Exemplo n.º 1
0
Arquivo: NPC.c Projeto: Geptun/japp
void NPC_BehaviorSet_Charmed( int bState )
{
	switch( bState )
	{
	case BS_FOLLOW_LEADER://# 40: Follow your leader and shoot any enemies you come across
		NPC_BSFollowLeader();
		break;
	case BS_REMOVE:
		NPC_BSRemove();
		break;
	case BS_SEARCH:			//# 43: Using current waypoint as a base, search the immediate branches of waypoints for enemies
		NPC_BSSearch();
		break;
	case BS_WANDER:			//# 46: Wander down random waypoint paths
		NPC_BSWander();
		break;
	case BS_FLEE:
		NPC_BSFlee();
		break;
	default:
	case BS_DEFAULT://whatever
		NPC_BSDefault();
		break;
	}
}
Exemplo n.º 2
0
Arquivo: NPC.c Projeto: Geptun/japp
void NPC_BehaviorSet_Default( int bState )
{
	switch( bState )
	{
	case BS_ADVANCE_FIGHT://head toward captureGoal, shoot anything that gets in the way
		NPC_BSAdvanceFight ();
		break;
	case BS_SLEEP://Follow a path, looking for enemies
		NPC_BSSleep ();
		break;
	case BS_FOLLOW_LEADER://# 40: Follow your leader and shoot any enemies you come across
		NPC_BSFollowLeader();
		break;
	case BS_JUMP:			//41: Face navgoal and jump to it.
		NPC_BSJump();
		break;
	case BS_REMOVE:
		NPC_BSRemove();
		break;
	case BS_SEARCH:			//# 43: Using current waypoint as a base, search the immediate branches of waypoints for enemies
		NPC_BSSearch();
		break;
	case BS_NOCLIP:
		NPC_BSNoClip();
		break;
	case BS_WANDER:			//# 46: Wander down random waypoint paths
		NPC_BSWander();
		break;
	case BS_FLEE:
		NPC_BSFlee();
		break;
	case BS_WAIT:
		NPC_BSWait();
		break;
	case BS_CINEMATIC:
		NPC_BSCinematic();
		break;
	default:
	case BS_DEFAULT://whatever
		NPC_BSDefault();
		break;
	}
}
Exemplo n.º 3
0
void NPC_BSCivilian_Default( int bState )
{
	if ( NPC->enemy
		&& NPC->s.weapon == WP_NONE 
		&& NPC_CheckSurrender() )
	{//surrendering, do nothing
	}
	else if ( NPC->enemy 
		&& NPC->s.weapon == WP_NONE 
		&& bState != BS_HUNT_AND_KILL 
		&& !Q3_TaskIDPending( NPC, TID_MOVE_NAV ) )
	{//if in battle and have no weapon, run away, fixme: when in BS_HUNT_AND_KILL, they just stand there
		if ( !NPCInfo->goalEntity
			|| bState != BS_FLEE //not fleeing
			|| ( NPC_BSFlee()//have reached our flee goal
				&& NPC->enemy//still have enemy (NPC_BSFlee checks enemy and can clear it)
				&& DistanceSquared( NPC->currentOrigin, NPC->enemy->currentOrigin ) < 16384 )//enemy within 128
			)
		{//run away!
			NPC_StartFlee( NPC->enemy, NPC->enemy->currentOrigin, AEL_DANGER_GREAT, 5000, 10000 );
		}
	}
	else
	{//not surrendering
		//FIXME: if unarmed and a jawa/ugnuaght, constantly look for enemies/players to run away from?
		//FIXME: if we have a weapon and an enemy, set out playerTeam to the opposite of our enemy..???
		NPC_BehaviorSet_Default(bState);
	}
	if ( !VectorCompare( NPC->client->ps.moveDir, vec3_origin ) )
	{//moving
		if ( NPC->client->ps.legsAnim == BOTH_COWER1 )
		{//stop cowering anim on legs
			NPC->client->ps.legsAnimTimer = 0;
		}
	}
}
Exemplo n.º 4
0
Arquivo: NPC.c Projeto: Geptun/japp
void NPC_RunBehavior( int team, int bState )
{
	qboolean dontSetAim = qfalse;

	if (NPC->s.NPC_class == CLASS_VEHICLE &&
		NPC->m_pVehicle)
	{ //vehicles don't do AI!
		return;
	}

	if ( bState == BS_CINEMATIC )
	{
		NPC_BSCinematic();
	}
	else if ( NPC->client->ps.weapon == WP_EMPLACED_GUN )
	{
		NPC_BSEmplaced();
		NPC_CheckCharmed();
		return;
	}
	else if ( NPC->client->ps.weapon == WP_SABER )
	{//jedi
		NPC_BehaviorSet_Jedi( bState );
		dontSetAim = qtrue;
	}
	else if ( NPC->client->NPC_class == CLASS_WAMPA )
	{//wampa
		NPC_BSWampa_Default();
	}
	else if ( NPC->client->NPC_class == CLASS_RANCOR )
	{//rancor
		NPC_BehaviorSet_Rancor( bState );
	}
	else if ( NPC->client->NPC_class == CLASS_REMOTE )
	{
		NPC_BehaviorSet_Remote( bState );
	}
	else if ( NPC->client->NPC_class == CLASS_SEEKER )
	{
		NPC_BehaviorSet_Seeker( bState );
	}
	else if ( NPC->client->NPC_class == CLASS_BOBAFETT )
	{//bounty hunter
		if ( Boba_Flying( NPC ) )
		{
			NPC_BehaviorSet_Seeker(bState);
		}
		else
		{
			NPC_BehaviorSet_Jedi( bState );
		}
		dontSetAim = qtrue;
	}
	else if ( NPCInfo->scriptFlags & SCF_FORCED_MARCH )
	{//being forced to march
		NPC_BSDefault();
	}
	else
	{
		switch( team )
		{
		
