mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-15 17:02:33 +00:00
409 lines
8.9 KiB
C++
409 lines
8.9 KiB
C++
|
/*
|
||
|
===========================================================================
|
||
|
Copyright (C) 2000 - 2013, Raven Software, Inc.
|
||
|
Copyright (C) 2001 - 2013, Activision, Inc.
|
||
|
Copyright (C) 2013 - 2015, OpenJK contributors
|
||
|
|
||
|
This file is part of the OpenJK source code.
|
||
|
|
||
|
OpenJK is free software; you can redistribute it and/or modify it
|
||
|
under the terms of the GNU General Public License version 2 as
|
||
|
published by the Free Software Foundation.
|
||
|
|
||
|
This program is distributed in the hope that it will be useful,
|
||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
|
GNU General Public License for more details.
|
||
|
|
||
|
You should have received a copy of the GNU General Public License
|
||
|
along with this program; if not, see <http://www.gnu.org/licenses/>.
|
||
|
===========================================================================
|
||
|
*/
|
||
|
|
||
|
#include "b_local.h"
|
||
|
#include "g_nav.h"
|
||
|
#include "../cgame/cg_local.h"
|
||
|
#include "g_functions.h"
|
||
|
|
||
|
gentity_t *CreateMissile( vec3_t org, vec3_t dir, float vel, int life, gentity_t *owner, qboolean altFire = qfalse );
|
||
|
void Remote_Strafe( void );
|
||
|
|
||
|
#define VELOCITY_DECAY 0.85f
|
||
|
|
||
|
|
||
|
//Local state enums
|
||
|
enum
|
||
|
{
|
||
|
LSTATE_NONE = 0,
|
||
|
};
|
||
|
|
||
|
void Remote_Idle( void );
|
||
|
|
||
|
void NPC_Remote_Precache(void)
|
||
|
{
|
||
|
G_SoundIndex("sound/chars/remote/misc/fire.wav");
|
||
|
G_SoundIndex( "sound/chars/remote/misc/hiss.wav");
|
||
|
G_EffectIndex( "env/small_explode");
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
NPC_Remote_Pain
|
||
|
-------------------------
|
||
|
*/
|
||
|
void NPC_Remote_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc )
|
||
|
{
|
||
|
SaveNPCGlobals();
|
||
|
SetNPCGlobals( self );
|
||
|
Remote_Strafe();
|
||
|
RestoreNPCGlobals();
|
||
|
|
||
|
NPC_Pain( self, inflictor, other, point, damage, mod );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
Remote_MaintainHeight
|
||
|
-------------------------
|
||
|
*/
|
||
|
void Remote_MaintainHeight( void )
|
||
|
{
|
||
|
float dif;
|
||
|
|
||
|
// Update our angles regardless
|
||
|
NPC_UpdateAngles( qtrue, qtrue );
|
||
|
|
||
|
if ( NPC->client->ps.velocity[2] )
|
||
|
{
|
||
|
NPC->client->ps.velocity[2] *= VELOCITY_DECAY;
|
||
|
|
||
|
if ( fabs( NPC->client->ps.velocity[2] ) < 2 )
|
||
|
{
|
||
|
NPC->client->ps.velocity[2] = 0;
|
||
|
}
|
||
|
}
|
||
|
// If we have an enemy, we should try to hover at or a little below enemy eye level
|
||
|
if ( NPC->enemy )
|
||
|
{
|
||
|
if (TIMER_Done( NPC, "heightChange"))
|
||
|
{
|
||
|
TIMER_Set( NPC,"heightChange",Q_irand( 1000, 3000 ));
|
||
|
|
||
|
// Find the height difference
|
||
|
dif = (NPC->enemy->currentOrigin[2] + Q_irand( 0, NPC->enemy->maxs[2]+8 )) - NPC->currentOrigin[2];
|
||
|
|
||
|
// cap to prevent dramatic height shifts
|
||
|
if ( fabs( dif ) > 2 )
|
||
|
{
|
||
|
if ( fabs( dif ) > 24 )
|
||
|
{
|
||
|
dif = ( dif < 0 ? -24 : 24 );
|
||
|
}
|
||
|
dif *= 10;
|
||
|
NPC->client->ps.velocity[2] = (NPC->client->ps.velocity[2]+dif)/2;
|
||
|
NPC->fx_time = level.time;
|
||
|
G_Sound( NPC, G_SoundIndex("sound/chars/remote/misc/hiss.wav"));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
gentity_t *goal = NULL;
|
||
|
|
||
|
if ( NPCInfo->goalEntity ) // Is there a goal?
