enemy->client->ps ) )
{//fool! Standing around unarmed, charge!
//Com_Printf( "(%d) raise agg - enemy saber off\n", level.time );
Jedi_Aggression( NPCS.NPC, 2 );
}
else
{
//Com_Printf( "(%d) raise agg - enemy saber\n", level.time );
Jedi_Aggression( NPCS.NPC, 1 );
}
break;
case WP_BLASTER:
case WP_BRYAR_PISTOL:
case WP_DISRUPTOR:
case WP_BOWCASTER:
case WP_REPEATER:
case WP_DEMP2:
case WP_FLECHETTE:
case WP_ROCKET_LAUNCHER:
//if he has a blaster, move in when:
//They're not shooting at me
if ( NPCS.NPC->enemy->attackDebounceTime < level.time )
{//does this apply to players?
//Com_Printf( "(%d) raise agg - enemy not shooting ranged weap\n", level.time );
Jedi_Aggression( NPCS.NPC, 1 );
}
//He's closer than a dist that gives us time to deflect
if ( enemy_dist < 256 )
{
//Com_Printf( "(%d) raise agg - enemy ranged weap- too close\n", level.time );
Jedi_Aggression( NPCS.NPC, 1 );
}
break;
default:
break;
}
}
}
if ( TIMER_Done( NPCS.NPC, "noStrafe" ) && TIMER_Done( NPCS.NPC, "strafeLeft" ) && TIMER_Done( NPCS.NPC, "strafeRight" ) )
{
//FIXME: Maybe more likely to do this if aggression higher? Or some other stat?
if ( !Q_irand( 0, 4 ) )
{//start a strafe
if ( Jedi_Strafe( 1000, 3000, 0, 4000, qtrue ) )
{
if ( d_JediAI.integer )
{
Com_Printf( "off strafe\n" );
}
}
}
else
{//postpone any strafing for a while
TIMER_Set( NPCS.NPC, "noStrafe", Q_irand( 1000, 3000 ) );
}
}
if ( NPCS.NPC->client->ps.saberEventFlags )
{//some kind of saber combat event is still pending
int newFlags = NPCS.NPC->client->ps.saberEventFlags;
if ( NPCS.NPC->client->ps.saberEventFlags&SEF_PARRIED )
{//parried
TIMER_Set( NPCS.NPC, "parryTime", -1 );
/*
if ( NPCInfo->rank >= RANK_LT_JG )
{
NPC->client->ps.fd.forcePowerDebounce[FP_SABER_DEFENSE] = level.time + 100;
}
else
{
NPC->client->ps.fd.forcePowerDebounce[FP_SABER_DEFENSE] = level.time + 500;
}
*/
if ( NPCS.NPC->enemy && PM_SaberInKnockaway( NPCS.NPC->enemy->client->ps.saberMove ) )
{//advance!
Jedi_Aggression( NPCS.NPC, 1 );//get closer
Jedi_AdjustSaberAnimLevel( NPCS.NPC, (NPCS.NPC->client->ps.fd.saberAnimLevel-1) );//use a faster attack
}
else
{
if ( !Q_irand( 0, 1 ) )//FIXME: dependant on rank/diff?
{
//Com_Printf( "(%d) drop agg - we parried\n", level.time );
Jedi_Aggression( NPCS.NPC, -1 );
}
if ( !Q_irand( 0, 1 ) )
{
Jedi_AdjustSaberAnimLevel( NPCS.NPC, (NPCS.NPC->client->ps.fd.saberAnimLevel-1) );
}
}
if ( d_JediAI.integer )
{
Com_Printf( "(%d) PARRY: agg %d, no parry until %d\n", level.time, NPCS.NPCInfo->stats.aggression, level.time + 100 );
}
newFlags &= ~SEF_PARRIED;
}
if ( !NPCS.NPC->client->ps.weaponTime && (NPCS.NPC->client->ps.saberEventFlags&SEF_HITENEMY) )//hit enemy
{//we hit our enemy last time we swung, drop our aggression
if ( !Q_irand( 0, 1 ) )//FIXME: dependant on rank/diff?
{
//Com_Printf( "(%d) drop agg - we hit enemy\n", level.time );
Jedi_Aggression( NPCS.NPC, -1 );
if ( d_JediAI.integer )
{
Com_Printf( "(%d) HIT: agg %d\n", level.time, NPCS.NPCInfo->stats.aggression );
}
if ( !Q_irand( 0, 3 )
&& NPCS.NPCInfo->blockedSpeechDebounceTime < level.time
&& jediSpeechDebounceTime[NPCS.NPC->client->playerTeam] < level.time
&& NPCS.NPC->painDebounceTime < level.time - 1000 )
{
G_AddVoiceEvent( NPCS.NPC, Q_irand( EV_GLOAT1, EV_GLOAT3 ), 3000 );
jediSpeechDebounceTime[NPCS.NPC->client->playerTeam] = NPCS.NPCInfo->blockedSpeechDebounceTime = level.time + 3000;
}
}
if ( !Q_irand( 0, 2 ) )
{
Jedi_AdjustSaberAnimLevel( NPCS.NPC, (NPCS.NPC->client->ps.fd.saberAnimLevel+1) );
}
newFlags &= ~SEF_HITENEMY;
}
if ( (NPCS.NPC->client->ps.saberEventFlags&SEF_BLOCKED) )
{//was blocked whilst attacking
if ( PM_SaberInBrokenParry( NPCS.NPC->client->ps.saberMove )
|| NPCS.NPC->client->ps.saberBlocked == BLOCKED_PARRY_BROKEN )
{
//Com_Printf( "(%d) drop agg - we were knock-blocked\n", level.time );
if ( NPCS.NPC->client->ps.saberInFlight )
{//lost our saber, too!!!
Jedi_Aggression( NPCS.NPC, -5 );//really really really should back off!!!
}
else
{
Jedi_Aggression( NPCS.NPC, -2 );//really should back off!
}
Jedi_AdjustSaberAnimLevel( NPCS.NPC, (NPCS.NPC->client->ps.fd.saberAnimLevel+1) );//use a stronger attack
if ( d_JediAI.integer )
{
Com_Printf( "(%d) KNOCK-BLOCKED: agg %d\n", level.time, NPCS.NPCInfo->stats.aggression );
}
}
else
{
if ( !Q_irand( 0, 2 ) )//FIXME: dependant on rank/diff?
{
//Com_Printf( "(%d) drop agg - we were blocked\n", level.time );
Jedi_Aggression( NPCS.NPC, -1 );
if ( d_JediAI.integer )
{
Com_Printf( "(%d) BLOCKED: agg %d\n", level.time, NPCS.NPCInfo->stats.aggression );
}
}
if ( !Q_irand( 0, 1 ) )
{
Jedi_AdjustSaberAnimLevel( NPCS.NPC, (NPCS.NPC->client->ps.fd.saberAnimLevel+1) );
}
}
newFlags &= ~SEF_BLOCKED;
//FIXME: based on the type of parry the enemy is doing and my skill,
// choose an attack that is likely to get around the parry?
// right now that's generic in the saber animation code, auto-picks
// a next anim for me, but really should be AI-controlled.
}
if ( NPCS.NPC->client->ps.saberEventFlags&SEF_DEFLECTED )
{//deflected a shot
newFlags &= ~SEF_DEFLECTED;
if ( !Q_irand( 0, 3 ) )
{
Jedi_AdjustSaberAnimLevel( NPCS.NPC, (NPCS.NPC->client->ps.fd.saberAnimLevel-1) );
}
}
if ( NPCS.NPC->client->ps.saberEventFlags&SEF_HITWALL )
{//hit a wall
newFlags &= ~SEF_HITWALL;
}
if ( NPCS.NPC->client->ps.saberEventFlags&SEF_HITOBJECT )
{//hit some other damagable object
if ( !Q_irand( 0, 3 ) )
{
Jedi_AdjustSaberAnimLevel( NPCS.NPC, (NPCS.NPC->client->ps.fd.saberAnimLevel-1) );
}
newFlags &= ~SEF_HITOBJECT;
}
NPCS.NPC->client->ps.saberEventFlags = newFlags;
}
}
static void Jedi_CombatIdle( int enemy_dist )
{
if ( !TIMER_Done( NPCS.NPC, "parryTime" ) )
{
return;
}
if ( NPCS.NPC->client->ps.saberInFlight )
{//don't do this idle stuff if throwing saber
return;
}
if ( NPCS.NPC->client->ps.fd.forcePowersActive&(1<<FP_RAGE)
|| NPCS.NPC->client->ps.fd.forceRageRecoveryTime > level.time )
{//never taunt while raging or recovering from rage
return;
}
//FIXME: make these distance numbers defines?
if ( enemy_dist >= 64 )
{//FIXME: only do this if standing still?
//based on aggression, flaunt/taunt
int chance = 20;
if ( NPCS.NPC->client->NPC_class == CLASS_SHADOWTROOPER )
{
chance = 10;
}
//FIXME: possibly throw local objects at enemy?
if ( Q_irand( 2, chance ) < NPCS.NPCInfo->stats.aggression )
{
if ( TIMER_Done( NPCS.NPC, "chatter" ) && NPCS.NPC->client->ps.forceHandExtend == HANDEXTEND_NONE )
{//FIXME: add more taunt behaviors
//FIXME: sometimes he turns it off, then turns it right back on again???
if ( enemy_dist > 200
&& NPCS.NPC->client->NPC_class != CLASS_BOBAFETT
&& !NPCS.NPC->client->ps.saberHolstered
&& !Q_irand( 0, 5 ) )
{//taunt even more, turn off the saber
//FIXME: don't do this if health low?
WP_DeactivateSaber( NPCS.NPC, qfalse );
//Don't attack for a bit
NPCS.NPCInfo->stats.aggression = 3;
//FIXME: maybe start strafing?
//debounce this
if ( NPCS.NPC->client->playerTeam != NPCTEAM_PLAYER && !Q_irand( 0, 1 ))
{
//NPC->client->ps.taunting = level.time + 100;
NPCS.NPC->client->ps.forceHandExtend = HANDEXTEND_JEDITAUNT;
NPCS.NPC->client->ps.forceHandExtendTime = level.time + 5000;
TIMER_Set( NPCS.NPC, "chatter", Q_irand( 5000, 10000 ) );
TIMER_Set( NPCS.NPC, "taunting", 5500 );
}
else
{
Jedi_BattleTaunt();
TIMER_Set( NPCS.NPC, "taunting", Q_irand( 5000, 10000 ) );
}
}
else if ( Jedi_BattleTaunt() )
{//FIXME: pick some anims
}
}
}
}
}
static qboolean Jedi_AttackDecide( int enemy_dist )
{
// Begin fixed cultist_destroyer AI
if ( Jedi_CultistDestroyer( NPCS.NPC ) )
{ // destroyer
if ( enemy_dist <= 32 )
{//go boom!
//float?
