forked from JACoders/OpenJK
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathNPC_AI_Sniper.c
864 lines (771 loc) · 22.9 KB
/
NPC_AI_Sniper.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
#include "b_local.h"
#include "g_nav.h"
#include "anims.h"
extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
extern void G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath );
extern void NPC_TempLookTarget( gentity_t *self, int lookEntNum, int minLookTime, int maxLookTime );
extern qboolean G_ExpandPointToBBox( vec3_t point, const vec3_t mins, const vec3_t maxs, int ignore, int clipmask );
extern qboolean FlyingCreature( gentity_t *ent );
#define SPF_NO_HIDE 2
#define MAX_VIEW_DIST 1024
#define MAX_VIEW_SPEED 250
#define MAX_LIGHT_INTENSITY 255
#define MIN_LIGHT_THRESHOLD 0.1
#define DISTANCE_SCALE 0.25f
#define DISTANCE_THRESHOLD 0.075f
#define SPEED_SCALE 0.25f
#define FOV_SCALE 0.5f
#define LIGHT_SCALE 0.25f
#define REALIZE_THRESHOLD 0.6f
#define CAUTIOUS_THRESHOLD ( REALIZE_THRESHOLD * 0.75 )
qboolean NPC_CheckPlayerTeamStealth( void );
static qboolean enemyLOS2;
static qboolean enemyCS2;
static qboolean faceEnemy2;
static qboolean move2;
static qboolean shoot2;
static float enemyDist2;
//Local state enums
enum
{
LSTATE_NONE = 0,
LSTATE_UNDERFIRE,
LSTATE_INVESTIGATE,
};
void Sniper_ClearTimers( gentity_t *ent )
{
TIMER_Set( ent, "chatter", 0 );
TIMER_Set( ent, "duck", 0 );
TIMER_Set( ent, "stand", 0 );
TIMER_Set( ent, "shuffleTime", 0 );
TIMER_Set( ent, "sleepTime", 0 );
TIMER_Set( ent, "enemyLastVisible", 0 );
TIMER_Set( ent, "roamTime", 0 );
TIMER_Set( ent, "hideTime", 0 );
TIMER_Set( ent, "attackDelay", 0 ); //FIXME: Slant for difficulty levels
TIMER_Set( ent, "stick", 0 );
TIMER_Set( ent, "scoutTime", 0 );
TIMER_Set( ent, "flee", 0 );
}
void NPC_Sniper_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;
}
/*
-------------------------
NPC_ST_Pain
-------------------------
*/
void NPC_Sniper_Pain(gentity_t *self, gentity_t *attacker, int damage)
{
self->NPC->localState = LSTATE_UNDERFIRE;
TIMER_Set( self, "duck", -1 );
TIMER_Set( self, "stand", 2000 );
NPC_Pain( self, attacker, damage );
if ( !damage && self->health > 0 )
{//FIXME: better way to know I was pushed
G_AddVoiceEvent( self, Q_irand(EV_PUSHED1, EV_PUSHED3), 2000 );
}
}
/*
-------------------------
ST_HoldPosition
-------------------------
*/
static void Sniper_HoldPosition( void )
{
NPC_FreeCombatPoint( NPCInfo->combatPoint, qtrue );
NPCInfo->goalEntity = NULL;
/*if ( TIMER_Done( NPC, "stand" ) )
{//FIXME: what if can't shoot from this pos?
TIMER_Set( NPC, "duck", Q_irand( 2000, 4000 ) );
}
*/
}
/*
-------------------------
ST_Move
-------------------------
*/
static qboolean Sniper_Move( void )
{
qboolean moved;
navInfo_t info;
NPCInfo->combatMove = qtrue;//always move straight toward our goal
moved = NPC_MoveToGoal( qtrue );
//Get the move info
NAV_GetLastMove( &info );
//FIXME: if we bump into another one of our guys and can't get around him, just stop!
