jkxr/Projects/Android/jni/OpenJK/code/game/NPC_combat.cpp
Simon fc72b58bb6 TBDC and more..
- Merged TBDC changes from JKO
- Made B/Y buttons not switch when switched sticks (so saber toggle is on correct hand)
- Fixed issue with switched sticks making item selector scroll use wrong thumbstick
- Fix crash when using built in menu to choose alternative saber (need to find out where model has gone though)
2023-06-07 23:33:59 +01:00

3304 lines
82 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_combat.cpp
#include "b_local.h"
#include "g_nav.h"
#include "g_navigator.h"
#include "wp_saber.h"
#include "g_functions.h"
#include "../cgame/cg_local.h" // Evil? Maybe. Necessary? Absolutely.
extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
extern void G_SetEnemy( gentity_t *self, gentity_t *enemy );
extern qboolean NPC_CheckLookTarget( gentity_t *self );
extern void NPC_ClearLookTarget( gentity_t *self );
extern void NPC_Jedi_RateNewEnemy( gentity_t *self, gentity_t *enemy );
extern qboolean PM_DroidMelee( int npc_class );
extern int delayedShutDown;
extern qboolean G_ValidEnemy( gentity_t *self, gentity_t *enemy );
void ChangeWeapon( gentity_t *ent, int newWeapon );
void G_ClearEnemy (gentity_t *self)
{
NPC_CheckLookTarget( self );
if ( self->enemy )
{
if ( ( G_ValidEnemy(self, self->enemy ) ) && ( self->svFlags & SVF_LOCKEDENEMY ) )
{
return;
}
if( self->client && self->client->renderInfo.lookTarget == self->enemy->s.number )
{
NPC_ClearLookTarget( self );
}
if ( self->NPC && self->enemy == self->NPC->goalEntity )
{
self->NPC->goalEntity = NULL;
}
//FIXME: set last enemy?
}
self->enemy = NULL;
}
/*
-------------------------
NPC_AngerAlert
-------------------------
*/
#define ANGER_ALERT_RADIUS 512
#define ANGER_ALERT_SOUND_RADIUS 256
void G_AngerAlert( gentity_t *self )
{
if ( self && self->NPC && (self->NPC->scriptFlags&SCF_NO_GROUPS) )
{//I'm not a team playa...
return;
}
if ( !TIMER_Done( self, "interrogating" ) )
{//I'm interrogating, don't wake everyone else up yet... FIXME: this may never wake everyone else up, though!
return;
}
//FIXME: hmm.... with all the other new alerts now, is this still neccesary or even a good idea...?
G_AlertTeam( self, self->enemy, ANGER_ALERT_RADIUS, ANGER_ALERT_SOUND_RADIUS );
}
/*
-------------------------
G_TeamEnemy
-------------------------
*/
qboolean G_TeamEnemy( gentity_t *self )
{//FIXME: Probably a better way to do this, is a linked list of your teammates already available?
int i;
gentity_t *ent;
if ( !self->client || self->client->playerTeam == TEAM_FREE )
{
return qfalse;
}
if ( self && self->NPC && (self->NPC->scriptFlags&SCF_NO_GROUPS) )
{//I'm not a team playa...
return qfalse;
}
for( i = 1; i < MAX_GENTITIES; i++ )
{
ent = &g_entities[i];
if ( ent == self )
{
continue;
}
if ( ent->health <= 0 )
{
continue;
}
if ( !ent->client )
{
continue;
}
if ( ent->client->playerTeam != self->client->playerTeam )
{//ent is not on my team
continue;
}
if ( ent->enemy )
{//they have an enemy
if ( !ent->enemy->client || ent->enemy->client->playerTeam != self->client->playerTeam )
{//the ent's enemy is either a normal ent or is a player/NPC that is not on my team
return qtrue;
}
}
}
return qfalse;
}
qboolean G_CheckSaberAllyAttackDelay( gentity_t *self, gentity_t *enemy )
{
if ( !self || !self->enemy )
{
return qfalse;
}
if ( self->NPC
&& self->client->leader == player
&& self->enemy
&& self->enemy->s.weapon != WP_SABER
&& self->s.weapon == WP_SABER )
{//assisting the player and I'm using a saber and my enemy is not
TIMER_Set( self, "allyJediDelay", -level.time );
//use the distance to the enemy to determine how long to delay
float distance = Distance( enemy->currentOrigin, self->currentOrigin );
if ( distance < 256 )
{
return qtrue;
}
int delay = 500;
if ( distance > 2048 )
{//the farther they are, the shorter the delay
delay = 5000-floor(distance);//(6-g_spskill->integer));
if ( delay < 500 )
{
delay = 500;
}
}
else
{//the close they are, the shorter the delay
delay = floor(distance*4);//(6-g_spskill->integer));
if ( delay > 5000 )
{
delay = 5000;
}
}
TIMER_Set( self, "allyJediDelay", delay );
return qtrue;
}
return qfalse;
}
void G_AttackDelay( gentity_t *self, gentity_t *enemy )
{
if ( enemy && self->client && self->NPC )
{//delay their attack based on how far away they're facing from enemy
vec3_t fwd, dir;
int attDelay;
VectorSubtract( self->client->renderInfo.eyePoint, enemy->currentOrigin, dir );//purposely backwards
VectorNormalize( dir );
AngleVectors( self->client->renderInfo.eyeAngles, fwd, NULL, NULL );
//dir[2] = fwd[2] = 0;//ignore z diff?
attDelay = (4-g_spskill->integer)*500;//initial: from 1000ms delay on hard to 2000ms delay on easy
if ( self->client->playerTeam == TEAM_PLAYER )
{//invert
attDelay = 2000-attDelay;
}
attDelay += floor( (DotProduct( fwd, dir )+1.0f) * 2000.0f );//add up to 4000ms delay if they're facing away
//FIXME: should distance matter, too?
//Now modify the delay based on NPC_class, weapon, and team
//NOTE: attDelay should be somewhere between 1000 to 6000 milliseconds
switch ( self->client->NPC_class )
{
case CLASS_IMPERIAL://they give orders and hang back
attDelay += Q_irand( 500, 1500 );
break;
case CLASS_STORMTROOPER://stormtroopers shoot sooner
if ( self->NPC->rank >= RANK_LT )
{//officers shoot even sooner
attDelay -= Q_irand( 500, 1500 );
}
else
{//normal stormtroopers don't have as fast reflexes as officers
attDelay -= Q_irand( 0, 1000 );
}
break;
case CLASS_SWAMPTROOPER://shoot very quickly? What about guys in water?
attDelay -= Q_irand( 1000, 2000 );
break;
case CLASS_IMPWORKER://they panic, don't fire right away
attDelay += Q_irand( 1000, 2500 );
break;
case CLASS_TRANDOSHAN:
attDelay -= Q_irand( 500, 1500 );
break;
case CLASS_JAN:
case CLASS_LANDO:
case CLASS_PRISONER:
case CLASS_REBEL:
attDelay -= Q_irand( 500, 1500 );
break;
case CLASS_GALAKMECH:
case CLASS_ATST:
attDelay -= Q_irand( 1000, 2000 );
break;
case CLASS_REELO:
case CLASS_UGNAUGHT:
case CLASS_JAWA:
return;
break;
case CLASS_MINEMONSTER:
case CLASS_MURJJ:
return;
break;
case CLASS_INTERROGATOR:
case CLASS_PROBE:
case CLASS_MARK1:
case CLASS_MARK2:
case CLASS_SENTRY:
return;
break;
case CLASS_REMOTE:
case CLASS_SEEKER:
return;
break;
/*
case CLASS_GRAN:
case CLASS_RODIAN:
case CLASS_WEEQUAY:
case CLASS_TUSKEN:
break;
case CLASS_JEDI:
case CLASS_SHADOWTROOPER:
case CLASS_TAVION:
case CLASS_REBORN:
case CLASS_LUKE:
case CLASS_KYLE:
case CLASS_DESANN:
break;
*/
default:
break;
}
switch ( self->s.weapon )
{
case WP_NONE:
case WP_SABER:
return;
break;
case WP_BRYAR_PISTOL:
break;
case WP_BLASTER:
if ( self->NPC->scriptFlags & SCF_ALT_FIRE )
{//rapid-fire blasters
attDelay += Q_irand( 0, 500 );
}
else
{//regular blaster
attDelay -= Q_irand( 0, 500 );
}
break;
case WP_BOWCASTER:
attDelay += Q_irand( 0, 500 );
break;
case WP_REPEATER:
if ( !(self->NPC->scriptFlags&SCF_ALT_FIRE) )
{//rapid-fire blasters
attDelay += Q_irand( 0, 500 );
}
break;
case WP_FLECHETTE:
attDelay += Q_irand( 500, 1500 );
break;
case WP_ROCKET_LAUNCHER:
attDelay += Q_irand( 500, 1500 );
break;
case WP_CONCUSSION:
attDelay += Q_irand( 500, 1500 );
break;
case WP_BLASTER_PISTOL: // apparently some enemy only version of the blaster
attDelay -= Q_irand( 500, 1500 );
break;
case WP_DISRUPTOR://sniper's don't delay?
return;
break;
case WP_THERMAL://grenade-throwing has a built-in delay
return;
break;
case WP_MELEE: // Any ol' melee attack
return;
break;
case WP_EMPLACED_GUN:
return;
break;
case WP_TURRET: // turret guns
return;
break;
case WP_BOT_LASER: // Probe droid - Laser blast
return;
break;
case WP_NOGHRI_STICK:
attDelay += Q_irand( 0, 500 );
break;
/*
case WP_DEMP2:
break;
case WP_TRIP_MINE:
break;
case WP_DET_PACK:
break;
case WP_STUN_BATON:
break;
case WP_ATST_MAIN:
break;
case WP_ATST_SIDE:
break;
case WP_TIE_FIGHTER:
break;
case WP_RAPID_FIRE_CONC:
break;
*/
}
if ( self->client->playerTeam == TEAM_PLAYER )
{//clamp it
if ( attDelay > 2000 )
{
attDelay = 2000;
}
}
//don't shoot right away
if ( attDelay > 4000+((2-g_spskill->integer)*3000) )
{
attDelay = 4000+((2-g_spskill->integer)*3000);
}
TIMER_Set( self, "attackDelay", attDelay );//Q_irand( 1500, 4500 ) );
//don't move right away either
if ( attDelay > 4000 )
{
attDelay = 4000 - Q_irand(500, 1500);
}
else
{
attDelay -= Q_irand(500, 1500);
}
TIMER_Set( self, "roamTime", attDelay );//was Q_irand( 1000, 3500 );
}
}
/*
-------------------------
G_SetEnemy
-------------------------
*/
extern gentity_t *G_CheckControlledTurretEnemy(gentity_t *self, gentity_t *enemy, qboolean validate );
void Saboteur_Cloak( gentity_t *self );
void G_AimSet( gentity_t *self, int aim );
void G_SetEnemy( gentity_t *self, gentity_t *enemy )
{
int event = 0;
//Must be valid
if ( enemy == NULL )
return;
//Must be valid
if ( enemy->inuse == 0 )
{
return;
}
enemy = G_CheckControlledTurretEnemy(self, enemy, qtrue);
if (!enemy)
{
return;
}
//Don't take the enemy if in notarget
if ( enemy->flags & FL_NOTARGET )
return;
if ( !self->NPC )
{
self->enemy = enemy;
return;
}
if ( self->NPC->confusionTime > level.time )
{//can't pick up enemies if confused
return;
}
#ifdef _DEBUG
if ( self->s.number )
{
assert( enemy != self );
}
#endif// _DEBUG
// if ( enemy->client && enemy->client->playerTeam == TEAM_DISGUISE )
// {//unmask the player
// enemy->client->playerTeam = TEAM_PLAYER;
// }
if ( self->client && self->NPC && enemy->client && enemy->client->playerTeam == self->client->playerTeam )
{//Probably a damn script!
if ( self->NPC->charmedTime > level.time )
{//Probably a damn script!
return;
}
}
if ( self->NPC && self->client && self->client->ps.weapon == WP_SABER )
{
//when get new enemy, set a base aggression based on what that enemy is using, how far they are, etc.
