Beispiel #1
0
/*
static void G_DynamicMusicUpdate( usercmd_t *ucmd )

  FIXME: can we merge any of this with the G_ChooseLookEnemy stuff?
*/
static void G_DynamicMusicUpdate( void )
{
	gentity_t	*ent;
	gentity_t	*entityList[MAX_GENTITIES];
	int			numListedEntities;
	vec3_t		mins, maxs;
	int			i, e;
	int			distSq, radius = 2048;
	vec3_t		center;
	int			danger = 0;
	int			battle = 0;
	int			entTeam;
	qboolean	dangerNear = qfalse;
	qboolean	suspicious = qfalse;
	qboolean	LOScalced = qfalse, clearLOS = qfalse;

	//FIXME: intro and/or other cues? (one-shot music sounds)

	//loops

	//player-based
	if ( !player )
	{//WTF?
		player = &g_entities[0];
		return;
	}

	if ( !player->client 
		|| player->client->pers.teamState.state != TEAM_ACTIVE 
		|| level.time - player->client->pers.enterTime < 100 )
	{//player hasn't spawned yet
		return;
	}

	if ( player->health <= 0 && player->max_health > 0 )
	{//defeat music
		if ( level.dmState != DM_DEATH )
		{
			level.dmState = DM_DEATH;
		}
	}

	if ( level.dmState == DM_DEATH )
	{
		gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "death" );
		return;
	}

	if ( level.dmState == DM_BOSS )
	{
		gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "boss" );
		return;
	}

	if ( level.dmState == DM_SILENCE )
	{
		gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "silence" );
		return;
	}

	if ( level.dmBeatTime > level.time )
	{//not on a beat
		return;
	}

	level.dmBeatTime = level.time + 1000;//1 second beats

	if ( player->health <= 20 )
	{
		danger = 1;
	}

	//enemy-based
	VectorCopy( player->currentOrigin, center );
	for ( i = 0 ; i < 3 ; i++ ) 
	{
		mins[i] = center[i] - radius;
		maxs[i] = center[i] + radius;
	}
	
	numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
	for ( e = 0 ; e < numListedEntities ; e++ ) 
	{
		ent = entityList[ e ];
		if ( !ent || !ent->inuse )
		{
			continue;
		}

		if ( !ent->client || !ent->NPC )
		{
			if ( ent->classname && (!Q_stricmp( "PAS", ent->classname )||!Q_stricmp( "misc_turret", ent->classname )) )
			{//a turret
				entTeam = ent->noDamageTeam;
			}
			else
			{
				continue;
			}
		}
		else
		{//an NPC
			entTeam = ent->client->playerTeam;
		}

		if ( entTeam == player->client->playerTeam )
		{//ally
			continue;
		}

		if ( entTeam == TEAM_NEUTRAL && (!ent->enemy || !ent->enemy->client || ent->enemy->client->playerTeam != player->client->playerTeam) )
		{//a droid that is not mad at me or my allies
			continue;
		}

		if ( !gi.inPVS( player->currentOrigin, ent->currentOrigin ) )
		{//not potentially visible
			continue;
		}

		if ( ent->client && ent->s.weapon == WP_NONE )
		{//they don't have a weapon... FIXME: only do this for droids?
			continue;
		}

		LOScalced = clearLOS = qfalse;
		if ( (ent->enemy==player&&(!ent->NPC||ent->NPC->confusionTime<level.time)) || (ent->client&&ent->client->ps.weaponTime) || (!ent->client&&ent->attackDebounceTime>level.time))
		{//mad
			if ( ent->health > 0 )
			{//alive
				//FIXME: do I really need this check?
				if ( ent->s.weapon == WP_SABER && ent->client && !ent->client->ps.saberActive && ent->enemy != player )
				{//a Jedi who has not yet gotten made at me
					continue;
				}
				if ( ent->NPC && ent->NPC->behaviorState == BS_CINEMATIC )
				{//they're not actually going to do anything about being mad at me...
					continue;
				}
				//okay, they're in my PVS, but how close are they?  Are they actively attacking me?
				if ( !ent->client && ent->s.weapon == WP_TURRET && ent->fly_sound_debounce_time && ent->fly_sound_debounce_time - level.time < 10000 )
				{//a turret that shot at me less than ten seconds ago
				}
				else if ( ent->client && ent->client->ps.lastShotTime && ent->client->ps.lastShotTime - level.time < 10000 )
				{//an NPC that shot at me less than ten seconds ago
				}
				else
				{//not actively attacking me lately, see how far away they are
					distSq = DistanceSquared( ent->currentOrigin, player->currentOrigin );
					if ( distSq > 4194304/*2048*2048*/ )
					{//> 2048 away
						continue;
					}
					else if ( distSq > 1048576/*1024*1024*/ )
					{//> 1024 away
						clearLOS = G_ClearLOS( player, player->client->renderInfo.eyePoint, ent );
						LOScalced = qtrue;
						if ( clearLOS == qfalse )
						{//No LOS
							continue;
						}
					}
				}
				battle++;
			}
		}

		if ( level.dmState == DM_EXPLORE )
		{//only do these visibility checks if you're still in exploration mode
			if ( !InFront( ent->currentOrigin, player->currentOrigin, player->client->ps.viewangles, 0.0f) )
			{//not in front
				continue;
			}

			if ( !LOScalced )
			{
				clearLOS = G_ClearLOS( player, player->client->renderInfo.eyePoint, ent );
			}
			if ( !clearLOS ) 
			{//can't see them directly
				continue;
			}
		}

		if ( ent->health <= 0 )
		{//dead
			if ( !ent->client || level.time - ent->s.time > 10000 )
			{//corpse has been dead for more than 10 seconds
				//FIXME: coming across corpses should cause danger sounds too?
				continue;
			}
		}
		//we see enemies and/or corpses
		danger++;
	}

	if ( !battle )
	{//no active enemies, but look for missiles, shot impacts, etc...
		int alert = G_CheckAlertEvents( player, qtrue, qtrue, 1024, 1024, -1, qfalse, AEL_SUSPICIOUS );
		if ( alert != -1 )
		{//FIXME: maybe tripwires and other FIXED things need their own sound, some kind of danger/caution theme
			if ( G_CheckForDanger( player, alert ) )
			{//found danger near by
				danger++;
				battle = 1;
			}
			else if ( level.alertEvents[alert].owner && (level.alertEvents[alert].owner == player->enemy || (level.alertEvents[alert].owner->client && level.alertEvents[alert].owner->client->playerTeam == player->client->enemyTeam) ) )
			{//NPC on enemy team of player made some noise
				switch ( level.alertEvents[alert].level )
				{
				case AEL_DISCOVERED:
					dangerNear = qtrue;
					break;
				case AEL_SUSPICIOUS:
					suspicious = qtrue;
					break;
				case AEL_MINOR:
					//distraction = qtrue;
					break;
				}
			}
		}
	}

	if ( battle )
	{//battle - this can interrupt level.dmDebounceTime of lower intensity levels
		//play battle
		if ( level.dmState != DM_ACTION )
		{
			gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "action" );
		}
		level.dmState = DM_ACTION;
		if ( battle > 5 )
		{
			//level.dmDebounceTime = level.time + 8000;//don't change again for 5 seconds
		}
		else
		{
			//level.dmDebounceTime = level.time + 3000 + 1000*battle;
		}
	}
	else 
	{
		if ( level.dmDebounceTime > level.time )
		{//not ready to switch yet
			return;
		}
		else
		{//at least 1 second (for beats)
			//level.dmDebounceTime = level.time + 1000;//FIXME: define beat time?
		}
		/*
		if ( danger || dangerNear )
		{//danger
			//stay on whatever we were on, action or exploration
			if ( !danger )
			{//minimum
				danger = 1;
			}
			if ( danger > 3 )
			{
				level.dmDebounceTime = level.time + 5000;
			}
			else
			{
				level.dmDebounceTime = level.time + 2000 + 1000*danger;
			}
		}
		else
		*/
		{//still nothing dangerous going on
			if ( level.dmState != DM_EXPLORE )
			{//just went to explore, hold it for a couple seconds at least
				//level.dmDebounceTime = level.time + 2000;
				gi.SetConfigstring( CS_DYNAMIC_MUSIC_STATE, "explore" );
			}
			level.dmState = DM_EXPLORE;
			//FIXME: look for interest points and play "mysterious" music instead of exploration?
			//FIXME: suspicious and distraction sounds should play some cue or change music in a subtle way?
			//play exploration
		}
		//FIXME: when do we go to silence?
	}
}
Beispiel #2
0
void DoGripAction(gentity_t *self, forcePowers_t forcePower)
{//racc - have someone in our grip, deal with them.
	gentity_t *gripEnt;
	int gripLevel = 0;
	trace_t tr;
	vec3_t a;

	self->client->dangerTime = level.time;
	self->client->ps.eFlags &= ~EF_INVULNERABLE;
	self->client->invulnerableTimer = 0;

	gripEnt = &g_entities[self->client->ps.fd.forceGripEntityNum];

	if (!ValidGripEnt(self,gripEnt))
	{
		WP_ForcePowerStop(self,FP_GRIP);
		self->client->ps.fd.forceGripEntityNum = ENTITYNUM_NONE;

		if (gripEnt && gripEnt->client && gripEnt->inuse)
		{
			gripEnt->client->ps.forceGripChangeMovetype = PM_NORMAL;
		}
		return;
	}

	if(gripEnt->client)
		VectorSubtract(gripEnt->client->ps.origin, self->client->ps.origin, a);
	else
		VectorSubtract(gripEnt->s.pos.trBase,self->client->ps.origin,a);

	if(gripEnt->client)
		trap_Trace(&tr, self->client->ps.origin, NULL, NULL, gripEnt->client->ps.origin, self->s.number, MASK_PLAYERSOLID);
	else
		trap_Trace(&tr, self->client->ps.origin, NULL, NULL, gripEnt->s.pos.trBase, self->s.number, MASK_PLAYERSOLID);