//If we hit our target, then stop and fire!
if ( info.flags & NIF_COLLISION )
{
if ( info.blocker == NPC->enemy )
{
Sniper_HoldPosition();
}
}
//If our move failed, then reset
if ( moved == qfalse )
{//couldn't get to enemy
if ( (NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) && NPCInfo->goalEntity && NPCInfo->goalEntity == NPC->enemy )
{//we were running after enemy
//Try to find a combat point that can hit the enemy
int cpFlags = (CP_CLEAR|CP_HAS_ROUTE);
int cp;
if ( NPCInfo->scriptFlags&SCF_USE_CP_NEAREST )
{
cpFlags &= ~(CP_FLANK|CP_APPROACH_ENEMY|CP_CLOSEST);
cpFlags |= CP_NEAREST;
}
cp = NPC_FindCombatPoint( NPC->r.currentOrigin, NPC->r.currentOrigin, NPC->r.currentOrigin, cpFlags, 32, -1 );
if ( cp == -1 && !(NPCInfo->scriptFlags&SCF_USE_CP_NEAREST) )
{//okay, try one by the enemy
cp = NPC_FindCombatPoint( NPC->r.currentOrigin, NPC->r.currentOrigin, NPC->enemy->r.currentOrigin, CP_CLEAR|CP_HAS_ROUTE|CP_HORZ_DIST_COLL, 32, -1 );
}
//NOTE: there may be a perfectly valid one, just not one within CP_COLLECT_RADIUS of either me or him...
if ( cp != -1 )
{//found a combat point that has a clear shot to enemy
NPC_SetCombatPoint( cp );
NPC_SetMoveGoal( NPC, level.combatPoints[cp].origin, 8, qtrue, cp, NULL );
return moved;
}
}
//just hang here
Sniper_HoldPosition();
}
return moved;
}
/*
-------------------------
NPC_BSSniper_Patrol
-------------------------
*/
void NPC_BSSniper_Patrol( void )
{//FIXME: pick up on bodies of dead buddies?
NPC->count = 0;
if ( NPCInfo->confusionTime < level.time )
{
//Look for any enemies
if ( NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES )
{
if ( NPC_CheckPlayerTeamStealth() )
{
//NPCInfo->behaviorState = BS_HUNT_AND_KILL;//Should be auto now
//NPC_AngerSound();
NPC_UpdateAngles( qtrue, qtrue );
return;
}
}
if ( !(NPCInfo->scriptFlags&SCF_IGNORE_ALERTS) )
{
//Is there danger nearby
int alertEvent = NPC_CheckAlertEvents( qtrue, qtrue, -1, qfalse, AEL_SUSPICIOUS );
if ( NPC_CheckForDanger( alertEvent ) )
{
NPC_UpdateAngles( qtrue, qtrue );
return;
}
else
{//check for other alert events
//There is an event to look at
if ( alertEvent >= 0 && level.alertEvents[alertEvent].ID != NPCInfo->lastAlertID )
{
NPCInfo->lastAlertID = level.alertEvents[alertEvent].ID;
if ( level.alertEvents[alertEvent].level == AEL_DISCOVERED )
{
if ( level.alertEvents[alertEvent].owner &&
level.alertEvents[alertEvent].owner->client &&
level.alertEvents[alertEvent].owner->health >= 0 &&
level.alertEvents[alertEvent].owner->client->playerTeam == NPC->client->enemyTeam )
{//an enemy
G_SetEnemy( NPC, level.alertEvents[alertEvent].owner );
//NPCInfo->enemyLastSeenTime = level.time;
TIMER_Set( NPC, "attackDelay", Q_irand( (6-NPCInfo->stats.aim)*100, (6-NPCInfo->stats.aim)*500 ) );
}
}
else
{//FIXME: get more suspicious over time?
//Save the position for movement (if necessary)
//FIXME: sound?
VectorCopy( level.alertEvents[alertEvent].position, NPCInfo->investigateGoal );
NPCInfo->investigateDebounceTime = level.time + Q_irand( 500, 1000 );
if ( level.alertEvents[alertEvent].level == AEL_SUSPICIOUS )
{//suspicious looks longer
NPCInfo->investigateDebounceTime += Q_irand( 500, 2500 );
}
}
}
}
if ( NPCInfo->investigateDebounceTime > level.time )
{//FIXME: walk over to it, maybe? Not if not chase enemies flag
//NOTE: stops walking or doing anything else below
vec3_t dir, angles;
float o_yaw, o_pitch;
VectorSubtract( NPCInfo->investigateGoal, NPC->client->renderInfo.eyePoint, dir );
vectoangles( dir, angles );
o_yaw = NPCInfo->desiredYaw;
o_pitch = NPCInfo->desiredPitch;
NPCInfo->desiredYaw = angles[YAW];
NPCInfo->desiredPitch = angles[PITCH];
NPC_UpdateAngles( qtrue, qtrue );
NPCInfo->desiredYaw = o_yaw;
NPCInfo->desiredPitch = o_pitch;
return;
}
}
}
//If we have somewhere to go, then do that
if ( UpdateGoal() )
{
ucmd.buttons |= BUTTON_WALKING;
NPC_MoveToGoal( qtrue );
}
NPC_UpdateAngles( qtrue, qtrue );
}
/*
-------------------------
NPC_BSSniper_Idle
-------------------------
*/
/*
void NPC_BSSniper_Idle( void )
{
//reset our shotcount
NPC->count = 0;
//FIXME: check for other alert events?
