mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-29 23:41:52 +00:00
746 lines
No EOL
19 KiB
C++
746 lines
No EOL
19 KiB
C++
// leave this line at the top of all AI_xxxx.cpp files for PCH reasons...
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#include "g_headers.h"
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#include "b_local.h"
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#include "g_nav.h"
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#define MIN_MELEE_RANGE 320
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#define MIN_MELEE_RANGE_SQR ( MIN_MELEE_RANGE * MIN_MELEE_RANGE )
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#define MIN_DISTANCE 128
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#define MIN_DISTANCE_SQR ( MIN_DISTANCE * MIN_DISTANCE )
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#define TURN_OFF 0x00000100
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#define LEFT_ARM_HEALTH 40
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#define RIGHT_ARM_HEALTH 40
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#define AMMO_POD_HEALTH 40
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#define BOWCASTER_VELOCITY 1300
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#define BOWCASTER_NPC_DAMAGE_EASY 12
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#define BOWCASTER_NPC_DAMAGE_NORMAL 24
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#define BOWCASTER_NPC_DAMAGE_HARD 36
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#define BOWCASTER_SIZE 2
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#define BOWCASTER_SPLASH_DAMAGE 0
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#define BOWCASTER_SPLASH_RADIUS 0
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//Local state enums
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enum
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{
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LSTATE_NONE = 0,
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LSTATE_ASLEEP,
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LSTATE_WAKEUP,
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LSTATE_FIRED0,
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LSTATE_FIRED1,
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LSTATE_FIRED2,
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LSTATE_FIRED3,
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LSTATE_FIRED4,
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};
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qboolean NPC_CheckPlayerTeamStealth( void );
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gentity_t *CreateMissile( vec3_t org, vec3_t dir, float vel, int life, gentity_t *owner, qboolean altFire = qfalse );
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void Mark1_BlasterAttack(qboolean advance);
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void DeathFX( gentity_t *ent );
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extern gitem_t *FindItemForAmmo( ammo_t ammo );
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/*
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-------------------------
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NPC_Mark1_Precache
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-------------------------
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*/
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void NPC_Mark1_Precache(void)
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{
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G_SoundIndex( "sound/chars/mark1/misc/mark1_wakeup");
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G_SoundIndex( "sound/chars/mark1/misc/shutdown");
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G_SoundIndex( "sound/chars/mark1/misc/walk");
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G_SoundIndex( "sound/chars/mark1/misc/run");
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G_SoundIndex( "sound/chars/mark1/misc/death1");
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G_SoundIndex( "sound/chars/mark1/misc/death2");
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G_SoundIndex( "sound/chars/mark1/misc/anger");
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G_SoundIndex( "sound/chars/mark1/misc/mark1_fire");
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G_SoundIndex( "sound/chars/mark1/misc/mark1_pain");
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G_SoundIndex( "sound/chars/mark1/misc/mark1_explo");
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// G_EffectIndex( "small_chunks");
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G_EffectIndex( "env/med_explode2");
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G_EffectIndex( "explosions/probeexplosion1");
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G_EffectIndex( "blaster/smoke_bolton");
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G_EffectIndex( "bryar/muzzle_flash");
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G_EffectIndex( "explosions/droidexplosion1" );
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RegisterItem( FindItemForAmmo( AMMO_METAL_BOLTS));
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RegisterItem( FindItemForAmmo( AMMO_BLASTER ));
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RegisterItem( FindItemForWeapon( WP_BOWCASTER ));
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RegisterItem( FindItemForWeapon( WP_BRYAR_PISTOL ));
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}
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/*
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-------------------------
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NPC_Mark1_Part_Explode
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-------------------------
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*/
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void NPC_Mark1_Part_Explode( gentity_t *self, int bolt )
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{
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if ( bolt >=0 )
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{
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mdxaBone_t boltMatrix;
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vec3_t org, dir;
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gi.G2API_GetBoltMatrix( self->ghoul2, self->playerModel,
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bolt,
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&boltMatrix, self->currentAngles, self->currentOrigin, (cg.time?cg.time:level.time),
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NULL, self->s.modelScale );
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gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, org );
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gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, dir );
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G_PlayEffect( "env/med_explode2", org, dir );
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G_PlayEffect( G_EffectIndex("blaster/smoke_bolton"), self->playerModel, bolt, self->s.number, org );
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}
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}
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/*
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-------------------------
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Mark1_Idle
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-------------------------
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*/