	//[ForceSys]
	gripLevel = self->client->ps.fd.forcePowerLevel[FP_GRIP];

	if (VectorLength(a) > MAX_GRIP_DISTANCE)
	{
		WP_ForcePowerStop(self, forcePower);
		return;
	}

	if(gripEnt->client)
	{
		if ( !InFront( gripEnt->client->ps.origin, self->client->ps.origin, self->client->ps.viewangles, 0.9f ) &&
			gripLevel < FORCE_LEVEL_3)
		{
			WP_ForcePowerStop(self, forcePower);
			return;
		}
	}
	else
	{
		if ( !InFront( gripEnt->s.pos.trBase, self->client->ps.origin, self->client->ps.viewangles, 0.9f ) &&
			gripLevel < FORCE_LEVEL_3)
		{
			WP_ForcePowerStop(self, forcePower);
			return;
		}
	}

	if (self->client->ps.fd.forcePowerDebounce[FP_GRIP] < level.time)
	{ //2 damage per second while choking, resulting in 10 damage total (not including The Squeeze<tm>)
		self->client->ps.fd.forcePowerDebounce[FP_GRIP] = level.time + 1000;
		G_Damage(gripEnt, self, self, NULL, NULL, 2, DAMAGE_NO_ARMOR, MOD_FORCE_DARK);
	}

	Jetpack_Off(gripEnt); //make sure the guy being gripped has his jetpack off.

	if (gripLevel == FORCE_LEVEL_1)
	{
		if(gripEnt->client)
			gripEnt->client->ps.fd.forceGripBeingGripped = level.time + 1000;
		
		if(gripEnt->client)
			if ((level.time - gripEnt->client->ps.fd.forceGripStarted) > 5000)
			{
				WP_ForcePowerStop(self, forcePower);
				return;
			}
	}

	if (gripLevel == FORCE_LEVEL_2||gripLevel==FORCE_LEVEL_3)
	{
		gripEnt->client->ps.fd.forceGripBeingGripped = level.time + 1000;

		if (gripEnt->client->ps.forceGripMoveInterval < level.time)
		{
			if(gripLevel == FORCE_LEVEL_2)
				gripEnt->client->ps.velocity[2] = 15;
			else
				gripEnt->client->ps.velocity[2] = 30;

			gripEnt->client->ps.forceGripMoveInterval = level.time + 300; //only update velocity every 300ms, so as to avoid heavy bandwidth usage
		}
		gripEnt->client->ps.otherKiller = self->s.number;
		gripEnt->client->ps.otherKillerTime = level.time + 5000;
		gripEnt->client->ps.otherKillerDebounceTime = level.time + 100;
		//[Asteroids]
		gripEnt->client->otherKillerMOD = MOD_UNKNOWN;
		gripEnt->client->otherKillerVehWeapon = 0;
		gripEnt->client->otherKillerWeaponType = WP_NONE;
		//[/Asteroids]

		gripEnt->client->ps.forceGripChangeMovetype = PM_FLOAT;

		if(gripEnt->client)
		{
			if ((level.time - gripEnt->client->ps.fd.forceGripStarted) > 3000 && !self->client->ps.fd.forceGripDamageDebounceTime)
			{ //if we managed to lift him into the air for 2 seconds, give him a crack
				self->client->ps.fd.forceGripDamageDebounceTime = 1;
				if(gripLevel == FORCE_LEVEL_2)
					G_Damage(gripEnt, self, self, NULL, NULL, 20, DAMAGE_NO_ARMOR, MOD_FORCE_DARK);
				else
					G_Damage(gripEnt, self, self, NULL, NULL, 75, DAMAGE_NO_ARMOR, MOD_FORCE_DARK);
				//Must play custom sounds on the actual entity. Don't use G_Sound (it creates a temp entity for the sound)
				G_EntitySound( gripEnt, CHAN_VOICE, G_SoundIndex(va( "*choke%d.wav", Q_irand( 1, 3 ) )) );

				gripEnt->client->ps.forceHandExtend = HANDEXTEND_CHOKE;
				gripEnt->client->ps.forceHandExtendTime = level.time + 2000;

				if (gripEnt->client->ps.fd.forcePowersActive & (1 << FP_GRIP))
				{ //choking, so don't let him keep gripping himself
					WP_ForcePowerStop(gripEnt, FP_GRIP);
					return;
				}
			}
			else if ((level.time - gripEnt->client->ps.fd.forceGripStarted) > 4000)
			{
				WP_ForcePowerStop(self, forcePower);
				return;
			}
		}
	}
}
Beispiel #3
0
float BoidsManager::MatchAndAvoidNeighbors(short theBoid, Velocity *matchNeighborVel, Velocity *avoidNeighborVel)
{
	short			i, j, neighbor;
	double			distSqr;
	double			dist, distH, distV;
	double			tempSpeed;
	short			numClose = 0;
	Velocity		totalVel = {0.0,0.0};
    
	/**********************/
	/* Find the neighbors */
	/**********************/
    
	/* special case of one neighbor */
	if (m_numNeighbors == 1) {
		m_boids[theBoid].neighborDistSqr[0] = kMaxLong;
        
		for (i = 0; i < m_numBoids; i++)
        {
			if (i != theBoid)
            {
				distSqr = DistSqrToPt(m_boids[theBoid].oldPos, m_boids[i].oldPos);
				
				/* if this one is closer than the closest so far, then remember it */
				if (m_boids[theBoid].neighborDistSqr[0] > distSqr)
                {
					m_boids[theBoid].neighborDistSqr[0] = distSqr;
					m_boids[theBoid].neighbor[0] = i;
				}
			}
		}
	}
	/* more than one neighbor */
	else
    {
		for (j = 0; j < m_numNeighbors; j++)
			m_boids[theBoid].neighborDistSqr[j] = kMaxLong;
		
		for (i = 0 ; i < m_numBoids; i++)
        {
			/* if this one is not me... */
			if (i != theBoid)
            {
				distSqr = DistSqrToPt(m_boids[theBoid].oldPos, m_boids[i].oldPos);
                
				/* if distSqr is less than the distance at the bottom of the array, sort into array */
				if (distSqr < m_boids[theBoid].neighborDistSqr[m_numNeighbors-1])
                {
					j = m_numNeighbors - 1;
                    
					/* sort distSqr in to keep array in size order, smallest first */
					while ((distSqr < m_boids[theBoid].neighborDistSqr[j-1]) && (j > 0))
                    {
						m_boids[theBoid].neighborDistSqr[j] = m_boids[theBoid].neighborDistSqr[j - 1];
						m_boids[theBoid].neighbor[j] = m_boids[theBoid].neighbor[j - 1];
						j--;
					}
					m_boids[theBoid].neighborDistSqr[j] = distSqr;
					m_boids[theBoid].neighbor[j] = i;
				}
			}
		}
	}
    
	/*********************************/
	/* Match and avoid the neighbors */
	/*********************************/
    
	matchNeighborVel->x = 0;
	matchNeighborVel->y = 0;
	
	// set tempSpeed to old speed
	tempSpeed = m_boids[theBoid].speed;
	
	for (i = 0; i < m_numNeighbors; i++) {
		neighbor = m_boids[theBoid].neighbor[i];
		
		// calculate matchNeighborVel by averaging the neighbor velocities
		matchNeighborVel->x += m_boids[neighbor].oldDir.x;
		matchNeighborVel->y += m_boids[neighbor].oldDir.y;
        
		// if distance is less than preferred distance, then neighbor influences boid
		distSqr = m_boids[theBoid].neighborDistSqr[i];
		if (distSqr < m_prefDistSqr)
        {
			dist = sqrt(distSqr);
            
			distH = m_boids[neighbor].oldPos.x - m_boids[theBoid].oldPos.x;
			distV = m_boids[neighbor].oldPos.y - m_boids[theBoid].oldPos.y;
			
			if(dist == 0.0) dist = 0.0000001;
			totalVel.x = totalVel.x - distH - (distH * ((float) m_prefDist / (dist)));
			totalVel.y = totalVel.y - distV - (distV * ((float) m_prefDist / (dist)));
            
			numClose++;
		}
        
        // adjust speed
		if (InFront(&(m_boids[theBoid]), &(m_boids[neighbor])))
        {
			if (distSqr < m_prefDistSqr)
                tempSpeed /= m_accelFactor;
				//tempSpeed /= (m_accelFactor / 100.0);
			else
				tempSpeed *= m_accelFactor;
		}
		else
        {
			if (distSqr < m_prefDistSqr)
				tempSpeed *= m_accelFactor;
			else
				tempSpeed /= m_accelFactor;
		}
	}
	if (numClose)
    {
		avoidNeighborVel->x = totalVel.x / numClose;
		avoidNeighborVel->y = totalVel.y / numClose;
		NormalizeVelocity(matchNeighborVel);
	}
	else {
		avoidNeighborVel->x = 0;
		avoidNeighborVel->y = 0;
	}
	return(tempSpeed);
}
Beispiel #4
0
//------------------------------------------------------
void G_MissileImpact( gentity_t *ent, trace_t *trace, int hitLoc=HL_NONE ) 
{
	gentity_t		*other;
	vec3_t			diff;

	other = &g_entities[trace->entityNum];
	if ( other == ent )
	{
		assert(0&&"missile hit itself!!!");
		return;
	}
	if ( trace->plane.normal[0] == 0.0f &&
		 trace->plane.normal[1] == 0.0f &&
		 trace->plane.normal[2] == 0.0f
		)
	{//model moved into missile in flight probably...
		trace->plane.normal[0] = -ent->s.pos.trDelta[0];
		trace->plane.normal[1] = -ent->s.pos.trDelta[1];
		trace->plane.normal[2] = -ent->s.pos.trDelta[2];
		VectorNormalize(trace->plane.normal);
	}

	if ( ent->owner && (other->takedamage||other->client) )
	{
		if ( !ent->lastEnemy || ent->lastEnemy == ent->owner )
		{//a missile that was not reflected or, if so, still is owned by original owner
			if( LogAccuracyHit( other, ent->owner ) ) 
			{
				ent->owner->client->ps.persistant[PERS_ACCURACY_HITS]++;
			}
			if ( ent->owner->client && !ent->owner->s.number )
			{
				if ( W_AccuracyLoggableWeapon( ent->s.weapon, qfalse, ent->methodOfDeath ) )
				{
					ent->owner->client->sess.missionStats.hits++;
				}
			}
		}
	}
	// check for bounce
	//OR: if the surfaceParm is has a reflect property (magnetic shielding) and the missile isn't an exploding missile
	qboolean bounce = !!( (!other->takedamage && (ent->s.eFlags&(EF_BOUNCE|EF_BOUNCE_HALF))) || (((trace->surfaceFlags&SURF_FORCEFIELD)||(other->flags&FL_SHIELDED))&&!ent->splashDamage&&!ent->splashRadius&&ent->s.weapon != WP_NOGHRI_STICK) );

	if ( ent->dflags & DAMAGE_HEAVY_WEAP_CLASS )
	{
		// heavy class missiles generally never bounce.
		bounce = qfalse;
	}

	if ( other->flags & (FL_DMG_BY_HEAVY_WEAP_ONLY | FL_SHIELDED ))
	{
		// Dumb assumption, but I guess we must be a shielded ion_cannon??  We should probably verify
		// if it's an ion_cannon that's Heavy Weapon only, we don't want to make it shielded do we...?
		if ( (!strcmp( "misc_ion_cannon", other->classname )) && (other->flags & FL_SHIELDED) )
		{
			// Anything will bounce off of us.
			bounce = qtrue;

