jediacademy/codemp/game/NPC_AI_Remote.c

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2013-04-04 22:35:38 +00:00
#include "b_local.h"
#include "g_nav.h"
void Remote_Strafe( void );
#define VELOCITY_DECAY 0.85f
//Local state enums
enum
{
LSTATE_NONE = 0,
};
void Remote_Idle( void );
void NPC_Remote_Precache(void)
{
G_SoundIndex("sound/chars/remote/misc/fire.wav");
G_SoundIndex( "sound/chars/remote/misc/hiss.wav");
G_EffectIndex( "env/small_explode");
}
/*
-------------------------
NPC_Remote_Pain
-------------------------
*/
void NPC_Remote_Pain(gentity_t *self, gentity_t *attacker, int damage)
{
SaveNPCGlobals();
SetNPCGlobals( self );
Remote_Strafe();
RestoreNPCGlobals();
NPC_Pain( self, attacker, damage );
}
/*
-------------------------
Remote_MaintainHeight
-------------------------
*/
void Remote_MaintainHeight( void )
{
float dif;
// Update our angles regardless
NPC_UpdateAngles( qtrue, qtrue );
if ( NPC->client->ps.velocity[2] )
{
NPC->client->ps.velocity[2] *= VELOCITY_DECAY;
if ( fabs( NPC->client->ps.velocity[2] ) < 2 )
{
NPC->client->ps.velocity[2] = 0;
}
}
// If we have an enemy, we should try to hover at or a little below enemy eye level
if ( NPC->enemy )
{
if (TIMER_Done( NPC, "heightChange"))
{
TIMER_Set( NPC,"heightChange",Q_irand( 1000, 3000 ));
// Find the height difference
dif = (NPC->enemy->r.currentOrigin[2] + Q_irand( 0, NPC->enemy->r.maxs[2]+8 )) - NPC->r.currentOrigin[2];
// cap to prevent dramatic height shifts
if ( fabs( dif ) > 2 )
{
if ( fabs( dif ) > 24 )
{
dif = ( dif < 0 ? -24 : 24 );
}
dif *= 10;
NPC->client->ps.velocity[2] = (NPC->client->ps.velocity[2]+dif)/2;
// NPC->fx_time = level.time;
G_Sound( NPC, CHAN_AUTO, G_SoundIndex("sound/chars/remote/misc/hiss.wav"));
}
}
}
else
{
gentity_t *goal = NULL;
if ( NPCInfo->goalEntity ) // Is there a goal?
{
goal = NPCInfo->goalEntity;
}
else
{
goal = NPCInfo->lastGoalEntity;
}
if ( goal )
{
dif = goal->r.currentOrigin[2] - NPC->r.currentOrigin[2];
if ( fabs( dif ) > 24 )
{
dif = ( dif < 0 ? -24 : 24 );
NPC->client->ps.velocity[2] = (NPC->client->ps.velocity[2]+dif)/2;
}
}
}
// Apply friction
if ( NPC->client->ps.velocity[0] )
{
NPC->client->ps.velocity[0] *= VELOCITY_DECAY;
if ( fabs( NPC->client->ps.velocity[0] ) < 1 )
{
NPC->client->ps.velocity[0] = 0;
}
}
if ( NPC->client->ps.velocity[1] )
{
NPC->client->ps.velocity[1] *= VELOCITY_DECAY;
if ( fabs( NPC->client->ps.velocity[1] ) < 1 )
{
NPC->client->ps.velocity[1] = 0;
}
}
}
#define REMOTE_STRAFE_VEL 256
#define REMOTE_STRAFE_DIS 200
#define REMOTE_UPWARD_PUSH 32
/*
-------------------------
Remote_Strafe
-------------------------
*/
void Remote_Strafe( void )
{
int dir;
vec3_t end, right;
trace_t tr;
AngleVectors( NPC->client->renderInfo.eyeAngles, NULL, right, NULL );
// Pick a random strafe direction, then check to see if doing a strafe would be
// reasonable valid
dir = ( rand() & 1 ) ? -1 : 1;
VectorMA( NPC->r.currentOrigin, REMOTE_STRAFE_DIS * dir, right, end );
trap_Trace( &tr, NPC->r.currentOrigin, NULL, NULL, end, NPC->s.number, MASK_SOLID );
// Close enough
if ( tr.fraction > 0.9f )
{
VectorMA( NPC->client->ps.velocity, REMOTE_STRAFE_VEL * dir, right, NPC->client->ps.velocity );
G_Sound( NPC, CHAN_AUTO, G_SoundIndex("sound/chars/remote/misc/hiss.wav"));
// Add a slight upward push
NPC->client->ps.velocity[2] += REMOTE_UPWARD_PUSH;
// Set the strafe start time so we can do a controlled roll
// NPC->fx_time = level.time;
NPCInfo->standTime = level.time + 3000 + random() * 500;
}
}
#define REMOTE_FORWARD_BASE_SPEED 10
#define REMOTE_FORWARD_MULTIPLIER 5
/*
-------------------------
Remote_Hunt
-------------------------
*/
void Remote_Hunt( qboolean visible, qboolean advance, qboolean retreat )
{
float distance, speed;
vec3_t forward;
//If we're not supposed to stand still, pursue the player
if ( NPCInfo->standTime < level.time )
{
// Only strafe when we can see the player
if ( visible )
{
Remote_Strafe();
return;
}