NPC_Jedi_RateNewEnemy( self, enemy );
}
//NOTE: this is not necessarily true!
//self->NPC->enemyLastSeenTime = level.time;
if ( self->enemy == NULL )
{
//TEMP HACK: turn on our saber
if ( self->health > 0 )
{
self->client->ps.SaberActivate();
}
//FIXME: Have to do this to prevent alert cascading
G_ClearEnemy( self );
self->enemy = enemy;
if (self->client && self->client->NPC_class == CLASS_SABOTEUR)
{
Saboteur_Cloak(NPC); // Cloak
TIMER_Set(self, "decloakwait", 3000); // Wait 3 sec before decloak and attack
}
//Special case- if player is being hunted by his own people, set the player's team to team_free
if ( self->client->playerTeam == TEAM_PLAYER
&& enemy->s.number == 0
&& enemy->client
&& enemy->client->playerTeam == TEAM_PLAYER )
{//make the player "evil" so that everyone goes after him
enemy->client->enemyTeam = TEAM_FREE;
enemy->client->playerTeam = TEAM_FREE;
}
//If have an anger script, run that instead of yelling
if( G_ActivateBehavior( self, BSET_ANGER ) )
{
}
else if ( self->client
&& self->client->NPC_class == CLASS_KYLE
&& self->client->leader == player
&& !TIMER_Done( self, "kyleAngerSoundDebounce" ) )
{//don't yell that you have an enemy more than once every five seconds
}
else if ( self->client && enemy->client && self->client->playerTeam != enemy->client->playerTeam )
{
//FIXME: Use anger when entire team has no enemy.
// Basically, you're first one to notice enemies
if ( self->forcePushTime < level.time ) // not currently being pushed
{
if ( !G_TeamEnemy( self ) && self->client->NPC_class != CLASS_BOBAFETT)
{//team did not have an enemy previously
if ( self->NPC
&& self->client->playerTeam == TEAM_PLAYER
&& enemy->s.number < MAX_CLIENTS
&& self->client->clientInfo.customBasicSoundDir
&& self->client->clientInfo.customBasicSoundDir[0]
&& Q_stricmp( "jedi2", self->client->clientInfo.customBasicSoundDir ) == 0 )
{
switch ( Q_irand( 0, 2 ) )
{
case 0:
G_SoundOnEnt( self, CHAN_VOICE, "sound/chars/jedi2/28je2008.wav" );
break;
case 1:
G_SoundOnEnt( self, CHAN_VOICE, "sound/chars/jedi2/28je2009.wav" );
break;
case 2:
G_SoundOnEnt( self, CHAN_VOICE, "sound/chars/jedi2/28je2012.wav" );
break;
}
self->NPC->blockedSpeechDebounceTime = level.time + 2000;
}
else
{
if ( Q_irand( 0, 1 ))
{//hell, we're loading them, might as well use them!
event = Q_irand(EV_CHASE1, EV_CHASE3);
}
else
{
event = Q_irand(EV_ANGER1, EV_ANGER3);
}
}
}
}
if ( event )
{//yell
if ( self->client
&& self->client->NPC_class == CLASS_KYLE
&& self->client->leader == player )
{//don't yell that you have an enemy more than once every 4-8 seconds
TIMER_Set( self, "kyleAngerSoundDebounce", Q_irand( 4000, 8000 ) );
}
G_AddVoiceEvent( self, event, 2000 );
}
}
if ( self->s.weapon == WP_BLASTER || self->s.weapon == WP_REPEATER ||
self->s.weapon == WP_THERMAL || self->s.weapon == WP_BLASTER_PISTOL
|| self->s.weapon == WP_BOWCASTER )
{//Hmm, how about sniper and bowcaster?
//When first get mad, aim is bad
//Hmm, base on game difficulty, too? Rank?
if ( self->client->playerTeam == TEAM_PLAYER )
{
G_AimSet( self, Q_irand( self->NPC->stats.aim - (5*(g_spskill->integer)), self->NPC->stats.aim - g_spskill->integer ) );
}
else
{
int minErr = 3;
int maxErr = 12;
if ( self->client->NPC_class == CLASS_IMPWORKER )
{
minErr = 15;
maxErr = 30;
}
else if ( self->client->NPC_class == CLASS_STORMTROOPER && self->NPC && self->NPC->rank <= RANK_CREWMAN )
{
minErr = 5;
maxErr = 15;
}
G_AimSet( self, Q_irand( self->NPC->stats.aim - (maxErr*(3-g_spskill->integer)), self->NPC->stats.aim - (minErr*(3-g_spskill->integer)) ) );
}
}
//Alert anyone else in the area
if ( Q_stricmp( "desperado", self->NPC_type ) != 0 && Q_stricmp( "paladin", self->NPC_type ) != 0 )
{//special holodeck enemies exception
if ( !(self->client->ps.eFlags&EF_FORCE_GRIPPED) )
{//gripped people can't call for help
G_AngerAlert( self );
}
}
if ( !G_CheckSaberAllyAttackDelay( self, enemy ) )
{//not a saber ally holding back
//Stormtroopers don't fire right away!
G_AttackDelay( self, enemy );
}
//FIXME: this is a disgusting hack that is supposed to make the Imperials start with their weapon holstered- need a better way
if ( self->client->ps.weapon == WP_NONE && !Q_stricmpn( self->NPC_type, "imp", 3 ) && !(self->NPC->scriptFlags & SCF_FORCED_MARCH) )
{
if ( self->client->ps.stats[STAT_WEAPONS] & ( 1 << WP_BLASTER ) )
{
ChangeWeapon( self, WP_BLASTER );
self->client->ps.weapon = WP_BLASTER;
self->client->ps.weaponstate = WEAPON_READY;
G_CreateG2AttachedWeaponModel( self, weaponData[WP_BLASTER].weaponMdl, self->handRBolt, 0 );
}
else if ( self->client->ps.stats[STAT_WEAPONS] & ( 1 << WP_BLASTER_PISTOL ) )
{
ChangeWeapon( self, WP_BLASTER_PISTOL );
self->client->ps.weapon = WP_BLASTER_PISTOL;
self->client->ps.weaponstate = WEAPON_READY;
G_CreateG2AttachedWeaponModel( self, weaponData[WP_BLASTER_PISTOL].weaponMdl, self->handRBolt, 0 );
}
}
return;
}
//Otherwise, just picking up another enemy
if ( event )
{
G_AddVoiceEvent( self, event, 2000 );
}
//Take the enemy
G_ClearEnemy(self);
self->enemy = enemy;
}
/*
int ChooseBestWeapon( void )
{
int n;
int weapon;
// check weapons in the NPC's weapon preference order
for ( n = 0; n < MAX_WEAPONS; n++ )
{
weapon = NPCInfo->weaponOrder[n];
if ( weapon == WP_NONE )
{
break;
}
if ( !HaveWeapon( weapon ) )
{
continue;
}
if ( client->ps.ammo[weaponData[weapon].ammoIndex] )
{
return weapon;
}
}
// check weapons serially (mainly in case a weapon is not on the NPC's list)
for ( weapon = 1; weapon < WP_NUM_WEAPONS; weapon++ )
{
if ( !HaveWeapon( weapon ) )
{
continue;
}
if ( client->ps.ammo[weaponData[weapon].ammoIndex] )
{
return weapon;
}
}
return client->ps.weapon;
}
*/
void ChangeWeapon( gentity_t *ent, int newWeapon )
{
if ( !ent || !ent->client || !ent->NPC )
{
return;
}
ent->client->ps.weapon = newWeapon;
ent->NPC->shotTime = 0;
ent->NPC->burstCount = 0;
ent->NPC->attackHold = 0;
ent->NPC->currentAmmo = ent->client->ps.ammo[weaponData[newWeapon].ammoIndex];
switch ( newWeapon )
{
case WP_BRYAR_PISTOL://prifle
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
ent->NPC->burstSpacing = 1000;//attackdebounce
break;
case WP_BLASTER_PISTOL:
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
if ( ent->weaponModel[1] > 0 )
{//commando
ent->NPC->aiFlags |= NPCAI_BURST_WEAPON;
ent->NPC->burstMin = 4;
#ifdef BASE_SAVE_COMPAT
ent->NPC->burstMean = 8;
#endif
ent->NPC->burstMax = 12;
if ( g_spskill->integer == 0 )
ent->NPC->burstSpacing = 600;//attack debounce
else if ( g_spskill->integer == 1 )
ent->NPC->burstSpacing = 400;//attack debounce
else
ent->NPC->burstSpacing = 250;//attack debounce
}
else if ( ent->client->NPC_class == CLASS_SABOTEUR )
{
if ( g_spskill->integer == 0 )
ent->NPC->burstSpacing = 900;//attack debounce
else if ( g_spskill->integer == 1 )
ent->NPC->burstSpacing = 600;//attack debounce
else
ent->NPC->burstSpacing = 400;//attack debounce
}
else
{
// ent->NPC->burstSpacing = 1000;//attackdebounce
if ( g_spskill->integer == 0 )
ent->NPC->burstSpacing = 1000;//attack debounce
else if ( g_spskill->integer == 1 )
ent->NPC->burstSpacing = 750;//attack debounce
else
ent->NPC->burstSpacing = 500;//attack debounce
}
break;
case WP_BOT_LASER://probe attack
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
// ent->NPC->burstSpacing = 600;//attackdebounce
if ( g_spskill->integer == 0 )
ent->NPC->burstSpacing = 600;//attack debounce
else if ( g_spskill->integer == 1 )
ent->NPC->burstSpacing = 400;//attack debounce
else
ent->NPC->burstSpacing = 200;//attack debounce
break;
case WP_SABER:
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
ent->NPC->burstSpacing = 0;//attackdebounce
break;
case WP_DISRUPTOR:
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
if ( ent->NPC->scriptFlags & SCF_ALT_FIRE )
{
switch( g_spskill->integer )
{
case 0:
ent->NPC->burstSpacing = 2500;//attackdebounce
break;
case 1:
ent->NPC->burstSpacing = 2000;//attackdebounce
break;
case 2:
ent->NPC->burstSpacing = 1500;//attackdebounce
break;
}
}
else
{
ent->NPC->burstSpacing = 1000;//attackdebounce
}
break;
case WP_TUSKEN_RIFLE:
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
if ( ent->NPC->scriptFlags & SCF_ALT_FIRE )
{
switch( g_spskill->integer )
{
case 0:
ent->NPC->burstSpacing = 2500;//attackdebounce
break;
case 1:
ent->NPC->burstSpacing = 2000;//attackdebounce
break;
case 2:
ent->NPC->burstSpacing = 1500;//attackdebounce
break;
}
}
else
{
ent->NPC->burstSpacing = 1000;//attackdebounce
}
break;
case WP_BOWCASTER:
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
// ent->NPC->burstSpacing = 1000;//attackdebounce
if ( g_spskill->integer == 0 )
ent->NPC->burstSpacing = 1000;//attack debounce
else if ( g_spskill->integer == 1 )
ent->NPC->burstSpacing = 750;//attack debounce
else
ent->NPC->burstSpacing = 500;//attack debounce
break;
case WP_REPEATER:
if ( ent->NPC->scriptFlags & SCF_ALT_FIRE )
{
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
ent->NPC->burstSpacing = 2000;//attackdebounce
}
else
{
ent->NPC->aiFlags |= NPCAI_BURST_WEAPON;
ent->NPC->burstMin = 3;
#ifdef BASE_SAVE_COMPAT
ent->NPC->burstMean = 6;
#endif
ent->NPC->burstMax = 10;
if ( g_spskill->integer == 0 )
ent->NPC->burstSpacing = 1500;//attack debounce
else if ( g_spskill->integer == 1 )
ent->NPC->burstSpacing = 1000;//attack debounce
else
ent->NPC->burstSpacing = 500;//attack debounce
}
break;
case WP_DEMP2:
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
ent->NPC->burstSpacing = 1000;//attackdebounce
break;
case WP_FLECHETTE:
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
if ( ent->NPC->scriptFlags & SCF_ALT_FIRE )
{
ent->NPC->burstSpacing = 2000;//attackdebounce
}
else
{
ent->NPC->burstSpacing = 1000;//attackdebounce
}
break;
case WP_ROCKET_LAUNCHER:
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
// ent->NPC->burstSpacing = 2500;//attackdebounce
if ( g_spskill->integer == 0 )
ent->NPC->burstSpacing = 2500;//attack debounce
else if ( g_spskill->integer == 1 )
ent->NPC->burstSpacing = 2000;//attack debounce
else
ent->NPC->burstSpacing = 1500;//attack debounce
break;
case WP_CONCUSSION:
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
if ( ent->NPC->scriptFlags & SCF_ALT_FIRE )
{//beam
ent->NPC->burstSpacing = 1200;//attackdebounce
}
else
{//rocket
if ( g_spskill->integer == 0 )
ent->NPC->burstSpacing = 2300;//attack debounce
else if ( g_spskill->integer == 1 )
ent->NPC->burstSpacing = 1800;//attack debounce
else
ent->NPC->burstSpacing = 1200;//attack debounce
}
break;
case WP_THERMAL:
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
// ent->NPC->burstSpacing = 3000;//attackdebounce
if ( g_spskill->integer == 0 )
// ent->NPC->burstSpacing = 3000;//attack debounce
ent->NPC->burstSpacing = 4500;//attack debounce
else if ( g_spskill->integer == 1 )
// ent->NPC->burstSpacing = 2500;//attack debounce
ent->NPC->burstSpacing = 3000;//attack debounce
else
ent->NPC->burstSpacing = 2000;//attack debounce
break;
/*
case WP_SABER:
ent->NPC->aiFlags |= NPCAI_BURST_WEAPON;
ent->NPC->burstMin = 5;//0.5 sec
ent->NPC->burstMax = 20;//3 seconds
ent->NPC->burstSpacing = 2000;//2 seconds
ent->NPC->attackHold = 1000;//Hold attack button for a 1-second burst
break;
*/
case WP_BLASTER:
if ( ent->NPC->scriptFlags & SCF_ALT_FIRE )
{
ent->NPC->aiFlags |= NPCAI_BURST_WEAPON;
ent->NPC->burstMin = 3;
#ifdef BASE_SAVE_COMPAT
ent->NPC->burstMean = 3;
#endif
ent->NPC->burstMax = 3;
if ( g_spskill->integer == 0 )
ent->NPC->burstSpacing = 1500;//attack debounce
else if ( g_spskill->integer == 1 )
ent->NPC->burstSpacing = 1000;//attack debounce
else
ent->NPC->burstSpacing = 500;//attack debounce
}
else
{
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
if ( g_spskill->integer == 0 )
ent->NPC->burstSpacing = 1000;//attack debounce
else if ( g_spskill->integer == 1 )
ent->NPC->burstSpacing = 750;//attack debounce
else
ent->NPC->burstSpacing = 500;//attack debounce
// ent->NPC->burstSpacing = 1000;//attackdebounce
}
break;
case WP_MELEE:
case WP_TUSKEN_STAFF:
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
ent->NPC->burstSpacing = 1000;//attackdebounce
break;
case WP_ATST_MAIN:
case WP_ATST_SIDE:
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
// ent->NPC->burstSpacing = 1000;//attackdebounce
if ( g_spskill->integer == 0 )
ent->NPC->burstSpacing = 1000;//attack debounce
else if ( g_spskill->integer == 1 )
ent->NPC->burstSpacing = 750;//attack debounce
else
ent->NPC->burstSpacing = 500;//attack debounce
break;
case WP_EMPLACED_GUN:
//FIXME: give some designer-control over this?