//VectorClear( NPC->client->ps.velocity );
//NPC->client->ps.gravity = 0;
//NPC->svFlags |= SVF_CUSTOM_GRAVITY;
//NPC->client->moveType = MT_FLYSWIM;
//NPC->flags |= FL_NO_KNOCKBACK;
NPCS.NPC->flags |= FL_GODMODE;
NPCS.NPC->takedamage = qfalse;
NPC_SetAnim( NPCS.NPC, SETANIM_BOTH, BOTH_FORCE_RAGE, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE );
NPCS.NPC->client->ps.fd.forcePowersActive |= ( 1 << FP_RAGE );
NPCS.NPC->painDebounceTime = NPCS.NPC->useDebounceTime = level.time + NPCS.NPC->client->ps.torsoTimer;
return qtrue;
}
return qfalse;
}
if ( NPCS.NPC->enemy->client
&& NPCS.NPC->enemy->s.weapon == WP_SABER
&& NPCS.NPC->enemy->client->ps.saberLockTime > level.time
&& NPCS.NPC->client->ps.saberLockTime < level.time )
{//enemy is in a saberLock and we are not
return qfalse;
}
if ( NPCS.NPC->client->ps.saberEventFlags&SEF_LOCK_WON )
{//we won a saber lock, press the advantage with an attack!
int chance = 0;
if ( NPCS.NPC->client->NPC_class == CLASS_DESANN || NPCS.NPC->client->NPC_class == CLASS_LUKE || !Q_stricmp("Yoda",NPCS.NPC->NPC_type) )
{//desann and luke
chance = 20;
}
else if ( NPCS.NPC->client->NPC_class == CLASS_TAVION )
{//tavion
chance = 10;
}
else if ( NPCS.NPC->client->NPC_class == CLASS_REBORN && NPCS.NPCInfo->rank == RANK_LT_JG )
{//fencer
chance = 5;
}
else
{
chance = NPCS.NPCInfo->rank;
}
if ( Q_irand( 0, 30 ) < chance )
{//based on skill with some randomness
NPCS.NPC->client->ps.saberEventFlags &= ~SEF_LOCK_WON;//clear this now that we are using the opportunity
TIMER_Set( NPCS.NPC, "noRetreat", Q_irand( 500, 2000 ) );
//FIXME: check enemy_dist?
NPCS.NPC->client->ps.weaponTime = NPCS.NPCInfo->shotTime = NPCS.NPC->attackDebounceTime = 0;
//NPC->client->ps.fd.forcePowerDebounce[FP_SABER_DEFENSE] = level.time + 500;
NPCS.NPC->client->ps.saberBlocked = BLOCKED_NONE;
WeaponThink( qtrue );
return qtrue;
}
}
if ( NPCS.NPC->client->NPC_class == CLASS_TAVION ||
( NPCS.NPC->client->NPC_class == CLASS_REBORN && NPCS.NPCInfo->rank == RANK_LT_JG ) ||
( NPCS.NPC->client->NPC_class == CLASS_JEDI && NPCS.NPCInfo->rank == RANK_COMMANDER ) )
{//tavion, fencers, jedi trainer are all good at following up a parry with an attack
if ( ( PM_SaberInParry( NPCS.NPC->client->ps.saberMove ) || PM_SaberInKnockaway( NPCS.NPC->client->ps.saberMove ) )
&& NPCS.NPC->client->ps.saberBlocked != BLOCKED_PARRY_BROKEN )
{//try to attack straight from a parry
NPCS.NPC->client->ps.weaponTime = NPCS.NPCInfo->shotTime = NPCS.NPC->attackDebounceTime = 0;
//NPC->client->ps.fd.forcePowerDebounce[FP_SABER_DEFENSE] = level.time + 500;
NPCS.NPC->client->ps.saberBlocked = BLOCKED_NONE;
Jedi_AdjustSaberAnimLevel( NPCS.NPC, FORCE_LEVEL_1 );//try to follow-up with a quick attack
WeaponThink( qtrue );
return qtrue;
}
}
//try to hit them if we can
if ( enemy_dist >= 64 )
{
return qfalse;
}
if ( !TIMER_Done( NPCS.NPC, "parryTime" ) )
{
return qfalse;
}
if ( (NPCS.NPCInfo->scriptFlags&SCF_DONT_FIRE) )
{//not allowed to attack
return qfalse;
}
if ( !(NPCS.ucmd.buttons&BUTTON_ATTACK) && !(NPCS.ucmd.buttons&BUTTON_ALT_ATTACK) )
{//not already attacking
//Try to attack
WeaponThink( qtrue );
}
//FIXME: Maybe try to push enemy off a ledge?
//close enough to step forward
//FIXME: an attack debounce timer other than the phaser debounce time?
// or base it on aggression?
if ( NPCS.ucmd.buttons&BUTTON_ATTACK )
{//attacking
/*
if ( enemy_dist > 32 && NPCInfo->stats.aggression >= 4 )
{//move forward if we're too far away and we're chasing him
ucmd.forwardmove = 127;
}
else if ( enemy_dist < 0 )
{//move back if we're too close
ucmd.forwardmove = -127;
}
*/
//FIXME: based on the type of parry/attack the enemy is doing and my skill,
// choose an attack that is likely to get around the parry?
// right now that's generic in the saber animation code, auto-picks
// a next anim for me, but really should be AI-controlled.
//FIXME: have this interact with/override above strafing code?
if ( !NPCS.ucmd.rightmove )
{//not already strafing
if ( !Q_irand( 0, 3 ) )
{//25% chance of doing this
vec3_t right, dir2enemy;
AngleVectors( NPCS.NPC->r.currentAngles, NULL, right, NULL );
VectorSubtract( NPCS.NPC->enemy->r.currentOrigin, NPCS.NPC->r.currentAngles, dir2enemy );
if ( DotProduct( right, dir2enemy ) > 0 )
{//he's to my right, strafe left
NPCS.ucmd.rightmove = -127;
VectorClear( NPCS.NPC->client->ps.moveDir );
}
else
{//he's to my left, strafe right
NPCS.ucmd.rightmove = 127;
VectorClear( NPCS.NPC->client->ps.moveDir );
}
}
}
return qtrue;
}
return qfalse;
}
#define APEX_HEIGHT 200.0f
#define PARA_WIDTH (sqrt(APEX_HEIGHT)+sqrt(APEX_HEIGHT))
#define JUMP_SPEED 200.0f
static qboolean Jedi_Jump( vec3_t dest, int goalEntNum )
{//FIXME: if land on enemy, knock him down & jump off again
/*
if ( dest[2] - NPC->r.currentOrigin[2] < 64 && DistanceHorizontal( NPC->r.currentOrigin, dest ) > 256 )
{//a pretty horizontal jump, easy to fake:
vec3_t enemy_diff;
VectorSubtract( dest, NPC->r.currentOrigin, enemy_diff );
float enemy_z_diff = enemy_diff[2];
enemy_diff[2] = 0;
float enemy_xy_diff = VectorNormalize( enemy_diff );
VectorScale( enemy_diff, enemy_xy_diff*0.8, NPC->client->ps.velocity );
if ( enemy_z_diff < 64 )
{
NPC->client->ps.velocity[2] = enemy_xy_diff;
}
else
{
NPC->client->ps.velocity[2] = enemy_z_diff*2+enemy_xy_diff/2;
}
}
else
*/
if ( 1 )
{
float targetDist, shotSpeed = 300, travelTime, impactDist, bestImpactDist = Q3_INFINITE;//fireSpeed,
vec3_t targetDir, shotVel, failCase;
trace_t trace;
trajectory_t tr;
qboolean blocked;
int elapsedTime, timeStep = 500, hitCount = 0, maxHits = 7;
vec3_t lastPos, testPos, bottom;
while ( hitCount < maxHits )
{
VectorSubtract( dest, NPCS.NPC->r.currentOrigin, targetDir );
targetDist = VectorNormalize( targetDir );
VectorScale( targetDir, shotSpeed, shotVel );
travelTime = targetDist/shotSpeed;
shotVel[2] += travelTime * 0.5 * NPCS.NPC->client->ps.gravity;
if ( !hitCount )
{//save the first one as the worst case scenario
VectorCopy( shotVel, failCase );
}
if ( 1 )//tracePath )
{//do a rough trace of the path
blocked = qfalse;
VectorCopy( NPCS.NPC->r.currentOrigin, tr.trBase );
VectorCopy( shotVel, tr.trDelta );
tr.trType = TR_GRAVITY;
tr.trTime = level.time;
travelTime *= 1000.0f;
VectorCopy( NPCS.NPC->r.currentOrigin, lastPos );
//This may be kind of wasteful, especially on long throws... use larger steps? Divide the travelTime into a certain hard number of slices? Trace just to apex and down?
for ( elapsedTime = timeStep; elapsedTime < floor(travelTime)+timeStep; elapsedTime += timeStep )
{
if ( (float)elapsedTime > travelTime )
{//cap it
elapsedTime = floor( travelTime );
}
BG_EvaluateTrajectory( &tr, level.time + elapsedTime, testPos );
if ( testPos[2] < lastPos[2] )
{//going down, ignore botclip
trap->Trace( &trace, lastPos, NPCS.NPC->r.mins, NPCS.NPC->r.maxs, testPos, NPCS.NPC->s.number, NPCS.NPC->clipmask, qfalse, 0, 0 );
}
else
{//going up, check for botclip
trap->Trace( &trace, lastPos, NPCS.NPC->r.mins, NPCS.NPC->r.maxs, testPos, NPCS.NPC->s.number, NPCS.NPC->clipmask|CONTENTS_BOTCLIP, qfalse, 0, 0 );
}
if ( trace.allsolid || trace.startsolid )
{
blocked = qtrue;
break;
}
if ( trace.fraction < 1.0f )
{//hit something
if ( trace.entityNum == goalEntNum )
{//hit the enemy, that's perfect!
//Hmm, don't want to land on him, though...
break;
}
else
{
if ( trace.contents & CONTENTS_BOTCLIP )
{//hit a do-not-enter brush
blocked = qtrue;
break;
}
if ( trace.plane.normal[2] > 0.7 && DistanceSquared( trace.endpos, dest ) < 4096 )//hit within 64 of desired location, should be okay
{//close enough!
break;
}
else
{//FIXME: maybe find the extents of this brush and go above or below it on next try somehow?
impactDist = DistanceSquared( trace.endpos, dest );
if ( impactDist < bestImpactDist )
{
bestImpactDist = impactDist;
VectorCopy( shotVel, failCase );
}
blocked = qtrue;
break;
}
}
}
if ( elapsedTime == floor( travelTime ) )
{//reached end, all clear
if ( trace.fraction >= 1.0f )
{//hmm, make sure we'll land on the ground...
//FIXME: do we care how far below ourselves or our dest we'll land?
VectorCopy( trace.endpos, bottom );
bottom[2] -= 128;
trap->Trace( &trace, trace.endpos, NPCS.NPC->r.mins, NPCS.NPC->r.maxs, bottom, NPCS.NPC->s.number, NPCS.NPC->clipmask, qfalse, 0, 0 );
if ( trace.fraction >= 1.0f )
{//would fall too far
blocked = qtrue;
}
}
break;
}
else
{
//all clear, try next slice
VectorCopy( testPos, lastPos );
}
}
if ( blocked )
{//hit something, adjust speed (which will change arc)
hitCount++;
shotSpeed = 300 + ((hitCount-2) * 100);//from 100 to 900 (skipping 300)
if ( hitCount >= 2 )
{//skip 300 since that was the first value we tested
shotSpeed += 100;
}
}
else
{//made it!
break;
}
}
else
{//no need to check the path, go with first calc
break;
}
}
if ( hitCount >= maxHits )
{//NOTE: worst case scenario, use the one that impacted closest to the target (or just use the first try...?)
//NOTE: or try failcase?
