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

1798 lines
40 KiB
C

/*
===========================================================================
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
//NPC_utils.cpp
#include "b_local.h"
#include "icarus/Q3_Interface.h"
#include "ghoul2/G2.h"
int teamNumbers[TEAM_NUM_TEAMS];
int teamStrength[TEAM_NUM_TEAMS];
int teamCounter[TEAM_NUM_TEAMS];
#define VALID_ATTACK_CONE 2.0f //Degrees
extern void G_DebugPrint( int level, const char *format, ... );
/*
void CalcEntitySpot ( gentity_t *ent, spot_t spot, vec3_t point )
Added: Uses shootAngles if a NPC has them
*/
void CalcEntitySpot ( const gentity_t *ent, const spot_t spot, vec3_t point )
{
vec3_t forward, up, right;
vec3_t start, end;
trace_t tr;
if ( !ent )
{
return;
}
switch ( spot )
{
case SPOT_ORIGIN:
if(VectorCompare(ent->r.currentOrigin, vec3_origin))
{//brush
VectorSubtract(ent->r.absmax, ent->r.absmin, point);//size
VectorMA(ent->r.absmin, 0.5, point, point);
}
else
{
VectorCopy ( ent->r.currentOrigin, point );
}
break;
case SPOT_CHEST:
case SPOT_HEAD:
if ( ent->client && VectorLengthSquared( ent->client->renderInfo.eyePoint ) /*&& (ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD)*/ )
{//Actual tag_head eyespot!
//FIXME: Stasis aliens may have a problem here...
VectorCopy( ent->client->renderInfo.eyePoint, point );
if ( ent->client->NPC_class == CLASS_ATST )
{//adjust up some
point[2] += 28;//magic number :)
}
if ( ent->NPC )
{//always aim from the center of my bbox, so we don't wiggle when we lean forward or backwards
point[0] = ent->r.currentOrigin[0];
point[1] = ent->r.currentOrigin[1];
}
/*
else if (ent->s.eType == ET_PLAYER )
{
SubtractLeanOfs( ent, point );
}
*/
}
else
{
VectorCopy ( ent->r.currentOrigin, point );
if ( ent->client )
{
point[2] += ent->client->ps.viewheight;
}
}
if ( spot == SPOT_CHEST && ent->client )
{
if ( ent->client->NPC_class != CLASS_ATST )
{//adjust up some
point[2] -= ent->r.maxs[2]*0.2f;
}
}
break;
case SPOT_HEAD_LEAN:
if ( ent->client && VectorLengthSquared( ent->client->renderInfo.eyePoint ) /*&& (ent->client->ps.viewEntity <= 0 || ent->client->ps.viewEntity >= ENTITYNUM_WORLD*/ )
{//Actual tag_head eyespot!
//FIXME: Stasis aliens may have a problem here...
VectorCopy( ent->client->renderInfo.eyePoint, point );
if ( ent->client->NPC_class == CLASS_ATST )
{//adjust up some
point[2] += 28;//magic number :)
}
if ( ent->NPC )
{//always aim from the center of my bbox, so we don't wiggle when we lean forward or backwards
point[0] = ent->r.currentOrigin[0];
point[1] = ent->r.currentOrigin[1];
}
/*
else if ( ent->s.eType == ET_PLAYER )
{
SubtractLeanOfs( ent, point );
}
*/
//NOTE: automatically takes leaning into account!
}
else
{
VectorCopy ( ent->r.currentOrigin, point );
if ( ent->client )
{
point[2] += ent->client->ps.viewheight;
}
//AddLeanOfs ( ent, point );
}
break;
//FIXME: implement...
//case SPOT_CHEST:
//Returns point 3/4 from tag_torso to tag_head?
//break;
case SPOT_LEGS:
VectorCopy ( ent->r.currentOrigin, point );
point[2] += (ent->r.mins[2] * 0.5);
break;
case SPOT_WEAPON:
if( ent->NPC && !VectorCompare( ent->NPC->shootAngles, vec3_origin ) && !VectorCompare( ent->NPC->shootAngles, ent->client->ps.viewangles ))
{
AngleVectors( ent->NPC->shootAngles, forward, right, up );
}
else
{
AngleVectors( ent->client->ps.viewangles, forward, right, up );
}
CalcMuzzlePoint( (gentity_t*)ent, forward, right, up, point );
//NOTE: automatically takes leaning into account!
break;
case SPOT_GROUND:
// if entity is on the ground, just use it's absmin
if ( ent->s.groundEntityNum != ENTITYNUM_NONE )
{
VectorCopy( ent->r.currentOrigin, point );
point[2] = ent->r.absmin[2];
break;
}
// if it is reasonably close to the ground, give the point underneath of it
VectorCopy( ent->r.currentOrigin, start );
start[2] = ent->r.absmin[2];
VectorCopy( start, end );
end[2] -= 64;
trap->Trace( &tr, start, ent->r.mins, ent->r.maxs, end, ent->s.number, MASK_PLAYERSOLID, qfalse, 0, 0 );
if ( tr.fraction < 1.0 )
{
VectorCopy( tr.endpos, point);
break;
}
// otherwise just use the origin
VectorCopy( ent->r.currentOrigin, point );
break;
default:
VectorCopy ( ent->r.currentOrigin, point );
break;
}
}
//===================================================================================
/*
qboolean NPC_UpdateAngles ( qboolean doPitch, qboolean doYaw )
Added: option to do just pitch or just yaw
Does not include "aim" in it's calculations
FIXME: stop compressing angles into shorts!!!!