if ( ent->client && ent->client->NPC_class == CLASS_REELO )
{
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
ent->NPC->burstSpacing = 1000;//attack debounce
// if ( g_spskill->integer == 0 )
// ent->NPC->burstSpacing = 300;//attack debounce
// else if ( g_spskill->integer == 1 )
// ent->NPC->burstSpacing = 200;//attack debounce
// else
// ent->NPC->burstSpacing = 100;//attack debounce
}
else
{
ent->NPC->aiFlags |= NPCAI_BURST_WEAPON;
ent->NPC->burstMin = 2; // 3 shots, really
#ifdef BASE_SAVE_COMPAT
ent->NPC->burstMean = 2;
#endif
ent->NPC->burstMax = 2;
if ( ent->owner ) // if we have an owner, it should be the chair at this point...so query the chair for its shot debounce times, etc.
{
if ( g_spskill->integer == 0 )
{
ent->NPC->burstSpacing = ent->owner->wait + 400;//attack debounce
ent->NPC->burstMin = ent->NPC->burstMax = 1; // two shots
}
else if ( g_spskill->integer == 1 )
{
ent->NPC->burstSpacing = ent->owner->wait + 200;//attack debounce
}
else
{
ent->NPC->burstSpacing = ent->owner->wait;//attack debounce
}
}
else
{
if ( g_spskill->integer == 0 )
{
ent->NPC->burstSpacing = 1200;//attack debounce
ent->NPC->burstMin = ent->NPC->burstMax = 1; // two shots
}
else if ( g_spskill->integer == 1 )
{
ent->NPC->burstSpacing = 1000;//attack debounce
}
else
{
ent->NPC->burstSpacing = 800;//attack debounce
}
}
}
break;
case WP_NOGHRI_STICK:
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
if ( g_spskill->integer == 0 )
ent->NPC->burstSpacing = 2250;//attack debounce
else if ( g_spskill->integer == 1 )
ent->NPC->burstSpacing = 1500;//attack debounce
else
ent->NPC->burstSpacing = 750;//attack debounce
break;
default:
ent->NPC->aiFlags &= ~NPCAI_BURST_WEAPON;
break;
}
}
void NPC_ChangeWeapon( int newWeapon )
{
qboolean changing = qfalse;
if ( newWeapon != NPC->client->ps.weapon )
{
changing = qtrue;
}
if ( changing )
{
G_RemoveWeaponModels( NPC );
}
ChangeWeapon( NPC, newWeapon );
if ( changing && NPC->client->ps.weapon != WP_NONE )
{
if ( NPC->client->ps.weapon == WP_SABER )
{
WP_SaberAddG2SaberModels( NPC );
}
else
{
G_CreateG2AttachedWeaponModel( NPC, weaponData[NPC->client->ps.weapon].weaponMdl, NPC->handRBolt, 0 );
}
}
}
/*
void NPC_ApplyWeaponFireDelay(void)
How long, if at all, in msec the actual fire should delay from the time the attack was started
*/
void NPC_ApplyWeaponFireDelay(void)
{
if ( NPC->attackDebounceTime > level.time )
{//Just fired, if attacking again, must be a burst fire, so don't add delay
//NOTE: Borg AI uses attackDebounceTime "incorrectly", so this will always return for them!
return;
}
switch(client->ps.weapon)
{
case WP_BOT_LASER:
NPCInfo->burstCount = 0;
client->fireDelay = 500;
break;
case WP_THERMAL:
if ( client->ps.clientNum )
{//NPCs delay...
//FIXME: player should, too, but would feel weird in 1st person, even though it
// would look right in 3rd person. Really should have a wind-up anim
// for player as he holds down the fire button to throw, then play
// the actual throw when he lets go...
client->fireDelay = 700;
}
break;
case WP_MELEE:
case WP_TUSKEN_STAFF:
if ( !PM_DroidMelee( client->NPC_class ) )
{//FIXME: should be unique per melee anim
client->fireDelay = 300;
}
break;
case WP_TUSKEN_RIFLE:
if ( !(NPCInfo->scriptFlags&SCF_ALT_FIRE) )
{//FIXME: should be unique per melee anim
client->fireDelay = 300;
}
break;
default:
client->fireDelay = 0;
break;
}
};
/*
-------------------------
ShootThink
-------------------------
*/
void ShootThink( void )
{
int delay;
ucmd.buttons |= BUTTON_ATTACK;
NPCInfo->currentAmmo = client->ps.ammo[weaponData[client->ps.weapon].ammoIndex]; // checkme
NPC_ApplyWeaponFireDelay();
if ( NPCInfo->aiFlags & NPCAI_BURST_WEAPON )
{
if ( !NPCInfo->burstCount )
{
NPCInfo->burstCount = Q_irand( NPCInfo->burstMin, NPCInfo->burstMax );
delay = 0;
}
else
{
NPCInfo->burstCount--;
if ( NPCInfo->burstCount == 0 )
{
delay = NPCInfo->burstSpacing + Q_irand(-150, 150);
}
else
{
delay = 0;
}
}
if ( !delay )
{
// HACK: dirty little emplaced bits, but is done because it would otherwise require some sort of new variable...
if ( client->ps.weapon == WP_EMPLACED_GUN )
{
if ( NPC->owner ) // try and get the debounce values from the chair if we can
{
if ( g_spskill->integer == 0 )
{
delay = NPC->owner->random + 150;
}
else if ( g_spskill->integer == 1 )
{
delay = NPC->owner->random + 100;
}
else
{
delay = NPC->owner->random;
}
}
else
{
if ( g_spskill->integer == 0 )
{
delay = 350;
}
else if ( g_spskill->integer == 1 )
{
delay = 300;
}
else
{
delay = 200;
}
}
}
}
}
else
{
delay = NPCInfo->burstSpacing + Q_irand(-150, 150);
}
NPCInfo->shotTime = level.time + delay;
NPC->attackDebounceTime = level.time + NPC_AttackDebounceForWeapon();
}
/*
static void WeaponThink( qboolean inCombat )
FIXME makes this so there's a delay from event that caused us to check to actually doing it
Added: hacks for Borg
*/
void WeaponThink( qboolean inCombat )
{
ucmd.buttons &= ~BUTTON_ATTACK;
if ( client->ps.weaponstate == WEAPON_RAISING || client->ps.weaponstate == WEAPON_DROPPING )
{
ucmd.weapon = client->ps.weapon;
return;
}
// can't shoot while shield is up
if (NPC->flags&FL_SHIELDED && NPC->client->NPC_class==CLASS_ASSASSIN_DROID)
{
return;
}
// Can't Fire While Cloaked
if (NPC->client &&
(NPC->client->ps.powerups[PW_CLOAKED] || (level.time<NPC->client->ps.powerups[PW_UNCLOAKING])))
{
return;
}
if ( client->ps.weapon == WP_NONE )
{
return;
}
if ( client->ps.weaponstate != WEAPON_READY && client->ps.weaponstate != WEAPON_FIRING && client->ps.weaponstate != WEAPON_IDLE)
{
return;
}
if ( level.time < NPCInfo->shotTime )
{
return;
}
//MCG - Begin
//For now, no-one runs out of ammo
if ( NPC->client->ps.ammo[ weaponData[client->ps.weapon].ammoIndex ] < weaponData[client->ps.weapon].energyPerShot )
{
Add_Ammo( NPC, client->ps.weapon, weaponData[client->ps.weapon].energyPerShot*10 );
}
else if ( NPC->client->ps.ammo[ weaponData[client->ps.weapon].ammoIndex ] < weaponData[client->ps.weapon].altEnergyPerShot )
{
Add_Ammo( NPC, client->ps.weapon, weaponData[client->ps.weapon].altEnergyPerShot*5 );
}
ucmd.weapon = client->ps.weapon;
ShootThink();
}
/*
HaveWeapon
*/
qboolean HaveWeapon( int weapon )
{
return (qboolean)( client->ps.stats[STAT_WEAPONS] & ( 1 << weapon ) );
}
qboolean EntIsGlass (gentity_t *check)
{
if(check->classname &&
!Q_stricmp("func_breakable", check->classname) &&
check->count == 1 && check->health <= 100)
{
return qtrue;
}
return qfalse;
}
qboolean ShotThroughGlass (trace_t *tr, gentity_t *target, vec3_t spot, int mask)
{
gentity_t *hit = &g_entities[ tr->entityNum ];
if(hit != target && EntIsGlass(hit))
{//ok to shoot through breakable glass
int skip = hit->s.number;
vec3_t muzzle;
VectorCopy(tr->endpos, muzzle);
gi.trace (tr, muzzle, NULL, NULL, spot, skip, mask, (EG2_Collision)0, 0 );
return qtrue;
}
return qfalse;
}
/*
CanShoot
determine if NPC can directly target enemy
this function does not check teams, invulnerability, notarget, etc....