VectorCopy( failCase, NPCS.NPC->client->ps.velocity );
}
VectorCopy( shotVel, NPCS.NPC->client->ps.velocity );
}
else
{//a more complicated jump
vec3_t dir, p1, p2, apex;
float time, height, forward, z, xy, dist, apexHeight;
if ( NPCS.NPC->r.currentOrigin[2] > dest[2] )//NPCInfo->goalEntity->r.currentOrigin
{
VectorCopy( NPCS.NPC->r.currentOrigin, p1 );
VectorCopy( dest, p2 );//NPCInfo->goalEntity->r.currentOrigin
}
else if ( NPCS.NPC->r.currentOrigin[2] < dest[2] )//NPCInfo->goalEntity->r.currentOrigin
{
VectorCopy( dest, p1 );//NPCInfo->goalEntity->r.currentOrigin
VectorCopy( NPCS.NPC->r.currentOrigin, p2 );
}
else
{
VectorCopy( NPCS.NPC->r.currentOrigin, p1 );
VectorCopy( dest, p2 );//NPCInfo->goalEntity->r.currentOrigin
}
//z = xy*xy
VectorSubtract( p2, p1, dir );
dir[2] = 0;
//Get xy and z diffs
xy = VectorNormalize( dir );
z = p1[2] - p2[2];
apexHeight = APEX_HEIGHT/2;
//Determine most desirable apex height
//FIXME: length of xy will change curve of parabola, need to account for this
//somewhere... PARA_WIDTH
/*
apexHeight = (APEX_HEIGHT * PARA_WIDTH/xy) + (APEX_HEIGHT * z/128);
if ( apexHeight < APEX_HEIGHT * 0.5 )
{
apexHeight = APEX_HEIGHT*0.5;
}
else if ( apexHeight > APEX_HEIGHT * 2 )
{
apexHeight = APEX_HEIGHT*2;
}
*/
z = (sqrt(apexHeight + z) - sqrt(apexHeight));
assert(z >= 0);
// Com_Printf("apex is %4.2f percent from p1: ", (xy-z)*0.5/xy*100.0f);
xy -= z;
xy *= 0.5;
assert(xy > 0);
VectorMA( p1, xy, dir, apex );
apex[2] += apexHeight;
VectorCopy(apex, NPCS.NPC->pos1);
//Now we have the apex, aim for it
height = apex[2] - NPCS.NPC->r.currentOrigin[2];
time = sqrt( height / ( .5 * NPCS.NPC->client->ps.gravity ) );//was 0.5, but didn't work well for very long jumps
if ( !time )
{
//Com_Printf( S_COLOR_RED"ERROR: no time in jump\n" );
return qfalse;
}
VectorSubtract ( apex, NPCS.NPC->r.currentOrigin, NPCS.NPC->client->ps.velocity );
NPCS.NPC->client->ps.velocity[2] = 0;
dist = VectorNormalize( NPCS.NPC->client->ps.velocity );
forward = dist / time * 1.25;//er... probably bad, but...
VectorScale( NPCS.NPC->client->ps.velocity, forward, NPCS.NPC->client->ps.velocity );
//FIXME: Uh.... should we trace/EvaluateTrajectory this to make sure we have clearance and we land where we want?
NPCS.NPC->client->ps.velocity[2] = time * NPCS.NPC->client->ps.gravity;
//Com_Printf("Jump Velocity: %4.2f, %4.2f, %4.2f\n", NPC->client->ps.velocity[0], NPC->client->ps.velocity[1], NPC->client->ps.velocity[2] );
}
return qtrue;
}
static qboolean Jedi_TryJump( gentity_t *goal )
{//FIXME: never does a simple short, regular jump...
//FIXME: I need to be on ground too!
if ( (NPCS.NPCInfo->scriptFlags&SCF_NO_ACROBATICS) )
{
return qfalse;
}
if ( TIMER_Done( NPCS.NPC, "jumpChaseDebounce" ) )
{
if ( (!goal->client || goal->client->ps.groundEntityNum != ENTITYNUM_NONE) )
{
if ( !PM_InKnockDown( &NPCS.NPC->client->ps ) && !BG_InRoll( &NPCS.NPC->client->ps, NPCS.NPC->client->ps.legsAnim ) )
{//enemy is on terra firma
vec3_t goal_diff;
float goal_z_diff;
float goal_xy_dist;
VectorSubtract( goal->r.currentOrigin, NPCS.NPC->r.currentOrigin, goal_diff );
goal_z_diff = goal_diff[2];
goal_diff[2] = 0;
goal_xy_dist = VectorNormalize( goal_diff );
if ( goal_xy_dist < 550 && goal_z_diff > -400/*was -256*/ )//for now, jedi don't take falling damage && (NPC->health > 20 || goal_z_diff > 0 ) && (NPC->health >= 100 || goal_z_diff > -128 ))//closer than @512
{
qboolean debounce = qfalse;
if ( NPCS.NPC->health < 150 && ((NPCS.NPC->health < 30 && goal_z_diff < 0) || goal_z_diff < -128 ) )
{//don't jump, just walk off... doesn't help with ledges, though
debounce = qtrue;
}
else if ( goal_z_diff < 32 && goal_xy_dist < 200 )
{//what is their ideal jump height?
NPCS.ucmd.upmove = 127;
debounce = qtrue;
}
else
{
/*
//NO! All Jedi can jump-navigate now...
if ( NPCInfo->rank != RANK_CREWMAN && NPCInfo->rank <= RANK_LT_JG )
{//can't do acrobatics
return qfalse;
}
*/
if ( goal_z_diff > 0 || goal_xy_dist > 128 )
{//Fake a force-jump
//Screw it, just do my own calc & throw
vec3_t dest;
VectorCopy( goal->r.currentOrigin, dest );
if ( goal == NPCS.NPC->enemy )
{
int sideTry = 0;
while( sideTry < 10 )
{//FIXME: make it so it doesn't try the same spot again?
trace_t trace;
vec3_t bottom;
if ( Q_irand( 0, 1 ) )
{
dest[0] += NPCS.NPC->enemy->r.maxs[0]*1.25;
}
else
{
dest[0] += NPCS.NPC->enemy->r.mins[0]*1.25;
}
if ( Q_irand( 0, 1 ) )
{
dest[1] += NPCS.NPC->enemy->r.maxs[1]*1.25;
}
else
{
dest[1] += NPCS.NPC->enemy->r.mins[1]*1.25;
}
VectorCopy( dest, bottom );
bottom[2] -= 128;
trap->Trace( &trace, dest, NPCS.NPC->r.mins, NPCS.NPC->r.maxs, bottom, goal->s.number, NPCS.NPC->clipmask, qfalse, 0, 0 );
if ( trace.fraction < 1.0f )
{//hit floor, okay to land here
break;
}
sideTry++;
}
if ( sideTry >= 10 )
{//screw it, just jump right at him?
VectorCopy( goal->r.currentOrigin, dest );
}
}
if ( Jedi_Jump( dest, goal->s.number ) )
{
//Com_Printf( "(%d) pre-checked force jump\n", level.time );
//FIXME: store the dir we;re going in in case something gets in the way of the jump?
//? = vectoyaw( NPC->client->ps.velocity );
/*
if ( NPC->client->ps.velocity[2] < 320 )
{
NPC->client->ps.velocity[2] = 320;
}
else
*/
{//FIXME: make this a function call
int jumpAnim;
//FIXME: this should be more intelligent, like the normal force jump anim logic
if ( NPCS.NPC->client->NPC_class == CLASS_BOBAFETT
||( NPCS.NPCInfo->rank != RANK_CREWMAN && NPCS.NPCInfo->rank <= RANK_LT_JG ) )
{//can't do acrobatics
jumpAnim = BOTH_FORCEJUMP1;
}
else
{
jumpAnim = BOTH_FLIP_F;
}
NPC_SetAnim( NPCS.NPC, SETANIM_BOTH, jumpAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
NPCS.NPC->client->ps.fd.forceJumpZStart = NPCS.NPC->r.currentOrigin[2];
//NPC->client->ps.pm_flags |= PMF_JUMPING;
NPCS.NPC->client->ps.weaponTime = NPCS.NPC->client->ps.torsoTimer;
NPCS.NPC->client->ps.fd.forcePowersActive |= ( 1 << FP_LEVITATION );
if ( NPCS.NPC->client->NPC_class == CLASS_BOBAFETT )
{
G_SoundOnEnt( NPCS.NPC, CHAN_ITEM, "sound/boba/jeton.wav" );
NPCS.NPC->client->jetPackTime = level.time + Q_irand( 1000, 3000 );
}
else
{
G_SoundOnEnt( NPCS.NPC, CHAN_BODY, "sound/weapons/force/jump.wav" );
}
TIMER_Set( NPCS.NPC, "forceJumpChasing", Q_irand( 2000, 3000 ) );
debounce = qtrue;
}
}
}
if ( debounce )
{
//Don't jump again for another 2 to 5 seconds
TIMER_Set( NPCS.NPC, "jumpChaseDebounce", Q_irand( 2000, 5000 ) );
NPCS.ucmd.forwardmove = 127;
VectorClear( NPCS.NPC->client->ps.moveDir );
TIMER_Set( NPCS.NPC, "duck", -level.time );
return qtrue;
}
}
}
}
}
return qfalse;
}
static qboolean Jedi_Jumping( gentity_t *goal )
{
if ( !TIMER_Done( NPCS.NPC, "forceJumpChasing" ) && goal )
{//force-jumping at the enemy
// if ( !(NPC->client->ps.pm_flags & PMF_JUMPING )//forceJumpZStart )
// && !(NPC->client->ps.pm_flags&PMF_TRIGGER_PUSHED))
if (NPCS.NPC->client->ps.groundEntityNum != ENTITYNUM_NONE) //rwwFIXMEFIXME: Not sure if this is gonna work, use the PM flags ideally.
{//landed
TIMER_Set( NPCS.NPC, "forceJumpChasing", 0 );
}
else
{
NPC_FaceEntity( goal, qtrue );
//FIXME: push me torward where I was heading
//FIXME: if hit a ledge as soon as we jumped, we need to push toward our goal... must remember original jump dir and/or original jump dest
/*
vec3_t viewangles_xy={0,0,0}, goal_dir, goal_xy_dir, forward, right;
float goal_dist;
//gert horz dir to goal
VectorSubtract( goal->r.currentOrigin, NPC->r.currentOrigin, goal_dir );
VectorCopy( goal_dir, goal_xy_dir );
goal_dist = VectorNormalize( goal_dir );
goal_xy_dir[2] = 0;
VectorNormalize( goal_xy_dir );
//get horz facing
viewangles_xy[1] = NPC->client->ps.viewangles[1];
AngleVectors( viewangles_xy, forward, right, NULL );
//get movement commands to push me toward enemy
float fDot = DotProduct( forward, goal_dir ) * 127;
float rDot = DotProduct( right, goal_dir ) * 127;
ucmd.forwardmove = floor(fDot);
ucmd.rightmove = floor(rDot);
ucmd.upmove = 0;//don't duck
//Cheat:
if ( goal_dist < 128 && goal->r.currentOrigin[2] > NPC->r.currentOrigin[2] && NPC->client->ps.velocity[2] <= 0 )
{
NPC->client->ps.velocity[2] += 320;
}
*/
return qtrue;
}
}
return qfalse;
}
extern void G_UcmdMoveForDir( gentity_t *self, usercmd_t *cmd, vec3_t dir );
static void Jedi_CheckEnemyMovement( float enemy_dist )
{
if ( !NPCS.NPC->enemy || !NPCS.NPC->enemy->client )
{
return;
}
if ( NPCS.NPC->client->NPC_class != CLASS_TAVION
&& NPCS.NPC->client->NPC_class != CLASS_DESANN
&& NPCS.NPC->client->NPC_class != CLASS_LUKE
&& Q_stricmp("Yoda",NPCS.NPC->NPC_type) )
{
if ( NPCS.NPC->enemy->enemy && NPCS.NPC->enemy->enemy == NPCS.NPC )
{//enemy is mad at *me*
if ( NPCS.NPC->enemy->client->ps.legsAnim == BOTH_JUMPFLIPSLASHDOWN1 ||
NPCS.NPC->enemy->client->ps.legsAnim == BOTH_JUMPFLIPSTABDOWN )
{//enemy is flipping over me
if ( Q_irand( 0, NPCS.NPCInfo->rank ) < RANK_LT )
{//be nice and stand still for him...
