Пример #1
0
qboolean NPC_FindEnemy( qboolean checkAlerts = qfalse )
{
	//We're ignoring all enemies for now
	if( NPC->svFlags & SVF_IGNORE_ENEMIES )
	{
		G_ClearEnemy( NPC );
		return qfalse;
	}

	//we can't pick up any enemies for now
	if( NPCInfo->confusionTime > level.time )
	{
		G_ClearEnemy( NPC );
		return qfalse;
	}

	//Don't want a new enemy
	if ( ( NPC_ValidEnemy( NPC->enemy ) ) && ( NPC->svFlags & SVF_LOCKEDENEMY ) )
		return qtrue;

	//See if the player is closer than our current enemy
	if ( NPC->client->NPC_class != CLASS_RANCOR 
		&& NPC->client->NPC_class != CLASS_WAMPA
		&& NPC->client->NPC_class != CLASS_SAND_CREATURE
		&& NPC_CheckPlayerDistance() )
	{//rancors, wampas & sand creatures don't care if player is closer, they always go with closest
		return qtrue;
	}

	//Otherwise, turn off the flag
	NPC->svFlags &= ~SVF_LOCKEDENEMY;

	//If we've gotten here alright, then our target it still valid
	if ( NPC_ValidEnemy( NPC->enemy ) )
		return qtrue;

	gentity_t *newenemy = NPC_PickEnemyExt( checkAlerts );

	//if we found one, take it as the enemy
	if( NPC_ValidEnemy( newenemy ) )
	{
		G_SetEnemy( NPC, newenemy );
		return qtrue;
	}

	G_ClearEnemy( NPC );
	return qfalse;
}
Пример #2
0
void NPC_PlayConfusionSound( gentity_t *self )
{
	if ( self->health > 0 )
	{
		if ( self->enemy ||//was mad
				!TIMER_Done( self, "enemyLastVisible" ) ||//saw something suspicious
				self->client->renderInfo.lookTarget	== 0//was looking at player
			)
		{
			self->NPC->blockedSpeechDebounceTime = 0;//make sure we say this
			G_AddVoiceEvent( self, Q_irand( EV_CONFUSE2, EV_CONFUSE3 ), 2000 );
		}
		else if ( self->NPC && self->NPC->investigateDebounceTime+self->NPC->pauseTime > level.time )//was checking something out
		{
			self->NPC->blockedSpeechDebounceTime = 0;//make sure we say this
			G_AddVoiceEvent( self, EV_CONFUSE1, 2000 );
		}
		//G_AddVoiceEvent( self, Q_irand(EV_CONFUSE1, EV_CONFUSE3), 2000 );
	}
	//reset him to be totally unaware again
	TIMER_Set( self, "enemyLastVisible", 0 );
	self->NPC->tempBehavior = BS_DEFAULT;
	
	//self->NPC->behaviorState = BS_PATROL;
	G_ClearEnemy( self );//FIXME: or just self->enemy = NULL;?

	self->NPC->investigateCount = 0;
}
Пример #3
0
//[CoOp]
//[SPPortComplete]
void G_CheckCharmed( gentity_t *self )
{
	if ( self
		&& self->client
		&& self->client->playerTeam == NPCTEAM_PLAYER 
		&& self->NPC
		&& self->NPC->charmedTime 
		&& (self->NPC->charmedTime < level.time ||self->health <= 0) )
	{//we were charmed, set us back!
		//NOTE: presumptions here...
		team_t	savTeam = self->client->enemyTeam;
		self->client->enemyTeam = self->client->playerTeam;
		self->client->playerTeam = savTeam;
		self->client->leader = NULL;
		self->NPC->charmedTime = 0;
		if ( self->health > 0 )
		{
			if ( self->NPC->tempBehavior == BS_FOLLOW_LEADER )
			{
				self->NPC->tempBehavior = BS_DEFAULT;
			}
			G_ClearEnemy( self );
			//say something to let player know you've snapped out of it
			G_AddVoiceEvent( self, Q_irand(EV_CONFUSE1, EV_CONFUSE3), 2000 );
		}
	}

}
Пример #4
0
void NPC_Grenadier_PlayConfusionSound( gentity_t *self ) {//FIXME: make this a custom sound in sound set
	if ( self->health > 0 ) {
		G_AddVoiceEvent( self, Q_irand( EV_CONFUSE1, EV_CONFUSE3 ), 2000 );
	}
	//reset him to be totally unaware again
	TIMER_Set( self, "enemyLastVisible", 0 );
	TIMER_Set( self, "flee", 0 );
	self->NPC->squadState = SQUAD_IDLE;
	self->NPC->tempBehavior = BS_DEFAULT;

	//self->NPC->behaviorState = BS_PATROL;
	G_ClearEnemy( self );//FIXME: or just self->enemy = NULL;?