}
//If we don't want to advance, stop here
if ( advance == qfalse && visible == qtrue )
return;
//Only try and navigate if the player is visible
if ( visible == qfalse )
{
// Move towards our goal
NPCInfo->goalEntity = NPC->enemy;
NPCInfo->goalRadius = 12;
//Get our direction from the navigator if we can't see our target
if ( NPC_GetMoveDirection( forward, &distance ) == qfalse )
return;
}
else
{
VectorSubtract( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, forward );
distance = VectorNormalize( forward );
}
speed = REMOTE_FORWARD_BASE_SPEED + REMOTE_FORWARD_MULTIPLIER * g_spskill.integer;
if ( retreat == qtrue )
{
speed *= -1;
}
VectorMA( NPC->client->ps.velocity, speed, forward, NPC->client->ps.velocity );
}
/*
-------------------------
Remote_Fire
-------------------------
*/
void Remote_Fire (void)
{
vec3_t delta1, enemy_org1, muzzle1;
vec3_t angleToEnemy1;
static vec3_t forward, vright, up;
static vec3_t muzzle;
gentity_t *missile;
CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_org1 );
VectorCopy( NPC->r.currentOrigin, muzzle1 );
VectorSubtract (enemy_org1, muzzle1, delta1);
vectoangles ( delta1, angleToEnemy1 );
AngleVectors (angleToEnemy1, forward, vright, up);
missile = CreateMissile( NPC->r.currentOrigin, forward, 1000, 10000, NPC, qfalse );
G_PlayEffectID( G_EffectIndex("bryar/muzzle_flash"), NPC->r.currentOrigin, forward );
missile->classname = "briar";
missile->s.weapon = WP_BRYAR_PISTOL;
missile->damage = 10;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_BRYAR_PISTOL;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
}
/*
-------------------------
Remote_Ranged
-------------------------
*/
void Remote_Ranged( qboolean visible, qboolean advance, qboolean retreat )
{
if ( TIMER_Done( NPC, "attackDelay" ) ) // Attack?
{
TIMER_Set( NPC, "attackDelay", Q_irand( 500, 3000 ) );
Remote_Fire();
}
if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
{
Remote_Hunt( visible, advance, retreat );
}
}
#define MIN_MELEE_RANGE 320
#define MIN_MELEE_RANGE_SQR ( MIN_MELEE_RANGE * MIN_MELEE_RANGE )
#define MIN_DISTANCE 80
#define MIN_DISTANCE_SQR ( MIN_DISTANCE * MIN_DISTANCE )
/*
-------------------------
Remote_Attack
-------------------------
*/
void Remote_Attack( void )
{
float distance;
qboolean visible;
float idealDist;
qboolean advance;
qboolean retreat;
if ( TIMER_Done(NPC,"spin") )
{
TIMER_Set( NPC, "spin", Q_irand( 250, 1500 ) );
NPCInfo->desiredYaw += Q_irand( -200, 200 );
}
// Always keep a good height off the ground
Remote_MaintainHeight();
// If we don't have an enemy, just idle
if ( NPC_CheckEnemyExt(qfalse) == qfalse )
{
Remote_Idle();
return;
}
// Rate our distance to the target, and our visibilty
distance = (int) DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );
visible = NPC_ClearLOS4( NPC->enemy );
idealDist = MIN_DISTANCE_SQR+(MIN_DISTANCE_SQR*flrand( 0, 1 ));
advance = (qboolean)(distance > idealDist*1.25);
retreat = (qboolean)(distance < idealDist*0.75);
// If we cannot see our target, move to see it
if ( visible == qfalse )
{
if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
{
Remote_Hunt( visible, advance, retreat );
return;
}
}
Remote_Ranged( visible, advance, retreat );
}
/*
-------------------------
Remote_Idle
-------------------------
*/
void Remote_Idle( void )
{
Remote_MaintainHeight();
NPC_BSIdle();
}
/*
-------------------------
Remote_Patrol
-------------------------
*/
void Remote_Patrol( void )
{
Remote_MaintainHeight();
//If we have somewhere to go, then do that
if (!NPC->enemy)
{
if ( UpdateGoal() )
{
//start loop sound once we move
ucmd.buttons |= BUTTON_WALKING;
NPC_MoveToGoal( qtrue );
}
}
NPC_UpdateAngles( qtrue, qtrue );
}
/*
-------------------------
NPC_BSRemote_Default
-------------------------
*/
void NPC_BSRemote_Default( void )
{
if ( NPC->enemy )
{
Remote_Attack();
}
else if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
{
Remote_Patrol();
}
else
{
Remote_Idle();
}
}