NPCS.ucmd.forwardmove = NPCS.ucmd.rightmove = NPCS.ucmd.upmove = 0;
VectorClear( NPCS.NPC->client->ps.moveDir );
NPCS.NPC->client->ps.fd.forceJumpCharge = 0;
TIMER_Set( NPCS.NPC, "strafeLeft", -1 );
TIMER_Set( NPCS.NPC, "strafeRight", -1 );
TIMER_Set( NPCS.NPC, "noStrafe", Q_irand( 500, 1000 ) );
TIMER_Set( NPCS.NPC, "movenone", Q_irand( 500, 1000 ) );
TIMER_Set( NPCS.NPC, "movecenter", Q_irand( 500, 1000 ) );
}
}
else if ( NPCS.NPC->enemy->client->ps.legsAnim == BOTH_WALL_FLIP_BACK1
|| NPCS.NPC->enemy->client->ps.legsAnim == BOTH_WALL_FLIP_RIGHT
|| NPCS.NPC->enemy->client->ps.legsAnim == BOTH_WALL_FLIP_LEFT
|| NPCS.NPC->enemy->client->ps.legsAnim == BOTH_WALL_RUN_LEFT_FLIP
|| NPCS.NPC->enemy->client->ps.legsAnim == BOTH_WALL_RUN_RIGHT_FLIP )
{//he's flipping off a wall
if ( NPCS.NPC->enemy->client->ps.groundEntityNum == ENTITYNUM_NONE )
{//still in air
if ( enemy_dist < 256 )
{//close
if ( Q_irand( 0, NPCS.NPCInfo->rank ) < RANK_LT )
{//be nice and stand still for him...
vec3_t enemyFwd, dest, dir;
/*
ucmd.forwardmove = ucmd.rightmove = ucmd.upmove = 0;
VectorClear( NPC->client->ps.moveDir );
NPC->client->ps.fd.forceJumpCharge = 0;
TIMER_Set( NPC, "strafeLeft", -1 );
TIMER_Set( NPC, "strafeRight", -1 );
TIMER_Set( NPC, "noStrafe", Q_irand( 500, 1000 ) );
TIMER_Set( NPC, "movenone", Q_irand( 500, 1000 ) );
TIMER_Set( NPC, "movecenter", Q_irand( 500, 1000 ) );
TIMER_Set( NPC, "noturn", Q_irand( 200, 500 ) );
*/
//stop current movement
NPCS.ucmd.forwardmove = NPCS.ucmd.rightmove = NPCS.ucmd.upmove = 0;
VectorClear( NPCS.NPC->client->ps.moveDir );
NPCS.NPC->client->ps.fd.forceJumpCharge = 0;
TIMER_Set( NPCS.NPC, "strafeLeft", -1 );
TIMER_Set( NPCS.NPC, "strafeRight", -1 );
TIMER_Set( NPCS.NPC, "noStrafe", Q_irand( 500, 1000 ) );
TIMER_Set( NPCS.NPC, "noturn", Q_irand( 250, 500 )*(3-g_npcspskill.integer) );
VectorCopy( NPCS.NPC->enemy->client->ps.velocity, enemyFwd );
VectorNormalize( enemyFwd );
VectorMA( NPCS.NPC->enemy->r.currentOrigin, -64, enemyFwd, dest );
VectorSubtract( dest, NPCS.NPC->r.currentOrigin, dir );
if ( VectorNormalize( dir ) > 32 )
{
G_UcmdMoveForDir( NPCS.NPC, &NPCS.ucmd, dir );
}
else
{
TIMER_Set( NPCS.NPC, "movenone", Q_irand( 500, 1000 ) );
TIMER_Set( NPCS.NPC, "movecenter", Q_irand( 500, 1000 ) );
}
}
}
}
}
else if ( NPCS.NPC->enemy->client->ps.legsAnim == BOTH_A2_STABBACK1 )
{//he's stabbing backwards
if ( enemy_dist < 256 && enemy_dist > 64 )
{//close
if ( !InFront( NPCS.NPC->r.currentOrigin, NPCS.NPC->enemy->r.currentOrigin, NPCS.NPC->enemy->r.currentAngles, 0.0f ) )
{//behind him
if ( !Q_irand( 0, NPCS.NPCInfo->rank ) )
{//be nice and stand still for him...
vec3_t enemyFwd, dest, dir;
//stop current movement
NPCS.ucmd.forwardmove = NPCS.ucmd.rightmove = NPCS.ucmd.upmove = 0;
VectorClear( NPCS.NPC->client->ps.moveDir );
NPCS.NPC->client->ps.fd.forceJumpCharge = 0;
TIMER_Set( NPCS.NPC, "strafeLeft", -1 );
TIMER_Set( NPCS.NPC, "strafeRight", -1 );
TIMER_Set( NPCS.NPC, "noStrafe", Q_irand( 500, 1000 ) );
AngleVectors( NPCS.NPC->enemy->r.currentAngles, enemyFwd, NULL, NULL );
VectorMA( NPCS.NPC->enemy->r.currentOrigin, -32, enemyFwd, dest );
VectorSubtract( dest, NPCS.NPC->r.currentOrigin, dir );
if ( VectorNormalize( dir ) > 64 )
{
G_UcmdMoveForDir( NPCS.NPC, &NPCS.ucmd, dir );
}
else
{
TIMER_Set( NPCS.NPC, "movenone", Q_irand( 500, 1000 ) );
TIMER_Set( NPCS.NPC, "movecenter", Q_irand( 500, 1000 ) );
}
}
}
}
}
}
}
//FIXME: also:
// If enemy doing wall flip, keep running forward
// If enemy doing back-attack and we're behind him keep running forward toward his back, don't strafe
}
static void Jedi_CheckJumps( void )
{
vec3_t jumpVel;
trace_t trace;
trajectory_t tr;
vec3_t lastPos, testPos, bottom;
int elapsedTime;
if ( (NPCS.NPCInfo->scriptFlags&SCF_NO_ACROBATICS) )
{
NPCS.NPC->client->ps.fd.forceJumpCharge = 0;
NPCS.ucmd.upmove = 0;
return;
}
//FIXME: should probably check this before AI decides that best move is to jump? Otherwise, they may end up just standing there and looking dumb
//FIXME: all this work and he still jumps off ledges... *sigh*... need CONTENTS_BOTCLIP do-not-enter brushes...?
VectorClear(jumpVel);
if ( NPCS.NPC->client->ps.fd.forceJumpCharge )
{
//Com_Printf( "(%d) force jump\n", level.time );
WP_GetVelocityForForceJump( NPCS.NPC, jumpVel, &NPCS.ucmd );
}
else if ( NPCS.ucmd.upmove > 0 )
{
//Com_Printf( "(%d) regular jump\n", level.time );
VectorCopy( NPCS.NPC->client->ps.velocity, jumpVel );
jumpVel[2] = JUMP_VELOCITY;
}
else
{
return;
}
//NOTE: for now, we clear ucmd.forwardmove & ucmd.rightmove while in air to avoid jumps going awry...
if ( !jumpVel[0] && !jumpVel[1] )//FIXME: && !ucmd.forwardmove && !ucmd.rightmove?
{//we assume a jump straight up is safe
//Com_Printf( "(%d) jump straight up is safe\n", level.time );
return;
}
//Now predict where this is going
//in steps, keep evaluating the trajectory until the new z pos is <= than current z pos, trace down from there
VectorCopy( NPCS.NPC->r.currentOrigin, tr.trBase );
VectorCopy( jumpVel, tr.trDelta );
tr.trType = TR_GRAVITY;
tr.trTime = level.time;
VectorCopy( NPCS.NPC->r.currentOrigin, lastPos );
VectorClear(trace.endpos); //shut the compiler up
//This may be kind of wasteful, especially on long throws... use larger steps? Divide the travelTime into a certain hard number of slices? Trace just to apex and down?
for ( elapsedTime = 500; elapsedTime <= 4000; elapsedTime += 500 )
{
BG_EvaluateTrajectory( &tr, level.time + elapsedTime, testPos );
//FIXME: account for PM_AirMove if ucmd.forwardmove and/or ucmd.rightmove is non-zero...
if ( testPos[2] < lastPos[2] )
{//going down, don't check for BOTCLIP
trap->Trace( &trace, lastPos, NPCS.NPC->r.mins, NPCS.NPC->r.maxs, testPos, NPCS.NPC->s.number, NPCS.NPC->clipmask, qfalse, 0, 0 );//FIXME: include CONTENTS_BOTCLIP?
}
else
{//going up, check for BOTCLIP
trap->Trace( &trace, lastPos, NPCS.NPC->r.mins, NPCS.NPC->r.maxs, testPos, NPCS.NPC->s.number, NPCS.NPC->clipmask|CONTENTS_BOTCLIP, qfalse, 0, 0 );
}
if ( trace.allsolid || trace.startsolid )
{//WTF?
//FIXME: what do we do when we start INSIDE the CONTENTS_BOTCLIP? Do the trace again without that clipmask?
goto jump_unsafe;
}
if ( trace.fraction < 1.0f )
{//hit something
if ( trace.contents & CONTENTS_BOTCLIP )
{//hit a do-not-enter brush
goto jump_unsafe;
}
//FIXME: trace through func_glass?
break;
}
VectorCopy( testPos, lastPos );
}
//okay, reached end of jump, now trace down from here for a floor
VectorCopy( trace.endpos, bottom );
if ( bottom[2] > NPCS.NPC->r.currentOrigin[2] )
{//only care about dist down from current height or lower
bottom[2] = NPCS.NPC->r.currentOrigin[2];
}
else if ( NPCS.NPC->r.currentOrigin[2] - bottom[2] > 400 )
{//whoa, long drop, don't do it!
//probably no floor at end of jump, so don't jump
goto jump_unsafe;
}
bottom[2] -= 128;
trap->Trace( &trace, trace.endpos, NPCS.NPC->r.mins, NPCS.NPC->r.maxs, bottom, NPCS.NPC->s.number, NPCS.NPC->clipmask, qfalse, 0, 0 );
if ( trace.allsolid || trace.startsolid || trace.fraction < 1.0f )
{//hit ground!
if ( trace.entityNum < ENTITYNUM_WORLD )
{//landed on an ent
gentity_t *groundEnt = &g_entities[trace.entityNum];
if ( groundEnt->r.svFlags&SVF_GLASS_BRUSH )
{//don't land on breakable glass!
goto jump_unsafe;
}
}
//Com_Printf( "(%d) jump is safe\n", level.time );
return;
}
jump_unsafe:
//probably no floor at end of jump, so don't jump
//Com_Printf( "(%d) unsafe jump cleared\n", level.time );
NPCS.NPC->client->ps.fd.forceJumpCharge = 0;
NPCS.ucmd.upmove = 0;
}
static void Jedi_Combat( void )
{
vec3_t enemy_dir, enemy_movedir, enemy_dest;
float enemy_dist, enemy_movespeed;
qboolean enemy_lost = qfalse;
//See where enemy will be 300 ms from now
Jedi_SetEnemyInfo( enemy_dest, enemy_dir, &enemy_dist, enemy_movedir, &enemy_movespeed, 300 );
if ( Jedi_Jumping( NPCS.NPC->enemy ) )
{//I'm in the middle of a jump, so just see if I should attack
Jedi_AttackDecide( enemy_dist );
return;
}
if ( !(NPCS.NPC->client->ps.fd.forcePowersActive&(1<<FP_GRIP)) || NPCS.NPC->client->ps.fd.forcePowerLevel[FP_GRIP] < FORCE_LEVEL_2 )
{//not gripping
//If we can't get straight at him
if ( !Jedi_ClearPathToSpot( enemy_dest, NPCS.NPC->enemy->s.number ) )
{//hunt him down
//Com_Printf( "No Clear Path\n" );
if ( (NPC_ClearLOS4( NPCS.NPC->enemy )||NPCS.NPCInfo->enemyLastSeenTime>level.time-500) && NPC_FaceEnemy( qtrue ) )//( NPCInfo->rank == RANK_CREWMAN || NPCInfo->rank > RANK_LT_JG ) &&
{
//try to jump to him?
