void NPC_Respond( gentity_t *self, int userNum ) { int event; if ( self->NPC->behaviorState == BS_FORMATION ) { event = Q_irand(EV_MISSION1, EV_MISSION3); } else { if ( Q_irand( 0, 1 ) ) { event = Q_irand(EV_RESPOND1, EV_RESPOND3); } else { event = Q_irand(EV_BUSY1, EV_BUSY3); } if( !Q_irand( 0, 1 ) ) {//set looktarget to them for a second or two NPC_TempLookTarget( self, userNum, 1000, 3000 ); } } G_AddVoiceEvent( self, event, 3000 ); }
void NPC_Respond( gentity_t *self, int userNum ) { int event = -1; /* if ( Q_irand( 0, 1 ) ) { event = Q_irand(EV_RESPOND1, EV_RESPOND3); } else { event = Q_irand(EV_BUSY1, EV_BUSY3); } */ if ( !Q_irand( 0, 1 ) ) {//set looktarget to them for a second or two NPC_TempLookTarget( self, userNum, 1000, 3000 ); } //some last-minute hacked in responses switch ( self->client->NPC_class ) { case CLASS_JAN: if ( self->enemy ) { if ( !Q_irand( 0, 2 ) ) { event = Q_irand( EV_CHASE1, EV_CHASE3 ); } else if ( Q_irand( 0, 1 ) ) { event = Q_irand( EV_OUTFLANK1, EV_OUTFLANK2 ); } else { event = Q_irand( EV_COVER1, EV_COVER5 ); } } else if ( !Q_irand( 0, 2 ) ) { event = EV_SUSPICIOUS4; } else if ( !Q_irand( 0, 1 ) ) { event = EV_SOUND1; } else { event = EV_CONFUSE1; } break; case CLASS_LANDO: if ( self->enemy ) { if ( !Q_irand( 0, 2 ) ) { event = Q_irand( EV_CHASE1, EV_CHASE3 ); } else if ( Q_irand( 0, 1 ) ) { event = Q_irand( EV_OUTFLANK1, EV_OUTFLANK2 ); } else { event = Q_irand( EV_COVER1, EV_COVER5 ); } } else if ( !Q_irand( 0, 6 ) ) { event = EV_SIGHT2; } else if ( !Q_irand( 0, 5 ) ) { event = EV_GIVEUP4; } else if ( Q_irand( 0, 4 ) > 1 ) { event = Q_irand( EV_SOUND1, EV_SOUND3 ); } else { event = Q_irand( EV_JDETECTED1, EV_JDETECTED2 ); } break; case CLASS_LUKE: if ( self->enemy ) { event = EV_COVER1; } else { event = Q_irand( EV_SOUND1, EV_SOUND3 ); } break; case CLASS_JEDI: case CLASS_KYLE: if ( !self->enemy ) { /* if ( !(self->svFlags&SVF_IGNORE_ENEMIES) && (self->NPC->scriptFlags&SCF_LOOK_FOR_ENEMIES) && self->client->enemyTeam == TEAM_ENEMY ) { event = Q_irand( EV_ANGER1, EV_ANGER3 ); } else */ { event = Q_irand( EV_CONFUSE1, EV_CONFUSE3 ); } } break; case CLASS_PRISONER: if ( self->enemy ) { if ( Q_irand( 0, 1 ) ) { event = Q_irand( EV_CHASE1, EV_CHASE3 ); } else { event = Q_irand( EV_OUTFLANK1, EV_OUTFLANK2 ); } } else { event = Q_irand( EV_SOUND1, EV_SOUND3 ); } break; case CLASS_REBEL: if ( self->enemy ) { if ( !Q_irand( 0, 2 ) ) { event = Q_irand( EV_CHASE1, EV_CHASE3 ); } else { event = Q_irand( EV_DETECTED1, EV_DETECTED5 ); } } else { event = Q_irand( EV_SOUND1, EV_SOUND3 ); } break; case CLASS_BESPIN_COP: if ( !Q_stricmp( "bespincop", self->NPC_type ) ) {//variant 1 if ( self->enemy ) { if ( Q_irand( 0, 9 ) > 6 ) { event = Q_irand( EV_CHASE1, EV_CHASE3 ); } else if ( Q_irand( 0, 6 ) > 4 ) { event = Q_irand( EV_OUTFLANK1, EV_OUTFLANK2 ); } else { event = Q_irand( EV_COVER1, EV_COVER5 ); } } else if ( !Q_irand( 0, 3 ) ) { event = Q_irand( EV_SIGHT2, EV_SIGHT3 ); } else if ( !Q_irand( 0, 1 ) ) { event = Q_irand( EV_SOUND1, EV_SOUND3 ); } else if ( !Q_irand( 0, 2 ) ) { event = EV_LOST1; } else if ( !Q_irand( 0, 1 ) ) { event = EV_ESCAPING2; } else { event = EV_GIVEUP4; } } else {//variant2 if ( self->enemy ) { if ( Q_irand( 0, 9 ) > 6 ) { event = Q_irand( EV_CHASE1, EV_CHASE3 ); } else if ( Q_irand( 0, 6 ) > 4 ) { event = Q_irand( EV_OUTFLANK1, EV_OUTFLANK2 ); } else { event = Q_irand( EV_COVER1, EV_COVER5 ); } } else if ( !Q_irand( 0, 3 ) ) { event = Q_irand( EV_SIGHT1, EV_SIGHT2 ); } else if ( !Q_irand( 0, 1 ) ) { event = Q_irand( EV_SOUND1, EV_SOUND3 ); } else if ( !Q_irand( 0, 2 ) ) { event = EV_LOST1; } else if ( !Q_irand( 0, 1 ) ) { event = EV_GIVEUP3; } else { event = EV_CONFUSE1; } } break; case CLASS_R2D2: // droid G_Sound(self, G_SoundIndex(va("sound/chars/r2d2/misc/r2d2talk0%d.wav",Q_irand(1, 3)))); break; case CLASS_R5D2: // droid G_Sound(self, G_SoundIndex(va("sound/chars/r5d2/misc/r5talk%d.wav",Q_irand(1, 4)))); break; case CLASS_MOUSE: // droid G_Sound(self, G_SoundIndex(va("sound/chars/mouse/misc/mousego%d.wav",Q_irand(1, 3)))); break; case CLASS_GONK: // droid G_Sound(self, G_SoundIndex(va("sound/chars/gonk/misc/gonktalk%d.wav",Q_irand(1, 2)))); break; case CLASS_JAWA: G_SoundOnEnt(self, CHAN_VOICE, va("sound/chars/jawa/misc/chatter%d.wav",Q_irand(1, 6)) ); if ( self->NPC ) { self->NPC->blockedSpeechDebounceTime = level.time + 2000; } break; default: break; } if ( event != -1 ) { //hack here because we reuse some "combat" and "extra" sounds qboolean addFlag = (qboolean)((self->NPC->scriptFlags&SCF_NO_COMBAT_TALK) != 0); self->NPC->scriptFlags &= ~SCF_NO_COMBAT_TALK; G_AddVoiceEvent( self, event, 3000 ); if ( addFlag ) { self->NPC->scriptFlags |= SCF_NO_COMBAT_TALK; } } }
void NPC_HandleAIFlags (void) { //FIXME: make these flags checks a function call like NPC_CheckAIFlagsAndTimers if ( NPCInfo->aiFlags & NPCAI_LOST ) {//Print that you need help! //FIXME: shouldn't remove this just yet if cg_draw needs it NPCInfo->aiFlags &= ~NPCAI_LOST; /* if ( showWaypoints ) { Q3_DebugPrint(WL_WARNING, "%s can't navigate to target %s (my wp: %d, goal wp: %d)\n", NPC->targetname, NPCInfo->goalEntity->targetname, NPC->waypoint, NPCInfo->goalEntity->waypoint ); } */ if ( NPCInfo->goalEntity && NPCInfo->goalEntity == NPC->enemy ) {//We can't nav to our enemy //Drop enemy and see if we should search for him NPC_LostEnemyDecideChase(); } } if ( NPCInfo->aiFlags & NPCAI_AWAITING_COMM ) { if(NPCInfo->commWaitTime < level.time) { //FIXME: we shouldn't assume team_leader, we should remember who sent this hail! NPC_SetSayState(NPC, NPC->client->team_leader, Q_irand(SAY_BADHAIL1, SAY_BADHAIL4)); NPCInfo->aiFlags &= ~NPCAI_AWAITING_COMM; } } /* NPCInfo->canShove = qfalse; //flag never gets set in current nav implementation if (NPCInfo->aiFlags & NPCAI_BLOCKED) { NPCInfo->consecutiveBlockedMoves++; NPCInfo->blockedDebounceTime = level.time + 1000;//Remember you were blocked for a whole second //If totally blocked, should we see if we can jump the obstacle? if(NPCInfo->blockingEntNum == ENTITYNUM_WORLD)//WORLD {//Can't go anywhere G_ActivateBehavior( NPC, BSET_STUCK); //If