00001
00002
00003 #ifndef __B_LOCAL_H__
00004 #define __B_LOCAL_H__
00005
00006 #include "g_local.h"
00007 #include "b_public.h"
00008 #include "say.h"
00009
00010 #include "ai.h"
00011
00012 #define AI_TIMERS 0//turn on to see print-outs of AI/nav timing
00013
00014
00015
00016
00017 #define NAVF_DUCK 0x00000001
00018 #define NAVF_JUMP 0x00000002
00019 #define NAVF_HOLD 0x00000004
00020 #define NAVF_SLOW 0x00000008
00021
00022 #define DEBUG_LEVEL_DETAIL 4
00023 #define DEBUG_LEVEL_INFO 3
00024 #define DEBUG_LEVEL_WARNING 2
00025 #define DEBUG_LEVEL_ERROR 1
00026 #define DEBUG_LEVEL_NONE 0
00027
00028 #define MAX_GOAL_REACHED_DIST_SQUARED 256//16 squared
00029 #define MIN_ANGLE_ERROR 0.01f
00030
00031 #define MIN_ROCKET_DIST_SQUARED 16384//128*128
00032
00033
00034
00035
00036 void SetNPCGlobals( gentity_t *ent );
00037 void SaveNPCGlobals(void);
00038 void RestoreNPCGlobals(void);
00039 extern vmCvar_t debugNPCAI;
00040 extern vmCvar_t debugNPCFreeze;
00041 extern vmCvar_t debugNPCAimingBeam;
00042 extern vmCvar_t debugBreak;
00043 extern vmCvar_t debugNoRoam;
00044 extern vmCvar_t d_JediAI;
00045 extern vmCvar_t d_saberCombat;
00046
00047 extern void NPC_Think ( gentity_t *self);
00048
00049
00050 extern void NPC_Pain(gentity_t *self, gentity_t *attacker, int damage);
00051 extern void NPC_Touch( gentity_t *self, gentity_t *other, trace_t *trace );
00052 extern void NPC_Use( gentity_t *self, gentity_t *other, gentity_t *activator );
00053 extern float NPC_GetPainChance( gentity_t *self, int damage );
00054
00055
00056
00057
00058 extern void Debug_Printf( vmCvar_t *cv, int level, char *fmt, ... );
00059 extern void Debug_NPCPrintf( gentity_t *printNPC, vmCvar_t *cv, int debugLevel, char *fmt, ... );
00060
00061
00062
00063 extern gentity_t *NPC;
00064 extern gNPC_t *NPCInfo;
00065 extern gclient_t *client;
00066 extern usercmd_t ucmd;
00067 extern visibility_t enemyVisibility;
00068
00069
00070 extern qboolean NPC_CheckInvestigate( int alertEventNum );
00071 extern qboolean NPC_StandTrackAndShoot (gentity_t *NPC, qboolean canDuck);
00072 extern void NPC_BSIdle( void );
00073 extern void NPC_BSPointShoot(qboolean shoot);
00074 extern void NPC_BSStandGuard (void);
00075 extern void NPC_BSPatrol (void);
00076 extern void NPC_BSHuntAndKill (void);
00077 extern void NPC_BSStandAndShoot (void);
00078 extern void NPC_BSRunAndShoot (void);
00079 extern void NPC_BSWait( void );
00080 extern void NPC_BSDefault( void );
00081
00082
00083 extern void NPC_BSAdvanceFight (void);
00084 extern void NPC_BSInvestigate (void);
00085 extern void NPC_BSSleep( void );
00086 extern void NPC_BSFlee (void);
00087 extern void NPC_BSFollowLeader (void);
00088 extern void NPC_BSJump (void);
00089 extern void NPC_BSRemove (void);
00090 extern void NPC_BSSearch (void);
00091 extern void NPC_BSSearchStart (int homeWp, bState_t bState);
00092 extern void NPC_BSWander (void);
00093 extern void NPC_BSFlee( void );
00094 extern void NPC_StartFlee( gentity_t *enemy, vec3_t dangerPoint, int dangerLevel, int fleeTimeMin, int fleeTimeMax );
00095 extern void G_StartFlee( gentity_t *self, gentity_t *enemy, vec3_t dangerPoint, int dangerLevel, int fleeTimeMin, int fleeTimeMax );
00096
00097
00098 extern int ChooseBestWeapon( void );
00099 extern void NPC_ChangeWeapon( int newWeapon );
00100 extern void ShootThink( void );
00101 extern void WeaponThink( qboolean inCombat );
