jedi-academy/code/game/AI_Droid.cpp

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2013-04-04 22:35:38 +00:00
// leave this line at the top of all AI_xxxx.cpp files for PCH reasons...
#include "g_headers.h"
#include "b_local.h"
//static void R5D2_LookAround( void );
float NPC_GetPainChance( gentity_t *self, int damage );
#define TURN_OFF 0x00000100
//Local state enums
enum
{
LSTATE_NONE = 0,
LSTATE_BACKINGUP,
LSTATE_SPINNING,
LSTATE_PAIN,
LSTATE_DROP
};
/*
-------------------------
R2D2_PartsMove
-------------------------
*/
void R2D2_PartsMove(void)
{
// Front 'eye' lense
if ( TIMER_Done(NPC,"eyeDelay") )
{
NPC->pos1[1] = AngleNormalize360( NPC->pos1[1]);
NPC->pos1[0]+=Q_irand( -20, 20 ); // Roll
NPC->pos1[1]=Q_irand( -20, 20 );
NPC->pos1[2]=Q_irand( -20, 20 );
if (NPC->genericBone1)
{
gi.G2API_SetBoneAnglesIndex( &NPC->ghoul2[NPC->playerModel], NPC->genericBone1, NPC->pos1, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
}
TIMER_Set( NPC, "eyeDelay", Q_irand( 100, 1000 ) );
}
}
/*
-------------------------
NPC_BSDroid_Idle
-------------------------
*/
void Droid_Idle( void )
{
// VectorCopy( NPCInfo->investigateGoal, lookPos );
// NPC_FacePosition( lookPos );
}
/*
-------------------------
R2D2_TurnAnims
-------------------------
*/
void R2D2_TurnAnims ( void )
{
float turndelta;
int anim;
turndelta = AngleDelta(NPC->currentAngles[YAW], NPCInfo->desiredYaw);
if ((fabs(turndelta) > 20) && ((NPC->client->NPC_class == CLASS_R2D2) || (NPC->client->NPC_class == CLASS_R5D2)))
{
anim = NPC->client->ps.legsAnim;
if (turndelta<0)
{
if (anim != BOTH_TURN_LEFT1)
{
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TURN_LEFT1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
else
{
if (anim != BOTH_TURN_RIGHT1)
{
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TURN_RIGHT1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
}
else
{
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
/*
-------------------------
Droid_Patrol
-------------------------
*/
void Droid_Patrol( void )
{
NPC->pos1[1] = AngleNormalize360( NPC->pos1[1]);
if ( NPC->client && NPC->client->NPC_class != CLASS_GONK )
{
R2D2_PartsMove(); // Get his eye moving.
R2D2_TurnAnims();
}
//If we have somewhere to go, then do that
if ( UpdateGoal() )
{
ucmd.buttons |= BUTTON_WALKING;
NPC_MoveToGoal( qtrue );
if( NPC->client && NPC->client->NPC_class == CLASS_MOUSE )
{
NPCInfo->desiredYaw += sin(level.time*.5) * 25; // Weaves side to side a little
if (TIMER_Done(NPC,"patrolNoise"))
{
G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/mouse/misc/mousego%d.wav", Q_irand(1, 3)) );
TIMER_Set( NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
}
}
else if( NPC->client && NPC->client->NPC_class == CLASS_R2D2 )
{
if (TIMER_Done(NPC,"patrolNoise"))
{
G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/r2d2/misc/r2d2talk0%d.wav", Q_irand(1, 3)) );
TIMER_Set( NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
}
}
else if( NPC->client && NPC->client->NPC_class == CLASS_R5D2 )
{
if (TIMER_Done(NPC,"patrolNoise"))
{
G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/r5d2/misc/r5talk%d.wav", Q_irand(1, 4)) );
TIMER_Set( NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
}
}
if( NPC->client && NPC->client->NPC_class == CLASS_GONK )
{
if (TIMER_Done(NPC,"patrolNoise"))
{
G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/gonk/misc/gonktalk%d.wav", Q_irand(1, 2)) );
TIMER_Set( NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
}
}
// else
// {
// R5D2_LookAround();
// }
}
NPC_UpdateAngles( qtrue, qtrue );
}
/*
-------------------------
Droid_Run
-------------------------
*/
void Droid_Run( void )
{
R2D2_PartsMove();
if ( NPCInfo->localState == LSTATE_BACKINGUP )
{
ucmd.forwardmove = -127;
NPCInfo->desiredYaw += 5;
NPCInfo->localState = LSTATE_NONE; // So he doesn't constantly backup.
