Beispiel #1
0
Datei: NPC.c Projekt: Geptun/japp
void NPC_BehaviorSet_Charmed( int bState )
{
	switch( bState )
	{
	case BS_FOLLOW_LEADER://# 40: Follow your leader and shoot any enemies you come across
		NPC_BSFollowLeader();
		break;
	case BS_REMOVE:
		NPC_BSRemove();
		break;
	case BS_SEARCH:			//# 43: Using current waypoint as a base, search the immediate branches of waypoints for enemies
		NPC_BSSearch();
		break;
	case BS_WANDER:			//# 46: Wander down random waypoint paths
		NPC_BSWander();
		break;
	case BS_FLEE:
		NPC_BSFlee();
		break;
	default:
	case BS_DEFAULT://whatever
		NPC_BSDefault();
		break;
	}
}
Beispiel #2
0
Datei: NPC.c Projekt: Geptun/japp
void NPC_BehaviorSet_Default( int bState )
{
	switch( bState )
	{
	case BS_ADVANCE_FIGHT://head toward captureGoal, shoot anything that gets in the way
		NPC_BSAdvanceFight ();
		break;
	case BS_SLEEP://Follow a path, looking for enemies
		NPC_BSSleep ();
		break;
	case BS_FOLLOW_LEADER://# 40: Follow your leader and shoot any enemies you come across
		NPC_BSFollowLeader();
		break;
	case BS_JUMP:			//41: Face navgoal and jump to it.
		NPC_BSJump();
		break;
	case BS_REMOVE:
		NPC_BSRemove();
		break;
	case BS_SEARCH:			//# 43: Using current waypoint as a base, search the immediate branches of waypoints for enemies
		NPC_BSSearch();
		break;
	case BS_NOCLIP:
		NPC_BSNoClip();
		break;
	case BS_WANDER:			//# 46: Wander down random waypoint paths
		NPC_BSWander();
		break;
	case BS_FLEE:
		NPC_BSFlee();
		break;
	case BS_WAIT:
		NPC_BSWait();
		break;
	case BS_CINEMATIC:
		NPC_BSCinematic();
		break;
	default:
	case BS_DEFAULT://whatever
		NPC_BSDefault();
		break;
	}
}
Beispiel #3
0
void NPC_BSDefault( void ) 
{
//	vec3_t		enemyDir;
//	float		enemyDist;
//	float		shootDist;
//	qboolean	enemyFOV = qfalse;
//	qboolean	enemyShotFOV = qfalse;
//	qboolean	enemyPVS = qfalse;
//	vec3_t		enemyHead;
//	vec3_t		muzzle;
//	qboolean	enemyLOS = qfalse;
//	qboolean	enemyCS = qfalse;
	qboolean	move = qtrue;
//	qboolean	shoot = qfalse;

	
	if( NPCInfo->scriptFlags & SCF_FIRE_WEAPON )
	{
		WeaponThink( qtrue );
	}

	if ( NPCInfo->scriptFlags & SCF_FORCED_MARCH )
	{//being forced to walk
		if( NPC->client->ps.torsoAnim != TORSO_SURRENDER_START )
		{
			NPC_SetAnim( NPC, SETANIM_TORSO, TORSO_SURRENDER_START, SETANIM_FLAG_HOLD );
		}
	}
	//look for a new enemy if don't have one and are allowed to look, validate current enemy if have one
	NPC_CheckEnemy( (NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES), qfalse, qtrue );
	if ( !NPC->enemy )
	{//still don't have an enemy
		if ( !(NPCInfo->scriptFlags&SCF_IGNORE_ALERTS) )
		{//check for alert events
			//FIXME: Check Alert events, see if we should investigate or just look at it
			int alertEvent = NPC_CheckAlertEvents( qtrue, qtrue, -1, qtrue, AEL_DISCOVERED );