	//	case NPCTEAM_SCAVENGERS:
	//	case NPCTEAM_IMPERIAL:
	//	case NPCTEAM_KLINGON:
	//	case NPCTEAM_HIROGEN:
	//	case NPCTEAM_MALON:
		// not sure if TEAM_ENEMY is appropriate here, I think I should be using NPC_class to check for behavior - dmv
		case NPCTEAM_ENEMY:
			// special cases for enemy droids
			switch( NPC->client->NPC_class)
			{
			case CLASS_ATST:
				NPC_BehaviorSet_ATST( bState );
				return;
			case CLASS_PROBE:
				NPC_BehaviorSet_ImperialProbe(bState);
				return;
			case CLASS_REMOTE:
				NPC_BehaviorSet_Remote( bState );
				return;
			case CLASS_SENTRY:
				NPC_BehaviorSet_Sentry(bState);
				return;
			case CLASS_INTERROGATOR:
				NPC_BehaviorSet_Interrogator( bState );
				return;
			case CLASS_MINEMONSTER:
				NPC_BehaviorSet_MineMonster( bState );
				return;
			case CLASS_HOWLER:
				NPC_BehaviorSet_Howler( bState );
				return;
			case CLASS_MARK1:
				NPC_BehaviorSet_Mark1( bState );
				return;
			case CLASS_MARK2:
				NPC_BehaviorSet_Mark2( bState );
				return;
			case CLASS_GALAKMECH:
				NPC_BSGM_Default();
				return;
			default:
				break;

			}

			if ( NPC->enemy && NPC->s.weapon == WP_NONE && bState != BS_HUNT_AND_KILL && !trap->ICARUS_TaskIDPending( (sharedEntity_t *)NPC, TID_MOVE_NAV ) )
			{//if in battle and have no weapon, run away, fixme: when in BS_HUNT_AND_KILL, they just stand there
				if ( bState != BS_FLEE )
				{
					NPC_StartFlee( NPC->enemy, &NPC->enemy->r.currentOrigin, AEL_DANGER_GREAT, 5000, 10000 );
				}
				else
				{
					NPC_BSFlee();
				}
				return;
			}
			if ( NPC->client->ps.weapon == WP_SABER )
			{//special melee exception
				NPC_BehaviorSet_Default( bState );
				return;
			}
			if ( NPC->client->ps.weapon == WP_DISRUPTOR && (NPCInfo->scriptFlags & SCF_ALT_FIRE) )
			{//a sniper
				NPC_BehaviorSet_Sniper( bState );
				return;
			}
			if ( NPC->client->ps.weapon == WP_THERMAL || NPC->client->ps.weapon == WP_STUN_BATON )//FIXME: separate AI for melee fighters
			{//a grenadier
				NPC_BehaviorSet_Grenadier( bState );
				return;
			}
			if ( NPC_CheckSurrender() )
			{
				return;
			}
			NPC_BehaviorSet_Stormtrooper( bState );
			break;

		case NPCTEAM_NEUTRAL: 

			// special cases for enemy droids
			if ( NPC->client->NPC_class == CLASS_PROTOCOL || NPC->client->NPC_class == CLASS_UGNAUGHT ||
				NPC->client->NPC_class == CLASS_JAWA)
			{
				NPC_BehaviorSet_Default(bState);
			}
			else if ( NPC->client->NPC_class == CLASS_VEHICLE )
			{
				// TODO: Add vehicle behaviors here.
				NPC_UpdateAngles( qtrue, qtrue );//just face our spawn angles for now
			}
			else
			{
				// Just one of the average droids
				NPC_BehaviorSet_Droid( bState );
			}
			break;

		default:
			if ( NPC->client->NPC_class == CLASS_SEEKER )
			{
				NPC_BehaviorSet_Seeker(bState);
			}
			else
			{
				if ( NPCInfo->charmedTime > level.time )
				{
					NPC_BehaviorSet_Charmed( bState );
				}
				else
				{
					NPC_BehaviorSet_Default( bState );
				}
				NPC_CheckCharmed();
				dontSetAim = qtrue;
			}
			break;
		}
	}
}
Exemplo n.º 5
0
/*
-------------------------
NPC_BSHowler_Default
-------------------------
*/
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->currentOrigin, NPC->currentOrigin ) );
		}
		else
		{
			//NPC_UpdateAngles( qfalse, qtrue );
			Howler_Attack( 0.0f );
		}
		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 );
			}
		}
		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_ClearLOS( 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->currentOrigin, NPC->currentOrigin ) < HOWLER_RETREAT_DIST )
			{//enemy is close
				vec3_t moveDir;
				AngleVectors( NPC->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->currentOrigin, NPC->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->currentOrigin, NPC->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?
			NPC->enemy = NULL;
			gentity_t *newEnemy = NPC_CheckEnemy( 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
					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 );
}