			// Not exactly the debounce time, but rather the impact time for the shield effect...play effect for 1 second
			other->painDebounceTime = level.time + 1000;
		}
	}

	if ( ent->s.weapon == WP_DEMP2 )
	{
		// demp2 shots can never bounce
		bounce = qfalse;

		// in fact, alt-charge shots will not call the regular impact functions
		if ( ent->alt_fire )
		{
			// detonate at the trace end
			VectorCopy( trace->endpos, ent->currentOrigin );
			VectorCopy( trace->plane.normal, ent->pos1 );
			DEMP2_AltDetonate( ent );
			return;
		}
	}

	if ( bounce ) 
	{
		// Check to see if there is a bounce count
		if ( ent->bounceCount ) 
		{
			// decrement number of bounces and then see if it should be done bouncing
			if ( !(--ent->bounceCount) ) {
				// He (or she) will bounce no more (after this current bounce, that is).
				ent->s.eFlags &= ~( EF_BOUNCE | EF_BOUNCE_HALF );
			}
		}

		if ( other->NPC )
		{
			G_Damage( other, ent, ent->owner, ent->currentOrigin, ent->s.pos.trDelta, 0, DAMAGE_NO_DAMAGE, MOD_UNKNOWN );
		}

		G_BounceMissile( ent, trace );
		
		if ( ent->owner )//&& ent->owner->s.number == 0 ) 
		{
			G_MissileAddAlerts( ent );
		}
		G_MissileBounceEffect( ent, trace->endpos, trace->plane.normal, trace->entityNum==ENTITYNUM_WORLD );

		return;
	}
	
	// I would glom onto the EF_BOUNCE code section above, but don't feel like risking breaking something else
	if ( (!other->takedamage && ( ent->s.eFlags&(EF_BOUNCE_SHRAPNEL) ) ) 
		|| ((trace->surfaceFlags&SURF_FORCEFIELD)&&!ent->splashDamage&&!ent->splashRadius) ) 
	{
		if ( !(other->contents&CONTENTS_LIGHTSABER)
			|| g_spskill->integer <= 0//on easy, it reflects all shots
			|| (g_spskill->integer == 1 && ent->s.weapon != WP_FLECHETTE && ent->s.weapon != WP_DEMP2 )//on medium it won't reflect flechette or demp shots
			|| (g_spskill->integer >= 2 && ent->s.weapon != WP_FLECHETTE && ent->s.weapon != WP_DEMP2 && ent->s.weapon != WP_BOWCASTER && ent->s.weapon != WP_REPEATER )//on hard it won't reflect flechette, demp, repeater or bowcaster shots
			)
		{
			G_BounceMissile( ent, trace );

			if ( --ent->bounceCount < 0 )
			{
				ent->s.eFlags &= ~EF_BOUNCE_SHRAPNEL;
			}
			G_MissileBounceEffect( ent, trace->endpos, trace->plane.normal, trace->entityNum==ENTITYNUM_WORLD );
			return;
		}
	}

	if ( (!other->takedamage || (other->client && other->health <= 0))
		&& ent->s.weapon == WP_THERMAL 
		&& !ent->alt_fire )
	{//rolling thermal det - FIXME: make this an eFlag like bounce & stick!!!
		//G_BounceRollMissile( ent, trace );
		if ( ent->owner )//&& ent->owner->s.number == 0 ) 
		{
			G_MissileAddAlerts( ent );
		}
		//gi.linkentity( ent );
		return;
	}

	// check for sticking
	if ( ent->s.eFlags & EF_MISSILE_STICK ) 
	{
		if ( ent->owner )//&& ent->owner->s.number == 0 ) 
		{
			//Add the event
			if ( ent->s.weapon == WP_TRIP_MINE )
			{
				AddSoundEvent( ent->owner, ent->currentOrigin, ent->splashRadius/2, AEL_DISCOVERED/*AEL_DANGER*/, qfalse, qtrue );
				AddSightEvent( ent->owner, ent->currentOrigin, ent->splashRadius*2, AEL_DISCOVERED/*AEL_DANGER*/, 60 );
				/*
				AddSoundEvent( ent->owner, ent->currentOrigin, ent->splashRadius*2, AEL_DANGER, qfalse, qtrue );
				AddSightEvent( ent->owner, ent->currentOrigin, ent->splashRadius*2, AEL_DANGER, 60 );
				*/
			}
			else
			{
				AddSoundEvent( ent->owner, ent->currentOrigin, 128, AEL_DISCOVERED, qfalse, qtrue );
				AddSightEvent( ent->owner, ent->currentOrigin, 256, AEL_DISCOVERED, 10 );
			}
		}

		G_MissileStick( ent, other, trace );
		return;
	}

extern bool WP_DoingMoronicForcedAnimationForForcePowers(gentity_t *ent);
	// check for hitting a lightsaber
	if ( other->contents & CONTENTS_LIGHTSABER )
	{
		if ( other->owner && !other->owner->s.number && other->owner->client )
		{
			other->owner->client->sess.missionStats.saberBlocksCnt++;
		}
		if ( ( g_spskill->integer <= 0//on easy, it reflects all shots
				|| (g_spskill->integer == 1 && ent->s.weapon != WP_FLECHETTE && ent->s.weapon != WP_DEMP2 )//on medium it won't reflect flechette or demp shots
				|| (g_spskill->integer >= 2 && ent->s.weapon != WP_FLECHETTE && ent->s.weapon != WP_DEMP2 && ent->s.weapon != WP_BOWCASTER && ent->s.weapon != WP_REPEATER )//on hard it won't reflect flechette, demp, repeater or bowcaster shots
			 )
			&& (!ent->splashDamage || !ent->splashRadius) //this would be cool, though, to "bat" the thermal det away...
			&& ent->s.weapon != WP_NOGHRI_STICK )//gas bomb, don't reflect
		{	
			//FIXME: take other's owner's FP_SABER_DEFENSE into account here somehow?
			if (  !other->owner || !other->owner->client || other->owner->client->ps.saberInFlight 
				|| (InFront( ent->currentOrigin, other->owner->currentOrigin, other->owner->client->ps.viewangles, SABER_REFLECT_MISSILE_CONE ) &&
				!WP_DoingMoronicForcedAnimationForForcePowers(other)) )//other->owner->s.number != 0 || 
			{//Jedi cannot block shots from behind!
				int blockChance = 0;
				switch ( other->owner->client->ps.forcePowerLevel[FP_SABER_DEFENSE] )
				{//level 1 reflects 50% of the time, level 2 reflects 75% of the time
				case FORCE_LEVEL_3:
					blockChance = 10;
					break;
				case FORCE_LEVEL_2:
					blockChance = 3;
					break;
				case FORCE_LEVEL_1:
					blockChance = 1;
					break;
				}
				if ( blockChance && (other->owner->client->ps.forcePowersActive&(1<<FP_SPEED)) )
				{//in in force speed, better chance of deflecting the shot
					blockChance += other->owner->client->ps.forcePowerLevel[FP_SPEED]*2;
				}
				if ( Q_irand( 0, blockChance ) )
				{
					VectorSubtract(ent->currentOrigin, other->currentOrigin, diff);
					VectorNormalize(diff);
					G_ReflectMissile( other, ent, diff);
					if ( other->owner && other->owner->client )
					{
						other->owner->client->ps.saberEventFlags |= SEF_DEFLECTED;
					}
					//do the effect
					VectorCopy( ent->s.pos.trDelta, diff );
					VectorNormalize( diff );
					G_MissileReflectEffect( ent, trace->endpos, trace->plane.normal );
					return;
				}
			}
		}
		else
		{//still do the bounce effect
			G_MissileReflectEffect( ent, trace->endpos, trace->plane.normal );
		}
	}

	G_MissileImpacted( ent, other, trace->endpos, trace->plane.normal, hitLoc );
}
Beispiel #5
0
void G_RunMissile( gentity_t *ent ) 
{
	vec3_t		oldOrg;
	trace_t		tr;
	int			trHitLoc=HL_NONE;

	if ( (ent->s.eFlags&EF_HELD_BY_SAND_CREATURE) )
	{//in a sand creature's mouth
		if ( ent->activator )
		{
			mdxaBone_t	boltMatrix;
			// Getting the bolt here
			//in hand
			vec3_t scAngles = {0};
			scAngles[YAW] = ent->activator->currentAngles[YAW];
			gi.G2API_GetBoltMatrix( ent->activator->ghoul2, ent->activator->playerModel, ent->activator->gutBolt, 
					&boltMatrix, scAngles, ent->activator->currentOrigin, (cg.time?cg.time:level.time),
					NULL, ent->activator->s.modelScale );
			// Storing ent position, bolt position, and bolt axis
			gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, ent->currentOrigin );
			G_SetOrigin( ent, ent->currentOrigin );
		}
		// check think function
		G_RunThink( ent );
		return;
	}

	VectorCopy( ent->currentOrigin, oldOrg );

