//------------------------------------ void Seeker_Attack( void ) { float distance; qboolean visible, advance; // Always keep a good height off the ground Seeker_MaintainHeight(); // Rate our distance to the target, and our visibilty distance = DistanceHorizontalSquared( NPCS.NPC->r.currentOrigin, NPCS.NPC->enemy->r.currentOrigin ); visible = NPC_ClearLOS4( NPCS.NPC->enemy ); advance = (qboolean)(distance > MIN_DISTANCE_SQR); if ( NPCS.NPC->client->NPC_class == CLASS_BOBAFETT ) { advance = (qboolean)(distance>(200.0f*200.0f)); } // If we cannot see our target, move to see it if ( visible == qfalse ) { if ( NPCS.NPCInfo->scriptFlags & SCF_CHASE_ENEMIES ) { Seeker_Hunt( visible, advance ); return; } } Seeker_Ranged( visible, advance ); }
/* ------------------------- Sentry_AttackDecision ------------------------- */ void Sentry_AttackDecision( void ) { float distance; qboolean visible; qboolean advance; // Always keep a good height off the ground Sentry_MaintainHeight(); NPC->s.loopSound = G_SoundIndex( "sound/chars/sentry/misc/sentry_hover_2_lp" ); //randomly talk if ( TIMER_Done(NPC,"patrolNoise") ) { if (TIMER_Done(NPC,"angerNoise")) { G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/sentry/misc/talk%d", Q_irand(1, 3)) ); TIMER_Set( NPC, "patrolNoise", Q_irand( 4000, 10000 ) ); } } // He's dead. if (NPC->enemy->health<1) { NPC->enemy = NULL; Sentry_Idle(); return; } // If we don't have an enemy, just idle if ( NPC_CheckEnemyExt(qfalse) == qfalse ) { Sentry_Idle(); return; } // Rate our distance to the target and visibilty distance = (int) DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin ); visible = NPC_ClearLOS4( NPC->enemy ); advance = (qboolean)(distance > MIN_DISTANCE_SQR); // If we cannot see our target, move to see it if ( visible == qfalse ) { if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES ) { Sentry_Hunt( visible, advance ); return; } } NPC_FaceEnemy( qtrue ); Sentry_RangedAttack( visible, advance ); }
//------------------------------------ void Seeker_FindEnemy( void ) { int numFound; float dis, bestDis = SEEKER_SEEK_RADIUS * SEEKER_SEEK_RADIUS + 1; vec3_t mins, maxs; int entityList[MAX_GENTITIES]; gentity_t *ent, *best = NULL; int i; VectorSet( maxs, SEEKER_SEEK_RADIUS, SEEKER_SEEK_RADIUS, SEEKER_SEEK_RADIUS ); VectorScale( maxs, -1, mins ); numFound = trap->EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for ( i = 0 ; i < numFound ; i++ ) { ent = &g_entities[entityList[i]]; if ( ent->s.number == NPCS.NPC->s.number || !ent->client //&& || !ent->NPC || ent->health <= 0 || !ent->inuse ) { continue; } if ( ent->client->playerTeam == NPCS.NPC->client->playerTeam || ent->client->playerTeam == NPCTEAM_NEUTRAL ) // don't attack same team or bots { continue; } // try to find the closest visible one if ( !NPC_ClearLOS4( ent )) { continue; } dis = DistanceHorizontalSquared( NPCS.NPC->r.currentOrigin, ent->r.currentOrigin ); if ( dis <= bestDis ) { bestDis = dis; best = ent; } } if ( best ) { // used to offset seekers around a circle so they don't occupy the same spot. This is not a fool-proof method. NPCS.NPC->random = Q_flrand(0.0f, 1.0f) * 6.3f; // roughly 2pi NPCS.NPC->enemy = best; } }
void ATST_Attack( void ) { qboolean altAttack = qfalse, visible = qfalse, advance = qfalse; int blasterTest, chargerTest; float distance; if ( !NPC_CheckEnemyExt( qfalse ) ) { NPC->enemy = NULL; return; } NPC_FaceEnemy( qtrue ); // Rate our distance to the target, and our visibilty distance = (int)DistanceHorizontalSquared( &NPC->r.currentOrigin, &NPC->enemy->r.currentOrigin ); visible = NPC_ClearLOS4( NPC->enemy ) ? qtrue : qfalse; advance = (distance > MIN_DISTANCE_SQR) ? qtrue : qfalse; // If we cannot see our target, move to see it if ( !visible ) { if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES ) { ATST_Hunt( visible, advance ); return; } } // Decide what type of attack to do if ( distance > MIN_MELEE_RANGE_SQR ) { // DIST_LONG // NPC_ChangeWeapon( WP_ATST_SIDE ); //rwwFIXMEFIXME: make atst weaps work. // See if the side weapons are there blasterTest = trap->G2API_GetSurfaceRenderStatus( NPC->ghoul2, 0, "head_light_blaster_cann" ); chargerTest = trap->G2API_GetSurfaceRenderStatus( NPC->ghoul2, 0, "head_concussion_charger" ); // It has both side weapons if ( blasterTest != -1 && !(blasterTest & TURN_OFF) && chargerTest != -1 && !(chargerTest & TURN_OFF) ) altAttack = Q_irand( 0, 1 ) ? qtrue : qfalse; else if ( blasterTest != -1 && !(blasterTest & TURN_OFF) ) altAttack = qfalse; else if ( chargerTest != -1 && !(chargerTest & TURN_OFF) ) altAttack = qtrue; else NPC_ChangeWeapon( WP_NONE ); } else { // DIST_MELEE // NPC_ChangeWeapon( WP_ATST_MAIN ); } NPC_FaceEnemy( qtrue ); ATST_Ranged( visible, advance, altAttack ); }
void ImperialProbe_AttackDecision( void ) { float distance; qboolean visible; qboolean advance; // Always keep a good height off the ground ImperialProbe_MaintainHeight(); //randomly talk if ( TIMER_Done(NPC,"patrolNoise") ) { if (TIMER_Done(NPC,"angerNoise")) { G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/probe/misc/probetalk%d", Q_irand(1, 3)) ); TIMER_Set( NPC, "patrolNoise", Q_irand( 4000, 10000 ) ); } } // If we don't have an enemy, just idle if ( NPC_CheckEnemyExt(qfalse) == qfalse ) { ImperialProbe_Idle(); return; } NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1, SETANIM_FLAG_NORMAL); // Rate our distance to the target, and our visibilty distance = (int) DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin ); visible = NPC_ClearLOS4( NPC->enemy ); advance = (qboolean)(distance > MIN_DISTANCE_SQR); // If we cannot see our target, move to see it if ( visible == qfalse ) { if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES ) { ImperialProbe_Hunt( visible, advance ); return; } } // Sometimes I have problems with facing the enemy I'm attacking, so force the issue so I don't look dumb NPC_FaceEnemy( qtrue ); // Decide what type of attack to do ImperialProbe_Ranged( visible, advance ); }
void Seeker_Attack( void ) { float distance; qboolean visible; qboolean advance; // Always keep a good height off the ground Seeker_MaintainHeight(); // Rate our distance to the target, and our visibilty distance = DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin ); visible = NPC_ClearLOS4( NPC->enemy ); advance = (qboolean)(distance > MIN_DISTANCE_SQR); //[SeekerItemNpc] //dont shoot at dead people if(!NPC->enemy->inuse || NPC->enemy->health <= 0) { NPC->enemy = NULL; return; } //[/SeekerItemNpc] if ( NPC->client->NPC_class == CLASS_BOBAFETT ) { advance = (qboolean)(distance>(200.0f*200.0f)); } // If we cannot see our target, move to see it if ( visible == qfalse ) { if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES ) { Seeker_Hunt( visible, advance ); return; } //[SeekerItemNpc] else { //we cant chase them? then return to the follow target NPC->enemy = NULL; if(NPC->client->leader) NPCInfo->goalEntity = NPC->client->leader; return; } //[/SeekerItemNpc] } Seeker_Ranged( visible, advance ); }
/* ------------------------- Interrogator_Attack ------------------------- */ void Interrogator_Attack( void ) { float distance; qboolean visible; qboolean advance; // Always keep a good height off the ground Interrogator_MaintainHeight(); //randomly talk if ( TIMER_Done(NPC,"patrolNoise") ) { if (TIMER_Done(NPC,"angerNoise")) { G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/probe/misc/talk.wav", Q_irand(1, 3)) ); TIMER_Set( NPC, "patrolNoise", Q_irand( 4000, 10000 ) ); } } // If we don't have an enemy, just idle if ( NPC_CheckEnemyExt(qfalse) == qfalse ) { Interrogator_Idle(); return; } // Rate our distance to the target, and our visibilty distance = (int) DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin ); visible = NPC_ClearLOS4( NPC->enemy ); advance = (qboolean)(distance > MIN_DISTANCE*MIN_DISTANCE ); if ( !visible ) { advance = qtrue; } if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES ) { Interrogator_Hunt( visible, advance ); } NPC_FaceEnemy( qtrue ); if (!advance) { Interrogator_Melee( visible, advance ); } }
