mirror of
https://github.com/ioquake/jedi-academy.git
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456 lines
No EOL
10 KiB
C++
456 lines
No EOL
10 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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void Interrogator_Idle( void );
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void DeathFX( gentity_t *ent );
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enum
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{
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LSTATE_BLADESTOP=0,
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LSTATE_BLADEUP,
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LSTATE_BLADEDOWN,
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};
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/*
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-------------------------
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NPC_Interrogator_Precache
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-------------------------
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*/
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void NPC_Interrogator_Precache(gentity_t *self)
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{
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G_SoundIndex( "sound/chars/interrogator/misc/torture_droid_lp" );
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G_SoundIndex("sound/chars/mark1/misc/anger.wav");
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G_SoundIndex( "sound/chars/probe/misc/talk");
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G_SoundIndex( "sound/chars/interrogator/misc/torture_droid_inject" );
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G_SoundIndex( "sound/chars/interrogator/misc/int_droid_explo" );
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G_EffectIndex( "explosions/droidexplosion1" );
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}
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/*
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-------------------------
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Interrogator_die
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-------------------------
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*/
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void Interrogator_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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self->client->ps.velocity[2] = -100;
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/*
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self->locationDamage[HL_NONE] += damage;
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if (self->locationDamage[HL_NONE] > 40)
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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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}
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else
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*/
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{
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self->client->moveType = MT_WALK;
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self->client->ps.velocity[0] = Q_irand( -10, -20 );
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self->client->ps.velocity[1] = Q_irand( -10, -20 );
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self->client->ps.velocity[2] = -100;
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}
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//self->takedamage = qfalse;
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//self->client->ps.eFlags |= EF_NODRAW;
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//self->contents = 0;
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return;
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}
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/*
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-------------------------
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Interrogator_PartsMove
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-------------------------
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*/
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void Interrogator_PartsMove(void)
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{
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// Syringe
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if ( TIMER_Done(NPC,"syringeDelay") )
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{
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NPC->pos1[1] = AngleNormalize360( NPC->pos1[1]);
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if ((NPC->pos1[1] < 60) || (NPC->pos1[1] > 300))
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{
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NPC->pos1[1]+=Q_irand( -20, 20 ); // Pitch
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}
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else if (NPC->pos1[1] > 180)
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{
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NPC->pos1[1]=Q_irand( 300, 360 ); // Pitch
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}
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else
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{
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NPC->pos1[1]=Q_irand( 0, 60 ); // Pitch
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}
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gi.G2API_SetBoneAnglesIndex( &NPC->ghoul2[NPC->playerModel], NPC->genericBone1, NPC->pos1, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
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TIMER_Set( NPC, "syringeDelay", Q_irand( 100, 1000 ) );
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}
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// Scalpel
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if ( TIMER_Done(NPC,"scalpelDelay") )
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{
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// Change pitch
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if ( NPCInfo->localState == LSTATE_BLADEDOWN ) // Blade is moving down
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{
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NPC->pos2[0]-= 30;
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if (NPC->pos2[0] < 180)
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{
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NPC->pos2[0] = 180;
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NPCInfo->localState = LSTATE_BLADEUP; // Make it move up
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}
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}
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else // Blade is coming back up
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{
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NPC->pos2[0]+= 30;
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if (NPC->pos2[0] >= 360)
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{
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NPC->pos2[0] = 360;
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NPCInfo->localState = LSTATE_BLADEDOWN; // Make it move down
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TIMER_Set( NPC, "scalpelDelay", Q_irand( 100, 1000 ) );
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}
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}
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NPC->pos2[0] = AngleNormalize360( NPC->pos2[0]);
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gi.G2API_SetBoneAnglesIndex( &NPC->ghoul2[NPC->playerModel], NPC->genericBone2, NPC->pos2, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
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}
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// Claw
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NPC->pos3[1] += Q_irand( 10, 30 );
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NPC->pos3[1] = AngleNormalize360( NPC->pos3[1]);
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gi.G2API_SetBoneAnglesIndex( &NPC->ghoul2[NPC->playerModel], NPC->genericBone3, NPC->pos3, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
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}
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#define VELOCITY_DECAY 0.85f
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#define HUNTER_UPWARD_PUSH 2
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/*
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-------------------------
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Interrogator_MaintainHeight
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-------------------------
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*/
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void Interrogator_MaintainHeight( void )
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{
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float dif;
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// vec3_t endPos;
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// trace_t trace;
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NPC->s.loopSound = G_SoundIndex( "sound/chars/interrogator/misc/torture_droid_lp" );
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// Update our angles regardless
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NPC_UpdateAngles( qtrue, qtrue );
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// If we have an enemy, we should try to hover at about enemy eye level
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if ( NPC->enemy )
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{
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// Find the height difference
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dif = (NPC->enemy->currentOrigin[2] + NPC->enemy->maxs[2]) - NPC->currentOrigin[2];
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// cap to prevent dramatic height shifts
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if ( fabs( dif ) > 2 )
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{
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if ( fabs( dif ) > 16 )
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{
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dif = ( dif < 0 ? -16 : 16 );
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}
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NPC->client->ps.velocity[2] = (NPC->client->ps.velocity[2]+dif)/2;
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}
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}
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else
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{
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gentity_t *goal = NULL;
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if ( NPCInfo->goalEntity ) // Is there a goal?