	self->NPC->investigateCount = 0;
}
Пример #5
0
void NPC_LostEnemyDecideChase(void)
{
	switch( NPCInfo->behaviorState )
	{
	case BS_HUNT_AND_KILL:
		//We were chasing him and lost him, so try to find him
		if ( NPC->enemy == NPCInfo->goalEntity && NPC->enemy->lastWaypoint != WAYPOINT_NONE )
		{//Remember his last valid Wp, then check it out
			//FIXME: Should we only do this if there's no other enemies or we've got LOCKED_ENEMY on?
			NPC_BSSearchStart( NPC->enemy->lastWaypoint, BS_SEARCH );
		}
		//If he's not our goalEntity, we're running somewhere else, so lose him
		break;
	default:
		break;
	}
	G_ClearEnemy( NPC );
}
Пример #6
0
qboolean NPC_FindEnemy( qboolean checkAlerts = qfalse )
{
	//We're ignoring all enemies for now
	if( NPC->svFlags & SVF_IGNORE_ENEMIES )
	{
		G_ClearEnemy( NPC );
		return qfalse;
	}

	//we can't pick up any enemies for now
	if( NPCInfo->confusionTime > level.time )
	{
		return qfalse;
	}

	//Don't want a new enemy
	if ( ( ValidEnemy( NPC->enemy ) ) && ( NPC->svFlags & SVF_LOCKEDENEMY ) )
		return qtrue;

	//See if the player is closer than our current enemy
	if ( NPC_CheckPlayerDistance() )
	{
		return qtrue;
	}

	//Otherwise, turn off the flag
	NPC->svFlags &= ~SVF_LOCKEDENEMY;

	//If we've gotten here alright, then our target it still valid
	if ( NPC_ValidEnemy( NPC->enemy ) )
		return qtrue;

	gentity_t *newenemy = NPC_PickEnemyExt( checkAlerts );

	//if we found one, take it as the enemy
	if( NPC_ValidEnemy( newenemy ) )
	{
		G_SetEnemy( NPC, newenemy );
		return qtrue;
	}

	return qfalse;
}
Пример #7
0
void NPC_CheckCharmed( void )
{
	if ( NPCInfo->charmedTime && NPCInfo->charmedTime < level.time && NPC->client )
	{//we were charmed, set us back!
		NPC->client->playerTeam = NPC->genericValue1;
		NPC->client->enemyTeam = NPC->genericValue2;
		NPC->s.teamowner = NPC->genericValue3;

		NPC->client->leader = NULL;
		if ( NPCInfo->tempBehavior == BS_FOLLOW_LEADER )
		{
			NPCInfo->tempBehavior = BS_DEFAULT;
		}
		G_ClearEnemy( NPC );
		NPCInfo->charmedTime = 0;
		//say something to let player know you've snapped out of it
		G_AddVoiceEvent( NPC, Q_irand(EV_CONFUSE1, EV_CONFUSE3), 2000 );
	}
}
Пример #8
0
void NPC_CheckCharmed( void )
{
	if ( NPC->client->playerTeam == TEAM_PLAYER && NPCInfo->charmedTime && NPCInfo->charmedTime < level.time && NPC->client )
	{//we were charmed, set us back!
		//NOTE: presumptions here...
		team_t	savTeam = NPC->client->enemyTeam;
		NPC->client->enemyTeam = NPC->client->playerTeam;
		NPC->client->playerTeam = savTeam;
		NPC->client->leader = NULL;
		if ( NPCInfo->tempBehavior == BS_FOLLOW_LEADER )
		{
			NPCInfo->tempBehavior = BS_DEFAULT;
		}
		G_ClearEnemy( NPC );
		NPCInfo->charmedTime = 0;
		//say something to let player know you've snapped out of it
		G_AddVoiceEvent( NPC, Q_irand(EV_CONFUSE1, EV_CONFUSE3), 2000 );
	}

}
Пример #9
0
void NPC_BSFollowLeader (void)
{
	vec3_t		vec;
	float		leaderDist;
	visibility_t	leaderVis;
	int			curAnim;

	if ( !NPC->client->leader )
	{//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 ( !NPC->enemy  )
	{//no enemy, find one
		NPC_CheckEnemy( NPCInfo->confusionTime<level.time, qfalse );//don't find new enemy if this is tempbehav
		if ( NPC->enemy )
		{//just found one
			NPCInfo->enemyCheckDebounceTime = level.time + Q_irand( 3000, 10000 );
		}
		else
		{
			if ( !(NPCInfo->scriptFlags&SCF_IGNORE_ALERTS) )
			{
				int eventID = NPC_CheckAlertEvents( qtrue, qtrue );
				if ( level.alertEvents[eventID].level >= AEL_SUSPICIOUS && (NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES) )
				{
					NPCInfo->lastAlertID = level.alertEvents[eventID].ID;
					if ( !level.alertEvents[eventID].owner || 
						!level.alertEvents[eventID].owner->client || 
						level.alertEvents[eventID].owner->health <= 0 ||
						level.alertEvents[eventID].owner->client->playerTeam != NPC->client->enemyTeam )
					{//not an enemy
					}
					else
					{
						//FIXME: what if can't actually see enemy, don't know where he is... should we make them just become very alert and start looking for him?  Or just let combat AI handle this... (act as if you lost him)
						G_SetEnemy( NPC, level.alertEvents[eventID].owner );
						NPCInfo->enemyCheckDebounceTime = level.time + Q_irand( 3000, 10000 );
						NPCInfo->enemyLastSeenTime = level.time;
						TIMER_Set( NPC, "attackDelay", Q_irand( 500, 1000 ) );
					}
				}