qboolean NPC_TargetVisible( gentity_t *ent ) { //Make sure we're in a valid range if ( DistanceSquared( ent->r.currentOrigin, NPC->r.currentOrigin ) > ( NPCInfo->stats.visrange * NPCInfo->stats.visrange ) ) return qfalse; //Check our FOV if ( InFOV( ent, NPC, NPCInfo->stats.hfov, NPCInfo->stats.vfov ) == qfalse ) return qfalse; //Check for sight if ( NPC_ClearLOS4( ent ) == qfalse ) return qfalse; return qtrue; }
/* ------------------------- Remote_Attack ------------------------- */ void Remote_Attack( void ) { float distance; qboolean visible; float idealDist; qboolean advance; qboolean retreat; if ( TIMER_Done(NPC,"spin") ) { TIMER_Set( NPC, "spin", Q_irand( 250, 1500 ) ); NPCInfo->desiredYaw += Q_irand( -200, 200 ); } // Always keep a good height off the ground Remote_MaintainHeight(); // If we don't have an enemy, just idle if ( NPC_CheckEnemyExt(qfalse) == qfalse ) { Remote_Idle(); return; } // Rate our distance to the target, and our visibilty distance = (int) DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin ); visible = NPC_ClearLOS4( NPC->enemy ); //[CoOp] idealDist = MIN_DISTANCE_SQR+(MIN_DISTANCE_SQR*Q_flrand( 0, 1 )); //idealDist = MIN_DISTANCE_SQR+(MIN_DISTANCE_SQR*flrand( 0, 1 )); //[/CoOp] advance = (qboolean)(distance > idealDist*1.25); retreat = (qboolean)(distance < idealDist*0.75); // If we cannot see our target, move to see it if ( visible == qfalse ) { if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES ) { Remote_Hunt( visible, advance, retreat ); return; } } Remote_Ranged( visible, advance, retreat ); }
//---------------------------------- void MineMonster_Combat( void ) { float distance; qboolean advance; // If we cannot see our target or we have somewhere to go, then do that if ( !NPC_ClearLOS4( NPC->enemy ) || UpdateGoal( )) { NPCInfo->combatMove = qtrue; NPCInfo->goalEntity = NPC->enemy; NPCInfo->goalRadius = MAX_DISTANCE; // just get us within combat range NPC_MoveToGoal( qtrue ); return; } // Sometimes I have problems with facing the enemy I'm attacking, so force the issue so I don't look dumb NPC_FaceEnemy( qtrue ); distance = DistanceHorizontalSquared( &NPC->r.currentOrigin, &NPC->enemy->r.currentOrigin ); advance = (qboolean)( distance > MIN_DISTANCE_SQR ? qtrue : qfalse ); if (( advance || NPCInfo->localState == LSTATE_WAITING ) && TIMER_Done( NPC, "attacking" )) // waiting monsters can't attack { if ( TIMER_Done2( NPC, "takingPain", qtrue )) { NPCInfo->localState = LSTATE_CLEAR; } else { MineMonster_Move( qtrue ); } } else { MineMonster_Attack(); } }
//replaced with SP version. void NPC_BSHowler_Default( void ) { if ( NPC->client->ps.legsAnim != BOTH_GESTURE1 ) { NPC->count = 0; } //FIXME: if in jump, do damage in front and maybe knock them down? if ( !TIMER_Done( NPC, "attacking" ) ) { if ( NPC->enemy ) { //NPC_FaceEnemy( qfalse ); Howler_Attack( Distance( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin ), qfalse ); } else { //NPC_UpdateAngles( qfalse, qtrue ); Howler_Attack( 0.0f, qfalse ); } NPC_UpdateAngles( qfalse, qtrue ); return; } if ( NPC->enemy ) { if ( NPCInfo->stats.aggression > 0 ) { if ( TIMER_Done( NPC, "aggressionDecay" ) ) { NPCInfo->stats.aggression--; TIMER_Set( NPC, "aggressionDecay", 500 ); } } //RAFIXME - No fleeing, need to fix this at some point. /* if ( !TIMER_Done( NPC, "flee" ) && NPC_BSFlee() ) //this can clear ENEMY {//successfully trying to run away return; } */ if ( NPC->enemy == NULL) { NPC_UpdateAngles( qfalse, qtrue ); return; } if ( NPCInfo->localState == LSTATE_FLEE ) {//we were fleeing, now done (either timer ran out or we cannot flee anymore if ( NPC_ClearLOS4( NPC->enemy ) ) {//if enemy is still around, go berzerk NPCInfo->localState = LSTATE_BERZERK; } else {//otherwise, lick our wounds? NPCInfo->localState = LSTATE_CLEAR; TIMER_Set( NPC, "standing", Q_irand( 3000, 10000 ) ); } } else if ( NPCInfo->localState == LSTATE_BERZERK ) {//go nuts! } else if ( NPCInfo->stats.aggression >= Q_irand( 75, 125 ) ) {//that's it, go nuts! NPCInfo->localState = LSTATE_BERZERK; } else if ( !TIMER_Done( NPC, "retreating" ) ) {//trying to back off NPC_FaceEnemy( qtrue ); if ( NPC->client->ps.speed > NPCInfo->stats.walkSpeed ) { NPC->client->ps.speed = NPCInfo->stats.walkSpeed; } ucmd.buttons |= BUTTON_WALKING; if ( Distance( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin ) < HOWLER_RETREAT_DIST ) {//enemy is close vec3_t moveDir; AngleVectors( NPC->r.currentAngles, moveDir, NULL, NULL ); VectorScale( moveDir, -1, moveDir ); if ( !NAV_DirSafe( NPC, moveDir, 8 ) ) {//enemy is backing me up against a wall or ledge! Start to get really mad! NPCInfo->stats.aggression += 2; } else {//back off ucmd.forwardmove = -127; } //enemy won't leave me alone, get mad... NPCInfo->stats.aggression++; } return; } else if ( TIMER_Done( NPC, "standing" ) ) {//not standing around if ( !(NPCInfo->last_ucmd.forwardmove) && !(NPCInfo->last_ucmd.rightmove) ) {//stood last frame if ( TIMER_Done( NPC, "walking" ) && TIMER_Done( NPC, "running" ) ) {//not walking or running if ( Q_irand( 0, 2 ) ) {//run for a while TIMER_Set( NPC, "walking", Q_irand( 4000, 8000 ) ); } else {//walk for a bit TIMER_Set( NPC, "running", Q_irand( 2500, 5000 ) ); } } } else if ( (NPCInfo->last_ucmd.buttons&BUTTON_WALKING) ) {//walked last frame if ( TIMER_Done( NPC, "walking" ) ) {//just finished walking if ( Q_irand( 0, 5 ) || DistanceSquared( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin ) < MAX_DISTANCE_SQR ) {//run for a while TIMER_Set( NPC, "running", Q_irand( 4000, 20000 ) ); } else {//stand for a bit TIMER_Set( NPC, "standing", Q_irand( 2000, 6000 ) ); } } } else {//ran last frame if ( TIMER_Done( NPC, "running" ) ) {//just finished running if ( Q_irand( 0, 8 ) || DistanceSquared( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin ) < MAX_DISTANCE_SQR ) {//walk for a while TIMER_Set( NPC, "walking", Q_irand( 3000, 10000 ) ); } else {//stand for a bit TIMER_Set( NPC, "standing", Q_irand( 2000, 6000 ) ); } } } } if ( NPC_ValidEnemy( NPC->enemy ) == qfalse ) { TIMER_Remove( NPC, "lookForNewEnemy" );//make them look again right now if ( !NPC->enemy->inuse || level.time - NPC->enemy->s.time > Q_irand( 10000, 15000 ) ) {//it's been a while since the enemy died, or enemy is completely gone, get bored with him NPC->enemy = NULL; Howler_Patrol(); NPC_UpdateAngles( qtrue, qtrue ); return; } } if ( TIMER_Done( NPC, "lookForNewEnemy" ) ) { gentity_t *sav_enemy = NPC->enemy;//FIXME: what about NPC->lastEnemy? gentity_t *newEnemy; NPC->enemy = NULL; newEnemy = NPC_CheckEnemy( (qboolean)(NPCInfo->confusionTime < level.time), qfalse, qfalse ); NPC->enemy = sav_enemy; if ( newEnemy && newEnemy != sav_enemy ) {//picked up a new enemy! NPC->lastEnemy = NPC->enemy; G_SetEnemy( NPC, newEnemy ); if ( NPC->enemy != NPC->lastEnemy ) {//clear this so that we only sniff the player the first time we pick them up //RACC - this doesn't appear to get used for Howlers //NPC->useDebounceTime = 0; } //hold this one for at least 5-15 seconds TIMER_Set( NPC, "lookForNewEnemy", Q_irand( 5000, 15000 ) ); } else {//look again in 2-5 secs TIMER_Set( NPC, "lookForNewEnemy", Q_irand( 2000, 5000 ) ); } } Howler_Combat(); if ( TIMER_Done( NPC, "speaking" ) ) { if ( !TIMER_Done( NPC, "standing" ) || !TIMER_Done( NPC, "retreating" )) { G_SoundOnEnt( NPC, CHAN_VOICE, va( "sound/chars/howler/idle_hiss%d.mp3", Q_irand( 1, 2 ) ) ); } else if ( !TIMER_Done( NPC, "walking" ) || NPCInfo->localState == LSTATE_FLEE ) { G_SoundOnEnt( NPC, CHAN_VOICE, va( "sound/chars/howler/howl_talk%d.mp3", Q_irand( 1, 5 ) ) ); } else { G_SoundOnEnt( NPC, CHAN_VOICE, va( "sound/chars/howler/howl_yell%d.mp3", Q_irand( 1, 5 ) ) ); } if ( NPCInfo->localState == LSTATE_BERZERK || NPCInfo->localState == LSTATE_FLEE ) { TIMER_Set( NPC, "speaking", Q_irand( 1000, 4000 ) ); } else { TIMER_Set( NPC, "speaking", Q_irand( 3000, 8000 ) ); } } return; } else { if ( TIMER_Done( NPC, "speaking" ) ) { if ( !Q_irand( 0, 3 ) ) { G_SoundOnEnt( NPC, CHAN_VOICE, va( "sound/chars/howler/idle_hiss%d.mp3", Q_irand( 1, 2 ) ) ); } else { G_SoundOnEnt( NPC, CHAN_VOICE, va( "sound/chars/howler/howl_talk%d.mp3", Q_irand( 1, 5 ) ) ); } TIMER_Set( NPC, "speaking", Q_irand( 4000, 12000 ) ); } if ( NPCInfo->stats.aggression > 0 ) { if ( TIMER_Done( NPC, "aggressionDecay" ) ) { NPCInfo->stats.aggression--; TIMER_Set( NPC, "aggressionDecay", 200 ); } } if ( TIMER_Done( NPC, "standing" ) ) {//not standing around if ( !(NPCInfo->last_ucmd.forwardmove) && !(NPCInfo->last_ucmd.rightmove) ) {//stood last frame if ( TIMER_Done( NPC, "walking" ) && TIMER_Done( NPC, "running" ) ) {//not walking or running if ( NPCInfo->goalEntity ) {//have somewhere to go if ( Q_irand( 0, 2 ) ) {//walk for a while TIMER_Set( NPC, "walking", Q_irand( 3000, 10000 ) ); } else {//run for a bit TIMER_Set( NPC, "running", Q_irand( 2500, 5000 ) ); } } } } else if ( (NPCInfo->last_ucmd.buttons&BUTTON_WALKING) ) {//walked last frame if ( TIMER_Done( NPC, "walking" ) ) {//just finished walking if ( Q_irand( 0, 3 ) ) {//run for a while TIMER_Set( NPC, "running", Q_irand( 3000, 6000 ) ); } else {//stand for a bit TIMER_Set( NPC, "standing", Q_irand( 2500, 5000 ) ); } } } else {//ran last frame if ( TIMER_Done( NPC, "running" ) ) {//just finished running if ( Q_irand( 0, 2 ) ) {//walk for a while TIMER_Set( NPC, "walking", Q_irand( 6000, 15000 ) ); } else {//stand for a bit TIMER_Set( NPC, "standing", Q_irand( 4000, 6000 ) ); } } } } if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES ) { Howler_Patrol(); } else { Howler_Idle(); } } NPC_UpdateAngles( qfalse, qtrue ); }
/* ------------------------- Mark2_AttackDecision ------------------------- */ void Mark2_AttackDecision( void ) { float distance; qboolean visible; qboolean advance; NPC_FaceEnemy( qtrue ); distance = (int) DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin ); visible = NPC_ClearLOS4( NPC->enemy ); advance = (qboolean)(distance > MIN_DISTANCE_SQR); // He's been ordered to get up if (NPCInfo->localState == LSTATE_RISINGUP) { NPC->flags &= ~FL_SHIELDED; NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1START, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE ); if ((NPC->client->ps.legsTimer<=0) && NPC->client->ps.torsoAnim == BOTH_RUN1START ) { NPCInfo->localState = LSTATE_NONE; // He's up again. } return; } // If we cannot see our target, move to see it if ((!visible) || (!NPC_FaceEnemy(qtrue))) { // If he's going down or is down, make him get up if ((NPCInfo->localState == LSTATE_DOWN) || (NPCInfo->localState == LSTATE_DROPPINGDOWN)) { if ( TIMER_Done( NPC, "downTime" ) ) // Down being down?? (The delay is so he doesn't pop up and down when the player goes in and out of range) { NPCInfo->localState = LSTATE_RISINGUP; NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1STOP, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE ); TIMER_Set( NPC, "runTime", Q_irand( 3000, 8000) ); // So he runs for a while before testing to see if he should drop down. } } else { Mark2_Hunt(); } return; } // He's down but he could advance if he wants to. if ((advance) && (TIMER_Done( NPC, "downTime" )) && (NPCInfo->localState == LSTATE_DOWN)) { NPCInfo->localState = LSTATE_RISINGUP; NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1STOP, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE ); TIMER_Set( NPC, "runTime", Q_irand( 3000, 8000) ); // So he runs for a while before testing to see if he should drop down. } NPC_FaceEnemy( qtrue ); // Dropping down to shoot if (NPCInfo->localState == LSTATE_DROPPINGDOWN) { NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1STOP, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE ); TIMER_Set( NPC, "downTime", Q_irand( 3000, 9000) ); if ((NPC->client->ps.legsTimer<=0) && NPC->client->ps.torsoAnim == BOTH_RUN1STOP ) { NPC->flags |= FL_SHIELDED; NPCInfo->localState = LSTATE_DOWN; } } // He's down and shooting else if (NPCInfo->localState == LSTATE_DOWN) { NPC->flags |= FL_SHIELDED;//only damagable by lightsabers and missiles Mark2_BlasterAttack(qfalse); } else if (TIMER_Done( NPC, "runTime" )) // Lowering down to attack. But only if he's done running at you. { NPCInfo->localState = LSTATE_DROPPINGDOWN; } else if (advance) { // We can see enemy so shoot him if timer lets you. Mark2_BlasterAttack(advance); } }
//---------------------------------- void Rancor_Combat( void ) { if ( NPCS.NPC->count ) {//holding my enemy if ( TIMER_Done2( NPCS.NPC, "takingPain", qtrue )) { NPCS.NPCInfo->localState = LSTATE_CLEAR; } else { Rancor_Attack( 0, qfalse ); } NPC_UpdateAngles( qtrue, qtrue ); return; } // If we cannot see our target or we have somewhere to go, then do that if ( !NPC_ClearLOS4( NPCS.NPC->enemy ) )//|| UpdateGoal( )) { NPCS.NPCInfo->combatMove = qtrue; NPCS.NPCInfo->goalEntity = NPCS.NPC->enemy; NPCS.NPCInfo->goalRadius = MIN_DISTANCE;//MAX_DISTANCE; // just get us within combat range if ( !NPC_MoveToGoal( qtrue ) ) {//couldn't go after him? Look for a new one TIMER_Set( NPCS.NPC, "lookForNewEnemy", 0 ); NPCS.NPCInfo->consecutiveBlockedMoves++; } else { NPCS.NPCInfo->consecutiveBlockedMoves = 0; } return; } // Sometimes I have problems with facing the enemy I'm attacking, so force the issue so I don't look dumb NPC_FaceEnemy( qtrue ); { float distance; qboolean advance; qboolean doCharge; distance = Distance( NPCS.NPC->r.currentOrigin, NPCS.NPC->enemy->r.currentOrigin ); advance = (qboolean)( distance > (NPCS.NPC->r.maxs[0]+MIN_DISTANCE) ? qtrue : qfalse ); doCharge = qfalse; if ( advance ) {//have to get closer vec3_t yawOnlyAngles; VectorSet( yawOnlyAngles, 0, NPCS.NPC->r.currentAngles[YAW], 0 ); if ( NPCS.NPC->enemy->health > 0 && fabs(distance-250) <= 80 && InFOV3( NPCS.NPC->enemy->r.currentOrigin, NPCS.NPC->r.currentOrigin, yawOnlyAngles, 30, 30 ) ) { if ( !Q_irand( 0, 9 ) ) {//go for the charge doCharge = qtrue; advance = qfalse; } } } if (( advance /*|| NPCInfo->localState == LSTATE_WAITING*/ ) && TIMER_Done( NPCS.NPC, "attacking" )) // waiting monsters can't attack { if ( TIMER_Done2( NPCS.NPC, "takingPain", qtrue )) { NPCS.NPCInfo->localState = LSTATE_CLEAR; } else { Rancor_Move( qtrue ); } } else { Rancor_Attack( distance, doCharge ); } } }
