539 lines
No EOL
14 KiB
C++
539 lines
No EOL
14 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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extern void NPC_BSST_Patrol( void );
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extern void Boba_FireDecide( void );
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extern gentity_t *CreateMissile( vec3_t org, vec3_t dir, float vel, int life, gentity_t *owner, qboolean altFire = qfalse );
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void Seeker_Strafe( void );
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#define VELOCITY_DECAY 0.7f
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#define MIN_MELEE_RANGE 320
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#define MIN_MELEE_RANGE_SQR ( MIN_MELEE_RANGE * MIN_MELEE_RANGE )
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#define MIN_DISTANCE 80
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#define MIN_DISTANCE_SQR ( MIN_DISTANCE * MIN_DISTANCE )
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#define SEEKER_STRAFE_VEL 100
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#define SEEKER_STRAFE_DIS 200
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#define SEEKER_UPWARD_PUSH 32
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#define SEEKER_FORWARD_BASE_SPEED 10
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#define SEEKER_FORWARD_MULTIPLIER 2
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#define SEEKER_SEEK_RADIUS 1024
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//------------------------------------
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void NPC_Seeker_Precache(void)
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{
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G_SoundIndex("sound/chars/seeker/misc/fire.wav");
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G_SoundIndex( "sound/chars/seeker/misc/hiss.wav");
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G_EffectIndex( "env/small_explode");
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}
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//------------------------------------
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void NPC_Seeker_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc )
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{
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if ( !(self->svFlags & SVF_CUSTOM_GRAVITY ))
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{//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 );
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G_Damage( self, NULL, NULL, vec3_origin, (float*)vec3_origin, 999, 0, MOD_FALLING );
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}
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SaveNPCGlobals();
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SetNPCGlobals( self );
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Seeker_Strafe();
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RestoreNPCGlobals();
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NPC_Pain( self, inflictor, other, point, damage, mod );
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}
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//------------------------------------
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void Seeker_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 or a little below enemy eye level
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if ( NPC->enemy )
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{
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if (TIMER_Done( NPC, "heightChange" ))
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{
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TIMER_Set( NPC,"heightChange",Q_irand( 1000, 3000 ));
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// Find the height difference
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dif = (NPC->enemy->currentOrigin[2] + Q_flrand( NPC->enemy->maxs[2]/2, NPC->enemy->maxs[2]+8 )) - NPC->currentOrigin[2];
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float difFactor = 1.0f;
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if ( NPC->client->NPC_class == CLASS_BOBAFETT )
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{
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if ( TIMER_Done( NPC, "flameTime" ) )
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{
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difFactor = 10.0f;
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}
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}
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// cap to prevent dramatic height shifts
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if ( fabs( dif ) > 2*difFactor )
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{
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if ( fabs( dif ) > 24*difFactor )
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{
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dif = ( dif < 0 ? -24*difFactor : 24*difFactor );
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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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if ( NPC->client->NPC_class == CLASS_BOBAFETT )
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{
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NPC->client->ps.velocity[2] *= Q_flrand( 0.85f, 3.0f );
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}
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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 ) > 24 )
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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] *= 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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}
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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] *= 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] *= 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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}
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//------------------------------------
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void Seeker_Strafe( void )
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{
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int side;
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vec3_t end, right, dir;
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trace_t tr;
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if ( random() > 0.7f || !NPC->enemy || !NPC->enemy->client )
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{
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// Do a regular style strafe
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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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// reasonably valid
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side = ( rand() & 1 ) ? -1 : 1;
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VectorMA( NPC->currentOrigin, SEEKER_STRAFE_DIS * side, 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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float vel = SEEKER_STRAFE_VEL;
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float upPush = SEEKER_UPWARD_PUSH;
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if ( NPC->client->NPC_class != CLASS_BOBAFETT )
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{
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G_Sound( NPC, G_SoundIndex( "sound/chars/seeker/misc/hiss" ));
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}
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else
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{
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vel *= 3.0f;
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upPush *= 4.0f;
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}
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VectorMA( NPC->client->ps.velocity, vel*side, right, NPC->client->ps.velocity );
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// Add a slight upward push
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NPC->client->ps.velocity[2] += upPush;
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NPCInfo->standTime = level.time + 1000 + random() * 500;
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}
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}
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else
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{
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// Do a strafe to try and keep on the side of their enemy
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AngleVectors( NPC->enemy->client->renderInfo.eyeAngles, dir, right, NULL );
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// Pick a random side
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side = ( rand() & 1 ) ? -1 : 1;
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float stDis = SEEKER_STRAFE_DIS;
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if ( NPC->client->NPC_class == CLASS_BOBAFETT )
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{
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stDis *= 2.0f;
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}
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VectorMA( NPC->enemy->currentOrigin, stDis * side, right, end );
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// then add a very small bit of random in front of/behind the player action
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VectorMA( end, crandom() * 25, dir, 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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VectorSubtract( tr.endpos, NPC->currentOrigin, dir );
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dir[2] *= 0.25; // do less upward change
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float dis = VectorNormalize( dir );