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void Mark1_Idle( void )
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{
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NPC_BSIdle();
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NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_SLEEP1, SETANIM_FLAG_NORMAL );
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}
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/*
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-------------------------
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Mark1Dead_FireRocket
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- Shoot the left weapon, the multi-blaster
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-------------------------
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*/
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void Mark1Dead_FireRocket (void)
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{
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mdxaBone_t boltMatrix;
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vec3_t muzzle1,muzzle_dir;
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int damage = 50;
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gi.G2API_GetBoltMatrix( NPC->ghoul2, NPC->playerModel,
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NPC->genericBolt5,
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&boltMatrix, NPC->currentAngles, NPC->currentOrigin, (cg.time?cg.time:level.time),
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NULL, NPC->s.modelScale );
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gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, muzzle1 );
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gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, muzzle_dir );
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G_PlayEffect( "bryar/muzzle_flash", muzzle1, muzzle_dir );
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G_Sound( NPC, G_SoundIndex("sound/chars/mark1/misc/mark1_fire"));
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gentity_t *missile = CreateMissile( muzzle1, muzzle_dir, BOWCASTER_VELOCITY, 10000, NPC );
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missile->classname = "bowcaster_proj";
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missile->s.weapon = WP_BOWCASTER;
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VectorSet( missile->maxs, BOWCASTER_SIZE, BOWCASTER_SIZE, BOWCASTER_SIZE );
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VectorScale( missile->maxs, -1, missile->mins );
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missile->damage = damage;
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missile->dflags = DAMAGE_DEATH_KNOCKBACK;
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missile->methodOfDeath = MOD_ENERGY;
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missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
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missile->splashDamage = BOWCASTER_SPLASH_DAMAGE;
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missile->splashRadius = BOWCASTER_SPLASH_RADIUS;
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// we don't want it to bounce
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missile->bounceCount = 0;
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}
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/*
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-------------------------
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Mark1Dead_FireBlaster
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- Shoot the left weapon, the multi-blaster
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-------------------------
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*/
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void Mark1Dead_FireBlaster (void)
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{
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vec3_t muzzle1,muzzle_dir;
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gentity_t *missile;
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mdxaBone_t boltMatrix;
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int bolt;
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bolt = NPC->genericBolt1;
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gi.G2API_GetBoltMatrix( NPC->ghoul2, NPC->playerModel,
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bolt,
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&boltMatrix, NPC->currentAngles, NPC->currentOrigin, (cg.time?cg.time:level.time),
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NULL, NPC->s.modelScale );
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gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, muzzle1 );
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gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, muzzle_dir );
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G_PlayEffect( "bryar/muzzle_flash", muzzle1, muzzle_dir );
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missile = CreateMissile( muzzle1, muzzle_dir, 1600, 10000, NPC );
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G_Sound( NPC, G_SoundIndex("sound/chars/mark1/misc/mark1_fire"));
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missile->classname = "bryar_proj";
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missile->s.weapon = WP_BRYAR_PISTOL;
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missile->damage = 1;
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missile->dflags = DAMAGE_DEATH_KNOCKBACK;
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missile->methodOfDeath = MOD_ENERGY;
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missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
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}
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/*
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-------------------------
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Mark1_die
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-------------------------
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*/
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void Mark1_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod,int dFlags,int hitLoc )
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{
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/*
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int anim;
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// Is he dead already?
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anim = self->client->ps.legsAnim;
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if (((anim==BOTH_DEATH1) || (anim==BOTH_DEATH2)) && (self->client->ps.torsoAnimTimer==0))
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{ // This is because self->health keeps getting zeroed out. HL_NONE acts as health in this case.
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self->locationDamage[HL_NONE] += damage;
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if (self->locationDamage[HL_NONE] > 50)
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{
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DeathFX(self);
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self->client->ps.eFlags |= EF_NODRAW;
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self->contents = CONTENTS_CORPSE;
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// G_FreeEntity( self ); // Is this safe? I can't see why we'd mark it nodraw and then just leave it around??