/*
vec3_t end;
VectorCopy( NPC->r.currentOrigin, end );
end[2] += 36;
trap->Trace( &trace, NPC->r.currentOrigin, NPC->r.mins, NPC->r.maxs, end, NPC->s.number, NPC->clipmask|CONTENTS_BOTCLIP );
if ( !trace.allsolid && !trace.startsolid && trace.fraction >= 1.0 )
{
vec3_t angles, forward;
VectorCopy( NPC->client->ps.viewangles, angles );
angles[0] = 0;
AngleVectors( angles, forward, NULL, NULL );
VectorMA( end, 64, forward, end );
trap->Trace( &trace, NPC->r.currentOrigin, NPC->r.mins, NPC->r.maxs, end, NPC->s.number, NPC->clipmask|CONTENTS_BOTCLIP );
if ( !trace.allsolid && !trace.startsolid )
{
if ( trace.fraction >= 1.0 || trace.plane.normal[2] > 0 )
{
ucmd.upmove = 127;
ucmd.forwardmove = 127;
return;
}
}
}
*/
//FIXME: about every 1 second calc a velocity,
//run a loop of traces with evaluate trajectory
//for gravity with my size, see if it makes it...
//this will also catch misacalculations that send you off ledges!
//Com_Printf( "Considering Jump\n" );
if ( Jedi_TryJump( NPCS.NPC->enemy ) )
{//FIXME: what about jumping to his enemyLastSeenLocation?
return;
}
}
//Check for evasion
if ( TIMER_Done( NPCS.NPC, "parryTime" ) )
{//finished parrying
if ( NPCS.NPC->client->ps.saberBlocked != BLOCKED_ATK_BOUNCE &&
NPCS.NPC->client->ps.saberBlocked != BLOCKED_PARRY_BROKEN )
{//wasn't blocked myself
NPCS.NPC->client->ps.saberBlocked = BLOCKED_NONE;
}
}
if ( Jedi_Hunt() && !(NPCS.NPCInfo->aiFlags&NPCAI_BLOCKED) )//FIXME: have to do this because they can ping-pong forever
{//can macro-navigate to him
if ( enemy_dist < 384 && !Q_irand( 0, 10 ) && NPCS.NPCInfo->blockedSpeechDebounceTime < level.time && jediSpeechDebounceTime[NPCS.NPC->client->playerTeam] < level.time && !NPC_ClearLOS4( NPCS.NPC->enemy ) )
{
G_AddVoiceEvent( NPCS.NPC, Q_irand( EV_JLOST1, EV_JLOST3 ), 3000 );
jediSpeechDebounceTime[NPCS.NPC->client->playerTeam] = NPCS.NPCInfo->blockedSpeechDebounceTime = level.time + 3000;
}
return;
}
//well, try to head for his last seen location
/*
else if ( Jedi_Track() )
{
return;
}
*/ else
{//FIXME: try to find a waypoint that can see enemy, jump from there
if ( NPCS.NPCInfo->aiFlags & NPCAI_BLOCKED )
{//try to jump to the blockedDest
gentity_t *tempGoal = G_Spawn();//ugh, this is NOT good...?
G_SetOrigin( tempGoal, NPCS.NPCInfo->blockedDest );
trap->LinkEntity( (sharedEntity_t *)tempGoal );
if ( Jedi_TryJump( tempGoal ) )
{//going to jump to the dest
G_FreeEntity( tempGoal );
return;
}
G_FreeEntity( tempGoal );
}
enemy_lost = qtrue;
}
}
}
//else, we can see him or we can't track him at all
//every few seconds, decide if we should we advance or retreat?
Jedi_CombatTimersUpdate( enemy_dist );
//We call this even if lost enemy to keep him moving and to update the taunting behavior
//maintain a distance from enemy appropriate for our aggression level
Jedi_CombatDistance( enemy_dist );
if ( !enemy_lost )
{
//Update our seen enemy position
if ( !NPCS.NPC->enemy->client || ( NPCS.NPC->enemy->client->ps.groundEntityNum != ENTITYNUM_NONE && NPCS.NPC->client->ps.groundEntityNum != ENTITYNUM_NONE ) )
{
VectorCopy( NPCS.NPC->enemy->r.currentOrigin, NPCS.NPCInfo->enemyLastSeenLocation );
}
NPCS.NPCInfo->enemyLastSeenTime = level.time;
}
//Turn to face the enemy
if ( TIMER_Done( NPCS.NPC, "noturn" ) )
{
Jedi_FaceEnemy( qtrue );
}
NPC_UpdateAngles( qtrue, qtrue );
//Check for evasion
if ( TIMER_Done( NPCS.NPC, "parryTime" ) )
{//finished parrying
if ( NPCS.NPC->client->ps.saberBlocked != BLOCKED_ATK_BOUNCE &&
NPCS.NPC->client->ps.saberBlocked != BLOCKED_PARRY_BROKEN )
{//wasn't blocked myself
NPCS.NPC->client->ps.saberBlocked = BLOCKED_NONE;
}
}
if ( NPCS.NPC->enemy->s.weapon == WP_SABER )
{
Jedi_EvasionSaber( enemy_movedir, enemy_dist, enemy_dir );
}
else
{//do we need to do any evasion for other kinds of enemies?
}
//apply strafing/walking timers, etc.
Jedi_TimersApply();
if ( !NPCS.NPC->client->ps.saberInFlight && (!(NPCS.NPC->client->ps.fd.forcePowersActive&(1<<FP_GRIP))||NPCS.NPC->client->ps.fd.forcePowerLevel[FP_GRIP] < FORCE_LEVEL_2) )
{//not throwing saber or using force grip
//see if we can attack
if ( !Jedi_AttackDecide( enemy_dist ) )
{//we're not attacking, decide what else to do
Jedi_CombatIdle( enemy_dist );
//FIXME: lower aggression when actually strike offensively? Or just when do damage?
}
else
{//we are attacking
//stop taunting
TIMER_Set( NPCS.NPC, "taunting", -level.time );
}
}
else
{
}
if ( NPCS.NPC->client->NPC_class == CLASS_BOBAFETT )
{
Boba_FireDecide();
}
//Check for certain enemy special moves
Jedi_CheckEnemyMovement( enemy_dist );
//Make sure that we don't jump off ledges over long drops
Jedi_CheckJumps();
//Just make sure we don't strafe into walls or off cliffs
if ( !NPC_MoveDirClear( NPCS.ucmd.forwardmove, NPCS.ucmd.rightmove, qtrue ) )
{//uh-oh, we are going to fall or hit something
navInfo_t info;
//Get the move info
NAV_GetLastMove( &info );
if ( !(info.flags & NIF_MACRO_NAV) )
{//micro-navigation told us to step off a ledge, try using macronav for now
NPC_MoveToGoal( qfalse );
}
//reset the timers.
TIMER_Set( NPCS.NPC, "strafeLeft", 0 );
TIMER_Set( NPCS.NPC, "strafeRight", 0 );
}
}
/*
==========================================================================================
EXTERNALLY CALLED BEHAVIOR STATES
==========================================================================================
*/
/*
-------------------------
NPC_Jedi_Pain
-------------------------
*/
void NPC_Jedi_Pain(gentity_t *self, gentity_t *attacker, int damage)
{
gentity_t *other = attacker;
vec3_t point;
VectorCopy(gPainPoint, point);
//FIXME: base the actual aggression add/subtract on health?
//FIXME: don't do this more than once per frame?
//FIXME: when take pain, stop force gripping....?
if ( other->s.weapon == WP_SABER )
{//back off
TIMER_Set( self, "parryTime", -1 );
if ( self->client->NPC_class == CLASS_DESANN || !Q_stricmp("Yoda",self->NPC_type) )
{//less for Desann
self->client->ps.fd.forcePowerDebounce[FP_SABER_DEFENSE] = level.time + (3-g_npcspskill.integer)*50;
}
else if ( self->NPC->rank >= RANK_LT_JG )
{
self->client->ps.fd.forcePowerDebounce[FP_SABER_DEFENSE] = level.time + (3-g_npcspskill.integer)*100;//300
}
else
{
self->client->ps.fd.forcePowerDebounce[FP_SABER_DEFENSE] = level.time + (3-g_npcspskill.integer)*200;//500
}
if ( !Q_irand( 0, 3 ) )
{//ouch... maybe switch up which saber power level we're using
Jedi_AdjustSaberAnimLevel( self, Q_irand( FORCE_LEVEL_1, FORCE_LEVEL_3 ) );
}
if ( !Q_irand( 0, 1 ) )//damage > 20 || self->health < 40 ||
{
//Com_Printf( "(%d) drop agg - hit by saber\n", level.time );
Jedi_Aggression( self, -1 );
}
if ( d_JediAI.integer )
{
Com_Printf( "(%d) PAIN: agg %d, no parry until %d\n", level.time, self->NPC->stats.aggression, level.time+500 );
}
//for testing only
// Figure out what quadrant the hit was in.
if ( d_JediAI.integer )
{
vec3_t diff, fwdangles, right;
float rightdot, zdiff;
VectorSubtract( point, self->client->renderInfo.eyePoint, diff );
diff[2] = 0;
fwdangles[1] = self->client->ps.viewangles[1];
AngleVectors( fwdangles, NULL, right, NULL );
rightdot = DotProduct(right, diff);
zdiff = point[2] - self->client->renderInfo.eyePoint[2];
Com_Printf( "(%d) saber hit at height %4.2f, zdiff: %4.2f, rightdot: %4.2f\n", level.time, point[2]-self->r.absmin[2],zdiff,rightdot);
}
}
else
{//attack
//Com_Printf( "(%d) raise agg - hit by ranged\n", level.time );
Jedi_Aggression( self, 1 );
}
self->NPC->enemyCheckDebounceTime = 0;
WP_ForcePowerStop( self, FP_GRIP );
//NPC_Pain( self, inflictor, other, point, damage, mod );
NPC_Pain(self, attacker, damage);
if ( !damage && self->health > 0 )
{//FIXME: better way to know I was pushed
G_AddVoiceEvent( self, Q_irand(EV_PUSHED1, EV_PUSHED3), 2000 );
}
//drop me from the ceiling if I'm on it
if ( Jedi_WaitingAmbush( self ) )
{
self->client->noclip = qfalse;
}
if ( self->client->ps.legsAnim == BOTH_CEILING_CLING )
{
NPC_SetAnim( self, SETANIM_LEGS, BOTH_CEILING_DROP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
if ( self->client->ps.torsoAnim == BOTH_CEILING_CLING )
{
NPC_SetAnim( self, SETANIM_TORSO, BOTH_CEILING_DROP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
qboolean Jedi_CheckDanger( void )
{
int alertEvent = NPC_CheckAlertEvents( qtrue, qtrue, -1, qfalse, AEL_MINOR );
if ( level.alertEvents[alertEvent].level >= AEL_DANGER )
{//run away!
if ( !level.alertEvents[alertEvent].owner
|| !level.alertEvents[alertEvent].owner->client
|| (level.alertEvents[alertEvent].owner!=NPCS.NPC&&level.alertEvents[alertEvent].owner->client->playerTeam!=NPCS.NPC->client->playerTeam) )
{//no owner
return qfalse;
}
G_SetEnemy( NPCS.NPC, level.alertEvents[alertEvent].owner );
NPCS.NPCInfo->enemyLastSeenTime = level.time;
TIMER_Set( NPCS.NPC, "attackDelay", Q_irand( 500, 2500 ) );
return qtrue;
}
return qfalse;
}
qboolean Jedi_CheckAmbushPlayer( void )
{
int i = 0;
gentity_t *player;
float target_dist;
float zDiff;
for ( i = 0; i < MAX_CLIENTS; i++ )
{
player = &g_entities[i];
if ( !player || !player->client )
{
continue;
}
if ( !NPC_ValidEnemy( player ) )
{
continue;
}
// if ( NPC->client->ps.powerups[PW_CLOAKED] || g_crosshairEntNum != NPC->s.number )
if (NPCS.NPC->client->ps.powerups[PW_CLOAKED] || !NPC_SomeoneLookingAtMe(NPCS.NPC)) //rwwFIXMEFIXME: Need to pay attention to who is under crosshair for each player or something.
