// 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" #define MIN_MELEE_RANGE 320 #define MIN_MELEE_RANGE_SQR ( MIN_MELEE_RANGE * MIN_MELEE_RANGE ) #define MIN_DISTANCE 128 #define MIN_DISTANCE_SQR ( MIN_DISTANCE * MIN_DISTANCE ) #define TURN_OFF 0x00000100 #define LEFT_ARM_HEALTH 40 #define RIGHT_ARM_HEALTH 40 #define AMMO_POD_HEALTH 40 #define BOWCASTER_VELOCITY 1300 #define BOWCASTER_NPC_DAMAGE_EASY 12 #define BOWCASTER_NPC_DAMAGE_NORMAL 24 #define BOWCASTER_NPC_DAMAGE_HARD 36 #define BOWCASTER_SIZE 2 #define BOWCASTER_SPLASH_DAMAGE 0 #define BOWCASTER_SPLASH_RADIUS 0 //Local state enums enum { LSTATE_NONE = 0, LSTATE_ASLEEP, LSTATE_WAKEUP, LSTATE_FIRED0, LSTATE_FIRED1, LSTATE_FIRED2, LSTATE_FIRED3, LSTATE_FIRED4, }; qboolean NPC_CheckPlayerTeamStealth( void ); gentity_t *CreateMissile( vec3_t org, vec3_t dir, float vel, int life, gentity_t *owner, qboolean altFire = qfalse ); void Mark1_BlasterAttack(qboolean advance); void DeathFX( gentity_t *ent ); extern gitem_t *FindItemForAmmo( ammo_t ammo ); /* ------------------------- NPC_Mark1_Precache ------------------------- */ void NPC_Mark1_Precache(void) { G_SoundIndex( "sound/chars/mark1/misc/wakeup.wav"); G_SoundIndex( "sound/chars/mark1/misc/shutdown.wav"); G_SoundIndex( "sound/chars/mark1/misc/walk.wav"); G_SoundIndex( "sound/chars/mark1/misc/run.wav"); G_SoundIndex( "sound/chars/mark1/misc/talk1.wav"); G_SoundIndex( "sound/chars/mark1/misc/talk2.wav"); G_SoundIndex( "sound/chars/mark1/misc/talk3.wav"); G_SoundIndex( "sound/chars/mark1/misc/talk4.wav"); G_SoundIndex( "sound/chars/mark1/misc/pain01.wav"); G_SoundIndex( "sound/chars/mark1/misc/pain02.wav"); G_SoundIndex( "sound/chars/mark1/misc/death1.wav"); G_SoundIndex( "sound/chars/mark1/misc/death2.wav"); G_SoundIndex( "sound/chars/mark1/misc/anger.wav"); G_SoundIndex( "sound/chars/mark1/misc/shoot1.wav"); G_SoundIndex( "sound/chars/mark1/misc/shoot2.wav"); G_SoundIndex( "sound/chars/mark1/misc/shoot3.wav"); G_EffectIndex( "small_chunks"); G_EffectIndex( "mouseexplosion1"); G_EffectIndex( "probeexplosion1"); G_EffectIndex( "blaster/smoke_bolton"); G_EffectIndex( "bryar/muzzle_flash"); RegisterItem( FindItemForAmmo( AMMO_METAL_BOLTS)); RegisterItem( FindItemForAmmo( AMMO_POWERCELL )); } /* ------------------------- NPC_Mark1_Part_Explode ------------------------- */ void NPC_Mark1_Part_Explode(gentity_t *self,int bolt) { G_PlayEffect( "small_chunks", self->playerModel, bolt, self->s.number); G_PlayEffect( "mouseexplosion1", self->playerModel, bolt, self->s.number); G_PlayEffect( "blaster/smoke_bolton", self->playerModel, bolt, self->s.number); } /* ------------------------- Mark1_Idle ------------------------- */ void Mark1_Idle( void ) { NPC_BSIdle(); NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_SLEEP1, SETANIM_FLAG_NORMAL ); } /* ------------------------- Mark1Dead_FireRocket - Shoot the left weapon, the multi-blaster ------------------------- */ void Mark1Dead_FireRocket (void) { mdxaBone_t boltMatrix; vec3_t muzzle1,muzzle_dir; int damage = 50; gi.G2API_GetBoltMatrix( NPC->ghoul2, NPC->playerModel, NPC->genericBolt5, &boltMatrix, NPC->currentAngles, NPC->currentOrigin, (cg.time?cg.time:level.time), NULL, NPC->s.modelScale ); gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, muzzle1 ); gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, muzzle_dir ); // G_PlayEffect( "blaster/muzzle_flash", muzzle1 ); G_Sound( NPC, G_SoundIndex("sound/chars/mark1/misc/shoot2.wav")); gentity_t *missile = CreateMissile( muzzle1, muzzle_dir, BOWCASTER_VELOCITY, 10000, NPC ); missile->classname = "bowcaster_proj"; missile->s.weapon = WP_BOWCASTER; VectorSet( missile->maxs, BOWCASTER_SIZE, BOWCASTER_SIZE, BOWCASTER_SIZE ); VectorScale( missile->maxs, -1, missile->mins ); missile->damage = damage; missile->dflags = DAMAGE_DEATH_KNOCKBACK; missile->methodOfDeath = MOD_ENERGY; missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER; missile->splashDamage = BOWCASTER_SPLASH_DAMAGE; missile->splashRadius = BOWCASTER_SPLASH_RADIUS; // we don't want it to bounce missile->bounceCount = 0; } /* ------------------------- Mark1Dead_FireBlaster - Shoot the left weapon, the multi-blaster ------------------------- */ void Mark1Dead_FireBlaster (void) { vec3_t muzzle1,muzzle_dir; gentity_t *missile; mdxaBone_t boltMatrix; int bolt; bolt = NPC->genericBolt1; gi.G2API_GetBoltMatrix( NPC->ghoul2, NPC->playerModel, bolt, &boltMatrix, NPC->currentAngles, NPC->currentOrigin, (cg.time?cg.time:level.time), NULL, NPC->s.modelScale ); gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, muzzle1 ); gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, muzzle_dir ); G_PlayEffect( "bryar/muzzle_flash", muzzle1, muzzle_dir ); missile = CreateMissile( muzzle1, muzzle_dir, 1600, 10000, NPC ); G_Sound( NPC, G_SoundIndex("sound/chars/mark1/misc/shoot1.wav")); missile->classname = "bryar_proj"; missile->s.weapon = WP_BRYAR_PISTOL; missile->damage = 1; missile->dflags = DAMAGE_DEATH_KNOCKBACK; missile->methodOfDeath = MOD_ENERGY; missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER; } /* ------------------------- Mark1_die ------------------------- */ void Mark1_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod,int hitLoc ) { int anim; // Is he dead already? anim = self->client->ps.legsAnim; if (((anim==BOTH_DEATH1) || (anim==BOTH_DEATH2)) && (self->client->ps.torsoAnimTimer==0)) { // This is because self->health keeps getting zeroed out. HL_NONE acts as health in this case. self->locationDamage[HL_NONE] += damage; if (self->locationDamage[HL_NONE] > 50) { DeathFX(self); self->client->ps.eFlags |= EF_NODRAW; self->contents = CONTENTS_CORPSE; } return; } G_Sound( self, G_SoundIndex(va("sound/chars/mark1/misc/death%d.wav",Q_irand( 1, 2)))); // Choose a death anim if (Q_irand( 1, 10) > 5) { NPC_SetAnim( self, SETANIM_BOTH, BOTH_DEATH2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } else { NPC_SetAnim( self, SETANIM_BOTH, BOTH_DEATH1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } } /* ------------------------- Mark1_dying ------------------------- */ void Mark1_dying( gentity_t *self ) { int num,newBolt; if (self->client->ps.torsoAnimTimer>0) { if (TIMER_Done(self,"dyingExplosion")) { num = Q_irand( 1, 3); // Find place to generate explosion if (num == 1) { num = Q_irand( 8, 10); newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], va("*flash%d",num) ); NPC_Mark1_Part_Explode(self,newBolt); } else { num = Q_irand( 1, 6); newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], va("*torso_tube%d",num) ); NPC_Mark1_Part_Explode(self,newBolt); gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], va("torso_tube%d",num), TURN_OFF ); } TIMER_Set( self, "dyingExplosion", Q_irand( 300, 1000 ) ); } // int dir; // vec3_t right; // Shove to the side // AngleVectors( self->client->renderInfo.eyeAngles, NULL, right, NULL ); // VectorMA( self->client->ps.velocity, -80, right, self->client->ps.velocity ); // See which weapons are there // Randomly fire blaster if (!gi.G2API_GetSurfaceRenderStatus( &self->ghoul2[self->playerModel], "l_arm" )) // Is the blaster still on the model? { if (Q_irand( 1, 5) == 1) { SaveNPCGlobals(); SetNPCGlobals( self ); Mark1Dead_FireBlaster(); RestoreNPCGlobals(); } } // Randomly fire rocket if (!gi.G2API_GetSurfaceRenderStatus( &self->ghoul2[self->playerModel], "r_arm" )) // Is the rocket still on the model? { if (Q_irand( 1, 10) == 1) { SaveNPCGlobals(); SetNPCGlobals( self ); Mark1Dead_FireRocket(); RestoreNPCGlobals(); } } } } /* ------------------------- NPC_Mark1_Pain - look at what was hit and see if it should be removed from the model. ------------------------- */ void NPC_Mark1_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, vec3_t point, int damage, int mod,int hitLoc ) { int newBolt,i,chance; NPC_Pain( self, inflictor, other, point, damage, mod ); // Hit in the CHEST??? if (hitLoc==HL_CHEST) { chance = Q_irand( 1, 4); if ((chance == 1) && (damage > 5)) { NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } } // Hit in the left arm? else if ((hitLoc==HL_ARM_LT) && (self->locationDamage[HL_ARM_LT] > LEFT_ARM_HEALTH)) { if (self->locationDamage[hitLoc] >= LEFT_ARM_HEALTH) // Blow it up? { newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*flash3" ); if ( newBolt != -1 ) { NPC_Mark1_Part_Explode(self,newBolt); } gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "l_arm", TURN_OFF ); } } // Hit in the right arm? else if ((hitLoc==HL_ARM_RT) && (self->locationDamage[HL_ARM_RT] > RIGHT_ARM_HEALTH)) // Blow it up? { if (self->locationDamage[hitLoc] >= RIGHT_ARM_HEALTH) { newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*flash4" ); if ( newBolt != -1 ) { G_PlayEffect( "small_chunks", self->playerModel, self->genericBolt2, self->s.number); G_PlayEffect( "mouseexplosion1", self->playerModel, self->genericBolt2, self->s.number); G_PlayEffect( "blaster/smoke_bolton", self->playerModel, newBolt, self->s.number); } gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "r_arm", TURN_OFF ); } } // Check ammo pods else { for (i=0;i<6;i++) { if ((hitLoc==HL_GENERIC1+i) && (self->locationDamage[HL_GENERIC1+i] > AMMO_POD_HEALTH)) // Blow it up? { if (self->locationDamage[hitLoc] >= AMMO_POD_HEALTH) { newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], va("*torso_tube%d",(i+1)) ); if ( newBolt != -1 ) { NPC_Mark1_Part_Explode(self,newBolt); } gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], va("torso_tube%d",(i+1)), TURN_OFF ); NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); break; } } } } // Are both guns shot off? if ((gi.G2API_GetSurfaceRenderStatus( &self->ghoul2[self->playerModel], "l_arm" )) && (gi.G2API_GetSurfaceRenderStatus( &self->ghoul2[self->playerModel], "r_arm" ))) { G_Damage(self,NULL,NULL,NULL,NULL,self->health,0,MOD_UNKNOWN); } } /* ------------------------- Mark1_Hunt - look for enemy. -------------------------` */ void Mark1_Hunt(void) { if ( NPCInfo->goalEntity == NULL ) { NPCInfo->goalEntity = NPC->enemy; } NPC_FaceEnemy( qtrue ); NPCInfo->combatMove = qtrue; NPC_MoveToGoal( qtrue ); } /* ------------------------- Mark1_FireBlaster - Shoot the left weapon, the multi-blaster ------------------------- */ void Mark1_FireBlaster(void) { vec3_t muzzle1,enemy_org1,delta1,angleToEnemy1; static vec3_t forward, vright, up; static vec3_t muzzle; gentity_t *missile; mdxaBone_t boltMatrix; int bolt; // Which muzzle to fire from? if ((NPCInfo->localState <= LSTATE_FIRED0) || (NPCInfo->localState == LSTATE_FIRED4)) { NPCInfo->localState = LSTATE_FIRED1; bolt = NPC->genericBolt1; } else if (NPCInfo->localState == LSTATE_FIRED1) { NPCInfo->localState = LSTATE_FIRED2; bolt = NPC->genericBolt2; } else if (NPCInfo->localState == LSTATE_FIRED2) { NPCInfo->localState = LSTATE_FIRED3; bolt = NPC->genericBolt3; } else { NPCInfo->localState = LSTATE_FIRED4; bolt = NPC->genericBolt4; } gi.G2API_GetBoltMatrix( NPC->ghoul2, NPC->playerModel, bolt, &boltMatrix, NPC->currentAngles, NPC->currentOrigin, (cg.time?cg.time:level.time), NULL, NPC->s.modelScale ); gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, muzzle1 ); if (NPC->health) { CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_org1 ); VectorSubtract (enemy_org1, muzzle1, delta1); vectoangles ( delta1, angleToEnemy1 ); AngleVectors (angleToEnemy1, forward, vright, up); } else { AngleVectors (NPC->currentAngles, forward, vright, up); } G_PlayEffect( "bryar/muzzle_flash", muzzle1, forward ); G_Sound( NPC, G_SoundIndex("sound/chars/mark1/misc/shoot1.wav")); missile = CreateMissile( muzzle1, forward, 1600, 10000, NPC ); missile->classname = "bryar_proj"; missile->s.weapon = WP_BRYAR_PISTOL; missile->damage = 1; missile->dflags = DAMAGE_DEATH_KNOCKBACK; missile->methodOfDeath = MOD_ENERGY; missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER; } /* ------------------------- Mark1_BlasterAttack ------------------------- */ void Mark1_BlasterAttack(qboolean advance ) { int chance; if ( TIMER_Done( NPC, "attackDelay" ) ) // Attack? { chance = Q_irand( 1, 5); NPCInfo->burstCount++; if (NPCInfo->burstCount<3) // Too few shots this burst? { chance = 2; // Force it to keep firing. } else if (NPCInfo->burstCount>12) // Too many shots fired this burst? { NPCInfo->burstCount = 0; chance = 1; // Force it to stop firing. } // Stop firing. if (chance == 1) { NPCInfo->burstCount = 0; TIMER_Set( NPC, "attackDelay", Q_irand( 1000, 3000) ); NPC->client->ps.torsoAnimTimer=0; // Just in case the firing anim is running. } else { if (TIMER_Done( NPC, "attackDelay2" )) // Can't be shooting every frame. { TIMER_Set( NPC, "attackDelay2", Q_irand( 50, 50) ); Mark1_FireBlaster(); NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } return; } } else if (advance) { if ( NPC->client->ps.torsoAnim == BOTH_ATTACK1 ) { NPC->client->ps.torsoAnimTimer=0; // Just in case the firing anim is running. } Mark1_Hunt(); } else // Make sure he's not firing. { if ( NPC->client->ps.torsoAnim == BOTH_ATTACK1 ) { NPC->client->ps.torsoAnimTimer=0; // Just in case the firing anim is running. } } } /* ------------------------- Mark1_FireRocket ------------------------- */ void Mark1_FireRocket(void) { mdxaBone_t boltMatrix; vec3_t muzzle1,enemy_org1,delta1,angleToEnemy1; static vec3_t forward, vright, up; int damage = 50; gi.G2API_GetBoltMatrix( NPC->ghoul2, NPC->playerModel, NPC->genericBolt5, &boltMatrix, NPC->currentAngles, NPC->currentOrigin, (cg.time?cg.time:level.time), NULL, NPC->s.modelScale ); gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, muzzle1 ); // G_PlayEffect( "blaster/muzzle_flash", muzzle1 ); CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_org1 ); VectorSubtract (enemy_org1, muzzle1, delta1); vectoangles ( delta1, angleToEnemy1 ); AngleVectors (angleToEnemy1, forward, vright, up); G_Sound( NPC, G_SoundIndex("sound/chars/mark1/misc/shoot2.wav")); gentity_t *missile = CreateMissile( muzzle1, forward, BOWCASTER_VELOCITY, 10000, NPC ); missile->classname = "bowcaster_proj"; missile->s.weapon = WP_BOWCASTER; VectorSet( missile->maxs, BOWCASTER_SIZE, BOWCASTER_SIZE, BOWCASTER_SIZE ); VectorScale( missile->maxs, -1, missile->mins ); missile->damage = damage; missile->dflags = DAMAGE_DEATH_KNOCKBACK; missile->methodOfDeath = MOD_ENERGY; missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER; missile->splashDamage = BOWCASTER_SPLASH_DAMAGE; missile->splashRadius = BOWCASTER_SPLASH_RADIUS; // we don't want it to bounce missile->bounceCount = 0; } /* ------------------------- Mark1_RocketAttack ------------------------- */ void Mark1_RocketAttack( qboolean advance ) { if ( TIMER_Done( NPC, "attackDelay" ) ) // Attack? { TIMER_Set( NPC, "attackDelay", Q_irand( 1000, 3000) ); NPC_SetAnim( NPC, SETANIM_TORSO, BOTH_ATTACK2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); Mark1_FireRocket(); } else if (advance) { Mark1_Hunt(); } } /* ------------------------- Mark1_AttackDecision ------------------------- */ void Mark1_AttackDecision( void ) { int blasterTest,rocketTest; //randomly talk if ( TIMER_Done(NPC,"patrolNoise") ) { if (TIMER_Done(NPC,"angerNoise")) { G_Sound( NPC, G_SoundIndex(va("sound/chars/mark1/misc/talk%d.wav", Q_irand(1, 4)))); TIMER_Set( NPC, "patrolNoise", Q_irand( 4000, 10000 ) ); } } // Enemy is dead or he has no enemy. if ((NPC->enemy->health<1) || ( NPC_CheckEnemyExt() == qfalse )) { NPC->enemy = NULL; return; } // Rate our distance to the target and visibility float distance = (int) DistanceHorizontalSquared( NPC->currentOrigin, NPC->enemy->currentOrigin ); distance_e distRate = ( distance > MIN_MELEE_RANGE_SQR ) ? DIST_LONG : DIST_MELEE; qboolean visible = NPC_ClearLOS( NPC->enemy ); qboolean advance = (qboolean)(distance > MIN_DISTANCE_SQR); // If we cannot see our target, move to see it if ((!visible) || (!NPC_FaceEnemy(qtrue))) { Mark1_Hunt(); return; } // See if the side weapons are there blasterTest = gi.G2API_GetSurfaceRenderStatus( &NPC->ghoul2[NPC->playerModel], "l_arm" ); rocketTest = gi.G2API_GetSurfaceRenderStatus( &NPC->ghoul2[NPC->playerModel], "r_arm" ); // It has both side weapons if (!blasterTest && !rocketTest) { ; // So do nothing. } else if (blasterTest) { distRate = DIST_LONG; } else if (rocketTest) { distRate = DIST_MELEE; } else // It should never get here, but just in case { NPC->health = 0; NPC->client->ps.stats[STAT_HEALTH] = 0; GEntity_DieFunc(NPC, NPC, NPC, 100, MOD_UNKNOWN); } // We can see enemy so shoot him if timers let you. NPC_FaceEnemy( qtrue ); if (distRate == DIST_MELEE) { Mark1_BlasterAttack(advance); } else if (distRate == DIST_LONG) { Mark1_RocketAttack(advance); } } /* ------------------------- Mark1_Patrol ------------------------- */ void Mark1_Patrol( void ) { if ( NPC_CheckPlayerTeamStealth() ) { G_Sound( NPC, G_SoundIndex("sound/chars/mark1/misc/anger.wav")); NPC_UpdateAngles( qtrue, qtrue ); return; } //If we have somewhere to go, then do that if (!NPC->enemy) { if ( UpdateGoal() ) { ucmd.buttons |= BUTTON_WALKING; NPC_MoveToGoal( qtrue ); NPC_UpdateAngles( qtrue, qtrue ); } //randomly talk if (TIMER_Done(NPC,"patrolNoise")) { G_Sound( NPC, G_SoundIndex(va("sound/chars/mark1/misc/talk%d.wav", Q_irand(1, 4)))); TIMER_Set( NPC, "patrolNoise", Q_irand( 2000, 4000 ) ); } } } /* ------------------------- NPC_BSMark1_Default ------------------------- */ void NPC_BSMark1_Default( void ) { NPC->e_DieFunc = dieF_Mark1_die; if ( NPC->enemy ) { NPCInfo->goalEntity = NPC->enemy; Mark1_AttackDecision(); } else if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES ) { Mark1_Patrol(); } else { Mark1_Idle(); } }