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{
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goal = NPCInfo->goalEntity;
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}
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else
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{
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goal = NPCInfo->lastGoalEntity;
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}
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if ( goal )
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{
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dif = goal->currentOrigin[2] - NPC->currentOrigin[2];
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if ( fabs( dif ) > 24 )
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{
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ucmd.upmove = ( ucmd.upmove < 0 ? -4 : 4 );
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}
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else
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{
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if ( NPC->client->ps.velocity[2] )
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{
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NPC->client->ps.velocity[2] *= VELOCITY_DECAY;
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if ( fabs( NPC->client->ps.velocity[2] ) < 2 )
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{
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NPC->client->ps.velocity[2] = 0;
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}
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}
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}
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}
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// Apply friction
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else if ( NPC->client->ps.velocity[2] )
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{
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NPC->client->ps.velocity[2] *= VELOCITY_DECAY;
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if ( fabs( NPC->client->ps.velocity[2] ) < 1 )
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{
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NPC->client->ps.velocity[2] = 0;
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}
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}
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}
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// Apply friction
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if ( NPC->client->ps.velocity[0] )
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{
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NPC->client->ps.velocity[0] *= VELOCITY_DECAY;
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if ( fabs( NPC->client->ps.velocity[0] ) < 1 )
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{
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NPC->client->ps.velocity[0] = 0;
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}
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}
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if ( NPC->client->ps.velocity[1] )
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{
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NPC->client->ps.velocity[1] *= VELOCITY_DECAY;
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if ( fabs( NPC->client->ps.velocity[1] ) < 1 )
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{
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NPC->client->ps.velocity[1] = 0;
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}
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}
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}
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#define HUNTER_STRAFE_VEL 32
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#define HUNTER_STRAFE_DIS 200
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/*
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-------------------------
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Interrogator_Strafe
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-------------------------
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*/
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void Interrogator_Strafe( void )
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{
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int dir;
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vec3_t end, right;
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trace_t tr;
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float dif;
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AngleVectors( NPC->client->renderInfo.eyeAngles, NULL, right, NULL );
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// Pick a random strafe direction, then check to see if doing a strafe would be
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// reasonable valid
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dir = ( rand() & 1 ) ? -1 : 1;
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VectorMA( NPC->currentOrigin, HUNTER_STRAFE_DIS * dir, right, end );
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gi.trace( &tr, NPC->currentOrigin, NULL, NULL, end, NPC->s.number, MASK_SOLID );
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// Close enough
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if ( tr.fraction > 0.9f )
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{
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VectorMA( NPC->client->ps.velocity, HUNTER_STRAFE_VEL * dir, right, NPC->client->ps.velocity );
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// Add a slight upward push
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if ( NPC->enemy )
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{
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// Find the height difference
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dif = (NPC->enemy->currentOrigin[2] + 32) - NPC->currentOrigin[2];
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// cap to prevent dramatic height shifts
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if ( fabs( dif ) > 8 )
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{
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dif = ( dif < 0 ? -HUNTER_UPWARD_PUSH : HUNTER_UPWARD_PUSH );
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}
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NPC->client->ps.velocity[2] += dif;
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}
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// Set the strafe start time
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NPC->fx_time = level.time;
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NPCInfo->standTime = level.time + 3000 + random() * 500;
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}
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}
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/*
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-------------------------
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Interrogator_Hunt
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-------------------------`
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*/
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#define HUNTER_FORWARD_BASE_SPEED 10
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#define HUNTER_FORWARD_MULTIPLIER 2
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void Interrogator_Hunt( qboolean visible, qboolean advance )
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{
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float distance, speed;
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vec3_t forward;
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Interrogator_PartsMove();
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NPC_FaceEnemy(qfalse);
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//If we're not supposed to stand still, pursue the player
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if ( NPCInfo->standTime < level.time )
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{
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// Only strafe when we can see the player
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if ( visible )
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{
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Interrogator_Strafe();
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if ( NPCInfo->standTime > level.time )
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{//successfully strafed
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return;
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}
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}
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}
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//If we don't want to advance, stop here
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if ( advance == qfalse )
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return;
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//Only try and navigate if the player is visible
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if ( visible == qfalse )
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{
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// Move towards our goal
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NPCInfo->goalEntity = NPC->enemy;
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NPCInfo->goalRadius = 12;
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NPC_MoveToGoal(qtrue);
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return;
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}
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else
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{
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VectorSubtract( NPC->enemy->currentOrigin, NPC->currentOrigin, forward );
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distance = VectorNormalize( forward );
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}
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speed = HUNTER_FORWARD_BASE_SPEED + HUNTER_FORWARD_MULTIPLIER * g_spskill->integer;
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VectorMA( NPC->client->ps.velocity, speed, forward, NPC->client->ps.velocity );
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}
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#define MIN_DISTANCE 64
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/*
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-------------------------
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Interrogator_Melee
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-------------------------
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*/
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void Interrogator_Melee( qboolean visible, qboolean advance )
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{
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if ( TIMER_Done( NPC, "attackDelay" ) ) // Attack?