	// get current position
	if ( ent->s.pos.trType == TR_INTERPOLATE )
	{//rolling missile?
		//FIXME: WTF?!!  Sticks to stick missiles?
		//FIXME: they stick inside the player
		G_RollMissile( ent );
		if ( ent->s.eType != ET_GENERAL )
		{//didn't explode
			VectorCopy( ent->currentOrigin, ent->s.pos.trBase );
			gi.trace( &tr, oldOrg, ent->mins, ent->maxs, ent->currentOrigin, ent->s.number, ent->clipmask, G2_RETURNONHIT, 10 );
			if ( VectorCompare( ent->s.pos.trDelta, vec3_origin ) )
			{
				//VectorCopy( ent->currentAngles, ent->s.apos.trBase );
				VectorClear( ent->s.apos.trDelta );
			}
			else
			{
				vec3_t	ang, fwdDir, rtDir;
				float	speed;
				
				ent->s.apos.trType = TR_INTERPOLATE;
				VectorSet( ang, 0, ent->s.apos.trBase[1], 0 );
				AngleVectors( ang, fwdDir, rtDir, NULL );
				speed = VectorLength( ent->s.pos.trDelta )*4;

				//HMM, this works along an axis-aligned dir, but not along diagonals
				//This is because when roll gets to 90, pitch becomes yaw, and vice-versa
				//Maybe need to just set the angles directly?
				ent->s.apos.trDelta[0] = DotProduct( fwdDir, ent->s.pos.trDelta );
				ent->s.apos.trDelta[1] = 0;//never spin!
				ent->s.apos.trDelta[2] = DotProduct( rtDir, ent->s.pos.trDelta );

				VectorNormalize( ent->s.apos.trDelta );
				VectorScale( ent->s.apos.trDelta, speed, ent->s.apos.trDelta );

				ent->s.apos.trTime = level.previousTime;
			}
		}
	}
	else
	{
		vec3_t		origin; 
		EvaluateTrajectory( &ent->s.pos, level.time, origin );
		// trace a line from the previous position to the current position,
		// ignoring interactions with the missile owner
		gi.trace( &tr, ent->currentOrigin, ent->mins, ent->maxs, origin, 
			ent->owner ? ent->owner->s.number : ent->s.number, ent->clipmask, G2_COLLIDE, 10 );
		
		if ( tr.entityNum != ENTITYNUM_NONE )
		{
			gentity_t *other = &g_entities[tr.entityNum];
			// check for hitting a lightsaber
			if ( other->contents & CONTENTS_LIGHTSABER )
			{//hit a lightsaber bbox
				if ( other->owner 
					&& other->owner->client 
					&& !other->owner->client->ps.saberInFlight 
					&& ( Q_irand( 0, (other->owner->client->ps.forcePowerLevel[FP_SABER_DEFENSE]*other->owner->client->ps.forcePowerLevel[FP_SABER_DEFENSE]) ) == 0 
						|| !InFront( ent->currentOrigin, other->owner->currentOrigin, other->owner->client->ps.viewangles, SABER_REFLECT_MISSILE_CONE ) ) )//other->owner->s.number == 0 &&
				{//Jedi cannot block shots from behind!
					//re-trace from here, ignoring the lightsaber
					gi.trace( &tr, tr.endpos, ent->mins, ent->maxs, origin, tr.entityNum, ent->clipmask, G2_RETURNONHIT, 10 );
				}
			}
		}

		VectorCopy( tr.endpos, ent->currentOrigin );
	}

	// get current angles
	VectorMA( ent->s.apos.trBase, (level.time - ent->s.apos.trTime) * 0.001, ent->s.apos.trDelta, ent->s.apos.trBase );

	//FIXME: Rolling things hitting G2 polys is weird
	///////////////////////////////////////////////////////
//?	if ( tr.fraction != 1 ) 
	{
	// did we hit or go near a Ghoul2 model?
//		qboolean hitModel = qfalse;
		for (int i=0; i < MAX_G2_COLLISIONS; i++)
		{
			if (tr.G2CollisionMap[i].mEntityNum == -1)
			{
				break;
			}

			CCollisionRecord &coll = tr.G2CollisionMap[i];
			gentity_t	*hitEnt = &g_entities[coll.mEntityNum];

			// process collision records here...
			// make sure we only do this once, not for all the entrance wounds we might generate
			if ((coll.mFlags & G2_FRONTFACE)/* && !(hitModel)*/ && hitEnt->health)
			{
				if (trHitLoc==HL_NONE)
				{
					G_GetHitLocFromSurfName( &g_entities[coll.mEntityNum], gi.G2API_GetSurfaceName( &g_entities[coll.mEntityNum].ghoul2[coll.mModelIndex], coll.mSurfaceIndex ), &trHitLoc, coll.mCollisionPosition, NULL, NULL, ent->methodOfDeath );
				}

				break; // NOTE: the way this whole section was working, it would only get inside of this IF once anyway, might as well break out now
			}
		}
	}
/////////////////////////////////////////////////////////

	if ( tr.startsolid ) 
	{
		tr.fraction = 0;
	}

	gi.linkentity( ent );

	if ( ent->s.pos.trType == TR_STATIONARY && (ent->s.eFlags&EF_MISSILE_STICK) )
	{//stuck missiles should check some special stuff
		G_RunStuckMissile( ent );
		return;
	}

	// check think function
	G_RunThink( ent );

	if ( ent->s.eType != ET_MISSILE ) 
	{
		return;		// exploded
	}

	if ( ent->mass )
	{
		G_MoverTouchPushTriggers( ent, oldOrg );
	}
	/*
	if ( !(ent->s.eFlags & EF_TELEPORT_BIT) )
	{
		G_MoverTouchTeleportTriggers( ent, oldOrg );
		if ( ent->s.eFlags & EF_TELEPORT_BIT )
		{//was teleported
			return;
		}
	}
	else
	{
		ent->s.eFlags &= ~EF_TELEPORT_BIT;
	}
	*/

	AddSightEvent( ent->owner, ent->currentOrigin, 512, AEL_DISCOVERED, 75 );//wakes them up when see a shot passes in front of them
	if ( !Q_irand( 0, 10 ) )
	{//not so often...
		if ( ent->splashDamage && ent->splashRadius )
		{//I'm an exploder, let people around me know danger is coming
			if ( ent->s.weapon == WP_TRIP_MINE )
			{//???
			}
			else 
			{
				if ( ent->s.weapon == WP_ROCKET_LAUNCHER && ent->e_ThinkFunc == thinkF_rocketThink )
				{//homing rocket- run like hell!
					AddSightEvent( ent->owner, ent->currentOrigin, ent->splashRadius, AEL_DANGER_GREAT, 50 );
				}
				else
				{
					AddSightEvent( ent->owner, ent->currentOrigin, ent->splashRadius, AEL_DANGER, 50 );
				}
				AddSoundEvent( ent->owner, ent->currentOrigin, ent->splashRadius, AEL_DANGER );
			}
		}
		else
		{//makes them run from near misses
			AddSightEvent( ent->owner, ent->currentOrigin, 48, AEL_DANGER, 50 );
		}
	}

	if ( tr.fraction == 1 ) 
	{
		if ( ent->s.weapon == WP_THERMAL && ent->s.pos.trType == TR_INTERPOLATE )
		{//a rolling thermal that didn't hit anything
			G_MissileAddAlerts( ent );
		}
		return;
	}

	// never explode or bounce on sky
	if ( tr.surfaceFlags & SURF_NOIMPACT ) 
	{
		G_FreeEntity( ent );
		return;
	}

	G_MissileImpact( ent, &tr, trHitLoc );
}
Beispiel #6
0
void NPC_BSGM_Attack( void )
{
	//Don't do anything if we're hurt
	if ( NPC->painDebounceTime > level.time )
	{
		NPC_UpdateAngles( qtrue, qtrue );
		return;
	}

	//FIXME: if killed enemy, use victory anim
	if ( NPC->enemy && NPC->enemy->health <= 0 
		&& !NPC->enemy->s.number )
	{//my enemy is dead
		if ( NPC->client->ps.torsoAnim == BOTH_STAND2TO1 )
		{
			if ( NPC->client->ps.torsoAnimTimer <= 500 )
			{
				G_AddVoiceEvent( NPC, Q_irand( EV_VICTORY1, EV_VICTORY3 ), 3000 );
				NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TRIUMPHANT1START, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
				NPC->client->ps.legsAnimTimer += 500;
				NPC->client->ps.torsoAnimTimer += 500;
			}
		}
		else if ( NPC->client->ps.torsoAnim == BOTH_TRIUMPHANT1START )
		{
			if ( NPC->client->ps.torsoAnimTimer <= 500 )
			{
				NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TRIUMPHANT1STARTGESTURE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
				NPC->client->ps.legsAnimTimer += 500;
				NPC->client->ps.torsoAnimTimer += 500;
			}
		}
		else if ( NPC->client->ps.torsoAnim == BOTH_TRIUMPHANT1STARTGESTURE )
		{
			if ( NPC->client->ps.torsoAnimTimer <= 500 )
			{
				NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TRIUMPHANT1STOP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
				NPC->client->ps.legsAnimTimer += 500;
				NPC->client->ps.torsoAnimTimer += 500;
			}
		}
		else if ( NPC->client->ps.torsoAnim == BOTH_TRIUMPHANT1STOP )
		{
			if ( NPC->client->ps.torsoAnimTimer <= 500 )
			{
				NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_STAND1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
				NPC->client->ps.legsAnimTimer = -1;
				NPC->client->ps.torsoAnimTimer = -1;
			}
		}
		else if ( NPC->wait )
		{
			if ( TIMER_Done( NPC, "gloatTime" ) )
			{
				GM_StartGloat();
			}
			else if ( DistanceHorizontalSquared( NPC->client->renderInfo.eyePoint, NPC->enemy->currentOrigin ) > 4096 && (NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) )//64 squared
			{
				NPCInfo->goalEntity = NPC->enemy;
				GM_Move();
			}
			else
			{//got there
				GM_StartGloat();
			}
		}
		NPC_FaceEnemy( qtrue );
		NPC_UpdateAngles( qtrue, qtrue );
		return;
	}
	//If we don't have an enemy, just idle
	if ( NPC_CheckEnemyExt() == qfalse || !NPC->enemy )
	{
		NPC->enemy = NULL;
		NPC_BSGM_Patrol();
		return;
	}

