2013-04-19 02:52:48 +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"
# include "g_nav.h"
extern void NPC_BSST_Patrol ( void ) ;
extern void Boba_FireDecide ( void ) ;
extern gentity_t * CreateMissile ( vec3_t org , vec3_t dir , float vel , int life , gentity_t * owner , qboolean altFire = qfalse ) ;
void Seeker_Strafe ( void ) ;
# define VELOCITY_DECAY 0.7f
# define MIN_MELEE_RANGE 320
# define MIN_MELEE_RANGE_SQR ( MIN_MELEE_RANGE * MIN_MELEE_RANGE )
# define MIN_DISTANCE 80
# define MIN_DISTANCE_SQR ( MIN_DISTANCE * MIN_DISTANCE )
# define SEEKER_STRAFE_VEL 100
# define SEEKER_STRAFE_DIS 200
# define SEEKER_UPWARD_PUSH 32
# define SEEKER_FORWARD_BASE_SPEED 10
# define SEEKER_FORWARD_MULTIPLIER 2
# define SEEKER_SEEK_RADIUS 1024
//------------------------------------
void NPC_Seeker_Precache ( void )
{
G_SoundIndex ( " sound/chars/seeker/misc/fire.wav " ) ;
G_SoundIndex ( " sound/chars/seeker/misc/hiss.wav " ) ;
G_EffectIndex ( " env/small_explode " ) ;
}
//------------------------------------
void NPC_Seeker_Pain ( gentity_t * self , gentity_t * inflictor , gentity_t * other , const vec3_t point , int damage , int mod , int hitLoc )
{
if ( ! ( self - > svFlags & SVF_CUSTOM_GRAVITY ) )
{ //void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_t dir, vec3_t point, int damage, int dflags, int mod, int hitLoc=HL_NONE );
G_Damage ( self , NULL , NULL , vec3_origin , ( float * ) vec3_origin , 999 , 0 , MOD_FALLING ) ;
}
SaveNPCGlobals ( ) ;
SetNPCGlobals ( self ) ;
Seeker_Strafe ( ) ;
RestoreNPCGlobals ( ) ;
NPC_Pain ( self , inflictor , other , point , damage , mod ) ;
}
//------------------------------------
void Seeker_MaintainHeight ( void )
{
float dif ;
// Update our angles regardless
NPC_UpdateAngles ( qtrue , qtrue ) ;
// If we have an enemy, we should try to hover at or a little below enemy eye level
if ( NPC - > enemy )
{
if ( TIMER_Done ( NPC , " heightChange " ) )
{
TIMER_Set ( NPC , " heightChange " , Q_irand ( 1000 , 3000 ) ) ;
// Find the height difference
dif = ( NPC - > enemy - > currentOrigin [ 2 ] + Q_flrand ( NPC - > enemy - > maxs [ 2 ] / 2 , NPC - > enemy - > maxs [ 2 ] + 8 ) ) - NPC - > currentOrigin [ 2 ] ;
float difFactor = 1.0f ;
if ( NPC - > client - > NPC_class = = CLASS_BOBAFETT )
{
if ( TIMER_Done ( NPC , " flameTime " ) )
{
difFactor = 10.0f ;
}
}
// cap to prevent dramatic height shifts
if ( fabs ( dif ) > 2 * difFactor )
{
if ( fabs ( dif ) > 24 * difFactor )
{
dif = ( dif < 0 ? - 24 * difFactor : 24 * difFactor ) ;
}
NPC - > client - > ps . velocity [ 2 ] = ( NPC - > client - > ps . velocity [ 2 ] + dif ) / 2 ;
}
if ( NPC - > client - > NPC_class = = CLASS_BOBAFETT )
{
NPC - > client - > ps . velocity [ 2 ] * = Q_flrand ( 0.85f , 3.0f ) ;
}
}
}
else
{
gentity_t * goal = NULL ;
if ( NPCInfo - > goalEntity ) // Is there a goal?