|
||
|
{
|
||
|
goal = NPCInfo->goalEntity;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
goal = NPCInfo->lastGoalEntity;
|
||
|
}
|
||
|
if ( goal )
|
||
|
{
|
||
|
dif = goal->currentOrigin[2] - NPC->currentOrigin[2];
|
||
|
|
||
|
if ( fabs( dif ) > 24 )
|
||
|
{
|
||
|
dif = ( dif < 0 ? -24 : 24 );
|
||
|
NPC->client->ps.velocity[2] = (NPC->client->ps.velocity[2]+dif)/2;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Apply friction
|
||
|
if ( NPC->client->ps.velocity[0] )
|
||
|
{
|
||
|
NPC->client->ps.velocity[0] *= VELOCITY_DECAY;
|
||
|
|
||
|
if ( fabs( NPC->client->ps.velocity[0] ) < 1 )
|
||
|
{
|
||
|
NPC->client->ps.velocity[0] = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( NPC->client->ps.velocity[1] )
|
||
|
{
|
||
|
NPC->client->ps.velocity[1] *= VELOCITY_DECAY;
|
||
|
|
||
|
if ( fabs( NPC->client->ps.velocity[1] ) < 1 )
|
||
|
{
|
||
|
NPC->client->ps.velocity[1] = 0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#define REMOTE_STRAFE_VEL 256
|
||
|
#define REMOTE_STRAFE_DIS 200
|
||
|
#define REMOTE_UPWARD_PUSH 32
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
Remote_Strafe
|
||
|
-------------------------
|
||
|
*/
|
||
|
void Remote_Strafe( void )
|
||
|
{
|
||
|
int dir;
|
||
|
vec3_t end, right;
|
||
|
trace_t tr;
|
||
|
|
||
|
AngleVectors( NPC->client->renderInfo.eyeAngles, NULL, right, NULL );
|
||
|
|
||
|
// Pick a random strafe direction, then check to see if doing a strafe would be
|
||
|
// reasonable valid
|
||
|
dir = ( rand() & 1 ) ? -1 : 1;
|
||
|
VectorMA( NPC->currentOrigin, REMOTE_STRAFE_DIS * dir, right, end );
|
||
|
|
||
|
gi.trace( &tr, NPC->currentOrigin, NULL, NULL, end, NPC->s.number, MASK_SOLID, (EG2_Collision)0, 0 );
|
||
|
|
||
|
// Close enough
|
||
|
if ( tr.fraction > 0.9f )
|
||
|
{
|
||
|
VectorMA( NPC->client->ps.velocity, REMOTE_STRAFE_VEL * dir, right, NPC->client->ps.velocity );
|
||
|
|
||
|
G_Sound( NPC, G_SoundIndex("sound/chars/remote/misc/hiss.wav"));
|
||
|
|
||
|
// Add a slight upward push
|
||
|
NPC->client->ps.velocity[2] += REMOTE_UPWARD_PUSH;
|
||
|
|
||
|
// Set the strafe start time so we can do a controlled roll
|
||
|
NPC->fx_time = level.time;
|
||
|
NPCInfo->standTime = level.time + 3000 + Q_flrand(0.0f, 1.0f) * 500;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#define REMOTE_FORWARD_BASE_SPEED 10
|
||
|
#define REMOTE_FORWARD_MULTIPLIER 5
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
Remote_Hunt
|
||
|
-------------------------
|
||
|
*/
|
||
|
void Remote_Hunt( qboolean visible, qboolean advance, qboolean retreat )
|
||
|
{
|
||
|
float speed;
|
||
|
vec3_t forward;
|
||
|
|
||
|
//If we're not supposed to stand still, pursue the player
|
||
|
if ( NPCInfo->standTime < level.time )
|
||
|
{
|
||
|
// Only strafe when we can see the player
|
||
|
if ( visible )
|
||
|
{
|
||
|
Remote_Strafe();
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//If we don't want to advance, stop here
|
||
|
if ( advance == qfalse && visible == qtrue )
|
||
|
return;
|
||
|
|
||
|
//Only try and navigate if the player is visible
|
||
|
if ( visible == qfalse )
|
||
|
{
|
||
|
// Move towards our goal
|
||
|
NPCInfo->goalEntity = NPC->enemy;
|
||
|
NPCInfo->goalRadius = 12;
|
||
|
|
||
|
NPC_MoveToGoal(qtrue);
|
||
|
return;
|
||
|
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
VectorSubtract( NPC->enemy->currentOrigin, NPC->currentOrigin, forward );
|
||
|
/*distance = */VectorNormalize( forward );
|
||
|
}
|
||
|
|
||
|
speed = REMOTE_FORWARD_BASE_SPEED + REMOTE_FORWARD_MULTIPLIER * g_spskill->integer;
|
||
|
if ( retreat == qtrue )
|
||
|
{
|
||
|
speed *= -1;
|
||
|
}
|
||
|
VectorMA( NPC->client->ps.velocity, speed, forward, NPC->client->ps.velocity );
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
Remote_Fire
|
||
|
-------------------------
|
||
|
*/
|
||
|
void Remote_Fire (void)
|
||
|
{
|
||
|
vec3_t delta1, enemy_org1, muzzle1;
|
||
|
vec3_t angleToEnemy1;
|
||
|
static vec3_t forward, vright, up;
|
||
|
gentity_t *missile;
|
||
|
|
||
|
CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_org1 );
|
||
|
VectorCopy( NPC->currentOrigin, muzzle1 );
|
||
|
|
||
|
VectorSubtract (enemy_org1, muzzle1, delta1);
|
||
|
|
||
|
vectoangles ( delta1, angleToEnemy1 );
|
||
|
AngleVectors (angleToEnemy1, forward, vright, up);
|
||
|
|
||
|
missile = CreateMissile( NPC->currentOrigin, forward, 1000, 10000, NPC );
|
||
|
|
||
|
G_PlayEffect( "bryar/muzzle_flash", NPC->currentOrigin, forward );
|
||
|
|
||
|
missile->classname = "briar";
|
||
|
missile->s.weapon = WP_BRYAR_PISTOL;
|
||
|
|
||
|
missile->damage = 10;
|
||
|
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
|
||
|
missile->methodOfDeath = MOD_ENERGY;
|
||
|
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
|
||
|
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
Remote_Ranged
|
||
|
-------------------------
|
||
|
*/
|
||
|
void Remote_Ranged( qboolean visible, qboolean advance, qboolean retreat )
|
||
|
{
|
||
|
|
||
|
if ( TIMER_Done( NPC, "attackDelay" ) ) // Attack?