	enemyLOS = enemyCS = qfalse;
	bMove = qtrue;
	faceEnemy = qfalse;
	shoot = qfalse;
	hitAlly = qfalse;
	VectorClear( impactPos );
	enemyDist = DistanceSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );

	if ( NPC->client->ps.torsoAnim == BOTH_ATTACK4 ||
		NPC->client->ps.torsoAnim == BOTH_ATTACK5 )
	{
		shoot = qfalse;
		if ( TIMER_Done( NPC, "smackTime" ) && !NPCInfo->blockedDebounceTime )
		{//time to smack
			//recheck enemyDist and InFront
			if ( enemyDist < MELEE_DIST_SQUARED && InFront( NPC->enemy->currentOrigin, NPC->currentOrigin, NPC->client->ps.viewangles, 0.3f ) )
			{
				vec3_t	smackDir;
				VectorSubtract( NPC->enemy->currentOrigin, NPC->currentOrigin, smackDir );
				smackDir[2] += 30;
				VectorNormalize( smackDir );
				//hurt them
				G_Sound( NPC->enemy, G_SoundIndex( "sound/weapons/galak/skewerhit.wav" ) );
				G_Damage( NPC->enemy, NPC, NPC, smackDir, NPC->currentOrigin, (g_spskill->integer+1)*Q_irand( 5, 10), DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK, MOD_CRUSH ); 
				if ( NPC->client->ps.torsoAnim == BOTH_ATTACK4 )
				{//smackdown
					int knockAnim = BOTH_KNOCKDOWN1;
					if ( PM_CrouchAnim( NPC->enemy->client->ps.legsAnim ) )
					{//knockdown from crouch
						knockAnim = BOTH_KNOCKDOWN4;
					}
					//throw them
					smackDir[2] = 1;
					VectorNormalize( smackDir );
					G_Throw( NPC->enemy, smackDir, 50 );
					NPC_SetAnim( NPC->enemy, SETANIM_BOTH, knockAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
				}
				else
				{//uppercut
					//throw them
					G_Throw( NPC->enemy, smackDir, 100 );
					//make them backflip
					NPC_SetAnim( NPC->enemy, SETANIM_BOTH, BOTH_KNOCKDOWN5, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
				}
				//done with the damage
				NPCInfo->blockedDebounceTime = 1;
			}
		}
	}
	else if ( NPC->lockCount ) //already shooting laser
	{//sometimes use the laser beam attack, but only after he's taken down our generator
		shoot = qfalse;
		if ( NPC->lockCount == 1 )
		{//charging up
			if ( TIMER_Done( NPC, "beamDelay" ) )
			{//time to start the beam
				int laserAnim;
				if ( Q_irand( 0, 1 ) )
				{
					laserAnim = BOTH_ATTACK2;
				}
				else
				{
					laserAnim = BOTH_ATTACK7;
				}
				NPC_SetAnim( NPC, SETANIM_BOTH, laserAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
				TIMER_Set( NPC, "attackDelay", NPC->client->ps.torsoAnimTimer + Q_irand( 1000, 3000 ) );
				//turn on beam effect
				NPC->lockCount = 2;
				G_PlayEffect( "galak/trace_beam", NPC->s.number );
				NPC->s.loopSound = G_SoundIndex( "sound/weapons/galak/lasercutting.wav" );
				if ( !NPCInfo->coverTarg )
				{//for moving looping sound at end of trace
					NPCInfo->coverTarg = G_Spawn();
					if ( NPCInfo->coverTarg )
					{
						G_SetOrigin( NPCInfo->coverTarg, NPC->client->renderInfo.muzzlePoint );
						NPCInfo->coverTarg->svFlags |= SVF_BROADCAST;
						NPCInfo->coverTarg->s.loopSound = G_SoundIndex( "sound/weapons/galak/lasercutting.wav" );
					}
				}
			}
		}
		else
		{//in the actual attack now
			if ( !NPC->client->ps.torsoAnimTimer )
			{//attack done!
				NPC->lockCount = 0;
				G_FreeEntity( NPCInfo->coverTarg );
				NPC->s.loopSound = 0;
				NPC_SetAnim( NPC, SETANIM_TORSO, TORSO_DROPWEAP2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
				TIMER_Set( NPC, "attackDelay", NPC->client->ps.torsoAnimTimer );
			}
			else
			{//attack still going
				//do the trace and damage
				trace_t	trace;
				vec3_t	end, mins={-3,-3,-3}, maxs={3,3,3};
				VectorMA( NPC->client->renderInfo.muzzlePoint, 1024, NPC->client->renderInfo.muzzleDir, end );
				gi.trace( &trace, NPC->client->renderInfo.muzzlePoint, mins, maxs, end, NPC->s.number, MASK_SHOT );
				if ( trace.allsolid || trace.startsolid )
				{//oops, in a wall
					if ( NPCInfo->coverTarg )
					{
						G_SetOrigin( NPCInfo->coverTarg, NPC->client->renderInfo.muzzlePoint );
					}
				}
				else
				{//clear
					if ( trace.fraction < 1.0f )
					{//hit something
						gentity_t *traceEnt = &g_entities[trace.entityNum];
						if ( traceEnt && traceEnt->takedamage )
						{//damage it
							G_SoundAtSpot( trace.endpos, G_SoundIndex( "sound/weapons/galak/laserdamage.wav" ) );
							G_Damage( traceEnt, NPC, NPC, NPC->client->renderInfo.muzzleDir, trace.endpos, 10, 0, MOD_ENERGY );
						}
					}
					if ( NPCInfo->coverTarg )
					{
						G_SetOrigin( NPCInfo->coverTarg, trace.endpos );
					}
					if ( !Q_irand( 0, 5 ) )
					{
						G_SoundAtSpot( trace.endpos, G_SoundIndex( "sound/weapons/galak/laserdamage.wav" ) );
					}
				}
			}
		}
	}
	else 
	{//Okay, we're not in a special attack, see if we should switch weapons or start a special attack
		/*
		if ( NPC->s.weapon == WP_REPEATER 
			&& !(NPCInfo->scriptFlags & SCF_ALT_FIRE)//using rapid-fire
			&& NPC->enemy->s.weapon == WP_SABER //enemy using saber
			&& NPC->client && (NPC->client->ps.saberEventFlags&SEF_DEFLECTED)
			&& !Q_irand( 0, 50 ) )
		{//he's deflecting my shots, switch to the laser or the lob fire for a while
			TIMER_Set( NPC, "noRapid", Q_irand( 2000, 6000 ) );
			NPCInfo->scriptFlags |= SCF_ALT_FIRE;
			NPC->alt_fire = qtrue;
			if ( NPC->locationDamage[HL_GENERIC1] > GENERATOR_HEALTH && (Q_irand( 0, 1 )||enemyDist < MAX_LOB_DIST_SQUARED) )
			{//shield down, use laser
				NPC_GM_StartLaser();
			}
		}
		else*/
		if ( !NPC->client->ps.powerups[PW_GALAK_SHIELD] 
			&& enemyDist < MELEE_DIST_SQUARED 
			&& InFront( NPC->enemy->currentOrigin, NPC->currentOrigin, NPC->client->ps.viewangles, 0.3f ) 
			&& G_StandardHumanoid( NPC->enemy->NPC_type ) )//within 80 and in front
		{//our shield is down, and enemy within 80, if very close, use melee attack to slap away
			if ( TIMER_Done( NPC, "attackDelay" ) )
			{
				//animate me
				int swingAnim;
				if ( NPC->locationDamage[HL_GENERIC1] > GENERATOR_HEALTH )
				{//generator down, use random melee
					swingAnim = Q_irand( BOTH_ATTACK4, BOTH_ATTACK5 );//smackdown or uppercut
				}
				else
				{//always knock-away
					swingAnim = BOTH_ATTACK5;//uppercut
				}
				//FIXME: swing sound
				NPC_SetAnim( NPC, SETANIM_BOTH, swingAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
				TIMER_Set( NPC, "attackDelay", NPC->client->ps.torsoAnimTimer + Q_irand( 1000, 3000 ) );
				//delay the hurt until the proper point in the anim
				TIMER_Set( NPC, "smackTime", 600 );
				NPCInfo->blockedDebounceTime = 0;
				//FIXME: say something?
			}
		}
		else if ( !NPC->lockCount && NPC->locationDamage[HL_GENERIC1] > GENERATOR_HEALTH
			&& TIMER_Done( NPC, "attackDelay" )
			&& InFront( NPC->enemy->currentOrigin, NPC->currentOrigin, NPC->client->ps.viewangles, 0.3f )
			&& ((!Q_irand( 0, 10*(2-g_spskill->integer))&& enemyDist > MIN_LOB_DIST_SQUARED&& enemyDist < MAX_LOB_DIST_SQUARED)
				||(!TIMER_Done( NPC, "noLob" )&&!TIMER_Done( NPC, "noRapid" ))) 
			&& NPC->enemy->s.weapon != WP_TURRET )
		{//sometimes use the laser beam attack, but only after he's taken down our generator
			shoot = qfalse;
			NPC_GM_StartLaser();
		}
		else if ( enemyDist < MIN_LOB_DIST_SQUARED 
			&& (NPC->enemy->s.weapon != WP_TURRET || Q_stricmp( "PAS", NPC->enemy->classname ))
			&& TIMER_Done( NPC, "noRapid" ) )//256
		{//enemy within 256
			if ( (NPC->client->ps.weapon == WP_REPEATER) && (NPCInfo->scriptFlags & SCF_ALT_FIRE) )
			{//shooting an explosive, but enemy too close, switch to primary fire
				NPCInfo->scriptFlags &= ~SCF_ALT_FIRE;
				NPC->alt_fire = qfalse;
				//FIXME: use weap raise & lower anims
				NPC_ChangeWeapon( WP_REPEATER );
			}
		}
		else if ( (enemyDist > MAX_LOB_DIST_SQUARED || (NPC->enemy->s.weapon == WP_TURRET && !Q_stricmp( "PAS", NPC->enemy->classname )))
			&& TIMER_Done( NPC, "noLob" ) )//448
		{//enemy more than 448 away and we are ready to try lob fire again
			if ( (NPC->client->ps.weapon == WP_REPEATER) && !(NPCInfo->scriptFlags & SCF_ALT_FIRE) )
			{//enemy far enough away to use lobby explosives
				NPCInfo->scriptFlags |= SCF_ALT_FIRE;
				NPC->alt_fire = qtrue;
				//FIXME: use weap raise & lower anims
				NPC_ChangeWeapon( WP_REPEATER );
			}
		}
	}

