mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-25 13:41:34 +00:00
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...
|
|
#include "g_headers.h"
|
|
|
|
|
|
#include "b_local.h"
|
|
#include "g_nav.h"
|
|
|
|
void Interrogator_Idle( void );
|
|
void DeathFX( gentity_t *ent );
|
|
|
|
enum
|
|
{
|
|
LSTATE_BLADESTOP=0,
|
|
LSTATE_BLADEUP,
|
|
LSTATE_BLADEDOWN,
|
|
};
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_Interrogator_Precache
|
|
-------------------------
|
|
*/
|
|
void NPC_Interrogator_Precache(gentity_t *self)
|
|
{
|
|
G_SoundIndex( "sound/chars/interrogator/misc/torture_droid_lp" );
|
|
G_SoundIndex("sound/chars/mark1/misc/anger.wav");
|
|
G_SoundIndex( "sound/chars/probe/misc/talk");
|
|
G_SoundIndex( "sound/chars/interrogator/misc/torture_droid_inject" );
|
|
G_SoundIndex( "sound/chars/interrogator/misc/int_droid_explo" );
|
|
G_EffectIndex( "explosions/droidexplosion1" );
|
|
}
|
|
/*
|
|
-------------------------
|
|
Interrogator_die
|
|
-------------------------
|
|
*/
|
|
void Interrogator_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod,int dFlags,int hitLoc )
|
|
{
|
|
self->client->ps.velocity[2] = -100;
|
|
/*
|
|
self->locationDamage[HL_NONE] += damage;
|
|
if (self->locationDamage[HL_NONE] > 40)
|
|
{
|
|
DeathFX(self);
|
|
self->client->ps.eFlags |= EF_NODRAW;
|
|
self->contents = CONTENTS_CORPSE;
|
|
}
|
|
else
|
|
*/
|
|
{
|
|
self->client->moveType = MT_WALK;
|
|
self->client->ps.velocity[0] = Q_irand( -10, -20 );
|
|
self->client->ps.velocity[1] = Q_irand( -10, -20 );
|
|
self->client->ps.velocity[2] = -100;
|
|
}
|
|
//self->takedamage = qfalse;
|
|
//self->client->ps.eFlags |= EF_NODRAW;
|
|
//self->contents = 0;
|
|
return;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
Interrogator_PartsMove
|
|
-------------------------
|
|
*/
|
|
void Interrogator_PartsMove(void)
|
|
{
|
|
// Syringe
|
|
if ( TIMER_Done(NPC,"syringeDelay") )
|
|
{
|
|
NPC->pos1[1] = AngleNormalize360( NPC->pos1[1]);
|
|
|
|
if ((NPC->pos1[1] < 60) || (NPC->pos1[1] > 300))
|
|
{
|
|
NPC->pos1[1]+=Q_irand( -20, 20 ); // Pitch
|
|
}
|
|
else if (NPC->pos1[1] > 180)
|
|
{
|
|
NPC->pos1[1]=Q_irand( 300, 360 ); // Pitch
|
|
}
|
|
else
|
|
{
|
|
NPC->pos1[1]=Q_irand( 0, 60 ); // Pitch
|
|
}
|
|
|
|
gi.G2API_SetBoneAnglesIndex( &NPC->ghoul2[NPC->playerModel], NPC->genericBone1, NPC->pos1, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
|
|
TIMER_Set( NPC, "syringeDelay", Q_irand( 100, 1000 ) );
|
|
}
|
|
|
|
// Scalpel
|
|
if ( TIMER_Done(NPC,"scalpelDelay") )
|
|
{
|
|
// Change pitch
|
|
if ( NPCInfo->localState == LSTATE_BLADEDOWN ) // Blade is moving down
|
|
{
|
|
NPC->pos2[0]-= 30;
|
|
if (NPC->pos2[0] < 180)
|
|
{
|
|
NPC->pos2[0] = 180;
|
|
NPCInfo->localState = LSTATE_BLADEUP; // Make it move up
|
|
}
|
|
}
|
|
else // Blade is coming back up
|
|
{
|
|
NPC->pos2[0]+= 30;
|
|
if (NPC->pos2[0] >= 360)
|
|
{
|
|
NPC->pos2[0] = 360;
|
|
NPCInfo->localState = LSTATE_BLADEDOWN; // Make it move down
|
|
TIMER_Set( NPC, "scalpelDelay", Q_irand( 100, 1000 ) );
|
|
}
|
|
}
|
|
|
|
NPC->pos2[0] = AngleNormalize360( NPC->pos2[0]);
|
|
gi.G2API_SetBoneAnglesIndex( &NPC->ghoul2[NPC->playerModel], NPC->genericBone2, NPC->pos2, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
|
|
}
|
|
|
|
// Claw
|
|
NPC->pos3[1] += Q_irand( 10, 30 );
|
|
NPC->pos3[1] = AngleNormalize360( NPC->pos3[1]);
|
|
gi.G2API_SetBoneAnglesIndex( &NPC->ghoul2[NPC->playerModel], NPC->genericBone3, NPC->pos3, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL );
|
|
|
|
}
|
|
|
|
#define VELOCITY_DECAY 0.85f
