123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391 |
- // leave this line at the top of all AI_xxxx.cpp files for PCH reasons...
- #include "g_headers.h"
-
- #include "b_local.h"
- #include "..\Ratl\vector_vs.h"
- #define MAX_PACKS 10
- #define LEAVE_PACK_DISTANCE 1000
- #define JOIN_PACK_DISTANCE 800
- #define WANDER_RANGE 1000
- #define FRIGHTEN_DISTANCE 300
- extern qboolean G_PlayerSpawned( void );
- ratl::vector_vs<gentity_t*, MAX_PACKS> mPacks;
- ////////////////////////////////////////////////////////////////////////////////////////
- // Update The Packs, Delete Dead Leaders, Join / Split Packs, Find MY Leader
- ////////////////////////////////////////////////////////////////////////////////////////
- gentity_t* NPC_AnimalUpdateLeader(void)
- {
- // Find The Closest Pack Leader, Not Counting Myself
- //---------------------------------------------------
- gentity_t* closestLeader = 0;
- float closestDist = 0;
- int myLeaderNum = 0;
-
- for (int i=0; i<mPacks.size(); i++)
- {
- // Dump Dead Leaders
- //-------------------
- if (mPacks[i]==0 || mPacks[i]->health<=0)
- {
- if (mPacks[i]==NPC->client->leader)
- {
- NPC->client->leader = 0;
- }
- mPacks.erase_swap(i);
- if (i>=mPacks.size())
- {
- closestLeader = 0;
- break;
- }
- }
- // Don't Count Self
- //------------------
- if (mPacks[i]==NPC)
- {
- myLeaderNum = i;
- continue;
- }
- float Dist = Distance(mPacks[i]->currentOrigin, NPC->currentOrigin);
- if (!closestLeader || Dist<closestDist)
- {
- closestDist = Dist;
- closestLeader = mPacks[i];
- }
- }
- // In Joining Distance?
- //----------------------
- if (closestLeader && closestDist<JOIN_PACK_DISTANCE)
- {
- // Am I Already A Leader?
- //------------------------
- if (NPC->client->leader==NPC)
- {
- mPacks.erase_swap(myLeaderNum); // Erase Myself From The Leader List
- }
- // Join The Pack!
- //----------------
- NPC->client->leader = closestLeader;
- }
- // Do I Have A Leader?
- //---------------------
- if (NPC->client->leader)
- {
- // AM I A Leader?
- //----------------
- if (NPC->client->leader!=NPC)
- {
- // If Our Leader Is Dead, Clear Him Out
- if ( NPC->client->leader->health<=0 || NPC->client->leader->inuse == 0)
- {
- NPC->client->leader = 0;
- }
-
- // If My Leader Isn't His Own Leader, Then, Use His Leader
- //---------------------------------------------------------
- else if (NPC->client->leader->client->leader!=NPC->client->leader)
- {
- // Eh. Can this get more confusing?
- NPC->client->leader = NPC->client->leader->client->leader;
- }
- // If Our Leader Is Too Far Away, Clear Him Out
- //------------------------------------------------------
- else if ( Distance(NPC->client->leader->currentOrigin, NPC->currentOrigin)>LEAVE_PACK_DISTANCE)
- {
- NPC->client->leader = 0;
- }
- }
- }
- // If We Couldn't Find A Leader, Then Become One
- //-----------------------------------------------
- else if (!mPacks.full())
- {
- NPC->client->leader = NPC;
- mPacks.push_back(NPC);
- }
- return NPC->client->leader;
- }
- /*
- -------------------------
- NPC_BSAnimal_Default
- -------------------------
- */
- void NPC_BSAnimal_Default( void )
- {
- if (!NPC || !NPC->client)
- {
- return;
- }
- // Update Some Positions
- //-----------------------
- CVec3 CurrentLocation(NPC->currentOrigin);
- // Update The Leader
- //-------------------
- gentity_t* leader = NPC_AnimalUpdateLeader();
- // Select Closest Threat Location
- //--------------------------------
- CVec3 ThreatLocation(0,0,0);
- qboolean PlayerSpawned = G_PlayerSpawned();
- if ( PlayerSpawned )
- {//player is actually in the level now
- ThreatLocation = player->currentOrigin;
- }
- int alertEvent = NPC_CheckAlertEvents(qtrue, qtrue, -1, qfalse, AEL_MINOR, qfalse);
- if ( alertEvent >= 0 )
- {
- alertEvent_t *event = &level.alertEvents[alertEvent];
- if (event->owner!=NPC && Distance(event->position, CurrentLocation.v)<event->radius)
- {
- ThreatLocation = event->position;
- }
- }
- // float DistToThreat = CurrentLocation.Dist(ThreatLocation);
- // float DistFromHome = CurrentLocation.Dist(mHome);
- bool EvadeThreat = (level.time<NPCInfo->investigateSoundDebounceTime);
- bool CharmedDocile = (level.time<NPCInfo->confusionTime);
- bool CharmedApproach = (level.time<NPCInfo->charmedTime);
- // If Not Already Evading, Test To See If We Should "Know" About The Threat
- //--------------------------------------------------------------------------
- /* if (false && !EvadeThreat && PlayerSpawned && (DistToThreat<FRIGHTEN_DISTANCE))
- {
- CVec3 LookAim(NPC->currentAngles);
- LookAim.AngToVec();
- CVec3 MyPos(CurrentLocation);
- MyPos -= ThreatLocation;
- MyPos.SafeNorm();
- float DirectionSimilarity = MyPos.Dot(LookAim);
- if (fabsf(DirectionSimilarity)<0.8f)
- {
- EvadeThreat = true;
- NPCInfo->investigateSoundDebounceTime = level.time + Q_irand(0, 1000);
- VectorCopy(ThreatLocation.v, NPCInfo->investigateGoal);
- }
- }*/
- STEER::Activate(NPC);
- {
- // Charmed Approach - Walk TOWARD The Threat Location
- //----------------------------------------------------
- if (CharmedApproach)
- {
- NAV::GoTo(NPC, NPCInfo->investigateGoal);
- }
- // Charmed Docile - Stay Put
- //---------------------------
- else if (CharmedDocile)
- {
- NAV::ClearPath(NPC);
- STEER::Stop(NPC);
- }
- // Run Away From This Threat
- //---------------------------
- else if (EvadeThreat)
- {
- NAV::ClearPath(NPC);
- STEER::Flee(NPC, NPCInfo->investigateGoal);
- }
- // Normal Behavior
- //-----------------
- else
- {
- // Follow Our Pack Leader!