			}
		}
		if ( !NPC->enemy )
		{
			if ( NPC->client->leader 
				&& NPC->client->leader->enemy 
				&& NPC->client->leader->enemy != NPC
				&& ( (NPC->client->leader->enemy->client&&NPC->client->leader->enemy->client->playerTeam==NPC->client->enemyTeam)
					||(NPC->client->leader->enemy->svFlags&SVF_NONNPC_ENEMY&&NPC->client->leader->enemy->noDamageTeam==NPC->client->enemyTeam) )
				&& NPC->client->leader->enemy->health > 0 )
			{
				G_SetEnemy( NPC, NPC->client->leader->enemy );
				NPCInfo->enemyCheckDebounceTime = level.time + Q_irand( 3000, 10000 );
				NPCInfo->enemyLastSeenTime = level.time;
			}
		}
	}
	else 
	{
		if ( NPC->enemy->health <= 0 || (NPC->enemy->flags&FL_NOTARGET) )
		{
			G_ClearEnemy( NPC );
			if ( NPCInfo->enemyCheckDebounceTime > level.time + 1000 )
			{
				NPCInfo->enemyCheckDebounceTime = level.time + Q_irand( 1000, 2000 );
			}
		}
		else if ( NPC->client->ps.weapon && NPCInfo->enemyCheckDebounceTime < level.time )
		{
			NPC_CheckEnemy( (NPCInfo->confusionTime<level.time||NPCInfo->tempBehavior!=BS_FOLLOW_LEADER), qfalse );//don't find new enemy if this is tempbehav
		}
	}
	
	if ( NPC->enemy && NPC->client->ps.weapon )
	{//If have an enemy, face him and fire
		if ( NPC->client->ps.weapon == WP_SABER )//|| NPCInfo->confusionTime>level.time )
		{//lightsaber user or charmed enemy
			if ( NPCInfo->tempBehavior != BS_FOLLOW_LEADER )
			{//not already in a temp bState
				//go after the guy
				NPCInfo->tempBehavior = BS_HUNT_AND_KILL;
				NPC_UpdateAngles(qtrue, qtrue);
				return;
			}
		}

		enemyVisibility = NPC_CheckVisibility ( NPC->enemy, CHECK_FOV|CHECK_SHOOT );//CHECK_360|CHECK_PVS|
		if ( enemyVisibility > VIS_PVS )
		{//face
			vec3_t	enemy_org, muzzle, delta, angleToEnemy;
			float	distanceToEnemy;

			CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_org );
			NPC_AimWiggle( enemy_org );

			CalcEntitySpot( NPC, SPOT_WEAPON, muzzle );
			
			VectorSubtract( enemy_org, muzzle, delta);
			vectoangles( delta, angleToEnemy );
			distanceToEnemy = VectorNormalize( delta );

			NPCInfo->desiredYaw = angleToEnemy[YAW];
			NPCInfo->desiredPitch = angleToEnemy[PITCH];
			NPC_UpdateFiringAngles( qtrue, qtrue );

			if ( enemyVisibility >= VIS_SHOOT )
			{//shoot
				NPC_AimAdjust( 2 );
				if ( NPC_GetHFOVPercentage( NPC->enemy->currentOrigin, NPC->currentOrigin, NPC->client->ps.viewangles, NPCInfo->stats.hfov ) > 0.6f 
					&& NPC_GetHFOVPercentage( NPC->enemy->currentOrigin, NPC->currentOrigin, NPC->client->ps.viewangles, NPCInfo->stats.vfov ) > 0.5f )
				{//actually withing our front cone
					WeaponThink( qtrue );
				}
			}
			else
			{
				NPC_AimAdjust( 1 );
			}
			
			//NPC_CheckCanAttack(1.0, qfalse);
		}
		else
		{
			NPC_AimAdjust( -1 );
		}
	}
	else
	{//FIXME: combine with vector calc below
		vec3_t	head, leaderHead, delta, angleToLeader;

		CalcEntitySpot( NPC->client->leader, SPOT_HEAD, leaderHead );
		CalcEntitySpot( NPC, SPOT_HEAD, head );
		VectorSubtract (leaderHead, head, delta);
		vectoangles ( delta, angleToLeader );
		VectorNormalize(delta);
		NPC->NPC->desiredYaw = angleToLeader[YAW];
		NPC->NPC->desiredPitch = angleToLeader[PITCH];
		
		NPC_UpdateAngles(qtrue, qtrue);
	}

	//leader visible?
	leaderVis = NPC_CheckVisibility( NPC->client->leader, CHECK_PVS|CHECK_360|CHECK_SHOOT );//			ent->e_UseFunc = useF_NULL;


	//Follow leader, stay within visibility and a certain distance, maintain a distance from.
	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 leader if we're in a full-body attack anim
		//FIXME, use IdealDistance to determine if we need to close distance
		float	followDist = 96.0f;//FIXME:  If there are enmies, make this larger?
		float	backupdist, walkdist, minrundist;

		if ( NPCInfo->followDist )
		{
			followDist = NPCInfo->followDist;
		}
		backupdist = followDist/2.0f;
		walkdist = followDist*0.83;
		minrundist = followDist*1.33;

