// 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 AMMO_POD_HEALTH 40 #define AMMO_POD_HEALTH 1 #define TURN_OFF 0x00000100 #define VELOCITY_DECAY 0.25 #define MAX_DISTANCE 256 #define MAX_DISTANCE_SQR ( MAX_DISTANCE * MAX_DISTANCE ) #define MIN_DISTANCE 24 #define MIN_DISTANCE_SQR ( MIN_DISTANCE * MIN_DISTANCE ) //Local state enums enum { LSTATE_NONE = 0, LSTATE_DROPPINGDOWN, LSTATE_DOWN, LSTATE_RISINGUP, }; gentity_t *CreateMissile( vec3_t org, vec3_t dir, float vel, int life, gentity_t *owner, qboolean altFire = qfalse ); /* ------------------------- NPC_Mark2_Part_Explode ------------------------- */ void NPC_Mark2_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); self->count++; // Count of pods blown off } /* ------------------------- NPC_Mark2_Pain - look at what was hit and see if it should be removed from the model. ------------------------- */ void NPC_Mark2_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, vec3_t point, int damage, int mod,int hitLoc ) { int newBolt,i; NPC_Pain( self, inflictor, other, point, damage, mod ); for (i=0;i<3;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_canister%d",(i+1)) ); if ( newBolt != -1 ) { NPC_Mark2_Part_Explode(self,newBolt); } gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], va("torso_canister%d",(i+1)), TURN_OFF ); break; } } } // If any pods were blown off, kill him if (self->count > 0) { G_Damage( self, NULL, NULL, NULL, NULL, self->health, DAMAGE_NO_PROTECTION, MOD_UNKNOWN ); } } /* ------------------------- Mark2_Hunt ------------------------- */ void Mark2_Hunt(void) { if ( NPCInfo->goalEntity == NULL ) { NPCInfo->goalEntity = NPC->enemy; } // Turn toward him before moving towards him. NPC_FaceEnemy( qtrue ); NPCInfo->combatMove = qtrue; NPC_MoveToGoal( qtrue ); } /* ------------------------- Mark2_FireBlaster ------------------------- */ void Mark2_FireBlaster(qboolean advance) { vec3_t muzzle1,enemy_org1,delta1,angleToEnemy1; static vec3_t forward, vright, up; static vec3_t muzzle; gentity_t *missile; mdxaBone_t boltMatrix; gi.G2API_GetBoltMatrix( NPC->ghoul2, NPC->playerModel, NPC->genericBolt1, &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 ); 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_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; } /* ------------------------- Mark2_BlasterAttack ------------------------- */ void Mark2_BlasterAttack(qboolean advance) { if ( TIMER_Done( NPC, "attackDelay" ) ) // Attack? { if (NPCInfo->localState == LSTATE_NONE) // He's up so shoot less often. { TIMER_Set( NPC, "attackDelay", Q_irand( 500, 2000) ); } else { TIMER_Set( NPC, "attackDelay", Q_irand( 100, 500) ); } Mark2_FireBlaster(advance); return; } else if (advance) { Mark2_Hunt(); } } /* ------------------------- Mark2_AttackDecision ------------------------- */ void Mark2_AttackDecision( void ) { NPC_FaceEnemy( qtrue ); float distance = (int) DistanceHorizontalSquared( NPC->currentOrigin, NPC->enemy->currentOrigin ); qboolean visible = NPC_ClearLOS( NPC->enemy ); qboolean advance = (qboolean)(distance > MIN_DISTANCE_SQR); // He's been ordered to get up if (NPCInfo->localState == LSTATE_RISINGUP) { NPC->flags &= ~FL_SHIELDED; NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1START, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE ); if ((NPC->client->ps.legsAnimTimer==0) && NPC->client->ps.torsoAnim == BOTH_RUN1START ) { NPCInfo->localState = LSTATE_NONE; // He's up again. } return; } // If we cannot see our target, move to see it if ((!visible) || (!NPC_FaceEnemy(qtrue))) { // If he's going down or is down, make him get up if ((NPCInfo->localState == LSTATE_DOWN) || (NPCInfo->localState == LSTATE_DROPPINGDOWN)) { if ( TIMER_Done( NPC, "downTime" ) ) // Down being down?? (The delay is so he doesn't pop up and down when the player goes in and out of range) { NPCInfo->localState = LSTATE_RISINGUP; NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1STOP, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE ); TIMER_Set( NPC, "runTime", Q_irand( 3000, 8000) ); // So he runs for a while before testing to see if he should drop down. } } else { Mark2_Hunt(); } return; } // He's down but he could advance if he wants to. if ((advance) && (TIMER_Done( NPC, "downTime" )) && (NPCInfo->localState == LSTATE_DOWN)) { NPCInfo->localState = LSTATE_RISINGUP; NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1STOP, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE ); TIMER_Set( NPC, "runTime", Q_irand( 3000, 8000) ); // So he runs for a while before testing to see if he should drop down. } NPC_FaceEnemy( qtrue ); // Dropping down to shoot if (NPCInfo->localState == LSTATE_DROPPINGDOWN) { NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1STOP, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE ); TIMER_Set( NPC, "downTime", Q_irand( 3000, 9000) ); if ((NPC->client->ps.legsAnimTimer==0) && NPC->client->ps.torsoAnim == BOTH_RUN1STOP ) { NPC->flags |= FL_SHIELDED; NPCInfo->localState = LSTATE_DOWN; } } // He's down and shooting else if (NPCInfo->localState == LSTATE_DOWN) { // NPC->flags |= FL_SHIELDED;//only damagable by lightsabers and missiles Mark2_BlasterAttack(qfalse); } else if (TIMER_Done( NPC, "runTime" )) // Lowering down to attack. But only if he's done running at you. { NPCInfo->localState = LSTATE_DROPPINGDOWN; } else if (advance) { // We can see enemy so shoot him if timer lets you. Mark2_BlasterAttack(advance); } } /* ------------------------- Mark2_Patrol ------------------------- */ void Mark2_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 ) ); } } } /* ------------------------- Mark2_Idle ------------------------- */ void Mark2_Idle( void ) { NPC_BSIdle(); } /* ------------------------- NPC_BSMark2_Default ------------------------- */ void NPC_BSMark2_Default( void ) { if ( NPC->enemy ) { NPCInfo->goalEntity = NPC->enemy; Mark2_AttackDecision(); } else if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES ) { Mark2_Patrol(); } else { Mark2_Idle(); } }