{//if I'm not cloaked and the player's crosshair is on me, I will wake up, otherwise do this stuff down here...
if ( !trap->InPVS( player->r.currentOrigin, NPCS.NPC->r.currentOrigin ) )
{//must be in same room
continue;
}
else
{
if ( !NPCS.NPC->client->ps.powerups[PW_CLOAKED] )
{
NPC_SetLookTarget( NPCS.NPC, 0, 0 );
}
}
zDiff = NPCS.NPC->r.currentOrigin[2]-player->r.currentOrigin[2];
if ( zDiff <= 0 || zDiff > 512 )
{//never ambush if they're above me or way way below me
continue;
}
//If the target is this close, then wake up regardless
if ( (target_dist = DistanceHorizontalSquared( player->r.currentOrigin, NPCS.NPC->r.currentOrigin )) > 4096 )
{//closer than 64 - always ambush
if ( target_dist > 147456 )
{//> 384, not close enough to ambush
continue;
}
//Check FOV first
if ( NPCS.NPC->client->ps.powerups[PW_CLOAKED] )
{
if ( InFOV( player, NPCS.NPC, 30, 90 ) == qfalse )
{
continue;
}
}
else
{
if ( InFOV( player, NPCS.NPC, 45, 90 ) == qfalse )
{
continue;
}
}
}
if ( !NPC_ClearLOS4( player ) )
{
continue;
}
}
//Got him, return true;
G_SetEnemy( NPCS.NPC, player );
NPCS.NPCInfo->enemyLastSeenTime = level.time;
TIMER_Set( NPCS.NPC, "attackDelay", Q_irand( 500, 2500 ) );
return qtrue;
}
//Didn't get anyone.
return qfalse;
}
void Jedi_Ambush( gentity_t *self )
{
self->client->noclip = qfalse;
// self->client->ps.pm_flags |= PMF_JUMPING|PMF_SLOW_MO_FALL;
NPC_SetAnim( self, SETANIM_BOTH, BOTH_CEILING_DROP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
self->client->ps.weaponTime = self->client->ps.torsoTimer; //NPC->client->ps.torsoTimer; //what the?
if ( self->client->NPC_class != CLASS_BOBAFETT )
{
WP_ActivateSaber(self);
}
Jedi_Decloak( self );
G_AddVoiceEvent( self, Q_irand( EV_ANGER1, EV_ANGER3 ), 1000 );
}
qboolean Jedi_WaitingAmbush( gentity_t *self )
{
if ( (self->spawnflags&JSF_AMBUSH) && self->client->noclip )
{
return qtrue;
}
return qfalse;
}
/*
-------------------------
Jedi_Patrol
-------------------------
*/
static void Jedi_Patrol( void )
{
NPCS.NPC->client->ps.saberBlocked = BLOCKED_NONE;
if ( Jedi_WaitingAmbush( NPCS.NPC ) )
{//hiding on the ceiling
NPC_SetAnim( NPCS.NPC, SETANIM_BOTH, BOTH_CEILING_CLING, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
if ( NPCS.NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES )
{//look for enemies
if ( Jedi_CheckAmbushPlayer() || Jedi_CheckDanger() )
{//found him!
Jedi_Ambush( NPCS.NPC );
NPC_UpdateAngles( qtrue, qtrue );
return;
}
}
}
else if ( NPCS.NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES )//NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
{//look for enemies
gentity_t *best_enemy = NULL;
float best_enemy_dist = Q3_INFINITE;
int i;
for ( i = 0; i < ENTITYNUM_WORLD; i++ )
{
gentity_t *enemy = &g_entities[i];
float enemy_dist;
if ( enemy && enemy->client && NPC_ValidEnemy( enemy ) && enemy->client->playerTeam == NPCS.NPC->client->enemyTeam )
{
if ( trap->InPVS( NPCS.NPC->r.currentOrigin, enemy->r.currentOrigin ) )
{//we could potentially see him
enemy_dist = DistanceSquared( NPCS.NPC->r.currentOrigin, enemy->r.currentOrigin );
if ( enemy->s.eType == ET_PLAYER || enemy_dist < best_enemy_dist )
{
//if the enemy is close enough, or threw his saber, take him as the enemy
//FIXME: what if he throws a thermal detonator?
if ( enemy_dist < (220*220) || ( NPCS.NPCInfo->investigateCount>= 3 && !NPCS.NPC->client->ps.saberHolstered ) )
{
G_SetEnemy( NPCS.NPC, enemy );
//NPCInfo->behaviorState = BS_HUNT_AND_KILL;//should be auto now
NPCS.NPCInfo->stats.aggression = 3;
break;
}
else if ( enemy->client->ps.saberInFlight && !enemy->client->ps.saberHolstered )
{//threw his saber, see if it's heading toward me and close enough to consider a threat
float saberDist;
vec3_t saberDir2Me;
vec3_t saberMoveDir;
gentity_t *saber = &g_entities[enemy->client->ps.saberEntityNum];
VectorSubtract( NPCS.NPC->r.currentOrigin, saber->r.currentOrigin, saberDir2Me );
saberDist = VectorNormalize( saberDir2Me );
VectorCopy( saber->s.pos.trDelta, saberMoveDir );
VectorNormalize( saberMoveDir );
if ( DotProduct( saberMoveDir, saberDir2Me ) > 0.5 )
{//it's heading towards me
if ( saberDist < 200 )
{//incoming!
G_SetEnemy( NPCS.NPC, enemy );
//NPCInfo->behaviorState = BS_HUNT_AND_KILL;//should be auto now
NPCS.NPCInfo->stats.aggression = 3;
break;
}
}
}
best_enemy_dist = enemy_dist;
best_enemy = enemy;
}
}
}
}
if ( !NPCS.NPC->enemy )
{//still not mad
if ( !best_enemy )
{
//Com_Printf( "(%d) drop agg - no enemy (patrol)\n", level.time );
Jedi_AggressionErosion(-1);
//FIXME: what about alerts? But not if ignore alerts
}
else
{//have one to consider
if ( NPC_ClearLOS4( best_enemy ) )
{//we have a clear (of architecture) LOS to him
if ( best_enemy->s.number )
{//just attack
G_SetEnemy( NPCS.NPC, best_enemy );
NPCS.NPCInfo->stats.aggression = 3;
}
else if ( NPCS.NPC->client->NPC_class != CLASS_BOBAFETT )
{//the player, toy with him
//get progressively more interested over time
if ( TIMER_Done( NPCS.NPC, "watchTime" ) )
{//we want to pick him up in stages
if ( TIMER_Get( NPCS.NPC, "watchTime" ) == -1 )
{//this is the first time, we'll ignore him for a couple seconds
TIMER_Set( NPCS.NPC, "watchTime", Q_irand( 3000, 5000 ) );
goto finish;
}
else
{//okay, we've ignored him, now start to notice him
if ( !NPCS.NPCInfo->investigateCount )
{
G_AddVoiceEvent( NPCS.NPC, Q_irand( EV_JDETECTED1, EV_JDETECTED3 ), 3000 );
}
NPCS.NPCInfo->investigateCount++;
TIMER_Set( NPCS.NPC, "watchTime", Q_irand( 4000, 10000 ) );
}
}
//while we're waiting, do what we need to do
if ( best_enemy_dist < (440*440) || NPCS.NPCInfo->investigateCount >= 2 )
{//stage three: keep facing him
NPC_FaceEntity( best_enemy, qtrue );
if ( best_enemy_dist < (330*330) )
{//stage four: turn on the saber
if ( !NPCS.NPC->client->ps.saberInFlight )
{
WP_ActivateSaber(NPCS.NPC);
}
}
}
else if ( best_enemy_dist < (550*550) || NPCS.NPCInfo->investigateCount == 1 )
{//stage two: stop and face him every now and then
if ( TIMER_Done( NPCS.NPC, "watchTime" ) )
{
NPC_FaceEntity( best_enemy, qtrue );
}
}
else
{//stage one: look at him.
NPC_SetLookTarget( NPCS.NPC, best_enemy->s.number, 0 );
}
}
}
else if ( TIMER_Done( NPCS.NPC, "watchTime" ) )
{//haven't seen him in a bit, clear the lookTarget
NPC_ClearLookTarget( NPCS.NPC );
}
}
}
}
finish:
//If we have somewhere to go, then do that
if ( UpdateGoal() )
{
NPCS.ucmd.buttons |= BUTTON_WALKING;
//Jedi_Move( NPCInfo->goalEntity );
NPC_MoveToGoal( qtrue );
}
NPC_UpdateAngles( qtrue, qtrue );
if ( NPCS.NPC->enemy )
{//just picked one up
NPCS.NPCInfo->enemyCheckDebounceTime = level.time + Q_irand( 3000, 10000 );
}
}
qboolean Jedi_CanPullBackSaber( gentity_t *self )
{
if ( self->client->ps.saberBlocked == BLOCKED_PARRY_BROKEN && !TIMER_Done( self, "parryTime" ) )
{
return qfalse;
}
if ( self->client->NPC_class == CLASS_SHADOWTROOPER
|| self->client->NPC_class == CLASS_TAVION
|| self->client->NPC_class == CLASS_LUKE
|| self->client->NPC_class == CLASS_DESANN
|| !Q_stricmp( "Yoda", self->NPC_type ) )
{
return qtrue;
}
if ( self->painDebounceTime > level.time )//|| self->client->ps.weaponTime > 0 )
{
return qfalse;
}
return qtrue;
}
/*
-------------------------
NPC_BSJedi_FollowLeader
-------------------------
*/
void NPC_BSJedi_FollowLeader( void )
{
NPCS.NPC->client->ps.saberBlocked = BLOCKED_NONE;
if ( !NPCS.NPC->enemy )
{
//Com_Printf( "(%d) drop agg - no enemy (follow)\n", level.time );
Jedi_AggressionErosion(-1);
}
//did we drop our saber? If so, go after it!
if ( NPCS.NPC->client->ps.saberInFlight )
{//saber is not in hand
if ( NPCS.NPC->client->ps.saberEntityNum < ENTITYNUM_NONE && NPCS.NPC->client->ps.saberEntityNum > 0 )//player is 0
{//
if ( g_entities[NPCS.NPC->client->ps.saberEntityNum].s.pos.trType == TR_STATIONARY )
{//fell to the ground, try to pick it up...
if ( Jedi_CanPullBackSaber( NPCS.NPC ) )
{
//FIXME: if it's on the ground and we just pulled it back to us, should we
// stand still for a bit to make sure it gets to us...?
// otherwise we could end up running away from it while it's on its
// way back to us and we could lose it again.
NPCS.NPC->client->ps.saberBlocked = BLOCKED_NONE;
NPCS.NPCInfo->goalEntity = &g_entities[NPCS.NPC->client->ps.saberEntityNum];
NPCS.ucmd.buttons |= BUTTON_ATTACK;
if ( NPCS.NPC->enemy && NPCS.NPC->enemy->health > 0 )
{//get our saber back NOW!
if ( !NPC_MoveToGoal( qtrue ) )//Jedi_Move( NPCInfo->goalEntity, qfalse );
{//can't nav to it, try jumping to it
NPC_FaceEntity( NPCS.NPCInfo->goalEntity, qtrue );
Jedi_TryJump( NPCS.NPCInfo->goalEntity );
}
NPC_UpdateAngles( qtrue, qtrue );
return;
}
}
}
}
}
if ( NPCS.NPCInfo->goalEntity )
{
trace_t trace;
if ( Jedi_Jumping( NPCS.NPCInfo->goalEntity ) )
{//in mid-jump
return;
}
if ( !NAV_CheckAhead( NPCS.NPC, NPCS.NPCInfo->goalEntity->r.currentOrigin, &trace, ( NPCS.NPC->clipmask & ~CONTENTS_BODY )|CONTENTS_BOTCLIP ) )
{//can't get straight to him
if ( NPC_ClearLOS4( NPCS.NPCInfo->goalEntity ) && NPC_FaceEntity( NPCS.NPCInfo->goalEntity, qtrue ) )
{//no line of sight
if ( Jedi_TryJump( NPCS.NPCInfo->goalEntity ) )
{//started a jump
return;
}
}
}
if ( NPCS.NPCInfo->aiFlags & NPCAI_BLOCKED )
{//try to jump to the blockedDest
if ( fabs(NPCS.NPCInfo->blockedDest[2]-NPCS.NPC->r.currentOrigin[2]) > 64 )
{
gentity_t *tempGoal = G_Spawn();//ugh, this is NOT good...?
