mirror of
https://github.com/ioquake/jedi-outcast.git
synced 2024-11-10 23:32:20 +00:00
558 lines
13 KiB
C++
558 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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#define MIN_DISTANCE 256
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#define MIN_DISTANCE_SQR ( MIN_DISTANCE * MIN_DISTANCE )
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#define SENTRY_FORWARD_BASE_SPEED 10
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#define SENTRY_FORWARD_MULTIPLIER 5
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#define SENTRY_VELOCITY_DECAY 0.85f
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#define SENTRY_STRAFE_VEL 256
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#define SENTRY_STRAFE_DIS 200
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#define SENTRY_UPWARD_PUSH 32
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#define SENTRY_HOVER_HEIGHT 24
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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_ASLEEP,
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LSTATE_WAKEUP,
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LSTATE_ACTIVE,
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LSTATE_POWERING_UP,
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LSTATE_ATTACKING,
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};
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/*
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-------------------------
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NPC_Sentry_Precache
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-------------------------
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*/
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void NPC_Sentry_Precache(void)
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{
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G_SoundIndex( "sound/chars/sentry/misc/death.wav");
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G_SoundIndex( "sound/chars/sentry/misc/hover.wav");
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G_SoundIndex( "sound/chars/sentry/misc/pain01.wav");
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G_SoundIndex( "sound/chars/sentry/misc/shieldsopen.wav");
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// G_SoundIndex( "sound/chars/sentry/misc/shoot.wav");
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for ( int i = 1; i < 4; i++)
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{
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G_SoundIndex( va( "sound/chars/sentry/misc/talk%d.wav", i ) );
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}
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G_EffectIndex( "bryar/muzzle_flash");
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G_EffectIndex( "env/med_explosion");
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RegisterItem( FindItemForAmmo( AMMO_BLASTER ));
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}
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/*
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================
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sentry_use
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================
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*/
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void sentry_use( gentity_t *self, gentity_t *other, gentity_t *activator)
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{
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G_ActivateBehavior(self,BSET_USE);
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self->flags &= ~FL_SHIELDED;
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NPC_SetAnim( self, SETANIM_BOTH, BOTH_POWERUP1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
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self->NPC->localState = LSTATE_WAKEUP;
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}
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/*
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-------------------------
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NPC_Sentry_Pain
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-------------------------
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*/
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void NPC_Sentry_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, vec3_t point, int damage, int mod,int hitLoc )
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{
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NPC_Pain( self, inflictor, other, point, damage, mod );
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if ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT )
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{
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self->NPC->burstCount = 0;
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TIMER_Set( self, "attackDelay", Q_irand( 9000, 12000) );
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self->flags |= FL_SHIELDED;
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NPC_SetAnim( self, SETANIM_BOTH, BOTH_FLY_SHIELDED, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
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G_Sound( self, G_SoundIndex( "sound/chars/turret/shutdown.wav" ));
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self->NPC->localState = LSTATE_ACTIVE;
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}
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// You got hit, go after the enemy
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// if (self->NPC->localState == LSTATE_ASLEEP)
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// {
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// G_Sound( self, G_SoundIndex("sound/chars/sentry/misc/shieldsopen.wav"));
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//
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// self->flags &= ~FL_SHIELDED;
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// NPC_SetAnim( self, SETANIM_BOTH, BOTH_POWERUP1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
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// self->NPC->localState = LSTATE_WAKEUP;
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// }
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}
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/*
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-------------------------
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Sentry_Fire
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-------------------------
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*/
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void Sentry_Fire (void)
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{
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vec3_t muzzle;
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static vec3_t forward, vright, up;
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gentity_t *missile;
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mdxaBone_t boltMatrix;
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int bolt;
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NPC->flags &= ~FL_SHIELDED;
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if ( NPCInfo->localState == LSTATE_POWERING_UP )
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{
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if ( TIMER_Done( NPC, "powerup" ))
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{
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NPCInfo->localState = LSTATE_ATTACKING;
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NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
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}
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else
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{
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// can't do anything right now
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return;
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}
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}
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else if ( NPCInfo->localState == LSTATE_ACTIVE )
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{
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NPCInfo->localState = LSTATE_POWERING_UP;
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G_Sound( NPC, G_SoundIndex( "sound/chars/turret/startup.wav" ));
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NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_POWERUP1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
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TIMER_Set( NPC, "powerup", 250 );
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return;
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}
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else if ( NPCInfo->localState != LSTATE_ATTACKING )
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{
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// bad because we are uninitialized
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NPCInfo->localState = LSTATE_ACTIVE;
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return;
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}
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// Which muzzle to fire from?