00102 extern qboolean HaveWeapon( int weapon );
00103 extern qboolean CanShoot ( gentity_t *ent, gentity_t *shooter );
00104 extern void NPC_CheckPossibleEnemy( gentity_t *other, visibility_t vis );
00105 extern gentity_t *NPC_PickEnemy (gentity_t *closestTo, int enemyTeam, qboolean checkVis, qboolean findPlayersFirst, qboolean findClosest);
00106 extern gentity_t *NPC_CheckEnemy (qboolean findNew, qboolean tooFarOk, qboolean setEnemy );
00107 extern qboolean NPC_CheckAttack (float scale);
00108 extern qboolean NPC_CheckDefend (float scale);
00109 extern qboolean NPC_CheckCanAttack (float attack_scale, qboolean stationary);
00110 extern int NPC_AttackDebounceForWeapon (void);
00111 extern qboolean EntIsGlass (gentity_t *check);
00112 extern qboolean ShotThroughGlass (trace_t *tr, gentity_t *target, vec3_t spot, int mask);
00113 extern qboolean ValidEnemy (gentity_t *ent);
00114 extern void G_ClearEnemy (gentity_t *self);
00115 extern gentity_t *NPC_PickAlly ( qboolean facingEachOther, float range, qboolean ignoreGroup, qboolean movingOnly );
00116 extern void NPC_LostEnemyDecideChase(void);
00117 extern float NPC_MaxDistSquaredForWeapon( void );
00118 extern qboolean NPC_EvaluateShot( int hit, qboolean glassOK );
00119 extern int NPC_ShotEntity( gentity_t *ent, vec3_t impactPos );
00120
00121
00122 extern qboolean NPC_SlideMoveToGoal (void);
00123 extern float NPC_FindClosestTeammate (gentity_t *self);
00124 extern void NPC_CalcClosestFormationSpot(gentity_t *self);
00125 extern void G_MaintainFormations (gentity_t *self);
00126 extern void NPC_BSFormation (void);
00127 extern void NPC_CreateFormation (gentity_t *self);
00128 extern void NPC_DropFormation (gentity_t *self);
00129 extern void NPC_ReorderFormation (gentity_t *self);
00130 extern void NPC_InsertIntoFormation (gentity_t *self);
00131 extern void NPC_DeleteFromFormation (gentity_t *self);
00132
00133 #define COLLISION_RADIUS 32
00134 #define NUM_POSITIONS 30
00135
00136
00137 #define SFB_SMALLHULL 1
00138
00139 #define SFB_RIFLEMAN 2
00140 #define SFB_OLDBORG 2//Borg
00141 #define SFB_PHASER 4
00142 #define SFB_GUN 4//Borg
00143 #define SFB_TRICORDER 8
00144 #define SFB_TASER 8//Borg
00145 #define SFB_DRILL 16//Borg
00146
00147 #define SFB_CINEMATIC 32
00148 #define SFB_NOTSOLID 64
00149 #define SFB_STARTINSOLID 128
00150
00151
00152 extern void SetGoal( gentity_t *goal, float rating );
00153 extern void NPC_SetGoal( gentity_t *goal, float rating );
00154 extern void NPC_ClearGoal( void );
00155 extern void NPC_ReachedGoal( void );
00156 extern qboolean ReachedGoal( gentity_t *goal );
00157 extern gentity_t *UpdateGoal( void );
00158 extern qboolean NPC_ClearPathToGoal(vec3_t dir, gentity_t *goal);
00159 extern qboolean NPC_MoveToGoal( qboolean tryStraight );
00160
00161
00162
00163
00164 #define ALERT_CLEAR_TIME 200
00165 #define CHECK_PVS 1
00166 #define CHECK_360 2
00167 #define CHECK_FOV 4
00168 #define CHECK_SHOOT 8
00169 #define CHECK_VISRANGE 16
00170 extern qboolean CanSee ( gentity_t *ent );
00171 extern qboolean InFOV ( gentity_t *ent, gentity_t *from, int hFOV, int vFOV );
00172 extern qboolean InFOV2( vec3_t origin, gentity_t *from, int hFOV, int vFOV );
00173 extern qboolean InFOV3( vec3_t spot, vec3_t from, vec3_t fromAngles, int hFOV, int vFOV );
00174 extern visibility_t NPC_CheckVisibility ( gentity_t *ent, int flags );