G_SetOrigin( tempGoal, NPCS.NPCInfo->blockedDest );
trap->LinkEntity( (sharedEntity_t *)tempGoal );
TIMER_Set( NPCS.NPC, "jumpChaseDebounce", -1 );
if ( Jedi_TryJump( tempGoal ) )
{//going to jump to the dest
G_FreeEntity( tempGoal );
return;
}
G_FreeEntity( tempGoal );
}
}
}
//try normal movement
NPC_BSFollowLeader();
}
/*
-------------------------
Jedi_Attack
-------------------------
*/
static void Jedi_Attack( void )
{
//Don't do anything if we're in a pain anim
if ( NPCS.NPC->painDebounceTime > level.time )
{
if ( Q_irand( 0, 1 ) )
{
Jedi_FaceEnemy( qtrue );
}
NPC_UpdateAngles( qtrue, qtrue );
return;
}
if ( NPCS.NPC->client->ps.saberLockTime > level.time )
{
//FIXME: maybe if I'm losing I should try to force-push out of it? Very rarely, though...
if ( NPCS.NPC->client->ps.fd.forcePowerLevel[FP_PUSH] > FORCE_LEVEL_2
&& NPCS.NPC->client->ps.saberLockTime < level.time + 5000
&& !Q_irand( 0, 10 ))
{
ForceThrow( NPCS.NPC, qfalse );
}
//based on my skill, hit attack button every other to every several frames in order to push enemy back
else
{
float chance;
if ( NPCS.NPC->client->NPC_class == CLASS_DESANN || !Q_stricmp("Yoda",NPCS.NPC->NPC_type) )
{
if ( g_npcspskill.integer )
{
chance = 4.0f;//he pushes *hard*
}
else
{
chance = 3.0f;//he pushes *hard*
}
}
else if ( NPCS.NPC->client->NPC_class == CLASS_TAVION )
{
chance = 2.0f+g_npcspskill.value;//from 2 to 4
}
else
{//the escalation in difficulty is nice, here, but cap it so it doesn't get *impossible* on hard
float maxChance = (float)(RANK_LT)/2.0f+3.0f;//5?
if ( !g_npcspskill.value )
{
chance = (float)(NPCS.NPCInfo->rank)/2.0f;
}
else
{
chance = (float)(NPCS.NPCInfo->rank)/2.0f+1.0f;
}
if ( chance > maxChance )
{
chance = maxChance;
}
}
// if ( flrand( -4.0f, chance ) >= 0.0f && !(NPC->client->ps.pm_flags&PMF_ATTACK_HELD) )
// {
// ucmd.buttons |= BUTTON_ATTACK;
// }
if ( flrand( -4.0f, chance ) >= 0.0f )
{
NPCS.ucmd.buttons |= BUTTON_ATTACK;
}
//rwwFIXMEFIXME: support for PMF_ATTACK_HELD
}
NPC_UpdateAngles( qtrue, qtrue );
return;
}
//did we drop our saber? If so, go after it!
if ( NPCS.NPC->client->ps.saberInFlight )
{//saber is not in hand
// if ( NPC->client->ps.saberEntityNum < ENTITYNUM_NONE && NPC->client->ps.saberEntityNum > 0 )//player is 0
if (!NPCS.NPC->client->ps.saberEntityNum && NPCS.NPC->client->saberStoredIndex) //this is valid, it's 0 when our saber is gone -rww (mp-specific)
{//
//if ( g_entities[NPC->client->ps.saberEntityNum].s.pos.trType == TR_STATIONARY )
if (1) //no matter
{//fell to the ground, try to pick it up
// if ( Jedi_CanPullBackSaber( NPC ) )
if (1) //no matter
{
NPCS.NPC->client->ps.saberBlocked = BLOCKED_NONE;
NPCS.NPCInfo->goalEntity = &g_entities[NPCS.NPC->client->saberStoredIndex];
NPCS.ucmd.buttons |= BUTTON_ATTACK;
if ( NPCS.NPC->enemy && NPCS.NPC->enemy->health > 0 )
{//get our saber back NOW!
Jedi_Move( NPCS.NPCInfo->goalEntity, qfalse );
NPC_UpdateAngles( qtrue, qtrue );
if ( NPCS.NPC->enemy->s.weapon == WP_SABER )
{//be sure to continue evasion
vec3_t enemy_dir, enemy_movedir, enemy_dest;
float enemy_dist, enemy_movespeed;
Jedi_SetEnemyInfo( enemy_dest, enemy_dir, &enemy_dist, enemy_movedir, &enemy_movespeed, 300 );
Jedi_EvasionSaber( enemy_movedir, enemy_dist, enemy_dir );
}
return;
}
}
}
}
}
//see if our enemy was killed by us, gloat and turn off saber after cool down.
//FIXME: don't do this if we have other enemies to fight...?
if ( NPCS.NPC->enemy )
{
if ( NPCS.NPC->enemy->health <= 0 && NPCS.NPC->enemy->enemy == NPCS.NPC && NPCS.NPC->client->playerTeam != NPCTEAM_PLAYER )//good guys don't gloat
{//my enemy is dead and I killed him
NPCS.NPCInfo->enemyCheckDebounceTime = 0;//keep looking for others
if ( NPCS.NPC->client->NPC_class == CLASS_BOBAFETT )
{
if ( NPCS.NPCInfo->walkDebounceTime < level.time && NPCS.NPCInfo->walkDebounceTime >= 0 )
{
TIMER_Set( NPCS.NPC, "gloatTime", 10000 );
NPCS.NPCInfo->walkDebounceTime = -1;
}
if ( !TIMER_Done( NPCS.NPC, "gloatTime" ) )
{
if ( DistanceHorizontalSquared( NPCS.NPC->client->renderInfo.eyePoint, NPCS.NPC->enemy->r.currentOrigin ) > 4096 && (NPCS.NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) )//64 squared
{
NPCS.NPCInfo->goalEntity = NPCS.NPC->enemy;
Jedi_Move( NPCS.NPC->enemy, qfalse );
NPCS.ucmd.buttons |= BUTTON_WALKING;
}
else
{
TIMER_Set( NPCS.NPC, "gloatTime", 0 );
}
}
else if ( NPCS.NPCInfo->walkDebounceTime == -1 )
{
NPCS.NPCInfo->walkDebounceTime = -2;
G_AddVoiceEvent( NPCS.NPC, Q_irand( EV_VICTORY1, EV_VICTORY3 ), 3000 );
jediSpeechDebounceTime[NPCS.NPC->client->playerTeam] = level.time + 3000;
NPCS.NPCInfo->desiredPitch = 0;
NPCS.NPCInfo->goalEntity = NULL;
}
Jedi_FaceEnemy( qtrue );
NPC_UpdateAngles( qtrue, qtrue );
return;
}
else
{
if ( !TIMER_Done( NPCS.NPC, "parryTime" ) )
{
TIMER_Set( NPCS.NPC, "parryTime", -1 );
NPCS.NPC->client->ps.fd.forcePowerDebounce[FP_SABER_DEFENSE] = level.time + 500;
}
NPCS.NPC->client->ps.saberBlocked = BLOCKED_NONE;
if ( !NPCS.NPC->client->ps.saberHolstered && NPCS.NPC->client->ps.saberInFlight )
{//saber is still on (or we're trying to pull it back), count down erosion and keep facing the enemy
//FIXME: need to stop this from happening over and over again when they're blocking their victim's saber
//FIXME: turn off saber sooner so we get cool walk anim?
//Com_Printf( "(%d) drop agg - enemy dead\n", level.time );
Jedi_AggressionErosion(-3);
if ( BG_SabersOff( &NPCS.NPC->client->ps ) && !NPCS.NPC->client->ps.saberInFlight )
{//turned off saber (in hand), gloat
G_AddVoiceEvent( NPCS.NPC, Q_irand( EV_VICTORY1, EV_VICTORY3 ), 3000 );
jediSpeechDebounceTime[NPCS.NPC->client->playerTeam] = level.time + 3000;
NPCS.NPCInfo->desiredPitch = 0;
NPCS.NPCInfo->goalEntity = NULL;
}
TIMER_Set( NPCS.NPC, "gloatTime", 10000 );
}
if ( !NPCS.NPC->client->ps.saberHolstered || NPCS.NPC->client->ps.saberInFlight || !TIMER_Done( NPCS.NPC, "gloatTime" ) )
{//keep walking
if ( DistanceHorizontalSquared( NPCS.NPC->client->renderInfo.eyePoint, NPCS.NPC->enemy->r.currentOrigin ) > 4096 && (NPCS.NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) )//64 squared
{
NPCS.NPCInfo->goalEntity = NPCS.NPC->enemy;
Jedi_Move( NPCS.NPC->enemy, qfalse );
NPCS.ucmd.buttons |= BUTTON_WALKING;
}
else
{//got there
if ( NPCS.NPC->health < NPCS.NPC->client->pers.maxHealth
&& (NPCS.NPC->client->ps.fd.forcePowersKnown&(1<<FP_HEAL)) != 0
&& (NPCS.NPC->client->ps.fd.forcePowersActive&(1<<FP_HEAL)) == 0 )
{
ForceHeal( NPCS.NPC );
}
}
Jedi_FaceEnemy( qtrue );
NPC_UpdateAngles( qtrue, qtrue );
return;
}
}
}
}
//If we don't have an enemy, just idle
if ( NPCS.NPC->enemy->s.weapon == WP_TURRET && !Q_stricmp( "PAS", NPCS.NPC->enemy->classname ) )
{
if ( NPCS.NPC->enemy->count <= 0 )
{//it's out of ammo
if ( NPCS.NPC->enemy->activator && NPC_ValidEnemy( NPCS.NPC->enemy->activator ) )
{
gentity_t *turretOwner = NPCS.NPC->enemy->activator;
G_ClearEnemy( NPCS.NPC );
G_SetEnemy( NPCS.NPC, turretOwner );
}
else
{
G_ClearEnemy( NPCS.NPC );
}
}
}
NPC_CheckEnemy( qtrue, qtrue, qtrue );
if ( !NPCS.NPC->enemy )
{
NPCS.NPC->client->ps.saberBlocked = BLOCKED_NONE;
if ( NPCS.NPCInfo->tempBehavior == BS_HUNT_AND_KILL )
{//lost him, go back to what we were doing before
NPCS.NPCInfo->tempBehavior = BS_DEFAULT;
NPC_UpdateAngles( qtrue, qtrue );
return;
}
Jedi_Patrol();//was calling Idle... why?
return;
}
//always face enemy if have one
NPCS.NPCInfo->combatMove = qtrue;
//Track the player and kill them if possible
Jedi_Combat();
if ( !(NPCS.NPCInfo->scriptFlags&SCF_CHASE_ENEMIES)
|| ((NPCS.NPC->client->ps.fd.forcePowersActive&(1<<FP_HEAL))&&NPCS.NPC->client->ps.fd.forcePowerLevel[FP_HEAL]<FORCE_LEVEL_2))
{//this is really stupid, but okay...
NPCS.ucmd.forwardmove = 0;
NPCS.ucmd.rightmove = 0;
if ( NPCS.ucmd.upmove > 0 )
{
NPCS.ucmd.upmove = 0;
}
NPCS.NPC->client->ps.fd.forceJumpCharge = 0;
VectorClear( NPCS.NPC->client->ps.moveDir );
}
//NOTE: for now, we clear ucmd.forwardmove & ucmd.rightmove while in air to avoid jumps going awry...
if ( NPCS.NPC->client->ps.groundEntityNum == ENTITYNUM_NONE )
{//don't push while in air, throws off jumps!
