#include "b_local.h" #include "g_nav.h" void Remote_Strafe( void ); #define VELOCITY_DECAY 0.85f //Local state enums enum { LSTATE_NONE = 0, }; void Remote_Idle( void ); void NPC_Remote_Precache(void) { G_SoundIndex("sound/chars/remote/misc/fire.wav"); G_SoundIndex( "sound/chars/remote/misc/hiss.wav"); G_EffectIndex( "env/small_explode"); } /* ------------------------- NPC_Remote_Pain ------------------------- */ void NPC_Remote_Pain(gentity_t *self, gentity_t *attacker, int damage) { SaveNPCGlobals(); SetNPCGlobals( self ); Remote_Strafe(); RestoreNPCGlobals(); NPC_Pain( self, attacker, damage ); } /* ------------------------- Remote_MaintainHeight ------------------------- */ void Remote_MaintainHeight( void ) { float dif; // Update our angles regardless NPC_UpdateAngles( qtrue, qtrue ); 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; } } // 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->r.currentOrigin[2] + Q_irand( 0, NPC->enemy->r.maxs[2]+8 )) - NPC->r.currentOrigin[2]; // cap to prevent dramatic height shifts if ( fabs( dif ) > 2 ) { if ( fabs( dif ) > 24 ) { dif = ( dif < 0 ? -24 : 24 ); } dif *= 10; NPC->client->ps.velocity[2] = (NPC->client->ps.velocity[2]+dif)/2; // NPC->fx_time = level.time; G_Sound( NPC, CHAN_AUTO, G_SoundIndex("sound/chars/remote/misc/hiss.wav")); } } } else { gentity_t *goal = NULL; if ( NPCInfo->goalEntity ) // Is there a goal? { goal = NPCInfo->goalEntity; } else { goal = NPCInfo->lastGoalEntity; } if ( goal ) { dif = goal->r.currentOrigin[2] - NPC->r.currentOrigin[2]; if ( fabs( dif ) > 24 ) { dif = ( dif < 0 ? -24 : 24 ); NPC->client->ps.velocity[2] = (NPC->client->ps.velocity[2]+dif)/2; } } } // 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; } } } #define REMOTE_STRAFE_VEL 256 #define REMOTE_STRAFE_DIS 200 #define REMOTE_UPWARD_PUSH 32 /* ------------------------- Remote_Strafe ------------------------- */ void Remote_Strafe( void ) { int dir; vec3_t end, right; trace_t tr; AngleVectors( NPC->client->renderInfo.eyeAngles, NULL, right, NULL ); // Pick a random strafe direction, then check to see if doing a strafe would be // reasonable valid dir = ( rand() & 1 ) ? -1 : 1; VectorMA( NPC->r.currentOrigin, REMOTE_STRAFE_DIS * dir, right, end ); trap_Trace( &tr, NPC->r.currentOrigin, NULL, NULL, end, NPC->s.number, MASK_SOLID ); // Close enough if ( tr.fraction > 0.9f ) { VectorMA( NPC->client->ps.velocity, REMOTE_STRAFE_VEL * dir, right, NPC->client->ps.velocity ); G_Sound( NPC, CHAN_AUTO, G_SoundIndex("sound/chars/remote/misc/hiss.wav")); // Add a slight upward push NPC->client->ps.velocity[2] += REMOTE_UPWARD_PUSH; // Set the strafe start time so we can do a controlled roll // NPC->fx_time = level.time; NPCInfo->standTime = level.time + 3000 + random() * 500; } } #define REMOTE_FORWARD_BASE_SPEED 10 #define REMOTE_FORWARD_MULTIPLIER 5 /* ------------------------- Remote_Hunt ------------------------- */ void Remote_Hunt( qboolean visible, qboolean advance, qboolean retreat ) { float distance, speed; vec3_t forward; //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 ) { Remote_Strafe(); return; } } //If we don't want to advance, stop here if ( advance == qfalse && visible == qtrue ) return; //Only try and navigate if the player is visible if ( visible == qfalse ) { // Move towards our goal NPCInfo->goalEntity = NPC->enemy; NPCInfo->goalRadius = 12; //Get our direction from the navigator if we can't see our target if ( NPC_GetMoveDirection( forward, &distance ) == qfalse ) return; } else { VectorSubtract( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, forward ); distance = VectorNormalize( forward ); } speed = REMOTE_FORWARD_BASE_SPEED + REMOTE_FORWARD_MULTIPLIER * g_spskill.integer; if ( retreat == qtrue ) { speed *= -1; } VectorMA( NPC->client->ps.velocity, speed, forward, NPC->client->ps.velocity ); } /* ------------------------- Remote_Fire ------------------------- */ void Remote_Fire (void) { vec3_t delta1, enemy_org1, muzzle1; vec3_t angleToEnemy1; static vec3_t forward, vright, up; static vec3_t muzzle; gentity_t *missile; CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_org1 ); VectorCopy( NPC->r.currentOrigin, muzzle1 ); VectorSubtract (enemy_org1, muzzle1, delta1); vectoangles ( delta1, angleToEnemy1 ); AngleVectors (angleToEnemy1, forward, vright, up); missile = CreateMissile( NPC->r.currentOrigin, forward, 1000, 10000, NPC, qfalse ); G_PlayEffectID( G_EffectIndex("bryar/muzzle_flash"), NPC->r.currentOrigin, forward ); missile->classname = "briar"; missile->s.weapon = WP_BRYAR_PISTOL; missile->damage = 10; missile->dflags = DAMAGE_DEATH_KNOCKBACK; missile->methodOfDeath = MOD_BRYAR_PISTOL; missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER; } /* ------------------------- Remote_Ranged ------------------------- */ void Remote_Ranged( qboolean visible, qboolean advance, qboolean retreat ) { if ( TIMER_Done( NPC, "attackDelay" ) ) // Attack? { TIMER_Set( NPC, "attackDelay", Q_irand( 500, 3000 ) ); Remote_Fire(); } if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES ) { Remote_Hunt( visible, advance, retreat ); } } #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 ) /* ------------------------- Remote_Attack ------------------------- */ void Remote_Attack( void ) { float distance; qboolean visible; float idealDist; qboolean advance; qboolean retreat; if ( TIMER_Done(NPC,"spin") ) { TIMER_Set( NPC, "spin", Q_irand( 250, 1500 ) ); NPCInfo->desiredYaw += Q_irand( -200, 200 ); } // Always keep a good height off the ground Remote_MaintainHeight(); // If we don't have an enemy, just idle if ( NPC_CheckEnemyExt(qfalse) == qfalse ) { Remote_Idle(); return; } // Rate our distance to the target, and our visibilty distance = (int) DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin ); visible = NPC_ClearLOS4( NPC->enemy ); idealDist = MIN_DISTANCE_SQR+(MIN_DISTANCE_SQR*flrand( 0, 1 )); advance = (qboolean)(distance > idealDist*1.25); retreat = (qboolean)(distance < idealDist*0.75); // If we cannot see our target, move to see it if ( visible == qfalse ) { if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES ) { Remote_Hunt( visible, advance, retreat ); return; } } Remote_Ranged( visible, advance, retreat ); } /* ------------------------- Remote_Idle ------------------------- */ void Remote_Idle( void ) { Remote_MaintainHeight(); NPC_BSIdle(); } /* ------------------------- Remote_Patrol ------------------------- */ void Remote_Patrol( void ) { Remote_MaintainHeight(); //If we have somewhere to go, then do that if (!NPC->enemy) { if ( UpdateGoal() ) { //start loop sound once we move ucmd.buttons |= BUTTON_WALKING; NPC_MoveToGoal( qtrue ); } } NPC_UpdateAngles( qtrue, qtrue ); } /* ------------------------- NPC_BSRemote_Default ------------------------- */ void NPC_BSRemote_Default( void ) { if ( NPC->enemy ) { Remote_Attack(); } else if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES ) { Remote_Patrol(); } else { Remote_Idle(); } }