mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-23 04:33:12 +00:00
389 lines
8 KiB
C
389 lines
8 KiB
C
#include "b_local.h"
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#include "g_nav.h"
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void Remote_Strafe( void );
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#define VELOCITY_DECAY 0.85f
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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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};
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void Remote_Idle( void );
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void NPC_Remote_Precache(void)
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{
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G_SoundIndex("sound/chars/remote/misc/fire.wav");
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G_SoundIndex( "sound/chars/remote/misc/hiss.wav");
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G_EffectIndex( "env/small_explode");
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}
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/*
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-------------------------
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NPC_Remote_Pain
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-------------------------
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*/
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void NPC_Remote_Pain(gentity_t *self, gentity_t *attacker, int damage)
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{
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SaveNPCGlobals();
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SetNPCGlobals( self );
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Remote_Strafe();
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RestoreNPCGlobals();
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NPC_Pain( self, attacker, damage );
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}
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/*
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-------------------------
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Remote_MaintainHeight
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-------------------------
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*/
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void Remote_MaintainHeight( void )
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{
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float dif;
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// Update our angles regardless
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NPC_UpdateAngles( qtrue, qtrue );
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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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// If we have an enemy, we should try to hover at or a little below enemy eye level
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if ( NPC->enemy )
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{
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if (TIMER_Done( NPC, "heightChange"))
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{
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TIMER_Set( NPC,"heightChange",Q_irand( 1000, 3000 ));
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// Find the height difference
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dif = (NPC->enemy->r.currentOrigin[2] + Q_irand( 0, NPC->enemy->r.maxs[2]+8 )) - NPC->r.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 ) > 24 )
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{
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dif = ( dif < 0 ? -24 : 24 );
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}
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dif *= 10;
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NPC->client->ps.velocity[2] = (NPC->client->ps.velocity[2]+dif)/2;
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// NPC->fx_time = level.time;
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G_Sound( NPC, CHAN_AUTO, G_SoundIndex("sound/chars/remote/misc/hiss.wav"));
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}
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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->r.currentOrigin[2] - NPC->r.currentOrigin[2];
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if ( fabs( dif ) > 24 )
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{
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dif = ( dif < 0 ? -24 : 24 );
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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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}
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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 REMOTE_STRAFE_VEL 256
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#define REMOTE_STRAFE_DIS 200
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#define REMOTE_UPWARD_PUSH 32
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/*
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-------------------------
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Remote_Strafe
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-------------------------
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*/
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void Remote_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->r.currentOrigin, REMOTE_STRAFE_DIS * dir, right, end );
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trap_Trace( &tr, NPC->r.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, REMOTE_STRAFE_VEL * dir, right, NPC->client->ps.velocity );
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G_Sound( NPC, CHAN_AUTO, G_SoundIndex("sound/chars/remote/misc/hiss.wav"));
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// Add a slight upward push
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NPC->client->ps.velocity[2] += REMOTE_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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#define REMOTE_FORWARD_BASE_SPEED 10
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#define REMOTE_FORWARD_MULTIPLIER 5
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/*
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-------------------------
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Remote_Hunt
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-------------------------
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*/
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void Remote_Hunt( qboolean visible, qboolean advance, qboolean retreat )
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{
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float distance, speed;
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vec3_t forward;
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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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Remote_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 && visible == qtrue )
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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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//Get our direction from the navigator if we can't see our target
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if ( NPC_GetMoveDirection( forward, &distance ) == qfalse )
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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->r.currentOrigin, NPC->r.currentOrigin, forward );
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distance = VectorNormalize( forward );
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}
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speed = REMOTE_FORWARD_BASE_SPEED + REMOTE_FORWARD_MULTIPLIER * g_spskill.integer;
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if ( retreat == qtrue )
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{
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speed *= -1;
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}
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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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Remote_Fire
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-------------------------
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*/
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void Remote_Fire (void)
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{
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vec3_t delta1, enemy_org1, muzzle1;
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vec3_t 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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CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_org1 );
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VectorCopy( NPC->r.currentOrigin, muzzle1 );
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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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missile = CreateMissile( NPC->r.currentOrigin, forward, 1000, 10000, NPC, qfalse );
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G_PlayEffectID( G_EffectIndex("bryar/muzzle_flash"), NPC->r.currentOrigin, forward );
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missile->classname = "briar";
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missile->s.weapon = WP_BRYAR_PISTOL;
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missile->damage = 10;
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missile->dflags = DAMAGE_DEATH_KNOCKBACK;
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missile->methodOfDeath = MOD_BRYAR_PISTOL;
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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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Remote_Ranged
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-------------------------
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*/
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void Remote_Ranged( qboolean visible, qboolean advance, qboolean retreat )
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{
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if ( TIMER_Done( NPC, "attackDelay" ) ) // Attack?
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{
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TIMER_Set( NPC, "attackDelay", Q_irand( 500, 3000 ) );
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Remote_Fire();
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}
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if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
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{
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Remote_Hunt( visible, advance, retreat );
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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 80
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#define MIN_DISTANCE_SQR ( MIN_DISTANCE * MIN_DISTANCE )
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/*
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-------------------------
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Remote_Attack
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-------------------------
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*/
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void Remote_Attack( void )
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{
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float distance;
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qboolean visible;
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float idealDist;
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qboolean advance;
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qboolean retreat;
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if ( TIMER_Done(NPC,"spin") )
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{
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TIMER_Set( NPC, "spin", Q_irand( 250, 1500 ) );
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NPCInfo->desiredYaw += Q_irand( -200, 200 );
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}
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// Always keep a good height off the ground
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Remote_MaintainHeight();
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// If we don't have an enemy, just idle
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if ( NPC_CheckEnemyExt(qfalse) == qfalse )
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{
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Remote_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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distance = (int) DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );
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visible = NPC_ClearLOS4( NPC->enemy );
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idealDist = MIN_DISTANCE_SQR+(MIN_DISTANCE_SQR*flrand( 0, 1 ));
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advance = (qboolean)(distance > idealDist*1.25);
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retreat = (qboolean)(distance < idealDist*0.75);
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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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Remote_Hunt( visible, advance, retreat );
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return;
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}
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}
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Remote_Ranged( visible, advance, retreat );
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}
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/*
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-------------------------
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Remote_Idle
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-------------------------
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*/
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void Remote_Idle( void )
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{
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Remote_MaintainHeight();
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NPC_BSIdle();
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}
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/*
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-------------------------
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Remote_Patrol
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-------------------------
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*/
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void Remote_Patrol( void )
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{
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Remote_MaintainHeight();
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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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//start loop sound once we move
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ucmd.buttons |= BUTTON_WALKING;
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NPC_MoveToGoal( qtrue );
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}
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}
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NPC_UpdateAngles( qtrue, qtrue );
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}
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/*
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-------------------------
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NPC_BSRemote_Default
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-------------------------
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*/
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void NPC_BSRemote_Default( void )
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{
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if ( NPC->enemy )
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{
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Remote_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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Remote_Patrol();
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}
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else
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{
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Remote_Idle();
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}
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}
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