00175 extern qboolean InVisrange ( gentity_t *ent );
00176
00177
00178
00179
00180
00181 extern void NPC_Spawn ( gentity_t *ent, gentity_t *other, gentity_t *activator );
00182
00183
00184 extern int NPC_ReactionTime ( void );
00185 extern qboolean NPC_ParseParms( const char *NPCName, gentity_t *NPC );
00186 extern void NPC_LoadParms( void );
00187
00188
00189 extern int teamNumbers[TEAM_NUM_TEAMS];
00190 extern int teamStrength[TEAM_NUM_TEAMS];
00191 extern int teamCounter[TEAM_NUM_TEAMS];
00192 extern void CalcEntitySpot ( const gentity_t *ent, const spot_t spot, vec3_t point );
00193 extern qboolean NPC_UpdateAngles ( qboolean doPitch, qboolean doYaw );
00194 extern void NPC_UpdateShootAngles (vec3_t angles, qboolean doPitch, qboolean doYaw );
00195 extern qboolean NPC_UpdateFiringAngles ( qboolean doPitch, qboolean doYaw );
00196 extern void SetTeamNumbers (void);
00197 extern qboolean G_ActivateBehavior (gentity_t *self, int bset );
00198 extern void NPC_AimWiggle( vec3_t enemy_org );
00199 extern void NPC_SetLookTarget( gentity_t *self, int entNum, int clearTime );
00200
00201
00202 extern int NAV_FindClosestWaypointForEnt (gentity_t *ent, int targWp);
00203 extern qboolean NAV_CheckAhead( gentity_t *self, vec3_t end, trace_t *trace, int clipmask );
00204
00205
00206 extern float IdealDistance ( gentity_t *self );
00207
00208
00209 extern void NPC_SetSayState (gentity_t *self, gentity_t *to, int saying);
00210
00211
00212 extern qboolean G_CheckInSolid (gentity_t *self, qboolean fix);
00213
00214
00215
00216
00217 extern void NPC_SetAnim(gentity_t *ent, int type, int anim, int priority);
00218 extern qboolean NPC_EnemyTooFar(gentity_t *enemy, float dist, qboolean toShoot);
00219
00220
00221
00222
00223 void NPC_SetBoneAngles(gentity_t *ent, char *bone, vec3_t angles);
00224
00225
00226 void NPC_SetSurfaceOnOff(gentity_t *ent, const char *surfaceName, int surfaceFlags);
00227
00228 extern qboolean NPC_ClearLOS( const vec3_t start, const vec3_t end );
00229 extern qboolean NPC_ClearLOS5( const vec3_t end );
00230 extern qboolean NPC_ClearLOS4( gentity_t *ent ) ;
00231 extern qboolean NPC_ClearLOS3( const vec3_t start, gentity_t *ent );
00232 extern qboolean NPC_ClearLOS2( gentity_t *ent, const vec3_t end );
00233
00234 extern qboolean NPC_ClearShot( gentity_t *ent );
00235
00236 extern int NPC_FindCombatPoint( const vec3_t position, const vec3_t avoidPosition, vec3_t enemyPosition, const int flags, const float avoidDist, const int ignorePoint );
00237
00238
00239 extern qboolean NPC_ReserveCombatPoint( int combatPointID );
00240 extern qboolean NPC_FreeCombatPoint( int combatPointID, qboolean failed );
00241 extern qboolean NPC_SetCombatPoint( int combatPointID );
00242
00243 #define CP_ANY 0 //No flags
00244 #define CP_COVER 0x00000001 //The enemy cannot currently shoot this position
00245 #define CP_CLEAR 0x00000002 //This cover point has a clear shot to the enemy
00246 #define CP_FLEE 0x00000004 //This cover point is marked as a flee point
00247 #define CP_DUCK 0x00000008 //This cover point is marked as a duck point
00248 #define CP_NEAREST 0x00000010 //Find the nearest combat point
00249 #define CP_AVOID_ENEMY 0x00000020 //Avoid our enemy
00250 #define CP_INVESTIGATE 0x00000040 //A special point worth enemy investigation if searching
00251 #define CP_SQUAD 0x00000080 //Squad path
