// leave this line at the top of all AI_xxxx.cpp files for PCH reasons... #include "g_headers.h" #include "b_local.h" //static void R5D2_LookAround( void ); float NPC_GetPainChance( gentity_t *self, int damage ); #define TURN_OFF 0x00000100 //Local state enums enum { LSTATE_NONE = 0, LSTATE_BACKINGUP, LSTATE_SPINNING, LSTATE_PAIN, LSTATE_DROP }; /* ------------------------- R2D2_PartsMove ------------------------- */ void R2D2_PartsMove(void) { // Front 'eye' lense if ( TIMER_Done(NPC,"eyeDelay") ) { NPC->pos1[1] = AngleNormalize360( NPC->pos1[1]); NPC->pos1[0]+=Q_irand( -20, 20 ); // Roll NPC->pos1[1]=Q_irand( -20, 20 ); NPC->pos1[2]=Q_irand( -20, 20 ); if (NPC->genericBone1) { gi.G2API_SetBoneAnglesIndex( &NPC->ghoul2[NPC->playerModel], NPC->genericBone1, NPC->pos1, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL ); } TIMER_Set( NPC, "eyeDelay", Q_irand( 100, 1000 ) ); } } /* ------------------------- NPC_BSDroid_Idle ------------------------- */ void Droid_Idle( void ) { // VectorCopy( NPCInfo->investigateGoal, lookPos ); // NPC_FacePosition( lookPos ); } /* ------------------------- R2D2_TurnAnims ------------------------- */ void R2D2_TurnAnims ( void ) { float turndelta; int anim; turndelta = AngleDelta(NPC->currentAngles[YAW], NPCInfo->desiredYaw); if ((fabs(turndelta) > 20) && ((NPC->client->NPC_class == CLASS_R2D2) || (NPC->client->NPC_class == CLASS_R5D2))) { anim = NPC->client->ps.legsAnim; if (turndelta<0) { if (anim != BOTH_TURN_LEFT1) { NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TURN_LEFT1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } } else { if (anim != BOTH_TURN_RIGHT1) { NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TURN_RIGHT1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } } } else { NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } } /* ------------------------- Droid_Patrol ------------------------- */ void Droid_Patrol( void ) { NPC->pos1[1] = AngleNormalize360( NPC->pos1[1]); if ( NPC->client && NPC->client->NPC_class != CLASS_GONK ) { R2D2_PartsMove(); // Get his eye moving. R2D2_TurnAnims(); } //If we have somewhere to go, then do that if ( UpdateGoal() ) { ucmd.buttons |= BUTTON_WALKING; NPC_MoveToGoal( qtrue ); if( NPC->client && NPC->client->NPC_class == CLASS_MOUSE ) { NPCInfo->desiredYaw += sin(level.time*.5) * 25; // Weaves side to side a little if (TIMER_Done(NPC,"patrolNoise")) { G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/mouse/misc/mousego%d.wav", Q_irand(1, 3)) ); TIMER_Set( NPC, "patrolNoise", Q_irand( 2000, 4000 ) ); } } else if( NPC->client && NPC->client->NPC_class == CLASS_R2D2 ) { if (TIMER_Done(NPC,"patrolNoise")) { G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/r2d2/misc/r2d2talk0%d.wav", Q_irand(1, 3)) ); TIMER_Set( NPC, "patrolNoise", Q_irand( 2000, 4000 ) ); } } else if( NPC->client && NPC->client->NPC_class == CLASS_R5D2 ) { if (TIMER_Done(NPC,"patrolNoise")) { G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/r5d2/misc/r5talk%d.wav", Q_irand(1, 4)) ); TIMER_Set( NPC, "patrolNoise", Q_irand( 2000, 4000 ) ); } } if( NPC->client && NPC->client->NPC_class == CLASS_GONK ) { if (TIMER_Done(NPC,"patrolNoise")) { G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/gonk/misc/gonktalk%d.wav", Q_irand(1, 2)) ); TIMER_Set( NPC, "patrolNoise", Q_irand( 2000, 4000 ) ); } } // else // { // R5D2_LookAround(); // } } NPC_UpdateAngles( qtrue, qtrue ); } /* ------------------------- Droid_Run ------------------------- */ void Droid_Run( void ) { R2D2_PartsMove(); if ( NPCInfo->localState == LSTATE_BACKINGUP ) { ucmd.forwardmove = -127; NPCInfo->desiredYaw += 5; NPCInfo->localState = LSTATE_NONE; // So he doesn't constantly backup. } else { ucmd.forwardmove = 64; //If we have somewhere to go, then do that if ( UpdateGoal() ) { if (NPC_MoveToGoal( qfalse )) { NPCInfo->desiredYaw += sin(level.time*.5) * 5; // Weaves side to side a little } } } NPC_UpdateAngles( qtrue, qtrue ); } /* ------------------------- void Droid_Spin( void ) ------------------------- */ void Droid_Spin( void ) { vec3_t dir = {0,0,1}; R2D2_TurnAnims(); // Head is gone, spin and spark if ( NPC->client->NPC_class == CLASS_R5D2 ) { // No head? if (gi.G2API_GetSurfaceRenderStatus( &NPC->ghoul2[NPC->playerModel], "head" )) { if (TIMER_Done(NPC,"smoke") && !TIMER_Done(NPC,"droidsmoketotal")) { TIMER_Set( NPC, "smoke", 100); G_PlayEffect( "volumetric/droid_smoke" , NPC->currentOrigin,dir); } if (TIMER_Done(NPC,"droidspark")) { TIMER_Set( NPC, "droidspark", Q_irand(100,500)); G_PlayEffect( "sparks/spark", NPC->currentOrigin,dir); } ucmd.forwardmove = Q_irand( -64, 64); if (TIMER_Done(NPC,"roam")) { TIMER_Set( NPC, "roam", Q_irand( 250, 1000 ) ); NPCInfo->desiredYaw = Q_irand( 0, 360 ); // Go in random directions } } else { if (TIMER_Done(NPC,"roam")) { NPCInfo->localState = LSTATE_NONE; } else { NPCInfo->desiredYaw = AngleNormalize360(NPCInfo->desiredYaw + 40); // Spin around } } } else { if (TIMER_Done(NPC,"roam")) { NPCInfo->localState = LSTATE_NONE; } else { NPCInfo->desiredYaw = AngleNormalize360(NPCInfo->desiredYaw + 40); // Spin around } } NPC_UpdateAngles( qtrue, qtrue ); } /* ------------------------- NPC_BSDroid_Pain ------------------------- */ void NPC_Droid_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc ) { int anim; float pain_chance; if ( self->NPC && self->NPC->ignorePain ) { return; } VectorCopy( self->NPC->lastPathAngles, self->s.angles ); if ( self->client->NPC_class == CLASS_R5D2 ) { pain_chance = NPC_GetPainChance( self, damage ); // Put it in pain if ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT || random() < pain_chance ) // Spin around in pain? Demp2 always does this { // Health is between 0-30 or was hit by a DEMP2 so pop his head if ( self->health < 30 || mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT ) { if (!(self->spawnflags & 2)) // Doesn't have to ALWAYSDIE { if ((self->NPC->localState != LSTATE_SPINNING) && (!gi.G2API_GetSurfaceRenderStatus( &self->ghoul2[self->playerModel], "head" ))) { gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "head", TURN_OFF ); // G_PlayEffect( "small_chunks" , self->currentOrigin ); G_PlayEffect( "chunks/r5d2head", self->currentOrigin ); self->s.powerups |= ( 1 << PW_SHOCKED ); self->client->ps.powerups[PW_SHOCKED] = level.time + 3000; TIMER_Set( self, "droidsmoketotal", 5000); TIMER_Set( self, "droidspark", 100); self->NPC->localState = LSTATE_SPINNING; } } } // Just give him normal pain for a little while else { anim = self->client->ps.legsAnim; if ( anim == BOTH_STAND2 ) // On two legs? { anim = BOTH_PAIN1; } else // On three legs { anim = BOTH_PAIN2; } NPC_SetAnim( self, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); // Spin around in pain self->NPC->localState = LSTATE_SPINNING; TIMER_Set( self, "roam", Q_irand(1000,2000)); } } } else if (self->client->NPC_class == CLASS_MOUSE) { if ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT ) { self->NPC->localState = LSTATE_SPINNING; self->s.powerups |= ( 1 << PW_SHOCKED ); self->client->ps.powerups[PW_SHOCKED] = level.time + 3000; } else { self->NPC->localState = LSTATE_BACKINGUP; } self->NPC->scriptFlags &= ~SCF_LOOK_FOR_ENEMIES; } else if ((self->client->NPC_class == CLASS_R2D2)) { pain_chance = NPC_GetPainChance( self, damage ); if ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT || random() < pain_chance ) // Spin around in pain? Demp2 always does this { anim = self->client->ps.legsAnim; if ( anim == BOTH_STAND2 ) // On two legs? { anim = BOTH_PAIN1; } else // On three legs { anim = BOTH_PAIN2; } NPC_SetAnim( self, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); // Spin around in pain self->NPC->localState = LSTATE_SPINNING; TIMER_Set( self, "roam", Q_irand(1000,2000)); } } else if ( self->client->NPC_class == CLASS_INTERROGATOR && ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT ) && other ) { vec3_t dir; VectorSubtract( self->currentOrigin, other->currentOrigin, dir ); VectorNormalize( dir ); VectorMA( self->client->ps.velocity, 550, dir, self->client->ps.velocity ); self->client->ps.velocity[2] -= 127; } NPC_Pain( self, inflictor, other, point, damage, mod); } /* ------------------------- Droid_Pain ------------------------- */ void Droid_Pain(void) { if (TIMER_Done(NPC,"droidpain")) //He's done jumping around { NPCInfo->localState = LSTATE_NONE; } } /* ------------------------- NPC_Mouse_Precache ------------------------- */ void NPC_Mouse_Precache( void ) { int i; for (i = 1; i < 4; i++) { G_SoundIndex( va( "sound/chars/mouse/misc/mousego%d.wav", i ) ); } G_EffectIndex( "env/small_explode" ); G_SoundIndex( "sound/chars/mouse/misc/death1" ); G_SoundIndex( "sound/chars/mouse/misc/mouse_lp" ); } /* ------------------------- NPC_R5D2_Precache ------------------------- */ void NPC_R5D2_Precache(void) { for ( int i = 1; i < 5; i++) { G_SoundIndex( va( "sound/chars/r5d2/misc/r5talk%d.wav", i ) ); } G_SoundIndex( "sound/chars/mark2/misc/mark2_explo" ); // ?? G_SoundIndex( "sound/chars/r2d2/misc/r2_move_lp2.wav" ); G_EffectIndex( "env/med_explode"); G_EffectIndex( "volumetric/droid_smoke" ); G_EffectIndex( "chunks/r5d2head"); } /* ------------------------- NPC_R2D2_Precache ------------------------- */ void NPC_R2D2_Precache(void) { for ( int i = 1; i < 4; i++) { G_SoundIndex( va( "sound/chars/r2d2/misc/r2d2talk0%d.wav", i ) ); } G_SoundIndex( "sound/chars/mark2/misc/mark2_explo" ); // ?? G_SoundIndex( "sound/chars/r2d2/misc/r2_move_lp.wav" ); G_EffectIndex( "env/med_explode"); } /* ------------------------- NPC_Gonk_Precache ------------------------- */ void NPC_Gonk_Precache( void ) { G_SoundIndex("sound/chars/gonk/misc/gonktalk1.wav"); G_SoundIndex("sound/chars/gonk/misc/gonktalk2.wav"); G_SoundIndex("sound/chars/gonk/misc/death1.wav"); G_SoundIndex("sound/chars/gonk/misc/death2.wav"); G_SoundIndex("sound/chars/gonk/misc/death3.wav"); G_EffectIndex( "env/med_explode"); } /* ------------------------- NPC_Protocol_Precache ------------------------- */ void NPC_Protocol_Precache( void ) { G_SoundIndex( "sound/chars/mark2/misc/mark2_explo" ); G_EffectIndex( "env/med_explode"); } /* static void R5D2_OffsetLook( float offset, vec3_t out ) { vec3_t angles, forward, temp; GetAnglesForDirection( NPC->currentOrigin, NPCInfo->investigateGoal, angles ); angles[YAW] += offset; AngleVectors( angles, forward, NULL, NULL ); VectorMA( NPC->currentOrigin, 64, forward, out ); CalcEntitySpot( NPC, SPOT_HEAD, temp ); out[2] = temp[2]; } */ /* ------------------------- R5D2_LookAround ------------------------- */ /* static void R5D2_LookAround( void ) { vec3_t lookPos; float perc = (float) ( level.time - NPCInfo->pauseTime ) / (float) NPCInfo->investigateDebounceTime; //Keep looking at the spot if ( perc < 0.25 ) { VectorCopy( NPCInfo->investigateGoal, lookPos ); } else if ( perc < 0.5f ) //Look up but straight ahead { R5D2_OffsetLook( 0.0f, lookPos ); } else if ( perc < 0.75f ) //Look right { R5D2_OffsetLook( 45.0f, lookPos ); } else //Look left { R5D2_OffsetLook( -45.0f, lookPos ); } NPC_FacePosition( lookPos ); } */ /* ------------------------- NPC_BSDroid_Default ------------------------- */ void NPC_BSDroid_Default( void ) { if ( NPCInfo->localState == LSTATE_SPINNING ) { Droid_Spin(); } else if ( NPCInfo->localState == LSTATE_PAIN ) { Droid_Pain(); } else if ( NPCInfo->localState == LSTATE_DROP ) { NPC_UpdateAngles( qtrue, qtrue ); ucmd.upmove = crandom() * 64; } else if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES ) { Droid_Patrol(); } else { Droid_Run(); } }