			//There is an event to look at
			if ( alertEvent >= 0 && level.alertEvents[alertEvent].ID != NPCInfo->lastAlertID )
			{//heard/saw something
				if ( level.alertEvents[alertEvent].level >= AEL_DISCOVERED && (NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES) )
				{//was a big event
					if ( level.alertEvents[alertEvent].owner && level.alertEvents[alertEvent].owner->client && level.alertEvents[alertEvent].owner->health >= 0 && level.alertEvents[alertEvent].owner->client->playerTeam == NPC->client->enemyTeam )
					{//an enemy
						G_SetEnemy( NPC, level.alertEvents[alertEvent].owner );
					}
				}
				else
				{//FIXME: investigate lesser events
				}
			}
			//FIXME: also check our allies' condition?
		}
	}

	if ( NPC->enemy && !(NPCInfo->scriptFlags&SCF_FORCED_MARCH) )
	{
		// just use the stormtrooper attack AI...
		NPC_CheckGetNewWeapon();
		if ( NPC->client->leader 
			&& NPCInfo->goalEntity == NPC->client->leader 
			&& !trap_ICARUS_TaskIDPending( NPC, TID_MOVE_NAV ) )
		{
			NPC_ClearGoal();
		}
			NPC_BSST_Attack();
		return;
/*
		//have an enemy
		//FIXME: if one of these fails, meaning we can't shoot, do we really need to do the rest?
		VectorSubtract( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, enemyDir );
		enemyDist = VectorNormalize( enemyDir );
		enemyDist *= enemyDist;
		shootDist = NPC_MaxDistSquaredForWeapon();

		enemyFOV = InFOV( NPC->enemy, NPC, NPCInfo->stats.hfov, NPCInfo->stats.vfov );
		enemyShotFOV = InFOV( NPC->enemy, NPC, 20, 20 );
		enemyPVS = gi.inPVS( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin );

		if ( enemyPVS )
		{//in the pvs
			trace_t	tr;

			CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemyHead );
			enemyHead[2] -= Q_flrand( 0.0f, NPC->enemy->maxs[2]*0.5f );
			CalcEntitySpot( NPC, SPOT_WEAPON, muzzle );
			enemyLOS = NPC_ClearLOS( muzzle, enemyHead );

			gi.trace ( &tr, muzzle, vec3_origin, vec3_origin, enemyHead, NPC->s.number, MASK_SHOT );
			enemyCS = NPC_EvaluateShot( tr.entityNum, qtrue );
		}
		else
		{//skip thr 2 traces since they would have to fail
			enemyLOS = qfalse;
			enemyCS = qfalse;
		}
		
		if ( enemyCS && enemyShotFOV )
		{//can hit enemy if we want
			NPC->cantHitEnemyCounter = 0;
		}
		else
		{//can't hit
			NPC->cantHitEnemyCounter++;
		}

		if ( enemyCS && enemyShotFOV && enemyDist < shootDist )
		{//can shoot
			shoot = qtrue;
			if ( NPCInfo->goalEntity == NPC->enemy )
			{//my goal is my enemy and I have a clear shot, no need to chase right now
				move = qfalse;
			}
		}
		else
		{//don't shoot yet, keep chasing
			shoot = qfalse;
			move = qtrue;
		}

		//shoot decision
		if ( !(NPCInfo->scriptFlags&SCF_DONT_FIRE) )
		{//try to shoot
			if ( NPC->enemy )
			{
				if ( shoot )
				{
					if( !(NPCInfo->scriptFlags & SCF_FIRE_WEAPON) ) // we've already fired, no need to do it again here
					{
						WeaponThink( qtrue );
					}
				}
			}
		}

		//chase decision
		if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
		{//go after him
			NPCInfo->goalEntity = NPC->enemy;
			//FIXME: don't need to chase when have a clear shot and in range?
			if ( !enemyCS && NPC->cantHitEnemyCounter > 60 )
			{//haven't been able to shoot enemy for about 6 seconds, need to do something
				//FIXME: combat points?  Just chase?
				if ( enemyPVS )
				{//in my PVS, just pick a combat point
					//FIXME: implement
				}
				else
				{//just chase him
				}
			}
			//FIXME: in normal behavior, should we use combat Points?  Do we care?  Is anyone actually going to ever use this AI?
		}
		else if ( NPC->cantHitEnemyCounter > 60 )
		{//pick a new one
			NPC_CheckEnemy( qtrue, qfalse, qtrue );
		}
		
		if ( enemyPVS && enemyLOS )//&& !enemyShotFOV )
		{//have a clear LOS to him//, but not looking at him
			//Find the desired angles
			vec3_t	angles;