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self->e_ThinkFunc = thinkF_G_FreeEntity;
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self->nextthink = level.time + FRAMETIME;
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}
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return;
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}
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*/
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G_Sound( self, G_SoundIndex(va("sound/chars/mark1/misc/death%d.wav",Q_irand( 1, 2))));
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// Choose a death anim
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if (Q_irand( 1, 10) > 5)
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{
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NPC_SetAnim( self, SETANIM_BOTH, BOTH_DEATH2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
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}
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else
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{
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NPC_SetAnim( self, SETANIM_BOTH, BOTH_DEATH1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
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}
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}
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/*
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-------------------------
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Mark1_dying
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-------------------------
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*/
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void Mark1_dying( gentity_t *self )
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{
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int num,newBolt;
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if (self->client->ps.torsoAnimTimer>0)
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{
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if (TIMER_Done(self,"dyingExplosion"))
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{
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num = Q_irand( 1, 3);
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// Find place to generate explosion
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if (num == 1)
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{
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num = Q_irand( 8, 10);
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newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], va("*flash%d",num) );
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NPC_Mark1_Part_Explode(self,newBolt);
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}
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else
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{
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num = Q_irand( 1, 6);
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newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], va("*torso_tube%d",num) );
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NPC_Mark1_Part_Explode(self,newBolt);
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gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], va("torso_tube%d",num), TURN_OFF );
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}
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TIMER_Set( self, "dyingExplosion", Q_irand( 300, 1000 ) );
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}
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// int dir;
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// vec3_t right;
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// Shove to the side
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// AngleVectors( self->client->renderInfo.eyeAngles, NULL, right, NULL );
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// VectorMA( self->client->ps.velocity, -80, right, self->client->ps.velocity );
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// See which weapons are there
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// Randomly fire blaster
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if (!gi.G2API_GetSurfaceRenderStatus( &self->ghoul2[self->playerModel], "l_arm" )) // Is the blaster still on the model?
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{
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if (Q_irand( 1, 5) == 1)
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{
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SaveNPCGlobals();
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SetNPCGlobals( self );
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Mark1Dead_FireBlaster();
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RestoreNPCGlobals();
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}
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}
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// Randomly fire rocket
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if (!gi.G2API_GetSurfaceRenderStatus( &self->ghoul2[self->playerModel], "r_arm" )) // Is the rocket still on the model?
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{
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if (Q_irand( 1, 10) == 1)
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{
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SaveNPCGlobals();
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SetNPCGlobals( self );
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Mark1Dead_FireRocket();
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RestoreNPCGlobals();
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}
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}
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}
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}
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/*
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-------------------------
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NPC_Mark1_Pain
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- look at what was hit and see if it should be removed from the model.
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-------------------------
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*/
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void NPC_Mark1_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc )
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{
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int newBolt,i,chance;
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NPC_Pain( self, inflictor, other, point, damage, mod );
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G_Sound( self, G_SoundIndex("sound/chars/mark1/misc/mark1_pain"));
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// Hit in the CHEST???
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if (hitLoc==HL_CHEST)
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{
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chance = Q_irand( 1, 4);
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if ((chance == 1) && (damage > 5))
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{
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NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
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}
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}
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// Hit in the left arm?
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else if ((hitLoc==HL_ARM_LT) && (self->locationDamage[HL_ARM_LT] > LEFT_ARM_HEALTH))
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{
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if (self->locationDamage[hitLoc] >= LEFT_ARM_HEALTH) // Blow it up?
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{
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newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*flash3" );
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if ( newBolt != -1 )
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{
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NPC_Mark1_Part_Explode(self,newBolt);
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}
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gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "l_arm", TURN_OFF );
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}
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}
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// Hit in the right arm?
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else if ((hitLoc==HL_ARM_RT) && (self->locationDamage[HL_ARM_RT] > RIGHT_ARM_HEALTH)) // Blow it up?