Added: If can't shoot center, try head, if not, see if it's close enough to try anyway.
*/
qboolean CanShoot ( gentity_t *ent, gentity_t *shooter )
{
trace_t tr;
vec3_t muzzle;
vec3_t spot, diff;
gentity_t *traceEnt;
CalcEntitySpot( shooter, SPOT_WEAPON, muzzle );
CalcEntitySpot( ent, SPOT_ORIGIN, spot ); //FIXME preferred target locations for some weapons (feet for R/L)
gi.trace ( &tr, muzzle, NULL, NULL, spot, shooter->s.number, MASK_SHOT, (EG2_Collision)0, 0 );
traceEnt = &g_entities[ tr.entityNum ];
// point blank, baby!
if (tr.startsolid && (shooter->NPC) && (shooter->NPC->touchedByPlayer) )
{
traceEnt = shooter->NPC->touchedByPlayer;
}
if ( ShotThroughGlass( &tr, ent, spot, MASK_SHOT ) )
{
traceEnt = &g_entities[ tr.entityNum ];
}
// shot is dead on
if ( traceEnt == ent )
{
return qtrue;
}
//MCG - Begin
else
{//ok, can't hit them in center, try their head
CalcEntitySpot( ent, SPOT_HEAD, spot );
gi.trace ( &tr, muzzle, NULL, NULL, spot, shooter->s.number, MASK_SHOT, (EG2_Collision)0, 0 );
traceEnt = &g_entities[ tr.entityNum ];
if ( traceEnt == ent)
{
return qtrue;
}
}
//Actually, we should just check to fire in dir we're facing and if it's close enough,
//and we didn't hit someone on our own team, shoot
VectorSubtract(spot, tr.endpos, diff);
if(VectorLength(diff) < Q_flrand(0.0f, 1.0f) * 32)
{
return qtrue;
}
//MCG - End
// shot would hit a non-client
if ( !traceEnt->client )
{
return qfalse;
}
// shot is blocked by another player
// he's already dead, so go ahead
if ( traceEnt->health <= 0 )
{
return qtrue;
}
// don't deliberately shoot a teammate
if ( traceEnt->client && ( traceEnt->client->playerTeam == shooter->client->playerTeam ) )
{
return qfalse;
}
// he's just in the wrong place, go ahead
return qtrue;
}
/*
void NPC_CheckPossibleEnemy( gentity_t *other, visibility_t vis )
Added: hacks for scripted NPCs
*/
void NPC_CheckPossibleEnemy( gentity_t *other, visibility_t vis )
{
// is he is already our enemy?
if ( other == NPC->enemy )
return;
if ( other->flags & FL_NOTARGET )
return;
// we already have an enemy and this guy is in our FOV, see if this guy would be better
if ( NPC->enemy && vis == VIS_FOV )
{
if ( NPCInfo->enemyLastSeenTime - level.time < 2000 )
{
return;
}
if ( enemyVisibility == VIS_UNKNOWN )
{
enemyVisibility = NPC_CheckVisibility ( NPC->enemy, CHECK_360|CHECK_FOV );
}
if ( enemyVisibility == VIS_FOV )
{
return;
}
}
if ( !NPC->enemy )
{//only take an enemy if you don't have one yet
G_SetEnemy( NPC, other );
}
if ( vis == VIS_FOV )
{
NPCInfo->enemyLastSeenTime = level.time;
VectorCopy( other->currentOrigin, NPCInfo->enemyLastSeenLocation );
NPCInfo->enemyLastHeardTime = 0;
VectorClear( NPCInfo->enemyLastHeardLocation );
}
else
{
NPCInfo->enemyLastSeenTime = 0;
VectorClear( NPCInfo->enemyLastSeenLocation );
NPCInfo->enemyLastHeardTime = level.time;
VectorCopy( other->currentOrigin, NPCInfo->enemyLastHeardLocation );
}
}
//==========================================
//MCG Added functions:
//==========================================
/*
int NPC_AttackDebounceForWeapon (void)
DOES NOT control how fast you can fire
Only makes you keep your weapon up after you fire
*/
int NPC_AttackDebounceForWeapon (void)
{
switch ( NPC->client->ps.weapon )
{
/*
case WP_BLASTER://scav rifle
return 1000;
break;
case WP_BRYAR_PISTOL://prifle
return 3000;
break;
case WP_SABER:
return 100;
break;
*/
case WP_SABER:
if ( NPC->client->NPC_class == CLASS_KYLE
&& (NPC->spawnflags&1) )
{
return Q_irand( 1500, 5000 );
}
else
{
return 0;
}
break;
case WP_BOT_LASER:
if ( g_spskill->integer == 0 )
return 2000;
if ( g_spskill->integer == 1 )
return 1500;
return 1000;
break;
default:
return NPCInfo->burstSpacing + Q_irand(-100, 100);//was 100 by default
break;
}
}
//FIXME: need a mindist for explosive weapons
float NPC_MaxDistSquaredForWeapon (void)
{
if(NPCInfo->stats.shootDistance > 0)
{//overrides default weapon dist
return NPCInfo->stats.shootDistance * NPCInfo->stats.shootDistance;
}
switch ( NPC->s.weapon )
{
case WP_BLASTER://scav rifle
return 1024 * 1024;//should be shorter?
break;
case WP_BRYAR_PISTOL://prifle
return 1024 * 1024;
break;
case WP_BLASTER_PISTOL://prifle
return 1024 * 1024;
break;
case WP_DISRUPTOR://disruptor
case WP_TUSKEN_RIFLE:
if ( NPCInfo->scriptFlags & SCF_ALT_FIRE )
{
return ( 4096 * 4096 );
}
else
{
return 1024 * 1024;
}
break;
/*
case WP_SABER:
return 1024 * 1024;
break;
*/
case WP_SABER:
if ( NPC->client && NPC->client->ps.SaberLength() )
{//FIXME: account for whether enemy and I are heading towards each other!
return (NPC->client->ps.SaberLength() + NPC->maxs[0]*1.5)*(NPC->client->ps.SaberLength() + NPC->maxs[0]*1.5);
}
else
{
return 48*48;
}
break;
default:
return 1024 * 1024;//was 0
break;
}
}
qboolean NPC_EnemyTooFar(gentity_t *enemy, float dist, qboolean toShoot)
{
vec3_t vec;
if ( !toShoot )
{//Not trying to actually press fire button with this check
if ( NPC->client->ps.weapon == WP_SABER )
{//Just have to get to him
return qfalse;
}
}
if(!dist)
{
VectorSubtract(NPC->currentOrigin, enemy->currentOrigin, vec);
dist = VectorLengthSquared(vec);
}
if(dist > NPC_MaxDistSquaredForWeapon())
return qtrue;
return qfalse;
}
/*
NPC_PickEnemy
Randomly picks a living enemy from the specified team and returns it
FIXME: For now, you MUST specify an enemy team
If you specify choose closest, it will find only the closest enemy
If you specify checkVis, it will return and enemy that is visible
If you specify findPlayersFirst, it will try to find players first
You can mix and match any of those options (example: find closest visible players first)
FIXME: this should go through the snapshot and find the closest enemy
*/
gentity_t *NPC_PickEnemy( gentity_t *closestTo, int enemyTeam, qboolean checkVis, qboolean findPlayersFirst, qboolean findClosest )
{
int num_choices = 0;
int choice[128];//FIXME: need a different way to determine how many choices?
gentity_t *newenemy = NULL;
gentity_t *closestEnemy = NULL;
int entNum;
vec3_t diff;
float relDist;
float bestDist = Q3_INFINITE;
qboolean failed = qfalse;
int visChecks = (CHECK_360|CHECK_FOV|CHECK_VISRANGE);
int minVis = VIS_FOV;
if ( enemyTeam == TEAM_NEUTRAL )
{
return NULL;
}
if ( NPCInfo->behaviorState == BS_STAND_AND_SHOOT ||
NPCInfo->behaviorState == BS_HUNT_AND_KILL )
{//Formations guys don't require inFov to pick up a target
//These other behavior states are active battle states and should not
//use FOV. FOV checks are for enemies who are patrolling, guarding, etc.
visChecks &= ~CHECK_FOV;
minVis = VIS_360;
}
if( findPlayersFirst )
{//try to find a player first
newenemy = &g_entities[0];
if( newenemy->client && !(newenemy->flags & FL_NOTARGET) && !(newenemy->s.eFlags & EF_NODRAW))
{
if( newenemy->health > 0 )
{
if( NPC_ValidEnemy( newenemy) )//enemyTeam == TEAM_PLAYER || newenemy->client->playerTeam == enemyTeam || ( enemyTeam == TEAM_PLAYER ) )
{//FIXME: check for range and FOV or vis?
if( newenemy != NPC->lastEnemy )
{//Make sure we're not just going back and forth here
if ( gi.inPVS(newenemy->currentOrigin, NPC->currentOrigin) )
{
if(NPCInfo->behaviorState == BS_INVESTIGATE || NPCInfo->behaviorState == BS_PATROL)
{
if(!NPC->enemy)
{
if(!InVisrange(newenemy))
{
failed = qtrue;
}
else if(NPC_CheckVisibility ( newenemy, CHECK_360|CHECK_FOV|CHECK_VISRANGE ) != VIS_FOV)
{
failed = qtrue;
}
}
}
if ( !failed )
{
VectorSubtract( closestTo->currentOrigin, newenemy->currentOrigin, diff );
relDist = VectorLengthSquared(diff);
if ( newenemy->client->hiddenDist > 0 )
{
if( relDist > newenemy->client->hiddenDist*newenemy->client->hiddenDist )
{
//out of hidden range
if ( VectorLengthSquared( newenemy->client->hiddenDir ) )
{//They're only hidden from a certain direction, check
float dot;
VectorNormalize( diff );
dot = DotProduct( newenemy->client->hiddenDir, diff );
if ( dot > 0.5 )
{//I'm not looking in the right dir toward them to see them
failed = qtrue;
}
else
{
Debug_Printf(debugNPCAI, DEBUG_LEVEL_INFO, "%s saw %s trying to hide - hiddenDir %s targetDir %s dot %f\n", NPC->targetname, newenemy->targetname, vtos(newenemy->client->hiddenDir), vtos(diff), dot );
}
}
else
{
failed = qtrue;
}
}
else
{
Debug_Printf(debugNPCAI, DEBUG_LEVEL_INFO, "%s saw %s trying to hide - hiddenDist %f\n", NPC->targetname, newenemy->targetname, newenemy->client->hiddenDist );
}
}
if(!failed)
{
if(findClosest)
{
if(relDist < bestDist)
{
if(!NPC_EnemyTooFar(newenemy, relDist, qfalse))
{
if(checkVis)
{
if( NPC_CheckVisibility ( newenemy, visChecks ) == minVis )
{
bestDist = relDist;
closestEnemy = newenemy;
}
}
else
{
bestDist = relDist;
closestEnemy = newenemy;
}
}
}
}
else if(!NPC_EnemyTooFar(newenemy, 0, qfalse))
{
if(checkVis)
{
if( NPC_CheckVisibility ( newenemy, CHECK_360|CHECK_FOV|CHECK_VISRANGE ) == VIS_FOV )
{
choice[num_choices++] = newenemy->s.number;
}
}
else
{
choice[num_choices++] = newenemy->s.number;
}
}
}
}
}
}
}
}
}
}
if (findClosest && closestEnemy)
{
return closestEnemy;
}
if (num_choices)
{
return &g_entities[ choice[rand() % num_choices] ];
}
/*
//FIXME: used to have an option to look *only* for the player... now...? Still need it?