|
|
#define HUNTER_UPWARD_PUSH 2
|
|
|
|
/*
|
|
-------------------------
|
|
Interrogator_MaintainHeight
|
|
-------------------------
|
|
*/
|
|
void Interrogator_MaintainHeight( void )
|
|
{
|
|
float dif;
|
|
// vec3_t endPos;
|
|
// trace_t trace;
|
|
|
|
NPC->s.loopSound = G_SoundIndex( "sound/chars/interrogator/misc/torture_droid_lp" );
|
|
// Update our angles regardless
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
|
|
// If we have an enemy, we should try to hover at about enemy eye level
|
|
if ( NPC->enemy )
|
|
{
|
|
// Find the height difference
|
|
dif = (NPC->enemy->currentOrigin[2] + NPC->enemy->maxs[2]) - NPC->currentOrigin[2];
|
|
|
|
// cap to prevent dramatic height shifts
|
|
if ( fabs( dif ) > 2 )
|
|
{
|
|
if ( fabs( dif ) > 16 )
|
|
{
|
|
dif = ( dif < 0 ? -16 : 16 );
|
|
}
|
|
|
|
NPC->client->ps.velocity[2] = (NPC->client->ps.velocity[2]+dif)/2;
|
|
}
|
|
}
|
|
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
|
|
else if ( NPC->client->ps.velocity[2] )
|
|
{
|
|
NPC->client->ps.velocity[2] *= VELOCITY_DECAY;
|
|
|
|
if ( fabs( NPC->client->ps.velocity[2] ) < 1 )
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
#define HUNTER_STRAFE_VEL 32
|
|
#define HUNTER_STRAFE_DIS 200
|
|
/*
|
|
-------------------------
|
|
Interrogator_Strafe
|
|
-------------------------
|
|
*/
|
|
void Interrogator_Strafe( void )
|
|
{
|
|
int dir;
|
|
vec3_t end, right;
|
|
trace_t tr;
|
|
float dif;
|
|
|
|
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->currentOrigin, HUNTER_STRAFE_DIS * dir, right, end );
|
|
|
|
gi.trace( &tr, NPC->currentOrigin, NULL, NULL, end, NPC->s.number, MASK_SOLID );
|
|
|
|
// Close enough
|
|
if ( tr.fraction > 0.9f )
|
|
{
|
|
VectorMA( NPC->client->ps.velocity, HUNTER_STRAFE_VEL * dir, right, NPC->client->ps.velocity );
|
|
|
|
// Add a slight upward push
|
|
if ( NPC->enemy )
|
|
{
|
|
// Find the height difference
|
|
dif = (NPC->enemy->currentOrigin[2] + 32) - NPC->currentOrigin[2];
|
|
|
|
// cap to prevent dramatic height shifts
|
|
if ( fabs( dif ) > 8 )
|
|
{
|
|
dif = ( dif < 0 ? -HUNTER_UPWARD_PUSH : HUNTER_UPWARD_PUSH );
|
|
}
|
|
|
|
NPC->client->ps.velocity[2] += dif;
|
|
|
|
}
|
|
|
|
// Set the strafe start time
|
|
NPC->fx_time = level.time;
|
|
NPCInfo->standTime = level.time + 3000 + random() * 500;
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
Interrogator_Hunt
|
|
-------------------------`
|
|
*/
|
|
|
|
#define HUNTER_FORWARD_BASE_SPEED 10
|
|
#define HUNTER_FORWARD_MULTIPLIER 2
|
|
|
|
void Interrogator_Hunt( qboolean visible, qboolean advance )
|
|
{
|
|
float distance, speed;
|
|
vec3_t forward;
|
|
|
|
Interrogator_PartsMove();
|
|
|
|
NPC_FaceEnemy(qfalse);
|
|
|
|
//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 )
|
|
{
|
|
Interrogator_Strafe();
|
|
if ( NPCInfo->standTime > level.time )
|
|
{//successfully strafed
|
|
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 = 12;
|
|
|
|
NPC_MoveToGoal(qtrue);
|
|
return;
|
|
|
|
}
|
|
else
|
|
{
|
|
VectorSubtract( NPC->enemy->currentOrigin, NPC->currentOrigin, forward );
|
|
distance = VectorNormalize( forward );
|
|
}
|
|
|
|
speed = HUNTER_FORWARD_BASE_SPEED + HUNTER_FORWARD_MULTIPLIER * g_spskill->integer;
|
|
VectorMA( NPC->client->ps.velocity, speed, forward, NPC->client->ps.velocity );
|
|
}
|
|
|
|
#define MIN_DISTANCE 64
|
|
|
|
/*
|
|
-------------------------
|
|
Interrogator_Melee
|
|
-------------------------
|
|
*/
|
|
void Interrogator_Melee( qboolean visible, qboolean advance )
|
|
{
|
|
if ( TIMER_Done( NPC, "attackDelay" ) ) // Attack?