- //-------------------------
- if (leader && leader!=NPC)
- {
- float followDist = 100.0f;
- float curDist = Distance(NPC->currentOrigin, leader->followPos);
- // Update The Leader's Follow Position
- //-------------------------------------
- STEER::FollowLeader(NPC, leader, followDist);
- bool inSeekRange = (curDist<followDist*10.0f);
- bool onNbrPoints = (NAV::OnNeighboringPoints(NAV::GetNearestNode(NPC), leader->followPosWaypoint));
- bool leaderStop = ((level.time - leader->lastMoveTime)>500);
- // If Close Enough, Dump Any Existing Path
- //-----------------------------------------
- if (inSeekRange || onNbrPoints)
- {
- NAV::ClearPath(NPC);
- // If The Leader Isn't Moving, Stop
- //----------------------------------
- if (leaderStop)
- {
- STEER::Stop(NPC);
- }
- // Otherwise, Try To Get To The Follow Position
- //----------------------------------------------
- else
- {
- STEER::Seek(NPC, leader->followPos, fabsf(followDist)/2.0f/*slowing distance*/, 1.0f/*wight*/, leader->resultspeed);
- }
- }
- // Otherwise, Get A Path To The Follow Position
- //----------------------------------------------
- else
- {
- NAV::GoTo(NPC, leader->followPosWaypoint);
- }
- STEER::Separation(NPC, 4.0f);
- STEER::AvoidCollisions(NPC, leader);
- }
- // Leader AI - Basically Wander
- //------------------------------
- else
- {
- // Are We Doing A Path?
- //----------------------
- bool HasPath = NAV::HasPath(NPC);
- if (HasPath)
- {
- HasPath = NAV::UpdatePath(NPC);
- if (HasPath)
- {
- STEER::Path(NPC); // Follow The Path
- STEER::AvoidCollisions(NPC);
- }
- }
- if (!HasPath)
- {
- // If Debounce Time Has Expired, Choose A New Sub State
- //------------------------------------------------------
- if (NPCInfo->investigateDebounceTime<level.time)
- {
- // Clear Out Flags From The Previous Substate
- //--------------------------------------------
- NPCInfo->aiFlags &= ~NPCAI_OFF_PATH;
- NPCInfo->aiFlags &= ~NPCAI_WALKING;
- // Pick Another Spot
- //-------------------
- int NEXTSUBSTATE = Q_irand(0, 10);
- bool RandomPathNode = (NEXTSUBSTATE<8); //(NEXTSUBSTATE<9);
- bool PathlessWander = (NEXTSUBSTATE<9); //false;
-
- // Random Path Node
- //------------------
- if (RandomPathNode)
- {
- // Sometimes, Walk
- //-----------------
- if (Q_irand(0, 1)==0)
- {
- NPCInfo->aiFlags |= NPCAI_WALKING;
- }
- NPCInfo->investigateDebounceTime = level.time + Q_irand(3000, 10000);
- NAV::FindPath(NPC, NAV::ChooseRandomNeighbor(NAV::GetNearestNode(NPC)));//, mHome.v, WANDER_RANGE));
- }
- // Pathless Wandering
- //--------------------
- else if (PathlessWander)
- {
- // Sometimes, Walk
- //-----------------
- if (Q_irand(0, 1)==0)
- {
- NPCInfo->aiFlags |= NPCAI_WALKING;
- }
- NPCInfo->investigateDebounceTime = level.time + Q_irand(3000, 10000);
- NPCInfo->aiFlags |= NPCAI_OFF_PATH;
- }
- // Just Stand Here
- //-----------------
- else
- {
- NPCInfo->investigateDebounceTime = level.time + Q_irand(2000, 6000);
- //NPC_SetAnim(NPC, SETANIM_BOTH, ((Q_irand(0, 1)==0)?(BOTH_GUARD_LOOKAROUND1):(BOTH_GUARD_IDLE1)), SETANIM_FLAG_NORMAL);
- }
- }
- // Ok, So We Don't Have A Path, And Debounce Time Is Still Active, So We Are Either Wandering Or Looking Around
- //--------------------------------------------------------------------------------------------------------------
- else
- {
- // if (DistFromHome>(WANDER_RANGE))
- // {
- // STEER::Seek(NPC, mHome);
- // }
- // else
- {
- if (NPCInfo->aiFlags & NPCAI_OFF_PATH)
- {
- STEER::Wander(NPC);
- STEER::AvoidCollisions(NPC);
- }
- else
- {
- STEER::Stop(NPC);
- }
- }
- }
- }
- }
- }
- }
- STEER::DeActivate(NPC, &ucmd);
- NPC_UpdateAngles( qtrue, qtrue );
- }
|