		VectorSubtract(NPC->client->leader->currentOrigin, NPC->currentOrigin, vec);
		leaderDist = VectorLength( vec );//FIXME: make this just nav distance?
		//never get within their radius horizontally
		vec[2] = 0;
		float leaderHDist = VectorLength( vec );
		if( leaderHDist > backupdist && (leaderVis != VIS_SHOOT || leaderDist > walkdist) )
		{//We should close in?
			NPCInfo->goalEntity = NPC->client->leader;

			NPC_SlideMoveToGoal();
			if ( leaderVis == VIS_SHOOT && leaderDist < minrundist )
			{
				ucmd.buttons |= BUTTON_WALKING;
			}
		}
		else if ( leaderDist < backupdist )
		{//We should back off?
			NPCInfo->goalEntity = NPC->client->leader;
			NPC_SlideMoveToGoal();

			//reversing direction
			ucmd.forwardmove = -ucmd.forwardmove;
			ucmd.rightmove   = -ucmd.rightmove;
			VectorScale( NPC->client->ps.moveDir, -1, NPC->client->ps.moveDir );
		}//otherwise, stay where we are
		//check for do not enter and stop if there's one there...
		if ( ucmd.forwardmove || ucmd.rightmove || VectorCompare( vec3_origin, NPC->client->ps.moveDir ) )
		{
			NPC_MoveDirClear( ucmd.forwardmove, ucmd.rightmove, qtrue );
		}
	}
}
Пример #10
0
static void NPC_CheckAttacker( gentity_t *other, int mod )
{
	//FIXME: I don't see anything in here that would stop teammates from taking a teammate
	//			as an enemy.  Ideally, there would be code before this to prevent that from
	//			happening, but that is presumptuous.

	//valid ent - FIXME: a VALIDENT macro would be nice here
	if ( !other )
		return;

	if ( other == NPC )
		return;

	if ( !other->inuse )
		return;

	//Don't take a target that doesn't want to be
	if ( other->flags & FL_NOTARGET )
		return;

	if ( NPC->svFlags & SVF_LOCKEDENEMY )
	{//IF LOCKED, CANNOT CHANGE ENEMY!!!!!
		return;
	}

	//If we haven't taken a target, just get mad
	if ( NPC->enemy == NULL )//was using "other", fixed to NPC
	{
		G_SetEnemy( NPC, other );
		return;
	}

	//we have an enemy, see if he's dead
	if ( NPC->enemy->health <= 0 )
	{
		G_ClearEnemy( NPC );
		G_SetEnemy( NPC, other );
		return;
	}

	//Don't take the same enemy again
	if ( other == NPC->enemy )
		return;

	if ( NPC->client->ps.weapon == WP_SABER )
	{//I'm a jedi
		if ( mod == MOD_SABER )
		{//I was hit by a saber  FIXME: what if this was a thrown saber?
			//always switch to this enemy if I'm a jedi and hit by another saber
			G_ClearEnemy( NPC );
			G_SetEnemy( NPC, other );
			return;
		}
	}
	//Special case player interactions
	if ( other == &g_entities[0] )
	{
		//Account for the skill level to skew the results
		float	luckThreshold;

		switch ( g_spskill->integer )
		{
		//Easiest difficulty, mild chance of picking up the player
		case 0:
			luckThreshold = 0.9f;
			break;

		//Medium difficulty, half-half chance of picking up the player
		case 1:
			luckThreshold = 0.5f;
			break;

		//Hardest difficulty, always turn on attacking player
		case 2:
		default:
			luckThreshold = 0.0f;
			break;
		}

		//Randomly pick up the target
		if ( Q_flrand(0.0f, 1.0f) > luckThreshold )
		{
			G_ClearEnemy( other );
			other->enemy = NPC;
		}

		return;
	}
}
Пример #11
0
Файл: NPC.c Проект: Geptun/japp
/*
===============
NPC_ExecuteBState

  MCG

NPC Behavior state thinking

===============
*/
void NPC_ExecuteBState ( gentity_t *self)//, int msec ) 
{
	bState_t	bState;

	NPC_HandleAIFlags();

	//FIXME: these next three bits could be a function call, some sort of setup/cleanup func
	//Lookmode must be reset every think cycle
	if(NPC->delayScriptTime && NPC->delayScriptTime <= level.time)
	{
		G_ActivateBehavior( NPC, BSET_DELAYED);
		NPC->delayScriptTime = 0;
	}

	//Clear this and let bState set it itself, so it automatically handles changing bStates... but we need a set bState wrapper func
	NPCInfo->combatMove = qfalse;

	//Execute our bState
	if(NPCInfo->tempBehavior)
	{//Overrides normal behavior until cleared
		bState = NPCInfo->tempBehavior;
	}
	else
	{
		if(!NPCInfo->behaviorState)
			NPCInfo->behaviorState = NPCInfo->defaultBehavior;

		bState = NPCInfo->behaviorState;
	}

	//Pick the proper bstate for us and run it
	NPC_RunBehavior( self->client->playerTeam, bState );
	

//	if(bState != BS_POINT_COMBAT && NPCInfo->combatPoint != -1)
//	{
		//level.combatPoints[NPCInfo->combatPoint].occupied = qfalse;
		//NPCInfo->combatPoint = -1;
//	}

	//Here we need to see what the scripted stuff told us to do
//Only process snapshot if independant and in combat mode- this would pick enemies and go after needed items
//	ProcessSnapshot();

//Ignore my needs if I'm under script control- this would set needs for items
//	CheckSelf();

	//Back to normal?  All decisions made?
	