//FIXME: if we are in the air over a drop near a ledge, should we try to push back towards the ledge?
NPCS.ucmd.forwardmove = 0;
NPCS.ucmd.rightmove = 0;
VectorClear( NPCS.NPC->client->ps.moveDir );
}
if ( !TIMER_Done( NPCS.NPC, "duck" ) )
{
NPCS.ucmd.upmove = -127;
}
if ( NPCS.NPC->client->NPC_class != CLASS_BOBAFETT )
{
if ( PM_SaberInBrokenParry( NPCS.NPC->client->ps.saberMove ) || NPCS.NPC->client->ps.saberBlocked == BLOCKED_PARRY_BROKEN )
{//just make sure they don't pull their saber to them if they're being blocked
NPCS.ucmd.buttons &= ~BUTTON_ATTACK;
}
}
if( (NPCS.NPCInfo->scriptFlags&SCF_DONT_FIRE) //not allowed to attack
|| ((NPCS.NPC->client->ps.fd.forcePowersActive&(1<<FP_HEAL))&&NPCS.NPC->client->ps.fd.forcePowerLevel[FP_HEAL]<FORCE_LEVEL_3)
|| ((NPCS.NPC->client->ps.saberEventFlags&SEF_INWATER)&&!NPCS.NPC->client->ps.saberInFlight) )//saber in water
{
NPCS.ucmd.buttons &= ~(BUTTON_ATTACK|BUTTON_ALT_ATTACK);
}
if ( NPCS.NPCInfo->scriptFlags&SCF_NO_ACROBATICS )
{
NPCS.ucmd.upmove = 0;
NPCS.NPC->client->ps.fd.forceJumpCharge = 0;
}
if ( NPCS.NPC->client->NPC_class != CLASS_BOBAFETT )
{
Jedi_CheckDecreaseSaberAnimLevel();
}
if ( NPCS.ucmd.buttons & BUTTON_ATTACK && NPCS.NPC->client->playerTeam == NPCTEAM_ENEMY )
{
if ( Q_irand( 0, NPCS.NPC->client->ps.fd.saberAnimLevel ) > 0
&& Q_irand( 0, NPCS.NPC->client->pers.maxHealth+10 ) > NPCS.NPC->health
&& !Q_irand( 0, 3 ))
{//the more we're hurt and the stronger the attack we're using, the more likely we are to make a anger noise when we swing
G_AddVoiceEvent( NPCS.NPC, Q_irand( EV_COMBAT1, EV_COMBAT3 ), 1000 );
}
}
if ( NPCS.NPC->client->NPC_class != CLASS_BOBAFETT )
{
if ( NPCS.NPC->client->NPC_class == CLASS_TAVION
|| (g_npcspskill.integer && ( NPCS.NPC->client->NPC_class == CLASS_DESANN || NPCS.NPCInfo->rank >= Q_irand( RANK_CREWMAN, RANK_CAPTAIN ))))
{//Tavion will kick in force speed if the player does...
if ( NPCS.NPC->enemy
&& NPCS.NPC->enemy->s.number >= 0 && NPCS.NPC->enemy->s.number < MAX_CLIENTS
&& NPCS.NPC->enemy->client
&& (NPCS.NPC->enemy->client->ps.fd.forcePowersActive & (1<<FP_SPEED))
&& !(NPCS.NPC->client->ps.fd.forcePowersActive & (1<<FP_SPEED)) )
{
int chance = 0;
switch ( g_npcspskill.integer )
{
case 0:
chance = 9;
break;
case 1:
chance = 3;
break;
case 2:
chance = 1;
break;
}
if ( !Q_irand( 0, chance ) )
{
ForceSpeed( NPCS.NPC, 0 );
}
}
}
}
}
extern void WP_Explode( gentity_t *self );
qboolean Jedi_InSpecialMove( void )
{
if ( NPCS.NPC->client->ps.torsoAnim == BOTH_KYLE_PA_1
|| NPCS.NPC->client->ps.torsoAnim == BOTH_KYLE_PA_2
|| NPCS.NPC->client->ps.torsoAnim == BOTH_KYLE_PA_3
|| NPCS.NPC->client->ps.torsoAnim == BOTH_PLAYER_PA_1
|| NPCS.NPC->client->ps.torsoAnim == BOTH_PLAYER_PA_2
|| NPCS.NPC->client->ps.torsoAnim == BOTH_PLAYER_PA_3
|| NPCS.NPC->client->ps.torsoAnim == BOTH_FORCE_DRAIN_GRAB_END
|| NPCS.NPC->client->ps.torsoAnim == BOTH_FORCE_DRAIN_GRABBED )
{
NPC_UpdateAngles( qtrue, qtrue );
return qtrue;
}
/*if ( Jedi_InNoAIAnim( NPC ) )
{//in special anims, don't do force powers or attacks, just face the enemy
if ( NPC->enemy )
{
NPC_FaceEnemy( qtrue );
}
else
{
NPC_UpdateAngles( qtrue, qtrue );
}
return qtrue;
}*/
if ( NPCS.NPC->client->ps.torsoAnim == BOTH_FORCE_DRAIN_GRAB_START
|| NPCS.NPC->client->ps.torsoAnim == BOTH_FORCE_DRAIN_GRAB_HOLD )
{
if ( !TIMER_Done( NPCS.NPC, "draining" ) )
{//FIXME: what do we do if we ran out of power? NPC's can't?
//FIXME: don't keep turning to face enemy or we'll end up spinning around
NPCS.ucmd.buttons |= BUTTON_FORCE_DRAIN;
}
NPC_UpdateAngles( qtrue, qtrue );
return qtrue;
}
if ( NPCS.NPC->client->ps.torsoAnim == BOTH_TAVION_SWORDPOWER )
{
NPCS.NPC->health += Q_irand( 1, 2 );
if ( NPCS.NPC->health > NPCS.NPC->client->ps.stats[STAT_MAX_HEALTH] )
{
NPCS.NPC->health = NPCS.NPC->client->ps.stats[STAT_MAX_HEALTH];
}
NPC_UpdateAngles( qtrue, qtrue );
return qtrue;
}
/*else if ( NPC->client->ps.torsoAnim == BOTH_SCEPTER_HOLD )
{
if ( NPC->client->ps.torsoTimer <= 100 )
{
NPC->s.loopSound = 0;
G_StopEffect( G_EffectIndex( "scepter/beam.efx" ), NPC->weaponModel[1], NPC->genericBolt1, NPC->s.number );
NPC->client->ps.legsTimer = NPC->client->ps.torsoTimer = 0;
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_SCEPTER_STOP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
NPC->painDebounceTime = level.time + NPC->client->ps.torsoTimer;
NPC->client->ps.pm_time = NPC->client->ps.torsoTimer;
NPC->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
VectorClear( NPC->client->ps.velocity );
VectorClear( NPC->client->ps.moveDir );
}
else
{
Tavion_ScepterDamage();
}
if ( NPC->enemy )
{
NPC_FaceEnemy( qtrue );
}
else
{
NPC_UpdateAngles( qtrue, qtrue );
}
return qtrue;
}
else if ( NPC->client->ps.torsoAnim == BOTH_SCEPTER_STOP )
{
if ( NPC->enemy )
{
NPC_FaceEnemy( qtrue );
}
else
{
NPC_UpdateAngles( qtrue, qtrue );
}
return qtrue;
}
else if ( NPC->client->ps.torsoAnim == BOTH_TAVION_SCEPTERGROUND )
{
if ( NPC->client->ps.torsoTimer <= 1200
&& !NPC->count )
{
Tavion_ScepterSlam();
NPC->count = 1;
}
NPC_UpdateAngles( qtrue, qtrue );
return qtrue;
}*/
if ( Jedi_CultistDestroyer( NPCS.NPC ) )
{
if ( !NPCS.NPC->takedamage )
{//ready to explode
if ( NPCS.NPC->useDebounceTime <= level.time )
{
//this should damage everyone - FIXME: except other destroyers?
NPCS.NPC->client->playerTeam = NPCTEAM_FREE;//FIXME: will this destroy wampas, tusken & rancors?
NPCS.NPC->splashDamage = 200; // rough match to SP
NPCS.NPC->splashRadius = 512; // see above
WP_Explode( NPCS.NPC );
return qtrue;
}
if ( NPCS.NPC->enemy )
{
NPC_FaceEnemy( qfalse );
}
return qtrue;
}
}
return qfalse;
}
extern void NPC_BSST_Patrol( void );
extern void NPC_BSSniper_Default( void );
void NPC_BSJedi_Default( void )
{
if ( Jedi_InSpecialMove() )
{
return;
}
Jedi_CheckCloak();
if( !NPCS.NPC->enemy )
{//don't have an enemy, look for one
if ( NPCS.NPC->client->NPC_class == CLASS_BOBAFETT )
{
NPC_BSST_Patrol();
}
else
{
Jedi_Patrol();
}
}
else//if ( NPC->enemy )
{//have an enemy
if ( Jedi_WaitingAmbush( NPCS.NPC ) )
{//we were still waiting to drop down - must have had enemy set on me outside my AI
Jedi_Ambush( NPCS.NPC );
}
if ( Jedi_CultistDestroyer( NPCS.NPC )
&& !NPCS.NPCInfo->charmedTime )
{//destroyer
//permanent effect
NPCS.NPCInfo->charmedTime = Q3_INFINITE;
NPCS.NPC->client->ps.fd.forcePowersActive |= ( 1 << FP_RAGE );
NPCS.NPC->client->ps.fd.forcePowerDuration[FP_RAGE] = Q3_INFINITE;
//NPC->client->ps.eFlags |= EF_FORCE_DRAINED;
//FIXME: precache me!
NPCS.NPC->s.loopSound = G_SoundIndex( "sound/movers/objects/green_beam_lp2.wav" );//test/charm.wav" );
}
if ( NPCS.NPC->client->NPC_class == CLASS_BOBAFETT )
{
if ( NPCS.NPC->enemy->enemy != NPCS.NPC && NPCS.NPC->health == NPCS.NPC->client->pers.maxHealth && DistanceSquared( NPCS.NPC->r.currentOrigin, NPCS.NPC->enemy->r.currentOrigin )>(800*800) )
{
NPCS.NPCInfo->scriptFlags |= SCF_ALT_FIRE;
Boba_ChangeWeapon( WP_DISRUPTOR );
NPC_BSSniper_Default();
return;
}
}
Jedi_Attack();
//if we have multiple-jedi combat, probably need to keep checking (at certain debounce intervals) for a better (closer, more active) enemy and switch if needbe...
if ( ((!NPCS.ucmd.buttons&&!NPCS.NPC->client->ps.fd.forcePowersActive)||(NPCS.NPC->enemy&&NPCS.NPC->enemy->health<=0)) && NPCS.NPCInfo->enemyCheckDebounceTime < level.time )
{//not doing anything (or walking toward a vanquished enemy - fixme: always taunt the player?), not using force powers and it's time to look again
//FIXME: build a list of all local enemies (since we have to find best anyway) for other AI factors- like when to use group attacks, determine when to change tactics, when surrounded, when blocked by another in the enemy group, etc. Should we build this group list or let the enemies maintain their own list and we just access it?
gentity_t *sav_enemy = NPCS.NPC->enemy;//FIXME: what about NPC->lastEnemy?
gentity_t *newEnemy;
NPCS.NPC->enemy = NULL;
newEnemy = NPC_CheckEnemy( (qboolean)(NPCS.NPCInfo->confusionTime < level.time), qfalse, qfalse );
NPCS.NPC->enemy = sav_enemy;
if ( newEnemy && newEnemy != sav_enemy )
{//picked up a new enemy!
NPCS.NPC->lastEnemy = NPCS.NPC->enemy;
G_SetEnemy( NPCS.NPC, newEnemy );
}
NPCS.NPCInfo->enemyCheckDebounceTime = level.time + Q_irand( 1000, 3000 );
}
}
}