// leave this line at the top of all AI_xxxx.cpp files for PCH reasons... #include "g_headers.h" #include "b_local.h" #include "g_nav.h" void Interrogator_Idle( void ); void DeathFX( gentity_t *ent ); enum { LSTATE_BLADESTOP=0, LSTATE_BLADEUP, LSTATE_BLADEDOWN, }; /* ------------------------- NPC_Interrogator_Precache ------------------------- */ void NPC_Interrogator_Precache(gentity_t *self) { G_SoundIndex( "sound/chars/interrogator/misc/torture_droid_lp" ); G_SoundIndex("sound/chars/mark1/misc/anger.wav"); G_SoundIndex( "sound/chars/probe/misc/talk"); G_SoundIndex( "sound/chars/interrogator/misc/torture_droid_inject" ); G_SoundIndex( "sound/chars/interrogator/misc/int_droid_explo" ); G_EffectIndex( "explosions/droidexplosion1" ); } /* ------------------------- Interrogator_die ------------------------- */ void Interrogator_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod,int dFlags,int hitLoc ) { self->client->ps.velocity[2] = -100; /* self->locationDamage[HL_NONE] += damage; if (self->locationDamage[HL_NONE] > 40) { DeathFX(self); self->client->ps.eFlags |= EF_NODRAW; self->contents = CONTENTS_CORPSE; } else */ { self->client->moveType = MT_WALK; self->client->ps.velocity[0] = Q_irand( -10, -20 ); self->client->ps.velocity[1] = Q_irand( -10, -20 ); self->client->ps.velocity[2] = -100; } //self->takedamage = qfalse; //self->client->ps.eFlags |= EF_NODRAW; //self->contents = 0; return; } /* ------------------------- Interrogator_PartsMove ------------------------- */ void Interrogator_PartsMove(void) { // Syringe if ( TIMER_Done(NPC,"syringeDelay") ) { NPC->pos1[1] = AngleNormalize360( NPC->pos1[1]); if ((NPC->pos1[1] < 60) || (NPC->pos1[1] > 300)) { NPC->pos1[1]+=Q_irand( -20, 20 ); // Pitch } else if (NPC->pos1[1] > 180) { NPC->pos1[1]=Q_irand( 300, 360 ); // Pitch } else { NPC->pos1[1]=Q_irand( 0, 60 ); // Pitch } gi.G2API_SetBoneAnglesIndex( &NPC->ghoul2[NPC->playerModel], NPC->genericBone1, NPC->pos1, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL ); TIMER_Set( NPC, "syringeDelay", Q_irand( 100, 1000 ) ); } // Scalpel if ( TIMER_Done(NPC,"scalpelDelay") ) { // Change pitch if ( NPCInfo->localState == LSTATE_BLADEDOWN ) // Blade is moving down { NPC->pos2[0]-= 30; if (NPC->pos2[0] < 180) { NPC->pos2[0] = 180; NPCInfo->localState = LSTATE_BLADEUP; // Make it move up } } else // Blade is coming back up { NPC->pos2[0]+= 30; if (NPC->pos2[0] >= 360) { NPC->pos2[0] = 360; NPCInfo->localState = LSTATE_BLADEDOWN; // Make it move down TIMER_Set( NPC, "scalpelDelay", Q_irand( 100, 1000 ) ); } } NPC->pos2[0] = AngleNormalize360( NPC->pos2[0]); gi.G2API_SetBoneAnglesIndex( &NPC->ghoul2[NPC->playerModel], NPC->genericBone2, NPC->pos2, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL ); } // Claw NPC->pos3[1] += Q_irand( 10, 30 ); NPC->pos3[1] = AngleNormalize360( NPC->pos3[1]); gi.G2API_SetBoneAnglesIndex( &NPC->ghoul2[NPC->playerModel], NPC->genericBone3, NPC->pos3, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL ); } #define VELOCITY_DECAY 0.85f #define HUNTER_UPWARD_PUSH 2 /* ------------------------- Interrogator_MaintainHeight ------------------------- */ void Interrogator_MaintainHeight( void ) { float dif; // vec3_t endPos; // trace_t trace; NPC->s.loopSound = G_SoundIndex( "sound/chars/interrogator/misc/torture_droid_lp" ); // Update our angles regardless NPC_UpdateAngles( qtrue, qtrue ); // If we have an enemy, we should try to hover at about enemy eye level if ( NPC->enemy ) { // Find the height difference dif = (NPC->enemy->currentOrigin[2] + NPC->enemy->maxs[2]) - NPC->currentOrigin[2]; // cap to prevent dramatic height shifts if ( fabs( dif ) > 2 ) { if ( fabs( dif ) > 16 ) { dif = ( dif < 0 ? -16 : 16 ); } NPC->client->ps.velocity[2] = (NPC->client->ps.velocity[2]+dif)/2; } } else { gentity_t *goal = NULL; if ( NPCInfo->goalEntity ) // Is there a goal? { goal = NPCInfo->goalEntity; } else { goal = NPCInfo->lastGoalEntity; } if ( goal ) { dif = goal->currentOrigin[2] - NPC->currentOrigin[2]; if ( fabs( dif ) > 24 ) { ucmd.upmove = ( ucmd.upmove < 0 ? -4 : 4 ); } else { 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; } } } } // Apply friction else if ( NPC->client->ps.velocity[2] ) { NPC->client->ps.velocity[2] *= VELOCITY_DECAY; if ( fabs( NPC->client->ps.velocity[2] ) < 1 ) { NPC->client->ps.velocity[2] = 0; } } } // 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 HUNTER_STRAFE_VEL 32 #define HUNTER_STRAFE_DIS 200 /* ------------------------- Interrogator_Strafe ------------------------- */ void Interrogator_Strafe( void ) { int dir; vec3_t end, right; trace_t tr; float dif; 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->currentOrigin, HUNTER_STRAFE_DIS * dir, right, end ); gi.trace( &tr, NPC->currentOrigin, NULL, NULL, end, NPC->s.number, MASK_SOLID ); // Close enough if ( tr.fraction > 0.9f ) { VectorMA( NPC->client->ps.velocity, HUNTER_STRAFE_VEL * dir, right, NPC->client->ps.velocity ); // Add a slight upward push if ( NPC->enemy ) { // Find the height difference dif = (NPC->enemy->currentOrigin[2] + 32) - NPC->currentOrigin[2]; // cap to prevent dramatic height shifts if ( fabs( dif ) > 8 ) { dif = ( dif < 0 ? -HUNTER_UPWARD_PUSH : HUNTER_UPWARD_PUSH ); } NPC->client->ps.velocity[2] += dif; } // Set the strafe start time NPC->fx_time = level.time; NPCInfo->standTime = level.time + 3000 + random() * 500; } } /* ------------------------- Interrogator_Hunt -------------------------` */ #define HUNTER_FORWARD_BASE_SPEED 10 #define HUNTER_FORWARD_MULTIPLIER 2 void Interrogator_Hunt( qboolean visible, qboolean advance ) { float distance, speed; vec3_t forward; Interrogator_PartsMove(); NPC_FaceEnemy(qfalse); //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 ) { Interrogator_Strafe(); if ( NPCInfo->standTime > level.time ) {//successfully strafed return; } } } //If we don't want to advance, stop here if ( advance == qfalse ) return; //Only try and navigate if the player is visible if ( visible == qfalse ) { // Move towards our goal NPCInfo->goalEntity = NPC->enemy; NPCInfo->goalRadius = 12; NPC_MoveToGoal(qtrue); return; } else { VectorSubtract( NPC->enemy->currentOrigin, NPC->currentOrigin, forward ); distance = VectorNormalize( forward ); } speed = HUNTER_FORWARD_BASE_SPEED + HUNTER_FORWARD_MULTIPLIER * g_spskill->integer; VectorMA( NPC->client->ps.velocity, speed, forward, NPC->client->ps.velocity ); } #define MIN_DISTANCE 64 /* ------------------------- Interrogator_Melee ------------------------- */ void Interrogator_Melee( qboolean visible, qboolean advance ) { if ( TIMER_Done( NPC, "attackDelay" ) ) // Attack? { // Make sure that we are within the height range before we allow any damage to happen if ( NPC->currentOrigin[2] >= NPC->enemy->currentOrigin[2]+NPC->enemy->mins[2] && NPC->currentOrigin[2]+NPC->mins[2]+8 < NPC->enemy->currentOrigin[2]+NPC->enemy->maxs[2] ) { TIMER_Set( NPC, "attackDelay", Q_irand( 500, 3000 ) ); G_Damage( NPC->enemy, NPC, NPC, 0, 0, 2, DAMAGE_NO_KNOCKBACK, MOD_MELEE ); NPC->enemy->client->poisonDamage = 18; NPC->enemy->client->poisonTime = level.time + 1000; // Drug our enemy up and do the wonky vision thing gentity_t *tent = G_TempEntity( NPC->enemy->currentOrigin, EV_DRUGGED ); tent->owner = NPC->enemy; G_Sound( NPC, G_SoundIndex( "sound/chars/interrogator/misc/torture_droid_inject.mp3" )); } } if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES ) { Interrogator_Hunt( visible, advance ); } } /* ------------------------- Interrogator_Attack ------------------------- */ void Interrogator_Attack( void ) { // Always keep a good height off the ground Interrogator_MaintainHeight(); //randomly talk if ( TIMER_Done(NPC,"patrolNoise") ) { if (TIMER_Done(NPC,"angerNoise")) { G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/probe/misc/talk.wav", Q_irand(1, 3)) ); TIMER_Set( NPC, "patrolNoise", Q_irand( 4000, 10000 ) ); } } // If we don't have an enemy, just idle if ( NPC_CheckEnemyExt() == qfalse ) { Interrogator_Idle(); return; } // Rate our distance to the target, and our visibilty float distance = (int) DistanceHorizontalSquared( NPC->currentOrigin, NPC->enemy->currentOrigin ); qboolean visible = NPC_ClearLOS( NPC->enemy ); qboolean advance = (qboolean)(distance > MIN_DISTANCE*MIN_DISTANCE ); if ( !visible ) { advance = qtrue; } if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES ) { Interrogator_Hunt( visible, advance ); } NPC_FaceEnemy( qtrue ); if (!advance) { Interrogator_Melee( visible, advance ); } } /* ------------------------- Interrogator_Idle ------------------------- */ void Interrogator_Idle( void ) { if ( NPC_CheckPlayerTeamStealth() ) { G_SoundOnEnt( NPC, CHAN_AUTO, "sound/chars/mark1/misc/anger.wav" ); NPC_UpdateAngles( qtrue, qtrue ); return; } Interrogator_MaintainHeight(); NPC_BSIdle(); } /* ------------------------- NPC_BSInterrogator_Default ------------------------- */ void NPC_BSInterrogator_Default( void ) { //NPC->e_DieFunc = dieF_Interrogator_die; if ( NPC->enemy ) { Interrogator_Attack(); } else { Interrogator_Idle(); } }