*/
qboolean NPC_UpdateAngles ( qboolean doPitch, qboolean doYaw )
{
#if 1
float error;
float decay;
float targetPitch = 0;
float targetYaw = 0;
float yawSpeed;
qboolean exact = qtrue;
// if angle changes are locked; just keep the current angles
// aimTime isn't even set anymore... so this code was never reached, but I need a way to lock NPC's yaw, so instead of making a new SCF_ flag, just use the existing render flag... - dmv
if ( !NPCS.NPC->enemy && ( (level.time < NPCS.NPCInfo->aimTime) /*|| NPC->client->renderInfo.renderFlags & RF_LOCKEDANGLE*/) )
{
if(doPitch)
targetPitch = NPCS.NPCInfo->lockedDesiredPitch;
if(doYaw)
targetYaw = NPCS.NPCInfo->lockedDesiredYaw;
}
else
{
// we're changing the lockedDesired Pitch/Yaw below so it's lost it's original meaning, get rid of the lock flag
// NPC->client->renderInfo.renderFlags &= ~RF_LOCKEDANGLE;
if(doPitch)
{
targetPitch = NPCS.NPCInfo->desiredPitch;
NPCS.NPCInfo->lockedDesiredPitch = NPCS.NPCInfo->desiredPitch;
}
if(doYaw)
{
targetYaw = NPCS.NPCInfo->desiredYaw;
NPCS.NPCInfo->lockedDesiredYaw = NPCS.NPCInfo->desiredYaw;
}
}
if ( NPCS.NPC->s.weapon == WP_EMPLACED_GUN )
{
// FIXME: this seems to do nothing, actually...
yawSpeed = 20;
}
else
{
yawSpeed = NPCS.NPCInfo->stats.yawSpeed;
}
if ( NPCS.NPC->s.weapon == WP_SABER && NPCS.NPC->client->ps.fd.forcePowersActive&(1<<FP_SPEED) )
{
char buf[128];
float tFVal = 0;
trap->Cvar_VariableStringBuffer("timescale", buf, sizeof(buf));
tFVal = atof(buf);
yawSpeed *= 1.0f/tFVal;
}
if( doYaw )
{
// decay yaw error
error = AngleDelta ( NPCS.NPC->client->ps.viewangles[YAW], targetYaw );
if( fabs(error) > MIN_ANGLE_ERROR )
{
if ( error )
{
exact = qfalse;
decay = 60.0 + yawSpeed * 3;
decay *= 50.0f / 1000.0f;//msec
if ( error < 0.0 )
{
error += decay;
if ( error > 0.0 )
{
error = 0.0;
}
}
else
{
error -= decay;
if ( error < 0.0 )
{
error = 0.0;
}
}
}
}
NPCS.ucmd.angles[YAW] = ANGLE2SHORT( targetYaw + error ) - NPCS.client->ps.delta_angles[YAW];
}
//FIXME: have a pitchSpeed?
if( doPitch )
{
// decay pitch error
error = AngleDelta ( NPCS.NPC->client->ps.viewangles[PITCH], targetPitch );
if ( fabs(error) > MIN_ANGLE_ERROR )
{
if ( error )
{
exact = qfalse;
decay = 60.0 + yawSpeed * 3;
decay *= 50.0f / 1000.0f;//msec
if ( error < 0.0 )
{
error += decay;
if ( error > 0.0 )
{
error = 0.0;
}
}
else
{
error -= decay;
if ( error < 0.0 )
{
error = 0.0;
}
}
}
}
NPCS.ucmd.angles[PITCH] = ANGLE2SHORT( targetPitch + error ) - NPCS.client->ps.delta_angles[PITCH];
}
NPCS.ucmd.angles[ROLL] = ANGLE2SHORT ( NPCS.NPC->client->ps.viewangles[ROLL] ) - NPCS.client->ps.delta_angles[ROLL];
if ( exact && trap->ICARUS_TaskIDPending( (sharedEntity_t *)NPCS.NPC, TID_ANGLE_FACE ) )
{
trap->ICARUS_TaskIDComplete( (sharedEntity_t *)NPCS.NPC, TID_ANGLE_FACE );
}
return exact;
#else
float error;
float decay;
float targetPitch = 0;
float targetYaw = 0;
float yawSpeed;
//float runningMod = NPCInfo->currentSpeed/100.0f;
qboolean exact = qtrue;
qboolean doSound = qfalse;
// if angle changes are locked; just keep the current angles
if ( level.time < NPCInfo->aimTime )
{
if(doPitch)
targetPitch = NPCInfo->lockedDesiredPitch;
if(doYaw)
targetYaw = NPCInfo->lockedDesiredYaw;
}
else
{
if(doPitch)
targetPitch = NPCInfo->desiredPitch;
if(doYaw)
targetYaw = NPCInfo->desiredYaw;
// NPCInfo->aimTime = level.time + 250;
if(doPitch)
NPCInfo->lockedDesiredPitch = NPCInfo->desiredPitch;
if(doYaw)
NPCInfo->lockedDesiredYaw = NPCInfo->desiredYaw;
}
yawSpeed = NPCInfo->stats.yawSpeed;
if(doYaw)
{
// decay yaw error
error = AngleDelta ( NPC->client->ps.viewangles[YAW], targetYaw );
if( fabs(error) > MIN_ANGLE_ERROR )
{
/*
if(NPC->client->playerTeam == TEAM_BORG&&
NPCInfo->behaviorState != BS_FACE&&NPCInfo->tempBehavior!= BS_FACE)
{//HACK - borg turn more jittery
if ( error )
{
exact = qfalse;
decay = 60.0 + yawSpeed * 3;
decay *= 50.0 / 1000.0;//msec
//Snap to
if(fabs(error) > 10)
{
if(Q_flrand(0.0f, 1.0f) > 0.6)
{
doSound = qtrue;
}
}
if ( error < 0.0)//-10.0 )
{
error += decay;
if ( error > 0.0 )
{
error = 0.0;
}
}
else if ( error > 0.0)//10.0 )
{
error -= decay;
if ( error < 0.0 )
{
error = 0.0;
}
}
}
}
else*/
if ( error )
{
exact = qfalse;
decay = 60.0 + yawSpeed * 3;
decay *= 50.0 / 1000.0;//msec
if ( error < 0.0 )
{
error += decay;
if ( error > 0.0 )
{
error = 0.0;
}
}
else
{
error -= decay;
if ( error < 0.0 )
{
error = 0.0;
}
}
}
}
ucmd.angles[YAW] = ANGLE2SHORT( targetYaw + error ) - client->ps.delta_angles[YAW];
}
//FIXME: have a pitchSpeed?