	//FIXME: don't walk off ledges unless we can get to our goal faster that way, or that's our goal's surface
	//NPCPredict();

	if ( NPC->enemy )
	{
		if ( !NPC->enemy->inuse )
		{//just in case bState doesn't catch this
			G_ClearEnemy( NPC );
		}
	}

	if ( NPC->client->ps.saberLockTime && NPC->client->ps.saberLockEnemy != ENTITYNUM_NONE )
	{
		NPC_SetLookTarget( NPC, NPC->client->ps.saberLockEnemy, level.time+1000 );
	}
	else if ( !NPC_CheckLookTarget( NPC ) )
	{
		if ( NPC->enemy )
		{
			NPC_SetLookTarget( NPC, NPC->enemy->s.number, 0 );
		}
	}

	if ( NPC->enemy )
	{
		if(NPC->enemy->flags & FL_DONT_SHOOT)
		{
			ucmd.buttons &= ~BUTTON_ATTACK;
			ucmd.buttons &= ~BUTTON_ALT_ATTACK;
		}
		else if ( NPC->client->playerTeam != NPCTEAM_ENEMY && NPC->enemy->NPC && (NPC->enemy->NPC->surrenderTime > level.time || (NPC->enemy->NPC->scriptFlags&SCF_FORCED_MARCH)) )
		{//don't shoot someone who's surrendering if you're a good guy
			ucmd.buttons &= ~BUTTON_ATTACK;
			ucmd.buttons &= ~BUTTON_ALT_ATTACK;
		}

		if(client->ps.weaponstate == WEAPON_IDLE)
		{
			client->ps.weaponstate = WEAPON_READY;
		}
	}
	else 
	{
		if(client->ps.weaponstate == WEAPON_READY)
		{
			client->ps.weaponstate = WEAPON_IDLE;
		}
	}

	if(!(ucmd.buttons & BUTTON_ATTACK) && NPC->attackDebounceTime > level.time)
	{//We just shot but aren't still shooting, so hold the gun up for a while
		if(client->ps.weapon == WP_SABER )
		{//One-handed
			NPC_SetAnim(NPC,SETANIM_TORSO,TORSO_WEAPONREADY1,SETANIM_FLAG_NORMAL);
		}
		else if(client->ps.weapon == WP_BRYAR_PISTOL)
		{//Sniper pose
			NPC_SetAnim(NPC,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL);
		}
		/*//FIXME: What's the proper solution here?
		else
		{//heavy weapon
			NPC_SetAnim(NPC,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL);
		}
		*/
	}
	else if ( !NPC->enemy )//HACK!
	{
//		if(client->ps.weapon != WP_TRICORDER)
		{
			if( NPC->s.torsoAnim == TORSO_WEAPONREADY1 || NPC->s.torsoAnim == TORSO_WEAPONREADY3 )
			{//we look ready for action, using one of the first 2 weapon, let's rest our weapon on our shoulder
				NPC_SetAnim(NPC,SETANIM_TORSO,TORSO_WEAPONIDLE3,SETANIM_FLAG_NORMAL);
			}
		}
	}

	NPC_CheckAttackHold();
	NPC_ApplyScriptFlags();
	
	//cliff and wall avoidance
	NPC_AvoidWallsAndCliffs();

	// run the bot through the server like it was a real client
//=== Save the ucmd for the second no-think Pmove ============================
	ucmd.serverTime = level.time - 50;
	memcpy( &NPCInfo->last_ucmd, &ucmd, sizeof( usercmd_t ) );
	if ( !NPCInfo->attackHoldTime )
	{
		NPCInfo->last_ucmd.buttons &= ~(BUTTON_ATTACK|BUTTON_ALT_ATTACK);//so we don't fire twice in one think
	}
//============================================================================
	NPC_CheckAttackScript();
	NPC_KeepCurrentFacing();

	if ( !NPC->next_roff_time || NPC->next_roff_time < level.time )
	{//If we were following a roff, we don't do normal pmoves.
		ClientThink( NPC->s.number, &ucmd );
	}
	else
	{
		NPC_ApplyRoff();
	}

	// end of thinking cleanup
	NPCInfo->touchedByPlayer = NULL;

	NPC_CheckPlayerAim();
	NPC_CheckAllClear();
	