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{
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if (self->locationDamage[hitLoc] >= RIGHT_ARM_HEALTH)
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{
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newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*flash4" );
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if ( newBolt != -1 )
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{
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// G_PlayEffect( "small_chunks", self->playerModel, self->genericBolt2, self->s.number);
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NPC_Mark1_Part_Explode( self, newBolt );
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}
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gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "r_arm", TURN_OFF );
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}
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}
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// Check ammo pods
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else
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{
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for (i=0;i<6;i++)
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{
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if ((hitLoc==HL_GENERIC1+i) && (self->locationDamage[HL_GENERIC1+i] > AMMO_POD_HEALTH)) // Blow it up?
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{
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if (self->locationDamage[hitLoc] >= AMMO_POD_HEALTH)
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{
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newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], va("*torso_tube%d",(i+1)) );
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if ( newBolt != -1 )
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{
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NPC_Mark1_Part_Explode(self,newBolt);
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}
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gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], va("torso_tube%d",(i+1)), TURN_OFF );
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NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
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break;
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}
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}
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}
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}
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// Are both guns shot off?
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if ((gi.G2API_GetSurfaceRenderStatus( &self->ghoul2[self->playerModel], "l_arm" )) &&
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(gi.G2API_GetSurfaceRenderStatus( &self->ghoul2[self->playerModel], "r_arm" )))
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{
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G_Damage(self,NULL,NULL,NULL,NULL,self->health,0,MOD_UNKNOWN);
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}
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}
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/*
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-------------------------
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Mark1_Hunt
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- look for enemy.
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-------------------------`
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*/
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void Mark1_Hunt(void)
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{
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if ( NPCInfo->goalEntity == NULL )
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{
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NPCInfo->goalEntity = NPC->enemy;
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}
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NPC_FaceEnemy( qtrue );
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NPCInfo->combatMove = qtrue;
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NPC_MoveToGoal( qtrue );
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}
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|
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/*
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-------------------------
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Mark1_FireBlaster
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- Shoot the left weapon, the multi-blaster
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-------------------------
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*/
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void Mark1_FireBlaster(void)
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{
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vec3_t muzzle1,enemy_org1,delta1,angleToEnemy1;
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static vec3_t forward, vright, up;
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static vec3_t muzzle;
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gentity_t *missile;
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mdxaBone_t boltMatrix;
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int bolt;
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// Which muzzle to fire from?
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if ((NPCInfo->localState <= LSTATE_FIRED0) || (NPCInfo->localState == LSTATE_FIRED4))
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{
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NPCInfo->localState = LSTATE_FIRED1;
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bolt = NPC->genericBolt1;
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}
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else if (NPCInfo->localState == LSTATE_FIRED1)
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{
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NPCInfo->localState = LSTATE_FIRED2;
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bolt = NPC->genericBolt2;
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}
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else if (NPCInfo->localState == LSTATE_FIRED2)
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{
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NPCInfo->localState = LSTATE_FIRED3;
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bolt = NPC->genericBolt3;
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}
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else
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{
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NPCInfo->localState = LSTATE_FIRED4;
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bolt = NPC->genericBolt4;
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}
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gi.G2API_GetBoltMatrix( NPC->ghoul2, NPC->playerModel,
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bolt,
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&boltMatrix, NPC->currentAngles, NPC->currentOrigin, (cg.time?cg.time:level.time),
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NULL, NPC->s.modelScale );
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gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, muzzle1 );
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if (NPC->health)
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{
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CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_org1 );
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VectorSubtract (enemy_org1, muzzle1, delta1);
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vectoangles ( delta1, angleToEnemy1 );
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AngleVectors (angleToEnemy1, forward, vright, up);
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}
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else
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{
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AngleVectors (NPC->currentAngles, forward, vright, up);
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}
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G_PlayEffect( "bryar/muzzle_flash", muzzle1, forward );
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G_Sound( NPC, G_SoundIndex("sound/chars/mark1/misc/mark1_fire"));
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missile = CreateMissile( muzzle1, forward, 1600, 10000, NPC );
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missile->classname = "bryar_proj";
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missile->s.weapon = WP_BRYAR_PISTOL;
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missile->damage = 1;
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missile->dflags = DAMAGE_DEATH_KNOCKBACK;
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missile->methodOfDeath = MOD_ENERGY;
|
|
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
|
|
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
Mark1_BlasterAttack
|
|
-------------------------
|
|
*/
|
|
void Mark1_BlasterAttack(qboolean advance )
|
|
{
|
|
int chance;
|
|
|
|
if ( TIMER_Done( NPC, "attackDelay" ) ) // Attack?