if(doPitch)
{
// decay pitch error
error = AngleDelta ( NPC->client->ps.viewangles[PITCH], targetPitch );
if ( fabs(error) > MIN_ANGLE_ERROR )
{
/*
if(NPC->client->playerTeam == TEAM_BORG&&
NPCInfo->behaviorState != BS_FACE&&NPCInfo->tempBehavior!= BS_FACE)
{//HACK - borg turn more jittery
if ( error )
{
exact = qfalse;
decay = 60.0 + yawSpeed * 3;
decay *= 50.0 / 1000.0;//msec
//Snap to
if(fabs(error) > 10)
{
if(Q_flrand(0.0f, 1.0f) > 0.6)
{
doSound = qtrue;
}
}
if ( error < 0.0)//-10.0 )
{
error += decay;
if ( error > 0.0 )
{
error = 0.0;
}
}
else if ( error > 0.0)//10.0 )
{
error -= decay;
if ( error < 0.0 )
{
error = 0.0;
}
}
}
}
else*/
if ( error )
{
exact = qfalse;
decay = 60.0 + yawSpeed * 3;
decay *= 50.0 / 1000.0;//msec
if ( error < 0.0 )
{
error += decay;
if ( error > 0.0 )
{
error = 0.0;
}
}
else
{
error -= decay;
if ( error < 0.0 )
{
error = 0.0;
}
}
}
}
ucmd.angles[PITCH] = ANGLE2SHORT( targetPitch + error ) - client->ps.delta_angles[PITCH];
}
ucmd.angles[ROLL] = ANGLE2SHORT ( NPC->client->ps.viewangles[ROLL] ) - client->ps.delta_angles[ROLL];
/*
if(doSound)
{
G_Sound(NPC, G_SoundIndex(va("sound/enemies/borg/borgservo%d.wav", Q_irand(1, 8))));
}
*/
return exact;
#endif
}
void NPC_AimWiggle( vec3_t enemy_org )
{
//shoot for somewhere between the head and torso
//NOTE: yes, I know this looks weird, but it works
if ( NPCS.NPCInfo->aimErrorDebounceTime < level.time )
{
NPCS.NPCInfo->aimOfs[0] = 0.3*flrand(NPCS.NPC->enemy->r.mins[0], NPCS.NPC->enemy->r.maxs[0]);
NPCS.NPCInfo->aimOfs[1] = 0.3*flrand(NPCS.NPC->enemy->r.mins[1], NPCS.NPC->enemy->r.maxs[1]);
if ( NPCS.NPC->enemy->r.maxs[2] > 0 )
{
NPCS.NPCInfo->aimOfs[2] = NPCS.NPC->enemy->r.maxs[2]*flrand(0.0f, -1.0f);
}
}
VectorAdd( enemy_org, NPCS.NPCInfo->aimOfs, enemy_org );
}
/*
qboolean NPC_UpdateFiringAngles ( qboolean doPitch, qboolean doYaw )
Includes aim when determining angles - so they don't always hit...
*/
qboolean NPC_UpdateFiringAngles ( qboolean doPitch, qboolean doYaw )
{
#if 0
float diff;
float error;
float targetPitch = 0;
float targetYaw = 0;
qboolean exact = qtrue;
if ( level.time < NPCInfo->aimTime )
{
if( doPitch )
targetPitch = NPCInfo->lockedDesiredPitch;
if( doYaw )
targetYaw = NPCInfo->lockedDesiredYaw;
}
else
{
if( doPitch )
{
targetPitch = NPCInfo->desiredPitch;
NPCInfo->lockedDesiredPitch = NPCInfo->desiredPitch;
}
if( doYaw )
{
targetYaw = NPCInfo->desiredYaw;
NPCInfo->lockedDesiredYaw = NPCInfo->desiredYaw;
}
}
if( doYaw )
{
// add yaw error based on NPCInfo->aim value
error = ((float)(6 - NPCInfo->stats.aim)) * flrand(-1, 1);
if(Q_irand(0, 1))
error *= -1;
diff = AngleDelta ( NPC->client->ps.viewangles[YAW], targetYaw );
if ( diff )
exact = qfalse;
ucmd.angles[YAW] = ANGLE2SHORT( targetYaw + diff + error ) - client->ps.delta_angles[YAW];
}
if( doPitch )
{
// add pitch error based on NPCInfo->aim value
error = ((float)(6 - NPCInfo->stats.aim)) * flrand(-1, 1);
diff = AngleDelta ( NPC->client->ps.viewangles[PITCH], targetPitch );
if ( diff )
exact = qfalse;
ucmd.angles[PITCH] = ANGLE2SHORT( targetPitch + diff + error ) - client->ps.delta_angles[PITCH];
}
ucmd.angles[ROLL] = ANGLE2SHORT ( NPC->client->ps.viewangles[ROLL] ) - client->ps.delta_angles[ROLL];
return exact;
#else
float error, diff;
float decay;
float targetPitch = 0;
float targetYaw = 0;
qboolean exact = qtrue;
// if angle changes are locked; just keep the current angles
if ( level.time < NPCS.NPCInfo->aimTime )
{
if(doPitch)
targetPitch = NPCS.NPCInfo->lockedDesiredPitch;
if(doYaw)
targetYaw = NPCS.NPCInfo->lockedDesiredYaw;
}
else
{
if(doPitch)
targetPitch = NPCS.NPCInfo->desiredPitch;
if(doYaw)
targetYaw = NPCS.NPCInfo->desiredYaw;
// NPCInfo->aimTime = level.time + 250;
if(doPitch)
NPCS.NPCInfo->lockedDesiredPitch = NPCS.NPCInfo->desiredPitch;
if(doYaw)
NPCS.NPCInfo->lockedDesiredYaw = NPCS.NPCInfo->desiredYaw;
}
if ( NPCS.NPCInfo->aimErrorDebounceTime < level.time )
{
if ( Q_irand(0, 1 ) )
{
NPCS.NPCInfo->lastAimErrorYaw = ((float)(6 - NPCS.NPCInfo->stats.aim)) * flrand(-1, 1);
}
if ( Q_irand(0, 1 ) )
{
NPCS.NPCInfo->lastAimErrorPitch = ((float)(6 - NPCS.NPCInfo->stats.aim)) * flrand(-1, 1);
}
NPCS.NPCInfo->aimErrorDebounceTime = level.time + Q_irand(250, 2000);
}
if(doYaw)
{
// decay yaw diff
diff = AngleDelta ( NPCS.NPC->client->ps.viewangles[YAW], targetYaw );
if ( diff)
{
exact = qfalse;
decay = 60.0 + 80.0;
decay *= 50.0f / 1000.0f;//msec
if ( diff < 0.0 )
{
diff += decay;
if ( diff > 0.0 )
{
diff = 0.0;
}
}
else
{
diff -= decay;
if ( diff < 0.0 )
{
diff = 0.0;
}
}
}
// add yaw error based on NPCInfo->aim value
error = NPCS.NPCInfo->lastAimErrorYaw;
/*
if(Q_irand(0, 1))
{
error *= -1;
}
*/
NPCS.ucmd.angles[YAW] = ANGLE2SHORT( targetYaw + diff + error ) - NPCS.client->ps.delta_angles[YAW];
}
if(doPitch)
{
// decay pitch diff