//Is there danger nearby?
if ( NPC_CheckForDanger( NPC_CheckAlertEvents( qtrue, qtrue ) ) )
{
NPC_UpdateAngles( qtrue, qtrue );
return;
}
TIMER_Set( NPC, "roamTime", 2000 + Q_irand( 1000, 2000 ) );
NPC_UpdateAngles( qtrue, qtrue );
}
*/
/*
-------------------------
ST_CheckMoveState
-------------------------
*/
static void Sniper_CheckMoveState( void )
{
//See if we're a scout
if ( !(NPCInfo->scriptFlags & SCF_CHASE_ENEMIES) )//NPCInfo->behaviorState == BS_STAND_AND_SHOOT )
{
if ( NPCInfo->goalEntity == NPC->enemy )
{
move2 = qfalse;
return;
}
}
//See if we're running away
else if ( NPCInfo->squadState == SQUAD_RETREAT )
{
if ( TIMER_Done( NPC, "flee" ) )
{
NPCInfo->squadState = SQUAD_IDLE;
}
else
{
faceEnemy2 = qfalse;
}
}
else if ( NPCInfo->squadState == SQUAD_IDLE )
{
if ( !NPCInfo->goalEntity )
{
move2 = qfalse;
return;
}
}
//See if we're moving towards a goal, not the enemy
if ( ( NPCInfo->goalEntity != NPC->enemy ) && ( NPCInfo->goalEntity != NULL ) )
{
//Did we make it?
if ( NAV_HitNavGoal( NPC->r.currentOrigin, NPC->r.mins, NPC->r.maxs, NPCInfo->goalEntity->r.currentOrigin, 16, FlyingCreature( NPC ) ) ||
( NPCInfo->squadState == SQUAD_SCOUT && enemyLOS2 && enemyDist2 <= 10000 ) )
{
int newSquadState = SQUAD_STAND_AND_SHOOT;
//we got where we wanted to go, set timers based on why we were running
switch ( NPCInfo->squadState )
{
case SQUAD_RETREAT://was running away
TIMER_Set( NPC, "duck", (NPC->client->pers.maxHealth - NPC->health) * 100 );
TIMER_Set( NPC, "hideTime", Q_irand( 3000, 7000 ) );
newSquadState = SQUAD_COVER;
break;
case SQUAD_TRANSITION://was heading for a combat point
TIMER_Set( NPC, "hideTime", Q_irand( 2000, 4000 ) );
break;
case SQUAD_SCOUT://was running after player
break;
default:
break;
}
NPC_ReachedGoal();
//don't attack right away
TIMER_Set( NPC, "attackDelay", Q_irand( (6-NPCInfo->stats.aim)*50, (6-NPCInfo->stats.aim)*100 ) ); //FIXME: Slant for difficulty levels, too?
//don't do something else just yet
TIMER_Set( NPC, "roamTime", Q_irand( 1000, 4000 ) );
//stop fleeing
if ( NPCInfo->squadState == SQUAD_RETREAT )
{
TIMER_Set( NPC, "flee", -level.time );
NPCInfo->squadState = SQUAD_IDLE;
}
return;
}
//keep going, hold of roamTimer until we get there
TIMER_Set( NPC, "roamTime", Q_irand( 4000, 8000 ) );
}
}
static void Sniper_ResolveBlockedShot( void )
{
if ( TIMER_Done( NPC, "duck" ) )
{//we're not ducking
if ( TIMER_Done( NPC, "roamTime" ) )
{//not roaming
//FIXME: try to find another spot from which to hit the enemy
if ( (NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) && (!NPCInfo->goalEntity || NPCInfo->goalEntity == NPC->enemy) )
{//we were running after enemy
//Try to find a combat point that can hit the enemy
int cpFlags = (CP_CLEAR|CP_HAS_ROUTE);
int cp;
if ( NPCInfo->scriptFlags&SCF_USE_CP_NEAREST )
{
cpFlags &= ~(CP_FLANK|CP_APPROACH_ENEMY|CP_CLOSEST);
cpFlags |= CP_NEAREST;
}
cp = NPC_FindCombatPoint( NPC->r.currentOrigin, NPC->r.currentOrigin, NPC->r.currentOrigin, cpFlags, 32, -1 );
if ( cp == -1 && !(NPCInfo->scriptFlags&SCF_USE_CP_NEAREST) )
{//okay, try one by the enemy
cp = NPC_FindCombatPoint( NPC->r.currentOrigin, NPC->r.currentOrigin, NPC->enemy->r.currentOrigin, CP_CLEAR|CP_HAS_ROUTE|CP_HORZ_DIST_COLL, 32, -1 );
}
//NOTE: there may be a perfectly valid one, just not one within CP_COLLECT_RADIUS of either me or him...