{
goal = NPCInfo - > goalEntity ;
}
else
{
goal = NPCInfo - > lastGoalEntity ;
}
if ( goal )
{
dif = goal - > currentOrigin [ 2 ] - NPC - > currentOrigin [ 2 ] ;
if ( fabs ( dif ) > 24 )
{
ucmd . upmove = ( ucmd . upmove < 0 ? - 4 : 4 ) ;
}
else
{
if ( NPC - > client - > ps . velocity [ 2 ] )
{
NPC - > client - > ps . velocity [ 2 ] * = VELOCITY_DECAY ;
if ( fabs ( NPC - > client - > ps . velocity [ 2 ] ) < 2 )
{
NPC - > client - > ps . velocity [ 2 ] = 0 ;
}
}
}
}
}
// Apply friction
if ( NPC - > client - > ps . velocity [ 0 ] )
{
NPC - > client - > ps . velocity [ 0 ] * = VELOCITY_DECAY ;
if ( fabs ( NPC - > client - > ps . velocity [ 0 ] ) < 1 )
{
NPC - > client - > ps . velocity [ 0 ] = 0 ;
}
}
if ( NPC - > client - > ps . velocity [ 1 ] )
{
NPC - > client - > ps . velocity [ 1 ] * = VELOCITY_DECAY ;
if ( fabs ( NPC - > client - > ps . velocity [ 1 ] ) < 1 )
{
NPC - > client - > ps . velocity [ 1 ] = 0 ;
}
}
}
//------------------------------------
void Seeker_Strafe ( void )
{
int side ;
vec3_t end , right , dir ;
trace_t tr ;
if ( random ( ) > 0.7f | | ! NPC - > enemy | | ! NPC - > enemy - > client )
{
// Do a regular style strafe
AngleVectors ( NPC - > client - > renderInfo . eyeAngles , NULL , right , NULL ) ;
// Pick a random strafe direction, then check to see if doing a strafe would be
// reasonably valid
side = ( rand ( ) & 1 ) ? - 1 : 1 ;
VectorMA ( NPC - > currentOrigin , SEEKER_STRAFE_DIS * side , right , end ) ;
gi . trace ( & tr , NPC - > currentOrigin , NULL , NULL , end , NPC - > s . number , MASK_SOLID ) ;
// Close enough
if ( tr . fraction > 0.9f )
{
float vel = SEEKER_STRAFE_VEL ;
float upPush = SEEKER_UPWARD_PUSH ;
if ( NPC - > client - > NPC_class ! = CLASS_BOBAFETT )
{
G_Sound ( NPC , G_SoundIndex ( " sound/chars/seeker/misc/hiss " ) ) ;
}
else
{
vel * = 3.0f ;
upPush * = 4.0f ;
}
VectorMA ( NPC - > client - > ps . velocity , vel * side , right , NPC - > client - > ps . velocity ) ;
// Add a slight upward push
NPC - > client - > ps . velocity [ 2 ] + = upPush ;
NPCInfo - > standTime = level . time + 1000 + random ( ) * 500 ;
}
}
else
{
// Do a strafe to try and keep on the side of their enemy
AngleVectors ( NPC - > enemy - > client - > renderInfo . eyeAngles , dir , right , NULL ) ;
// Pick a random side
side = ( rand ( ) & 1 ) ? - 1 : 1 ;
float stDis = SEEKER_STRAFE_DIS ;
if ( NPC - > client - > NPC_class = = CLASS_BOBAFETT )
{
stDis * = 2.0f ;
}
VectorMA ( NPC - > enemy - > currentOrigin , stDis * side , right , end ) ;
// then add a very small bit of random in front of/behind the player action
VectorMA ( end , crandom ( ) * 25 , dir , end ) ;
gi . trace ( & tr , NPC - > currentOrigin , NULL , NULL , end , NPC - > s . number , MASK_SOLID ) ;