if ( enemyTeam == TEAM_PLAYER )
{//couldn't find the player
return NULL;
}
*/
num_choices = 0;
bestDist = Q3_INFINITE;
closestEnemy = NULL;
for ( entNum = 0; entNum < globals.num_entities; entNum++ )
{
newenemy = &g_entities[entNum];
if ( newenemy != NPC && (newenemy->client || newenemy->svFlags & SVF_NONNPC_ENEMY) && !(newenemy->flags & FL_NOTARGET) && !(newenemy->s.eFlags & EF_NODRAW))
{
if ( newenemy->health > 0 )
{
if ( (newenemy->client && NPC_ValidEnemy( newenemy))
|| (!newenemy->client && newenemy->noDamageTeam == enemyTeam) )
{//FIXME: check for range and FOV or vis?
if ( NPC->client->playerTeam == TEAM_PLAYER && enemyTeam == TEAM_PLAYER )
{//player allies turning on ourselves? How?
if ( newenemy->s.number )
{//only turn on the player, not other player allies
continue;
}
}
if ( newenemy != NPC->lastEnemy )
{//Make sure we're not just going back and forth here
if(!gi.inPVS(newenemy->currentOrigin, NPC->currentOrigin))
{
continue;
}
if ( NPCInfo->behaviorState == BS_INVESTIGATE || NPCInfo->behaviorState == BS_PATROL )
{
if ( !NPC->enemy )
{
if ( !InVisrange( newenemy ) )
{
continue;
}
else if ( NPC_CheckVisibility ( newenemy, CHECK_360|CHECK_FOV|CHECK_VISRANGE ) != VIS_FOV )
{
continue;
}
}
}
VectorSubtract( closestTo->currentOrigin, newenemy->currentOrigin, diff );
relDist = VectorLengthSquared(diff);
if ( newenemy->client && newenemy->client->hiddenDist > 0 )
{
if( relDist > newenemy->client->hiddenDist*newenemy->client->hiddenDist )
{
//out of hidden range
if ( VectorLengthSquared( newenemy->client->hiddenDir ) )
{//They're only hidden from a certain direction, check
float dot;
VectorNormalize( diff );
dot = DotProduct( newenemy->client->hiddenDir, diff );
if ( dot > 0.5 )
{//I'm not looking in the right dir toward them to see them
continue;
}
else
{
Debug_Printf(debugNPCAI, DEBUG_LEVEL_INFO, "%s saw %s trying to hide - hiddenDir %s targetDir %s dot %f\n", NPC->targetname, newenemy->targetname, vtos(newenemy->client->hiddenDir), vtos(diff), dot );
}
}
else
{
continue;
}
}
else
{
Debug_Printf(debugNPCAI, DEBUG_LEVEL_INFO, "%s saw %s trying to hide - hiddenDist %f\n", NPC->targetname, newenemy->targetname, newenemy->client->hiddenDist );
}
}
if ( findClosest )
{
if ( relDist < bestDist )
{
if ( !NPC_EnemyTooFar( newenemy, relDist, qfalse ) )
{
if ( checkVis )
{
//FIXME: NPCs need to be able to pick up other NPCs behind them,
//but for now, commented out because it was picking up enemies it shouldn't
//if ( NPC_CheckVisibility ( newenemy, CHECK_360|CHECK_VISRANGE ) >= VIS_360 )
if ( NPC_CheckVisibility ( newenemy, visChecks ) == minVis )
{
bestDist = relDist;
closestEnemy = newenemy;
}
}
else
{
bestDist = relDist;
closestEnemy = newenemy;
}
}
}
}
else if ( !NPC_EnemyTooFar( newenemy, 0, qfalse ) )
{
if ( checkVis )
{
//if( NPC_CheckVisibility ( newenemy, CHECK_360|CHECK_FOV|CHECK_VISRANGE ) == VIS_FOV )
if ( NPC_CheckVisibility ( newenemy, CHECK_360|CHECK_VISRANGE ) >= VIS_360 )
{
choice[num_choices++] = newenemy->s.number;
}
}
else
{
choice[num_choices++] = newenemy->s.number;
}
}
}
}
}
}
}
if (findClosest)
{//FIXME: you can pick up an enemy around a corner this way.
return closestEnemy;
}
if (!num_choices)
{
return NULL;
}
return &g_entities[ choice[rand() % num_choices] ];
}
/*
gentity_t *NPC_PickAlly ( void )
Simply returns closest visible ally
*/
gentity_t *NPC_PickAlly ( qboolean facingEachOther, float range, qboolean ignoreGroup, qboolean movingOnly )
{
gentity_t *ally = NULL;
gentity_t *closestAlly = NULL;
int entNum;
vec3_t diff;
float relDist;
float bestDist = range;
for ( entNum = 0; entNum < globals.num_entities; entNum++ )
{
ally = &g_entities[entNum];
if ( ally->client )
{
if ( ally->health > 0 )
{
if ( ally->client && ( ally->client->playerTeam == NPC->client->playerTeam ||
NPC->client->playerTeam == TEAM_ENEMY ) )// && ally->client->playerTeam == TEAM_DISGUISE ) ) )
{//if on same team or if player is disguised as your team
if ( ignoreGroup )
{
if ( ally == NPC->client->leader )
{
//reject
continue;
}
if ( ally->client && ally->client->leader && ally->client->leader == NPC )
{
//reject
continue;
}
}
if(!gi.inPVS(ally->currentOrigin, NPC->currentOrigin))
{
continue;
}
if ( movingOnly && ally->client && NPC->client )
{//They have to be moving relative to each other
if ( !DistanceSquared( ally->client->ps.velocity, NPC->client->ps.velocity ) )
{
continue;
}
}
VectorSubtract( NPC->currentOrigin, ally->currentOrigin, diff );
relDist = VectorNormalize( diff );
if ( relDist < bestDist )
{
if ( facingEachOther )
{
vec3_t vf;
float dot;
AngleVectors( ally->client->ps.viewangles, vf, NULL, NULL );
VectorNormalize(vf);
dot = DotProduct(diff, vf);
if ( dot < 0.5 )
{//Not facing in dir to me
continue;
}
//He's facing me, am I facing him?
AngleVectors( NPC->client->ps.viewangles, vf, NULL, NULL );
VectorNormalize(vf);
dot = DotProduct(diff, vf);
if ( dot > -0.5 )
{//I'm not facing opposite of dir to me
continue;
}
//I am facing him
}
if ( NPC_CheckVisibility ( ally, CHECK_360|CHECK_VISRANGE ) >= VIS_360 )
{
bestDist = relDist;
closestAlly = ally;
}
}
}
}
}
}
return closestAlly;
}
gentity_t *NPC_CheckEnemy( qboolean findNew, qboolean tooFarOk, qboolean setEnemy )
{
qboolean forcefindNew = qfalse;
gentity_t *closestTo;
gentity_t *newEnemy = NULL;
//FIXME: have a "NPCInfo->persistance" we can set to determine how long to try to shoot
//someone we can't hit? Rather than hard-coded 10?
//FIXME they shouldn't recognize enemy's death instantly
//TEMP FIX:
//if(NPC->enemy->client)
//{
// NPC->enemy->health = NPC->enemy->client->ps.stats[STAT_HEALTH];
//}
if ( NPC->enemy )
{
if ( !NPC->enemy->inuse )//|| NPC->enemy == NPC )//wtf? NPCs should never get mad at themselves!
{
if ( setEnemy )
{
G_ClearEnemy( NPC );
}
}
}
if ( NPC->svFlags & SVF_IGNORE_ENEMIES )
{//We're ignoring all enemies for now
if ( setEnemy )
{
G_ClearEnemy( NPC );
}
return NULL;
}
// Kyle does not get new enemies if not close to his leader
if (NPC->client->NPC_class==CLASS_KYLE &&
NPC->client->leader &&
Distance(NPC->client->leader->currentOrigin, NPC->currentOrigin)>3000
)
{
if (NPC->enemy)
{
G_ClearEnemy( NPC );
}
return NULL;
}
if ( NPC->svFlags & SVF_LOCKEDENEMY )
{//keep this enemy until dead
if ( NPC->enemy )
{
if ( (!NPC->NPC && !(NPC->svFlags & SVF_NONNPC_ENEMY) ) || NPC->enemy->health > 0 )
{//Enemy never had health (a train or info_not_null, etc) or did and is now dead (NPCs, turrets, etc)
return NULL;
}
}
NPC->svFlags &= ~SVF_LOCKEDENEMY;
}
if ( NPC->enemy )
{
if ( NPC_EnemyTooFar(NPC->enemy, 0, qfalse) )
{
if(findNew)
{//See if there is a close one and take it if so, else keep this one
forcefindNew = qtrue;
}
else if(!tooFarOk)//FIXME: don't need this extra bool any more
{
if ( setEnemy )
{
G_ClearEnemy( NPC );
}
}
}
else if ( !gi.inPVS(NPC->currentOrigin, NPC->enemy->currentOrigin ) )
{//FIXME: should this be a line-of site check?
//FIXME: a lot of things check PVS AGAIN when deciding whether
//or not to shoot, redundant!
//Should we lose the enemy?
//FIXME: if lose enemy, run lostenemyscript
if ( NPC->enemy->client && NPC->enemy->client->hiddenDist )
{//He ducked into shadow while we weren't looking
//Drop enemy and see if we should search for him
NPC_LostEnemyDecideChase();
}
else
{//If we're not chasing him, we need to lose him
//NOTE: since we no longer have bStates, really, this logic doesn't work, so never give him up
/*
switch( NPCInfo->behaviorState )
{
case BS_HUNT_AND_KILL:
//Okay to lose PVS, we're chasing them
break;
case BS_RUN_AND_SHOOT:
//FIXME: only do this if !(NPCInfo->scriptFlags&SCF_CHASE_ENEMY)
//If he's not our goalEntity, we're running somewhere else, so lose him
if ( NPC->enemy != NPCInfo->goalEntity )
{
G_ClearEnemy( NPC );
}
break;
default:
//We're not chasing him, so lose him as an enemy
G_ClearEnemy( NPC );
break;
}
*/
}
}
}
if ( NPC->enemy )
{
if ( NPC->enemy->health <= 0 || NPC->enemy->flags & FL_NOTARGET )
{
if ( setEnemy )
{
G_ClearEnemy( NPC );
}
}
}
closestTo = NPC;
//FIXME: check your defendEnt, if you have one, see if their enemy is different
//than yours, or, if they don't have one, pick the closest enemy to THEM?
if ( NPCInfo->defendEnt )
{//Trying to protect someone
if ( NPCInfo->defendEnt->health > 0 )
{//Still alive, We presume we're close to them, navigation should handle this?
if ( NPCInfo->defendEnt->enemy )
{//They were shot or acquired an enemy
if ( NPC->enemy != NPCInfo->defendEnt->enemy )
{//They have a different enemy, take it!