	/*if( ucmd.forwardmove || ucmd.rightmove )
	{
		int	i, la = -1, ta = -1;

		for(i = 0; i < MAX_ANIMATIONS; i++)
		{
			if( NPC->client->ps.legsAnim == i )
			{
				la = i;
			}

			if( NPC->client->ps.torsoAnim == i )
			{
				ta = i;
			}
			
			if(la != -1 && ta != -1)
			{
				break;
			}
		}

		if(la != -1 && ta != -1)
		{//FIXME: should never play same frame twice or restart an anim before finishing it
			Com_Printf("LegsAnim: %s(%d) TorsoAnim: %s(%d)\n", animTable[la].name, NPC->renderInfo.legsFrame, animTable[ta].name, NPC->client->renderInfo.torsoFrame);
		}
	}*/
}
Пример #12
0
qboolean NPC_FindEnemy( qboolean checkAlerts )
{//RACC - checks to see if our enemy is still valid.  Updates if it is not.
	gentity_t *newenemy;

	//[CoOp] SP Code
	//reenabling the IGNORE_ENEMIES flag
	if( NPC->NPC->scriptFlags & SCF_IGNORE_ENEMIES )
	//We're ignoring all enemies for now
	//if( NPC->svFlags & SVF_IGNORE_ENEMIES )
	//if (0) //rwwFIXMEFIXME: support for flag
	//[/CoOp]
	{
		G_ClearEnemy( NPC );
		return qfalse;
	}

	//we can't pick up any enemies for now
	if( NPCInfo->confusionTime > level.time )
	{
		//[CoOp] SP Code
		G_ClearEnemy( NPC );
		//[/CoOp]
		return qfalse;
	}

	//[CoOp] SP Code
	//Don't want a new enemy
	if ( ( ValidEnemy( NPC->enemy ) ) && ( NPC->NPC->aiFlags & NPCAI_LOCKEDENEMY ) )
		return qtrue;
	
	//See if the player is closer than our current enemy
	if ( NPC->client->NPC_class != CLASS_RANCOR 
		&& NPC->client->NPC_class != CLASS_WAMPA
		&& NPC->client->NPC_class != CLASS_SAND_CREATURE
		&& NPC_CheckPlayerDistance() )
	{//rancors, wampas & sand creatures don't care if player is closer, they always go with closest
		return qtrue;
	}
	/* This shouldn't be here. SP Code
	//See if the player is closer than our current enemy
	if ( NPC_CheckPlayerDistance() )
	{
		return qtrue;
	}*/
	

	//Otherwise, turn off the flag since if we have a locked enemy at this point,
	//the enemy is invalid.
	NPC->NPC->aiFlags &= ~NPCAI_LOCKEDENEMY;
//	NPC->svFlags &= ~SVF_LOCKEDENEMY;
	/* Moved up.  SP Code
	//See if the player is closer than our current enemy
	if ( NPC->client->NPC_class != CLASS_RANCOR 
		&& NPC->client->NPC_class != CLASS_WAMPA
		//&& NPC->client->NPC_class != CLASS_SAND_CREATURE
		&& NPC_CheckPlayerDistance() )
	{//rancors, wampas & sand creatures don't care if player is closer, they always go with closest
		return qtrue;
	}
	*/
	//[/CoOp]

	//If we've gotten here alright, then our target it still valid
	if ( NPC_ValidEnemy( NPC->enemy ) )
		return qtrue;

	newenemy = NPC_PickEnemyExt( checkAlerts );

	//if we found one, take it as the enemy
	if( NPC_ValidEnemy( newenemy ) )
	{
		G_SetEnemy( NPC, newenemy );
		return qtrue;
	}

	//[CoOp] SP Code.  Remove enemy since they're not valid at this point.
	G_ClearEnemy( NPC );
	//[/CoOp]
	return qfalse;
}
Пример #13
0
/*
===============
NPC_ExecuteBState

  MCG

NPC Behavior state thinking

===============
*/
void NPC_ExecuteBState ( gentity_t *self)//, int msec ) 
{
	bState_t	bState;

	NPC_HandleAIFlags();

	//FIXME: these next three bits could be a function call, some sort of setup/cleanup func
	//Lookmode must be reset every think cycle
	if(NPC->aimDebounceTime < level.time)
	{
		NPCInfo->lookMode = LT_NONE;
	}

	if(NPC->delayScriptTime && NPC->delayScriptTime <= level.time)
	{
		G_ActivateBehavior( NPC, BSET_DELAYED);
		NPC->delayScriptTime = 0;
	}

	//Clear this and let bState set it itself, so it automatically handles changing bStates... but we need a set bState wrapper func
	NPCInfo->combatMove = qfalse;

	//Execute our bState
	if(NPCInfo->tempBehavior)
	{//Overrides normal behavior until cleared
		bState = NPCInfo->tempBehavior;
	}
	else
	{
		if(!NPCInfo->behaviorState)
			NPCInfo->behaviorState = NPCInfo->defaultBehavior;

		bState = NPCInfo->behaviorState;
	}

	//Pick the proper bstate for us and run it
	NPC_RunBehavior( self->client->playerTeam, bState );
	
	//FIXME: Make these a func call
	if(bState != BS_FORMATION)
	{//So we know to re-acquire our closest squadpath point
		self->NPC->lastSquadPoint = -1;
//		NPCInfo->aiFlags |= NPCAI_OFF_PATH;
	}

	if(bState != BS_POINT_COMBAT && NPCInfo->combatPoint != -1)
	{
		//level.combatPoints[NPCInfo->combatPoint].occupied = qfalse;
		//NPCInfo->combatPoint = -1;
	}

	//Here we need to see what the scripted stuff told us to do
//Only process snapshot if independant and in combat mode- this would pick enemies and go after needed items
//	ProcessSnapshot();

//Ignore my needs if I'm under script control- this would set needs for items
//	CheckSelf();

	//Back to normal?  All decisions made?
	