diff = AngleDelta ( NPCS.NPC->client->ps.viewangles[PITCH], targetPitch );
if ( diff)
{
exact = qfalse;
decay = 60.0 + 80.0;
decay *= 50.0f / 1000.0f;//msec
if ( diff < 0.0 )
{
diff += decay;
if ( diff > 0.0 )
{
diff = 0.0;
}
}
else
{
diff -= decay;
if ( diff < 0.0 )
{
diff = 0.0;
}
}
}
error = NPCS.NPCInfo->lastAimErrorPitch;
NPCS.ucmd.angles[PITCH] = ANGLE2SHORT( targetPitch + diff + error ) - NPCS.client->ps.delta_angles[PITCH];
}
NPCS.ucmd.angles[ROLL] = ANGLE2SHORT ( NPCS.NPC->client->ps.viewangles[ROLL] ) - NPCS.client->ps.delta_angles[ROLL];
return exact;
#endif
}
//===================================================================================
/*
static void NPC_UpdateShootAngles (vec3_t angles, qboolean doPitch, qboolean doYaw )
Does update angles on shootAngles
*/
void NPC_UpdateShootAngles (vec3_t angles, qboolean doPitch, qboolean doYaw )
{//FIXME: shoot angles either not set right or not used!
float error;
float decay;
float targetPitch = 0;
float targetYaw = 0;
if(doPitch)
targetPitch = angles[PITCH];
if(doYaw)
targetYaw = angles[YAW];
if(doYaw)
{
// decay yaw error
error = AngleDelta ( NPCS.NPCInfo->shootAngles[YAW], targetYaw );
if ( error )
{
decay = 60.0 + 80.0 * NPCS.NPCInfo->stats.aim;
decay *= 100.0f / 1000.0f;//msec
if ( error < 0.0 )
{
error += decay;
if ( error > 0.0 )
{
error = 0.0;
}
}
else
{
error -= decay;
if ( error < 0.0 )
{
error = 0.0;
}
}
}
NPCS.NPCInfo->shootAngles[YAW] = targetYaw + error;
}
if(doPitch)
{
// decay pitch error
error = AngleDelta ( NPCS.NPCInfo->shootAngles[PITCH], targetPitch );
if ( error )
{
decay = 60.0 + 80.0 * NPCS.NPCInfo->stats.aim;
decay *= 100.0f / 1000.0f;//msec
if ( error < 0.0 )
{
error += decay;
if ( error > 0.0 )
{
error = 0.0;
}
}
else
{
error -= decay;
if ( error < 0.0 )
{
error = 0.0;
}
}
}
NPCS.NPCInfo->shootAngles[PITCH] = targetPitch + error;
}
}
/*
void SetTeamNumbers (void)
Sets the number of living clients on each team
FIXME: Does not account for non-respawned players!
FIXME: Don't include medics?
*/
void SetTeamNumbers (void)
{
gentity_t *found;
int i;
for( i = 0; i < TEAM_NUM_TEAMS; i++ )
{
teamNumbers[i] = 0;
teamStrength[i] = 0;
}
//OJKFIXME: clientnum 0
for( i = 0; i < 1 ; i++ )
{
found = &g_entities[i];
if( found->client )
{
if( found->health > 0 )//FIXME: or if a player!
{
teamNumbers[found->client->playerTeam]++;
teamStrength[found->client->playerTeam] += found->health;
}
}
}
for( i = 0; i < TEAM_NUM_TEAMS; i++ )
{//Get the average health
teamStrength[i] = floor( ((float)(teamStrength[i])) / ((float)(teamNumbers[i])) );
}
}
extern stringID_table_t BSTable[];
extern stringID_table_t BSETTable[];
qboolean G_ActivateBehavior (gentity_t *self, int bset )
{
bState_t bSID = (bState_t)-1;
char *bs_name = NULL;
if ( !self )
{
return qfalse;
}
bs_name = self->behaviorSet[bset];
if( !(VALIDSTRING( bs_name )) )
{
return qfalse;
}
if ( self->NPC )
{
bSID = (bState_t)(GetIDForString( BSTable, bs_name ));
}
if(bSID != (bState_t)-1)
{
self->NPC->tempBehavior = BS_DEFAULT;
self->NPC->behaviorState = bSID;
}
else
{
/*
char newname[MAX_FILENAME_LENGTH];
sprintf((char *) &newname, "%s/%s", Q3_SCRIPT_DIR, bs_name );
*/
//FIXME: between here and actually getting into the ICARUS_RunScript function, the stack gets blown!
//if ( ( ICARUS_entFilter == -1 ) || ( ICARUS_entFilter == self->s.number ) )
if (0)
{
G_DebugPrint( WL_VERBOSE, "%s attempting to run bSet %s (%s)\n", self->targetname, GetStringForID( BSETTable, bset ), bs_name );
}
trap->ICARUS_RunScript( (sharedEntity_t *)self, va( "%s/%s", Q3_SCRIPT_DIR, bs_name ) );
}
return qtrue;
}
/*
=============================================================================
Extended Functions
=============================================================================
*/
//rww - special system for sync'ing bone angles between client and server.
void NPC_SetBoneAngles(gentity_t *ent, char *bone, vec3_t angles)
{
int *thebone = &ent->s.boneIndex1;
int *firstFree = NULL;
int i = 0;
int boneIndex = G_BoneIndex(bone);
int flags, up, right, forward;
vec3_t *boneVector = &ent->s.boneAngles1;
vec3_t *freeBoneVec = NULL;
while (thebone)
{
if (!*thebone && !firstFree)
{ //if the value is 0 then this index is clear, we can use it if we don't find the bone we want already existing.
firstFree = thebone;
freeBoneVec = boneVector;
}
else if (*thebone)
{
if (*thebone == boneIndex)
{ //this is it
break;
}
}
switch (i)
{
case 0:
thebone = &ent->s.boneIndex2;
boneVector = &ent->s.boneAngles2;
break;
case 1:
thebone = &ent->s.boneIndex3;
boneVector = &ent->s.boneAngles3;
break;
case 2:
thebone = &ent->s.boneIndex4;
boneVector = &ent->s.boneAngles4;
break;
default:
thebone = NULL;
boneVector = NULL;
break;
}
i++;
}
if (!thebone)
{ //didn't find it, create it
if (!firstFree)
{ //no free bones.. can't do a thing then.