// Close enough
if ( tr . fraction > 0.9f )
{
VectorSubtract ( tr . endpos , NPC - > currentOrigin , dir ) ;
dir [ 2 ] * = 0.25 ; // do less upward change
float dis = VectorNormalize ( dir ) ;
// Try to move the desired enemy side
VectorMA ( NPC - > client - > ps . velocity , dis , dir , NPC - > client - > ps . velocity ) ;
float upPush = SEEKER_UPWARD_PUSH ;
if ( NPC - > client - > NPC_class ! = CLASS_BOBAFETT )
{
G_Sound ( NPC , G_SoundIndex ( " sound/chars/seeker/misc/hiss " ) ) ;
}
else
{
upPush * = 4.0f ;
}
// Add a slight upward push
NPC - > client - > ps . velocity [ 2 ] + = upPush ;
NPCInfo - > standTime = level . time + 2500 + random ( ) * 500 ;
}
}
}
//------------------------------------
void Seeker_Hunt ( qboolean visible , qboolean advance )
{
float distance , speed ;
vec3_t forward ;
NPC_FaceEnemy ( qtrue ) ;
// If we're not supposed to stand still, pursue the player
if ( NPCInfo - > standTime < level . time )
{
// Only strafe when we can see the player
if ( visible )
{
Seeker_Strafe ( ) ;
return ;
}
}
// If we don't want to advance, stop here
if ( advance = = qfalse )
{
return ;
}
// Only try and navigate if the player is visible
if ( visible = = qfalse )
{
// Move towards our goal
NPCInfo - > goalEntity = NPC - > enemy ;
NPCInfo - > goalRadius = 24 ;
NPC_MoveToGoal ( qtrue ) ;
return ;
}
else
{
VectorSubtract ( NPC - > enemy - > currentOrigin , NPC - > currentOrigin , forward ) ;
distance = VectorNormalize ( forward ) ;
}
speed = SEEKER_FORWARD_BASE_SPEED + SEEKER_FORWARD_MULTIPLIER * g_spskill - > integer ;
VectorMA ( NPC - > client - > ps . velocity , speed , forward , NPC - > client - > ps . velocity ) ;
}
//------------------------------------
void Seeker_Fire ( void )
{
vec3_t dir , enemy_org , muzzle ;
gentity_t * missile ;
CalcEntitySpot ( NPC - > enemy , SPOT_HEAD , enemy_org ) ;
VectorSubtract ( enemy_org , NPC - > currentOrigin , dir ) ;
VectorNormalize ( dir ) ;
// move a bit forward in the direction we shall shoot in so that the bolt doesn't poke out the other side of the seeker
VectorMA ( NPC - > currentOrigin , 15 , dir , muzzle ) ;
missile = CreateMissile ( muzzle , dir , 1000 , 10000 , NPC ) ;
G_PlayEffect ( " blaster/muzzle_flash " , NPC - > currentOrigin , dir ) ;
missile - > classname = " blaster " ;
missile - > s . weapon = WP_BLASTER ;
missile - > damage = 5 ;
missile - > dflags = DAMAGE_DEATH_KNOCKBACK ;
missile - > methodOfDeath = MOD_ENERGY ;
missile - > clipmask = MASK_SHOT | CONTENTS_LIGHTSABER ;
}
//------------------------------------
void Seeker_Ranged ( qboolean visible , qboolean advance )
{
if ( NPC - > client - > NPC_class ! = CLASS_BOBAFETT )
{
if ( NPC - > count > 0 )
{
if ( TIMER_Done ( NPC , " attackDelay " ) ) // Attack?