}
else
{
ucmd.forwardmove = 64;
//If we have somewhere to go, then do that
if ( UpdateGoal() )
{
if (NPC_MoveToGoal( qfalse ))
{
NPCInfo->desiredYaw += sin(level.time*.5) * 5; // Weaves side to side a little
}
}
}
NPC_UpdateAngles( qtrue, qtrue );
}
/*
-------------------------
void Droid_Spin( void )
-------------------------
*/
void Droid_Spin( void )
{
vec3_t dir = {0,0,1};
R2D2_TurnAnims();
// Head is gone, spin and spark
if ( NPC->client->NPC_class == CLASS_R5D2 )
{
// No head?
if (gi.G2API_GetSurfaceRenderStatus( &NPC->ghoul2[NPC->playerModel], "head" ))
{
if (TIMER_Done(NPC,"smoke") && !TIMER_Done(NPC,"droidsmoketotal"))
{
TIMER_Set( NPC, "smoke", 100);
G_PlayEffect( "volumetric/droid_smoke" , NPC->currentOrigin,dir);
}
if (TIMER_Done(NPC,"droidspark"))
{
TIMER_Set( NPC, "droidspark", Q_irand(100,500));
G_PlayEffect( "sparks/spark", NPC->currentOrigin,dir);
}
ucmd.forwardmove = Q_irand( -64, 64);
if (TIMER_Done(NPC,"roam"))
{
TIMER_Set( NPC, "roam", Q_irand( 250, 1000 ) );
NPCInfo->desiredYaw = Q_irand( 0, 360 ); // Go in random directions
}
}
else
{
if (TIMER_Done(NPC,"roam"))
{
NPCInfo->localState = LSTATE_NONE;
}
else
{
NPCInfo->desiredYaw = AngleNormalize360(NPCInfo->desiredYaw + 40); // Spin around
}
}
}
else
{
if (TIMER_Done(NPC,"roam"))
{
NPCInfo->localState = LSTATE_NONE;
}
else
{
NPCInfo->desiredYaw = AngleNormalize360(NPCInfo->desiredYaw + 40); // Spin around
}
}
NPC_UpdateAngles( qtrue, qtrue );
}
/*
-------------------------
NPC_BSDroid_Pain
-------------------------
*/
void NPC_Droid_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc )
{
int anim;
float pain_chance;
if ( self->NPC && self->NPC->ignorePain )
{
return;
}
VectorCopy( self->NPC->lastPathAngles, self->s.angles );
if ( self->client->NPC_class == CLASS_R5D2 )
{
pain_chance = NPC_GetPainChance( self, damage );
// Put it in pain
if ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT || random() < pain_chance ) // Spin around in pain? Demp2 always does this
{
// Health is between 0-30 or was hit by a DEMP2 so pop his head
if ( self->health < 30 || mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT )
{
if (!(self->spawnflags & 2)) // Doesn't have to ALWAYSDIE
{
if ((self->NPC->localState != LSTATE_SPINNING) &&
(!gi.G2API_GetSurfaceRenderStatus( &self->ghoul2[self->playerModel], "head" )))
{
gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "head", TURN_OFF );
// G_PlayEffect( "small_chunks" , self->currentOrigin );
G_PlayEffect( "chunks/r5d2head", self->currentOrigin );
self->s.powerups |= ( 1 << PW_SHOCKED );
self->client->ps.powerups[PW_SHOCKED] = level.time + 3000;
TIMER_Set( self, "droidsmoketotal", 5000);
TIMER_Set( self, "droidspark", 100);
self->NPC->localState = LSTATE_SPINNING;
}
}
}
// Just give him normal pain for a little while
else
{
anim = self->client->ps.legsAnim;
if ( anim == BOTH_STAND2 ) // On two legs?
{
anim = BOTH_PAIN1;
}
else // On three legs
{
anim = BOTH_PAIN2;
}
NPC_SetAnim( self, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
// Spin around in pain
self->NPC->localState = LSTATE_SPINNING;
TIMER_Set( self, "roam", Q_irand(1000,2000));
}
}
}
else if (self->client->NPC_class == CLASS_MOUSE)
{
if ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT )
{
self->NPC->localState = LSTATE_SPINNING;
self->s.powerups |= ( 1 << PW_SHOCKED );
self->client->ps.powerups[PW_SHOCKED] = level.time + 3000;
}
else
{
self->NPC->localState = LSTATE_BACKINGUP;
}
self->NPC->scriptFlags &= ~SCF_LOOK_FOR_ENEMIES;
}
else if ((self->client->NPC_class == CLASS_R2D2))
{
pain_chance = NPC_GetPainChance( self, damage );
if ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT || random() < pain_chance ) // Spin around in pain? Demp2 always does this
{
anim = self->client->ps.legsAnim;
if ( anim == BOTH_STAND2 ) // On two legs?