			GetAnglesForDirection( muzzle, enemyHead, angles );

			NPCInfo->desiredYaw		= AngleNormalize180( angles[YAW] );
			NPCInfo->desiredPitch	= AngleNormalize180( angles[PITCH] );
		}
		*/
	}

	if ( UpdateGoal() )
	{//have a goal
		if ( !NPC->enemy 
			&& NPC->client->leader 
			&& NPCInfo->goalEntity == NPC->client->leader 
			&& !trap_ICARUS_TaskIDPending( NPC, TID_MOVE_NAV ) )
		{
			NPC_BSFollowLeader();
		}
		else
		{
			//set angles
			if ( (NPCInfo->scriptFlags & SCF_FACE_MOVE_DIR) || NPCInfo->goalEntity != NPC->enemy )
			{//face direction of movement, NOTE: default behavior when not chasing enemy
				NPCInfo->combatMove = qfalse;
			}
			else
			{//face goal.. FIXME: what if have a navgoal but want to face enemy while moving?  Will this do that?
				vec3_t	dir, angles;

				NPCInfo->combatMove = qfalse;

				VectorSubtract( NPCInfo->goalEntity->r.currentOrigin, NPC->r.currentOrigin, dir );
				vectoangles( dir, angles );
				NPCInfo->desiredYaw = angles[YAW];
				if ( NPCInfo->goalEntity == NPC->enemy )
				{
					NPCInfo->desiredPitch = angles[PITCH];
				}
			}

			//set movement
			//override default walk/run behavior
			//NOTE: redundant, done in NPC_ApplyScriptFlags
			if ( NPCInfo->scriptFlags & SCF_RUNNING )
			{
				ucmd.buttons &= ~BUTTON_WALKING;
			}
			else if ( NPCInfo->scriptFlags & SCF_WALKING )
			{
				ucmd.buttons |= BUTTON_WALKING;
			}
			else if ( NPCInfo->goalEntity == NPC->enemy )
			{
				ucmd.buttons &= ~BUTTON_WALKING;
			}
			else
			{
				ucmd.buttons |= BUTTON_WALKING;
			}

			if ( NPCInfo->scriptFlags & SCF_FORCED_MARCH )
			{//being forced to walk
				//if ( g_crosshairEntNum != NPC->s.number )
				if (!NPC_SomeoneLookingAtMe(NPC))
				{//don't walk if player isn't aiming at me
					move = qfalse;
				}
			}

			if ( move )
			{
				//move toward goal
				NPC_MoveToGoal( qtrue );
			}
		}
	}
	else if ( !NPC->enemy && NPC->client->leader )
	{
		NPC_BSFollowLeader();
	}

	//update angles
	NPC_UpdateAngles( qtrue, qtrue );
}
Beispiel #4
0
void NPC_BehaviorSet_Default( int bState )
{
	switch( bState )
	{
	case BS_WAIT://Do abolutely nothing
		NPC_BSWait ();
		break;

	case BS_IDLE://Stand around, move if have a goal, update angles
		NPC_BSIdle ();
		break;
	
	case BS_ROAM://Roam around, collect stuff
		NPC_BSRoam ();
		break;
	
	case BS_WALK://Walk toward their goals
		NPC_BSWalk ();
		break;

	case BS_CROUCH://Crouch-Walk toward their goals
		NPC_BSCrouch ();
		break;

	case BS_RUN://Run toward their goals
		NPC_BSRun ();
		break;

	case BS_STAND_AND_SHOOT://Stay in one spot and shoot- duck when neccesary
		NPC_BSStandAndShoot ();
		break;

	case BS_STAND_GUARD://Wait around for an enemy
		NPC_BSStandGuard ();
		break;
	
	case BS_PATROL://Follow a path, looking for enemies
		NPC_BSPatrol ();
		break;
	