Com_Printf("WARNING: NPC has no free bone indexes\n");
return;
}
thebone = firstFree;
*thebone = boneIndex;
boneVector = freeBoneVec;
}
//If we got here then we have a vector and an index.
//Copy the angles over the vector in the entitystate, so we can use the corresponding index
//to set the bone angles on the client.
VectorCopy(angles, *boneVector);
//Now set the angles on our server instance if we have one.
if (!ent->ghoul2)
{
return;
}
flags = BONE_ANGLES_POSTMULT;
up = POSITIVE_X;
right = NEGATIVE_Y;
forward = NEGATIVE_Z;
//first 3 bits is forward, second 3 bits is right, third 3 bits is up
ent->s.boneOrient = ((forward)|(right<<3)|(up<<6));
trap->G2API_SetBoneAngles(ent->ghoul2, 0, bone, angles, flags, up, right, forward, NULL, 100, level.time);
}
//rww - and another method of automatically managing surface status for the client and server at once
#define TURN_ON 0x00000000
#define TURN_OFF 0x00000100
void NPC_SetSurfaceOnOff(gentity_t *ent, const char *surfaceName, int surfaceFlags)
{
int i = 0;
qboolean foundIt = qfalse;
while (i < BG_NUM_TOGGLEABLE_SURFACES && bgToggleableSurfaces[i])
{
if (!Q_stricmp(surfaceName, bgToggleableSurfaces[i]))
{ //got it
foundIt = qtrue;
break;
}
i++;
}
if (!foundIt)
{
Com_Printf("WARNING: Tried to toggle NPC surface that isn't in toggleable surface list (%s)\n", surfaceName);
return;
}
if (surfaceFlags == TURN_ON)
{ //Make sure the entitystate values reflect this surface as on now.
ent->s.surfacesOn |= (1 << i);
ent->s.surfacesOff &= ~(1 << i);
}
else
{ //Otherwise make sure they're off.
ent->s.surfacesOn &= ~(1 << i);
ent->s.surfacesOff |= (1 << i);
}
if (!ent->ghoul2)
{
return;
}
trap->G2API_SetSurfaceOnOff(ent->ghoul2, surfaceName, surfaceFlags);
}
//rww - cheap check to see if an armed client is looking in our general direction
qboolean NPC_SomeoneLookingAtMe(gentity_t *ent)
{
int i = 0;
gentity_t *pEnt;
while (i < MAX_CLIENTS)
{
pEnt = &g_entities[i];
if (pEnt && pEnt->inuse && pEnt->client && pEnt->client->sess.sessionTeam != TEAM_SPECTATOR &&
pEnt->client->tempSpectate < level.time && !(pEnt->client->ps.pm_flags & PMF_FOLLOW) && pEnt->s.weapon != WP_NONE)
{
if (trap->InPVS(ent->r.currentOrigin, pEnt->r.currentOrigin))
{
if (InFOV( ent, pEnt, 30, 30 ))
{ //I'm in a 30 fov or so cone from this player.. that's enough I guess.
return qtrue;
}
}
}
i++;
}
return qfalse;
}
qboolean NPC_ClearLOS( const vec3_t start, const vec3_t end )
{
return G_ClearLOS( NPCS.NPC, start, end );
}
qboolean NPC_ClearLOS5( const vec3_t end )
{
return G_ClearLOS5( NPCS.NPC, end );
}
qboolean NPC_ClearLOS4( gentity_t *ent )
{
return G_ClearLOS4( NPCS.NPC, ent );
}
qboolean NPC_ClearLOS3( const vec3_t start, gentity_t *ent )
{
return G_ClearLOS3( NPCS.NPC, start, ent );
}
qboolean NPC_ClearLOS2( gentity_t *ent, const vec3_t end )
{
return G_ClearLOS2( NPCS.NPC, ent, end );
}
/*
-------------------------
NPC_ValidEnemy
-------------------------
*/
qboolean NPC_ValidEnemy( gentity_t *ent )
{
int entTeam = TEAM_FREE;
//Must be a valid pointer
if ( ent == NULL )
return qfalse;
//Must not be me
if ( ent == NPCS.NPC )
return qfalse;
//Must not be deleted
if ( ent->inuse == qfalse )
return qfalse;
//Must be alive
if ( ent->health <= 0 )
return qfalse;
//In case they're in notarget mode
if ( ent->flags & FL_NOTARGET )
return qfalse;
//Must be an NPC
if ( ent->client == NULL )
{
// if ( ent->svFlags&SVF_NONNPC_ENEMY )
if (ent->s.eType != ET_NPC)
{//still potentially valid
if ( ent->alliedTeam == NPCS.NPC->client->playerTeam )
{
return qfalse;
}
else
{
return qtrue;
}
}
else
{
return qfalse;
}
}
else if ( ent->client && ent->client->sess.sessionTeam == TEAM_SPECTATOR )
{//don't go after spectators
return qfalse;
}
else if ( ent->client && ent->client->tempSpectate >= level.time )
{//don't go after spectators
return qfalse;
}
if ( ent->NPC && ent->client )
{
entTeam = ent->client->playerTeam;
}
else if ( ent->client )
{
if (level.gametype < GT_TEAM)
{
entTeam = NPCTEAM_PLAYER;
}
else
{
if ( ent->client->sess.sessionTeam == TEAM_BLUE )
{
entTeam = NPCTEAM_PLAYER;
}
else if ( ent->client->sess.sessionTeam == TEAM_RED )
{
entTeam = NPCTEAM_ENEMY;
}
else
{
entTeam = NPCTEAM_NEUTRAL;
}
}
}
//Can't be on the same team
if ( ent->client->playerTeam == NPCS.NPC->client->playerTeam )
return qfalse;
//if haven't seen him in a while, give up
//if ( NPCInfo->enemyLastSeenTime != 0 && level.time - NPCInfo->enemyLastSeenTime > 7000 )//FIXME: make a stat?