/* ------------------------- Mark1_AttackDecision ------------------------- */ void Mark1_AttackDecision( void ) { int blasterTest,rocketTest; float distance; distance_e distRate; qboolean visible; qboolean advance; //randomly talk if ( TIMER_Done(NPC,"patrolNoise") ) { if (TIMER_Done(NPC,"angerNoise")) { TIMER_Set( NPC, "patrolNoise", Q_irand( 4000, 10000 ) ); } } // Enemy is dead or he has no enemy. if ((NPC->enemy->health<1) || ( NPC_CheckEnemyExt(qfalse) == qfalse )) { NPC->enemy = NULL; return; } // Rate our distance to the target and visibility distance = (int) DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin ); distRate = ( distance > MIN_MELEE_RANGE_SQR ) ? DIST_LONG : DIST_MELEE; visible = NPC_ClearLOS4( NPC->enemy ); advance = (qboolean)(distance > MIN_DISTANCE_SQR); // If we cannot see our target, move to see it if ((!visible) || (!NPC_FaceEnemy(qtrue))) { Mark1_Hunt(); return; } // See if the side weapons are there blasterTest = trap_G2API_GetSurfaceRenderStatus( NPC->ghoul2, 0, "l_arm" ); rocketTest = trap_G2API_GetSurfaceRenderStatus( NPC->ghoul2, 0, "r_arm" ); // It has both side weapons if (!blasterTest && !rocketTest) { ; // So do nothing. } else if (blasterTest!=-1 &&blasterTest) { distRate = DIST_LONG; } else if (rocketTest!=-1 &&rocketTest) { distRate = DIST_MELEE; } else // It should never get here, but just in case { NPC->health = 0; NPC->client->ps.stats[STAT_HEALTH] = 0; if (NPC->die) { NPC->die(NPC, NPC, NPC, 100, MOD_UNKNOWN); } } // We can see enemy so shoot him if timers let you. NPC_FaceEnemy( qtrue ); if (distRate == DIST_MELEE) { Mark1_BlasterAttack(advance); } else if (distRate == DIST_LONG) { Mark1_RocketAttack(advance); } }
void NPC_BSSaberDroid_Attack( void ) {//attack behavior //Don't do anything if we're hurt if ( NPC->painDebounceTime > level.time ) { NPC_UpdateAngles( qtrue, qtrue ); return; } //NPC_CheckEnemy( qtrue, qfalse ); //If we don't have an enemy, just idle if ( NPC_CheckEnemyExt(qfalse) == qfalse )//!NPC->enemy )// { NPC->enemy = NULL; NPC_BSSaberDroid_Patrol();//FIXME: or patrol? return; } if ( !NPC->enemy ) {//WTF? somehow we lost our enemy? NPC_BSSaberDroid_Patrol();//FIXME: or patrol? return; } enemyLOS = enemyCS = qfalse; move = qtrue; faceEnemy = qfalse; shoot = qfalse; enemyDist = DistanceSquared( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin ); //can we see our target? if ( NPC_ClearLOS4( NPC->enemy ) ) { NPCInfo->enemyLastSeenTime = level.time; enemyLOS = qtrue; if ( enemyDist <= 4096 && InFOV3( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, NPC->client->ps.viewangles, 90, 45 ) )//within 64 & infront { VectorCopy( NPC->enemy->r.currentOrigin, NPCInfo->enemyLastSeenLocation ); enemyCS = qtrue; } } /* else if ( gi.inPVS( NPC->enemy->currentOrigin, NPC->currentOrigin ) ) { NPCInfo->enemyLastSeenTime = level.time; faceEnemy = qtrue; } */ 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 ( !TIMER_Done( NPC, "taunting" ) ) { move = qfalse; } else if ( enemyCS ) { shoot = qtrue; if ( enemyDist < (NPC->r.maxs[0]+NPC->enemy->r.maxs[0]+32)*(NPC->r.maxs[0]+NPC->enemy->r.maxs[0]+32) ) {//close enough move = qfalse; } }//this should make him chase enemy when out of range...? if ( NPC->client->ps.legsTimer && NPC->client->ps.legsAnim != BOTH_A3__L__R )//this one is a running attack {//in the middle of a held, stationary anim, can't move move = qfalse; } if ( move ) {//move toward goal move = SaberDroid_Move(); if ( move ) {//if we had to chase him, be sure to attack as soon as possible TIMER_Set( NPC, "attackDelay", NPC->client->ps.weaponTime ); } } if ( !faceEnemy ) {//we want to face in the dir we're running if ( move ) {//don't run away and shoot NPCInfo->desiredYaw = NPCInfo->lastPathAngles[YAW]; NPCInfo->desiredPitch = 0; shoot = qfalse; } NPC_UpdateAngles( qtrue, qtrue ); } else// if ( faceEnemy ) {//face the enemy NPC_FaceEnemy(qtrue); } if ( NPCInfo->scriptFlags&SCF_DONT_FIRE ) { shoot = qfalse; } //FIXME: need predicted blocking? //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 {//attack! NPC_SaberDroid_PickAttack(); //set attac delay for next attack. if ( NPCInfo->rank > RANK_CREWMAN ) { TIMER_Set( NPC, "attackDelay", NPC->client->ps.weaponTime+Q_irand(0, 1000) ); } else { TIMER_Set( NPC, "attackDelay", NPC->client->ps.weaponTime+Q_irand( 0, 1000 )+(Q_irand( 0, (3-g_spskill.integer)*2 )*500) ); } } } } }
/* ------------------------- ATST_Attack ------------------------- */ void ATST_Attack( void ) { qboolean altAttack=qfalse; int blasterTest,chargerTest,weapon; float distance; distance_e distRate; qboolean visible; qboolean advance; if ( NPC_CheckEnemyExt(qfalse) == qfalse )//!NPC->enemy )// { NPC->enemy = NULL; return; } NPC_FaceEnemy( qtrue ); // Rate our distance to the target, and our visibilty distance = (int) DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin ); distRate = ( distance > MIN_MELEE_RANGE_SQR ) ? DIST_LONG : DIST_MELEE; visible = NPC_ClearLOS4( NPC->enemy ); advance = (qboolean)(distance > MIN_DISTANCE_SQR); // If we cannot see our target, move to see it if ( visible == qfalse ) { if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES ) { ATST_Hunt( visible, advance ); return; } } // Decide what type of attack to do switch ( distRate ) { case DIST_MELEE: // NPC_ChangeWeapon( WP_ATST_MAIN ); break; case DIST_LONG: // NPC_ChangeWeapon( WP_ATST_SIDE ); //rwwFIXMEFIXME: make atst weaps work. // See if the side weapons are there blasterTest = trap_G2API_GetSurfaceRenderStatus( NPC->ghoul2, 0, "head_light_blaster_cann" ); chargerTest = trap_G2API_GetSurfaceRenderStatus( NPC->ghoul2, 0, "head_concussion_charger" ); // It has both side weapons if ( blasterTest != -1 && !(blasterTest&TURN_OFF) && chargerTest != -1 && !(chargerTest&TURN_OFF)) { weapon = Q_irand( 0, 1); // 0 is blaster, 1 is charger (ALT SIDE) if (weapon) // Fire charger { altAttack = qtrue; } else { altAttack = qfalse; } } else if (blasterTest != -1 && !(blasterTest & TURN_OFF)) // Blaster is on { altAttack = qfalse; } else if (chargerTest != -1 &&!(chargerTest & TURN_OFF)) // Blaster is on { altAttack = qtrue; } else { NPC_ChangeWeapon( WP_NONE ); } break; } NPC_FaceEnemy( qtrue ); ATST_Ranged( visible, advance,altAttack ); }
void NPC_BSSniper_Attack( void ) { //Don't do anything if we're hurt if ( NPC->painDebounceTime > level.time ) { NPC_UpdateAngles( qtrue, qtrue ); return; } //NPC_CheckEnemy( qtrue, qfalse ); //If we don't have an enemy, just idle if ( NPC_CheckEnemyExt(qfalse) == qfalse )//!NPC->enemy )// { NPC->enemy = NULL; NPC_BSSniper_Patrol();//FIXME: or patrol? return; } //[CoOp] if ( TIMER_Done( NPC, "flee" ) && NPC_CheckForDanger( NPC_CheckAlertEvents( qtrue, qtrue, -1, qfalse, AEL_DANGER, qfalse ) ) ) //if ( TIMER_Done( NPC, "flee" ) && NPC_CheckForDanger( NPC_CheckAlertEvents( qtrue, qtrue, -1, qfalse, AEL_DANGER ) ) ) //[/CoOp] {//going to run NPC_UpdateAngles( qtrue, qtrue ); return; } if ( !NPC->enemy ) {//WTF? somehow we lost our enemy? NPC_BSSniper_Patrol();//FIXME: or patrol? return; } enemyLOS2 = enemyCS2 = qfalse; move2 = qtrue; faceEnemy2 = qfalse; shoot2 = qfalse; enemyDist2 = DistanceSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin ); if ( enemyDist2 < 16384 )//128 squared {//too close, so switch to primary fire if ( NPC->client->ps.weapon == WP_DISRUPTOR ) {//sniping... should be assumed if ( NPCInfo->scriptFlags & SCF_ALT_FIRE ) {//use primary fire trace_t trace; trap_Trace ( &trace, NPC->enemy->r.currentOrigin, NPC->enemy->r.mins, NPC->enemy->r.maxs, NPC->r.currentOrigin, NPC->enemy->s.number, NPC->enemy->clipmask ); if ( !trace.allsolid && !trace.startsolid && (trace.fraction == 1.0 || trace.entityNum == NPC->s.number ) ) {//he can get right to me NPCInfo->scriptFlags &= ~SCF_ALT_FIRE; //reset fire-timing variables NPC_ChangeWeapon( WP_DISRUPTOR ); NPC_UpdateAngles( qtrue, qtrue ); return; } } //FIXME: switch back if he gets far away again? } } else if ( enemyDist2 > 65536 )//256 squared { if ( NPC->client->ps.weapon == WP_DISRUPTOR ) {//sniping... should be assumed if ( !