512 lines
14 KiB
C++
512 lines
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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#include "anims.h"
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#include "g_navigator.h"
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extern void CG_DrawAlert( vec3_t origin, float rating );
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extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
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extern void NPC_TempLookTarget( gentity_t *self, int lookEntNum, int minLookTime, int maxLookTime );
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extern qboolean G_ExpandPointToBBox( vec3_t point, const vec3_t mins, const vec3_t maxs, int ignore, int clipmask );
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extern void NPC_AimAdjust( int change );
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extern qboolean FlyingCreature( gentity_t *ent );
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extern int PM_AnimLength( int index, animNumber_t anim );
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#define MAX_VIEW_DIST 1024
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#define MAX_VIEW_SPEED 250
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#define MAX_LIGHT_INTENSITY 255
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#define MIN_LIGHT_THRESHOLD 0.1
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#define DISTANCE_SCALE 0.25f
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#define DISTANCE_THRESHOLD 0.075f
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#define SPEED_SCALE 0.25f
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#define FOV_SCALE 0.5f
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#define LIGHT_SCALE 0.25f
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#define REALIZE_THRESHOLD 0.6f
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#define CAUTIOUS_THRESHOLD ( REALIZE_THRESHOLD * 0.75 )
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qboolean NPC_CheckPlayerTeamStealth( void );
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static qboolean enemyLOS;
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static qboolean enemyCS;
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static qboolean faceEnemy;
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static qboolean move;
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static qboolean shoot;
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static float enemyDist;
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//Local state enums
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enum
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{
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LSTATE_NONE = 0,
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LSTATE_UNDERFIRE,
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LSTATE_INVESTIGATE,
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};
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/*
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-------------------------
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NPC_Tusken_Precache
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-------------------------
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*/
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void NPC_Tusken_Precache( void )
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{
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int i;
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for ( i = 1; i < 5; i ++ )
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{
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G_SoundIndex( va( "sound/weapons/tusken_staff/stickhit%d.wav", i ) );
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}
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}
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void Tusken_ClearTimers( gentity_t *ent )
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{
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TIMER_Set( ent, "chatter", 0 );
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TIMER_Set( ent, "duck", 0 );
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TIMER_Set( ent, "stand", 0 );
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TIMER_Set( ent, "shuffleTime", 0 );
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TIMER_Set( ent, "sleepTime", 0 );
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TIMER_Set( ent, "enemyLastVisible", 0 );
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TIMER_Set( ent, "roamTime", 0 );
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TIMER_Set( ent, "hideTime", 0 );
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TIMER_Set( ent, "attackDelay", 0 ); //FIXME: Slant for difficulty levels
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TIMER_Set( ent, "stick", 0 );
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TIMER_Set( ent, "scoutTime", 0 );
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TIMER_Set( ent, "flee", 0 );
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TIMER_Set( ent, "taunting", 0 );
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}
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void NPC_Tusken_PlayConfusionSound( gentity_t *self )
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{//FIXME: make this a custom sound in sound set
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if ( self->health > 0 )
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{
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G_AddVoiceEvent( self, Q_irand(EV_CONFUSE1, EV_CONFUSE3), 2000 );
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}
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//reset him to be totally unaware again
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TIMER_Set( self, "enemyLastVisible", 0 );
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TIMER_Set( self, "flee", 0 );
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self->NPC->squadState = SQUAD_IDLE;
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self->NPC->tempBehavior = BS_DEFAULT;
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//self->NPC->behaviorState = BS_PATROL;
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G_ClearEnemy( self );//FIXME: or just self->enemy = NULL;?
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self->NPC->investigateCount = 0;
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}
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/*
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-------------------------
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NPC_ST_Pain
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-------------------------
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*/
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void NPC_Tusken_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, vec3_t point, int damage, int mod )
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{
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self->NPC->localState = LSTATE_UNDERFIRE;
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TIMER_Set( self, "duck", -1 );
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TIMER_Set( self, "stand", 2000 );
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NPC_Pain( self, inflictor, other, point, damage, mod );
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if ( !damage && self->health > 0 )
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{//FIXME: better way to know I was pushed
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G_AddVoiceEvent( self, Q_irand(EV_PUSHED1, EV_PUSHED3), 2000 );
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}
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}
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/*
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-------------------------
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ST_HoldPosition
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-------------------------
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*/
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static void Tusken_HoldPosition( void )
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{
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NPC_FreeCombatPoint( NPCInfo->combatPoint, qtrue );
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NPCInfo->goalEntity = NULL;
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}
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/*
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-------------------------
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ST_Move
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-------------------------
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*/
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static qboolean Tusken_Move( void )
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{
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NPCInfo->combatMove = qtrue;//always move straight toward our goal
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qboolean moved = NPC_MoveToGoal( qtrue );
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//If our move failed, then reset
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if ( moved == qfalse )
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{//couldn't get to enemy
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//just hang here
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Tusken_HoldPosition();
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}
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return moved;
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}
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/*
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-------------------------
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NPC_BSTusken_Patrol
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-------------------------
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*/
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void NPC_BSTusken_Patrol( void )
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{//FIXME: pick up on bodies of dead buddies?