	//FIXME: don't walk off ledges unless we can get to our goal faster that way, or that's our goal's surface
	//NPCPredict();

	if ( NPC->enemy )
	{
		if ( !NPC->enemy->inuse )
		{//just in case bState doesn't catch this
			G_ClearEnemy( NPC );
		}
	}

	if ( !NPC_CheckLookTarget( NPC ) )
	{
		if ( NPC->enemy )
		{
			if ( NPC->client->ps.weapon != WP_IMPERIAL_BLADE && NPC->client->ps.weapon != WP_KLINGON_BLADE )
			{//looking right at enemy during melee looks odd
				NPC_SetLookTarget( NPC, NPC->enemy->s.number, 0 );
			}
		}
	}

	if ( NPC->enemy )
	{
		if(NPC->enemy->flags & FL_DONT_SHOOT)
		{
			ucmd.buttons &= ~BUTTON_ATTACK;
		}

		if(client->ps.weaponstate == WEAPON_IDLE)
		{
			client->ps.weaponstate = WEAPON_READY;
		}
	}
	else 
	{
		if(client->ps.weaponstate == WEAPON_READY)
		{
			client->ps.weaponstate = WEAPON_IDLE;
		}
	}

	if(!(ucmd.buttons & BUTTON_ATTACK) && NPC->attackDebounceTime > level.time)
	{//We just shot but aren't still shooting, so hold the gun up for a while
		if(client->ps.weapon == WP_PHASER )
		{//One-handed
			NPC_SetAnim(NPC,SETANIM_TORSO,TORSO_WEAPONREADY1,SETANIM_FLAG_NORMAL);
		}
		else if(client->ps.weapon == WP_COMPRESSION_RIFLE)
		{//Sniper pose
			NPC_SetAnim(NPC,SETANIM_TORSO,TORSO_WEAPONREADY2,SETANIM_FLAG_NORMAL);
		}
		/*//FIXME: What's the proper solution here?
		else
		{//heavy weapon
			NPC_SetAnim(NPC,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL);
		}
		*/
	}
	else if (!NPC->enemy && bState != BS_FORMATION)//HACK!
	{
		if(client->ps.weapon != WP_TRICORDER)
		{
			if((NPC->s.torsoAnim&~ANIM_TOGGLEBIT) == TORSO_WEAPONREADY1 || (NPC->s.torsoAnim&~ANIM_TOGGLEBIT) == TORSO_WEAPONREADY2)
			{//we look ready for action, using one of the first 2 weapon, let's rest our weapon on our shoulder
				NPC_SetAnim(NPC,SETANIM_TORSO,TORSO_WEAPONIDLE1,SETANIM_FLAG_NORMAL);
			}
		}
	}

	NPC_CheckAttackHold();
	NPC_ApplyScriptFlags();
	
	//cliff and wall avoidance
	NPC_AvoidWallsAndCliffs();

	// run the bot through the server like it was a real client
//=== Save the ucmd for the second no-think Pmove ============================
	ucmd.serverTime = level.time - 50;
	NPCInfo->last_ucmd = ucmd;
	if ( !NPCInfo->attackHoldTime )
	{
		NPCInfo->last_ucmd.buttons &= ~BUTTON_ATTACK;//so we don't fire twice in one think
	}
//============================================================================
	NPC_CheckAttackScript();
	NPC_KeepCurrentFacing();

	if ( !NPC->next_roff_time || NPC->next_roff_time < level.time )
	{//If we were following a roff, we don't do normal pmoves.
		ClientThink( NPC->s.number, &ucmd );
	}
	else
	{
		NPC_ApplyRoff();
	}
	//Had to leave this in, some legacy code must still be using s.angles
	//Shouldn't interfere with interpolation of angles, should it?
	VectorCopy( client->ps.viewangles, NPC->currentAngles );

	// end of thinking cleanup
	NPCInfo->touchedByPlayer = NULL;

	NPC_CheckPlayerAim();
	NPC_CheckAllClear();
	
	/*if( ucmd.forwardmove || ucmd.rightmove )
	{
		int	i, la = -1, ta = -1;

		for(i = 0; i < MAX_ANIMATIONS; i++)
		{
			if((NPC->client->ps.legsAnim&~ANIM_TOGGLEBIT) == i)
			{
				la = i;
			}

			if((NPC->client->ps.torsoAnim&~ANIM_TOGGLEBIT) == i)
			{
				ta = i;
			}
			
			if(la != -1 && ta != -1)
			{
				break;
			}
		}

		if(la != -1 && ta != -1)
		{//FIXME: should never play same frame twice or restart an anim before finishing it
			gi.Printf("LegsAnim: %s(%d) TorsoAnim: %s(%d)\n", animTable[la].name, NPC->renderInfo.legsFrame, animTable[ta].name, NPC->client->renderInfo.torsoFrame);
		}
	}*/
}
Пример #14
0
/*
===============
NPC_ExecuteBState