	case BS_HUNT_AND_KILL://Track down enemies and kill them
		NPC_BSHuntAndKill ();
		break;
	
	case BS_EVADE://Run from enemies
		NPC_BSEvade ();
		break;
	
	case BS_EVADE_AND_SHOOT://Run from enemies, shoot them if they hit you
		NPC_BSEvadeAndShoot ();
		break;
	
	case BS_RUN_AND_SHOOT://Run to your goal and shoot enemy when possible
		NPC_BSRunAndShoot ();
		break;
	
	case BS_DEFEND://Defend an entity or spot?
		NPC_BSDefend ();
		break;
	
	case BS_COMBAT://Attack, evade, use cover, move about, etc.  Full combat AI - id Bot code
		NPC_BSCombat ();
		break;

	case BS_MEDIC://Go for lowest health buddy, hide and heal him.
		NPC_BSMedic ();
		break;

	case BS_MEDIC_COMBAT:	//27: Run to and heal people to a certain level then go back to hiding spot
		NPC_BSMedicCombat ();
		break;
	
	case BS_MEDIC_HIDE:		//28: Stay in hiding spot and wait for others to come to you
		NPC_BSMedicHide ();
		break;

	case BS_TAKECOVER://Find nearest cover from enemies
		NPC_BSTakeCover ();
		break;

	case BS_GET_AMMO://Go get some ammo
		NPC_BSGetAmmo ();
		break;

	case BS_ADVANCE_FIGHT://head toward captureGoal, shoot anything that gets in the way
		NPC_BSAdvanceFight ();
		break;

	case BS_FACE://Face a direction
		NPC_BSFace ();
		break;

	case BS_FORMATION://Maintain a formation
		NPC_BSFormation ();
		break;

	case BS_MOVE:
		NPC_BSMove();
		break;

	case BS_WAITHEAL:		//24: Do nothing until health > 75
		NPC_BSWaitHeal();
		break;

	case BS_SHOOT:			//25: shoot straight ahead
		NPC_BSShoot();
		break;

	case BS_SNIPER:			//26: wait for a good shot
		NPC_BSSniper();
		break;

	case BS_POINT_AND_SHOOT:
		NPC_BSPointShoot(qtrue);
		break;

	case BS_FACE_ENEMY:
		NPC_BSPointShoot(qfalse);
		break;

	case BS_INVESTIGATE:	//29:
		NPC_BSInvestigate();
		break;

	case BS_SLEEP://Follow a path, looking for enemies
		NPC_BSSleep ();
		break;

	case BS_SAY://36: Turn to sayTarg, use talk anim, say your sayString (look up string in your sounds table), exit tempBState when sound finished (anim of mouth should be timed to length of sound as well)
		NPC_BSSay ();
		break;

	case BS_AIM://37: Turn head and torso to facing, keep feet in place if you can
		NPC_BSFace ();
		break;

	case BS_LOOK://38: Turn head only to facing, keep torso and head in place if you can
		NPC_BSFace ();
		break;

	case BS_POINT_COMBAT://39: Head toward closest empty point_combat and shoot from there
		NPC_BSPointCombat ();
		break;

	case BS_FOLLOW_LEADER://# 40: Follow your leader and shoot any enemies you come across
		NPC_BSFollowLeader();
		break;

	case BS_JUMP:			//41: Face navgoal and jump to it.
		NPC_BSJump();
		break;

	case BS_REMOVE:
		NPC_BSRemove();
		break;

	case BS_SEARCH:			//# 43: Using current waypoint as a base, search the immediate branches of waypoints for enemies
		NPC_BSSearch();
		break;

	case BS_FLY:			//# 44: Moves around without gravity
		NPC_BSFly();
		break;

	case BS_NOCLIP:
		NPC_BSNoClip();
		break;

	case BS_WANDER:			//# 46: Wander down random waypoint paths
		NPC_BSWander();
		break;

	case BS_FACE_LEADER://# 47: Keep facing the leader
		NPC_BSFaceLeader();
		break;

	default:
	case BS_DEFAULT://whatever
		NPC_BSIdle ();
		break;
	}
}