{
TIMER_Set ( NPC , " attackDelay " , Q_irand ( 250 , 2500 ) ) ;
Seeker_Fire ( ) ;
NPC - > count - - ;
}
}
else
{
// out of ammo, so let it die...give it a push up so it can fall more and blow up on impact
// NPC->client->ps.gravity = 900;
// NPC->svFlags &= ~SVF_CUSTOM_GRAVITY;
// NPC->client->ps.velocity[2] += 16;
G_Damage ( NPC , NPC , NPC , NULL , NULL , 999 , 0 , MOD_UNKNOWN ) ;
}
}
if ( NPCInfo - > scriptFlags & SCF_CHASE_ENEMIES )
{
Seeker_Hunt ( visible , advance ) ;
}
}
//------------------------------------
void Seeker_Attack ( void )
{
// Always keep a good height off the ground
Seeker_MaintainHeight ( ) ;
// Rate our distance to the target, and our visibilty
float distance = DistanceHorizontalSquared ( NPC - > currentOrigin , NPC - > enemy - > currentOrigin ) ;
qboolean visible = NPC_ClearLOS ( NPC - > enemy ) ;
qboolean advance = ( qboolean ) ( distance > MIN_DISTANCE_SQR ) ;
if ( NPC - > client - > NPC_class = = CLASS_BOBAFETT )
{
advance = ( qboolean ) ( distance > ( 200.0f * 200.0f ) ) ;
}
// If we cannot see our target, move to see it
if ( visible = = qfalse )
{
if ( NPCInfo - > scriptFlags & SCF_CHASE_ENEMIES )
{
Seeker_Hunt ( visible , advance ) ;
return ;
}
}
Seeker_Ranged ( visible , advance ) ;
}
//------------------------------------
void Seeker_FindEnemy ( void )
{
int numFound ;
float dis , bestDis = SEEKER_SEEK_RADIUS * SEEKER_SEEK_RADIUS + 1 ;
vec3_t mins , maxs ;
gentity_t * entityList [ MAX_GENTITIES ] , * ent , * best = NULL ;
VectorSet ( maxs , SEEKER_SEEK_RADIUS , SEEKER_SEEK_RADIUS , SEEKER_SEEK_RADIUS ) ;
VectorScale ( maxs , - 1 , mins ) ;
numFound = gi . EntitiesInBox ( mins , maxs , entityList , MAX_GENTITIES ) ;
for ( int i = 0 ; i < numFound ; i + + )
{
ent = entityList [ i ] ;
if ( ent - > s . number = = NPC - > s . number | | ! ent - > client | | ! ent - > NPC | | ent - > health < = 0 | | ! ent - > inuse )
{
continue ;
}
if ( ent - > client - > playerTeam = = NPC - > client - > playerTeam | | ent - > client - > playerTeam = = TEAM_NEUTRAL ) // don't attack same team or bots
{
continue ;
}
// try to find the closest visible one
if ( ! NPC_ClearLOS ( ent ) )
{
continue ;
}
dis = DistanceHorizontalSquared ( NPC - > currentOrigin , ent - > currentOrigin ) ;
if ( dis < = bestDis )
{
bestDis = dis ;
best = ent ;
}
}
if ( best )
{
// used to offset seekers around a circle so they don't occupy the same spot. This is not a fool-proof method.