	//can we see our target?
	if ( NPC_ClearLOS( NPC->enemy ) )
	{
		NPCInfo->enemyLastSeenTime = level.time;//used here for aim debouncing, not always a clear LOS
		enemyLOS = qtrue;

		if ( NPC->client->ps.weapon == WP_NONE )
		{
			enemyCS = qfalse;//not true, but should stop us from firing
			NPC_AimAdjust( -1 );//adjust aim worse longer we have no weapon
		}
		else
		{//can we shoot our target?
			if ( ((NPC->client->ps.weapon == WP_REPEATER && (NPCInfo->scriptFlags&SCF_ALT_FIRE))) && enemyDist < MIN_LOB_DIST_SQUARED )//256
			{
				enemyCS = qfalse;//not true, but should stop us from firing
				hitAlly = qtrue;//us!
				//FIXME: if too close, run away!
			}
			else
			{
				int hit = NPC_ShotEntity( NPC->enemy, impactPos );
				gentity_t *hitEnt = &g_entities[hit];
				if ( hit == NPC->enemy->s.number 
					|| ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPC->client->enemyTeam )
					|| ( hitEnt && hitEnt->takedamage ) )
				{//can hit enemy or will hit glass or other breakable, so shoot anyway
					enemyCS = qtrue;
					NPC_AimAdjust( 2 );//adjust aim better longer we have clear shot at enemy
					VectorCopy( NPC->enemy->currentOrigin, NPCInfo->enemyLastSeenLocation );
				}
				else
				{//Hmm, have to get around this bastard
					NPC_AimAdjust( 1 );//adjust aim better longer we can see enemy
					if ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPC->client->playerTeam )
					{//would hit an ally, don't fire!!!
						hitAlly = qtrue;
					}
					else
					{//Check and see where our shot *would* hit... if it's not close to the enemy (within 256?), then don't fire
					}
				}
			}
		}
	}
	else if ( gi.inPVS( NPC->enemy->currentOrigin, NPC->currentOrigin ) )
	{
		if ( TIMER_Done( NPC, "talkDebounce" ) && !Q_irand( 0, 10 ) )
		{
			if ( NPCInfo->enemyCheckDebounceTime < 8 )
			{
				int speech = -1;
				switch( NPCInfo->enemyCheckDebounceTime )
				{
				case 0:
				case 1:
				case 2:
					speech = EV_CHASE1 + NPCInfo->enemyCheckDebounceTime;
					break;
				case 3:
				case 4:
				case 5:
					speech = EV_COVER1 + NPCInfo->enemyCheckDebounceTime-3;
					break;
				case 6:
				case 7:
					speech = EV_ESCAPING1 + NPCInfo->enemyCheckDebounceTime-6;
					break;
				}
				NPCInfo->enemyCheckDebounceTime++;
				if ( speech != -1 )
				{
					G_AddVoiceEvent( NPC, speech, Q_irand( 3000, 5000 ) );
					TIMER_Set( NPC, "talkDebounce", Q_irand( 5000, 7000 ) );
				}
			}
		}

		NPCInfo->enemyLastSeenTime = level.time;

		int hit = NPC_ShotEntity( NPC->enemy, impactPos );
		gentity_t *hitEnt = &g_entities[hit];
		if ( hit == NPC->enemy->s.number 
			|| ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPC->client->enemyTeam )
			|| ( hitEnt && hitEnt->takedamage ) )
		{//can hit enemy or will hit glass or other breakable, so shoot anyway
			enemyCS = qtrue;
		}
		else
		{
			faceEnemy = qtrue;
			NPC_AimAdjust( -1 );//adjust aim worse longer we cannot see enemy
		}
	}

	if ( enemyLOS )
	{
		faceEnemy = qtrue;
	}
	else
	{
		if ( !NPCInfo->goalEntity )
		{
			NPCInfo->goalEntity = NPC->enemy;
		}
		if ( NPCInfo->goalEntity == NPC->enemy )
		{//for now, always chase the enemy
			bMove = qtrue;
		}
	}
	if ( enemyCS )
	{
		shoot = qtrue;
		//NPCInfo->enemyCheckDebounceTime = level.time;//actually used here as a last actual LOS
	}
	else
	{
		if ( !NPCInfo->goalEntity )
		{
			NPCInfo->goalEntity = NPC->enemy;
		}
		if ( NPCInfo->goalEntity == NPC->enemy )
		{//for now, always chase the enemy
			bMove = qtrue;
		}
	}

	//Check for movement to take care of
	GM_CheckMoveState();

	//See if we should override shooting decision with any special considerations
	GM_CheckFireState();

	if ( NPC->client->ps.weapon == WP_REPEATER && (NPCInfo->scriptFlags&SCF_ALT_FIRE) && shoot && TIMER_Done( NPC, "attackDelay" ) )
	{
		vec3_t	muzzle;
		vec3_t	angles;
		vec3_t	target;
		vec3_t velocity = {0,0,0};
		vec3_t mins = {-REPEATER_ALT_SIZE,-REPEATER_ALT_SIZE,-REPEATER_ALT_SIZE}, maxs = {REPEATER_ALT_SIZE,REPEATER_ALT_SIZE,REPEATER_ALT_SIZE};

		CalcEntitySpot( NPC, SPOT_WEAPON, muzzle );
		
		VectorCopy( NPC->enemy->currentOrigin, target );

		target[0] += Q_flrand( -5, 5 )+(crandom()*(6-NPCInfo->currentAim)*2);
		target[1] += Q_flrand( -5, 5 )+(crandom()*(6-NPCInfo->currentAim)*2);
		target[2] += Q_flrand( -5, 5 )+(crandom()*(6-NPCInfo->currentAim)*2);

		//Find the desired angles
		qboolean clearshot = WP_LobFire( NPC, muzzle, target, mins, maxs, MASK_SHOT|CONTENTS_LIGHTSABER, 
			velocity, qtrue, NPC->s.number, NPC->enemy->s.number,
			300, 1100, 1500, qtrue );
		if ( VectorCompare( vec3_origin, velocity ) || (!clearshot&&enemyLOS&&enemyCS)  )
		{//no clear lob shot and no lob shot that will hit something breakable
			if ( enemyLOS && enemyCS && TIMER_Done( NPC, "noRapid" ) )
			{//have a clear straight shot, so switch to primary
				NPCInfo->scriptFlags &= ~SCF_ALT_FIRE;
				NPC->alt_fire = qfalse;
				NPC_ChangeWeapon( WP_REPEATER );
				//keep this weap for a bit
				TIMER_Set( NPC, "noLob", Q_irand( 500, 1000 ) );
			}
			else
			{
				shoot = qfalse;
			}
		}
		else
		{
			vectoangles( velocity, angles );

			NPCInfo->desiredYaw		= AngleNormalize360( angles[YAW] );
			NPCInfo->desiredPitch	= AngleNormalize360( angles[PITCH] );

			VectorCopy( velocity, NPC->client->hiddenDir );
			NPC->client->hiddenDist = VectorNormalize ( NPC->client->hiddenDir );
		}
	}
	else if ( faceEnemy )
	{//face the enemy
		NPC_FaceEnemy( qtrue );
	}

	if ( !TIMER_Done( NPC, "standTime" ) )
	{
		bMove = qfalse;
	}
	if ( !(NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) )
	{//not supposed to chase my enemies
		if ( NPCInfo->goalEntity == NPC->enemy )
		{//goal is my entity, so don't bMove
			bMove = qfalse;
		}
	}

	if ( bMove && !NPC->lockCount )
	{//bMove toward goal
		if ( NPCInfo->goalEntity 
			&& NPC->client->ps.legsAnim != BOTH_ALERT1
			&& NPC->client->ps.legsAnim != BOTH_ATTACK2 
			&& NPC->client->ps.legsAnim != BOTH_ATTACK4
			&& NPC->client->ps.legsAnim != BOTH_ATTACK5 
			&& NPC->client->ps.legsAnim != BOTH_ATTACK7 )
		{
			bMove = GM_Move();
		}
		else
		{
			bMove = qfalse;
		}
	}

	if ( !TIMER_Done( NPC, "flee" ) )
	{//running away
		faceEnemy = qfalse;
	}

	//FIXME: check scf_face_move_dir here?

	if ( !faceEnemy )
	{//we want to face in the dir we're running
		if ( !bMove )
		{//if we haven't moved, we should look in the direction we last looked?
			VectorCopy( NPC->client->ps.viewangles, NPCInfo->lastPathAngles );
		}
		if ( bMove )
		{//don't run away and shoot
			NPCInfo->desiredYaw = NPCInfo->lastPathAngles[YAW];
			NPCInfo->desiredPitch = 0;
			shoot = qfalse;
		}
	}
	NPC_UpdateAngles( qtrue, qtrue );

	if ( NPCInfo->scriptFlags & SCF_DONT_FIRE )
	{
		shoot = qfalse;
	}

	if ( NPC->enemy && NPC->enemy->enemy )
	{
		if ( NPC->enemy->s.weapon == WP_SABER && NPC->enemy->enemy->s.weapon == WP_SABER )
		{//don't shoot at an enemy jedi who is fighting another jedi, for fear of injuring one or causing rogue blaster deflections (a la Obi Wan/Vader duel at end of ANH)
			shoot = qfalse;
		}
	}
	//FIXME: don't shoot right away!
	if ( shoot )
	{//try to shoot if it's time
		if ( TIMER_Done( NPC, "attackDelay" ) )
		{
			if( !(NPCInfo->scriptFlags & SCF_FIRE_WEAPON) ) // we've already fired, no need to do it again here
			{
				WeaponThink( qtrue );
			}
		}
	}