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int which = NPCInfo->burstCount % 3;
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switch( which )
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{
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case 0:
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bolt = NPC->genericBolt1;
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break;
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case 1:
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bolt = NPC->genericBolt2;
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break;
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case 2:
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default:
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bolt = NPC->genericBolt3;
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}
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gi.G2API_GetBoltMatrix( NPC->ghoul2, NPC->playerModel,
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bolt,
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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, muzzle );
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AngleVectors( NPC->currentAngles, forward, vright, up );
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// G_Sound( NPC, G_SoundIndex("sound/chars/sentry/misc/shoot.wav"));
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G_PlayEffect( "bryar/muzzle_flash", muzzle, forward );
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missile = CreateMissile( muzzle, 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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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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NPCInfo->burstCount++;
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NPC->attackDebounceTime = level.time + 50;
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missile->damage = 5;
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// now scale for difficulty
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if ( g_spskill->integer == 0 )
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{
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NPC->attackDebounceTime += 200;
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missile->damage = 1;
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}
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else if ( g_spskill->integer == 1 )
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{
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NPC->attackDebounceTime += 100;
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missile->damage = 3;
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}
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}
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/*
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-------------------------
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Sentry_MaintainHeight
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-------------------------
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*/
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void Sentry_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 we have an enemy, we should try to hover at about enemy eye level
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if ( NPC->enemy )
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{
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// Find the height difference
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dif = (NPC->enemy->currentOrigin[2]+NPC->enemy->maxs[2]) - NPC->currentOrigin[2];
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// cap to prevent dramatic height shifts
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if ( fabs( dif ) > 8 )
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{
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if ( fabs( dif ) > SENTRY_HOVER_HEIGHT )
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{
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dif = ( dif < 0 ? -24 : 24 );
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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 ) > SENTRY_HOVER_HEIGHT )
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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] *= SENTRY_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 to Z
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else if ( NPC->client->ps.velocity[2] )
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{
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NPC->client->ps.velocity[2] *= SENTRY_VELOCITY_DECAY;
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if ( fabs( NPC->client->ps.velocity[2] ) < 1 )
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{
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NPC->client->ps.velocity[2] = 0;
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}
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}
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}
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// Apply friction
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if ( NPC->client->ps.velocity[0] )
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{
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NPC->client->ps.velocity[0] *= SENTRY_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] *= SENTRY_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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NPC_FaceEnemy( qtrue );
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}
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/*
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-------------------------
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Sentry_Idle
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-------------------------
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*/
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void Sentry_Idle( void )
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{
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Sentry_MaintainHeight();
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// Is he waking up?
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if (NPCInfo->localState == LSTATE_WAKEUP)
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{
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if (NPC->client->ps.torsoAnimTimer<=0)
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{
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NPCInfo->scriptFlags |= SCF_LOOK_FOR_ENEMIES;
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NPCInfo->burstCount = 0;
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}
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}
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else
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{
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NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_SLEEP1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
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NPC->flags |= FL_SHIELDED;
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NPC_BSIdle();
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}
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}
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/*
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-------------------------
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Sentry_Strafe
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-------------------------
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*/
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void Sentry_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, SENTRY_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, SENTRY_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] += SENTRY_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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Sentry_Hunt
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-------------------------
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*/
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void Sentry_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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//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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Sentry_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 && visible )
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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->currentOrigin, NPC->currentOrigin, forward );
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distance = VectorNormalize( forward );
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}
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speed = SENTRY_FORWARD_BASE_SPEED + SENTRY_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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Sentry_RangedAttack
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-------------------------
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*/
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void Sentry_RangedAttack( qboolean visible, qboolean advance )
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{
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if ( TIMER_Done( NPC, "attackDelay" ) && NPC->attackDebounceTime < level.time && visible ) // Attack?
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{
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if ( NPCInfo->burstCount > 6 )
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{
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NPCInfo->localState = LSTATE_ACTIVE;
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NPCInfo->burstCount = 0;
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TIMER_Set( NPC, "attackDelay", Q_irand( 2000, 3500) );
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NPC->flags |= FL_SHIELDED;
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NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_FLY_SHIELDED, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
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G_Sound( NPC, G_SoundIndex( "sound/chars/turret/shutdown.wav" ));
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}
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else
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{
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Sentry_Fire();
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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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Sentry_Hunt( visible, advance );
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}
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}
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/*
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-------------------------
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Sentry_AttackDecision
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-------------------------
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*/
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void Sentry_AttackDecision( void )
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{
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// Always keep a good height off the ground
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Sentry_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_Sound( NPC, G_SoundIndex(va("sound/chars/sentry/misc/talk%d.wav", Q_irand(1, 3))));
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TIMER_Set( NPC, "patrolNoise", Q_irand( 4000, 10000 ) );
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}
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}
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// He's dead.
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if (NPC->enemy->health<1)
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{
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NPC->enemy = NULL;
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Sentry_Idle();
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return;
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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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Sentry_Idle();
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return;
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}
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// Rate our distance to the target and visibilty
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float distance = (int) DistanceHorizontalSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );
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qboolean visible = NPC_ClearLOS( NPC->enemy );
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qboolean advance = (qboolean)(distance > MIN_DISTANCE_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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Sentry_Hunt( visible, advance );
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return;
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}
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}
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NPC_FaceEnemy( qtrue );
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Sentry_RangedAttack( visible, advance );
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}
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qboolean NPC_CheckPlayerTeamStealth( void );
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/*
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-------------------------
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NPC_Sentry_Patrol
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-------------------------
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*/
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void NPC_Sentry_Patrol( void )
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{
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Sentry_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 ( NPC_CheckPlayerTeamStealth() )
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{
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//NPC_AngerSound();
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NPC_UpdateAngles( qtrue, qtrue );
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return;
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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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NPC->s.loopSound = G_SoundIndex( "sound/chars/sentry/misc/hover.wav" );
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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_Sound( NPC, G_SoundIndex(va("sound/chars/sentry/misc/talk%d.wav", 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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NPC_UpdateAngles( qtrue, qtrue );
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}
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/*
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-------------------------
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NPC_BSSentry_Default
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-------------------------
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*/
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void NPC_BSSentry_Default( void )
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{
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if ( NPC->targetname )
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{
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NPC->e_UseFunc = useF_sentry_use;
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}
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|
|
// Don't attack if waking up or if no enemy
|
|
if (( NPC->enemy ) && (NPCInfo->localState != LSTATE_WAKEUP))
|
|
{
|
|
Sentry_AttackDecision();
|
|
}
|
|
else if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
|
|
{
|
|
NPC_Sentry_Patrol();
|
|
}
|
|
else
|
|
{
|
|
Sentry_Idle();
|
|
}
|
|
}
|