if ( cp != -1 )
{//found a combat point that has a clear shot to enemy
NPC_SetCombatPoint( cp );
NPC_SetMoveGoal( NPC, level.combatPoints[cp].origin, 8, qtrue, cp, NULL );
TIMER_Set( NPC, "duck", -1 );
TIMER_Set( NPC, "attackDelay", Q_irand( 1000, 3000 ) );
return;
}
}
}
}
/*
else
{//maybe we should stand
if ( TIMER_Done( NPC, "stand" ) )
{//stand for as long as we'll be here
TIMER_Set( NPC, "stand", Q_irand( 500, 2000 ) );
return;
}
}
//Hmm, can't resolve this by telling them to duck or telling me to stand
//We need to move!
TIMER_Set( NPC, "roamTime", -1 );
TIMER_Set( NPC, "stick", -1 );
TIMER_Set( NPC, "duck", -1 );
TIMER_Set( NPC, "attackDelay", Q_irand( 1000, 3000 ) );
*/
}
/*
-------------------------
ST_CheckFireState
-------------------------
*/
static void Sniper_CheckFireState( void )
{
if ( enemyCS2 )
{//if have a clear shot, always try
return;
}
if ( NPCInfo->squadState == SQUAD_RETREAT || NPCInfo->squadState == SQUAD_TRANSITION || NPCInfo->squadState == SQUAD_SCOUT )
{//runners never try to fire at the last pos
return;
}
if ( !VectorCompare( NPC->client->ps.velocity, vec3_origin ) )
{//if moving at all, don't do this
return;
}
//continue to fire on their last position
if ( !Q_irand( 0, 1 ) && NPCInfo->enemyLastSeenTime && level.time - NPCInfo->enemyLastSeenTime < ((5-NPCInfo->stats.aim)*1000) )//FIXME: incorporate skill too?
{
if ( !VectorCompare( vec3_origin, NPCInfo->enemyLastSeenLocation ) )
{
//Fire on the last known position
vec3_t muzzle, dir, angles;
CalcEntitySpot( NPC, SPOT_WEAPON, muzzle );
VectorSubtract( NPCInfo->enemyLastSeenLocation, muzzle, dir );
VectorNormalize( dir );
vectoangles( dir, angles );
NPCInfo->desiredYaw = angles[YAW];
NPCInfo->desiredPitch = angles[PITCH];
shoot2 = qtrue;
//faceEnemy2 = qfalse;
}
return;
}
else if ( level.time - NPCInfo->enemyLastSeenTime > 10000 )
{//next time we see him, we'll miss few times first
NPC->count = 0;
}
}
qboolean Sniper_EvaluateShot( int hit )
{
gentity_t *hitEnt;
if ( !NPC->enemy )
{
return qfalse;
}
hitEnt = &g_entities[hit];
if ( hit == NPC->enemy->s.number
|| ( hitEnt && hitEnt->client && hitEnt->client->playerTeam == NPC->client->enemyTeam )
|| ( hitEnt && hitEnt->takedamage && ((hitEnt->r.svFlags&SVF_GLASS_BRUSH)||hitEnt->health < 40||NPC->s.weapon == WP_EMPLACED_GUN) )
|| ( hitEnt && (hitEnt->r.svFlags&SVF_GLASS_BRUSH)) )
{//can hit enemy or will hit glass, so shoot anyway
return qtrue;
}
return qfalse;
}
void Sniper_FaceEnemy( void )
{
//FIXME: the ones behind kill holes are facing some arbitrary direction and not firing
//FIXME: If actually trying to hit enemy, don't fire unless enemy is at least in front of me?
