#include "b_local.h" #include "g_nav.h" extern void Boba_FireDecide( void ); void Seeker_Strafe( void ); #define VELOCITY_DECAY 0.7f #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 ) #define SEEKER_STRAFE_VEL 100 #define SEEKER_STRAFE_DIS 200 #define SEEKER_UPWARD_PUSH 32 #define SEEKER_FORWARD_BASE_SPEED 10 #define SEEKER_FORWARD_MULTIPLIER 2 #define SEEKER_SEEK_RADIUS 1024 //------------------------------------ void NPC_Seeker_Precache(void) { G_SoundIndex("sound/chars/seeker/misc/fire.wav"); G_SoundIndex( "sound/chars/seeker/misc/hiss.wav"); G_EffectIndex( "env/small_explode"); } //------------------------------------ void NPC_Seeker_Pain(gentity_t *self, gentity_t *attacker, int damage) { if ( !(self->NPC->aiFlags&NPCAI_CUSTOM_GRAVITY )) {//void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_t dir, vec3_t point, int damage, int dflags, int mod, int hitLoc=HL_NONE ); G_Damage( self, NULL, NULL, (float*)vec3_origin, (float*)vec3_origin, 999, 0, MOD_FALLING ); } SaveNPCGlobals(); SetNPCGlobals( self ); Seeker_Strafe(); RestoreNPCGlobals(); NPC_Pain( self, attacker, damage ); } //------------------------------------ void Seeker_MaintainHeight( void ) { float dif; // Update our angles regardless NPC_UpdateAngles( qtrue, qtrue ); // 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" )) { float difFactor; TIMER_Set( NPC,"heightChange",Q_irand( 1000, 3000 )); // Find the height difference dif = (NPC->enemy->r.currentOrigin[2] + flrand( NPC->enemy->r.maxs[2]/2, NPC->enemy->r.maxs[2]+8 )) - NPC->r.currentOrigin[2]; difFactor = 1.0f; if ( NPC->client->NPC_class == CLASS_BOBAFETT ) { if ( TIMER_Done( NPC, "flameTime" ) ) { difFactor = 10.0f; } } // cap to prevent dramatic height shifts if ( fabs( dif ) > 2*difFactor ) { if ( fabs( dif ) > 24*difFactor ) { dif = ( dif < 0 ? -24*difFactor : 24*difFactor ); } NPC->client->ps.velocity[2] = (NPC->client->ps.velocity[2]+dif)/2; } if ( NPC->client->NPC_class == CLASS_BOBAFETT ) { NPC->client->ps.velocity[2] *= flrand( 0.85f, 3.0f ); } } } 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 ) { 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 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; } } } //------------------------------------ void Seeker_Strafe( void ) { int side; vec3_t end, right, dir; trace_t tr; if ( random() > 0.7f || !NPC->enemy || !NPC->enemy->client ) { // Do a regular style strafe AngleVectors( NPC->client->renderInfo.eyeAngles, NULL, right, NULL ); // Pick a random strafe direction, then check to see if doing a strafe would be // reasonably valid side = ( rand() & 1 ) ? -1 : 1; VectorMA( NPC->r.currentOrigin, SEEKER_STRAFE_DIS * side, right, end ); trap_Trace( &tr, NPC->r.currentOrigin, NULL, NULL, end, NPC->s.number, MASK_SOLID ); // Close enough if ( tr.fraction > 0.9f ) { float vel = SEEKER_STRAFE_VEL; float upPush = SEEKER_UPWARD_PUSH; if ( NPC->client->NPC_class != CLASS_BOBAFETT ) { G_Sound( NPC, CHAN_AUTO, G_SoundIndex( "sound/chars/seeker/misc/hiss" )); } else { vel *= 3.0f; upPush *= 4.0f; } VectorMA( NPC->client->ps.velocity, vel*side, right, NPC->client->ps.velocity ); // Add a slight upward push NPC->client->ps.velocity[2] += upPush; NPCInfo->standTime = level.time + 1000 + random() * 500; } } else { float stDis; // Do a strafe to try and keep on the side of their enemy AngleVectors( NPC->enemy->client->renderInfo.eyeAngles, dir, right, NULL ); // Pick a random side side = ( rand() & 1 ) ? -1 : 1; stDis = SEEKER_STRAFE_DIS; if ( NPC->client->NPC_class == CLASS_BOBAFETT ) { stDis *= 2.0f; } VectorMA( NPC->enemy->r.currentOrigin, stDis * side, right, end ); // then add a very small bit of random in front of/behind the player action VectorMA( end, crandom() * 25, dir, end ); trap_Trace( &tr, NPC->r.currentOrigin, NULL, NULL, end, NPC->s.number, MASK_SOLID ); // Close enough if ( tr.fraction > 0.9f ) { float