// leave this line at the top of all AI_xxxx.cpp files for PCH reasons... #include "g_headers.h" #include "b_local.h" #define MIN_MELEE_RANGE 640 #define MIN_MELEE_RANGE_SQR ( MIN_MELEE_RANGE * MIN_MELEE_RANGE ) #define MIN_DISTANCE 128 #define MIN_DISTANCE_SQR ( MIN_DISTANCE * MIN_DISTANCE ) #define TURN_OFF 0x00000100//G2SURFACEFLAG_NODESCENDANTS #define LEFT_ARM_HEALTH 40 #define RIGHT_ARM_HEALTH 40 /* ------------------------- NPC_ATST_Precache ------------------------- */ void NPC_ATST_Precache(void) { G_SoundIndex( "sound/chars/atst/atst_damaged1" ); G_SoundIndex( "sound/chars/atst/atst_damaged2" ); RegisterItem( FindItemForWeapon( WP_ATST_MAIN )); //precache the weapon RegisterItem( FindItemForWeapon( WP_BOWCASTER )); //precache the weapon RegisterItem( FindItemForWeapon( WP_ROCKET_LAUNCHER )); //precache the weapon G_EffectIndex( "env/med_explode2" ); // G_EffectIndex( "smaller_chunks" ); G_EffectIndex( "blaster/smoke_bolton" ); G_EffectIndex( "explosions/droidexplosion1" ); } //----------------------------------------------------------------- static void ATST_PlayEffect( gentity_t *self, const int boltID, const char *fx ) { if ( boltID >=0 && fx && fx[0] ) { mdxaBone_t boltMatrix; vec3_t org, dir; gi.G2API_GetBoltMatrix( self->ghoul2, self->playerModel, boltID, &boltMatrix, self->currentAngles, self->currentOrigin, (cg.time?cg.time:level.time), NULL, self->s.modelScale ); gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, org ); gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, dir ); G_PlayEffect( fx, org, dir ); } } /* ------------------------- G_ATSTCheckPain Called by NPC's and player in an ATST ------------------------- */ void G_ATSTCheckPain( gentity_t *self, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc ) { int newBolt; if ( rand() & 1 ) { G_SoundOnEnt( self, CHAN_LESS_ATTEN, "sound/chars/atst/atst_damaged1" ); } else { G_SoundOnEnt( self, CHAN_LESS_ATTEN, "sound/chars/atst/atst_damaged2" ); } if ((hitLoc==HL_ARM_LT) && (self->locationDamage[HL_ARM_LT] > LEFT_ARM_HEALTH)) { if (self->locationDamage[hitLoc] >= LEFT_ARM_HEALTH) // Blow it up? { newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*flash3" ); if ( newBolt != -1 ) { // G_PlayEffect( "small_chunks", self->playerModel, self->genericBolt1, self->s.number); ATST_PlayEffect( self, self->genericBolt1, "env/med_explode2" ); G_PlayEffect( G_EffectIndex("blaster/smoke_bolton"), self->playerModel, newBolt, self->s.number, point); } gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "head_light_blaster_cann", TURN_OFF ); } } else if ((hitLoc==HL_ARM_RT) && (self->locationDamage[HL_ARM_RT] > RIGHT_ARM_HEALTH)) // Blow it up? { if (self->locationDamage[hitLoc] >= RIGHT_ARM_HEALTH) { newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*flash4" ); if ( newBolt != -1 ) { // G_PlayEffect( "small_chunks", self->playerModel, self->genericBolt2, self->s.number); ATST_PlayEffect( self, self->genericBolt2, "env/med_explode2" ); G_PlayEffect( G_EffectIndex("blaster/smoke_bolton"), self->playerModel, newBolt, self->s.number, point); } gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "head_concussion_charger", TURN_OFF ); } } } /* ------------------------- NPC_ATST_Pain ------------------------- */ void NPC_ATST_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc ) { G_ATSTCheckPain( self, other, point, damage, mod, hitLoc ); NPC_Pain( self, inflictor, other, point, damage, mod ); } /* ------------------------- ATST_Hunt -------------------------` */ void ATST_Hunt( qboolean visible, qboolean advance ) { if ( NPCInfo->goalEntity == NULL ) {//hunt NPCInfo->goalEntity = NPC->enemy; } NPCInfo->combatMove = qtrue; NPC_MoveToGoal( qtrue ); } /* ------------------------- ATST_Ranged ------------------------- */ void ATST_Ranged( qboolean visible, qboolean advance, qboolean altAttack ) { if ( TIMER_Done( NPC, "atkDelay" ) && visible ) // Attack? { TIMER_Set( NPC, "atkDelay", Q_irand( 500, 3000 ) ); if (altAttack) { ucmd.buttons |= BUTTON_ATTACK|BUTTON_ALT_ATTACK; } else { ucmd.buttons |= BUTTON_ATTACK; } } if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES ) { ATST_Hunt( visible, advance ); } } /* ------------------------- ATST_Attack ------------------------- */ void ATST_Attack( void ) { qboolean altAttack=qfalse; int blasterTest,chargerTest,weapon; if ( NPC_CheckEnemyExt() == qfalse )//!NPC->enemy )// { NPC->enemy = NULL; return; } NPC_FaceEnemy( qtrue ); // Rate our distance to the target, and our visibilty float distance = (int) DistanceHorizontalSquared( NPC->currentOrigin, NPC->enemy->currentOrigin ); distance_e distRate = ( distance > MIN_MELEE_RANGE_SQR ) ? DIST_LONG : DIST_MELEE; qboolean visible = NPC_ClearLOS( NPC->enemy ); qboolean advance = (qboolean)(distance > MIN_DISTANCE_SQR); // If we cannot see our target, move to see it if ( visible == qfalse ) { if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES ) { ATST_Hunt( visible, advance ); return; } } // Decide what type of attack to do switch ( distRate ) { case DIST_MELEE: NPC_ChangeWeapon( WP_ATST_MAIN ); break; case DIST_LONG: NPC_ChangeWeapon( WP_ATST_SIDE ); // See if the side weapons are there blasterTest = gi.G2API_GetSurfaceRenderStatus( &NPC->ghoul2[NPC->playerModel], "head_light_blaster_cann" ); chargerTest = gi.G2API_GetSurfaceRenderStatus( &NPC->ghoul2[NPC->playerModel], "head_concussion_charger" ); // It has both side weapons if (!(blasterTest & TURN_OFF) && !(chargerTest & TURN_OFF)) { weapon = Q_irand( 0, 1); // 0 is blaster, 1 is charger (ALT SIDE) if (weapon) // Fire charger { altAttack = qtrue; } else { altAttack = qfalse; } } else if (!(blasterTest & TURN_OFF)) // Blaster is on { altAttack = qfalse; } else if (!(chargerTest & TURN_OFF)) // Blaster is on { altAttack = qtrue; } else { NPC_ChangeWeapon( WP_NONE ); } break; } NPC_FaceEnemy( qtrue ); ATST_Ranged( visible, advance,altAttack ); } /* ------------------------- ATST_Patrol ------------------------- */ void ATST_Patrol( void ) { if ( NPC_CheckPlayerTeamStealth() ) { NPC_UpdateAngles( qtrue, qtrue ); return; } //If we have somewhere to go, then do that if (!NPC->enemy) { if ( UpdateGoal() ) { ucmd.buttons |= BUTTON_WALKING; NPC_MoveToGoal( qtrue ); NPC_UpdateAngles( qtrue, qtrue ); } } } /* ------------------------- ATST_Idle ------------------------- */ void ATST_Idle( void ) { NPC_BSIdle(); NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_STAND1, SETANIM_FLAG_NORMAL ); } /* ------------------------- NPC_BSDroid_Default ------------------------- */ void NPC_BSATST_Default( void ) { if ( NPC->enemy ) { if( (NPCInfo->scriptFlags & SCF_CHASE_ENEMIES) ) { NPCInfo->goalEntity = NPC->enemy; } ATST_Attack(); } else if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES ) { ATST_Patrol(); } else { ATST_Idle(); } }