NPC - > random = random ( ) * 6.3f ; // roughly 2pi
NPC - > enemy = best ;
}
}
//------------------------------------
void Seeker_FollowPlayer ( void )
{
Seeker_MaintainHeight ( ) ;
float dis = DistanceHorizontalSquared ( NPC - > currentOrigin , g_entities [ 0 ] . currentOrigin ) ;
vec3_t pt , dir ;
float minDistSqr = MIN_DISTANCE_SQR ;
if ( NPC - > client - > NPC_class = = CLASS_BOBAFETT )
{
if ( TIMER_Done ( NPC , " flameTime " ) )
{
minDistSqr = 200 * 200 ;
}
}
if ( dis < minDistSqr )
{
// generally circle the player closely till we take an enemy..this is our target point
if ( NPC - > client - > NPC_class = = CLASS_BOBAFETT )
{
pt [ 0 ] = g_entities [ 0 ] . currentOrigin [ 0 ] + cos ( level . time * 0.001f + NPC - > random ) * 250 ;
pt [ 1 ] = g_entities [ 0 ] . currentOrigin [ 1 ] + sin ( level . time * 0.001f + NPC - > random ) * 250 ;
if ( NPC - > client - > jetPackTime < level . time )
{
pt [ 2 ] = NPC - > currentOrigin [ 2 ] - 64 ;
}
else
{
pt [ 2 ] = g_entities [ 0 ] . currentOrigin [ 2 ] + 200 ;
}
}
else
{
pt [ 0 ] = g_entities [ 0 ] . currentOrigin [ 0 ] + cos ( level . time * 0.001f + NPC - > random ) * 56 ;
pt [ 1 ] = g_entities [ 0 ] . currentOrigin [ 1 ] + sin ( level . time * 0.001f + NPC - > random ) * 56 ;
pt [ 2 ] = g_entities [ 0 ] . currentOrigin [ 2 ] + 40 ;
}
VectorSubtract ( pt , NPC - > currentOrigin , dir ) ;
VectorMA ( NPC - > client - > ps . velocity , 0.8f , dir , NPC - > client - > ps . velocity ) ;
}
else
{
if ( NPC - > client - > NPC_class ! = CLASS_BOBAFETT )
{
if ( TIMER_Done ( NPC , " seekerhiss " ) )
{
TIMER_Set ( NPC , " seekerhiss " , 1000 + random ( ) * 1000 ) ;
G_Sound ( NPC , G_SoundIndex ( " sound/chars/seeker/misc/hiss " ) ) ;
}
}
// Hey come back!
NPCInfo - > goalEntity = & g_entities [ 0 ] ;
NPCInfo - > goalRadius = 32 ;
NPC_MoveToGoal ( qtrue ) ;
NPC - > owner = & g_entities [ 0 ] ;
}
if ( NPCInfo - > enemyCheckDebounceTime < level . time )
{
// check twice a second to find a new enemy
Seeker_FindEnemy ( ) ;
NPCInfo - > enemyCheckDebounceTime = level . time + 500 ;
}
NPC_UpdateAngles ( qtrue , qtrue ) ;
}
//------------------------------------
void NPC_BSSeeker_Default ( void )
{
if ( in_camera )
{
if ( NPC - > client - > NPC_class ! = CLASS_BOBAFETT )
{
// cameras make me commit suicide....
G_Damage ( NPC , NPC , NPC , NULL , NULL , 999 , 0 , MOD_UNKNOWN ) ;
}
}
if ( NPC - > random = = 0.0f )
{
// used to offset seekers around a circle so they don't occupy the same spot. This is not a fool-proof method.
NPC - > random = random ( ) * 6.3f ; // roughly 2pi
}
if ( NPC - > enemy & & NPC - > enemy - > health & & NPC - > enemy - > inuse )
{
if ( NPC - > client - > NPC_class ! = CLASS_BOBAFETT
& & ( NPC - > enemy - > s . number = = 0 | | ( NPC - > enemy - > client & & NPC - > enemy - > client - > NPC_class = = CLASS_SEEKER ) ) )
{
//hacked to never take the player as an enemy, even if the player shoots at it
NPC - > enemy = NULL ;
}
else
{
Seeker_Attack ( ) ;
if ( NPC - > client - > NPC_class = = CLASS_BOBAFETT )
{
Boba_FireDecide ( ) ;
}
return ;
}
}
else if ( NPC - > client - > NPC_class = = CLASS_BOBAFETT )
{
NPC_BSST_Patrol ( ) ;
return ;
}
// In all other cases, follow the player and look for enemies to take on
Seeker_FollowPlayer ( ) ;
2013-04-04 22:35:38 +00:00
}