newEnemy = NPCInfo->defendEnt->enemy;
if ( setEnemy )
{
G_SetEnemy( NPC, NPCInfo->defendEnt->enemy );
}
}
}
else if ( NPC->enemy == NULL )
{//We don't have an enemy, so find closest to defendEnt
closestTo = NPCInfo->defendEnt;
}
}
}
if (!NPC->enemy || ( NPC->enemy && NPC->enemy->health <= 0 ) || forcefindNew )
{//FIXME: NPCs that are moving after an enemy should ignore the can't hit enemy counter- that should only be for NPCs that are standing still
//NOTE: cantHitEnemyCounter >= 100 means we couldn't hit enemy for a full
// 10 seconds, so give up. This means even if we're chasing him, we would
// try to find another enemy after 10 seconds (assuming the cantHitEnemyCounter
// is allowed to increment in a chasing bState)
qboolean foundenemy = qfalse;
if(!findNew)
{
if ( setEnemy )
{
NPC->lastEnemy = NPC->enemy;
G_ClearEnemy(NPC);
}
return NULL;
}
//If enemy dead or unshootable, look for others on out enemy's team
if ( NPC->client->enemyTeam != TEAM_NEUTRAL)
{
//NOTE: this only checks vis if can't hit enemy for 10 tries, which I suppose
// means they need to find one that in more than just PVS
//newenemy = NPC_PickEnemy( closestTo, NPC->client->enemyTeam, (NPC->cantHitEnemyCounter > 10), qfalse, qtrue );//3rd parm was (NPC->enemyTeam == TEAM_STARFLEET)
//For now, made it so you ALWAYS have to check VIS
newEnemy = NPC_PickEnemy( closestTo, NPC->client->enemyTeam, qtrue, qfalse, qtrue );//3rd parm was (NPC->enemyTeam == TEAM_STARFLEET)
if ( newEnemy )
{
foundenemy = qtrue;
if ( setEnemy )
{
G_SetEnemy( NPC, newEnemy );
}
}
}
//if ( !forcefindNew )
{
if ( !foundenemy )
{
if ( setEnemy )
{
NPC->lastEnemy = NPC->enemy;
G_ClearEnemy(NPC);
}
}
NPC->cantHitEnemyCounter = 0;
}
//FIXME: if we can't find any at all, go into INdependant NPC AI, pursue and kill
}
if ( NPC->enemy && NPC->enemy->client )
{
if(NPC->enemy->client->playerTeam
&& NPC->enemy->client->playerTeam != TEAM_FREE)
{
// assert( NPC->client->playerTeam != NPC->enemy->client->playerTeam);
if( NPC->client->playerTeam != NPC->enemy->client->playerTeam
&& NPC->client->enemyTeam != TEAM_FREE
&& NPC->client->enemyTeam != NPC->enemy->client->playerTeam )
{
NPC->client->enemyTeam = NPC->enemy->client->playerTeam;
}
}
}
return newEnemy;
}
/*
-------------------------
NPC_ClearShot
-------------------------
*/
qboolean NPC_ClearShot( gentity_t *ent )
{
if ( ( NPC == NULL ) || ( ent == NULL ) )
return qfalse;
vec3_t muzzle;
trace_t tr;
CalcEntitySpot( NPC, SPOT_WEAPON, muzzle );
// add aim error
// use weapon instead of specific npc types, although you could add certain npc classes if you wanted
// if ( NPC->client->playerTeam == TEAM_SCAVENGERS )
if( NPC->s.weapon == WP_BLASTER || NPC->s.weapon == WP_BLASTER_PISTOL ) // any other guns to check for?
{
vec3_t mins = { -2, -2, -2 };
vec3_t maxs = { 2, 2, 2 };
gi.trace ( &tr, muzzle, mins, maxs, ent->currentOrigin, NPC->s.number, MASK_SHOT, (EG2_Collision)0, 0 );
}
else
{
gi.trace ( &tr, muzzle, NULL, NULL, ent->currentOrigin, NPC->s.number, MASK_SHOT, (EG2_Collision)0, 0 );
}
if ( tr.startsolid || tr.allsolid )
{
return qfalse;
}
if ( tr.entityNum == ent->s.number )
return qtrue;
return qfalse;
}
/*
-------------------------
NPC_ShotEntity
-------------------------
*/
int NPC_ShotEntity( gentity_t *ent, vec3_t impactPos )
{
if ( ( NPC == NULL ) || ( ent == NULL ) )
return qfalse;
vec3_t muzzle;
vec3_t targ;
trace_t tr;
if ( NPC->s.weapon == WP_THERMAL )
{//thermal aims from slightly above head
//FIXME: what about low-angle shots, rolling the thermal under something?
vec3_t angles, forward, end;
CalcEntitySpot( NPC, SPOT_HEAD, muzzle );
VectorSet( angles, 0, NPC->client->ps.viewangles[1], 0 );
AngleVectors( angles, forward, NULL, NULL );
VectorMA( muzzle, 8, forward, end );
end[2] += 24;
gi.trace ( &tr, muzzle, vec3_origin, vec3_origin, end, NPC->s.number, MASK_SHOT, (EG2_Collision)0, 0 );
VectorCopy( tr.endpos, muzzle );
}
else
{
CalcEntitySpot( NPC, SPOT_WEAPON, muzzle );
}
int location = Q_irand(0, 99);
int torsoRatio = 65;
int legsRatio = 20;
int headRatio = 15;
switch ( g_spskill->integer )
{
//Easiest difficulty, low chance of hittitng anything else
case 0:
torsoRatio = 90;
legsRatio = 5;
headRatio = 5;
break;
//Medium difficulty, half-half chance of picking up the player
case 1:
torsoRatio = 60;
legsRatio = 25;
headRatio = 15;
break;
//Hardest difficulty, always turn on attacking player
case 2:
default:
torsoRatio = 50;
legsRatio = 35;
headRatio = 15;
break;
}
if (location < torsoRatio || cg.renderingThirdPerson ||
ent->client == NULL || ent->client->ps.clientNum != 0) {
// 65% chance (unless ent is not the player, then always go for chest, which is original behaviour)
CalcEntitySpot(ent, SPOT_CHEST, targ);
} else if (location < legsRatio + torsoRatio) {
// 20% chance
CalcEntitySpot(ent, SPOT_LEGS, targ);
} else {
// 15% chance
CalcEntitySpot(ent, SPOT_HEAD, targ);
}
// add aim error
// use weapon instead of specific npc types, although you could add certain npc classes if you wanted
// if ( NPC->client->playerTeam == TEAM_SCAVENGERS )
if( NPC->s.weapon == WP_BLASTER || NPC->s.weapon == WP_BLASTER_PISTOL ) // any other guns to check for?
{
vec3_t mins = { -2, -2, -2 };
vec3_t maxs = { 2, 2, 2 };
gi.trace ( &tr, muzzle, mins, maxs, targ, NPC->s.number, MASK_SHOT, (EG2_Collision)0, 0 );
}
else
{
gi.trace ( &tr, muzzle, NULL, NULL, targ, NPC->s.number, MASK_SHOT, (EG2_Collision)0, 0 );
}
//FIXME: if using a bouncing weapon like the bowcaster, should we check the reflection of the wall, too?
if ( impactPos )
{//they want to know *where* the hit would be, too
VectorCopy( tr.endpos, impactPos );
}
/* // NPCs should be able to shoot even if the muzzle would be inside their target
if ( tr.startsolid || tr.allsolid )
{
return ENTITYNUM_NONE;
}
*/
return tr.entityNum;
}
qboolean NPC_EvaluateShot( int hit, qboolean glassOK )
{
if ( !NPC->enemy )
{
return qfalse;
}
if ( hit == NPC->enemy->s.number || (&g_entities[hit] != NULL && (g_entities[hit].svFlags&SVF_GLASS_BRUSH)) )
{//can hit enemy or will hit glass, so shoot anyway
return qtrue;
}
return qfalse;
}
/*
NPC_CheckAttack
Simply checks aggression and returns true or false
*/
qboolean NPC_CheckAttack (float scale)
{
if(!scale)
scale = 1.0;
if(((float)NPCInfo->stats.aggression) * scale < Q_flrand(0, 4))
{
return qfalse;
}
if(NPCInfo->shotTime > level.time)
return qfalse;
return qtrue;
}
/*
NPC_CheckDefend
Simply checks evasion and returns true or false
*/
qboolean NPC_CheckDefend (float scale)
{
if(!scale)
scale = 1.0;
if((float)(NPCInfo->stats.evasion) > Q_flrand(0.0f, 1.0f) * 4 * scale)
return qtrue;
return qfalse;
}
//NOTE: BE SURE TO CHECK PVS BEFORE THIS!
qboolean NPC_CheckCanAttack (float attack_scale, qboolean stationary)
{
vec3_t delta, forward;
vec3_t angleToEnemy;
vec3_t hitspot, muzzle, diff, enemy_org;//, enemy_head;
float distanceToEnemy;
qboolean attack_ok = qfalse;
// qboolean duck_ok = qfalse;
qboolean dead_on = qfalse;
float aim_off;
float max_aim_off = 128 - (16 * (float)NPCInfo->stats.aim);
trace_t tr;
gentity_t *traceEnt = NULL;
if(NPC->enemy->flags & FL_NOTARGET)
{
return qfalse;
}
//FIXME: only check to see if should duck if that provides cover from the
//enemy!!!
if(!attack_scale)
{
attack_scale = 1.0;
}
//Yaw to enemy
CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_org );
NPC_AimWiggle( enemy_org );
CalcEntitySpot( NPC, SPOT_WEAPON, muzzle );
VectorSubtract (enemy_org, muzzle, delta);
vectoangles ( delta, angleToEnemy );
distanceToEnemy = VectorNormalize(delta);
NPC->NPC->desiredYaw = angleToEnemy[YAW];
NPC_UpdateFiringAngles(qfalse, qtrue);
if( NPC_EnemyTooFar(NPC->enemy, distanceToEnemy*distanceToEnemy, qtrue) )
{//Too far away? Do not attack
return qfalse;
}
if(client->fireDelay > 0)
{//already waiting for a shot to fire
NPC->NPC->desiredPitch = angleToEnemy[PITCH];
NPC_UpdateFiringAngles(qtrue, qfalse);
return qfalse;
}
if(NPCInfo->scriptFlags & SCF_DONT_FIRE)
{
return qfalse;
}
NPCInfo->enemyLastVisibility = enemyVisibility;
//See if they're in our FOV and we have a clear shot to them
enemyVisibility = NPC_CheckVisibility ( NPC->enemy, CHECK_360|CHECK_FOV);////CHECK_PVS|
if(enemyVisibility >= VIS_FOV)
{//He's in our FOV
attack_ok = qtrue;
//CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_head);
//Check to duck
if ( NPC->enemy->client )
{
if ( NPC->enemy->enemy == NPC )
{
if ( NPC->enemy->client->buttons & BUTTON_ATTACK )
{//FIXME: determine if enemy fire angles would hit me or get close
if ( NPC_CheckDefend( 1.0 ) )//FIXME: Check self-preservation? Health?
{//duck and don't shoot
attack_ok = qfalse;
ucmd.upmove = -127;
}
}
}
}
if(attack_ok)
{
//are we gonna hit him
//NEW: use actual forward facing
AngleVectors( client->ps.viewangles, forward, NULL, NULL );
VectorMA( muzzle, distanceToEnemy, forward, hitspot );
gi.trace( &tr, muzzle, NULL, NULL, hitspot, NPC->s.number, MASK_SHOT, (EG2_Collision)0, 0 );
ShotThroughGlass( &tr, NPC->enemy, hitspot, MASK_SHOT );
/*
//OLD: trace regardless of facing
gi.trace ( &tr, muzzle, NULL, NULL, enemy_org, NPC->s.number, MASK_SHOT );
ShotThroughGlass(&tr, NPC->enemy, enemy_org, MASK_SHOT);
*/
traceEnt = &g_entities[tr.entityNum];
/*
if( traceEnt != NPC->enemy &&//FIXME: if someone on our team is in the way, suggest that they duck if possible
(!traceEnt || !traceEnt->client || !NPC->client->enemyTeam || NPC->client->enemyTeam != traceEnt->client->playerTeam) )
{//no, so shoot for somewhere between the head and torso
//NOTE: yes, I know this looks weird, but it works
enemy_org[0] += 0.3*Q_flrand(NPC->enemy->mins[0], NPC->enemy->maxs[0]);
enemy_org[1] += 0.3*Q_flrand(NPC->enemy->mins[1], NPC->enemy->maxs[1]);
enemy_org[2] -= NPC->enemy->maxs[2]*Q_flrand(0.0f, 1.0f);
attack_scale *= 0.75;
gi.trace ( &tr, muzzle, NULL, NULL, enemy_org, NPC->s.number, MASK_SHOT );
ShotThroughGlass(&tr, NPC->enemy, enemy_org, MASK_SHOT);
traceEnt = &g_entities[tr.entityNum];
}
*/
VectorCopy( tr.endpos, hitspot );
if( traceEnt == NPC->enemy || (traceEnt->client && NPC->client->enemyTeam && NPC->client->enemyTeam == traceEnt->client->playerTeam) )
{
dead_on = qtrue;
}
else
{
attack_scale *= 0.5;
if(NPC->client->playerTeam)
{
if(traceEnt && traceEnt->client && traceEnt->client->playerTeam)
{
if(NPC->client->playerTeam == traceEnt->client->playerTeam)
{//Don't shoot our own team
attack_ok = qfalse;
}
}
}
}
}
if( attack_ok )
{
//ok, now adjust pitch aim
VectorSubtract (hitspot, muzzle, delta);
vectoangles ( delta, angleToEnemy );
NPC->NPC->desiredPitch = angleToEnemy[PITCH];
NPC_UpdateFiringAngles(qtrue, qfalse);
if( !dead_on )
{//We're not going to hit him directly, try a suppressing fire
//see if where we're going to shoot is too far from his origin
if(traceEnt && (traceEnt->health <= 30 || EntIsGlass(traceEnt)))
{//easy to kill - go for it
if(traceEnt->e_DieFunc == dieF_ExplodeDeath_Wait && traceEnt->splashDamage)
{//going to explode, don't shoot if close to self
VectorSubtract(NPC->currentOrigin, traceEnt->currentOrigin, diff);
if(VectorLengthSquared(diff) < traceEnt->splashRadius*traceEnt->splashRadius)
{//Too close to shoot!
attack_ok = qfalse;
}
else
{//Hey, it might kill him, do it!
attack_scale *= 2;//
}
}
}
else
{
AngleVectors (client->ps.viewangles, forward, NULL, NULL);
VectorMA ( muzzle, distanceToEnemy, forward, hitspot);
VectorSubtract(hitspot, enemy_org, diff);
aim_off = VectorLength(diff);
if(aim_off > Q_flrand(0.0f, 1.0f) * max_aim_off)//FIXME: use aim value to allow poor aim?