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// Try to move the desired enemy side
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VectorMA( NPC->client->ps.velocity, dis, dir, NPC->client->ps.velocity );
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float upPush = SEEKER_UPWARD_PUSH;
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if ( NPC->client->NPC_class != CLASS_BOBAFETT )
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{
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G_Sound( NPC, G_SoundIndex( "sound/chars/seeker/misc/hiss" ));
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}
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else
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{
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upPush *= 4.0f;
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}
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// Add a slight upward push
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NPC->client->ps.velocity[2] += upPush;
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NPCInfo->standTime = level.time + 2500 + random() * 500;
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}
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}
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}
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//------------------------------------
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void Seeker_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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NPC_FaceEnemy( qtrue );
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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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Seeker_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 == qfalse )
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{
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return;
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}
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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 = 24;
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NPC_MoveToGoal(qtrue);
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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 = SEEKER_FORWARD_BASE_SPEED + SEEKER_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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void Seeker_Fire( void )
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{
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vec3_t dir, enemy_org, muzzle;
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gentity_t *missile;
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CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_org );
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VectorSubtract( enemy_org, NPC->currentOrigin, dir );
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VectorNormalize( dir );
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// 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
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VectorMA( NPC->currentOrigin, 15, dir, muzzle );
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missile = CreateMissile( muzzle, dir, 1000, 10000, NPC );
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G_PlayEffect( "blaster/muzzle_flash", NPC->currentOrigin, dir );
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missile->classname = "blaster";
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missile->s.weapon = WP_BLASTER;
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missile->damage = 5;
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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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}
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//------------------------------------
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void Seeker_Ranged( qboolean visible, qboolean advance )
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{
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if ( NPC->client->NPC_class != CLASS_BOBAFETT )
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{
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if ( NPC->count > 0 )
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{
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if ( TIMER_Done( NPC, "attackDelay" )) // Attack?
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{
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TIMER_Set( NPC, "attackDelay", Q_irand( 250, 2500 ));
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Seeker_Fire();
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NPC->count--;
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}
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}
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else
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{
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// out of ammo, so let it die...give it a push up so it can fall more and blow up on impact
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// NPC->client->ps.gravity = 900;
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// NPC->svFlags &= ~SVF_CUSTOM_GRAVITY;
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// NPC->client->ps.velocity[2] += 16;
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G_Damage( NPC, NPC, NPC, NULL, NULL, 999, 0, MOD_UNKNOWN );
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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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Seeker_Hunt( visible, advance );
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}
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}
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//------------------------------------
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void Seeker_Attack( void )
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{
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// Always keep a good height off the ground
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Seeker_MaintainHeight();
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// Rate our distance to the target, and our visibilty
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float distance = 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 ( NPC->client->NPC_class == CLASS_BOBAFETT )
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{
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advance = (qboolean)(distance>(200.0f*200.0f));
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}
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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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Seeker_Hunt( visible, advance );
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return;
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}
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}
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Seeker_Ranged( visible, advance );
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}
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//------------------------------------
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void Seeker_FindEnemy( void )
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{
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int numFound;
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float dis, bestDis = SEEKER_SEEK_RADIUS * SEEKER_SEEK_RADIUS + 1;
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vec3_t mins, maxs;
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gentity_t *entityList[MAX_GENTITIES], *ent, *best = NULL;
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VectorSet( maxs, SEEKER_SEEK_RADIUS, SEEKER_SEEK_RADIUS, SEEKER_SEEK_RADIUS );
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VectorScale( maxs, -1, mins );
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numFound = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
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for ( int i = 0 ; i < numFound ; i++ )
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{
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ent = entityList[i];
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if ( ent->s.number == NPC->s.number || !ent->client || !ent->NPC || ent->health <= 0 || !ent->inuse )
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{
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continue;
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}
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if ( ent->client->playerTeam == NPC->client->playerTeam || ent->client->playerTeam == TEAM_NEUTRAL ) // don't attack same team or bots
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{
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continue;
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}
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// try to find the closest visible one
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if ( !NPC_ClearLOS( ent ))
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{
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continue;
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}
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dis = DistanceHorizontalSquared( NPC->currentOrigin, ent->currentOrigin );
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if ( dis <= bestDis )
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{
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bestDis = dis;
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best = ent;
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}
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}
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if ( best )
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{
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// used to offset seekers around a circle so they don't occupy the same spot. This is not a fool-proof method.