00252 #define CP_AVOID 0x00000100 //Avoid supplied position
00253 #define CP_APPROACH_ENEMY 0x00000200 //Try to get closer to enemy
00254 #define CP_CLOSEST 0x00000400 //Take the closest combatPoint to the enemy that's available
00255 #define CP_FLANK 0x00000800 //Pick a combatPoint behind the enemy
00256 #define CP_HAS_ROUTE 0x00001000 //Pick a combatPoint that we have a route to
00257 #define CP_SNIPE 0x00002000 //Pick a combatPoint that is marked as a sniper spot
00258 #define CP_SAFE 0x00004000 //Pick a combatPoint that is not have dangerTime
00259 #define CP_HORZ_DIST_COLL 0x00008000 //Collect combat points within *horizontal* dist
00260 #define CP_NO_PVS 0x00010000 //A combat point out of the PVS of enemy pos
00261 #define CP_RETREAT 0x00020000 //Try to get farther from enemy
00262
00263 #define CPF_NONE 0
00264 #define CPF_DUCK 0x00000001
00265 #define CPF_FLEE 0x00000002
00266 #define CPF_INVESTIGATE 0x00000004
00267 #define CPF_SQUAD 0x00000008
00268 #define CPF_LEAN 0x00000010
00269 #define CPF_SNIPE 0x00000020
00270
00271 #define MAX_COMBAT_POINT_CHECK 32
00272
00273 extern qboolean NPC_ValidEnemy( gentity_t *ent );
00274 extern qboolean NPC_CheckEnemyExt( qboolean checkAlerts );
00275 extern qboolean NPC_FindPlayer( void );
00276 extern qboolean NPC_CheckCanAttackExt( void );
00277
00278 extern int NPC_CheckAlertEvents( qboolean checkSight, qboolean checkSound, int ignoreAlert, qboolean mustHaveOwner, int minAlertLevel );
00279 extern qboolean NPC_CheckForDanger( int alertEvent );
00280 extern void G_AlertTeam( gentity_t *victim, gentity_t *attacker, float radius, float soundDist );
00281
00282 extern int NPC_FindSquadPoint( vec3_t position );
00283
00284 extern void ClearPlayerAlertEvents( void );
00285
00286 extern qboolean G_BoundsOverlap(const vec3_t mins1, const vec3_t maxs1, const vec3_t mins2, const vec3_t maxs2);
00287 extern qboolean NAV_HitNavGoal( vec3_t point, vec3_t mins, vec3_t maxs, vec3_t dest, int radius, qboolean flying );
00288
00289 extern void NPC_SetMoveGoal( gentity_t *ent, vec3_t point, int radius, qboolean isNavGoal, int combatPoint, gentity_t *targetEnt );
00290
00291 extern qboolean NAV_ClearPathToPoint(gentity_t *self, vec3_t pmins, vec3_t pmaxs, vec3_t point, int clipmask, int okToHitEnt );
00292 extern void NPC_ApplyWeaponFireDelay(void);
00293
00294
00295 extern qboolean NPC_FacePosition( vec3_t position, qboolean doPitch );
00296 extern qboolean NPC_FaceEntity( gentity_t *ent, qboolean doPitch );
00297 extern qboolean NPC_FaceEnemy( qboolean doPitch );
00298
00299
00300 extern vmCvar_t g_spskill;
00301
00302 #define NIF_NONE 0x00000000
00303 #define NIF_FAILED 0x00000001 //failed to find a way to the goal
00304 #define NIF_MACRO_NAV 0x00000002 //using macro navigation
00305 #define NIF_COLLISION 0x00000004 //resolving collision with an entity
00306 #define NIF_BLOCKED 0x00000008 //blocked from moving
00307
00308
00309
00310
00311
00312
00313
00314 typedef struct navInfo_s
00315 {
00316 gentity_t *blocker;
00317 vec3_t direction;
00318 vec3_t pathDirection;
00319 float distance;
00320 trace_t trace;
00321 int flags;
00322 } navInfo_t;
00323
00324 extern int NAV_MoveToGoal( gentity_t *self, navInfo_t *info );
00325 extern void NAV_GetLastMove( navInfo_t *info );
00326 extern qboolean NAV_AvoidCollision( gentity_t *self, gentity_t *goal, navInfo_t *info );
00327
00328
00329 #endif