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if ( NPCInfo->confusionTime < level.time )
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{
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//Look for any enemies
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if ( NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES )
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{
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if ( NPC_CheckPlayerTeamStealth() )
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{
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//NPC_AngerSound();
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NPC_UpdateAngles( qtrue, qtrue );
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return;
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}
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}
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if ( !(NPCInfo->scriptFlags&SCF_IGNORE_ALERTS) )
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{
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//Is there danger nearby
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int alertEvent = NPC_CheckAlertEvents( qtrue, qtrue, -1, qfalse, AEL_SUSPICIOUS );
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if ( NPC_CheckForDanger( alertEvent ) )
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{
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NPC_UpdateAngles( qtrue, qtrue );
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return;
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}
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else
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{//check for other alert events
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//There is an event to look at
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if ( alertEvent >= 0 )//&& level.alertEvents[alertEvent].ID != NPCInfo->lastAlertID )
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{
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//NPCInfo->lastAlertID = level.alertEvents[alertEvent].ID;
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if ( level.alertEvents[alertEvent].level == AEL_DISCOVERED )
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{
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if ( level.alertEvents[alertEvent].owner &&
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level.alertEvents[alertEvent].owner->client &&
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level.alertEvents[alertEvent].owner->health >= 0 &&
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level.alertEvents[alertEvent].owner->client->playerTeam == NPC->client->enemyTeam )
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{//an enemy
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G_SetEnemy( NPC, level.alertEvents[alertEvent].owner );
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//NPCInfo->enemyLastSeenTime = level.time;
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TIMER_Set( NPC, "attackDelay", Q_irand( 500, 2500 ) );
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}
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}
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else
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{//FIXME: get more suspicious over time?
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//Save the position for movement (if necessary)
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VectorCopy( level.alertEvents[alertEvent].position, NPCInfo->investigateGoal );
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NPCInfo->investigateDebounceTime = level.time + Q_irand( 500, 1000 );
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if ( level.alertEvents[alertEvent].level == AEL_SUSPICIOUS )
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{//suspicious looks longer
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NPCInfo->investigateDebounceTime += Q_irand( 500, 2500 );
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}
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}
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}
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}
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if ( NPCInfo->investigateDebounceTime > level.time )
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{//FIXME: walk over to it, maybe? Not if not chase enemies
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//NOTE: stops walking or doing anything else below
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vec3_t dir, angles;
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float o_yaw, o_pitch;
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VectorSubtract( NPCInfo->investigateGoal, NPC->client->renderInfo.eyePoint, dir );
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vectoangles( dir, angles );
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o_yaw = NPCInfo->desiredYaw;
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o_pitch = NPCInfo->desiredPitch;
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NPCInfo->desiredYaw = angles[YAW];
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NPCInfo->desiredPitch = angles[PITCH];
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NPC_UpdateAngles( qtrue, qtrue );
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NPCInfo->desiredYaw = o_yaw;
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NPCInfo->desiredPitch = o_pitch;
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return;
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}
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}
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}
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//If we have somewhere to go, then do that
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if ( UpdateGoal() )
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{
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ucmd.buttons |= BUTTON_WALKING;
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NPC_MoveToGoal( qtrue );
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}
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NPC_UpdateAngles( qtrue, qtrue );
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}
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void NPC_Tusken_Taunt( void )
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{
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NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TUSKENTAUNT1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
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TIMER_Set( NPC, "taunting", NPC->client->ps.torsoAnimTimer );
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TIMER_Set( NPC, "duck", -1 );
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}
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/*
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-------------------------
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NPC_BSTusken_Attack
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-------------------------
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*/
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void NPC_BSTusken_Attack( void )
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{
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// IN PAIN
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//---------
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if ( NPC->painDebounceTime > level.time )
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{
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NPC_UpdateAngles( qtrue, qtrue );
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return;
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}
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// IN FLEE
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//---------
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if ( TIMER_Done( NPC, "flee" ) && NPC_CheckForDanger( NPC_CheckAlertEvents( qtrue, qtrue, -1, qfalse, AEL_DANGER ) ) )
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{
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NPC_UpdateAngles( qtrue, qtrue );
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return;
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}
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// UPDATE OUR ENEMY
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//------------------
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if (NPC_CheckEnemyExt()==qfalse || !NPC->enemy)
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{
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NPC_BSTusken_Patrol();
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return;
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}
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enemyDist = Distance(NPC->enemy->currentOrigin, NPC->currentOrigin);
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// Is The Current Enemy A Jawa?