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NPC->random = random() * 6.3f; // roughly 2pi
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NPC->enemy = best;
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}
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}
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//------------------------------------
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void Seeker_FollowPlayer( void )
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{
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Seeker_MaintainHeight();
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float dis = DistanceHorizontalSquared( NPC->currentOrigin, g_entities[0].currentOrigin );
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vec3_t pt, dir;
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float minDistSqr = MIN_DISTANCE_SQR;
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if ( NPC->client->NPC_class == CLASS_BOBAFETT )
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{
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if ( TIMER_Done( NPC, "flameTime" ) )
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{
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minDistSqr = 200*200;
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}
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}
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if ( dis < minDistSqr )
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{
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// generally circle the player closely till we take an enemy..this is our target point
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if ( NPC->client->NPC_class == CLASS_BOBAFETT )
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{
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pt[0] = g_entities[0].currentOrigin[0] + cos( level.time * 0.001f + NPC->random ) * 250;
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pt[1] = g_entities[0].currentOrigin[1] + sin( level.time * 0.001f + NPC->random ) * 250;
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if ( NPC->client->jetPackTime < level.time )
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{
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pt[2] = NPC->currentOrigin[2] - 64;
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}
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else
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{
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pt[2] = g_entities[0].currentOrigin[2] + 200;
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}
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}
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else
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{
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pt[0] = g_entities[0].currentOrigin[0] + cos( level.time * 0.001f + NPC->random ) * 56;
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pt[1] = g_entities[0].currentOrigin[1] + sin( level.time * 0.001f + NPC->random ) * 56;
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pt[2] = g_entities[0].currentOrigin[2] + 40;
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}
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VectorSubtract( pt, NPC->currentOrigin, dir );
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VectorMA( NPC->client->ps.velocity, 0.8f, dir, NPC->client->ps.velocity );
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}
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else
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{
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if ( NPC->client->NPC_class != CLASS_BOBAFETT )
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{
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if ( TIMER_Done( NPC, "seekerhiss" ))
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{
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TIMER_Set( NPC, "seekerhiss", 1000 + random() * 1000 );
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G_Sound( NPC, G_SoundIndex( "sound/chars/seeker/misc/hiss" ));
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}
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}
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// Hey come back!
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NPCInfo->goalEntity = &g_entities[0];
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NPCInfo->goalRadius = 32;
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NPC_MoveToGoal( qtrue );
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NPC->owner = &g_entities[0];
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}
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if ( NPCInfo->enemyCheckDebounceTime < level.time )
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{
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// check twice a second to find a new enemy
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Seeker_FindEnemy();
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NPCInfo->enemyCheckDebounceTime = level.time + 500;
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}
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NPC_UpdateAngles( qtrue, qtrue );
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}
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//------------------------------------
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void NPC_BSSeeker_Default( void )
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{
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if ( in_camera )
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{
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if ( NPC->client->NPC_class != CLASS_BOBAFETT )
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{
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// cameras make me commit suicide....
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G_Damage( NPC, NPC, NPC, NULL, NULL, 999, 0, MOD_UNKNOWN );
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}
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}
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if ( NPC->random == 0.0f )
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{
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// used to offset seekers around a circle so they don't occupy the same spot. This is not a fool-proof method.
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NPC->random = random() * 6.3f; // roughly 2pi
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}
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if ( NPC->enemy && NPC->enemy->health && NPC->enemy->inuse )
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{
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if ( NPC->client->NPC_class != CLASS_BOBAFETT
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&& ( NPC->enemy->s.number == 0 || ( NPC->enemy->client && NPC->enemy->client->NPC_class == CLASS_SEEKER )) )
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{
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//hacked to never take the player as an enemy, even if the player shoots at it
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NPC->enemy = NULL;
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}
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else
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{
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Seeker_Attack();
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if ( NPC->client->NPC_class == CLASS_BOBAFETT )
|
|
{
|
|
Boba_FireDecide();
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
else if ( NPC->client->NPC_class == CLASS_BOBAFETT )
|
|
{
|
|
NPC_BSST_Patrol();
|
|
return;
|
|
}
|
|
|
|
// In all other cases, follow the player and look for enemies to take on
|
|
Seeker_FollowPlayer();
|
|
} |