/* void NPC_BSAdvanceFight (void) Advance towards your captureGoal and shoot anyone you can along the way. */ void NPC_BSAdvanceFight (void) {//FIXME: IMPLEMENT //Head to Goal if I can //Make sure we're still headed where we want to capture if ( NPCInfo->captureGoal ) {//FIXME: if no captureGoal, what do we do? //VectorCopy( NPCInfo->captureGoal->currentOrigin, NPCInfo->tempGoal->currentOrigin ); //NPCInfo->goalEntity = NPCInfo->tempGoal; NPC_SetMoveGoal( NPC, NPCInfo->captureGoal->currentOrigin, 16, qtrue ); // NAV_ClearLastRoute(NPC); NPCInfo->goalTime = level.time + 100000; } // NPC_BSRun(); NPC_CheckEnemy(qtrue, qfalse); //FIXME: Need melee code if( NPC->enemy ) {//See if we can shoot him vec3_t delta, forward; vec3_t angleToEnemy; vec3_t hitspot, muzzle, diff, enemy_org, enemy_head; float distanceToEnemy; qboolean attack_ok = qfalse; qboolean dead_on = qfalse; float attack_scale = 1.0; float aim_off; float max_aim_off = 64; //Yaw to enemy VectorMA(NPC->enemy->absmin, 0.5, NPC->enemy->maxs, enemy_org); CalcEntitySpot( NPC, SPOT_WEAPON, muzzle ); VectorSubtract (enemy_org, muzzle, delta); vectoangles ( delta, angleToEnemy ); distanceToEnemy = VectorNormalize(delta); if(!NPC_EnemyTooFar(NPC->enemy, distanceToEnemy*distanceToEnemy, qtrue)) { attack_ok = qtrue; } if(attack_ok) { NPC_UpdateShootAngles(angleToEnemy, qfalse, qtrue); NPCInfo->enemyLastVisibility = enemyVisibility; enemyVisibility = NPC_CheckVisibility ( NPC->enemy, CHECK_FOV);//CHECK_360|//CHECK_PVS| if(enemyVisibility == VIS_FOV) {//He's in our FOV attack_ok = qtrue; CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_head); if(attack_ok) { trace_t tr; gentity_t *traceEnt; //are we gonna hit him if we shoot at his center? gi.trace ( &tr, muzzle, NULL, NULL, enemy_org, NPC->s.number, MASK_SHOT, G2_NOCOLLIDE, 0 ); traceEnt = &g_entities[tr.entityNum]; if( traceEnt != NPC->enemy && (!traceEnt || !traceEnt->client || !NPC->client->enemyTeam || NPC->client->enemyTeam != traceEnt->client->playerTeam) ) {//no, so shoot for the head attack_scale *= 0.75; gi.trace ( &tr, muzzle, NULL, NULL, enemy_head, NPC->s.number, MASK_SHOT, G2_NOCOLLIDE, 0 ); traceEnt = &g_entities[tr.entityNum]; } VectorCopy( tr.endpos, hitspot ); if( traceEnt == NPC->enemy || (traceEnt->client && NPC->client->enemyTeam && NPC->client->enemyTeam == traceEnt->client->playerTeam) ) { dead_on = qtrue; } else { attack_scale *= 0.5; if(NPC->client->playerTeam) { if(traceEnt && traceEnt->client && traceEnt->client->playerTeam) { if(NPC->client->playerTeam == traceEnt->client->playerTeam) {//Don't shoot our own team attack_ok = qfalse; } } } } } if( attack_ok ) { //ok, now adjust pitch aim VectorSubtract (hitspot, muzzle, delta); vectoangles ( delta, angleToEnemy ); NPC->NPC->desiredPitch = angleToEnemy[PITCH]; NPC_UpdateShootAngles(angleToEnemy, qtrue, qfalse); if( !dead_on ) {//We're not going to hit him directly, try a suppressing fire //see if where we're going to shoot is too far from his origin AngleVectors (NPCInfo->shootAngles, forward, NULL, NULL); VectorMA ( muzzle, distanceToEnemy, forward, hitspot); VectorSubtract(hitspot, enemy_org, diff); aim_off = VectorLength(diff); if(aim_off > random() * max_aim_off)//FIXME: use aim value to allow poor aim? { attack_scale *= 0.75; //see if where we're going to shoot is too far from his head VectorSubtract(hitspot, enemy_head, diff); aim_off = VectorLength(diff); if(aim_off > random() * max_aim_off) { attack_ok = qfalse; } } attack_scale *= (max_aim_off - aim_off + 1)/max_aim_off; } } } } if( attack_ok ) { if( NPC_CheckAttack( attack_scale )) {//check aggression to decide if we should shoot enemyVisibility = VIS_SHOOT; WeaponThink(qtrue); } else attack_ok = qfalse; } //Don't do this- only for when stationary and trying to shoot an enemy // else // NPC->cantHitEnemyCounter++; } else {//FIXME: NPC_UpdateShootAngles(NPC->client->ps.viewangles, qtrue, qtrue); } if(!ucmd.forwardmove && !ucmd.rightmove) {//We reached our captureGoal if(NPC->taskManager) { Q3_TaskIDComplete( NPC, TID_BSTATE ); } } }
void NPC_BSHuntAndKill( void ) { qboolean turned = qfalse; vec3_t vec; float enemyDist; visibility_t oEVis; int curAnim; NPC_CheckEnemy( /*NPCInfo->tempBehavior != BS_HUNT_AND_KILL*/qtrue, qfalse, qtrue );//don't find new enemy if this is tempbehav if ( NPC->enemy ) { oEVis = enemyVisibility = NPC_CheckVisibility ( NPC->enemy, CHECK_FOV|CHECK_SHOOT );//CHECK_360|//CHECK_PVS| if(enemyVisibility > VIS_PVS) { if ( !NPC_EnemyTooFar( NPC->enemy, 0, qtrue ) ) {//Enemy is close enough to shoot - FIXME: this next func does this also, but need to know here for info on whether ot not to turn later NPC_CheckCanAttack( 1.0, qfalse ); turned = qtrue; } } curAnim = NPC->client->ps.legsAnim; if(curAnim != BOTH_ATTACK1 && curAnim != BOTH_ATTACK2 && curAnim != BOTH_ATTACK3 && curAnim != BOTH_MELEE1 && curAnim != BOTH_MELEE2 ) {//Don't move toward enemy if we're in a full-body attack anim //FIXME, use IdealDistance to determin if we need to close distance VectorSubtract(NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, vec); enemyDist = VectorLength(vec); if( enemyDist > 48 && ((enemyDist*1.5)*(enemyDist*1.5) >= NPC_MaxDistSquaredForWeapon() || oEVis != VIS_SHOOT || //!(ucmd.buttons & BUTTON_ATTACK) || enemyDist > IdealDistance(NPC)*3 ) ) {//We should close in? NPCInfo->goalEntity = NPC->enemy; NPC_MoveToGoal( qtrue ); } else if(enemyDist < IdealDistance(NPC)) {//We should back off? //if(ucmd.buttons & BUTTON_ATTACK) { NPCInfo->goalEntity = NPC->enemy; NPCInfo->goalRadius = 12; NPC_MoveToGoal( qtrue ); ucmd.forwardmove *= -1; ucmd.rightmove *= -1; VectorScale( NPC->client->ps.moveDir, -1, NPC->client->ps.moveDir ); ucmd.buttons |= BUTTON_WALKING; } }//otherwise, stay where we are } } else {//ok, stand guard until we find an enemy if( NPCInfo->tempBehavior == BS_HUNT_AND_KILL ) { NPCInfo->tempBehavior = BS_DEFAULT; } else { NPCInfo->tempBehavior = BS_STAND_GUARD; NPC_BSStandGuard(); } return; } if(!turned) { NPC_UpdateAngles(qtrue, qtrue); } }