|
|
{
|
|
chance = Q_irand( 1, 5);
|
|
|
|
NPCInfo->burstCount++;
|
|
|
|
if (NPCInfo->burstCount<3) // Too few shots this burst?
|
|
{
|
|
chance = 2; // Force it to keep firing.
|
|
}
|
|
else if (NPCInfo->burstCount>12) // Too many shots fired this burst?
|
|
{
|
|
NPCInfo->burstCount = 0;
|
|
chance = 1; // Force it to stop firing.
|
|
}
|
|
|
|
// Stop firing.
|
|
if (chance == 1)
|
|
{
|
|
NPCInfo->burstCount = 0;
|
|
TIMER_Set( NPC, "attackDelay", Q_irand( 1000, 3000) );
|
|
NPC->client->ps.torsoAnimTimer=0; // Just in case the firing anim is running.
|
|
}
|
|
else
|
|
{
|
|
if (TIMER_Done( NPC, "attackDelay2" )) // Can't be shooting every frame.
|
|
{
|
|
TIMER_Set( NPC, "attackDelay2", Q_irand( 50, 50) );
|
|
Mark1_FireBlaster();
|
|
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
else if (advance)
|
|
{
|
|
if ( NPC->client->ps.torsoAnim == BOTH_ATTACK1 )
|
|
{
|
|
NPC->client->ps.torsoAnimTimer=0; // Just in case the firing anim is running.
|
|
}
|
|
Mark1_Hunt();
|
|
}
|
|
else // Make sure he's not firing.
|
|
{
|
|
if ( NPC->client->ps.torsoAnim == BOTH_ATTACK1 )
|
|
{
|
|
NPC->client->ps.torsoAnimTimer=0; // Just in case the firing anim is running.
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
Mark1_FireRocket
|
|
-------------------------
|
|
*/
|
|
void Mark1_FireRocket(void)
|
|
{
|
|
mdxaBone_t boltMatrix;
|
|
vec3_t muzzle1,enemy_org1,delta1,angleToEnemy1;
|
|
static vec3_t forward, vright, up;
|
|
|
|
int damage = 50;
|
|
|
|
gi.G2API_GetBoltMatrix( NPC->ghoul2, NPC->playerModel,
|
|
NPC->genericBolt5,
|
|
&boltMatrix, NPC->currentAngles, NPC->currentOrigin, (cg.time?cg.time:level.time),
|
|
NULL, NPC->s.modelScale );
|
|
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, muzzle1 );
|
|
|
|
// G_PlayEffect( "blaster/muzzle_flash", muzzle1 );
|
|
|
|
CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_org1 );
|
|
VectorSubtract (enemy_org1, muzzle1, delta1);
|
|
vectoangles ( delta1, angleToEnemy1 );
|
|
AngleVectors (angleToEnemy1, forward, vright, up);
|
|
|
|
G_Sound( NPC, G_SoundIndex("sound/chars/mark1/misc/mark1_fire" ));
|
|
|
|
gentity_t *missile = CreateMissile( muzzle1, forward, BOWCASTER_VELOCITY, 10000, NPC );
|
|
|
|
missile->classname = "bowcaster_proj";
|
|
missile->s.weapon = WP_BOWCASTER;
|
|
|
|
VectorSet( missile->maxs, BOWCASTER_SIZE, BOWCASTER_SIZE, BOWCASTER_SIZE );
|
|
VectorScale( missile->maxs, -1, missile->mins );
|
|
|
|
missile->damage = damage;
|
|
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
|
|
missile->methodOfDeath = MOD_ENERGY;
|
|
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
|
|
missile->splashDamage = BOWCASTER_SPLASH_DAMAGE;
|
|
missile->splashRadius = BOWCASTER_SPLASH_RADIUS;
|
|
|
|
// we don't want it to bounce
|
|
missile->bounceCount = 0;
|
|
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
Mark1_RocketAttack
|
|
-------------------------
|
|
*/
|
|
void Mark1_RocketAttack( qboolean advance )
|
|
{
|
|
if ( TIMER_Done( NPC, "attackDelay" ) ) // Attack?