// return qfalse;
if ( entTeam == NPCS.NPC->client->enemyTeam //simplest case: they're on my enemy team
|| (NPCS.NPC->client->enemyTeam == NPCTEAM_FREE && ent->client->NPC_class != NPCS.NPC->client->NPC_class )//I get mad at anyone and this guy isn't the same class as me
|| (ent->client->NPC_class == CLASS_WAMPA && ent->enemy )//a rampaging wampa
|| (ent->client->NPC_class == CLASS_RANCOR && ent->enemy )//a rampaging rancor
|| (entTeam == NPCTEAM_FREE && ent->client->enemyTeam == NPCTEAM_FREE && ent->enemy && ent->enemy->client && (ent->enemy->client->playerTeam == NPCS.NPC->client->playerTeam||(ent->enemy->client->playerTeam != NPCTEAM_ENEMY&&NPCS.NPC->client->playerTeam==NPCTEAM_PLAYER))) //enemy is a rampaging non-aligned creature who is attacking someone on our team or a non-enemy (this last condition is used only if we're a good guy - in effect, we protect the innocent)
)
{
return qtrue;
}
return qfalse;
}
/*
-------------------------
NPC_TargetVisible
-------------------------
*/
qboolean NPC_TargetVisible( gentity_t *ent )
{
//Make sure we're in a valid range
if ( DistanceSquared( ent->r.currentOrigin, NPCS.NPC->r.currentOrigin ) > ( NPCS.NPCInfo->stats.visrange * NPCS.NPCInfo->stats.visrange ) )
return qfalse;
//Check our FOV
if ( InFOV( ent, NPCS.NPC, NPCS.NPCInfo->stats.hfov, NPCS.NPCInfo->stats.vfov ) == qfalse )
return qfalse;
//Check for sight
if ( NPC_ClearLOS4( ent ) == qfalse )
return qfalse;
return qtrue;
}
/*
-------------------------
NPC_GetCheckDelta
-------------------------
*/
/*
#define CHECK_TIME_BASE 250
#define CHECK_TIME_BASE_SQUARED ( CHECK_TIME_BASE * CHECK_TIME_BASE )
static int NPC_GetCheckDelta( void )
{
if ( NPC_ValidEnemy( NPC->enemy ) == qfalse )
{
int distance = DistanceSquared( NPC->r.currentOrigin, g_entities[0].currentOrigin );
distance /= CHECK_TIME_BASE_SQUARED;
return ( CHECK_TIME_BASE * distance );
}
return 0;
}
*/
/*
-------------------------
NPC_FindNearestEnemy
-------------------------
*/
#define MAX_RADIUS_ENTS 256 //NOTE: This can cause entities to be lost
#define NEAR_DEFAULT_RADIUS 256
int NPC_FindNearestEnemy( gentity_t *ent )
{
int iradiusEnts[ MAX_RADIUS_ENTS ];
gentity_t *radEnt;
vec3_t mins, maxs;
int nearestEntID = -1;
float nearestDist = (float)WORLD_SIZE*(float)WORLD_SIZE;
float distance;
int numEnts, numChecks = 0;
int i;
//Setup the bbox to search in
for ( i = 0; i < 3; i++ )
{
mins[i] = ent->r.currentOrigin[i] - NPCS.NPCInfo->stats.visrange;
maxs[i] = ent->r.currentOrigin[i] + NPCS.NPCInfo->stats.visrange;
}
//Get a number of entities in a given space
numEnts = trap->EntitiesInBox( mins, maxs, iradiusEnts, MAX_RADIUS_ENTS );
for ( i = 0; i < numEnts; i++ )
{
radEnt = &g_entities[iradiusEnts[i]];
//Don't consider self
if ( radEnt == ent )
continue;
//Must be valid
if ( NPC_ValidEnemy( radEnt ) == qfalse )
continue;
numChecks++;
//Must be visible
if ( NPC_TargetVisible( radEnt ) == qfalse )
continue;
distance = DistanceSquared( ent->r.currentOrigin, radEnt->r.currentOrigin );
//Found one closer to us
if ( distance < nearestDist )
{
nearestEntID = radEnt->s.number;
nearestDist = distance;
}
}
return nearestEntID;
}
/*
-------------------------
NPC_PickEnemyExt
-------------------------
*/
gentity_t *NPC_PickEnemyExt( qboolean checkAlerts )
{
//If we've asked for the closest enemy
int entID = NPC_FindNearestEnemy( NPCS.NPC );
//If we have a valid enemy, use it
if ( entID >= 0 )
return &g_entities[entID];
if ( checkAlerts )
{
int alertEvent = NPC_CheckAlertEvents( qtrue, qtrue, -1, qtrue, AEL_DISCOVERED );
//There is an event to look at
if ( alertEvent >= 0 )
{
alertEvent_t *event = &level.alertEvents[alertEvent];
//Don't pay attention to our own alerts
if ( event->owner == NPCS.NPC )
return NULL;
if ( event->level >= AEL_DISCOVERED )
{
//If it's the player, attack him
//OJKFIXME: clientnum 0
if ( event->owner == &g_entities[0] )
return event->owner;
//If it's on our team, then take its enemy as well
if ( ( event->owner->client ) && ( event->owner->client->playerTeam == NPCS.NPC->client->playerTeam ) )
return event->owner->enemy;
}
}
}
return NULL;
}
/*
-------------------------
NPC_FindPlayer
-------------------------
*/
qboolean NPC_FindPlayer( void )
{
//OJKFIXME: clientnum 0
return NPC_TargetVisible( &g_entities[0] );
}
/*
-------------------------
NPC_CheckPlayerDistance
-------------------------
*/
static qboolean NPC_CheckPlayerDistance( void )
{
return qfalse;//MOOT in MP
/*
float distance;
//Make sure we have an enemy
if ( NPC->enemy == NULL )
return qfalse;
//Only do this for non-players
if ( NPC->enemy->s.number == 0 )
return qfalse;
//must be set up to get mad at player