|
||
|
{
|
||
|
TIMER_Set( NPC, "attackDelay", Q_irand( 500, 3000 ) );
|
||
|
Remote_Fire();
|
||
|
}
|
||
|
|
||
|
if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
|
||
|
{
|
||
|
Remote_Hunt( visible, advance, retreat );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#define MIN_MELEE_RANGE 320
|
||
|
#define MIN_MELEE_RANGE_SQR ( MIN_MELEE_RANGE * MIN_MELEE_RANGE )
|
||
|
|
||
|
#define MIN_DISTANCE 80
|
||
|
#define MIN_DISTANCE_SQR ( MIN_DISTANCE * MIN_DISTANCE )
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
Remote_Attack
|
||
|
-------------------------
|
||
|
*/
|
||
|
void Remote_Attack( void )
|
||
|
{
|
||
|
if ( TIMER_Done(NPC,"spin") )
|
||
|
{
|
||
|
TIMER_Set( NPC, "spin", Q_irand( 250, 1500 ) );
|
||
|
NPCInfo->desiredYaw += Q_irand( -200, 200 );
|
||
|
}
|
||
|
// Always keep a good height off the ground
|
||
|
Remote_MaintainHeight();
|
||
|
|
||
|
// If we don't have an enemy, just idle
|
||
|
if ( NPC_CheckEnemyExt() == qfalse )
|
||
|
{
|
||
|
Remote_Idle();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Rate our distance to the target, and our visibilty
|
||
|
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 );
|
||
|
float idealDist = MIN_DISTANCE_SQR+(MIN_DISTANCE_SQR*Q_flrand( 0, 1 ));
|
||
|
qboolean advance = (qboolean)(distance > idealDist*1.25);
|
||
|
qboolean retreat = (qboolean)(distance < idealDist*0.75);
|
||
|
|
||
|
// If we cannot see our target, move to see it
|
||
|
if ( visible == qfalse )
|
||
|
{
|
||
|
if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
|
||
|
{
|
||
|
Remote_Hunt( visible, advance, retreat );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Remote_Ranged( visible, advance, retreat );
|
||
|
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
Remote_Idle
|
||
|
-------------------------
|
||
|
*/
|
||
|
void Remote_Idle( void )
|
||
|
{
|
||
|
Remote_MaintainHeight();
|
||
|
|
||
|
NPC_BSIdle();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
Remote_Patrol
|
||
|
-------------------------
|
||
|
*/
|
||
|
void Remote_Patrol( void )
|
||
|
{
|
||
|
Remote_MaintainHeight();
|
||
|
|
||
|
//If we have somewhere to go, then do that
|
||
|
if (!NPC->enemy)
|
||
|
{
|
||
|
if ( UpdateGoal() )
|
||
|
{
|
||
|
//start loop sound once we move
|
||
|
ucmd.buttons |= BUTTON_WALKING;
|
||
|
NPC_MoveToGoal( qtrue );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
NPC_UpdateAngles( qtrue, qtrue );
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
-------------------------
|
||
|
NPC_BSRemote_Default
|
||
|
-------------------------
|
||
|
*/
|
||
|
void NPC_BSRemote_Default( void )
|
||
|
{
|
||
|
if ( NPC->enemy )
|
||
|
{
|
||
|
Remote_Attack();
|
||
|
}
|
||
|
else if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
|
||
|
{
|
||
|
Remote_Patrol();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Remote_Idle();
|
||
|
}
|
||
|
}
|