(NPCInfo->scriptFlags&SCF_ALT_FIRE) ) {//use primary fire NPCInfo->scriptFlags |= SCF_ALT_FIRE; //reset fire-timing variables NPC_ChangeWeapon( WP_DISRUPTOR ); NPC_UpdateAngles( qtrue, qtrue ); return; } } } Sniper_UpdateEnemyPos(); //can we see our target? if ( NPC_ClearLOS4( NPC->enemy ) )//|| (NPCInfo->stats.aim >= 5 && gi.inPVS( NPC->client->renderInfo.eyePoint, NPC->enemy->currentOrigin )) ) { float maxShootDist; NPCInfo->enemyLastSeenTime = level.time; VectorCopy( NPC->enemy->r.currentOrigin, NPCInfo->enemyLastSeenLocation ); enemyLOS2 = qtrue; maxShootDist = NPC_MaxDistSquaredForWeapon(); if ( enemyDist2 < maxShootDist ) { vec3_t fwd, right, up, muzzle, end; trace_t tr; int hit; AngleVectors( NPC->client->ps.viewangles, fwd, right, up ); CalcMuzzlePoint( NPC, fwd, right, up, muzzle ); VectorMA( muzzle, 8192, fwd, end ); trap_Trace ( &tr, muzzle, NULL, NULL, end, NPC->s.number, MASK_SHOT ); hit = tr.entityNum; //can we shoot our target? if ( Sniper_EvaluateShot( hit ) ) { enemyCS2 = qtrue; } } } /* else if ( gi.inPVS( NPC->enemy->currentOrigin, NPC->currentOrigin ) ) { NPCInfo->enemyLastSeenTime = level.time; faceEnemy2 = qtrue; } */ if ( enemyLOS2 ) {//FIXME: no need to face enemy if we're moving to some other goal and he's too far away to shoot? faceEnemy2 = qtrue; } if ( enemyCS2 ) { shoot2 = qtrue; } else if ( level.time - NPCInfo->enemyLastSeenTime > 3000 ) {//Hmm, have to get around this bastard... FIXME: this NPCInfo->enemyLastSeenTime builds up when ducked seems to make them want to run when they uncrouch Sniper_ResolveBlockedShot(); } //Check for movement to take care of Sniper_CheckMoveState(); //See if we should override shooting decision with any special considerations Sniper_CheckFireState(); if ( move2 ) {//move toward goal if ( NPCInfo->goalEntity )//&& ( NPCInfo->goalEntity != NPC->enemy || enemyDist2 > 10000 ) )//100 squared { move2 = Sniper_Move(); } else { move2 = qfalse; } } if ( !move2 ) { if ( !TIMER_Done( NPC, "duck" ) ) { if ( TIMER_Done( NPC, "watch" ) ) {//not while watching ucmd.upmove = -127; } } //FIXME: what about leaning? //FIXME: also, when stop ducking, start looking, if enemy can see me, chance of ducking back down again } else {//stop ducking! TIMER_Set( NPC, "duck", -1 ); } if ( TIMER_Done( NPC, "duck" ) && TIMER_Done( NPC, "watch" ) && (TIMER_Get( NPC, "attackDelay" )-level.time) > 1000 && NPC->attackDebounceTime < level.time ) { if ( enemyLOS2 && (NPCInfo->scriptFlags&SCF_ALT_FIRE) ) { if ( NPC->fly_sound_debounce_time < level.time ) { NPC->fly_sound_debounce_time = level.time + 2000; } } } if ( !faceEnemy2 ) {//we want to face in the dir we're running if ( move2 ) {//don't run away and shoot NPCInfo->desiredYaw = NPCInfo->lastPathAngles[YAW]; NPCInfo->desiredPitch = 0; shoot2 = qfalse; } NPC_UpdateAngles( qtrue, qtrue ); } else// if ( faceEnemy2 ) {//face the enemy Sniper_FaceEnemy(); } if ( NPCInfo->scriptFlags&SCF_DONT_FIRE ) { shoot2 = qfalse; } //FIXME: don't shoot right away! if ( shoot2 ) {//try to shoot if it's time if ( TIMER_Done( NPC, "attackDelay" ) ) { WeaponThink( qtrue ); if ( ucmd.buttons&(BUTTON_ATTACK|BUTTON_ALT_ATTACK) ) { G_SoundOnEnt( NPC, CHAN_WEAPON, "sound/null.wav" ); } //took a shot, now hide if ( !(NPC->spawnflags&SPF_NO_HIDE) && !Q_irand( 0, 1 ) ) { //FIXME: do this if in combat point and combat point has duck-type cover... also handle lean-type cover Sniper_StartHide(); } else { TIMER_Set( NPC, "attackDelay", NPCInfo->shotTime-level.time ); } } } }
//------------------------------------ void Seeker_FindEnemy( void ) { int numFound; float dis, bestDis = SEEKER_SEEK_RADIUS * SEEKER_SEEK_RADIUS + 1; vec3_t mins, maxs; int entityList[MAX_GENTITIES]; gentity_t *ent, *best = NULL; int i; //[SeekerItemNpc] float closestDist = SEEKER_SEEK_RADIUS * SEEKER_SEEK_RADIUS + 1; //[/SeekerItemNpc] if(NPC->activator && NPC->activator->client->ps.weapon == WP_SABER && !NPC->activator->client->ps.saberHolstered) { NPC->enemy=NULL; return; } VectorSet( maxs, SEEKER_SEEK_RADIUS, SEEKER_SEEK_RADIUS, SEEKER_SEEK_RADIUS ); VectorScale( maxs, -1, mins ); //[CoOp] //without this, the seekers are just scanning in terms of the world coordinates instead of around themselves, which is bad. VectorAdd(maxs, NPC->r.currentOrigin, maxs); VectorAdd(mins, NPC->r.currentOrigin, mins); //[/CoOp] numFound = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for ( i = 0 ; i < numFound ; i++ ) { ent = &g_entities[entityList[i]]; if ( ent->s.number == NPC->s.number || !ent->client //&& || !ent->NPC //[CoOp] //SP says this. Don't attack non-NPCs?! //|| !ent->NPC //[/CoOp] || ent->health <= 0 || !ent->inuse ) { continue; } //[SeekerItemNpc] if(OnSameTeam(NPC->activator, ent)) { //our owner is on the same team as this entity, don't target them. continue; } //dont attack our owner if(NPC->activator == ent) continue; if(ent->s.NPC_class == CLASS_VEHICLE) continue; //[/SeekerItemNpc] dis = DistanceHorizontalSquared( NPC->r.currentOrigin, ent->r.currentOrigin ); if ( dis <= closestDist ) closestDist = dis; // try to find the closest visible one if ( !NPC_ClearLOS4( ent )) { continue; } if ( dis <= bestDis ) { bestDis = dis; best = ent; } //[/SeekerItemNpc] } if ( best ) { //[SeekerItemNpc] because we can run even if we already have an enemy if(!NPC->enemy) { // used to offset seekers around a circle so they don't occupy the same spot. This is not a fool-proof method. NPC->random = random() * 6.3f; // roughly 2pi NPC->enemy = best; } //[/SeekerItemNpc] } //[SeekerItemNpc] //positive radius, check with los in mind if(NPC->radius > 0) { if(best && bestDis <= NPC->radius) NPC->fly_sound_debounce_time = level.time + (int)floor(2500.0f * (bestDis / (float)NPC->radius)) + 500; else NPC->fly_sound_debounce_time = -1; } //negitive radius, check only closest without los else if(NPC->radius < 0) { if(closestDist <= -NPC->radius) NPC->fly_sound_debounce_time = level.time + (int)floor(2500.0f * (closestDist / -(float)NPC->radius)) + 500; else NPC->fly_sound_debounce_time = -1; } //[/SeekerItemNpc] }
//---------------------------------- //replaced with SP version. static void Howler_Combat( void ) { qboolean faced = qfalse; float distance; qboolean advance = qfalse; if ( NPC->client->ps.groundEntityNum == ENTITYNUM_NONE ) {//not on the ground if ( NPC->client->ps.legsAnim == BOTH_JUMP1 || NPC->client->ps.legsAnim == BOTH_INAIR1 ) {//flying through the air with the greatest of ease, etc Howler_TryDamage( 10, qfalse, qfalse ); } } else {//not in air, see if we should attack or advance // If we cannot see our target or we have somewhere to go, then do that if ( !NPC_ClearLOS4( NPC->enemy ) )//|| UpdateGoal( )) { NPCInfo->goalEntity = NPC->enemy; NPCInfo->goalRadius = MAX_DISTANCE; // just get us within combat range if ( NPCInfo->localState == LSTATE_BERZERK ) { NPC_Howler_Move( 3 ); } else { NPC_Howler_Move( 10 ); } NPC_UpdateAngles( qfalse, qtrue ); return; } distance = DistanceHorizontal( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin ); if ( NPC->enemy && NPC->enemy->client && PM_InKnockDown( &NPC->enemy->client->ps ) ) {//get really close to knocked down enemies advance = (qboolean)( distance > MIN_DISTANCE ? qtrue : qfalse ); } else { advance = (qboolean)( distance > MAX_DISTANCE ? qtrue : qfalse );//MIN_DISTANCE } if (( advance || NPCInfo->localState == LSTATE_WAITING ) && TIMER_Done( NPC, "attacking" )) // waiting monsters can't attack { if ( TIMER_Done2( NPC, "takingPain", qtrue )) { NPCInfo->localState = LSTATE_CLEAR; } else if ( TIMER_Done( NPC, "standing" ) ) { faced = Howler_Move( qtrue ); } } else { Howler_Attack( distance, qfalse ); } } if ( !faced ) { if ( //TIMER_Done( NPC, "standing" ) //not just standing there //!advance //not moving TIMER_Done( NPC, "attacking" ) )// not attacking {//not standing around // Sometimes I have problems with facing the enemy I'm attacking, so force the issue so I don't look dumb NPC_FaceEnemy( qtrue ); } else { NPC_UpdateAngles( qfalse, qtrue ); } } }