//FIXME: need to give designers option to make them not miss first few shots
if ( NPC->enemy )
{
vec3_t muzzle, target, angles, forward, right, up;
//Get the positions
AngleVectors( NPC->client->ps.viewangles, forward, right, up );
CalcMuzzlePoint( NPC, forward, right, up, muzzle );
//CalcEntitySpot( NPC, SPOT_WEAPON, muzzle );
CalcEntitySpot( NPC->enemy, SPOT_ORIGIN, target );
if ( enemyDist2 > 65536 && NPCInfo->stats.aim < 5 )//is 256 squared, was 16384 (128*128)
{
if ( NPC->count < (5-NPCInfo->stats.aim) )
{//miss a few times first
if ( shoot2 && TIMER_Done( NPC, "attackDelay" ) && level.time >= NPCInfo->shotTime )
{//ready to fire again
qboolean aimError = qfalse;
qboolean hit = qtrue;
int tryMissCount = 0;
trace_t trace;
GetAnglesForDirection( muzzle, target, angles );
AngleVectors( angles, forward, right, up );
while ( hit && tryMissCount < 10 )
{
tryMissCount++;
if ( !Q_irand( 0, 1 ) )
{
aimError = qtrue;
if ( !Q_irand( 0, 1 ) )
{
VectorMA( target, NPC->enemy->r.maxs[2]*flrand(1.5, 4), right, target );
}
else
{
VectorMA( target, NPC->enemy->r.mins[2]*flrand(1.5, 4), right, target );
}
}
if ( !aimError || !Q_irand( 0, 1 ) )
{
if ( !Q_irand( 0, 1 ) )
{
VectorMA( target, NPC->enemy->r.maxs[2]*flrand(1.5, 4), up, target );
}
else
{
VectorMA( target, NPC->enemy->r.mins[2]*flrand(1.5, 4), up, target );
}
}
trap_Trace( &trace, muzzle, vec3_origin, vec3_origin, target, NPC->s.number, MASK_SHOT );
hit = Sniper_EvaluateShot( trace.entityNum );
}
NPC->count++;
}
else
{
if ( !enemyLOS2 )
{
NPC_UpdateAngles( qtrue, qtrue );
return;
}
}
}
else
{//based on distance, aim value, difficulty and enemy movement, miss
//FIXME: incorporate distance as a factor?
int missFactor = 8-(NPCInfo->stats.aim+g_npcspskill.integer) * 3;
if ( missFactor > ENEMY_POS_LAG_STEPS )
{
missFactor = ENEMY_POS_LAG_STEPS;
}
else if ( missFactor < 0 )
{//???
missFactor = 0 ;
}
VectorCopy( NPCInfo->enemyLaggedPos[missFactor], target );
}
GetAnglesForDirection( muzzle, target, angles );
}
else
{
target[2] += flrand( 0, NPC->enemy->r.maxs[2] );
//CalcEntitySpot( NPC->enemy, SPOT_HEAD_LEAN, target );
GetAnglesForDirection( muzzle, target, angles );
}
NPCInfo->desiredYaw = AngleNormalize360( angles[YAW] );
NPCInfo->desiredPitch = AngleNormalize360( angles[PITCH] );
}
NPC_UpdateAngles( qtrue, qtrue );
}
void Sniper_UpdateEnemyPos( void )
{
int index;
int i;
for ( i = MAX_ENEMY_POS_LAG-ENEMY_POS_LAG_INTERVAL; i >= 0; i -= ENEMY_POS_LAG_INTERVAL )
{
index = i/ENEMY_POS_LAG_INTERVAL;
if ( !index )
{
CalcEntitySpot( NPC->enemy, SPOT_HEAD_LEAN, NPCInfo->enemyLaggedPos[index] );
NPCInfo->enemyLaggedPos[index][2] -= flrand( 2, 16 );
}
else
{
VectorCopy( NPCInfo->enemyLaggedPos[index-1], NPCInfo->enemyLaggedPos[index] );
}
}
}
/*
-------------------------
NPC_BSSniper_Attack
-------------------------
*/
void Sniper_StartHide( void )
{
int duckTime = Q_irand( 2000, 5000 );
TIMER_Set( NPC, "duck", duckTime );
TIMER_Set( NPC, "watch", 500 );
TIMER_Set( NPC, "attackDelay", duckTime + Q_irand( 500, 2000 ) );
}
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;
}
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_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 NPC_BSSniper_Default( void )
{
if( !NPC->enemy )
{//don't have an enemy, look for one
NPC_BSSniper_Patrol();
}
else//if ( NPC->enemy )
{//have an enemy
NPC_BSSniper_Attack();
}
}