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//------------------------------
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if (NPC->enemy->client && NPC->enemy->client->NPC_class==CLASS_JAWA)
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{
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// Make Sure His Enemy Is Me
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//---------------------------
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if (NPC->enemy->enemy!=NPC)
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{
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G_SetEnemy(NPC->enemy, NPC);
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}
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// Should We Forget About Our Current Enemy And Go After The Player?
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//-------------------------------------------------------------------
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if ((player) && // If There Is A Player Pointer
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(player!=NPC->enemy) && // The Player Is Not Currently My Enemy
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(Distance(player->currentOrigin, NPC->currentOrigin)<130.0f) && // The Player Is Close Enough
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(NAV::InSameRegion(NPC, player)) // And In The Same Region
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)
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{
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G_SetEnemy(NPC, player);
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}
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}
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// Update Our Last Seen Time
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//---------------------------
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if (NPC_ClearLOS(NPC->enemy))
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{
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NPCInfo->enemyLastSeenTime = level.time;
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}
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// Check To See If We Are In Attack Range
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//----------------------------------------
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float boundsMin = (NPC->maxs[0]+NPC->enemy->maxs[0]);
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float lungeRange = (boundsMin + 65.0f);
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float strikeRange = (boundsMin + 40.0f);
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bool meleeRange = (enemyDist<lungeRange);
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bool meleeWeapon = (NPC->client->ps.weapon!=WP_TUSKEN_RIFLE);
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bool canSeeEnemy = ((level.time - NPCInfo->enemyLastSeenTime)<3000);
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// Check To Start Taunting
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//-------------------------
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if (canSeeEnemy && !meleeRange && TIMER_Done(NPC, "tuskenTauntCheck"))
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{
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TIMER_Set(NPC, "tuskenTauntCheck", Q_irand(2000, 6000));
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if (!Q_irand(0,3))
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{
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NPC_Tusken_Taunt();
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}
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}
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if (TIMER_Done(NPC, "taunting"))
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{
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// Should I Attack?
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//------------------
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if (meleeRange || (!meleeWeapon && canSeeEnemy))
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{
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if (!(NPCInfo->scriptFlags&SCF_FIRE_WEAPON) && // If This Flag Is On, It Calls Attack From Elsewhere
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!(NPCInfo->scriptFlags&SCF_DONT_FIRE) && // If This Flag Is On, Don't Fire At All
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(TIMER_Done(NPC, "attackDelay"))
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)
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{
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ucmd.buttons &= ~BUTTON_ALT_ATTACK;
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// If Not In Strike Range, Do Lunge, Or If We Don't Have The Staff, Just Shoot Normally
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//--------------------------------------------------------------------------------------
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if (enemyDist > strikeRange)
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{
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ucmd.buttons |= BUTTON_ALT_ATTACK;
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}
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WeaponThink( qtrue );
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TIMER_Set(NPC, "attackDelay", NPCInfo->shotTime-level.time);
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}
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if ( !TIMER_Done( NPC, "duck" ) )
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{
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ucmd.upmove = -127;
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}
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}
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// Or Should I Move?