void NPC_BSGrenadier_Attack( void ) { //Don't do anything if we're hurt if ( NPC->painDebounceTime > level.time ) { NPC_UpdateAngles( qtrue, qtrue ); return; } //NPC_CheckEnemy( qtrue, qfalse ); //If we don't have an enemy, just idle if ( NPC_CheckEnemyExt(qfalse) == qfalse )//!NPC->enemy )// { NPC->enemy = NULL; NPC_BSGrenadier_Patrol();//FIXME: or patrol? return; } if ( TIMER_Done( NPC, "flee" ) && NPC_CheckForDanger( NPC_CheckAlertEvents( qtrue, qtrue, -1, qfalse, AEL_DANGER ) ) ) {//going to run NPC_UpdateAngles( qtrue, qtrue ); return; } if ( !NPC->enemy ) {//WTF? somehow we lost our enemy? NPC_BSGrenadier_Patrol();//FIXME: or patrol? return; } enemyLOS3 = enemyCS3 = qfalse; move3 = qtrue; faceEnemy3 = qfalse; shoot3 = qfalse; enemyDist3 = DistanceSquared( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin ); //See if we should switch to melee attack if ( enemyDist3 < 16384 //128 && (!NPC->enemy->client || NPC->enemy->client->ps.weapon != WP_SABER || BG_SabersOff( &NPC->enemy->client->ps ) ) ) {//enemy is close and not using saber if ( NPC->client->ps.weapon == WP_THERMAL ) {//grenadier trace_t trace; trap_Trace ( &trace, NPC->r.currentOrigin, NPC->enemy->r.mins, NPC->enemy->r.maxs, NPC->enemy->r.currentOrigin, NPC->s.number, NPC->enemy->clipmask ); if ( !trace.allsolid && !trace.startsolid && (trace.fraction == 1.0 || trace.entityNum == NPC->enemy->s.number ) ) {//I can get right to him //reset fire-timing variables NPC_ChangeWeapon( WP_STUN_BATON ); if ( !(NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) )//NPCInfo->behaviorState == BS_STAND_AND_SHOOT ) {//FIXME: should we be overriding scriptFlags? NPCInfo->scriptFlags |= SCF_CHASE_ENEMIES;//NPCInfo->behaviorState = BS_HUNT_AND_KILL; } } } } else if ( enemyDist3 > 65536 || (NPC->enemy->client && NPC->enemy->client->ps.weapon == WP_SABER && !NPC->enemy->client->ps.saberHolstered) )//256 {//enemy is far or using saber if ( NPC->client->ps.weapon == WP_STUN_BATON && (NPC->client->ps.stats[STAT_WEAPONS]&(1<<WP_THERMAL)) ) {//fisticuffs, make switch to thermal if have it //reset fire-timing variables NPC_ChangeWeapon( WP_THERMAL ); } } //can we see our target? if ( NPC_ClearLOS4( NPC->enemy ) ) { NPCInfo->enemyLastSeenTime = level.time; enemyLOS3 = qtrue; if ( NPC->client->ps.weapon == WP_STUN_BATON ) { if ( enemyDist3 <= 4096 && InFOV3( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, NPC->client->ps.viewangles, 90, 45 ) )//within 64 & infront { VectorCopy( NPC->enemy->r.currentOrigin, NPCInfo->enemyLastSeenLocation ); enemyCS3 = qtrue; } } else if ( InFOV3( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, NPC->client->ps.viewangles, 45, 90 ) ) {//in front of me //can we shoot our target? //FIXME: how accurate/necessary is this check? int hit = NPC_ShotEntity( NPC->enemy, NULL ); gentity_t *hitEnt = &g_entities[hit]; if ( hit == NPC->enemy->s.number || ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPC->client->enemyTeam ) ) { float enemyHorzDist; VectorCopy( NPC->enemy->r.currentOrigin, NPCInfo->enemyLastSeenLocation ); enemyHorzDist = DistanceHorizontalSquared( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin ); if ( enemyHorzDist < 1048576 ) {//within 1024 enemyCS3 = qtrue; NPC_AimAdjust( 2 );//adjust aim better longer we have clear shot at enemy } else { NPC_AimAdjust( 1 );//adjust aim better longer we can see enemy } } } } else { NPC_AimAdjust( -1 );//adjust aim worse longer we cannot see enemy } /* else if ( trap_InPVS( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin ) ) { NPCInfo->enemyLastSeenTime = level.time; faceEnemy3 = qtrue; } */ if ( enemyLOS3 ) {//FIXME: no need to face enemy if we're moving to some other goal and he's too far away to shoot? faceEnemy3 = qtrue; } if ( enemyCS3 ) { shoot3 = qtrue; if ( NPC->client->ps.weapon == WP_THERMAL ) {//don't chase and throw move3 = qfalse; } else if ( NPC->client->ps.weapon == WP_STUN_BATON && enemyDist3 < (NPC->r.maxs[0]+NPC->enemy->r.maxs[0]+16)*(NPC->r.maxs[0]+NPC->enemy->r.maxs[0]+16) ) {//close enough move3 = qfalse; } }//this should make him chase enemy when out of range...? //Check for movement to take care of Grenadier_CheckMoveState(); //See if we should override shooting decision with any special considerations Grenadier_CheckFireState(); if ( move3 ) {//move toward goal if ( NPCInfo->goalEntity )//&& ( NPCInfo->goalEntity != NPC->enemy || enemyDist3 > 10000 ) )//100 squared { move3 = Grenadier_Move(); } else { move3 = qfalse; } } if ( !move3 ) { if ( !TIMER_Done( NPC, "duck" ) ) { ucmd.upmove = -127; } //FIXME: what about leaning? } else {//stop ducking! TIMER_Set( NPC, "duck", -1 ); } if ( !faceEnemy3 ) {//we want to face in the dir we're running if ( move3 ) {//don't run away and shoot NPCInfo->desiredYaw = NPCInfo->lastPathAngles[YAW]; NPCInfo->desiredPitch = 0; shoot3 = qfalse; } NPC_UpdateAngles( qtrue, qtrue ); } else// if ( faceEnemy3 ) {//face the enemy NPC_FaceEnemy(qtrue); } if ( NPCInfo->scriptFlags&SCF_DONT_FIRE ) { shoot3 = qfalse; } //FIXME: don't shoot right away! if ( shoot3 ) {//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 ); TIMER_Set( NPC, "attackDelay", NPCInfo->shotTime-level.time ); } } } }
void NPC_BSGM_Attack( void ) { //Don't do anything if we're hurt if ( NPCS.NPC->painDebounceTime > level.time ) { NPC_UpdateAngles( qtrue, qtrue ); return; } #if 0 //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.torsoTimer <= 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.legsTimer += 500; NPC->client->ps.torsoTimer += 500; } } else if ( NPC->client->ps.torsoAnim == BOTH_TRIUMPHANT1START ) { if ( NPC->client->ps.torsoTimer <= 500 ) { NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TRIUMPHANT1STARTGESTURE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); NPC->client->ps.legsTimer += 500; NPC->client->ps.torsoTimer += 500; } } else if ( NPC->client->ps.torsoAnim == BOTH_TRIUMPHANT1STARTGESTURE ) { if ( NPC->client->ps.torsoTimer <= 500 ) { NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TRIUMPHANT1STOP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); NPC->client->ps.legsTimer += 500; NPC->client->ps.torsoTimer += 500; } } else if ( NPC->client->ps.torsoAnim == BOTH_TRIUMPHANT1STOP ) { if ( NPC->client->ps.torsoTimer <= 500 ) { NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_STAND1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); NPC->client->ps.legsTimer = -1; NPC->client->ps.torsoTimer = -1; } } else if ( NPC->wait ) { if ( TIMER_Done( NPC, "gloatTime" ) ) { GM_StartGloat(); } else if ( DistanceHorizontalSquared( NPC->client->renderInfo.eyePoint, NPC->enemy->r.