void JET_FlyStart( gentity_t *self ) { if ( !self || !self->client ) { return; } self->lastInAirTime = level.time; if ( self->client->NPC_class == CLASS_BOBAFETT ) { Boba_FlyStart( self ); } else if ( self->client->NPC_class == CLASS_ROCKETTROOPER ) { RT_FlyStart( self ); } }
void RT_FireDecide( void ) { qboolean enemyLOS = qfalse; qboolean enemyCS = qfalse; qboolean enemyInFOV = qfalse; //qboolean move = qtrue; qboolean faceEnemy = qfalse; qboolean shoot = qfalse; qboolean hitAlly = qfalse; vec3_t impactPos; float enemyDist; if ( NPC->client->ps.groundEntityNum == ENTITYNUM_NONE && NPC->client->ps.forceJumpZStart && !PM_FlippingAnim( NPC->client->ps.legsAnim ) && !Q_irand( 0, 10 ) ) {//take off RT_FlyStart( NPC ); } if ( !NPC->enemy ) { return; } VectorClear( impactPos ); enemyDist = DistanceSquared( NPC->currentOrigin, NPC->enemy->currentOrigin ); vec3_t enemyDir, shootDir; VectorSubtract( NPC->enemy->currentOrigin, NPC->currentOrigin, enemyDir ); VectorNormalize( enemyDir ); AngleVectors( NPC->client->ps.viewangles, shootDir, NULL, NULL ); float dot = DotProduct( enemyDir, shootDir ); if ( dot > 0.5f ||( enemyDist * (1.0f-dot)) < 10000 ) {//enemy is in front of me or they're very close and not behind me enemyInFOV = qtrue; } if ( enemyDist < MIN_ROCKET_DIST_SQUARED )//128 {//enemy within 128 if ( (NPC->client->ps.weapon == WP_FLECHETTE || 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; //FIXME: we can never go back to alt-fire this way since, after this, we don't know if we were initially supposed to use alt-fire or not... } } //can we see our target? if ( TIMER_Done( NPC, "nextAttackDelay" ) && TIMER_Done( NPC, "flameTime" ) ) { if ( NPC_ClearLOS( NPC->enemy ) ) { NPCInfo->enemyLastSeenTime = level.time; enemyLOS = qtrue; if ( NPC->client->ps.weapon == WP_NONE ) { enemyCS = qfalse;//not true, but should stop us from firing } else {//can we shoot our target? if ( (NPC->client->ps.weapon == WP_ROCKET_LAUNCHER || (NPC->client->ps.weapon == WP_CONCUSSION && !(NPCInfo->scriptFlags&SCF_ALT_FIRE)) || (NPC->client->ps.weapon == WP_FLECHETTE && (NPCInfo->scriptFlags&SCF_ALT_FIRE))) && enemyDist < MIN_ROCKET_DIST_SQUARED )//128*128 { enemyCS = qfalse;//not true, but should stop us from firing hitAlly = qtrue;//us! //FIXME: if too close, run away! } else if ( enemyInFOV ) {//if enemy is FOV, go ahead and check for shooting int hit = NPC_ShotEntity( 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 && ((hitEnt->svFlags&SVF_GLASS_BRUSH)||hitEnt->health < 40||NPC->s.weapon == WP_EMPLACED_GUN) ) ) {//can hit enemy or enemy ally or will hit glass or other minor breakable (or in emplaced gun), so shoot anyway enemyCS = qtrue; //NPC_AimAdjust( 2 );//adjust aim better longer we have clear shot at enemy VectorCopy( 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 { enemyCS = qfalse;//not true, but should stop us from firing } } } else if ( gi.inPVS( NPC->enemy->currentOrigin, NPC->currentOrigin ) ) { NPCInfo->enemyLastSeenTime = level.time; faceEnemy = qtrue; //NPC_AimAdjust( -1 );//adjust aim worse longer we cannot see enemy } if ( NPC->client->ps.weapon == WP_NONE ) { faceEnemy = qfalse; shoot = qfalse; } else { if ( enemyLOS ) {//FIXME: no need to face enemy if we're moving to some other goal and he's too far away to shoot? faceEnemy = qtrue; } if ( enemyCS ) { shoot = qtrue; } } if ( !enemyCS ) {//if have a clear shot, always try //See if we should continue to fire on their last position //!TIMER_Done( NPC, "stick" ) || if ( !hitAlly //we're not going to hit an ally && enemyInFOV //enemy is in our FOV //FIXME: or we don't have a clear LOS? && NPCInfo->enemyLastSeenTime > 0 )//we've seen the enemy { if ( level.time - NPCInfo->enemyLastSeenTime < 10000 )//we have