you're in formation, what do we do here? } else { gentity_t *blocker = &g_entities[NPCInfo->blockingEntNum]; if( NPCInfo->consecutiveBlockedMoves > 10 ) {//Okay, shove them out of the way! if(NPCInfo->shoveCount > 3) {//Already tried shoving 4 times, just stand here NPCInfo->canShove = qfalse; } else { NPCInfo->canShove = qtrue; } } if(blocker->client && blocker->client->playerTeam == NPC->client->playerTeam) {//Should we ask it to get out of the way? //FIXME: NPC_SetSayBState(NPC, blocker, Q_irand(SAY_MOVEIT1, SAY_MOVEIT4);// ? if(NPCInfo->blockedSpeechDebounceTime < level.time) { if ( NPC->behaviorSet[BSET_BLOCKED] ) { G_ActivateBehavior( NPC, BSET_BLOCKED); } else { G_AddVoiceEvent( NPC, Q_irand(EV_BLOCKED1, EV_BLOCKED3), 0 ); } #ifdef _DEBUG //gi.Printf( "%s: 'Hey, %s, move it!'\n", NPC->targetname, blocker->targetname ); #endif //NPCInfo->blockedSpeechDebounceTime = level.time + 10000;//FIXME: make a define //Ok, need to make it get out of the way... } } else if((blocker->client || blocker->takedamage) && blocker->health > 0 && blocker->health < 200 ) {//Attack it!? Set enemy and temp behavior? Hmm... //Careful, what if it's explosive? G_SetEnemy( NPC, blocker ); if( NPCInfo->consecutiveBlockedMoves == 30 ) {//Blocked for three seconds straight G_ActivateBehavior( NPC, BSET_BLOCKED); } } } } else if(NPCInfo->blockedDebounceTime < level.time) {//Only clear if haven't been blocked for a whole second NPCInfo->consecutiveBlockedMoves = 0; NPCInfo->shoveCount = 0; } if(NPCInfo->shoveDebounce < level.time) {//We have shoved for 1 second at least NPCInfo->lastShoveDir = 0.0f; } //NAV_ClearBlockedInfo(NPC); */ //MRJ Request: if ( NPCInfo->aiFlags & NPCAI_GREET_ALLIES && !NPC->enemy )//what if "enemy" is the greetEnt? {//If no enemy, look for teammates to greet //FIXME: don't say hi to the same guy over and over again. if ( NPCInfo->greetingDebounceTime < level.time ) {//Has been at least 2 seconds since we greeted last if ( !NPCInfo->greetEnt ) {//Find a teammate whom I'm facing and who is facing me and within 128 NPCInfo->greetEnt = NPC_PickAlly( qtrue, 128, qtrue, qtrue ); } if ( NPCInfo->greetEnt && !Q_irand(0, 5) ) {//Start greeting someone qboolean greeted = qfalse; //TODO: If have a greetscript, run that instead? //FIXME: make them greet back? if( !Q_irand( 0, 2 ) ) {//Play gesture anim (press gesture button?) greeted = qtrue; NPC_SetAnim( NPC, SETANIM_TORSO, Q_irand( BOTH_GESTURE1, BOTH_GESTURE3 ), SETANIM_FLAG_NORMAL|SETANIM_FLAG_HOLD ); //NOTE: play full-body gesture if not moving? } if( !Q_irand( 0, 2 ) ) {//Play random voice greeting sound greeted = qtrue; //FIXME: need NPC sound sets G_AddVoiceEvent( NPC, Q_irand(EV_GREET1, EV_GREET3), 2000 ); } if( !Q_irand( 0, 1 ) ) {//set looktarget to them for a second or two greeted = qtrue; NPC_TempLookTarget( NPC, NPCInfo->greetEnt->s.number, 1000, 3000 ); } if ( greeted ) {//Did at least one of the things above //Don't greet again for 2 - 4 seconds NPCInfo->greetingDebounceTime = level.time + Q_irand( 2000, 4000 ); NPCInfo->greetEnt = NULL; } } } } }