dis, upPush; VectorSubtract( tr.endpos, NPC->r.currentOrigin, dir ); dir[2] *= 0.25; // do less upward change dis = VectorNormalize( dir ); // Try to move the desired enemy side VectorMA( NPC->client->ps.velocity, dis, dir, NPC->client->ps.velocity ); upPush = SEEKER_UPWARD_PUSH; if ( NPC->client->NPC_class != CLASS_BOBAFETT ) { G_Sound( NPC, CHAN_AUTO, G_SoundIndex( "sound/chars/seeker/misc/hiss" )); } else { upPush *= 4.0f; } // Add a slight upward push NPC->client->ps.velocity[2] += upPush; NPCInfo->standTime = level.time + 2500 + random() * 500; } } } //------------------------------------ void Seeker_Hunt( qboolean visible, qboolean advance ) { float distance, speed; vec3_t forward; NPC_FaceEnemy( qtrue ); // 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 ) { Seeker_Strafe(); 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 = 24; // 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 = SEEKER_FORWARD_BASE_SPEED + SEEKER_FORWARD_MULTIPLIER * g_spskill.integer; VectorMA( NPC->client->ps.velocity, speed, forward, NPC->client->ps.velocity ); } //------------------------------------ void Seeker_Fire( void ) { vec3_t dir, enemy_org, muzzle; gentity_t *missile; CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_org ); VectorSubtract( enemy_org, NPC->r.currentOrigin, dir ); VectorNormalize( dir ); // move a bit forward in the direction we shall shoot in so that the bolt doesn't poke out the other side of the seeker VectorMA( NPC->r.currentOrigin, 15, dir, muzzle ); missile = CreateMissile( muzzle, dir, 1000, 10000, NPC, qfalse ); G_PlayEffectID( G_EffectIndex("blaster/muzzle_flash"), NPC->r.currentOrigin, dir ); missile->classname = "blaster"; missile->s.weapon = WP_BLASTER; missile->damage = 5; missile->dflags = DAMAGE_DEATH_KNOCKBACK; missile->methodOfDeath = MOD_BLASTER; missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER; if ( NPC->r.ownerNum < ENTITYNUM_NONE ) { missile->r.ownerNum = NPC->r.ownerNum; } } //------------------------------------ void Seeker_Ranged( qboolean visible, qboolean advance ) { if ( NPC->client->NPC_class != CLASS_BOBAFETT ) { if ( NPC->count > 0 ) { if ( TIMER_Done( NPC, "attackDelay" )) // Attack? { TIMER_Set( NPC, "attackDelay", Q_irand( 250, 2500 )); Seeker_Fire(); NPC->count--; } } else { // out of ammo, so let it die...give it a push up so it can fall more and blow up on impact // NPC->client->ps.gravity = 900; // NPC->svFlags &= ~SVF_CUSTOM_GRAVITY; // NPC->client->ps.velocity[2] += 16; G_Damage( NPC, NPC, NPC, NULL, NULL, 999, 0, MOD_UNKNOWN ); } } if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES ) { Seeker_Hunt( visible, advance ); } } //------------------------------------ void Seeker_Attack( void ) { float distance; qboolean visible; qboolean advance; // Always keep a good height off the ground Seeker_MaintainHeight(); // Rate our distance to the target, and our visibilty distance = DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin ); visible = NPC_ClearLOS4( NPC->enemy ); advance = (qboolean)(distance > MIN_DISTANCE_SQR); if ( NPC->client->NPC_class == CLASS_BOBAFETT ) { advance = (qboolean)(distance>(200.0f*200.0f)); } // If we cannot see our target, move to see it if ( visible == qfalse ) { if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES ) { Seeker_Hunt( visible, advance ); return; } } Seeker_Ranged( visible, advance ); } //------------------------------------ void Seeker_FindEnemy( void ) { int numFound; float dis, bestDis = SEEKER_SEEK_RADIUS * SEEKER_SEEK_RADIUS + 1; vec3_t mins, maxs; int entityList[MAX_GENTITIES]; gentity_t *ent, *best = NULL; int i; VectorSet( maxs, SEEKER_SEEK_RADIUS, SEEKER_SEEK_RADIUS, SEEKER_SEEK_RADIUS ); VectorScale( maxs, -1, mins ); numFound = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for ( i = 0 ; i < numFound ; i++ ) { ent = &g_entities[entityList[i]]; if ( ent->s.number == NPC->s.number || !ent->client //&& || !ent->NPC || ent->health <= 0 || !ent->inuse ) { continue; } if ( ent->client->playerTeam == NPC->client->playerTeam || ent->client->playerTeam == NPCTEAM_NEUTRAL ) // don't attack same team or bots { continue; } // try to find the closest visible one if ( !NPC_ClearLOS4( ent )) { continue; } dis = DistanceHorizontalSquared( NPC->r.currentOrigin, ent->r.currentOrigin ); if ( dis <= bestDis ) { bestDis = dis; best = ent; } } if ( best ) { // used to offset seekers around a circle so they don't occupy the same spot. This is not a fool-proof method. NPC->random = random() * 6.3f; // roughly 2pi NPC->enemy = best; } } //------------------------------------ void Seeker_FollowOwner( void ) { float dis, minDistSqr; vec3_t pt, dir; gentity_t *owner = &g_entities[NPC->s.owner]; Seeker_MaintainHeight(); if ( NPC->client->NPC_class == CLASS_BOBAFETT ) { owner = NPC->enemy; } if ( !owner || owner == NPC || !owner->client ) { return; } //rwwFIXMEFIXME: Care about all clients not just 0 dis = DistanceHorizontalSquared( NPC->r.currentOrigin, owner->r.currentOrigin ); minDistSqr = MIN_DISTANCE_SQR; if ( NPC->client->NPC_class == CLASS_BOBAFETT ) { if ( TIMER_Done( NPC, "flameTime" ) ) { minDistSqr = 200*200; } } if ( dis < minDistSqr ) { // generally circle the player closely till we take an enemy..this is our target point if ( NPC->client->NPC_class == CLASS_BOBAFETT ) { pt[0] = owner->r.currentOrigin[0] + cos( level.time * 0.001f + NPC->random ) * 250; pt[1] = owner->r.currentOrigin[1] + sin( level.time * 0.001f + NPC->random ) * 250; if ( NPC->client->jetPackTime < level.time ) { pt[2] = NPC->r.currentOrigin[2] - 64; } else { pt[2] = owner->r.currentOrigin[2] + 200; } } else { pt[0] = owner->r.currentOrigin[0] + cos( level.time * 0.001f + NPC->random ) * 56; pt[1] = owner->r.currentOrigin[1] + sin( level.time * 0.001f + NPC->random ) * 56; pt[2] = owner->r.currentOrigin[2] + 40; } VectorSubtract( pt, NPC->r.currentOrigin, dir ); VectorMA( NPC->client->ps.velocity, 0.8f, dir, NPC->client->ps.velocity ); } else { if ( NPC->client->NPC_class != CLASS_BOBAFETT ) { if ( TIMER_Done( NPC, "seekerhiss" )) { TIMER_Set( NPC, "seekerhiss", 1000 + random() * 1000 ); G_Sound( NPC, CHAN_AUTO, G_SoundIndex( "sound/chars/seeker/misc/hiss" )); } } // Hey come back! NPCInfo->goalEntity = owner; NPCInfo->goalRadius = 32; NPC_MoveToGoal( qtrue ); NPC->parent = owner; } if ( NPCInfo->enemyCheckDebounceTime < level.time ) { // check twice a second to find a new enemy Seeker_FindEnemy(); NPCInfo->enemyCheckDebounceTime = level.time + 500; } NPC_UpdateAngles( qtrue, qtrue ); } //------------------------------------ void NPC_BSSeeker_Default( void ) { /* if ( in_camera ) { if ( NPC->client->NPC_class != CLASS_BOBAFETT ) { // cameras make me commit suicide.... G_Damage( NPC, NPC, NPC, NULL, NULL, 999, 0, MOD_UNKNOWN ); } } */ //N/A for MP. if ( NPC->r.ownerNum < ENTITYNUM_NONE ) { gentity_t *owner = &g_entities[0]; if ( owner->health <= 0 || (owner->client && owner->client->pers.connected == CON_DISCONNECTED) ) {//owner is dead or gone //remove me G_Damage( NPC, NULL, NULL, NULL, NULL, 10000, DAMAGE_NO_PROTECTION, MOD_TELEFRAG ); return; } } if ( NPC->random == 0.0f ) { // used to offset seekers around a circle so they don't occupy the same spot. This is not a fool-proof method. NPC->random = random() * 6.3f; // roughly 2pi } if ( NPC->enemy && NPC->enemy->health && NPC->enemy->inuse ) { if ( NPC->client->NPC_class != CLASS_BOBAFETT && ( NPC->enemy->s.number == 0 || ( NPC->enemy->client && NPC->enemy->client->NPC_class == CLASS_SEEKER )) ) { //hacked to never take the player as an enemy, even if the player shoots at it NPC->enemy = NULL; } else { Seeker_Attack(); if ( NPC->client->NPC_class == CLASS_BOBAFETT ) { Boba_FireDecide(); } return; } } // In all other cases, follow the player and look for enemies to take on Seeker_FollowOwner(); }