jediacademy/code/game/AI_MineMonster.cpp
2013-04-04 17:35:38 -05:00

269 lines
6.6 KiB
C++

// leave this line at the top of all AI_xxxx.cpp files for PCH reasons...
#include "g_headers.h"
#include "b_local.h"
// These define the working combat range for these suckers
#define MIN_DISTANCE 54
#define MIN_DISTANCE_SQR ( MIN_DISTANCE * MIN_DISTANCE )
#define MAX_DISTANCE 128
#define MAX_DISTANCE_SQR ( MAX_DISTANCE * MAX_DISTANCE )
#define LSTATE_CLEAR 0
#define LSTATE_WAITING 1
/*
-------------------------
NPC_MineMonster_Precache
-------------------------
*/
void NPC_MineMonster_Precache( void )
{
for ( int i = 0; i < 4; i++ )
{
G_SoundIndex( va("sound/chars/mine/misc/bite%i.wav", i+1 ));
G_SoundIndex( va("sound/chars/mine/misc/miss%i.wav", i+1 ));
}
}
/*
-------------------------
MineMonster_Idle
-------------------------
*/
void MineMonster_Idle( void )
{
if ( UpdateGoal() )
{
ucmd.buttons &= ~BUTTON_WALKING;
NPC_MoveToGoal( qtrue );
}
}
/*
-------------------------
MineMonster_Patrol
-------------------------
*/
void MineMonster_Patrol( void )
{
NPCInfo->localState = LSTATE_CLEAR;
//If we have somewhere to go, then do that
if ( UpdateGoal() )
{
ucmd.buttons &= ~BUTTON_WALKING;
NPC_MoveToGoal( qtrue );
}
vec3_t dif;
VectorSubtract( g_entities[0].currentOrigin, NPC->currentOrigin, dif );
if ( VectorLengthSquared( dif ) < 256 * 256 )
{
G_SetEnemy( NPC, &g_entities[0] );
}
if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
{
MineMonster_Idle();
return;
}
}
/*
-------------------------
MineMonster_Move
-------------------------
*/
void MineMonster_Move( qboolean visible )
{
if ( NPCInfo->localState != LSTATE_WAITING )
{
NPCInfo->goalEntity = NPC->enemy;
NPC_MoveToGoal( qtrue );
NPCInfo->goalRadius = MAX_DISTANCE; // just get us within combat range
}
}
//---------------------------------------------------------
void MineMonster_TryDamage( gentity_t *enemy, int damage )
{
vec3_t end, dir;
trace_t tr;
if ( !enemy )
{
return;
}
AngleVectors( NPC->client->ps.viewangles, dir, NULL, NULL );
VectorMA( NPC->currentOrigin, MIN_DISTANCE, dir, end );
// Should probably trace from the mouth, but, ah well.
gi.trace( &tr, NPC->currentOrigin, vec3_origin, vec3_origin, end, NPC->s.number, MASK_SHOT );
if ( tr.entityNum >= 0 && tr.entityNum < ENTITYNUM_NONE )
{
G_Damage( &g_entities[tr.entityNum], NPC, NPC, dir, tr.endpos, damage, DAMAGE_NO_KNOCKBACK, MOD_MELEE );
G_SoundOnEnt( NPC, CHAN_VOICE_ATTEN, va("sound/chars/mine/misc/bite%i.wav", Q_irand(1,4)));
}
else
{
G_SoundOnEnt( NPC, CHAN_VOICE_ATTEN, va("sound/chars/mine/misc/miss%i.wav", Q_irand(1,4)));
}
}
//------------------------------
void MineMonster_Attack( void )
{
if ( !TIMER_Exists( NPC, "attacking" ))
{
// usually try and play a jump attack if the player somehow got above them....or just really rarely
if ( NPC->enemy && ((NPC->enemy->currentOrigin[2] - NPC->currentOrigin[2] > 10 && random() > 0.1f )
|| random() > 0.8f ))
{
// Going to do ATTACK4
TIMER_Set( NPC, "attacking", 1750 + random() * 200 );
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK4, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
TIMER_Set( NPC, "attack2_dmg", 950 ); // level two damage
}
else if ( random() > 0.5f )
{
if ( random() > 0.8f )
{
// Going to do ATTACK3, (rare)
TIMER_Set( NPC, "attacking", 850 );
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK3, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
TIMER_Set( NPC, "attack2_dmg", 400 ); // level two damage
}
else
{
// Going to do ATTACK1
TIMER_Set( NPC, "attacking", 850 );
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
TIMER_Set( NPC, "attack1_dmg", 450 ); // level one damage
}
}
else
{
// Going to do ATTACK2
TIMER_Set( NPC, "attacking", 1250 );
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
TIMER_Set( NPC, "attack1_dmg", 700 ); // level one damage
}
}
else
{
// Need to do delayed damage since the attack animations encapsulate multiple mini-attacks
if ( TIMER_Done2( NPC, "attack1_dmg", qtrue ))
{
MineMonster_TryDamage( NPC->enemy, 5 );
}
else if ( TIMER_Done2( NPC, "attack2_dmg", qtrue ))
{
MineMonster_TryDamage( NPC->enemy, 10 );
}
}
// Just using this to remove the attacking flag at the right time
TIMER_Done2( NPC, "attacking", qtrue );
}
//----------------------------------
void MineMonster_Combat( void )
{
// If we cannot see our target or we have somewhere to go, then do that
if ( !NPC_ClearLOS( NPC->enemy ) || UpdateGoal( ))
{
NPCInfo->combatMove = qtrue;
NPCInfo->goalEntity = NPC->enemy;
NPCInfo->goalRadius = MAX_DISTANCE; // just get us within combat range
NPC_MoveToGoal( qtrue );
return;
}
// Sometimes I have problems with facing the enemy I'm attacking, so force the issue so I don't look dumb
NPC_FaceEnemy( qtrue );
float distance = DistanceHorizontalSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );
qboolean advance = (qboolean)( distance > MIN_DISTANCE_SQR ? qtrue : qfalse );
if (( advance || NPCInfo->localState == LSTATE_WAITING ) && TIMER_Done( NPC, "attacking" )) // waiting monsters can't attack
{
if ( TIMER_Done2( NPC, "takingPain", qtrue ))
{
NPCInfo->localState = LSTATE_CLEAR;
}
else
{
MineMonster_Move( 1 );
}
}
else
{
MineMonster_Attack();
}
}
/*
-------------------------
NPC_MineMonster_Pain
-------------------------
*/
void NPC_MineMonster_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc )
{
G_AddEvent( self, EV_PAIN, floor((float)self->health/self->max_health*100.0f) );
if ( damage >= 10 )
{
TIMER_Remove( self, "attacking" );
TIMER_Remove( self, "attacking1_dmg" );
TIMER_Remove( self, "attacking2_dmg" );
TIMER_Set( self, "takingPain", 1350 );
VectorCopy( self->NPC->lastPathAngles, self->s.angles );
NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
if ( self->NPC )
{
self->NPC->localState = LSTATE_WAITING;
}
}
}
/*
-------------------------
NPC_BSMineMonster_Default
-------------------------
*/
void NPC_BSMineMonster_Default( void )
{
if ( NPC->enemy )
{
MineMonster_Combat();
}
else if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
{
MineMonster_Patrol();
}
else
{
MineMonster_Idle();
}
NPC_UpdateAngles( qtrue, qtrue );
}