jedioutcast/code/game/AI_Mark2.cpp
2013-04-04 09:52:42 -05:00

324 lines
8.1 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"
#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();
}
}