mirror of
https://github.com/ioquake/jedi-academy.git
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315 lines
7.1 KiB
C++
315 lines
7.1 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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#define MIN_MELEE_RANGE 640
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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//G2SURFACEFLAG_NODESCENDANTS
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#define LEFT_ARM_HEALTH 40
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#define RIGHT_ARM_HEALTH 40
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/*
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-------------------------
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NPC_ATST_Precache
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-------------------------
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*/
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void NPC_ATST_Precache(void)
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{
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G_SoundIndex( "sound/chars/atst/atst_damaged1" );
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G_SoundIndex( "sound/chars/atst/atst_damaged2" );
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RegisterItem( FindItemForWeapon( WP_ATST_MAIN )); //precache the weapon
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RegisterItem( FindItemForWeapon( WP_BOWCASTER )); //precache the weapon
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RegisterItem( FindItemForWeapon( WP_ROCKET_LAUNCHER )); //precache the weapon
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G_EffectIndex( "env/med_explode2" );
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// G_EffectIndex( "smaller_chunks" );
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G_EffectIndex( "blaster/smoke_bolton" );
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G_EffectIndex( "explosions/droidexplosion1" );
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}
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//-----------------------------------------------------------------
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static void ATST_PlayEffect( gentity_t *self, const int boltID, const char *fx )
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{
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if ( boltID >=0 && fx && fx[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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boltID,
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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( fx, org, dir );
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}
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}
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/*
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-------------------------
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G_ATSTCheckPain
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Called by NPC's and player in an ATST
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-------------------------
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*/
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void G_ATSTCheckPain( gentity_t *self, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc )
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{
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int newBolt;
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if ( rand() & 1 )
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{
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G_SoundOnEnt( self, CHAN_LESS_ATTEN, "sound/chars/atst/atst_damaged1" );
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}
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else
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{
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G_SoundOnEnt( self, CHAN_LESS_ATTEN, "sound/chars/atst/atst_damaged2" );
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}
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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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// G_PlayEffect( "small_chunks", self->playerModel, self->genericBolt1, self->s.number);
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ATST_PlayEffect( self, self->genericBolt1, "env/med_explode2" );
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G_PlayEffect( G_EffectIndex("blaster/smoke_bolton"), self->playerModel, newBolt, self->s.number, point);
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}
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gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "head_light_blaster_cann", TURN_OFF );
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}
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}
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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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ATST_PlayEffect( self, self->genericBolt2, "env/med_explode2" );
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G_PlayEffect( G_EffectIndex("blaster/smoke_bolton"), self->playerModel, newBolt, self->s.number, point);
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}
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gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "head_concussion_charger", TURN_OFF );
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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_ATST_Pain
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-------------------------
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*/
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void NPC_ATST_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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G_ATSTCheckPain( self, other, point, damage, mod, hitLoc );
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NPC_Pain( self, inflictor, other, point, damage, mod );
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}
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/*
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-------------------------
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ATST_Hunt
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-------------------------`
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*/
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void ATST_Hunt( qboolean visible, qboolean advance )
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{
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if ( NPCInfo->goalEntity == NULL )
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{//hunt
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NPCInfo->goalEntity = NPC->enemy;
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}
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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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ATST_Ranged
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-------------------------
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*/
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void ATST_Ranged( qboolean visible, qboolean advance, qboolean altAttack )
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{
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if ( TIMER_Done( NPC, "atkDelay" ) && visible ) // Attack?
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{
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TIMER_Set( NPC, "atkDelay", Q_irand( 500, 3000 ) );
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if (altAttack)
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{
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ucmd.buttons |= BUTTON_ATTACK|BUTTON_ALT_ATTACK;
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}
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else
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{
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ucmd.buttons |= BUTTON_ATTACK;
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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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ATST_Hunt( visible, advance );
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}
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}
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/*
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-------------------------
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ATST_Attack
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-------------------------
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*/
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void ATST_Attack( void )
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{
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qboolean altAttack=qfalse;
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int blasterTest,chargerTest,weapon;
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if ( NPC_CheckEnemyExt() == qfalse )//!NPC->enemy )//
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{
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NPC->enemy = NULL;
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return;
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}
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NPC_FaceEnemy( qtrue );
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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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distance_e distRate = ( distance > MIN_MELEE_RANGE_SQR ) ? DIST_LONG : DIST_MELEE;
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qboolean visible = NPC_ClearLOS( NPC->enemy );
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qboolean advance = (qboolean)(distance > MIN_DISTANCE_SQR);
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// If we cannot see our target, move to see it
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if ( visible == qfalse )
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{
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if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
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{
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ATST_Hunt( visible, advance );
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return;
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}
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}
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// Decide what type of attack to do
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switch ( distRate )
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{
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case DIST_MELEE:
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NPC_ChangeWeapon( WP_ATST_MAIN );
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break;
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case DIST_LONG:
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NPC_ChangeWeapon( WP_ATST_SIDE );
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// See if the side weapons are there
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blasterTest = gi.G2API_GetSurfaceRenderStatus( &NPC->ghoul2[NPC->playerModel], "head_light_blaster_cann" );
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chargerTest = gi.G2API_GetSurfaceRenderStatus( &NPC->ghoul2[NPC->playerModel], "head_concussion_charger" );
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// It has both side weapons
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if (!(blasterTest & TURN_OFF) && !(chargerTest & TURN_OFF))
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{
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weapon = Q_irand( 0, 1); // 0 is blaster, 1 is charger (ALT SIDE)
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if (weapon) // Fire charger
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{
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altAttack = qtrue;
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}
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else
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{
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altAttack = qfalse;
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}
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}
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else if (!(blasterTest & TURN_OFF)) // Blaster is on
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{
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altAttack = qfalse;
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}
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else if (!(chargerTest & TURN_OFF)) // Blaster is on
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{
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altAttack = qtrue;
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}
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else
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{
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NPC_ChangeWeapon( WP_NONE );
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}
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break;
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}
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NPC_FaceEnemy( qtrue );
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ATST_Ranged( visible, advance,altAttack );
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}
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/*
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-------------------------
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ATST_Patrol
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-------------------------
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*/
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void ATST_Patrol( void )
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{
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if ( NPC_CheckPlayerTeamStealth() )
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{
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NPC_UpdateAngles( qtrue, qtrue );
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return;
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}
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//If we have somewhere to go, then do that
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if (!NPC->enemy)
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{
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if ( UpdateGoal() )
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{
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ucmd.buttons |= BUTTON_WALKING;
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NPC_MoveToGoal( qtrue );
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NPC_UpdateAngles( qtrue, qtrue );
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}
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}
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}
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/*
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-------------------------
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ATST_Idle
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-------------------------
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*/
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void ATST_Idle( void )
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{
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NPC_BSIdle();
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NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_STAND1, SETANIM_FLAG_NORMAL );
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}
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/*
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-------------------------
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NPC_BSDroid_Default
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-------------------------
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*/
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void NPC_BSATST_Default( void )
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{
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if ( NPC->enemy )
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{
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if( (NPCInfo->scriptFlags & SCF_CHASE_ENEMIES) )
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{
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NPCInfo->goalEntity = NPC->enemy;
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}
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ATST_Attack();
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}
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else if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
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{
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ATST_Patrol();
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}
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else
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{
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ATST_Idle();
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}
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}
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