if ( !NPC->client || NPC->client->enemyTeam != NPCTEAM_PLAYER )
return qfalse;
//Must be within our FOV
if ( InFOV( &g_entities[0], NPC, NPCInfo->stats.hfov, NPCInfo->stats.vfov ) == qfalse )
return qfalse;
distance = DistanceSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );
if ( distance > DistanceSquared( NPC->r.currentOrigin, g_entities[0].r.currentOrigin ) )
{ //rwwFIXMEFIXME: care about all clients not just client 0
G_SetEnemy( NPC, &g_entities[0] );
return qtrue;
}
return qfalse;
*/
}
/*
-------------------------
NPC_FindEnemy
-------------------------
*/
qboolean NPC_FindEnemy( qboolean checkAlerts )
{
gentity_t *newenemy;
//We're ignoring all enemies for now
//if( NPC->svFlags & SVF_IGNORE_ENEMIES )
if (0) //rwwFIXMEFIXME: support for flag
{
G_ClearEnemy( NPCS.NPC );
return qfalse;
}
//we can't pick up any enemies for now
if( NPCS.NPCInfo->confusionTime > level.time )
{
return qfalse;
}
//Don't want a new enemy
//rwwFIXMEFIXME: support for locked enemy
//if ( ( ValidEnemy( NPC->enemy ) ) && ( NPC->svFlags & SVF_LOCKEDENEMY ) )
// return qtrue;
//See if the player is closer than our current enemy
if ( NPC_CheckPlayerDistance() )
{
return qtrue;
}
//Otherwise, turn off the flag
// NPC->svFlags &= ~SVF_LOCKEDENEMY;
//See if the player is closer than our current enemy
if ( NPCS.NPC->client->NPC_class != CLASS_RANCOR
&& NPCS.NPC->client->NPC_class != CLASS_WAMPA
//&& NPC->client->NPC_class != CLASS_SAND_CREATURE
&& NPC_CheckPlayerDistance() )
{//rancors, wampas & sand creatures don't care if player is closer, they always go with closest
return qtrue;
}
//If we've gotten here alright, then our target it still valid
if ( NPC_ValidEnemy( NPCS.NPC->enemy ) )
return qtrue;
newenemy = NPC_PickEnemyExt( checkAlerts );
//if we found one, take it as the enemy
if( NPC_ValidEnemy( newenemy ) )
{
G_SetEnemy( NPCS.NPC, newenemy );
return qtrue;
}
return qfalse;
}
/*
-------------------------
NPC_CheckEnemyExt
-------------------------
*/
qboolean NPC_CheckEnemyExt( qboolean checkAlerts )
{
//Make sure we're ready to think again
/*
if ( NPCInfo->enemyCheckDebounceTime > level.time )
return qfalse;
//Get our next think time
NPCInfo->enemyCheckDebounceTime = level.time + NPC_GetCheckDelta();
//Attempt to find an enemy
return NPC_FindEnemy();
*/
return NPC_FindEnemy( checkAlerts );
}
/*
-------------------------
NPC_FacePosition
-------------------------
*/
qboolean NPC_FacePosition( vec3_t position, qboolean doPitch )
{
vec3_t muzzle;
vec3_t angles;
float yawDelta;
qboolean facing = qtrue;
//Get the positions
if ( NPCS.NPC->client && (NPCS.NPC->client->NPC_class == CLASS_RANCOR || NPCS.NPC->client->NPC_class == CLASS_WAMPA) )// || NPC->client->NPC_class == CLASS_SAND_CREATURE) )
{
CalcEntitySpot( NPCS.NPC, SPOT_ORIGIN, muzzle );
muzzle[2] += NPCS.NPC->r.maxs[2] * 0.75f;
}
else if ( NPCS.NPC->client && NPCS.NPC->client->NPC_class == CLASS_GALAKMECH )
{
CalcEntitySpot( NPCS.NPC, SPOT_WEAPON, muzzle );
}
else
{
CalcEntitySpot( NPCS.NPC, SPOT_HEAD_LEAN, muzzle );//SPOT_HEAD
}
//Find the desired angles
GetAnglesForDirection( muzzle, position, angles );
NPCS.NPCInfo->desiredYaw = AngleNormalize360( angles[YAW] );
NPCS.NPCInfo->desiredPitch = AngleNormalize360( angles[PITCH] );
if ( NPCS.NPC->enemy && NPCS.NPC->enemy->client && NPCS.NPC->enemy->client->NPC_class == CLASS_ATST )
{
// FIXME: this is kind of dumb, but it was the easiest way to get it to look sort of ok
NPCS.NPCInfo->desiredYaw += flrand( -5, 5 ) + sin( level.time * 0.004f ) * 7;
NPCS.NPCInfo->desiredPitch += flrand( -2, 2 );
}
//Face that yaw
NPC_UpdateAngles( qtrue, qtrue );
//Find the delta between our goal and our current facing
yawDelta = AngleNormalize360( NPCS.NPCInfo->desiredYaw - ( SHORT2ANGLE( NPCS.ucmd.angles[YAW] + NPCS.client->ps.delta_angles[YAW] ) ) );
//See if we are facing properly
if ( fabs( yawDelta ) > VALID_ATTACK_CONE )
facing = qfalse;
if ( doPitch )
{
//Find the delta between our goal and our current facing
float currentAngles = ( SHORT2ANGLE( NPCS.ucmd.angles[PITCH] + NPCS.client->ps.delta_angles[PITCH] ) );
float pitchDelta = NPCS.NPCInfo->desiredPitch - currentAngles;
//See if we are facing properly
if ( fabs( pitchDelta ) > VALID_ATTACK_CONE )
facing = qfalse;
}
return facing;
}
/*
-------------------------
NPC_FaceEntity
-------------------------
*/
qboolean NPC_FaceEntity( gentity_t *ent, qboolean doPitch )
{
vec3_t entPos;
//Get the positions
CalcEntitySpot( ent, SPOT_HEAD_LEAN, entPos );
return NPC_FacePosition( entPos, doPitch );
}
/*
-------------------------
NPC_FaceEnemy
-------------------------
*/
qboolean NPC_FaceEnemy( qboolean doPitch )
{
if ( NPCS.NPC == NULL )
return qfalse;
if ( NPCS.NPC->enemy == NULL )