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//-------------------
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else if (NPCInfo->scriptFlags & SCF_CHASE_ENEMIES)
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{
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NPCInfo->goalEntity = NPC->enemy;
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NPCInfo->goalRadius = lungeRange;
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Tusken_Move();
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}
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}
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// UPDATE ANGLES
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//---------------
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if (canSeeEnemy)
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{
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NPC_FaceEnemy(qtrue);
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}
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NPC_UpdateAngles(qtrue, qtrue);
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}
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extern void G_Knockdown( gentity_t *self, gentity_t *attacker, const vec3_t pushDir, float strength, qboolean breakSaberLock );
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void Tusken_StaffTrace( void )
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{
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if ( !NPC->ghoul2.size()
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|| NPC->weaponModel[0] <= 0 )
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{
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return;
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}
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int boltIndex = gi.G2API_AddBolt(&NPC->ghoul2[NPC->weaponModel[0]], "*weapon");
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if ( boltIndex != -1 )
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{
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int curTime = (cg.time?cg.time:level.time);
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qboolean hit = qfalse;
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int lastHit = ENTITYNUM_NONE;
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for ( int time = curTime-25; time <= curTime+25&&!hit; time += 25 )
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{
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mdxaBone_t boltMatrix;
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vec3_t tip, dir, base, angles={0,NPC->currentAngles[YAW],0};
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vec3_t mins={-2,-2,-2},maxs={2,2,2};
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trace_t trace;
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gi.G2API_GetBoltMatrix( NPC->ghoul2, NPC->weaponModel[0],
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boltIndex,
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&boltMatrix, angles, NPC->currentOrigin, time,
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NULL, NPC->s.modelScale );
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gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, base );
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gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, dir );
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VectorMA( base, -20, dir, base );
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VectorMA( base, 78, dir, tip );
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#ifndef FINAL_BUILD
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if ( d_saberCombat->integer > 1 )
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{
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G_DebugLine(base, tip, 1000, 0x000000ff, qtrue);
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}
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#endif
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gi.trace( &trace, base, mins, maxs, tip, NPC->s.number, MASK_SHOT, G2_RETURNONHIT, 10 );
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if ( trace.fraction < 1.0f && trace.entityNum != lastHit )
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{//hit something
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gentity_t *traceEnt = &g_entities[trace.entityNum];
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if ( traceEnt->takedamage
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&& (!traceEnt->client || traceEnt == NPC->enemy || traceEnt->client->NPC_class != NPC->client->NPC_class) )
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{//smack
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int dmg = Q_irand( 5, 10 ) * (g_spskill->integer+1);
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//FIXME: debounce?
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G_Sound( traceEnt, G_SoundIndex( va( "sound/weapons/tusken_staff/stickhit%d.wav", Q_irand( 1, 4 ) ) ) );
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G_Damage( traceEnt, NPC, NPC, vec3_origin, trace.endpos, dmg, DAMAGE_NO_KNOCKBACK, MOD_MELEE );
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if ( traceEnt->health > 0
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&& ( (traceEnt->client&&traceEnt->client->NPC_class==CLASS_JAWA&&!Q_irand(0,1))
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|| dmg > 19 ) )//FIXME: base on skill!
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{//do pain on enemy
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G_Knockdown( traceEnt, NPC, dir, 300, qtrue );
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}
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lastHit = trace.entityNum;
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hit = qtrue;
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}
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}
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}
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}
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}
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qboolean G_TuskenAttackAnimDamage( gentity_t *self )
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{
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if (self->client->ps.torsoAnim==BOTH_TUSKENATTACK1 ||
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self->client->ps.torsoAnim==BOTH_TUSKENATTACK2 ||
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self->client->ps.torsoAnim==BOTH_TUSKENATTACK3 ||
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self->client->ps.torsoAnim==BOTH_TUSKENLUNGE1)
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{
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float current = 0.0f;
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int end = 0;
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int start = 0;
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if (!!gi.G2API_GetBoneAnimIndex(&
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self->ghoul2[self->playerModel],
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self->lowerLumbarBone,
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level.time,
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¤t,
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&start,
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&end,
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NULL,
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NULL,
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NULL))
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{
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float percentComplete = (current-start)/(end-start);
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//gi.Printf("%f\n", percentComplete);
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switch (self->client->ps.torsoAnim)
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{
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case BOTH_TUSKENATTACK1: return (percentComplete>0.3 && percentComplete<0.7);
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case BOTH_TUSKENATTACK2: return (percentComplete>0.3 && percentComplete<0.7);
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case BOTH_TUSKENATTACK3: return (percentComplete>0.1 && percentComplete<0.5);
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case BOTH_TUSKENLUNGE1: return (percentComplete>0.3 && percentComplete<0.5);
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}
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}
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}
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return qfalse;
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}
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void NPC_BSTusken_Default( void )
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{
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if( NPCInfo->scriptFlags & SCF_FIRE_WEAPON )
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{
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WeaponThink( qtrue );
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}
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if ( G_TuskenAttackAnimDamage( NPC ) )
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{
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Tusken_StaffTrace();
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}
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if( !NPC->enemy )
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{//don't have an enemy, look for one
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NPC_BSTusken_Patrol();
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}
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else//if ( NPC->enemy )
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{//have an enemy
|
|
NPC_BSTusken_Attack();
|
|
}
|
|
}
|