jkxr/Projects/Android/jni/OpenJK/code/game/AI_ImperialProbe.cpp

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/*
===========================================================================
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 );
extern gitem_t *FindItemForAmmo( ammo_t ammo );
//Local state enums
enum
{
LSTATE_NONE = 0,
LSTATE_BACKINGUP,
LSTATE_SPINNING,
LSTATE_PAIN,
LSTATE_DROP
};
void ImperialProbe_Idle( void );
void NPC_Probe_Precache(void)
{
for ( int i = 1; i < 4; i++)
{
G_SoundIndex( va( "sound/chars/probe/misc/probetalk%d", i ) );
}
G_SoundIndex( "sound/chars/probe/misc/probedroidloop" );
G_SoundIndex("sound/chars/probe/misc/anger1");
G_SoundIndex("sound/chars/probe/misc/fire");
G_EffectIndex( "chunks/probehead" );
G_EffectIndex( "env/med_explode2" );
G_EffectIndex( "explosions/probeexplosion1");
G_EffectIndex( "bryar/muzzle_flash" );
RegisterItem( FindItemForAmmo( AMMO_BLASTER ));
RegisterItem( FindItemForWeapon( WP_BRYAR_PISTOL ) );
}
/*
-------------------------
Hunter_MaintainHeight
-------------------------
*/
#define VELOCITY_DECAY 0.85f
void ImperialProbe_MaintainHeight( void )
{
float dif;
// vec3_t endPos;
// trace_t trace;
// Update our angles regardless
NPC_UpdateAngles( qtrue, qtrue );
// If we have an enemy, we should try to hover at about enemy eye level
if ( NPC->enemy )
{
// Find the height difference
dif = NPC->enemy->currentOrigin[2] - NPC->currentOrigin[2];
// cap to prevent dramatic height shifts
if ( fabs( dif ) > 8 )
{
if ( fabs( dif ) > 16 )
{
dif = ( dif < 0 ? -16 : 16 );
}
NPC->client->ps.velocity[2] = (NPC->client->ps.velocity[2]+dif)/2;
}
}
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 )
{
ucmd.upmove = ( ucmd.upmove < 0 ? -4 : 4 );
}
else
{
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;
}
}
}
}
// Apply friction
else if ( NPC->client->ps.velocity[2] )
{
NPC->client->ps.velocity[2] *= VELOCITY_DECAY;
if ( fabs( NPC->client->ps.velocity[2] ) < 1 )
{
NPC->client->ps.velocity[2] = 0;
}
}
// Stay at a given height until we take on an enemy
/* VectorSet( endPos, NPC->currentOrigin[0], NPC->currentOrigin[1], NPC->currentOrigin[2] - 512 );
gi.trace( &trace, NPC->currentOrigin, NULL, NULL, endPos, NPC->s.number, MASK_SOLID );
if ( trace.fraction != 1.0f )
{
float length = ( trace.fraction * 512 );
if ( length < 80 )
{
ucmd.upmove = 32;
}
else if ( length > 120 )
{
ucmd.upmove = -32;
}
else
{
if ( NPC->client->ps.velocity[2] )
{
NPC->client->ps.velocity[2] *= VELOCITY_DECAY;
if ( fabs( NPC->client->ps.velocity[2] ) < 1 )
{
NPC->client->ps.velocity[2] = 0;
}
}
}
} */
}
// 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;
}
}
}
/*
-------------------------
ImperialProbe_Strafe
-------------------------
*/
#define HUNTER_STRAFE_VEL 256
#define HUNTER_STRAFE_DIS 200
#define HUNTER_UPWARD_PUSH 32
void ImperialProbe_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, HUNTER_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, HUNTER_STRAFE_VEL * dir, right, NPC->client->ps.velocity );
// Add a slight upward push
NPC->client->ps.velocity[2] += HUNTER_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;
}
}
/*
-------------------------
ImperialProbe_Hunt
-------------------------`
*/
#define HUNTER_FORWARD_BASE_SPEED 10
#define HUNTER_FORWARD_MULTIPLIER 5
void ImperialProbe_Hunt( qboolean visible, qboolean advance )
{
float speed;
vec3_t forward;
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
//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 )
{
ImperialProbe_Strafe();
return;
}
}
//If we don't want to advance, stop here
if ( advance == qfalse )
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 = HUNTER_FORWARD_BASE_SPEED + HUNTER_FORWARD_MULTIPLIER * g_spskill->integer;
VectorMA( NPC->client->ps.velocity, speed, forward, NPC->client->ps.velocity );
}
/*
-------------------------
ImperialProbe_FireBlaster
-------------------------
*/
void ImperialProbe_FireBlaster(void)
{
vec3_t muzzle1,enemy_org1,delta1,angleToEnemy1;
static vec3_t forward, vright, up;
gentity_t *missile;
mdxaBone_t boltMatrix;
//FIXME: use {0, NPC->client->ps.legsYaw, 0}
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( "bryar/muzzle_flash", muzzle1 );