return qfalse;
return NPC_FaceEntity( NPCS.NPC->enemy, doPitch );
}
/*
-------------------------
NPC_CheckCanAttackExt
-------------------------
*/
qboolean NPC_CheckCanAttackExt( void )
{
//We don't want them to shoot
if( NPCS.NPCInfo->scriptFlags & SCF_DONT_FIRE )
return qfalse;
//Turn to face
if ( NPC_FaceEnemy( qtrue ) == qfalse )
return qfalse;
//Must have a clear line of sight to the target
if ( NPC_ClearShot( NPCS.NPC->enemy ) == qfalse )
return qfalse;
return qtrue;
}
/*
-------------------------
NPC_ClearLookTarget
-------------------------
*/
void NPC_ClearLookTarget( gentity_t *self )
{
if ( !self->client )
{
return;
}
if ( (self->client->ps.eFlags2&EF2_HELD_BY_MONSTER) )
{//lookTarget is set by and to the monster that's holding you, no other operations can change that
return;
}
self->client->renderInfo.lookTarget = ENTITYNUM_NONE;//ENTITYNUM_WORLD;
self->client->renderInfo.lookTargetClearTime = 0;
}
/*
-------------------------
NPC_SetLookTarget
-------------------------
*/
void NPC_SetLookTarget( gentity_t *self, int entNum, int clearTime )
{
if ( !self->client )
{
return;
}
if ( (self->client->ps.eFlags2&EF2_HELD_BY_MONSTER) )
{//lookTarget is set by and to the monster that's holding you, no other operations can change that
return;
}
self->client->renderInfo.lookTarget = entNum;
self->client->renderInfo.lookTargetClearTime = clearTime;
}
/*
-------------------------
NPC_CheckLookTarget
-------------------------
*/
qboolean NPC_CheckLookTarget( gentity_t *self )
{
if ( self->client )
{
if ( self->client->renderInfo.lookTarget >= 0 && self->client->renderInfo.lookTarget < ENTITYNUM_WORLD )
{//within valid range
if ( (&g_entities[self->client->renderInfo.lookTarget] == NULL) || !g_entities[self->client->renderInfo.lookTarget].inuse )
{//lookTarget not inuse or not valid anymore
NPC_ClearLookTarget( self );
}
else if ( self->client->renderInfo.lookTargetClearTime && self->client->renderInfo.lookTargetClearTime < level.time )
{//Time to clear lookTarget
NPC_ClearLookTarget( self );
}
else if ( g_entities[self->client->renderInfo.lookTarget].client && self->enemy && (&g_entities[self->client->renderInfo.lookTarget] != self->enemy) )
{//should always look at current enemy if engaged in battle... FIXME: this could override certain scripted lookTargets...???
NPC_ClearLookTarget( self );
}
else
{
return qtrue;
}
}
}
return qfalse;
}
/*
-------------------------
NPC_CheckCharmed
-------------------------
*/
extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
void NPC_CheckCharmed( void )
{
if ( NPCS.NPCInfo->charmedTime && NPCS.NPCInfo->charmedTime < level.time && NPCS.NPC->client )
{//we were charmed, set us back!
NPCS.NPC->client->playerTeam = NPCS.NPC->genericValue1;
NPCS.NPC->client->enemyTeam = NPCS.NPC->genericValue2;
NPCS.NPC->s.teamowner = NPCS.NPC->genericValue3;
NPCS.NPC->client->leader = NULL;
if ( NPCS.NPCInfo->tempBehavior == BS_FOLLOW_LEADER )
{
NPCS.NPCInfo->tempBehavior = BS_DEFAULT;
}
G_ClearEnemy( NPCS.NPC );
NPCS.NPCInfo->charmedTime = 0;
//say something to let player know you've snapped out of it
G_AddVoiceEvent( NPCS.NPC, Q_irand(EV_CONFUSE1, EV_CONFUSE3), 2000 );
}
}
void G_GetBoltPosition( gentity_t *self, int boltIndex, vec3_t pos, int modelIndex )
{
mdxaBone_t boltMatrix;
vec3_t result, angles;
if (!self || !self->inuse)
{
return;
}
if (self->client)
{ //clients don't actually even keep r.currentAngles maintained
VectorSet(angles, 0, self->client->ps.viewangles[YAW], 0);
}
else
{
VectorSet(angles, 0, self->r.currentAngles[YAW], 0);
}
if ( /*!self || ...haha (sorry, i'm tired)*/ !self->ghoul2 )
{
return;
}
trap->G2API_GetBoltMatrix( self->ghoul2, modelIndex,
boltIndex,
&boltMatrix, angles, self->r.currentOrigin, level.time,
NULL, self->modelScale );
if ( pos )
{
BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, result );
VectorCopy( result, pos );
}
}
float NPC_EntRangeFromBolt( gentity_t *targEnt, int boltIndex )
{
vec3_t org;
if ( !targEnt )
{
return Q3_INFINITE;
}
G_GetBoltPosition( NPCS.NPC, boltIndex, org, 0 );
return (Distance( targEnt->r.currentOrigin, org ));
}
float NPC_EnemyRangeFromBolt( int boltIndex )
{
return (NPC_EntRangeFromBolt( NPCS.NPC->enemy, boltIndex ));
}
int NPC_GetEntsNearBolt( int *radiusEnts, float radius, int boltIndex, vec3_t boltOrg )
{
vec3_t mins, maxs;
int i;
//get my handRBolt's position
vec3_t org;
G_GetBoltPosition( NPCS.NPC, boltIndex, org, 0 );
VectorCopy( org, boltOrg );
//Setup the bbox to search in
for ( i = 0; i < 3; i++ )
{
mins[i] = boltOrg[i] - radius;
maxs[i] = boltOrg[i] + radius;
}
//Get the number of entities in a given space
return (trap->EntitiesInBox( mins, maxs, radiusEnts, 128 ));
}