seem the enemy in the last 10 seconds { if ( !Q_irand( 0, 10 ) ) { //Fire on the last known position vec3_t muzzle, dir, angles; qboolean tooClose = qfalse; qboolean tooFar = qfalse; CalcEntitySpot( NPC, SPOT_HEAD, muzzle ); if ( VectorCompare( impactPos, vec3_origin ) ) {//never checked ShotEntity this frame, so must do a trace... trace_t tr; //vec3_t mins = {-2,-2,-2}, maxs = {2,2,2}; vec3_t forward, end; AngleVectors( NPC->client->ps.viewangles, forward, NULL, NULL ); VectorMA( muzzle, 8192, forward, end ); gi.trace( &tr, muzzle, vec3_origin, vec3_origin, end, NPC->s.number, MASK_SHOT ); VectorCopy( tr.endpos, impactPos ); } //see if impact would be too close to me float distThreshold = 16384/*128*128*/;//default switch ( NPC->s.weapon ) { case WP_ROCKET_LAUNCHER: case WP_FLECHETTE: case WP_THERMAL: case WP_TRIP_MINE: case WP_DET_PACK: distThreshold = 65536/*256*256*/; break; case WP_REPEATER: if ( NPCInfo->scriptFlags&SCF_ALT_FIRE ) { distThreshold = 65536/*256*256*/; } break; case WP_CONCUSSION: if ( !(NPCInfo->scriptFlags&SCF_ALT_FIRE) ) { distThreshold = 65536/*256*256*/; } break; default: break; } float dist = DistanceSquared( impactPos, muzzle ); if ( dist < distThreshold ) {//impact would be too close to me tooClose = qtrue; } else if ( level.time - NPCInfo->enemyLastSeenTime > 5000 || (NPCInfo->group && level.time - NPCInfo->group->lastSeenEnemyTime > 5000 )) {//we've haven't seen them in the last 5 seconds //see if it's too far from where he is distThreshold = 65536/*256*256*/;//default switch ( NPC->s.weapon ) { case WP_ROCKET_LAUNCHER: case WP_FLECHETTE: case WP_THERMAL: case WP_TRIP_MINE: case WP_DET_PACK: distThreshold = 262144/*512*512*/; break; case WP_REPEATER: if ( NPCInfo->scriptFlags&SCF_ALT_FIRE ) { distThreshold = 262144/*512*512*/; } break; case WP_CONCUSSION: if ( !(NPCInfo->scriptFlags&SCF_ALT_FIRE) ) { distThreshold = 262144/*512*512*/; } break; default: break; } dist = DistanceSquared( impactPos, NPCInfo->enemyLastSeenLocation ); if ( dist > distThreshold ) {//impact would be too far from enemy tooFar = qtrue; } } if ( !tooClose && !tooFar ) {//okay too shoot at last pos VectorSubtract( NPCInfo->enemyLastSeenLocation, muzzle, dir ); VectorNormalize( dir ); vectoangles( dir, angles ); NPCInfo->desiredYaw = angles[YAW]; NPCInfo->desiredPitch = angles[PITCH]; shoot = qtrue; faceEnemy = qfalse; } } } } } //FIXME: don't shoot right away! if ( NPC->client->fireDelay ) { if ( NPC->s.weapon == WP_ROCKET_LAUNCHER || (NPC->s.weapon == WP_CONCUSSION&&!(NPCInfo->scriptFlags&SCF_ALT_FIRE)) ) { if ( !enemyLOS || !enemyCS ) {//cancel it NPC->client->fireDelay = 0; } else {//delay our next attempt TIMER_Set( NPC, "nextAttackDelay", Q_irand( 1000, 3000 ) );//FIXME: base on g_spskill } } } else if ( shoot ) {//try to shoot if it's time if ( TIMER_Done( NPC, "nextAttackDelay" ) ) { if( !(NPCInfo->scriptFlags & SCF_FIRE_WEAPON) ) // we've already fired, no need to do it again here { WeaponThink( qtrue ); } //NASTY int altChance = 6;//FIXME: base on g_spskill if ( NPC->s.weapon == WP_ROCKET_LAUNCHER ) { if ( (ucmd.buttons&BUTTON_ATTACK) && !Q_irand( 0, altChance ) ) {//every now and then, shoot a homing rocket ucmd.buttons &= ~BUTTON_ATTACK; ucmd.buttons |= BUTTON_ALT_ATTACK; NPC->client->fireDelay = Q_irand( 1000, 3000 );//FIXME: base on g_spskill } } else if ( NPC->s.weapon == WP_CONCUSSION ) { if ( (ucmd.buttons&BUTTON_ATTACK) && Q_irand( 0, altChance*5 ) ) {//fire the beam shot ucmd.buttons &= ~BUTTON_ATTACK; ucmd.buttons |= BUTTON_ALT_ATTACK; TIMER_Set( NPC, "nextAttackDelay", Q_irand( 1500, 2500 ) );//FIXME: base on g_spskill } else {//fire the rocket-like shot TIMER_Set( NPC, "nextAttackDelay", Q_irand( 3000, 5000 ) );//FIXME: base on g_spskill } } } } } }