G_Sound( NPC, G_SoundIndex( "sound/chars/probe/misc/fire" ));
if (NPC->health)
{
CalcEntitySpot( NPC->enemy, SPOT_CHEST, enemy_org1 );
enemy_org1[0]+= Q_irand(0,10);
enemy_org1[1]+= Q_irand(0,10);
VectorSubtract (enemy_org1, muzzle1, delta1);
vectoangles ( delta1, angleToEnemy1 );
AngleVectors (angleToEnemy1, forward, vright, up);
}
else
{
AngleVectors (NPC->currentAngles, forward, vright, up);
}
missile = CreateMissile( muzzle1, forward, 1600, 10000, NPC );
missile->classname = "bryar_proj";
missile->s.weapon = WP_BRYAR_PISTOL;
if ( g_spskill->integer <= 1 )
{
missile->damage = 5;
}
else
{
missile->damage = 10;
}
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_ENERGY;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
}
/*
-------------------------
ImperialProbe_Ranged
-------------------------
*/
void ImperialProbe_Ranged( qboolean visible, qboolean advance )
{
int delay_min,delay_max;
if ( TIMER_Done( NPC, "attackDelay" ) ) // Attack?
{
if ( g_spskill->integer == 0 )
{
delay_min = 500;
delay_max = 3000;
}
else if ( g_spskill->integer > 1 )
{
delay_min = 500;
delay_max = 2000;
}
else
{
delay_min = 300;
delay_max = 1500;
}
TIMER_Set( NPC, "attackDelay", Q_irand( delay_min, delay_max ) );
ImperialProbe_FireBlaster();
// ucmd.buttons |= BUTTON_ATTACK;
}
if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
{
ImperialProbe_Hunt( visible, advance );
}
}
/*
-------------------------
ImperialProbe_AttackDecision
-------------------------
*/
#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 )
void ImperialProbe_AttackDecision( void )
{
// Always keep a good height off the ground
ImperialProbe_MaintainHeight();
//randomly talk
if ( TIMER_Done(NPC,"patrolNoise") )
{
if (TIMER_Done(NPC,"angerNoise"))
{
G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/probe/misc/probetalk%d", Q_irand(1, 3)) );
TIMER_Set( NPC, "patrolNoise", Q_irand( 4000, 10000 ) );
}
}
// If we don't have an enemy, just idle
if ( NPC_CheckEnemyExt() == qfalse )
{
ImperialProbe_Idle();
return;
}
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1, SETANIM_FLAG_NORMAL);
// 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 );
qboolean advance = (qboolean)(distance > MIN_DISTANCE_SQR);
// If we cannot see our target, move to see it
if ( visible == qfalse )
{
if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
{
ImperialProbe_Hunt( visible, advance );
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 );
// Decide what type of attack to do
ImperialProbe_Ranged( visible, advance );
}
/*
-------------------------
NPC_BSDroid_Pain
-------------------------
*/
void NPC_Probe_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc )
{
float pain_chance;
VectorCopy( self->NPC->lastPathAngles, self->s.angles );
if ( self->health < 30 || mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT ) // demp2 always messes them up real good
{
vec3_t endPos;
trace_t trace;
VectorSet( endPos, self->currentOrigin[0], self->currentOrigin[1], self->currentOrigin[2] - 128 );
gi.trace( &trace, self->currentOrigin, NULL, NULL, endPos, self->s.number, MASK_SOLID, (EG2_Collision)0, 0 );
if ( trace.fraction == 1.0f || mod == MOD_DEMP2 ) // demp2 always does this
{
if (self->client->clientInfo.headModel != 0)
{
vec3_t origin;
VectorCopy(self->currentOrigin,origin);
origin[2] +=50;
// G_PlayEffect( "small_chunks", origin );
G_PlayEffect( "chunks/probehead", origin );
G_PlayEffect( "env/med_explode2", origin );
self->client->clientInfo.headModel = 0;
self->client->moveType = MT_RUNJUMP;
self->client->ps.gravity = g_gravity->value*.1;
}
if ( (mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT) && other )
{
vec3_t dir;
NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD);
VectorSubtract( self->currentOrigin, other->currentOrigin, dir );
VectorNormalize( dir );
VectorMA( self->client->ps.velocity, 550, dir, self->client->ps.velocity );
self->client->ps.velocity[2] -= 127;
}
self->s.powerups |= ( 1 << PW_SHOCKED );
self->client->ps.powerups[PW_SHOCKED] = level.time + 3000;
self->NPC->localState = LSTATE_DROP;
}
}
else
{
pain_chance = NPC_GetPainChance( self, damage );
if ( Q_flrand(0.0f, 1.0f) < pain_chance ) // Spin around in pain?
