qboolean NPC_FacePosition( vec3_t position, qboolean doPitch ) { vec3_t muzzle; vec3_t angles; float yawDelta; qboolean facing = qtrue; //Get the positions if ( NPC->client && (NPC->client->NPC_class == CLASS_RANCOR || NPC->client->NPC_class == CLASS_WAMPA) )// || NPC->client->NPC_class == CLASS_SAND_CREATURE) ) { CalcEntitySpot( NPC, SPOT_ORIGIN, muzzle ); muzzle[2] += NPC->r.maxs[2] * 0.75f; } else if ( NPC->client && NPC->client->NPC_class == CLASS_GALAKMECH ) { CalcEntitySpot( NPC, SPOT_WEAPON, muzzle ); } else { CalcEntitySpot( NPC, SPOT_HEAD_LEAN, muzzle );//SPOT_HEAD } //Find the desired angles GetAnglesForDirection( muzzle, position, angles ); NPCInfo->desiredYaw = AngleNormalize360( angles[YAW] ); NPCInfo->desiredPitch = AngleNormalize360( angles[PITCH] ); if ( NPC->enemy && NPC->enemy->client && NPC->enemy->client->NPC_class == CLASS_ATST ) { // FIXME: this is kind of dumb, but it was the easiest way to get it to look sort of ok NPCInfo->desiredYaw += flrand( -5, 5 ) + sin( level.time * 0.004f ) * 7; NPCInfo->desiredPitch += flrand( -2, 2 ); } //Face that yaw NPC_UpdateAngles( qtrue, qtrue ); //Find the delta between our goal and our current facing yawDelta = AngleNormalize360( NPCInfo->desiredYaw - ( SHORT2ANGLE( ucmd.angles[YAW] + client->ps.delta_angles[YAW] ) ) ); //See if we are facing properly if ( fabs( yawDelta ) > VALID_ATTACK_CONE ) facing = qfalse; if ( doPitch ) { //Find the delta between our goal and our current facing float currentAngles = ( SHORT2ANGLE( ucmd.angles[PITCH] + client->ps.delta_angles[PITCH] ) ); float pitchDelta = NPCInfo->desiredPitch - currentAngles; //See if we are facing properly if ( fabs( pitchDelta ) > VALID_ATTACK_CONE ) facing = qfalse; } return facing; }
void NPC_GetFlyToLeader( vec3_t moveDir ) { vec3_t dir, target, t_angs, t_dir; float dist, groundDist = G_GroundDistance( NPC ); const float minyaw = 35 /*sina(96/176)*/, maxyaw = 75 /*90-15*/; float speed, maxSpeed; const float speedD = 8; VectorSubtract( NPC->client->leader->r.currentOrigin, NPC->r.currentOrigin, dir ); dist = VectorLength( dir ); if ( dist > 96 && dist < 256 && groundDist > 96 ) { return; } GetAnglesForDirection( NPC->client->leader->r.currentOrigin, NPC->r.currentOrigin, t_angs ); t_angs[PITCH] = flrand( minyaw, maxyaw ); //FIXME? AngleVectors( t_angs, t_dir, NULL, NULL ); VectorMA( NPC->client->leader->r.currentOrigin, 176, t_dir, target ); VectorSubtract( target, NPC->r.currentOrigin, moveDir ); dist = VectorLength( moveDir ); VectorNormalize( moveDir ); maxSpeed = (dist>384)?NPCInfo->stats.runSpeed:NPCInfo->stats.walkSpeed; speed = NPCInfo->flySpeed + NPCInfo->stats.acceleration; speed *= sqrt(dist) / speedD; if ( speed > maxSpeed ) speed = maxSpeed; else if ( speed < 0 ) speed = 0; NPCInfo->flySpeed = DotProduct( moveDir, NPCInfo->lastFlyDir ) * speed; if ( NPCInfo->flySpeed < 0 ) NPCInfo->flySpeed = 0; if ( DotProduct( NPC->client->ps.velocity, dir ) > dist ) speed = -speed; VectorCopy( moveDir, NPCInfo->lastFlyDir ); VectorScale( moveDir, speed, moveDir ); }
void Sniper_FaceEnemy( void ) { //FIXME: the ones behind kill holes are facing some arbitrary direction and not firing //FIXME: If actually trying to hit enemy, don't fire unless enemy is at least in front of me? //FIXME: need to give designers option to make them not miss first few shots if ( NPC->enemy ) { vec3_t muzzle, target, angles, forward, right, up; //Get the positions AngleVectors( NPC->client->ps.viewangles, forward, right, up ); CalcMuzzlePoint( NPC, forward, right, up, muzzle, 0 ); //CalcEntitySpot( NPC, SPOT_WEAPON, muzzle ); CalcEntitySpot( NPC->enemy, SPOT_ORIGIN, target ); if ( enemyDist > 65536 && NPCInfo->stats.aim < 5 )//is 256 squared, was 16384 (128*128) { if ( NPC->count < (5-NPCInfo->stats.aim) ) {//miss a few times first if ( shoot && TIMER_Done( NPC, "attackDelay" ) && level.time >= NPCInfo->shotTime ) {//ready to fire again qboolean aimError = qfalse; qboolean hit = qtrue; int tryMissCount = 0; trace_t trace; GetAnglesForDirection( muzzle, target, angles ); AngleVectors( angles, forward, right, up ); while ( hit && tryMissCount < 10 ) { tryMissCount++; if ( !Q_irand( 0, 1 ) ) { aimError = qtrue; if ( !Q_irand( 0, 1 ) ) { VectorMA( target, NPC->enemy->maxs[2]*Q_flrand(1.5, 4), right, target ); } else { VectorMA( target, NPC->enemy->mins[2]*Q_flrand(1.5, 4), right, target ); } } if ( !aimError || !Q_irand( 0, 1 ) ) { if ( !Q_irand( 0, 1 ) ) { VectorMA( target, NPC->enemy->maxs[2]*Q_flrand(1.5, 4), up, target ); } else { VectorMA( target, NPC->enemy->mins[2]*Q_flrand(1.5, 4), up, target ); } } gi.trace( &trace, muzzle, vec3_origin, vec3_origin, target, NPC->s.number, MASK_SHOT, G2_NOCOLLIDE, 0 ); hit = Sniper_EvaluateShot( trace.entityNum ); } NPC->count++; } else { if ( !enemyLOS ) { NPC_UpdateAngles( qtrue, qtrue ); return; } } } else {//based on distance, aim value, difficulty and enemy movement, miss //FIXME: incorporate distance as a factor? int missFactor = 8-(NPCInfo->stats.aim+g_spskill->integer) * 3; if ( missFactor > ENEMY_POS_LAG_STEPS ) { missFactor = ENEMY_POS_LAG_STEPS; } else if ( missFactor < 0 ) {//??? missFactor = 0 ; } VectorCopy( NPCInfo->enemyLaggedPos[missFactor], target ); } GetAnglesForDirection( muzzle, target, angles ); } else { target[2] += Q_flrand( 0, NPC->enemy->maxs[2] ); //CalcEntitySpot( NPC->enemy, SPOT_HEAD_LEAN, target ); GetAnglesForDirection( muzzle, target, angles ); } NPCInfo->desiredYaw = AngleNormalize360( angles[YAW] ); NPCInfo->desiredPitch = AngleNormalize360( angles[PITCH] ); } NPC_UpdateAngles( qtrue, qtrue ); }