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{
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// Make sure that we are within the height range before we allow any damage to happen
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if ( NPC->currentOrigin[2] >= NPC->enemy->currentOrigin[2]+NPC->enemy->mins[2] && NPC->currentOrigin[2]+NPC->mins[2]+8 < NPC->enemy->currentOrigin[2]+NPC->enemy->maxs[2] )
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{
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TIMER_Set( NPC, "attackDelay", Q_irand( 500, 3000 ) );
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G_Damage( NPC->enemy, NPC, NPC, 0, 0, 2, DAMAGE_NO_KNOCKBACK, MOD_MELEE );
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NPC->enemy->client->poisonDamage = 18;
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NPC->enemy->client->poisonTime = level.time + 1000;
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// Drug our enemy up and do the wonky vision thing
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gentity_t *tent = G_TempEntity( NPC->enemy->currentOrigin, EV_DRUGGED );
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tent->owner = NPC->enemy;
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G_Sound( NPC, G_SoundIndex( "sound/chars/interrogator/misc/torture_droid_inject.mp3" ));
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}
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}
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if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
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{
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Interrogator_Hunt( visible, advance );
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}
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}
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/*
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-------------------------
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Interrogator_Attack
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-------------------------
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*/
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void Interrogator_Attack( void )
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{
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// Always keep a good height off the ground
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Interrogator_MaintainHeight();
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//randomly talk
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if ( TIMER_Done(NPC,"patrolNoise") )
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{
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if (TIMER_Done(NPC,"angerNoise"))
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{
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G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/probe/misc/talk.wav", Q_irand(1, 3)) );
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TIMER_Set( NPC, "patrolNoise", Q_irand( 4000, 10000 ) );
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}
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}
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// If we don't have an enemy, just idle
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if ( NPC_CheckEnemyExt() == qfalse )
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{
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Interrogator_Idle();
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return;
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}
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// Rate our distance to the target, and our visibilty
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float distance = (int) DistanceHorizontalSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );
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qboolean visible = NPC_ClearLOS( NPC->enemy );
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qboolean advance = (qboolean)(distance > MIN_DISTANCE*MIN_DISTANCE );
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if ( !visible )
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{
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advance = qtrue;
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}
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if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
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{
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Interrogator_Hunt( visible, advance );
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}
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NPC_FaceEnemy( qtrue );
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if (!advance)
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{
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Interrogator_Melee( visible, advance );
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}
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}
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/*
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-------------------------
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Interrogator_Idle
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-------------------------
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*/
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void Interrogator_Idle( void )
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{
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if ( NPC_CheckPlayerTeamStealth() )
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{
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G_SoundOnEnt( NPC, CHAN_AUTO, "sound/chars/mark1/misc/anger.wav" );
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NPC_UpdateAngles( qtrue, qtrue );
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return;
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}
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Interrogator_MaintainHeight();
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NPC_BSIdle();
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}
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/*
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-------------------------
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NPC_BSInterrogator_Default
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-------------------------
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*/
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void NPC_BSInterrogator_Default( void )
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{
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//NPC->e_DieFunc = dieF_Interrogator_die;
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if ( NPC->enemy )
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{
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Interrogator_Attack();
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}
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else
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{
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Interrogator_Idle();
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}
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} |