  MCG

NPC Behavior state thinking

===============
*/
void NPC_ExecuteBState ( gentity_t *self)//, int msec ) 
{
	bState_t	bState;

	NPC_HandleAIFlags();

	//FIXME: these next three bits could be a function call, some sort of setup/cleanup func
	//Lookmode must be reset every think cycle
	if(NPC->delayScriptTime && NPC->delayScriptTime <= level.time)
	{
		G_ActivateBehavior( NPC, BSET_DELAYED);
		NPC->delayScriptTime = 0;
	}

	//Clear this and let bState set it itself, so it automatically handles changing bStates... but we need a set bState wrapper func
	NPCInfo->combatMove = qfalse;

	//Execute our bState
	if(NPCInfo->tempBehavior)
	{//Overrides normal behavior until cleared
		bState = NPCInfo->tempBehavior;
	}
	else
	{
		if(!NPCInfo->behaviorState)
			NPCInfo->behaviorState = NPCInfo->defaultBehavior;

		bState = NPCInfo->behaviorState;
	}

	//Pick the proper bstate for us and run it
	NPC_RunBehavior( self->client->playerTeam, bState );
	
	if ( NPC->enemy )
	{
		if ( !NPC->enemy->inuse )
		{//just in case bState doesn't catch this
			G_ClearEnemy( NPC );
		}
	}

	if ( NPC->client->ps.saberLockTime && NPC->client->ps.saberLockEnemy != ENTITYNUM_NONE )
	{
		NPC_SetLookTarget( NPC, NPC->client->ps.saberLockEnemy, level.time+1000 );
	}
	else if ( !NPC_CheckLookTarget( NPC ) )
	{
		if ( NPC->enemy )
		{
			NPC_SetLookTarget( NPC, NPC->enemy->s.number, 0 );
		}
	}

	if ( NPC->enemy )
	{
		if(NPC->enemy->flags & FL_DONT_SHOOT)
		{
			ucmd.buttons &= ~BUTTON_ATTACK;
			ucmd.buttons &= ~BUTTON_ALT_ATTACK;
		}
		else if ( NPC->client->playerTeam != NPCTEAM_ENEMY && NPC->enemy->NPC && (NPC->enemy->NPC->surrenderTime > level.time || (NPC->enemy->NPC->scriptFlags&SCF_FORCED_MARCH)) )
		{//don't shoot someone who's surrendering if you're a good guy
			ucmd.buttons &= ~BUTTON_ATTACK;
			ucmd.buttons &= ~BUTTON_ALT_ATTACK;
		}

		if(client->ps.weaponstate == WEAPON_IDLE)
		{
			client->ps.weaponstate = WEAPON_READY;
		}
	}
	else 
	{
		if(client->ps.weaponstate == WEAPON_READY)
		{
			client->ps.weaponstate = WEAPON_IDLE;
		}
	}

	if(!(ucmd.buttons & BUTTON_ATTACK) && NPC->attackDebounceTime > level.time)
	{//We just shot but aren't still shooting, so hold the gun up for a while
		if(client->ps.weapon == WP_SABER )
		{//One-handed
			NPC_SetAnim(NPC,SETANIM_TORSO,TORSO_WEAPONREADY1,SETANIM_FLAG_NORMAL);
		}
		else if(client->ps.weapon == WP_BRYAR_PISTOL)
		{//Sniper pose
			NPC_SetAnim(NPC,SETANIM_TORSO,TORSO_WEAPONREADY3,SETANIM_FLAG_NORMAL);
		}
		}
	else if ( !NPC->enemy )//HACK!
	{
		{
			if( NPC->s.torsoAnim == TORSO_WEAPONREADY1 || NPC->s.torsoAnim == TORSO_WEAPONREADY3 )
			{//we look ready for action, using one of the first 2 weapon, let's rest our weapon on our shoulder
				NPC_SetAnim(NPC,SETANIM_TORSO,TORSO_WEAPONIDLE3,SETANIM_FLAG_NORMAL);
			}
		}
	}

	NPC_CheckAttackHold();
	NPC_ApplyScriptFlags();
	
	//cliff and wall avoidance
	NPC_AvoidWallsAndCliffs();

	// run the bot through the server like it was a real client
//=== Save the ucmd for the second no-think Pmove ============================
	ucmd.serverTime = level.time - 50;
	memcpy( &NPCInfo->last_ucmd, &ucmd, sizeof( usercmd_t ) );
	if ( !NPCInfo->attackHoldTime )
	{
		NPCInfo->last_ucmd.buttons &= ~(BUTTON_ATTACK|BUTTON_ALT_ATTACK);//so we don't fire twice in one think
	}
//============================================================================
	NPC_CheckAttackScript();
	NPC_KeepCurrentFacing();

	if ( !NPC->next_roff_time || NPC->next_roff_time < level.time )
	{//If we were following a roff, we don't do normal pmoves.
		ClientThink( NPC->s.number, &ucmd );
	}
	else
	{
		NPC_ApplyRoff();
	}

	// end of thinking cleanup
	NPCInfo->touchedByPlayer = NULL;

	NPC_CheckPlayerAim();
	NPC_CheckAllClear();
		}