mirror of
https://github.com/ioquake/jedi-academy.git
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597 lines
13 KiB
C++
597 lines
13 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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gentity_t *CreateMissile( vec3_t org, vec3_t dir, float vel, int life, gentity_t *owner, qboolean altFire = qfalse );
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extern gitem_t *FindItemForAmmo( ammo_t ammo );
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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_BACKINGUP,
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LSTATE_SPINNING,
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LSTATE_PAIN,
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LSTATE_DROP
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};
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void ImperialProbe_Idle( void );
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void NPC_Probe_Precache(void)
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{
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for ( int i = 1; i < 4; i++)
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{
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G_SoundIndex( va( "sound/chars/probe/misc/probetalk%d", i ) );
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}
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G_SoundIndex( "sound/chars/probe/misc/probedroidloop" );
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G_SoundIndex("sound/chars/probe/misc/anger1");
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G_SoundIndex("sound/chars/probe/misc/fire");
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G_EffectIndex( "chunks/probehead" );
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G_EffectIndex( "env/med_explode2" );
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G_EffectIndex( "explosions/probeexplosion1");
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G_EffectIndex( "bryar/muzzle_flash" );
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RegisterItem( FindItemForAmmo( AMMO_BLASTER ));
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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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Hunter_MaintainHeight
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-------------------------
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*/
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#define VELOCITY_DECAY 0.85f
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void ImperialProbe_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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// 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->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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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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// Stay at a given height until we take on an enemy
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/* VectorSet( endPos, NPC->currentOrigin[0], NPC->currentOrigin[1], NPC->currentOrigin[2] - 512 );
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gi.trace( &trace, NPC->currentOrigin, NULL, NULL, endPos, NPC->s.number, MASK_SOLID );
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if ( trace.fraction != 1.0f )
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{
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float length = ( trace.fraction * 512 );
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if ( length < 80 )
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{
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ucmd.upmove = 32;
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}
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else if ( length > 120 )
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{
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ucmd.upmove = -32;
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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] ) < 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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} */
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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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/*
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-------------------------
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ImperialProbe_Strafe
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-------------------------
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*/
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#define HUNTER_STRAFE_VEL 256
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#define HUNTER_STRAFE_DIS 200
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#define HUNTER_UPWARD_PUSH 32
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void ImperialProbe_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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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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NPC->client->ps.velocity[2] += HUNTER_UPWARD_PUSH;
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// Set the strafe start time so we can do a controlled roll
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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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ImperialProbe_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 5
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void ImperialProbe_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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NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
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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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ImperialProbe_Strafe();
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return;
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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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/*
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-------------------------
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ImperialProbe_FireBlaster
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-------------------------
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*/
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void ImperialProbe_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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//FIXME: use {0, NPC->client->ps.legsYaw, 0}
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gi.G2API_GetBoltMatrix( NPC->ghoul2, NPC->playerModel,
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NPC->genericBolt1,
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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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G_PlayEffect( "bryar/muzzle_flash", muzzle1 );
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G_Sound( NPC, G_SoundIndex( "sound/chars/probe/misc/fire" ));
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if (NPC->health)
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{
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CalcEntitySpot( NPC->enemy, SPOT_CHEST, enemy_org1 );
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enemy_org1[0]+= Q_irand(0,10);
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enemy_org1[1]+= Q_irand(0,10);
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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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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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if ( g_spskill->integer <= 1 )
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{
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missile->damage = 5;
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}
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else
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{
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missile->damage = 10;
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}
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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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ImperialProbe_Ranged
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-------------------------
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*/
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void ImperialProbe_Ranged( qboolean visible, qboolean advance )
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{
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int delay_min,delay_max;
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if ( TIMER_Done( NPC, "attackDelay" ) ) // Attack?