{
anim = BOTH_PAIN1;
}
else // On three legs
{
anim = BOTH_PAIN2;
}
NPC_SetAnim( self, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
// Spin around in pain
self->NPC->localState = LSTATE_SPINNING;
TIMER_Set( self, "roam", Q_irand(1000,2000));
}
}
else if ( self->client->NPC_class == CLASS_INTERROGATOR && ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT ) && other )
{
vec3_t dir;
VectorSubtract( self->currentOrigin, other->currentOrigin, dir );
VectorNormalize( dir );
VectorMA( self->client->ps.velocity, 550, dir, self->client->ps.velocity );
self->client->ps.velocity[2] -= 127;
}
NPC_Pain( self, inflictor, other, point, damage, mod);
}
/*
-------------------------
Droid_Pain
-------------------------
*/
void Droid_Pain(void)
{
if (TIMER_Done(NPC,"droidpain")) //He's done jumping around
{
NPCInfo->localState = LSTATE_NONE;
}
}
/*
-------------------------
NPC_Mouse_Precache
-------------------------
*/
void NPC_Mouse_Precache( void )
{
int i;
for (i = 1; i < 4; i++)
{
G_SoundIndex( va( "sound/chars/mouse/misc/mousego%d.wav", i ) );
}
G_EffectIndex( "env/small_explode" );
G_SoundIndex( "sound/chars/mouse/misc/death1" );
G_SoundIndex( "sound/chars/mouse/misc/mouse_lp" );
}
/*
-------------------------
NPC_R5D2_Precache
-------------------------
*/
void NPC_R5D2_Precache(void)
{
for ( int i = 1; i < 5; i++)
{
G_SoundIndex( va( "sound/chars/r5d2/misc/r5talk%d.wav", i ) );
}
G_SoundIndex( "sound/chars/mark2/misc/mark2_explo" ); // ??
G_SoundIndex( "sound/chars/r2d2/misc/r2_move_lp2.wav" );
G_EffectIndex( "env/med_explode");
G_EffectIndex( "volumetric/droid_smoke" );
G_EffectIndex( "chunks/r5d2head");
}
/*
-------------------------
NPC_R2D2_Precache
-------------------------
*/
void NPC_R2D2_Precache(void)
{
for ( int i = 1; i < 4; i++)
{
G_SoundIndex( va( "sound/chars/r2d2/misc/r2d2talk0%d.wav", i ) );
}
G_SoundIndex( "sound/chars/mark2/misc/mark2_explo" ); // ??
G_SoundIndex( "sound/chars/r2d2/misc/r2_move_lp.wav" );
G_EffectIndex( "env/med_explode");
}
/*
-------------------------
NPC_Gonk_Precache
-------------------------
*/
void NPC_Gonk_Precache( void )
{
G_SoundIndex("sound/chars/gonk/misc/gonktalk1.wav");
G_SoundIndex("sound/chars/gonk/misc/gonktalk2.wav");
G_SoundIndex("sound/chars/gonk/misc/death1.wav");
G_SoundIndex("sound/chars/gonk/misc/death2.wav");
G_SoundIndex("sound/chars/gonk/misc/death3.wav");
G_EffectIndex( "env/med_explode");
}
/*
-------------------------
NPC_Protocol_Precache
-------------------------
*/
void NPC_Protocol_Precache( void )
{
G_SoundIndex( "sound/chars/mark2/misc/mark2_explo" );
G_EffectIndex( "env/med_explode");
}
/*
static void R5D2_OffsetLook( float offset, vec3_t out )
{
vec3_t angles, forward, temp;
GetAnglesForDirection( NPC->currentOrigin, NPCInfo->investigateGoal, angles );
angles[YAW] += offset;
AngleVectors( angles, forward, NULL, NULL );
VectorMA( NPC->currentOrigin, 64, forward, out );
CalcEntitySpot( NPC, SPOT_HEAD, temp );
out[2] = temp[2];
}
*/
/*
-------------------------
R5D2_LookAround
-------------------------
*/
/*
static void R5D2_LookAround( void )
{
vec3_t lookPos;
float perc = (float) ( level.time - NPCInfo->pauseTime ) / (float) NPCInfo->investigateDebounceTime;
//Keep looking at the spot
if ( perc < 0.25 )
{
VectorCopy( NPCInfo->investigateGoal, lookPos );
}
else if ( perc < 0.5f ) //Look up but straight ahead
{
R5D2_OffsetLook( 0.0f, lookPos );
}
else if ( perc < 0.75f ) //Look right
{
R5D2_OffsetLook( 45.0f, lookPos );
}
else //Look left
{
R5D2_OffsetLook( -45.0f, lookPos );
}
NPC_FacePosition( lookPos );
}
*/
/*
-------------------------
NPC_BSDroid_Default
-------------------------
*/
void NPC_BSDroid_Default( void )
{
if ( NPCInfo->localState == LSTATE_SPINNING )
{
Droid_Spin();
}
else if ( NPCInfo->localState == LSTATE_PAIN )
{
Droid_Pain();
}
else if ( NPCInfo->localState == LSTATE_DROP )
{
NPC_UpdateAngles( qtrue, qtrue );
ucmd.upmove = crandom() * 64;
}
else if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
{
Droid_Patrol();
}
else
{
Droid_Run();
}
}