{
NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE);
}
}
NPC_Pain( self, inflictor, other, point, damage, mod);
}
/*
-------------------------
ImperialProbe_Idle
-------------------------
*/
void ImperialProbe_Idle( void )
{
ImperialProbe_MaintainHeight();
NPC_BSIdle();
}
/*
-------------------------
NPC_BSImperialProbe_Patrol
-------------------------
*/
void ImperialProbe_Patrol( void )
{
ImperialProbe_MaintainHeight();
if ( NPC_CheckPlayerTeamStealth() )
{
NPC_UpdateAngles( qtrue, qtrue );
return;
}
//If we have somewhere to go, then do that
if (!NPC->enemy)
{
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1, SETANIM_FLAG_NORMAL );
if ( UpdateGoal() )
{
//start loop sound once we move
NPC->s.loopSound = G_SoundIndex( "sound/chars/probe/misc/probedroidloop" );
ucmd.buttons |= BUTTON_WALKING;
NPC_MoveToGoal( qtrue );
}
//randomly talk
if (TIMER_Done(NPC,"patrolNoise"))
{
G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/probe/misc/probetalk%d", Q_irand(1, 3)) );
TIMER_Set( NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
}
}
else // He's got an enemy. Make him angry.
{
G_SoundOnEnt( NPC, CHAN_AUTO, "sound/chars/probe/misc/anger1" );
TIMER_Set( NPC, "angerNoise", Q_irand( 2000, 4000 ) );
//NPCInfo->behaviorState = BS_HUNT_AND_KILL;
}
NPC_UpdateAngles( qtrue, qtrue );
}
/*
-------------------------
ImperialProbe_Wait
-------------------------
*/
void ImperialProbe_Wait(void)
{
if ( NPCInfo->localState == LSTATE_DROP )
{
vec3_t endPos;
trace_t trace;
NPCInfo->desiredYaw = AngleNormalize360( NPCInfo->desiredYaw + 25 );
VectorSet( endPos, NPC->currentOrigin[0], NPC->currentOrigin[1], NPC->currentOrigin[2] - 32 );
gi.trace( &trace, NPC->currentOrigin, NULL, NULL, endPos, NPC->s.number, MASK_SOLID, (EG2_Collision)0, 0 );
if ( trace.fraction != 1.0f )
{
G_Damage(NPC, NPC->enemy, NPC->enemy, NULL, NULL, 2000, 0,MOD_UNKNOWN);
}
}
NPC_UpdateAngles( qtrue, qtrue );
}
/*
-------------------------
NPC_BSImperialProbe_Default
-------------------------
*/
void NPC_BSImperialProbe_Default( void )
{
if ( NPC->enemy )
{
NPCInfo->goalEntity = NPC->enemy;
ImperialProbe_AttackDecision();
}
else if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
{
ImperialProbe_Patrol();
}
else if ( NPCInfo->localState == LSTATE_DROP )
{
ImperialProbe_Wait();
}
else
{
ImperialProbe_Idle();
}
}