	//also:
	if ( NPC->enemy->s.weapon == WP_TURRET && !Q_stricmp( "PAS", NPC->enemy->classname ) )
	{//crush turrets
		if ( G_BoundsOverlap( NPC->absmin, NPC->absmax, NPC->enemy->absmin, NPC->enemy->absmax ) )
		{//have to do this test because placed turrets are not solid to NPCs (so they don't obstruct navigation)
			if ( NPC->client->ps.powerups[PW_GALAK_SHIELD] > 0 )
			{
				NPC->client->ps.powerups[PW_BATTLESUIT] = level.time + ARMOR_EFFECT_TIME;
				G_Damage( NPC->enemy, NPC, NPC, NULL, NPC->currentOrigin, 100, DAMAGE_NO_KNOCKBACK, MOD_ELECTROCUTE ); 
			}
			else
			{
				G_Damage( NPC->enemy, NPC, NPC, NULL, NPC->currentOrigin, 100, DAMAGE_NO_KNOCKBACK, MOD_CRUSH ); 
			}
		}
	}
	else if ( NPCInfo->touchedByPlayer != NULL && NPCInfo->touchedByPlayer == NPC->enemy )
	{//touched enemy
		if ( NPC->client->ps.powerups[PW_GALAK_SHIELD] > 0 )
		{//zap him!
			//animate me
			NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK6, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
			TIMER_Set( NPC, "attackDelay", NPC->client->ps.torsoAnimTimer );
			TIMER_Set( NPC, "standTime", NPC->client->ps.legsAnimTimer );
			//FIXME: debounce this?
			NPCInfo->touchedByPlayer = NULL;
			//FIXME: some shield effect?
			NPC->client->ps.powerups[PW_BATTLESUIT] = level.time + ARMOR_EFFECT_TIME;
			vec3_t	smackDir;
			VectorSubtract( NPC->enemy->currentOrigin, NPC->currentOrigin, smackDir );
			smackDir[2] += 30;
			VectorNormalize( smackDir );
			G_Damage( NPC->enemy, NPC, NPC, smackDir, NPC->currentOrigin, (g_spskill->integer+1)*Q_irand( 5, 10), DAMAGE_NO_KNOCKBACK, MOD_ELECTROCUTE ); 
			//throw them
			G_Throw( NPC->enemy, smackDir, 100 );
			NPC->enemy->s.powerups |= ( 1 << PW_SHOCKED );
			if ( NPC->enemy->client )
			{
				NPC->enemy->client->ps.powerups[PW_SHOCKED] = level.time + 1000;
			}
			//stop any attacks
			ucmd.buttons = 0;
		}
	}

	if ( NPCInfo->movementSpeech < 3 && NPCInfo->blockedSpeechDebounceTime <= level.time )
	{
		if ( NPC->enemy && NPC->enemy->health > 0 && NPC->enemy->painDebounceTime > level.time )
		{
			if ( NPC->enemy->health < 50 && NPCInfo->movementSpeech == 2 )
			{
				G_AddVoiceEvent( NPC, EV_ANGER2, Q_irand( 2000, 4000 ) );
				NPCInfo->movementSpeech = 3;
			}
			else if ( NPC->enemy->health < 75 && NPCInfo->movementSpeech == 1 )
			{
				G_AddVoiceEvent( NPC, EV_ANGER1, Q_irand( 2000, 4000 ) );
				NPCInfo->movementSpeech = 2;
			}
			else if ( NPC->enemy->health < 100 && NPCInfo->movementSpeech == 0 )
			{
				G_AddVoiceEvent( NPC, EV_ANGER3, Q_irand( 2000, 4000 ) );
				NPCInfo->movementSpeech = 1;
			}
		}
	}
}
Beispiel #7
0
void G_RunMissile( gentity_t *ent ) 
{
	vec3_t		origin, oldOrg;
	trace_t		tr;
	int			trHitLoc=HL_NONE;

	VectorCopy( ent->currentOrigin, oldOrg );

	// get current position
	if ( ent->s.pos.trType == TR_INTERPOLATE )
	{//rolling missile?
		//FIXME: WTF?!!  Sticks to stick missiles?
		//FIXME: they stick inside the player
		G_RollMissile( ent );
		if ( ent->s.eType != ET_GENERAL )
		{//didn't explode
			VectorCopy( ent->currentOrigin, ent->s.pos.trBase );
			gi.trace( &tr, oldOrg, ent->mins, ent->maxs, ent->currentOrigin, ent->s.number, ent->clipmask, G2_RETURNONHIT, 10 );
			if ( VectorCompare( ent->s.pos.trDelta, vec3_origin ) )
			{
				//VectorCopy( ent->currentAngles, ent->s.apos.trBase );
				VectorClear( ent->s.apos.trDelta );
			}
			else
			{
				vec3_t	ang, fwdDir, rtDir;
				float	speed;
				
				ent->s.apos.trType = TR_INTERPOLATE;
				VectorSet( ang, 0, ent->s.apos.trBase[1], 0 );
				AngleVectors( ang, fwdDir, rtDir, NULL );
				speed = VectorLength( ent->s.pos.trDelta )*4;

				//HMM, this works along an axis-aligned dir, but not along diagonals
				//This is because when roll gets to 90, pitch becomes yaw, and vice-versa
				//Maybe need to just set the angles directly?
				ent->s.apos.trDelta[0] = DotProduct( fwdDir, ent->s.pos.trDelta );
				ent->s.apos.trDelta[1] = 0;//never spin!
				ent->s.apos.trDelta[2] = DotProduct( rtDir, ent->s.pos.trDelta );

				VectorNormalize( ent->s.apos.trDelta );
				VectorScale( ent->s.apos.trDelta, speed, ent->s.apos.trDelta );

				ent->s.apos.trTime = level.previousTime;
			}
		}
	}
	else
	{
		EvaluateTrajectory( &ent->s.pos, level.time, origin );
		// trace a line from the previous position to the current position,
		// ignoring interactions with the missile owner
		/*
		gi.trace( &tr, ent->currentOrigin, ent->mins, ent->maxs, origin, 
			ent->owner ? ent->owner->s.number : ENTITYNUM_NONE, ent->clipmask, G2_RETURNONHIT, 10 );
		*/
		gi.trace( &tr, ent->currentOrigin, ent->mins, ent->maxs, origin, 
			ent->owner ? ent->owner->s.number : ent->s.number, ent->clipmask, G2_COLLIDE, 10 );
		/*
		if ( !VectorCompare( ent->mins, vec3_origin ) || !VectorCompare( ent->maxs, vec3_origin ) )
		{//don't do ghoul trace if ent has size because g2 just ignores that anyway
			gi.trace( &tr, ent->currentOrigin, ent->mins, ent->maxs, origin, 
				ent->owner ? ent->owner->s.number : ENTITYNUM_NONE, ent->clipmask, G2_NOCOLLIDE, 10 );
		}
		else
		//Now we always do ghoul trace, regardless of bbox size of missile, this is presuming that non-point ghoul traces will be possible...?
		{
			gi.trace( &tr, ent->currentOrigin, vec3_origin, vec3_origin, origin, 
				ent->owner ? ent->owner->s.number : ENTITYNUM_NONE, ent->clipmask, G2_RETURNONHIT, 10 );
		}
		*/
		/*
		if ( tr.fraction == 0.0f && tr.plane.normal[2] == 1.0f && origin[2] < ent->currentOrigin[2] )
		{
			if ( ent->s.pos.trType == TR_GRAVITY && !(ent->s.eFlags&EF_BOUNCE) && !(ent->s.eFlags&EF_BOUNCE_HALF) && ent->s.weapon == WP_THERMAL )//FIXME: EF_ROLLING
			{
				//FIXME: Needs to stop sometime!
				ent->s.pos.trType = TR_LINEAR;
				ent->s.pos.trDelta[2] = 0;
				EvaluateTrajectory( &ent->s.pos, level.time, origin );
				// trace a line from the previous position to the current position,
				// ignoring interactions with the missile owner
				gi.trace( &tr, ent->currentOrigin, ent->mins, ent->maxs, origin, 
					ent->owner ? ent->owner->s.number : ENTITYNUM_NONE, ent->clipmask | CONTENTS_GHOUL2 );
				if ( tr.fraction == 1.0f )
				{
					VectorCopy( tr.endpos, ent->s.pos.trBase );
					VectorScale( ent->s.pos.trDelta, 0.975f, ent->s.pos.trDelta );
					ent->s.pos.trTime = level.time;
				}
				ent->s.pos.trType = TR_GRAVITY;
			}
		}
		*/

		if ( tr.entityNum != ENTITYNUM_NONE && &g_entities[tr.entityNum] != NULL )
		{
			gentity_t *other = &g_entities[tr.entityNum];
			// check for hitting a lightsaber
			if ( other->contents & CONTENTS_LIGHTSABER )
			{//hit a lightsaber bbox
				if ( other->owner && other->owner->client && !other->owner->client->ps.saberInFlight && !InFront( ent->currentOrigin, other->owner->currentOrigin, other->owner->client->ps.viewangles, SABER_REFLECT_MISSILE_CONE ) )//other->owner->s.number == 0 &&
				{//Jedi cannot block shots from behind!
					//re-trace from here, ignoring the lightsaber
					gi.trace( &tr, tr.endpos, ent->mins, ent->maxs, origin, tr.entityNum, ent->clipmask, G2_RETURNONHIT, 10 );
				}
			}
		}

		VectorCopy( tr.endpos, ent->currentOrigin );
	}

	// get current angles
	VectorMA( ent->s.apos.trBase, (level.time - ent->s.apos.trTime) * 0.001, ent->s.apos.trDelta, ent->s.apos.trBase );

	//FIXME: Rolling things hitting G2 polys is weird
	///////////////////////////////////////////////////////
//?	if ( tr.fraction != 1 ) 
	{
	// did we hit or go near a Ghoul2 model?
//		qboolean hitModel = qfalse;
		for (int i=0; i < MAX_G2_COLLISIONS; i++)
		{
			if (tr.G2CollisionMap[i].mEntityNum == -1)
			{
				break;
			}

			CCollisionRecord &coll = tr.G2CollisionMap[i];
			gentity_t	*hitEnt = &g_entities[coll.mEntityNum];