{
attack_scale *= 0.75;
//see if where we're going to shoot is too far from his head
VectorSubtract(hitspot, enemy_org, diff);
aim_off = VectorLength(diff);
if(aim_off > Q_flrand(0.0f, 1.0f) * max_aim_off)
{
attack_ok = qfalse;
}
}
attack_scale *= (max_aim_off - aim_off + 1)/max_aim_off;
}
}
}
}
else
{//Update pitch anyway
NPC->NPC->desiredPitch = angleToEnemy[PITCH];
NPC_UpdateFiringAngles(qtrue, qfalse);
}
if( attack_ok )
{
if( NPC_CheckAttack( attack_scale ))
{//check aggression to decide if we should shoot
enemyVisibility = VIS_SHOOT;
WeaponThink(qtrue);
}
else
attack_ok = qfalse;
}
return attack_ok;
}
//========================================================================================
//OLD id-style hunt and kill
//========================================================================================
/*
IdealDistance
determines what the NPC's ideal distance from it's enemy should
be in the current situation
*/
float IdealDistance ( gentity_t *self )
{
float ideal;
ideal = 225 - 20 * NPCInfo->stats.aggression;
switch ( NPC->s.weapon )
{
case WP_ROCKET_LAUNCHER:
ideal += 200;
break;
case WP_CONCUSSION:
ideal += 200;
break;
case WP_THERMAL:
ideal += 50;
break;
case WP_SABER:
case WP_BRYAR_PISTOL:
case WP_BLASTER_PISTOL:
case WP_BLASTER:
default:
break;
}
return ideal;
}
/*QUAKED point_combat (0.7 0 0.7) (-20 -20 -24) (20 20 45) DUCK FLEE INVESTIGATE SQUAD LEAN SNIPE
NPCs in bState BS_COMBAT_POINT will find their closest empty combat_point
DUCK - NPC will duck and fire from this point, NOT IMPLEMENTED?
FLEE - Will choose this point when running
INVESTIGATE - Will look here if a sound is heard near it
SQUAD - NOT IMPLEMENTED
LEAN - Lean-type cover, NOT IMPLEMENTED
SNIPE - Snipers look for these first, NOT IMPLEMENTED
*/
void SP_point_combat( gentity_t *self )
{
if(level.numCombatPoints >= MAX_COMBAT_POINTS)
{
#ifndef FINAL_BUILD
gi.Printf(S_COLOR_RED"ERROR: Too many combat points, limit is %d\n", MAX_COMBAT_POINTS);
#endif
G_FreeEntity(self);
return;
}
self->s.origin[2] += 0.125;
G_SetOrigin(self, self->s.origin);
gi.linkentity(self);
if ( G_CheckInSolid( self, qtrue ) )
{
#ifndef FINAL_BUILD
gi.Printf( S_COLOR_RED"ERROR: combat point at %s in solid!\n", vtos(self->currentOrigin) );
#endif
}
VectorCopy( self->currentOrigin, level.combatPoints[level.numCombatPoints].origin );
level.combatPoints[level.numCombatPoints].flags = self->spawnflags;
level.combatPoints[level.numCombatPoints].occupied = qfalse;
level.numCombatPoints++;
NAV::SpawnedPoint(self, NAV::PT_COMBATNODE);
G_FreeEntity(self);
};
void CP_FindCombatPointWaypoints( void )
{
for ( int i = 0; i < level.numCombatPoints; i++ )
{
level.combatPoints[i].waypoint = NAV::GetNearestNode(level.combatPoints[i].origin);
if ( level.combatPoints[i].waypoint == WAYPOINT_NONE )
{
assert(0);
level.combatPoints[i].waypoint = NAV::GetNearestNode(level.combatPoints[i].origin);
gi.Printf( S_COLOR_RED"ERROR: Combat Point at %s has no waypoint!\n", vtos(level.combatPoints[i].origin) );
delayedShutDown = level.time + 100;
}
}
}
/*
-------------------------
NPC_CollectCombatPoints
-------------------------
*/
typedef std::map< float, int > combatPoint_m;
static int NPC_CollectCombatPoints( const vec3_t origin, const float radius, combatPoint_m &points, const int flags )
{
float radiusSqr = (radius*radius);
float distance;
//Collect all nearest
for ( int i = 0; i < level.numCombatPoints; i++ )
{
//Must be vacant
if ( level.combatPoints[i].occupied == (int) qtrue )
continue;
//If we want a duck space, make sure this is one
if ( ( flags & CP_DUCK ) && !( level.combatPoints[i].flags & CPF_DUCK ) )
continue;
//If we want a flee point, make sure this is one
if ( ( flags & CP_FLEE ) && !( level.combatPoints[i].flags & CPF_FLEE ) )
continue;
//If we want a snipe point, make sure this is one
if ( ( flags & CP_SNIPE ) && !( level.combatPoints[i].flags & CPF_SNIPE ) )
continue;
///Make sure this is an investigate combat point
if ( ( flags & CP_INVESTIGATE ) && ( level.combatPoints[i].flags & CPF_INVESTIGATE ) )
continue;
//Squad points are only valid if we're looking for them
if ( ( level.combatPoints[i].flags & CPF_SQUAD ) && ( ( flags & CP_SQUAD ) == qfalse ) )
continue;
if ( flags&CP_NO_PVS )
{//must not be within PVS of mu current origin
if ( gi.inPVS( origin, level.combatPoints[i].origin ) )
{
continue;
}
}
if ( flags&CP_HORZ_DIST_COLL )
{
distance = DistanceHorizontalSquared( origin, level.combatPoints[i].origin );
}
else
{
distance = DistanceSquared( origin, level.combatPoints[i].origin );
}
if ( distance < radiusSqr )
{
//Using a map will sort nearest automatically
points[ distance ] = i;
}
}
return points.size();
}
/*
-------------------------
NPC_FindCombatPoint
-------------------------
*/
#define MIN_AVOID_DOT 0.7f
#define MIN_AVOID_DISTANCE 128
#define MIN_AVOID_DISTANCE_SQUARED ( MIN_AVOID_DISTANCE * MIN_AVOID_DISTANCE )
#define CP_COLLECT_RADIUS 512.0f
int NPC_FindCombatPoint( const vec3_t position, const vec3_t avoidPosition, vec3_t destPosition, const int flags, float avoidDist, const int ignorePoint )
{
combatPoint_m points;
combatPoint_m::iterator cpi;
int best = -1;//, cost, bestCost = Q3_INFINITE, waypoint = WAYPOINT_NONE, destWaypoint = WAYPOINT_NONE;
trace_t tr;
float collRad = CP_COLLECT_RADIUS;
vec3_t eDir2Me, eDir2CP, weaponOffset;
vec3_t enemyPosition;
float dotToCp;
//float distSqPointToNPC;
float distSqPointToEnemy;
float distSqPointToEnemyHoriz;
float distSqPointToEnemyCheck;
float distSqNPCToEnemy;
float distSqNPCToEnemyHoriz;
float distSqNPCToEnemyCheck;
float visRangeSq = (NPCInfo->stats.visrange*NPCInfo->stats.visrange);
bool useHorizDist = (NPC->s.weapon==WP_THERMAL) || (flags & CP_HORZ_DIST_COLL);
if (NPC->enemy)
{
VectorCopy(NPC->enemy->currentOrigin, enemyPosition);
}
else if (avoidPosition)
{
VectorCopy(avoidPosition, enemyPosition);
}
else if (destPosition)
{
VectorCopy(destPosition, enemyPosition);
}
else
{
VectorCopy(NPC->currentOrigin, enemyPosition);
}
if ( avoidDist <= 0 )
{
avoidDist = MIN_AVOID_DISTANCE_SQUARED;
}
else
{
avoidDist *= avoidDist;
}
//Collect our nearest points
if ( (flags & CP_NO_PVS) || (flags & CP_TRYFAR))
{//much larger radius since most will be dropped?
collRad = CP_COLLECT_RADIUS*4;
}
NPC_CollectCombatPoints( destPosition, collRad, points, flags );//position
for ( cpi = points.begin(); cpi != points.end(); ++cpi )
{
const int i = (*cpi).second;
//Must not be one we want to ignore
if ( i == ignorePoint )
{
continue;
}
//Get some distances for reasoning
//distSqPointToNPC = (*cpi).first;
distSqPointToEnemy = DistanceSquared (level.combatPoints[i].origin, enemyPosition);
distSqPointToEnemyHoriz = DistanceHorizontalSquared(level.combatPoints[i].origin, enemyPosition);
distSqPointToEnemyCheck = (useHorizDist)?(distSqPointToEnemyHoriz):(distSqPointToEnemy);
distSqNPCToEnemy = DistanceSquared (NPC->currentOrigin, enemyPosition);
distSqNPCToEnemyHoriz = DistanceHorizontalSquared(NPC->currentOrigin, enemyPosition);
distSqNPCToEnemyCheck = (useHorizDist)?(distSqNPCToEnemyHoriz ):(distSqNPCToEnemy);
//Ignore points that are farther than currently located
if ( (flags & CP_APPROACH_ENEMY) && (distSqPointToEnemyCheck > distSqNPCToEnemyCheck))
{
continue;
}
//Ignore points that are closer than currently located
if ( (flags & CP_RETREAT) && (distSqPointToEnemyCheck < distSqNPCToEnemyCheck))
{
continue;
}
//Ignore points that are out of vis range
if ( (flags & CP_CLEAR) && (distSqPointToEnemyCheck > visRangeSq))
{
continue;
}
//Avoid this position?