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{
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if ( g_spskill->integer == 0 )
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{
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delay_min = 500;
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delay_max = 3000;
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}
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else if ( g_spskill->integer > 1 )
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{
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delay_min = 500;
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delay_max = 2000;
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}
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else
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{
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delay_min = 300;
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delay_max = 1500;
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}
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TIMER_Set( NPC, "attackDelay", Q_irand( 500, 3000 ) );
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ImperialProbe_FireBlaster();
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// ucmd.buttons |= BUTTON_ATTACK;
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}
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if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
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{
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ImperialProbe_Hunt( visible, advance );
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}
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}
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/*
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-------------------------
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ImperialProbe_AttackDecision
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-------------------------
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*/
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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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void ImperialProbe_AttackDecision( void )
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{
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// Always keep a good height off the ground
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ImperialProbe_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/probetalk%d", 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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ImperialProbe_Idle();
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return;
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}
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NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1, SETANIM_FLAG_NORMAL);
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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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ImperialProbe_Hunt( visible, advance );
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return;
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}
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}
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// Sometimes I have problems with facing the enemy I'm attacking, so force the issue so I don't look dumb
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NPC_FaceEnemy( qtrue );
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// Decide what type of attack to do
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ImperialProbe_Ranged( visible, advance );
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}
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/*
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-------------------------
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NPC_BSDroid_Pain
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-------------------------
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*/
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void NPC_Probe_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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float pain_chance;
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VectorCopy( self->NPC->lastPathAngles, self->s.angles );
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if ( self->health < 30 || mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT ) // demp2 always messes them up real good
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{
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vec3_t endPos;
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trace_t trace;
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VectorSet( endPos, self->currentOrigin[0], self->currentOrigin[1], self->currentOrigin[2] - 128 );
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gi.trace( &trace, self->currentOrigin, NULL, NULL, endPos, self->s.number, MASK_SOLID );
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if ( trace.fraction == 1.0f || mod == MOD_DEMP2 ) // demp2 always does this
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{
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if (self->client->clientInfo.headModel != 0)
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{
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vec3_t origin;
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VectorCopy(self->currentOrigin,origin);
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origin[2] +=50;
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// G_PlayEffect( "small_chunks", origin );
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G_PlayEffect( "chunks/probehead", origin );
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G_PlayEffect( "env/med_explode2", origin );
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self->client->clientInfo.headModel = 0;
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self->client->moveType = MT_RUNJUMP;
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self->client->ps.gravity = g_gravity->value*.1;
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}
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if ( (mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT) && other )
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{
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vec3_t dir;
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NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
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VectorSubtract( self->currentOrigin, other->currentOrigin, dir );
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VectorNormalize( dir );
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VectorMA( self->client->ps.velocity, 550, dir, self->client->ps.velocity );
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self->client->ps.velocity[2] -= 127;
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}
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self->s.powerups |= ( 1 << PW_SHOCKED );
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self->client->ps.powerups[PW_SHOCKED] = level.time + 3000;
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self->NPC->localState = LSTATE_DROP;
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}
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}
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else
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{
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pain_chance = NPC_GetPainChance( self, damage );
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if ( random() < pain_chance ) // Spin around in pain?
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{
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NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE);
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}
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}
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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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ImperialProbe_Idle
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-------------------------
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*/
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void ImperialProbe_Idle( void )
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{
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ImperialProbe_MaintainHeight();
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NPC_BSIdle();
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}
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/*
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-------------------------
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NPC_BSImperialProbe_Patrol
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-------------------------
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*/
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void ImperialProbe_Patrol( void )
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{
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ImperialProbe_MaintainHeight();
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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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NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1, SETANIM_FLAG_NORMAL );
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if ( UpdateGoal() )
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{
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//start loop sound once we move
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NPC->s.loopSound = G_SoundIndex( "sound/chars/probe/misc/probedroidloop" );
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ucmd.buttons |= BUTTON_WALKING;
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NPC_MoveToGoal( qtrue );
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}
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//randomly talk
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if (TIMER_Done(NPC,"patrolNoise"))
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{
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G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/probe/misc/probetalk%d", Q_irand(1, 3)) );
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TIMER_Set( NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
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}
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}
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else // He's got an enemy. Make him angry.
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{
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G_SoundOnEnt( NPC, CHAN_AUTO, "sound/chars/probe/misc/anger1" );
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TIMER_Set( NPC, "angerNoise", Q_irand( 2000, 4000 ) );
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//NPCInfo->behaviorState = BS_HUNT_AND_KILL;
|
|
}
|
|
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
ImperialProbe_Wait
|
|
-------------------------
|
|
*/
|
|
void ImperialProbe_Wait(void)
|
|
{
|
|
if ( NPCInfo->localState == LSTATE_DROP )
|
|
{
|
|
vec3_t endPos;
|
|
trace_t trace;
|
|
|
|
NPCInfo->desiredYaw = AngleNormalize360( NPCInfo->desiredYaw + 25 );
|
|
|
|
VectorSet( endPos, NPC->currentOrigin[0], NPC->currentOrigin[1], NPC->currentOrigin[2] - 32 );
|
|
gi.trace( &trace, NPC->currentOrigin, NULL, NULL, endPos, NPC->s.number, MASK_SOLID );
|
|
|
|
if ( trace.fraction != 1.0f )
|
|
{
|
|
G_Damage(NPC, NPC->enemy, NPC->enemy, NULL, NULL, 2000, 0,MOD_UNKNOWN);
|
|
}
|
|
}
|
|
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_BSImperialProbe_Default
|
|
-------------------------
|
|
*/
|
|
void NPC_BSImperialProbe_Default( void )
|
|
{
|
|
|
|
if ( NPC->enemy )
|
|
{
|
|
NPCInfo->goalEntity = NPC->enemy;
|
|
ImperialProbe_AttackDecision();
|
|
}
|
|
else if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
|
|
{
|
|
ImperialProbe_Patrol();
|
|
}
|
|
else if ( NPCInfo->localState == LSTATE_DROP )
|
|
{
|
|
ImperialProbe_Wait();
|
|
}
|
|
else
|
|
{
|
|
ImperialProbe_Idle();
|
|
}
|
|
}
|