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; } #endif //If we don't have an enemy, just idle if ( NPC_CheckEnemyExt(qfalse) == qfalse || !NPCS.NPC->enemy ) { NPCS.NPC->enemy = NULL; NPC_BSGM_Patrol(); return; } enemyLOS4 = enemyCS4 = qfalse; move4 = qtrue; faceEnemy4 = qfalse; shoot4 = qfalse; hitAlly4 = qfalse; VectorClear( impactPos4 ); enemyDist4 = DistanceSquared( NPCS.NPC->r.currentOrigin, NPCS.NPC->enemy->r.currentOrigin ); //if ( NPC->client->ps.torsoAnim == BOTH_ATTACK4 || // NPC->client->ps.torsoAnim == BOTH_ATTACK5 ) if (0) { shoot4 = qfalse; if ( TIMER_Done( NPCS.NPC, "smackTime" ) && !NPCS.NPCInfo->blockedDebounceTime ) {//time to smack //recheck enemyDist4 and InFront if ( enemyDist4 < MELEE_DIST_SQUARED && InFront( NPCS.NPC->enemy->r.currentOrigin, NPCS.NPC->r.currentOrigin, NPCS.NPC->client->ps.viewangles, 0.3f ) ) { vec3_t smackDir; VectorSubtract( NPCS.NPC->enemy->r.currentOrigin, NPCS.NPC->r.currentOrigin, smackDir ); smackDir[2] += 30; VectorNormalize( smackDir ); //hurt them G_Sound( NPCS.NPC->enemy, CHAN_AUTO, G_SoundIndex( "sound/weapons/galak/skewerhit.wav" ) ); G_Damage( NPCS.NPC->enemy, NPCS.NPC, NPCS.NPC, smackDir, NPCS.NPC->r.currentOrigin, (g_npcspskill.integer+1)*Q_irand( 5, 10), DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK, MOD_CRUSH ); if ( NPCS.NPC->client->ps.torsoAnim == BOTH_ATTACK4 ) {//smackdown int knockAnim = BOTH_KNOCKDOWN1; if ( BG_CrouchAnim( NPCS.NPC->enemy->client->ps.legsAnim ) ) {//knockdown from crouch knockAnim = BOTH_KNOCKDOWN4; } //throw them smackDir[2] = 1; VectorNormalize( smackDir ); G_Throw( NPCS.NPC->enemy, smackDir, 50 ); NPC_SetAnim( NPCS.NPC->enemy, SETANIM_BOTH, knockAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } else {//uppercut //throw them G_Throw( NPCS.NPC->enemy, smackDir, 100 ); //make them backflip NPC_SetAnim( NPCS.NPC->enemy, SETANIM_BOTH, BOTH_KNOCKDOWN5, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } //done with the damage NPCS.NPCInfo->blockedDebounceTime = 1; } } } else if ( NPCS.NPC->lockCount ) //already shooting laser {//sometimes use the laser beam attack, but only after he's taken down our generator shoot4 = qfalse; if ( NPCS.NPC->lockCount == 1 ) {//charging up if ( TIMER_Done( NPCS.NPC, "beamDelay" ) ) {//time to start the beam int laserAnim; //if ( Q_irand( 0, 1 ) ) if (1) { laserAnim = BOTH_ATTACK2; } /* else { laserAnim = BOTH_ATTACK7; } */ NPC_SetAnim( NPCS.NPC, SETANIM_BOTH, laserAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); TIMER_Set( NPCS.NPC, "attackDelay", NPCS.NPC->client->ps.torsoTimer + Q_irand( 1000, 3000 ) ); //turn on beam effect NPCS.NPC->lockCount = 2; G_PlayEffectID( G_EffectIndex("galak/trace_beam"), NPCS.NPC->r.currentOrigin, vec3_origin ); NPCS.NPC->s.loopSound = G_SoundIndex( "sound/weapons/galak/lasercutting.wav" ); if ( !NPCS.NPCInfo->coverTarg ) {//for moving looping sound at end of trace NPCS.NPCInfo->coverTarg = G_Spawn(); if ( NPCS.NPCInfo->coverTarg ) { G_SetOrigin( NPCS.NPCInfo->coverTarg, NPCS.NPC->client->renderInfo.muzzlePoint ); NPCS.NPCInfo->coverTarg->r.svFlags |= SVF_BROADCAST; NPCS.NPCInfo->coverTarg->s.loopSound = G_SoundIndex( "sound/weapons/galak/lasercutting.wav" ); } } } } else {//in the actual attack now if ( NPCS.NPC->client->ps.torsoTimer <= 0 ) {//attack done! NPCS.NPC->lockCount = 0; G_FreeEntity( NPCS.NPCInfo->coverTarg ); NPCS.NPC->s.loopSound = 0; #if 0 NPC_SetAnim( NPC, SETANIM_TORSO, TORSO_DROPWEAP2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); #endif TIMER_Set( NPCS.NPC, "attackDelay", NPCS.NPC->client->ps.torsoTimer ); } else {//attack still going //do the trace and damage trace_t trace; vec3_t end, mins={-3,-3,-3}, maxs={3,3,3}; VectorMA( NPCS.NPC->client->renderInfo.muzzlePoint, 1024, NPCS.NPC->client->renderInfo.muzzleDir, end ); trap->Trace( &trace, NPCS.NPC->client->renderInfo.muzzlePoint, mins, maxs, end, NPCS.NPC->s.number, MASK_SHOT, qfalse, 0, 0 ); if ( trace.allsolid || trace.startsolid ) {//oops, in a wall if ( NPCS.NPCInfo->coverTarg ) { G_SetOrigin( NPCS.NPCInfo->coverTarg, NPCS.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_SoundAtLoc( trace.endpos, CHAN_AUTO, G_SoundIndex( "sound/weapons/galak/laserdamage.wav" ) ); G_Damage( traceEnt, NPCS.NPC, NPCS.NPC, NPCS.NPC->client->renderInfo.muzzleDir, trace.endpos, 10, 0, MOD_UNKNOWN ); } } if ( NPCS.NPCInfo->coverTarg ) { G_SetOrigin( NPCS.NPCInfo->coverTarg, trace.endpos ); } if ( !Q_irand( 0, 5 ) ) { G_SoundAtLoc( trace.endpos, CHAN_AUTO, 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 )||enemyDist4 < MAX_LOB_DIST_SQUARED) ) {//shield down, use laser NPC_GM_StartLaser(); } } else*/ if (// !NPC->client->ps.powerups[PW_GALAK_SHIELD] 1 //rwwFIXMEFIXME: just act like the shield is down til the effects and stuff are done && enemyDist4 < MELEE_DIST_SQUARED && InFront( NPCS.NPC->enemy->r.currentOrigin, NPCS.NPC->r.currentOrigin, NPCS.NPC->client->ps.viewangles, 0.3f ) && NPCS.NPC->enemy->localAnimIndex <= 1 )//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( NPCS.NPC, "attackDelay" ) ) { //animate me int swingAnim = BOTH_ATTACK1; #if 0 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 } #endif //FIXME: swing sound NPC_SetAnim( NPCS.NPC, SETANIM_BOTH, swingAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); TIMER_Set( NPCS.NPC, "attackDelay", NPCS.NPC->client->ps.torsoTimer + Q_irand( 1000, 3000 ) ); //delay the hurt until the proper point in the anim TIMER_Set( NPCS.NPC, "smackTime", 600 ); NPCS.NPCInfo->blockedDebounceTime = 0; //FIXME: say something? } } else if ( !NPCS.NPC->lockCount && NPCS.NPC->locationDamage[HL_GENERIC1] > GENERATOR_HEALTH && TIMER_Done( NPCS.NPC, "attackDelay" ) && InFront( NPCS.NPC->enemy->r.currentOrigin, NPCS.NPC->r.currentOrigin, NPCS.NPC->client->ps.viewangles, 0.3f ) && ((!Q_irand( 0, 10*(2-g_npcspskill.integer))&& enemyDist4 > MIN_LOB_DIST_SQUARED&& enemyDist4 < MAX_LOB_DIST_SQUARED) ||(!TIMER_Done( NPCS.NPC, "noLob" )&&!TIMER_Done( NPCS.NPC, "noRapid" ))) && NPCS.NPC->enemy->s.weapon != WP_TURRET ) {//sometimes use the laser beam attack, but only after he's taken down our generator shoot4 = qfalse; NPC_GM_StartLaser(); } else if ( enemyDist4 < MIN_LOB_DIST_SQUARED && (NPCS.NPC->enemy->s.weapon != WP_TURRET || Q_stricmp( "PAS", NPCS.NPC->enemy->classname )) && TIMER_Done( NPCS.NPC, "noRapid" ) )//256 {//enemy within 256 if ( (NPCS.NPC->client->ps.weapon == WP_REPEATER) && (NPCS.NPCInfo->scriptFlags & SCF_ALT_FIRE) ) {//shooting an explosive, but enemy too close, switch to primary fire NPCS.NPCInfo->scriptFlags &= ~SCF_ALT_FIRE; NPCS.NPC->alt_fire = qfalse; //FIXME: use weap raise & lower anims NPC_ChangeWeapon( WP_REPEATER ); } } else if ( (enemyDist4 > MAX_LOB_DIST_SQUARED || (NPCS.NPC->enemy->s.weapon == WP_TURRET && !Q_stricmp( "PAS", NPCS.NPC->enemy->classname ))) && TIMER_Done( NPCS.NPC, "noLob" ) )//448 {//enemy more than 448 away and we are ready to try lob fire again if ( (NPCS.NPC->client->ps.weapon == WP_REPEATER) && !(NPCS.NPCInfo->scriptFlags & SCF_ALT_FIRE) ) {//enemy far enough away to use lobby explosives NPCS.NPCInfo->scriptFlags |= SCF_ALT_FIRE; NPCS.NPC->alt_fire = qtrue; //FIXME: use weap raise & lower anims NPC_ChangeWeapon( WP_REPEATER ); } } } //can we see our target? if ( NPC_ClearLOS4( NPCS.NPC->enemy ) ) { NPCS.NPCInfo->enemyLastSeenTime = level.time;//used here for aim debouncing, not always a clear LOS enemyLOS4 = qtrue; if ( NPCS.NPC->client->ps.weapon == WP_NONE ) { enemyCS4 = 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 ( ((NPCS.NPC->client->ps.weapon == WP_REPEATER && (NPCS.NPCInfo->scriptFlags&SCF_ALT_FIRE))) && enemyDist4 < MIN_LOB_DIST_SQUARED )//256 { enemyCS4 = qfalse;//not true, but should stop us from firing hitAlly4 = qtrue;//us! //FIXME: if too close, run away! } else { int hit = NPC_ShotEntity( NPCS.NPC->enemy, impactPos4 ); gentity_t *hitEnt = &g_entities[hit]; if ( hit == NPCS.NPC->enemy->s.number || ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPCS.NPC->client->enemyTeam ) || ( hitEnt && hitEnt->takedamage ) ) {//can hit enemy or will hit glass or other breakable, so shoot anyway enemyCS4 = qtrue; NPC_AimAdjust( 2 );//adjust aim better longer we have clear shot at enemy VectorCopy( NPCS.NPC->enemy->r.currentOrigin, NPCS.