if ( avoidPosition && !(flags & CP_AVOID_ENEMY) && (flags & CP_AVOID) && (DistanceSquared(level.combatPoints[i].origin, avoidPosition)<avoidDist) )
{
continue;
}
//We want a point on other side of the enemy from current pos
if (flags & CP_FLANK )
{
VectorSubtract( position, enemyPosition, eDir2Me );
VectorNormalize( eDir2Me );
VectorSubtract( level.combatPoints[i].origin, enemyPosition, eDir2CP );
VectorNormalize( eDir2CP );
dotToCp = DotProduct( eDir2Me, eDir2CP );
//Not far enough behind enemy from current pos
if ( dotToCp >= 0.4 )
{
continue;
}
}
//we must have a route to the combat point
if ( (flags & CP_HAS_ROUTE) && !NAV::InSameRegion(NPC, level.combatPoints[i].origin))
{
continue;
}
//See if we're trying to avoid our enemy
if (flags & CP_AVOID_ENEMY)
{
//Can't be too close to the enemy
if (distSqPointToEnemy<avoidDist)
{
continue;
}
// otherwise, if currently safe and the path is not safe, ignore this point
if (distSqNPCToEnemy>(avoidDist) &&
!NAV::SafePathExists(position, level.combatPoints[i].origin, enemyPosition, avoidDist))
{
continue;
}
}
//Okay, now make sure it's not blocked
gi.trace( &tr, level.combatPoints[i].origin, NPC->mins, NPC->maxs, level.combatPoints[i].origin, NPC->s.number, NPC->clipmask, (EG2_Collision)0, 0 );
if ( tr.allsolid || tr.startsolid )
{
continue;
}
if (NPC->enemy)
{
// Ignore Points That Do Not Have A Clear LOS To The Player
if ( (flags & CP_CLEAR) )
{
CalcEntitySpot(NPC, SPOT_WEAPON, weaponOffset);
VectorSubtract(weaponOffset, NPC->currentOrigin, weaponOffset);
VectorAdd(weaponOffset, level.combatPoints[i].origin, weaponOffset);
if (NPC_ClearLOS(weaponOffset, NPC->enemy)==qfalse)
{
continue;
}
}
// Ignore points that are not behind cover
if ( (flags & CP_COVER) && NPC_ClearLOS(level.combatPoints[i].origin, NPC->enemy)==qtrue)
{
continue;
}
}
//they are sorted by this distance, so the first one to get this far is the closest
return i;
}
return best;
}
int NPC_FindCombatPointRetry( const vec3_t position,
const vec3_t avoidPosition,
vec3_t destPosition,
int *cpFlags,
float avoidDist,
const int ignorePoint )
{
int cp = -1;
cp = NPC_FindCombatPoint( position,
avoidPosition,
destPosition,
*cpFlags,
avoidDist,
ignorePoint );
while ( cp == -1 && (*cpFlags&~CP_HAS_ROUTE) != CP_ANY )
{//start "OR"ing out certain flags to see if we can find *any* point
if ( *cpFlags & CP_INVESTIGATE )
{//don't need to investigate
*cpFlags &= ~CP_INVESTIGATE;
}
else if ( *cpFlags & CP_SQUAD )
{//don't need to stick to squads
*cpFlags &= ~CP_SQUAD;
}
else if ( *cpFlags & CP_DUCK )
{//don't need to duck
*cpFlags &= ~CP_DUCK;
}
else if ( *cpFlags & CP_NEAREST )
{//don't need closest one to me
*cpFlags &= ~CP_NEAREST;
}
else if ( *cpFlags & CP_FLANK )
{//don't need to flank enemy
*cpFlags &= ~CP_FLANK;
}
else if ( *cpFlags & CP_SAFE )
{//don't need one that hasn't been shot at recently
*cpFlags &= ~CP_SAFE;
}
else if ( *cpFlags & CP_CLOSEST )
{//don't need to get closest to enemy
*cpFlags &= ~CP_CLOSEST;
//but let's try to approach at least
*cpFlags |= CP_APPROACH_ENEMY;
}
else if ( *cpFlags & CP_APPROACH_ENEMY )
{//don't need to approach enemy
*cpFlags &= ~CP_APPROACH_ENEMY;
}
else if ( *cpFlags & CP_COVER )
{//don't need cover
*cpFlags &= ~CP_COVER;
//but let's pick one that makes us duck
//*cpFlags |= CP_DUCK;
}
// else if ( *cpFlags & CP_CLEAR )
// {//don't need a clear shot to enemy
// *cpFlags &= ~CP_CLEAR;
// }
// Never Give Up On Avoiding The Enemy
// else if ( *cpFlags & CP_AVOID_ENEMY )
// {//don't need to avoid enemy
// *cpFlags &= ~CP_AVOID_ENEMY;
// }
else if ( *cpFlags & CP_RETREAT )
{//don't need to retreat
*cpFlags &= ~CP_RETREAT;
}
else if ( *cpFlags &CP_FLEE )
{//don't need to flee
*cpFlags &= ~CP_FLEE;
//but at least avoid enemy and pick one that gives cover
*cpFlags |= (CP_COVER|CP_AVOID_ENEMY);
}
else if ( *cpFlags & CP_AVOID )
{//okay, even pick one right by me
*cpFlags &= ~CP_AVOID;
}
else if ( *cpFlags & CP_SHORTEST_PATH )
{//okay, don't need the one with the shortest path
*cpFlags &= ~CP_SHORTEST_PATH;
}
else
{//screw it, we give up!
return -1;
/*
if ( *cpFlags & CP_HAS_ROUTE )
{//NOTE: this is really an absolute worst case scenario - will go to the first cp on the map!
*cpFlags &= ~CP_HAS_ROUTE;
}
else
{//NOTE: this is really an absolute worst case scenario - will go to the first cp on the map!
*cpFlags = CP_ANY;
}
*/
}
//now try again
cp = NPC_FindCombatPoint( position,
avoidPosition,
destPosition,
*cpFlags,
avoidDist,
ignorePoint );
}
return cp;
}
/*
-------------------------
NPC_FindSquadPoint
-------------------------
*/
int NPC_FindSquadPoint( vec3_t position )
{
float dist, nearestDist = (float)WORLD_SIZE*(float)WORLD_SIZE;
int nearestPoint = -1;
//float playerDist = DistanceSquared( g_entities[0].currentOrigin, NPC->currentOrigin );
for ( int i = 0; i < level.numCombatPoints; i++ )
{
//Squad points are only valid if we're looking for them
if ( ( level.combatPoints[i].flags & CPF_SQUAD ) == qfalse )
continue;
//Must be vacant
if ( level.combatPoints[i].occupied == qtrue )
continue;
dist = DistanceSquared( position, level.combatPoints[i].origin );
//The point cannot take us past the player
//if ( dist > ( playerDist * DotProduct( dirToPlayer, playerDir ) ) ) //FIXME: Retain this
// continue;
//See if this is closer than the others
if ( dist < nearestDist )
{
nearestPoint = i;
nearestDist = dist;
}
}
return nearestPoint;
}
/*
-------------------------
NPC_ReserveCombatPoint
-------------------------
*/
qboolean NPC_ReserveCombatPoint( int combatPointID )
{
//Make sure it's valid
if ( combatPointID > level.numCombatPoints )
return qfalse;
//Make sure it's not already occupied
if ( level.combatPoints[combatPointID].occupied )
return qfalse;
//Reserve it
level.combatPoints[combatPointID].occupied = qtrue;
return qtrue;
}
/*
-------------------------
NPC_FreeCombatPoint
-------------------------
*/
qboolean NPC_FreeCombatPoint( int combatPointID, qboolean failed )
{
if ( failed )
{//remember that this one failed for us
NPCInfo->lastFailedCombatPoint = combatPointID;
}
//Make sure it's valid
if ( combatPointID > level.numCombatPoints )
return qfalse;
//Make sure it's currently occupied
if ( level.combatPoints[combatPointID].occupied == qfalse )
return qfalse;
//Free it
level.combatPoints[combatPointID].occupied = qfalse;
return qtrue;
}
/*
-------------------------
NPC_SetCombatPoint
-------------------------
*/
qboolean NPC_SetCombatPoint( int combatPointID )
{
if (combatPointID==NPCInfo->combatPoint)
{
return qtrue;
}
//Free a combat point if we already have one
if ( NPCInfo->combatPoint != -1 )
{
NPC_FreeCombatPoint( NPCInfo->combatPoint );
}
if ( NPC_ReserveCombatPoint( combatPointID ) == qfalse )
return qfalse;
NPCInfo->combatPoint = combatPointID;
return qtrue;
}
extern qboolean CheckItemCanBePickedUpByNPC( gentity_t *item, gentity_t *pickerupper );
gentity_t *NPC_SearchForWeapons( void )
{
gentity_t *found = g_entities, *bestFound = NULL;
float dist, bestDist = Q3_INFINITE;
int i;
// for ( found = g_entities; found < &g_entities[globals.num_entities] ; found++)
for ( i = 0; i<globals.num_entities; i++)
{
// if ( !found->inuse )
// {
// continue;
// }
if(!PInUse(i))
continue;
found=&g_entities[i];
//FIXME: Also look for ammo_racks that have weapons on them?
if ( found->s.eType != ET_ITEM )
{
continue;
}
if ( found->item->giType != IT_WEAPON )
{
continue;
}
if ( found->s.eFlags & EF_NODRAW )
{
continue;
}
if ( CheckItemCanBePickedUpByNPC( found, NPC ) )
{
if ( gi.inPVS( found->currentOrigin, NPC->currentOrigin ) )
{
dist = DistanceSquared( found->currentOrigin, NPC->currentOrigin );
if ( dist < bestDist )
{
if (NAV::InSameRegion(NPC, found))
{//can nav to it
bestDist = dist;
bestFound = found;
}
}
}
}
}
return bestFound;
}
void NPC_SetPickUpGoal( gentity_t *foundWeap )
{
vec3_t org;
//NPCInfo->goalEntity = foundWeap;
VectorCopy( foundWeap->currentOrigin, org );
org[2] += 24 - (foundWeap->mins[2]*-1);//adjust the origin so that I am on the ground
NPC_SetMoveGoal( NPC, org, foundWeap->maxs[0]*0.75, qfalse, -1, foundWeap );
NPCInfo->tempGoal->waypoint = foundWeap->waypoint;
NPCInfo->tempBehavior = BS_DEFAULT;
NPCInfo->squadState = SQUAD_TRANSITION;
}
extern void Q3_TaskIDComplete( gentity_t *ent, taskID_t taskType );
extern qboolean G_CanPickUpWeapons( gentity_t *other );
void NPC_CheckGetNewWeapon( void )
{
if ( NPC->client
&& !G_CanPickUpWeapons( NPC ) )
{//this NPC can't pick up weapons...
return;
}
if ( NPC->s.weapon == WP_NONE && NPC->enemy )
{//if running away because dropped weapon...
if ( NPCInfo->goalEntity
&& NPCInfo->goalEntity == NPCInfo->tempGoal
&& NPCInfo->goalEntity->enemy
&& !NPCInfo->goalEntity->enemy->inuse )
{//maybe was running at a weapon that was picked up
NPC_ClearGoal();
Q3_TaskIDComplete( NPC, TID_MOVE_NAV );
//NPCInfo->goalEntity = NULL;
}
if ( TIMER_Done( NPC, "panic" ) && NPCInfo->goalEntity == NULL )
{//need a weapon, any lying around?
gentity_t *foundWeap = NPC_SearchForWeapons();
if ( foundWeap )
{
NPC_SetPickUpGoal( foundWeap );
}
}
}
}
void NPC_AimAdjust( int change )
{
if ( !TIMER_Exists( NPC, "aimDebounce" ) )
{
int debounce = 500+(3-g_spskill->integer)*100;
TIMER_Set( NPC, "aimDebounce", Q_irand( debounce,debounce+1000 ) );
//int debounce = 1000+(3-g_spskill->integer)*500;
//TIMER_Set( NPC, "aimDebounce", Q_irand( debounce, debounce+2000 ) );
return;
}
if ( TIMER_Done( NPC, "aimDebounce" ) )
{
NPCInfo->currentAim += change;
if ( NPCInfo->currentAim > NPCInfo->stats.aim )
{//can never be better than max aim
NPCInfo->currentAim = NPCInfo->stats.aim;
}
else if ( NPCInfo->currentAim < -30 )
{//can never be worse than this
NPCInfo->currentAim = -30;
}
//Com_Printf( "%s new aim = %d\n", NPC->NPC_type, NPCInfo->currentAim );
int debounce = 500+(3-g_spskill->integer)*100;
TIMER_Set( NPC, "aimDebounce", Q_irand( debounce,debounce+1000 ) );
//int debounce = 1000+(3-g_spskill->integer)*500;
//TIMER_Set( NPC, "aimDebounce", Q_irand( debounce, debounce+2000 ) );
}
}
void G_AimSet( gentity_t *self, int aim )
{
if ( self->NPC )
{
self->NPC->currentAim = aim;
//Com_Printf( "%s new aim = %d\n", self->NPC_type, self->NPC->currentAim );
int debounce = 500+(3-g_spskill->integer)*100;
TIMER_Set( self, "aimDebounce", Q_irand( debounce,debounce+1000 ) );
// int debounce = 1000+(3-g_spskill->integer)*500;
// TIMER_Set( self, "aimDebounce", Q_irand( debounce,debounce+2000 ) );
}
}