/*	Sorry...this was just getting in the way....
#if _DEBUG
			vec3_t delta;
			VectorSubtract(origin, coll.mCollisionPosition, delta);
			VectorNormalize(delta);
			VectorScale(delta, 30, delta);

			if (coll.mFlags & G2_BACKFACE)
			{
				VectorAdd(delta, coll.mCollisionPosition, delta);
				G_DebugLine(coll.mCollisionPosition, delta, 10000, 0x00ff0000, qtrue);
			}
			else
			{
				VectorSubtract(coll.mCollisionPosition, delta, delta);
				G_DebugLine(coll.mCollisionPosition, delta, 10000, 0x0000ff00, qtrue);
			}

//loadsavecrash
//			VectorCopy(hitEnt->mins, hitEnt->s.mins);
//			VectorCopy(hitEnt->maxs, hitEnt->s.maxs);
#endif
*/

			// process collision records here...
			// make sure we only do this once, not for all the entrance wounds we might generate
			if ((coll.mFlags & G2_FRONTFACE)/* && !(hitModel)*/ && hitEnt->health)
			{
				// create a new surface using the details of what poly/surface/model we hit
//				int newSurface = gi.G2API_AddSurface(&hitEnt->ghoul2[coll.mModelIndex], coll.mSurfaceIndex, coll.mPolyIndex, coll.mBarycentricI, coll.mBarycentricJ, 10);
//				surfaceInfo_t	*newSuf = &hitEnt->ghoul2[coll.mModelIndex].mSlist[newSurface];
				// attach a bolt to this surface
//				int newBolt = gi.G2API_AddBoltSurfNum(&hitEnt->ghoul2[coll.mModelIndex], newSurface);
				// now attach an effect to this new bolt

//	Bolting on this effect just looks dumb and adds lots of unnecessary effects to the scene
//				
//				G_PlayEffect( G_EffectIndex( "blaster/smoke_bolton") , coll.mModelIndex, newBolt, hitEnt->s.number);
//
//

//				G_SetBoltSurfaceRemoval(coll.mEntityNum, coll.mModelIndex, newBolt, newSurface, 10000);
//				hitModel = qtrue;

				if (trHitLoc==HL_NONE)
				{
					G_GetHitLocFromSurfName( &g_entities[coll.mEntityNum], gi.G2API_GetSurfaceName( &g_entities[coll.mEntityNum].ghoul2[coll.mModelIndex], coll.mSurfaceIndex ), &trHitLoc, coll.mCollisionPosition, NULL, NULL, ent->methodOfDeath );
				}

				break; // NOTE: the way this whole section was working, it would only get inside of this IF once anyway, might as well break out now
			}
		}
	}
/////////////////////////////////////////////////////////

	if ( tr.startsolid ) 
	{
		tr.fraction = 0;
	}

	gi.linkentity( ent );

	if ( ent->s.pos.trType == TR_STATIONARY && (ent->s.eFlags&EF_MISSILE_STICK) )
	{//stuck missiles should check some special stuff
		G_RunStuckMissile( ent );
		return;
	}

	// check think function
	G_RunThink( ent );

	if ( ent->s.eType != ET_MISSILE ) 
	{
		return;		// exploded
	}

	if ( ent->mass )
	{
		G_MoverTouchPushTriggers( ent, oldOrg );
	}
	/*
	if ( !(ent->s.eFlags & EF_TELEPORT_BIT) )
	{
		G_MoverTouchTeleportTriggers( ent, oldOrg );
		if ( ent->s.eFlags & EF_TELEPORT_BIT )
		{//was teleported
			return;
		}
	}
	else
	{
		ent->s.eFlags &= ~EF_TELEPORT_BIT;
	}
	*/

	AddSightEvent( ent->owner, ent->currentOrigin, 512, AEL_DISCOVERED, 75 );//wakes them up when see a shot passes in front of them
	if ( !Q_irand( 0, 10 ) )
	{//not so often...
		if ( ent->splashDamage && ent->splashRadius )
		{//I'm an exploder, let people around me know danger is coming
			if ( ent->s.weapon == WP_TRIP_MINE )
			{//???
			}
			else 
			{
				if ( ent->s.weapon == WP_ROCKET_LAUNCHER && ent->e_ThinkFunc == thinkF_rocketThink )
				{//homing rocket- run like hell!
					AddSightEvent( ent->owner, ent->currentOrigin, ent->splashRadius, AEL_DANGER_GREAT, 50 );
				}
				else
				{
					AddSightEvent( ent->owner, ent->currentOrigin, ent->splashRadius, AEL_DANGER, 50 );
				}
				AddSoundEvent( ent->owner, ent->currentOrigin, ent->splashRadius, AEL_DANGER );
			}
		}
		else
		{//makes them run from near misses
			AddSightEvent( ent->owner, ent->currentOrigin, 48, AEL_DANGER, 50 );
		}
	}

	if ( tr.fraction == 1 ) 
	{
		return;
	}

	// never explode or bounce on sky
	if ( tr.surfaceFlags & SURF_NOIMPACT ) 
	{
		G_FreeEntity( ent );
		return;
	}

	G_MissileImpact( ent, &tr, trHitLoc );
}
Beispiel #8
0
float MatchAndAvoidNeighbors(t_jit_boids2d *flockPtr, long theBoid, double *matchNeighborVel, double *avoidNeighborVel)
{
	long			i, j, neighbor;
	double			distSqr;
	double			dist, distH, distV,distD;
	double			tempSpeed;
	short			numClose = 0;
	double			totalVel[2] = {0.0,0.0};

	/**********************/
	/* Find the neighbors */	
	/**********************/

	/* special case of one neighbor */
	if (flockPtr->neighbors == 1) {
		flockPtr->boid[theBoid].neighborDistSqr[0] = kMaxLong;
	
		for (i = 0; i < flockPtr->number; i++) {
			if (i != theBoid) {
				distSqr = DistSqrToPt(flockPtr->boid[theBoid].oldPos, flockPtr->boid[i].oldPos);
				
				/* if this one is closer than the closest so far, then remember it */
				if (flockPtr->boid[theBoid].neighborDistSqr[0] > distSqr) {
					flockPtr->boid[theBoid].neighborDistSqr[0] = distSqr;
					flockPtr->boid[theBoid].neighbor[0] = i;
				}
			}
		}
	}
	/* more than one neighbor */
	else {
		for (j = 0; j < flockPtr->neighbors; j++)
			flockPtr->boid[theBoid].neighborDistSqr[j] = kMaxLong;
		
		for (i = 0 ; i < flockPtr->number; i++) {
			/* if this one is not me... */
			if (i != theBoid) {
				distSqr = DistSqrToPt(flockPtr->boid[theBoid].oldPos, flockPtr->boid[i].oldPos);
	
				/* if distSqr is less than the distance at the bottom of the array, sort into array */
				if (distSqr < flockPtr->boid[theBoid].neighborDistSqr[flockPtr->neighbors-1]) {
					j = flockPtr->neighbors - 1;
				
					/* sort distSqr in to keep array in size order, smallest first */
					while ((distSqr < flockPtr->boid[theBoid].neighborDistSqr[j-1]) && (j > 0)) {
						flockPtr->boid[theBoid].neighborDistSqr[j] = flockPtr->boid[theBoid].neighborDistSqr[j - 1];
						flockPtr->boid[theBoid].neighbor[j] = flockPtr->boid[theBoid].neighbor[j - 1];
						j--;
					}
					flockPtr->boid[theBoid].neighborDistSqr[j] = distSqr;
					flockPtr->boid[theBoid].neighbor[j] = i;					
				}
			}
		}
	}

	/*********************************/
	/* Match and avoid the neighbors */	
	/*********************************/

	matchNeighborVel[x] = 0;
	matchNeighborVel[y] = 0;
	//matchNeighborVel[z] = 0;
	
	// set tempSpeed to old speed
	tempSpeed = flockPtr->boid[theBoid].speed;
	
	for (i = 0; i < flockPtr->neighbors; i++) {
		neighbor = flockPtr->boid[theBoid].neighbor[i];
		
		// calculate matchNeighborVel by averaging the neighbor velocities
		matchNeighborVel[x] += flockPtr->boid[neighbor].oldDir[x];
		matchNeighborVel[y] += flockPtr->boid[neighbor].oldDir[y];
		//matchNeighborVel[z] += flockPtr->boid[neighbor].oldDir[z];
			
		// if distance is less than preferred distance, then neighbor influences boid
		distSqr = flockPtr->boid[theBoid].neighborDistSqr[i];
		if (distSqr < flockPtr->prefDistSqr) {
			dist = jit_math_sqrt(distSqr);

			distH = flockPtr->boid[neighbor].oldPos[x] - flockPtr->boid[theBoid].oldPos[x];
			distV = flockPtr->boid[neighbor].oldPos[y] - flockPtr->boid[theBoid].oldPos[y];
			//distD = flockPtr->boid[neighbor].oldPos[z] - flockPtr->boid[theBoid].oldPos[z];
			
			if(dist == 0.0) dist = 0.0000001;
			totalVel[x] = totalVel[x] - distH - (distH * ((float) flockPtr->prefdist / (dist)));
			totalVel[y] = totalVel[y] - distV - (distV * ((float) flockPtr->prefdist / (dist)));
			//totalVel[z] = totalVel[z] - distD - (distV * ((float) flockPtr->prefdist / (dist)));
		
			numClose++;
		}
		
		if (InFront(&(flockPtr->boid[theBoid]), &(flockPtr->boid[neighbor]))) {	// adjust speed
			if (distSqr < flockPtr->prefDistSqr) 
				tempSpeed /= (flockPtr->accel / 100.0);
			else
				tempSpeed *= (flockPtr->accel / 100.0);
		}
		else {
			if (distSqr < flockPtr->prefDistSqr)
				tempSpeed *= (flockPtr->accel / 100.0);
			else
				tempSpeed /= (flockPtr->accel / 100.0);
		}
	}
	if (numClose) {
		avoidNeighborVel[x] = totalVel[x] / numClose;
		avoidNeighborVel[y] = totalVel[y] / numClose;
		//avoidNeighborVel[z] = totalVel[z] / numClose;
		NormalizeVelocity(matchNeighborVel);
	}
	else {
		avoidNeighborVel[x] = 0;
		avoidNeighborVel[y] = 0;
		//avoidNeighborVel[z] = 0;
	}
	return(tempSpeed);
}