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 == NPCS.NPC->client->playerTeam ) {//would hit an ally, don't fire!!! hitAlly4 = 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 ( trap->InPVS( NPCS.NPC->enemy->r.currentOrigin, NPCS.NPC->r.currentOrigin ) ) { int hit; gentity_t *hitEnt; if ( TIMER_Done( NPCS.NPC, "talkDebounce" ) && !Q_irand( 0, 10 ) ) { if ( NPCS.NPCInfo->enemyCheckDebounceTime < 8 ) { int speech = -1; switch( NPCS.NPCInfo->enemyCheckDebounceTime ) { case 0: case 1: case 2: speech = EV_CHASE1 + NPCS.NPCInfo->enemyCheckDebounceTime; break; case 3: case 4: case 5: speech = EV_COVER1 + NPCS.NPCInfo->enemyCheckDebounceTime-3; break; case 6: case 7: speech = EV_ESCAPING1 + NPCS.NPCInfo->enemyCheckDebounceTime-6; break; } NPCS.NPCInfo->enemyCheckDebounceTime++; if ( speech != -1 ) { G_AddVoiceEvent( NPCS.NPC, speech, Q_irand( 3000, 5000 ) ); TIMER_Set( NPCS.NPC, "talkDebounce", Q_irand( 5000, 7000 ) ); } } } NPCS.NPCInfo->enemyLastSeenTime = level.time; hit = NPC_ShotEntity( NPCS.NPC->enemy, impactPos4 ); hitEnt = &g_entities[hit]; if ( hit == NPCS.NPC->enemy->s.number || ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPCS.NPC->client->enemyTeam ) || ( hitEnt && hitEnt->takedamage ) ) {//can hit enemy or will hit glass or other breakable, so shoot anyway enemyCS4 = qtrue; } else { faceEnemy4 = qtrue; NPC_AimAdjust( -1 );//adjust aim worse longer we cannot see enemy } } if ( enemyLOS4 ) { faceEnemy4 = qtrue; } else { if ( !NPCS.NPCInfo->goalEntity ) { NPCS.NPCInfo->goalEntity = NPCS.NPC->enemy; } if ( NPCS.NPCInfo->goalEntity == NPCS.NPC->enemy ) {//for now, always chase the enemy move4 = qtrue; } } if ( enemyCS4 ) { shoot4 = qtrue; //NPCInfo->enemyCheckDebounceTime = level.time;//actually used here as a last actual LOS } else { if ( !NPCS.NPCInfo->goalEntity ) { NPCS.NPCInfo->goalEntity = NPCS.NPC->enemy; } if ( NPCS.NPCInfo->goalEntity == NPCS.NPC->enemy ) {//for now, always chase the enemy move4 = qtrue; } } //Check for movement to take care of GM_CheckMoveState(); //See if we should override shooting decision with any special considerations GM_CheckFireState(); if ( NPCS.NPC->client->ps.weapon == WP_REPEATER && (NPCS.NPCInfo->scriptFlags&SCF_ALT_FIRE) && shoot4 && TIMER_Done( NPCS.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}; qboolean clearshot; CalcEntitySpot( NPCS.NPC, SPOT_WEAPON, muzzle ); VectorCopy( NPCS.NPC->enemy->r.currentOrigin, target ); target[0] += flrand( -5, 5 )+(Q_flrand(-1.0f, 1.0f)*(6-NPCS.NPCInfo->currentAim)*2); target[1] += flrand( -5, 5 )+(Q_flrand(-1.0f, 1.0f)*(6-NPCS.NPCInfo->currentAim)*2); target[2] += flrand( -5, 5 )+(Q_flrand(-1.0f, 1.0f)*(6-NPCS.NPCInfo->currentAim)*2); //Find the desired angles clearshot = WP_LobFire( NPCS.NPC, muzzle, target, mins, maxs, MASK_SHOT|CONTENTS_LIGHTSABER, velocity, qtrue, NPCS.NPC->s.number, NPCS.NPC->enemy->s.number, 300, 1100, 1500, qtrue ); if ( VectorCompare( vec3_origin, velocity ) || (!clearshot&&enemyLOS4&&enemyCS4) ) {//no clear lob shot and no lob shot that will hit something breakable if ( enemyLOS4 && enemyCS4 && TIMER_Done( NPCS.NPC, "noRapid" ) ) {//have a clear straight shot, so switch to primary NPCS.NPCInfo->scriptFlags &= ~SCF_ALT_FIRE; NPCS.NPC->alt_fire = qfalse; NPC_ChangeWeapon( WP_REPEATER ); //keep this weap for a bit TIMER_Set( NPCS.NPC, "noLob", Q_irand( 500, 1000 ) ); } else { shoot4 = qfalse; } } else { vectoangles( velocity, angles ); NPCS.NPCInfo->desiredYaw = AngleNormalize360( angles[YAW] ); NPCS.NPCInfo->desiredPitch = AngleNormalize360( angles[PITCH] ); VectorCopy( velocity, NPCS.NPC->client->hiddenDir ); NPCS.NPC->client->hiddenDist = VectorNormalize ( NPCS.NPC->client->hiddenDir ); } } else if ( faceEnemy4 ) {//face the enemy NPC_FaceEnemy( qtrue ); } if ( !TIMER_Done( NPCS.NPC, "standTime" ) ) { move4 = qfalse; } if ( !(NPCS.NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) ) {//not supposed to chase my enemies if ( NPCS.NPCInfo->goalEntity == NPCS.NPC->enemy ) {//goal is my entity, so don't move move4 = qfalse; } } if ( move4 && !NPCS.NPC->lockCount ) {//move toward goal if ( NPCS.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*/ ) { move4 = GM_Move(); } else { move4 = qfalse; } } if ( !TIMER_Done( NPCS.NPC, "flee" ) ) {//running away faceEnemy4 = qfalse; } //FIXME: check scf_face_move_dir here? if ( !faceEnemy4 ) {//we want to face in the dir we're running if ( !move4 ) {//if we haven't moved, we should look in the direction we last looked? VectorCopy( NPCS.NPC->client->ps.viewangles, NPCS.NPCInfo->lastPathAngles ); } if ( move4 ) {//don't run away and shoot NPCS.NPCInfo->desiredYaw = NPCS.NPCInfo->lastPathAngles[YAW]; NPCS.NPCInfo->desiredPitch = 0; shoot4 = qfalse; } } NPC_UpdateAngles( qtrue, qtrue ); if ( NPCS.NPCInfo->scriptFlags & SCF_DONT_FIRE ) { shoot4 = qfalse; } if ( NPCS.NPC->enemy && NPCS.NPC->enemy->enemy ) { if ( NPCS.NPC->enemy->s.weapon == WP_SABER && NPCS.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) shoot4 = qfalse; } } //FIXME: don't shoot right away! if ( shoot4 ) {//try to shoot if it's time if ( TIMER_Done( NPCS.NPC, "attackDelay" ) ) { if( !(NPCS.NPCInfo->scriptFlags & SCF_FIRE_WEAPON) ) // we've already fired, no need to do it again here { WeaponThink( qtrue ); } } } //also: if ( NPCS.NPC->enemy->s.weapon == WP_TURRET && !Q_stricmp( "PAS", NPCS.NPC->enemy->classname ) ) {//crush turrets if ( G_BoundsOverlap( NPCS.NPC->r.absmin, NPCS.NPC->r.absmax, NPCS.NPC->enemy->r.absmin, NPCS.NPC->enemy->r.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 ) if (0) { #ifdef BASE_COMPAT NPCS.NPC->client->ps.powerups[PW_BATTLESUIT] = level.time + ARMOR_EFFECT_TIME; #endif G_Damage( NPCS.NPC->enemy, NPCS.NPC, NPCS.NPC, NULL, NPCS.NPC->r.currentOrigin, 100, DAMAGE_NO_KNOCKBACK, MOD_UNKNOWN ); } else { G_Damage( NPCS.NPC->enemy, NPCS.NPC, NPCS.NPC, NULL, NPCS.NPC->r.currentOrigin, 100, DAMAGE_NO_KNOCKBACK, MOD_CRUSH ); } } } else if ( NPCS.NPCInfo->touchedByPlayer != NULL && NPCS.NPCInfo->touchedByPlayer == NPCS.NPC->enemy ) {//touched enemy //if ( NPC->client->ps.powerups[PW_GALAK_SHIELD] > 0 ) if (0) {//zap him! vec3_t smackDir; //animate me #if 0 NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK6, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); #endif TIMER_Set( NPCS.NPC, "attackDelay", NPCS.NPC->client->ps.torsoTimer ); TIMER_Set( NPCS.NPC, "standTime", NPCS.NPC->client->ps.legsTimer ); //FIXME: debounce this? NPCS.NPCInfo->touchedByPlayer = NULL; //FIXME: some shield effect? #ifdef BASE_COMPAT NPCS.NPC->client->ps.powerups[PW_BATTLESUIT] = level.time + ARMOR_EFFECT_TIME; #endif VectorSubtract( NPCS.NPC->enemy->r.currentOrigin, NPCS.NPC->r.currentOrigin, smackDir ); smackDir[2] += 30; VectorNormalize( smackDir ); G_Damage( NPCS.NPC->enemy, NPCS.NPC, NPCS.NPC, smackDir, NPCS.NPC->r.currentOrigin, (g_npcspskill.integer+1)*Q_irand( 5, 10), DAMAGE_NO_KNOCKBACK, MOD_UNKNOWN ); //throw them G_Throw( NPCS.NPC->enemy, smackDir, 100 ); //NPC->enemy->s.powerups |= ( 1 << PW_SHOCKED ); if ( NPCS.NPC->enemy->client ) { // NPC->enemy->client->ps.powerups[PW_SHOCKED] = level.time + 1000; NPCS.NPC->enemy->client->ps.electrifyTime = level.time + 1000; } //stop any attacks NPCS.ucmd.buttons = 0; } } if ( NPCS.NPCInfo->movementSpeech < 3 && NPCS.NPCInfo->blockedSpeechDebounceTime <= level.time ) { if ( NPCS.NPC->enemy && NPCS.NPC->enemy->health > 0 && NPCS.NPC->enemy->painDebounceTime > level.time ) { if ( NPCS.NPC->enemy->health < 50 && NPCS.NPCInfo->movementSpeech == 2 ) { G_AddVoiceEvent( NPCS.NPC, EV_ANGER2, Q_irand( 2000, 4000 ) ); NPCS.NPCInfo->movementSpeech = 3; } else if ( NPCS.NPC->enemy->health < 75 && NPCS.NPCInfo->movementSpeech == 1 ) { G_AddVoiceEvent( NPCS.NPC, EV_ANGER1, Q_irand( 2000, 4000 ) ); NPCS.NPCInfo->movementSpeech = 2; } else if ( NPCS.NPC->enemy->health < 100 && NPCS.NPCInfo->movementSpeech == 0 ) { G_AddVoiceEvent( NPCS.NPC, EV_ANGER3, Q_irand( 2000, 4000 ) ); NPCS.NPCInfo->movementSpeech = 1; } } } }