|
|
{
|
|
TIMER_Set( NPC, "attackDelay", Q_irand( 1000, 3000) );
|
|
NPC_SetAnim( NPC, SETANIM_TORSO, BOTH_ATTACK2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
Mark1_FireRocket();
|
|
}
|
|
else if (advance)
|
|
{
|
|
Mark1_Hunt();
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
Mark1_AttackDecision
|
|
-------------------------
|
|
*/
|
|
void Mark1_AttackDecision( void )
|
|
{
|
|
int blasterTest,rocketTest;
|
|
|
|
//randomly talk
|
|
if ( TIMER_Done(NPC,"patrolNoise") )
|
|
{
|
|
if (TIMER_Done(NPC,"angerNoise"))
|
|
{
|
|
// G_Sound( NPC, G_SoundIndex(va("sound/chars/mark1/misc/talk%d.wav", Q_irand(1, 4))));
|
|
TIMER_Set( NPC, "patrolNoise", Q_irand( 4000, 10000 ) );
|
|
}
|
|
}
|
|
|
|
// Enemy is dead or he has no enemy.
|
|
if ((NPC->enemy->health<1) || ( NPC_CheckEnemyExt() == qfalse ))
|
|
{
|
|
NPC->enemy = NULL;
|
|
return;
|
|
}
|
|
|
|
// Rate our distance to the target and visibility
|
|
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) || (!NPC_FaceEnemy(qtrue)))
|
|
{
|
|
Mark1_Hunt();
|
|
return;
|
|
}
|
|
|
|
// See if the side weapons are there
|
|
blasterTest = gi.G2API_GetSurfaceRenderStatus( &NPC->ghoul2[NPC->playerModel], "l_arm" );
|
|
rocketTest = gi.G2API_GetSurfaceRenderStatus( &NPC->ghoul2[NPC->playerModel], "r_arm" );
|
|
|
|
// It has both side weapons
|
|
if (!blasterTest && !rocketTest)
|
|
{
|
|
; // So do nothing.
|
|
}
|
|
else if (blasterTest)
|
|
{
|
|
distRate = DIST_LONG;
|
|
}
|
|
else if (rocketTest)
|
|
{
|
|
distRate = DIST_MELEE;
|
|
}
|
|
else // It should never get here, but just in case
|
|
{
|
|
NPC->health = 0;
|
|
NPC->client->ps.stats[STAT_HEALTH] = 0;
|
|
GEntity_DieFunc(NPC, NPC, NPC, 100, MOD_UNKNOWN);
|
|
}
|
|
|
|
// We can see enemy so shoot him if timers let you.
|
|
NPC_FaceEnemy( qtrue );
|
|
|
|
if (distRate == DIST_MELEE)
|
|
{
|
|
Mark1_BlasterAttack(advance);
|
|
}
|
|
else if (distRate == DIST_LONG)
|
|
{
|
|
Mark1_RocketAttack(advance);
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
Mark1_Patrol
|
|
-------------------------
|
|
*/
|
|
void Mark1_Patrol( void )
|
|
{
|
|
if ( NPC_CheckPlayerTeamStealth() )
|
|
{
|
|
G_Sound( NPC, G_SoundIndex("sound/chars/mark1/misc/mark1_wakeup"));
|
|
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 );
|
|
}
|
|
|
|
//randomly talk
|
|
// if (TIMER_Done(NPC,"patrolNoise"))
|
|
// {
|
|
// G_Sound( NPC, G_SoundIndex(va("sound/chars/mark1/misc/talk%d.wav", Q_irand(1, 4))));
|
|
//
|
|
// TIMER_Set( NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
|
|
// }
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_BSMark1_Default
|
|
-------------------------
|
|
*/
|
|
void NPC_BSMark1_Default( void )
|
|
{
|
|
//NPC->e_DieFunc = dieF_Mark1_die;
|
|
|
|
if ( NPC->enemy )
|
|
{
|
|
NPCInfo->goalEntity = NPC->enemy;
|
|
Mark1_AttackDecision();
|
|
}
|
|
else if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
|
|
{
|
|
Mark1_Patrol();
|
|
}
|
|
else
|
|
{
|
|
Mark1_Idle();
|
|
}
|
|
} |