|
|
{
|
|
// Make sure that we are within the height range before we allow any damage to happen
|
|
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] )
|
|
{
|
|
TIMER_Set( NPC, "attackDelay", Q_irand( 500, 3000 ) );
|
|
G_Damage( NPC->enemy, NPC, NPC, 0, 0, 2, DAMAGE_NO_KNOCKBACK, MOD_MELEE );
|
|
|
|
NPC->enemy->client->poisonDamage = 18;
|
|
NPC->enemy->client->poisonTime = level.time + 1000;
|
|
|
|
// Drug our enemy up and do the wonky vision thing
|
|
gentity_t *tent = G_TempEntity( NPC->enemy->currentOrigin, EV_DRUGGED );
|
|
tent->owner = NPC->enemy;
|
|
|
|
G_Sound( NPC, G_SoundIndex( "sound/chars/interrogator/misc/torture_droid_inject.mp3" ));
|
|
}
|
|
}
|
|
|
|
if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
|
|
{
|
|
Interrogator_Hunt( visible, advance );
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
Interrogator_Attack
|
|
-------------------------
|
|
*/
|
|
void Interrogator_Attack( void )
|
|
{
|
|
// Always keep a good height off the ground
|
|
Interrogator_MaintainHeight();
|
|
|
|
//randomly talk
|
|
if ( TIMER_Done(NPC,"patrolNoise") )
|
|
{
|
|
if (TIMER_Done(NPC,"angerNoise"))
|
|
{
|
|
G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/probe/misc/talk.wav", Q_irand(1, 3)) );
|
|
|
|
TIMER_Set( NPC, "patrolNoise", Q_irand( 4000, 10000 ) );
|
|
}
|
|
}
|
|
|
|
// If we don't have an enemy, just idle
|
|
if ( NPC_CheckEnemyExt() == qfalse )
|
|
{
|
|
Interrogator_Idle();
|
|
return;
|
|
}
|
|
|
|
// Rate our distance to the target, and our visibilty
|
|
float distance = (int) DistanceHorizontalSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );
|
|
qboolean visible = NPC_ClearLOS( NPC->enemy );
|
|
qboolean advance = (qboolean)(distance > MIN_DISTANCE*MIN_DISTANCE );
|
|
|
|
if ( !visible )
|
|
{
|
|
advance = qtrue;
|
|
}
|
|
if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
|
|
{
|
|
Interrogator_Hunt( visible, advance );
|
|
}
|
|
|
|
NPC_FaceEnemy( qtrue );
|
|
|
|
if (!advance)
|
|
{
|
|
Interrogator_Melee( visible, advance );
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
Interrogator_Idle
|
|
-------------------------
|
|
*/
|
|
void Interrogator_Idle( void )
|
|
{
|
|
if ( NPC_CheckPlayerTeamStealth() )
|
|
{
|
|
G_SoundOnEnt( NPC, CHAN_AUTO, "sound/chars/mark1/misc/anger.wav" );
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
return;
|
|
}
|
|
|
|
Interrogator_MaintainHeight();
|
|
|
|
NPC_BSIdle();
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_BSInterrogator_Default
|
|
-------------------------
|
|
*/
|
|
void NPC_BSInterrogator_Default( void )
|
|
{
|
|
//NPC->e_DieFunc = dieF_Interrogator_die;
|
|
|
|
if ( NPC->enemy )
|
|
{
|
|
Interrogator_Attack();
|
|
}
|
|
else
|
|
{
|
|
Interrogator_Idle();
|
|
}
|
|
|
|
} |